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script-json_data.js 151 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. request_input: tp`Please Input ${'info'}`,
  21. sort_name:{
  22. sort_none: "Nope",
  23. sort_id: "Cards Id",
  24. sort_attrs : "Attribute",
  25. sort_evoRootId: "Cards Evolution Root",
  26. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  27. sort_rarity: "Rarity",
  28. sort_cost: "Cost",
  29. sort_skillLv1: "Maximum Skill Turn",
  30. sort_skillLvMax: "Minimum Skill Turn",
  31. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  32. sort_hpMax120: "Max HP",
  33. sort_atkMax120: "Max ATK",
  34. sort_rcvMax120: "Max RCV",
  35. sort_hpMax120_awoken: "Max HP (+Awoken)",
  36. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  37. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  38. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  39. },
  40. force_reload_data: `Force refresh data`,
  41. skill_parse: {
  42. skill: {
  43. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  44. unknown: tp`Unkonwn skill type: ${'type'}`,
  45. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  46. random_skills: tp`Random Activates these skills:${'skills'}`,
  47. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  48. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  49. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  50. damage_enemy_times: tp`${'times'} `,
  51. damage_enemy_count: tp` (${'damage'} in total)`,
  52. //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.
  53. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  54. delay: tp`${'icon'}Delays enemies' next move`,
  55. mass_attack: tp`${'icon'}Mass attacks`,
  56. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  57. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  58. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  59. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  60. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  61. unbind_normal: tp`${'icon'}Bind`,
  62. unbind_awakenings: tp`${'icon'}Awoken bind`,
  63. unbind_matches: tp`${'icon'}Unmatchable orb`,
  64. bind_skill: tp`${'icon'}Unable to use skills`,
  65. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  66. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  67. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  68. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  69. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  70. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  71. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  72. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  73. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  74. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  75. board_change: tp`Change all orbs to ${'orbs'}`,
  76. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  77. skill_boost_range: tp`~${'turns'}`,
  78. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  79. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  80. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  81. drop_refresh: tp`Replaces all orbs`,
  82. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  83. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  84. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  85. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  86. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  87. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  88. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  89. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  90. orb_drop_increase_chance: tp`by ${'value'}`,
  91. attr_absorb: tp`${'icon'}Attribute absorption`,
  92. combo_absorb: tp`${'icon'}Combo absorption`,
  93. damage_absorb: tp`${'icon'}Damage absorption`,
  94. damage_void: tp`${'icon'}Damage void`,
  95. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  96. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  97. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  98. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  99. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  100. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  101. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  102. rate_multiply_drop: tp`${'icon'}Drop rate`,
  103. rate_multiply_coin: tp`${'icon'}Coins`,
  104. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  105. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  106. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  107. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  108. henshin: tp`Transforms into ${'card'}`,
  109. random_henshin: tp`Random transforms into ${'cards'}`,
  110. void_poison: tp`Voids ${'poison'} damage`,
  111. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  112. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  113. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  114. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  115. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  116. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  117. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  118. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  119. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  120. },
  121. power: {
  122. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  123. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  124. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  125. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  126. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  127. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  128. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  129. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  130. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  131. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  132. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  133. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  135. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  136. },
  137. cond: {
  138. unknown: tp`[ Unknown condition ]`,
  139. hp_equal: tp`When ${'hp'} == ${'min'} `,
  140. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  141. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  142. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  143. use_skill: tp`When skills used `,
  144. multi_player: tp`When in Multiplayer Mode `,
  145. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  146. exact_combo: tp`When exactly ${'value'} combos `,
  147. exact_length: tp`exactly of ${'value'} `,
  148. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  149. exact_match_enhanced: tp` orbs including enhanced`,
  150. compo_type_card: tp`When ${'ids'} are all on team, `,
  151. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  152. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  153. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  154. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  155. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  156. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  157. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  158. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  159. },
  160. position: {
  161. top: tp`${'pos'} of top rows`,
  162. bottom: tp`${'pos'} of bottom rows`,
  163. left: tp`${'pos'} of left columns`,
  164. right: tp`${'pos'} of right columns`,
  165. random: tp`random location`,
  166. shape: tp`specified location`,
  167. },
  168. value: {
  169. unknown: tp`[ Unknown value: ${'type'}]`, //type
  170. const: tp`${'value'} ${'unit'}`,
  171. const_to: tp`to ${'value'}`,
  172. mul_percent: tp`${'value'}%`,
  173. mul_times: tp`×${'value'}`,
  174. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  175. mul_of_times: tp`${'stats'} ×${'value'}`,
  176. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  177. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  178. prob: tp`${'value'} chance for `,
  179. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  180. size: tp`${'width'}×${'height'}`,
  181. pos: tp`${'x'}×${'y'}`,
  182. },
  183. target: {
  184. unknown: tp`Unkown Target`,
  185. self: tp`card's`,
  186. team: tp`team`,
  187. team_last: tp`the lastest member`,
  188. team_leader: tp`leader`,
  189. sub_members: tp`sub-members`,
  190. leader_self: tp`left leader`,
  191. leader_helper: tp`right leader`,
  192. collab_id: tp`card with collab ID of ${'id'} `,
  193. enemy: tp`Enemy`,
  194. enemy_all: tp`all enemys`,
  195. enemy_one: tp`1 enemy`,
  196. enemy_attr: tp`${'attr'} enemy`,
  197. the_attr: tp`attr of the matched Orbs`,
  198. },
  199. stats: {
  200. unknown: tp`[ Unknown: ${'type'}]`, //type
  201. maxhp: tp`Max HP`,
  202. hp: tp`HP`,
  203. chp: tp`current HP`,
  204. atk: tp`ATK`,
  205. rcv: tp`RCV`,
  206. teamhp: tp`Team HP`,
  207. teamatk: tp`Team ${'attrs'} ATK`,
  208. teamrcv: tp`Team RCV`,
  209. cstage: tp`current Stage of Dungeon`,
  210. },
  211. unit: {
  212. orbs: tp``,
  213. times: tp` times`,
  214. seconds: tp` seconds`,
  215. point: tp` point`,
  216. turns: tp` turns`,
  217. },
  218. word: {
  219. comma: tp`, `,
  220. slight_pause: tp`, `,
  221. range_hyphen: tp`~`,
  222. in_once: tp`in once `,
  223. evo_type_pixel: tp`Pixel Evo`,
  224. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  225. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  226. affix_attr: tp`${'cotent'} attr.`,
  227. affix_orb: tp`${'cotent'} orbs`,
  228. affix_type: tp`${'cotent'} types`,
  229. affix_awakening: tp`${'cotent'} awoken`,
  230. affix_exclude: tp`, exclude ${'cotent'}`,
  231. each_time: tp`each time`,
  232. different: tp`different`,
  233. same: tp`the same`,
  234. },
  235. attrs: {
  236. [0]: tp`${'icon'}Fire`,
  237. [1]: tp`${'icon'}Water`,
  238. [2]: tp`${'icon'}Wood`,
  239. [3]: tp`${'icon'}Light`,
  240. [4]: tp`${'icon'}Dark`,
  241. [5]: tp`${'icon'}Recover`,
  242. [6]: tp`${'icon'}Null`,
  243. all: tp`All`,
  244. self: tp`${'icon'}Self's Attr`,
  245. fixed: tp`${'icon'}Fixed`,
  246. },
  247. orbs: {
  248. [0]: tp`${'icon'}Fire`,
  249. [1]: tp`${'icon'}Water`,
  250. [2]: tp`${'icon'}Wood`,
  251. [3]: tp`${'icon'}Light`,
  252. [4]: tp`${'icon'}Dark`,
  253. [5]: tp`${'icon'}Heal`,
  254. [6]: tp`${'icon'}Jammer`,
  255. [7]: tp`${'icon'}Poison`,
  256. [8]: tp`${'icon'}Lethal Poison`,
  257. [9]: tp`${'icon'}Bomb`,
  258. enhanced: tp`${'icon'}Enhanced`,
  259. locked: tp`${'icon'}Locked`,
  260. nail: tp`${'icon'}Nail`,
  261. _5color: tp`${'icon'}5 Att.`,
  262. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  263. all: tp`All`,
  264. any: tp`Any ${'cotent'}`,
  265. },
  266. board: {
  267. clouds: tp`${'icon'}Clouds`,
  268. immobility: tp`${'icon'}Immobility`,
  269. roulette: tp`${'icon'}Roulette`,
  270. roulette_time: tp`(transforms every ${'duration'})`,
  271. },
  272. types: {
  273. [0]: tp`${'icon'}Evo Material`,
  274. [1]: tp`${'icon'}Balanced`,
  275. [2]: tp`${'icon'}Physical`,
  276. [3]: tp`${'icon'}Healer`,
  277. [4]: tp`${'icon'}Dragon`,
  278. [5]: tp`${'icon'}God`,
  279. [6]: tp`${'icon'}Attacker`,
  280. [7]: tp`${'icon'}Devil`,
  281. [8]: tp`${'icon'}Machine`,
  282. [9]: tp`${'icon'}Special Protection`,
  283. [12]: tp`${'icon'}Awaken`,
  284. [14]: tp`${'icon'}Enhance Material`,
  285. [15]: tp`${'icon'}Redeemable`,
  286. },
  287. awokens: {
  288. [0]: tp`${'icon'}Unknown awoken`,
  289. [1]: tp`${'icon'}Enhanced HP`,
  290. [2]: tp`${'icon'}Enhanced Attack`,
  291. [3]: tp`${'icon'}Enhanced Recovery`,
  292. [4]: tp`${'icon'}Reduce Fire Damage`,
  293. [5]: tp`${'icon'}Reduce Water Damage`,
  294. [6]: tp`${'icon'}Reduce Wood Damage`,
  295. [7]: tp`${'icon'}Reduce Light Damage`,
  296. [8]: tp`${'icon'}Reduce Dark Damage`,
  297. [9]: tp`${'icon'}Auto-Recover`,
  298. [10]: tp`${'icon'}Resistance-Bind`,
  299. [11]: tp`${'icon'}Resistance-Blind`,
  300. [12]: tp`${'icon'}Resistance-Jammers`,
  301. [13]: tp`${'icon'}Resistance-Poison`,
  302. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  303. [15]: tp`${'icon'}Enhanced Water Orbs`,
  304. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  305. [17]: tp`${'icon'}Enhanced Water Orbs`,
  306. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  307. [19]: tp`${'icon'}Extend Time`,
  308. [20]: tp`${'icon'}Recover Bind`,
  309. [21]: tp`${'icon'}Skill Boost`,
  310. [22]: tp`${'icon'}Enhanced Fire Rows`,
  311. [23]: tp`${'icon'}Enhanced Water Rows`,
  312. [24]: tp`${'icon'}Enhanced Wood Rows`,
  313. [25]: tp`${'icon'}Enhanced Water Rows`,
  314. [26]: tp`${'icon'}Enhanced Dark Rows`,
  315. [27]: tp`${'icon'}Two-Pronged Attack`,
  316. [28]: tp`${'icon'}Resistance-Skill Bind`,
  317. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  318. [30]: tp`${'icon'}Multi Boost`,
  319. [31]: tp`${'icon'}Dragon Killer`,
  320. [32]: tp`${'icon'}God Killer`,
  321. [33]: tp`${'icon'}Devil Killer`,
  322. [34]: tp`${'icon'}Machine Killer`,
  323. [35]: tp`${'icon'}Balanced Killer`,
  324. [36]: tp`${'icon'}Attacker Killer`,
  325. [37]: tp`${'icon'}Physical Killer`,
  326. [38]: tp`${'icon'}Healer Killer`,
  327. [39]: tp`${'icon'}Evo Killer`,
  328. [40]: tp`${'icon'}Awaken Killer`,
  329. [41]: tp`${'icon'}Enhance Killer`,
  330. [42]: tp`${'icon'}Redeemable Killer`,
  331. [43]: tp`${'icon'}Enhanced Combos`,
  332. [44]: tp`${'icon'}Guard Break`,
  333. [45]: tp`${'icon'}Bonus Attack`,
  334. [46]: tp`${'icon'}Enhanced Team HP `,
  335. [47]: tp`${'icon'}Enhanced Team Recovery`,
  336. [48]: tp`${'icon'}Damage Void Piercer`,
  337. [49]: tp`${'icon'}Awoken Assist`,
  338. [50]: tp`${'icon'}Super Bonus Attack`,
  339. [51]: tp`${'icon'}Skill Charge`,
  340. [52]: tp`${'icon'}Resistance-Bind+`,
  341. [53]: tp`${'icon'}Extend Time+`,
  342. [54]: tp`${'icon'}Resistance-Clouds`,
  343. [55]: tp`${'icon'}Resistance-Immobility`,
  344. [56]: tp`${'icon'}Skill Boost+`,
  345. [57]: tp`${'icon'}50% or more HP Enhanced`,
  346. [58]: tp`${'icon'}50% or less HP Enhanced`,
  347. [59]: tp`${'icon'}L Damage Reduction`,
  348. [60]: tp`${'icon'}L Increased Attack`,
  349. [61]: tp`${'icon'}Super Enhanced Combos`,
  350. [62]: tp`${'icon'}Combo Orbs`,
  351. [63]: tp`${'icon'}Skill Voice`,
  352. [64]: tp`${'icon'}Dungeon Bonus`,
  353. [65]: tp`${'icon'}Reduced HP`,
  354. [66]: tp`${'icon'}Reduced Attack`,
  355. [67]: tp`${'icon'}Reduced RCV`,
  356. [68]: tp`${'icon'}Resistance-Blind+`,
  357. [69]: tp`${'icon'}Resistance-Jammers+`,
  358. [70]: tp`${'icon'}Resistance-Poison+`,
  359. [71]: tp`${'icon'}Blessing of Jammers`,
  360. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  361. [73]: tp`${'icon'}Enhanced Fire Combos`,
  362. [74]: tp`${'icon'}Enhanced Water Combos`,
  363. [75]: tp`${'icon'}Enhanced Wood Combos`,
  364. [76]: tp`${'icon'}Enhanced Light Combos`,
  365. [77]: tp`${'icon'}Enhanced Dark Combos`,
  366. [78]: tp`${'icon'}Cross Attack`,
  367. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  368. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  369. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  370. [82]: tp`${'icon'}Super Enhanced Matching`,
  371. [83]: tp`${'icon'}Append Dragon Type`,
  372. [84]: tp`${'icon'}Append God Type`,
  373. [85]: tp`${'icon'}Append Devil Type`,
  374. [86]: tp`${'icon'}Append Machine Type`,
  375. [87]: tp`${'icon'}Append Balanced Type`,
  376. [88]: tp`${'icon'}Append Attacker Type`,
  377. [89]: tp`${'icon'}Append Physical Type`,
  378. [90]: tp`${'icon'}Append Healer Type`,
  379. [91]: tp`${'icon'}Append Fire Attr.`,
  380. [92]: tp`${'icon'}Append Water Attr.`,
  381. [93]: tp`${'icon'}Append Wood Attr.`,
  382. [94]: tp`${'icon'}Append Water Attr.`,
  383. [95]: tp`${'icon'}Append Dark Attr.`,
  384. [96]: tp`${'icon'}Two-Pronged Attack+`,
  385. [97]: tp`${'icon'}Skill Charge+`,
  386. [98]: tp`${'icon'}Auto-Recover+`,
  387. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  388. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  389. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  390. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  391. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  392. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  393. }
  394. },
  395. };
  396. //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
  397. const typekiller_for_type = [
  398. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  399. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  400. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  401. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  402. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  403. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  404. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  405. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  406. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  407. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  408. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  409. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  410. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  411. ];
  412. //类型允许的潜觉杀
  413. const type_allowable_latent = [];
  414. typekiller_for_type.forEach(t=>
  415. {
  416. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  417. .map(tn=>
  418. typekiller_for_type.find(_t=>_t.type == tn).latent
  419. );
  420. type_allowable_latent[t.type] = t.allowableLatent;
  421. }
  422. );
  423. //一般共同能打的潜觉
  424. const common_allowable_latent = [
  425. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  426. 28,29,30,31,32,33,34,35,36,37,38,
  427. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  428. ];
  429. //120级才能打的潜觉
  430. const v120_allowable_latent = [
  431. 42,43,44,45
  432. ];
  433. //等效觉醒列表
  434. const equivalent_awoken = [
  435. {small:10,big:52,times:2}, //防封
  436. {small:11,big:68,times:5}, //防暗
  437. {small:12,big:69,times:5}, //防废
  438. {small:13,big:70,times:5}, //防毒
  439. {small:19,big:53,times:2}, //手指
  440. {small:21,big:56,times:2}, //SB
  441. {small:27,big:96,times:2}, //U
  442. {small:51,big:97,times:2}, //5色溜
  443. {small:9,big:98,times:2}, //自回
  444. {small:14,big:99,times:2}, //火+
  445. {small:15,big:100,times:2},//水+
  446. {small:16,big:101,times:2},//木+
  447. {small:17,big:102,times:2},//光+
  448. {small:18,big:103,times:2},//暗+
  449. {small:29,big:104,times:2},//心+
  450. ];
  451. //官方的觉醒排列顺序
  452. const official_awoken_sorting = [
  453. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  454. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  455. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  456. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  457. 99,100,101,102,103,104, 98, 96, 97,
  458. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  459. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  460. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  461. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  462. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  463. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  464. 91, 92, 93, 94, 95,
  465. ];
  466. //pdc的徽章对应数字
  467. const pdcBadgeMap = [
  468. {pdf:undefined,pdc:0}, //什么都没有
  469. {pdf:1,pdc:10}, //无限cost
  470. {pdf:2,pdc:12}, //小手指
  471. {pdf:3,pdc:9}, //全体攻击
  472. {pdf:4,pdc:5}, //小回复
  473. {pdf:5,pdc:1}, //小血量
  474. {pdf:6,pdc:3}, //小攻击
  475. {pdf:7,pdc:8}, //SB
  476. {pdf:8,pdc:18}, //队长防封
  477. {pdf:9,pdc:19}, //SX
  478. {pdf:11,pdc:7}, //无天降
  479. {pdf:17,pdc:6}, //大回复
  480. {pdf:18,pdc:2}, //大血量
  481. {pdf:19,pdc:4}, //大攻击
  482. {pdf:20,pdc:null}, //三维
  483. {pdf:21,pdc:13}, //大手指
  484. {pdf:10,pdc:11}, //加经验
  485. {pdf:12,pdc:15}, //墨镜
  486. {pdf:13,pdc:17}, //防废
  487. {pdf:14,pdc:16}, //防毒
  488. {pdf:129,pdc:14}, //月卡
  489. ];
  490. //pdc的潜觉对应数字
  491. const pdcLatentMap = [
  492. {pdf:1,pdc:1}, //HP
  493. {pdf:2,pdc:0}, //攻击
  494. {pdf:3,pdc:2}, //回复
  495. {pdf:4,pdc:19}, //手指
  496. {pdf:5,pdc:13}, //自回
  497. {pdf:6,pdc:14}, //火盾
  498. {pdf:7,pdc:15}, //水盾
  499. {pdf:8,pdc:16}, //木盾
  500. {pdf:9,pdc:17}, //光盾
  501. {pdf:10,pdc:18}, //暗盾
  502. {pdf:11,pdc:12}, //防坐
  503. {pdf:12,pdc:3}, //三维
  504. {pdf:13,pdc:35}, //不被换队长
  505. {pdf:13,pdc:47}, //不被换队长 ×1.5
  506. {pdf:14,pdc:37}, //不掉废
  507. {pdf:15,pdc:36}, //不掉毒
  508. {pdf:16,pdc:24}, //进化杀
  509. {pdf:17,pdc:25}, //觉醒杀
  510. {pdf:18,pdc:26}, //强化杀
  511. {pdf:19,pdc:27}, //卖钱杀
  512. {pdf:20,pdc:4}, //神杀
  513. {pdf:21,pdc:5}, //龙杀
  514. {pdf:22,pdc:6}, //恶魔杀
  515. {pdf:23,pdc:7}, //机械杀
  516. {pdf:24,pdc:8}, //平衡杀
  517. {pdf:25,pdc:9}, //攻击杀
  518. {pdf:26,pdc:10}, //体力杀
  519. {pdf:27,pdc:11}, //回复杀
  520. {pdf:28,pdc:20}, //大HP
  521. {pdf:29,pdc:21}, //大攻击
  522. {pdf:30,pdc:22}, //大回复
  523. {pdf:31,pdc:23}, //大手指
  524. {pdf:32,pdc:28}, //大火盾
  525. {pdf:33,pdc:29}, //大水盾
  526. {pdf:34,pdc:30}, //大木盾
  527. {pdf:35,pdc:31}, //大光盾
  528. {pdf:36,pdc:32}, //大暗盾
  529. {pdf:37,pdc:33}, //6色破无效
  530. {pdf:37,pdc:45}, //6色破无效 ×1.5
  531. {pdf:38,pdc:34}, //3色破属吸
  532. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  533. {pdf:39,pdc:40}, //C珠破吸
  534. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  535. {pdf:40,pdc:39}, //心横解转转
  536. {pdf:40,pdc:49}, //心横解转转 ×1.5
  537. {pdf:41,pdc:38}, //U解禁消
  538. {pdf:41,pdc:48}, //U解禁消 ×1.5
  539. {pdf:42,pdc:41}, //伤害上限解除
  540. {pdf:43,pdc:42}, //HP++
  541. {pdf:44,pdc:43}, //攻击++
  542. {pdf:45,pdc:44}, //回复++
  543. {pdf:46,pdc:51}, //心追解云封
  544. {pdf:46,pdc:52}, //心追解云封 ×1.5
  545. {pdf:47,pdc:53}, //心L大SB
  546. {pdf:47,pdc:54}, //心L大SB ×1.5
  547. ];
  548. //排序程序列表
  549. const sort_function_list = [
  550. {tag:"sort_none",name:"无",function:()=>0},
  551. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  552. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  553. let num = a.attrs[0] - b.attrs[0];
  554. if (num === 0) num = a.attrs[1] - b.attrs[1];
  555. return num;
  556. }
  557. },
  558. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  559. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  560. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  561. let num = card_a.attrs[0] - card_b.attrs[0];
  562. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  563. return num;
  564. }
  565. },
  566. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  567. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  568. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  569. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  570. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  571. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  572. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  573. }
  574. },
  575. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  576. function getEvoSkill(skill) {
  577. //232为进化后不循环技能,233为循环技能
  578. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  579. else return skill;
  580. }
  581. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  582. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  583. }
  584. },
  585. {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)},
  586. {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)},
  587. {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)},
  588. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+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.atk : 0,
  593. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  594. return abA - abB;
  595. }
  596. },
  597. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+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.hp : 0,
  602. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  603. return abA - abB;
  604. }
  605. },
  606. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+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.rcv : 0,
  611. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  612. return abA - abB;
  613. }
  614. },
  615. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  616. {
  617. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  618. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  619. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  620. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  621. return abA - abB;
  622. }
  623. },
  624. ];
  625. //增加特殊搜索模式
  626. const specialSearchFunctions = (function() {
  627. 'use strict';
  628. //返回卡片的队长技能
  629. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  630. {
  631. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  632. }
  633. //返回卡片的技能
  634. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  635. {
  636. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  637. }
  638. //返回卡片的技能
  639. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  640. {
  641. switch(skillGreatType)
  642. {
  643. case 1:
  644. case "leader":
  645. return getCardLeaderSkill(card, skillTypes, searchRandom);
  646. case 2:
  647. case "active":
  648. return getCardActiveSkill(card, skillTypes, searchRandom);
  649. default:
  650. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  651. }
  652. }
  653. //查找到真正起作用的那一个技能
  654. function getActuallySkill(skill, skillTypes, searchRandom = true)
  655. {
  656. if (skillTypes.includes(skill.type))
  657. {
  658. return skill;
  659. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  660. {
  661. const subSkills = skill.params.map(id=>Skills[id]);
  662. for(let i = 0;i < subSkills.length; i++)
  663. { //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
  664. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  665. if (foundSubSkill)
  666. {
  667. return foundSubSkill;
  668. }
  669. }
  670. return null;
  671. }else
  672. {
  673. return null;
  674. }
  675. }
  676. //获取血倍率
  677. function getHPScale(ls)
  678. {
  679. const sk = ls.params;
  680. let scale = 1;
  681. switch (ls.type)
  682. {
  683. case 23: case 30: case 62: case 77: case 63: case 65:
  684. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  685. scale = sk[sk.length-1]/100;
  686. break;
  687. case 73: case 76:
  688. case 121: case 129: case 163: case 177: case 186:
  689. case 155:
  690. scale = sk[2]/100;
  691. break;
  692. case 106: case 107: case 108:
  693. scale = sk[0]/100;
  694. break;
  695. case 125:
  696. scale = sk[5]/100;
  697. break;
  698. case 136:
  699. case 137:
  700. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  701. break;
  702. case 158:
  703. scale = sk[4]/100;
  704. break;
  705. case 175:
  706. case 178: case 185:
  707. scale = sk[3]/100;
  708. break;
  709. case 203: case 217:
  710. scale = sk[1]/100;
  711. break;
  712. case 245:
  713. scale = sk[3]/100;
  714. break;
  715. case 138: //调用其他队长技
  716. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  717. break;
  718. default:
  719. }
  720. return scale || 1;
  721. }
  722. //获取盾减伤比例
  723. function getReduceScale(ls, allAttr = false, noHPneed = false)
  724. {
  725. const sk = ls.params;
  726. let scale = 0;
  727. switch (ls.type)
  728. {
  729. case 16: //无条件盾
  730. scale = sk[0]/100;
  731. break;
  732. case 17: //单属性盾
  733. scale = allAttr ? 0 : sk[1]/100;
  734. break;
  735. case 36: //2个属性盾
  736. scale = allAttr ? 0 : sk[2]/100;
  737. break;
  738. case 38: //血线下 + 几率
  739. case 43: //血线上 + 几率
  740. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  741. break;
  742. case 129: //无条件盾,属性个数不固定
  743. case 163: //无条件盾,属性个数不固定
  744. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  745. break;
  746. case 178: //无条件盾,属性个数不固定
  747. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  748. break;
  749. case 130: //血线下 + 属性个数不固定
  750. case 131: //血线上 + 属性个数不固定
  751. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  752. break;
  753. case 151: //十字心触发
  754. case 169: //C触发
  755. case 198: //回血触发
  756. scale = sk[2]/100;
  757. break;
  758. case 170: //多色触发
  759. case 182: //长串触发
  760. case 193: //L触发
  761. scale = sk[3]/100;
  762. break;
  763. case 171: //多串触发
  764. scale = sk[6]/100;
  765. break;
  766. case 183: //又是个有两段血线的队长技
  767. scale = noHPneed ? 0 : sk[4]/100;
  768. break;
  769. case 210: //十字触发
  770. scale = sk[1]/100;
  771. break;
  772. case 235: { //可多次触发
  773. scale = (sk[4] || 0) / 100;
  774. break;
  775. }
  776. case 138: //调用其他队长技
  777. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  778. break;
  779. default:
  780. }
  781. return scale || 0;
  782. }
  783. //获取无条件盾减伤比例
  784. function getReduceScale_unconditional(ls)
  785. {
  786. const sk = ls.params;
  787. let scale = 0;
  788. switch (ls.type)
  789. {
  790. case 16: //无条件盾
  791. {
  792. scale = sk[0]/100;
  793. break;
  794. }
  795. case 129: //无条件盾,属性个数不固定
  796. case 163: //无条件盾,属性个数不固定
  797. {
  798. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  799. break;
  800. }
  801. case 178: //无条件盾,属性个数不固定
  802. {
  803. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  804. break;
  805. }
  806. case 138: //调用其他队长技
  807. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  808. break;
  809. default:
  810. }
  811. return scale || 0;
  812. }
  813. function getCannonAttr(skill)
  814. {
  815. const sk = skill.params;
  816. switch(skill.type)
  817. {
  818. case 0:
  819. case 1:
  820. case 37:
  821. case 58:
  822. case 59:
  823. case 84:
  824. case 85:
  825. case 86:
  826. case 87:
  827. case 115:
  828. return sk[0];
  829. case 110:
  830. case 143:
  831. return sk[1];
  832. case 42:
  833. return sk[1];
  834. case 144:
  835. return sk[3] ?? 0;
  836. default:
  837. return -1;
  838. }
  839. }
  840. function sortByParams(a,b,searchTypeArray,pidx = 0)
  841. {
  842. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  843. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  844. return a_pC - b_pC;
  845. }
  846. function sortByHPScal(a,b)
  847. {
  848. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  849. return getHPScale(a_s) - getHPScale(b_s);
  850. }
  851. function HPScal_Addition(card)
  852. {
  853. const skill = Skills[card.leaderSkillId];
  854. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  855. }
  856. function sortByReduceScale(a,b)
  857. {
  858. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  859. return getReduceScale(a_s) - getReduceScale(b_s);
  860. }
  861. function ReduceScale_Addition(card)
  862. {
  863. const skill = Skills[card.leaderSkillId];
  864. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  865. }
  866. function voidsAbsorption_Addition(card)
  867. {
  868. const searchTypeArray = [173];
  869. const skill = getCardActiveSkill(card, searchTypeArray);
  870. if (!skill) return;
  871. const sk = skill.params;
  872. if (sk[1] && sk[3])
  873. {
  874. return `双吸×${sk[0]}T`;
  875. }else
  876. {
  877. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  878. }
  879. }
  880. function unbind_Turns(card)
  881. {
  882. const outObj = {
  883. normal: 0,
  884. awoken: 0
  885. };
  886. const searchTypeArray = [117,179];
  887. const skill = getCardActiveSkill(card, searchTypeArray);
  888. if (skill)
  889. {
  890. const sk = skill.params;
  891. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  892. outObj.awoken = sk[4] || 0;
  893. }
  894. return outObj;
  895. }
  896. function unbind_Addition(card)
  897. {
  898. const turns = unbind_Turns(card);
  899. let strArr = [];
  900. if (turns.normal > 0 && turns.normal == turns.awoken)
  901. {
  902. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  903. }
  904. if (turns.normal > 0)
  905. {
  906. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  907. }
  908. if (turns.awoken > 0)
  909. {
  910. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  911. }
  912. return strArr.join(',');
  913. }
  914. function boardChange_ColorTypes(skill)
  915. {
  916. if (!skill) return [];
  917. const sk = skill.params;
  918. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  919. return colors;
  920. }
  921. function boardChange_Addition(card)
  922. {
  923. const searchTypeArray = [71];
  924. const skill = getCardActiveSkill(card, searchTypeArray);
  925. const colors = boardChange_ColorTypes(skill);
  926. return createOrbsList(colors);
  927. }
  928. function orbsChangeParse(skill)
  929. {
  930. function changes(from, to)
  931. {
  932. return {from:from,to:to};
  933. }
  934. let outArr = [];
  935. if (!skill) return outArr;
  936. const sk = skill.params;
  937. switch (skill.type)
  938. {
  939. case 9:{
  940. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  941. break;
  942. }
  943. case 20:{
  944. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  945. {
  946. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  947. }
  948. else
  949. {
  950. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  951. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  952. }
  953. break;
  954. }
  955. case 154:{
  956. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  957. break;
  958. }
  959. }
  960. return outArr;
  961. }
  962. function changeOrbs_Addition(card)
  963. {
  964. const searchTypeArray = [9,20,154];
  965. const skills = getCardActiveSkills(card, searchTypeArray);
  966. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  967. const fragment = document.createDocumentFragment();
  968. parsedSkills.forEach(p=>{
  969. fragment.appendChild(createOrbsList(p.from));
  970. fragment.appendChild(document.createTextNode(`→`));
  971. fragment.appendChild(createOrbsList(p.to));
  972. });
  973. return fragment;
  974. }
  975. function generateOrbsParse(card)
  976. {
  977. let outArr = [];
  978. const searchTypeArray = [141, 208];
  979. const skills = getCardActiveSkills(card, searchTypeArray);
  980. if (!skills.length) return outArr;
  981. for (const skill of skills)
  982. {
  983. const sk = skill.params;
  984. if (skill.type == 141)
  985. {
  986. outArr.push({
  987. count: sk[0],
  988. to: flags(sk[1] || 1),
  989. exclude: flags(sk[2]),
  990. });
  991. }else
  992. {
  993. outArr.push({
  994. count: sk[0],
  995. to: flags(sk[1] || 1),
  996. exclude: flags(sk[2]),
  997. });
  998. outArr.push({
  999. count: sk[3],
  1000. to: flags(sk[4] || 1),
  1001. exclude: flags(sk[5]),
  1002. });
  1003. }
  1004. }
  1005. return outArr;
  1006. }
  1007. function generateOrbs_Addition(card)
  1008. {
  1009. const gens = generateOrbsParse(card);
  1010. const searchTypeArray = [141, 208];
  1011. const skill = getCardActiveSkill(card, searchTypeArray);
  1012. if (!skill) return;
  1013. const sk = skill.params;
  1014. const fragment = document.createDocumentFragment();
  1015. for (const gen of gens)
  1016. {
  1017. fragment.appendChild(createOrbsList(gen.to));
  1018. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1019. }
  1020. return fragment;
  1021. }
  1022. function lock_Addition(card)
  1023. {
  1024. const searchTypeArray = [152];
  1025. const skill = getCardActiveSkill(card, searchTypeArray);
  1026. if (!skill) return;
  1027. const sk = skill.params;
  1028. const fragment = document.createDocumentFragment();
  1029. fragment.appendChild(document.createTextNode(`锁`));
  1030. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1031. return fragment;
  1032. }
  1033. function dropLock_Addition(card)
  1034. {
  1035. const searchTypeArray = [205];
  1036. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1037. if (!skill) return;
  1038. const sk = skill.params;
  1039. const fragment = document.createDocumentFragment();
  1040. fragment.appendChild(document.createTextNode(`掉锁`));
  1041. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1042. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1043. return fragment;
  1044. }
  1045. function dropOrb_Addition(card)
  1046. {
  1047. const searchTypeArray = [126];
  1048. const skill = getCardActiveSkill(card, searchTypeArray);
  1049. if (!skill) return;
  1050. const sk = skill.params;
  1051. const colors = flags(sk[0]);
  1052. const fragment = document.createDocumentFragment();
  1053. fragment.appendChild(createOrbsList(colors));
  1054. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1055. return fragment;
  1056. }
  1057. function generateColumnOrbs_Addition(card)
  1058. {
  1059. const searchTypeArray = [127];
  1060. const skill = getCardActiveSkill(card, searchTypeArray);
  1061. if (!skill) return;
  1062. const sk = skill.params;
  1063. const colors = [];
  1064. for (let ai=0;ai<sk.length;ai+=2)
  1065. {
  1066. colors.push(flags(sk[ai+1]));
  1067. }
  1068. const fragment = document.createDocumentFragment();
  1069. fragment.appendChild(document.createTextNode(`竖`));
  1070. fragment.appendChild(createOrbsList(colors.flat()));
  1071. return fragment;
  1072. }
  1073. function generateRowOrbs_Addition(card)
  1074. {
  1075. const searchTypeArray = [128];
  1076. const skill = getCardActiveSkill(card, searchTypeArray);
  1077. if (!skill) return;
  1078. const sk = skill.params;
  1079. const colors = [];
  1080. for (let ai=0;ai<sk.length;ai+=2)
  1081. {
  1082. colors.push(flags(sk[ai+1]));
  1083. }
  1084. const fragment = document.createDocumentFragment();
  1085. fragment.appendChild(document.createTextNode(`横`));
  1086. fragment.appendChild(createOrbsList(colors.flat()));
  1087. return fragment;
  1088. }
  1089. function numericalATK_Addition(card)
  1090. {
  1091. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1092. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1093. const skill = getCardActiveSkill(card, searchTypeArray);
  1094. if (!skill) return;
  1095. //const sk = skill.params;
  1096. const colors = [getCannonAttr(skill)];
  1097. const fragment = document.createDocumentFragment();
  1098. fragment.append(`射`);
  1099. fragment.append(createOrbsList(colors));
  1100. if (typeArray_Rate.includes(skill.type)) {
  1101. function getNumber(skill){
  1102. const sk = skill.params;
  1103. switch(skill.type)
  1104. {
  1105. case 0:
  1106. case 37:
  1107. case 58:
  1108. case 59:
  1109. case 84:
  1110. case 85:
  1111. case 115:
  1112. return sk[1];
  1113. case 2:
  1114. case 35:
  1115. return sk[0];
  1116. default:
  1117. return 0;
  1118. }
  1119. }
  1120. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1121. }
  1122. return fragment;
  1123. }
  1124. function memberATK_Addition(card)
  1125. {
  1126. const searchTypeArray = [230];
  1127. const skill = getCardActiveSkill(card, searchTypeArray);
  1128. if (!skill) return;
  1129. const sk = skill.params;
  1130. const fragment = document.createDocumentFragment();
  1131. const ul = fragment.appendChild(document.createElement("ul"));
  1132. ul.className = "team-flags";
  1133. for (let i = 0; i<6; i++) {
  1134. const li = ul.appendChild(document.createElement("li"));
  1135. li.className = "team-member-icon";
  1136. }
  1137. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1138. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1139. let str = '';
  1140. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1141. fragment.appendChild(document.createTextNode(str));
  1142. return fragment;
  1143. }
  1144. function dixedDamage_Addition(card)
  1145. {
  1146. const searchTypeArray = [55, 188, 56];
  1147. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1148. if (!skills.length) return;
  1149. const skill = skills[0];
  1150. const sk = skill.params;
  1151. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1152. }
  1153. function gravity_Addition(card)
  1154. {
  1155. const searchTypeArray = [6, 161];
  1156. const skill = getCardActiveSkill(card, searchTypeArray);
  1157. if (!skill) return;
  1158. const sk = skill.params;
  1159. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1160. }
  1161. function healImmediately_Rate(card)
  1162. {
  1163. const searchTypeArray = [7, //自身回复力
  1164. 8, //固定点数
  1165. 35,115, //吸血
  1166. 117
  1167. ];
  1168. const skills = getCardActiveSkills(card, searchTypeArray);
  1169. const outObj = {
  1170. vampire: 0,
  1171. selfRcv: 0,
  1172. const: 0,
  1173. scale: 0,
  1174. };
  1175. if (!skills.length) return outObj;
  1176. skills.forEach(skill=>{
  1177. const sk = skill.params;
  1178. if (skill.type == 7)
  1179. {
  1180. outObj.selfRcv += sk[0];
  1181. }
  1182. else if(skill.type == 8)
  1183. {
  1184. outObj.const += sk[0];
  1185. }
  1186. else if(skill.type == 35)
  1187. {
  1188. outObj.vampire += sk[1];
  1189. }
  1190. else if(skill.type == 115)
  1191. {
  1192. outObj.vampire += sk[2];
  1193. }
  1194. else if(skill.type == 117)
  1195. {
  1196. outObj.selfRcv += sk[1] || 0;
  1197. outObj.const += sk[2] || 0;
  1198. outObj.scale += sk[3] || 0;
  1199. }
  1200. });
  1201. return outObj;
  1202. }
  1203. function atkBuff_Rate(card)
  1204. {
  1205. const searchTypeArray = [
  1206. 88,92, //类型的
  1207. 50,90, //属性的,要排除回复力
  1208. 156,168,231, //宝石姬
  1209. 228, //属性、类型数量
  1210. ];
  1211. const skills = getCardActiveSkills(card, searchTypeArray);
  1212. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1213. function atkBuffParse(skill) {
  1214. const outObj = {
  1215. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1216. types: [],
  1217. attrs: [],
  1218. awoken: [],
  1219. rate: 0,
  1220. turns: 0,
  1221. };
  1222. if (!skill) return outObj;
  1223. const sk = skill.params;
  1224. if (skill.type == 88 || skill.type == 92)
  1225. {
  1226. outObj.skilltype = 2;
  1227. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1228. outObj.turns = sk[0];
  1229. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1230. }
  1231. else if(skill.type == 50 || skill.type == 90)
  1232. {
  1233. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1234. if (!outObj.attrs.length) //去除回复力
  1235. return outObj;
  1236. outObj.skilltype = 2;
  1237. outObj.turns = sk[0];
  1238. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1239. }
  1240. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1241. || skill.type == 168)
  1242. {
  1243. outObj.skilltype = 1;
  1244. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1245. outObj.turns = sk[0];
  1246. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1247. }
  1248. else if(skill.type == 228 && sk[3] > 0)
  1249. {
  1250. outObj.skilltype = 1;
  1251. outObj.attrs = flags(sk[1]);
  1252. outObj.types = flags(sk[2]);
  1253. outObj.turns = sk[0];
  1254. outObj.rate = sk[3];
  1255. }
  1256. else if(skill.type == 231 && sk[6] > 0)
  1257. {
  1258. outObj.skilltype = 1;
  1259. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1260. outObj.turns = sk[0];
  1261. outObj.rate = sk[6];
  1262. }
  1263. return outObj;
  1264. }
  1265. }
  1266. function rcvBuff_Rate(card)
  1267. {
  1268. const searchTypeArray = [
  1269. 50,90,
  1270. 228, 231, //宝石姬
  1271. ];
  1272. const skills = getCardActiveSkills(card, searchTypeArray);
  1273. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1274. function rcvBuffParse(skill) {
  1275. const outObj = {
  1276. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1277. types: [],
  1278. attrs: [],
  1279. awoken: [],
  1280. rate: 0,
  1281. turns: 0,
  1282. };
  1283. if (!skill) return outObj;
  1284. const sk = skill.params;
  1285. if (skill.type == 228 && sk[4] > 0) {
  1286. outObj.skilltype = 1;
  1287. outObj.attrs = flags(sk[1]);
  1288. outObj.types = flags(sk[2]);
  1289. outObj.turns = sk[0];
  1290. outObj.rate = sk[4];
  1291. } else if (skill.type == 231 && sk[7] > 0) {
  1292. outObj.skilltype = 1;
  1293. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1294. outObj.turns = sk[0];
  1295. outObj.rate = sk[7];
  1296. } else if (skill.type == 50 || skill.type == 90) {
  1297. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1298. outObj.turns = sk[0];
  1299. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1300. }
  1301. return outObj;
  1302. }
  1303. }
  1304. function damageSelf_Rate(card)
  1305. {
  1306. const searchTypeArray = [84,85,86,87,195];
  1307. const skill = getCardActiveSkill(card, searchTypeArray);
  1308. if (!skill) return 0;
  1309. const sk = skill.params;
  1310. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1311. }
  1312. function changeEnemiesAttr_Attr(card)
  1313. {
  1314. const outObj = {
  1315. attr: null,
  1316. turns: 0
  1317. }
  1318. const searchTypeArray = [153, 224];
  1319. const skill = getCardActiveSkill(card, searchTypeArray);
  1320. if (!skill) return outObj;
  1321. const sk = skill.params;
  1322. if (skill.type == 153)
  1323. {
  1324. outObj.attr = sk[0];
  1325. }
  1326. else if (skill.type == 224)
  1327. {
  1328. outObj.attr = sk[1] || 0;
  1329. outObj.turns = sk[0];
  1330. }
  1331. return outObj;
  1332. }
  1333. //创建1个觉醒图标
  1334. function createAwokenIcon(awokenId)
  1335. {
  1336. const icon = document.createElement("icon");
  1337. icon.className ="awoken-icon";
  1338. icon.setAttribute("data-awoken-icon", awokenId);
  1339. return icon;
  1340. }
  1341. //产生一个觉醒列表
  1342. function creatAwokenList(awokens) {
  1343. const ul = document.createElement("ul");
  1344. ul.className = "awoken-ul";
  1345. awokens.forEach(ak=>{
  1346. const li = ul.appendChild(document.createElement("li"));
  1347. const icon = li.appendChild(createAwokenIcon(ak));
  1348. });
  1349. return ul;
  1350. }
  1351. //产生宝珠列表
  1352. function createOrbsList(orbs)
  1353. {
  1354. if (orbs == undefined) orbs = [0];
  1355. else if (!Array.isArray(orbs)) orbs = [orbs];
  1356. const ul = document.createElement("ul");
  1357. ul.className = "board";
  1358. orbs.forEach(orbType => {
  1359. const li = ul.appendChild(document.createElement("li"));
  1360. li.className = `orb-icon`;
  1361. li.setAttribute("data-orb-icon", orbType);
  1362. });
  1363. return ul;
  1364. }
  1365. //产生类型列表
  1366. function createTypesList(types)
  1367. {
  1368. if (types == undefined) types = [0];
  1369. else if (!Array.isArray(types)) types = [types];
  1370. const ul = document.createElement("ul");
  1371. ul.className = "types-ul";
  1372. types.forEach(type => {
  1373. const li = ul.appendChild(document.createElement("li"));
  1374. li.className = `type-icon`;
  1375. li.setAttribute("data-type-icon", type);
  1376. });
  1377. return ul;
  1378. }
  1379. const functions = [
  1380. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1381. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1382. ]},
  1383. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1384. {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)"},
  1385. function:cards=>{
  1386. const searchTypeArray = [173];
  1387. return cards.filter(card=>{
  1388. const skill = getCardActiveSkill(card, searchTypeArray);
  1389. return skill && skill.params[1];
  1390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1391. },addition:voidsAbsorption_Addition},
  1392. /*{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)"},
  1393. function:cards=>{
  1394. const searchTypeArray = [173];
  1395. return cards.filter(card=>{
  1396. const skill = getCardActiveSkill(card, searchTypeArray);
  1397. return skill && skill.params[2];
  1398. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1399. },addition:voidsAbsorption_Addition},*/
  1400. {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)"},
  1401. function:cards=>{
  1402. const searchTypeArray = [173];
  1403. return cards.filter(card=>{
  1404. const skill = getCardActiveSkill(card, searchTypeArray);
  1405. return skill && skill.params[3];
  1406. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1407. },addition:voidsAbsorption_Addition},
  1408. {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)"},
  1409. function:cards=>{
  1410. const searchTypeArray = [173];
  1411. return cards.filter(card=>{
  1412. const skill = getCardActiveSkill(card, searchTypeArray);
  1413. return skill && skill.params[1] && skill.params[3];
  1414. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1415. },addition:voidsAbsorption_Addition},
  1416. {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)"},
  1417. function:cards=>{
  1418. const searchTypeArray = [191];
  1419. return cards.filter(card=>{
  1420. const skill = getCardActiveSkill(card, searchTypeArray);
  1421. return skill;
  1422. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1423. },
  1424. addition:card=>{
  1425. const searchTypeArray = [191];
  1426. const skill = getCardActiveSkill(card, searchTypeArray);
  1427. if (!skill) return;
  1428. const sk = skill.params;
  1429. return document.createTextNode(`破贯×${sk[0]}T`);
  1430. }
  1431. },
  1432. ]},
  1433. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1434. {
  1435. 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)"},
  1436. function:cards=>{
  1437. return cards.filter(card=>{
  1438. const turns = unbind_Turns(card);
  1439. return turns.normal > 0;
  1440. }).sort((a,b)=>{
  1441. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1442. let a_pC = a_s.normal, b_pC = b_s.normal;
  1443. return a_pC - b_pC;
  1444. });
  1445. },
  1446. addition:unbind_Addition
  1447. },
  1448. {
  1449. 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)"},
  1450. function:cards=>{
  1451. return cards.filter(card=>{
  1452. const turns = unbind_Turns(card);
  1453. return turns.awoken > 0;
  1454. }).sort((a,b)=>{
  1455. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1456. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1457. return a_pC - b_pC;
  1458. });
  1459. },
  1460. addition:unbind_Addition
  1461. },
  1462. {
  1463. 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)"},
  1464. function:cards=>{
  1465. return cards.filter(card=>{
  1466. const turns = unbind_Turns(card);
  1467. return turns.normal && turns.awoken > 0;
  1468. }).sort((a,b)=>{
  1469. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1470. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1471. return a_pC - b_pC;
  1472. });
  1473. },
  1474. addition:unbind_Addition
  1475. },
  1476. {
  1477. 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)"},
  1478. function:cards=>{
  1479. const searchTypeArray = [196];
  1480. return cards.filter(card=>{
  1481. const skill = getCardActiveSkill(card, searchTypeArray);
  1482. return skill;
  1483. }).sort((a,b)=>{
  1484. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1485. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1486. return a_pC - b_pC;
  1487. })
  1488. },
  1489. addition:card=>{
  1490. const searchTypeArray = [196];
  1491. const skill = getCardActiveSkill(card, searchTypeArray);
  1492. if (!skill) return;
  1493. const sk = skill.params;
  1494. const value = sk[0];
  1495. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1496. }
  1497. },
  1498. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1499. function:cards=>cards.filter(card=>{
  1500. const searchTypeArray = [215];
  1501. const skill = getCardActiveSkill(card, searchTypeArray);
  1502. return skill;
  1503. }),
  1504. addition:card=>{
  1505. const searchTypeArray = [215];
  1506. const skill = getCardActiveSkill(card, searchTypeArray);
  1507. if (!skill) return;
  1508. const sk = skill.params;
  1509. const fragment = document.createDocumentFragment();
  1510. fragment.appendChild(document.createTextNode(`自封`));
  1511. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1512. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1513. return fragment;
  1514. }
  1515. },
  1516. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1517. function:cards=>cards.filter(card=>{
  1518. const searchTypeArray = [214];
  1519. const skill = getCardActiveSkill(card, searchTypeArray);
  1520. return skill;
  1521. }),
  1522. addition:card=>{
  1523. const searchTypeArray = [214];
  1524. const skill = getCardActiveSkill(card, searchTypeArray);
  1525. if (!skill) return;
  1526. const sk = skill.params;
  1527. return document.createTextNode(`自封技${sk[0]}T`);
  1528. }
  1529. },
  1530. ]},
  1531. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1532. {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)"},
  1533. function:cards=>cards.filter(card=>{
  1534. const searchTypeArray = [156,168,228,231];
  1535. const skill = getCardActiveSkill(card, searchTypeArray);
  1536. return skill;
  1537. })
  1538. },
  1539. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1540. function:cards=>{
  1541. return cards.filter(card=>{
  1542. const atkbuff = rcvBuff_Rate(card);
  1543. return atkbuff.skilltype > 0;
  1544. }).sort((a,b)=>{
  1545. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1546. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1547. if (sortNum == 0)
  1548. sortNum = a_pC.rate - b_pC.rate;
  1549. if (sortNum == 0)
  1550. sortNum = a_pC.turns - b_pC.turns;
  1551. return sortNum;
  1552. });
  1553. },
  1554. addition:card=>{
  1555. const atkbuff = rcvBuff_Rate(card);
  1556. const fragment = document.createDocumentFragment();
  1557. fragment.appendChild(createOrbsList([5]));
  1558. if (atkbuff.skilltype == 0) return fragment;
  1559. if (atkbuff.skilltype == 1)
  1560. {
  1561. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1562. if (atkbuff.awoken.length)
  1563. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1564. if (atkbuff.attrs.length)
  1565. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1566. if (atkbuff.types.length)
  1567. fragment.appendChild(createTypesList(atkbuff.types));
  1568. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1569. }else if (atkbuff.skilltype == 2)
  1570. {
  1571. if (atkbuff.attrs.length)
  1572. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1573. if (atkbuff.types.length)
  1574. fragment.appendChild(createTypesList(atkbuff.types));
  1575. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1576. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1577. }
  1578. return fragment;
  1579. }
  1580. },
  1581. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1582. function:cards=>{
  1583. return cards.filter(card=>{
  1584. const atkbuff = atkBuff_Rate(card);
  1585. return atkbuff.skilltype > 0;
  1586. }).sort((a,b)=>{
  1587. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1588. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1589. if (sortNum == 0)
  1590. sortNum = a_pC.rate - b_pC.rate;
  1591. if (sortNum == 0)
  1592. sortNum = a_pC.turns - b_pC.turns;
  1593. return sortNum;
  1594. });
  1595. },
  1596. addition:card=>{
  1597. const atkbuff = atkBuff_Rate(card);
  1598. const fragment = document.createDocumentFragment();
  1599. if (atkbuff.skilltype == 0) return fragment;
  1600. if (atkbuff.skilltype == 1)
  1601. {
  1602. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1603. if (atkbuff.awoken.length)
  1604. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1605. if (atkbuff.attrs.length)
  1606. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1607. if (atkbuff.types.length)
  1608. fragment.appendChild(createTypesList(atkbuff.types));
  1609. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1610. }else if (atkbuff.skilltype == 2)
  1611. {
  1612. if (atkbuff.attrs.length)
  1613. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1614. if (atkbuff.types.length)
  1615. fragment.appendChild(createTypesList(atkbuff.types));
  1616. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1617. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1618. }
  1619. return fragment;
  1620. }
  1621. },
  1622. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1623. function:cards=>{
  1624. const searchTypeArray = [132];
  1625. return cards.filter(card=>{
  1626. const skill = getCardActiveSkill(card, searchTypeArray);
  1627. return skill;
  1628. }).sort((a,b)=>{
  1629. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1630. //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
  1631. 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;
  1632. 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]);
  1633. });
  1634. },
  1635. addition:card=>{
  1636. const searchTypeArray = [132];
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. if (!skill) return;
  1639. const sk = skill.params;
  1640. let str = "👆";
  1641. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1642. if (sk[2]) str += `x${sk[2]/100}`;
  1643. str += `x${sk[0]}T`;
  1644. return str;
  1645. }
  1646. },
  1647. {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)"},
  1648. function:cards=>{
  1649. const searchTypeArray = [184];
  1650. return cards.filter(card=>{
  1651. const skill = getCardActiveSkill(card, searchTypeArray);
  1652. return skill;
  1653. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1654. },
  1655. addition:card=>{
  1656. const searchTypeArray = [184];
  1657. const skill = getCardActiveSkill(card, searchTypeArray);
  1658. if (!skill) return;
  1659. const sk = skill.params;
  1660. return `无↓×${sk[0]}T`;
  1661. }
  1662. },
  1663. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1664. function:cards=>{
  1665. const searchTypeArray = [160];
  1666. return cards.filter(card=>{
  1667. const skill = getCardActiveSkill(card, searchTypeArray);
  1668. return skill;
  1669. }).sort((a,b)=>{
  1670. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1671. return a_s.params[1] - b_s.params[1];
  1672. });
  1673. },
  1674. addition:card=>{
  1675. const searchTypeArray = [160];
  1676. const skill = getCardActiveSkill(card, searchTypeArray);
  1677. if (!skill) return;
  1678. const sk = skill.params;
  1679. return `+${sk[1]}C×${sk[0]}T`;
  1680. }
  1681. },
  1682. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1683. function:cards=>{
  1684. const searchTypeArray = [3,156];
  1685. return cards.filter(card=>{
  1686. const skill = getCardActiveSkill(card, searchTypeArray);
  1687. if (!skill) return false;
  1688. if (skill.type == 156)
  1689. return skill.params[4]==3;
  1690. else
  1691. return true;
  1692. }).sort((a,b)=>{
  1693. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1694. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1695. if (!sortNum)
  1696. {
  1697. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1698. sortNum = a_pC - b_pC;
  1699. }
  1700. return sortNum;
  1701. });
  1702. },
  1703. addition:card=>{
  1704. const searchTypeArray = [3,156];
  1705. const skill = getCardActiveSkill(card, searchTypeArray);
  1706. if (!skill) return;
  1707. const sk = skill.params;
  1708. const fragment = document.createDocumentFragment();
  1709. if (skill.type == 156)
  1710. {
  1711. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1712. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1713. fragment.appendChild(creatAwokenList(awokenArr));
  1714. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1715. }else
  1716. {
  1717. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1718. }
  1719. return fragment;
  1720. }
  1721. },
  1722. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1723. function:cards=>{
  1724. const searchTypeArray = [3];
  1725. return cards.filter(card=>{
  1726. const skill = getCardActiveSkill(card, searchTypeArray);
  1727. return skill && skill.params[1]>=100;
  1728. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1729. },
  1730. addition:card=>{
  1731. const searchTypeArray = [3];
  1732. const skill = getCardActiveSkill(card, searchTypeArray);
  1733. if (!skill) return;
  1734. const sk = skill.params;
  1735. return `无敌×${sk[0]}T`;
  1736. }
  1737. },
  1738. {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)"},
  1739. function:cards=>{
  1740. const searchTypeArray = [21];
  1741. return cards.filter(card=>{
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. return skill;
  1744. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1745. },
  1746. addition:card=>{
  1747. const searchTypeArray = [21];
  1748. const skill = getCardActiveSkill(card, searchTypeArray);
  1749. if (!skill) return;
  1750. const sk = skill.params;
  1751. const colors = [sk[1]];
  1752. const fragment = document.createDocumentFragment();
  1753. fragment.appendChild(document.createTextNode(`-`));
  1754. fragment.appendChild(createOrbsList(colors));
  1755. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1756. return fragment;
  1757. }
  1758. },
  1759. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1760. function:cards=>{
  1761. const searchTypeArray = [51];
  1762. return cards.filter(card=>{
  1763. const skill = getCardActiveSkill(card, searchTypeArray);
  1764. return skill;
  1765. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1766. },
  1767. addition:card=>{
  1768. const searchTypeArray = [51];
  1769. const skill = getCardActiveSkill(card, searchTypeArray);
  1770. if (!skill) return;
  1771. const sk = skill.params;
  1772. return `全体×${sk[0]}T`;
  1773. }
  1774. },
  1775. ]},
  1776. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1777. {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)"},
  1778. function:cards=>{
  1779. const searchTypeArray = [205];
  1780. return cards.filter(card=>{
  1781. const skill = getCardActiveSkill(card, searchTypeArray);
  1782. return skill;
  1783. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1784. },
  1785. addition:dropLock_Addition
  1786. },
  1787. {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)"},
  1788. function:cards=>{
  1789. const searchTypeArray = [205];
  1790. return cards.filter(card=>{
  1791. const skill = getCardActiveSkill(card, searchTypeArray);
  1792. return skill && (skill.params[0] & 63) === 63;
  1793. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1794. },
  1795. addition:dropLock_Addition
  1796. },
  1797. {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)"},
  1798. function:cards=>{
  1799. const searchTypeArray = [180];
  1800. return cards.filter(card=>{
  1801. const skill = getCardActiveSkill(card, searchTypeArray);
  1802. return skill;
  1803. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1804. },
  1805. addition:card=>{
  1806. const searchTypeArray = [180];
  1807. const skill = getCardActiveSkill(card, searchTypeArray);
  1808. if (!skill) return;
  1809. const sk = skill.params;
  1810. return `${sk[1]}%×${sk[0]}T`;
  1811. }
  1812. },
  1813. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1814. function:cards=>cards.filter(card=>{
  1815. const searchTypeArray = [126];
  1816. const skill = getCardActiveSkill(card, searchTypeArray);
  1817. return skill;
  1818. }),
  1819. addition:dropOrb_Addition
  1820. },
  1821. {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)"},
  1822. function:cards=>cards.filter(card=>{
  1823. const searchTypeArray = [126];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1826. }),
  1827. addition:dropOrb_Addition
  1828. },
  1829. {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"},
  1830. function:cards=>cards.filter(card=>{
  1831. const searchTypeArray = [126];
  1832. const skill = getCardActiveSkill(card, searchTypeArray);
  1833. return skill && skill.params[1] >= 99;
  1834. }),
  1835. addition:dropOrb_Addition
  1836. },
  1837. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1838. function:cards=>cards.filter(card=>{
  1839. const searchTypeArray = [126];
  1840. const skill = getCardActiveSkill(card, searchTypeArray);
  1841. return skill && skill.params[3] == 100;
  1842. }),
  1843. addition:dropOrb_Addition
  1844. },
  1845. {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)"},
  1846. function:cards=>{
  1847. const searchTypeArray = [226];
  1848. return cards.filter(card=>{
  1849. const skill = getCardActiveSkill(card, searchTypeArray);
  1850. return skill;
  1851. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1852. },
  1853. addition:card=>{
  1854. const searchTypeArray = [226];
  1855. const skill = getCardActiveSkill(card, searchTypeArray);
  1856. if (!skill) return;
  1857. const sk = skill.params;
  1858. return `📌${sk[1]}%×${sk[0]}T`;
  1859. }
  1860. },
  1861. ]},
  1862. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1863. {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)"},
  1864. function:cards=>{
  1865. const searchTypeArray = [18];
  1866. return cards.filter(card=>{
  1867. const skill = getCardActiveSkill(card, searchTypeArray);
  1868. return skill;
  1869. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1870. },
  1871. addition:card=>{
  1872. const searchTypeArray = [18];
  1873. const skill = getCardActiveSkill(card, searchTypeArray);
  1874. if (!skill) return;
  1875. const sk = skill.params;
  1876. return document.createTextNode(`威吓×${sk[0]}T`);
  1877. }
  1878. },
  1879. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1880. function:cards=>{
  1881. const searchTypeArray = [19];
  1882. return cards.filter(card=>{
  1883. const skill = getCardActiveSkill(card, searchTypeArray);
  1884. return skill;
  1885. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1886. },
  1887. addition:card=>{
  1888. const searchTypeArray = [19];
  1889. const skill = getCardActiveSkill(card, searchTypeArray);
  1890. if (!skill) return;
  1891. const sk = skill.params;
  1892. return `破防${sk[1]}%`;
  1893. }
  1894. },
  1895. {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)"},
  1896. function:cards=>{
  1897. const searchTypeArray = [19];
  1898. return cards.filter(card=>{
  1899. const skill = getCardActiveSkill(card, searchTypeArray);
  1900. return skill && skill.params[1]>=100;
  1901. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1902. },
  1903. addition:card=>{
  1904. const searchTypeArray = [19];
  1905. const skill = getCardActiveSkill(card, searchTypeArray);
  1906. if (!skill) return;
  1907. const sk = skill.params;
  1908. return `全破×${sk[0]}T`;
  1909. }
  1910. },
  1911. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1912. function:cards=>{
  1913. const searchTypeArray = [4];
  1914. return cards.filter(card=>{
  1915. const skill = getCardActiveSkill(card, searchTypeArray);
  1916. return skill;
  1917. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1918. },
  1919. addition:card=>{
  1920. const searchTypeArray = [4];
  1921. const skill = getCardActiveSkill(card, searchTypeArray);
  1922. if (!skill) return;
  1923. const sk = skill.params;
  1924. return `攻击力×${sk[0]/100}倍`;
  1925. }
  1926. },
  1927. {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)"},
  1928. function:cards=>{
  1929. return cards.filter(card=>{
  1930. return changeEnemiesAttr_Attr(card).attr != null;
  1931. }).sort((a,b)=>{
  1932. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1933. return a_pC.attr - b_pC.attr;
  1934. })
  1935. },
  1936. addition:card=>{
  1937. let change = changeEnemiesAttr_Attr(card);
  1938. const fragment = document.createDocumentFragment();
  1939. fragment.appendChild(document.createTextNode(`敌→`));
  1940. fragment.appendChild(createOrbsList(change.attr));
  1941. if (change.turns > 0)
  1942. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1943. return fragment;
  1944. }
  1945. },
  1946. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1947. function:cards=>{
  1948. const searchTypeArray = [60];
  1949. return cards.filter(card=>{
  1950. const skill = getCardActiveSkill(card, searchTypeArray);
  1951. return skill;
  1952. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1953. },
  1954. addition:card=>{
  1955. const searchTypeArray = [60];
  1956. const skill = getCardActiveSkill(card, searchTypeArray);
  1957. if (!skill) return;
  1958. const sk = skill.params;
  1959. const fragment = document.createDocumentFragment();
  1960. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1961. fragment.appendChild(createOrbsList(sk[2]));
  1962. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1963. return fragment;
  1964. }
  1965. },
  1966. ]},
  1967. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1968. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1969. function:cards=>{
  1970. const searchTypeArray = [146];
  1971. return cards.filter(card=>{
  1972. const skill = getCardActiveSkill(card, searchTypeArray);
  1973. return skill;
  1974. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1975. },
  1976. addition:card=>{
  1977. const searchTypeArray = [146];
  1978. const skill = getCardActiveSkill(card, searchTypeArray);
  1979. if (!skill) return;
  1980. const sk = skill.params;
  1981. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1982. }
  1983. },
  1984. {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)"},
  1985. function:cards=>{
  1986. const searchTypeArray = [218];
  1987. return cards.filter(card=>{
  1988. const skill = getCardActiveSkill(card, searchTypeArray);
  1989. return skill;
  1990. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1991. },
  1992. addition:card=>{
  1993. const searchTypeArray = [218];
  1994. const skill = getCardActiveSkill(card, searchTypeArray);
  1995. if (!skill) return;
  1996. const sk = skill.params;
  1997. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1998. }
  1999. },
  2000. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2001. function:cards=>cards.filter(card=>{
  2002. const searchTypeArray = [93, 227];
  2003. const skill = getCardActiveSkill(card, searchTypeArray);
  2004. return skill;
  2005. }),
  2006. addition:card=>{
  2007. const searchTypeArray = [93, 227];
  2008. const skill = getCardActiveSkill(card, searchTypeArray);
  2009. if (!skill) return;
  2010. return skill.type == 93 ? '换自身' : '换最后队员';
  2011. }
  2012. },
  2013. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2014. function:cards=>{
  2015. const searchTypeArray = [241];
  2016. return cards.filter(card=>{
  2017. const skill = getCardActiveSkill(card, searchTypeArray);
  2018. return skill;
  2019. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  2020. },
  2021. addition:card=>{
  2022. const searchTypeArray = [241];
  2023. const skill = getCardActiveSkill(card, searchTypeArray);
  2024. if (!skill) return;
  2025. const sk = skill.params;
  2026. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  2027. }
  2028. },
  2029. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2030. function:cards=>{
  2031. const searchTypeArray = [230];
  2032. return cards.filter(card=>{
  2033. const skill = getCardActiveSkill(card, searchTypeArray);
  2034. return skill;
  2035. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2036. },
  2037. addition:memberATK_Addition
  2038. },
  2039. {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"},
  2040. function:cards=>{
  2041. const searchTypeArray = [230];
  2042. return cards.filter(card=>{
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. return skill && Boolean(skill.params[1] & 1<<0);
  2045. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2046. },
  2047. addition:memberATK_Addition
  2048. },
  2049. {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"},
  2050. function:cards=>{
  2051. const searchTypeArray = [230];
  2052. return cards.filter(card=>{
  2053. const skill = getCardActiveSkill(card, searchTypeArray);
  2054. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2055. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2056. },
  2057. addition:memberATK_Addition
  2058. },
  2059. {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"},
  2060. function:cards=>{
  2061. const searchTypeArray = [230];
  2062. return cards.filter(card=>{
  2063. const skill = getCardActiveSkill(card, searchTypeArray);
  2064. return skill && Boolean(skill.params[1] & 1<<3);
  2065. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2066. },
  2067. addition:memberATK_Addition
  2068. },
  2069. {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)"},
  2070. function:cards=>{
  2071. const searchTypeArray = [142];
  2072. return cards.filter(card=>{
  2073. const skill = getCardActiveSkill(card, searchTypeArray);
  2074. return skill;
  2075. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2076. },
  2077. addition:card=>{
  2078. const searchTypeArray = [142];
  2079. const skill = getCardActiveSkill(card, searchTypeArray);
  2080. if (!skill) return;
  2081. const sk = skill.params;
  2082. const fragment = document.createDocumentFragment();
  2083. fragment.appendChild(document.createTextNode(`自→`));
  2084. fragment.appendChild(createOrbsList(sk[1]));
  2085. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2086. return fragment;
  2087. }
  2088. },
  2089. ]},
  2090. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2091. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2092. function:cards=>{
  2093. const searchTypeArray = [179];
  2094. return cards.filter(card=>{
  2095. const skill = getCardActiveSkill(card, searchTypeArray);
  2096. return skill;
  2097. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2098. },
  2099. addition:card=>{
  2100. const searchTypeArray = [179];
  2101. const skill = getCardActiveSkill(card, searchTypeArray);
  2102. if (!skill) return;
  2103. const sk = skill.params;
  2104. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2105. }
  2106. },
  2107. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2108. function:cards=>{
  2109. return cards.filter(card=>{
  2110. const heal = healImmediately_Rate(card);
  2111. return Object.values(heal).some(v=>v);
  2112. })
  2113. .sort((a,b)=>{
  2114. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2115. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2116. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2117. let sortNum = a_i - b_i;
  2118. if (!sortNum)
  2119. {
  2120. sortNum = a_vs[a_i] - b_vs[b_i];
  2121. }
  2122. return sortNum;
  2123. });
  2124. },
  2125. addition:card=>{
  2126. const heal = healImmediately_Rate(card);
  2127. let strArr = [];
  2128. if (heal.scale)
  2129. strArr.push(`${heal.scale}%最大HP`);
  2130. if (heal.const)
  2131. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2132. if (heal.selfRcv)
  2133. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2134. if (heal.vampire)
  2135. strArr.push(`${heal.vampire}%伤害`);
  2136. return strArr.join(',');
  2137. }
  2138. },
  2139. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2140. function:cards=>{
  2141. const searchTypeArray = [237];
  2142. return cards.filter(card=>{
  2143. const skill = getCardActiveSkill(card, searchTypeArray);
  2144. return skill;
  2145. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2146. },
  2147. addition:card=>{
  2148. const searchTypeArray = [237];
  2149. const skill = getCardActiveSkill(card, searchTypeArray);
  2150. if (!skill) return;
  2151. const sk = skill.params;
  2152. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2153. }
  2154. },
  2155. {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)"},
  2156. function:cards=>{
  2157. return cards.filter(card=>damageSelf_Rate(card)>0)
  2158. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2159. },
  2160. addition:card=>{
  2161. let rate = damageSelf_Rate(card);
  2162. if (rate < 100)
  2163. return `减少${rate}%`;
  2164. else
  2165. return `减少到1`;
  2166. }
  2167. },
  2168. ]},
  2169. {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: [
  2170. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2171. function:cards=>{
  2172. const searchTypeArray = [6, 161];
  2173. return cards.filter(card=>{
  2174. const skill = getCardActiveSkill(card, searchTypeArray);
  2175. return skill;
  2176. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2177. },
  2178. addition: gravity_Addition
  2179. },
  2180. {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)"},
  2181. function:cards=>{
  2182. const searchTypeArray = [6];
  2183. return cards.filter(card=>{
  2184. const skill = getCardActiveSkill(card, searchTypeArray);
  2185. return skill;
  2186. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2187. },
  2188. addition: gravity_Addition
  2189. },
  2190. {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)"},
  2191. function:cards=>{
  2192. const searchTypeArray = [161];
  2193. return cards.filter(card=>{
  2194. const skill = getCardActiveSkill(card, searchTypeArray);
  2195. return skill;
  2196. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2197. },
  2198. addition: gravity_Addition
  2199. },
  2200. ]},
  2201. {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: [
  2202. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2203. function:cards=>{
  2204. const searchTypeArray = [55,188,56];
  2205. return cards.filter(card=>{
  2206. const skill = getCardActiveSkill(card, searchTypeArray);
  2207. return skill;
  2208. }).sort((a,b)=>{
  2209. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2210. 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);
  2211. return a_pC - b_pC;
  2212. });
  2213. },
  2214. addition:dixedDamage_Addition
  2215. },
  2216. {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)"},
  2217. function:cards=>{
  2218. const searchTypeArray = [55,188];
  2219. return cards.filter(card=>{
  2220. const skill = getCardActiveSkill(card, searchTypeArray);
  2221. return skill;
  2222. }).sort((a,b)=>{
  2223. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2224. 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);
  2225. return a_pC - b_pC;
  2226. });
  2227. },
  2228. addition:dixedDamage_Addition
  2229. },
  2230. {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)"},
  2231. function:cards=>{
  2232. const searchTypeArray = [56];
  2233. return cards.filter(card=>{
  2234. const skill = getCardActiveSkill(card, searchTypeArray);
  2235. return skill;
  2236. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2237. },
  2238. addition:dixedDamage_Addition
  2239. },
  2240. ]},
  2241. {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: [
  2242. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2243. function:cards=>cards.filter(card=>{
  2244. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2245. function isSingle(skill)
  2246. {
  2247. if (skill.type == 110)
  2248. return Boolean(skill.params[0]);
  2249. else if (skill.type == 144)
  2250. return Boolean(skill.params[2]);
  2251. else
  2252. return true;
  2253. }
  2254. const skill = getCardActiveSkill(card, searchTypeArray);
  2255. return skill && isSingle(skill);
  2256. }),
  2257. addition: numericalATK_Addition
  2258. },
  2259. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2260. function:cards=>cards.filter(card=>{
  2261. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2262. function isAll(skill)
  2263. {
  2264. if (skill.type == 110)
  2265. return !Boolean(skill.params[0]);
  2266. else if (skill.type == 144)
  2267. return !Boolean(skill.params[2]);
  2268. else
  2269. return true;
  2270. }
  2271. const skill = getCardActiveSkill(card, searchTypeArray);
  2272. return skill && skill.id!=0 && isAll(skill);
  2273. }),
  2274. addition: numericalATK_Addition
  2275. },
  2276. {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"},
  2277. function:cards=>cards.filter(card=>{
  2278. const searchTypeArray = [42];
  2279. const skill = getCardActiveSkill(card, searchTypeArray);
  2280. return skill;
  2281. })
  2282. },
  2283. {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"},
  2284. function:cards=>cards.filter(card=>{
  2285. const searchTypeArray = [2,35];
  2286. const skill = getCardActiveSkill(card, searchTypeArray);
  2287. return skill;
  2288. })
  2289. },
  2290. {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)"},
  2291. function:cards=>cards.filter(card=>{
  2292. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2293. const skill = getCardActiveSkill(card, searchTypeArray);
  2294. return skill && skill.id!=0;
  2295. }).sort((a,b)=>{
  2296. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2297. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2298. function getNumber(skill)
  2299. {
  2300. const sk = skill.params;
  2301. switch(skill.type)
  2302. {
  2303. case 0:
  2304. case 37:
  2305. case 58:
  2306. case 59:
  2307. case 84:
  2308. case 85:
  2309. case 115:
  2310. return sk[1];
  2311. case 2:
  2312. case 35:
  2313. return sk[0];
  2314. default:
  2315. return 0;
  2316. }
  2317. }
  2318. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2319. return a_pC - b_pC;
  2320. }),
  2321. addition: numericalATK_Addition
  2322. },
  2323. {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)"},
  2324. function:cards=>cards.filter(card=>{
  2325. const searchTypeArray = [1,42,86,87];
  2326. const skill = getCardActiveSkill(card, searchTypeArray);
  2327. return skill;
  2328. }).sort((a,b)=>{
  2329. const searchTypeArray = [1,42,86,87];
  2330. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2331. function getNumber(skill)
  2332. {
  2333. const sk = skill.params;
  2334. switch(skill.type)
  2335. {
  2336. case 1:
  2337. case 86:
  2338. case 87:
  2339. return sk[1];
  2340. case 42:
  2341. return sk[2];
  2342. default:
  2343. return 0;
  2344. }
  2345. }
  2346. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2347. return a_pC - b_pC;
  2348. }),
  2349. addition: numericalATK_Addition
  2350. },
  2351. {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)"},
  2352. function:cards=>{
  2353. const searchTypeArray = [110];
  2354. return cards.filter(card=>{
  2355. const skill = getCardActiveSkill(card, searchTypeArray);
  2356. return skill;
  2357. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2358. },
  2359. addition: numericalATK_Addition
  2360. },
  2361. {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)"},
  2362. function:cards=>{
  2363. const searchTypeArray = [143];
  2364. return cards.filter(card=>{
  2365. const skill = getCardActiveSkill(card, searchTypeArray);
  2366. return skill;
  2367. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2368. },
  2369. addition: numericalATK_Addition
  2370. },
  2371. {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)"},
  2372. function:cards=>{
  2373. const searchTypeArray = [144];
  2374. return cards.filter(card=>{
  2375. const skill = getCardActiveSkill(card, searchTypeArray);
  2376. return skill;
  2377. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2378. },
  2379. addition: numericalATK_Addition
  2380. },
  2381. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2382. function:cards=>cards.filter(card=>{
  2383. const searchTypeArray = [35,115];
  2384. const skill = getCardActiveSkill(card, searchTypeArray);
  2385. return skill;
  2386. })
  2387. },
  2388. ]},
  2389. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2390. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2391. function:cards=>cards.filter(card=>{
  2392. const searchTypeArray = [10];
  2393. const skill = getCardActiveSkill(card, searchTypeArray);
  2394. return skill;
  2395. })
  2396. },
  2397. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2398. function:cards=>{
  2399. const searchTypeArray = [207];
  2400. return cards.filter(card=>{
  2401. const skill = getCardActiveSkill(card, searchTypeArray);
  2402. return skill;
  2403. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2404. },
  2405. addition:card=>{
  2406. const searchTypeArray = [207];
  2407. const skill = getCardActiveSkill(card, searchTypeArray);
  2408. if (!skill) return;
  2409. const sk = skill.params;
  2410. if (sk[7])
  2411. return `${sk[7]}个×${sk[0]}T`;
  2412. else
  2413. return `特殊形状×${sk[0]}T`;
  2414. }
  2415. },
  2416. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2417. function:cards=>{
  2418. const searchTypeArray = [238];
  2419. return cards.filter(card=>{
  2420. const skill = getCardActiveSkill(card, searchTypeArray);
  2421. return skill;
  2422. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2423. },
  2424. addition:card=>{
  2425. const searchTypeArray = [238];
  2426. const skill = getCardActiveSkill(card, searchTypeArray);
  2427. if (!skill) return;
  2428. const sk = skill.params;
  2429. return `${sk[1]}个×${sk[0]}T`;
  2430. }
  2431. },
  2432. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2433. function:cards=>{
  2434. const searchTypeArray = [239];
  2435. return cards.filter(card=>{
  2436. const skill = getCardActiveSkill(card, searchTypeArray);
  2437. return skill;
  2438. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2439. },
  2440. addition:card=>{
  2441. const searchTypeArray = [239];
  2442. const skill = getCardActiveSkill(card, searchTypeArray);
  2443. if (!skill) return;
  2444. const sk = skill.params;
  2445. const colums = flags(sk[1]), rows = flags(sk[2]);
  2446. const fragment = document.createDocumentFragment();
  2447. if (colums.length)
  2448. fragment.append(`${colums.length}竖`);
  2449. if (rows.length)
  2450. fragment.append(`${rows.length}横`);
  2451. fragment.append(`×${sk[0]}T`);
  2452. return fragment;
  2453. }
  2454. },
  2455. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2456. function:cards=>{
  2457. const searchTypeArray = [244];
  2458. return cards.filter(card=>{
  2459. const skill = getCardActiveSkill(card, searchTypeArray);
  2460. return skill;
  2461. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2462. },
  2463. addition:card=>{
  2464. const searchTypeArray = [244];
  2465. const skill = getCardActiveSkill(card, searchTypeArray);
  2466. if (!skill) return;
  2467. const sk = skill.params;
  2468. if (sk[1])
  2469. return `[7×6]×${sk[0]}T`;
  2470. else
  2471. return `[6×5]×${sk[0]}T`;
  2472. }
  2473. },
  2474. ]},
  2475. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2476. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2477. function:cards=>cards.filter(card=>{
  2478. const searchTypeArray = [172];
  2479. const skill = getCardActiveSkill(card, searchTypeArray);
  2480. return skill;
  2481. })
  2482. },
  2483. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2484. function:cards=>cards.filter(card=>{
  2485. const searchTypeArray = [152];
  2486. const skill = getCardActiveSkill(card, searchTypeArray);
  2487. return skill;
  2488. }),
  2489. addition:lock_Addition
  2490. },
  2491. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2492. function:cards=>cards.filter(card=>{
  2493. const searchTypeArray = [152];
  2494. const skill = getCardActiveSkill(card, searchTypeArray);
  2495. return skill && (skill.params[0] & 63) === 63;
  2496. }),
  2497. addition:lock_Addition
  2498. },
  2499. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2500. function:cards=>{
  2501. const searchTypeArray = [52,91,140];
  2502. return cards.filter(card=>{
  2503. const skill = getCardActiveSkill(card, searchTypeArray);
  2504. return skill;
  2505. });
  2506. },
  2507. addition:card=>{
  2508. const searchTypeArray = [52,91,140];
  2509. const skill = getCardActiveSkill(card, searchTypeArray);
  2510. if (!skill) return;
  2511. const sk = skill.params;
  2512. let attrs = [];
  2513. switch (skill.type)
  2514. {
  2515. case 52:{
  2516. attrs.push(sk[0]); break;
  2517. }
  2518. case 91:{
  2519. attrs = sk.slice(0,-1); break;
  2520. }
  2521. case 140:{
  2522. attrs = flags(sk[0]); break;
  2523. }
  2524. }
  2525. const fragment = document.createDocumentFragment();
  2526. fragment.appendChild(document.createTextNode(`强化`));
  2527. fragment.appendChild(createOrbsList(attrs));
  2528. return fragment;
  2529. }
  2530. },
  2531. ]},
  2532. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2533. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2534. function:cards=>cards.filter(card=>{
  2535. const searchTypeArray = [71];
  2536. const skill = getCardActiveSkill(card, searchTypeArray);
  2537. return skill;
  2538. }),
  2539. addition:boardChange_Addition
  2540. },
  2541. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2542. function:cards=>cards.filter(card=>{
  2543. const searchTypeArray = [71];
  2544. const skill = getCardActiveSkill(card, searchTypeArray);
  2545. return boardChange_ColorTypes(skill).length == 1;
  2546. }),
  2547. addition:boardChange_Addition
  2548. },
  2549. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2550. function:cards=>cards.filter(card=>{
  2551. const searchTypeArray = [71];
  2552. const skill = getCardActiveSkill(card, searchTypeArray);
  2553. return boardChange_ColorTypes(skill).length == 2;
  2554. }),
  2555. addition:boardChange_Addition
  2556. },
  2557. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2558. function:cards=>cards.filter(card=>{
  2559. const searchTypeArray = [71];
  2560. const skill = getCardActiveSkill(card, searchTypeArray);
  2561. return boardChange_ColorTypes(skill).length == 3;
  2562. }),
  2563. addition:boardChange_Addition
  2564. },
  2565. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2566. function:cards=>cards.filter(card=>{
  2567. const searchTypeArray = [71];
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return boardChange_ColorTypes(skill).length == 4;
  2570. }),
  2571. addition:boardChange_Addition
  2572. },
  2573. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2574. function:cards=>cards.filter(card=>{
  2575. const searchTypeArray = [71];
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. return boardChange_ColorTypes(skill).length == 5;
  2578. }),
  2579. addition:boardChange_Addition
  2580. },
  2581. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2582. function:cards=>cards.filter(card=>{
  2583. const searchTypeArray = [71];
  2584. const skill = getCardActiveSkill(card, searchTypeArray);
  2585. return boardChange_ColorTypes(skill).length >= 6;
  2586. }),
  2587. addition:boardChange_Addition
  2588. },
  2589. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2590. function:cards=>cards.filter(card=>{
  2591. const searchTypeArray = [71];
  2592. const skill = getCardActiveSkill(card, searchTypeArray);
  2593. return boardChange_ColorTypes(skill).includes(0);
  2594. }),
  2595. addition:boardChange_Addition
  2596. },
  2597. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [71];
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return boardChange_ColorTypes(skill).includes(1);
  2602. }),
  2603. addition:boardChange_Addition
  2604. },
  2605. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2606. function:cards=>cards.filter(card=>{
  2607. const searchTypeArray = [71];
  2608. const skill = getCardActiveSkill(card, searchTypeArray);
  2609. return boardChange_ColorTypes(skill).includes(2);
  2610. }),
  2611. addition:boardChange_Addition
  2612. },
  2613. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2614. function:cards=>cards.filter(card=>{
  2615. const searchTypeArray = [71];
  2616. const skill = getCardActiveSkill(card, searchTypeArray);
  2617. return boardChange_ColorTypes(skill).includes(3);
  2618. }),
  2619. addition:boardChange_Addition
  2620. },
  2621. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2622. function:cards=>cards.filter(card=>{
  2623. const searchTypeArray = [71];
  2624. const skill = getCardActiveSkill(card, searchTypeArray);
  2625. return boardChange_ColorTypes(skill).includes(4);
  2626. }),
  2627. addition:boardChange_Addition
  2628. },
  2629. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2630. function:cards=>cards.filter(card=>{
  2631. const searchTypeArray = [71];
  2632. const skill = getCardActiveSkill(card, searchTypeArray);
  2633. return boardChange_ColorTypes(skill).includes(5);
  2634. }),
  2635. addition:boardChange_Addition
  2636. },
  2637. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2638. function:cards=>cards.filter(card=>{
  2639. const searchTypeArray = [71];
  2640. const skill = getCardActiveSkill(card, searchTypeArray);
  2641. const colors = boardChange_ColorTypes(skill);
  2642. return colors.includes(6)
  2643. || colors.includes(7)
  2644. || colors.includes(8)
  2645. || colors.includes(9);
  2646. }),
  2647. addition:boardChange_Addition
  2648. },
  2649. ]},
  2650. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2651. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2652. function:cards=>cards.filter(card=>{
  2653. const searchTypeArray = [9,20,154];
  2654. const skills = getCardActiveSkills(card, searchTypeArray);
  2655. if (!skills.length) return false;
  2656. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2657. return parsedSkills.some(p=>p.to.includes(0));
  2658. }),
  2659. addition:changeOrbs_Addition
  2660. },
  2661. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2662. function:cards=>cards.filter(card=>{
  2663. const searchTypeArray = [9,20,154];
  2664. const skills = getCardActiveSkills(card, searchTypeArray);
  2665. if (!skills.length) return false;
  2666. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2667. return parsedSkills.some(p=>p.to.includes(1));
  2668. }),
  2669. addition:changeOrbs_Addition
  2670. },
  2671. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2672. function:cards=>cards.filter(card=>{
  2673. const searchTypeArray = [9,20,154];
  2674. const skills = getCardActiveSkills(card, searchTypeArray);
  2675. if (!skills.length) return false;
  2676. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2677. return parsedSkills.some(p=>p.to.includes(2));
  2678. }),
  2679. addition:changeOrbs_Addition
  2680. },
  2681. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2682. function:cards=>cards.filter(card=>{
  2683. const searchTypeArray = [9,20,154];
  2684. const skills = getCardActiveSkills(card, searchTypeArray);
  2685. if (!skills.length) return false;
  2686. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2687. return parsedSkills.some(p=>p.to.includes(3));
  2688. }),
  2689. addition:changeOrbs_Addition
  2690. },
  2691. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2692. function:cards=>cards.filter(card=>{
  2693. const searchTypeArray = [9,20,154];
  2694. const skills = getCardActiveSkills(card, searchTypeArray);
  2695. if (!skills.length) return false;
  2696. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2697. return parsedSkills.some(p=>p.to.includes(4));
  2698. }),
  2699. addition:changeOrbs_Addition
  2700. },
  2701. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2702. function:cards=>cards.filter(card=>{
  2703. const searchTypeArray = [9,20,154];
  2704. const skills = getCardActiveSkills(card, searchTypeArray);
  2705. if (!skills.length) return false;
  2706. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2707. return parsedSkills.some(p=>p.to.includes(5));
  2708. }),
  2709. addition:changeOrbs_Addition
  2710. },
  2711. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2712. function:cards=>cards.filter(card=>{
  2713. const searchTypeArray = [9,20,154];
  2714. const skills = getCardActiveSkills(card, searchTypeArray);
  2715. if (!skills.length) return false;
  2716. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2717. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2718. }),
  2719. addition:changeOrbs_Addition
  2720. },
  2721. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2722. function:cards=>cards.filter(card=>{
  2723. const searchTypeArray = [9,20,154];
  2724. const skills = getCardActiveSkills(card, searchTypeArray);
  2725. if (!skills.length) return false;
  2726. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2727. return parsedSkills.some(p=>p.from.includes(0));
  2728. }),
  2729. addition:changeOrbs_Addition
  2730. },
  2731. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2732. function:cards=>cards.filter(card=>{
  2733. const searchTypeArray = [9,20,154];
  2734. const skills = getCardActiveSkills(card, searchTypeArray);
  2735. if (!skills.length) return false;
  2736. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2737. return parsedSkills.some(p=>p.from.includes(1));
  2738. }),
  2739. addition:changeOrbs_Addition
  2740. },
  2741. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2742. function:cards=>cards.filter(card=>{
  2743. const searchTypeArray = [9,20,154];
  2744. const skills = getCardActiveSkills(card, searchTypeArray);
  2745. if (!skills.length) return false;
  2746. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2747. return parsedSkills.some(p=>p.from.includes(2));
  2748. }),
  2749. addition:changeOrbs_Addition
  2750. },
  2751. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2752. function:cards=>cards.filter(card=>{
  2753. const searchTypeArray = [9,20,154];
  2754. const skills = getCardActiveSkills(card, searchTypeArray);
  2755. if (!skills.length) return false;
  2756. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2757. return parsedSkills.some(p=>p.from.includes(3));
  2758. }),
  2759. addition:changeOrbs_Addition
  2760. },
  2761. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2762. function:cards=>cards.filter(card=>{
  2763. const searchTypeArray = [9,20,154];
  2764. const skills = getCardActiveSkills(card, searchTypeArray);
  2765. if (!skills.length) return false;
  2766. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2767. return parsedSkills.some(p=>p.from.includes(4));
  2768. }),
  2769. addition:changeOrbs_Addition
  2770. },
  2771. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2772. function:cards=>cards.filter(card=>{
  2773. const searchTypeArray = [9,20,154];
  2774. const skills = getCardActiveSkills(card, searchTypeArray);
  2775. if (!skills.length) return false;
  2776. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2777. return parsedSkills.some(p=>p.from.includes(5));
  2778. }),
  2779. addition:changeOrbs_Addition
  2780. },
  2781. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2782. function:cards=>cards.filter(card=>{
  2783. const searchTypeArray = [9,20,154];
  2784. const skills = getCardActiveSkills(card, searchTypeArray);
  2785. if (!skills.length) return false;
  2786. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2787. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2788. }),
  2789. addition:changeOrbs_Addition
  2790. },
  2791. ]},
  2792. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2793. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2794. function:cards=>cards.filter(card=>{
  2795. function is30(sk)
  2796. {
  2797. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2798. }
  2799. const searchTypeArray = [141];
  2800. const skill = getCardActiveSkill(card, searchTypeArray);
  2801. return skill && is30(skill.params);
  2802. }),
  2803. addition:generateOrbs_Addition
  2804. },
  2805. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2806. function:cards=>cards.filter(card=>{
  2807. function is1515(sk)
  2808. {
  2809. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2810. }
  2811. const searchTypeArray = [141];
  2812. const skill = getCardActiveSkill(card, searchTypeArray);
  2813. return skill && is1515(skill.params);
  2814. }),
  2815. addition:generateOrbs_Addition
  2816. },
  2817. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2818. function:cards=>cards.filter(card=>{
  2819. const gens = generateOrbsParse(card);
  2820. return gens.some(gen=>gen.to.includes(0));
  2821. }),
  2822. addition:generateOrbs_Addition
  2823. },
  2824. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2825. function:cards=>cards.filter(card=>{
  2826. const gens = generateOrbsParse(card);
  2827. return gens.some(gen=>gen.to.includes(1));
  2828. }),
  2829. addition:generateOrbs_Addition
  2830. },
  2831. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2832. function:cards=>cards.filter(card=>{
  2833. const gens = generateOrbsParse(card);
  2834. return gens.some(gen=>gen.to.includes(2));
  2835. }),
  2836. addition:generateOrbs_Addition
  2837. },
  2838. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2839. function:cards=>cards.filter(card=>{
  2840. const gens = generateOrbsParse(card);
  2841. return gens.some(gen=>gen.to.includes(3));
  2842. }),
  2843. addition:generateOrbs_Addition
  2844. },
  2845. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2846. function:cards=>cards.filter(card=>{
  2847. const gens = generateOrbsParse(card);
  2848. return gens.some(gen=>gen.to.includes(4));
  2849. }),
  2850. addition:generateOrbs_Addition
  2851. },
  2852. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2853. function:cards=>cards.filter(card=>{
  2854. const gens = generateOrbsParse(card);
  2855. return gens.some(gen=>gen.to.includes(5));
  2856. }),
  2857. addition:generateOrbs_Addition
  2858. },
  2859. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2860. function:cards=>cards.filter(card=>{
  2861. const gens = generateOrbsParse(card);
  2862. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2863. }),
  2864. addition:generateOrbs_Addition
  2865. },
  2866. ]},
  2867. {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: [
  2868. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2869. function:cards=>cards.filter(card=>{
  2870. const searchTypeArray = [176];
  2871. const skill = getCardActiveSkill(card, searchTypeArray);
  2872. return skill;
  2873. })
  2874. },
  2875. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2876. function:cards=>cards.filter(card=>{
  2877. function is3x3(sk)
  2878. {
  2879. for (let si=0;si<3;si++)
  2880. {
  2881. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2882. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2883. (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)
  2884. (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)
  2885. )
  2886. return true;
  2887. }
  2888. return false;
  2889. }
  2890. const searchTypeArray = [176];
  2891. const skill = getCardActiveSkill(card, searchTypeArray);
  2892. return skill && is3x3(skill.params);
  2893. }),
  2894. addition:card=>{
  2895. const searchTypeArray = [176];
  2896. const skill = getCardActiveSkill(card, searchTypeArray);
  2897. if (!skill) return;
  2898. const sk = skill.params;
  2899. const fragment = document.createDocumentFragment();
  2900. fragment.appendChild(document.createTextNode(`3×3`));
  2901. fragment.appendChild(createOrbsList(sk[5]));
  2902. return fragment;
  2903. }
  2904. },
  2905. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2906. function:cards=>cards.filter(card=>{
  2907. const searchTypeArray = [127];
  2908. const skill = getCardActiveSkill(card, searchTypeArray);
  2909. return skill;
  2910. }),
  2911. addition:generateColumnOrbs_Addition
  2912. },
  2913. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2914. function:cards=>cards.filter(card=>{
  2915. function isHeart(sk)
  2916. {
  2917. for (let i=1;i<sk.length;i+=2)
  2918. {
  2919. if (sk[i] & 32)
  2920. {
  2921. return true;
  2922. }
  2923. }
  2924. }
  2925. const searchTypeArray = [127];
  2926. const skill = getCardActiveSkill(card, searchTypeArray);
  2927. return skill && isHeart(skill.params);
  2928. }),
  2929. addition:generateColumnOrbs_Addition
  2930. },
  2931. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2932. function:cards=>cards.filter(card=>{
  2933. const searchTypeArray = [128];
  2934. const skill = getCardActiveSkill(card, searchTypeArray);
  2935. return skill;
  2936. }),
  2937. addition:generateRowOrbs_Addition
  2938. },
  2939. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2940. function:cards=>cards.filter(card=>{
  2941. const searchTypeArray = [128];
  2942. const skill = getCardActiveSkill(card, searchTypeArray);
  2943. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2944. }),
  2945. addition:generateRowOrbs_Addition
  2946. },
  2947. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2948. function:cards=>cards.filter(card=>{
  2949. const searchTypeArray = [128];
  2950. const skill = getCardActiveSkill(card, searchTypeArray);
  2951. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2952. }),
  2953. addition:generateRowOrbs_Addition
  2954. },
  2955. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2956. function:cards=>cards.filter(card=>{
  2957. const searchTypeArray = [128];
  2958. const skill = getCardActiveSkill(card, searchTypeArray);
  2959. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2960. }),
  2961. addition:generateRowOrbs_Addition
  2962. },
  2963. {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)"},
  2964. function:cards=>cards.filter(card=>{
  2965. const searchTypeArray = [128,71,176];
  2966. function isRow(skill)
  2967. {
  2968. const sk = skill.params;
  2969. if (skill.type === 128) //普通横
  2970. {return true;}
  2971. else if (skill.type === 71) //花火
  2972. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2973. else if (skill.type === 176) //特殊形状
  2974. {
  2975. for (let si=0;si<5;si++)
  2976. {
  2977. if ((sk[si] & 63) === 63)
  2978. return true;
  2979. }
  2980. }
  2981. return false;
  2982. }
  2983. const skill = getCardActiveSkill(card, searchTypeArray);
  2984. return skill && isRow(skill);
  2985. })
  2986. },
  2987. ]},
  2988. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2989. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2990. function:cards=>cards.filter(card=>{
  2991. if (card.activeSkillId == 0) return false;
  2992. const skill = Skills[card.activeSkillId];
  2993. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2994. })
  2995. },
  2996. {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)"},
  2997. function:cards=>cards.filter(card=>{
  2998. if (card.activeSkillId == 0) return false;
  2999. const skill = Skills[card.activeSkillId];
  3000. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3001. let realCD = minCD;
  3002. const searchTypeArray = [14];
  3003. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3004. if (subSkill)
  3005. {
  3006. realCD -= subSkill.params[0] * 3;
  3007. }
  3008. return minCD > 1 && realCD <= 4;
  3009. })
  3010. },
  3011. {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)"},
  3012. function:cards=>{
  3013. const searchTypeArray = [5];
  3014. return cards.filter(card=>{
  3015. const skill = getCardActiveSkill(card, searchTypeArray);
  3016. return skill;
  3017. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3018. },
  3019. addition:card=>{
  3020. const searchTypeArray = [5];
  3021. const skill = getCardActiveSkill(card, searchTypeArray);
  3022. const value = skill.params[0];
  3023. return `时停${value}s`;
  3024. }
  3025. },
  3026. {
  3027. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3028. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3029. },
  3030. {
  3031. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3032. function:cards=>cards.filter(card=>{
  3033. let skType = Skills[card.activeSkillId].type;
  3034. return skType == 232 || skType == 233;
  3035. })
  3036. },
  3037. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3038. function:cards=>cards.filter(card=>{
  3039. const searchTypeArray = [225];
  3040. const skill = getCardActiveSkill(card, searchTypeArray);
  3041. return skill;
  3042. }),
  3043. addition:card=>{
  3044. const searchTypeArray = [225];
  3045. const skill = getCardActiveSkill(card, searchTypeArray);
  3046. if (!skill) return;
  3047. const sk = skill.params;
  3048. let strArr = [];
  3049. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3050. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3051. return `HP ${strArr.join(" ")}`;
  3052. }
  3053. },
  3054. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3055. function:cards=>cards.filter(card=>{
  3056. const searchTypeArray = [234];
  3057. const skill = getCardActiveSkill(card, searchTypeArray);
  3058. return skill;
  3059. }),
  3060. addition:card=>{
  3061. const searchTypeArray = [234];
  3062. const skill = getCardActiveSkill(card, searchTypeArray);
  3063. if (!skill) return;
  3064. const sk = skill.params;
  3065. let strArr = [];
  3066. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3067. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3068. return `层 ${strArr.join(" ")}`;
  3069. }
  3070. },
  3071. ]},
  3072. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3073. ]},
  3074. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3075. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3076. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3077. },
  3078. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3079. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3080. },
  3081. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3082. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3083. },
  3084. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3085. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3086. },
  3087. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3088. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3089. },
  3090. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3091. function:cards=>cards.filter(card=>{
  3092. const searchTypeArray = [151,209];
  3093. const skill = getCardLeaderSkill(card, searchTypeArray);
  3094. return skill;
  3095. })
  3096. },
  3097. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3098. function:cards=>cards.filter(card=>{
  3099. const searchTypeArray = [157];
  3100. const skill = getCardLeaderSkill(card, searchTypeArray);
  3101. return skill;
  3102. })
  3103. },
  3104. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3105. function:cards=>cards.filter(card=>{
  3106. const searchTypeArray = [177];
  3107. const skill = getCardLeaderSkill(card, searchTypeArray);
  3108. return skill?.params[5];
  3109. })
  3110. },
  3111. ]},
  3112. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3113. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3114. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3115. },
  3116. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3117. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3118. },
  3119. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3120. function:cards=>cards.filter(card=>{
  3121. const searchTypeArray = [162,186];
  3122. const skill = getCardLeaderSkill(card, searchTypeArray);
  3123. return skill;
  3124. })
  3125. },
  3126. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3127. function:cards=>cards.filter(card=>{
  3128. const searchTypeArray = [163,177];
  3129. const skill = getCardLeaderSkill(card, searchTypeArray);
  3130. return skill;
  3131. })
  3132. },
  3133. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3134. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3135. },
  3136. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3137. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3138. },
  3139. {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)"},
  3140. function:cards=>{
  3141. const searchTypeArray = [158];
  3142. return cards.filter(card=>{
  3143. const skill = getCardLeaderSkill(card, searchTypeArray);
  3144. return skill;
  3145. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3146. },
  3147. addition:card=>{
  3148. const searchTypeArray = [158];
  3149. const skill = getCardLeaderSkill(card, searchTypeArray);
  3150. const value = skill.params[0];
  3151. return `≥${value}珠`;
  3152. }
  3153. },
  3154. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3155. function:cards=>cards.filter(card=>{
  3156. const searchTypeArray = [125];
  3157. const skill = getCardLeaderSkill(card, searchTypeArray);
  3158. return skill;
  3159. }),
  3160. addition:card=>{
  3161. const searchTypeArray = [125];
  3162. const skill = getCardLeaderSkill(card, searchTypeArray);
  3163. if (!skill) return;
  3164. const sk = skill.params;
  3165. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3166. }
  3167. },
  3168. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3169. function:cards=>cards.filter(card=>{
  3170. const searchTypeArray = [175];
  3171. const skill = getCardLeaderSkill(card, searchTypeArray);
  3172. return skill;
  3173. }),
  3174. addition:card=>{
  3175. const searchTypeArray = [175];
  3176. const skill = getCardLeaderSkill(card, searchTypeArray);
  3177. if (!skill) return;
  3178. const sk = skill.params;
  3179. return `合作:${sk[0]}`;
  3180. }
  3181. },
  3182. {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"},
  3183. function:cards=>cards.filter(card=>{
  3184. const searchTypeArray = [203];
  3185. const skill = getCardLeaderSkill(card, searchTypeArray);
  3186. return skill;
  3187. })
  3188. },
  3189. {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"},
  3190. function:cards=>cards.filter(card=>{
  3191. const searchTypeArray = [229];
  3192. const skill = getCardLeaderSkill(card, searchTypeArray);
  3193. return skill;
  3194. }),
  3195. addition:card=>{
  3196. const searchTypeArray = [229];
  3197. const skill = getCardLeaderSkill(card, searchTypeArray);
  3198. if (!skill) return;
  3199. const sk = skill.params;
  3200. const attrs = flags(sk[0]), types = flags(sk[1]);
  3201. const fragment = document.createDocumentFragment();
  3202. if (attrs.length)
  3203. fragment.appendChild(createOrbsList(attrs));
  3204. if (types.length)
  3205. fragment.appendChild(createTypesList(types));
  3206. return fragment;
  3207. }
  3208. },
  3209. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3210. function:cards=>cards.filter(card=>{
  3211. const searchTypeArray = [217];
  3212. const skill = getCardLeaderSkill(card, searchTypeArray);
  3213. return skill;
  3214. }),
  3215. addition:card=>{
  3216. const searchTypeArray = [217];
  3217. const skill = getCardLeaderSkill(card, searchTypeArray);
  3218. if (!skill) return;
  3219. const sk = skill.params;
  3220. return `★≤${sk[0]}`;
  3221. }
  3222. },
  3223. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3224. function:cards=>cards.filter(card=>{
  3225. const searchTypeArray = [245];
  3226. const skill = getCardLeaderSkill(card, searchTypeArray);
  3227. return skill;
  3228. }),
  3229. addition:card=>{
  3230. const searchTypeArray = [245];
  3231. const skill = getCardLeaderSkill(card, searchTypeArray);
  3232. if (!skill) return;
  3233. const sk = skill.params;
  3234. switch (sk[0]) {
  3235. case -1:
  3236. return `★各不相同`;
  3237. case -2:
  3238. return `★全部相同`;
  3239. default:
  3240. return `★全为${sk[0]}`;
  3241. }
  3242. }
  3243. },
  3244. ]},
  3245. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3246. {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)"},
  3247. function:cards=>{
  3248. return cards.filter(card=>{
  3249. return getSkillFixedDamage(card) > 0;
  3250. }).sort((a,b)=>{
  3251. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3252. return a_pC - b_pC;
  3253. });
  3254. },
  3255. addition:card=>{
  3256. const value = getSkillFixedDamage(card);
  3257. if (value <= 0 ) return;
  3258. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3259. let skill;
  3260. if (skill = getCardLeaderSkill(card, [235])) {
  3261. nodeArr.push("/");
  3262. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3263. nodeArr.push(`×${skill.params[2]}`);
  3264. }
  3265. return nodeArr.nodeJoin();
  3266. }
  3267. },
  3268. {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)"},
  3269. function:cards=>{
  3270. return cards.filter(card=>{
  3271. return getSkillAddCombo(card) > 0;
  3272. }).sort((a,b)=>{
  3273. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3274. return a_pC - b_pC;
  3275. });
  3276. },
  3277. addition:card=>{
  3278. const value = getSkillAddCombo(card);
  3279. if (value <= 0 ) return;
  3280. let nodeArr = [`+${value.bigNumberToString()}C`];
  3281. let skill;
  3282. if (skill = getCardLeaderSkill(card, [210])) {
  3283. nodeArr.push("/十字");
  3284. } else if (skill = getCardLeaderSkill(card, [235])) {
  3285. nodeArr.push("/");
  3286. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3287. nodeArr.push(`×${skill.params[2]}`);
  3288. }
  3289. return nodeArr.nodeJoin();
  3290. }
  3291. },
  3292. {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)"},
  3293. function:cards=>{
  3294. const searchTypeArray = [15,185];
  3295. return cards.filter(card=>{
  3296. const skill = getCardLeaderSkill(card, searchTypeArray);
  3297. return skill;
  3298. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3299. },
  3300. addition:card=>{
  3301. const searchTypeArray = [15,185];
  3302. const skill = getCardLeaderSkill(card, searchTypeArray);
  3303. if (!skill) return;
  3304. const value = skill.params[0];
  3305. return `${value > 0 ? "+" : ""}${value/100}s`;
  3306. }
  3307. },
  3308. {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)"},
  3309. function:cards=>{
  3310. const searchTypeArray = [178];
  3311. return cards.filter(card=>{
  3312. const skill = getCardLeaderSkill(card, searchTypeArray);
  3313. return skill;
  3314. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3315. },
  3316. addition:card=>{
  3317. const searchTypeArray = [178];
  3318. const skill = getCardLeaderSkill(card, searchTypeArray);
  3319. if (!skill) return;
  3320. const value = skill.params[0];
  3321. return `固定${value}s`;
  3322. }
  3323. },
  3324. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3325. function:cards=>cards.filter(card=>{
  3326. const searchTypeArray = [213];
  3327. const skill = getCardLeaderSkill(card, searchTypeArray);
  3328. return skill;
  3329. }),
  3330. addition:card=>{
  3331. const searchTypeArray = [213];
  3332. const skill = getCardLeaderSkill(card, searchTypeArray);
  3333. if (!skill) return;
  3334. const sk = skill.params;
  3335. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3336. const fragment = document.createDocumentFragment();
  3337. if (attrs.length)
  3338. fragment.appendChild(createOrbsList(attrs));
  3339. if (types.length)
  3340. fragment.appendChild(createTypesList(types));
  3341. fragment.appendChild(document.createTextNode(`:+`));
  3342. if (awakenings.length)
  3343. fragment.appendChild(creatAwokenList(awakenings));
  3344. return fragment;
  3345. }
  3346. },
  3347. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3348. function:cards=>{
  3349. const searchTypeArray = [12];
  3350. return cards.filter(card=>{
  3351. const skill = getCardLeaderSkill(card, searchTypeArray);
  3352. return skill;
  3353. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3354. },
  3355. addition:card=>{
  3356. const searchTypeArray = [12];
  3357. const skill = getCardLeaderSkill(card, searchTypeArray);
  3358. const value = skill.params[0];
  3359. return `攻击×${(value/100).bigNumberToString()}倍`;
  3360. }
  3361. },
  3362. {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)"},
  3363. function:cards=>{
  3364. const searchTypeArray = [13];
  3365. return cards.filter(card=>{
  3366. const skill = getCardLeaderSkill(card, searchTypeArray);
  3367. return skill;
  3368. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3369. },
  3370. addition:card=>{
  3371. const searchTypeArray = [13];
  3372. const skill = getCardLeaderSkill(card, searchTypeArray);
  3373. const value = skill.params[0];
  3374. return `回复×${(value/100).bigNumberToString()}倍`;
  3375. }
  3376. },
  3377. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3378. function:cards=>{
  3379. const searchTypeArray = [198];
  3380. return cards.filter(card=>{
  3381. const skill = getCardLeaderSkill(card, searchTypeArray);
  3382. return skill && skill.params[2];
  3383. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3384. },
  3385. addition:card=>{
  3386. const searchTypeArray = [198];
  3387. const skill = getCardLeaderSkill(card, searchTypeArray);
  3388. const sk = skill.params;
  3389. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3390. }
  3391. },
  3392. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3393. function:cards=>{
  3394. const searchTypeArray = [198];
  3395. return cards.filter(card=>{
  3396. const skill = getCardLeaderSkill(card, searchTypeArray);
  3397. return skill && skill.params[3];
  3398. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3399. },
  3400. addition:card=>{
  3401. const searchTypeArray = [198];
  3402. const skill = getCardLeaderSkill(card, searchTypeArray);
  3403. const sk = skill.params;
  3404. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3405. }
  3406. },
  3407. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3408. function:cards=>{
  3409. const searchTypeArray = [41];
  3410. return cards.filter(card=>{
  3411. const skill = getCardLeaderSkill(card, searchTypeArray);
  3412. return skill;
  3413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3414. },
  3415. addition:card=>{
  3416. const searchTypeArray = [41];
  3417. const skill = getCardLeaderSkill(card, searchTypeArray);
  3418. const sk = skill.params;
  3419. const fragment = document.createDocumentFragment();
  3420. fragment.appendChild(createOrbsList(sk[2] || 0));
  3421. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3422. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3423. return fragment;
  3424. }
  3425. },
  3426. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3427. function:cards=>cards.filter(card=>{
  3428. const searchTypeArray = [197];
  3429. const skill = getCardLeaderSkill(card, searchTypeArray);
  3430. return skill;
  3431. })
  3432. },
  3433. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3434. function:cards=>{
  3435. const searchTypeArray = [14];
  3436. return cards.filter(card=>{
  3437. const skill = getCardLeaderSkill(card, searchTypeArray);
  3438. return skill;
  3439. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3440. },
  3441. addition:card=>{
  3442. const searchTypeArray = [14];
  3443. const skill = getCardLeaderSkill(card, searchTypeArray);
  3444. const value = skill.params[0];
  3445. return `HP≥${value}%`;
  3446. }
  3447. },
  3448. {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)"},
  3449. function:cards=>{
  3450. const searchTypeArray = [53];
  3451. return cards.filter(card=>{
  3452. const skill = getCardLeaderSkill(card, searchTypeArray);
  3453. return skill;
  3454. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3455. },
  3456. addition:card=>{
  3457. const searchTypeArray = [53];
  3458. const skill = getCardLeaderSkill(card, searchTypeArray);
  3459. const sk = skill.params;
  3460. return `掉率x${sk[0]/100}`;
  3461. }
  3462. },
  3463. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3464. function:cards=>{
  3465. const searchTypeArray = [54];
  3466. return cards.filter(card=>{
  3467. const skill = getCardLeaderSkill(card, searchTypeArray);
  3468. return skill;
  3469. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3470. },
  3471. addition:card=>{
  3472. const searchTypeArray = [54];
  3473. const skill = getCardLeaderSkill(card, searchTypeArray);
  3474. const sk = skill.params;
  3475. return `金币x${sk[0]/100}`;
  3476. }
  3477. },
  3478. {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)"},
  3479. function:cards=>{
  3480. const searchTypeArray = [148];
  3481. return cards.filter(card=>{
  3482. const skill = getCardLeaderSkill(card, searchTypeArray);
  3483. return skill;
  3484. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3485. },
  3486. addition:card=>{
  3487. const searchTypeArray = [148];
  3488. const skill = getCardLeaderSkill(card, searchTypeArray);
  3489. const sk = skill.params;
  3490. return `经验x${sk[0]/100}`;
  3491. }
  3492. },
  3493. ]},
  3494. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3495. {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)"},
  3496. function:cards=>cards.filter(card=>{
  3497. const skill = Skills[card.leaderSkillId];
  3498. const HPscale = getHPScale(skill);
  3499. return HPscale >= 3;
  3500. }).sort(sortByHPScal),
  3501. addition: HPScal_Addition
  3502. },
  3503. {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)"},
  3504. function:cards=>cards.filter(card=>{
  3505. const skill = Skills[card.leaderSkillId];
  3506. const HPscale = getHPScale(skill);
  3507. return HPscale >= 2 && HPscale < 3;
  3508. }).sort(sortByHPScal),
  3509. addition: HPScal_Addition
  3510. },
  3511. {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)"},
  3512. function:cards=>cards.filter(card=>{
  3513. const skill = Skills[card.leaderSkillId];
  3514. const HPscale = getHPScale(skill);
  3515. return HPscale >= 1.5 && HPscale < 2;
  3516. }).sort(sortByHPScal),
  3517. addition: HPScal_Addition
  3518. },
  3519. {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)"},
  3520. function:cards=>cards.filter(card=>{
  3521. const skill = Skills[card.leaderSkillId];
  3522. const HPscale = getHPScale(skill);
  3523. return HPscale > 1 && HPscale < 1.5;
  3524. }).sort(sortByHPScal),
  3525. addition: HPScal_Addition
  3526. },
  3527. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3528. function:cards=>cards.filter(card=>{
  3529. const skill = Skills[card.leaderSkillId];
  3530. const HPscale = getHPScale(skill);
  3531. return HPscale === 1;
  3532. }),
  3533. addition: HPScal_Addition
  3534. },
  3535. {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)"},
  3536. function:cards=>cards.filter(card=>{
  3537. const skill = Skills[card.leaderSkillId];
  3538. const HPscale = getHPScale(skill);
  3539. return HPscale < 1;
  3540. }).sort(sortByHPScal),
  3541. addition: HPScal_Addition
  3542. },
  3543. ]},
  3544. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3545. {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)"},
  3546. function:cards=>cards.filter(card=>{
  3547. const skill = Skills[card.leaderSkillId];
  3548. const reduceScale = getReduceScale(skill);
  3549. return reduceScale >= 0.75;
  3550. }).sort(sortByReduceScale),
  3551. addition: ReduceScale_Addition
  3552. },
  3553. {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)"},
  3554. function:cards=>cards.filter(card=>{
  3555. const skill = Skills[card.leaderSkillId];
  3556. const reduceScale = getReduceScale(skill);
  3557. return reduceScale >= 0.5 && reduceScale < 0.75;
  3558. }).sort(sortByReduceScale),
  3559. addition: ReduceScale_Addition
  3560. },
  3561. {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)"},
  3562. function:cards=>cards.filter(card=>{
  3563. const skill = Skills[card.leaderSkillId];
  3564. const reduceScale = getReduceScale(skill);
  3565. return reduceScale >= 0.25 && reduceScale < 0.5;
  3566. }).sort(sortByReduceScale),
  3567. addition: ReduceScale_Addition
  3568. },
  3569. {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)"},
  3570. function:cards=>cards.filter(card=>{
  3571. const skill = Skills[card.leaderSkillId];
  3572. const reduceScale = getReduceScale(skill);
  3573. return reduceScale > 0 && reduceScale < 0.25;
  3574. }).sort(sortByReduceScale),
  3575. addition: ReduceScale_Addition
  3576. },
  3577. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3578. function:cards=>cards.filter(card=>{
  3579. const skill = Skills[card.leaderSkillId];
  3580. const reduceScale = getReduceScale(skill);
  3581. return reduceScale === 0;
  3582. })
  3583. },
  3584. {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"},
  3585. function:cards=>cards.filter(card=>{
  3586. const skill = Skills[card.leaderSkillId];
  3587. return getReduceScale(skill, true) > 0;
  3588. })
  3589. },
  3590. {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"},
  3591. function:cards=>cards.filter(card=>{
  3592. const skill = Skills[card.leaderSkillId];
  3593. return getReduceScale(skill, undefined, true) > 0;
  3594. })
  3595. },
  3596. {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"},
  3597. function:cards=>cards.filter(card=>{
  3598. const skill = Skills[card.leaderSkillId];
  3599. return getReduceScale(skill, undefined, undefined, true) > 0;
  3600. })
  3601. },
  3602. /*{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%)"},
  3603. function:cards=>cards.filter(card=>{
  3604. const skill = Skills[card.leaderSkillId];
  3605. const reduceScale = getReduceScale(skill);
  3606. return reduceScale>=0.29;
  3607. }).sort(sortByReduceScale)
  3608. },*/
  3609. {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"},
  3610. function:cards=>{
  3611. return cards.filter(card=>{
  3612. const skill = Skills[card.leaderSkillId];
  3613. return getReduceScale_unconditional(skill) > 0;
  3614. }).sort((a,b)=>{
  3615. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3616. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3617. });
  3618. },
  3619. addition:card=>{
  3620. const skill = Skills[card.leaderSkillId];
  3621. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3622. }
  3623. },
  3624. ]},
  3625. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3626. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3627. function:cards=>cards.filter(card=>
  3628. !Array.isArray(card.henshinFrom) &&
  3629. !Array.isArray(card.henshinTo))
  3630. },
  3631. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3632. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3633. },
  3634. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3635. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3636. },
  3637. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3638. function:cards=>cards.filter(card=>{
  3639. const searchTypeArray = [236];
  3640. const skill = getCardActiveSkill(card, searchTypeArray);
  3641. return skill;
  3642. })
  3643. },
  3644. {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)"},
  3645. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3646. },
  3647. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3648. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3649. },
  3650. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3651. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3652. function:cards=>cards.filter(isReincarnated)
  3653. }, //evoBaseId可能为0
  3654. //{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)},
  3655. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3656. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3657. },
  3658. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3659. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3660. },
  3661. ]},
  3662. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3663. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3664. function:cards=>cards.filter(card=>card.is8Latent)
  3665. },
  3666. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3667. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3668. },
  3669. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3670. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3671. },
  3672. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3673. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3674. },
  3675. {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"},
  3676. function:cards=>cards.filter(card=>{
  3677. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3678. if (hasAwokenKiller)
  3679. { //大于2个杀的进行判断
  3680. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3681. { //大于3个杀的直接过
  3682. return true;
  3683. }else
  3684. { //2个杀的
  3685. const isAllowLatent = card.types.filter(i=>
  3686. i>=0 //去掉-1的type
  3687. ).map(type=>
  3688. type_allowable_latent[type] //得到允许打的潜觉杀
  3689. ).some(ls=>
  3690. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3691. );
  3692. return isAllowLatent
  3693. }
  3694. }else
  3695. {
  3696. return false;
  3697. }
  3698. })
  3699. },
  3700. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3701. // function:cards=>cards.filter(card=>{
  3702. // const searchTypeArray = [1000];
  3703. // const skill = getCardActiveSkill(card, searchTypeArray);
  3704. // return skill;
  3705. // })
  3706. // },
  3707. ]},
  3708. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3709. {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)"},
  3710. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3711. },
  3712. {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)"},
  3713. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3714. },
  3715. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3716. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3717. },
  3718. {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"},
  3719. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3720. },
  3721. {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)"},
  3722. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3723. addition:card=>`成长${card.limitBreakIncr}%`
  3724. },
  3725. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3726. function:cards=>cards.filter(card=>card.maxLevel==1)
  3727. },
  3728. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3729. function:cards=>cards.filter(card=>card.sellMP<100)
  3730. },
  3731. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3732. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3733. },
  3734. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3735. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3736. },
  3737. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3738. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3739. },
  3740. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3741. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3742. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3743. },
  3744. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3745. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3746. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3747. },
  3748. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  3749. function:cards=>cards.filter(card=>card.skillBanner)
  3750. },
  3751. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3752. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3753. },
  3754. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3755. function:cards=>cards.filter(card=>card.stacking),
  3756. },
  3757. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3758. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3759. },
  3760. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3761. function:cards=>cards,
  3762. addition:card=>card.name
  3763. },
  3764. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3765. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3766. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3767. },
  3768. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3769. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3770. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3771. },
  3772. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3773. function:cards=>cards,
  3774. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3775. },
  3776. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3777. function:cards=>cards,
  3778. addition:card=>createTypesList(card.types)
  3779. },
  3780. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3781. function:cards=>cards,
  3782. addition:card=>`COST ${card.cost}`
  3783. },
  3784. ]},
  3785. ];
  3786. return functions;
  3787. })();

智龙迷城队伍图制作工具