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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. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. },
  37. error: {
  38. 0: "Unknown Error",
  39. 1: "Unsupported format",
  40. 2: "No formation data",
  41. 3: "The illegal JSON format",
  42. 4: "The illegal URL format",
  43. },
  44. paddb_success: `Sucess`,
  45. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  46. },
  47. sort_name:{
  48. sort_none: "Nope",
  49. sort_id: "Cards Id",
  50. sort_attrs : "Attribute",
  51. sort_evoRootId: "Cards Evolution Root",
  52. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  53. sort_rarity: "Rarity",
  54. sort_cost: "Cost",
  55. sort_skillLv1: "Maximum Skill Turn",
  56. sort_skillLvMax: "Minimum Skill Turn",
  57. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  58. sort_hpMax120: "Max HP",
  59. sort_atkMax120: "Max ATK",
  60. sort_rcvMax120: "Max RCV",
  61. sort_hpMax120_awoken: "Max HP (+Awoken)",
  62. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  63. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  64. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  65. },
  66. skill_parse: {
  67. skill: {
  68. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  69. unknown: tp`Unkonwn skill type: ${'type'}`,
  70. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  71. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  72. random_skills: tp`Random Activates these skills:${'skills'}`,
  73. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  74. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  75. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  76. damage_enemy_times: tp`${'times'} `,
  77. damage_enemy_count: tp` (${'damage'} in total)`,
  78. //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.
  79. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  80. delay: tp`${'icon'}Delays enemies' next move`,
  81. mass_attack: tp`${'icon'}Mass attacks`,
  82. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  83. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  84. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  85. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  86. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  87. unbind_normal: tp`${'icon'}Bind`,
  88. unbind_awakenings: tp`${'icon'}Awoken bind`,
  89. unbind_matches: tp`${'icon'}Unmatchable orb`,
  90. bind_skill: tp`${'icon'}Unable to use skills`,
  91. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  92. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  93. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  94. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  95. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  96. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  97. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  98. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  99. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  100. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  101. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  102. board_change: tp`Change all orbs to ${'orbs'}`,
  103. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  104. skill_boost_range: tp`~${'turns'}`,
  105. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  106. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  107. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  108. drop_refresh: tp`${'icon'}Replaces all orbs`,
  109. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  110. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  111. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  112. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  113. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  114. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  115. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  116. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  117. orb_thorn: tp`, reduces ${'value'} per encounter`,
  118. attr_absorb: tp`${'icon'}Attribute absorption`,
  119. combo_absorb: tp`${'icon'}Combo absorption`,
  120. damage_absorb: tp`${'icon'}Damage absorption`,
  121. damage_void: tp`${'icon'}Damage void`,
  122. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  123. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  124. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  125. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  126. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  127. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  128. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  129. rate_multiply_drop: tp`${'icon'}Drop rate`,
  130. rate_multiply_coin: tp`${'icon'}Coins`,
  131. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  132. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  133. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  134. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  135. henshin: tp`Transforms into ${'cards'}`,
  136. random_henshin: tp`Random transforms into ${'cards'}`,
  137. void_poison: tp`Voids ${'poison'} damage`,
  138. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  139. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  140. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  141. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  142. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  143. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  144. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  145. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  146. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  147. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  148. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  149. },
  150. power: {
  151. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  152. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  153. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  154. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  155. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  156. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  157. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  158. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  159. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  160. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  161. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  162. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  163. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  164. },
  165. cond: {
  166. unknown: tp`[ Unknown condition ]`,
  167. hp_equal: tp`When ${'hp'} == ${'min'} `,
  168. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  169. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  170. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  171. use_skill: tp`When skills used `,
  172. multi_player: tp`When in Multiplayer Mode `,
  173. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  174. exact_combo: tp`When exactly ${'value'} combos `,
  175. exact_length: tp`exactly of ${'value'} `,
  176. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  177. exact_match_enhanced: tp` orbs including enhanced`,
  178. compo_type_card: tp`When ${'ids'} are all on team, `,
  179. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  180. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  181. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  182. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  183. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  184. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  185. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  186. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  187. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  188. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  189. },
  190. position: {
  191. top: tp`${'pos'} of top rows`,
  192. bottom: tp`${'pos'} of bottom rows`,
  193. left: tp`${'pos'} of left columns`,
  194. right: tp`${'pos'} of right columns`,
  195. random: tp`random location`,
  196. shape: tp`specified location`,
  197. },
  198. value: {
  199. unknown: tp`[ Unknown value: ${'type'}]`, //type
  200. const: tp`${'value'} ${'unit'}`,
  201. const_to: tp`to ${'value'}`,
  202. mul_percent: tp`${'value'}%`,
  203. mul_times: tp`×${'value'}`,
  204. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  205. mul_of_times: tp`${'stats'} ×${'value'}`,
  206. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  207. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  208. prob: tp`${'value'} chance for `,
  209. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  210. size: tp`${'width'}×${'height'}`,
  211. pos: tp`${'x'}×${'y'}`,
  212. },
  213. target: {
  214. unknown: tp`Unkown Target`,
  215. self: tp`card's`,
  216. team: tp`team`,
  217. team_last: tp`the lastest member`,
  218. team_leader: tp`leader`,
  219. sub_members: tp`sub-members`,
  220. leader_self: tp`left leader`,
  221. leader_helper: tp`right leader`,
  222. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  223. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  224. enemy: tp`Enemy`,
  225. enemy_all: tp`all enemys`,
  226. enemy_one: tp`1 enemy`,
  227. enemy_attr: tp`${'attr'} enemy`,
  228. the_attr: tp`attr of the matched Orbs`,
  229. },
  230. stats: {
  231. unknown: tp`[ Unknown: ${'type'}]`, //type
  232. maxhp: tp`${'icon'}Max HP`,
  233. hp: tp`HP`,
  234. chp: tp`current HP`,
  235. atk: tp`ATK`,
  236. rcv: tp`RCV`,
  237. teamhp: tp`Team HP`,
  238. teamatk: tp`Team ${'attrs'} ATK`,
  239. teamrcv: tp`Team RCV`,
  240. cstage: tp`current Stage of Dungeon`,
  241. state_is: tp`${'state'}: ${'num'}`,
  242. },
  243. unit: {
  244. orbs: tp``,
  245. times: tp` times`,
  246. seconds: tp` seconds`,
  247. point: tp` point`,
  248. turns: tp` turns`,
  249. },
  250. word: {
  251. comment: tp`(${'content'}) `,
  252. comma: tp`, `,
  253. semicolon: tp`; `,
  254. slight_pause: tp`, `,
  255. range_hyphen: tp`~`,
  256. in_once: tp`in once `,
  257. evo_type_pixel: tp`Pixel Evo`,
  258. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  259. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  260. affix_attr: tp`${'cotent'} attr.`,
  261. affix_orb: tp`${'cotent'} orbs`,
  262. affix_type: tp`${'cotent'} types`,
  263. affix_awakening: tp`${'cotent'} awoken`,
  264. affix_exclude: tp`, exclude ${'cotent'}`,
  265. each_time: tp`each time `,
  266. different: tp`different`,
  267. same: tp`the same`,
  268. },
  269. attrs: {
  270. [0]: tp`${'icon'}Fire`,
  271. [1]: tp`${'icon'}Water`,
  272. [2]: tp`${'icon'}Wood`,
  273. [3]: tp`${'icon'}Light`,
  274. [4]: tp`${'icon'}Dark`,
  275. [5]: tp`${'icon'}Recover`,
  276. [6]: tp`${'icon'}Null`,
  277. all: tp`All`,
  278. self: tp`${'icon'}Self's Attr`,
  279. fixed: tp`${'icon'}Fixed`,
  280. },
  281. orbs: {
  282. [0]: tp`${'icon'}Fire`,
  283. [1]: tp`${'icon'}Water`,
  284. [2]: tp`${'icon'}Wood`,
  285. [3]: tp`${'icon'}Light`,
  286. [4]: tp`${'icon'}Dark`,
  287. [5]: tp`${'icon'}Heal`,
  288. [6]: tp`${'icon'}Jammer`,
  289. [7]: tp`${'icon'}Poison`,
  290. [8]: tp`${'icon'}Lethal Poison`,
  291. [9]: tp`${'icon'}Bomb`,
  292. enhanced: tp`${'icon'}Enhanced`,
  293. locked: tp`${'icon'}Locked`,
  294. nail: tp`${'icon'}Nail`,
  295. thorn: tp`${'icon'}Thorn`,
  296. _5color: tp`${'icon'}5 Att.`,
  297. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  298. all: tp`All`,
  299. any: tp`Any ${'cotent'}`,
  300. },
  301. board: {
  302. clouds: tp`${'icon'}Clouds`,
  303. immobility: tp`${'icon'}Immobility`,
  304. roulette: tp`${'icon'}Roulette`,
  305. deep_dark: tp`${'icon'}Deep Dark`,
  306. roulette_time: tp`transforms every ${'duration'}`,
  307. roulette_attrs: tp`only ${'orbs'} will appear`,
  308. },
  309. types: {
  310. [0]: tp`${'icon'}Evo Material`,
  311. [1]: tp`${'icon'}Balanced`,
  312. [2]: tp`${'icon'}Physical`,
  313. [3]: tp`${'icon'}Healer`,
  314. [4]: tp`${'icon'}Dragon`,
  315. [5]: tp`${'icon'}God`,
  316. [6]: tp`${'icon'}Attacker`,
  317. [7]: tp`${'icon'}Devil`,
  318. [8]: tp`${'icon'}Machine`,
  319. [9]: tp`${'icon'}Special Protection`,
  320. [12]: tp`${'icon'}Awaken`,
  321. [14]: tp`${'icon'}Enhance Material`,
  322. [15]: tp`${'icon'}Redeemable`,
  323. },
  324. awokens: {
  325. [0]: tp`${'icon'}Unknown awoken`,
  326. [1]: tp`${'icon'}Enhanced HP`,
  327. [2]: tp`${'icon'}Enhanced Attack`,
  328. [3]: tp`${'icon'}Enhanced Recovery`,
  329. [4]: tp`${'icon'}Reduce Fire Damage`,
  330. [5]: tp`${'icon'}Reduce Water Damage`,
  331. [6]: tp`${'icon'}Reduce Wood Damage`,
  332. [7]: tp`${'icon'}Reduce Light Damage`,
  333. [8]: tp`${'icon'}Reduce Dark Damage`,
  334. [9]: tp`${'icon'}Auto-Recover`,
  335. [10]: tp`${'icon'}Resistance-Bind`,
  336. [11]: tp`${'icon'}Resistance-Blind`,
  337. [12]: tp`${'icon'}Resistance-Jammers`,
  338. [13]: tp`${'icon'}Resistance-Poison`,
  339. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  340. [15]: tp`${'icon'}Enhanced Water Orbs`,
  341. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  342. [17]: tp`${'icon'}Enhanced Water Orbs`,
  343. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  344. [19]: tp`${'icon'}Extend Time`,
  345. [20]: tp`${'icon'}Recover Bind`,
  346. [21]: tp`${'icon'}Skill Boost`,
  347. [22]: tp`${'icon'}Enhanced Fire Rows`,
  348. [23]: tp`${'icon'}Enhanced Water Rows`,
  349. [24]: tp`${'icon'}Enhanced Wood Rows`,
  350. [25]: tp`${'icon'}Enhanced Water Rows`,
  351. [26]: tp`${'icon'}Enhanced Dark Rows`,
  352. [27]: tp`${'icon'}Two-Pronged Attack`,
  353. [28]: tp`${'icon'}Resistance-Skill Bind`,
  354. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  355. [30]: tp`${'icon'}Multi Boost`,
  356. [31]: tp`${'icon'}Dragon Killer`,
  357. [32]: tp`${'icon'}God Killer`,
  358. [33]: tp`${'icon'}Devil Killer`,
  359. [34]: tp`${'icon'}Machine Killer`,
  360. [35]: tp`${'icon'}Balanced Killer`,
  361. [36]: tp`${'icon'}Attacker Killer`,
  362. [37]: tp`${'icon'}Physical Killer`,
  363. [38]: tp`${'icon'}Healer Killer`,
  364. [39]: tp`${'icon'}Evo Killer`,
  365. [40]: tp`${'icon'}Awaken Killer`,
  366. [41]: tp`${'icon'}Enhance Killer`,
  367. [42]: tp`${'icon'}Redeemable Killer`,
  368. [43]: tp`${'icon'}Enhanced Combos`,
  369. [44]: tp`${'icon'}Guard Break`,
  370. [45]: tp`${'icon'}Bonus Attack`,
  371. [46]: tp`${'icon'}Enhanced Team HP`,
  372. [47]: tp`${'icon'}Enhanced Team Recovery`,
  373. [48]: tp`${'icon'}Damage Void Piercer`,
  374. [49]: tp`${'icon'}Awoken Assist`,
  375. [50]: tp`${'icon'}Super Bonus Attack`,
  376. [51]: tp`${'icon'}Skill Charge`,
  377. [52]: tp`${'icon'}Resistance-Bind+`,
  378. [53]: tp`${'icon'}Extend Time+`,
  379. [54]: tp`${'icon'}Resistance-Clouds`,
  380. [55]: tp`${'icon'}Resistance-Immobility`,
  381. [56]: tp`${'icon'}Skill Boost+`,
  382. [57]: tp`${'icon'}50% or more HP Enhanced`,
  383. [58]: tp`${'icon'}50% or less HP Enhanced`,
  384. [59]: tp`${'icon'}[L] Heal Matching`,
  385. [60]: tp`${'icon'}[L] Increased Attack`,
  386. [61]: tp`${'icon'}Super Enhanced Combos`,
  387. [62]: tp`${'icon'}Combo Orbs`,
  388. [63]: tp`${'icon'}Skill Voice`,
  389. [64]: tp`${'icon'}Dungeon Bonus`,
  390. [65]: tp`${'icon'}Reduced HP`,
  391. [66]: tp`${'icon'}Reduced Attack`,
  392. [67]: tp`${'icon'}Reduced RCV`,
  393. [68]: tp`${'icon'}Resistance-Blind+`,
  394. [69]: tp`${'icon'}Resistance-Jammers+`,
  395. [70]: tp`${'icon'}Resistance-Poison+`,
  396. [71]: tp`${'icon'}Blessing of Jammers`,
  397. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  398. [73]: tp`${'icon'}Enhanced Fire Combos`,
  399. [74]: tp`${'icon'}Enhanced Water Combos`,
  400. [75]: tp`${'icon'}Enhanced Wood Combos`,
  401. [76]: tp`${'icon'}Enhanced Light Combos`,
  402. [77]: tp`${'icon'}Enhanced Dark Combos`,
  403. [78]: tp`${'icon'}Cross Attack`,
  404. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  405. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  406. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  407. [82]: tp`${'icon'}Super Enhanced Matching`,
  408. [83]: tp`${'icon'}Add Dragon Type`,
  409. [84]: tp`${'icon'}Add God Type`,
  410. [85]: tp`${'icon'}Add Devil Type`,
  411. [86]: tp`${'icon'}Add Machine Type`,
  412. [87]: tp`${'icon'}Add Balanced Type`,
  413. [88]: tp`${'icon'}Add Attacker Type`,
  414. [89]: tp`${'icon'}Add Physical Type`,
  415. [90]: tp`${'icon'}Add Healer Type`,
  416. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  417. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  418. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  419. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  420. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  421. [96]: tp`${'icon'}Two-Pronged Attack+`,
  422. [97]: tp`${'icon'}Skill Charge+`,
  423. [98]: tp`${'icon'}Auto-Recover+`,
  424. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  425. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  426. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  427. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  428. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  429. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  430. [105]: tp`${'icon'}Anti-Skill Boost`,
  431. [106]: tp`${'icon'}Levitation`,
  432. [107]: tp`${'icon'}Enhanced Combos+`,
  433. [108]: tp`${'icon'}[L] Increased Attack+`,
  434. [109]: tp`${'icon'}Damage Void Piercer+`,
  435. [110]: tp`${'icon'}Cross Attack+`,
  436. [111]: tp`${'icon'}Super Enhanced Combos+`,
  437. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  438. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  439. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  440. [115]: tp`${'icon'}Recover Bind+`,
  441. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  442. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  443. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  444. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  445. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  446. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  447. [122]: tp`${'icon'}Enhanced Water Combos+`,
  448. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  449. [124]: tp`${'icon'}Enhanced Light Combos+`,
  450. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  451. [126]: tp`${'icon'}[T] Increased Attack`,
  452. [127]: tp`${'icon'}Enhanced Stats`,
  453. [128]: tp`${'icon'}Yang Protection`,
  454. [129]: tp`${'icon'}Yin Protection`,
  455. [130]: tp`${'icon'}After-Ripening`,
  456. }
  457. },
  458. };
  459. //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
  460. const typekiller_for_type = [
  461. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  462. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  463. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  464. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  465. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  466. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  467. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  468. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  469. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  470. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  471. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  472. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  473. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  474. ];
  475. //类型允许的潜觉杀
  476. typekiller_for_type.forEach(t=>
  477. {
  478. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  479. .map(tn=>
  480. typekiller_for_type.find(_t=>_t.type == tn).latent
  481. );
  482. }
  483. );
  484. const allowable_latent = {
  485. common: [ //一般能打的潜觉
  486. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  487. 28,29,30,31,32,33,34,35,36,37,38
  488. ],
  489. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  490. v120: [42,43,44,45,49], //120才能打的潜觉
  491. needAwoken: [ //需要觉醒才能打的潜觉
  492. {latent:39,awoken:62}, //C珠破吸
  493. {latent:40,awoken:20}, //心横解转转
  494. {latent:41,awoken:27}, //U解禁消
  495. {latent:46,awoken:45}, //心追解云封
  496. {latent:47,awoken:59}, //心L大SB
  497. {latent:48,awoken:60}, //L解禁武器
  498. ]
  499. }
  500. //等效觉醒列表
  501. const equivalent_awoken = [
  502. {small:10,big:52,times:2}, //防封
  503. {small:11,big:68,times:5}, //防暗
  504. {small:12,big:69,times:5}, //防废
  505. {small:13,big:70,times:5}, //防毒
  506. {small:19,big:53,times:2}, //手指
  507. {small:21,big:56,times:2}, //SB
  508. {small:27,big:96,times:2}, //U
  509. {small:51,big:97,times:2}, //5色溜
  510. {small:9,big:98,times:2}, //自回
  511. {small:14,big:99,times:2}, //火+
  512. {small:15,big:100,times:2},//水+
  513. {small:16,big:101,times:2},//木+
  514. {small:17,big:102,times:2},//光+
  515. {small:18,big:103,times:2},//暗+
  516. {small:29,big:104,times:2},//心+
  517. {small:43,big:107,times:2},//7c
  518. {small:60,big:108,times:2},//L
  519. {small:48,big:109,times:2},//破无效
  520. {small:78,big:110,times:2},//十字
  521. {small:61,big:111,times:2},//10c
  522. {small:79,big:112,times:2},//3色
  523. {small:80,big:113,times:2},//4色
  524. {small:81,big:114,times:2},//5色
  525. {small:20,big:115,times:2},//心解
  526. {small:22,big:116,times:3},//火横
  527. {small:23,big:117,times:3},//水横
  528. {small:24,big:118,times:3},//木横
  529. {small:25,big:119,times:3},//光横
  530. {small:26,big:120,times:3},//暗横
  531. {small:73,big:121,times:2},//火串
  532. {small:74,big:122,times:2},//水串
  533. {small:75,big:123,times:2},//木串
  534. {small:76,big:124,times:2},//光串
  535. {small:77,big:125,times:2},//暗串
  536. ];
  537. //官方的觉醒排列顺序
  538. const official_awoken_sorting = [
  539. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  540. 56,107,111, 52, 55, 68, 69, 70, 28,
  541. 19, 48, 27, 78, 60,126, 59, 45, 50,
  542. 53,109, 96,110,108, 79, 80, 81, 51,
  543. 106, 57, 58, 82, 62,112,113,114, 97,
  544. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  545. 99,100,101,102,103,104, 98,115, 71,
  546. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  547. 116,117,118,119,120, 1, 2, 3,127,
  548. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  549. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  550. 121,122,123,124,125, 39, 40, 41, 42,
  551. 91, 92, 93, 94, 95, 65, 66, 67,105,
  552. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  553. 63,128,129,130
  554. ];
  555. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  556. //pdc的徽章对应数字
  557. const pdcBadgeMap = [
  558. {pdf:undefined,pdc:0}, //什么都没有
  559. {pdf:1,pdc:10}, //无限cost
  560. {pdf:2,pdc:12}, //小手指
  561. {pdf:3,pdc:9}, //全体攻击
  562. {pdf:4,pdc:5}, //小回复
  563. {pdf:5,pdc:1}, //小血量
  564. {pdf:6,pdc:3}, //小攻击
  565. {pdf:7,pdc:8}, //SB
  566. {pdf:8,pdc:18}, //队长防封
  567. {pdf:9,pdc:19}, //SX
  568. {pdf:11,pdc:7}, //无天降
  569. {pdf:17,pdc:6}, //大回复
  570. {pdf:18,pdc:2}, //大血量
  571. {pdf:19,pdc:4}, //大攻击
  572. {pdf:20,pdc:null}, //三维
  573. {pdf:21,pdc:13}, //大手指
  574. {pdf:10,pdc:11}, //加经验
  575. {pdf:12,pdc:15}, //墨镜
  576. {pdf:13,pdc:17}, //防废
  577. {pdf:14,pdc:16}, //防毒
  578. {pdf:PAD_PASS_BADGE,pdc:14}, //月卡
  579. ];
  580. //pdc的潜觉对应数字
  581. const pdcLatentMap = [
  582. {pdf:1,pdc:1}, //HP
  583. {pdf:2,pdc:0}, //攻击
  584. {pdf:3,pdc:2}, //回复
  585. {pdf:4,pdc:19}, //手指
  586. {pdf:5,pdc:13}, //自回
  587. {pdf:6,pdc:14}, //火盾
  588. {pdf:7,pdc:15}, //水盾
  589. {pdf:8,pdc:16}, //木盾
  590. {pdf:9,pdc:17}, //光盾
  591. {pdf:10,pdc:18}, //暗盾
  592. {pdf:11,pdc:12}, //防坐
  593. {pdf:12,pdc:3}, //三维
  594. {pdf:13,pdc:35}, //不被换队长
  595. {pdf:13,pdc:47}, //不被换队长 ×1.5
  596. {pdf:14,pdc:37}, //不掉废
  597. {pdf:15,pdc:36}, //不掉毒
  598. {pdf:16,pdc:24}, //进化杀
  599. {pdf:17,pdc:25}, //觉醒杀
  600. {pdf:18,pdc:26}, //强化杀
  601. {pdf:19,pdc:27}, //卖钱杀
  602. {pdf:20,pdc:4}, //神杀
  603. {pdf:21,pdc:5}, //龙杀
  604. {pdf:22,pdc:6}, //恶魔杀
  605. {pdf:23,pdc:7}, //机械杀
  606. {pdf:24,pdc:8}, //平衡杀
  607. {pdf:25,pdc:9}, //攻击杀
  608. {pdf:26,pdc:10}, //体力杀
  609. {pdf:27,pdc:11}, //回复杀
  610. {pdf:28,pdc:20}, //大HP
  611. {pdf:29,pdc:21}, //大攻击
  612. {pdf:30,pdc:22}, //大回复
  613. {pdf:31,pdc:23}, //大手指
  614. {pdf:32,pdc:28}, //大火盾
  615. {pdf:33,pdc:29}, //大水盾
  616. {pdf:34,pdc:30}, //大木盾
  617. {pdf:35,pdc:31}, //大光盾
  618. {pdf:36,pdc:32}, //大暗盾
  619. {pdf:37,pdc:33}, //6色破无效
  620. {pdf:37,pdc:45}, //6色破无效 ×1.5
  621. {pdf:38,pdc:34}, //3色破属吸
  622. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  623. {pdf:39,pdc:40}, //C珠破吸
  624. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  625. {pdf:40,pdc:39}, //心横解转转
  626. {pdf:40,pdc:49}, //心横解转转 ×1.5
  627. {pdf:41,pdc:38}, //U解禁消
  628. {pdf:41,pdc:48}, //U解禁消 ×1.5
  629. {pdf:42,pdc:41}, //伤害上限×2
  630. {pdf:43,pdc:42}, //HP++
  631. {pdf:44,pdc:43}, //攻击++
  632. {pdf:45,pdc:44}, //回复++
  633. {pdf:46,pdc:51}, //心追解云封
  634. {pdf:46,pdc:52}, //心追解云封 ×1.5
  635. {pdf:47,pdc:53}, //心L大SB
  636. {pdf:47,pdc:54}, //心L大SB ×1.5
  637. {pdf:48,pdc:55}, //L解禁武器
  638. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  639. {pdf:49,pdc:57}, //伤害上限×3
  640. ];
  641. //paddb的徽章对应数字
  642. const paddbBadgeMap = [
  643. {pdf:undefined,paddb:0}, //什么都没有
  644. {pdf:1,paddb:1}, //无限cost
  645. {pdf:2,paddb:2}, //小手指
  646. {pdf:3,paddb:3}, //全体攻击
  647. {pdf:4,paddb:4}, //小回复
  648. {pdf:5,paddb:5}, //小血量
  649. {pdf:6,paddb:6}, //小攻击
  650. {pdf:7,paddb:7}, //SB
  651. {pdf:8,paddb:8}, //队长防封
  652. {pdf:9,paddb:9}, //SX
  653. {pdf:11,paddb:14}, //无天降
  654. {pdf:17,paddb:10}, //大回复
  655. {pdf:18,paddb:11}, //大血量
  656. {pdf:19,paddb:12}, //大攻击
  657. {pdf:20,paddb:null}, //三维
  658. {pdf:21,paddb:13}, //大手指
  659. {pdf:10,paddb:18}, //加经验
  660. {pdf:12,paddb:15}, //墨镜
  661. {pdf:13,paddb:16}, //防废
  662. {pdf:14,paddb:17}, //防毒
  663. {pdf:129,paddb:19}, //月卡
  664. ];
  665. //paddb的潜觉对应数字
  666. const paddbLatentMap = [
  667. {pdf:1,paddb:13}, //HP
  668. {pdf:2,paddb:14}, //攻击
  669. {pdf:3,paddb:15}, //回复
  670. {pdf:4,paddb:16}, //手指
  671. {pdf:5,paddb:17}, //自回
  672. {pdf:6,paddb:19}, //火盾
  673. {pdf:7,paddb:20}, //水盾
  674. {pdf:8,paddb:21}, //木盾
  675. {pdf:9,paddb:22}, //光盾
  676. {pdf:10,paddb:23}, //暗盾
  677. {pdf:11,paddb:18}, //防坐
  678. {pdf:12,paddb:27}, //三维
  679. {pdf:13,paddb:38}, //不被换队长
  680. {pdf:14,paddb:37}, //不掉废
  681. {pdf:15,paddb:36}, //不掉毒
  682. {pdf:16,paddb:12}, //进化杀
  683. {pdf:17,paddb:9}, //觉醒杀
  684. {pdf:18,paddb:10}, //强化杀
  685. {pdf:19,paddb:11}, //卖钱杀
  686. {pdf:20,paddb:2}, //神杀
  687. {pdf:21,paddb:1}, //龙杀
  688. {pdf:22,paddb:3}, //恶魔杀
  689. {pdf:23,paddb:4}, //机械杀
  690. {pdf:24,paddb:8}, //平衡杀
  691. {pdf:25,paddb:5}, //攻击杀
  692. {pdf:26,paddb:6}, //体力杀
  693. {pdf:27,paddb:7}, //回复杀
  694. {pdf:28,paddb:24}, //大HP
  695. {pdf:29,paddb:25}, //大攻击
  696. {pdf:30,paddb:26}, //大回复
  697. {pdf:31,paddb:33}, //大手指
  698. {pdf:32,paddb:28}, //大火盾
  699. {pdf:33,paddb:29}, //大水盾
  700. {pdf:34,paddb:30}, //大木盾
  701. {pdf:35,paddb:31}, //大光盾
  702. {pdf:36,paddb:32}, //大暗盾
  703. {pdf:37,paddb:35}, //6色破无效
  704. {pdf:38,paddb:34}, //3色破属吸
  705. {pdf:39,paddb:41}, //C珠破吸
  706. {pdf:40,paddb:40}, //心横解转转
  707. {pdf:41,paddb:39}, //U解禁消
  708. {pdf:42,paddb:42}, //伤害上限×2
  709. {pdf:43,paddb:43}, //HP++
  710. {pdf:44,paddb:44}, //攻击++
  711. {pdf:45,paddb:45}, //回复++
  712. {pdf:46,paddb:46}, //心追解云封
  713. {pdf:47,paddb:47}, //心L大SB
  714. {pdf:48,paddb:48}, //L解禁武器
  715. {pdf:49,paddb:49}, //伤害上限×3
  716. ];
  717. //排序程序列表
  718. const sort_function_list = [
  719. {tag:"sort_none",name:"无",function:()=>0},
  720. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  721. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  722. let num = a.attrs[0] - b.attrs[0];
  723. if (num === 0) num = a.attrs[1] - b.attrs[1];
  724. return num;
  725. }
  726. },
  727. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  728. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  729. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  730. let num = card_a.attrs[0] - card_b.attrs[0];
  731. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  732. return num;
  733. }
  734. },
  735. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  736. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  737. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  738. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  739. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  740. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  741. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  742. }
  743. },
  744. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  745. function getEvoSkill(skill) {
  746. //232为进化后不循环技能,233为循环技能
  747. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  748. else return skill;
  749. }
  750. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  751. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  752. }
  753. },
  754. {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)},
  755. {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)},
  756. {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)},
  757. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  758. {
  759. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  760. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  761. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  762. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  763. return abA - abB;
  764. }
  765. },
  766. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  767. {
  768. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  769. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  770. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  771. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  772. return abA - abB;
  773. }
  774. },
  775. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  776. {
  777. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  778. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  779. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  780. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  781. return abA - abB;
  782. }
  783. },
  784. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  785. {
  786. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  787. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  788. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  789. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  790. return abA - abB;
  791. }
  792. },
  793. ];
  794. //增加特殊搜索模式
  795. const specialSearchFunctions = (function() {
  796. 'use strict';
  797. //返回卡片的队长技能
  798. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  799. {
  800. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  801. }
  802. //返回卡片的技能
  803. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  804. {
  805. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  806. }
  807. //获取血倍率
  808. function getHPScale(ls)
  809. {
  810. const sk = ls.params;
  811. let scale = 1;
  812. switch (ls.type)
  813. {
  814. case 23: case 30: case 62: case 77: case 63: case 65:
  815. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  816. scale = sk[sk.length-1]/100;
  817. break;
  818. case 73: case 76:
  819. case 121: case 129: case 163: case 177: case 186:
  820. case 155:
  821. scale = sk[2]/100;
  822. break;
  823. case 106: case 107: case 108:
  824. scale = sk[0]/100;
  825. break;
  826. case 125:
  827. scale = sk[5]/100;
  828. break;
  829. case 136:
  830. case 137:
  831. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  832. break;
  833. case 158:
  834. scale = sk[4]/100;
  835. break;
  836. case 175:
  837. case 178: case 185:
  838. scale = sk[3]/100;
  839. break;
  840. case 203: case 217:
  841. scale = sk[1]/100;
  842. break;
  843. case 245:
  844. scale = sk[3]/100;
  845. break;
  846. case 138: //调用其他队长技
  847. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  848. break;
  849. default:
  850. }
  851. return scale || 1;
  852. }
  853. //获取盾减伤比例
  854. function getReduceScale(ls, allAttr = false, noHPneed = false)
  855. {
  856. const sk = ls.params;
  857. let scale = 0;
  858. switch (ls.type)
  859. {
  860. case 16: //无条件盾
  861. scale = sk[0]/100;
  862. break;
  863. case 17: //单属性盾
  864. scale = allAttr ? 0 : sk[1]/100;
  865. break;
  866. case 36: //2个属性盾
  867. scale = allAttr ? 0 : sk[2]/100;
  868. break;
  869. case 38: //血线下 + 几率
  870. case 43: //血线上 + 几率
  871. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  872. break;
  873. case 129: //无条件盾,属性个数不固定
  874. case 163: //无条件盾,属性个数不固定
  875. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  876. break;
  877. case 178: //无条件盾,属性个数不固定
  878. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  879. break;
  880. case 130: //血线下 + 属性个数不固定
  881. case 131: //血线上 + 属性个数不固定
  882. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  883. break;
  884. case 151: //十字心触发
  885. case 169: //C触发
  886. case 198: //回血触发
  887. scale = sk[2]/100;
  888. break;
  889. case 170: //多色触发
  890. case 182: //长串触发
  891. case 193: //L触发
  892. scale = sk[3]/100;
  893. break;
  894. case 171: //多串触发
  895. scale = sk[6]/100;
  896. break;
  897. case 183: //又是个有两段血线的队长技
  898. scale = noHPneed ? 0 : sk[4]/100;
  899. break;
  900. case 210: //十字触发
  901. scale = sk[1]/100;
  902. break;
  903. case 235: { //可多次触发
  904. scale = (sk[4] || 0) / 100;
  905. break;
  906. }
  907. case 138: //调用其他队长技
  908. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  909. break;
  910. default:
  911. }
  912. return scale || 0;
  913. }
  914. //获取无条件盾减伤比例
  915. function getReduceScale_unconditional(ls)
  916. {
  917. const sk = ls.params;
  918. let scale = 0;
  919. switch (ls.type)
  920. {
  921. case 16: //无条件盾
  922. {
  923. scale = sk[0]/100;
  924. break;
  925. }
  926. case 129: //无条件盾,属性个数不固定
  927. case 163: //无条件盾,属性个数不固定
  928. {
  929. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  930. break;
  931. }
  932. case 178: //无条件盾,属性个数不固定
  933. {
  934. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  935. break;
  936. }
  937. case 138: //调用其他队长技
  938. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  939. break;
  940. default:
  941. }
  942. return scale || 0;
  943. }
  944. function getCannonAttr(skill)
  945. {
  946. const sk = skill.params;
  947. switch(skill.type)
  948. {
  949. case 0:
  950. case 1:
  951. case 37:
  952. case 58:
  953. case 59:
  954. case 84:
  955. case 85:
  956. case 86:
  957. case 87:
  958. case 115:
  959. return sk[0];
  960. case 110:
  961. case 143:
  962. return sk[1];
  963. case 42:
  964. return sk[1];
  965. case 144:
  966. return sk[3] ?? 0;
  967. default:
  968. return -1;
  969. }
  970. }
  971. function sortByParams(a,b,searchTypeArray,...pidxs)
  972. {
  973. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  974. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  975. if (pidxs.length==0) pidxs.push(0);
  976. let newPos = 0;
  977. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  978. for (let pidx of pidxs) {
  979. newPos = a_s.params[pidx] - b_s.params[pidx];
  980. if (newPos !== 0) break;
  981. }
  982. return newPos;
  983. }
  984. function sortByHPScal(a,b)
  985. {
  986. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  987. return getHPScale(a_s) - getHPScale(b_s);
  988. }
  989. function HPScal_Addition(card)
  990. {
  991. const skill = Skills[card.leaderSkillId];
  992. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  993. }
  994. function sortByReduceScale(a,b)
  995. {
  996. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  997. return getReduceScale(a_s) - getReduceScale(b_s);
  998. }
  999. function ReduceScale_Addition(card)
  1000. {
  1001. const skill = Skills[card.leaderSkillId];
  1002. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  1003. }
  1004. function voidsAbsorption_Addition(card)
  1005. {
  1006. const searchTypeArray = [173];
  1007. const skill = getCardActiveSkill(card, searchTypeArray);
  1008. if (!skill) return;
  1009. const sk = skill.params;
  1010. const fragment = document.createDocumentFragment();
  1011. const icons = [
  1012. sk[1] && 'attr-absorb',
  1013. sk[2] && 'combo-absorb',
  1014. sk[3] && 'damage-absorb'
  1015. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  1016. fragment.append(...icons);
  1017. fragment.append(`×${sk[0]}T`);
  1018. return fragment;
  1019. }
  1020. function unbind_Turns(card)
  1021. {
  1022. const outObj = {
  1023. normal: 0,
  1024. awoken: 0
  1025. };
  1026. const searchTypeArray = [117,179];
  1027. const skill = getCardActiveSkill(card, searchTypeArray);
  1028. if (skill)
  1029. {
  1030. const sk = skill.params;
  1031. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  1032. outObj.awoken = sk[4] || 0;
  1033. }
  1034. return outObj;
  1035. }
  1036. function unbind_Addition(card)
  1037. {
  1038. const turns = unbind_Turns(card);
  1039. const fragment = document.createDocumentFragment();
  1040. if (turns.normal > 0)
  1041. {
  1042. fragment.append(createSkillIcon('unbind-normal'));
  1043. if (turns.normal != turns.awoken)
  1044. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  1045. }
  1046. if (turns.awoken > 0)
  1047. {
  1048. fragment.append(createSkillIcon('unbind-awakenings'));
  1049. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  1050. }
  1051. return fragment;
  1052. }
  1053. function boardChange_ColorTypes(skill)
  1054. {
  1055. if (!skill) return [];
  1056. const sk = skill.params;
  1057. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1058. return colors;
  1059. }
  1060. function boardChange_Addition(card)
  1061. {
  1062. const searchTypeArray = [71];
  1063. const skill = getCardActiveSkill(card, searchTypeArray);
  1064. const colors = boardChange_ColorTypes(skill);
  1065. return createOrbsList(colors);
  1066. }
  1067. function orbsChangeParse(skill)
  1068. {
  1069. function changes(from, to)
  1070. {
  1071. return {from:from,to:to};
  1072. }
  1073. let outArr = [];
  1074. if (!skill) return outArr;
  1075. const sk = skill.params;
  1076. switch (skill.type)
  1077. {
  1078. case 9:{
  1079. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1080. break;
  1081. }
  1082. case 20:{
  1083. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1084. {
  1085. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1086. }
  1087. else
  1088. {
  1089. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1090. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1091. }
  1092. break;
  1093. }
  1094. case 154:{
  1095. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1096. break;
  1097. }
  1098. }
  1099. return outArr;
  1100. }
  1101. function changeOrbs_Addition(card)
  1102. {
  1103. const searchTypeArray = [9,20,154];
  1104. const skills = getCardActiveSkills(card, searchTypeArray);
  1105. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1106. const fragment = document.createDocumentFragment();
  1107. parsedSkills.forEach(p=>{
  1108. fragment.appendChild(createOrbsList(p.from));
  1109. fragment.appendChild(document.createTextNode(`→`));
  1110. fragment.appendChild(createOrbsList(p.to));
  1111. });
  1112. return fragment;
  1113. }
  1114. function generateOrbsParse(card)
  1115. {
  1116. let outArr = [];
  1117. const searchTypeArray = [141, 208];
  1118. const skills = getCardActiveSkills(card, searchTypeArray);
  1119. if (!skills.length) return outArr;
  1120. for (const skill of skills)
  1121. {
  1122. const sk = skill.params;
  1123. if (skill.type == 141)
  1124. {
  1125. outArr.push({
  1126. count: sk[0],
  1127. to: flags(sk[1] || 1),
  1128. exclude: flags(sk[2]),
  1129. });
  1130. }else
  1131. {
  1132. outArr.push({
  1133. count: sk[0],
  1134. to: flags(sk[1] || 1),
  1135. exclude: flags(sk[2]),
  1136. });
  1137. outArr.push({
  1138. count: sk[3],
  1139. to: flags(sk[4] || 1),
  1140. exclude: flags(sk[5]),
  1141. });
  1142. }
  1143. }
  1144. return outArr;
  1145. }
  1146. function generateOrbs_Addition(card)
  1147. {
  1148. const gens = generateOrbsParse(card);
  1149. const searchTypeArray = [141, 208];
  1150. const skill = getCardActiveSkill(card, searchTypeArray);
  1151. if (!skill) return;
  1152. const sk = skill.params;
  1153. const fragment = document.createDocumentFragment();
  1154. for (const gen of gens)
  1155. {
  1156. fragment.appendChild(createOrbsList(gen.to));
  1157. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1158. }
  1159. return fragment;
  1160. }
  1161. function lock_Addition(card)
  1162. {
  1163. const searchTypeArray = [152];
  1164. const skill = getCardActiveSkill(card, searchTypeArray);
  1165. if (!skill) return;
  1166. const sk = skill.params;
  1167. const fragment = document.createDocumentFragment();
  1168. fragment.appendChild(createSkillIcon('orb-locked'));
  1169. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1170. return fragment;
  1171. }
  1172. function dropLock_Addition(card)
  1173. {
  1174. const searchTypeArray = [205];
  1175. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1176. if (!skill) return;
  1177. const sk = skill.params;
  1178. const fragment = document.createDocumentFragment();
  1179. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1180. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1181. return fragment;
  1182. }
  1183. function dropOrb_Addition(card)
  1184. {
  1185. const searchTypeArray = [126];
  1186. const skill = getCardActiveSkill(card, searchTypeArray);
  1187. if (!skill) return;
  1188. const sk = skill.params;
  1189. const colors = flags(sk[0]);
  1190. const fragment = document.createDocumentFragment();
  1191. fragment.appendChild(createOrbsList(colors, 'drop'));
  1192. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1193. return fragment;
  1194. }
  1195. function generateColumnOrbs_Addition(card)
  1196. {
  1197. const searchTypeArray = [127];
  1198. const skill = getCardActiveSkill(card, searchTypeArray);
  1199. if (!skill) return;
  1200. const sk = skill.params;
  1201. const colors = [];
  1202. for (let ai=0;ai<sk.length;ai+=2)
  1203. {
  1204. colors.push(flags(sk[ai+1]));
  1205. }
  1206. const fragment = document.createDocumentFragment();
  1207. fragment.appendChild(document.createTextNode(`竖`));
  1208. fragment.appendChild(createOrbsList(colors.flat()));
  1209. return fragment;
  1210. }
  1211. function generateRowOrbs_Addition(card)
  1212. {
  1213. const searchTypeArray = [128];
  1214. const skill = getCardActiveSkill(card, searchTypeArray);
  1215. if (!skill) return;
  1216. const sk = skill.params;
  1217. const colors = [];
  1218. for (let ai=0;ai<sk.length;ai+=2)
  1219. {
  1220. colors.push(flags(sk[ai+1]));
  1221. }
  1222. const fragment = document.createDocumentFragment();
  1223. fragment.appendChild(document.createTextNode(`横`));
  1224. fragment.appendChild(createOrbsList(colors.flat()));
  1225. return fragment;
  1226. }
  1227. function numericalATK_Addition(card)
  1228. {
  1229. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1230. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1231. const skill = getCardActiveSkill(card, searchTypeArray);
  1232. if (!skill) return;
  1233. //const sk = skill.params;
  1234. const colors = [getCannonAttr(skill)];
  1235. const fragment = document.createDocumentFragment();
  1236. fragment.append(`射`);
  1237. fragment.append(createOrbsList(colors));
  1238. if (typeArray_Rate.includes(skill.type)) {
  1239. function getNumber(skill){
  1240. const sk = skill.params;
  1241. switch(skill.type)
  1242. {
  1243. case 0:
  1244. case 37:
  1245. case 58:
  1246. case 59:
  1247. case 84:
  1248. case 85:
  1249. case 115:
  1250. return sk[1];
  1251. case 2:
  1252. case 35:
  1253. return sk[0];
  1254. default:
  1255. return 0;
  1256. }
  1257. }
  1258. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1259. }
  1260. return fragment;
  1261. }
  1262. function memberATK_Addition(card)
  1263. {
  1264. const searchTypeArray = [230];
  1265. const skill = getCardActiveSkill(card, searchTypeArray);
  1266. if (!skill) return;
  1267. const sk = skill.params;
  1268. const fragment = document.createDocumentFragment();
  1269. const ul = fragment.appendChild(document.createElement("ul"));
  1270. ul.className = "team-flags";
  1271. for (let i = 0; i<6; i++) {
  1272. const li = ul.appendChild(document.createElement("li"));
  1273. li.className = "team-member-icon";
  1274. }
  1275. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1276. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1277. let str = '';
  1278. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1279. fragment.appendChild(document.createTextNode(str));
  1280. return fragment;
  1281. }
  1282. function dixedDamage_Addition(card)
  1283. {
  1284. const searchTypeArray = [55, 188, 56];
  1285. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1286. if (!skills.length) return;
  1287. const skill = skills[0];
  1288. const sk = skill.params;
  1289. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1290. }
  1291. function gravity_Addition(card)
  1292. {
  1293. const searchTypeArray = [6, 161];
  1294. const skill = getCardActiveSkill(card, searchTypeArray);
  1295. if (!skill) return;
  1296. const sk = skill.params;
  1297. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1298. }
  1299. function healImmediately_Rate(card)
  1300. {
  1301. const searchTypeArray = [7, //自身回复力
  1302. 8, //固定点数
  1303. 35,115, //吸血
  1304. 117
  1305. ];
  1306. const skills = getCardActiveSkills(card, searchTypeArray);
  1307. const outObj = {
  1308. vampire: 0,
  1309. selfRcv: 0,
  1310. const: 0,
  1311. scale: 0,
  1312. };
  1313. if (!skills.length) return outObj;
  1314. skills.forEach(skill=>{
  1315. const sk = skill.params;
  1316. if (skill.type == 7)
  1317. {
  1318. outObj.selfRcv += sk[0];
  1319. }
  1320. else if(skill.type == 8)
  1321. {
  1322. outObj.const += sk[0];
  1323. }
  1324. else if(skill.type == 35)
  1325. {
  1326. outObj.vampire += sk[1];
  1327. }
  1328. else if(skill.type == 115)
  1329. {
  1330. outObj.vampire += sk[2];
  1331. }
  1332. else if(skill.type == 117)
  1333. {
  1334. outObj.selfRcv += sk[1] || 0;
  1335. outObj.const += sk[2] || 0;
  1336. outObj.scale += sk[3] || 0;
  1337. }
  1338. });
  1339. return outObj;
  1340. }
  1341. function atkBuff_Rate(card)
  1342. {
  1343. const searchTypeArray = [
  1344. 88,92, //类型的
  1345. 50,90, //属性的,要排除回复力
  1346. 156,168,231, //宝石姬
  1347. 228, //属性、类型数量
  1348. ];
  1349. const skills = getCardActiveSkills(card, searchTypeArray);
  1350. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1351. function atkBuffParse(skill) {
  1352. const outObj = {
  1353. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1354. types: [],
  1355. attrs: [],
  1356. awoken: [],
  1357. rate: 0,
  1358. turns: 0,
  1359. };
  1360. if (!skill) return outObj;
  1361. const sk = skill.params;
  1362. if (skill.type == 88 || skill.type == 92)
  1363. {
  1364. outObj.skilltype = 2;
  1365. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1366. outObj.turns = sk[0];
  1367. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1368. }
  1369. else if(skill.type == 50 || skill.type == 90)
  1370. {
  1371. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1372. if (!outObj.attrs.length) //去除回复力
  1373. return outObj;
  1374. outObj.skilltype = 2;
  1375. outObj.turns = sk[0];
  1376. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1377. }
  1378. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1379. || skill.type == 168)
  1380. {
  1381. outObj.skilltype = 1;
  1382. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1383. outObj.turns = sk[0];
  1384. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1385. }
  1386. else if(skill.type == 228 && sk[3] > 0)
  1387. {
  1388. outObj.skilltype = 1;
  1389. outObj.attrs = flags(sk[1]);
  1390. outObj.types = flags(sk[2]);
  1391. outObj.turns = sk[0];
  1392. outObj.rate = sk[3];
  1393. }
  1394. else if(skill.type == 231 && sk[6] > 0)
  1395. {
  1396. outObj.skilltype = 1;
  1397. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1398. outObj.turns = sk[0];
  1399. outObj.rate = sk[6];
  1400. }
  1401. return outObj;
  1402. }
  1403. }
  1404. function rcvBuff_Rate(card)
  1405. {
  1406. const searchTypeArray = [
  1407. 50,90,
  1408. 228, 231, //宝石姬
  1409. ];
  1410. const skills = getCardActiveSkills(card, searchTypeArray);
  1411. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1412. function rcvBuffParse(skill) {
  1413. const outObj = {
  1414. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1415. types: [],
  1416. attrs: [],
  1417. awoken: [],
  1418. rate: 0,
  1419. turns: 0,
  1420. };
  1421. if (!skill) return outObj;
  1422. const sk = skill.params;
  1423. if (skill.type == 228 && sk[4] > 0) {
  1424. outObj.skilltype = 1;
  1425. outObj.attrs = flags(sk[1]);
  1426. outObj.types = flags(sk[2]);
  1427. outObj.turns = sk[0];
  1428. outObj.rate = sk[4];
  1429. } else if (skill.type == 231 && sk[7] > 0) {
  1430. outObj.skilltype = 1;
  1431. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1432. outObj.turns = sk[0];
  1433. outObj.rate = sk[7];
  1434. } else if (skill.type == 50 || skill.type == 90) {
  1435. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1436. outObj.turns = sk[0];
  1437. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1438. }
  1439. return outObj;
  1440. }
  1441. }
  1442. function damageSelf_Rate(card)
  1443. {
  1444. const searchTypeArray = [84,85,86,87,195];
  1445. const skill = getCardActiveSkill(card, searchTypeArray);
  1446. if (!skill) return 0;
  1447. const sk = skill.params;
  1448. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1449. }
  1450. function changeEnemiesAttr_Attr(card)
  1451. {
  1452. const outObj = {
  1453. attr: null,
  1454. turns: 0
  1455. }
  1456. const searchTypeArray = [153, 224];
  1457. const skill = getCardActiveSkill(card, searchTypeArray);
  1458. if (!skill) return outObj;
  1459. const sk = skill.params;
  1460. if (skill.type == 153)
  1461. {
  1462. outObj.attr = sk[0];
  1463. }
  1464. else if (skill.type == 224)
  1465. {
  1466. outObj.attr = sk[1] || 0;
  1467. outObj.turns = sk[0];
  1468. }
  1469. return outObj;
  1470. }
  1471. function shapeThisRowOk(line, lineNumber) {
  1472. if (lineNumber <= 0) return true;
  1473. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1474. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1475. }
  1476. function shapeUpsideDownRowOk(line, lineNumber) {
  1477. if (lineNumber <= 0) return true;
  1478. return line > 0 ? (line & lineNumber) === 0 : true;
  1479. }
  1480. function shapeIsCross(sk) { //产珠是十字
  1481. const baseLineNum = 0b111;
  1482. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1483. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1484. lineNumArr.push(_lineNum);
  1485. }
  1486. for (let ri=1; ri<4; ri++)
  1487. {
  1488. //搜索所有可能的行存在
  1489. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1490. if (maybeLineNum.length < 1) continue;
  1491. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1492. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1493. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1494. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1495. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1496. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1497. });
  1498. if (maybeLineNum.length > 0) return true;
  1499. }
  1500. return false;
  1501. }
  1502. function shapeIsLShape(sk) { //产珠是L字
  1503. const baseLineNum = 0b111;
  1504. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1505. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1506. lineNumArr.push(_lineNum);
  1507. }
  1508. for (let ri=0; ri<5; ri++)
  1509. {
  1510. //搜索所有可能的行存在
  1511. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1512. if (maybeLineNum.length < 1) continue;
  1513. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1514. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1515. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1516. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1517. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1518. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1519. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1520. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1521. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1522. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1523. ||
  1524. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1525. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1526. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1527. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1528. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1529. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1530. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1531. });
  1532. if (maybeLineNum.length > 0) return true;
  1533. }
  1534. return false;
  1535. }
  1536. //创建1个觉醒图标
  1537. function createAwokenIcon(awokenId)
  1538. {
  1539. const icon = document.createElement("icon");
  1540. icon.className ="awoken-icon";
  1541. icon.setAttribute("data-awoken-icon", awokenId);
  1542. return icon;
  1543. }
  1544. //产生一个觉醒列表
  1545. function creatAwokenList(awokens) {
  1546. const ul = document.createElement("ul");
  1547. ul.className = "awoken-ul";
  1548. awokens.forEach(ak=>{
  1549. const li = ul.appendChild(document.createElement("li"));
  1550. const icon = li.appendChild(createAwokenIcon(ak));
  1551. });
  1552. return ul;
  1553. }
  1554. //产生宝珠列表
  1555. function createOrbsList(orbs, className)
  1556. {
  1557. if (orbs == undefined) orbs = [0];
  1558. else if (!Array.isArray(orbs)) orbs = [orbs];
  1559. const ul = document.createElement("ul");
  1560. ul.className = "board";
  1561. orbs.forEach(orbType => {
  1562. const li = ul.appendChild(document.createElement("li"));
  1563. li.className = className ? `orb ${className}` :`orb`;
  1564. li.setAttribute("data-orb-icon", orbType);
  1565. });
  1566. return ul;
  1567. }
  1568. //产生类型列表
  1569. function createTypesList(types)
  1570. {
  1571. if (types == undefined) types = [0];
  1572. else if (!Array.isArray(types)) types = [types];
  1573. const ul = document.createElement("ul");
  1574. ul.className = "types-ul";
  1575. types.forEach(type => {
  1576. const li = ul.appendChild(document.createElement("li"));
  1577. li.className = `type-icon`;
  1578. li.setAttribute("data-type-icon", type);
  1579. });
  1580. return ul;
  1581. }
  1582. const functions = [
  1583. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1584. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1585. ]},
  1586. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1587. {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)"},
  1588. function:cards=>{
  1589. const searchTypeArray = [173];
  1590. return cards.filter(card=>{
  1591. const skill = getCardActiveSkill(card, searchTypeArray);
  1592. return skill && skill.params[1];
  1593. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1594. },
  1595. addition:voidsAbsorption_Addition
  1596. },
  1597. /*{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)"},
  1598. function:cards=>{
  1599. const searchTypeArray = [173];
  1600. return cards.filter(card=>{
  1601. const skill = getCardActiveSkill(card, searchTypeArray);
  1602. return skill && skill.params[2];
  1603. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1604. },addition:voidsAbsorption_Addition},*/
  1605. {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)"},
  1606. function:cards=>{
  1607. const searchTypeArray = [173];
  1608. return cards.filter(card=>{
  1609. const skill = getCardActiveSkill(card, searchTypeArray);
  1610. return skill && skill.params[3];
  1611. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1612. },
  1613. addition:voidsAbsorption_Addition
  1614. },
  1615. {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)"},
  1616. function:cards=>{
  1617. const searchTypeArray = [173];
  1618. return cards.filter(card=>{
  1619. const skill = getCardActiveSkill(card, searchTypeArray);
  1620. return skill && skill.params[1] && skill.params[3];
  1621. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1622. },
  1623. addition:voidsAbsorption_Addition
  1624. },
  1625. {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)"},
  1626. function:cards=>{
  1627. const searchTypeArray = [191];
  1628. return cards.filter(card=>{
  1629. const skill = getCardActiveSkill(card, searchTypeArray);
  1630. return skill;
  1631. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1632. },
  1633. addition:card=>{
  1634. const searchTypeArray = [191];
  1635. const skill = getCardActiveSkill(card, searchTypeArray);
  1636. if (!skill) return;
  1637. const sk = skill.params;
  1638. const fragment = document.createDocumentFragment();
  1639. fragment.append(createSkillIcon('damage-void'));
  1640. fragment.append(`×${sk[0]}T`);
  1641. return fragment;
  1642. }
  1643. },
  1644. ]},
  1645. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1646. {
  1647. 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)"},
  1648. function:cards=>{
  1649. return cards.filter(card=>{
  1650. const turns = unbind_Turns(card);
  1651. return turns.normal > 0;
  1652. }).sort((a,b)=>{
  1653. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1654. let a_pC = a_s.normal, b_pC = b_s.normal;
  1655. return a_pC - b_pC;
  1656. });
  1657. },
  1658. addition:unbind_Addition
  1659. },
  1660. {
  1661. 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)"},
  1662. function:cards=>{
  1663. return cards.filter(card=>{
  1664. const turns = unbind_Turns(card);
  1665. return turns.awoken > 0;
  1666. }).sort((a,b)=>{
  1667. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1668. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1669. return a_pC - b_pC;
  1670. });
  1671. },
  1672. addition:unbind_Addition
  1673. },
  1674. {
  1675. 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)"},
  1676. function:cards=>{
  1677. return cards.filter(card=>{
  1678. const turns = unbind_Turns(card);
  1679. return turns.normal && turns.awoken > 0;
  1680. }).sort((a,b)=>{
  1681. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1682. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1683. return a_pC - b_pC;
  1684. });
  1685. },
  1686. addition:unbind_Addition
  1687. },
  1688. {
  1689. 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)"},
  1690. function:cards=>{
  1691. const searchTypeArray = [196];
  1692. return cards.filter(card=>{
  1693. const skill = getCardActiveSkill(card, searchTypeArray);
  1694. return skill;
  1695. }).sort((a,b)=>{
  1696. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1697. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1698. return a_pC - b_pC;
  1699. })
  1700. },
  1701. addition:card=>{
  1702. const searchTypeArray = [196];
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. if (!skill) return;
  1705. const sk = skill.params;
  1706. const fragment = document.createDocumentFragment();
  1707. fragment.append(createSkillIcon('unbind-matches'));
  1708. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1709. return fragment;
  1710. }
  1711. },
  1712. ]},
  1713. {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: [
  1714. {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)"},
  1715. function:cards=>{
  1716. const searchTypeArray = [146];
  1717. return cards.filter(card=>{
  1718. const skill = getCardActiveSkill(card, searchTypeArray);
  1719. return skill;
  1720. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1721. },
  1722. addition:card=>{
  1723. const searchTypeArray = [146];
  1724. const skill = getCardActiveSkill(card, searchTypeArray);
  1725. if (!skill) return;
  1726. const sk = skill.params;
  1727. const fragment = document.createDocumentFragment();
  1728. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1729. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1730. return fragment;
  1731. }
  1732. },
  1733. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1734. function:cards=>{
  1735. const searchTypeArray = [218];
  1736. return cards.filter(card=>{
  1737. const skill = getCardActiveSkill(card, searchTypeArray);
  1738. return skill;
  1739. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1740. },
  1741. addition:card=>{
  1742. const searchTypeArray = [218];
  1743. const skill = getCardActiveSkill(card, searchTypeArray);
  1744. if (!skill) return;
  1745. const sk = skill.params;
  1746. const fragment = document.createDocumentFragment();
  1747. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1748. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1749. return fragment;
  1750. }
  1751. },
  1752. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1753. function:cards=>{
  1754. const searchTypeArray = [93, 227];
  1755. return cards.filter(card=>{
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. return skill;
  1758. }).sort((a,b)=>{
  1759. const a_s = getCardActiveSkill(a, searchTypeArray),
  1760. b_s = getCardActiveSkill(b, searchTypeArray);
  1761. return a_s.type - b_s.type;
  1762. });
  1763. },
  1764. addition:card=>{
  1765. const searchTypeArray = [93, 227];
  1766. const skill = getCardActiveSkill(card, searchTypeArray);
  1767. if (!skill) return;
  1768. const fragment = document.createDocumentFragment();
  1769. fragment.append(createSkillIcon('leader-change'));
  1770. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1771. return fragment;
  1772. }
  1773. },
  1774. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1775. function:cards=>{
  1776. function getIncreaseDamageCap(skill)
  1777. {
  1778. let cap = 0;
  1779. switch (skill.type) {
  1780. case 241:
  1781. cap = skill.params[1];
  1782. break;
  1783. case 246:
  1784. cap = skill.params[2];
  1785. break;
  1786. case 247:
  1787. cap = skill.params[3];
  1788. break;
  1789. }
  1790. return cap;
  1791. }
  1792. const searchTypeArray = [241, 246, 247];
  1793. return cards.filter(card=>{
  1794. const skill = getCardActiveSkill(card, searchTypeArray);
  1795. return skill;
  1796. }).sort((a,b)=>{
  1797. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1798. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1799. return a_pC - b_pC;
  1800. });
  1801. },
  1802. addition:card=>{
  1803. const searchTypeArray = [241, 246, 247];
  1804. const skill = getCardActiveSkill(card, searchTypeArray);
  1805. if (!skill) return;
  1806. const sk = skill.params;
  1807. let cap;
  1808. switch (skill.type) {
  1809. case 241:
  1810. cap = sk[1];
  1811. break;
  1812. case 246:
  1813. cap = sk[2];
  1814. break;
  1815. case 247:
  1816. cap = sk[3];
  1817. break;
  1818. }
  1819. if (skill.type == 241) {
  1820. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  1821. } else {
  1822. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  1823. }
  1824. }
  1825. },
  1826. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1827. function:cards=>{
  1828. const searchTypeArray = [230];
  1829. return cards.filter(card=>{
  1830. const skill = getCardActiveSkill(card, searchTypeArray);
  1831. return skill;
  1832. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1833. },
  1834. addition:memberATK_Addition
  1835. },
  1836. {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"},
  1837. function:cards=>{
  1838. const searchTypeArray = [230];
  1839. return cards.filter(card=>{
  1840. const skill = getCardActiveSkill(card, searchTypeArray);
  1841. return skill && Boolean(skill.params[1] & 1<<0);
  1842. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1843. },
  1844. addition:memberATK_Addition
  1845. },
  1846. {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"},
  1847. function:cards=>{
  1848. const searchTypeArray = [230];
  1849. return cards.filter(card=>{
  1850. const skill = getCardActiveSkill(card, searchTypeArray);
  1851. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1852. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1853. },
  1854. addition:memberATK_Addition
  1855. },
  1856. {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"},
  1857. function:cards=>{
  1858. const searchTypeArray = [230];
  1859. return cards.filter(card=>{
  1860. const skill = getCardActiveSkill(card, searchTypeArray);
  1861. return skill && Boolean(skill.params[1] & 1<<3);
  1862. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1863. },
  1864. addition:memberATK_Addition
  1865. },
  1866. {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)"},
  1867. function:cards=>{
  1868. const searchTypeArray = [142];
  1869. return cards.filter(card=>{
  1870. const skill = getCardActiveSkill(card, searchTypeArray);
  1871. return skill;
  1872. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1873. },
  1874. addition:card=>{
  1875. const searchTypeArray = [142];
  1876. const skill = getCardActiveSkill(card, searchTypeArray);
  1877. if (!skill) return;
  1878. const sk = skill.params;
  1879. const fragment = document.createDocumentFragment();
  1880. fragment.appendChild(document.createTextNode(`自→`));
  1881. fragment.appendChild(createOrbsList(sk[1]));
  1882. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1883. return fragment;
  1884. }
  1885. },
  1886. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1887. function:cards=>cards.filter(card=>{
  1888. const searchTypeArray = [214];
  1889. const skill = getCardActiveSkill(card, searchTypeArray);
  1890. return skill;
  1891. }),
  1892. addition:card=>{
  1893. const searchTypeArray = [214];
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. if (!skill) return;
  1896. const sk = skill.params;
  1897. return document.createTextNode(`自封技${sk[0]}T`);
  1898. }
  1899. },
  1900. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1901. function:cards=>cards.filter(card=>{
  1902. const searchTypeArray = [250];
  1903. const skill = getCardActiveSkill(card, searchTypeArray);
  1904. return skill;
  1905. })
  1906. },
  1907. ]},
  1908. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1909. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1910. function:cards=>{
  1911. const searchTypeArray = [179];
  1912. return cards.filter(card=>{
  1913. const skill = getCardActiveSkill(card, searchTypeArray);
  1914. return skill;
  1915. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1916. },
  1917. addition:card=>{
  1918. const searchTypeArray = [179];
  1919. const skill = getCardActiveSkill(card, searchTypeArray);
  1920. if (!skill) return;
  1921. const sk = skill.params;
  1922. const fragment = document.createDocumentFragment();
  1923. fragment.append(createSkillIcon('auto-heal'));
  1924. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1925. return fragment;
  1926. }
  1927. },
  1928. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1929. function:cards=>{
  1930. return cards.filter(card=>{
  1931. const heal = healImmediately_Rate(card);
  1932. return Object.values(heal).some(v=>v);
  1933. })
  1934. .sort((a,b)=>{
  1935. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1936. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1937. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1938. let sortNum = a_i - b_i;
  1939. if (!sortNum)
  1940. {
  1941. sortNum = a_vs[a_i] - b_vs[b_i];
  1942. }
  1943. return sortNum;
  1944. });
  1945. },
  1946. addition:card=>{
  1947. const heal = healImmediately_Rate(card);
  1948. const fragment = document.createDocumentFragment();
  1949. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1950. if (heal.scale)
  1951. fragment.append(`${heal.scale}%`);
  1952. if (heal.const)
  1953. fragment.append(`${heal.const.bigNumberToString()}点`);
  1954. if (heal.selfRcv)
  1955. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1956. if (heal.vampire)
  1957. fragment.append(`${heal.vampire}%伤害`);
  1958. return fragment;
  1959. }
  1960. },
  1961. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1962. function:cards=>{
  1963. const searchTypeArray = [237];
  1964. return cards.filter(card=>{
  1965. const skill = getCardActiveSkill(card, searchTypeArray);
  1966. return skill;
  1967. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1968. },
  1969. addition:card=>{
  1970. const searchTypeArray = [237];
  1971. const skill = getCardActiveSkill(card, searchTypeArray);
  1972. if (!skill) return;
  1973. const sk = skill.params;
  1974. const fragment = document.createDocumentFragment();
  1975. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1976. return fragment;
  1977. }
  1978. },
  1979. {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)"},
  1980. function:cards=>{
  1981. return cards.filter(card=>damageSelf_Rate(card)>0)
  1982. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1983. },
  1984. addition:card=>{
  1985. let rate = damageSelf_Rate(card);
  1986. if (rate < 100)
  1987. return `减少${rate}%`;
  1988. else
  1989. return `减少到1`;
  1990. }
  1991. },
  1992. ]},
  1993. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1994. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1995. function:cards=>cards.filter(card=>{
  1996. const searchTypeArray = [172];
  1997. const skill = getCardActiveSkill(card, searchTypeArray);
  1998. return skill;
  1999. })
  2000. },
  2001. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2002. function:cards=>cards.filter(card=>{
  2003. const searchTypeArray = [152];
  2004. const skill = getCardActiveSkill(card, searchTypeArray);
  2005. return skill;
  2006. }),
  2007. addition:lock_Addition
  2008. },
  2009. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2010. function:cards=>cards.filter(card=>{
  2011. const searchTypeArray = [152];
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. return skill && (skill.params[0] & 63) === 63;
  2014. }),
  2015. addition:lock_Addition
  2016. },
  2017. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2018. function:cards=>{
  2019. const searchTypeArray = [52,91,140];
  2020. return cards.filter(card=>{
  2021. const skill = getCardActiveSkill(card, searchTypeArray);
  2022. return skill;
  2023. });
  2024. },
  2025. addition:card=>{
  2026. const searchTypeArray = [52,91,140];
  2027. const skill = getCardActiveSkill(card, searchTypeArray);
  2028. if (!skill) return;
  2029. const sk = skill.params;
  2030. let attrs = [];
  2031. switch (skill.type)
  2032. {
  2033. case 52:{
  2034. attrs.push(sk[0]); break;
  2035. }
  2036. case 91:{
  2037. attrs = sk.slice(0,-1); break;
  2038. }
  2039. case 140:{
  2040. attrs = flags(sk[0]); break;
  2041. }
  2042. }
  2043. const fragment = document.createDocumentFragment();
  2044. fragment.appendChild(document.createTextNode(`强化`));
  2045. fragment.appendChild(createOrbsList(attrs));
  2046. return fragment;
  2047. }
  2048. },
  2049. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2050. function:cards=>cards.filter(card=>{
  2051. const searchTypeArray = [215];
  2052. const skill = getCardActiveSkill(card, searchTypeArray);
  2053. return skill;
  2054. }),
  2055. addition:card=>{
  2056. const searchTypeArray = [215];
  2057. const skill = getCardActiveSkill(card, searchTypeArray);
  2058. if (!skill) return;
  2059. const sk = skill.params;
  2060. const fragment = document.createDocumentFragment();
  2061. fragment.appendChild(document.createTextNode(`自封`));
  2062. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  2063. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2064. return fragment;
  2065. }
  2066. },
  2067. ]},
  2068. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  2069. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  2070. function:cards=>cards.filter(card=>{
  2071. function isLoopBuff(parsedSkill, cd) {
  2072. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  2073. && skill.turns >= cd);
  2074. }
  2075. //跳过0号技能的、会变身成别人的和无技能数据的
  2076. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2077. const skill = Skills[card.activeSkillId];
  2078. if (!skill) return false;
  2079. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2080. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2081. let parsedActiveSkill = skillParser(card.activeSkillId);
  2082. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2083. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  2084. let parsedGroupSkill = parsedActiveSkill?.[0];
  2085. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2086. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2087. }
  2088. //进化类技能,排除循环进化,并只计算最后一级
  2089. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2090. let lastIdx = parsedGroupSkill.params.length - 1;
  2091. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2092. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2093. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2094. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2095. }
  2096. return false;
  2097. })
  2098. },
  2099. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2100. function:cards=>{
  2101. return cards.filter(card=>{
  2102. const atkbuff = rcvBuff_Rate(card);
  2103. return atkbuff.skilltype > 0;
  2104. }).sort((a,b)=>{
  2105. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2106. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2107. if (sortNum == 0)
  2108. sortNum = a_pC.rate - b_pC.rate;
  2109. if (sortNum == 0)
  2110. sortNum = a_pC.turns - b_pC.turns;
  2111. return sortNum;
  2112. });
  2113. },
  2114. addition:card=>{
  2115. const atkbuff = rcvBuff_Rate(card);
  2116. const fragment = document.createDocumentFragment();
  2117. fragment.appendChild(createOrbsList([5]));
  2118. if (atkbuff.skilltype == 0) return fragment;
  2119. if (atkbuff.skilltype == 1)
  2120. {
  2121. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2122. if (atkbuff.awoken.length)
  2123. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2124. if (atkbuff.attrs.length)
  2125. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2126. if (atkbuff.types.length)
  2127. fragment.appendChild(createTypesList(atkbuff.types));
  2128. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2129. }else if (atkbuff.skilltype == 2)
  2130. {
  2131. if (atkbuff.attrs.length)
  2132. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2133. if (atkbuff.types.length)
  2134. fragment.appendChild(createTypesList(atkbuff.types));
  2135. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2136. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2137. }
  2138. return fragment;
  2139. }
  2140. },
  2141. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2142. function:cards=>{
  2143. return cards.filter(card=>{
  2144. const atkbuff = atkBuff_Rate(card);
  2145. return atkbuff.skilltype > 0;
  2146. }).sort((a,b)=>{
  2147. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2148. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2149. if (sortNum == 0)
  2150. sortNum = a_pC.rate - b_pC.rate;
  2151. if (sortNum == 0)
  2152. sortNum = a_pC.turns - b_pC.turns;
  2153. return sortNum;
  2154. });
  2155. },
  2156. addition:card=>{
  2157. const atkbuff = atkBuff_Rate(card);
  2158. const fragment = document.createDocumentFragment();
  2159. if (atkbuff.skilltype == 0) return fragment;
  2160. if (atkbuff.skilltype == 1)
  2161. {
  2162. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2163. if (atkbuff.awoken.length)
  2164. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2165. if (atkbuff.attrs.length)
  2166. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2167. if (atkbuff.types.length)
  2168. fragment.appendChild(createTypesList(atkbuff.types));
  2169. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2170. }else if (atkbuff.skilltype == 2)
  2171. {
  2172. if (atkbuff.attrs.length)
  2173. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2174. if (atkbuff.types.length)
  2175. fragment.appendChild(createTypesList(atkbuff.types));
  2176. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2177. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2178. }
  2179. return fragment;
  2180. }
  2181. },
  2182. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2183. function:cards=>{
  2184. const searchTypeArray = [132];
  2185. return cards.filter(card=>{
  2186. const skill = getCardActiveSkill(card, searchTypeArray);
  2187. return skill;
  2188. }).sort((a,b)=>{
  2189. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2190. //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
  2191. 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;
  2192. 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]);
  2193. });
  2194. },
  2195. addition:card=>{
  2196. const searchTypeArray = [132];
  2197. const skill = getCardActiveSkill(card, searchTypeArray);
  2198. if (!skill) return;
  2199. const sk = skill.params;
  2200. let str = "👆";
  2201. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2202. if (sk[2]) str += `x${sk[2]/100}`;
  2203. str += `x${sk[0]}T`;
  2204. return str;
  2205. }
  2206. },
  2207. {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)"},
  2208. function:cards=>{
  2209. const searchTypeArray = [160];
  2210. return cards.filter(card=>{
  2211. const skill = getCardActiveSkill(card, searchTypeArray);
  2212. return skill;
  2213. }).sort((a,b)=>{
  2214. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2215. return a_s.params[1] - b_s.params[1];
  2216. });
  2217. },
  2218. addition:card=>{
  2219. const searchTypeArray = [160];
  2220. const skill = getCardActiveSkill(card, searchTypeArray);
  2221. if (!skill) return;
  2222. const sk = skill.params;
  2223. return `+${sk[1]}C×${sk[0]}T`;
  2224. }
  2225. },
  2226. {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)"},
  2227. function:cards=>{
  2228. const searchTypeArray = [3,156];
  2229. return cards.filter(card=>{
  2230. const skill = getCardActiveSkill(card, searchTypeArray);
  2231. if (!skill) return false;
  2232. if (skill.type == 156)
  2233. return skill.params[4]==3;
  2234. else
  2235. return true;
  2236. }).sort((a,b)=>{
  2237. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2238. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2239. if (!sortNum)
  2240. {
  2241. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2242. sortNum = a_pC - b_pC;
  2243. }
  2244. return sortNum;
  2245. });
  2246. },
  2247. addition:card=>{
  2248. const searchTypeArray = [3,156];
  2249. const skill = getCardActiveSkill(card, searchTypeArray);
  2250. if (!skill) return;
  2251. const sk = skill.params;
  2252. const fragment = document.createDocumentFragment();
  2253. if (skill.type == 156)
  2254. {
  2255. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2256. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2257. fragment.appendChild(creatAwokenList(awokenArr));
  2258. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2259. }else
  2260. {
  2261. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2262. }
  2263. return fragment;
  2264. }
  2265. },
  2266. {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)"},
  2267. function:cards=>{
  2268. const searchTypeArray = [3];
  2269. return cards.filter(card=>{
  2270. const skill = getCardActiveSkill(card, searchTypeArray);
  2271. return skill && skill.params[1]>=100;
  2272. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2273. },
  2274. addition:card=>{
  2275. const searchTypeArray = [3];
  2276. const skill = getCardActiveSkill(card, searchTypeArray);
  2277. if (!skill) return;
  2278. const sk = skill.params;
  2279. return `无敌×${sk[0]}T`;
  2280. }
  2281. },
  2282. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2283. function:cards=>{
  2284. const searchTypeArray = [21];
  2285. return cards.filter(card=>{
  2286. const skill = getCardActiveSkill(card, searchTypeArray);
  2287. return skill;
  2288. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2289. },
  2290. addition:card=>{
  2291. const searchTypeArray = [21];
  2292. const skill = getCardActiveSkill(card, searchTypeArray);
  2293. if (!skill) return;
  2294. const sk = skill.params;
  2295. const colors = [sk[1]];
  2296. const fragment = document.createDocumentFragment();
  2297. fragment.appendChild(document.createTextNode(`-`));
  2298. fragment.appendChild(createOrbsList(colors));
  2299. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2300. return fragment;
  2301. }
  2302. },
  2303. {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)"},
  2304. function:cards=>{
  2305. const searchTypeArray = [51];
  2306. return cards.filter(card=>{
  2307. const skill = getCardActiveSkill(card, searchTypeArray);
  2308. return skill;
  2309. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2310. },
  2311. addition:card=>{
  2312. const searchTypeArray = [51];
  2313. const skill = getCardActiveSkill(card, searchTypeArray);
  2314. if (!skill) return;
  2315. const sk = skill.params;
  2316. return `全体×${sk[0]}T`;
  2317. }
  2318. },
  2319. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2320. function:cards=>cards.filter(card=>{
  2321. const searchTypeArray = [156,168,228,231];
  2322. const skill = getCardActiveSkill(card, searchTypeArray);
  2323. return skill;
  2324. })
  2325. },
  2326. ]},
  2327. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2328. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2329. function:cards=>{
  2330. const searchTypeArray = [18];
  2331. return cards.filter(card=>{
  2332. const skill = getCardActiveSkill(card, searchTypeArray);
  2333. return skill;
  2334. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2335. },
  2336. addition:card=>{
  2337. const searchTypeArray = [18];
  2338. const skill = getCardActiveSkill(card, searchTypeArray);
  2339. if (!skill) return;
  2340. const sk = skill.params;
  2341. return document.createTextNode(`威吓×${sk[0]}T`);
  2342. }
  2343. },
  2344. {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)"},
  2345. function:cards=>{
  2346. const searchTypeArray = [19];
  2347. return cards.filter(card=>{
  2348. const skill = getCardActiveSkill(card, searchTypeArray);
  2349. return skill;
  2350. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2351. },
  2352. addition:card=>{
  2353. const searchTypeArray = [19];
  2354. const skill = getCardActiveSkill(card, searchTypeArray);
  2355. if (!skill) return;
  2356. const sk = skill.params;
  2357. return `破防${sk[1]}%×${sk[0]}T`;
  2358. }
  2359. },
  2360. {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)"},
  2361. function:cards=>{
  2362. const searchTypeArray = [4];
  2363. return cards.filter(card=>{
  2364. const skill = getCardActiveSkill(card, searchTypeArray);
  2365. return skill;
  2366. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2367. },
  2368. addition:card=>{
  2369. const searchTypeArray = [4];
  2370. const skill = getCardActiveSkill(card, searchTypeArray);
  2371. if (!skill) return;
  2372. const sk = skill.params;
  2373. return `攻击力×${sk[0]/100}倍`;
  2374. }
  2375. },
  2376. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2377. function:cards=>{
  2378. return cards.filter(card=>{
  2379. return changeEnemiesAttr_Attr(card).attr != null;
  2380. }).sort((a,b)=>{
  2381. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2382. return a_pC.attr - b_pC.attr;
  2383. })
  2384. },
  2385. addition:card=>{
  2386. let change = changeEnemiesAttr_Attr(card);
  2387. const fragment = document.createDocumentFragment();
  2388. fragment.appendChild(document.createTextNode(`敌→`));
  2389. fragment.appendChild(createOrbsList(change.attr));
  2390. if (change.turns > 0)
  2391. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2392. return fragment;
  2393. }
  2394. },
  2395. {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)"},
  2396. function:cards=>{
  2397. const searchTypeArray = [60];
  2398. return cards.filter(card=>{
  2399. const skill = getCardActiveSkill(card, searchTypeArray);
  2400. return skill;
  2401. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2402. },
  2403. addition:card=>{
  2404. const searchTypeArray = [60];
  2405. const skill = getCardActiveSkill(card, searchTypeArray);
  2406. if (!skill) return;
  2407. const sk = skill.params;
  2408. const fragment = document.createDocumentFragment();
  2409. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2410. fragment.appendChild(createOrbsList(sk[2]));
  2411. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2412. return fragment;
  2413. }
  2414. },
  2415. ]},
  2416. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2417. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2418. function:cards=>cards.filter(card=>{
  2419. const searchTypeArray = [10];
  2420. const skill = getCardActiveSkill(card, searchTypeArray);
  2421. return skill;
  2422. })
  2423. },
  2424. {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)"},
  2425. function:cards=>{
  2426. const searchTypeArray = [184];
  2427. return cards.filter(card=>{
  2428. const skill = getCardActiveSkill(card, searchTypeArray);
  2429. return skill;
  2430. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2431. },
  2432. addition:card=>{
  2433. const searchTypeArray = [184];
  2434. const skill = getCardActiveSkill(card, searchTypeArray);
  2435. if (!skill) return;
  2436. const sk = skill.params;
  2437. return `无↓×${sk[0]}T`;
  2438. }
  2439. },
  2440. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2441. function:cards=>{
  2442. const searchTypeArray = [207, 249];
  2443. return cards.filter(card=>{
  2444. const skill = getCardActiveSkill(card, searchTypeArray);
  2445. return skill;
  2446. }).sort((a,b)=>{
  2447. const a_s = getCardActiveSkill(a, searchTypeArray),
  2448. b_s = getCardActiveSkill(b, searchTypeArray);
  2449. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2450. });
  2451. },
  2452. addition:card=>{
  2453. const searchTypeArray = [207, 249];
  2454. const skill = getCardActiveSkill(card, searchTypeArray);
  2455. if (!skill) return;
  2456. const sk = skill.params;
  2457. const fragment = document.createDocumentFragment();
  2458. fragment.append(createSkillIcon('board-roulette'));
  2459. if (skill.type == 249) {
  2460. fragment.append(createOrbsList(flags(sk[1])));
  2461. }
  2462. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2463. return fragment;
  2464. }
  2465. },
  2466. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2467. function:cards=>{
  2468. const searchTypeArray = [238];
  2469. return cards.filter(card=>{
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. return skill;
  2472. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2473. },
  2474. addition:card=>{
  2475. const searchTypeArray = [238];
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. if (!skill) return;
  2478. const sk = skill.params;
  2479. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2480. }
  2481. },
  2482. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2483. function:cards=>{
  2484. const searchTypeArray = [239];
  2485. return cards.filter(card=>{
  2486. const skill = getCardActiveSkill(card, searchTypeArray);
  2487. return skill;
  2488. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2489. },
  2490. addition:card=>{
  2491. const searchTypeArray = [239];
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. if (!skill) return;
  2494. const sk = skill.params;
  2495. const colums = flags(sk[1]), rows = flags(sk[2]);
  2496. const fragment = document.createDocumentFragment();
  2497. if (colums.length)
  2498. fragment.append(`${colums.length}竖`);
  2499. if (rows.length)
  2500. fragment.append(`${rows.length}横`);
  2501. fragment.append(`×${sk[0]}T`);
  2502. return fragment;
  2503. }
  2504. },
  2505. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2506. function:cards=>{
  2507. const searchTypeArray = [251];
  2508. return cards.filter(card=>{
  2509. const skill = getCardActiveSkill(card, searchTypeArray);
  2510. return skill;
  2511. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2512. },
  2513. addition:card=>{
  2514. const searchTypeArray = [251];
  2515. const skill = getCardActiveSkill(card, searchTypeArray);
  2516. if (!skill) return;
  2517. const sk = skill.params;
  2518. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2519. }
  2520. },
  2521. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2522. function:cards=>{
  2523. const searchTypeArray = [244];
  2524. return cards.filter(card=>{
  2525. const skill = getCardActiveSkill(card, searchTypeArray);
  2526. return skill;
  2527. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2528. },
  2529. addition:card=>{
  2530. const searchTypeArray = [244];
  2531. const skill = getCardActiveSkill(card, searchTypeArray);
  2532. if (!skill) return;
  2533. const sk = skill.params;
  2534. let width, height;
  2535. switch (sk[1]) {
  2536. case 1: {
  2537. width = 7;
  2538. height = 6;
  2539. break;
  2540. }
  2541. case 2: {
  2542. width = 5;
  2543. height = 3;
  2544. break;
  2545. }
  2546. case 3: {
  2547. width = 6;
  2548. height = 5;
  2549. break;
  2550. }
  2551. default: {
  2552. width = 6;
  2553. height = 5;
  2554. }
  2555. }
  2556. return `[${width}×${height}]×${sk[0]}T`;
  2557. }
  2558. },
  2559. ]},
  2560. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2561. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2562. function:cards=>{
  2563. const searchTypeArray = [180];
  2564. return cards.filter(card=>{
  2565. const skill = getCardActiveSkill(card, searchTypeArray);
  2566. return skill;
  2567. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2568. },
  2569. addition:card=>{
  2570. const searchTypeArray = [180];
  2571. const skill = getCardActiveSkill(card, searchTypeArray);
  2572. if (!skill) return;
  2573. const sk = skill.params;
  2574. return `${sk[1]}%×${sk[0]}T`;
  2575. }
  2576. },
  2577. {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)"},
  2578. function:cards=>{
  2579. const searchTypeArray = [205];
  2580. return cards.filter(card=>{
  2581. const skill = getCardActiveSkill(card, searchTypeArray);
  2582. return skill;
  2583. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2584. },
  2585. addition:dropLock_Addition
  2586. },
  2587. {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)"},
  2588. function:cards=>{
  2589. const searchTypeArray = [205];
  2590. return cards.filter(card=>{
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. return skill && (skill.params[0] & 63) === 63;
  2593. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2594. },
  2595. addition:dropLock_Addition
  2596. },
  2597. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [126];
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return skill;
  2602. }),
  2603. addition:dropOrb_Addition
  2604. },
  2605. {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)"},
  2606. function:cards=>cards.filter(card=>{
  2607. const searchTypeArray = [126];
  2608. const skill = getCardActiveSkill(card, searchTypeArray);
  2609. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2610. }),
  2611. addition:dropOrb_Addition
  2612. },
  2613. {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"},
  2614. function:cards=>cards.filter(card=>{
  2615. const searchTypeArray = [126];
  2616. const skill = getCardActiveSkill(card, searchTypeArray);
  2617. return skill && skill.params[1] >= 99;
  2618. }),
  2619. addition:dropOrb_Addition
  2620. },
  2621. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2622. function:cards=>cards.filter(card=>{
  2623. const searchTypeArray = [126];
  2624. const skill = getCardActiveSkill(card, searchTypeArray);
  2625. return skill && skill.params[3] == 100;
  2626. }),
  2627. addition:dropOrb_Addition
  2628. },
  2629. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2630. function:cards=>{
  2631. const searchTypeArray = [226];
  2632. return cards.filter(card=>{
  2633. const skill = getCardActiveSkill(card, searchTypeArray);
  2634. return skill;
  2635. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2636. },
  2637. addition:card=>{
  2638. const searchTypeArray = [226];
  2639. const skill = getCardActiveSkill(card, searchTypeArray);
  2640. if (!skill) return;
  2641. const sk = skill.params;
  2642. const fragment = document.createDocumentFragment();
  2643. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2644. return fragment;
  2645. }
  2646. },
  2647. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2648. function:cards=>{
  2649. const searchTypeArray = [243];
  2650. return cards.filter(card=>{
  2651. const skill = getCardActiveSkill(card, searchTypeArray);
  2652. return skill;
  2653. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2654. },
  2655. addition:card=>{
  2656. const searchTypeArray = [243];
  2657. const skill = getCardActiveSkill(card, searchTypeArray);
  2658. if (!skill) return;
  2659. const sk = skill.params;
  2660. const fragment = document.createDocumentFragment();
  2661. fragment.append(createSkillIcon('orb-thorn'));
  2662. if ((sk[1] & 0b1111111111) != 1023) {
  2663. let attrs = flags(sk[1]);
  2664. fragment.append(createOrbsList(attrs));
  2665. }
  2666. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2667. return fragment;
  2668. }
  2669. },
  2670. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2671. function:cards=>{
  2672. const searchTypeArray = [253];
  2673. return cards.filter(card=>{
  2674. const skill = getCardActiveSkill(card, searchTypeArray);
  2675. return skill;
  2676. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2677. },
  2678. addition:card=>{
  2679. const searchTypeArray = [253];
  2680. const skill = getCardActiveSkill(card, searchTypeArray);
  2681. if (!skill) return;
  2682. const sk = skill.params;
  2683. const fragment = document.createDocumentFragment();
  2684. fragment.append(createSkillIcon('prediction-falling'));
  2685. fragment.append(`×${sk[0]}T`);
  2686. return fragment;
  2687. }
  2688. },
  2689. ]},
  2690. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2691. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2692. function:cards=>cards.filter(card=>{
  2693. const searchTypeArray = [71];
  2694. const skill = getCardActiveSkill(card, searchTypeArray);
  2695. return skill;
  2696. }),
  2697. addition:boardChange_Addition
  2698. },
  2699. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2700. function:cards=>cards.filter(card=>{
  2701. const searchTypeArray = [71];
  2702. const skill = getCardActiveSkill(card, searchTypeArray);
  2703. return boardChange_ColorTypes(skill).length == 1;
  2704. }),
  2705. addition:boardChange_Addition
  2706. },
  2707. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2708. function:cards=>cards.filter(card=>{
  2709. const searchTypeArray = [71];
  2710. const skill = getCardActiveSkill(card, searchTypeArray);
  2711. return boardChange_ColorTypes(skill).length == 2;
  2712. }),
  2713. addition:boardChange_Addition
  2714. },
  2715. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2716. function:cards=>cards.filter(card=>{
  2717. const searchTypeArray = [71];
  2718. const skill = getCardActiveSkill(card, searchTypeArray);
  2719. return boardChange_ColorTypes(skill).length == 3;
  2720. }),
  2721. addition:boardChange_Addition
  2722. },
  2723. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2724. function:cards=>cards.filter(card=>{
  2725. const searchTypeArray = [71];
  2726. const skill = getCardActiveSkill(card, searchTypeArray);
  2727. return boardChange_ColorTypes(skill).length == 4;
  2728. }),
  2729. addition:boardChange_Addition
  2730. },
  2731. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2732. function:cards=>cards.filter(card=>{
  2733. const searchTypeArray = [71];
  2734. const skill = getCardActiveSkill(card, searchTypeArray);
  2735. return boardChange_ColorTypes(skill).length == 5;
  2736. }),
  2737. addition:boardChange_Addition
  2738. },
  2739. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [71];
  2742. const skill = getCardActiveSkill(card, searchTypeArray);
  2743. return boardChange_ColorTypes(skill).length >= 6;
  2744. }),
  2745. addition:boardChange_Addition
  2746. },
  2747. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2748. function:cards=>cards.filter(card=>{
  2749. const searchTypeArray = [71];
  2750. const skill = getCardActiveSkill(card, searchTypeArray);
  2751. return boardChange_ColorTypes(skill).includes(0);
  2752. }),
  2753. addition:boardChange_Addition
  2754. },
  2755. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2756. function:cards=>cards.filter(card=>{
  2757. const searchTypeArray = [71];
  2758. const skill = getCardActiveSkill(card, searchTypeArray);
  2759. return boardChange_ColorTypes(skill).includes(1);
  2760. }),
  2761. addition:boardChange_Addition
  2762. },
  2763. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2764. function:cards=>cards.filter(card=>{
  2765. const searchTypeArray = [71];
  2766. const skill = getCardActiveSkill(card, searchTypeArray);
  2767. return boardChange_ColorTypes(skill).includes(2);
  2768. }),
  2769. addition:boardChange_Addition
  2770. },
  2771. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2772. function:cards=>cards.filter(card=>{
  2773. const searchTypeArray = [71];
  2774. const skill = getCardActiveSkill(card, searchTypeArray);
  2775. return boardChange_ColorTypes(skill).includes(3);
  2776. }),
  2777. addition:boardChange_Addition
  2778. },
  2779. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [71];
  2782. const skill = getCardActiveSkill(card, searchTypeArray);
  2783. return boardChange_ColorTypes(skill).includes(4);
  2784. }),
  2785. addition:boardChange_Addition
  2786. },
  2787. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2788. function:cards=>cards.filter(card=>{
  2789. const searchTypeArray = [71];
  2790. const skill = getCardActiveSkill(card, searchTypeArray);
  2791. return boardChange_ColorTypes(skill).includes(5);
  2792. }),
  2793. addition:boardChange_Addition
  2794. },
  2795. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2796. function:cards=>cards.filter(card=>{
  2797. const searchTypeArray = [71];
  2798. const skill = getCardActiveSkill(card, searchTypeArray);
  2799. const colors = boardChange_ColorTypes(skill);
  2800. return colors.includes(6)
  2801. || colors.includes(7)
  2802. || colors.includes(8)
  2803. || colors.includes(9);
  2804. }),
  2805. addition:boardChange_Addition
  2806. },
  2807. ]},
  2808. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2809. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2810. function:cards=>cards.filter(card=>{
  2811. const searchTypeArray = [9,20,154];
  2812. const skills = getCardActiveSkills(card, searchTypeArray);
  2813. if (!skills.length) return false;
  2814. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2815. return parsedSkills.some(p=>p.to.includes(0));
  2816. }),
  2817. addition:changeOrbs_Addition
  2818. },
  2819. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2820. function:cards=>cards.filter(card=>{
  2821. const searchTypeArray = [9,20,154];
  2822. const skills = getCardActiveSkills(card, searchTypeArray);
  2823. if (!skills.length) return false;
  2824. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2825. return parsedSkills.some(p=>p.to.includes(1));
  2826. }),
  2827. addition:changeOrbs_Addition
  2828. },
  2829. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2830. function:cards=>cards.filter(card=>{
  2831. const searchTypeArray = [9,20,154];
  2832. const skills = getCardActiveSkills(card, searchTypeArray);
  2833. if (!skills.length) return false;
  2834. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2835. return parsedSkills.some(p=>p.to.includes(2));
  2836. }),
  2837. addition:changeOrbs_Addition
  2838. },
  2839. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2840. function:cards=>cards.filter(card=>{
  2841. const searchTypeArray = [9,20,154];
  2842. const skills = getCardActiveSkills(card, searchTypeArray);
  2843. if (!skills.length) return false;
  2844. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2845. return parsedSkills.some(p=>p.to.includes(3));
  2846. }),
  2847. addition:changeOrbs_Addition
  2848. },
  2849. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2850. function:cards=>cards.filter(card=>{
  2851. const searchTypeArray = [9,20,154];
  2852. const skills = getCardActiveSkills(card, searchTypeArray);
  2853. if (!skills.length) return false;
  2854. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2855. return parsedSkills.some(p=>p.to.includes(4));
  2856. }),
  2857. addition:changeOrbs_Addition
  2858. },
  2859. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2860. function:cards=>cards.filter(card=>{
  2861. const searchTypeArray = [9,20,154];
  2862. const skills = getCardActiveSkills(card, searchTypeArray);
  2863. if (!skills.length) return false;
  2864. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2865. return parsedSkills.some(p=>p.to.includes(5));
  2866. }),
  2867. addition:changeOrbs_Addition
  2868. },
  2869. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2870. function:cards=>cards.filter(card=>{
  2871. const searchTypeArray = [9,20,154];
  2872. const skills = getCardActiveSkills(card, searchTypeArray);
  2873. if (!skills.length) return false;
  2874. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2875. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2876. }),
  2877. addition:changeOrbs_Addition
  2878. },
  2879. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2880. function:cards=>cards.filter(card=>{
  2881. const searchTypeArray = [9,20,154];
  2882. const skills = getCardActiveSkills(card, searchTypeArray);
  2883. if (!skills.length) return false;
  2884. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2885. return parsedSkills.some(p=>p.from.includes(0));
  2886. }),
  2887. addition:changeOrbs_Addition
  2888. },
  2889. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2890. function:cards=>cards.filter(card=>{
  2891. const searchTypeArray = [9,20,154];
  2892. const skills = getCardActiveSkills(card, searchTypeArray);
  2893. if (!skills.length) return false;
  2894. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2895. return parsedSkills.some(p=>p.from.includes(1));
  2896. }),
  2897. addition:changeOrbs_Addition
  2898. },
  2899. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2900. function:cards=>cards.filter(card=>{
  2901. const searchTypeArray = [9,20,154];
  2902. const skills = getCardActiveSkills(card, searchTypeArray);
  2903. if (!skills.length) return false;
  2904. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2905. return parsedSkills.some(p=>p.from.includes(2));
  2906. }),
  2907. addition:changeOrbs_Addition
  2908. },
  2909. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2910. function:cards=>cards.filter(card=>{
  2911. const searchTypeArray = [9,20,154];
  2912. const skills = getCardActiveSkills(card, searchTypeArray);
  2913. if (!skills.length) return false;
  2914. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2915. return parsedSkills.some(p=>p.from.includes(3));
  2916. }),
  2917. addition:changeOrbs_Addition
  2918. },
  2919. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2920. function:cards=>cards.filter(card=>{
  2921. const searchTypeArray = [9,20,154];
  2922. const skills = getCardActiveSkills(card, searchTypeArray);
  2923. if (!skills.length) return false;
  2924. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2925. return parsedSkills.some(p=>p.from.includes(4));
  2926. }),
  2927. addition:changeOrbs_Addition
  2928. },
  2929. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2930. function:cards=>cards.filter(card=>{
  2931. const searchTypeArray = [9,20,154];
  2932. const skills = getCardActiveSkills(card, searchTypeArray);
  2933. if (!skills.length) return false;
  2934. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2935. return parsedSkills.some(p=>p.from.includes(5));
  2936. }),
  2937. addition:changeOrbs_Addition
  2938. },
  2939. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2940. function:cards=>cards.filter(card=>{
  2941. const searchTypeArray = [9,20,154];
  2942. const skills = getCardActiveSkills(card, searchTypeArray);
  2943. if (!skills.length) return false;
  2944. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2945. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2946. }),
  2947. addition:changeOrbs_Addition
  2948. },
  2949. ]},
  2950. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2951. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2952. function:cards=>cards.filter(card=>{
  2953. function is30(sk)
  2954. {
  2955. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2956. }
  2957. const searchTypeArray = [141];
  2958. const skill = getCardActiveSkill(card, searchTypeArray);
  2959. return skill && is30(skill.params);
  2960. }),
  2961. addition:generateOrbs_Addition
  2962. },
  2963. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2964. function:cards=>cards.filter(card=>{
  2965. function is1515(sk)
  2966. {
  2967. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2968. }
  2969. const searchTypeArray = [141];
  2970. const skill = getCardActiveSkill(card, searchTypeArray);
  2971. return skill && is1515(skill.params);
  2972. }),
  2973. addition:generateOrbs_Addition
  2974. },
  2975. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2976. function:cards=>cards.filter(card=>{
  2977. const gens = generateOrbsParse(card);
  2978. return gens.some(gen=>gen.to.includes(0));
  2979. }),
  2980. addition:generateOrbs_Addition
  2981. },
  2982. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2983. function:cards=>cards.filter(card=>{
  2984. const gens = generateOrbsParse(card);
  2985. return gens.some(gen=>gen.to.includes(1));
  2986. }),
  2987. addition:generateOrbs_Addition
  2988. },
  2989. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2990. function:cards=>cards.filter(card=>{
  2991. const gens = generateOrbsParse(card);
  2992. return gens.some(gen=>gen.to.includes(2));
  2993. }),
  2994. addition:generateOrbs_Addition
  2995. },
  2996. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2997. function:cards=>cards.filter(card=>{
  2998. const gens = generateOrbsParse(card);
  2999. return gens.some(gen=>gen.to.includes(3));
  3000. }),
  3001. addition:generateOrbs_Addition
  3002. },
  3003. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3004. function:cards=>cards.filter(card=>{
  3005. const gens = generateOrbsParse(card);
  3006. return gens.some(gen=>gen.to.includes(4));
  3007. }),
  3008. addition:generateOrbs_Addition
  3009. },
  3010. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3011. function:cards=>cards.filter(card=>{
  3012. const gens = generateOrbsParse(card);
  3013. return gens.some(gen=>gen.to.includes(5));
  3014. }),
  3015. addition:generateOrbs_Addition
  3016. },
  3017. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3018. function:cards=>cards.filter(card=>{
  3019. const gens = generateOrbsParse(card);
  3020. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3021. }),
  3022. addition:generateOrbs_Addition
  3023. },
  3024. ]},
  3025. {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: [
  3026. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3027. function:cards=>cards.filter(card=>{
  3028. const searchTypeArray = [176];
  3029. const skill = getCardActiveSkill(card, searchTypeArray);
  3030. return skill;
  3031. }),
  3032. addition:card=>{
  3033. const searchTypeArray = [176];
  3034. const skills = getCardActiveSkills(card, searchTypeArray);
  3035. if (!skills.length) return;
  3036. const fragment = document.createDocumentFragment();
  3037. fragment.appendChild(document.createTextNode(`形状`));
  3038. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3039. return fragment;
  3040. }
  3041. },
  3042. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3043. function:cards=>cards.filter(card=>{
  3044. function isOuterEdges(sk)
  3045. {
  3046. const baseLineNum1 = 0b111111;
  3047. const baseLineNum2 = 0b100001;
  3048. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3049. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3050. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3051. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3052. shapeThisRowOk(sk[4], baseLineNum1);
  3053. }
  3054. const searchTypeArray = [176];
  3055. const skill = getCardActiveSkill(card, searchTypeArray);
  3056. return skill && isOuterEdges(skill.params);
  3057. }),
  3058. addition:card=>{
  3059. const searchTypeArray = [176];
  3060. const skill = getCardActiveSkill(card, searchTypeArray);
  3061. if (!skill) return;
  3062. const sk = skill.params;
  3063. const fragment = document.createDocumentFragment();
  3064. fragment.appendChild(document.createTextNode(`外圈`));
  3065. fragment.appendChild(createOrbsList(sk[5]));
  3066. return fragment;
  3067. }
  3068. },
  3069. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3070. function:cards=>cards.filter(card=>{
  3071. function is3x3(sk)
  3072. {
  3073. const baseLineNum = 0b111;
  3074. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3075. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3076. {
  3077. lineNumArr.push(_lineNum);
  3078. }
  3079. for (let ri=0; ri<3; ri++)
  3080. {
  3081. //搜索所有可能的行存在
  3082. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3083. if (maybeLineNum.length < 1) continue;
  3084. maybeLineNum = maybeLineNum.filter(lineNum=>
  3085. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3086. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3087. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3088. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3089. );
  3090. if (maybeLineNum.length > 0) return true;
  3091. }
  3092. return false;
  3093. }
  3094. const searchTypeArray = [176];
  3095. const skill = getCardActiveSkill(card, searchTypeArray);
  3096. return skill && is3x3(skill.params.slice(0,5));
  3097. }),
  3098. addition:card=>{
  3099. const searchTypeArray = [176];
  3100. const skill = getCardActiveSkill(card, searchTypeArray);
  3101. if (!skill) return;
  3102. const sk = skill.params;
  3103. const fragment = document.createDocumentFragment();
  3104. fragment.appendChild(document.createTextNode(`3×3`));
  3105. fragment.appendChild(createOrbsList(sk[5]));
  3106. return fragment;
  3107. }
  3108. },
  3109. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3110. function:cards=>cards.filter(card=>{
  3111. const searchTypeArray = [176];
  3112. const skills = getCardActiveSkills(card, searchTypeArray);
  3113. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3114. }),
  3115. addition:function(card){
  3116. const searchTypeArray = [176];
  3117. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3118. if (!skills.length) return;
  3119. const fragment = document.createDocumentFragment();
  3120. fragment.appendChild(document.createTextNode(`十字`));
  3121. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3122. return fragment;
  3123. },
  3124. },
  3125. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3126. function:cards=>cards.filter(card=>{
  3127. const searchTypeArray = [176];
  3128. const skills = getCardActiveSkills(card, searchTypeArray);
  3129. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3130. }),
  3131. addition:function(card){
  3132. const searchTypeArray = [176];
  3133. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3134. if (!skills.length) return;
  3135. const fragment = document.createDocumentFragment();
  3136. fragment.appendChild(document.createTextNode(`L字`));
  3137. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3138. return fragment;
  3139. },
  3140. },
  3141. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3142. function:cards=>cards.filter(card=>{
  3143. const searchTypeArray = [127];
  3144. const skill = getCardActiveSkill(card, searchTypeArray);
  3145. return skill;
  3146. }),
  3147. addition:generateColumnOrbs_Addition
  3148. },
  3149. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3150. function:cards=>cards.filter(card=>{
  3151. function isHeart(sk)
  3152. {
  3153. for (let i=1;i<sk.length;i+=2)
  3154. {
  3155. if (sk[i] & 32)
  3156. {
  3157. return true;
  3158. }
  3159. }
  3160. }
  3161. const searchTypeArray = [127];
  3162. const skill = getCardActiveSkill(card, searchTypeArray);
  3163. return skill && isHeart(skill.params);
  3164. }),
  3165. addition:generateColumnOrbs_Addition
  3166. },
  3167. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3168. function:cards=>cards.filter(card=>{
  3169. const searchTypeArray = [128];
  3170. const skill = getCardActiveSkill(card, searchTypeArray);
  3171. return skill;
  3172. }),
  3173. addition:generateRowOrbs_Addition
  3174. },
  3175. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3176. function:cards=>cards.filter(card=>{
  3177. const searchTypeArray = [128];
  3178. const skill = getCardActiveSkill(card, searchTypeArray);
  3179. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3180. }),
  3181. addition:generateRowOrbs_Addition
  3182. },
  3183. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3184. function:cards=>cards.filter(card=>{
  3185. const searchTypeArray = [128];
  3186. const skill = getCardActiveSkill(card, searchTypeArray);
  3187. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3188. }),
  3189. addition:generateRowOrbs_Addition
  3190. },
  3191. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3192. function:cards=>cards.filter(card=>{
  3193. const searchTypeArray = [128];
  3194. const skill = getCardActiveSkill(card, searchTypeArray);
  3195. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3196. }),
  3197. addition:generateRowOrbs_Addition
  3198. },
  3199. {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)"},
  3200. function:cards=>cards.filter(card=>{
  3201. const searchTypeArray = [128,71,176];
  3202. function isRow(skill)
  3203. {
  3204. const sk = skill.params;
  3205. if (skill.type === 128) {//普通横
  3206. return true;
  3207. }
  3208. else if (skill.type === 71) {//花火
  3209. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3210. }
  3211. else if (skill.type === 176) {//特殊形状
  3212. return sk.some(n=>(n & 0b111111) === 0b111111)
  3213. }
  3214. return false;
  3215. }
  3216. const skill = getCardActiveSkill(card, searchTypeArray);
  3217. return skill && isRow(skill);
  3218. })
  3219. },
  3220. ]},
  3221. {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: [
  3222. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3223. function:cards=>{
  3224. const searchTypeArray = [6, 161];
  3225. return cards.filter(card=>{
  3226. const skill = getCardActiveSkill(card, searchTypeArray);
  3227. return skill;
  3228. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3229. },
  3230. addition: gravity_Addition
  3231. },
  3232. {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)"},
  3233. function:cards=>{
  3234. const searchTypeArray = [6];
  3235. return cards.filter(card=>{
  3236. const skill = getCardActiveSkill(card, searchTypeArray);
  3237. return skill;
  3238. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3239. },
  3240. addition: gravity_Addition
  3241. },
  3242. {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)"},
  3243. function:cards=>{
  3244. const searchTypeArray = [161];
  3245. return cards.filter(card=>{
  3246. const skill = getCardActiveSkill(card, searchTypeArray);
  3247. return skill;
  3248. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3249. },
  3250. addition: gravity_Addition
  3251. },
  3252. ]},
  3253. {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: [
  3254. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3255. function:cards=>{
  3256. const searchTypeArray = [55,188,56];
  3257. return cards.filter(card=>{
  3258. const skill = getCardActiveSkill(card, searchTypeArray);
  3259. return skill;
  3260. }).sort((a,b)=>{
  3261. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3262. 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);
  3263. return a_pC - b_pC;
  3264. });
  3265. },
  3266. addition:dixedDamage_Addition
  3267. },
  3268. {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)"},
  3269. function:cards=>{
  3270. const searchTypeArray = [55,188];
  3271. return cards.filter(card=>{
  3272. const skill = getCardActiveSkill(card, searchTypeArray);
  3273. return skill;
  3274. }).sort((a,b)=>{
  3275. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3276. 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);
  3277. return a_pC - b_pC;
  3278. });
  3279. },
  3280. addition:dixedDamage_Addition
  3281. },
  3282. {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)"},
  3283. function:cards=>{
  3284. const searchTypeArray = [56];
  3285. return cards.filter(card=>{
  3286. const skill = getCardActiveSkill(card, searchTypeArray);
  3287. return skill;
  3288. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3289. },
  3290. addition:dixedDamage_Addition
  3291. },
  3292. ]},
  3293. {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: [
  3294. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3295. function:cards=>cards.filter(card=>{
  3296. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3297. function isSingle(skill)
  3298. {
  3299. if (skill.type == 110)
  3300. return Boolean(skill.params[0]);
  3301. else if (skill.type == 144)
  3302. return Boolean(skill.params[2]);
  3303. else
  3304. return true;
  3305. }
  3306. const skill = getCardActiveSkill(card, searchTypeArray);
  3307. return skill && isSingle(skill);
  3308. }),
  3309. addition: numericalATK_Addition
  3310. },
  3311. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3312. function:cards=>cards.filter(card=>{
  3313. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3314. function isAll(skill)
  3315. {
  3316. if (skill.type == 110)
  3317. return !Boolean(skill.params[0]);
  3318. else if (skill.type == 144)
  3319. return !Boolean(skill.params[2]);
  3320. else
  3321. return true;
  3322. }
  3323. const skill = getCardActiveSkill(card, searchTypeArray);
  3324. return skill && skill.id!=0 && isAll(skill);
  3325. }),
  3326. addition: numericalATK_Addition
  3327. },
  3328. {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"},
  3329. function:cards=>cards.filter(card=>{
  3330. const searchTypeArray = [42];
  3331. const skill = getCardActiveSkill(card, searchTypeArray);
  3332. return skill;
  3333. })
  3334. },
  3335. {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"},
  3336. function:cards=>cards.filter(card=>{
  3337. const searchTypeArray = [2,35];
  3338. const skill = getCardActiveSkill(card, searchTypeArray);
  3339. return skill;
  3340. })
  3341. },
  3342. {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)"},
  3343. function:cards=>cards.filter(card=>{
  3344. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3345. const skill = getCardActiveSkill(card, searchTypeArray);
  3346. return skill && skill.id!=0;
  3347. }).sort((a,b)=>{
  3348. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3349. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3350. function getNumber(skill)
  3351. {
  3352. const sk = skill.params;
  3353. switch(skill.type)
  3354. {
  3355. case 0:
  3356. case 37:
  3357. case 58:
  3358. case 59:
  3359. case 84:
  3360. case 85:
  3361. case 115:
  3362. return sk[1];
  3363. case 2:
  3364. case 35:
  3365. return sk[0];
  3366. default:
  3367. return 0;
  3368. }
  3369. }
  3370. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3371. return a_pC - b_pC;
  3372. }),
  3373. addition: numericalATK_Addition
  3374. },
  3375. {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)"},
  3376. function:cards=>cards.filter(card=>{
  3377. const searchTypeArray = [1,42,86,87];
  3378. const skill = getCardActiveSkill(card, searchTypeArray);
  3379. return skill;
  3380. }).sort((a,b)=>{
  3381. const searchTypeArray = [1,42,86,87];
  3382. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3383. function getNumber(skill)
  3384. {
  3385. const sk = skill.params;
  3386. switch(skill.type)
  3387. {
  3388. case 1:
  3389. case 86:
  3390. case 87:
  3391. return sk[1];
  3392. case 42:
  3393. return sk[2];
  3394. default:
  3395. return 0;
  3396. }
  3397. }
  3398. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3399. return a_pC - b_pC;
  3400. }),
  3401. addition: numericalATK_Addition
  3402. },
  3403. {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)"},
  3404. function:cards=>{
  3405. const searchTypeArray = [110];
  3406. return cards.filter(card=>{
  3407. const skill = getCardActiveSkill(card, searchTypeArray);
  3408. return skill;
  3409. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3410. },
  3411. addition: numericalATK_Addition
  3412. },
  3413. {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)"},
  3414. function:cards=>{
  3415. const searchTypeArray = [143];
  3416. return cards.filter(card=>{
  3417. const skill = getCardActiveSkill(card, searchTypeArray);
  3418. return skill;
  3419. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3420. },
  3421. addition: numericalATK_Addition
  3422. },
  3423. {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)"},
  3424. function:cards=>{
  3425. const searchTypeArray = [144];
  3426. return cards.filter(card=>{
  3427. const skill = getCardActiveSkill(card, searchTypeArray);
  3428. return skill;
  3429. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3430. },
  3431. addition: numericalATK_Addition
  3432. },
  3433. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3434. function:cards=>cards.filter(card=>{
  3435. const searchTypeArray = [35,115];
  3436. const skill = getCardActiveSkill(card, searchTypeArray);
  3437. return skill;
  3438. })
  3439. },
  3440. ]},
  3441. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3442. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3443. function:cards=>cards.filter(card=>{
  3444. if (card.activeSkillId == 0) return false;
  3445. const skill = Skills[card.activeSkillId];
  3446. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3447. })
  3448. },
  3449. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3450. function:cards=>cards.filter(card=>{
  3451. if (card.activeSkillId == 0) return false;
  3452. const skill = Skills[card.activeSkillId];
  3453. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3454. let realCD = minCD;
  3455. const searchTypeArray = [14];
  3456. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3457. if (subSkill)
  3458. {
  3459. realCD -= subSkill.params[0] * 3;
  3460. }
  3461. return minCD > 1 && realCD <= 4;
  3462. })
  3463. },
  3464. {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)"},
  3465. function:cards=>{
  3466. const searchTypeArray = [5, 246, 247];
  3467. return cards.filter(card=>{
  3468. const skill = getCardActiveSkill(card, searchTypeArray);
  3469. return skill;
  3470. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3471. },
  3472. addition:card=>{
  3473. const searchTypeArray = [5, 246, 247];
  3474. const skill = getCardActiveSkill(card, searchTypeArray);
  3475. if (!skill) return;
  3476. const value = skill.params[0];
  3477. return `时停${value}s`;
  3478. }
  3479. },
  3480. {
  3481. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3482. function:cards=>cards.filter(card=>{
  3483. const searchTypeArray = [118];
  3484. const skill = getCardActiveSkill(card, searchTypeArray);
  3485. return skill;
  3486. })
  3487. },
  3488. {
  3489. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3490. function:cards=>cards.filter(card=>{
  3491. const searchTypeArray = [232, 233];
  3492. const skill = getCardActiveSkill(card, searchTypeArray);
  3493. return skill;
  3494. }),
  3495. addition:card=>{
  3496. const searchTypeArray = [232, 233];
  3497. const skill = getCardActiveSkill(card, searchTypeArray);
  3498. if (!skill) return;
  3499. const value = skill.params[0];
  3500. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3501. }
  3502. },
  3503. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3504. function:cards=>cards.filter(card=>{
  3505. const searchTypeArray = [225];
  3506. const skill = getCardActiveSkill(card, searchTypeArray);
  3507. return skill;
  3508. }),
  3509. addition:card=>{
  3510. const searchTypeArray = [225];
  3511. const skill = getCardActiveSkill(card, searchTypeArray);
  3512. if (!skill) return;
  3513. const sk = skill.params;
  3514. let strArr = [];
  3515. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3516. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3517. return `HP ${strArr.join(" ")}`;
  3518. }
  3519. },
  3520. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3521. function:cards=>cards.filter(card=>{
  3522. const searchTypeArray = [234];
  3523. const skill = getCardActiveSkill(card, searchTypeArray);
  3524. return skill;
  3525. }),
  3526. addition:card=>{
  3527. const searchTypeArray = [234];
  3528. const skill = getCardActiveSkill(card, searchTypeArray);
  3529. if (!skill) return;
  3530. const sk = skill.params;
  3531. let strArr = [];
  3532. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3533. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3534. return `层 ${strArr.join(" ")}`;
  3535. }
  3536. },
  3537. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3538. function:cards=>{
  3539. const searchTypeArray = [248];
  3540. return cards.filter(card=>{
  3541. const skill = getCardActiveSkill(card, searchTypeArray);
  3542. return skill;
  3543. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3544. },
  3545. addition:card=>{
  3546. const searchTypeArray = [248];
  3547. const skill = getCardActiveSkill(card, searchTypeArray);
  3548. if (!skill) return;
  3549. const sk = skill.params;
  3550. return `延迟${sk[0]}T`;
  3551. }
  3552. },
  3553. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3554. function:cards=>cards.filter(card=>{
  3555. const searchTypeArray = [255];
  3556. const skill = getCardActiveSkill(card, searchTypeArray);
  3557. return skill;
  3558. }),
  3559. addition:card=>{
  3560. const searchTypeArray = [255];
  3561. const skill = getCardActiveSkill(card, searchTypeArray);
  3562. if (!skill) return;
  3563. const sk = skill.params;
  3564. const fragment = document.createDocumentFragment();
  3565. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3566. return fragment;
  3567. }
  3568. },
  3569. ]},
  3570. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3571. ]},
  3572. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3573. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3574. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3575. },
  3576. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3577. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3578. },
  3579. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3580. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3581. },
  3582. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3583. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3584. },
  3585. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3586. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3587. },
  3588. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3589. function:cards=>cards.filter(card=>{
  3590. const searchTypeArray = [150];
  3591. const skill = getCardLeaderSkill(card, searchTypeArray);
  3592. return skill;
  3593. })
  3594. },
  3595. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3596. function:cards=>cards.filter(card=>{
  3597. const searchTypeArray = [151,209];
  3598. const skill = getCardLeaderSkill(card, searchTypeArray);
  3599. return skill;
  3600. })
  3601. },
  3602. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3603. function:cards=>cards.filter(card=>{
  3604. const searchTypeArray = [157];
  3605. const skill = getCardLeaderSkill(card, searchTypeArray);
  3606. return skill;
  3607. })
  3608. },
  3609. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3610. function:cards=>{
  3611. const searchTypeArray = [235];
  3612. return cards.filter(card=>{
  3613. const skill = getCardLeaderSkill(card, searchTypeArray);
  3614. if (!skill) return false;
  3615. const sk = skill.params;
  3616. if (!sk[3] || sk[3] === 100) return false;
  3617. return skill;
  3618. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3619. },
  3620. addition:card=>{
  3621. const searchTypeArray = [235];
  3622. const skill = getCardLeaderSkill(card, searchTypeArray);
  3623. if (!skill) return;
  3624. const sk = skill.params;
  3625. if (!sk[3] || sk[3] === 100) return;
  3626. const fragment = document.createDocumentFragment();
  3627. const sup = document.createElement("sup");
  3628. sup.textContent = "N";
  3629. const orbs = createOrbsList(flags(sk[0]));
  3630. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3631. if (sk[1]) {
  3632. fragment.append(`×≥${sk[1]}`);
  3633. } else {
  3634. fragment.append(`×${sk[2]}`);
  3635. }
  3636. return fragment;
  3637. }
  3638. },
  3639. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3640. function:cards=>cards.filter(card=>{
  3641. const searchTypeArray = [177];
  3642. const skill = getCardLeaderSkill(card, searchTypeArray);
  3643. return skill?.params[5];
  3644. })
  3645. },
  3646. ]},
  3647. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3648. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3649. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3650. },
  3651. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3652. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3653. },
  3654. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3655. function:cards=>cards.filter(card=>{
  3656. const searchTypeArray = [162,186];
  3657. const skill = getCardLeaderSkill(card, searchTypeArray);
  3658. return skill;
  3659. })
  3660. },
  3661. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3662. function:cards=>cards.filter(card=>{
  3663. const searchTypeArray = [163,177];
  3664. const skill = getCardLeaderSkill(card, searchTypeArray);
  3665. return skill;
  3666. })
  3667. },
  3668. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3669. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3670. },
  3671. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3672. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3673. },
  3674. {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)"},
  3675. function:cards=>{
  3676. const searchTypeArray = [158];
  3677. return cards.filter(card=>{
  3678. const skill = getCardLeaderSkill(card, searchTypeArray);
  3679. return skill;
  3680. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3681. },
  3682. addition:card=>{
  3683. const searchTypeArray = [158];
  3684. const skill = getCardLeaderSkill(card, searchTypeArray);
  3685. const value = skill.params[0];
  3686. return `≥${value}珠`;
  3687. }
  3688. },
  3689. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3690. function:cards=>cards.filter(card=>{
  3691. const searchTypeArray = [125];
  3692. const skill = getCardLeaderSkill(card, searchTypeArray);
  3693. return skill;
  3694. }),
  3695. addition:card=>{
  3696. const searchTypeArray = [125];
  3697. const skill = getCardLeaderSkill(card, searchTypeArray);
  3698. if (!skill) return;
  3699. const sk = skill.params;
  3700. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3701. }
  3702. },
  3703. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3704. function:cards=>cards.filter(card=>{
  3705. const searchTypeArray = [175];
  3706. const skill = getCardLeaderSkill(card, searchTypeArray);
  3707. return skill;
  3708. }),
  3709. addition:card=>{
  3710. const searchTypeArray = [175];
  3711. const skill = getCardLeaderSkill(card, searchTypeArray);
  3712. if (!skill) return;
  3713. const sk = skill.params;
  3714. return `合作:${sk[0]}`;
  3715. }
  3716. },
  3717. {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"},
  3718. function:cards=>cards.filter(card=>{
  3719. const searchTypeArray = [203];
  3720. const skill = getCardLeaderSkill(card, searchTypeArray);
  3721. return skill;
  3722. })
  3723. },
  3724. {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"},
  3725. function:cards=>cards.filter(card=>{
  3726. const searchTypeArray = [229];
  3727. const skill = getCardLeaderSkill(card, searchTypeArray);
  3728. return skill;
  3729. }),
  3730. addition:card=>{
  3731. const searchTypeArray = [229];
  3732. const skill = getCardLeaderSkill(card, searchTypeArray);
  3733. if (!skill) return;
  3734. const sk = skill.params;
  3735. const attrs = flags(sk[0]), types = flags(sk[1]);
  3736. const fragment = document.createDocumentFragment();
  3737. if (attrs.length)
  3738. fragment.appendChild(createOrbsList(attrs));
  3739. if (types.length)
  3740. fragment.appendChild(createTypesList(types));
  3741. return fragment;
  3742. }
  3743. },
  3744. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3745. function:cards=>cards.filter(card=>{
  3746. const searchTypeArray = [217];
  3747. const skill = getCardLeaderSkill(card, searchTypeArray);
  3748. return skill;
  3749. }),
  3750. addition:card=>{
  3751. const searchTypeArray = [217];
  3752. const skill = getCardLeaderSkill(card, searchTypeArray);
  3753. if (!skill) return;
  3754. const sk = skill.params;
  3755. return `★≤${sk[0]}`;
  3756. }
  3757. },
  3758. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3759. function:cards=>cards.filter(card=>{
  3760. const searchTypeArray = [245];
  3761. const skill = getCardLeaderSkill(card, searchTypeArray);
  3762. return skill;
  3763. }),
  3764. addition:card=>{
  3765. const searchTypeArray = [245];
  3766. const skill = getCardLeaderSkill(card, searchTypeArray);
  3767. if (!skill) return;
  3768. const sk = skill.params;
  3769. switch (sk[0]) {
  3770. case -1:
  3771. return `★各不相同`;
  3772. case -2:
  3773. return `★全部相同`;
  3774. default:
  3775. return `★全为${sk[0]}`;
  3776. }
  3777. }
  3778. },
  3779. ]},
  3780. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3781. {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)"},
  3782. function:cards=>{
  3783. return cards.filter(card=>{
  3784. return getSkillFixedDamage(card) > 0;
  3785. }).sort((a,b)=>{
  3786. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3787. return a_pC - b_pC;
  3788. });
  3789. },
  3790. addition:card=>{
  3791. const value = getSkillFixedDamage(card);
  3792. if (value <= 0 ) return;
  3793. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3794. let skill;
  3795. if (skill = getCardLeaderSkill(card, [235])) {
  3796. nodeArr.push("/");
  3797. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3798. nodeArr.push(`×${skill.params[2]}`);
  3799. }
  3800. return nodeArr.nodeJoin();
  3801. }
  3802. },
  3803. {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)"},
  3804. function:cards=>{
  3805. return cards.filter(card=>{
  3806. return getSkillAddCombo(card) > 0;
  3807. }).sort((a,b)=>{
  3808. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3809. return a_pC - b_pC;
  3810. });
  3811. },
  3812. addition:card=>{
  3813. const value = getSkillAddCombo(card);
  3814. if (value <= 0 ) return;
  3815. let nodeArr = [`+${value.bigNumberToString()}C`];
  3816. let skill;
  3817. if (skill = getCardLeaderSkill(card, [210])) {
  3818. nodeArr.push("/十字");
  3819. } else if (skill = getCardLeaderSkill(card, [235])) {
  3820. nodeArr.push("/");
  3821. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3822. nodeArr.push(`×${skill.params[2]}`);
  3823. }
  3824. return nodeArr.nodeJoin();
  3825. }
  3826. },
  3827. {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)"},
  3828. function:cards=>{
  3829. const searchTypeArray = [15,185];
  3830. return cards.filter(card=>{
  3831. const skill = getCardLeaderSkill(card, searchTypeArray);
  3832. return skill;
  3833. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3834. },
  3835. addition:card=>{
  3836. const searchTypeArray = [15,185];
  3837. const skill = getCardLeaderSkill(card, searchTypeArray);
  3838. if (!skill) return;
  3839. const value = skill.params[0];
  3840. return `${value > 0 ? "+" : ""}${value/100}s`;
  3841. }
  3842. },
  3843. {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)"},
  3844. function:cards=>{
  3845. const searchTypeArray = [178];
  3846. return cards.filter(card=>{
  3847. const skill = getCardLeaderSkill(card, searchTypeArray);
  3848. return skill;
  3849. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3850. },
  3851. addition:card=>{
  3852. const searchTypeArray = [178];
  3853. const skill = getCardLeaderSkill(card, searchTypeArray);
  3854. if (!skill) return;
  3855. const value = skill.params[0];
  3856. return `固定${value}s`;
  3857. }
  3858. },
  3859. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3860. function:cards=>cards.filter(card=>{
  3861. const searchTypeArray = [213];
  3862. const skill = getCardLeaderSkill(card, searchTypeArray);
  3863. return skill;
  3864. }),
  3865. addition:card=>{
  3866. const searchTypeArray = [213];
  3867. const skill = getCardLeaderSkill(card, searchTypeArray);
  3868. if (!skill) return;
  3869. const sk = skill.params;
  3870. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3871. const fragment = document.createDocumentFragment();
  3872. if (attrs.length)
  3873. fragment.appendChild(createOrbsList(attrs));
  3874. if (types.length)
  3875. fragment.appendChild(createTypesList(types));
  3876. fragment.appendChild(document.createTextNode(`:+`));
  3877. if (awakenings.length)
  3878. fragment.appendChild(creatAwokenList(awakenings));
  3879. return fragment;
  3880. }
  3881. },
  3882. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3883. function:cards=>{
  3884. const searchTypeArray = [12];
  3885. return cards.filter(card=>{
  3886. const skill = getCardLeaderSkill(card, searchTypeArray);
  3887. return skill;
  3888. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3889. },
  3890. addition:card=>{
  3891. const searchTypeArray = [12];
  3892. const skill = getCardLeaderSkill(card, searchTypeArray);
  3893. if (!skill) return;
  3894. const value = skill.params[0];
  3895. return `攻击×${(value/100).bigNumberToString()}倍`;
  3896. }
  3897. },
  3898. {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)"},
  3899. function:cards=>{
  3900. const searchTypeArray = [13];
  3901. return cards.filter(card=>{
  3902. const skill = getCardLeaderSkill(card, searchTypeArray);
  3903. return skill;
  3904. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3905. },
  3906. addition:card=>{
  3907. const searchTypeArray = [13];
  3908. const skill = getCardLeaderSkill(card, searchTypeArray);
  3909. if (!skill) return;
  3910. const value = skill.params[0];
  3911. return `回复×${(value/100).bigNumberToString()}倍`;
  3912. }
  3913. },
  3914. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3915. function:cards=>{
  3916. const searchTypeArray = [198];
  3917. return cards.filter(card=>{
  3918. const skill = getCardLeaderSkill(card, searchTypeArray);
  3919. return skill && skill.params[2];
  3920. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3921. },
  3922. addition:card=>{
  3923. const searchTypeArray = [198];
  3924. const skill = getCardLeaderSkill(card, searchTypeArray);
  3925. if (!skill) return;
  3926. const sk = skill.params;
  3927. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3928. }
  3929. },
  3930. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3931. function:cards=>{
  3932. const searchTypeArray = [198];
  3933. return cards.filter(card=>{
  3934. const skill = getCardLeaderSkill(card, searchTypeArray);
  3935. return skill && skill.params[3];
  3936. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3937. },
  3938. addition:card=>{
  3939. const searchTypeArray = [198];
  3940. const skill = getCardLeaderSkill(card, searchTypeArray);
  3941. if (!skill) return;
  3942. const sk = skill.params;
  3943. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3944. }
  3945. },
  3946. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3947. function:cards=>{
  3948. const searchTypeArray = [41];
  3949. return cards.filter(card=>{
  3950. const skill = getCardLeaderSkill(card, searchTypeArray);
  3951. return skill;
  3952. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3953. },
  3954. addition:card=>{
  3955. const searchTypeArray = [41];
  3956. const skill = getCardLeaderSkill(card, searchTypeArray);
  3957. if (!skill) return;
  3958. const sk = skill.params;
  3959. const fragment = document.createDocumentFragment();
  3960. fragment.appendChild(createOrbsList(sk[2] || 0));
  3961. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3962. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3963. return fragment;
  3964. }
  3965. },
  3966. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3967. function:cards=>cards.filter(card=>{
  3968. const searchTypeArray = [197];
  3969. const skill = getCardLeaderSkill(card, searchTypeArray);
  3970. return skill;
  3971. })
  3972. },
  3973. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3974. function:cards=>{
  3975. const searchTypeArray = [14];
  3976. return cards.filter(card=>{
  3977. const skill = getCardLeaderSkill(card, searchTypeArray);
  3978. return skill;
  3979. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3980. },
  3981. addition:card=>{
  3982. const searchTypeArray = [14];
  3983. const skill = getCardLeaderSkill(card, searchTypeArray);
  3984. if (!skill) return;
  3985. const value = skill.params[0];
  3986. return `HP≥${value}%`;
  3987. }
  3988. },
  3989. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3990. function:cards=>{
  3991. const searchTypeArray = [254];
  3992. return cards.filter(card=>{
  3993. const skill = getCardLeaderSkill(card, searchTypeArray);
  3994. return skill;
  3995. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3996. }
  3997. },
  3998. {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)"},
  3999. function:cards=>{
  4000. const searchTypeArray = [53];
  4001. return cards.filter(card=>{
  4002. const skill = getCardLeaderSkill(card, searchTypeArray);
  4003. return skill;
  4004. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4005. },
  4006. addition:card=>{
  4007. const searchTypeArray = [53];
  4008. const skill = getCardLeaderSkill(card, searchTypeArray);
  4009. if (!skill) return;
  4010. const sk = skill.params;
  4011. return `掉率x${sk[0]/100}`;
  4012. }
  4013. },
  4014. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  4015. function:cards=>{
  4016. const searchTypeArray = [54];
  4017. return cards.filter(card=>{
  4018. const skill = getCardLeaderSkill(card, searchTypeArray);
  4019. return skill;
  4020. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4021. },
  4022. addition:card=>{
  4023. const searchTypeArray = [54];
  4024. const skill = getCardLeaderSkill(card, searchTypeArray);
  4025. if (!skill) return;
  4026. const sk = skill.params;
  4027. return `金币x${sk[0]/100}`;
  4028. }
  4029. },
  4030. {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)"},
  4031. function:cards=>{
  4032. const searchTypeArray = [148];
  4033. return cards.filter(card=>{
  4034. const skill = getCardLeaderSkill(card, searchTypeArray);
  4035. return skill;
  4036. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4037. },
  4038. addition:card=>{
  4039. const searchTypeArray = [148];
  4040. const skill = getCardLeaderSkill(card, searchTypeArray);
  4041. if (!skill) return;
  4042. const sk = skill.params;
  4043. return `经验x${sk[0]/100}`;
  4044. }
  4045. },
  4046. ]},
  4047. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  4048. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4049. function:cards=>cards.filter(card=>{
  4050. const skill = Skills[card.leaderSkillId];
  4051. const HPscale = getHPScale(skill);
  4052. return HPscale >= 3;
  4053. }).sort(sortByHPScal),
  4054. addition: HPScal_Addition
  4055. },
  4056. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4057. function:cards=>cards.filter(card=>{
  4058. const skill = Skills[card.leaderSkillId];
  4059. const HPscale = getHPScale(skill);
  4060. return HPscale >= 2 && HPscale < 3;
  4061. }).sort(sortByHPScal),
  4062. addition: HPScal_Addition
  4063. },
  4064. {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)"},
  4065. function:cards=>cards.filter(card=>{
  4066. const skill = Skills[card.leaderSkillId];
  4067. const HPscale = getHPScale(skill);
  4068. return HPscale >= 1.5 && HPscale < 2;
  4069. }).sort(sortByHPScal),
  4070. addition: HPScal_Addition
  4071. },
  4072. {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)"},
  4073. function:cards=>cards.filter(card=>{
  4074. const skill = Skills[card.leaderSkillId];
  4075. const HPscale = getHPScale(skill);
  4076. return HPscale > 1 && HPscale < 1.5;
  4077. }).sort(sortByHPScal),
  4078. addition: HPScal_Addition
  4079. },
  4080. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4081. function:cards=>cards.filter(card=>{
  4082. const skill = Skills[card.leaderSkillId];
  4083. const HPscale = getHPScale(skill);
  4084. return HPscale === 1;
  4085. }),
  4086. addition: HPScal_Addition
  4087. },
  4088. {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)"},
  4089. function:cards=>cards.filter(card=>{
  4090. const skill = Skills[card.leaderSkillId];
  4091. const HPscale = getHPScale(skill);
  4092. return HPscale < 1;
  4093. }).sort(sortByHPScal),
  4094. addition: HPScal_Addition
  4095. },
  4096. ]},
  4097. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  4098. {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)"},
  4099. function:cards=>cards.filter(card=>{
  4100. const skill = Skills[card.leaderSkillId];
  4101. const reduceScale = getReduceScale(skill);
  4102. return reduceScale >= 0.75;
  4103. }).sort(sortByReduceScale),
  4104. addition: ReduceScale_Addition
  4105. },
  4106. {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)"},
  4107. function:cards=>cards.filter(card=>{
  4108. const skill = Skills[card.leaderSkillId];
  4109. const reduceScale = getReduceScale(skill);
  4110. return reduceScale >= 0.5 && reduceScale < 0.75;
  4111. }).sort(sortByReduceScale),
  4112. addition: ReduceScale_Addition
  4113. },
  4114. {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)"},
  4115. function:cards=>cards.filter(card=>{
  4116. const skill = Skills[card.leaderSkillId];
  4117. const reduceScale = getReduceScale(skill);
  4118. return reduceScale >= 0.25 && reduceScale < 0.5;
  4119. }).sort(sortByReduceScale),
  4120. addition: ReduceScale_Addition
  4121. },
  4122. {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)"},
  4123. function:cards=>cards.filter(card=>{
  4124. const skill = Skills[card.leaderSkillId];
  4125. const reduceScale = getReduceScale(skill);
  4126. return reduceScale > 0 && reduceScale < 0.25;
  4127. }).sort(sortByReduceScale),
  4128. addition: ReduceScale_Addition
  4129. },
  4130. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4131. function:cards=>cards.filter(card=>{
  4132. const skill = Skills[card.leaderSkillId];
  4133. const reduceScale = getReduceScale(skill);
  4134. return reduceScale === 0;
  4135. })
  4136. },
  4137. {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"},
  4138. function:cards=>cards.filter(card=>{
  4139. const skill = Skills[card.leaderSkillId];
  4140. return getReduceScale(skill, true) > 0;
  4141. })
  4142. },
  4143. {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"},
  4144. function:cards=>cards.filter(card=>{
  4145. const skill = Skills[card.leaderSkillId];
  4146. return getReduceScale(skill, undefined, true) > 0;
  4147. })
  4148. },
  4149. {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"},
  4150. function:cards=>cards.filter(card=>{
  4151. const skill = Skills[card.leaderSkillId];
  4152. return getReduceScale(skill, undefined, undefined, true) > 0;
  4153. })
  4154. },
  4155. /*{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%)"},
  4156. function:cards=>cards.filter(card=>{
  4157. const skill = Skills[card.leaderSkillId];
  4158. const reduceScale = getReduceScale(skill);
  4159. return reduceScale>=0.29;
  4160. }).sort(sortByReduceScale)
  4161. },*/
  4162. {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"},
  4163. function:cards=>{
  4164. return cards.filter(card=>{
  4165. const skill = Skills[card.leaderSkillId];
  4166. return getReduceScale_unconditional(skill) > 0;
  4167. }).sort((a,b)=>{
  4168. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4169. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4170. });
  4171. },
  4172. addition:card=>{
  4173. const skill = Skills[card.leaderSkillId];
  4174. const scale = getReduceScale_unconditional(skill)
  4175. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4176. }
  4177. },
  4178. ]},
  4179. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4180. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4181. function:cards=>cards.filter(card=>
  4182. !Array.isArray(card.henshinFrom) &&
  4183. !Array.isArray(card.henshinTo))
  4184. },
  4185. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4186. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4187. },
  4188. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4189. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4190. },
  4191. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4192. function:cards=>cards.filter(card=>{
  4193. const searchTypeArray = [236];
  4194. const skill = getCardActiveSkill(card, searchTypeArray);
  4195. return skill;
  4196. })
  4197. },
  4198. {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)"},
  4199. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4200. },
  4201. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4202. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4203. },
  4204. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4205. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4206. function:cards=>cards.filter(isReincarnated)
  4207. }, //evoBaseId可能为0
  4208. //{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)},
  4209. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4210. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4211. },
  4212. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4213. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4214. },
  4215. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4216. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4217. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4218. },
  4219. ]},
  4220. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4221. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4222. function:cards=>cards.filter(card=>card.is8Latent)
  4223. },
  4224. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4225. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4226. },
  4227. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4228. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4229. },
  4230. {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"},
  4231. function:cards=>cards.filter(card=>{
  4232. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4233. if (hasAwokenKiller)
  4234. { //大于2个杀的进行判断
  4235. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4236. { //大于3个杀的直接过
  4237. return true;
  4238. }else
  4239. { //2个杀的
  4240. const isAllowLatent = card.types.filter(i=>
  4241. i>=0 //去掉-1的type
  4242. ).map(type=>
  4243. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4244. ).some(ls=>
  4245. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4246. );
  4247. return isAllowLatent
  4248. }
  4249. }else
  4250. {
  4251. return false;
  4252. }
  4253. })
  4254. },
  4255. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4256. // function:cards=>cards.filter(card=>{
  4257. // const searchTypeArray = [1000];
  4258. // const skill = getCardActiveSkill(card, searchTypeArray);
  4259. // return skill;
  4260. // })
  4261. // },
  4262. ]},
  4263. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4264. {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)"},
  4265. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4266. },
  4267. {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)"},
  4268. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4269. },
  4270. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4271. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4272. },
  4273. {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"},
  4274. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4275. },
  4276. {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)"},
  4277. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4278. addition:card=>`成长${card.limitBreakIncr}%`
  4279. },
  4280. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4281. function:cards=>cards.filter(card=>card.maxLevel==1)
  4282. },
  4283. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4284. function:cards=>cards.filter(card=>card.sellMP<100)
  4285. },
  4286. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4287. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4288. },
  4289. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4290. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4291. },
  4292. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4293. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4294. },
  4295. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4296. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4297. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4298. },
  4299. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4300. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4301. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4302. },
  4303. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4304. function:cards=>cards.filter(card=>card.skillBanner)
  4305. },
  4306. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4307. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4308. },
  4309. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4310. function:cards=>cards.filter(card=>card.stacking),
  4311. },
  4312. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4313. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4314. },
  4315. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4316. function:cards=>cards,
  4317. addition:card=>card.name
  4318. },
  4319. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4320. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4321. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4322. },
  4323. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4324. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4325. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4326. },
  4327. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4328. function:cards=>cards,
  4329. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4330. },
  4331. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4332. function:cards=>cards,
  4333. addition:card=>createTypesList(card.types)
  4334. },
  4335. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4336. function:cards=>cards,
  4337. addition:card=>`COST ${card.cost}`
  4338. },
  4339. ]},
  4340. ];
  4341. return functions;
  4342. })();

智龙迷城队伍图制作工具