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script-json_data.js 159 kB

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

智龙迷城队伍图制作工具