You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

script-json_data.js 104 kB

6 years ago
6 years ago
4 years ago
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815
  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. //类型和觉醒杀和潜觉杀的对应编号,还有类型可以打什么类型的潜觉杀
  16. const typekiller_for_type = [
  17. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  18. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  19. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  20. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  21. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  22. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  23. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  24. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  25. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  26. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  27. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  28. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  29. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  30. ];
  31. //类型允许的潜觉杀
  32. const type_allowable_latent = [];
  33. typekiller_for_type.forEach(t=>
  34. {
  35. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  36. .map(tn=>
  37. typekiller_for_type.find(_t=>_t.type == tn).latent
  38. );
  39. type_allowable_latent[t.type] = t.allowableLatent;
  40. }
  41. );
  42. //一般共同能打的潜觉
  43. const common_allowable_latent = [
  44. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  45. 28,29,30,31,32,33,34,35,36,37,38,
  46. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  47. ];
  48. //120级才能打的潜觉
  49. const v120_allowable_latent = [
  50. 42,43,44,45
  51. ];
  52. //等效觉醒列表
  53. const equivalent_awoken = [
  54. {small:10,big:52,times:2}, //防封
  55. {small:11,big:68,times:5}, //防暗
  56. {small:12,big:69,times:5}, //防废
  57. {small:13,big:70,times:5}, //防毒
  58. {small:19,big:53,times:2}, //手指
  59. {small:21,big:56,times:2}, //SB
  60. ];
  61. //官方的觉醒排列顺序
  62. const official_awoken_sorting = [
  63. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  64. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  65. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  66. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  67. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  68. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  69. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  70. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  71. 73, 74, 75, 76, 77, 78, 79, 80, 81
  72. ];
  73. //pdc的徽章对应数字
  74. const pdcBadgeMap = [
  75. {pdf:0,pdc:10}, //无限cost
  76. {pdf:1,pdc:12}, //小手指
  77. {pdf:2,pdc:9}, //全体攻击
  78. {pdf:3,pdc:5}, //小回复
  79. {pdf:4,pdc:1}, //小血量
  80. {pdf:5,pdc:3}, //小攻击
  81. {pdf:6,pdc:8}, //SB
  82. {pdf:7,pdc:18}, //队长防封
  83. {pdf:8,pdc:19}, //SX
  84. {pdf:9,pdc:7}, //无天降
  85. {pdf:10,pdc:6}, //大回复
  86. {pdf:11,pdc:2}, //大血量
  87. {pdf:12,pdc:4}, //大攻击
  88. {pdf:13,pdc:13}, //大手指
  89. {pdf:14,pdc:11}, //加经验
  90. {pdf:15,pdc:15}, //墨镜
  91. {pdf:16,pdc:17}, //防废
  92. {pdf:17,pdc:16}, //防毒
  93. {pdf:18,pdc:14}, //月卡
  94. ];
  95. //pdc的潜觉对应数字
  96. const pdcLatentMap = [
  97. {pdf:1,pdc:1}, //HP
  98. {pdf:2,pdc:0}, //攻击
  99. {pdf:3,pdc:2}, //回复
  100. {pdf:4,pdc:19}, //手指
  101. {pdf:5,pdc:13}, //自回
  102. {pdf:6,pdc:14}, //火盾
  103. {pdf:7,pdc:15}, //水盾
  104. {pdf:8,pdc:16}, //木盾
  105. {pdf:9,pdc:17}, //光盾
  106. {pdf:10,pdc:18}, //暗盾
  107. {pdf:11,pdc:12}, //防坐
  108. {pdf:12,pdc:3}, //三维
  109. {pdf:13,pdc:35}, //不被换队长
  110. {pdf:14,pdc:37}, //不掉废
  111. {pdf:15,pdc:36}, //不掉毒
  112. {pdf:16,pdc:24}, //进化杀
  113. {pdf:17,pdc:25}, //觉醒杀
  114. {pdf:18,pdc:26}, //强化杀
  115. {pdf:19,pdc:27}, //卖钱杀
  116. {pdf:20,pdc:4}, //神杀
  117. {pdf:21,pdc:5}, //龙杀
  118. {pdf:22,pdc:6}, //恶魔杀
  119. {pdf:23,pdc:7}, //机械杀
  120. {pdf:24,pdc:8}, //平衡杀
  121. {pdf:25,pdc:9}, //攻击杀
  122. {pdf:26,pdc:10}, //体力杀
  123. {pdf:27,pdc:11}, //回复杀
  124. {pdf:28,pdc:20}, //大HP
  125. {pdf:29,pdc:21}, //大攻击
  126. {pdf:30,pdc:22}, //大回复
  127. {pdf:31,pdc:23}, //大手指
  128. {pdf:32,pdc:28}, //大火盾
  129. {pdf:33,pdc:29}, //大水盾
  130. {pdf:34,pdc:30}, //大木盾
  131. {pdf:35,pdc:31}, //大光盾
  132. {pdf:36,pdc:32}, //大暗盾
  133. {pdf:37,pdc:33}, //6色破无效
  134. {pdf:38,pdc:34}, //3色破属吸
  135. {pdf:39,pdc:40}, //C珠破吸
  136. {pdf:40,pdc:39}, //心横解转转
  137. {pdf:41,pdc:38}, //U解禁消
  138. {pdf:42,pdc:41}, //伤害上限解除
  139. {pdf:43,pdc:42}, //HP++
  140. {pdf:44,pdc:43}, //攻击++
  141. {pdf:45,pdc:44}, //回复++
  142. ];
  143. //排序程序列表
  144. const sort_function_list = [
  145. {tag:"sort_none",name:"无",function:()=>0},
  146. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  147. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  148. let num = a.attrs[0] - b.attrs[0];
  149. if (num === 0) num = a.attrs[1] - b.attrs[1];
  150. return num;
  151. }
  152. },
  153. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  154. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  155. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  156. let num = card_a.attrs[0] - card_b.attrs[0];
  157. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  158. return num;
  159. }
  160. },
  161. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  162. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  163. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  164. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  165. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  166. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  167. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  168. }
  169. },
  170. {tag:"sort_hpMax110",name:"Lv110最大HP",function:(a,b)=>a.hp.max * (1 + a.limitBreakIncr/100) - b.hp.max * (1 + b.limitBreakIncr/100)},
  171. {tag:"sort_atkMax110",name:"Lv110最大攻击",function:(a,b)=>a.atk.max * (1 + a.limitBreakIncr/100) - b.atk.max * (1 + b.limitBreakIncr/100)},
  172. {tag:"sort_rcvMax110",name:"Lv110最大回复",function:(a,b)=>a.rcv.max * (1 + a.limitBreakIncr/100) - b.rcv.max * (1 + b.limitBreakIncr/100)},
  173. {tag:"sort_hpMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  174. {
  175. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  176. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  177. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  178. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  179. return abA - abB;
  180. }
  181. },
  182. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  183. {
  184. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  185. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  186. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  187. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  188. return abA - abB;
  189. }
  190. },
  191. {tag:"sort_hpMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  192. {
  193. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  194. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  195. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  196. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  197. return abA - abB;
  198. }
  199. },
  200. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  201. {
  202. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  203. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  204. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  205. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  206. return abA - abB;
  207. }
  208. },
  209. ];
  210. //增加特殊搜索模式
  211. const specialSearchFunctions = (function() {
  212. 'use strict';
  213. //返回卡片的队长技能
  214. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  215. {
  216. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  217. }
  218. //返回卡片的技能
  219. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  220. {
  221. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  222. }
  223. //返回卡片的技能
  224. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  225. {
  226. switch(skillGreatType)
  227. {
  228. case 1:
  229. case "leader":
  230. return getCardLeaderSkill(card, skillTypes, searchRandom);
  231. case 2:
  232. case "active":
  233. return getCardActiveSkill(card, skillTypes, searchRandom);
  234. default:
  235. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  236. }
  237. }
  238. //查找到真正起作用的那一个技能
  239. function getActuallySkill(skill, skillTypes, searchRandom = true)
  240. {
  241. if (skillTypes.includes(skill.type))
  242. {
  243. return skill;
  244. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  245. {
  246. const subSkills = skill.params.map(id=>Skills[id]);
  247. for(let i = 0;i < subSkills.length; i++)
  248. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  249. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  250. if (foundSubSkill)
  251. {
  252. return foundSubSkill;
  253. }
  254. }
  255. return null;
  256. }else
  257. {
  258. return null;
  259. }
  260. }
  261. //获取血倍率
  262. function getHPScale(ls)
  263. {
  264. const sk = ls.params;
  265. let scale = 1;
  266. switch (ls.type)
  267. {
  268. case 23: case 30: case 62: case 77: case 63: case 65:
  269. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  270. scale = sk[sk.length-1]/100;
  271. break;
  272. case 73: case 76:
  273. case 121: case 129: case 163: case 186:
  274. case 155:
  275. scale = sk[2]/100;
  276. break;
  277. case 106: case 107: case 108:
  278. scale = sk[0]/100;
  279. break;
  280. case 125:
  281. scale = sk[5]/100;
  282. break;
  283. case 136:
  284. case 137:
  285. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  286. break;
  287. case 158:
  288. scale = sk[4]/100;
  289. break;
  290. case 175:
  291. case 178: case 185:
  292. scale = sk[3]/100;
  293. break;
  294. case 203:
  295. scale = sk[1]/100;
  296. break;
  297. case 138: //调用其他队长技
  298. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  299. break;
  300. default:
  301. }
  302. return scale || 1;
  303. }
  304. //获取盾减伤比例
  305. function getReduceScale(ls, allAttr = false, noHPneed = false)
  306. {
  307. const sk = ls.params;
  308. let scale = 0;
  309. switch (ls.type)
  310. {
  311. case 16: //无条件盾
  312. scale = sk[0]/100;
  313. break;
  314. case 17: //单属性盾
  315. scale = allAttr ? 0 : sk[1]/100;
  316. break;
  317. case 36: //2个属性盾
  318. scale = allAttr ? 0 : sk[2]/100;
  319. break;
  320. case 38: //血线下 + 几率
  321. case 43: //血线上 + 几率
  322. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  323. break;
  324. case 129: //无条件盾,属性个数不固定
  325. case 163: //无条件盾,属性个数不固定
  326. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  327. break;
  328. case 178: //无条件盾,属性个数不固定
  329. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  330. break;
  331. case 130: //血线下 + 属性个数不固定
  332. case 131: //血线上 + 属性个数不固定
  333. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  334. break;
  335. case 151: //十字心触发
  336. case 169: //C触发
  337. case 198: //回血触发
  338. scale = sk[2]/100;
  339. break;
  340. case 170: //多色触发
  341. case 182: //长串触发
  342. case 193: //L触发
  343. scale = sk[3]/100;
  344. break;
  345. case 171: //多串触发
  346. scale = sk[6]/100;
  347. break;
  348. case 183: //又是个有两段血线的队长技
  349. scale = noHPneed ? 0 : sk[4]/100;
  350. break;
  351. case 138: //调用其他队长技
  352. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  353. break;
  354. default:
  355. }
  356. return scale || 0;
  357. }
  358. function getCannonAttr(skill)
  359. {
  360. const sk = skill.params;
  361. switch(skill.type)
  362. {
  363. case 0:
  364. case 1:
  365. case 37:
  366. case 58:
  367. case 59:
  368. case 84:
  369. case 85:
  370. case 86:
  371. case 87:
  372. case 115:
  373. return sk[0];
  374. case 110:
  375. case 143:
  376. return sk[1];
  377. case 42:
  378. return sk[1];
  379. case 144:
  380. return sk[3];
  381. default:
  382. return -1;
  383. }
  384. }
  385. function sortByParams(a,b,searchTypeArray,pidx = 0)
  386. {
  387. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  388. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  389. return a_pC - b_pC;
  390. }
  391. function voidsAbsorption_Addition(card)
  392. {
  393. const searchTypeArray = [173];
  394. const skill = getCardActiveSkill(card, searchTypeArray);
  395. const sk = skill.params;
  396. if (sk[0] && sk[3])
  397. {
  398. return `双吸×${sk[0]}T`;
  399. }else
  400. {
  401. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  402. }
  403. }
  404. function unbind_Turns(card)
  405. {
  406. const outObj = {
  407. normal: 0,
  408. awoken: 0
  409. };
  410. const searchTypeArray = [117,179];
  411. const skill = getCardActiveSkill(card, searchTypeArray);
  412. if (skill)
  413. {
  414. const sk = skill.params;
  415. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  416. outObj.awoken = sk[4] || 0;
  417. }
  418. return outObj;
  419. }
  420. function unbind_Addition(card)
  421. {
  422. const turns = unbind_Turns(card);
  423. let strArr = [];
  424. if (turns.normal > 0 && turns.normal == turns.awoken)
  425. {
  426. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  427. }
  428. if (turns.normal > 0)
  429. {
  430. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  431. }
  432. if (turns.awoken > 0)
  433. {
  434. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  435. }
  436. return strArr.join(',');
  437. }
  438. function boardChange_ColorTypes(skill)
  439. {
  440. if (!skill) return [];
  441. const sk = skill.params;
  442. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  443. return colors;
  444. }
  445. function boardChange_Addition(card)
  446. {
  447. const searchTypeArray = [71];
  448. const skill = getCardActiveSkill(card, searchTypeArray);
  449. const colors = boardChange_ColorTypes(skill);
  450. return createOrbsList(colors);
  451. }
  452. function changeOrbs_Addition(card)
  453. {
  454. const searchTypeArray = [154];
  455. const skill = getCardActiveSkill(card, searchTypeArray);
  456. const sk = skill.params;
  457. const fragment = document.createDocumentFragment();
  458. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  459. fragment.appendChild(document.createTextNode(`→`));
  460. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  461. return fragment;
  462. }
  463. function generateOrbs_Addition(card)
  464. {
  465. const searchTypeArray = [141];
  466. const skill = getCardActiveSkill(card, searchTypeArray);
  467. const sk = skill.params;
  468. const fragment = document.createDocumentFragment();
  469. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  470. fragment.appendChild(document.createTextNode(`×${sk[0]}`));
  471. return fragment;
  472. }
  473. function healImmediately_Rate(card)
  474. {
  475. const searchTypeArray = [7, //宠物回复力
  476. 8, //固定点数
  477. 35,115, //吸血
  478. 117
  479. ];
  480. const skills = getCardActiveSkills(card, searchTypeArray);
  481. const outObj = {
  482. vampire: 0,
  483. selfRcv: 0,
  484. const: 0,
  485. scale: 0,
  486. };
  487. if (!skills.length) return outObj;
  488. skills.forEach(skill=>{
  489. const sk = skill.params;
  490. if (skill.type == 7)
  491. {
  492. outObj.selfRcv += sk[0];
  493. }
  494. else if(skill.type == 8)
  495. {
  496. outObj.const += sk[0];
  497. }
  498. else if(skill.type == 35)
  499. {
  500. outObj.vampire += sk[1];
  501. }
  502. else if(skill.type == 115)
  503. {
  504. outObj.vampire += sk[2];
  505. }
  506. else if(skill.type == 117)
  507. {
  508. outObj.selfRcv += sk[1] || 0;
  509. outObj.const += sk[2] || 0;
  510. outObj.scale += sk[3] || 0;
  511. }
  512. });
  513. return outObj;
  514. }
  515. function atkBuff_Rate(card)
  516. {
  517. const searchTypeArray = [
  518. 88,92, //类型的
  519. 50,90, //属性的,要排除回复力
  520. 156,168, //宝石姬
  521. 228, //属性、类型数量
  522. ];
  523. const skill = getCardActiveSkill(card, searchTypeArray);
  524. const outObj = {
  525. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  526. types: [],
  527. attrs: [],
  528. awoken: [],
  529. rate: 0,
  530. turns: 0,
  531. };
  532. if (!skill) return outObj;
  533. const sk = skill.params;
  534. if (skill.type == 88 || skill.type == 92)
  535. {
  536. outObj.skilltype = 2;
  537. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  538. outObj.turns = sk[0];
  539. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  540. }
  541. else if(skill.type == 50 || skill.type == 90)
  542. {
  543. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3);
  544. if (outObj.attrs.includes(5)) //去除回复力
  545. return outObj;
  546. outObj.skilltype = 2;
  547. outObj.turns = sk[0];
  548. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  549. }
  550. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  551. || skill.type == 168)
  552. {
  553. outObj.skilltype = 1;
  554. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  555. outObj.turns = sk[0];
  556. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  557. }
  558. else if(skill.type == 228 && sk[3] > 0)
  559. {
  560. outObj.skilltype = 1;
  561. outObj.attrs = flags(sk[1]);
  562. outObj.types = flags(sk[2]);
  563. outObj.turns = sk[0];
  564. outObj.rate = sk[3];
  565. }
  566. return outObj;
  567. }
  568. function damageSelf_Rate(card)
  569. {
  570. const searchTypeArray = [84,85,86,87,195];
  571. const skill = getCardActiveSkill(card, searchTypeArray);
  572. if (!skill) return 0;
  573. const sk = skill.params;
  574. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  575. }
  576. function changeEnemiesAttr_Attr(card)
  577. {
  578. const outObj = {
  579. attr: null,
  580. turns: 0
  581. }
  582. const searchTypeArray = [153, 224];
  583. const skill = getCardActiveSkill(card, searchTypeArray);
  584. if (!skill) return outObj;
  585. const sk = skill.params;
  586. if (skill.type == 153)
  587. {
  588. outObj.attr = sk[0];
  589. }
  590. else if (skill.type == 224)
  591. {
  592. outObj.attr = sk[1] || 0;
  593. outObj.turns = sk[0];
  594. }
  595. return outObj;
  596. }
  597. //创建1个觉醒图标
  598. function createAwokenIcon(awokenId)
  599. {
  600. const icon = document.createElement("icon");
  601. icon.className ="awoken-icon";
  602. icon.setAttribute("data-awoken-icon", awokenId);
  603. return icon;
  604. }
  605. //产生一个觉醒列表
  606. function creatAwokenList(awokens) {
  607. const ul = document.createElement("ul");
  608. ul.className = "awoken-ul";
  609. awokens.forEach(ak=>{
  610. const li = ul.appendChild(document.createElement("li"));
  611. const icon = li.appendChild(createAwokenIcon(ak));
  612. });
  613. return ul;
  614. }
  615. //产生宝珠列表
  616. function createOrbsList(orbs)
  617. {
  618. if (orbs == undefined) orbs = [0];
  619. else if (!Array.isArray(orbs)) orbs = [orbs];
  620. const ul = document.createElement("ul");
  621. ul.className = "board";
  622. orbs.forEach(orbType => {
  623. const li = ul.appendChild(document.createElement("li"));
  624. li.className = `orb-icon`;
  625. li.setAttribute("data-orb-icon", orbType);
  626. });
  627. return ul;
  628. }
  629. //产生类型列表
  630. function createTypesList(types)
  631. {
  632. if (types == undefined) types = [0];
  633. else if (!Array.isArray(types)) types = [types];
  634. const ul = document.createElement("ul");
  635. ul.className = "types-ul";
  636. types.forEach(type => {
  637. const li = ul.appendChild(document.createElement("li"));
  638. li.className = `type-icon`;
  639. li.setAttribute("data-type-icon", type);
  640. });
  641. return ul;
  642. }
  643. const functions = [
  644. {name:"No Filter",otLangName:{chs:"不做筛选"},
  645. function:cards=>cards},
  646. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  647. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  648. function:cards=>{
  649. return cards.filter(card=>{
  650. return getSkillFixedDamage(card) > 0;
  651. }).sort((a,b)=>{
  652. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  653. return a_pC - b_pC;
  654. });
  655. },
  656. addition:card=>{
  657. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  658. }
  659. },
  660. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  661. function:cards=>{
  662. return cards.filter(card=>{
  663. return getSkillAddCombo(card) > 0;
  664. }).sort((a,b)=>{
  665. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  666. return a_pC - b_pC;
  667. });
  668. },
  669. addition:card=>{
  670. const value = getSkillAddCombo(card);
  671. const searchTypeArray = [210];
  672. const skill = getCardLeaderSkill(card, searchTypeArray);
  673. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  674. }
  675. },
  676. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  677. function:cards=>cards.filter(card=>{
  678. const searchTypeArray = [162,186];
  679. const skill = getCardLeaderSkill(card, searchTypeArray);
  680. return skill;
  681. })
  682. },
  683. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  684. function:cards=>cards.filter(card=>{
  685. const searchTypeArray = [163,177];
  686. const skill = getCardLeaderSkill(card, searchTypeArray);
  687. return skill;
  688. })
  689. },
  690. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  691. function:cards=>{
  692. const searchTypeArray = [15,185];
  693. return cards.filter(card=>{
  694. const skill = getCardLeaderSkill(card, searchTypeArray);
  695. return skill;
  696. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  697. },
  698. addition:card=>{
  699. const searchTypeArray = [15,185];
  700. const skill = getCardLeaderSkill(card, searchTypeArray);
  701. const value = skill.params[0];
  702. return `${value > 0 ? "+" : ""}${value/100}s`;
  703. }
  704. },
  705. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  706. function:cards=>{
  707. const searchTypeArray = [178];
  708. return cards.filter(card=>{
  709. const skill = getCardLeaderSkill(card, searchTypeArray);
  710. return skill;
  711. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  712. },
  713. addition:card=>{
  714. const searchTypeArray = [178];
  715. const skill = getCardLeaderSkill(card, searchTypeArray);
  716. const value = skill.params[0];
  717. return `固定${value}s`;
  718. }
  719. },
  720. {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)"},
  721. function:cards=>{
  722. const searchTypeArray = [12];
  723. return cards.filter(card=>{
  724. const skill = getCardLeaderSkill(card, searchTypeArray);
  725. return skill;
  726. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  727. },
  728. addition:card=>{
  729. const searchTypeArray = [12];
  730. const skill = getCardLeaderSkill(card, searchTypeArray);
  731. const value = skill.params[0];
  732. return `攻击×${(value/100).bigNumberToString()}倍`;
  733. }
  734. },
  735. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
  736. function:cards=>{
  737. const searchTypeArray = [13];
  738. return cards.filter(card=>{
  739. const skill = getCardLeaderSkill(card, searchTypeArray);
  740. return skill;
  741. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  742. },
  743. addition:card=>{
  744. const searchTypeArray = [13];
  745. const skill = getCardLeaderSkill(card, searchTypeArray);
  746. const value = skill.params[0];
  747. return `回复×${(value/100).bigNumberToString()}倍`;
  748. }
  749. },
  750. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  751. function:cards=>{
  752. const searchTypeArray = [41];
  753. return cards.filter(card=>{
  754. const skill = getCardLeaderSkill(card, searchTypeArray);
  755. return skill;
  756. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  757. },
  758. addition:card=>{
  759. const searchTypeArray = [41];
  760. const skill = getCardLeaderSkill(card, searchTypeArray);
  761. const sk = skill.params;
  762. const fragment = document.createDocumentFragment();
  763. fragment.appendChild(createOrbsList(sk[2] || 0));
  764. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  765. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  766. return fragment;
  767. }
  768. },
  769. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  770. function:cards=>cards.filter(card=>{
  771. const searchTypeArray = [197];
  772. const skill = getCardLeaderSkill(card, searchTypeArray);
  773. return skill;
  774. })
  775. },
  776. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  777. function:cards=>{
  778. const searchTypeArray = [198];
  779. return cards.filter(card=>{
  780. const skill = getCardLeaderSkill(card, searchTypeArray);
  781. return skill && skill.params[2];
  782. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  783. },
  784. addition:card=>{
  785. const searchTypeArray = [198];
  786. const skill = getCardLeaderSkill(card, searchTypeArray);
  787. const sk = skill.params;
  788. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  789. }
  790. },
  791. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  792. function:cards=>{
  793. const searchTypeArray = [198];
  794. return cards.filter(card=>{
  795. const skill = getCardLeaderSkill(card, searchTypeArray);
  796. return skill && skill.params[3];
  797. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  798. },
  799. addition:card=>{
  800. const searchTypeArray = [198];
  801. const skill = getCardLeaderSkill(card, searchTypeArray);
  802. const sk = skill.params;
  803. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  804. }
  805. },
  806. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  807. function:cards=>cards.filter(card=>{
  808. const searchTypeArray = [151,209];
  809. const skill = getCardLeaderSkill(card, searchTypeArray);
  810. return skill;
  811. })
  812. },
  813. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  814. function:cards=>cards.filter(card=>{
  815. const searchTypeArray = [157];
  816. const skill = getCardLeaderSkill(card, searchTypeArray);
  817. return skill;
  818. })
  819. },
  820. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  821. function:cards=>cards.filter(card=>{
  822. const searchTypeArray = [177];
  823. const skill = getCardLeaderSkill(card, searchTypeArray);
  824. return skill;
  825. })
  826. },
  827. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  828. function:cards=>{
  829. const searchTypeArray = [158];
  830. return cards.filter(card=>{
  831. const skill = getCardLeaderSkill(card, searchTypeArray);
  832. return skill;
  833. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  834. },
  835. addition:card=>{
  836. const searchTypeArray = [158];
  837. const skill = getCardLeaderSkill(card, searchTypeArray);
  838. const value = skill.params[0];
  839. return `≥${value}珠`;
  840. }
  841. },
  842. {name:"Resolve",otLangName:{chs:"根性"},
  843. function:cards=>{
  844. const searchTypeArray = [14];
  845. return cards.filter(card=>{
  846. const skill = getCardLeaderSkill(card, searchTypeArray);
  847. return skill;
  848. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  849. },
  850. addition:card=>{
  851. const searchTypeArray = [14];
  852. const skill = getCardLeaderSkill(card, searchTypeArray);
  853. const value = skill.params[0];
  854. return `HP≥${value}%`;
  855. }
  856. },
  857. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  858. function:cards=>cards.filter(card=>{
  859. const searchTypeArray = [125];
  860. const skill = getCardLeaderSkill(card, searchTypeArray);
  861. return skill;
  862. })
  863. },
  864. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  865. function:cards=>cards.filter(card=>{
  866. const searchTypeArray = [175];
  867. const skill = getCardLeaderSkill(card, searchTypeArray);
  868. return skill;
  869. })
  870. },
  871. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  872. function:cards=>cards.filter(card=>{
  873. const searchTypeArray = [203];
  874. const skill = getCardLeaderSkill(card, searchTypeArray);
  875. return skill;
  876. })
  877. },
  878. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  879. function:cards=>cards.filter(card=>{
  880. const searchTypeArray = [229];
  881. const skill = getCardLeaderSkill(card, searchTypeArray);
  882. return skill;
  883. })
  884. },
  885. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  886. function:cards=>{
  887. const searchTypeArray = [53];
  888. return cards.filter(card=>{
  889. const skill = getCardLeaderSkill(card, searchTypeArray);
  890. return skill;
  891. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  892. },
  893. addition:card=>{
  894. const searchTypeArray = [53];
  895. const skill = getCardLeaderSkill(card, searchTypeArray);
  896. const sk = skill.params;
  897. return `掉率x${sk[0]/100}`;
  898. }
  899. },
  900. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  901. function:cards=>{
  902. const searchTypeArray = [54];
  903. return cards.filter(card=>{
  904. const skill = getCardLeaderSkill(card, searchTypeArray);
  905. return skill;
  906. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  907. },
  908. addition:card=>{
  909. const searchTypeArray = [54];
  910. const skill = getCardLeaderSkill(card, searchTypeArray);
  911. const sk = skill.params;
  912. return `金币x${sk[0]/100}`;
  913. }
  914. },
  915. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  916. function:cards=>{
  917. const searchTypeArray = [148];
  918. return cards.filter(card=>{
  919. const skill = getCardLeaderSkill(card, searchTypeArray);
  920. return skill;
  921. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  922. },
  923. addition:card=>{
  924. const searchTypeArray = [148];
  925. const skill = getCardLeaderSkill(card, searchTypeArray);
  926. const sk = skill.params;
  927. return `经验x${sk[0]/100}`;
  928. }
  929. },
  930. ]},
  931. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  932. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  933. function:cards=>cards.filter(card=>{
  934. const skill = Skills[card.leaderSkillId];
  935. const HPscale = getHPScale(skill);
  936. return HPscale >= 2;
  937. }).sort((a,b)=>{
  938. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  939. return getHPScale(a_s) - getHPScale(b_s);
  940. })
  941. },
  942. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  943. function:cards=>cards.filter(card=>{
  944. const skill = Skills[card.leaderSkillId];
  945. const HPscale = getHPScale(skill);
  946. return HPscale >= 1.5 && HPscale < 2;
  947. }).sort((a,b)=>{
  948. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  949. return getHPScale(a_s) - getHPScale(b_s);
  950. })
  951. },
  952. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  953. function:cards=>cards.filter(card=>{
  954. const skill = Skills[card.leaderSkillId];
  955. const HPscale = getHPScale(skill);
  956. return HPscale > 1 && HPscale < 1.5;
  957. }).sort((a,b)=>{
  958. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  959. return getHPScale(a_s) - getHPScale(b_s);
  960. })
  961. },
  962. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  963. function:cards=>cards.filter(card=>{
  964. const skill = Skills[card.leaderSkillId];
  965. const HPscale = getHPScale(skill);
  966. return HPscale === 1;
  967. })
  968. },
  969. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  970. function:cards=>cards.filter(card=>{
  971. const skill = Skills[card.leaderSkillId];
  972. const HPscale = getHPScale(skill);
  973. return HPscale < 1;
  974. }).sort((a,b)=>{
  975. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  976. return getHPScale(a_s) - getHPScale(b_s);
  977. })
  978. },
  979. ]},
  980. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  981. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  982. function:cards=>cards.filter(card=>{
  983. const skill = Skills[card.leaderSkillId];
  984. const reduceScale = getReduceScale(skill);
  985. return reduceScale >= 0.75;
  986. }).sort((a,b)=>{
  987. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  988. return getReduceScale(a_s) - getReduceScale(b_s);
  989. })
  990. },
  991. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  992. function:cards=>cards.filter(card=>{
  993. const skill = Skills[card.leaderSkillId];
  994. const reduceScale = getReduceScale(skill);
  995. return reduceScale >= 0.5 && reduceScale < 0.75;
  996. }).sort((a,b)=>{
  997. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  998. return getReduceScale(a_s) - getReduceScale(b_s);
  999. })
  1000. },
  1001. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1002. function:cards=>cards.filter(card=>{
  1003. const skill = Skills[card.leaderSkillId];
  1004. const reduceScale = getReduceScale(skill);
  1005. return reduceScale >= 0.25 && reduceScale < 0.5;
  1006. }).sort((a,b)=>{
  1007. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1008. return getReduceScale(a_s) - getReduceScale(b_s);
  1009. })
  1010. },
  1011. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1012. function:cards=>cards.filter(card=>{
  1013. const skill = Skills[card.leaderSkillId];
  1014. const reduceScale = getReduceScale(skill);
  1015. return reduceScale > 0 && reduceScale < 0.25;
  1016. }).sort((a,b)=>{
  1017. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1018. return getReduceScale(a_s) - getReduceScale(b_s);
  1019. })
  1020. },
  1021. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1022. function:cards=>cards.filter(card=>{
  1023. const skill = Skills[card.leaderSkillId];
  1024. const reduceScale = getReduceScale(skill);
  1025. return reduceScale === 0;
  1026. })
  1027. },
  1028. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1029. function:cards=>cards.filter(card=>{
  1030. const skill = Skills[card.leaderSkillId];
  1031. return getReduceScale(skill, true) > 0;
  1032. })
  1033. },
  1034. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1035. function:cards=>cards.filter(card=>{
  1036. const skill = Skills[card.leaderSkillId];
  1037. return getReduceScale(skill, undefined, true) > 0;
  1038. })
  1039. },
  1040. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1041. function:cards=>cards.filter(card=>{
  1042. const skill = Skills[card.leaderSkillId];
  1043. return getReduceScale(skill, undefined, undefined, true) > 0;
  1044. })
  1045. },
  1046. {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%)"},
  1047. function:cards=>cards.filter(card=>{
  1048. const skill = Skills[card.leaderSkillId];
  1049. const reduceScale = getReduceScale(skill);
  1050. return reduceScale>=0.29;
  1051. }).sort((a,b)=>{
  1052. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1053. return getReduceScale(a_s) - getReduceScale(b_s);
  1054. })
  1055. },
  1056. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1057. function:cards=>cards.filter(card=>{
  1058. //获取盾减伤比例
  1059. function getReduceScale_unconditional(ls)
  1060. {
  1061. const sk = ls.params;
  1062. let scale = 0;
  1063. switch (ls.type)
  1064. {
  1065. case 16: //无条件盾
  1066. scale = sk[0]/100;
  1067. break;
  1068. case 129: //无条件盾,属性个数不固定
  1069. case 163: //无条件盾,属性个数不固定
  1070. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1071. break;
  1072. case 138: //调用其他队长技
  1073. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1074. break;
  1075. default:
  1076. }
  1077. return scale || 0;
  1078. }
  1079. const skill = Skills[card.leaderSkillId];
  1080. return getReduceScale_unconditional(skill) > 0;
  1081. })
  1082. },
  1083. ]},
  1084. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1085. {name:"1 CD",otLangName:{chs:"1 CD"},
  1086. function:cards=>cards.filter(card=>{
  1087. if (card.activeSkillId == 0) return false;
  1088. const skill = Skills[card.activeSkillId];
  1089. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1090. })
  1091. },
  1092. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)"},
  1093. function:cards=>cards.filter(card=>{
  1094. if (card.activeSkillId == 0) return false;
  1095. const skill = Skills[card.activeSkillId];
  1096. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1097. let realCD = minCD;
  1098. const searchTypeArray = [14];
  1099. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1100. if (subSkill)
  1101. {
  1102. realCD -= subSkill.params[0] * 3;
  1103. }
  1104. return minCD > 1 && realCD <= 4;
  1105. })
  1106. },
  1107. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1108. function:cards=>{
  1109. const searchTypeArray = [5];
  1110. return cards.filter(card=>{
  1111. const skill = getCardActiveSkill(card, searchTypeArray);
  1112. return skill;
  1113. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1114. },
  1115. addition:card=>{
  1116. const searchTypeArray = [5];
  1117. const skill = getCardActiveSkill(card, searchTypeArray);
  1118. const value = skill.params[0];
  1119. return `时停${value}s`;
  1120. }
  1121. },
  1122. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1123. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1124. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1125. function:cards=>cards.filter(card=>{
  1126. const searchTypeArray = [225];
  1127. const skill = getCardActiveSkill(card, searchTypeArray);
  1128. return skill;
  1129. }),
  1130. addition:card=>{
  1131. const searchTypeArray = [225];
  1132. const skill = getCardActiveSkill(card, searchTypeArray);
  1133. const sk = skill.params;
  1134. let strArr = [];
  1135. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1136. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1137. return `HP ${strArr.join(" ")}`;
  1138. }
  1139. },
  1140. ]},
  1141. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1142. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1143. function:cards=>{
  1144. const searchTypeArray = [173];
  1145. return cards.filter(card=>{
  1146. const skill = getCardActiveSkill(card, searchTypeArray);
  1147. return skill && skill.params[1];
  1148. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1149. },addition:voidsAbsorption_Addition},
  1150. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1151. function:cards=>{
  1152. const searchTypeArray = [173];
  1153. return cards.filter(card=>{
  1154. const skill = getCardActiveSkill(card, searchTypeArray);
  1155. return skill && skill.params[2];
  1156. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1157. },addition:voidsAbsorption_Addition},*/
  1158. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1159. function:cards=>{
  1160. const searchTypeArray = [173];
  1161. return cards.filter(card=>{
  1162. const skill = getCardActiveSkill(card, searchTypeArray);
  1163. return skill && skill.params[3];
  1164. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1165. },addition:voidsAbsorption_Addition},
  1166. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1167. function:cards=>{
  1168. const searchTypeArray = [173];
  1169. return cards.filter(card=>{
  1170. const skill = getCardActiveSkill(card, searchTypeArray);
  1171. return skill && skill.params[1] && skill.params[3];
  1172. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1173. },addition:voidsAbsorption_Addition},
  1174. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1175. function:cards=>{
  1176. const searchTypeArray = [191];
  1177. return cards.filter(card=>{
  1178. const skill = getCardActiveSkill(card, searchTypeArray);
  1179. return skill;
  1180. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1181. },
  1182. addition:card=>{
  1183. const searchTypeArray = [191];
  1184. const skill = getCardActiveSkill(card, searchTypeArray);
  1185. const sk = skill.params;
  1186. return document.createTextNode(`破贯×${sk[0]}T`);
  1187. }
  1188. },
  1189. ]},
  1190. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1191. {
  1192. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1193. function:cards=>{
  1194. return cards.filter(card=>{
  1195. const turns = unbind_Turns(card);
  1196. return turns.normal > 0;
  1197. }).sort((a,b)=>{
  1198. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1199. let a_pC = a_s.normal, b_pC = b_s.normal;
  1200. return a_pC - b_pC;
  1201. });
  1202. },
  1203. addition:unbind_Addition
  1204. },
  1205. {
  1206. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1207. function:cards=>{
  1208. return cards.filter(card=>{
  1209. const turns = unbind_Turns(card);
  1210. return turns.awoken > 0;
  1211. }).sort((a,b)=>{
  1212. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1213. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1214. return a_pC - b_pC;
  1215. });
  1216. },
  1217. addition:unbind_Addition
  1218. },
  1219. {
  1220. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1221. function:cards=>{
  1222. return cards.filter(card=>{
  1223. const turns = unbind_Turns(card);
  1224. return turns.normal && turns.awoken > 0;
  1225. }).sort((a,b)=>{
  1226. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1227. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1228. return a_pC - b_pC;
  1229. });
  1230. },
  1231. addition:unbind_Addition
  1232. },
  1233. {
  1234. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1235. function:cards=>{
  1236. const searchTypeArray = [196];
  1237. return cards.filter(card=>{
  1238. const skill = getCardActiveSkill(card, searchTypeArray);
  1239. return skill;
  1240. }).sort((a,b)=>{
  1241. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1242. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1243. return a_pC - b_pC;
  1244. })
  1245. },
  1246. addition:card=>{
  1247. const searchTypeArray = [196];
  1248. const skill = getCardActiveSkill(card, searchTypeArray);
  1249. const sk = skill.params;
  1250. const value = sk[0];
  1251. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1252. }
  1253. },
  1254. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1255. function:cards=>cards.filter(card=>{
  1256. const searchTypeArray = [214];
  1257. const skill = getCardActiveSkill(card, searchTypeArray);
  1258. return skill;
  1259. }),
  1260. addition:card=>{
  1261. const searchTypeArray = [214];
  1262. const skill = getCardActiveSkill(card, searchTypeArray);
  1263. const sk = skill.params;
  1264. return document.createTextNode(`自封技${sk[0]}T`);
  1265. }
  1266. },
  1267. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1268. function:cards=>cards.filter(card=>{
  1269. const searchTypeArray = [215];
  1270. const skill = getCardActiveSkill(card, searchTypeArray);
  1271. return skill;
  1272. }),
  1273. addition:card=>{
  1274. const searchTypeArray = [215];
  1275. const skill = getCardActiveSkill(card, searchTypeArray);
  1276. const sk = skill.params;
  1277. const fragment = document.createDocumentFragment();
  1278. fragment.appendChild(document.createTextNode(`自封`));
  1279. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1280. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1281. return fragment;
  1282. }
  1283. },
  1284. ]},
  1285. {group:true,name:"-----Orbs Lock-----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  1286. {name:"Unlock",otLangName:{chs:"解锁"},
  1287. function:cards=>cards.filter(card=>{
  1288. const searchTypeArray = [172];
  1289. const skill = getCardActiveSkill(card, searchTypeArray);
  1290. return skill;
  1291. })
  1292. },
  1293. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  1294. function:cards=>cards.filter(card=>{
  1295. const searchTypeArray = [152];
  1296. const skill = getCardActiveSkill(card, searchTypeArray);
  1297. return skill;
  1298. }),
  1299. addition:card=>{
  1300. const searchTypeArray = [152];
  1301. const skill = getCardActiveSkill(card, searchTypeArray);
  1302. const sk = skill.params;
  1303. const fragment = document.createDocumentFragment();
  1304. fragment.appendChild(document.createTextNode(`锁`));
  1305. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1306. return fragment;
  1307. }
  1308. },
  1309. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  1310. function:cards=>cards.filter(card=>{
  1311. const searchTypeArray = [152];
  1312. const skill = getCardActiveSkill(card, searchTypeArray);
  1313. return skill && (skill.params[0] & 63) === 63;
  1314. })
  1315. },
  1316. ]},
  1317. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  1318. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  1319. function:cards=>cards.filter(card=>{
  1320. const searchTypeArray = [10];
  1321. const skill = getCardActiveSkill(card, searchTypeArray);
  1322. return skill;
  1323. })
  1324. },
  1325. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  1326. function:cards=>cards.filter(card=>{
  1327. const searchTypeArray = [71];
  1328. const skill = getCardActiveSkill(card, searchTypeArray);
  1329. return boardChange_ColorTypes(skill).length == 1;
  1330. }),addition:boardChange_Addition},
  1331. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  1332. function:cards=>cards.filter(card=>{
  1333. const searchTypeArray = [71];
  1334. const skill = getCardActiveSkill(card, searchTypeArray);
  1335. return boardChange_ColorTypes(skill).length == 2;
  1336. }),addition:boardChange_Addition},
  1337. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  1338. function:cards=>cards.filter(card=>{
  1339. const searchTypeArray = [71];
  1340. const skill = getCardActiveSkill(card, searchTypeArray);
  1341. return boardChange_ColorTypes(skill).length == 3;
  1342. }),addition:boardChange_Addition},
  1343. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  1344. function:cards=>cards.filter(card=>{
  1345. const searchTypeArray = [71];
  1346. const skill = getCardActiveSkill(card, searchTypeArray);
  1347. return boardChange_ColorTypes(skill).length == 4;
  1348. }),addition:boardChange_Addition},
  1349. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  1350. function:cards=>cards.filter(card=>{
  1351. const searchTypeArray = [71];
  1352. const skill = getCardActiveSkill(card, searchTypeArray);
  1353. return boardChange_ColorTypes(skill).length == 5;
  1354. }),addition:boardChange_Addition},
  1355. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  1356. function:cards=>cards.filter(card=>{
  1357. const searchTypeArray = [71];
  1358. const skill = getCardActiveSkill(card, searchTypeArray);
  1359. return boardChange_ColorTypes(skill).length >= 6;
  1360. }),addition:boardChange_Addition},
  1361. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  1362. function:cards=>cards.filter(card=>{
  1363. const searchTypeArray = [71];
  1364. const skill = getCardActiveSkill(card, searchTypeArray);
  1365. return boardChange_ColorTypes(skill).includes(0);
  1366. })
  1367. },
  1368. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  1369. function:cards=>cards.filter(card=>{
  1370. const searchTypeArray = [71];
  1371. const skill = getCardActiveSkill(card, searchTypeArray);
  1372. return boardChange_ColorTypes(skill).includes(1);
  1373. })
  1374. },
  1375. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  1376. function:cards=>cards.filter(card=>{
  1377. const searchTypeArray = [71];
  1378. const skill = getCardActiveSkill(card, searchTypeArray);
  1379. return boardChange_ColorTypes(skill).includes(2);
  1380. })
  1381. },
  1382. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  1383. function:cards=>cards.filter(card=>{
  1384. const searchTypeArray = [71];
  1385. const skill = getCardActiveSkill(card, searchTypeArray);
  1386. return boardChange_ColorTypes(skill).includes(3);
  1387. })
  1388. },
  1389. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  1390. function:cards=>cards.filter(card=>{
  1391. const searchTypeArray = [71];
  1392. const skill = getCardActiveSkill(card, searchTypeArray);
  1393. return boardChange_ColorTypes(skill).includes(4);
  1394. })
  1395. },
  1396. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  1397. function:cards=>cards.filter(card=>{
  1398. const searchTypeArray = [71];
  1399. const skill = getCardActiveSkill(card, searchTypeArray);
  1400. return boardChange_ColorTypes(skill).includes(5);
  1401. })
  1402. },
  1403. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  1404. function:cards=>cards.filter(card=>{
  1405. const searchTypeArray = [71];
  1406. const skill = getCardActiveSkill(card, searchTypeArray);
  1407. const colors = boardChange_ColorTypes(skill);
  1408. return colors.includes(6)
  1409. || colors.includes(7)
  1410. || colors.includes(8)
  1411. || colors.includes(9);
  1412. })
  1413. },
  1414. ]},
  1415. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  1416. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  1417. function:cards=>cards.filter(card=>{
  1418. const searchTypeArray = [154];
  1419. const skill = getCardActiveSkill(card, searchTypeArray);
  1420. if (!skill) return false;
  1421. const sk = skill.params;
  1422. return flags(sk[1] || 1).includes(0);
  1423. }),addition:changeOrbs_Addition},
  1424. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  1425. function:cards=>cards.filter(card=>{
  1426. const searchTypeArray = [154];
  1427. const skill = getCardActiveSkill(card, searchTypeArray);
  1428. if (!skill) return false;
  1429. const sk = skill.params;
  1430. return flags(sk[1] || 1).includes(1);
  1431. }),addition:changeOrbs_Addition},
  1432. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  1433. function:cards=>cards.filter(card=>{
  1434. const searchTypeArray = [154];
  1435. const skill = getCardActiveSkill(card, searchTypeArray);
  1436. if (!skill) return false;
  1437. const sk = skill.params;
  1438. return flags(sk[1] || 1).includes(2);
  1439. }),addition:changeOrbs_Addition},
  1440. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  1441. function:cards=>cards.filter(card=>{
  1442. const searchTypeArray = [154];
  1443. const skill = getCardActiveSkill(card, searchTypeArray);
  1444. if (!skill) return false;
  1445. const sk = skill.params;
  1446. return flags(sk[1] || 1).includes(3);
  1447. }),addition:changeOrbs_Addition},
  1448. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  1449. function:cards=>cards.filter(card=>{
  1450. const searchTypeArray = [154];
  1451. const skill = getCardActiveSkill(card, searchTypeArray);
  1452. if (!skill) return false;
  1453. const sk = skill.params;
  1454. return flags(sk[1] || 1).includes(4);
  1455. }),addition:changeOrbs_Addition},
  1456. {name:"Orbs Change - to Heart",otLangName:{chs:"转珠-变为-心"},
  1457. function:cards=>cards.filter(card=>{
  1458. const searchTypeArray = [154];
  1459. const skill = getCardActiveSkill(card, searchTypeArray);
  1460. if (!skill) return false;
  1461. const sk = skill.params;
  1462. return flags(sk[1] || 1).includes(5);
  1463. }),addition:changeOrbs_Addition},
  1464. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  1465. function:cards=>cards.filter(card=>{
  1466. const searchTypeArray = [154];
  1467. const skill = getCardActiveSkill(card, searchTypeArray);
  1468. if (!skill) return false;
  1469. const sk = skill.params;
  1470. return (sk[1] & 960) > 0;
  1471. }),addition:changeOrbs_Addition},
  1472. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  1473. function:cards=>cards.filter(card=>{
  1474. const searchTypeArray = [154];
  1475. const skill = getCardActiveSkill(card, searchTypeArray);
  1476. if (!skill) return false;
  1477. const sk = skill.params;
  1478. return flags(sk[0] || 1).includes(0);
  1479. })
  1480. },
  1481. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  1482. function:cards=>cards.filter(card=>{
  1483. const searchTypeArray = [154];
  1484. const skill = getCardActiveSkill(card, searchTypeArray);
  1485. if (!skill) return false;
  1486. const sk = skill.params;
  1487. return flags(sk[0] || 1).includes(1);
  1488. })
  1489. },
  1490. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  1491. function:cards=>cards.filter(card=>{
  1492. const searchTypeArray = [154];
  1493. const skill = getCardActiveSkill(card, searchTypeArray);
  1494. if (!skill) return false;
  1495. const sk = skill.params;
  1496. return flags(sk[0] || 1).includes(2);
  1497. })
  1498. },
  1499. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  1500. function:cards=>cards.filter(card=>{
  1501. const searchTypeArray = [154];
  1502. const skill = getCardActiveSkill(card, searchTypeArray);
  1503. if (!skill) return false;
  1504. const sk = skill.params;
  1505. return flags(sk[0] || 1).includes(3);
  1506. })
  1507. },
  1508. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  1509. function:cards=>cards.filter(card=>{
  1510. const searchTypeArray = [154];
  1511. const skill = getCardActiveSkill(card, searchTypeArray);
  1512. if (!skill) return false;
  1513. const sk = skill.params;
  1514. return flags(sk[0] || 1).includes(4);
  1515. })
  1516. },
  1517. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  1518. function:cards=>cards.filter(card=>{
  1519. const searchTypeArray = [154];
  1520. const skill = getCardActiveSkill(card, searchTypeArray);
  1521. if (!skill) return false;
  1522. const sk = skill.params;
  1523. return flags(sk[0] || 1).includes(5);
  1524. })
  1525. },
  1526. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  1527. function:cards=>cards.filter(card=>{
  1528. const searchTypeArray = [154];
  1529. const skill = getCardActiveSkill(card, searchTypeArray);
  1530. if (!skill) return false;
  1531. const sk = skill.params;
  1532. return (sk[0] & 960) > 0;
  1533. })
  1534. },
  1535. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  1536. function:cards=>{
  1537. const searchTypeArray = [52,91,140];
  1538. return cards.filter(card=>{
  1539. const skill = getCardActiveSkill(card, searchTypeArray);
  1540. return skill;
  1541. });
  1542. },
  1543. addition:card=>{
  1544. const searchTypeArray = [52,91,140];
  1545. const skill = getCardActiveSkill(card, searchTypeArray);
  1546. const sk = skill.params;
  1547. let attrs = [];
  1548. switch (skill.type)
  1549. {
  1550. case 52:{
  1551. attrs.push(sk[0]); break;
  1552. }
  1553. case 91:{
  1554. attrs = sk.slice(0,-1); break;
  1555. }
  1556. case 140:{
  1557. attrs = flags(sk[0]); break;
  1558. }
  1559. }
  1560. const fragment = document.createDocumentFragment();
  1561. fragment.appendChild(document.createTextNode(`强化`));
  1562. fragment.appendChild(createOrbsList(attrs));
  1563. return fragment;
  1564. }
  1565. },
  1566. ]},
  1567. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  1568. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  1569. function:cards=>cards.filter(card=>{
  1570. function is30(sk)
  1571. {
  1572. return Boolean(flags(sk[1]).length * sk[0] == 30);
  1573. }
  1574. const searchTypeArray = [141];
  1575. const skill = getCardActiveSkill(card, searchTypeArray);
  1576. return skill && is30(skill.params);
  1577. }),addition:generateOrbs_Addition},
  1578. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  1579. function:cards=>cards.filter(card=>{
  1580. function is1515(sk)
  1581. {
  1582. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  1583. }
  1584. const searchTypeArray = [141];
  1585. const skill = getCardActiveSkill(card, searchTypeArray);
  1586. return skill && is1515(skill.params);
  1587. }),addition:generateOrbs_Addition},
  1588. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  1589. function:cards=>cards.filter(card=>{
  1590. const searchTypeArray = [141];
  1591. const skill = getCardActiveSkill(card, searchTypeArray);
  1592. if (!skill) return false;
  1593. const sk = skill.params;
  1594. return flags(sk[1] || 1).includes(0);
  1595. }),addition:generateOrbs_Addition},
  1596. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  1597. function:cards=>cards.filter(card=>{
  1598. const searchTypeArray = [141];
  1599. const skill = getCardActiveSkill(card, searchTypeArray);
  1600. if (!skill) return false;
  1601. const sk = skill.params;
  1602. return flags(sk[1] || 1).includes(1);
  1603. }),addition:generateOrbs_Addition},
  1604. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  1605. function:cards=>cards.filter(card=>{
  1606. const searchTypeArray = [141];
  1607. const skill = getCardActiveSkill(card, searchTypeArray);
  1608. if (!skill) return false;
  1609. const sk = skill.params;
  1610. return flags(sk[1] || 1).includes(2);
  1611. }),addition:generateOrbs_Addition},
  1612. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  1613. function:cards=>cards.filter(card=>{
  1614. const searchTypeArray = [141];
  1615. const skill = getCardActiveSkill(card, searchTypeArray);
  1616. if (!skill) return false;
  1617. const sk = skill.params;
  1618. return flags(sk[1] || 1).includes(3);
  1619. }),addition:generateOrbs_Addition},
  1620. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  1621. function:cards=>cards.filter(card=>{
  1622. const searchTypeArray = [141];
  1623. const skill = getCardActiveSkill(card, searchTypeArray);
  1624. if (!skill) return false;
  1625. const sk = skill.params;
  1626. return flags(sk[1] || 1).includes(4);
  1627. }),addition:generateOrbs_Addition},
  1628. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  1629. function:cards=>cards.filter(card=>{
  1630. const searchTypeArray = [141];
  1631. const skill = getCardActiveSkill(card, searchTypeArray);
  1632. if (!skill) return false;
  1633. const sk = skill.params;
  1634. return flags(sk[1] || 1).includes(5);
  1635. }),addition:generateOrbs_Addition},
  1636. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  1637. function:cards=>cards.filter(card=>{
  1638. const searchTypeArray = [141];
  1639. const skill = getCardActiveSkill(card, searchTypeArray);
  1640. if (!skill) return false;
  1641. const sk = skill.params;
  1642. return (sk[1] & 960) > 0;
  1643. }),addition:generateOrbs_Addition},
  1644. ]},
  1645. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  1646. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  1647. function:cards=>cards.filter(card=>{
  1648. const searchTypeArray = [176];
  1649. const skill = getCardActiveSkill(card, searchTypeArray);
  1650. return skill;
  1651. })
  1652. },
  1653. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  1654. function:cards=>cards.filter(card=>{
  1655. function is3x3(sk)
  1656. {
  1657. for (let si=0;si<3;si++)
  1658. {
  1659. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  1660. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  1661. (si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
  1662. (sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
  1663. )
  1664. return true;
  1665. }
  1666. return false;
  1667. }
  1668. const searchTypeArray = [176];
  1669. const skill = getCardActiveSkill(card, searchTypeArray);
  1670. return skill && is3x3(skill.params);
  1671. }),
  1672. addition:card=>{
  1673. const searchTypeArray = [176];
  1674. const skill = getCardActiveSkill(card, searchTypeArray);
  1675. const sk = skill.params;
  1676. const fragment = document.createDocumentFragment();
  1677. fragment.appendChild(document.createTextNode(`3×3`));
  1678. fragment.appendChild(createOrbsList(sk[5]));
  1679. return fragment;
  1680. }
  1681. },
  1682. {name:"Create a vertical",otLangName:{chs:"产竖"},
  1683. function:cards=>cards.filter(card=>{
  1684. const searchTypeArray = [127];
  1685. const skill = getCardActiveSkill(card, searchTypeArray);
  1686. return skill;
  1687. }),
  1688. addition:card=>{
  1689. const searchTypeArray = [127];
  1690. const skill = getCardActiveSkill(card, searchTypeArray);
  1691. const sk = skill.params;
  1692. const colors = [];
  1693. for (let ai=0;ai<sk.length;ai+=2)
  1694. {
  1695. colors.push(flags(sk[ai+1]));
  1696. }
  1697. const fragment = document.createDocumentFragment();
  1698. fragment.appendChild(document.createTextNode(`竖`));
  1699. fragment.appendChild(createOrbsList(colors.flat()));
  1700. return fragment;
  1701. }
  1702. },
  1703. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  1704. function:cards=>cards.filter(card=>{
  1705. function isHeart(sk)
  1706. {
  1707. for (let i=1;i<sk.length;i+=2)
  1708. {
  1709. if (sk[i] & 32)
  1710. {
  1711. return true;
  1712. }
  1713. }
  1714. }
  1715. const searchTypeArray = [127];
  1716. const skill = getCardActiveSkill(card, searchTypeArray);
  1717. return skill && isHeart(skill.params);
  1718. })
  1719. },
  1720. {name:"Create a horizontal",otLangName:{chs:"产横"},
  1721. function:cards=>cards.filter(card=>{
  1722. const searchTypeArray = [128];
  1723. const skill = getCardActiveSkill(card, searchTypeArray);
  1724. return skill;
  1725. }),
  1726. addition:card=>{
  1727. const searchTypeArray = [128];
  1728. const skill = getCardActiveSkill(card, searchTypeArray);
  1729. const sk = skill.params;
  1730. const colors = [];
  1731. for (let ai=0;ai<sk.length;ai+=2)
  1732. {
  1733. colors.push(flags(sk[ai+1]));
  1734. }
  1735. const fragment = document.createDocumentFragment();
  1736. fragment.appendChild(document.createTextNode(`横`));
  1737. fragment.appendChild(createOrbsList(colors.flat()));
  1738. return fragment;
  1739. }
  1740. },
  1741. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  1742. function:cards=>cards.filter(card=>{
  1743. const searchTypeArray = [128];
  1744. const skill = getCardActiveSkill(card, searchTypeArray);
  1745. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  1746. })
  1747. },
  1748. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  1749. function:cards=>cards.filter(card=>{
  1750. const searchTypeArray = [128];
  1751. const skill = getCardActiveSkill(card, searchTypeArray);
  1752. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  1753. })
  1754. },
  1755. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  1756. function:cards=>cards.filter(card=>{
  1757. const searchTypeArray = [128];
  1758. const skill = getCardActiveSkill(card, searchTypeArray);
  1759. return skill && ((skill.params[0] | skill.params[2]) & 14);
  1760. })
  1761. },
  1762. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  1763. function:cards=>cards.filter(card=>{
  1764. const searchTypeArray = [128,71,176];
  1765. function isRow(skill)
  1766. {
  1767. const sk = skill.params;
  1768. if (skill.type === 128) //普通横
  1769. {return true;}
  1770. else if (skill.type === 71) //花火
  1771. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  1772. else if (skill.type === 176) //特殊形状
  1773. {
  1774. for (let si=0;si<5;si++)
  1775. {
  1776. if ((sk[si] & 63) === 63)
  1777. return true;
  1778. }
  1779. }
  1780. return false;
  1781. }
  1782. const skill = getCardActiveSkill(card, searchTypeArray);
  1783. return skill && isRow(skill);
  1784. })
  1785. },
  1786. ]},
  1787. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  1788. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  1789. function:cards=>{
  1790. const searchTypeArray = [205];
  1791. return cards.filter(card=>{
  1792. const skill = getCardActiveSkill(card, searchTypeArray);
  1793. return skill;
  1794. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1795. },
  1796. addition:card=>{
  1797. const searchTypeArray = [205];
  1798. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1799. const sk = skill.params;
  1800. const fragment = document.createDocumentFragment();
  1801. fragment.appendChild(document.createTextNode(`掉锁`));
  1802. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  1803. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1804. return fragment;
  1805. }
  1806. },
  1807. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  1808. function:cards=>{
  1809. const searchTypeArray = [205];
  1810. return cards.filter(card=>{
  1811. const skill = getCardActiveSkill(card, searchTypeArray);
  1812. return skill && (skill.params[0] & 63) === 63;
  1813. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1814. }
  1815. },
  1816. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  1817. function:cards=>{
  1818. const searchTypeArray = [180];
  1819. return cards.filter(card=>{
  1820. const skill = getCardActiveSkill(card, searchTypeArray);
  1821. return skill;
  1822. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1823. },
  1824. addition:card=>{
  1825. const searchTypeArray = [180];
  1826. const skill = getCardActiveSkill(card, searchTypeArray);
  1827. const sk = skill.params;
  1828. return `${sk[1]}%×${sk[0]}T`;
  1829. }
  1830. },
  1831. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  1832. function:cards=>{
  1833. const searchTypeArray = [184];
  1834. return cards.filter(card=>{
  1835. const skill = getCardActiveSkill(card, searchTypeArray);
  1836. return skill;
  1837. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1838. },
  1839. addition:card=>{
  1840. const searchTypeArray = [184];
  1841. const skill = getCardActiveSkill(card, searchTypeArray);
  1842. const sk = skill.params;
  1843. return `无↓×${sk[0]}T`;
  1844. }
  1845. },
  1846. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  1847. function:cards=>cards.filter(card=>{
  1848. const searchTypeArray = [126];
  1849. const skill = getCardActiveSkill(card, searchTypeArray);
  1850. return skill;
  1851. }),
  1852. addition:card=>{
  1853. const searchTypeArray = [126];
  1854. const skill = getCardActiveSkill(card, searchTypeArray);
  1855. const sk = skill.params;
  1856. const colors = flags(sk[0]);
  1857. const fragment = document.createDocumentFragment();
  1858. fragment.appendChild(createOrbsList(colors));
  1859. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1860. return fragment;
  1861. }
  1862. },
  1863. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  1864. function:cards=>cards.filter(card=>{
  1865. const searchTypeArray = [126];
  1866. const skill = getCardActiveSkill(card, searchTypeArray);
  1867. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1868. })
  1869. },
  1870. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  1871. function:cards=>cards.filter(card=>{
  1872. const searchTypeArray = [126];
  1873. const skill = getCardActiveSkill(card, searchTypeArray);
  1874. return skill && skill.params[1] >= 99;
  1875. })
  1876. },
  1877. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  1878. function:cards=>cards.filter(card=>{
  1879. const searchTypeArray = [126];
  1880. const skill = getCardActiveSkill(card, searchTypeArray);
  1881. return skill && skill.params[3] == 100;
  1882. })
  1883. },
  1884. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  1885. function:cards=>{
  1886. const searchTypeArray = [226];
  1887. return cards.filter(card=>{
  1888. const skill = getCardActiveSkill(card, searchTypeArray);
  1889. return skill;
  1890. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1891. },
  1892. addition:card=>{
  1893. const searchTypeArray = [226];
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. const sk = skill.params;
  1896. return `${sk[1]}%×${sk[0]}T`;
  1897. }
  1898. },
  1899. ]},
  1900. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1901. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1902. function:cards=>cards.filter(card=>{
  1903. const searchTypeArray = [156,168,228];
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. return skill;
  1906. })
  1907. },
  1908. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1909. function:cards=>{
  1910. const searchTypeArray = [50,90,228];
  1911. function getRecScale(as)
  1912. {
  1913. const sk = as.params;
  1914. if (as.type == 228)
  1915. {
  1916. return sk[4] || 0;
  1917. }else
  1918. {
  1919. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  1920. }
  1921. }
  1922. return cards.filter(card=>{
  1923. const skills = getCardActiveSkills(card, searchTypeArray);
  1924. if (skills.length)
  1925. {
  1926. return skills.some(as=>getRecScale(as) > 0);
  1927. }else return false;
  1928. }).sort((a,b)=>{
  1929. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1930. const a_sv = a_s.map(a_s=>getRecScale(a_s)).sort().reverse()[0], b_sv = b_s.map(b_s=>getRecScale(b_s)).sort().reverse()[0];
  1931. return a_sv - b_sv;
  1932. });
  1933. },
  1934. addition:card=>{
  1935. const searchTypeArray = [50,90,228];
  1936. function getRecScale(as)
  1937. {
  1938. const sk = as.params;
  1939. if (as.type == 228)
  1940. {
  1941. return sk[4] || 0;
  1942. }else
  1943. {
  1944. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  1945. }
  1946. }
  1947. const skills = getCardActiveSkills(card, searchTypeArray);
  1948. const skill = skills.find(as=>getRecScale(as) > 0);
  1949. if (skill.type == 228)
  1950. return `回+${getRecScale(skill) / 100}×N`;
  1951. else
  1952. return `回x${getRecScale(skill) / 100}`;
  1953. }
  1954. },
  1955. {name:"ATK rate change",otLangName:{chs:"攻击力 buff(顶攻击)"},
  1956. function:cards=>{
  1957. return cards.filter(card=>{
  1958. const atkbuff = atkBuff_Rate(card);
  1959. return atkbuff.skilltype > 0;
  1960. }).sort((a,b)=>{
  1961. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1962. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1963. if (sortNum == 0)
  1964. sortNum = a_pC.rate - b_pC.rate;
  1965. if (sortNum == 0)
  1966. sortNum = a_pC.turns - b_pC.turns;
  1967. return sortNum;
  1968. });
  1969. },
  1970. addition:card=>{
  1971. const atkbuff = atkBuff_Rate(card);
  1972. const fragment = document.createDocumentFragment();
  1973. if (atkbuff.skilltype == 0) return fragment;
  1974. if (atkbuff.skilltype == 1)
  1975. {
  1976. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1977. if (atkbuff.awoken.length)
  1978. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1979. if (atkbuff.attrs.length)
  1980. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1981. if (atkbuff.types.length)
  1982. fragment.appendChild(createTypesList(atkbuff.types));
  1983. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1984. }else if (atkbuff.skilltype == 2)
  1985. {
  1986. if (atkbuff.attrs.length)
  1987. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1988. if (atkbuff.types.length)
  1989. fragment.appendChild(createTypesList(atkbuff.types));
  1990. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1991. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1992. }
  1993. return fragment;
  1994. }
  1995. },
  1996. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1997. function:cards=>{
  1998. const searchTypeArray = [132];
  1999. return cards.filter(card=>{
  2000. const skill = getCardActiveSkill(card, searchTypeArray);
  2001. return skill;
  2002. }).sort((a,b)=>{
  2003. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2004. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2005. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2006. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2007. });
  2008. },
  2009. addition:card=>{
  2010. const searchTypeArray = [132];
  2011. const skill = getCardActiveSkill(card, searchTypeArray);
  2012. const sk = skill.params;
  2013. let str = "👆";
  2014. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2015. if (sk[2]) str += `x${sk[2]/100}`;
  2016. return str;
  2017. }
  2018. },
  2019. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  2020. function:cards=>{
  2021. const searchTypeArray = [207];
  2022. return cards.filter(card=>{
  2023. const skill = getCardActiveSkill(card, searchTypeArray);
  2024. return skill;
  2025. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2026. },
  2027. addition:card=>{
  2028. const searchTypeArray = [207];
  2029. const skill = getCardActiveSkill(card, searchTypeArray);
  2030. const sk = skill.params;
  2031. if (sk[7])
  2032. return `${sk[7]}个×${sk[0]}T`;
  2033. else
  2034. return `特殊形状×${sk[0]}T`;
  2035. }
  2036. },
  2037. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  2038. function:cards=>{
  2039. const searchTypeArray = [160];
  2040. return cards.filter(card=>{
  2041. const skill = getCardActiveSkill(card, searchTypeArray);
  2042. return skill;
  2043. }).sort((a,b)=>{
  2044. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2045. return a_s.params[1] - b_s.params[1];
  2046. });
  2047. },
  2048. addition:card=>{
  2049. const searchTypeArray = [160];
  2050. const skill = getCardActiveSkill(card, searchTypeArray);
  2051. const sk = skill.params;
  2052. return `+${sk[1]}C×${sk[0]}T`;
  2053. }
  2054. },
  2055. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  2056. function:cards=>{
  2057. const searchTypeArray = [3,156];
  2058. return cards.filter(card=>{
  2059. const skill = getCardActiveSkill(card, searchTypeArray);
  2060. if (!skill) return false;
  2061. if (skill.type == 156)
  2062. return skill.params[4]==3;
  2063. else
  2064. return true;
  2065. }).sort((a,b)=>{
  2066. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2067. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2068. if (!sortNum)
  2069. {
  2070. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2071. sortNum = a_pC - b_pC;
  2072. }
  2073. return sortNum;
  2074. });
  2075. },
  2076. addition:card=>{
  2077. const searchTypeArray = [3,156];
  2078. const skill = getCardActiveSkill(card, searchTypeArray);
  2079. const sk = skill.params;
  2080. const fragment = document.createDocumentFragment();
  2081. if (skill.type == 156)
  2082. {
  2083. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2084. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2085. fragment.appendChild(creatAwokenList(awokenArr));
  2086. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2087. }else
  2088. {
  2089. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2090. }
  2091. return fragment;
  2092. }
  2093. },
  2094. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  2095. function:cards=>{
  2096. const searchTypeArray = [3];
  2097. return cards.filter(card=>{
  2098. const skill = getCardActiveSkill(card, searchTypeArray);
  2099. return skill && skill.params[1]>=100;
  2100. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2101. },
  2102. addition:card=>{
  2103. const searchTypeArray = [3];
  2104. const skill = getCardActiveSkill(card, searchTypeArray);
  2105. const sk = skill.params;
  2106. return `无敌×${sk[0]}T`;
  2107. }
  2108. },
  2109. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  2110. function:cards=>{
  2111. const searchTypeArray = [21];
  2112. return cards.filter(card=>{
  2113. const skill = getCardActiveSkill(card, searchTypeArray);
  2114. return skill;
  2115. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2116. },
  2117. addition:card=>{
  2118. const searchTypeArray = [21];
  2119. const skill = getCardActiveSkill(card, searchTypeArray);
  2120. const sk = skill.params;
  2121. const colors = [sk[1]];
  2122. const fragment = document.createDocumentFragment();
  2123. fragment.appendChild(document.createTextNode(`-`));
  2124. fragment.appendChild(createOrbsList(colors));
  2125. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2126. return fragment;
  2127. }
  2128. },
  2129. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  2130. function:cards=>{
  2131. const searchTypeArray = [51];
  2132. return cards.filter(card=>{
  2133. const skill = getCardActiveSkill(card, searchTypeArray);
  2134. return skill;
  2135. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2136. },
  2137. addition:card=>{
  2138. const searchTypeArray = [51];
  2139. const skill = getCardActiveSkill(card, searchTypeArray);
  2140. const sk = skill.params;
  2141. return `全体×${sk[0]}T`;
  2142. }
  2143. },
  2144. ]},
  2145. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2146. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2147. function:cards=>{
  2148. const searchTypeArray = [179];
  2149. return cards.filter(card=>{
  2150. const skill = getCardActiveSkill(card, searchTypeArray);
  2151. return skill;
  2152. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2153. },
  2154. addition:card=>{
  2155. const searchTypeArray = [179];
  2156. const skill = getCardActiveSkill(card, searchTypeArray);
  2157. const sk = skill.params;
  2158. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2159. }
  2160. },
  2161. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2162. function:cards=>{
  2163. return cards.filter(card=>{
  2164. const heal = healImmediately_Rate(card);
  2165. return Object.values(heal).some(v=>v);
  2166. })
  2167. .sort((a,b)=>{
  2168. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2169. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2170. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2171. let sortNum = a_i - b_i;
  2172. if (!sortNum)
  2173. {
  2174. sortNum = a_vs[a_i] - b_vs[b_i];
  2175. }
  2176. return sortNum;
  2177. });
  2178. },
  2179. addition:card=>{
  2180. const heal = healImmediately_Rate(card);
  2181. let strArr = [];
  2182. if (heal.scale)
  2183. strArr.push(`${heal.scale}%最大HP`);
  2184. if (heal.const)
  2185. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2186. if (heal.selfRcv)
  2187. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2188. if (heal.vampire)
  2189. strArr.push(`${heal.vampire}%伤害`);
  2190. return strArr.join(',');
  2191. }
  2192. },
  2193. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2194. function:cards=>{
  2195. return cards.filter(card=>damageSelf_Rate(card)>0)
  2196. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2197. },
  2198. addition:card=>{
  2199. let rate = damageSelf_Rate(card);
  2200. if (rate < 100)
  2201. return `减少${rate}%`;
  2202. else
  2203. return `减少到1`;
  2204. }
  2205. },
  2206. ]},
  2207. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2208. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2209. function:cards=>{
  2210. const searchTypeArray = [146];
  2211. return cards.filter(card=>{
  2212. const skill = getCardActiveSkill(card, searchTypeArray);
  2213. return skill;
  2214. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2215. },
  2216. addition:card=>{
  2217. const searchTypeArray = [146];
  2218. const skill = getCardActiveSkill(card, searchTypeArray);
  2219. const sk = skill.params;
  2220. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2221. }
  2222. },
  2223. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2224. function:cards=>{
  2225. const searchTypeArray = [218];
  2226. return cards.filter(card=>{
  2227. const skill = getCardActiveSkill(card, searchTypeArray);
  2228. return skill;
  2229. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2230. },
  2231. addition:card=>{
  2232. const searchTypeArray = [218];
  2233. const skill = getCardActiveSkill(card, searchTypeArray);
  2234. const sk = skill.params;
  2235. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2236. }
  2237. },
  2238. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2239. function:cards=>cards.filter(card=>{
  2240. const searchTypeArray = [93, 227];
  2241. const skill = getCardActiveSkill(card, searchTypeArray);
  2242. return skill;
  2243. })
  2244. },
  2245. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2246. function:cards=>{
  2247. const searchTypeArray = [142];
  2248. return cards.filter(card=>{
  2249. const skill = getCardActiveSkill(card, searchTypeArray);
  2250. return skill;
  2251. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2252. },
  2253. addition:card=>{
  2254. const searchTypeArray = [142];
  2255. const skill = getCardActiveSkill(card, searchTypeArray);
  2256. const sk = skill.params;
  2257. const fragment = document.createDocumentFragment();
  2258. fragment.appendChild(document.createTextNode(`自→`));
  2259. fragment.appendChild(createOrbsList(sk[1]));
  2260. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2261. return fragment;
  2262. }
  2263. },
  2264. ]},
  2265. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2266. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  2267. function:cards=>{
  2268. const searchTypeArray = [18];
  2269. return cards.filter(card=>{
  2270. const skill = getCardActiveSkill(card, searchTypeArray);
  2271. return skill;
  2272. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2273. },
  2274. addition:card=>{
  2275. const searchTypeArray = [18];
  2276. const skill = getCardActiveSkill(card, searchTypeArray);
  2277. const sk = skill.params;
  2278. return document.createTextNode(`威吓×${sk[0]}T`);
  2279. }
  2280. },
  2281. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  2282. function:cards=>{
  2283. const searchTypeArray = [19];
  2284. return cards.filter(card=>{
  2285. const skill = getCardActiveSkill(card, searchTypeArray);
  2286. return skill;
  2287. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2288. },
  2289. addition:card=>{
  2290. const searchTypeArray = [19];
  2291. const skill = getCardActiveSkill(card, searchTypeArray);
  2292. const sk = skill.params;
  2293. return `破防${sk[1]}%`;
  2294. }
  2295. },
  2296. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  2297. function:cards=>{
  2298. const searchTypeArray = [19];
  2299. return cards.filter(card=>{
  2300. const skill = getCardActiveSkill(card, searchTypeArray);
  2301. return skill && skill.params[1]>=100;
  2302. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2303. },
  2304. addition:card=>{
  2305. const searchTypeArray = [19];
  2306. const skill = getCardActiveSkill(card, searchTypeArray);
  2307. const sk = skill.params;
  2308. return `全破×${sk[0]}T`;
  2309. }
  2310. },
  2311. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2312. function:cards=>{
  2313. const searchTypeArray = [4];
  2314. return cards.filter(card=>{
  2315. const skill = getCardActiveSkill(card, searchTypeArray);
  2316. return skill;
  2317. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2318. },
  2319. addition:card=>{
  2320. const searchTypeArray = [4];
  2321. const skill = getCardActiveSkill(card, searchTypeArray);
  2322. const sk = skill.params;
  2323. return `攻击力×${sk[0]/100}倍`;
  2324. }
  2325. },
  2326. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2327. function:cards=>{
  2328. return cards.filter(card=>{
  2329. return changeEnemiesAttr_Attr(card).attr != null;
  2330. }).sort((a,b)=>{
  2331. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2332. return a_pC.attr - b_pC.attr;
  2333. })
  2334. },
  2335. addition:card=>{
  2336. let change = changeEnemiesAttr_Attr(card);
  2337. const fragment = document.createDocumentFragment();
  2338. fragment.appendChild(document.createTextNode(`敌→`));
  2339. fragment.appendChild(createOrbsList(change.attr));
  2340. if (change.turns > 0)
  2341. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2342. return fragment;
  2343. }
  2344. },
  2345. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2346. function:cards=>{
  2347. const searchTypeArray = [60];
  2348. return cards.filter(card=>{
  2349. const skill = getCardActiveSkill(card, searchTypeArray);
  2350. return skill;
  2351. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2352. },
  2353. addition:card=>{
  2354. const searchTypeArray = [60];
  2355. const skill = getCardActiveSkill(card, searchTypeArray);
  2356. const sk = skill.params;
  2357. const fragment = document.createDocumentFragment();
  2358. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2359. fragment.appendChild(createOrbsList(sk[2]));
  2360. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2361. return fragment;
  2362. }
  2363. },
  2364. ]},
  2365. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2366. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2367. function:cards=>{
  2368. const searchTypeArray = [6];
  2369. return cards.filter(card=>{
  2370. const skill = getCardActiveSkill(card, searchTypeArray);
  2371. return skill;
  2372. }).sort((a,b)=>{
  2373. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2374. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2375. return a_pC - b_pC;
  2376. })
  2377. },
  2378. addition:card=>{
  2379. const searchTypeArray = [6];
  2380. const skill = getCardActiveSkill(card, searchTypeArray);
  2381. const sk = skill.params;
  2382. return `当前${sk[0]}%`;
  2383. }
  2384. },
  2385. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2386. function:cards=>{
  2387. const searchTypeArray = [161];
  2388. return cards.filter(card=>{
  2389. const skill = getCardActiveSkill(card, searchTypeArray);
  2390. return skill;
  2391. }).sort((a,b)=>{
  2392. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2393. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2394. return a_pC - b_pC;
  2395. })
  2396. },
  2397. addition:card=>{
  2398. const searchTypeArray = [161];
  2399. const skill = getCardActiveSkill(card, searchTypeArray);
  2400. const sk = skill.params;
  2401. return `最大${sk[0]}%`;
  2402. }
  2403. },
  2404. ]},
  2405. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2406. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2407. function:cards=>{
  2408. const searchTypeArray = [55,188];
  2409. return cards.filter(card=>{
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return skill;
  2412. }).sort((a,b)=>{
  2413. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2414. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2415. return a_pC - b_pC;
  2416. });
  2417. },
  2418. addition:card=>{
  2419. const searchTypeArray = [55,188];
  2420. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2421. const sk = skills[0].params;
  2422. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2423. }
  2424. },
  2425. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2426. function:cards=>{
  2427. const searchTypeArray = [56];
  2428. return cards.filter(card=>{
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. return skill;
  2431. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2432. },
  2433. addition:card=>{
  2434. const searchTypeArray = [56];
  2435. const skill = getCardActiveSkill(card, searchTypeArray);
  2436. const sk = skill.params;
  2437. return `固伤${sk[0].bigNumberToString()}`;
  2438. }
  2439. },
  2440. ]},
  2441. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2442. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2443. function:cards=>cards.filter(card=>{
  2444. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2445. function isSingle(skill)
  2446. {
  2447. if (skill.type == 110)
  2448. return Boolean(skill.params[0]);
  2449. else if (skill.type == 144)
  2450. return Boolean(skill.params[2]);
  2451. else
  2452. return true;
  2453. }
  2454. const skill = getCardActiveSkill(card, searchTypeArray);
  2455. return skill && isSingle(skill);
  2456. })
  2457. },
  2458. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2459. function:cards=>cards.filter(card=>{
  2460. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2461. function isAll(skill)
  2462. {
  2463. if (skill.type == 110)
  2464. return !Boolean(skill.params[0]);
  2465. else if (skill.type == 144)
  2466. return !Boolean(skill.params[2]);
  2467. else
  2468. return true;
  2469. }
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. return skill && skill.id!=0 && isAll(skill);
  2472. })
  2473. },
  2474. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2475. function:cards=>cards.filter(card=>{
  2476. const searchTypeArray = [42];
  2477. const skill = getCardActiveSkill(card, searchTypeArray);
  2478. return skill;
  2479. })
  2480. },
  2481. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2482. function:cards=>cards.filter(card=>{
  2483. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. return skill && skill.id!=0;
  2486. }),
  2487. addition:card=>{
  2488. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2489. const skill = getCardActiveSkill(card, searchTypeArray);
  2490. //const sk = skill.params;
  2491. const colors = [getCannonAttr(skill)];
  2492. const fragment = document.createDocumentFragment();
  2493. fragment.appendChild(document.createTextNode(`射`));
  2494. fragment.appendChild(createOrbsList(colors));
  2495. return fragment;
  2496. }
  2497. },
  2498. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2499. function:cards=>cards.filter(card=>{
  2500. const searchTypeArray = [2,35];
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. return skill;
  2503. })
  2504. },
  2505. {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)"},
  2506. function:cards=>cards.filter(card=>{
  2507. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2508. const skill = getCardActiveSkill(card, searchTypeArray);
  2509. return skill && skill.id!=0;
  2510. }).sort((a,b)=>{
  2511. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2512. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2513. function getNumber(skill)
  2514. {
  2515. const sk = skill.params;
  2516. switch(skill.type)
  2517. {
  2518. case 0:
  2519. case 37:
  2520. case 58:
  2521. case 59:
  2522. case 84:
  2523. case 85:
  2524. case 115:
  2525. return sk[1];
  2526. case 2:
  2527. case 35:
  2528. return sk[0];
  2529. default:
  2530. return 0;
  2531. }
  2532. }
  2533. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2534. return a_pC - b_pC;
  2535. })
  2536. },
  2537. {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)"},
  2538. function:cards=>cards.filter(card=>{
  2539. const searchTypeArray = [1,42,86,87];
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. return skill;
  2542. }).sort((a,b)=>{
  2543. const searchTypeArray = [1,42,86,87];
  2544. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2545. function getNumber(skill)
  2546. {
  2547. const sk = skill.params;
  2548. switch(skill.type)
  2549. {
  2550. case 1:
  2551. case 86:
  2552. case 87:
  2553. return sk[1];
  2554. case 42:
  2555. return sk[2];
  2556. default:
  2557. return 0;
  2558. }
  2559. }
  2560. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2561. return a_pC - b_pC;
  2562. })
  2563. },
  2564. {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)"},
  2565. function:cards=>{
  2566. const searchTypeArray = [110];
  2567. return cards.filter(card=>{
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return skill;
  2570. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2571. }
  2572. },
  2573. {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)"},
  2574. function:cards=>{
  2575. const searchTypeArray = [143];
  2576. return cards.filter(card=>{
  2577. const skill = getCardActiveSkill(card, searchTypeArray);
  2578. return skill;
  2579. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2580. }
  2581. },
  2582. {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)"},
  2583. function:cards=>{
  2584. const searchTypeArray = [144];
  2585. return cards.filter(card=>{
  2586. const skill = getCardActiveSkill(card, searchTypeArray);
  2587. return skill;
  2588. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2589. }
  2590. },
  2591. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2592. function:cards=>cards.filter(card=>{
  2593. const searchTypeArray = [35,115];
  2594. const skill = getCardActiveSkill(card, searchTypeArray);
  2595. return skill;
  2596. })
  2597. },
  2598. ]},
  2599. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  2600. {name:"No Henshin",otLangName:{chs:"非变身"},
  2601. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  2602. },
  2603. {name:"Before Henshin",otLangName:{chs:"变身前"},
  2604. function:cards=>cards.filter(card=>card.henshinTo)
  2605. },
  2606. {name:"After Henshin",otLangName:{chs:"变身后"},
  2607. function:cards=>cards.filter(card=>card.henshinFrom)
  2608. },
  2609. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  2610. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  2611. },
  2612. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  2613. function:cards=>cards.filter(card=>card.is8Latent)
  2614. },
  2615. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  2616. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  2617. function:cards=>cards.filter(card=>isReincarnated(card))
  2618. }, //evoBaseId可能为0
  2619. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  2620. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  2621. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  2622. },
  2623. /*{name:"",otLangName:{chs:"变身前"},
  2624. function:cards=>cards.filter(card=>{
  2625. const searchType = 202;
  2626. const skill = Skills[card.activeSkillId];
  2627. if (skill.type == searchType)
  2628. return true;
  2629. else if (skill.type == 116 || skill.type == 118){
  2630. const subskills = skill.params.map(id=>Skills[id]);
  2631. return subskills.some(subskill=>subskill.type == searchType);
  2632. }
  2633. })
  2634. },
  2635. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  2636. function:cards=>cards.filter(card=>{
  2637. const searchType = 202;
  2638. const skill = Skills[card.activeSkillId];
  2639. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  2640. return true;
  2641. else if (skill.type == 116 || skill.type == 118){
  2642. const subskills = skill.params.map(id=>Skills[id]);
  2643. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  2644. }
  2645. })
  2646. },*/
  2647. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  2648. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  2649. },
  2650. ]},
  2651. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  2652. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  2653. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  2654. },
  2655. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  2656. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  2657. },
  2658. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  2659. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  2660. },
  2661. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  2662. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  2663. addition:card=>`成长${card.limitBreakIncr}%`
  2664. },
  2665. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  2666. function:cards=>cards.filter(card=>card.maxLevel==1)
  2667. },
  2668. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  2669. function:cards=>cards.filter(card=>card.sellMP<100)
  2670. },
  2671. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  2672. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  2673. },
  2674. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  2675. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  2676. },
  2677. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  2678. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  2679. },
  2680. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  2681. function:cards=>cards.filter(card=>card.blockSkinId>0)
  2682. },
  2683. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  2684. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  2685. },
  2686. ]},
  2687. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  2688. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  2689. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  2690. },
  2691. {name:"Can be assist",otLangName:{chs:"可以做辅助"},
  2692. function:cards=>cards.filter(card=>card.canAssist)
  2693. },
  2694. {name:"Not weapon",otLangName:{chs:"不是武器"},
  2695. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  2696. },
  2697. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  2698. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  2699. },
  2700. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉"},
  2701. function:cards=>cards.filter(card=>{
  2702. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  2703. if (hasAwokenKiller)
  2704. { //大于2个杀的进行判断
  2705. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  2706. { //大于3个杀的直接过
  2707. return true;
  2708. }else
  2709. { //2个杀的
  2710. const isAllowLatent = card.types.filter(i=>
  2711. i>=0 //去掉-1的type
  2712. ).map(type=>
  2713. type_allowable_latent[type] //得到允许打的潜觉杀
  2714. ).some(ls=>
  2715. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2716. );
  2717. return isAllowLatent
  2718. }
  2719. }else
  2720. {
  2721. return false;
  2722. }
  2723. })
  2724. },
  2725. {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"},
  2726. function:cards=>cards.filter(card=>{
  2727. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  2728. if (hasAwokenKiller)
  2729. { //大于2个杀的进行判断
  2730. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  2731. { //大于3个杀的直接过
  2732. return true;
  2733. }else
  2734. { //2个杀的
  2735. const isAllowLatent = card.types.filter(i=>
  2736. i>=0 //去掉-1的type
  2737. ).map(type=>
  2738. type_allowable_latent[type] //得到允许打的潜觉杀
  2739. ).some(ls=>
  2740. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2741. );
  2742. return isAllowLatent
  2743. }
  2744. }else
  2745. {
  2746. return false;
  2747. }
  2748. })
  2749. },
  2750. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉"},
  2751. function:cards=>cards.filter(card=>{
  2752. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  2753. if (hasAwokenKiller)
  2754. { //大于2个杀的进行判断
  2755. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  2756. { //大于3个杀的直接过
  2757. return true;
  2758. }else
  2759. { //2个杀的
  2760. const isAllowLatent = card.types.filter(i=>
  2761. i>=0 //去掉-1的type
  2762. ).map(type=>
  2763. type_allowable_latent[type] //得到允许打的潜觉杀
  2764. ).some(ls=>
  2765. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2766. );
  2767. return isAllowLatent
  2768. }
  2769. }else
  2770. {
  2771. return false;
  2772. }
  2773. })
  2774. },
  2775. ]},
  2776. ];
  2777. return functions;
  2778. })();

智龙迷城队伍图制作工具