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script-json_data.js 123 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `智龙迷城${teamsCount}人队伍图制作`,
  17. addition_display: "💬",
  18. title_blank: "输入队伍标题",
  19. detail_blank: "输入说明",
  20. sort_name:{
  21. sort_none: "无",
  22. sort_id: "怪物ID",
  23. sort_attrs: "属性",
  24. sort_evoRootId: "进化树",
  25. sort_evoRoot_Attrs : "进化根怪物的属性",
  26. sort_rarity: "稀有度",
  27. sort_cost: "消耗",
  28. sort_mp: "MP",
  29. sort_skillLv1: "技能最大冷却时间",
  30. sort_skillLvMax: "技能最小冷却时间",
  31. sort_hpMax120: "最大 HP",
  32. sort_atkMax120: "最大攻击",
  33. sort_rcvMax120: "最大回复",
  34. sort_hpMax120_awoken: "最大 HP(+觉醒)",
  35. sort_atkMax120_awoken: "最大攻击(+觉醒)",
  36. sort_rcvMax120_awoken: "最大回复(+觉醒)",
  37. sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
  38. },
  39. force_reload_data: "强制刷新数据",
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`未知的技能类型:${'type'}`, //type
  43. active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill
  44. random_skills: tp`随机发动以下技能:${'skills'}`, //skills
  45. evolved_skills: tp`技能使用后会进化为下一阶段:${'skills'}`, //skills
  46. evolved_skills_loop: tp`${`icon`}使用后返回第一阶段`,
  47. damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
  48. damage_enemy_times: tp`×${'times'}`,
  49. damage_enemy_count: tp`(共${'damage'})`,
  50. vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
  51. delay: tp`延迟敌人的攻击${'icon'}`, //icon
  52. mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
  53. leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
  54. no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
  55. self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
  56. heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
  57. unbind: tp`${'stats'}状态减少 ${'turns'} 回合`,
  58. unbind_normal: tp`${'icon'}封锁`,
  59. unbind_awakenings: tp`${'icon'}觉醒无效`,
  60. unbind_matches: tp`${'icon'}无法消除宝珠`,
  61. bind_skill: tp`${'icon'}自身无法使用技能`,
  62. defense_break: tp`${'icon'}敌方的防御力减少${'value'}`,
  63. poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
  64. time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
  65. follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
  66. follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
  67. auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
  68. auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
  69. ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
  70. gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
  71. resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`,
  72. board_change: tp`全画面的宝珠变为${'orbs'}`,
  73. skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  76. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  77. min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
  78. drop_refresh: tp`全板刷新`,
  79. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  80. auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
  81. board7x6: tp`【${'icon'}7×6版面】`,
  82. counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  83. change_orbs: tp`${'from'}→${'to'}`,
  84. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  85. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  86. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  87. orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
  88. attr_absorb: tp`${'icon'}属性吸收`,
  89. combo_absorb: tp`${'icon'}连击吸收`,
  90. damage_absorb: tp`${'icon'}伤害吸收`,
  91. damage_void: tp`${'icon'}伤害无效`,
  92. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  93. change_attribute: tp`将${'target'}变为${'attrs'}`,
  94. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  95. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  96. set_orb_state_unlocked: tp`${'icon'}解除${'orbs'}的锁定状态`,
  97. set_orb_state_bound: tp`无法消除${'orbs'}`,
  98. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  99. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  100. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  101. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  102. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  103. power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  104. power_up_targets: tp`${'attrs_types'}的 `,
  105. henshin: tp`变身为${'card'}`,
  106. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  107. skill_proviso: tp`${'condition'}才能发动后续效果`,
  108. obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
  109. obstruct_opponent_after_me: tp`排名比自身低的对手`,
  110. obstruct_opponent_before_me: tp`排名比自身高的对手`,
  111. obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
  112. },
  113. power: {
  114. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  115. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  116. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  117. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  118. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  119. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  120. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  121. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  122. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  123. scale_remain_orbs: tp`剩余宝珠 ≤ ${'max'} 时${'stats'}${'bonus'}`,
  124. scale_remain_orbs_bonus: tp`,每少1个${'bonus'},最少${'min'}个时${'stats_max'}`,
  125. scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
  126. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  127. scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
  128. },
  129. cond: {
  130. unknown: tp`[ 未知条件 ]`,
  131. hp_equal: tp`${'hp'} == ${'min'} 时`,
  132. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  133. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  134. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  135. use_skill: tp`使用技能时`,
  136. multi_player: tp`协力时`,
  137. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  138. exact_combo: tp`刚好${'value'}连击时`,
  139. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  140. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  141. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  142. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  143. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  144. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  145. heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
  146. },
  147. position: {
  148. top: tp`上方第${'pos'}横行`,
  149. bottom: tp`下方第${'pos'}横行`,
  150. left: tp`左方第${'pos'}竖列`,
  151. right: tp`右方第${'pos'}竖列`,
  152. shape: tp`指定位置`,
  153. },
  154. value: {
  155. unknown: tp`[ 未知数值: ${'type'}]`, //type
  156. const: tp`${'value'}${'unit'}`,
  157. const_to: tp`到${'value'}`,
  158. mul_percent: tp`${'value'}%`,
  159. mul_times: tp`×${'value'}倍`,
  160. mul_of_percent: tp`${'stats'}的${'value'}%`,
  161. mul_of_times: tp`${'stats'}×${'value'}倍`,
  162. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  163. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  164. prob: tp`有${'value'}几率`,
  165. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  166. },
  167. target: {
  168. unknown: tp`未知目标`,
  169. self: tp`角色自身`,
  170. team: tp`队伍`,
  171. team_last: tp`队伍最后一位队员`,
  172. team_leader: tp`队长`,
  173. team_sub: tp`队员`,
  174. enemy: tp`敌人`,
  175. enemy_all: tp`敌方全体`,
  176. enemy_one: tp`敌方1体`,
  177. enemy_attr: tp`${'attr'}敌人`,
  178. },
  179. stats: {
  180. unknown: tp`[ 未知状态: ${'type'}]`, //type
  181. maxhp: tp`最大HP`,
  182. hp: tp`HP`,
  183. chp: tp`当前HP`,
  184. atk: tp`攻击力`,
  185. rcv: tp`回复力`,
  186. teamhp: tp`队伍总HP`,
  187. teamatk: tp`队伍${'attrs'}总攻击力`,
  188. teamrcv: tp`队伍回复力`,
  189. },
  190. unit: {
  191. orbs: tp`个`,
  192. times: tp`次`,
  193. seconds: tp`秒`,
  194. point: tp`点`,
  195. turns: tp`回合`,
  196. },
  197. word: {
  198. comma: tp`,`, //逗号
  199. slight_pause: tp`、`, //顿号
  200. range_hyphen: tp`~`, //范围连字符
  201. in_once: tp`同时`,
  202. evo_type_pixel: tp`像素进化`,
  203. evo_type_reincarnation: tp`转生或超转生进化`,
  204. evo_type_unknow: tp`未知进化: ${'type'}`,
  205. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  206. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  207. affix_type: tp`${'cotent'}类型`, //词缀-类型
  208. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  209. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  210. },
  211. attrs: {
  212. [0]: tp`${'icon'}火`,
  213. [1]: tp`${'icon'}水`,
  214. [2]: tp`${'icon'}木`,
  215. [3]: tp`${'icon'}光`,
  216. [4]: tp`${'icon'}暗`,
  217. [5]: tp`${'icon'}回复力`,
  218. [6]: tp`${'icon'}空`,
  219. all: tp`所有`,
  220. self: tp`${'icon'}自身属性`,
  221. fixed: tp`${'icon'}无视防御固定`,
  222. },
  223. orbs: {
  224. [0]: tp`${'icon'}火`,
  225. [1]: tp`${'icon'}水`,
  226. [2]: tp`${'icon'}木`,
  227. [3]: tp`${'icon'}光`,
  228. [4]: tp`${'icon'}暗`,
  229. [5]: tp`${'icon'}回复`,
  230. [6]: tp`${'icon'}干扰`,
  231. [7]: tp`${'icon'}毒`,
  232. [8]: tp`${'icon'}剧毒`,
  233. [9]: tp`${'icon'}炸弹`,
  234. enhanced: tp`${'icon'}强化`,
  235. locked: tp`${'icon'}锁定`,
  236. nail: tp`${'icon'}钉子`,
  237. variation: tp`${'icon'}变换珠(每${'time'}变换)`,
  238. _5color: tp`${'icon'}5色`,
  239. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  240. all: tp`所有`,
  241. any: tp`任何${'cotent'}`,
  242. },
  243. types: {
  244. [0]: tp`${'icon'}进化用`,
  245. [1]: tp`${'icon'}平衡`,
  246. [2]: tp`${'icon'}体力`,
  247. [3]: tp`${'icon'}回复`,
  248. [4]: tp`${'icon'}龙`,
  249. [5]: tp`${'icon'}神`,
  250. [6]: tp`${'icon'}攻击`,
  251. [7]: tp`${'icon'}恶魔`,
  252. [8]: tp`${'icon'}机械`,
  253. [9]: tp`${'icon'}特别保护`,
  254. [12]: tp`${'icon'}能力觉醒用`,
  255. [14]: tp`${'icon'}强化合成用`,
  256. [15]: tp`${'icon'}贩卖用`,
  257. },
  258. awokens: {
  259. [0]: tp`${'icon'}未知觉醒`,
  260. [1]: tp`${'icon'}HP+`,
  261. [2]: tp`${'icon'}攻击+`,
  262. [3]: tp`${'icon'}回复+`,
  263. [4]: tp`${'icon'}火盾`,
  264. [5]: tp`${'icon'}水盾`,
  265. [6]: tp`${'icon'}木盾`,
  266. [7]: tp`${'icon'}光盾`,
  267. [8]: tp`${'icon'}暗盾`,
  268. [9]: tp`${'icon'}自回`,
  269. [10]: tp`${'icon'}防封`,
  270. [11]: tp`${'icon'}防暗`,
  271. [12]: tp`${'icon'}防废`,
  272. [13]: tp`${'icon'}防毒`,
  273. [14]: tp`${'icon'}火+`,
  274. [15]: tp`${'icon'}水+`,
  275. [16]: tp`${'icon'}木+`,
  276. [17]: tp`${'icon'}光+`,
  277. [18]: tp`${'icon'}暗+`,
  278. [19]: tp`${'icon'}手指`,
  279. [20]: tp`${'icon'}心解`,
  280. [21]: tp`${'icon'}SB`,
  281. [22]: tp`${'icon'}火横`,
  282. [23]: tp`${'icon'}水横`,
  283. [24]: tp`${'icon'}木横`,
  284. [25]: tp`${'icon'}光横`,
  285. [26]: tp`${'icon'}暗横`,
  286. [27]: tp`${'icon'}U`,
  287. [28]: tp`${'icon'}SX`,
  288. [29]: tp`${'icon'}心+`,
  289. [30]: tp`${'icon'}协力`,
  290. [31]: tp`${'icon'}龙杀`,
  291. [32]: tp`${'icon'}神杀`,
  292. [33]: tp`${'icon'}恶魔杀`,
  293. [34]: tp`${'icon'}机杀`,
  294. [35]: tp`${'icon'}平衡杀`,
  295. [36]: tp`${'icon'}攻击杀`,
  296. [37]: tp`${'icon'}体力杀`,
  297. [38]: tp`${'icon'}回复杀`,
  298. [39]: tp`${'icon'}进化杀`,
  299. [40]: tp`${'icon'}觉醒杀`,
  300. [41]: tp`${'icon'}强化杀`,
  301. [42]: tp`${'icon'}卖钱杀`,
  302. [43]: tp`${'icon'}7c`,
  303. [44]: tp`${'icon'}5色破防`,
  304. [45]: tp`${'icon'}心追`,
  305. [46]: tp`${'icon'}全体 HP `,
  306. [47]: tp`${'icon'}全体回复`,
  307. [48]: tp`${'icon'}破无效`,
  308. [49]: tp`${'icon'}武器`,
  309. [50]: tp`${'icon'}方块心追`,
  310. [51]: tp`${'icon'}5色溜`,
  311. [52]: tp`${'icon'}大防封`,
  312. [53]: tp`${'icon'}大手指`,
  313. [54]: tp`${'icon'}防云`,
  314. [55]: tp`${'icon'}防封条`,
  315. [56]: tp`${'icon'}大SB`,
  316. [57]: tp`${'icon'}上血`,
  317. [58]: tp`${'icon'}下血`,
  318. [59]: tp`${'icon'}L盾`,
  319. [60]: tp`${'icon'}L解锁`,
  320. [61]: tp`${'icon'}10c`,
  321. [62]: tp`${'icon'}c珠`,
  322. [63]: tp`${'icon'}语音`,
  323. [64]: tp`${'icon'}奖励增加`,
  324. [65]: tp`${'icon'} HP -`,
  325. [66]: tp`${'icon'}攻击-`,
  326. [67]: tp`${'icon'}回复-`,
  327. [68]: tp`${'icon'}大防暗`,
  328. [69]: tp`${'icon'}大防废`,
  329. [70]: tp`${'icon'}大防毒`,
  330. [71]: tp`${'icon'}掉废`,
  331. [72]: tp`${'icon'}掉毒`,
  332. [73]: tp`${'icon'}火串`,
  333. [74]: tp`${'icon'}水串`,
  334. [75]: tp`${'icon'}木串`,
  335. [76]: tp`${'icon'}光串`,
  336. [77]: tp`${'icon'}暗串`,
  337. [78]: tp`${'icon'}十字`,
  338. [79]: tp`${'icon'}3色`,
  339. [80]: tp`${'icon'}4色`,
  340. [81]: tp`${'icon'}5色`,
  341. }
  342. },
  343. }
  344. //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
  345. const typekiller_for_type = [
  346. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  347. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  348. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  349. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  350. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  351. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  352. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  353. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  354. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  355. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  356. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  357. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  358. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  359. ];
  360. //类型允许的潜觉杀
  361. const type_allowable_latent = [];
  362. typekiller_for_type.forEach(t=>
  363. {
  364. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  365. .map(tn=>
  366. typekiller_for_type.find(_t=>_t.type == tn).latent
  367. );
  368. type_allowable_latent[t.type] = t.allowableLatent;
  369. }
  370. );
  371. //一般共同能打的潜觉
  372. const common_allowable_latent = [
  373. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  374. 28,29,30,31,32,33,34,35,36,37,38,
  375. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  376. ];
  377. //120级才能打的潜觉
  378. const v120_allowable_latent = [
  379. 42,43,44,45
  380. ];
  381. //等效觉醒列表
  382. const equivalent_awoken = [
  383. {small:10,big:52,times:2}, //防封
  384. {small:11,big:68,times:5}, //防暗
  385. {small:12,big:69,times:5}, //防废
  386. {small:13,big:70,times:5}, //防毒
  387. {small:19,big:53,times:2}, //手指
  388. {small:21,big:56,times:2}, //SB
  389. ];
  390. //官方的觉醒排列顺序
  391. const official_awoken_sorting = [
  392. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  393. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  394. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  395. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  396. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  397. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  398. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  399. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  400. 73, 74, 75, 76, 77, 78, 79, 80, 81
  401. ];
  402. //pdc的徽章对应数字
  403. const pdcBadgeMap = [
  404. {pdf:1,pdc:10}, //无限cost
  405. {pdf:2,pdc:12}, //小手指
  406. {pdf:3,pdc:9}, //全体攻击
  407. {pdf:4,pdc:5}, //小回复
  408. {pdf:5,pdc:1}, //小血量
  409. {pdf:6,pdc:3}, //小攻击
  410. {pdf:7,pdc:8}, //SB
  411. {pdf:8,pdc:18}, //队长防封
  412. {pdf:9,pdc:19}, //SX
  413. {pdf:11,pdc:7}, //无天降
  414. {pdf:17,pdc:6}, //大回复
  415. {pdf:18,pdc:2}, //大血量
  416. {pdf:19,pdc:4}, //大攻击
  417. {pdf:20,pdc:null}, //三维
  418. {pdf:21,pdc:13}, //大手指
  419. {pdf:10,pdc:11}, //加经验
  420. {pdf:12,pdc:15}, //墨镜
  421. {pdf:13,pdc:17}, //防废
  422. {pdf:14,pdc:16}, //防毒
  423. {pdf:50,pdc:14}, //月卡
  424. ];
  425. //pdc的潜觉对应数字
  426. const pdcLatentMap = [
  427. {pdf:1,pdc:1}, //HP
  428. {pdf:2,pdc:0}, //攻击
  429. {pdf:3,pdc:2}, //回复
  430. {pdf:4,pdc:19}, //手指
  431. {pdf:5,pdc:13}, //自回
  432. {pdf:6,pdc:14}, //火盾
  433. {pdf:7,pdc:15}, //水盾
  434. {pdf:8,pdc:16}, //木盾
  435. {pdf:9,pdc:17}, //光盾
  436. {pdf:10,pdc:18}, //暗盾
  437. {pdf:11,pdc:12}, //防坐
  438. {pdf:12,pdc:3}, //三维
  439. {pdf:13,pdc:35}, //不被换队长
  440. {pdf:13,pdc:47}, //不被换队长 ×1.5
  441. {pdf:14,pdc:37}, //不掉废
  442. {pdf:15,pdc:36}, //不掉毒
  443. {pdf:16,pdc:24}, //进化杀
  444. {pdf:17,pdc:25}, //觉醒杀
  445. {pdf:18,pdc:26}, //强化杀
  446. {pdf:19,pdc:27}, //卖钱杀
  447. {pdf:20,pdc:4}, //神杀
  448. {pdf:21,pdc:5}, //龙杀
  449. {pdf:22,pdc:6}, //恶魔杀
  450. {pdf:23,pdc:7}, //机械杀
  451. {pdf:24,pdc:8}, //平衡杀
  452. {pdf:25,pdc:9}, //攻击杀
  453. {pdf:26,pdc:10}, //体力杀
  454. {pdf:27,pdc:11}, //回复杀
  455. {pdf:28,pdc:20}, //大HP
  456. {pdf:29,pdc:21}, //大攻击
  457. {pdf:30,pdc:22}, //大回复
  458. {pdf:31,pdc:23}, //大手指
  459. {pdf:32,pdc:28}, //大火盾
  460. {pdf:33,pdc:29}, //大水盾
  461. {pdf:34,pdc:30}, //大木盾
  462. {pdf:35,pdc:31}, //大光盾
  463. {pdf:36,pdc:32}, //大暗盾
  464. {pdf:37,pdc:33}, //6色破无效
  465. {pdf:37,pdc:45}, //6色破无效 ×1.5
  466. {pdf:38,pdc:34}, //3色破属吸
  467. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  468. {pdf:39,pdc:40}, //C珠破吸
  469. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  470. {pdf:40,pdc:39}, //心横解转转
  471. {pdf:40,pdc:49}, //心横解转转 ×1.5
  472. {pdf:41,pdc:38}, //U解禁消
  473. {pdf:41,pdc:48}, //U解禁消 ×1.5
  474. {pdf:42,pdc:41}, //伤害上限解除
  475. {pdf:43,pdc:42}, //HP++
  476. {pdf:44,pdc:43}, //攻击++
  477. {pdf:45,pdc:44}, //回复++
  478. ];
  479. //排序程序列表
  480. const sort_function_list = [
  481. {tag:"sort_none",name:"无",function:()=>0},
  482. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  483. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  484. let num = a.attrs[0] - b.attrs[0];
  485. if (num === 0) num = a.attrs[1] - b.attrs[1];
  486. return num;
  487. }
  488. },
  489. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  490. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  491. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  492. let num = card_a.attrs[0] - card_b.attrs[0];
  493. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  494. return num;
  495. }
  496. },
  497. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  498. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  499. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  500. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  501. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  502. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  503. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  504. }
  505. },
  506. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  507. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  508. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  509. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  510. {
  511. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  512. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  513. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  514. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  515. return abA - abB;
  516. }
  517. },
  518. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  519. {
  520. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  521. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  522. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  523. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  524. return abA - abB;
  525. }
  526. },
  527. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  528. {
  529. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  530. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  531. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  532. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  533. return abA - abB;
  534. }
  535. },
  536. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  537. {
  538. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  539. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  540. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  541. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  542. return abA - abB;
  543. }
  544. },
  545. ];
  546. //增加特殊搜索模式
  547. const specialSearchFunctions = (function() {
  548. 'use strict';
  549. //返回卡片的队长技能
  550. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  551. {
  552. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  553. }
  554. //返回卡片的技能
  555. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  556. {
  557. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  558. }
  559. //返回卡片的技能
  560. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  561. {
  562. switch(skillGreatType)
  563. {
  564. case 1:
  565. case "leader":
  566. return getCardLeaderSkill(card, skillTypes, searchRandom);
  567. case 2:
  568. case "active":
  569. return getCardActiveSkill(card, skillTypes, searchRandom);
  570. default:
  571. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  572. }
  573. }
  574. //查找到真正起作用的那一个技能
  575. function getActuallySkill(skill, skillTypes, searchRandom = true)
  576. {
  577. if (skillTypes.includes(skill.type))
  578. {
  579. return skill;
  580. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  581. {
  582. const subSkills = skill.params.map(id=>Skills[id]);
  583. for(let i = 0;i < subSkills.length; i++)
  584. { //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
  585. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  586. if (foundSubSkill)
  587. {
  588. return foundSubSkill;
  589. }
  590. }
  591. return null;
  592. }else
  593. {
  594. return null;
  595. }
  596. }
  597. //获取血倍率
  598. function getHPScale(ls)
  599. {
  600. const sk = ls.params;
  601. let scale = 1;
  602. switch (ls.type)
  603. {
  604. case 23: case 30: case 62: case 77: case 63: case 65:
  605. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  606. scale = sk[sk.length-1]/100;
  607. break;
  608. case 73: case 76:
  609. case 121: case 129: case 163: case 186:
  610. case 155:
  611. scale = sk[2]/100;
  612. break;
  613. case 106: case 107: case 108:
  614. scale = sk[0]/100;
  615. break;
  616. case 125:
  617. scale = sk[5]/100;
  618. break;
  619. case 136:
  620. case 137:
  621. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  622. break;
  623. case 158:
  624. scale = sk[4]/100;
  625. break;
  626. case 175:
  627. case 178: case 185:
  628. scale = sk[3]/100;
  629. break;
  630. case 203:
  631. scale = sk[1]/100;
  632. break;
  633. case 138: //调用其他队长技
  634. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  635. break;
  636. default:
  637. }
  638. return scale || 1;
  639. }
  640. //获取盾减伤比例
  641. function getReduceScale(ls, allAttr = false, noHPneed = false)
  642. {
  643. const sk = ls.params;
  644. let scale = 0;
  645. switch (ls.type)
  646. {
  647. case 16: //无条件盾
  648. scale = sk[0]/100;
  649. break;
  650. case 17: //单属性盾
  651. scale = allAttr ? 0 : sk[1]/100;
  652. break;
  653. case 36: //2个属性盾
  654. scale = allAttr ? 0 : sk[2]/100;
  655. break;
  656. case 38: //血线下 + 几率
  657. case 43: //血线上 + 几率
  658. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  659. break;
  660. case 129: //无条件盾,属性个数不固定
  661. case 163: //无条件盾,属性个数不固定
  662. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  663. break;
  664. case 178: //无条件盾,属性个数不固定
  665. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  666. break;
  667. case 130: //血线下 + 属性个数不固定
  668. case 131: //血线上 + 属性个数不固定
  669. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  670. break;
  671. case 151: //十字心触发
  672. case 169: //C触发
  673. case 198: //回血触发
  674. scale = sk[2]/100;
  675. break;
  676. case 170: //多色触发
  677. case 182: //长串触发
  678. case 193: //L触发
  679. scale = sk[3]/100;
  680. break;
  681. case 171: //多串触发
  682. scale = sk[6]/100;
  683. break;
  684. case 183: //又是个有两段血线的队长技
  685. scale = noHPneed ? 0 : sk[4]/100;
  686. break;
  687. case 210: //十字触发
  688. scale = sk[1]/100;
  689. break;
  690. case 138: //调用其他队长技
  691. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  692. break;
  693. default:
  694. }
  695. return scale || 0;
  696. }
  697. function getCannonAttr(skill)
  698. {
  699. const sk = skill.params;
  700. switch(skill.type)
  701. {
  702. case 0:
  703. case 1:
  704. case 37:
  705. case 58:
  706. case 59:
  707. case 84:
  708. case 85:
  709. case 86:
  710. case 87:
  711. case 115:
  712. return sk[0];
  713. case 110:
  714. case 143:
  715. return sk[1];
  716. case 42:
  717. return sk[1];
  718. case 144:
  719. return sk[3];
  720. default:
  721. return -1;
  722. }
  723. }
  724. function sortByParams(a,b,searchTypeArray,pidx = 0)
  725. {
  726. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  727. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  728. return a_pC - b_pC;
  729. }
  730. function voidsAbsorption_Addition(card)
  731. {
  732. const searchTypeArray = [173];
  733. const skill = getCardActiveSkill(card, searchTypeArray);
  734. const sk = skill.params;
  735. if (sk[1] && sk[3])
  736. {
  737. return `双吸×${sk[0]}T`;
  738. }else
  739. {
  740. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  741. }
  742. }
  743. function unbind_Turns(card)
  744. {
  745. const outObj = {
  746. normal: 0,
  747. awoken: 0
  748. };
  749. const searchTypeArray = [117,179];
  750. const skill = getCardActiveSkill(card, searchTypeArray);
  751. if (skill)
  752. {
  753. const sk = skill.params;
  754. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  755. outObj.awoken = sk[4] || 0;
  756. }
  757. return outObj;
  758. }
  759. function unbind_Addition(card)
  760. {
  761. const turns = unbind_Turns(card);
  762. let strArr = [];
  763. if (turns.normal > 0 && turns.normal == turns.awoken)
  764. {
  765. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  766. }
  767. if (turns.normal > 0)
  768. {
  769. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  770. }
  771. if (turns.awoken > 0)
  772. {
  773. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  774. }
  775. return strArr.join(',');
  776. }
  777. function boardChange_ColorTypes(skill)
  778. {
  779. if (!skill) return [];
  780. const sk = skill.params;
  781. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  782. return colors;
  783. }
  784. function boardChange_Addition(card)
  785. {
  786. const searchTypeArray = [71];
  787. const skill = getCardActiveSkill(card, searchTypeArray);
  788. const colors = boardChange_ColorTypes(skill);
  789. return createOrbsList(colors);
  790. }
  791. function orbsChangeParse(skill)
  792. {
  793. function changes(from, to)
  794. {
  795. return {from:from,to:to};
  796. }
  797. let outArr = [];
  798. if (!skill) return outArr;
  799. const sk = skill.params;
  800. switch (skill.type)
  801. {
  802. case 9:{
  803. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  804. break;
  805. }
  806. case 20:{
  807. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  808. {
  809. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  810. }
  811. else
  812. {
  813. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  814. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  815. }
  816. break;
  817. }
  818. case 154:{
  819. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  820. break;
  821. }
  822. }
  823. return outArr;
  824. }
  825. function changeOrbs_Addition(card)
  826. {
  827. const searchTypeArray = [9,20,154];
  828. const skills = getCardActiveSkills(card, searchTypeArray);
  829. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  830. const fragment = document.createDocumentFragment();
  831. parsedSkills.forEach(p=>{
  832. fragment.appendChild(createOrbsList(p.from));
  833. fragment.appendChild(document.createTextNode(`→`));
  834. fragment.appendChild(createOrbsList(p.to));
  835. });
  836. return fragment;
  837. }
  838. function generateOrbsParse(card)
  839. {
  840. let outArr = [];
  841. const searchTypeArray = [141, 208];
  842. const skills = getCardActiveSkills(card, searchTypeArray);
  843. if (!skills.length) return outArr;
  844. for (let skill of skills)
  845. {
  846. const sk = skill.params;
  847. if (skill.type == 141)
  848. {
  849. outArr.push({
  850. count: sk[0],
  851. to: flags(sk[1] || 1),
  852. exclude: flags(sk[2]),
  853. });
  854. }else
  855. {
  856. outArr.push({
  857. count: sk[0],
  858. to: flags(sk[1] || 1),
  859. exclude: flags(sk[2]),
  860. });
  861. outArr.push({
  862. count: sk[3],
  863. to: flags(sk[4] || 1),
  864. exclude: flags(sk[5]),
  865. });
  866. }
  867. }
  868. return outArr;
  869. }
  870. function generateOrbs_Addition(card)
  871. {
  872. const gens = generateOrbsParse(card);
  873. const searchTypeArray = [141, 208];
  874. const skill = getCardActiveSkill(card, searchTypeArray);
  875. const sk = skill.params;
  876. const fragment = document.createDocumentFragment();
  877. for (let gen of gens)
  878. {
  879. fragment.appendChild(createOrbsList(gen.to));
  880. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  881. }
  882. return fragment;
  883. }
  884. function lock_Addition(card)
  885. {
  886. const searchTypeArray = [152];
  887. const skill = getCardActiveSkill(card, searchTypeArray);
  888. const sk = skill.params;
  889. const fragment = document.createDocumentFragment();
  890. fragment.appendChild(document.createTextNode(`锁`));
  891. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  892. return fragment;
  893. }
  894. function dropLock_Addition(card)
  895. {
  896. const searchTypeArray = [205];
  897. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  898. const sk = skill.params;
  899. const fragment = document.createDocumentFragment();
  900. fragment.appendChild(document.createTextNode(`掉锁`));
  901. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  902. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  903. return fragment;
  904. }
  905. function dropOrb_Addition(card)
  906. {
  907. const searchTypeArray = [126];
  908. const skill = getCardActiveSkill(card, searchTypeArray);
  909. const sk = skill.params;
  910. const colors = flags(sk[0]);
  911. const fragment = document.createDocumentFragment();
  912. fragment.appendChild(createOrbsList(colors));
  913. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  914. return fragment;
  915. }
  916. function generateColumnOrbs_Addition(card)
  917. {
  918. const searchTypeArray = [127];
  919. const skill = getCardActiveSkill(card, searchTypeArray);
  920. const sk = skill.params;
  921. const colors = [];
  922. for (let ai=0;ai<sk.length;ai+=2)
  923. {
  924. colors.push(flags(sk[ai+1]));
  925. }
  926. const fragment = document.createDocumentFragment();
  927. fragment.appendChild(document.createTextNode(`竖`));
  928. fragment.appendChild(createOrbsList(colors.flat()));
  929. return fragment;
  930. }
  931. function generateRowOrbs_Addition(card)
  932. {
  933. const searchTypeArray = [128];
  934. const skill = getCardActiveSkill(card, searchTypeArray);
  935. const sk = skill.params;
  936. const colors = [];
  937. for (let ai=0;ai<sk.length;ai+=2)
  938. {
  939. colors.push(flags(sk[ai+1]));
  940. }
  941. const fragment = document.createDocumentFragment();
  942. fragment.appendChild(document.createTextNode(`横`));
  943. fragment.appendChild(createOrbsList(colors.flat()));
  944. return fragment;
  945. }
  946. function healImmediately_Rate(card)
  947. {
  948. const searchTypeArray = [7, //宠物回复力
  949. 8, //固定点数
  950. 35,115, //吸血
  951. 117
  952. ];
  953. const skills = getCardActiveSkills(card, searchTypeArray);
  954. const outObj = {
  955. vampire: 0,
  956. selfRcv: 0,
  957. const: 0,
  958. scale: 0,
  959. };
  960. if (!skills.length) return outObj;
  961. skills.forEach(skill=>{
  962. const sk = skill.params;
  963. if (skill.type == 7)
  964. {
  965. outObj.selfRcv += sk[0];
  966. }
  967. else if(skill.type == 8)
  968. {
  969. outObj.const += sk[0];
  970. }
  971. else if(skill.type == 35)
  972. {
  973. outObj.vampire += sk[1];
  974. }
  975. else if(skill.type == 115)
  976. {
  977. outObj.vampire += sk[2];
  978. }
  979. else if(skill.type == 117)
  980. {
  981. outObj.selfRcv += sk[1] || 0;
  982. outObj.const += sk[2] || 0;
  983. outObj.scale += sk[3] || 0;
  984. }
  985. });
  986. return outObj;
  987. }
  988. function atkBuff_Rate(card)
  989. {
  990. const searchTypeArray = [
  991. 88,92, //类型的
  992. 50,90, //属性的,要排除回复力
  993. 156,168, //宝石姬
  994. 228, //属性、类型数量
  995. ];
  996. const skill = getCardActiveSkill(card, searchTypeArray);
  997. const outObj = {
  998. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  999. types: [],
  1000. attrs: [],
  1001. awoken: [],
  1002. rate: 0,
  1003. turns: 0,
  1004. };
  1005. if (!skill) return outObj;
  1006. const sk = skill.params;
  1007. if (skill.type == 88 || skill.type == 92)
  1008. {
  1009. outObj.skilltype = 2;
  1010. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1011. outObj.turns = sk[0];
  1012. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1013. }
  1014. else if(skill.type == 50 || skill.type == 90)
  1015. {
  1016. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1017. if (!outObj.attrs.length) //去除回复力
  1018. return outObj;
  1019. outObj.skilltype = 2;
  1020. outObj.turns = sk[0];
  1021. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1022. }
  1023. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1024. || skill.type == 168)
  1025. {
  1026. outObj.skilltype = 1;
  1027. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  1028. outObj.turns = sk[0];
  1029. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1030. }
  1031. else if(skill.type == 228 && sk[3] > 0)
  1032. {
  1033. outObj.skilltype = 1;
  1034. outObj.attrs = flags(sk[1]);
  1035. outObj.types = flags(sk[2]);
  1036. outObj.turns = sk[0];
  1037. outObj.rate = sk[3];
  1038. }
  1039. return outObj;
  1040. }
  1041. function damageSelf_Rate(card)
  1042. {
  1043. const searchTypeArray = [84,85,86,87,195];
  1044. const skill = getCardActiveSkill(card, searchTypeArray);
  1045. if (!skill) return 0;
  1046. const sk = skill.params;
  1047. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1048. }
  1049. function changeEnemiesAttr_Attr(card)
  1050. {
  1051. const outObj = {
  1052. attr: null,
  1053. turns: 0
  1054. }
  1055. const searchTypeArray = [153, 224];
  1056. const skill = getCardActiveSkill(card, searchTypeArray);
  1057. if (!skill) return outObj;
  1058. const sk = skill.params;
  1059. if (skill.type == 153)
  1060. {
  1061. outObj.attr = sk[0];
  1062. }
  1063. else if (skill.type == 224)
  1064. {
  1065. outObj.attr = sk[1] || 0;
  1066. outObj.turns = sk[0];
  1067. }
  1068. return outObj;
  1069. }
  1070. //创建1个觉醒图标
  1071. function createAwokenIcon(awokenId)
  1072. {
  1073. const icon = document.createElement("icon");
  1074. icon.className ="awoken-icon";
  1075. icon.setAttribute("data-awoken-icon", awokenId);
  1076. return icon;
  1077. }
  1078. //产生一个觉醒列表
  1079. function creatAwokenList(awokens) {
  1080. const ul = document.createElement("ul");
  1081. ul.className = "awoken-ul";
  1082. awokens.forEach(ak=>{
  1083. const li = ul.appendChild(document.createElement("li"));
  1084. const icon = li.appendChild(createAwokenIcon(ak));
  1085. });
  1086. return ul;
  1087. }
  1088. //产生宝珠列表
  1089. function createOrbsList(orbs)
  1090. {
  1091. if (orbs == undefined) orbs = [0];
  1092. else if (!Array.isArray(orbs)) orbs = [orbs];
  1093. const ul = document.createElement("ul");
  1094. ul.className = "board";
  1095. orbs.forEach(orbType => {
  1096. const li = ul.appendChild(document.createElement("li"));
  1097. li.className = `orb-icon`;
  1098. li.setAttribute("data-orb-icon", orbType);
  1099. });
  1100. return ul;
  1101. }
  1102. //产生类型列表
  1103. function createTypesList(types)
  1104. {
  1105. if (types == undefined) types = [0];
  1106. else if (!Array.isArray(types)) types = [types];
  1107. const ul = document.createElement("ul");
  1108. ul.className = "types-ul";
  1109. types.forEach(type => {
  1110. const li = ul.appendChild(document.createElement("li"));
  1111. li.className = `type-icon`;
  1112. li.setAttribute("data-type-icon", type);
  1113. });
  1114. return ul;
  1115. }
  1116. const functions = [
  1117. {name:"No Filter",otLangName:{chs:"不做筛选"},
  1118. function:cards=>cards},
  1119. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  1120. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  1121. function:cards=>{
  1122. return cards.filter(card=>{
  1123. return getSkillFixedDamage(card) > 0;
  1124. }).sort((a,b)=>{
  1125. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1126. return a_pC - b_pC;
  1127. });
  1128. },
  1129. addition:card=>{
  1130. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1131. }
  1132. },
  1133. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  1134. function:cards=>{
  1135. return cards.filter(card=>{
  1136. return getSkillAddCombo(card) > 0;
  1137. }).sort((a,b)=>{
  1138. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1139. return a_pC - b_pC;
  1140. });
  1141. },
  1142. addition:card=>{
  1143. const value = getSkillAddCombo(card);
  1144. const searchTypeArray = [210];
  1145. const skill = getCardLeaderSkill(card, searchTypeArray);
  1146. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1147. }
  1148. },
  1149. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  1150. function:cards=>cards.filter(card=>{
  1151. const searchTypeArray = [162,186];
  1152. const skill = getCardLeaderSkill(card, searchTypeArray);
  1153. return skill;
  1154. })
  1155. },
  1156. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  1157. function:cards=>cards.filter(card=>{
  1158. const searchTypeArray = [163,177];
  1159. const skill = getCardLeaderSkill(card, searchTypeArray);
  1160. return skill;
  1161. })
  1162. },
  1163. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  1164. function:cards=>{
  1165. const searchTypeArray = [15,185];
  1166. return cards.filter(card=>{
  1167. const skill = getCardLeaderSkill(card, searchTypeArray);
  1168. return skill;
  1169. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1170. },
  1171. addition:card=>{
  1172. const searchTypeArray = [15,185];
  1173. const skill = getCardLeaderSkill(card, searchTypeArray);
  1174. const value = skill.params[0];
  1175. return `${value > 0 ? "+" : ""}${value/100}s`;
  1176. }
  1177. },
  1178. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  1179. function:cards=>{
  1180. const searchTypeArray = [178];
  1181. return cards.filter(card=>{
  1182. const skill = getCardLeaderSkill(card, searchTypeArray);
  1183. return skill;
  1184. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1185. },
  1186. addition:card=>{
  1187. const searchTypeArray = [178];
  1188. const skill = getCardLeaderSkill(card, searchTypeArray);
  1189. const value = skill.params[0];
  1190. return `固定${value}s`;
  1191. }
  1192. },
  1193. {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)"},
  1194. function:cards=>{
  1195. const searchTypeArray = [12];
  1196. return cards.filter(card=>{
  1197. const skill = getCardLeaderSkill(card, searchTypeArray);
  1198. return skill;
  1199. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1200. },
  1201. addition:card=>{
  1202. const searchTypeArray = [12];
  1203. const skill = getCardLeaderSkill(card, searchTypeArray);
  1204. const value = skill.params[0];
  1205. return `攻击×${(value/100).bigNumberToString()}倍`;
  1206. }
  1207. },
  1208. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
  1209. function:cards=>{
  1210. const searchTypeArray = [13];
  1211. return cards.filter(card=>{
  1212. const skill = getCardLeaderSkill(card, searchTypeArray);
  1213. return skill;
  1214. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1215. },
  1216. addition:card=>{
  1217. const searchTypeArray = [13];
  1218. const skill = getCardLeaderSkill(card, searchTypeArray);
  1219. const value = skill.params[0];
  1220. return `回复×${(value/100).bigNumberToString()}倍`;
  1221. }
  1222. },
  1223. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1224. function:cards=>{
  1225. const searchTypeArray = [41];
  1226. return cards.filter(card=>{
  1227. const skill = getCardLeaderSkill(card, searchTypeArray);
  1228. return skill;
  1229. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1230. },
  1231. addition:card=>{
  1232. const searchTypeArray = [41];
  1233. const skill = getCardLeaderSkill(card, searchTypeArray);
  1234. const sk = skill.params;
  1235. const fragment = document.createDocumentFragment();
  1236. fragment.appendChild(createOrbsList(sk[2] || 0));
  1237. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1238. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1239. return fragment;
  1240. }
  1241. },
  1242. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1243. function:cards=>cards.filter(card=>{
  1244. const searchTypeArray = [197];
  1245. const skill = getCardLeaderSkill(card, searchTypeArray);
  1246. return skill;
  1247. })
  1248. },
  1249. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1250. function:cards=>{
  1251. const searchTypeArray = [198];
  1252. return cards.filter(card=>{
  1253. const skill = getCardLeaderSkill(card, searchTypeArray);
  1254. return skill && skill.params[2];
  1255. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1256. },
  1257. addition:card=>{
  1258. const searchTypeArray = [198];
  1259. const skill = getCardLeaderSkill(card, searchTypeArray);
  1260. const sk = skill.params;
  1261. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1262. }
  1263. },
  1264. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1265. function:cards=>{
  1266. const searchTypeArray = [198];
  1267. return cards.filter(card=>{
  1268. const skill = getCardLeaderSkill(card, searchTypeArray);
  1269. return skill && skill.params[3];
  1270. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1271. },
  1272. addition:card=>{
  1273. const searchTypeArray = [198];
  1274. const skill = getCardLeaderSkill(card, searchTypeArray);
  1275. const sk = skill.params;
  1276. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1277. }
  1278. },
  1279. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1280. function:cards=>cards.filter(card=>{
  1281. const searchTypeArray = [151,209];
  1282. const skill = getCardLeaderSkill(card, searchTypeArray);
  1283. return skill;
  1284. })
  1285. },
  1286. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1287. function:cards=>cards.filter(card=>{
  1288. const searchTypeArray = [157];
  1289. const skill = getCardLeaderSkill(card, searchTypeArray);
  1290. return skill;
  1291. })
  1292. },
  1293. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1294. function:cards=>cards.filter(card=>{
  1295. const searchTypeArray = [177];
  1296. const skill = getCardLeaderSkill(card, searchTypeArray);
  1297. return skill;
  1298. })
  1299. },
  1300. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1301. function:cards=>{
  1302. const searchTypeArray = [158];
  1303. return cards.filter(card=>{
  1304. const skill = getCardLeaderSkill(card, searchTypeArray);
  1305. return skill;
  1306. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1307. },
  1308. addition:card=>{
  1309. const searchTypeArray = [158];
  1310. const skill = getCardLeaderSkill(card, searchTypeArray);
  1311. const value = skill.params[0];
  1312. return `≥${value}珠`;
  1313. }
  1314. },
  1315. {name:"Resolve",otLangName:{chs:"根性"},
  1316. function:cards=>{
  1317. const searchTypeArray = [14];
  1318. return cards.filter(card=>{
  1319. const skill = getCardLeaderSkill(card, searchTypeArray);
  1320. return skill;
  1321. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1322. },
  1323. addition:card=>{
  1324. const searchTypeArray = [14];
  1325. const skill = getCardLeaderSkill(card, searchTypeArray);
  1326. const value = skill.params[0];
  1327. return `HP≥${value}%`;
  1328. }
  1329. },
  1330. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1331. function:cards=>cards.filter(card=>{
  1332. const searchTypeArray = [125];
  1333. const skill = getCardLeaderSkill(card, searchTypeArray);
  1334. return skill;
  1335. })
  1336. },
  1337. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1338. function:cards=>cards.filter(card=>{
  1339. const searchTypeArray = [175];
  1340. const skill = getCardLeaderSkill(card, searchTypeArray);
  1341. return skill;
  1342. })
  1343. },
  1344. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1345. function:cards=>cards.filter(card=>{
  1346. const searchTypeArray = [203];
  1347. const skill = getCardLeaderSkill(card, searchTypeArray);
  1348. return skill;
  1349. })
  1350. },
  1351. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1352. function:cards=>cards.filter(card=>{
  1353. const searchTypeArray = [229];
  1354. const skill = getCardLeaderSkill(card, searchTypeArray);
  1355. return skill;
  1356. })
  1357. },
  1358. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1359. function:cards=>{
  1360. const searchTypeArray = [53];
  1361. return cards.filter(card=>{
  1362. const skill = getCardLeaderSkill(card, searchTypeArray);
  1363. return skill;
  1364. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1365. },
  1366. addition:card=>{
  1367. const searchTypeArray = [53];
  1368. const skill = getCardLeaderSkill(card, searchTypeArray);
  1369. const sk = skill.params;
  1370. return `掉率x${sk[0]/100}`;
  1371. }
  1372. },
  1373. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1374. function:cards=>{
  1375. const searchTypeArray = [54];
  1376. return cards.filter(card=>{
  1377. const skill = getCardLeaderSkill(card, searchTypeArray);
  1378. return skill;
  1379. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1380. },
  1381. addition:card=>{
  1382. const searchTypeArray = [54];
  1383. const skill = getCardLeaderSkill(card, searchTypeArray);
  1384. const sk = skill.params;
  1385. return `金币x${sk[0]/100}`;
  1386. }
  1387. },
  1388. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1389. function:cards=>{
  1390. const searchTypeArray = [148];
  1391. return cards.filter(card=>{
  1392. const skill = getCardLeaderSkill(card, searchTypeArray);
  1393. return skill;
  1394. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1395. },
  1396. addition:card=>{
  1397. const searchTypeArray = [148];
  1398. const skill = getCardLeaderSkill(card, searchTypeArray);
  1399. const sk = skill.params;
  1400. return `经验x${sk[0]/100}`;
  1401. }
  1402. },
  1403. ]},
  1404. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1405. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1406. function:cards=>cards.filter(card=>{
  1407. const skill = Skills[card.leaderSkillId];
  1408. const HPscale = getHPScale(skill);
  1409. return HPscale >= 2;
  1410. }).sort((a,b)=>{
  1411. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1412. return getHPScale(a_s) - getHPScale(b_s);
  1413. })
  1414. },
  1415. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1416. function:cards=>cards.filter(card=>{
  1417. const skill = Skills[card.leaderSkillId];
  1418. const HPscale = getHPScale(skill);
  1419. return HPscale >= 1.5 && HPscale < 2;
  1420. }).sort((a,b)=>{
  1421. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1422. return getHPScale(a_s) - getHPScale(b_s);
  1423. })
  1424. },
  1425. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1426. function:cards=>cards.filter(card=>{
  1427. const skill = Skills[card.leaderSkillId];
  1428. const HPscale = getHPScale(skill);
  1429. return HPscale > 1 && HPscale < 1.5;
  1430. }).sort((a,b)=>{
  1431. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1432. return getHPScale(a_s) - getHPScale(b_s);
  1433. })
  1434. },
  1435. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1436. function:cards=>cards.filter(card=>{
  1437. const skill = Skills[card.leaderSkillId];
  1438. const HPscale = getHPScale(skill);
  1439. return HPscale === 1;
  1440. })
  1441. },
  1442. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1443. function:cards=>cards.filter(card=>{
  1444. const skill = Skills[card.leaderSkillId];
  1445. const HPscale = getHPScale(skill);
  1446. return HPscale < 1;
  1447. }).sort((a,b)=>{
  1448. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1449. return getHPScale(a_s) - getHPScale(b_s);
  1450. })
  1451. },
  1452. ]},
  1453. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1454. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1455. function:cards=>cards.filter(card=>{
  1456. const skill = Skills[card.leaderSkillId];
  1457. const reduceScale = getReduceScale(skill);
  1458. return reduceScale >= 0.75;
  1459. }).sort((a,b)=>{
  1460. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1461. return getReduceScale(a_s) - getReduceScale(b_s);
  1462. })
  1463. },
  1464. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1465. function:cards=>cards.filter(card=>{
  1466. const skill = Skills[card.leaderSkillId];
  1467. const reduceScale = getReduceScale(skill);
  1468. return reduceScale >= 0.5 && reduceScale < 0.75;
  1469. }).sort((a,b)=>{
  1470. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1471. return getReduceScale(a_s) - getReduceScale(b_s);
  1472. })
  1473. },
  1474. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1475. function:cards=>cards.filter(card=>{
  1476. const skill = Skills[card.leaderSkillId];
  1477. const reduceScale = getReduceScale(skill);
  1478. return reduceScale >= 0.25 && reduceScale < 0.5;
  1479. }).sort((a,b)=>{
  1480. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1481. return getReduceScale(a_s) - getReduceScale(b_s);
  1482. })
  1483. },
  1484. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1485. function:cards=>cards.filter(card=>{
  1486. const skill = Skills[card.leaderSkillId];
  1487. const reduceScale = getReduceScale(skill);
  1488. return reduceScale > 0 && reduceScale < 0.25;
  1489. }).sort((a,b)=>{
  1490. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1491. return getReduceScale(a_s) - getReduceScale(b_s);
  1492. })
  1493. },
  1494. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1495. function:cards=>cards.filter(card=>{
  1496. const skill = Skills[card.leaderSkillId];
  1497. const reduceScale = getReduceScale(skill);
  1498. return reduceScale === 0;
  1499. })
  1500. },
  1501. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1502. function:cards=>cards.filter(card=>{
  1503. const skill = Skills[card.leaderSkillId];
  1504. return getReduceScale(skill, true) > 0;
  1505. })
  1506. },
  1507. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1508. function:cards=>cards.filter(card=>{
  1509. const skill = Skills[card.leaderSkillId];
  1510. return getReduceScale(skill, undefined, true) > 0;
  1511. })
  1512. },
  1513. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1514. function:cards=>cards.filter(card=>{
  1515. const skill = Skills[card.leaderSkillId];
  1516. return getReduceScale(skill, undefined, undefined, true) > 0;
  1517. })
  1518. },
  1519. {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%)"},
  1520. function:cards=>cards.filter(card=>{
  1521. const skill = Skills[card.leaderSkillId];
  1522. const reduceScale = getReduceScale(skill);
  1523. return reduceScale>=0.29;
  1524. }).sort((a,b)=>{
  1525. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1526. return getReduceScale(a_s) - getReduceScale(b_s);
  1527. })
  1528. },
  1529. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1530. function:cards=>cards.filter(card=>{
  1531. //获取盾减伤比例
  1532. function getReduceScale_unconditional(ls)
  1533. {
  1534. const sk = ls.params;
  1535. let scale = 0;
  1536. switch (ls.type)
  1537. {
  1538. case 16: //无条件盾
  1539. scale = sk[0]/100;
  1540. break;
  1541. case 129: //无条件盾,属性个数不固定
  1542. case 163: //无条件盾,属性个数不固定
  1543. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1544. break;
  1545. case 138: //调用其他队长技
  1546. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1547. break;
  1548. default:
  1549. }
  1550. return scale || 0;
  1551. }
  1552. const skill = Skills[card.leaderSkillId];
  1553. return getReduceScale_unconditional(skill) > 0;
  1554. })
  1555. },
  1556. ]},
  1557. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1558. {name:"1 CD",otLangName:{chs:"1 CD"},
  1559. function:cards=>cards.filter(card=>{
  1560. if (card.activeSkillId == 0) return false;
  1561. const skill = Skills[card.activeSkillId];
  1562. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1563. })
  1564. },
  1565. {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)"},
  1566. function:cards=>cards.filter(card=>{
  1567. if (card.activeSkillId == 0) return false;
  1568. const skill = Skills[card.activeSkillId];
  1569. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1570. let realCD = minCD;
  1571. const searchTypeArray = [14];
  1572. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1573. if (subSkill)
  1574. {
  1575. realCD -= subSkill.params[0] * 3;
  1576. }
  1577. return minCD > 1 && realCD <= 4;
  1578. })
  1579. },
  1580. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1581. function:cards=>{
  1582. const searchTypeArray = [5];
  1583. return cards.filter(card=>{
  1584. const skill = getCardActiveSkill(card, searchTypeArray);
  1585. return skill;
  1586. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1587. },
  1588. addition:card=>{
  1589. const searchTypeArray = [5];
  1590. const skill = getCardActiveSkill(card, searchTypeArray);
  1591. const value = skill.params[0];
  1592. return `时停${value}s`;
  1593. }
  1594. },
  1595. {
  1596. name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1597. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  1598. },
  1599. {
  1600. name:"Evolved active",otLangName:{chs:"进化类技能"},
  1601. function:cards=>cards.filter(card=>{
  1602. let skType = Skills[card.activeSkillId].type;
  1603. return skType == 232 || skType == 233;
  1604. })
  1605. },
  1606. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1607. function:cards=>cards.filter(card=>{
  1608. const searchTypeArray = [225];
  1609. const skill = getCardActiveSkill(card, searchTypeArray);
  1610. return skill;
  1611. }),
  1612. addition:card=>{
  1613. const searchTypeArray = [225];
  1614. const skill = getCardActiveSkill(card, searchTypeArray);
  1615. const sk = skill.params;
  1616. let strArr = [];
  1617. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1618. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1619. return `HP ${strArr.join(" ")}`;
  1620. }
  1621. },
  1622. ]},
  1623. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1624. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1625. function:cards=>{
  1626. const searchTypeArray = [173];
  1627. return cards.filter(card=>{
  1628. const skill = getCardActiveSkill(card, searchTypeArray);
  1629. return skill && skill.params[1];
  1630. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1631. },addition:voidsAbsorption_Addition},
  1632. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1633. function:cards=>{
  1634. const searchTypeArray = [173];
  1635. return cards.filter(card=>{
  1636. const skill = getCardActiveSkill(card, searchTypeArray);
  1637. return skill && skill.params[2];
  1638. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1639. },addition:voidsAbsorption_Addition},*/
  1640. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1641. function:cards=>{
  1642. const searchTypeArray = [173];
  1643. return cards.filter(card=>{
  1644. const skill = getCardActiveSkill(card, searchTypeArray);
  1645. return skill && skill.params[3];
  1646. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1647. },addition:voidsAbsorption_Addition},
  1648. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1649. function:cards=>{
  1650. const searchTypeArray = [173];
  1651. return cards.filter(card=>{
  1652. const skill = getCardActiveSkill(card, searchTypeArray);
  1653. return skill && skill.params[1] && skill.params[3];
  1654. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1655. },addition:voidsAbsorption_Addition},
  1656. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1657. function:cards=>{
  1658. const searchTypeArray = [191];
  1659. return cards.filter(card=>{
  1660. const skill = getCardActiveSkill(card, searchTypeArray);
  1661. return skill;
  1662. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1663. },
  1664. addition:card=>{
  1665. const searchTypeArray = [191];
  1666. const skill = getCardActiveSkill(card, searchTypeArray);
  1667. const sk = skill.params;
  1668. return document.createTextNode(`破贯×${sk[0]}T`);
  1669. }
  1670. },
  1671. ]},
  1672. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1673. {
  1674. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1675. function:cards=>{
  1676. return cards.filter(card=>{
  1677. const turns = unbind_Turns(card);
  1678. return turns.normal > 0;
  1679. }).sort((a,b)=>{
  1680. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1681. let a_pC = a_s.normal, b_pC = b_s.normal;
  1682. return a_pC - b_pC;
  1683. });
  1684. },
  1685. addition:unbind_Addition
  1686. },
  1687. {
  1688. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1689. function:cards=>{
  1690. return cards.filter(card=>{
  1691. const turns = unbind_Turns(card);
  1692. return turns.awoken > 0;
  1693. }).sort((a,b)=>{
  1694. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1695. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1696. return a_pC - b_pC;
  1697. });
  1698. },
  1699. addition:unbind_Addition
  1700. },
  1701. {
  1702. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1703. function:cards=>{
  1704. return cards.filter(card=>{
  1705. const turns = unbind_Turns(card);
  1706. return turns.normal && turns.awoken > 0;
  1707. }).sort((a,b)=>{
  1708. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1709. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1710. return a_pC - b_pC;
  1711. });
  1712. },
  1713. addition:unbind_Addition
  1714. },
  1715. {
  1716. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1717. function:cards=>{
  1718. const searchTypeArray = [196];
  1719. return cards.filter(card=>{
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. return skill;
  1722. }).sort((a,b)=>{
  1723. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1724. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1725. return a_pC - b_pC;
  1726. })
  1727. },
  1728. addition:card=>{
  1729. const searchTypeArray = [196];
  1730. const skill = getCardActiveSkill(card, searchTypeArray);
  1731. const sk = skill.params;
  1732. const value = sk[0];
  1733. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1734. }
  1735. },
  1736. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1737. function:cards=>cards.filter(card=>{
  1738. const searchTypeArray = [214];
  1739. const skill = getCardActiveSkill(card, searchTypeArray);
  1740. return skill;
  1741. }),
  1742. addition:card=>{
  1743. const searchTypeArray = [214];
  1744. const skill = getCardActiveSkill(card, searchTypeArray);
  1745. const sk = skill.params;
  1746. return document.createTextNode(`自封技${sk[0]}T`);
  1747. }
  1748. },
  1749. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1750. function:cards=>cards.filter(card=>{
  1751. const searchTypeArray = [215];
  1752. const skill = getCardActiveSkill(card, searchTypeArray);
  1753. return skill;
  1754. }),
  1755. addition:card=>{
  1756. const searchTypeArray = [215];
  1757. const skill = getCardActiveSkill(card, searchTypeArray);
  1758. const sk = skill.params;
  1759. const fragment = document.createDocumentFragment();
  1760. fragment.appendChild(document.createTextNode(`自封`));
  1761. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1762. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1763. return fragment;
  1764. }
  1765. },
  1766. ]},
  1767. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1768. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1769. function:cards=>cards.filter(card=>{
  1770. const searchTypeArray = [156,168,228];
  1771. const skill = getCardActiveSkill(card, searchTypeArray);
  1772. return skill;
  1773. })
  1774. },
  1775. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1776. function:cards=>{
  1777. const searchTypeArray = [50,90,228];
  1778. function getRecScale(as)
  1779. {
  1780. const sk = as.params;
  1781. if (as.type == 228)
  1782. {
  1783. return sk[4];
  1784. }else
  1785. {
  1786. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1787. }
  1788. }
  1789. return cards.filter(card=>{
  1790. const skills = getCardActiveSkills(card, searchTypeArray);
  1791. if (skills.length)
  1792. {
  1793. return skills.some(as=>getRecScale(as) != null);
  1794. }else return false;
  1795. }).sort((a,b)=>{
  1796. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1797. const a_sv = a_s.map(a_s=>getRecScale(a_s)).filter(n=>n!==null).sort().reverse()[0],
  1798. b_sv = b_s.map(b_s=>getRecScale(b_s)).filter(n=>n!==null).sort().reverse()[0];
  1799. return a_sv - b_sv;
  1800. });
  1801. },
  1802. addition:card=>{
  1803. const searchTypeArray = [50,90,228];
  1804. function getRecScale(as)
  1805. {
  1806. const sk = as.params;
  1807. if (as.type == 228)
  1808. {
  1809. return sk[4];
  1810. }else
  1811. {
  1812. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1813. }
  1814. }
  1815. const skills = getCardActiveSkills(card, searchTypeArray);
  1816. const skill = skills.find(as=>getRecScale(as) != null);
  1817. if (skill.type == 228)
  1818. return `回+${getRecScale(skill) / 100}×N`;
  1819. else
  1820. return `回x${getRecScale(skill) / 100}`;
  1821. }
  1822. },
  1823. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)"},
  1824. function:cards=>{
  1825. return cards.filter(card=>{
  1826. const atkbuff = atkBuff_Rate(card);
  1827. return atkbuff.skilltype > 0;
  1828. }).sort((a,b)=>{
  1829. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1830. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1831. if (sortNum == 0)
  1832. sortNum = a_pC.rate - b_pC.rate;
  1833. if (sortNum == 0)
  1834. sortNum = a_pC.turns - b_pC.turns;
  1835. return sortNum;
  1836. });
  1837. },
  1838. addition:card=>{
  1839. const atkbuff = atkBuff_Rate(card);
  1840. const fragment = document.createDocumentFragment();
  1841. if (atkbuff.skilltype == 0) return fragment;
  1842. if (atkbuff.skilltype == 1)
  1843. {
  1844. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1845. if (atkbuff.awoken.length)
  1846. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1847. if (atkbuff.attrs.length)
  1848. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1849. if (atkbuff.types.length)
  1850. fragment.appendChild(createTypesList(atkbuff.types));
  1851. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1852. }else if (atkbuff.skilltype == 2)
  1853. {
  1854. if (atkbuff.attrs.length)
  1855. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1856. if (atkbuff.types.length)
  1857. fragment.appendChild(createTypesList(atkbuff.types));
  1858. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1859. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1860. }
  1861. return fragment;
  1862. }
  1863. },
  1864. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff"},
  1865. function:cards=>{
  1866. const searchTypeArray = [230];
  1867. return cards.filter(card=>{
  1868. const skill = getCardActiveSkill(card, searchTypeArray);
  1869. return skill && skill.params[2] !== 100;
  1870. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1871. },
  1872. addition:card=>{
  1873. const searchTypeArray = [230];
  1874. const skill = getCardActiveSkill(card, searchTypeArray);
  1875. const sk = skill.params;
  1876. let str = '';
  1877. switch (sk[1]) {
  1878. case 1: {
  1879. str+="自身";
  1880. break;
  1881. }
  1882. case 2: {
  1883. str+="队长";
  1884. break;
  1885. }
  1886. case 8: {
  1887. str+="队员";
  1888. break;
  1889. }
  1890. }
  1891. str+=`${sk[2] / 100}倍×${sk[0]}T`;
  1892. return str;
  1893. }
  1894. },
  1895. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1896. function:cards=>{
  1897. const searchTypeArray = [132];
  1898. return cards.filter(card=>{
  1899. const skill = getCardActiveSkill(card, searchTypeArray);
  1900. return skill;
  1901. }).sort((a,b)=>{
  1902. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1903. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1904. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1905. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1906. });
  1907. },
  1908. addition:card=>{
  1909. const searchTypeArray = [132];
  1910. const skill = getCardActiveSkill(card, searchTypeArray);
  1911. const sk = skill.params;
  1912. let str = "👆";
  1913. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1914. if (sk[2]) str += `x${sk[2]/100}`;
  1915. return str;
  1916. }
  1917. },
  1918. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  1919. function:cards=>{
  1920. const searchTypeArray = [184];
  1921. return cards.filter(card=>{
  1922. const skill = getCardActiveSkill(card, searchTypeArray);
  1923. return skill;
  1924. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1925. },
  1926. addition:card=>{
  1927. const searchTypeArray = [184];
  1928. const skill = getCardActiveSkill(card, searchTypeArray);
  1929. const sk = skill.params;
  1930. return `无↓×${sk[0]}T`;
  1931. }
  1932. },
  1933. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  1934. function:cards=>{
  1935. const searchTypeArray = [207];
  1936. return cards.filter(card=>{
  1937. const skill = getCardActiveSkill(card, searchTypeArray);
  1938. return skill;
  1939. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1940. },
  1941. addition:card=>{
  1942. const searchTypeArray = [207];
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. const sk = skill.params;
  1945. if (sk[7])
  1946. return `${sk[7]}个×${sk[0]}T`;
  1947. else
  1948. return `特殊形状×${sk[0]}T`;
  1949. }
  1950. },
  1951. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1952. function:cards=>{
  1953. const searchTypeArray = [160];
  1954. return cards.filter(card=>{
  1955. const skill = getCardActiveSkill(card, searchTypeArray);
  1956. return skill;
  1957. }).sort((a,b)=>{
  1958. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1959. return a_s.params[1] - b_s.params[1];
  1960. });
  1961. },
  1962. addition:card=>{
  1963. const searchTypeArray = [160];
  1964. const skill = getCardActiveSkill(card, searchTypeArray);
  1965. const sk = skill.params;
  1966. return `+${sk[1]}C×${sk[0]}T`;
  1967. }
  1968. },
  1969. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  1970. function:cards=>{
  1971. const searchTypeArray = [3,156];
  1972. return cards.filter(card=>{
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. if (!skill) return false;
  1975. if (skill.type == 156)
  1976. return skill.params[4]==3;
  1977. else
  1978. return true;
  1979. }).sort((a,b)=>{
  1980. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1981. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1982. if (!sortNum)
  1983. {
  1984. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1985. sortNum = a_pC - b_pC;
  1986. }
  1987. return sortNum;
  1988. });
  1989. },
  1990. addition:card=>{
  1991. const searchTypeArray = [3,156];
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. const sk = skill.params;
  1994. const fragment = document.createDocumentFragment();
  1995. if (skill.type == 156)
  1996. {
  1997. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1998. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1999. fragment.appendChild(creatAwokenList(awokenArr));
  2000. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2001. }else
  2002. {
  2003. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2004. }
  2005. return fragment;
  2006. }
  2007. },
  2008. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  2009. function:cards=>{
  2010. const searchTypeArray = [3];
  2011. return cards.filter(card=>{
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. return skill && skill.params[1]>=100;
  2014. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2015. },
  2016. addition:card=>{
  2017. const searchTypeArray = [3];
  2018. const skill = getCardActiveSkill(card, searchTypeArray);
  2019. const sk = skill.params;
  2020. return `无敌×${sk[0]}T`;
  2021. }
  2022. },
  2023. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  2024. function:cards=>{
  2025. const searchTypeArray = [21];
  2026. return cards.filter(card=>{
  2027. const skill = getCardActiveSkill(card, searchTypeArray);
  2028. return skill;
  2029. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2030. },
  2031. addition:card=>{
  2032. const searchTypeArray = [21];
  2033. const skill = getCardActiveSkill(card, searchTypeArray);
  2034. const sk = skill.params;
  2035. const colors = [sk[1]];
  2036. const fragment = document.createDocumentFragment();
  2037. fragment.appendChild(document.createTextNode(`-`));
  2038. fragment.appendChild(createOrbsList(colors));
  2039. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2040. return fragment;
  2041. }
  2042. },
  2043. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  2044. function:cards=>{
  2045. const searchTypeArray = [51];
  2046. return cards.filter(card=>{
  2047. const skill = getCardActiveSkill(card, searchTypeArray);
  2048. return skill;
  2049. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2050. },
  2051. addition:card=>{
  2052. const searchTypeArray = [51];
  2053. const skill = getCardActiveSkill(card, searchTypeArray);
  2054. const sk = skill.params;
  2055. return `全体×${sk[0]}T`;
  2056. }
  2057. },
  2058. ]},
  2059. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2060. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  2061. function:cards=>{
  2062. const searchTypeArray = [18];
  2063. return cards.filter(card=>{
  2064. const skill = getCardActiveSkill(card, searchTypeArray);
  2065. return skill;
  2066. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2067. },
  2068. addition:card=>{
  2069. const searchTypeArray = [18];
  2070. const skill = getCardActiveSkill(card, searchTypeArray);
  2071. const sk = skill.params;
  2072. return document.createTextNode(`威吓×${sk[0]}T`);
  2073. }
  2074. },
  2075. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  2076. function:cards=>{
  2077. const searchTypeArray = [19];
  2078. return cards.filter(card=>{
  2079. const skill = getCardActiveSkill(card, searchTypeArray);
  2080. return skill;
  2081. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2082. },
  2083. addition:card=>{
  2084. const searchTypeArray = [19];
  2085. const skill = getCardActiveSkill(card, searchTypeArray);
  2086. const sk = skill.params;
  2087. return `破防${sk[1]}%`;
  2088. }
  2089. },
  2090. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  2091. function:cards=>{
  2092. const searchTypeArray = [19];
  2093. return cards.filter(card=>{
  2094. const skill = getCardActiveSkill(card, searchTypeArray);
  2095. return skill && skill.params[1]>=100;
  2096. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2097. },
  2098. addition:card=>{
  2099. const searchTypeArray = [19];
  2100. const skill = getCardActiveSkill(card, searchTypeArray);
  2101. const sk = skill.params;
  2102. return `全破×${sk[0]}T`;
  2103. }
  2104. },
  2105. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2106. function:cards=>{
  2107. const searchTypeArray = [4];
  2108. return cards.filter(card=>{
  2109. const skill = getCardActiveSkill(card, searchTypeArray);
  2110. return skill;
  2111. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2112. },
  2113. addition:card=>{
  2114. const searchTypeArray = [4];
  2115. const skill = getCardActiveSkill(card, searchTypeArray);
  2116. const sk = skill.params;
  2117. return `攻击力×${sk[0]/100}倍`;
  2118. }
  2119. },
  2120. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2121. function:cards=>{
  2122. return cards.filter(card=>{
  2123. return changeEnemiesAttr_Attr(card).attr != null;
  2124. }).sort((a,b)=>{
  2125. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2126. return a_pC.attr - b_pC.attr;
  2127. })
  2128. },
  2129. addition:card=>{
  2130. let change = changeEnemiesAttr_Attr(card);
  2131. const fragment = document.createDocumentFragment();
  2132. fragment.appendChild(document.createTextNode(`敌→`));
  2133. fragment.appendChild(createOrbsList(change.attr));
  2134. if (change.turns > 0)
  2135. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2136. return fragment;
  2137. }
  2138. },
  2139. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2140. function:cards=>{
  2141. const searchTypeArray = [60];
  2142. return cards.filter(card=>{
  2143. const skill = getCardActiveSkill(card, searchTypeArray);
  2144. return skill;
  2145. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2146. },
  2147. addition:card=>{
  2148. const searchTypeArray = [60];
  2149. const skill = getCardActiveSkill(card, searchTypeArray);
  2150. const sk = skill.params;
  2151. const fragment = document.createDocumentFragment();
  2152. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2153. fragment.appendChild(createOrbsList(sk[2]));
  2154. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2155. return fragment;
  2156. }
  2157. },
  2158. ]},
  2159. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2160. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2161. function:cards=>{
  2162. const searchTypeArray = [146];
  2163. return cards.filter(card=>{
  2164. const skill = getCardActiveSkill(card, searchTypeArray);
  2165. return skill;
  2166. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2167. },
  2168. addition:card=>{
  2169. const searchTypeArray = [146];
  2170. const skill = getCardActiveSkill(card, searchTypeArray);
  2171. const sk = skill.params;
  2172. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2173. }
  2174. },
  2175. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2176. function:cards=>{
  2177. const searchTypeArray = [218];
  2178. return cards.filter(card=>{
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. return skill;
  2181. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2182. },
  2183. addition:card=>{
  2184. const searchTypeArray = [218];
  2185. const skill = getCardActiveSkill(card, searchTypeArray);
  2186. const sk = skill.params;
  2187. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2188. }
  2189. },
  2190. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2191. function:cards=>cards.filter(card=>{
  2192. const searchTypeArray = [93, 227];
  2193. const skill = getCardActiveSkill(card, searchTypeArray);
  2194. return skill;
  2195. })
  2196. },
  2197. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2198. function:cards=>{
  2199. const searchTypeArray = [142];
  2200. return cards.filter(card=>{
  2201. const skill = getCardActiveSkill(card, searchTypeArray);
  2202. return skill;
  2203. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2204. },
  2205. addition:card=>{
  2206. const searchTypeArray = [142];
  2207. const skill = getCardActiveSkill(card, searchTypeArray);
  2208. const sk = skill.params;
  2209. const fragment = document.createDocumentFragment();
  2210. fragment.appendChild(document.createTextNode(`自→`));
  2211. fragment.appendChild(createOrbsList(sk[1]));
  2212. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2213. return fragment;
  2214. }
  2215. },
  2216. ]},
  2217. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2218. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2219. function:cards=>{
  2220. const searchTypeArray = [179];
  2221. return cards.filter(card=>{
  2222. const skill = getCardActiveSkill(card, searchTypeArray);
  2223. return skill;
  2224. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2225. },
  2226. addition:card=>{
  2227. const searchTypeArray = [179];
  2228. const skill = getCardActiveSkill(card, searchTypeArray);
  2229. const sk = skill.params;
  2230. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2231. }
  2232. },
  2233. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2234. function:cards=>{
  2235. return cards.filter(card=>{
  2236. const heal = healImmediately_Rate(card);
  2237. return Object.values(heal).some(v=>v);
  2238. })
  2239. .sort((a,b)=>{
  2240. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2241. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2242. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2243. let sortNum = a_i - b_i;
  2244. if (!sortNum)
  2245. {
  2246. sortNum = a_vs[a_i] - b_vs[b_i];
  2247. }
  2248. return sortNum;
  2249. });
  2250. },
  2251. addition:card=>{
  2252. const heal = healImmediately_Rate(card);
  2253. let strArr = [];
  2254. if (heal.scale)
  2255. strArr.push(`${heal.scale}%最大HP`);
  2256. if (heal.const)
  2257. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2258. if (heal.selfRcv)
  2259. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2260. if (heal.vampire)
  2261. strArr.push(`${heal.vampire}%伤害`);
  2262. return strArr.join(',');
  2263. }
  2264. },
  2265. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2266. function:cards=>{
  2267. return cards.filter(card=>damageSelf_Rate(card)>0)
  2268. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2269. },
  2270. addition:card=>{
  2271. let rate = damageSelf_Rate(card);
  2272. if (rate < 100)
  2273. return `减少${rate}%`;
  2274. else
  2275. return `减少到1`;
  2276. }
  2277. },
  2278. ]},
  2279. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  2280. {name:"Unlock",otLangName:{chs:"解锁"},
  2281. function:cards=>cards.filter(card=>{
  2282. const searchTypeArray = [172];
  2283. const skill = getCardActiveSkill(card, searchTypeArray);
  2284. return skill;
  2285. })
  2286. },
  2287. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  2288. function:cards=>cards.filter(card=>{
  2289. const searchTypeArray = [152];
  2290. const skill = getCardActiveSkill(card, searchTypeArray);
  2291. return skill;
  2292. }),
  2293. addition:lock_Addition
  2294. },
  2295. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  2296. function:cards=>cards.filter(card=>{
  2297. const searchTypeArray = [152];
  2298. const skill = getCardActiveSkill(card, searchTypeArray);
  2299. return skill && (skill.params[0] & 63) === 63;
  2300. }),
  2301. addition:lock_Addition
  2302. },
  2303. ]},
  2304. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2305. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2306. function:cards=>{
  2307. const searchTypeArray = [205];
  2308. return cards.filter(card=>{
  2309. const skill = getCardActiveSkill(card, searchTypeArray);
  2310. return skill;
  2311. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2312. },
  2313. addition:dropLock_Addition
  2314. },
  2315. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2316. function:cards=>{
  2317. const searchTypeArray = [205];
  2318. return cards.filter(card=>{
  2319. const skill = getCardActiveSkill(card, searchTypeArray);
  2320. return skill && (skill.params[0] & 63) === 63;
  2321. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2322. },
  2323. addition:dropLock_Addition
  2324. },
  2325. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2326. function:cards=>{
  2327. const searchTypeArray = [180];
  2328. return cards.filter(card=>{
  2329. const skill = getCardActiveSkill(card, searchTypeArray);
  2330. return skill;
  2331. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2332. },
  2333. addition:card=>{
  2334. const searchTypeArray = [180];
  2335. const skill = getCardActiveSkill(card, searchTypeArray);
  2336. const sk = skill.params;
  2337. return `${sk[1]}%×${sk[0]}T`;
  2338. }
  2339. },
  2340. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2341. function:cards=>cards.filter(card=>{
  2342. const searchTypeArray = [126];
  2343. const skill = getCardActiveSkill(card, searchTypeArray);
  2344. return skill;
  2345. }),
  2346. addition:dropOrb_Addition
  2347. },
  2348. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2349. function:cards=>cards.filter(card=>{
  2350. const searchTypeArray = [126];
  2351. const skill = getCardActiveSkill(card, searchTypeArray);
  2352. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2353. }),
  2354. addition:dropOrb_Addition
  2355. },
  2356. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2357. function:cards=>cards.filter(card=>{
  2358. const searchTypeArray = [126];
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. return skill && skill.params[1] >= 99;
  2361. }),
  2362. addition:dropOrb_Addition
  2363. },
  2364. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2365. function:cards=>cards.filter(card=>{
  2366. const searchTypeArray = [126];
  2367. const skill = getCardActiveSkill(card, searchTypeArray);
  2368. return skill && skill.params[3] == 100;
  2369. }),
  2370. addition:dropOrb_Addition
  2371. },
  2372. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2373. function:cards=>{
  2374. const searchTypeArray = [226];
  2375. return cards.filter(card=>{
  2376. const skill = getCardActiveSkill(card, searchTypeArray);
  2377. return skill;
  2378. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2379. },
  2380. addition:card=>{
  2381. const searchTypeArray = [226];
  2382. const skill = getCardActiveSkill(card, searchTypeArray);
  2383. const sk = skill.params;
  2384. return `📌${sk[1]}%×${sk[0]}T`;
  2385. }
  2386. },
  2387. ]},
  2388. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2389. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2390. function:cards=>{
  2391. const searchTypeArray = [6];
  2392. return cards.filter(card=>{
  2393. const skill = getCardActiveSkill(card, searchTypeArray);
  2394. return skill;
  2395. }).sort((a,b)=>{
  2396. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2397. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2398. return a_pC - b_pC;
  2399. })
  2400. },
  2401. addition:card=>{
  2402. const searchTypeArray = [6];
  2403. const skill = getCardActiveSkill(card, searchTypeArray);
  2404. const sk = skill.params;
  2405. return `当前${sk[0]}%`;
  2406. }
  2407. },
  2408. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2409. function:cards=>{
  2410. const searchTypeArray = [161];
  2411. return cards.filter(card=>{
  2412. const skill = getCardActiveSkill(card, searchTypeArray);
  2413. return skill;
  2414. }).sort((a,b)=>{
  2415. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2416. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2417. return a_pC - b_pC;
  2418. })
  2419. },
  2420. addition:card=>{
  2421. const searchTypeArray = [161];
  2422. const skill = getCardActiveSkill(card, searchTypeArray);
  2423. const sk = skill.params;
  2424. return `最大${sk[0]}%`;
  2425. }
  2426. },
  2427. ]},
  2428. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2429. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2430. function:cards=>{
  2431. const searchTypeArray = [55,188];
  2432. return cards.filter(card=>{
  2433. const skill = getCardActiveSkill(card, searchTypeArray);
  2434. return skill;
  2435. }).sort((a,b)=>{
  2436. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2437. 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);
  2438. return a_pC - b_pC;
  2439. });
  2440. },
  2441. addition:card=>{
  2442. const searchTypeArray = [55,188];
  2443. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2444. const sk = skills[0].params;
  2445. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2446. }
  2447. },
  2448. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2449. function:cards=>{
  2450. const searchTypeArray = [56];
  2451. return cards.filter(card=>{
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. return skill;
  2454. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2455. },
  2456. addition:card=>{
  2457. const searchTypeArray = [56];
  2458. const skill = getCardActiveSkill(card, searchTypeArray);
  2459. const sk = skill.params;
  2460. return `固伤${sk[0].bigNumberToString()}`;
  2461. }
  2462. },
  2463. ]},
  2464. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2465. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2466. function:cards=>cards.filter(card=>{
  2467. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2468. function isSingle(skill)
  2469. {
  2470. if (skill.type == 110)
  2471. return Boolean(skill.params[0]);
  2472. else if (skill.type == 144)
  2473. return Boolean(skill.params[2]);
  2474. else
  2475. return true;
  2476. }
  2477. const skill = getCardActiveSkill(card, searchTypeArray);
  2478. return skill && isSingle(skill);
  2479. })
  2480. },
  2481. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2482. function:cards=>cards.filter(card=>{
  2483. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2484. function isAll(skill)
  2485. {
  2486. if (skill.type == 110)
  2487. return !Boolean(skill.params[0]);
  2488. else if (skill.type == 144)
  2489. return !Boolean(skill.params[2]);
  2490. else
  2491. return true;
  2492. }
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return skill && skill.id!=0 && isAll(skill);
  2495. })
  2496. },
  2497. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2498. function:cards=>cards.filter(card=>{
  2499. const searchTypeArray = [42];
  2500. const skill = getCardActiveSkill(card, searchTypeArray);
  2501. return skill;
  2502. })
  2503. },
  2504. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2505. function:cards=>cards.filter(card=>{
  2506. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2507. const skill = getCardActiveSkill(card, searchTypeArray);
  2508. return skill && skill.id!=0;
  2509. }),
  2510. addition:card=>{
  2511. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2512. const skill = getCardActiveSkill(card, searchTypeArray);
  2513. //const sk = skill.params;
  2514. const colors = [getCannonAttr(skill)];
  2515. const fragment = document.createDocumentFragment();
  2516. fragment.appendChild(document.createTextNode(`射`));
  2517. fragment.appendChild(createOrbsList(colors));
  2518. return fragment;
  2519. }
  2520. },
  2521. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2522. function:cards=>cards.filter(card=>{
  2523. const searchTypeArray = [2,35];
  2524. const skill = getCardActiveSkill(card, searchTypeArray);
  2525. return skill;
  2526. })
  2527. },
  2528. {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)"},
  2529. function:cards=>cards.filter(card=>{
  2530. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2531. const skill = getCardActiveSkill(card, searchTypeArray);
  2532. return skill && skill.id!=0;
  2533. }).sort((a,b)=>{
  2534. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2535. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2536. function getNumber(skill)
  2537. {
  2538. const sk = skill.params;
  2539. switch(skill.type)
  2540. {
  2541. case 0:
  2542. case 37:
  2543. case 58:
  2544. case 59:
  2545. case 84:
  2546. case 85:
  2547. case 115:
  2548. return sk[1];
  2549. case 2:
  2550. case 35:
  2551. return sk[0];
  2552. default:
  2553. return 0;
  2554. }
  2555. }
  2556. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2557. return a_pC - b_pC;
  2558. })
  2559. },
  2560. {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)"},
  2561. function:cards=>cards.filter(card=>{
  2562. const searchTypeArray = [1,42,86,87];
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return skill;
  2565. }).sort((a,b)=>{
  2566. const searchTypeArray = [1,42,86,87];
  2567. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2568. function getNumber(skill)
  2569. {
  2570. const sk = skill.params;
  2571. switch(skill.type)
  2572. {
  2573. case 1:
  2574. case 86:
  2575. case 87:
  2576. return sk[1];
  2577. case 42:
  2578. return sk[2];
  2579. default:
  2580. return 0;
  2581. }
  2582. }
  2583. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2584. return a_pC - b_pC;
  2585. })
  2586. },
  2587. {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)"},
  2588. function:cards=>{
  2589. const searchTypeArray = [110];
  2590. return cards.filter(card=>{
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. return skill;
  2593. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2594. }
  2595. },
  2596. {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)"},
  2597. function:cards=>{
  2598. const searchTypeArray = [143];
  2599. return cards.filter(card=>{
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return skill;
  2602. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2603. }
  2604. },
  2605. {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)"},
  2606. function:cards=>{
  2607. const searchTypeArray = [144];
  2608. return cards.filter(card=>{
  2609. const skill = getCardActiveSkill(card, searchTypeArray);
  2610. return skill;
  2611. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2612. }
  2613. },
  2614. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2615. function:cards=>cards.filter(card=>{
  2616. const searchTypeArray = [35,115];
  2617. const skill = getCardActiveSkill(card, searchTypeArray);
  2618. return skill;
  2619. })
  2620. },
  2621. ]},
  2622. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  2623. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  2624. function:cards=>cards.filter(card=>{
  2625. const searchTypeArray = [10];
  2626. const skill = getCardActiveSkill(card, searchTypeArray);
  2627. return skill;
  2628. })
  2629. },
  2630. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  2631. function:cards=>cards.filter(card=>{
  2632. const searchTypeArray = [71];
  2633. const skill = getCardActiveSkill(card, searchTypeArray);
  2634. return boardChange_ColorTypes(skill).length == 1;
  2635. }),
  2636. addition:boardChange_Addition
  2637. },
  2638. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  2639. function:cards=>cards.filter(card=>{
  2640. const searchTypeArray = [71];
  2641. const skill = getCardActiveSkill(card, searchTypeArray);
  2642. return boardChange_ColorTypes(skill).length == 2;
  2643. }),
  2644. addition:boardChange_Addition
  2645. },
  2646. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  2647. function:cards=>cards.filter(card=>{
  2648. const searchTypeArray = [71];
  2649. const skill = getCardActiveSkill(card, searchTypeArray);
  2650. return boardChange_ColorTypes(skill).length == 3;
  2651. }),
  2652. addition:boardChange_Addition
  2653. },
  2654. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  2655. function:cards=>cards.filter(card=>{
  2656. const searchTypeArray = [71];
  2657. const skill = getCardActiveSkill(card, searchTypeArray);
  2658. return boardChange_ColorTypes(skill).length == 4;
  2659. }),
  2660. addition:boardChange_Addition
  2661. },
  2662. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  2663. function:cards=>cards.filter(card=>{
  2664. const searchTypeArray = [71];
  2665. const skill = getCardActiveSkill(card, searchTypeArray);
  2666. return boardChange_ColorTypes(skill).length == 5;
  2667. }),
  2668. addition:boardChange_Addition
  2669. },
  2670. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  2671. function:cards=>cards.filter(card=>{
  2672. const searchTypeArray = [71];
  2673. const skill = getCardActiveSkill(card, searchTypeArray);
  2674. return boardChange_ColorTypes(skill).length >= 6;
  2675. }),
  2676. addition:boardChange_Addition
  2677. },
  2678. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  2679. function:cards=>cards.filter(card=>{
  2680. const searchTypeArray = [71];
  2681. const skill = getCardActiveSkill(card, searchTypeArray);
  2682. return boardChange_ColorTypes(skill).includes(0);
  2683. }),
  2684. addition:boardChange_Addition
  2685. },
  2686. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  2687. function:cards=>cards.filter(card=>{
  2688. const searchTypeArray = [71];
  2689. const skill = getCardActiveSkill(card, searchTypeArray);
  2690. return boardChange_ColorTypes(skill).includes(1);
  2691. }),
  2692. addition:boardChange_Addition
  2693. },
  2694. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  2695. function:cards=>cards.filter(card=>{
  2696. const searchTypeArray = [71];
  2697. const skill = getCardActiveSkill(card, searchTypeArray);
  2698. return boardChange_ColorTypes(skill).includes(2);
  2699. }),
  2700. addition:boardChange_Addition
  2701. },
  2702. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  2703. function:cards=>cards.filter(card=>{
  2704. const searchTypeArray = [71];
  2705. const skill = getCardActiveSkill(card, searchTypeArray);
  2706. return boardChange_ColorTypes(skill).includes(3);
  2707. }),
  2708. addition:boardChange_Addition
  2709. },
  2710. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  2711. function:cards=>cards.filter(card=>{
  2712. const searchTypeArray = [71];
  2713. const skill = getCardActiveSkill(card, searchTypeArray);
  2714. return boardChange_ColorTypes(skill).includes(4);
  2715. }),
  2716. addition:boardChange_Addition
  2717. },
  2718. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  2719. function:cards=>cards.filter(card=>{
  2720. const searchTypeArray = [71];
  2721. const skill = getCardActiveSkill(card, searchTypeArray);
  2722. return boardChange_ColorTypes(skill).includes(5);
  2723. }),
  2724. addition:boardChange_Addition
  2725. },
  2726. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  2727. function:cards=>cards.filter(card=>{
  2728. const searchTypeArray = [71];
  2729. const skill = getCardActiveSkill(card, searchTypeArray);
  2730. const colors = boardChange_ColorTypes(skill);
  2731. return colors.includes(6)
  2732. || colors.includes(7)
  2733. || colors.includes(8)
  2734. || colors.includes(9);
  2735. }),
  2736. addition:boardChange_Addition
  2737. },
  2738. ]},
  2739. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  2740. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  2741. function:cards=>cards.filter(card=>{
  2742. const searchTypeArray = [9,20,154];
  2743. const skills = getCardActiveSkills(card, searchTypeArray);
  2744. if (!skills.length) return false;
  2745. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2746. return parsedSkills.some(p=>p.to.includes(0));
  2747. }),
  2748. addition:changeOrbs_Addition
  2749. },
  2750. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  2751. function:cards=>cards.filter(card=>{
  2752. const searchTypeArray = [9,20,154];
  2753. const skills = getCardActiveSkills(card, searchTypeArray);
  2754. if (!skills.length) return false;
  2755. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2756. return parsedSkills.some(p=>p.to.includes(1));
  2757. }),
  2758. addition:changeOrbs_Addition
  2759. },
  2760. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  2761. function:cards=>cards.filter(card=>{
  2762. const searchTypeArray = [9,20,154];
  2763. const skills = getCardActiveSkills(card, searchTypeArray);
  2764. if (!skills.length) return false;
  2765. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2766. return parsedSkills.some(p=>p.to.includes(2));
  2767. }),
  2768. addition:changeOrbs_Addition
  2769. },
  2770. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  2771. function:cards=>cards.filter(card=>{
  2772. const searchTypeArray = [9,20,154];
  2773. const skills = getCardActiveSkills(card, searchTypeArray);
  2774. if (!skills.length) return false;
  2775. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2776. return parsedSkills.some(p=>p.to.includes(3));
  2777. }),
  2778. addition:changeOrbs_Addition
  2779. },
  2780. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  2781. function:cards=>cards.filter(card=>{
  2782. const searchTypeArray = [9,20,154];
  2783. const skills = getCardActiveSkills(card, searchTypeArray);
  2784. if (!skills.length) return false;
  2785. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2786. return parsedSkills.some(p=>p.to.includes(4));
  2787. }),
  2788. addition:changeOrbs_Addition
  2789. },
  2790. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
  2791. function:cards=>cards.filter(card=>{
  2792. const searchTypeArray = [9,20,154];
  2793. const skills = getCardActiveSkills(card, searchTypeArray);
  2794. if (!skills.length) return false;
  2795. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2796. return parsedSkills.some(p=>p.to.includes(5));
  2797. }),
  2798. addition:changeOrbs_Addition
  2799. },
  2800. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  2801. function:cards=>cards.filter(card=>{
  2802. const searchTypeArray = [9,20,154];
  2803. const skills = getCardActiveSkills(card, searchTypeArray);
  2804. if (!skills.length) return false;
  2805. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2806. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2807. }),
  2808. addition:changeOrbs_Addition
  2809. },
  2810. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  2811. function:cards=>cards.filter(card=>{
  2812. const searchTypeArray = [9,20,154];
  2813. const skills = getCardActiveSkills(card, searchTypeArray);
  2814. if (!skills.length) return false;
  2815. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2816. return parsedSkills.some(p=>p.from.includes(0));
  2817. }),
  2818. addition:changeOrbs_Addition
  2819. },
  2820. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  2821. function:cards=>cards.filter(card=>{
  2822. const searchTypeArray = [9,20,154];
  2823. const skills = getCardActiveSkills(card, searchTypeArray);
  2824. if (!skills.length) return false;
  2825. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2826. return parsedSkills.some(p=>p.from.includes(1));
  2827. }),
  2828. addition:changeOrbs_Addition
  2829. },
  2830. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  2831. function:cards=>cards.filter(card=>{
  2832. const searchTypeArray = [9,20,154];
  2833. const skills = getCardActiveSkills(card, searchTypeArray);
  2834. if (!skills.length) return false;
  2835. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2836. return parsedSkills.some(p=>p.from.includes(2));
  2837. }),
  2838. addition:changeOrbs_Addition
  2839. },
  2840. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  2841. function:cards=>cards.filter(card=>{
  2842. const searchTypeArray = [9,20,154];
  2843. const skills = getCardActiveSkills(card, searchTypeArray);
  2844. if (!skills.length) return false;
  2845. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2846. return parsedSkills.some(p=>p.from.includes(3));
  2847. }),
  2848. addition:changeOrbs_Addition
  2849. },
  2850. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  2851. function:cards=>cards.filter(card=>{
  2852. const searchTypeArray = [9,20,154];
  2853. const skills = getCardActiveSkills(card, searchTypeArray);
  2854. if (!skills.length) return false;
  2855. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2856. return parsedSkills.some(p=>p.from.includes(4));
  2857. }),
  2858. addition:changeOrbs_Addition
  2859. },
  2860. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  2861. function:cards=>cards.filter(card=>{
  2862. const searchTypeArray = [9,20,154];
  2863. const skills = getCardActiveSkills(card, searchTypeArray);
  2864. if (!skills.length) return false;
  2865. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2866. return parsedSkills.some(p=>p.from.includes(5));
  2867. }),
  2868. addition:changeOrbs_Addition
  2869. },
  2870. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  2871. function:cards=>cards.filter(card=>{
  2872. const searchTypeArray = [9,20,154];
  2873. const skills = getCardActiveSkills(card, searchTypeArray);
  2874. if (!skills.length) return false;
  2875. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2876. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2877. }),
  2878. addition:changeOrbs_Addition
  2879. },
  2880. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  2881. function:cards=>{
  2882. const searchTypeArray = [52,91,140];
  2883. return cards.filter(card=>{
  2884. const skill = getCardActiveSkill(card, searchTypeArray);
  2885. return skill;
  2886. });
  2887. },
  2888. addition:card=>{
  2889. const searchTypeArray = [52,91,140];
  2890. const skill = getCardActiveSkill(card, searchTypeArray);
  2891. const sk = skill.params;
  2892. let attrs = [];
  2893. switch (skill.type)
  2894. {
  2895. case 52:{
  2896. attrs.push(sk[0]); break;
  2897. }
  2898. case 91:{
  2899. attrs = sk.slice(0,-1); break;
  2900. }
  2901. case 140:{
  2902. attrs = flags(sk[0]); break;
  2903. }
  2904. }
  2905. const fragment = document.createDocumentFragment();
  2906. fragment.appendChild(document.createTextNode(`强化`));
  2907. fragment.appendChild(createOrbsList(attrs));
  2908. return fragment;
  2909. }
  2910. },
  2911. ]},
  2912. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  2913. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  2914. function:cards=>cards.filter(card=>{
  2915. function is30(sk)
  2916. {
  2917. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2918. }
  2919. const searchTypeArray = [141];
  2920. const skill = getCardActiveSkill(card, searchTypeArray);
  2921. return skill && is30(skill.params);
  2922. }),
  2923. addition:generateOrbs_Addition
  2924. },
  2925. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  2926. function:cards=>cards.filter(card=>{
  2927. function is1515(sk)
  2928. {
  2929. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2930. }
  2931. const searchTypeArray = [141];
  2932. const skill = getCardActiveSkill(card, searchTypeArray);
  2933. return skill && is1515(skill.params);
  2934. }),
  2935. addition:generateOrbs_Addition
  2936. },
  2937. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  2938. function:cards=>cards.filter(card=>{
  2939. const gens = generateOrbsParse(card);
  2940. return gens.some(gen=>gen.to.includes(0));
  2941. }),
  2942. addition:generateOrbs_Addition
  2943. },
  2944. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  2945. function:cards=>cards.filter(card=>{
  2946. const gens = generateOrbsParse(card);
  2947. return gens.some(gen=>gen.to.includes(1));
  2948. }),
  2949. addition:generateOrbs_Addition
  2950. },
  2951. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  2952. function:cards=>cards.filter(card=>{
  2953. const gens = generateOrbsParse(card);
  2954. return gens.some(gen=>gen.to.includes(2));
  2955. }),
  2956. addition:generateOrbs_Addition
  2957. },
  2958. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  2959. function:cards=>cards.filter(card=>{
  2960. const gens = generateOrbsParse(card);
  2961. return gens.some(gen=>gen.to.includes(3));
  2962. }),
  2963. addition:generateOrbs_Addition
  2964. },
  2965. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  2966. function:cards=>cards.filter(card=>{
  2967. const gens = generateOrbsParse(card);
  2968. return gens.some(gen=>gen.to.includes(4));
  2969. }),
  2970. addition:generateOrbs_Addition
  2971. },
  2972. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  2973. function:cards=>cards.filter(card=>{
  2974. const gens = generateOrbsParse(card);
  2975. return gens.some(gen=>gen.to.includes(5));
  2976. }),
  2977. addition:generateOrbs_Addition
  2978. },
  2979. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  2980. function:cards=>cards.filter(card=>{
  2981. const gens = generateOrbsParse(card);
  2982. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2983. }),
  2984. addition:generateOrbs_Addition
  2985. },
  2986. ]},
  2987. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  2988. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  2989. function:cards=>cards.filter(card=>{
  2990. const searchTypeArray = [176];
  2991. const skill = getCardActiveSkill(card, searchTypeArray);
  2992. return skill;
  2993. })
  2994. },
  2995. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  2996. function:cards=>cards.filter(card=>{
  2997. function is3x3(sk)
  2998. {
  2999. for (let si=0;si<3;si++)
  3000. {
  3001. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  3002. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  3003. (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)
  3004. (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)
  3005. )
  3006. return true;
  3007. }
  3008. return false;
  3009. }
  3010. const searchTypeArray = [176];
  3011. const skill = getCardActiveSkill(card, searchTypeArray);
  3012. return skill && is3x3(skill.params);
  3013. }),
  3014. addition:card=>{
  3015. const searchTypeArray = [176];
  3016. const skill = getCardActiveSkill(card, searchTypeArray);
  3017. const sk = skill.params;
  3018. const fragment = document.createDocumentFragment();
  3019. fragment.appendChild(document.createTextNode(`3×3`));
  3020. fragment.appendChild(createOrbsList(sk[5]));
  3021. return fragment;
  3022. }
  3023. },
  3024. {name:"Create a vertical",otLangName:{chs:"产竖"},
  3025. function:cards=>cards.filter(card=>{
  3026. const searchTypeArray = [127];
  3027. const skill = getCardActiveSkill(card, searchTypeArray);
  3028. return skill;
  3029. }),
  3030. addition:generateColumnOrbs_Addition
  3031. },
  3032. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  3033. function:cards=>cards.filter(card=>{
  3034. function isHeart(sk)
  3035. {
  3036. for (let i=1;i<sk.length;i+=2)
  3037. {
  3038. if (sk[i] & 32)
  3039. {
  3040. return true;
  3041. }
  3042. }
  3043. }
  3044. const searchTypeArray = [127];
  3045. const skill = getCardActiveSkill(card, searchTypeArray);
  3046. return skill && isHeart(skill.params);
  3047. }),
  3048. addition:generateColumnOrbs_Addition
  3049. },
  3050. {name:"Create a horizontal",otLangName:{chs:"产横"},
  3051. function:cards=>cards.filter(card=>{
  3052. const searchTypeArray = [128];
  3053. const skill = getCardActiveSkill(card, searchTypeArray);
  3054. return skill;
  3055. }),
  3056. addition:generateRowOrbs_Addition
  3057. },
  3058. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  3059. function:cards=>cards.filter(card=>{
  3060. const searchTypeArray = [128];
  3061. const skill = getCardActiveSkill(card, searchTypeArray);
  3062. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3063. }),
  3064. addition:generateRowOrbs_Addition
  3065. },
  3066. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  3067. function:cards=>cards.filter(card=>{
  3068. const searchTypeArray = [128];
  3069. const skill = getCardActiveSkill(card, searchTypeArray);
  3070. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3071. }),
  3072. addition:generateRowOrbs_Addition
  3073. },
  3074. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  3075. function:cards=>cards.filter(card=>{
  3076. const searchTypeArray = [128];
  3077. const skill = getCardActiveSkill(card, searchTypeArray);
  3078. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3079. }),
  3080. addition:generateRowOrbs_Addition
  3081. },
  3082. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  3083. function:cards=>cards.filter(card=>{
  3084. const searchTypeArray = [128,71,176];
  3085. function isRow(skill)
  3086. {
  3087. const sk = skill.params;
  3088. if (skill.type === 128) //普通横
  3089. {return true;}
  3090. else if (skill.type === 71) //花火
  3091. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3092. else if (skill.type === 176) //特殊形状
  3093. {
  3094. for (let si=0;si<5;si++)
  3095. {
  3096. if ((sk[si] & 63) === 63)
  3097. return true;
  3098. }
  3099. }
  3100. return false;
  3101. }
  3102. const skill = getCardActiveSkill(card, searchTypeArray);
  3103. return skill && isRow(skill);
  3104. })
  3105. },
  3106. ]},
  3107. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  3108. {name:"No Henshin",otLangName:{chs:"非变身"},
  3109. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3110. },
  3111. {name:"Before Henshin",otLangName:{chs:"变身前"},
  3112. function:cards=>cards.filter(card=>card.henshinTo)
  3113. },
  3114. {name:"After Henshin",otLangName:{chs:"变身后"},
  3115. function:cards=>cards.filter(card=>card.henshinFrom)
  3116. },
  3117. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  3118. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3119. },
  3120. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  3121. function:cards=>cards.filter(card=>card.is8Latent)
  3122. },
  3123. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3124. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  3125. function:cards=>cards.filter(card=>isReincarnated(card))
  3126. }, //evoBaseId可能为0
  3127. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3128. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  3129. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3130. },
  3131. /*{name:"",otLangName:{chs:"变身前"},
  3132. function:cards=>cards.filter(card=>{
  3133. const searchType = 202;
  3134. const skill = Skills[card.activeSkillId];
  3135. if (skill.type == searchType)
  3136. return true;
  3137. else if (skill.type == 116 || skill.type == 118){
  3138. const subskills = skill.params.map(id=>Skills[id]);
  3139. return subskills.some(subskill=>subskill.type == searchType);
  3140. }
  3141. })
  3142. },
  3143. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  3144. function:cards=>cards.filter(card=>{
  3145. const searchType = 202;
  3146. const skill = Skills[card.activeSkillId];
  3147. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3148. return true;
  3149. else if (skill.type == 116 || skill.type == 118){
  3150. const subskills = skill.params.map(id=>Skills[id]);
  3151. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3152. }
  3153. })
  3154. },*/
  3155. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  3156. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3157. },
  3158. ]},
  3159. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  3160. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  3161. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3162. },
  3163. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  3164. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3165. },
  3166. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  3167. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3168. },
  3169. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  3170. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3171. addition:card=>`成长${card.limitBreakIncr}%`
  3172. },
  3173. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  3174. function:cards=>cards.filter(card=>card.maxLevel==1)
  3175. },
  3176. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  3177. function:cards=>cards.filter(card=>card.sellMP<100)
  3178. },
  3179. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  3180. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3181. },
  3182. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  3183. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3184. },
  3185. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  3186. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3187. },
  3188. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  3189. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3190. },
  3191. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  3192. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3193. },
  3194. ]},
  3195. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  3196. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  3197. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3198. },
  3199. {name:"Not weapon",otLangName:{chs:"不是武器"},
  3200. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3201. },
  3202. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  3203. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3204. },
  3205. {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"},
  3206. function:cards=>cards.filter(card=>{
  3207. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3208. if (hasAwokenKiller)
  3209. { //大于2个杀的进行判断
  3210. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3211. { //大于3个杀的直接过
  3212. return true;
  3213. }else
  3214. { //2个杀的
  3215. const isAllowLatent = card.types.filter(i=>
  3216. i>=0 //去掉-1的type
  3217. ).map(type=>
  3218. type_allowable_latent[type] //得到允许打的潜觉杀
  3219. ).some(ls=>
  3220. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3221. );
  3222. return isAllowLatent
  3223. }
  3224. }else
  3225. {
  3226. return false;
  3227. }
  3228. })
  3229. },
  3230. {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"},
  3231. function:cards=>cards.filter(card=>{
  3232. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3233. if (hasAwokenKiller)
  3234. { //大于2个杀的进行判断
  3235. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3236. { //大于3个杀的直接过
  3237. return true;
  3238. }else
  3239. { //2个杀的
  3240. const isAllowLatent = card.types.filter(i=>
  3241. i>=0 //去掉-1的type
  3242. ).map(type=>
  3243. type_allowable_latent[type] //得到允许打的潜觉杀
  3244. ).some(ls=>
  3245. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3246. );
  3247. return isAllowLatent
  3248. }
  3249. }else
  3250. {
  3251. return false;
  3252. }
  3253. })
  3254. },
  3255. {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"},
  3256. function:cards=>cards.filter(card=>{
  3257. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3258. if (hasAwokenKiller)
  3259. { //大于2个杀的进行判断
  3260. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3261. { //大于3个杀的直接过
  3262. return true;
  3263. }else
  3264. { //2个杀的
  3265. const isAllowLatent = card.types.filter(i=>
  3266. i>=0 //去掉-1的type
  3267. ).map(type=>
  3268. type_allowable_latent[type] //得到允许打的潜觉杀
  3269. ).some(ls=>
  3270. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3271. );
  3272. return isAllowLatent
  3273. }
  3274. }else
  3275. {
  3276. return false;
  3277. }
  3278. })
  3279. },
  3280. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
  3281. function:cards=>cards.filter(card=>{
  3282. const searchTypeArray = [1000];
  3283. const skill = getCardActiveSkill(card, searchTypeArray);
  3284. return skill;
  3285. })
  3286. },*/
  3287. ]},
  3288. ];
  3289. return functions;
  3290. })();

智龙迷城队伍图制作工具