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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. //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
  16. const typekiller_for_type = [
  17. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  18. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  19. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  20. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  21. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  22. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  23. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  24. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  25. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  26. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  27. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  28. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  29. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  30. ];
  31. //类型允许的潜觉杀
  32. const type_allowable_latent = [];
  33. typekiller_for_type.forEach(t=>
  34. {
  35. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  36. .map(tn=>
  37. typekiller_for_type.find(_t=>_t.type == tn).latent
  38. );
  39. type_allowable_latent[t.type] = t.allowableLatent;
  40. }
  41. );
  42. //一般共同能打的潜觉
  43. const common_allowable_latent = [
  44. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  45. 28,29,30,31,32,33,34,35,36,37,38,
  46. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  47. ];
  48. //120级才能打的潜觉
  49. const v120_allowable_latent = [
  50. 42,43,44,45
  51. ];
  52. //等效觉醒列表
  53. const equivalent_awoken = [
  54. {small:10,big:52,times:2}, //防封
  55. {small:11,big:68,times:5}, //防暗
  56. {small:12,big:69,times:5}, //防废
  57. {small:13,big:70,times:5}, //防毒
  58. {small:19,big:53,times:2}, //手指
  59. {small:21,big:56,times:2}, //SB
  60. ];
  61. //官方的觉醒排列顺序
  62. const official_awoken_sorting = [
  63. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  64. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  65. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  66. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  67. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  68. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  69. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  70. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  71. 73, 74, 75, 76, 77, 78, 79, 80, 81
  72. ];
  73. //pdc的徽章对应数字
  74. const pdcBadgeMap = [
  75. {pdf:0,pdc:10}, //无限cost
  76. {pdf:1,pdc:12}, //小手指
  77. {pdf:2,pdc:9}, //全体攻击
  78. {pdf:3,pdc:5}, //小回复
  79. {pdf:4,pdc:1}, //小血量
  80. {pdf:5,pdc:3}, //小攻击
  81. {pdf:6,pdc:8}, //SB
  82. {pdf:7,pdc:18}, //队长防封
  83. {pdf:8,pdc:19}, //SX
  84. {pdf:9,pdc:7}, //无天降
  85. {pdf:10,pdc:6}, //大回复
  86. {pdf:11,pdc:2}, //大血量
  87. {pdf:12,pdc:4}, //大攻击
  88. {pdf:13,pdc:13}, //大手指
  89. {pdf:14,pdc:11}, //加经验
  90. {pdf:15,pdc:15}, //墨镜
  91. {pdf:16,pdc:17}, //防废
  92. {pdf:17,pdc:16}, //防毒
  93. {pdf:18,pdc:14}, //月卡
  94. ];
  95. //pdc的潜觉对应数字
  96. const pdcLatentMap = [
  97. {pdf:1,pdc:1}, //HP
  98. {pdf:2,pdc:0}, //攻击
  99. {pdf:3,pdc:2}, //回复
  100. {pdf:4,pdc:19}, //手指
  101. {pdf:5,pdc:13}, //自回
  102. {pdf:6,pdc:14}, //火盾
  103. {pdf:7,pdc:15}, //水盾
  104. {pdf:8,pdc:16}, //木盾
  105. {pdf:9,pdc:17}, //光盾
  106. {pdf:10,pdc:18}, //暗盾
  107. {pdf:11,pdc:12}, //防坐
  108. {pdf:12,pdc:3}, //三维
  109. {pdf:13,pdc:35}, //不被换队长
  110. {pdf:14,pdc:37}, //不掉废
  111. {pdf:15,pdc:36}, //不掉毒
  112. {pdf:16,pdc:24}, //进化杀
  113. {pdf:17,pdc:25}, //觉醒杀
  114. {pdf:18,pdc:26}, //强化杀
  115. {pdf:19,pdc:27}, //卖钱杀
  116. {pdf:20,pdc:4}, //神杀
  117. {pdf:21,pdc:5}, //龙杀
  118. {pdf:22,pdc:6}, //恶魔杀
  119. {pdf:23,pdc:7}, //机械杀
  120. {pdf:24,pdc:8}, //平衡杀
  121. {pdf:25,pdc:9}, //攻击杀
  122. {pdf:26,pdc:10}, //体力杀
  123. {pdf:27,pdc:11}, //回复杀
  124. {pdf:28,pdc:20}, //大HP
  125. {pdf:29,pdc:21}, //大攻击
  126. {pdf:30,pdc:22}, //大回复
  127. {pdf:31,pdc:23}, //大手指
  128. {pdf:32,pdc:28}, //大火盾
  129. {pdf:33,pdc:29}, //大水盾
  130. {pdf:34,pdc:30}, //大木盾
  131. {pdf:35,pdc:31}, //大光盾
  132. {pdf:36,pdc:32}, //大暗盾
  133. {pdf:37,pdc:33}, //6色破无效
  134. {pdf:38,pdc:34}, //3色破属吸
  135. {pdf:39,pdc:40}, //C珠破吸
  136. {pdf:40,pdc:39}, //心横解转转
  137. {pdf:41,pdc:38}, //U解禁消
  138. {pdf:42,pdc:41}, //伤害上限解除
  139. {pdf:43,pdc:42}, //HP++
  140. {pdf:44,pdc:43}, //攻击++
  141. {pdf:45,pdc:44}, //回复++
  142. ];
  143. //排序程序列表
  144. const sort_function_list = [
  145. {tag:"sort_none",name:"无",function:()=>0},
  146. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  147. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  148. let num = a.attrs[0] - b.attrs[0];
  149. if (num === 0) num = a.attrs[1] - b.attrs[1];
  150. return num;
  151. }},
  152. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  153. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  154. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  155. let num = card_a.attrs[0] - card_b.attrs[0];
  156. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  157. return num;
  158. }},
  159. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  160. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  161. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  162. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  163. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  164. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  165. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  166. }},
  167. {tag:"sort_hpMax110",name:"Lv110最大HP",function:(a,b)=>a.hp.max * (1 + a.limitBreakIncr/100) - b.hp.max * (1 + b.limitBreakIncr/100)},
  168. {tag:"sort_atkMax110",name:"Lv110最大攻击",function:(a,b)=>a.atk.max * (1 + a.limitBreakIncr/100) - b.atk.max * (1 + b.limitBreakIncr/100)},
  169. {tag:"sort_rcvMax110",name:"Lv110最大回复",function:(a,b)=>a.rcv.max * (1 + a.limitBreakIncr/100) - b.rcv.max * (1 + b.limitBreakIncr/100)},
  170. {tag:"sort_hpMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  171. {
  172. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  173. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  174. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  175. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  176. return abA - abB;
  177. }
  178. },
  179. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  180. {
  181. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  182. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  183. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  184. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  185. return abA - abB;
  186. }
  187. },
  188. {tag:"sort_hpMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  189. {
  190. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  191. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  192. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  193. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  194. return abA - abB;
  195. }
  196. },
  197. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  198. {
  199. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  200. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  201. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  202. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  203. return abA - abB;
  204. }
  205. },
  206. ];
  207. //增加特殊搜索模式
  208. const specialSearchFunctions = (function() {
  209. 'use strict';
  210. //返回卡片的队长技能
  211. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  212. {
  213. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  214. }
  215. //返回卡片的技能
  216. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  217. {
  218. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  219. }
  220. //返回卡片的技能
  221. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  222. {
  223. switch(skillGreatType)
  224. {
  225. case 1:
  226. case "leader":
  227. return getCardLeaderSkill(card, skillTypes, searchRandom);
  228. case 2:
  229. case "active":
  230. return getCardActiveSkill(card, skillTypes, searchRandom);
  231. default:
  232. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom)
  233. }
  234. }
  235. //查找到真正起作用的那一个技能
  236. function getActuallySkill(skill, skillTypes, searchRandom = true)
  237. {
  238. if (skillTypes.includes(skill.type))
  239. {
  240. return skill;
  241. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  242. {
  243. const subSkills = skill.params.map(id=>Skills[id]);
  244. for(let i = 0;i < subSkills.length; i++)
  245. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  246. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  247. if (foundSubSkill)
  248. {
  249. return foundSubSkill;
  250. }
  251. }
  252. return null;
  253. }else
  254. {
  255. return null;
  256. }
  257. }
  258. //获取血倍率
  259. function getHPScale(ls)
  260. {
  261. const sk = ls.params;
  262. let scale = 1;
  263. switch (ls.type)
  264. {
  265. case 23: case 30: case 62: case 77: case 63: case 65:
  266. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  267. scale = sk[sk.length-1]/100;
  268. break;
  269. case 73: case 76:
  270. case 121: case 129: case 163: case 186:
  271. case 155:
  272. scale = sk[2]/100;
  273. break;
  274. case 106: case 107: case 108:
  275. scale = sk[0]/100;
  276. break;
  277. case 125:
  278. scale = sk[5]/100;
  279. break;
  280. case 136:
  281. case 137:
  282. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  283. break;
  284. case 158:
  285. scale = sk[4]/100;
  286. break;
  287. case 175:
  288. case 178: case 185:
  289. scale = sk[3]/100;
  290. break;
  291. case 203:
  292. scale = sk[1]/100;
  293. break;
  294. case 138: //调用其他队长技
  295. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  296. break;
  297. default:
  298. }
  299. return scale || 1;
  300. }
  301. //获取盾减伤比例
  302. function getReduceScale(ls, allAttr = false, noHPneed = false)
  303. {
  304. const sk = ls.params;
  305. let scale = 0;
  306. switch (ls.type)
  307. {
  308. case 16: //无条件盾
  309. scale = sk[0]/100;
  310. break;
  311. case 17: //单属性盾
  312. scale = allAttr ? 0 : sk[1]/100;
  313. break;
  314. case 36: //2个属性盾
  315. scale = allAttr ? 0 : sk[2]/100;
  316. break;
  317. case 38: //血线下 + 几率
  318. case 43: //血线上 + 几率
  319. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  320. break;
  321. case 129: //无条件盾,属性个数不固定
  322. case 163: //无条件盾,属性个数不固定
  323. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  324. break;
  325. case 178: //无条件盾,属性个数不固定
  326. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  327. break;
  328. case 130: //血线下 + 属性个数不固定
  329. case 131: //血线上 + 属性个数不固定
  330. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  331. break;
  332. case 151: //十字心触发
  333. case 169: //C触发
  334. case 198: //回血触发
  335. scale = sk[2]/100;
  336. break;
  337. case 170: //多色触发
  338. case 182: //长串触发
  339. case 193: //L触发
  340. scale = sk[3]/100;
  341. break;
  342. case 171: //多串触发
  343. scale = sk[6]/100;
  344. break;
  345. case 183: //又是个有两段血线的队长技
  346. scale = noHPneed ? 0 : sk[4]/100;
  347. break;
  348. case 138: //调用其他队长技
  349. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  350. break;
  351. default:
  352. }
  353. return scale || 0;
  354. }
  355. function getCannonAttr(skill)
  356. {
  357. const sk = skill.params;
  358. switch(skill.type)
  359. {
  360. case 0:
  361. case 1:
  362. case 37:
  363. case 58:
  364. case 59:
  365. case 84:
  366. case 85:
  367. case 86:
  368. case 87:
  369. case 115:
  370. return sk[0];
  371. case 110:
  372. case 143:
  373. return sk[1];
  374. case 42:
  375. return sk[1];
  376. case 144:
  377. return sk[3];
  378. default:
  379. return -1;
  380. }
  381. }
  382. function sortByTurns0(a,b,searchTypeArray)
  383. {
  384. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  385. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  386. return a_pC - b_pC;
  387. }
  388. function boardChange_ColorTypes(skill)
  389. {
  390. if (!skill) return [];
  391. const sk = skill.params;
  392. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  393. return colors;
  394. }
  395. function boardChange_Addition(card)
  396. {
  397. const searchTypeArray = [71];
  398. const skill = getCardSkill(card, searchTypeArray);
  399. const colors = boardChange_ColorTypes(skill);
  400. return createOrbsList(colors);
  401. }
  402. function changeOrbs_Addition(card)
  403. {
  404. const searchTypeArray = [154];
  405. const skill = getCardActiveSkill(card, searchTypeArray);
  406. const sk = skill.params;
  407. const fragment = document.createDocumentFragment();
  408. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  409. fragment.appendChild(document.createTextNode(`→`));
  410. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  411. return fragment;
  412. }
  413. function generateOrbs_Addition(card)
  414. {
  415. const searchTypeArray = [141];
  416. const skill = getCardActiveSkill(card, searchTypeArray);
  417. const sk = skill.params;
  418. const fragment = document.createDocumentFragment();
  419. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  420. fragment.appendChild(document.createTextNode(`×${sk[0]}`));
  421. return fragment;
  422. }
  423. //创建1个觉醒图标
  424. function createAwokenIcon(awokenId)
  425. {
  426. const icon = document.createElement("icon");
  427. icon.className ="awoken-icon";
  428. icon.setAttribute("data-awoken-icon", awokenId);
  429. return icon;
  430. }
  431. //产生一个觉醒列表
  432. function creatAwokenList(awokens) {
  433. const ul = document.createElement("ul");
  434. ul.className = "awoken-ul";
  435. awokens.forEach(ak=>{
  436. const li = ul.appendChild(document.createElement("li"));
  437. const icon = li.appendChild(createAwokenIcon(ak));
  438. });
  439. return ul;
  440. }
  441. //产生宝珠列表
  442. function createOrbsList(orbs)
  443. {
  444. if (orbs == undefined) orbs = [0];
  445. else if (!Array.isArray(orbs)) orbs = [orbs];
  446. const ul = document.createElement("ul");
  447. ul.className = "board";
  448. orbs.forEach(orbType => {
  449. const li = ul.appendChild(document.createElement("li"));
  450. li.className = `orb-icon`;
  451. li.setAttribute("data-orb-icon", orbType);
  452. });
  453. return ul;
  454. }
  455. const functions = [
  456. {name:"No Filter",otLangName:{chs:"不做筛选"},function:cards=>cards},
  457. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  458. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},function:cards=>{
  459. return cards.filter(card=>{
  460. return getSkillFixedDamage(card) > 0;
  461. }).sort((a,b)=>{
  462. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  463. return a_pC - b_pC;
  464. });
  465. },addition:card=>{
  466. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  467. }},
  468. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},function:cards=>{
  469. return cards.filter(card=>{
  470. return getSkillAddCombo(card) > 0;
  471. }).sort((a,b)=>{
  472. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  473. return a_pC - b_pC;
  474. });
  475. },addition:card=>{
  476. const value = getSkillAddCombo(card);
  477. const searchTypeArray = [210];
  478. const skill = getCardLeaderSkill(card, searchTypeArray);
  479. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  480. }},
  481. {name:"7×6 board",otLangName:{chs:"7×6 版面"},function:cards=>cards.filter(card=>{
  482. const searchTypeArray = [162,186];
  483. const skill = getCardLeaderSkill(card, searchTypeArray);
  484. return skill;
  485. })},
  486. {name:"No skyfall",otLangName:{chs:"无天降版面"},function:cards=>cards.filter(card=>{
  487. const searchTypeArray = [163,177];
  488. const skill = getCardLeaderSkill(card, searchTypeArray);
  489. return skill;
  490. })},
  491. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},function:cards=>{
  492. const searchTypeArray = [15,185];
  493. return cards.filter(card=>{
  494. const skill = getCardLeaderSkill(card, searchTypeArray);
  495. return skill;
  496. }).sort((a,b)=>sortByTurns0(a,b,searchTypeArray));
  497. },addition:card=>{
  498. const searchTypeArray = [15,185];
  499. const skill = getCardLeaderSkill(card, searchTypeArray);
  500. const value = skill.params[0];
  501. return `${value > 0 ? "+" : ""}${value/100}s`;
  502. }},
  503. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},function:cards=>{
  504. const searchTypeArray = [178];
  505. return cards.filter(card=>{
  506. const skill = getCardLeaderSkill(card, searchTypeArray);
  507. return skill;
  508. }).sort((a,b)=>sortByTurns0(a,b,searchTypeArray));
  509. },addition:card=>{
  510. const searchTypeArray = [178];
  511. const skill = getCardLeaderSkill(card, searchTypeArray);
  512. const value = skill.params[0];
  513. return document.createTextNode("固定" + value + "s");
  514. }},
  515. {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)"},function:cards=>cards.filter(card=>{
  516. const searchType = 12;
  517. const skill = Skills[card.leaderSkillId];
  518. if (skill.type == searchType)
  519. return true;
  520. else if (skill.type == 138){
  521. const subskills = skill.params.map(id=>Skills[id]);
  522. return subskills.some(subskill=>subskill.type == searchType);
  523. }
  524. }).sort((a,b)=>{
  525. const searchType = 12;
  526. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  527. let a_pC = 0,b_pC = 0;
  528. a_pC = (a_s.type == searchType) ?
  529. a_s.params[0] :
  530. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  531. b_pC = (b_s.type == searchType) ?
  532. b_s.params[0] :
  533. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  534. return a_pC - b_pC;
  535. })},
  536. {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)"},function:cards=>cards.filter(card=>{
  537. const searchType = 13;
  538. const skill = Skills[card.leaderSkillId];
  539. if (skill.type == searchType)
  540. return true;
  541. else if (skill.type == 138){
  542. const subskills = skill.params.map(id=>Skills[id]);
  543. return subskills.some(subskill=>subskill.type == searchType);
  544. }
  545. }).sort((a,b)=>{
  546. const searchType = 13;
  547. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  548. let a_pC = 0,b_pC = 0;
  549. a_pC = (a_s.type == searchType) ?
  550. a_s.params[0] :
  551. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  552. b_pC = (b_s.type == searchType) ?
  553. b_s.params[0] :
  554. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  555. return a_pC - b_pC;
  556. })},
  557. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},function:cards=>cards.filter(card=>{
  558. const searchType = 41;
  559. const skill = Skills[card.leaderSkillId];
  560. if (skill.type == searchType)
  561. return true;
  562. else if (skill.type == 138){
  563. const subskills = skill.params.map(id=>Skills[id]);
  564. return subskills.some(subskill=>subskill.type == searchType);
  565. }
  566. })},
  567. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},function:cards=>cards.filter(card=>{
  568. const searchType = 197;
  569. const skill = Skills[card.leaderSkillId];
  570. if (skill.type == searchType)
  571. return true;
  572. else if (skill.type == 138){
  573. const subskills = skill.params.map(id=>Skills[id]);
  574. return subskills.some(subskill=>subskill.type == searchType);
  575. }
  576. })},
  577. /*{name:"",otLangName:{chs:"回血加盾"},function:cards=>cards.filter(card=>{
  578. const searchType = 198;
  579. const skill = Skills[card.leaderSkillId];
  580. if (skill.type == searchType && skill.params[2])
  581. return true;
  582. else if (skill.type == 138){
  583. const subskills = skill.params.map(id=>Skills[id]);
  584. return subskills.some(subskill=>subskill.type == searchType && subskill.params[2]);
  585. }
  586. })},*/
  587. {name:"Recover Awkn Skill bind when rcv",otLangName:{chs:"回血解觉"},function:cards=>cards.filter(card=>{
  588. const searchType = 198;
  589. const skill = Skills[card.leaderSkillId];
  590. if (skill.type == searchType && skill.params[3])
  591. return true;
  592. else if (skill.type == 138){
  593. const subskills = skill.params.map(id=>Skills[id]);
  594. return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]);
  595. }
  596. })},
  597. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},function:cards=>cards.filter(card=>{
  598. const searchTypeArray = [151,209];
  599. const skill = Skills[card.leaderSkillId];
  600. if (searchTypeArray.some(t=>skill.type == t))
  601. return true;
  602. else if (skill.type == 138){
  603. const subskills = skill.params.map(id=>Skills[id]);
  604. return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
  605. }
  606. })},
  607. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},function:cards=>cards.filter(card=>{
  608. const searchTypeArray = [157];
  609. const skill = Skills[card.leaderSkillId];
  610. if (searchTypeArray.some(t=>skill.type == t))
  611. return true;
  612. else if (skill.type == 138){
  613. const subskills = skill.params.map(id=>Skills[id]);
  614. return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
  615. }
  616. })},
  617. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},function:cards=>cards.filter(card=>{
  618. const searchType = 177;
  619. const skill = Skills[card.leaderSkillId];
  620. if (skill.type == searchType)
  621. return true;
  622. else if (skill.type == 138){
  623. const subskills = skill.params.map(id=>Skills[id]);
  624. return subskills.some(subskill=>subskill.type == searchType);
  625. }
  626. })},
  627. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},function:cards=>cards.filter(card=>{
  628. const searchType = 158;
  629. const skill = Skills[card.leaderSkillId];
  630. if (skill.type == searchType)
  631. return true;
  632. else if (skill.type == 138){
  633. const subskills = skill.params.map(id=>Skills[id]);
  634. return subskills.some(subskill=>subskill.type == searchType);
  635. }
  636. }).sort((a,b)=>{
  637. const searchType = 158;
  638. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  639. let a_pC = 0,b_pC = 0;
  640. a_pC = (a_s.type == searchType) ?
  641. a_s.params[0] :
  642. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  643. b_pC = (b_s.type == searchType) ?
  644. b_s.params[0] :
  645. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  646. return a_pC - b_pC;
  647. })},
  648. {name:"Resolve",otLangName:{chs:"根性"},function:cards=>cards.filter(card=>{
  649. const searchType = 14;
  650. const skill = Skills[card.leaderSkillId];
  651. if (skill.type == searchType)
  652. return true;
  653. else if (skill.type == 138){
  654. const subskills = skill.params.map(id=>Skills[id]);
  655. return subskills.some(subskill=>subskill.type == searchType);
  656. }
  657. })},
  658. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},function:cards=>cards.filter(card=>{
  659. const searchType = 125;
  660. const skill = Skills[card.leaderSkillId];
  661. if (skill.type == searchType)
  662. return true;
  663. else if (skill.type == 138){
  664. const subskills = skill.params.map(id=>Skills[id]);
  665. return subskills.some(subskill=>subskill.type == searchType);
  666. }
  667. })},
  668. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},function:cards=>cards.filter(card=>{
  669. const searchType = 175;
  670. const skill = Skills[card.leaderSkillId];
  671. if (skill.type == searchType)
  672. return true;
  673. else if (skill.type == 138){
  674. const subskills = skill.params.map(id=>Skills[id]);
  675. return subskills.some(subskill=>subskill.type == searchType);
  676. }
  677. })},
  678. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},function:cards=>cards.filter(card=>{
  679. const searchType = 203;
  680. const skill = Skills[card.leaderSkillId];
  681. if (!skill) console.log(card,card.leaderSkillId);
  682. if (skill.type == searchType)
  683. return true;
  684. else if (skill.type == 138){
  685. const subskills = skill.params.map(id=>Skills[id]);
  686. return subskills.some(subskill=>subskill.type == searchType);
  687. }
  688. })},
  689. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},function:cards=>cards.filter(card=>{
  690. const searchType = 53;
  691. const skill = Skills[card.leaderSkillId];
  692. if (skill.type == searchType)
  693. return true;
  694. else if (skill.type == 138){
  695. const subskills = skill.params.map(id=>Skills[id]);
  696. return subskills.some(subskill=>subskill.type == searchType);
  697. }
  698. }).sort((a,b)=>{
  699. const searchType = 53;
  700. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  701. let a_pC = 0,b_pC = 0;
  702. a_pC = (a_s.type == searchType) ?
  703. a_s.params[0] :
  704. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  705. b_pC = (b_s.type == searchType) ?
  706. b_s.params[0] :
  707. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  708. return a_pC - b_pC;
  709. }),
  710. addition:card=>{
  711. const searchTypeArray = [53];
  712. const skill = getCardLeaderSkill(card, searchTypeArray);
  713. const sk = skill.params;
  714. return document.createTextNode(`掉率x${sk[0]/100}`);
  715. }},
  716. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},function:cards=>cards.filter(card=>{
  717. const searchType = 54;
  718. const skill = Skills[card.leaderSkillId];
  719. if (skill.type == searchType)
  720. return true;
  721. else if (skill.type == 138){
  722. const subskills = skill.params.map(id=>Skills[id]);
  723. return subskills.some(subskill=>subskill.type == searchType);
  724. }
  725. }).sort((a,b)=>{
  726. const searchType = 54;
  727. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  728. let a_pC = 0,b_pC = 0;
  729. a_pC = (a_s.type == searchType) ?
  730. a_s.params[0] :
  731. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  732. b_pC = (b_s.type == searchType) ?
  733. b_s.params[0] :
  734. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  735. return a_pC - b_pC;
  736. }),
  737. addition:card=>{
  738. const searchTypeArray = [54];
  739. const skill = getCardLeaderSkill(card, searchTypeArray);
  740. const sk = skill.params;
  741. return document.createTextNode(`金币x${sk[0]/100}`);
  742. }},
  743. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},function:cards=>cards.filter(card=>{
  744. const searchType = 148;
  745. const skill = Skills[card.leaderSkillId];
  746. if (skill.type == searchType)
  747. return true;
  748. else if (skill.type == 138){
  749. const subskills = skill.params.map(id=>Skills[id]);
  750. return subskills.some(subskill=>subskill.type == searchType);
  751. }
  752. }).sort((a,b)=>{
  753. const searchType = 148;
  754. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  755. let a_pC = 0,b_pC = 0;
  756. a_pC = (a_s.type == searchType) ?
  757. a_s.params[0] :
  758. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  759. b_pC = (b_s.type == searchType) ?
  760. b_s.params[0] :
  761. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  762. return a_pC - b_pC;
  763. }),
  764. addition:card=>{
  765. const searchTypeArray = [148];
  766. const skill = getCardLeaderSkill(card, searchTypeArray);
  767. const sk = skill.params;
  768. return document.createTextNode(`经验x${sk[0]/100}`);
  769. }},
  770. ]},
  771. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  772. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},function:cards=>cards.filter(card=>{
  773. const skill = Skills[card.leaderSkillId];
  774. const HPscale = getHPScale(skill);
  775. return HPscale >= 2;
  776. }).sort((a,b)=>{
  777. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  778. return getHPScale(a_s) - getHPScale(b_s);
  779. })},
  780. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},function:cards=>cards.filter(card=>{
  781. const skill = Skills[card.leaderSkillId];
  782. const HPscale = getHPScale(skill);
  783. return HPscale >= 1.5 && HPscale < 2;
  784. }).sort((a,b)=>{
  785. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  786. return getHPScale(a_s) - getHPScale(b_s);
  787. })},
  788. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},function:cards=>cards.filter(card=>{
  789. const skill = Skills[card.leaderSkillId];
  790. const HPscale = getHPScale(skill);
  791. return HPscale > 1 && HPscale < 1.5;
  792. }).sort((a,b)=>{
  793. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  794. return getHPScale(a_s) - getHPScale(b_s);
  795. })},
  796. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},function:cards=>cards.filter(card=>{
  797. const skill = Skills[card.leaderSkillId];
  798. const HPscale = getHPScale(skill);
  799. return HPscale === 1;
  800. })},
  801. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},function:cards=>cards.filter(card=>{
  802. const skill = Skills[card.leaderSkillId];
  803. const HPscale = getHPScale(skill);
  804. return HPscale < 1;
  805. }).sort((a,b)=>{
  806. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  807. return getHPScale(a_s) - getHPScale(b_s);
  808. })},
  809. ]},
  810. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  811. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},function:cards=>cards.filter(card=>{
  812. const skill = Skills[card.leaderSkillId];
  813. const reduceScale = getReduceScale(skill);
  814. return reduceScale >= 0.75;
  815. }).sort((a,b)=>{
  816. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  817. return getReduceScale(a_s) - getReduceScale(b_s);
  818. })},
  819. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},function:cards=>cards.filter(card=>{
  820. const skill = Skills[card.leaderSkillId];
  821. const reduceScale = getReduceScale(skill);
  822. return reduceScale >= 0.5 && reduceScale < 0.75;
  823. }).sort((a,b)=>{
  824. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  825. return getReduceScale(a_s) - getReduceScale(b_s);
  826. })},
  827. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},function:cards=>cards.filter(card=>{
  828. const skill = Skills[card.leaderSkillId];
  829. const reduceScale = getReduceScale(skill);
  830. return reduceScale >= 0.25 && reduceScale < 0.5;
  831. }).sort((a,b)=>{
  832. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  833. return getReduceScale(a_s) - getReduceScale(b_s);
  834. })},
  835. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},function:cards=>cards.filter(card=>{
  836. const skill = Skills[card.leaderSkillId];
  837. const reduceScale = getReduceScale(skill);
  838. return reduceScale > 0 && reduceScale < 0.25;
  839. }).sort((a,b)=>{
  840. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  841. return getReduceScale(a_s) - getReduceScale(b_s);
  842. })},
  843. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},function:cards=>cards.filter(card=>{
  844. const skill = Skills[card.leaderSkillId];
  845. const reduceScale = getReduceScale(skill);
  846. return reduceScale === 0;
  847. })},
  848. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},function:cards=>cards.filter(card=>{
  849. const skill = Skills[card.leaderSkillId];
  850. return getReduceScale(skill, true) > 0;
  851. })},
  852. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},function:cards=>cards.filter(card=>{
  853. const skill = Skills[card.leaderSkillId];
  854. return getReduceScale(skill, undefined, true) > 0;
  855. })},
  856. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},function:cards=>cards.filter(card=>{
  857. const skill = Skills[card.leaderSkillId];
  858. return getReduceScale(skill, undefined, undefined, true) > 0;
  859. })},
  860. {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%)"},function:cards=>cards.filter(card=>{
  861. const skill = Skills[card.leaderSkillId];
  862. const reduceScale = getReduceScale(skill);
  863. return reduceScale>=0.29;
  864. }).sort((a,b)=>{
  865. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  866. return getReduceScale(a_s) - getReduceScale(b_s);
  867. })},
  868. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},function:cards=>cards.filter(card=>{
  869. //获取盾减伤比例
  870. function getReduceScale_unconditional(ls)
  871. {
  872. const sk = ls.params;
  873. let scale = 0;
  874. switch (ls.type)
  875. {
  876. case 16: //无条件盾
  877. scale = sk[0]/100;
  878. break;
  879. case 129: //无条件盾,属性个数不固定
  880. case 163: //无条件盾,属性个数不固定
  881. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  882. break;
  883. case 138: //调用其他队长技
  884. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  885. break;
  886. default:
  887. }
  888. return scale || 0;
  889. }
  890. const skill = Skills[card.leaderSkillId];
  891. return getReduceScale_unconditional(skill) > 0;
  892. })},
  893. ]},
  894. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  895. {name:"1 CD",otLangName:{chs:"1 CD"},function:cards=>cards.filter(card=>{
  896. if (card.activeSkillId == 0) return false;
  897. const skill = Skills[card.activeSkillId];
  898. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  899. })},
  900. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)"},function:cards=>cards.filter(card=>{
  901. if (card.activeSkillId == 0) return false;
  902. const skill = Skills[card.activeSkillId];
  903. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  904. let realCD = minCD;
  905. const searchType = 146;
  906. if (skill.type == searchType)
  907. realCD -= skill.params[0] * 3;
  908. else if (skill.type == 116){
  909. const subskills = skill.params.map(id=>Skills[id]);
  910. const subskill = subskills.find(subs=>subs.type == searchType);
  911. if (subskill) realCD -= subskill.params[0] * 3;
  912. }
  913. return minCD > 1 && realCD <= 4;
  914. })},
  915. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},function:cards=>cards.filter(card=>{
  916. const searchType = 5;
  917. const skill = Skills[card.activeSkillId];
  918. if (skill.type == searchType)
  919. return true;
  920. else if (skill.type == 116 || skill.type == 118){
  921. const subskills = skill.params.map(id=>Skills[id]);
  922. return subskills.some(subskill=>subskill.type == searchType);
  923. }
  924. }).sort((a,b)=>{
  925. const searchType = 5;
  926. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  927. let a_pC = 0,b_pC = 0;
  928. a_pC = (a_s.type == searchType) ?
  929. a_s.params[0] :
  930. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  931. b_pC = (b_s.type == searchType) ?
  932. b_s.params[0] :
  933. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  934. return a_pC - b_pC;
  935. })},
  936. {name:"Random effect active",otLangName:{chs:"随机效果技能"},function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  937. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},function:cards=>cards.filter(card=>{
  938. const searchTypeArray = [225];
  939. const skill = getCardSkill(card, searchTypeArray);
  940. return skill;
  941. }),addition:card=>{
  942. const searchTypeArray = [225];
  943. const skill = getCardSkill(card, searchTypeArray);
  944. const sk = skill.params;
  945. let strArr = [];
  946. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  947. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  948. return `HP ${strArr.join(" ")}`;
  949. }},
  950. ]},
  951. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  952. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},function:cards=>cards.filter(card=>{
  953. const searchType = 173;
  954. const skill = Skills[card.activeSkillId];
  955. if (skill.type == searchType && skill.params[1])
  956. return true;
  957. else if (skill.type == 116 || skill.type == 118){
  958. const subskills = skill.params.map(id=>Skills[id]);
  959. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]);
  960. }
  961. }).sort((a,b)=>{
  962. const searchType = 173;
  963. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  964. let a_pC = 0,b_pC = 0;
  965. a_pC = (a_s.type == searchType) ?
  966. a_s.params[0] :
  967. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  968. b_pC = (b_s.type == searchType) ?
  969. b_s.params[0] :
  970. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  971. return a_pC - b_pC;
  972. }),addition:card=>{
  973. const searchTypeArray = [173];
  974. const skill = getCardSkill(card, searchTypeArray);
  975. const sk = skill.params;
  976. return document.createTextNode(`属吸×${sk[0]}T`);
  977. }},
  978. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},function:cards=>cards.filter(card=>{
  979. const searchType = 173;
  980. const skill = Skills[card.activeSkillId];
  981. if (skill.type == searchType && skill.params[3])
  982. return true;
  983. else if (skill.type == 116 || skill.type == 118){
  984. const subskills = skill.params.map(id=>Skills[id]);
  985. return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]);
  986. }
  987. }).sort((a,b)=>{
  988. const searchType = 173;
  989. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  990. let a_pC = 0,b_pC = 0;
  991. a_pC = (a_s.type == searchType) ?
  992. a_s.params[0] :
  993. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  994. b_pC = (b_s.type == searchType) ?
  995. b_s.params[0] :
  996. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  997. return a_pC - b_pC;
  998. }),addition:card=>{
  999. const searchTypeArray = [173];
  1000. const skill = getCardSkill(card, searchTypeArray);
  1001. const sk = skill.params;
  1002. return document.createTextNode(`伤吸×${sk[0]}T`);
  1003. }},
  1004. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},function:cards=>{
  1005. const searchTypeArray = [173];
  1006. return cards.filter(card=>{
  1007. const skill = getCardSkill(card, searchTypeArray);
  1008. return skill && skill.params[1] && skill.params[3];
  1009. }).sort((a,b)=>sortByTurns0(a,b,searchTypeArray));
  1010. },addition:card=>{
  1011. const searchTypeArray = [173];
  1012. const skill = getCardSkill(card, searchTypeArray);
  1013. const sk = skill.params;
  1014. return document.createTextNode(`双破×${sk[0]}T`);
  1015. }},
  1016. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},function:cards=>{
  1017. const searchTypeArray = [191];
  1018. return cards.filter(card=>{
  1019. const skill = getCardSkill(card, searchTypeArray);
  1020. return skill;
  1021. }).sort((a,b)=>{
  1022. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  1023. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  1024. return a_pC - b_pC;
  1025. });
  1026. },addition:card=>{
  1027. const searchTypeArray = [191];
  1028. const skill = getCardSkill(card, searchTypeArray);
  1029. const sk = skill.params;
  1030. return document.createTextNode(`破贯×${sk[0]}T`);
  1031. }},
  1032. ]},
  1033. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1034. {
  1035. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1036. function:cards=>{
  1037. const searchTypeArray = [117,179];
  1038. function getJieFengHuiHe(skill)
  1039. {
  1040. return skill.type == 179 ? skill.params[3] : skill.params[0];
  1041. }
  1042. return cards.filter(card=>{
  1043. const skill = getCardActiveSkill(card, searchTypeArray);
  1044. return skill ? getJieFengHuiHe(skill) : false;
  1045. }).sort((a,b)=>{
  1046. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1047. let a_pC = getJieFengHuiHe(a_s), b_pC = getJieFengHuiHe(b_s);
  1048. return a_pC - b_pC;
  1049. });
  1050. },
  1051. addition:card=>{
  1052. const searchTypeArray = [117,179];
  1053. const skill = getCardSkill(card, searchTypeArray);
  1054. const sk = skill.params;
  1055. const JieFengTurn = skill=>skill.type == 179 ? skill.params[3] : skill.params[0];
  1056. const value = JieFengTurn(skill);
  1057. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解封`);
  1058. }
  1059. },
  1060. {
  1061. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1062. function:cards=>{
  1063. const searchTypeArray = [117,179];
  1064. return cards.filter(card=>{
  1065. const skill = getCardActiveSkill(card, searchTypeArray);
  1066. return skill ? skill.params[4] : false;
  1067. }).sort((a,b)=>{
  1068. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1069. let a_pC = a_s.params[4], b_pC = b_s.params[4];
  1070. return a_pC - b_pC;
  1071. })
  1072. },
  1073. addition:card=>{
  1074. const searchTypeArray = [117,179];
  1075. const skill = getCardSkill(card, searchTypeArray);
  1076. const sk = skill.params;
  1077. const value = sk[4];
  1078. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解觉`);
  1079. }
  1080. },
  1081. {
  1082. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1083. function:cards=>{
  1084. const searchTypeArray = [117,179];
  1085. function getJieFengHuiHe(skill)
  1086. {
  1087. return skill.type == 179 ? skill.params[3] : skill.params[0];
  1088. }
  1089. return cards.filter(card=>{
  1090. const skill = getCardActiveSkill(card, searchTypeArray);
  1091. return skill ? (skill.params[4] && getJieFengHuiHe(skill)) : false;
  1092. }).sort((a,b)=>{
  1093. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1094. let a_pC = a_s.params[4], b_pC = b_s.params[4];
  1095. return a_pC - b_pC;
  1096. });
  1097. },
  1098. addition:card=>{
  1099. const searchTypeArray = [117,179];
  1100. const skill = getCardSkill(card, searchTypeArray);
  1101. const sk = skill.params;
  1102. function getJieFengHuiHe(skill)
  1103. {
  1104. return skill.type == 179 ? skill.params[3] : skill.params[0];
  1105. }
  1106. const value1 = getJieFengHuiHe(skill);
  1107. const value2 = sk[4];
  1108. return document.createTextNode(value1 == value2 ?
  1109. `${value1 == 9999 ? "全" : value1 + "T"}解封+觉` :
  1110. `${value1 == 9999 ? "全" : value1 + "T"}解封,${value2 == 9999 ? "全" : value2 + "T"}解觉`);
  1111. }
  1112. },
  1113. {
  1114. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1115. function:cards=>{
  1116. const searchTypeArray = [196];
  1117. return cards.filter(card=>{
  1118. const skill = getCardActiveSkill(card, searchTypeArray);
  1119. return skill;
  1120. }).sort((a,b)=>{
  1121. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1122. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1123. return a_pC - b_pC;
  1124. })
  1125. },addition:card=>{
  1126. const searchTypeArray = [196];
  1127. const skill = getCardSkill(card, searchTypeArray);
  1128. const sk = skill.params;
  1129. const value = sk[0];
  1130. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1131. }
  1132. },
  1133. {name:"Bind self active skill",otLangName:{chs:"自封技能"},function:cards=>cards.filter(card=>{
  1134. const searchTypeArray = [214];
  1135. const skill = getCardSkill(card, searchTypeArray);
  1136. return skill;
  1137. }),addition:card=>{
  1138. const searchTypeArray = [214];
  1139. const skill = getCardSkill(card, searchTypeArray);
  1140. const sk = skill.params;
  1141. return document.createTextNode(`自封技${sk[0]}T`);
  1142. }},
  1143. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},function:cards=>cards.filter(card=>{
  1144. const searchTypeArray = [215];
  1145. const skill = getCardSkill(card, searchTypeArray);
  1146. return skill;
  1147. }),addition:card=>{
  1148. const searchTypeArray = [215];
  1149. const skill = getCardSkill(card, searchTypeArray);
  1150. const sk = skill.params;
  1151. const fragment = document.createDocumentFragment();
  1152. fragment.appendChild(document.createTextNode(`自封`));
  1153. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1154. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1155. return fragment;
  1156. }},
  1157. ]},
  1158. {group:true,name:"-----Orbs Lock-----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  1159. {name:"Unlock",otLangName:{chs:"解锁"},function:cards=>cards.filter(card=>{
  1160. const searchType = 172;
  1161. const skill = Skills[card.activeSkillId];
  1162. if (skill.type == searchType)
  1163. return true;
  1164. else if (skill.type == 116 || skill.type == 118){
  1165. const subskills = skill.params.map(id=>Skills[id]);
  1166. return subskills.some(subskill=>subskill.type == searchType);
  1167. }
  1168. })},
  1169. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},function:cards=>cards.filter(card=>{
  1170. const searchType = 152;
  1171. const skill = Skills[card.activeSkillId];
  1172. if (skill.type == searchType)
  1173. return true;
  1174. else if (skill.type == 116 || skill.type == 118){
  1175. const subskills = skill.params.map(id=>Skills[id]);
  1176. return subskills.some(subskill=>subskill.type == searchType);
  1177. }
  1178. })},
  1179. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},function:cards=>cards.filter(card=>{
  1180. const searchType = 152;
  1181. const skill = Skills[card.activeSkillId];
  1182. if (skill.type == searchType && (skill.params[0] & 63) === 63)
  1183. return true;
  1184. else if (skill.type == 116 || skill.type == 118){
  1185. const subskills = skill.params.map(id=>Skills[id]);
  1186. return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 63) === 63);
  1187. }
  1188. })},
  1189. ]},
  1190. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  1191. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},function:cards=>cards.filter(card=>{
  1192. const searchType = 10;
  1193. const skill = Skills[card.activeSkillId];
  1194. if (skill.type == searchType)
  1195. return true;
  1196. else if (skill.type == 116 || skill.type == 118){
  1197. const subskills = skill.params.map(id=>Skills[id]);
  1198. return subskills.some(subskill=>subskill.type == searchType);
  1199. }
  1200. })},
  1201. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},function:cards=>cards.filter(card=>{
  1202. const searchTypeArray = [71];
  1203. const skill = getCardActiveSkill(card, searchTypeArray);
  1204. return boardChange_ColorTypes(skill).length == 1;
  1205. }),addition:boardChange_Addition},
  1206. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},function:cards=>cards.filter(card=>{
  1207. const searchTypeArray = [71];
  1208. const skill = getCardActiveSkill(card, searchTypeArray);
  1209. return boardChange_ColorTypes(skill).length == 2;
  1210. }),addition:boardChange_Addition},
  1211. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},function:cards=>cards.filter(card=>{
  1212. const searchTypeArray = [71];
  1213. const skill = getCardActiveSkill(card, searchTypeArray);
  1214. return boardChange_ColorTypes(skill).length == 3;
  1215. }),addition:boardChange_Addition},
  1216. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},function:cards=>cards.filter(card=>{
  1217. const searchTypeArray = [71];
  1218. const skill = getCardActiveSkill(card, searchTypeArray);
  1219. return boardChange_ColorTypes(skill).length == 4;
  1220. }),addition:boardChange_Addition},
  1221. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},function:cards=>cards.filter(card=>{
  1222. const searchTypeArray = [71];
  1223. const skill = getCardActiveSkill(card, searchTypeArray);
  1224. return boardChange_ColorTypes(skill).length == 5;
  1225. }),addition:boardChange_Addition},
  1226. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},function:cards=>cards.filter(card=>{
  1227. const searchTypeArray = [71];
  1228. const skill = getCardActiveSkill(card, searchTypeArray);
  1229. return boardChange_ColorTypes(skill).length >= 6;
  1230. }),addition:boardChange_Addition},
  1231. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},function:cards=>cards.filter(card=>{
  1232. const searchTypeArray = [71];
  1233. const skill = getCardActiveSkill(card, searchTypeArray);
  1234. return boardChange_ColorTypes(skill).includes(0);
  1235. })},
  1236. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},function:cards=>cards.filter(card=>{
  1237. const searchTypeArray = [71];
  1238. const skill = getCardActiveSkill(card, searchTypeArray);
  1239. return boardChange_ColorTypes(skill).includes(1);
  1240. })},
  1241. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},function:cards=>cards.filter(card=>{
  1242. const searchTypeArray = [71];
  1243. const skill = getCardActiveSkill(card, searchTypeArray);
  1244. return boardChange_ColorTypes(skill).includes(2);
  1245. })},
  1246. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},function:cards=>cards.filter(card=>{
  1247. const searchTypeArray = [71];
  1248. const skill = getCardActiveSkill(card, searchTypeArray);
  1249. return boardChange_ColorTypes(skill).includes(3);
  1250. })},
  1251. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},function:cards=>cards.filter(card=>{
  1252. const searchTypeArray = [71];
  1253. const skill = getCardActiveSkill(card, searchTypeArray);
  1254. return boardChange_ColorTypes(skill).includes(4);
  1255. })},
  1256. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},function:cards=>cards.filter(card=>{
  1257. const searchTypeArray = [71];
  1258. const skill = getCardActiveSkill(card, searchTypeArray);
  1259. return boardChange_ColorTypes(skill).includes(5);
  1260. })},
  1261. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},function:cards=>cards.filter(card=>{
  1262. const searchTypeArray = [71];
  1263. const skill = getCardActiveSkill(card, searchTypeArray);
  1264. const colors = boardChange_ColorTypes(skill);
  1265. return colors.includes(6)
  1266. || colors.includes(7)
  1267. || colors.includes(8)
  1268. || colors.includes(9);
  1269. })},
  1270. ]},
  1271. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  1272. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},function:cards=>cards.filter(card=>{
  1273. const searchTypeArray = [154];
  1274. const skill = getCardActiveSkill(card, searchTypeArray);
  1275. if (!skill) return false;
  1276. const sk = skill.params;
  1277. return flags(sk[1] || 1).includes(0);
  1278. }),addition:changeOrbs_Addition},
  1279. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},function:cards=>cards.filter(card=>{
  1280. const searchTypeArray = [154];
  1281. const skill = getCardActiveSkill(card, searchTypeArray);
  1282. if (!skill) return false;
  1283. const sk = skill.params;
  1284. return flags(sk[1] || 1).includes(1);
  1285. }),addition:changeOrbs_Addition},
  1286. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},function:cards=>cards.filter(card=>{
  1287. const searchTypeArray = [154];
  1288. const skill = getCardActiveSkill(card, searchTypeArray);
  1289. if (!skill) return false;
  1290. const sk = skill.params;
  1291. return flags(sk[1] || 1).includes(2);
  1292. }),addition:changeOrbs_Addition},
  1293. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},function:cards=>cards.filter(card=>{
  1294. const searchTypeArray = [154];
  1295. const skill = getCardActiveSkill(card, searchTypeArray);
  1296. if (!skill) return false;
  1297. const sk = skill.params;
  1298. return flags(sk[1] || 1).includes(3);
  1299. }),addition:changeOrbs_Addition},
  1300. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},function:cards=>cards.filter(card=>{
  1301. const searchTypeArray = [154];
  1302. const skill = getCardActiveSkill(card, searchTypeArray);
  1303. if (!skill) return false;
  1304. const sk = skill.params;
  1305. return flags(sk[1] || 1).includes(4);
  1306. }),addition:changeOrbs_Addition},
  1307. {name:"Orbs Change - to Heart",otLangName:{chs:"转珠-变为-心"},function:cards=>cards.filter(card=>{
  1308. const searchTypeArray = [154];
  1309. const skill = getCardActiveSkill(card, searchTypeArray);
  1310. if (!skill) return false;
  1311. const sk = skill.params;
  1312. return flags(sk[1] || 1).includes(5);
  1313. }),addition:changeOrbs_Addition},
  1314. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},function:cards=>cards.filter(card=>{
  1315. const searchTypeArray = [154];
  1316. const skill = getCardActiveSkill(card, searchTypeArray);
  1317. if (!skill) return false;
  1318. const sk = skill.params;
  1319. return (sk[1] & 960) > 0;
  1320. }),addition:changeOrbs_Addition},
  1321. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},function:cards=>cards.filter(card=>{
  1322. const searchTypeArray = [154];
  1323. const skill = getCardActiveSkill(card, searchTypeArray);
  1324. if (!skill) return false;
  1325. const sk = skill.params;
  1326. return flags(sk[0] || 1).includes(0);
  1327. })},
  1328. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},function:cards=>cards.filter(card=>{
  1329. const searchTypeArray = [154];
  1330. const skill = getCardActiveSkill(card, searchTypeArray);
  1331. if (!skill) return false;
  1332. const sk = skill.params;
  1333. return flags(sk[0] || 1).includes(1);
  1334. })},
  1335. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},function:cards=>cards.filter(card=>{
  1336. const searchTypeArray = [154];
  1337. const skill = getCardActiveSkill(card, searchTypeArray);
  1338. if (!skill) return false;
  1339. const sk = skill.params;
  1340. return flags(sk[0] || 1).includes(2);
  1341. })},
  1342. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},function:cards=>cards.filter(card=>{
  1343. const searchTypeArray = [154];
  1344. const skill = getCardActiveSkill(card, searchTypeArray);
  1345. if (!skill) return false;
  1346. const sk = skill.params;
  1347. return flags(sk[0] || 1).includes(3);
  1348. })},
  1349. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},function:cards=>cards.filter(card=>{
  1350. const searchTypeArray = [154];
  1351. const skill = getCardActiveSkill(card, searchTypeArray);
  1352. if (!skill) return false;
  1353. const sk = skill.params;
  1354. return flags(sk[0] || 1).includes(4);
  1355. })},
  1356. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},function:cards=>cards.filter(card=>{
  1357. const searchTypeArray = [154];
  1358. const skill = getCardActiveSkill(card, searchTypeArray);
  1359. if (!skill) return false;
  1360. const sk = skill.params;
  1361. return flags(sk[0] || 1).includes(5);
  1362. })},
  1363. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},function:cards=>cards.filter(card=>{
  1364. const searchTypeArray = [154];
  1365. const skill = getCardActiveSkill(card, searchTypeArray);
  1366. if (!skill) return false;
  1367. const sk = skill.params;
  1368. return (sk[0] & 960) > 0;
  1369. })},
  1370. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},function:cards=>{
  1371. const searchTypeArray = [52,91,140];
  1372. return cards.filter(card=>{
  1373. const skill = getCardActiveSkill(card, searchTypeArray);
  1374. return skill;
  1375. });
  1376. },addition:card=>{
  1377. const searchTypeArray = [52,91,140];
  1378. const skill = getCardSkill(card, searchTypeArray);
  1379. const sk = skill.params;
  1380. let attrs = [];
  1381. switch (skill.type)
  1382. {
  1383. case 52:{
  1384. attrs.push(sk[0]); break;
  1385. }
  1386. case 91:{
  1387. attrs = sk.slice(0,-1); break;
  1388. }
  1389. case 140:{
  1390. attrs = flags(sk[0]); break;
  1391. }
  1392. }
  1393. const fragment = document.createDocumentFragment();
  1394. fragment.appendChild(document.createTextNode(`强化`));
  1395. fragment.appendChild(createOrbsList(attrs));
  1396. return fragment;
  1397. }},
  1398. ]},
  1399. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  1400. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},function:cards=>cards.filter(card=>{
  1401. function is30(sk)
  1402. {
  1403. return Boolean(flags(sk[1]).length * sk[0] == 30);
  1404. }
  1405. const searchType = 141;
  1406. const skill = Skills[card.activeSkillId];
  1407. if (skill.type == searchType && is30(skill.params))
  1408. return true;
  1409. else if (skill.type == 116 || skill.type == 118){
  1410. const subskills = skill.params.map(id=>Skills[id]);
  1411. return subskills.some(subskill=>subskill.type == searchType && is30(subskill.params));
  1412. }
  1413. }),addition:generateOrbs_Addition},
  1414. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},function:cards=>cards.filter(card=>{
  1415. function is1515(sk)
  1416. {
  1417. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  1418. }
  1419. const searchType = 141;
  1420. const skill = Skills[card.activeSkillId];
  1421. if (skill.type == searchType && is1515(skill.params))
  1422. return true;
  1423. else if (skill.type == 116 || skill.type == 118){
  1424. const subskills = skill.params.map(id=>Skills[id]);
  1425. return subskills.some(subskill=>subskill.type == searchType && is1515(subskill.params));
  1426. }
  1427. }),addition:generateOrbs_Addition},
  1428. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},function:cards=>cards.filter(card=>{
  1429. const searchTypeArray = [141];
  1430. const skill = getCardActiveSkill(card, searchTypeArray);
  1431. if (!skill) return false;
  1432. const sk = skill.params;
  1433. return flags(sk[1] || 1).includes(0);
  1434. }),addition:generateOrbs_Addition},
  1435. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},function:cards=>cards.filter(card=>{
  1436. const searchTypeArray = [141];
  1437. const skill = getCardActiveSkill(card, searchTypeArray);
  1438. if (!skill) return false;
  1439. const sk = skill.params;
  1440. return flags(sk[1] || 1).includes(1);
  1441. }),addition:generateOrbs_Addition},
  1442. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},function:cards=>cards.filter(card=>{
  1443. const searchTypeArray = [141];
  1444. const skill = getCardActiveSkill(card, searchTypeArray);
  1445. if (!skill) return false;
  1446. const sk = skill.params;
  1447. return flags(sk[1] || 1).includes(2);
  1448. }),addition:generateOrbs_Addition},
  1449. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},function:cards=>cards.filter(card=>{
  1450. const searchTypeArray = [141];
  1451. const skill = getCardActiveSkill(card, searchTypeArray);
  1452. if (!skill) return false;
  1453. const sk = skill.params;
  1454. return flags(sk[1] || 1).includes(3);
  1455. }),addition:generateOrbs_Addition},
  1456. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},function:cards=>cards.filter(card=>{
  1457. const searchTypeArray = [141];
  1458. const skill = getCardActiveSkill(card, searchTypeArray);
  1459. if (!skill) return false;
  1460. const sk = skill.params;
  1461. return flags(sk[1] || 1).includes(4);
  1462. }),addition:generateOrbs_Addition},
  1463. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},function:cards=>cards.filter(card=>{
  1464. const searchTypeArray = [141];
  1465. const skill = getCardActiveSkill(card, searchTypeArray);
  1466. if (!skill) return false;
  1467. const sk = skill.params;
  1468. return flags(sk[1] || 1).includes(5);
  1469. }),addition:generateOrbs_Addition},
  1470. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},function:cards=>cards.filter(card=>{
  1471. const searchTypeArray = [141];
  1472. const skill = getCardActiveSkill(card, searchTypeArray);
  1473. if (!skill) return false;
  1474. const sk = skill.params;
  1475. return (sk[1] & 960) > 0;
  1476. }),addition:generateOrbs_Addition},
  1477. ]},
  1478. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  1479. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},function:cards=>cards.filter(card=>{
  1480. const searchType = 176;
  1481. const skill = Skills[card.activeSkillId];
  1482. if (skill.type == searchType)
  1483. return true;
  1484. else if (skill.type == 116 || skill.type == 118){
  1485. const subskills = skill.params.map(id=>Skills[id]);
  1486. return subskills.some(subskill=>subskill.type == searchType);
  1487. }
  1488. }),addition:card=>{
  1489. const searchTypeArray = [176];
  1490. const skill = getCardActiveSkill(card, searchTypeArray);
  1491. const sk = skill.params;
  1492. return createOrbsList(sk[5]);
  1493. }},
  1494. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},function:cards=>cards.filter(card=>{
  1495. function is3x3(sk)
  1496. {
  1497. for (let si=0;si<3;si++)
  1498. {
  1499. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  1500. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  1501. (si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
  1502. (sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
  1503. )
  1504. return true;
  1505. }
  1506. return false;
  1507. }
  1508. const searchType = 176;
  1509. const skill = Skills[card.activeSkillId];
  1510. if (skill.type == searchType && is3x3(skill.params))
  1511. return true;
  1512. else if (skill.type == 116 || skill.type == 118){
  1513. const subskills = skill.params.map(id=>Skills[id]);
  1514. return subskills.some(subskill=>subskill.type == searchType && is3x3(subskill.params));
  1515. }
  1516. }),addition:card=>{
  1517. const searchTypeArray = [176];
  1518. const skill = getCardActiveSkill(card, searchTypeArray);
  1519. const sk = skill.params;
  1520. const fragment = document.createDocumentFragment();
  1521. fragment.appendChild(document.createTextNode(`3×3`));
  1522. fragment.appendChild(createOrbsList(sk[5]));
  1523. return fragment;
  1524. }},
  1525. {name:"Create a vertical",otLangName:{chs:"产竖"},function:cards=>cards.filter(card=>{
  1526. const searchType = 127;
  1527. const skill = Skills[card.activeSkillId];
  1528. if (skill.type == searchType)
  1529. return true;
  1530. else if (skill.type == 116 || skill.type == 118){
  1531. const subskills = skill.params.map(id=>Skills[id]);
  1532. return subskills.some(subskill=>subskill.type == searchType);
  1533. }
  1534. }),addition:card=>{
  1535. const searchTypeArray = [127];
  1536. const skill = getCardSkill(card, searchTypeArray);
  1537. const sk = skill.params;
  1538. const colors = [];
  1539. for (let ai=0;ai<sk.length;ai+=2)
  1540. {
  1541. colors.push(flags(sk[ai+1]));
  1542. }
  1543. const fragment = document.createDocumentFragment();
  1544. fragment.appendChild(document.createTextNode(`竖`));
  1545. fragment.appendChild(createOrbsList(colors.flat()));
  1546. return fragment;
  1547. }},
  1548. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},function:cards=>cards.filter(card=>{
  1549. function isHeart(sk)
  1550. {
  1551. for (let i=1;i<sk.length;i+=2)
  1552. {
  1553. if (sk[i] & 32)
  1554. {
  1555. return true;
  1556. }
  1557. }
  1558. }
  1559. const searchType = 127;
  1560. const skill = Skills[card.activeSkillId];
  1561. if (skill.type == searchType && isHeart(skill.params))
  1562. return true;
  1563. else if (skill.type == 116 || skill.type == 118){
  1564. const subskills = skill.params.map(id=>Skills[id]);
  1565. return subskills.some(subskill=>subskill.type == searchType && isHeart(subskill.params));
  1566. }
  1567. })},
  1568. {name:"Create a horizontal",otLangName:{chs:"产横"},function:cards=>cards.filter(card=>{
  1569. const searchType = 128;
  1570. const skill = Skills[card.activeSkillId];
  1571. if (skill.type == searchType)
  1572. return true;
  1573. else if (skill.type == 116 || skill.type == 118){
  1574. const subskills = skill.params.map(id=>Skills[id]);
  1575. return subskills.some(subskill=>subskill.type == searchType);
  1576. }
  1577. }),addition:card=>{
  1578. const searchTypeArray = [128];
  1579. const skill = getCardSkill(card, searchTypeArray);
  1580. const sk = skill.params;
  1581. const colors = [];
  1582. for (let ai=0;ai<sk.length;ai+=2)
  1583. {
  1584. colors.push(flags(sk[ai+1]));
  1585. }
  1586. const fragment = document.createDocumentFragment();
  1587. fragment.appendChild(document.createTextNode(`横`));
  1588. fragment.appendChild(createOrbsList(colors.flat()));
  1589. return fragment;
  1590. }},
  1591. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},function:cards=>cards.filter(card=>{
  1592. const searchType = 128;
  1593. const skill = Skills[card.activeSkillId];
  1594. if (skill.type == searchType && (skill.params.length>=3 || flags(skill.params[0]).length>=2))
  1595. return true;
  1596. else if (skill.type == 116 || skill.type == 118){
  1597. const subskills = skill.params.map(id=>Skills[id]);
  1598. return subskills.some(subskill=>subskill.type == searchType && (subskill.params.length>=3 || flags(subskill.params[0]).length>=2));
  1599. }
  1600. })},
  1601. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},function:cards=>cards.filter(card=>{
  1602. const searchType = 128;
  1603. const skill = Skills[card.activeSkillId];
  1604. if (skill.type == searchType && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1])
  1605. return true;
  1606. else if (skill.type == 116 || skill.type == 118){
  1607. const subskills = skill.params.map(id=>Skills[id]);
  1608. return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]>=0 && (subskill.params[1] & subskill.params[3]) != subskill.params[1]);
  1609. }
  1610. })},
  1611. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},function:cards=>cards.filter(card=>{
  1612. const searchType = 128;
  1613. const skill = Skills[card.activeSkillId];
  1614. if (skill.type == searchType && ((skill.params[0] | skill.params[2]) & 14))
  1615. return true;
  1616. else if (skill.type == 116 || skill.type == 118){
  1617. const subskills = skill.params.map(id=>Skills[id]);
  1618. return subskills.some(subskill=>subskill.type == searchType && ((subskill.params[0] | subskill.params[2]) & 14));
  1619. }
  1620. })},
  1621. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},function:cards=>cards.filter(card=>{
  1622. const searchTypeArray = [128,71,176];
  1623. function isRow(skill)
  1624. {
  1625. const sk = skill.params;
  1626. if (skill.type === 128) //普通横
  1627. {return true;}
  1628. else if (skill.type === 71) //花火
  1629. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  1630. else if (skill.type === 176) //特殊形状
  1631. {
  1632. for (let si=0;si<5;si++)
  1633. {
  1634. if ((sk[si] & 63) === 63)
  1635. return true;
  1636. }
  1637. }
  1638. return false;
  1639. }
  1640. const skill = Skills[card.activeSkillId];
  1641. if (searchTypeArray.includes(skill.type) && isRow(skill))
  1642. return true;
  1643. else if (skill.type == 116 || skill.type == 118){
  1644. const subskills = skill.params.map(id=>Skills[id]);
  1645. return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isRow(subskill));
  1646. }
  1647. })},
  1648. ]},
  1649. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  1650. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},function:cards=>cards.filter(card=>{
  1651. const searchType = 205;
  1652. const skill = Skills[card.activeSkillId];
  1653. if (skill.type == searchType)
  1654. return true;
  1655. else if (skill.type == 116 || skill.type == 118){
  1656. const subskills = skill.params.map(id=>Skills[id]);
  1657. return subskills.some(subskill=>subskill.type == searchType);
  1658. }
  1659. }).sort((a,b)=>{
  1660. const searchType = 205;
  1661. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  1662. let a_pC = 0,b_pC = 0;
  1663. a_pC = (a_s.type == searchType) ?
  1664. a_s.params[0] :
  1665. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  1666. b_pC = (b_s.type == searchType) ?
  1667. b_s.params[0] :
  1668. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  1669. return a_pC - b_pC;
  1670. })},
  1671. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},function:cards=>cards.filter(card=>{
  1672. const searchType = 205;
  1673. const skill = Skills[card.activeSkillId];
  1674. if (skill.type == searchType && (skill.params[0] & 63) === 63)
  1675. return true;
  1676. else if (skill.type == 116 || skill.type == 118){
  1677. const subskills = skill.params.map(id=>Skills[id]);
  1678. return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 63) === 63);
  1679. }
  1680. }).sort((a,b)=>{
  1681. const searchType = 205;
  1682. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  1683. let a_pC = 0,b_pC = 0;
  1684. a_pC = (a_s.type == searchType) ?
  1685. a_s.params[0] :
  1686. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  1687. b_pC = (b_s.type == searchType) ?
  1688. b_s.params[0] :
  1689. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  1690. return a_pC - b_pC;
  1691. })},
  1692. {name:"Drop Enhanced Orbs",otLangName:{chs:"掉落强化宝珠"},function:cards=>cards.filter(card=>{
  1693. const searchTypeArray = [180];
  1694. const skill = getCardSkill(card, searchTypeArray);
  1695. return skill;
  1696. }),addition:card=>{
  1697. const searchTypeArray = [180];
  1698. const skill = getCardSkill(card, searchTypeArray);
  1699. const sk = skill.params;
  1700. return `${sk[1]}%×${sk[0]}T`;
  1701. }},
  1702. {name:"No Skyfall",otLangName:{chs:"无天降 buff(顶无天降)"},function:cards=>cards.filter(card=>{
  1703. const searchTypeArray = [184];
  1704. const skill = getCardSkill(card, searchTypeArray);
  1705. return skill;
  1706. }),addition:card=>{
  1707. const searchTypeArray = [184];
  1708. const skill = getCardSkill(card, searchTypeArray);
  1709. const sk = skill.params;
  1710. return `无↓×${sk[0]}T`;
  1711. }},
  1712. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},function:cards=>cards.filter(card=>{
  1713. const searchTypeArray = [126];
  1714. const skill = getCardSkill(card, searchTypeArray);
  1715. return skill;
  1716. }),addition:card=>{
  1717. const searchTypeArray = [126];
  1718. const skill = getCardSkill(card, searchTypeArray);
  1719. const sk = skill.params;
  1720. const colors = flags(sk[0]);
  1721. const fragment = document.createDocumentFragment();
  1722. fragment.appendChild(createOrbsList(colors));
  1723. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1724. return fragment;
  1725. }},
  1726. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},function:cards=>cards.filter(card=>{
  1727. const searchType = 126;
  1728. const skill = Skills[card.activeSkillId];
  1729. if (skill.type == searchType && (skill.params[0] & 960)) // 960 = 二进制 1111000000
  1730. return true;
  1731. else if (skill.type == 116 || skill.type == 118){
  1732. const subskills = skill.params.map(id=>Skills[id]);
  1733. return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 960));
  1734. }
  1735. })},
  1736. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},function:cards=>cards.filter(card=>{
  1737. const searchType = 126;
  1738. const skill = Skills[card.activeSkillId];
  1739. if (skill.type == searchType && skill.params[1] >= 99)
  1740. return true;
  1741. else if (skill.type == 116 || skill.type == 118){
  1742. const subskills = skill.params.map(id=>Skills[id]);
  1743. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1] >= 99);
  1744. }
  1745. })},
  1746. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},function:cards=>cards.filter(card=>{
  1747. const searchType = 126;
  1748. const skill = Skills[card.activeSkillId];
  1749. if (skill.type == searchType && skill.params[3] >= 100)
  1750. return true;
  1751. else if (skill.type == 116 || skill.type == 118){
  1752. const subskills = skill.params.map(id=>Skills[id]);
  1753. return subskills.some(subskill=>subskill.type == searchType && subskill.params[3] >= 100);
  1754. }
  1755. })},
  1756. {name:"Drop Nail Orbs",otLangName:{chs:"掉落钉珠"},function:cards=>cards.filter(card=>{
  1757. const searchTypeArray = [226];
  1758. const skill = getCardSkill(card, searchTypeArray);
  1759. return skill;
  1760. }),addition:card=>{
  1761. const searchTypeArray = [226];
  1762. const skill = getCardSkill(card, searchTypeArray);
  1763. const sk = skill.params;
  1764. return `${sk[1]}%×${sk[0]}T`;
  1765. }},
  1766. ]},
  1767. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1768. {name:"Rate by awoken count(Jewel Princess)",otLangName:{chs:"以觉醒数量为倍率类技能(宝石姬)"},function:cards=>cards.filter(card=>{
  1769. const searchTypeArray = [156,168,228];
  1770. const skill = Skills[card.activeSkillId];
  1771. if (searchTypeArray.includes(skill.type))
  1772. return true;
  1773. else if (skill.type == 116 || skill.type == 118){
  1774. const subskills = skill.params.map(id=>Skills[id]);
  1775. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  1776. }
  1777. })},
  1778. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1779. function:cards=>{
  1780. const searchTypeArray = [50,90,228];
  1781. function getRecScale(as)
  1782. {
  1783. const sk = as.params;
  1784. if (as.type == 228)
  1785. {
  1786. return sk[4] || 0;
  1787. }else
  1788. {
  1789. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  1790. }
  1791. }
  1792. return cards.filter(card=>{
  1793. const skills = getCardActiveSkills(card, searchTypeArray);
  1794. if (skills.length)
  1795. {
  1796. return skills.some(as=>getRecScale(as) > 0);
  1797. }else return false;
  1798. }).sort((a,b)=>{
  1799. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  1800. const a_sv = a_ss.map(a_s=>getRecScale(a_s)).sort().reverse()[0], b_sv = b_ss.map(b_s=>getRecScale(b_s)).sort().reverse()[0];
  1801. return a_sv - b_sv;
  1802. });
  1803. },
  1804. addition:card=>{
  1805. const searchTypeArray = [50,90,228];
  1806. function getRecScale(as)
  1807. {
  1808. const sk = as.params;
  1809. if (as.type == 228)
  1810. {
  1811. return sk[4] || 0;
  1812. }else
  1813. {
  1814. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  1815. }
  1816. }
  1817. const skills = getCardActiveSkills(card, searchTypeArray);
  1818. const skill = skills.find(as=>getRecScale(as) > 0);
  1819. return document.createTextNode(`回x${getRecScale(skill) / 100}`);
  1820. }
  1821. },
  1822. {name:"ATK rate change",otLangName:{chs:"攻击力 buff(顶攻击)"},function:cards=>cards.filter(card=>{
  1823. const searchTypeArray = [
  1824. 88,92, //类型的
  1825. 50,90, //属性的,要排除回复力
  1826. 156,168, //宝石姬
  1827. 228, //属性、类型数量
  1828. ];
  1829. const skill = Skills[card.activeSkillId];
  1830. if ((skill.type==88 || skill.type==92) || //类型的
  1831. (skill.type==50 || skill.type==90) && skill.params.slice(1,skill.params.length>2?-1:undefined).some(sk=>sk!=5) || //属性的,要排除回复力
  1832. skill.type==156 && skill.params[4] == 2 || skill.type==168 || //宝石姬的
  1833. skill.type==228 && skill.params[3] > 0 //属性、类型数量
  1834. )
  1835. return true;
  1836. else if (skill.type == 116 || skill.type == 118){
  1837. const subskills = skill.params.map(id=>Skills[id]);
  1838. return subskills.some(subskill=>
  1839. (subskill.type==88 || subskill.type==92) || //类型的
  1840. (subskill.type==50 || subskill.type==90) && subskill.params.slice(1,subskill.params.length>2?-1:undefined).some(sk=>sk!=5) || //属性的,要排除回复力
  1841. subskill.type==156 && subskill.params[4] == 2 || subskill.type==168 ||//宝石姬的
  1842. subskill.type==228 && subskill.params[3] > 0 //属性、类型数量
  1843. );
  1844. }
  1845. })},
  1846. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1847. function:cards=>{
  1848. const searchTypeArray = [132];
  1849. return cards.filter(card=>{
  1850. const skill = getCardActiveSkill(card, searchTypeArray);
  1851. return skill;
  1852. }).sort((a,b)=>{
  1853. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1854. //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
  1855. 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;
  1856. 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]);
  1857. });
  1858. },
  1859. addition:card=>{
  1860. const searchTypeArray = [132];
  1861. const skill = getCardActiveSkill(card, searchTypeArray);
  1862. const sk = skill.params;
  1863. let str = "";
  1864. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1865. if (sk[2]) str += `👆x${sk[2]/100}`;
  1866. return document.createTextNode(str);
  1867. }
  1868. },
  1869. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},function:cards=>cards.filter(card=>{
  1870. const searchType = 207;
  1871. const skill = Skills[card.activeSkillId];
  1872. if (skill.type == searchType)
  1873. return true;
  1874. else if (skill.type == 116 || skill.type == 118){
  1875. const subskills = skill.params.map(id=>Skills[id]);
  1876. return subskills.some(subskill=>subskill.type == searchType);
  1877. }
  1878. })},
  1879. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1880. function:cards=>{
  1881. const searchTypeArray = [160];
  1882. return cards.filter(card=>{
  1883. const skill = getCardActiveSkill(card, searchTypeArray);
  1884. return skill;
  1885. }).sort((a,b)=>{
  1886. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1887. return a_s.params[1] - b_s.params[1];
  1888. });
  1889. },
  1890. addition:card=>{
  1891. const searchTypeArray = [160];
  1892. const skill = getCardActiveSkill(card, searchTypeArray);
  1893. const sk = skill.params;
  1894. let str = "";
  1895. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1896. if (sk[2]) str += `👆x${sk[2]/100}`;
  1897. return document.createTextNode(`+${sk[1]}C×${sk[0]}T`);
  1898. }
  1899. },
  1900. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},function:cards=>cards.filter(card=>{
  1901. const searchTypeArray = [3,156];
  1902. const skill = Skills[card.activeSkillId];
  1903. if (skill.type == 3 ||
  1904. skill.type == 156 && skill.params[4]==3
  1905. )
  1906. return true;
  1907. else if (skill.type == 116 || skill.type == 118){
  1908. const subskills = skill.params.map(id=>Skills[id]);
  1909. return subskills.some(subskill=>
  1910. subskill.type == 3 ||
  1911. subskill.type == 156 && subskill.params[4]==3
  1912. );
  1913. }
  1914. }).sort((a,b)=>{
  1915. const searchTypeArray = [3,156];
  1916. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  1917. //找到真正生效的子技能
  1918. const a_ss = searchTypeArray.includes(a_s.type) ?
  1919. a_s :
  1920. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  1921. const b_ss = searchTypeArray.includes(b_s.type) ?
  1922. b_s :
  1923. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  1924. let sortNum = b_ss.type - a_ss.type; //先分开宝石姬与非宝石姬
  1925. if (!sortNum)
  1926. {
  1927. let a_pC = 0,b_pC = 0;
  1928. if (a_ss.type == 3)
  1929. {
  1930. a_pC = a_ss.params[1];
  1931. b_pC = b_ss.params[1];
  1932. }else
  1933. {
  1934. a_pC = a_ss.params[5];
  1935. b_pC = b_ss.params[5];
  1936. }
  1937. sortNum = a_pC - b_pC;
  1938. }
  1939. return sortNum;
  1940. }),addition:card=>{
  1941. const searchTypeArray = [3,156];
  1942. const skill = getCardSkill(card, searchTypeArray);
  1943. const sk = skill.params;
  1944. const fragment = document.createDocumentFragment();
  1945. if (skill.type == 156)
  1946. {
  1947. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1948. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1949. fragment.appendChild(creatAwokenList(awokenArr));
  1950. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1951. }else
  1952. {
  1953. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1954. }
  1955. return fragment;
  1956. }},
  1957. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},function:cards=>cards.filter(card=>{
  1958. const searchType = 3;
  1959. const skill = Skills[card.activeSkillId];
  1960. if (skill.type == searchType && skill.params[1]>=100)
  1961. return true;
  1962. else if (skill.type == 116 || skill.type == 118){
  1963. const subskills = skill.params.map(id=>Skills[id]);
  1964. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]>=100);
  1965. }
  1966. }).sort((a,b)=>{
  1967. const searchType = 3;
  1968. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  1969. let a_pC = 0,b_pC = 0;
  1970. a_pC = (a_s.type == searchType) ?
  1971. a_s.params[0] :
  1972. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1973. b_pC = (b_s.type == searchType) ?
  1974. b_s.params[0] :
  1975. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1976. return a_pC - b_pC;
  1977. })},
  1978. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},function:cards=>{
  1979. const searchType = 21;
  1980. return cards.filter(card=>{
  1981. const skill = Skills[card.activeSkillId];
  1982. if (skill.type == searchType)
  1983. return true;
  1984. else if (skill.type == 116 || skill.type == 118){
  1985. const subskills = skill.params.map(id=>Skills[id]);
  1986. return subskills.some(subskill=>subskill.type == searchType);
  1987. }
  1988. }).sort((a,b)=>{
  1989. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  1990. let a_pC = 0,b_pC = 0;
  1991. a_pC = (a_s.type == searchType) ?
  1992. a_s.params[0] :
  1993. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1994. b_pC = (b_s.type == searchType) ?
  1995. b_s.params[0] :
  1996. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1997. return a_pC - b_pC;
  1998. });
  1999. },addition:card=>{
  2000. const searchTypeArray = [21];
  2001. const skill = getCardSkill(card, searchTypeArray);
  2002. const sk = skill.params;
  2003. const colors = [sk[1]];
  2004. const fragment = document.createDocumentFragment();
  2005. fragment.appendChild(document.createTextNode(`-`));
  2006. fragment.appendChild(createOrbsList(colors));
  2007. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2008. return fragment;
  2009. }},
  2010. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},function:cards=>{
  2011. const searchTypeArray = [51];
  2012. return cards.filter(card=>{
  2013. const skill = getCardActiveSkill(card, searchTypeArray);
  2014. return skill;
  2015. }).sort((a,b)=>{
  2016. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2017. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2018. return a_pC - b_pC;
  2019. });
  2020. }},
  2021. ]},
  2022. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2023. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},function:cards=>cards.filter(card=>{
  2024. const searchTypeArray = [179];
  2025. const skill = Skills[card.activeSkillId];
  2026. if (searchTypeArray.includes(skill.type))
  2027. return true;
  2028. else if (skill.type == 116 || skill.type == 118){
  2029. const subskills = skill.params.map(id=>Skills[id]);
  2030. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2031. }
  2032. })},
  2033. {name:"Heal immediately",otLangName:{chs:"玩家回血"},function:cards=>cards.filter(card=>{
  2034. const searchTypeArray = [7,8,35,115];
  2035. const skill = Skills[card.activeSkillId];
  2036. if (searchTypeArray.includes(skill.type) || skill.type == 117 && (skill.params[1] || skill.params[2] || skill.params[3]))
  2037. return true;
  2038. else if (skill.type == 116 || skill.type == 118){
  2039. const subskills = skill.params.map(id=>Skills[id]);
  2040. return subskills.some(subskill=>searchTypeArray.includes(subskill.type) || subskill.type == 117 && (subskill.params[1] || subskill.params[2] || subskill.params[3]));
  2041. }
  2042. })},
  2043. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},function:cards=>cards.filter(card=>{
  2044. const searchTypeArray = [84,85,86,87,195];
  2045. const skill = Skills[card.activeSkillId];
  2046. if (searchTypeArray.includes(skill.type))
  2047. return true;
  2048. else if (skill.type == 116 || skill.type == 118){
  2049. const subskills = skill.params.map(id=>Skills[id]);
  2050. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2051. }
  2052. }).sort((a,b)=>{
  2053. const searchTypeArray = [84,85,86,87,195];
  2054. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2055. let a_pC = 0,b_pC = 0;
  2056. function getReduceScale(skill)
  2057. {
  2058. const sk = skill.params;
  2059. if (skill.type == 195)
  2060. {
  2061. return sk[0] ? sk[0] : 0.1;
  2062. }else
  2063. {
  2064. return sk[3] ? sk[3] : 0.1;
  2065. }
  2066. }
  2067. function getSubskill(skill)
  2068. {
  2069. const subSkill = skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  2070. return subSkill;
  2071. }
  2072. a_pC = searchTypeArray.includes(a_s.type) ?
  2073. getReduceScale(a_s) :
  2074. getReduceScale(getSubskill(a_s));
  2075. b_pC = searchTypeArray.includes(b_s.type) ?
  2076. getReduceScale(b_s) :
  2077. getReduceScale(getSubskill(b_s));
  2078. return b_pC - a_pC;
  2079. })},
  2080. ]},
  2081. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2082. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},function:cards=>cards.filter(card=>{
  2083. const searchType = 146;
  2084. const skill = Skills[card.activeSkillId];
  2085. if (skill.type == searchType)
  2086. return true;
  2087. else if (skill.type == 116 || skill.type == 118){
  2088. const subskills = skill.params.map(id=>Skills[id]);
  2089. return subskills.some(subskill=>subskill.type == searchType);
  2090. }
  2091. }).sort((a,b)=>{
  2092. const searchType = 146;
  2093. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2094. let a_pC = 0,b_pC = 0;
  2095. a_pC = (a_s.type == searchType) ?
  2096. a_s.params[0] :
  2097. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2098. b_pC = (b_s.type == searchType) ?
  2099. b_s.params[0] :
  2100. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2101. return a_pC - b_pC;
  2102. }),addition:card=>{
  2103. const searchTypeArray = [146];
  2104. const skill = getCardSkill(card, searchTypeArray);
  2105. const sk = skill.params;
  2106. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2107. }},
  2108. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},function:cards=>cards.filter(card=>{
  2109. const searchType = 218;
  2110. const skill = Skills[card.activeSkillId];
  2111. if (skill.type == searchType)
  2112. return true;
  2113. else if (skill.type == 116 || skill.type == 118){
  2114. const subskills = skill.params.map(id=>Skills[id]);
  2115. return subskills.some(subskill=>subskill.type == searchType);
  2116. }
  2117. }).sort((a,b)=>{
  2118. const searchType = 218;
  2119. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2120. let a_pC = 0,b_pC = 0;
  2121. a_pC = (a_s.type == searchType) ?
  2122. a_s.params[0] :
  2123. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2124. b_pC = (b_s.type == searchType) ?
  2125. b_s.params[0] :
  2126. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2127. return a_pC - b_pC;
  2128. }),addition:card=>{
  2129. const searchTypeArray = [218];
  2130. const skill = getCardSkill(card, searchTypeArray);
  2131. const sk = skill.params;
  2132. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2133. }},
  2134. {name:"Change Leader",otLangName:{chs:"更换队长"},function:cards=>cards.filter(card=>{
  2135. const searchTypeArray = [93, 227];
  2136. const skill = getCardSkill(card, searchTypeArray);
  2137. return skill != null;
  2138. })},
  2139. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},function:cards=>cards.filter(card=>{
  2140. const searchType = 142;
  2141. const skill = Skills[card.activeSkillId];
  2142. if (skill.type == searchType)
  2143. return true;
  2144. else if (skill.type == 116 || skill.type == 118){
  2145. const subskills = skill.params.map(id=>Skills[id]);
  2146. return subskills.some(subskill=>subskill.type == searchType);
  2147. }
  2148. }).sort((a,b)=>{
  2149. const searchType = 142;
  2150. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2151. let a_pC = 0,b_pC = 0;
  2152. a_pC = (a_s.type == searchType) ?
  2153. a_s.params[0] :
  2154. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2155. b_pC = (b_s.type == searchType) ?
  2156. b_s.params[0] :
  2157. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2158. return a_pC - b_pC;
  2159. })},
  2160. ]},
  2161. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2162. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},function:cards=>{
  2163. const searchTypeArray = [18];
  2164. return cards.filter(card=>{
  2165. const skill = getCardActiveSkill(card, searchTypeArray);
  2166. return skill;
  2167. }).sort((a,b)=>{
  2168. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2169. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2170. return a_pC - b_pC;
  2171. });
  2172. },addition:card=>{
  2173. const searchTypeArray = [18];
  2174. const skill = getCardSkill(card, searchTypeArray);
  2175. const sk = skill.params;
  2176. return document.createTextNode(`威吓×${sk[0]}T`);
  2177. }},
  2178. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},function:cards=>cards.filter(card=>{
  2179. const searchType = 19;
  2180. const skill = Skills[card.activeSkillId];
  2181. if (skill.type == searchType)
  2182. return true;
  2183. else if (skill.type == 116 || skill.type == 118){
  2184. const subskills = skill.params.map(id=>Skills[id]);
  2185. return subskills.some(subskill=>subskill.type == searchType);
  2186. }
  2187. }).sort((a,b)=>{
  2188. const searchType = 19;
  2189. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2190. let a_pC = 0,b_pC = 0;
  2191. a_pC = (a_s.type == searchType) ?
  2192. a_s.params[1] :
  2193. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  2194. b_pC = (b_s.type == searchType) ?
  2195. b_s.params[1] :
  2196. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  2197. return a_pC - b_pC;
  2198. })},
  2199. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},function:cards=>cards.filter(card=>{
  2200. const searchType = 19;
  2201. const skill = Skills[card.activeSkillId];
  2202. if (skill.type == searchType && skill.params[1]>=100)
  2203. return true;
  2204. else if (skill.type == 116 || skill.type == 118){
  2205. const subskills = skill.params.map(id=>Skills[id]);
  2206. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]>=100);
  2207. }
  2208. }).sort((a,b)=>{
  2209. const searchType = 19;
  2210. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2211. let a_pC = 0,b_pC = 0;
  2212. a_pC = (a_s.type == searchType) ?
  2213. a_s.params[0] :
  2214. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2215. b_pC = (b_s.type == searchType) ?
  2216. b_s.params[0] :
  2217. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2218. return a_pC - b_pC;
  2219. })},
  2220. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},function:cards=>cards.filter(card=>{
  2221. const searchType = 4;
  2222. const skill = Skills[card.activeSkillId];
  2223. if (skill.type == searchType)
  2224. return true;
  2225. else if (skill.type == 116 || skill.type == 118){
  2226. const subskills = skill.params.map(id=>Skills[id]);
  2227. return subskills.some(subskill=>subskill.type == searchType);
  2228. }
  2229. }).sort((a,b)=>{
  2230. const searchType = 4;
  2231. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2232. let a_pC = 0,b_pC = 0;
  2233. a_pC = (a_s.type == searchType) ?
  2234. a_s.params[0] :
  2235. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2236. b_pC = (b_s.type == searchType) ?
  2237. b_s.params[0] :
  2238. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2239. return a_pC - b_pC;
  2240. })},
  2241. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2242. function:cards=>{
  2243. //获取属性变化
  2244. function getAttrChange(ls)
  2245. {
  2246. if (!ls) return null;
  2247. const sk = ls.params;
  2248. switch (ls.type)
  2249. {
  2250. case 153: //永久变色
  2251. return sk[0];
  2252. case 224: //回合变色
  2253. return sk[1] || 0;
  2254. default:
  2255. return null;
  2256. }
  2257. }
  2258. const searchTypeArray = [153, 224];
  2259. return cards.filter(card=>{
  2260. const skill = getCardActiveSkill(card, searchTypeArray);
  2261. return getAttrChange(skill) != null;
  2262. }).sort((a,b)=>{
  2263. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2264. let a_pC = getAttrChange(a_s),b_pC = getAttrChange(b_s);
  2265. return a_pC - b_pC;
  2266. })
  2267. },
  2268. addition:card=>{
  2269. //获取属性变化
  2270. function getAttrChange(ls)
  2271. {
  2272. if (!ls) return null;
  2273. const sk = ls.params;
  2274. switch (ls.type)
  2275. {
  2276. case 153: //永久变色
  2277. return sk[0];
  2278. case 224: //回合变色
  2279. return sk[1] || 0;
  2280. default:
  2281. return null;
  2282. }
  2283. }
  2284. const searchTypeArray = [153, 224];
  2285. const skill = getCardActiveSkill(card, searchTypeArray);
  2286. const sk = skill.params;
  2287. const colors = [getAttrChange(skill)];
  2288. const fragment = document.createDocumentFragment();
  2289. if (skill.type == 224)
  2290. fragment.appendChild(document.createTextNode(`${sk[0]}T,`));
  2291. fragment.appendChild(document.createTextNode(`敌→`));
  2292. fragment.appendChild(createOrbsList(colors));
  2293. return fragment;
  2294. }
  2295. },
  2296. {name:"Counterattack buff",otLangName:{chs:"受伤反击 buff"},function:cards=>cards.filter(card=>{
  2297. const searchType = 60;
  2298. const skill = Skills[card.activeSkillId];
  2299. if (skill.type == searchType)
  2300. return true;
  2301. else if (skill.type == 116 || skill.type == 118){
  2302. const subskills = skill.params.map(id=>Skills[id]);
  2303. return subskills.some(subskill=>subskill.type == searchType);
  2304. }
  2305. })},
  2306. ]},
  2307. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2308. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},function:cards=>{
  2309. const searchTypeArray = [6];
  2310. return cards.filter(card=>{
  2311. const skill = getCardActiveSkill(card, searchTypeArray);
  2312. return skill;
  2313. }).sort((a,b)=>{
  2314. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2315. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2316. return a_pC - b_pC;
  2317. })
  2318. },addition:card=>{
  2319. const searchTypeArray = [6];
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. const sk = skill.params;
  2322. return `当前${sk[0]}%`;
  2323. }},
  2324. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},function:cards=>{
  2325. const searchTypeArray = [161];
  2326. return cards.filter(card=>{
  2327. const skill = getCardActiveSkill(card, searchTypeArray);
  2328. return skill;
  2329. }).sort((a,b)=>{
  2330. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2331. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2332. return a_pC - b_pC;
  2333. })
  2334. },addition:card=>{
  2335. const searchTypeArray = [161];
  2336. const skill = getCardActiveSkill(card, searchTypeArray);
  2337. const sk = skill.params;
  2338. return `最大${sk[0]}%`;
  2339. }},
  2340. ]},
  2341. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2342. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},function:cards=>cards.filter(card=>{
  2343. const searchTypeArray = [55,188];
  2344. const skill = Skills[card.activeSkillId];
  2345. if (searchTypeArray.includes(skill.type))
  2346. return true;
  2347. else if (skill.type == 116 || skill.type == 118){
  2348. const subskills = skill.params.map(id=>Skills[id]);
  2349. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2350. }
  2351. }).sort((a,b)=>{
  2352. const searchTypeArray = [55,188];
  2353. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2354. let a_pC = 0,b_pC = 0;
  2355. function totalDamage(skill)
  2356. {
  2357. const subSkill = skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  2358. return subSkill.params[0] * skill.params.filter(p=>p==subSkill.id).length;
  2359. }
  2360. a_pC = searchTypeArray.includes(a_s.type) ?
  2361. a_s.params[0] :
  2362. totalDamage(a_s);
  2363. b_pC = searchTypeArray.includes(b_s.type) ?
  2364. b_s.params[0] :
  2365. totalDamage(b_s);
  2366. return a_pC - b_pC;
  2367. })},
  2368. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},function:cards=>cards.filter(card=>{
  2369. const searchType = 56;
  2370. const skill = Skills[card.activeSkillId];
  2371. if (skill.type == searchType)
  2372. return true;
  2373. else if (skill.type == 116 || skill.type == 118){
  2374. const subskills = skill.params.map(id=>Skills[id]);
  2375. return subskills.some(subskill=>subskill.type == searchType);
  2376. }
  2377. }).sort((a,b)=>{
  2378. const searchType = 56;
  2379. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2380. let a_pC = 0,b_pC = 0;
  2381. a_pC = (a_s.type == searchType) ?
  2382. a_s.params[0] :
  2383. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2384. b_pC = (b_s.type == searchType) ?
  2385. b_s.params[0] :
  2386. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2387. return a_pC - b_pC;
  2388. })},
  2389. ]},
  2390. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2391. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},function:cards=>cards.filter(card=>{
  2392. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2393. const skill = Skills[card.activeSkillId];
  2394. function isSingle(skill)
  2395. {
  2396. if (skill.type == 110)
  2397. return Boolean(skill.params[0]);
  2398. else if (skill.type == 144)
  2399. return Boolean(skill.params[2]);
  2400. else
  2401. return true;
  2402. }
  2403. if (searchTypeArray.includes(skill.type) && isSingle(skill))
  2404. return true;
  2405. else if (skill.type == 116 || skill.type == 118){
  2406. const subskills = skill.params.map(id=>Skills[id]);
  2407. return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isSingle(subskill));
  2408. }
  2409. })},
  2410. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},function:cards=>cards.filter(card=>{
  2411. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2412. const skill = Skills[card.activeSkillId];
  2413. function isAll(skill)
  2414. {
  2415. if (skill.type == 110)
  2416. return !Boolean(skill.params[0]);
  2417. else if (skill.type == 144)
  2418. return !Boolean(skill.params[2]);
  2419. else
  2420. return true;
  2421. }
  2422. if (searchTypeArray.includes(skill.type) && skill.id!=0 && isAll(skill))
  2423. return true;
  2424. else if (skill.type == 116 || skill.type == 118){
  2425. const subskills = skill.params.map(id=>Skills[id]);
  2426. return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isAll(subskill));
  2427. }
  2428. })},
  2429. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},function:cards=>cards.filter(card=>{
  2430. const searchTypeArray = [42];
  2431. const skill = Skills[card.activeSkillId];
  2432. if (searchTypeArray.includes(skill.type))
  2433. return true;
  2434. else if (skill.type == 116 || skill.type == 118){
  2435. const subskills = skill.params.map(id=>Skills[id]);
  2436. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2437. }
  2438. })},
  2439. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},function:cards=>cards.filter(card=>{
  2440. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2441. const skill = Skills[card.activeSkillId];
  2442. if (searchTypeArray.includes(skill.type) && skill.id!=0)
  2443. return true;
  2444. else if (skill.type == 116 || skill.type == 118){
  2445. const subskills = skill.params.map(id=>Skills[id]);
  2446. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2447. }
  2448. }),addition:card=>{
  2449. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2450. const skill = getCardActiveSkill(card, searchTypeArray);
  2451. const sk = skill.params;
  2452. const colors = [getCannonAttr(skill)];
  2453. const fragment = document.createDocumentFragment();
  2454. fragment.appendChild(document.createTextNode(`射`));
  2455. fragment.appendChild(createOrbsList(colors));
  2456. return fragment;
  2457. }},
  2458. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},function:cards=>cards.filter(card=>{
  2459. const searchTypeArray = [2,35];
  2460. const skill = Skills[card.activeSkillId];
  2461. if (searchTypeArray.includes(skill.type))
  2462. return true;
  2463. else if (skill.type == 116 || skill.type == 118){
  2464. const subskills = skill.params.map(id=>Skills[id]);
  2465. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2466. }
  2467. })},
  2468. {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)"},function:cards=>cards.filter(card=>{
  2469. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2470. const skill = Skills[card.activeSkillId];
  2471. if (searchTypeArray.includes(skill.type) && skill.id!=0)
  2472. return true;
  2473. else if (skill.type == 116 || skill.type == 118){
  2474. const subskills = skill.params.map(id=>Skills[id]);
  2475. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2476. }
  2477. }).sort((a,b)=>{
  2478. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2479. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2480. function getSkillOrSub(skill)
  2481. {
  2482. if (searchTypeArray.includes(skill.type))
  2483. return skill;
  2484. else
  2485. return skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  2486. }
  2487. function getNumber(skill)
  2488. {
  2489. const sk = skill.params;
  2490. switch(skill.type)
  2491. {
  2492. case 0:
  2493. case 37:
  2494. case 58:
  2495. case 59:
  2496. case 84:
  2497. case 85:
  2498. case 115:
  2499. return sk[1];
  2500. case 2:
  2501. case 35:
  2502. return sk[0];
  2503. default:
  2504. return 0;
  2505. }
  2506. }
  2507. let a_pC = 0,b_pC = 0;
  2508. a_pC = getNumber(getSkillOrSub(a_s));
  2509. b_pC = getNumber(getSkillOrSub(b_s));
  2510. return a_pC - b_pC;
  2511. })},
  2512. {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)"},function:cards=>cards.filter(card=>{
  2513. const searchTypeArray = [1,42,86,87];
  2514. const skill = Skills[card.activeSkillId];
  2515. if (searchTypeArray.includes(skill.type))
  2516. return true;
  2517. else if (skill.type == 116 || skill.type == 118){
  2518. const subskills = skill.params.map(id=>Skills[id]);
  2519. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2520. }
  2521. }).sort((a,b)=>{
  2522. const searchTypeArray = [1,42,86,87];
  2523. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2524. function getSkillOrSub(skill)
  2525. {
  2526. if (searchTypeArray.includes(skill.type))
  2527. return skill;
  2528. else
  2529. return skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  2530. }
  2531. function getNumber(skill)
  2532. {
  2533. const sk = skill.params;
  2534. switch(skill.type)
  2535. {
  2536. case 1:
  2537. case 86:
  2538. case 87:
  2539. return sk[1];
  2540. case 42:
  2541. return sk[2];
  2542. default:
  2543. return 0;
  2544. }
  2545. }
  2546. let a_pC = 0,b_pC = 0;
  2547. a_pC = getNumber(getSkillOrSub(a_s));
  2548. b_pC = getNumber(getSkillOrSub(b_s));
  2549. return a_pC - b_pC;
  2550. })},
  2551. {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)"},function:cards=>cards.filter(card=>{
  2552. const searchTypeArray = [110];
  2553. const skill = Skills[card.activeSkillId];
  2554. if (searchTypeArray.includes(skill.type) && skill.id!=0)
  2555. return true;
  2556. else if (skill.type == 116 || skill.type == 118){
  2557. const subskills = skill.params.map(id=>Skills[id]);
  2558. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2559. }
  2560. }).sort((a,b)=>{
  2561. const searchTypeArray = [110];
  2562. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2563. let a_pC = 0,b_pC = 0;
  2564. a_pC = (searchTypeArray.includes(a_s.type)) ?
  2565. a_s.params[3] :
  2566. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[3];
  2567. b_pC = (searchTypeArray.includes(b_s.type)) ?
  2568. b_s.params[3] :
  2569. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[3];
  2570. return a_pC - b_pC;
  2571. })},
  2572. {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)"},function:cards=>cards.filter(card=>{
  2573. const searchTypeArray = [143];
  2574. const skill = Skills[card.activeSkillId];
  2575. if (searchTypeArray.includes(skill.type))
  2576. return true;
  2577. else if (skill.type == 116 || skill.type == 118){
  2578. const subskills = skill.params.map(id=>Skills[id]);
  2579. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2580. }
  2581. }).sort((a,b)=>{
  2582. const searchTypeArray = [143];
  2583. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2584. let a_pC = 0,b_pC = 0;
  2585. a_pC = (searchTypeArray.includes(a_s.type)) ?
  2586. a_s.params[0] :
  2587. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
  2588. b_pC = (searchTypeArray.includes(b_s.type)) ?
  2589. b_s.params[0] :
  2590. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
  2591. return a_pC - b_pC;
  2592. })},
  2593. {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)"},function:cards=>cards.filter(card=>{
  2594. const searchTypeArray = [144];
  2595. const skill = Skills[card.activeSkillId];
  2596. if (searchTypeArray.includes(skill.type))
  2597. return true;
  2598. else if (skill.type == 116 || skill.type == 118){
  2599. const subskills = skill.params.map(id=>Skills[id]);
  2600. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2601. }
  2602. }).sort((a,b)=>{
  2603. const searchTypeArray = [144];
  2604. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2605. let a_pC = 0,b_pC = 0;
  2606. a_pC = (searchTypeArray.includes(a_s.type)) ?
  2607. a_s.params[1] :
  2608. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[1];
  2609. b_pC = (searchTypeArray.includes(b_s.type)) ?
  2610. b_s.params[1] :
  2611. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[1];
  2612. return a_pC - b_pC;
  2613. })},
  2614. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},function:cards=>cards.filter(card=>{
  2615. const searchTypeArray = [35,115];
  2616. const skill = Skills[card.activeSkillId];
  2617. if (searchTypeArray.includes(skill.type))
  2618. return true;
  2619. else if (skill.type == 116 || skill.type == 118){
  2620. const subskills = skill.params.map(id=>Skills[id]);
  2621. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2622. }
  2623. })},
  2624. ]},
  2625. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  2626. {name:"No Henshin",otLangName:{chs:"非变身"},function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)},
  2627. {name:"Before Henshin",otLangName:{chs:"变身前"},function:cards=>cards.filter(card=>card.henshinTo)},
  2628. {name:"After Henshin",otLangName:{chs:"变身后"},function:cards=>cards.filter(card=>card.henshinFrom)},
  2629. {name:"Pixel Evo",otLangName:{chs:"像素进化"},function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))},
  2630. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},function:cards=>cards.filter(card=>card.is8Latent)},
  2631. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  2632. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card))}, //evoBaseId可能为0
  2633. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  2634. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))},
  2635. /*{name:"",otLangName:{chs:"变身前"},function:cards=>cards.filter(card=>{
  2636. const searchType = 202;
  2637. const skill = Skills[card.activeSkillId];
  2638. if (skill.type == searchType)
  2639. return true;
  2640. else if (skill.type == 116 || skill.type == 118){
  2641. const subskills = skill.params.map(id=>Skills[id]);
  2642. return subskills.some(subskill=>subskill.type == searchType);
  2643. }
  2644. })},
  2645. {name:"",otLangName:{chs:"变身前后队长技保持不变"},function:cards=>cards.filter(card=>{
  2646. const searchType = 202;
  2647. const skill = Skills[card.activeSkillId];
  2648. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  2649. return true;
  2650. else if (skill.type == 116 || skill.type == 118){
  2651. const subskills = skill.params.map(id=>Skills[id]);
  2652. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  2653. }
  2654. })},*/
  2655. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))},
  2656. ]},
  2657. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  2658. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))},
  2659. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))},
  2660. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},function:cards=>cards.filter(card=>card.limitBreakIncr===0)},
  2661. {name:"Raise 100% at lv110",otLangName:{chs:"110级三维成长100%"},function:cards=>cards.filter(card=>card.limitBreakIncr>=100)},
  2662. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},function:cards=>cards.filter(card=>card.maxLevel==1)},
  2663. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},function:cards=>cards.filter(card=>card.sellMP<100)},
  2664. {name:"Have 3 types",otLangName:{chs:"有3个type"},function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)},
  2665. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))},
  2666. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])},
  2667. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},function:cards=>cards.filter(card=>card.blockSkinId>0)},
  2668. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)},
  2669. //{name:"",otLangName:{chs:"龙契士&龙唤士(10001)"},function:cards=>cards.filter(card=>card.collabId==10001)},
  2670. ]},
  2671. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  2672. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},function:cards=>cards.filter(card=>card.awakenings.length>=9)},
  2673. {name:"Can be assist",otLangName:{chs:"可以做辅助"},function:cards=>cards.filter(card=>card.canAssist)},
  2674. {name:"Not weapon",otLangName:{chs:"不是武器"},function:cards=>cards.filter(card=>!card.awakenings.includes(49))},
  2675. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)},
  2676. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉"},function:cards=>cards.filter(card=>{
  2677. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  2678. if (hasAwokenKiller)
  2679. { //大于2个杀的进行判断
  2680. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  2681. { //大于3个杀的直接过
  2682. return true;
  2683. }else
  2684. { //2个杀的
  2685. const isAllowLatent = card.types.filter(i=>
  2686. i>=0 //去掉-1的type
  2687. ).map(type=>
  2688. type_allowable_latent[type] //得到允许打的潜觉杀
  2689. ).some(ls=>
  2690. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2691. );
  2692. return isAllowLatent
  2693. }
  2694. }else
  2695. {
  2696. return false;
  2697. }
  2698. })},
  2699. {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"},function:cards=>cards.filter(card=>{
  2700. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  2701. if (hasAwokenKiller)
  2702. { //大于2个杀的进行判断
  2703. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  2704. { //大于3个杀的直接过
  2705. return true;
  2706. }else
  2707. { //2个杀的
  2708. const isAllowLatent = card.types.filter(i=>
  2709. i>=0 //去掉-1的type
  2710. ).map(type=>
  2711. type_allowable_latent[type] //得到允许打的潜觉杀
  2712. ).some(ls=>
  2713. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2714. );
  2715. return isAllowLatent
  2716. }
  2717. }else
  2718. {
  2719. return false;
  2720. }
  2721. })},
  2722. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉"},function:cards=>cards.filter(card=>{
  2723. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  2724. if (hasAwokenKiller)
  2725. { //大于2个杀的进行判断
  2726. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  2727. { //大于3个杀的直接过
  2728. return true;
  2729. }else
  2730. { //2个杀的
  2731. const isAllowLatent = card.types.filter(i=>
  2732. i>=0 //去掉-1的type
  2733. ).map(type=>
  2734. type_allowable_latent[type] //得到允许打的潜觉杀
  2735. ).some(ls=>
  2736. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2737. );
  2738. return isAllowLatent
  2739. }
  2740. }else
  2741. {
  2742. return false;
  2743. }
  2744. })},
  2745. ]},
  2746. ];
  2747. return functions;
  2748. })();

智龙迷城队伍图制作工具