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

script-json_data.js 144 kB

6 years ago
4 years ago
6 years ago
4 years ago
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617
  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. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`Unkonwn skill type: ${'type'}`,
  43. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  44. random_skills: tp`Random Activates these skills:${'skills'}`,
  45. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  46. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  47. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  48. damage_enemy_times: tp`${'times'} `,
  49. damage_enemy_count: tp` (${'damage'} in total)`,
  50. //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.
  51. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  52. delay: tp`${'icon'}Delays enemies' next move`,
  53. mass_attack: tp`${'icon'}Mass attacks`,
  54. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  55. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  56. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  57. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  58. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  59. unbind_normal: tp`${'icon'}Bind`,
  60. unbind_awakenings: tp`${'icon'}Awoken bind`,
  61. unbind_matches: tp`${'icon'}Unmatchable orb`,
  62. bind_skill: tp`${'icon'}Unable to use skills`,
  63. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  64. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  65. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  66. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  67. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  68. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  69. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  70. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  71. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  72. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  73. board_change: tp`Change all orbs to ${'orbs'}`,
  74. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  75. skill_boost_range: tp`~${'turns'}`,
  76. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  77. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  78. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  79. drop_refresh: tp`Replaces all orbs`,
  80. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  81. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  82. board7x6: tp`[${'icon'}7x6 board]`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'state'} ${'size'} at ${'position'}${'time'}`,
  118. },
  119. power: {
  120. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  121. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  122. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  123. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  124. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  125. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  126. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  127. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  128. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  129. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  130. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  131. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  132. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  134. },
  135. cond: {
  136. unknown: tp`[ Unknown condition ]`,
  137. hp_equal: tp`When ${'hp'} == ${'min'} `,
  138. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  139. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  140. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  141. use_skill: tp`When skills used `,
  142. multi_player: tp`When in Multiplayer Mode `,
  143. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  144. exact_combo: tp`When exactly ${'value'} combos `,
  145. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  146. exact_match_enhanced: tp` orbs including enhanced`,
  147. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  148. compo_type_card: tp`When ${'ids'} are all on team, `,
  149. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  150. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  151. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  152. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  153. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  154. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  155. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  156. },
  157. position: {
  158. top: tp`${'pos'} of top rows`,
  159. bottom: tp`${'pos'} of bottom rows`,
  160. left: tp`${'pos'} of left columns`,
  161. right: tp`${'pos'} of right columns`,
  162. random: tp`random location`,
  163. shape: tp`specified location`,
  164. },
  165. value: {
  166. unknown: tp`[ Unknown value: ${'type'}]`, //type
  167. const: tp`${'value'} ${'unit'}`,
  168. const_to: tp`to ${'value'}`,
  169. mul_percent: tp`${'value'}%`,
  170. mul_times: tp`×${'value'}`,
  171. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  172. mul_of_times: tp`${'stats'} ×${'value'}`,
  173. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  174. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  175. prob: tp`${'value'} chance for `,
  176. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  177. size: tp`${'width'}×${'height'}`,
  178. pos: tp`${'x'}×${'y'}`,
  179. },
  180. target: {
  181. unknown: tp`Unkown Target`,
  182. self: tp`card's`,
  183. team: tp`team`,
  184. team_last: tp`the lastest member`,
  185. team_leader: tp`leader`,
  186. sub_members: tp`sub-members`,
  187. leader_self: tp`left leader`,
  188. leader_helper: tp`right leader`,
  189. enemy: tp`Enemy`,
  190. enemy_all: tp`all enemys`,
  191. enemy_one: tp`1 enemy`,
  192. enemy_attr: tp`${'attr'} enemy`,
  193. the_attr: tp`attr of the matched Orbs`,
  194. },
  195. stats: {
  196. unknown: tp`[ Unknown: ${'type'}]`, //type
  197. maxhp: tp`Max HP`,
  198. hp: tp`HP`,
  199. chp: tp`current HP`,
  200. atk: tp`ATK`,
  201. rcv: tp`RCV`,
  202. teamhp: tp`Team HP`,
  203. teamatk: tp`Team ${'attrs'} ATK`,
  204. teamrcv: tp`Team RCV`,
  205. cstage: tp`current Stage of Dungeon`,
  206. },
  207. unit: {
  208. orbs: tp``,
  209. times: tp` times`,
  210. seconds: tp` seconds`,
  211. point: tp` point`,
  212. turns: tp` turns`,
  213. },
  214. word: {
  215. comma: tp`, `,
  216. slight_pause: tp`, `,
  217. range_hyphen: tp`~`,
  218. in_once: tp`in once `,
  219. evo_type_pixel: tp`Pixel Evo`,
  220. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  221. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  222. affix_attr: tp`${'cotent'} attr.`,
  223. affix_orb: tp`${'cotent'} orbs`,
  224. affix_type: tp`${'cotent'} types`,
  225. affix_awakening: tp`${'cotent'} awoken`,
  226. affix_exclude: tp`, exclude ${'cotent'}`,
  227. },
  228. attrs: {
  229. [0]: tp`${'icon'}Fire`,
  230. [1]: tp`${'icon'}Water`,
  231. [2]: tp`${'icon'}Wood`,
  232. [3]: tp`${'icon'}Light`,
  233. [4]: tp`${'icon'}Dark`,
  234. [5]: tp`${'icon'}Recover`,
  235. [6]: tp`${'icon'}Null`,
  236. all: tp`All`,
  237. self: tp`${'icon'}Self's Attr`,
  238. fixed: tp`${'icon'}Fixed`,
  239. },
  240. orbs: {
  241. [0]: tp`${'icon'}Fire`,
  242. [1]: tp`${'icon'}Water`,
  243. [2]: tp`${'icon'}Wood`,
  244. [3]: tp`${'icon'}Light`,
  245. [4]: tp`${'icon'}Dark`,
  246. [5]: tp`${'icon'}Heal`,
  247. [6]: tp`${'icon'}Jammer`,
  248. [7]: tp`${'icon'}Poison`,
  249. [8]: tp`${'icon'}Lethal Poison`,
  250. [9]: tp`${'icon'}Bomb`,
  251. enhanced: tp`${'icon'}Enhanced`,
  252. locked: tp`${'icon'}Locked`,
  253. nail: tp`${'icon'}Nail`,
  254. _5color: tp`${'icon'}5 Att.`,
  255. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  256. all: tp`All`,
  257. any: tp`Any ${'cotent'}`,
  258. },
  259. board: {
  260. cloud: tp`${'icon'}Cloud`,
  261. roulette: tp`${'icon'}Roulette`,
  262. roulette_time: tp`(transforms every ${'duration'})`,
  263. },
  264. types: {
  265. [0]: tp`${'icon'}Evo Material`,
  266. [1]: tp`${'icon'}Balanced`,
  267. [2]: tp`${'icon'}Physical`,
  268. [3]: tp`${'icon'}Healer`,
  269. [4]: tp`${'icon'}Dragon`,
  270. [5]: tp`${'icon'}God`,
  271. [6]: tp`${'icon'}Attacker`,
  272. [7]: tp`${'icon'}Devil`,
  273. [8]: tp`${'icon'}Machine`,
  274. [9]: tp`${'icon'}Special Protection`,
  275. [12]: tp`${'icon'}Awaken`,
  276. [14]: tp`${'icon'}Enhance Material`,
  277. [15]: tp`${'icon'}Redeemable`,
  278. },
  279. awokens: {
  280. [0]: tp`${'icon'}Unknown awoken`,
  281. [1]: tp`${'icon'}Enhanced HP`,
  282. [2]: tp`${'icon'}Enhanced Attack`,
  283. [3]: tp`${'icon'}Enhanced Heal`,
  284. [4]: tp`${'icon'}Reduce Fire Damage`,
  285. [5]: tp`${'icon'}Reduce Water Damage`,
  286. [6]: tp`${'icon'}Reduce Wood Damage`,
  287. [7]: tp`${'icon'}Reduce Light Damage`,
  288. [8]: tp`${'icon'}Reduce Dark Damage`,
  289. [9]: tp`${'icon'}Auto-Heal`,
  290. [10]: tp`${'icon'}Resistance-Bind`,
  291. [11]: tp`${'icon'}Resistance-Blind`,
  292. [12]: tp`${'icon'}Resistance-Jammers`,
  293. [13]: tp`${'icon'}Resistance-Poison`,
  294. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  295. [15]: tp`${'icon'}Enhanced Water Orbs`,
  296. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  297. [17]: tp`${'icon'}Enhanced Water Orbs`,
  298. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  299. [19]: tp`${'icon'}Extend Time`,
  300. [20]: tp`${'icon'}Recover Bind`,
  301. [21]: tp`${'icon'}Skill Boost`,
  302. [22]: tp`${'icon'}Enhanced Fire Rows`,
  303. [23]: tp`${'icon'}Enhanced Water Rows`,
  304. [24]: tp`${'icon'}Enhanced Wood Rows`,
  305. [25]: tp`${'icon'}Enhanced Water Rows`,
  306. [26]: tp`${'icon'}Enhanced Dark Rows`,
  307. [27]: tp`${'icon'}Two-Pronged Attack`,
  308. [28]: tp`${'icon'}Resistance-Skill Bind`,
  309. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  310. [30]: tp`${'icon'}Multi Boost`,
  311. [31]: tp`${'icon'}Dragon Killer`,
  312. [32]: tp`${'icon'}God Killer`,
  313. [33]: tp`${'icon'}Devil Killer`,
  314. [34]: tp`${'icon'}Machine Killer`,
  315. [35]: tp`${'icon'}Balanced Killer`,
  316. [36]: tp`${'icon'}Attacker Killer`,
  317. [37]: tp`${'icon'}Physical Killer`,
  318. [38]: tp`${'icon'}Healer Killer`,
  319. [39]: tp`${'icon'}Evo Killer`,
  320. [40]: tp`${'icon'}Awaken Killer`,
  321. [41]: tp`${'icon'}Enhance Killer`,
  322. [42]: tp`${'icon'}Redeemable Killer`,
  323. [43]: tp`${'icon'}Enhanced Combos`,
  324. [44]: tp`${'icon'}Guard Break`,
  325. [45]: tp`${'icon'}Bonus Attack`,
  326. [46]: tp`${'icon'}Enhanced Team HP `,
  327. [47]: tp`${'icon'}Enhanced Team RCV`,
  328. [48]: tp`${'icon'}Damage Void Piercer`,
  329. [49]: tp`${'icon'}Awoken Assist`,
  330. [50]: tp`${'icon'}Super Bonus Attack`,
  331. [51]: tp`${'icon'}Skill Charge`,
  332. [52]: tp`${'icon'}Resistance-Bind+`,
  333. [53]: tp`${'icon'}Extend Time+`,
  334. [54]: tp`${'icon'}Resistance-Clouds`,
  335. [55]: tp`${'icon'}Resistance-Immobility`,
  336. [56]: tp`${'icon'}Skill Boost+`,
  337. [57]: tp`${'icon'}50% or more HP Enhanced`,
  338. [58]: tp`${'icon'}50% or less HP Enhanced`,
  339. [59]: tp`${'icon'}L Damage Reduction`,
  340. [60]: tp`${'icon'}L Increased Attack`,
  341. [61]: tp`${'icon'}Super Enhanced Combos`,
  342. [62]: tp`${'icon'}Combo Orbs`,
  343. [63]: tp`${'icon'}Skill Voice`,
  344. [64]: tp`${'icon'}Dungeon Bonus`,
  345. [65]: tp`${'icon'}Reduced HP`,
  346. [66]: tp`${'icon'}Reduced Attack`,
  347. [67]: tp`${'icon'}Reduced RCV`,
  348. [68]: tp`${'icon'}Resistance-Blind+`,
  349. [69]: tp`${'icon'}Resistance-Jammers+`,
  350. [70]: tp`${'icon'}Resistance-Poison+`,
  351. [71]: tp`${'icon'}Blessing of Jammers`,
  352. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  353. [73]: tp`${'icon'}Enhanced Fire Combos`,
  354. [74]: tp`${'icon'}Enhanced Water Combos`,
  355. [75]: tp`${'icon'}Enhanced Wood Combos`,
  356. [76]: tp`${'icon'}Enhanced Light Combos`,
  357. [77]: tp`${'icon'}Enhanced Dark Combos`,
  358. [78]: tp`${'icon'}Cross Attack`,
  359. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  360. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  361. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  362. [82]: tp`${'icon'}Super Enhanced Matching`,
  363. [83]: tp`${'icon'}Append Dragon Type`,
  364. [84]: tp`${'icon'}Append God Type`,
  365. [85]: tp`${'icon'}Append Devil Type`,
  366. [86]: tp`${'icon'}Append Machine Type`,
  367. [87]: tp`${'icon'}Append Balanced Type`,
  368. [88]: tp`${'icon'}Append Attacker Type`,
  369. [89]: tp`${'icon'}Append Physical Type`,
  370. [90]: tp`${'icon'}Append Healer Type`,
  371. [91]: tp`${'icon'}Append Fire Attr.`,
  372. [92]: tp`${'icon'}Append Water Attr.`,
  373. [93]: tp`${'icon'}Append Wood Attr.`,
  374. [94]: tp`${'icon'}Append Water Attr.`,
  375. [95]: tp`${'icon'}Append Dark Attr.`,
  376. }
  377. },
  378. };
  379. //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
  380. const typekiller_for_type = [
  381. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  382. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  383. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  384. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  385. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  386. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  387. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  388. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  389. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  390. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  391. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  392. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  393. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  394. ];
  395. //类型允许的潜觉杀
  396. const type_allowable_latent = [];
  397. typekiller_for_type.forEach(t=>
  398. {
  399. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  400. .map(tn=>
  401. typekiller_for_type.find(_t=>_t.type == tn).latent
  402. );
  403. type_allowable_latent[t.type] = t.allowableLatent;
  404. }
  405. );
  406. //一般共同能打的潜觉
  407. const common_allowable_latent = [
  408. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  409. 28,29,30,31,32,33,34,35,36,37,38,
  410. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  411. ];
  412. //120级才能打的潜觉
  413. const v120_allowable_latent = [
  414. 42,43,44,45
  415. ];
  416. //等效觉醒列表
  417. const equivalent_awoken = [
  418. {small:10,big:52,times:2}, //防封
  419. {small:11,big:68,times:5}, //防暗
  420. {small:12,big:69,times:5}, //防废
  421. {small:13,big:70,times:5}, //防毒
  422. {small:19,big:53,times:2}, //手指
  423. {small:21,big:56,times:2}, //SB
  424. {small:27,big:96,times:2}, //U
  425. {small:51,big:97,times:2}, //5色溜
  426. {small:9,big:98,times:2}, //自回
  427. {small:14,big:99,times:2}, //火+
  428. {small:15,big:100,times:2},//水+
  429. {small:16,big:101,times:2},//木+
  430. {small:17,big:102,times:2},//光+
  431. {small:18,big:103,times:2},//暗+
  432. {small:29,big:104,times:2},//心+
  433. ];
  434. //官方的觉醒排列顺序
  435. const official_awoken_sorting = [
  436. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  437. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  438. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  439. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  440. 99,100,101,102,103,104, 98, 96, 97,
  441. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  442. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  443. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  444. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  445. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  446. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  447. 91, 92, 93, 94, 95,
  448. ];
  449. //pdc的徽章对应数字
  450. const pdcBadgeMap = [
  451. {pdf:1,pdc:10}, //无限cost
  452. {pdf:2,pdc:12}, //小手指
  453. {pdf:3,pdc:9}, //全体攻击
  454. {pdf:4,pdc:5}, //小回复
  455. {pdf:5,pdc:1}, //小血量
  456. {pdf:6,pdc:3}, //小攻击
  457. {pdf:7,pdc:8}, //SB
  458. {pdf:8,pdc:18}, //队长防封
  459. {pdf:9,pdc:19}, //SX
  460. {pdf:11,pdc:7}, //无天降
  461. {pdf:17,pdc:6}, //大回复
  462. {pdf:18,pdc:2}, //大血量
  463. {pdf:19,pdc:4}, //大攻击
  464. {pdf:20,pdc:null}, //三维
  465. {pdf:21,pdc:13}, //大手指
  466. {pdf:10,pdc:11}, //加经验
  467. {pdf:12,pdc:15}, //墨镜
  468. {pdf:13,pdc:17}, //防废
  469. {pdf:14,pdc:16}, //防毒
  470. {pdf:50,pdc:14}, //月卡
  471. ];
  472. //pdc的潜觉对应数字
  473. const pdcLatentMap = [
  474. {pdf:1,pdc:1}, //HP
  475. {pdf:2,pdc:0}, //攻击
  476. {pdf:3,pdc:2}, //回复
  477. {pdf:4,pdc:19}, //手指
  478. {pdf:5,pdc:13}, //自回
  479. {pdf:6,pdc:14}, //火盾
  480. {pdf:7,pdc:15}, //水盾
  481. {pdf:8,pdc:16}, //木盾
  482. {pdf:9,pdc:17}, //光盾
  483. {pdf:10,pdc:18}, //暗盾
  484. {pdf:11,pdc:12}, //防坐
  485. {pdf:12,pdc:3}, //三维
  486. {pdf:13,pdc:35}, //不被换队长
  487. {pdf:13,pdc:47}, //不被换队长 ×1.5
  488. {pdf:14,pdc:37}, //不掉废
  489. {pdf:15,pdc:36}, //不掉毒
  490. {pdf:16,pdc:24}, //进化杀
  491. {pdf:17,pdc:25}, //觉醒杀
  492. {pdf:18,pdc:26}, //强化杀
  493. {pdf:19,pdc:27}, //卖钱杀
  494. {pdf:20,pdc:4}, //神杀
  495. {pdf:21,pdc:5}, //龙杀
  496. {pdf:22,pdc:6}, //恶魔杀
  497. {pdf:23,pdc:7}, //机械杀
  498. {pdf:24,pdc:8}, //平衡杀
  499. {pdf:25,pdc:9}, //攻击杀
  500. {pdf:26,pdc:10}, //体力杀
  501. {pdf:27,pdc:11}, //回复杀
  502. {pdf:28,pdc:20}, //大HP
  503. {pdf:29,pdc:21}, //大攻击
  504. {pdf:30,pdc:22}, //大回复
  505. {pdf:31,pdc:23}, //大手指
  506. {pdf:32,pdc:28}, //大火盾
  507. {pdf:33,pdc:29}, //大水盾
  508. {pdf:34,pdc:30}, //大木盾
  509. {pdf:35,pdc:31}, //大光盾
  510. {pdf:36,pdc:32}, //大暗盾
  511. {pdf:37,pdc:33}, //6色破无效
  512. {pdf:37,pdc:45}, //6色破无效 ×1.5
  513. {pdf:38,pdc:34}, //3色破属吸
  514. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  515. {pdf:39,pdc:40}, //C珠破吸
  516. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  517. {pdf:40,pdc:39}, //心横解转转
  518. {pdf:40,pdc:49}, //心横解转转 ×1.5
  519. {pdf:41,pdc:38}, //U解禁消
  520. {pdf:41,pdc:48}, //U解禁消 ×1.5
  521. {pdf:42,pdc:41}, //伤害上限解除
  522. {pdf:43,pdc:42}, //HP++
  523. {pdf:44,pdc:43}, //攻击++
  524. {pdf:45,pdc:44}, //回复++
  525. {pdf:46,pdc:51}, //心追解云封
  526. {pdf:46,pdc:52}, //心追解云封 ×1.5
  527. {pdf:47,pdc:53}, //心L大SB
  528. {pdf:47,pdc:54}, //心L大SB ×1.5
  529. ];
  530. //排序程序列表
  531. const sort_function_list = [
  532. {tag:"sort_none",name:"无",function:()=>0},
  533. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  534. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  535. let num = a.attrs[0] - b.attrs[0];
  536. if (num === 0) num = a.attrs[1] - b.attrs[1];
  537. return num;
  538. }
  539. },
  540. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  541. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  542. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  543. let num = card_a.attrs[0] - card_b.attrs[0];
  544. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  545. return num;
  546. }
  547. },
  548. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  549. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  550. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  551. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  552. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  553. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  554. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  555. }
  556. },
  557. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  558. function getEvoSkill(skill) {
  559. //232为进化后不循环技能,233为循环技能
  560. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  561. else return skill;
  562. }
  563. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  564. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  565. }
  566. },
  567. {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)},
  568. {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)},
  569. {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)},
  570. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  571. {
  572. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  573. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  574. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  575. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  576. return abA - abB;
  577. }
  578. },
  579. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  580. {
  581. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  582. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  583. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  584. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  585. return abA - abB;
  586. }
  587. },
  588. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  589. {
  590. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  591. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  592. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  593. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  594. return abA - abB;
  595. }
  596. },
  597. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  598. {
  599. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  600. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  601. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  602. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  603. return abA - abB;
  604. }
  605. },
  606. ];
  607. //增加特殊搜索模式
  608. const specialSearchFunctions = (function() {
  609. 'use strict';
  610. //返回卡片的队长技能
  611. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  612. {
  613. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  614. }
  615. //返回卡片的技能
  616. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  617. {
  618. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  619. }
  620. //返回卡片的技能
  621. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  622. {
  623. switch(skillGreatType)
  624. {
  625. case 1:
  626. case "leader":
  627. return getCardLeaderSkill(card, skillTypes, searchRandom);
  628. case 2:
  629. case "active":
  630. return getCardActiveSkill(card, skillTypes, searchRandom);
  631. default:
  632. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  633. }
  634. }
  635. //查找到真正起作用的那一个技能
  636. function getActuallySkill(skill, skillTypes, searchRandom = true)
  637. {
  638. if (skillTypes.includes(skill.type))
  639. {
  640. return skill;
  641. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  642. {
  643. const subSkills = skill.params.map(id=>Skills[id]);
  644. for(let i = 0;i < subSkills.length; i++)
  645. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  646. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  647. if (foundSubSkill)
  648. {
  649. return foundSubSkill;
  650. }
  651. }
  652. return null;
  653. }else
  654. {
  655. return null;
  656. }
  657. }
  658. //获取血倍率
  659. function getHPScale(ls)
  660. {
  661. const sk = ls.params;
  662. let scale = 1;
  663. switch (ls.type)
  664. {
  665. case 23: case 30: case 62: case 77: case 63: case 65:
  666. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  667. scale = sk[sk.length-1]/100;
  668. break;
  669. case 73: case 76:
  670. case 121: case 129: case 163: case 177: case 186:
  671. case 155:
  672. scale = sk[2]/100;
  673. break;
  674. case 106: case 107: case 108:
  675. scale = sk[0]/100;
  676. break;
  677. case 125:
  678. scale = sk[5]/100;
  679. break;
  680. case 136:
  681. case 137:
  682. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  683. break;
  684. case 158:
  685. scale = sk[4]/100;
  686. break;
  687. case 175:
  688. case 178: case 185:
  689. scale = sk[3]/100;
  690. break;
  691. case 203: case 217:
  692. scale = sk[1]/100;
  693. break;
  694. case 138: //调用其他队长技
  695. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  696. break;
  697. default:
  698. }
  699. return scale || 1;
  700. }
  701. //获取盾减伤比例
  702. function getReduceScale(ls, allAttr = false, noHPneed = false)
  703. {
  704. const sk = ls.params;
  705. let scale = 0;
  706. switch (ls.type)
  707. {
  708. case 16: //无条件盾
  709. scale = sk[0]/100;
  710. break;
  711. case 17: //单属性盾
  712. scale = allAttr ? 0 : sk[1]/100;
  713. break;
  714. case 36: //2个属性盾
  715. scale = allAttr ? 0 : sk[2]/100;
  716. break;
  717. case 38: //血线下 + 几率
  718. case 43: //血线上 + 几率
  719. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  720. break;
  721. case 129: //无条件盾,属性个数不固定
  722. case 163: //无条件盾,属性个数不固定
  723. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  724. break;
  725. case 178: //无条件盾,属性个数不固定
  726. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  727. break;
  728. case 130: //血线下 + 属性个数不固定
  729. case 131: //血线上 + 属性个数不固定
  730. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  731. break;
  732. case 151: //十字心触发
  733. case 169: //C触发
  734. case 198: //回血触发
  735. scale = sk[2]/100;
  736. break;
  737. case 170: //多色触发
  738. case 182: //长串触发
  739. case 193: //L触发
  740. scale = sk[3]/100;
  741. break;
  742. case 171: //多串触发
  743. scale = sk[6]/100;
  744. break;
  745. case 183: //又是个有两段血线的队长技
  746. scale = noHPneed ? 0 : sk[4]/100;
  747. break;
  748. case 210: //十字触发
  749. scale = sk[1]/100;
  750. break;
  751. case 235: { //可多次触发
  752. scale = (sk[4] || 0) / 100;
  753. break;
  754. }
  755. case 138: //调用其他队长技
  756. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  757. break;
  758. default:
  759. }
  760. return scale || 0;
  761. }
  762. //获取无条件盾减伤比例
  763. function getReduceScale_unconditional(ls)
  764. {
  765. const sk = ls.params;
  766. let scale = 0;
  767. switch (ls.type)
  768. {
  769. case 16: //无条件盾
  770. {
  771. scale = sk[0]/100;
  772. break;
  773. }
  774. case 129: //无条件盾,属性个数不固定
  775. case 163: //无条件盾,属性个数不固定
  776. {
  777. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  778. break;
  779. }
  780. case 178: //无条件盾,属性个数不固定
  781. {
  782. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  783. break;
  784. }
  785. case 138: //调用其他队长技
  786. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  787. break;
  788. default:
  789. }
  790. return scale || 0;
  791. }
  792. function getCannonAttr(skill)
  793. {
  794. const sk = skill.params;
  795. switch(skill.type)
  796. {
  797. case 0:
  798. case 1:
  799. case 37:
  800. case 58:
  801. case 59:
  802. case 84:
  803. case 85:
  804. case 86:
  805. case 87:
  806. case 115:
  807. return sk[0];
  808. case 110:
  809. case 143:
  810. return sk[1];
  811. case 42:
  812. return sk[1];
  813. case 144:
  814. return sk[3] ?? 0;
  815. default:
  816. return -1;
  817. }
  818. }
  819. function sortByParams(a,b,searchTypeArray,pidx = 0)
  820. {
  821. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  822. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  823. return a_pC - b_pC;
  824. }
  825. function sortByHPScal(a,b)
  826. {
  827. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  828. return getHPScale(a_s) - getHPScale(b_s);
  829. }
  830. function HPScal_Addition(card)
  831. {
  832. const skill = Skills[card.leaderSkillId];
  833. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  834. }
  835. function sortByReduceScale(a,b)
  836. {
  837. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  838. return getReduceScale(a_s) - getReduceScale(b_s);
  839. }
  840. function ReduceScale_Addition(card)
  841. {
  842. const skill = Skills[card.leaderSkillId];
  843. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  844. }
  845. function voidsAbsorption_Addition(card)
  846. {
  847. const searchTypeArray = [173];
  848. const skill = getCardActiveSkill(card, searchTypeArray);
  849. if (!skill) return;
  850. const sk = skill.params;
  851. if (sk[1] && sk[3])
  852. {
  853. return `双吸×${sk[0]}T`;
  854. }else
  855. {
  856. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  857. }
  858. }
  859. function unbind_Turns(card)
  860. {
  861. const outObj = {
  862. normal: 0,
  863. awoken: 0
  864. };
  865. const searchTypeArray = [117,179];
  866. const skill = getCardActiveSkill(card, searchTypeArray);
  867. if (skill)
  868. {
  869. const sk = skill.params;
  870. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  871. outObj.awoken = sk[4] || 0;
  872. }
  873. return outObj;
  874. }
  875. function unbind_Addition(card)
  876. {
  877. const turns = unbind_Turns(card);
  878. let strArr = [];
  879. if (turns.normal > 0 && turns.normal == turns.awoken)
  880. {
  881. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  882. }
  883. if (turns.normal > 0)
  884. {
  885. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  886. }
  887. if (turns.awoken > 0)
  888. {
  889. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  890. }
  891. return strArr.join(',');
  892. }
  893. function boardChange_ColorTypes(skill)
  894. {
  895. if (!skill) return [];
  896. const sk = skill.params;
  897. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  898. return colors;
  899. }
  900. function boardChange_Addition(card)
  901. {
  902. const searchTypeArray = [71];
  903. const skill = getCardActiveSkill(card, searchTypeArray);
  904. const colors = boardChange_ColorTypes(skill);
  905. return createOrbsList(colors);
  906. }
  907. function orbsChangeParse(skill)
  908. {
  909. function changes(from, to)
  910. {
  911. return {from:from,to:to};
  912. }
  913. let outArr = [];
  914. if (!skill) return outArr;
  915. const sk = skill.params;
  916. switch (skill.type)
  917. {
  918. case 9:{
  919. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  920. break;
  921. }
  922. case 20:{
  923. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  924. {
  925. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  926. }
  927. else
  928. {
  929. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  930. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  931. }
  932. break;
  933. }
  934. case 154:{
  935. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  936. break;
  937. }
  938. }
  939. return outArr;
  940. }
  941. function changeOrbs_Addition(card)
  942. {
  943. const searchTypeArray = [9,20,154];
  944. const skills = getCardActiveSkills(card, searchTypeArray);
  945. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  946. const fragment = document.createDocumentFragment();
  947. parsedSkills.forEach(p=>{
  948. fragment.appendChild(createOrbsList(p.from));
  949. fragment.appendChild(document.createTextNode(`→`));
  950. fragment.appendChild(createOrbsList(p.to));
  951. });
  952. return fragment;
  953. }
  954. function generateOrbsParse(card)
  955. {
  956. let outArr = [];
  957. const searchTypeArray = [141, 208];
  958. const skills = getCardActiveSkills(card, searchTypeArray);
  959. if (!skills.length) return outArr;
  960. for (const skill of skills)
  961. {
  962. const sk = skill.params;
  963. if (skill.type == 141)
  964. {
  965. outArr.push({
  966. count: sk[0],
  967. to: flags(sk[1] || 1),
  968. exclude: flags(sk[2]),
  969. });
  970. }else
  971. {
  972. outArr.push({
  973. count: sk[0],
  974. to: flags(sk[1] || 1),
  975. exclude: flags(sk[2]),
  976. });
  977. outArr.push({
  978. count: sk[3],
  979. to: flags(sk[4] || 1),
  980. exclude: flags(sk[5]),
  981. });
  982. }
  983. }
  984. return outArr;
  985. }
  986. function generateOrbs_Addition(card)
  987. {
  988. const gens = generateOrbsParse(card);
  989. const searchTypeArray = [141, 208];
  990. const skill = getCardActiveSkill(card, searchTypeArray);
  991. if (!skill) return;
  992. const sk = skill.params;
  993. const fragment = document.createDocumentFragment();
  994. for (const gen of gens)
  995. {
  996. fragment.appendChild(createOrbsList(gen.to));
  997. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  998. }
  999. return fragment;
  1000. }
  1001. function lock_Addition(card)
  1002. {
  1003. const searchTypeArray = [152];
  1004. const skill = getCardActiveSkill(card, searchTypeArray);
  1005. if (!skill) return;
  1006. const sk = skill.params;
  1007. const fragment = document.createDocumentFragment();
  1008. fragment.appendChild(document.createTextNode(`锁`));
  1009. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1010. return fragment;
  1011. }
  1012. function dropLock_Addition(card)
  1013. {
  1014. const searchTypeArray = [205];
  1015. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1016. if (!skill) return;
  1017. const sk = skill.params;
  1018. const fragment = document.createDocumentFragment();
  1019. fragment.appendChild(document.createTextNode(`掉锁`));
  1020. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1021. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1022. return fragment;
  1023. }
  1024. function dropOrb_Addition(card)
  1025. {
  1026. const searchTypeArray = [126];
  1027. const skill = getCardActiveSkill(card, searchTypeArray);
  1028. if (!skill) return;
  1029. const sk = skill.params;
  1030. const colors = flags(sk[0]);
  1031. const fragment = document.createDocumentFragment();
  1032. fragment.appendChild(createOrbsList(colors));
  1033. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1034. return fragment;
  1035. }
  1036. function generateColumnOrbs_Addition(card)
  1037. {
  1038. const searchTypeArray = [127];
  1039. const skill = getCardActiveSkill(card, searchTypeArray);
  1040. if (!skill) return;
  1041. const sk = skill.params;
  1042. const colors = [];
  1043. for (let ai=0;ai<sk.length;ai+=2)
  1044. {
  1045. colors.push(flags(sk[ai+1]));
  1046. }
  1047. const fragment = document.createDocumentFragment();
  1048. fragment.appendChild(document.createTextNode(`竖`));
  1049. fragment.appendChild(createOrbsList(colors.flat()));
  1050. return fragment;
  1051. }
  1052. function generateRowOrbs_Addition(card)
  1053. {
  1054. const searchTypeArray = [128];
  1055. const skill = getCardActiveSkill(card, searchTypeArray);
  1056. if (!skill) return;
  1057. const sk = skill.params;
  1058. const colors = [];
  1059. for (let ai=0;ai<sk.length;ai+=2)
  1060. {
  1061. colors.push(flags(sk[ai+1]));
  1062. }
  1063. const fragment = document.createDocumentFragment();
  1064. fragment.appendChild(document.createTextNode(`横`));
  1065. fragment.appendChild(createOrbsList(colors.flat()));
  1066. return fragment;
  1067. }
  1068. function numericalATK_Addition(card)
  1069. {
  1070. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1071. const skill = getCardActiveSkill(card, searchTypeArray);
  1072. if (!skill) return;
  1073. //const sk = skill.params;
  1074. const colors = [getCannonAttr(skill)];
  1075. const fragment = document.createDocumentFragment();
  1076. fragment.appendChild(document.createTextNode(`射`));
  1077. fragment.appendChild(createOrbsList(colors));
  1078. return fragment;
  1079. }
  1080. function memberATK_Addition(card)
  1081. {
  1082. const searchTypeArray = [230];
  1083. const skill = getCardActiveSkill(card, searchTypeArray);
  1084. if (!skill) return;
  1085. const sk = skill.params;
  1086. const fragment = document.createDocumentFragment();
  1087. const ul = fragment.appendChild(document.createElement("ul"));
  1088. ul.className = "team-flags";
  1089. for (let i = 0; i<6; i++) {
  1090. const li = ul.appendChild(document.createElement("li"));
  1091. li.className = "team-member-icon";
  1092. }
  1093. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1094. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1095. let str = '';
  1096. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1097. fragment.appendChild(document.createTextNode(str));
  1098. return fragment;
  1099. }
  1100. function healImmediately_Rate(card)
  1101. {
  1102. const searchTypeArray = [7, //宠物回复力
  1103. 8, //固定点数
  1104. 35,115, //吸血
  1105. 117
  1106. ];
  1107. const skills = getCardActiveSkills(card, searchTypeArray);
  1108. const outObj = {
  1109. vampire: 0,
  1110. selfRcv: 0,
  1111. const: 0,
  1112. scale: 0,
  1113. };
  1114. if (!skills.length) return outObj;
  1115. skills.forEach(skill=>{
  1116. const sk = skill.params;
  1117. if (skill.type == 7)
  1118. {
  1119. outObj.selfRcv += sk[0];
  1120. }
  1121. else if(skill.type == 8)
  1122. {
  1123. outObj.const += sk[0];
  1124. }
  1125. else if(skill.type == 35)
  1126. {
  1127. outObj.vampire += sk[1];
  1128. }
  1129. else if(skill.type == 115)
  1130. {
  1131. outObj.vampire += sk[2];
  1132. }
  1133. else if(skill.type == 117)
  1134. {
  1135. outObj.selfRcv += sk[1] || 0;
  1136. outObj.const += sk[2] || 0;
  1137. outObj.scale += sk[3] || 0;
  1138. }
  1139. });
  1140. return outObj;
  1141. }
  1142. function atkBuff_Rate(card)
  1143. {
  1144. const searchTypeArray = [
  1145. 88,92, //类型的
  1146. 50,90, //属性的,要排除回复力
  1147. 156,168,231, //宝石姬
  1148. 228, //属性、类型数量
  1149. ];
  1150. const skills = getCardActiveSkills(card, searchTypeArray);
  1151. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1152. function atkBuffParse(skill) {
  1153. const outObj = {
  1154. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1155. types: [],
  1156. attrs: [],
  1157. awoken: [],
  1158. rate: 0,
  1159. turns: 0,
  1160. };
  1161. if (!skill) return outObj;
  1162. const sk = skill.params;
  1163. if (skill.type == 88 || skill.type == 92)
  1164. {
  1165. outObj.skilltype = 2;
  1166. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1167. outObj.turns = sk[0];
  1168. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1169. }
  1170. else if(skill.type == 50 || skill.type == 90)
  1171. {
  1172. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1173. if (!outObj.attrs.length) //去除回复力
  1174. return outObj;
  1175. outObj.skilltype = 2;
  1176. outObj.turns = sk[0];
  1177. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1178. }
  1179. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1180. || skill.type == 168)
  1181. {
  1182. outObj.skilltype = 1;
  1183. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1184. outObj.turns = sk[0];
  1185. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1186. }
  1187. else if(skill.type == 228 && sk[3] > 0)
  1188. {
  1189. outObj.skilltype = 1;
  1190. outObj.attrs = flags(sk[1]);
  1191. outObj.types = flags(sk[2]);
  1192. outObj.turns = sk[0];
  1193. outObj.rate = sk[3];
  1194. }
  1195. else if(skill.type == 231 && sk[6] > 0)
  1196. {
  1197. outObj.skilltype = 1;
  1198. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1199. outObj.turns = sk[0];
  1200. outObj.rate = sk[6];
  1201. }
  1202. return outObj;
  1203. }
  1204. }
  1205. function rcvBuff_Rate(card)
  1206. {
  1207. const searchTypeArray = [
  1208. 50,90,
  1209. 228, 231, //宝石姬
  1210. ];
  1211. const skills = getCardActiveSkills(card, searchTypeArray);
  1212. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1213. function rcvBuffParse(skill) {
  1214. const outObj = {
  1215. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1216. types: [],
  1217. attrs: [],
  1218. awoken: [],
  1219. rate: 0,
  1220. turns: 0,
  1221. };
  1222. if (!skill) return outObj;
  1223. const sk = skill.params;
  1224. if (skill.type == 228 && sk[4] > 0) {
  1225. outObj.skilltype = 1;
  1226. outObj.attrs = flags(sk[1]);
  1227. outObj.types = flags(sk[2]);
  1228. outObj.turns = sk[0];
  1229. outObj.rate = sk[4];
  1230. } else if (skill.type == 231 && sk[7] > 0) {
  1231. outObj.skilltype = 1;
  1232. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1233. outObj.turns = sk[0];
  1234. outObj.rate = sk[7];
  1235. } else if (skill.type == 50 || skill.type == 90) {
  1236. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1237. outObj.turns = sk[0];
  1238. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1239. }
  1240. return outObj;
  1241. }
  1242. }
  1243. function damageSelf_Rate(card)
  1244. {
  1245. const searchTypeArray = [84,85,86,87,195];
  1246. const skill = getCardActiveSkill(card, searchTypeArray);
  1247. if (!skill) return 0;
  1248. const sk = skill.params;
  1249. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1250. }
  1251. function changeEnemiesAttr_Attr(card)
  1252. {
  1253. const outObj = {
  1254. attr: null,
  1255. turns: 0
  1256. }
  1257. const searchTypeArray = [153, 224];
  1258. const skill = getCardActiveSkill(card, searchTypeArray);
  1259. if (!skill) return outObj;
  1260. const sk = skill.params;
  1261. if (skill.type == 153)
  1262. {
  1263. outObj.attr = sk[0];
  1264. }
  1265. else if (skill.type == 224)
  1266. {
  1267. outObj.attr = sk[1] || 0;
  1268. outObj.turns = sk[0];
  1269. }
  1270. return outObj;
  1271. }
  1272. //创建1个觉醒图标
  1273. function createAwokenIcon(awokenId)
  1274. {
  1275. const icon = document.createElement("icon");
  1276. icon.className ="awoken-icon";
  1277. icon.setAttribute("data-awoken-icon", awokenId);
  1278. return icon;
  1279. }
  1280. //产生一个觉醒列表
  1281. function creatAwokenList(awokens) {
  1282. const ul = document.createElement("ul");
  1283. ul.className = "awoken-ul";
  1284. awokens.forEach(ak=>{
  1285. const li = ul.appendChild(document.createElement("li"));
  1286. const icon = li.appendChild(createAwokenIcon(ak));
  1287. });
  1288. return ul;
  1289. }
  1290. //产生宝珠列表
  1291. function createOrbsList(orbs)
  1292. {
  1293. if (orbs == undefined) orbs = [0];
  1294. else if (!Array.isArray(orbs)) orbs = [orbs];
  1295. const ul = document.createElement("ul");
  1296. ul.className = "board";
  1297. orbs.forEach(orbType => {
  1298. const li = ul.appendChild(document.createElement("li"));
  1299. li.className = `orb-icon`;
  1300. li.setAttribute("data-orb-icon", orbType);
  1301. });
  1302. return ul;
  1303. }
  1304. //产生类型列表
  1305. function createTypesList(types)
  1306. {
  1307. if (types == undefined) types = [0];
  1308. else if (!Array.isArray(types)) types = [types];
  1309. const ul = document.createElement("ul");
  1310. ul.className = "types-ul";
  1311. types.forEach(type => {
  1312. const li = ul.appendChild(document.createElement("li"));
  1313. li.className = `type-icon`;
  1314. li.setAttribute("data-type-icon", type);
  1315. });
  1316. return ul;
  1317. }
  1318. const functions = [
  1319. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1320. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1321. ]},
  1322. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1323. {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)"},
  1324. function:cards=>{
  1325. const searchTypeArray = [173];
  1326. return cards.filter(card=>{
  1327. const skill = getCardActiveSkill(card, searchTypeArray);
  1328. return skill && skill.params[1];
  1329. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1330. },addition:voidsAbsorption_Addition},
  1331. /*{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)"},
  1332. function:cards=>{
  1333. const searchTypeArray = [173];
  1334. return cards.filter(card=>{
  1335. const skill = getCardActiveSkill(card, searchTypeArray);
  1336. return skill && skill.params[2];
  1337. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1338. },addition:voidsAbsorption_Addition},*/
  1339. {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)"},
  1340. function:cards=>{
  1341. const searchTypeArray = [173];
  1342. return cards.filter(card=>{
  1343. const skill = getCardActiveSkill(card, searchTypeArray);
  1344. return skill && skill.params[3];
  1345. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1346. },addition:voidsAbsorption_Addition},
  1347. {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)"},
  1348. function:cards=>{
  1349. const searchTypeArray = [173];
  1350. return cards.filter(card=>{
  1351. const skill = getCardActiveSkill(card, searchTypeArray);
  1352. return skill && skill.params[1] && skill.params[3];
  1353. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1354. },addition:voidsAbsorption_Addition},
  1355. {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)"},
  1356. function:cards=>{
  1357. const searchTypeArray = [191];
  1358. return cards.filter(card=>{
  1359. const skill = getCardActiveSkill(card, searchTypeArray);
  1360. return skill;
  1361. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1362. },
  1363. addition:card=>{
  1364. const searchTypeArray = [191];
  1365. const skill = getCardActiveSkill(card, searchTypeArray);
  1366. if (!skill) return;
  1367. const sk = skill.params;
  1368. return document.createTextNode(`破贯×${sk[0]}T`);
  1369. }
  1370. },
  1371. ]},
  1372. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1373. {
  1374. 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)"},
  1375. function:cards=>{
  1376. return cards.filter(card=>{
  1377. const turns = unbind_Turns(card);
  1378. return turns.normal > 0;
  1379. }).sort((a,b)=>{
  1380. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1381. let a_pC = a_s.normal, b_pC = b_s.normal;
  1382. return a_pC - b_pC;
  1383. });
  1384. },
  1385. addition:unbind_Addition
  1386. },
  1387. {
  1388. 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)"},
  1389. function:cards=>{
  1390. return cards.filter(card=>{
  1391. const turns = unbind_Turns(card);
  1392. return turns.awoken > 0;
  1393. }).sort((a,b)=>{
  1394. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1395. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1396. return a_pC - b_pC;
  1397. });
  1398. },
  1399. addition:unbind_Addition
  1400. },
  1401. {
  1402. 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)"},
  1403. function:cards=>{
  1404. return cards.filter(card=>{
  1405. const turns = unbind_Turns(card);
  1406. return turns.normal && turns.awoken > 0;
  1407. }).sort((a,b)=>{
  1408. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1409. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1410. return a_pC - b_pC;
  1411. });
  1412. },
  1413. addition:unbind_Addition
  1414. },
  1415. {
  1416. 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)"},
  1417. function:cards=>{
  1418. const searchTypeArray = [196];
  1419. return cards.filter(card=>{
  1420. const skill = getCardActiveSkill(card, searchTypeArray);
  1421. return skill;
  1422. }).sort((a,b)=>{
  1423. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1424. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1425. return a_pC - b_pC;
  1426. })
  1427. },
  1428. addition:card=>{
  1429. const searchTypeArray = [196];
  1430. const skill = getCardActiveSkill(card, searchTypeArray);
  1431. if (!skill) return;
  1432. const sk = skill.params;
  1433. const value = sk[0];
  1434. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1435. }
  1436. },
  1437. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1438. function:cards=>cards.filter(card=>{
  1439. const searchTypeArray = [215];
  1440. const skill = getCardActiveSkill(card, searchTypeArray);
  1441. return skill;
  1442. }),
  1443. addition:card=>{
  1444. const searchTypeArray = [215];
  1445. const skill = getCardActiveSkill(card, searchTypeArray);
  1446. if (!skill) return;
  1447. const sk = skill.params;
  1448. const fragment = document.createDocumentFragment();
  1449. fragment.appendChild(document.createTextNode(`自封`));
  1450. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1451. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1452. return fragment;
  1453. }
  1454. },
  1455. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1456. function:cards=>cards.filter(card=>{
  1457. const searchTypeArray = [214];
  1458. const skill = getCardActiveSkill(card, searchTypeArray);
  1459. return skill;
  1460. }),
  1461. addition:card=>{
  1462. const searchTypeArray = [214];
  1463. const skill = getCardActiveSkill(card, searchTypeArray);
  1464. if (!skill) return;
  1465. const sk = skill.params;
  1466. return document.createTextNode(`自封技${sk[0]}T`);
  1467. }
  1468. },
  1469. ]},
  1470. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1471. {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)"},
  1472. function:cards=>cards.filter(card=>{
  1473. const searchTypeArray = [156,168,228,231];
  1474. const skill = getCardActiveSkill(card, searchTypeArray);
  1475. return skill;
  1476. })
  1477. },
  1478. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1479. function:cards=>{
  1480. return cards.filter(card=>{
  1481. const atkbuff = rcvBuff_Rate(card);
  1482. return atkbuff.skilltype > 0;
  1483. }).sort((a,b)=>{
  1484. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1485. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1486. if (sortNum == 0)
  1487. sortNum = a_pC.rate - b_pC.rate;
  1488. if (sortNum == 0)
  1489. sortNum = a_pC.turns - b_pC.turns;
  1490. return sortNum;
  1491. });
  1492. },
  1493. addition:card=>{
  1494. const atkbuff = rcvBuff_Rate(card);
  1495. const fragment = document.createDocumentFragment();
  1496. fragment.appendChild(createOrbsList([5]));
  1497. if (atkbuff.skilltype == 0) return fragment;
  1498. if (atkbuff.skilltype == 1)
  1499. {
  1500. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1501. if (atkbuff.awoken.length)
  1502. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1503. if (atkbuff.attrs.length)
  1504. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1505. if (atkbuff.types.length)
  1506. fragment.appendChild(createTypesList(atkbuff.types));
  1507. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1508. }else if (atkbuff.skilltype == 2)
  1509. {
  1510. if (atkbuff.attrs.length)
  1511. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1512. if (atkbuff.types.length)
  1513. fragment.appendChild(createTypesList(atkbuff.types));
  1514. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1515. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1516. }
  1517. return fragment;
  1518. }
  1519. },
  1520. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1521. function:cards=>{
  1522. return cards.filter(card=>{
  1523. const atkbuff = atkBuff_Rate(card);
  1524. return atkbuff.skilltype > 0;
  1525. }).sort((a,b)=>{
  1526. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1527. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1528. if (sortNum == 0)
  1529. sortNum = a_pC.rate - b_pC.rate;
  1530. if (sortNum == 0)
  1531. sortNum = a_pC.turns - b_pC.turns;
  1532. return sortNum;
  1533. });
  1534. },
  1535. addition:card=>{
  1536. const atkbuff = atkBuff_Rate(card);
  1537. const fragment = document.createDocumentFragment();
  1538. if (atkbuff.skilltype == 0) return fragment;
  1539. if (atkbuff.skilltype == 1)
  1540. {
  1541. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1542. if (atkbuff.awoken.length)
  1543. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1544. if (atkbuff.attrs.length)
  1545. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1546. if (atkbuff.types.length)
  1547. fragment.appendChild(createTypesList(atkbuff.types));
  1548. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1549. }else if (atkbuff.skilltype == 2)
  1550. {
  1551. if (atkbuff.attrs.length)
  1552. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1553. if (atkbuff.types.length)
  1554. fragment.appendChild(createTypesList(atkbuff.types));
  1555. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1556. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1557. }
  1558. return fragment;
  1559. }
  1560. },
  1561. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1562. function:cards=>{
  1563. const searchTypeArray = [230];
  1564. return cards.filter(card=>{
  1565. const skill = getCardActiveSkill(card, searchTypeArray);
  1566. return skill;
  1567. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1568. },
  1569. addition:memberATK_Addition
  1570. },
  1571. {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"},
  1572. function:cards=>{
  1573. const searchTypeArray = [230];
  1574. return cards.filter(card=>{
  1575. const skill = getCardActiveSkill(card, searchTypeArray);
  1576. return skill && Boolean(skill.params[1] & 1<<0);
  1577. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1578. },
  1579. addition:memberATK_Addition
  1580. },
  1581. {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"},
  1582. function:cards=>{
  1583. const searchTypeArray = [230];
  1584. return cards.filter(card=>{
  1585. const skill = getCardActiveSkill(card, searchTypeArray);
  1586. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1587. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1588. },
  1589. addition:memberATK_Addition
  1590. },
  1591. {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"},
  1592. function:cards=>{
  1593. const searchTypeArray = [230];
  1594. return cards.filter(card=>{
  1595. const skill = getCardActiveSkill(card, searchTypeArray);
  1596. return skill && Boolean(skill.params[1] & 1<<3);
  1597. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1598. },
  1599. addition:memberATK_Addition
  1600. },
  1601. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1602. function:cards=>{
  1603. const searchTypeArray = [132];
  1604. return cards.filter(card=>{
  1605. const skill = getCardActiveSkill(card, searchTypeArray);
  1606. return skill;
  1607. }).sort((a,b)=>{
  1608. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1609. //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
  1610. 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;
  1611. 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]);
  1612. });
  1613. },
  1614. addition:card=>{
  1615. const searchTypeArray = [132];
  1616. const skill = getCardActiveSkill(card, searchTypeArray);
  1617. if (!skill) return;
  1618. const sk = skill.params;
  1619. let str = "👆";
  1620. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1621. if (sk[2]) str += `x${sk[2]/100}`;
  1622. str += `x${sk[0]}T`;
  1623. return str;
  1624. }
  1625. },
  1626. {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)"},
  1627. function:cards=>{
  1628. const searchTypeArray = [184];
  1629. return cards.filter(card=>{
  1630. const skill = getCardActiveSkill(card, searchTypeArray);
  1631. return skill;
  1632. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1633. },
  1634. addition:card=>{
  1635. const searchTypeArray = [184];
  1636. const skill = getCardActiveSkill(card, searchTypeArray);
  1637. if (!skill) return;
  1638. const sk = skill.params;
  1639. return `无↓×${sk[0]}T`;
  1640. }
  1641. },
  1642. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1643. function:cards=>{
  1644. const searchTypeArray = [160];
  1645. return cards.filter(card=>{
  1646. const skill = getCardActiveSkill(card, searchTypeArray);
  1647. return skill;
  1648. }).sort((a,b)=>{
  1649. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1650. return a_s.params[1] - b_s.params[1];
  1651. });
  1652. },
  1653. addition:card=>{
  1654. const searchTypeArray = [160];
  1655. const skill = getCardActiveSkill(card, searchTypeArray);
  1656. if (!skill) return;
  1657. const sk = skill.params;
  1658. return `+${sk[1]}C×${sk[0]}T`;
  1659. }
  1660. },
  1661. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1662. function:cards=>{
  1663. const searchTypeArray = [3,156];
  1664. return cards.filter(card=>{
  1665. const skill = getCardActiveSkill(card, searchTypeArray);
  1666. if (!skill) return false;
  1667. if (skill.type == 156)
  1668. return skill.params[4]==3;
  1669. else
  1670. return true;
  1671. }).sort((a,b)=>{
  1672. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1673. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1674. if (!sortNum)
  1675. {
  1676. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1677. sortNum = a_pC - b_pC;
  1678. }
  1679. return sortNum;
  1680. });
  1681. },
  1682. addition:card=>{
  1683. const searchTypeArray = [3,156];
  1684. const skill = getCardActiveSkill(card, searchTypeArray);
  1685. if (!skill) return;
  1686. const sk = skill.params;
  1687. const fragment = document.createDocumentFragment();
  1688. if (skill.type == 156)
  1689. {
  1690. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1691. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1692. fragment.appendChild(creatAwokenList(awokenArr));
  1693. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1694. }else
  1695. {
  1696. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1697. }
  1698. return fragment;
  1699. }
  1700. },
  1701. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1702. function:cards=>{
  1703. const searchTypeArray = [3];
  1704. return cards.filter(card=>{
  1705. const skill = getCardActiveSkill(card, searchTypeArray);
  1706. return skill && skill.params[1]>=100;
  1707. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1708. },
  1709. addition:card=>{
  1710. const searchTypeArray = [3];
  1711. const skill = getCardActiveSkill(card, searchTypeArray);
  1712. if (!skill) return;
  1713. const sk = skill.params;
  1714. return `无敌×${sk[0]}T`;
  1715. }
  1716. },
  1717. {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)"},
  1718. function:cards=>{
  1719. const searchTypeArray = [21];
  1720. return cards.filter(card=>{
  1721. const skill = getCardActiveSkill(card, searchTypeArray);
  1722. return skill;
  1723. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1724. },
  1725. addition:card=>{
  1726. const searchTypeArray = [21];
  1727. const skill = getCardActiveSkill(card, searchTypeArray);
  1728. if (!skill) return;
  1729. const sk = skill.params;
  1730. const colors = [sk[1]];
  1731. const fragment = document.createDocumentFragment();
  1732. fragment.appendChild(document.createTextNode(`-`));
  1733. fragment.appendChild(createOrbsList(colors));
  1734. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1735. return fragment;
  1736. }
  1737. },
  1738. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1739. function:cards=>{
  1740. const searchTypeArray = [51];
  1741. return cards.filter(card=>{
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. return skill;
  1744. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1745. },
  1746. addition:card=>{
  1747. const searchTypeArray = [51];
  1748. const skill = getCardActiveSkill(card, searchTypeArray);
  1749. if (!skill) return;
  1750. const sk = skill.params;
  1751. return `全体×${sk[0]}T`;
  1752. }
  1753. },
  1754. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1755. function:cards=>{
  1756. const searchTypeArray = [207];
  1757. return cards.filter(card=>{
  1758. const skill = getCardActiveSkill(card, searchTypeArray);
  1759. return skill;
  1760. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1761. },
  1762. addition:card=>{
  1763. const searchTypeArray = [207];
  1764. const skill = getCardActiveSkill(card, searchTypeArray);
  1765. if (!skill) return;
  1766. const sk = skill.params;
  1767. if (sk[7])
  1768. return `${sk[7]}个×${sk[0]}T`;
  1769. else
  1770. return `特殊形状×${sk[0]}T`;
  1771. }
  1772. },
  1773. ]},
  1774. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1775. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1776. function:cards=>{
  1777. const searchTypeArray = [18];
  1778. return cards.filter(card=>{
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. return skill;
  1781. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1782. },
  1783. addition:card=>{
  1784. const searchTypeArray = [18];
  1785. const skill = getCardActiveSkill(card, searchTypeArray);
  1786. if (!skill) return;
  1787. const sk = skill.params;
  1788. return document.createTextNode(`威吓×${sk[0]}T`);
  1789. }
  1790. },
  1791. {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)"},
  1792. function:cards=>{
  1793. const searchTypeArray = [19];
  1794. return cards.filter(card=>{
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. return skill;
  1797. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1798. },
  1799. addition:card=>{
  1800. const searchTypeArray = [19];
  1801. const skill = getCardActiveSkill(card, searchTypeArray);
  1802. if (!skill) return;
  1803. const sk = skill.params;
  1804. return `破防${sk[1]}%`;
  1805. }
  1806. },
  1807. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1808. function:cards=>{
  1809. const searchTypeArray = [19];
  1810. return cards.filter(card=>{
  1811. const skill = getCardActiveSkill(card, searchTypeArray);
  1812. return skill && skill.params[1]>=100;
  1813. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1814. },
  1815. addition:card=>{
  1816. const searchTypeArray = [19];
  1817. const skill = getCardActiveSkill(card, searchTypeArray);
  1818. if (!skill) return;
  1819. const sk = skill.params;
  1820. return `全破×${sk[0]}T`;
  1821. }
  1822. },
  1823. {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)"},
  1824. function:cards=>{
  1825. const searchTypeArray = [4];
  1826. return cards.filter(card=>{
  1827. const skill = getCardActiveSkill(card, searchTypeArray);
  1828. return skill;
  1829. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1830. },
  1831. addition:card=>{
  1832. const searchTypeArray = [4];
  1833. const skill = getCardActiveSkill(card, searchTypeArray);
  1834. if (!skill) return;
  1835. const sk = skill.params;
  1836. return `攻击力×${sk[0]/100}倍`;
  1837. }
  1838. },
  1839. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1840. function:cards=>{
  1841. return cards.filter(card=>{
  1842. return changeEnemiesAttr_Attr(card).attr != null;
  1843. }).sort((a,b)=>{
  1844. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1845. return a_pC.attr - b_pC.attr;
  1846. })
  1847. },
  1848. addition:card=>{
  1849. let change = changeEnemiesAttr_Attr(card);
  1850. const fragment = document.createDocumentFragment();
  1851. fragment.appendChild(document.createTextNode(`敌→`));
  1852. fragment.appendChild(createOrbsList(change.attr));
  1853. if (change.turns > 0)
  1854. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1855. return fragment;
  1856. }
  1857. },
  1858. {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)"},
  1859. function:cards=>{
  1860. const searchTypeArray = [60];
  1861. return cards.filter(card=>{
  1862. const skill = getCardActiveSkill(card, searchTypeArray);
  1863. return skill;
  1864. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1865. },
  1866. addition:card=>{
  1867. const searchTypeArray = [60];
  1868. const skill = getCardActiveSkill(card, searchTypeArray);
  1869. if (!skill) return;
  1870. const sk = skill.params;
  1871. const fragment = document.createDocumentFragment();
  1872. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1873. fragment.appendChild(createOrbsList(sk[2]));
  1874. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1875. return fragment;
  1876. }
  1877. },
  1878. ]},
  1879. {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: [
  1880. {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)"},
  1881. function:cards=>{
  1882. const searchTypeArray = [146];
  1883. return cards.filter(card=>{
  1884. const skill = getCardActiveSkill(card, searchTypeArray);
  1885. return skill;
  1886. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1887. },
  1888. addition:card=>{
  1889. const searchTypeArray = [146];
  1890. const skill = getCardActiveSkill(card, searchTypeArray);
  1891. if (!skill) return;
  1892. const sk = skill.params;
  1893. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1894. }
  1895. },
  1896. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1897. function:cards=>{
  1898. const searchTypeArray = [218];
  1899. return cards.filter(card=>{
  1900. const skill = getCardActiveSkill(card, searchTypeArray);
  1901. return skill;
  1902. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1903. },
  1904. addition:card=>{
  1905. const searchTypeArray = [218];
  1906. const skill = getCardActiveSkill(card, searchTypeArray);
  1907. if (!skill) return;
  1908. const sk = skill.params;
  1909. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1910. }
  1911. },
  1912. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1913. function:cards=>cards.filter(card=>{
  1914. const searchTypeArray = [93, 227];
  1915. const skill = getCardActiveSkill(card, searchTypeArray);
  1916. return skill;
  1917. })
  1918. },
  1919. {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)"},
  1920. function:cards=>{
  1921. const searchTypeArray = [142];
  1922. return cards.filter(card=>{
  1923. const skill = getCardActiveSkill(card, searchTypeArray);
  1924. return skill;
  1925. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1926. },
  1927. addition:card=>{
  1928. const searchTypeArray = [142];
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. if (!skill) return;
  1931. const sk = skill.params;
  1932. const fragment = document.createDocumentFragment();
  1933. fragment.appendChild(document.createTextNode(`自→`));
  1934. fragment.appendChild(createOrbsList(sk[1]));
  1935. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1936. return fragment;
  1937. }
  1938. },
  1939. ]},
  1940. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1941. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1942. function:cards=>{
  1943. const searchTypeArray = [179];
  1944. return cards.filter(card=>{
  1945. const skill = getCardActiveSkill(card, searchTypeArray);
  1946. return skill;
  1947. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1948. },
  1949. addition:card=>{
  1950. const searchTypeArray = [179];
  1951. const skill = getCardActiveSkill(card, searchTypeArray);
  1952. if (!skill) return;
  1953. const sk = skill.params;
  1954. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  1955. }
  1956. },
  1957. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1958. function:cards=>{
  1959. return cards.filter(card=>{
  1960. const heal = healImmediately_Rate(card);
  1961. return Object.values(heal).some(v=>v);
  1962. })
  1963. .sort((a,b)=>{
  1964. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1965. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1966. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1967. let sortNum = a_i - b_i;
  1968. if (!sortNum)
  1969. {
  1970. sortNum = a_vs[a_i] - b_vs[b_i];
  1971. }
  1972. return sortNum;
  1973. });
  1974. },
  1975. addition:card=>{
  1976. const heal = healImmediately_Rate(card);
  1977. let strArr = [];
  1978. if (heal.scale)
  1979. strArr.push(`${heal.scale}%最大HP`);
  1980. if (heal.const)
  1981. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  1982. if (heal.selfRcv)
  1983. strArr.push(`${heal.selfRcv/100}倍回复力`);
  1984. if (heal.vampire)
  1985. strArr.push(`${heal.vampire}%伤害`);
  1986. return strArr.join(',');
  1987. }
  1988. },
  1989. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1990. function:cards=>{
  1991. return cards.filter(card=>damageSelf_Rate(card)>0)
  1992. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1993. },
  1994. addition:card=>{
  1995. let rate = damageSelf_Rate(card);
  1996. if (rate < 100)
  1997. return `减少${rate}%`;
  1998. else
  1999. return `减少到1`;
  2000. }
  2001. },
  2002. ]},
  2003. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  2004. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2005. function:cards=>cards.filter(card=>{
  2006. const searchTypeArray = [172];
  2007. const skill = getCardActiveSkill(card, searchTypeArray);
  2008. return skill;
  2009. })
  2010. },
  2011. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2012. function:cards=>cards.filter(card=>{
  2013. const searchTypeArray = [152];
  2014. const skill = getCardActiveSkill(card, searchTypeArray);
  2015. return skill;
  2016. }),
  2017. addition:lock_Addition
  2018. },
  2019. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2020. function:cards=>cards.filter(card=>{
  2021. const searchTypeArray = [152];
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. return skill && (skill.params[0] & 63) === 63;
  2024. }),
  2025. addition:lock_Addition
  2026. },
  2027. ]},
  2028. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2029. {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)"},
  2030. function:cards=>{
  2031. const searchTypeArray = [205];
  2032. return cards.filter(card=>{
  2033. const skill = getCardActiveSkill(card, searchTypeArray);
  2034. return skill;
  2035. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2036. },
  2037. addition:dropLock_Addition
  2038. },
  2039. {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)"},
  2040. function:cards=>{
  2041. const searchTypeArray = [205];
  2042. return cards.filter(card=>{
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. return skill && (skill.params[0] & 63) === 63;
  2045. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2046. },
  2047. addition:dropLock_Addition
  2048. },
  2049. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  2050. function:cards=>{
  2051. const searchTypeArray = [180];
  2052. return cards.filter(card=>{
  2053. const skill = getCardActiveSkill(card, searchTypeArray);
  2054. return skill;
  2055. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2056. },
  2057. addition:card=>{
  2058. const searchTypeArray = [180];
  2059. const skill = getCardActiveSkill(card, searchTypeArray);
  2060. if (!skill) return;
  2061. const sk = skill.params;
  2062. return `${sk[1]}%×${sk[0]}T`;
  2063. }
  2064. },
  2065. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  2066. function:cards=>cards.filter(card=>{
  2067. const searchTypeArray = [126];
  2068. const skill = getCardActiveSkill(card, searchTypeArray);
  2069. return skill;
  2070. }),
  2071. addition:dropOrb_Addition
  2072. },
  2073. {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)"},
  2074. function:cards=>cards.filter(card=>{
  2075. const searchTypeArray = [126];
  2076. const skill = getCardActiveSkill(card, searchTypeArray);
  2077. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2078. }),
  2079. addition:dropOrb_Addition
  2080. },
  2081. {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"},
  2082. function:cards=>cards.filter(card=>{
  2083. const searchTypeArray = [126];
  2084. const skill = getCardActiveSkill(card, searchTypeArray);
  2085. return skill && skill.params[1] >= 99;
  2086. }),
  2087. addition:dropOrb_Addition
  2088. },
  2089. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2090. function:cards=>cards.filter(card=>{
  2091. const searchTypeArray = [126];
  2092. const skill = getCardActiveSkill(card, searchTypeArray);
  2093. return skill && skill.params[3] == 100;
  2094. }),
  2095. addition:dropOrb_Addition
  2096. },
  2097. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  2098. function:cards=>{
  2099. const searchTypeArray = [226];
  2100. return cards.filter(card=>{
  2101. const skill = getCardActiveSkill(card, searchTypeArray);
  2102. return skill;
  2103. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2104. },
  2105. addition:card=>{
  2106. const searchTypeArray = [226];
  2107. const skill = getCardActiveSkill(card, searchTypeArray);
  2108. if (!skill) return;
  2109. const sk = skill.params;
  2110. return `📌${sk[1]}%×${sk[0]}T`;
  2111. }
  2112. },
  2113. ]},
  2114. {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: [
  2115. {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)"},
  2116. function:cards=>{
  2117. const searchTypeArray = [6];
  2118. return cards.filter(card=>{
  2119. const skill = getCardActiveSkill(card, searchTypeArray);
  2120. return skill;
  2121. }).sort((a,b)=>{
  2122. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2123. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2124. return a_pC - b_pC;
  2125. })
  2126. },
  2127. addition:card=>{
  2128. const searchTypeArray = [6];
  2129. const skill = getCardActiveSkill(card, searchTypeArray);
  2130. if (!skill) return;
  2131. const sk = skill.params;
  2132. return `当前${sk[0]}%`;
  2133. }
  2134. },
  2135. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2136. function:cards=>{
  2137. const searchTypeArray = [161];
  2138. return cards.filter(card=>{
  2139. const skill = getCardActiveSkill(card, searchTypeArray);
  2140. return skill;
  2141. }).sort((a,b)=>{
  2142. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2143. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2144. return a_pC - b_pC;
  2145. })
  2146. },
  2147. addition:card=>{
  2148. const searchTypeArray = [161];
  2149. const skill = getCardActiveSkill(card, searchTypeArray);
  2150. if (!skill) return;
  2151. const sk = skill.params;
  2152. return `最大${sk[0]}%`;
  2153. }
  2154. },
  2155. ]},
  2156. {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: [
  2157. {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)"},
  2158. function:cards=>{
  2159. const searchTypeArray = [55,188];
  2160. return cards.filter(card=>{
  2161. const skill = getCardActiveSkill(card, searchTypeArray);
  2162. return skill;
  2163. }).sort((a,b)=>{
  2164. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2165. 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);
  2166. return a_pC - b_pC;
  2167. });
  2168. },
  2169. addition:card=>{
  2170. const searchTypeArray = [55,188];
  2171. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2172. const sk = skills[0].params;
  2173. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2174. }
  2175. },
  2176. {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)"},
  2177. function:cards=>{
  2178. const searchTypeArray = [56];
  2179. return cards.filter(card=>{
  2180. const skill = getCardActiveSkill(card, searchTypeArray);
  2181. return skill;
  2182. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2183. },
  2184. addition:card=>{
  2185. const searchTypeArray = [56];
  2186. const skill = getCardActiveSkill(card, searchTypeArray);
  2187. if (!skill) return;
  2188. const sk = skill.params;
  2189. return `固伤${sk[0].bigNumberToString()}`;
  2190. }
  2191. },
  2192. ]},
  2193. {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: [
  2194. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2195. function:cards=>cards.filter(card=>{
  2196. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2197. function isSingle(skill)
  2198. {
  2199. if (skill.type == 110)
  2200. return Boolean(skill.params[0]);
  2201. else if (skill.type == 144)
  2202. return Boolean(skill.params[2]);
  2203. else
  2204. return true;
  2205. }
  2206. const skill = getCardActiveSkill(card, searchTypeArray);
  2207. return skill && isSingle(skill);
  2208. }),
  2209. addition: numericalATK_Addition
  2210. },
  2211. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2212. function:cards=>cards.filter(card=>{
  2213. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2214. function isAll(skill)
  2215. {
  2216. if (skill.type == 110)
  2217. return !Boolean(skill.params[0]);
  2218. else if (skill.type == 144)
  2219. return !Boolean(skill.params[2]);
  2220. else
  2221. return true;
  2222. }
  2223. const skill = getCardActiveSkill(card, searchTypeArray);
  2224. return skill && skill.id!=0 && isAll(skill);
  2225. }),
  2226. addition: numericalATK_Addition
  2227. },
  2228. {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"},
  2229. function:cards=>cards.filter(card=>{
  2230. const searchTypeArray = [42];
  2231. const skill = getCardActiveSkill(card, searchTypeArray);
  2232. return skill;
  2233. })
  2234. },
  2235. {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"},
  2236. function:cards=>cards.filter(card=>{
  2237. const searchTypeArray = [2,35];
  2238. const skill = getCardActiveSkill(card, searchTypeArray);
  2239. return skill;
  2240. })
  2241. },
  2242. {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)"},
  2243. function:cards=>cards.filter(card=>{
  2244. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2245. const skill = getCardActiveSkill(card, searchTypeArray);
  2246. return skill && skill.id!=0;
  2247. }).sort((a,b)=>{
  2248. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2249. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2250. function getNumber(skill)
  2251. {
  2252. const sk = skill.params;
  2253. switch(skill.type)
  2254. {
  2255. case 0:
  2256. case 37:
  2257. case 58:
  2258. case 59:
  2259. case 84:
  2260. case 85:
  2261. case 115:
  2262. return sk[1];
  2263. case 2:
  2264. case 35:
  2265. return sk[0];
  2266. default:
  2267. return 0;
  2268. }
  2269. }
  2270. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2271. return a_pC - b_pC;
  2272. }),
  2273. addition: numericalATK_Addition
  2274. },
  2275. {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)"},
  2276. function:cards=>cards.filter(card=>{
  2277. const searchTypeArray = [1,42,86,87];
  2278. const skill = getCardActiveSkill(card, searchTypeArray);
  2279. return skill;
  2280. }).sort((a,b)=>{
  2281. const searchTypeArray = [1,42,86,87];
  2282. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2283. function getNumber(skill)
  2284. {
  2285. const sk = skill.params;
  2286. switch(skill.type)
  2287. {
  2288. case 1:
  2289. case 86:
  2290. case 87:
  2291. return sk[1];
  2292. case 42:
  2293. return sk[2];
  2294. default:
  2295. return 0;
  2296. }
  2297. }
  2298. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2299. return a_pC - b_pC;
  2300. }),
  2301. addition: numericalATK_Addition
  2302. },
  2303. {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)"},
  2304. function:cards=>{
  2305. const searchTypeArray = [110];
  2306. return cards.filter(card=>{
  2307. const skill = getCardActiveSkill(card, searchTypeArray);
  2308. return skill;
  2309. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2310. },
  2311. addition: numericalATK_Addition
  2312. },
  2313. {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)"},
  2314. function:cards=>{
  2315. const searchTypeArray = [143];
  2316. return cards.filter(card=>{
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. return skill;
  2319. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2320. },
  2321. addition: numericalATK_Addition
  2322. },
  2323. {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)"},
  2324. function:cards=>{
  2325. const searchTypeArray = [144];
  2326. return cards.filter(card=>{
  2327. const skill = getCardActiveSkill(card, searchTypeArray);
  2328. return skill;
  2329. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2330. },
  2331. addition: numericalATK_Addition
  2332. },
  2333. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2334. function:cards=>cards.filter(card=>{
  2335. const searchTypeArray = [35,115];
  2336. const skill = getCardActiveSkill(card, searchTypeArray);
  2337. return skill;
  2338. })
  2339. },
  2340. ]},
  2341. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2342. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2343. function:cards=>cards.filter(card=>{
  2344. const searchTypeArray = [10];
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. return skill;
  2347. })
  2348. },
  2349. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2350. function:cards=>cards.filter(card=>{
  2351. const searchTypeArray = [71];
  2352. const skill = getCardActiveSkill(card, searchTypeArray);
  2353. return skill;
  2354. }),
  2355. addition:boardChange_Addition
  2356. },
  2357. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2358. function:cards=>cards.filter(card=>{
  2359. const searchTypeArray = [71];
  2360. const skill = getCardActiveSkill(card, searchTypeArray);
  2361. return boardChange_ColorTypes(skill).length == 1;
  2362. }),
  2363. addition:boardChange_Addition
  2364. },
  2365. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2366. function:cards=>cards.filter(card=>{
  2367. const searchTypeArray = [71];
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. return boardChange_ColorTypes(skill).length == 2;
  2370. }),
  2371. addition:boardChange_Addition
  2372. },
  2373. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2374. function:cards=>cards.filter(card=>{
  2375. const searchTypeArray = [71];
  2376. const skill = getCardActiveSkill(card, searchTypeArray);
  2377. return boardChange_ColorTypes(skill).length == 3;
  2378. }),
  2379. addition:boardChange_Addition
  2380. },
  2381. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2382. function:cards=>cards.filter(card=>{
  2383. const searchTypeArray = [71];
  2384. const skill = getCardActiveSkill(card, searchTypeArray);
  2385. return boardChange_ColorTypes(skill).length == 4;
  2386. }),
  2387. addition:boardChange_Addition
  2388. },
  2389. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2390. function:cards=>cards.filter(card=>{
  2391. const searchTypeArray = [71];
  2392. const skill = getCardActiveSkill(card, searchTypeArray);
  2393. return boardChange_ColorTypes(skill).length == 5;
  2394. }),
  2395. addition:boardChange_Addition
  2396. },
  2397. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2398. function:cards=>cards.filter(card=>{
  2399. const searchTypeArray = [71];
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. return boardChange_ColorTypes(skill).length >= 6;
  2402. }),
  2403. addition:boardChange_Addition
  2404. },
  2405. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2406. function:cards=>cards.filter(card=>{
  2407. const searchTypeArray = [71];
  2408. const skill = getCardActiveSkill(card, searchTypeArray);
  2409. return boardChange_ColorTypes(skill).includes(0);
  2410. }),
  2411. addition:boardChange_Addition
  2412. },
  2413. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2414. function:cards=>cards.filter(card=>{
  2415. const searchTypeArray = [71];
  2416. const skill = getCardActiveSkill(card, searchTypeArray);
  2417. return boardChange_ColorTypes(skill).includes(1);
  2418. }),
  2419. addition:boardChange_Addition
  2420. },
  2421. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2422. function:cards=>cards.filter(card=>{
  2423. const searchTypeArray = [71];
  2424. const skill = getCardActiveSkill(card, searchTypeArray);
  2425. return boardChange_ColorTypes(skill).includes(2);
  2426. }),
  2427. addition:boardChange_Addition
  2428. },
  2429. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2430. function:cards=>cards.filter(card=>{
  2431. const searchTypeArray = [71];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return boardChange_ColorTypes(skill).includes(3);
  2434. }),
  2435. addition:boardChange_Addition
  2436. },
  2437. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2438. function:cards=>cards.filter(card=>{
  2439. const searchTypeArray = [71];
  2440. const skill = getCardActiveSkill(card, searchTypeArray);
  2441. return boardChange_ColorTypes(skill).includes(4);
  2442. }),
  2443. addition:boardChange_Addition
  2444. },
  2445. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2446. function:cards=>cards.filter(card=>{
  2447. const searchTypeArray = [71];
  2448. const skill = getCardActiveSkill(card, searchTypeArray);
  2449. return boardChange_ColorTypes(skill).includes(5);
  2450. }),
  2451. addition:boardChange_Addition
  2452. },
  2453. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2454. function:cards=>cards.filter(card=>{
  2455. const searchTypeArray = [71];
  2456. const skill = getCardActiveSkill(card, searchTypeArray);
  2457. const colors = boardChange_ColorTypes(skill);
  2458. return colors.includes(6)
  2459. || colors.includes(7)
  2460. || colors.includes(8)
  2461. || colors.includes(9);
  2462. }),
  2463. addition:boardChange_Addition
  2464. },
  2465. ]},
  2466. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2467. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2468. function:cards=>cards.filter(card=>{
  2469. const searchTypeArray = [9,20,154];
  2470. const skills = getCardActiveSkills(card, searchTypeArray);
  2471. if (!skills.length) return false;
  2472. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2473. return parsedSkills.some(p=>p.to.includes(0));
  2474. }),
  2475. addition:changeOrbs_Addition
  2476. },
  2477. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2478. function:cards=>cards.filter(card=>{
  2479. const searchTypeArray = [9,20,154];
  2480. const skills = getCardActiveSkills(card, searchTypeArray);
  2481. if (!skills.length) return false;
  2482. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2483. return parsedSkills.some(p=>p.to.includes(1));
  2484. }),
  2485. addition:changeOrbs_Addition
  2486. },
  2487. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2488. function:cards=>cards.filter(card=>{
  2489. const searchTypeArray = [9,20,154];
  2490. const skills = getCardActiveSkills(card, searchTypeArray);
  2491. if (!skills.length) return false;
  2492. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2493. return parsedSkills.some(p=>p.to.includes(2));
  2494. }),
  2495. addition:changeOrbs_Addition
  2496. },
  2497. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2498. function:cards=>cards.filter(card=>{
  2499. const searchTypeArray = [9,20,154];
  2500. const skills = getCardActiveSkills(card, searchTypeArray);
  2501. if (!skills.length) return false;
  2502. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2503. return parsedSkills.some(p=>p.to.includes(3));
  2504. }),
  2505. addition:changeOrbs_Addition
  2506. },
  2507. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2508. function:cards=>cards.filter(card=>{
  2509. const searchTypeArray = [9,20,154];
  2510. const skills = getCardActiveSkills(card, searchTypeArray);
  2511. if (!skills.length) return false;
  2512. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2513. return parsedSkills.some(p=>p.to.includes(4));
  2514. }),
  2515. addition:changeOrbs_Addition
  2516. },
  2517. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2518. function:cards=>cards.filter(card=>{
  2519. const searchTypeArray = [9,20,154];
  2520. const skills = getCardActiveSkills(card, searchTypeArray);
  2521. if (!skills.length) return false;
  2522. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2523. return parsedSkills.some(p=>p.to.includes(5));
  2524. }),
  2525. addition:changeOrbs_Addition
  2526. },
  2527. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2528. function:cards=>cards.filter(card=>{
  2529. const searchTypeArray = [9,20,154];
  2530. const skills = getCardActiveSkills(card, searchTypeArray);
  2531. if (!skills.length) return false;
  2532. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2533. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2534. }),
  2535. addition:changeOrbs_Addition
  2536. },
  2537. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2538. function:cards=>cards.filter(card=>{
  2539. const searchTypeArray = [9,20,154];
  2540. const skills = getCardActiveSkills(card, searchTypeArray);
  2541. if (!skills.length) return false;
  2542. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2543. return parsedSkills.some(p=>p.from.includes(0));
  2544. }),
  2545. addition:changeOrbs_Addition
  2546. },
  2547. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2548. function:cards=>cards.filter(card=>{
  2549. const searchTypeArray = [9,20,154];
  2550. const skills = getCardActiveSkills(card, searchTypeArray);
  2551. if (!skills.length) return false;
  2552. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2553. return parsedSkills.some(p=>p.from.includes(1));
  2554. }),
  2555. addition:changeOrbs_Addition
  2556. },
  2557. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2558. function:cards=>cards.filter(card=>{
  2559. const searchTypeArray = [9,20,154];
  2560. const skills = getCardActiveSkills(card, searchTypeArray);
  2561. if (!skills.length) return false;
  2562. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2563. return parsedSkills.some(p=>p.from.includes(2));
  2564. }),
  2565. addition:changeOrbs_Addition
  2566. },
  2567. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2568. function:cards=>cards.filter(card=>{
  2569. const searchTypeArray = [9,20,154];
  2570. const skills = getCardActiveSkills(card, searchTypeArray);
  2571. if (!skills.length) return false;
  2572. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2573. return parsedSkills.some(p=>p.from.includes(3));
  2574. }),
  2575. addition:changeOrbs_Addition
  2576. },
  2577. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2578. function:cards=>cards.filter(card=>{
  2579. const searchTypeArray = [9,20,154];
  2580. const skills = getCardActiveSkills(card, searchTypeArray);
  2581. if (!skills.length) return false;
  2582. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2583. return parsedSkills.some(p=>p.from.includes(4));
  2584. }),
  2585. addition:changeOrbs_Addition
  2586. },
  2587. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [9,20,154];
  2590. const skills = getCardActiveSkills(card, searchTypeArray);
  2591. if (!skills.length) return false;
  2592. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2593. return parsedSkills.some(p=>p.from.includes(5));
  2594. }),
  2595. addition:changeOrbs_Addition
  2596. },
  2597. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [9,20,154];
  2600. const skills = getCardActiveSkills(card, searchTypeArray);
  2601. if (!skills.length) return false;
  2602. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2603. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2604. }),
  2605. addition:changeOrbs_Addition
  2606. },
  2607. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2608. function:cards=>{
  2609. const searchTypeArray = [52,91,140];
  2610. return cards.filter(card=>{
  2611. const skill = getCardActiveSkill(card, searchTypeArray);
  2612. return skill;
  2613. });
  2614. },
  2615. addition:card=>{
  2616. const searchTypeArray = [52,91,140];
  2617. const skill = getCardActiveSkill(card, searchTypeArray);
  2618. if (!skill) return;
  2619. const sk = skill.params;
  2620. let attrs = [];
  2621. switch (skill.type)
  2622. {
  2623. case 52:{
  2624. attrs.push(sk[0]); break;
  2625. }
  2626. case 91:{
  2627. attrs = sk.slice(0,-1); break;
  2628. }
  2629. case 140:{
  2630. attrs = flags(sk[0]); break;
  2631. }
  2632. }
  2633. const fragment = document.createDocumentFragment();
  2634. fragment.appendChild(document.createTextNode(`强化`));
  2635. fragment.appendChild(createOrbsList(attrs));
  2636. return fragment;
  2637. }
  2638. },
  2639. ]},
  2640. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2641. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2642. function:cards=>cards.filter(card=>{
  2643. function is30(sk)
  2644. {
  2645. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2646. }
  2647. const searchTypeArray = [141];
  2648. const skill = getCardActiveSkill(card, searchTypeArray);
  2649. return skill && is30(skill.params);
  2650. }),
  2651. addition:generateOrbs_Addition
  2652. },
  2653. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2654. function:cards=>cards.filter(card=>{
  2655. function is1515(sk)
  2656. {
  2657. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2658. }
  2659. const searchTypeArray = [141];
  2660. const skill = getCardActiveSkill(card, searchTypeArray);
  2661. return skill && is1515(skill.params);
  2662. }),
  2663. addition:generateOrbs_Addition
  2664. },
  2665. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2666. function:cards=>cards.filter(card=>{
  2667. const gens = generateOrbsParse(card);
  2668. return gens.some(gen=>gen.to.includes(0));
  2669. }),
  2670. addition:generateOrbs_Addition
  2671. },
  2672. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2673. function:cards=>cards.filter(card=>{
  2674. const gens = generateOrbsParse(card);
  2675. return gens.some(gen=>gen.to.includes(1));
  2676. }),
  2677. addition:generateOrbs_Addition
  2678. },
  2679. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2680. function:cards=>cards.filter(card=>{
  2681. const gens = generateOrbsParse(card);
  2682. return gens.some(gen=>gen.to.includes(2));
  2683. }),
  2684. addition:generateOrbs_Addition
  2685. },
  2686. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2687. function:cards=>cards.filter(card=>{
  2688. const gens = generateOrbsParse(card);
  2689. return gens.some(gen=>gen.to.includes(3));
  2690. }),
  2691. addition:generateOrbs_Addition
  2692. },
  2693. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2694. function:cards=>cards.filter(card=>{
  2695. const gens = generateOrbsParse(card);
  2696. return gens.some(gen=>gen.to.includes(4));
  2697. }),
  2698. addition:generateOrbs_Addition
  2699. },
  2700. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2701. function:cards=>cards.filter(card=>{
  2702. const gens = generateOrbsParse(card);
  2703. return gens.some(gen=>gen.to.includes(5));
  2704. }),
  2705. addition:generateOrbs_Addition
  2706. },
  2707. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2708. function:cards=>cards.filter(card=>{
  2709. const gens = generateOrbsParse(card);
  2710. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2711. }),
  2712. addition:generateOrbs_Addition
  2713. },
  2714. ]},
  2715. {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: [
  2716. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2717. function:cards=>cards.filter(card=>{
  2718. const searchTypeArray = [176];
  2719. const skill = getCardActiveSkill(card, searchTypeArray);
  2720. return skill;
  2721. })
  2722. },
  2723. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2724. function:cards=>cards.filter(card=>{
  2725. function is3x3(sk)
  2726. {
  2727. for (let si=0;si<3;si++)
  2728. {
  2729. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2730. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2731. (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)
  2732. (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)
  2733. )
  2734. return true;
  2735. }
  2736. return false;
  2737. }
  2738. const searchTypeArray = [176];
  2739. const skill = getCardActiveSkill(card, searchTypeArray);
  2740. return skill && is3x3(skill.params);
  2741. }),
  2742. addition:card=>{
  2743. const searchTypeArray = [176];
  2744. const skill = getCardActiveSkill(card, searchTypeArray);
  2745. if (!skill) return;
  2746. const sk = skill.params;
  2747. const fragment = document.createDocumentFragment();
  2748. fragment.appendChild(document.createTextNode(`3×3`));
  2749. fragment.appendChild(createOrbsList(sk[5]));
  2750. return fragment;
  2751. }
  2752. },
  2753. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2754. function:cards=>cards.filter(card=>{
  2755. const searchTypeArray = [127];
  2756. const skill = getCardActiveSkill(card, searchTypeArray);
  2757. return skill;
  2758. }),
  2759. addition:generateColumnOrbs_Addition
  2760. },
  2761. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  2762. function:cards=>cards.filter(card=>{
  2763. function isHeart(sk)
  2764. {
  2765. for (let i=1;i<sk.length;i+=2)
  2766. {
  2767. if (sk[i] & 32)
  2768. {
  2769. return true;
  2770. }
  2771. }
  2772. }
  2773. const searchTypeArray = [127];
  2774. const skill = getCardActiveSkill(card, searchTypeArray);
  2775. return skill && isHeart(skill.params);
  2776. }),
  2777. addition:generateColumnOrbs_Addition
  2778. },
  2779. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [128];
  2782. const skill = getCardActiveSkill(card, searchTypeArray);
  2783. return skill;
  2784. }),
  2785. addition:generateRowOrbs_Addition
  2786. },
  2787. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2788. function:cards=>cards.filter(card=>{
  2789. const searchTypeArray = [128];
  2790. const skill = getCardActiveSkill(card, searchTypeArray);
  2791. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2792. }),
  2793. addition:generateRowOrbs_Addition
  2794. },
  2795. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2796. function:cards=>cards.filter(card=>{
  2797. const searchTypeArray = [128];
  2798. const skill = getCardActiveSkill(card, searchTypeArray);
  2799. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2800. }),
  2801. addition:generateRowOrbs_Addition
  2802. },
  2803. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2804. function:cards=>cards.filter(card=>{
  2805. const searchTypeArray = [128];
  2806. const skill = getCardActiveSkill(card, searchTypeArray);
  2807. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2808. }),
  2809. addition:generateRowOrbs_Addition
  2810. },
  2811. {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)"},
  2812. function:cards=>cards.filter(card=>{
  2813. const searchTypeArray = [128,71,176];
  2814. function isRow(skill)
  2815. {
  2816. const sk = skill.params;
  2817. if (skill.type === 128) //普通横
  2818. {return true;}
  2819. else if (skill.type === 71) //花火
  2820. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2821. else if (skill.type === 176) //特殊形状
  2822. {
  2823. for (let si=0;si<5;si++)
  2824. {
  2825. if ((sk[si] & 63) === 63)
  2826. return true;
  2827. }
  2828. }
  2829. return false;
  2830. }
  2831. const skill = getCardActiveSkill(card, searchTypeArray);
  2832. return skill && isRow(skill);
  2833. })
  2834. },
  2835. ]},
  2836. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2837. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2838. function:cards=>cards.filter(card=>{
  2839. if (card.activeSkillId == 0) return false;
  2840. const skill = Skills[card.activeSkillId];
  2841. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2842. })
  2843. },
  2844. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  2845. function:cards=>cards.filter(card=>{
  2846. if (card.activeSkillId == 0) return false;
  2847. const skill = Skills[card.activeSkillId];
  2848. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2849. let realCD = minCD;
  2850. const searchTypeArray = [14];
  2851. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2852. if (subSkill)
  2853. {
  2854. realCD -= subSkill.params[0] * 3;
  2855. }
  2856. return minCD > 1 && realCD <= 4;
  2857. })
  2858. },
  2859. {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)"},
  2860. function:cards=>{
  2861. const searchTypeArray = [5];
  2862. return cards.filter(card=>{
  2863. const skill = getCardActiveSkill(card, searchTypeArray);
  2864. return skill;
  2865. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2866. },
  2867. addition:card=>{
  2868. const searchTypeArray = [5];
  2869. const skill = getCardActiveSkill(card, searchTypeArray);
  2870. const value = skill.params[0];
  2871. return `时停${value}s`;
  2872. }
  2873. },
  2874. {
  2875. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2876. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2877. },
  2878. {
  2879. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2880. function:cards=>cards.filter(card=>{
  2881. let skType = Skills[card.activeSkillId].type;
  2882. return skType == 232 || skType == 233;
  2883. })
  2884. },
  2885. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2886. function:cards=>cards.filter(card=>{
  2887. const searchTypeArray = [225];
  2888. const skill = getCardActiveSkill(card, searchTypeArray);
  2889. return skill;
  2890. }),
  2891. addition:card=>{
  2892. const searchTypeArray = [225];
  2893. const skill = getCardActiveSkill(card, searchTypeArray);
  2894. if (!skill) return;
  2895. const sk = skill.params;
  2896. let strArr = [];
  2897. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2898. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2899. return `HP ${strArr.join(" ")}`;
  2900. }
  2901. },
  2902. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2903. function:cards=>cards.filter(card=>{
  2904. const searchTypeArray = [234];
  2905. const skill = getCardActiveSkill(card, searchTypeArray);
  2906. return skill;
  2907. }),
  2908. addition:card=>{
  2909. const searchTypeArray = [234];
  2910. const skill = getCardActiveSkill(card, searchTypeArray);
  2911. if (!skill) return;
  2912. const sk = skill.params;
  2913. let strArr = [];
  2914. if (sk[0]) strArr.push(`≥${sk[0]}`);
  2915. if (sk[1]) strArr.push(`≤${sk[1]}`);
  2916. return `层 ${strArr.join(" ")}`;
  2917. }
  2918. },
  2919. ]},
  2920. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2921. ]},
  2922. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  2923. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  2924. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  2925. },
  2926. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  2927. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  2928. },
  2929. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  2930. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  2931. },
  2932. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  2933. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  2934. },
  2935. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  2936. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  2937. },
  2938. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  2939. function:cards=>cards.filter(card=>{
  2940. const searchTypeArray = [151,209];
  2941. const skill = getCardLeaderSkill(card, searchTypeArray);
  2942. return skill;
  2943. })
  2944. },
  2945. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  2946. function:cards=>cards.filter(card=>{
  2947. const searchTypeArray = [157];
  2948. const skill = getCardLeaderSkill(card, searchTypeArray);
  2949. return skill;
  2950. })
  2951. },
  2952. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  2953. function:cards=>cards.filter(card=>{
  2954. const searchTypeArray = [177];
  2955. const skill = getCardLeaderSkill(card, searchTypeArray);
  2956. return skill;
  2957. })
  2958. },
  2959. ]},
  2960. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  2961. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  2962. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  2963. },
  2964. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  2965. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  2966. },
  2967. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  2968. function:cards=>cards.filter(card=>{
  2969. const searchTypeArray = [162,186];
  2970. const skill = getCardLeaderSkill(card, searchTypeArray);
  2971. return skill;
  2972. })
  2973. },
  2974. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  2975. function:cards=>cards.filter(card=>{
  2976. const searchTypeArray = [163,177];
  2977. const skill = getCardLeaderSkill(card, searchTypeArray);
  2978. return skill;
  2979. })
  2980. },
  2981. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  2982. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  2983. },
  2984. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  2985. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  2986. },
  2987. {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)"},
  2988. function:cards=>{
  2989. const searchTypeArray = [158];
  2990. return cards.filter(card=>{
  2991. const skill = getCardLeaderSkill(card, searchTypeArray);
  2992. return skill;
  2993. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2994. },
  2995. addition:card=>{
  2996. const searchTypeArray = [158];
  2997. const skill = getCardLeaderSkill(card, searchTypeArray);
  2998. const value = skill.params[0];
  2999. return `≥${value}珠`;
  3000. }
  3001. },
  3002. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3003. function:cards=>cards.filter(card=>{
  3004. const searchTypeArray = [125];
  3005. const skill = getCardLeaderSkill(card, searchTypeArray);
  3006. return skill;
  3007. })
  3008. },
  3009. {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"},
  3010. function:cards=>cards.filter(card=>{
  3011. const searchTypeArray = [175];
  3012. const skill = getCardLeaderSkill(card, searchTypeArray);
  3013. return skill;
  3014. })
  3015. },
  3016. {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"},
  3017. function:cards=>cards.filter(card=>{
  3018. const searchTypeArray = [203];
  3019. const skill = getCardLeaderSkill(card, searchTypeArray);
  3020. return skill;
  3021. })
  3022. },
  3023. {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"},
  3024. function:cards=>cards.filter(card=>{
  3025. const searchTypeArray = [229];
  3026. const skill = getCardLeaderSkill(card, searchTypeArray);
  3027. return skill;
  3028. })
  3029. },
  3030. ]},
  3031. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3032. {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)"},
  3033. function:cards=>{
  3034. return cards.filter(card=>{
  3035. return getSkillFixedDamage(card) > 0;
  3036. }).sort((a,b)=>{
  3037. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3038. return a_pC - b_pC;
  3039. });
  3040. },
  3041. addition:card=>{
  3042. const value = getSkillFixedDamage(card);
  3043. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3044. let skill;
  3045. if (skill = getCardLeaderSkill(card, [235])) {
  3046. nodeArr.push("/");
  3047. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3048. nodeArr.push(`×${skill.params[2]}`);
  3049. }
  3050. return nodeArr.nodeJoin();
  3051. }
  3052. },
  3053. {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)"},
  3054. function:cards=>{
  3055. return cards.filter(card=>{
  3056. return getSkillAddCombo(card) > 0;
  3057. }).sort((a,b)=>{
  3058. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3059. return a_pC - b_pC;
  3060. });
  3061. },
  3062. addition:card=>{
  3063. const value = getSkillAddCombo(card);
  3064. let nodeArr = [`+${value.bigNumberToString()}C`];
  3065. let skill;
  3066. if (skill = getCardLeaderSkill(card, [210])) {
  3067. nodeArr.push("/十字");
  3068. } else if (skill = getCardLeaderSkill(card, [235])) {
  3069. nodeArr.push("/");
  3070. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3071. nodeArr.push(`×${skill.params[2]}`);
  3072. }
  3073. return nodeArr.nodeJoin();
  3074. }
  3075. },
  3076. {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)"},
  3077. function:cards=>{
  3078. const searchTypeArray = [15,185];
  3079. return cards.filter(card=>{
  3080. const skill = getCardLeaderSkill(card, searchTypeArray);
  3081. return skill;
  3082. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3083. },
  3084. addition:card=>{
  3085. const searchTypeArray = [15,185];
  3086. const skill = getCardLeaderSkill(card, searchTypeArray);
  3087. const value = skill.params[0];
  3088. return `${value > 0 ? "+" : ""}${value/100}s`;
  3089. }
  3090. },
  3091. {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)"},
  3092. function:cards=>{
  3093. const searchTypeArray = [178];
  3094. return cards.filter(card=>{
  3095. const skill = getCardLeaderSkill(card, searchTypeArray);
  3096. return skill;
  3097. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3098. },
  3099. addition:card=>{
  3100. const searchTypeArray = [178];
  3101. const skill = getCardLeaderSkill(card, searchTypeArray);
  3102. const value = skill.params[0];
  3103. return `固定${value}s`;
  3104. }
  3105. },
  3106. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3107. function:cards=>cards.filter(card=>{
  3108. const searchTypeArray = [213];
  3109. const skill = getCardLeaderSkill(card, searchTypeArray);
  3110. return skill;
  3111. }),
  3112. addition:card=>{
  3113. const searchTypeArray = [213];
  3114. const skill = getCardLeaderSkill(card, searchTypeArray);
  3115. const sk = skill.params;
  3116. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3117. const fragment = document.createDocumentFragment();
  3118. if (attrs.length)
  3119. fragment.appendChild(createOrbsList(attrs));
  3120. if (types.length)
  3121. fragment.appendChild(createTypesList(types));
  3122. fragment.appendChild(document.createTextNode(`:+`));
  3123. if (awakenings.length)
  3124. fragment.appendChild(creatAwokenList(awakenings));
  3125. return fragment;
  3126. }
  3127. },
  3128. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3129. function:cards=>{
  3130. const searchTypeArray = [12];
  3131. return cards.filter(card=>{
  3132. const skill = getCardLeaderSkill(card, searchTypeArray);
  3133. return skill;
  3134. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3135. },
  3136. addition:card=>{
  3137. const searchTypeArray = [12];
  3138. const skill = getCardLeaderSkill(card, searchTypeArray);
  3139. const value = skill.params[0];
  3140. return `攻击×${(value/100).bigNumberToString()}倍`;
  3141. }
  3142. },
  3143. {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)"},
  3144. function:cards=>{
  3145. const searchTypeArray = [13];
  3146. return cards.filter(card=>{
  3147. const skill = getCardLeaderSkill(card, searchTypeArray);
  3148. return skill;
  3149. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3150. },
  3151. addition:card=>{
  3152. const searchTypeArray = [13];
  3153. const skill = getCardLeaderSkill(card, searchTypeArray);
  3154. const value = skill.params[0];
  3155. return `回复×${(value/100).bigNumberToString()}倍`;
  3156. }
  3157. },
  3158. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3159. function:cards=>{
  3160. const searchTypeArray = [198];
  3161. return cards.filter(card=>{
  3162. const skill = getCardLeaderSkill(card, searchTypeArray);
  3163. return skill && skill.params[2];
  3164. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3165. },
  3166. addition:card=>{
  3167. const searchTypeArray = [198];
  3168. const skill = getCardLeaderSkill(card, searchTypeArray);
  3169. const sk = skill.params;
  3170. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3171. }
  3172. },
  3173. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3174. function:cards=>{
  3175. const searchTypeArray = [198];
  3176. return cards.filter(card=>{
  3177. const skill = getCardLeaderSkill(card, searchTypeArray);
  3178. return skill && skill.params[3];
  3179. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3180. },
  3181. addition:card=>{
  3182. const searchTypeArray = [198];
  3183. const skill = getCardLeaderSkill(card, searchTypeArray);
  3184. const sk = skill.params;
  3185. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3186. }
  3187. },
  3188. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3189. function:cards=>{
  3190. const searchTypeArray = [41];
  3191. return cards.filter(card=>{
  3192. const skill = getCardLeaderSkill(card, searchTypeArray);
  3193. return skill;
  3194. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3195. },
  3196. addition:card=>{
  3197. const searchTypeArray = [41];
  3198. const skill = getCardLeaderSkill(card, searchTypeArray);
  3199. const sk = skill.params;
  3200. const fragment = document.createDocumentFragment();
  3201. fragment.appendChild(createOrbsList(sk[2] || 0));
  3202. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3203. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3204. return fragment;
  3205. }
  3206. },
  3207. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3208. function:cards=>cards.filter(card=>{
  3209. const searchTypeArray = [197];
  3210. const skill = getCardLeaderSkill(card, searchTypeArray);
  3211. return skill;
  3212. })
  3213. },
  3214. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3215. function:cards=>{
  3216. const searchTypeArray = [14];
  3217. return cards.filter(card=>{
  3218. const skill = getCardLeaderSkill(card, searchTypeArray);
  3219. return skill;
  3220. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3221. },
  3222. addition:card=>{
  3223. const searchTypeArray = [14];
  3224. const skill = getCardLeaderSkill(card, searchTypeArray);
  3225. const value = skill.params[0];
  3226. return `HP≥${value}%`;
  3227. }
  3228. },
  3229. {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)"},
  3230. function:cards=>{
  3231. const searchTypeArray = [53];
  3232. return cards.filter(card=>{
  3233. const skill = getCardLeaderSkill(card, searchTypeArray);
  3234. return skill;
  3235. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3236. },
  3237. addition:card=>{
  3238. const searchTypeArray = [53];
  3239. const skill = getCardLeaderSkill(card, searchTypeArray);
  3240. const sk = skill.params;
  3241. return `掉率x${sk[0]/100}`;
  3242. }
  3243. },
  3244. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3245. function:cards=>{
  3246. const searchTypeArray = [54];
  3247. return cards.filter(card=>{
  3248. const skill = getCardLeaderSkill(card, searchTypeArray);
  3249. return skill;
  3250. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3251. },
  3252. addition:card=>{
  3253. const searchTypeArray = [54];
  3254. const skill = getCardLeaderSkill(card, searchTypeArray);
  3255. const sk = skill.params;
  3256. return `金币x${sk[0]/100}`;
  3257. }
  3258. },
  3259. {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)"},
  3260. function:cards=>{
  3261. const searchTypeArray = [148];
  3262. return cards.filter(card=>{
  3263. const skill = getCardLeaderSkill(card, searchTypeArray);
  3264. return skill;
  3265. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3266. },
  3267. addition:card=>{
  3268. const searchTypeArray = [148];
  3269. const skill = getCardLeaderSkill(card, searchTypeArray);
  3270. const sk = skill.params;
  3271. return `经验x${sk[0]/100}`;
  3272. }
  3273. },
  3274. ]},
  3275. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3276. {name:"HP Scale [2, ∞) (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)"},
  3277. function:cards=>cards.filter(card=>{
  3278. const skill = Skills[card.leaderSkillId];
  3279. const HPscale = getHPScale(skill);
  3280. return HPscale >= 2;
  3281. }).sort(sortByHPScal),
  3282. addition: HPScal_Addition
  3283. },
  3284. {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)"},
  3285. function:cards=>cards.filter(card=>{
  3286. const skill = Skills[card.leaderSkillId];
  3287. const HPscale = getHPScale(skill);
  3288. return HPscale >= 1.5 && HPscale < 2;
  3289. }).sort(sortByHPScal),
  3290. addition: HPScal_Addition
  3291. },
  3292. {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)"},
  3293. function:cards=>cards.filter(card=>{
  3294. const skill = Skills[card.leaderSkillId];
  3295. const HPscale = getHPScale(skill);
  3296. return HPscale > 1 && HPscale < 1.5;
  3297. }).sort(sortByHPScal),
  3298. addition: HPScal_Addition
  3299. },
  3300. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3301. function:cards=>cards.filter(card=>{
  3302. const skill = Skills[card.leaderSkillId];
  3303. const HPscale = getHPScale(skill);
  3304. return HPscale === 1;
  3305. }),
  3306. addition: HPScal_Addition
  3307. },
  3308. {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)"},
  3309. function:cards=>cards.filter(card=>{
  3310. const skill = Skills[card.leaderSkillId];
  3311. const HPscale = getHPScale(skill);
  3312. return HPscale < 1;
  3313. }).sort(sortByHPScal),
  3314. addition: HPScal_Addition
  3315. },
  3316. ]},
  3317. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3318. {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)"},
  3319. function:cards=>cards.filter(card=>{
  3320. const skill = Skills[card.leaderSkillId];
  3321. const reduceScale = getReduceScale(skill);
  3322. return reduceScale >= 0.75;
  3323. }).sort(sortByReduceScale),
  3324. addition: ReduceScale_Addition
  3325. },
  3326. {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)"},
  3327. function:cards=>cards.filter(card=>{
  3328. const skill = Skills[card.leaderSkillId];
  3329. const reduceScale = getReduceScale(skill);
  3330. return reduceScale >= 0.5 && reduceScale < 0.75;
  3331. }).sort(sortByReduceScale),
  3332. addition: ReduceScale_Addition
  3333. },
  3334. {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)"},
  3335. function:cards=>cards.filter(card=>{
  3336. const skill = Skills[card.leaderSkillId];
  3337. const reduceScale = getReduceScale(skill);
  3338. return reduceScale >= 0.25 && reduceScale < 0.5;
  3339. }).sort(sortByReduceScale),
  3340. addition: ReduceScale_Addition
  3341. },
  3342. {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)"},
  3343. function:cards=>cards.filter(card=>{
  3344. const skill = Skills[card.leaderSkillId];
  3345. const reduceScale = getReduceScale(skill);
  3346. return reduceScale > 0 && reduceScale < 0.25;
  3347. }).sort(sortByReduceScale),
  3348. addition: ReduceScale_Addition
  3349. },
  3350. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3351. function:cards=>cards.filter(card=>{
  3352. const skill = Skills[card.leaderSkillId];
  3353. const reduceScale = getReduceScale(skill);
  3354. return reduceScale === 0;
  3355. })
  3356. },
  3357. {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"},
  3358. function:cards=>cards.filter(card=>{
  3359. const skill = Skills[card.leaderSkillId];
  3360. return getReduceScale(skill, true) > 0;
  3361. })
  3362. },
  3363. {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"},
  3364. function:cards=>cards.filter(card=>{
  3365. const skill = Skills[card.leaderSkillId];
  3366. return getReduceScale(skill, undefined, true) > 0;
  3367. })
  3368. },
  3369. {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"},
  3370. function:cards=>cards.filter(card=>{
  3371. const skill = Skills[card.leaderSkillId];
  3372. return getReduceScale(skill, undefined, undefined, true) > 0;
  3373. })
  3374. },
  3375. /*{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%)"},
  3376. function:cards=>cards.filter(card=>{
  3377. const skill = Skills[card.leaderSkillId];
  3378. const reduceScale = getReduceScale(skill);
  3379. return reduceScale>=0.29;
  3380. }).sort(sortByReduceScale)
  3381. },*/
  3382. {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"},
  3383. function:cards=>{
  3384. return cards.filter(card=>{
  3385. const skill = Skills[card.leaderSkillId];
  3386. return getReduceScale_unconditional(skill) > 0;
  3387. }).sort((a,b)=>{
  3388. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3389. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3390. });
  3391. },
  3392. addition:card=>{
  3393. const skill = Skills[card.leaderSkillId];
  3394. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3395. }
  3396. },
  3397. ]},
  3398. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3399. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3400. function:cards=>cards.filter(card=>
  3401. !Array.isArray(card.henshinFrom) &&
  3402. !Array.isArray(card.henshinTo))
  3403. },
  3404. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3405. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3406. },
  3407. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3408. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3409. },
  3410. {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)"},
  3411. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3412. },
  3413. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3414. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3415. },
  3416. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3417. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3418. function:cards=>cards.filter(card=>isReincarnated(card))
  3419. }, //evoBaseId可能为0
  3420. //{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)},
  3421. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3422. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3423. },
  3424. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3425. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3426. },
  3427. ]},
  3428. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3429. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3430. function:cards=>cards.filter(card=>card.is8Latent)
  3431. },
  3432. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3433. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3434. },
  3435. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3436. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3437. },
  3438. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3439. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3440. },
  3441. {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"},
  3442. function:cards=>cards.filter(card=>{
  3443. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3444. if (hasAwokenKiller)
  3445. { //大于2个杀的进行判断
  3446. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3447. { //大于3个杀的直接过
  3448. return true;
  3449. }else
  3450. { //2个杀的
  3451. const isAllowLatent = card.types.filter(i=>
  3452. i>=0 //去掉-1的type
  3453. ).map(type=>
  3454. type_allowable_latent[type] //得到允许打的潜觉杀
  3455. ).some(ls=>
  3456. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3457. );
  3458. return isAllowLatent
  3459. }
  3460. }else
  3461. {
  3462. return false;
  3463. }
  3464. })
  3465. },
  3466. /*
  3467. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3468. function:cards=>cards.filter(card=>{
  3469. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3470. if (hasAwokenKiller)
  3471. { //大于2个杀的进行判断
  3472. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3473. { //大于3个杀的直接过
  3474. return true;
  3475. }else
  3476. { //2个杀的
  3477. const isAllowLatent = card.types.filter(i=>
  3478. i>=0 //去掉-1的type
  3479. ).map(type=>
  3480. type_allowable_latent[type] //得到允许打的潜觉杀
  3481. ).some(ls=>
  3482. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3483. );
  3484. return isAllowLatent
  3485. }
  3486. }else
  3487. {
  3488. return false;
  3489. }
  3490. })
  3491. },
  3492. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3493. function:cards=>cards.filter(card=>{
  3494. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3495. if (hasAwokenKiller)
  3496. { //大于2个杀的进行判断
  3497. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3498. { //大于3个杀的直接过
  3499. return true;
  3500. }else
  3501. { //2个杀的
  3502. const isAllowLatent = card.types.filter(i=>
  3503. i>=0 //去掉-1的type
  3504. ).map(type=>
  3505. type_allowable_latent[type] //得到允许打的潜觉杀
  3506. ).some(ls=>
  3507. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3508. );
  3509. return isAllowLatent
  3510. }
  3511. }else
  3512. {
  3513. return false;
  3514. }
  3515. })
  3516. },
  3517. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3518. function:cards=>cards.filter(card=>{
  3519. const searchTypeArray = [1000];
  3520. const skill = getCardActiveSkill(card, searchTypeArray);
  3521. return skill;
  3522. })
  3523. },*/
  3524. ]},
  3525. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3526. {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)"},
  3527. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3528. },
  3529. {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)"},
  3530. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3531. },
  3532. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3533. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3534. },
  3535. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3536. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3537. },
  3538. {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"},
  3539. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3540. },
  3541. {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)"},
  3542. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3543. addition:card=>`成长${card.limitBreakIncr}%`
  3544. },
  3545. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3546. function:cards=>cards.filter(card=>card.maxLevel==1)
  3547. },
  3548. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3549. function:cards=>cards.filter(card=>card.sellMP<100)
  3550. },
  3551. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3552. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3553. },
  3554. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3555. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3556. },
  3557. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3558. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3559. },
  3560. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3561. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3562. },
  3563. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3564. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3565. },
  3566. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3567. function:cards=>cards,
  3568. addition:card=>card.name
  3569. },
  3570. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3571. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3572. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3573. },
  3574. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3575. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3576. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3577. },
  3578. ]},
  3579. ];
  3580. return functions;
  3581. })();

智龙迷城队伍图制作工具