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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. },
  37. error: {
  38. 0: "Unknown Error",
  39. 1: "Unsupported format",
  40. 2: "No formation data",
  41. 3: "The illegal JSON format",
  42. 4: "The illegal URL format",
  43. },
  44. paddb_success: `Sucess`,
  45. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  46. },
  47. sort_name:{
  48. sort_none: "Nope",
  49. sort_id: "Cards Id",
  50. sort_attrs : "Attribute",
  51. sort_evoRootId: "Cards Evolution Root",
  52. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  53. sort_rarity: "Rarity",
  54. sort_cost: "Cost",
  55. sort_skillLv1: "Maximum Skill Turn",
  56. sort_skillLvMax: "Minimum Skill Turn",
  57. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  58. sort_hpMax120: "Max HP",
  59. sort_atkMax120: "Max ATK",
  60. sort_rcvMax120: "Max RCV",
  61. sort_hpMax120_awoken: "Max HP (+Awoken)",
  62. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  63. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  64. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  65. },
  66. skill_parse: {
  67. skill: {
  68. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  69. unknown: tp`Unkonwn skill type: ${'type'}`,
  70. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  71. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  72. random_skills: tp`Random Activates these skills:${'skills'}`,
  73. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  74. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  75. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  76. damage_enemy_times: tp`${'times'} `,
  77. damage_enemy_count: tp` (${'damage'} in total)`,
  78. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  79. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  80. delay: tp`${'icon'}Delays enemies' next move`,
  81. mass_attack: tp`${'icon'}Mass attacks`,
  82. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  83. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  84. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  85. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  86. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  87. unbind_normal: tp`${'icon'}Bind`,
  88. unbind_awakenings: tp`${'icon'}Awoken bind`,
  89. unbind_matches: tp`${'icon'}Unmatchable orb`,
  90. bind_skill: tp`${'icon'}Unable to use skills`,
  91. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  92. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  93. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  94. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  95. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  96. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  97. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  98. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  99. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  100. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  101. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  102. board_change: tp`Change all orbs to ${'orbs'}`,
  103. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  104. skill_boost_range: tp`~${'turns'}`,
  105. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  106. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  107. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  108. drop_refresh: tp`${'icon'}Replaces all orbs`,
  109. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  110. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  111. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  112. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  113. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  114. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  115. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  116. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  117. orb_thorn: tp`, reduces ${'value'} per encounter`,
  118. attr_absorb: tp`${'icon'}Attribute absorption`,
  119. combo_absorb: tp`${'icon'}Combo absorption`,
  120. damage_absorb: tp`${'icon'}Damage absorption`,
  121. damage_void: tp`${'icon'}Damage void`,
  122. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  123. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  124. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  125. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  126. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  127. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  128. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  129. rate_multiply_drop: tp`${'icon'}Drop rate`,
  130. rate_multiply_coin: tp`${'icon'}Coins`,
  131. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  132. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  133. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  134. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  135. henshin: tp`Transforms into ${'cards'}`,
  136. random_henshin: tp`Random transforms into ${'cards'}`,
  137. void_poison: tp`Voids ${'poison'} damage`,
  138. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  139. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  140. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  141. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  142. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  143. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  144. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  145. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  146. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  147. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  148. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  149. },
  150. power: {
  151. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  152. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  153. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  154. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  155. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  156. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  157. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  158. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  159. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  160. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  161. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  162. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  163. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  164. },
  165. cond: {
  166. unknown: tp`[ Unknown condition ]`,
  167. hp_equal: tp`When ${'hp'} == ${'min'} `,
  168. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  169. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  170. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  171. use_skill: tp`When skills used `,
  172. multi_player: tp`When in Multiplayer Mode `,
  173. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  174. exact_combo: tp`When exactly ${'value'} combos `,
  175. exact_length: tp`exactly of ${'value'} `,
  176. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  177. exact_match_enhanced: tp` orbs including enhanced`,
  178. compo_type_card: tp`When ${'ids'} are all on team, `,
  179. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  180. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  181. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  182. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  183. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  184. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  185. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  186. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  187. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  188. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  189. },
  190. position: {
  191. top: tp`${'pos'} of top rows`,
  192. bottom: tp`${'pos'} of bottom rows`,
  193. left: tp`${'pos'} of left columns`,
  194. right: tp`${'pos'} of right columns`,
  195. random: tp`random location`,
  196. shape: tp`specified location`,
  197. },
  198. value: {
  199. unknown: tp`[ Unknown value: ${'type'}]`, //type
  200. const: tp`${'value'} ${'unit'}`,
  201. const_to: tp`to ${'value'}`,
  202. mul_percent: tp`${'value'}%`,
  203. mul_times: tp`×${'value'}`,
  204. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  205. mul_of_times: tp`${'stats'} ×${'value'}`,
  206. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  207. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  208. prob: tp`${'value'} chance for `,
  209. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  210. size: tp`${'width'}×${'height'}`,
  211. pos: tp`${'x'}×${'y'}`,
  212. },
  213. target: {
  214. unknown: tp`Unkown Target`,
  215. self: tp`card's`,
  216. team: tp`team`,
  217. team_last: tp`the lastest member`,
  218. team_leader: tp`leader`,
  219. sub_members: tp`sub-members`,
  220. leader_self: tp`left leader`,
  221. leader_helper: tp`right leader`,
  222. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  223. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  224. enemy: tp`Enemy`,
  225. enemy_all: tp`all enemys`,
  226. enemy_one: tp`1 enemy`,
  227. enemy_attr: tp`${'attr'} enemy`,
  228. the_attr: tp`attr of the matched Orbs`,
  229. },
  230. stats: {
  231. unknown: tp`[ Unknown: ${'type'}]`, //type
  232. maxhp: tp`${'icon'}Max HP`,
  233. hp: tp`HP`,
  234. chp: tp`current HP`,
  235. atk: tp`ATK`,
  236. rcv: tp`RCV`,
  237. teamhp: tp`Team HP`,
  238. teamatk: tp`Team ${'attrs'} ATK`,
  239. teamrcv: tp`Team RCV`,
  240. cstage: tp`current Stage of Dungeon`,
  241. },
  242. unit: {
  243. orbs: tp``,
  244. times: tp` times`,
  245. seconds: tp` seconds`,
  246. point: tp` point`,
  247. turns: tp` turns`,
  248. },
  249. word: {
  250. comment: tp`(${'content'}) `,
  251. comma: tp`, `,
  252. semicolon: tp`; `,
  253. slight_pause: tp`, `,
  254. range_hyphen: tp`~`,
  255. in_once: tp`in once `,
  256. evo_type_pixel: tp`Pixel Evo`,
  257. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  258. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  259. affix_attr: tp`${'cotent'} attr.`,
  260. affix_orb: tp`${'cotent'} orbs`,
  261. affix_type: tp`${'cotent'} types`,
  262. affix_awakening: tp`${'cotent'} awoken`,
  263. affix_exclude: tp`, exclude ${'cotent'}`,
  264. each_time: tp`each time `,
  265. different: tp`different`,
  266. same: tp`the same`,
  267. },
  268. attrs: {
  269. [0]: tp`${'icon'}Fire`,
  270. [1]: tp`${'icon'}Water`,
  271. [2]: tp`${'icon'}Wood`,
  272. [3]: tp`${'icon'}Light`,
  273. [4]: tp`${'icon'}Dark`,
  274. [5]: tp`${'icon'}Recover`,
  275. [6]: tp`${'icon'}Null`,
  276. all: tp`All`,
  277. self: tp`${'icon'}Self's Attr`,
  278. fixed: tp`${'icon'}Fixed`,
  279. },
  280. orbs: {
  281. [0]: tp`${'icon'}Fire`,
  282. [1]: tp`${'icon'}Water`,
  283. [2]: tp`${'icon'}Wood`,
  284. [3]: tp`${'icon'}Light`,
  285. [4]: tp`${'icon'}Dark`,
  286. [5]: tp`${'icon'}Heal`,
  287. [6]: tp`${'icon'}Jammer`,
  288. [7]: tp`${'icon'}Poison`,
  289. [8]: tp`${'icon'}Lethal Poison`,
  290. [9]: tp`${'icon'}Bomb`,
  291. enhanced: tp`${'icon'}Enhanced`,
  292. locked: tp`${'icon'}Locked`,
  293. nail: tp`${'icon'}Nail`,
  294. thorn: tp`${'icon'}Thorn`,
  295. _5color: tp`${'icon'}5 Att.`,
  296. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  297. all: tp`All`,
  298. any: tp`Any ${'cotent'}`,
  299. },
  300. board: {
  301. clouds: tp`${'icon'}Clouds`,
  302. immobility: tp`${'icon'}Immobility`,
  303. roulette: tp`${'icon'}Roulette`,
  304. deep_dark: tp`${'icon'}Deep Dark`,
  305. roulette_time: tp`transforms every ${'duration'}`,
  306. roulette_attrs: tp`only ${'orbs'} will appear`,
  307. },
  308. types: {
  309. [0]: tp`${'icon'}Evo Material`,
  310. [1]: tp`${'icon'}Balanced`,
  311. [2]: tp`${'icon'}Physical`,
  312. [3]: tp`${'icon'}Healer`,
  313. [4]: tp`${'icon'}Dragon`,
  314. [5]: tp`${'icon'}God`,
  315. [6]: tp`${'icon'}Attacker`,
  316. [7]: tp`${'icon'}Devil`,
  317. [8]: tp`${'icon'}Machine`,
  318. [9]: tp`${'icon'}Special Protection`,
  319. [12]: tp`${'icon'}Awaken`,
  320. [14]: tp`${'icon'}Enhance Material`,
  321. [15]: tp`${'icon'}Redeemable`,
  322. },
  323. awokens: {
  324. [0]: tp`${'icon'}Unknown awoken`,
  325. [1]: tp`${'icon'}Enhanced HP`,
  326. [2]: tp`${'icon'}Enhanced Attack`,
  327. [3]: tp`${'icon'}Enhanced Recovery`,
  328. [4]: tp`${'icon'}Reduce Fire Damage`,
  329. [5]: tp`${'icon'}Reduce Water Damage`,
  330. [6]: tp`${'icon'}Reduce Wood Damage`,
  331. [7]: tp`${'icon'}Reduce Light Damage`,
  332. [8]: tp`${'icon'}Reduce Dark Damage`,
  333. [9]: tp`${'icon'}Auto-Recover`,
  334. [10]: tp`${'icon'}Resistance-Bind`,
  335. [11]: tp`${'icon'}Resistance-Blind`,
  336. [12]: tp`${'icon'}Resistance-Jammers`,
  337. [13]: tp`${'icon'}Resistance-Poison`,
  338. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  339. [15]: tp`${'icon'}Enhanced Water Orbs`,
  340. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  341. [17]: tp`${'icon'}Enhanced Water Orbs`,
  342. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  343. [19]: tp`${'icon'}Extend Time`,
  344. [20]: tp`${'icon'}Recover Bind`,
  345. [21]: tp`${'icon'}Skill Boost`,
  346. [22]: tp`${'icon'}Enhanced Fire Rows`,
  347. [23]: tp`${'icon'}Enhanced Water Rows`,
  348. [24]: tp`${'icon'}Enhanced Wood Rows`,
  349. [25]: tp`${'icon'}Enhanced Water Rows`,
  350. [26]: tp`${'icon'}Enhanced Dark Rows`,
  351. [27]: tp`${'icon'}Two-Pronged Attack`,
  352. [28]: tp`${'icon'}Resistance-Skill Bind`,
  353. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  354. [30]: tp`${'icon'}Multi Boost`,
  355. [31]: tp`${'icon'}Dragon Killer`,
  356. [32]: tp`${'icon'}God Killer`,
  357. [33]: tp`${'icon'}Devil Killer`,
  358. [34]: tp`${'icon'}Machine Killer`,
  359. [35]: tp`${'icon'}Balanced Killer`,
  360. [36]: tp`${'icon'}Attacker Killer`,
  361. [37]: tp`${'icon'}Physical Killer`,
  362. [38]: tp`${'icon'}Healer Killer`,
  363. [39]: tp`${'icon'}Evo Killer`,
  364. [40]: tp`${'icon'}Awaken Killer`,
  365. [41]: tp`${'icon'}Enhance Killer`,
  366. [42]: tp`${'icon'}Redeemable Killer`,
  367. [43]: tp`${'icon'}Enhanced Combos`,
  368. [44]: tp`${'icon'}Guard Break`,
  369. [45]: tp`${'icon'}Bonus Attack`,
  370. [46]: tp`${'icon'}Enhanced Team HP`,
  371. [47]: tp`${'icon'}Enhanced Team Recovery`,
  372. [48]: tp`${'icon'}Damage Void Piercer`,
  373. [49]: tp`${'icon'}Awoken Assist`,
  374. [50]: tp`${'icon'}Super Bonus Attack`,
  375. [51]: tp`${'icon'}Skill Charge`,
  376. [52]: tp`${'icon'}Resistance-Bind+`,
  377. [53]: tp`${'icon'}Extend Time+`,
  378. [54]: tp`${'icon'}Resistance-Clouds`,
  379. [55]: tp`${'icon'}Resistance-Immobility`,
  380. [56]: tp`${'icon'}Skill Boost+`,
  381. [57]: tp`${'icon'}50% or more HP Enhanced`,
  382. [58]: tp`${'icon'}50% or less HP Enhanced`,
  383. [59]: tp`${'icon'}[L] Heal Matching`,
  384. [60]: tp`${'icon'}[L] Increased Attack`,
  385. [61]: tp`${'icon'}Super Enhanced Combos`,
  386. [62]: tp`${'icon'}Combo Orbs`,
  387. [63]: tp`${'icon'}Skill Voice`,
  388. [64]: tp`${'icon'}Dungeon Bonus`,
  389. [65]: tp`${'icon'}Reduced HP`,
  390. [66]: tp`${'icon'}Reduced Attack`,
  391. [67]: tp`${'icon'}Reduced RCV`,
  392. [68]: tp`${'icon'}Resistance-Blind+`,
  393. [69]: tp`${'icon'}Resistance-Jammers+`,
  394. [70]: tp`${'icon'}Resistance-Poison+`,
  395. [71]: tp`${'icon'}Blessing of Jammers`,
  396. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  397. [73]: tp`${'icon'}Enhanced Fire Combos`,
  398. [74]: tp`${'icon'}Enhanced Water Combos`,
  399. [75]: tp`${'icon'}Enhanced Wood Combos`,
  400. [76]: tp`${'icon'}Enhanced Light Combos`,
  401. [77]: tp`${'icon'}Enhanced Dark Combos`,
  402. [78]: tp`${'icon'}Cross Attack`,
  403. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  404. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  405. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  406. [82]: tp`${'icon'}Super Enhanced Matching`,
  407. [83]: tp`${'icon'}Add Dragon Type`,
  408. [84]: tp`${'icon'}Add God Type`,
  409. [85]: tp`${'icon'}Add Devil Type`,
  410. [86]: tp`${'icon'}Add Machine Type`,
  411. [87]: tp`${'icon'}Add Balanced Type`,
  412. [88]: tp`${'icon'}Add Attacker Type`,
  413. [89]: tp`${'icon'}Add Physical Type`,
  414. [90]: tp`${'icon'}Add Healer Type`,
  415. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  416. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  417. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  418. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  419. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  420. [96]: tp`${'icon'}Two-Pronged Attack+`,
  421. [97]: tp`${'icon'}Skill Charge+`,
  422. [98]: tp`${'icon'}Auto-Recover+`,
  423. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  424. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  425. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  426. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  427. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  428. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  429. [105]: tp`${'icon'}Anti-Skill Boost`,
  430. [106]: tp`${'icon'}Levitation`,
  431. [107]: tp`${'icon'}Enhanced Combos+`,
  432. [108]: tp`${'icon'}[L] Increased Attack+`,
  433. [109]: tp`${'icon'}Damage Void Piercer+`,
  434. [110]: tp`${'icon'}Cross Attack+`,
  435. [111]: tp`${'icon'}Super Enhanced Combos+`,
  436. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  437. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  438. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  439. [115]: tp`${'icon'}Recover Bind+`,
  440. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  441. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  442. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  443. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  444. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  445. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  446. [122]: tp`${'icon'}Enhanced Water Combos+`,
  447. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  448. [124]: tp`${'icon'}Enhanced Light Combos+`,
  449. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  450. [126]: tp`${'icon'}[T] Increased Attack`,
  451. [127]: tp`${'icon'}Enhanced Stats`,
  452. [128]: tp`${'icon'}Benefits of the Yang`,
  453. [129]: tp`${'icon'}Benefits of the Yin`,
  454. }
  455. },
  456. };
  457. //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
  458. const typekiller_for_type = [
  459. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  460. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  461. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  462. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  463. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  464. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  465. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  466. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  467. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  468. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  469. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  470. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  471. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  472. ];
  473. //类型允许的潜觉杀
  474. typekiller_for_type.forEach(t=>
  475. {
  476. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  477. .map(tn=>
  478. typekiller_for_type.find(_t=>_t.type == tn).latent
  479. );
  480. }
  481. );
  482. const allowable_latent = {
  483. common: [ //一般能打的潜觉
  484. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  485. 28,29,30,31,32,33,34,35,36,37,38
  486. ],
  487. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  488. v120: [42,43,44,45,49], //120才能打的潜觉
  489. needAwoken: [ //需要觉醒才能打的潜觉
  490. {latent:39,awoken:62}, //C珠破吸
  491. {latent:40,awoken:20}, //心横解转转
  492. {latent:41,awoken:27}, //U解禁消
  493. {latent:46,awoken:45}, //心追解云封
  494. {latent:47,awoken:59}, //心L大SB
  495. {latent:48,awoken:60}, //L解禁武器
  496. ]
  497. }
  498. //等效觉醒列表
  499. const equivalent_awoken = [
  500. {small:10,big:52,times:2}, //防封
  501. {small:11,big:68,times:5}, //防暗
  502. {small:12,big:69,times:5}, //防废
  503. {small:13,big:70,times:5}, //防毒
  504. {small:19,big:53,times:2}, //手指
  505. {small:21,big:56,times:2}, //SB
  506. {small:27,big:96,times:2}, //U
  507. {small:51,big:97,times:2}, //5色溜
  508. {small:9,big:98,times:2}, //自回
  509. {small:14,big:99,times:2}, //火+
  510. {small:15,big:100,times:2},//水+
  511. {small:16,big:101,times:2},//木+
  512. {small:17,big:102,times:2},//光+
  513. {small:18,big:103,times:2},//暗+
  514. {small:29,big:104,times:2},//心+
  515. {small:43,big:107,times:2},//7c
  516. {small:60,big:108,times:2},//L
  517. {small:48,big:109,times:2},//破无效
  518. {small:78,big:110,times:2},//十字
  519. {small:61,big:111,times:2},//10c
  520. {small:79,big:112,times:2},//3色
  521. {small:80,big:113,times:2},//4色
  522. {small:81,big:114,times:2},//5色
  523. {small:20,big:115,times:2},//心解
  524. {small:22,big:116,times:3},//火横
  525. {small:23,big:117,times:3},//水横
  526. {small:24,big:118,times:3},//木横
  527. {small:25,big:119,times:3},//光横
  528. {small:26,big:120,times:3},//暗横
  529. {small:73,big:121,times:2},//火串
  530. {small:74,big:122,times:2},//水串
  531. {small:75,big:123,times:2},//木串
  532. {small:76,big:124,times:2},//光串
  533. {small:77,big:125,times:2},//暗串
  534. ];
  535. //官方的觉醒排列顺序
  536. const official_awoken_sorting = [
  537. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  538. 56,107,111, 52, 55, 68, 69, 70, 28,
  539. 19, 48, 27, 78, 60,126, 59, 45, 50,
  540. 53,109, 96,110,108, 79, 80, 81, 51,
  541. 106, 57, 58, 82, 62,112,113,114, 97,
  542. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  543. 99,100,101,102,103,104, 98,115, 71,
  544. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  545. 116,117,118,119,120, 1, 2, 3,127,
  546. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  547. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  548. 121,122,123,124,125, 39, 40, 41, 42,
  549. 91, 92, 93, 94, 95, 65, 66, 67,105,
  550. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  551. 63,128,129
  552. ];
  553. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  554. //pdc的徽章对应数字
  555. const pdcBadgeMap = [
  556. {pdf:undefined,pdc:0}, //什么都没有
  557. {pdf:1,pdc:10}, //无限cost
  558. {pdf:2,pdc:12}, //小手指
  559. {pdf:3,pdc:9}, //全体攻击
  560. {pdf:4,pdc:5}, //小回复
  561. {pdf:5,pdc:1}, //小血量
  562. {pdf:6,pdc:3}, //小攻击
  563. {pdf:7,pdc:8}, //SB
  564. {pdf:8,pdc:18}, //队长防封
  565. {pdf:9,pdc:19}, //SX
  566. {pdf:11,pdc:7}, //无天降
  567. {pdf:17,pdc:6}, //大回复
  568. {pdf:18,pdc:2}, //大血量
  569. {pdf:19,pdc:4}, //大攻击
  570. {pdf:20,pdc:null}, //三维
  571. {pdf:21,pdc:13}, //大手指
  572. {pdf:10,pdc:11}, //加经验
  573. {pdf:12,pdc:15}, //墨镜
  574. {pdf:13,pdc:17}, //防废
  575. {pdf:14,pdc:16}, //防毒
  576. {pdf:PAD_PASS_BADGE,pdc:14}, //月卡
  577. ];
  578. //pdc的潜觉对应数字
  579. const pdcLatentMap = [
  580. {pdf:1,pdc:1}, //HP
  581. {pdf:2,pdc:0}, //攻击
  582. {pdf:3,pdc:2}, //回复
  583. {pdf:4,pdc:19}, //手指
  584. {pdf:5,pdc:13}, //自回
  585. {pdf:6,pdc:14}, //火盾
  586. {pdf:7,pdc:15}, //水盾
  587. {pdf:8,pdc:16}, //木盾
  588. {pdf:9,pdc:17}, //光盾
  589. {pdf:10,pdc:18}, //暗盾
  590. {pdf:11,pdc:12}, //防坐
  591. {pdf:12,pdc:3}, //三维
  592. {pdf:13,pdc:35}, //不被换队长
  593. {pdf:13,pdc:47}, //不被换队长 ×1.5
  594. {pdf:14,pdc:37}, //不掉废
  595. {pdf:15,pdc:36}, //不掉毒
  596. {pdf:16,pdc:24}, //进化杀
  597. {pdf:17,pdc:25}, //觉醒杀
  598. {pdf:18,pdc:26}, //强化杀
  599. {pdf:19,pdc:27}, //卖钱杀
  600. {pdf:20,pdc:4}, //神杀
  601. {pdf:21,pdc:5}, //龙杀
  602. {pdf:22,pdc:6}, //恶魔杀
  603. {pdf:23,pdc:7}, //机械杀
  604. {pdf:24,pdc:8}, //平衡杀
  605. {pdf:25,pdc:9}, //攻击杀
  606. {pdf:26,pdc:10}, //体力杀
  607. {pdf:27,pdc:11}, //回复杀
  608. {pdf:28,pdc:20}, //大HP
  609. {pdf:29,pdc:21}, //大攻击
  610. {pdf:30,pdc:22}, //大回复
  611. {pdf:31,pdc:23}, //大手指
  612. {pdf:32,pdc:28}, //大火盾
  613. {pdf:33,pdc:29}, //大水盾
  614. {pdf:34,pdc:30}, //大木盾
  615. {pdf:35,pdc:31}, //大光盾
  616. {pdf:36,pdc:32}, //大暗盾
  617. {pdf:37,pdc:33}, //6色破无效
  618. {pdf:37,pdc:45}, //6色破无效 ×1.5
  619. {pdf:38,pdc:34}, //3色破属吸
  620. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  621. {pdf:39,pdc:40}, //C珠破吸
  622. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  623. {pdf:40,pdc:39}, //心横解转转
  624. {pdf:40,pdc:49}, //心横解转转 ×1.5
  625. {pdf:41,pdc:38}, //U解禁消
  626. {pdf:41,pdc:48}, //U解禁消 ×1.5
  627. {pdf:42,pdc:41}, //伤害上限×2
  628. {pdf:43,pdc:42}, //HP++
  629. {pdf:44,pdc:43}, //攻击++
  630. {pdf:45,pdc:44}, //回复++
  631. {pdf:46,pdc:51}, //心追解云封
  632. {pdf:46,pdc:52}, //心追解云封 ×1.5
  633. {pdf:47,pdc:53}, //心L大SB
  634. {pdf:47,pdc:54}, //心L大SB ×1.5
  635. {pdf:48,pdc:55}, //L解禁武器
  636. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  637. {pdf:49,pdc:57}, //伤害上限×3
  638. ];
  639. //paddb的徽章对应数字
  640. const paddbBadgeMap = [
  641. {pdf:undefined,paddb:0}, //什么都没有
  642. {pdf:1,paddb:1}, //无限cost
  643. {pdf:2,paddb:2}, //小手指
  644. {pdf:3,paddb:3}, //全体攻击
  645. {pdf:4,paddb:4}, //小回复
  646. {pdf:5,paddb:5}, //小血量
  647. {pdf:6,paddb:6}, //小攻击
  648. {pdf:7,paddb:7}, //SB
  649. {pdf:8,paddb:8}, //队长防封
  650. {pdf:9,paddb:9}, //SX
  651. {pdf:11,paddb:14}, //无天降
  652. {pdf:17,paddb:10}, //大回复
  653. {pdf:18,paddb:11}, //大血量
  654. {pdf:19,paddb:12}, //大攻击
  655. {pdf:20,paddb:null}, //三维
  656. {pdf:21,paddb:13}, //大手指
  657. {pdf:10,paddb:18}, //加经验
  658. {pdf:12,paddb:15}, //墨镜
  659. {pdf:13,paddb:16}, //防废
  660. {pdf:14,paddb:17}, //防毒
  661. {pdf:129,paddb:19}, //月卡
  662. ];
  663. //paddb的潜觉对应数字
  664. const paddbLatentMap = [
  665. {pdf:1,paddb:13}, //HP
  666. {pdf:2,paddb:14}, //攻击
  667. {pdf:3,paddb:15}, //回复
  668. {pdf:4,paddb:16}, //手指
  669. {pdf:5,paddb:17}, //自回
  670. {pdf:6,paddb:19}, //火盾
  671. {pdf:7,paddb:20}, //水盾
  672. {pdf:8,paddb:21}, //木盾
  673. {pdf:9,paddb:22}, //光盾
  674. {pdf:10,paddb:23}, //暗盾
  675. {pdf:11,paddb:18}, //防坐
  676. {pdf:12,paddb:27}, //三维
  677. {pdf:13,paddb:38}, //不被换队长
  678. {pdf:14,paddb:37}, //不掉废
  679. {pdf:15,paddb:36}, //不掉毒
  680. {pdf:16,paddb:12}, //进化杀
  681. {pdf:17,paddb:9}, //觉醒杀
  682. {pdf:18,paddb:10}, //强化杀
  683. {pdf:19,paddb:11}, //卖钱杀
  684. {pdf:20,paddb:2}, //神杀
  685. {pdf:21,paddb:1}, //龙杀
  686. {pdf:22,paddb:3}, //恶魔杀
  687. {pdf:23,paddb:4}, //机械杀
  688. {pdf:24,paddb:8}, //平衡杀
  689. {pdf:25,paddb:5}, //攻击杀
  690. {pdf:26,paddb:6}, //体力杀
  691. {pdf:27,paddb:7}, //回复杀
  692. {pdf:28,paddb:24}, //大HP
  693. {pdf:29,paddb:25}, //大攻击
  694. {pdf:30,paddb:26}, //大回复
  695. {pdf:31,paddb:33}, //大手指
  696. {pdf:32,paddb:28}, //大火盾
  697. {pdf:33,paddb:29}, //大水盾
  698. {pdf:34,paddb:30}, //大木盾
  699. {pdf:35,paddb:31}, //大光盾
  700. {pdf:36,paddb:32}, //大暗盾
  701. {pdf:37,paddb:35}, //6色破无效
  702. {pdf:38,paddb:34}, //3色破属吸
  703. {pdf:39,paddb:41}, //C珠破吸
  704. {pdf:40,paddb:40}, //心横解转转
  705. {pdf:41,paddb:39}, //U解禁消
  706. {pdf:42,paddb:42}, //伤害上限×2
  707. {pdf:43,paddb:43}, //HP++
  708. {pdf:44,paddb:44}, //攻击++
  709. {pdf:45,paddb:45}, //回复++
  710. {pdf:46,paddb:46}, //心追解云封
  711. {pdf:47,paddb:47}, //心L大SB
  712. {pdf:48,paddb:48}, //L解禁武器
  713. {pdf:49,paddb:49}, //伤害上限×3
  714. ];
  715. //排序程序列表
  716. const sort_function_list = [
  717. {tag:"sort_none",name:"无",function:()=>0},
  718. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  719. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  720. let num = a.attrs[0] - b.attrs[0];
  721. if (num === 0) num = a.attrs[1] - b.attrs[1];
  722. return num;
  723. }
  724. },
  725. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  726. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  727. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  728. let num = card_a.attrs[0] - card_b.attrs[0];
  729. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  730. return num;
  731. }
  732. },
  733. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  734. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  735. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  736. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  737. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  738. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  739. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  740. }
  741. },
  742. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  743. function getEvoSkill(skill) {
  744. //232为进化后不循环技能,233为循环技能
  745. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  746. else return skill;
  747. }
  748. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  749. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  750. }
  751. },
  752. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  753. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  754. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  755. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  756. {
  757. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  758. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  759. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  760. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  761. return abA - abB;
  762. }
  763. },
  764. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  765. {
  766. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  767. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  768. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  769. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  770. return abA - abB;
  771. }
  772. },
  773. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  774. {
  775. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  776. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  777. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  778. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  779. return abA - abB;
  780. }
  781. },
  782. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  783. {
  784. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  785. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  786. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  787. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  788. return abA - abB;
  789. }
  790. },
  791. ];
  792. //增加特殊搜索模式
  793. const specialSearchFunctions = (function() {
  794. 'use strict';
  795. //返回卡片的队长技能
  796. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  797. {
  798. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  799. }
  800. //返回卡片的技能
  801. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  802. {
  803. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  804. }
  805. //获取血倍率
  806. function getHPScale(ls)
  807. {
  808. const sk = ls.params;
  809. let scale = 1;
  810. switch (ls.type)
  811. {
  812. case 23: case 30: case 62: case 77: case 63: case 65:
  813. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  814. scale = sk[sk.length-1]/100;
  815. break;
  816. case 73: case 76:
  817. case 121: case 129: case 163: case 177: case 186:
  818. case 155:
  819. scale = sk[2]/100;
  820. break;
  821. case 106: case 107: case 108:
  822. scale = sk[0]/100;
  823. break;
  824. case 125:
  825. scale = sk[5]/100;
  826. break;
  827. case 136:
  828. case 137:
  829. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  830. break;
  831. case 158:
  832. scale = sk[4]/100;
  833. break;
  834. case 175:
  835. case 178: case 185:
  836. scale = sk[3]/100;
  837. break;
  838. case 203: case 217:
  839. scale = sk[1]/100;
  840. break;
  841. case 245:
  842. scale = sk[3]/100;
  843. break;
  844. case 138: //调用其他队长技
  845. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  846. break;
  847. default:
  848. }
  849. return scale || 1;
  850. }
  851. //获取盾减伤比例
  852. function getReduceScale(ls, allAttr = false, noHPneed = false)
  853. {
  854. const sk = ls.params;
  855. let scale = 0;
  856. switch (ls.type)
  857. {
  858. case 16: //无条件盾
  859. scale = sk[0]/100;
  860. break;
  861. case 17: //单属性盾
  862. scale = allAttr ? 0 : sk[1]/100;
  863. break;
  864. case 36: //2个属性盾
  865. scale = allAttr ? 0 : sk[2]/100;
  866. break;
  867. case 38: //血线下 + 几率
  868. case 43: //血线上 + 几率
  869. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  870. break;
  871. case 129: //无条件盾,属性个数不固定
  872. case 163: //无条件盾,属性个数不固定
  873. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  874. break;
  875. case 178: //无条件盾,属性个数不固定
  876. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  877. break;
  878. case 130: //血线下 + 属性个数不固定
  879. case 131: //血线上 + 属性个数不固定
  880. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  881. break;
  882. case 151: //十字心触发
  883. case 169: //C触发
  884. case 198: //回血触发
  885. scale = sk[2]/100;
  886. break;
  887. case 170: //多色触发
  888. case 182: //长串触发
  889. case 193: //L触发
  890. scale = sk[3]/100;
  891. break;
  892. case 171: //多串触发
  893. scale = sk[6]/100;
  894. break;
  895. case 183: //又是个有两段血线的队长技
  896. scale = noHPneed ? 0 : sk[4]/100;
  897. break;
  898. case 210: //十字触发
  899. scale = sk[1]/100;
  900. break;
  901. case 235: { //可多次触发
  902. scale = (sk[4] || 0) / 100;
  903. break;
  904. }
  905. case 138: //调用其他队长技
  906. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  907. break;
  908. default:
  909. }
  910. return scale || 0;
  911. }
  912. //获取无条件盾减伤比例
  913. function getReduceScale_unconditional(ls)
  914. {
  915. const sk = ls.params;
  916. let scale = 0;
  917. switch (ls.type)
  918. {
  919. case 16: //无条件盾
  920. {
  921. scale = sk[0]/100;
  922. break;
  923. }
  924. case 129: //无条件盾,属性个数不固定
  925. case 163: //无条件盾,属性个数不固定
  926. {
  927. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  928. break;
  929. }
  930. case 178: //无条件盾,属性个数不固定
  931. {
  932. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  933. break;
  934. }
  935. case 138: //调用其他队长技
  936. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  937. break;
  938. default:
  939. }
  940. return scale || 0;
  941. }
  942. function getCannonAttr(skill)
  943. {
  944. const sk = skill.params;
  945. switch(skill.type)
  946. {
  947. case 0:
  948. case 1:
  949. case 37:
  950. case 58:
  951. case 59:
  952. case 84:
  953. case 85:
  954. case 86:
  955. case 87:
  956. case 115:
  957. return sk[0];
  958. case 110:
  959. case 143:
  960. return sk[1];
  961. case 42:
  962. return sk[1];
  963. case 144:
  964. return sk[3] ?? 0;
  965. default:
  966. return -1;
  967. }
  968. }
  969. function sortByParams(a,b,searchTypeArray,...pidxs)
  970. {
  971. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  972. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  973. if (pidxs.length==0) pidxs.push(0);
  974. let newPos = 0;
  975. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  976. for (let pidx of pidxs) {
  977. newPos = a_s.params[pidx] - b_s.params[pidx];
  978. if (newPos !== 0) break;
  979. }
  980. return newPos;
  981. }
  982. function sortByHPScal(a,b)
  983. {
  984. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  985. return getHPScale(a_s) - getHPScale(b_s);
  986. }
  987. function HPScal_Addition(card)
  988. {
  989. const skill = Skills[card.leaderSkillId];
  990. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  991. }
  992. function sortByReduceScale(a,b)
  993. {
  994. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  995. return getReduceScale(a_s) - getReduceScale(b_s);
  996. }
  997. function ReduceScale_Addition(card)
  998. {
  999. const skill = Skills[card.leaderSkillId];
  1000. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  1001. }
  1002. function voidsAbsorption_Addition(card)
  1003. {
  1004. const searchTypeArray = [173];
  1005. const skill = getCardActiveSkill(card, searchTypeArray);
  1006. if (!skill) return;
  1007. const sk = skill.params;
  1008. const fragment = document.createDocumentFragment();
  1009. const icons = [
  1010. sk[1] && 'attr-absorb',
  1011. sk[2] && 'combo-absorb',
  1012. sk[3] && 'damage-absorb'
  1013. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  1014. fragment.append(...icons);
  1015. fragment.append(`×${sk[0]}T`);
  1016. return fragment;
  1017. }
  1018. function unbind_Turns(card)
  1019. {
  1020. const outObj = {
  1021. normal: 0,
  1022. awoken: 0
  1023. };
  1024. const searchTypeArray = [117,179];
  1025. const skill = getCardActiveSkill(card, searchTypeArray);
  1026. if (skill)
  1027. {
  1028. const sk = skill.params;
  1029. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  1030. outObj.awoken = sk[4] || 0;
  1031. }
  1032. return outObj;
  1033. }
  1034. function unbind_Addition(card)
  1035. {
  1036. const turns = unbind_Turns(card);
  1037. const fragment = document.createDocumentFragment();
  1038. if (turns.normal > 0)
  1039. {
  1040. fragment.append(createSkillIcon('unbind-normal'));
  1041. if (turns.normal != turns.awoken)
  1042. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  1043. }
  1044. if (turns.awoken > 0)
  1045. {
  1046. fragment.append(createSkillIcon('unbind-awakenings'));
  1047. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  1048. }
  1049. return fragment;
  1050. }
  1051. function boardChange_ColorTypes(skill)
  1052. {
  1053. if (!skill) return [];
  1054. const sk = skill.params;
  1055. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1056. return colors;
  1057. }
  1058. function boardChange_Addition(card)
  1059. {
  1060. const searchTypeArray = [71];
  1061. const skill = getCardActiveSkill(card, searchTypeArray);
  1062. const colors = boardChange_ColorTypes(skill);
  1063. return createOrbsList(colors);
  1064. }
  1065. function orbsChangeParse(skill)
  1066. {
  1067. function changes(from, to)
  1068. {
  1069. return {from:from,to:to};
  1070. }
  1071. let outArr = [];
  1072. if (!skill) return outArr;
  1073. const sk = skill.params;
  1074. switch (skill.type)
  1075. {
  1076. case 9:{
  1077. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1078. break;
  1079. }
  1080. case 20:{
  1081. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1082. {
  1083. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1084. }
  1085. else
  1086. {
  1087. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1088. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1089. }
  1090. break;
  1091. }
  1092. case 154:{
  1093. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1094. break;
  1095. }
  1096. }
  1097. return outArr;
  1098. }
  1099. function changeOrbs_Addition(card)
  1100. {
  1101. const searchTypeArray = [9,20,154];
  1102. const skills = getCardActiveSkills(card, searchTypeArray);
  1103. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1104. const fragment = document.createDocumentFragment();
  1105. parsedSkills.forEach(p=>{
  1106. fragment.appendChild(createOrbsList(p.from));
  1107. fragment.appendChild(document.createTextNode(`→`));
  1108. fragment.appendChild(createOrbsList(p.to));
  1109. });
  1110. return fragment;
  1111. }
  1112. function generateOrbsParse(card)
  1113. {
  1114. let outArr = [];
  1115. const searchTypeArray = [141, 208];
  1116. const skills = getCardActiveSkills(card, searchTypeArray);
  1117. if (!skills.length) return outArr;
  1118. for (const skill of skills)
  1119. {
  1120. const sk = skill.params;
  1121. if (skill.type == 141)
  1122. {
  1123. outArr.push({
  1124. count: sk[0],
  1125. to: flags(sk[1] || 1),
  1126. exclude: flags(sk[2]),
  1127. });
  1128. }else
  1129. {
  1130. outArr.push({
  1131. count: sk[0],
  1132. to: flags(sk[1] || 1),
  1133. exclude: flags(sk[2]),
  1134. });
  1135. outArr.push({
  1136. count: sk[3],
  1137. to: flags(sk[4] || 1),
  1138. exclude: flags(sk[5]),
  1139. });
  1140. }
  1141. }
  1142. return outArr;
  1143. }
  1144. function generateOrbs_Addition(card)
  1145. {
  1146. const gens = generateOrbsParse(card);
  1147. const searchTypeArray = [141, 208];
  1148. const skill = getCardActiveSkill(card, searchTypeArray);
  1149. if (!skill) return;
  1150. const sk = skill.params;
  1151. const fragment = document.createDocumentFragment();
  1152. for (const gen of gens)
  1153. {
  1154. fragment.appendChild(createOrbsList(gen.to));
  1155. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1156. }
  1157. return fragment;
  1158. }
  1159. function lock_Addition(card)
  1160. {
  1161. const searchTypeArray = [152];
  1162. const skill = getCardActiveSkill(card, searchTypeArray);
  1163. if (!skill) return;
  1164. const sk = skill.params;
  1165. const fragment = document.createDocumentFragment();
  1166. fragment.appendChild(createSkillIcon('orb-locked'));
  1167. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1168. return fragment;
  1169. }
  1170. function dropLock_Addition(card)
  1171. {
  1172. const searchTypeArray = [205];
  1173. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1174. if (!skill) return;
  1175. const sk = skill.params;
  1176. const fragment = document.createDocumentFragment();
  1177. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1178. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1179. return fragment;
  1180. }
  1181. function dropOrb_Addition(card)
  1182. {
  1183. const searchTypeArray = [126];
  1184. const skill = getCardActiveSkill(card, searchTypeArray);
  1185. if (!skill) return;
  1186. const sk = skill.params;
  1187. const colors = flags(sk[0]);
  1188. const fragment = document.createDocumentFragment();
  1189. fragment.appendChild(createOrbsList(colors, 'drop'));
  1190. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1191. return fragment;
  1192. }
  1193. function generateColumnOrbs_Addition(card)
  1194. {
  1195. const searchTypeArray = [127];
  1196. const skill = getCardActiveSkill(card, searchTypeArray);
  1197. if (!skill) return;
  1198. const sk = skill.params;
  1199. const colors = [];
  1200. for (let ai=0;ai<sk.length;ai+=2)
  1201. {
  1202. colors.push(flags(sk[ai+1]));
  1203. }
  1204. const fragment = document.createDocumentFragment();
  1205. fragment.appendChild(document.createTextNode(`竖`));
  1206. fragment.appendChild(createOrbsList(colors.flat()));
  1207. return fragment;
  1208. }
  1209. function generateRowOrbs_Addition(card)
  1210. {
  1211. const searchTypeArray = [128];
  1212. const skill = getCardActiveSkill(card, searchTypeArray);
  1213. if (!skill) return;
  1214. const sk = skill.params;
  1215. const colors = [];
  1216. for (let ai=0;ai<sk.length;ai+=2)
  1217. {
  1218. colors.push(flags(sk[ai+1]));
  1219. }
  1220. const fragment = document.createDocumentFragment();
  1221. fragment.appendChild(document.createTextNode(`横`));
  1222. fragment.appendChild(createOrbsList(colors.flat()));
  1223. return fragment;
  1224. }
  1225. function numericalATK_Addition(card)
  1226. {
  1227. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1228. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1229. const skill = getCardActiveSkill(card, searchTypeArray);
  1230. if (!skill) return;
  1231. //const sk = skill.params;
  1232. const colors = [getCannonAttr(skill)];
  1233. const fragment = document.createDocumentFragment();
  1234. fragment.append(`射`);
  1235. fragment.append(createOrbsList(colors));
  1236. if (typeArray_Rate.includes(skill.type)) {
  1237. function getNumber(skill){
  1238. const sk = skill.params;
  1239. switch(skill.type)
  1240. {
  1241. case 0:
  1242. case 37:
  1243. case 58:
  1244. case 59:
  1245. case 84:
  1246. case 85:
  1247. case 115:
  1248. return sk[1];
  1249. case 2:
  1250. case 35:
  1251. return sk[0];
  1252. default:
  1253. return 0;
  1254. }
  1255. }
  1256. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1257. }
  1258. return fragment;
  1259. }
  1260. function memberATK_Addition(card)
  1261. {
  1262. const searchTypeArray = [230];
  1263. const skill = getCardActiveSkill(card, searchTypeArray);
  1264. if (!skill) return;
  1265. const sk = skill.params;
  1266. const fragment = document.createDocumentFragment();
  1267. const ul = fragment.appendChild(document.createElement("ul"));
  1268. ul.className = "team-flags";
  1269. for (let i = 0; i<6; i++) {
  1270. const li = ul.appendChild(document.createElement("li"));
  1271. li.className = "team-member-icon";
  1272. }
  1273. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1274. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1275. let str = '';
  1276. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1277. fragment.appendChild(document.createTextNode(str));
  1278. return fragment;
  1279. }
  1280. function dixedDamage_Addition(card)
  1281. {
  1282. const searchTypeArray = [55, 188, 56];
  1283. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1284. if (!skills.length) return;
  1285. const skill = skills[0];
  1286. const sk = skill.params;
  1287. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1288. }
  1289. function gravity_Addition(card)
  1290. {
  1291. const searchTypeArray = [6, 161];
  1292. const skill = getCardActiveSkill(card, searchTypeArray);
  1293. if (!skill) return;
  1294. const sk = skill.params;
  1295. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1296. }
  1297. function healImmediately_Rate(card)
  1298. {
  1299. const searchTypeArray = [7, //自身回复力
  1300. 8, //固定点数
  1301. 35,115, //吸血
  1302. 117
  1303. ];
  1304. const skills = getCardActiveSkills(card, searchTypeArray);
  1305. const outObj = {
  1306. vampire: 0,
  1307. selfRcv: 0,
  1308. const: 0,
  1309. scale: 0,
  1310. };
  1311. if (!skills.length) return outObj;
  1312. skills.forEach(skill=>{
  1313. const sk = skill.params;
  1314. if (skill.type == 7)
  1315. {
  1316. outObj.selfRcv += sk[0];
  1317. }
  1318. else if(skill.type == 8)
  1319. {
  1320. outObj.const += sk[0];
  1321. }
  1322. else if(skill.type == 35)
  1323. {
  1324. outObj.vampire += sk[1];
  1325. }
  1326. else if(skill.type == 115)
  1327. {
  1328. outObj.vampire += sk[2];
  1329. }
  1330. else if(skill.type == 117)
  1331. {
  1332. outObj.selfRcv += sk[1] || 0;
  1333. outObj.const += sk[2] || 0;
  1334. outObj.scale += sk[3] || 0;
  1335. }
  1336. });
  1337. return outObj;
  1338. }
  1339. function atkBuff_Rate(card)
  1340. {
  1341. const searchTypeArray = [
  1342. 88,92, //类型的
  1343. 50,90, //属性的,要排除回复力
  1344. 156,168,231, //宝石姬
  1345. 228, //属性、类型数量
  1346. ];
  1347. const skills = getCardActiveSkills(card, searchTypeArray);
  1348. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1349. function atkBuffParse(skill) {
  1350. const outObj = {
  1351. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1352. types: [],
  1353. attrs: [],
  1354. awoken: [],
  1355. rate: 0,
  1356. turns: 0,
  1357. };
  1358. if (!skill) return outObj;
  1359. const sk = skill.params;
  1360. if (skill.type == 88 || skill.type == 92)
  1361. {
  1362. outObj.skilltype = 2;
  1363. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1364. outObj.turns = sk[0];
  1365. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1366. }
  1367. else if(skill.type == 50 || skill.type == 90)
  1368. {
  1369. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1370. if (!outObj.attrs.length) //去除回复力
  1371. return outObj;
  1372. outObj.skilltype = 2;
  1373. outObj.turns = sk[0];
  1374. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1375. }
  1376. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1377. || skill.type == 168)
  1378. {
  1379. outObj.skilltype = 1;
  1380. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1381. outObj.turns = sk[0];
  1382. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1383. }
  1384. else if(skill.type == 228 && sk[3] > 0)
  1385. {
  1386. outObj.skilltype = 1;
  1387. outObj.attrs = flags(sk[1]);
  1388. outObj.types = flags(sk[2]);
  1389. outObj.turns = sk[0];
  1390. outObj.rate = sk[3];
  1391. }
  1392. else if(skill.type == 231 && sk[6] > 0)
  1393. {
  1394. outObj.skilltype = 1;
  1395. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1396. outObj.turns = sk[0];
  1397. outObj.rate = sk[6];
  1398. }
  1399. return outObj;
  1400. }
  1401. }
  1402. function rcvBuff_Rate(card)
  1403. {
  1404. const searchTypeArray = [
  1405. 50,90,
  1406. 228, 231, //宝石姬
  1407. ];
  1408. const skills = getCardActiveSkills(card, searchTypeArray);
  1409. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1410. function rcvBuffParse(skill) {
  1411. const outObj = {
  1412. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1413. types: [],
  1414. attrs: [],
  1415. awoken: [],
  1416. rate: 0,
  1417. turns: 0,
  1418. };
  1419. if (!skill) return outObj;
  1420. const sk = skill.params;
  1421. if (skill.type == 228 && sk[4] > 0) {
  1422. outObj.skilltype = 1;
  1423. outObj.attrs = flags(sk[1]);
  1424. outObj.types = flags(sk[2]);
  1425. outObj.turns = sk[0];
  1426. outObj.rate = sk[4];
  1427. } else if (skill.type == 231 && sk[7] > 0) {
  1428. outObj.skilltype = 1;
  1429. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1430. outObj.turns = sk[0];
  1431. outObj.rate = sk[7];
  1432. } else if (skill.type == 50 || skill.type == 90) {
  1433. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1434. outObj.turns = sk[0];
  1435. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1436. }
  1437. return outObj;
  1438. }
  1439. }
  1440. function damageSelf_Rate(card)
  1441. {
  1442. const searchTypeArray = [84,85,86,87,195];
  1443. const skill = getCardActiveSkill(card, searchTypeArray);
  1444. if (!skill) return 0;
  1445. const sk = skill.params;
  1446. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1447. }
  1448. function changeEnemiesAttr_Attr(card)
  1449. {
  1450. const outObj = {
  1451. attr: null,
  1452. turns: 0
  1453. }
  1454. const searchTypeArray = [153, 224];
  1455. const skill = getCardActiveSkill(card, searchTypeArray);
  1456. if (!skill) return outObj;
  1457. const sk = skill.params;
  1458. if (skill.type == 153)
  1459. {
  1460. outObj.attr = sk[0];
  1461. }
  1462. else if (skill.type == 224)
  1463. {
  1464. outObj.attr = sk[1] || 0;
  1465. outObj.turns = sk[0];
  1466. }
  1467. return outObj;
  1468. }
  1469. function shapeThisRowOk(line, lineNumber) {
  1470. if (lineNumber <= 0) return true;
  1471. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1472. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1473. }
  1474. function shapeUpsideDownRowOk(line, lineNumber) {
  1475. if (lineNumber <= 0) return true;
  1476. return line > 0 ? (line & lineNumber) === 0 : true;
  1477. }
  1478. function shapeIsCross(sk) { //产珠是十字
  1479. const baseLineNum = 0b111;
  1480. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1481. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1482. lineNumArr.push(_lineNum);
  1483. }
  1484. for (let ri=1; ri<4; ri++)
  1485. {
  1486. //搜索所有可能的行存在
  1487. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1488. if (maybeLineNum.length < 1) continue;
  1489. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1490. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1491. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1492. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1493. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1494. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1495. });
  1496. if (maybeLineNum.length > 0) return true;
  1497. }
  1498. return false;
  1499. }
  1500. function shapeIsLShape(sk) { //产珠是L字
  1501. const baseLineNum = 0b111;
  1502. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1503. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1504. lineNumArr.push(_lineNum);
  1505. }
  1506. for (let ri=0; ri<5; ri++)
  1507. {
  1508. //搜索所有可能的行存在
  1509. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1510. if (maybeLineNum.length < 1) continue;
  1511. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1512. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1513. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1514. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1515. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1516. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1517. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1518. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1519. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1520. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1521. ||
  1522. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1523. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1524. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1525. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1526. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1527. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1528. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1529. });
  1530. if (maybeLineNum.length > 0) return true;
  1531. }
  1532. return false;
  1533. }
  1534. //创建1个觉醒图标
  1535. function createAwokenIcon(awokenId)
  1536. {
  1537. const icon = document.createElement("icon");
  1538. icon.className ="awoken-icon";
  1539. icon.setAttribute("data-awoken-icon", awokenId);
  1540. return icon;
  1541. }
  1542. //产生一个觉醒列表
  1543. function creatAwokenList(awokens) {
  1544. const ul = document.createElement("ul");
  1545. ul.className = "awoken-ul";
  1546. awokens.forEach(ak=>{
  1547. const li = ul.appendChild(document.createElement("li"));
  1548. const icon = li.appendChild(createAwokenIcon(ak));
  1549. });
  1550. return ul;
  1551. }
  1552. //产生宝珠列表
  1553. function createOrbsList(orbs, className)
  1554. {
  1555. if (orbs == undefined) orbs = [0];
  1556. else if (!Array.isArray(orbs)) orbs = [orbs];
  1557. const ul = document.createElement("ul");
  1558. ul.className = "board";
  1559. orbs.forEach(orbType => {
  1560. const li = ul.appendChild(document.createElement("li"));
  1561. li.className = className ? `orb ${className}` :`orb`;
  1562. li.setAttribute("data-orb-icon", orbType);
  1563. });
  1564. return ul;
  1565. }
  1566. //产生类型列表
  1567. function createTypesList(types)
  1568. {
  1569. if (types == undefined) types = [0];
  1570. else if (!Array.isArray(types)) types = [types];
  1571. const ul = document.createElement("ul");
  1572. ul.className = "types-ul";
  1573. types.forEach(type => {
  1574. const li = ul.appendChild(document.createElement("li"));
  1575. li.className = `type-icon`;
  1576. li.setAttribute("data-type-icon", type);
  1577. });
  1578. return ul;
  1579. }
  1580. const functions = [
  1581. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1582. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1583. ]},
  1584. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1585. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1586. function:cards=>{
  1587. const searchTypeArray = [173];
  1588. return cards.filter(card=>{
  1589. const skill = getCardActiveSkill(card, searchTypeArray);
  1590. return skill && skill.params[1];
  1591. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1592. },
  1593. addition:voidsAbsorption_Addition
  1594. },
  1595. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1596. function:cards=>{
  1597. const searchTypeArray = [173];
  1598. return cards.filter(card=>{
  1599. const skill = getCardActiveSkill(card, searchTypeArray);
  1600. return skill && skill.params[2];
  1601. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1602. },addition:voidsAbsorption_Addition},*/
  1603. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1604. function:cards=>{
  1605. const searchTypeArray = [173];
  1606. return cards.filter(card=>{
  1607. const skill = getCardActiveSkill(card, searchTypeArray);
  1608. return skill && skill.params[3];
  1609. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1610. },
  1611. addition:voidsAbsorption_Addition
  1612. },
  1613. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1614. function:cards=>{
  1615. const searchTypeArray = [173];
  1616. return cards.filter(card=>{
  1617. const skill = getCardActiveSkill(card, searchTypeArray);
  1618. return skill && skill.params[1] && skill.params[3];
  1619. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1620. },
  1621. addition:voidsAbsorption_Addition
  1622. },
  1623. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1624. function:cards=>{
  1625. const searchTypeArray = [191];
  1626. return cards.filter(card=>{
  1627. const skill = getCardActiveSkill(card, searchTypeArray);
  1628. return skill;
  1629. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1630. },
  1631. addition:card=>{
  1632. const searchTypeArray = [191];
  1633. const skill = getCardActiveSkill(card, searchTypeArray);
  1634. if (!skill) return;
  1635. const sk = skill.params;
  1636. const fragment = document.createDocumentFragment();
  1637. fragment.append(createSkillIcon('damage-void'));
  1638. fragment.append(`×${sk[0]}T`);
  1639. return fragment;
  1640. }
  1641. },
  1642. ]},
  1643. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1644. {
  1645. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1646. function:cards=>{
  1647. return cards.filter(card=>{
  1648. const turns = unbind_Turns(card);
  1649. return turns.normal > 0;
  1650. }).sort((a,b)=>{
  1651. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1652. let a_pC = a_s.normal, b_pC = b_s.normal;
  1653. return a_pC - b_pC;
  1654. });
  1655. },
  1656. addition:unbind_Addition
  1657. },
  1658. {
  1659. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1660. function:cards=>{
  1661. return cards.filter(card=>{
  1662. const turns = unbind_Turns(card);
  1663. return turns.awoken > 0;
  1664. }).sort((a,b)=>{
  1665. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1666. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1667. return a_pC - b_pC;
  1668. });
  1669. },
  1670. addition:unbind_Addition
  1671. },
  1672. {
  1673. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1674. function:cards=>{
  1675. return cards.filter(card=>{
  1676. const turns = unbind_Turns(card);
  1677. return turns.normal && turns.awoken > 0;
  1678. }).sort((a,b)=>{
  1679. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1680. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1681. return a_pC - b_pC;
  1682. });
  1683. },
  1684. addition:unbind_Addition
  1685. },
  1686. {
  1687. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1688. function:cards=>{
  1689. const searchTypeArray = [196];
  1690. return cards.filter(card=>{
  1691. const skill = getCardActiveSkill(card, searchTypeArray);
  1692. return skill;
  1693. }).sort((a,b)=>{
  1694. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1695. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1696. return a_pC - b_pC;
  1697. })
  1698. },
  1699. addition:card=>{
  1700. const searchTypeArray = [196];
  1701. const skill = getCardActiveSkill(card, searchTypeArray);
  1702. if (!skill) return;
  1703. const sk = skill.params;
  1704. const fragment = document.createDocumentFragment();
  1705. fragment.append(createSkillIcon('unbind-matches'));
  1706. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1707. return fragment;
  1708. }
  1709. },
  1710. ]},
  1711. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1712. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1713. function:cards=>{
  1714. const searchTypeArray = [146];
  1715. return cards.filter(card=>{
  1716. const skill = getCardActiveSkill(card, searchTypeArray);
  1717. return skill;
  1718. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1719. },
  1720. addition:card=>{
  1721. const searchTypeArray = [146];
  1722. const skill = getCardActiveSkill(card, searchTypeArray);
  1723. if (!skill) return;
  1724. const sk = skill.params;
  1725. const fragment = document.createDocumentFragment();
  1726. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1727. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1728. return fragment;
  1729. }
  1730. },
  1731. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1732. function:cards=>{
  1733. const searchTypeArray = [218];
  1734. return cards.filter(card=>{
  1735. const skill = getCardActiveSkill(card, searchTypeArray);
  1736. return skill;
  1737. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1738. },
  1739. addition:card=>{
  1740. const searchTypeArray = [218];
  1741. const skill = getCardActiveSkill(card, searchTypeArray);
  1742. if (!skill) return;
  1743. const sk = skill.params;
  1744. const fragment = document.createDocumentFragment();
  1745. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1746. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1747. return fragment;
  1748. }
  1749. },
  1750. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1751. function:cards=>{
  1752. const searchTypeArray = [93, 227];
  1753. return cards.filter(card=>{
  1754. const skill = getCardActiveSkill(card, searchTypeArray);
  1755. return skill;
  1756. }).sort((a,b)=>{
  1757. const a_s = getCardActiveSkill(a, searchTypeArray),
  1758. b_s = getCardActiveSkill(b, searchTypeArray);
  1759. return a_s.type - b_s.type;
  1760. });
  1761. },
  1762. addition:card=>{
  1763. const searchTypeArray = [93, 227];
  1764. const skill = getCardActiveSkill(card, searchTypeArray);
  1765. if (!skill) return;
  1766. const fragment = document.createDocumentFragment();
  1767. fragment.append(createSkillIcon('leader-change'));
  1768. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1769. return fragment;
  1770. }
  1771. },
  1772. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1773. function:cards=>{
  1774. function getIncreaseDamageCap(skill)
  1775. {
  1776. let cap = 0;
  1777. switch (skill.type) {
  1778. case 241:
  1779. cap = skill.params[1];
  1780. break;
  1781. case 246:
  1782. cap = skill.params[2];
  1783. break;
  1784. case 247:
  1785. cap = skill.params[3];
  1786. break;
  1787. }
  1788. return cap;
  1789. }
  1790. const searchTypeArray = [241, 246, 247];
  1791. return cards.filter(card=>{
  1792. const skill = getCardActiveSkill(card, searchTypeArray);
  1793. return skill;
  1794. }).sort((a,b)=>{
  1795. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1796. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1797. return a_pC - b_pC;
  1798. });
  1799. },
  1800. addition:card=>{
  1801. const searchTypeArray = [241, 246, 247];
  1802. const skill = getCardActiveSkill(card, searchTypeArray);
  1803. if (!skill) return;
  1804. const sk = skill.params;
  1805. let cap;
  1806. switch (skill.type) {
  1807. case 241:
  1808. cap = sk[1];
  1809. break;
  1810. case 246:
  1811. cap = sk[2];
  1812. break;
  1813. case 247:
  1814. cap = sk[3];
  1815. break;
  1816. }
  1817. if (skill.type == 241) {
  1818. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  1819. } else {
  1820. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  1821. }
  1822. }
  1823. },
  1824. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1825. function:cards=>{
  1826. const searchTypeArray = [230];
  1827. return cards.filter(card=>{
  1828. const skill = getCardActiveSkill(card, searchTypeArray);
  1829. return skill;
  1830. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1831. },
  1832. addition:memberATK_Addition
  1833. },
  1834. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1835. function:cards=>{
  1836. const searchTypeArray = [230];
  1837. return cards.filter(card=>{
  1838. const skill = getCardActiveSkill(card, searchTypeArray);
  1839. return skill && Boolean(skill.params[1] & 1<<0);
  1840. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1841. },
  1842. addition:memberATK_Addition
  1843. },
  1844. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1845. function:cards=>{
  1846. const searchTypeArray = [230];
  1847. return cards.filter(card=>{
  1848. const skill = getCardActiveSkill(card, searchTypeArray);
  1849. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1850. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1851. },
  1852. addition:memberATK_Addition
  1853. },
  1854. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1855. function:cards=>{
  1856. const searchTypeArray = [230];
  1857. return cards.filter(card=>{
  1858. const skill = getCardActiveSkill(card, searchTypeArray);
  1859. return skill && Boolean(skill.params[1] & 1<<3);
  1860. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1861. },
  1862. addition:memberATK_Addition
  1863. },
  1864. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1865. function:cards=>{
  1866. const searchTypeArray = [142];
  1867. return cards.filter(card=>{
  1868. const skill = getCardActiveSkill(card, searchTypeArray);
  1869. return skill;
  1870. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1871. },
  1872. addition:card=>{
  1873. const searchTypeArray = [142];
  1874. const skill = getCardActiveSkill(card, searchTypeArray);
  1875. if (!skill) return;
  1876. const sk = skill.params;
  1877. const fragment = document.createDocumentFragment();
  1878. fragment.appendChild(document.createTextNode(`自→`));
  1879. fragment.appendChild(createOrbsList(sk[1]));
  1880. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1881. return fragment;
  1882. }
  1883. },
  1884. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1885. function:cards=>cards.filter(card=>{
  1886. const searchTypeArray = [214];
  1887. const skill = getCardActiveSkill(card, searchTypeArray);
  1888. return skill;
  1889. }),
  1890. addition:card=>{
  1891. const searchTypeArray = [214];
  1892. const skill = getCardActiveSkill(card, searchTypeArray);
  1893. if (!skill) return;
  1894. const sk = skill.params;
  1895. return document.createTextNode(`自封技${sk[0]}T`);
  1896. }
  1897. },
  1898. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1899. function:cards=>cards.filter(card=>{
  1900. const searchTypeArray = [250];
  1901. const skill = getCardActiveSkill(card, searchTypeArray);
  1902. return skill;
  1903. })
  1904. },
  1905. ]},
  1906. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1907. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1908. function:cards=>{
  1909. const searchTypeArray = [179];
  1910. return cards.filter(card=>{
  1911. const skill = getCardActiveSkill(card, searchTypeArray);
  1912. return skill;
  1913. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1914. },
  1915. addition:card=>{
  1916. const searchTypeArray = [179];
  1917. const skill = getCardActiveSkill(card, searchTypeArray);
  1918. if (!skill) return;
  1919. const sk = skill.params;
  1920. const fragment = document.createDocumentFragment();
  1921. fragment.append(createSkillIcon('auto-heal'));
  1922. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1923. return fragment;
  1924. }
  1925. },
  1926. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1927. function:cards=>{
  1928. return cards.filter(card=>{
  1929. const heal = healImmediately_Rate(card);
  1930. return Object.values(heal).some(v=>v);
  1931. })
  1932. .sort((a,b)=>{
  1933. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1934. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1935. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1936. let sortNum = a_i - b_i;
  1937. if (!sortNum)
  1938. {
  1939. sortNum = a_vs[a_i] - b_vs[b_i];
  1940. }
  1941. return sortNum;
  1942. });
  1943. },
  1944. addition:card=>{
  1945. const heal = healImmediately_Rate(card);
  1946. const fragment = document.createDocumentFragment();
  1947. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1948. if (heal.scale)
  1949. fragment.append(`${heal.scale}%`);
  1950. if (heal.const)
  1951. fragment.append(`${heal.const.bigNumberToString()}点`);
  1952. if (heal.selfRcv)
  1953. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1954. if (heal.vampire)
  1955. fragment.append(`${heal.vampire}%伤害`);
  1956. return fragment;
  1957. }
  1958. },
  1959. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1960. function:cards=>{
  1961. const searchTypeArray = [237];
  1962. return cards.filter(card=>{
  1963. const skill = getCardActiveSkill(card, searchTypeArray);
  1964. return skill;
  1965. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1966. },
  1967. addition:card=>{
  1968. const searchTypeArray = [237];
  1969. const skill = getCardActiveSkill(card, searchTypeArray);
  1970. if (!skill) return;
  1971. const sk = skill.params;
  1972. const fragment = document.createDocumentFragment();
  1973. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1974. return fragment;
  1975. }
  1976. },
  1977. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1978. function:cards=>{
  1979. return cards.filter(card=>damageSelf_Rate(card)>0)
  1980. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1981. },
  1982. addition:card=>{
  1983. let rate = damageSelf_Rate(card);
  1984. if (rate < 100)
  1985. return `减少${rate}%`;
  1986. else
  1987. return `减少到1`;
  1988. }
  1989. },
  1990. ]},
  1991. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1992. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1993. function:cards=>cards.filter(card=>{
  1994. const searchTypeArray = [172];
  1995. const skill = getCardActiveSkill(card, searchTypeArray);
  1996. return skill;
  1997. })
  1998. },
  1999. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2000. function:cards=>cards.filter(card=>{
  2001. const searchTypeArray = [152];
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. return skill;
  2004. }),
  2005. addition:lock_Addition
  2006. },
  2007. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2008. function:cards=>cards.filter(card=>{
  2009. const searchTypeArray = [152];
  2010. const skill = getCardActiveSkill(card, searchTypeArray);
  2011. return skill && (skill.params[0] & 63) === 63;
  2012. }),
  2013. addition:lock_Addition
  2014. },
  2015. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2016. function:cards=>{
  2017. const searchTypeArray = [52,91,140];
  2018. return cards.filter(card=>{
  2019. const skill = getCardActiveSkill(card, searchTypeArray);
  2020. return skill;
  2021. });
  2022. },
  2023. addition:card=>{
  2024. const searchTypeArray = [52,91,140];
  2025. const skill = getCardActiveSkill(card, searchTypeArray);
  2026. if (!skill) return;
  2027. const sk = skill.params;
  2028. let attrs = [];
  2029. switch (skill.type)
  2030. {
  2031. case 52:{
  2032. attrs.push(sk[0]); break;
  2033. }
  2034. case 91:{
  2035. attrs = sk.slice(0,-1); break;
  2036. }
  2037. case 140:{
  2038. attrs = flags(sk[0]); break;
  2039. }
  2040. }
  2041. const fragment = document.createDocumentFragment();
  2042. fragment.appendChild(document.createTextNode(`强化`));
  2043. fragment.appendChild(createOrbsList(attrs));
  2044. return fragment;
  2045. }
  2046. },
  2047. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2048. function:cards=>cards.filter(card=>{
  2049. const searchTypeArray = [215];
  2050. const skill = getCardActiveSkill(card, searchTypeArray);
  2051. return skill;
  2052. }),
  2053. addition:card=>{
  2054. const searchTypeArray = [215];
  2055. const skill = getCardActiveSkill(card, searchTypeArray);
  2056. if (!skill) return;
  2057. const sk = skill.params;
  2058. const fragment = document.createDocumentFragment();
  2059. fragment.appendChild(document.createTextNode(`自封`));
  2060. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  2061. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2062. return fragment;
  2063. }
  2064. },
  2065. ]},
  2066. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  2067. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  2068. function:cards=>cards.filter(card=>{
  2069. function isLoopBuff(parsedSkill, cd) {
  2070. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  2071. && skill.turns >= cd);
  2072. }
  2073. //跳过0号技能的、会变身成别人的和无技能数据的
  2074. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2075. const skill = Skills[card.activeSkillId];
  2076. if (!skill) return false;
  2077. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2078. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2079. let parsedActiveSkill = skillParser(card.activeSkillId);
  2080. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2081. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  2082. let parsedGroupSkill = parsedActiveSkill?.[0];
  2083. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2084. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2085. }
  2086. //进化类技能,排除循环进化,并只计算最后一级
  2087. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2088. let lastIdx = parsedGroupSkill.params.length - 1;
  2089. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2090. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2091. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2092. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2093. }
  2094. return false;
  2095. })
  2096. },
  2097. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2098. function:cards=>{
  2099. return cards.filter(card=>{
  2100. const atkbuff = rcvBuff_Rate(card);
  2101. return atkbuff.skilltype > 0;
  2102. }).sort((a,b)=>{
  2103. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2104. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2105. if (sortNum == 0)
  2106. sortNum = a_pC.rate - b_pC.rate;
  2107. if (sortNum == 0)
  2108. sortNum = a_pC.turns - b_pC.turns;
  2109. return sortNum;
  2110. });
  2111. },
  2112. addition:card=>{
  2113. const atkbuff = rcvBuff_Rate(card);
  2114. const fragment = document.createDocumentFragment();
  2115. fragment.appendChild(createOrbsList([5]));
  2116. if (atkbuff.skilltype == 0) return fragment;
  2117. if (atkbuff.skilltype == 1)
  2118. {
  2119. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2120. if (atkbuff.awoken.length)
  2121. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2122. if (atkbuff.attrs.length)
  2123. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2124. if (atkbuff.types.length)
  2125. fragment.appendChild(createTypesList(atkbuff.types));
  2126. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2127. }else if (atkbuff.skilltype == 2)
  2128. {
  2129. if (atkbuff.attrs.length)
  2130. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2131. if (atkbuff.types.length)
  2132. fragment.appendChild(createTypesList(atkbuff.types));
  2133. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2134. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2135. }
  2136. return fragment;
  2137. }
  2138. },
  2139. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2140. function:cards=>{
  2141. return cards.filter(card=>{
  2142. const atkbuff = atkBuff_Rate(card);
  2143. return atkbuff.skilltype > 0;
  2144. }).sort((a,b)=>{
  2145. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2146. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2147. if (sortNum == 0)
  2148. sortNum = a_pC.rate - b_pC.rate;
  2149. if (sortNum == 0)
  2150. sortNum = a_pC.turns - b_pC.turns;
  2151. return sortNum;
  2152. });
  2153. },
  2154. addition:card=>{
  2155. const atkbuff = atkBuff_Rate(card);
  2156. const fragment = document.createDocumentFragment();
  2157. if (atkbuff.skilltype == 0) return fragment;
  2158. if (atkbuff.skilltype == 1)
  2159. {
  2160. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2161. if (atkbuff.awoken.length)
  2162. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2163. if (atkbuff.attrs.length)
  2164. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2165. if (atkbuff.types.length)
  2166. fragment.appendChild(createTypesList(atkbuff.types));
  2167. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2168. }else if (atkbuff.skilltype == 2)
  2169. {
  2170. if (atkbuff.attrs.length)
  2171. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2172. if (atkbuff.types.length)
  2173. fragment.appendChild(createTypesList(atkbuff.types));
  2174. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2175. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2176. }
  2177. return fragment;
  2178. }
  2179. },
  2180. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2181. function:cards=>{
  2182. const searchTypeArray = [132];
  2183. return cards.filter(card=>{
  2184. const skill = getCardActiveSkill(card, searchTypeArray);
  2185. return skill;
  2186. }).sort((a,b)=>{
  2187. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2188. //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
  2189. 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;
  2190. 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]);
  2191. });
  2192. },
  2193. addition:card=>{
  2194. const searchTypeArray = [132];
  2195. const skill = getCardActiveSkill(card, searchTypeArray);
  2196. if (!skill) return;
  2197. const sk = skill.params;
  2198. let str = "👆";
  2199. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2200. if (sk[2]) str += `x${sk[2]/100}`;
  2201. str += `x${sk[0]}T`;
  2202. return str;
  2203. }
  2204. },
  2205. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2206. function:cards=>{
  2207. const searchTypeArray = [160];
  2208. return cards.filter(card=>{
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. return skill;
  2211. }).sort((a,b)=>{
  2212. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2213. return a_s.params[1] - b_s.params[1];
  2214. });
  2215. },
  2216. addition:card=>{
  2217. const searchTypeArray = [160];
  2218. const skill = getCardActiveSkill(card, searchTypeArray);
  2219. if (!skill) return;
  2220. const sk = skill.params;
  2221. return `+${sk[1]}C×${sk[0]}T`;
  2222. }
  2223. },
  2224. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2225. function:cards=>{
  2226. const searchTypeArray = [3,156];
  2227. return cards.filter(card=>{
  2228. const skill = getCardActiveSkill(card, searchTypeArray);
  2229. if (!skill) return false;
  2230. if (skill.type == 156)
  2231. return skill.params[4]==3;
  2232. else
  2233. return true;
  2234. }).sort((a,b)=>{
  2235. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2236. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2237. if (!sortNum)
  2238. {
  2239. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2240. sortNum = a_pC - b_pC;
  2241. }
  2242. return sortNum;
  2243. });
  2244. },
  2245. addition:card=>{
  2246. const searchTypeArray = [3,156];
  2247. const skill = getCardActiveSkill(card, searchTypeArray);
  2248. if (!skill) return;
  2249. const sk = skill.params;
  2250. const fragment = document.createDocumentFragment();
  2251. if (skill.type == 156)
  2252. {
  2253. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2254. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2255. fragment.appendChild(creatAwokenList(awokenArr));
  2256. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2257. }else
  2258. {
  2259. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2260. }
  2261. return fragment;
  2262. }
  2263. },
  2264. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2265. function:cards=>{
  2266. const searchTypeArray = [3];
  2267. return cards.filter(card=>{
  2268. const skill = getCardActiveSkill(card, searchTypeArray);
  2269. return skill && skill.params[1]>=100;
  2270. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2271. },
  2272. addition:card=>{
  2273. const searchTypeArray = [3];
  2274. const skill = getCardActiveSkill(card, searchTypeArray);
  2275. if (!skill) return;
  2276. const sk = skill.params;
  2277. return `无敌×${sk[0]}T`;
  2278. }
  2279. },
  2280. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2281. function:cards=>{
  2282. const searchTypeArray = [21];
  2283. return cards.filter(card=>{
  2284. const skill = getCardActiveSkill(card, searchTypeArray);
  2285. return skill;
  2286. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2287. },
  2288. addition:card=>{
  2289. const searchTypeArray = [21];
  2290. const skill = getCardActiveSkill(card, searchTypeArray);
  2291. if (!skill) return;
  2292. const sk = skill.params;
  2293. const colors = [sk[1]];
  2294. const fragment = document.createDocumentFragment();
  2295. fragment.appendChild(document.createTextNode(`-`));
  2296. fragment.appendChild(createOrbsList(colors));
  2297. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2298. return fragment;
  2299. }
  2300. },
  2301. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2302. function:cards=>{
  2303. const searchTypeArray = [51];
  2304. return cards.filter(card=>{
  2305. const skill = getCardActiveSkill(card, searchTypeArray);
  2306. return skill;
  2307. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2308. },
  2309. addition:card=>{
  2310. const searchTypeArray = [51];
  2311. const skill = getCardActiveSkill(card, searchTypeArray);
  2312. if (!skill) return;
  2313. const sk = skill.params;
  2314. return `全体×${sk[0]}T`;
  2315. }
  2316. },
  2317. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2318. function:cards=>cards.filter(card=>{
  2319. const searchTypeArray = [156,168,228,231];
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill;
  2322. })
  2323. },
  2324. ]},
  2325. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2326. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2327. function:cards=>{
  2328. const searchTypeArray = [18];
  2329. return cards.filter(card=>{
  2330. const skill = getCardActiveSkill(card, searchTypeArray);
  2331. return skill;
  2332. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2333. },
  2334. addition:card=>{
  2335. const searchTypeArray = [18];
  2336. const skill = getCardActiveSkill(card, searchTypeArray);
  2337. if (!skill) return;
  2338. const sk = skill.params;
  2339. return document.createTextNode(`威吓×${sk[0]}T`);
  2340. }
  2341. },
  2342. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2343. function:cards=>{
  2344. const searchTypeArray = [19];
  2345. return cards.filter(card=>{
  2346. const skill = getCardActiveSkill(card, searchTypeArray);
  2347. return skill;
  2348. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2349. },
  2350. addition:card=>{
  2351. const searchTypeArray = [19];
  2352. const skill = getCardActiveSkill(card, searchTypeArray);
  2353. if (!skill) return;
  2354. const sk = skill.params;
  2355. return `破防${sk[1]}%×${sk[0]}T`;
  2356. }
  2357. },
  2358. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2359. function:cards=>{
  2360. const searchTypeArray = [4];
  2361. return cards.filter(card=>{
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. return skill;
  2364. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2365. },
  2366. addition:card=>{
  2367. const searchTypeArray = [4];
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. if (!skill) return;
  2370. const sk = skill.params;
  2371. return `攻击力×${sk[0]/100}倍`;
  2372. }
  2373. },
  2374. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2375. function:cards=>{
  2376. return cards.filter(card=>{
  2377. return changeEnemiesAttr_Attr(card).attr != null;
  2378. }).sort((a,b)=>{
  2379. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2380. return a_pC.attr - b_pC.attr;
  2381. })
  2382. },
  2383. addition:card=>{
  2384. let change = changeEnemiesAttr_Attr(card);
  2385. const fragment = document.createDocumentFragment();
  2386. fragment.appendChild(document.createTextNode(`敌→`));
  2387. fragment.appendChild(createOrbsList(change.attr));
  2388. if (change.turns > 0)
  2389. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2390. return fragment;
  2391. }
  2392. },
  2393. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2394. function:cards=>{
  2395. const searchTypeArray = [60];
  2396. return cards.filter(card=>{
  2397. const skill = getCardActiveSkill(card, searchTypeArray);
  2398. return skill;
  2399. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2400. },
  2401. addition:card=>{
  2402. const searchTypeArray = [60];
  2403. const skill = getCardActiveSkill(card, searchTypeArray);
  2404. if (!skill) return;
  2405. const sk = skill.params;
  2406. const fragment = document.createDocumentFragment();
  2407. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2408. fragment.appendChild(createOrbsList(sk[2]));
  2409. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2410. return fragment;
  2411. }
  2412. },
  2413. ]},
  2414. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2415. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2416. function:cards=>cards.filter(card=>{
  2417. const searchTypeArray = [10];
  2418. const skill = getCardActiveSkill(card, searchTypeArray);
  2419. return skill;
  2420. })
  2421. },
  2422. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  2423. function:cards=>{
  2424. const searchTypeArray = [184];
  2425. return cards.filter(card=>{
  2426. const skill = getCardActiveSkill(card, searchTypeArray);
  2427. return skill;
  2428. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2429. },
  2430. addition:card=>{
  2431. const searchTypeArray = [184];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. if (!skill) return;
  2434. const sk = skill.params;
  2435. return `无↓×${sk[0]}T`;
  2436. }
  2437. },
  2438. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2439. function:cards=>{
  2440. const searchTypeArray = [207, 249];
  2441. return cards.filter(card=>{
  2442. const skill = getCardActiveSkill(card, searchTypeArray);
  2443. return skill;
  2444. }).sort((a,b)=>{
  2445. const a_s = getCardActiveSkill(a, searchTypeArray),
  2446. b_s = getCardActiveSkill(b, searchTypeArray);
  2447. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2448. });
  2449. },
  2450. addition:card=>{
  2451. const searchTypeArray = [207, 249];
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. if (!skill) return;
  2454. const sk = skill.params;
  2455. const fragment = document.createDocumentFragment();
  2456. fragment.append(createSkillIcon('board-roulette'));
  2457. if (skill.type == 249) {
  2458. fragment.append(createOrbsList(flags(sk[1])));
  2459. }
  2460. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2461. return fragment;
  2462. }
  2463. },
  2464. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2465. function:cards=>{
  2466. const searchTypeArray = [238];
  2467. return cards.filter(card=>{
  2468. const skill = getCardActiveSkill(card, searchTypeArray);
  2469. return skill;
  2470. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2471. },
  2472. addition:card=>{
  2473. const searchTypeArray = [238];
  2474. const skill = getCardActiveSkill(card, searchTypeArray);
  2475. if (!skill) return;
  2476. const sk = skill.params;
  2477. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2478. }
  2479. },
  2480. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2481. function:cards=>{
  2482. const searchTypeArray = [239];
  2483. return cards.filter(card=>{
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. return skill;
  2486. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2487. },
  2488. addition:card=>{
  2489. const searchTypeArray = [239];
  2490. const skill = getCardActiveSkill(card, searchTypeArray);
  2491. if (!skill) return;
  2492. const sk = skill.params;
  2493. const colums = flags(sk[1]), rows = flags(sk[2]);
  2494. const fragment = document.createDocumentFragment();
  2495. if (colums.length)
  2496. fragment.append(`${colums.length}竖`);
  2497. if (rows.length)
  2498. fragment.append(`${rows.length}横`);
  2499. fragment.append(`×${sk[0]}T`);
  2500. return fragment;
  2501. }
  2502. },
  2503. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2504. function:cards=>{
  2505. const searchTypeArray = [251];
  2506. return cards.filter(card=>{
  2507. const skill = getCardActiveSkill(card, searchTypeArray);
  2508. return skill;
  2509. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2510. },
  2511. addition:card=>{
  2512. const searchTypeArray = [251];
  2513. const skill = getCardActiveSkill(card, searchTypeArray);
  2514. if (!skill) return;
  2515. const sk = skill.params;
  2516. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2517. }
  2518. },
  2519. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2520. function:cards=>{
  2521. const searchTypeArray = [244];
  2522. return cards.filter(card=>{
  2523. const skill = getCardActiveSkill(card, searchTypeArray);
  2524. return skill;
  2525. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2526. },
  2527. addition:card=>{
  2528. const searchTypeArray = [244];
  2529. const skill = getCardActiveSkill(card, searchTypeArray);
  2530. if (!skill) return;
  2531. const sk = skill.params;
  2532. let width, height;
  2533. switch (sk[1]) {
  2534. case 1: {
  2535. width = 7;
  2536. height = 6;
  2537. break;
  2538. }
  2539. case 2: {
  2540. width = 5;
  2541. height = 3;
  2542. break;
  2543. }
  2544. case 3: {
  2545. width = 6;
  2546. height = 5;
  2547. break;
  2548. }
  2549. default: {
  2550. width = 6;
  2551. height = 5;
  2552. }
  2553. }
  2554. return `[${width}×${height}]×${sk[0]}T`;
  2555. }
  2556. },
  2557. ]},
  2558. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2559. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2560. function:cards=>{
  2561. const searchTypeArray = [180];
  2562. return cards.filter(card=>{
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return skill;
  2565. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2566. },
  2567. addition:card=>{
  2568. const searchTypeArray = [180];
  2569. const skill = getCardActiveSkill(card, searchTypeArray);
  2570. if (!skill) return;
  2571. const sk = skill.params;
  2572. return `${sk[1]}%×${sk[0]}T`;
  2573. }
  2574. },
  2575. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2576. function:cards=>{
  2577. const searchTypeArray = [205];
  2578. return cards.filter(card=>{
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. return skill;
  2581. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2582. },
  2583. addition:dropLock_Addition
  2584. },
  2585. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2586. function:cards=>{
  2587. const searchTypeArray = [205];
  2588. return cards.filter(card=>{
  2589. const skill = getCardActiveSkill(card, searchTypeArray);
  2590. return skill && (skill.params[0] & 63) === 63;
  2591. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2592. },
  2593. addition:dropLock_Addition
  2594. },
  2595. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2596. function:cards=>cards.filter(card=>{
  2597. const searchTypeArray = [126];
  2598. const skill = getCardActiveSkill(card, searchTypeArray);
  2599. return skill;
  2600. }),
  2601. addition:dropOrb_Addition
  2602. },
  2603. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2604. function:cards=>cards.filter(card=>{
  2605. const searchTypeArray = [126];
  2606. const skill = getCardActiveSkill(card, searchTypeArray);
  2607. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2608. }),
  2609. addition:dropOrb_Addition
  2610. },
  2611. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  2612. function:cards=>cards.filter(card=>{
  2613. const searchTypeArray = [126];
  2614. const skill = getCardActiveSkill(card, searchTypeArray);
  2615. return skill && skill.params[1] >= 99;
  2616. }),
  2617. addition:dropOrb_Addition
  2618. },
  2619. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2620. function:cards=>cards.filter(card=>{
  2621. const searchTypeArray = [126];
  2622. const skill = getCardActiveSkill(card, searchTypeArray);
  2623. return skill && skill.params[3] == 100;
  2624. }),
  2625. addition:dropOrb_Addition
  2626. },
  2627. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2628. function:cards=>{
  2629. const searchTypeArray = [226];
  2630. return cards.filter(card=>{
  2631. const skill = getCardActiveSkill(card, searchTypeArray);
  2632. return skill;
  2633. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2634. },
  2635. addition:card=>{
  2636. const searchTypeArray = [226];
  2637. const skill = getCardActiveSkill(card, searchTypeArray);
  2638. if (!skill) return;
  2639. const sk = skill.params;
  2640. const fragment = document.createDocumentFragment();
  2641. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2642. return fragment;
  2643. }
  2644. },
  2645. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2646. function:cards=>{
  2647. const searchTypeArray = [243];
  2648. return cards.filter(card=>{
  2649. const skill = getCardActiveSkill(card, searchTypeArray);
  2650. return skill;
  2651. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2652. },
  2653. addition:card=>{
  2654. const searchTypeArray = [243];
  2655. const skill = getCardActiveSkill(card, searchTypeArray);
  2656. if (!skill) return;
  2657. const sk = skill.params;
  2658. const fragment = document.createDocumentFragment();
  2659. fragment.append(createSkillIcon('orb-thorn'));
  2660. if ((sk[1] & 0b1111111111) != 1023) {
  2661. let attrs = flags(sk[1]);
  2662. fragment.append(createOrbsList(attrs));
  2663. }
  2664. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2665. return fragment;
  2666. }
  2667. },
  2668. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2669. function:cards=>{
  2670. const searchTypeArray = [253];
  2671. return cards.filter(card=>{
  2672. const skill = getCardActiveSkill(card, searchTypeArray);
  2673. return skill;
  2674. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2675. },
  2676. addition:card=>{
  2677. const searchTypeArray = [253];
  2678. const skill = getCardActiveSkill(card, searchTypeArray);
  2679. if (!skill) return;
  2680. const sk = skill.params;
  2681. const fragment = document.createDocumentFragment();
  2682. fragment.append(createSkillIcon('prediction-falling'));
  2683. fragment.append(`×${sk[0]}T`);
  2684. return fragment;
  2685. }
  2686. },
  2687. ]},
  2688. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2689. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2690. function:cards=>cards.filter(card=>{
  2691. const searchTypeArray = [71];
  2692. const skill = getCardActiveSkill(card, searchTypeArray);
  2693. return skill;
  2694. }),
  2695. addition:boardChange_Addition
  2696. },
  2697. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2698. function:cards=>cards.filter(card=>{
  2699. const searchTypeArray = [71];
  2700. const skill = getCardActiveSkill(card, searchTypeArray);
  2701. return boardChange_ColorTypes(skill).length == 1;
  2702. }),
  2703. addition:boardChange_Addition
  2704. },
  2705. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2706. function:cards=>cards.filter(card=>{
  2707. const searchTypeArray = [71];
  2708. const skill = getCardActiveSkill(card, searchTypeArray);
  2709. return boardChange_ColorTypes(skill).length == 2;
  2710. }),
  2711. addition:boardChange_Addition
  2712. },
  2713. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2714. function:cards=>cards.filter(card=>{
  2715. const searchTypeArray = [71];
  2716. const skill = getCardActiveSkill(card, searchTypeArray);
  2717. return boardChange_ColorTypes(skill).length == 3;
  2718. }),
  2719. addition:boardChange_Addition
  2720. },
  2721. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2722. function:cards=>cards.filter(card=>{
  2723. const searchTypeArray = [71];
  2724. const skill = getCardActiveSkill(card, searchTypeArray);
  2725. return boardChange_ColorTypes(skill).length == 4;
  2726. }),
  2727. addition:boardChange_Addition
  2728. },
  2729. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2730. function:cards=>cards.filter(card=>{
  2731. const searchTypeArray = [71];
  2732. const skill = getCardActiveSkill(card, searchTypeArray);
  2733. return boardChange_ColorTypes(skill).length == 5;
  2734. }),
  2735. addition:boardChange_Addition
  2736. },
  2737. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2738. function:cards=>cards.filter(card=>{
  2739. const searchTypeArray = [71];
  2740. const skill = getCardActiveSkill(card, searchTypeArray);
  2741. return boardChange_ColorTypes(skill).length >= 6;
  2742. }),
  2743. addition:boardChange_Addition
  2744. },
  2745. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2746. function:cards=>cards.filter(card=>{
  2747. const searchTypeArray = [71];
  2748. const skill = getCardActiveSkill(card, searchTypeArray);
  2749. return boardChange_ColorTypes(skill).includes(0);
  2750. }),
  2751. addition:boardChange_Addition
  2752. },
  2753. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2754. function:cards=>cards.filter(card=>{
  2755. const searchTypeArray = [71];
  2756. const skill = getCardActiveSkill(card, searchTypeArray);
  2757. return boardChange_ColorTypes(skill).includes(1);
  2758. }),
  2759. addition:boardChange_Addition
  2760. },
  2761. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2762. function:cards=>cards.filter(card=>{
  2763. const searchTypeArray = [71];
  2764. const skill = getCardActiveSkill(card, searchTypeArray);
  2765. return boardChange_ColorTypes(skill).includes(2);
  2766. }),
  2767. addition:boardChange_Addition
  2768. },
  2769. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [71];
  2772. const skill = getCardActiveSkill(card, searchTypeArray);
  2773. return boardChange_ColorTypes(skill).includes(3);
  2774. }),
  2775. addition:boardChange_Addition
  2776. },
  2777. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2778. function:cards=>cards.filter(card=>{
  2779. const searchTypeArray = [71];
  2780. const skill = getCardActiveSkill(card, searchTypeArray);
  2781. return boardChange_ColorTypes(skill).includes(4);
  2782. }),
  2783. addition:boardChange_Addition
  2784. },
  2785. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2786. function:cards=>cards.filter(card=>{
  2787. const searchTypeArray = [71];
  2788. const skill = getCardActiveSkill(card, searchTypeArray);
  2789. return boardChange_ColorTypes(skill).includes(5);
  2790. }),
  2791. addition:boardChange_Addition
  2792. },
  2793. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2794. function:cards=>cards.filter(card=>{
  2795. const searchTypeArray = [71];
  2796. const skill = getCardActiveSkill(card, searchTypeArray);
  2797. const colors = boardChange_ColorTypes(skill);
  2798. return colors.includes(6)
  2799. || colors.includes(7)
  2800. || colors.includes(8)
  2801. || colors.includes(9);
  2802. }),
  2803. addition:boardChange_Addition
  2804. },
  2805. ]},
  2806. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2807. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2808. function:cards=>cards.filter(card=>{
  2809. const searchTypeArray = [9,20,154];
  2810. const skills = getCardActiveSkills(card, searchTypeArray);
  2811. if (!skills.length) return false;
  2812. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2813. return parsedSkills.some(p=>p.to.includes(0));
  2814. }),
  2815. addition:changeOrbs_Addition
  2816. },
  2817. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2818. function:cards=>cards.filter(card=>{
  2819. const searchTypeArray = [9,20,154];
  2820. const skills = getCardActiveSkills(card, searchTypeArray);
  2821. if (!skills.length) return false;
  2822. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2823. return parsedSkills.some(p=>p.to.includes(1));
  2824. }),
  2825. addition:changeOrbs_Addition
  2826. },
  2827. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2828. function:cards=>cards.filter(card=>{
  2829. const searchTypeArray = [9,20,154];
  2830. const skills = getCardActiveSkills(card, searchTypeArray);
  2831. if (!skills.length) return false;
  2832. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2833. return parsedSkills.some(p=>p.to.includes(2));
  2834. }),
  2835. addition:changeOrbs_Addition
  2836. },
  2837. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2838. function:cards=>cards.filter(card=>{
  2839. const searchTypeArray = [9,20,154];
  2840. const skills = getCardActiveSkills(card, searchTypeArray);
  2841. if (!skills.length) return false;
  2842. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2843. return parsedSkills.some(p=>p.to.includes(3));
  2844. }),
  2845. addition:changeOrbs_Addition
  2846. },
  2847. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2848. function:cards=>cards.filter(card=>{
  2849. const searchTypeArray = [9,20,154];
  2850. const skills = getCardActiveSkills(card, searchTypeArray);
  2851. if (!skills.length) return false;
  2852. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2853. return parsedSkills.some(p=>p.to.includes(4));
  2854. }),
  2855. addition:changeOrbs_Addition
  2856. },
  2857. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2858. function:cards=>cards.filter(card=>{
  2859. const searchTypeArray = [9,20,154];
  2860. const skills = getCardActiveSkills(card, searchTypeArray);
  2861. if (!skills.length) return false;
  2862. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2863. return parsedSkills.some(p=>p.to.includes(5));
  2864. }),
  2865. addition:changeOrbs_Addition
  2866. },
  2867. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2868. function:cards=>cards.filter(card=>{
  2869. const searchTypeArray = [9,20,154];
  2870. const skills = getCardActiveSkills(card, searchTypeArray);
  2871. if (!skills.length) return false;
  2872. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2873. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2874. }),
  2875. addition:changeOrbs_Addition
  2876. },
  2877. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2878. function:cards=>cards.filter(card=>{
  2879. const searchTypeArray = [9,20,154];
  2880. const skills = getCardActiveSkills(card, searchTypeArray);
  2881. if (!skills.length) return false;
  2882. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2883. return parsedSkills.some(p=>p.from.includes(0));
  2884. }),
  2885. addition:changeOrbs_Addition
  2886. },
  2887. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2888. function:cards=>cards.filter(card=>{
  2889. const searchTypeArray = [9,20,154];
  2890. const skills = getCardActiveSkills(card, searchTypeArray);
  2891. if (!skills.length) return false;
  2892. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2893. return parsedSkills.some(p=>p.from.includes(1));
  2894. }),
  2895. addition:changeOrbs_Addition
  2896. },
  2897. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2898. function:cards=>cards.filter(card=>{
  2899. const searchTypeArray = [9,20,154];
  2900. const skills = getCardActiveSkills(card, searchTypeArray);
  2901. if (!skills.length) return false;
  2902. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2903. return parsedSkills.some(p=>p.from.includes(2));
  2904. }),
  2905. addition:changeOrbs_Addition
  2906. },
  2907. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2908. function:cards=>cards.filter(card=>{
  2909. const searchTypeArray = [9,20,154];
  2910. const skills = getCardActiveSkills(card, searchTypeArray);
  2911. if (!skills.length) return false;
  2912. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2913. return parsedSkills.some(p=>p.from.includes(3));
  2914. }),
  2915. addition:changeOrbs_Addition
  2916. },
  2917. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2918. function:cards=>cards.filter(card=>{
  2919. const searchTypeArray = [9,20,154];
  2920. const skills = getCardActiveSkills(card, searchTypeArray);
  2921. if (!skills.length) return false;
  2922. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2923. return parsedSkills.some(p=>p.from.includes(4));
  2924. }),
  2925. addition:changeOrbs_Addition
  2926. },
  2927. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2928. function:cards=>cards.filter(card=>{
  2929. const searchTypeArray = [9,20,154];
  2930. const skills = getCardActiveSkills(card, searchTypeArray);
  2931. if (!skills.length) return false;
  2932. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2933. return parsedSkills.some(p=>p.from.includes(5));
  2934. }),
  2935. addition:changeOrbs_Addition
  2936. },
  2937. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2938. function:cards=>cards.filter(card=>{
  2939. const searchTypeArray = [9,20,154];
  2940. const skills = getCardActiveSkills(card, searchTypeArray);
  2941. if (!skills.length) return false;
  2942. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2943. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2944. }),
  2945. addition:changeOrbs_Addition
  2946. },
  2947. ]},
  2948. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2949. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2950. function:cards=>cards.filter(card=>{
  2951. function is30(sk)
  2952. {
  2953. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2954. }
  2955. const searchTypeArray = [141];
  2956. const skill = getCardActiveSkill(card, searchTypeArray);
  2957. return skill && is30(skill.params);
  2958. }),
  2959. addition:generateOrbs_Addition
  2960. },
  2961. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2962. function:cards=>cards.filter(card=>{
  2963. function is1515(sk)
  2964. {
  2965. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2966. }
  2967. const searchTypeArray = [141];
  2968. const skill = getCardActiveSkill(card, searchTypeArray);
  2969. return skill && is1515(skill.params);
  2970. }),
  2971. addition:generateOrbs_Addition
  2972. },
  2973. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2974. function:cards=>cards.filter(card=>{
  2975. const gens = generateOrbsParse(card);
  2976. return gens.some(gen=>gen.to.includes(0));
  2977. }),
  2978. addition:generateOrbs_Addition
  2979. },
  2980. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2981. function:cards=>cards.filter(card=>{
  2982. const gens = generateOrbsParse(card);
  2983. return gens.some(gen=>gen.to.includes(1));
  2984. }),
  2985. addition:generateOrbs_Addition
  2986. },
  2987. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2988. function:cards=>cards.filter(card=>{
  2989. const gens = generateOrbsParse(card);
  2990. return gens.some(gen=>gen.to.includes(2));
  2991. }),
  2992. addition:generateOrbs_Addition
  2993. },
  2994. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2995. function:cards=>cards.filter(card=>{
  2996. const gens = generateOrbsParse(card);
  2997. return gens.some(gen=>gen.to.includes(3));
  2998. }),
  2999. addition:generateOrbs_Addition
  3000. },
  3001. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3002. function:cards=>cards.filter(card=>{
  3003. const gens = generateOrbsParse(card);
  3004. return gens.some(gen=>gen.to.includes(4));
  3005. }),
  3006. addition:generateOrbs_Addition
  3007. },
  3008. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3009. function:cards=>cards.filter(card=>{
  3010. const gens = generateOrbsParse(card);
  3011. return gens.some(gen=>gen.to.includes(5));
  3012. }),
  3013. addition:generateOrbs_Addition
  3014. },
  3015. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3016. function:cards=>cards.filter(card=>{
  3017. const gens = generateOrbsParse(card);
  3018. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3019. }),
  3020. addition:generateOrbs_Addition
  3021. },
  3022. ]},
  3023. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  3024. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3025. function:cards=>cards.filter(card=>{
  3026. const searchTypeArray = [176];
  3027. const skill = getCardActiveSkill(card, searchTypeArray);
  3028. return skill;
  3029. }),
  3030. addition:card=>{
  3031. const searchTypeArray = [176];
  3032. const skills = getCardActiveSkills(card, searchTypeArray);
  3033. if (!skills.length) return;
  3034. const fragment = document.createDocumentFragment();
  3035. fragment.appendChild(document.createTextNode(`形状`));
  3036. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3037. return fragment;
  3038. }
  3039. },
  3040. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3041. function:cards=>cards.filter(card=>{
  3042. function isOuterEdges(sk)
  3043. {
  3044. const baseLineNum1 = 0b111111;
  3045. const baseLineNum2 = 0b100001;
  3046. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3047. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3048. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3049. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3050. shapeThisRowOk(sk[4], baseLineNum1);
  3051. }
  3052. const searchTypeArray = [176];
  3053. const skill = getCardActiveSkill(card, searchTypeArray);
  3054. return skill && isOuterEdges(skill.params);
  3055. }),
  3056. addition:card=>{
  3057. const searchTypeArray = [176];
  3058. const skill = getCardActiveSkill(card, searchTypeArray);
  3059. if (!skill) return;
  3060. const sk = skill.params;
  3061. const fragment = document.createDocumentFragment();
  3062. fragment.appendChild(document.createTextNode(`外圈`));
  3063. fragment.appendChild(createOrbsList(sk[5]));
  3064. return fragment;
  3065. }
  3066. },
  3067. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3068. function:cards=>cards.filter(card=>{
  3069. function is3x3(sk)
  3070. {
  3071. const baseLineNum = 0b111;
  3072. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3073. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3074. {
  3075. lineNumArr.push(_lineNum);
  3076. }
  3077. for (let ri=0; ri<3; ri++)
  3078. {
  3079. //搜索所有可能的行存在
  3080. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3081. if (maybeLineNum.length < 1) continue;
  3082. maybeLineNum = maybeLineNum.filter(lineNum=>
  3083. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3084. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3085. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3086. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3087. );
  3088. if (maybeLineNum.length > 0) return true;
  3089. }
  3090. return false;
  3091. }
  3092. const searchTypeArray = [176];
  3093. const skill = getCardActiveSkill(card, searchTypeArray);
  3094. return skill && is3x3(skill.params.slice(0,5));
  3095. }),
  3096. addition:card=>{
  3097. const searchTypeArray = [176];
  3098. const skill = getCardActiveSkill(card, searchTypeArray);
  3099. if (!skill) return;
  3100. const sk = skill.params;
  3101. const fragment = document.createDocumentFragment();
  3102. fragment.appendChild(document.createTextNode(`3×3`));
  3103. fragment.appendChild(createOrbsList(sk[5]));
  3104. return fragment;
  3105. }
  3106. },
  3107. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3108. function:cards=>cards.filter(card=>{
  3109. const searchTypeArray = [176];
  3110. const skills = getCardActiveSkills(card, searchTypeArray);
  3111. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3112. }),
  3113. addition:function(card){
  3114. const searchTypeArray = [176];
  3115. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3116. if (!skills.length) return;
  3117. const fragment = document.createDocumentFragment();
  3118. fragment.appendChild(document.createTextNode(`十字`));
  3119. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3120. return fragment;
  3121. },
  3122. },
  3123. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3124. function:cards=>cards.filter(card=>{
  3125. const searchTypeArray = [176];
  3126. const skills = getCardActiveSkills(card, searchTypeArray);
  3127. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3128. }),
  3129. addition:function(card){
  3130. const searchTypeArray = [176];
  3131. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3132. if (!skills.length) return;
  3133. const fragment = document.createDocumentFragment();
  3134. fragment.appendChild(document.createTextNode(`L字`));
  3135. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3136. return fragment;
  3137. },
  3138. },
  3139. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3140. function:cards=>cards.filter(card=>{
  3141. const searchTypeArray = [127];
  3142. const skill = getCardActiveSkill(card, searchTypeArray);
  3143. return skill;
  3144. }),
  3145. addition:generateColumnOrbs_Addition
  3146. },
  3147. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3148. function:cards=>cards.filter(card=>{
  3149. function isHeart(sk)
  3150. {
  3151. for (let i=1;i<sk.length;i+=2)
  3152. {
  3153. if (sk[i] & 32)
  3154. {
  3155. return true;
  3156. }
  3157. }
  3158. }
  3159. const searchTypeArray = [127];
  3160. const skill = getCardActiveSkill(card, searchTypeArray);
  3161. return skill && isHeart(skill.params);
  3162. }),
  3163. addition:generateColumnOrbs_Addition
  3164. },
  3165. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3166. function:cards=>cards.filter(card=>{
  3167. const searchTypeArray = [128];
  3168. const skill = getCardActiveSkill(card, searchTypeArray);
  3169. return skill;
  3170. }),
  3171. addition:generateRowOrbs_Addition
  3172. },
  3173. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3174. function:cards=>cards.filter(card=>{
  3175. const searchTypeArray = [128];
  3176. const skill = getCardActiveSkill(card, searchTypeArray);
  3177. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3178. }),
  3179. addition:generateRowOrbs_Addition
  3180. },
  3181. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3182. function:cards=>cards.filter(card=>{
  3183. const searchTypeArray = [128];
  3184. const skill = getCardActiveSkill(card, searchTypeArray);
  3185. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3186. }),
  3187. addition:generateRowOrbs_Addition
  3188. },
  3189. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3190. function:cards=>cards.filter(card=>{
  3191. const searchTypeArray = [128];
  3192. const skill = getCardActiveSkill(card, searchTypeArray);
  3193. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3194. }),
  3195. addition:generateRowOrbs_Addition
  3196. },
  3197. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3198. function:cards=>cards.filter(card=>{
  3199. const searchTypeArray = [128,71,176];
  3200. function isRow(skill)
  3201. {
  3202. const sk = skill.params;
  3203. if (skill.type === 128) {//普通横
  3204. return true;
  3205. }
  3206. else if (skill.type === 71) {//花火
  3207. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3208. }
  3209. else if (skill.type === 176) {//特殊形状
  3210. return sk.some(n=>(n & 0b111111) === 0b111111)
  3211. }
  3212. return false;
  3213. }
  3214. const skill = getCardActiveSkill(card, searchTypeArray);
  3215. return skill && isRow(skill);
  3216. })
  3217. },
  3218. ]},
  3219. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  3220. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3221. function:cards=>{
  3222. const searchTypeArray = [6, 161];
  3223. return cards.filter(card=>{
  3224. const skill = getCardActiveSkill(card, searchTypeArray);
  3225. return skill;
  3226. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3227. },
  3228. addition: gravity_Addition
  3229. },
  3230. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  3231. function:cards=>{
  3232. const searchTypeArray = [6];
  3233. return cards.filter(card=>{
  3234. const skill = getCardActiveSkill(card, searchTypeArray);
  3235. return skill;
  3236. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3237. },
  3238. addition: gravity_Addition
  3239. },
  3240. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  3241. function:cards=>{
  3242. const searchTypeArray = [161];
  3243. return cards.filter(card=>{
  3244. const skill = getCardActiveSkill(card, searchTypeArray);
  3245. return skill;
  3246. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3247. },
  3248. addition: gravity_Addition
  3249. },
  3250. ]},
  3251. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  3252. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3253. function:cards=>{
  3254. const searchTypeArray = [55,188,56];
  3255. return cards.filter(card=>{
  3256. const skill = getCardActiveSkill(card, searchTypeArray);
  3257. return skill;
  3258. }).sort((a,b)=>{
  3259. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3260. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  3261. return a_pC - b_pC;
  3262. });
  3263. },
  3264. addition:dixedDamage_Addition
  3265. },
  3266. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  3267. function:cards=>{
  3268. const searchTypeArray = [55,188];
  3269. return cards.filter(card=>{
  3270. const skill = getCardActiveSkill(card, searchTypeArray);
  3271. return skill;
  3272. }).sort((a,b)=>{
  3273. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3274. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  3275. return a_pC - b_pC;
  3276. });
  3277. },
  3278. addition:dixedDamage_Addition
  3279. },
  3280. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  3281. function:cards=>{
  3282. const searchTypeArray = [56];
  3283. return cards.filter(card=>{
  3284. const skill = getCardActiveSkill(card, searchTypeArray);
  3285. return skill;
  3286. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3287. },
  3288. addition:dixedDamage_Addition
  3289. },
  3290. ]},
  3291. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  3292. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3293. function:cards=>cards.filter(card=>{
  3294. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3295. function isSingle(skill)
  3296. {
  3297. if (skill.type == 110)
  3298. return Boolean(skill.params[0]);
  3299. else if (skill.type == 144)
  3300. return Boolean(skill.params[2]);
  3301. else
  3302. return true;
  3303. }
  3304. const skill = getCardActiveSkill(card, searchTypeArray);
  3305. return skill && isSingle(skill);
  3306. }),
  3307. addition: numericalATK_Addition
  3308. },
  3309. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3310. function:cards=>cards.filter(card=>{
  3311. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3312. function isAll(skill)
  3313. {
  3314. if (skill.type == 110)
  3315. return !Boolean(skill.params[0]);
  3316. else if (skill.type == 144)
  3317. return !Boolean(skill.params[2]);
  3318. else
  3319. return true;
  3320. }
  3321. const skill = getCardActiveSkill(card, searchTypeArray);
  3322. return skill && skill.id!=0 && isAll(skill);
  3323. }),
  3324. addition: numericalATK_Addition
  3325. },
  3326. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  3327. function:cards=>cards.filter(card=>{
  3328. const searchTypeArray = [42];
  3329. const skill = getCardActiveSkill(card, searchTypeArray);
  3330. return skill;
  3331. })
  3332. },
  3333. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  3334. function:cards=>cards.filter(card=>{
  3335. const searchTypeArray = [2,35];
  3336. const skill = getCardActiveSkill(card, searchTypeArray);
  3337. return skill;
  3338. })
  3339. },
  3340. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  3341. function:cards=>cards.filter(card=>{
  3342. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3343. const skill = getCardActiveSkill(card, searchTypeArray);
  3344. return skill && skill.id!=0;
  3345. }).sort((a,b)=>{
  3346. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3347. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3348. function getNumber(skill)
  3349. {
  3350. const sk = skill.params;
  3351. switch(skill.type)
  3352. {
  3353. case 0:
  3354. case 37:
  3355. case 58:
  3356. case 59:
  3357. case 84:
  3358. case 85:
  3359. case 115:
  3360. return sk[1];
  3361. case 2:
  3362. case 35:
  3363. return sk[0];
  3364. default:
  3365. return 0;
  3366. }
  3367. }
  3368. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3369. return a_pC - b_pC;
  3370. }),
  3371. addition: numericalATK_Addition
  3372. },
  3373. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  3374. function:cards=>cards.filter(card=>{
  3375. const searchTypeArray = [1,42,86,87];
  3376. const skill = getCardActiveSkill(card, searchTypeArray);
  3377. return skill;
  3378. }).sort((a,b)=>{
  3379. const searchTypeArray = [1,42,86,87];
  3380. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3381. function getNumber(skill)
  3382. {
  3383. const sk = skill.params;
  3384. switch(skill.type)
  3385. {
  3386. case 1:
  3387. case 86:
  3388. case 87:
  3389. return sk[1];
  3390. case 42:
  3391. return sk[2];
  3392. default:
  3393. return 0;
  3394. }
  3395. }
  3396. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3397. return a_pC - b_pC;
  3398. }),
  3399. addition: numericalATK_Addition
  3400. },
  3401. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  3402. function:cards=>{
  3403. const searchTypeArray = [110];
  3404. return cards.filter(card=>{
  3405. const skill = getCardActiveSkill(card, searchTypeArray);
  3406. return skill;
  3407. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3408. },
  3409. addition: numericalATK_Addition
  3410. },
  3411. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  3412. function:cards=>{
  3413. const searchTypeArray = [143];
  3414. return cards.filter(card=>{
  3415. const skill = getCardActiveSkill(card, searchTypeArray);
  3416. return skill;
  3417. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3418. },
  3419. addition: numericalATK_Addition
  3420. },
  3421. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  3422. function:cards=>{
  3423. const searchTypeArray = [144];
  3424. return cards.filter(card=>{
  3425. const skill = getCardActiveSkill(card, searchTypeArray);
  3426. return skill;
  3427. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3428. },
  3429. addition: numericalATK_Addition
  3430. },
  3431. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3432. function:cards=>cards.filter(card=>{
  3433. const searchTypeArray = [35,115];
  3434. const skill = getCardActiveSkill(card, searchTypeArray);
  3435. return skill;
  3436. })
  3437. },
  3438. ]},
  3439. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3440. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3441. function:cards=>cards.filter(card=>{
  3442. if (card.activeSkillId == 0) return false;
  3443. const skill = Skills[card.activeSkillId];
  3444. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3445. })
  3446. },
  3447. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3448. function:cards=>cards.filter(card=>{
  3449. if (card.activeSkillId == 0) return false;
  3450. const skill = Skills[card.activeSkillId];
  3451. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3452. let realCD = minCD;
  3453. const searchTypeArray = [14];
  3454. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3455. if (subSkill)
  3456. {
  3457. realCD -= subSkill.params[0] * 3;
  3458. }
  3459. return minCD > 1 && realCD <= 4;
  3460. })
  3461. },
  3462. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  3463. function:cards=>{
  3464. const searchTypeArray = [5, 246, 247];
  3465. return cards.filter(card=>{
  3466. const skill = getCardActiveSkill(card, searchTypeArray);
  3467. return skill;
  3468. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3469. },
  3470. addition:card=>{
  3471. const searchTypeArray = [5, 246, 247];
  3472. const skill = getCardActiveSkill(card, searchTypeArray);
  3473. if (!skill) return;
  3474. const value = skill.params[0];
  3475. return `时停${value}s`;
  3476. }
  3477. },
  3478. {
  3479. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3480. function:cards=>cards.filter(card=>{
  3481. const searchTypeArray = [118];
  3482. const skill = getCardActiveSkill(card, searchTypeArray);
  3483. return skill;
  3484. })
  3485. },
  3486. {
  3487. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3488. function:cards=>cards.filter(card=>{
  3489. const searchTypeArray = [232, 233];
  3490. const skill = getCardActiveSkill(card, searchTypeArray);
  3491. return skill;
  3492. }),
  3493. addition:card=>{
  3494. const searchTypeArray = [232, 233];
  3495. const skill = getCardActiveSkill(card, searchTypeArray);
  3496. if (!skill) return;
  3497. const value = skill.params[0];
  3498. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3499. }
  3500. },
  3501. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3502. function:cards=>cards.filter(card=>{
  3503. const searchTypeArray = [225];
  3504. const skill = getCardActiveSkill(card, searchTypeArray);
  3505. return skill;
  3506. }),
  3507. addition:card=>{
  3508. const searchTypeArray = [225];
  3509. const skill = getCardActiveSkill(card, searchTypeArray);
  3510. if (!skill) return;
  3511. const sk = skill.params;
  3512. let strArr = [];
  3513. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3514. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3515. return `HP ${strArr.join(" ")}`;
  3516. }
  3517. },
  3518. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3519. function:cards=>cards.filter(card=>{
  3520. const searchTypeArray = [234];
  3521. const skill = getCardActiveSkill(card, searchTypeArray);
  3522. return skill;
  3523. }),
  3524. addition:card=>{
  3525. const searchTypeArray = [234];
  3526. const skill = getCardActiveSkill(card, searchTypeArray);
  3527. if (!skill) return;
  3528. const sk = skill.params;
  3529. let strArr = [];
  3530. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3531. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3532. return `层 ${strArr.join(" ")}`;
  3533. }
  3534. },
  3535. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3536. function:cards=>{
  3537. const searchTypeArray = [248];
  3538. return cards.filter(card=>{
  3539. const skill = getCardActiveSkill(card, searchTypeArray);
  3540. return skill;
  3541. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3542. },
  3543. addition:card=>{
  3544. const searchTypeArray = [248];
  3545. const skill = getCardActiveSkill(card, searchTypeArray);
  3546. if (!skill) return;
  3547. const sk = skill.params;
  3548. return `延迟${sk[0]}T`;
  3549. }
  3550. },
  3551. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3552. function:cards=>cards.filter(card=>{
  3553. const searchTypeArray = [255];
  3554. const skill = getCardActiveSkill(card, searchTypeArray);
  3555. return skill;
  3556. }),
  3557. addition:card=>{
  3558. const searchTypeArray = [255];
  3559. const skill = getCardActiveSkill(card, searchTypeArray);
  3560. if (!skill) return;
  3561. const sk = skill.params;
  3562. const fragment = document.createDocumentFragment();
  3563. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3564. return fragment;
  3565. }
  3566. },
  3567. ]},
  3568. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3569. ]},
  3570. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3571. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3572. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3573. },
  3574. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3575. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3576. },
  3577. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3578. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3579. },
  3580. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3581. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3582. },
  3583. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3584. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3585. },
  3586. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3587. function:cards=>cards.filter(card=>{
  3588. const searchTypeArray = [150];
  3589. const skill = getCardLeaderSkill(card, searchTypeArray);
  3590. return skill;
  3591. })
  3592. },
  3593. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3594. function:cards=>cards.filter(card=>{
  3595. const searchTypeArray = [151,209];
  3596. const skill = getCardLeaderSkill(card, searchTypeArray);
  3597. return skill;
  3598. })
  3599. },
  3600. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3601. function:cards=>cards.filter(card=>{
  3602. const searchTypeArray = [157];
  3603. const skill = getCardLeaderSkill(card, searchTypeArray);
  3604. return skill;
  3605. })
  3606. },
  3607. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3608. function:cards=>{
  3609. const searchTypeArray = [235];
  3610. return cards.filter(card=>{
  3611. const skill = getCardLeaderSkill(card, searchTypeArray);
  3612. if (!skill) return false;
  3613. const sk = skill.params;
  3614. if (!sk[3] || sk[3] === 100) return false;
  3615. return skill;
  3616. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3617. },
  3618. addition:card=>{
  3619. const searchTypeArray = [235];
  3620. const skill = getCardLeaderSkill(card, searchTypeArray);
  3621. if (!skill) return;
  3622. const sk = skill.params;
  3623. if (!sk[3] || sk[3] === 100) return;
  3624. const fragment = document.createDocumentFragment();
  3625. const sup = document.createElement("sup");
  3626. sup.textContent = "N";
  3627. const orbs = createOrbsList(flags(sk[0]));
  3628. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3629. if (sk[1]) {
  3630. fragment.append(`×≥${sk[1]}`);
  3631. } else {
  3632. fragment.append(`×${sk[2]}`);
  3633. }
  3634. return fragment;
  3635. }
  3636. },
  3637. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3638. function:cards=>cards.filter(card=>{
  3639. const searchTypeArray = [177];
  3640. const skill = getCardLeaderSkill(card, searchTypeArray);
  3641. return skill?.params[5];
  3642. })
  3643. },
  3644. ]},
  3645. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3646. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3647. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3648. },
  3649. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3650. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3651. },
  3652. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3653. function:cards=>cards.filter(card=>{
  3654. const searchTypeArray = [162,186];
  3655. const skill = getCardLeaderSkill(card, searchTypeArray);
  3656. return skill;
  3657. })
  3658. },
  3659. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3660. function:cards=>cards.filter(card=>{
  3661. const searchTypeArray = [163,177];
  3662. const skill = getCardLeaderSkill(card, searchTypeArray);
  3663. return skill;
  3664. })
  3665. },
  3666. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3667. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3668. },
  3669. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3670. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3671. },
  3672. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3673. function:cards=>{
  3674. const searchTypeArray = [158];
  3675. return cards.filter(card=>{
  3676. const skill = getCardLeaderSkill(card, searchTypeArray);
  3677. return skill;
  3678. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3679. },
  3680. addition:card=>{
  3681. const searchTypeArray = [158];
  3682. const skill = getCardLeaderSkill(card, searchTypeArray);
  3683. const value = skill.params[0];
  3684. return `≥${value}珠`;
  3685. }
  3686. },
  3687. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3688. function:cards=>cards.filter(card=>{
  3689. const searchTypeArray = [125];
  3690. const skill = getCardLeaderSkill(card, searchTypeArray);
  3691. return skill;
  3692. }),
  3693. addition:card=>{
  3694. const searchTypeArray = [125];
  3695. const skill = getCardLeaderSkill(card, searchTypeArray);
  3696. if (!skill) return;
  3697. const sk = skill.params;
  3698. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3699. }
  3700. },
  3701. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3702. function:cards=>cards.filter(card=>{
  3703. const searchTypeArray = [175];
  3704. const skill = getCardLeaderSkill(card, searchTypeArray);
  3705. return skill;
  3706. }),
  3707. addition:card=>{
  3708. const searchTypeArray = [175];
  3709. const skill = getCardLeaderSkill(card, searchTypeArray);
  3710. if (!skill) return;
  3711. const sk = skill.params;
  3712. return `合作:${sk[0]}`;
  3713. }
  3714. },
  3715. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3716. function:cards=>cards.filter(card=>{
  3717. const searchTypeArray = [203];
  3718. const skill = getCardLeaderSkill(card, searchTypeArray);
  3719. return skill;
  3720. })
  3721. },
  3722. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3723. function:cards=>cards.filter(card=>{
  3724. const searchTypeArray = [229];
  3725. const skill = getCardLeaderSkill(card, searchTypeArray);
  3726. return skill;
  3727. }),
  3728. addition:card=>{
  3729. const searchTypeArray = [229];
  3730. const skill = getCardLeaderSkill(card, searchTypeArray);
  3731. if (!skill) return;
  3732. const sk = skill.params;
  3733. const attrs = flags(sk[0]), types = flags(sk[1]);
  3734. const fragment = document.createDocumentFragment();
  3735. if (attrs.length)
  3736. fragment.appendChild(createOrbsList(attrs));
  3737. if (types.length)
  3738. fragment.appendChild(createTypesList(types));
  3739. return fragment;
  3740. }
  3741. },
  3742. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3743. function:cards=>cards.filter(card=>{
  3744. const searchTypeArray = [217];
  3745. const skill = getCardLeaderSkill(card, searchTypeArray);
  3746. return skill;
  3747. }),
  3748. addition:card=>{
  3749. const searchTypeArray = [217];
  3750. const skill = getCardLeaderSkill(card, searchTypeArray);
  3751. if (!skill) return;
  3752. const sk = skill.params;
  3753. return `★≤${sk[0]}`;
  3754. }
  3755. },
  3756. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3757. function:cards=>cards.filter(card=>{
  3758. const searchTypeArray = [245];
  3759. const skill = getCardLeaderSkill(card, searchTypeArray);
  3760. return skill;
  3761. }),
  3762. addition:card=>{
  3763. const searchTypeArray = [245];
  3764. const skill = getCardLeaderSkill(card, searchTypeArray);
  3765. if (!skill) return;
  3766. const sk = skill.params;
  3767. switch (sk[0]) {
  3768. case -1:
  3769. return `★各不相同`;
  3770. case -2:
  3771. return `★全部相同`;
  3772. default:
  3773. return `★全为${sk[0]}`;
  3774. }
  3775. }
  3776. },
  3777. ]},
  3778. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3779. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3780. function:cards=>{
  3781. return cards.filter(card=>{
  3782. return getSkillFixedDamage(card) > 0;
  3783. }).sort((a,b)=>{
  3784. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3785. return a_pC - b_pC;
  3786. });
  3787. },
  3788. addition:card=>{
  3789. const value = getSkillFixedDamage(card);
  3790. if (value <= 0 ) return;
  3791. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3792. let skill;
  3793. if (skill = getCardLeaderSkill(card, [235])) {
  3794. nodeArr.push("/");
  3795. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3796. nodeArr.push(`×${skill.params[2]}`);
  3797. }
  3798. return nodeArr.nodeJoin();
  3799. }
  3800. },
  3801. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3802. function:cards=>{
  3803. return cards.filter(card=>{
  3804. return getSkillAddCombo(card) > 0;
  3805. }).sort((a,b)=>{
  3806. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3807. return a_pC - b_pC;
  3808. });
  3809. },
  3810. addition:card=>{
  3811. const value = getSkillAddCombo(card);
  3812. if (value <= 0 ) return;
  3813. let nodeArr = [`+${value.bigNumberToString()}C`];
  3814. let skill;
  3815. if (skill = getCardLeaderSkill(card, [210])) {
  3816. nodeArr.push("/十字");
  3817. } else if (skill = getCardLeaderSkill(card, [235])) {
  3818. nodeArr.push("/");
  3819. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3820. nodeArr.push(`×${skill.params[2]}`);
  3821. }
  3822. return nodeArr.nodeJoin();
  3823. }
  3824. },
  3825. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3826. function:cards=>{
  3827. const searchTypeArray = [15,185];
  3828. return cards.filter(card=>{
  3829. const skill = getCardLeaderSkill(card, searchTypeArray);
  3830. return skill;
  3831. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3832. },
  3833. addition:card=>{
  3834. const searchTypeArray = [15,185];
  3835. const skill = getCardLeaderSkill(card, searchTypeArray);
  3836. if (!skill) return;
  3837. const value = skill.params[0];
  3838. return `${value > 0 ? "+" : ""}${value/100}s`;
  3839. }
  3840. },
  3841. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3842. function:cards=>{
  3843. const searchTypeArray = [178];
  3844. return cards.filter(card=>{
  3845. const skill = getCardLeaderSkill(card, searchTypeArray);
  3846. return skill;
  3847. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3848. },
  3849. addition:card=>{
  3850. const searchTypeArray = [178];
  3851. const skill = getCardLeaderSkill(card, searchTypeArray);
  3852. if (!skill) return;
  3853. const value = skill.params[0];
  3854. return `固定${value}s`;
  3855. }
  3856. },
  3857. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3858. function:cards=>cards.filter(card=>{
  3859. const searchTypeArray = [213];
  3860. const skill = getCardLeaderSkill(card, searchTypeArray);
  3861. return skill;
  3862. }),
  3863. addition:card=>{
  3864. const searchTypeArray = [213];
  3865. const skill = getCardLeaderSkill(card, searchTypeArray);
  3866. if (!skill) return;
  3867. const sk = skill.params;
  3868. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3869. const fragment = document.createDocumentFragment();
  3870. if (attrs.length)
  3871. fragment.appendChild(createOrbsList(attrs));
  3872. if (types.length)
  3873. fragment.appendChild(createTypesList(types));
  3874. fragment.appendChild(document.createTextNode(`:+`));
  3875. if (awakenings.length)
  3876. fragment.appendChild(creatAwokenList(awakenings));
  3877. return fragment;
  3878. }
  3879. },
  3880. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3881. function:cards=>{
  3882. const searchTypeArray = [12];
  3883. return cards.filter(card=>{
  3884. const skill = getCardLeaderSkill(card, searchTypeArray);
  3885. return skill;
  3886. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3887. },
  3888. addition:card=>{
  3889. const searchTypeArray = [12];
  3890. const skill = getCardLeaderSkill(card, searchTypeArray);
  3891. if (!skill) return;
  3892. const value = skill.params[0];
  3893. return `攻击×${(value/100).bigNumberToString()}倍`;
  3894. }
  3895. },
  3896. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3897. function:cards=>{
  3898. const searchTypeArray = [13];
  3899. return cards.filter(card=>{
  3900. const skill = getCardLeaderSkill(card, searchTypeArray);
  3901. return skill;
  3902. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3903. },
  3904. addition:card=>{
  3905. const searchTypeArray = [13];
  3906. const skill = getCardLeaderSkill(card, searchTypeArray);
  3907. if (!skill) return;
  3908. const value = skill.params[0];
  3909. return `回复×${(value/100).bigNumberToString()}倍`;
  3910. }
  3911. },
  3912. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3913. function:cards=>{
  3914. const searchTypeArray = [198];
  3915. return cards.filter(card=>{
  3916. const skill = getCardLeaderSkill(card, searchTypeArray);
  3917. return skill && skill.params[2];
  3918. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3919. },
  3920. addition:card=>{
  3921. const searchTypeArray = [198];
  3922. const skill = getCardLeaderSkill(card, searchTypeArray);
  3923. if (!skill) return;
  3924. const sk = skill.params;
  3925. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3926. }
  3927. },
  3928. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3929. function:cards=>{
  3930. const searchTypeArray = [198];
  3931. return cards.filter(card=>{
  3932. const skill = getCardLeaderSkill(card, searchTypeArray);
  3933. return skill && skill.params[3];
  3934. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3935. },
  3936. addition:card=>{
  3937. const searchTypeArray = [198];
  3938. const skill = getCardLeaderSkill(card, searchTypeArray);
  3939. if (!skill) return;
  3940. const sk = skill.params;
  3941. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3942. }
  3943. },
  3944. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3945. function:cards=>{
  3946. const searchTypeArray = [41];
  3947. return cards.filter(card=>{
  3948. const skill = getCardLeaderSkill(card, searchTypeArray);
  3949. return skill;
  3950. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3951. },
  3952. addition:card=>{
  3953. const searchTypeArray = [41];
  3954. const skill = getCardLeaderSkill(card, searchTypeArray);
  3955. if (!skill) return;
  3956. const sk = skill.params;
  3957. const fragment = document.createDocumentFragment();
  3958. fragment.appendChild(createOrbsList(sk[2] || 0));
  3959. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3960. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3961. return fragment;
  3962. }
  3963. },
  3964. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3965. function:cards=>cards.filter(card=>{
  3966. const searchTypeArray = [197];
  3967. const skill = getCardLeaderSkill(card, searchTypeArray);
  3968. return skill;
  3969. })
  3970. },
  3971. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3972. function:cards=>{
  3973. const searchTypeArray = [14];
  3974. return cards.filter(card=>{
  3975. const skill = getCardLeaderSkill(card, searchTypeArray);
  3976. return skill;
  3977. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3978. },
  3979. addition:card=>{
  3980. const searchTypeArray = [14];
  3981. const skill = getCardLeaderSkill(card, searchTypeArray);
  3982. if (!skill) return;
  3983. const value = skill.params[0];
  3984. return `HP≥${value}%`;
  3985. }
  3986. },
  3987. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3988. function:cards=>{
  3989. const searchTypeArray = [254];
  3990. return cards.filter(card=>{
  3991. const skill = getCardLeaderSkill(card, searchTypeArray);
  3992. return skill;
  3993. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3994. }
  3995. },
  3996. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3997. function:cards=>{
  3998. const searchTypeArray = [53];
  3999. return cards.filter(card=>{
  4000. const skill = getCardLeaderSkill(card, searchTypeArray);
  4001. return skill;
  4002. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4003. },
  4004. addition:card=>{
  4005. const searchTypeArray = [53];
  4006. const skill = getCardLeaderSkill(card, searchTypeArray);
  4007. if (!skill) return;
  4008. const sk = skill.params;
  4009. return `掉率x${sk[0]/100}`;
  4010. }
  4011. },
  4012. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  4013. function:cards=>{
  4014. const searchTypeArray = [54];
  4015. return cards.filter(card=>{
  4016. const skill = getCardLeaderSkill(card, searchTypeArray);
  4017. return skill;
  4018. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4019. },
  4020. addition:card=>{
  4021. const searchTypeArray = [54];
  4022. const skill = getCardLeaderSkill(card, searchTypeArray);
  4023. if (!skill) return;
  4024. const sk = skill.params;
  4025. return `金币x${sk[0]/100}`;
  4026. }
  4027. },
  4028. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  4029. function:cards=>{
  4030. const searchTypeArray = [148];
  4031. return cards.filter(card=>{
  4032. const skill = getCardLeaderSkill(card, searchTypeArray);
  4033. return skill;
  4034. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4035. },
  4036. addition:card=>{
  4037. const searchTypeArray = [148];
  4038. const skill = getCardLeaderSkill(card, searchTypeArray);
  4039. if (!skill) return;
  4040. const sk = skill.params;
  4041. return `经验x${sk[0]/100}`;
  4042. }
  4043. },
  4044. ]},
  4045. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  4046. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4047. function:cards=>cards.filter(card=>{
  4048. const skill = Skills[card.leaderSkillId];
  4049. const HPscale = getHPScale(skill);
  4050. return HPscale >= 3;
  4051. }).sort(sortByHPScal),
  4052. addition: HPScal_Addition
  4053. },
  4054. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4055. function:cards=>cards.filter(card=>{
  4056. const skill = Skills[card.leaderSkillId];
  4057. const HPscale = getHPScale(skill);
  4058. return HPscale >= 2 && HPscale < 3;
  4059. }).sort(sortByHPScal),
  4060. addition: HPScal_Addition
  4061. },
  4062. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  4063. function:cards=>cards.filter(card=>{
  4064. const skill = Skills[card.leaderSkillId];
  4065. const HPscale = getHPScale(skill);
  4066. return HPscale >= 1.5 && HPscale < 2;
  4067. }).sort(sortByHPScal),
  4068. addition: HPScal_Addition
  4069. },
  4070. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  4071. function:cards=>cards.filter(card=>{
  4072. const skill = Skills[card.leaderSkillId];
  4073. const HPscale = getHPScale(skill);
  4074. return HPscale > 1 && HPscale < 1.5;
  4075. }).sort(sortByHPScal),
  4076. addition: HPScal_Addition
  4077. },
  4078. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4079. function:cards=>cards.filter(card=>{
  4080. const skill = Skills[card.leaderSkillId];
  4081. const HPscale = getHPScale(skill);
  4082. return HPscale === 1;
  4083. }),
  4084. addition: HPScal_Addition
  4085. },
  4086. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  4087. function:cards=>cards.filter(card=>{
  4088. const skill = Skills[card.leaderSkillId];
  4089. const HPscale = getHPScale(skill);
  4090. return HPscale < 1;
  4091. }).sort(sortByHPScal),
  4092. addition: HPScal_Addition
  4093. },
  4094. ]},
  4095. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  4096. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  4097. function:cards=>cards.filter(card=>{
  4098. const skill = Skills[card.leaderSkillId];
  4099. const reduceScale = getReduceScale(skill);
  4100. return reduceScale >= 0.75;
  4101. }).sort(sortByReduceScale),
  4102. addition: ReduceScale_Addition
  4103. },
  4104. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  4105. function:cards=>cards.filter(card=>{
  4106. const skill = Skills[card.leaderSkillId];
  4107. const reduceScale = getReduceScale(skill);
  4108. return reduceScale >= 0.5 && reduceScale < 0.75;
  4109. }).sort(sortByReduceScale),
  4110. addition: ReduceScale_Addition
  4111. },
  4112. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  4113. function:cards=>cards.filter(card=>{
  4114. const skill = Skills[card.leaderSkillId];
  4115. const reduceScale = getReduceScale(skill);
  4116. return reduceScale >= 0.25 && reduceScale < 0.5;
  4117. }).sort(sortByReduceScale),
  4118. addition: ReduceScale_Addition
  4119. },
  4120. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  4121. function:cards=>cards.filter(card=>{
  4122. const skill = Skills[card.leaderSkillId];
  4123. const reduceScale = getReduceScale(skill);
  4124. return reduceScale > 0 && reduceScale < 0.25;
  4125. }).sort(sortByReduceScale),
  4126. addition: ReduceScale_Addition
  4127. },
  4128. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4129. function:cards=>cards.filter(card=>{
  4130. const skill = Skills[card.leaderSkillId];
  4131. const reduceScale = getReduceScale(skill);
  4132. return reduceScale === 0;
  4133. })
  4134. },
  4135. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  4136. function:cards=>cards.filter(card=>{
  4137. const skill = Skills[card.leaderSkillId];
  4138. return getReduceScale(skill, true) > 0;
  4139. })
  4140. },
  4141. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  4142. function:cards=>cards.filter(card=>{
  4143. const skill = Skills[card.leaderSkillId];
  4144. return getReduceScale(skill, undefined, true) > 0;
  4145. })
  4146. },
  4147. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  4148. function:cards=>cards.filter(card=>{
  4149. const skill = Skills[card.leaderSkillId];
  4150. return getReduceScale(skill, undefined, undefined, true) > 0;
  4151. })
  4152. },
  4153. /*{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  4154. function:cards=>cards.filter(card=>{
  4155. const skill = Skills[card.leaderSkillId];
  4156. const reduceScale = getReduceScale(skill);
  4157. return reduceScale>=0.29;
  4158. }).sort(sortByReduceScale)
  4159. },*/
  4160. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  4161. function:cards=>{
  4162. return cards.filter(card=>{
  4163. const skill = Skills[card.leaderSkillId];
  4164. return getReduceScale_unconditional(skill) > 0;
  4165. }).sort((a,b)=>{
  4166. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4167. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4168. });
  4169. },
  4170. addition:card=>{
  4171. const skill = Skills[card.leaderSkillId];
  4172. const scale = getReduceScale_unconditional(skill)
  4173. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4174. }
  4175. },
  4176. ]},
  4177. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4178. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4179. function:cards=>cards.filter(card=>
  4180. !Array.isArray(card.henshinFrom) &&
  4181. !Array.isArray(card.henshinTo))
  4182. },
  4183. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4184. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4185. },
  4186. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4187. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4188. },
  4189. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4190. function:cards=>cards.filter(card=>{
  4191. const searchTypeArray = [236];
  4192. const skill = getCardActiveSkill(card, searchTypeArray);
  4193. return skill;
  4194. })
  4195. },
  4196. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  4197. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4198. },
  4199. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4200. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4201. },
  4202. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4203. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4204. function:cards=>cards.filter(isReincarnated)
  4205. }, //evoBaseId可能为0
  4206. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  4207. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4208. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4209. },
  4210. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4211. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4212. },
  4213. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4214. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4215. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4216. },
  4217. ]},
  4218. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4219. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4220. function:cards=>cards.filter(card=>card.is8Latent)
  4221. },
  4222. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4223. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4224. },
  4225. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4226. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4227. },
  4228. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  4229. function:cards=>cards.filter(card=>{
  4230. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4231. if (hasAwokenKiller)
  4232. { //大于2个杀的进行判断
  4233. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4234. { //大于3个杀的直接过
  4235. return true;
  4236. }else
  4237. { //2个杀的
  4238. const isAllowLatent = card.types.filter(i=>
  4239. i>=0 //去掉-1的type
  4240. ).map(type=>
  4241. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4242. ).some(ls=>
  4243. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4244. );
  4245. return isAllowLatent
  4246. }
  4247. }else
  4248. {
  4249. return false;
  4250. }
  4251. })
  4252. },
  4253. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4254. // function:cards=>cards.filter(card=>{
  4255. // const searchTypeArray = [1000];
  4256. // const skill = getCardActiveSkill(card, searchTypeArray);
  4257. // return skill;
  4258. // })
  4259. // },
  4260. ]},
  4261. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4262. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  4263. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4264. },
  4265. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  4266. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4267. },
  4268. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4269. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4270. },
  4271. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  4272. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4273. },
  4274. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  4275. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4276. addition:card=>`成长${card.limitBreakIncr}%`
  4277. },
  4278. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4279. function:cards=>cards.filter(card=>card.maxLevel==1)
  4280. },
  4281. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4282. function:cards=>cards.filter(card=>card.sellMP<100)
  4283. },
  4284. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4285. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4286. },
  4287. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4288. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4289. },
  4290. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4291. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4292. },
  4293. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4294. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4295. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4296. },
  4297. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4298. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4299. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4300. },
  4301. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4302. function:cards=>cards.filter(card=>card.skillBanner)
  4303. },
  4304. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4305. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4306. },
  4307. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4308. function:cards=>cards.filter(card=>card.stacking),
  4309. },
  4310. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4311. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4312. },
  4313. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4314. function:cards=>cards,
  4315. addition:card=>card.name
  4316. },
  4317. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4318. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4319. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4320. },
  4321. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4322. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4323. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4324. },
  4325. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4326. function:cards=>cards,
  4327. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4328. },
  4329. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4330. function:cards=>cards,
  4331. addition:card=>createTypesList(card.types)
  4332. },
  4333. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4334. function:cards=>cards,
  4335. addition:card=>`COST ${card.cost}`
  4336. },
  4337. ]},
  4338. ];
  4339. return functions;
  4340. })();

智龙迷城队伍图制作工具