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script-json_data.js 143 kB

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

智龙迷城队伍图制作工具