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script-json_data.js 161 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. link_read_message: {
  23. success: tp`Find the ${'type'} format.`,
  24. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  25. user_script_link: `Link to the helper script`,
  26. type: {
  27. "PADDF": "PADDF",
  28. "PDC": "PDC",
  29. "PADDB": "PADDB",
  30. },
  31. error: {
  32. 0: "Unknown Error",
  33. 1: "Unsupported format",
  34. 2: "No formation data",
  35. 3: "The illegal JSON format",
  36. 4: "The illegal URL format",
  37. },
  38. paddb_success: `Sucess`,
  39. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  40. },
  41. sort_name:{
  42. sort_none: "Nope",
  43. sort_id: "Cards Id",
  44. sort_attrs : "Attribute",
  45. sort_evoRootId: "Cards Evolution Root",
  46. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  47. sort_rarity: "Rarity",
  48. sort_cost: "Cost",
  49. sort_skillLv1: "Maximum Skill Turn",
  50. sort_skillLvMax: "Minimum Skill Turn",
  51. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  52. sort_hpMax120: "Max HP",
  53. sort_atkMax120: "Max ATK",
  54. sort_rcvMax120: "Max RCV",
  55. sort_hpMax120_awoken: "Max HP (+Awoken)",
  56. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  57. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  58. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  59. },
  60. skill_parse: {
  61. skill: {
  62. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  63. unknown: tp`Unkonwn skill type: ${'type'}`,
  64. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  65. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  66. random_skills: tp`Random Activates these skills:${'skills'}`,
  67. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  68. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  69. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  70. damage_enemy_times: tp`${'times'} `,
  71. damage_enemy_count: tp` (${'damage'} in total)`,
  72. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  73. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  74. delay: tp`${'icon'}Delays enemies' next move`,
  75. mass_attack: tp`${'icon'}Mass attacks`,
  76. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  77. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  78. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  79. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  80. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  81. unbind_normal: tp`${'icon'}Bind`,
  82. unbind_awakenings: tp`${'icon'}Awoken bind`,
  83. unbind_matches: tp`${'icon'}Unmatchable orb`,
  84. bind_skill: tp`${'icon'}Unable to use skills`,
  85. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  86. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  87. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  88. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  89. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  90. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  91. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  92. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  93. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  94. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  95. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  96. board_change: tp`Change all orbs to ${'orbs'}`,
  97. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  98. skill_boost_range: tp`~${'turns'}`,
  99. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  100. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  101. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  102. drop_refresh: tp`Replaces all orbs`,
  103. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  104. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  105. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  106. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  107. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  108. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  109. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  110. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  111. orb_thorn: tp`, reduces ${'value'} per encounter`,
  112. attr_absorb: tp`${'icon'}Attribute absorption`,
  113. combo_absorb: tp`${'icon'}Combo absorption`,
  114. damage_absorb: tp`${'icon'}Damage absorption`,
  115. damage_void: tp`${'icon'}Damage void`,
  116. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  117. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  118. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  119. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  120. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  121. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  122. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  123. rate_multiply_drop: tp`${'icon'}Drop rate`,
  124. rate_multiply_coin: tp`${'icon'}Coins`,
  125. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  126. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  127. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  128. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  129. henshin: tp`Transforms into ${'cards'}`,
  130. random_henshin: tp`Random transforms into ${'cards'}`,
  131. void_poison: tp`Voids ${'poison'} damage`,
  132. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  133. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  134. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  135. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  136. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  137. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  138. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  139. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  140. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  141. },
  142. power: {
  143. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  144. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  145. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  146. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  147. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  148. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  149. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  150. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  151. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  152. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  153. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  154. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  155. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  156. },
  157. cond: {
  158. unknown: tp`[ Unknown condition ]`,
  159. hp_equal: tp`When ${'hp'} == ${'min'} `,
  160. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  161. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  162. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  163. use_skill: tp`When skills used `,
  164. multi_player: tp`When in Multiplayer Mode `,
  165. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  166. exact_combo: tp`When exactly ${'value'} combos `,
  167. exact_length: tp`exactly of ${'value'} `,
  168. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  169. exact_match_enhanced: tp` orbs including enhanced`,
  170. compo_type_card: tp`When ${'ids'} are all on team, `,
  171. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  172. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  173. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  174. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  175. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  176. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  177. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  178. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  179. },
  180. position: {
  181. top: tp`${'pos'} of top rows`,
  182. bottom: tp`${'pos'} of bottom rows`,
  183. left: tp`${'pos'} of left columns`,
  184. right: tp`${'pos'} of right columns`,
  185. random: tp`random location`,
  186. shape: tp`specified location`,
  187. },
  188. value: {
  189. unknown: tp`[ Unknown value: ${'type'}]`, //type
  190. const: tp`${'value'} ${'unit'}`,
  191. const_to: tp`to ${'value'}`,
  192. mul_percent: tp`${'value'}%`,
  193. mul_times: tp`×${'value'}`,
  194. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  195. mul_of_times: tp`${'stats'} ×${'value'}`,
  196. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  197. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  198. prob: tp`${'value'} chance for `,
  199. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  200. size: tp`${'width'}×${'height'}`,
  201. pos: tp`${'x'}×${'y'}`,
  202. },
  203. target: {
  204. unknown: tp`Unkown Target`,
  205. self: tp`card's`,
  206. team: tp`team`,
  207. team_last: tp`the lastest member`,
  208. team_leader: tp`leader`,
  209. sub_members: tp`sub-members`,
  210. leader_self: tp`left leader`,
  211. leader_helper: tp`right leader`,
  212. collab_id: tp`card with collab ID of ${'id'} `,
  213. gacha_id: tp`card with gacha ID of ${'id'} `,
  214. enemy: tp`Enemy`,
  215. enemy_all: tp`all enemys`,
  216. enemy_one: tp`1 enemy`,
  217. enemy_attr: tp`${'attr'} enemy`,
  218. the_attr: tp`attr of the matched Orbs`,
  219. },
  220. stats: {
  221. unknown: tp`[ Unknown: ${'type'}]`, //type
  222. maxhp: tp`Max HP`,
  223. hp: tp`HP`,
  224. chp: tp`current HP`,
  225. atk: tp`ATK`,
  226. rcv: tp`RCV`,
  227. teamhp: tp`Team HP`,
  228. teamatk: tp`Team ${'attrs'} ATK`,
  229. teamrcv: tp`Team RCV`,
  230. cstage: tp`current Stage of Dungeon`,
  231. },
  232. unit: {
  233. orbs: tp``,
  234. times: tp` times`,
  235. seconds: tp` seconds`,
  236. point: tp` point`,
  237. turns: tp` turns`,
  238. },
  239. word: {
  240. comma: tp`, `,
  241. semicolon: tp`; `,
  242. slight_pause: tp`, `,
  243. range_hyphen: tp`~`,
  244. in_once: tp`in once `,
  245. evo_type_pixel: tp`Pixel Evo`,
  246. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  247. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  248. affix_attr: tp`${'cotent'} attr.`,
  249. affix_orb: tp`${'cotent'} orbs`,
  250. affix_type: tp`${'cotent'} types`,
  251. affix_awakening: tp`${'cotent'} awoken`,
  252. affix_exclude: tp`, exclude ${'cotent'}`,
  253. each_time: tp`each time `,
  254. different: tp`different`,
  255. same: tp`the same`,
  256. },
  257. attrs: {
  258. [0]: tp`${'icon'}Fire`,
  259. [1]: tp`${'icon'}Water`,
  260. [2]: tp`${'icon'}Wood`,
  261. [3]: tp`${'icon'}Light`,
  262. [4]: tp`${'icon'}Dark`,
  263. [5]: tp`${'icon'}Recover`,
  264. [6]: tp`${'icon'}Null`,
  265. all: tp`All`,
  266. self: tp`${'icon'}Self's Attr`,
  267. fixed: tp`${'icon'}Fixed`,
  268. },
  269. orbs: {
  270. [0]: tp`${'icon'}Fire`,
  271. [1]: tp`${'icon'}Water`,
  272. [2]: tp`${'icon'}Wood`,
  273. [3]: tp`${'icon'}Light`,
  274. [4]: tp`${'icon'}Dark`,
  275. [5]: tp`${'icon'}Heal`,
  276. [6]: tp`${'icon'}Jammer`,
  277. [7]: tp`${'icon'}Poison`,
  278. [8]: tp`${'icon'}Lethal Poison`,
  279. [9]: tp`${'icon'}Bomb`,
  280. enhanced: tp`${'icon'}Enhanced`,
  281. locked: tp`${'icon'}Locked`,
  282. nail: tp`${'icon'}Nail`,
  283. thorn: tp`${'icon'}Thorn`,
  284. _5color: tp`${'icon'}5 Att.`,
  285. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  286. all: tp`All`,
  287. any: tp`Any ${'cotent'}`,
  288. },
  289. board: {
  290. clouds: tp`${'icon'}Clouds`,
  291. immobility: tp`${'icon'}Immobility`,
  292. roulette: tp`${'icon'}Roulette`,
  293. roulette_time: tp`(transforms every ${'duration'})`,
  294. },
  295. types: {
  296. [0]: tp`${'icon'}Evo Material`,
  297. [1]: tp`${'icon'}Balanced`,
  298. [2]: tp`${'icon'}Physical`,
  299. [3]: tp`${'icon'}Healer`,
  300. [4]: tp`${'icon'}Dragon`,
  301. [5]: tp`${'icon'}God`,
  302. [6]: tp`${'icon'}Attacker`,
  303. [7]: tp`${'icon'}Devil`,
  304. [8]: tp`${'icon'}Machine`,
  305. [9]: tp`${'icon'}Special Protection`,
  306. [12]: tp`${'icon'}Awaken`,
  307. [14]: tp`${'icon'}Enhance Material`,
  308. [15]: tp`${'icon'}Redeemable`,
  309. },
  310. awokens: {
  311. [0]: tp`${'icon'}Unknown awoken`,
  312. [1]: tp`${'icon'}Enhanced HP`,
  313. [2]: tp`${'icon'}Enhanced Attack`,
  314. [3]: tp`${'icon'}Enhanced Recovery`,
  315. [4]: tp`${'icon'}Reduce Fire Damage`,
  316. [5]: tp`${'icon'}Reduce Water Damage`,
  317. [6]: tp`${'icon'}Reduce Wood Damage`,
  318. [7]: tp`${'icon'}Reduce Light Damage`,
  319. [8]: tp`${'icon'}Reduce Dark Damage`,
  320. [9]: tp`${'icon'}Auto-Recover`,
  321. [10]: tp`${'icon'}Resistance-Bind`,
  322. [11]: tp`${'icon'}Resistance-Blind`,
  323. [12]: tp`${'icon'}Resistance-Jammers`,
  324. [13]: tp`${'icon'}Resistance-Poison`,
  325. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  326. [15]: tp`${'icon'}Enhanced Water Orbs`,
  327. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  328. [17]: tp`${'icon'}Enhanced Water Orbs`,
  329. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  330. [19]: tp`${'icon'}Extend Time`,
  331. [20]: tp`${'icon'}Recover Bind`,
  332. [21]: tp`${'icon'}Skill Boost`,
  333. [22]: tp`${'icon'}Enhanced Fire Rows`,
  334. [23]: tp`${'icon'}Enhanced Water Rows`,
  335. [24]: tp`${'icon'}Enhanced Wood Rows`,
  336. [25]: tp`${'icon'}Enhanced Water Rows`,
  337. [26]: tp`${'icon'}Enhanced Dark Rows`,
  338. [27]: tp`${'icon'}Two-Pronged Attack`,
  339. [28]: tp`${'icon'}Resistance-Skill Bind`,
  340. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  341. [30]: tp`${'icon'}Multi Boost`,
  342. [31]: tp`${'icon'}Dragon Killer`,
  343. [32]: tp`${'icon'}God Killer`,
  344. [33]: tp`${'icon'}Devil Killer`,
  345. [34]: tp`${'icon'}Machine Killer`,
  346. [35]: tp`${'icon'}Balanced Killer`,
  347. [36]: tp`${'icon'}Attacker Killer`,
  348. [37]: tp`${'icon'}Physical Killer`,
  349. [38]: tp`${'icon'}Healer Killer`,
  350. [39]: tp`${'icon'}Evo Killer`,
  351. [40]: tp`${'icon'}Awaken Killer`,
  352. [41]: tp`${'icon'}Enhance Killer`,
  353. [42]: tp`${'icon'}Redeemable Killer`,
  354. [43]: tp`${'icon'}Enhanced Combos`,
  355. [44]: tp`${'icon'}Guard Break`,
  356. [45]: tp`${'icon'}Bonus Attack`,
  357. [46]: tp`${'icon'}Enhanced Team HP `,
  358. [47]: tp`${'icon'}Enhanced Team Recovery`,
  359. [48]: tp`${'icon'}Damage Void Piercer`,
  360. [49]: tp`${'icon'}Awoken Assist`,
  361. [50]: tp`${'icon'}Super Bonus Attack`,
  362. [51]: tp`${'icon'}Skill Charge`,
  363. [52]: tp`${'icon'}Resistance-Bind+`,
  364. [53]: tp`${'icon'}Extend Time+`,
  365. [54]: tp`${'icon'}Resistance-Clouds`,
  366. [55]: tp`${'icon'}Resistance-Immobility`,
  367. [56]: tp`${'icon'}Skill Boost+`,
  368. [57]: tp`${'icon'}50% or more HP Enhanced`,
  369. [58]: tp`${'icon'}50% or less HP Enhanced`,
  370. [59]: tp`${'icon'}L Damage Reduction`,
  371. [60]: tp`${'icon'}L Increased Attack`,
  372. [61]: tp`${'icon'}Super Enhanced Combos`,
  373. [62]: tp`${'icon'}Combo Orbs`,
  374. [63]: tp`${'icon'}Skill Voice`,
  375. [64]: tp`${'icon'}Dungeon Bonus`,
  376. [65]: tp`${'icon'}Reduced HP`,
  377. [66]: tp`${'icon'}Reduced Attack`,
  378. [67]: tp`${'icon'}Reduced RCV`,
  379. [68]: tp`${'icon'}Resistance-Blind+`,
  380. [69]: tp`${'icon'}Resistance-Jammers+`,
  381. [70]: tp`${'icon'}Resistance-Poison+`,
  382. [71]: tp`${'icon'}Blessing of Jammers`,
  383. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  384. [73]: tp`${'icon'}Enhanced Fire Combos`,
  385. [74]: tp`${'icon'}Enhanced Water Combos`,
  386. [75]: tp`${'icon'}Enhanced Wood Combos`,
  387. [76]: tp`${'icon'}Enhanced Light Combos`,
  388. [77]: tp`${'icon'}Enhanced Dark Combos`,
  389. [78]: tp`${'icon'}Cross Attack`,
  390. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  391. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  392. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  393. [82]: tp`${'icon'}Super Enhanced Matching`,
  394. [83]: tp`${'icon'}Add Dragon Type`,
  395. [84]: tp`${'icon'}Add God Type`,
  396. [85]: tp`${'icon'}Add Devil Type`,
  397. [86]: tp`${'icon'}Add Machine Type`,
  398. [87]: tp`${'icon'}Add Balanced Type`,
  399. [88]: tp`${'icon'}Add Attacker Type`,
  400. [89]: tp`${'icon'}Add Physical Type`,
  401. [90]: tp`${'icon'}Add Healer Type`,
  402. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  403. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  404. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  405. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  406. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  407. [96]: tp`${'icon'}Two-Pronged Attack+`,
  408. [97]: tp`${'icon'}Skill Charge+`,
  409. [98]: tp`${'icon'}Auto-Recover+`,
  410. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  411. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  412. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  413. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  414. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  415. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  416. [105]: tp`${'icon'}Skill Boost Minus`,
  417. [106]: tp`${'icon'}Floating`,
  418. }
  419. },
  420. };
  421. //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
  422. const typekiller_for_type = [
  423. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  424. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  425. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  426. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  427. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  428. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  429. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  430. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  431. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  432. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  433. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  434. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  435. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  436. ];
  437. //类型允许的潜觉杀
  438. typekiller_for_type.forEach(t=>
  439. {
  440. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  441. .map(tn=>
  442. typekiller_for_type.find(_t=>_t.type == tn).latent
  443. );
  444. }
  445. );
  446. const allowable_latent = {
  447. common: [ //一般能打的潜觉
  448. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  449. 28,29,30,31,32,33,34,35,36,37,38
  450. ],
  451. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  452. v120: [42,43,44,45], //120才能打的潜觉
  453. needAwoken: [ //需要觉醒才能打的潜觉
  454. {latent:39,awoken:62}, //C珠破吸
  455. {latent:40,awoken:20}, //心横解转转
  456. {latent:41,awoken:27}, //U解禁消
  457. {latent:46,awoken:45}, //心追解云封
  458. {latent:47,awoken:59}, //心L大SB
  459. {latent:48,awoken:60}, //L解禁武器
  460. ]
  461. }
  462. //等效觉醒列表
  463. const equivalent_awoken = [
  464. {small:10,big:52,times:2}, //防封
  465. {small:11,big:68,times:5}, //防暗
  466. {small:12,big:69,times:5}, //防废
  467. {small:13,big:70,times:5}, //防毒
  468. {small:19,big:53,times:2}, //手指
  469. {small:21,big:56,times:2}, //SB
  470. {small:27,big:96,times:2}, //U
  471. {small:51,big:97,times:2}, //5色溜
  472. {small:9,big:98,times:2}, //自回
  473. {small:14,big:99,times:2}, //火+
  474. {small:15,big:100,times:2},//水+
  475. {small:16,big:101,times:2},//木+
  476. {small:17,big:102,times:2},//光+
  477. {small:18,big:103,times:2},//暗+
  478. {small:29,big:104,times:2},//心+
  479. ];
  480. //官方的觉醒排列顺序
  481. const official_awoken_sorting = [
  482. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  483. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  484. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  485. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  486. 99,100,101,102,103,104, 98, 96, 97,
  487. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  488. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  489. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  490. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  491. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  492. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  493. 91, 92, 93, 94, 95,105,106,
  494. ];
  495. //pdc的徽章对应数字
  496. const pdcBadgeMap = [
  497. {pdf:undefined,pdc:0}, //什么都没有
  498. {pdf:1,pdc:10}, //无限cost
  499. {pdf:2,pdc:12}, //小手指
  500. {pdf:3,pdc:9}, //全体攻击
  501. {pdf:4,pdc:5}, //小回复
  502. {pdf:5,pdc:1}, //小血量
  503. {pdf:6,pdc:3}, //小攻击
  504. {pdf:7,pdc:8}, //SB
  505. {pdf:8,pdc:18}, //队长防封
  506. {pdf:9,pdc:19}, //SX
  507. {pdf:11,pdc:7}, //无天降
  508. {pdf:17,pdc:6}, //大回复
  509. {pdf:18,pdc:2}, //大血量
  510. {pdf:19,pdc:4}, //大攻击
  511. {pdf:20,pdc:null}, //三维
  512. {pdf:21,pdc:13}, //大手指
  513. {pdf:10,pdc:11}, //加经验
  514. {pdf:12,pdc:15}, //墨镜
  515. {pdf:13,pdc:17}, //防废
  516. {pdf:14,pdc:16}, //防毒
  517. {pdf:129,pdc:14}, //月卡
  518. ];
  519. //pdc的潜觉对应数字
  520. const pdcLatentMap = [
  521. {pdf:1,pdc:1}, //HP
  522. {pdf:2,pdc:0}, //攻击
  523. {pdf:3,pdc:2}, //回复
  524. {pdf:4,pdc:19}, //手指
  525. {pdf:5,pdc:13}, //自回
  526. {pdf:6,pdc:14}, //火盾
  527. {pdf:7,pdc:15}, //水盾
  528. {pdf:8,pdc:16}, //木盾
  529. {pdf:9,pdc:17}, //光盾
  530. {pdf:10,pdc:18}, //暗盾
  531. {pdf:11,pdc:12}, //防坐
  532. {pdf:12,pdc:3}, //三维
  533. {pdf:13,pdc:35}, //不被换队长
  534. {pdf:13,pdc:47}, //不被换队长 ×1.5
  535. {pdf:14,pdc:37}, //不掉废
  536. {pdf:15,pdc:36}, //不掉毒
  537. {pdf:16,pdc:24}, //进化杀
  538. {pdf:17,pdc:25}, //觉醒杀
  539. {pdf:18,pdc:26}, //强化杀
  540. {pdf:19,pdc:27}, //卖钱杀
  541. {pdf:20,pdc:4}, //神杀
  542. {pdf:21,pdc:5}, //龙杀
  543. {pdf:22,pdc:6}, //恶魔杀
  544. {pdf:23,pdc:7}, //机械杀
  545. {pdf:24,pdc:8}, //平衡杀
  546. {pdf:25,pdc:9}, //攻击杀
  547. {pdf:26,pdc:10}, //体力杀
  548. {pdf:27,pdc:11}, //回复杀
  549. {pdf:28,pdc:20}, //大HP
  550. {pdf:29,pdc:21}, //大攻击
  551. {pdf:30,pdc:22}, //大回复
  552. {pdf:31,pdc:23}, //大手指
  553. {pdf:32,pdc:28}, //大火盾
  554. {pdf:33,pdc:29}, //大水盾
  555. {pdf:34,pdc:30}, //大木盾
  556. {pdf:35,pdc:31}, //大光盾
  557. {pdf:36,pdc:32}, //大暗盾
  558. {pdf:37,pdc:33}, //6色破无效
  559. {pdf:37,pdc:45}, //6色破无效 ×1.5
  560. {pdf:38,pdc:34}, //3色破属吸
  561. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  562. {pdf:39,pdc:40}, //C珠破吸
  563. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  564. {pdf:40,pdc:39}, //心横解转转
  565. {pdf:40,pdc:49}, //心横解转转 ×1.5
  566. {pdf:41,pdc:38}, //U解禁消
  567. {pdf:41,pdc:48}, //U解禁消 ×1.5
  568. {pdf:42,pdc:41}, //伤害上限解除
  569. {pdf:43,pdc:42}, //HP++
  570. {pdf:44,pdc:43}, //攻击++
  571. {pdf:45,pdc:44}, //回复++
  572. {pdf:46,pdc:51}, //心追解云封
  573. {pdf:46,pdc:52}, //心追解云封 ×1.5
  574. {pdf:47,pdc:53}, //心L大SB
  575. {pdf:47,pdc:54}, //心L大SB ×1.5
  576. {pdf:48,pdc:55}, //L解禁武器
  577. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  578. ];
  579. //paddb的徽章对应数字
  580. const paddbBadgeMap = [
  581. {pdf:undefined,paddb:0}, //什么都没有
  582. {pdf:1,paddb:1}, //无限cost
  583. {pdf:2,paddb:2}, //小手指
  584. {pdf:3,paddb:3}, //全体攻击
  585. {pdf:4,paddb:4}, //小回复
  586. {pdf:5,paddb:5}, //小血量
  587. {pdf:6,paddb:6}, //小攻击
  588. {pdf:7,paddb:7}, //SB
  589. {pdf:8,paddb:8}, //队长防封
  590. {pdf:9,paddb:9}, //SX
  591. {pdf:11,paddb:14}, //无天降
  592. {pdf:17,paddb:10}, //大回复
  593. {pdf:18,paddb:11}, //大血量
  594. {pdf:19,paddb:12}, //大攻击
  595. {pdf:20,paddb:null}, //三维
  596. {pdf:21,paddb:13}, //大手指
  597. {pdf:10,paddb:18}, //加经验
  598. {pdf:12,paddb:15}, //墨镜
  599. {pdf:13,paddb:16}, //防废
  600. {pdf:14,paddb:17}, //防毒
  601. {pdf:129,paddb:19}, //月卡
  602. ];
  603. //paddb的潜觉对应数字
  604. const paddbLatentMap = [
  605. {pdf:1,paddb:13}, //HP
  606. {pdf:2,paddb:14}, //攻击
  607. {pdf:3,paddb:15}, //回复
  608. {pdf:4,paddb:16}, //手指
  609. {pdf:5,paddb:17}, //自回
  610. {pdf:6,paddb:19}, //火盾
  611. {pdf:7,paddb:20}, //水盾
  612. {pdf:8,paddb:21}, //木盾
  613. {pdf:9,paddb:22}, //光盾
  614. {pdf:10,paddb:23}, //暗盾
  615. {pdf:11,paddb:18}, //防坐
  616. {pdf:12,paddb:27}, //三维
  617. {pdf:13,paddb:38}, //不被换队长
  618. {pdf:14,paddb:37}, //不掉废
  619. {pdf:15,paddb:36}, //不掉毒
  620. {pdf:16,paddb:12}, //进化杀
  621. {pdf:17,paddb:9}, //觉醒杀
  622. {pdf:18,paddb:10}, //强化杀
  623. {pdf:19,paddb:11}, //卖钱杀
  624. {pdf:20,paddb:2}, //神杀
  625. {pdf:21,paddb:1}, //龙杀
  626. {pdf:22,paddb:3}, //恶魔杀
  627. {pdf:23,paddb:4}, //机械杀
  628. {pdf:24,paddb:8}, //平衡杀
  629. {pdf:25,paddb:5}, //攻击杀
  630. {pdf:26,paddb:6}, //体力杀
  631. {pdf:27,paddb:7}, //回复杀
  632. {pdf:28,paddb:24}, //大HP
  633. {pdf:29,paddb:25}, //大攻击
  634. {pdf:30,paddb:26}, //大回复
  635. {pdf:31,paddb:33}, //大手指
  636. {pdf:32,paddb:28}, //大火盾
  637. {pdf:33,paddb:29}, //大水盾
  638. {pdf:34,paddb:30}, //大木盾
  639. {pdf:35,paddb:31}, //大光盾
  640. {pdf:36,paddb:32}, //大暗盾
  641. {pdf:37,paddb:35}, //6色破无效
  642. {pdf:38,paddb:34}, //3色破属吸
  643. {pdf:39,paddb:41}, //C珠破吸
  644. {pdf:40,paddb:40}, //心横解转转
  645. {pdf:41,paddb:39}, //U解禁消
  646. {pdf:42,paddb:42}, //伤害上限解除
  647. {pdf:43,paddb:43}, //HP++
  648. {pdf:44,paddb:44}, //攻击++
  649. {pdf:45,paddb:45}, //回复++
  650. {pdf:46,paddb:46}, //心追解云封
  651. {pdf:47,paddb:47}, //心L大SB
  652. {pdf:48,paddb:48}, //L解禁武器
  653. ];
  654. //排序程序列表
  655. const sort_function_list = [
  656. {tag:"sort_none",name:"无",function:()=>0},
  657. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  658. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  659. let num = a.attrs[0] - b.attrs[0];
  660. if (num === 0) num = a.attrs[1] - b.attrs[1];
  661. return num;
  662. }
  663. },
  664. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  665. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  666. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  667. let num = card_a.attrs[0] - card_b.attrs[0];
  668. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  669. return num;
  670. }
  671. },
  672. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  673. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  674. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  675. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  676. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  677. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  678. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  679. }
  680. },
  681. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  682. function getEvoSkill(skill) {
  683. //232为进化后不循环技能,233为循环技能
  684. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  685. else return skill;
  686. }
  687. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  688. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  689. }
  690. },
  691. {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)},
  692. {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)},
  693. {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)},
  694. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  695. {
  696. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  697. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  698. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  699. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  700. return abA - abB;
  701. }
  702. },
  703. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  704. {
  705. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  706. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  707. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  708. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  709. return abA - abB;
  710. }
  711. },
  712. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  713. {
  714. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  715. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  716. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  717. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  718. return abA - abB;
  719. }
  720. },
  721. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  722. {
  723. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  724. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  725. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  726. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  727. return abA - abB;
  728. }
  729. },
  730. ];
  731. //增加特殊搜索模式
  732. const specialSearchFunctions = (function() {
  733. 'use strict';
  734. //返回卡片的队长技能
  735. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  736. {
  737. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  738. }
  739. //返回卡片的技能
  740. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  741. {
  742. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  743. }
  744. //获取血倍率
  745. function getHPScale(ls)
  746. {
  747. const sk = ls.params;
  748. let scale = 1;
  749. switch (ls.type)
  750. {
  751. case 23: case 30: case 62: case 77: case 63: case 65:
  752. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  753. scale = sk[sk.length-1]/100;
  754. break;
  755. case 73: case 76:
  756. case 121: case 129: case 163: case 177: case 186:
  757. case 155:
  758. scale = sk[2]/100;
  759. break;
  760. case 106: case 107: case 108:
  761. scale = sk[0]/100;
  762. break;
  763. case 125:
  764. scale = sk[5]/100;
  765. break;
  766. case 136:
  767. case 137:
  768. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  769. break;
  770. case 158:
  771. scale = sk[4]/100;
  772. break;
  773. case 175:
  774. case 178: case 185:
  775. scale = sk[3]/100;
  776. break;
  777. case 203: case 217:
  778. scale = sk[1]/100;
  779. break;
  780. case 245:
  781. scale = sk[3]/100;
  782. break;
  783. case 138: //调用其他队长技
  784. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  785. break;
  786. default:
  787. }
  788. return scale || 1;
  789. }
  790. //获取盾减伤比例
  791. function getReduceScale(ls, allAttr = false, noHPneed = false)
  792. {
  793. const sk = ls.params;
  794. let scale = 0;
  795. switch (ls.type)
  796. {
  797. case 16: //无条件盾
  798. scale = sk[0]/100;
  799. break;
  800. case 17: //单属性盾
  801. scale = allAttr ? 0 : sk[1]/100;
  802. break;
  803. case 36: //2个属性盾
  804. scale = allAttr ? 0 : sk[2]/100;
  805. break;
  806. case 38: //血线下 + 几率
  807. case 43: //血线上 + 几率
  808. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  809. break;
  810. case 129: //无条件盾,属性个数不固定
  811. case 163: //无条件盾,属性个数不固定
  812. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  813. break;
  814. case 178: //无条件盾,属性个数不固定
  815. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  816. break;
  817. case 130: //血线下 + 属性个数不固定
  818. case 131: //血线上 + 属性个数不固定
  819. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  820. break;
  821. case 151: //十字心触发
  822. case 169: //C触发
  823. case 198: //回血触发
  824. scale = sk[2]/100;
  825. break;
  826. case 170: //多色触发
  827. case 182: //长串触发
  828. case 193: //L触发
  829. scale = sk[3]/100;
  830. break;
  831. case 171: //多串触发
  832. scale = sk[6]/100;
  833. break;
  834. case 183: //又是个有两段血线的队长技
  835. scale = noHPneed ? 0 : sk[4]/100;
  836. break;
  837. case 210: //十字触发
  838. scale = sk[1]/100;
  839. break;
  840. case 235: { //可多次触发
  841. scale = (sk[4] || 0) / 100;
  842. break;
  843. }
  844. case 138: //调用其他队长技
  845. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  846. break;
  847. default:
  848. }
  849. return scale || 0;
  850. }
  851. //获取无条件盾减伤比例
  852. function getReduceScale_unconditional(ls)
  853. {
  854. const sk = ls.params;
  855. let scale = 0;
  856. switch (ls.type)
  857. {
  858. case 16: //无条件盾
  859. {
  860. scale = sk[0]/100;
  861. break;
  862. }
  863. case 129: //无条件盾,属性个数不固定
  864. case 163: //无条件盾,属性个数不固定
  865. {
  866. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  867. break;
  868. }
  869. case 178: //无条件盾,属性个数不固定
  870. {
  871. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  872. break;
  873. }
  874. case 138: //调用其他队长技
  875. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  876. break;
  877. default:
  878. }
  879. return scale || 0;
  880. }
  881. function getCannonAttr(skill)
  882. {
  883. const sk = skill.params;
  884. switch(skill.type)
  885. {
  886. case 0:
  887. case 1:
  888. case 37:
  889. case 58:
  890. case 59:
  891. case 84:
  892. case 85:
  893. case 86:
  894. case 87:
  895. case 115:
  896. return sk[0];
  897. case 110:
  898. case 143:
  899. return sk[1];
  900. case 42:
  901. return sk[1];
  902. case 144:
  903. return sk[3] ?? 0;
  904. default:
  905. return -1;
  906. }
  907. }
  908. function sortByParams(a,b,searchTypeArray,...pidxs)
  909. {
  910. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  911. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  912. if (pidxs.length==0) pidxs.push(0);
  913. let newPos = 0;
  914. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  915. for (let pidx of pidxs) {
  916. newPos = a_s.params[pidx] - b_s.params[pidx];
  917. if (newPos !== 0) break;
  918. }
  919. return newPos;
  920. }
  921. function sortByHPScal(a,b)
  922. {
  923. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  924. return getHPScale(a_s) - getHPScale(b_s);
  925. }
  926. function HPScal_Addition(card)
  927. {
  928. const skill = Skills[card.leaderSkillId];
  929. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  930. }
  931. function sortByReduceScale(a,b)
  932. {
  933. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  934. return getReduceScale(a_s) - getReduceScale(b_s);
  935. }
  936. function ReduceScale_Addition(card)
  937. {
  938. const skill = Skills[card.leaderSkillId];
  939. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  940. }
  941. function voidsAbsorption_Addition(card)
  942. {
  943. const searchTypeArray = [173];
  944. const skill = getCardActiveSkill(card, searchTypeArray);
  945. if (!skill) return;
  946. const sk = skill.params;
  947. const fragment = document.createDocumentFragment();
  948. const icons = [
  949. sk[1] && 'attr-absorb',
  950. sk[2] && 'combo-absorb',
  951. sk[3] && 'damage-absorb'
  952. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  953. fragment.append(...icons);
  954. fragment.append(`×${sk[0]}T`);
  955. return fragment;
  956. }
  957. function unbind_Turns(card)
  958. {
  959. const outObj = {
  960. normal: 0,
  961. awoken: 0
  962. };
  963. const searchTypeArray = [117,179];
  964. const skill = getCardActiveSkill(card, searchTypeArray);
  965. if (skill)
  966. {
  967. const sk = skill.params;
  968. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  969. outObj.awoken = sk[4] || 0;
  970. }
  971. return outObj;
  972. }
  973. function unbind_Addition(card)
  974. {
  975. const turns = unbind_Turns(card);
  976. const fragment = document.createDocumentFragment();
  977. if (turns.normal > 0)
  978. {
  979. fragment.append(createSkillIcon('unbind-normal'));
  980. if (turns.normal != turns.awoken)
  981. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  982. }
  983. if (turns.awoken > 0)
  984. {
  985. fragment.append(createSkillIcon('unbind-awakenings'));
  986. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  987. }
  988. return fragment;
  989. }
  990. function boardChange_ColorTypes(skill)
  991. {
  992. if (!skill) return [];
  993. const sk = skill.params;
  994. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  995. return colors;
  996. }
  997. function boardChange_Addition(card)
  998. {
  999. const searchTypeArray = [71];
  1000. const skill = getCardActiveSkill(card, searchTypeArray);
  1001. const colors = boardChange_ColorTypes(skill);
  1002. return createOrbsList(colors);
  1003. }
  1004. function orbsChangeParse(skill)
  1005. {
  1006. function changes(from, to)
  1007. {
  1008. return {from:from,to:to};
  1009. }
  1010. let outArr = [];
  1011. if (!skill) return outArr;
  1012. const sk = skill.params;
  1013. switch (skill.type)
  1014. {
  1015. case 9:{
  1016. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1017. break;
  1018. }
  1019. case 20:{
  1020. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1021. {
  1022. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1023. }
  1024. else
  1025. {
  1026. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1027. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1028. }
  1029. break;
  1030. }
  1031. case 154:{
  1032. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1033. break;
  1034. }
  1035. }
  1036. return outArr;
  1037. }
  1038. function changeOrbs_Addition(card)
  1039. {
  1040. const searchTypeArray = [9,20,154];
  1041. const skills = getCardActiveSkills(card, searchTypeArray);
  1042. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1043. const fragment = document.createDocumentFragment();
  1044. parsedSkills.forEach(p=>{
  1045. fragment.appendChild(createOrbsList(p.from));
  1046. fragment.appendChild(document.createTextNode(`→`));
  1047. fragment.appendChild(createOrbsList(p.to));
  1048. });
  1049. return fragment;
  1050. }
  1051. function generateOrbsParse(card)
  1052. {
  1053. let outArr = [];
  1054. const searchTypeArray = [141, 208];
  1055. const skills = getCardActiveSkills(card, searchTypeArray);
  1056. if (!skills.length) return outArr;
  1057. for (const skill of skills)
  1058. {
  1059. const sk = skill.params;
  1060. if (skill.type == 141)
  1061. {
  1062. outArr.push({
  1063. count: sk[0],
  1064. to: flags(sk[1] || 1),
  1065. exclude: flags(sk[2]),
  1066. });
  1067. }else
  1068. {
  1069. outArr.push({
  1070. count: sk[0],
  1071. to: flags(sk[1] || 1),
  1072. exclude: flags(sk[2]),
  1073. });
  1074. outArr.push({
  1075. count: sk[3],
  1076. to: flags(sk[4] || 1),
  1077. exclude: flags(sk[5]),
  1078. });
  1079. }
  1080. }
  1081. return outArr;
  1082. }
  1083. function generateOrbs_Addition(card)
  1084. {
  1085. const gens = generateOrbsParse(card);
  1086. const searchTypeArray = [141, 208];
  1087. const skill = getCardActiveSkill(card, searchTypeArray);
  1088. if (!skill) return;
  1089. const sk = skill.params;
  1090. const fragment = document.createDocumentFragment();
  1091. for (const gen of gens)
  1092. {
  1093. fragment.appendChild(createOrbsList(gen.to));
  1094. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1095. }
  1096. return fragment;
  1097. }
  1098. function lock_Addition(card)
  1099. {
  1100. const searchTypeArray = [152];
  1101. const skill = getCardActiveSkill(card, searchTypeArray);
  1102. if (!skill) return;
  1103. const sk = skill.params;
  1104. const fragment = document.createDocumentFragment();
  1105. fragment.appendChild(createSkillIcon('orb-locked'));
  1106. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1107. return fragment;
  1108. }
  1109. function dropLock_Addition(card)
  1110. {
  1111. const searchTypeArray = [205];
  1112. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1113. if (!skill) return;
  1114. const sk = skill.params;
  1115. const fragment = document.createDocumentFragment();
  1116. fragment.append(createSkillIcon('orb-locked'));
  1117. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'drop'));
  1118. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1119. return fragment;
  1120. }
  1121. function dropOrb_Addition(card)
  1122. {
  1123. const searchTypeArray = [126];
  1124. const skill = getCardActiveSkill(card, searchTypeArray);
  1125. if (!skill) return;
  1126. const sk = skill.params;
  1127. const colors = flags(sk[0]);
  1128. const fragment = document.createDocumentFragment();
  1129. fragment.appendChild(createOrbsList(colors, 'drop'));
  1130. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1131. return fragment;
  1132. }
  1133. function generateColumnOrbs_Addition(card)
  1134. {
  1135. const searchTypeArray = [127];
  1136. const skill = getCardActiveSkill(card, searchTypeArray);
  1137. if (!skill) return;
  1138. const sk = skill.params;
  1139. const colors = [];
  1140. for (let ai=0;ai<sk.length;ai+=2)
  1141. {
  1142. colors.push(flags(sk[ai+1]));
  1143. }
  1144. const fragment = document.createDocumentFragment();
  1145. fragment.appendChild(document.createTextNode(`竖`));
  1146. fragment.appendChild(createOrbsList(colors.flat()));
  1147. return fragment;
  1148. }
  1149. function generateRowOrbs_Addition(card)
  1150. {
  1151. const searchTypeArray = [128];
  1152. const skill = getCardActiveSkill(card, searchTypeArray);
  1153. if (!skill) return;
  1154. const sk = skill.params;
  1155. const colors = [];
  1156. for (let ai=0;ai<sk.length;ai+=2)
  1157. {
  1158. colors.push(flags(sk[ai+1]));
  1159. }
  1160. const fragment = document.createDocumentFragment();
  1161. fragment.appendChild(document.createTextNode(`横`));
  1162. fragment.appendChild(createOrbsList(colors.flat()));
  1163. return fragment;
  1164. }
  1165. function numericalATK_Addition(card)
  1166. {
  1167. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1168. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1169. const skill = getCardActiveSkill(card, searchTypeArray);
  1170. if (!skill) return;
  1171. //const sk = skill.params;
  1172. const colors = [getCannonAttr(skill)];
  1173. const fragment = document.createDocumentFragment();
  1174. fragment.append(`射`);
  1175. fragment.append(createOrbsList(colors));
  1176. if (typeArray_Rate.includes(skill.type)) {
  1177. function getNumber(skill){
  1178. const sk = skill.params;
  1179. switch(skill.type)
  1180. {
  1181. case 0:
  1182. case 37:
  1183. case 58:
  1184. case 59:
  1185. case 84:
  1186. case 85:
  1187. case 115:
  1188. return sk[1];
  1189. case 2:
  1190. case 35:
  1191. return sk[0];
  1192. default:
  1193. return 0;
  1194. }
  1195. }
  1196. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1197. }
  1198. return fragment;
  1199. }
  1200. function memberATK_Addition(card)
  1201. {
  1202. const searchTypeArray = [230];
  1203. const skill = getCardActiveSkill(card, searchTypeArray);
  1204. if (!skill) return;
  1205. const sk = skill.params;
  1206. const fragment = document.createDocumentFragment();
  1207. const ul = fragment.appendChild(document.createElement("ul"));
  1208. ul.className = "team-flags";
  1209. for (let i = 0; i<6; i++) {
  1210. const li = ul.appendChild(document.createElement("li"));
  1211. li.className = "team-member-icon";
  1212. }
  1213. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1214. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1215. let str = '';
  1216. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1217. fragment.appendChild(document.createTextNode(str));
  1218. return fragment;
  1219. }
  1220. function dixedDamage_Addition(card)
  1221. {
  1222. const searchTypeArray = [55, 188, 56];
  1223. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1224. if (!skills.length) return;
  1225. const skill = skills[0];
  1226. const sk = skill.params;
  1227. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1228. }
  1229. function gravity_Addition(card)
  1230. {
  1231. const searchTypeArray = [6, 161];
  1232. const skill = getCardActiveSkill(card, searchTypeArray);
  1233. if (!skill) return;
  1234. const sk = skill.params;
  1235. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1236. }
  1237. function healImmediately_Rate(card)
  1238. {
  1239. const searchTypeArray = [7, //自身回复力
  1240. 8, //固定点数
  1241. 35,115, //吸血
  1242. 117
  1243. ];
  1244. const skills = getCardActiveSkills(card, searchTypeArray);
  1245. const outObj = {
  1246. vampire: 0,
  1247. selfRcv: 0,
  1248. const: 0,
  1249. scale: 0,
  1250. };
  1251. if (!skills.length) return outObj;
  1252. skills.forEach(skill=>{
  1253. const sk = skill.params;
  1254. if (skill.type == 7)
  1255. {
  1256. outObj.selfRcv += sk[0];
  1257. }
  1258. else if(skill.type == 8)
  1259. {
  1260. outObj.const += sk[0];
  1261. }
  1262. else if(skill.type == 35)
  1263. {
  1264. outObj.vampire += sk[1];
  1265. }
  1266. else if(skill.type == 115)
  1267. {
  1268. outObj.vampire += sk[2];
  1269. }
  1270. else if(skill.type == 117)
  1271. {
  1272. outObj.selfRcv += sk[1] || 0;
  1273. outObj.const += sk[2] || 0;
  1274. outObj.scale += sk[3] || 0;
  1275. }
  1276. });
  1277. return outObj;
  1278. }
  1279. function atkBuff_Rate(card)
  1280. {
  1281. const searchTypeArray = [
  1282. 88,92, //类型的
  1283. 50,90, //属性的,要排除回复力
  1284. 156,168,231, //宝石姬
  1285. 228, //属性、类型数量
  1286. ];
  1287. const skills = getCardActiveSkills(card, searchTypeArray);
  1288. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1289. function atkBuffParse(skill) {
  1290. const outObj = {
  1291. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1292. types: [],
  1293. attrs: [],
  1294. awoken: [],
  1295. rate: 0,
  1296. turns: 0,
  1297. };
  1298. if (!skill) return outObj;
  1299. const sk = skill.params;
  1300. if (skill.type == 88 || skill.type == 92)
  1301. {
  1302. outObj.skilltype = 2;
  1303. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1304. outObj.turns = sk[0];
  1305. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1306. }
  1307. else if(skill.type == 50 || skill.type == 90)
  1308. {
  1309. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1310. if (!outObj.attrs.length) //去除回复力
  1311. return outObj;
  1312. outObj.skilltype = 2;
  1313. outObj.turns = sk[0];
  1314. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1315. }
  1316. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1317. || skill.type == 168)
  1318. {
  1319. outObj.skilltype = 1;
  1320. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1321. outObj.turns = sk[0];
  1322. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1323. }
  1324. else if(skill.type == 228 && sk[3] > 0)
  1325. {
  1326. outObj.skilltype = 1;
  1327. outObj.attrs = flags(sk[1]);
  1328. outObj.types = flags(sk[2]);
  1329. outObj.turns = sk[0];
  1330. outObj.rate = sk[3];
  1331. }
  1332. else if(skill.type == 231 && sk[6] > 0)
  1333. {
  1334. outObj.skilltype = 1;
  1335. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1336. outObj.turns = sk[0];
  1337. outObj.rate = sk[6];
  1338. }
  1339. return outObj;
  1340. }
  1341. }
  1342. function rcvBuff_Rate(card)
  1343. {
  1344. const searchTypeArray = [
  1345. 50,90,
  1346. 228, 231, //宝石姬
  1347. ];
  1348. const skills = getCardActiveSkills(card, searchTypeArray);
  1349. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1350. function rcvBuffParse(skill) {
  1351. const outObj = {
  1352. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1353. types: [],
  1354. attrs: [],
  1355. awoken: [],
  1356. rate: 0,
  1357. turns: 0,
  1358. };
  1359. if (!skill) return outObj;
  1360. const sk = skill.params;
  1361. if (skill.type == 228 && sk[4] > 0) {
  1362. outObj.skilltype = 1;
  1363. outObj.attrs = flags(sk[1]);
  1364. outObj.types = flags(sk[2]);
  1365. outObj.turns = sk[0];
  1366. outObj.rate = sk[4];
  1367. } else if (skill.type == 231 && sk[7] > 0) {
  1368. outObj.skilltype = 1;
  1369. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1370. outObj.turns = sk[0];
  1371. outObj.rate = sk[7];
  1372. } else if (skill.type == 50 || skill.type == 90) {
  1373. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1374. outObj.turns = sk[0];
  1375. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1376. }
  1377. return outObj;
  1378. }
  1379. }
  1380. function damageSelf_Rate(card)
  1381. {
  1382. const searchTypeArray = [84,85,86,87,195];
  1383. const skill = getCardActiveSkill(card, searchTypeArray);
  1384. if (!skill) return 0;
  1385. const sk = skill.params;
  1386. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1387. }
  1388. function changeEnemiesAttr_Attr(card)
  1389. {
  1390. const outObj = {
  1391. attr: null,
  1392. turns: 0
  1393. }
  1394. const searchTypeArray = [153, 224];
  1395. const skill = getCardActiveSkill(card, searchTypeArray);
  1396. if (!skill) return outObj;
  1397. const sk = skill.params;
  1398. if (skill.type == 153)
  1399. {
  1400. outObj.attr = sk[0];
  1401. }
  1402. else if (skill.type == 224)
  1403. {
  1404. outObj.attr = sk[1] || 0;
  1405. outObj.turns = sk[0];
  1406. }
  1407. return outObj;
  1408. }
  1409. //创建1个觉醒图标
  1410. function createAwokenIcon(awokenId)
  1411. {
  1412. const icon = document.createElement("icon");
  1413. icon.className ="awoken-icon";
  1414. icon.setAttribute("data-awoken-icon", awokenId);
  1415. return icon;
  1416. }
  1417. //产生一个觉醒列表
  1418. function creatAwokenList(awokens) {
  1419. const ul = document.createElement("ul");
  1420. ul.className = "awoken-ul";
  1421. awokens.forEach(ak=>{
  1422. const li = ul.appendChild(document.createElement("li"));
  1423. const icon = li.appendChild(createAwokenIcon(ak));
  1424. });
  1425. return ul;
  1426. }
  1427. //产生宝珠列表
  1428. function createOrbsList(orbs, className)
  1429. {
  1430. if (orbs == undefined) orbs = [0];
  1431. else if (!Array.isArray(orbs)) orbs = [orbs];
  1432. const ul = document.createElement("ul");
  1433. ul.className = "board";
  1434. orbs.forEach(orbType => {
  1435. const li = ul.appendChild(document.createElement("li"));
  1436. li.className = className ? `orb ${className}` :`orb`;
  1437. li.setAttribute("data-orb-icon", orbType);
  1438. });
  1439. return ul;
  1440. }
  1441. //产生类型列表
  1442. function createTypesList(types)
  1443. {
  1444. if (types == undefined) types = [0];
  1445. else if (!Array.isArray(types)) types = [types];
  1446. const ul = document.createElement("ul");
  1447. ul.className = "types-ul";
  1448. types.forEach(type => {
  1449. const li = ul.appendChild(document.createElement("li"));
  1450. li.className = `type-icon`;
  1451. li.setAttribute("data-type-icon", type);
  1452. });
  1453. return ul;
  1454. }
  1455. const functions = [
  1456. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1457. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1458. ]},
  1459. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1460. {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)"},
  1461. function:cards=>{
  1462. const searchTypeArray = [173];
  1463. return cards.filter(card=>{
  1464. const skill = getCardActiveSkill(card, searchTypeArray);
  1465. return skill && skill.params[1];
  1466. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1467. },
  1468. addition:voidsAbsorption_Addition
  1469. },
  1470. /*{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)"},
  1471. function:cards=>{
  1472. const searchTypeArray = [173];
  1473. return cards.filter(card=>{
  1474. const skill = getCardActiveSkill(card, searchTypeArray);
  1475. return skill && skill.params[2];
  1476. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1477. },addition:voidsAbsorption_Addition},*/
  1478. {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)"},
  1479. function:cards=>{
  1480. const searchTypeArray = [173];
  1481. return cards.filter(card=>{
  1482. const skill = getCardActiveSkill(card, searchTypeArray);
  1483. return skill && skill.params[3];
  1484. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1485. },
  1486. addition:voidsAbsorption_Addition
  1487. },
  1488. {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)"},
  1489. function:cards=>{
  1490. const searchTypeArray = [173];
  1491. return cards.filter(card=>{
  1492. const skill = getCardActiveSkill(card, searchTypeArray);
  1493. return skill && skill.params[1] && skill.params[3];
  1494. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1495. },
  1496. addition:voidsAbsorption_Addition
  1497. },
  1498. {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)"},
  1499. function:cards=>{
  1500. const searchTypeArray = [191];
  1501. return cards.filter(card=>{
  1502. const skill = getCardActiveSkill(card, searchTypeArray);
  1503. return skill;
  1504. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1505. },
  1506. addition:card=>{
  1507. const searchTypeArray = [191];
  1508. const skill = getCardActiveSkill(card, searchTypeArray);
  1509. if (!skill) return;
  1510. const sk = skill.params;
  1511. const fragment = document.createDocumentFragment();
  1512. fragment.append(createSkillIcon('damage-void'));
  1513. fragment.append(`×${sk[0]}T`);
  1514. return fragment;
  1515. }
  1516. },
  1517. ]},
  1518. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1519. {
  1520. 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)"},
  1521. function:cards=>{
  1522. return cards.filter(card=>{
  1523. const turns = unbind_Turns(card);
  1524. return turns.normal > 0;
  1525. }).sort((a,b)=>{
  1526. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1527. let a_pC = a_s.normal, b_pC = b_s.normal;
  1528. return a_pC - b_pC;
  1529. });
  1530. },
  1531. addition:unbind_Addition
  1532. },
  1533. {
  1534. 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)"},
  1535. function:cards=>{
  1536. return cards.filter(card=>{
  1537. const turns = unbind_Turns(card);
  1538. return turns.awoken > 0;
  1539. }).sort((a,b)=>{
  1540. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1541. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1542. return a_pC - b_pC;
  1543. });
  1544. },
  1545. addition:unbind_Addition
  1546. },
  1547. {
  1548. 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)"},
  1549. function:cards=>{
  1550. return cards.filter(card=>{
  1551. const turns = unbind_Turns(card);
  1552. return turns.normal && turns.awoken > 0;
  1553. }).sort((a,b)=>{
  1554. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1555. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1556. return a_pC - b_pC;
  1557. });
  1558. },
  1559. addition:unbind_Addition
  1560. },
  1561. {
  1562. 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)"},
  1563. function:cards=>{
  1564. const searchTypeArray = [196];
  1565. return cards.filter(card=>{
  1566. const skill = getCardActiveSkill(card, searchTypeArray);
  1567. return skill;
  1568. }).sort((a,b)=>{
  1569. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1570. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1571. return a_pC - b_pC;
  1572. })
  1573. },
  1574. addition:card=>{
  1575. const searchTypeArray = [196];
  1576. const skill = getCardActiveSkill(card, searchTypeArray);
  1577. if (!skill) return;
  1578. const sk = skill.params;
  1579. const fragment = document.createDocumentFragment();
  1580. fragment.append(createSkillIcon('unbind-matches'));
  1581. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1582. return fragment;
  1583. }
  1584. },
  1585. ]},
  1586. {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: [
  1587. {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)"},
  1588. function:cards=>{
  1589. const searchTypeArray = [146];
  1590. return cards.filter(card=>{
  1591. const skill = getCardActiveSkill(card, searchTypeArray);
  1592. return skill;
  1593. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1594. },
  1595. addition:card=>{
  1596. const searchTypeArray = [146];
  1597. const skill = getCardActiveSkill(card, searchTypeArray);
  1598. if (!skill) return;
  1599. const sk = skill.params;
  1600. const fragment = document.createDocumentFragment();
  1601. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1602. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1603. return fragment;
  1604. }
  1605. },
  1606. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1607. function:cards=>{
  1608. const searchTypeArray = [218];
  1609. return cards.filter(card=>{
  1610. const skill = getCardActiveSkill(card, searchTypeArray);
  1611. return skill;
  1612. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1613. },
  1614. addition:card=>{
  1615. const searchTypeArray = [218];
  1616. const skill = getCardActiveSkill(card, searchTypeArray);
  1617. if (!skill) return;
  1618. const sk = skill.params;
  1619. const fragment = document.createDocumentFragment();
  1620. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1621. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1622. return fragment;
  1623. }
  1624. },
  1625. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1626. function:cards=>{
  1627. const searchTypeArray = [93, 227];
  1628. return cards.filter(card=>{
  1629. const skill = getCardActiveSkill(card, searchTypeArray);
  1630. return skill;
  1631. }).sort((a,b)=>{
  1632. const a_s = getCardActiveSkill(a, searchTypeArray),
  1633. b_s = getCardActiveSkill(b, searchTypeArray);
  1634. return a_s.type - b_s.type;
  1635. });
  1636. },
  1637. addition:card=>{
  1638. const searchTypeArray = [93, 227];
  1639. const skill = getCardActiveSkill(card, searchTypeArray);
  1640. if (!skill) return;
  1641. const fragment = document.createDocumentFragment();
  1642. fragment.append(createSkillIcon('leader-change'));
  1643. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1644. return fragment;
  1645. }
  1646. },
  1647. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1648. function:cards=>{
  1649. function getIncreaseDamageCap(skill)
  1650. {
  1651. let cap = 0;
  1652. switch (skill.type) {
  1653. case 241:
  1654. cap = skill.params[1];
  1655. break;
  1656. case 246:
  1657. cap = skill.params[2];
  1658. break;
  1659. case 247:
  1660. cap = skill.params[3];
  1661. break;
  1662. }
  1663. return cap;
  1664. }
  1665. const searchTypeArray = [241, 246, 247];
  1666. return cards.filter(card=>{
  1667. const skill = getCardActiveSkill(card, searchTypeArray);
  1668. return skill;
  1669. }).sort((a,b)=>{
  1670. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1671. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1672. return a_pC - b_pC;
  1673. });
  1674. },
  1675. addition:card=>{
  1676. const searchTypeArray = [241, 246, 247];
  1677. const skill = getCardActiveSkill(card, searchTypeArray);
  1678. if (!skill) return;
  1679. const sk = skill.params;
  1680. let cap;
  1681. switch (skill.type) {
  1682. case 241:
  1683. cap = sk[1];
  1684. break;
  1685. case 246:
  1686. cap = sk[2];
  1687. break;
  1688. case 247:
  1689. cap = sk[3];
  1690. break;
  1691. }
  1692. if (skill.type == 241) {
  1693. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  1694. } else {
  1695. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  1696. }
  1697. }
  1698. },
  1699. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1700. function:cards=>{
  1701. const searchTypeArray = [230];
  1702. return cards.filter(card=>{
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. return skill;
  1705. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1706. },
  1707. addition:memberATK_Addition
  1708. },
  1709. {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"},
  1710. function:cards=>{
  1711. const searchTypeArray = [230];
  1712. return cards.filter(card=>{
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. return skill && Boolean(skill.params[1] & 1<<0);
  1715. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1716. },
  1717. addition:memberATK_Addition
  1718. },
  1719. {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"},
  1720. function:cards=>{
  1721. const searchTypeArray = [230];
  1722. return cards.filter(card=>{
  1723. const skill = getCardActiveSkill(card, searchTypeArray);
  1724. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1725. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1726. },
  1727. addition:memberATK_Addition
  1728. },
  1729. {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"},
  1730. function:cards=>{
  1731. const searchTypeArray = [230];
  1732. return cards.filter(card=>{
  1733. const skill = getCardActiveSkill(card, searchTypeArray);
  1734. return skill && Boolean(skill.params[1] & 1<<3);
  1735. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1736. },
  1737. addition:memberATK_Addition
  1738. },
  1739. {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)"},
  1740. function:cards=>{
  1741. const searchTypeArray = [142];
  1742. return cards.filter(card=>{
  1743. const skill = getCardActiveSkill(card, searchTypeArray);
  1744. return skill;
  1745. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1746. },
  1747. addition:card=>{
  1748. const searchTypeArray = [142];
  1749. const skill = getCardActiveSkill(card, searchTypeArray);
  1750. if (!skill) return;
  1751. const sk = skill.params;
  1752. const fragment = document.createDocumentFragment();
  1753. fragment.appendChild(document.createTextNode(`自→`));
  1754. fragment.appendChild(createOrbsList(sk[1]));
  1755. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1756. return fragment;
  1757. }
  1758. },
  1759. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1760. function:cards=>cards.filter(card=>{
  1761. const searchTypeArray = [214];
  1762. const skill = getCardActiveSkill(card, searchTypeArray);
  1763. return skill;
  1764. }),
  1765. addition:card=>{
  1766. const searchTypeArray = [214];
  1767. const skill = getCardActiveSkill(card, searchTypeArray);
  1768. if (!skill) return;
  1769. const sk = skill.params;
  1770. return document.createTextNode(`自封技${sk[0]}T`);
  1771. }
  1772. },
  1773. ]},
  1774. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1775. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1776. function:cards=>{
  1777. const searchTypeArray = [179];
  1778. return cards.filter(card=>{
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. return skill;
  1781. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1782. },
  1783. addition:card=>{
  1784. const searchTypeArray = [179];
  1785. const skill = getCardActiveSkill(card, searchTypeArray);
  1786. if (!skill) return;
  1787. const sk = skill.params;
  1788. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  1789. }
  1790. },
  1791. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1792. function:cards=>{
  1793. return cards.filter(card=>{
  1794. const heal = healImmediately_Rate(card);
  1795. return Object.values(heal).some(v=>v);
  1796. })
  1797. .sort((a,b)=>{
  1798. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1799. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1800. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1801. let sortNum = a_i - b_i;
  1802. if (!sortNum)
  1803. {
  1804. sortNum = a_vs[a_i] - b_vs[b_i];
  1805. }
  1806. return sortNum;
  1807. });
  1808. },
  1809. addition:card=>{
  1810. const heal = healImmediately_Rate(card);
  1811. let strArr = [];
  1812. if (heal.scale)
  1813. strArr.push(`${heal.scale}%最大HP`);
  1814. if (heal.const)
  1815. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  1816. if (heal.selfRcv)
  1817. strArr.push(`${heal.selfRcv/100}倍回复力`);
  1818. if (heal.vampire)
  1819. strArr.push(`${heal.vampire}%伤害`);
  1820. return strArr.join(',');
  1821. }
  1822. },
  1823. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1824. function:cards=>{
  1825. const searchTypeArray = [237];
  1826. return cards.filter(card=>{
  1827. const skill = getCardActiveSkill(card, searchTypeArray);
  1828. return skill;
  1829. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1830. },
  1831. addition:card=>{
  1832. const searchTypeArray = [237];
  1833. const skill = getCardActiveSkill(card, searchTypeArray);
  1834. if (!skill) return;
  1835. const sk = skill.params;
  1836. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  1837. }
  1838. },
  1839. {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)"},
  1840. function:cards=>{
  1841. return cards.filter(card=>damageSelf_Rate(card)>0)
  1842. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1843. },
  1844. addition:card=>{
  1845. let rate = damageSelf_Rate(card);
  1846. if (rate < 100)
  1847. return `减少${rate}%`;
  1848. else
  1849. return `减少到1`;
  1850. }
  1851. },
  1852. ]},
  1853. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1854. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1855. function:cards=>cards.filter(card=>{
  1856. const searchTypeArray = [172];
  1857. const skill = getCardActiveSkill(card, searchTypeArray);
  1858. return skill;
  1859. })
  1860. },
  1861. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1862. function:cards=>cards.filter(card=>{
  1863. const searchTypeArray = [152];
  1864. const skill = getCardActiveSkill(card, searchTypeArray);
  1865. return skill;
  1866. }),
  1867. addition:lock_Addition
  1868. },
  1869. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1870. function:cards=>cards.filter(card=>{
  1871. const searchTypeArray = [152];
  1872. const skill = getCardActiveSkill(card, searchTypeArray);
  1873. return skill && (skill.params[0] & 63) === 63;
  1874. }),
  1875. addition:lock_Addition
  1876. },
  1877. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1878. function:cards=>{
  1879. const searchTypeArray = [52,91,140];
  1880. return cards.filter(card=>{
  1881. const skill = getCardActiveSkill(card, searchTypeArray);
  1882. return skill;
  1883. });
  1884. },
  1885. addition:card=>{
  1886. const searchTypeArray = [52,91,140];
  1887. const skill = getCardActiveSkill(card, searchTypeArray);
  1888. if (!skill) return;
  1889. const sk = skill.params;
  1890. let attrs = [];
  1891. switch (skill.type)
  1892. {
  1893. case 52:{
  1894. attrs.push(sk[0]); break;
  1895. }
  1896. case 91:{
  1897. attrs = sk.slice(0,-1); break;
  1898. }
  1899. case 140:{
  1900. attrs = flags(sk[0]); break;
  1901. }
  1902. }
  1903. const fragment = document.createDocumentFragment();
  1904. fragment.appendChild(document.createTextNode(`强化`));
  1905. fragment.appendChild(createOrbsList(attrs));
  1906. return fragment;
  1907. }
  1908. },
  1909. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1910. function:cards=>cards.filter(card=>{
  1911. const searchTypeArray = [215];
  1912. const skill = getCardActiveSkill(card, searchTypeArray);
  1913. return skill;
  1914. }),
  1915. addition:card=>{
  1916. const searchTypeArray = [215];
  1917. const skill = getCardActiveSkill(card, searchTypeArray);
  1918. if (!skill) return;
  1919. const sk = skill.params;
  1920. const fragment = document.createDocumentFragment();
  1921. fragment.appendChild(document.createTextNode(`自封`));
  1922. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1923. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1924. return fragment;
  1925. }
  1926. },
  1927. ]},
  1928. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1929. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1930. function:cards=>cards.filter(card=>{
  1931. function isLoopBuff(parsedSkill, cd) {
  1932. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1933. && skill.turns >= cd);
  1934. }
  1935. //跳过0号技能的、会变身成别人的和无技能数据的
  1936. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1937. const skill = Skills[card.activeSkillId];
  1938. if (!skill) return false;
  1939. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1940. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1941. let parsedActiveSkill = skillParser(card.activeSkillId);
  1942. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1943. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  1944. let parsedGroupSkill = parsedActiveSkill?.[0];
  1945. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1946. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1947. }
  1948. //进化类技能,排除循环进化,并只计算最后一级
  1949. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  1950. let lastIdx = parsedGroupSkill.params.length - 1;
  1951. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  1952. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1953. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  1954. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  1955. }
  1956. return false;
  1957. })
  1958. },
  1959. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1960. function:cards=>{
  1961. return cards.filter(card=>{
  1962. const atkbuff = rcvBuff_Rate(card);
  1963. return atkbuff.skilltype > 0;
  1964. }).sort((a,b)=>{
  1965. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1966. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1967. if (sortNum == 0)
  1968. sortNum = a_pC.rate - b_pC.rate;
  1969. if (sortNum == 0)
  1970. sortNum = a_pC.turns - b_pC.turns;
  1971. return sortNum;
  1972. });
  1973. },
  1974. addition:card=>{
  1975. const atkbuff = rcvBuff_Rate(card);
  1976. const fragment = document.createDocumentFragment();
  1977. fragment.appendChild(createOrbsList([5]));
  1978. if (atkbuff.skilltype == 0) return fragment;
  1979. if (atkbuff.skilltype == 1)
  1980. {
  1981. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1982. if (atkbuff.awoken.length)
  1983. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1984. if (atkbuff.attrs.length)
  1985. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1986. if (atkbuff.types.length)
  1987. fragment.appendChild(createTypesList(atkbuff.types));
  1988. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1989. }else if (atkbuff.skilltype == 2)
  1990. {
  1991. if (atkbuff.attrs.length)
  1992. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1993. if (atkbuff.types.length)
  1994. fragment.appendChild(createTypesList(atkbuff.types));
  1995. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1996. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1997. }
  1998. return fragment;
  1999. }
  2000. },
  2001. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2002. function:cards=>{
  2003. return cards.filter(card=>{
  2004. const atkbuff = atkBuff_Rate(card);
  2005. return atkbuff.skilltype > 0;
  2006. }).sort((a,b)=>{
  2007. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2008. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2009. if (sortNum == 0)
  2010. sortNum = a_pC.rate - b_pC.rate;
  2011. if (sortNum == 0)
  2012. sortNum = a_pC.turns - b_pC.turns;
  2013. return sortNum;
  2014. });
  2015. },
  2016. addition:card=>{
  2017. const atkbuff = atkBuff_Rate(card);
  2018. const fragment = document.createDocumentFragment();
  2019. if (atkbuff.skilltype == 0) return fragment;
  2020. if (atkbuff.skilltype == 1)
  2021. {
  2022. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2023. if (atkbuff.awoken.length)
  2024. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2025. if (atkbuff.attrs.length)
  2026. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2027. if (atkbuff.types.length)
  2028. fragment.appendChild(createTypesList(atkbuff.types));
  2029. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2030. }else if (atkbuff.skilltype == 2)
  2031. {
  2032. if (atkbuff.attrs.length)
  2033. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2034. if (atkbuff.types.length)
  2035. fragment.appendChild(createTypesList(atkbuff.types));
  2036. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2037. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2038. }
  2039. return fragment;
  2040. }
  2041. },
  2042. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2043. function:cards=>{
  2044. const searchTypeArray = [132];
  2045. return cards.filter(card=>{
  2046. const skill = getCardActiveSkill(card, searchTypeArray);
  2047. return skill;
  2048. }).sort((a,b)=>{
  2049. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2050. //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
  2051. 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;
  2052. 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]);
  2053. });
  2054. },
  2055. addition:card=>{
  2056. const searchTypeArray = [132];
  2057. const skill = getCardActiveSkill(card, searchTypeArray);
  2058. if (!skill) return;
  2059. const sk = skill.params;
  2060. let str = "👆";
  2061. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2062. if (sk[2]) str += `x${sk[2]/100}`;
  2063. str += `x${sk[0]}T`;
  2064. return str;
  2065. }
  2066. },
  2067. {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)"},
  2068. function:cards=>{
  2069. const searchTypeArray = [160];
  2070. return cards.filter(card=>{
  2071. const skill = getCardActiveSkill(card, searchTypeArray);
  2072. return skill;
  2073. }).sort((a,b)=>{
  2074. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2075. return a_s.params[1] - b_s.params[1];
  2076. });
  2077. },
  2078. addition:card=>{
  2079. const searchTypeArray = [160];
  2080. const skill = getCardActiveSkill(card, searchTypeArray);
  2081. if (!skill) return;
  2082. const sk = skill.params;
  2083. return `+${sk[1]}C×${sk[0]}T`;
  2084. }
  2085. },
  2086. {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)"},
  2087. function:cards=>{
  2088. const searchTypeArray = [3,156];
  2089. return cards.filter(card=>{
  2090. const skill = getCardActiveSkill(card, searchTypeArray);
  2091. if (!skill) return false;
  2092. if (skill.type == 156)
  2093. return skill.params[4]==3;
  2094. else
  2095. return true;
  2096. }).sort((a,b)=>{
  2097. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2098. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2099. if (!sortNum)
  2100. {
  2101. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2102. sortNum = a_pC - b_pC;
  2103. }
  2104. return sortNum;
  2105. });
  2106. },
  2107. addition:card=>{
  2108. const searchTypeArray = [3,156];
  2109. const skill = getCardActiveSkill(card, searchTypeArray);
  2110. if (!skill) return;
  2111. const sk = skill.params;
  2112. const fragment = document.createDocumentFragment();
  2113. if (skill.type == 156)
  2114. {
  2115. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2116. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2117. fragment.appendChild(creatAwokenList(awokenArr));
  2118. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2119. }else
  2120. {
  2121. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2122. }
  2123. return fragment;
  2124. }
  2125. },
  2126. {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)"},
  2127. function:cards=>{
  2128. const searchTypeArray = [3];
  2129. return cards.filter(card=>{
  2130. const skill = getCardActiveSkill(card, searchTypeArray);
  2131. return skill && skill.params[1]>=100;
  2132. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2133. },
  2134. addition:card=>{
  2135. const searchTypeArray = [3];
  2136. const skill = getCardActiveSkill(card, searchTypeArray);
  2137. if (!skill) return;
  2138. const sk = skill.params;
  2139. return `无敌×${sk[0]}T`;
  2140. }
  2141. },
  2142. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2143. function:cards=>{
  2144. const searchTypeArray = [21];
  2145. return cards.filter(card=>{
  2146. const skill = getCardActiveSkill(card, searchTypeArray);
  2147. return skill;
  2148. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2149. },
  2150. addition:card=>{
  2151. const searchTypeArray = [21];
  2152. const skill = getCardActiveSkill(card, searchTypeArray);
  2153. if (!skill) return;
  2154. const sk = skill.params;
  2155. const colors = [sk[1]];
  2156. const fragment = document.createDocumentFragment();
  2157. fragment.appendChild(document.createTextNode(`-`));
  2158. fragment.appendChild(createOrbsList(colors));
  2159. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2160. return fragment;
  2161. }
  2162. },
  2163. {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)"},
  2164. function:cards=>{
  2165. const searchTypeArray = [51];
  2166. return cards.filter(card=>{
  2167. const skill = getCardActiveSkill(card, searchTypeArray);
  2168. return skill;
  2169. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2170. },
  2171. addition:card=>{
  2172. const searchTypeArray = [51];
  2173. const skill = getCardActiveSkill(card, searchTypeArray);
  2174. if (!skill) return;
  2175. const sk = skill.params;
  2176. return `全体×${sk[0]}T`;
  2177. }
  2178. },
  2179. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2180. function:cards=>cards.filter(card=>{
  2181. const searchTypeArray = [156,168,228,231];
  2182. const skill = getCardActiveSkill(card, searchTypeArray);
  2183. return skill;
  2184. })
  2185. },
  2186. ]},
  2187. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2188. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2189. function:cards=>{
  2190. const searchTypeArray = [18];
  2191. return cards.filter(card=>{
  2192. const skill = getCardActiveSkill(card, searchTypeArray);
  2193. return skill;
  2194. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2195. },
  2196. addition:card=>{
  2197. const searchTypeArray = [18];
  2198. const skill = getCardActiveSkill(card, searchTypeArray);
  2199. if (!skill) return;
  2200. const sk = skill.params;
  2201. return document.createTextNode(`威吓×${sk[0]}T`);
  2202. }
  2203. },
  2204. {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)"},
  2205. function:cards=>{
  2206. const searchTypeArray = [19];
  2207. return cards.filter(card=>{
  2208. const skill = getCardActiveSkill(card, searchTypeArray);
  2209. return skill;
  2210. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2211. },
  2212. addition:card=>{
  2213. const searchTypeArray = [19];
  2214. const skill = getCardActiveSkill(card, searchTypeArray);
  2215. if (!skill) return;
  2216. const sk = skill.params;
  2217. return `破防${sk[1]}%×${sk[0]}T`;
  2218. }
  2219. },
  2220. {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)"},
  2221. function:cards=>{
  2222. const searchTypeArray = [4];
  2223. return cards.filter(card=>{
  2224. const skill = getCardActiveSkill(card, searchTypeArray);
  2225. return skill;
  2226. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2227. },
  2228. addition:card=>{
  2229. const searchTypeArray = [4];
  2230. const skill = getCardActiveSkill(card, searchTypeArray);
  2231. if (!skill) return;
  2232. const sk = skill.params;
  2233. return `攻击力×${sk[0]/100}倍`;
  2234. }
  2235. },
  2236. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2237. function:cards=>{
  2238. return cards.filter(card=>{
  2239. return changeEnemiesAttr_Attr(card).attr != null;
  2240. }).sort((a,b)=>{
  2241. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2242. return a_pC.attr - b_pC.attr;
  2243. })
  2244. },
  2245. addition:card=>{
  2246. let change = changeEnemiesAttr_Attr(card);
  2247. const fragment = document.createDocumentFragment();
  2248. fragment.appendChild(document.createTextNode(`敌→`));
  2249. fragment.appendChild(createOrbsList(change.attr));
  2250. if (change.turns > 0)
  2251. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2252. return fragment;
  2253. }
  2254. },
  2255. {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)"},
  2256. function:cards=>{
  2257. const searchTypeArray = [60];
  2258. return cards.filter(card=>{
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. return skill;
  2261. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2262. },
  2263. addition:card=>{
  2264. const searchTypeArray = [60];
  2265. const skill = getCardActiveSkill(card, searchTypeArray);
  2266. if (!skill) return;
  2267. const sk = skill.params;
  2268. const fragment = document.createDocumentFragment();
  2269. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2270. fragment.appendChild(createOrbsList(sk[2]));
  2271. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2272. return fragment;
  2273. }
  2274. },
  2275. ]},
  2276. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2277. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2278. function:cards=>cards.filter(card=>{
  2279. const searchTypeArray = [10];
  2280. const skill = getCardActiveSkill(card, searchTypeArray);
  2281. return skill;
  2282. })
  2283. },
  2284. {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)"},
  2285. function:cards=>{
  2286. const searchTypeArray = [184];
  2287. return cards.filter(card=>{
  2288. const skill = getCardActiveSkill(card, searchTypeArray);
  2289. return skill;
  2290. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2291. },
  2292. addition:card=>{
  2293. const searchTypeArray = [184];
  2294. const skill = getCardActiveSkill(card, searchTypeArray);
  2295. if (!skill) return;
  2296. const sk = skill.params;
  2297. return `无↓×${sk[0]}T`;
  2298. }
  2299. },
  2300. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2301. function:cards=>{
  2302. const searchTypeArray = [207];
  2303. return cards.filter(card=>{
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. return skill;
  2306. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2307. },
  2308. addition:card=>{
  2309. const searchTypeArray = [207];
  2310. const skill = getCardActiveSkill(card, searchTypeArray);
  2311. if (!skill) return;
  2312. const sk = skill.params;
  2313. if (sk[7])
  2314. return `${sk[7]}个×${sk[0]}T`;
  2315. else
  2316. return `特殊形状×${sk[0]}T`;
  2317. }
  2318. },
  2319. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2320. function:cards=>{
  2321. const searchTypeArray = [238];
  2322. return cards.filter(card=>{
  2323. const skill = getCardActiveSkill(card, searchTypeArray);
  2324. return skill;
  2325. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2326. },
  2327. addition:card=>{
  2328. const searchTypeArray = [238];
  2329. const skill = getCardActiveSkill(card, searchTypeArray);
  2330. if (!skill) return;
  2331. const sk = skill.params;
  2332. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2333. }
  2334. },
  2335. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2336. function:cards=>{
  2337. const searchTypeArray = [239];
  2338. return cards.filter(card=>{
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. return skill;
  2341. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2342. },
  2343. addition:card=>{
  2344. const searchTypeArray = [239];
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. if (!skill) return;
  2347. const sk = skill.params;
  2348. const colums = flags(sk[1]), rows = flags(sk[2]);
  2349. const fragment = document.createDocumentFragment();
  2350. if (colums.length)
  2351. fragment.append(`${colums.length}竖`);
  2352. if (rows.length)
  2353. fragment.append(`${rows.length}横`);
  2354. fragment.append(`×${sk[0]}T`);
  2355. return fragment;
  2356. }
  2357. },
  2358. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2359. function:cards=>{
  2360. const searchTypeArray = [244];
  2361. return cards.filter(card=>{
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. return skill;
  2364. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2365. },
  2366. addition:card=>{
  2367. const searchTypeArray = [244];
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. if (!skill) return;
  2370. const sk = skill.params;
  2371. let width, height;
  2372. switch (sk[1]) {
  2373. case 1: {
  2374. width = 7;
  2375. height = 6;
  2376. break;
  2377. }
  2378. case 2: {
  2379. width = 5;
  2380. height = 3;
  2381. break;
  2382. }
  2383. case 3: {
  2384. width = 6;
  2385. height = 5;
  2386. break;
  2387. }
  2388. default: {
  2389. width = 6;
  2390. height = 5;
  2391. }
  2392. }
  2393. return `[${width}×${height}]×${sk[0]}T`;
  2394. }
  2395. },
  2396. ]},
  2397. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2398. {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)"},
  2399. function:cards=>{
  2400. const searchTypeArray = [205];
  2401. return cards.filter(card=>{
  2402. const skill = getCardActiveSkill(card, searchTypeArray);
  2403. return skill;
  2404. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2405. },
  2406. addition:dropLock_Addition
  2407. },
  2408. {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)"},
  2409. function:cards=>{
  2410. const searchTypeArray = [205];
  2411. return cards.filter(card=>{
  2412. const skill = getCardActiveSkill(card, searchTypeArray);
  2413. return skill && (skill.params[0] & 63) === 63;
  2414. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2415. },
  2416. addition:dropLock_Addition
  2417. },
  2418. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2419. function:cards=>{
  2420. const searchTypeArray = [180];
  2421. return cards.filter(card=>{
  2422. const skill = getCardActiveSkill(card, searchTypeArray);
  2423. return skill;
  2424. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2425. },
  2426. addition:card=>{
  2427. const searchTypeArray = [180];
  2428. const skill = getCardActiveSkill(card, searchTypeArray);
  2429. if (!skill) return;
  2430. const sk = skill.params;
  2431. return `${sk[1]}%×${sk[0]}T`;
  2432. }
  2433. },
  2434. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2435. function:cards=>cards.filter(card=>{
  2436. const searchTypeArray = [126];
  2437. const skill = getCardActiveSkill(card, searchTypeArray);
  2438. return skill;
  2439. }),
  2440. addition:dropOrb_Addition
  2441. },
  2442. {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)"},
  2443. function:cards=>cards.filter(card=>{
  2444. const searchTypeArray = [126];
  2445. const skill = getCardActiveSkill(card, searchTypeArray);
  2446. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2447. }),
  2448. addition:dropOrb_Addition
  2449. },
  2450. {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"},
  2451. function:cards=>cards.filter(card=>{
  2452. const searchTypeArray = [126];
  2453. const skill = getCardActiveSkill(card, searchTypeArray);
  2454. return skill && skill.params[1] >= 99;
  2455. }),
  2456. addition:dropOrb_Addition
  2457. },
  2458. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2459. function:cards=>cards.filter(card=>{
  2460. const searchTypeArray = [126];
  2461. const skill = getCardActiveSkill(card, searchTypeArray);
  2462. return skill && skill.params[3] == 100;
  2463. }),
  2464. addition:dropOrb_Addition
  2465. },
  2466. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2467. function:cards=>{
  2468. const searchTypeArray = [226];
  2469. return cards.filter(card=>{
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. return skill;
  2472. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2473. },
  2474. addition:card=>{
  2475. const searchTypeArray = [226];
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. if (!skill) return;
  2478. const sk = skill.params;
  2479. const fragment = document.createDocumentFragment();
  2480. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2481. return fragment;
  2482. }
  2483. },
  2484. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2485. function:cards=>{
  2486. const searchTypeArray = [243];
  2487. return cards.filter(card=>{
  2488. const skill = getCardActiveSkill(card, searchTypeArray);
  2489. return skill;
  2490. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2491. },
  2492. addition:card=>{
  2493. const searchTypeArray = [243];
  2494. const skill = getCardActiveSkill(card, searchTypeArray);
  2495. if (!skill) return;
  2496. const sk = skill.params;
  2497. const fragment = document.createDocumentFragment();
  2498. fragment.append(createSkillIcon('orb-thorn'));
  2499. if ((sk[1] & 0b1111111111) != 1023) {
  2500. let attrs = flags(sk[1]);
  2501. fragment.append(createOrbsList(attrs));
  2502. }
  2503. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2504. return fragment;
  2505. }
  2506. },
  2507. ]},
  2508. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2509. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2510. function:cards=>cards.filter(card=>{
  2511. const searchTypeArray = [71];
  2512. const skill = getCardActiveSkill(card, searchTypeArray);
  2513. return skill;
  2514. }),
  2515. addition:boardChange_Addition
  2516. },
  2517. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2518. function:cards=>cards.filter(card=>{
  2519. const searchTypeArray = [71];
  2520. const skill = getCardActiveSkill(card, searchTypeArray);
  2521. return boardChange_ColorTypes(skill).length == 1;
  2522. }),
  2523. addition:boardChange_Addition
  2524. },
  2525. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2526. function:cards=>cards.filter(card=>{
  2527. const searchTypeArray = [71];
  2528. const skill = getCardActiveSkill(card, searchTypeArray);
  2529. return boardChange_ColorTypes(skill).length == 2;
  2530. }),
  2531. addition:boardChange_Addition
  2532. },
  2533. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2534. function:cards=>cards.filter(card=>{
  2535. const searchTypeArray = [71];
  2536. const skill = getCardActiveSkill(card, searchTypeArray);
  2537. return boardChange_ColorTypes(skill).length == 3;
  2538. }),
  2539. addition:boardChange_Addition
  2540. },
  2541. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2542. function:cards=>cards.filter(card=>{
  2543. const searchTypeArray = [71];
  2544. const skill = getCardActiveSkill(card, searchTypeArray);
  2545. return boardChange_ColorTypes(skill).length == 4;
  2546. }),
  2547. addition:boardChange_Addition
  2548. },
  2549. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2550. function:cards=>cards.filter(card=>{
  2551. const searchTypeArray = [71];
  2552. const skill = getCardActiveSkill(card, searchTypeArray);
  2553. return boardChange_ColorTypes(skill).length == 5;
  2554. }),
  2555. addition:boardChange_Addition
  2556. },
  2557. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2558. function:cards=>cards.filter(card=>{
  2559. const searchTypeArray = [71];
  2560. const skill = getCardActiveSkill(card, searchTypeArray);
  2561. return boardChange_ColorTypes(skill).length >= 6;
  2562. }),
  2563. addition:boardChange_Addition
  2564. },
  2565. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2566. function:cards=>cards.filter(card=>{
  2567. const searchTypeArray = [71];
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return boardChange_ColorTypes(skill).includes(0);
  2570. }),
  2571. addition:boardChange_Addition
  2572. },
  2573. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2574. function:cards=>cards.filter(card=>{
  2575. const searchTypeArray = [71];
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. return boardChange_ColorTypes(skill).includes(1);
  2578. }),
  2579. addition:boardChange_Addition
  2580. },
  2581. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2582. function:cards=>cards.filter(card=>{
  2583. const searchTypeArray = [71];
  2584. const skill = getCardActiveSkill(card, searchTypeArray);
  2585. return boardChange_ColorTypes(skill).includes(2);
  2586. }),
  2587. addition:boardChange_Addition
  2588. },
  2589. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2590. function:cards=>cards.filter(card=>{
  2591. const searchTypeArray = [71];
  2592. const skill = getCardActiveSkill(card, searchTypeArray);
  2593. return boardChange_ColorTypes(skill).includes(3);
  2594. }),
  2595. addition:boardChange_Addition
  2596. },
  2597. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [71];
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return boardChange_ColorTypes(skill).includes(4);
  2602. }),
  2603. addition:boardChange_Addition
  2604. },
  2605. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2606. function:cards=>cards.filter(card=>{
  2607. const searchTypeArray = [71];
  2608. const skill = getCardActiveSkill(card, searchTypeArray);
  2609. return boardChange_ColorTypes(skill).includes(5);
  2610. }),
  2611. addition:boardChange_Addition
  2612. },
  2613. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2614. function:cards=>cards.filter(card=>{
  2615. const searchTypeArray = [71];
  2616. const skill = getCardActiveSkill(card, searchTypeArray);
  2617. const colors = boardChange_ColorTypes(skill);
  2618. return colors.includes(6)
  2619. || colors.includes(7)
  2620. || colors.includes(8)
  2621. || colors.includes(9);
  2622. }),
  2623. addition:boardChange_Addition
  2624. },
  2625. ]},
  2626. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2627. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2628. function:cards=>cards.filter(card=>{
  2629. const searchTypeArray = [9,20,154];
  2630. const skills = getCardActiveSkills(card, searchTypeArray);
  2631. if (!skills.length) return false;
  2632. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2633. return parsedSkills.some(p=>p.to.includes(0));
  2634. }),
  2635. addition:changeOrbs_Addition
  2636. },
  2637. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2638. function:cards=>cards.filter(card=>{
  2639. const searchTypeArray = [9,20,154];
  2640. const skills = getCardActiveSkills(card, searchTypeArray);
  2641. if (!skills.length) return false;
  2642. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2643. return parsedSkills.some(p=>p.to.includes(1));
  2644. }),
  2645. addition:changeOrbs_Addition
  2646. },
  2647. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [9,20,154];
  2650. const skills = getCardActiveSkills(card, searchTypeArray);
  2651. if (!skills.length) return false;
  2652. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2653. return parsedSkills.some(p=>p.to.includes(2));
  2654. }),
  2655. addition:changeOrbs_Addition
  2656. },
  2657. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2658. function:cards=>cards.filter(card=>{
  2659. const searchTypeArray = [9,20,154];
  2660. const skills = getCardActiveSkills(card, searchTypeArray);
  2661. if (!skills.length) return false;
  2662. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2663. return parsedSkills.some(p=>p.to.includes(3));
  2664. }),
  2665. addition:changeOrbs_Addition
  2666. },
  2667. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2668. function:cards=>cards.filter(card=>{
  2669. const searchTypeArray = [9,20,154];
  2670. const skills = getCardActiveSkills(card, searchTypeArray);
  2671. if (!skills.length) return false;
  2672. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2673. return parsedSkills.some(p=>p.to.includes(4));
  2674. }),
  2675. addition:changeOrbs_Addition
  2676. },
  2677. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2678. function:cards=>cards.filter(card=>{
  2679. const searchTypeArray = [9,20,154];
  2680. const skills = getCardActiveSkills(card, searchTypeArray);
  2681. if (!skills.length) return false;
  2682. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2683. return parsedSkills.some(p=>p.to.includes(5));
  2684. }),
  2685. addition:changeOrbs_Addition
  2686. },
  2687. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2688. function:cards=>cards.filter(card=>{
  2689. const searchTypeArray = [9,20,154];
  2690. const skills = getCardActiveSkills(card, searchTypeArray);
  2691. if (!skills.length) return false;
  2692. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2693. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2694. }),
  2695. addition:changeOrbs_Addition
  2696. },
  2697. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2698. function:cards=>cards.filter(card=>{
  2699. const searchTypeArray = [9,20,154];
  2700. const skills = getCardActiveSkills(card, searchTypeArray);
  2701. if (!skills.length) return false;
  2702. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2703. return parsedSkills.some(p=>p.from.includes(0));
  2704. }),
  2705. addition:changeOrbs_Addition
  2706. },
  2707. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2708. function:cards=>cards.filter(card=>{
  2709. const searchTypeArray = [9,20,154];
  2710. const skills = getCardActiveSkills(card, searchTypeArray);
  2711. if (!skills.length) return false;
  2712. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2713. return parsedSkills.some(p=>p.from.includes(1));
  2714. }),
  2715. addition:changeOrbs_Addition
  2716. },
  2717. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2718. function:cards=>cards.filter(card=>{
  2719. const searchTypeArray = [9,20,154];
  2720. const skills = getCardActiveSkills(card, searchTypeArray);
  2721. if (!skills.length) return false;
  2722. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2723. return parsedSkills.some(p=>p.from.includes(2));
  2724. }),
  2725. addition:changeOrbs_Addition
  2726. },
  2727. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2728. function:cards=>cards.filter(card=>{
  2729. const searchTypeArray = [9,20,154];
  2730. const skills = getCardActiveSkills(card, searchTypeArray);
  2731. if (!skills.length) return false;
  2732. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2733. return parsedSkills.some(p=>p.from.includes(3));
  2734. }),
  2735. addition:changeOrbs_Addition
  2736. },
  2737. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2738. function:cards=>cards.filter(card=>{
  2739. const searchTypeArray = [9,20,154];
  2740. const skills = getCardActiveSkills(card, searchTypeArray);
  2741. if (!skills.length) return false;
  2742. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2743. return parsedSkills.some(p=>p.from.includes(4));
  2744. }),
  2745. addition:changeOrbs_Addition
  2746. },
  2747. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2748. function:cards=>cards.filter(card=>{
  2749. const searchTypeArray = [9,20,154];
  2750. const skills = getCardActiveSkills(card, searchTypeArray);
  2751. if (!skills.length) return false;
  2752. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2753. return parsedSkills.some(p=>p.from.includes(5));
  2754. }),
  2755. addition:changeOrbs_Addition
  2756. },
  2757. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2758. function:cards=>cards.filter(card=>{
  2759. const searchTypeArray = [9,20,154];
  2760. const skills = getCardActiveSkills(card, searchTypeArray);
  2761. if (!skills.length) return false;
  2762. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2763. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2764. }),
  2765. addition:changeOrbs_Addition
  2766. },
  2767. ]},
  2768. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2769. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2770. function:cards=>cards.filter(card=>{
  2771. function is30(sk)
  2772. {
  2773. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2774. }
  2775. const searchTypeArray = [141];
  2776. const skill = getCardActiveSkill(card, searchTypeArray);
  2777. return skill && is30(skill.params);
  2778. }),
  2779. addition:generateOrbs_Addition
  2780. },
  2781. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2782. function:cards=>cards.filter(card=>{
  2783. function is1515(sk)
  2784. {
  2785. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2786. }
  2787. const searchTypeArray = [141];
  2788. const skill = getCardActiveSkill(card, searchTypeArray);
  2789. return skill && is1515(skill.params);
  2790. }),
  2791. addition:generateOrbs_Addition
  2792. },
  2793. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2794. function:cards=>cards.filter(card=>{
  2795. const gens = generateOrbsParse(card);
  2796. return gens.some(gen=>gen.to.includes(0));
  2797. }),
  2798. addition:generateOrbs_Addition
  2799. },
  2800. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2801. function:cards=>cards.filter(card=>{
  2802. const gens = generateOrbsParse(card);
  2803. return gens.some(gen=>gen.to.includes(1));
  2804. }),
  2805. addition:generateOrbs_Addition
  2806. },
  2807. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2808. function:cards=>cards.filter(card=>{
  2809. const gens = generateOrbsParse(card);
  2810. return gens.some(gen=>gen.to.includes(2));
  2811. }),
  2812. addition:generateOrbs_Addition
  2813. },
  2814. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2815. function:cards=>cards.filter(card=>{
  2816. const gens = generateOrbsParse(card);
  2817. return gens.some(gen=>gen.to.includes(3));
  2818. }),
  2819. addition:generateOrbs_Addition
  2820. },
  2821. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2822. function:cards=>cards.filter(card=>{
  2823. const gens = generateOrbsParse(card);
  2824. return gens.some(gen=>gen.to.includes(4));
  2825. }),
  2826. addition:generateOrbs_Addition
  2827. },
  2828. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2829. function:cards=>cards.filter(card=>{
  2830. const gens = generateOrbsParse(card);
  2831. return gens.some(gen=>gen.to.includes(5));
  2832. }),
  2833. addition:generateOrbs_Addition
  2834. },
  2835. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2836. function:cards=>cards.filter(card=>{
  2837. const gens = generateOrbsParse(card);
  2838. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2839. }),
  2840. addition:generateOrbs_Addition
  2841. },
  2842. ]},
  2843. {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: [
  2844. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2845. function:cards=>cards.filter(card=>{
  2846. const searchTypeArray = [176];
  2847. const skill = getCardActiveSkill(card, searchTypeArray);
  2848. return skill;
  2849. })
  2850. },
  2851. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2852. function:cards=>cards.filter(card=>{
  2853. function is3x3(sk)
  2854. {
  2855. for (let si=0;si<3;si++)
  2856. {
  2857. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2858. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2859. (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)
  2860. (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)
  2861. )
  2862. return true;
  2863. }
  2864. return false;
  2865. }
  2866. const searchTypeArray = [176];
  2867. const skill = getCardActiveSkill(card, searchTypeArray);
  2868. return skill && is3x3(skill.params);
  2869. }),
  2870. addition:card=>{
  2871. const searchTypeArray = [176];
  2872. const skill = getCardActiveSkill(card, searchTypeArray);
  2873. if (!skill) return;
  2874. const sk = skill.params;
  2875. const fragment = document.createDocumentFragment();
  2876. fragment.appendChild(document.createTextNode(`3×3`));
  2877. fragment.appendChild(createOrbsList(sk[5]));
  2878. return fragment;
  2879. }
  2880. },
  2881. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2882. function:cards=>cards.filter(card=>{
  2883. const searchTypeArray = [127];
  2884. const skill = getCardActiveSkill(card, searchTypeArray);
  2885. return skill;
  2886. }),
  2887. addition:generateColumnOrbs_Addition
  2888. },
  2889. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2890. function:cards=>cards.filter(card=>{
  2891. function isHeart(sk)
  2892. {
  2893. for (let i=1;i<sk.length;i+=2)
  2894. {
  2895. if (sk[i] & 32)
  2896. {
  2897. return true;
  2898. }
  2899. }
  2900. }
  2901. const searchTypeArray = [127];
  2902. const skill = getCardActiveSkill(card, searchTypeArray);
  2903. return skill && isHeart(skill.params);
  2904. }),
  2905. addition:generateColumnOrbs_Addition
  2906. },
  2907. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2908. function:cards=>cards.filter(card=>{
  2909. const searchTypeArray = [128];
  2910. const skill = getCardActiveSkill(card, searchTypeArray);
  2911. return skill;
  2912. }),
  2913. addition:generateRowOrbs_Addition
  2914. },
  2915. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2916. function:cards=>cards.filter(card=>{
  2917. const searchTypeArray = [128];
  2918. const skill = getCardActiveSkill(card, searchTypeArray);
  2919. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2920. }),
  2921. addition:generateRowOrbs_Addition
  2922. },
  2923. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2924. function:cards=>cards.filter(card=>{
  2925. const searchTypeArray = [128];
  2926. const skill = getCardActiveSkill(card, searchTypeArray);
  2927. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2928. }),
  2929. addition:generateRowOrbs_Addition
  2930. },
  2931. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2932. function:cards=>cards.filter(card=>{
  2933. const searchTypeArray = [128];
  2934. const skill = getCardActiveSkill(card, searchTypeArray);
  2935. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2936. }),
  2937. addition:generateRowOrbs_Addition
  2938. },
  2939. {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)"},
  2940. function:cards=>cards.filter(card=>{
  2941. const searchTypeArray = [128,71,176];
  2942. function isRow(skill)
  2943. {
  2944. const sk = skill.params;
  2945. if (skill.type === 128) //普通横
  2946. {return true;}
  2947. else if (skill.type === 71) //花火
  2948. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2949. else if (skill.type === 176) //特殊形状
  2950. {
  2951. for (let si=0;si<5;si++)
  2952. {
  2953. if ((sk[si] & 63) === 63)
  2954. return true;
  2955. }
  2956. }
  2957. return false;
  2958. }
  2959. const skill = getCardActiveSkill(card, searchTypeArray);
  2960. return skill && isRow(skill);
  2961. })
  2962. },
  2963. ]},
  2964. {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: [
  2965. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2966. function:cards=>{
  2967. const searchTypeArray = [6, 161];
  2968. return cards.filter(card=>{
  2969. const skill = getCardActiveSkill(card, searchTypeArray);
  2970. return skill;
  2971. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2972. },
  2973. addition: gravity_Addition
  2974. },
  2975. {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)"},
  2976. function:cards=>{
  2977. const searchTypeArray = [6];
  2978. return cards.filter(card=>{
  2979. const skill = getCardActiveSkill(card, searchTypeArray);
  2980. return skill;
  2981. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2982. },
  2983. addition: gravity_Addition
  2984. },
  2985. {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)"},
  2986. function:cards=>{
  2987. const searchTypeArray = [161];
  2988. return cards.filter(card=>{
  2989. const skill = getCardActiveSkill(card, searchTypeArray);
  2990. return skill;
  2991. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2992. },
  2993. addition: gravity_Addition
  2994. },
  2995. ]},
  2996. {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: [
  2997. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2998. function:cards=>{
  2999. const searchTypeArray = [55,188,56];
  3000. return cards.filter(card=>{
  3001. const skill = getCardActiveSkill(card, searchTypeArray);
  3002. return skill;
  3003. }).sort((a,b)=>{
  3004. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3005. 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);
  3006. return a_pC - b_pC;
  3007. });
  3008. },
  3009. addition:dixedDamage_Addition
  3010. },
  3011. {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)"},
  3012. function:cards=>{
  3013. const searchTypeArray = [55,188];
  3014. return cards.filter(card=>{
  3015. const skill = getCardActiveSkill(card, searchTypeArray);
  3016. return skill;
  3017. }).sort((a,b)=>{
  3018. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3019. 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);
  3020. return a_pC - b_pC;
  3021. });
  3022. },
  3023. addition:dixedDamage_Addition
  3024. },
  3025. {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)"},
  3026. function:cards=>{
  3027. const searchTypeArray = [56];
  3028. return cards.filter(card=>{
  3029. const skill = getCardActiveSkill(card, searchTypeArray);
  3030. return skill;
  3031. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3032. },
  3033. addition:dixedDamage_Addition
  3034. },
  3035. ]},
  3036. {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: [
  3037. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3038. function:cards=>cards.filter(card=>{
  3039. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3040. function isSingle(skill)
  3041. {
  3042. if (skill.type == 110)
  3043. return Boolean(skill.params[0]);
  3044. else if (skill.type == 144)
  3045. return Boolean(skill.params[2]);
  3046. else
  3047. return true;
  3048. }
  3049. const skill = getCardActiveSkill(card, searchTypeArray);
  3050. return skill && isSingle(skill);
  3051. }),
  3052. addition: numericalATK_Addition
  3053. },
  3054. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3055. function:cards=>cards.filter(card=>{
  3056. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3057. function isAll(skill)
  3058. {
  3059. if (skill.type == 110)
  3060. return !Boolean(skill.params[0]);
  3061. else if (skill.type == 144)
  3062. return !Boolean(skill.params[2]);
  3063. else
  3064. return true;
  3065. }
  3066. const skill = getCardActiveSkill(card, searchTypeArray);
  3067. return skill && skill.id!=0 && isAll(skill);
  3068. }),
  3069. addition: numericalATK_Addition
  3070. },
  3071. {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"},
  3072. function:cards=>cards.filter(card=>{
  3073. const searchTypeArray = [42];
  3074. const skill = getCardActiveSkill(card, searchTypeArray);
  3075. return skill;
  3076. })
  3077. },
  3078. {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"},
  3079. function:cards=>cards.filter(card=>{
  3080. const searchTypeArray = [2,35];
  3081. const skill = getCardActiveSkill(card, searchTypeArray);
  3082. return skill;
  3083. })
  3084. },
  3085. {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)"},
  3086. function:cards=>cards.filter(card=>{
  3087. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3088. const skill = getCardActiveSkill(card, searchTypeArray);
  3089. return skill && skill.id!=0;
  3090. }).sort((a,b)=>{
  3091. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3092. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3093. function getNumber(skill)
  3094. {
  3095. const sk = skill.params;
  3096. switch(skill.type)
  3097. {
  3098. case 0:
  3099. case 37:
  3100. case 58:
  3101. case 59:
  3102. case 84:
  3103. case 85:
  3104. case 115:
  3105. return sk[1];
  3106. case 2:
  3107. case 35:
  3108. return sk[0];
  3109. default:
  3110. return 0;
  3111. }
  3112. }
  3113. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3114. return a_pC - b_pC;
  3115. }),
  3116. addition: numericalATK_Addition
  3117. },
  3118. {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)"},
  3119. function:cards=>cards.filter(card=>{
  3120. const searchTypeArray = [1,42,86,87];
  3121. const skill = getCardActiveSkill(card, searchTypeArray);
  3122. return skill;
  3123. }).sort((a,b)=>{
  3124. const searchTypeArray = [1,42,86,87];
  3125. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3126. function getNumber(skill)
  3127. {
  3128. const sk = skill.params;
  3129. switch(skill.type)
  3130. {
  3131. case 1:
  3132. case 86:
  3133. case 87:
  3134. return sk[1];
  3135. case 42:
  3136. return sk[2];
  3137. default:
  3138. return 0;
  3139. }
  3140. }
  3141. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3142. return a_pC - b_pC;
  3143. }),
  3144. addition: numericalATK_Addition
  3145. },
  3146. {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)"},
  3147. function:cards=>{
  3148. const searchTypeArray = [110];
  3149. return cards.filter(card=>{
  3150. const skill = getCardActiveSkill(card, searchTypeArray);
  3151. return skill;
  3152. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3153. },
  3154. addition: numericalATK_Addition
  3155. },
  3156. {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)"},
  3157. function:cards=>{
  3158. const searchTypeArray = [143];
  3159. return cards.filter(card=>{
  3160. const skill = getCardActiveSkill(card, searchTypeArray);
  3161. return skill;
  3162. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3163. },
  3164. addition: numericalATK_Addition
  3165. },
  3166. {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)"},
  3167. function:cards=>{
  3168. const searchTypeArray = [144];
  3169. return cards.filter(card=>{
  3170. const skill = getCardActiveSkill(card, searchTypeArray);
  3171. return skill;
  3172. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3173. },
  3174. addition: numericalATK_Addition
  3175. },
  3176. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3177. function:cards=>cards.filter(card=>{
  3178. const searchTypeArray = [35,115];
  3179. const skill = getCardActiveSkill(card, searchTypeArray);
  3180. return skill;
  3181. })
  3182. },
  3183. ]},
  3184. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3185. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3186. function:cards=>cards.filter(card=>{
  3187. if (card.activeSkillId == 0) return false;
  3188. const skill = Skills[card.activeSkillId];
  3189. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3190. })
  3191. },
  3192. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3193. function:cards=>cards.filter(card=>{
  3194. if (card.activeSkillId == 0) return false;
  3195. const skill = Skills[card.activeSkillId];
  3196. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3197. let realCD = minCD;
  3198. const searchTypeArray = [14];
  3199. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3200. if (subSkill)
  3201. {
  3202. realCD -= subSkill.params[0] * 3;
  3203. }
  3204. return minCD > 1 && realCD <= 4;
  3205. })
  3206. },
  3207. {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)"},
  3208. function:cards=>{
  3209. const searchTypeArray = [5, 246, 247];
  3210. return cards.filter(card=>{
  3211. const skill = getCardActiveSkill(card, searchTypeArray);
  3212. return skill;
  3213. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3214. },
  3215. addition:card=>{
  3216. const searchTypeArray = [5, 246, 247];
  3217. const skill = getCardActiveSkill(card, searchTypeArray);
  3218. if (!skill) return;
  3219. const value = skill.params[0];
  3220. return `时停${value}s`;
  3221. }
  3222. },
  3223. {
  3224. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3225. function:cards=>cards.filter(card=>{
  3226. const searchTypeArray = [118];
  3227. const skill = getCardActiveSkill(card, searchTypeArray);
  3228. return skill;
  3229. })
  3230. },
  3231. {
  3232. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3233. function:cards=>cards.filter(card=>{
  3234. const searchTypeArray = [232, 233];
  3235. const skill = getCardActiveSkill(card, searchTypeArray);
  3236. return skill;
  3237. }),
  3238. addition:card=>{
  3239. const searchTypeArray = [232, 233];
  3240. const skill = getCardActiveSkill(card, searchTypeArray);
  3241. if (!skill) return;
  3242. const value = skill.params[0];
  3243. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3244. }
  3245. },
  3246. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3247. function:cards=>cards.filter(card=>{
  3248. const searchTypeArray = [225];
  3249. const skill = getCardActiveSkill(card, searchTypeArray);
  3250. return skill;
  3251. }),
  3252. addition:card=>{
  3253. const searchTypeArray = [225];
  3254. const skill = getCardActiveSkill(card, searchTypeArray);
  3255. if (!skill) return;
  3256. const sk = skill.params;
  3257. let strArr = [];
  3258. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3259. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3260. return `HP ${strArr.join(" ")}`;
  3261. }
  3262. },
  3263. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3264. function:cards=>cards.filter(card=>{
  3265. const searchTypeArray = [234];
  3266. const skill = getCardActiveSkill(card, searchTypeArray);
  3267. return skill;
  3268. }),
  3269. addition:card=>{
  3270. const searchTypeArray = [234];
  3271. const skill = getCardActiveSkill(card, searchTypeArray);
  3272. if (!skill) return;
  3273. const sk = skill.params;
  3274. let strArr = [];
  3275. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3276. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3277. return `层 ${strArr.join(" ")}`;
  3278. }
  3279. },
  3280. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3281. function:cards=>{
  3282. const searchTypeArray = [248];
  3283. return cards.filter(card=>{
  3284. const skill = getCardActiveSkill(card, searchTypeArray);
  3285. return skill;
  3286. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3287. },
  3288. addition:card=>{
  3289. const searchTypeArray = [248];
  3290. const skill = getCardActiveSkill(card, searchTypeArray);
  3291. if (!skill) return;
  3292. const sk = skill.params;
  3293. return `延迟${sk[0]}T`;
  3294. }
  3295. },
  3296. ]},
  3297. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3298. ]},
  3299. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3300. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3301. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3302. },
  3303. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3304. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3305. },
  3306. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3307. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3308. },
  3309. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3310. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3311. },
  3312. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3313. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3314. },
  3315. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3316. function:cards=>cards.filter(card=>{
  3317. const searchTypeArray = [150];
  3318. const skill = getCardLeaderSkill(card, searchTypeArray);
  3319. return skill;
  3320. })
  3321. },
  3322. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3323. function:cards=>cards.filter(card=>{
  3324. const searchTypeArray = [151,209];
  3325. const skill = getCardLeaderSkill(card, searchTypeArray);
  3326. return skill;
  3327. })
  3328. },
  3329. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3330. function:cards=>cards.filter(card=>{
  3331. const searchTypeArray = [157];
  3332. const skill = getCardLeaderSkill(card, searchTypeArray);
  3333. return skill;
  3334. })
  3335. },
  3336. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3337. function:cards=>{
  3338. const searchTypeArray = [235];
  3339. return cards.filter(card=>{
  3340. const skill = getCardLeaderSkill(card, searchTypeArray);
  3341. if (!skill) return false;
  3342. const sk = skill.params;
  3343. if (!sk[3] || sk[3] === 100) return false;
  3344. return skill;
  3345. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3346. },
  3347. addition:card=>{
  3348. const searchTypeArray = [235];
  3349. const skill = getCardLeaderSkill(card, searchTypeArray);
  3350. if (!skill) return;
  3351. const sk = skill.params;
  3352. if (!sk[3] || sk[3] === 100) return;
  3353. const fragment = document.createDocumentFragment();
  3354. const sup = document.createElement("sup");
  3355. sup.textContent = "N";
  3356. const orbs = createOrbsList(flags(sk[0]));
  3357. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3358. if (sk[1]) {
  3359. fragment.append(`×≥${sk[1]}`);
  3360. } else {
  3361. fragment.append(`×${sk[2]}`);
  3362. }
  3363. return fragment;
  3364. }
  3365. },
  3366. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3367. function:cards=>cards.filter(card=>{
  3368. const searchTypeArray = [177];
  3369. const skill = getCardLeaderSkill(card, searchTypeArray);
  3370. return skill?.params[5];
  3371. })
  3372. },
  3373. ]},
  3374. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3375. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3376. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3377. },
  3378. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3379. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3380. },
  3381. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3382. function:cards=>cards.filter(card=>{
  3383. const searchTypeArray = [162,186];
  3384. const skill = getCardLeaderSkill(card, searchTypeArray);
  3385. return skill;
  3386. })
  3387. },
  3388. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3389. function:cards=>cards.filter(card=>{
  3390. const searchTypeArray = [163,177];
  3391. const skill = getCardLeaderSkill(card, searchTypeArray);
  3392. return skill;
  3393. })
  3394. },
  3395. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3396. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3397. },
  3398. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3399. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3400. },
  3401. {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)"},
  3402. function:cards=>{
  3403. const searchTypeArray = [158];
  3404. return cards.filter(card=>{
  3405. const skill = getCardLeaderSkill(card, searchTypeArray);
  3406. return skill;
  3407. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3408. },
  3409. addition:card=>{
  3410. const searchTypeArray = [158];
  3411. const skill = getCardLeaderSkill(card, searchTypeArray);
  3412. const value = skill.params[0];
  3413. return `≥${value}珠`;
  3414. }
  3415. },
  3416. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3417. function:cards=>cards.filter(card=>{
  3418. const searchTypeArray = [125];
  3419. const skill = getCardLeaderSkill(card, searchTypeArray);
  3420. return skill;
  3421. }),
  3422. addition:card=>{
  3423. const searchTypeArray = [125];
  3424. const skill = getCardLeaderSkill(card, searchTypeArray);
  3425. if (!skill) return;
  3426. const sk = skill.params;
  3427. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3428. }
  3429. },
  3430. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3431. function:cards=>cards.filter(card=>{
  3432. const searchTypeArray = [175];
  3433. const skill = getCardLeaderSkill(card, searchTypeArray);
  3434. return skill;
  3435. }),
  3436. addition:card=>{
  3437. const searchTypeArray = [175];
  3438. const skill = getCardLeaderSkill(card, searchTypeArray);
  3439. if (!skill) return;
  3440. const sk = skill.params;
  3441. return `合作:${sk[0]}`;
  3442. }
  3443. },
  3444. {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"},
  3445. function:cards=>cards.filter(card=>{
  3446. const searchTypeArray = [203];
  3447. const skill = getCardLeaderSkill(card, searchTypeArray);
  3448. return skill;
  3449. })
  3450. },
  3451. {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"},
  3452. function:cards=>cards.filter(card=>{
  3453. const searchTypeArray = [229];
  3454. const skill = getCardLeaderSkill(card, searchTypeArray);
  3455. return skill;
  3456. }),
  3457. addition:card=>{
  3458. const searchTypeArray = [229];
  3459. const skill = getCardLeaderSkill(card, searchTypeArray);
  3460. if (!skill) return;
  3461. const sk = skill.params;
  3462. const attrs = flags(sk[0]), types = flags(sk[1]);
  3463. const fragment = document.createDocumentFragment();
  3464. if (attrs.length)
  3465. fragment.appendChild(createOrbsList(attrs));
  3466. if (types.length)
  3467. fragment.appendChild(createTypesList(types));
  3468. return fragment;
  3469. }
  3470. },
  3471. {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"},
  3472. function:cards=>cards.filter(card=>{
  3473. const searchTypeArray = [217];
  3474. const skill = getCardLeaderSkill(card, searchTypeArray);
  3475. return skill;
  3476. }),
  3477. addition:card=>{
  3478. const searchTypeArray = [217];
  3479. const skill = getCardLeaderSkill(card, searchTypeArray);
  3480. if (!skill) return;
  3481. const sk = skill.params;
  3482. return `★≤${sk[0]}`;
  3483. }
  3484. },
  3485. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3486. function:cards=>cards.filter(card=>{
  3487. const searchTypeArray = [245];
  3488. const skill = getCardLeaderSkill(card, searchTypeArray);
  3489. return skill;
  3490. }),
  3491. addition:card=>{
  3492. const searchTypeArray = [245];
  3493. const skill = getCardLeaderSkill(card, searchTypeArray);
  3494. if (!skill) return;
  3495. const sk = skill.params;
  3496. switch (sk[0]) {
  3497. case -1:
  3498. return `★各不相同`;
  3499. case -2:
  3500. return `★全部相同`;
  3501. default:
  3502. return `★全为${sk[0]}`;
  3503. }
  3504. }
  3505. },
  3506. ]},
  3507. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3508. {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)"},
  3509. function:cards=>{
  3510. return cards.filter(card=>{
  3511. return getSkillFixedDamage(card) > 0;
  3512. }).sort((a,b)=>{
  3513. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3514. return a_pC - b_pC;
  3515. });
  3516. },
  3517. addition:card=>{
  3518. const value = getSkillFixedDamage(card);
  3519. if (value <= 0 ) return;
  3520. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3521. let skill;
  3522. if (skill = getCardLeaderSkill(card, [235])) {
  3523. nodeArr.push("/");
  3524. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3525. nodeArr.push(`×${skill.params[2]}`);
  3526. }
  3527. return nodeArr.nodeJoin();
  3528. }
  3529. },
  3530. {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)"},
  3531. function:cards=>{
  3532. return cards.filter(card=>{
  3533. return getSkillAddCombo(card) > 0;
  3534. }).sort((a,b)=>{
  3535. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3536. return a_pC - b_pC;
  3537. });
  3538. },
  3539. addition:card=>{
  3540. const value = getSkillAddCombo(card);
  3541. if (value <= 0 ) return;
  3542. let nodeArr = [`+${value.bigNumberToString()}C`];
  3543. let skill;
  3544. if (skill = getCardLeaderSkill(card, [210])) {
  3545. nodeArr.push("/十字");
  3546. } else if (skill = getCardLeaderSkill(card, [235])) {
  3547. nodeArr.push("/");
  3548. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3549. nodeArr.push(`×${skill.params[2]}`);
  3550. }
  3551. return nodeArr.nodeJoin();
  3552. }
  3553. },
  3554. {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)"},
  3555. function:cards=>{
  3556. const searchTypeArray = [15,185];
  3557. return cards.filter(card=>{
  3558. const skill = getCardLeaderSkill(card, searchTypeArray);
  3559. return skill;
  3560. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3561. },
  3562. addition:card=>{
  3563. const searchTypeArray = [15,185];
  3564. const skill = getCardLeaderSkill(card, searchTypeArray);
  3565. if (!skill) return;
  3566. const value = skill.params[0];
  3567. return `${value > 0 ? "+" : ""}${value/100}s`;
  3568. }
  3569. },
  3570. {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)"},
  3571. function:cards=>{
  3572. const searchTypeArray = [178];
  3573. return cards.filter(card=>{
  3574. const skill = getCardLeaderSkill(card, searchTypeArray);
  3575. return skill;
  3576. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3577. },
  3578. addition:card=>{
  3579. const searchTypeArray = [178];
  3580. const skill = getCardLeaderSkill(card, searchTypeArray);
  3581. if (!skill) return;
  3582. const value = skill.params[0];
  3583. return `固定${value}s`;
  3584. }
  3585. },
  3586. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3587. function:cards=>cards.filter(card=>{
  3588. const searchTypeArray = [213];
  3589. const skill = getCardLeaderSkill(card, searchTypeArray);
  3590. return skill;
  3591. }),
  3592. addition:card=>{
  3593. const searchTypeArray = [213];
  3594. const skill = getCardLeaderSkill(card, searchTypeArray);
  3595. if (!skill) return;
  3596. const sk = skill.params;
  3597. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3598. const fragment = document.createDocumentFragment();
  3599. if (attrs.length)
  3600. fragment.appendChild(createOrbsList(attrs));
  3601. if (types.length)
  3602. fragment.appendChild(createTypesList(types));
  3603. fragment.appendChild(document.createTextNode(`:+`));
  3604. if (awakenings.length)
  3605. fragment.appendChild(creatAwokenList(awakenings));
  3606. return fragment;
  3607. }
  3608. },
  3609. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3610. function:cards=>{
  3611. const searchTypeArray = [12];
  3612. return cards.filter(card=>{
  3613. const skill = getCardLeaderSkill(card, searchTypeArray);
  3614. return skill;
  3615. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3616. },
  3617. addition:card=>{
  3618. const searchTypeArray = [12];
  3619. const skill = getCardLeaderSkill(card, searchTypeArray);
  3620. const value = skill.params[0];
  3621. return `攻击×${(value/100).bigNumberToString()}倍`;
  3622. }
  3623. },
  3624. {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)"},
  3625. function:cards=>{
  3626. const searchTypeArray = [13];
  3627. return cards.filter(card=>{
  3628. const skill = getCardLeaderSkill(card, searchTypeArray);
  3629. return skill;
  3630. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3631. },
  3632. addition:card=>{
  3633. const searchTypeArray = [13];
  3634. const skill = getCardLeaderSkill(card, searchTypeArray);
  3635. const value = skill.params[0];
  3636. return `回复×${(value/100).bigNumberToString()}倍`;
  3637. }
  3638. },
  3639. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3640. function:cards=>{
  3641. const searchTypeArray = [198];
  3642. return cards.filter(card=>{
  3643. const skill = getCardLeaderSkill(card, searchTypeArray);
  3644. return skill && skill.params[2];
  3645. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3646. },
  3647. addition:card=>{
  3648. const searchTypeArray = [198];
  3649. const skill = getCardLeaderSkill(card, searchTypeArray);
  3650. const sk = skill.params;
  3651. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3652. }
  3653. },
  3654. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3655. function:cards=>{
  3656. const searchTypeArray = [198];
  3657. return cards.filter(card=>{
  3658. const skill = getCardLeaderSkill(card, searchTypeArray);
  3659. return skill && skill.params[3];
  3660. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3661. },
  3662. addition:card=>{
  3663. const searchTypeArray = [198];
  3664. const skill = getCardLeaderSkill(card, searchTypeArray);
  3665. const sk = skill.params;
  3666. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3667. }
  3668. },
  3669. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3670. function:cards=>{
  3671. const searchTypeArray = [41];
  3672. return cards.filter(card=>{
  3673. const skill = getCardLeaderSkill(card, searchTypeArray);
  3674. return skill;
  3675. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3676. },
  3677. addition:card=>{
  3678. const searchTypeArray = [41];
  3679. const skill = getCardLeaderSkill(card, searchTypeArray);
  3680. const sk = skill.params;
  3681. const fragment = document.createDocumentFragment();
  3682. fragment.appendChild(createOrbsList(sk[2] || 0));
  3683. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3684. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3685. return fragment;
  3686. }
  3687. },
  3688. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3689. function:cards=>cards.filter(card=>{
  3690. const searchTypeArray = [197];
  3691. const skill = getCardLeaderSkill(card, searchTypeArray);
  3692. return skill;
  3693. })
  3694. },
  3695. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3696. function:cards=>{
  3697. const searchTypeArray = [14];
  3698. return cards.filter(card=>{
  3699. const skill = getCardLeaderSkill(card, searchTypeArray);
  3700. return skill;
  3701. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3702. },
  3703. addition:card=>{
  3704. const searchTypeArray = [14];
  3705. const skill = getCardLeaderSkill(card, searchTypeArray);
  3706. const value = skill.params[0];
  3707. return `HP≥${value}%`;
  3708. }
  3709. },
  3710. {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)"},
  3711. function:cards=>{
  3712. const searchTypeArray = [53];
  3713. return cards.filter(card=>{
  3714. const skill = getCardLeaderSkill(card, searchTypeArray);
  3715. return skill;
  3716. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3717. },
  3718. addition:card=>{
  3719. const searchTypeArray = [53];
  3720. const skill = getCardLeaderSkill(card, searchTypeArray);
  3721. const sk = skill.params;
  3722. return `掉率x${sk[0]/100}`;
  3723. }
  3724. },
  3725. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3726. function:cards=>{
  3727. const searchTypeArray = [54];
  3728. return cards.filter(card=>{
  3729. const skill = getCardLeaderSkill(card, searchTypeArray);
  3730. return skill;
  3731. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3732. },
  3733. addition:card=>{
  3734. const searchTypeArray = [54];
  3735. const skill = getCardLeaderSkill(card, searchTypeArray);
  3736. const sk = skill.params;
  3737. return `金币x${sk[0]/100}`;
  3738. }
  3739. },
  3740. {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)"},
  3741. function:cards=>{
  3742. const searchTypeArray = [148];
  3743. return cards.filter(card=>{
  3744. const skill = getCardLeaderSkill(card, searchTypeArray);
  3745. return skill;
  3746. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3747. },
  3748. addition:card=>{
  3749. const searchTypeArray = [148];
  3750. const skill = getCardLeaderSkill(card, searchTypeArray);
  3751. const sk = skill.params;
  3752. return `经验x${sk[0]/100}`;
  3753. }
  3754. },
  3755. ]},
  3756. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3757. {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)"},
  3758. function:cards=>cards.filter(card=>{
  3759. const skill = Skills[card.leaderSkillId];
  3760. const HPscale = getHPScale(skill);
  3761. return HPscale >= 3;
  3762. }).sort(sortByHPScal),
  3763. addition: HPScal_Addition
  3764. },
  3765. {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)"},
  3766. function:cards=>cards.filter(card=>{
  3767. const skill = Skills[card.leaderSkillId];
  3768. const HPscale = getHPScale(skill);
  3769. return HPscale >= 2 && HPscale < 3;
  3770. }).sort(sortByHPScal),
  3771. addition: HPScal_Addition
  3772. },
  3773. {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)"},
  3774. function:cards=>cards.filter(card=>{
  3775. const skill = Skills[card.leaderSkillId];
  3776. const HPscale = getHPScale(skill);
  3777. return HPscale >= 1.5 && HPscale < 2;
  3778. }).sort(sortByHPScal),
  3779. addition: HPScal_Addition
  3780. },
  3781. {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)"},
  3782. function:cards=>cards.filter(card=>{
  3783. const skill = Skills[card.leaderSkillId];
  3784. const HPscale = getHPScale(skill);
  3785. return HPscale > 1 && HPscale < 1.5;
  3786. }).sort(sortByHPScal),
  3787. addition: HPScal_Addition
  3788. },
  3789. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3790. function:cards=>cards.filter(card=>{
  3791. const skill = Skills[card.leaderSkillId];
  3792. const HPscale = getHPScale(skill);
  3793. return HPscale === 1;
  3794. }),
  3795. addition: HPScal_Addition
  3796. },
  3797. {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)"},
  3798. function:cards=>cards.filter(card=>{
  3799. const skill = Skills[card.leaderSkillId];
  3800. const HPscale = getHPScale(skill);
  3801. return HPscale < 1;
  3802. }).sort(sortByHPScal),
  3803. addition: HPScal_Addition
  3804. },
  3805. ]},
  3806. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3807. {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)"},
  3808. function:cards=>cards.filter(card=>{
  3809. const skill = Skills[card.leaderSkillId];
  3810. const reduceScale = getReduceScale(skill);
  3811. return reduceScale >= 0.75;
  3812. }).sort(sortByReduceScale),
  3813. addition: ReduceScale_Addition
  3814. },
  3815. {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)"},
  3816. function:cards=>cards.filter(card=>{
  3817. const skill = Skills[card.leaderSkillId];
  3818. const reduceScale = getReduceScale(skill);
  3819. return reduceScale >= 0.5 && reduceScale < 0.75;
  3820. }).sort(sortByReduceScale),
  3821. addition: ReduceScale_Addition
  3822. },
  3823. {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)"},
  3824. function:cards=>cards.filter(card=>{
  3825. const skill = Skills[card.leaderSkillId];
  3826. const reduceScale = getReduceScale(skill);
  3827. return reduceScale >= 0.25 && reduceScale < 0.5;
  3828. }).sort(sortByReduceScale),
  3829. addition: ReduceScale_Addition
  3830. },
  3831. {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)"},
  3832. function:cards=>cards.filter(card=>{
  3833. const skill = Skills[card.leaderSkillId];
  3834. const reduceScale = getReduceScale(skill);
  3835. return reduceScale > 0 && reduceScale < 0.25;
  3836. }).sort(sortByReduceScale),
  3837. addition: ReduceScale_Addition
  3838. },
  3839. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3840. function:cards=>cards.filter(card=>{
  3841. const skill = Skills[card.leaderSkillId];
  3842. const reduceScale = getReduceScale(skill);
  3843. return reduceScale === 0;
  3844. })
  3845. },
  3846. {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"},
  3847. function:cards=>cards.filter(card=>{
  3848. const skill = Skills[card.leaderSkillId];
  3849. return getReduceScale(skill, true) > 0;
  3850. })
  3851. },
  3852. {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"},
  3853. function:cards=>cards.filter(card=>{
  3854. const skill = Skills[card.leaderSkillId];
  3855. return getReduceScale(skill, undefined, true) > 0;
  3856. })
  3857. },
  3858. {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"},
  3859. function:cards=>cards.filter(card=>{
  3860. const skill = Skills[card.leaderSkillId];
  3861. return getReduceScale(skill, undefined, undefined, true) > 0;
  3862. })
  3863. },
  3864. /*{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%)"},
  3865. function:cards=>cards.filter(card=>{
  3866. const skill = Skills[card.leaderSkillId];
  3867. const reduceScale = getReduceScale(skill);
  3868. return reduceScale>=0.29;
  3869. }).sort(sortByReduceScale)
  3870. },*/
  3871. {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"},
  3872. function:cards=>{
  3873. return cards.filter(card=>{
  3874. const skill = Skills[card.leaderSkillId];
  3875. return getReduceScale_unconditional(skill) > 0;
  3876. }).sort((a,b)=>{
  3877. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3878. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3879. });
  3880. },
  3881. addition:card=>{
  3882. const skill = Skills[card.leaderSkillId];
  3883. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3884. }
  3885. },
  3886. ]},
  3887. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3888. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3889. function:cards=>cards.filter(card=>
  3890. !Array.isArray(card.henshinFrom) &&
  3891. !Array.isArray(card.henshinTo))
  3892. },
  3893. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3894. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3895. },
  3896. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3897. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3898. },
  3899. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3900. function:cards=>cards.filter(card=>{
  3901. const searchTypeArray = [236];
  3902. const skill = getCardActiveSkill(card, searchTypeArray);
  3903. return skill;
  3904. })
  3905. },
  3906. {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)"},
  3907. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3908. },
  3909. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3910. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3911. },
  3912. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3913. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3914. function:cards=>cards.filter(isReincarnated)
  3915. }, //evoBaseId可能为0
  3916. //{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)},
  3917. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3918. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3919. },
  3920. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3921. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3922. },
  3923. ]},
  3924. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3925. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3926. function:cards=>cards.filter(card=>card.is8Latent)
  3927. },
  3928. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3929. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3930. },
  3931. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3932. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3933. },
  3934. {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"},
  3935. function:cards=>cards.filter(card=>{
  3936. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3937. if (hasAwokenKiller)
  3938. { //大于2个杀的进行判断
  3939. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3940. { //大于3个杀的直接过
  3941. return true;
  3942. }else
  3943. { //2个杀的
  3944. const isAllowLatent = card.types.filter(i=>
  3945. i>=0 //去掉-1的type
  3946. ).map(type=>
  3947. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3948. ).some(ls=>
  3949. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3950. );
  3951. return isAllowLatent
  3952. }
  3953. }else
  3954. {
  3955. return false;
  3956. }
  3957. })
  3958. },
  3959. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3960. // function:cards=>cards.filter(card=>{
  3961. // const searchTypeArray = [1000];
  3962. // const skill = getCardActiveSkill(card, searchTypeArray);
  3963. // return skill;
  3964. // })
  3965. // },
  3966. ]},
  3967. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3968. {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)"},
  3969. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3970. },
  3971. {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)"},
  3972. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3973. },
  3974. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3975. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3976. },
  3977. {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"},
  3978. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3979. },
  3980. {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)"},
  3981. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3982. addition:card=>`成长${card.limitBreakIncr}%`
  3983. },
  3984. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3985. function:cards=>cards.filter(card=>card.maxLevel==1)
  3986. },
  3987. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3988. function:cards=>cards.filter(card=>card.sellMP<100)
  3989. },
  3990. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3991. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3992. },
  3993. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3994. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3995. },
  3996. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3997. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3998. },
  3999. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4000. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4001. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4002. },
  4003. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4004. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4005. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4006. },
  4007. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4008. function:cards=>cards.filter(card=>card.skillBanner)
  4009. },
  4010. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4011. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4012. },
  4013. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4014. function:cards=>cards.filter(card=>card.stacking),
  4015. },
  4016. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4017. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4018. },
  4019. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4020. function:cards=>cards,
  4021. addition:card=>card.name
  4022. },
  4023. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4024. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4025. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4026. },
  4027. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4028. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4029. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4030. },
  4031. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4032. function:cards=>cards,
  4033. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4034. },
  4035. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4036. function:cards=>cards,
  4037. addition:card=>createTypesList(card.types)
  4038. },
  4039. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4040. function:cards=>cards,
  4041. addition:card=>`COST ${card.cost}`
  4042. },
  4043. ]},
  4044. ];
  4045. return functions;
  4046. })();

智龙迷城队伍图制作工具