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  1. document.title = `智龙迷城${teamsCount}人队伍图制作工具`;
  2. //大数字缩短长度
  3. Number.prototype.bigNumberToString = function() {
  4. let numTemp = this.valueOf();
  5. if (!numTemp) return "0";
  6. const grouping = Math.pow(10, 4);
  7. const unit = ['', '万', '亿', '兆', '京', '垓'];
  8. const numParts = [];
  9. do {
  10. numParts.push(numTemp % grouping);
  11. numTemp = Math.floor(numTemp / grouping);
  12. } while (numTemp > 0 && numParts.length < (unit.length - 1))
  13. if (numTemp > 0) {
  14. numParts.push(numTemp);
  15. }
  16. let numPartsStr = numParts.map((num, idx) => {
  17. if (num > 0) {
  18. return (num < 1e3 ? "零" : "") + num + unit[idx];
  19. } else
  20. return "零";
  21. });
  22. numPartsStr.reverse(); //反向
  23. let outStr = numPartsStr.join("");
  24. outStr = outStr.replace(/(^零+|零+$)/g, ''); //去除开头的零
  25. outStr = outStr.replace(/零{2,}/g, '零'); //去除多个连续的零
  26. return outStr;
  27. }
  28. //查找原先完整技能
  29. function findFullSkill(subSkill) {
  30. const parentSkill = Skills.find(ss => (ss.type === 116 || ss.type === 118 || ss.type === 138) && ss.params.includes(subSkill.id)) || subSkill;
  31. const aCard = Cards.find(card => card.activeSkillId == parentSkill.id || card.leaderSkillId == parentSkill.id);
  32. return { skill: parentSkill, card: aCard };
  33. }
  34. //document.querySelector(".edit-box .row-mon-id .m-id").type = "number";
  35. /* 快速搜索指定类型的技能
  36. var result = Skills.filter(s=>{const sk = s.params; return [130,131].includes(s.type);}).map(findFullSkill);
  37. showSearch(result.map(o=>o.card).filter(c=>c));
  38. console.table(result);
  39. */
  40. //返回flag里值为true的数组,如[1,4,7]
  41. function flags(num) {
  42. /*
  43. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  44. return new Array(32).fill(null).map((i,n)=>n).filter(n => num & (1 << n)); //性能比上者好,但还是不够快
  45. */
  46. const arr = [];
  47. for (let i = 0; i < 32; i++) {
  48. if (num & (1 << i)) {
  49. arr.push(i);
  50. }
  51. }
  52. return arr;
  53. }
  54. //按住Ctrl点击技能在控制台输出技能的对象
  55. function fastShowSkill(event) {
  56. if (event.ctrlKey) {
  57. const skillId = parseInt(this.getAttribute("data-skillid"), 10);
  58. console.log(Skills[skillId]);
  59. }
  60. }
  61. //技能介绍里的头像的切换
  62. function changeToIdInSkillDetail(event) {
  63. const settingBox = editBox.querySelector(".setting-box");
  64. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  65. const mid = this.getAttribute("data-cardid");
  66. monstersID.value = mid;
  67. monstersID.onchange();
  68. return false; //取消链接的默认操作
  69. }
  70. //insertAdjacentHTML 可以只增加部分 HTML
  71. //高级技能解释
  72. function parseSkillDescription(skill) {
  73. const id = skill.id;
  74. let fragment = document.createDocumentFragment(); //创建节点用的临时空间
  75. if (id == 0) return fragment;
  76. const type = skill.type;
  77. const sk = skill.params;
  78. //珠子名和属性名数组
  79. const attrsName = ["火", "水", "木", "光", "暗", "回复", "废", "毒", "剧毒", "炸弹"];
  80. //类型名数组
  81. const typeName = ["进化", "平衡", "体力", "回复", "龙", "神", "攻击", "恶魔", "机械", "特别保护", "10", "11", "觉醒", "13", "强化", "卖钱"];
  82. //觉醒名数组
  83. const awokenName = ["HP+", "攻击+", "回复+", "火盾", "水盾", "木盾", "光盾", "暗盾", "自回", "防封", "防暗", "防废", "防毒", "火+", "水+", "木+", "光+", "暗+", "手指", "心解", "SB", "火横", "水横", "木横", "光横", "暗横", "U", "SX", "心+", "协力", "龙杀", "神杀", "恶魔杀", "机杀", "平衡杀", "攻击杀", "体力杀", "回复杀", "进化杀", "觉醒杀", "强化杀", "卖钱杀", "7c", "5色破防", "心追", "全体 HP ", "全体回复", "破无效", "武器觉醒", "方块心追", "5色溜", "大防封", "大手指", "防云", "防封条", "大SB", "满血强化", "下半血强化", "L盾", "L解锁", "10c", "c珠", "语音", "奖励增加", " HP -", "攻击-", "回复-", "大防暗", "大防废", "大防毒", "掉废", "掉毒", "2串火", "2串水", "2串木", "2串光", "2串暗"];
  84. const ClumsN = ["左边第1竖列", "左边第2竖列", "左边第3竖列", "右边第3竖列", "右边第2竖列", "右边第1竖列"];
  85. const RowsN = ["最上1横行", "上方第2横行", "下方第3横行", "下方第2横行", "最下1横行"];
  86. //返回属性名
  87. function attrN(i) { return attrsName[i || 0] || ("未知属性" + i); }
  88. //返回类型名
  89. function typeN(i) { return typeName[i || 0] || ("未知类型" + i); }
  90. //返回觉醒名
  91. function awokenN(i) { return awokenName[(i || 0) - 1] || ("未知觉醒" + i); }
  92. //从二进制的数字中获得有哪些内容
  93. function getNamesFromBinary(num, dataArr) {
  94. /*num是输入的数字,2的N次方在2进制下表示1后面跟着N个0。
  95. 如果num和2的N次方同时存在某位1,则返回这个数,逻辑上转换为true。
  96. filter就可以返回所有有这个数的数据*/
  97. /*以珠子名称为例,num是输入的数字,比如10进制465转二进制=>111010001。
  98. 二进制数从低位到高位表示火水木光暗……
  99. 用逻辑运算AND序号来获得有没有这个值*/
  100. var results = dataArr.filter(function(pn, pi) {
  101. return num & Math.pow(2, pi); //Math.pow(x,y)计算以x为底的y次方值
  102. });
  103. return results;
  104. }
  105. const nb = getNamesFromBinary; //化简名称
  106. function getAttrTypeString(attrsArray = [], typesArray = []) {
  107. let outArr = [];
  108. if (attrsArray && attrsArray.indexOf(0) >= 0 &&
  109. attrsArray.indexOf(1) >= 0 &&
  110. attrsArray.indexOf(2) >= 0 &&
  111. attrsArray.indexOf(3) >= 0 &&
  112. attrsArray.indexOf(4) >= 0) {
  113. return "所有属性";
  114. }
  115. if (attrsArray && attrsArray.length) {
  116. outArr.push(attrsArray.map(attrN).join("、") + "属性");
  117. }
  118. if (typesArray && typesArray.length) {
  119. outArr.push(typesArray.map(typeN).join("、") + "类型");
  120. }
  121. return outArr.join("和");
  122. }
  123. function getOrbsAttrString(orbFlag, isOr = false) {
  124. let outStr = ``;
  125. if ((orbFlag & 1023) == 1023) //1023-1111111111
  126. { //单纯5色
  127. outStr += '任何';
  128. } else if (orbFlag == 31) //31-11111
  129. { //单纯5色
  130. outStr += '5色';
  131. } else if ((orbFlag & 31) == 31) { //5色加其他色
  132. outStr += `5色+${nb(orbFlag ^ 31, attrsName).join(isOr?"或":"、")}`;
  133. } else {
  134. outStr += `${nb(orbFlag, attrsName).join(isOr?"或":"、")}`;
  135. }
  136. return outStr;
  137. }
  138. function stats(value, statTypes) {
  139. return [
  140. statTypes.indexOf(1) >= 0 ? value : 100, //攻击
  141. statTypes.indexOf(2) >= 0 ? value : 100 //回复
  142. ];
  143. }
  144. const mulName = ["HP", "攻击力", "回复力"];
  145. //获取固定的三维成长的名称
  146. function getFixedHpAtkRcvString(values) {
  147. let mulArr = null;
  148. if (Array.isArray(values)) {
  149. mulArr = [
  150. 1,
  151. values[0] / 100,
  152. values[1] / 100,
  153. ];
  154. } else {
  155. mulArr = [
  156. (values.hp || 100) / 100,
  157. (values.atk || 100) / 100,
  158. (values.rcv || 100) / 100
  159. ];
  160. }
  161. const hasMul = mulArr.filter(m => m != 1); //不是1的数值
  162. let str = "";
  163. if (hasMul.length > 0) {
  164. const hasDiff = hasMul.filter(m => m != hasMul[0]).length > 0; //存在不一样的值
  165. if (hasDiff) {
  166. str += mulArr.map((m, i) => (m > 0 && m != 1) ? (mulName[i] + (m >= 1 ? `×${m}倍` : `变为${m*100}%`)) : null).filter(s => s != null).join(",");
  167. } else {
  168. let hasMulName = mulName.filter((n, i) => mulArr[i] != 1);
  169. if (hasMulName.length >= 3) {
  170. str += hasMulName.slice(0, hasMulName.length - 1).join("、") + "和" + hasMulName[hasMulName.length - 1];
  171. } else {
  172. str += hasMulName.join("和");
  173. }
  174. str += hasMul[0] >= 1 ? `×${hasMul[0]}倍` : `变为${hasMul[0]*100}%`;
  175. }
  176. } else {
  177. str += "能力值没有变化";
  178. }
  179. return str;
  180. }
  181. const mul = getFixedHpAtkRcvString;
  182. //技能介绍里的头像的切换
  183. function createBoard(boardData) {
  184. const table = document.createElement("table");
  185. table.className = "board fixed-shape-orb";
  186. //console.table(boardData);
  187. boardData.forEach((rowData, ri, rArr) => {
  188. const row = table.insertRow();
  189. if (ri == 2 && rArr.length > 5) row.classList.add("board-row4");
  190. rowData.forEach((orbType, ci, cArr) => {
  191. const cell = row.insertCell();
  192. cell.className = "orb-icon";
  193. if (orbType != null) {
  194. cell.setAttribute("data-orb-icon", orbType);
  195. }
  196. if (ci == 3 && cArr.length > 6) cell.classList.add("board-cell5");
  197. });
  198. });
  199. table.onclick = function() {
  200. this.classList.toggle("board-76");
  201. };
  202. return table;
  203. }
  204. function boardData_fixed(dataArr, orbType) {
  205. const data = dataArr.map(flag => new Array(6).fill(null).map((a, i) => (1 << i & flag) ? (orbType || 0) : null));
  206. data.splice(3, 0, data[2].concat()); //将第2行复制插入为第3行
  207. data.forEach(rowData =>
  208. rowData.splice(4, 0, rowData[3]) //将第3个复制插入为第4个
  209. );
  210. return data;
  211. }
  212. function boardData_line(data) {
  213. data.splice(3, 0, data[2].concat()); //将第2行复制插入为第3行
  214. data.forEach(row => row.splice(3, 0, null)); //插入全空为第4个
  215. return data;
  216. }
  217. function boardData_row(data) {
  218. data.splice(2, 0, new Array(6).fill(null)); //插入全空为第3行
  219. data.forEach(row => row.splice(4, 0, row[3])); //将第3个复制插入为第4个
  220. return data;
  221. }
  222. let str = null;
  223. let strArr = null,
  224. fullColor = null,
  225. atSameTime = null,
  226. hasDiffOrbs = null;
  227. switch (type) {
  228. case 0:
  229. str = `对敌方全体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害`;
  230. break;
  231. case 1:
  232. str = `对敌方全体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
  233. break;
  234. case 2:
  235. str = `对敌方1体造成自身攻击力×${sk[0]/100}${sk[1]&&sk[1]!=sk[0]?'~'+sk[1]/100:''}倍的自身属性伤害`;
  236. break;
  237. case 3:
  238. str = `${sk[0]}回合内,受到的伤害减少${sk[1]}%`;
  239. break;
  240. case 4:
  241. str = `使敌方全体中毒,每回合损失宠物自身攻击力×${sk[0]/100}倍的 HP `;
  242. break;
  243. case 5:
  244. str = `${sk[0]}秒内时间停止,可以任意移动宝珠`;
  245. break;
  246. case 6:
  247. str = `敌人的 HP 减少${sk[0]}%`;
  248. break;
  249. case 7:
  250. str = `回复宠物自身回复力×${sk[0]/100}倍的 HP`;
  251. break;
  252. case 8:
  253. str = `回复${sk[0]} HP `;
  254. break;
  255. case 9:
  256. str = `${attrN(sk[0])}宝珠变为${attrN(sk[1])}宝珠`;
  257. break;
  258. case 10:
  259. str = `全版刷新`;
  260. break;
  261. case 11:
  262. str = `${attrN(sk[0])}属性宠物的攻击力×${sk[1]/100}倍`;
  263. break;
  264. case 12:
  265. str = `消除宝珠的回合,以自身攻击力×${sk[0]/100}倍的伤害追打敌人`;
  266. break;
  267. case 13:
  268. str = `消除宝珠的回合,回复自身回复力×${sk[0]/100}倍的 HP `;
  269. break;
  270. case 14:
  271. str = `如当前 HP 在 HP 上限的${sk[0]}%以上的话,受到单一次致命攻击时,${sk[1]<100?`有${sk[1]}的几率`:"将"}会以1点 HP 生还`;
  272. break;
  273. case 15:
  274. str = `操作时间${sk[0]>0?`延长`:`减少`}${Math.abs(sk[0]/100)}秒`;
  275. break;
  276. case 16:
  277. str = `受到的所有伤害减少${sk[0]}%`;
  278. break;
  279. case 17:
  280. str = `受到的${attrN(sk[0])}属性伤害减少${sk[1]}%`;
  281. break;
  282. case 18:
  283. str = `将敌人的攻击延迟${sk[0]}回合`;
  284. break;
  285. case 19:
  286. str = `${sk[0]}回合内,敌方防御力减少${sk[1]}%`;
  287. break;
  288. case 20: //单色A转B,C转D
  289. strArr = [];
  290. if (sk.length>=3 && sk.length<=4 && sk[1] == (sk[3]))
  291. {
  292. str = `${attrN(sk[0])}、${attrN(sk[2])}宝珠变为${attrN(sk[1])}`;
  293. }else
  294. {
  295. for (let ai=0;ai<sk.length;ai+=2)
  296. {
  297. strArr.push(`${attrN(sk[ai])}宝珠变为${attrN(sk[ai+1])}`);
  298. }
  299. str = strArr.join(",");
  300. }
  301. break;
  302. case 21:
  303. str = `${sk[0]}回合内,${attrN(sk[1])}属性的伤害减少${sk[2]}%`;
  304. break;
  305. case 22: case 31:
  306. str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的攻击力×${sk[sk.length-1]/100}倍`;
  307. break;
  308. case 23: case 30:
  309. str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP ×${sk[sk.length-1]/100}倍`;
  310. break;
  311. case 24:
  312. str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的回复力×${sk[sk.length-1]/100}倍`;
  313. break;
  314. case 28:
  315. str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的攻击力和回复力×${sk[sk.length-1]/100}倍`;
  316. break;
  317. case 29: case 114:
  318. str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP、攻击力和回复力×${sk[sk.length-1]/100}倍`;
  319. break;
  320. case 33:
  321. str = `宝珠移动和消除的声音变成太鼓达人的音效`;
  322. break;
  323. case 35:
  324. str = `对敌方1体造成自身攻击力×${sk[0]/100}倍的自身属性伤害,并回复伤害${sk[1]}%的 HP`;
  325. break;
  326. case 36:
  327. str = `受到的${attrN(sk[0])}属性${sk[1]>=0?`和${attrN(sk[1])}属性`:""}的伤害减少${sk[2]}%`;
  328. break;
  329. case 37:
  330. str = `对敌方1体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害`;
  331. break;
  332. case 38:
  333. str = `HP ${sk[0] == 100?"全满":`${sk[0]}%以下`}时${sk[1]<100?`有${sk[1]}%的几率使`:""}受到的伤害减少${sk[2]}%`;
  334. break;
  335. case 39:
  336. strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>{if(s==1) return "攻击力"; else if(s==2) return "回复力";});
  337. str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
  338. break;
  339. case 40:
  340. str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的攻击力×${sk[sk.length-1]/100}倍`;
  341. break;
  342. case 41:
  343. str = `受到敌人攻击时${sk[0]==100?"":`有${sk[0]}的几率`}进行受到伤害${sk[1]/100}倍的${attrN(sk[2])}属性反击`;
  344. break;
  345. case 42:
  346. str = `对${attrN(sk[0])}属性敌人造成${sk[2].bigNumberToString()}点${attrN(sk[1])}属性伤害`;
  347. break;
  348. case 43:
  349. str = `HP ${sk[0]==100 ?"全满":`${sk[0]}%以上`}时${sk[1]<100?`有${sk[1]}%的几率使`:""}受到的伤害减少${sk[2]}%`;
  350. break;
  351. case 44:
  352. strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>{if(s==1) return "攻击力"; else if(s==2) return "回复力";});
  353. str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
  354. break;
  355. case 45: case 111:
  356. str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`;
  357. break;
  358. case 46:case 48:
  359. str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP ${sk[sk.length-1]/100}倍`;
  360. break;
  361. //case 48:见上
  362. case 49:
  363. str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的回复力×${sk[sk.length-1]/100}倍`;
  364. break;
  365. case 50:
  366. str = `${sk[0]}回合内,${(sk[1]==5?"回复力":`${attrN(sk[1])}属性的攻击力`)}${sk[2]>0?`×${sk[2]/100}倍`:"变为0"}`;
  367. break;
  368. case 51:
  369. str = `${sk[0]}回合内,所有攻击转为全体攻击`;
  370. break;
  371. case 52:
  372. str = `${attrN(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
  373. break;
  374. case 53:
  375. str = `进入地下城时为队长的话,掉落率×${sk[0]/100}倍(协力时无效)`;
  376. break;
  377. case 54:
  378. str = `进入地下城时为队长的话,获得的金币×${sk[0]/100}倍`;
  379. break;
  380. case 55:
  381. str = `对敌方1体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
  382. break;
  383. case 56:
  384. str = `对敌方全体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
  385. break;
  386. case 58:
  387. str = `对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
  388. break;
  389. case 59:
  390. str = `对敌方1体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
  391. break;
  392. case 60:
  393. str = `${sk[0]}回合内,受到伤害时进行受到伤害${sk[1]/100+"倍的"+attrN(sk[2])}属性反击`;
  394. break;
  395. case 61:
  396. fullColor = nb(sk[0], attrsName);
  397. atSameTime = fullColor.length == sk[1];
  398. if (sk[0] == 31) //31-11111
  399. { //单纯5色
  400. str = '';
  401. }else if((sk[0] & 31) == 31)
  402. { //5色加其他色
  403. str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
  404. if (!atSameTime) str+="中";
  405. }else
  406. {
  407. str = `${fullColor.join("、")}`;
  408. if (!atSameTime) str+="中";
  409. }
  410. if (!atSameTime) str+=`${sk[1]}种属性以上`;
  411. else if(sk[0] == 31) str += `5色`;
  412. str += `同时攻击时,所有宠物的攻击力×${sk[2]/100}倍`;
  413. if (sk[3])
  414. {str += `,每多一种属性+${sk[3]/100}倍,最大${fullColor.length}种时${(sk[2]+sk[3]*(fullColor.length-sk[1]))/100}倍`;}
  415. break;
  416. case 62: case 77:
  417. str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`;
  418. break;
  419. case 63:
  420. str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP 和回复力×${sk[sk.length-1]/100}倍`;
  421. break;
  422. case 64: case 79:
  423. str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的攻击力和回复力×${sk[sk.length-1]/100}倍`;
  424. break;
  425. case 65:
  426. str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP、攻击力和回复力×${sk[sk.length-1]/100}倍`;
  427. break;
  428. case 66:
  429. str = `${sk[0]}连击以上所有宠物的攻击力${sk[1]/100}倍`;
  430. break;
  431. case 67:
  432. str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP 和回复力×${sk[sk.length-1]/100}倍`;
  433. break;
  434. case 69:
  435. str = `${attrN(sk[0])}属性和${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`;
  436. break;
  437. case 71:
  438. //这个类型,所有颜色是直接显示的,但是最后一位有个-1表示结束
  439. let attrArr = sk.includes(-1) ? sk.slice(0,sk.indexOf(-1)) : sk;
  440. strArr = [];
  441. strArr.push(`全画面的宝珠变成${attrArr.map(o=>attrN(o)).join("、")}`);
  442. const rowC = 5, columC = 6;
  443. let valueArray = new Uint8Array(rowC * columC);
  444. window.crypto.getRandomValues(valueArray); //获取符合密码学要求的安全的随机值
  445. valueArray = Array.from(valueArray.map(x => attrArr[x % attrArr.length])); //用所有宝珠填充
  446. //之后用每种颜色填充前3个
  447. attrArr.forEach((attr,idx)=>{
  448. valueArray.fill(attr, idx * 3, idx * 3 + 3);
  449. });
  450. //将上方数据重新乱序排列
  451. let dataArray = [];
  452. while(valueArray.length > 0)
  453. {
  454. dataArray.push(valueArray.splice(Math.randomInteger(valueArray.length - 1),1));
  455. }
  456. //创建版面数据,依次填入
  457. var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
  458. let da = dataArray.entries();
  459. for (let ri=0;ri<rowC;ri++)
  460. {
  461. for (let ci=0;ci<columC;ci++)
  462. {
  463. let v = da.next().value;
  464. if (v == undefined)
  465. {
  466. atrr = attrArr.entries();
  467. v = atrr.next().value;
  468. }
  469. data[ri][ci] = v[1];
  470. }
  471. }
  472. data = boardData_row(data);
  473. fragment.appendChild(document.createTextNode(strArr.join(",")));
  474. var table = createBoard(data);
  475. fragment.appendChild(table);
  476. return fragment;
  477. break;
  478. case 73:
  479. str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[2]})}`;
  480. break;
  481. case 75:
  482. str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物的${getFixedHpAtkRcvString({atk:sk[2],rcv:sk[2]})}`;
  483. break;
  484. case 76:
  485. str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物`;
  486. if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[2],rcv:sk[2]})}`;
  487. break;
  488. case 84:
  489. str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方1体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
  490. break;
  491. case 85:
  492. str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
  493. break;
  494. case 86:
  495. str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方1体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
  496. if (sk[2]) str += `未知 参数2 ${sk[2]}`;
  497. break;
  498. case 87:
  499. str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
  500. if (sk[2]) str += `未知 参数2 ${sk[2]}`;
  501. break;
  502. case 88:
  503. str = `${sk[0]}回合内,${typeN(sk[1])}类型的攻击力×${sk[2]/100}倍`;
  504. break;
  505. case 90:
  506. strArr = sk.slice(1,-1);
  507. str = `${sk[0]}回合内,${strArr.filter(sk=>sk<5).map(attrN).join("、")}属性的攻击力${strArr.includes(5)?'、回复力':''}×${sk[sk.length-1]/100}倍`;
  508. break;
  509. case 91:
  510. str = `${sk.slice(0,-1).map(attrN).join("、")}属性宝珠强化`;
  511. if (sk[sk.length-1] != 6) str += `未知 参数${sk.length-1} ${sk[sk.length-1]}`;
  512. break;
  513. case 92:
  514. strArr = sk.slice(1,-1);
  515. str = `${sk[0]}回合内,${strArr.map(typeN).join("、")}类型的攻击力×${sk[sk.length-1]/100}倍`;
  516. break;
  517. case 93:
  518. str = `将自己换成队长,再次使用此技能则换为原来的队长。`;
  519. if (sk[0]) str += `未知 参数0 ${sk[0]}`;
  520. break;
  521. case 94:
  522. strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
  523. str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时${attrN(sk[1])}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
  524. break;
  525. case 95:
  526. strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
  527. str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}×${sk[4]/100}倍`;
  528. break;
  529. case 96:
  530. strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
  531. str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${attrN(sk[1])}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
  532. break;
  533. case 97:
  534. strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
  535. str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}×${sk[4]/100}倍`;
  536. break;
  537. case 98:
  538. str = `${sk[0]}连击时,所有宠物的攻击力${sk[1]/100}倍,每多1连击+${sk[2]/100}倍,最大${sk[3]}连击时${(sk[1]+sk[2]*(sk[3]-sk[0]))/100}倍`;
  539. break;
  540. case 100:
  541. strArr = [sk[0],sk[1]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
  542. str = `使用技能时,所有宠物的${strArr.join("和")}×${sk[2]/100}倍`;
  543. break;
  544. case 101:
  545. str = `刚刚好${sk[0]}连击时,所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
  546. break;
  547. case 103:
  548. strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
  549. str = `${sk[0]}连击或以上时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
  550. break;
  551. case 104:
  552. strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
  553. str = `${sk[0]}连击以上时时${nb(sk[1],attrsName).join("、")}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
  554. break;
  555. case 105:
  556. str = `所有宠物的${getFixedHpAtkRcvString({rcv:sk[0],atk:sk[1]})}`;
  557. break;
  558. case 106:
  559. str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0],atk:sk[1]})}`;
  560. break;
  561. case 107:
  562. str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0]})}`;
  563. if (sk[1])
  564. str += `,${getAttrTypeString(flags(sk[1]),null)}宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
  565. break;
  566. case 108:
  567. str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0]})},${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`;
  568. break;
  569. case 109:
  570. str = `相连消除${sk[1]}个或以上${getOrbsAttrString(sk[0])}宝珠时`;
  571. if (sk[2]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
  572. break;
  573. case 110:
  574. str = `根据余下 HP 对敌方${sk[0] || "全"}体造成${attrN(sk[1])}属性伤害(100% HP 时为自身攻击力×${sk[2]/100}倍,1 HP 时为自身攻击力×${sk[3]/100}倍)`;
  575. break;
  576. //case 111: 在45
  577. //case 114: 在29
  578. case 115:
  579. str = `对敌方1体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害,并回复伤害${sk[2]}%的 HP `;
  580. break;
  581. case 116: //多内容主动技能,按顺序组合发动如下主动技能:
  582. var ul = fragment.appendChild(document.createElement("ul"));
  583. ul.className = "active-skill-ul";
  584. //处理多次单人固伤
  585. let repeatSkill = sk.filter(subSkill => Skills[subSkill].type == 188);
  586. let repeatDamage = repeatSkill.map(subSkill => Skills[subSkill].params[0]);
  587. let noRepeatSk;
  588. if (repeatSkill.length>1 &&
  589. repeatDamage.every((dmg,idx,arr) => dmg === arr[0])
  590. ){
  591. const li = ul.appendChild(document.createElement("li"))
  592. li.className = "active-skill-li";
  593. li.setAttribute("data-skillid", repeatSkill[0]);
  594. li.addEventListener("click",fastShowSkill);
  595. li.appendChild(parseSkillDescription(Skills[repeatSkill[0]]));
  596. li.appendChild(document.createTextNode(`×${repeatSkill.length}次(共${(repeatDamage[0]*repeatSkill.length).bigNumberToString()})`));
  597. noRepeatSk = sk.filter(subSkill => Skills[subSkill].type !== 188);
  598. }else
  599. {
  600. noRepeatSk = sk;
  601. }
  602. noRepeatSk.forEach(subSkill => {
  603. const li = ul.appendChild(document.createElement("li"))
  604. li.className = "active-skill-li";
  605. li.setAttribute("data-skillid", subSkill);
  606. li.addEventListener("click",fastShowSkill);
  607. li.appendChild(parseSkillDescription(Skills[subSkill]));
  608. });
  609. return fragment;
  610. break;
  611. case 117:
  612. strArr = [];
  613. if(sk[1]>0) strArr.push(`回复宠物自身回复力x${sk[1]/100}倍的 HP `);
  614. if(sk[3]) strArr.push(`回复 HP 上限${sk[3]}%的 HP `);
  615. if(sk[2]) strArr.push(`回复${sk[2]} HP `);
  616. if(sk[0]>0) strArr.push(`封锁状态减少${sk[0]}回合`);
  617. if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
  618. str = strArr.join(",");
  619. break;
  620. case 118: //随机内容主动技能
  621. fragment.appendChild(document.createTextNode("随机发动以下技能:"));
  622. var ul = fragment.appendChild(document.createElement("ul"));
  623. ul.className = "active-skill-ul random-active-skill";
  624. sk.forEach(subSkill => {
  625. const li = ul.appendChild(document.createElement("li"))
  626. li.className = "active-skill-li";
  627. li.setAttribute("data-skillid", subSkill);
  628. li.addEventListener("click",fastShowSkill);
  629. li.appendChild(parseSkillDescription(Skills[subSkill]));
  630. });
  631. return fragment;
  632. break;
  633. case 119: //相連消除4個的水寶珠時,所有寵物的攻擊力2.5倍,每多1個+0.5倍,最大5個時3倍
  634. str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,所有宠物的攻击力${sk[2]/100}倍`;
  635. if (sk[3]>0)
  636. {
  637. str += `,每多1个+${sk[3]/100}倍`;
  638. }
  639. if (sk[4]>0)
  640. {
  641. str += `,最大${sk[4]}个时${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`;
  642. }
  643. break;
  644. case 121:
  645. str = `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
  646. if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
  647. break;
  648. case 122:
  649. str = `HP ${sk[0]}%以下时`;
  650. str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
  651. if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
  652. break;
  653. case 123:
  654. str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
  655. str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
  656. if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
  657. break;
  658. case 124:
  659. strArr = sk.slice(0,5).filter(c=>c>0); //最多5串珠
  660. hasDiffOrbs = strArr.filter(s=>s!= strArr[0]).length > 0; //是否存在不同色的珠子
  661. if (sk[5] < strArr.length) //有阶梯的
  662. {
  663. if (hasDiffOrbs)
  664. {//「光光火/光火火」組合的3COMBO時,所有寵物的攻擊力3.5倍;「光光火火」組合的4COMBO或以上時,所有寵物的攻擊力6倍
  665. str = `${strArr.map(a=>nb(a, attrsName)).join("、")}中${sk[5]}串同时攻击时,所有宠物的攻击力×${sk[6]/100}倍`;
  666. }else
  667. {//木寶珠有2COMBO時,所有寵物的攻擊力3倍,每多1COMBO+4倍,最大5COMBO時15倍
  668. str = `${nb(strArr[0], attrsName).join("、")}宝珠有${sk[5]}串时,所有宠物的攻击力×${sk[6]/100}倍`;
  669. }
  670. if (sk[7]) str += `,每多1串+${sk[7]/100}倍,最大${strArr.length}串时×${(sk[6]+sk[7]*(strArr.length-sk[5]))/100}倍`;
  671. }else
  672. {
  673. if (hasDiffOrbs)
  674. {//火光同時攻擊時,所有寵物的攻擊力2倍
  675. str = `${strArr.map(a=>nb(a, attrsName)).join("、")}同时攻击时,所有宠物的攻击力×${sk[6]/100}倍`;
  676. }else
  677. {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
  678. str = `${nb(strArr[0], attrsName).join("、")}宝珠有${sk[5]}串或以上时,所有宠物的攻击力×${sk[6]/100}倍`;
  679. }
  680. }
  681. break;
  682. case 125: //隊伍中同時存在 時,所有寵物的攻擊力3.5倍
  683. let needMons = sk.slice(0,5).filter(s=>s>0);
  684. fragment.appendChild(document.createTextNode(`队伍中${needMons.length>1?"同时":""}存在`));
  685. needMons.forEach(mid=>{
  686. let cardDom = cardN(mid);
  687. cardDom.monDom.onclick = changeToIdInSkillDetail;
  688. fragment.appendChild(cardDom);
  689. });
  690. fragment.appendChild(document.createTextNode(`时,所有宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`));
  691. return fragment;
  692. break;
  693. case 126:
  694. str = `${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}回合内,${nb(sk[0], attrsName).join("、")}宝珠的掉落率提高到${sk[3]}%`;
  695. break;
  696. case 127: //生成竖列
  697. strArr = [];
  698. var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
  699. for (let ai=0;ai<sk.length;ai+=2)
  700. {
  701. strArr.push(`${nb(sk[ai],ClumsN).join("、")}的宝珠变为${nb(sk[ai+1],attrsName).join("、")}`);
  702. const orbType = flags(sk[ai+1])[0];
  703. flags(sk[ai]).forEach(line=>
  704. data.forEach(row=>row[line] = orbType)
  705. );
  706. }
  707. data = boardData_line(data);
  708. fragment.appendChild(document.createTextNode(strArr.join(",")));
  709. var table = createBoard(data);
  710. fragment.appendChild(table);
  711. return fragment;
  712. break;
  713. case 128: //生成横
  714. strArr = [];
  715. var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
  716. for (let ai=0;ai<sk.length;ai+=2)
  717. {
  718. strArr.push(`${nb(sk[ai],RowsN).join("、")}的宝珠变为${nb(sk[ai+1],attrsName).join("、")}`);
  719. const orbType = flags(sk[ai+1])[0];
  720. flags(sk[ai]).forEach(row=>
  721. data[row] = new Array(6).fill(orbType)
  722. );
  723. }
  724. data = boardData_row(data);
  725. fragment.appendChild(document.createTextNode(strArr.join(",")));
  726. var table = createBoard(data);
  727. fragment.appendChild(table);
  728. return fragment;
  729. break;
  730. case 129:
  731. str = "";
  732. if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
  733. if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
  734. if (sk[5]) str += `${str.length>0?",":""}受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
  735. break;
  736. case 130:
  737. str = `HP ${sk[0]}%以下时`;
  738. if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
  739. if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
  740. if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
  741. break;
  742. case 131:
  743. str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
  744. if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
  745. if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
  746. if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
  747. break;
  748. case 132:
  749. str = `${sk[0]}回合内,宝珠移动时间`;
  750. if (sk[1]) str += (sk[1]>0?`增加`:`减少`) + Math.abs(sk[1]/10) + `秒`;
  751. if (sk[2]) str += sk[2]>100 ? `变为${sk[2]/100}倍` : `变为${sk[2]}%`;
  752. break;
  753. case 133:
  754. str = `使用技能时,`;
  755. str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
  756. if (sk[2] || sk[3]) str += `的${getFixedHpAtkRcvString({atk:sk[2],rcv:sk[3]})}`;
  757. break;
  758. case 136:
  759. str = "";
  760. str += `${getAttrTypeString(flags(sk[0]))}宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`;
  761. if (sk[4]) str += `,${getAttrTypeString(flags(sk[4]))}宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`;
  762. break;
  763. case 137:
  764. str = "";
  765. str += `${getAttrTypeString(null,flags(sk[0]))}宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`;
  766. if (sk[4]) str += `,${getAttrTypeString(null,flags(sk[4]))}宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`;
  767. break;
  768. case 138: //多内容队长技能,按顺序组合发动如下队长技能:
  769. var ul = fragment.appendChild(document.createElement("ul"));
  770. ul.className = "leader-skill-ul";
  771. sk.forEach(subSkill => {
  772. const li = ul.appendChild(document.createElement("li"))
  773. li.className = "leader-skill-li";
  774. li.setAttribute("data-skillid", subSkill);
  775. li.addEventListener("click",fastShowSkill);
  776. li.appendChild(parseSkillDescription(Skills[subSkill]));
  777. });
  778. return fragment;
  779. break;
  780. case 139:
  781. str = ``;
  782. strArr =[];
  783. str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
  784. str += ` HP ${sk[3]?`${sk[2]}%以下`:(sk[2]==100?`全满`:`${sk[2]}%以上`)}时攻击力${getFixedHpAtkRcvString({atk:sk[4]})}`;
  785. if (sk[5] != undefined) str += `,HP ${sk[3]?(sk[6]?`${sk[2]}%~${sk[5]}%`:`${sk[5]}%以上`):(sk[6]?`${sk[5]}%以下`:(sk[2]==100?`${sk[5]}以上`:`${sk[5]}%~${sk[2]}%`))}时攻击力${getFixedHpAtkRcvString({atk:sk[7]})}`;
  786. break;
  787. case 140:
  788. str = `${getOrbsAttrString(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
  789. break;
  790. case 141:
  791. str = `${sk[2]?`${getOrbsAttrString(sk[2])}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
  792. break;
  793. case 142:
  794. str = `${sk[0]}回合内,自身的属性变为${attrN(sk[1])}`;
  795. break;
  796. case 143:
  797. str = `对敌方全体造成队伍总 HP×${sk[0]/100}倍的${attrN(sk[1])}属性伤害`;
  798. break;
  799. case 144:
  800. str = `对敌方${sk[2] || "全"}体造成${nb(sk[0],attrsName).join("、")}属性总攻击力×${sk[1]/100}倍的${attrN(sk[3])}属性伤害`;
  801. break;
  802. case 145:
  803. str = `回复队伍总回复力×${sk[0]/100}倍的 HP`;
  804. break;
  805. case 146:
  806. str = `自身以外的宠物技能冷却减少↑${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}回合`;
  807. break;
  808. case 148:
  809. str = `进入地下城时为队长的话,获得的等级经验值×${sk[0]/100}倍`;
  810. break;
  811. case 149: //相連消除4個回復寶珠時,所有寵物的回復力2.5倍;
  812. str = `相连消除4粒${getOrbsAttrString(1<<5)}宝珠时,所有宠物的${getFixedHpAtkRcvString({rcv:sk[0]})}`;
  813. break;
  814. case 150: //相連消除5粒寶珠,而當中包含至少1粒強化寶珠時,該屬性的攻擊力1.5倍
  815. str = `相连消除5粒宝珠,而当中包含至少1粒强化宝珠时,该属性的${getFixedHpAtkRcvString({atk:sk[1]})}`;
  816. if (sk[0]) str += `未知的 参数0 ${sk[0]}`;
  817. break;
  818. case 151:
  819. str = `以十字形式消除5个${attrN(5)}宝珠时`;
  820. if (sk[0] || sk[1]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[0],rcv:sk[1]})}`;
  821. if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
  822. break;
  823. case 152:
  824. str = `将${getOrbsAttrString(sk[0])}宝珠锁定`;
  825. if (sk[1] < 42) str += `${sk[1]}个`;
  826. break;
  827. case 153:
  828. str = `敌人全体变为${attrN(sk[0])}属性。(${sk[1]?"不":""}受防护盾的影响)`;
  829. break;
  830. case 154:
  831. str = `${getOrbsAttrString(sk[0])}宝珠变为${nb(sk[1],attrsName).join("、")}`;
  832. break;
  833. case 155:
  834. str = `协力时${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
  835. break;
  836. case 156: //宝石姬技能
  837. awokenArr = sk.slice(1,4).filter(s=>s>0);
  838. fragment.appendChild(document.createTextNode(`${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能`));
  839. awokenArr.forEach((aid,idx,arr)=>{
  840. const icon = fragment.appendChild(document.createElement("icon"));
  841. icon.className ="awoken-icon";
  842. icon.setAttribute("data-awoken-icon",aid);
  843. icon.title = awokenN(aid);
  844. if (idx < arr.length-1) icon.insertAdjacentText('afterend', "、");;
  845. });
  846. fragment.appendChild(document.createTextNode(`的数目`));
  847. if (sk[4]==1)
  848. fragment.appendChild(document.createTextNode(`回复 HP ,每个觉醒回复自身回复力的${sk[5]/100}倍`));
  849. else if (sk[4]==2)
  850. fragment.appendChild(document.createTextNode(`提升所有属性的攻击力,每个觉醒可以提升${sk[5]-100}%`));
  851. else if (sk[4]==3)
  852. fragment.appendChild(document.createTextNode(`减少受到的伤害,每个觉醒可以减少${sk[5]}%`));
  853. else
  854. fragment.appendChild(document.createTextNode(`宝石姬技能,未知buff类型 参数[4]:${sk[4]}`));
  855. return fragment;
  856. break;
  857. case 157:
  858. fullColor = [sk[0],sk[2],sk[4]].filter(s=>s!=null);
  859. strArr = [sk[1],sk[3],sk[5]].filter(s=>s>0);
  860. hasDiffOrbs = strArr.filter(c=>c != strArr[0]).length > 0;
  861. str = ``;
  862. if (hasDiffOrbs)
  863. {
  864. if (sk[0] != null) str += `以十字形式消除5个${attrN(sk[0])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[1]/100}<sup>N</sup>倍`;
  865. if (sk[2] != null) str += `以十字形式消除5个${attrN(sk[2])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[3]/100}<sup>N</sup>倍`;
  866. if (sk[4] != null) str += `以十字形式消除5个${attrN(sk[4])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[5]/100}<sup>N</sup>倍`;
  867. }else
  868. {
  869. str += `以十字形式消除5个${getAttrTypeString(fullColor)}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[1]/100}<sup>N</sup>倍`;
  870. }
  871. break;
  872. case 158:
  873. str = `<span class="spColor">每组${sk[0]}珠或以上才能消除</span>`;
  874. if (sk[1] || sk[2])
  875. str += "," + getAttrTypeString(flags(sk[1]),flags(sk[2])) + "宠物的" + getFixedHpAtkRcvString({atk:sk[3],hp:sk[4],rcv:sk[5]});
  876. break;
  877. case 159:
  878. //"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
  879. str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0])}宝珠时,所有宠物的`;
  880. strArr = [];
  881. if (sk[2]>0)
  882. {
  883. strArr.push(`攻击力×${sk[2]/100}倍`);
  884. if (sk[3]>0)
  885. {
  886. strArr.push(`每多1个+${sk[3]/100}倍`);
  887. }
  888. if (sk[4]>0)
  889. {
  890. strArr.push(`最大${sk[4]}个时×${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`);
  891. }
  892. }
  893. str += strArr.join(",");
  894. break;
  895. case 160:
  896. str = `${sk[0]}回合内,结算时连击数+${sk[1]}`;
  897. break;
  898. case 161:
  899. str = `造成敌人 HP 上限${sk[0]}%的伤害`;
  900. break;
  901. case 162:
  902. str = '<span class="spColor">【7×6版面】</span>';
  903. break;
  904. case 163:
  905. str = '<span class="spColor">【没有天降消除】</span>';
  906. if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
  907. if (sk[2] || sk[3] || sk[4]) str += "的"+getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]}) + ",";
  908. if (sk[5] || sk[6]) str += `受到的${getAttrTypeString(flags(sk[5]))}伤害减少${sk[6]}%`;
  909. break;
  910. case 164:
  911. fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
  912. hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
  913. strArr = [];
  914. if (sk[4] < fullColor.length) //有阶梯的
  915. {
  916. if (hasDiffOrbs)
  917. {//「光光火/光火火」組合的3COMBO時,所有寵物的攻擊力3.5倍;「光光火火」組合的4COMBO或以上時,所有寵物的攻擊力6倍
  918. str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}中${sk[4]}串同时攻击时,所有宠物的攻击力和回复力×${sk[5]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[4]))/100}倍`;
  919. }else
  920. {//木寶珠有2COMBO時,所有寵物的攻擊力3倍,每多1COMBO+4倍,最大5COMBO時15倍
  921. str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${fullColor.length}串时,所有宠物的攻击力和回复力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[5]))/100}倍`;
  922. }
  923. if (sk[5]) strArr.push(`攻击力×${sk[5]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[5]+sk[7]*(fullColor.length-sk[4]))/100}倍`);
  924. if (sk[6]) strArr.push(`回复力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[4]))/100}倍`);
  925. str += strArr.join("、");
  926. }else
  927. {
  928. if (hasDiffOrbs)
  929. {//木暗同時攻擊時,所有寵物的攻擊力和回復力2倍
  930. str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}同时攻击时,所有宠物的`;
  931. }else
  932. {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
  933. str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${fullColor.length}串或以上时,所有宠物的`;
  934. }
  935. if (sk[5]) strArr.push(`攻击力×${sk[5]/100}倍`);
  936. if (sk[6]) strArr.push(`回复力×${sk[6]/100}倍`);
  937. str += strArr.join("、");
  938. }
  939. break;
  940. case 165:
  941. fullColor = nb(sk[0], attrsName);
  942. atSameTime = fullColor.length == sk[1];
  943. if (sk[0] == 31) //31-11111
  944. { //单纯5色
  945. str = '';
  946. }else if((sk[0] & 31) == 31)
  947. { //5色加其他色
  948. str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
  949. if (!atSameTime) str+="中";
  950. }else
  951. {
  952. str = `${fullColor.join("、")}`;
  953. if (!atSameTime) str+="中";
  954. }
  955. if (!atSameTime) str+=`${sk[1]}种属性以上`;
  956. else if(sk[0] == 31) str += `5色`;
  957. str += `同时攻击时,所有宠物的`;
  958. strArr = [];
  959. if (sk[2]==sk[3] && sk[4] == sk[5])
  960. {
  961. strArr.push(`攻击力和回复力×${sk[2]/100}倍`);
  962. if (sk[4]>0)
  963. {
  964. strArr.push(`每多1种属性+${sk[4]/100}倍`);
  965. }
  966. if (sk[6]>0)
  967. {
  968. strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[2]+sk[4]*sk[6])/100}倍`);
  969. }
  970. }else
  971. {
  972. if (sk[2]>0)
  973. {
  974. strArr.push(`攻击力×${sk[2]/100}倍`);
  975. if (sk[4]>0)
  976. {
  977. strArr.push(`每多1种属性+${sk[4]/100}倍`);
  978. }
  979. if (sk[6]>0)
  980. {
  981. strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[2]+sk[4]*sk[6])/100}倍`);
  982. }
  983. }
  984. if (sk[3]>0)
  985. {
  986. strArr.push(`回复力×${sk[3]/100}倍`);
  987. if (sk[5]>0)
  988. {
  989. strArr.push(`每多1种属性+${sk[5]/100}倍`);
  990. }
  991. if (sk[6]>0)
  992. {
  993. strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[3]+sk[5]*sk[6])/100}倍`);
  994. }
  995. }
  996. }
  997. str += strArr.join(",");
  998. break;
  999. case 166:
  1000. str = `${sk[0]}连击时,所有宠物的`;
  1001. strArr = [];
  1002. let scale_diff = sk[5] - sk[0];
  1003. if (sk[1]==sk[2] && sk[3] == sk[4])
  1004. {
  1005. strArr.push(`攻击力和回复力×${sk[1]/100}倍`);
  1006. if (sk[3]>0)
  1007. {
  1008. strArr.push(`每多1种属性+${sk[3]/100}倍`);
  1009. }
  1010. if (scale_diff)
  1011. {
  1012. strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[1]+sk[3])/100}倍`);
  1013. }
  1014. }else
  1015. {
  1016. if (sk[1] && sk[1] !== 100)
  1017. {
  1018. strArr.push(`攻击力×${sk[1]/100}倍`);
  1019. if (sk[3]>0)
  1020. {
  1021. strArr.push(`每多1种属性+${sk[3]/100}倍`);
  1022. }
  1023. if (scale_diff)
  1024. {
  1025. strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[1]+sk[3])/100}倍`);
  1026. }
  1027. }
  1028. if (sk[2] && sk[2] !== 100)
  1029. {
  1030. strArr.push(`回复力×${sk[2]/100}倍`);
  1031. if (sk[4]>0)
  1032. {
  1033. strArr.push(`每多1种属性+${sk[4]/100}倍`);
  1034. }
  1035. if (scale_diff)
  1036. {
  1037. strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[2]+sk[4])/100}倍`);
  1038. }
  1039. }
  1040. }
  1041. str += strArr.join(",");
  1042. break;
  1043. case 167:
  1044. //"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
  1045. str = `相连消除${sk[1]}个或以上${getOrbsAttrString(sk[0],true)}宝珠时,所有宠物的`;
  1046. strArr = [];
  1047. if (sk[2]==sk[3] && sk[4] == sk[5])
  1048. {
  1049. strArr.push(`攻击力和回复力×${sk[2]/100}倍`);
  1050. if (sk[4]>0)
  1051. {
  1052. strArr.push(`每多1个+${sk[4]/100}倍`);
  1053. }
  1054. if (sk[6]>0)
  1055. {
  1056. strArr.push(`最大${sk[6]}个时×${(sk[2]+sk[4]*(sk[6]-sk[1]))/100}倍`);
  1057. }
  1058. }else
  1059. {
  1060. if (sk[2] && sk[2] !== 100)
  1061. {
  1062. strArr.push(`攻击力×${sk[2]/100}倍`);
  1063. if (sk[4]>0)
  1064. {
  1065. strArr.push(`每多1个+${sk[4]/100}倍`);
  1066. }
  1067. if (sk[6]>0)
  1068. {
  1069. strArr.push(`最大${sk[6]}个时×${(sk[2]+sk[4]*(sk[6]-sk[1]))/100}倍`);
  1070. }
  1071. }
  1072. if (sk[3] && sk[3] !== 100)
  1073. {
  1074. strArr.push(`回复力×${sk[3]/100}倍`);
  1075. if (sk[5]>0)
  1076. {
  1077. strArr.push(`每多1个+${sk[5]/100}倍`);
  1078. }
  1079. if (sk[6]>0)
  1080. {
  1081. strArr.push(`最大${sk[6]}个时×${(sk[3]+sk[5]*(sk[6]-sk[1]))/100}倍`);
  1082. }
  1083. }
  1084. }
  1085. str += strArr.join(",");
  1086. break;
  1087. case 168: //宝石姬技能2
  1088. strArr = sk.slice(1,7); //目前只有2个,而且2-6都是0,不知道是不是真的都是觉醒
  1089. str = `${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能 ${strArr.filter(s=>s>0).map(s=>awokenN(sk[1])).join("、")} 的数目`;
  1090. str += `提升所有属性的攻击力,每个觉醒可以提升${sk[7]}%`;
  1091. break;
  1092. case 169: //5COMBO或以上時受到的傷害減少25%、攻擊力6倍;
  1093. str = `${sk[0]}连击或以上时`;
  1094. if (sk[1] && sk[1] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
  1095. if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
  1096. break;
  1097. case 170:
  1098. fullColor = nb(sk[0], attrsName);
  1099. atSameTime = fullColor.length == sk[1];
  1100. if (sk[0] == 31) //31-11111
  1101. { //单纯5色
  1102. str = '';
  1103. }else if((sk[0] & 31) == 31)
  1104. { //5色加其他色
  1105. str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
  1106. if (!atSameTime) str+="中";
  1107. }else
  1108. {
  1109. str = `${fullColor.join("、")}`;
  1110. if (!atSameTime) str+="中";
  1111. }
  1112. if (!atSameTime) str+=`${sk[1]}种属性以上`;
  1113. else if(sk[0] == 31) str += `5色`;
  1114. str += `同时攻击时`;
  1115. if (sk[2] && sk[2] !== 100 || sk[4]) str += `,所有宠物的攻击力×${sk[2]/100}倍`;
  1116. if (sk[4]) str += `,每多1种属性+${sk[4]/100}倍,最大${sk[1] + (sk[5] - 1)}种属性时${(sk[5] - 1) * sk[4]/100 + sk[2]/100}倍`;
  1117. if (sk[3]) str += `,受到的伤害减少${sk[3]}%`;
  1118. break;
  1119. case 171:
  1120. fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
  1121. hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
  1122. strArr = [];
  1123. if (hasDiffOrbs)
  1124. {//木暗同時攻擊時,所有寵物的攻擊力和回復力2倍
  1125. str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[4] < fullColor.length?`中有${sk[4]}串`:""}同时攻击时`;
  1126. }else
  1127. {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
  1128. str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
  1129. }
  1130. if (sk[5] && sk[5] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[5]})}`;
  1131. if (sk[6]) str += `,受到的伤害减少${sk[6]}%`;
  1132. break;
  1133. case 172:
  1134. str = `解锁所有宝珠`;
  1135. break;
  1136. case 173:
  1137. strArr = [];
  1138. if (sk[1]) strArr.push("属性吸收");
  1139. if (sk[2]) strArr.push("连击吸收?目前是猜测");
  1140. if (sk[3]) strArr.push("伤害吸收");
  1141. str = `${sk[0]}回合内,敌人的${strArr.join("、")}无效化`;
  1142. break;
  1143. case 175: //隊員編成均為「マガジン」合作活動角色時,所有寵物的攻擊力8倍
  1144. let needCollabs = sk.slice(0,3).filter(s=>s>0); //最多3种id
  1145. fragment.appendChild(document.createTextNode(`队员组成全是`));
  1146. //搜索并显示合作
  1147. function searchCollab(event) {
  1148. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  1149. showSearch(Cards.filter(card => card.collabId == collabId));
  1150. }
  1151. needCollabs.forEach((cid,idx,arr)=>{
  1152. const lnk = fragment.appendChild(document.createElement("a"));
  1153. lnk.className ="detail-search monster-collabId";
  1154. lnk.setAttribute("data-collabId",cid);
  1155. lnk.onclick = searchCollab;
  1156. lnk.textContent = cid;
  1157. if (idx < arr.length-1) lnk.insertAdjacentText('afterend', "、");;
  1158. });
  1159. fragment.appendChild(document.createTextNode(`合作角色时,所有宠物的${getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]})}`));
  1160. return fragment;
  1161. break;
  1162. case 176:
  1163. //●◉○◍◯
  1164. fragment.appendChild(document.createTextNode(`以如下形状生成${attrN(sk[5])}宝珠`));
  1165. var data = boardData_fixed([sk[0],sk[1],sk[2],sk[3],sk[4]], sk[5]);
  1166. var table = createBoard(data);
  1167. table.classList.add("fixed-shape-orb");
  1168. fragment.appendChild(table);
  1169. return fragment;
  1170. break;
  1171. case 177:
  1172. /*
  1173. 火柱:【無天降COMBO】消除寶珠後畫面剩下3個或以下的寶珠時,所有寵物的攻擊力10倍;
  1174. 鞍馬夜叉丸:【無天降COMBO】HP和回復力2倍;消除寶珠後畫面剩下15個寶珠時攻擊力1.5倍,每少1個時+0.5倍,不剩任何寶珠時攻擊力9倍;
  1175. 破壞龍鋼多拉:【無天降COMBO】HP2倍;消除寶珠後畫面剩下10個寶珠時攻擊力6倍,每少1個時+0.5倍,不剩任何寶珠時攻擊力11倍;
  1176. */
  1177. str = '<span class="spColor">【没有天降消除】</span>';
  1178. if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
  1179. if (sk[2] || sk[3] || sk[4]) str += "的"+getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})+",";
  1180. if (sk[5])
  1181. {
  1182. if (sk[7]) //有阶梯
  1183. {
  1184. str += `消除宝珠后画面剩下${sk[5]}个宝珠时,${getFixedHpAtkRcvString({atk:sk[6]})},每少1个+${sk[7]/100}倍,不剩任何宝珠时${getFixedHpAtkRcvString({atk:sk[6]+sk[7]*sk[5]})}`;
  1185. }else
  1186. {
  1187. str += `消除宝珠后画面剩下${sk[5]}个或以下的宝珠时,${getFixedHpAtkRcvString({atk:sk[6]})}`;
  1188. }
  1189. }
  1190. break;
  1191. case 178:
  1192. str = `<span class="spColor">【操作时间固定${sk[0]}秒】</span>`;
  1193. if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
  1194. if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
  1195. if (sk[6]) str += `,受到的${getAttrTypeString(flags(sk[6]))}属性伤害减少${sk[7]}%`;
  1196. break;
  1197. case 179:
  1198. str = `${sk[0]}回合内,每回合回复${sk[1]?`${sk[1].bigNumberToString()}点`:` HP 上限 ${sk[2]}%`}的 HP`;
  1199. if(sk[3] || sk[4])
  1200. {
  1201. str += `,并将`;
  1202. strArr = [];
  1203. if(sk[3]>0) strArr.push(`封锁状态减少${sk[3]}回合`);
  1204. if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
  1205. str += strArr.join(",");
  1206. }
  1207. break;
  1208. case 180:
  1209. str = `${sk[0]}回合内,${sk[1]}%概率掉落强化宝珠`;
  1210. break;
  1211. case 182:
  1212. str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0], true)}宝珠时`;
  1213. if (sk[2] && sk[2] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
  1214. if (sk[3]) str += `,受到的伤害减少${sk[3]}%`;
  1215. break;
  1216. case 183:
  1217. str = getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
  1218. if (sk[3] || sk[4]) str+= ` HP ${sk[2]==100?"全满":`${sk[2]}%以上`}时`;
  1219. if (sk[3] && sk[3] !== 100) str+= `${getFixedHpAtkRcvString({atk:sk[3]})}`;
  1220. if (sk[4]) str += `,受到的伤害减少${sk[4]}%`;
  1221. if (sk[6] || sk[7]) str+= ` HP ${sk[5]||sk[2]}%以下时`;
  1222. if (sk[6] || sk[7]) str+= `${getFixedHpAtkRcvString({atk:sk[6],rcv:sk[7]})}`;
  1223. //if (sk[7]) str+= `,受到的伤害减少${sk[7]}%`;
  1224. break;
  1225. case 184:
  1226. str = `${sk[0]}回合内,天降的宝珠不会产生COMBO`;
  1227. break;
  1228. case 185: //ドラゴンと悪魔タイプの攻撃力が4倍、回復力は2.5倍。\nドロップ操作を3秒延長。
  1229. str = "";
  1230. if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
  1231. if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
  1232. if (sk[0]) str += `,操作时间${sk[0]>0?`延长`:`减少`}${Math.abs(sk[0]/100)}秒`;
  1233. break;
  1234. case 186:
  1235. str = '<span class="spColor">【7×6版面】</span>';
  1236. if (sk[0] || sk[1]) str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的" + getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]});
  1237. break;
  1238. case 188: //多次单体固伤
  1239. str = `对敌方1体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
  1240. break;
  1241. case 189:
  1242. //解除寶珠的鎖定狀態;所有寶珠變成火、水、木、光;顯示3COMBO的轉珠路徑(只適用於普通地下城&3個消除)
  1243. str = `解除宝珠的锁定状态;所有宝珠变成火、水、木、光;显示3连击的转珠路径(只适用于普通地下城 & 3珠消除)`;
  1244. break;
  1245. case 191:
  1246. str = `${sk[0]}回合内,可以贯穿伤害无效盾`;
  1247. break;
  1248. case 192: //192同时消除多色中所有色,219任意消除多色中1色
  1249. //相連消除9個或以上的火寶珠時攻擊力4倍、結算增加2COMBO
  1250. //同時消除光寶珠和水寶珠各4個或以上時攻擊力3倍、結算增加1COMBO;
  1251. str = `${flags(sk[0]).length>1?"同时且":""}相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0])}宝珠时`;
  1252. if (sk[2] && sk[2] != 100) str += `,所有宠物的攻击力×${sk[2]/100}倍`;
  1253. if (sk[3]) str += `,结算时连击数+${sk[3]}`;
  1254. break;
  1255. case 193:
  1256. str = `以L字形消除5个${getOrbsAttrString(sk[0], true)}宝珠时`;
  1257. if (sk[1] && sk[1] != 100 || sk[2] && sk[2] != 100) str+=`,所有宠物的${getFixedHpAtkRcvString({atk:sk[1],rcv:sk[2]})}`;
  1258. if (sk[3]) str+=`,受到的伤害减少${sk[3]}%`;
  1259. break;
  1260. case 194:
  1261. fullColor = nb(sk[0], attrsName);
  1262. atSameTime = fullColor.length == sk[1];
  1263. if (sk[0] == 31) //31-11111
  1264. { //单纯5色
  1265. str = '';
  1266. }else if((sk[0] & 31) == 31)
  1267. { //5色加其他色
  1268. str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
  1269. if (!atSameTime) str+="中";
  1270. }else
  1271. {
  1272. str = `${fullColor.join("、")}`;
  1273. if (!atSameTime) str+="中";
  1274. }
  1275. if (!atSameTime) str+=`${sk[1]}种属性以上`;
  1276. else if(sk[0] == 31) str += `5色`;
  1277. str += `同时攻击时`;
  1278. if (sk[2] && sk[2] != 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
  1279. if (sk[3]) str += `,结算时连击数+${sk[3]}`;
  1280. break;
  1281. case 195:
  1282. str = `HP ${(sk[0]?(`减少${100-sk[0]}%`):"变为1")}`;
  1283. break;
  1284. case 196:
  1285. str = `无法消除宝珠状态减少${sk[0]}回合`;
  1286. break;
  1287. case 197: //消除毒/猛毒宝珠时不会受到毒伤害
  1288. str = `消除${getOrbsAttrString(1<<7|1<<8)}宝珠时不会受到毒伤害`;
  1289. break;
  1290. case 198:
  1291. //以回復寶珠回復40000HP或以上時,受到的傷害減少50%
  1292. str = `以回复宝珠回复${sk[0].bigNumberToString()}点或以上时`;
  1293. if (sk[1] && sk[1] != 100) str += `所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
  1294. if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
  1295. if (sk[3]) str += `,觉醒无效状态减少${sk[3]}回合`;
  1296. break;
  1297. case 199:
  1298. fullColor = nb(sk[0], attrsName);
  1299. atSameTime = fullColor.length == sk[1];
  1300. if (sk[0] == 31) //31-11111
  1301. { //单纯5色
  1302. str = '';
  1303. }else if((sk[0] & 31) == 31)
  1304. { //5色加其他色
  1305. str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
  1306. if (!atSameTime) str+="中";
  1307. }else
  1308. {
  1309. str = `${fullColor.join("、")}`;
  1310. if (!atSameTime) str+="中";
  1311. }
  1312. if (!atSameTime) str+=`${sk[1]}种属性以上`;
  1313. else if(sk[0] == 31) str += `5色`;
  1314. str += `同时攻击时,追加${sk[2].bigNumberToString()}点固定伤害`;
  1315. break;
  1316. case 200:
  1317. str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,追加${sk[2].bigNumberToString()}点固定伤害`;
  1318. break;
  1319. case 201:
  1320. fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
  1321. hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
  1322. strArr = [];
  1323. if (hasDiffOrbs)
  1324. {//木暗同時攻擊時
  1325. str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[4] < fullColor.length?`中有${sk[4]}串`:""}同时攻击时`;
  1326. }else
  1327. {//光寶珠有2COMBO或以上時
  1328. str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
  1329. }
  1330. if (sk[5]) str += `,追加${sk[5].bigNumberToString()}点固定伤害`;
  1331. break;
  1332. case 202:
  1333. fragment.appendChild(document.createTextNode("变身为"));
  1334. let cardDom = cardN(sk[0]);
  1335. cardDom.monDom.onclick = changeToIdInSkillDetail;
  1336. fragment.appendChild(cardDom);
  1337. return fragment;
  1338. break;
  1339. case 203:
  1340. fragment.appendChild(document.createTextNode(`队员组成全是`));
  1341. const lnk = fragment.appendChild(document.createElement("a"));
  1342. lnk.className ="detail-search";
  1343. if (sk[0] === 0)
  1344. {
  1345. lnk.textContent = "像素进化";
  1346. lnk.onclick = function(){
  1347. showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
  1348. };
  1349. }else if (sk[0] === 2)
  1350. {
  1351. lnk.textContent = "转生或超转生";
  1352. lnk.onclick = function(){
  1353. showSearch(Cards.filter(card=>isReincarnated(card)));
  1354. };
  1355. }else
  1356. lnk.textContent = "未知新类型";
  1357. fragment.appendChild(document.createTextNode(`时,所有宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`));
  1358. return fragment;
  1359. break;
  1360. case 205:
  1361. str = `${sk[1]}回合内,${getOrbsAttrString(sk[0])}宝珠会以锁定形式掉落`;
  1362. break;
  1363. case 206:
  1364. fullColor = sk.slice(0,5).filter(c=>c>0); //最多5串珠
  1365. hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
  1366. strArr = [];
  1367. if (hasDiffOrbs)
  1368. {//木暗同時攻擊時
  1369. str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[5] < fullColor.length?`中有${sk[5]}串`:""}同时攻击时`;
  1370. }else
  1371. {//光寶珠有2COMBO或以上時
  1372. str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[5]}串或以上时`;
  1373. }
  1374. if (sk[6]) str += `,结算时连击数+${sk[6]}`;
  1375. break;
  1376. case 207:
  1377. fragment.appendChild(document.createTextNode(`${sk[0]}回合内,`));
  1378. if (sk[7])
  1379. {
  1380. fragment.appendChild(document.createTextNode(`随机${sk[7]}个位置上的宝珠,`));
  1381. }else
  1382. {
  1383. fragment.appendChild(document.createTextNode(`以下位置上的宝珠,`));
  1384. }
  1385. fragment.appendChild(document.createTextNode(`每隔${Math.abs(sk[1]/100)}秒不断转换`));
  1386. if (!sk[7])
  1387. {
  1388. var data = boardData_fixed([sk[2],sk[3],sk[4],sk[5],sk[6]], 6);
  1389. var table = createBoard(data);
  1390. table.classList.add("fixed-shape-orb");
  1391. fragment.appendChild(table);
  1392. }
  1393. return fragment;
  1394. break;
  1395. case 208:
  1396. str = `${sk[2]?`${getOrbsAttrString(sk[2])}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
  1397. str += `,${sk[5]?`${getOrbsAttrString(sk[5])}以外`:""}随机生成${getOrbsAttrString(sk[4])}宝珠各${sk[3]}个`;
  1398. break;
  1399. case 209: //十字心+C
  1400. str = `以十字形式消除5个${attrN(5)}宝珠时`;
  1401. if(sk[0]) str += `,结算时连击数+${sk[0]}`;
  1402. break;
  1403. case 210: //十字属性珠+C
  1404. str = `以十字形式消除5个${getOrbsAttrString(sk[0])}属性宝珠,当消除N个十字时,结算时连击数+${sk[2]>1?sk[2]:""}N`;
  1405. if (sk[1]) str += `未知的参数${sk[1]}`;
  1406. break;
  1407. case 214: //封自己的技能
  1408. str = `${sk[0]}回合内,玩家自身队伍无法使用主动技能`;
  1409. break;
  1410. case 215: //十字属性珠+C
  1411. str = `${sk[0]}回合内,${getOrbsAttrString(sk[1])}宝珠无法消除`;
  1412. break;
  1413. case 218: //坐自己
  1414. str = `自身以外的宠物技能坐下↓${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}回合`;
  1415. break;
  1416. case 219: //192同时消除多色中所有色,219任意消除多色中1色
  1417. str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0], true)}宝珠时,结算时连击数+${sk[2]}`;
  1418. break;
  1419. case 220: //192同时消除多色中所有色,219任意消除多色中1色
  1420. str = `以L字形消除5个${getOrbsAttrString(sk[0], true)}宝珠时,结算时连击数+${sk[1]}`;
  1421. break;
  1422. case 223:
  1423. str = `${sk[0]}连击以上时,追加${sk[1].bigNumberToString()}点固定伤害`;
  1424. break;
  1425. default:
  1426. str = `未知的技能类型${type}(No.${id})`;
  1427. //开发部分
  1428. //const copySkill = JSON.parse(JSON.stringify(skill));
  1429. //copySkill.params = copySkill.params.map(p=>[p,getBooleanFromBinary(p).join("")]);
  1430. console.log(`未知的技能类型${type}(No.${id})`,findFullSkill(skill));
  1431. break;
  1432. }
  1433. const span = fragment.appendChild(document.createElement("span"));
  1434. span.innerHTML = str;
  1435. //(skill.description.length?(descriptionToHTML(skill.description) + "<hr>"):"") + str
  1436. return fragment;
  1437. }
  1438. //增加特殊搜索模式
  1439. (function() {
  1440. 'use strict';
  1441. //返回卡片的队长技能
  1442. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  1443. {
  1444. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  1445. }
  1446. //返回卡片的技能
  1447. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  1448. {
  1449. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  1450. }
  1451. //返回卡片的技能
  1452. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  1453. {
  1454. switch(skillGreatType)
  1455. {
  1456. case 1:
  1457. case "leader":
  1458. return getCardLeaderSkill(card, skillTypes, searchRandom);
  1459. case 2:
  1460. case "active":
  1461. return getCardActiveSkill(card, skillTypes, searchRandom);
  1462. default:
  1463. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom)
  1464. }
  1465. }
  1466. //查找到真正起作用的那一个技能
  1467. function getActuallySkill(skill, skillTypes, searchRandom = true)
  1468. {
  1469. if (skillTypes.includes(skill.type))
  1470. {
  1471. return skill;
  1472. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  1473. {
  1474. const subSkills = skill.params.map(id=>Skills[id]);
  1475. for(let i = 0;i < subSkills.length; i++)
  1476. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  1477. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  1478. if (foundSubSkill)
  1479. {
  1480. return foundSubSkill;
  1481. }
  1482. }
  1483. return null;
  1484. }else
  1485. {
  1486. return null;
  1487. }
  1488. }
  1489. //获取血倍率
  1490. function getHPScale(ls)
  1491. {
  1492. const sk = ls.params;
  1493. let scale = 1;
  1494. switch (ls.type)
  1495. {
  1496. case 23: case 30: case 62: case 77: case 63: case 65:
  1497. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  1498. scale = sk[sk.length-1]/100;
  1499. break;
  1500. case 73: case 76:
  1501. case 121: case 129: case 163: case 186:
  1502. case 155:
  1503. scale = sk[2]/100;
  1504. break;
  1505. case 106: case 107: case 108:
  1506. scale = sk[0]/100;
  1507. break;
  1508. case 125:
  1509. scale = sk[5]/100;
  1510. break;
  1511. case 136:
  1512. case 137:
  1513. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  1514. break;
  1515. case 158:
  1516. scale = sk[4]/100;
  1517. break;
  1518. case 175:
  1519. case 178: case 185:
  1520. scale = sk[3]/100;
  1521. break;
  1522. case 203:
  1523. scale = sk[1]/100;
  1524. break;
  1525. case 138: //调用其他队长技
  1526. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  1527. break;
  1528. default:
  1529. }
  1530. return scale || 1;
  1531. }
  1532. //获取盾减伤比例
  1533. function getReduceScale(ls, allAttr = false, noHPneed = false)
  1534. {
  1535. const sk = ls.params;
  1536. let scale = 0;
  1537. switch (ls.type)
  1538. {
  1539. case 16: //无条件盾
  1540. scale = sk[0]/100;
  1541. break;
  1542. case 17: //单属性盾
  1543. scale = allAttr ? 0 : sk[1]/100;
  1544. break;
  1545. case 36: //2个属性盾
  1546. scale = allAttr ? 0 : sk[2]/100;
  1547. break;
  1548. case 38: //血线下 + 几率
  1549. case 43: //血线上 + 几率
  1550. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  1551. break;
  1552. case 129: //无条件盾,属性个数不固定
  1553. case 163: //无条件盾,属性个数不固定
  1554. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  1555. break;
  1556. case 178: //无条件盾,属性个数不固定
  1557. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  1558. break;
  1559. case 130: //血线下 + 属性个数不固定
  1560. case 131: //血线上 + 属性个数不固定
  1561. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  1562. break;
  1563. case 151: //十字心触发
  1564. case 169: //C触发
  1565. case 198: //回血触发
  1566. scale = sk[2]/100;
  1567. break;
  1568. case 170: //多色触发
  1569. case 182: //长串触发
  1570. case 193: //L触发
  1571. scale = sk[3]/100;
  1572. break;
  1573. case 171: //多串触发
  1574. scale = sk[6]/100;
  1575. break;
  1576. case 183: //又是个有两段血线的队长技
  1577. scale = noHPneed ? 0 : sk[4]/100;
  1578. break;
  1579. case 138: //调用其他队长技
  1580. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  1581. break;
  1582. default:
  1583. }
  1584. return scale || 0;
  1585. }
  1586. function getCannonAttr(skill)
  1587. {
  1588. const sk = skill.params;
  1589. switch(skill.type)
  1590. {
  1591. case 0:
  1592. case 1:
  1593. case 37:
  1594. case 58:
  1595. case 59:
  1596. case 84:
  1597. case 85:
  1598. case 86:
  1599. case 87:
  1600. case 115:
  1601. return sk[0];
  1602. case 110:
  1603. case 143:
  1604. return sk[1];
  1605. case 42:
  1606. return sk[1];
  1607. case 144:
  1608. return sk[3];
  1609. default:
  1610. return -1;
  1611. }
  1612. }
  1613. //创建1个觉醒图标
  1614. function createAwokenIcon(awokenId)
  1615. {
  1616. const icon = document.createElement("icon");
  1617. icon.className ="awoken-icon";
  1618. icon.setAttribute("data-awoken-icon", awokenId);
  1619. return icon;
  1620. }
  1621. //产生一个觉醒列表
  1622. function creatAwokenList(awokens) {
  1623. const ul = document.createElement("ul");
  1624. ul.className = "awoken-ul";
  1625. awokens.forEach(ak=>{
  1626. const li = ul.appendChild(document.createElement("li"));
  1627. const icon = li.appendChild(createAwokenIcon(ak));
  1628. });
  1629. return ul;
  1630. }
  1631. //产生宝珠列表
  1632. function createOrbsList(orbs)
  1633. {
  1634. const ul = document.createElement("ul");
  1635. ul.className = "board";
  1636. orbs.forEach(orbType => {
  1637. const li = ul.appendChild(document.createElement("li"));
  1638. li.className = `orb-icon`;
  1639. li.setAttribute("data-orb-icon", orbType);
  1640. });
  1641. return ul;
  1642. }
  1643. const specialSearchFunctions = [
  1644. {name:"不做筛选",function:cards=>cards},
  1645. {group:"======队长技======", functions: [
  1646. {name:"队长技固伤追击(按伤害排序)",function:cards=>{
  1647. const searchTypeArray = [199,200,201,223];
  1648. function getSkillFixedDamage(skill)
  1649. {
  1650. switch (skill.type)
  1651. {
  1652. case 199: case 200:
  1653. return skill.params[2];
  1654. case 201:
  1655. return skill.params[5];
  1656. case 223:
  1657. return skill.params[1];
  1658. default:
  1659. return 0;
  1660. }
  1661. }
  1662. return cards.filter(card=>{
  1663. const skill = getCardLeaderSkill(card, searchTypeArray);
  1664. return skill ? (getSkillFixedDamage(skill)>0) : false;
  1665. }).sort((a,b)=>{
  1666. const a_s = getCardLeaderSkill(a, searchTypeArray), b_s = getCardLeaderSkill(b, searchTypeArray);
  1667. let a_pC = getSkillFixedDamage(a_s), b_pC = getSkillFixedDamage(b_s);
  1668. return a_pC - b_pC;
  1669. });
  1670. },addition:card=>{
  1671. const searchTypeArray = [199,200,201,223];
  1672. function getSkillFixedDamage(skill)
  1673. {
  1674. switch (skill.type)
  1675. {
  1676. case 199: case 200:
  1677. return skill.params[2];
  1678. case 201:
  1679. return skill.params[5];
  1680. case 223:
  1681. return skill.params[1];
  1682. default:
  1683. return 0;
  1684. }
  1685. }
  1686. const skill = getCardLeaderSkill(card, searchTypeArray);
  1687. const sk = skill.params;
  1688. const value = getSkillFixedDamage(skill);
  1689. return document.createTextNode(value.bigNumberToString() + "固伤");
  1690. }},
  1691. {name:"队长技+C(按+C数排序)",function:cards=>{
  1692. const searchTypeArray = [192,194,206,209,210,219];
  1693. function getSkillAddCombo(skill)
  1694. {
  1695. switch (skill.type)
  1696. {
  1697. case 192: case 194:
  1698. return skill.params[3];
  1699. case 206:
  1700. return skill.params[6];
  1701. case 209:
  1702. return skill.params[0];
  1703. case 210:
  1704. case 219:
  1705. return skill.params[2];
  1706. case 220:
  1707. return skill.params[1];
  1708. default:
  1709. return 0;
  1710. }
  1711. }
  1712. return cards.filter(card=>{
  1713. const skill = getCardLeaderSkill(card, searchTypeArray);
  1714. return skill ? (getSkillAddCombo(skill)>0) : false;
  1715. }).sort((a,b)=>{
  1716. const a_s = getCardLeaderSkill(a, searchTypeArray), b_s = getCardLeaderSkill(b, searchTypeArray);
  1717. let a_pC = getSkillAddCombo(a_s),b_pC = getSkillAddCombo(b_s);
  1718. return a_pC - b_pC;
  1719. });
  1720. },addition:card=>{
  1721. const searchTypeArray = [192,194,206,209,210,219];
  1722. function getSkillAddCombo(skill)
  1723. {
  1724. switch (skill.type)
  1725. {
  1726. case 192: case 194:
  1727. return skill.params[3];
  1728. case 206:
  1729. return skill.params[6];
  1730. case 209:
  1731. return skill.params[0];
  1732. case 210:
  1733. case 219:
  1734. return skill.params[2];
  1735. case 220:
  1736. return skill.params[1];
  1737. default:
  1738. return 0;
  1739. }
  1740. }
  1741. const skill = getCardLeaderSkill(card, searchTypeArray);
  1742. const sk = skill.params;
  1743. const value = getSkillAddCombo(skill);
  1744. return document.createTextNode(`+${value.bigNumberToString()}C${skill.type==210?`/十字`:""}`);
  1745. }},
  1746. {name:"7×6 版面",function:cards=>cards.filter(card=>{
  1747. const searchTypeArray = [162,186];
  1748. const skill = Skills[card.leaderSkillId];
  1749. if (searchTypeArray.some(t=>skill.type == t))
  1750. return true;
  1751. else if (skill.type == 138){
  1752. const subskills = skill.params.map(id=>Skills[id]);
  1753. return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
  1754. }
  1755. })},
  1756. {name:"无天降版面",function:cards=>cards.filter(card=>{
  1757. const searchTypeArray = [163,177];
  1758. const skill = Skills[card.leaderSkillId];
  1759. if (searchTypeArray.some(t=>skill.type == t))
  1760. return true;
  1761. else if (skill.type == 138){
  1762. const subskills = skill.params.map(id=>Skills[id]);
  1763. return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
  1764. }
  1765. })},
  1766. {name:"队长技加/减秒(按秒数排序)",function:cards=>cards.filter(card=>{
  1767. const searchTypeArray = [15,185];
  1768. const skill = Skills[card.leaderSkillId];
  1769. if (searchTypeArray.some(t=>skill.type == t))
  1770. return true;
  1771. else if (skill.type == 138){
  1772. const subskills = skill.params.map(id=>Skills[id]);
  1773. return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
  1774. }
  1775. }).sort((a,b)=>{
  1776. const searchTypeArray = [15,185];
  1777. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1778. let a_pC = 0,b_pC = 0;
  1779. a_pC = (searchTypeArray.some(t=>a_s.type == t)) ?
  1780. a_s.params[0] :
  1781. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.some(t=>subskill.type == t)).params[0];
  1782. b_pC = (searchTypeArray.some(t=>b_s.type == t)) ?
  1783. b_s.params[0] :
  1784. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.some(t=>subskill.type == t)).params[0];
  1785. return a_pC - b_pC;
  1786. }),addition:card=>{
  1787. const searchTypeArray = [15,185];
  1788. const skill = Skills[card.leaderSkillId];
  1789. const value = searchTypeArray.includes(skill.type) ?
  1790. skill.params[0] :
  1791. skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
  1792. return document.createTextNode((value > 0 ? "+" : "") + (value/100) + "秒");
  1793. }},
  1794. {name:"固定操作时间(按时间排序)",function:cards=>cards.filter(card=>{
  1795. const searchType = 178;
  1796. const skill = Skills[card.leaderSkillId];
  1797. if (skill.type == searchType)
  1798. return true;
  1799. else if (skill.type == 138){
  1800. const subskills = skill.params.map(id=>Skills[id]);
  1801. return subskills.some(subskill=>subskill.type == searchType);
  1802. }
  1803. }).sort((a,b)=>{
  1804. const searchType = 178;
  1805. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1806. let a_pC = 0,b_pC = 0;
  1807. a_pC = (a_s.type == searchType) ?
  1808. a_s.params[0] :
  1809. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1810. b_pC = (b_s.type == searchType) ?
  1811. b_s.params[0] :
  1812. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1813. return a_pC - b_pC;
  1814. }),addition:card=>{
  1815. const searchType = 178;
  1816. const skill = Skills[card.leaderSkillId];
  1817. const value = skill.type == searchType ?
  1818. skill.params[0] :
  1819. skill.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1820. return document.createTextNode("固定" + value + "秒");
  1821. }},
  1822. {name:"消除宝珠时计算防御的追打(按追打比率排序)",function:cards=>cards.filter(card=>{
  1823. const searchType = 12;
  1824. const skill = Skills[card.leaderSkillId];
  1825. if (skill.type == searchType)
  1826. return true;
  1827. else if (skill.type == 138){
  1828. const subskills = skill.params.map(id=>Skills[id]);
  1829. return subskills.some(subskill=>subskill.type == searchType);
  1830. }
  1831. }).sort((a,b)=>{
  1832. const searchType = 12;
  1833. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1834. let a_pC = 0,b_pC = 0;
  1835. a_pC = (a_s.type == searchType) ?
  1836. a_s.params[0] :
  1837. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1838. b_pC = (b_s.type == searchType) ?
  1839. b_s.params[0] :
  1840. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1841. return a_pC - b_pC;
  1842. })},
  1843. {name:"消除宝珠时回血(按回复比率排序)",function:cards=>cards.filter(card=>{
  1844. const searchType = 13;
  1845. const skill = Skills[card.leaderSkillId];
  1846. if (skill.type == searchType)
  1847. return true;
  1848. else if (skill.type == 138){
  1849. const subskills = skill.params.map(id=>Skills[id]);
  1850. return subskills.some(subskill=>subskill.type == searchType);
  1851. }
  1852. }).sort((a,b)=>{
  1853. const searchType = 13;
  1854. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1855. let a_pC = 0,b_pC = 0;
  1856. a_pC = (a_s.type == searchType) ?
  1857. a_s.params[0] :
  1858. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1859. b_pC = (b_s.type == searchType) ?
  1860. b_s.params[0] :
  1861. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1862. return a_pC - b_pC;
  1863. })},
  1864. {name:"队长技受伤反击",function:cards=>cards.filter(card=>{
  1865. const searchType = 41;
  1866. const skill = Skills[card.leaderSkillId];
  1867. if (skill.type == searchType)
  1868. return true;
  1869. else if (skill.type == 138){
  1870. const subskills = skill.params.map(id=>Skills[id]);
  1871. return subskills.some(subskill=>subskill.type == searchType);
  1872. }
  1873. })},
  1874. {name:"毒无效",function:cards=>cards.filter(card=>{
  1875. const searchType = 197;
  1876. const skill = Skills[card.leaderSkillId];
  1877. if (skill.type == searchType)
  1878. return true;
  1879. else if (skill.type == 138){
  1880. const subskills = skill.params.map(id=>Skills[id]);
  1881. return subskills.some(subskill=>subskill.type == searchType);
  1882. }
  1883. })},
  1884. /*{name:"回血加盾",function:cards=>cards.filter(card=>{
  1885. const searchType = 198;
  1886. const skill = Skills[card.leaderSkillId];
  1887. if (skill.type == searchType && skill.params[2])
  1888. return true;
  1889. else if (skill.type == 138){
  1890. const subskills = skill.params.map(id=>Skills[id]);
  1891. return subskills.some(subskill=>subskill.type == searchType && subskill.params[2]);
  1892. }
  1893. })},*/
  1894. {name:"回血解觉",function:cards=>cards.filter(card=>{
  1895. const searchType = 198;
  1896. const skill = Skills[card.leaderSkillId];
  1897. if (skill.type == searchType && skill.params[3])
  1898. return true;
  1899. else if (skill.type == 138){
  1900. const subskills = skill.params.map(id=>Skills[id]);
  1901. return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]);
  1902. }
  1903. })},
  1904. {name:"十字心",function:cards=>cards.filter(card=>{
  1905. const searchTypeArray = [151,209];
  1906. const skill = Skills[card.leaderSkillId];
  1907. if (searchTypeArray.some(t=>skill.type == t))
  1908. return true;
  1909. else if (skill.type == 138){
  1910. const subskills = skill.params.map(id=>Skills[id]);
  1911. return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
  1912. }
  1913. })},
  1914. {name:"N个十字",function:cards=>cards.filter(card=>{
  1915. const searchTypeArray = [157];
  1916. const skill = Skills[card.leaderSkillId];
  1917. if (searchTypeArray.some(t=>skill.type == t))
  1918. return true;
  1919. else if (skill.type == 138){
  1920. const subskills = skill.params.map(id=>Skills[id]);
  1921. return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
  1922. }
  1923. })},
  1924. {name:"剩珠倍率",function:cards=>cards.filter(card=>{
  1925. const searchType = 177;
  1926. const skill = Skills[card.leaderSkillId];
  1927. if (skill.type == searchType)
  1928. return true;
  1929. else if (skill.type == 138){
  1930. const subskills = skill.params.map(id=>Skills[id]);
  1931. return subskills.some(subskill=>subskill.type == searchType);
  1932. }
  1933. })},
  1934. {name:"要求长串消除(按珠数排序)",function:cards=>cards.filter(card=>{
  1935. const searchType = 158;
  1936. const skill = Skills[card.leaderSkillId];
  1937. if (skill.type == searchType)
  1938. return true;
  1939. else if (skill.type == 138){
  1940. const subskills = skill.params.map(id=>Skills[id]);
  1941. return subskills.some(subskill=>subskill.type == searchType);
  1942. }
  1943. }).sort((a,b)=>{
  1944. const searchType = 158;
  1945. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1946. let a_pC = 0,b_pC = 0;
  1947. a_pC = (a_s.type == searchType) ?
  1948. a_s.params[0] :
  1949. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1950. b_pC = (b_s.type == searchType) ?
  1951. b_s.params[0] :
  1952. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  1953. return a_pC - b_pC;
  1954. })},
  1955. {name:"根性",function:cards=>cards.filter(card=>{
  1956. const searchType = 14;
  1957. const skill = Skills[card.leaderSkillId];
  1958. if (skill.type == searchType)
  1959. return true;
  1960. else if (skill.type == 138){
  1961. const subskills = skill.params.map(id=>Skills[id]);
  1962. return subskills.some(subskill=>subskill.type == searchType);
  1963. }
  1964. })},
  1965. {name:"指定队伍队员编号",function:cards=>cards.filter(card=>{
  1966. const searchType = 125;
  1967. const skill = Skills[card.leaderSkillId];
  1968. if (skill.type == searchType)
  1969. return true;
  1970. else if (skill.type == 138){
  1971. const subskills = skill.params.map(id=>Skills[id]);
  1972. return subskills.some(subskill=>subskill.type == searchType);
  1973. }
  1974. })},
  1975. {name:"指定队伍队员合作编号",function:cards=>cards.filter(card=>{
  1976. const searchType = 175;
  1977. const skill = Skills[card.leaderSkillId];
  1978. if (skill.type == searchType)
  1979. return true;
  1980. else if (skill.type == 138){
  1981. const subskills = skill.params.map(id=>Skills[id]);
  1982. return subskills.some(subskill=>subskill.type == searchType);
  1983. }
  1984. })},
  1985. {name:"指定队伍队员进化类型",function:cards=>cards.filter(card=>{
  1986. const searchType = 203;
  1987. const skill = Skills[card.leaderSkillId];
  1988. if (!skill) console.log(card,card.leaderSkillId);
  1989. if (skill.type == searchType)
  1990. return true;
  1991. else if (skill.type == 138){
  1992. const subskills = skill.params.map(id=>Skills[id]);
  1993. return subskills.some(subskill=>subskill.type == searchType);
  1994. }
  1995. })},
  1996. {name:"增加道具掉落率(按增加倍率排序)",function:cards=>cards.filter(card=>{
  1997. const searchType = 53;
  1998. const skill = Skills[card.leaderSkillId];
  1999. if (skill.type == searchType)
  2000. return true;
  2001. else if (skill.type == 138){
  2002. const subskills = skill.params.map(id=>Skills[id]);
  2003. return subskills.some(subskill=>subskill.type == searchType);
  2004. }
  2005. }).sort((a,b)=>{
  2006. const searchType = 53;
  2007. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2008. let a_pC = 0,b_pC = 0;
  2009. a_pC = (a_s.type == searchType) ?
  2010. a_s.params[0] :
  2011. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2012. b_pC = (b_s.type == searchType) ?
  2013. b_s.params[0] :
  2014. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2015. return a_pC - b_pC;
  2016. }),
  2017. addition:card=>{
  2018. const searchTypeArray = [53];
  2019. const skill = getCardLeaderSkill(card, searchTypeArray);
  2020. const sk = skill.params;
  2021. return document.createTextNode(`掉率x${sk[0]/100}`);
  2022. }},
  2023. {name:"增加金币掉落倍数(按增加倍率排序)",function:cards=>cards.filter(card=>{
  2024. const searchType = 54;
  2025. const skill = Skills[card.leaderSkillId];
  2026. if (skill.type == searchType)
  2027. return true;
  2028. else if (skill.type == 138){
  2029. const subskills = skill.params.map(id=>Skills[id]);
  2030. return subskills.some(subskill=>subskill.type == searchType);
  2031. }
  2032. }).sort((a,b)=>{
  2033. const searchType = 54;
  2034. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2035. let a_pC = 0,b_pC = 0;
  2036. a_pC = (a_s.type == searchType) ?
  2037. a_s.params[0] :
  2038. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2039. b_pC = (b_s.type == searchType) ?
  2040. b_s.params[0] :
  2041. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2042. return a_pC - b_pC;
  2043. }),
  2044. addition:card=>{
  2045. const searchTypeArray = [54];
  2046. const skill = getCardLeaderSkill(card, searchTypeArray);
  2047. const sk = skill.params;
  2048. return document.createTextNode(`金币x${sk[0]/100}`);
  2049. }},
  2050. {name:"增加经验获取倍数(按增加倍率排序)",function:cards=>cards.filter(card=>{
  2051. const searchType = 148;
  2052. const skill = Skills[card.leaderSkillId];
  2053. if (skill.type == searchType)
  2054. return true;
  2055. else if (skill.type == 138){
  2056. const subskills = skill.params.map(id=>Skills[id]);
  2057. return subskills.some(subskill=>subskill.type == searchType);
  2058. }
  2059. }).sort((a,b)=>{
  2060. const searchType = 148;
  2061. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2062. let a_pC = 0,b_pC = 0;
  2063. a_pC = (a_s.type == searchType) ?
  2064. a_s.params[0] :
  2065. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2066. b_pC = (b_s.type == searchType) ?
  2067. b_s.params[0] :
  2068. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2069. return a_pC - b_pC;
  2070. }),
  2071. addition:card=>{
  2072. const searchTypeArray = [148];
  2073. const skill = getCardLeaderSkill(card, searchTypeArray);
  2074. const sk = skill.params;
  2075. return document.createTextNode(`经验x${sk[0]/100}`);
  2076. }},
  2077. ]},
  2078. {group:"-----血倍率-----", functions: [
  2079. {name:"队长血倍率[2, ∞)(按倍率排序)",function:cards=>cards.filter(card=>{
  2080. const skill = Skills[card.leaderSkillId];
  2081. const HPscale = getHPScale(skill);
  2082. return HPscale >= 2;
  2083. }).sort((a,b)=>{
  2084. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2085. return getHPScale(a_s) - getHPScale(b_s);
  2086. })},
  2087. {name:"队长血倍率[1.5, 2)(按倍率排序)",function:cards=>cards.filter(card=>{
  2088. const skill = Skills[card.leaderSkillId];
  2089. const HPscale = getHPScale(skill);
  2090. return HPscale >= 1.5 && HPscale < 2;
  2091. }).sort((a,b)=>{
  2092. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2093. return getHPScale(a_s) - getHPScale(b_s);
  2094. })},
  2095. {name:"队长血倍率(1, 1.5)(按倍率排序)",function:cards=>cards.filter(card=>{
  2096. const skill = Skills[card.leaderSkillId];
  2097. const HPscale = getHPScale(skill);
  2098. return HPscale > 1 && HPscale < 1.5;
  2099. }).sort((a,b)=>{
  2100. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2101. return getHPScale(a_s) - getHPScale(b_s);
  2102. })},
  2103. {name:"队长血倍率 == 1",function:cards=>cards.filter(card=>{
  2104. const skill = Skills[card.leaderSkillId];
  2105. const HPscale = getHPScale(skill);
  2106. return HPscale === 1;
  2107. })},
  2108. {name:"队长血倍率[0, 1)(按倍率排序)",function:cards=>cards.filter(card=>{
  2109. const skill = Skills[card.leaderSkillId];
  2110. const HPscale = getHPScale(skill);
  2111. return HPscale < 1;
  2112. }).sort((a,b)=>{
  2113. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2114. return getHPScale(a_s) - getHPScale(b_s);
  2115. })},
  2116. ]},
  2117. {group:"-----减伤盾-----", functions: [
  2118. {name:"队长盾减伤[75%, 100%](按倍率排序)",function:cards=>cards.filter(card=>{
  2119. const skill = Skills[card.leaderSkillId];
  2120. const reduceScale = getReduceScale(skill);
  2121. return reduceScale >= 0.75;
  2122. }).sort((a,b)=>{
  2123. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2124. return getReduceScale(a_s) - getReduceScale(b_s);
  2125. })},
  2126. {name:"队长盾减伤[50%, 75%)(按倍率排序)",function:cards=>cards.filter(card=>{
  2127. const skill = Skills[card.leaderSkillId];
  2128. const reduceScale = getReduceScale(skill);
  2129. return reduceScale >= 0.5 && reduceScale < 0.75;
  2130. }).sort((a,b)=>{
  2131. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2132. return getReduceScale(a_s) - getReduceScale(b_s);
  2133. })},
  2134. {name:"队长盾减伤[25%, 50%)(按倍率排序)",function:cards=>cards.filter(card=>{
  2135. const skill = Skills[card.leaderSkillId];
  2136. const reduceScale = getReduceScale(skill);
  2137. return reduceScale >= 0.25 && reduceScale < 0.5;
  2138. }).sort((a,b)=>{
  2139. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2140. return getReduceScale(a_s) - getReduceScale(b_s);
  2141. })},
  2142. {name:"队长盾减伤(0%, 25%)(按倍率排序)",function:cards=>cards.filter(card=>{
  2143. const skill = Skills[card.leaderSkillId];
  2144. const reduceScale = getReduceScale(skill);
  2145. return reduceScale > 0 && reduceScale < 0.25;
  2146. }).sort((a,b)=>{
  2147. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2148. return getReduceScale(a_s) - getReduceScale(b_s);
  2149. })},
  2150. {name:"队长盾减伤 == 0",function:cards=>cards.filter(card=>{
  2151. const skill = Skills[card.leaderSkillId];
  2152. const reduceScale = getReduceScale(skill);
  2153. return reduceScale === 0;
  2154. })},
  2155. {name:"队长盾减伤-必须全属性减伤",function:cards=>cards.filter(card=>{
  2156. const skill = Skills[card.leaderSkillId];
  2157. return getReduceScale(skill, true) > 0;
  2158. })},
  2159. {name:"队长盾减伤-排除血线盾",function:cards=>cards.filter(card=>{
  2160. const skill = Skills[card.leaderSkillId];
  2161. return getReduceScale(skill, undefined, true) > 0;
  2162. })},
  2163. {name:"队长盾减伤-排除几率盾",function:cards=>cards.filter(card=>{
  2164. const skill = Skills[card.leaderSkillId];
  2165. return getReduceScale(skill, undefined, undefined, true) > 0;
  2166. })},
  2167. {name:"满血99重力不下半血-队长盾减伤[29%, 100%)",function:cards=>cards.filter(card=>{
  2168. const skill = Skills[card.leaderSkillId];
  2169. const reduceScale = getReduceScale(skill);
  2170. return reduceScale>=0.29;
  2171. }).sort((a,b)=>{
  2172. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  2173. return getReduceScale(a_s) - getReduceScale(b_s);
  2174. })},
  2175. {name:"队长盾减伤-无条件盾",function:cards=>cards.filter(card=>{
  2176. //获取盾减伤比例
  2177. function getReduceScale_unconditional(ls)
  2178. {
  2179. const sk = ls.params;
  2180. let scale = 0;
  2181. switch (ls.type)
  2182. {
  2183. case 16: //无条件盾
  2184. scale = sk[0]/100;
  2185. break;
  2186. case 129: //无条件盾,属性个数不固定
  2187. case 163: //无条件盾,属性个数不固定
  2188. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  2189. break;
  2190. case 138: //调用其他队长技
  2191. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  2192. break;
  2193. default:
  2194. }
  2195. return scale || 0;
  2196. }
  2197. const skill = Skills[card.leaderSkillId];
  2198. return getReduceScale_unconditional(skill) > 0;
  2199. })},
  2200. ]},
  2201. {group:"======主动技======", functions: [
  2202. {name:"1 CD",function:cards=>cards.filter(card=>{
  2203. if (card.activeSkillId == 0) return false;
  2204. const skill = Skills[card.activeSkillId];
  2205. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2206. })},
  2207. {name:"除 1 CD 外,4 个以下能永动开(可能不精确)",function:cards=>cards.filter(card=>{
  2208. if (card.activeSkillId == 0) return false;
  2209. const skill = Skills[card.activeSkillId];
  2210. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2211. let realCD = minCD;
  2212. const searchType = 146;
  2213. if (skill.type == searchType)
  2214. realCD -= skill.params[0] * 3;
  2215. else if (skill.type == 116){
  2216. const subskills = skill.params.map(id=>Skills[id]);
  2217. const subskill = subskills.find(subs=>subs.type == searchType);
  2218. if (subskill) realCD -= subskill.params[0] * 3;
  2219. }
  2220. return minCD > 1 && realCD <= 4;
  2221. })},
  2222. {name:"时间暂停(按停止时间排序)",function:cards=>cards.filter(card=>{
  2223. const searchType = 5;
  2224. const skill = Skills[card.activeSkillId];
  2225. if (skill.type == searchType)
  2226. return true;
  2227. else if (skill.type == 116 || skill.type == 118){
  2228. const subskills = skill.params.map(id=>Skills[id]);
  2229. return subskills.some(subskill=>subskill.type == searchType);
  2230. }
  2231. }).sort((a,b)=>{
  2232. const searchType = 5;
  2233. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2234. let a_pC = 0,b_pC = 0;
  2235. a_pC = (a_s.type == searchType) ?
  2236. a_s.params[0] :
  2237. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2238. b_pC = (b_s.type == searchType) ?
  2239. b_s.params[0] :
  2240. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2241. return a_pC - b_pC;
  2242. })},
  2243. {name:"随机效果技能",function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  2244. ]},
  2245. {group:"-----破吸类-----", functions: [
  2246. {name:"破属吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
  2247. const searchType = 173;
  2248. const skill = Skills[card.activeSkillId];
  2249. if (skill.type == searchType && skill.params[1])
  2250. return true;
  2251. else if (skill.type == 116 || skill.type == 118){
  2252. const subskills = skill.params.map(id=>Skills[id]);
  2253. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]);
  2254. }
  2255. }).sort((a,b)=>{
  2256. const searchType = 173;
  2257. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2258. let a_pC = 0,b_pC = 0;
  2259. a_pC = (a_s.type == searchType) ?
  2260. a_s.params[0] :
  2261. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2262. b_pC = (b_s.type == searchType) ?
  2263. b_s.params[0] :
  2264. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2265. return a_pC - b_pC;
  2266. }),addition:card=>{
  2267. const searchTypeArray = [173];
  2268. const skill = getCardSkill(card, searchTypeArray);
  2269. const sk = skill.params;
  2270. return document.createTextNode(`属吸×${sk[0]}T`);
  2271. }},
  2272. {name:"破伤吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
  2273. const searchType = 173;
  2274. const skill = Skills[card.activeSkillId];
  2275. if (skill.type == searchType && skill.params[3])
  2276. return true;
  2277. else if (skill.type == 116 || skill.type == 118){
  2278. const subskills = skill.params.map(id=>Skills[id]);
  2279. return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]);
  2280. }
  2281. }).sort((a,b)=>{
  2282. const searchType = 173;
  2283. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2284. let a_pC = 0,b_pC = 0;
  2285. a_pC = (a_s.type == searchType) ?
  2286. a_s.params[0] :
  2287. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2288. b_pC = (b_s.type == searchType) ?
  2289. b_s.params[0] :
  2290. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2291. return a_pC - b_pC;
  2292. }),addition:card=>{
  2293. const searchTypeArray = [173];
  2294. const skill = getCardSkill(card, searchTypeArray);
  2295. const sk = skill.params;
  2296. return document.createTextNode(`伤吸×${sk[0]}T`);
  2297. }},
  2298. {name:"双破吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
  2299. const searchType = 173;
  2300. const skill = Skills[card.activeSkillId];
  2301. if (skill.type == searchType && skill.params[1] && skill.params[3])
  2302. return true;
  2303. else if (skill.type == 116 || skill.type == 118){
  2304. const subskills = skill.params.map(id=>Skills[id]);
  2305. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1] && subskill.params[3]);
  2306. }
  2307. }).sort((a,b)=>{
  2308. const searchType = 173;
  2309. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2310. let a_pC = 0,b_pC = 0;
  2311. a_pC = (a_s.type == searchType) ?
  2312. a_s.params[0] :
  2313. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2314. b_pC = (b_s.type == searchType) ?
  2315. b_s.params[0] :
  2316. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2317. return a_pC - b_pC;
  2318. }),addition:card=>{
  2319. const searchTypeArray = [173];
  2320. const skill = getCardSkill(card, searchTypeArray);
  2321. const sk = skill.params;
  2322. return document.createTextNode(`双破×${sk[0]}T`);
  2323. }},
  2324. {name:"贯穿无效盾 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
  2325. const searchType = 191;
  2326. const skill = Skills[card.activeSkillId];
  2327. if (skill.type == searchType)
  2328. return true;
  2329. else if (skill.type == 116 || skill.type == 118){
  2330. const subskills = skill.params.map(id=>Skills[id]);
  2331. return subskills.some(subskill=>subskill.type == searchType);
  2332. }
  2333. }).sort((a,b)=>{
  2334. const searchType = 191;
  2335. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2336. let a_pC = 0,b_pC = 0;
  2337. a_pC = (a_s.type == searchType) ?
  2338. a_s.params[0] :
  2339. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2340. b_pC = (b_s.type == searchType) ?
  2341. b_s.params[0] :
  2342. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  2343. return a_pC - b_pC;
  2344. }),addition:card=>{
  2345. const searchTypeArray = [191];
  2346. const skill = getCardSkill(card, searchTypeArray);
  2347. const sk = skill.params;
  2348. return document.createTextNode(`破贯×${sk[0]}T`);
  2349. }},
  2350. ]},
  2351. {group:"-----解封类-----", functions: [
  2352. {
  2353. name:"解封(按解封回合排序)",
  2354. function:cards=>{
  2355. const searchTypeArray = [117,179];
  2356. function getJieFengHuiHe(skill)
  2357. {
  2358. return skill.type == 179 ? skill.params[3] : skill.params[0];
  2359. }
  2360. return cards.filter(card=>{
  2361. const skill = getCardActiveSkill(card, searchTypeArray);
  2362. return skill ? getJieFengHuiHe(skill) : false;
  2363. }).sort((a,b)=>{
  2364. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2365. let a_pC = getJieFengHuiHe(a_s), b_pC = getJieFengHuiHe(b_s);
  2366. return a_pC - b_pC;
  2367. });
  2368. },
  2369. addition:card=>{
  2370. const searchTypeArray = [117,179];
  2371. const skill = getCardSkill(card, searchTypeArray);
  2372. const sk = skill.params;
  2373. const JieFengTurn = skill=>skill.type == 179 ? skill.params[3] : skill.params[0];
  2374. const value = JieFengTurn(skill);
  2375. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解封`);
  2376. }
  2377. },
  2378. {
  2379. name:"解觉醒(按解觉回合排序)",
  2380. function:cards=>{
  2381. const searchTypeArray = [117,179];
  2382. return cards.filter(card=>{
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. return skill ? skill.params[4] : false;
  2385. }).sort((a,b)=>{
  2386. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2387. let a_pC = a_s.params[4], b_pC = b_s.params[4];
  2388. return a_pC - b_pC;
  2389. })
  2390. },
  2391. addition:card=>{
  2392. const searchTypeArray = [117,179];
  2393. const skill = getCardSkill(card, searchTypeArray);
  2394. const sk = skill.params;
  2395. const value = sk[4];
  2396. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解觉`);
  2397. }
  2398. },
  2399. {
  2400. name:"解封+觉醒(按解觉醒回合排序)",
  2401. function:cards=>{
  2402. const searchTypeArray = [117,179];
  2403. function getJieFengHuiHe(skill)
  2404. {
  2405. return skill.type == 179 ? skill.params[3] : skill.params[0];
  2406. }
  2407. return cards.filter(card=>{
  2408. const skill = getCardActiveSkill(card, searchTypeArray);
  2409. return skill ? (skill.params[4] && getJieFengHuiHe(skill)) : false;
  2410. }).sort((a,b)=>{
  2411. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2412. let a_pC = a_s.params[4], b_pC = b_s.params[4];
  2413. return a_pC - b_pC;
  2414. });
  2415. },
  2416. addition:card=>{
  2417. const searchTypeArray = [117,179];
  2418. const skill = getCardSkill(card, searchTypeArray);
  2419. const sk = skill.params;
  2420. function getJieFengHuiHe(skill)
  2421. {
  2422. return skill.type == 179 ? skill.params[3] : skill.params[0];
  2423. }
  2424. const value1 = getJieFengHuiHe(skill);
  2425. const value2 = sk[4];
  2426. return document.createTextNode(value1 == value2 ?
  2427. `${value1 == 9999 ? "全" : value1 + "T"}解封+觉` :
  2428. `${value1 == 9999 ? "全" : value1 + "T"}解封,${value2 == 9999 ? "全" : value2 + "T"}解觉`);
  2429. }
  2430. },
  2431. {
  2432. name:"解禁消珠(按消除回合排序)",
  2433. function:cards=>{
  2434. const searchTypeArray = [196];
  2435. return cards.filter(card=>{
  2436. const skill = getCardActiveSkill(card, searchTypeArray);
  2437. return skill;
  2438. }).sort((a,b)=>{
  2439. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2440. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  2441. return a_pC - b_pC;
  2442. })
  2443. },addition:card=>{
  2444. const searchTypeArray = [196];
  2445. const skill = getCardSkill(card, searchTypeArray);
  2446. const sk = skill.params;
  2447. const value = sk[0];
  2448. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  2449. }
  2450. },
  2451. {name:"自封技能(能干啥?)",function:cards=>cards.filter(card=>{
  2452. const searchType = 214;
  2453. const skill = Skills[card.activeSkillId];
  2454. if (skill.type == searchType)
  2455. return true;
  2456. else if (skill.type == 116 || skill.type == 118){
  2457. const subskills = skill.params.map(id=>Skills[id]);
  2458. return subskills.some(subskill=>subskill.type == searchType);
  2459. }
  2460. })},
  2461. {name:"自封消珠(能干啥?)",function:cards=>cards.filter(card=>{
  2462. const searchType = 215;
  2463. const skill = Skills[card.activeSkillId];
  2464. if (skill.type == searchType)
  2465. return true;
  2466. else if (skill.type == 116 || skill.type == 118){
  2467. const subskills = skill.params.map(id=>Skills[id]);
  2468. return subskills.some(subskill=>subskill.type == searchType);
  2469. }
  2470. })},
  2471. ]},
  2472. {group:"-----锁珠类-----", functions: [
  2473. {name:"解锁",function:cards=>cards.filter(card=>{
  2474. const searchType = 172;
  2475. const skill = Skills[card.activeSkillId];
  2476. if (skill.type == searchType)
  2477. return true;
  2478. else if (skill.type == 116 || skill.type == 118){
  2479. const subskills = skill.params.map(id=>Skills[id]);
  2480. return subskills.some(subskill=>subskill.type == searchType);
  2481. }
  2482. })},
  2483. {name:"上锁(不限色)",function:cards=>cards.filter(card=>{
  2484. const searchType = 152;
  2485. const skill = Skills[card.activeSkillId];
  2486. if (skill.type == searchType)
  2487. return true;
  2488. else if (skill.type == 116 || skill.type == 118){
  2489. const subskills = skill.params.map(id=>Skills[id]);
  2490. return subskills.some(subskill=>subskill.type == searchType);
  2491. }
  2492. })},
  2493. {name:"上锁5色+心或全部",function:cards=>cards.filter(card=>{
  2494. const searchType = 152;
  2495. const skill = Skills[card.activeSkillId];
  2496. if (skill.type == searchType && (skill.params[0] & 63) === 63)
  2497. return true;
  2498. else if (skill.type == 116 || skill.type == 118){
  2499. const subskills = skill.params.map(id=>Skills[id]);
  2500. return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 63) === 63);
  2501. }
  2502. })},
  2503. {name:"掉锁(不限色,按回合排序)",function:cards=>cards.filter(card=>{
  2504. const searchType = 205;
  2505. const skill = Skills[card.activeSkillId];
  2506. if (skill.type == searchType)
  2507. return true;
  2508. else if (skill.type == 116 || skill.type == 118){
  2509. const subskills = skill.params.map(id=>Skills[id]);
  2510. return subskills.some(subskill=>subskill.type == searchType);
  2511. }
  2512. }).sort((a,b)=>{
  2513. const searchType = 205;
  2514. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2515. let a_pC = 0,b_pC = 0;
  2516. a_pC = (a_s.type == searchType) ?
  2517. a_s.params[0] :
  2518. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  2519. b_pC = (b_s.type == searchType) ?
  2520. b_s.params[0] :
  2521. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  2522. return a_pC - b_pC;
  2523. })},
  2524. {name:"掉锁5色+心或全部(按回合排序)",function:cards=>cards.filter(card=>{
  2525. const searchType = 205;
  2526. const skill = Skills[card.activeSkillId];
  2527. if (skill.type == searchType && (skill.params[0] & 63) === 63)
  2528. return true;
  2529. else if (skill.type == 116 || skill.type == 118){
  2530. const subskills = skill.params.map(id=>Skills[id]);
  2531. return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 63) === 63);
  2532. }
  2533. }).sort((a,b)=>{
  2534. const searchType = 205;
  2535. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  2536. let a_pC = 0,b_pC = 0;
  2537. a_pC = (a_s.type == searchType) ?
  2538. a_s.params[0] :
  2539. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  2540. b_pC = (b_s.type == searchType) ?
  2541. b_s.params[0] :
  2542. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  2543. return a_pC - b_pC;
  2544. })},
  2545. ]},
  2546. {group:"-----洗版类-----", functions: [
  2547. {name:"普通洗版-含心",function:cards=>cards.filter(card=>{
  2548. function includeHeart(sk)
  2549. {
  2550. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2551. return color.includes(5);
  2552. }
  2553. const searchType = 71;
  2554. const skill = Skills[card.activeSkillId];
  2555. if (skill.type == searchType && includeHeart(skill.params))
  2556. return true;
  2557. else if (skill.type == 116 || skill.type == 118){
  2558. const subskills = skill.params.map(id=>Skills[id]);
  2559. return subskills.some(subskill=>subskill.type == searchType && includeHeart(subskill.params));
  2560. }
  2561. })},
  2562. {name:"普通洗版-不含心",function:cards=>cards.filter(card=>{
  2563. function excludeHeart(sk)
  2564. {
  2565. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2566. return !color.includes(5);
  2567. }
  2568. const searchType = 71;
  2569. const skill = Skills[card.activeSkillId];
  2570. if (skill.type == searchType && excludeHeart(skill.params))
  2571. return true;
  2572. else if (skill.type == 116 || skill.type == 118){
  2573. const subskills = skill.params.map(id=>Skills[id]);
  2574. return subskills.some(subskill=>subskill.type == searchType && excludeHeart(subskill.params));
  2575. }
  2576. })},
  2577. {name:"普通洗版-含毒废",function:cards=>cards.filter(card=>{
  2578. function includeHeart(sk)
  2579. {
  2580. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2581. return color.includes(6) || color.includes(7) || color.includes(8) || color.includes(9);
  2582. }
  2583. const searchType = 71;
  2584. const skill = Skills[card.activeSkillId];
  2585. if (skill.type == searchType && includeHeart(skill.params))
  2586. return true;
  2587. else if (skill.type == 116 || skill.type == 118){
  2588. const subskills = skill.params.map(id=>Skills[id]);
  2589. return subskills.some(subskill=>subskill.type == searchType && includeHeart(subskill.params));
  2590. }
  2591. })},
  2592. {name:"普通洗版1色(花火)",function:cards=>cards.filter(card=>{
  2593. function isOnlyColor(sk, colorTypeCount)
  2594. {
  2595. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2596. return color.length == colorTypeCount;
  2597. }
  2598. const searchType = 71;
  2599. const skill = Skills[card.activeSkillId];
  2600. if (skill.type == searchType && isOnlyColor(skill.params, 1))
  2601. return true;
  2602. else if (skill.type == 116 || skill.type == 118){
  2603. const subskills = skill.params.map(id=>Skills[id]);
  2604. return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 1));
  2605. }
  2606. }),addition:card=>{
  2607. const searchTypeArray = [71];
  2608. const skill = getCardSkill(card, searchTypeArray);
  2609. const sk = skill.params;
  2610. const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2611. return createOrbsList(colors);
  2612. }},
  2613. {name:"普通洗版2色",function:cards=>cards.filter(card=>{
  2614. function isOnlyColor(sk, colorTypeCount)
  2615. {
  2616. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2617. return color.length == colorTypeCount;
  2618. }
  2619. const searchType = 71;
  2620. const skill = Skills[card.activeSkillId];
  2621. if (skill.type == searchType && isOnlyColor(skill.params, 2))
  2622. return true;
  2623. else if (skill.type == 116 || skill.type == 118){
  2624. const subskills = skill.params.map(id=>Skills[id]);
  2625. return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 2));
  2626. }
  2627. }),addition:card=>{
  2628. const searchTypeArray = [71];
  2629. const skill = getCardSkill(card, searchTypeArray);
  2630. const sk = skill.params;
  2631. const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2632. return createOrbsList(colors);
  2633. }},
  2634. {name:"普通洗版3色",function:cards=>cards.filter(card=>{
  2635. function isOnlyColor(sk, colorTypeCount)
  2636. {
  2637. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2638. return color.length == colorTypeCount;
  2639. }
  2640. const searchType = 71;
  2641. const skill = Skills[card.activeSkillId];
  2642. if (skill.type == searchType && isOnlyColor(skill.params, 3))
  2643. return true;
  2644. else if (skill.type == 116 || skill.type == 118){
  2645. const subskills = skill.params.map(id=>Skills[id]);
  2646. return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 3));
  2647. }
  2648. }),addition:card=>{
  2649. const searchTypeArray = [71];
  2650. const skill = getCardSkill(card, searchTypeArray);
  2651. const sk = skill.params;
  2652. const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2653. return createOrbsList(colors);
  2654. }},
  2655. {name:"普通洗版4色",function:cards=>cards.filter(card=>{
  2656. function isOnlyColor(sk, colorTypeCount)
  2657. {
  2658. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2659. return color.length == colorTypeCount;
  2660. }
  2661. const searchType = 71;
  2662. const skill = Skills[card.activeSkillId];
  2663. if (skill.type == searchType && isOnlyColor(skill.params, 4))
  2664. return true;
  2665. else if (skill.type == 116 || skill.type == 118){
  2666. const subskills = skill.params.map(id=>Skills[id]);
  2667. return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 4));
  2668. }
  2669. }),addition:card=>{
  2670. const searchTypeArray = [71];
  2671. const skill = getCardSkill(card, searchTypeArray);
  2672. const sk = skill.params;
  2673. const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2674. return createOrbsList(colors);
  2675. }},
  2676. {name:"普通洗版5色",function:cards=>cards.filter(card=>{
  2677. function isOnlyColor(sk, colorTypeCount)
  2678. {
  2679. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2680. return color.length == colorTypeCount;
  2681. }
  2682. const searchType = 71;
  2683. const skill = Skills[card.activeSkillId];
  2684. if (skill.type == searchType && isOnlyColor(skill.params, 5))
  2685. return true;
  2686. else if (skill.type == 116 || skill.type == 118){
  2687. const subskills = skill.params.map(id=>Skills[id]);
  2688. return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 5));
  2689. }
  2690. }),addition:card=>{
  2691. const searchTypeArray = [71];
  2692. const skill = getCardSkill(card, searchTypeArray);
  2693. const sk = skill.params;
  2694. const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2695. return createOrbsList(colors);
  2696. }},
  2697. {name:"普通洗版6色以上",function:cards=>cards.filter(card=>{
  2698. function isOnlyColor(sk, colorTypeCount)
  2699. {
  2700. const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2701. return color.length >= colorTypeCount;
  2702. }
  2703. const searchType = 71;
  2704. const skill = Skills[card.activeSkillId];
  2705. if (skill.type == searchType && isOnlyColor(skill.params, 6))
  2706. return true;
  2707. else if (skill.type == 116 || skill.type == 118){
  2708. const subskills = skill.params.map(id=>Skills[id]);
  2709. return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 6));
  2710. }
  2711. }),addition:card=>{
  2712. const searchTypeArray = [71];
  2713. const skill = getCardSkill(card, searchTypeArray);
  2714. const sk = skill.params;
  2715. const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
  2716. return createOrbsList(colors);
  2717. }},
  2718. {name:"刷版",function:cards=>cards.filter(card=>{
  2719. const searchType = 10;
  2720. const skill = Skills[card.activeSkillId];
  2721. if (skill.type == searchType)
  2722. return true;
  2723. else if (skill.type == 116 || skill.type == 118){
  2724. const subskills = skill.params.map(id=>Skills[id]);
  2725. return subskills.some(subskill=>subskill.type == searchType);
  2726. }
  2727. })},
  2728. ]},
  2729. {group:"~~~转珠类有些复杂我没空做~~~"},
  2730. {group:"-----随机产珠类-----", functions: [
  2731. {name:"固定30个产珠",function:cards=>cards.filter(card=>{
  2732. function is30(sk)
  2733. {
  2734. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2735. }
  2736. const searchType = 141;
  2737. const skill = Skills[card.activeSkillId];
  2738. if (skill.type == searchType && is30(skill.params))
  2739. return true;
  2740. else if (skill.type == 116 || skill.type == 118){
  2741. const subskills = skill.params.map(id=>Skills[id]);
  2742. return subskills.some(subskill=>subskill.type == searchType && is30(subskill.params));
  2743. }
  2744. })},
  2745. {name:"固定15×2产珠",function:cards=>cards.filter(card=>{
  2746. function is1515(sk)
  2747. {
  2748. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2749. }
  2750. const searchType = 141;
  2751. const skill = Skills[card.activeSkillId];
  2752. if (skill.type == searchType && is1515(skill.params))
  2753. return true;
  2754. else if (skill.type == 116 || skill.type == 118){
  2755. const subskills = skill.params.map(id=>Skills[id]);
  2756. return subskills.some(subskill=>subskill.type == searchType && is1515(subskill.params));
  2757. }
  2758. })},
  2759. ]},
  2760. {group:"-----固定产珠类-----", functions: [
  2761. {name:"生成特殊形状的",function:cards=>cards.filter(card=>{
  2762. const searchType = 176;
  2763. const skill = Skills[card.activeSkillId];
  2764. if (skill.type == searchType)
  2765. return true;
  2766. else if (skill.type == 116 || skill.type == 118){
  2767. const subskills = skill.params.map(id=>Skills[id]);
  2768. return subskills.some(subskill=>subskill.type == searchType);
  2769. }
  2770. })},
  2771. {name:"生成3x3方块",function:cards=>cards.filter(card=>{
  2772. function is3x3(sk)
  2773. {
  2774. for (let si=0;si<3;si++)
  2775. {
  2776. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2777. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2778. (si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
  2779. (sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
  2780. )
  2781. return true;
  2782. }
  2783. return false;
  2784. }
  2785. const searchType = 176;
  2786. const skill = Skills[card.activeSkillId];
  2787. if (skill.type == searchType && is3x3(skill.params))
  2788. return true;
  2789. else if (skill.type == 116 || skill.type == 118){
  2790. const subskills = skill.params.map(id=>Skills[id]);
  2791. return subskills.some(subskill=>subskill.type == searchType && is3x3(subskill.params));
  2792. }
  2793. })},
  2794. {name:"产竖",function:cards=>cards.filter(card=>{
  2795. const searchType = 127;
  2796. const skill = Skills[card.activeSkillId];
  2797. if (skill.type == searchType)
  2798. return true;
  2799. else if (skill.type == 116 || skill.type == 118){
  2800. const subskills = skill.params.map(id=>Skills[id]);
  2801. return subskills.some(subskill=>subskill.type == searchType);
  2802. }
  2803. }),addition:card=>{
  2804. const searchTypeArray = [127];
  2805. const skill = getCardSkill(card, searchTypeArray);
  2806. const sk = skill.params;
  2807. const colors = [];
  2808. for (let ai=0;ai<sk.length;ai+=2)
  2809. {
  2810. colors.push(flags(sk[ai+1])[0]);
  2811. }
  2812. const fragment = document.createDocumentFragment();
  2813. fragment.appendChild(document.createTextNode(`竖`));
  2814. fragment.appendChild(createOrbsList(colors));
  2815. return fragment;
  2816. }},
  2817. {name:"产竖(含心)",function:cards=>cards.filter(card=>{
  2818. function isHeart(sk)
  2819. {
  2820. for (let i=1;i<sk.length;i+=2)
  2821. {
  2822. if (sk[i] & 32)
  2823. {
  2824. return true;
  2825. }
  2826. }
  2827. }
  2828. const searchType = 127;
  2829. const skill = Skills[card.activeSkillId];
  2830. if (skill.type == searchType && isHeart(skill.params))
  2831. return true;
  2832. else if (skill.type == 116 || skill.type == 118){
  2833. const subskills = skill.params.map(id=>Skills[id]);
  2834. return subskills.some(subskill=>subskill.type == searchType && isHeart(subskill.params));
  2835. }
  2836. })},
  2837. {name:"产横",function:cards=>cards.filter(card=>{
  2838. const searchType = 128;
  2839. const skill = Skills[card.activeSkillId];
  2840. if (skill.type == searchType)
  2841. return true;
  2842. else if (skill.type == 116 || skill.type == 118){
  2843. const subskills = skill.params.map(id=>Skills[id]);
  2844. return subskills.some(subskill=>subskill.type == searchType);
  2845. }
  2846. }),addition:card=>{
  2847. const searchTypeArray = [128];
  2848. const skill = getCardSkill(card, searchTypeArray);
  2849. const sk = skill.params;
  2850. const colors = [];
  2851. for (let ai=0;ai<sk.length;ai+=2)
  2852. {
  2853. colors.push(flags(sk[ai+1])[0]);
  2854. }
  2855. const fragment = document.createDocumentFragment();
  2856. fragment.appendChild(document.createTextNode(`横`));
  2857. fragment.appendChild(createOrbsList(colors));
  2858. return fragment;
  2859. }},
  2860. {name:"2横或以上",function:cards=>cards.filter(card=>{
  2861. const searchType = 128;
  2862. const skill = Skills[card.activeSkillId];
  2863. if (skill.type == searchType && (skill.params.length>=3 || flags(skill.params[0]).length>=2))
  2864. return true;
  2865. else if (skill.type == 116 || skill.type == 118){
  2866. const subskills = skill.params.map(id=>Skills[id]);
  2867. return subskills.some(subskill=>subskill.type == searchType && (subskill.params.length>=3 || flags(subskill.params[0]).length>=2));
  2868. }
  2869. })},
  2870. {name:"2色横",function:cards=>cards.filter(card=>{
  2871. const searchType = 128;
  2872. const skill = Skills[card.activeSkillId];
  2873. if (skill.type == searchType && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1])
  2874. return true;
  2875. else if (skill.type == 116 || skill.type == 118){
  2876. const subskills = skill.params.map(id=>Skills[id]);
  2877. return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]>=0 && (subskill.params[1] & subskill.params[3]) != subskill.params[1]);
  2878. }
  2879. })},
  2880. {name:"非顶底横",function:cards=>cards.filter(card=>{
  2881. const searchType = 128;
  2882. const skill = Skills[card.activeSkillId];
  2883. if (skill.type == searchType && ((skill.params[0] | skill.params[2]) & 14))
  2884. return true;
  2885. else if (skill.type == 116 || skill.type == 118){
  2886. const subskills = skill.params.map(id=>Skills[id]);
  2887. return subskills.some(subskill=>subskill.type == searchType && ((subskill.params[0] | subskill.params[2]) & 14));
  2888. }
  2889. })},
  2890. {name:"泛产横(包含花火与四周一圈等)",function:cards=>cards.filter(card=>{
  2891. const searchTypeArray = [128,71,176];
  2892. function isRow(skill)
  2893. {
  2894. const sk = skill.params;
  2895. if (skill.type === 128) //普通横
  2896. {return true;}
  2897. else if (skill.type === 71) //花火
  2898. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2899. else if (skill.type === 176) //特殊形状
  2900. {
  2901. for (let si=0;si<5;si++)
  2902. {
  2903. if ((sk[si] & 63) === 63)
  2904. return true;
  2905. }
  2906. }
  2907. return false;
  2908. }
  2909. const skill = Skills[card.activeSkillId];
  2910. if (searchTypeArray.includes(skill.type) && isRow(skill))
  2911. return true;
  2912. else if (skill.type == 116 || skill.type == 118){
  2913. const subskills = skill.params.map(id=>Skills[id]);
  2914. return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isRow(subskill));
  2915. }
  2916. })},
  2917. ]},
  2918. {group:"----- buff 类-----", functions: [
  2919. {name:"掉落率提升",function:cards=>cards.filter(card=>{
  2920. const searchTypeArray = [126];
  2921. const skill = getCardSkill(card, searchTypeArray);
  2922. return skill;
  2923. }),addition:card=>{
  2924. const searchTypeArray = [126];
  2925. const skill = getCardSkill(card, searchTypeArray);
  2926. const sk = skill.params;
  2927. const colors = flags(sk[0]);
  2928. const fragment = document.createDocumentFragment();
  2929. fragment.appendChild(createOrbsList(colors));
  2930. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  2931. return fragment;
  2932. }},
  2933. {name:"掉落率提升-属性-毒、废(顶毒)",function:cards=>cards.filter(card=>{
  2934. const searchType = 126;
  2935. const skill = Skills[card.activeSkillId];
  2936. if (skill.type == searchType && (skill.params[0] & 960)) // 960 = 二进制 1111000000
  2937. return true;
  2938. else if (skill.type == 116 || skill.type == 118){
  2939. const subskills = skill.params.map(id=>Skills[id]);
  2940. return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 960));
  2941. }
  2942. })},
  2943. {name:"掉落率提升-持续99回合",function:cards=>cards.filter(card=>{
  2944. const searchType = 126;
  2945. const skill = Skills[card.activeSkillId];
  2946. if (skill.type == searchType && skill.params[1] >= 99)
  2947. return true;
  2948. else if (skill.type == 116 || skill.type == 118){
  2949. const subskills = skill.params.map(id=>Skills[id]);
  2950. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1] >= 99);
  2951. }
  2952. })},
  2953. {name:"掉落率提升-100%几率",function:cards=>cards.filter(card=>{
  2954. const searchType = 126;
  2955. const skill = Skills[card.activeSkillId];
  2956. if (skill.type == searchType && skill.params[3] >= 100)
  2957. return true;
  2958. else if (skill.type == 116 || skill.type == 118){
  2959. const subskills = skill.params.map(id=>Skills[id]);
  2960. return subskills.some(subskill=>subskill.type == searchType && subskill.params[3] >= 100);
  2961. }
  2962. })},
  2963. {name:"以觉醒数量为倍率类技能(宝石姬)",function:cards=>cards.filter(card=>{
  2964. const searchTypeArray = [156,168];
  2965. const skill = Skills[card.activeSkillId];
  2966. if (searchTypeArray.includes(skill.type))
  2967. return true;
  2968. else if (skill.type == 116 || skill.type == 118){
  2969. const subskills = skill.params.map(id=>Skills[id]);
  2970. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  2971. }
  2972. })},
  2973. {
  2974. name:"回复力 buff(顶降回复)",
  2975. function:cards=>{
  2976. const searchTypeArray = [50,90];
  2977. function getRecScale(as)
  2978. {
  2979. const sk = as.params;
  2980. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  2981. }
  2982. return cards.filter(card=>{
  2983. const skills = getCardActiveSkills(card, searchTypeArray);
  2984. if (skills.length)
  2985. {
  2986. return skills.some(as=>getRecScale(as) > 0);
  2987. }else return false;
  2988. }).sort((a,b)=>{
  2989. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2990. const a_sv = a_ss.map(a_s=>getRecScale(a_s)).sort().reverse()[0], b_sv = b_ss.map(b_s=>getRecScale(b_s)).sort().reverse()[0];
  2991. return a_sv - b_sv;
  2992. });
  2993. },
  2994. addition:card=>{
  2995. const searchTypeArray = [50,90];
  2996. function getRecScale(as)
  2997. {
  2998. const sk = as.params;
  2999. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  3000. }
  3001. const skills = getCardActiveSkills(card, searchTypeArray);
  3002. const skill = skills.find(as=>getRecScale(as) > 0);
  3003. return document.createTextNode(`回x${getRecScale(skill) / 100}`);
  3004. }
  3005. },
  3006. {name:"攻击力 buff(顶降攻击)",function:cards=>cards.filter(card=>{
  3007. const searchTypeArray = [
  3008. 88,92, //类型的
  3009. 50,90, //属性的,要排除回复力
  3010. 156,168, //宝石姬
  3011. ];
  3012. const skill = Skills[card.activeSkillId];
  3013. if ((skill.type==88 || skill.type==92) || //类型的
  3014. (skill.type==50 || skill.type==90) && skill.params.slice(1,skill.params.length>2?-1:undefined).some(sk=>sk!=5) || //属性的,要排除回复力
  3015. skill.type==156 && skill.params[4] == 2 || skill.type==168 //宝石姬的
  3016. )
  3017. return true;
  3018. else if (skill.type == 116 || skill.type == 118){
  3019. const subskills = skill.params.map(id=>Skills[id]);
  3020. return subskills.some(subskill=>
  3021. (subskill.type==88 || subskill.type==92) || //类型的
  3022. (subskill.type==50 || subskill.type==90) && subskill.params.slice(1,subskill.params.length>2?-1:undefined).some(sk=>sk!=5) || //属性的,要排除回复力
  3023. subskill.type==156 && subskill.params[4] == 2 || subskill.type==168 //宝石姬的
  3024. );
  3025. }
  3026. })},
  3027. {
  3028. name:"操作时间 buff(顶减手指)",
  3029. function:cards=>{
  3030. const searchTypeArray = [132];
  3031. return cards.filter(card=>{
  3032. const skill = getCardActiveSkill(card, searchTypeArray);
  3033. return skill;
  3034. }).sort((a,b)=>{
  3035. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3036. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  3037. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  3038. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  3039. });
  3040. },
  3041. addition:card=>{
  3042. const searchTypeArray = [132];
  3043. const skill = getCardActiveSkill(card, searchTypeArray);
  3044. const sk = skill.params;
  3045. let str = "";
  3046. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  3047. if (sk[2]) str += `👆x${sk[2]/100}`;
  3048. return document.createTextNode(str);
  3049. }
  3050. },
  3051. {name:"无天降 buff(顶无天降)",function:cards=>cards.filter(card=>{
  3052. const searchType = 184;
  3053. const skill = Skills[card.activeSkillId];
  3054. if (skill.type == searchType)
  3055. return true;
  3056. else if (skill.type == 116 || skill.type == 118){
  3057. const subskills = skill.params.map(id=>Skills[id]);
  3058. return subskills.some(subskill=>subskill.type == searchType);
  3059. }
  3060. })},
  3061. {name:"生成变换位(顶变换珠)",function:cards=>cards.filter(card=>{
  3062. const searchType = 207;
  3063. const skill = Skills[card.activeSkillId];
  3064. if (skill.type == searchType)
  3065. return true;
  3066. else if (skill.type == 116 || skill.type == 118){
  3067. const subskills = skill.params.map(id=>Skills[id]);
  3068. return subskills.some(subskill=>subskill.type == searchType);
  3069. }
  3070. })},
  3071. {
  3072. name:"加C buff(按C数排列)",
  3073. function:cards=>{
  3074. const searchTypeArray = [160];
  3075. return cards.filter(card=>{
  3076. const skill = getCardActiveSkill(card, searchTypeArray);
  3077. return skill;
  3078. }).sort((a,b)=>{
  3079. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3080. return a_s.params[1] - b_s.params[1];
  3081. });
  3082. },
  3083. addition:card=>{
  3084. const searchTypeArray = [160];
  3085. const skill = getCardActiveSkill(card, searchTypeArray);
  3086. const sk = skill.params;
  3087. let str = "";
  3088. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  3089. if (sk[2]) str += `👆x${sk[2]/100}`;
  3090. return document.createTextNode(`+${sk[1]}C×${sk[0]}T`);
  3091. }
  3092. },
  3093. {name:"全属减伤 buff(按减伤比率排序)",function:cards=>cards.filter(card=>{
  3094. const searchTypeArray = [3,156];
  3095. const skill = Skills[card.activeSkillId];
  3096. if (skill.type == 3 ||
  3097. skill.type == 156 && skill.params[4]==3
  3098. )
  3099. return true;
  3100. else if (skill.type == 116 || skill.type == 118){
  3101. const subskills = skill.params.map(id=>Skills[id]);
  3102. return subskills.some(subskill=>
  3103. subskill.type == 3 ||
  3104. subskill.type == 156 && subskill.params[4]==3
  3105. );
  3106. }
  3107. }).sort((a,b)=>{
  3108. const searchTypeArray = [3,156];
  3109. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3110. //找到真正生效的子技能
  3111. const a_ss = searchTypeArray.includes(a_s.type) ?
  3112. a_s :
  3113. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  3114. const b_ss = searchTypeArray.includes(b_s.type) ?
  3115. b_s :
  3116. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  3117. let sortNum = b_ss.type - a_ss.type; //先分开宝石姬与非宝石姬
  3118. if (!sortNum)
  3119. {
  3120. let a_pC = 0,b_pC = 0;
  3121. if (a_ss.type == 3)
  3122. {
  3123. a_pC = a_ss.params[1];
  3124. b_pC = b_ss.params[1];
  3125. }else
  3126. {
  3127. a_pC = a_ss.params[5];
  3128. b_pC = b_ss.params[5];
  3129. }
  3130. sortNum = a_pC - b_pC;
  3131. }
  3132. return sortNum;
  3133. }),addition:card=>{
  3134. const searchTypeArray = [3,156];
  3135. const skill = getCardSkill(card, searchTypeArray);
  3136. const sk = skill.params;
  3137. const fragment = document.createDocumentFragment();
  3138. if (skill.type == 156)
  3139. {
  3140. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  3141. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  3142. fragment.appendChild(creatAwokenList(awokenArr));
  3143. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  3144. }else
  3145. {
  3146. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  3147. }
  3148. return fragment;
  3149. }},
  3150. {name:"全属减伤 100%(无敌)",function:cards=>cards.filter(card=>{
  3151. const searchType = 3;
  3152. const skill = Skills[card.activeSkillId];
  3153. if (skill.type == searchType && skill.params[1]>=100)
  3154. return true;
  3155. else if (skill.type == 116 || skill.type == 118){
  3156. const subskills = skill.params.map(id=>Skills[id]);
  3157. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]>=100);
  3158. }
  3159. }).sort((a,b)=>{
  3160. const searchType = 3;
  3161. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3162. let a_pC = 0,b_pC = 0;
  3163. a_pC = (a_s.type == searchType) ?
  3164. a_s.params[0] :
  3165. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3166. b_pC = (b_s.type == searchType) ?
  3167. b_s.params[0] :
  3168. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3169. return a_pC - b_pC;
  3170. })},
  3171. {name:"限属减伤 buff(按回合排序排序)",function:cards=>{
  3172. const searchType = 21;
  3173. return cards.filter(card=>{
  3174. const skill = Skills[card.activeSkillId];
  3175. if (skill.type == searchType)
  3176. return true;
  3177. else if (skill.type == 116 || skill.type == 118){
  3178. const subskills = skill.params.map(id=>Skills[id]);
  3179. return subskills.some(subskill=>subskill.type == searchType);
  3180. }
  3181. }).sort((a,b)=>{
  3182. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3183. let a_pC = 0,b_pC = 0;
  3184. a_pC = (a_s.type == searchType) ?
  3185. a_s.params[0] :
  3186. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3187. b_pC = (b_s.type == searchType) ?
  3188. b_s.params[0] :
  3189. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3190. return a_pC - b_pC;
  3191. });
  3192. },addition:card=>{
  3193. const searchTypeArray = [21];
  3194. const skill = getCardSkill(card, searchTypeArray);
  3195. const sk = skill.params;
  3196. const colors = [sk[1]];
  3197. const fragment = document.createDocumentFragment();
  3198. fragment.appendChild(document.createTextNode(`-`));
  3199. fragment.appendChild(createOrbsList(colors));
  3200. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  3201. return fragment;
  3202. }},
  3203. {name:"变为全体攻击(按回合数排序)",function:cards=>cards.filter(card=>{
  3204. const searchType = 51;
  3205. const skill = Skills[card.activeSkillId];
  3206. if (skill.type == searchType)
  3207. return true;
  3208. else if (skill.type == 116 || skill.type == 118){
  3209. const subskills = skill.params.map(id=>Skills[id]);
  3210. return subskills.some(subskill=>subskill.type == searchType);
  3211. }
  3212. }).sort((a,b)=>{
  3213. const searchType = 5;
  3214. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3215. let a_pC = 0,b_pC = 0;
  3216. a_pC = (a_s.type == searchType) ?
  3217. a_s.params[0] :
  3218. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3219. b_pC = (b_s.type == searchType) ?
  3220. b_s.params[0] :
  3221. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3222. return a_pC - b_pC;
  3223. })},
  3224. ]},
  3225. {group:"-----玩家HP操纵类-----", functions: [
  3226. {name:"回合结束回血 buff",function:cards=>cards.filter(card=>{
  3227. const searchTypeArray = [179];
  3228. const skill = Skills[card.activeSkillId];
  3229. if (searchTypeArray.includes(skill.type))
  3230. return true;
  3231. else if (skill.type == 116 || skill.type == 118){
  3232. const subskills = skill.params.map(id=>Skills[id]);
  3233. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3234. }
  3235. })},
  3236. {name:"玩家回血",function:cards=>cards.filter(card=>{
  3237. const searchTypeArray = [7,8,35,115];
  3238. const skill = Skills[card.activeSkillId];
  3239. if (searchTypeArray.includes(skill.type) || skill.type == 117 && (skill.params[1] || skill.params[2] || skill.params[3]))
  3240. return true;
  3241. else if (skill.type == 116 || skill.type == 118){
  3242. const subskills = skill.params.map(id=>Skills[id]);
  3243. return subskills.some(subskill=>searchTypeArray.includes(subskill.type) || subskill.type == 117 && (subskill.params[1] || subskill.params[2] || subskill.params[3]));
  3244. }
  3245. })},
  3246. {name:"玩家自残(HP 减少,按减少比率排序)",function:cards=>cards.filter(card=>{
  3247. const searchTypeArray = [84,85,86,87,195];
  3248. const skill = Skills[card.activeSkillId];
  3249. if (searchTypeArray.includes(skill.type))
  3250. return true;
  3251. else if (skill.type == 116 || skill.type == 118){
  3252. const subskills = skill.params.map(id=>Skills[id]);
  3253. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3254. }
  3255. }).sort((a,b)=>{
  3256. const searchTypeArray = [84,85,86,87,195];
  3257. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3258. let a_pC = 0,b_pC = 0;
  3259. function getReduceScale(skill)
  3260. {
  3261. const sk = skill.params;
  3262. if (skill.type == 195)
  3263. {
  3264. return sk[0] ? sk[0] : 0.1;
  3265. }else
  3266. {
  3267. return sk[3] ? sk[3] : 0.1;
  3268. }
  3269. }
  3270. function getSubskill(skill)
  3271. {
  3272. const subSkill = skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  3273. return subSkill;
  3274. }
  3275. a_pC = searchTypeArray.includes(a_s.type) ?
  3276. getReduceScale(a_s) :
  3277. getReduceScale(getSubskill(a_s));
  3278. b_pC = searchTypeArray.includes(b_s.type) ?
  3279. getReduceScale(b_s) :
  3280. getReduceScale(getSubskill(b_s));
  3281. return b_pC - a_pC;
  3282. })},
  3283. ]},
  3284. {group:"-----对自身队伍生效类-----", functions: [
  3285. {name:"减少CD(按溜数排序,有范围的取小)",function:cards=>cards.filter(card=>{
  3286. const searchType = 146;
  3287. const skill = Skills[card.activeSkillId];
  3288. if (skill.type == searchType)
  3289. return true;
  3290. else if (skill.type == 116 || skill.type == 118){
  3291. const subskills = skill.params.map(id=>Skills[id]);
  3292. return subskills.some(subskill=>subskill.type == searchType);
  3293. }
  3294. }).sort((a,b)=>{
  3295. const searchType = 146;
  3296. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3297. let a_pC = 0,b_pC = 0;
  3298. a_pC = (a_s.type == searchType) ?
  3299. a_s.params[0] :
  3300. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3301. b_pC = (b_s.type == searchType) ?
  3302. b_s.params[0] :
  3303. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3304. return a_pC - b_pC;
  3305. }),addition:card=>{
  3306. const searchTypeArray = [146];
  3307. const skill = getCardSkill(card, searchTypeArray);
  3308. const sk = skill.params;
  3309. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  3310. }},
  3311. {name:"增加CD(按坐数排序,有范围的取小)",function:cards=>cards.filter(card=>{
  3312. const searchType = 218;
  3313. const skill = Skills[card.activeSkillId];
  3314. if (skill.type == searchType)
  3315. return true;
  3316. else if (skill.type == 116 || skill.type == 118){
  3317. const subskills = skill.params.map(id=>Skills[id]);
  3318. return subskills.some(subskill=>subskill.type == searchType);
  3319. }
  3320. }).sort((a,b)=>{
  3321. const searchType = 218;
  3322. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3323. let a_pC = 0,b_pC = 0;
  3324. a_pC = (a_s.type == searchType) ?
  3325. a_s.params[0] :
  3326. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3327. b_pC = (b_s.type == searchType) ?
  3328. b_s.params[0] :
  3329. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3330. return a_pC - b_pC;
  3331. }),addition:card=>{
  3332. const searchTypeArray = [218];
  3333. const skill = getCardSkill(card, searchTypeArray);
  3334. const sk = skill.params;
  3335. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  3336. }},
  3337. {name:"将自身换为队长",function:cards=>cards.filter(card=>{
  3338. const searchType = 93;
  3339. const skill = Skills[card.activeSkillId];
  3340. if (skill.type == searchType)
  3341. return true;
  3342. else if (skill.type == 116 || skill.type == 118){
  3343. const subskills = skill.params.map(id=>Skills[id]);
  3344. return subskills.some(subskill=>subskill.type == searchType);
  3345. }
  3346. })},
  3347. {name:"转换自身属性(按回合数排序)",function:cards=>cards.filter(card=>{
  3348. const searchType = 142;
  3349. const skill = Skills[card.activeSkillId];
  3350. if (skill.type == searchType)
  3351. return true;
  3352. else if (skill.type == 116 || skill.type == 118){
  3353. const subskills = skill.params.map(id=>Skills[id]);
  3354. return subskills.some(subskill=>subskill.type == searchType);
  3355. }
  3356. }).sort((a,b)=>{
  3357. const searchType = 142;
  3358. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3359. let a_pC = 0,b_pC = 0;
  3360. a_pC = (a_s.type == searchType) ?
  3361. a_s.params[0] :
  3362. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3363. b_pC = (b_s.type == searchType) ?
  3364. b_s.params[0] :
  3365. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3366. return a_pC - b_pC;
  3367. })},
  3368. ]},
  3369. {group:"-----对敌 buff 类-----", functions: [
  3370. {name:"威吓(按推迟回合排序)",function:cards=>{
  3371. const searchTypeArray = [18];
  3372. return cards.filter(card=>{
  3373. const skill = getCardActiveSkill(card, searchTypeArray);
  3374. return skill;
  3375. }).sort((a,b)=>{
  3376. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3377. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  3378. return a_pC - b_pC;
  3379. });
  3380. },addition:card=>{
  3381. const searchTypeArray = [18];
  3382. const skill = getCardSkill(card, searchTypeArray);
  3383. const sk = skill.params;
  3384. return document.createTextNode(`威吓×${sk[0]}T`);
  3385. }},
  3386. {name:"破防(按防御减少比例排序)",function:cards=>cards.filter(card=>{
  3387. const searchType = 19;
  3388. const skill = Skills[card.activeSkillId];
  3389. if (skill.type == searchType)
  3390. return true;
  3391. else if (skill.type == 116 || skill.type == 118){
  3392. const subskills = skill.params.map(id=>Skills[id]);
  3393. return subskills.some(subskill=>subskill.type == searchType);
  3394. }
  3395. }).sort((a,b)=>{
  3396. const searchType = 19;
  3397. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3398. let a_pC = 0,b_pC = 0;
  3399. a_pC = (a_s.type == searchType) ?
  3400. a_s.params[1] :
  3401. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  3402. b_pC = (b_s.type == searchType) ?
  3403. b_s.params[1] :
  3404. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
  3405. return a_pC - b_pC;
  3406. })},
  3407. {name:"100% 破防(按回合排序)",function:cards=>cards.filter(card=>{
  3408. const searchType = 19;
  3409. const skill = Skills[card.activeSkillId];
  3410. if (skill.type == searchType && skill.params[1]>=100)
  3411. return true;
  3412. else if (skill.type == 116 || skill.type == 118){
  3413. const subskills = skill.params.map(id=>Skills[id]);
  3414. return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]>=100);
  3415. }
  3416. }).sort((a,b)=>{
  3417. const searchType = 19;
  3418. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3419. let a_pC = 0,b_pC = 0;
  3420. a_pC = (a_s.type == searchType) ?
  3421. a_s.params[0] :
  3422. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3423. b_pC = (b_s.type == searchType) ?
  3424. b_s.params[0] :
  3425. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3426. return a_pC - b_pC;
  3427. })},
  3428. {name:"中毒(按毒伤比率排序)",function:cards=>cards.filter(card=>{
  3429. const searchType = 4;
  3430. const skill = Skills[card.activeSkillId];
  3431. if (skill.type == searchType)
  3432. return true;
  3433. else if (skill.type == 116 || skill.type == 118){
  3434. const subskills = skill.params.map(id=>Skills[id]);
  3435. return subskills.some(subskill=>subskill.type == searchType);
  3436. }
  3437. }).sort((a,b)=>{
  3438. const searchType = 4;
  3439. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3440. let a_pC = 0,b_pC = 0;
  3441. a_pC = (a_s.type == searchType) ?
  3442. a_s.params[0] :
  3443. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3444. b_pC = (b_s.type == searchType) ?
  3445. b_s.params[0] :
  3446. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3447. return a_pC - b_pC;
  3448. })},
  3449. {name:"改变敌人属性(按属性排序)",function:cards=>cards.filter(card=>{
  3450. const searchType = 153;
  3451. const skill = Skills[card.activeSkillId];
  3452. if (skill.type == searchType)
  3453. return true;
  3454. else if (skill.type == 116 || skill.type == 118){
  3455. const subskills = skill.params.map(id=>Skills[id]);
  3456. return subskills.some(subskill=>subskill.type == searchType);
  3457. }
  3458. }).sort((a,b)=>{
  3459. const searchType = 153;
  3460. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3461. let a_pC = 0,b_pC = 0;
  3462. a_pC = (a_s.type == searchType) ?
  3463. a_s.params[0] :
  3464. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3465. b_pC = (b_s.type == searchType) ?
  3466. b_s.params[0] :
  3467. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3468. return a_pC - b_pC;
  3469. }),addition:card=>{
  3470. const searchTypeArray = [153];
  3471. const skill = getCardSkill(card, searchTypeArray);
  3472. const sk = skill.params;
  3473. const colors = [sk[0]];
  3474. const fragment = document.createDocumentFragment();
  3475. fragment.appendChild(document.createTextNode(`敌→`));
  3476. fragment.appendChild(createOrbsList(colors));
  3477. return fragment;
  3478. }},
  3479. {name:"受伤反击 buff",function:cards=>cards.filter(card=>{
  3480. const searchType = 60;
  3481. const skill = Skills[card.activeSkillId];
  3482. if (skill.type == searchType)
  3483. return true;
  3484. else if (skill.type == 116 || skill.type == 118){
  3485. const subskills = skill.params.map(id=>Skills[id]);
  3486. return subskills.some(subskill=>subskill.type == searchType);
  3487. }
  3488. })},
  3489. ]},
  3490. {group:"-----对敌直接伤害类-重力-----", functions: [
  3491. {name:"重力-敌人当前血量(按比例排序)",function:cards=>cards.filter(card=>{
  3492. const searchType = 6;
  3493. const skill = Skills[card.activeSkillId];
  3494. if (skill.type == searchType)
  3495. return true;
  3496. else if (skill.type == 116 || skill.type == 118){
  3497. const subskills = skill.params.map(id=>Skills[id]);
  3498. return subskills.some(subskill=>subskill.type == searchType);
  3499. }
  3500. }).sort((a,b)=>{
  3501. const searchType = 6;
  3502. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3503. let a_pC = 0,b_pC = 0;
  3504. a_pC = (a_s.type == searchType) ?
  3505. a_s.params[0] :
  3506. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3507. b_pC = (b_s.type == searchType) ?
  3508. b_s.params[0] :
  3509. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3510. return a_pC - b_pC;
  3511. })},
  3512. {name:"重力-敌人最大血量(按比例排序)",function:cards=>cards.filter(card=>{
  3513. const searchType = 161;
  3514. const skill = Skills[card.activeSkillId];
  3515. if (skill.type == searchType)
  3516. return true;
  3517. else if (skill.type == 116 || skill.type == 118){
  3518. const subskills = skill.params.map(id=>Skills[id]);
  3519. return subskills.some(subskill=>subskill.type == searchType);
  3520. }
  3521. }).sort((a,b)=>{
  3522. const searchType = 161;
  3523. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3524. let a_pC = 0,b_pC = 0;
  3525. a_pC = (a_s.type == searchType) ?
  3526. a_s.params[0] :
  3527. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3528. b_pC = (b_s.type == searchType) ?
  3529. b_s.params[0] :
  3530. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3531. return a_pC - b_pC;
  3532. })},
  3533. ]},
  3534. {group:"-----对敌直接伤害类-无视防御固伤-----", functions: [
  3535. {name:"无视防御固伤-单体(按总伤害排序)",function:cards=>cards.filter(card=>{
  3536. const searchTypeArray = [55,188];
  3537. const skill = Skills[card.activeSkillId];
  3538. if (searchTypeArray.includes(skill.type))
  3539. return true;
  3540. else if (skill.type == 116 || skill.type == 118){
  3541. const subskills = skill.params.map(id=>Skills[id]);
  3542. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3543. }
  3544. }).sort((a,b)=>{
  3545. const searchTypeArray = [55,188];
  3546. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3547. let a_pC = 0,b_pC = 0;
  3548. function totalDamage(skill)
  3549. {
  3550. const subSkill = skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  3551. return subSkill.params[0] * skill.params.filter(p=>p==subSkill.id).length;
  3552. }
  3553. a_pC = searchTypeArray.includes(a_s.type) ?
  3554. a_s.params[0] :
  3555. totalDamage(a_s);
  3556. b_pC = searchTypeArray.includes(b_s.type) ?
  3557. b_s.params[0] :
  3558. totalDamage(b_s);
  3559. return a_pC - b_pC;
  3560. })},
  3561. {name:"无视防御固伤-全体(按伤害数排序)",function:cards=>cards.filter(card=>{
  3562. const searchType = 56;
  3563. const skill = Skills[card.activeSkillId];
  3564. if (skill.type == searchType)
  3565. return true;
  3566. else if (skill.type == 116 || skill.type == 118){
  3567. const subskills = skill.params.map(id=>Skills[id]);
  3568. return subskills.some(subskill=>subskill.type == searchType);
  3569. }
  3570. }).sort((a,b)=>{
  3571. const searchType = 56;
  3572. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3573. let a_pC = 0,b_pC = 0;
  3574. a_pC = (a_s.type == searchType) ?
  3575. a_s.params[0] :
  3576. a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3577. b_pC = (b_s.type == searchType) ?
  3578. b_s.params[0] :
  3579. b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
  3580. return a_pC - b_pC;
  3581. })},
  3582. ]},
  3583. {group:"-----对敌直接伤害类-大炮-----", functions: [
  3584. {name:"大炮-对象-敌方单体",function:cards=>cards.filter(card=>{
  3585. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3586. const skill = Skills[card.activeSkillId];
  3587. function isSingle(skill)
  3588. {
  3589. if (skill.type == 110)
  3590. return Boolean(skill.params[0]);
  3591. else if (skill.type == 144)
  3592. return Boolean(skill.params[2]);
  3593. else
  3594. return true;
  3595. }
  3596. if (searchTypeArray.includes(skill.type) && isSingle(skill))
  3597. return true;
  3598. else if (skill.type == 116 || skill.type == 118){
  3599. const subskills = skill.params.map(id=>Skills[id]);
  3600. return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isSingle(subskill));
  3601. }
  3602. })},
  3603. {name:"大炮-对象-敌方全体",function:cards=>cards.filter(card=>{
  3604. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3605. const skill = Skills[card.activeSkillId];
  3606. function isAll(skill)
  3607. {
  3608. if (skill.type == 110)
  3609. return !Boolean(skill.params[0]);
  3610. else if (skill.type == 144)
  3611. return !Boolean(skill.params[2]);
  3612. else
  3613. return true;
  3614. }
  3615. if (searchTypeArray.includes(skill.type) && skill.id!=0 && isAll(skill))
  3616. return true;
  3617. else if (skill.type == 116 || skill.type == 118){
  3618. const subskills = skill.params.map(id=>Skills[id]);
  3619. return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isAll(subskill));
  3620. }
  3621. })},
  3622. {name:"大炮-对象-指定属性敌人",function:cards=>cards.filter(card=>{
  3623. const searchTypeArray = [42];
  3624. const skill = Skills[card.activeSkillId];
  3625. if (searchTypeArray.includes(skill.type))
  3626. return true;
  3627. else if (skill.type == 116 || skill.type == 118){
  3628. const subskills = skill.params.map(id=>Skills[id]);
  3629. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3630. }
  3631. })},
  3632. {name:"大炮-属性-不限",function:cards=>cards.filter(card=>{
  3633. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  3634. const skill = Skills[card.activeSkillId];
  3635. if (searchTypeArray.includes(skill.type) && skill.id!=0)
  3636. return true;
  3637. else if (skill.type == 116 || skill.type == 118){
  3638. const subskills = skill.params.map(id=>Skills[id]);
  3639. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3640. }
  3641. }),addition:card=>{
  3642. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  3643. const skill = getCardActiveSkill(card, searchTypeArray);
  3644. const sk = skill.params;
  3645. const colors = [getCannonAttr(skill)];
  3646. const fragment = document.createDocumentFragment();
  3647. fragment.appendChild(document.createTextNode(`射`));
  3648. fragment.appendChild(createOrbsList(colors));
  3649. return fragment;
  3650. }},
  3651. {name:"大炮-属性-释放者自身",function:cards=>cards.filter(card=>{
  3652. const searchTypeArray = [2,35];
  3653. const skill = Skills[card.activeSkillId];
  3654. if (searchTypeArray.includes(skill.type))
  3655. return true;
  3656. else if (skill.type == 116 || skill.type == 118){
  3657. const subskills = skill.params.map(id=>Skills[id]);
  3658. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3659. }
  3660. })},
  3661. {name:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",function:cards=>cards.filter(card=>{
  3662. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3663. const skill = Skills[card.activeSkillId];
  3664. if (searchTypeArray.includes(skill.type) && skill.id!=0)
  3665. return true;
  3666. else if (skill.type == 116 || skill.type == 118){
  3667. const subskills = skill.params.map(id=>Skills[id]);
  3668. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3669. }
  3670. }).sort((a,b)=>{
  3671. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3672. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3673. function getSkillOrSub(skill)
  3674. {
  3675. if (searchTypeArray.includes(skill.type))
  3676. return skill;
  3677. else
  3678. return skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  3679. }
  3680. function getNumber(skill)
  3681. {
  3682. const sk = skill.params;
  3683. switch(skill.type)
  3684. {
  3685. case 0:
  3686. case 37:
  3687. case 58:
  3688. case 59:
  3689. case 84:
  3690. case 85:
  3691. case 115:
  3692. return sk[1];
  3693. case 2:
  3694. case 35:
  3695. return sk[0];
  3696. default:
  3697. return 0;
  3698. }
  3699. }
  3700. let a_pC = 0,b_pC = 0;
  3701. a_pC = getNumber(getSkillOrSub(a_s));
  3702. b_pC = getNumber(getSkillOrSub(b_s));
  3703. return a_pC - b_pC;
  3704. })},
  3705. {name:"大炮-伤害-指定属性数值(按数值排序)",function:cards=>cards.filter(card=>{
  3706. const searchTypeArray = [1,42,86,87];
  3707. const skill = Skills[card.activeSkillId];
  3708. if (searchTypeArray.includes(skill.type))
  3709. return true;
  3710. else if (skill.type == 116 || skill.type == 118){
  3711. const subskills = skill.params.map(id=>Skills[id]);
  3712. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3713. }
  3714. }).sort((a,b)=>{
  3715. const searchTypeArray = [1,42,86,87];
  3716. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3717. function getSkillOrSub(skill)
  3718. {
  3719. if (searchTypeArray.includes(skill.type))
  3720. return skill;
  3721. else
  3722. return skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
  3723. }
  3724. function getNumber(skill)
  3725. {
  3726. const sk = skill.params;
  3727. switch(skill.type)
  3728. {
  3729. case 1:
  3730. case 86:
  3731. case 87:
  3732. return sk[1];
  3733. case 42:
  3734. return sk[2];
  3735. default:
  3736. return 0;
  3737. }
  3738. }
  3739. let a_pC = 0,b_pC = 0;
  3740. a_pC = getNumber(getSkillOrSub(a_s));
  3741. b_pC = getNumber(getSkillOrSub(b_s));
  3742. return a_pC - b_pC;
  3743. })},
  3744. {name:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",function:cards=>cards.filter(card=>{
  3745. const searchTypeArray = [110];
  3746. const skill = Skills[card.activeSkillId];
  3747. if (searchTypeArray.includes(skill.type) && skill.id!=0)
  3748. return true;
  3749. else if (skill.type == 116 || skill.type == 118){
  3750. const subskills = skill.params.map(id=>Skills[id]);
  3751. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3752. }
  3753. }).sort((a,b)=>{
  3754. const searchTypeArray = [110];
  3755. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3756. let a_pC = 0,b_pC = 0;
  3757. a_pC = (searchTypeArray.includes(a_s.type)) ?
  3758. a_s.params[3] :
  3759. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[3];
  3760. b_pC = (searchTypeArray.includes(b_s.type)) ?
  3761. b_s.params[3] :
  3762. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[3];
  3763. return a_pC - b_pC;
  3764. })},
  3765. {name:"大炮-伤害-队伍总 HP(按倍率排序)",function:cards=>cards.filter(card=>{
  3766. const searchTypeArray = [143];
  3767. const skill = Skills[card.activeSkillId];
  3768. if (searchTypeArray.includes(skill.type))
  3769. return true;
  3770. else if (skill.type == 116 || skill.type == 118){
  3771. const subskills = skill.params.map(id=>Skills[id]);
  3772. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3773. }
  3774. }).sort((a,b)=>{
  3775. const searchTypeArray = [143];
  3776. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3777. let a_pC = 0,b_pC = 0;
  3778. a_pC = (searchTypeArray.includes(a_s.type)) ?
  3779. a_s.params[0] :
  3780. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
  3781. b_pC = (searchTypeArray.includes(b_s.type)) ?
  3782. b_s.params[0] :
  3783. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
  3784. return a_pC - b_pC;
  3785. })},
  3786. {name:"大炮-伤害-队伍某属性总攻击(按倍率排序)",function:cards=>cards.filter(card=>{
  3787. const searchTypeArray = [144];
  3788. const skill = Skills[card.activeSkillId];
  3789. if (searchTypeArray.includes(skill.type))
  3790. return true;
  3791. else if (skill.type == 116 || skill.type == 118){
  3792. const subskills = skill.params.map(id=>Skills[id]);
  3793. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3794. }
  3795. }).sort((a,b)=>{
  3796. const searchTypeArray = [144];
  3797. const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
  3798. let a_pC = 0,b_pC = 0;
  3799. a_pC = (searchTypeArray.includes(a_s.type)) ?
  3800. a_s.params[1] :
  3801. a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[1];
  3802. b_pC = (searchTypeArray.includes(b_s.type)) ?
  3803. b_s.params[1] :
  3804. b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[1];
  3805. return a_pC - b_pC;
  3806. })},
  3807. {name:"大炮-特殊-吸血",function:cards=>cards.filter(card=>{
  3808. const searchTypeArray = [35,115];
  3809. const skill = Skills[card.activeSkillId];
  3810. if (searchTypeArray.includes(skill.type))
  3811. return true;
  3812. else if (skill.type == 116 || skill.type == 118){
  3813. const subskills = skill.params.map(id=>Skills[id]);
  3814. return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
  3815. }
  3816. })},
  3817. ]},
  3818. {group:"======进化类型======", functions: [
  3819. {name:"8格潜觉",function:cards=>cards.filter(card=>card.is8Latent)},
  3820. {name:"非8格潜觉",function:cards=>cards.filter(card=>!card.is8Latent)},
  3821. {name:"像素进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))},
  3822. {name:"转生、超转生进化",function:cards=>cards.filter(card=>isReincarnated(card))}, //evoBaseId可能为0
  3823. {name:"仅超转生进化",function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3824. {name:"超究极进化",function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))},
  3825. {name:"变身前",function:cards=>cards.filter(card=>{
  3826. const searchType = 202;
  3827. const skill = Skills[card.activeSkillId];
  3828. if (skill.type == searchType)
  3829. return true;
  3830. else if (skill.type == 116 || skill.type == 118){
  3831. const subskills = skill.params.map(id=>Skills[id]);
  3832. return subskills.some(subskill=>subskill.type == searchType);
  3833. }
  3834. })},
  3835. {name:"变身后",function:cards=>cards.filter(card=>card.henshinFrom)},
  3836. {name:"变身前后队长技保持不变",function:cards=>cards.filter(card=>{
  3837. const searchType = 202;
  3838. const skill = Skills[card.activeSkillId];
  3839. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3840. return true;
  3841. else if (skill.type == 116 || skill.type == 118){
  3842. const subskills = skill.params.map(id=>Skills[id]);
  3843. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3844. }
  3845. })},
  3846. {name:"非变身",function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)},
  3847. {name:"用三神面进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3795))},
  3848. {name:"用彩龙果进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3971))},
  3849. {name:"由武器进化而来",function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))},
  3850. ]},
  3851. {group:"======其他搜索======", functions: [
  3852. {name:"攻击型或水属性(炭治郎队员)",function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))},
  3853. {name:"火属性或水属性(火车队员)",function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))},
  3854. {name:"不能破除等级限制",function:cards=>cards.filter(card=>card.limitBreakIncr===0)},
  3855. {name:"110级三维成长100%",function:cards=>cards.filter(card=>card.limitBreakIncr>=100)},
  3856. {name:"满级不是1级(可强化)",function:cards=>cards.filter(card=>card.maxLevel>1)},
  3857. {name:"低于100mp",function:cards=>cards.filter(card=>card.sellMP<100)},
  3858. {name:"有3个type",function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)},
  3859. {name:"有副属性",function:cards=>cards.filter(card=>card.attrs[1]>=0)},
  3860. {name:"有副属性且主副属性不一致",function:cards=>cards.filter(card=>card.attrs[0]>=0 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])},
  3861. {name:"能获得珠子皮肤",function:cards=>cards.filter(card=>card.blockSkinId>0)},
  3862. {name:"所有潜觉蛋龙",function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)},
  3863. {name:"龙契士&龙唤士(10001)",function:cards=>cards.filter(card=>card.collabId==10001)},
  3864. ]},
  3865. {group:"-----觉醒类-----", functions: [
  3866. {name:"有9个觉醒",function:cards=>cards.filter(card=>card.awakenings.length>=9)},
  3867. {name:"可以做辅助",function:cards=>cards.filter(card=>card.canAssist)},
  3868. {name:"不是武器",function:cards=>cards.filter(card=>!card.awakenings.includes(49))},
  3869. {name:"有超觉醒",function:cards=>cards.filter(card=>card.superAwakenings.length > 0)},
  3870. {name:"有110,但没有超觉醒",function:cards=>cards.filter(card=>card.limitBreakIncr>0 && card.superAwakenings.length<1)},
  3871. {name:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",function:cards=>cards.filter(card=>{
  3872. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3873. if (hasAwokenKiller)
  3874. { //大于2个杀的进行判断
  3875. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3876. { //大于3个杀的直接过
  3877. return true;
  3878. }else
  3879. { //2个杀的
  3880. const isAllowLatent = card.types.filter(i=>
  3881. i>=0 //去掉-1的type
  3882. ).map(type=>
  3883. type_allowable_latent[type] //得到允许打的潜觉杀
  3884. ).some(ls=>
  3885. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3886. );
  3887. return isAllowLatent
  3888. }
  3889. }else
  3890. {
  3891. return false;
  3892. }
  3893. })},
  3894. {name:"3个相同杀觉醒(含超觉),或相同潜觉",function:cards=>cards.filter(card=>{
  3895. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3896. if (hasAwokenKiller)
  3897. { //大于2个杀的进行判断
  3898. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3899. { //大于3个杀的直接过
  3900. return true;
  3901. }else
  3902. { //2个杀的
  3903. const isAllowLatent = card.types.filter(i=>
  3904. i>=0 //去掉-1的type
  3905. ).map(type=>
  3906. type_allowable_latent[type] //得到允许打的潜觉杀
  3907. ).some(ls=>
  3908. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3909. );
  3910. return isAllowLatent
  3911. }
  3912. }else
  3913. {
  3914. return false;
  3915. }
  3916. })},
  3917. {name:"4个相同杀觉醒(含超觉),或相同潜觉",function:cards=>cards.filter(card=>{
  3918. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3919. if (hasAwokenKiller)
  3920. { //大于2个杀的进行判断
  3921. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3922. { //大于3个杀的直接过
  3923. return true;
  3924. }else
  3925. { //2个杀的
  3926. const isAllowLatent = card.types.filter(i=>
  3927. i>=0 //去掉-1的type
  3928. ).map(type=>
  3929. type_allowable_latent[type] //得到允许打的潜觉杀
  3930. ).some(ls=>
  3931. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3932. );
  3933. return isAllowLatent
  3934. }
  3935. }else
  3936. {
  3937. return false;
  3938. }
  3939. })},
  3940. ]},
  3941. ];
  3942. const searchBox = editBox.querySelector(".search-box");
  3943. const controlDiv = searchBox.querySelector(".control-div");
  3944. let fragment = document.createDocumentFragment();
  3945. const specialSearchDiv = fragment.appendChild(document.createElement("ul"))
  3946. specialSearchDiv.className = "specialSearch";
  3947. function newSearchList(index)
  3948. {
  3949. const searchLi = document.createElement("li");
  3950. //const searchLabel = searchLi.appendChild(document.createElement("label"));
  3951. //searchLabel.appendChild(document.createTextNode(`筛选${index}:`));
  3952. const specialSearch = searchLi.appendChild(document.createElement("select"));
  3953. specialSearchFunctions.forEach((sfunc,idx)=>{
  3954. if (sfunc.group)
  3955. {
  3956. const optgroup = specialSearch.appendChild(document.createElement("optgroup"));
  3957. optgroup.label = sfunc.group;
  3958. if (sfunc.functions)
  3959. {
  3960. sfunc.functions.forEach((_sfunc,_idx)=>{
  3961. optgroup.appendChild(new Option(_sfunc.name + (_sfunc.addition ? "+附加显示" : ""),`${idx}|${_idx}`));
  3962. });
  3963. }
  3964. }else
  3965. {
  3966. specialSearch.options.add(new Option(sfunc.name + (sfunc.addition ? "+附加显示" : ""),idx));
  3967. }
  3968. });
  3969. return {dom:searchLi,list:specialSearch};
  3970. }
  3971. const specialSearchArray = []; //储存多个搜索列表的数组
  3972. function addNewList()
  3973. {
  3974. const newSearch = newSearchList(specialSearchArray.length + 1);
  3975. specialSearchDiv.appendChild(newSearch.dom);
  3976. specialSearchArray.push(newSearch.list);
  3977. }
  3978. const specialSearchClear = specialSearchDiv.appendChild(document.createElement("button"));
  3979. specialSearchClear.className = "specialSearch-clear";
  3980. specialSearchClear.title = "筛选框全部归零";
  3981. specialSearchClear.onclick = function(){
  3982. specialSearchArray.forEach(ss=>ss.selectedIndex = 0);
  3983. };
  3984. const specialSearchAdd = specialSearchDiv.appendChild(document.createElement("button"));
  3985. specialSearchAdd.className = "specialSearch-add";
  3986. specialSearchAdd.title = "增加筛选框个数";
  3987. specialSearchAdd.onclick = addNewList;
  3988. addNewList(); //增加第1个
  3989. addNewList(); //增加第2个
  3990. //将搜索按钮强制改成特殊搜索
  3991. const searchStart = controlDiv.querySelector(".search-start");
  3992. searchStart.onclick = function(){
  3993. const result = specialSearchArray.reduce((pre,ss)=>
  3994. {
  3995. const indexs = ss.value.split("|").map(Number);
  3996. const funcObj = indexs.length > 1 ? specialSearchFunctions[indexs[0]].functions[indexs[1]] : specialSearchFunctions[indexs[0]];
  3997. if (!funcObj) return pre;
  3998. pre.result = funcObj.function(pre.result); //结果进一步筛选
  3999. if (funcObj.addition) pre.addition.push(funcObj.addition); //如果有附加显示,则添加到列表
  4000. return pre;
  4001. }, {result: Cards, addition: []});
  4002. searchBox.startSearch(result.result, result.addition);
  4003. };
  4004. controlDiv.insertBefore(fragment,controlDiv.firstElementChild);
  4005. const searchClear = controlDiv.querySelector(".search-clear");
  4006. searchClear.addEventListener("click",function(e){
  4007. specialSearchArray.forEach(ss=>
  4008. ss.selectedIndex = 0
  4009. );
  4010. });
  4011. const settingBox = editBox.querySelector(".setting-box");
  4012. const rowSkill = settingBox.querySelector(".row-mon-skill");
  4013. const skillBox = rowSkill.querySelector(".skill-box");
  4014. const skillTitle = skillBox.querySelector(".skill-name");
  4015. const rowLederSkill = settingBox.querySelector(".row-mon-leader-skill");
  4016. const lskillBox = rowLederSkill.querySelector(".skill-box");
  4017. const lskillTitle = lskillBox.querySelector(".skill-name");
  4018. skillTitle.addEventListener("click",fastShowSkill);
  4019. lskillTitle.addEventListener("click",fastShowSkill);
  4020. })();

智龙迷城队伍图制作工具