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 149 kB

6 years ago
4 years ago
6 years ago
4 years ago
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766
  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. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. random_henshin: tp`Random transforms into ${'cards'}`,
  108. void_poison: tp`Voids ${'poison'} damage`,
  109. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  110. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  111. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  112. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  113. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  114. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  115. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  116. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  117. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  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 ${'ids'}, `,
  151. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  152. compo_type_team_rarity_different: tp`When the team's rarity is different, `,
  153. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  154. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  155. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  156. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  157. },
  158. position: {
  159. top: tp`${'pos'} of top rows`,
  160. bottom: tp`${'pos'} of bottom rows`,
  161. left: tp`${'pos'} of left columns`,
  162. right: tp`${'pos'} of right columns`,
  163. random: tp`random location`,
  164. shape: tp`specified location`,
  165. },
  166. value: {
  167. unknown: tp`[ Unknown value: ${'type'}]`, //type
  168. const: tp`${'value'} ${'unit'}`,
  169. const_to: tp`to ${'value'}`,
  170. mul_percent: tp`${'value'}%`,
  171. mul_times: tp`×${'value'}`,
  172. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  173. mul_of_times: tp`${'stats'} ×${'value'}`,
  174. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  175. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  176. prob: tp`${'value'} chance for `,
  177. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  178. size: tp`${'width'}×${'height'}`,
  179. pos: tp`${'x'}×${'y'}`,
  180. },
  181. target: {
  182. unknown: tp`Unkown Target`,
  183. self: tp`card's`,
  184. team: tp`team`,
  185. team_last: tp`the lastest member`,
  186. team_leader: tp`leader`,
  187. sub_members: tp`sub-members`,
  188. leader_self: tp`left leader`,
  189. leader_helper: tp`right leader`,
  190. collab_id: tp`card with collab ID of ${'id'} `,
  191. enemy: tp`Enemy`,
  192. enemy_all: tp`all enemys`,
  193. enemy_one: tp`1 enemy`,
  194. enemy_attr: tp`${'attr'} enemy`,
  195. the_attr: tp`attr of the matched Orbs`,
  196. },
  197. stats: {
  198. unknown: tp`[ Unknown: ${'type'}]`, //type
  199. maxhp: tp`Max HP`,
  200. hp: tp`HP`,
  201. chp: tp`current HP`,
  202. atk: tp`ATK`,
  203. rcv: tp`RCV`,
  204. teamhp: tp`Team HP`,
  205. teamatk: tp`Team ${'attrs'} ATK`,
  206. teamrcv: tp`Team RCV`,
  207. cstage: tp`current Stage of Dungeon`,
  208. },
  209. unit: {
  210. orbs: tp``,
  211. times: tp` times`,
  212. seconds: tp` seconds`,
  213. point: tp` point`,
  214. turns: tp` turns`,
  215. },
  216. word: {
  217. comma: tp`, `,
  218. slight_pause: tp`, `,
  219. range_hyphen: tp`~`,
  220. in_once: tp`in once `,
  221. evo_type_pixel: tp`Pixel Evo`,
  222. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  223. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  224. affix_attr: tp`${'cotent'} attr.`,
  225. affix_orb: tp`${'cotent'} orbs`,
  226. affix_type: tp`${'cotent'} types`,
  227. affix_awakening: tp`${'cotent'} awoken`,
  228. affix_exclude: tp`, exclude ${'cotent'}`,
  229. },
  230. attrs: {
  231. [0]: tp`${'icon'}Fire`,
  232. [1]: tp`${'icon'}Water`,
  233. [2]: tp`${'icon'}Wood`,
  234. [3]: tp`${'icon'}Light`,
  235. [4]: tp`${'icon'}Dark`,
  236. [5]: tp`${'icon'}Recover`,
  237. [6]: tp`${'icon'}Null`,
  238. all: tp`All`,
  239. self: tp`${'icon'}Self's Attr`,
  240. fixed: tp`${'icon'}Fixed`,
  241. },
  242. orbs: {
  243. [0]: tp`${'icon'}Fire`,
  244. [1]: tp`${'icon'}Water`,
  245. [2]: tp`${'icon'}Wood`,
  246. [3]: tp`${'icon'}Light`,
  247. [4]: tp`${'icon'}Dark`,
  248. [5]: tp`${'icon'}Heal`,
  249. [6]: tp`${'icon'}Jammer`,
  250. [7]: tp`${'icon'}Poison`,
  251. [8]: tp`${'icon'}Lethal Poison`,
  252. [9]: tp`${'icon'}Bomb`,
  253. enhanced: tp`${'icon'}Enhanced`,
  254. locked: tp`${'icon'}Locked`,
  255. nail: tp`${'icon'}Nail`,
  256. _5color: tp`${'icon'}5 Att.`,
  257. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  258. all: tp`All`,
  259. any: tp`Any ${'cotent'}`,
  260. },
  261. board: {
  262. clouds: tp`${'icon'}Clouds`,
  263. immobility: tp`${'icon'}Immobility`,
  264. roulette: tp`${'icon'}Roulette`,
  265. roulette_time: tp`(transforms every ${'duration'})`,
  266. },
  267. types: {
  268. [0]: tp`${'icon'}Evo Material`,
  269. [1]: tp`${'icon'}Balanced`,
  270. [2]: tp`${'icon'}Physical`,
  271. [3]: tp`${'icon'}Healer`,
  272. [4]: tp`${'icon'}Dragon`,
  273. [5]: tp`${'icon'}God`,
  274. [6]: tp`${'icon'}Attacker`,
  275. [7]: tp`${'icon'}Devil`,
  276. [8]: tp`${'icon'}Machine`,
  277. [9]: tp`${'icon'}Special Protection`,
  278. [12]: tp`${'icon'}Awaken`,
  279. [14]: tp`${'icon'}Enhance Material`,
  280. [15]: tp`${'icon'}Redeemable`,
  281. },
  282. awokens: {
  283. [0]: tp`${'icon'}Unknown awoken`,
  284. [1]: tp`${'icon'}Enhanced HP`,
  285. [2]: tp`${'icon'}Enhanced Attack`,
  286. [3]: tp`${'icon'}Enhanced Recovery`,
  287. [4]: tp`${'icon'}Reduce Fire Damage`,
  288. [5]: tp`${'icon'}Reduce Water Damage`,
  289. [6]: tp`${'icon'}Reduce Wood Damage`,
  290. [7]: tp`${'icon'}Reduce Light Damage`,
  291. [8]: tp`${'icon'}Reduce Dark Damage`,
  292. [9]: tp`${'icon'}Auto-Recover`,
  293. [10]: tp`${'icon'}Resistance-Bind`,
  294. [11]: tp`${'icon'}Resistance-Blind`,
  295. [12]: tp`${'icon'}Resistance-Jammers`,
  296. [13]: tp`${'icon'}Resistance-Poison`,
  297. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  298. [15]: tp`${'icon'}Enhanced Water Orbs`,
  299. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  300. [17]: tp`${'icon'}Enhanced Water Orbs`,
  301. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  302. [19]: tp`${'icon'}Extend Time`,
  303. [20]: tp`${'icon'}Recover Bind`,
  304. [21]: tp`${'icon'}Skill Boost`,
  305. [22]: tp`${'icon'}Enhanced Fire Rows`,
  306. [23]: tp`${'icon'}Enhanced Water Rows`,
  307. [24]: tp`${'icon'}Enhanced Wood Rows`,
  308. [25]: tp`${'icon'}Enhanced Water Rows`,
  309. [26]: tp`${'icon'}Enhanced Dark Rows`,
  310. [27]: tp`${'icon'}Two-Pronged Attack`,
  311. [28]: tp`${'icon'}Resistance-Skill Bind`,
  312. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  313. [30]: tp`${'icon'}Multi Boost`,
  314. [31]: tp`${'icon'}Dragon Killer`,
  315. [32]: tp`${'icon'}God Killer`,
  316. [33]: tp`${'icon'}Devil Killer`,
  317. [34]: tp`${'icon'}Machine Killer`,
  318. [35]: tp`${'icon'}Balanced Killer`,
  319. [36]: tp`${'icon'}Attacker Killer`,
  320. [37]: tp`${'icon'}Physical Killer`,
  321. [38]: tp`${'icon'}Healer Killer`,
  322. [39]: tp`${'icon'}Evo Killer`,
  323. [40]: tp`${'icon'}Awaken Killer`,
  324. [41]: tp`${'icon'}Enhance Killer`,
  325. [42]: tp`${'icon'}Redeemable Killer`,
  326. [43]: tp`${'icon'}Enhanced Combos`,
  327. [44]: tp`${'icon'}Guard Break`,
  328. [45]: tp`${'icon'}Bonus Attack`,
  329. [46]: tp`${'icon'}Enhanced Team HP `,
  330. [47]: tp`${'icon'}Enhanced Team Recovery`,
  331. [48]: tp`${'icon'}Damage Void Piercer`,
  332. [49]: tp`${'icon'}Awoken Assist`,
  333. [50]: tp`${'icon'}Super Bonus Attack`,
  334. [51]: tp`${'icon'}Skill Charge`,
  335. [52]: tp`${'icon'}Resistance-Bind+`,
  336. [53]: tp`${'icon'}Extend Time+`,
  337. [54]: tp`${'icon'}Resistance-Clouds`,
  338. [55]: tp`${'icon'}Resistance-Immobility`,
  339. [56]: tp`${'icon'}Skill Boost+`,
  340. [57]: tp`${'icon'}50% or more HP Enhanced`,
  341. [58]: tp`${'icon'}50% or less HP Enhanced`,
  342. [59]: tp`${'icon'}L Damage Reduction`,
  343. [60]: tp`${'icon'}L Increased Attack`,
  344. [61]: tp`${'icon'}Super Enhanced Combos`,
  345. [62]: tp`${'icon'}Combo Orbs`,
  346. [63]: tp`${'icon'}Skill Voice`,
  347. [64]: tp`${'icon'}Dungeon Bonus`,
  348. [65]: tp`${'icon'}Reduced HP`,
  349. [66]: tp`${'icon'}Reduced Attack`,
  350. [67]: tp`${'icon'}Reduced RCV`,
  351. [68]: tp`${'icon'}Resistance-Blind+`,
  352. [69]: tp`${'icon'}Resistance-Jammers+`,
  353. [70]: tp`${'icon'}Resistance-Poison+`,
  354. [71]: tp`${'icon'}Blessing of Jammers`,
  355. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  356. [73]: tp`${'icon'}Enhanced Fire Combos`,
  357. [74]: tp`${'icon'}Enhanced Water Combos`,
  358. [75]: tp`${'icon'}Enhanced Wood Combos`,
  359. [76]: tp`${'icon'}Enhanced Light Combos`,
  360. [77]: tp`${'icon'}Enhanced Dark Combos`,
  361. [78]: tp`${'icon'}Cross Attack`,
  362. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  363. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  364. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  365. [82]: tp`${'icon'}Super Enhanced Matching`,
  366. [83]: tp`${'icon'}Append Dragon Type`,
  367. [84]: tp`${'icon'}Append God Type`,
  368. [85]: tp`${'icon'}Append Devil Type`,
  369. [86]: tp`${'icon'}Append Machine Type`,
  370. [87]: tp`${'icon'}Append Balanced Type`,
  371. [88]: tp`${'icon'}Append Attacker Type`,
  372. [89]: tp`${'icon'}Append Physical Type`,
  373. [90]: tp`${'icon'}Append Healer Type`,
  374. [91]: tp`${'icon'}Append Fire Attr.`,
  375. [92]: tp`${'icon'}Append Water Attr.`,
  376. [93]: tp`${'icon'}Append Wood Attr.`,
  377. [94]: tp`${'icon'}Append Water Attr.`,
  378. [95]: tp`${'icon'}Append Dark Attr.`,
  379. [96]: tp`${'icon'}Two-Pronged Attack+`,
  380. [97]: tp`${'icon'}Skill Charge+`,
  381. [98]: tp`${'icon'}Auto-Recover+`,
  382. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  383. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  384. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  385. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  386. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  387. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  388. }
  389. },
  390. };
  391. //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
  392. const typekiller_for_type = [
  393. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  394. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  395. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  396. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  397. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  398. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  399. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  400. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  401. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  402. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  403. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  404. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  405. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  406. ];
  407. //类型允许的潜觉杀
  408. const type_allowable_latent = [];
  409. typekiller_for_type.forEach(t=>
  410. {
  411. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  412. .map(tn=>
  413. typekiller_for_type.find(_t=>_t.type == tn).latent
  414. );
  415. type_allowable_latent[t.type] = t.allowableLatent;
  416. }
  417. );
  418. //一般共同能打的潜觉
  419. const common_allowable_latent = [
  420. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  421. 28,29,30,31,32,33,34,35,36,37,38,
  422. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  423. ];
  424. //120级才能打的潜觉
  425. const v120_allowable_latent = [
  426. 42,43,44,45
  427. ];
  428. //等效觉醒列表
  429. const equivalent_awoken = [
  430. {small:10,big:52,times:2}, //防封
  431. {small:11,big:68,times:5}, //防暗
  432. {small:12,big:69,times:5}, //防废
  433. {small:13,big:70,times:5}, //防毒
  434. {small:19,big:53,times:2}, //手指
  435. {small:21,big:56,times:2}, //SB
  436. {small:27,big:96,times:2}, //U
  437. {small:51,big:97,times:2}, //5色溜
  438. {small:9,big:98,times:2}, //自回
  439. {small:14,big:99,times:2}, //火+
  440. {small:15,big:100,times:2},//水+
  441. {small:16,big:101,times:2},//木+
  442. {small:17,big:102,times:2},//光+
  443. {small:18,big:103,times:2},//暗+
  444. {small:29,big:104,times:2},//心+
  445. ];
  446. //官方的觉醒排列顺序
  447. const official_awoken_sorting = [
  448. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  449. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  450. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  451. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  452. 99,100,101,102,103,104, 98, 96, 97,
  453. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  454. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  455. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  456. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  457. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  458. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  459. 91, 92, 93, 94, 95,
  460. ];
  461. //pdc的徽章对应数字
  462. const pdcBadgeMap = [
  463. {pdf:1,pdc:10}, //无限cost
  464. {pdf:2,pdc:12}, //小手指
  465. {pdf:3,pdc:9}, //全体攻击
  466. {pdf:4,pdc:5}, //小回复
  467. {pdf:5,pdc:1}, //小血量
  468. {pdf:6,pdc:3}, //小攻击
  469. {pdf:7,pdc:8}, //SB
  470. {pdf:8,pdc:18}, //队长防封
  471. {pdf:9,pdc:19}, //SX
  472. {pdf:11,pdc:7}, //无天降
  473. {pdf:17,pdc:6}, //大回复
  474. {pdf:18,pdc:2}, //大血量
  475. {pdf:19,pdc:4}, //大攻击
  476. {pdf:20,pdc:null}, //三维
  477. {pdf:21,pdc:13}, //大手指
  478. {pdf:10,pdc:11}, //加经验
  479. {pdf:12,pdc:15}, //墨镜
  480. {pdf:13,pdc:17}, //防废
  481. {pdf:14,pdc:16}, //防毒
  482. {pdf:50,pdc:14}, //月卡
  483. ];
  484. //pdc的潜觉对应数字
  485. const pdcLatentMap = [
  486. {pdf:1,pdc:1}, //HP
  487. {pdf:2,pdc:0}, //攻击
  488. {pdf:3,pdc:2}, //回复
  489. {pdf:4,pdc:19}, //手指
  490. {pdf:5,pdc:13}, //自回
  491. {pdf:6,pdc:14}, //火盾
  492. {pdf:7,pdc:15}, //水盾
  493. {pdf:8,pdc:16}, //木盾
  494. {pdf:9,pdc:17}, //光盾
  495. {pdf:10,pdc:18}, //暗盾
  496. {pdf:11,pdc:12}, //防坐
  497. {pdf:12,pdc:3}, //三维
  498. {pdf:13,pdc:35}, //不被换队长
  499. {pdf:13,pdc:47}, //不被换队长 ×1.5
  500. {pdf:14,pdc:37}, //不掉废
  501. {pdf:15,pdc:36}, //不掉毒
  502. {pdf:16,pdc:24}, //进化杀
  503. {pdf:17,pdc:25}, //觉醒杀
  504. {pdf:18,pdc:26}, //强化杀
  505. {pdf:19,pdc:27}, //卖钱杀
  506. {pdf:20,pdc:4}, //神杀
  507. {pdf:21,pdc:5}, //龙杀
  508. {pdf:22,pdc:6}, //恶魔杀
  509. {pdf:23,pdc:7}, //机械杀
  510. {pdf:24,pdc:8}, //平衡杀
  511. {pdf:25,pdc:9}, //攻击杀
  512. {pdf:26,pdc:10}, //体力杀
  513. {pdf:27,pdc:11}, //回复杀
  514. {pdf:28,pdc:20}, //大HP
  515. {pdf:29,pdc:21}, //大攻击
  516. {pdf:30,pdc:22}, //大回复
  517. {pdf:31,pdc:23}, //大手指
  518. {pdf:32,pdc:28}, //大火盾
  519. {pdf:33,pdc:29}, //大水盾
  520. {pdf:34,pdc:30}, //大木盾
  521. {pdf:35,pdc:31}, //大光盾
  522. {pdf:36,pdc:32}, //大暗盾
  523. {pdf:37,pdc:33}, //6色破无效
  524. {pdf:37,pdc:45}, //6色破无效 ×1.5
  525. {pdf:38,pdc:34}, //3色破属吸
  526. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  527. {pdf:39,pdc:40}, //C珠破吸
  528. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  529. {pdf:40,pdc:39}, //心横解转转
  530. {pdf:40,pdc:49}, //心横解转转 ×1.5
  531. {pdf:41,pdc:38}, //U解禁消
  532. {pdf:41,pdc:48}, //U解禁消 ×1.5
  533. {pdf:42,pdc:41}, //伤害上限解除
  534. {pdf:43,pdc:42}, //HP++
  535. {pdf:44,pdc:43}, //攻击++
  536. {pdf:45,pdc:44}, //回复++
  537. {pdf:46,pdc:51}, //心追解云封
  538. {pdf:46,pdc:52}, //心追解云封 ×1.5
  539. {pdf:47,pdc:53}, //心L大SB
  540. {pdf:47,pdc:54}, //心L大SB ×1.5
  541. ];
  542. //排序程序列表
  543. const sort_function_list = [
  544. {tag:"sort_none",name:"无",function:()=>0},
  545. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  546. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  547. let num = a.attrs[0] - b.attrs[0];
  548. if (num === 0) num = a.attrs[1] - b.attrs[1];
  549. return num;
  550. }
  551. },
  552. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  553. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  554. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  555. let num = card_a.attrs[0] - card_b.attrs[0];
  556. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  557. return num;
  558. }
  559. },
  560. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  561. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  562. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  563. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  564. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  565. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  566. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  567. }
  568. },
  569. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  570. function getEvoSkill(skill) {
  571. //232为进化后不循环技能,233为循环技能
  572. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  573. else return skill;
  574. }
  575. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  576. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  577. }
  578. },
  579. {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)},
  580. {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)},
  581. {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)},
  582. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  583. {
  584. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  585. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  586. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  587. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  588. return abA - abB;
  589. }
  590. },
  591. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  592. {
  593. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  594. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  595. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  596. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  597. return abA - abB;
  598. }
  599. },
  600. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  601. {
  602. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  603. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  604. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  605. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  606. return abA - abB;
  607. }
  608. },
  609. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  610. {
  611. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  612. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  613. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  614. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  615. return abA - abB;
  616. }
  617. },
  618. ];
  619. //增加特殊搜索模式
  620. const specialSearchFunctions = (function() {
  621. 'use strict';
  622. //返回卡片的队长技能
  623. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  624. {
  625. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  626. }
  627. //返回卡片的技能
  628. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  629. {
  630. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  631. }
  632. //返回卡片的技能
  633. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  634. {
  635. switch(skillGreatType)
  636. {
  637. case 1:
  638. case "leader":
  639. return getCardLeaderSkill(card, skillTypes, searchRandom);
  640. case 2:
  641. case "active":
  642. return getCardActiveSkill(card, skillTypes, searchRandom);
  643. default:
  644. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  645. }
  646. }
  647. //查找到真正起作用的那一个技能
  648. function getActuallySkill(skill, skillTypes, searchRandom = true)
  649. {
  650. if (skillTypes.includes(skill.type))
  651. {
  652. return skill;
  653. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  654. {
  655. const subSkills = skill.params.map(id=>Skills[id]);
  656. for(let i = 0;i < subSkills.length; i++)
  657. { //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
  658. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  659. if (foundSubSkill)
  660. {
  661. return foundSubSkill;
  662. }
  663. }
  664. return null;
  665. }else
  666. {
  667. return null;
  668. }
  669. }
  670. //获取血倍率
  671. function getHPScale(ls)
  672. {
  673. const sk = ls.params;
  674. let scale = 1;
  675. switch (ls.type)
  676. {
  677. case 23: case 30: case 62: case 77: case 63: case 65:
  678. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  679. scale = sk[sk.length-1]/100;
  680. break;
  681. case 73: case 76:
  682. case 121: case 129: case 163: case 177: case 186:
  683. case 155:
  684. scale = sk[2]/100;
  685. break;
  686. case 106: case 107: case 108:
  687. scale = sk[0]/100;
  688. break;
  689. case 125:
  690. scale = sk[5]/100;
  691. break;
  692. case 136:
  693. case 137:
  694. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  695. break;
  696. case 158:
  697. scale = sk[4]/100;
  698. break;
  699. case 175:
  700. case 178: case 185:
  701. scale = sk[3]/100;
  702. break;
  703. case 203: case 217:
  704. scale = sk[1]/100;
  705. break;
  706. case 138: //调用其他队长技
  707. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  708. break;
  709. default:
  710. }
  711. return scale || 1;
  712. }
  713. //获取盾减伤比例
  714. function getReduceScale(ls, allAttr = false, noHPneed = false)
  715. {
  716. const sk = ls.params;
  717. let scale = 0;
  718. switch (ls.type)
  719. {
  720. case 16: //无条件盾
  721. scale = sk[0]/100;
  722. break;
  723. case 17: //单属性盾
  724. scale = allAttr ? 0 : sk[1]/100;
  725. break;
  726. case 36: //2个属性盾
  727. scale = allAttr ? 0 : sk[2]/100;
  728. break;
  729. case 38: //血线下 + 几率
  730. case 43: //血线上 + 几率
  731. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  732. break;
  733. case 129: //无条件盾,属性个数不固定
  734. case 163: //无条件盾,属性个数不固定
  735. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  736. break;
  737. case 178: //无条件盾,属性个数不固定
  738. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  739. break;
  740. case 130: //血线下 + 属性个数不固定
  741. case 131: //血线上 + 属性个数不固定
  742. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  743. break;
  744. case 151: //十字心触发
  745. case 169: //C触发
  746. case 198: //回血触发
  747. scale = sk[2]/100;
  748. break;
  749. case 170: //多色触发
  750. case 182: //长串触发
  751. case 193: //L触发
  752. scale = sk[3]/100;
  753. break;
  754. case 171: //多串触发
  755. scale = sk[6]/100;
  756. break;
  757. case 183: //又是个有两段血线的队长技
  758. scale = noHPneed ? 0 : sk[4]/100;
  759. break;
  760. case 210: //十字触发
  761. scale = sk[1]/100;
  762. break;
  763. case 235: { //可多次触发
  764. scale = (sk[4] || 0) / 100;
  765. break;
  766. }
  767. case 138: //调用其他队长技
  768. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  769. break;
  770. default:
  771. }
  772. return scale || 0;
  773. }
  774. //获取无条件盾减伤比例
  775. function getReduceScale_unconditional(ls)
  776. {
  777. const sk = ls.params;
  778. let scale = 0;
  779. switch (ls.type)
  780. {
  781. case 16: //无条件盾
  782. {
  783. scale = sk[0]/100;
  784. break;
  785. }
  786. case 129: //无条件盾,属性个数不固定
  787. case 163: //无条件盾,属性个数不固定
  788. {
  789. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  790. break;
  791. }
  792. case 178: //无条件盾,属性个数不固定
  793. {
  794. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  795. break;
  796. }
  797. case 138: //调用其他队长技
  798. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  799. break;
  800. default:
  801. }
  802. return scale || 0;
  803. }
  804. function getCannonAttr(skill)
  805. {
  806. const sk = skill.params;
  807. switch(skill.type)
  808. {
  809. case 0:
  810. case 1:
  811. case 37:
  812. case 58:
  813. case 59:
  814. case 84:
  815. case 85:
  816. case 86:
  817. case 87:
  818. case 115:
  819. return sk[0];
  820. case 110:
  821. case 143:
  822. return sk[1];
  823. case 42:
  824. return sk[1];
  825. case 144:
  826. return sk[3] ?? 0;
  827. default:
  828. return -1;
  829. }
  830. }
  831. function sortByParams(a,b,searchTypeArray,pidx = 0)
  832. {
  833. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  834. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  835. return a_pC - b_pC;
  836. }
  837. function sortByHPScal(a,b)
  838. {
  839. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  840. return getHPScale(a_s) - getHPScale(b_s);
  841. }
  842. function HPScal_Addition(card)
  843. {
  844. const skill = Skills[card.leaderSkillId];
  845. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  846. }
  847. function sortByReduceScale(a,b)
  848. {
  849. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  850. return getReduceScale(a_s) - getReduceScale(b_s);
  851. }
  852. function ReduceScale_Addition(card)
  853. {
  854. const skill = Skills[card.leaderSkillId];
  855. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  856. }
  857. function voidsAbsorption_Addition(card)
  858. {
  859. const searchTypeArray = [173];
  860. const skill = getCardActiveSkill(card, searchTypeArray);
  861. if (!skill) return;
  862. const sk = skill.params;
  863. if (sk[1] && sk[3])
  864. {
  865. return `双吸×${sk[0]}T`;
  866. }else
  867. {
  868. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  869. }
  870. }
  871. function unbind_Turns(card)
  872. {
  873. const outObj = {
  874. normal: 0,
  875. awoken: 0
  876. };
  877. const searchTypeArray = [117,179];
  878. const skill = getCardActiveSkill(card, searchTypeArray);
  879. if (skill)
  880. {
  881. const sk = skill.params;
  882. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  883. outObj.awoken = sk[4] || 0;
  884. }
  885. return outObj;
  886. }
  887. function unbind_Addition(card)
  888. {
  889. const turns = unbind_Turns(card);
  890. let strArr = [];
  891. if (turns.normal > 0 && turns.normal == turns.awoken)
  892. {
  893. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  894. }
  895. if (turns.normal > 0)
  896. {
  897. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  898. }
  899. if (turns.awoken > 0)
  900. {
  901. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  902. }
  903. return strArr.join(',');
  904. }
  905. function boardChange_ColorTypes(skill)
  906. {
  907. if (!skill) return [];
  908. const sk = skill.params;
  909. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  910. return colors;
  911. }
  912. function boardChange_Addition(card)
  913. {
  914. const searchTypeArray = [71];
  915. const skill = getCardActiveSkill(card, searchTypeArray);
  916. const colors = boardChange_ColorTypes(skill);
  917. return createOrbsList(colors);
  918. }
  919. function orbsChangeParse(skill)
  920. {
  921. function changes(from, to)
  922. {
  923. return {from:from,to:to};
  924. }
  925. let outArr = [];
  926. if (!skill) return outArr;
  927. const sk = skill.params;
  928. switch (skill.type)
  929. {
  930. case 9:{
  931. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  932. break;
  933. }
  934. case 20:{
  935. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  936. {
  937. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  938. }
  939. else
  940. {
  941. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  942. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  943. }
  944. break;
  945. }
  946. case 154:{
  947. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  948. break;
  949. }
  950. }
  951. return outArr;
  952. }
  953. function changeOrbs_Addition(card)
  954. {
  955. const searchTypeArray = [9,20,154];
  956. const skills = getCardActiveSkills(card, searchTypeArray);
  957. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  958. const fragment = document.createDocumentFragment();
  959. parsedSkills.forEach(p=>{
  960. fragment.appendChild(createOrbsList(p.from));
  961. fragment.appendChild(document.createTextNode(`→`));
  962. fragment.appendChild(createOrbsList(p.to));
  963. });
  964. return fragment;
  965. }
  966. function generateOrbsParse(card)
  967. {
  968. let outArr = [];
  969. const searchTypeArray = [141, 208];
  970. const skills = getCardActiveSkills(card, searchTypeArray);
  971. if (!skills.length) return outArr;
  972. for (const skill of skills)
  973. {
  974. const sk = skill.params;
  975. if (skill.type == 141)
  976. {
  977. outArr.push({
  978. count: sk[0],
  979. to: flags(sk[1] || 1),
  980. exclude: flags(sk[2]),
  981. });
  982. }else
  983. {
  984. outArr.push({
  985. count: sk[0],
  986. to: flags(sk[1] || 1),
  987. exclude: flags(sk[2]),
  988. });
  989. outArr.push({
  990. count: sk[3],
  991. to: flags(sk[4] || 1),
  992. exclude: flags(sk[5]),
  993. });
  994. }
  995. }
  996. return outArr;
  997. }
  998. function generateOrbs_Addition(card)
  999. {
  1000. const gens = generateOrbsParse(card);
  1001. const searchTypeArray = [141, 208];
  1002. const skill = getCardActiveSkill(card, searchTypeArray);
  1003. if (!skill) return;
  1004. const sk = skill.params;
  1005. const fragment = document.createDocumentFragment();
  1006. for (const gen of gens)
  1007. {
  1008. fragment.appendChild(createOrbsList(gen.to));
  1009. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1010. }
  1011. return fragment;
  1012. }
  1013. function lock_Addition(card)
  1014. {
  1015. const searchTypeArray = [152];
  1016. const skill = getCardActiveSkill(card, searchTypeArray);
  1017. if (!skill) return;
  1018. const sk = skill.params;
  1019. const fragment = document.createDocumentFragment();
  1020. fragment.appendChild(document.createTextNode(`锁`));
  1021. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1022. return fragment;
  1023. }
  1024. function dropLock_Addition(card)
  1025. {
  1026. const searchTypeArray = [205];
  1027. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1028. if (!skill) return;
  1029. const sk = skill.params;
  1030. const fragment = document.createDocumentFragment();
  1031. fragment.appendChild(document.createTextNode(`掉锁`));
  1032. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1033. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1034. return fragment;
  1035. }
  1036. function dropOrb_Addition(card)
  1037. {
  1038. const searchTypeArray = [126];
  1039. const skill = getCardActiveSkill(card, searchTypeArray);
  1040. if (!skill) return;
  1041. const sk = skill.params;
  1042. const colors = flags(sk[0]);
  1043. const fragment = document.createDocumentFragment();
  1044. fragment.appendChild(createOrbsList(colors));
  1045. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1046. return fragment;
  1047. }
  1048. function generateColumnOrbs_Addition(card)
  1049. {
  1050. const searchTypeArray = [127];
  1051. const skill = getCardActiveSkill(card, searchTypeArray);
  1052. if (!skill) return;
  1053. const sk = skill.params;
  1054. const colors = [];
  1055. for (let ai=0;ai<sk.length;ai+=2)
  1056. {
  1057. colors.push(flags(sk[ai+1]));
  1058. }
  1059. const fragment = document.createDocumentFragment();
  1060. fragment.appendChild(document.createTextNode(`竖`));
  1061. fragment.appendChild(createOrbsList(colors.flat()));
  1062. return fragment;
  1063. }
  1064. function generateRowOrbs_Addition(card)
  1065. {
  1066. const searchTypeArray = [128];
  1067. const skill = getCardActiveSkill(card, searchTypeArray);
  1068. if (!skill) return;
  1069. const sk = skill.params;
  1070. const colors = [];
  1071. for (let ai=0;ai<sk.length;ai+=2)
  1072. {
  1073. colors.push(flags(sk[ai+1]));
  1074. }
  1075. const fragment = document.createDocumentFragment();
  1076. fragment.appendChild(document.createTextNode(`横`));
  1077. fragment.appendChild(createOrbsList(colors.flat()));
  1078. return fragment;
  1079. }
  1080. function numericalATK_Addition(card)
  1081. {
  1082. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1083. const skill = getCardActiveSkill(card, searchTypeArray);
  1084. if (!skill) return;
  1085. //const sk = skill.params;
  1086. const colors = [getCannonAttr(skill)];
  1087. const fragment = document.createDocumentFragment();
  1088. fragment.appendChild(document.createTextNode(`射`));
  1089. fragment.appendChild(createOrbsList(colors));
  1090. return fragment;
  1091. }
  1092. function memberATK_Addition(card)
  1093. {
  1094. const searchTypeArray = [230];
  1095. const skill = getCardActiveSkill(card, searchTypeArray);
  1096. if (!skill) return;
  1097. const sk = skill.params;
  1098. const fragment = document.createDocumentFragment();
  1099. const ul = fragment.appendChild(document.createElement("ul"));
  1100. ul.className = "team-flags";
  1101. for (let i = 0; i<6; i++) {
  1102. const li = ul.appendChild(document.createElement("li"));
  1103. li.className = "team-member-icon";
  1104. }
  1105. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1106. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1107. let str = '';
  1108. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1109. fragment.appendChild(document.createTextNode(str));
  1110. return fragment;
  1111. }
  1112. function healImmediately_Rate(card)
  1113. {
  1114. const searchTypeArray = [7, //宠物回复力
  1115. 8, //固定点数
  1116. 35,115, //吸血
  1117. 117
  1118. ];
  1119. const skills = getCardActiveSkills(card, searchTypeArray);
  1120. const outObj = {
  1121. vampire: 0,
  1122. selfRcv: 0,
  1123. const: 0,
  1124. scale: 0,
  1125. };
  1126. if (!skills.length) return outObj;
  1127. skills.forEach(skill=>{
  1128. const sk = skill.params;
  1129. if (skill.type == 7)
  1130. {
  1131. outObj.selfRcv += sk[0];
  1132. }
  1133. else if(skill.type == 8)
  1134. {
  1135. outObj.const += sk[0];
  1136. }
  1137. else if(skill.type == 35)
  1138. {
  1139. outObj.vampire += sk[1];
  1140. }
  1141. else if(skill.type == 115)
  1142. {
  1143. outObj.vampire += sk[2];
  1144. }
  1145. else if(skill.type == 117)
  1146. {
  1147. outObj.selfRcv += sk[1] || 0;
  1148. outObj.const += sk[2] || 0;
  1149. outObj.scale += sk[3] || 0;
  1150. }
  1151. });
  1152. return outObj;
  1153. }
  1154. function atkBuff_Rate(card)
  1155. {
  1156. const searchTypeArray = [
  1157. 88,92, //类型的
  1158. 50,90, //属性的,要排除回复力
  1159. 156,168,231, //宝石姬
  1160. 228, //属性、类型数量
  1161. ];
  1162. const skills = getCardActiveSkills(card, searchTypeArray);
  1163. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1164. function atkBuffParse(skill) {
  1165. const outObj = {
  1166. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1167. types: [],
  1168. attrs: [],
  1169. awoken: [],
  1170. rate: 0,
  1171. turns: 0,
  1172. };
  1173. if (!skill) return outObj;
  1174. const sk = skill.params;
  1175. if (skill.type == 88 || skill.type == 92)
  1176. {
  1177. outObj.skilltype = 2;
  1178. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1179. outObj.turns = sk[0];
  1180. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1181. }
  1182. else if(skill.type == 50 || skill.type == 90)
  1183. {
  1184. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1185. if (!outObj.attrs.length) //去除回复力
  1186. return outObj;
  1187. outObj.skilltype = 2;
  1188. outObj.turns = sk[0];
  1189. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1190. }
  1191. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1192. || skill.type == 168)
  1193. {
  1194. outObj.skilltype = 1;
  1195. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1196. outObj.turns = sk[0];
  1197. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1198. }
  1199. else if(skill.type == 228 && sk[3] > 0)
  1200. {
  1201. outObj.skilltype = 1;
  1202. outObj.attrs = flags(sk[1]);
  1203. outObj.types = flags(sk[2]);
  1204. outObj.turns = sk[0];
  1205. outObj.rate = sk[3];
  1206. }
  1207. else if(skill.type == 231 && sk[6] > 0)
  1208. {
  1209. outObj.skilltype = 1;
  1210. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1211. outObj.turns = sk[0];
  1212. outObj.rate = sk[6];
  1213. }
  1214. return outObj;
  1215. }
  1216. }
  1217. function rcvBuff_Rate(card)
  1218. {
  1219. const searchTypeArray = [
  1220. 50,90,
  1221. 228, 231, //宝石姬
  1222. ];
  1223. const skills = getCardActiveSkills(card, searchTypeArray);
  1224. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1225. function rcvBuffParse(skill) {
  1226. const outObj = {
  1227. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1228. types: [],
  1229. attrs: [],
  1230. awoken: [],
  1231. rate: 0,
  1232. turns: 0,
  1233. };
  1234. if (!skill) return outObj;
  1235. const sk = skill.params;
  1236. if (skill.type == 228 && sk[4] > 0) {
  1237. outObj.skilltype = 1;
  1238. outObj.attrs = flags(sk[1]);
  1239. outObj.types = flags(sk[2]);
  1240. outObj.turns = sk[0];
  1241. outObj.rate = sk[4];
  1242. } else if (skill.type == 231 && sk[7] > 0) {
  1243. outObj.skilltype = 1;
  1244. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1245. outObj.turns = sk[0];
  1246. outObj.rate = sk[7];
  1247. } else if (skill.type == 50 || skill.type == 90) {
  1248. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1249. outObj.turns = sk[0];
  1250. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1251. }
  1252. return outObj;
  1253. }
  1254. }
  1255. function damageSelf_Rate(card)
  1256. {
  1257. const searchTypeArray = [84,85,86,87,195];
  1258. const skill = getCardActiveSkill(card, searchTypeArray);
  1259. if (!skill) return 0;
  1260. const sk = skill.params;
  1261. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1262. }
  1263. function changeEnemiesAttr_Attr(card)
  1264. {
  1265. const outObj = {
  1266. attr: null,
  1267. turns: 0
  1268. }
  1269. const searchTypeArray = [153, 224];
  1270. const skill = getCardActiveSkill(card, searchTypeArray);
  1271. if (!skill) return outObj;
  1272. const sk = skill.params;
  1273. if (skill.type == 153)
  1274. {
  1275. outObj.attr = sk[0];
  1276. }
  1277. else if (skill.type == 224)
  1278. {
  1279. outObj.attr = sk[1] || 0;
  1280. outObj.turns = sk[0];
  1281. }
  1282. return outObj;
  1283. }
  1284. //创建1个觉醒图标
  1285. function createAwokenIcon(awokenId)
  1286. {
  1287. const icon = document.createElement("icon");
  1288. icon.className ="awoken-icon";
  1289. icon.setAttribute("data-awoken-icon", awokenId);
  1290. return icon;
  1291. }
  1292. //产生一个觉醒列表
  1293. function creatAwokenList(awokens) {
  1294. const ul = document.createElement("ul");
  1295. ul.className = "awoken-ul";
  1296. awokens.forEach(ak=>{
  1297. const li = ul.appendChild(document.createElement("li"));
  1298. const icon = li.appendChild(createAwokenIcon(ak));
  1299. });
  1300. return ul;
  1301. }
  1302. //产生宝珠列表
  1303. function createOrbsList(orbs)
  1304. {
  1305. if (orbs == undefined) orbs = [0];
  1306. else if (!Array.isArray(orbs)) orbs = [orbs];
  1307. const ul = document.createElement("ul");
  1308. ul.className = "board";
  1309. orbs.forEach(orbType => {
  1310. const li = ul.appendChild(document.createElement("li"));
  1311. li.className = `orb-icon`;
  1312. li.setAttribute("data-orb-icon", orbType);
  1313. });
  1314. return ul;
  1315. }
  1316. //产生类型列表
  1317. function createTypesList(types)
  1318. {
  1319. if (types == undefined) types = [0];
  1320. else if (!Array.isArray(types)) types = [types];
  1321. const ul = document.createElement("ul");
  1322. ul.className = "types-ul";
  1323. types.forEach(type => {
  1324. const li = ul.appendChild(document.createElement("li"));
  1325. li.className = `type-icon`;
  1326. li.setAttribute("data-type-icon", type);
  1327. });
  1328. return ul;
  1329. }
  1330. const functions = [
  1331. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1332. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1333. ]},
  1334. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1335. {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)"},
  1336. function:cards=>{
  1337. const searchTypeArray = [173];
  1338. return cards.filter(card=>{
  1339. const skill = getCardActiveSkill(card, searchTypeArray);
  1340. return skill && skill.params[1];
  1341. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1342. },addition:voidsAbsorption_Addition},
  1343. /*{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)"},
  1344. function:cards=>{
  1345. const searchTypeArray = [173];
  1346. return cards.filter(card=>{
  1347. const skill = getCardActiveSkill(card, searchTypeArray);
  1348. return skill && skill.params[2];
  1349. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1350. },addition:voidsAbsorption_Addition},*/
  1351. {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)"},
  1352. function:cards=>{
  1353. const searchTypeArray = [173];
  1354. return cards.filter(card=>{
  1355. const skill = getCardActiveSkill(card, searchTypeArray);
  1356. return skill && skill.params[3];
  1357. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1358. },addition:voidsAbsorption_Addition},
  1359. {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)"},
  1360. function:cards=>{
  1361. const searchTypeArray = [173];
  1362. return cards.filter(card=>{
  1363. const skill = getCardActiveSkill(card, searchTypeArray);
  1364. return skill && skill.params[1] && skill.params[3];
  1365. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1366. },addition:voidsAbsorption_Addition},
  1367. {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)"},
  1368. function:cards=>{
  1369. const searchTypeArray = [191];
  1370. return cards.filter(card=>{
  1371. const skill = getCardActiveSkill(card, searchTypeArray);
  1372. return skill;
  1373. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1374. },
  1375. addition:card=>{
  1376. const searchTypeArray = [191];
  1377. const skill = getCardActiveSkill(card, searchTypeArray);
  1378. if (!skill) return;
  1379. const sk = skill.params;
  1380. return document.createTextNode(`破贯×${sk[0]}T`);
  1381. }
  1382. },
  1383. ]},
  1384. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1385. {
  1386. 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)"},
  1387. function:cards=>{
  1388. return cards.filter(card=>{
  1389. const turns = unbind_Turns(card);
  1390. return turns.normal > 0;
  1391. }).sort((a,b)=>{
  1392. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1393. let a_pC = a_s.normal, b_pC = b_s.normal;
  1394. return a_pC - b_pC;
  1395. });
  1396. },
  1397. addition:unbind_Addition
  1398. },
  1399. {
  1400. 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)"},
  1401. function:cards=>{
  1402. return cards.filter(card=>{
  1403. const turns = unbind_Turns(card);
  1404. return turns.awoken > 0;
  1405. }).sort((a,b)=>{
  1406. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1407. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1408. return a_pC - b_pC;
  1409. });
  1410. },
  1411. addition:unbind_Addition
  1412. },
  1413. {
  1414. 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)"},
  1415. function:cards=>{
  1416. return cards.filter(card=>{
  1417. const turns = unbind_Turns(card);
  1418. return turns.normal && turns.awoken > 0;
  1419. }).sort((a,b)=>{
  1420. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1421. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1422. return a_pC - b_pC;
  1423. });
  1424. },
  1425. addition:unbind_Addition
  1426. },
  1427. {
  1428. 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)"},
  1429. function:cards=>{
  1430. const searchTypeArray = [196];
  1431. return cards.filter(card=>{
  1432. const skill = getCardActiveSkill(card, searchTypeArray);
  1433. return skill;
  1434. }).sort((a,b)=>{
  1435. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1436. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1437. return a_pC - b_pC;
  1438. })
  1439. },
  1440. addition:card=>{
  1441. const searchTypeArray = [196];
  1442. const skill = getCardActiveSkill(card, searchTypeArray);
  1443. if (!skill) return;
  1444. const sk = skill.params;
  1445. const value = sk[0];
  1446. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1447. }
  1448. },
  1449. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1450. function:cards=>cards.filter(card=>{
  1451. const searchTypeArray = [215];
  1452. const skill = getCardActiveSkill(card, searchTypeArray);
  1453. return skill;
  1454. }),
  1455. addition:card=>{
  1456. const searchTypeArray = [215];
  1457. const skill = getCardActiveSkill(card, searchTypeArray);
  1458. if (!skill) return;
  1459. const sk = skill.params;
  1460. const fragment = document.createDocumentFragment();
  1461. fragment.appendChild(document.createTextNode(`自封`));
  1462. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1463. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1464. return fragment;
  1465. }
  1466. },
  1467. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1468. function:cards=>cards.filter(card=>{
  1469. const searchTypeArray = [214];
  1470. const skill = getCardActiveSkill(card, searchTypeArray);
  1471. return skill;
  1472. }),
  1473. addition:card=>{
  1474. const searchTypeArray = [214];
  1475. const skill = getCardActiveSkill(card, searchTypeArray);
  1476. if (!skill) return;
  1477. const sk = skill.params;
  1478. return document.createTextNode(`自封技${sk[0]}T`);
  1479. }
  1480. },
  1481. ]},
  1482. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1483. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1484. function:cards=>cards.filter(card=>{
  1485. const searchTypeArray = [156,168,228,231];
  1486. const skill = getCardActiveSkill(card, searchTypeArray);
  1487. return skill;
  1488. })
  1489. },
  1490. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1491. function:cards=>{
  1492. return cards.filter(card=>{
  1493. const atkbuff = rcvBuff_Rate(card);
  1494. return atkbuff.skilltype > 0;
  1495. }).sort((a,b)=>{
  1496. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1497. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1498. if (sortNum == 0)
  1499. sortNum = a_pC.rate - b_pC.rate;
  1500. if (sortNum == 0)
  1501. sortNum = a_pC.turns - b_pC.turns;
  1502. return sortNum;
  1503. });
  1504. },
  1505. addition:card=>{
  1506. const atkbuff = rcvBuff_Rate(card);
  1507. const fragment = document.createDocumentFragment();
  1508. fragment.appendChild(createOrbsList([5]));
  1509. if (atkbuff.skilltype == 0) return fragment;
  1510. if (atkbuff.skilltype == 1)
  1511. {
  1512. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1513. if (atkbuff.awoken.length)
  1514. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1515. if (atkbuff.attrs.length)
  1516. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1517. if (atkbuff.types.length)
  1518. fragment.appendChild(createTypesList(atkbuff.types));
  1519. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1520. }else if (atkbuff.skilltype == 2)
  1521. {
  1522. if (atkbuff.attrs.length)
  1523. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1524. if (atkbuff.types.length)
  1525. fragment.appendChild(createTypesList(atkbuff.types));
  1526. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1527. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1528. }
  1529. return fragment;
  1530. }
  1531. },
  1532. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1533. function:cards=>{
  1534. return cards.filter(card=>{
  1535. const atkbuff = atkBuff_Rate(card);
  1536. return atkbuff.skilltype > 0;
  1537. }).sort((a,b)=>{
  1538. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1539. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1540. if (sortNum == 0)
  1541. sortNum = a_pC.rate - b_pC.rate;
  1542. if (sortNum == 0)
  1543. sortNum = a_pC.turns - b_pC.turns;
  1544. return sortNum;
  1545. });
  1546. },
  1547. addition:card=>{
  1548. const atkbuff = atkBuff_Rate(card);
  1549. const fragment = document.createDocumentFragment();
  1550. if (atkbuff.skilltype == 0) return fragment;
  1551. if (atkbuff.skilltype == 1)
  1552. {
  1553. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1554. if (atkbuff.awoken.length)
  1555. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1556. if (atkbuff.attrs.length)
  1557. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1558. if (atkbuff.types.length)
  1559. fragment.appendChild(createTypesList(atkbuff.types));
  1560. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1561. }else if (atkbuff.skilltype == 2)
  1562. {
  1563. if (atkbuff.attrs.length)
  1564. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1565. if (atkbuff.types.length)
  1566. fragment.appendChild(createTypesList(atkbuff.types));
  1567. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1568. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1569. }
  1570. return fragment;
  1571. }
  1572. },
  1573. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1574. function:cards=>{
  1575. const searchTypeArray = [132];
  1576. return cards.filter(card=>{
  1577. const skill = getCardActiveSkill(card, searchTypeArray);
  1578. return skill;
  1579. }).sort((a,b)=>{
  1580. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1581. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1582. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1583. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1584. });
  1585. },
  1586. addition:card=>{
  1587. const searchTypeArray = [132];
  1588. const skill = getCardActiveSkill(card, searchTypeArray);
  1589. if (!skill) return;
  1590. const sk = skill.params;
  1591. let str = "👆";
  1592. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1593. if (sk[2]) str += `x${sk[2]/100}`;
  1594. str += `x${sk[0]}T`;
  1595. return str;
  1596. }
  1597. },
  1598. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1599. function:cards=>{
  1600. const searchTypeArray = [184];
  1601. return cards.filter(card=>{
  1602. const skill = getCardActiveSkill(card, searchTypeArray);
  1603. return skill;
  1604. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1605. },
  1606. addition:card=>{
  1607. const searchTypeArray = [184];
  1608. const skill = getCardActiveSkill(card, searchTypeArray);
  1609. if (!skill) return;
  1610. const sk = skill.params;
  1611. return `无↓×${sk[0]}T`;
  1612. }
  1613. },
  1614. {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)"},
  1615. function:cards=>{
  1616. const searchTypeArray = [160];
  1617. return cards.filter(card=>{
  1618. const skill = getCardActiveSkill(card, searchTypeArray);
  1619. return skill;
  1620. }).sort((a,b)=>{
  1621. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1622. return a_s.params[1] - b_s.params[1];
  1623. });
  1624. },
  1625. addition:card=>{
  1626. const searchTypeArray = [160];
  1627. const skill = getCardActiveSkill(card, searchTypeArray);
  1628. if (!skill) return;
  1629. const sk = skill.params;
  1630. return `+${sk[1]}C×${sk[0]}T`;
  1631. }
  1632. },
  1633. {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)"},
  1634. function:cards=>{
  1635. const searchTypeArray = [3,156];
  1636. return cards.filter(card=>{
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. if (!skill) return false;
  1639. if (skill.type == 156)
  1640. return skill.params[4]==3;
  1641. else
  1642. return true;
  1643. }).sort((a,b)=>{
  1644. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1645. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1646. if (!sortNum)
  1647. {
  1648. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1649. sortNum = a_pC - b_pC;
  1650. }
  1651. return sortNum;
  1652. });
  1653. },
  1654. addition:card=>{
  1655. const searchTypeArray = [3,156];
  1656. const skill = getCardActiveSkill(card, searchTypeArray);
  1657. if (!skill) return;
  1658. const sk = skill.params;
  1659. const fragment = document.createDocumentFragment();
  1660. if (skill.type == 156)
  1661. {
  1662. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1663. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1664. fragment.appendChild(creatAwokenList(awokenArr));
  1665. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1666. }else
  1667. {
  1668. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1669. }
  1670. return fragment;
  1671. }
  1672. },
  1673. {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)"},
  1674. function:cards=>{
  1675. const searchTypeArray = [3];
  1676. return cards.filter(card=>{
  1677. const skill = getCardActiveSkill(card, searchTypeArray);
  1678. return skill && skill.params[1]>=100;
  1679. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1680. },
  1681. addition:card=>{
  1682. const searchTypeArray = [3];
  1683. const skill = getCardActiveSkill(card, searchTypeArray);
  1684. if (!skill) return;
  1685. const sk = skill.params;
  1686. return `无敌×${sk[0]}T`;
  1687. }
  1688. },
  1689. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1690. function:cards=>{
  1691. const searchTypeArray = [21];
  1692. return cards.filter(card=>{
  1693. const skill = getCardActiveSkill(card, searchTypeArray);
  1694. return skill;
  1695. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1696. },
  1697. addition:card=>{
  1698. const searchTypeArray = [21];
  1699. const skill = getCardActiveSkill(card, searchTypeArray);
  1700. if (!skill) return;
  1701. const sk = skill.params;
  1702. const colors = [sk[1]];
  1703. const fragment = document.createDocumentFragment();
  1704. fragment.appendChild(document.createTextNode(`-`));
  1705. fragment.appendChild(createOrbsList(colors));
  1706. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1707. return fragment;
  1708. }
  1709. },
  1710. {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)"},
  1711. function:cards=>{
  1712. const searchTypeArray = [51];
  1713. return cards.filter(card=>{
  1714. const skill = getCardActiveSkill(card, searchTypeArray);
  1715. return skill;
  1716. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1717. },
  1718. addition:card=>{
  1719. const searchTypeArray = [51];
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. if (!skill) return;
  1722. const sk = skill.params;
  1723. return `全体×${sk[0]}T`;
  1724. }
  1725. },
  1726. ]},
  1727. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1728. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1729. function:cards=>{
  1730. const searchTypeArray = [205];
  1731. return cards.filter(card=>{
  1732. const skill = getCardActiveSkill(card, searchTypeArray);
  1733. return skill;
  1734. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1735. },
  1736. addition:dropLock_Addition
  1737. },
  1738. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1739. function:cards=>{
  1740. const searchTypeArray = [205];
  1741. return cards.filter(card=>{
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. return skill && (skill.params[0] & 63) === 63;
  1744. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1745. },
  1746. addition:dropLock_Addition
  1747. },
  1748. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1749. function:cards=>{
  1750. const searchTypeArray = [180];
  1751. return cards.filter(card=>{
  1752. const skill = getCardActiveSkill(card, searchTypeArray);
  1753. return skill;
  1754. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1755. },
  1756. addition:card=>{
  1757. const searchTypeArray = [180];
  1758. const skill = getCardActiveSkill(card, searchTypeArray);
  1759. if (!skill) return;
  1760. const sk = skill.params;
  1761. return `${sk[1]}%×${sk[0]}T`;
  1762. }
  1763. },
  1764. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1765. function:cards=>cards.filter(card=>{
  1766. const searchTypeArray = [126];
  1767. const skill = getCardActiveSkill(card, searchTypeArray);
  1768. return skill;
  1769. }),
  1770. addition:dropOrb_Addition
  1771. },
  1772. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1773. function:cards=>cards.filter(card=>{
  1774. const searchTypeArray = [126];
  1775. const skill = getCardActiveSkill(card, searchTypeArray);
  1776. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1777. }),
  1778. addition:dropOrb_Addition
  1779. },
  1780. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1781. function:cards=>cards.filter(card=>{
  1782. const searchTypeArray = [126];
  1783. const skill = getCardActiveSkill(card, searchTypeArray);
  1784. return skill && skill.params[1] >= 99;
  1785. }),
  1786. addition:dropOrb_Addition
  1787. },
  1788. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1789. function:cards=>cards.filter(card=>{
  1790. const searchTypeArray = [126];
  1791. const skill = getCardActiveSkill(card, searchTypeArray);
  1792. return skill && skill.params[3] == 100;
  1793. }),
  1794. addition:dropOrb_Addition
  1795. },
  1796. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1797. function:cards=>{
  1798. const searchTypeArray = [226];
  1799. return cards.filter(card=>{
  1800. const skill = getCardActiveSkill(card, searchTypeArray);
  1801. return skill;
  1802. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1803. },
  1804. addition:card=>{
  1805. const searchTypeArray = [226];
  1806. const skill = getCardActiveSkill(card, searchTypeArray);
  1807. if (!skill) return;
  1808. const sk = skill.params;
  1809. return `📌${sk[1]}%×${sk[0]}T`;
  1810. }
  1811. },
  1812. ]},
  1813. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1814. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1815. function:cards=>{
  1816. const searchTypeArray = [18];
  1817. return cards.filter(card=>{
  1818. const skill = getCardActiveSkill(card, searchTypeArray);
  1819. return skill;
  1820. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1821. },
  1822. addition:card=>{
  1823. const searchTypeArray = [18];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. if (!skill) return;
  1826. const sk = skill.params;
  1827. return document.createTextNode(`威吓×${sk[0]}T`);
  1828. }
  1829. },
  1830. {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)"},
  1831. function:cards=>{
  1832. const searchTypeArray = [19];
  1833. return cards.filter(card=>{
  1834. const skill = getCardActiveSkill(card, searchTypeArray);
  1835. return skill;
  1836. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1837. },
  1838. addition:card=>{
  1839. const searchTypeArray = [19];
  1840. const skill = getCardActiveSkill(card, searchTypeArray);
  1841. if (!skill) return;
  1842. const sk = skill.params;
  1843. return `破防${sk[1]}%`;
  1844. }
  1845. },
  1846. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1847. function:cards=>{
  1848. const searchTypeArray = [19];
  1849. return cards.filter(card=>{
  1850. const skill = getCardActiveSkill(card, searchTypeArray);
  1851. return skill && skill.params[1]>=100;
  1852. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1853. },
  1854. addition:card=>{
  1855. const searchTypeArray = [19];
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. if (!skill) return;
  1858. const sk = skill.params;
  1859. return `全破×${sk[0]}T`;
  1860. }
  1861. },
  1862. {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)"},
  1863. function:cards=>{
  1864. const searchTypeArray = [4];
  1865. return cards.filter(card=>{
  1866. const skill = getCardActiveSkill(card, searchTypeArray);
  1867. return skill;
  1868. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1869. },
  1870. addition:card=>{
  1871. const searchTypeArray = [4];
  1872. const skill = getCardActiveSkill(card, searchTypeArray);
  1873. if (!skill) return;
  1874. const sk = skill.params;
  1875. return `攻击力×${sk[0]/100}倍`;
  1876. }
  1877. },
  1878. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1879. function:cards=>{
  1880. return cards.filter(card=>{
  1881. return changeEnemiesAttr_Attr(card).attr != null;
  1882. }).sort((a,b)=>{
  1883. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1884. return a_pC.attr - b_pC.attr;
  1885. })
  1886. },
  1887. addition:card=>{
  1888. let change = changeEnemiesAttr_Attr(card);
  1889. const fragment = document.createDocumentFragment();
  1890. fragment.appendChild(document.createTextNode(`敌→`));
  1891. fragment.appendChild(createOrbsList(change.attr));
  1892. if (change.turns > 0)
  1893. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1894. return fragment;
  1895. }
  1896. },
  1897. {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)"},
  1898. function:cards=>{
  1899. const searchTypeArray = [60];
  1900. return cards.filter(card=>{
  1901. const skill = getCardActiveSkill(card, searchTypeArray);
  1902. return skill;
  1903. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1904. },
  1905. addition:card=>{
  1906. const searchTypeArray = [60];
  1907. const skill = getCardActiveSkill(card, searchTypeArray);
  1908. if (!skill) return;
  1909. const sk = skill.params;
  1910. const fragment = document.createDocumentFragment();
  1911. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1912. fragment.appendChild(createOrbsList(sk[2]));
  1913. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1914. return fragment;
  1915. }
  1916. },
  1917. ]},
  1918. {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: [
  1919. {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)"},
  1920. function:cards=>{
  1921. const searchTypeArray = [146];
  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 = [146];
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. if (!skill) return;
  1931. const sk = skill.params;
  1932. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1933. }
  1934. },
  1935. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1936. function:cards=>{
  1937. const searchTypeArray = [218];
  1938. return cards.filter(card=>{
  1939. const skill = getCardActiveSkill(card, searchTypeArray);
  1940. return skill;
  1941. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1942. },
  1943. addition:card=>{
  1944. const searchTypeArray = [218];
  1945. const skill = getCardActiveSkill(card, searchTypeArray);
  1946. if (!skill) return;
  1947. const sk = skill.params;
  1948. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1949. }
  1950. },
  1951. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1952. function:cards=>cards.filter(card=>{
  1953. const searchTypeArray = [93, 227];
  1954. const skill = getCardActiveSkill(card, searchTypeArray);
  1955. return skill;
  1956. })
  1957. },
  1958. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1959. function:cards=>{
  1960. const searchTypeArray = [241];
  1961. return cards.filter(card=>{
  1962. const skill = getCardActiveSkill(card, searchTypeArray);
  1963. return skill;
  1964. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  1965. },
  1966. addition:card=>{
  1967. const searchTypeArray = [241];
  1968. const skill = getCardActiveSkill(card, searchTypeArray);
  1969. if (!skill) return;
  1970. const sk = skill.params;
  1971. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  1972. }
  1973. },
  1974. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1975. function:cards=>{
  1976. const searchTypeArray = [230];
  1977. return cards.filter(card=>{
  1978. const skill = getCardActiveSkill(card, searchTypeArray);
  1979. return skill;
  1980. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1981. },
  1982. addition:memberATK_Addition
  1983. },
  1984. {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"},
  1985. function:cards=>{
  1986. const searchTypeArray = [230];
  1987. return cards.filter(card=>{
  1988. const skill = getCardActiveSkill(card, searchTypeArray);
  1989. return skill && Boolean(skill.params[1] & 1<<0);
  1990. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1991. },
  1992. addition:memberATK_Addition
  1993. },
  1994. {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"},
  1995. function:cards=>{
  1996. const searchTypeArray = [230];
  1997. return cards.filter(card=>{
  1998. const skill = getCardActiveSkill(card, searchTypeArray);
  1999. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2000. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2001. },
  2002. addition:memberATK_Addition
  2003. },
  2004. {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"},
  2005. function:cards=>{
  2006. const searchTypeArray = [230];
  2007. return cards.filter(card=>{
  2008. const skill = getCardActiveSkill(card, searchTypeArray);
  2009. return skill && Boolean(skill.params[1] & 1<<3);
  2010. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2011. },
  2012. addition:memberATK_Addition
  2013. },
  2014. {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)"},
  2015. function:cards=>{
  2016. const searchTypeArray = [142];
  2017. return cards.filter(card=>{
  2018. const skill = getCardActiveSkill(card, searchTypeArray);
  2019. return skill;
  2020. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2021. },
  2022. addition:card=>{
  2023. const searchTypeArray = [142];
  2024. const skill = getCardActiveSkill(card, searchTypeArray);
  2025. if (!skill) return;
  2026. const sk = skill.params;
  2027. const fragment = document.createDocumentFragment();
  2028. fragment.appendChild(document.createTextNode(`自→`));
  2029. fragment.appendChild(createOrbsList(sk[1]));
  2030. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2031. return fragment;
  2032. }
  2033. },
  2034. ]},
  2035. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2036. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2037. function:cards=>{
  2038. const searchTypeArray = [179];
  2039. return cards.filter(card=>{
  2040. const skill = getCardActiveSkill(card, searchTypeArray);
  2041. return skill;
  2042. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2043. },
  2044. addition:card=>{
  2045. const searchTypeArray = [179];
  2046. const skill = getCardActiveSkill(card, searchTypeArray);
  2047. if (!skill) return;
  2048. const sk = skill.params;
  2049. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2050. }
  2051. },
  2052. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2053. function:cards=>{
  2054. return cards.filter(card=>{
  2055. const heal = healImmediately_Rate(card);
  2056. return Object.values(heal).some(v=>v);
  2057. })
  2058. .sort((a,b)=>{
  2059. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2060. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2061. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2062. let sortNum = a_i - b_i;
  2063. if (!sortNum)
  2064. {
  2065. sortNum = a_vs[a_i] - b_vs[b_i];
  2066. }
  2067. return sortNum;
  2068. });
  2069. },
  2070. addition:card=>{
  2071. const heal = healImmediately_Rate(card);
  2072. let strArr = [];
  2073. if (heal.scale)
  2074. strArr.push(`${heal.scale}%最大HP`);
  2075. if (heal.const)
  2076. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2077. if (heal.selfRcv)
  2078. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2079. if (heal.vampire)
  2080. strArr.push(`${heal.vampire}%伤害`);
  2081. return strArr.join(',');
  2082. }
  2083. },
  2084. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2085. function:cards=>{
  2086. const searchTypeArray = [237];
  2087. return cards.filter(card=>{
  2088. const skill = getCardActiveSkill(card, searchTypeArray);
  2089. return skill;
  2090. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2091. },
  2092. addition:card=>{
  2093. const searchTypeArray = [237];
  2094. const skill = getCardActiveSkill(card, searchTypeArray);
  2095. if (!skill) return;
  2096. const sk = skill.params;
  2097. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2098. }
  2099. },
  2100. {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)"},
  2101. function:cards=>{
  2102. return cards.filter(card=>damageSelf_Rate(card)>0)
  2103. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2104. },
  2105. addition:card=>{
  2106. let rate = damageSelf_Rate(card);
  2107. if (rate < 100)
  2108. return `减少${rate}%`;
  2109. else
  2110. return `减少到1`;
  2111. }
  2112. },
  2113. ]},
  2114. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2115. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2116. function:cards=>{
  2117. const searchTypeArray = [6];
  2118. return cards.filter(card=>{
  2119. const skill = getCardActiveSkill(card, searchTypeArray);
  2120. return skill;
  2121. }).sort((a,b)=>{
  2122. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2123. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2124. return a_pC - b_pC;
  2125. })
  2126. },
  2127. addition:card=>{
  2128. const searchTypeArray = [6];
  2129. const skill = getCardActiveSkill(card, searchTypeArray);
  2130. if (!skill) return;
  2131. const sk = skill.params;
  2132. return `当前${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 States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, 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:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2350. function:cards=>{
  2351. const searchTypeArray = [207];
  2352. return cards.filter(card=>{
  2353. const skill = getCardActiveSkill(card, searchTypeArray);
  2354. return skill;
  2355. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2356. },
  2357. addition:card=>{
  2358. const searchTypeArray = [207];
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. if (!skill) return;
  2361. const sk = skill.params;
  2362. if (sk[7])
  2363. return `${sk[7]}个×${sk[0]}T`;
  2364. else
  2365. return `特殊形状×${sk[0]}T`;
  2366. }
  2367. },
  2368. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2369. function:cards=>{
  2370. const searchTypeArray = [238];
  2371. return cards.filter(card=>{
  2372. const skill = getCardActiveSkill(card, searchTypeArray);
  2373. return skill;
  2374. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2375. },
  2376. addition:card=>{
  2377. const searchTypeArray = [238];
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. if (!skill) return;
  2380. const sk = skill.params;
  2381. return `${sk[1]}个×${sk[0]}T`;
  2382. }
  2383. },
  2384. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2385. function:cards=>{
  2386. const searchTypeArray = [239];
  2387. return cards.filter(card=>{
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. return skill;
  2390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2391. },
  2392. addition:card=>{
  2393. const searchTypeArray = [239];
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. if (!skill) return;
  2396. const sk = skill.params;
  2397. const colums = flags(sk[1]), rows = flags(sk[2]);
  2398. const fragment = document.createDocumentFragment();
  2399. if (colums.length)
  2400. fragment.append(`${colums.length}竖`);
  2401. if (rows.length)
  2402. fragment.append(`${rows.length}横`);
  2403. fragment.append(`×${sk[0]}T`);
  2404. return fragment;
  2405. }
  2406. },
  2407. ]},
  2408. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2409. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2410. function:cards=>cards.filter(card=>{
  2411. const searchTypeArray = [172];
  2412. const skill = getCardActiveSkill(card, searchTypeArray);
  2413. return skill;
  2414. })
  2415. },
  2416. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2417. function:cards=>cards.filter(card=>{
  2418. const searchTypeArray = [152];
  2419. const skill = getCardActiveSkill(card, searchTypeArray);
  2420. return skill;
  2421. }),
  2422. addition:lock_Addition
  2423. },
  2424. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2425. function:cards=>cards.filter(card=>{
  2426. const searchTypeArray = [152];
  2427. const skill = getCardActiveSkill(card, searchTypeArray);
  2428. return skill && (skill.params[0] & 63) === 63;
  2429. }),
  2430. addition:lock_Addition
  2431. },
  2432. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2433. function:cards=>{
  2434. const searchTypeArray = [52,91,140];
  2435. return cards.filter(card=>{
  2436. const skill = getCardActiveSkill(card, searchTypeArray);
  2437. return skill;
  2438. });
  2439. },
  2440. addition:card=>{
  2441. const searchTypeArray = [52,91,140];
  2442. const skill = getCardActiveSkill(card, searchTypeArray);
  2443. if (!skill) return;
  2444. const sk = skill.params;
  2445. let attrs = [];
  2446. switch (skill.type)
  2447. {
  2448. case 52:{
  2449. attrs.push(sk[0]); break;
  2450. }
  2451. case 91:{
  2452. attrs = sk.slice(0,-1); break;
  2453. }
  2454. case 140:{
  2455. attrs = flags(sk[0]); break;
  2456. }
  2457. }
  2458. const fragment = document.createDocumentFragment();
  2459. fragment.appendChild(document.createTextNode(`强化`));
  2460. fragment.appendChild(createOrbsList(attrs));
  2461. return fragment;
  2462. }
  2463. },
  2464. ]},
  2465. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2466. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2467. function:cards=>cards.filter(card=>{
  2468. const searchTypeArray = [71];
  2469. const skill = getCardActiveSkill(card, searchTypeArray);
  2470. return skill;
  2471. }),
  2472. addition:boardChange_Addition
  2473. },
  2474. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2475. function:cards=>cards.filter(card=>{
  2476. const searchTypeArray = [71];
  2477. const skill = getCardActiveSkill(card, searchTypeArray);
  2478. return boardChange_ColorTypes(skill).length == 1;
  2479. }),
  2480. addition:boardChange_Addition
  2481. },
  2482. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2483. function:cards=>cards.filter(card=>{
  2484. const searchTypeArray = [71];
  2485. const skill = getCardActiveSkill(card, searchTypeArray);
  2486. return boardChange_ColorTypes(skill).length == 2;
  2487. }),
  2488. addition:boardChange_Addition
  2489. },
  2490. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2491. function:cards=>cards.filter(card=>{
  2492. const searchTypeArray = [71];
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return boardChange_ColorTypes(skill).length == 3;
  2495. }),
  2496. addition:boardChange_Addition
  2497. },
  2498. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2499. function:cards=>cards.filter(card=>{
  2500. const searchTypeArray = [71];
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. return boardChange_ColorTypes(skill).length == 4;
  2503. }),
  2504. addition:boardChange_Addition
  2505. },
  2506. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2507. function:cards=>cards.filter(card=>{
  2508. const searchTypeArray = [71];
  2509. const skill = getCardActiveSkill(card, searchTypeArray);
  2510. return boardChange_ColorTypes(skill).length == 5;
  2511. }),
  2512. addition:boardChange_Addition
  2513. },
  2514. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2515. function:cards=>cards.filter(card=>{
  2516. const searchTypeArray = [71];
  2517. const skill = getCardActiveSkill(card, searchTypeArray);
  2518. return boardChange_ColorTypes(skill).length >= 6;
  2519. }),
  2520. addition:boardChange_Addition
  2521. },
  2522. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2523. function:cards=>cards.filter(card=>{
  2524. const searchTypeArray = [71];
  2525. const skill = getCardActiveSkill(card, searchTypeArray);
  2526. return boardChange_ColorTypes(skill).includes(0);
  2527. }),
  2528. addition:boardChange_Addition
  2529. },
  2530. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2531. function:cards=>cards.filter(card=>{
  2532. const searchTypeArray = [71];
  2533. const skill = getCardActiveSkill(card, searchTypeArray);
  2534. return boardChange_ColorTypes(skill).includes(1);
  2535. }),
  2536. addition:boardChange_Addition
  2537. },
  2538. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2539. function:cards=>cards.filter(card=>{
  2540. const searchTypeArray = [71];
  2541. const skill = getCardActiveSkill(card, searchTypeArray);
  2542. return boardChange_ColorTypes(skill).includes(2);
  2543. }),
  2544. addition:boardChange_Addition
  2545. },
  2546. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2547. function:cards=>cards.filter(card=>{
  2548. const searchTypeArray = [71];
  2549. const skill = getCardActiveSkill(card, searchTypeArray);
  2550. return boardChange_ColorTypes(skill).includes(3);
  2551. }),
  2552. addition:boardChange_Addition
  2553. },
  2554. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2555. function:cards=>cards.filter(card=>{
  2556. const searchTypeArray = [71];
  2557. const skill = getCardActiveSkill(card, searchTypeArray);
  2558. return boardChange_ColorTypes(skill).includes(4);
  2559. }),
  2560. addition:boardChange_Addition
  2561. },
  2562. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2563. function:cards=>cards.filter(card=>{
  2564. const searchTypeArray = [71];
  2565. const skill = getCardActiveSkill(card, searchTypeArray);
  2566. return boardChange_ColorTypes(skill).includes(5);
  2567. }),
  2568. addition:boardChange_Addition
  2569. },
  2570. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2571. function:cards=>cards.filter(card=>{
  2572. const searchTypeArray = [71];
  2573. const skill = getCardActiveSkill(card, searchTypeArray);
  2574. const colors = boardChange_ColorTypes(skill);
  2575. return colors.includes(6)
  2576. || colors.includes(7)
  2577. || colors.includes(8)
  2578. || colors.includes(9);
  2579. }),
  2580. addition:boardChange_Addition
  2581. },
  2582. ]},
  2583. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2584. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2585. function:cards=>cards.filter(card=>{
  2586. const searchTypeArray = [9,20,154];
  2587. const skills = getCardActiveSkills(card, searchTypeArray);
  2588. if (!skills.length) return false;
  2589. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2590. return parsedSkills.some(p=>p.to.includes(0));
  2591. }),
  2592. addition:changeOrbs_Addition
  2593. },
  2594. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2595. function:cards=>cards.filter(card=>{
  2596. const searchTypeArray = [9,20,154];
  2597. const skills = getCardActiveSkills(card, searchTypeArray);
  2598. if (!skills.length) return false;
  2599. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2600. return parsedSkills.some(p=>p.to.includes(1));
  2601. }),
  2602. addition:changeOrbs_Addition
  2603. },
  2604. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2605. function:cards=>cards.filter(card=>{
  2606. const searchTypeArray = [9,20,154];
  2607. const skills = getCardActiveSkills(card, searchTypeArray);
  2608. if (!skills.length) return false;
  2609. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2610. return parsedSkills.some(p=>p.to.includes(2));
  2611. }),
  2612. addition:changeOrbs_Addition
  2613. },
  2614. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2615. function:cards=>cards.filter(card=>{
  2616. const searchTypeArray = [9,20,154];
  2617. const skills = getCardActiveSkills(card, searchTypeArray);
  2618. if (!skills.length) return false;
  2619. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2620. return parsedSkills.some(p=>p.to.includes(3));
  2621. }),
  2622. addition:changeOrbs_Addition
  2623. },
  2624. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2625. function:cards=>cards.filter(card=>{
  2626. const searchTypeArray = [9,20,154];
  2627. const skills = getCardActiveSkills(card, searchTypeArray);
  2628. if (!skills.length) return false;
  2629. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2630. return parsedSkills.some(p=>p.to.includes(4));
  2631. }),
  2632. addition:changeOrbs_Addition
  2633. },
  2634. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2635. function:cards=>cards.filter(card=>{
  2636. const searchTypeArray = [9,20,154];
  2637. const skills = getCardActiveSkills(card, searchTypeArray);
  2638. if (!skills.length) return false;
  2639. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2640. return parsedSkills.some(p=>p.to.includes(5));
  2641. }),
  2642. addition:changeOrbs_Addition
  2643. },
  2644. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2645. function:cards=>cards.filter(card=>{
  2646. const searchTypeArray = [9,20,154];
  2647. const skills = getCardActiveSkills(card, searchTypeArray);
  2648. if (!skills.length) return false;
  2649. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2650. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2651. }),
  2652. addition:changeOrbs_Addition
  2653. },
  2654. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2655. function:cards=>cards.filter(card=>{
  2656. const searchTypeArray = [9,20,154];
  2657. const skills = getCardActiveSkills(card, searchTypeArray);
  2658. if (!skills.length) return false;
  2659. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2660. return parsedSkills.some(p=>p.from.includes(0));
  2661. }),
  2662. addition:changeOrbs_Addition
  2663. },
  2664. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2665. function:cards=>cards.filter(card=>{
  2666. const searchTypeArray = [9,20,154];
  2667. const skills = getCardActiveSkills(card, searchTypeArray);
  2668. if (!skills.length) return false;
  2669. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2670. return parsedSkills.some(p=>p.from.includes(1));
  2671. }),
  2672. addition:changeOrbs_Addition
  2673. },
  2674. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2675. function:cards=>cards.filter(card=>{
  2676. const searchTypeArray = [9,20,154];
  2677. const skills = getCardActiveSkills(card, searchTypeArray);
  2678. if (!skills.length) return false;
  2679. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2680. return parsedSkills.some(p=>p.from.includes(2));
  2681. }),
  2682. addition:changeOrbs_Addition
  2683. },
  2684. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2685. function:cards=>cards.filter(card=>{
  2686. const searchTypeArray = [9,20,154];
  2687. const skills = getCardActiveSkills(card, searchTypeArray);
  2688. if (!skills.length) return false;
  2689. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2690. return parsedSkills.some(p=>p.from.includes(3));
  2691. }),
  2692. addition:changeOrbs_Addition
  2693. },
  2694. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2695. function:cards=>cards.filter(card=>{
  2696. const searchTypeArray = [9,20,154];
  2697. const skills = getCardActiveSkills(card, searchTypeArray);
  2698. if (!skills.length) return false;
  2699. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2700. return parsedSkills.some(p=>p.from.includes(4));
  2701. }),
  2702. addition:changeOrbs_Addition
  2703. },
  2704. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2705. function:cards=>cards.filter(card=>{
  2706. const searchTypeArray = [9,20,154];
  2707. const skills = getCardActiveSkills(card, searchTypeArray);
  2708. if (!skills.length) return false;
  2709. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2710. return parsedSkills.some(p=>p.from.includes(5));
  2711. }),
  2712. addition:changeOrbs_Addition
  2713. },
  2714. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2715. function:cards=>cards.filter(card=>{
  2716. const searchTypeArray = [9,20,154];
  2717. const skills = getCardActiveSkills(card, searchTypeArray);
  2718. if (!skills.length) return false;
  2719. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2720. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2721. }),
  2722. addition:changeOrbs_Addition
  2723. },
  2724. ]},
  2725. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2726. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2727. function:cards=>cards.filter(card=>{
  2728. function is30(sk)
  2729. {
  2730. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2731. }
  2732. const searchTypeArray = [141];
  2733. const skill = getCardActiveSkill(card, searchTypeArray);
  2734. return skill && is30(skill.params);
  2735. }),
  2736. addition:generateOrbs_Addition
  2737. },
  2738. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2739. function:cards=>cards.filter(card=>{
  2740. function is1515(sk)
  2741. {
  2742. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2743. }
  2744. const searchTypeArray = [141];
  2745. const skill = getCardActiveSkill(card, searchTypeArray);
  2746. return skill && is1515(skill.params);
  2747. }),
  2748. addition:generateOrbs_Addition
  2749. },
  2750. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2751. function:cards=>cards.filter(card=>{
  2752. const gens = generateOrbsParse(card);
  2753. return gens.some(gen=>gen.to.includes(0));
  2754. }),
  2755. addition:generateOrbs_Addition
  2756. },
  2757. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2758. function:cards=>cards.filter(card=>{
  2759. const gens = generateOrbsParse(card);
  2760. return gens.some(gen=>gen.to.includes(1));
  2761. }),
  2762. addition:generateOrbs_Addition
  2763. },
  2764. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2765. function:cards=>cards.filter(card=>{
  2766. const gens = generateOrbsParse(card);
  2767. return gens.some(gen=>gen.to.includes(2));
  2768. }),
  2769. addition:generateOrbs_Addition
  2770. },
  2771. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2772. function:cards=>cards.filter(card=>{
  2773. const gens = generateOrbsParse(card);
  2774. return gens.some(gen=>gen.to.includes(3));
  2775. }),
  2776. addition:generateOrbs_Addition
  2777. },
  2778. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2779. function:cards=>cards.filter(card=>{
  2780. const gens = generateOrbsParse(card);
  2781. return gens.some(gen=>gen.to.includes(4));
  2782. }),
  2783. addition:generateOrbs_Addition
  2784. },
  2785. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2786. function:cards=>cards.filter(card=>{
  2787. const gens = generateOrbsParse(card);
  2788. return gens.some(gen=>gen.to.includes(5));
  2789. }),
  2790. addition:generateOrbs_Addition
  2791. },
  2792. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2793. function:cards=>cards.filter(card=>{
  2794. const gens = generateOrbsParse(card);
  2795. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2796. }),
  2797. addition:generateOrbs_Addition
  2798. },
  2799. ]},
  2800. {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: [
  2801. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2802. function:cards=>cards.filter(card=>{
  2803. const searchTypeArray = [176];
  2804. const skill = getCardActiveSkill(card, searchTypeArray);
  2805. return skill;
  2806. })
  2807. },
  2808. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2809. function:cards=>cards.filter(card=>{
  2810. function is3x3(sk)
  2811. {
  2812. for (let si=0;si<3;si++)
  2813. {
  2814. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2815. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2816. (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)
  2817. (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)
  2818. )
  2819. return true;
  2820. }
  2821. return false;
  2822. }
  2823. const searchTypeArray = [176];
  2824. const skill = getCardActiveSkill(card, searchTypeArray);
  2825. return skill && is3x3(skill.params);
  2826. }),
  2827. addition:card=>{
  2828. const searchTypeArray = [176];
  2829. const skill = getCardActiveSkill(card, searchTypeArray);
  2830. if (!skill) return;
  2831. const sk = skill.params;
  2832. const fragment = document.createDocumentFragment();
  2833. fragment.appendChild(document.createTextNode(`3×3`));
  2834. fragment.appendChild(createOrbsList(sk[5]));
  2835. return fragment;
  2836. }
  2837. },
  2838. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2839. function:cards=>cards.filter(card=>{
  2840. const searchTypeArray = [127];
  2841. const skill = getCardActiveSkill(card, searchTypeArray);
  2842. return skill;
  2843. }),
  2844. addition:generateColumnOrbs_Addition
  2845. },
  2846. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2847. function:cards=>cards.filter(card=>{
  2848. function isHeart(sk)
  2849. {
  2850. for (let i=1;i<sk.length;i+=2)
  2851. {
  2852. if (sk[i] & 32)
  2853. {
  2854. return true;
  2855. }
  2856. }
  2857. }
  2858. const searchTypeArray = [127];
  2859. const skill = getCardActiveSkill(card, searchTypeArray);
  2860. return skill && isHeart(skill.params);
  2861. }),
  2862. addition:generateColumnOrbs_Addition
  2863. },
  2864. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2865. function:cards=>cards.filter(card=>{
  2866. const searchTypeArray = [128];
  2867. const skill = getCardActiveSkill(card, searchTypeArray);
  2868. return skill;
  2869. }),
  2870. addition:generateRowOrbs_Addition
  2871. },
  2872. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2873. function:cards=>cards.filter(card=>{
  2874. const searchTypeArray = [128];
  2875. const skill = getCardActiveSkill(card, searchTypeArray);
  2876. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2877. }),
  2878. addition:generateRowOrbs_Addition
  2879. },
  2880. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2881. function:cards=>cards.filter(card=>{
  2882. const searchTypeArray = [128];
  2883. const skill = getCardActiveSkill(card, searchTypeArray);
  2884. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2885. }),
  2886. addition:generateRowOrbs_Addition
  2887. },
  2888. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2889. function:cards=>cards.filter(card=>{
  2890. const searchTypeArray = [128];
  2891. const skill = getCardActiveSkill(card, searchTypeArray);
  2892. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2893. }),
  2894. addition:generateRowOrbs_Addition
  2895. },
  2896. {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)"},
  2897. function:cards=>cards.filter(card=>{
  2898. const searchTypeArray = [128,71,176];
  2899. function isRow(skill)
  2900. {
  2901. const sk = skill.params;
  2902. if (skill.type === 128) //普通横
  2903. {return true;}
  2904. else if (skill.type === 71) //花火
  2905. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2906. else if (skill.type === 176) //特殊形状
  2907. {
  2908. for (let si=0;si<5;si++)
  2909. {
  2910. if ((sk[si] & 63) === 63)
  2911. return true;
  2912. }
  2913. }
  2914. return false;
  2915. }
  2916. const skill = getCardActiveSkill(card, searchTypeArray);
  2917. return skill && isRow(skill);
  2918. })
  2919. },
  2920. ]},
  2921. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2922. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2923. function:cards=>cards.filter(card=>{
  2924. if (card.activeSkillId == 0) return false;
  2925. const skill = Skills[card.activeSkillId];
  2926. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2927. })
  2928. },
  2929. {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)"},
  2930. function:cards=>cards.filter(card=>{
  2931. if (card.activeSkillId == 0) return false;
  2932. const skill = Skills[card.activeSkillId];
  2933. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2934. let realCD = minCD;
  2935. const searchTypeArray = [14];
  2936. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2937. if (subSkill)
  2938. {
  2939. realCD -= subSkill.params[0] * 3;
  2940. }
  2941. return minCD > 1 && realCD <= 4;
  2942. })
  2943. },
  2944. {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)"},
  2945. function:cards=>{
  2946. const searchTypeArray = [5];
  2947. return cards.filter(card=>{
  2948. const skill = getCardActiveSkill(card, searchTypeArray);
  2949. return skill;
  2950. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2951. },
  2952. addition:card=>{
  2953. const searchTypeArray = [5];
  2954. const skill = getCardActiveSkill(card, searchTypeArray);
  2955. const value = skill.params[0];
  2956. return `时停${value}s`;
  2957. }
  2958. },
  2959. {
  2960. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2961. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2962. },
  2963. {
  2964. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2965. function:cards=>cards.filter(card=>{
  2966. let skType = Skills[card.activeSkillId].type;
  2967. return skType == 232 || skType == 233;
  2968. })
  2969. },
  2970. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2971. function:cards=>cards.filter(card=>{
  2972. const searchTypeArray = [225];
  2973. const skill = getCardActiveSkill(card, searchTypeArray);
  2974. return skill;
  2975. }),
  2976. addition:card=>{
  2977. const searchTypeArray = [225];
  2978. const skill = getCardActiveSkill(card, searchTypeArray);
  2979. if (!skill) return;
  2980. const sk = skill.params;
  2981. let strArr = [];
  2982. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2983. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2984. return `HP ${strArr.join(" ")}`;
  2985. }
  2986. },
  2987. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2988. function:cards=>cards.filter(card=>{
  2989. const searchTypeArray = [234];
  2990. const skill = getCardActiveSkill(card, searchTypeArray);
  2991. return skill;
  2992. }),
  2993. addition:card=>{
  2994. const searchTypeArray = [234];
  2995. const skill = getCardActiveSkill(card, searchTypeArray);
  2996. if (!skill) return;
  2997. const sk = skill.params;
  2998. let strArr = [];
  2999. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3000. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3001. return `层 ${strArr.join(" ")}`;
  3002. }
  3003. },
  3004. ]},
  3005. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3006. ]},
  3007. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3008. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3009. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3010. },
  3011. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3012. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3013. },
  3014. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3015. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3016. },
  3017. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3018. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3019. },
  3020. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3021. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3022. },
  3023. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3024. function:cards=>cards.filter(card=>{
  3025. const searchTypeArray = [151,209];
  3026. const skill = getCardLeaderSkill(card, searchTypeArray);
  3027. return skill;
  3028. })
  3029. },
  3030. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3031. function:cards=>cards.filter(card=>{
  3032. const searchTypeArray = [157];
  3033. const skill = getCardLeaderSkill(card, searchTypeArray);
  3034. return skill;
  3035. })
  3036. },
  3037. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3038. function:cards=>cards.filter(card=>{
  3039. const searchTypeArray = [177];
  3040. const skill = getCardLeaderSkill(card, searchTypeArray);
  3041. return skill;
  3042. })
  3043. },
  3044. ]},
  3045. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3046. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3047. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3048. },
  3049. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3050. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3051. },
  3052. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  3053. function:cards=>cards.filter(card=>{
  3054. const searchTypeArray = [162,186];
  3055. const skill = getCardLeaderSkill(card, searchTypeArray);
  3056. return skill;
  3057. })
  3058. },
  3059. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  3060. function:cards=>cards.filter(card=>{
  3061. const searchTypeArray = [163,177];
  3062. const skill = getCardLeaderSkill(card, searchTypeArray);
  3063. return skill;
  3064. })
  3065. },
  3066. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3067. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3068. },
  3069. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3070. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3071. },
  3072. {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)"},
  3073. function:cards=>{
  3074. const searchTypeArray = [158];
  3075. return cards.filter(card=>{
  3076. const skill = getCardLeaderSkill(card, searchTypeArray);
  3077. return skill;
  3078. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3079. },
  3080. addition:card=>{
  3081. const searchTypeArray = [158];
  3082. const skill = getCardLeaderSkill(card, searchTypeArray);
  3083. const value = skill.params[0];
  3084. return `≥${value}珠`;
  3085. }
  3086. },
  3087. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3088. function:cards=>cards.filter(card=>{
  3089. const searchTypeArray = [125];
  3090. const skill = getCardLeaderSkill(card, searchTypeArray);
  3091. return skill;
  3092. }),
  3093. addition:card=>{
  3094. const searchTypeArray = [125];
  3095. const skill = getCardLeaderSkill(card, searchTypeArray);
  3096. if (!skill) return;
  3097. const sk = skill.params;
  3098. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3099. }
  3100. },
  3101. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3102. function:cards=>cards.filter(card=>{
  3103. const searchTypeArray = [175];
  3104. const skill = getCardLeaderSkill(card, searchTypeArray);
  3105. return skill;
  3106. }),
  3107. addition:card=>{
  3108. const searchTypeArray = [175];
  3109. const skill = getCardLeaderSkill(card, searchTypeArray);
  3110. if (!skill) return;
  3111. const sk = skill.params;
  3112. return `合作:${sk[0]}`;
  3113. }
  3114. },
  3115. {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"},
  3116. function:cards=>cards.filter(card=>{
  3117. const searchTypeArray = [203];
  3118. const skill = getCardLeaderSkill(card, searchTypeArray);
  3119. return skill;
  3120. })
  3121. },
  3122. {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"},
  3123. function:cards=>cards.filter(card=>{
  3124. const searchTypeArray = [229];
  3125. const skill = getCardLeaderSkill(card, searchTypeArray);
  3126. return skill;
  3127. }),
  3128. addition:card=>{
  3129. const searchTypeArray = [229];
  3130. const skill = getCardLeaderSkill(card, searchTypeArray);
  3131. if (!skill) return;
  3132. const sk = skill.params;
  3133. const attrs = flags(sk[0]), types = flags(sk[1]);
  3134. const fragment = document.createDocumentFragment();
  3135. if (attrs.length)
  3136. fragment.appendChild(createOrbsList(attrs));
  3137. if (types.length)
  3138. fragment.appendChild(createTypesList(types));
  3139. return fragment;
  3140. }
  3141. },
  3142. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3143. function:cards=>cards.filter(card=>{
  3144. const searchTypeArray = [217];
  3145. const skill = getCardLeaderSkill(card, searchTypeArray);
  3146. return skill;
  3147. }),
  3148. addition:card=>{
  3149. const searchTypeArray = [217];
  3150. const skill = getCardLeaderSkill(card, searchTypeArray);
  3151. if (!skill) return;
  3152. const sk = skill.params;
  3153. return `★≤${sk[0]}`;
  3154. }
  3155. },
  3156. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度各不相同",cht:"要求隊員稀有度各不相同"},
  3157. function:cards=>cards.filter(card=>{
  3158. const searchTypeArray = [245];
  3159. const skill = getCardLeaderSkill(card, searchTypeArray);
  3160. return skill;
  3161. })
  3162. },
  3163. ]},
  3164. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3165. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3166. function:cards=>{
  3167. return cards.filter(card=>{
  3168. return getSkillFixedDamage(card) > 0;
  3169. }).sort((a,b)=>{
  3170. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3171. return a_pC - b_pC;
  3172. });
  3173. },
  3174. addition:card=>{
  3175. const value = getSkillFixedDamage(card);
  3176. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3177. let skill;
  3178. if (skill = getCardLeaderSkill(card, [235])) {
  3179. nodeArr.push("/");
  3180. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3181. nodeArr.push(`×${skill.params[2]}`);
  3182. }
  3183. return nodeArr.nodeJoin();
  3184. }
  3185. },
  3186. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3187. function:cards=>{
  3188. return cards.filter(card=>{
  3189. return getSkillAddCombo(card) > 0;
  3190. }).sort((a,b)=>{
  3191. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3192. return a_pC - b_pC;
  3193. });
  3194. },
  3195. addition:card=>{
  3196. const value = getSkillAddCombo(card);
  3197. let nodeArr = [`+${value.bigNumberToString()}C`];
  3198. let skill;
  3199. if (skill = getCardLeaderSkill(card, [210])) {
  3200. nodeArr.push("/十字");
  3201. } else if (skill = getCardLeaderSkill(card, [235])) {
  3202. nodeArr.push("/");
  3203. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3204. nodeArr.push(`×${skill.params[2]}`);
  3205. }
  3206. return nodeArr.nodeJoin();
  3207. }
  3208. },
  3209. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3210. function:cards=>{
  3211. const searchTypeArray = [15,185];
  3212. return cards.filter(card=>{
  3213. const skill = getCardLeaderSkill(card, searchTypeArray);
  3214. return skill;
  3215. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3216. },
  3217. addition:card=>{
  3218. const searchTypeArray = [15,185];
  3219. const skill = getCardLeaderSkill(card, searchTypeArray);
  3220. if (!skill) return;
  3221. const value = skill.params[0];
  3222. return `${value > 0 ? "+" : ""}${value/100}s`;
  3223. }
  3224. },
  3225. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3226. function:cards=>{
  3227. const searchTypeArray = [178];
  3228. return cards.filter(card=>{
  3229. const skill = getCardLeaderSkill(card, searchTypeArray);
  3230. return skill;
  3231. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3232. },
  3233. addition:card=>{
  3234. const searchTypeArray = [178];
  3235. const skill = getCardLeaderSkill(card, searchTypeArray);
  3236. if (!skill) return;
  3237. const value = skill.params[0];
  3238. return `固定${value}s`;
  3239. }
  3240. },
  3241. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3242. function:cards=>cards.filter(card=>{
  3243. const searchTypeArray = [213];
  3244. const skill = getCardLeaderSkill(card, searchTypeArray);
  3245. return skill;
  3246. }),
  3247. addition:card=>{
  3248. const searchTypeArray = [213];
  3249. const skill = getCardLeaderSkill(card, searchTypeArray);
  3250. if (!skill) return;
  3251. const sk = skill.params;
  3252. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3253. const fragment = document.createDocumentFragment();
  3254. if (attrs.length)
  3255. fragment.appendChild(createOrbsList(attrs));
  3256. if (types.length)
  3257. fragment.appendChild(createTypesList(types));
  3258. fragment.appendChild(document.createTextNode(`:+`));
  3259. if (awakenings.length)
  3260. fragment.appendChild(creatAwokenList(awakenings));
  3261. return fragment;
  3262. }
  3263. },
  3264. {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)"},
  3265. function:cards=>{
  3266. const searchTypeArray = [12];
  3267. return cards.filter(card=>{
  3268. const skill = getCardLeaderSkill(card, searchTypeArray);
  3269. return skill;
  3270. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3271. },
  3272. addition:card=>{
  3273. const searchTypeArray = [12];
  3274. const skill = getCardLeaderSkill(card, searchTypeArray);
  3275. const value = skill.params[0];
  3276. return `攻击×${(value/100).bigNumberToString()}倍`;
  3277. }
  3278. },
  3279. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3280. function:cards=>{
  3281. const searchTypeArray = [13];
  3282. return cards.filter(card=>{
  3283. const skill = getCardLeaderSkill(card, searchTypeArray);
  3284. return skill;
  3285. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3286. },
  3287. addition:card=>{
  3288. const searchTypeArray = [13];
  3289. const skill = getCardLeaderSkill(card, searchTypeArray);
  3290. const value = skill.params[0];
  3291. return `回复×${(value/100).bigNumberToString()}倍`;
  3292. }
  3293. },
  3294. {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)"},
  3295. function:cards=>{
  3296. const searchTypeArray = [198];
  3297. return cards.filter(card=>{
  3298. const skill = getCardLeaderSkill(card, searchTypeArray);
  3299. return skill && skill.params[2];
  3300. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3301. },
  3302. addition:card=>{
  3303. const searchTypeArray = [198];
  3304. const skill = getCardLeaderSkill(card, searchTypeArray);
  3305. const sk = skill.params;
  3306. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3307. }
  3308. },
  3309. {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)"},
  3310. function:cards=>{
  3311. const searchTypeArray = [198];
  3312. return cards.filter(card=>{
  3313. const skill = getCardLeaderSkill(card, searchTypeArray);
  3314. return skill && skill.params[3];
  3315. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3316. },
  3317. addition:card=>{
  3318. const searchTypeArray = [198];
  3319. const skill = getCardLeaderSkill(card, searchTypeArray);
  3320. const sk = skill.params;
  3321. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3322. }
  3323. },
  3324. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3325. function:cards=>{
  3326. const searchTypeArray = [41];
  3327. return cards.filter(card=>{
  3328. const skill = getCardLeaderSkill(card, searchTypeArray);
  3329. return skill;
  3330. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3331. },
  3332. addition:card=>{
  3333. const searchTypeArray = [41];
  3334. const skill = getCardLeaderSkill(card, searchTypeArray);
  3335. const sk = skill.params;
  3336. const fragment = document.createDocumentFragment();
  3337. fragment.appendChild(createOrbsList(sk[2] || 0));
  3338. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3339. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3340. return fragment;
  3341. }
  3342. },
  3343. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3344. function:cards=>cards.filter(card=>{
  3345. const searchTypeArray = [197];
  3346. const skill = getCardLeaderSkill(card, searchTypeArray);
  3347. return skill;
  3348. })
  3349. },
  3350. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3351. function:cards=>{
  3352. const searchTypeArray = [14];
  3353. return cards.filter(card=>{
  3354. const skill = getCardLeaderSkill(card, searchTypeArray);
  3355. return skill;
  3356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3357. },
  3358. addition:card=>{
  3359. const searchTypeArray = [14];
  3360. const skill = getCardLeaderSkill(card, searchTypeArray);
  3361. const value = skill.params[0];
  3362. return `HP≥${value}%`;
  3363. }
  3364. },
  3365. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3366. function:cards=>{
  3367. const searchTypeArray = [53];
  3368. return cards.filter(card=>{
  3369. const skill = getCardLeaderSkill(card, searchTypeArray);
  3370. return skill;
  3371. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3372. },
  3373. addition:card=>{
  3374. const searchTypeArray = [53];
  3375. const skill = getCardLeaderSkill(card, searchTypeArray);
  3376. const sk = skill.params;
  3377. return `掉率x${sk[0]/100}`;
  3378. }
  3379. },
  3380. {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)"},
  3381. function:cards=>{
  3382. const searchTypeArray = [54];
  3383. return cards.filter(card=>{
  3384. const skill = getCardLeaderSkill(card, searchTypeArray);
  3385. return skill;
  3386. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3387. },
  3388. addition:card=>{
  3389. const searchTypeArray = [54];
  3390. const skill = getCardLeaderSkill(card, searchTypeArray);
  3391. const sk = skill.params;
  3392. return `金币x${sk[0]/100}`;
  3393. }
  3394. },
  3395. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3396. function:cards=>{
  3397. const searchTypeArray = [148];
  3398. return cards.filter(card=>{
  3399. const skill = getCardLeaderSkill(card, searchTypeArray);
  3400. return skill;
  3401. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3402. },
  3403. addition:card=>{
  3404. const searchTypeArray = [148];
  3405. const skill = getCardLeaderSkill(card, searchTypeArray);
  3406. const sk = skill.params;
  3407. return `经验x${sk[0]/100}`;
  3408. }
  3409. },
  3410. ]},
  3411. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3412. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3413. function:cards=>cards.filter(card=>{
  3414. const skill = Skills[card.leaderSkillId];
  3415. const HPscale = getHPScale(skill);
  3416. return HPscale >= 3;
  3417. }).sort(sortByHPScal),
  3418. addition: HPScal_Addition
  3419. },
  3420. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3421. function:cards=>cards.filter(card=>{
  3422. const skill = Skills[card.leaderSkillId];
  3423. const HPscale = getHPScale(skill);
  3424. return HPscale >= 2 && HPscale < 3;
  3425. }).sort(sortByHPScal),
  3426. addition: HPScal_Addition
  3427. },
  3428. {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)"},
  3429. function:cards=>cards.filter(card=>{
  3430. const skill = Skills[card.leaderSkillId];
  3431. const HPscale = getHPScale(skill);
  3432. return HPscale >= 1.5 && HPscale < 2;
  3433. }).sort(sortByHPScal),
  3434. addition: HPScal_Addition
  3435. },
  3436. {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)"},
  3437. function:cards=>cards.filter(card=>{
  3438. const skill = Skills[card.leaderSkillId];
  3439. const HPscale = getHPScale(skill);
  3440. return HPscale > 1 && HPscale < 1.5;
  3441. }).sort(sortByHPScal),
  3442. addition: HPScal_Addition
  3443. },
  3444. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3445. function:cards=>cards.filter(card=>{
  3446. const skill = Skills[card.leaderSkillId];
  3447. const HPscale = getHPScale(skill);
  3448. return HPscale === 1;
  3449. }),
  3450. addition: HPScal_Addition
  3451. },
  3452. {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)"},
  3453. function:cards=>cards.filter(card=>{
  3454. const skill = Skills[card.leaderSkillId];
  3455. const HPscale = getHPScale(skill);
  3456. return HPscale < 1;
  3457. }).sort(sortByHPScal),
  3458. addition: HPScal_Addition
  3459. },
  3460. ]},
  3461. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3462. {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)"},
  3463. function:cards=>cards.filter(card=>{
  3464. const skill = Skills[card.leaderSkillId];
  3465. const reduceScale = getReduceScale(skill);
  3466. return reduceScale >= 0.75;
  3467. }).sort(sortByReduceScale),
  3468. addition: ReduceScale_Addition
  3469. },
  3470. {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)"},
  3471. function:cards=>cards.filter(card=>{
  3472. const skill = Skills[card.leaderSkillId];
  3473. const reduceScale = getReduceScale(skill);
  3474. return reduceScale >= 0.5 && reduceScale < 0.75;
  3475. }).sort(sortByReduceScale),
  3476. addition: ReduceScale_Addition
  3477. },
  3478. {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)"},
  3479. function:cards=>cards.filter(card=>{
  3480. const skill = Skills[card.leaderSkillId];
  3481. const reduceScale = getReduceScale(skill);
  3482. return reduceScale >= 0.25 && reduceScale < 0.5;
  3483. }).sort(sortByReduceScale),
  3484. addition: ReduceScale_Addition
  3485. },
  3486. {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)"},
  3487. function:cards=>cards.filter(card=>{
  3488. const skill = Skills[card.leaderSkillId];
  3489. const reduceScale = getReduceScale(skill);
  3490. return reduceScale > 0 && reduceScale < 0.25;
  3491. }).sort(sortByReduceScale),
  3492. addition: ReduceScale_Addition
  3493. },
  3494. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3495. function:cards=>cards.filter(card=>{
  3496. const skill = Skills[card.leaderSkillId];
  3497. const reduceScale = getReduceScale(skill);
  3498. return reduceScale === 0;
  3499. })
  3500. },
  3501. {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"},
  3502. function:cards=>cards.filter(card=>{
  3503. const skill = Skills[card.leaderSkillId];
  3504. return getReduceScale(skill, true) > 0;
  3505. })
  3506. },
  3507. {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"},
  3508. function:cards=>cards.filter(card=>{
  3509. const skill = Skills[card.leaderSkillId];
  3510. return getReduceScale(skill, undefined, true) > 0;
  3511. })
  3512. },
  3513. {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"},
  3514. function:cards=>cards.filter(card=>{
  3515. const skill = Skills[card.leaderSkillId];
  3516. return getReduceScale(skill, undefined, undefined, true) > 0;
  3517. })
  3518. },
  3519. /*{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%)"},
  3520. function:cards=>cards.filter(card=>{
  3521. const skill = Skills[card.leaderSkillId];
  3522. const reduceScale = getReduceScale(skill);
  3523. return reduceScale>=0.29;
  3524. }).sort(sortByReduceScale)
  3525. },*/
  3526. {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"},
  3527. function:cards=>{
  3528. return cards.filter(card=>{
  3529. const skill = Skills[card.leaderSkillId];
  3530. return getReduceScale_unconditional(skill) > 0;
  3531. }).sort((a,b)=>{
  3532. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3533. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3534. });
  3535. },
  3536. addition:card=>{
  3537. const skill = Skills[card.leaderSkillId];
  3538. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3539. }
  3540. },
  3541. ]},
  3542. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3543. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3544. function:cards=>cards.filter(card=>
  3545. !Array.isArray(card.henshinFrom) &&
  3546. !Array.isArray(card.henshinTo))
  3547. },
  3548. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3549. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3550. },
  3551. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3552. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3553. },
  3554. {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)"},
  3555. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3556. },
  3557. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3558. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3559. },
  3560. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3561. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3562. function:cards=>cards.filter(card=>isReincarnated(card))
  3563. }, //evoBaseId可能为0
  3564. //{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)},
  3565. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3566. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3567. },
  3568. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3569. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3570. },
  3571. ]},
  3572. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3573. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3574. function:cards=>cards.filter(card=>card.is8Latent)
  3575. },
  3576. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3577. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3578. },
  3579. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3580. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3581. },
  3582. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3583. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3584. },
  3585. {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"},
  3586. function:cards=>cards.filter(card=>{
  3587. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3588. if (hasAwokenKiller)
  3589. { //大于2个杀的进行判断
  3590. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3591. { //大于3个杀的直接过
  3592. return true;
  3593. }else
  3594. { //2个杀的
  3595. const isAllowLatent = card.types.filter(i=>
  3596. i>=0 //去掉-1的type
  3597. ).map(type=>
  3598. type_allowable_latent[type] //得到允许打的潜觉杀
  3599. ).some(ls=>
  3600. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3601. );
  3602. return isAllowLatent
  3603. }
  3604. }else
  3605. {
  3606. return false;
  3607. }
  3608. })
  3609. },
  3610. /*
  3611. {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"},
  3612. function:cards=>cards.filter(card=>{
  3613. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3614. if (hasAwokenKiller)
  3615. { //大于2个杀的进行判断
  3616. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3617. { //大于3个杀的直接过
  3618. return true;
  3619. }else
  3620. { //2个杀的
  3621. const isAllowLatent = card.types.filter(i=>
  3622. i>=0 //去掉-1的type
  3623. ).map(type=>
  3624. type_allowable_latent[type] //得到允许打的潜觉杀
  3625. ).some(ls=>
  3626. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3627. );
  3628. return isAllowLatent
  3629. }
  3630. }else
  3631. {
  3632. return false;
  3633. }
  3634. })
  3635. },
  3636. {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"},
  3637. function:cards=>cards.filter(card=>{
  3638. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3639. if (hasAwokenKiller)
  3640. { //大于2个杀的进行判断
  3641. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3642. { //大于3个杀的直接过
  3643. return true;
  3644. }else
  3645. { //2个杀的
  3646. const isAllowLatent = card.types.filter(i=>
  3647. i>=0 //去掉-1的type
  3648. ).map(type=>
  3649. type_allowable_latent[type] //得到允许打的潜觉杀
  3650. ).some(ls=>
  3651. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3652. );
  3653. return isAllowLatent
  3654. }
  3655. }else
  3656. {
  3657. return false;
  3658. }
  3659. })
  3660. },
  3661. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3662. function:cards=>cards.filter(card=>{
  3663. const searchTypeArray = [1000];
  3664. const skill = getCardActiveSkill(card, searchTypeArray);
  3665. return skill;
  3666. })
  3667. },*/
  3668. ]},
  3669. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3670. {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)"},
  3671. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3672. },
  3673. {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)"},
  3674. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3675. },
  3676. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3677. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3678. },
  3679. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3680. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3681. },
  3682. {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"},
  3683. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3684. },
  3685. {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)"},
  3686. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3687. addition:card=>`成长${card.limitBreakIncr}%`
  3688. },
  3689. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3690. function:cards=>cards.filter(card=>card.maxLevel==1)
  3691. },
  3692. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3693. function:cards=>cards.filter(card=>card.sellMP<100)
  3694. },
  3695. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3696. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3697. },
  3698. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3699. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3700. },
  3701. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3702. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3703. },
  3704. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3705. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3706. },
  3707. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3708. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3709. },
  3710. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3711. function:cards=>cards,
  3712. addition:card=>card.name
  3713. },
  3714. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3715. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3716. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3717. },
  3718. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3719. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3720. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3721. },
  3722. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3723. function:cards=>cards,
  3724. addition:card=>createTypesList(card.types)
  3725. },
  3726. ]},
  3727. ];
  3728. return functions;
  3729. })();

智龙迷城队伍图制作工具