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script-json_data.js 124 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `智龙迷城${teamsCount}人队伍图制作`,
  17. addition_display: "💬",
  18. title_blank: "输入队伍标题",
  19. detail_blank: "输入说明",
  20. sort_name:{
  21. sort_none: "无",
  22. sort_id: "怪物ID",
  23. sort_attrs: "属性",
  24. sort_evoRootId: "进化树",
  25. sort_evoRoot_Attrs : "进化根怪物的属性",
  26. sort_rarity: "稀有度",
  27. sort_cost: "消耗",
  28. sort_mp: "MP",
  29. sort_skillLv1: "技能最大冷却时间",
  30. sort_skillLvMax: "技能最小冷却时间",
  31. sort_hpMax120: "最大 HP",
  32. sort_atkMax120: "最大攻击",
  33. sort_rcvMax120: "最大回复",
  34. sort_hpMax120_awoken: "最大 HP(+觉醒)",
  35. sort_atkMax120_awoken: "最大攻击(+觉醒)",
  36. sort_rcvMax120_awoken: "最大回复(+觉醒)",
  37. sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
  38. },
  39. force_reload_data: "强制刷新数据",
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`未知的技能类型:${'type'}`, //type
  43. active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill
  44. random_skills: tp`随机发动以下技能:${'skills'}`, //skills
  45. evolved_skills: tp`技能使用后会进化为下一阶段:${'skills'}`, //skills
  46. evolved_skills_loop: tp`${`icon`}使用后返回第一阶段`,
  47. damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
  48. damage_enemy_times: tp`×${'times'}`,
  49. damage_enemy_count: tp`(共${'damage'})`,
  50. vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
  51. delay: tp`延迟敌人的攻击${'icon'}`, //icon
  52. mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
  53. leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
  54. no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
  55. self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
  56. heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
  57. unbind: tp`${'stats'}状态减少 ${'turns'} 回合`,
  58. unbind_normal: tp`${'icon'}封锁`,
  59. unbind_awakenings: tp`${'icon'}觉醒无效`,
  60. unbind_matches: tp`${'icon'}无法消除宝珠`,
  61. bind_skill: tp`${'icon'}自身无法使用技能`,
  62. defense_break: tp`${'icon'}敌方的防御力减少${'value'}`,
  63. poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
  64. time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
  65. follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
  66. follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
  67. auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
  68. auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
  69. ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
  70. gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
  71. resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`,
  72. board_change: tp`全画面的宝珠变为${'orbs'}`,
  73. skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  76. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  77. min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
  78. drop_refresh: tp`全板刷新`,
  79. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  80. auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
  81. board7x6: tp`【${'icon'}7×6版面】`,
  82. counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  83. change_orbs: tp`${'from'}→${'to'}`,
  84. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  85. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  86. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  87. orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
  88. attr_absorb: tp`${'icon'}属性吸收`,
  89. combo_absorb: tp`${'icon'}连击吸收`,
  90. damage_absorb: tp`${'icon'}伤害吸收`,
  91. damage_void: tp`${'icon'}伤害无效`,
  92. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  93. change_attribute: tp`将${'target'}变为${'attrs'}`,
  94. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  95. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  96. set_orb_state_unlocked: tp`${'icon'}解除${'orbs'}的锁定状态`,
  97. set_orb_state_bound: tp`无法消除${'orbs'}`,
  98. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  99. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  100. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  101. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  102. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  103. power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  104. power_up_targets: tp`${'attrs_types'}的 `,
  105. henshin: tp`变身为${'card'}`,
  106. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  107. skill_proviso: tp`${'condition'}才能发动后续效果`,
  108. obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
  109. obstruct_opponent_after_me: tp`排名比自身低的对手`,
  110. obstruct_opponent_before_me: tp`排名比自身高的对手`,
  111. obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
  112. },
  113. power: {
  114. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  115. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  116. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  117. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  118. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  119. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  120. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  121. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  122. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  123. scale_remain_orbs: tp`剩余宝珠 ≤ ${'max'} 时${'stats'}${'bonus'}`,
  124. scale_remain_orbs_bonus: tp`,每少1个${'bonus'},最少${'min'}个时${'stats_max'}`,
  125. scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
  126. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  127. scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
  128. },
  129. cond: {
  130. unknown: tp`[ 未知条件 ]`,
  131. hp_equal: tp`${'hp'} == ${'min'} 时`,
  132. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  133. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  134. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  135. use_skill: tp`使用技能时`,
  136. multi_player: tp`协力时`,
  137. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  138. exact_combo: tp`刚好${'value'}连击时`,
  139. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  140. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  141. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  142. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  143. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  144. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  145. heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
  146. },
  147. position: {
  148. top: tp`上方第${'pos'}横行`,
  149. bottom: tp`下方第${'pos'}横行`,
  150. left: tp`左方第${'pos'}竖列`,
  151. right: tp`右方第${'pos'}竖列`,
  152. shape: tp`指定位置`,
  153. },
  154. value: {
  155. unknown: tp`[ 未知数值: ${'type'}]`, //type
  156. const: tp`${'value'}${'unit'}`,
  157. const_to: tp`到${'value'}`,
  158. mul_percent: tp`${'value'}%`,
  159. mul_times: tp`×${'value'}倍`,
  160. mul_of_percent: tp`${'stats'}的${'value'}%`,
  161. mul_of_times: tp`${'stats'}×${'value'}倍`,
  162. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  163. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  164. prob: tp`有${'value'}几率`,
  165. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  166. },
  167. target: {
  168. unknown: tp`未知目标`,
  169. self: tp`角色自身`,
  170. team: tp`队伍`,
  171. team_last: tp`队伍最后一位队员`,
  172. team_leader: tp`队长`,
  173. team_sub: tp`队员`,
  174. enemy: tp`敌人`,
  175. enemy_all: tp`敌方全体`,
  176. enemy_one: tp`敌方1体`,
  177. enemy_attr: tp`${'attr'}敌人`,
  178. },
  179. stats: {
  180. unknown: tp`[ 未知状态: ${'type'}]`, //type
  181. maxhp: tp`最大HP`,
  182. hp: tp`HP`,
  183. chp: tp`当前HP`,
  184. atk: tp`攻击力`,
  185. rcv: tp`回复力`,
  186. teamhp: tp`队伍总HP`,
  187. teamatk: tp`队伍${'attrs'}总攻击力`,
  188. teamrcv: tp`队伍回复力`,
  189. },
  190. unit: {
  191. orbs: tp`个`,
  192. times: tp`次`,
  193. seconds: tp`秒`,
  194. point: tp`点`,
  195. turns: tp`回合`,
  196. },
  197. word: {
  198. comma: tp`,`, //逗号
  199. slight_pause: tp`、`, //顿号
  200. range_hyphen: tp`~`, //范围连字符
  201. in_once: tp`同时`,
  202. evo_type_pixel: tp`像素进化`,
  203. evo_type_reincarnation: tp`转生或超转生进化`,
  204. evo_type_unknow: tp`未知进化: ${'type'}`,
  205. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  206. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  207. affix_type: tp`${'cotent'}类型`, //词缀-类型
  208. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  209. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  210. },
  211. attrs: {
  212. [0]: tp`${'icon'}火`,
  213. [1]: tp`${'icon'}水`,
  214. [2]: tp`${'icon'}木`,
  215. [3]: tp`${'icon'}光`,
  216. [4]: tp`${'icon'}暗`,
  217. [5]: tp`${'icon'}回复力`,
  218. [6]: tp`${'icon'}空`,
  219. all: tp`所有`,
  220. self: tp`${'icon'}自身属性`,
  221. fixed: tp`${'icon'}无视防御固定`,
  222. },
  223. orbs: {
  224. [0]: tp`${'icon'}火`,
  225. [1]: tp`${'icon'}水`,
  226. [2]: tp`${'icon'}木`,
  227. [3]: tp`${'icon'}光`,
  228. [4]: tp`${'icon'}暗`,
  229. [5]: tp`${'icon'}回复`,
  230. [6]: tp`${'icon'}干扰`,
  231. [7]: tp`${'icon'}毒`,
  232. [8]: tp`${'icon'}剧毒`,
  233. [9]: tp`${'icon'}炸弹`,
  234. enhanced: tp`${'icon'}强化`,
  235. locked: tp`${'icon'}锁定`,
  236. nail: tp`${'icon'}钉子`,
  237. variation: tp`${'icon'}变换珠(每${'time'}变换)`,
  238. _5color: tp`${'icon'}5色`,
  239. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  240. all: tp`所有`,
  241. any: tp`任何${'cotent'}`,
  242. },
  243. types: {
  244. [0]: tp`${'icon'}进化用`,
  245. [1]: tp`${'icon'}平衡`,
  246. [2]: tp`${'icon'}体力`,
  247. [3]: tp`${'icon'}回复`,
  248. [4]: tp`${'icon'}龙`,
  249. [5]: tp`${'icon'}神`,
  250. [6]: tp`${'icon'}攻击`,
  251. [7]: tp`${'icon'}恶魔`,
  252. [8]: tp`${'icon'}机械`,
  253. [9]: tp`${'icon'}特别保护`,
  254. [12]: tp`${'icon'}能力觉醒用`,
  255. [14]: tp`${'icon'}强化合成用`,
  256. [15]: tp`${'icon'}贩卖用`,
  257. },
  258. awokens: {
  259. [0]: tp`${'icon'}未知觉醒`,
  260. [1]: tp`${'icon'}HP+`,
  261. [2]: tp`${'icon'}攻击+`,
  262. [3]: tp`${'icon'}回复+`,
  263. [4]: tp`${'icon'}火盾`,
  264. [5]: tp`${'icon'}水盾`,
  265. [6]: tp`${'icon'}木盾`,
  266. [7]: tp`${'icon'}光盾`,
  267. [8]: tp`${'icon'}暗盾`,
  268. [9]: tp`${'icon'}自回`,
  269. [10]: tp`${'icon'}防封`,
  270. [11]: tp`${'icon'}防暗`,
  271. [12]: tp`${'icon'}防废`,
  272. [13]: tp`${'icon'}防毒`,
  273. [14]: tp`${'icon'}火+`,
  274. [15]: tp`${'icon'}水+`,
  275. [16]: tp`${'icon'}木+`,
  276. [17]: tp`${'icon'}光+`,
  277. [18]: tp`${'icon'}暗+`,
  278. [19]: tp`${'icon'}手指`,
  279. [20]: tp`${'icon'}心解`,
  280. [21]: tp`${'icon'}SB`,
  281. [22]: tp`${'icon'}火横`,
  282. [23]: tp`${'icon'}水横`,
  283. [24]: tp`${'icon'}木横`,
  284. [25]: tp`${'icon'}光横`,
  285. [26]: tp`${'icon'}暗横`,
  286. [27]: tp`${'icon'}U`,
  287. [28]: tp`${'icon'}SX`,
  288. [29]: tp`${'icon'}心+`,
  289. [30]: tp`${'icon'}协力`,
  290. [31]: tp`${'icon'}龙杀`,
  291. [32]: tp`${'icon'}神杀`,
  292. [33]: tp`${'icon'}恶魔杀`,
  293. [34]: tp`${'icon'}机杀`,
  294. [35]: tp`${'icon'}平衡杀`,
  295. [36]: tp`${'icon'}攻击杀`,
  296. [37]: tp`${'icon'}体力杀`,
  297. [38]: tp`${'icon'}回复杀`,
  298. [39]: tp`${'icon'}进化杀`,
  299. [40]: tp`${'icon'}觉醒杀`,
  300. [41]: tp`${'icon'}强化杀`,
  301. [42]: tp`${'icon'}卖钱杀`,
  302. [43]: tp`${'icon'}7c`,
  303. [44]: tp`${'icon'}5色破防`,
  304. [45]: tp`${'icon'}心追`,
  305. [46]: tp`${'icon'}全体 HP `,
  306. [47]: tp`${'icon'}全体回复`,
  307. [48]: tp`${'icon'}破无效`,
  308. [49]: tp`${'icon'}武器`,
  309. [50]: tp`${'icon'}方块心追`,
  310. [51]: tp`${'icon'}5色溜`,
  311. [52]: tp`${'icon'}大防封`,
  312. [53]: tp`${'icon'}大手指`,
  313. [54]: tp`${'icon'}防云`,
  314. [55]: tp`${'icon'}防封条`,
  315. [56]: tp`${'icon'}大SB`,
  316. [57]: tp`${'icon'}上血`,
  317. [58]: tp`${'icon'}下血`,
  318. [59]: tp`${'icon'}L盾`,
  319. [60]: tp`${'icon'}L解锁`,
  320. [61]: tp`${'icon'}10c`,
  321. [62]: tp`${'icon'}c珠`,
  322. [63]: tp`${'icon'}语音`,
  323. [64]: tp`${'icon'}奖励增加`,
  324. [65]: tp`${'icon'} HP -`,
  325. [66]: tp`${'icon'}攻击-`,
  326. [67]: tp`${'icon'}回复-`,
  327. [68]: tp`${'icon'}大防暗`,
  328. [69]: tp`${'icon'}大防废`,
  329. [70]: tp`${'icon'}大防毒`,
  330. [71]: tp`${'icon'}掉废`,
  331. [72]: tp`${'icon'}掉毒`,
  332. [73]: tp`${'icon'}火串`,
  333. [74]: tp`${'icon'}水串`,
  334. [75]: tp`${'icon'}木串`,
  335. [76]: tp`${'icon'}光串`,
  336. [77]: tp`${'icon'}暗串`,
  337. [78]: tp`${'icon'}十字`,
  338. [79]: tp`${'icon'}3色`,
  339. [80]: tp`${'icon'}4色`,
  340. [81]: tp`${'icon'}5色`,
  341. }
  342. },
  343. }
  344. //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
  345. const typekiller_for_type = [
  346. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  347. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  348. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  349. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  350. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  351. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  352. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  353. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  354. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  355. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  356. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  357. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  358. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  359. ];
  360. //类型允许的潜觉杀
  361. const type_allowable_latent = [];
  362. typekiller_for_type.forEach(t=>
  363. {
  364. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  365. .map(tn=>
  366. typekiller_for_type.find(_t=>_t.type == tn).latent
  367. );
  368. type_allowable_latent[t.type] = t.allowableLatent;
  369. }
  370. );
  371. //一般共同能打的潜觉
  372. const common_allowable_latent = [
  373. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  374. 28,29,30,31,32,33,34,35,36,37,38,
  375. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  376. ];
  377. //120级才能打的潜觉
  378. const v120_allowable_latent = [
  379. 42,43,44,45
  380. ];
  381. //等效觉醒列表
  382. const equivalent_awoken = [
  383. {small:10,big:52,times:2}, //防封
  384. {small:11,big:68,times:5}, //防暗
  385. {small:12,big:69,times:5}, //防废
  386. {small:13,big:70,times:5}, //防毒
  387. {small:19,big:53,times:2}, //手指
  388. {small:21,big:56,times:2}, //SB
  389. ];
  390. //官方的觉醒排列顺序
  391. const official_awoken_sorting = [
  392. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  393. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  394. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  395. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  396. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  397. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  398. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  399. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  400. 73, 74, 75, 76, 77, 78, 79, 80, 81
  401. ];
  402. //pdc的徽章对应数字
  403. const pdcBadgeMap = [
  404. {pdf:1,pdc:10}, //无限cost
  405. {pdf:2,pdc:12}, //小手指
  406. {pdf:3,pdc:9}, //全体攻击
  407. {pdf:4,pdc:5}, //小回复
  408. {pdf:5,pdc:1}, //小血量
  409. {pdf:6,pdc:3}, //小攻击
  410. {pdf:7,pdc:8}, //SB
  411. {pdf:8,pdc:18}, //队长防封
  412. {pdf:9,pdc:19}, //SX
  413. {pdf:11,pdc:7}, //无天降
  414. {pdf:17,pdc:6}, //大回复
  415. {pdf:18,pdc:2}, //大血量
  416. {pdf:19,pdc:4}, //大攻击
  417. {pdf:20,pdc:null}, //三维
  418. {pdf:21,pdc:13}, //大手指
  419. {pdf:10,pdc:11}, //加经验
  420. {pdf:12,pdc:15}, //墨镜
  421. {pdf:13,pdc:17}, //防废
  422. {pdf:14,pdc:16}, //防毒
  423. {pdf:50,pdc:14}, //月卡
  424. ];
  425. //pdc的潜觉对应数字
  426. const pdcLatentMap = [
  427. {pdf:1,pdc:1}, //HP
  428. {pdf:2,pdc:0}, //攻击
  429. {pdf:3,pdc:2}, //回复
  430. {pdf:4,pdc:19}, //手指
  431. {pdf:5,pdc:13}, //自回
  432. {pdf:6,pdc:14}, //火盾
  433. {pdf:7,pdc:15}, //水盾
  434. {pdf:8,pdc:16}, //木盾
  435. {pdf:9,pdc:17}, //光盾
  436. {pdf:10,pdc:18}, //暗盾
  437. {pdf:11,pdc:12}, //防坐
  438. {pdf:12,pdc:3}, //三维
  439. {pdf:13,pdc:35}, //不被换队长
  440. {pdf:13,pdc:47}, //不被换队长 ×1.5
  441. {pdf:14,pdc:37}, //不掉废
  442. {pdf:15,pdc:36}, //不掉毒
  443. {pdf:16,pdc:24}, //进化杀
  444. {pdf:17,pdc:25}, //觉醒杀
  445. {pdf:18,pdc:26}, //强化杀
  446. {pdf:19,pdc:27}, //卖钱杀
  447. {pdf:20,pdc:4}, //神杀
  448. {pdf:21,pdc:5}, //龙杀
  449. {pdf:22,pdc:6}, //恶魔杀
  450. {pdf:23,pdc:7}, //机械杀
  451. {pdf:24,pdc:8}, //平衡杀
  452. {pdf:25,pdc:9}, //攻击杀
  453. {pdf:26,pdc:10}, //体力杀
  454. {pdf:27,pdc:11}, //回复杀
  455. {pdf:28,pdc:20}, //大HP
  456. {pdf:29,pdc:21}, //大攻击
  457. {pdf:30,pdc:22}, //大回复
  458. {pdf:31,pdc:23}, //大手指
  459. {pdf:32,pdc:28}, //大火盾
  460. {pdf:33,pdc:29}, //大水盾
  461. {pdf:34,pdc:30}, //大木盾
  462. {pdf:35,pdc:31}, //大光盾
  463. {pdf:36,pdc:32}, //大暗盾
  464. {pdf:37,pdc:33}, //6色破无效
  465. {pdf:37,pdc:45}, //6色破无效 ×1.5
  466. {pdf:38,pdc:34}, //3色破属吸
  467. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  468. {pdf:39,pdc:40}, //C珠破吸
  469. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  470. {pdf:40,pdc:39}, //心横解转转
  471. {pdf:40,pdc:49}, //心横解转转 ×1.5
  472. {pdf:41,pdc:38}, //U解禁消
  473. {pdf:41,pdc:48}, //U解禁消 ×1.5
  474. {pdf:42,pdc:41}, //伤害上限解除
  475. {pdf:43,pdc:42}, //HP++
  476. {pdf:44,pdc:43}, //攻击++
  477. {pdf:45,pdc:44}, //回复++
  478. ];
  479. //排序程序列表
  480. const sort_function_list = [
  481. {tag:"sort_none",name:"无",function:()=>0},
  482. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  483. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  484. let num = a.attrs[0] - b.attrs[0];
  485. if (num === 0) num = a.attrs[1] - b.attrs[1];
  486. return num;
  487. }
  488. },
  489. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  490. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  491. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  492. let num = card_a.attrs[0] - card_b.attrs[0];
  493. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  494. return num;
  495. }
  496. },
  497. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  498. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  499. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  500. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  501. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  502. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  503. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  504. }
  505. },
  506. {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)},
  507. {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)},
  508. {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)},
  509. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  510. {
  511. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  512. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  513. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  514. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  515. return abA - abB;
  516. }
  517. },
  518. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  519. {
  520. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  521. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  522. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  523. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  524. return abA - abB;
  525. }
  526. },
  527. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  528. {
  529. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  530. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  531. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  532. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  533. return abA - abB;
  534. }
  535. },
  536. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  537. {
  538. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  539. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  540. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  541. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  542. return abA - abB;
  543. }
  544. },
  545. ];
  546. //增加特殊搜索模式
  547. const specialSearchFunctions = (function() {
  548. 'use strict';
  549. //返回卡片的队长技能
  550. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  551. {
  552. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  553. }
  554. //返回卡片的技能
  555. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  556. {
  557. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  558. }
  559. //返回卡片的技能
  560. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  561. {
  562. switch(skillGreatType)
  563. {
  564. case 1:
  565. case "leader":
  566. return getCardLeaderSkill(card, skillTypes, searchRandom);
  567. case 2:
  568. case "active":
  569. return getCardActiveSkill(card, skillTypes, searchRandom);
  570. default:
  571. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  572. }
  573. }
  574. //查找到真正起作用的那一个技能
  575. function getActuallySkill(skill, skillTypes, searchRandom = true)
  576. {
  577. if (skillTypes.includes(skill.type))
  578. {
  579. return skill;
  580. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  581. {
  582. const subSkills = skill.params.map(id=>Skills[id]);
  583. for(let i = 0;i < subSkills.length; i++)
  584. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  585. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  586. if (foundSubSkill)
  587. {
  588. return foundSubSkill;
  589. }
  590. }
  591. return null;
  592. }else
  593. {
  594. return null;
  595. }
  596. }
  597. //获取血倍率
  598. function getHPScale(ls)
  599. {
  600. const sk = ls.params;
  601. let scale = 1;
  602. switch (ls.type)
  603. {
  604. case 23: case 30: case 62: case 77: case 63: case 65:
  605. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  606. scale = sk[sk.length-1]/100;
  607. break;
  608. case 73: case 76:
  609. case 121: case 129: case 163: case 186:
  610. case 155:
  611. scale = sk[2]/100;
  612. break;
  613. case 106: case 107: case 108:
  614. scale = sk[0]/100;
  615. break;
  616. case 125:
  617. scale = sk[5]/100;
  618. break;
  619. case 136:
  620. case 137:
  621. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  622. break;
  623. case 158:
  624. scale = sk[4]/100;
  625. break;
  626. case 175:
  627. case 178: case 185:
  628. scale = sk[3]/100;
  629. break;
  630. case 203:
  631. scale = sk[1]/100;
  632. break;
  633. case 138: //调用其他队长技
  634. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  635. break;
  636. default:
  637. }
  638. return scale || 1;
  639. }
  640. //获取盾减伤比例
  641. function getReduceScale(ls, allAttr = false, noHPneed = false)
  642. {
  643. const sk = ls.params;
  644. let scale = 0;
  645. switch (ls.type)
  646. {
  647. case 16: //无条件盾
  648. scale = sk[0]/100;
  649. break;
  650. case 17: //单属性盾
  651. scale = allAttr ? 0 : sk[1]/100;
  652. break;
  653. case 36: //2个属性盾
  654. scale = allAttr ? 0 : sk[2]/100;
  655. break;
  656. case 38: //血线下 + 几率
  657. case 43: //血线上 + 几率
  658. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  659. break;
  660. case 129: //无条件盾,属性个数不固定
  661. case 163: //无条件盾,属性个数不固定
  662. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  663. break;
  664. case 178: //无条件盾,属性个数不固定
  665. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  666. break;
  667. case 130: //血线下 + 属性个数不固定
  668. case 131: //血线上 + 属性个数不固定
  669. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  670. break;
  671. case 151: //十字心触发
  672. case 169: //C触发
  673. case 198: //回血触发
  674. scale = sk[2]/100;
  675. break;
  676. case 170: //多色触发
  677. case 182: //长串触发
  678. case 193: //L触发
  679. scale = sk[3]/100;
  680. break;
  681. case 171: //多串触发
  682. scale = sk[6]/100;
  683. break;
  684. case 183: //又是个有两段血线的队长技
  685. scale = noHPneed ? 0 : sk[4]/100;
  686. break;
  687. case 210: //十字触发
  688. scale = sk[1]/100;
  689. break;
  690. case 138: //调用其他队长技
  691. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  692. break;
  693. default:
  694. }
  695. return scale || 0;
  696. }
  697. function getCannonAttr(skill)
  698. {
  699. const sk = skill.params;
  700. switch(skill.type)
  701. {
  702. case 0:
  703. case 1:
  704. case 37:
  705. case 58:
  706. case 59:
  707. case 84:
  708. case 85:
  709. case 86:
  710. case 87:
  711. case 115:
  712. return sk[0];
  713. case 110:
  714. case 143:
  715. return sk[1];
  716. case 42:
  717. return sk[1];
  718. case 144:
  719. return sk[3];
  720. default:
  721. return -1;
  722. }
  723. }
  724. function sortByParams(a,b,searchTypeArray,pidx = 0)
  725. {
  726. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  727. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  728. return a_pC - b_pC;
  729. }
  730. function voidsAbsorption_Addition(card)
  731. {
  732. const searchTypeArray = [173];
  733. const skill = getCardActiveSkill(card, searchTypeArray);
  734. const sk = skill.params;
  735. if (sk[1] && sk[3])
  736. {
  737. return `双吸×${sk[0]}T`;
  738. }else
  739. {
  740. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  741. }
  742. }
  743. function unbind_Turns(card)
  744. {
  745. const outObj = {
  746. normal: 0,
  747. awoken: 0
  748. };
  749. const searchTypeArray = [117,179];
  750. const skill = getCardActiveSkill(card, searchTypeArray);
  751. if (skill)
  752. {
  753. const sk = skill.params;
  754. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  755. outObj.awoken = sk[4] || 0;
  756. }
  757. return outObj;
  758. }
  759. function unbind_Addition(card)
  760. {
  761. const turns = unbind_Turns(card);
  762. let strArr = [];
  763. if (turns.normal > 0 && turns.normal == turns.awoken)
  764. {
  765. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  766. }
  767. if (turns.normal > 0)
  768. {
  769. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  770. }
  771. if (turns.awoken > 0)
  772. {
  773. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  774. }
  775. return strArr.join(',');
  776. }
  777. function boardChange_ColorTypes(skill)
  778. {
  779. if (!skill) return [];
  780. const sk = skill.params;
  781. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  782. return colors;
  783. }
  784. function boardChange_Addition(card)
  785. {
  786. const searchTypeArray = [71];
  787. const skill = getCardActiveSkill(card, searchTypeArray);
  788. const colors = boardChange_ColorTypes(skill);
  789. return createOrbsList(colors);
  790. }
  791. function orbsChangeParse(skill)
  792. {
  793. function changes(from, to)
  794. {
  795. return {from:from,to:to};
  796. }
  797. let outArr = [];
  798. if (!skill) return outArr;
  799. const sk = skill.params;
  800. switch (skill.type)
  801. {
  802. case 9:{
  803. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  804. break;
  805. }
  806. case 20:{
  807. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  808. {
  809. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  810. }
  811. else
  812. {
  813. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  814. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  815. }
  816. break;
  817. }
  818. case 154:{
  819. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  820. break;
  821. }
  822. }
  823. return outArr;
  824. }
  825. function changeOrbs_Addition(card)
  826. {
  827. const searchTypeArray = [9,20,154];
  828. const skills = getCardActiveSkills(card, searchTypeArray);
  829. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  830. const fragment = document.createDocumentFragment();
  831. parsedSkills.forEach(p=>{
  832. fragment.appendChild(createOrbsList(p.from));
  833. fragment.appendChild(document.createTextNode(`→`));
  834. fragment.appendChild(createOrbsList(p.to));
  835. });
  836. return fragment;
  837. }
  838. function generateOrbsParse(card)
  839. {
  840. let outArr = [];
  841. const searchTypeArray = [141, 208];
  842. const skills = getCardActiveSkills(card, searchTypeArray);
  843. if (!skills.length) return outArr;
  844. for (let skill of skills)
  845. {
  846. const sk = skill.params;
  847. if (skill.type == 141)
  848. {
  849. outArr.push({
  850. count: sk[0],
  851. to: flags(sk[1] || 1),
  852. exclude: flags(sk[2]),
  853. });
  854. }else
  855. {
  856. outArr.push({
  857. count: sk[0],
  858. to: flags(sk[1] || 1),
  859. exclude: flags(sk[2]),
  860. });
  861. outArr.push({
  862. count: sk[3],
  863. to: flags(sk[4] || 1),
  864. exclude: flags(sk[5]),
  865. });
  866. }
  867. }
  868. return outArr;
  869. }
  870. function generateOrbs_Addition(card)
  871. {
  872. const gens = generateOrbsParse(card);
  873. const searchTypeArray = [141, 208];
  874. const skill = getCardActiveSkill(card, searchTypeArray);
  875. const sk = skill.params;
  876. const fragment = document.createDocumentFragment();
  877. for (let gen of gens)
  878. {
  879. fragment.appendChild(createOrbsList(gen.to));
  880. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  881. }
  882. return fragment;
  883. }
  884. function lock_Addition(card)
  885. {
  886. const searchTypeArray = [152];
  887. const skill = getCardActiveSkill(card, searchTypeArray);
  888. const sk = skill.params;
  889. const fragment = document.createDocumentFragment();
  890. fragment.appendChild(document.createTextNode(`锁`));
  891. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  892. return fragment;
  893. }
  894. function dropLock_Addition(card)
  895. {
  896. const searchTypeArray = [205];
  897. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  898. const sk = skill.params;
  899. const fragment = document.createDocumentFragment();
  900. fragment.appendChild(document.createTextNode(`掉锁`));
  901. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  902. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  903. return fragment;
  904. }
  905. function dropOrb_Addition(card)
  906. {
  907. const searchTypeArray = [126];
  908. const skill = getCardActiveSkill(card, searchTypeArray);
  909. const sk = skill.params;
  910. const colors = flags(sk[0]);
  911. const fragment = document.createDocumentFragment();
  912. fragment.appendChild(createOrbsList(colors));
  913. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  914. return fragment;
  915. }
  916. function generateColumnOrbs_Addition(card)
  917. {
  918. const searchTypeArray = [127];
  919. const skill = getCardActiveSkill(card, searchTypeArray);
  920. const sk = skill.params;
  921. const colors = [];
  922. for (let ai=0;ai<sk.length;ai+=2)
  923. {
  924. colors.push(flags(sk[ai+1]));
  925. }
  926. const fragment = document.createDocumentFragment();
  927. fragment.appendChild(document.createTextNode(`竖`));
  928. fragment.appendChild(createOrbsList(colors.flat()));
  929. return fragment;
  930. }
  931. function generateRowOrbs_Addition(card)
  932. {
  933. const searchTypeArray = [128];
  934. const skill = getCardActiveSkill(card, searchTypeArray);
  935. const sk = skill.params;
  936. const colors = [];
  937. for (let ai=0;ai<sk.length;ai+=2)
  938. {
  939. colors.push(flags(sk[ai+1]));
  940. }
  941. const fragment = document.createDocumentFragment();
  942. fragment.appendChild(document.createTextNode(`横`));
  943. fragment.appendChild(createOrbsList(colors.flat()));
  944. return fragment;
  945. }
  946. function healImmediately_Rate(card)
  947. {
  948. const searchTypeArray = [7, //宠物回复力
  949. 8, //固定点数
  950. 35,115, //吸血
  951. 117
  952. ];
  953. const skills = getCardActiveSkills(card, searchTypeArray);
  954. const outObj = {
  955. vampire: 0,
  956. selfRcv: 0,
  957. const: 0,
  958. scale: 0,
  959. };
  960. if (!skills.length) return outObj;
  961. skills.forEach(skill=>{
  962. const sk = skill.params;
  963. if (skill.type == 7)
  964. {
  965. outObj.selfRcv += sk[0];
  966. }
  967. else if(skill.type == 8)
  968. {
  969. outObj.const += sk[0];
  970. }
  971. else if(skill.type == 35)
  972. {
  973. outObj.vampire += sk[1];
  974. }
  975. else if(skill.type == 115)
  976. {
  977. outObj.vampire += sk[2];
  978. }
  979. else if(skill.type == 117)
  980. {
  981. outObj.selfRcv += sk[1] || 0;
  982. outObj.const += sk[2] || 0;
  983. outObj.scale += sk[3] || 0;
  984. }
  985. });
  986. return outObj;
  987. }
  988. function atkBuff_Rate(card)
  989. {
  990. const searchTypeArray = [
  991. 88,92, //类型的
  992. 50,90, //属性的,要排除回复力
  993. 156,168,231, //宝石姬
  994. 228, //属性、类型数量
  995. ];
  996. const skill = getCardActiveSkill(card, searchTypeArray);
  997. const outObj = {
  998. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  999. types: [],
  1000. attrs: [],
  1001. awoken: [],
  1002. rate: 0,
  1003. turns: 0,
  1004. };
  1005. if (!skill) return outObj;
  1006. const sk = skill.params;
  1007. if (skill.type == 88 || skill.type == 92)
  1008. {
  1009. outObj.skilltype = 2;
  1010. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1011. outObj.turns = sk[0];
  1012. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1013. }
  1014. else if(skill.type == 50 || skill.type == 90)
  1015. {
  1016. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1017. if (!outObj.attrs.length) //去除回复力
  1018. return outObj;
  1019. outObj.skilltype = 2;
  1020. outObj.turns = sk[0];
  1021. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1022. }
  1023. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1024. || skill.type == 168)
  1025. {
  1026. outObj.skilltype = 1;
  1027. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1028. outObj.turns = sk[0];
  1029. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1030. }
  1031. else if(skill.type == 228 && sk[3] > 0)
  1032. {
  1033. outObj.skilltype = 1;
  1034. outObj.attrs = flags(sk[1]);
  1035. outObj.types = flags(sk[2]);
  1036. outObj.turns = sk[0];
  1037. outObj.rate = sk[3];
  1038. }
  1039. else if(skill.type == 231 && sk[6] > 0)
  1040. {
  1041. outObj.skilltype = 1;
  1042. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1043. outObj.turns = sk[0];
  1044. outObj.rate = sk[6];
  1045. }
  1046. return outObj;
  1047. }
  1048. function rcvBuff_Rate(card)
  1049. {
  1050. const searchTypeArray = [
  1051. 50,90,
  1052. 228, 231, //宝石姬
  1053. ];
  1054. const skill = getCardActiveSkill(card, searchTypeArray);
  1055. const outObj = {
  1056. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1057. types: [],
  1058. attrs: [],
  1059. awoken: [],
  1060. rate: 0,
  1061. turns: 0,
  1062. };
  1063. if (!skill) return outObj;
  1064. const sk = skill.params;
  1065. if (skill.type == 228 && sk[4] > 0) {
  1066. outObj.skilltype = 1;
  1067. outObj.attrs = flags(sk[1]);
  1068. outObj.types = flags(sk[2]);
  1069. outObj.turns = sk[0];
  1070. outObj.rate = sk[4];
  1071. } else if (skill.type == 231 && sk[7] > 0) {
  1072. outObj.skilltype = 1;
  1073. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1074. outObj.turns = sk[0];
  1075. outObj.rate = sk[7];
  1076. } else if (skill.type == 50 || skill.type == 90) {
  1077. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1078. outObj.turns = sk[0];
  1079. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1080. }
  1081. return outObj;
  1082. }
  1083. function damageSelf_Rate(card)
  1084. {
  1085. const searchTypeArray = [84,85,86,87,195];
  1086. const skill = getCardActiveSkill(card, searchTypeArray);
  1087. if (!skill) return 0;
  1088. const sk = skill.params;
  1089. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1090. }
  1091. function changeEnemiesAttr_Attr(card)
  1092. {
  1093. const outObj = {
  1094. attr: null,
  1095. turns: 0
  1096. }
  1097. const searchTypeArray = [153, 224];
  1098. const skill = getCardActiveSkill(card, searchTypeArray);
  1099. if (!skill) return outObj;
  1100. const sk = skill.params;
  1101. if (skill.type == 153)
  1102. {
  1103. outObj.attr = sk[0];
  1104. }
  1105. else if (skill.type == 224)
  1106. {
  1107. outObj.attr = sk[1] || 0;
  1108. outObj.turns = sk[0];
  1109. }
  1110. return outObj;
  1111. }
  1112. //创建1个觉醒图标
  1113. function createAwokenIcon(awokenId)
  1114. {
  1115. const icon = document.createElement("icon");
  1116. icon.className ="awoken-icon";
  1117. icon.setAttribute("data-awoken-icon", awokenId);
  1118. return icon;
  1119. }
  1120. //产生一个觉醒列表
  1121. function creatAwokenList(awokens) {
  1122. const ul = document.createElement("ul");
  1123. ul.className = "awoken-ul";
  1124. awokens.forEach(ak=>{
  1125. const li = ul.appendChild(document.createElement("li"));
  1126. const icon = li.appendChild(createAwokenIcon(ak));
  1127. });
  1128. return ul;
  1129. }
  1130. //产生宝珠列表
  1131. function createOrbsList(orbs)
  1132. {
  1133. if (orbs == undefined) orbs = [0];
  1134. else if (!Array.isArray(orbs)) orbs = [orbs];
  1135. const ul = document.createElement("ul");
  1136. ul.className = "board";
  1137. orbs.forEach(orbType => {
  1138. const li = ul.appendChild(document.createElement("li"));
  1139. li.className = `orb-icon`;
  1140. li.setAttribute("data-orb-icon", orbType);
  1141. });
  1142. return ul;
  1143. }
  1144. //产生类型列表
  1145. function createTypesList(types)
  1146. {
  1147. if (types == undefined) types = [0];
  1148. else if (!Array.isArray(types)) types = [types];
  1149. const ul = document.createElement("ul");
  1150. ul.className = "types-ul";
  1151. types.forEach(type => {
  1152. const li = ul.appendChild(document.createElement("li"));
  1153. li.className = `type-icon`;
  1154. li.setAttribute("data-type-icon", type);
  1155. });
  1156. return ul;
  1157. }
  1158. const functions = [
  1159. {name:"No Filter",otLangName:{chs:"不做筛选"},
  1160. function:cards=>cards},
  1161. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  1162. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  1163. function:cards=>{
  1164. return cards.filter(card=>{
  1165. return getSkillFixedDamage(card) > 0;
  1166. }).sort((a,b)=>{
  1167. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1168. return a_pC - b_pC;
  1169. });
  1170. },
  1171. addition:card=>{
  1172. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1173. }
  1174. },
  1175. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  1176. function:cards=>{
  1177. return cards.filter(card=>{
  1178. return getSkillAddCombo(card) > 0;
  1179. }).sort((a,b)=>{
  1180. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1181. return a_pC - b_pC;
  1182. });
  1183. },
  1184. addition:card=>{
  1185. const value = getSkillAddCombo(card);
  1186. const searchTypeArray = [210];
  1187. const skill = getCardLeaderSkill(card, searchTypeArray);
  1188. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1189. }
  1190. },
  1191. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  1192. function:cards=>cards.filter(card=>{
  1193. const searchTypeArray = [162,186];
  1194. const skill = getCardLeaderSkill(card, searchTypeArray);
  1195. return skill;
  1196. })
  1197. },
  1198. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  1199. function:cards=>cards.filter(card=>{
  1200. const searchTypeArray = [163,177];
  1201. const skill = getCardLeaderSkill(card, searchTypeArray);
  1202. return skill;
  1203. })
  1204. },
  1205. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  1206. function:cards=>{
  1207. const searchTypeArray = [15,185];
  1208. return cards.filter(card=>{
  1209. const skill = getCardLeaderSkill(card, searchTypeArray);
  1210. return skill;
  1211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1212. },
  1213. addition:card=>{
  1214. const searchTypeArray = [15,185];
  1215. const skill = getCardLeaderSkill(card, searchTypeArray);
  1216. const value = skill.params[0];
  1217. return `${value > 0 ? "+" : ""}${value/100}s`;
  1218. }
  1219. },
  1220. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  1221. function:cards=>{
  1222. const searchTypeArray = [178];
  1223. return cards.filter(card=>{
  1224. const skill = getCardLeaderSkill(card, searchTypeArray);
  1225. return skill;
  1226. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1227. },
  1228. addition:card=>{
  1229. const searchTypeArray = [178];
  1230. const skill = getCardLeaderSkill(card, searchTypeArray);
  1231. const value = skill.params[0];
  1232. return `固定${value}s`;
  1233. }
  1234. },
  1235. {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)"},
  1236. function:cards=>{
  1237. const searchTypeArray = [12];
  1238. return cards.filter(card=>{
  1239. const skill = getCardLeaderSkill(card, searchTypeArray);
  1240. return skill;
  1241. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1242. },
  1243. addition:card=>{
  1244. const searchTypeArray = [12];
  1245. const skill = getCardLeaderSkill(card, searchTypeArray);
  1246. const value = skill.params[0];
  1247. return `攻击×${(value/100).bigNumberToString()}倍`;
  1248. }
  1249. },
  1250. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
  1251. function:cards=>{
  1252. const searchTypeArray = [13];
  1253. return cards.filter(card=>{
  1254. const skill = getCardLeaderSkill(card, searchTypeArray);
  1255. return skill;
  1256. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1257. },
  1258. addition:card=>{
  1259. const searchTypeArray = [13];
  1260. const skill = getCardLeaderSkill(card, searchTypeArray);
  1261. const value = skill.params[0];
  1262. return `回复×${(value/100).bigNumberToString()}倍`;
  1263. }
  1264. },
  1265. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1266. function:cards=>{
  1267. const searchTypeArray = [41];
  1268. return cards.filter(card=>{
  1269. const skill = getCardLeaderSkill(card, searchTypeArray);
  1270. return skill;
  1271. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1272. },
  1273. addition:card=>{
  1274. const searchTypeArray = [41];
  1275. const skill = getCardLeaderSkill(card, searchTypeArray);
  1276. const sk = skill.params;
  1277. const fragment = document.createDocumentFragment();
  1278. fragment.appendChild(createOrbsList(sk[2] || 0));
  1279. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1280. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1281. return fragment;
  1282. }
  1283. },
  1284. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1285. function:cards=>cards.filter(card=>{
  1286. const searchTypeArray = [197];
  1287. const skill = getCardLeaderSkill(card, searchTypeArray);
  1288. return skill;
  1289. })
  1290. },
  1291. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1292. function:cards=>{
  1293. const searchTypeArray = [198];
  1294. return cards.filter(card=>{
  1295. const skill = getCardLeaderSkill(card, searchTypeArray);
  1296. return skill && skill.params[2];
  1297. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1298. },
  1299. addition:card=>{
  1300. const searchTypeArray = [198];
  1301. const skill = getCardLeaderSkill(card, searchTypeArray);
  1302. const sk = skill.params;
  1303. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1304. }
  1305. },
  1306. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1307. function:cards=>{
  1308. const searchTypeArray = [198];
  1309. return cards.filter(card=>{
  1310. const skill = getCardLeaderSkill(card, searchTypeArray);
  1311. return skill && skill.params[3];
  1312. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1313. },
  1314. addition:card=>{
  1315. const searchTypeArray = [198];
  1316. const skill = getCardLeaderSkill(card, searchTypeArray);
  1317. const sk = skill.params;
  1318. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1319. }
  1320. },
  1321. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1322. function:cards=>cards.filter(card=>{
  1323. const searchTypeArray = [151,209];
  1324. const skill = getCardLeaderSkill(card, searchTypeArray);
  1325. return skill;
  1326. })
  1327. },
  1328. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1329. function:cards=>cards.filter(card=>{
  1330. const searchTypeArray = [157];
  1331. const skill = getCardLeaderSkill(card, searchTypeArray);
  1332. return skill;
  1333. })
  1334. },
  1335. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1336. function:cards=>cards.filter(card=>{
  1337. const searchTypeArray = [177];
  1338. const skill = getCardLeaderSkill(card, searchTypeArray);
  1339. return skill;
  1340. })
  1341. },
  1342. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1343. function:cards=>{
  1344. const searchTypeArray = [158];
  1345. return cards.filter(card=>{
  1346. const skill = getCardLeaderSkill(card, searchTypeArray);
  1347. return skill;
  1348. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1349. },
  1350. addition:card=>{
  1351. const searchTypeArray = [158];
  1352. const skill = getCardLeaderSkill(card, searchTypeArray);
  1353. const value = skill.params[0];
  1354. return `≥${value}珠`;
  1355. }
  1356. },
  1357. {name:"Resolve",otLangName:{chs:"根性"},
  1358. function:cards=>{
  1359. const searchTypeArray = [14];
  1360. return cards.filter(card=>{
  1361. const skill = getCardLeaderSkill(card, searchTypeArray);
  1362. return skill;
  1363. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1364. },
  1365. addition:card=>{
  1366. const searchTypeArray = [14];
  1367. const skill = getCardLeaderSkill(card, searchTypeArray);
  1368. const value = skill.params[0];
  1369. return `HP≥${value}%`;
  1370. }
  1371. },
  1372. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1373. function:cards=>cards.filter(card=>{
  1374. const searchTypeArray = [125];
  1375. const skill = getCardLeaderSkill(card, searchTypeArray);
  1376. return skill;
  1377. })
  1378. },
  1379. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1380. function:cards=>cards.filter(card=>{
  1381. const searchTypeArray = [175];
  1382. const skill = getCardLeaderSkill(card, searchTypeArray);
  1383. return skill;
  1384. })
  1385. },
  1386. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1387. function:cards=>cards.filter(card=>{
  1388. const searchTypeArray = [203];
  1389. const skill = getCardLeaderSkill(card, searchTypeArray);
  1390. return skill;
  1391. })
  1392. },
  1393. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1394. function:cards=>cards.filter(card=>{
  1395. const searchTypeArray = [229];
  1396. const skill = getCardLeaderSkill(card, searchTypeArray);
  1397. return skill;
  1398. })
  1399. },
  1400. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1401. function:cards=>{
  1402. const searchTypeArray = [53];
  1403. return cards.filter(card=>{
  1404. const skill = getCardLeaderSkill(card, searchTypeArray);
  1405. return skill;
  1406. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1407. },
  1408. addition:card=>{
  1409. const searchTypeArray = [53];
  1410. const skill = getCardLeaderSkill(card, searchTypeArray);
  1411. const sk = skill.params;
  1412. return `掉率x${sk[0]/100}`;
  1413. }
  1414. },
  1415. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1416. function:cards=>{
  1417. const searchTypeArray = [54];
  1418. return cards.filter(card=>{
  1419. const skill = getCardLeaderSkill(card, searchTypeArray);
  1420. return skill;
  1421. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1422. },
  1423. addition:card=>{
  1424. const searchTypeArray = [54];
  1425. const skill = getCardLeaderSkill(card, searchTypeArray);
  1426. const sk = skill.params;
  1427. return `金币x${sk[0]/100}`;
  1428. }
  1429. },
  1430. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1431. function:cards=>{
  1432. const searchTypeArray = [148];
  1433. return cards.filter(card=>{
  1434. const skill = getCardLeaderSkill(card, searchTypeArray);
  1435. return skill;
  1436. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1437. },
  1438. addition:card=>{
  1439. const searchTypeArray = [148];
  1440. const skill = getCardLeaderSkill(card, searchTypeArray);
  1441. const sk = skill.params;
  1442. return `经验x${sk[0]/100}`;
  1443. }
  1444. },
  1445. ]},
  1446. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1447. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1448. function:cards=>cards.filter(card=>{
  1449. const skill = Skills[card.leaderSkillId];
  1450. const HPscale = getHPScale(skill);
  1451. return HPscale >= 2;
  1452. }).sort((a,b)=>{
  1453. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1454. return getHPScale(a_s) - getHPScale(b_s);
  1455. })
  1456. },
  1457. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1458. function:cards=>cards.filter(card=>{
  1459. const skill = Skills[card.leaderSkillId];
  1460. const HPscale = getHPScale(skill);
  1461. return HPscale >= 1.5 && HPscale < 2;
  1462. }).sort((a,b)=>{
  1463. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1464. return getHPScale(a_s) - getHPScale(b_s);
  1465. })
  1466. },
  1467. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1468. function:cards=>cards.filter(card=>{
  1469. const skill = Skills[card.leaderSkillId];
  1470. const HPscale = getHPScale(skill);
  1471. return HPscale > 1 && HPscale < 1.5;
  1472. }).sort((a,b)=>{
  1473. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1474. return getHPScale(a_s) - getHPScale(b_s);
  1475. })
  1476. },
  1477. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1478. function:cards=>cards.filter(card=>{
  1479. const skill = Skills[card.leaderSkillId];
  1480. const HPscale = getHPScale(skill);
  1481. return HPscale === 1;
  1482. })
  1483. },
  1484. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1485. function:cards=>cards.filter(card=>{
  1486. const skill = Skills[card.leaderSkillId];
  1487. const HPscale = getHPScale(skill);
  1488. return HPscale < 1;
  1489. }).sort((a,b)=>{
  1490. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1491. return getHPScale(a_s) - getHPScale(b_s);
  1492. })
  1493. },
  1494. ]},
  1495. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1496. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1497. function:cards=>cards.filter(card=>{
  1498. const skill = Skills[card.leaderSkillId];
  1499. const reduceScale = getReduceScale(skill);
  1500. return reduceScale >= 0.75;
  1501. }).sort((a,b)=>{
  1502. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1503. return getReduceScale(a_s) - getReduceScale(b_s);
  1504. })
  1505. },
  1506. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1507. function:cards=>cards.filter(card=>{
  1508. const skill = Skills[card.leaderSkillId];
  1509. const reduceScale = getReduceScale(skill);
  1510. return reduceScale >= 0.5 && reduceScale < 0.75;
  1511. }).sort((a,b)=>{
  1512. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1513. return getReduceScale(a_s) - getReduceScale(b_s);
  1514. })
  1515. },
  1516. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1517. function:cards=>cards.filter(card=>{
  1518. const skill = Skills[card.leaderSkillId];
  1519. const reduceScale = getReduceScale(skill);
  1520. return reduceScale >= 0.25 && reduceScale < 0.5;
  1521. }).sort((a,b)=>{
  1522. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1523. return getReduceScale(a_s) - getReduceScale(b_s);
  1524. })
  1525. },
  1526. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1527. function:cards=>cards.filter(card=>{
  1528. const skill = Skills[card.leaderSkillId];
  1529. const reduceScale = getReduceScale(skill);
  1530. return reduceScale > 0 && reduceScale < 0.25;
  1531. }).sort((a,b)=>{
  1532. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1533. return getReduceScale(a_s) - getReduceScale(b_s);
  1534. })
  1535. },
  1536. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1537. function:cards=>cards.filter(card=>{
  1538. const skill = Skills[card.leaderSkillId];
  1539. const reduceScale = getReduceScale(skill);
  1540. return reduceScale === 0;
  1541. })
  1542. },
  1543. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1544. function:cards=>cards.filter(card=>{
  1545. const skill = Skills[card.leaderSkillId];
  1546. return getReduceScale(skill, true) > 0;
  1547. })
  1548. },
  1549. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1550. function:cards=>cards.filter(card=>{
  1551. const skill = Skills[card.leaderSkillId];
  1552. return getReduceScale(skill, undefined, true) > 0;
  1553. })
  1554. },
  1555. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1556. function:cards=>cards.filter(card=>{
  1557. const skill = Skills[card.leaderSkillId];
  1558. return getReduceScale(skill, undefined, undefined, true) > 0;
  1559. })
  1560. },
  1561. {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%)"},
  1562. function:cards=>cards.filter(card=>{
  1563. const skill = Skills[card.leaderSkillId];
  1564. const reduceScale = getReduceScale(skill);
  1565. return reduceScale>=0.29;
  1566. }).sort((a,b)=>{
  1567. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1568. return getReduceScale(a_s) - getReduceScale(b_s);
  1569. })
  1570. },
  1571. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1572. function:cards=>cards.filter(card=>{
  1573. //获取盾减伤比例
  1574. function getReduceScale_unconditional(ls)
  1575. {
  1576. const sk = ls.params;
  1577. let scale = 0;
  1578. switch (ls.type)
  1579. {
  1580. case 16: //无条件盾
  1581. scale = sk[0]/100;
  1582. break;
  1583. case 129: //无条件盾,属性个数不固定
  1584. case 163: //无条件盾,属性个数不固定
  1585. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1586. break;
  1587. case 138: //调用其他队长技
  1588. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1589. break;
  1590. default:
  1591. }
  1592. return scale || 0;
  1593. }
  1594. const skill = Skills[card.leaderSkillId];
  1595. return getReduceScale_unconditional(skill) > 0;
  1596. })
  1597. },
  1598. ]},
  1599. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1600. {name:"1 CD",otLangName:{chs:"1 CD"},
  1601. function:cards=>cards.filter(card=>{
  1602. if (card.activeSkillId == 0) return false;
  1603. const skill = Skills[card.activeSkillId];
  1604. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1605. })
  1606. },
  1607. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)"},
  1608. function:cards=>cards.filter(card=>{
  1609. if (card.activeSkillId == 0) return false;
  1610. const skill = Skills[card.activeSkillId];
  1611. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1612. let realCD = minCD;
  1613. const searchTypeArray = [14];
  1614. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1615. if (subSkill)
  1616. {
  1617. realCD -= subSkill.params[0] * 3;
  1618. }
  1619. return minCD > 1 && realCD <= 4;
  1620. })
  1621. },
  1622. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1623. function:cards=>{
  1624. const searchTypeArray = [5];
  1625. return cards.filter(card=>{
  1626. const skill = getCardActiveSkill(card, searchTypeArray);
  1627. return skill;
  1628. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1629. },
  1630. addition:card=>{
  1631. const searchTypeArray = [5];
  1632. const skill = getCardActiveSkill(card, searchTypeArray);
  1633. const value = skill.params[0];
  1634. return `时停${value}s`;
  1635. }
  1636. },
  1637. {
  1638. name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1639. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  1640. },
  1641. {
  1642. name:"Evolved active",otLangName:{chs:"进化类技能"},
  1643. function:cards=>cards.filter(card=>{
  1644. let skType = Skills[card.activeSkillId].type;
  1645. return skType == 232 || skType == 233;
  1646. })
  1647. },
  1648. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1649. function:cards=>cards.filter(card=>{
  1650. const searchTypeArray = [225];
  1651. const skill = getCardActiveSkill(card, searchTypeArray);
  1652. return skill;
  1653. }),
  1654. addition:card=>{
  1655. const searchTypeArray = [225];
  1656. const skill = getCardActiveSkill(card, searchTypeArray);
  1657. const sk = skill.params;
  1658. let strArr = [];
  1659. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1660. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1661. return `HP ${strArr.join(" ")}`;
  1662. }
  1663. },
  1664. ]},
  1665. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1666. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1667. function:cards=>{
  1668. const searchTypeArray = [173];
  1669. return cards.filter(card=>{
  1670. const skill = getCardActiveSkill(card, searchTypeArray);
  1671. return skill && skill.params[1];
  1672. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1673. },addition:voidsAbsorption_Addition},
  1674. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1675. function:cards=>{
  1676. const searchTypeArray = [173];
  1677. return cards.filter(card=>{
  1678. const skill = getCardActiveSkill(card, searchTypeArray);
  1679. return skill && skill.params[2];
  1680. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1681. },addition:voidsAbsorption_Addition},*/
  1682. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1683. function:cards=>{
  1684. const searchTypeArray = [173];
  1685. return cards.filter(card=>{
  1686. const skill = getCardActiveSkill(card, searchTypeArray);
  1687. return skill && skill.params[3];
  1688. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1689. },addition:voidsAbsorption_Addition},
  1690. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1691. function:cards=>{
  1692. const searchTypeArray = [173];
  1693. return cards.filter(card=>{
  1694. const skill = getCardActiveSkill(card, searchTypeArray);
  1695. return skill && skill.params[1] && skill.params[3];
  1696. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1697. },addition:voidsAbsorption_Addition},
  1698. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1699. function:cards=>{
  1700. const searchTypeArray = [191];
  1701. return cards.filter(card=>{
  1702. const skill = getCardActiveSkill(card, searchTypeArray);
  1703. return skill;
  1704. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1705. },
  1706. addition:card=>{
  1707. const searchTypeArray = [191];
  1708. const skill = getCardActiveSkill(card, searchTypeArray);
  1709. const sk = skill.params;
  1710. return document.createTextNode(`破贯×${sk[0]}T`);
  1711. }
  1712. },
  1713. ]},
  1714. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1715. {
  1716. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1717. function:cards=>{
  1718. return cards.filter(card=>{
  1719. const turns = unbind_Turns(card);
  1720. return turns.normal > 0;
  1721. }).sort((a,b)=>{
  1722. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1723. let a_pC = a_s.normal, b_pC = b_s.normal;
  1724. return a_pC - b_pC;
  1725. });
  1726. },
  1727. addition:unbind_Addition
  1728. },
  1729. {
  1730. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1731. function:cards=>{
  1732. return cards.filter(card=>{
  1733. const turns = unbind_Turns(card);
  1734. return turns.awoken > 0;
  1735. }).sort((a,b)=>{
  1736. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1737. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1738. return a_pC - b_pC;
  1739. });
  1740. },
  1741. addition:unbind_Addition
  1742. },
  1743. {
  1744. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1745. function:cards=>{
  1746. return cards.filter(card=>{
  1747. const turns = unbind_Turns(card);
  1748. return turns.normal && turns.awoken > 0;
  1749. }).sort((a,b)=>{
  1750. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1751. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1752. return a_pC - b_pC;
  1753. });
  1754. },
  1755. addition:unbind_Addition
  1756. },
  1757. {
  1758. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1759. function:cards=>{
  1760. const searchTypeArray = [196];
  1761. return cards.filter(card=>{
  1762. const skill = getCardActiveSkill(card, searchTypeArray);
  1763. return skill;
  1764. }).sort((a,b)=>{
  1765. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1766. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1767. return a_pC - b_pC;
  1768. })
  1769. },
  1770. addition:card=>{
  1771. const searchTypeArray = [196];
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. const sk = skill.params;
  1774. const value = sk[0];
  1775. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1776. }
  1777. },
  1778. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1779. function:cards=>cards.filter(card=>{
  1780. const searchTypeArray = [214];
  1781. const skill = getCardActiveSkill(card, searchTypeArray);
  1782. return skill;
  1783. }),
  1784. addition:card=>{
  1785. const searchTypeArray = [214];
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. const sk = skill.params;
  1788. return document.createTextNode(`自封技${sk[0]}T`);
  1789. }
  1790. },
  1791. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1792. function:cards=>cards.filter(card=>{
  1793. const searchTypeArray = [215];
  1794. const skill = getCardActiveSkill(card, searchTypeArray);
  1795. return skill;
  1796. }),
  1797. addition:card=>{
  1798. const searchTypeArray = [215];
  1799. const skill = getCardActiveSkill(card, searchTypeArray);
  1800. const sk = skill.params;
  1801. const fragment = document.createDocumentFragment();
  1802. fragment.appendChild(document.createTextNode(`自封`));
  1803. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1804. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1805. return fragment;
  1806. }
  1807. },
  1808. ]},
  1809. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1810. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1811. function:cards=>cards.filter(card=>{
  1812. const searchTypeArray = [156,168,228,231];
  1813. const skill = getCardActiveSkill(card, searchTypeArray);
  1814. return skill;
  1815. })
  1816. },
  1817. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1818. function:cards=>{
  1819. return cards.filter(card=>{
  1820. const atkbuff = rcvBuff_Rate(card);
  1821. return atkbuff.skilltype > 0;
  1822. }).sort((a,b)=>{
  1823. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1824. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1825. if (sortNum == 0)
  1826. sortNum = a_pC.rate - b_pC.rate;
  1827. if (sortNum == 0)
  1828. sortNum = a_pC.turns - b_pC.turns;
  1829. return sortNum;
  1830. });
  1831. },
  1832. addition:card=>{
  1833. const atkbuff = rcvBuff_Rate(card);
  1834. const fragment = document.createDocumentFragment();
  1835. fragment.appendChild(createOrbsList([5]));
  1836. if (atkbuff.skilltype == 0) return fragment;
  1837. if (atkbuff.skilltype == 1)
  1838. {
  1839. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1840. if (atkbuff.awoken.length)
  1841. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1842. if (atkbuff.attrs.length)
  1843. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1844. if (atkbuff.types.length)
  1845. fragment.appendChild(createTypesList(atkbuff.types));
  1846. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1847. }else if (atkbuff.skilltype == 2)
  1848. {
  1849. if (atkbuff.attrs.length)
  1850. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1851. if (atkbuff.types.length)
  1852. fragment.appendChild(createTypesList(atkbuff.types));
  1853. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1854. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1855. }
  1856. return fragment;
  1857. }
  1858. },
  1859. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)"},
  1860. function:cards=>{
  1861. return cards.filter(card=>{
  1862. const atkbuff = atkBuff_Rate(card);
  1863. return atkbuff.skilltype > 0;
  1864. }).sort((a,b)=>{
  1865. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1866. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1867. if (sortNum == 0)
  1868. sortNum = a_pC.rate - b_pC.rate;
  1869. if (sortNum == 0)
  1870. sortNum = a_pC.turns - b_pC.turns;
  1871. return sortNum;
  1872. });
  1873. },
  1874. addition:card=>{
  1875. const atkbuff = atkBuff_Rate(card);
  1876. const fragment = document.createDocumentFragment();
  1877. if (atkbuff.skilltype == 0) return fragment;
  1878. if (atkbuff.skilltype == 1)
  1879. {
  1880. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1881. if (atkbuff.awoken.length)
  1882. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1883. if (atkbuff.attrs.length)
  1884. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1885. if (atkbuff.types.length)
  1886. fragment.appendChild(createTypesList(atkbuff.types));
  1887. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1888. }else if (atkbuff.skilltype == 2)
  1889. {
  1890. if (atkbuff.attrs.length)
  1891. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1892. if (atkbuff.types.length)
  1893. fragment.appendChild(createTypesList(atkbuff.types));
  1894. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1895. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1896. }
  1897. return fragment;
  1898. }
  1899. },
  1900. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff"},
  1901. function:cards=>{
  1902. const searchTypeArray = [230];
  1903. return cards.filter(card=>{
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. return skill && skill.params[2] !== 100;
  1906. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1907. },
  1908. addition:card=>{
  1909. const searchTypeArray = [230];
  1910. const skill = getCardActiveSkill(card, searchTypeArray);
  1911. const sk = skill.params;
  1912. let str = '';
  1913. switch (sk[1]) {
  1914. case 1: {
  1915. str+="自身";
  1916. break;
  1917. }
  1918. case 2: {
  1919. str+="队长";
  1920. break;
  1921. }
  1922. case 8: {
  1923. str+="队员";
  1924. break;
  1925. }
  1926. }
  1927. str+=`${sk[2] / 100}倍×${sk[0]}T`;
  1928. return str;
  1929. }
  1930. },
  1931. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1932. function:cards=>{
  1933. const searchTypeArray = [132];
  1934. return cards.filter(card=>{
  1935. const skill = getCardActiveSkill(card, searchTypeArray);
  1936. return skill;
  1937. }).sort((a,b)=>{
  1938. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1939. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1940. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1941. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1942. });
  1943. },
  1944. addition:card=>{
  1945. const searchTypeArray = [132];
  1946. const skill = getCardActiveSkill(card, searchTypeArray);
  1947. const sk = skill.params;
  1948. let str = "👆";
  1949. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1950. if (sk[2]) str += `x${sk[2]/100}`;
  1951. return str;
  1952. }
  1953. },
  1954. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  1955. function:cards=>{
  1956. const searchTypeArray = [184];
  1957. return cards.filter(card=>{
  1958. const skill = getCardActiveSkill(card, searchTypeArray);
  1959. return skill;
  1960. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1961. },
  1962. addition:card=>{
  1963. const searchTypeArray = [184];
  1964. const skill = getCardActiveSkill(card, searchTypeArray);
  1965. const sk = skill.params;
  1966. return `无↓×${sk[0]}T`;
  1967. }
  1968. },
  1969. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  1970. function:cards=>{
  1971. const searchTypeArray = [207];
  1972. return cards.filter(card=>{
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. return skill;
  1975. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1976. },
  1977. addition:card=>{
  1978. const searchTypeArray = [207];
  1979. const skill = getCardActiveSkill(card, searchTypeArray);
  1980. const sk = skill.params;
  1981. if (sk[7])
  1982. return `${sk[7]}个×${sk[0]}T`;
  1983. else
  1984. return `特殊形状×${sk[0]}T`;
  1985. }
  1986. },
  1987. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1988. function:cards=>{
  1989. const searchTypeArray = [160];
  1990. return cards.filter(card=>{
  1991. const skill = getCardActiveSkill(card, searchTypeArray);
  1992. return skill;
  1993. }).sort((a,b)=>{
  1994. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1995. return a_s.params[1] - b_s.params[1];
  1996. });
  1997. },
  1998. addition:card=>{
  1999. const searchTypeArray = [160];
  2000. const skill = getCardActiveSkill(card, searchTypeArray);
  2001. const sk = skill.params;
  2002. return `+${sk[1]}C×${sk[0]}T`;
  2003. }
  2004. },
  2005. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  2006. function:cards=>{
  2007. const searchTypeArray = [3,156];
  2008. return cards.filter(card=>{
  2009. const skill = getCardActiveSkill(card, searchTypeArray);
  2010. if (!skill) return false;
  2011. if (skill.type == 156)
  2012. return skill.params[4]==3;
  2013. else
  2014. return true;
  2015. }).sort((a,b)=>{
  2016. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2017. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2018. if (!sortNum)
  2019. {
  2020. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2021. sortNum = a_pC - b_pC;
  2022. }
  2023. return sortNum;
  2024. });
  2025. },
  2026. addition:card=>{
  2027. const searchTypeArray = [3,156];
  2028. const skill = getCardActiveSkill(card, searchTypeArray);
  2029. const sk = skill.params;
  2030. const fragment = document.createDocumentFragment();
  2031. if (skill.type == 156)
  2032. {
  2033. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2034. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2035. fragment.appendChild(creatAwokenList(awokenArr));
  2036. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2037. }else
  2038. {
  2039. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2040. }
  2041. return fragment;
  2042. }
  2043. },
  2044. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  2045. function:cards=>{
  2046. const searchTypeArray = [3];
  2047. return cards.filter(card=>{
  2048. const skill = getCardActiveSkill(card, searchTypeArray);
  2049. return skill && skill.params[1]>=100;
  2050. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2051. },
  2052. addition:card=>{
  2053. const searchTypeArray = [3];
  2054. const skill = getCardActiveSkill(card, searchTypeArray);
  2055. const sk = skill.params;
  2056. return `无敌×${sk[0]}T`;
  2057. }
  2058. },
  2059. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  2060. function:cards=>{
  2061. const searchTypeArray = [21];
  2062. return cards.filter(card=>{
  2063. const skill = getCardActiveSkill(card, searchTypeArray);
  2064. return skill;
  2065. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2066. },
  2067. addition:card=>{
  2068. const searchTypeArray = [21];
  2069. const skill = getCardActiveSkill(card, searchTypeArray);
  2070. const sk = skill.params;
  2071. const colors = [sk[1]];
  2072. const fragment = document.createDocumentFragment();
  2073. fragment.appendChild(document.createTextNode(`-`));
  2074. fragment.appendChild(createOrbsList(colors));
  2075. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2076. return fragment;
  2077. }
  2078. },
  2079. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  2080. function:cards=>{
  2081. const searchTypeArray = [51];
  2082. return cards.filter(card=>{
  2083. const skill = getCardActiveSkill(card, searchTypeArray);
  2084. return skill;
  2085. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2086. },
  2087. addition:card=>{
  2088. const searchTypeArray = [51];
  2089. const skill = getCardActiveSkill(card, searchTypeArray);
  2090. const sk = skill.params;
  2091. return `全体×${sk[0]}T`;
  2092. }
  2093. },
  2094. ]},
  2095. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2096. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  2097. function:cards=>{
  2098. const searchTypeArray = [18];
  2099. return cards.filter(card=>{
  2100. const skill = getCardActiveSkill(card, searchTypeArray);
  2101. return skill;
  2102. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2103. },
  2104. addition:card=>{
  2105. const searchTypeArray = [18];
  2106. const skill = getCardActiveSkill(card, searchTypeArray);
  2107. const sk = skill.params;
  2108. return document.createTextNode(`威吓×${sk[0]}T`);
  2109. }
  2110. },
  2111. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  2112. function:cards=>{
  2113. const searchTypeArray = [19];
  2114. return cards.filter(card=>{
  2115. const skill = getCardActiveSkill(card, searchTypeArray);
  2116. return skill;
  2117. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2118. },
  2119. addition:card=>{
  2120. const searchTypeArray = [19];
  2121. const skill = getCardActiveSkill(card, searchTypeArray);
  2122. const sk = skill.params;
  2123. return `破防${sk[1]}%`;
  2124. }
  2125. },
  2126. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  2127. function:cards=>{
  2128. const searchTypeArray = [19];
  2129. return cards.filter(card=>{
  2130. const skill = getCardActiveSkill(card, searchTypeArray);
  2131. return skill && skill.params[1]>=100;
  2132. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2133. },
  2134. addition:card=>{
  2135. const searchTypeArray = [19];
  2136. const skill = getCardActiveSkill(card, searchTypeArray);
  2137. const sk = skill.params;
  2138. return `全破×${sk[0]}T`;
  2139. }
  2140. },
  2141. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2142. function:cards=>{
  2143. const searchTypeArray = [4];
  2144. return cards.filter(card=>{
  2145. const skill = getCardActiveSkill(card, searchTypeArray);
  2146. return skill;
  2147. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2148. },
  2149. addition:card=>{
  2150. const searchTypeArray = [4];
  2151. const skill = getCardActiveSkill(card, searchTypeArray);
  2152. const sk = skill.params;
  2153. return `攻击力×${sk[0]/100}倍`;
  2154. }
  2155. },
  2156. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2157. function:cards=>{
  2158. return cards.filter(card=>{
  2159. return changeEnemiesAttr_Attr(card).attr != null;
  2160. }).sort((a,b)=>{
  2161. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2162. return a_pC.attr - b_pC.attr;
  2163. })
  2164. },
  2165. addition:card=>{
  2166. let change = changeEnemiesAttr_Attr(card);
  2167. const fragment = document.createDocumentFragment();
  2168. fragment.appendChild(document.createTextNode(`敌→`));
  2169. fragment.appendChild(createOrbsList(change.attr));
  2170. if (change.turns > 0)
  2171. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2172. return fragment;
  2173. }
  2174. },
  2175. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2176. function:cards=>{
  2177. const searchTypeArray = [60];
  2178. return cards.filter(card=>{
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. return skill;
  2181. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2182. },
  2183. addition:card=>{
  2184. const searchTypeArray = [60];
  2185. const skill = getCardActiveSkill(card, searchTypeArray);
  2186. const sk = skill.params;
  2187. const fragment = document.createDocumentFragment();
  2188. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2189. fragment.appendChild(createOrbsList(sk[2]));
  2190. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2191. return fragment;
  2192. }
  2193. },
  2194. ]},
  2195. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2196. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2197. function:cards=>{
  2198. const searchTypeArray = [146];
  2199. return cards.filter(card=>{
  2200. const skill = getCardActiveSkill(card, searchTypeArray);
  2201. return skill;
  2202. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2203. },
  2204. addition:card=>{
  2205. const searchTypeArray = [146];
  2206. const skill = getCardActiveSkill(card, searchTypeArray);
  2207. const sk = skill.params;
  2208. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2209. }
  2210. },
  2211. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2212. function:cards=>{
  2213. const searchTypeArray = [218];
  2214. return cards.filter(card=>{
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. return skill;
  2217. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2218. },
  2219. addition:card=>{
  2220. const searchTypeArray = [218];
  2221. const skill = getCardActiveSkill(card, searchTypeArray);
  2222. const sk = skill.params;
  2223. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2224. }
  2225. },
  2226. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2227. function:cards=>cards.filter(card=>{
  2228. const searchTypeArray = [93, 227];
  2229. const skill = getCardActiveSkill(card, searchTypeArray);
  2230. return skill;
  2231. })
  2232. },
  2233. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2234. function:cards=>{
  2235. const searchTypeArray = [142];
  2236. return cards.filter(card=>{
  2237. const skill = getCardActiveSkill(card, searchTypeArray);
  2238. return skill;
  2239. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2240. },
  2241. addition:card=>{
  2242. const searchTypeArray = [142];
  2243. const skill = getCardActiveSkill(card, searchTypeArray);
  2244. const sk = skill.params;
  2245. const fragment = document.createDocumentFragment();
  2246. fragment.appendChild(document.createTextNode(`自→`));
  2247. fragment.appendChild(createOrbsList(sk[1]));
  2248. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2249. return fragment;
  2250. }
  2251. },
  2252. ]},
  2253. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2254. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2255. function:cards=>{
  2256. const searchTypeArray = [179];
  2257. return cards.filter(card=>{
  2258. const skill = getCardActiveSkill(card, searchTypeArray);
  2259. return skill;
  2260. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2261. },
  2262. addition:card=>{
  2263. const searchTypeArray = [179];
  2264. const skill = getCardActiveSkill(card, searchTypeArray);
  2265. const sk = skill.params;
  2266. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2267. }
  2268. },
  2269. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2270. function:cards=>{
  2271. return cards.filter(card=>{
  2272. const heal = healImmediately_Rate(card);
  2273. return Object.values(heal).some(v=>v);
  2274. })
  2275. .sort((a,b)=>{
  2276. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2277. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2278. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2279. let sortNum = a_i - b_i;
  2280. if (!sortNum)
  2281. {
  2282. sortNum = a_vs[a_i] - b_vs[b_i];
  2283. }
  2284. return sortNum;
  2285. });
  2286. },
  2287. addition:card=>{
  2288. const heal = healImmediately_Rate(card);
  2289. let strArr = [];
  2290. if (heal.scale)
  2291. strArr.push(`${heal.scale}%最大HP`);
  2292. if (heal.const)
  2293. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2294. if (heal.selfRcv)
  2295. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2296. if (heal.vampire)
  2297. strArr.push(`${heal.vampire}%伤害`);
  2298. return strArr.join(',');
  2299. }
  2300. },
  2301. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2302. function:cards=>{
  2303. return cards.filter(card=>damageSelf_Rate(card)>0)
  2304. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2305. },
  2306. addition:card=>{
  2307. let rate = damageSelf_Rate(card);
  2308. if (rate < 100)
  2309. return `减少${rate}%`;
  2310. else
  2311. return `减少到1`;
  2312. }
  2313. },
  2314. ]},
  2315. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  2316. {name:"Unlock",otLangName:{chs:"解锁"},
  2317. function:cards=>cards.filter(card=>{
  2318. const searchTypeArray = [172];
  2319. const skill = getCardActiveSkill(card, searchTypeArray);
  2320. return skill;
  2321. })
  2322. },
  2323. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  2324. function:cards=>cards.filter(card=>{
  2325. const searchTypeArray = [152];
  2326. const skill = getCardActiveSkill(card, searchTypeArray);
  2327. return skill;
  2328. }),
  2329. addition:lock_Addition
  2330. },
  2331. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  2332. function:cards=>cards.filter(card=>{
  2333. const searchTypeArray = [152];
  2334. const skill = getCardActiveSkill(card, searchTypeArray);
  2335. return skill && (skill.params[0] & 63) === 63;
  2336. }),
  2337. addition:lock_Addition
  2338. },
  2339. ]},
  2340. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2341. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2342. function:cards=>{
  2343. const searchTypeArray = [205];
  2344. return cards.filter(card=>{
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. return skill;
  2347. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2348. },
  2349. addition:dropLock_Addition
  2350. },
  2351. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2352. function:cards=>{
  2353. const searchTypeArray = [205];
  2354. return cards.filter(card=>{
  2355. const skill = getCardActiveSkill(card, searchTypeArray);
  2356. return skill && (skill.params[0] & 63) === 63;
  2357. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2358. },
  2359. addition:dropLock_Addition
  2360. },
  2361. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2362. function:cards=>{
  2363. const searchTypeArray = [180];
  2364. return cards.filter(card=>{
  2365. const skill = getCardActiveSkill(card, searchTypeArray);
  2366. return skill;
  2367. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2368. },
  2369. addition:card=>{
  2370. const searchTypeArray = [180];
  2371. const skill = getCardActiveSkill(card, searchTypeArray);
  2372. const sk = skill.params;
  2373. return `${sk[1]}%×${sk[0]}T`;
  2374. }
  2375. },
  2376. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2377. function:cards=>cards.filter(card=>{
  2378. const searchTypeArray = [126];
  2379. const skill = getCardActiveSkill(card, searchTypeArray);
  2380. return skill;
  2381. }),
  2382. addition:dropOrb_Addition
  2383. },
  2384. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2385. function:cards=>cards.filter(card=>{
  2386. const searchTypeArray = [126];
  2387. const skill = getCardActiveSkill(card, searchTypeArray);
  2388. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2389. }),
  2390. addition:dropOrb_Addition
  2391. },
  2392. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2393. function:cards=>cards.filter(card=>{
  2394. const searchTypeArray = [126];
  2395. const skill = getCardActiveSkill(card, searchTypeArray);
  2396. return skill && skill.params[1] >= 99;
  2397. }),
  2398. addition:dropOrb_Addition
  2399. },
  2400. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2401. function:cards=>cards.filter(card=>{
  2402. const searchTypeArray = [126];
  2403. const skill = getCardActiveSkill(card, searchTypeArray);
  2404. return skill && skill.params[3] == 100;
  2405. }),
  2406. addition:dropOrb_Addition
  2407. },
  2408. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2409. function:cards=>{
  2410. const searchTypeArray = [226];
  2411. return cards.filter(card=>{
  2412. const skill = getCardActiveSkill(card, searchTypeArray);
  2413. return skill;
  2414. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2415. },
  2416. addition:card=>{
  2417. const searchTypeArray = [226];
  2418. const skill = getCardActiveSkill(card, searchTypeArray);
  2419. const sk = skill.params;
  2420. return `📌${sk[1]}%×${sk[0]}T`;
  2421. }
  2422. },
  2423. ]},
  2424. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2425. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2426. function:cards=>{
  2427. const searchTypeArray = [6];
  2428. return cards.filter(card=>{
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. return skill;
  2431. }).sort((a,b)=>{
  2432. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2433. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2434. return a_pC - b_pC;
  2435. })
  2436. },
  2437. addition:card=>{
  2438. const searchTypeArray = [6];
  2439. const skill = getCardActiveSkill(card, searchTypeArray);
  2440. const sk = skill.params;
  2441. return `当前${sk[0]}%`;
  2442. }
  2443. },
  2444. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2445. function:cards=>{
  2446. const searchTypeArray = [161];
  2447. return cards.filter(card=>{
  2448. const skill = getCardActiveSkill(card, searchTypeArray);
  2449. return skill;
  2450. }).sort((a,b)=>{
  2451. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2452. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2453. return a_pC - b_pC;
  2454. })
  2455. },
  2456. addition:card=>{
  2457. const searchTypeArray = [161];
  2458. const skill = getCardActiveSkill(card, searchTypeArray);
  2459. const sk = skill.params;
  2460. return `最大${sk[0]}%`;
  2461. }
  2462. },
  2463. ]},
  2464. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2465. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2466. function:cards=>{
  2467. const searchTypeArray = [55,188];
  2468. return cards.filter(card=>{
  2469. const skill = getCardActiveSkill(card, searchTypeArray);
  2470. return skill;
  2471. }).sort((a,b)=>{
  2472. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2473. 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);
  2474. return a_pC - b_pC;
  2475. });
  2476. },
  2477. addition:card=>{
  2478. const searchTypeArray = [55,188];
  2479. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2480. const sk = skills[0].params;
  2481. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2482. }
  2483. },
  2484. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2485. function:cards=>{
  2486. const searchTypeArray = [56];
  2487. return cards.filter(card=>{
  2488. const skill = getCardActiveSkill(card, searchTypeArray);
  2489. return skill;
  2490. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2491. },
  2492. addition:card=>{
  2493. const searchTypeArray = [56];
  2494. const skill = getCardActiveSkill(card, searchTypeArray);
  2495. const sk = skill.params;
  2496. return `固伤${sk[0].bigNumberToString()}`;
  2497. }
  2498. },
  2499. ]},
  2500. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2501. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2502. function:cards=>cards.filter(card=>{
  2503. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2504. function isSingle(skill)
  2505. {
  2506. if (skill.type == 110)
  2507. return Boolean(skill.params[0]);
  2508. else if (skill.type == 144)
  2509. return Boolean(skill.params[2]);
  2510. else
  2511. return true;
  2512. }
  2513. const skill = getCardActiveSkill(card, searchTypeArray);
  2514. return skill && isSingle(skill);
  2515. })
  2516. },
  2517. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2518. function:cards=>cards.filter(card=>{
  2519. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2520. function isAll(skill)
  2521. {
  2522. if (skill.type == 110)
  2523. return !Boolean(skill.params[0]);
  2524. else if (skill.type == 144)
  2525. return !Boolean(skill.params[2]);
  2526. else
  2527. return true;
  2528. }
  2529. const skill = getCardActiveSkill(card, searchTypeArray);
  2530. return skill && skill.id!=0 && isAll(skill);
  2531. })
  2532. },
  2533. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2534. function:cards=>cards.filter(card=>{
  2535. const searchTypeArray = [42];
  2536. const skill = getCardActiveSkill(card, searchTypeArray);
  2537. return skill;
  2538. })
  2539. },
  2540. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2541. function:cards=>cards.filter(card=>{
  2542. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2543. const skill = getCardActiveSkill(card, searchTypeArray);
  2544. return skill && skill.id!=0;
  2545. }),
  2546. addition:card=>{
  2547. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2548. const skill = getCardActiveSkill(card, searchTypeArray);
  2549. //const sk = skill.params;
  2550. const colors = [getCannonAttr(skill)];
  2551. const fragment = document.createDocumentFragment();
  2552. fragment.appendChild(document.createTextNode(`射`));
  2553. fragment.appendChild(createOrbsList(colors));
  2554. return fragment;
  2555. }
  2556. },
  2557. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2558. function:cards=>cards.filter(card=>{
  2559. const searchTypeArray = [2,35];
  2560. const skill = getCardActiveSkill(card, searchTypeArray);
  2561. return skill;
  2562. })
  2563. },
  2564. {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)"},
  2565. function:cards=>cards.filter(card=>{
  2566. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2567. const skill = getCardActiveSkill(card, searchTypeArray);
  2568. return skill && skill.id!=0;
  2569. }).sort((a,b)=>{
  2570. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2571. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2572. function getNumber(skill)
  2573. {
  2574. const sk = skill.params;
  2575. switch(skill.type)
  2576. {
  2577. case 0:
  2578. case 37:
  2579. case 58:
  2580. case 59:
  2581. case 84:
  2582. case 85:
  2583. case 115:
  2584. return sk[1];
  2585. case 2:
  2586. case 35:
  2587. return sk[0];
  2588. default:
  2589. return 0;
  2590. }
  2591. }
  2592. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2593. return a_pC - b_pC;
  2594. })
  2595. },
  2596. {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)"},
  2597. function:cards=>cards.filter(card=>{
  2598. const searchTypeArray = [1,42,86,87];
  2599. const skill = getCardActiveSkill(card, searchTypeArray);
  2600. return skill;
  2601. }).sort((a,b)=>{
  2602. const searchTypeArray = [1,42,86,87];
  2603. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2604. function getNumber(skill)
  2605. {
  2606. const sk = skill.params;
  2607. switch(skill.type)
  2608. {
  2609. case 1:
  2610. case 86:
  2611. case 87:
  2612. return sk[1];
  2613. case 42:
  2614. return sk[2];
  2615. default:
  2616. return 0;
  2617. }
  2618. }
  2619. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2620. return a_pC - b_pC;
  2621. })
  2622. },
  2623. {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)"},
  2624. function:cards=>{
  2625. const searchTypeArray = [110];
  2626. return cards.filter(card=>{
  2627. const skill = getCardActiveSkill(card, searchTypeArray);
  2628. return skill;
  2629. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2630. }
  2631. },
  2632. {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)"},
  2633. function:cards=>{
  2634. const searchTypeArray = [143];
  2635. return cards.filter(card=>{
  2636. const skill = getCardActiveSkill(card, searchTypeArray);
  2637. return skill;
  2638. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2639. }
  2640. },
  2641. {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)"},
  2642. function:cards=>{
  2643. const searchTypeArray = [144];
  2644. return cards.filter(card=>{
  2645. const skill = getCardActiveSkill(card, searchTypeArray);
  2646. return skill;
  2647. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2648. }
  2649. },
  2650. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2651. function:cards=>cards.filter(card=>{
  2652. const searchTypeArray = [35,115];
  2653. const skill = getCardActiveSkill(card, searchTypeArray);
  2654. return skill;
  2655. })
  2656. },
  2657. ]},
  2658. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  2659. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  2660. function:cards=>cards.filter(card=>{
  2661. const searchTypeArray = [10];
  2662. const skill = getCardActiveSkill(card, searchTypeArray);
  2663. return skill;
  2664. })
  2665. },
  2666. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  2667. function:cards=>cards.filter(card=>{
  2668. const searchTypeArray = [71];
  2669. const skill = getCardActiveSkill(card, searchTypeArray);
  2670. return boardChange_ColorTypes(skill).length == 1;
  2671. }),
  2672. addition:boardChange_Addition
  2673. },
  2674. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  2675. function:cards=>cards.filter(card=>{
  2676. const searchTypeArray = [71];
  2677. const skill = getCardActiveSkill(card, searchTypeArray);
  2678. return boardChange_ColorTypes(skill).length == 2;
  2679. }),
  2680. addition:boardChange_Addition
  2681. },
  2682. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  2683. function:cards=>cards.filter(card=>{
  2684. const searchTypeArray = [71];
  2685. const skill = getCardActiveSkill(card, searchTypeArray);
  2686. return boardChange_ColorTypes(skill).length == 3;
  2687. }),
  2688. addition:boardChange_Addition
  2689. },
  2690. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  2691. function:cards=>cards.filter(card=>{
  2692. const searchTypeArray = [71];
  2693. const skill = getCardActiveSkill(card, searchTypeArray);
  2694. return boardChange_ColorTypes(skill).length == 4;
  2695. }),
  2696. addition:boardChange_Addition
  2697. },
  2698. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  2699. function:cards=>cards.filter(card=>{
  2700. const searchTypeArray = [71];
  2701. const skill = getCardActiveSkill(card, searchTypeArray);
  2702. return boardChange_ColorTypes(skill).length == 5;
  2703. }),
  2704. addition:boardChange_Addition
  2705. },
  2706. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  2707. function:cards=>cards.filter(card=>{
  2708. const searchTypeArray = [71];
  2709. const skill = getCardActiveSkill(card, searchTypeArray);
  2710. return boardChange_ColorTypes(skill).length >= 6;
  2711. }),
  2712. addition:boardChange_Addition
  2713. },
  2714. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  2715. function:cards=>cards.filter(card=>{
  2716. const searchTypeArray = [71];
  2717. const skill = getCardActiveSkill(card, searchTypeArray);
  2718. return boardChange_ColorTypes(skill).includes(0);
  2719. }),
  2720. addition:boardChange_Addition
  2721. },
  2722. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  2723. function:cards=>cards.filter(card=>{
  2724. const searchTypeArray = [71];
  2725. const skill = getCardActiveSkill(card, searchTypeArray);
  2726. return boardChange_ColorTypes(skill).includes(1);
  2727. }),
  2728. addition:boardChange_Addition
  2729. },
  2730. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  2731. function:cards=>cards.filter(card=>{
  2732. const searchTypeArray = [71];
  2733. const skill = getCardActiveSkill(card, searchTypeArray);
  2734. return boardChange_ColorTypes(skill).includes(2);
  2735. }),
  2736. addition:boardChange_Addition
  2737. },
  2738. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  2739. function:cards=>cards.filter(card=>{
  2740. const searchTypeArray = [71];
  2741. const skill = getCardActiveSkill(card, searchTypeArray);
  2742. return boardChange_ColorTypes(skill).includes(3);
  2743. }),
  2744. addition:boardChange_Addition
  2745. },
  2746. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  2747. function:cards=>cards.filter(card=>{
  2748. const searchTypeArray = [71];
  2749. const skill = getCardActiveSkill(card, searchTypeArray);
  2750. return boardChange_ColorTypes(skill).includes(4);
  2751. }),
  2752. addition:boardChange_Addition
  2753. },
  2754. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  2755. function:cards=>cards.filter(card=>{
  2756. const searchTypeArray = [71];
  2757. const skill = getCardActiveSkill(card, searchTypeArray);
  2758. return boardChange_ColorTypes(skill).includes(5);
  2759. }),
  2760. addition:boardChange_Addition
  2761. },
  2762. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  2763. function:cards=>cards.filter(card=>{
  2764. const searchTypeArray = [71];
  2765. const skill = getCardActiveSkill(card, searchTypeArray);
  2766. const colors = boardChange_ColorTypes(skill);
  2767. return colors.includes(6)
  2768. || colors.includes(7)
  2769. || colors.includes(8)
  2770. || colors.includes(9);
  2771. }),
  2772. addition:boardChange_Addition
  2773. },
  2774. ]},
  2775. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  2776. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  2777. function:cards=>cards.filter(card=>{
  2778. const searchTypeArray = [9,20,154];
  2779. const skills = getCardActiveSkills(card, searchTypeArray);
  2780. if (!skills.length) return false;
  2781. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2782. return parsedSkills.some(p=>p.to.includes(0));
  2783. }),
  2784. addition:changeOrbs_Addition
  2785. },
  2786. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  2787. function:cards=>cards.filter(card=>{
  2788. const searchTypeArray = [9,20,154];
  2789. const skills = getCardActiveSkills(card, searchTypeArray);
  2790. if (!skills.length) return false;
  2791. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2792. return parsedSkills.some(p=>p.to.includes(1));
  2793. }),
  2794. addition:changeOrbs_Addition
  2795. },
  2796. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  2797. function:cards=>cards.filter(card=>{
  2798. const searchTypeArray = [9,20,154];
  2799. const skills = getCardActiveSkills(card, searchTypeArray);
  2800. if (!skills.length) return false;
  2801. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2802. return parsedSkills.some(p=>p.to.includes(2));
  2803. }),
  2804. addition:changeOrbs_Addition
  2805. },
  2806. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  2807. function:cards=>cards.filter(card=>{
  2808. const searchTypeArray = [9,20,154];
  2809. const skills = getCardActiveSkills(card, searchTypeArray);
  2810. if (!skills.length) return false;
  2811. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2812. return parsedSkills.some(p=>p.to.includes(3));
  2813. }),
  2814. addition:changeOrbs_Addition
  2815. },
  2816. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  2817. function:cards=>cards.filter(card=>{
  2818. const searchTypeArray = [9,20,154];
  2819. const skills = getCardActiveSkills(card, searchTypeArray);
  2820. if (!skills.length) return false;
  2821. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2822. return parsedSkills.some(p=>p.to.includes(4));
  2823. }),
  2824. addition:changeOrbs_Addition
  2825. },
  2826. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
  2827. function:cards=>cards.filter(card=>{
  2828. const searchTypeArray = [9,20,154];
  2829. const skills = getCardActiveSkills(card, searchTypeArray);
  2830. if (!skills.length) return false;
  2831. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2832. return parsedSkills.some(p=>p.to.includes(5));
  2833. }),
  2834. addition:changeOrbs_Addition
  2835. },
  2836. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  2837. function:cards=>cards.filter(card=>{
  2838. const searchTypeArray = [9,20,154];
  2839. const skills = getCardActiveSkills(card, searchTypeArray);
  2840. if (!skills.length) return false;
  2841. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2842. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2843. }),
  2844. addition:changeOrbs_Addition
  2845. },
  2846. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  2847. function:cards=>cards.filter(card=>{
  2848. const searchTypeArray = [9,20,154];
  2849. const skills = getCardActiveSkills(card, searchTypeArray);
  2850. if (!skills.length) return false;
  2851. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2852. return parsedSkills.some(p=>p.from.includes(0));
  2853. }),
  2854. addition:changeOrbs_Addition
  2855. },
  2856. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  2857. function:cards=>cards.filter(card=>{
  2858. const searchTypeArray = [9,20,154];
  2859. const skills = getCardActiveSkills(card, searchTypeArray);
  2860. if (!skills.length) return false;
  2861. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2862. return parsedSkills.some(p=>p.from.includes(1));
  2863. }),
  2864. addition:changeOrbs_Addition
  2865. },
  2866. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  2867. function:cards=>cards.filter(card=>{
  2868. const searchTypeArray = [9,20,154];
  2869. const skills = getCardActiveSkills(card, searchTypeArray);
  2870. if (!skills.length) return false;
  2871. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2872. return parsedSkills.some(p=>p.from.includes(2));
  2873. }),
  2874. addition:changeOrbs_Addition
  2875. },
  2876. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  2877. function:cards=>cards.filter(card=>{
  2878. const searchTypeArray = [9,20,154];
  2879. const skills = getCardActiveSkills(card, searchTypeArray);
  2880. if (!skills.length) return false;
  2881. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2882. return parsedSkills.some(p=>p.from.includes(3));
  2883. }),
  2884. addition:changeOrbs_Addition
  2885. },
  2886. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  2887. function:cards=>cards.filter(card=>{
  2888. const searchTypeArray = [9,20,154];
  2889. const skills = getCardActiveSkills(card, searchTypeArray);
  2890. if (!skills.length) return false;
  2891. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2892. return parsedSkills.some(p=>p.from.includes(4));
  2893. }),
  2894. addition:changeOrbs_Addition
  2895. },
  2896. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  2897. function:cards=>cards.filter(card=>{
  2898. const searchTypeArray = [9,20,154];
  2899. const skills = getCardActiveSkills(card, searchTypeArray);
  2900. if (!skills.length) return false;
  2901. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2902. return parsedSkills.some(p=>p.from.includes(5));
  2903. }),
  2904. addition:changeOrbs_Addition
  2905. },
  2906. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  2907. function:cards=>cards.filter(card=>{
  2908. const searchTypeArray = [9,20,154];
  2909. const skills = getCardActiveSkills(card, searchTypeArray);
  2910. if (!skills.length) return false;
  2911. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2912. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2913. }),
  2914. addition:changeOrbs_Addition
  2915. },
  2916. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  2917. function:cards=>{
  2918. const searchTypeArray = [52,91,140];
  2919. return cards.filter(card=>{
  2920. const skill = getCardActiveSkill(card, searchTypeArray);
  2921. return skill;
  2922. });
  2923. },
  2924. addition:card=>{
  2925. const searchTypeArray = [52,91,140];
  2926. const skill = getCardActiveSkill(card, searchTypeArray);
  2927. const sk = skill.params;
  2928. let attrs = [];
  2929. switch (skill.type)
  2930. {
  2931. case 52:{
  2932. attrs.push(sk[0]); break;
  2933. }
  2934. case 91:{
  2935. attrs = sk.slice(0,-1); break;
  2936. }
  2937. case 140:{
  2938. attrs = flags(sk[0]); break;
  2939. }
  2940. }
  2941. const fragment = document.createDocumentFragment();
  2942. fragment.appendChild(document.createTextNode(`强化`));
  2943. fragment.appendChild(createOrbsList(attrs));
  2944. return fragment;
  2945. }
  2946. },
  2947. ]},
  2948. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  2949. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  2950. function:cards=>cards.filter(card=>{
  2951. function is30(sk)
  2952. {
  2953. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2954. }
  2955. const searchTypeArray = [141];
  2956. const skill = getCardActiveSkill(card, searchTypeArray);
  2957. return skill && is30(skill.params);
  2958. }),
  2959. addition:generateOrbs_Addition
  2960. },
  2961. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  2962. function:cards=>cards.filter(card=>{
  2963. function is1515(sk)
  2964. {
  2965. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2966. }
  2967. const searchTypeArray = [141];
  2968. const skill = getCardActiveSkill(card, searchTypeArray);
  2969. return skill && is1515(skill.params);
  2970. }),
  2971. addition:generateOrbs_Addition
  2972. },
  2973. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  2974. function:cards=>cards.filter(card=>{
  2975. const gens = generateOrbsParse(card);
  2976. return gens.some(gen=>gen.to.includes(0));
  2977. }),
  2978. addition:generateOrbs_Addition
  2979. },
  2980. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  2981. function:cards=>cards.filter(card=>{
  2982. const gens = generateOrbsParse(card);
  2983. return gens.some(gen=>gen.to.includes(1));
  2984. }),
  2985. addition:generateOrbs_Addition
  2986. },
  2987. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  2988. function:cards=>cards.filter(card=>{
  2989. const gens = generateOrbsParse(card);
  2990. return gens.some(gen=>gen.to.includes(2));
  2991. }),
  2992. addition:generateOrbs_Addition
  2993. },
  2994. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  2995. function:cards=>cards.filter(card=>{
  2996. const gens = generateOrbsParse(card);
  2997. return gens.some(gen=>gen.to.includes(3));
  2998. }),
  2999. addition:generateOrbs_Addition
  3000. },
  3001. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  3002. function:cards=>cards.filter(card=>{
  3003. const gens = generateOrbsParse(card);
  3004. return gens.some(gen=>gen.to.includes(4));
  3005. }),
  3006. addition:generateOrbs_Addition
  3007. },
  3008. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  3009. function:cards=>cards.filter(card=>{
  3010. const gens = generateOrbsParse(card);
  3011. return gens.some(gen=>gen.to.includes(5));
  3012. }),
  3013. addition:generateOrbs_Addition
  3014. },
  3015. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  3016. function:cards=>cards.filter(card=>{
  3017. const gens = generateOrbsParse(card);
  3018. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3019. }),
  3020. addition:generateOrbs_Addition
  3021. },
  3022. ]},
  3023. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  3024. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  3025. function:cards=>cards.filter(card=>{
  3026. const searchTypeArray = [176];
  3027. const skill = getCardActiveSkill(card, searchTypeArray);
  3028. return skill;
  3029. })
  3030. },
  3031. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  3032. function:cards=>cards.filter(card=>{
  3033. function is3x3(sk)
  3034. {
  3035. for (let si=0;si<3;si++)
  3036. {
  3037. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  3038. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  3039. (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)
  3040. (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)
  3041. )
  3042. return true;
  3043. }
  3044. return false;
  3045. }
  3046. const searchTypeArray = [176];
  3047. const skill = getCardActiveSkill(card, searchTypeArray);
  3048. return skill && is3x3(skill.params);
  3049. }),
  3050. addition:card=>{
  3051. const searchTypeArray = [176];
  3052. const skill = getCardActiveSkill(card, searchTypeArray);
  3053. const sk = skill.params;
  3054. const fragment = document.createDocumentFragment();
  3055. fragment.appendChild(document.createTextNode(`3×3`));
  3056. fragment.appendChild(createOrbsList(sk[5]));
  3057. return fragment;
  3058. }
  3059. },
  3060. {name:"Create a vertical",otLangName:{chs:"产竖"},
  3061. function:cards=>cards.filter(card=>{
  3062. const searchTypeArray = [127];
  3063. const skill = getCardActiveSkill(card, searchTypeArray);
  3064. return skill;
  3065. }),
  3066. addition:generateColumnOrbs_Addition
  3067. },
  3068. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  3069. function:cards=>cards.filter(card=>{
  3070. function isHeart(sk)
  3071. {
  3072. for (let i=1;i<sk.length;i+=2)
  3073. {
  3074. if (sk[i] & 32)
  3075. {
  3076. return true;
  3077. }
  3078. }
  3079. }
  3080. const searchTypeArray = [127];
  3081. const skill = getCardActiveSkill(card, searchTypeArray);
  3082. return skill && isHeart(skill.params);
  3083. }),
  3084. addition:generateColumnOrbs_Addition
  3085. },
  3086. {name:"Create a horizontal",otLangName:{chs:"产横"},
  3087. function:cards=>cards.filter(card=>{
  3088. const searchTypeArray = [128];
  3089. const skill = getCardActiveSkill(card, searchTypeArray);
  3090. return skill;
  3091. }),
  3092. addition:generateRowOrbs_Addition
  3093. },
  3094. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  3095. function:cards=>cards.filter(card=>{
  3096. const searchTypeArray = [128];
  3097. const skill = getCardActiveSkill(card, searchTypeArray);
  3098. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3099. }),
  3100. addition:generateRowOrbs_Addition
  3101. },
  3102. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  3103. function:cards=>cards.filter(card=>{
  3104. const searchTypeArray = [128];
  3105. const skill = getCardActiveSkill(card, searchTypeArray);
  3106. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3107. }),
  3108. addition:generateRowOrbs_Addition
  3109. },
  3110. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  3111. function:cards=>cards.filter(card=>{
  3112. const searchTypeArray = [128];
  3113. const skill = getCardActiveSkill(card, searchTypeArray);
  3114. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3115. }),
  3116. addition:generateRowOrbs_Addition
  3117. },
  3118. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  3119. function:cards=>cards.filter(card=>{
  3120. const searchTypeArray = [128,71,176];
  3121. function isRow(skill)
  3122. {
  3123. const sk = skill.params;
  3124. if (skill.type === 128) //普通横
  3125. {return true;}
  3126. else if (skill.type === 71) //花火
  3127. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3128. else if (skill.type === 176) //特殊形状
  3129. {
  3130. for (let si=0;si<5;si++)
  3131. {
  3132. if ((sk[si] & 63) === 63)
  3133. return true;
  3134. }
  3135. }
  3136. return false;
  3137. }
  3138. const skill = getCardActiveSkill(card, searchTypeArray);
  3139. return skill && isRow(skill);
  3140. })
  3141. },
  3142. ]},
  3143. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  3144. {name:"No Henshin",otLangName:{chs:"非变身"},
  3145. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3146. },
  3147. {name:"Before Henshin",otLangName:{chs:"变身前"},
  3148. function:cards=>cards.filter(card=>card.henshinTo)
  3149. },
  3150. {name:"After Henshin",otLangName:{chs:"变身后"},
  3151. function:cards=>cards.filter(card=>card.henshinFrom)
  3152. },
  3153. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  3154. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3155. },
  3156. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  3157. function:cards=>cards.filter(card=>card.is8Latent)
  3158. },
  3159. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3160. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  3161. function:cards=>cards.filter(card=>isReincarnated(card))
  3162. }, //evoBaseId可能为0
  3163. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3164. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  3165. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3166. },
  3167. /*{name:"",otLangName:{chs:"变身前"},
  3168. function:cards=>cards.filter(card=>{
  3169. const searchType = 202;
  3170. const skill = Skills[card.activeSkillId];
  3171. if (skill.type == searchType)
  3172. return true;
  3173. else if (skill.type == 116 || skill.type == 118){
  3174. const subskills = skill.params.map(id=>Skills[id]);
  3175. return subskills.some(subskill=>subskill.type == searchType);
  3176. }
  3177. })
  3178. },
  3179. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  3180. function:cards=>cards.filter(card=>{
  3181. const searchType = 202;
  3182. const skill = Skills[card.activeSkillId];
  3183. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3184. return true;
  3185. else if (skill.type == 116 || skill.type == 118){
  3186. const subskills = skill.params.map(id=>Skills[id]);
  3187. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3188. }
  3189. })
  3190. },*/
  3191. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  3192. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3193. },
  3194. ]},
  3195. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  3196. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  3197. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3198. },
  3199. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  3200. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3201. },
  3202. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  3203. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3204. },
  3205. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  3206. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3207. addition:card=>`成长${card.limitBreakIncr}%`
  3208. },
  3209. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  3210. function:cards=>cards.filter(card=>card.maxLevel==1)
  3211. },
  3212. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  3213. function:cards=>cards.filter(card=>card.sellMP<100)
  3214. },
  3215. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  3216. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3217. },
  3218. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  3219. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3220. },
  3221. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  3222. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3223. },
  3224. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  3225. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3226. },
  3227. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  3228. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3229. },
  3230. ]},
  3231. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  3232. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  3233. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3234. },
  3235. {name:"Not weapon",otLangName:{chs:"不是武器"},
  3236. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3237. },
  3238. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  3239. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3240. },
  3241. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉"},
  3242. function:cards=>cards.filter(card=>{
  3243. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3244. if (hasAwokenKiller)
  3245. { //大于2个杀的进行判断
  3246. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3247. { //大于3个杀的直接过
  3248. return true;
  3249. }else
  3250. { //2个杀的
  3251. const isAllowLatent = card.types.filter(i=>
  3252. i>=0 //去掉-1的type
  3253. ).map(type=>
  3254. type_allowable_latent[type] //得到允许打的潜觉杀
  3255. ).some(ls=>
  3256. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3257. );
  3258. return isAllowLatent
  3259. }
  3260. }else
  3261. {
  3262. return false;
  3263. }
  3264. })
  3265. },
  3266. {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"},
  3267. function:cards=>cards.filter(card=>{
  3268. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3269. if (hasAwokenKiller)
  3270. { //大于2个杀的进行判断
  3271. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3272. { //大于3个杀的直接过
  3273. return true;
  3274. }else
  3275. { //2个杀的
  3276. const isAllowLatent = card.types.filter(i=>
  3277. i>=0 //去掉-1的type
  3278. ).map(type=>
  3279. type_allowable_latent[type] //得到允许打的潜觉杀
  3280. ).some(ls=>
  3281. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3282. );
  3283. return isAllowLatent
  3284. }
  3285. }else
  3286. {
  3287. return false;
  3288. }
  3289. })
  3290. },
  3291. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉"},
  3292. function:cards=>cards.filter(card=>{
  3293. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3294. if (hasAwokenKiller)
  3295. { //大于2个杀的进行判断
  3296. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3297. { //大于3个杀的直接过
  3298. return true;
  3299. }else
  3300. { //2个杀的
  3301. const isAllowLatent = card.types.filter(i=>
  3302. i>=0 //去掉-1的type
  3303. ).map(type=>
  3304. type_allowable_latent[type] //得到允许打的潜觉杀
  3305. ).some(ls=>
  3306. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3307. );
  3308. return isAllowLatent
  3309. }
  3310. }else
  3311. {
  3312. return false;
  3313. }
  3314. })
  3315. },
  3316. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
  3317. function:cards=>cards.filter(card=>{
  3318. const searchTypeArray = [1000];
  3319. const skill = getCardActiveSkill(card, searchTypeArray);
  3320. return skill;
  3321. })
  3322. },*/
  3323. ]},
  3324. ];
  3325. return functions;
  3326. })();

智龙迷城队伍图制作工具