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script-json_data.js 122 kB

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

智龙迷城队伍图制作工具