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script-json_data.js 161 kB

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

智龙迷城队伍图制作工具