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script-json_data.js 120 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `智龙迷城${teamsCount}人队伍图制作工具`,
  17. addition_display: "💬",
  18. title_blank: "输入队伍标题",
  19. detail_blank: "输入说明",
  20. sort_name:{
  21. sort_none: "无",
  22. sort_id: "怪物ID",
  23. sort_attrs: "属性",
  24. sort_evoRootId: "进化树",
  25. sort_evoRoot_Attrs : "进化根怪物的属性",
  26. sort_rarity: "稀有度",
  27. sort_cost: "消耗",
  28. sort_mp: "MP",
  29. sort_skillLv1: "技能最大冷却时间",
  30. sort_skillLvMax: "技能最小冷却时间",
  31. sort_hpMax110: "最大 HP",
  32. sort_atkMax110: "最大攻击",
  33. sort_rcvMax110: "最大回复",
  34. sort_hpMax110_awoken: "最大 HP(+觉醒)",
  35. sort_atkMax110_awoken: "最大攻击(+觉醒)",
  36. sort_rcvMax110_awoken: "最大回复(+觉醒)",
  37. sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
  38. },
  39. force_reload_data: "强制刷新数据",
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`未知的技能类型:${'type'}`, //type
  43. active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill
  44. random_skills: tp`随机发动以下技能:${'skills'}`, //skills
  45. damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
  46. damage_enemy_times: tp`×${'times'}`,
  47. damage_enemy_count: tp`(共${'damage'})`,
  48. vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
  49. delay: tp`延迟敌人的攻击${'icon'}`, //icon
  50. mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
  51. leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
  52. no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
  53. self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
  54. heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
  55. unbind_normal: tp`${'icon'}封锁状态减少${'turns'}回合`,
  56. unbind_awakenings: tp`${'icon'}觉醒无效状态减少${'turns'}回合`,
  57. unbind_matches: tp`${'icon'}无法消除宝珠状态减少${'turns'}回合`,
  58. bind_skill: tp`${'icon'}自身无法使用技能`,
  59. defense_break: tp`${'icon'}敌方的防御力减少${'value'}`,
  60. poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
  61. time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
  62. follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
  63. follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
  64. auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
  65. auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
  66. ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
  67. gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
  68. resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`,
  69. board_change: tp`全画面的宝珠变为${'orbs'}`,
  70. skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns'}`,
  71. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  72. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  73. min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
  74. drop_refresh: tp`全板刷新`,
  75. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  76. auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
  77. board7x6: tp`【${'icon'}7×6版面】`,
  78. counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  79. change_orbs: tp`${'from'}→${'to'}`,
  80. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  81. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  82. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  83. orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
  84. attr_absorb: tp`${'icon'}属性吸收`,
  85. combo_absorb: tp`${'icon'}连击吸收`,
  86. damage_absorb: tp`${'icon'}伤害吸收`,
  87. damage_void: tp`${'icon'}伤害无效`,
  88. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  89. change_attribute: tp`将${'target'}变为${'attrs'}`,
  90. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  91. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  92. set_orb_state_unlocked: tp`${'icon'}解除所有宝珠的锁定状态`,
  93. set_orb_state_bound: tp`无法消除${'orbs'}`,
  94. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  95. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  96. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  97. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  98. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  99. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  100. power_up_targets: tp`${'attrs_types'}的 `,
  101. henshin: tp`变身为${'card'}`,
  102. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  103. skill_proviso: tp`${'condition'}才能发动后续效果`,
  104. obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
  105. obstruct_opponent_after_me: tp`排名比自身低的对手`,
  106. obstruct_opponent_before_me: tp`排名比自身高的对手`,
  107. obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
  108. },
  109. power: {
  110. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  111. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  112. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  113. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  114. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  115. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  116. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  117. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  118. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  119. scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
  120. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  121. scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
  122. },
  123. cond: {
  124. unknown: tp`[ 未知条件 ]`,
  125. hp_equal: tp`${'hp'} == ${'min'} 时`,
  126. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  127. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  128. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  129. use_skill: tp`使用技能时`,
  130. multi_player: tp`协力时`,
  131. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  132. exact_combo: tp`刚好${'value'}连击时`,
  133. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  134. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  135. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  136. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  137. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  138. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  139. heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
  140. },
  141. position: {
  142. top: tp`上方第${'pos'}横行`,
  143. bottom: tp`下方第${'pos'}横行`,
  144. left: tp`左方第${'pos'}竖列`,
  145. right: tp`右方第${'pos'}竖列`,
  146. shape: tp`指定位置`,
  147. },
  148. value: {
  149. unknown: tp`[ 未知数值: ${'type'}]`, //type
  150. const: tp`${'value'}${'unit'}`,
  151. const_to: tp`到${'value'}`,
  152. mul_percent: tp`${'value'}%`,
  153. mul_times: tp`×${'value'}倍`,
  154. mul_of_percent: tp`${'stats'}的${'value'}%`,
  155. mul_of_times: tp`${'stats'}×${'value'}倍`,
  156. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  157. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  158. prob: tp`有${'value'}几率`,
  159. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  160. },
  161. target: {
  162. self: tp`怪物自身`,
  163. enemy: tp`敌人`,
  164. team: tp`队伍`,
  165. team_last: tp`队伍最后一位队员`,
  166. enemy_all: tp`敌方全体`,
  167. enemy_one: tp`敌方1体`,
  168. enemy_attr: tp`${'attr'}敌人`,
  169. },
  170. stats: {
  171. unknown: tp`[ 未知状态: ${'type'}]`, //type
  172. maxhp: tp`最大HP`,
  173. hp: tp`HP`,
  174. chp: tp`当前HP`,
  175. atk: tp`攻击力`,
  176. rcv: tp`回复力`,
  177. teamhp: tp`队伍总HP`,
  178. teamatk: tp`队伍${'attrs'}总攻击力`,
  179. teamrcv: tp`队伍回复力`,
  180. },
  181. unit: {
  182. orbs: tp`个`,
  183. times: tp`次`,
  184. seconds: tp`秒`,
  185. point: tp`点`,
  186. turns: tp`回合`,
  187. },
  188. word: {
  189. comma: tp`,`, //逗号
  190. slight_pause: tp`、`, //顿号
  191. range_hyphen: tp`~`, //范围连字符
  192. in_once: tp`同时`,
  193. evo_type_pixel: tp`像素进化`,
  194. evo_type_reincarnation: tp`转生或超转生进化`,
  195. evo_type_unknow: tp`未知进化: ${'type'}`,
  196. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  197. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  198. affix_type: tp`${'cotent'}类型`, //词缀-类型
  199. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  200. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  201. },
  202. attrs: {
  203. [0]: tp`${'icon'}火`,
  204. [1]: tp`${'icon'}水`,
  205. [2]: tp`${'icon'}木`,
  206. [3]: tp`${'icon'}光`,
  207. [4]: tp`${'icon'}暗`,
  208. [5]: tp`${'icon'}回复力`,
  209. [6]: tp`${'icon'}空`,
  210. all: tp`所有`,
  211. self: tp`${'icon'}自身属性`,
  212. fixed: tp`${'icon'}无视防御固定`,
  213. },
  214. orbs: {
  215. [0]: tp`${'icon'}火`,
  216. [1]: tp`${'icon'}水`,
  217. [2]: tp`${'icon'}木`,
  218. [3]: tp`${'icon'}光`,
  219. [4]: tp`${'icon'}暗`,
  220. [5]: tp`${'icon'}回复`,
  221. [6]: tp`${'icon'}干扰`,
  222. [7]: tp`${'icon'}毒`,
  223. [8]: tp`${'icon'}剧毒`,
  224. [9]: tp`${'icon'}炸弹`,
  225. enhanced: tp`${'icon'}强化`,
  226. locked: tp`${'icon'}锁定`,
  227. nail: tp`${'icon'}钉子`,
  228. variation: tp`${'icon'}变换珠(每${'time'}变换)`,
  229. _5color: tp`${'icon'}5色`,
  230. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  231. all: tp`所有`,
  232. any: tp`任何${'cotent'}`,
  233. },
  234. types: {
  235. [0]: tp`${'icon'}进化用`,
  236. [1]: tp`${'icon'}平衡`,
  237. [2]: tp`${'icon'}体力`,
  238. [3]: tp`${'icon'}回复`,
  239. [4]: tp`${'icon'}龙`,
  240. [5]: tp`${'icon'}神`,
  241. [6]: tp`${'icon'}攻击`,
  242. [7]: tp`${'icon'}恶魔`,
  243. [8]: tp`${'icon'}机械`,
  244. [9]: tp`${'icon'}特别保护`,
  245. [12]: tp`${'icon'}能力觉醒用`,
  246. [14]: tp`${'icon'}强化合成用`,
  247. [15]: tp`${'icon'}贩卖用`,
  248. },
  249. awokens: {
  250. [0]: tp`${'icon'}未知觉醒`,
  251. [1]: tp`${'icon'}HP+`,
  252. [2]: tp`${'icon'}攻击+`,
  253. [3]: tp`${'icon'}回复+`,
  254. [4]: tp`${'icon'}火盾`,
  255. [5]: tp`${'icon'}水盾`,
  256. [6]: tp`${'icon'}木盾`,
  257. [7]: tp`${'icon'}光盾`,
  258. [8]: tp`${'icon'}暗盾`,
  259. [9]: tp`${'icon'}自回`,
  260. [10]: tp`${'icon'}防封`,
  261. [11]: tp`${'icon'}防暗`,
  262. [12]: tp`${'icon'}防废`,
  263. [13]: tp`${'icon'}防毒`,
  264. [14]: tp`${'icon'}火+`,
  265. [15]: tp`${'icon'}水+`,
  266. [16]: tp`${'icon'}木+`,
  267. [17]: tp`${'icon'}光+`,
  268. [18]: tp`${'icon'}暗+`,
  269. [19]: tp`${'icon'}手指`,
  270. [20]: tp`${'icon'}心解`,
  271. [21]: tp`${'icon'}SB`,
  272. [22]: tp`${'icon'}火横`,
  273. [23]: tp`${'icon'}水横`,
  274. [24]: tp`${'icon'}木横`,
  275. [25]: tp`${'icon'}光横`,
  276. [26]: tp`${'icon'}暗横`,
  277. [27]: tp`${'icon'}U`,
  278. [28]: tp`${'icon'}SX`,
  279. [29]: tp`${'icon'}心+`,
  280. [30]: tp`${'icon'}协力`,
  281. [31]: tp`${'icon'}龙杀`,
  282. [32]: tp`${'icon'}神杀`,
  283. [33]: tp`${'icon'}恶魔杀`,
  284. [34]: tp`${'icon'}机杀`,
  285. [35]: tp`${'icon'}平衡杀`,
  286. [36]: tp`${'icon'}攻击杀`,
  287. [37]: tp`${'icon'}体力杀`,
  288. [38]: tp`${'icon'}回复杀`,
  289. [39]: tp`${'icon'}进化杀`,
  290. [40]: tp`${'icon'}觉醒杀`,
  291. [41]: tp`${'icon'}强化杀`,
  292. [42]: tp`${'icon'}卖钱杀`,
  293. [43]: tp`${'icon'}7c`,
  294. [44]: tp`${'icon'}5色破防`,
  295. [45]: tp`${'icon'}心追`,
  296. [46]: tp`${'icon'}全体 HP `,
  297. [47]: tp`${'icon'}全体回复`,
  298. [48]: tp`${'icon'}破无效`,
  299. [49]: tp`${'icon'}武器`,
  300. [50]: tp`${'icon'}方块心追`,
  301. [51]: tp`${'icon'}5色溜`,
  302. [52]: tp`${'icon'}大防封`,
  303. [53]: tp`${'icon'}大手指`,
  304. [54]: tp`${'icon'}防云`,
  305. [55]: tp`${'icon'}防封条`,
  306. [56]: tp`${'icon'}大SB`,
  307. [57]: tp`${'icon'}上血`,
  308. [58]: tp`${'icon'}下血`,
  309. [59]: tp`${'icon'}L盾`,
  310. [60]: tp`${'icon'}L解锁`,
  311. [61]: tp`${'icon'}10c`,
  312. [62]: tp`${'icon'}c珠`,
  313. [63]: tp`${'icon'}语音`,
  314. [64]: tp`${'icon'}奖励增加`,
  315. [65]: tp`${'icon'} HP -`,
  316. [66]: tp`${'icon'}攻击-`,
  317. [67]: tp`${'icon'}回复-`,
  318. [68]: tp`${'icon'}大防暗`,
  319. [69]: tp`${'icon'}大防废`,
  320. [70]: tp`${'icon'}大防毒`,
  321. [71]: tp`${'icon'}掉废`,
  322. [72]: tp`${'icon'}掉毒`,
  323. [73]: tp`${'icon'}火串`,
  324. [74]: tp`${'icon'}水串`,
  325. [75]: tp`${'icon'}木串`,
  326. [76]: tp`${'icon'}光串`,
  327. [77]: tp`${'icon'}暗串`,
  328. [78]: tp`${'icon'}十字`,
  329. [79]: tp`${'icon'}3色`,
  330. [80]: tp`${'icon'}4色`,
  331. [81]: tp`${'icon'}5色`,
  332. }
  333. },
  334. }
  335. //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
  336. const typekiller_for_type = [
  337. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  338. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  339. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  340. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  341. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  342. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  343. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  344. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  345. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  346. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  347. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  348. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  349. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  350. ];
  351. //类型允许的潜觉杀
  352. const type_allowable_latent = [];
  353. typekiller_for_type.forEach(t=>
  354. {
  355. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  356. .map(tn=>
  357. typekiller_for_type.find(_t=>_t.type == tn).latent
  358. );
  359. type_allowable_latent[t.type] = t.allowableLatent;
  360. }
  361. );
  362. //一般共同能打的潜觉
  363. const common_allowable_latent = [
  364. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  365. 28,29,30,31,32,33,34,35,36,37,38,
  366. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  367. ];
  368. //120级才能打的潜觉
  369. const v120_allowable_latent = [
  370. 42,43,44,45
  371. ];
  372. //等效觉醒列表
  373. const equivalent_awoken = [
  374. {small:10,big:52,times:2}, //防封
  375. {small:11,big:68,times:5}, //防暗
  376. {small:12,big:69,times:5}, //防废
  377. {small:13,big:70,times:5}, //防毒
  378. {small:19,big:53,times:2}, //手指
  379. {small:21,big:56,times:2}, //SB
  380. ];
  381. //官方的觉醒排列顺序
  382. const official_awoken_sorting = [
  383. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  384. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  385. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  386. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  387. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  388. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  389. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  390. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  391. 73, 74, 75, 76, 77, 78, 79, 80, 81
  392. ];
  393. //pdc的徽章对应数字
  394. const pdcBadgeMap = [
  395. {pdf:0,pdc:10}, //无限cost
  396. {pdf:1,pdc:12}, //小手指
  397. {pdf:2,pdc:9}, //全体攻击
  398. {pdf:3,pdc:5}, //小回复
  399. {pdf:4,pdc:1}, //小血量
  400. {pdf:5,pdc:3}, //小攻击
  401. {pdf:6,pdc:8}, //SB
  402. {pdf:7,pdc:18}, //队长防封
  403. {pdf:8,pdc:19}, //SX
  404. {pdf:9,pdc:7}, //无天降
  405. {pdf:10,pdc:6}, //大回复
  406. {pdf:11,pdc:2}, //大血量
  407. {pdf:12,pdc:4}, //大攻击
  408. {pdf:13,pdc:13}, //大手指
  409. {pdf:14,pdc:11}, //加经验
  410. {pdf:15,pdc:15}, //墨镜
  411. {pdf:16,pdc:17}, //防废
  412. {pdf:17,pdc:16}, //防毒
  413. {pdf:18,pdc:14}, //月卡
  414. ];
  415. //pdc的潜觉对应数字
  416. const pdcLatentMap = [
  417. {pdf:1,pdc:1}, //HP
  418. {pdf:2,pdc:0}, //攻击
  419. {pdf:3,pdc:2}, //回复
  420. {pdf:4,pdc:19}, //手指
  421. {pdf:5,pdc:13}, //自回
  422. {pdf:6,pdc:14}, //火盾
  423. {pdf:7,pdc:15}, //水盾
  424. {pdf:8,pdc:16}, //木盾
  425. {pdf:9,pdc:17}, //光盾
  426. {pdf:10,pdc:18}, //暗盾
  427. {pdf:11,pdc:12}, //防坐
  428. {pdf:12,pdc:3}, //三维
  429. {pdf:13,pdc:35}, //不被换队长
  430. {pdf:14,pdc:37}, //不掉废
  431. {pdf:15,pdc:36}, //不掉毒
  432. {pdf:16,pdc:24}, //进化杀
  433. {pdf:17,pdc:25}, //觉醒杀
  434. {pdf:18,pdc:26}, //强化杀
  435. {pdf:19,pdc:27}, //卖钱杀
  436. {pdf:20,pdc:4}, //神杀
  437. {pdf:21,pdc:5}, //龙杀
  438. {pdf:22,pdc:6}, //恶魔杀
  439. {pdf:23,pdc:7}, //机械杀
  440. {pdf:24,pdc:8}, //平衡杀
  441. {pdf:25,pdc:9}, //攻击杀
  442. {pdf:26,pdc:10}, //体力杀
  443. {pdf:27,pdc:11}, //回复杀
  444. {pdf:28,pdc:20}, //大HP
  445. {pdf:29,pdc:21}, //大攻击
  446. {pdf:30,pdc:22}, //大回复
  447. {pdf:31,pdc:23}, //大手指
  448. {pdf:32,pdc:28}, //大火盾
  449. {pdf:33,pdc:29}, //大水盾
  450. {pdf:34,pdc:30}, //大木盾
  451. {pdf:35,pdc:31}, //大光盾
  452. {pdf:36,pdc:32}, //大暗盾
  453. {pdf:37,pdc:33}, //6色破无效
  454. {pdf:38,pdc:34}, //3色破属吸
  455. {pdf:39,pdc:40}, //C珠破吸
  456. {pdf:40,pdc:39}, //心横解转转
  457. {pdf:41,pdc:38}, //U解禁消
  458. {pdf:42,pdc:41}, //伤害上限解除
  459. {pdf:43,pdc:42}, //HP++
  460. {pdf:44,pdc:43}, //攻击++
  461. {pdf:45,pdc:44}, //回复++
  462. ];
  463. //排序程序列表
  464. const sort_function_list = [
  465. {tag:"sort_none",name:"无",function:()=>0},
  466. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  467. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  468. let num = a.attrs[0] - b.attrs[0];
  469. if (num === 0) num = a.attrs[1] - b.attrs[1];
  470. return num;
  471. }
  472. },
  473. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  474. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  475. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  476. let num = card_a.attrs[0] - card_b.attrs[0];
  477. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  478. return num;
  479. }
  480. },
  481. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  482. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  483. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  484. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  485. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  486. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  487. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  488. }
  489. },
  490. {tag:"sort_hpMax110",name:"Lv110最大HP",function:(a,b)=>a.hp.max * (1 + a.limitBreakIncr/100) - b.hp.max * (1 + b.limitBreakIncr/100)},
  491. {tag:"sort_atkMax110",name:"Lv110最大攻击",function:(a,b)=>a.atk.max * (1 + a.limitBreakIncr/100) - b.atk.max * (1 + b.limitBreakIncr/100)},
  492. {tag:"sort_rcvMax110",name:"Lv110最大回复",function:(a,b)=>a.rcv.max * (1 + a.limitBreakIncr/100) - b.rcv.max * (1 + b.limitBreakIncr/100)},
  493. {tag:"sort_hpMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  494. {
  495. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  496. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  497. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  498. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  499. return abA - abB;
  500. }
  501. },
  502. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  503. {
  504. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  505. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  506. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  507. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  508. return abA - abB;
  509. }
  510. },
  511. {tag:"sort_hpMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  512. {
  513. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  514. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  515. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  516. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  517. return abA - abB;
  518. }
  519. },
  520. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  521. {
  522. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  523. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  524. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  525. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  526. return abA - abB;
  527. }
  528. },
  529. ];
  530. //增加特殊搜索模式
  531. const specialSearchFunctions = (function() {
  532. 'use strict';
  533. //返回卡片的队长技能
  534. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  535. {
  536. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  537. }
  538. //返回卡片的技能
  539. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  540. {
  541. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  542. }
  543. //返回卡片的技能
  544. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  545. {
  546. switch(skillGreatType)
  547. {
  548. case 1:
  549. case "leader":
  550. return getCardLeaderSkill(card, skillTypes, searchRandom);
  551. case 2:
  552. case "active":
  553. return getCardActiveSkill(card, skillTypes, searchRandom);
  554. default:
  555. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  556. }
  557. }
  558. //查找到真正起作用的那一个技能
  559. function getActuallySkill(skill, skillTypes, searchRandom = true)
  560. {
  561. if (skillTypes.includes(skill.type))
  562. {
  563. return skill;
  564. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  565. {
  566. const subSkills = skill.params.map(id=>Skills[id]);
  567. for(let i = 0;i < subSkills.length; i++)
  568. { //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
  569. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  570. if (foundSubSkill)
  571. {
  572. return foundSubSkill;
  573. }
  574. }
  575. return null;
  576. }else
  577. {
  578. return null;
  579. }
  580. }
  581. //获取血倍率
  582. function getHPScale(ls)
  583. {
  584. const sk = ls.params;
  585. let scale = 1;
  586. switch (ls.type)
  587. {
  588. case 23: case 30: case 62: case 77: case 63: case 65:
  589. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  590. scale = sk[sk.length-1]/100;
  591. break;
  592. case 73: case 76:
  593. case 121: case 129: case 163: case 186:
  594. case 155:
  595. scale = sk[2]/100;
  596. break;
  597. case 106: case 107: case 108:
  598. scale = sk[0]/100;
  599. break;
  600. case 125:
  601. scale = sk[5]/100;
  602. break;
  603. case 136:
  604. case 137:
  605. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  606. break;
  607. case 158:
  608. scale = sk[4]/100;
  609. break;
  610. case 175:
  611. case 178: case 185:
  612. scale = sk[3]/100;
  613. break;
  614. case 203:
  615. scale = sk[1]/100;
  616. break;
  617. case 138: //调用其他队长技
  618. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  619. break;
  620. default:
  621. }
  622. return scale || 1;
  623. }
  624. //获取盾减伤比例
  625. function getReduceScale(ls, allAttr = false, noHPneed = false)
  626. {
  627. const sk = ls.params;
  628. let scale = 0;
  629. switch (ls.type)
  630. {
  631. case 16: //无条件盾
  632. scale = sk[0]/100;
  633. break;
  634. case 17: //单属性盾
  635. scale = allAttr ? 0 : sk[1]/100;
  636. break;
  637. case 36: //2个属性盾
  638. scale = allAttr ? 0 : sk[2]/100;
  639. break;
  640. case 38: //血线下 + 几率
  641. case 43: //血线上 + 几率
  642. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  643. break;
  644. case 129: //无条件盾,属性个数不固定
  645. case 163: //无条件盾,属性个数不固定
  646. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  647. break;
  648. case 178: //无条件盾,属性个数不固定
  649. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  650. break;
  651. case 130: //血线下 + 属性个数不固定
  652. case 131: //血线上 + 属性个数不固定
  653. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  654. break;
  655. case 151: //十字心触发
  656. case 169: //C触发
  657. case 198: //回血触发
  658. scale = sk[2]/100;
  659. break;
  660. case 170: //多色触发
  661. case 182: //长串触发
  662. case 193: //L触发
  663. scale = sk[3]/100;
  664. break;
  665. case 171: //多串触发
  666. scale = sk[6]/100;
  667. break;
  668. case 183: //又是个有两段血线的队长技
  669. scale = noHPneed ? 0 : sk[4]/100;
  670. break;
  671. case 138: //调用其他队长技
  672. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  673. break;
  674. default:
  675. }
  676. return scale || 0;
  677. }
  678. function getCannonAttr(skill)
  679. {
  680. const sk = skill.params;
  681. switch(skill.type)
  682. {
  683. case 0:
  684. case 1:
  685. case 37:
  686. case 58:
  687. case 59:
  688. case 84:
  689. case 85:
  690. case 86:
  691. case 87:
  692. case 115:
  693. return sk[0];
  694. case 110:
  695. case 143:
  696. return sk[1];
  697. case 42:
  698. return sk[1];
  699. case 144:
  700. return sk[3];
  701. default:
  702. return -1;
  703. }
  704. }
  705. function sortByParams(a,b,searchTypeArray,pidx = 0)
  706. {
  707. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  708. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  709. return a_pC - b_pC;
  710. }
  711. function voidsAbsorption_Addition(card)
  712. {
  713. const searchTypeArray = [173];
  714. const skill = getCardActiveSkill(card, searchTypeArray);
  715. const sk = skill.params;
  716. if (sk[1] && sk[3])
  717. {
  718. return `双吸×${sk[0]}T`;
  719. }else
  720. {
  721. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  722. }
  723. }
  724. function unbind_Turns(card)
  725. {
  726. const outObj = {
  727. normal: 0,
  728. awoken: 0
  729. };
  730. const searchTypeArray = [117,179];
  731. const skill = getCardActiveSkill(card, searchTypeArray);
  732. if (skill)
  733. {
  734. const sk = skill.params;
  735. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  736. outObj.awoken = sk[4] || 0;
  737. }
  738. return outObj;
  739. }
  740. function unbind_Addition(card)
  741. {
  742. const turns = unbind_Turns(card);
  743. let strArr = [];
  744. if (turns.normal > 0 && turns.normal == turns.awoken)
  745. {
  746. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  747. }
  748. if (turns.normal > 0)
  749. {
  750. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  751. }
  752. if (turns.awoken > 0)
  753. {
  754. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  755. }
  756. return strArr.join(',');
  757. }
  758. function boardChange_ColorTypes(skill)
  759. {
  760. if (!skill) return [];
  761. const sk = skill.params;
  762. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  763. return colors;
  764. }
  765. function boardChange_Addition(card)
  766. {
  767. const searchTypeArray = [71];
  768. const skill = getCardActiveSkill(card, searchTypeArray);
  769. const colors = boardChange_ColorTypes(skill);
  770. return createOrbsList(colors);
  771. }
  772. function orbsChangeParse(skill)
  773. {
  774. function changes(from, to)
  775. {
  776. return {from:from,to:to};
  777. }
  778. let outArr = [];
  779. if (!skill) return outArr;
  780. const sk = skill.params;
  781. switch (skill.type)
  782. {
  783. case 9:{
  784. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  785. break;
  786. }
  787. case 20:{
  788. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  789. {
  790. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  791. }
  792. else
  793. {
  794. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  795. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  796. }
  797. break;
  798. }
  799. case 154:{
  800. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  801. break;
  802. }
  803. }
  804. return outArr;
  805. }
  806. function changeOrbs_Addition(card)
  807. {
  808. const searchTypeArray = [9,20,154];
  809. const skills = getCardActiveSkills(card, searchTypeArray);
  810. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  811. const fragment = document.createDocumentFragment();
  812. parsedSkills.forEach(p=>{
  813. fragment.appendChild(createOrbsList(p.from));
  814. fragment.appendChild(document.createTextNode(`→`));
  815. fragment.appendChild(createOrbsList(p.to));
  816. });
  817. return fragment;
  818. }
  819. function generateOrbsParse(card)
  820. {
  821. let outArr = [];
  822. const searchTypeArray = [141, 208];
  823. const skills = getCardActiveSkills(card, searchTypeArray);
  824. if (!skills.length) return outArr;
  825. for (let skill of skills)
  826. {
  827. const sk = skill.params;
  828. if (skill.type == 141)
  829. {
  830. outArr.push({
  831. count: sk[0],
  832. to: flags(sk[1] || 1),
  833. exclude: flags(sk[2]),
  834. });
  835. }else
  836. {
  837. outArr.push({
  838. count: sk[0],
  839. to: flags(sk[1] || 1),
  840. exclude: flags(sk[2]),
  841. });
  842. outArr.push({
  843. count: sk[3],
  844. to: flags(sk[4] || 1),
  845. exclude: flags(sk[5]),
  846. });
  847. }
  848. }
  849. return outArr;
  850. }
  851. function generateOrbs_Addition(card)
  852. {
  853. const gens = generateOrbsParse(card);
  854. const searchTypeArray = [141, 208];
  855. const skill = getCardActiveSkill(card, searchTypeArray);
  856. const sk = skill.params;
  857. const fragment = document.createDocumentFragment();
  858. for (let gen of gens)
  859. {
  860. fragment.appendChild(createOrbsList(gen.to));
  861. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  862. }
  863. return fragment;
  864. }
  865. function healImmediately_Rate(card)
  866. {
  867. const searchTypeArray = [7, //宠物回复力
  868. 8, //固定点数
  869. 35,115, //吸血
  870. 117
  871. ];
  872. const skills = getCardActiveSkills(card, searchTypeArray);
  873. const outObj = {
  874. vampire: 0,
  875. selfRcv: 0,
  876. const: 0,
  877. scale: 0,
  878. };
  879. if (!skills.length) return outObj;
  880. skills.forEach(skill=>{
  881. const sk = skill.params;
  882. if (skill.type == 7)
  883. {
  884. outObj.selfRcv += sk[0];
  885. }
  886. else if(skill.type == 8)
  887. {
  888. outObj.const += sk[0];
  889. }
  890. else if(skill.type == 35)
  891. {
  892. outObj.vampire += sk[1];
  893. }
  894. else if(skill.type == 115)
  895. {
  896. outObj.vampire += sk[2];
  897. }
  898. else if(skill.type == 117)
  899. {
  900. outObj.selfRcv += sk[1] || 0;
  901. outObj.const += sk[2] || 0;
  902. outObj.scale += sk[3] || 0;
  903. }
  904. });
  905. return outObj;
  906. }
  907. function atkBuff_Rate(card)
  908. {
  909. const searchTypeArray = [
  910. 88,92, //类型的
  911. 50,90, //属性的,要排除回复力
  912. 156,168, //宝石姬
  913. 228, //属性、类型数量
  914. ];
  915. const skill = getCardActiveSkill(card, searchTypeArray);
  916. const outObj = {
  917. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  918. types: [],
  919. attrs: [],
  920. awoken: [],
  921. rate: 0,
  922. turns: 0,
  923. };
  924. if (!skill) return outObj;
  925. const sk = skill.params;
  926. if (skill.type == 88 || skill.type == 92)
  927. {
  928. outObj.skilltype = 2;
  929. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  930. outObj.turns = sk[0];
  931. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  932. }
  933. else if(skill.type == 50 || skill.type == 90)
  934. {
  935. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3);
  936. if (outObj.attrs.includes(5)) //去除回复力
  937. return outObj;
  938. outObj.skilltype = 2;
  939. outObj.turns = sk[0];
  940. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  941. }
  942. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  943. || skill.type == 168)
  944. {
  945. outObj.skilltype = 1;
  946. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  947. outObj.turns = sk[0];
  948. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  949. }
  950. else if(skill.type == 228 && sk[3] > 0)
  951. {
  952. outObj.skilltype = 1;
  953. outObj.attrs = flags(sk[1]);
  954. outObj.types = flags(sk[2]);
  955. outObj.turns = sk[0];
  956. outObj.rate = sk[3];
  957. }
  958. return outObj;
  959. }
  960. function damageSelf_Rate(card)
  961. {
  962. const searchTypeArray = [84,85,86,87,195];
  963. const skill = getCardActiveSkill(card, searchTypeArray);
  964. if (!skill) return 0;
  965. const sk = skill.params;
  966. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  967. }
  968. function changeEnemiesAttr_Attr(card)
  969. {
  970. const outObj = {
  971. attr: null,
  972. turns: 0
  973. }
  974. const searchTypeArray = [153, 224];
  975. const skill = getCardActiveSkill(card, searchTypeArray);
  976. if (!skill) return outObj;
  977. const sk = skill.params;
  978. if (skill.type == 153)
  979. {
  980. outObj.attr = sk[0];
  981. }
  982. else if (skill.type == 224)
  983. {
  984. outObj.attr = sk[1] || 0;
  985. outObj.turns = sk[0];
  986. }
  987. return outObj;
  988. }
  989. //创建1个觉醒图标
  990. function createAwokenIcon(awokenId)
  991. {
  992. const icon = document.createElement("icon");
  993. icon.className ="awoken-icon";
  994. icon.setAttribute("data-awoken-icon", awokenId);
  995. return icon;
  996. }
  997. //产生一个觉醒列表
  998. function creatAwokenList(awokens) {
  999. const ul = document.createElement("ul");
  1000. ul.className = "awoken-ul";
  1001. awokens.forEach(ak=>{
  1002. const li = ul.appendChild(document.createElement("li"));
  1003. const icon = li.appendChild(createAwokenIcon(ak));
  1004. });
  1005. return ul;
  1006. }
  1007. //产生宝珠列表
  1008. function createOrbsList(orbs)
  1009. {
  1010. if (orbs == undefined) orbs = [0];
  1011. else if (!Array.isArray(orbs)) orbs = [orbs];
  1012. const ul = document.createElement("ul");
  1013. ul.className = "board";
  1014. orbs.forEach(orbType => {
  1015. const li = ul.appendChild(document.createElement("li"));
  1016. li.className = `orb-icon`;
  1017. li.setAttribute("data-orb-icon", orbType);
  1018. });
  1019. return ul;
  1020. }
  1021. //产生类型列表
  1022. function createTypesList(types)
  1023. {
  1024. if (types == undefined) types = [0];
  1025. else if (!Array.isArray(types)) types = [types];
  1026. const ul = document.createElement("ul");
  1027. ul.className = "types-ul";
  1028. types.forEach(type => {
  1029. const li = ul.appendChild(document.createElement("li"));
  1030. li.className = `type-icon`;
  1031. li.setAttribute("data-type-icon", type);
  1032. });
  1033. return ul;
  1034. }
  1035. const functions = [
  1036. {name:"No Filter",otLangName:{chs:"不做筛选"},
  1037. function:cards=>cards},
  1038. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  1039. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  1040. function:cards=>{
  1041. return cards.filter(card=>{
  1042. return getSkillFixedDamage(card) > 0;
  1043. }).sort((a,b)=>{
  1044. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1045. return a_pC - b_pC;
  1046. });
  1047. },
  1048. addition:card=>{
  1049. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1050. }
  1051. },
  1052. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  1053. function:cards=>{
  1054. return cards.filter(card=>{
  1055. return getSkillAddCombo(card) > 0;
  1056. }).sort((a,b)=>{
  1057. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1058. return a_pC - b_pC;
  1059. });
  1060. },
  1061. addition:card=>{
  1062. const value = getSkillAddCombo(card);
  1063. const searchTypeArray = [210];
  1064. const skill = getCardLeaderSkill(card, searchTypeArray);
  1065. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1066. }
  1067. },
  1068. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  1069. function:cards=>cards.filter(card=>{
  1070. const searchTypeArray = [162,186];
  1071. const skill = getCardLeaderSkill(card, searchTypeArray);
  1072. return skill;
  1073. })
  1074. },
  1075. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  1076. function:cards=>cards.filter(card=>{
  1077. const searchTypeArray = [163,177];
  1078. const skill = getCardLeaderSkill(card, searchTypeArray);
  1079. return skill;
  1080. })
  1081. },
  1082. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  1083. function:cards=>{
  1084. const searchTypeArray = [15,185];
  1085. return cards.filter(card=>{
  1086. const skill = getCardLeaderSkill(card, searchTypeArray);
  1087. return skill;
  1088. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1089. },
  1090. addition:card=>{
  1091. const searchTypeArray = [15,185];
  1092. const skill = getCardLeaderSkill(card, searchTypeArray);
  1093. const value = skill.params[0];
  1094. return `${value > 0 ? "+" : ""}${value/100}s`;
  1095. }
  1096. },
  1097. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  1098. function:cards=>{
  1099. const searchTypeArray = [178];
  1100. return cards.filter(card=>{
  1101. const skill = getCardLeaderSkill(card, searchTypeArray);
  1102. return skill;
  1103. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1104. },
  1105. addition:card=>{
  1106. const searchTypeArray = [178];
  1107. const skill = getCardLeaderSkill(card, searchTypeArray);
  1108. const value = skill.params[0];
  1109. return `固定${value}s`;
  1110. }
  1111. },
  1112. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)"},
  1113. function:cards=>{
  1114. const searchTypeArray = [12];
  1115. return cards.filter(card=>{
  1116. const skill = getCardLeaderSkill(card, searchTypeArray);
  1117. return skill;
  1118. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1119. },
  1120. addition:card=>{
  1121. const searchTypeArray = [12];
  1122. const skill = getCardLeaderSkill(card, searchTypeArray);
  1123. const value = skill.params[0];
  1124. return `攻击×${(value/100).bigNumberToString()}倍`;
  1125. }
  1126. },
  1127. {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)"},
  1128. function:cards=>{
  1129. const searchTypeArray = [13];
  1130. return cards.filter(card=>{
  1131. const skill = getCardLeaderSkill(card, searchTypeArray);
  1132. return skill;
  1133. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1134. },
  1135. addition:card=>{
  1136. const searchTypeArray = [13];
  1137. const skill = getCardLeaderSkill(card, searchTypeArray);
  1138. const value = skill.params[0];
  1139. return `回复×${(value/100).bigNumberToString()}倍`;
  1140. }
  1141. },
  1142. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1143. function:cards=>{
  1144. const searchTypeArray = [41];
  1145. return cards.filter(card=>{
  1146. const skill = getCardLeaderSkill(card, searchTypeArray);
  1147. return skill;
  1148. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1149. },
  1150. addition:card=>{
  1151. const searchTypeArray = [41];
  1152. const skill = getCardLeaderSkill(card, searchTypeArray);
  1153. const sk = skill.params;
  1154. const fragment = document.createDocumentFragment();
  1155. fragment.appendChild(createOrbsList(sk[2] || 0));
  1156. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1157. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1158. return fragment;
  1159. }
  1160. },
  1161. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1162. function:cards=>cards.filter(card=>{
  1163. const searchTypeArray = [197];
  1164. const skill = getCardLeaderSkill(card, searchTypeArray);
  1165. return skill;
  1166. })
  1167. },
  1168. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1169. function:cards=>{
  1170. const searchTypeArray = [198];
  1171. return cards.filter(card=>{
  1172. const skill = getCardLeaderSkill(card, searchTypeArray);
  1173. return skill && skill.params[2];
  1174. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1175. },
  1176. addition:card=>{
  1177. const searchTypeArray = [198];
  1178. const skill = getCardLeaderSkill(card, searchTypeArray);
  1179. const sk = skill.params;
  1180. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1181. }
  1182. },
  1183. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1184. function:cards=>{
  1185. const searchTypeArray = [198];
  1186. return cards.filter(card=>{
  1187. const skill = getCardLeaderSkill(card, searchTypeArray);
  1188. return skill && skill.params[3];
  1189. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1190. },
  1191. addition:card=>{
  1192. const searchTypeArray = [198];
  1193. const skill = getCardLeaderSkill(card, searchTypeArray);
  1194. const sk = skill.params;
  1195. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1196. }
  1197. },
  1198. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1199. function:cards=>cards.filter(card=>{
  1200. const searchTypeArray = [151,209];
  1201. const skill = getCardLeaderSkill(card, searchTypeArray);
  1202. return skill;
  1203. })
  1204. },
  1205. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1206. function:cards=>cards.filter(card=>{
  1207. const searchTypeArray = [157];
  1208. const skill = getCardLeaderSkill(card, searchTypeArray);
  1209. return skill;
  1210. })
  1211. },
  1212. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1213. function:cards=>cards.filter(card=>{
  1214. const searchTypeArray = [177];
  1215. const skill = getCardLeaderSkill(card, searchTypeArray);
  1216. return skill;
  1217. })
  1218. },
  1219. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1220. function:cards=>{
  1221. const searchTypeArray = [158];
  1222. return cards.filter(card=>{
  1223. const skill = getCardLeaderSkill(card, searchTypeArray);
  1224. return skill;
  1225. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1226. },
  1227. addition:card=>{
  1228. const searchTypeArray = [158];
  1229. const skill = getCardLeaderSkill(card, searchTypeArray);
  1230. const value = skill.params[0];
  1231. return `≥${value}珠`;
  1232. }
  1233. },
  1234. {name:"Resolve",otLangName:{chs:"根性"},
  1235. function:cards=>{
  1236. const searchTypeArray = [14];
  1237. return cards.filter(card=>{
  1238. const skill = getCardLeaderSkill(card, searchTypeArray);
  1239. return skill;
  1240. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1241. },
  1242. addition:card=>{
  1243. const searchTypeArray = [14];
  1244. const skill = getCardLeaderSkill(card, searchTypeArray);
  1245. const value = skill.params[0];
  1246. return `HP≥${value}%`;
  1247. }
  1248. },
  1249. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1250. function:cards=>cards.filter(card=>{
  1251. const searchTypeArray = [125];
  1252. const skill = getCardLeaderSkill(card, searchTypeArray);
  1253. return skill;
  1254. })
  1255. },
  1256. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1257. function:cards=>cards.filter(card=>{
  1258. const searchTypeArray = [175];
  1259. const skill = getCardLeaderSkill(card, searchTypeArray);
  1260. return skill;
  1261. })
  1262. },
  1263. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1264. function:cards=>cards.filter(card=>{
  1265. const searchTypeArray = [203];
  1266. const skill = getCardLeaderSkill(card, searchTypeArray);
  1267. return skill;
  1268. })
  1269. },
  1270. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1271. function:cards=>cards.filter(card=>{
  1272. const searchTypeArray = [229];
  1273. const skill = getCardLeaderSkill(card, searchTypeArray);
  1274. return skill;
  1275. })
  1276. },
  1277. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1278. function:cards=>{
  1279. const searchTypeArray = [53];
  1280. return cards.filter(card=>{
  1281. const skill = getCardLeaderSkill(card, searchTypeArray);
  1282. return skill;
  1283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1284. },
  1285. addition:card=>{
  1286. const searchTypeArray = [53];
  1287. const skill = getCardLeaderSkill(card, searchTypeArray);
  1288. const sk = skill.params;
  1289. return `掉率x${sk[0]/100}`;
  1290. }
  1291. },
  1292. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1293. function:cards=>{
  1294. const searchTypeArray = [54];
  1295. return cards.filter(card=>{
  1296. const skill = getCardLeaderSkill(card, searchTypeArray);
  1297. return skill;
  1298. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1299. },
  1300. addition:card=>{
  1301. const searchTypeArray = [54];
  1302. const skill = getCardLeaderSkill(card, searchTypeArray);
  1303. const sk = skill.params;
  1304. return `金币x${sk[0]/100}`;
  1305. }
  1306. },
  1307. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1308. function:cards=>{
  1309. const searchTypeArray = [148];
  1310. return cards.filter(card=>{
  1311. const skill = getCardLeaderSkill(card, searchTypeArray);
  1312. return skill;
  1313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1314. },
  1315. addition:card=>{
  1316. const searchTypeArray = [148];
  1317. const skill = getCardLeaderSkill(card, searchTypeArray);
  1318. const sk = skill.params;
  1319. return `经验x${sk[0]/100}`;
  1320. }
  1321. },
  1322. ]},
  1323. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1324. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1325. function:cards=>cards.filter(card=>{
  1326. const skill = Skills[card.leaderSkillId];
  1327. const HPscale = getHPScale(skill);
  1328. return HPscale >= 2;
  1329. }).sort((a,b)=>{
  1330. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1331. return getHPScale(a_s) - getHPScale(b_s);
  1332. })
  1333. },
  1334. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1335. function:cards=>cards.filter(card=>{
  1336. const skill = Skills[card.leaderSkillId];
  1337. const HPscale = getHPScale(skill);
  1338. return HPscale >= 1.5 && HPscale < 2;
  1339. }).sort((a,b)=>{
  1340. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1341. return getHPScale(a_s) - getHPScale(b_s);
  1342. })
  1343. },
  1344. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1345. function:cards=>cards.filter(card=>{
  1346. const skill = Skills[card.leaderSkillId];
  1347. const HPscale = getHPScale(skill);
  1348. return HPscale > 1 && HPscale < 1.5;
  1349. }).sort((a,b)=>{
  1350. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1351. return getHPScale(a_s) - getHPScale(b_s);
  1352. })
  1353. },
  1354. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1355. function:cards=>cards.filter(card=>{
  1356. const skill = Skills[card.leaderSkillId];
  1357. const HPscale = getHPScale(skill);
  1358. return HPscale === 1;
  1359. })
  1360. },
  1361. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1362. function:cards=>cards.filter(card=>{
  1363. const skill = Skills[card.leaderSkillId];
  1364. const HPscale = getHPScale(skill);
  1365. return HPscale < 1;
  1366. }).sort((a,b)=>{
  1367. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1368. return getHPScale(a_s) - getHPScale(b_s);
  1369. })
  1370. },
  1371. ]},
  1372. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1373. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1374. function:cards=>cards.filter(card=>{
  1375. const skill = Skills[card.leaderSkillId];
  1376. const reduceScale = getReduceScale(skill);
  1377. return reduceScale >= 0.75;
  1378. }).sort((a,b)=>{
  1379. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1380. return getReduceScale(a_s) - getReduceScale(b_s);
  1381. })
  1382. },
  1383. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1384. function:cards=>cards.filter(card=>{
  1385. const skill = Skills[card.leaderSkillId];
  1386. const reduceScale = getReduceScale(skill);
  1387. return reduceScale >= 0.5 && reduceScale < 0.75;
  1388. }).sort((a,b)=>{
  1389. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1390. return getReduceScale(a_s) - getReduceScale(b_s);
  1391. })
  1392. },
  1393. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1394. function:cards=>cards.filter(card=>{
  1395. const skill = Skills[card.leaderSkillId];
  1396. const reduceScale = getReduceScale(skill);
  1397. return reduceScale >= 0.25 && reduceScale < 0.5;
  1398. }).sort((a,b)=>{
  1399. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1400. return getReduceScale(a_s) - getReduceScale(b_s);
  1401. })
  1402. },
  1403. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1404. function:cards=>cards.filter(card=>{
  1405. const skill = Skills[card.leaderSkillId];
  1406. const reduceScale = getReduceScale(skill);
  1407. return reduceScale > 0 && reduceScale < 0.25;
  1408. }).sort((a,b)=>{
  1409. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1410. return getReduceScale(a_s) - getReduceScale(b_s);
  1411. })
  1412. },
  1413. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1414. function:cards=>cards.filter(card=>{
  1415. const skill = Skills[card.leaderSkillId];
  1416. const reduceScale = getReduceScale(skill);
  1417. return reduceScale === 0;
  1418. })
  1419. },
  1420. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1421. function:cards=>cards.filter(card=>{
  1422. const skill = Skills[card.leaderSkillId];
  1423. return getReduceScale(skill, true) > 0;
  1424. })
  1425. },
  1426. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1427. function:cards=>cards.filter(card=>{
  1428. const skill = Skills[card.leaderSkillId];
  1429. return getReduceScale(skill, undefined, true) > 0;
  1430. })
  1431. },
  1432. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1433. function:cards=>cards.filter(card=>{
  1434. const skill = Skills[card.leaderSkillId];
  1435. return getReduceScale(skill, undefined, undefined, true) > 0;
  1436. })
  1437. },
  1438. {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%)"},
  1439. function:cards=>cards.filter(card=>{
  1440. const skill = Skills[card.leaderSkillId];
  1441. const reduceScale = getReduceScale(skill);
  1442. return reduceScale>=0.29;
  1443. }).sort((a,b)=>{
  1444. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1445. return getReduceScale(a_s) - getReduceScale(b_s);
  1446. })
  1447. },
  1448. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1449. function:cards=>cards.filter(card=>{
  1450. //获取盾减伤比例
  1451. function getReduceScale_unconditional(ls)
  1452. {
  1453. const sk = ls.params;
  1454. let scale = 0;
  1455. switch (ls.type)
  1456. {
  1457. case 16: //无条件盾
  1458. scale = sk[0]/100;
  1459. break;
  1460. case 129: //无条件盾,属性个数不固定
  1461. case 163: //无条件盾,属性个数不固定
  1462. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1463. break;
  1464. case 138: //调用其他队长技
  1465. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1466. break;
  1467. default:
  1468. }
  1469. return scale || 0;
  1470. }
  1471. const skill = Skills[card.leaderSkillId];
  1472. return getReduceScale_unconditional(skill) > 0;
  1473. })
  1474. },
  1475. ]},
  1476. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1477. {name:"1 CD",otLangName:{chs:"1 CD"},
  1478. function:cards=>cards.filter(card=>{
  1479. if (card.activeSkillId == 0) return false;
  1480. const skill = Skills[card.activeSkillId];
  1481. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1482. })
  1483. },
  1484. {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)"},
  1485. function:cards=>cards.filter(card=>{
  1486. if (card.activeSkillId == 0) return false;
  1487. const skill = Skills[card.activeSkillId];
  1488. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1489. let realCD = minCD;
  1490. const searchTypeArray = [14];
  1491. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1492. if (subSkill)
  1493. {
  1494. realCD -= subSkill.params[0] * 3;
  1495. }
  1496. return minCD > 1 && realCD <= 4;
  1497. })
  1498. },
  1499. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1500. function:cards=>{
  1501. const searchTypeArray = [5];
  1502. return cards.filter(card=>{
  1503. const skill = getCardActiveSkill(card, searchTypeArray);
  1504. return skill;
  1505. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1506. },
  1507. addition:card=>{
  1508. const searchTypeArray = [5];
  1509. const skill = getCardActiveSkill(card, searchTypeArray);
  1510. const value = skill.params[0];
  1511. return `时停${value}s`;
  1512. }
  1513. },
  1514. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1515. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1516. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1517. function:cards=>cards.filter(card=>{
  1518. const searchTypeArray = [225];
  1519. const skill = getCardActiveSkill(card, searchTypeArray);
  1520. return skill;
  1521. }),
  1522. addition:card=>{
  1523. const searchTypeArray = [225];
  1524. const skill = getCardActiveSkill(card, searchTypeArray);
  1525. const sk = skill.params;
  1526. let strArr = [];
  1527. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1528. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1529. return `HP ${strArr.join(" ")}`;
  1530. }
  1531. },
  1532. ]},
  1533. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1534. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1535. function:cards=>{
  1536. const searchTypeArray = [173];
  1537. return cards.filter(card=>{
  1538. const skill = getCardActiveSkill(card, searchTypeArray);
  1539. return skill && skill.params[1];
  1540. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1541. },addition:voidsAbsorption_Addition},
  1542. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1543. function:cards=>{
  1544. const searchTypeArray = [173];
  1545. return cards.filter(card=>{
  1546. const skill = getCardActiveSkill(card, searchTypeArray);
  1547. return skill && skill.params[2];
  1548. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1549. },addition:voidsAbsorption_Addition},*/
  1550. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1551. function:cards=>{
  1552. const searchTypeArray = [173];
  1553. return cards.filter(card=>{
  1554. const skill = getCardActiveSkill(card, searchTypeArray);
  1555. return skill && skill.params[3];
  1556. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1557. },addition:voidsAbsorption_Addition},
  1558. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1559. function:cards=>{
  1560. const searchTypeArray = [173];
  1561. return cards.filter(card=>{
  1562. const skill = getCardActiveSkill(card, searchTypeArray);
  1563. return skill && skill.params[1] && skill.params[3];
  1564. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1565. },addition:voidsAbsorption_Addition},
  1566. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1567. function:cards=>{
  1568. const searchTypeArray = [191];
  1569. return cards.filter(card=>{
  1570. const skill = getCardActiveSkill(card, searchTypeArray);
  1571. return skill;
  1572. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1573. },
  1574. addition:card=>{
  1575. const searchTypeArray = [191];
  1576. const skill = getCardActiveSkill(card, searchTypeArray);
  1577. const sk = skill.params;
  1578. return document.createTextNode(`破贯×${sk[0]}T`);
  1579. }
  1580. },
  1581. ]},
  1582. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1583. {
  1584. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1585. function:cards=>{
  1586. return cards.filter(card=>{
  1587. const turns = unbind_Turns(card);
  1588. return turns.normal > 0;
  1589. }).sort((a,b)=>{
  1590. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1591. let a_pC = a_s.normal, b_pC = b_s.normal;
  1592. return a_pC - b_pC;
  1593. });
  1594. },
  1595. addition:unbind_Addition
  1596. },
  1597. {
  1598. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1599. function:cards=>{
  1600. return cards.filter(card=>{
  1601. const turns = unbind_Turns(card);
  1602. return turns.awoken > 0;
  1603. }).sort((a,b)=>{
  1604. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1605. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1606. return a_pC - b_pC;
  1607. });
  1608. },
  1609. addition:unbind_Addition
  1610. },
  1611. {
  1612. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1613. function:cards=>{
  1614. return cards.filter(card=>{
  1615. const turns = unbind_Turns(card);
  1616. return turns.normal && turns.awoken > 0;
  1617. }).sort((a,b)=>{
  1618. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1619. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1620. return a_pC - b_pC;
  1621. });
  1622. },
  1623. addition:unbind_Addition
  1624. },
  1625. {
  1626. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1627. function:cards=>{
  1628. const searchTypeArray = [196];
  1629. return cards.filter(card=>{
  1630. const skill = getCardActiveSkill(card, searchTypeArray);
  1631. return skill;
  1632. }).sort((a,b)=>{
  1633. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1634. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1635. return a_pC - b_pC;
  1636. })
  1637. },
  1638. addition:card=>{
  1639. const searchTypeArray = [196];
  1640. const skill = getCardActiveSkill(card, searchTypeArray);
  1641. const sk = skill.params;
  1642. const value = sk[0];
  1643. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1644. }
  1645. },
  1646. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1647. function:cards=>cards.filter(card=>{
  1648. const searchTypeArray = [214];
  1649. const skill = getCardActiveSkill(card, searchTypeArray);
  1650. return skill;
  1651. }),
  1652. addition:card=>{
  1653. const searchTypeArray = [214];
  1654. const skill = getCardActiveSkill(card, searchTypeArray);
  1655. const sk = skill.params;
  1656. return document.createTextNode(`自封技${sk[0]}T`);
  1657. }
  1658. },
  1659. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1660. function:cards=>cards.filter(card=>{
  1661. const searchTypeArray = [215];
  1662. const skill = getCardActiveSkill(card, searchTypeArray);
  1663. return skill;
  1664. }),
  1665. addition:card=>{
  1666. const searchTypeArray = [215];
  1667. const skill = getCardActiveSkill(card, searchTypeArray);
  1668. const sk = skill.params;
  1669. const fragment = document.createDocumentFragment();
  1670. fragment.appendChild(document.createTextNode(`自封`));
  1671. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1672. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1673. return fragment;
  1674. }
  1675. },
  1676. ]},
  1677. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1678. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1679. function:cards=>cards.filter(card=>{
  1680. const searchTypeArray = [156,168,228];
  1681. const skill = getCardActiveSkill(card, searchTypeArray);
  1682. return skill;
  1683. })
  1684. },
  1685. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1686. function:cards=>{
  1687. const searchTypeArray = [50,90,228];
  1688. function getRecScale(as)
  1689. {
  1690. const sk = as.params;
  1691. if (as.type == 228)
  1692. {
  1693. return sk[4];
  1694. }else
  1695. {
  1696. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1697. }
  1698. }
  1699. return cards.filter(card=>{
  1700. const skills = getCardActiveSkills(card, searchTypeArray);
  1701. if (skills.length)
  1702. {
  1703. return skills.some(as=>getRecScale(as) != null);
  1704. }else return false;
  1705. }).sort((a,b)=>{
  1706. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1707. const a_sv = a_s.map(a_s=>getRecScale(a_s)).filter(n=>n!==null).sort().reverse()[0],
  1708. b_sv = b_s.map(b_s=>getRecScale(b_s)).filter(n=>n!==null).sort().reverse()[0];
  1709. return a_sv - b_sv;
  1710. });
  1711. },
  1712. addition:card=>{
  1713. const searchTypeArray = [50,90,228];
  1714. function getRecScale(as)
  1715. {
  1716. const sk = as.params;
  1717. if (as.type == 228)
  1718. {
  1719. return sk[4];
  1720. }else
  1721. {
  1722. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1723. }
  1724. }
  1725. const skills = getCardActiveSkills(card, searchTypeArray);
  1726. const skill = skills.find(as=>getRecScale(as) != null);
  1727. if (skill.type == 228)
  1728. return `回+${getRecScale(skill) / 100}×N`;
  1729. else
  1730. return `回x${getRecScale(skill) / 100}`;
  1731. }
  1732. },
  1733. {name:"ATK rate change",otLangName:{chs:"攻击力 buff(顶攻击)"},
  1734. function:cards=>{
  1735. return cards.filter(card=>{
  1736. const atkbuff = atkBuff_Rate(card);
  1737. return atkbuff.skilltype > 0;
  1738. }).sort((a,b)=>{
  1739. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1740. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1741. if (sortNum == 0)
  1742. sortNum = a_pC.rate - b_pC.rate;
  1743. if (sortNum == 0)
  1744. sortNum = a_pC.turns - b_pC.turns;
  1745. return sortNum;
  1746. });
  1747. },
  1748. addition:card=>{
  1749. const atkbuff = atkBuff_Rate(card);
  1750. const fragment = document.createDocumentFragment();
  1751. if (atkbuff.skilltype == 0) return fragment;
  1752. if (atkbuff.skilltype == 1)
  1753. {
  1754. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1755. if (atkbuff.awoken.length)
  1756. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1757. if (atkbuff.attrs.length)
  1758. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1759. if (atkbuff.types.length)
  1760. fragment.appendChild(createTypesList(atkbuff.types));
  1761. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1762. }else if (atkbuff.skilltype == 2)
  1763. {
  1764. if (atkbuff.attrs.length)
  1765. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1766. if (atkbuff.types.length)
  1767. fragment.appendChild(createTypesList(atkbuff.types));
  1768. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1769. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1770. }
  1771. return fragment;
  1772. }
  1773. },
  1774. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1775. function:cards=>{
  1776. const searchTypeArray = [132];
  1777. return cards.filter(card=>{
  1778. const skill = getCardActiveSkill(card, searchTypeArray);
  1779. return skill;
  1780. }).sort((a,b)=>{
  1781. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1782. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1783. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1784. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1785. });
  1786. },
  1787. addition:card=>{
  1788. const searchTypeArray = [132];
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. const sk = skill.params;
  1791. let str = "👆";
  1792. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1793. if (sk[2]) str += `x${sk[2]/100}`;
  1794. return str;
  1795. }
  1796. },
  1797. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  1798. function:cards=>{
  1799. const searchTypeArray = [207];
  1800. return cards.filter(card=>{
  1801. const skill = getCardActiveSkill(card, searchTypeArray);
  1802. return skill;
  1803. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1804. },
  1805. addition:card=>{
  1806. const searchTypeArray = [207];
  1807. const skill = getCardActiveSkill(card, searchTypeArray);
  1808. const sk = skill.params;
  1809. if (sk[7])
  1810. return `${sk[7]}个×${sk[0]}T`;
  1811. else
  1812. return `特殊形状×${sk[0]}T`;
  1813. }
  1814. },
  1815. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1816. function:cards=>{
  1817. const searchTypeArray = [160];
  1818. return cards.filter(card=>{
  1819. const skill = getCardActiveSkill(card, searchTypeArray);
  1820. return skill;
  1821. }).sort((a,b)=>{
  1822. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1823. return a_s.params[1] - b_s.params[1];
  1824. });
  1825. },
  1826. addition:card=>{
  1827. const searchTypeArray = [160];
  1828. const skill = getCardActiveSkill(card, searchTypeArray);
  1829. const sk = skill.params;
  1830. return `+${sk[1]}C×${sk[0]}T`;
  1831. }
  1832. },
  1833. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  1834. function:cards=>{
  1835. const searchTypeArray = [3,156];
  1836. return cards.filter(card=>{
  1837. const skill = getCardActiveSkill(card, searchTypeArray);
  1838. if (!skill) return false;
  1839. if (skill.type == 156)
  1840. return skill.params[4]==3;
  1841. else
  1842. return true;
  1843. }).sort((a,b)=>{
  1844. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1845. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1846. if (!sortNum)
  1847. {
  1848. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1849. sortNum = a_pC - b_pC;
  1850. }
  1851. return sortNum;
  1852. });
  1853. },
  1854. addition:card=>{
  1855. const searchTypeArray = [3,156];
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. const sk = skill.params;
  1858. const fragment = document.createDocumentFragment();
  1859. if (skill.type == 156)
  1860. {
  1861. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1862. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1863. fragment.appendChild(creatAwokenList(awokenArr));
  1864. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1865. }else
  1866. {
  1867. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1868. }
  1869. return fragment;
  1870. }
  1871. },
  1872. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  1873. function:cards=>{
  1874. const searchTypeArray = [3];
  1875. return cards.filter(card=>{
  1876. const skill = getCardActiveSkill(card, searchTypeArray);
  1877. return skill && skill.params[1]>=100;
  1878. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1879. },
  1880. addition:card=>{
  1881. const searchTypeArray = [3];
  1882. const skill = getCardActiveSkill(card, searchTypeArray);
  1883. const sk = skill.params;
  1884. return `无敌×${sk[0]}T`;
  1885. }
  1886. },
  1887. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  1888. function:cards=>{
  1889. const searchTypeArray = [21];
  1890. return cards.filter(card=>{
  1891. const skill = getCardActiveSkill(card, searchTypeArray);
  1892. return skill;
  1893. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1894. },
  1895. addition:card=>{
  1896. const searchTypeArray = [21];
  1897. const skill = getCardActiveSkill(card, searchTypeArray);
  1898. const sk = skill.params;
  1899. const colors = [sk[1]];
  1900. const fragment = document.createDocumentFragment();
  1901. fragment.appendChild(document.createTextNode(`-`));
  1902. fragment.appendChild(createOrbsList(colors));
  1903. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1904. return fragment;
  1905. }
  1906. },
  1907. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  1908. function:cards=>{
  1909. const searchTypeArray = [51];
  1910. return cards.filter(card=>{
  1911. const skill = getCardActiveSkill(card, searchTypeArray);
  1912. return skill;
  1913. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1914. },
  1915. addition:card=>{
  1916. const searchTypeArray = [51];
  1917. const skill = getCardActiveSkill(card, searchTypeArray);
  1918. const sk = skill.params;
  1919. return `全体×${sk[0]}T`;
  1920. }
  1921. },
  1922. ]},
  1923. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  1924. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  1925. function:cards=>{
  1926. const searchTypeArray = [18];
  1927. return cards.filter(card=>{
  1928. const skill = getCardActiveSkill(card, searchTypeArray);
  1929. return skill;
  1930. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1931. },
  1932. addition:card=>{
  1933. const searchTypeArray = [18];
  1934. const skill = getCardActiveSkill(card, searchTypeArray);
  1935. const sk = skill.params;
  1936. return document.createTextNode(`威吓×${sk[0]}T`);
  1937. }
  1938. },
  1939. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  1940. function:cards=>{
  1941. const searchTypeArray = [19];
  1942. return cards.filter(card=>{
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. return skill;
  1945. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1946. },
  1947. addition:card=>{
  1948. const searchTypeArray = [19];
  1949. const skill = getCardActiveSkill(card, searchTypeArray);
  1950. const sk = skill.params;
  1951. return `破防${sk[1]}%`;
  1952. }
  1953. },
  1954. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  1955. function:cards=>{
  1956. const searchTypeArray = [19];
  1957. return cards.filter(card=>{
  1958. const skill = getCardActiveSkill(card, searchTypeArray);
  1959. return skill && skill.params[1]>=100;
  1960. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1961. },
  1962. addition:card=>{
  1963. const searchTypeArray = [19];
  1964. const skill = getCardActiveSkill(card, searchTypeArray);
  1965. const sk = skill.params;
  1966. return `全破×${sk[0]}T`;
  1967. }
  1968. },
  1969. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  1970. function:cards=>{
  1971. const searchTypeArray = [4];
  1972. return cards.filter(card=>{
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. return skill;
  1975. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1976. },
  1977. addition:card=>{
  1978. const searchTypeArray = [4];
  1979. const skill = getCardActiveSkill(card, searchTypeArray);
  1980. const sk = skill.params;
  1981. return `攻击力×${sk[0]/100}倍`;
  1982. }
  1983. },
  1984. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  1985. function:cards=>{
  1986. return cards.filter(card=>{
  1987. return changeEnemiesAttr_Attr(card).attr != null;
  1988. }).sort((a,b)=>{
  1989. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1990. return a_pC.attr - b_pC.attr;
  1991. })
  1992. },
  1993. addition:card=>{
  1994. let change = changeEnemiesAttr_Attr(card);
  1995. const fragment = document.createDocumentFragment();
  1996. fragment.appendChild(document.createTextNode(`敌→`));
  1997. fragment.appendChild(createOrbsList(change.attr));
  1998. if (change.turns > 0)
  1999. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2000. return fragment;
  2001. }
  2002. },
  2003. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2004. function:cards=>{
  2005. const searchTypeArray = [60];
  2006. return cards.filter(card=>{
  2007. const skill = getCardActiveSkill(card, searchTypeArray);
  2008. return skill;
  2009. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2010. },
  2011. addition:card=>{
  2012. const searchTypeArray = [60];
  2013. const skill = getCardActiveSkill(card, searchTypeArray);
  2014. const sk = skill.params;
  2015. const fragment = document.createDocumentFragment();
  2016. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2017. fragment.appendChild(createOrbsList(sk[2]));
  2018. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2019. return fragment;
  2020. }
  2021. },
  2022. ]},
  2023. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2024. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2025. function:cards=>{
  2026. const searchTypeArray = [146];
  2027. return cards.filter(card=>{
  2028. const skill = getCardActiveSkill(card, searchTypeArray);
  2029. return skill;
  2030. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2031. },
  2032. addition:card=>{
  2033. const searchTypeArray = [146];
  2034. const skill = getCardActiveSkill(card, searchTypeArray);
  2035. const sk = skill.params;
  2036. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2037. }
  2038. },
  2039. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2040. function:cards=>{
  2041. const searchTypeArray = [218];
  2042. return cards.filter(card=>{
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. return skill;
  2045. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2046. },
  2047. addition:card=>{
  2048. const searchTypeArray = [218];
  2049. const skill = getCardActiveSkill(card, searchTypeArray);
  2050. const sk = skill.params;
  2051. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2052. }
  2053. },
  2054. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2055. function:cards=>cards.filter(card=>{
  2056. const searchTypeArray = [93, 227];
  2057. const skill = getCardActiveSkill(card, searchTypeArray);
  2058. return skill;
  2059. })
  2060. },
  2061. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2062. function:cards=>{
  2063. const searchTypeArray = [142];
  2064. return cards.filter(card=>{
  2065. const skill = getCardActiveSkill(card, searchTypeArray);
  2066. return skill;
  2067. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2068. },
  2069. addition:card=>{
  2070. const searchTypeArray = [142];
  2071. const skill = getCardActiveSkill(card, searchTypeArray);
  2072. const sk = skill.params;
  2073. const fragment = document.createDocumentFragment();
  2074. fragment.appendChild(document.createTextNode(`自→`));
  2075. fragment.appendChild(createOrbsList(sk[1]));
  2076. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2077. return fragment;
  2078. }
  2079. },
  2080. ]},
  2081. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2082. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2083. function:cards=>{
  2084. const searchTypeArray = [179];
  2085. return cards.filter(card=>{
  2086. const skill = getCardActiveSkill(card, searchTypeArray);
  2087. return skill;
  2088. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2089. },
  2090. addition:card=>{
  2091. const searchTypeArray = [179];
  2092. const skill = getCardActiveSkill(card, searchTypeArray);
  2093. const sk = skill.params;
  2094. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2095. }
  2096. },
  2097. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2098. function:cards=>{
  2099. return cards.filter(card=>{
  2100. const heal = healImmediately_Rate(card);
  2101. return Object.values(heal).some(v=>v);
  2102. })
  2103. .sort((a,b)=>{
  2104. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2105. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2106. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2107. let sortNum = a_i - b_i;
  2108. if (!sortNum)
  2109. {
  2110. sortNum = a_vs[a_i] - b_vs[b_i];
  2111. }
  2112. return sortNum;
  2113. });
  2114. },
  2115. addition:card=>{
  2116. const heal = healImmediately_Rate(card);
  2117. let strArr = [];
  2118. if (heal.scale)
  2119. strArr.push(`${heal.scale}%最大HP`);
  2120. if (heal.const)
  2121. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2122. if (heal.selfRcv)
  2123. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2124. if (heal.vampire)
  2125. strArr.push(`${heal.vampire}%伤害`);
  2126. return strArr.join(',');
  2127. }
  2128. },
  2129. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2130. function:cards=>{
  2131. return cards.filter(card=>damageSelf_Rate(card)>0)
  2132. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2133. },
  2134. addition:card=>{
  2135. let rate = damageSelf_Rate(card);
  2136. if (rate < 100)
  2137. return `减少${rate}%`;
  2138. else
  2139. return `减少到1`;
  2140. }
  2141. },
  2142. ]},
  2143. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  2144. {name:"Unlock",otLangName:{chs:"解锁"},
  2145. function:cards=>cards.filter(card=>{
  2146. const searchTypeArray = [172];
  2147. const skill = getCardActiveSkill(card, searchTypeArray);
  2148. return skill;
  2149. })
  2150. },
  2151. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  2152. function:cards=>cards.filter(card=>{
  2153. const searchTypeArray = [152];
  2154. const skill = getCardActiveSkill(card, searchTypeArray);
  2155. return skill;
  2156. }),
  2157. addition:card=>{
  2158. const searchTypeArray = [152];
  2159. const skill = getCardActiveSkill(card, searchTypeArray);
  2160. const sk = skill.params;
  2161. const fragment = document.createDocumentFragment();
  2162. fragment.appendChild(document.createTextNode(`锁`));
  2163. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  2164. return fragment;
  2165. }
  2166. },
  2167. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  2168. function:cards=>cards.filter(card=>{
  2169. const searchTypeArray = [152];
  2170. const skill = getCardActiveSkill(card, searchTypeArray);
  2171. return skill && (skill.params[0] & 63) === 63;
  2172. })
  2173. },
  2174. ]},
  2175. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2176. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2177. function:cards=>{
  2178. const searchTypeArray = [205];
  2179. return cards.filter(card=>{
  2180. const skill = getCardActiveSkill(card, searchTypeArray);
  2181. return skill;
  2182. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2183. },
  2184. addition:card=>{
  2185. const searchTypeArray = [205];
  2186. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  2187. const sk = skill.params;
  2188. const fragment = document.createDocumentFragment();
  2189. fragment.appendChild(document.createTextNode(`掉锁`));
  2190. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  2191. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  2192. return fragment;
  2193. }
  2194. },
  2195. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2196. function:cards=>{
  2197. const searchTypeArray = [205];
  2198. return cards.filter(card=>{
  2199. const skill = getCardActiveSkill(card, searchTypeArray);
  2200. return skill && (skill.params[0] & 63) === 63;
  2201. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2202. }
  2203. },
  2204. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2205. function:cards=>{
  2206. const searchTypeArray = [180];
  2207. return cards.filter(card=>{
  2208. const skill = getCardActiveSkill(card, searchTypeArray);
  2209. return skill;
  2210. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2211. },
  2212. addition:card=>{
  2213. const searchTypeArray = [180];
  2214. const skill = getCardActiveSkill(card, searchTypeArray);
  2215. const sk = skill.params;
  2216. return `${sk[1]}%×${sk[0]}T`;
  2217. }
  2218. },
  2219. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  2220. function:cards=>{
  2221. const searchTypeArray = [184];
  2222. return cards.filter(card=>{
  2223. const skill = getCardActiveSkill(card, searchTypeArray);
  2224. return skill;
  2225. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2226. },
  2227. addition:card=>{
  2228. const searchTypeArray = [184];
  2229. const skill = getCardActiveSkill(card, searchTypeArray);
  2230. const sk = skill.params;
  2231. return `无↓×${sk[0]}T`;
  2232. }
  2233. },
  2234. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2235. function:cards=>cards.filter(card=>{
  2236. const searchTypeArray = [126];
  2237. const skill = getCardActiveSkill(card, searchTypeArray);
  2238. return skill;
  2239. }),
  2240. addition:card=>{
  2241. const searchTypeArray = [126];
  2242. const skill = getCardActiveSkill(card, searchTypeArray);
  2243. const sk = skill.params;
  2244. const colors = flags(sk[0]);
  2245. const fragment = document.createDocumentFragment();
  2246. fragment.appendChild(createOrbsList(colors));
  2247. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  2248. return fragment;
  2249. }
  2250. },
  2251. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2252. function:cards=>cards.filter(card=>{
  2253. const searchTypeArray = [126];
  2254. const skill = getCardActiveSkill(card, searchTypeArray);
  2255. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2256. })
  2257. },
  2258. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2259. function:cards=>cards.filter(card=>{
  2260. const searchTypeArray = [126];
  2261. const skill = getCardActiveSkill(card, searchTypeArray);
  2262. return skill && skill.params[1] >= 99;
  2263. })
  2264. },
  2265. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2266. function:cards=>cards.filter(card=>{
  2267. const searchTypeArray = [126];
  2268. const skill = getCardActiveSkill(card, searchTypeArray);
  2269. return skill && skill.params[3] == 100;
  2270. })
  2271. },
  2272. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2273. function:cards=>{
  2274. const searchTypeArray = [226];
  2275. return cards.filter(card=>{
  2276. const skill = getCardActiveSkill(card, searchTypeArray);
  2277. return skill;
  2278. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2279. },
  2280. addition:card=>{
  2281. const searchTypeArray = [226];
  2282. const skill = getCardActiveSkill(card, searchTypeArray);
  2283. const sk = skill.params;
  2284. return `${sk[1]}%×${sk[0]}T`;
  2285. }
  2286. },
  2287. ]},
  2288. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2289. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2290. function:cards=>{
  2291. const searchTypeArray = [6];
  2292. return cards.filter(card=>{
  2293. const skill = getCardActiveSkill(card, searchTypeArray);
  2294. return skill;
  2295. }).sort((a,b)=>{
  2296. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2297. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2298. return a_pC - b_pC;
  2299. })
  2300. },
  2301. addition:card=>{
  2302. const searchTypeArray = [6];
  2303. const skill = getCardActiveSkill(card, searchTypeArray);
  2304. const sk = skill.params;
  2305. return `当前${sk[0]}%`;
  2306. }
  2307. },
  2308. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2309. function:cards=>{
  2310. const searchTypeArray = [161];
  2311. return cards.filter(card=>{
  2312. const skill = getCardActiveSkill(card, searchTypeArray);
  2313. return skill;
  2314. }).sort((a,b)=>{
  2315. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2316. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2317. return a_pC - b_pC;
  2318. })
  2319. },
  2320. addition:card=>{
  2321. const searchTypeArray = [161];
  2322. const skill = getCardActiveSkill(card, searchTypeArray);
  2323. const sk = skill.params;
  2324. return `最大${sk[0]}%`;
  2325. }
  2326. },
  2327. ]},
  2328. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2329. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2330. function:cards=>{
  2331. const searchTypeArray = [55,188];
  2332. return cards.filter(card=>{
  2333. const skill = getCardActiveSkill(card, searchTypeArray);
  2334. return skill;
  2335. }).sort((a,b)=>{
  2336. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2337. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2338. return a_pC - b_pC;
  2339. });
  2340. },
  2341. addition:card=>{
  2342. const searchTypeArray = [55,188];
  2343. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2344. const sk = skills[0].params;
  2345. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2346. }
  2347. },
  2348. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2349. function:cards=>{
  2350. const searchTypeArray = [56];
  2351. return cards.filter(card=>{
  2352. const skill = getCardActiveSkill(card, searchTypeArray);
  2353. return skill;
  2354. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2355. },
  2356. addition:card=>{
  2357. const searchTypeArray = [56];
  2358. const skill = getCardActiveSkill(card, searchTypeArray);
  2359. const sk = skill.params;
  2360. return `固伤${sk[0].bigNumberToString()}`;
  2361. }
  2362. },
  2363. ]},
  2364. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2365. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2366. function:cards=>cards.filter(card=>{
  2367. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2368. function isSingle(skill)
  2369. {
  2370. if (skill.type == 110)
  2371. return Boolean(skill.params[0]);
  2372. else if (skill.type == 144)
  2373. return Boolean(skill.params[2]);
  2374. else
  2375. return true;
  2376. }
  2377. const skill = getCardActiveSkill(card, searchTypeArray);
  2378. return skill && isSingle(skill);
  2379. })
  2380. },
  2381. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2382. function:cards=>cards.filter(card=>{
  2383. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2384. function isAll(skill)
  2385. {
  2386. if (skill.type == 110)
  2387. return !Boolean(skill.params[0]);
  2388. else if (skill.type == 144)
  2389. return !Boolean(skill.params[2]);
  2390. else
  2391. return true;
  2392. }
  2393. const skill = getCardActiveSkill(card, searchTypeArray);
  2394. return skill && skill.id!=0 && isAll(skill);
  2395. })
  2396. },
  2397. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2398. function:cards=>cards.filter(card=>{
  2399. const searchTypeArray = [42];
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. return skill;
  2402. })
  2403. },
  2404. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2405. function:cards=>cards.filter(card=>{
  2406. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2407. const skill = getCardActiveSkill(card, searchTypeArray);
  2408. return skill && skill.id!=0;
  2409. }),
  2410. addition:card=>{
  2411. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2412. const skill = getCardActiveSkill(card, searchTypeArray);
  2413. //const sk = skill.params;
  2414. const colors = [getCannonAttr(skill)];
  2415. const fragment = document.createDocumentFragment();
  2416. fragment.appendChild(document.createTextNode(`射`));
  2417. fragment.appendChild(createOrbsList(colors));
  2418. return fragment;
  2419. }
  2420. },
  2421. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2422. function:cards=>cards.filter(card=>{
  2423. const searchTypeArray = [2,35];
  2424. const skill = getCardActiveSkill(card, searchTypeArray);
  2425. return skill;
  2426. })
  2427. },
  2428. {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)"},
  2429. function:cards=>cards.filter(card=>{
  2430. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2431. const skill = getCardActiveSkill(card, searchTypeArray);
  2432. return skill && skill.id!=0;
  2433. }).sort((a,b)=>{
  2434. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2435. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2436. function getNumber(skill)
  2437. {
  2438. const sk = skill.params;
  2439. switch(skill.type)
  2440. {
  2441. case 0:
  2442. case 37:
  2443. case 58:
  2444. case 59:
  2445. case 84:
  2446. case 85:
  2447. case 115:
  2448. return sk[1];
  2449. case 2:
  2450. case 35:
  2451. return sk[0];
  2452. default:
  2453. return 0;
  2454. }
  2455. }
  2456. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2457. return a_pC - b_pC;
  2458. })
  2459. },
  2460. {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)"},
  2461. function:cards=>cards.filter(card=>{
  2462. const searchTypeArray = [1,42,86,87];
  2463. const skill = getCardActiveSkill(card, searchTypeArray);
  2464. return skill;
  2465. }).sort((a,b)=>{
  2466. const searchTypeArray = [1,42,86,87];
  2467. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2468. function getNumber(skill)
  2469. {
  2470. const sk = skill.params;
  2471. switch(skill.type)
  2472. {
  2473. case 1:
  2474. case 86:
  2475. case 87:
  2476. return sk[1];
  2477. case 42:
  2478. return sk[2];
  2479. default:
  2480. return 0;
  2481. }
  2482. }
  2483. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2484. return a_pC - b_pC;
  2485. })
  2486. },
  2487. {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)"},
  2488. function:cards=>{
  2489. const searchTypeArray = [110];
  2490. return cards.filter(card=>{
  2491. const skill = getCardActiveSkill(card, searchTypeArray);
  2492. return skill;
  2493. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2494. }
  2495. },
  2496. {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)"},
  2497. function:cards=>{
  2498. const searchTypeArray = [143];
  2499. return cards.filter(card=>{
  2500. const skill = getCardActiveSkill(card, searchTypeArray);
  2501. return skill;
  2502. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2503. }
  2504. },
  2505. {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)"},
  2506. function:cards=>{
  2507. const searchTypeArray = [144];
  2508. return cards.filter(card=>{
  2509. const skill = getCardActiveSkill(card, searchTypeArray);
  2510. return skill;
  2511. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2512. }
  2513. },
  2514. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2515. function:cards=>cards.filter(card=>{
  2516. const searchTypeArray = [35,115];
  2517. const skill = getCardActiveSkill(card, searchTypeArray);
  2518. return skill;
  2519. })
  2520. },
  2521. ]},
  2522. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  2523. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  2524. function:cards=>cards.filter(card=>{
  2525. const searchTypeArray = [10];
  2526. const skill = getCardActiveSkill(card, searchTypeArray);
  2527. return skill;
  2528. })
  2529. },
  2530. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  2531. function:cards=>cards.filter(card=>{
  2532. const searchTypeArray = [71];
  2533. const skill = getCardActiveSkill(card, searchTypeArray);
  2534. return boardChange_ColorTypes(skill).length == 1;
  2535. }),addition:boardChange_Addition},
  2536. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  2537. function:cards=>cards.filter(card=>{
  2538. const searchTypeArray = [71];
  2539. const skill = getCardActiveSkill(card, searchTypeArray);
  2540. return boardChange_ColorTypes(skill).length == 2;
  2541. }),addition:boardChange_Addition},
  2542. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  2543. function:cards=>cards.filter(card=>{
  2544. const searchTypeArray = [71];
  2545. const skill = getCardActiveSkill(card, searchTypeArray);
  2546. return boardChange_ColorTypes(skill).length == 3;
  2547. }),addition:boardChange_Addition},
  2548. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  2549. function:cards=>cards.filter(card=>{
  2550. const searchTypeArray = [71];
  2551. const skill = getCardActiveSkill(card, searchTypeArray);
  2552. return boardChange_ColorTypes(skill).length == 4;
  2553. }),addition:boardChange_Addition},
  2554. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  2555. function:cards=>cards.filter(card=>{
  2556. const searchTypeArray = [71];
  2557. const skill = getCardActiveSkill(card, searchTypeArray);
  2558. return boardChange_ColorTypes(skill).length == 5;
  2559. }),addition:boardChange_Addition},
  2560. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  2561. function:cards=>cards.filter(card=>{
  2562. const searchTypeArray = [71];
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return boardChange_ColorTypes(skill).length >= 6;
  2565. }),addition:boardChange_Addition},
  2566. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  2567. function:cards=>cards.filter(card=>{
  2568. const searchTypeArray = [71];
  2569. const skill = getCardActiveSkill(card, searchTypeArray);
  2570. return boardChange_ColorTypes(skill).includes(0);
  2571. })
  2572. },
  2573. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  2574. function:cards=>cards.filter(card=>{
  2575. const searchTypeArray = [71];
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. return boardChange_ColorTypes(skill).includes(1);
  2578. })
  2579. },
  2580. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  2581. function:cards=>cards.filter(card=>{
  2582. const searchTypeArray = [71];
  2583. const skill = getCardActiveSkill(card, searchTypeArray);
  2584. return boardChange_ColorTypes(skill).includes(2);
  2585. })
  2586. },
  2587. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [71];
  2590. const skill = getCardActiveSkill(card, searchTypeArray);
  2591. return boardChange_ColorTypes(skill).includes(3);
  2592. })
  2593. },
  2594. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  2595. function:cards=>cards.filter(card=>{
  2596. const searchTypeArray = [71];
  2597. const skill = getCardActiveSkill(card, searchTypeArray);
  2598. return boardChange_ColorTypes(skill).includes(4);
  2599. })
  2600. },
  2601. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  2602. function:cards=>cards.filter(card=>{
  2603. const searchTypeArray = [71];
  2604. const skill = getCardActiveSkill(card, searchTypeArray);
  2605. return boardChange_ColorTypes(skill).includes(5);
  2606. })
  2607. },
  2608. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  2609. function:cards=>cards.filter(card=>{
  2610. const searchTypeArray = [71];
  2611. const skill = getCardActiveSkill(card, searchTypeArray);
  2612. const colors = boardChange_ColorTypes(skill);
  2613. return colors.includes(6)
  2614. || colors.includes(7)
  2615. || colors.includes(8)
  2616. || colors.includes(9);
  2617. })
  2618. },
  2619. ]},
  2620. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  2621. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  2622. function:cards=>cards.filter(card=>{
  2623. const searchTypeArray = [9,20,154];
  2624. const skills = getCardActiveSkills(card, searchTypeArray);
  2625. if (!skills.length) return false;
  2626. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2627. return parsedSkills.some(p=>p.to.includes(0));
  2628. }),
  2629. addition:changeOrbs_Addition
  2630. },
  2631. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  2632. function:cards=>cards.filter(card=>{
  2633. const searchTypeArray = [9,20,154];
  2634. const skills = getCardActiveSkills(card, searchTypeArray);
  2635. if (!skills.length) return false;
  2636. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2637. return parsedSkills.some(p=>p.to.includes(1));
  2638. }),
  2639. addition:changeOrbs_Addition
  2640. },
  2641. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  2642. function:cards=>cards.filter(card=>{
  2643. const searchTypeArray = [9,20,154];
  2644. const skills = getCardActiveSkills(card, searchTypeArray);
  2645. if (!skills.length) return false;
  2646. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2647. return parsedSkills.some(p=>p.to.includes(2));
  2648. }),
  2649. addition:changeOrbs_Addition
  2650. },
  2651. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  2652. function:cards=>cards.filter(card=>{
  2653. const searchTypeArray = [9,20,154];
  2654. const skills = getCardActiveSkills(card, searchTypeArray);
  2655. if (!skills.length) return false;
  2656. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2657. return parsedSkills.some(p=>p.to.includes(3));
  2658. }),
  2659. addition:changeOrbs_Addition
  2660. },
  2661. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  2662. function:cards=>cards.filter(card=>{
  2663. const searchTypeArray = [9,20,154];
  2664. const skills = getCardActiveSkills(card, searchTypeArray);
  2665. if (!skills.length) return false;
  2666. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2667. return parsedSkills.some(p=>p.to.includes(4));
  2668. }),
  2669. addition:changeOrbs_Addition
  2670. },
  2671. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
  2672. function:cards=>cards.filter(card=>{
  2673. const searchTypeArray = [9,20,154];
  2674. const skills = getCardActiveSkills(card, searchTypeArray);
  2675. if (!skills.length) return false;
  2676. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2677. return parsedSkills.some(p=>p.to.includes(5));
  2678. }),
  2679. addition:changeOrbs_Addition
  2680. },
  2681. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  2682. function:cards=>cards.filter(card=>{
  2683. const searchTypeArray = [9,20,154];
  2684. const skills = getCardActiveSkills(card, searchTypeArray);
  2685. if (!skills.length) return false;
  2686. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2687. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2688. }),
  2689. addition:changeOrbs_Addition
  2690. },
  2691. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  2692. function:cards=>cards.filter(card=>{
  2693. const searchTypeArray = [9,20,154];
  2694. const skills = getCardActiveSkills(card, searchTypeArray);
  2695. if (!skills.length) return false;
  2696. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2697. return parsedSkills.some(p=>p.from.includes(0));
  2698. }),
  2699. },
  2700. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  2701. function:cards=>cards.filter(card=>{
  2702. const searchTypeArray = [9,20,154];
  2703. const skills = getCardActiveSkills(card, searchTypeArray);
  2704. if (!skills.length) return false;
  2705. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2706. return parsedSkills.some(p=>p.from.includes(1));
  2707. }),
  2708. },
  2709. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  2710. function:cards=>cards.filter(card=>{
  2711. const searchTypeArray = [9,20,154];
  2712. const skills = getCardActiveSkills(card, searchTypeArray);
  2713. if (!skills.length) return false;
  2714. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2715. return parsedSkills.some(p=>p.from.includes(2));
  2716. }),
  2717. },
  2718. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  2719. function:cards=>cards.filter(card=>{
  2720. const searchTypeArray = [9,20,154];
  2721. const skills = getCardActiveSkills(card, searchTypeArray);
  2722. if (!skills.length) return false;
  2723. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2724. return parsedSkills.some(p=>p.from.includes(3));
  2725. }),
  2726. },
  2727. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  2728. function:cards=>cards.filter(card=>{
  2729. const searchTypeArray = [9,20,154];
  2730. const skills = getCardActiveSkills(card, searchTypeArray);
  2731. if (!skills.length) return false;
  2732. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2733. return parsedSkills.some(p=>p.from.includes(4));
  2734. }),
  2735. },
  2736. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  2737. function:cards=>cards.filter(card=>{
  2738. const searchTypeArray = [9,20,154];
  2739. const skills = getCardActiveSkills(card, searchTypeArray);
  2740. if (!skills.length) return false;
  2741. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2742. return parsedSkills.some(p=>p.from.includes(5));
  2743. }),
  2744. },
  2745. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  2746. function:cards=>cards.filter(card=>{
  2747. const searchTypeArray = [9,20,154];
  2748. const skills = getCardActiveSkills(card, searchTypeArray);
  2749. if (!skills.length) return false;
  2750. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2751. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2752. }),
  2753. },
  2754. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  2755. function:cards=>{
  2756. const searchTypeArray = [52,91,140];
  2757. return cards.filter(card=>{
  2758. const skill = getCardActiveSkill(card, searchTypeArray);
  2759. return skill;
  2760. });
  2761. },
  2762. addition:card=>{
  2763. const searchTypeArray = [52,91,140];
  2764. const skill = getCardActiveSkill(card, searchTypeArray);
  2765. const sk = skill.params;
  2766. let attrs = [];
  2767. switch (skill.type)
  2768. {
  2769. case 52:{
  2770. attrs.push(sk[0]); break;
  2771. }
  2772. case 91:{
  2773. attrs = sk.slice(0,-1); break;
  2774. }
  2775. case 140:{
  2776. attrs = flags(sk[0]); break;
  2777. }
  2778. }
  2779. const fragment = document.createDocumentFragment();
  2780. fragment.appendChild(document.createTextNode(`强化`));
  2781. fragment.appendChild(createOrbsList(attrs));
  2782. return fragment;
  2783. }
  2784. },
  2785. ]},
  2786. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  2787. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  2788. function:cards=>cards.filter(card=>{
  2789. function is30(sk)
  2790. {
  2791. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2792. }
  2793. const searchTypeArray = [141];
  2794. const skill = getCardActiveSkill(card, searchTypeArray);
  2795. return skill && is30(skill.params);
  2796. }),addition:generateOrbs_Addition},
  2797. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  2798. function:cards=>cards.filter(card=>{
  2799. function is1515(sk)
  2800. {
  2801. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2802. }
  2803. const searchTypeArray = [141];
  2804. const skill = getCardActiveSkill(card, searchTypeArray);
  2805. return skill && is1515(skill.params);
  2806. }),addition:generateOrbs_Addition},
  2807. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  2808. function:cards=>cards.filter(card=>{
  2809. const gens = generateOrbsParse(card);
  2810. return gens.some(gen=>gen.to.includes(0));
  2811. }),
  2812. addition:generateOrbs_Addition
  2813. },
  2814. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  2815. function:cards=>cards.filter(card=>{
  2816. const gens = generateOrbsParse(card);
  2817. return gens.some(gen=>gen.to.includes(1));
  2818. }),
  2819. addition:generateOrbs_Addition
  2820. },
  2821. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  2822. function:cards=>cards.filter(card=>{
  2823. const gens = generateOrbsParse(card);
  2824. return gens.some(gen=>gen.to.includes(2));
  2825. }),
  2826. addition:generateOrbs_Addition
  2827. },
  2828. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  2829. function:cards=>cards.filter(card=>{
  2830. const gens = generateOrbsParse(card);
  2831. return gens.some(gen=>gen.to.includes(3));
  2832. }),
  2833. addition:generateOrbs_Addition
  2834. },
  2835. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  2836. function:cards=>cards.filter(card=>{
  2837. const gens = generateOrbsParse(card);
  2838. return gens.some(gen=>gen.to.includes(4));
  2839. }),
  2840. addition:generateOrbs_Addition
  2841. },
  2842. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  2843. function:cards=>cards.filter(card=>{
  2844. const gens = generateOrbsParse(card);
  2845. return gens.some(gen=>gen.to.includes(5));
  2846. }),
  2847. addition:generateOrbs_Addition
  2848. },
  2849. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  2850. function:cards=>cards.filter(card=>{
  2851. const gens = generateOrbsParse(card);
  2852. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2853. }),
  2854. addition:generateOrbs_Addition
  2855. },
  2856. ]},
  2857. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  2858. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  2859. function:cards=>cards.filter(card=>{
  2860. const searchTypeArray = [176];
  2861. const skill = getCardActiveSkill(card, searchTypeArray);
  2862. return skill;
  2863. })
  2864. },
  2865. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  2866. function:cards=>cards.filter(card=>{
  2867. function is3x3(sk)
  2868. {
  2869. for (let si=0;si<3;si++)
  2870. {
  2871. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2872. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2873. (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)
  2874. (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)
  2875. )
  2876. return true;
  2877. }
  2878. return false;
  2879. }
  2880. const searchTypeArray = [176];
  2881. const skill = getCardActiveSkill(card, searchTypeArray);
  2882. return skill && is3x3(skill.params);
  2883. }),
  2884. addition:card=>{
  2885. const searchTypeArray = [176];
  2886. const skill = getCardActiveSkill(card, searchTypeArray);
  2887. const sk = skill.params;
  2888. const fragment = document.createDocumentFragment();
  2889. fragment.appendChild(document.createTextNode(`3×3`));
  2890. fragment.appendChild(createOrbsList(sk[5]));
  2891. return fragment;
  2892. }
  2893. },
  2894. {name:"Create a vertical",otLangName:{chs:"产竖"},
  2895. function:cards=>cards.filter(card=>{
  2896. const searchTypeArray = [127];
  2897. const skill = getCardActiveSkill(card, searchTypeArray);
  2898. return skill;
  2899. }),
  2900. addition:card=>{
  2901. const searchTypeArray = [127];
  2902. const skill = getCardActiveSkill(card, searchTypeArray);
  2903. const sk = skill.params;
  2904. const colors = [];
  2905. for (let ai=0;ai<sk.length;ai+=2)
  2906. {
  2907. colors.push(flags(sk[ai+1]));
  2908. }
  2909. const fragment = document.createDocumentFragment();
  2910. fragment.appendChild(document.createTextNode(`竖`));
  2911. fragment.appendChild(createOrbsList(colors.flat()));
  2912. return fragment;
  2913. }
  2914. },
  2915. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  2916. function:cards=>cards.filter(card=>{
  2917. function isHeart(sk)
  2918. {
  2919. for (let i=1;i<sk.length;i+=2)
  2920. {
  2921. if (sk[i] & 32)
  2922. {
  2923. return true;
  2924. }
  2925. }
  2926. }
  2927. const searchTypeArray = [127];
  2928. const skill = getCardActiveSkill(card, searchTypeArray);
  2929. return skill && isHeart(skill.params);
  2930. })
  2931. },
  2932. {name:"Create a horizontal",otLangName:{chs:"产横"},
  2933. function:cards=>cards.filter(card=>{
  2934. const searchTypeArray = [128];
  2935. const skill = getCardActiveSkill(card, searchTypeArray);
  2936. return skill;
  2937. }),
  2938. addition:card=>{
  2939. const searchTypeArray = [128];
  2940. const skill = getCardActiveSkill(card, searchTypeArray);
  2941. const sk = skill.params;
  2942. const colors = [];
  2943. for (let ai=0;ai<sk.length;ai+=2)
  2944. {
  2945. colors.push(flags(sk[ai+1]));
  2946. }
  2947. const fragment = document.createDocumentFragment();
  2948. fragment.appendChild(document.createTextNode(`横`));
  2949. fragment.appendChild(createOrbsList(colors.flat()));
  2950. return fragment;
  2951. }
  2952. },
  2953. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  2954. function:cards=>cards.filter(card=>{
  2955. const searchTypeArray = [128];
  2956. const skill = getCardActiveSkill(card, searchTypeArray);
  2957. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2958. })
  2959. },
  2960. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  2961. function:cards=>cards.filter(card=>{
  2962. const searchTypeArray = [128];
  2963. const skill = getCardActiveSkill(card, searchTypeArray);
  2964. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2965. })
  2966. },
  2967. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  2968. function:cards=>cards.filter(card=>{
  2969. const searchTypeArray = [128];
  2970. const skill = getCardActiveSkill(card, searchTypeArray);
  2971. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2972. })
  2973. },
  2974. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  2975. function:cards=>cards.filter(card=>{
  2976. const searchTypeArray = [128,71,176];
  2977. function isRow(skill)
  2978. {
  2979. const sk = skill.params;
  2980. if (skill.type === 128) //普通横
  2981. {return true;}
  2982. else if (skill.type === 71) //花火
  2983. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2984. else if (skill.type === 176) //特殊形状
  2985. {
  2986. for (let si=0;si<5;si++)
  2987. {
  2988. if ((sk[si] & 63) === 63)
  2989. return true;
  2990. }
  2991. }
  2992. return false;
  2993. }
  2994. const skill = getCardActiveSkill(card, searchTypeArray);
  2995. return skill && isRow(skill);
  2996. })
  2997. },
  2998. ]},
  2999. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  3000. {name:"No Henshin",otLangName:{chs:"非变身"},
  3001. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3002. },
  3003. {name:"Before Henshin",otLangName:{chs:"变身前"},
  3004. function:cards=>cards.filter(card=>card.henshinTo)
  3005. },
  3006. {name:"After Henshin",otLangName:{chs:"变身后"},
  3007. function:cards=>cards.filter(card=>card.henshinFrom)
  3008. },
  3009. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  3010. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3011. },
  3012. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  3013. function:cards=>cards.filter(card=>card.is8Latent)
  3014. },
  3015. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3016. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  3017. function:cards=>cards.filter(card=>isReincarnated(card))
  3018. }, //evoBaseId可能为0
  3019. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3020. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  3021. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3022. },
  3023. /*{name:"",otLangName:{chs:"变身前"},
  3024. function:cards=>cards.filter(card=>{
  3025. const searchType = 202;
  3026. const skill = Skills[card.activeSkillId];
  3027. if (skill.type == searchType)
  3028. return true;
  3029. else if (skill.type == 116 || skill.type == 118){
  3030. const subskills = skill.params.map(id=>Skills[id]);
  3031. return subskills.some(subskill=>subskill.type == searchType);
  3032. }
  3033. })
  3034. },
  3035. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  3036. function:cards=>cards.filter(card=>{
  3037. const searchType = 202;
  3038. const skill = Skills[card.activeSkillId];
  3039. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3040. return true;
  3041. else if (skill.type == 116 || skill.type == 118){
  3042. const subskills = skill.params.map(id=>Skills[id]);
  3043. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3044. }
  3045. })
  3046. },*/
  3047. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  3048. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3049. },
  3050. ]},
  3051. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  3052. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  3053. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3054. },
  3055. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  3056. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3057. },
  3058. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  3059. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3060. },
  3061. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  3062. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3063. addition:card=>`成长${card.limitBreakIncr}%`
  3064. },
  3065. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  3066. function:cards=>cards.filter(card=>card.maxLevel==1)
  3067. },
  3068. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  3069. function:cards=>cards.filter(card=>card.sellMP<100)
  3070. },
  3071. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  3072. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3073. },
  3074. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  3075. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3076. },
  3077. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  3078. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3079. },
  3080. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  3081. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3082. },
  3083. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  3084. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3085. },
  3086. ]},
  3087. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  3088. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  3089. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3090. },
  3091. {name:"Can be assist",otLangName:{chs:"可以做辅助"},
  3092. function:cards=>cards.filter(card=>card.canAssist)
  3093. },
  3094. {name:"Not weapon",otLangName:{chs:"不是武器"},
  3095. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3096. },
  3097. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  3098. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3099. },
  3100. {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"},
  3101. function:cards=>cards.filter(card=>{
  3102. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3103. if (hasAwokenKiller)
  3104. { //大于2个杀的进行判断
  3105. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3106. { //大于3个杀的直接过
  3107. return true;
  3108. }else
  3109. { //2个杀的
  3110. const isAllowLatent = card.types.filter(i=>
  3111. i>=0 //去掉-1的type
  3112. ).map(type=>
  3113. type_allowable_latent[type] //得到允许打的潜觉杀
  3114. ).some(ls=>
  3115. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3116. );
  3117. return isAllowLatent
  3118. }
  3119. }else
  3120. {
  3121. return false;
  3122. }
  3123. })
  3124. },
  3125. {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"},
  3126. function:cards=>cards.filter(card=>{
  3127. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3128. if (hasAwokenKiller)
  3129. { //大于2个杀的进行判断
  3130. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3131. { //大于3个杀的直接过
  3132. return true;
  3133. }else
  3134. { //2个杀的
  3135. const isAllowLatent = card.types.filter(i=>
  3136. i>=0 //去掉-1的type
  3137. ).map(type=>
  3138. type_allowable_latent[type] //得到允许打的潜觉杀
  3139. ).some(ls=>
  3140. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3141. );
  3142. return isAllowLatent
  3143. }
  3144. }else
  3145. {
  3146. return false;
  3147. }
  3148. })
  3149. },
  3150. {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"},
  3151. function:cards=>cards.filter(card=>{
  3152. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3153. if (hasAwokenKiller)
  3154. { //大于2个杀的进行判断
  3155. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3156. { //大于3个杀的直接过
  3157. return true;
  3158. }else
  3159. { //2个杀的
  3160. const isAllowLatent = card.types.filter(i=>
  3161. i>=0 //去掉-1的type
  3162. ).map(type=>
  3163. type_allowable_latent[type] //得到允许打的潜觉杀
  3164. ).some(ls=>
  3165. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3166. );
  3167. return isAllowLatent
  3168. }
  3169. }else
  3170. {
  3171. return false;
  3172. }
  3173. })
  3174. },
  3175. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
  3176. function:cards=>cards.filter(card=>{
  3177. const searchTypeArray = [1000];
  3178. const skill = getCardActiveSkill(card, searchTypeArray);
  3179. return skill;
  3180. })
  3181. },*/
  3182. ]},
  3183. ];
  3184. return functions;
  3185. })();

智龙迷城队伍图制作工具