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script-json_data.js 153 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. request_input: tp`Please Input ${'info'}`,
  21. sort_name:{
  22. sort_none: "Nope",
  23. sort_id: "Cards Id",
  24. sort_attrs : "Attribute",
  25. sort_evoRootId: "Cards Evolution Root",
  26. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  27. sort_rarity: "Rarity",
  28. sort_cost: "Cost",
  29. sort_skillLv1: "Maximum Skill Turn",
  30. sort_skillLvMax: "Minimum Skill Turn",
  31. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  32. sort_hpMax120: "Max HP",
  33. sort_atkMax120: "Max ATK",
  34. sort_rcvMax120: "Max RCV",
  35. sort_hpMax120_awoken: "Max HP (+Awoken)",
  36. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  37. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  38. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  39. },
  40. force_reload_data: `Force refresh data`,
  41. skill_parse: {
  42. skill: {
  43. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  44. unknown: tp`Unkonwn skill type: ${'type'}`,
  45. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  46. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  47. random_skills: tp`Random Activates these skills:${'skills'}`,
  48. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  49. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  50. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  51. damage_enemy_times: tp`${'times'} `,
  52. damage_enemy_count: tp` (${'damage'} in total)`,
  53. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  54. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  55. delay: tp`${'icon'}Delays enemies' next move`,
  56. mass_attack: tp`${'icon'}Mass attacks`,
  57. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  58. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  59. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  60. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  61. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  62. unbind_normal: tp`${'icon'}Bind`,
  63. unbind_awakenings: tp`${'icon'}Awoken bind`,
  64. unbind_matches: tp`${'icon'}Unmatchable orb`,
  65. bind_skill: tp`${'icon'}Unable to use skills`,
  66. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  67. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  68. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  69. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  70. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  71. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  72. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  73. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  74. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  75. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  76. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  77. board_change: tp`Change all orbs to ${'orbs'}`,
  78. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  79. skill_boost_range: tp`~${'turns'}`,
  80. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  81. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  82. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  83. drop_refresh: tp`Replaces all orbs`,
  84. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  85. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  86. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  87. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  88. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  89. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  90. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  91. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  92. orb_drop_increase_chance: tp`by ${'value'}`,
  93. attr_absorb: tp`${'icon'}Attribute absorption`,
  94. combo_absorb: tp`${'icon'}Combo absorption`,
  95. damage_absorb: tp`${'icon'}Damage absorption`,
  96. damage_void: tp`${'icon'}Damage void`,
  97. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  98. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  99. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  100. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  101. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  102. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  103. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  104. rate_multiply_drop: tp`${'icon'}Drop rate`,
  105. rate_multiply_coin: tp`${'icon'}Coins`,
  106. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  107. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  108. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  109. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  110. henshin: tp`Transforms into ${'cards'}`,
  111. random_henshin: tp`Random transforms into ${'cards'}`,
  112. void_poison: tp`Voids ${'poison'} damage`,
  113. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  114. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  115. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  116. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  117. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  118. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  119. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  120. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  121. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  122. },
  123. power: {
  124. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  125. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  126. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  127. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  128. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  129. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  130. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  131. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  132. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  133. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  134. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  135. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  136. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  137. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  138. },
  139. cond: {
  140. unknown: tp`[ Unknown condition ]`,
  141. hp_equal: tp`When ${'hp'} == ${'min'} `,
  142. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  143. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  144. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  145. use_skill: tp`When skills used `,
  146. multi_player: tp`When in Multiplayer Mode `,
  147. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  148. exact_combo: tp`When exactly ${'value'} combos `,
  149. exact_length: tp`exactly of ${'value'} `,
  150. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  151. exact_match_enhanced: tp` orbs including enhanced`,
  152. compo_type_card: tp`When ${'ids'} are all on team, `,
  153. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  154. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  155. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  156. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  157. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  158. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  159. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  160. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  161. },
  162. position: {
  163. top: tp`${'pos'} of top rows`,
  164. bottom: tp`${'pos'} of bottom rows`,
  165. left: tp`${'pos'} of left columns`,
  166. right: tp`${'pos'} of right columns`,
  167. random: tp`random location`,
  168. shape: tp`specified location`,
  169. },
  170. value: {
  171. unknown: tp`[ Unknown value: ${'type'}]`, //type
  172. const: tp`${'value'} ${'unit'}`,
  173. const_to: tp`to ${'value'}`,
  174. mul_percent: tp`${'value'}%`,
  175. mul_times: tp`×${'value'}`,
  176. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  177. mul_of_times: tp`${'stats'} ×${'value'}`,
  178. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  179. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  180. prob: tp`${'value'} chance for `,
  181. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  182. size: tp`${'width'}×${'height'}`,
  183. pos: tp`${'x'}×${'y'}`,
  184. },
  185. target: {
  186. unknown: tp`Unkown Target`,
  187. self: tp`card's`,
  188. team: tp`team`,
  189. team_last: tp`the lastest member`,
  190. team_leader: tp`leader`,
  191. sub_members: tp`sub-members`,
  192. leader_self: tp`left leader`,
  193. leader_helper: tp`right leader`,
  194. collab_id: tp`card with collab ID of ${'id'} `,
  195. gacha_id: tp`card with gacha ID of ${'id'} `,
  196. enemy: tp`Enemy`,
  197. enemy_all: tp`all enemys`,
  198. enemy_one: tp`1 enemy`,
  199. enemy_attr: tp`${'attr'} enemy`,
  200. the_attr: tp`attr of the matched Orbs`,
  201. },
  202. stats: {
  203. unknown: tp`[ Unknown: ${'type'}]`, //type
  204. maxhp: tp`Max HP`,
  205. hp: tp`HP`,
  206. chp: tp`current HP`,
  207. atk: tp`ATK`,
  208. rcv: tp`RCV`,
  209. teamhp: tp`Team HP`,
  210. teamatk: tp`Team ${'attrs'} ATK`,
  211. teamrcv: tp`Team RCV`,
  212. cstage: tp`current Stage of Dungeon`,
  213. },
  214. unit: {
  215. orbs: tp``,
  216. times: tp` times`,
  217. seconds: tp` seconds`,
  218. point: tp` point`,
  219. turns: tp` turns`,
  220. },
  221. word: {
  222. comma: tp`, `,
  223. slight_pause: tp`, `,
  224. range_hyphen: tp`~`,
  225. in_once: tp`in once `,
  226. evo_type_pixel: tp`Pixel Evo`,
  227. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  228. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  229. affix_attr: tp`${'cotent'} attr.`,
  230. affix_orb: tp`${'cotent'} orbs`,
  231. affix_type: tp`${'cotent'} types`,
  232. affix_awakening: tp`${'cotent'} awoken`,
  233. affix_exclude: tp`, exclude ${'cotent'}`,
  234. each_time: tp`each time`,
  235. different: tp`different`,
  236. same: tp`the same`,
  237. },
  238. attrs: {
  239. [0]: tp`${'icon'}Fire`,
  240. [1]: tp`${'icon'}Water`,
  241. [2]: tp`${'icon'}Wood`,
  242. [3]: tp`${'icon'}Light`,
  243. [4]: tp`${'icon'}Dark`,
  244. [5]: tp`${'icon'}Recover`,
  245. [6]: tp`${'icon'}Null`,
  246. all: tp`All`,
  247. self: tp`${'icon'}Self's Attr`,
  248. fixed: tp`${'icon'}Fixed`,
  249. },
  250. orbs: {
  251. [0]: tp`${'icon'}Fire`,
  252. [1]: tp`${'icon'}Water`,
  253. [2]: tp`${'icon'}Wood`,
  254. [3]: tp`${'icon'}Light`,
  255. [4]: tp`${'icon'}Dark`,
  256. [5]: tp`${'icon'}Heal`,
  257. [6]: tp`${'icon'}Jammer`,
  258. [7]: tp`${'icon'}Poison`,
  259. [8]: tp`${'icon'}Lethal Poison`,
  260. [9]: tp`${'icon'}Bomb`,
  261. enhanced: tp`${'icon'}Enhanced`,
  262. locked: tp`${'icon'}Locked`,
  263. nail: tp`${'icon'}Nail`,
  264. _5color: tp`${'icon'}5 Att.`,
  265. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  266. all: tp`All`,
  267. any: tp`Any ${'cotent'}`,
  268. },
  269. board: {
  270. clouds: tp`${'icon'}Clouds`,
  271. immobility: tp`${'icon'}Immobility`,
  272. roulette: tp`${'icon'}Roulette`,
  273. roulette_time: tp`(transforms every ${'duration'})`,
  274. },
  275. types: {
  276. [0]: tp`${'icon'}Evo Material`,
  277. [1]: tp`${'icon'}Balanced`,
  278. [2]: tp`${'icon'}Physical`,
  279. [3]: tp`${'icon'}Healer`,
  280. [4]: tp`${'icon'}Dragon`,
  281. [5]: tp`${'icon'}God`,
  282. [6]: tp`${'icon'}Attacker`,
  283. [7]: tp`${'icon'}Devil`,
  284. [8]: tp`${'icon'}Machine`,
  285. [9]: tp`${'icon'}Special Protection`,
  286. [12]: tp`${'icon'}Awaken`,
  287. [14]: tp`${'icon'}Enhance Material`,
  288. [15]: tp`${'icon'}Redeemable`,
  289. },
  290. awokens: {
  291. [0]: tp`${'icon'}Unknown awoken`,
  292. [1]: tp`${'icon'}Enhanced HP`,
  293. [2]: tp`${'icon'}Enhanced Attack`,
  294. [3]: tp`${'icon'}Enhanced Recovery`,
  295. [4]: tp`${'icon'}Reduce Fire Damage`,
  296. [5]: tp`${'icon'}Reduce Water Damage`,
  297. [6]: tp`${'icon'}Reduce Wood Damage`,
  298. [7]: tp`${'icon'}Reduce Light Damage`,
  299. [8]: tp`${'icon'}Reduce Dark Damage`,
  300. [9]: tp`${'icon'}Auto-Recover`,
  301. [10]: tp`${'icon'}Resistance-Bind`,
  302. [11]: tp`${'icon'}Resistance-Blind`,
  303. [12]: tp`${'icon'}Resistance-Jammers`,
  304. [13]: tp`${'icon'}Resistance-Poison`,
  305. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  306. [15]: tp`${'icon'}Enhanced Water Orbs`,
  307. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  308. [17]: tp`${'icon'}Enhanced Water Orbs`,
  309. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  310. [19]: tp`${'icon'}Extend Time`,
  311. [20]: tp`${'icon'}Recover Bind`,
  312. [21]: tp`${'icon'}Skill Boost`,
  313. [22]: tp`${'icon'}Enhanced Fire Rows`,
  314. [23]: tp`${'icon'}Enhanced Water Rows`,
  315. [24]: tp`${'icon'}Enhanced Wood Rows`,
  316. [25]: tp`${'icon'}Enhanced Water Rows`,
  317. [26]: tp`${'icon'}Enhanced Dark Rows`,
  318. [27]: tp`${'icon'}Two-Pronged Attack`,
  319. [28]: tp`${'icon'}Resistance-Skill Bind`,
  320. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  321. [30]: tp`${'icon'}Multi Boost`,
  322. [31]: tp`${'icon'}Dragon Killer`,
  323. [32]: tp`${'icon'}God Killer`,
  324. [33]: tp`${'icon'}Devil Killer`,
  325. [34]: tp`${'icon'}Machine Killer`,
  326. [35]: tp`${'icon'}Balanced Killer`,
  327. [36]: tp`${'icon'}Attacker Killer`,
  328. [37]: tp`${'icon'}Physical Killer`,
  329. [38]: tp`${'icon'}Healer Killer`,
  330. [39]: tp`${'icon'}Evo Killer`,
  331. [40]: tp`${'icon'}Awaken Killer`,
  332. [41]: tp`${'icon'}Enhance Killer`,
  333. [42]: tp`${'icon'}Redeemable Killer`,
  334. [43]: tp`${'icon'}Enhanced Combos`,
  335. [44]: tp`${'icon'}Guard Break`,
  336. [45]: tp`${'icon'}Bonus Attack`,
  337. [46]: tp`${'icon'}Enhanced Team HP `,
  338. [47]: tp`${'icon'}Enhanced Team Recovery`,
  339. [48]: tp`${'icon'}Damage Void Piercer`,
  340. [49]: tp`${'icon'}Awoken Assist`,
  341. [50]: tp`${'icon'}Super Bonus Attack`,
  342. [51]: tp`${'icon'}Skill Charge`,
  343. [52]: tp`${'icon'}Resistance-Bind+`,
  344. [53]: tp`${'icon'}Extend Time+`,
  345. [54]: tp`${'icon'}Resistance-Clouds`,
  346. [55]: tp`${'icon'}Resistance-Immobility`,
  347. [56]: tp`${'icon'}Skill Boost+`,
  348. [57]: tp`${'icon'}50% or more HP Enhanced`,
  349. [58]: tp`${'icon'}50% or less HP Enhanced`,
  350. [59]: tp`${'icon'}L Damage Reduction`,
  351. [60]: tp`${'icon'}L Increased Attack`,
  352. [61]: tp`${'icon'}Super Enhanced Combos`,
  353. [62]: tp`${'icon'}Combo Orbs`,
  354. [63]: tp`${'icon'}Skill Voice`,
  355. [64]: tp`${'icon'}Dungeon Bonus`,
  356. [65]: tp`${'icon'}Reduced HP`,
  357. [66]: tp`${'icon'}Reduced Attack`,
  358. [67]: tp`${'icon'}Reduced RCV`,
  359. [68]: tp`${'icon'}Resistance-Blind+`,
  360. [69]: tp`${'icon'}Resistance-Jammers+`,
  361. [70]: tp`${'icon'}Resistance-Poison+`,
  362. [71]: tp`${'icon'}Blessing of Jammers`,
  363. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  364. [73]: tp`${'icon'}Enhanced Fire Combos`,
  365. [74]: tp`${'icon'}Enhanced Water Combos`,
  366. [75]: tp`${'icon'}Enhanced Wood Combos`,
  367. [76]: tp`${'icon'}Enhanced Light Combos`,
  368. [77]: tp`${'icon'}Enhanced Dark Combos`,
  369. [78]: tp`${'icon'}Cross Attack`,
  370. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  371. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  372. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  373. [82]: tp`${'icon'}Super Enhanced Matching`,
  374. [83]: tp`${'icon'}Append Dragon Type`,
  375. [84]: tp`${'icon'}Append God Type`,
  376. [85]: tp`${'icon'}Append Devil Type`,
  377. [86]: tp`${'icon'}Append Machine Type`,
  378. [87]: tp`${'icon'}Append Balanced Type`,
  379. [88]: tp`${'icon'}Append Attacker Type`,
  380. [89]: tp`${'icon'}Append Physical Type`,
  381. [90]: tp`${'icon'}Append Healer Type`,
  382. [91]: tp`${'icon'}Append Fire Attr.`,
  383. [92]: tp`${'icon'}Append Water Attr.`,
  384. [93]: tp`${'icon'}Append Wood Attr.`,
  385. [94]: tp`${'icon'}Append Water Attr.`,
  386. [95]: tp`${'icon'}Append Dark Attr.`,
  387. [96]: tp`${'icon'}Two-Pronged Attack+`,
  388. [97]: tp`${'icon'}Skill Charge+`,
  389. [98]: tp`${'icon'}Auto-Recover+`,
  390. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  391. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  392. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  393. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  394. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  395. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  396. [105]: tp`${'icon'}Skill Boost Minus`,
  397. }
  398. },
  399. };
  400. //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
  401. const typekiller_for_type = [
  402. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  403. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  404. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  405. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  406. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  407. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  408. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  409. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  410. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  411. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  412. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  413. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  414. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  415. ];
  416. //类型允许的潜觉杀
  417. typekiller_for_type.forEach(t=>
  418. {
  419. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  420. .map(tn=>
  421. typekiller_for_type.find(_t=>_t.type == tn).latent
  422. );
  423. }
  424. );
  425. const allowable_latent = {
  426. common: [ //一般能打的潜觉
  427. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  428. 28,29,30,31,32,33,34,35,36,37,38
  429. ],
  430. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  431. v120: [42,43,44,45], //120才能打的潜觉
  432. needAwoken: [ //需要觉醒才能打的潜觉
  433. {latent:39,awoken:62}, //C珠破吸
  434. {latent:40,awoken:20}, //心横解转转
  435. {latent:41,awoken:27}, //U解禁消
  436. {latent:46,awoken:45}, //心追解云封
  437. {latent:47,awoken:59}, //心L大SB
  438. {latent:48,awoken:60}, //L解禁武器
  439. ]
  440. }
  441. //等效觉醒列表
  442. const equivalent_awoken = [
  443. {small:10,big:52,times:2}, //防封
  444. {small:11,big:68,times:5}, //防暗
  445. {small:12,big:69,times:5}, //防废
  446. {small:13,big:70,times:5}, //防毒
  447. {small:19,big:53,times:2}, //手指
  448. {small:21,big:56,times:2}, //SB
  449. {small:27,big:96,times:2}, //U
  450. {small:51,big:97,times:2}, //5色溜
  451. {small:9,big:98,times:2}, //自回
  452. {small:14,big:99,times:2}, //火+
  453. {small:15,big:100,times:2},//水+
  454. {small:16,big:101,times:2},//木+
  455. {small:17,big:102,times:2},//光+
  456. {small:18,big:103,times:2},//暗+
  457. {small:29,big:104,times:2},//心+
  458. ];
  459. //官方的觉醒排列顺序
  460. const official_awoken_sorting = [
  461. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  462. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  463. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  464. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  465. 99,100,101,102,103,104, 98, 96, 97,
  466. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  467. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  468. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  469. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  470. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  471. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  472. 91, 92, 93, 94, 95, 105,
  473. ];
  474. //pdc的徽章对应数字
  475. const pdcBadgeMap = [
  476. {pdf:undefined,pdc:0}, //什么都没有
  477. {pdf:1,pdc:10}, //无限cost
  478. {pdf:2,pdc:12}, //小手指
  479. {pdf:3,pdc:9}, //全体攻击
  480. {pdf:4,pdc:5}, //小回复
  481. {pdf:5,pdc:1}, //小血量
  482. {pdf:6,pdc:3}, //小攻击
  483. {pdf:7,pdc:8}, //SB
  484. {pdf:8,pdc:18}, //队长防封
  485. {pdf:9,pdc:19}, //SX
  486. {pdf:11,pdc:7}, //无天降
  487. {pdf:17,pdc:6}, //大回复
  488. {pdf:18,pdc:2}, //大血量
  489. {pdf:19,pdc:4}, //大攻击
  490. {pdf:20,pdc:null}, //三维
  491. {pdf:21,pdc:13}, //大手指
  492. {pdf:10,pdc:11}, //加经验
  493. {pdf:12,pdc:15}, //墨镜
  494. {pdf:13,pdc:17}, //防废
  495. {pdf:14,pdc:16}, //防毒
  496. {pdf:129,pdc:14}, //月卡
  497. ];
  498. //pdc的潜觉对应数字
  499. const pdcLatentMap = [
  500. {pdf:1,pdc:1}, //HP
  501. {pdf:2,pdc:0}, //攻击
  502. {pdf:3,pdc:2}, //回复
  503. {pdf:4,pdc:19}, //手指
  504. {pdf:5,pdc:13}, //自回
  505. {pdf:6,pdc:14}, //火盾
  506. {pdf:7,pdc:15}, //水盾
  507. {pdf:8,pdc:16}, //木盾
  508. {pdf:9,pdc:17}, //光盾
  509. {pdf:10,pdc:18}, //暗盾
  510. {pdf:11,pdc:12}, //防坐
  511. {pdf:12,pdc:3}, //三维
  512. {pdf:13,pdc:35}, //不被换队长
  513. {pdf:13,pdc:47}, //不被换队长 ×1.5
  514. {pdf:14,pdc:37}, //不掉废
  515. {pdf:15,pdc:36}, //不掉毒
  516. {pdf:16,pdc:24}, //进化杀
  517. {pdf:17,pdc:25}, //觉醒杀
  518. {pdf:18,pdc:26}, //强化杀
  519. {pdf:19,pdc:27}, //卖钱杀
  520. {pdf:20,pdc:4}, //神杀
  521. {pdf:21,pdc:5}, //龙杀
  522. {pdf:22,pdc:6}, //恶魔杀
  523. {pdf:23,pdc:7}, //机械杀
  524. {pdf:24,pdc:8}, //平衡杀
  525. {pdf:25,pdc:9}, //攻击杀
  526. {pdf:26,pdc:10}, //体力杀
  527. {pdf:27,pdc:11}, //回复杀
  528. {pdf:28,pdc:20}, //大HP
  529. {pdf:29,pdc:21}, //大攻击
  530. {pdf:30,pdc:22}, //大回复
  531. {pdf:31,pdc:23}, //大手指
  532. {pdf:32,pdc:28}, //大火盾
  533. {pdf:33,pdc:29}, //大水盾
  534. {pdf:34,pdc:30}, //大木盾
  535. {pdf:35,pdc:31}, //大光盾
  536. {pdf:36,pdc:32}, //大暗盾
  537. {pdf:37,pdc:33}, //6色破无效
  538. {pdf:37,pdc:45}, //6色破无效 ×1.5
  539. {pdf:38,pdc:34}, //3色破属吸
  540. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  541. {pdf:39,pdc:40}, //C珠破吸
  542. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  543. {pdf:40,pdc:39}, //心横解转转
  544. {pdf:40,pdc:49}, //心横解转转 ×1.5
  545. {pdf:41,pdc:38}, //U解禁消
  546. {pdf:41,pdc:48}, //U解禁消 ×1.5
  547. {pdf:42,pdc:41}, //伤害上限解除
  548. {pdf:43,pdc:42}, //HP++
  549. {pdf:44,pdc:43}, //攻击++
  550. {pdf:45,pdc:44}, //回复++
  551. {pdf:46,pdc:51}, //心追解云封
  552. {pdf:46,pdc:52}, //心追解云封 ×1.5
  553. {pdf:47,pdc:53}, //心L大SB
  554. {pdf:47,pdc:54}, //心L大SB ×1.5
  555. {pdf:48,pdc:55}, //L解禁武器
  556. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  557. ];
  558. //排序程序列表
  559. const sort_function_list = [
  560. {tag:"sort_none",name:"无",function:()=>0},
  561. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  562. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  563. let num = a.attrs[0] - b.attrs[0];
  564. if (num === 0) num = a.attrs[1] - b.attrs[1];
  565. return num;
  566. }
  567. },
  568. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  569. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  570. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  571. let num = card_a.attrs[0] - card_b.attrs[0];
  572. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  573. return num;
  574. }
  575. },
  576. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  577. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  578. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  579. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  580. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  581. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  582. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  583. }
  584. },
  585. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  586. function getEvoSkill(skill) {
  587. //232为进化后不循环技能,233为循环技能
  588. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  589. else return skill;
  590. }
  591. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  592. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  593. }
  594. },
  595. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  596. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  597. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  598. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  599. {
  600. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  601. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  602. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  603. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  604. return abA - abB;
  605. }
  606. },
  607. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  608. {
  609. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  610. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  611. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  612. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  613. return abA - abB;
  614. }
  615. },
  616. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  617. {
  618. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  619. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  620. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  621. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  622. return abA - abB;
  623. }
  624. },
  625. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  626. {
  627. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  628. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  629. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  630. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  631. return abA - abB;
  632. }
  633. },
  634. ];
  635. //增加特殊搜索模式
  636. const specialSearchFunctions = (function() {
  637. 'use strict';
  638. //返回卡片的队长技能
  639. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  640. {
  641. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  642. }
  643. //返回卡片的技能
  644. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  645. {
  646. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  647. }
  648. //返回卡片的技能
  649. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  650. {
  651. switch(skillGreatType)
  652. {
  653. case 1:
  654. case "leader":
  655. return getCardLeaderSkill(card, skillTypes, searchRandom);
  656. case 2:
  657. case "active":
  658. return getCardActiveSkill(card, skillTypes, searchRandom);
  659. default:
  660. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  661. }
  662. }
  663. //查找到真正起作用的那一个技能
  664. function getActuallySkill(skill, skillTypes, searchRandom = true)
  665. {
  666. if (skillTypes.includes(skill.type))
  667. {
  668. return skill;
  669. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  670. {
  671. const subSkills = skill.params.map(id=>Skills[id]);
  672. for(let i = 0;i < subSkills.length; i++)
  673. { //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
  674. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  675. if (foundSubSkill)
  676. {
  677. return foundSubSkill;
  678. }
  679. }
  680. return null;
  681. }else
  682. {
  683. return null;
  684. }
  685. }
  686. //获取血倍率
  687. function getHPScale(ls)
  688. {
  689. const sk = ls.params;
  690. let scale = 1;
  691. switch (ls.type)
  692. {
  693. case 23: case 30: case 62: case 77: case 63: case 65:
  694. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  695. scale = sk[sk.length-1]/100;
  696. break;
  697. case 73: case 76:
  698. case 121: case 129: case 163: case 177: case 186:
  699. case 155:
  700. scale = sk[2]/100;
  701. break;
  702. case 106: case 107: case 108:
  703. scale = sk[0]/100;
  704. break;
  705. case 125:
  706. scale = sk[5]/100;
  707. break;
  708. case 136:
  709. case 137:
  710. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  711. break;
  712. case 158:
  713. scale = sk[4]/100;
  714. break;
  715. case 175:
  716. case 178: case 185:
  717. scale = sk[3]/100;
  718. break;
  719. case 203: case 217:
  720. scale = sk[1]/100;
  721. break;
  722. case 245:
  723. scale = sk[3]/100;
  724. break;
  725. case 138: //调用其他队长技
  726. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  727. break;
  728. default:
  729. }
  730. return scale || 1;
  731. }
  732. //获取盾减伤比例
  733. function getReduceScale(ls, allAttr = false, noHPneed = false)
  734. {
  735. const sk = ls.params;
  736. let scale = 0;
  737. switch (ls.type)
  738. {
  739. case 16: //无条件盾
  740. scale = sk[0]/100;
  741. break;
  742. case 17: //单属性盾
  743. scale = allAttr ? 0 : sk[1]/100;
  744. break;
  745. case 36: //2个属性盾
  746. scale = allAttr ? 0 : sk[2]/100;
  747. break;
  748. case 38: //血线下 + 几率
  749. case 43: //血线上 + 几率
  750. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  751. break;
  752. case 129: //无条件盾,属性个数不固定
  753. case 163: //无条件盾,属性个数不固定
  754. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  755. break;
  756. case 178: //无条件盾,属性个数不固定
  757. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  758. break;
  759. case 130: //血线下 + 属性个数不固定
  760. case 131: //血线上 + 属性个数不固定
  761. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  762. break;
  763. case 151: //十字心触发
  764. case 169: //C触发
  765. case 198: //回血触发
  766. scale = sk[2]/100;
  767. break;
  768. case 170: //多色触发
  769. case 182: //长串触发
  770. case 193: //L触发
  771. scale = sk[3]/100;
  772. break;
  773. case 171: //多串触发
  774. scale = sk[6]/100;
  775. break;
  776. case 183: //又是个有两段血线的队长技
  777. scale = noHPneed ? 0 : sk[4]/100;
  778. break;
  779. case 210: //十字触发
  780. scale = sk[1]/100;
  781. break;
  782. case 235: { //可多次触发
  783. scale = (sk[4] || 0) / 100;
  784. break;
  785. }
  786. case 138: //调用其他队长技
  787. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  788. break;
  789. default:
  790. }
  791. return scale || 0;
  792. }
  793. //获取无条件盾减伤比例
  794. function getReduceScale_unconditional(ls)
  795. {
  796. const sk = ls.params;
  797. let scale = 0;
  798. switch (ls.type)
  799. {
  800. case 16: //无条件盾
  801. {
  802. scale = sk[0]/100;
  803. break;
  804. }
  805. case 129: //无条件盾,属性个数不固定
  806. case 163: //无条件盾,属性个数不固定
  807. {
  808. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  809. break;
  810. }
  811. case 178: //无条件盾,属性个数不固定
  812. {
  813. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  814. break;
  815. }
  816. case 138: //调用其他队长技
  817. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  818. break;
  819. default:
  820. }
  821. return scale || 0;
  822. }
  823. function getCannonAttr(skill)
  824. {
  825. const sk = skill.params;
  826. switch(skill.type)
  827. {
  828. case 0:
  829. case 1:
  830. case 37:
  831. case 58:
  832. case 59:
  833. case 84:
  834. case 85:
  835. case 86:
  836. case 87:
  837. case 115:
  838. return sk[0];
  839. case 110:
  840. case 143:
  841. return sk[1];
  842. case 42:
  843. return sk[1];
  844. case 144:
  845. return sk[3] ?? 0;
  846. default:
  847. return -1;
  848. }
  849. }
  850. function sortByParams(a,b,searchTypeArray,pidx = 0)
  851. {
  852. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  853. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  854. return a_pC - b_pC;
  855. }
  856. function sortByHPScal(a,b)
  857. {
  858. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  859. return getHPScale(a_s) - getHPScale(b_s);
  860. }
  861. function HPScal_Addition(card)
  862. {
  863. const skill = Skills[card.leaderSkillId];
  864. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  865. }
  866. function sortByReduceScale(a,b)
  867. {
  868. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  869. return getReduceScale(a_s) - getReduceScale(b_s);
  870. }
  871. function ReduceScale_Addition(card)
  872. {
  873. const skill = Skills[card.leaderSkillId];
  874. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  875. }
  876. function voidsAbsorption_Addition(card)
  877. {
  878. const searchTypeArray = [173];
  879. const skill = getCardActiveSkill(card, searchTypeArray);
  880. if (!skill) return;
  881. const sk = skill.params;
  882. if (sk[1] && sk[3])
  883. {
  884. return `双吸×${sk[0]}T`;
  885. }else
  886. {
  887. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  888. }
  889. }
  890. function unbind_Turns(card)
  891. {
  892. const outObj = {
  893. normal: 0,
  894. awoken: 0
  895. };
  896. const searchTypeArray = [117,179];
  897. const skill = getCardActiveSkill(card, searchTypeArray);
  898. if (skill)
  899. {
  900. const sk = skill.params;
  901. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  902. outObj.awoken = sk[4] || 0;
  903. }
  904. return outObj;
  905. }
  906. function unbind_Addition(card)
  907. {
  908. const turns = unbind_Turns(card);
  909. let strArr = [];
  910. if (turns.normal > 0 && turns.normal == turns.awoken)
  911. {
  912. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  913. }
  914. if (turns.normal > 0)
  915. {
  916. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  917. }
  918. if (turns.awoken > 0)
  919. {
  920. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  921. }
  922. return strArr.join(',');
  923. }
  924. function boardChange_ColorTypes(skill)
  925. {
  926. if (!skill) return [];
  927. const sk = skill.params;
  928. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  929. return colors;
  930. }
  931. function boardChange_Addition(card)
  932. {
  933. const searchTypeArray = [71];
  934. const skill = getCardActiveSkill(card, searchTypeArray);
  935. const colors = boardChange_ColorTypes(skill);
  936. return createOrbsList(colors);
  937. }
  938. function orbsChangeParse(skill)
  939. {
  940. function changes(from, to)
  941. {
  942. return {from:from,to:to};
  943. }
  944. let outArr = [];
  945. if (!skill) return outArr;
  946. const sk = skill.params;
  947. switch (skill.type)
  948. {
  949. case 9:{
  950. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  951. break;
  952. }
  953. case 20:{
  954. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  955. {
  956. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  957. }
  958. else
  959. {
  960. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  961. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  962. }
  963. break;
  964. }
  965. case 154:{
  966. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  967. break;
  968. }
  969. }
  970. return outArr;
  971. }
  972. function changeOrbs_Addition(card)
  973. {
  974. const searchTypeArray = [9,20,154];
  975. const skills = getCardActiveSkills(card, searchTypeArray);
  976. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  977. const fragment = document.createDocumentFragment();
  978. parsedSkills.forEach(p=>{
  979. fragment.appendChild(createOrbsList(p.from));
  980. fragment.appendChild(document.createTextNode(`→`));
  981. fragment.appendChild(createOrbsList(p.to));
  982. });
  983. return fragment;
  984. }
  985. function generateOrbsParse(card)
  986. {
  987. let outArr = [];
  988. const searchTypeArray = [141, 208];
  989. const skills = getCardActiveSkills(card, searchTypeArray);
  990. if (!skills.length) return outArr;
  991. for (const skill of skills)
  992. {
  993. const sk = skill.params;
  994. if (skill.type == 141)
  995. {
  996. outArr.push({
  997. count: sk[0],
  998. to: flags(sk[1] || 1),
  999. exclude: flags(sk[2]),
  1000. });
  1001. }else
  1002. {
  1003. outArr.push({
  1004. count: sk[0],
  1005. to: flags(sk[1] || 1),
  1006. exclude: flags(sk[2]),
  1007. });
  1008. outArr.push({
  1009. count: sk[3],
  1010. to: flags(sk[4] || 1),
  1011. exclude: flags(sk[5]),
  1012. });
  1013. }
  1014. }
  1015. return outArr;
  1016. }
  1017. function generateOrbs_Addition(card)
  1018. {
  1019. const gens = generateOrbsParse(card);
  1020. const searchTypeArray = [141, 208];
  1021. const skill = getCardActiveSkill(card, searchTypeArray);
  1022. if (!skill) return;
  1023. const sk = skill.params;
  1024. const fragment = document.createDocumentFragment();
  1025. for (const gen of gens)
  1026. {
  1027. fragment.appendChild(createOrbsList(gen.to));
  1028. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1029. }
  1030. return fragment;
  1031. }
  1032. function lock_Addition(card)
  1033. {
  1034. const searchTypeArray = [152];
  1035. const skill = getCardActiveSkill(card, searchTypeArray);
  1036. if (!skill) return;
  1037. const sk = skill.params;
  1038. const fragment = document.createDocumentFragment();
  1039. fragment.appendChild(document.createTextNode(`锁`));
  1040. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1041. return fragment;
  1042. }
  1043. function dropLock_Addition(card)
  1044. {
  1045. const searchTypeArray = [205];
  1046. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1047. if (!skill) return;
  1048. const sk = skill.params;
  1049. const fragment = document.createDocumentFragment();
  1050. fragment.appendChild(document.createTextNode(`掉锁`));
  1051. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1052. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1053. return fragment;
  1054. }
  1055. function dropOrb_Addition(card)
  1056. {
  1057. const searchTypeArray = [126];
  1058. const skill = getCardActiveSkill(card, searchTypeArray);
  1059. if (!skill) return;
  1060. const sk = skill.params;
  1061. const colors = flags(sk[0]);
  1062. const fragment = document.createDocumentFragment();
  1063. fragment.appendChild(createOrbsList(colors));
  1064. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1065. return fragment;
  1066. }
  1067. function generateColumnOrbs_Addition(card)
  1068. {
  1069. const searchTypeArray = [127];
  1070. const skill = getCardActiveSkill(card, searchTypeArray);
  1071. if (!skill) return;
  1072. const sk = skill.params;
  1073. const colors = [];
  1074. for (let ai=0;ai<sk.length;ai+=2)
  1075. {
  1076. colors.push(flags(sk[ai+1]));
  1077. }
  1078. const fragment = document.createDocumentFragment();
  1079. fragment.appendChild(document.createTextNode(`竖`));
  1080. fragment.appendChild(createOrbsList(colors.flat()));
  1081. return fragment;
  1082. }
  1083. function generateRowOrbs_Addition(card)
  1084. {
  1085. const searchTypeArray = [128];
  1086. const skill = getCardActiveSkill(card, searchTypeArray);
  1087. if (!skill) return;
  1088. const sk = skill.params;
  1089. const colors = [];
  1090. for (let ai=0;ai<sk.length;ai+=2)
  1091. {
  1092. colors.push(flags(sk[ai+1]));
  1093. }
  1094. const fragment = document.createDocumentFragment();
  1095. fragment.appendChild(document.createTextNode(`横`));
  1096. fragment.appendChild(createOrbsList(colors.flat()));
  1097. return fragment;
  1098. }
  1099. function numericalATK_Addition(card)
  1100. {
  1101. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1102. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1103. const skill = getCardActiveSkill(card, searchTypeArray);
  1104. if (!skill) return;
  1105. //const sk = skill.params;
  1106. const colors = [getCannonAttr(skill)];
  1107. const fragment = document.createDocumentFragment();
  1108. fragment.append(`射`);
  1109. fragment.append(createOrbsList(colors));
  1110. if (typeArray_Rate.includes(skill.type)) {
  1111. function getNumber(skill){
  1112. const sk = skill.params;
  1113. switch(skill.type)
  1114. {
  1115. case 0:
  1116. case 37:
  1117. case 58:
  1118. case 59:
  1119. case 84:
  1120. case 85:
  1121. case 115:
  1122. return sk[1];
  1123. case 2:
  1124. case 35:
  1125. return sk[0];
  1126. default:
  1127. return 0;
  1128. }
  1129. }
  1130. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1131. }
  1132. return fragment;
  1133. }
  1134. function memberATK_Addition(card)
  1135. {
  1136. const searchTypeArray = [230];
  1137. const skill = getCardActiveSkill(card, searchTypeArray);
  1138. if (!skill) return;
  1139. const sk = skill.params;
  1140. const fragment = document.createDocumentFragment();
  1141. const ul = fragment.appendChild(document.createElement("ul"));
  1142. ul.className = "team-flags";
  1143. for (let i = 0; i<6; i++) {
  1144. const li = ul.appendChild(document.createElement("li"));
  1145. li.className = "team-member-icon";
  1146. }
  1147. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1148. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1149. let str = '';
  1150. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1151. fragment.appendChild(document.createTextNode(str));
  1152. return fragment;
  1153. }
  1154. function dixedDamage_Addition(card)
  1155. {
  1156. const searchTypeArray = [55, 188, 56];
  1157. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1158. if (!skills.length) return;
  1159. const skill = skills[0];
  1160. const sk = skill.params;
  1161. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1162. }
  1163. function gravity_Addition(card)
  1164. {
  1165. const searchTypeArray = [6, 161];
  1166. const skill = getCardActiveSkill(card, searchTypeArray);
  1167. if (!skill) return;
  1168. const sk = skill.params;
  1169. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1170. }
  1171. function healImmediately_Rate(card)
  1172. {
  1173. const searchTypeArray = [7, //自身回复力
  1174. 8, //固定点数
  1175. 35,115, //吸血
  1176. 117
  1177. ];
  1178. const skills = getCardActiveSkills(card, searchTypeArray);
  1179. const outObj = {
  1180. vampire: 0,
  1181. selfRcv: 0,
  1182. const: 0,
  1183. scale: 0,
  1184. };
  1185. if (!skills.length) return outObj;
  1186. skills.forEach(skill=>{
  1187. const sk = skill.params;
  1188. if (skill.type == 7)
  1189. {
  1190. outObj.selfRcv += sk[0];
  1191. }
  1192. else if(skill.type == 8)
  1193. {
  1194. outObj.const += sk[0];
  1195. }
  1196. else if(skill.type == 35)
  1197. {
  1198. outObj.vampire += sk[1];
  1199. }
  1200. else if(skill.type == 115)
  1201. {
  1202. outObj.vampire += sk[2];
  1203. }
  1204. else if(skill.type == 117)
  1205. {
  1206. outObj.selfRcv += sk[1] || 0;
  1207. outObj.const += sk[2] || 0;
  1208. outObj.scale += sk[3] || 0;
  1209. }
  1210. });
  1211. return outObj;
  1212. }
  1213. function atkBuff_Rate(card)
  1214. {
  1215. const searchTypeArray = [
  1216. 88,92, //类型的
  1217. 50,90, //属性的,要排除回复力
  1218. 156,168,231, //宝石姬
  1219. 228, //属性、类型数量
  1220. ];
  1221. const skills = getCardActiveSkills(card, searchTypeArray);
  1222. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1223. function atkBuffParse(skill) {
  1224. const outObj = {
  1225. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1226. types: [],
  1227. attrs: [],
  1228. awoken: [],
  1229. rate: 0,
  1230. turns: 0,
  1231. };
  1232. if (!skill) return outObj;
  1233. const sk = skill.params;
  1234. if (skill.type == 88 || skill.type == 92)
  1235. {
  1236. outObj.skilltype = 2;
  1237. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1238. outObj.turns = sk[0];
  1239. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1240. }
  1241. else if(skill.type == 50 || skill.type == 90)
  1242. {
  1243. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1244. if (!outObj.attrs.length) //去除回复力
  1245. return outObj;
  1246. outObj.skilltype = 2;
  1247. outObj.turns = sk[0];
  1248. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1249. }
  1250. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1251. || skill.type == 168)
  1252. {
  1253. outObj.skilltype = 1;
  1254. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1255. outObj.turns = sk[0];
  1256. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1257. }
  1258. else if(skill.type == 228 && sk[3] > 0)
  1259. {
  1260. outObj.skilltype = 1;
  1261. outObj.attrs = flags(sk[1]);
  1262. outObj.types = flags(sk[2]);
  1263. outObj.turns = sk[0];
  1264. outObj.rate = sk[3];
  1265. }
  1266. else if(skill.type == 231 && sk[6] > 0)
  1267. {
  1268. outObj.skilltype = 1;
  1269. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1270. outObj.turns = sk[0];
  1271. outObj.rate = sk[6];
  1272. }
  1273. return outObj;
  1274. }
  1275. }
  1276. function rcvBuff_Rate(card)
  1277. {
  1278. const searchTypeArray = [
  1279. 50,90,
  1280. 228, 231, //宝石姬
  1281. ];
  1282. const skills = getCardActiveSkills(card, searchTypeArray);
  1283. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1284. function rcvBuffParse(skill) {
  1285. const outObj = {
  1286. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1287. types: [],
  1288. attrs: [],
  1289. awoken: [],
  1290. rate: 0,
  1291. turns: 0,
  1292. };
  1293. if (!skill) return outObj;
  1294. const sk = skill.params;
  1295. if (skill.type == 228 && sk[4] > 0) {
  1296. outObj.skilltype = 1;
  1297. outObj.attrs = flags(sk[1]);
  1298. outObj.types = flags(sk[2]);
  1299. outObj.turns = sk[0];
  1300. outObj.rate = sk[4];
  1301. } else if (skill.type == 231 && sk[7] > 0) {
  1302. outObj.skilltype = 1;
  1303. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1304. outObj.turns = sk[0];
  1305. outObj.rate = sk[7];
  1306. } else if (skill.type == 50 || skill.type == 90) {
  1307. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1308. outObj.turns = sk[0];
  1309. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1310. }
  1311. return outObj;
  1312. }
  1313. }
  1314. function damageSelf_Rate(card)
  1315. {
  1316. const searchTypeArray = [84,85,86,87,195];
  1317. const skill = getCardActiveSkill(card, searchTypeArray);
  1318. if (!skill) return 0;
  1319. const sk = skill.params;
  1320. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1321. }
  1322. function changeEnemiesAttr_Attr(card)
  1323. {
  1324. const outObj = {
  1325. attr: null,
  1326. turns: 0
  1327. }
  1328. const searchTypeArray = [153, 224];
  1329. const skill = getCardActiveSkill(card, searchTypeArray);
  1330. if (!skill) return outObj;
  1331. const sk = skill.params;
  1332. if (skill.type == 153)
  1333. {
  1334. outObj.attr = sk[0];
  1335. }
  1336. else if (skill.type == 224)
  1337. {
  1338. outObj.attr = sk[1] || 0;
  1339. outObj.turns = sk[0];
  1340. }
  1341. return outObj;
  1342. }
  1343. //创建1个觉醒图标
  1344. function createAwokenIcon(awokenId)
  1345. {
  1346. const icon = document.createElement("icon");
  1347. icon.className ="awoken-icon";
  1348. icon.setAttribute("data-awoken-icon", awokenId);
  1349. return icon;
  1350. }
  1351. //产生一个觉醒列表
  1352. function creatAwokenList(awokens) {
  1353. const ul = document.createElement("ul");
  1354. ul.className = "awoken-ul";
  1355. awokens.forEach(ak=>{
  1356. const li = ul.appendChild(document.createElement("li"));
  1357. const icon = li.appendChild(createAwokenIcon(ak));
  1358. });
  1359. return ul;
  1360. }
  1361. //产生宝珠列表
  1362. function createOrbsList(orbs)
  1363. {
  1364. if (orbs == undefined) orbs = [0];
  1365. else if (!Array.isArray(orbs)) orbs = [orbs];
  1366. const ul = document.createElement("ul");
  1367. ul.className = "board";
  1368. orbs.forEach(orbType => {
  1369. const li = ul.appendChild(document.createElement("li"));
  1370. li.className = `orb-icon`;
  1371. li.setAttribute("data-orb-icon", orbType);
  1372. });
  1373. return ul;
  1374. }
  1375. //产生类型列表
  1376. function createTypesList(types)
  1377. {
  1378. if (types == undefined) types = [0];
  1379. else if (!Array.isArray(types)) types = [types];
  1380. const ul = document.createElement("ul");
  1381. ul.className = "types-ul";
  1382. types.forEach(type => {
  1383. const li = ul.appendChild(document.createElement("li"));
  1384. li.className = `type-icon`;
  1385. li.setAttribute("data-type-icon", type);
  1386. });
  1387. return ul;
  1388. }
  1389. const functions = [
  1390. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1391. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1392. ]},
  1393. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1394. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1395. function:cards=>{
  1396. const searchTypeArray = [173];
  1397. return cards.filter(card=>{
  1398. const skill = getCardActiveSkill(card, searchTypeArray);
  1399. return skill && skill.params[1];
  1400. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1401. },addition:voidsAbsorption_Addition},
  1402. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1403. function:cards=>{
  1404. const searchTypeArray = [173];
  1405. return cards.filter(card=>{
  1406. const skill = getCardActiveSkill(card, searchTypeArray);
  1407. return skill && skill.params[2];
  1408. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1409. },addition:voidsAbsorption_Addition},*/
  1410. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1411. function:cards=>{
  1412. const searchTypeArray = [173];
  1413. return cards.filter(card=>{
  1414. const skill = getCardActiveSkill(card, searchTypeArray);
  1415. return skill && skill.params[3];
  1416. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1417. },addition:voidsAbsorption_Addition},
  1418. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1419. function:cards=>{
  1420. const searchTypeArray = [173];
  1421. return cards.filter(card=>{
  1422. const skill = getCardActiveSkill(card, searchTypeArray);
  1423. return skill && skill.params[1] && skill.params[3];
  1424. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1425. },addition:voidsAbsorption_Addition},
  1426. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1427. function:cards=>{
  1428. const searchTypeArray = [191];
  1429. return cards.filter(card=>{
  1430. const skill = getCardActiveSkill(card, searchTypeArray);
  1431. return skill;
  1432. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1433. },
  1434. addition:card=>{
  1435. const searchTypeArray = [191];
  1436. const skill = getCardActiveSkill(card, searchTypeArray);
  1437. if (!skill) return;
  1438. const sk = skill.params;
  1439. return document.createTextNode(`破贯×${sk[0]}T`);
  1440. }
  1441. },
  1442. ]},
  1443. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1444. {
  1445. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1446. function:cards=>{
  1447. return cards.filter(card=>{
  1448. const turns = unbind_Turns(card);
  1449. return turns.normal > 0;
  1450. }).sort((a,b)=>{
  1451. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1452. let a_pC = a_s.normal, b_pC = b_s.normal;
  1453. return a_pC - b_pC;
  1454. });
  1455. },
  1456. addition:unbind_Addition
  1457. },
  1458. {
  1459. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1460. function:cards=>{
  1461. return cards.filter(card=>{
  1462. const turns = unbind_Turns(card);
  1463. return turns.awoken > 0;
  1464. }).sort((a,b)=>{
  1465. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1466. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1467. return a_pC - b_pC;
  1468. });
  1469. },
  1470. addition:unbind_Addition
  1471. },
  1472. {
  1473. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1474. function:cards=>{
  1475. return cards.filter(card=>{
  1476. const turns = unbind_Turns(card);
  1477. return turns.normal && turns.awoken > 0;
  1478. }).sort((a,b)=>{
  1479. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1480. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1481. return a_pC - b_pC;
  1482. });
  1483. },
  1484. addition:unbind_Addition
  1485. },
  1486. {
  1487. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1488. function:cards=>{
  1489. const searchTypeArray = [196];
  1490. return cards.filter(card=>{
  1491. const skill = getCardActiveSkill(card, searchTypeArray);
  1492. return skill;
  1493. }).sort((a,b)=>{
  1494. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1495. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1496. return a_pC - b_pC;
  1497. })
  1498. },
  1499. addition:card=>{
  1500. const searchTypeArray = [196];
  1501. const skill = getCardActiveSkill(card, searchTypeArray);
  1502. if (!skill) return;
  1503. const sk = skill.params;
  1504. const value = sk[0];
  1505. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1506. }
  1507. },
  1508. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1509. function:cards=>cards.filter(card=>{
  1510. const searchTypeArray = [215];
  1511. const skill = getCardActiveSkill(card, searchTypeArray);
  1512. return skill;
  1513. }),
  1514. addition:card=>{
  1515. const searchTypeArray = [215];
  1516. const skill = getCardActiveSkill(card, searchTypeArray);
  1517. if (!skill) return;
  1518. const sk = skill.params;
  1519. const fragment = document.createDocumentFragment();
  1520. fragment.appendChild(document.createTextNode(`自封`));
  1521. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1522. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1523. return fragment;
  1524. }
  1525. },
  1526. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1527. function:cards=>cards.filter(card=>{
  1528. const searchTypeArray = [214];
  1529. const skill = getCardActiveSkill(card, searchTypeArray);
  1530. return skill;
  1531. }),
  1532. addition:card=>{
  1533. const searchTypeArray = [214];
  1534. const skill = getCardActiveSkill(card, searchTypeArray);
  1535. if (!skill) return;
  1536. const sk = skill.params;
  1537. return document.createTextNode(`自封技${sk[0]}T`);
  1538. }
  1539. },
  1540. ]},
  1541. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1542. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1543. function:cards=>cards.filter(card=>{
  1544. const searchTypeArray = [156,168,228,231];
  1545. const skill = getCardActiveSkill(card, searchTypeArray);
  1546. return skill;
  1547. })
  1548. },
  1549. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1550. function:cards=>{
  1551. return cards.filter(card=>{
  1552. const atkbuff = rcvBuff_Rate(card);
  1553. return atkbuff.skilltype > 0;
  1554. }).sort((a,b)=>{
  1555. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1556. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1557. if (sortNum == 0)
  1558. sortNum = a_pC.rate - b_pC.rate;
  1559. if (sortNum == 0)
  1560. sortNum = a_pC.turns - b_pC.turns;
  1561. return sortNum;
  1562. });
  1563. },
  1564. addition:card=>{
  1565. const atkbuff = rcvBuff_Rate(card);
  1566. const fragment = document.createDocumentFragment();
  1567. fragment.appendChild(createOrbsList([5]));
  1568. if (atkbuff.skilltype == 0) return fragment;
  1569. if (atkbuff.skilltype == 1)
  1570. {
  1571. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1572. if (atkbuff.awoken.length)
  1573. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1574. if (atkbuff.attrs.length)
  1575. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1576. if (atkbuff.types.length)
  1577. fragment.appendChild(createTypesList(atkbuff.types));
  1578. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1579. }else if (atkbuff.skilltype == 2)
  1580. {
  1581. if (atkbuff.attrs.length)
  1582. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1583. if (atkbuff.types.length)
  1584. fragment.appendChild(createTypesList(atkbuff.types));
  1585. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1586. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1587. }
  1588. return fragment;
  1589. }
  1590. },
  1591. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1592. function:cards=>{
  1593. return cards.filter(card=>{
  1594. const atkbuff = atkBuff_Rate(card);
  1595. return atkbuff.skilltype > 0;
  1596. }).sort((a,b)=>{
  1597. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1598. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1599. if (sortNum == 0)
  1600. sortNum = a_pC.rate - b_pC.rate;
  1601. if (sortNum == 0)
  1602. sortNum = a_pC.turns - b_pC.turns;
  1603. return sortNum;
  1604. });
  1605. },
  1606. addition:card=>{
  1607. const atkbuff = atkBuff_Rate(card);
  1608. const fragment = document.createDocumentFragment();
  1609. if (atkbuff.skilltype == 0) return fragment;
  1610. if (atkbuff.skilltype == 1)
  1611. {
  1612. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1613. if (atkbuff.awoken.length)
  1614. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1615. if (atkbuff.attrs.length)
  1616. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1617. if (atkbuff.types.length)
  1618. fragment.appendChild(createTypesList(atkbuff.types));
  1619. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1620. }else if (atkbuff.skilltype == 2)
  1621. {
  1622. if (atkbuff.attrs.length)
  1623. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1624. if (atkbuff.types.length)
  1625. fragment.appendChild(createTypesList(atkbuff.types));
  1626. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1627. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1628. }
  1629. return fragment;
  1630. }
  1631. },
  1632. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1633. function:cards=>{
  1634. const searchTypeArray = [132];
  1635. return cards.filter(card=>{
  1636. const skill = getCardActiveSkill(card, searchTypeArray);
  1637. return skill;
  1638. }).sort((a,b)=>{
  1639. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1640. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1641. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1642. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1643. });
  1644. },
  1645. addition:card=>{
  1646. const searchTypeArray = [132];
  1647. const skill = getCardActiveSkill(card, searchTypeArray);
  1648. if (!skill) return;
  1649. const sk = skill.params;
  1650. let str = "👆";
  1651. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1652. if (sk[2]) str += `x${sk[2]/100}`;
  1653. str += `x${sk[0]}T`;
  1654. return str;
  1655. }
  1656. },
  1657. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1658. function:cards=>{
  1659. const searchTypeArray = [184];
  1660. return cards.filter(card=>{
  1661. const skill = getCardActiveSkill(card, searchTypeArray);
  1662. return skill;
  1663. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1664. },
  1665. addition:card=>{
  1666. const searchTypeArray = [184];
  1667. const skill = getCardActiveSkill(card, searchTypeArray);
  1668. if (!skill) return;
  1669. const sk = skill.params;
  1670. return `无↓×${sk[0]}T`;
  1671. }
  1672. },
  1673. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1674. function:cards=>{
  1675. const searchTypeArray = [160];
  1676. return cards.filter(card=>{
  1677. const skill = getCardActiveSkill(card, searchTypeArray);
  1678. return skill;
  1679. }).sort((a,b)=>{
  1680. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1681. return a_s.params[1] - b_s.params[1];
  1682. });
  1683. },
  1684. addition:card=>{
  1685. const searchTypeArray = [160];
  1686. const skill = getCardActiveSkill(card, searchTypeArray);
  1687. if (!skill) return;
  1688. const sk = skill.params;
  1689. return `+${sk[1]}C×${sk[0]}T`;
  1690. }
  1691. },
  1692. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1693. function:cards=>{
  1694. const searchTypeArray = [3,156];
  1695. return cards.filter(card=>{
  1696. const skill = getCardActiveSkill(card, searchTypeArray);
  1697. if (!skill) return false;
  1698. if (skill.type == 156)
  1699. return skill.params[4]==3;
  1700. else
  1701. return true;
  1702. }).sort((a,b)=>{
  1703. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1704. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1705. if (!sortNum)
  1706. {
  1707. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1708. sortNum = a_pC - b_pC;
  1709. }
  1710. return sortNum;
  1711. });
  1712. },
  1713. addition:card=>{
  1714. const searchTypeArray = [3,156];
  1715. const skill = getCardActiveSkill(card, searchTypeArray);
  1716. if (!skill) return;
  1717. const sk = skill.params;
  1718. const fragment = document.createDocumentFragment();
  1719. if (skill.type == 156)
  1720. {
  1721. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1722. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1723. fragment.appendChild(creatAwokenList(awokenArr));
  1724. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1725. }else
  1726. {
  1727. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1728. }
  1729. return fragment;
  1730. }
  1731. },
  1732. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1733. function:cards=>{
  1734. const searchTypeArray = [3];
  1735. return cards.filter(card=>{
  1736. const skill = getCardActiveSkill(card, searchTypeArray);
  1737. return skill && skill.params[1]>=100;
  1738. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1739. },
  1740. addition:card=>{
  1741. const searchTypeArray = [3];
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. if (!skill) return;
  1744. const sk = skill.params;
  1745. return `无敌×${sk[0]}T`;
  1746. }
  1747. },
  1748. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1749. function:cards=>{
  1750. const searchTypeArray = [21];
  1751. return cards.filter(card=>{
  1752. const skill = getCardActiveSkill(card, searchTypeArray);
  1753. return skill;
  1754. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1755. },
  1756. addition:card=>{
  1757. const searchTypeArray = [21];
  1758. const skill = getCardActiveSkill(card, searchTypeArray);
  1759. if (!skill) return;
  1760. const sk = skill.params;
  1761. const colors = [sk[1]];
  1762. const fragment = document.createDocumentFragment();
  1763. fragment.appendChild(document.createTextNode(`-`));
  1764. fragment.appendChild(createOrbsList(colors));
  1765. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1766. return fragment;
  1767. }
  1768. },
  1769. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1770. function:cards=>{
  1771. const searchTypeArray = [51];
  1772. return cards.filter(card=>{
  1773. const skill = getCardActiveSkill(card, searchTypeArray);
  1774. return skill;
  1775. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1776. },
  1777. addition:card=>{
  1778. const searchTypeArray = [51];
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. if (!skill) return;
  1781. const sk = skill.params;
  1782. return `全体×${sk[0]}T`;
  1783. }
  1784. },
  1785. ]},
  1786. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1787. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1788. function:cards=>{
  1789. const searchTypeArray = [205];
  1790. return cards.filter(card=>{
  1791. const skill = getCardActiveSkill(card, searchTypeArray);
  1792. return skill;
  1793. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1794. },
  1795. addition:dropLock_Addition
  1796. },
  1797. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1798. function:cards=>{
  1799. const searchTypeArray = [205];
  1800. return cards.filter(card=>{
  1801. const skill = getCardActiveSkill(card, searchTypeArray);
  1802. return skill && (skill.params[0] & 63) === 63;
  1803. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1804. },
  1805. addition:dropLock_Addition
  1806. },
  1807. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1808. function:cards=>{
  1809. const searchTypeArray = [180];
  1810. return cards.filter(card=>{
  1811. const skill = getCardActiveSkill(card, searchTypeArray);
  1812. return skill;
  1813. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1814. },
  1815. addition:card=>{
  1816. const searchTypeArray = [180];
  1817. const skill = getCardActiveSkill(card, searchTypeArray);
  1818. if (!skill) return;
  1819. const sk = skill.params;
  1820. return `${sk[1]}%×${sk[0]}T`;
  1821. }
  1822. },
  1823. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1824. function:cards=>cards.filter(card=>{
  1825. const searchTypeArray = [126];
  1826. const skill = getCardActiveSkill(card, searchTypeArray);
  1827. return skill;
  1828. }),
  1829. addition:dropOrb_Addition
  1830. },
  1831. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1832. function:cards=>cards.filter(card=>{
  1833. const searchTypeArray = [126];
  1834. const skill = getCardActiveSkill(card, searchTypeArray);
  1835. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1836. }),
  1837. addition:dropOrb_Addition
  1838. },
  1839. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1840. function:cards=>cards.filter(card=>{
  1841. const searchTypeArray = [126];
  1842. const skill = getCardActiveSkill(card, searchTypeArray);
  1843. return skill && skill.params[1] >= 99;
  1844. }),
  1845. addition:dropOrb_Addition
  1846. },
  1847. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1848. function:cards=>cards.filter(card=>{
  1849. const searchTypeArray = [126];
  1850. const skill = getCardActiveSkill(card, searchTypeArray);
  1851. return skill && skill.params[3] == 100;
  1852. }),
  1853. addition:dropOrb_Addition
  1854. },
  1855. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1856. function:cards=>{
  1857. const searchTypeArray = [226];
  1858. return cards.filter(card=>{
  1859. const skill = getCardActiveSkill(card, searchTypeArray);
  1860. return skill;
  1861. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1862. },
  1863. addition:card=>{
  1864. const searchTypeArray = [226];
  1865. const skill = getCardActiveSkill(card, searchTypeArray);
  1866. if (!skill) return;
  1867. const sk = skill.params;
  1868. return `📌${sk[1]}%×${sk[0]}T`;
  1869. }
  1870. },
  1871. ]},
  1872. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1873. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1874. function:cards=>{
  1875. const searchTypeArray = [18];
  1876. return cards.filter(card=>{
  1877. const skill = getCardActiveSkill(card, searchTypeArray);
  1878. return skill;
  1879. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1880. },
  1881. addition:card=>{
  1882. const searchTypeArray = [18];
  1883. const skill = getCardActiveSkill(card, searchTypeArray);
  1884. if (!skill) return;
  1885. const sk = skill.params;
  1886. return document.createTextNode(`威吓×${sk[0]}T`);
  1887. }
  1888. },
  1889. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1890. function:cards=>{
  1891. const searchTypeArray = [19];
  1892. return cards.filter(card=>{
  1893. const skill = getCardActiveSkill(card, searchTypeArray);
  1894. return skill;
  1895. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1896. },
  1897. addition:card=>{
  1898. const searchTypeArray = [19];
  1899. const skill = getCardActiveSkill(card, searchTypeArray);
  1900. if (!skill) return;
  1901. const sk = skill.params;
  1902. return `破防${sk[1]}%`;
  1903. }
  1904. },
  1905. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1906. function:cards=>{
  1907. const searchTypeArray = [19];
  1908. return cards.filter(card=>{
  1909. const skill = getCardActiveSkill(card, searchTypeArray);
  1910. return skill && skill.params[1]>=100;
  1911. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1912. },
  1913. addition:card=>{
  1914. const searchTypeArray = [19];
  1915. const skill = getCardActiveSkill(card, searchTypeArray);
  1916. if (!skill) return;
  1917. const sk = skill.params;
  1918. return `全破×${sk[0]}T`;
  1919. }
  1920. },
  1921. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1922. function:cards=>{
  1923. const searchTypeArray = [4];
  1924. return cards.filter(card=>{
  1925. const skill = getCardActiveSkill(card, searchTypeArray);
  1926. return skill;
  1927. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1928. },
  1929. addition:card=>{
  1930. const searchTypeArray = [4];
  1931. const skill = getCardActiveSkill(card, searchTypeArray);
  1932. if (!skill) return;
  1933. const sk = skill.params;
  1934. return `攻击力×${sk[0]/100}倍`;
  1935. }
  1936. },
  1937. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1938. function:cards=>{
  1939. return cards.filter(card=>{
  1940. return changeEnemiesAttr_Attr(card).attr != null;
  1941. }).sort((a,b)=>{
  1942. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1943. return a_pC.attr - b_pC.attr;
  1944. })
  1945. },
  1946. addition:card=>{
  1947. let change = changeEnemiesAttr_Attr(card);
  1948. const fragment = document.createDocumentFragment();
  1949. fragment.appendChild(document.createTextNode(`敌→`));
  1950. fragment.appendChild(createOrbsList(change.attr));
  1951. if (change.turns > 0)
  1952. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1953. return fragment;
  1954. }
  1955. },
  1956. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1957. function:cards=>{
  1958. const searchTypeArray = [60];
  1959. return cards.filter(card=>{
  1960. const skill = getCardActiveSkill(card, searchTypeArray);
  1961. return skill;
  1962. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1963. },
  1964. addition:card=>{
  1965. const searchTypeArray = [60];
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. if (!skill) return;
  1968. const sk = skill.params;
  1969. const fragment = document.createDocumentFragment();
  1970. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1971. fragment.appendChild(createOrbsList(sk[2]));
  1972. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1973. return fragment;
  1974. }
  1975. },
  1976. ]},
  1977. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1978. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1979. function:cards=>{
  1980. const searchTypeArray = [146];
  1981. return cards.filter(card=>{
  1982. const skill = getCardActiveSkill(card, searchTypeArray);
  1983. return skill;
  1984. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1985. },
  1986. addition:card=>{
  1987. const searchTypeArray = [146];
  1988. const skill = getCardActiveSkill(card, searchTypeArray);
  1989. if (!skill) return;
  1990. const sk = skill.params;
  1991. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1992. }
  1993. },
  1994. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1995. function:cards=>{
  1996. const searchTypeArray = [218];
  1997. return cards.filter(card=>{
  1998. const skill = getCardActiveSkill(card, searchTypeArray);
  1999. return skill;
  2000. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2001. },
  2002. addition:card=>{
  2003. const searchTypeArray = [218];
  2004. const skill = getCardActiveSkill(card, searchTypeArray);
  2005. if (!skill) return;
  2006. const sk = skill.params;
  2007. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2008. }
  2009. },
  2010. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2011. function:cards=>cards.filter(card=>{
  2012. const searchTypeArray = [93, 227];
  2013. const skill = getCardActiveSkill(card, searchTypeArray);
  2014. return skill;
  2015. }),
  2016. addition:card=>{
  2017. const searchTypeArray = [93, 227];
  2018. const skill = getCardActiveSkill(card, searchTypeArray);
  2019. if (!skill) return;
  2020. return skill.type == 93 ? '换自身' : '换最后队员';
  2021. }
  2022. },
  2023. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2024. function:cards=>{
  2025. function getIncreaseDamageCap(skill)
  2026. {
  2027. let cap = 0;
  2028. switch (skill.type) {
  2029. case 241:
  2030. cap = skill.params[1];
  2031. break;
  2032. case 246:
  2033. cap = skill.params[2];
  2034. break;
  2035. case 247:
  2036. cap = skill.params[3];
  2037. break;
  2038. }
  2039. return cap;
  2040. }
  2041. const searchTypeArray = [241, 246, 247];
  2042. return cards.filter(card=>{
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. return skill;
  2045. }).sort((a,b)=>{
  2046. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  2047. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  2048. return a_pC - b_pC;
  2049. });
  2050. },
  2051. addition:card=>{
  2052. const searchTypeArray = [241, 246, 247];
  2053. const skill = getCardActiveSkill(card, searchTypeArray);
  2054. if (!skill) return;
  2055. const sk = skill.params;
  2056. let cap;
  2057. switch (skill.type) {
  2058. case 241:
  2059. cap = sk[1];
  2060. break;
  2061. case 246:
  2062. cap = sk[2];
  2063. break;
  2064. case 247:
  2065. cap = sk[3];
  2066. break;
  2067. }
  2068. if (skill.type == 241) {
  2069. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  2070. } else {
  2071. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  2072. }
  2073. }
  2074. },
  2075. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2076. function:cards=>{
  2077. const searchTypeArray = [230];
  2078. return cards.filter(card=>{
  2079. const skill = getCardActiveSkill(card, searchTypeArray);
  2080. return skill;
  2081. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2082. },
  2083. addition:memberATK_Addition
  2084. },
  2085. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  2086. function:cards=>{
  2087. const searchTypeArray = [230];
  2088. return cards.filter(card=>{
  2089. const skill = getCardActiveSkill(card, searchTypeArray);
  2090. return skill && Boolean(skill.params[1] & 1<<0);
  2091. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2092. },
  2093. addition:memberATK_Addition
  2094. },
  2095. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  2096. function:cards=>{
  2097. const searchTypeArray = [230];
  2098. return cards.filter(card=>{
  2099. const skill = getCardActiveSkill(card, searchTypeArray);
  2100. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2101. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2102. },
  2103. addition:memberATK_Addition
  2104. },
  2105. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  2106. function:cards=>{
  2107. const searchTypeArray = [230];
  2108. return cards.filter(card=>{
  2109. const skill = getCardActiveSkill(card, searchTypeArray);
  2110. return skill && Boolean(skill.params[1] & 1<<3);
  2111. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2112. },
  2113. addition:memberATK_Addition
  2114. },
  2115. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  2116. function:cards=>{
  2117. const searchTypeArray = [142];
  2118. return cards.filter(card=>{
  2119. const skill = getCardActiveSkill(card, searchTypeArray);
  2120. return skill;
  2121. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2122. },
  2123. addition:card=>{
  2124. const searchTypeArray = [142];
  2125. const skill = getCardActiveSkill(card, searchTypeArray);
  2126. if (!skill) return;
  2127. const sk = skill.params;
  2128. const fragment = document.createDocumentFragment();
  2129. fragment.appendChild(document.createTextNode(`自→`));
  2130. fragment.appendChild(createOrbsList(sk[1]));
  2131. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2132. return fragment;
  2133. }
  2134. },
  2135. ]},
  2136. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2137. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2138. function:cards=>{
  2139. const searchTypeArray = [179];
  2140. return cards.filter(card=>{
  2141. const skill = getCardActiveSkill(card, searchTypeArray);
  2142. return skill;
  2143. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2144. },
  2145. addition:card=>{
  2146. const searchTypeArray = [179];
  2147. const skill = getCardActiveSkill(card, searchTypeArray);
  2148. if (!skill) return;
  2149. const sk = skill.params;
  2150. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2151. }
  2152. },
  2153. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2154. function:cards=>{
  2155. return cards.filter(card=>{
  2156. const heal = healImmediately_Rate(card);
  2157. return Object.values(heal).some(v=>v);
  2158. })
  2159. .sort((a,b)=>{
  2160. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2161. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2162. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2163. let sortNum = a_i - b_i;
  2164. if (!sortNum)
  2165. {
  2166. sortNum = a_vs[a_i] - b_vs[b_i];
  2167. }
  2168. return sortNum;
  2169. });
  2170. },
  2171. addition:card=>{
  2172. const heal = healImmediately_Rate(card);
  2173. let strArr = [];
  2174. if (heal.scale)
  2175. strArr.push(`${heal.scale}%最大HP`);
  2176. if (heal.const)
  2177. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2178. if (heal.selfRcv)
  2179. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2180. if (heal.vampire)
  2181. strArr.push(`${heal.vampire}%伤害`);
  2182. return strArr.join(',');
  2183. }
  2184. },
  2185. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2186. function:cards=>{
  2187. const searchTypeArray = [237];
  2188. return cards.filter(card=>{
  2189. const skill = getCardActiveSkill(card, searchTypeArray);
  2190. return skill;
  2191. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2192. },
  2193. addition:card=>{
  2194. const searchTypeArray = [237];
  2195. const skill = getCardActiveSkill(card, searchTypeArray);
  2196. if (!skill) return;
  2197. const sk = skill.params;
  2198. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2199. }
  2200. },
  2201. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2202. function:cards=>{
  2203. return cards.filter(card=>damageSelf_Rate(card)>0)
  2204. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2205. },
  2206. addition:card=>{
  2207. let rate = damageSelf_Rate(card);
  2208. if (rate < 100)
  2209. return `减少${rate}%`;
  2210. else
  2211. return `减少到1`;
  2212. }
  2213. },
  2214. ]},
  2215. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2216. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2217. function:cards=>{
  2218. const searchTypeArray = [6, 161];
  2219. return cards.filter(card=>{
  2220. const skill = getCardActiveSkill(card, searchTypeArray);
  2221. return skill;
  2222. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2223. },
  2224. addition: gravity_Addition
  2225. },
  2226. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2227. function:cards=>{
  2228. const searchTypeArray = [6];
  2229. return cards.filter(card=>{
  2230. const skill = getCardActiveSkill(card, searchTypeArray);
  2231. return skill;
  2232. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2233. },
  2234. addition: gravity_Addition
  2235. },
  2236. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2237. function:cards=>{
  2238. const searchTypeArray = [161];
  2239. return cards.filter(card=>{
  2240. const skill = getCardActiveSkill(card, searchTypeArray);
  2241. return skill;
  2242. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2243. },
  2244. addition: gravity_Addition
  2245. },
  2246. ]},
  2247. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2248. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2249. function:cards=>{
  2250. const searchTypeArray = [55,188,56];
  2251. return cards.filter(card=>{
  2252. const skill = getCardActiveSkill(card, searchTypeArray);
  2253. return skill;
  2254. }).sort((a,b)=>{
  2255. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2256. 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);
  2257. return a_pC - b_pC;
  2258. });
  2259. },
  2260. addition:dixedDamage_Addition
  2261. },
  2262. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2263. function:cards=>{
  2264. const searchTypeArray = [55,188];
  2265. return cards.filter(card=>{
  2266. const skill = getCardActiveSkill(card, searchTypeArray);
  2267. return skill;
  2268. }).sort((a,b)=>{
  2269. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2270. 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);
  2271. return a_pC - b_pC;
  2272. });
  2273. },
  2274. addition:dixedDamage_Addition
  2275. },
  2276. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2277. function:cards=>{
  2278. const searchTypeArray = [56];
  2279. return cards.filter(card=>{
  2280. const skill = getCardActiveSkill(card, searchTypeArray);
  2281. return skill;
  2282. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2283. },
  2284. addition:dixedDamage_Addition
  2285. },
  2286. ]},
  2287. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  2288. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2289. function:cards=>cards.filter(card=>{
  2290. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2291. function isSingle(skill)
  2292. {
  2293. if (skill.type == 110)
  2294. return Boolean(skill.params[0]);
  2295. else if (skill.type == 144)
  2296. return Boolean(skill.params[2]);
  2297. else
  2298. return true;
  2299. }
  2300. const skill = getCardActiveSkill(card, searchTypeArray);
  2301. return skill && isSingle(skill);
  2302. }),
  2303. addition: numericalATK_Addition
  2304. },
  2305. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2306. function:cards=>cards.filter(card=>{
  2307. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2308. function isAll(skill)
  2309. {
  2310. if (skill.type == 110)
  2311. return !Boolean(skill.params[0]);
  2312. else if (skill.type == 144)
  2313. return !Boolean(skill.params[2]);
  2314. else
  2315. return true;
  2316. }
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. return skill && skill.id!=0 && isAll(skill);
  2319. }),
  2320. addition: numericalATK_Addition
  2321. },
  2322. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  2323. function:cards=>cards.filter(card=>{
  2324. const searchTypeArray = [42];
  2325. const skill = getCardActiveSkill(card, searchTypeArray);
  2326. return skill;
  2327. })
  2328. },
  2329. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  2330. function:cards=>cards.filter(card=>{
  2331. const searchTypeArray = [2,35];
  2332. const skill = getCardActiveSkill(card, searchTypeArray);
  2333. return skill;
  2334. })
  2335. },
  2336. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  2337. function:cards=>cards.filter(card=>{
  2338. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. return skill && skill.id!=0;
  2341. }).sort((a,b)=>{
  2342. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2343. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2344. function getNumber(skill)
  2345. {
  2346. const sk = skill.params;
  2347. switch(skill.type)
  2348. {
  2349. case 0:
  2350. case 37:
  2351. case 58:
  2352. case 59:
  2353. case 84:
  2354. case 85:
  2355. case 115:
  2356. return sk[1];
  2357. case 2:
  2358. case 35:
  2359. return sk[0];
  2360. default:
  2361. return 0;
  2362. }
  2363. }
  2364. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2365. return a_pC - b_pC;
  2366. }),
  2367. addition: numericalATK_Addition
  2368. },
  2369. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  2370. function:cards=>cards.filter(card=>{
  2371. const searchTypeArray = [1,42,86,87];
  2372. const skill = getCardActiveSkill(card, searchTypeArray);
  2373. return skill;
  2374. }).sort((a,b)=>{
  2375. const searchTypeArray = [1,42,86,87];
  2376. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2377. function getNumber(skill)
  2378. {
  2379. const sk = skill.params;
  2380. switch(skill.type)
  2381. {
  2382. case 1:
  2383. case 86:
  2384. case 87:
  2385. return sk[1];
  2386. case 42:
  2387. return sk[2];
  2388. default:
  2389. return 0;
  2390. }
  2391. }
  2392. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2393. return a_pC - b_pC;
  2394. }),
  2395. addition: numericalATK_Addition
  2396. },
  2397. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  2398. function:cards=>{
  2399. const searchTypeArray = [110];
  2400. return cards.filter(card=>{
  2401. const skill = getCardActiveSkill(card, searchTypeArray);
  2402. return skill;
  2403. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2404. },
  2405. addition: numericalATK_Addition
  2406. },
  2407. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  2408. function:cards=>{
  2409. const searchTypeArray = [143];
  2410. return cards.filter(card=>{
  2411. const skill = getCardActiveSkill(card, searchTypeArray);
  2412. return skill;
  2413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2414. },
  2415. addition: numericalATK_Addition
  2416. },
  2417. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  2418. function:cards=>{
  2419. const searchTypeArray = [144];
  2420. return cards.filter(card=>{
  2421. const skill = getCardActiveSkill(card, searchTypeArray);
  2422. return skill;
  2423. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2424. },
  2425. addition: numericalATK_Addition
  2426. },
  2427. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2428. function:cards=>cards.filter(card=>{
  2429. const searchTypeArray = [35,115];
  2430. const skill = getCardActiveSkill(card, searchTypeArray);
  2431. return skill;
  2432. })
  2433. },
  2434. ]},
  2435. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2436. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2437. function:cards=>cards.filter(card=>{
  2438. const searchTypeArray = [10];
  2439. const skill = getCardActiveSkill(card, searchTypeArray);
  2440. return skill;
  2441. })
  2442. },
  2443. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2444. function:cards=>{
  2445. const searchTypeArray = [207];
  2446. return cards.filter(card=>{
  2447. const skill = getCardActiveSkill(card, searchTypeArray);
  2448. return skill;
  2449. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2450. },
  2451. addition:card=>{
  2452. const searchTypeArray = [207];
  2453. const skill = getCardActiveSkill(card, searchTypeArray);
  2454. if (!skill) return;
  2455. const sk = skill.params;
  2456. if (sk[7])
  2457. return `${sk[7]}个×${sk[0]}T`;
  2458. else
  2459. return `特殊形状×${sk[0]}T`;
  2460. }
  2461. },
  2462. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2463. function:cards=>{
  2464. const searchTypeArray = [238];
  2465. return cards.filter(card=>{
  2466. const skill = getCardActiveSkill(card, searchTypeArray);
  2467. return skill;
  2468. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2469. },
  2470. addition:card=>{
  2471. const searchTypeArray = [238];
  2472. const skill = getCardActiveSkill(card, searchTypeArray);
  2473. if (!skill) return;
  2474. const sk = skill.params;
  2475. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2476. }
  2477. },
  2478. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2479. function:cards=>{
  2480. const searchTypeArray = [239];
  2481. return cards.filter(card=>{
  2482. const skill = getCardActiveSkill(card, searchTypeArray);
  2483. return skill;
  2484. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2485. },
  2486. addition:card=>{
  2487. const searchTypeArray = [239];
  2488. const skill = getCardActiveSkill(card, searchTypeArray);
  2489. if (!skill) return;
  2490. const sk = skill.params;
  2491. const colums = flags(sk[1]), rows = flags(sk[2]);
  2492. const fragment = document.createDocumentFragment();
  2493. if (colums.length)
  2494. fragment.append(`${colums.length}竖`);
  2495. if (rows.length)
  2496. fragment.append(`${rows.length}横`);
  2497. fragment.append(`×${sk[0]}T`);
  2498. return fragment;
  2499. }
  2500. },
  2501. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2502. function:cards=>{
  2503. const searchTypeArray = [244];
  2504. return cards.filter(card=>{
  2505. const skill = getCardActiveSkill(card, searchTypeArray);
  2506. return skill;
  2507. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2508. },
  2509. addition:card=>{
  2510. const searchTypeArray = [244];
  2511. const skill = getCardActiveSkill(card, searchTypeArray);
  2512. if (!skill) return;
  2513. const sk = skill.params;
  2514. if (sk[1])
  2515. return `[7×6]×${sk[0]}T`;
  2516. else
  2517. return `[6×5]×${sk[0]}T`;
  2518. }
  2519. },
  2520. ]},
  2521. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2522. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2523. function:cards=>cards.filter(card=>{
  2524. const searchTypeArray = [172];
  2525. const skill = getCardActiveSkill(card, searchTypeArray);
  2526. return skill;
  2527. })
  2528. },
  2529. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2530. function:cards=>cards.filter(card=>{
  2531. const searchTypeArray = [152];
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. return skill;
  2534. }),
  2535. addition:lock_Addition
  2536. },
  2537. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2538. function:cards=>cards.filter(card=>{
  2539. const searchTypeArray = [152];
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. return skill && (skill.params[0] & 63) === 63;
  2542. }),
  2543. addition:lock_Addition
  2544. },
  2545. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2546. function:cards=>{
  2547. const searchTypeArray = [52,91,140];
  2548. return cards.filter(card=>{
  2549. const skill = getCardActiveSkill(card, searchTypeArray);
  2550. return skill;
  2551. });
  2552. },
  2553. addition:card=>{
  2554. const searchTypeArray = [52,91,140];
  2555. const skill = getCardActiveSkill(card, searchTypeArray);
  2556. if (!skill) return;
  2557. const sk = skill.params;
  2558. let attrs = [];
  2559. switch (skill.type)
  2560. {
  2561. case 52:{
  2562. attrs.push(sk[0]); break;
  2563. }
  2564. case 91:{
  2565. attrs = sk.slice(0,-1); break;
  2566. }
  2567. case 140:{
  2568. attrs = flags(sk[0]); break;
  2569. }
  2570. }
  2571. const fragment = document.createDocumentFragment();
  2572. fragment.appendChild(document.createTextNode(`强化`));
  2573. fragment.appendChild(createOrbsList(attrs));
  2574. return fragment;
  2575. }
  2576. },
  2577. ]},
  2578. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2579. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2580. function:cards=>cards.filter(card=>{
  2581. const searchTypeArray = [71];
  2582. const skill = getCardActiveSkill(card, searchTypeArray);
  2583. return skill;
  2584. }),
  2585. addition:boardChange_Addition
  2586. },
  2587. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [71];
  2590. const skill = getCardActiveSkill(card, searchTypeArray);
  2591. return boardChange_ColorTypes(skill).length == 1;
  2592. }),
  2593. addition:boardChange_Addition
  2594. },
  2595. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2596. function:cards=>cards.filter(card=>{
  2597. const searchTypeArray = [71];
  2598. const skill = getCardActiveSkill(card, searchTypeArray);
  2599. return boardChange_ColorTypes(skill).length == 2;
  2600. }),
  2601. addition:boardChange_Addition
  2602. },
  2603. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2604. function:cards=>cards.filter(card=>{
  2605. const searchTypeArray = [71];
  2606. const skill = getCardActiveSkill(card, searchTypeArray);
  2607. return boardChange_ColorTypes(skill).length == 3;
  2608. }),
  2609. addition:boardChange_Addition
  2610. },
  2611. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2612. function:cards=>cards.filter(card=>{
  2613. const searchTypeArray = [71];
  2614. const skill = getCardActiveSkill(card, searchTypeArray);
  2615. return boardChange_ColorTypes(skill).length == 4;
  2616. }),
  2617. addition:boardChange_Addition
  2618. },
  2619. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2620. function:cards=>cards.filter(card=>{
  2621. const searchTypeArray = [71];
  2622. const skill = getCardActiveSkill(card, searchTypeArray);
  2623. return boardChange_ColorTypes(skill).length == 5;
  2624. }),
  2625. addition:boardChange_Addition
  2626. },
  2627. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2628. function:cards=>cards.filter(card=>{
  2629. const searchTypeArray = [71];
  2630. const skill = getCardActiveSkill(card, searchTypeArray);
  2631. return boardChange_ColorTypes(skill).length >= 6;
  2632. }),
  2633. addition:boardChange_Addition
  2634. },
  2635. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2636. function:cards=>cards.filter(card=>{
  2637. const searchTypeArray = [71];
  2638. const skill = getCardActiveSkill(card, searchTypeArray);
  2639. return boardChange_ColorTypes(skill).includes(0);
  2640. }),
  2641. addition:boardChange_Addition
  2642. },
  2643. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2644. function:cards=>cards.filter(card=>{
  2645. const searchTypeArray = [71];
  2646. const skill = getCardActiveSkill(card, searchTypeArray);
  2647. return boardChange_ColorTypes(skill).includes(1);
  2648. }),
  2649. addition:boardChange_Addition
  2650. },
  2651. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2652. function:cards=>cards.filter(card=>{
  2653. const searchTypeArray = [71];
  2654. const skill = getCardActiveSkill(card, searchTypeArray);
  2655. return boardChange_ColorTypes(skill).includes(2);
  2656. }),
  2657. addition:boardChange_Addition
  2658. },
  2659. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2660. function:cards=>cards.filter(card=>{
  2661. const searchTypeArray = [71];
  2662. const skill = getCardActiveSkill(card, searchTypeArray);
  2663. return boardChange_ColorTypes(skill).includes(3);
  2664. }),
  2665. addition:boardChange_Addition
  2666. },
  2667. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2668. function:cards=>cards.filter(card=>{
  2669. const searchTypeArray = [71];
  2670. const skill = getCardActiveSkill(card, searchTypeArray);
  2671. return boardChange_ColorTypes(skill).includes(4);
  2672. }),
  2673. addition:boardChange_Addition
  2674. },
  2675. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2676. function:cards=>cards.filter(card=>{
  2677. const searchTypeArray = [71];
  2678. const skill = getCardActiveSkill(card, searchTypeArray);
  2679. return boardChange_ColorTypes(skill).includes(5);
  2680. }),
  2681. addition:boardChange_Addition
  2682. },
  2683. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2684. function:cards=>cards.filter(card=>{
  2685. const searchTypeArray = [71];
  2686. const skill = getCardActiveSkill(card, searchTypeArray);
  2687. const colors = boardChange_ColorTypes(skill);
  2688. return colors.includes(6)
  2689. || colors.includes(7)
  2690. || colors.includes(8)
  2691. || colors.includes(9);
  2692. }),
  2693. addition:boardChange_Addition
  2694. },
  2695. ]},
  2696. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2697. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2698. function:cards=>cards.filter(card=>{
  2699. const searchTypeArray = [9,20,154];
  2700. const skills = getCardActiveSkills(card, searchTypeArray);
  2701. if (!skills.length) return false;
  2702. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2703. return parsedSkills.some(p=>p.to.includes(0));
  2704. }),
  2705. addition:changeOrbs_Addition
  2706. },
  2707. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2708. function:cards=>cards.filter(card=>{
  2709. const searchTypeArray = [9,20,154];
  2710. const skills = getCardActiveSkills(card, searchTypeArray);
  2711. if (!skills.length) return false;
  2712. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2713. return parsedSkills.some(p=>p.to.includes(1));
  2714. }),
  2715. addition:changeOrbs_Addition
  2716. },
  2717. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2718. function:cards=>cards.filter(card=>{
  2719. const searchTypeArray = [9,20,154];
  2720. const skills = getCardActiveSkills(card, searchTypeArray);
  2721. if (!skills.length) return false;
  2722. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2723. return parsedSkills.some(p=>p.to.includes(2));
  2724. }),
  2725. addition:changeOrbs_Addition
  2726. },
  2727. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2728. function:cards=>cards.filter(card=>{
  2729. const searchTypeArray = [9,20,154];
  2730. const skills = getCardActiveSkills(card, searchTypeArray);
  2731. if (!skills.length) return false;
  2732. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2733. return parsedSkills.some(p=>p.to.includes(3));
  2734. }),
  2735. addition:changeOrbs_Addition
  2736. },
  2737. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2738. function:cards=>cards.filter(card=>{
  2739. const searchTypeArray = [9,20,154];
  2740. const skills = getCardActiveSkills(card, searchTypeArray);
  2741. if (!skills.length) return false;
  2742. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2743. return parsedSkills.some(p=>p.to.includes(4));
  2744. }),
  2745. addition:changeOrbs_Addition
  2746. },
  2747. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2748. function:cards=>cards.filter(card=>{
  2749. const searchTypeArray = [9,20,154];
  2750. const skills = getCardActiveSkills(card, searchTypeArray);
  2751. if (!skills.length) return false;
  2752. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2753. return parsedSkills.some(p=>p.to.includes(5));
  2754. }),
  2755. addition:changeOrbs_Addition
  2756. },
  2757. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2758. function:cards=>cards.filter(card=>{
  2759. const searchTypeArray = [9,20,154];
  2760. const skills = getCardActiveSkills(card, searchTypeArray);
  2761. if (!skills.length) return false;
  2762. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2763. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2764. }),
  2765. addition:changeOrbs_Addition
  2766. },
  2767. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2768. function:cards=>cards.filter(card=>{
  2769. const searchTypeArray = [9,20,154];
  2770. const skills = getCardActiveSkills(card, searchTypeArray);
  2771. if (!skills.length) return false;
  2772. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2773. return parsedSkills.some(p=>p.from.includes(0));
  2774. }),
  2775. addition:changeOrbs_Addition
  2776. },
  2777. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2778. function:cards=>cards.filter(card=>{
  2779. const searchTypeArray = [9,20,154];
  2780. const skills = getCardActiveSkills(card, searchTypeArray);
  2781. if (!skills.length) return false;
  2782. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2783. return parsedSkills.some(p=>p.from.includes(1));
  2784. }),
  2785. addition:changeOrbs_Addition
  2786. },
  2787. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2788. function:cards=>cards.filter(card=>{
  2789. const searchTypeArray = [9,20,154];
  2790. const skills = getCardActiveSkills(card, searchTypeArray);
  2791. if (!skills.length) return false;
  2792. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2793. return parsedSkills.some(p=>p.from.includes(2));
  2794. }),
  2795. addition:changeOrbs_Addition
  2796. },
  2797. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2798. function:cards=>cards.filter(card=>{
  2799. const searchTypeArray = [9,20,154];
  2800. const skills = getCardActiveSkills(card, searchTypeArray);
  2801. if (!skills.length) return false;
  2802. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2803. return parsedSkills.some(p=>p.from.includes(3));
  2804. }),
  2805. addition:changeOrbs_Addition
  2806. },
  2807. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2808. function:cards=>cards.filter(card=>{
  2809. const searchTypeArray = [9,20,154];
  2810. const skills = getCardActiveSkills(card, searchTypeArray);
  2811. if (!skills.length) return false;
  2812. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2813. return parsedSkills.some(p=>p.from.includes(4));
  2814. }),
  2815. addition:changeOrbs_Addition
  2816. },
  2817. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2818. function:cards=>cards.filter(card=>{
  2819. const searchTypeArray = [9,20,154];
  2820. const skills = getCardActiveSkills(card, searchTypeArray);
  2821. if (!skills.length) return false;
  2822. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2823. return parsedSkills.some(p=>p.from.includes(5));
  2824. }),
  2825. addition:changeOrbs_Addition
  2826. },
  2827. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2828. function:cards=>cards.filter(card=>{
  2829. const searchTypeArray = [9,20,154];
  2830. const skills = getCardActiveSkills(card, searchTypeArray);
  2831. if (!skills.length) return false;
  2832. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2833. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2834. }),
  2835. addition:changeOrbs_Addition
  2836. },
  2837. ]},
  2838. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2839. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2840. function:cards=>cards.filter(card=>{
  2841. function is30(sk)
  2842. {
  2843. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2844. }
  2845. const searchTypeArray = [141];
  2846. const skill = getCardActiveSkill(card, searchTypeArray);
  2847. return skill && is30(skill.params);
  2848. }),
  2849. addition:generateOrbs_Addition
  2850. },
  2851. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2852. function:cards=>cards.filter(card=>{
  2853. function is1515(sk)
  2854. {
  2855. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2856. }
  2857. const searchTypeArray = [141];
  2858. const skill = getCardActiveSkill(card, searchTypeArray);
  2859. return skill && is1515(skill.params);
  2860. }),
  2861. addition:generateOrbs_Addition
  2862. },
  2863. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2864. function:cards=>cards.filter(card=>{
  2865. const gens = generateOrbsParse(card);
  2866. return gens.some(gen=>gen.to.includes(0));
  2867. }),
  2868. addition:generateOrbs_Addition
  2869. },
  2870. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2871. function:cards=>cards.filter(card=>{
  2872. const gens = generateOrbsParse(card);
  2873. return gens.some(gen=>gen.to.includes(1));
  2874. }),
  2875. addition:generateOrbs_Addition
  2876. },
  2877. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2878. function:cards=>cards.filter(card=>{
  2879. const gens = generateOrbsParse(card);
  2880. return gens.some(gen=>gen.to.includes(2));
  2881. }),
  2882. addition:generateOrbs_Addition
  2883. },
  2884. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2885. function:cards=>cards.filter(card=>{
  2886. const gens = generateOrbsParse(card);
  2887. return gens.some(gen=>gen.to.includes(3));
  2888. }),
  2889. addition:generateOrbs_Addition
  2890. },
  2891. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2892. function:cards=>cards.filter(card=>{
  2893. const gens = generateOrbsParse(card);
  2894. return gens.some(gen=>gen.to.includes(4));
  2895. }),
  2896. addition:generateOrbs_Addition
  2897. },
  2898. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2899. function:cards=>cards.filter(card=>{
  2900. const gens = generateOrbsParse(card);
  2901. return gens.some(gen=>gen.to.includes(5));
  2902. }),
  2903. addition:generateOrbs_Addition
  2904. },
  2905. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2906. function:cards=>cards.filter(card=>{
  2907. const gens = generateOrbsParse(card);
  2908. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2909. }),
  2910. addition:generateOrbs_Addition
  2911. },
  2912. ]},
  2913. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  2914. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2915. function:cards=>cards.filter(card=>{
  2916. const searchTypeArray = [176];
  2917. const skill = getCardActiveSkill(card, searchTypeArray);
  2918. return skill;
  2919. })
  2920. },
  2921. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2922. function:cards=>cards.filter(card=>{
  2923. function is3x3(sk)
  2924. {
  2925. for (let si=0;si<3;si++)
  2926. {
  2927. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2928. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2929. (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)
  2930. (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)
  2931. )
  2932. return true;
  2933. }
  2934. return false;
  2935. }
  2936. const searchTypeArray = [176];
  2937. const skill = getCardActiveSkill(card, searchTypeArray);
  2938. return skill && is3x3(skill.params);
  2939. }),
  2940. addition:card=>{
  2941. const searchTypeArray = [176];
  2942. const skill = getCardActiveSkill(card, searchTypeArray);
  2943. if (!skill) return;
  2944. const sk = skill.params;
  2945. const fragment = document.createDocumentFragment();
  2946. fragment.appendChild(document.createTextNode(`3×3`));
  2947. fragment.appendChild(createOrbsList(sk[5]));
  2948. return fragment;
  2949. }
  2950. },
  2951. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2952. function:cards=>cards.filter(card=>{
  2953. const searchTypeArray = [127];
  2954. const skill = getCardActiveSkill(card, searchTypeArray);
  2955. return skill;
  2956. }),
  2957. addition:generateColumnOrbs_Addition
  2958. },
  2959. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2960. function:cards=>cards.filter(card=>{
  2961. function isHeart(sk)
  2962. {
  2963. for (let i=1;i<sk.length;i+=2)
  2964. {
  2965. if (sk[i] & 32)
  2966. {
  2967. return true;
  2968. }
  2969. }
  2970. }
  2971. const searchTypeArray = [127];
  2972. const skill = getCardActiveSkill(card, searchTypeArray);
  2973. return skill && isHeart(skill.params);
  2974. }),
  2975. addition:generateColumnOrbs_Addition
  2976. },
  2977. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2978. function:cards=>cards.filter(card=>{
  2979. const searchTypeArray = [128];
  2980. const skill = getCardActiveSkill(card, searchTypeArray);
  2981. return skill;
  2982. }),
  2983. addition:generateRowOrbs_Addition
  2984. },
  2985. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2986. function:cards=>cards.filter(card=>{
  2987. const searchTypeArray = [128];
  2988. const skill = getCardActiveSkill(card, searchTypeArray);
  2989. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2990. }),
  2991. addition:generateRowOrbs_Addition
  2992. },
  2993. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2994. function:cards=>cards.filter(card=>{
  2995. const searchTypeArray = [128];
  2996. const skill = getCardActiveSkill(card, searchTypeArray);
  2997. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2998. }),
  2999. addition:generateRowOrbs_Addition
  3000. },
  3001. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3002. function:cards=>cards.filter(card=>{
  3003. const searchTypeArray = [128];
  3004. const skill = getCardActiveSkill(card, searchTypeArray);
  3005. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3006. }),
  3007. addition:generateRowOrbs_Addition
  3008. },
  3009. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3010. function:cards=>cards.filter(card=>{
  3011. const searchTypeArray = [128,71,176];
  3012. function isRow(skill)
  3013. {
  3014. const sk = skill.params;
  3015. if (skill.type === 128) //普通横
  3016. {return true;}
  3017. else if (skill.type === 71) //花火
  3018. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3019. else if (skill.type === 176) //特殊形状
  3020. {
  3021. for (let si=0;si<5;si++)
  3022. {
  3023. if ((sk[si] & 63) === 63)
  3024. return true;
  3025. }
  3026. }
  3027. return false;
  3028. }
  3029. const skill = getCardActiveSkill(card, searchTypeArray);
  3030. return skill && isRow(skill);
  3031. })
  3032. },
  3033. ]},
  3034. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3035. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3036. function:cards=>cards.filter(card=>{
  3037. if (card.activeSkillId == 0) return false;
  3038. const skill = Skills[card.activeSkillId];
  3039. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3040. })
  3041. },
  3042. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  3043. function:cards=>cards.filter(card=>{
  3044. if (card.activeSkillId == 0) return false;
  3045. const skill = Skills[card.activeSkillId];
  3046. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3047. let realCD = minCD;
  3048. const searchTypeArray = [14];
  3049. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3050. if (subSkill)
  3051. {
  3052. realCD -= subSkill.params[0] * 3;
  3053. }
  3054. return minCD > 1 && realCD <= 4;
  3055. })
  3056. },
  3057. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  3058. function:cards=>{
  3059. const searchTypeArray = [5, 246, 247];
  3060. return cards.filter(card=>{
  3061. const skill = getCardActiveSkill(card, searchTypeArray);
  3062. return skill;
  3063. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3064. },
  3065. addition:card=>{
  3066. const searchTypeArray = [5, 246, 247];
  3067. const skill = getCardActiveSkill(card, searchTypeArray);
  3068. const value = skill.params[0];
  3069. return `时停${value}s`;
  3070. }
  3071. },
  3072. {
  3073. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3074. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3075. },
  3076. {
  3077. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3078. function:cards=>cards.filter(card=>{
  3079. let skType = Skills[card.activeSkillId].type;
  3080. return skType == 232 || skType == 233;
  3081. })
  3082. },
  3083. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3084. function:cards=>cards.filter(card=>{
  3085. const searchTypeArray = [225];
  3086. const skill = getCardActiveSkill(card, searchTypeArray);
  3087. return skill;
  3088. }),
  3089. addition:card=>{
  3090. const searchTypeArray = [225];
  3091. const skill = getCardActiveSkill(card, searchTypeArray);
  3092. if (!skill) return;
  3093. const sk = skill.params;
  3094. let strArr = [];
  3095. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3096. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3097. return `HP ${strArr.join(" ")}`;
  3098. }
  3099. },
  3100. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3101. function:cards=>cards.filter(card=>{
  3102. const searchTypeArray = [234];
  3103. const skill = getCardActiveSkill(card, searchTypeArray);
  3104. return skill;
  3105. }),
  3106. addition:card=>{
  3107. const searchTypeArray = [234];
  3108. const skill = getCardActiveSkill(card, searchTypeArray);
  3109. if (!skill) return;
  3110. const sk = skill.params;
  3111. let strArr = [];
  3112. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3113. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3114. return `层 ${strArr.join(" ")}`;
  3115. }
  3116. },
  3117. ]},
  3118. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3119. ]},
  3120. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3121. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3122. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3123. },
  3124. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3125. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3126. },
  3127. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3128. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3129. },
  3130. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3131. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3132. },
  3133. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3134. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3135. },
  3136. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3137. function:cards=>cards.filter(card=>{
  3138. const searchTypeArray = [151,209];
  3139. const skill = getCardLeaderSkill(card, searchTypeArray);
  3140. return skill;
  3141. })
  3142. },
  3143. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3144. function:cards=>cards.filter(card=>{
  3145. const searchTypeArray = [157];
  3146. const skill = getCardLeaderSkill(card, searchTypeArray);
  3147. return skill;
  3148. })
  3149. },
  3150. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3151. function:cards=>cards.filter(card=>{
  3152. const searchTypeArray = [177];
  3153. const skill = getCardLeaderSkill(card, searchTypeArray);
  3154. return skill?.params[5];
  3155. })
  3156. },
  3157. ]},
  3158. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3159. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3160. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3161. },
  3162. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3163. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3164. },
  3165. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3166. function:cards=>cards.filter(card=>{
  3167. const searchTypeArray = [162,186];
  3168. const skill = getCardLeaderSkill(card, searchTypeArray);
  3169. return skill;
  3170. })
  3171. },
  3172. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3173. function:cards=>cards.filter(card=>{
  3174. const searchTypeArray = [163,177];
  3175. const skill = getCardLeaderSkill(card, searchTypeArray);
  3176. return skill;
  3177. })
  3178. },
  3179. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3180. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3181. },
  3182. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3183. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3184. },
  3185. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3186. function:cards=>{
  3187. const searchTypeArray = [158];
  3188. return cards.filter(card=>{
  3189. const skill = getCardLeaderSkill(card, searchTypeArray);
  3190. return skill;
  3191. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3192. },
  3193. addition:card=>{
  3194. const searchTypeArray = [158];
  3195. const skill = getCardLeaderSkill(card, searchTypeArray);
  3196. const value = skill.params[0];
  3197. return `≥${value}珠`;
  3198. }
  3199. },
  3200. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3201. function:cards=>cards.filter(card=>{
  3202. const searchTypeArray = [125];
  3203. const skill = getCardLeaderSkill(card, searchTypeArray);
  3204. return skill;
  3205. }),
  3206. addition:card=>{
  3207. const searchTypeArray = [125];
  3208. const skill = getCardLeaderSkill(card, searchTypeArray);
  3209. if (!skill) return;
  3210. const sk = skill.params;
  3211. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3212. }
  3213. },
  3214. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3215. function:cards=>cards.filter(card=>{
  3216. const searchTypeArray = [175];
  3217. const skill = getCardLeaderSkill(card, searchTypeArray);
  3218. return skill;
  3219. }),
  3220. addition:card=>{
  3221. const searchTypeArray = [175];
  3222. const skill = getCardLeaderSkill(card, searchTypeArray);
  3223. if (!skill) return;
  3224. const sk = skill.params;
  3225. return `合作:${sk[0]}`;
  3226. }
  3227. },
  3228. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3229. function:cards=>cards.filter(card=>{
  3230. const searchTypeArray = [203];
  3231. const skill = getCardLeaderSkill(card, searchTypeArray);
  3232. return skill;
  3233. })
  3234. },
  3235. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3236. function:cards=>cards.filter(card=>{
  3237. const searchTypeArray = [229];
  3238. const skill = getCardLeaderSkill(card, searchTypeArray);
  3239. return skill;
  3240. }),
  3241. addition:card=>{
  3242. const searchTypeArray = [229];
  3243. const skill = getCardLeaderSkill(card, searchTypeArray);
  3244. if (!skill) return;
  3245. const sk = skill.params;
  3246. const attrs = flags(sk[0]), types = flags(sk[1]);
  3247. const fragment = document.createDocumentFragment();
  3248. if (attrs.length)
  3249. fragment.appendChild(createOrbsList(attrs));
  3250. if (types.length)
  3251. fragment.appendChild(createTypesList(types));
  3252. return fragment;
  3253. }
  3254. },
  3255. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3256. function:cards=>cards.filter(card=>{
  3257. const searchTypeArray = [217];
  3258. const skill = getCardLeaderSkill(card, searchTypeArray);
  3259. return skill;
  3260. }),
  3261. addition:card=>{
  3262. const searchTypeArray = [217];
  3263. const skill = getCardLeaderSkill(card, searchTypeArray);
  3264. if (!skill) return;
  3265. const sk = skill.params;
  3266. return `★≤${sk[0]}`;
  3267. }
  3268. },
  3269. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3270. function:cards=>cards.filter(card=>{
  3271. const searchTypeArray = [245];
  3272. const skill = getCardLeaderSkill(card, searchTypeArray);
  3273. return skill;
  3274. }),
  3275. addition:card=>{
  3276. const searchTypeArray = [245];
  3277. const skill = getCardLeaderSkill(card, searchTypeArray);
  3278. if (!skill) return;
  3279. const sk = skill.params;
  3280. switch (sk[0]) {
  3281. case -1:
  3282. return `★各不相同`;
  3283. case -2:
  3284. return `★全部相同`;
  3285. default:
  3286. return `★全为${sk[0]}`;
  3287. }
  3288. }
  3289. },
  3290. ]},
  3291. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3292. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3293. function:cards=>{
  3294. return cards.filter(card=>{
  3295. return getSkillFixedDamage(card) > 0;
  3296. }).sort((a,b)=>{
  3297. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3298. return a_pC - b_pC;
  3299. });
  3300. },
  3301. addition:card=>{
  3302. const value = getSkillFixedDamage(card);
  3303. if (value <= 0 ) return;
  3304. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3305. let skill;
  3306. if (skill = getCardLeaderSkill(card, [235])) {
  3307. nodeArr.push("/");
  3308. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3309. nodeArr.push(`×${skill.params[2]}`);
  3310. }
  3311. return nodeArr.nodeJoin();
  3312. }
  3313. },
  3314. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3315. function:cards=>{
  3316. return cards.filter(card=>{
  3317. return getSkillAddCombo(card) > 0;
  3318. }).sort((a,b)=>{
  3319. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3320. return a_pC - b_pC;
  3321. });
  3322. },
  3323. addition:card=>{
  3324. const value = getSkillAddCombo(card);
  3325. if (value <= 0 ) return;
  3326. let nodeArr = [`+${value.bigNumberToString()}C`];
  3327. let skill;
  3328. if (skill = getCardLeaderSkill(card, [210])) {
  3329. nodeArr.push("/十字");
  3330. } else if (skill = getCardLeaderSkill(card, [235])) {
  3331. nodeArr.push("/");
  3332. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3333. nodeArr.push(`×${skill.params[2]}`);
  3334. }
  3335. return nodeArr.nodeJoin();
  3336. }
  3337. },
  3338. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3339. function:cards=>{
  3340. const searchTypeArray = [15,185];
  3341. return cards.filter(card=>{
  3342. const skill = getCardLeaderSkill(card, searchTypeArray);
  3343. return skill;
  3344. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3345. },
  3346. addition:card=>{
  3347. const searchTypeArray = [15,185];
  3348. const skill = getCardLeaderSkill(card, searchTypeArray);
  3349. if (!skill) return;
  3350. const value = skill.params[0];
  3351. return `${value > 0 ? "+" : ""}${value/100}s`;
  3352. }
  3353. },
  3354. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3355. function:cards=>{
  3356. const searchTypeArray = [178];
  3357. return cards.filter(card=>{
  3358. const skill = getCardLeaderSkill(card, searchTypeArray);
  3359. return skill;
  3360. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3361. },
  3362. addition:card=>{
  3363. const searchTypeArray = [178];
  3364. const skill = getCardLeaderSkill(card, searchTypeArray);
  3365. if (!skill) return;
  3366. const value = skill.params[0];
  3367. return `固定${value}s`;
  3368. }
  3369. },
  3370. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3371. function:cards=>cards.filter(card=>{
  3372. const searchTypeArray = [213];
  3373. const skill = getCardLeaderSkill(card, searchTypeArray);
  3374. return skill;
  3375. }),
  3376. addition:card=>{
  3377. const searchTypeArray = [213];
  3378. const skill = getCardLeaderSkill(card, searchTypeArray);
  3379. if (!skill) return;
  3380. const sk = skill.params;
  3381. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3382. const fragment = document.createDocumentFragment();
  3383. if (attrs.length)
  3384. fragment.appendChild(createOrbsList(attrs));
  3385. if (types.length)
  3386. fragment.appendChild(createTypesList(types));
  3387. fragment.appendChild(document.createTextNode(`:+`));
  3388. if (awakenings.length)
  3389. fragment.appendChild(creatAwokenList(awakenings));
  3390. return fragment;
  3391. }
  3392. },
  3393. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3394. function:cards=>{
  3395. const searchTypeArray = [12];
  3396. return cards.filter(card=>{
  3397. const skill = getCardLeaderSkill(card, searchTypeArray);
  3398. return skill;
  3399. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3400. },
  3401. addition:card=>{
  3402. const searchTypeArray = [12];
  3403. const skill = getCardLeaderSkill(card, searchTypeArray);
  3404. const value = skill.params[0];
  3405. return `攻击×${(value/100).bigNumberToString()}倍`;
  3406. }
  3407. },
  3408. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3409. function:cards=>{
  3410. const searchTypeArray = [13];
  3411. return cards.filter(card=>{
  3412. const skill = getCardLeaderSkill(card, searchTypeArray);
  3413. return skill;
  3414. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3415. },
  3416. addition:card=>{
  3417. const searchTypeArray = [13];
  3418. const skill = getCardLeaderSkill(card, searchTypeArray);
  3419. const value = skill.params[0];
  3420. return `回复×${(value/100).bigNumberToString()}倍`;
  3421. }
  3422. },
  3423. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3424. function:cards=>{
  3425. const searchTypeArray = [198];
  3426. return cards.filter(card=>{
  3427. const skill = getCardLeaderSkill(card, searchTypeArray);
  3428. return skill && skill.params[2];
  3429. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3430. },
  3431. addition:card=>{
  3432. const searchTypeArray = [198];
  3433. const skill = getCardLeaderSkill(card, searchTypeArray);
  3434. const sk = skill.params;
  3435. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3436. }
  3437. },
  3438. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3439. function:cards=>{
  3440. const searchTypeArray = [198];
  3441. return cards.filter(card=>{
  3442. const skill = getCardLeaderSkill(card, searchTypeArray);
  3443. return skill && skill.params[3];
  3444. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3445. },
  3446. addition:card=>{
  3447. const searchTypeArray = [198];
  3448. const skill = getCardLeaderSkill(card, searchTypeArray);
  3449. const sk = skill.params;
  3450. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3451. }
  3452. },
  3453. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3454. function:cards=>{
  3455. const searchTypeArray = [41];
  3456. return cards.filter(card=>{
  3457. const skill = getCardLeaderSkill(card, searchTypeArray);
  3458. return skill;
  3459. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3460. },
  3461. addition:card=>{
  3462. const searchTypeArray = [41];
  3463. const skill = getCardLeaderSkill(card, searchTypeArray);
  3464. const sk = skill.params;
  3465. const fragment = document.createDocumentFragment();
  3466. fragment.appendChild(createOrbsList(sk[2] || 0));
  3467. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3468. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3469. return fragment;
  3470. }
  3471. },
  3472. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3473. function:cards=>cards.filter(card=>{
  3474. const searchTypeArray = [197];
  3475. const skill = getCardLeaderSkill(card, searchTypeArray);
  3476. return skill;
  3477. })
  3478. },
  3479. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3480. function:cards=>{
  3481. const searchTypeArray = [14];
  3482. return cards.filter(card=>{
  3483. const skill = getCardLeaderSkill(card, searchTypeArray);
  3484. return skill;
  3485. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3486. },
  3487. addition:card=>{
  3488. const searchTypeArray = [14];
  3489. const skill = getCardLeaderSkill(card, searchTypeArray);
  3490. const value = skill.params[0];
  3491. return `HP≥${value}%`;
  3492. }
  3493. },
  3494. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3495. function:cards=>{
  3496. const searchTypeArray = [53];
  3497. return cards.filter(card=>{
  3498. const skill = getCardLeaderSkill(card, searchTypeArray);
  3499. return skill;
  3500. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3501. },
  3502. addition:card=>{
  3503. const searchTypeArray = [53];
  3504. const skill = getCardLeaderSkill(card, searchTypeArray);
  3505. const sk = skill.params;
  3506. return `掉率x${sk[0]/100}`;
  3507. }
  3508. },
  3509. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3510. function:cards=>{
  3511. const searchTypeArray = [54];
  3512. return cards.filter(card=>{
  3513. const skill = getCardLeaderSkill(card, searchTypeArray);
  3514. return skill;
  3515. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3516. },
  3517. addition:card=>{
  3518. const searchTypeArray = [54];
  3519. const skill = getCardLeaderSkill(card, searchTypeArray);
  3520. const sk = skill.params;
  3521. return `金币x${sk[0]/100}`;
  3522. }
  3523. },
  3524. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3525. function:cards=>{
  3526. const searchTypeArray = [148];
  3527. return cards.filter(card=>{
  3528. const skill = getCardLeaderSkill(card, searchTypeArray);
  3529. return skill;
  3530. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3531. },
  3532. addition:card=>{
  3533. const searchTypeArray = [148];
  3534. const skill = getCardLeaderSkill(card, searchTypeArray);
  3535. const sk = skill.params;
  3536. return `经验x${sk[0]/100}`;
  3537. }
  3538. },
  3539. ]},
  3540. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3541. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3542. function:cards=>cards.filter(card=>{
  3543. const skill = Skills[card.leaderSkillId];
  3544. const HPscale = getHPScale(skill);
  3545. return HPscale >= 3;
  3546. }).sort(sortByHPScal),
  3547. addition: HPScal_Addition
  3548. },
  3549. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3550. function:cards=>cards.filter(card=>{
  3551. const skill = Skills[card.leaderSkillId];
  3552. const HPscale = getHPScale(skill);
  3553. return HPscale >= 2 && HPscale < 3;
  3554. }).sort(sortByHPScal),
  3555. addition: HPScal_Addition
  3556. },
  3557. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  3558. function:cards=>cards.filter(card=>{
  3559. const skill = Skills[card.leaderSkillId];
  3560. const HPscale = getHPScale(skill);
  3561. return HPscale >= 1.5 && HPscale < 2;
  3562. }).sort(sortByHPScal),
  3563. addition: HPScal_Addition
  3564. },
  3565. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  3566. function:cards=>cards.filter(card=>{
  3567. const skill = Skills[card.leaderSkillId];
  3568. const HPscale = getHPScale(skill);
  3569. return HPscale > 1 && HPscale < 1.5;
  3570. }).sort(sortByHPScal),
  3571. addition: HPScal_Addition
  3572. },
  3573. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3574. function:cards=>cards.filter(card=>{
  3575. const skill = Skills[card.leaderSkillId];
  3576. const HPscale = getHPScale(skill);
  3577. return HPscale === 1;
  3578. }),
  3579. addition: HPScal_Addition
  3580. },
  3581. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  3582. function:cards=>cards.filter(card=>{
  3583. const skill = Skills[card.leaderSkillId];
  3584. const HPscale = getHPScale(skill);
  3585. return HPscale < 1;
  3586. }).sort(sortByHPScal),
  3587. addition: HPScal_Addition
  3588. },
  3589. ]},
  3590. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3591. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  3592. function:cards=>cards.filter(card=>{
  3593. const skill = Skills[card.leaderSkillId];
  3594. const reduceScale = getReduceScale(skill);
  3595. return reduceScale >= 0.75;
  3596. }).sort(sortByReduceScale),
  3597. addition: ReduceScale_Addition
  3598. },
  3599. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  3600. function:cards=>cards.filter(card=>{
  3601. const skill = Skills[card.leaderSkillId];
  3602. const reduceScale = getReduceScale(skill);
  3603. return reduceScale >= 0.5 && reduceScale < 0.75;
  3604. }).sort(sortByReduceScale),
  3605. addition: ReduceScale_Addition
  3606. },
  3607. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  3608. function:cards=>cards.filter(card=>{
  3609. const skill = Skills[card.leaderSkillId];
  3610. const reduceScale = getReduceScale(skill);
  3611. return reduceScale >= 0.25 && reduceScale < 0.5;
  3612. }).sort(sortByReduceScale),
  3613. addition: ReduceScale_Addition
  3614. },
  3615. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  3616. function:cards=>cards.filter(card=>{
  3617. const skill = Skills[card.leaderSkillId];
  3618. const reduceScale = getReduceScale(skill);
  3619. return reduceScale > 0 && reduceScale < 0.25;
  3620. }).sort(sortByReduceScale),
  3621. addition: ReduceScale_Addition
  3622. },
  3623. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3624. function:cards=>cards.filter(card=>{
  3625. const skill = Skills[card.leaderSkillId];
  3626. const reduceScale = getReduceScale(skill);
  3627. return reduceScale === 0;
  3628. })
  3629. },
  3630. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  3631. function:cards=>cards.filter(card=>{
  3632. const skill = Skills[card.leaderSkillId];
  3633. return getReduceScale(skill, true) > 0;
  3634. })
  3635. },
  3636. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  3637. function:cards=>cards.filter(card=>{
  3638. const skill = Skills[card.leaderSkillId];
  3639. return getReduceScale(skill, undefined, true) > 0;
  3640. })
  3641. },
  3642. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  3643. function:cards=>cards.filter(card=>{
  3644. const skill = Skills[card.leaderSkillId];
  3645. return getReduceScale(skill, undefined, undefined, true) > 0;
  3646. })
  3647. },
  3648. /*{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  3649. function:cards=>cards.filter(card=>{
  3650. const skill = Skills[card.leaderSkillId];
  3651. const reduceScale = getReduceScale(skill);
  3652. return reduceScale>=0.29;
  3653. }).sort(sortByReduceScale)
  3654. },*/
  3655. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  3656. function:cards=>{
  3657. return cards.filter(card=>{
  3658. const skill = Skills[card.leaderSkillId];
  3659. return getReduceScale_unconditional(skill) > 0;
  3660. }).sort((a,b)=>{
  3661. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3662. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3663. });
  3664. },
  3665. addition:card=>{
  3666. const skill = Skills[card.leaderSkillId];
  3667. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3668. }
  3669. },
  3670. ]},
  3671. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3672. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3673. function:cards=>cards.filter(card=>
  3674. !Array.isArray(card.henshinFrom) &&
  3675. !Array.isArray(card.henshinTo))
  3676. },
  3677. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3678. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3679. },
  3680. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3681. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3682. },
  3683. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3684. function:cards=>cards.filter(card=>{
  3685. const searchTypeArray = [236];
  3686. const skill = getCardActiveSkill(card, searchTypeArray);
  3687. return skill;
  3688. })
  3689. },
  3690. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3691. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3692. },
  3693. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3694. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3695. },
  3696. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3697. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3698. function:cards=>cards.filter(isReincarnated)
  3699. }, //evoBaseId可能为0
  3700. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3701. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3702. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3703. },
  3704. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3705. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3706. },
  3707. ]},
  3708. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3709. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3710. function:cards=>cards.filter(card=>card.is8Latent)
  3711. },
  3712. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3713. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3714. },
  3715. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3716. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3717. },
  3718. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3719. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3720. },
  3721. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  3722. function:cards=>cards.filter(card=>{
  3723. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3724. if (hasAwokenKiller)
  3725. { //大于2个杀的进行判断
  3726. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3727. { //大于3个杀的直接过
  3728. return true;
  3729. }else
  3730. { //2个杀的
  3731. const isAllowLatent = card.types.filter(i=>
  3732. i>=0 //去掉-1的type
  3733. ).map(type=>
  3734. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3735. ).some(ls=>
  3736. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3737. );
  3738. return isAllowLatent
  3739. }
  3740. }else
  3741. {
  3742. return false;
  3743. }
  3744. })
  3745. },
  3746. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3747. // function:cards=>cards.filter(card=>{
  3748. // const searchTypeArray = [1000];
  3749. // const skill = getCardActiveSkill(card, searchTypeArray);
  3750. // return skill;
  3751. // })
  3752. // },
  3753. ]},
  3754. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3755. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  3756. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3757. },
  3758. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  3759. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3760. },
  3761. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3762. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3763. },
  3764. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  3765. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3766. },
  3767. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3768. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3769. addition:card=>`成长${card.limitBreakIncr}%`
  3770. },
  3771. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3772. function:cards=>cards.filter(card=>card.maxLevel==1)
  3773. },
  3774. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3775. function:cards=>cards.filter(card=>card.sellMP<100)
  3776. },
  3777. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3778. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3779. },
  3780. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3781. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3782. },
  3783. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3784. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3785. },
  3786. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3787. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3788. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3789. },
  3790. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3791. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3792. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3793. },
  3794. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  3795. function:cards=>cards.filter(card=>card.skillBanner)
  3796. },
  3797. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3798. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3799. },
  3800. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3801. function:cards=>cards.filter(card=>card.stacking),
  3802. },
  3803. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3804. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3805. },
  3806. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3807. function:cards=>cards,
  3808. addition:card=>card.name
  3809. },
  3810. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3811. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3812. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3813. },
  3814. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3815. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3816. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3817. },
  3818. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3819. function:cards=>cards,
  3820. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3821. },
  3822. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3823. function:cards=>cards,
  3824. addition:card=>createTypesList(card.types)
  3825. },
  3826. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3827. function:cards=>cards,
  3828. addition:card=>`COST ${card.cost}`
  3829. },
  3830. ]},
  3831. ];
  3832. return functions;
  3833. })();

智龙迷城队伍图制作工具