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script-json_data.js 150 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  43. unknown: tp`Unkonwn skill type: ${'type'}`,
  44. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  45. random_skills: tp`Random Activates these skills:${'skills'}`,
  46. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  47. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  48. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  49. damage_enemy_times: tp`${'times'} `,
  50. damage_enemy_count: tp` (${'damage'} in total)`,
  51. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  52. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  53. delay: tp`${'icon'}Delays enemies' next move`,
  54. mass_attack: tp`${'icon'}Mass attacks`,
  55. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  56. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  57. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  58. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  59. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  60. unbind_normal: tp`${'icon'}Bind`,
  61. unbind_awakenings: tp`${'icon'}Awoken bind`,
  62. unbind_matches: tp`${'icon'}Unmatchable orb`,
  63. bind_skill: tp`${'icon'}Unable to use skills`,
  64. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  65. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  66. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  67. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  68. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  69. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  70. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  71. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  72. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  73. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  74. board_change: tp`Change all orbs to ${'orbs'}`,
  75. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  76. skill_boost_range: tp`~${'turns'}`,
  77. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  78. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  79. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  80. drop_refresh: tp`Replaces all orbs`,
  81. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  82. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  118. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  119. },
  120. power: {
  121. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  122. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  123. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  124. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  125. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  126. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  127. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  128. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  129. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  130. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  131. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  132. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  135. },
  136. cond: {
  137. unknown: tp`[ Unknown condition ]`,
  138. hp_equal: tp`When ${'hp'} == ${'min'} `,
  139. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  140. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  141. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  142. use_skill: tp`When skills used `,
  143. multi_player: tp`When in Multiplayer Mode `,
  144. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  145. exact_combo: tp`When exactly ${'value'} combos `,
  146. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  147. exact_match_enhanced: tp` orbs including enhanced`,
  148. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  149. compo_type_card: tp`When ${'ids'} are all on team, `,
  150. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  151. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  152. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  153. compo_type_team_rarity_different: tp`When the team's rarity is different, `,
  154. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  155. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  156. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  157. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  158. },
  159. position: {
  160. top: tp`${'pos'} of top rows`,
  161. bottom: tp`${'pos'} of bottom rows`,
  162. left: tp`${'pos'} of left columns`,
  163. right: tp`${'pos'} of right columns`,
  164. random: tp`random location`,
  165. shape: tp`specified location`,
  166. },
  167. value: {
  168. unknown: tp`[ Unknown value: ${'type'}]`, //type
  169. const: tp`${'value'} ${'unit'}`,
  170. const_to: tp`to ${'value'}`,
  171. mul_percent: tp`${'value'}%`,
  172. mul_times: tp`×${'value'}`,
  173. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  174. mul_of_times: tp`${'stats'} ×${'value'}`,
  175. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  176. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  177. prob: tp`${'value'} chance for `,
  178. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  179. size: tp`${'width'}×${'height'}`,
  180. pos: tp`${'x'}×${'y'}`,
  181. },
  182. target: {
  183. unknown: tp`Unkown Target`,
  184. self: tp`card's`,
  185. team: tp`team`,
  186. team_last: tp`the lastest member`,
  187. team_leader: tp`leader`,
  188. sub_members: tp`sub-members`,
  189. leader_self: tp`left leader`,
  190. leader_helper: tp`right leader`,
  191. collab_id: tp`card with collab ID of ${'id'} `,
  192. enemy: tp`Enemy`,
  193. enemy_all: tp`all enemys`,
  194. enemy_one: tp`1 enemy`,
  195. enemy_attr: tp`${'attr'} enemy`,
  196. the_attr: tp`attr of the matched Orbs`,
  197. },
  198. stats: {
  199. unknown: tp`[ Unknown: ${'type'}]`, //type
  200. maxhp: tp`Max HP`,
  201. hp: tp`HP`,
  202. chp: tp`current HP`,
  203. atk: tp`ATK`,
  204. rcv: tp`RCV`,
  205. teamhp: tp`Team HP`,
  206. teamatk: tp`Team ${'attrs'} ATK`,
  207. teamrcv: tp`Team RCV`,
  208. cstage: tp`current Stage of Dungeon`,
  209. },
  210. unit: {
  211. orbs: tp``,
  212. times: tp` times`,
  213. seconds: tp` seconds`,
  214. point: tp` point`,
  215. turns: tp` turns`,
  216. },
  217. word: {
  218. comma: tp`, `,
  219. slight_pause: tp`, `,
  220. range_hyphen: tp`~`,
  221. in_once: tp`in once `,
  222. evo_type_pixel: tp`Pixel Evo`,
  223. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  224. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  225. affix_attr: tp`${'cotent'} attr.`,
  226. affix_orb: tp`${'cotent'} orbs`,
  227. affix_type: tp`${'cotent'} types`,
  228. affix_awakening: tp`${'cotent'} awoken`,
  229. affix_exclude: tp`, exclude ${'cotent'}`,
  230. },
  231. attrs: {
  232. [0]: tp`${'icon'}Fire`,
  233. [1]: tp`${'icon'}Water`,
  234. [2]: tp`${'icon'}Wood`,
  235. [3]: tp`${'icon'}Light`,
  236. [4]: tp`${'icon'}Dark`,
  237. [5]: tp`${'icon'}Recover`,
  238. [6]: tp`${'icon'}Null`,
  239. all: tp`All`,
  240. self: tp`${'icon'}Self's Attr`,
  241. fixed: tp`${'icon'}Fixed`,
  242. },
  243. orbs: {
  244. [0]: tp`${'icon'}Fire`,
  245. [1]: tp`${'icon'}Water`,
  246. [2]: tp`${'icon'}Wood`,
  247. [3]: tp`${'icon'}Light`,
  248. [4]: tp`${'icon'}Dark`,
  249. [5]: tp`${'icon'}Heal`,
  250. [6]: tp`${'icon'}Jammer`,
  251. [7]: tp`${'icon'}Poison`,
  252. [8]: tp`${'icon'}Lethal Poison`,
  253. [9]: tp`${'icon'}Bomb`,
  254. enhanced: tp`${'icon'}Enhanced`,
  255. locked: tp`${'icon'}Locked`,
  256. nail: tp`${'icon'}Nail`,
  257. _5color: tp`${'icon'}5 Att.`,
  258. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  259. all: tp`All`,
  260. any: tp`Any ${'cotent'}`,
  261. },
  262. board: {
  263. clouds: tp`${'icon'}Clouds`,
  264. immobility: tp`${'icon'}Immobility`,
  265. roulette: tp`${'icon'}Roulette`,
  266. roulette_time: tp`(transforms every ${'duration'})`,
  267. },
  268. types: {
  269. [0]: tp`${'icon'}Evo Material`,
  270. [1]: tp`${'icon'}Balanced`,
  271. [2]: tp`${'icon'}Physical`,
  272. [3]: tp`${'icon'}Healer`,
  273. [4]: tp`${'icon'}Dragon`,
  274. [5]: tp`${'icon'}God`,
  275. [6]: tp`${'icon'}Attacker`,
  276. [7]: tp`${'icon'}Devil`,
  277. [8]: tp`${'icon'}Machine`,
  278. [9]: tp`${'icon'}Special Protection`,
  279. [12]: tp`${'icon'}Awaken`,
  280. [14]: tp`${'icon'}Enhance Material`,
  281. [15]: tp`${'icon'}Redeemable`,
  282. },
  283. awokens: {
  284. [0]: tp`${'icon'}Unknown awoken`,
  285. [1]: tp`${'icon'}Enhanced HP`,
  286. [2]: tp`${'icon'}Enhanced Attack`,
  287. [3]: tp`${'icon'}Enhanced Recovery`,
  288. [4]: tp`${'icon'}Reduce Fire Damage`,
  289. [5]: tp`${'icon'}Reduce Water Damage`,
  290. [6]: tp`${'icon'}Reduce Wood Damage`,
  291. [7]: tp`${'icon'}Reduce Light Damage`,
  292. [8]: tp`${'icon'}Reduce Dark Damage`,
  293. [9]: tp`${'icon'}Auto-Recover`,
  294. [10]: tp`${'icon'}Resistance-Bind`,
  295. [11]: tp`${'icon'}Resistance-Blind`,
  296. [12]: tp`${'icon'}Resistance-Jammers`,
  297. [13]: tp`${'icon'}Resistance-Poison`,
  298. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  299. [15]: tp`${'icon'}Enhanced Water Orbs`,
  300. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  301. [17]: tp`${'icon'}Enhanced Water Orbs`,
  302. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  303. [19]: tp`${'icon'}Extend Time`,
  304. [20]: tp`${'icon'}Recover Bind`,
  305. [21]: tp`${'icon'}Skill Boost`,
  306. [22]: tp`${'icon'}Enhanced Fire Rows`,
  307. [23]: tp`${'icon'}Enhanced Water Rows`,
  308. [24]: tp`${'icon'}Enhanced Wood Rows`,
  309. [25]: tp`${'icon'}Enhanced Water Rows`,
  310. [26]: tp`${'icon'}Enhanced Dark Rows`,
  311. [27]: tp`${'icon'}Two-Pronged Attack`,
  312. [28]: tp`${'icon'}Resistance-Skill Bind`,
  313. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  314. [30]: tp`${'icon'}Multi Boost`,
  315. [31]: tp`${'icon'}Dragon Killer`,
  316. [32]: tp`${'icon'}God Killer`,
  317. [33]: tp`${'icon'}Devil Killer`,
  318. [34]: tp`${'icon'}Machine Killer`,
  319. [35]: tp`${'icon'}Balanced Killer`,
  320. [36]: tp`${'icon'}Attacker Killer`,
  321. [37]: tp`${'icon'}Physical Killer`,
  322. [38]: tp`${'icon'}Healer Killer`,
  323. [39]: tp`${'icon'}Evo Killer`,
  324. [40]: tp`${'icon'}Awaken Killer`,
  325. [41]: tp`${'icon'}Enhance Killer`,
  326. [42]: tp`${'icon'}Redeemable Killer`,
  327. [43]: tp`${'icon'}Enhanced Combos`,
  328. [44]: tp`${'icon'}Guard Break`,
  329. [45]: tp`${'icon'}Bonus Attack`,
  330. [46]: tp`${'icon'}Enhanced Team HP `,
  331. [47]: tp`${'icon'}Enhanced Team Recovery`,
  332. [48]: tp`${'icon'}Damage Void Piercer`,
  333. [49]: tp`${'icon'}Awoken Assist`,
  334. [50]: tp`${'icon'}Super Bonus Attack`,
  335. [51]: tp`${'icon'}Skill Charge`,
  336. [52]: tp`${'icon'}Resistance-Bind+`,
  337. [53]: tp`${'icon'}Extend Time+`,
  338. [54]: tp`${'icon'}Resistance-Clouds`,
  339. [55]: tp`${'icon'}Resistance-Immobility`,
  340. [56]: tp`${'icon'}Skill Boost+`,
  341. [57]: tp`${'icon'}50% or more HP Enhanced`,
  342. [58]: tp`${'icon'}50% or less HP Enhanced`,
  343. [59]: tp`${'icon'}L Damage Reduction`,
  344. [60]: tp`${'icon'}L Increased Attack`,
  345. [61]: tp`${'icon'}Super Enhanced Combos`,
  346. [62]: tp`${'icon'}Combo Orbs`,
  347. [63]: tp`${'icon'}Skill Voice`,
  348. [64]: tp`${'icon'}Dungeon Bonus`,
  349. [65]: tp`${'icon'}Reduced HP`,
  350. [66]: tp`${'icon'}Reduced Attack`,
  351. [67]: tp`${'icon'}Reduced RCV`,
  352. [68]: tp`${'icon'}Resistance-Blind+`,
  353. [69]: tp`${'icon'}Resistance-Jammers+`,
  354. [70]: tp`${'icon'}Resistance-Poison+`,
  355. [71]: tp`${'icon'}Blessing of Jammers`,
  356. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  357. [73]: tp`${'icon'}Enhanced Fire Combos`,
  358. [74]: tp`${'icon'}Enhanced Water Combos`,
  359. [75]: tp`${'icon'}Enhanced Wood Combos`,
  360. [76]: tp`${'icon'}Enhanced Light Combos`,
  361. [77]: tp`${'icon'}Enhanced Dark Combos`,
  362. [78]: tp`${'icon'}Cross Attack`,
  363. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  364. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  365. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  366. [82]: tp`${'icon'}Super Enhanced Matching`,
  367. [83]: tp`${'icon'}Append Dragon Type`,
  368. [84]: tp`${'icon'}Append God Type`,
  369. [85]: tp`${'icon'}Append Devil Type`,
  370. [86]: tp`${'icon'}Append Machine Type`,
  371. [87]: tp`${'icon'}Append Balanced Type`,
  372. [88]: tp`${'icon'}Append Attacker Type`,
  373. [89]: tp`${'icon'}Append Physical Type`,
  374. [90]: tp`${'icon'}Append Healer Type`,
  375. [91]: tp`${'icon'}Append Fire Attr.`,
  376. [92]: tp`${'icon'}Append Water Attr.`,
  377. [93]: tp`${'icon'}Append Wood Attr.`,
  378. [94]: tp`${'icon'}Append Water Attr.`,
  379. [95]: tp`${'icon'}Append Dark Attr.`,
  380. [96]: tp`${'icon'}Two-Pronged Attack+`,
  381. [97]: tp`${'icon'}Skill Charge+`,
  382. [98]: tp`${'icon'}Auto-Recover+`,
  383. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  384. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  385. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  386. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  387. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  388. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  389. }
  390. },
  391. };
  392. //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
  393. const typekiller_for_type = [
  394. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  395. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  396. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  397. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  398. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  399. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  400. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  401. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  402. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  403. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  404. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  405. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  406. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  407. ];
  408. //类型允许的潜觉杀
  409. const type_allowable_latent = [];
  410. typekiller_for_type.forEach(t=>
  411. {
  412. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  413. .map(tn=>
  414. typekiller_for_type.find(_t=>_t.type == tn).latent
  415. );
  416. type_allowable_latent[t.type] = t.allowableLatent;
  417. }
  418. );
  419. //一般共同能打的潜觉
  420. const common_allowable_latent = [
  421. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  422. 28,29,30,31,32,33,34,35,36,37,38,
  423. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  424. ];
  425. //120级才能打的潜觉
  426. const v120_allowable_latent = [
  427. 42,43,44,45
  428. ];
  429. //等效觉醒列表
  430. const equivalent_awoken = [
  431. {small:10,big:52,times:2}, //防封
  432. {small:11,big:68,times:5}, //防暗
  433. {small:12,big:69,times:5}, //防废
  434. {small:13,big:70,times:5}, //防毒
  435. {small:19,big:53,times:2}, //手指
  436. {small:21,big:56,times:2}, //SB
  437. {small:27,big:96,times:2}, //U
  438. {small:51,big:97,times:2}, //5色溜
  439. {small:9,big:98,times:2}, //自回
  440. {small:14,big:99,times:2}, //火+
  441. {small:15,big:100,times:2},//水+
  442. {small:16,big:101,times:2},//木+
  443. {small:17,big:102,times:2},//光+
  444. {small:18,big:103,times:2},//暗+
  445. {small:29,big:104,times:2},//心+
  446. ];
  447. //官方的觉醒排列顺序
  448. const official_awoken_sorting = [
  449. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  450. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  451. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  452. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  453. 99,100,101,102,103,104, 98, 96, 97,
  454. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  455. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  456. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  457. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  458. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  459. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  460. 91, 92, 93, 94, 95,
  461. ];
  462. //pdc的徽章对应数字
  463. const pdcBadgeMap = [
  464. {pdf:1,pdc:10}, //无限cost
  465. {pdf:2,pdc:12}, //小手指
  466. {pdf:3,pdc:9}, //全体攻击
  467. {pdf:4,pdc:5}, //小回复
  468. {pdf:5,pdc:1}, //小血量
  469. {pdf:6,pdc:3}, //小攻击
  470. {pdf:7,pdc:8}, //SB
  471. {pdf:8,pdc:18}, //队长防封
  472. {pdf:9,pdc:19}, //SX
  473. {pdf:11,pdc:7}, //无天降
  474. {pdf:17,pdc:6}, //大回复
  475. {pdf:18,pdc:2}, //大血量
  476. {pdf:19,pdc:4}, //大攻击
  477. {pdf:20,pdc:null}, //三维
  478. {pdf:21,pdc:13}, //大手指
  479. {pdf:10,pdc:11}, //加经验
  480. {pdf:12,pdc:15}, //墨镜
  481. {pdf:13,pdc:17}, //防废
  482. {pdf:14,pdc:16}, //防毒
  483. {pdf:50,pdc:14}, //月卡
  484. ];
  485. //pdc的潜觉对应数字
  486. const pdcLatentMap = [
  487. {pdf:1,pdc:1}, //HP
  488. {pdf:2,pdc:0}, //攻击
  489. {pdf:3,pdc:2}, //回复
  490. {pdf:4,pdc:19}, //手指
  491. {pdf:5,pdc:13}, //自回
  492. {pdf:6,pdc:14}, //火盾
  493. {pdf:7,pdc:15}, //水盾
  494. {pdf:8,pdc:16}, //木盾
  495. {pdf:9,pdc:17}, //光盾
  496. {pdf:10,pdc:18}, //暗盾
  497. {pdf:11,pdc:12}, //防坐
  498. {pdf:12,pdc:3}, //三维
  499. {pdf:13,pdc:35}, //不被换队长
  500. {pdf:13,pdc:47}, //不被换队长 ×1.5
  501. {pdf:14,pdc:37}, //不掉废
  502. {pdf:15,pdc:36}, //不掉毒
  503. {pdf:16,pdc:24}, //进化杀
  504. {pdf:17,pdc:25}, //觉醒杀
  505. {pdf:18,pdc:26}, //强化杀
  506. {pdf:19,pdc:27}, //卖钱杀
  507. {pdf:20,pdc:4}, //神杀
  508. {pdf:21,pdc:5}, //龙杀
  509. {pdf:22,pdc:6}, //恶魔杀
  510. {pdf:23,pdc:7}, //机械杀
  511. {pdf:24,pdc:8}, //平衡杀
  512. {pdf:25,pdc:9}, //攻击杀
  513. {pdf:26,pdc:10}, //体力杀
  514. {pdf:27,pdc:11}, //回复杀
  515. {pdf:28,pdc:20}, //大HP
  516. {pdf:29,pdc:21}, //大攻击
  517. {pdf:30,pdc:22}, //大回复
  518. {pdf:31,pdc:23}, //大手指
  519. {pdf:32,pdc:28}, //大火盾
  520. {pdf:33,pdc:29}, //大水盾
  521. {pdf:34,pdc:30}, //大木盾
  522. {pdf:35,pdc:31}, //大光盾
  523. {pdf:36,pdc:32}, //大暗盾
  524. {pdf:37,pdc:33}, //6色破无效
  525. {pdf:37,pdc:45}, //6色破无效 ×1.5
  526. {pdf:38,pdc:34}, //3色破属吸
  527. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  528. {pdf:39,pdc:40}, //C珠破吸
  529. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  530. {pdf:40,pdc:39}, //心横解转转
  531. {pdf:40,pdc:49}, //心横解转转 ×1.5
  532. {pdf:41,pdc:38}, //U解禁消
  533. {pdf:41,pdc:48}, //U解禁消 ×1.5
  534. {pdf:42,pdc:41}, //伤害上限解除
  535. {pdf:43,pdc:42}, //HP++
  536. {pdf:44,pdc:43}, //攻击++
  537. {pdf:45,pdc:44}, //回复++
  538. {pdf:46,pdc:51}, //心追解云封
  539. {pdf:46,pdc:52}, //心追解云封 ×1.5
  540. {pdf:47,pdc:53}, //心L大SB
  541. {pdf:47,pdc:54}, //心L大SB ×1.5
  542. ];
  543. //排序程序列表
  544. const sort_function_list = [
  545. {tag:"sort_none",name:"无",function:()=>0},
  546. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  547. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  548. let num = a.attrs[0] - b.attrs[0];
  549. if (num === 0) num = a.attrs[1] - b.attrs[1];
  550. return num;
  551. }
  552. },
  553. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  554. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  555. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  556. let num = card_a.attrs[0] - card_b.attrs[0];
  557. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  558. return num;
  559. }
  560. },
  561. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  562. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  563. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  564. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  565. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  566. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  567. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  568. }
  569. },
  570. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  571. function getEvoSkill(skill) {
  572. //232为进化后不循环技能,233为循环技能
  573. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  574. else return skill;
  575. }
  576. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  577. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  578. }
  579. },
  580. {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)},
  581. {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)},
  582. {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)},
  583. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  584. {
  585. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  586. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  587. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  588. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  589. return abA - abB;
  590. }
  591. },
  592. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  593. {
  594. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  595. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  596. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  597. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  598. return abA - abB;
  599. }
  600. },
  601. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  602. {
  603. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  604. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  605. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  606. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  607. return abA - abB;
  608. }
  609. },
  610. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  611. {
  612. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  613. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  614. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  615. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  616. return abA - abB;
  617. }
  618. },
  619. ];
  620. //增加特殊搜索模式
  621. const specialSearchFunctions = (function() {
  622. 'use strict';
  623. //返回卡片的队长技能
  624. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  625. {
  626. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  627. }
  628. //返回卡片的技能
  629. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  630. {
  631. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  632. }
  633. //返回卡片的技能
  634. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  635. {
  636. switch(skillGreatType)
  637. {
  638. case 1:
  639. case "leader":
  640. return getCardLeaderSkill(card, skillTypes, searchRandom);
  641. case 2:
  642. case "active":
  643. return getCardActiveSkill(card, skillTypes, searchRandom);
  644. default:
  645. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  646. }
  647. }
  648. //查找到真正起作用的那一个技能
  649. function getActuallySkill(skill, skillTypes, searchRandom = true)
  650. {
  651. if (skillTypes.includes(skill.type))
  652. {
  653. return skill;
  654. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  655. {
  656. const subSkills = skill.params.map(id=>Skills[id]);
  657. for(let i = 0;i < subSkills.length; i++)
  658. { //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
  659. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  660. if (foundSubSkill)
  661. {
  662. return foundSubSkill;
  663. }
  664. }
  665. return null;
  666. }else
  667. {
  668. return null;
  669. }
  670. }
  671. //获取血倍率
  672. function getHPScale(ls)
  673. {
  674. const sk = ls.params;
  675. let scale = 1;
  676. switch (ls.type)
  677. {
  678. case 23: case 30: case 62: case 77: case 63: case 65:
  679. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  680. scale = sk[sk.length-1]/100;
  681. break;
  682. case 73: case 76:
  683. case 121: case 129: case 163: case 177: case 186:
  684. case 155:
  685. scale = sk[2]/100;
  686. break;
  687. case 106: case 107: case 108:
  688. scale = sk[0]/100;
  689. break;
  690. case 125:
  691. scale = sk[5]/100;
  692. break;
  693. case 136:
  694. case 137:
  695. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  696. break;
  697. case 158:
  698. scale = sk[4]/100;
  699. break;
  700. case 175:
  701. case 178: case 185:
  702. scale = sk[3]/100;
  703. break;
  704. case 203: case 217:
  705. scale = sk[1]/100;
  706. break;
  707. case 245:
  708. scale = sk[3]/100;
  709. break;
  710. case 138: //调用其他队长技
  711. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  712. break;
  713. default:
  714. }
  715. return scale || 1;
  716. }
  717. //获取盾减伤比例
  718. function getReduceScale(ls, allAttr = false, noHPneed = false)
  719. {
  720. const sk = ls.params;
  721. let scale = 0;
  722. switch (ls.type)
  723. {
  724. case 16: //无条件盾
  725. scale = sk[0]/100;
  726. break;
  727. case 17: //单属性盾
  728. scale = allAttr ? 0 : sk[1]/100;
  729. break;
  730. case 36: //2个属性盾
  731. scale = allAttr ? 0 : sk[2]/100;
  732. break;
  733. case 38: //血线下 + 几率
  734. case 43: //血线上 + 几率
  735. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  736. break;
  737. case 129: //无条件盾,属性个数不固定
  738. case 163: //无条件盾,属性个数不固定
  739. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  740. break;
  741. case 178: //无条件盾,属性个数不固定
  742. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  743. break;
  744. case 130: //血线下 + 属性个数不固定
  745. case 131: //血线上 + 属性个数不固定
  746. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  747. break;
  748. case 151: //十字心触发
  749. case 169: //C触发
  750. case 198: //回血触发
  751. scale = sk[2]/100;
  752. break;
  753. case 170: //多色触发
  754. case 182: //长串触发
  755. case 193: //L触发
  756. scale = sk[3]/100;
  757. break;
  758. case 171: //多串触发
  759. scale = sk[6]/100;
  760. break;
  761. case 183: //又是个有两段血线的队长技
  762. scale = noHPneed ? 0 : sk[4]/100;
  763. break;
  764. case 210: //十字触发
  765. scale = sk[1]/100;
  766. break;
  767. case 235: { //可多次触发
  768. scale = (sk[4] || 0) / 100;
  769. break;
  770. }
  771. case 138: //调用其他队长技
  772. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  773. break;
  774. default:
  775. }
  776. return scale || 0;
  777. }
  778. //获取无条件盾减伤比例
  779. function getReduceScale_unconditional(ls)
  780. {
  781. const sk = ls.params;
  782. let scale = 0;
  783. switch (ls.type)
  784. {
  785. case 16: //无条件盾
  786. {
  787. scale = sk[0]/100;
  788. break;
  789. }
  790. case 129: //无条件盾,属性个数不固定
  791. case 163: //无条件盾,属性个数不固定
  792. {
  793. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  794. break;
  795. }
  796. case 178: //无条件盾,属性个数不固定
  797. {
  798. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  799. break;
  800. }
  801. case 138: //调用其他队长技
  802. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  803. break;
  804. default:
  805. }
  806. return scale || 0;
  807. }
  808. function getCannonAttr(skill)
  809. {
  810. const sk = skill.params;
  811. switch(skill.type)
  812. {
  813. case 0:
  814. case 1:
  815. case 37:
  816. case 58:
  817. case 59:
  818. case 84:
  819. case 85:
  820. case 86:
  821. case 87:
  822. case 115:
  823. return sk[0];
  824. case 110:
  825. case 143:
  826. return sk[1];
  827. case 42:
  828. return sk[1];
  829. case 144:
  830. return sk[3] ?? 0;
  831. default:
  832. return -1;
  833. }
  834. }
  835. function sortByParams(a,b,searchTypeArray,pidx = 0)
  836. {
  837. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  838. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  839. return a_pC - b_pC;
  840. }
  841. function sortByHPScal(a,b)
  842. {
  843. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  844. return getHPScale(a_s) - getHPScale(b_s);
  845. }
  846. function HPScal_Addition(card)
  847. {
  848. const skill = Skills[card.leaderSkillId];
  849. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  850. }
  851. function sortByReduceScale(a,b)
  852. {
  853. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  854. return getReduceScale(a_s) - getReduceScale(b_s);
  855. }
  856. function ReduceScale_Addition(card)
  857. {
  858. const skill = Skills[card.leaderSkillId];
  859. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  860. }
  861. function voidsAbsorption_Addition(card)
  862. {
  863. const searchTypeArray = [173];
  864. const skill = getCardActiveSkill(card, searchTypeArray);
  865. if (!skill) return;
  866. const sk = skill.params;
  867. if (sk[1] && sk[3])
  868. {
  869. return `双吸×${sk[0]}T`;
  870. }else
  871. {
  872. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  873. }
  874. }
  875. function unbind_Turns(card)
  876. {
  877. const outObj = {
  878. normal: 0,
  879. awoken: 0
  880. };
  881. const searchTypeArray = [117,179];
  882. const skill = getCardActiveSkill(card, searchTypeArray);
  883. if (skill)
  884. {
  885. const sk = skill.params;
  886. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  887. outObj.awoken = sk[4] || 0;
  888. }
  889. return outObj;
  890. }
  891. function unbind_Addition(card)
  892. {
  893. const turns = unbind_Turns(card);
  894. let strArr = [];
  895. if (turns.normal > 0 && turns.normal == turns.awoken)
  896. {
  897. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  898. }
  899. if (turns.normal > 0)
  900. {
  901. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  902. }
  903. if (turns.awoken > 0)
  904. {
  905. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  906. }
  907. return strArr.join(',');
  908. }
  909. function boardChange_ColorTypes(skill)
  910. {
  911. if (!skill) return [];
  912. const sk = skill.params;
  913. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  914. return colors;
  915. }
  916. function boardChange_Addition(card)
  917. {
  918. const searchTypeArray = [71];
  919. const skill = getCardActiveSkill(card, searchTypeArray);
  920. const colors = boardChange_ColorTypes(skill);
  921. return createOrbsList(colors);
  922. }
  923. function orbsChangeParse(skill)
  924. {
  925. function changes(from, to)
  926. {
  927. return {from:from,to:to};
  928. }
  929. let outArr = [];
  930. if (!skill) return outArr;
  931. const sk = skill.params;
  932. switch (skill.type)
  933. {
  934. case 9:{
  935. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  936. break;
  937. }
  938. case 20:{
  939. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  940. {
  941. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  942. }
  943. else
  944. {
  945. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  946. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  947. }
  948. break;
  949. }
  950. case 154:{
  951. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  952. break;
  953. }
  954. }
  955. return outArr;
  956. }
  957. function changeOrbs_Addition(card)
  958. {
  959. const searchTypeArray = [9,20,154];
  960. const skills = getCardActiveSkills(card, searchTypeArray);
  961. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  962. const fragment = document.createDocumentFragment();
  963. parsedSkills.forEach(p=>{
  964. fragment.appendChild(createOrbsList(p.from));
  965. fragment.appendChild(document.createTextNode(`→`));
  966. fragment.appendChild(createOrbsList(p.to));
  967. });
  968. return fragment;
  969. }
  970. function generateOrbsParse(card)
  971. {
  972. let outArr = [];
  973. const searchTypeArray = [141, 208];
  974. const skills = getCardActiveSkills(card, searchTypeArray);
  975. if (!skills.length) return outArr;
  976. for (const skill of skills)
  977. {
  978. const sk = skill.params;
  979. if (skill.type == 141)
  980. {
  981. outArr.push({
  982. count: sk[0],
  983. to: flags(sk[1] || 1),
  984. exclude: flags(sk[2]),
  985. });
  986. }else
  987. {
  988. outArr.push({
  989. count: sk[0],
  990. to: flags(sk[1] || 1),
  991. exclude: flags(sk[2]),
  992. });
  993. outArr.push({
  994. count: sk[3],
  995. to: flags(sk[4] || 1),
  996. exclude: flags(sk[5]),
  997. });
  998. }
  999. }
  1000. return outArr;
  1001. }
  1002. function generateOrbs_Addition(card)
  1003. {
  1004. const gens = generateOrbsParse(card);
  1005. const searchTypeArray = [141, 208];
  1006. const skill = getCardActiveSkill(card, searchTypeArray);
  1007. if (!skill) return;
  1008. const sk = skill.params;
  1009. const fragment = document.createDocumentFragment();
  1010. for (const gen of gens)
  1011. {
  1012. fragment.appendChild(createOrbsList(gen.to));
  1013. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1014. }
  1015. return fragment;
  1016. }
  1017. function lock_Addition(card)
  1018. {
  1019. const searchTypeArray = [152];
  1020. const skill = getCardActiveSkill(card, searchTypeArray);
  1021. if (!skill) return;
  1022. const sk = skill.params;
  1023. const fragment = document.createDocumentFragment();
  1024. fragment.appendChild(document.createTextNode(`锁`));
  1025. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1026. return fragment;
  1027. }
  1028. function dropLock_Addition(card)
  1029. {
  1030. const searchTypeArray = [205];
  1031. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1032. if (!skill) return;
  1033. const sk = skill.params;
  1034. const fragment = document.createDocumentFragment();
  1035. fragment.appendChild(document.createTextNode(`掉锁`));
  1036. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1037. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1038. return fragment;
  1039. }
  1040. function dropOrb_Addition(card)
  1041. {
  1042. const searchTypeArray = [126];
  1043. const skill = getCardActiveSkill(card, searchTypeArray);
  1044. if (!skill) return;
  1045. const sk = skill.params;
  1046. const colors = flags(sk[0]);
  1047. const fragment = document.createDocumentFragment();
  1048. fragment.appendChild(createOrbsList(colors));
  1049. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1050. return fragment;
  1051. }
  1052. function generateColumnOrbs_Addition(card)
  1053. {
  1054. const searchTypeArray = [127];
  1055. const skill = getCardActiveSkill(card, searchTypeArray);
  1056. if (!skill) return;
  1057. const sk = skill.params;
  1058. const colors = [];
  1059. for (let ai=0;ai<sk.length;ai+=2)
  1060. {
  1061. colors.push(flags(sk[ai+1]));
  1062. }
  1063. const fragment = document.createDocumentFragment();
  1064. fragment.appendChild(document.createTextNode(`竖`));
  1065. fragment.appendChild(createOrbsList(colors.flat()));
  1066. return fragment;
  1067. }
  1068. function generateRowOrbs_Addition(card)
  1069. {
  1070. const searchTypeArray = [128];
  1071. const skill = getCardActiveSkill(card, searchTypeArray);
  1072. if (!skill) return;
  1073. const sk = skill.params;
  1074. const colors = [];
  1075. for (let ai=0;ai<sk.length;ai+=2)
  1076. {
  1077. colors.push(flags(sk[ai+1]));
  1078. }
  1079. const fragment = document.createDocumentFragment();
  1080. fragment.appendChild(document.createTextNode(`横`));
  1081. fragment.appendChild(createOrbsList(colors.flat()));
  1082. return fragment;
  1083. }
  1084. function numericalATK_Addition(card)
  1085. {
  1086. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1087. const skill = getCardActiveSkill(card, searchTypeArray);
  1088. if (!skill) return;
  1089. //const sk = skill.params;
  1090. const colors = [getCannonAttr(skill)];
  1091. const fragment = document.createDocumentFragment();
  1092. fragment.appendChild(document.createTextNode(`射`));
  1093. fragment.appendChild(createOrbsList(colors));
  1094. return fragment;
  1095. }
  1096. function memberATK_Addition(card)
  1097. {
  1098. const searchTypeArray = [230];
  1099. const skill = getCardActiveSkill(card, searchTypeArray);
  1100. if (!skill) return;
  1101. const sk = skill.params;
  1102. const fragment = document.createDocumentFragment();
  1103. const ul = fragment.appendChild(document.createElement("ul"));
  1104. ul.className = "team-flags";
  1105. for (let i = 0; i<6; i++) {
  1106. const li = ul.appendChild(document.createElement("li"));
  1107. li.className = "team-member-icon";
  1108. }
  1109. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1110. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1111. let str = '';
  1112. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1113. fragment.appendChild(document.createTextNode(str));
  1114. return fragment;
  1115. }
  1116. function healImmediately_Rate(card)
  1117. {
  1118. const searchTypeArray = [7, //自身回复力
  1119. 8, //固定点数
  1120. 35,115, //吸血
  1121. 117
  1122. ];
  1123. const skills = getCardActiveSkills(card, searchTypeArray);
  1124. const outObj = {
  1125. vampire: 0,
  1126. selfRcv: 0,
  1127. const: 0,
  1128. scale: 0,
  1129. };
  1130. if (!skills.length) return outObj;
  1131. skills.forEach(skill=>{
  1132. const sk = skill.params;
  1133. if (skill.type == 7)
  1134. {
  1135. outObj.selfRcv += sk[0];
  1136. }
  1137. else if(skill.type == 8)
  1138. {
  1139. outObj.const += sk[0];
  1140. }
  1141. else if(skill.type == 35)
  1142. {
  1143. outObj.vampire += sk[1];
  1144. }
  1145. else if(skill.type == 115)
  1146. {
  1147. outObj.vampire += sk[2];
  1148. }
  1149. else if(skill.type == 117)
  1150. {
  1151. outObj.selfRcv += sk[1] || 0;
  1152. outObj.const += sk[2] || 0;
  1153. outObj.scale += sk[3] || 0;
  1154. }
  1155. });
  1156. return outObj;
  1157. }
  1158. function atkBuff_Rate(card)
  1159. {
  1160. const searchTypeArray = [
  1161. 88,92, //类型的
  1162. 50,90, //属性的,要排除回复力
  1163. 156,168,231, //宝石姬
  1164. 228, //属性、类型数量
  1165. ];
  1166. const skills = getCardActiveSkills(card, searchTypeArray);
  1167. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1168. function atkBuffParse(skill) {
  1169. const outObj = {
  1170. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1171. types: [],
  1172. attrs: [],
  1173. awoken: [],
  1174. rate: 0,
  1175. turns: 0,
  1176. };
  1177. if (!skill) return outObj;
  1178. const sk = skill.params;
  1179. if (skill.type == 88 || skill.type == 92)
  1180. {
  1181. outObj.skilltype = 2;
  1182. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1183. outObj.turns = sk[0];
  1184. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1185. }
  1186. else if(skill.type == 50 || skill.type == 90)
  1187. {
  1188. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1189. if (!outObj.attrs.length) //去除回复力
  1190. return outObj;
  1191. outObj.skilltype = 2;
  1192. outObj.turns = sk[0];
  1193. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1194. }
  1195. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1196. || skill.type == 168)
  1197. {
  1198. outObj.skilltype = 1;
  1199. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1200. outObj.turns = sk[0];
  1201. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1202. }
  1203. else if(skill.type == 228 && sk[3] > 0)
  1204. {
  1205. outObj.skilltype = 1;
  1206. outObj.attrs = flags(sk[1]);
  1207. outObj.types = flags(sk[2]);
  1208. outObj.turns = sk[0];
  1209. outObj.rate = sk[3];
  1210. }
  1211. else if(skill.type == 231 && sk[6] > 0)
  1212. {
  1213. outObj.skilltype = 1;
  1214. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1215. outObj.turns = sk[0];
  1216. outObj.rate = sk[6];
  1217. }
  1218. return outObj;
  1219. }
  1220. }
  1221. function rcvBuff_Rate(card)
  1222. {
  1223. const searchTypeArray = [
  1224. 50,90,
  1225. 228, 231, //宝石姬
  1226. ];
  1227. const skills = getCardActiveSkills(card, searchTypeArray);
  1228. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1229. function rcvBuffParse(skill) {
  1230. const outObj = {
  1231. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1232. types: [],
  1233. attrs: [],
  1234. awoken: [],
  1235. rate: 0,
  1236. turns: 0,
  1237. };
  1238. if (!skill) return outObj;
  1239. const sk = skill.params;
  1240. if (skill.type == 228 && sk[4] > 0) {
  1241. outObj.skilltype = 1;
  1242. outObj.attrs = flags(sk[1]);
  1243. outObj.types = flags(sk[2]);
  1244. outObj.turns = sk[0];
  1245. outObj.rate = sk[4];
  1246. } else if (skill.type == 231 && sk[7] > 0) {
  1247. outObj.skilltype = 1;
  1248. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1249. outObj.turns = sk[0];
  1250. outObj.rate = sk[7];
  1251. } else if (skill.type == 50 || skill.type == 90) {
  1252. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1253. outObj.turns = sk[0];
  1254. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1255. }
  1256. return outObj;
  1257. }
  1258. }
  1259. function damageSelf_Rate(card)
  1260. {
  1261. const searchTypeArray = [84,85,86,87,195];
  1262. const skill = getCardActiveSkill(card, searchTypeArray);
  1263. if (!skill) return 0;
  1264. const sk = skill.params;
  1265. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1266. }
  1267. function changeEnemiesAttr_Attr(card)
  1268. {
  1269. const outObj = {
  1270. attr: null,
  1271. turns: 0
  1272. }
  1273. const searchTypeArray = [153, 224];
  1274. const skill = getCardActiveSkill(card, searchTypeArray);
  1275. if (!skill) return outObj;
  1276. const sk = skill.params;
  1277. if (skill.type == 153)
  1278. {
  1279. outObj.attr = sk[0];
  1280. }
  1281. else if (skill.type == 224)
  1282. {
  1283. outObj.attr = sk[1] || 0;
  1284. outObj.turns = sk[0];
  1285. }
  1286. return outObj;
  1287. }
  1288. //创建1个觉醒图标
  1289. function createAwokenIcon(awokenId)
  1290. {
  1291. const icon = document.createElement("icon");
  1292. icon.className ="awoken-icon";
  1293. icon.setAttribute("data-awoken-icon", awokenId);
  1294. return icon;
  1295. }
  1296. //产生一个觉醒列表
  1297. function creatAwokenList(awokens) {
  1298. const ul = document.createElement("ul");
  1299. ul.className = "awoken-ul";
  1300. awokens.forEach(ak=>{
  1301. const li = ul.appendChild(document.createElement("li"));
  1302. const icon = li.appendChild(createAwokenIcon(ak));
  1303. });
  1304. return ul;
  1305. }
  1306. //产生宝珠列表
  1307. function createOrbsList(orbs)
  1308. {
  1309. if (orbs == undefined) orbs = [0];
  1310. else if (!Array.isArray(orbs)) orbs = [orbs];
  1311. const ul = document.createElement("ul");
  1312. ul.className = "board";
  1313. orbs.forEach(orbType => {
  1314. const li = ul.appendChild(document.createElement("li"));
  1315. li.className = `orb-icon`;
  1316. li.setAttribute("data-orb-icon", orbType);
  1317. });
  1318. return ul;
  1319. }
  1320. //产生类型列表
  1321. function createTypesList(types)
  1322. {
  1323. if (types == undefined) types = [0];
  1324. else if (!Array.isArray(types)) types = [types];
  1325. const ul = document.createElement("ul");
  1326. ul.className = "types-ul";
  1327. types.forEach(type => {
  1328. const li = ul.appendChild(document.createElement("li"));
  1329. li.className = `type-icon`;
  1330. li.setAttribute("data-type-icon", type);
  1331. });
  1332. return ul;
  1333. }
  1334. const functions = [
  1335. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1336. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1337. ]},
  1338. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1339. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1340. function:cards=>{
  1341. const searchTypeArray = [173];
  1342. return cards.filter(card=>{
  1343. const skill = getCardActiveSkill(card, searchTypeArray);
  1344. return skill && skill.params[1];
  1345. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1346. },addition:voidsAbsorption_Addition},
  1347. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1348. function:cards=>{
  1349. const searchTypeArray = [173];
  1350. return cards.filter(card=>{
  1351. const skill = getCardActiveSkill(card, searchTypeArray);
  1352. return skill && skill.params[2];
  1353. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1354. },addition:voidsAbsorption_Addition},*/
  1355. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1356. function:cards=>{
  1357. const searchTypeArray = [173];
  1358. return cards.filter(card=>{
  1359. const skill = getCardActiveSkill(card, searchTypeArray);
  1360. return skill && skill.params[3];
  1361. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1362. },addition:voidsAbsorption_Addition},
  1363. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1364. function:cards=>{
  1365. const searchTypeArray = [173];
  1366. return cards.filter(card=>{
  1367. const skill = getCardActiveSkill(card, searchTypeArray);
  1368. return skill && skill.params[1] && skill.params[3];
  1369. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1370. },addition:voidsAbsorption_Addition},
  1371. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1372. function:cards=>{
  1373. const searchTypeArray = [191];
  1374. return cards.filter(card=>{
  1375. const skill = getCardActiveSkill(card, searchTypeArray);
  1376. return skill;
  1377. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1378. },
  1379. addition:card=>{
  1380. const searchTypeArray = [191];
  1381. const skill = getCardActiveSkill(card, searchTypeArray);
  1382. if (!skill) return;
  1383. const sk = skill.params;
  1384. return document.createTextNode(`破贯×${sk[0]}T`);
  1385. }
  1386. },
  1387. ]},
  1388. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1389. {
  1390. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1391. function:cards=>{
  1392. return cards.filter(card=>{
  1393. const turns = unbind_Turns(card);
  1394. return turns.normal > 0;
  1395. }).sort((a,b)=>{
  1396. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1397. let a_pC = a_s.normal, b_pC = b_s.normal;
  1398. return a_pC - b_pC;
  1399. });
  1400. },
  1401. addition:unbind_Addition
  1402. },
  1403. {
  1404. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1405. function:cards=>{
  1406. return cards.filter(card=>{
  1407. const turns = unbind_Turns(card);
  1408. return turns.awoken > 0;
  1409. }).sort((a,b)=>{
  1410. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1411. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1412. return a_pC - b_pC;
  1413. });
  1414. },
  1415. addition:unbind_Addition
  1416. },
  1417. {
  1418. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1419. function:cards=>{
  1420. return cards.filter(card=>{
  1421. const turns = unbind_Turns(card);
  1422. return turns.normal && turns.awoken > 0;
  1423. }).sort((a,b)=>{
  1424. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1425. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1426. return a_pC - b_pC;
  1427. });
  1428. },
  1429. addition:unbind_Addition
  1430. },
  1431. {
  1432. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1433. function:cards=>{
  1434. const searchTypeArray = [196];
  1435. return cards.filter(card=>{
  1436. const skill = getCardActiveSkill(card, searchTypeArray);
  1437. return skill;
  1438. }).sort((a,b)=>{
  1439. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1440. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1441. return a_pC - b_pC;
  1442. })
  1443. },
  1444. addition:card=>{
  1445. const searchTypeArray = [196];
  1446. const skill = getCardActiveSkill(card, searchTypeArray);
  1447. if (!skill) return;
  1448. const sk = skill.params;
  1449. const value = sk[0];
  1450. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1451. }
  1452. },
  1453. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1454. function:cards=>cards.filter(card=>{
  1455. const searchTypeArray = [215];
  1456. const skill = getCardActiveSkill(card, searchTypeArray);
  1457. return skill;
  1458. }),
  1459. addition:card=>{
  1460. const searchTypeArray = [215];
  1461. const skill = getCardActiveSkill(card, searchTypeArray);
  1462. if (!skill) return;
  1463. const sk = skill.params;
  1464. const fragment = document.createDocumentFragment();
  1465. fragment.appendChild(document.createTextNode(`自封`));
  1466. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1467. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1468. return fragment;
  1469. }
  1470. },
  1471. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1472. function:cards=>cards.filter(card=>{
  1473. const searchTypeArray = [214];
  1474. const skill = getCardActiveSkill(card, searchTypeArray);
  1475. return skill;
  1476. }),
  1477. addition:card=>{
  1478. const searchTypeArray = [214];
  1479. const skill = getCardActiveSkill(card, searchTypeArray);
  1480. if (!skill) return;
  1481. const sk = skill.params;
  1482. return document.createTextNode(`自封技${sk[0]}T`);
  1483. }
  1484. },
  1485. ]},
  1486. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1487. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1488. function:cards=>cards.filter(card=>{
  1489. const searchTypeArray = [156,168,228,231];
  1490. const skill = getCardActiveSkill(card, searchTypeArray);
  1491. return skill;
  1492. })
  1493. },
  1494. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1495. function:cards=>{
  1496. return cards.filter(card=>{
  1497. const atkbuff = rcvBuff_Rate(card);
  1498. return atkbuff.skilltype > 0;
  1499. }).sort((a,b)=>{
  1500. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1501. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1502. if (sortNum == 0)
  1503. sortNum = a_pC.rate - b_pC.rate;
  1504. if (sortNum == 0)
  1505. sortNum = a_pC.turns - b_pC.turns;
  1506. return sortNum;
  1507. });
  1508. },
  1509. addition:card=>{
  1510. const atkbuff = rcvBuff_Rate(card);
  1511. const fragment = document.createDocumentFragment();
  1512. fragment.appendChild(createOrbsList([5]));
  1513. if (atkbuff.skilltype == 0) return fragment;
  1514. if (atkbuff.skilltype == 1)
  1515. {
  1516. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1517. if (atkbuff.awoken.length)
  1518. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1519. if (atkbuff.attrs.length)
  1520. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1521. if (atkbuff.types.length)
  1522. fragment.appendChild(createTypesList(atkbuff.types));
  1523. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1524. }else if (atkbuff.skilltype == 2)
  1525. {
  1526. if (atkbuff.attrs.length)
  1527. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1528. if (atkbuff.types.length)
  1529. fragment.appendChild(createTypesList(atkbuff.types));
  1530. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1531. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1532. }
  1533. return fragment;
  1534. }
  1535. },
  1536. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1537. function:cards=>{
  1538. return cards.filter(card=>{
  1539. const atkbuff = atkBuff_Rate(card);
  1540. return atkbuff.skilltype > 0;
  1541. }).sort((a,b)=>{
  1542. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1543. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1544. if (sortNum == 0)
  1545. sortNum = a_pC.rate - b_pC.rate;
  1546. if (sortNum == 0)
  1547. sortNum = a_pC.turns - b_pC.turns;
  1548. return sortNum;
  1549. });
  1550. },
  1551. addition:card=>{
  1552. const atkbuff = atkBuff_Rate(card);
  1553. const fragment = document.createDocumentFragment();
  1554. if (atkbuff.skilltype == 0) return fragment;
  1555. if (atkbuff.skilltype == 1)
  1556. {
  1557. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1558. if (atkbuff.awoken.length)
  1559. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1560. if (atkbuff.attrs.length)
  1561. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1562. if (atkbuff.types.length)
  1563. fragment.appendChild(createTypesList(atkbuff.types));
  1564. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1565. }else if (atkbuff.skilltype == 2)
  1566. {
  1567. if (atkbuff.attrs.length)
  1568. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1569. if (atkbuff.types.length)
  1570. fragment.appendChild(createTypesList(atkbuff.types));
  1571. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1572. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1573. }
  1574. return fragment;
  1575. }
  1576. },
  1577. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1578. function:cards=>{
  1579. const searchTypeArray = [132];
  1580. return cards.filter(card=>{
  1581. const skill = getCardActiveSkill(card, searchTypeArray);
  1582. return skill;
  1583. }).sort((a,b)=>{
  1584. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1585. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1586. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1587. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1588. });
  1589. },
  1590. addition:card=>{
  1591. const searchTypeArray = [132];
  1592. const skill = getCardActiveSkill(card, searchTypeArray);
  1593. if (!skill) return;
  1594. const sk = skill.params;
  1595. let str = "👆";
  1596. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1597. if (sk[2]) str += `x${sk[2]/100}`;
  1598. str += `x${sk[0]}T`;
  1599. return str;
  1600. }
  1601. },
  1602. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1603. function:cards=>{
  1604. const searchTypeArray = [184];
  1605. return cards.filter(card=>{
  1606. const skill = getCardActiveSkill(card, searchTypeArray);
  1607. return skill;
  1608. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1609. },
  1610. addition:card=>{
  1611. const searchTypeArray = [184];
  1612. const skill = getCardActiveSkill(card, searchTypeArray);
  1613. if (!skill) return;
  1614. const sk = skill.params;
  1615. return `无↓×${sk[0]}T`;
  1616. }
  1617. },
  1618. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1619. function:cards=>{
  1620. const searchTypeArray = [160];
  1621. return cards.filter(card=>{
  1622. const skill = getCardActiveSkill(card, searchTypeArray);
  1623. return skill;
  1624. }).sort((a,b)=>{
  1625. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1626. return a_s.params[1] - b_s.params[1];
  1627. });
  1628. },
  1629. addition:card=>{
  1630. const searchTypeArray = [160];
  1631. const skill = getCardActiveSkill(card, searchTypeArray);
  1632. if (!skill) return;
  1633. const sk = skill.params;
  1634. return `+${sk[1]}C×${sk[0]}T`;
  1635. }
  1636. },
  1637. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1638. function:cards=>{
  1639. const searchTypeArray = [3,156];
  1640. return cards.filter(card=>{
  1641. const skill = getCardActiveSkill(card, searchTypeArray);
  1642. if (!skill) return false;
  1643. if (skill.type == 156)
  1644. return skill.params[4]==3;
  1645. else
  1646. return true;
  1647. }).sort((a,b)=>{
  1648. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1649. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1650. if (!sortNum)
  1651. {
  1652. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1653. sortNum = a_pC - b_pC;
  1654. }
  1655. return sortNum;
  1656. });
  1657. },
  1658. addition:card=>{
  1659. const searchTypeArray = [3,156];
  1660. const skill = getCardActiveSkill(card, searchTypeArray);
  1661. if (!skill) return;
  1662. const sk = skill.params;
  1663. const fragment = document.createDocumentFragment();
  1664. if (skill.type == 156)
  1665. {
  1666. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1667. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1668. fragment.appendChild(creatAwokenList(awokenArr));
  1669. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1670. }else
  1671. {
  1672. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1673. }
  1674. return fragment;
  1675. }
  1676. },
  1677. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1678. function:cards=>{
  1679. const searchTypeArray = [3];
  1680. return cards.filter(card=>{
  1681. const skill = getCardActiveSkill(card, searchTypeArray);
  1682. return skill && skill.params[1]>=100;
  1683. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1684. },
  1685. addition:card=>{
  1686. const searchTypeArray = [3];
  1687. const skill = getCardActiveSkill(card, searchTypeArray);
  1688. if (!skill) return;
  1689. const sk = skill.params;
  1690. return `无敌×${sk[0]}T`;
  1691. }
  1692. },
  1693. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1694. function:cards=>{
  1695. const searchTypeArray = [21];
  1696. return cards.filter(card=>{
  1697. const skill = getCardActiveSkill(card, searchTypeArray);
  1698. return skill;
  1699. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1700. },
  1701. addition:card=>{
  1702. const searchTypeArray = [21];
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. if (!skill) return;
  1705. const sk = skill.params;
  1706. const colors = [sk[1]];
  1707. const fragment = document.createDocumentFragment();
  1708. fragment.appendChild(document.createTextNode(`-`));
  1709. fragment.appendChild(createOrbsList(colors));
  1710. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1711. return fragment;
  1712. }
  1713. },
  1714. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1715. function:cards=>{
  1716. const searchTypeArray = [51];
  1717. return cards.filter(card=>{
  1718. const skill = getCardActiveSkill(card, searchTypeArray);
  1719. return skill;
  1720. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1721. },
  1722. addition:card=>{
  1723. const searchTypeArray = [51];
  1724. const skill = getCardActiveSkill(card, searchTypeArray);
  1725. if (!skill) return;
  1726. const sk = skill.params;
  1727. return `全体×${sk[0]}T`;
  1728. }
  1729. },
  1730. ]},
  1731. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1732. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1733. function:cards=>{
  1734. const searchTypeArray = [205];
  1735. return cards.filter(card=>{
  1736. const skill = getCardActiveSkill(card, searchTypeArray);
  1737. return skill;
  1738. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1739. },
  1740. addition:dropLock_Addition
  1741. },
  1742. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1743. function:cards=>{
  1744. const searchTypeArray = [205];
  1745. return cards.filter(card=>{
  1746. const skill = getCardActiveSkill(card, searchTypeArray);
  1747. return skill && (skill.params[0] & 63) === 63;
  1748. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1749. },
  1750. addition:dropLock_Addition
  1751. },
  1752. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1753. function:cards=>{
  1754. const searchTypeArray = [180];
  1755. return cards.filter(card=>{
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. return skill;
  1758. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1759. },
  1760. addition:card=>{
  1761. const searchTypeArray = [180];
  1762. const skill = getCardActiveSkill(card, searchTypeArray);
  1763. if (!skill) return;
  1764. const sk = skill.params;
  1765. return `${sk[1]}%×${sk[0]}T`;
  1766. }
  1767. },
  1768. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1769. function:cards=>cards.filter(card=>{
  1770. const searchTypeArray = [126];
  1771. const skill = getCardActiveSkill(card, searchTypeArray);
  1772. return skill;
  1773. }),
  1774. addition:dropOrb_Addition
  1775. },
  1776. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1777. function:cards=>cards.filter(card=>{
  1778. const searchTypeArray = [126];
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1781. }),
  1782. addition:dropOrb_Addition
  1783. },
  1784. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1785. function:cards=>cards.filter(card=>{
  1786. const searchTypeArray = [126];
  1787. const skill = getCardActiveSkill(card, searchTypeArray);
  1788. return skill && skill.params[1] >= 99;
  1789. }),
  1790. addition:dropOrb_Addition
  1791. },
  1792. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1793. function:cards=>cards.filter(card=>{
  1794. const searchTypeArray = [126];
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. return skill && skill.params[3] == 100;
  1797. }),
  1798. addition:dropOrb_Addition
  1799. },
  1800. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1801. function:cards=>{
  1802. const searchTypeArray = [226];
  1803. return cards.filter(card=>{
  1804. const skill = getCardActiveSkill(card, searchTypeArray);
  1805. return skill;
  1806. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1807. },
  1808. addition:card=>{
  1809. const searchTypeArray = [226];
  1810. const skill = getCardActiveSkill(card, searchTypeArray);
  1811. if (!skill) return;
  1812. const sk = skill.params;
  1813. return `📌${sk[1]}%×${sk[0]}T`;
  1814. }
  1815. },
  1816. ]},
  1817. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1818. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1819. function:cards=>{
  1820. const searchTypeArray = [18];
  1821. return cards.filter(card=>{
  1822. const skill = getCardActiveSkill(card, searchTypeArray);
  1823. return skill;
  1824. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1825. },
  1826. addition:card=>{
  1827. const searchTypeArray = [18];
  1828. const skill = getCardActiveSkill(card, searchTypeArray);
  1829. if (!skill) return;
  1830. const sk = skill.params;
  1831. return document.createTextNode(`威吓×${sk[0]}T`);
  1832. }
  1833. },
  1834. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1835. function:cards=>{
  1836. const searchTypeArray = [19];
  1837. return cards.filter(card=>{
  1838. const skill = getCardActiveSkill(card, searchTypeArray);
  1839. return skill;
  1840. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1841. },
  1842. addition:card=>{
  1843. const searchTypeArray = [19];
  1844. const skill = getCardActiveSkill(card, searchTypeArray);
  1845. if (!skill) return;
  1846. const sk = skill.params;
  1847. return `破防${sk[1]}%`;
  1848. }
  1849. },
  1850. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1851. function:cards=>{
  1852. const searchTypeArray = [19];
  1853. return cards.filter(card=>{
  1854. const skill = getCardActiveSkill(card, searchTypeArray);
  1855. return skill && skill.params[1]>=100;
  1856. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1857. },
  1858. addition:card=>{
  1859. const searchTypeArray = [19];
  1860. const skill = getCardActiveSkill(card, searchTypeArray);
  1861. if (!skill) return;
  1862. const sk = skill.params;
  1863. return `全破×${sk[0]}T`;
  1864. }
  1865. },
  1866. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1867. function:cards=>{
  1868. const searchTypeArray = [4];
  1869. return cards.filter(card=>{
  1870. const skill = getCardActiveSkill(card, searchTypeArray);
  1871. return skill;
  1872. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1873. },
  1874. addition:card=>{
  1875. const searchTypeArray = [4];
  1876. const skill = getCardActiveSkill(card, searchTypeArray);
  1877. if (!skill) return;
  1878. const sk = skill.params;
  1879. return `攻击力×${sk[0]/100}倍`;
  1880. }
  1881. },
  1882. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1883. function:cards=>{
  1884. return cards.filter(card=>{
  1885. return changeEnemiesAttr_Attr(card).attr != null;
  1886. }).sort((a,b)=>{
  1887. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1888. return a_pC.attr - b_pC.attr;
  1889. })
  1890. },
  1891. addition:card=>{
  1892. let change = changeEnemiesAttr_Attr(card);
  1893. const fragment = document.createDocumentFragment();
  1894. fragment.appendChild(document.createTextNode(`敌→`));
  1895. fragment.appendChild(createOrbsList(change.attr));
  1896. if (change.turns > 0)
  1897. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1898. return fragment;
  1899. }
  1900. },
  1901. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1902. function:cards=>{
  1903. const searchTypeArray = [60];
  1904. return cards.filter(card=>{
  1905. const skill = getCardActiveSkill(card, searchTypeArray);
  1906. return skill;
  1907. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1908. },
  1909. addition:card=>{
  1910. const searchTypeArray = [60];
  1911. const skill = getCardActiveSkill(card, searchTypeArray);
  1912. if (!skill) return;
  1913. const sk = skill.params;
  1914. const fragment = document.createDocumentFragment();
  1915. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1916. fragment.appendChild(createOrbsList(sk[2]));
  1917. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1918. return fragment;
  1919. }
  1920. },
  1921. ]},
  1922. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1923. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1924. function:cards=>{
  1925. const searchTypeArray = [146];
  1926. return cards.filter(card=>{
  1927. const skill = getCardActiveSkill(card, searchTypeArray);
  1928. return skill;
  1929. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1930. },
  1931. addition:card=>{
  1932. const searchTypeArray = [146];
  1933. const skill = getCardActiveSkill(card, searchTypeArray);
  1934. if (!skill) return;
  1935. const sk = skill.params;
  1936. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1937. }
  1938. },
  1939. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1940. function:cards=>{
  1941. const searchTypeArray = [218];
  1942. return cards.filter(card=>{
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. return skill;
  1945. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1946. },
  1947. addition:card=>{
  1948. const searchTypeArray = [218];
  1949. const skill = getCardActiveSkill(card, searchTypeArray);
  1950. if (!skill) return;
  1951. const sk = skill.params;
  1952. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1953. }
  1954. },
  1955. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1956. function:cards=>cards.filter(card=>{
  1957. const searchTypeArray = [93, 227];
  1958. const skill = getCardActiveSkill(card, searchTypeArray);
  1959. return skill;
  1960. })
  1961. },
  1962. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1963. function:cards=>{
  1964. const searchTypeArray = [241];
  1965. return cards.filter(card=>{
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. return skill;
  1968. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  1969. },
  1970. addition:card=>{
  1971. const searchTypeArray = [241];
  1972. const skill = getCardActiveSkill(card, searchTypeArray);
  1973. if (!skill) return;
  1974. const sk = skill.params;
  1975. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  1976. }
  1977. },
  1978. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1979. function:cards=>{
  1980. const searchTypeArray = [230];
  1981. return cards.filter(card=>{
  1982. const skill = getCardActiveSkill(card, searchTypeArray);
  1983. return skill;
  1984. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1985. },
  1986. addition:memberATK_Addition
  1987. },
  1988. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1989. function:cards=>{
  1990. const searchTypeArray = [230];
  1991. return cards.filter(card=>{
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. return skill && Boolean(skill.params[1] & 1<<0);
  1994. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1995. },
  1996. addition:memberATK_Addition
  1997. },
  1998. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1999. function:cards=>{
  2000. const searchTypeArray = [230];
  2001. return cards.filter(card=>{
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2004. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2005. },
  2006. addition:memberATK_Addition
  2007. },
  2008. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  2009. function:cards=>{
  2010. const searchTypeArray = [230];
  2011. return cards.filter(card=>{
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. return skill && Boolean(skill.params[1] & 1<<3);
  2014. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2015. },
  2016. addition:memberATK_Addition
  2017. },
  2018. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  2019. function:cards=>{
  2020. const searchTypeArray = [142];
  2021. return cards.filter(card=>{
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. return skill;
  2024. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2025. },
  2026. addition:card=>{
  2027. const searchTypeArray = [142];
  2028. const skill = getCardActiveSkill(card, searchTypeArray);
  2029. if (!skill) return;
  2030. const sk = skill.params;
  2031. const fragment = document.createDocumentFragment();
  2032. fragment.appendChild(document.createTextNode(`自→`));
  2033. fragment.appendChild(createOrbsList(sk[1]));
  2034. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2035. return fragment;
  2036. }
  2037. },
  2038. ]},
  2039. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2040. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2041. function:cards=>{
  2042. const searchTypeArray = [179];
  2043. return cards.filter(card=>{
  2044. const skill = getCardActiveSkill(card, searchTypeArray);
  2045. return skill;
  2046. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2047. },
  2048. addition:card=>{
  2049. const searchTypeArray = [179];
  2050. const skill = getCardActiveSkill(card, searchTypeArray);
  2051. if (!skill) return;
  2052. const sk = skill.params;
  2053. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2054. }
  2055. },
  2056. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2057. function:cards=>{
  2058. return cards.filter(card=>{
  2059. const heal = healImmediately_Rate(card);
  2060. return Object.values(heal).some(v=>v);
  2061. })
  2062. .sort((a,b)=>{
  2063. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2064. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2065. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2066. let sortNum = a_i - b_i;
  2067. if (!sortNum)
  2068. {
  2069. sortNum = a_vs[a_i] - b_vs[b_i];
  2070. }
  2071. return sortNum;
  2072. });
  2073. },
  2074. addition:card=>{
  2075. const heal = healImmediately_Rate(card);
  2076. let strArr = [];
  2077. if (heal.scale)
  2078. strArr.push(`${heal.scale}%最大HP`);
  2079. if (heal.const)
  2080. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2081. if (heal.selfRcv)
  2082. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2083. if (heal.vampire)
  2084. strArr.push(`${heal.vampire}%伤害`);
  2085. return strArr.join(',');
  2086. }
  2087. },
  2088. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2089. function:cards=>{
  2090. const searchTypeArray = [237];
  2091. return cards.filter(card=>{
  2092. const skill = getCardActiveSkill(card, searchTypeArray);
  2093. return skill;
  2094. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2095. },
  2096. addition:card=>{
  2097. const searchTypeArray = [237];
  2098. const skill = getCardActiveSkill(card, searchTypeArray);
  2099. if (!skill) return;
  2100. const sk = skill.params;
  2101. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2102. }
  2103. },
  2104. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2105. function:cards=>{
  2106. return cards.filter(card=>damageSelf_Rate(card)>0)
  2107. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2108. },
  2109. addition:card=>{
  2110. let rate = damageSelf_Rate(card);
  2111. if (rate < 100)
  2112. return `减少${rate}%`;
  2113. else
  2114. return `减少到1`;
  2115. }
  2116. },
  2117. ]},
  2118. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2119. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2120. function:cards=>{
  2121. const searchTypeArray = [6];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. return skill;
  2125. }).sort((a,b)=>{
  2126. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2127. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2128. return a_pC - b_pC;
  2129. })
  2130. },
  2131. addition:card=>{
  2132. const searchTypeArray = [6];
  2133. const skill = getCardActiveSkill(card, searchTypeArray);
  2134. if (!skill) return;
  2135. const sk = skill.params;
  2136. return `当前${sk[0]}%`;
  2137. }
  2138. },
  2139. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2140. function:cards=>{
  2141. const searchTypeArray = [161];
  2142. return cards.filter(card=>{
  2143. const skill = getCardActiveSkill(card, searchTypeArray);
  2144. return skill;
  2145. }).sort((a,b)=>{
  2146. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2147. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2148. return a_pC - b_pC;
  2149. })
  2150. },
  2151. addition:card=>{
  2152. const searchTypeArray = [161];
  2153. const skill = getCardActiveSkill(card, searchTypeArray);
  2154. if (!skill) return;
  2155. const sk = skill.params;
  2156. return `最大${sk[0]}%`;
  2157. }
  2158. },
  2159. ]},
  2160. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2161. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2162. function:cards=>{
  2163. const searchTypeArray = [55,188];
  2164. return cards.filter(card=>{
  2165. const skill = getCardActiveSkill(card, searchTypeArray);
  2166. return skill;
  2167. }).sort((a,b)=>{
  2168. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2169. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2170. return a_pC - b_pC;
  2171. });
  2172. },
  2173. addition:card=>{
  2174. const searchTypeArray = [55,188];
  2175. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2176. const sk = skills[0].params;
  2177. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2178. }
  2179. },
  2180. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2181. function:cards=>{
  2182. const searchTypeArray = [56];
  2183. return cards.filter(card=>{
  2184. const skill = getCardActiveSkill(card, searchTypeArray);
  2185. return skill;
  2186. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2187. },
  2188. addition:card=>{
  2189. const searchTypeArray = [56];
  2190. const skill = getCardActiveSkill(card, searchTypeArray);
  2191. if (!skill) return;
  2192. const sk = skill.params;
  2193. return `固伤${sk[0].bigNumberToString()}`;
  2194. }
  2195. },
  2196. ]},
  2197. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  2198. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2199. function:cards=>cards.filter(card=>{
  2200. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2201. function isSingle(skill)
  2202. {
  2203. if (skill.type == 110)
  2204. return Boolean(skill.params[0]);
  2205. else if (skill.type == 144)
  2206. return Boolean(skill.params[2]);
  2207. else
  2208. return true;
  2209. }
  2210. const skill = getCardActiveSkill(card, searchTypeArray);
  2211. return skill && isSingle(skill);
  2212. }),
  2213. addition: numericalATK_Addition
  2214. },
  2215. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2216. function:cards=>cards.filter(card=>{
  2217. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2218. function isAll(skill)
  2219. {
  2220. if (skill.type == 110)
  2221. return !Boolean(skill.params[0]);
  2222. else if (skill.type == 144)
  2223. return !Boolean(skill.params[2]);
  2224. else
  2225. return true;
  2226. }
  2227. const skill = getCardActiveSkill(card, searchTypeArray);
  2228. return skill && skill.id!=0 && isAll(skill);
  2229. }),
  2230. addition: numericalATK_Addition
  2231. },
  2232. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  2233. function:cards=>cards.filter(card=>{
  2234. const searchTypeArray = [42];
  2235. const skill = getCardActiveSkill(card, searchTypeArray);
  2236. return skill;
  2237. })
  2238. },
  2239. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  2240. function:cards=>cards.filter(card=>{
  2241. const searchTypeArray = [2,35];
  2242. const skill = getCardActiveSkill(card, searchTypeArray);
  2243. return skill;
  2244. })
  2245. },
  2246. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  2247. function:cards=>cards.filter(card=>{
  2248. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2249. const skill = getCardActiveSkill(card, searchTypeArray);
  2250. return skill && skill.id!=0;
  2251. }).sort((a,b)=>{
  2252. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2253. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2254. function getNumber(skill)
  2255. {
  2256. const sk = skill.params;
  2257. switch(skill.type)
  2258. {
  2259. case 0:
  2260. case 37:
  2261. case 58:
  2262. case 59:
  2263. case 84:
  2264. case 85:
  2265. case 115:
  2266. return sk[1];
  2267. case 2:
  2268. case 35:
  2269. return sk[0];
  2270. default:
  2271. return 0;
  2272. }
  2273. }
  2274. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2275. return a_pC - b_pC;
  2276. }),
  2277. addition: numericalATK_Addition
  2278. },
  2279. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  2280. function:cards=>cards.filter(card=>{
  2281. const searchTypeArray = [1,42,86,87];
  2282. const skill = getCardActiveSkill(card, searchTypeArray);
  2283. return skill;
  2284. }).sort((a,b)=>{
  2285. const searchTypeArray = [1,42,86,87];
  2286. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2287. function getNumber(skill)
  2288. {
  2289. const sk = skill.params;
  2290. switch(skill.type)
  2291. {
  2292. case 1:
  2293. case 86:
  2294. case 87:
  2295. return sk[1];
  2296. case 42:
  2297. return sk[2];
  2298. default:
  2299. return 0;
  2300. }
  2301. }
  2302. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2303. return a_pC - b_pC;
  2304. }),
  2305. addition: numericalATK_Addition
  2306. },
  2307. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  2308. function:cards=>{
  2309. const searchTypeArray = [110];
  2310. return cards.filter(card=>{
  2311. const skill = getCardActiveSkill(card, searchTypeArray);
  2312. return skill;
  2313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2314. },
  2315. addition: numericalATK_Addition
  2316. },
  2317. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  2318. function:cards=>{
  2319. const searchTypeArray = [143];
  2320. return cards.filter(card=>{
  2321. const skill = getCardActiveSkill(card, searchTypeArray);
  2322. return skill;
  2323. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2324. },
  2325. addition: numericalATK_Addition
  2326. },
  2327. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  2328. function:cards=>{
  2329. const searchTypeArray = [144];
  2330. return cards.filter(card=>{
  2331. const skill = getCardActiveSkill(card, searchTypeArray);
  2332. return skill;
  2333. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2334. },
  2335. addition: numericalATK_Addition
  2336. },
  2337. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2338. function:cards=>cards.filter(card=>{
  2339. const searchTypeArray = [35,115];
  2340. const skill = getCardActiveSkill(card, searchTypeArray);
  2341. return skill;
  2342. })
  2343. },
  2344. ]},
  2345. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2346. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2347. function:cards=>cards.filter(card=>{
  2348. const searchTypeArray = [10];
  2349. const skill = getCardActiveSkill(card, searchTypeArray);
  2350. return skill;
  2351. })
  2352. },
  2353. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2354. function:cards=>{
  2355. const searchTypeArray = [207];
  2356. return cards.filter(card=>{
  2357. const skill = getCardActiveSkill(card, searchTypeArray);
  2358. return skill;
  2359. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2360. },
  2361. addition:card=>{
  2362. const searchTypeArray = [207];
  2363. const skill = getCardActiveSkill(card, searchTypeArray);
  2364. if (!skill) return;
  2365. const sk = skill.params;
  2366. if (sk[7])
  2367. return `${sk[7]}个×${sk[0]}T`;
  2368. else
  2369. return `特殊形状×${sk[0]}T`;
  2370. }
  2371. },
  2372. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2373. function:cards=>{
  2374. const searchTypeArray = [238];
  2375. return cards.filter(card=>{
  2376. const skill = getCardActiveSkill(card, searchTypeArray);
  2377. return skill;
  2378. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2379. },
  2380. addition:card=>{
  2381. const searchTypeArray = [238];
  2382. const skill = getCardActiveSkill(card, searchTypeArray);
  2383. if (!skill) return;
  2384. const sk = skill.params;
  2385. return `${sk[1]}个×${sk[0]}T`;
  2386. }
  2387. },
  2388. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2389. function:cards=>{
  2390. const searchTypeArray = [239];
  2391. return cards.filter(card=>{
  2392. const skill = getCardActiveSkill(card, searchTypeArray);
  2393. return skill;
  2394. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2395. },
  2396. addition:card=>{
  2397. const searchTypeArray = [239];
  2398. const skill = getCardActiveSkill(card, searchTypeArray);
  2399. if (!skill) return;
  2400. const sk = skill.params;
  2401. const colums = flags(sk[1]), rows = flags(sk[2]);
  2402. const fragment = document.createDocumentFragment();
  2403. if (colums.length)
  2404. fragment.append(`${colums.length}竖`);
  2405. if (rows.length)
  2406. fragment.append(`${rows.length}横`);
  2407. fragment.append(`×${sk[0]}T`);
  2408. return fragment;
  2409. }
  2410. },
  2411. ]},
  2412. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2413. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2414. function:cards=>cards.filter(card=>{
  2415. const searchTypeArray = [172];
  2416. const skill = getCardActiveSkill(card, searchTypeArray);
  2417. return skill;
  2418. })
  2419. },
  2420. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2421. function:cards=>cards.filter(card=>{
  2422. const searchTypeArray = [152];
  2423. const skill = getCardActiveSkill(card, searchTypeArray);
  2424. return skill;
  2425. }),
  2426. addition:lock_Addition
  2427. },
  2428. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2429. function:cards=>cards.filter(card=>{
  2430. const searchTypeArray = [152];
  2431. const skill = getCardActiveSkill(card, searchTypeArray);
  2432. return skill && (skill.params[0] & 63) === 63;
  2433. }),
  2434. addition:lock_Addition
  2435. },
  2436. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2437. function:cards=>{
  2438. const searchTypeArray = [52,91,140];
  2439. return cards.filter(card=>{
  2440. const skill = getCardActiveSkill(card, searchTypeArray);
  2441. return skill;
  2442. });
  2443. },
  2444. addition:card=>{
  2445. const searchTypeArray = [52,91,140];
  2446. const skill = getCardActiveSkill(card, searchTypeArray);
  2447. if (!skill) return;
  2448. const sk = skill.params;
  2449. let attrs = [];
  2450. switch (skill.type)
  2451. {
  2452. case 52:{
  2453. attrs.push(sk[0]); break;
  2454. }
  2455. case 91:{
  2456. attrs = sk.slice(0,-1); break;
  2457. }
  2458. case 140:{
  2459. attrs = flags(sk[0]); break;
  2460. }
  2461. }
  2462. const fragment = document.createDocumentFragment();
  2463. fragment.appendChild(document.createTextNode(`强化`));
  2464. fragment.appendChild(createOrbsList(attrs));
  2465. return fragment;
  2466. }
  2467. },
  2468. ]},
  2469. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2470. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2471. function:cards=>cards.filter(card=>{
  2472. const searchTypeArray = [71];
  2473. const skill = getCardActiveSkill(card, searchTypeArray);
  2474. return skill;
  2475. }),
  2476. addition:boardChange_Addition
  2477. },
  2478. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2479. function:cards=>cards.filter(card=>{
  2480. const searchTypeArray = [71];
  2481. const skill = getCardActiveSkill(card, searchTypeArray);
  2482. return boardChange_ColorTypes(skill).length == 1;
  2483. }),
  2484. addition:boardChange_Addition
  2485. },
  2486. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2487. function:cards=>cards.filter(card=>{
  2488. const searchTypeArray = [71];
  2489. const skill = getCardActiveSkill(card, searchTypeArray);
  2490. return boardChange_ColorTypes(skill).length == 2;
  2491. }),
  2492. addition:boardChange_Addition
  2493. },
  2494. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2495. function:cards=>cards.filter(card=>{
  2496. const searchTypeArray = [71];
  2497. const skill = getCardActiveSkill(card, searchTypeArray);
  2498. return boardChange_ColorTypes(skill).length == 3;
  2499. }),
  2500. addition:boardChange_Addition
  2501. },
  2502. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2503. function:cards=>cards.filter(card=>{
  2504. const searchTypeArray = [71];
  2505. const skill = getCardActiveSkill(card, searchTypeArray);
  2506. return boardChange_ColorTypes(skill).length == 4;
  2507. }),
  2508. addition:boardChange_Addition
  2509. },
  2510. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2511. function:cards=>cards.filter(card=>{
  2512. const searchTypeArray = [71];
  2513. const skill = getCardActiveSkill(card, searchTypeArray);
  2514. return boardChange_ColorTypes(skill).length == 5;
  2515. }),
  2516. addition:boardChange_Addition
  2517. },
  2518. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2519. function:cards=>cards.filter(card=>{
  2520. const searchTypeArray = [71];
  2521. const skill = getCardActiveSkill(card, searchTypeArray);
  2522. return boardChange_ColorTypes(skill).length >= 6;
  2523. }),
  2524. addition:boardChange_Addition
  2525. },
  2526. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2527. function:cards=>cards.filter(card=>{
  2528. const searchTypeArray = [71];
  2529. const skill = getCardActiveSkill(card, searchTypeArray);
  2530. return boardChange_ColorTypes(skill).includes(0);
  2531. }),
  2532. addition:boardChange_Addition
  2533. },
  2534. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2535. function:cards=>cards.filter(card=>{
  2536. const searchTypeArray = [71];
  2537. const skill = getCardActiveSkill(card, searchTypeArray);
  2538. return boardChange_ColorTypes(skill).includes(1);
  2539. }),
  2540. addition:boardChange_Addition
  2541. },
  2542. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2543. function:cards=>cards.filter(card=>{
  2544. const searchTypeArray = [71];
  2545. const skill = getCardActiveSkill(card, searchTypeArray);
  2546. return boardChange_ColorTypes(skill).includes(2);
  2547. }),
  2548. addition:boardChange_Addition
  2549. },
  2550. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2551. function:cards=>cards.filter(card=>{
  2552. const searchTypeArray = [71];
  2553. const skill = getCardActiveSkill(card, searchTypeArray);
  2554. return boardChange_ColorTypes(skill).includes(3);
  2555. }),
  2556. addition:boardChange_Addition
  2557. },
  2558. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2559. function:cards=>cards.filter(card=>{
  2560. const searchTypeArray = [71];
  2561. const skill = getCardActiveSkill(card, searchTypeArray);
  2562. return boardChange_ColorTypes(skill).includes(4);
  2563. }),
  2564. addition:boardChange_Addition
  2565. },
  2566. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2567. function:cards=>cards.filter(card=>{
  2568. const searchTypeArray = [71];
  2569. const skill = getCardActiveSkill(card, searchTypeArray);
  2570. return boardChange_ColorTypes(skill).includes(5);
  2571. }),
  2572. addition:boardChange_Addition
  2573. },
  2574. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2575. function:cards=>cards.filter(card=>{
  2576. const searchTypeArray = [71];
  2577. const skill = getCardActiveSkill(card, searchTypeArray);
  2578. const colors = boardChange_ColorTypes(skill);
  2579. return colors.includes(6)
  2580. || colors.includes(7)
  2581. || colors.includes(8)
  2582. || colors.includes(9);
  2583. }),
  2584. addition:boardChange_Addition
  2585. },
  2586. ]},
  2587. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2588. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2589. function:cards=>cards.filter(card=>{
  2590. const searchTypeArray = [9,20,154];
  2591. const skills = getCardActiveSkills(card, searchTypeArray);
  2592. if (!skills.length) return false;
  2593. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2594. return parsedSkills.some(p=>p.to.includes(0));
  2595. }),
  2596. addition:changeOrbs_Addition
  2597. },
  2598. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2599. function:cards=>cards.filter(card=>{
  2600. const searchTypeArray = [9,20,154];
  2601. const skills = getCardActiveSkills(card, searchTypeArray);
  2602. if (!skills.length) return false;
  2603. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2604. return parsedSkills.some(p=>p.to.includes(1));
  2605. }),
  2606. addition:changeOrbs_Addition
  2607. },
  2608. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2609. function:cards=>cards.filter(card=>{
  2610. const searchTypeArray = [9,20,154];
  2611. const skills = getCardActiveSkills(card, searchTypeArray);
  2612. if (!skills.length) return false;
  2613. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2614. return parsedSkills.some(p=>p.to.includes(2));
  2615. }),
  2616. addition:changeOrbs_Addition
  2617. },
  2618. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2619. function:cards=>cards.filter(card=>{
  2620. const searchTypeArray = [9,20,154];
  2621. const skills = getCardActiveSkills(card, searchTypeArray);
  2622. if (!skills.length) return false;
  2623. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2624. return parsedSkills.some(p=>p.to.includes(3));
  2625. }),
  2626. addition:changeOrbs_Addition
  2627. },
  2628. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2629. function:cards=>cards.filter(card=>{
  2630. const searchTypeArray = [9,20,154];
  2631. const skills = getCardActiveSkills(card, searchTypeArray);
  2632. if (!skills.length) return false;
  2633. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2634. return parsedSkills.some(p=>p.to.includes(4));
  2635. }),
  2636. addition:changeOrbs_Addition
  2637. },
  2638. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2639. function:cards=>cards.filter(card=>{
  2640. const searchTypeArray = [9,20,154];
  2641. const skills = getCardActiveSkills(card, searchTypeArray);
  2642. if (!skills.length) return false;
  2643. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2644. return parsedSkills.some(p=>p.to.includes(5));
  2645. }),
  2646. addition:changeOrbs_Addition
  2647. },
  2648. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2649. function:cards=>cards.filter(card=>{
  2650. const searchTypeArray = [9,20,154];
  2651. const skills = getCardActiveSkills(card, searchTypeArray);
  2652. if (!skills.length) return false;
  2653. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2654. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2655. }),
  2656. addition:changeOrbs_Addition
  2657. },
  2658. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2659. function:cards=>cards.filter(card=>{
  2660. const searchTypeArray = [9,20,154];
  2661. const skills = getCardActiveSkills(card, searchTypeArray);
  2662. if (!skills.length) return false;
  2663. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2664. return parsedSkills.some(p=>p.from.includes(0));
  2665. }),
  2666. addition:changeOrbs_Addition
  2667. },
  2668. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2669. function:cards=>cards.filter(card=>{
  2670. const searchTypeArray = [9,20,154];
  2671. const skills = getCardActiveSkills(card, searchTypeArray);
  2672. if (!skills.length) return false;
  2673. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2674. return parsedSkills.some(p=>p.from.includes(1));
  2675. }),
  2676. addition:changeOrbs_Addition
  2677. },
  2678. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2679. function:cards=>cards.filter(card=>{
  2680. const searchTypeArray = [9,20,154];
  2681. const skills = getCardActiveSkills(card, searchTypeArray);
  2682. if (!skills.length) return false;
  2683. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2684. return parsedSkills.some(p=>p.from.includes(2));
  2685. }),
  2686. addition:changeOrbs_Addition
  2687. },
  2688. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2689. function:cards=>cards.filter(card=>{
  2690. const searchTypeArray = [9,20,154];
  2691. const skills = getCardActiveSkills(card, searchTypeArray);
  2692. if (!skills.length) return false;
  2693. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2694. return parsedSkills.some(p=>p.from.includes(3));
  2695. }),
  2696. addition:changeOrbs_Addition
  2697. },
  2698. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2699. function:cards=>cards.filter(card=>{
  2700. const searchTypeArray = [9,20,154];
  2701. const skills = getCardActiveSkills(card, searchTypeArray);
  2702. if (!skills.length) return false;
  2703. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2704. return parsedSkills.some(p=>p.from.includes(4));
  2705. }),
  2706. addition:changeOrbs_Addition
  2707. },
  2708. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2709. function:cards=>cards.filter(card=>{
  2710. const searchTypeArray = [9,20,154];
  2711. const skills = getCardActiveSkills(card, searchTypeArray);
  2712. if (!skills.length) return false;
  2713. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2714. return parsedSkills.some(p=>p.from.includes(5));
  2715. }),
  2716. addition:changeOrbs_Addition
  2717. },
  2718. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2719. function:cards=>cards.filter(card=>{
  2720. const searchTypeArray = [9,20,154];
  2721. const skills = getCardActiveSkills(card, searchTypeArray);
  2722. if (!skills.length) return false;
  2723. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2724. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2725. }),
  2726. addition:changeOrbs_Addition
  2727. },
  2728. ]},
  2729. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2730. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2731. function:cards=>cards.filter(card=>{
  2732. function is30(sk)
  2733. {
  2734. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2735. }
  2736. const searchTypeArray = [141];
  2737. const skill = getCardActiveSkill(card, searchTypeArray);
  2738. return skill && is30(skill.params);
  2739. }),
  2740. addition:generateOrbs_Addition
  2741. },
  2742. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2743. function:cards=>cards.filter(card=>{
  2744. function is1515(sk)
  2745. {
  2746. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2747. }
  2748. const searchTypeArray = [141];
  2749. const skill = getCardActiveSkill(card, searchTypeArray);
  2750. return skill && is1515(skill.params);
  2751. }),
  2752. addition:generateOrbs_Addition
  2753. },
  2754. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2755. function:cards=>cards.filter(card=>{
  2756. const gens = generateOrbsParse(card);
  2757. return gens.some(gen=>gen.to.includes(0));
  2758. }),
  2759. addition:generateOrbs_Addition
  2760. },
  2761. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2762. function:cards=>cards.filter(card=>{
  2763. const gens = generateOrbsParse(card);
  2764. return gens.some(gen=>gen.to.includes(1));
  2765. }),
  2766. addition:generateOrbs_Addition
  2767. },
  2768. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2769. function:cards=>cards.filter(card=>{
  2770. const gens = generateOrbsParse(card);
  2771. return gens.some(gen=>gen.to.includes(2));
  2772. }),
  2773. addition:generateOrbs_Addition
  2774. },
  2775. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2776. function:cards=>cards.filter(card=>{
  2777. const gens = generateOrbsParse(card);
  2778. return gens.some(gen=>gen.to.includes(3));
  2779. }),
  2780. addition:generateOrbs_Addition
  2781. },
  2782. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2783. function:cards=>cards.filter(card=>{
  2784. const gens = generateOrbsParse(card);
  2785. return gens.some(gen=>gen.to.includes(4));
  2786. }),
  2787. addition:generateOrbs_Addition
  2788. },
  2789. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2790. function:cards=>cards.filter(card=>{
  2791. const gens = generateOrbsParse(card);
  2792. return gens.some(gen=>gen.to.includes(5));
  2793. }),
  2794. addition:generateOrbs_Addition
  2795. },
  2796. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2797. function:cards=>cards.filter(card=>{
  2798. const gens = generateOrbsParse(card);
  2799. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2800. }),
  2801. addition:generateOrbs_Addition
  2802. },
  2803. ]},
  2804. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  2805. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2806. function:cards=>cards.filter(card=>{
  2807. const searchTypeArray = [176];
  2808. const skill = getCardActiveSkill(card, searchTypeArray);
  2809. return skill;
  2810. })
  2811. },
  2812. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2813. function:cards=>cards.filter(card=>{
  2814. function is3x3(sk)
  2815. {
  2816. for (let si=0;si<3;si++)
  2817. {
  2818. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2819. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2820. (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)
  2821. (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)
  2822. )
  2823. return true;
  2824. }
  2825. return false;
  2826. }
  2827. const searchTypeArray = [176];
  2828. const skill = getCardActiveSkill(card, searchTypeArray);
  2829. return skill && is3x3(skill.params);
  2830. }),
  2831. addition:card=>{
  2832. const searchTypeArray = [176];
  2833. const skill = getCardActiveSkill(card, searchTypeArray);
  2834. if (!skill) return;
  2835. const sk = skill.params;
  2836. const fragment = document.createDocumentFragment();
  2837. fragment.appendChild(document.createTextNode(`3×3`));
  2838. fragment.appendChild(createOrbsList(sk[5]));
  2839. return fragment;
  2840. }
  2841. },
  2842. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2843. function:cards=>cards.filter(card=>{
  2844. const searchTypeArray = [127];
  2845. const skill = getCardActiveSkill(card, searchTypeArray);
  2846. return skill;
  2847. }),
  2848. addition:generateColumnOrbs_Addition
  2849. },
  2850. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2851. function:cards=>cards.filter(card=>{
  2852. function isHeart(sk)
  2853. {
  2854. for (let i=1;i<sk.length;i+=2)
  2855. {
  2856. if (sk[i] & 32)
  2857. {
  2858. return true;
  2859. }
  2860. }
  2861. }
  2862. const searchTypeArray = [127];
  2863. const skill = getCardActiveSkill(card, searchTypeArray);
  2864. return skill && isHeart(skill.params);
  2865. }),
  2866. addition:generateColumnOrbs_Addition
  2867. },
  2868. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2869. function:cards=>cards.filter(card=>{
  2870. const searchTypeArray = [128];
  2871. const skill = getCardActiveSkill(card, searchTypeArray);
  2872. return skill;
  2873. }),
  2874. addition:generateRowOrbs_Addition
  2875. },
  2876. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2877. function:cards=>cards.filter(card=>{
  2878. const searchTypeArray = [128];
  2879. const skill = getCardActiveSkill(card, searchTypeArray);
  2880. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2881. }),
  2882. addition:generateRowOrbs_Addition
  2883. },
  2884. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2885. function:cards=>cards.filter(card=>{
  2886. const searchTypeArray = [128];
  2887. const skill = getCardActiveSkill(card, searchTypeArray);
  2888. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2889. }),
  2890. addition:generateRowOrbs_Addition
  2891. },
  2892. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2893. function:cards=>cards.filter(card=>{
  2894. const searchTypeArray = [128];
  2895. const skill = getCardActiveSkill(card, searchTypeArray);
  2896. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2897. }),
  2898. addition:generateRowOrbs_Addition
  2899. },
  2900. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  2901. function:cards=>cards.filter(card=>{
  2902. const searchTypeArray = [128,71,176];
  2903. function isRow(skill)
  2904. {
  2905. const sk = skill.params;
  2906. if (skill.type === 128) //普通横
  2907. {return true;}
  2908. else if (skill.type === 71) //花火
  2909. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2910. else if (skill.type === 176) //特殊形状
  2911. {
  2912. for (let si=0;si<5;si++)
  2913. {
  2914. if ((sk[si] & 63) === 63)
  2915. return true;
  2916. }
  2917. }
  2918. return false;
  2919. }
  2920. const skill = getCardActiveSkill(card, searchTypeArray);
  2921. return skill && isRow(skill);
  2922. })
  2923. },
  2924. ]},
  2925. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2926. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2927. function:cards=>cards.filter(card=>{
  2928. if (card.activeSkillId == 0) return false;
  2929. const skill = Skills[card.activeSkillId];
  2930. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2931. })
  2932. },
  2933. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  2934. function:cards=>cards.filter(card=>{
  2935. if (card.activeSkillId == 0) return false;
  2936. const skill = Skills[card.activeSkillId];
  2937. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2938. let realCD = minCD;
  2939. const searchTypeArray = [14];
  2940. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2941. if (subSkill)
  2942. {
  2943. realCD -= subSkill.params[0] * 3;
  2944. }
  2945. return minCD > 1 && realCD <= 4;
  2946. })
  2947. },
  2948. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  2949. function:cards=>{
  2950. const searchTypeArray = [5];
  2951. return cards.filter(card=>{
  2952. const skill = getCardActiveSkill(card, searchTypeArray);
  2953. return skill;
  2954. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2955. },
  2956. addition:card=>{
  2957. const searchTypeArray = [5];
  2958. const skill = getCardActiveSkill(card, searchTypeArray);
  2959. const value = skill.params[0];
  2960. return `时停${value}s`;
  2961. }
  2962. },
  2963. {
  2964. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2965. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2966. },
  2967. {
  2968. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2969. function:cards=>cards.filter(card=>{
  2970. let skType = Skills[card.activeSkillId].type;
  2971. return skType == 232 || skType == 233;
  2972. })
  2973. },
  2974. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2975. function:cards=>cards.filter(card=>{
  2976. const searchTypeArray = [225];
  2977. const skill = getCardActiveSkill(card, searchTypeArray);
  2978. return skill;
  2979. }),
  2980. addition:card=>{
  2981. const searchTypeArray = [225];
  2982. const skill = getCardActiveSkill(card, searchTypeArray);
  2983. if (!skill) return;
  2984. const sk = skill.params;
  2985. let strArr = [];
  2986. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2987. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2988. return `HP ${strArr.join(" ")}`;
  2989. }
  2990. },
  2991. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2992. function:cards=>cards.filter(card=>{
  2993. const searchTypeArray = [234];
  2994. const skill = getCardActiveSkill(card, searchTypeArray);
  2995. return skill;
  2996. }),
  2997. addition:card=>{
  2998. const searchTypeArray = [234];
  2999. const skill = getCardActiveSkill(card, searchTypeArray);
  3000. if (!skill) return;
  3001. const sk = skill.params;
  3002. let strArr = [];
  3003. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3004. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3005. return `层 ${strArr.join(" ")}`;
  3006. }
  3007. },
  3008. ]},
  3009. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3010. ]},
  3011. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3012. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3013. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3014. },
  3015. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3016. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3017. },
  3018. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3019. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3020. },
  3021. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3022. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3023. },
  3024. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3025. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3026. },
  3027. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3028. function:cards=>cards.filter(card=>{
  3029. const searchTypeArray = [151,209];
  3030. const skill = getCardLeaderSkill(card, searchTypeArray);
  3031. return skill;
  3032. })
  3033. },
  3034. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3035. function:cards=>cards.filter(card=>{
  3036. const searchTypeArray = [157];
  3037. const skill = getCardLeaderSkill(card, searchTypeArray);
  3038. return skill;
  3039. })
  3040. },
  3041. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3042. function:cards=>cards.filter(card=>{
  3043. const searchTypeArray = [177];
  3044. const skill = getCardLeaderSkill(card, searchTypeArray);
  3045. return skill;
  3046. })
  3047. },
  3048. ]},
  3049. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3050. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3051. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3052. },
  3053. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3054. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3055. },
  3056. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  3057. function:cards=>cards.filter(card=>{
  3058. const searchTypeArray = [162,186];
  3059. const skill = getCardLeaderSkill(card, searchTypeArray);
  3060. return skill;
  3061. })
  3062. },
  3063. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  3064. function:cards=>cards.filter(card=>{
  3065. const searchTypeArray = [163,177];
  3066. const skill = getCardLeaderSkill(card, searchTypeArray);
  3067. return skill;
  3068. })
  3069. },
  3070. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3071. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3072. },
  3073. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3074. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3075. },
  3076. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3077. function:cards=>{
  3078. const searchTypeArray = [158];
  3079. return cards.filter(card=>{
  3080. const skill = getCardLeaderSkill(card, searchTypeArray);
  3081. return skill;
  3082. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3083. },
  3084. addition:card=>{
  3085. const searchTypeArray = [158];
  3086. const skill = getCardLeaderSkill(card, searchTypeArray);
  3087. const value = skill.params[0];
  3088. return `≥${value}珠`;
  3089. }
  3090. },
  3091. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3092. function:cards=>cards.filter(card=>{
  3093. const searchTypeArray = [125];
  3094. const skill = getCardLeaderSkill(card, searchTypeArray);
  3095. return skill;
  3096. }),
  3097. addition:card=>{
  3098. const searchTypeArray = [125];
  3099. const skill = getCardLeaderSkill(card, searchTypeArray);
  3100. if (!skill) return;
  3101. const sk = skill.params;
  3102. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3103. }
  3104. },
  3105. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3106. function:cards=>cards.filter(card=>{
  3107. const searchTypeArray = [175];
  3108. const skill = getCardLeaderSkill(card, searchTypeArray);
  3109. return skill;
  3110. }),
  3111. addition:card=>{
  3112. const searchTypeArray = [175];
  3113. const skill = getCardLeaderSkill(card, searchTypeArray);
  3114. if (!skill) return;
  3115. const sk = skill.params;
  3116. return `合作:${sk[0]}`;
  3117. }
  3118. },
  3119. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3120. function:cards=>cards.filter(card=>{
  3121. const searchTypeArray = [203];
  3122. const skill = getCardLeaderSkill(card, searchTypeArray);
  3123. return skill;
  3124. })
  3125. },
  3126. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3127. function:cards=>cards.filter(card=>{
  3128. const searchTypeArray = [229];
  3129. const skill = getCardLeaderSkill(card, searchTypeArray);
  3130. return skill;
  3131. }),
  3132. addition:card=>{
  3133. const searchTypeArray = [229];
  3134. const skill = getCardLeaderSkill(card, searchTypeArray);
  3135. if (!skill) return;
  3136. const sk = skill.params;
  3137. const attrs = flags(sk[0]), types = flags(sk[1]);
  3138. const fragment = document.createDocumentFragment();
  3139. if (attrs.length)
  3140. fragment.appendChild(createOrbsList(attrs));
  3141. if (types.length)
  3142. fragment.appendChild(createTypesList(types));
  3143. return fragment;
  3144. }
  3145. },
  3146. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3147. function:cards=>cards.filter(card=>{
  3148. const searchTypeArray = [217];
  3149. const skill = getCardLeaderSkill(card, searchTypeArray);
  3150. return skill;
  3151. }),
  3152. addition:card=>{
  3153. const searchTypeArray = [217];
  3154. const skill = getCardLeaderSkill(card, searchTypeArray);
  3155. if (!skill) return;
  3156. const sk = skill.params;
  3157. return `★≤${sk[0]}`;
  3158. }
  3159. },
  3160. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度各不相同",cht:"要求隊員稀有度各不相同"},
  3161. function:cards=>cards.filter(card=>{
  3162. const searchTypeArray = [245];
  3163. const skill = getCardLeaderSkill(card, searchTypeArray);
  3164. return skill;
  3165. })
  3166. },
  3167. ]},
  3168. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3169. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3170. function:cards=>{
  3171. return cards.filter(card=>{
  3172. return getSkillFixedDamage(card) > 0;
  3173. }).sort((a,b)=>{
  3174. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3175. return a_pC - b_pC;
  3176. });
  3177. },
  3178. addition:card=>{
  3179. const value = getSkillFixedDamage(card);
  3180. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3181. let skill;
  3182. if (skill = getCardLeaderSkill(card, [235])) {
  3183. nodeArr.push("/");
  3184. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3185. nodeArr.push(`×${skill.params[2]}`);
  3186. }
  3187. return nodeArr.nodeJoin();
  3188. }
  3189. },
  3190. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3191. function:cards=>{
  3192. return cards.filter(card=>{
  3193. return getSkillAddCombo(card) > 0;
  3194. }).sort((a,b)=>{
  3195. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3196. return a_pC - b_pC;
  3197. });
  3198. },
  3199. addition:card=>{
  3200. const value = getSkillAddCombo(card);
  3201. let nodeArr = [`+${value.bigNumberToString()}C`];
  3202. let skill;
  3203. if (skill = getCardLeaderSkill(card, [210])) {
  3204. nodeArr.push("/十字");
  3205. } else if (skill = getCardLeaderSkill(card, [235])) {
  3206. nodeArr.push("/");
  3207. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3208. nodeArr.push(`×${skill.params[2]}`);
  3209. }
  3210. return nodeArr.nodeJoin();
  3211. }
  3212. },
  3213. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3214. function:cards=>{
  3215. const searchTypeArray = [15,185];
  3216. return cards.filter(card=>{
  3217. const skill = getCardLeaderSkill(card, searchTypeArray);
  3218. return skill;
  3219. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3220. },
  3221. addition:card=>{
  3222. const searchTypeArray = [15,185];
  3223. const skill = getCardLeaderSkill(card, searchTypeArray);
  3224. if (!skill) return;
  3225. const value = skill.params[0];
  3226. return `${value > 0 ? "+" : ""}${value/100}s`;
  3227. }
  3228. },
  3229. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3230. function:cards=>{
  3231. const searchTypeArray = [178];
  3232. return cards.filter(card=>{
  3233. const skill = getCardLeaderSkill(card, searchTypeArray);
  3234. return skill;
  3235. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3236. },
  3237. addition:card=>{
  3238. const searchTypeArray = [178];
  3239. const skill = getCardLeaderSkill(card, searchTypeArray);
  3240. if (!skill) return;
  3241. const value = skill.params[0];
  3242. return `固定${value}s`;
  3243. }
  3244. },
  3245. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3246. function:cards=>cards.filter(card=>{
  3247. const searchTypeArray = [213];
  3248. const skill = getCardLeaderSkill(card, searchTypeArray);
  3249. return skill;
  3250. }),
  3251. addition:card=>{
  3252. const searchTypeArray = [213];
  3253. const skill = getCardLeaderSkill(card, searchTypeArray);
  3254. if (!skill) return;
  3255. const sk = skill.params;
  3256. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3257. const fragment = document.createDocumentFragment();
  3258. if (attrs.length)
  3259. fragment.appendChild(createOrbsList(attrs));
  3260. if (types.length)
  3261. fragment.appendChild(createTypesList(types));
  3262. fragment.appendChild(document.createTextNode(`:+`));
  3263. if (awakenings.length)
  3264. fragment.appendChild(creatAwokenList(awakenings));
  3265. return fragment;
  3266. }
  3267. },
  3268. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3269. function:cards=>{
  3270. const searchTypeArray = [12];
  3271. return cards.filter(card=>{
  3272. const skill = getCardLeaderSkill(card, searchTypeArray);
  3273. return skill;
  3274. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3275. },
  3276. addition:card=>{
  3277. const searchTypeArray = [12];
  3278. const skill = getCardLeaderSkill(card, searchTypeArray);
  3279. const value = skill.params[0];
  3280. return `攻击×${(value/100).bigNumberToString()}倍`;
  3281. }
  3282. },
  3283. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3284. function:cards=>{
  3285. const searchTypeArray = [13];
  3286. return cards.filter(card=>{
  3287. const skill = getCardLeaderSkill(card, searchTypeArray);
  3288. return skill;
  3289. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3290. },
  3291. addition:card=>{
  3292. const searchTypeArray = [13];
  3293. const skill = getCardLeaderSkill(card, searchTypeArray);
  3294. const value = skill.params[0];
  3295. return `回复×${(value/100).bigNumberToString()}倍`;
  3296. }
  3297. },
  3298. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3299. function:cards=>{
  3300. const searchTypeArray = [198];
  3301. return cards.filter(card=>{
  3302. const skill = getCardLeaderSkill(card, searchTypeArray);
  3303. return skill && skill.params[2];
  3304. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3305. },
  3306. addition:card=>{
  3307. const searchTypeArray = [198];
  3308. const skill = getCardLeaderSkill(card, searchTypeArray);
  3309. const sk = skill.params;
  3310. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3311. }
  3312. },
  3313. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3314. function:cards=>{
  3315. const searchTypeArray = [198];
  3316. return cards.filter(card=>{
  3317. const skill = getCardLeaderSkill(card, searchTypeArray);
  3318. return skill && skill.params[3];
  3319. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3320. },
  3321. addition:card=>{
  3322. const searchTypeArray = [198];
  3323. const skill = getCardLeaderSkill(card, searchTypeArray);
  3324. const sk = skill.params;
  3325. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3326. }
  3327. },
  3328. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3329. function:cards=>{
  3330. const searchTypeArray = [41];
  3331. return cards.filter(card=>{
  3332. const skill = getCardLeaderSkill(card, searchTypeArray);
  3333. return skill;
  3334. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3335. },
  3336. addition:card=>{
  3337. const searchTypeArray = [41];
  3338. const skill = getCardLeaderSkill(card, searchTypeArray);
  3339. const sk = skill.params;
  3340. const fragment = document.createDocumentFragment();
  3341. fragment.appendChild(createOrbsList(sk[2] || 0));
  3342. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3343. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3344. return fragment;
  3345. }
  3346. },
  3347. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3348. function:cards=>cards.filter(card=>{
  3349. const searchTypeArray = [197];
  3350. const skill = getCardLeaderSkill(card, searchTypeArray);
  3351. return skill;
  3352. })
  3353. },
  3354. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3355. function:cards=>{
  3356. const searchTypeArray = [14];
  3357. return cards.filter(card=>{
  3358. const skill = getCardLeaderSkill(card, searchTypeArray);
  3359. return skill;
  3360. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3361. },
  3362. addition:card=>{
  3363. const searchTypeArray = [14];
  3364. const skill = getCardLeaderSkill(card, searchTypeArray);
  3365. const value = skill.params[0];
  3366. return `HP≥${value}%`;
  3367. }
  3368. },
  3369. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3370. function:cards=>{
  3371. const searchTypeArray = [53];
  3372. return cards.filter(card=>{
  3373. const skill = getCardLeaderSkill(card, searchTypeArray);
  3374. return skill;
  3375. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3376. },
  3377. addition:card=>{
  3378. const searchTypeArray = [53];
  3379. const skill = getCardLeaderSkill(card, searchTypeArray);
  3380. const sk = skill.params;
  3381. return `掉率x${sk[0]/100}`;
  3382. }
  3383. },
  3384. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3385. function:cards=>{
  3386. const searchTypeArray = [54];
  3387. return cards.filter(card=>{
  3388. const skill = getCardLeaderSkill(card, searchTypeArray);
  3389. return skill;
  3390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3391. },
  3392. addition:card=>{
  3393. const searchTypeArray = [54];
  3394. const skill = getCardLeaderSkill(card, searchTypeArray);
  3395. const sk = skill.params;
  3396. return `金币x${sk[0]/100}`;
  3397. }
  3398. },
  3399. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3400. function:cards=>{
  3401. const searchTypeArray = [148];
  3402. return cards.filter(card=>{
  3403. const skill = getCardLeaderSkill(card, searchTypeArray);
  3404. return skill;
  3405. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3406. },
  3407. addition:card=>{
  3408. const searchTypeArray = [148];
  3409. const skill = getCardLeaderSkill(card, searchTypeArray);
  3410. const sk = skill.params;
  3411. return `经验x${sk[0]/100}`;
  3412. }
  3413. },
  3414. ]},
  3415. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3416. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3417. function:cards=>cards.filter(card=>{
  3418. const skill = Skills[card.leaderSkillId];
  3419. const HPscale = getHPScale(skill);
  3420. return HPscale >= 3;
  3421. }).sort(sortByHPScal),
  3422. addition: HPScal_Addition
  3423. },
  3424. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3425. function:cards=>cards.filter(card=>{
  3426. const skill = Skills[card.leaderSkillId];
  3427. const HPscale = getHPScale(skill);
  3428. return HPscale >= 2 && HPscale < 3;
  3429. }).sort(sortByHPScal),
  3430. addition: HPScal_Addition
  3431. },
  3432. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  3433. function:cards=>cards.filter(card=>{
  3434. const skill = Skills[card.leaderSkillId];
  3435. const HPscale = getHPScale(skill);
  3436. return HPscale >= 1.5 && HPscale < 2;
  3437. }).sort(sortByHPScal),
  3438. addition: HPScal_Addition
  3439. },
  3440. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  3441. function:cards=>cards.filter(card=>{
  3442. const skill = Skills[card.leaderSkillId];
  3443. const HPscale = getHPScale(skill);
  3444. return HPscale > 1 && HPscale < 1.5;
  3445. }).sort(sortByHPScal),
  3446. addition: HPScal_Addition
  3447. },
  3448. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3449. function:cards=>cards.filter(card=>{
  3450. const skill = Skills[card.leaderSkillId];
  3451. const HPscale = getHPScale(skill);
  3452. return HPscale === 1;
  3453. }),
  3454. addition: HPScal_Addition
  3455. },
  3456. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  3457. function:cards=>cards.filter(card=>{
  3458. const skill = Skills[card.leaderSkillId];
  3459. const HPscale = getHPScale(skill);
  3460. return HPscale < 1;
  3461. }).sort(sortByHPScal),
  3462. addition: HPScal_Addition
  3463. },
  3464. ]},
  3465. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3466. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  3467. function:cards=>cards.filter(card=>{
  3468. const skill = Skills[card.leaderSkillId];
  3469. const reduceScale = getReduceScale(skill);
  3470. return reduceScale >= 0.75;
  3471. }).sort(sortByReduceScale),
  3472. addition: ReduceScale_Addition
  3473. },
  3474. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  3475. function:cards=>cards.filter(card=>{
  3476. const skill = Skills[card.leaderSkillId];
  3477. const reduceScale = getReduceScale(skill);
  3478. return reduceScale >= 0.5 && reduceScale < 0.75;
  3479. }).sort(sortByReduceScale),
  3480. addition: ReduceScale_Addition
  3481. },
  3482. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  3483. function:cards=>cards.filter(card=>{
  3484. const skill = Skills[card.leaderSkillId];
  3485. const reduceScale = getReduceScale(skill);
  3486. return reduceScale >= 0.25 && reduceScale < 0.5;
  3487. }).sort(sortByReduceScale),
  3488. addition: ReduceScale_Addition
  3489. },
  3490. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  3491. function:cards=>cards.filter(card=>{
  3492. const skill = Skills[card.leaderSkillId];
  3493. const reduceScale = getReduceScale(skill);
  3494. return reduceScale > 0 && reduceScale < 0.25;
  3495. }).sort(sortByReduceScale),
  3496. addition: ReduceScale_Addition
  3497. },
  3498. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3499. function:cards=>cards.filter(card=>{
  3500. const skill = Skills[card.leaderSkillId];
  3501. const reduceScale = getReduceScale(skill);
  3502. return reduceScale === 0;
  3503. })
  3504. },
  3505. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  3506. function:cards=>cards.filter(card=>{
  3507. const skill = Skills[card.leaderSkillId];
  3508. return getReduceScale(skill, true) > 0;
  3509. })
  3510. },
  3511. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  3512. function:cards=>cards.filter(card=>{
  3513. const skill = Skills[card.leaderSkillId];
  3514. return getReduceScale(skill, undefined, true) > 0;
  3515. })
  3516. },
  3517. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  3518. function:cards=>cards.filter(card=>{
  3519. const skill = Skills[card.leaderSkillId];
  3520. return getReduceScale(skill, undefined, undefined, true) > 0;
  3521. })
  3522. },
  3523. /*{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  3524. function:cards=>cards.filter(card=>{
  3525. const skill = Skills[card.leaderSkillId];
  3526. const reduceScale = getReduceScale(skill);
  3527. return reduceScale>=0.29;
  3528. }).sort(sortByReduceScale)
  3529. },*/
  3530. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  3531. function:cards=>{
  3532. return cards.filter(card=>{
  3533. const skill = Skills[card.leaderSkillId];
  3534. return getReduceScale_unconditional(skill) > 0;
  3535. }).sort((a,b)=>{
  3536. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3537. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3538. });
  3539. },
  3540. addition:card=>{
  3541. const skill = Skills[card.leaderSkillId];
  3542. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3543. }
  3544. },
  3545. ]},
  3546. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3547. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3548. function:cards=>cards.filter(card=>
  3549. !Array.isArray(card.henshinFrom) &&
  3550. !Array.isArray(card.henshinTo))
  3551. },
  3552. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3553. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3554. },
  3555. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3556. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3557. },
  3558. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3559. function:cards=>cards.filter(card=>{
  3560. const searchTypeArray = [236];
  3561. const skill = getCardActiveSkill(card, searchTypeArray);
  3562. return skill;
  3563. })
  3564. },
  3565. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3566. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3567. },
  3568. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3569. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3570. },
  3571. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3572. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3573. function:cards=>cards.filter(card=>isReincarnated(card))
  3574. }, //evoBaseId可能为0
  3575. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3576. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3577. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3578. },
  3579. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3580. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3581. },
  3582. ]},
  3583. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3584. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3585. function:cards=>cards.filter(card=>card.is8Latent)
  3586. },
  3587. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3588. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3589. },
  3590. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3591. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3592. },
  3593. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3594. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3595. },
  3596. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  3597. function:cards=>cards.filter(card=>{
  3598. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3599. if (hasAwokenKiller)
  3600. { //大于2个杀的进行判断
  3601. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3602. { //大于3个杀的直接过
  3603. return true;
  3604. }else
  3605. { //2个杀的
  3606. const isAllowLatent = card.types.filter(i=>
  3607. i>=0 //去掉-1的type
  3608. ).map(type=>
  3609. type_allowable_latent[type] //得到允许打的潜觉杀
  3610. ).some(ls=>
  3611. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3612. );
  3613. return isAllowLatent
  3614. }
  3615. }else
  3616. {
  3617. return false;
  3618. }
  3619. })
  3620. },
  3621. /*
  3622. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3623. function:cards=>cards.filter(card=>{
  3624. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3625. if (hasAwokenKiller)
  3626. { //大于2个杀的进行判断
  3627. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3628. { //大于3个杀的直接过
  3629. return true;
  3630. }else
  3631. { //2个杀的
  3632. const isAllowLatent = card.types.filter(i=>
  3633. i>=0 //去掉-1的type
  3634. ).map(type=>
  3635. type_allowable_latent[type] //得到允许打的潜觉杀
  3636. ).some(ls=>
  3637. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3638. );
  3639. return isAllowLatent
  3640. }
  3641. }else
  3642. {
  3643. return false;
  3644. }
  3645. })
  3646. },
  3647. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3648. function:cards=>cards.filter(card=>{
  3649. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3650. if (hasAwokenKiller)
  3651. { //大于2个杀的进行判断
  3652. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3653. { //大于3个杀的直接过
  3654. return true;
  3655. }else
  3656. { //2个杀的
  3657. const isAllowLatent = card.types.filter(i=>
  3658. i>=0 //去掉-1的type
  3659. ).map(type=>
  3660. type_allowable_latent[type] //得到允许打的潜觉杀
  3661. ).some(ls=>
  3662. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3663. );
  3664. return isAllowLatent
  3665. }
  3666. }else
  3667. {
  3668. return false;
  3669. }
  3670. })
  3671. },
  3672. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3673. function:cards=>cards.filter(card=>{
  3674. const searchTypeArray = [1000];
  3675. const skill = getCardActiveSkill(card, searchTypeArray);
  3676. return skill;
  3677. })
  3678. },*/
  3679. ]},
  3680. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3681. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  3682. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3683. },
  3684. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  3685. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3686. },
  3687. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3688. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3689. },
  3690. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3691. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3692. },
  3693. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  3694. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3695. },
  3696. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3697. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3698. addition:card=>`成长${card.limitBreakIncr}%`
  3699. },
  3700. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3701. function:cards=>cards.filter(card=>card.maxLevel==1)
  3702. },
  3703. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3704. function:cards=>cards.filter(card=>card.sellMP<100)
  3705. },
  3706. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3707. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3708. },
  3709. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3710. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3711. },
  3712. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3713. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3714. },
  3715. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3716. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3717. },
  3718. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3719. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3720. },
  3721. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3722. function:cards=>cards,
  3723. addition:card=>card.name
  3724. },
  3725. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3726. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3727. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3728. },
  3729. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3730. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3731. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3732. },
  3733. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3734. function:cards=>cards,
  3735. addition:card=>createTypesList(card.types)
  3736. },
  3737. ]},
  3738. ];
  3739. return functions;
  3740. })();

智龙迷城队伍图制作工具