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script-json_data.js 146 kB

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

智龙迷城队伍图制作工具