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script-json_data.js 146 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`Unkonwn skill type: ${'type'}`,
  43. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  44. random_skills: tp`Random Activates these skills:${'skills'}`,
  45. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  46. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  47. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  48. damage_enemy_times: tp`${'times'} `,
  49. damage_enemy_count: tp` (${'damage'} in total)`,
  50. //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.
  51. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  52. delay: tp`${'icon'}Delays enemies' next move`,
  53. mass_attack: tp`${'icon'}Mass attacks`,
  54. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  55. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  56. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  57. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  58. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  59. unbind_normal: tp`${'icon'}Bind`,
  60. unbind_awakenings: tp`${'icon'}Awoken bind`,
  61. unbind_matches: tp`${'icon'}Unmatchable orb`,
  62. bind_skill: tp`${'icon'}Unable to use skills`,
  63. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  64. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  65. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  66. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  67. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  68. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  69. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  70. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  71. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  72. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  73. board_change: tp`Change all orbs to ${'orbs'}`,
  74. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  75. skill_boost_range: tp`~${'turns'}`,
  76. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  77. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  78. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  79. drop_refresh: tp`Replaces all orbs`,
  80. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  81. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  82. board7x6: tp`[${'icon'}7x6 board]`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'state'} ${'size'} at ${'position'}${'time'}`,
  118. },
  119. power: {
  120. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  121. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  122. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  123. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  124. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  125. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  126. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  127. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  128. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  129. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  130. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  131. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  132. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  134. },
  135. cond: {
  136. unknown: tp`[ Unknown condition ]`,
  137. hp_equal: tp`When ${'hp'} == ${'min'} `,
  138. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  139. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  140. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  141. use_skill: tp`When skills used `,
  142. multi_player: tp`When in Multiplayer Mode `,
  143. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  144. exact_combo: tp`When exactly ${'value'} combos `,
  145. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  146. exact_match_enhanced: tp` orbs including enhanced`,
  147. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  148. compo_type_card: tp`When ${'ids'} are all on team, `,
  149. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  150. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  151. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  152. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  153. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  154. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  155. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  156. },
  157. position: {
  158. top: tp`${'pos'} of top rows`,
  159. bottom: tp`${'pos'} of bottom rows`,
  160. left: tp`${'pos'} of left columns`,
  161. right: tp`${'pos'} of right columns`,
  162. random: tp`random location`,
  163. shape: tp`specified location`,
  164. },
  165. value: {
  166. unknown: tp`[ Unknown value: ${'type'}]`, //type
  167. const: tp`${'value'} ${'unit'}`,
  168. const_to: tp`to ${'value'}`,
  169. mul_percent: tp`${'value'}%`,
  170. mul_times: tp`×${'value'}`,
  171. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  172. mul_of_times: tp`${'stats'} ×${'value'}`,
  173. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  174. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  175. prob: tp`${'value'} chance for `,
  176. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  177. size: tp`${'width'}×${'height'}`,
  178. pos: tp`${'x'}×${'y'}`,
  179. },
  180. target: {
  181. unknown: tp`Unkown Target`,
  182. self: tp`card's`,
  183. team: tp`team`,
  184. team_last: tp`the lastest member`,
  185. team_leader: tp`leader`,
  186. sub_members: tp`sub-members`,
  187. leader_self: tp`left leader`,
  188. leader_helper: tp`right leader`,
  189. collab_id: tp`card with collab ID of ${'id'} `,
  190. enemy: tp`Enemy`,
  191. enemy_all: tp`all enemys`,
  192. enemy_one: tp`1 enemy`,
  193. enemy_attr: tp`${'attr'} enemy`,
  194. the_attr: tp`attr of the matched Orbs`,
  195. },
  196. stats: {
  197. unknown: tp`[ Unknown: ${'type'}]`, //type
  198. maxhp: tp`Max HP`,
  199. hp: tp`HP`,
  200. chp: tp`current HP`,
  201. atk: tp`ATK`,
  202. rcv: tp`RCV`,
  203. teamhp: tp`Team HP`,
  204. teamatk: tp`Team ${'attrs'} ATK`,
  205. teamrcv: tp`Team RCV`,
  206. cstage: tp`current Stage of Dungeon`,
  207. },
  208. unit: {
  209. orbs: tp``,
  210. times: tp` times`,
  211. seconds: tp` seconds`,
  212. point: tp` point`,
  213. turns: tp` turns`,
  214. },
  215. word: {
  216. comma: tp`, `,
  217. slight_pause: tp`, `,
  218. range_hyphen: tp`~`,
  219. in_once: tp`in once `,
  220. evo_type_pixel: tp`Pixel Evo`,
  221. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  222. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  223. affix_attr: tp`${'cotent'} attr.`,
  224. affix_orb: tp`${'cotent'} orbs`,
  225. affix_type: tp`${'cotent'} types`,
  226. affix_awakening: tp`${'cotent'} awoken`,
  227. affix_exclude: tp`, exclude ${'cotent'}`,
  228. },
  229. attrs: {
  230. [0]: tp`${'icon'}Fire`,
  231. [1]: tp`${'icon'}Water`,
  232. [2]: tp`${'icon'}Wood`,
  233. [3]: tp`${'icon'}Light`,
  234. [4]: tp`${'icon'}Dark`,
  235. [5]: tp`${'icon'}Recover`,
  236. [6]: tp`${'icon'}Null`,
  237. all: tp`All`,
  238. self: tp`${'icon'}Self's Attr`,
  239. fixed: tp`${'icon'}Fixed`,
  240. },
  241. orbs: {
  242. [0]: tp`${'icon'}Fire`,
  243. [1]: tp`${'icon'}Water`,
  244. [2]: tp`${'icon'}Wood`,
  245. [3]: tp`${'icon'}Light`,
  246. [4]: tp`${'icon'}Dark`,
  247. [5]: tp`${'icon'}Heal`,
  248. [6]: tp`${'icon'}Jammer`,
  249. [7]: tp`${'icon'}Poison`,
  250. [8]: tp`${'icon'}Lethal Poison`,
  251. [9]: tp`${'icon'}Bomb`,
  252. enhanced: tp`${'icon'}Enhanced`,
  253. locked: tp`${'icon'}Locked`,
  254. nail: tp`${'icon'}Nail`,
  255. _5color: tp`${'icon'}5 Att.`,
  256. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  257. all: tp`All`,
  258. any: tp`Any ${'cotent'}`,
  259. },
  260. board: {
  261. cloud: tp`${'icon'}Cloud`,
  262. roulette: tp`${'icon'}Roulette`,
  263. roulette_time: tp`(transforms every ${'duration'})`,
  264. },
  265. types: {
  266. [0]: tp`${'icon'}Evo Material`,
  267. [1]: tp`${'icon'}Balanced`,
  268. [2]: tp`${'icon'}Physical`,
  269. [3]: tp`${'icon'}Healer`,
  270. [4]: tp`${'icon'}Dragon`,
  271. [5]: tp`${'icon'}God`,
  272. [6]: tp`${'icon'}Attacker`,
  273. [7]: tp`${'icon'}Devil`,
  274. [8]: tp`${'icon'}Machine`,
  275. [9]: tp`${'icon'}Special Protection`,
  276. [12]: tp`${'icon'}Awaken`,
  277. [14]: tp`${'icon'}Enhance Material`,
  278. [15]: tp`${'icon'}Redeemable`,
  279. },
  280. awokens: {
  281. [0]: tp`${'icon'}Unknown awoken`,
  282. [1]: tp`${'icon'}Enhanced HP`,
  283. [2]: tp`${'icon'}Enhanced Attack`,
  284. [3]: tp`${'icon'}Enhanced Recovery`,
  285. [4]: tp`${'icon'}Reduce Fire Damage`,
  286. [5]: tp`${'icon'}Reduce Water Damage`,
  287. [6]: tp`${'icon'}Reduce Wood Damage`,
  288. [7]: tp`${'icon'}Reduce Light Damage`,
  289. [8]: tp`${'icon'}Reduce Dark Damage`,
  290. [9]: tp`${'icon'}Auto-Recover`,
  291. [10]: tp`${'icon'}Resistance-Bind`,
  292. [11]: tp`${'icon'}Resistance-Blind`,
  293. [12]: tp`${'icon'}Resistance-Jammers`,
  294. [13]: tp`${'icon'}Resistance-Poison`,
  295. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  296. [15]: tp`${'icon'}Enhanced Water Orbs`,
  297. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  298. [17]: tp`${'icon'}Enhanced Water Orbs`,
  299. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  300. [19]: tp`${'icon'}Extend Time`,
  301. [20]: tp`${'icon'}Recover Bind`,
  302. [21]: tp`${'icon'}Skill Boost`,
  303. [22]: tp`${'icon'}Enhanced Fire Rows`,
  304. [23]: tp`${'icon'}Enhanced Water Rows`,
  305. [24]: tp`${'icon'}Enhanced Wood Rows`,
  306. [25]: tp`${'icon'}Enhanced Water Rows`,
  307. [26]: tp`${'icon'}Enhanced Dark Rows`,
  308. [27]: tp`${'icon'}Two-Pronged Attack`,
  309. [28]: tp`${'icon'}Resistance-Skill Bind`,
  310. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  311. [30]: tp`${'icon'}Multi Boost`,
  312. [31]: tp`${'icon'}Dragon Killer`,
  313. [32]: tp`${'icon'}God Killer`,
  314. [33]: tp`${'icon'}Devil Killer`,
  315. [34]: tp`${'icon'}Machine Killer`,
  316. [35]: tp`${'icon'}Balanced Killer`,
  317. [36]: tp`${'icon'}Attacker Killer`,
  318. [37]: tp`${'icon'}Physical Killer`,
  319. [38]: tp`${'icon'}Healer Killer`,
  320. [39]: tp`${'icon'}Evo Killer`,
  321. [40]: tp`${'icon'}Awaken Killer`,
  322. [41]: tp`${'icon'}Enhance Killer`,
  323. [42]: tp`${'icon'}Redeemable Killer`,
  324. [43]: tp`${'icon'}Enhanced Combos`,
  325. [44]: tp`${'icon'}Guard Break`,
  326. [45]: tp`${'icon'}Bonus Attack`,
  327. [46]: tp`${'icon'}Enhanced Team HP `,
  328. [47]: tp`${'icon'}Enhanced Team Recovery`,
  329. [48]: tp`${'icon'}Damage Void Piercer`,
  330. [49]: tp`${'icon'}Awoken Assist`,
  331. [50]: tp`${'icon'}Super Bonus Attack`,
  332. [51]: tp`${'icon'}Skill Charge`,
  333. [52]: tp`${'icon'}Resistance-Bind+`,
  334. [53]: tp`${'icon'}Extend Time+`,
  335. [54]: tp`${'icon'}Resistance-Clouds`,
  336. [55]: tp`${'icon'}Resistance-Immobility`,
  337. [56]: tp`${'icon'}Skill Boost+`,
  338. [57]: tp`${'icon'}50% or more HP Enhanced`,
  339. [58]: tp`${'icon'}50% or less HP Enhanced`,
  340. [59]: tp`${'icon'}L Damage Reduction`,
  341. [60]: tp`${'icon'}L Increased Attack`,
  342. [61]: tp`${'icon'}Super Enhanced Combos`,
  343. [62]: tp`${'icon'}Combo Orbs`,
  344. [63]: tp`${'icon'}Skill Voice`,
  345. [64]: tp`${'icon'}Dungeon Bonus`,
  346. [65]: tp`${'icon'}Reduced HP`,
  347. [66]: tp`${'icon'}Reduced Attack`,
  348. [67]: tp`${'icon'}Reduced RCV`,
  349. [68]: tp`${'icon'}Resistance-Blind+`,
  350. [69]: tp`${'icon'}Resistance-Jammers+`,
  351. [70]: tp`${'icon'}Resistance-Poison+`,
  352. [71]: tp`${'icon'}Blessing of Jammers`,
  353. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  354. [73]: tp`${'icon'}Enhanced Fire Combos`,
  355. [74]: tp`${'icon'}Enhanced Water Combos`,
  356. [75]: tp`${'icon'}Enhanced Wood Combos`,
  357. [76]: tp`${'icon'}Enhanced Light Combos`,
  358. [77]: tp`${'icon'}Enhanced Dark Combos`,
  359. [78]: tp`${'icon'}Cross Attack`,
  360. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  361. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  362. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  363. [82]: tp`${'icon'}Super Enhanced Matching`,
  364. [83]: tp`${'icon'}Append Dragon Type`,
  365. [84]: tp`${'icon'}Append God Type`,
  366. [85]: tp`${'icon'}Append Devil Type`,
  367. [86]: tp`${'icon'}Append Machine Type`,
  368. [87]: tp`${'icon'}Append Balanced Type`,
  369. [88]: tp`${'icon'}Append Attacker Type`,
  370. [89]: tp`${'icon'}Append Physical Type`,
  371. [90]: tp`${'icon'}Append Healer Type`,
  372. [91]: tp`${'icon'}Append Fire Attr.`,
  373. [92]: tp`${'icon'}Append Water Attr.`,
  374. [93]: tp`${'icon'}Append Wood Attr.`,
  375. [94]: tp`${'icon'}Append Water Attr.`,
  376. [95]: tp`${'icon'}Append Dark Attr.`,
  377. [96]: tp`${'icon'}Two-Pronged Attack+`,
  378. [97]: tp`${'icon'}Skill Charge+`,
  379. [98]: tp`${'icon'}Auto-Recover+`,
  380. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  381. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  382. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  383. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  384. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  385. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  386. }
  387. },
  388. };
  389. //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
  390. const typekiller_for_type = [
  391. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  392. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  393. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  394. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  395. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  396. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  397. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  398. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  399. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  400. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  401. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  402. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  403. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  404. ];
  405. //类型允许的潜觉杀
  406. const type_allowable_latent = [];
  407. typekiller_for_type.forEach(t=>
  408. {
  409. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  410. .map(tn=>
  411. typekiller_for_type.find(_t=>_t.type == tn).latent
  412. );
  413. type_allowable_latent[t.type] = t.allowableLatent;
  414. }
  415. );
  416. //一般共同能打的潜觉
  417. const common_allowable_latent = [
  418. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  419. 28,29,30,31,32,33,34,35,36,37,38,
  420. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  421. ];
  422. //120级才能打的潜觉
  423. const v120_allowable_latent = [
  424. 42,43,44,45
  425. ];
  426. //等效觉醒列表
  427. const equivalent_awoken = [
  428. {small:10,big:52,times:2}, //防封
  429. {small:11,big:68,times:5}, //防暗
  430. {small:12,big:69,times:5}, //防废
  431. {small:13,big:70,times:5}, //防毒
  432. {small:19,big:53,times:2}, //手指
  433. {small:21,big:56,times:2}, //SB
  434. {small:27,big:96,times:2}, //U
  435. {small:51,big:97,times:2}, //5色溜
  436. {small:9,big:98,times:2}, //自回
  437. {small:14,big:99,times:2}, //火+
  438. {small:15,big:100,times:2},//水+
  439. {small:16,big:101,times:2},//木+
  440. {small:17,big:102,times:2},//光+
  441. {small:18,big:103,times:2},//暗+
  442. {small:29,big:104,times:2},//心+
  443. ];
  444. //官方的觉醒排列顺序
  445. const official_awoken_sorting = [
  446. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  447. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  448. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  449. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  450. 99,100,101,102,103,104, 98, 96, 97,
  451. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  452. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  453. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  454. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  455. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  456. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  457. 91, 92, 93, 94, 95,
  458. ];
  459. //pdc的徽章对应数字
  460. const pdcBadgeMap = [
  461. {pdf:1,pdc:10}, //无限cost
  462. {pdf:2,pdc:12}, //小手指
  463. {pdf:3,pdc:9}, //全体攻击
  464. {pdf:4,pdc:5}, //小回复
  465. {pdf:5,pdc:1}, //小血量
  466. {pdf:6,pdc:3}, //小攻击
  467. {pdf:7,pdc:8}, //SB
  468. {pdf:8,pdc:18}, //队长防封
  469. {pdf:9,pdc:19}, //SX
  470. {pdf:11,pdc:7}, //无天降
  471. {pdf:17,pdc:6}, //大回复
  472. {pdf:18,pdc:2}, //大血量
  473. {pdf:19,pdc:4}, //大攻击
  474. {pdf:20,pdc:null}, //三维
  475. {pdf:21,pdc:13}, //大手指
  476. {pdf:10,pdc:11}, //加经验
  477. {pdf:12,pdc:15}, //墨镜
  478. {pdf:13,pdc:17}, //防废
  479. {pdf:14,pdc:16}, //防毒
  480. {pdf:50,pdc:14}, //月卡
  481. ];
  482. //pdc的潜觉对应数字
  483. const pdcLatentMap = [
  484. {pdf:1,pdc:1}, //HP
  485. {pdf:2,pdc:0}, //攻击
  486. {pdf:3,pdc:2}, //回复
  487. {pdf:4,pdc:19}, //手指
  488. {pdf:5,pdc:13}, //自回
  489. {pdf:6,pdc:14}, //火盾
  490. {pdf:7,pdc:15}, //水盾
  491. {pdf:8,pdc:16}, //木盾
  492. {pdf:9,pdc:17}, //光盾
  493. {pdf:10,pdc:18}, //暗盾
  494. {pdf:11,pdc:12}, //防坐
  495. {pdf:12,pdc:3}, //三维
  496. {pdf:13,pdc:35}, //不被换队长
  497. {pdf:13,pdc:47}, //不被换队长 ×1.5
  498. {pdf:14,pdc:37}, //不掉废
  499. {pdf:15,pdc:36}, //不掉毒
  500. {pdf:16,pdc:24}, //进化杀
  501. {pdf:17,pdc:25}, //觉醒杀
  502. {pdf:18,pdc:26}, //强化杀
  503. {pdf:19,pdc:27}, //卖钱杀
  504. {pdf:20,pdc:4}, //神杀
  505. {pdf:21,pdc:5}, //龙杀
  506. {pdf:22,pdc:6}, //恶魔杀
  507. {pdf:23,pdc:7}, //机械杀
  508. {pdf:24,pdc:8}, //平衡杀
  509. {pdf:25,pdc:9}, //攻击杀
  510. {pdf:26,pdc:10}, //体力杀
  511. {pdf:27,pdc:11}, //回复杀
  512. {pdf:28,pdc:20}, //大HP
  513. {pdf:29,pdc:21}, //大攻击
  514. {pdf:30,pdc:22}, //大回复
  515. {pdf:31,pdc:23}, //大手指
  516. {pdf:32,pdc:28}, //大火盾
  517. {pdf:33,pdc:29}, //大水盾
  518. {pdf:34,pdc:30}, //大木盾
  519. {pdf:35,pdc:31}, //大光盾
  520. {pdf:36,pdc:32}, //大暗盾
  521. {pdf:37,pdc:33}, //6色破无效
  522. {pdf:37,pdc:45}, //6色破无效 ×1.5
  523. {pdf:38,pdc:34}, //3色破属吸
  524. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  525. {pdf:39,pdc:40}, //C珠破吸
  526. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  527. {pdf:40,pdc:39}, //心横解转转
  528. {pdf:40,pdc:49}, //心横解转转 ×1.5
  529. {pdf:41,pdc:38}, //U解禁消
  530. {pdf:41,pdc:48}, //U解禁消 ×1.5
  531. {pdf:42,pdc:41}, //伤害上限解除
  532. {pdf:43,pdc:42}, //HP++
  533. {pdf:44,pdc:43}, //攻击++
  534. {pdf:45,pdc:44}, //回复++
  535. {pdf:46,pdc:51}, //心追解云封
  536. {pdf:46,pdc:52}, //心追解云封 ×1.5
  537. {pdf:47,pdc:53}, //心L大SB
  538. {pdf:47,pdc:54}, //心L大SB ×1.5
  539. ];
  540. //排序程序列表
  541. const sort_function_list = [
  542. {tag:"sort_none",name:"无",function:()=>0},
  543. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  544. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  545. let num = a.attrs[0] - b.attrs[0];
  546. if (num === 0) num = a.attrs[1] - b.attrs[1];
  547. return num;
  548. }
  549. },
  550. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  551. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  552. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  553. let num = card_a.attrs[0] - card_b.attrs[0];
  554. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  555. return num;
  556. }
  557. },
  558. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  559. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  560. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  561. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  562. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  563. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  564. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  565. }
  566. },
  567. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  568. function getEvoSkill(skill) {
  569. //232为进化后不循环技能,233为循环技能
  570. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  571. else return skill;
  572. }
  573. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  574. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  575. }
  576. },
  577. {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)},
  578. {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)},
  579. {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)},
  580. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  581. {
  582. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  583. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  584. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  585. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  586. return abA - abB;
  587. }
  588. },
  589. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  590. {
  591. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  592. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  593. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  594. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  595. return abA - abB;
  596. }
  597. },
  598. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  599. {
  600. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  601. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  602. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  603. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  604. return abA - abB;
  605. }
  606. },
  607. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  608. {
  609. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  610. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  611. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  612. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  613. return abA - abB;
  614. }
  615. },
  616. ];
  617. //增加特殊搜索模式
  618. const specialSearchFunctions = (function() {
  619. 'use strict';
  620. //返回卡片的队长技能
  621. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  622. {
  623. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  624. }
  625. //返回卡片的技能
  626. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  627. {
  628. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  629. }
  630. //返回卡片的技能
  631. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  632. {
  633. switch(skillGreatType)
  634. {
  635. case 1:
  636. case "leader":
  637. return getCardLeaderSkill(card, skillTypes, searchRandom);
  638. case 2:
  639. case "active":
  640. return getCardActiveSkill(card, skillTypes, searchRandom);
  641. default:
  642. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  643. }
  644. }
  645. //查找到真正起作用的那一个技能
  646. function getActuallySkill(skill, skillTypes, searchRandom = true)
  647. {
  648. if (skillTypes.includes(skill.type))
  649. {
  650. return skill;
  651. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  652. {
  653. const subSkills = skill.params.map(id=>Skills[id]);
  654. for(let i = 0;i < subSkills.length; i++)
  655. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  656. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  657. if (foundSubSkill)
  658. {
  659. return foundSubSkill;
  660. }
  661. }
  662. return null;
  663. }else
  664. {
  665. return null;
  666. }
  667. }
  668. //获取血倍率
  669. function getHPScale(ls)
  670. {
  671. const sk = ls.params;
  672. let scale = 1;
  673. switch (ls.type)
  674. {
  675. case 23: case 30: case 62: case 77: case 63: case 65:
  676. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  677. scale = sk[sk.length-1]/100;
  678. break;
  679. case 73: case 76:
  680. case 121: case 129: case 163: case 177: case 186:
  681. case 155:
  682. scale = sk[2]/100;
  683. break;
  684. case 106: case 107: case 108:
  685. scale = sk[0]/100;
  686. break;
  687. case 125:
  688. scale = sk[5]/100;
  689. break;
  690. case 136:
  691. case 137:
  692. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  693. break;
  694. case 158:
  695. scale = sk[4]/100;
  696. break;
  697. case 175:
  698. case 178: case 185:
  699. scale = sk[3]/100;
  700. break;
  701. case 203: case 217:
  702. scale = sk[1]/100;
  703. break;
  704. case 138: //调用其他队长技
  705. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  706. break;
  707. default:
  708. }
  709. return scale || 1;
  710. }
  711. //获取盾减伤比例
  712. function getReduceScale(ls, allAttr = false, noHPneed = false)
  713. {
  714. const sk = ls.params;
  715. let scale = 0;
  716. switch (ls.type)
  717. {
  718. case 16: //无条件盾
  719. scale = sk[0]/100;
  720. break;
  721. case 17: //单属性盾
  722. scale = allAttr ? 0 : sk[1]/100;
  723. break;
  724. case 36: //2个属性盾
  725. scale = allAttr ? 0 : sk[2]/100;
  726. break;
  727. case 38: //血线下 + 几率
  728. case 43: //血线上 + 几率
  729. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  730. break;
  731. case 129: //无条件盾,属性个数不固定
  732. case 163: //无条件盾,属性个数不固定
  733. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  734. break;
  735. case 178: //无条件盾,属性个数不固定
  736. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  737. break;
  738. case 130: //血线下 + 属性个数不固定
  739. case 131: //血线上 + 属性个数不固定
  740. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  741. break;
  742. case 151: //十字心触发
  743. case 169: //C触发
  744. case 198: //回血触发
  745. scale = sk[2]/100;
  746. break;
  747. case 170: //多色触发
  748. case 182: //长串触发
  749. case 193: //L触发
  750. scale = sk[3]/100;
  751. break;
  752. case 171: //多串触发
  753. scale = sk[6]/100;
  754. break;
  755. case 183: //又是个有两段血线的队长技
  756. scale = noHPneed ? 0 : sk[4]/100;
  757. break;
  758. case 210: //十字触发
  759. scale = sk[1]/100;
  760. break;
  761. case 235: { //可多次触发
  762. scale = (sk[4] || 0) / 100;
  763. break;
  764. }
  765. case 138: //调用其他队长技
  766. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  767. break;
  768. default:
  769. }
  770. return scale || 0;
  771. }
  772. //获取无条件盾减伤比例
  773. function getReduceScale_unconditional(ls)
  774. {
  775. const sk = ls.params;
  776. let scale = 0;
  777. switch (ls.type)
  778. {
  779. case 16: //无条件盾
  780. {
  781. scale = sk[0]/100;
  782. break;
  783. }
  784. case 129: //无条件盾,属性个数不固定
  785. case 163: //无条件盾,属性个数不固定
  786. {
  787. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  788. break;
  789. }
  790. case 178: //无条件盾,属性个数不固定
  791. {
  792. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  793. break;
  794. }
  795. case 138: //调用其他队长技
  796. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  797. break;
  798. default:
  799. }
  800. return scale || 0;
  801. }
  802. function getCannonAttr(skill)
  803. {
  804. const sk = skill.params;
  805. switch(skill.type)
  806. {
  807. case 0:
  808. case 1:
  809. case 37:
  810. case 58:
  811. case 59:
  812. case 84:
  813. case 85:
  814. case 86:
  815. case 87:
  816. case 115:
  817. return sk[0];
  818. case 110:
  819. case 143:
  820. return sk[1];
  821. case 42:
  822. return sk[1];
  823. case 144:
  824. return sk[3] ?? 0;
  825. default:
  826. return -1;
  827. }
  828. }
  829. function sortByParams(a,b,searchTypeArray,pidx = 0)
  830. {
  831. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  832. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  833. return a_pC - b_pC;
  834. }
  835. function sortByHPScal(a,b)
  836. {
  837. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  838. return getHPScale(a_s) - getHPScale(b_s);
  839. }
  840. function HPScal_Addition(card)
  841. {
  842. const skill = Skills[card.leaderSkillId];
  843. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  844. }
  845. function sortByReduceScale(a,b)
  846. {
  847. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  848. return getReduceScale(a_s) - getReduceScale(b_s);
  849. }
  850. function ReduceScale_Addition(card)
  851. {
  852. const skill = Skills[card.leaderSkillId];
  853. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  854. }
  855. function voidsAbsorption_Addition(card)
  856. {
  857. const searchTypeArray = [173];
  858. const skill = getCardActiveSkill(card, searchTypeArray);
  859. if (!skill) return;
  860. const sk = skill.params;
  861. if (sk[1] && sk[3])
  862. {
  863. return `双吸×${sk[0]}T`;
  864. }else
  865. {
  866. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  867. }
  868. }
  869. function unbind_Turns(card)
  870. {
  871. const outObj = {
  872. normal: 0,
  873. awoken: 0
  874. };
  875. const searchTypeArray = [117,179];
  876. const skill = getCardActiveSkill(card, searchTypeArray);
  877. if (skill)
  878. {
  879. const sk = skill.params;
  880. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  881. outObj.awoken = sk[4] || 0;
  882. }
  883. return outObj;
  884. }
  885. function unbind_Addition(card)
  886. {
  887. const turns = unbind_Turns(card);
  888. let strArr = [];
  889. if (turns.normal > 0 && turns.normal == turns.awoken)
  890. {
  891. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  892. }
  893. if (turns.normal > 0)
  894. {
  895. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  896. }
  897. if (turns.awoken > 0)
  898. {
  899. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  900. }
  901. return strArr.join(',');
  902. }
  903. function boardChange_ColorTypes(skill)
  904. {
  905. if (!skill) return [];
  906. const sk = skill.params;
  907. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  908. return colors;
  909. }
  910. function boardChange_Addition(card)
  911. {
  912. const searchTypeArray = [71];
  913. const skill = getCardActiveSkill(card, searchTypeArray);
  914. const colors = boardChange_ColorTypes(skill);
  915. return createOrbsList(colors);
  916. }
  917. function orbsChangeParse(skill)
  918. {
  919. function changes(from, to)
  920. {
  921. return {from:from,to:to};
  922. }
  923. let outArr = [];
  924. if (!skill) return outArr;
  925. const sk = skill.params;
  926. switch (skill.type)
  927. {
  928. case 9:{
  929. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  930. break;
  931. }
  932. case 20:{
  933. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  934. {
  935. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  936. }
  937. else
  938. {
  939. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  940. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  941. }
  942. break;
  943. }
  944. case 154:{
  945. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  946. break;
  947. }
  948. }
  949. return outArr;
  950. }
  951. function changeOrbs_Addition(card)
  952. {
  953. const searchTypeArray = [9,20,154];
  954. const skills = getCardActiveSkills(card, searchTypeArray);
  955. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  956. const fragment = document.createDocumentFragment();
  957. parsedSkills.forEach(p=>{
  958. fragment.appendChild(createOrbsList(p.from));
  959. fragment.appendChild(document.createTextNode(`→`));
  960. fragment.appendChild(createOrbsList(p.to));
  961. });
  962. return fragment;
  963. }
  964. function generateOrbsParse(card)
  965. {
  966. let outArr = [];
  967. const searchTypeArray = [141, 208];
  968. const skills = getCardActiveSkills(card, searchTypeArray);
  969. if (!skills.length) return outArr;
  970. for (const skill of skills)
  971. {
  972. const sk = skill.params;
  973. if (skill.type == 141)
  974. {
  975. outArr.push({
  976. count: sk[0],
  977. to: flags(sk[1] || 1),
  978. exclude: flags(sk[2]),
  979. });
  980. }else
  981. {
  982. outArr.push({
  983. count: sk[0],
  984. to: flags(sk[1] || 1),
  985. exclude: flags(sk[2]),
  986. });
  987. outArr.push({
  988. count: sk[3],
  989. to: flags(sk[4] || 1),
  990. exclude: flags(sk[5]),
  991. });
  992. }
  993. }
  994. return outArr;
  995. }
  996. function generateOrbs_Addition(card)
  997. {
  998. const gens = generateOrbsParse(card);
  999. const searchTypeArray = [141, 208];
  1000. const skill = getCardActiveSkill(card, searchTypeArray);
  1001. if (!skill) return;
  1002. const sk = skill.params;
  1003. const fragment = document.createDocumentFragment();
  1004. for (const gen of gens)
  1005. {
  1006. fragment.appendChild(createOrbsList(gen.to));
  1007. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1008. }
  1009. return fragment;
  1010. }
  1011. function lock_Addition(card)
  1012. {
  1013. const searchTypeArray = [152];
  1014. const skill = getCardActiveSkill(card, searchTypeArray);
  1015. if (!skill) return;
  1016. const sk = skill.params;
  1017. const fragment = document.createDocumentFragment();
  1018. fragment.appendChild(document.createTextNode(`锁`));
  1019. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1020. return fragment;
  1021. }
  1022. function dropLock_Addition(card)
  1023. {
  1024. const searchTypeArray = [205];
  1025. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1026. if (!skill) return;
  1027. const sk = skill.params;
  1028. const fragment = document.createDocumentFragment();
  1029. fragment.appendChild(document.createTextNode(`掉锁`));
  1030. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1031. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1032. return fragment;
  1033. }
  1034. function dropOrb_Addition(card)
  1035. {
  1036. const searchTypeArray = [126];
  1037. const skill = getCardActiveSkill(card, searchTypeArray);
  1038. if (!skill) return;
  1039. const sk = skill.params;
  1040. const colors = flags(sk[0]);
  1041. const fragment = document.createDocumentFragment();
  1042. fragment.appendChild(createOrbsList(colors));
  1043. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1044. return fragment;
  1045. }
  1046. function generateColumnOrbs_Addition(card)
  1047. {
  1048. const searchTypeArray = [127];
  1049. const skill = getCardActiveSkill(card, searchTypeArray);
  1050. if (!skill) return;
  1051. const sk = skill.params;
  1052. const colors = [];
  1053. for (let ai=0;ai<sk.length;ai+=2)
  1054. {
  1055. colors.push(flags(sk[ai+1]));
  1056. }
  1057. const fragment = document.createDocumentFragment();
  1058. fragment.appendChild(document.createTextNode(`竖`));
  1059. fragment.appendChild(createOrbsList(colors.flat()));
  1060. return fragment;
  1061. }
  1062. function generateRowOrbs_Addition(card)
  1063. {
  1064. const searchTypeArray = [128];
  1065. const skill = getCardActiveSkill(card, searchTypeArray);
  1066. if (!skill) return;
  1067. const sk = skill.params;
  1068. const colors = [];
  1069. for (let ai=0;ai<sk.length;ai+=2)
  1070. {
  1071. colors.push(flags(sk[ai+1]));
  1072. }
  1073. const fragment = document.createDocumentFragment();
  1074. fragment.appendChild(document.createTextNode(`横`));
  1075. fragment.appendChild(createOrbsList(colors.flat()));
  1076. return fragment;
  1077. }
  1078. function numericalATK_Addition(card)
  1079. {
  1080. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1081. const skill = getCardActiveSkill(card, searchTypeArray);
  1082. if (!skill) return;
  1083. //const sk = skill.params;
  1084. const colors = [getCannonAttr(skill)];
  1085. const fragment = document.createDocumentFragment();
  1086. fragment.appendChild(document.createTextNode(`射`));
  1087. fragment.appendChild(createOrbsList(colors));
  1088. return fragment;
  1089. }
  1090. function memberATK_Addition(card)
  1091. {
  1092. const searchTypeArray = [230];
  1093. const skill = getCardActiveSkill(card, searchTypeArray);
  1094. if (!skill) return;
  1095. const sk = skill.params;
  1096. const fragment = document.createDocumentFragment();
  1097. const ul = fragment.appendChild(document.createElement("ul"));
  1098. ul.className = "team-flags";
  1099. for (let i = 0; i<6; i++) {
  1100. const li = ul.appendChild(document.createElement("li"));
  1101. li.className = "team-member-icon";
  1102. }
  1103. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1104. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1105. let str = '';
  1106. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1107. fragment.appendChild(document.createTextNode(str));
  1108. return fragment;
  1109. }
  1110. function healImmediately_Rate(card)
  1111. {
  1112. const searchTypeArray = [7, //宠物回复力
  1113. 8, //固定点数
  1114. 35,115, //吸血
  1115. 117
  1116. ];
  1117. const skills = getCardActiveSkills(card, searchTypeArray);
  1118. const outObj = {
  1119. vampire: 0,
  1120. selfRcv: 0,
  1121. const: 0,
  1122. scale: 0,
  1123. };
  1124. if (!skills.length) return outObj;
  1125. skills.forEach(skill=>{
  1126. const sk = skill.params;
  1127. if (skill.type == 7)
  1128. {
  1129. outObj.selfRcv += sk[0];
  1130. }
  1131. else if(skill.type == 8)
  1132. {
  1133. outObj.const += sk[0];
  1134. }
  1135. else if(skill.type == 35)
  1136. {
  1137. outObj.vampire += sk[1];
  1138. }
  1139. else if(skill.type == 115)
  1140. {
  1141. outObj.vampire += sk[2];
  1142. }
  1143. else if(skill.type == 117)
  1144. {
  1145. outObj.selfRcv += sk[1] || 0;
  1146. outObj.const += sk[2] || 0;
  1147. outObj.scale += sk[3] || 0;
  1148. }
  1149. });
  1150. return outObj;
  1151. }
  1152. function atkBuff_Rate(card)
  1153. {
  1154. const searchTypeArray = [
  1155. 88,92, //类型的
  1156. 50,90, //属性的,要排除回复力
  1157. 156,168,231, //宝石姬
  1158. 228, //属性、类型数量
  1159. ];
  1160. const skills = getCardActiveSkills(card, searchTypeArray);
  1161. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1162. function atkBuffParse(skill) {
  1163. const outObj = {
  1164. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1165. types: [],
  1166. attrs: [],
  1167. awoken: [],
  1168. rate: 0,
  1169. turns: 0,
  1170. };
  1171. if (!skill) return outObj;
  1172. const sk = skill.params;
  1173. if (skill.type == 88 || skill.type == 92)
  1174. {
  1175. outObj.skilltype = 2;
  1176. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1177. outObj.turns = sk[0];
  1178. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1179. }
  1180. else if(skill.type == 50 || skill.type == 90)
  1181. {
  1182. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1183. if (!outObj.attrs.length) //去除回复力
  1184. return outObj;
  1185. outObj.skilltype = 2;
  1186. outObj.turns = sk[0];
  1187. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1188. }
  1189. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1190. || skill.type == 168)
  1191. {
  1192. outObj.skilltype = 1;
  1193. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1194. outObj.turns = sk[0];
  1195. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1196. }
  1197. else if(skill.type == 228 && sk[3] > 0)
  1198. {
  1199. outObj.skilltype = 1;
  1200. outObj.attrs = flags(sk[1]);
  1201. outObj.types = flags(sk[2]);
  1202. outObj.turns = sk[0];
  1203. outObj.rate = sk[3];
  1204. }
  1205. else if(skill.type == 231 && sk[6] > 0)
  1206. {
  1207. outObj.skilltype = 1;
  1208. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1209. outObj.turns = sk[0];
  1210. outObj.rate = sk[6];
  1211. }
  1212. return outObj;
  1213. }
  1214. }
  1215. function rcvBuff_Rate(card)
  1216. {
  1217. const searchTypeArray = [
  1218. 50,90,
  1219. 228, 231, //宝石姬
  1220. ];
  1221. const skills = getCardActiveSkills(card, searchTypeArray);
  1222. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1223. function rcvBuffParse(skill) {
  1224. const outObj = {
  1225. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1226. types: [],
  1227. attrs: [],
  1228. awoken: [],
  1229. rate: 0,
  1230. turns: 0,
  1231. };
  1232. if (!skill) return outObj;
  1233. const sk = skill.params;
  1234. if (skill.type == 228 && sk[4] > 0) {
  1235. outObj.skilltype = 1;
  1236. outObj.attrs = flags(sk[1]);
  1237. outObj.types = flags(sk[2]);
  1238. outObj.turns = sk[0];
  1239. outObj.rate = sk[4];
  1240. } else if (skill.type == 231 && sk[7] > 0) {
  1241. outObj.skilltype = 1;
  1242. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1243. outObj.turns = sk[0];
  1244. outObj.rate = sk[7];
  1245. } else if (skill.type == 50 || skill.type == 90) {
  1246. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1247. outObj.turns = sk[0];
  1248. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1249. }
  1250. return outObj;
  1251. }
  1252. }
  1253. function damageSelf_Rate(card)
  1254. {
  1255. const searchTypeArray = [84,85,86,87,195];
  1256. const skill = getCardActiveSkill(card, searchTypeArray);
  1257. if (!skill) return 0;
  1258. const sk = skill.params;
  1259. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1260. }
  1261. function changeEnemiesAttr_Attr(card)
  1262. {
  1263. const outObj = {
  1264. attr: null,
  1265. turns: 0
  1266. }
  1267. const searchTypeArray = [153, 224];
  1268. const skill = getCardActiveSkill(card, searchTypeArray);
  1269. if (!skill) return outObj;
  1270. const sk = skill.params;
  1271. if (skill.type == 153)
  1272. {
  1273. outObj.attr = sk[0];
  1274. }
  1275. else if (skill.type == 224)
  1276. {
  1277. outObj.attr = sk[1] || 0;
  1278. outObj.turns = sk[0];
  1279. }
  1280. return outObj;
  1281. }
  1282. //创建1个觉醒图标
  1283. function createAwokenIcon(awokenId)
  1284. {
  1285. const icon = document.createElement("icon");
  1286. icon.className ="awoken-icon";
  1287. icon.setAttribute("data-awoken-icon", awokenId);
  1288. return icon;
  1289. }
  1290. //产生一个觉醒列表
  1291. function creatAwokenList(awokens) {
  1292. const ul = document.createElement("ul");
  1293. ul.className = "awoken-ul";
  1294. awokens.forEach(ak=>{
  1295. const li = ul.appendChild(document.createElement("li"));
  1296. const icon = li.appendChild(createAwokenIcon(ak));
  1297. });
  1298. return ul;
  1299. }
  1300. //产生宝珠列表
  1301. function createOrbsList(orbs)
  1302. {
  1303. if (orbs == undefined) orbs = [0];
  1304. else if (!Array.isArray(orbs)) orbs = [orbs];
  1305. const ul = document.createElement("ul");
  1306. ul.className = "board";
  1307. orbs.forEach(orbType => {
  1308. const li = ul.appendChild(document.createElement("li"));
  1309. li.className = `orb-icon`;
  1310. li.setAttribute("data-orb-icon", orbType);
  1311. });
  1312. return ul;
  1313. }
  1314. //产生类型列表
  1315. function createTypesList(types)
  1316. {
  1317. if (types == undefined) types = [0];
  1318. else if (!Array.isArray(types)) types = [types];
  1319. const ul = document.createElement("ul");
  1320. ul.className = "types-ul";
  1321. types.forEach(type => {
  1322. const li = ul.appendChild(document.createElement("li"));
  1323. li.className = `type-icon`;
  1324. li.setAttribute("data-type-icon", type);
  1325. });
  1326. return ul;
  1327. }
  1328. const functions = [
  1329. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1330. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1331. ]},
  1332. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1333. {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)"},
  1334. function:cards=>{
  1335. const searchTypeArray = [173];
  1336. return cards.filter(card=>{
  1337. const skill = getCardActiveSkill(card, searchTypeArray);
  1338. return skill && skill.params[1];
  1339. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1340. },addition:voidsAbsorption_Addition},
  1341. /*{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)"},
  1342. function:cards=>{
  1343. const searchTypeArray = [173];
  1344. return cards.filter(card=>{
  1345. const skill = getCardActiveSkill(card, searchTypeArray);
  1346. return skill && skill.params[2];
  1347. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1348. },addition:voidsAbsorption_Addition},*/
  1349. {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)"},
  1350. function:cards=>{
  1351. const searchTypeArray = [173];
  1352. return cards.filter(card=>{
  1353. const skill = getCardActiveSkill(card, searchTypeArray);
  1354. return skill && skill.params[3];
  1355. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1356. },addition:voidsAbsorption_Addition},
  1357. {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)"},
  1358. function:cards=>{
  1359. const searchTypeArray = [173];
  1360. return cards.filter(card=>{
  1361. const skill = getCardActiveSkill(card, searchTypeArray);
  1362. return skill && skill.params[1] && skill.params[3];
  1363. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1364. },addition:voidsAbsorption_Addition},
  1365. {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)"},
  1366. function:cards=>{
  1367. const searchTypeArray = [191];
  1368. return cards.filter(card=>{
  1369. const skill = getCardActiveSkill(card, searchTypeArray);
  1370. return skill;
  1371. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1372. },
  1373. addition:card=>{
  1374. const searchTypeArray = [191];
  1375. const skill = getCardActiveSkill(card, searchTypeArray);
  1376. if (!skill) return;
  1377. const sk = skill.params;
  1378. return document.createTextNode(`破贯×${sk[0]}T`);
  1379. }
  1380. },
  1381. ]},
  1382. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1383. {
  1384. 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)"},
  1385. function:cards=>{
  1386. return cards.filter(card=>{
  1387. const turns = unbind_Turns(card);
  1388. return turns.normal > 0;
  1389. }).sort((a,b)=>{
  1390. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1391. let a_pC = a_s.normal, b_pC = b_s.normal;
  1392. return a_pC - b_pC;
  1393. });
  1394. },
  1395. addition:unbind_Addition
  1396. },
  1397. {
  1398. 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)"},
  1399. function:cards=>{
  1400. return cards.filter(card=>{
  1401. const turns = unbind_Turns(card);
  1402. return turns.awoken > 0;
  1403. }).sort((a,b)=>{
  1404. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1405. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1406. return a_pC - b_pC;
  1407. });
  1408. },
  1409. addition:unbind_Addition
  1410. },
  1411. {
  1412. 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)"},
  1413. function:cards=>{
  1414. return cards.filter(card=>{
  1415. const turns = unbind_Turns(card);
  1416. return turns.normal && turns.awoken > 0;
  1417. }).sort((a,b)=>{
  1418. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1419. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1420. return a_pC - b_pC;
  1421. });
  1422. },
  1423. addition:unbind_Addition
  1424. },
  1425. {
  1426. 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)"},
  1427. function:cards=>{
  1428. const searchTypeArray = [196];
  1429. return cards.filter(card=>{
  1430. const skill = getCardActiveSkill(card, searchTypeArray);
  1431. return skill;
  1432. }).sort((a,b)=>{
  1433. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1434. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1435. return a_pC - b_pC;
  1436. })
  1437. },
  1438. addition:card=>{
  1439. const searchTypeArray = [196];
  1440. const skill = getCardActiveSkill(card, searchTypeArray);
  1441. if (!skill) return;
  1442. const sk = skill.params;
  1443. const value = sk[0];
  1444. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1445. }
  1446. },
  1447. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1448. function:cards=>cards.filter(card=>{
  1449. const searchTypeArray = [215];
  1450. const skill = getCardActiveSkill(card, searchTypeArray);
  1451. return skill;
  1452. }),
  1453. addition:card=>{
  1454. const searchTypeArray = [215];
  1455. const skill = getCardActiveSkill(card, searchTypeArray);
  1456. if (!skill) return;
  1457. const sk = skill.params;
  1458. const fragment = document.createDocumentFragment();
  1459. fragment.appendChild(document.createTextNode(`自封`));
  1460. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1461. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1462. return fragment;
  1463. }
  1464. },
  1465. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1466. function:cards=>cards.filter(card=>{
  1467. const searchTypeArray = [214];
  1468. const skill = getCardActiveSkill(card, searchTypeArray);
  1469. return skill;
  1470. }),
  1471. addition:card=>{
  1472. const searchTypeArray = [214];
  1473. const skill = getCardActiveSkill(card, searchTypeArray);
  1474. if (!skill) return;
  1475. const sk = skill.params;
  1476. return document.createTextNode(`自封技${sk[0]}T`);
  1477. }
  1478. },
  1479. ]},
  1480. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1481. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1482. function:cards=>cards.filter(card=>{
  1483. const searchTypeArray = [156,168,228,231];
  1484. const skill = getCardActiveSkill(card, searchTypeArray);
  1485. return skill;
  1486. })
  1487. },
  1488. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1489. function:cards=>{
  1490. return cards.filter(card=>{
  1491. const atkbuff = rcvBuff_Rate(card);
  1492. return atkbuff.skilltype > 0;
  1493. }).sort((a,b)=>{
  1494. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1495. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1496. if (sortNum == 0)
  1497. sortNum = a_pC.rate - b_pC.rate;
  1498. if (sortNum == 0)
  1499. sortNum = a_pC.turns - b_pC.turns;
  1500. return sortNum;
  1501. });
  1502. },
  1503. addition:card=>{
  1504. const atkbuff = rcvBuff_Rate(card);
  1505. const fragment = document.createDocumentFragment();
  1506. fragment.appendChild(createOrbsList([5]));
  1507. if (atkbuff.skilltype == 0) return fragment;
  1508. if (atkbuff.skilltype == 1)
  1509. {
  1510. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1511. if (atkbuff.awoken.length)
  1512. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1513. if (atkbuff.attrs.length)
  1514. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1515. if (atkbuff.types.length)
  1516. fragment.appendChild(createTypesList(atkbuff.types));
  1517. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1518. }else if (atkbuff.skilltype == 2)
  1519. {
  1520. if (atkbuff.attrs.length)
  1521. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1522. if (atkbuff.types.length)
  1523. fragment.appendChild(createTypesList(atkbuff.types));
  1524. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1525. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1526. }
  1527. return fragment;
  1528. }
  1529. },
  1530. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1531. function:cards=>{
  1532. return cards.filter(card=>{
  1533. const atkbuff = atkBuff_Rate(card);
  1534. return atkbuff.skilltype > 0;
  1535. }).sort((a,b)=>{
  1536. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1537. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1538. if (sortNum == 0)
  1539. sortNum = a_pC.rate - b_pC.rate;
  1540. if (sortNum == 0)
  1541. sortNum = a_pC.turns - b_pC.turns;
  1542. return sortNum;
  1543. });
  1544. },
  1545. addition:card=>{
  1546. const atkbuff = atkBuff_Rate(card);
  1547. const fragment = document.createDocumentFragment();
  1548. if (atkbuff.skilltype == 0) return fragment;
  1549. if (atkbuff.skilltype == 1)
  1550. {
  1551. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1552. if (atkbuff.awoken.length)
  1553. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1554. if (atkbuff.attrs.length)
  1555. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1556. if (atkbuff.types.length)
  1557. fragment.appendChild(createTypesList(atkbuff.types));
  1558. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1559. }else if (atkbuff.skilltype == 2)
  1560. {
  1561. if (atkbuff.attrs.length)
  1562. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1563. if (atkbuff.types.length)
  1564. fragment.appendChild(createTypesList(atkbuff.types));
  1565. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1566. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1567. }
  1568. return fragment;
  1569. }
  1570. },
  1571. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1572. function:cards=>{
  1573. const searchTypeArray = [132];
  1574. return cards.filter(card=>{
  1575. const skill = getCardActiveSkill(card, searchTypeArray);
  1576. return skill;
  1577. }).sort((a,b)=>{
  1578. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1579. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1580. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1581. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1582. });
  1583. },
  1584. addition:card=>{
  1585. const searchTypeArray = [132];
  1586. const skill = getCardActiveSkill(card, searchTypeArray);
  1587. if (!skill) return;
  1588. const sk = skill.params;
  1589. let str = "👆";
  1590. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1591. if (sk[2]) str += `x${sk[2]/100}`;
  1592. str += `x${sk[0]}T`;
  1593. return str;
  1594. }
  1595. },
  1596. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1597. function:cards=>{
  1598. const searchTypeArray = [184];
  1599. return cards.filter(card=>{
  1600. const skill = getCardActiveSkill(card, searchTypeArray);
  1601. return skill;
  1602. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1603. },
  1604. addition:card=>{
  1605. const searchTypeArray = [184];
  1606. const skill = getCardActiveSkill(card, searchTypeArray);
  1607. if (!skill) return;
  1608. const sk = skill.params;
  1609. return `无↓×${sk[0]}T`;
  1610. }
  1611. },
  1612. {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)"},
  1613. function:cards=>{
  1614. const searchTypeArray = [160];
  1615. return cards.filter(card=>{
  1616. const skill = getCardActiveSkill(card, searchTypeArray);
  1617. return skill;
  1618. }).sort((a,b)=>{
  1619. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1620. return a_s.params[1] - b_s.params[1];
  1621. });
  1622. },
  1623. addition:card=>{
  1624. const searchTypeArray = [160];
  1625. const skill = getCardActiveSkill(card, searchTypeArray);
  1626. if (!skill) return;
  1627. const sk = skill.params;
  1628. return `+${sk[1]}C×${sk[0]}T`;
  1629. }
  1630. },
  1631. {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)"},
  1632. function:cards=>{
  1633. const searchTypeArray = [3,156];
  1634. return cards.filter(card=>{
  1635. const skill = getCardActiveSkill(card, searchTypeArray);
  1636. if (!skill) return false;
  1637. if (skill.type == 156)
  1638. return skill.params[4]==3;
  1639. else
  1640. return true;
  1641. }).sort((a,b)=>{
  1642. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1643. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1644. if (!sortNum)
  1645. {
  1646. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1647. sortNum = a_pC - b_pC;
  1648. }
  1649. return sortNum;
  1650. });
  1651. },
  1652. addition:card=>{
  1653. const searchTypeArray = [3,156];
  1654. const skill = getCardActiveSkill(card, searchTypeArray);
  1655. if (!skill) return;
  1656. const sk = skill.params;
  1657. const fragment = document.createDocumentFragment();
  1658. if (skill.type == 156)
  1659. {
  1660. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1661. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1662. fragment.appendChild(creatAwokenList(awokenArr));
  1663. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1664. }else
  1665. {
  1666. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1667. }
  1668. return fragment;
  1669. }
  1670. },
  1671. {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)"},
  1672. function:cards=>{
  1673. const searchTypeArray = [3];
  1674. return cards.filter(card=>{
  1675. const skill = getCardActiveSkill(card, searchTypeArray);
  1676. return skill && skill.params[1]>=100;
  1677. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1678. },
  1679. addition:card=>{
  1680. const searchTypeArray = [3];
  1681. const skill = getCardActiveSkill(card, searchTypeArray);
  1682. if (!skill) return;
  1683. const sk = skill.params;
  1684. return `无敌×${sk[0]}T`;
  1685. }
  1686. },
  1687. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1688. function:cards=>{
  1689. const searchTypeArray = [21];
  1690. return cards.filter(card=>{
  1691. const skill = getCardActiveSkill(card, searchTypeArray);
  1692. return skill;
  1693. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1694. },
  1695. addition:card=>{
  1696. const searchTypeArray = [21];
  1697. const skill = getCardActiveSkill(card, searchTypeArray);
  1698. if (!skill) return;
  1699. const sk = skill.params;
  1700. const colors = [sk[1]];
  1701. const fragment = document.createDocumentFragment();
  1702. fragment.appendChild(document.createTextNode(`-`));
  1703. fragment.appendChild(createOrbsList(colors));
  1704. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1705. return fragment;
  1706. }
  1707. },
  1708. {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)"},
  1709. function:cards=>{
  1710. const searchTypeArray = [51];
  1711. return cards.filter(card=>{
  1712. const skill = getCardActiveSkill(card, searchTypeArray);
  1713. return skill;
  1714. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1715. },
  1716. addition:card=>{
  1717. const searchTypeArray = [51];
  1718. const skill = getCardActiveSkill(card, searchTypeArray);
  1719. if (!skill) return;
  1720. const sk = skill.params;
  1721. return `全体×${sk[0]}T`;
  1722. }
  1723. },
  1724. ]},
  1725. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1726. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1727. function:cards=>{
  1728. const searchTypeArray = [205];
  1729. return cards.filter(card=>{
  1730. const skill = getCardActiveSkill(card, searchTypeArray);
  1731. return skill;
  1732. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1733. },
  1734. addition:dropLock_Addition
  1735. },
  1736. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1737. function:cards=>{
  1738. const searchTypeArray = [205];
  1739. return cards.filter(card=>{
  1740. const skill = getCardActiveSkill(card, searchTypeArray);
  1741. return skill && (skill.params[0] & 63) === 63;
  1742. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1743. },
  1744. addition:dropLock_Addition
  1745. },
  1746. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1747. function:cards=>{
  1748. const searchTypeArray = [180];
  1749. return cards.filter(card=>{
  1750. const skill = getCardActiveSkill(card, searchTypeArray);
  1751. return skill;
  1752. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1753. },
  1754. addition:card=>{
  1755. const searchTypeArray = [180];
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. if (!skill) return;
  1758. const sk = skill.params;
  1759. return `${sk[1]}%×${sk[0]}T`;
  1760. }
  1761. },
  1762. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1763. function:cards=>cards.filter(card=>{
  1764. const searchTypeArray = [126];
  1765. const skill = getCardActiveSkill(card, searchTypeArray);
  1766. return skill;
  1767. }),
  1768. addition:dropOrb_Addition
  1769. },
  1770. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1771. function:cards=>cards.filter(card=>{
  1772. const searchTypeArray = [126];
  1773. const skill = getCardActiveSkill(card, searchTypeArray);
  1774. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1775. }),
  1776. addition:dropOrb_Addition
  1777. },
  1778. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1779. function:cards=>cards.filter(card=>{
  1780. const searchTypeArray = [126];
  1781. const skill = getCardActiveSkill(card, searchTypeArray);
  1782. return skill && skill.params[1] >= 99;
  1783. }),
  1784. addition:dropOrb_Addition
  1785. },
  1786. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1787. function:cards=>cards.filter(card=>{
  1788. const searchTypeArray = [126];
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. return skill && skill.params[3] == 100;
  1791. }),
  1792. addition:dropOrb_Addition
  1793. },
  1794. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1795. function:cards=>{
  1796. const searchTypeArray = [226];
  1797. return cards.filter(card=>{
  1798. const skill = getCardActiveSkill(card, searchTypeArray);
  1799. return skill;
  1800. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1801. },
  1802. addition:card=>{
  1803. const searchTypeArray = [226];
  1804. const skill = getCardActiveSkill(card, searchTypeArray);
  1805. if (!skill) return;
  1806. const sk = skill.params;
  1807. return `📌${sk[1]}%×${sk[0]}T`;
  1808. }
  1809. },
  1810. ]},
  1811. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1812. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1813. function:cards=>{
  1814. const searchTypeArray = [18];
  1815. return cards.filter(card=>{
  1816. const skill = getCardActiveSkill(card, searchTypeArray);
  1817. return skill;
  1818. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1819. },
  1820. addition:card=>{
  1821. const searchTypeArray = [18];
  1822. const skill = getCardActiveSkill(card, searchTypeArray);
  1823. if (!skill) return;
  1824. const sk = skill.params;
  1825. return document.createTextNode(`威吓×${sk[0]}T`);
  1826. }
  1827. },
  1828. {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)"},
  1829. function:cards=>{
  1830. const searchTypeArray = [19];
  1831. return cards.filter(card=>{
  1832. const skill = getCardActiveSkill(card, searchTypeArray);
  1833. return skill;
  1834. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1835. },
  1836. addition:card=>{
  1837. const searchTypeArray = [19];
  1838. const skill = getCardActiveSkill(card, searchTypeArray);
  1839. if (!skill) return;
  1840. const sk = skill.params;
  1841. return `破防${sk[1]}%`;
  1842. }
  1843. },
  1844. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1845. function:cards=>{
  1846. const searchTypeArray = [19];
  1847. return cards.filter(card=>{
  1848. const skill = getCardActiveSkill(card, searchTypeArray);
  1849. return skill && skill.params[1]>=100;
  1850. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1851. },
  1852. addition:card=>{
  1853. const searchTypeArray = [19];
  1854. const skill = getCardActiveSkill(card, searchTypeArray);
  1855. if (!skill) return;
  1856. const sk = skill.params;
  1857. return `全破×${sk[0]}T`;
  1858. }
  1859. },
  1860. {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)"},
  1861. function:cards=>{
  1862. const searchTypeArray = [4];
  1863. return cards.filter(card=>{
  1864. const skill = getCardActiveSkill(card, searchTypeArray);
  1865. return skill;
  1866. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1867. },
  1868. addition:card=>{
  1869. const searchTypeArray = [4];
  1870. const skill = getCardActiveSkill(card, searchTypeArray);
  1871. if (!skill) return;
  1872. const sk = skill.params;
  1873. return `攻击力×${sk[0]/100}倍`;
  1874. }
  1875. },
  1876. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1877. function:cards=>{
  1878. return cards.filter(card=>{
  1879. return changeEnemiesAttr_Attr(card).attr != null;
  1880. }).sort((a,b)=>{
  1881. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1882. return a_pC.attr - b_pC.attr;
  1883. })
  1884. },
  1885. addition:card=>{
  1886. let change = changeEnemiesAttr_Attr(card);
  1887. const fragment = document.createDocumentFragment();
  1888. fragment.appendChild(document.createTextNode(`敌→`));
  1889. fragment.appendChild(createOrbsList(change.attr));
  1890. if (change.turns > 0)
  1891. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1892. return fragment;
  1893. }
  1894. },
  1895. {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)"},
  1896. function:cards=>{
  1897. const searchTypeArray = [60];
  1898. return cards.filter(card=>{
  1899. const skill = getCardActiveSkill(card, searchTypeArray);
  1900. return skill;
  1901. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1902. },
  1903. addition:card=>{
  1904. const searchTypeArray = [60];
  1905. const skill = getCardActiveSkill(card, searchTypeArray);
  1906. if (!skill) return;
  1907. const sk = skill.params;
  1908. const fragment = document.createDocumentFragment();
  1909. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1910. fragment.appendChild(createOrbsList(sk[2]));
  1911. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1912. return fragment;
  1913. }
  1914. },
  1915. ]},
  1916. {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: [
  1917. {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)"},
  1918. function:cards=>{
  1919. const searchTypeArray = [146];
  1920. return cards.filter(card=>{
  1921. const skill = getCardActiveSkill(card, searchTypeArray);
  1922. return skill;
  1923. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1924. },
  1925. addition:card=>{
  1926. const searchTypeArray = [146];
  1927. const skill = getCardActiveSkill(card, searchTypeArray);
  1928. if (!skill) return;
  1929. const sk = skill.params;
  1930. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1931. }
  1932. },
  1933. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1934. function:cards=>{
  1935. const searchTypeArray = [218];
  1936. return cards.filter(card=>{
  1937. const skill = getCardActiveSkill(card, searchTypeArray);
  1938. return skill;
  1939. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1940. },
  1941. addition:card=>{
  1942. const searchTypeArray = [218];
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. if (!skill) return;
  1945. const sk = skill.params;
  1946. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1947. }
  1948. },
  1949. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1950. function:cards=>cards.filter(card=>{
  1951. const searchTypeArray = [93, 227];
  1952. const skill = getCardActiveSkill(card, searchTypeArray);
  1953. return skill;
  1954. })
  1955. },
  1956. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1957. function:cards=>{
  1958. const searchTypeArray = [241];
  1959. return cards.filter(card=>{
  1960. const skill = getCardActiveSkill(card, searchTypeArray);
  1961. return skill;
  1962. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  1963. },
  1964. addition:card=>{
  1965. const searchTypeArray = [241];
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. if (!skill) return;
  1968. const sk = skill.params;
  1969. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  1970. }
  1971. },
  1972. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1973. function:cards=>{
  1974. const searchTypeArray = [230];
  1975. return cards.filter(card=>{
  1976. const skill = getCardActiveSkill(card, searchTypeArray);
  1977. return skill;
  1978. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1979. },
  1980. addition:memberATK_Addition
  1981. },
  1982. {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"},
  1983. function:cards=>{
  1984. const searchTypeArray = [230];
  1985. return cards.filter(card=>{
  1986. const skill = getCardActiveSkill(card, searchTypeArray);
  1987. return skill && Boolean(skill.params[1] & 1<<0);
  1988. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1989. },
  1990. addition:memberATK_Addition
  1991. },
  1992. {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"},
  1993. function:cards=>{
  1994. const searchTypeArray = [230];
  1995. return cards.filter(card=>{
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1998. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1999. },
  2000. addition:memberATK_Addition
  2001. },
  2002. {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"},
  2003. function:cards=>{
  2004. const searchTypeArray = [230];
  2005. return cards.filter(card=>{
  2006. const skill = getCardActiveSkill(card, searchTypeArray);
  2007. return skill && Boolean(skill.params[1] & 1<<3);
  2008. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2009. },
  2010. addition:memberATK_Addition
  2011. },
  2012. {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)"},
  2013. function:cards=>{
  2014. const searchTypeArray = [142];
  2015. return cards.filter(card=>{
  2016. const skill = getCardActiveSkill(card, searchTypeArray);
  2017. return skill;
  2018. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2019. },
  2020. addition:card=>{
  2021. const searchTypeArray = [142];
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. if (!skill) return;
  2024. const sk = skill.params;
  2025. const fragment = document.createDocumentFragment();
  2026. fragment.appendChild(document.createTextNode(`自→`));
  2027. fragment.appendChild(createOrbsList(sk[1]));
  2028. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2029. return fragment;
  2030. }
  2031. },
  2032. ]},
  2033. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2034. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2035. function:cards=>{
  2036. const searchTypeArray = [179];
  2037. return cards.filter(card=>{
  2038. const skill = getCardActiveSkill(card, searchTypeArray);
  2039. return skill;
  2040. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2041. },
  2042. addition:card=>{
  2043. const searchTypeArray = [179];
  2044. const skill = getCardActiveSkill(card, searchTypeArray);
  2045. if (!skill) return;
  2046. const sk = skill.params;
  2047. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2048. }
  2049. },
  2050. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2051. function:cards=>{
  2052. return cards.filter(card=>{
  2053. const heal = healImmediately_Rate(card);
  2054. return Object.values(heal).some(v=>v);
  2055. })
  2056. .sort((a,b)=>{
  2057. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2058. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2059. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2060. let sortNum = a_i - b_i;
  2061. if (!sortNum)
  2062. {
  2063. sortNum = a_vs[a_i] - b_vs[b_i];
  2064. }
  2065. return sortNum;
  2066. });
  2067. },
  2068. addition:card=>{
  2069. const heal = healImmediately_Rate(card);
  2070. let strArr = [];
  2071. if (heal.scale)
  2072. strArr.push(`${heal.scale}%最大HP`);
  2073. if (heal.const)
  2074. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2075. if (heal.selfRcv)
  2076. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2077. if (heal.vampire)
  2078. strArr.push(`${heal.vampire}%伤害`);
  2079. return strArr.join(',');
  2080. }
  2081. },
  2082. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2083. function:cards=>{
  2084. return cards.filter(card=>damageSelf_Rate(card)>0)
  2085. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2086. },
  2087. addition:card=>{
  2088. let rate = damageSelf_Rate(card);
  2089. if (rate < 100)
  2090. return `减少${rate}%`;
  2091. else
  2092. return `减少到1`;
  2093. }
  2094. },
  2095. ]},
  2096. {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: [
  2097. {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)"},
  2098. function:cards=>{
  2099. const searchTypeArray = [6];
  2100. return cards.filter(card=>{
  2101. const skill = getCardActiveSkill(card, searchTypeArray);
  2102. return skill;
  2103. }).sort((a,b)=>{
  2104. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2105. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2106. return a_pC - b_pC;
  2107. })
  2108. },
  2109. addition:card=>{
  2110. const searchTypeArray = [6];
  2111. const skill = getCardActiveSkill(card, searchTypeArray);
  2112. if (!skill) return;
  2113. const sk = skill.params;
  2114. return `当前${sk[0]}%`;
  2115. }
  2116. },
  2117. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2118. function:cards=>{
  2119. const searchTypeArray = [161];
  2120. return cards.filter(card=>{
  2121. const skill = getCardActiveSkill(card, searchTypeArray);
  2122. return skill;
  2123. }).sort((a,b)=>{
  2124. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2125. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2126. return a_pC - b_pC;
  2127. })
  2128. },
  2129. addition:card=>{
  2130. const searchTypeArray = [161];
  2131. const skill = getCardActiveSkill(card, searchTypeArray);
  2132. if (!skill) return;
  2133. const sk = skill.params;
  2134. return `最大${sk[0]}%`;
  2135. }
  2136. },
  2137. ]},
  2138. {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: [
  2139. {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)"},
  2140. function:cards=>{
  2141. const searchTypeArray = [55,188];
  2142. return cards.filter(card=>{
  2143. const skill = getCardActiveSkill(card, searchTypeArray);
  2144. return skill;
  2145. }).sort((a,b)=>{
  2146. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2147. 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);
  2148. return a_pC - b_pC;
  2149. });
  2150. },
  2151. addition:card=>{
  2152. const searchTypeArray = [55,188];
  2153. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2154. const sk = skills[0].params;
  2155. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2156. }
  2157. },
  2158. {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)"},
  2159. function:cards=>{
  2160. const searchTypeArray = [56];
  2161. return cards.filter(card=>{
  2162. const skill = getCardActiveSkill(card, searchTypeArray);
  2163. return skill;
  2164. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2165. },
  2166. addition:card=>{
  2167. const searchTypeArray = [56];
  2168. const skill = getCardActiveSkill(card, searchTypeArray);
  2169. if (!skill) return;
  2170. const sk = skill.params;
  2171. return `固伤${sk[0].bigNumberToString()}`;
  2172. }
  2173. },
  2174. ]},
  2175. {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: [
  2176. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2177. function:cards=>cards.filter(card=>{
  2178. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2179. function isSingle(skill)
  2180. {
  2181. if (skill.type == 110)
  2182. return Boolean(skill.params[0]);
  2183. else if (skill.type == 144)
  2184. return Boolean(skill.params[2]);
  2185. else
  2186. return true;
  2187. }
  2188. const skill = getCardActiveSkill(card, searchTypeArray);
  2189. return skill && isSingle(skill);
  2190. }),
  2191. addition: numericalATK_Addition
  2192. },
  2193. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2194. function:cards=>cards.filter(card=>{
  2195. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2196. function isAll(skill)
  2197. {
  2198. if (skill.type == 110)
  2199. return !Boolean(skill.params[0]);
  2200. else if (skill.type == 144)
  2201. return !Boolean(skill.params[2]);
  2202. else
  2203. return true;
  2204. }
  2205. const skill = getCardActiveSkill(card, searchTypeArray);
  2206. return skill && skill.id!=0 && isAll(skill);
  2207. }),
  2208. addition: numericalATK_Addition
  2209. },
  2210. {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"},
  2211. function:cards=>cards.filter(card=>{
  2212. const searchTypeArray = [42];
  2213. const skill = getCardActiveSkill(card, searchTypeArray);
  2214. return skill;
  2215. })
  2216. },
  2217. {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"},
  2218. function:cards=>cards.filter(card=>{
  2219. const searchTypeArray = [2,35];
  2220. const skill = getCardActiveSkill(card, searchTypeArray);
  2221. return skill;
  2222. })
  2223. },
  2224. {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)"},
  2225. function:cards=>cards.filter(card=>{
  2226. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2227. const skill = getCardActiveSkill(card, searchTypeArray);
  2228. return skill && skill.id!=0;
  2229. }).sort((a,b)=>{
  2230. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2231. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2232. function getNumber(skill)
  2233. {
  2234. const sk = skill.params;
  2235. switch(skill.type)
  2236. {
  2237. case 0:
  2238. case 37:
  2239. case 58:
  2240. case 59:
  2241. case 84:
  2242. case 85:
  2243. case 115:
  2244. return sk[1];
  2245. case 2:
  2246. case 35:
  2247. return sk[0];
  2248. default:
  2249. return 0;
  2250. }
  2251. }
  2252. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2253. return a_pC - b_pC;
  2254. }),
  2255. addition: numericalATK_Addition
  2256. },
  2257. {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)"},
  2258. function:cards=>cards.filter(card=>{
  2259. const searchTypeArray = [1,42,86,87];
  2260. const skill = getCardActiveSkill(card, searchTypeArray);
  2261. return skill;
  2262. }).sort((a,b)=>{
  2263. const searchTypeArray = [1,42,86,87];
  2264. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2265. function getNumber(skill)
  2266. {
  2267. const sk = skill.params;
  2268. switch(skill.type)
  2269. {
  2270. case 1:
  2271. case 86:
  2272. case 87:
  2273. return sk[1];
  2274. case 42:
  2275. return sk[2];
  2276. default:
  2277. return 0;
  2278. }
  2279. }
  2280. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2281. return a_pC - b_pC;
  2282. }),
  2283. addition: numericalATK_Addition
  2284. },
  2285. {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)"},
  2286. function:cards=>{
  2287. const searchTypeArray = [110];
  2288. return cards.filter(card=>{
  2289. const skill = getCardActiveSkill(card, searchTypeArray);
  2290. return skill;
  2291. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2292. },
  2293. addition: numericalATK_Addition
  2294. },
  2295. {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)"},
  2296. function:cards=>{
  2297. const searchTypeArray = [143];
  2298. return cards.filter(card=>{
  2299. const skill = getCardActiveSkill(card, searchTypeArray);
  2300. return skill;
  2301. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2302. },
  2303. addition: numericalATK_Addition
  2304. },
  2305. {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)"},
  2306. function:cards=>{
  2307. const searchTypeArray = [144];
  2308. return cards.filter(card=>{
  2309. const skill = getCardActiveSkill(card, searchTypeArray);
  2310. return skill;
  2311. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2312. },
  2313. addition: numericalATK_Addition
  2314. },
  2315. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2316. function:cards=>cards.filter(card=>{
  2317. const searchTypeArray = [35,115];
  2318. const skill = getCardActiveSkill(card, searchTypeArray);
  2319. return skill;
  2320. })
  2321. },
  2322. ]},
  2323. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2324. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2325. function:cards=>cards.filter(card=>{
  2326. const searchTypeArray = [10];
  2327. const skill = getCardActiveSkill(card, searchTypeArray);
  2328. return skill;
  2329. })
  2330. },
  2331. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2332. function:cards=>{
  2333. const searchTypeArray = [207];
  2334. return cards.filter(card=>{
  2335. const skill = getCardActiveSkill(card, searchTypeArray);
  2336. return skill;
  2337. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2338. },
  2339. addition:card=>{
  2340. const searchTypeArray = [207];
  2341. const skill = getCardActiveSkill(card, searchTypeArray);
  2342. if (!skill) return;
  2343. const sk = skill.params;
  2344. if (sk[7])
  2345. return `${sk[7]}个×${sk[0]}T`;
  2346. else
  2347. return `特殊形状×${sk[0]}T`;
  2348. }
  2349. },
  2350. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2351. function:cards=>{
  2352. const searchTypeArray = [238];
  2353. return cards.filter(card=>{
  2354. const skill = getCardActiveSkill(card, searchTypeArray);
  2355. return skill;
  2356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2357. },
  2358. addition:card=>{
  2359. const searchTypeArray = [238];
  2360. const skill = getCardActiveSkill(card, searchTypeArray);
  2361. if (!skill) return;
  2362. const sk = skill.params;
  2363. return `${sk[1]}个×${sk[0]}T`;
  2364. }
  2365. },
  2366. ]},
  2367. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2368. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2369. function:cards=>cards.filter(card=>{
  2370. const searchTypeArray = [172];
  2371. const skill = getCardActiveSkill(card, searchTypeArray);
  2372. return skill;
  2373. })
  2374. },
  2375. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2376. function:cards=>cards.filter(card=>{
  2377. const searchTypeArray = [152];
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. return skill;
  2380. }),
  2381. addition:lock_Addition
  2382. },
  2383. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2384. function:cards=>cards.filter(card=>{
  2385. const searchTypeArray = [152];
  2386. const skill = getCardActiveSkill(card, searchTypeArray);
  2387. return skill && (skill.params[0] & 63) === 63;
  2388. }),
  2389. addition:lock_Addition
  2390. },
  2391. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2392. function:cards=>{
  2393. const searchTypeArray = [52,91,140];
  2394. return cards.filter(card=>{
  2395. const skill = getCardActiveSkill(card, searchTypeArray);
  2396. return skill;
  2397. });
  2398. },
  2399. addition:card=>{
  2400. const searchTypeArray = [52,91,140];
  2401. const skill = getCardActiveSkill(card, searchTypeArray);
  2402. if (!skill) return;
  2403. const sk = skill.params;
  2404. let attrs = [];
  2405. switch (skill.type)
  2406. {
  2407. case 52:{
  2408. attrs.push(sk[0]); break;
  2409. }
  2410. case 91:{
  2411. attrs = sk.slice(0,-1); break;
  2412. }
  2413. case 140:{
  2414. attrs = flags(sk[0]); break;
  2415. }
  2416. }
  2417. const fragment = document.createDocumentFragment();
  2418. fragment.appendChild(document.createTextNode(`强化`));
  2419. fragment.appendChild(createOrbsList(attrs));
  2420. return fragment;
  2421. }
  2422. },
  2423. ]},
  2424. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2425. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2426. function:cards=>cards.filter(card=>{
  2427. const searchTypeArray = [71];
  2428. const skill = getCardActiveSkill(card, searchTypeArray);
  2429. return skill;
  2430. }),
  2431. addition:boardChange_Addition
  2432. },
  2433. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2434. function:cards=>cards.filter(card=>{
  2435. const searchTypeArray = [71];
  2436. const skill = getCardActiveSkill(card, searchTypeArray);
  2437. return boardChange_ColorTypes(skill).length == 1;
  2438. }),
  2439. addition:boardChange_Addition
  2440. },
  2441. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2442. function:cards=>cards.filter(card=>{
  2443. const searchTypeArray = [71];
  2444. const skill = getCardActiveSkill(card, searchTypeArray);
  2445. return boardChange_ColorTypes(skill).length == 2;
  2446. }),
  2447. addition:boardChange_Addition
  2448. },
  2449. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2450. function:cards=>cards.filter(card=>{
  2451. const searchTypeArray = [71];
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. return boardChange_ColorTypes(skill).length == 3;
  2454. }),
  2455. addition:boardChange_Addition
  2456. },
  2457. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2458. function:cards=>cards.filter(card=>{
  2459. const searchTypeArray = [71];
  2460. const skill = getCardActiveSkill(card, searchTypeArray);
  2461. return boardChange_ColorTypes(skill).length == 4;
  2462. }),
  2463. addition:boardChange_Addition
  2464. },
  2465. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2466. function:cards=>cards.filter(card=>{
  2467. const searchTypeArray = [71];
  2468. const skill = getCardActiveSkill(card, searchTypeArray);
  2469. return boardChange_ColorTypes(skill).length == 5;
  2470. }),
  2471. addition:boardChange_Addition
  2472. },
  2473. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2474. function:cards=>cards.filter(card=>{
  2475. const searchTypeArray = [71];
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. return boardChange_ColorTypes(skill).length >= 6;
  2478. }),
  2479. addition:boardChange_Addition
  2480. },
  2481. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2482. function:cards=>cards.filter(card=>{
  2483. const searchTypeArray = [71];
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. return boardChange_ColorTypes(skill).includes(0);
  2486. }),
  2487. addition:boardChange_Addition
  2488. },
  2489. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2490. function:cards=>cards.filter(card=>{
  2491. const searchTypeArray = [71];
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. return boardChange_ColorTypes(skill).includes(1);
  2494. }),
  2495. addition:boardChange_Addition
  2496. },
  2497. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2498. function:cards=>cards.filter(card=>{
  2499. const searchTypeArray = [71];
  2500. const skill = getCardActiveSkill(card, searchTypeArray);
  2501. return boardChange_ColorTypes(skill).includes(2);
  2502. }),
  2503. addition:boardChange_Addition
  2504. },
  2505. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2506. function:cards=>cards.filter(card=>{
  2507. const searchTypeArray = [71];
  2508. const skill = getCardActiveSkill(card, searchTypeArray);
  2509. return boardChange_ColorTypes(skill).includes(3);
  2510. }),
  2511. addition:boardChange_Addition
  2512. },
  2513. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2514. function:cards=>cards.filter(card=>{
  2515. const searchTypeArray = [71];
  2516. const skill = getCardActiveSkill(card, searchTypeArray);
  2517. return boardChange_ColorTypes(skill).includes(4);
  2518. }),
  2519. addition:boardChange_Addition
  2520. },
  2521. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2522. function:cards=>cards.filter(card=>{
  2523. const searchTypeArray = [71];
  2524. const skill = getCardActiveSkill(card, searchTypeArray);
  2525. return boardChange_ColorTypes(skill).includes(5);
  2526. }),
  2527. addition:boardChange_Addition
  2528. },
  2529. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2530. function:cards=>cards.filter(card=>{
  2531. const searchTypeArray = [71];
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. const colors = boardChange_ColorTypes(skill);
  2534. return colors.includes(6)
  2535. || colors.includes(7)
  2536. || colors.includes(8)
  2537. || colors.includes(9);
  2538. }),
  2539. addition:boardChange_Addition
  2540. },
  2541. ]},
  2542. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2543. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2544. function:cards=>cards.filter(card=>{
  2545. const searchTypeArray = [9,20,154];
  2546. const skills = getCardActiveSkills(card, searchTypeArray);
  2547. if (!skills.length) return false;
  2548. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2549. return parsedSkills.some(p=>p.to.includes(0));
  2550. }),
  2551. addition:changeOrbs_Addition
  2552. },
  2553. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2554. function:cards=>cards.filter(card=>{
  2555. const searchTypeArray = [9,20,154];
  2556. const skills = getCardActiveSkills(card, searchTypeArray);
  2557. if (!skills.length) return false;
  2558. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2559. return parsedSkills.some(p=>p.to.includes(1));
  2560. }),
  2561. addition:changeOrbs_Addition
  2562. },
  2563. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2564. function:cards=>cards.filter(card=>{
  2565. const searchTypeArray = [9,20,154];
  2566. const skills = getCardActiveSkills(card, searchTypeArray);
  2567. if (!skills.length) return false;
  2568. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2569. return parsedSkills.some(p=>p.to.includes(2));
  2570. }),
  2571. addition:changeOrbs_Addition
  2572. },
  2573. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2574. function:cards=>cards.filter(card=>{
  2575. const searchTypeArray = [9,20,154];
  2576. const skills = getCardActiveSkills(card, searchTypeArray);
  2577. if (!skills.length) return false;
  2578. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2579. return parsedSkills.some(p=>p.to.includes(3));
  2580. }),
  2581. addition:changeOrbs_Addition
  2582. },
  2583. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2584. function:cards=>cards.filter(card=>{
  2585. const searchTypeArray = [9,20,154];
  2586. const skills = getCardActiveSkills(card, searchTypeArray);
  2587. if (!skills.length) return false;
  2588. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2589. return parsedSkills.some(p=>p.to.includes(4));
  2590. }),
  2591. addition:changeOrbs_Addition
  2592. },
  2593. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2594. function:cards=>cards.filter(card=>{
  2595. const searchTypeArray = [9,20,154];
  2596. const skills = getCardActiveSkills(card, searchTypeArray);
  2597. if (!skills.length) return false;
  2598. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2599. return parsedSkills.some(p=>p.to.includes(5));
  2600. }),
  2601. addition:changeOrbs_Addition
  2602. },
  2603. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2604. function:cards=>cards.filter(card=>{
  2605. const searchTypeArray = [9,20,154];
  2606. const skills = getCardActiveSkills(card, searchTypeArray);
  2607. if (!skills.length) return false;
  2608. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2609. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2610. }),
  2611. addition:changeOrbs_Addition
  2612. },
  2613. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2614. function:cards=>cards.filter(card=>{
  2615. const searchTypeArray = [9,20,154];
  2616. const skills = getCardActiveSkills(card, searchTypeArray);
  2617. if (!skills.length) return false;
  2618. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2619. return parsedSkills.some(p=>p.from.includes(0));
  2620. }),
  2621. addition:changeOrbs_Addition
  2622. },
  2623. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2624. function:cards=>cards.filter(card=>{
  2625. const searchTypeArray = [9,20,154];
  2626. const skills = getCardActiveSkills(card, searchTypeArray);
  2627. if (!skills.length) return false;
  2628. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2629. return parsedSkills.some(p=>p.from.includes(1));
  2630. }),
  2631. addition:changeOrbs_Addition
  2632. },
  2633. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2634. function:cards=>cards.filter(card=>{
  2635. const searchTypeArray = [9,20,154];
  2636. const skills = getCardActiveSkills(card, searchTypeArray);
  2637. if (!skills.length) return false;
  2638. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2639. return parsedSkills.some(p=>p.from.includes(2));
  2640. }),
  2641. addition:changeOrbs_Addition
  2642. },
  2643. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2644. function:cards=>cards.filter(card=>{
  2645. const searchTypeArray = [9,20,154];
  2646. const skills = getCardActiveSkills(card, searchTypeArray);
  2647. if (!skills.length) return false;
  2648. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2649. return parsedSkills.some(p=>p.from.includes(3));
  2650. }),
  2651. addition:changeOrbs_Addition
  2652. },
  2653. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2654. function:cards=>cards.filter(card=>{
  2655. const searchTypeArray = [9,20,154];
  2656. const skills = getCardActiveSkills(card, searchTypeArray);
  2657. if (!skills.length) return false;
  2658. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2659. return parsedSkills.some(p=>p.from.includes(4));
  2660. }),
  2661. addition:changeOrbs_Addition
  2662. },
  2663. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2664. function:cards=>cards.filter(card=>{
  2665. const searchTypeArray = [9,20,154];
  2666. const skills = getCardActiveSkills(card, searchTypeArray);
  2667. if (!skills.length) return false;
  2668. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2669. return parsedSkills.some(p=>p.from.includes(5));
  2670. }),
  2671. addition:changeOrbs_Addition
  2672. },
  2673. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2674. function:cards=>cards.filter(card=>{
  2675. const searchTypeArray = [9,20,154];
  2676. const skills = getCardActiveSkills(card, searchTypeArray);
  2677. if (!skills.length) return false;
  2678. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2679. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2680. }),
  2681. addition:changeOrbs_Addition
  2682. },
  2683. ]},
  2684. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2685. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2686. function:cards=>cards.filter(card=>{
  2687. function is30(sk)
  2688. {
  2689. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2690. }
  2691. const searchTypeArray = [141];
  2692. const skill = getCardActiveSkill(card, searchTypeArray);
  2693. return skill && is30(skill.params);
  2694. }),
  2695. addition:generateOrbs_Addition
  2696. },
  2697. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2698. function:cards=>cards.filter(card=>{
  2699. function is1515(sk)
  2700. {
  2701. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2702. }
  2703. const searchTypeArray = [141];
  2704. const skill = getCardActiveSkill(card, searchTypeArray);
  2705. return skill && is1515(skill.params);
  2706. }),
  2707. addition:generateOrbs_Addition
  2708. },
  2709. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2710. function:cards=>cards.filter(card=>{
  2711. const gens = generateOrbsParse(card);
  2712. return gens.some(gen=>gen.to.includes(0));
  2713. }),
  2714. addition:generateOrbs_Addition
  2715. },
  2716. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2717. function:cards=>cards.filter(card=>{
  2718. const gens = generateOrbsParse(card);
  2719. return gens.some(gen=>gen.to.includes(1));
  2720. }),
  2721. addition:generateOrbs_Addition
  2722. },
  2723. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2724. function:cards=>cards.filter(card=>{
  2725. const gens = generateOrbsParse(card);
  2726. return gens.some(gen=>gen.to.includes(2));
  2727. }),
  2728. addition:generateOrbs_Addition
  2729. },
  2730. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2731. function:cards=>cards.filter(card=>{
  2732. const gens = generateOrbsParse(card);
  2733. return gens.some(gen=>gen.to.includes(3));
  2734. }),
  2735. addition:generateOrbs_Addition
  2736. },
  2737. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2738. function:cards=>cards.filter(card=>{
  2739. const gens = generateOrbsParse(card);
  2740. return gens.some(gen=>gen.to.includes(4));
  2741. }),
  2742. addition:generateOrbs_Addition
  2743. },
  2744. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2745. function:cards=>cards.filter(card=>{
  2746. const gens = generateOrbsParse(card);
  2747. return gens.some(gen=>gen.to.includes(5));
  2748. }),
  2749. addition:generateOrbs_Addition
  2750. },
  2751. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2752. function:cards=>cards.filter(card=>{
  2753. const gens = generateOrbsParse(card);
  2754. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2755. }),
  2756. addition:generateOrbs_Addition
  2757. },
  2758. ]},
  2759. {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: [
  2760. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2761. function:cards=>cards.filter(card=>{
  2762. const searchTypeArray = [176];
  2763. const skill = getCardActiveSkill(card, searchTypeArray);
  2764. return skill;
  2765. })
  2766. },
  2767. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2768. function:cards=>cards.filter(card=>{
  2769. function is3x3(sk)
  2770. {
  2771. for (let si=0;si<3;si++)
  2772. {
  2773. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2774. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2775. (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)
  2776. (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)
  2777. )
  2778. return true;
  2779. }
  2780. return false;
  2781. }
  2782. const searchTypeArray = [176];
  2783. const skill = getCardActiveSkill(card, searchTypeArray);
  2784. return skill && is3x3(skill.params);
  2785. }),
  2786. addition:card=>{
  2787. const searchTypeArray = [176];
  2788. const skill = getCardActiveSkill(card, searchTypeArray);
  2789. if (!skill) return;
  2790. const sk = skill.params;
  2791. const fragment = document.createDocumentFragment();
  2792. fragment.appendChild(document.createTextNode(`3×3`));
  2793. fragment.appendChild(createOrbsList(sk[5]));
  2794. return fragment;
  2795. }
  2796. },
  2797. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2798. function:cards=>cards.filter(card=>{
  2799. const searchTypeArray = [127];
  2800. const skill = getCardActiveSkill(card, searchTypeArray);
  2801. return skill;
  2802. }),
  2803. addition:generateColumnOrbs_Addition
  2804. },
  2805. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2806. function:cards=>cards.filter(card=>{
  2807. function isHeart(sk)
  2808. {
  2809. for (let i=1;i<sk.length;i+=2)
  2810. {
  2811. if (sk[i] & 32)
  2812. {
  2813. return true;
  2814. }
  2815. }
  2816. }
  2817. const searchTypeArray = [127];
  2818. const skill = getCardActiveSkill(card, searchTypeArray);
  2819. return skill && isHeart(skill.params);
  2820. }),
  2821. addition:generateColumnOrbs_Addition
  2822. },
  2823. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2824. function:cards=>cards.filter(card=>{
  2825. const searchTypeArray = [128];
  2826. const skill = getCardActiveSkill(card, searchTypeArray);
  2827. return skill;
  2828. }),
  2829. addition:generateRowOrbs_Addition
  2830. },
  2831. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2832. function:cards=>cards.filter(card=>{
  2833. const searchTypeArray = [128];
  2834. const skill = getCardActiveSkill(card, searchTypeArray);
  2835. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2836. }),
  2837. addition:generateRowOrbs_Addition
  2838. },
  2839. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2840. function:cards=>cards.filter(card=>{
  2841. const searchTypeArray = [128];
  2842. const skill = getCardActiveSkill(card, searchTypeArray);
  2843. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2844. }),
  2845. addition:generateRowOrbs_Addition
  2846. },
  2847. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2848. function:cards=>cards.filter(card=>{
  2849. const searchTypeArray = [128];
  2850. const skill = getCardActiveSkill(card, searchTypeArray);
  2851. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2852. }),
  2853. addition:generateRowOrbs_Addition
  2854. },
  2855. {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)"},
  2856. function:cards=>cards.filter(card=>{
  2857. const searchTypeArray = [128,71,176];
  2858. function isRow(skill)
  2859. {
  2860. const sk = skill.params;
  2861. if (skill.type === 128) //普通横
  2862. {return true;}
  2863. else if (skill.type === 71) //花火
  2864. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2865. else if (skill.type === 176) //特殊形状
  2866. {
  2867. for (let si=0;si<5;si++)
  2868. {
  2869. if ((sk[si] & 63) === 63)
  2870. return true;
  2871. }
  2872. }
  2873. return false;
  2874. }
  2875. const skill = getCardActiveSkill(card, searchTypeArray);
  2876. return skill && isRow(skill);
  2877. })
  2878. },
  2879. ]},
  2880. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2881. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2882. function:cards=>cards.filter(card=>{
  2883. if (card.activeSkillId == 0) return false;
  2884. const skill = Skills[card.activeSkillId];
  2885. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2886. })
  2887. },
  2888. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  2889. function:cards=>cards.filter(card=>{
  2890. if (card.activeSkillId == 0) return false;
  2891. const skill = Skills[card.activeSkillId];
  2892. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2893. let realCD = minCD;
  2894. const searchTypeArray = [14];
  2895. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2896. if (subSkill)
  2897. {
  2898. realCD -= subSkill.params[0] * 3;
  2899. }
  2900. return minCD > 1 && realCD <= 4;
  2901. })
  2902. },
  2903. {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)"},
  2904. function:cards=>{
  2905. const searchTypeArray = [5];
  2906. return cards.filter(card=>{
  2907. const skill = getCardActiveSkill(card, searchTypeArray);
  2908. return skill;
  2909. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2910. },
  2911. addition:card=>{
  2912. const searchTypeArray = [5];
  2913. const skill = getCardActiveSkill(card, searchTypeArray);
  2914. const value = skill.params[0];
  2915. return `时停${value}s`;
  2916. }
  2917. },
  2918. {
  2919. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2920. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2921. },
  2922. {
  2923. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2924. function:cards=>cards.filter(card=>{
  2925. let skType = Skills[card.activeSkillId].type;
  2926. return skType == 232 || skType == 233;
  2927. })
  2928. },
  2929. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2930. function:cards=>cards.filter(card=>{
  2931. const searchTypeArray = [225];
  2932. const skill = getCardActiveSkill(card, searchTypeArray);
  2933. return skill;
  2934. }),
  2935. addition:card=>{
  2936. const searchTypeArray = [225];
  2937. const skill = getCardActiveSkill(card, searchTypeArray);
  2938. if (!skill) return;
  2939. const sk = skill.params;
  2940. let strArr = [];
  2941. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2942. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2943. return `HP ${strArr.join(" ")}`;
  2944. }
  2945. },
  2946. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2947. function:cards=>cards.filter(card=>{
  2948. const searchTypeArray = [234];
  2949. const skill = getCardActiveSkill(card, searchTypeArray);
  2950. return skill;
  2951. }),
  2952. addition:card=>{
  2953. const searchTypeArray = [234];
  2954. const skill = getCardActiveSkill(card, searchTypeArray);
  2955. if (!skill) return;
  2956. const sk = skill.params;
  2957. let strArr = [];
  2958. if (sk[0]) strArr.push(`≥${sk[0]}`);
  2959. if (sk[1]) strArr.push(`≤${sk[1]}`);
  2960. return `层 ${strArr.join(" ")}`;
  2961. }
  2962. },
  2963. ]},
  2964. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2965. ]},
  2966. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  2967. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  2968. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  2969. },
  2970. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  2971. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  2972. },
  2973. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  2974. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  2975. },
  2976. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  2977. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  2978. },
  2979. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  2980. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  2981. },
  2982. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  2983. function:cards=>cards.filter(card=>{
  2984. const searchTypeArray = [151,209];
  2985. const skill = getCardLeaderSkill(card, searchTypeArray);
  2986. return skill;
  2987. })
  2988. },
  2989. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  2990. function:cards=>cards.filter(card=>{
  2991. const searchTypeArray = [157];
  2992. const skill = getCardLeaderSkill(card, searchTypeArray);
  2993. return skill;
  2994. })
  2995. },
  2996. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  2997. function:cards=>cards.filter(card=>{
  2998. const searchTypeArray = [177];
  2999. const skill = getCardLeaderSkill(card, searchTypeArray);
  3000. return skill;
  3001. })
  3002. },
  3003. ]},
  3004. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3005. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3006. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3007. },
  3008. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3009. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3010. },
  3011. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  3012. function:cards=>cards.filter(card=>{
  3013. const searchTypeArray = [162,186];
  3014. const skill = getCardLeaderSkill(card, searchTypeArray);
  3015. return skill;
  3016. })
  3017. },
  3018. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  3019. function:cards=>cards.filter(card=>{
  3020. const searchTypeArray = [163,177];
  3021. const skill = getCardLeaderSkill(card, searchTypeArray);
  3022. return skill;
  3023. })
  3024. },
  3025. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3026. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3027. },
  3028. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3029. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3030. },
  3031. {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)"},
  3032. function:cards=>{
  3033. const searchTypeArray = [158];
  3034. return cards.filter(card=>{
  3035. const skill = getCardLeaderSkill(card, searchTypeArray);
  3036. return skill;
  3037. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3038. },
  3039. addition:card=>{
  3040. const searchTypeArray = [158];
  3041. const skill = getCardLeaderSkill(card, searchTypeArray);
  3042. const value = skill.params[0];
  3043. return `≥${value}珠`;
  3044. }
  3045. },
  3046. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3047. function:cards=>cards.filter(card=>{
  3048. const searchTypeArray = [125];
  3049. const skill = getCardLeaderSkill(card, searchTypeArray);
  3050. return skill;
  3051. })
  3052. },
  3053. {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"},
  3054. function:cards=>cards.filter(card=>{
  3055. const searchTypeArray = [175];
  3056. const skill = getCardLeaderSkill(card, searchTypeArray);
  3057. return skill;
  3058. })
  3059. },
  3060. {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"},
  3061. function:cards=>cards.filter(card=>{
  3062. const searchTypeArray = [203];
  3063. const skill = getCardLeaderSkill(card, searchTypeArray);
  3064. return skill;
  3065. })
  3066. },
  3067. {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"},
  3068. function:cards=>cards.filter(card=>{
  3069. const searchTypeArray = [229];
  3070. const skill = getCardLeaderSkill(card, searchTypeArray);
  3071. return skill;
  3072. })
  3073. },
  3074. ]},
  3075. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3076. {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)"},
  3077. function:cards=>{
  3078. return cards.filter(card=>{
  3079. return getSkillFixedDamage(card) > 0;
  3080. }).sort((a,b)=>{
  3081. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3082. return a_pC - b_pC;
  3083. });
  3084. },
  3085. addition:card=>{
  3086. const value = getSkillFixedDamage(card);
  3087. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3088. let skill;
  3089. if (skill = getCardLeaderSkill(card, [235])) {
  3090. nodeArr.push("/");
  3091. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3092. nodeArr.push(`×${skill.params[2]}`);
  3093. }
  3094. return nodeArr.nodeJoin();
  3095. }
  3096. },
  3097. {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)"},
  3098. function:cards=>{
  3099. return cards.filter(card=>{
  3100. return getSkillAddCombo(card) > 0;
  3101. }).sort((a,b)=>{
  3102. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3103. return a_pC - b_pC;
  3104. });
  3105. },
  3106. addition:card=>{
  3107. const value = getSkillAddCombo(card);
  3108. let nodeArr = [`+${value.bigNumberToString()}C`];
  3109. let skill;
  3110. if (skill = getCardLeaderSkill(card, [210])) {
  3111. nodeArr.push("/十字");
  3112. } else if (skill = getCardLeaderSkill(card, [235])) {
  3113. nodeArr.push("/");
  3114. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3115. nodeArr.push(`×${skill.params[2]}`);
  3116. }
  3117. return nodeArr.nodeJoin();
  3118. }
  3119. },
  3120. {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)"},
  3121. function:cards=>{
  3122. const searchTypeArray = [15,185];
  3123. return cards.filter(card=>{
  3124. const skill = getCardLeaderSkill(card, searchTypeArray);
  3125. return skill;
  3126. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3127. },
  3128. addition:card=>{
  3129. const searchTypeArray = [15,185];
  3130. const skill = getCardLeaderSkill(card, searchTypeArray);
  3131. const value = skill.params[0];
  3132. return `${value > 0 ? "+" : ""}${value/100}s`;
  3133. }
  3134. },
  3135. {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)"},
  3136. function:cards=>{
  3137. const searchTypeArray = [178];
  3138. return cards.filter(card=>{
  3139. const skill = getCardLeaderSkill(card, searchTypeArray);
  3140. return skill;
  3141. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3142. },
  3143. addition:card=>{
  3144. const searchTypeArray = [178];
  3145. const skill = getCardLeaderSkill(card, searchTypeArray);
  3146. const value = skill.params[0];
  3147. return `固定${value}s`;
  3148. }
  3149. },
  3150. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3151. function:cards=>cards.filter(card=>{
  3152. const searchTypeArray = [213];
  3153. const skill = getCardLeaderSkill(card, searchTypeArray);
  3154. return skill;
  3155. }),
  3156. addition:card=>{
  3157. const searchTypeArray = [213];
  3158. const skill = getCardLeaderSkill(card, searchTypeArray);
  3159. const sk = skill.params;
  3160. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3161. const fragment = document.createDocumentFragment();
  3162. if (attrs.length)
  3163. fragment.appendChild(createOrbsList(attrs));
  3164. if (types.length)
  3165. fragment.appendChild(createTypesList(types));
  3166. fragment.appendChild(document.createTextNode(`:+`));
  3167. if (awakenings.length)
  3168. fragment.appendChild(creatAwokenList(awakenings));
  3169. return fragment;
  3170. }
  3171. },
  3172. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3173. function:cards=>{
  3174. const searchTypeArray = [12];
  3175. return cards.filter(card=>{
  3176. const skill = getCardLeaderSkill(card, searchTypeArray);
  3177. return skill;
  3178. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3179. },
  3180. addition:card=>{
  3181. const searchTypeArray = [12];
  3182. const skill = getCardLeaderSkill(card, searchTypeArray);
  3183. const value = skill.params[0];
  3184. return `攻击×${(value/100).bigNumberToString()}倍`;
  3185. }
  3186. },
  3187. {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)"},
  3188. function:cards=>{
  3189. const searchTypeArray = [13];
  3190. return cards.filter(card=>{
  3191. const skill = getCardLeaderSkill(card, searchTypeArray);
  3192. return skill;
  3193. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3194. },
  3195. addition:card=>{
  3196. const searchTypeArray = [13];
  3197. const skill = getCardLeaderSkill(card, searchTypeArray);
  3198. const value = skill.params[0];
  3199. return `回复×${(value/100).bigNumberToString()}倍`;
  3200. }
  3201. },
  3202. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3203. function:cards=>{
  3204. const searchTypeArray = [198];
  3205. return cards.filter(card=>{
  3206. const skill = getCardLeaderSkill(card, searchTypeArray);
  3207. return skill && skill.params[2];
  3208. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3209. },
  3210. addition:card=>{
  3211. const searchTypeArray = [198];
  3212. const skill = getCardLeaderSkill(card, searchTypeArray);
  3213. const sk = skill.params;
  3214. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3215. }
  3216. },
  3217. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3218. function:cards=>{
  3219. const searchTypeArray = [198];
  3220. return cards.filter(card=>{
  3221. const skill = getCardLeaderSkill(card, searchTypeArray);
  3222. return skill && skill.params[3];
  3223. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3224. },
  3225. addition:card=>{
  3226. const searchTypeArray = [198];
  3227. const skill = getCardLeaderSkill(card, searchTypeArray);
  3228. const sk = skill.params;
  3229. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3230. }
  3231. },
  3232. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3233. function:cards=>{
  3234. const searchTypeArray = [41];
  3235. return cards.filter(card=>{
  3236. const skill = getCardLeaderSkill(card, searchTypeArray);
  3237. return skill;
  3238. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3239. },
  3240. addition:card=>{
  3241. const searchTypeArray = [41];
  3242. const skill = getCardLeaderSkill(card, searchTypeArray);
  3243. const sk = skill.params;
  3244. const fragment = document.createDocumentFragment();
  3245. fragment.appendChild(createOrbsList(sk[2] || 0));
  3246. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3247. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3248. return fragment;
  3249. }
  3250. },
  3251. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3252. function:cards=>cards.filter(card=>{
  3253. const searchTypeArray = [197];
  3254. const skill = getCardLeaderSkill(card, searchTypeArray);
  3255. return skill;
  3256. })
  3257. },
  3258. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3259. function:cards=>{
  3260. const searchTypeArray = [14];
  3261. return cards.filter(card=>{
  3262. const skill = getCardLeaderSkill(card, searchTypeArray);
  3263. return skill;
  3264. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3265. },
  3266. addition:card=>{
  3267. const searchTypeArray = [14];
  3268. const skill = getCardLeaderSkill(card, searchTypeArray);
  3269. const value = skill.params[0];
  3270. return `HP≥${value}%`;
  3271. }
  3272. },
  3273. {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)"},
  3274. function:cards=>{
  3275. const searchTypeArray = [53];
  3276. return cards.filter(card=>{
  3277. const skill = getCardLeaderSkill(card, searchTypeArray);
  3278. return skill;
  3279. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3280. },
  3281. addition:card=>{
  3282. const searchTypeArray = [53];
  3283. const skill = getCardLeaderSkill(card, searchTypeArray);
  3284. const sk = skill.params;
  3285. return `掉率x${sk[0]/100}`;
  3286. }
  3287. },
  3288. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3289. function:cards=>{
  3290. const searchTypeArray = [54];
  3291. return cards.filter(card=>{
  3292. const skill = getCardLeaderSkill(card, searchTypeArray);
  3293. return skill;
  3294. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3295. },
  3296. addition:card=>{
  3297. const searchTypeArray = [54];
  3298. const skill = getCardLeaderSkill(card, searchTypeArray);
  3299. const sk = skill.params;
  3300. return `金币x${sk[0]/100}`;
  3301. }
  3302. },
  3303. {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)"},
  3304. function:cards=>{
  3305. const searchTypeArray = [148];
  3306. return cards.filter(card=>{
  3307. const skill = getCardLeaderSkill(card, searchTypeArray);
  3308. return skill;
  3309. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3310. },
  3311. addition:card=>{
  3312. const searchTypeArray = [148];
  3313. const skill = getCardLeaderSkill(card, searchTypeArray);
  3314. const sk = skill.params;
  3315. return `经验x${sk[0]/100}`;
  3316. }
  3317. },
  3318. ]},
  3319. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3320. {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)"},
  3321. function:cards=>cards.filter(card=>{
  3322. const skill = Skills[card.leaderSkillId];
  3323. const HPscale = getHPScale(skill);
  3324. return HPscale >= 3;
  3325. }).sort(sortByHPScal),
  3326. addition: HPScal_Addition
  3327. },
  3328. {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)"},
  3329. function:cards=>cards.filter(card=>{
  3330. const skill = Skills[card.leaderSkillId];
  3331. const HPscale = getHPScale(skill);
  3332. return HPscale >= 2 && HPscale < 3;
  3333. }).sort(sortByHPScal),
  3334. addition: HPScal_Addition
  3335. },
  3336. {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)"},
  3337. function:cards=>cards.filter(card=>{
  3338. const skill = Skills[card.leaderSkillId];
  3339. const HPscale = getHPScale(skill);
  3340. return HPscale >= 1.5 && HPscale < 2;
  3341. }).sort(sortByHPScal),
  3342. addition: HPScal_Addition
  3343. },
  3344. {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)"},
  3345. function:cards=>cards.filter(card=>{
  3346. const skill = Skills[card.leaderSkillId];
  3347. const HPscale = getHPScale(skill);
  3348. return HPscale > 1 && HPscale < 1.5;
  3349. }).sort(sortByHPScal),
  3350. addition: HPScal_Addition
  3351. },
  3352. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3353. function:cards=>cards.filter(card=>{
  3354. const skill = Skills[card.leaderSkillId];
  3355. const HPscale = getHPScale(skill);
  3356. return HPscale === 1;
  3357. }),
  3358. addition: HPScal_Addition
  3359. },
  3360. {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)"},
  3361. function:cards=>cards.filter(card=>{
  3362. const skill = Skills[card.leaderSkillId];
  3363. const HPscale = getHPScale(skill);
  3364. return HPscale < 1;
  3365. }).sort(sortByHPScal),
  3366. addition: HPScal_Addition
  3367. },
  3368. ]},
  3369. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3370. {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)"},
  3371. function:cards=>cards.filter(card=>{
  3372. const skill = Skills[card.leaderSkillId];
  3373. const reduceScale = getReduceScale(skill);
  3374. return reduceScale >= 0.75;
  3375. }).sort(sortByReduceScale),
  3376. addition: ReduceScale_Addition
  3377. },
  3378. {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)"},
  3379. function:cards=>cards.filter(card=>{
  3380. const skill = Skills[card.leaderSkillId];
  3381. const reduceScale = getReduceScale(skill);
  3382. return reduceScale >= 0.5 && reduceScale < 0.75;
  3383. }).sort(sortByReduceScale),
  3384. addition: ReduceScale_Addition
  3385. },
  3386. {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)"},
  3387. function:cards=>cards.filter(card=>{
  3388. const skill = Skills[card.leaderSkillId];
  3389. const reduceScale = getReduceScale(skill);
  3390. return reduceScale >= 0.25 && reduceScale < 0.5;
  3391. }).sort(sortByReduceScale),
  3392. addition: ReduceScale_Addition
  3393. },
  3394. {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)"},
  3395. function:cards=>cards.filter(card=>{
  3396. const skill = Skills[card.leaderSkillId];
  3397. const reduceScale = getReduceScale(skill);
  3398. return reduceScale > 0 && reduceScale < 0.25;
  3399. }).sort(sortByReduceScale),
  3400. addition: ReduceScale_Addition
  3401. },
  3402. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3403. function:cards=>cards.filter(card=>{
  3404. const skill = Skills[card.leaderSkillId];
  3405. const reduceScale = getReduceScale(skill);
  3406. return reduceScale === 0;
  3407. })
  3408. },
  3409. {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"},
  3410. function:cards=>cards.filter(card=>{
  3411. const skill = Skills[card.leaderSkillId];
  3412. return getReduceScale(skill, true) > 0;
  3413. })
  3414. },
  3415. {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"},
  3416. function:cards=>cards.filter(card=>{
  3417. const skill = Skills[card.leaderSkillId];
  3418. return getReduceScale(skill, undefined, true) > 0;
  3419. })
  3420. },
  3421. {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"},
  3422. function:cards=>cards.filter(card=>{
  3423. const skill = Skills[card.leaderSkillId];
  3424. return getReduceScale(skill, undefined, undefined, true) > 0;
  3425. })
  3426. },
  3427. /*{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%)"},
  3428. function:cards=>cards.filter(card=>{
  3429. const skill = Skills[card.leaderSkillId];
  3430. const reduceScale = getReduceScale(skill);
  3431. return reduceScale>=0.29;
  3432. }).sort(sortByReduceScale)
  3433. },*/
  3434. {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"},
  3435. function:cards=>{
  3436. return cards.filter(card=>{
  3437. const skill = Skills[card.leaderSkillId];
  3438. return getReduceScale_unconditional(skill) > 0;
  3439. }).sort((a,b)=>{
  3440. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3441. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3442. });
  3443. },
  3444. addition:card=>{
  3445. const skill = Skills[card.leaderSkillId];
  3446. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3447. }
  3448. },
  3449. ]},
  3450. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3451. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3452. function:cards=>cards.filter(card=>
  3453. !Array.isArray(card.henshinFrom) &&
  3454. !Array.isArray(card.henshinTo))
  3455. },
  3456. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3457. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3458. },
  3459. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3460. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3461. },
  3462. {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)"},
  3463. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3464. },
  3465. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3466. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3467. },
  3468. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3469. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3470. function:cards=>cards.filter(card=>isReincarnated(card))
  3471. }, //evoBaseId可能为0
  3472. //{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)},
  3473. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3474. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3475. },
  3476. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3477. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3478. },
  3479. ]},
  3480. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3481. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3482. function:cards=>cards.filter(card=>card.is8Latent)
  3483. },
  3484. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3485. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3486. },
  3487. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3488. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3489. },
  3490. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3491. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3492. },
  3493. {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"},
  3494. function:cards=>cards.filter(card=>{
  3495. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3496. if (hasAwokenKiller)
  3497. { //大于2个杀的进行判断
  3498. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3499. { //大于3个杀的直接过
  3500. return true;
  3501. }else
  3502. { //2个杀的
  3503. const isAllowLatent = card.types.filter(i=>
  3504. i>=0 //去掉-1的type
  3505. ).map(type=>
  3506. type_allowable_latent[type] //得到允许打的潜觉杀
  3507. ).some(ls=>
  3508. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3509. );
  3510. return isAllowLatent
  3511. }
  3512. }else
  3513. {
  3514. return false;
  3515. }
  3516. })
  3517. },
  3518. /*
  3519. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3520. function:cards=>cards.filter(card=>{
  3521. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3522. if (hasAwokenKiller)
  3523. { //大于2个杀的进行判断
  3524. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3525. { //大于3个杀的直接过
  3526. return true;
  3527. }else
  3528. { //2个杀的
  3529. const isAllowLatent = card.types.filter(i=>
  3530. i>=0 //去掉-1的type
  3531. ).map(type=>
  3532. type_allowable_latent[type] //得到允许打的潜觉杀
  3533. ).some(ls=>
  3534. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3535. );
  3536. return isAllowLatent
  3537. }
  3538. }else
  3539. {
  3540. return false;
  3541. }
  3542. })
  3543. },
  3544. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3545. function:cards=>cards.filter(card=>{
  3546. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3547. if (hasAwokenKiller)
  3548. { //大于2个杀的进行判断
  3549. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3550. { //大于3个杀的直接过
  3551. return true;
  3552. }else
  3553. { //2个杀的
  3554. const isAllowLatent = card.types.filter(i=>
  3555. i>=0 //去掉-1的type
  3556. ).map(type=>
  3557. type_allowable_latent[type] //得到允许打的潜觉杀
  3558. ).some(ls=>
  3559. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3560. );
  3561. return isAllowLatent
  3562. }
  3563. }else
  3564. {
  3565. return false;
  3566. }
  3567. })
  3568. },
  3569. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3570. function:cards=>cards.filter(card=>{
  3571. const searchTypeArray = [1000];
  3572. const skill = getCardActiveSkill(card, searchTypeArray);
  3573. return skill;
  3574. })
  3575. },*/
  3576. ]},
  3577. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3578. {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)"},
  3579. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3580. },
  3581. {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)"},
  3582. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3583. },
  3584. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3585. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3586. },
  3587. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3588. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3589. },
  3590. {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"},
  3591. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3592. },
  3593. {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)"},
  3594. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3595. addition:card=>`成长${card.limitBreakIncr}%`
  3596. },
  3597. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3598. function:cards=>cards.filter(card=>card.maxLevel==1)
  3599. },
  3600. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3601. function:cards=>cards.filter(card=>card.sellMP<100)
  3602. },
  3603. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3604. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3605. },
  3606. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3607. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3608. },
  3609. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3610. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3611. },
  3612. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3613. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3614. },
  3615. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3616. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3617. },
  3618. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3619. function:cards=>cards,
  3620. addition:card=>card.name
  3621. },
  3622. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3623. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3624. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3625. },
  3626. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3627. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3628. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3629. },
  3630. ]},
  3631. ];
  3632. return functions;
  3633. })();

智龙迷城队伍图制作工具