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script-json_data.js 170 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. "DADDB": "DADDB",
  37. "SANBON": "sanbon.me",
  38. },
  39. error: {
  40. 0: "Unknown Error",
  41. 1: "Unsupported format",
  42. 2: "No formation data",
  43. 3: "The illegal JSON format",
  44. 4: "The illegal URL format",
  45. },
  46. paddb_success: `Sucess`,
  47. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  48. },
  49. sort_name:{
  50. sort_none: "Nope",
  51. sort_id: "Cards Id",
  52. sort_attrs : "Attribute",
  53. sort_evoRootId: "Cards Evolution Root",
  54. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  55. sort_rarity: "Rarity",
  56. sort_cost: "Cost",
  57. sort_skillLv1: "Maximum Skill Turn",
  58. sort_skillLvMax: "Minimum Skill Turn",
  59. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  60. sort_hpMax120: "Max HP",
  61. sort_atkMax120: "Max ATK",
  62. sort_rcvMax120: "Max RCV",
  63. sort_hpMax120_awoken: "Max HP (+Awoken)",
  64. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  65. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  66. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  67. },
  68. skill_parse: {
  69. skill: {
  70. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  71. unknown: tp`Unkonwn skill type: ${'type'}`,
  72. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  73. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  74. random_skills: tp`Random Activates these skills:${'skills'}`,
  75. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  76. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  77. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  78. damage_enemy_times: tp`${'times'} `,
  79. damage_enemy_count: tp` (${'damage'} in total)`,
  80. //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.
  81. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  82. delay: tp`${'icon'}Delays enemies' next move`,
  83. mass_attack: tp`${'icon'}Mass attacks`,
  84. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  85. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  86. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  87. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  88. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  89. unbind_normal: tp`${'icon'}Bind`,
  90. unbind_awakenings: tp`${'icon'}Awoken bind`,
  91. unbind_matches: tp`${'icon'}Unmatchable orb`,
  92. bind_skill: tp`${'icon'}Unable to use skills`,
  93. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  94. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  95. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  96. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  97. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  98. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  99. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  100. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  101. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  102. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  103. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  104. board_change: tp`Change all orbs to ${'orbs'}`,
  105. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  106. skill_boost_range: tp`~${'turns'}`,
  107. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  108. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  109. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  110. drop_refresh: tp`${'icon'}Replaces all orbs`,
  111. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  112. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  113. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  114. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  115. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  116. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  117. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  118. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  119. orb_thorn: tp`, reduces ${'value'} per encounter`,
  120. attr_absorb: tp`${'icon'}Attribute absorption`,
  121. combo_absorb: tp`${'icon'}Combo absorption`,
  122. damage_absorb: tp`${'icon'}Damage absorption`,
  123. damage_void: tp`${'icon'}Damage void`,
  124. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  125. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  126. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  127. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  128. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  129. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  130. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  131. rate_multiply_drop: tp`${'icon'}Drop rate`,
  132. rate_multiply_coin: tp`${'icon'}Coins`,
  133. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  134. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  135. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  136. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  137. henshin: tp`Changes to ${'cards'}`,
  138. random_henshin: tp`Random changes to ${'cards'}`,
  139. void_poison: tp`Voids ${'poison'} damage`,
  140. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  141. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  142. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  143. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  144. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  145. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  146. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  147. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  148. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  149. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  150. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  151. },
  152. power: {
  153. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  154. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  155. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  156. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  157. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  158. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  159. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  160. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  161. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  162. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  163. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  164. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  165. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  166. },
  167. cond: {
  168. unknown: tp`[ Unknown condition ]`,
  169. hp_equal: tp`When ${'hp'} == ${'min'} `,
  170. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  171. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  172. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  173. use_skill: tp`When skills used `,
  174. multi_player: tp`When in Multiplayer Mode `,
  175. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  176. exact_combo: tp`When exactly ${'value'} combos `,
  177. exact_length: tp`exactly of ${'value'} `,
  178. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  179. exact_match_enhanced: tp` orbs including enhanced`,
  180. compo_type_card: tp`When ${'ids'} are all on team, `,
  181. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  182. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  183. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  184. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  185. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  186. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  187. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  188. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  189. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  190. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  191. },
  192. position: {
  193. top: tp`${'pos'} of top rows`,
  194. bottom: tp`${'pos'} of bottom rows`,
  195. left: tp`${'pos'} of left columns`,
  196. right: tp`${'pos'} of right columns`,
  197. random: tp`random location`,
  198. shape: tp`specified location`,
  199. },
  200. value: {
  201. unknown: tp`[ Unknown value: ${'type'}]`, //type
  202. const: tp`${'value'} ${'unit'}`,
  203. const_to: tp`to ${'value'}`,
  204. mul_percent: tp`${'value'}%`,
  205. mul_times: tp`×${'value'}`,
  206. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  207. mul_of_times: tp`${'stats'} ×${'value'}`,
  208. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  209. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  210. prob: tp`${'value'} chance for `,
  211. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  212. size: tp`${'width'}×${'height'}`,
  213. pos: tp`${'x'}×${'y'}`,
  214. },
  215. target: {
  216. unknown: tp`Unkown Target`,
  217. self: tp`card's`,
  218. team: tp`team`,
  219. team_last: tp`the lastest member`,
  220. team_leader: tp`leader`,
  221. sub_members: tp`sub-members`,
  222. leader_self: tp`left leader`,
  223. leader_helper: tp`right leader`,
  224. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  225. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  226. enemy: tp`Enemy`,
  227. enemy_all: tp`all enemys`,
  228. enemy_one: tp`1 enemy`,
  229. enemy_attr: tp`${'attr'} enemy`,
  230. the_attr: tp`attr of the matched Orbs`,
  231. },
  232. stats: {
  233. unknown: tp`[ Unknown: ${'type'}]`, //type
  234. maxhp: tp`${'icon'}Max HP`,
  235. hp: tp`HP`,
  236. chp: tp`current HP`,
  237. atk: tp`ATK`,
  238. rcv: tp`RCV`,
  239. teamhp: tp`Team HP`,
  240. teamatk: tp`Team ${'attrs'} ATK`,
  241. teamrcv: tp`Team RCV`,
  242. cstage: tp`current Stage of Dungeon`,
  243. state_is: tp`${'state'}: ${'num'}`,
  244. },
  245. unit: {
  246. orbs: tp``,
  247. times: tp` times`,
  248. seconds: tp` seconds`,
  249. point: tp` point`,
  250. turns: tp` turns`,
  251. },
  252. word: {
  253. comment: tp`(${'content'}) `,
  254. comma: tp`, `,
  255. semicolon: tp`; `,
  256. slight_pause: tp`, `,
  257. range_hyphen: tp`~`,
  258. in_once: tp`in once `,
  259. evo_type_pixel: tp`Pixel Evo`,
  260. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  261. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  262. affix_attr: tp`${'cotent'} attr.`,
  263. affix_orb: tp`${'cotent'} orbs`,
  264. affix_type: tp`${'cotent'} types`,
  265. affix_awakening: tp`${'cotent'} awoken`,
  266. affix_exclude: tp`, exclude ${'cotent'}`,
  267. each_time: tp`each time `,
  268. different: tp`different`,
  269. same: tp`the same`,
  270. },
  271. attrs: {
  272. [0]: tp`${'icon'}Fire`,
  273. [1]: tp`${'icon'}Water`,
  274. [2]: tp`${'icon'}Wood`,
  275. [3]: tp`${'icon'}Light`,
  276. [4]: tp`${'icon'}Dark`,
  277. [5]: tp`${'icon'}Recover`,
  278. [6]: tp`${'icon'}Null`,
  279. all: tp`All`,
  280. self: tp`${'icon'}Self's Attr`,
  281. fixed: tp`${'icon'}Fixed`,
  282. },
  283. orbs: {
  284. [0]: tp`${'icon'}Fire`,
  285. [1]: tp`${'icon'}Water`,
  286. [2]: tp`${'icon'}Wood`,
  287. [3]: tp`${'icon'}Light`,
  288. [4]: tp`${'icon'}Dark`,
  289. [5]: tp`${'icon'}Heal`,
  290. [6]: tp`${'icon'}Jammer`,
  291. [7]: tp`${'icon'}Poison`,
  292. [8]: tp`${'icon'}Lethal Poison`,
  293. [9]: tp`${'icon'}Bomb`,
  294. enhanced: tp`${'icon'}Enhanced`,
  295. locked: tp`${'icon'}Locked`,
  296. nail: tp`${'icon'}Nail`,
  297. thorn: tp`${'icon'}Thorn`,
  298. _5color: tp`${'icon'}5 Att.`,
  299. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  300. all: tp`All`,
  301. any: tp`Any ${'cotent'}`,
  302. },
  303. board: {
  304. clouds: tp`${'icon'}Clouds`,
  305. immobility: tp`${'icon'}Immobility`,
  306. roulette: tp`${'icon'}Roulette`,
  307. deep_dark: tp`${'icon'}Deep Dark`,
  308. roulette_time: tp`transforms every ${'duration'}`,
  309. roulette_attrs: tp`only ${'orbs'} will appear`,
  310. },
  311. types: {
  312. [0]: tp`${'icon'}Evo Material`,
  313. [1]: tp`${'icon'}Balanced`,
  314. [2]: tp`${'icon'}Physical`,
  315. [3]: tp`${'icon'}Healer`,
  316. [4]: tp`${'icon'}Dragon`,
  317. [5]: tp`${'icon'}God`,
  318. [6]: tp`${'icon'}Attacker`,
  319. [7]: tp`${'icon'}Devil`,
  320. [8]: tp`${'icon'}Machine`,
  321. [9]: tp`${'icon'}Special Protection`,
  322. [12]: tp`${'icon'}Awaken`,
  323. [14]: tp`${'icon'}Enhance Material`,
  324. [15]: tp`${'icon'}Redeemable`,
  325. },
  326. awokens: {
  327. [0]: tp`${'icon'}Unknown awoken`,
  328. [1]: tp`${'icon'}Enhanced HP`,
  329. [2]: tp`${'icon'}Enhanced Attack`,
  330. [3]: tp`${'icon'}Enhanced Recovery`,
  331. [4]: tp`${'icon'}Reduce Fire Damage`,
  332. [5]: tp`${'icon'}Reduce Water Damage`,
  333. [6]: tp`${'icon'}Reduce Wood Damage`,
  334. [7]: tp`${'icon'}Reduce Light Damage`,
  335. [8]: tp`${'icon'}Reduce Dark Damage`,
  336. [9]: tp`${'icon'}Auto-Recover`,
  337. [10]: tp`${'icon'}Resistance-Bind`,
  338. [11]: tp`${'icon'}Resistance-Blind`,
  339. [12]: tp`${'icon'}Resistance-Jammers`,
  340. [13]: tp`${'icon'}Resistance-Poison`,
  341. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  342. [15]: tp`${'icon'}Enhanced Water Orbs`,
  343. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  344. [17]: tp`${'icon'}Enhanced Water Orbs`,
  345. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  346. [19]: tp`${'icon'}Extend Time`,
  347. [20]: tp`${'icon'}Recover Bind`,
  348. [21]: tp`${'icon'}Skill Boost`,
  349. [22]: tp`${'icon'}Enhanced Fire Rows`,
  350. [23]: tp`${'icon'}Enhanced Water Rows`,
  351. [24]: tp`${'icon'}Enhanced Wood Rows`,
  352. [25]: tp`${'icon'}Enhanced Water Rows`,
  353. [26]: tp`${'icon'}Enhanced Dark Rows`,
  354. [27]: tp`${'icon'}Two-Pronged Attack`,
  355. [28]: tp`${'icon'}Resistance-Skill Bind`,
  356. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  357. [30]: tp`${'icon'}Multi Boost`,
  358. [31]: tp`${'icon'}Dragon Killer`,
  359. [32]: tp`${'icon'}God Killer`,
  360. [33]: tp`${'icon'}Devil Killer`,
  361. [34]: tp`${'icon'}Machine Killer`,
  362. [35]: tp`${'icon'}Balanced Killer`,
  363. [36]: tp`${'icon'}Attacker Killer`,
  364. [37]: tp`${'icon'}Physical Killer`,
  365. [38]: tp`${'icon'}Healer Killer`,
  366. [39]: tp`${'icon'}Evo Killer`,
  367. [40]: tp`${'icon'}Awaken Killer`,
  368. [41]: tp`${'icon'}Enhance Killer`,
  369. [42]: tp`${'icon'}Redeemable Killer`,
  370. [43]: tp`${'icon'}Enhanced Combos`,
  371. [44]: tp`${'icon'}Guard Break`,
  372. [45]: tp`${'icon'}Bonus Attack`,
  373. [46]: tp`${'icon'}Enhanced Team HP`,
  374. [47]: tp`${'icon'}Enhanced Team Recovery`,
  375. [48]: tp`${'icon'}Damage Void Piercer`,
  376. [49]: tp`${'icon'}Awoken Assist`,
  377. [50]: tp`${'icon'}Super Bonus Attack`,
  378. [51]: tp`${'icon'}Skill Charge`,
  379. [52]: tp`${'icon'}Resistance-Bind+`,
  380. [53]: tp`${'icon'}Extend Time+`,
  381. [54]: tp`${'icon'}Resistance-Clouds`,
  382. [55]: tp`${'icon'}Resistance-Immobility`,
  383. [56]: tp`${'icon'}Skill Boost+`,
  384. [57]: tp`${'icon'}50% or more HP Enhanced`,
  385. [58]: tp`${'icon'}50% or less HP Enhanced`,
  386. [59]: tp`${'icon'}[L] Heal Matching`,
  387. [60]: tp`${'icon'}[L] Increased Attack`,
  388. [61]: tp`${'icon'}Super Enhanced Combos`,
  389. [62]: tp`${'icon'}Combo Orbs`,
  390. [63]: tp`${'icon'}Skill Voice`,
  391. [64]: tp`${'icon'}Dungeon Bonus`,
  392. [65]: tp`${'icon'}Reduced HP`,
  393. [66]: tp`${'icon'}Reduced Attack`,
  394. [67]: tp`${'icon'}Reduced RCV`,
  395. [68]: tp`${'icon'}Resistance-Blind+`,
  396. [69]: tp`${'icon'}Resistance-Jammers+`,
  397. [70]: tp`${'icon'}Resistance-Poison+`,
  398. [71]: tp`${'icon'}Blessing of Jammers`,
  399. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  400. [73]: tp`${'icon'}Enhanced Fire Combos`,
  401. [74]: tp`${'icon'}Enhanced Water Combos`,
  402. [75]: tp`${'icon'}Enhanced Wood Combos`,
  403. [76]: tp`${'icon'}Enhanced Light Combos`,
  404. [77]: tp`${'icon'}Enhanced Dark Combos`,
  405. [78]: tp`${'icon'}Cross Attack`,
  406. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  407. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  408. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  409. [82]: tp`${'icon'}Super Enhanced Matching`,
  410. [83]: tp`${'icon'}Add Dragon Type`,
  411. [84]: tp`${'icon'}Add God Type`,
  412. [85]: tp`${'icon'}Add Devil Type`,
  413. [86]: tp`${'icon'}Add Machine Type`,
  414. [87]: tp`${'icon'}Add Balanced Type`,
  415. [88]: tp`${'icon'}Add Attacker Type`,
  416. [89]: tp`${'icon'}Add Physical Type`,
  417. [90]: tp`${'icon'}Add Healer Type`,
  418. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  419. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  420. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  421. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  422. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  423. [96]: tp`${'icon'}Two-Pronged Attack+`,
  424. [97]: tp`${'icon'}Skill Charge+`,
  425. [98]: tp`${'icon'}Auto-Recover+`,
  426. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  427. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  428. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  429. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  430. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  431. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  432. [105]: tp`${'icon'}Anti-Skill Boost`,
  433. [106]: tp`${'icon'}Levitation`,
  434. [107]: tp`${'icon'}Enhanced Combos+`,
  435. [108]: tp`${'icon'}[L] Increased Attack+`,
  436. [109]: tp`${'icon'}Damage Void Piercer+`,
  437. [110]: tp`${'icon'}Cross Attack+`,
  438. [111]: tp`${'icon'}Super Enhanced Combos+`,
  439. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  440. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  441. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  442. [115]: tp`${'icon'}Recover Bind+`,
  443. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  444. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  445. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  446. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  447. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  448. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  449. [122]: tp`${'icon'}Enhanced Water Combos+`,
  450. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  451. [124]: tp`${'icon'}Enhanced Light Combos+`,
  452. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  453. [126]: tp`${'icon'}[T] Increased Attack`,
  454. [127]: tp`${'icon'}Enhanced Stats`,
  455. [128]: tp`${'icon'}Yang Protection`,
  456. [129]: tp`${'icon'}Yin Protection`,
  457. [130]: tp`${'icon'}After-Ripening`,
  458. }
  459. },
  460. };
  461. //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
  462. const typekiller_for_type = [
  463. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  464. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  465. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  466. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  467. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  468. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  469. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  470. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  471. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  472. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  473. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  474. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  475. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  476. ];
  477. //类型允许的潜觉杀
  478. typekiller_for_type.forEach(t=>
  479. {
  480. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  481. .map(tn=>
  482. typekiller_for_type.find(_t=>_t.type == tn).latent
  483. );
  484. }
  485. );
  486. const allowable_latent = {
  487. common: [ //一般能打的潜觉
  488. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  489. 28,29,30,31,32,33,34,35,36,37,38
  490. ],
  491. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  492. v120: [42,43,44,45,49], //120才能打的潜觉,3倍上限潜觉需要特殊处理
  493. needAwoken: [ //需要觉醒才能打的潜觉
  494. {latent:39,awoken:62}, //C珠破吸
  495. {latent:40,awoken:20}, //心横解转转
  496. {latent:41,awoken:27}, //U解禁消
  497. {latent:46,awoken:45}, //心追解云封
  498. {latent:47,awoken:59}, //心L大SB
  499. {latent:48,awoken:60}, //L解禁武器
  500. ],
  501. }
  502. //等效觉醒列表
  503. const equivalent_awoken = [
  504. {small:10,big:52,times:2}, //防封
  505. {small:11,big:68,times:5}, //防暗
  506. {small:12,big:69,times:5}, //防废
  507. {small:13,big:70,times:5}, //防毒
  508. {small:19,big:53,times:2}, //手指
  509. {small:21,big:56,times:2}, //SB
  510. {small:27,big:96,times:2}, //U
  511. {small:51,big:97,times:2}, //5色溜
  512. {small:9,big:98,times:2}, //自回
  513. {small:14,big:99,times:2}, //火+
  514. {small:15,big:100,times:2},//水+
  515. {small:16,big:101,times:2},//木+
  516. {small:17,big:102,times:2},//光+
  517. {small:18,big:103,times:2},//暗+
  518. {small:29,big:104,times:2},//心+
  519. {small:43,big:107,times:2},//7c
  520. {small:60,big:108,times:2},//L
  521. {small:48,big:109,times:2},//破无效
  522. {small:78,big:110,times:2},//十字
  523. {small:61,big:111,times:2},//10c
  524. {small:79,big:112,times:2},//3色
  525. {small:80,big:113,times:2},//4色
  526. {small:81,big:114,times:2},//5色
  527. {small:20,big:115,times:2},//心解
  528. {small:22,big:116,times:3},//火横
  529. {small:23,big:117,times:3},//水横
  530. {small:24,big:118,times:3},//木横
  531. {small:25,big:119,times:3},//光横
  532. {small:26,big:120,times:3},//暗横
  533. {small:73,big:121,times:2},//火串
  534. {small:74,big:122,times:2},//水串
  535. {small:75,big:123,times:2},//木串
  536. {small:76,big:124,times:2},//光串
  537. {small:77,big:125,times:2},//暗串
  538. ];
  539. //官方的觉醒排列顺序
  540. const official_awoken_sorting = [
  541. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  542. 56,107,111, 52, 55, 68, 69, 70, 28,
  543. 19, 48, 27, 78, 60,126, 59, 45, 50,
  544. 53,109, 96,110,108, 79, 80, 81, 51,
  545. 106, 57, 58, 82, 62,112,113,114, 97,
  546. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  547. 99,100,101,102,103,104, 98,115, 71,
  548. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  549. 116,117,118,119,120, 1, 2, 3,127,
  550. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  551. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  552. 121,122,123,124,125, 39, 40, 41, 42,
  553. 91, 92, 93, 94, 95, 65, 66, 67,105,
  554. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  555. 63,128,129,130
  556. ];
  557. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  558. //排序程序列表
  559. const sort_function_list = [
  560. {tag:"sort_none",name:"无",function:()=>0},
  561. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  562. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  563. let num = a.attrs[0] - b.attrs[0];
  564. if (num === 0) num = a.attrs[1] - b.attrs[1];
  565. return num;
  566. }
  567. },
  568. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  569. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  570. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  571. let num = card_a.attrs[0] - card_b.attrs[0];
  572. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  573. return num;
  574. }
  575. },
  576. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  577. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  578. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  579. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  580. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  581. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  582. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  583. }
  584. },
  585. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  586. function getEvoSkill(skill) {
  587. //232为进化后不循环技能,233为循环技能
  588. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  589. else return skill;
  590. }
  591. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  592. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  593. }
  594. },
  595. {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)},
  596. {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)},
  597. {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)},
  598. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  599. {
  600. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  601. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  602. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  603. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  604. return abA - abB;
  605. }
  606. },
  607. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  608. {
  609. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  610. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  611. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  612. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  613. return abA - abB;
  614. }
  615. },
  616. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  617. {
  618. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  619. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  620. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  621. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  622. return abA - abB;
  623. }
  624. },
  625. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  626. {
  627. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  628. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  629. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  630. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  631. return abA - abB;
  632. }
  633. },
  634. ];
  635. //增加特殊搜索模式
  636. const specialSearchFunctions = (function() {
  637. 'use strict';
  638. //返回卡片的队长技能
  639. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  640. {
  641. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  642. }
  643. //返回卡片的技能
  644. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  645. {
  646. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  647. }
  648. //获取血倍率
  649. function getHPScale(ls)
  650. {
  651. const sk = ls.params;
  652. let scale = 1;
  653. switch (ls.type)
  654. {
  655. case 23: case 30: case 62: case 77: case 63: case 65:
  656. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  657. scale = sk[sk.length-1]/100;
  658. break;
  659. case 73: case 76:
  660. case 121: case 129: case 163: case 177: case 186:
  661. case 155:
  662. scale = sk[2]/100;
  663. break;
  664. case 106: case 107: case 108:
  665. scale = sk[0]/100;
  666. break;
  667. case 125:
  668. scale = sk[5]/100;
  669. break;
  670. case 136:
  671. case 137:
  672. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  673. break;
  674. case 158:
  675. scale = sk[4]/100;
  676. break;
  677. case 175:
  678. case 178: case 185:
  679. scale = sk[3]/100;
  680. break;
  681. case 203: case 217:
  682. scale = sk[1]/100;
  683. break;
  684. case 245:
  685. scale = sk[3]/100;
  686. break;
  687. case 138: //调用其他队长技
  688. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  689. break;
  690. default:
  691. }
  692. return scale || 1;
  693. }
  694. //获取盾减伤比例
  695. function getReduceScale(ls, allAttr = false, noHPneed = false)
  696. {
  697. const sk = ls.params;
  698. let scale = 0;
  699. switch (ls.type)
  700. {
  701. case 16: //无条件盾
  702. scale = sk[0]/100;
  703. break;
  704. case 17: //单属性盾
  705. scale = allAttr ? 0 : sk[1]/100;
  706. break;
  707. case 36: //2个属性盾
  708. scale = allAttr ? 0 : sk[2]/100;
  709. break;
  710. case 38: //血线下 + 几率
  711. case 43: //血线上 + 几率
  712. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  713. break;
  714. case 129: //无条件盾,属性个数不固定
  715. case 163: //无条件盾,属性个数不固定
  716. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  717. break;
  718. case 178: //无条件盾,属性个数不固定
  719. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  720. break;
  721. case 130: //血线下 + 属性个数不固定
  722. case 131: //血线上 + 属性个数不固定
  723. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  724. break;
  725. case 151: //十字心触发
  726. case 169: //C触发
  727. case 198: //回血触发
  728. scale = sk[2]/100;
  729. break;
  730. case 170: //多色触发
  731. case 182: //长串触发
  732. case 193: //L触发
  733. scale = sk[3]/100;
  734. break;
  735. case 171: //多串触发
  736. scale = sk[6]/100;
  737. break;
  738. case 183: //又是个有两段血线的队长技
  739. scale = noHPneed ? 0 : sk[4]/100;
  740. break;
  741. case 210: //十字触发
  742. scale = sk[1]/100;
  743. break;
  744. case 235: { //可多次触发
  745. scale = (sk[4] || 0) / 100;
  746. break;
  747. }
  748. case 138: //调用其他队长技
  749. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  750. break;
  751. default:
  752. }
  753. return scale || 0;
  754. }
  755. //获取无条件盾减伤比例
  756. function getReduceScale_unconditional(ls)
  757. {
  758. const sk = ls.params;
  759. let scale = 0;
  760. switch (ls.type)
  761. {
  762. case 16: //无条件盾
  763. {
  764. scale = sk[0]/100;
  765. break;
  766. }
  767. case 129: //无条件盾,属性个数不固定
  768. case 163: //无条件盾,属性个数不固定
  769. {
  770. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  771. break;
  772. }
  773. case 178: //无条件盾,属性个数不固定
  774. {
  775. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  776. break;
  777. }
  778. case 138: //调用其他队长技
  779. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  780. break;
  781. default:
  782. }
  783. return scale || 0;
  784. }
  785. function getCannonAttr(skill)
  786. {
  787. const sk = skill.params;
  788. switch(skill.type)
  789. {
  790. case 0:
  791. case 1:
  792. case 37:
  793. case 58:
  794. case 59:
  795. case 84:
  796. case 85:
  797. case 86:
  798. case 87:
  799. case 115:
  800. return sk[0];
  801. case 110:
  802. case 143:
  803. return sk[1];
  804. case 42:
  805. return sk[1];
  806. case 144:
  807. return sk[3] ?? 0;
  808. default:
  809. return -1;
  810. }
  811. }
  812. function sortByParams(a,b,searchTypeArray,...pidxs)
  813. {
  814. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  815. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  816. if (pidxs.length==0) pidxs.push(0);
  817. let newPos = 0;
  818. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  819. for (let pidx of pidxs) {
  820. newPos = a_s.params[pidx] - b_s.params[pidx];
  821. if (newPos !== 0) break;
  822. }
  823. return newPos;
  824. }
  825. function sortByHPScal(a,b)
  826. {
  827. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  828. return getHPScale(a_s) - getHPScale(b_s);
  829. }
  830. function HPScal_Addition(card)
  831. {
  832. const skill = Skills[card.leaderSkillId];
  833. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  834. }
  835. function sortByReduceScale(a,b)
  836. {
  837. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  838. return getReduceScale(a_s) - getReduceScale(b_s);
  839. }
  840. function ReduceScale_Addition(card)
  841. {
  842. const skill = Skills[card.leaderSkillId];
  843. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  844. }
  845. function voidsAbsorption_Addition(card)
  846. {
  847. const searchTypeArray = [173];
  848. const skill = getCardActiveSkill(card, searchTypeArray);
  849. if (!skill) return;
  850. const sk = skill.params;
  851. const fragment = document.createDocumentFragment();
  852. const icons = [
  853. sk[1] && 'attr-absorb',
  854. sk[2] && 'combo-absorb',
  855. sk[3] && 'damage-absorb'
  856. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  857. fragment.append(...icons);
  858. fragment.append(`×${sk[0]}T`);
  859. return fragment;
  860. }
  861. function unbind_Turns(card)
  862. {
  863. const outObj = {
  864. normal: 0,
  865. awoken: 0
  866. };
  867. const searchTypeArray = [117,179];
  868. const skill = getCardActiveSkill(card, searchTypeArray);
  869. if (skill)
  870. {
  871. const sk = skill.params;
  872. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  873. outObj.awoken = sk[4] || 0;
  874. }
  875. return outObj;
  876. }
  877. function unbind_Addition(card)
  878. {
  879. const turns = unbind_Turns(card);
  880. const fragment = document.createDocumentFragment();
  881. if (turns.normal > 0)
  882. {
  883. fragment.append(createSkillIcon('unbind-normal'));
  884. if (turns.normal != turns.awoken)
  885. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  886. }
  887. if (turns.awoken > 0)
  888. {
  889. fragment.append(createSkillIcon('unbind-awakenings'));
  890. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  891. }
  892. return fragment;
  893. }
  894. function boardChange_ColorTypes(skill)
  895. {
  896. if (!skill) return [];
  897. const sk = skill.params;
  898. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  899. return colors;
  900. }
  901. function boardChange_Addition(card)
  902. {
  903. const searchTypeArray = [71];
  904. const skill = getCardActiveSkill(card, searchTypeArray);
  905. const colors = boardChange_ColorTypes(skill);
  906. return createOrbsList(colors);
  907. }
  908. function orbsChangeParse(skill)
  909. {
  910. function changes(from, to)
  911. {
  912. return {from:from,to:to};
  913. }
  914. let outArr = [];
  915. if (!skill) return outArr;
  916. const sk = skill.params;
  917. switch (skill.type)
  918. {
  919. case 9:{
  920. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  921. break;
  922. }
  923. case 20:{
  924. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  925. {
  926. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  927. }
  928. else
  929. {
  930. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  931. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  932. }
  933. break;
  934. }
  935. case 154:{
  936. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  937. break;
  938. }
  939. }
  940. return outArr;
  941. }
  942. function changeOrbs_Addition(card)
  943. {
  944. const searchTypeArray = [9,20,154];
  945. const skills = getCardActiveSkills(card, searchTypeArray);
  946. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  947. const fragment = document.createDocumentFragment();
  948. parsedSkills.forEach(p=>{
  949. fragment.appendChild(createOrbsList(p.from));
  950. fragment.appendChild(document.createTextNode(`→`));
  951. fragment.appendChild(createOrbsList(p.to));
  952. });
  953. return fragment;
  954. }
  955. function generateOrbsParse(card)
  956. {
  957. let outArr = [];
  958. const searchTypeArray = [141, 208];
  959. const skills = getCardActiveSkills(card, searchTypeArray);
  960. if (!skills.length) return outArr;
  961. for (const skill of skills)
  962. {
  963. const sk = skill.params;
  964. if (skill.type == 141)
  965. {
  966. outArr.push({
  967. count: sk[0],
  968. to: flags(sk[1] || 1),
  969. exclude: flags(sk[2]),
  970. });
  971. }else
  972. {
  973. outArr.push({
  974. count: sk[0],
  975. to: flags(sk[1] || 1),
  976. exclude: flags(sk[2]),
  977. });
  978. outArr.push({
  979. count: sk[3],
  980. to: flags(sk[4] || 1),
  981. exclude: flags(sk[5]),
  982. });
  983. }
  984. }
  985. return outArr;
  986. }
  987. function generateOrbs_Addition(card)
  988. {
  989. const gens = generateOrbsParse(card);
  990. const searchTypeArray = [141, 208];
  991. const skill = getCardActiveSkill(card, searchTypeArray);
  992. if (!skill) return;
  993. const sk = skill.params;
  994. const fragment = document.createDocumentFragment();
  995. for (const gen of gens)
  996. {
  997. fragment.appendChild(createOrbsList(gen.to));
  998. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  999. }
  1000. return fragment;
  1001. }
  1002. function lock_Addition(card)
  1003. {
  1004. const searchTypeArray = [152];
  1005. const skill = getCardActiveSkill(card, searchTypeArray);
  1006. if (!skill) return;
  1007. const sk = skill.params;
  1008. const fragment = document.createDocumentFragment();
  1009. fragment.appendChild(createSkillIcon('orb-locked'));
  1010. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1011. return fragment;
  1012. }
  1013. function dropLock_Addition(card)
  1014. {
  1015. const searchTypeArray = [205];
  1016. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1017. if (!skill) return;
  1018. const sk = skill.params;
  1019. const fragment = document.createDocumentFragment();
  1020. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1021. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1022. return fragment;
  1023. }
  1024. function dropOrb_Addition(card)
  1025. {
  1026. const searchTypeArray = [126];
  1027. const skill = getCardActiveSkill(card, searchTypeArray);
  1028. if (!skill) return;
  1029. const sk = skill.params;
  1030. const colors = flags(sk[0]);
  1031. const fragment = document.createDocumentFragment();
  1032. fragment.appendChild(createOrbsList(colors, 'drop'));
  1033. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1034. return fragment;
  1035. }
  1036. function generateColumnOrbs_Addition(card)
  1037. {
  1038. const searchTypeArray = [127];
  1039. const skill = getCardActiveSkill(card, searchTypeArray);
  1040. if (!skill) return;
  1041. const sk = skill.params;
  1042. const colors = [];
  1043. for (let ai=0;ai<sk.length;ai+=2)
  1044. {
  1045. colors.push(flags(sk[ai+1]));
  1046. }
  1047. const fragment = document.createDocumentFragment();
  1048. fragment.appendChild(document.createTextNode(`竖`));
  1049. fragment.appendChild(createOrbsList(colors.flat()));
  1050. return fragment;
  1051. }
  1052. function generateRowOrbs_Addition(card)
  1053. {
  1054. const searchTypeArray = [128];
  1055. const skill = getCardActiveSkill(card, searchTypeArray);
  1056. if (!skill) return;
  1057. const sk = skill.params;
  1058. const colors = [];
  1059. for (let ai=0;ai<sk.length;ai+=2)
  1060. {
  1061. colors.push(flags(sk[ai+1]));
  1062. }
  1063. const fragment = document.createDocumentFragment();
  1064. fragment.appendChild(document.createTextNode(`横`));
  1065. fragment.appendChild(createOrbsList(colors.flat()));
  1066. return fragment;
  1067. }
  1068. function numericalATK_Addition(card)
  1069. {
  1070. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1071. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1072. const skill = getCardActiveSkill(card, searchTypeArray);
  1073. if (!skill) return;
  1074. //const sk = skill.params;
  1075. const colors = [getCannonAttr(skill)];
  1076. const fragment = document.createDocumentFragment();
  1077. fragment.append(`射`);
  1078. fragment.append(createOrbsList(colors));
  1079. if (typeArray_Rate.includes(skill.type)) {
  1080. function getNumber(skill){
  1081. const sk = skill.params;
  1082. switch(skill.type)
  1083. {
  1084. case 0:
  1085. case 37:
  1086. case 58:
  1087. case 59:
  1088. case 84:
  1089. case 85:
  1090. case 115:
  1091. return sk[1];
  1092. case 2:
  1093. case 35:
  1094. return sk[0];
  1095. default:
  1096. return 0;
  1097. }
  1098. }
  1099. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1100. }
  1101. return fragment;
  1102. }
  1103. function memberATK_Addition(card)
  1104. {
  1105. const searchTypeArray = [230];
  1106. const skill = getCardActiveSkill(card, searchTypeArray);
  1107. if (!skill) return;
  1108. const sk = skill.params;
  1109. const fragment = document.createDocumentFragment();
  1110. fragment.appendChild(createTeamFlags(sk[1]));
  1111. let str = '';
  1112. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1113. fragment.appendChild(document.createTextNode(str));
  1114. return fragment;
  1115. }
  1116. function getIncreaseDamageCap(skill)
  1117. {
  1118. let cap = 0;
  1119. switch (skill.type) {
  1120. case 241:case 258:
  1121. cap = skill.params[1];
  1122. break;
  1123. case 246:
  1124. cap = skill.params[2];
  1125. break;
  1126. case 247:
  1127. cap = skill.params[3];
  1128. break;
  1129. }
  1130. return cap;
  1131. }
  1132. function memberCap_Addition(card)
  1133. {
  1134. const searchTypeArray = [241, 246, 247, 258];
  1135. const skill = getCardActiveSkill(card, searchTypeArray);
  1136. if (!skill) return;
  1137. const sk = skill.params;
  1138. let cap = getIncreaseDamageCap(skill);
  1139. const fragment = document.createDocumentFragment();
  1140. switch (skill.type) {
  1141. case 258: {
  1142. fragment.appendChild(createTeamFlags(sk[2]));
  1143. }
  1144. case 241: {
  1145. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1146. break;
  1147. }
  1148. case 246: {
  1149. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1150. break;
  1151. }
  1152. case 247: {
  1153. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(flags(sk[1])), ` in ${sk[0]}S`);
  1154. break;
  1155. }
  1156. }
  1157. return fragment;
  1158. }
  1159. function dixedDamage_Addition(card)
  1160. {
  1161. const searchTypeArray = [55, 188, 56];
  1162. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1163. if (!skills.length) return;
  1164. const skill = skills[0];
  1165. const sk = skill.params;
  1166. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1167. }
  1168. function gravity_Addition(card)
  1169. {
  1170. const searchTypeArray = [6, 161];
  1171. const skill = getCardActiveSkill(card, searchTypeArray);
  1172. if (!skill) return;
  1173. const sk = skill.params;
  1174. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1175. }
  1176. function healImmediately_Rate(card)
  1177. {
  1178. const searchTypeArray = [7, //自身回复力
  1179. 8, //固定点数
  1180. 35,115, //吸血
  1181. 117
  1182. ];
  1183. const skills = getCardActiveSkills(card, searchTypeArray);
  1184. const outObj = {
  1185. vampire: 0,
  1186. selfRcv: 0,
  1187. const: 0,
  1188. scale: 0,
  1189. };
  1190. if (!skills.length) return outObj;
  1191. skills.forEach(skill=>{
  1192. const sk = skill.params;
  1193. if (skill.type == 7)
  1194. {
  1195. outObj.selfRcv += sk[0];
  1196. }
  1197. else if(skill.type == 8)
  1198. {
  1199. outObj.const += sk[0];
  1200. }
  1201. else if(skill.type == 35)
  1202. {
  1203. outObj.vampire += sk[1];
  1204. }
  1205. else if(skill.type == 115)
  1206. {
  1207. outObj.vampire += sk[2];
  1208. }
  1209. else if(skill.type == 117)
  1210. {
  1211. outObj.selfRcv += sk[1] || 0;
  1212. outObj.const += sk[2] || 0;
  1213. outObj.scale += sk[3] || 0;
  1214. }
  1215. });
  1216. return outObj;
  1217. }
  1218. function atkBuff_Rate(card)
  1219. {
  1220. const searchTypeArray = [
  1221. 88,92, //类型的
  1222. 50,90, //属性的,要排除回复力
  1223. 156,168,231, //宝石姬
  1224. 228, //属性、类型数量
  1225. ];
  1226. const skills = getCardActiveSkills(card, searchTypeArray);
  1227. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1228. function atkBuffParse(skill) {
  1229. const outObj = {
  1230. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1231. types: [],
  1232. attrs: [],
  1233. awoken: [],
  1234. rate: 0,
  1235. turns: 0,
  1236. };
  1237. if (!skill) return outObj;
  1238. const sk = skill.params;
  1239. if (skill.type == 88 || skill.type == 92)
  1240. {
  1241. outObj.skilltype = 2;
  1242. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1243. outObj.turns = sk[0];
  1244. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1245. }
  1246. else if(skill.type == 50 || skill.type == 90)
  1247. {
  1248. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1249. if (!outObj.attrs.length) //去除回复力
  1250. return outObj;
  1251. outObj.skilltype = 2;
  1252. outObj.turns = sk[0];
  1253. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1254. }
  1255. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1256. || skill.type == 168)
  1257. {
  1258. outObj.skilltype = 1;
  1259. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1260. outObj.turns = sk[0];
  1261. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1262. }
  1263. else if(skill.type == 228 && sk[3] > 0)
  1264. {
  1265. outObj.skilltype = 1;
  1266. outObj.attrs = flags(sk[1]);
  1267. outObj.types = flags(sk[2]);
  1268. outObj.turns = sk[0];
  1269. outObj.rate = sk[3];
  1270. }
  1271. else if(skill.type == 231 && sk[6] > 0)
  1272. {
  1273. outObj.skilltype = 1;
  1274. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1275. outObj.turns = sk[0];
  1276. outObj.rate = sk[6];
  1277. }
  1278. return outObj;
  1279. }
  1280. }
  1281. function rcvBuff_Rate(card)
  1282. {
  1283. const searchTypeArray = [
  1284. 50,90,
  1285. 228, 231, //宝石姬
  1286. ];
  1287. const skills = getCardActiveSkills(card, searchTypeArray);
  1288. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1289. function rcvBuffParse(skill) {
  1290. const outObj = {
  1291. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1292. types: [],
  1293. attrs: [],
  1294. awoken: [],
  1295. rate: 0,
  1296. turns: 0,
  1297. };
  1298. if (!skill) return outObj;
  1299. const sk = skill.params;
  1300. if (skill.type == 228 && sk[4] > 0) {
  1301. outObj.skilltype = 1;
  1302. outObj.attrs = flags(sk[1]);
  1303. outObj.types = flags(sk[2]);
  1304. outObj.turns = sk[0];
  1305. outObj.rate = sk[4];
  1306. } else if (skill.type == 231 && sk[7] > 0) {
  1307. outObj.skilltype = 1;
  1308. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1309. outObj.turns = sk[0];
  1310. outObj.rate = sk[7];
  1311. } else if (skill.type == 50 || skill.type == 90) {
  1312. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1313. outObj.turns = sk[0];
  1314. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1315. }
  1316. return outObj;
  1317. }
  1318. }
  1319. function damageSelf_Rate(card)
  1320. {
  1321. const searchTypeArray = [84,85,86,87,195];
  1322. const skill = getCardActiveSkill(card, searchTypeArray);
  1323. if (!skill) return 0;
  1324. const sk = skill.params;
  1325. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1326. }
  1327. function changeEnemiesAttr_Attr(card)
  1328. {
  1329. const outObj = {
  1330. attr: null,
  1331. turns: 0
  1332. }
  1333. const searchTypeArray = [153, 224];
  1334. const skill = getCardActiveSkill(card, searchTypeArray);
  1335. if (!skill) return outObj;
  1336. const sk = skill.params;
  1337. if (skill.type == 153)
  1338. {
  1339. outObj.attr = sk[0];
  1340. }
  1341. else if (skill.type == 224)
  1342. {
  1343. outObj.attr = sk[1] || 0;
  1344. outObj.turns = sk[0];
  1345. }
  1346. return outObj;
  1347. }
  1348. function shapeThisRowOk(line, lineNumber) {
  1349. if (lineNumber <= 0) return true;
  1350. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1351. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1352. }
  1353. function shapeUpsideDownRowOk(line, lineNumber) {
  1354. if (lineNumber <= 0) return true;
  1355. return line > 0 ? (line & lineNumber) === 0 : true;
  1356. }
  1357. function shapeIsCross(sk) { //产珠是十字
  1358. const baseLineNum = 0b111;
  1359. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1360. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1361. lineNumArr.push(_lineNum);
  1362. }
  1363. for (let ri=1; ri<4; ri++)
  1364. {
  1365. //搜索所有可能的行存在
  1366. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1367. if (maybeLineNum.length < 1) continue;
  1368. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1369. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1370. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1371. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1372. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1373. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1374. });
  1375. if (maybeLineNum.length > 0) return true;
  1376. }
  1377. return false;
  1378. }
  1379. function shapeIsLShape(sk) { //产珠是L字
  1380. const baseLineNum = 0b111;
  1381. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1382. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1383. lineNumArr.push(_lineNum);
  1384. }
  1385. for (let ri=0; ri<5; ri++)
  1386. {
  1387. //搜索所有可能的行存在
  1388. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1389. if (maybeLineNum.length < 1) continue;
  1390. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1391. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1392. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1393. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1394. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1395. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1396. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1397. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1398. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1399. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1400. ||
  1401. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1402. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1403. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1404. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1405. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1406. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1407. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1408. });
  1409. if (maybeLineNum.length > 0) return true;
  1410. }
  1411. return false;
  1412. }
  1413. //创建1个觉醒图标
  1414. function createAwokenIcon(awokenId)
  1415. {
  1416. const icon = document.createElement("icon");
  1417. icon.className ="awoken-icon";
  1418. icon.setAttribute("data-awoken-icon", awokenId);
  1419. return icon;
  1420. }
  1421. //产生一个觉醒列表
  1422. function creatAwokenList(awokens) {
  1423. const ul = document.createElement("ul");
  1424. ul.className = "awoken-ul";
  1425. awokens.forEach(ak=>{
  1426. const li = ul.appendChild(document.createElement("li"));
  1427. const icon = li.appendChild(createAwokenIcon(ak));
  1428. });
  1429. return ul;
  1430. }
  1431. //产生宝珠列表
  1432. function createOrbsList(orbs, className)
  1433. {
  1434. if (orbs == undefined) orbs = [0];
  1435. else if (!Array.isArray(orbs)) orbs = [orbs];
  1436. const ul = document.createElement("ul");
  1437. ul.className = "board";
  1438. orbs.forEach(orbType => {
  1439. const li = ul.appendChild(document.createElement("li"));
  1440. li.className = className ? `orb ${className}` :`orb`;
  1441. li.setAttribute("data-orb-icon", orbType);
  1442. });
  1443. return ul;
  1444. }
  1445. //产生类型列表
  1446. function createTypesList(types)
  1447. {
  1448. if (types == undefined) types = [0];
  1449. else if (!Array.isArray(types)) types = [types];
  1450. const ul = document.createElement("ul");
  1451. ul.className = "types-ul";
  1452. types.forEach(type => {
  1453. const li = ul.appendChild(document.createElement("li"));
  1454. li.className = `type-icon`;
  1455. li.setAttribute("data-type-icon", type);
  1456. });
  1457. return ul;
  1458. }
  1459. const functions = [
  1460. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1461. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1462. ]},
  1463. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1464. {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)"},
  1465. function:cards=>{
  1466. const searchTypeArray = [173];
  1467. return cards.filter(card=>{
  1468. const skill = getCardActiveSkill(card, searchTypeArray);
  1469. return skill && skill.params[1];
  1470. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1471. },
  1472. addition:voidsAbsorption_Addition
  1473. },
  1474. /*{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)"},
  1475. function:cards=>{
  1476. const searchTypeArray = [173];
  1477. return cards.filter(card=>{
  1478. const skill = getCardActiveSkill(card, searchTypeArray);
  1479. return skill && skill.params[2];
  1480. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1481. },addition:voidsAbsorption_Addition},*/
  1482. {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)"},
  1483. function:cards=>{
  1484. const searchTypeArray = [173];
  1485. return cards.filter(card=>{
  1486. const skill = getCardActiveSkill(card, searchTypeArray);
  1487. return skill && skill.params[3];
  1488. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1489. },
  1490. addition:voidsAbsorption_Addition
  1491. },
  1492. {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)"},
  1493. function:cards=>{
  1494. const searchTypeArray = [173];
  1495. return cards.filter(card=>{
  1496. const skill = getCardActiveSkill(card, searchTypeArray);
  1497. return skill && skill.params[1] && skill.params[3];
  1498. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1499. },
  1500. addition:voidsAbsorption_Addition
  1501. },
  1502. {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)"},
  1503. function:cards=>{
  1504. const searchTypeArray = [191];
  1505. return cards.filter(card=>{
  1506. const skill = getCardActiveSkill(card, searchTypeArray);
  1507. return skill;
  1508. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1509. },
  1510. addition:card=>{
  1511. const searchTypeArray = [191];
  1512. const skill = getCardActiveSkill(card, searchTypeArray);
  1513. if (!skill) return;
  1514. const sk = skill.params;
  1515. const fragment = document.createDocumentFragment();
  1516. fragment.append(createSkillIcon('damage-void'));
  1517. fragment.append(`×${sk[0]}T`);
  1518. return fragment;
  1519. }
  1520. },
  1521. ]},
  1522. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1523. {
  1524. 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)"},
  1525. function:cards=>{
  1526. return cards.filter(card=>{
  1527. const turns = unbind_Turns(card);
  1528. return turns.normal > 0;
  1529. }).sort((a,b)=>{
  1530. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1531. let a_pC = a_s.normal, b_pC = b_s.normal;
  1532. return a_pC - b_pC;
  1533. });
  1534. },
  1535. addition:unbind_Addition
  1536. },
  1537. {
  1538. 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)"},
  1539. function:cards=>{
  1540. return cards.filter(card=>{
  1541. const turns = unbind_Turns(card);
  1542. return turns.awoken > 0;
  1543. }).sort((a,b)=>{
  1544. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1545. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1546. return a_pC - b_pC;
  1547. });
  1548. },
  1549. addition:unbind_Addition
  1550. },
  1551. {
  1552. 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)"},
  1553. function:cards=>{
  1554. return cards.filter(card=>{
  1555. const turns = unbind_Turns(card);
  1556. return turns.normal && turns.awoken > 0;
  1557. }).sort((a,b)=>{
  1558. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1559. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1560. return a_pC - b_pC;
  1561. });
  1562. },
  1563. addition:unbind_Addition
  1564. },
  1565. {
  1566. 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)"},
  1567. function:cards=>{
  1568. const searchTypeArray = [196];
  1569. return cards.filter(card=>{
  1570. const skill = getCardActiveSkill(card, searchTypeArray);
  1571. return skill;
  1572. }).sort((a,b)=>{
  1573. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1574. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1575. return a_pC - b_pC;
  1576. })
  1577. },
  1578. addition:card=>{
  1579. const searchTypeArray = [196];
  1580. const skill = getCardActiveSkill(card, searchTypeArray);
  1581. if (!skill) return;
  1582. const sk = skill.params;
  1583. const fragment = document.createDocumentFragment();
  1584. fragment.append(createSkillIcon('unbind-matches'));
  1585. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1586. return fragment;
  1587. }
  1588. },
  1589. ]},
  1590. {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: [
  1591. {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)"},
  1592. function:cards=>{
  1593. const searchTypeArray = [146];
  1594. return cards.filter(card=>{
  1595. const skill = getCardActiveSkill(card, searchTypeArray);
  1596. return skill;
  1597. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1598. },
  1599. addition:card=>{
  1600. const searchTypeArray = [146];
  1601. const skill = getCardActiveSkill(card, searchTypeArray);
  1602. if (!skill) return;
  1603. const sk = skill.params;
  1604. const fragment = document.createDocumentFragment();
  1605. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1606. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1607. return fragment;
  1608. }
  1609. },
  1610. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1611. function:cards=>{
  1612. const searchTypeArray = [218];
  1613. return cards.filter(card=>{
  1614. const skill = getCardActiveSkill(card, searchTypeArray);
  1615. return skill;
  1616. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1617. },
  1618. addition:card=>{
  1619. const searchTypeArray = [218];
  1620. const skill = getCardActiveSkill(card, searchTypeArray);
  1621. if (!skill) return;
  1622. const sk = skill.params;
  1623. const fragment = document.createDocumentFragment();
  1624. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1625. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1626. return fragment;
  1627. }
  1628. },
  1629. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1630. function:cards=>{
  1631. const searchTypeArray = [93, 227];
  1632. return cards.filter(card=>{
  1633. const skill = getCardActiveSkill(card, searchTypeArray);
  1634. return skill;
  1635. }).sort((a,b)=>{
  1636. const a_s = getCardActiveSkill(a, searchTypeArray),
  1637. b_s = getCardActiveSkill(b, searchTypeArray);
  1638. return a_s.type - b_s.type;
  1639. });
  1640. },
  1641. addition:card=>{
  1642. const searchTypeArray = [93, 227];
  1643. const skill = getCardActiveSkill(card, searchTypeArray);
  1644. if (!skill) return;
  1645. const fragment = document.createDocumentFragment();
  1646. fragment.append(createSkillIcon('leader-change'));
  1647. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1648. return fragment;
  1649. }
  1650. },
  1651. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1652. function:cards=>{
  1653. const searchTypeArray = [241, 246, 247, 258];
  1654. return cards.filter(card=>{
  1655. const skill = getCardActiveSkill(card, searchTypeArray);
  1656. return skill;
  1657. }).sort((a,b)=>{
  1658. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1659. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1660. return a_pC - b_pC;
  1661. });
  1662. },
  1663. addition:memberCap_Addition
  1664. },
  1665. {name:"Increase Damage Cap (Not Self)",otLangName:{chs:"增加伤害上限 buff(非自身)",cht:"增加傷害上限 buff(非自身)"},
  1666. function:cards=>{
  1667. const searchTypeArray = [258];
  1668. return cards.filter(card=>{
  1669. const skill = getCardActiveSkill(card, searchTypeArray);
  1670. return skill;
  1671. }).sort((a,b)=>{
  1672. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1673. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1674. return a_pC - b_pC;
  1675. });
  1676. },
  1677. addition:memberCap_Addition
  1678. },
  1679. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1680. function:cards=>{
  1681. const searchTypeArray = [230];
  1682. return cards.filter(card=>{
  1683. const skill = getCardActiveSkill(card, searchTypeArray);
  1684. return skill;
  1685. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1686. },
  1687. addition:memberATK_Addition
  1688. },
  1689. {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"},
  1690. function:cards=>{
  1691. const searchTypeArray = [230];
  1692. return cards.filter(card=>{
  1693. const skill = getCardActiveSkill(card, searchTypeArray);
  1694. return skill && Boolean(skill.params[1] & 1<<0);
  1695. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1696. },
  1697. addition:memberATK_Addition
  1698. },
  1699. {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"},
  1700. function:cards=>{
  1701. const searchTypeArray = [230];
  1702. return cards.filter(card=>{
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1705. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1706. },
  1707. addition:memberATK_Addition
  1708. },
  1709. {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"},
  1710. function:cards=>{
  1711. const searchTypeArray = [230];
  1712. return cards.filter(card=>{
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. return skill && Boolean(skill.params[1] & 1<<3);
  1715. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1716. },
  1717. addition:memberATK_Addition
  1718. },
  1719. {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)"},
  1720. function:cards=>{
  1721. const searchTypeArray = [142];
  1722. return cards.filter(card=>{
  1723. const skill = getCardActiveSkill(card, searchTypeArray);
  1724. return skill;
  1725. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1726. },
  1727. addition:card=>{
  1728. const searchTypeArray = [142];
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. if (!skill) return;
  1731. const sk = skill.params;
  1732. const fragment = document.createDocumentFragment();
  1733. fragment.appendChild(document.createTextNode(`自→`));
  1734. fragment.appendChild(createOrbsList(sk[1]));
  1735. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1736. return fragment;
  1737. }
  1738. },
  1739. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1740. function:cards=>cards.filter(card=>{
  1741. const searchTypeArray = [214];
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. return skill;
  1744. }),
  1745. addition:card=>{
  1746. const searchTypeArray = [214];
  1747. const skill = getCardActiveSkill(card, searchTypeArray);
  1748. if (!skill) return;
  1749. const sk = skill.params;
  1750. return document.createTextNode(`自封技${sk[0]}T`);
  1751. }
  1752. },
  1753. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1754. function:cards=>cards.filter(card=>{
  1755. const searchTypeArray = [250];
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. return skill;
  1758. })
  1759. },
  1760. ]},
  1761. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1762. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1763. function:cards=>{
  1764. const searchTypeArray = [179];
  1765. return cards.filter(card=>{
  1766. const skill = getCardActiveSkill(card, searchTypeArray);
  1767. return skill;
  1768. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1769. },
  1770. addition:card=>{
  1771. const searchTypeArray = [179];
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. if (!skill) return;
  1774. const sk = skill.params;
  1775. const fragment = document.createDocumentFragment();
  1776. fragment.append(createSkillIcon('auto-heal'));
  1777. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1778. return fragment;
  1779. }
  1780. },
  1781. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1782. function:cards=>{
  1783. return cards.filter(card=>{
  1784. const heal = healImmediately_Rate(card);
  1785. return Object.values(heal).some(v=>v);
  1786. })
  1787. .sort((a,b)=>{
  1788. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1789. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1790. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1791. let sortNum = a_i - b_i;
  1792. if (!sortNum)
  1793. {
  1794. sortNum = a_vs[a_i] - b_vs[b_i];
  1795. }
  1796. return sortNum;
  1797. });
  1798. },
  1799. addition:card=>{
  1800. const heal = healImmediately_Rate(card);
  1801. const fragment = document.createDocumentFragment();
  1802. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1803. if (heal.scale)
  1804. fragment.append(`${heal.scale}%`);
  1805. if (heal.const)
  1806. fragment.append(`${heal.const.bigNumberToString()}点`);
  1807. if (heal.selfRcv)
  1808. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1809. if (heal.vampire)
  1810. fragment.append(`${heal.vampire}%伤害`);
  1811. return fragment;
  1812. }
  1813. },
  1814. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1815. function:cards=>{
  1816. const searchTypeArray = [237];
  1817. return cards.filter(card=>{
  1818. const skill = getCardActiveSkill(card, searchTypeArray);
  1819. return skill;
  1820. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1821. },
  1822. addition:card=>{
  1823. const searchTypeArray = [237];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. if (!skill) return;
  1826. const sk = skill.params;
  1827. const fragment = document.createDocumentFragment();
  1828. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1829. return fragment;
  1830. }
  1831. },
  1832. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1833. function:cards=>{
  1834. return cards.filter(card=>damageSelf_Rate(card)>0)
  1835. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1836. },
  1837. addition:card=>{
  1838. let rate = damageSelf_Rate(card);
  1839. if (rate < 100)
  1840. return `减少${rate}%`;
  1841. else
  1842. return `减少到1`;
  1843. }
  1844. },
  1845. ]},
  1846. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1847. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1848. function:cards=>cards.filter(card=>{
  1849. const searchTypeArray = [172];
  1850. const skill = getCardActiveSkill(card, searchTypeArray);
  1851. return skill;
  1852. })
  1853. },
  1854. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1855. function:cards=>cards.filter(card=>{
  1856. const searchTypeArray = [152];
  1857. const skill = getCardActiveSkill(card, searchTypeArray);
  1858. return skill;
  1859. }),
  1860. addition:lock_Addition
  1861. },
  1862. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1863. function:cards=>cards.filter(card=>{
  1864. const searchTypeArray = [152];
  1865. const skill = getCardActiveSkill(card, searchTypeArray);
  1866. return skill && (skill.params[0] & 63) === 63;
  1867. }),
  1868. addition:lock_Addition
  1869. },
  1870. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1871. function:cards=>{
  1872. const searchTypeArray = [52,91,140];
  1873. return cards.filter(card=>{
  1874. const skill = getCardActiveSkill(card, searchTypeArray);
  1875. return skill;
  1876. });
  1877. },
  1878. addition:card=>{
  1879. const searchTypeArray = [52,91,140];
  1880. const skill = getCardActiveSkill(card, searchTypeArray);
  1881. if (!skill) return;
  1882. const sk = skill.params;
  1883. let attrs = [];
  1884. switch (skill.type)
  1885. {
  1886. case 52:{
  1887. attrs.push(sk[0]); break;
  1888. }
  1889. case 91:{
  1890. attrs = sk.slice(0,-1); break;
  1891. }
  1892. case 140:{
  1893. attrs = flags(sk[0]); break;
  1894. }
  1895. }
  1896. const fragment = document.createDocumentFragment();
  1897. fragment.appendChild(document.createTextNode(`强化`));
  1898. fragment.appendChild(createOrbsList(attrs));
  1899. return fragment;
  1900. }
  1901. },
  1902. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1903. function:cards=>cards.filter(card=>{
  1904. const searchTypeArray = [215];
  1905. const skill = getCardActiveSkill(card, searchTypeArray);
  1906. return skill;
  1907. }),
  1908. addition:card=>{
  1909. const searchTypeArray = [215];
  1910. const skill = getCardActiveSkill(card, searchTypeArray);
  1911. if (!skill) return;
  1912. const sk = skill.params;
  1913. const fragment = document.createDocumentFragment();
  1914. fragment.appendChild(document.createTextNode(`自封`));
  1915. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1916. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1917. return fragment;
  1918. }
  1919. },
  1920. ]},
  1921. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1922. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1923. function:cards=>cards.filter(card=>{
  1924. function isLoopBuff(parsedSkill, cd) {
  1925. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1926. && skill.turns >= cd);
  1927. }
  1928. //跳过0号技能的、会变身成别人的和无技能数据的
  1929. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1930. const skill = Skills[card.activeSkillId];
  1931. if (!skill) return false;
  1932. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1933. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1934. let parsedActiveSkill = skillParser(card.activeSkillId);
  1935. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1936. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  1937. let parsedGroupSkill = parsedActiveSkill?.[0];
  1938. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1939. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1940. }
  1941. //进化类技能,排除循环进化,并只计算最后一级
  1942. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  1943. let lastIdx = parsedGroupSkill.params.length - 1;
  1944. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  1945. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1946. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  1947. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  1948. }
  1949. return false;
  1950. })
  1951. },
  1952. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1953. function:cards=>{
  1954. return cards.filter(card=>{
  1955. const atkbuff = rcvBuff_Rate(card);
  1956. return atkbuff.skilltype > 0;
  1957. }).sort((a,b)=>{
  1958. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1959. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1960. if (sortNum == 0)
  1961. sortNum = a_pC.rate - b_pC.rate;
  1962. if (sortNum == 0)
  1963. sortNum = a_pC.turns - b_pC.turns;
  1964. return sortNum;
  1965. });
  1966. },
  1967. addition:card=>{
  1968. const atkbuff = rcvBuff_Rate(card);
  1969. const fragment = document.createDocumentFragment();
  1970. fragment.appendChild(createOrbsList([5]));
  1971. if (atkbuff.skilltype == 0) return fragment;
  1972. if (atkbuff.skilltype == 1)
  1973. {
  1974. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1975. if (atkbuff.awoken.length)
  1976. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1977. if (atkbuff.attrs.length)
  1978. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1979. if (atkbuff.types.length)
  1980. fragment.appendChild(createTypesList(atkbuff.types));
  1981. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1982. }else if (atkbuff.skilltype == 2)
  1983. {
  1984. if (atkbuff.attrs.length)
  1985. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1986. if (atkbuff.types.length)
  1987. fragment.appendChild(createTypesList(atkbuff.types));
  1988. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1989. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1990. }
  1991. return fragment;
  1992. }
  1993. },
  1994. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1995. function:cards=>{
  1996. return cards.filter(card=>{
  1997. const atkbuff = atkBuff_Rate(card);
  1998. return atkbuff.skilltype > 0;
  1999. }).sort((a,b)=>{
  2000. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2001. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2002. if (sortNum == 0)
  2003. sortNum = a_pC.rate - b_pC.rate;
  2004. if (sortNum == 0)
  2005. sortNum = a_pC.turns - b_pC.turns;
  2006. return sortNum;
  2007. });
  2008. },
  2009. addition:card=>{
  2010. const atkbuff = atkBuff_Rate(card);
  2011. const fragment = document.createDocumentFragment();
  2012. if (atkbuff.skilltype == 0) return fragment;
  2013. if (atkbuff.skilltype == 1)
  2014. {
  2015. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2016. if (atkbuff.awoken.length)
  2017. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2018. if (atkbuff.attrs.length)
  2019. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2020. if (atkbuff.types.length)
  2021. fragment.appendChild(createTypesList(atkbuff.types));
  2022. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2023. }else if (atkbuff.skilltype == 2)
  2024. {
  2025. if (atkbuff.attrs.length)
  2026. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2027. if (atkbuff.types.length)
  2028. fragment.appendChild(createTypesList(atkbuff.types));
  2029. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2030. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2031. }
  2032. return fragment;
  2033. }
  2034. },
  2035. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2036. function:cards=>{
  2037. const searchTypeArray = [132];
  2038. return cards.filter(card=>{
  2039. const skill = getCardActiveSkill(card, searchTypeArray);
  2040. return skill;
  2041. }).sort((a,b)=>{
  2042. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2043. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2044. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2045. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2046. });
  2047. },
  2048. addition:card=>{
  2049. const searchTypeArray = [132];
  2050. const skill = getCardActiveSkill(card, searchTypeArray);
  2051. if (!skill) return;
  2052. const sk = skill.params;
  2053. let str = "👆";
  2054. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2055. if (sk[2]) str += `x${sk[2]/100}`;
  2056. str += `x${sk[0]}T`;
  2057. return str;
  2058. }
  2059. },
  2060. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2061. function:cards=>{
  2062. const searchTypeArray = [160];
  2063. return cards.filter(card=>{
  2064. const skill = getCardActiveSkill(card, searchTypeArray);
  2065. return skill;
  2066. }).sort((a,b)=>{
  2067. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2068. return a_s.params[1] - b_s.params[1];
  2069. });
  2070. },
  2071. addition:card=>{
  2072. const searchTypeArray = [160];
  2073. const skill = getCardActiveSkill(card, searchTypeArray);
  2074. if (!skill) return;
  2075. const sk = skill.params;
  2076. return `+${sk[1]}C×${sk[0]}T`;
  2077. }
  2078. },
  2079. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2080. function:cards=>{
  2081. const searchTypeArray = [3,156];
  2082. return cards.filter(card=>{
  2083. const skill = getCardActiveSkill(card, searchTypeArray);
  2084. if (!skill) return false;
  2085. if (skill.type == 156)
  2086. return skill.params[4]==3;
  2087. else
  2088. return true;
  2089. }).sort((a,b)=>{
  2090. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2091. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2092. if (!sortNum)
  2093. {
  2094. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2095. sortNum = a_pC - b_pC;
  2096. }
  2097. return sortNum;
  2098. });
  2099. },
  2100. addition:card=>{
  2101. const searchTypeArray = [3,156];
  2102. const skill = getCardActiveSkill(card, searchTypeArray);
  2103. if (!skill) return;
  2104. const sk = skill.params;
  2105. const fragment = document.createDocumentFragment();
  2106. if (skill.type == 156)
  2107. {
  2108. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2109. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2110. fragment.appendChild(creatAwokenList(awokenArr));
  2111. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2112. }else
  2113. {
  2114. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2115. }
  2116. return fragment;
  2117. }
  2118. },
  2119. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2120. function:cards=>{
  2121. const searchTypeArray = [3];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. return skill && skill.params[1]>=100;
  2125. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2126. },
  2127. addition:card=>{
  2128. const searchTypeArray = [3];
  2129. const skill = getCardActiveSkill(card, searchTypeArray);
  2130. if (!skill) return;
  2131. const sk = skill.params;
  2132. return `无敌×${sk[0]}T`;
  2133. }
  2134. },
  2135. {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)"},
  2136. function:cards=>{
  2137. const searchTypeArray = [21];
  2138. return cards.filter(card=>{
  2139. const skill = getCardActiveSkill(card, searchTypeArray);
  2140. return skill;
  2141. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2142. },
  2143. addition:card=>{
  2144. const searchTypeArray = [21];
  2145. const skill = getCardActiveSkill(card, searchTypeArray);
  2146. if (!skill) return;
  2147. const sk = skill.params;
  2148. const colors = [sk[1]];
  2149. const fragment = document.createDocumentFragment();
  2150. fragment.appendChild(document.createTextNode(`-`));
  2151. fragment.appendChild(createOrbsList(colors));
  2152. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2153. return fragment;
  2154. }
  2155. },
  2156. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2157. function:cards=>{
  2158. const searchTypeArray = [51];
  2159. return cards.filter(card=>{
  2160. const skill = getCardActiveSkill(card, searchTypeArray);
  2161. return skill;
  2162. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2163. },
  2164. addition:card=>{
  2165. const searchTypeArray = [51];
  2166. const skill = getCardActiveSkill(card, searchTypeArray);
  2167. if (!skill) return;
  2168. const sk = skill.params;
  2169. return `全体×${sk[0]}T`;
  2170. }
  2171. },
  2172. {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)"},
  2173. function:cards=>cards.filter(card=>{
  2174. const searchTypeArray = [156,168,228,231];
  2175. const skill = getCardActiveSkill(card, searchTypeArray);
  2176. return skill;
  2177. })
  2178. },
  2179. ]},
  2180. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2181. {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)"},
  2182. function:cards=>{
  2183. const searchTypeArray = [18];
  2184. return cards.filter(card=>{
  2185. const skill = getCardActiveSkill(card, searchTypeArray);
  2186. return skill;
  2187. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2188. },
  2189. addition:card=>{
  2190. const searchTypeArray = [18];
  2191. const skill = getCardActiveSkill(card, searchTypeArray);
  2192. if (!skill) return;
  2193. const sk = skill.params;
  2194. return document.createTextNode(`威吓×${sk[0]}T`);
  2195. }
  2196. },
  2197. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2198. function:cards=>{
  2199. const searchTypeArray = [19];
  2200. return cards.filter(card=>{
  2201. const skill = getCardActiveSkill(card, searchTypeArray);
  2202. return skill;
  2203. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2204. },
  2205. addition:card=>{
  2206. const searchTypeArray = [19];
  2207. const skill = getCardActiveSkill(card, searchTypeArray);
  2208. if (!skill) return;
  2209. const sk = skill.params;
  2210. return `破防${sk[1]}%×${sk[0]}T`;
  2211. }
  2212. },
  2213. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2214. function:cards=>{
  2215. const searchTypeArray = [4];
  2216. return cards.filter(card=>{
  2217. const skill = getCardActiveSkill(card, searchTypeArray);
  2218. return skill;
  2219. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2220. },
  2221. addition:card=>{
  2222. const searchTypeArray = [4];
  2223. const skill = getCardActiveSkill(card, searchTypeArray);
  2224. if (!skill) return;
  2225. const sk = skill.params;
  2226. return `攻击力×${sk[0]/100}倍`;
  2227. }
  2228. },
  2229. {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)"},
  2230. function:cards=>{
  2231. return cards.filter(card=>{
  2232. return changeEnemiesAttr_Attr(card).attr != null;
  2233. }).sort((a,b)=>{
  2234. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2235. return a_pC.attr - b_pC.attr;
  2236. })
  2237. },
  2238. addition:card=>{
  2239. let change = changeEnemiesAttr_Attr(card);
  2240. const fragment = document.createDocumentFragment();
  2241. fragment.appendChild(document.createTextNode(`敌→`));
  2242. fragment.appendChild(createOrbsList(change.attr));
  2243. if (change.turns > 0)
  2244. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2245. return fragment;
  2246. }
  2247. },
  2248. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2249. function:cards=>{
  2250. const searchTypeArray = [60];
  2251. return cards.filter(card=>{
  2252. const skill = getCardActiveSkill(card, searchTypeArray);
  2253. return skill;
  2254. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2255. },
  2256. addition:card=>{
  2257. const searchTypeArray = [60];
  2258. const skill = getCardActiveSkill(card, searchTypeArray);
  2259. if (!skill) return;
  2260. const sk = skill.params;
  2261. const fragment = document.createDocumentFragment();
  2262. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2263. fragment.appendChild(createOrbsList(sk[2]));
  2264. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2265. return fragment;
  2266. }
  2267. },
  2268. ]},
  2269. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2270. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2271. function:cards=>cards.filter(card=>{
  2272. const searchTypeArray = [10];
  2273. const skill = getCardActiveSkill(card, searchTypeArray);
  2274. return skill;
  2275. })
  2276. },
  2277. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  2278. function:cards=>{
  2279. const searchTypeArray = [184];
  2280. return cards.filter(card=>{
  2281. const skill = getCardActiveSkill(card, searchTypeArray);
  2282. return skill;
  2283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2284. },
  2285. addition:card=>{
  2286. const searchTypeArray = [184];
  2287. const skill = getCardActiveSkill(card, searchTypeArray);
  2288. if (!skill) return;
  2289. const sk = skill.params;
  2290. return `无↓×${sk[0]}T`;
  2291. }
  2292. },
  2293. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2294. function:cards=>{
  2295. const searchTypeArray = [207, 249];
  2296. return cards.filter(card=>{
  2297. const skill = getCardActiveSkill(card, searchTypeArray);
  2298. return skill;
  2299. }).sort((a,b)=>{
  2300. const a_s = getCardActiveSkill(a, searchTypeArray),
  2301. b_s = getCardActiveSkill(b, searchTypeArray);
  2302. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2303. });
  2304. },
  2305. addition:card=>{
  2306. const searchTypeArray = [207, 249];
  2307. const skill = getCardActiveSkill(card, searchTypeArray);
  2308. if (!skill) return;
  2309. const sk = skill.params;
  2310. const fragment = document.createDocumentFragment();
  2311. fragment.append(createSkillIcon('board-roulette'));
  2312. if (skill.type == 249) {
  2313. fragment.append(createOrbsList(flags(sk[1])));
  2314. }
  2315. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2316. return fragment;
  2317. }
  2318. },
  2319. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2320. function:cards=>{
  2321. const searchTypeArray = [238];
  2322. return cards.filter(card=>{
  2323. const skill = getCardActiveSkill(card, searchTypeArray);
  2324. return skill;
  2325. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2326. },
  2327. addition:card=>{
  2328. const searchTypeArray = [238];
  2329. const skill = getCardActiveSkill(card, searchTypeArray);
  2330. if (!skill) return;
  2331. const sk = skill.params;
  2332. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2333. }
  2334. },
  2335. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2336. function:cards=>{
  2337. const searchTypeArray = [239];
  2338. return cards.filter(card=>{
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. return skill;
  2341. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2342. },
  2343. addition:card=>{
  2344. const searchTypeArray = [239];
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. if (!skill) return;
  2347. const sk = skill.params;
  2348. const colums = flags(sk[1]), rows = flags(sk[2]);
  2349. const fragment = document.createDocumentFragment();
  2350. if (colums.length)
  2351. fragment.append(`${colums.length}竖`);
  2352. if (rows.length)
  2353. fragment.append(`${rows.length}横`);
  2354. fragment.append(`×${sk[0]}T`);
  2355. return fragment;
  2356. }
  2357. },
  2358. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2359. function:cards=>{
  2360. const searchTypeArray = [251];
  2361. return cards.filter(card=>{
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. return skill;
  2364. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2365. },
  2366. addition:card=>{
  2367. const searchTypeArray = [251];
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. if (!skill) return;
  2370. const sk = skill.params;
  2371. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2372. }
  2373. },
  2374. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2375. function:cards=>{
  2376. const searchTypeArray = [244];
  2377. return cards.filter(card=>{
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. return skill;
  2380. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2381. },
  2382. addition:card=>{
  2383. const searchTypeArray = [244];
  2384. const skill = getCardActiveSkill(card, searchTypeArray);
  2385. if (!skill) return;
  2386. const sk = skill.params;
  2387. let width, height;
  2388. switch (sk[1]) {
  2389. case 1: {
  2390. width = 7;
  2391. height = 6;
  2392. break;
  2393. }
  2394. case 2: {
  2395. width = 5;
  2396. height = 3;
  2397. break;
  2398. }
  2399. case 3: {
  2400. width = 6;
  2401. height = 5;
  2402. break;
  2403. }
  2404. default: {
  2405. width = 6;
  2406. height = 5;
  2407. }
  2408. }
  2409. return `[${width}×${height}]×${sk[0]}T`;
  2410. }
  2411. },
  2412. ]},
  2413. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2414. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2415. function:cards=>{
  2416. const searchTypeArray = [180];
  2417. return cards.filter(card=>{
  2418. const skill = getCardActiveSkill(card, searchTypeArray);
  2419. return skill;
  2420. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2421. },
  2422. addition:card=>{
  2423. const searchTypeArray = [180];
  2424. const skill = getCardActiveSkill(card, searchTypeArray);
  2425. if (!skill) return;
  2426. const sk = skill.params;
  2427. return `${sk[1]}%×${sk[0]}T`;
  2428. }
  2429. },
  2430. {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)"},
  2431. function:cards=>{
  2432. const searchTypeArray = [205];
  2433. return cards.filter(card=>{
  2434. const skill = getCardActiveSkill(card, searchTypeArray);
  2435. return skill;
  2436. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2437. },
  2438. addition:dropLock_Addition
  2439. },
  2440. {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)"},
  2441. function:cards=>{
  2442. const searchTypeArray = [205];
  2443. return cards.filter(card=>{
  2444. const skill = getCardActiveSkill(card, searchTypeArray);
  2445. return skill && (skill.params[0] & 63) === 63;
  2446. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2447. },
  2448. addition:dropLock_Addition
  2449. },
  2450. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2451. function:cards=>cards.filter(card=>{
  2452. const searchTypeArray = [126];
  2453. const skill = getCardActiveSkill(card, searchTypeArray);
  2454. return skill;
  2455. }),
  2456. addition:dropOrb_Addition
  2457. },
  2458. {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)"},
  2459. function:cards=>cards.filter(card=>{
  2460. const searchTypeArray = [126];
  2461. const skill = getCardActiveSkill(card, searchTypeArray);
  2462. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2463. }),
  2464. addition:dropOrb_Addition
  2465. },
  2466. {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"},
  2467. function:cards=>cards.filter(card=>{
  2468. const searchTypeArray = [126];
  2469. const skill = getCardActiveSkill(card, searchTypeArray);
  2470. return skill && skill.params[1] >= 99;
  2471. }),
  2472. addition:dropOrb_Addition
  2473. },
  2474. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2475. function:cards=>cards.filter(card=>{
  2476. const searchTypeArray = [126];
  2477. const skill = getCardActiveSkill(card, searchTypeArray);
  2478. return skill && skill.params[3] == 100;
  2479. }),
  2480. addition:dropOrb_Addition
  2481. },
  2482. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2483. function:cards=>{
  2484. const searchTypeArray = [226];
  2485. return cards.filter(card=>{
  2486. const skill = getCardActiveSkill(card, searchTypeArray);
  2487. return skill;
  2488. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2489. },
  2490. addition:card=>{
  2491. const searchTypeArray = [226];
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. if (!skill) return;
  2494. const sk = skill.params;
  2495. const fragment = document.createDocumentFragment();
  2496. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2497. return fragment;
  2498. }
  2499. },
  2500. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2501. function:cards=>{
  2502. const searchTypeArray = [243];
  2503. return cards.filter(card=>{
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return skill;
  2506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2507. },
  2508. addition:card=>{
  2509. const searchTypeArray = [243];
  2510. const skill = getCardActiveSkill(card, searchTypeArray);
  2511. if (!skill) return;
  2512. const sk = skill.params;
  2513. const fragment = document.createDocumentFragment();
  2514. fragment.append(createSkillIcon('orb-thorn'));
  2515. if ((sk[1] & 0b1111111111) != 1023) {
  2516. let attrs = flags(sk[1]);
  2517. fragment.append(createOrbsList(attrs));
  2518. }
  2519. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2520. return fragment;
  2521. }
  2522. },
  2523. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2524. function:cards=>{
  2525. const searchTypeArray = [253];
  2526. return cards.filter(card=>{
  2527. const skill = getCardActiveSkill(card, searchTypeArray);
  2528. return skill;
  2529. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2530. },
  2531. addition:card=>{
  2532. const searchTypeArray = [253];
  2533. const skill = getCardActiveSkill(card, searchTypeArray);
  2534. if (!skill) return;
  2535. const sk = skill.params;
  2536. const fragment = document.createDocumentFragment();
  2537. fragment.append(createSkillIcon('prediction-falling'));
  2538. fragment.append(`×${sk[0]}T`);
  2539. return fragment;
  2540. }
  2541. },
  2542. ]},
  2543. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2544. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2545. function:cards=>cards.filter(card=>{
  2546. const searchTypeArray = [71];
  2547. const skill = getCardActiveSkill(card, searchTypeArray);
  2548. return skill;
  2549. }),
  2550. addition:boardChange_Addition
  2551. },
  2552. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2553. function:cards=>cards.filter(card=>{
  2554. const searchTypeArray = [71];
  2555. const skill = getCardActiveSkill(card, searchTypeArray);
  2556. return boardChange_ColorTypes(skill).length == 1;
  2557. }),
  2558. addition:boardChange_Addition
  2559. },
  2560. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2561. function:cards=>cards.filter(card=>{
  2562. const searchTypeArray = [71];
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return boardChange_ColorTypes(skill).length == 2;
  2565. }),
  2566. addition:boardChange_Addition
  2567. },
  2568. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2569. function:cards=>cards.filter(card=>{
  2570. const searchTypeArray = [71];
  2571. const skill = getCardActiveSkill(card, searchTypeArray);
  2572. return boardChange_ColorTypes(skill).length == 3;
  2573. }),
  2574. addition:boardChange_Addition
  2575. },
  2576. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2577. function:cards=>cards.filter(card=>{
  2578. const searchTypeArray = [71];
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. return boardChange_ColorTypes(skill).length == 4;
  2581. }),
  2582. addition:boardChange_Addition
  2583. },
  2584. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2585. function:cards=>cards.filter(card=>{
  2586. const searchTypeArray = [71];
  2587. const skill = getCardActiveSkill(card, searchTypeArray);
  2588. return boardChange_ColorTypes(skill).length == 5;
  2589. }),
  2590. addition:boardChange_Addition
  2591. },
  2592. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2593. function:cards=>cards.filter(card=>{
  2594. const searchTypeArray = [71];
  2595. const skill = getCardActiveSkill(card, searchTypeArray);
  2596. return boardChange_ColorTypes(skill).length >= 6;
  2597. }),
  2598. addition:boardChange_Addition
  2599. },
  2600. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2601. function:cards=>cards.filter(card=>{
  2602. const searchTypeArray = [71];
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return boardChange_ColorTypes(skill).includes(0);
  2605. }),
  2606. addition:boardChange_Addition
  2607. },
  2608. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2609. function:cards=>cards.filter(card=>{
  2610. const searchTypeArray = [71];
  2611. const skill = getCardActiveSkill(card, searchTypeArray);
  2612. return boardChange_ColorTypes(skill).includes(1);
  2613. }),
  2614. addition:boardChange_Addition
  2615. },
  2616. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2617. function:cards=>cards.filter(card=>{
  2618. const searchTypeArray = [71];
  2619. const skill = getCardActiveSkill(card, searchTypeArray);
  2620. return boardChange_ColorTypes(skill).includes(2);
  2621. }),
  2622. addition:boardChange_Addition
  2623. },
  2624. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2625. function:cards=>cards.filter(card=>{
  2626. const searchTypeArray = [71];
  2627. const skill = getCardActiveSkill(card, searchTypeArray);
  2628. return boardChange_ColorTypes(skill).includes(3);
  2629. }),
  2630. addition:boardChange_Addition
  2631. },
  2632. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2633. function:cards=>cards.filter(card=>{
  2634. const searchTypeArray = [71];
  2635. const skill = getCardActiveSkill(card, searchTypeArray);
  2636. return boardChange_ColorTypes(skill).includes(4);
  2637. }),
  2638. addition:boardChange_Addition
  2639. },
  2640. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2641. function:cards=>cards.filter(card=>{
  2642. const searchTypeArray = [71];
  2643. const skill = getCardActiveSkill(card, searchTypeArray);
  2644. return boardChange_ColorTypes(skill).includes(5);
  2645. }),
  2646. addition:boardChange_Addition
  2647. },
  2648. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2649. function:cards=>cards.filter(card=>{
  2650. const searchTypeArray = [71];
  2651. const skill = getCardActiveSkill(card, searchTypeArray);
  2652. const colors = boardChange_ColorTypes(skill);
  2653. return colors.includes(6)
  2654. || colors.includes(7)
  2655. || colors.includes(8)
  2656. || colors.includes(9);
  2657. }),
  2658. addition:boardChange_Addition
  2659. },
  2660. ]},
  2661. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2662. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2663. function:cards=>cards.filter(card=>{
  2664. const searchTypeArray = [9,20,154];
  2665. const skills = getCardActiveSkills(card, searchTypeArray);
  2666. if (!skills.length) return false;
  2667. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2668. return parsedSkills.some(p=>p.to.includes(0));
  2669. }),
  2670. addition:changeOrbs_Addition
  2671. },
  2672. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2673. function:cards=>cards.filter(card=>{
  2674. const searchTypeArray = [9,20,154];
  2675. const skills = getCardActiveSkills(card, searchTypeArray);
  2676. if (!skills.length) return false;
  2677. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2678. return parsedSkills.some(p=>p.to.includes(1));
  2679. }),
  2680. addition:changeOrbs_Addition
  2681. },
  2682. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2683. function:cards=>cards.filter(card=>{
  2684. const searchTypeArray = [9,20,154];
  2685. const skills = getCardActiveSkills(card, searchTypeArray);
  2686. if (!skills.length) return false;
  2687. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2688. return parsedSkills.some(p=>p.to.includes(2));
  2689. }),
  2690. addition:changeOrbs_Addition
  2691. },
  2692. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2693. function:cards=>cards.filter(card=>{
  2694. const searchTypeArray = [9,20,154];
  2695. const skills = getCardActiveSkills(card, searchTypeArray);
  2696. if (!skills.length) return false;
  2697. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2698. return parsedSkills.some(p=>p.to.includes(3));
  2699. }),
  2700. addition:changeOrbs_Addition
  2701. },
  2702. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2703. function:cards=>cards.filter(card=>{
  2704. const searchTypeArray = [9,20,154];
  2705. const skills = getCardActiveSkills(card, searchTypeArray);
  2706. if (!skills.length) return false;
  2707. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2708. return parsedSkills.some(p=>p.to.includes(4));
  2709. }),
  2710. addition:changeOrbs_Addition
  2711. },
  2712. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2713. function:cards=>cards.filter(card=>{
  2714. const searchTypeArray = [9,20,154];
  2715. const skills = getCardActiveSkills(card, searchTypeArray);
  2716. if (!skills.length) return false;
  2717. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2718. return parsedSkills.some(p=>p.to.includes(5));
  2719. }),
  2720. addition:changeOrbs_Addition
  2721. },
  2722. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2723. function:cards=>cards.filter(card=>{
  2724. const searchTypeArray = [9,20,154];
  2725. const skills = getCardActiveSkills(card, searchTypeArray);
  2726. if (!skills.length) return false;
  2727. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2728. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2729. }),
  2730. addition:changeOrbs_Addition
  2731. },
  2732. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2733. function:cards=>cards.filter(card=>{
  2734. const searchTypeArray = [9,20,154];
  2735. const skills = getCardActiveSkills(card, searchTypeArray);
  2736. if (!skills.length) return false;
  2737. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2738. return parsedSkills.some(p=>p.from.includes(0));
  2739. }),
  2740. addition:changeOrbs_Addition
  2741. },
  2742. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2743. function:cards=>cards.filter(card=>{
  2744. const searchTypeArray = [9,20,154];
  2745. const skills = getCardActiveSkills(card, searchTypeArray);
  2746. if (!skills.length) return false;
  2747. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2748. return parsedSkills.some(p=>p.from.includes(1));
  2749. }),
  2750. addition:changeOrbs_Addition
  2751. },
  2752. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2753. function:cards=>cards.filter(card=>{
  2754. const searchTypeArray = [9,20,154];
  2755. const skills = getCardActiveSkills(card, searchTypeArray);
  2756. if (!skills.length) return false;
  2757. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2758. return parsedSkills.some(p=>p.from.includes(2));
  2759. }),
  2760. addition:changeOrbs_Addition
  2761. },
  2762. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2763. function:cards=>cards.filter(card=>{
  2764. const searchTypeArray = [9,20,154];
  2765. const skills = getCardActiveSkills(card, searchTypeArray);
  2766. if (!skills.length) return false;
  2767. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2768. return parsedSkills.some(p=>p.from.includes(3));
  2769. }),
  2770. addition:changeOrbs_Addition
  2771. },
  2772. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2773. function:cards=>cards.filter(card=>{
  2774. const searchTypeArray = [9,20,154];
  2775. const skills = getCardActiveSkills(card, searchTypeArray);
  2776. if (!skills.length) return false;
  2777. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2778. return parsedSkills.some(p=>p.from.includes(4));
  2779. }),
  2780. addition:changeOrbs_Addition
  2781. },
  2782. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2783. function:cards=>cards.filter(card=>{
  2784. const searchTypeArray = [9,20,154];
  2785. const skills = getCardActiveSkills(card, searchTypeArray);
  2786. if (!skills.length) return false;
  2787. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2788. return parsedSkills.some(p=>p.from.includes(5));
  2789. }),
  2790. addition:changeOrbs_Addition
  2791. },
  2792. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2793. function:cards=>cards.filter(card=>{
  2794. const searchTypeArray = [9,20,154];
  2795. const skills = getCardActiveSkills(card, searchTypeArray);
  2796. if (!skills.length) return false;
  2797. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2798. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2799. }),
  2800. addition:changeOrbs_Addition
  2801. },
  2802. ]},
  2803. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2804. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2805. function:cards=>cards.filter(card=>{
  2806. function is30(sk)
  2807. {
  2808. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2809. }
  2810. const searchTypeArray = [141];
  2811. const skill = getCardActiveSkill(card, searchTypeArray);
  2812. return skill && is30(skill.params);
  2813. }),
  2814. addition:generateOrbs_Addition
  2815. },
  2816. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2817. function:cards=>cards.filter(card=>{
  2818. function is1515(sk)
  2819. {
  2820. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2821. }
  2822. const searchTypeArray = [141];
  2823. const skill = getCardActiveSkill(card, searchTypeArray);
  2824. return skill && is1515(skill.params);
  2825. }),
  2826. addition:generateOrbs_Addition
  2827. },
  2828. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2829. function:cards=>cards.filter(card=>{
  2830. const gens = generateOrbsParse(card);
  2831. return gens.some(gen=>gen.to.includes(0));
  2832. }),
  2833. addition:generateOrbs_Addition
  2834. },
  2835. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2836. function:cards=>cards.filter(card=>{
  2837. const gens = generateOrbsParse(card);
  2838. return gens.some(gen=>gen.to.includes(1));
  2839. }),
  2840. addition:generateOrbs_Addition
  2841. },
  2842. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2843. function:cards=>cards.filter(card=>{
  2844. const gens = generateOrbsParse(card);
  2845. return gens.some(gen=>gen.to.includes(2));
  2846. }),
  2847. addition:generateOrbs_Addition
  2848. },
  2849. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2850. function:cards=>cards.filter(card=>{
  2851. const gens = generateOrbsParse(card);
  2852. return gens.some(gen=>gen.to.includes(3));
  2853. }),
  2854. addition:generateOrbs_Addition
  2855. },
  2856. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2857. function:cards=>cards.filter(card=>{
  2858. const gens = generateOrbsParse(card);
  2859. return gens.some(gen=>gen.to.includes(4));
  2860. }),
  2861. addition:generateOrbs_Addition
  2862. },
  2863. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2864. function:cards=>cards.filter(card=>{
  2865. const gens = generateOrbsParse(card);
  2866. return gens.some(gen=>gen.to.includes(5));
  2867. }),
  2868. addition:generateOrbs_Addition
  2869. },
  2870. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2871. function:cards=>cards.filter(card=>{
  2872. const gens = generateOrbsParse(card);
  2873. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2874. }),
  2875. addition:generateOrbs_Addition
  2876. },
  2877. ]},
  2878. {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: [
  2879. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2880. function:cards=>cards.filter(card=>{
  2881. const searchTypeArray = [176];
  2882. const skill = getCardActiveSkill(card, searchTypeArray);
  2883. return skill;
  2884. }),
  2885. addition:card=>{
  2886. const searchTypeArray = [176];
  2887. const skills = getCardActiveSkills(card, searchTypeArray);
  2888. if (!skills.length) return;
  2889. const fragment = document.createDocumentFragment();
  2890. fragment.appendChild(document.createTextNode(`形状`));
  2891. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2892. return fragment;
  2893. }
  2894. },
  2895. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  2896. function:cards=>cards.filter(card=>{
  2897. function isOuterEdges(sk)
  2898. {
  2899. const baseLineNum1 = 0b111111;
  2900. const baseLineNum2 = 0b100001;
  2901. return shapeThisRowOk(sk[0], baseLineNum1) &&
  2902. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  2903. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  2904. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  2905. shapeThisRowOk(sk[4], baseLineNum1);
  2906. }
  2907. const searchTypeArray = [176];
  2908. const skill = getCardActiveSkill(card, searchTypeArray);
  2909. return skill && isOuterEdges(skill.params);
  2910. }),
  2911. addition:card=>{
  2912. const searchTypeArray = [176];
  2913. const skill = getCardActiveSkill(card, searchTypeArray);
  2914. if (!skill) return;
  2915. const sk = skill.params;
  2916. const fragment = document.createDocumentFragment();
  2917. fragment.appendChild(document.createTextNode(`外圈`));
  2918. fragment.appendChild(createOrbsList(sk[5]));
  2919. return fragment;
  2920. }
  2921. },
  2922. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2923. function:cards=>cards.filter(card=>{
  2924. function is3x3(sk)
  2925. {
  2926. const baseLineNum = 0b111;
  2927. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  2928. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  2929. {
  2930. lineNumArr.push(_lineNum);
  2931. }
  2932. for (let ri=0; ri<3; ri++)
  2933. {
  2934. //搜索所有可能的行存在
  2935. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  2936. if (maybeLineNum.length < 1) continue;
  2937. maybeLineNum = maybeLineNum.filter(lineNum=>
  2938. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  2939. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  2940. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  2941. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  2942. );
  2943. if (maybeLineNum.length > 0) return true;
  2944. }
  2945. return false;
  2946. }
  2947. const searchTypeArray = [176];
  2948. const skill = getCardActiveSkill(card, searchTypeArray);
  2949. return skill && is3x3(skill.params.slice(0,5));
  2950. }),
  2951. addition:card=>{
  2952. const searchTypeArray = [176];
  2953. const skill = getCardActiveSkill(card, searchTypeArray);
  2954. if (!skill) return;
  2955. const sk = skill.params;
  2956. const fragment = document.createDocumentFragment();
  2957. fragment.appendChild(document.createTextNode(`3×3`));
  2958. fragment.appendChild(createOrbsList(sk[5]));
  2959. return fragment;
  2960. }
  2961. },
  2962. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  2963. function:cards=>cards.filter(card=>{
  2964. const searchTypeArray = [176];
  2965. const skills = getCardActiveSkills(card, searchTypeArray);
  2966. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  2967. }),
  2968. addition:function(card){
  2969. const searchTypeArray = [176];
  2970. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  2971. if (!skills.length) return;
  2972. const fragment = document.createDocumentFragment();
  2973. fragment.appendChild(document.createTextNode(`十字`));
  2974. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2975. return fragment;
  2976. },
  2977. },
  2978. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  2979. function:cards=>cards.filter(card=>{
  2980. const searchTypeArray = [176];
  2981. const skills = getCardActiveSkills(card, searchTypeArray);
  2982. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  2983. }),
  2984. addition:function(card){
  2985. const searchTypeArray = [176];
  2986. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  2987. if (!skills.length) return;
  2988. const fragment = document.createDocumentFragment();
  2989. fragment.appendChild(document.createTextNode(`L字`));
  2990. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2991. return fragment;
  2992. },
  2993. },
  2994. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  2995. function:cards=>cards.filter(card=>{
  2996. const searchTypeArray = [127];
  2997. const skill = getCardActiveSkill(card, searchTypeArray);
  2998. return skill;
  2999. }),
  3000. addition:generateColumnOrbs_Addition
  3001. },
  3002. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3003. function:cards=>cards.filter(card=>{
  3004. function isHeart(sk)
  3005. {
  3006. for (let i=1;i<sk.length;i+=2)
  3007. {
  3008. if (sk[i] & 32)
  3009. {
  3010. return true;
  3011. }
  3012. }
  3013. }
  3014. const searchTypeArray = [127];
  3015. const skill = getCardActiveSkill(card, searchTypeArray);
  3016. return skill && isHeart(skill.params);
  3017. }),
  3018. addition:generateColumnOrbs_Addition
  3019. },
  3020. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3021. function:cards=>cards.filter(card=>{
  3022. const searchTypeArray = [128];
  3023. const skill = getCardActiveSkill(card, searchTypeArray);
  3024. return skill;
  3025. }),
  3026. addition:generateRowOrbs_Addition
  3027. },
  3028. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3029. function:cards=>cards.filter(card=>{
  3030. const searchTypeArray = [128];
  3031. const skill = getCardActiveSkill(card, searchTypeArray);
  3032. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3033. }),
  3034. addition:generateRowOrbs_Addition
  3035. },
  3036. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3037. function:cards=>cards.filter(card=>{
  3038. const searchTypeArray = [128];
  3039. const skill = getCardActiveSkill(card, searchTypeArray);
  3040. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3041. }),
  3042. addition:generateRowOrbs_Addition
  3043. },
  3044. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3045. function:cards=>cards.filter(card=>{
  3046. const searchTypeArray = [128];
  3047. const skill = getCardActiveSkill(card, searchTypeArray);
  3048. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3049. }),
  3050. addition:generateRowOrbs_Addition
  3051. },
  3052. {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)"},
  3053. function:cards=>cards.filter(card=>{
  3054. const searchTypeArray = [128,71,176];
  3055. function isRow(skill)
  3056. {
  3057. const sk = skill.params;
  3058. if (skill.type === 128) {//普通横
  3059. return true;
  3060. }
  3061. else if (skill.type === 71) {//花火
  3062. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3063. }
  3064. else if (skill.type === 176) {//特殊形状
  3065. return sk.some(n=>(n & 0b111111) === 0b111111)
  3066. }
  3067. return false;
  3068. }
  3069. const skill = getCardActiveSkill(card, searchTypeArray);
  3070. return skill && isRow(skill);
  3071. })
  3072. },
  3073. ]},
  3074. {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: [
  3075. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3076. function:cards=>{
  3077. const searchTypeArray = [6, 161];
  3078. return cards.filter(card=>{
  3079. const skill = getCardActiveSkill(card, searchTypeArray);
  3080. return skill;
  3081. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3082. },
  3083. addition: gravity_Addition
  3084. },
  3085. {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)"},
  3086. function:cards=>{
  3087. const searchTypeArray = [6];
  3088. return cards.filter(card=>{
  3089. const skill = getCardActiveSkill(card, searchTypeArray);
  3090. return skill;
  3091. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3092. },
  3093. addition: gravity_Addition
  3094. },
  3095. {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)"},
  3096. function:cards=>{
  3097. const searchTypeArray = [161];
  3098. return cards.filter(card=>{
  3099. const skill = getCardActiveSkill(card, searchTypeArray);
  3100. return skill;
  3101. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3102. },
  3103. addition: gravity_Addition
  3104. },
  3105. ]},
  3106. {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: [
  3107. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3108. function:cards=>{
  3109. const searchTypeArray = [55,188,56];
  3110. return cards.filter(card=>{
  3111. const skill = getCardActiveSkill(card, searchTypeArray);
  3112. return skill;
  3113. }).sort((a,b)=>{
  3114. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3115. 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);
  3116. return a_pC - b_pC;
  3117. });
  3118. },
  3119. addition:dixedDamage_Addition
  3120. },
  3121. {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)"},
  3122. function:cards=>{
  3123. const searchTypeArray = [55,188];
  3124. return cards.filter(card=>{
  3125. const skill = getCardActiveSkill(card, searchTypeArray);
  3126. return skill;
  3127. }).sort((a,b)=>{
  3128. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3129. 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);
  3130. return a_pC - b_pC;
  3131. });
  3132. },
  3133. addition:dixedDamage_Addition
  3134. },
  3135. {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)"},
  3136. function:cards=>{
  3137. const searchTypeArray = [56];
  3138. return cards.filter(card=>{
  3139. const skill = getCardActiveSkill(card, searchTypeArray);
  3140. return skill;
  3141. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3142. },
  3143. addition:dixedDamage_Addition
  3144. },
  3145. ]},
  3146. {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: [
  3147. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3148. function:cards=>cards.filter(card=>{
  3149. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3150. function isSingle(skill)
  3151. {
  3152. if (skill.type == 110)
  3153. return Boolean(skill.params[0]);
  3154. else if (skill.type == 144)
  3155. return Boolean(skill.params[2]);
  3156. else
  3157. return true;
  3158. }
  3159. const skill = getCardActiveSkill(card, searchTypeArray);
  3160. return skill && isSingle(skill);
  3161. }),
  3162. addition: numericalATK_Addition
  3163. },
  3164. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3165. function:cards=>cards.filter(card=>{
  3166. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3167. function isAll(skill)
  3168. {
  3169. if (skill.type == 110)
  3170. return !Boolean(skill.params[0]);
  3171. else if (skill.type == 144)
  3172. return !Boolean(skill.params[2]);
  3173. else
  3174. return true;
  3175. }
  3176. const skill = getCardActiveSkill(card, searchTypeArray);
  3177. return skill && skill.id!=0 && isAll(skill);
  3178. }),
  3179. addition: numericalATK_Addition
  3180. },
  3181. {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"},
  3182. function:cards=>cards.filter(card=>{
  3183. const searchTypeArray = [42];
  3184. const skill = getCardActiveSkill(card, searchTypeArray);
  3185. return skill;
  3186. })
  3187. },
  3188. {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"},
  3189. function:cards=>cards.filter(card=>{
  3190. const searchTypeArray = [2,35];
  3191. const skill = getCardActiveSkill(card, searchTypeArray);
  3192. return skill;
  3193. })
  3194. },
  3195. {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)"},
  3196. function:cards=>cards.filter(card=>{
  3197. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3198. const skill = getCardActiveSkill(card, searchTypeArray);
  3199. return skill && skill.id!=0;
  3200. }).sort((a,b)=>{
  3201. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3202. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3203. function getNumber(skill)
  3204. {
  3205. const sk = skill.params;
  3206. switch(skill.type)
  3207. {
  3208. case 0:
  3209. case 37:
  3210. case 58:
  3211. case 59:
  3212. case 84:
  3213. case 85:
  3214. case 115:
  3215. return sk[1];
  3216. case 2:
  3217. case 35:
  3218. return sk[0];
  3219. default:
  3220. return 0;
  3221. }
  3222. }
  3223. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3224. return a_pC - b_pC;
  3225. }),
  3226. addition: numericalATK_Addition
  3227. },
  3228. {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)"},
  3229. function:cards=>cards.filter(card=>{
  3230. const searchTypeArray = [1,42,86,87];
  3231. const skill = getCardActiveSkill(card, searchTypeArray);
  3232. return skill;
  3233. }).sort((a,b)=>{
  3234. const searchTypeArray = [1,42,86,87];
  3235. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3236. function getNumber(skill)
  3237. {
  3238. const sk = skill.params;
  3239. switch(skill.type)
  3240. {
  3241. case 1:
  3242. case 86:
  3243. case 87:
  3244. return sk[1];
  3245. case 42:
  3246. return sk[2];
  3247. default:
  3248. return 0;
  3249. }
  3250. }
  3251. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3252. return a_pC - b_pC;
  3253. }),
  3254. addition: numericalATK_Addition
  3255. },
  3256. {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)"},
  3257. function:cards=>{
  3258. const searchTypeArray = [110];
  3259. return cards.filter(card=>{
  3260. const skill = getCardActiveSkill(card, searchTypeArray);
  3261. return skill;
  3262. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3263. },
  3264. addition: numericalATK_Addition
  3265. },
  3266. {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)"},
  3267. function:cards=>{
  3268. const searchTypeArray = [143];
  3269. return cards.filter(card=>{
  3270. const skill = getCardActiveSkill(card, searchTypeArray);
  3271. return skill;
  3272. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3273. },
  3274. addition: numericalATK_Addition
  3275. },
  3276. {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)"},
  3277. function:cards=>{
  3278. const searchTypeArray = [144];
  3279. return cards.filter(card=>{
  3280. const skill = getCardActiveSkill(card, searchTypeArray);
  3281. return skill;
  3282. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3283. },
  3284. addition: numericalATK_Addition
  3285. },
  3286. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3287. function:cards=>cards.filter(card=>{
  3288. const searchTypeArray = [35,115];
  3289. const skill = getCardActiveSkill(card, searchTypeArray);
  3290. return skill;
  3291. })
  3292. },
  3293. ]},
  3294. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3295. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3296. function:cards=>cards.filter(card=>{
  3297. if (card.activeSkillId == 0) return false;
  3298. const skill = Skills[card.activeSkillId];
  3299. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3300. })
  3301. },
  3302. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3303. function:cards=>cards.filter(card=>{
  3304. if (card.activeSkillId == 0) return false;
  3305. const skill = Skills[card.activeSkillId];
  3306. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3307. let realCD = minCD;
  3308. const searchTypeArray = [14];
  3309. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3310. if (subSkill)
  3311. {
  3312. realCD -= subSkill.params[0] * 3;
  3313. }
  3314. return minCD > 1 && realCD <= 4;
  3315. })
  3316. },
  3317. {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)"},
  3318. function:cards=>{
  3319. const searchTypeArray = [5, 246, 247];
  3320. return cards.filter(card=>{
  3321. const skill = getCardActiveSkill(card, searchTypeArray);
  3322. return skill;
  3323. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3324. },
  3325. addition:card=>{
  3326. const searchTypeArray = [5, 246, 247];
  3327. const skill = getCardActiveSkill(card, searchTypeArray);
  3328. if (!skill) return;
  3329. const value = skill.params[0];
  3330. return `时停${value}s`;
  3331. }
  3332. },
  3333. {
  3334. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3335. function:cards=>cards.filter(card=>{
  3336. const searchTypeArray = [118];
  3337. const skill = getCardActiveSkill(card, searchTypeArray);
  3338. return skill;
  3339. })
  3340. },
  3341. {
  3342. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3343. function:cards=>cards.filter(card=>{
  3344. const searchTypeArray = [232, 233];
  3345. const skill = getCardActiveSkill(card, searchTypeArray);
  3346. return skill;
  3347. }),
  3348. addition:card=>{
  3349. const searchTypeArray = [232, 233];
  3350. const skill = getCardActiveSkill(card, searchTypeArray);
  3351. if (!skill) return;
  3352. const value = skill.params[0];
  3353. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3354. }
  3355. },
  3356. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3357. function:cards=>cards.filter(card=>{
  3358. const searchTypeArray = [225];
  3359. const skill = getCardActiveSkill(card, searchTypeArray);
  3360. return skill;
  3361. }),
  3362. addition:card=>{
  3363. const searchTypeArray = [225];
  3364. const skill = getCardActiveSkill(card, searchTypeArray);
  3365. if (!skill) return;
  3366. const sk = skill.params;
  3367. let strArr = [];
  3368. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3369. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3370. return `HP ${strArr.join(" ")}`;
  3371. }
  3372. },
  3373. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3374. function:cards=>cards.filter(card=>{
  3375. const searchTypeArray = [234];
  3376. const skill = getCardActiveSkill(card, searchTypeArray);
  3377. return skill;
  3378. }),
  3379. addition:card=>{
  3380. const searchTypeArray = [234];
  3381. const skill = getCardActiveSkill(card, searchTypeArray);
  3382. if (!skill) return;
  3383. const sk = skill.params;
  3384. let strArr = [];
  3385. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3386. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3387. return `层 ${strArr.join(" ")}`;
  3388. }
  3389. },
  3390. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3391. function:cards=>{
  3392. const searchTypeArray = [248];
  3393. return cards.filter(card=>{
  3394. const skill = getCardActiveSkill(card, searchTypeArray);
  3395. return skill;
  3396. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3397. },
  3398. addition:card=>{
  3399. const searchTypeArray = [248];
  3400. const skill = getCardActiveSkill(card, searchTypeArray);
  3401. if (!skill) return;
  3402. const sk = skill.params;
  3403. return `延迟${sk[0]}T`;
  3404. }
  3405. },
  3406. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3407. function:cards=>cards.filter(card=>{
  3408. const searchTypeArray = [255];
  3409. const skill = getCardActiveSkill(card, searchTypeArray);
  3410. return skill;
  3411. }),
  3412. addition:card=>{
  3413. const searchTypeArray = [255];
  3414. const skill = getCardActiveSkill(card, searchTypeArray);
  3415. if (!skill) return;
  3416. const sk = skill.params;
  3417. const fragment = document.createDocumentFragment();
  3418. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3419. return fragment;
  3420. }
  3421. },
  3422. ]},
  3423. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3424. ]},
  3425. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3426. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3427. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3428. },
  3429. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3430. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3431. },
  3432. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3433. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3434. },
  3435. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3436. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3437. },
  3438. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3439. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3440. },
  3441. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3442. function:cards=>cards.filter(card=>{
  3443. const searchTypeArray = [150];
  3444. const skill = getCardLeaderSkill(card, searchTypeArray);
  3445. return skill;
  3446. })
  3447. },
  3448. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3449. function:cards=>cards.filter(card=>{
  3450. const searchTypeArray = [151,209];
  3451. const skill = getCardLeaderSkill(card, searchTypeArray);
  3452. return skill;
  3453. })
  3454. },
  3455. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3456. function:cards=>cards.filter(card=>{
  3457. const searchTypeArray = [157];
  3458. const skill = getCardLeaderSkill(card, searchTypeArray);
  3459. return skill;
  3460. })
  3461. },
  3462. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3463. function:cards=>{
  3464. const searchTypeArray = [235];
  3465. return cards.filter(card=>{
  3466. const skill = getCardLeaderSkill(card, searchTypeArray);
  3467. if (!skill) return false;
  3468. const sk = skill.params;
  3469. if (!sk[3] || sk[3] === 100) return false;
  3470. return skill;
  3471. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3472. },
  3473. addition:card=>{
  3474. const searchTypeArray = [235];
  3475. const skill = getCardLeaderSkill(card, searchTypeArray);
  3476. if (!skill) return;
  3477. const sk = skill.params;
  3478. if (!sk[3] || sk[3] === 100) return;
  3479. const fragment = document.createDocumentFragment();
  3480. const sup = document.createElement("sup");
  3481. sup.textContent = "N";
  3482. const orbs = createOrbsList(flags(sk[0]));
  3483. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3484. if (sk[1]) {
  3485. fragment.append(`×≥${sk[1]}`);
  3486. } else {
  3487. fragment.append(`×${sk[2]}`);
  3488. }
  3489. return fragment;
  3490. }
  3491. },
  3492. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3493. function:cards=>cards.filter(card=>{
  3494. const searchTypeArray = [177];
  3495. const skill = getCardLeaderSkill(card, searchTypeArray);
  3496. return skill?.params[5];
  3497. })
  3498. },
  3499. ]},
  3500. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3501. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3502. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3503. },
  3504. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3505. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3506. },
  3507. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3508. function:cards=>cards.filter(card=>{
  3509. const searchTypeArray = [162,186];
  3510. const skill = getCardLeaderSkill(card, searchTypeArray);
  3511. return skill;
  3512. })
  3513. },
  3514. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3515. function:cards=>cards.filter(card=>{
  3516. const searchTypeArray = [163,177];
  3517. const skill = getCardLeaderSkill(card, searchTypeArray);
  3518. return skill;
  3519. })
  3520. },
  3521. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3522. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3523. },
  3524. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3525. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3526. },
  3527. {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)"},
  3528. function:cards=>{
  3529. const searchTypeArray = [158];
  3530. return cards.filter(card=>{
  3531. const skill = getCardLeaderSkill(card, searchTypeArray);
  3532. return skill;
  3533. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3534. },
  3535. addition:card=>{
  3536. const searchTypeArray = [158];
  3537. const skill = getCardLeaderSkill(card, searchTypeArray);
  3538. const value = skill.params[0];
  3539. return `≥${value}珠`;
  3540. }
  3541. },
  3542. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3543. function:cards=>cards.filter(card=>{
  3544. const searchTypeArray = [125];
  3545. const skill = getCardLeaderSkill(card, searchTypeArray);
  3546. return skill;
  3547. }),
  3548. addition:card=>{
  3549. const searchTypeArray = [125];
  3550. const skill = getCardLeaderSkill(card, searchTypeArray);
  3551. if (!skill) return;
  3552. const sk = skill.params;
  3553. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3554. }
  3555. },
  3556. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3557. function:cards=>cards.filter(card=>{
  3558. const searchTypeArray = [175];
  3559. const skill = getCardLeaderSkill(card, searchTypeArray);
  3560. return skill;
  3561. }),
  3562. addition:card=>{
  3563. const searchTypeArray = [175];
  3564. const skill = getCardLeaderSkill(card, searchTypeArray);
  3565. if (!skill) return;
  3566. const sk = skill.params;
  3567. return `合作:${sk[0]}`;
  3568. }
  3569. },
  3570. {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"},
  3571. function:cards=>cards.filter(card=>{
  3572. const searchTypeArray = [203];
  3573. const skill = getCardLeaderSkill(card, searchTypeArray);
  3574. return skill;
  3575. })
  3576. },
  3577. {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"},
  3578. function:cards=>cards.filter(card=>{
  3579. const searchTypeArray = [229];
  3580. const skill = getCardLeaderSkill(card, searchTypeArray);
  3581. return skill;
  3582. }),
  3583. addition:card=>{
  3584. const searchTypeArray = [229];
  3585. const skill = getCardLeaderSkill(card, searchTypeArray);
  3586. if (!skill) return;
  3587. const sk = skill.params;
  3588. const attrs = flags(sk[0]), types = flags(sk[1]);
  3589. const fragment = document.createDocumentFragment();
  3590. if (attrs.length)
  3591. fragment.appendChild(createOrbsList(attrs));
  3592. if (types.length)
  3593. fragment.appendChild(createTypesList(types));
  3594. return fragment;
  3595. }
  3596. },
  3597. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3598. function:cards=>cards.filter(card=>{
  3599. const searchTypeArray = [217];
  3600. const skill = getCardLeaderSkill(card, searchTypeArray);
  3601. return skill;
  3602. }),
  3603. addition:card=>{
  3604. const searchTypeArray = [217];
  3605. const skill = getCardLeaderSkill(card, searchTypeArray);
  3606. if (!skill) return;
  3607. const sk = skill.params;
  3608. return `★≤${sk[0]}`;
  3609. }
  3610. },
  3611. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3612. function:cards=>cards.filter(card=>{
  3613. const searchTypeArray = [245];
  3614. const skill = getCardLeaderSkill(card, searchTypeArray);
  3615. return skill;
  3616. }),
  3617. addition:card=>{
  3618. const searchTypeArray = [245];
  3619. const skill = getCardLeaderSkill(card, searchTypeArray);
  3620. if (!skill) return;
  3621. const sk = skill.params;
  3622. switch (sk[0]) {
  3623. case -1:
  3624. return `★各不相同`;
  3625. case -2:
  3626. return `★全部相同`;
  3627. default:
  3628. return `★全为${sk[0]}`;
  3629. }
  3630. }
  3631. },
  3632. ]},
  3633. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3634. {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)"},
  3635. function:cards=>{
  3636. return cards.filter(card=>{
  3637. return getSkillFixedDamage(card) > 0;
  3638. }).sort((a,b)=>{
  3639. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3640. return a_pC - b_pC;
  3641. });
  3642. },
  3643. addition:card=>{
  3644. const value = getSkillFixedDamage(card);
  3645. if (value <= 0 ) return;
  3646. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3647. let skill;
  3648. if (skill = getCardLeaderSkill(card, [235])) {
  3649. nodeArr.push("/");
  3650. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3651. nodeArr.push(`×${skill.params[2]}`);
  3652. }
  3653. return nodeArr.nodeJoin();
  3654. }
  3655. },
  3656. {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)"},
  3657. function:cards=>{
  3658. return cards.filter(card=>{
  3659. return getSkillAddCombo(card) > 0;
  3660. }).sort((a,b)=>{
  3661. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3662. return a_pC - b_pC;
  3663. });
  3664. },
  3665. addition:card=>{
  3666. const value = getSkillAddCombo(card);
  3667. if (value <= 0 ) return;
  3668. let nodeArr = [`+${value.bigNumberToString()}C`];
  3669. let skill;
  3670. if (skill = getCardLeaderSkill(card, [210])) {
  3671. nodeArr.push("/十字");
  3672. } else if (skill = getCardLeaderSkill(card, [235])) {
  3673. nodeArr.push("/");
  3674. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3675. nodeArr.push(`×${skill.params[2]}`);
  3676. }
  3677. return nodeArr.nodeJoin();
  3678. }
  3679. },
  3680. {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)"},
  3681. function:cards=>{
  3682. const searchTypeArray = [15,185];
  3683. return cards.filter(card=>{
  3684. const skill = getCardLeaderSkill(card, searchTypeArray);
  3685. return skill;
  3686. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3687. },
  3688. addition:card=>{
  3689. const searchTypeArray = [15,185];
  3690. const skill = getCardLeaderSkill(card, searchTypeArray);
  3691. if (!skill) return;
  3692. const value = skill.params[0];
  3693. return `${value > 0 ? "+" : ""}${value/100}s`;
  3694. }
  3695. },
  3696. {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)"},
  3697. function:cards=>{
  3698. const searchTypeArray = [178];
  3699. return cards.filter(card=>{
  3700. const skill = getCardLeaderSkill(card, searchTypeArray);
  3701. return skill;
  3702. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3703. },
  3704. addition:card=>{
  3705. const searchTypeArray = [178];
  3706. const skill = getCardLeaderSkill(card, searchTypeArray);
  3707. if (!skill) return;
  3708. const value = skill.params[0];
  3709. return `固定${value}s`;
  3710. }
  3711. },
  3712. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3713. function:cards=>cards.filter(card=>{
  3714. const searchTypeArray = [213];
  3715. const skill = getCardLeaderSkill(card, searchTypeArray);
  3716. return skill;
  3717. }),
  3718. addition:card=>{
  3719. const searchTypeArray = [213];
  3720. const skill = getCardLeaderSkill(card, searchTypeArray);
  3721. if (!skill) return;
  3722. const sk = skill.params;
  3723. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3724. const fragment = document.createDocumentFragment();
  3725. if (attrs.length)
  3726. fragment.appendChild(createOrbsList(attrs));
  3727. if (types.length)
  3728. fragment.appendChild(createTypesList(types));
  3729. fragment.appendChild(document.createTextNode(`:+`));
  3730. if (awakenings.length)
  3731. fragment.appendChild(creatAwokenList(awakenings));
  3732. return fragment;
  3733. }
  3734. },
  3735. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3736. function:cards=>{
  3737. const searchTypeArray = [12];
  3738. return cards.filter(card=>{
  3739. const skill = getCardLeaderSkill(card, searchTypeArray);
  3740. return skill;
  3741. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3742. },
  3743. addition:card=>{
  3744. const searchTypeArray = [12];
  3745. const skill = getCardLeaderSkill(card, searchTypeArray);
  3746. if (!skill) return;
  3747. const value = skill.params[0];
  3748. return `攻击×${(value/100).bigNumberToString()}倍`;
  3749. }
  3750. },
  3751. {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)"},
  3752. function:cards=>{
  3753. const searchTypeArray = [13];
  3754. return cards.filter(card=>{
  3755. const skill = getCardLeaderSkill(card, searchTypeArray);
  3756. return skill;
  3757. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3758. },
  3759. addition:card=>{
  3760. const searchTypeArray = [13];
  3761. const skill = getCardLeaderSkill(card, searchTypeArray);
  3762. if (!skill) return;
  3763. const value = skill.params[0];
  3764. return `回复×${(value/100).bigNumberToString()}倍`;
  3765. }
  3766. },
  3767. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3768. function:cards=>{
  3769. const searchTypeArray = [198];
  3770. return cards.filter(card=>{
  3771. const skill = getCardLeaderSkill(card, searchTypeArray);
  3772. return skill && skill.params[2];
  3773. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3774. },
  3775. addition:card=>{
  3776. const searchTypeArray = [198];
  3777. const skill = getCardLeaderSkill(card, searchTypeArray);
  3778. if (!skill) return;
  3779. const sk = skill.params;
  3780. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3781. }
  3782. },
  3783. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3784. function:cards=>{
  3785. const searchTypeArray = [198];
  3786. return cards.filter(card=>{
  3787. const skill = getCardLeaderSkill(card, searchTypeArray);
  3788. return skill && skill.params[3];
  3789. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3790. },
  3791. addition:card=>{
  3792. const searchTypeArray = [198];
  3793. const skill = getCardLeaderSkill(card, searchTypeArray);
  3794. if (!skill) return;
  3795. const sk = skill.params;
  3796. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3797. }
  3798. },
  3799. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3800. function:cards=>{
  3801. const searchTypeArray = [41];
  3802. return cards.filter(card=>{
  3803. const skill = getCardLeaderSkill(card, searchTypeArray);
  3804. return skill;
  3805. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3806. },
  3807. addition:card=>{
  3808. const searchTypeArray = [41];
  3809. const skill = getCardLeaderSkill(card, searchTypeArray);
  3810. if (!skill) return;
  3811. const sk = skill.params;
  3812. const fragment = document.createDocumentFragment();
  3813. fragment.appendChild(createOrbsList(sk[2] || 0));
  3814. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3815. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3816. return fragment;
  3817. }
  3818. },
  3819. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3820. function:cards=>cards.filter(card=>{
  3821. const searchTypeArray = [197];
  3822. const skill = getCardLeaderSkill(card, searchTypeArray);
  3823. return skill;
  3824. })
  3825. },
  3826. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3827. function:cards=>{
  3828. const searchTypeArray = [14];
  3829. return cards.filter(card=>{
  3830. const skill = getCardLeaderSkill(card, searchTypeArray);
  3831. return skill;
  3832. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3833. },
  3834. addition:card=>{
  3835. const searchTypeArray = [14];
  3836. const skill = getCardLeaderSkill(card, searchTypeArray);
  3837. if (!skill) return;
  3838. const value = skill.params[0];
  3839. return `HP≥${value}%`;
  3840. }
  3841. },
  3842. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3843. function:cards=>{
  3844. const searchTypeArray = [254];
  3845. return cards.filter(card=>{
  3846. const skill = getCardLeaderSkill(card, searchTypeArray);
  3847. return skill;
  3848. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3849. }
  3850. },
  3851. {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)"},
  3852. function:cards=>{
  3853. const searchTypeArray = [53];
  3854. return cards.filter(card=>{
  3855. const skill = getCardLeaderSkill(card, searchTypeArray);
  3856. return skill;
  3857. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3858. },
  3859. addition:card=>{
  3860. const searchTypeArray = [53];
  3861. const skill = getCardLeaderSkill(card, searchTypeArray);
  3862. if (!skill) return;
  3863. const sk = skill.params;
  3864. return `掉率x${sk[0]/100}`;
  3865. }
  3866. },
  3867. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3868. function:cards=>{
  3869. const searchTypeArray = [54];
  3870. return cards.filter(card=>{
  3871. const skill = getCardLeaderSkill(card, searchTypeArray);
  3872. return skill;
  3873. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3874. },
  3875. addition:card=>{
  3876. const searchTypeArray = [54];
  3877. const skill = getCardLeaderSkill(card, searchTypeArray);
  3878. if (!skill) return;
  3879. const sk = skill.params;
  3880. return `金币x${sk[0]/100}`;
  3881. }
  3882. },
  3883. {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)"},
  3884. function:cards=>{
  3885. const searchTypeArray = [148];
  3886. return cards.filter(card=>{
  3887. const skill = getCardLeaderSkill(card, searchTypeArray);
  3888. return skill;
  3889. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3890. },
  3891. addition:card=>{
  3892. const searchTypeArray = [148];
  3893. const skill = getCardLeaderSkill(card, searchTypeArray);
  3894. if (!skill) return;
  3895. const sk = skill.params;
  3896. return `经验x${sk[0]/100}`;
  3897. }
  3898. },
  3899. ]},
  3900. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3901. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3902. function:cards=>cards.filter(card=>{
  3903. const skill = Skills[card.leaderSkillId];
  3904. const HPscale = getHPScale(skill);
  3905. return HPscale >= 3;
  3906. }).sort(sortByHPScal),
  3907. addition: HPScal_Addition
  3908. },
  3909. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3910. function:cards=>cards.filter(card=>{
  3911. const skill = Skills[card.leaderSkillId];
  3912. const HPscale = getHPScale(skill);
  3913. return HPscale >= 2 && HPscale < 3;
  3914. }).sort(sortByHPScal),
  3915. addition: HPScal_Addition
  3916. },
  3917. {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)"},
  3918. function:cards=>cards.filter(card=>{
  3919. const skill = Skills[card.leaderSkillId];
  3920. const HPscale = getHPScale(skill);
  3921. return HPscale >= 1.5 && HPscale < 2;
  3922. }).sort(sortByHPScal),
  3923. addition: HPScal_Addition
  3924. },
  3925. {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)"},
  3926. function:cards=>cards.filter(card=>{
  3927. const skill = Skills[card.leaderSkillId];
  3928. const HPscale = getHPScale(skill);
  3929. return HPscale > 1 && HPscale < 1.5;
  3930. }).sort(sortByHPScal),
  3931. addition: HPScal_Addition
  3932. },
  3933. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3934. function:cards=>cards.filter(card=>{
  3935. const skill = Skills[card.leaderSkillId];
  3936. const HPscale = getHPScale(skill);
  3937. return HPscale === 1;
  3938. }),
  3939. addition: HPScal_Addition
  3940. },
  3941. {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)"},
  3942. function:cards=>cards.filter(card=>{
  3943. const skill = Skills[card.leaderSkillId];
  3944. const HPscale = getHPScale(skill);
  3945. return HPscale < 1;
  3946. }).sort(sortByHPScal),
  3947. addition: HPScal_Addition
  3948. },
  3949. ]},
  3950. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3951. {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)"},
  3952. function:cards=>cards.filter(card=>{
  3953. const skill = Skills[card.leaderSkillId];
  3954. const reduceScale = getReduceScale(skill);
  3955. return reduceScale >= 0.75;
  3956. }).sort(sortByReduceScale),
  3957. addition: ReduceScale_Addition
  3958. },
  3959. {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)"},
  3960. function:cards=>cards.filter(card=>{
  3961. const skill = Skills[card.leaderSkillId];
  3962. const reduceScale = getReduceScale(skill);
  3963. return reduceScale >= 0.5 && reduceScale < 0.75;
  3964. }).sort(sortByReduceScale),
  3965. addition: ReduceScale_Addition
  3966. },
  3967. {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)"},
  3968. function:cards=>cards.filter(card=>{
  3969. const skill = Skills[card.leaderSkillId];
  3970. const reduceScale = getReduceScale(skill);
  3971. return reduceScale >= 0.25 && reduceScale < 0.5;
  3972. }).sort(sortByReduceScale),
  3973. addition: ReduceScale_Addition
  3974. },
  3975. {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)"},
  3976. function:cards=>cards.filter(card=>{
  3977. const skill = Skills[card.leaderSkillId];
  3978. const reduceScale = getReduceScale(skill);
  3979. return reduceScale > 0 && reduceScale < 0.25;
  3980. }).sort(sortByReduceScale),
  3981. addition: ReduceScale_Addition
  3982. },
  3983. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3984. function:cards=>cards.filter(card=>{
  3985. const skill = Skills[card.leaderSkillId];
  3986. const reduceScale = getReduceScale(skill);
  3987. return reduceScale === 0;
  3988. })
  3989. },
  3990. {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"},
  3991. function:cards=>cards.filter(card=>{
  3992. const skill = Skills[card.leaderSkillId];
  3993. return getReduceScale(skill, true) > 0;
  3994. })
  3995. },
  3996. {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"},
  3997. function:cards=>cards.filter(card=>{
  3998. const skill = Skills[card.leaderSkillId];
  3999. return getReduceScale(skill, undefined, true) > 0;
  4000. })
  4001. },
  4002. {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"},
  4003. function:cards=>cards.filter(card=>{
  4004. const skill = Skills[card.leaderSkillId];
  4005. return getReduceScale(skill, undefined, undefined, true) > 0;
  4006. })
  4007. },
  4008. /*{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%)"},
  4009. function:cards=>cards.filter(card=>{
  4010. const skill = Skills[card.leaderSkillId];
  4011. const reduceScale = getReduceScale(skill);
  4012. return reduceScale>=0.29;
  4013. }).sort(sortByReduceScale)
  4014. },*/
  4015. {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"},
  4016. function:cards=>{
  4017. return cards.filter(card=>{
  4018. const skill = Skills[card.leaderSkillId];
  4019. return getReduceScale_unconditional(skill) > 0;
  4020. }).sort((a,b)=>{
  4021. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4022. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4023. });
  4024. },
  4025. addition:card=>{
  4026. const skill = Skills[card.leaderSkillId];
  4027. const scale = getReduceScale_unconditional(skill)
  4028. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4029. }
  4030. },
  4031. ]},
  4032. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4033. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4034. function:cards=>cards.filter(card=>
  4035. !Array.isArray(card.henshinFrom) &&
  4036. !Array.isArray(card.henshinTo))
  4037. },
  4038. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4039. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4040. },
  4041. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4042. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4043. },
  4044. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4045. function:cards=>cards.filter(card=>{
  4046. const searchTypeArray = [236];
  4047. const skill = getCardActiveSkill(card, searchTypeArray);
  4048. return skill;
  4049. })
  4050. },
  4051. {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)"},
  4052. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4053. },
  4054. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4055. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4056. },
  4057. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4058. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4059. function:cards=>cards.filter(isReincarnated)
  4060. }, //evoBaseId可能为0
  4061. //{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)},
  4062. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4063. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4064. },
  4065. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4066. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4067. },
  4068. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4069. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4070. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4071. },
  4072. ]},
  4073. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4074. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4075. function:cards=>cards.filter(card=>card.is8Latent)
  4076. },
  4077. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4078. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4079. },
  4080. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4081. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4082. },
  4083. {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"},
  4084. function:cards=>cards.filter(card=>{
  4085. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4086. if (hasAwokenKiller)
  4087. { //大于2个杀的进行判断
  4088. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4089. { //大于3个杀的直接过
  4090. return true;
  4091. }else
  4092. { //2个杀的
  4093. const isAllowLatent = card.types.filter(i=>
  4094. i>=0 //去掉-1的type
  4095. ).map(type=>
  4096. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4097. ).some(ls=>
  4098. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4099. );
  4100. return isAllowLatent
  4101. }
  4102. }else
  4103. {
  4104. return false;
  4105. }
  4106. })
  4107. },
  4108. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4109. // function:cards=>cards.filter(card=>{
  4110. // const searchTypeArray = [1000];
  4111. // const skill = getCardActiveSkill(card, searchTypeArray);
  4112. // return skill;
  4113. // })
  4114. // },
  4115. ]},
  4116. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4117. {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)"},
  4118. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4119. },
  4120. {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)"},
  4121. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4122. },
  4123. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4124. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4125. },
  4126. {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"},
  4127. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4128. },
  4129. {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)"},
  4130. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4131. addition:card=>`成长${card.limitBreakIncr}%`
  4132. },
  4133. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4134. function:cards=>cards.filter(card=>card.maxLevel==1)
  4135. },
  4136. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4137. function:cards=>cards.filter(card=>card.sellMP<100)
  4138. },
  4139. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4140. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4141. },
  4142. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4143. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4144. },
  4145. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4146. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4147. },
  4148. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4149. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4150. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4151. },
  4152. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4153. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4154. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4155. },
  4156. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4157. function:cards=>cards.filter(({badgeId})=>badgeId),
  4158. addition:({badgeId})=>`ID.${badgeId}`
  4159. },
  4160. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4161. function:cards=>cards.filter(card=>card.skillBanner)
  4162. },
  4163. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4164. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4165. },
  4166. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4167. function:cards=>cards.filter(card=>card.stacking),
  4168. },
  4169. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4170. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4171. },
  4172. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4173. function:cards=>cards,
  4174. addition:card=>card.name
  4175. },
  4176. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4177. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4178. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4179. },
  4180. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4181. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4182. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4183. },
  4184. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4185. function:cards=>cards,
  4186. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4187. },
  4188. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4189. function:cards=>cards,
  4190. addition:card=>createTypesList(card.types)
  4191. },
  4192. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4193. function:cards=>cards,
  4194. addition:card=>`COST ${card.cost}`
  4195. },
  4196. ]},
  4197. ];
  4198. return functions;
  4199. })();

智龙迷城队伍图制作工具