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- document.title = `智龙迷城${teamsCount}人队伍图制作工具`;
-
- //大数字缩短长度
- Number.prototype.bigNumberToString = function() {
- let numTemp = this.valueOf();
- if (!numTemp) return "0";
- const grouping = Math.pow(10, 4);
- const unit = ['', '万', '亿', '兆', '京', '垓'];
- const numParts = [];
- do {
- numParts.push(numTemp % grouping);
- numTemp = Math.floor(numTemp / grouping);
- } while (numTemp > 0 && numParts.length < (unit.length - 1))
- if (numTemp > 0) {
- numParts.push(numTemp);
- }
- let numPartsStr = numParts.map((num, idx) => {
- if (num > 0) {
- return (num < 1e3 ? "零" : "") + num + unit[idx];
- } else
- return "零";
- });
-
- numPartsStr.reverse(); //反向
- let outStr = numPartsStr.join("");
- outStr = outStr.replace(/(^零+|零+$)/g, ''); //去除开头的零
- outStr = outStr.replace(/零{2,}/g, '零'); //去除多个连续的零
- return outStr;
- }
-
- //查找原先完整技能
- function findFullSkill(subSkill) {
- const parentSkill = Skills.find(ss => (ss.type === 116 || ss.type === 118 || ss.type === 138) && ss.params.includes(subSkill.id)) || subSkill;
- const aCard = Cards.find(card => card.activeSkillId == parentSkill.id || card.leaderSkillId == parentSkill.id);
- return { skill: parentSkill, card: aCard };
- }
- //document.querySelector(".edit-box .row-mon-id .m-id").type = "number";
- /* 快速搜索指定类型的技能
- var result = Skills.filter(s=>{const sk = s.params; return [130,131].includes(s.type);}).map(findFullSkill);
- showSearch(result.map(o=>o.card).filter(c=>c));
- console.table(result);
- */
-
- //返回flag里值为true的数组,如[1,4,7]
- function flags(num) {
- /*
- return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
- 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
- */
- const arr = [];
- for (let i = 0; i < 32; i++) {
- if (num & (1 << i)) {
- arr.push(i);
- }
- }
- return arr;
- }
-
- //按住Ctrl点击技能在控制台输出技能的对象
- function fastShowSkill(event) {
- if (event.ctrlKey) {
- const skillId = parseInt(this.getAttribute("data-skillid"), 10);
- console.log(Skills[skillId]);
- }
- }
- //技能介绍里的头像的切换
- function changeToIdInSkillDetail(event) {
- const settingBox = editBox.querySelector(".setting-box");
- const monstersID = settingBox.querySelector(".row-mon-id .m-id");
- const mid = this.getAttribute("data-cardid");
- monstersID.value = mid;
- monstersID.onchange();
- return false; //取消链接的默认操作
- }
-
- //insertAdjacentHTML 可以只增加部分 HTML
- //高级技能解释
- function parseSkillDescription(skill) {
- const id = skill.id;
- let fragment = document.createDocumentFragment(); //创建节点用的临时空间
- if (id == 0) return fragment;
- const type = skill.type;
- const sk = skill.params;
-
- //珠子名和属性名数组
- const attrsName = ["火", "水", "木", "光", "暗", "回复", "废", "毒", "剧毒", "炸弹"];
- //类型名数组
- 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"];
- //觉醒名数组
- 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"];
- 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"];
- 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"];
- //返回属性名
- function attrN(i) { return attrsName[i || 0] || ("未知属性" + i); }
- //返回类型名
- function typeN(i) { return typeName[i || 0] || ("未知类型" + i); }
- //返回觉醒名
- function awokenN(i) { return awokenName[(i || 0) - 1] || ("未知觉醒" + i); }
- //从二进制的数字中获得有哪些内容
- function getNamesFromBinary(num, dataArr) {
- /*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。
- 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。
- filter就可以返回所有有这个数的数据*/
- /*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。
- 二进制数从低位到高位表示火水木光暗……
- 用逻辑运算AND序号来获得有没有这个值*/
- var results = dataArr.filter(function(pn, pi) {
- return num & Math.pow(2, pi); //Math.pow(x,y)计算以x为底的y次方值
- });
- return results;
- }
-
- const nb = getNamesFromBinary; //化简名称
-
- function getAttrTypeString(attrsArray = [], typesArray = []) {
- let outArr = [];
- if (attrsArray && attrsArray.indexOf(0) >= 0 &&
- attrsArray.indexOf(1) >= 0 &&
- attrsArray.indexOf(2) >= 0 &&
- attrsArray.indexOf(3) >= 0 &&
- attrsArray.indexOf(4) >= 0) {
- return "所有属性";
- }
- if (attrsArray && attrsArray.length) {
- outArr.push(attrsArray.map(attrN).join("、") + "属性");
- }
- if (typesArray && typesArray.length) {
- outArr.push(typesArray.map(typeN).join("、") + "类型");
- }
- return outArr.join("和");
- }
-
- function getOrbsAttrString(orbFlag, isOr = false) {
- let outStr = ``;
- if ((orbFlag & 1023) == 1023) //1023-1111111111
- { //单纯5色
- outStr += '任何';
- } else if (orbFlag == 31) //31-11111
- { //单纯5色
- outStr += '5色';
- } else if ((orbFlag & 31) == 31) { //5色加其他色
- outStr += `5色+${nb(orbFlag ^ 31, attrsName).join(isOr?"或":"、")}`;
- } else {
- outStr += `${nb(orbFlag, attrsName).join(isOr?"或":"、")}`;
- }
- return outStr;
- }
-
- function stats(value, statTypes) {
- return [
- statTypes.indexOf(1) >= 0 ? value : 100, //攻击
- statTypes.indexOf(2) >= 0 ? value : 100 //回复
- ];
- }
- const mulName = ["HP", "攻击力", "回复力"];
- //获取固定的三维成长的名称
- function getFixedHpAtkRcvString(values) {
- let mulArr = null;
- if (Array.isArray(values)) {
- mulArr = [
- 1,
- values[0] / 100,
- values[1] / 100,
- ];
- } else {
- mulArr = [
- (values.hp || 100) / 100,
- (values.atk || 100) / 100,
- (values.rcv || 100) / 100
- ];
- }
- const hasMul = mulArr.filter(m => m != 1); //不是1的数值
- let str = "";
- if (hasMul.length > 0) {
- const hasDiff = hasMul.filter(m => m != hasMul[0]).length > 0; //存在不一样的值
- if (hasDiff) {
- 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(",");
- } else {
- let hasMulName = mulName.filter((n, i) => mulArr[i] != 1);
- if (hasMulName.length >= 3) {
- str += hasMulName.slice(0, hasMulName.length - 1).join("、") + "和" + hasMulName[hasMulName.length - 1];
- } else {
- str += hasMulName.join("和");
- }
- str += hasMul[0] >= 1 ? `×${hasMul[0]}倍` : `变为${hasMul[0]*100}%`;
- }
- } else {
- str += "能力值没有变化";
- }
- return str;
- }
- const mul = getFixedHpAtkRcvString;
- //技能介绍里的头像的切换
- function createBoard(boardData) {
- const table = document.createElement("table");
- table.className = "board fixed-shape-orb";
- //console.table(boardData);
- boardData.forEach((rowData, ri, rArr) => {
- const row = table.insertRow();
- if (ri == 2 && rArr.length > 5) row.classList.add("board-row4");
-
- rowData.forEach((orbType, ci, cArr) => {
- const cell = row.insertCell();
- cell.className = "orb-icon";
- if (orbType != null) {
- cell.setAttribute("data-orb-icon", orbType);
- }
- if (ci == 3 && cArr.length > 6) cell.classList.add("board-cell5");
- });
- });
- table.onclick = function() {
- this.classList.toggle("board-76");
- };
- return table;
- }
-
- function boardData_fixed(dataArr, orbType) {
- const data = dataArr.map(flag => new Array(6).fill(null).map((a, i) => (1 << i & flag) ? (orbType || 0) : null));
- data.splice(3, 0, data[2].concat()); //将第2行复制插入为第3行
- data.forEach(rowData =>
- rowData.splice(4, 0, rowData[3]) //将第3个复制插入为第4个
- );
- return data;
- }
-
- function boardData_line(data) {
- data.splice(3, 0, data[2].concat()); //将第2行复制插入为第3行
- data.forEach(row => row.splice(3, 0, null)); //插入全空为第4个
- return data;
- }
-
- function boardData_row(data) {
- data.splice(2, 0, new Array(6).fill(null)); //插入全空为第3行
- data.forEach(row => row.splice(4, 0, row[3])); //将第3个复制插入为第4个
- return data;
- }
-
- let str = null;
- let strArr = null,
- fullColor = null,
- atSameTime = null,
- hasDiffOrbs = null;
- switch (type) {
- case 0:
- 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`;
- break;
- case 1:
- str = `对敌方全体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
- break;
- case 2:
- 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`;
- break;
- case 3:
- str = `${sk[0]}回合内,受到的伤害减少${sk[1]}%`;
- break;
- case 4:
- str = `使敌方全体中毒,每回合损失宠物自身攻击力×${sk[0]/100}倍的 HP `;
- break;
- case 5:
- str = `${sk[0]}秒内时间停止,可以任意移动宝珠`;
- break;
- case 6:
- str = `敌人的 HP 减少${sk[0]}%`;
- break;
- case 7:
- str = `回复宠物自身回复力×${sk[0]/100}倍的 HP`;
- break;
- case 8:
- str = `回复${sk[0]} HP `;
- break;
- case 9:
- str = `${attrN(sk[0])}宝珠变为${attrN(sk[1])}宝珠`;
- break;
- case 10:
- str = `全版刷新`;
- break;
- case 11:
- str = `${attrN(sk[0])}属性宠物的攻击力×${sk[1]/100}倍`;
- break;
- case 12:
- str = `消除宝珠的回合,以自身攻击力×${sk[0]/100}倍的伤害追打敌人`;
- break;
- case 13:
- str = `消除宝珠的回合,回复自身回复力×${sk[0]/100}倍的 HP `;
- break;
- case 14:
- str = `如当前 HP 在 HP 上限的${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`;
- break;
- case 15:
- str = `操作时间${sk[0]>0?`延长`:`减少`}${Math.abs(sk[0]/100)}秒`;
- break;
- case 16:
- str = `受到的所有伤害减少${sk[0]}%`;
- break;
- case 17:
- str = `受到的${attrN(sk[0])}属性伤害减少${sk[1]}%`;
- break;
- case 18:
- str = `将敌人的攻击延迟${sk[0]}回合`;
- break;
- case 19:
- str = `${sk[0]}回合内,敌方防御力减少${sk[1]}%`;
- break;
- case 20: //单色A转B,C转D
- strArr = [];
- if (sk.length>=3 && sk.length<=4 && sk[1] == (sk[3]))
- {
- str = `${attrN(sk[0])}、${attrN(sk[2])}宝珠变为${attrN(sk[1])}`;
- }else
- {
- for (let ai=0;ai<sk.length;ai+=2)
- {
- strArr.push(`${attrN(sk[ai])}宝珠变为${attrN(sk[ai+1])}`);
- }
- str = strArr.join(",");
- }
- break;
- case 21:
- str = `${sk[0]}回合内,${attrN(sk[1])}属性的伤害减少${sk[2]}%`;
- break;
- case 22: case 31:
- 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`;
- break;
- case 23: case 30:
- str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP ×${sk[sk.length-1]/100}倍`;
- break;
- case 24:
- 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`;
- break;
- case 28:
- 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`;
- break;
- case 29: case 114:
- 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`;
- break;
- case 33:
- str = `宝珠移动和消除的声音变成太鼓达人的音效`;
- break;
- case 35:
- 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`;
- break;
- case 36:
- 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]}%`;
- break;
- case 37:
- 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`;
- break;
- case 38:
- 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]}%`;
- break;
- case 39:
- 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";});
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
- break;
- case 40:
- 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`;
- break;
- case 41:
- 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`;
- break;
- case 42:
- str = `对${attrN(sk[0])}属性敌人造成${sk[2].bigNumberToString()}点${attrN(sk[1])}属性伤害`;
- break;
- case 43:
- 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]}%`;
- break;
- case 44:
- 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";});
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
- break;
- case 45: case 111:
- 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`;
- break;
- case 46:case 48:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP ${sk[sk.length-1]/100}倍`;
- break;
- //case 48:见上
- case 49:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的回复力×${sk[sk.length-1]/100}倍`;
- break;
- case 50:
- str = `${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"}`;
- break;
- case 51:
- str = `${sk[0]}回合内,所有攻击转为全体攻击`;
- break;
- case 52:
- str = `${attrN(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
- break;
- case 53:
- str = `进入地下城时为队长的话,掉落率×${sk[0]/100}倍(协力时无效)`;
- break;
- case 54:
- str = `进入地下城时为队长的话,获得的金币×${sk[0]/100}倍`;
- break;
- case 55:
- str = `对敌方1体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
- break;
- case 56:
- str = `对敌方全体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
- break;
- case 58:
- str = `对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
- break;
- case 59:
- 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${attrN(sk[0])}属性伤害`;
- break;
- case 60:
- str = `${sk[0]}回合内,受到伤害时进行受到伤害${sk[1]/100+"倍的"+attrN(sk[2])}属性反击`;
- break;
- case 61:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时,所有宠物的攻击力×${sk[2]/100}倍`;
- if (sk[3])
- {str += `,每多一种属性+${sk[3]/100}倍,最大${fullColor.length}种时${(sk[2]+sk[3]*(fullColor.length-sk[1]))/100}倍`;}
- break;
- case 62: case 77:
- 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`;
- break;
- case 63:
- 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`;
- break;
- case 64: case 79:
- 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`;
- break;
- case 65:
- 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`;
- break;
- case 66:
- str = `${sk[0]}连击以上所有宠物的攻击力${sk[1]/100}倍`;
- break;
- case 67:
- 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`;
- break;
- case 69:
- str = `${attrN(sk[0])}属性和${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`;
- break;
- case 71:
- //这个类型,所有颜色是直接显示的,但是最后一位有个-1表示结束
- let attrArr = sk.includes(-1) ? sk.slice(0,sk.indexOf(-1)) : sk;
- strArr = [];
- strArr.push(`全画面的宝珠变成${attrArr.map(o=>attrN(o)).join("、")}`);
-
- const rowC = 5, columC = 6;
- let valueArray = new Uint8Array(rowC * columC);
- window.crypto.getRandomValues(valueArray); //获取符合密码学要求的安全的随机值
- valueArray = Array.from(valueArray.map(x => attrArr[x % attrArr.length])); //用所有宝珠填充
- //之后用每种颜色填充前3个
- attrArr.forEach((attr,idx)=>{
- valueArray.fill(attr, idx * 3, idx * 3 + 3);
- });
-
- //将上方数据重新乱序排列
- let dataArray = [];
- while(valueArray.length > 0)
- {
- dataArray.push(valueArray.splice(Math.randomInteger(valueArray.length - 1),1));
- }
-
- //创建版面数据,依次填入
- var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
-
- let da = dataArray.entries();
- for (let ri=0;ri<rowC;ri++)
- {
- for (let ci=0;ci<columC;ci++)
- {
- let v = da.next().value;
- if (v == undefined)
- {
- atrr = attrArr.entries();
- v = atrr.next().value;
- }
- data[ri][ci] = v[1];
- }
- }
-
- data = boardData_row(data);
- fragment.appendChild(document.createTextNode(strArr.join(",")));
- var table = createBoard(data);
- fragment.appendChild(table);
- return fragment;
- break;
- case 73:
- str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[2]})}`;
- break;
- case 75:
- str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物的${getFixedHpAtkRcvString({atk:sk[2],rcv:sk[2]})}`;
- break;
- case 76:
- str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[2],rcv:sk[2]})}`;
- break;
- case 84:
- 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`;
- break;
- case 85:
- 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`;
- break;
- case 86:
- 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`;
- if (sk[2]) str += `未知 参数2 ${sk[2]}`;
- break;
- case 87:
- 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`;
- if (sk[2]) str += `未知 参数2 ${sk[2]}`;
- break;
- case 88:
- str = `${sk[0]}回合内,${typeN(sk[1])}类型的攻击力×${sk[2]/100}倍`;
- break;
- case 90:
- strArr = sk.slice(1,-1);
- 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`;
- break;
- case 91:
- str = `${sk.slice(0,-1).map(attrN).join("、")}属性宝珠强化`;
- if (sk[sk.length-1] != 6) str += `未知 参数${sk.length-1} ${sk[sk.length-1]}`;
- break;
- case 92:
- strArr = sk.slice(1,-1);
- str = `${sk[0]}回合内,${strArr.map(typeN).join("、")}类型的攻击力×${sk[sk.length-1]/100}倍`;
- break;
- case 93:
- str = `将自己换成队长,再次使用此技能则换为原来的队长。`;
- if (sk[0]) str += `未知 参数0 ${sk[0]}`;
- break;
- case 94:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- 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`;
- break;
- case 95:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- 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`;
- break;
- case 96:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- 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`;
- break;
- case 97:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}×${sk[4]/100}倍`;
- break;
- case 98:
- str = `${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`;
- break;
- case 100:
- strArr = [sk[0],sk[1]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `使用技能时,所有宠物的${strArr.join("和")}×${sk[2]/100}倍`;
- break;
- case 101:
- str = `刚刚好${sk[0]}连击时,所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
- break;
- case 103:
- strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `${sk[0]}连击或以上时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
- break;
- case 104:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `${sk[0]}连击以上时时${nb(sk[1],attrsName).join("、")}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
- break;
- case 105:
- str = `所有宠物的${getFixedHpAtkRcvString({rcv:sk[0],atk:sk[1]})}`;
- break;
- case 106:
- str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0],atk:sk[1]})}`;
- break;
- case 107:
- str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0]})}`;
- if (sk[1])
- str += `,${getAttrTypeString(flags(sk[1]),null)}宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
- break;
- case 108:
- str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0]})},${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`;
- break;
- case 109:
- str = `相连消除${sk[1]}个或以上${getOrbsAttrString(sk[0])}宝珠时`;
- if (sk[2]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
- break;
- case 110:
- 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)`;
- break;
- //case 111: 在45
- //case 114: 在29
- case 115:
- 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${sk[2]}%的 HP `;
- break;
- case 116: //多内容主动技能,按顺序组合发动如下主动技能:
- var ul = fragment.appendChild(document.createElement("ul"));
- ul.className = "active-skill-ul";
- //处理多次单人固伤
- let repeatSkill = sk.filter(subSkill => Skills[subSkill].type == 188);
- let repeatDamage = repeatSkill.map(subSkill => Skills[subSkill].params[0]);
- let noRepeatSk;
- if (repeatSkill.length>1 &&
- repeatDamage.every((dmg,idx,arr) => dmg === arr[0])
- ){
- const li = ul.appendChild(document.createElement("li"))
- li.className = "active-skill-li";
- li.setAttribute("data-skillid", repeatSkill[0]);
- li.addEventListener("click",fastShowSkill);
- li.appendChild(parseSkillDescription(Skills[repeatSkill[0]]));
- li.appendChild(document.createTextNode(`×${repeatSkill.length}次(共${(repeatDamage[0]*repeatSkill.length).bigNumberToString()})`));
- noRepeatSk = sk.filter(subSkill => Skills[subSkill].type !== 188);
- }else
- {
- noRepeatSk = sk;
- }
-
- noRepeatSk.forEach(subSkill => {
- const li = ul.appendChild(document.createElement("li"))
- li.className = "active-skill-li";
- li.setAttribute("data-skillid", subSkill);
- li.addEventListener("click",fastShowSkill);
- li.appendChild(parseSkillDescription(Skills[subSkill]));
- });
- return fragment;
- break;
- case 117:
- strArr = [];
- if(sk[1]>0) strArr.push(`回复宠物自身回复力x${sk[1]/100}倍的 HP `);
- if(sk[3]) strArr.push(`回复 HP 上限${sk[3]}%的 HP `);
- if(sk[2]) strArr.push(`回复${sk[2]} HP `);
- if(sk[0]>0) strArr.push(`封锁状态减少${sk[0]}回合`);
- if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
- str = strArr.join(",");
- break;
- case 118: //随机内容主动技能
- fragment.appendChild(document.createTextNode("随机发动以下技能:"));
- var ul = fragment.appendChild(document.createElement("ul"));
- ul.className = "active-skill-ul random-active-skill";
- sk.forEach(subSkill => {
- const li = ul.appendChild(document.createElement("li"))
- li.className = "active-skill-li";
- li.setAttribute("data-skillid", subSkill);
- li.addEventListener("click",fastShowSkill);
- li.appendChild(parseSkillDescription(Skills[subSkill]));
- });
- return fragment;
- break;
- 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
- 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${sk[2]/100}倍`;
- if (sk[3]>0)
- {
- str += `,每多1个+${sk[3]/100}倍`;
- }
- if (sk[4]>0)
- {
- str += `,最大${sk[4]}个时${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`;
- }
- break;
- case 121:
- str = `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
- break;
- case 122:
- str = `HP ${sk[0]}%以下时`;
- str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
- break;
- case 123:
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
- str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
- break;
- case 124:
- strArr = sk.slice(0,5).filter(c=>c>0); //最多5串珠
- hasDiffOrbs = strArr.filter(s=>s!= strArr[0]).length > 0; //是否存在不同色的珠子
- if (sk[5] < strArr.length) //有阶梯的
- {
- if (hasDiffOrbs)
- {//「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
- 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×${sk[6]/100}倍`;
- }else
- {//木寶珠有2COMBO時,所有寵物的攻擊力3倍,每多1COMBO+4倍,最大5COMBO時15倍
- str = `${nb(strArr[0], attrsName).join("、")}宝珠有${sk[5]}串时,所有宠物的攻击力×${sk[6]/100}倍`;
- }
- if (sk[7]) str += `,每多1串+${sk[7]/100}倍,最大${strArr.length}串时×${(sk[6]+sk[7]*(strArr.length-sk[5]))/100}倍`;
- }else
- {
- if (hasDiffOrbs)
- {//火光同時攻擊時,所有寵物的攻擊力2倍
- str = `${strArr.map(a=>nb(a, attrsName)).join("、")}同时攻击时,所有宠物的攻击力×${sk[6]/100}倍`;
- }else
- {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
- str = `${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`;
- }
- }
- break;
- case 125: //隊伍中同時存在 時,所有寵物的攻擊力3.5倍
- let needMons = sk.slice(0,5).filter(s=>s>0);
- fragment.appendChild(document.createTextNode(`队伍中${needMons.length>1?"同时":""}存在`));
- needMons.forEach(mid=>{
- let cardDom = cardN(mid);
- cardDom.monDom.onclick = changeToIdInSkillDetail;
- fragment.appendChild(cardDom);
- });
- fragment.appendChild(document.createTextNode(`时,所有宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`));
- return fragment;
- break;
- case 126:
- 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${sk[3]}%`;
- break;
- case 127: //生成竖列
- strArr = [];
- var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
- for (let ai=0;ai<sk.length;ai+=2)
- {
- strArr.push(`${nb(sk[ai],ClumsN).join("、")}的宝珠变为${nb(sk[ai+1],attrsName).join("、")}`);
-
- const orbType = flags(sk[ai+1])[0];
- flags(sk[ai]).forEach(line=>
- data.forEach(row=>row[line] = orbType)
- );
- }
- data = boardData_line(data);
- fragment.appendChild(document.createTextNode(strArr.join(",")));
- var table = createBoard(data);
- fragment.appendChild(table);
- return fragment;
- break;
- case 128: //生成横
- strArr = [];
- var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
- for (let ai=0;ai<sk.length;ai+=2)
- {
- strArr.push(`${nb(sk[ai],RowsN).join("、")}的宝珠变为${nb(sk[ai+1],attrsName).join("、")}`);
-
- const orbType = flags(sk[ai+1])[0];
- flags(sk[ai]).forEach(row=>
- data[row] = new Array(6).fill(orbType)
- );
- }
- data = boardData_row(data);
- fragment.appendChild(document.createTextNode(strArr.join(",")));
- var table = createBoard(data);
- fragment.appendChild(table);
- return fragment;
- break;
- case 129:
- str = "";
- if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
- if (sk[5]) str += `${str.length>0?",":""}受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
- break;
- case 130:
- str = `HP ${sk[0]}%以下时`;
- if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
- if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
- break;
- case 131:
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
- if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
- if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
- break;
- case 132:
- str = `${sk[0]}回合内,宝珠移动时间`;
- if (sk[1]) str += (sk[1]>0?`增加`:`减少`) + Math.abs(sk[1]/10) + `秒`;
- if (sk[2]) str += sk[2]>100 ? `变为${sk[2]/100}倍` : `变为${sk[2]}%`;
- break;
- case 133:
- str = `使用技能时,`;
- str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3]) str += `的${getFixedHpAtkRcvString({atk:sk[2],rcv:sk[3]})}`;
- break;
- case 136:
- str = "";
- str += `${getAttrTypeString(flags(sk[0]))}宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`;
- if (sk[4]) str += `,${getAttrTypeString(flags(sk[4]))}宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`;
- break;
- case 137:
- str = "";
- str += `${getAttrTypeString(null,flags(sk[0]))}宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`;
- if (sk[4]) str += `,${getAttrTypeString(null,flags(sk[4]))}宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`;
- break;
- case 138: //多内容队长技能,按顺序组合发动如下队长技能:
- var ul = fragment.appendChild(document.createElement("ul"));
- ul.className = "leader-skill-ul";
- sk.forEach(subSkill => {
- const li = ul.appendChild(document.createElement("li"))
- li.className = "leader-skill-li";
- li.setAttribute("data-skillid", subSkill);
- li.addEventListener("click",fastShowSkill);
- li.appendChild(parseSkillDescription(Skills[subSkill]));
- });
- return fragment;
- break;
- case 139:
- str = ``;
- strArr =[];
- str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
- 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]})}`;
- 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${getFixedHpAtkRcvString({atk:sk[7]})}`;
- break;
- case 140:
- str = `${getOrbsAttrString(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
- break;
- case 141:
- str = `${sk[2]?`${getOrbsAttrString(sk[2])}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
- break;
- case 142:
- str = `${sk[0]}回合内,自身的属性变为${attrN(sk[1])}`;
- break;
- case 143:
- str = `对敌方全体造成队伍总 HP×${sk[0]/100}倍的${attrN(sk[1])}属性伤害`;
- break;
- case 144:
- str = `对敌方${sk[2] || "全"}体造成${nb(sk[0],attrsName).join("、")}属性总攻击力×${sk[1]/100}倍的${attrN(sk[3])}属性伤害`;
- break;
- case 145:
- str = `回复队伍总回复力×${sk[0]/100}倍的 HP`;
- break;
- case 146:
- str = `自身以外的宠物技能冷却减少↑${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}回合`;
- break;
- case 148:
- str = `进入地下城时为队长的话,获得的等级经验值×${sk[0]/100}倍`;
- break;
- case 149: //相連消除4個回復寶珠時,所有寵物的回復力2.5倍;
- str = `相连消除4粒${getOrbsAttrString(1<<5)}宝珠时,所有宠物的${getFixedHpAtkRcvString({rcv:sk[0]})}`;
- break;
- 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
- 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]})}`;
- if (sk[0]) str += `未知的 参数0 ${sk[0]}`;
- break;
- case 151:
- str = `以十字形式消除5个${attrN(5)}宝珠时`;
- if (sk[0] || sk[1]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[0],rcv:sk[1]})}`;
- if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
- break;
- case 152:
- str = `将${getOrbsAttrString(sk[0])}宝珠锁定`;
- if (sk[1] < 42) str += `${sk[1]}个`;
- break;
- case 153:
- str = `敌人全体变为${attrN(sk[0])}属性。(${sk[1]?"不":""}受防护盾的影响)`;
- break;
- case 154:
- str = `${getOrbsAttrString(sk[0])}宝珠变为${nb(sk[1],attrsName).join("、")}`;
- break;
- case 155:
- str = `协力时${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
- break;
- case 156: //宝石姬技能
- awokenArr = sk.slice(1,4).filter(s=>s>0);
- fragment.appendChild(document.createTextNode(`${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能`));
- awokenArr.forEach((aid,idx,arr)=>{
- const icon = fragment.appendChild(document.createElement("icon"));
- icon.className ="awoken-icon";
- icon.setAttribute("data-awoken-icon",aid);
- icon.title = awokenN(aid);
- if (idx < arr.length-1) icon.insertAdjacentText('afterend', "、");;
- });
- fragment.appendChild(document.createTextNode(`的数目`));
- if (sk[4]==1)
- fragment.appendChild(document.createTextNode(`回复 HP ,每个觉醒回复自身回复力的${sk[5]/100}倍`));
- else if (sk[4]==2)
- fragment.appendChild(document.createTextNode(`提升所有属性的攻击力,每个觉醒可以提升${sk[5]-100}%`));
- else if (sk[4]==3)
- fragment.appendChild(document.createTextNode(`减少受到的伤害,每个觉醒可以减少${sk[5]}%`));
- else
- fragment.appendChild(document.createTextNode(`宝石姬技能,未知buff类型 参数[4]:${sk[4]}`));
- return fragment;
- break;
- case 157:
- fullColor = [sk[0],sk[2],sk[4]].filter(s=>s!=null);
- strArr = [sk[1],sk[3],sk[5]].filter(s=>s>0);
- hasDiffOrbs = strArr.filter(c=>c != strArr[0]).length > 0;
- str = ``;
- if (hasDiffOrbs)
- {
- 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`;
- 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`;
- 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`;
- }else
- {
- 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`;
- }
- break;
- case 158:
- str = `<span class="spColor">每组${sk[0]}珠或以上才能消除</span>`;
- if (sk[1] || sk[2])
- str += "," + getAttrTypeString(flags(sk[1]),flags(sk[2])) + "宠物的" + getFixedHpAtkRcvString({atk:sk[3],hp:sk[4],rcv:sk[5]});
- break;
- case 159:
- //"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
- str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0])}宝珠时,所有宠物的`;
- strArr = [];
- if (sk[2]>0)
- {
- strArr.push(`攻击力×${sk[2]/100}倍`);
- if (sk[3]>0)
- {
- strArr.push(`每多1个+${sk[3]/100}倍`);
- }
- if (sk[4]>0)
- {
- strArr.push(`最大${sk[4]}个时×${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`);
- }
- }
- str += strArr.join(",");
- break;
- case 160:
- str = `${sk[0]}回合内,结算时连击数+${sk[1]}`;
- break;
- case 161:
- str = `造成敌人 HP 上限${sk[0]}%的伤害`;
- break;
- case 162:
- str = '<span class="spColor">【7×6版面】</span>';
- break;
- case 163:
- str = '<span class="spColor">【没有天降消除】</span>';
- if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += "的"+getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]}) + ",";
- if (sk[5] || sk[6]) str += `受到的${getAttrTypeString(flags(sk[5]))}伤害减少${sk[6]}%`;
- break;
- case 164:
- fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
- hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
- strArr = [];
- if (sk[4] < fullColor.length) //有阶梯的
- {
- if (hasDiffOrbs)
- {//「光光火/光火火」組合的3COMBO時,所有寵物的攻擊力3.5倍;「光光火火」組合的4COMBO或以上時,所有寵物的攻擊力6倍
- str = `${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×${(sk[6]+sk[7]*(fullColor.length-sk[4]))/100}倍`;
- }else
- {//木寶珠有2COMBO時,所有寵物的攻擊力3倍,每多1COMBO+4倍,最大5COMBO時15倍
- str = `${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×${(sk[6]+sk[7]*(fullColor.length-sk[5]))/100}倍`;
- }
- if (sk[5]) strArr.push(`攻击力×${sk[5]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[5]+sk[7]*(fullColor.length-sk[4]))/100}倍`);
- if (sk[6]) strArr.push(`回复力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[4]))/100}倍`);
- str += strArr.join("、");
- }else
- {
- if (hasDiffOrbs)
- {//木暗同時攻擊時,所有寵物的攻擊力和回復力2倍
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}同时攻击时,所有宠物的`;
- }else
- {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${fullColor.length}串或以上时,所有宠物的`;
- }
- if (sk[5]) strArr.push(`攻击力×${sk[5]/100}倍`);
- if (sk[6]) strArr.push(`回复力×${sk[6]/100}倍`);
- str += strArr.join("、");
- }
- break;
- case 165:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时,所有宠物的`;
- strArr = [];
- if (sk[2]==sk[3] && sk[4] == sk[5])
- {
- strArr.push(`攻击力和回复力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1种属性+${sk[4]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[2]+sk[4]*sk[6])/100}倍`);
- }
- }else
- {
- if (sk[2]>0)
- {
- strArr.push(`攻击力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1种属性+${sk[4]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[2]+sk[4]*sk[6])/100}倍`);
- }
- }
- if (sk[3]>0)
- {
- strArr.push(`回复力×${sk[3]/100}倍`);
- if (sk[5]>0)
- {
- strArr.push(`每多1种属性+${sk[5]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[3]+sk[5]*sk[6])/100}倍`);
- }
- }
- }
- str += strArr.join(",");
- break;
- case 166:
- str = `${sk[0]}连击时,所有宠物的`;
- strArr = [];
- let scale_diff = sk[5] - sk[0];
- if (sk[1]==sk[2] && sk[3] == sk[4])
- {
- strArr.push(`攻击力和回复力×${sk[1]/100}倍`);
- if (sk[3]>0)
- {
- strArr.push(`每多1种属性+${sk[3]/100}倍`);
- }
- if (scale_diff)
- {
- strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[1]+sk[3])/100}倍`);
- }
- }else
- {
- if (sk[1] && sk[1] !== 100)
- {
- strArr.push(`攻击力×${sk[1]/100}倍`);
- if (sk[3]>0)
- {
- strArr.push(`每多1种属性+${sk[3]/100}倍`);
- }
- if (scale_diff)
- {
- strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[1]+sk[3])/100}倍`);
- }
- }
- if (sk[2] && sk[2] !== 100)
- {
- strArr.push(`回复力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1种属性+${sk[4]/100}倍`);
- }
- if (scale_diff)
- {
- strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[2]+sk[4])/100}倍`);
- }
- }
- }
- str += strArr.join(",");
- break;
- case 167:
- //"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;"
- str = `相连消除${sk[1]}个或以上${getOrbsAttrString(sk[0],true)}宝珠时,所有宠物的`;
- strArr = [];
- if (sk[2]==sk[3] && sk[4] == sk[5])
- {
- strArr.push(`攻击力和回复力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1个+${sk[4]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[6]}个时×${(sk[2]+sk[4]*(sk[6]-sk[1]))/100}倍`);
- }
- }else
- {
- if (sk[2] && sk[2] !== 100)
- {
- strArr.push(`攻击力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1个+${sk[4]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[6]}个时×${(sk[2]+sk[4]*(sk[6]-sk[1]))/100}倍`);
- }
- }
- if (sk[3] && sk[3] !== 100)
- {
- strArr.push(`回复力×${sk[3]/100}倍`);
- if (sk[5]>0)
- {
- strArr.push(`每多1个+${sk[5]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[6]}个时×${(sk[3]+sk[5]*(sk[6]-sk[1]))/100}倍`);
- }
- }
- }
- str += strArr.join(",");
- break;
- case 168: //宝石姬技能2
- 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
- str = `${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能 ${strArr.filter(s=>s>0).map(s=>awokenN(sk[1])).join("、")} 的数目`;
- str += `提升所有属性的攻击力,每个觉醒可以提升${sk[7]}%`;
- break;
- case 169: //5COMBO或以上時受到的傷害減少25%、攻擊力6倍;
- str = `${sk[0]}连击或以上时`;
- if (sk[1] && sk[1] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
- if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
- break;
- case 170:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时`;
- if (sk[2] && sk[2] !== 100 || sk[4]) str += `,所有宠物的攻击力×${sk[2]/100}倍`;
- if (sk[4]) str += `,每多1种属性+${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`;
- if (sk[3]) str += `,受到的伤害减少${sk[3]}%`;
- break;
- case 171:
- fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
- hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
- strArr = [];
- if (hasDiffOrbs)
- {//木暗同時攻擊時,所有寵物的攻擊力和回復力2倍
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[4] < fullColor.length?`中有${sk[4]}串`:""}同时攻击时`;
- }else
- {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
- }
- if (sk[5] && sk[5] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[5]})}`;
- if (sk[6]) str += `,受到的伤害减少${sk[6]}%`;
- break;
- case 172:
- str = `解锁所有宝珠`;
- break;
- case 173:
- strArr = [];
- if (sk[1]) strArr.push("属性吸收");
- if (sk[2]) strArr.push("连击吸收?目前是猜测");
- if (sk[3]) strArr.push("伤害吸收");
- str = `${sk[0]}回合内,敌人的${strArr.join("、")}无效化`;
- break;
- 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
- let needCollabs = sk.slice(0,3).filter(s=>s>0); //最多3种id
- fragment.appendChild(document.createTextNode(`队员组成全是`));
-
- //搜索并显示合作
- function searchCollab(event) {
- const collabId = parseInt(this.getAttribute('data-collabId'), 10);
- showSearch(Cards.filter(card => card.collabId == collabId));
- }
-
- needCollabs.forEach((cid,idx,arr)=>{
- const lnk = fragment.appendChild(document.createElement("a"));
- lnk.className ="detail-search monster-collabId";
- lnk.setAttribute("data-collabId",cid);
- lnk.onclick = searchCollab;
- lnk.textContent = cid;
- if (idx < arr.length-1) lnk.insertAdjacentText('afterend', "、");;
- });
- fragment.appendChild(document.createTextNode(`合作角色时,所有宠物的${getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]})}`));
- return fragment;
- break;
- case 176:
- //●◉○◍◯
- fragment.appendChild(document.createTextNode(`以如下形状生成${attrN(sk[5])}宝珠`));
- var data = boardData_fixed([sk[0],sk[1],sk[2],sk[3],sk[4]], sk[5]);
- var table = createBoard(data);
- table.classList.add("fixed-shape-orb");
- fragment.appendChild(table);
- return fragment;
- break;
- case 177:
- /*
- 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;
- 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;
- 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;
- */
- str = '<span class="spColor">【没有天降消除】</span>';
- if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += "的"+getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})+",";
- if (sk[5])
- {
- if (sk[7]) //有阶梯
- {
- str += `消除宝珠后画面剩下${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${getFixedHpAtkRcvString({atk:sk[6]+sk[7]*sk[5]})}`;
- }else
- {
- str += `消除宝珠后画面剩下${sk[5]}个或以下的宝珠时,${getFixedHpAtkRcvString({atk:sk[6]})}`;
- }
- }
- break;
- case 178:
- str = `<span class="spColor">【操作时间固定${sk[0]}秒】</span>`;
- if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
- if (sk[6]) str += `,受到的${getAttrTypeString(flags(sk[6]))}属性伤害减少${sk[7]}%`;
- break;
- case 179:
- str = `${sk[0]}回合内,每回合回复${sk[1]?`${sk[1].bigNumberToString()}点`:` HP 上限 ${sk[2]}%`}的 HP`;
- if(sk[3] || sk[4])
- {
- str += `,并将`;
- strArr = [];
- if(sk[3]>0) strArr.push(`封锁状态减少${sk[3]}回合`);
- if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
- str += strArr.join(",");
- }
- break;
- case 180:
- str = `${sk[0]}回合内,${sk[1]}%概率掉落强化宝珠`;
- break;
- case 182:
- str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0], true)}宝珠时`;
- if (sk[2] && sk[2] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
- if (sk[3]) str += `,受到的伤害减少${sk[3]}%`;
- break;
- case 183:
- str = getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
- if (sk[3] || sk[4]) str+= ` HP ${sk[2]==100?"全满":`${sk[2]}%以上`}时`;
- if (sk[3] && sk[3] !== 100) str+= `${getFixedHpAtkRcvString({atk:sk[3]})}`;
- if (sk[4]) str += `,受到的伤害减少${sk[4]}%`;
- if (sk[6] || sk[7]) str+= ` HP ${sk[5]||sk[2]}%以下时`;
- if (sk[6] || sk[7]) str+= `${getFixedHpAtkRcvString({atk:sk[6],rcv:sk[7]})}`;
- //if (sk[7]) str+= `,受到的伤害减少${sk[7]}%`;
- break;
- case 184:
- str = `${sk[0]}回合内,天降的宝珠不会产生COMBO`;
- break;
- 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。
- str = "";
- if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
- if (sk[0]) str += `,操作时间${sk[0]>0?`延长`:`减少`}${Math.abs(sk[0]/100)}秒`;
- break;
- case 186:
- str = '<span class="spColor">【7×6版面】</span>';
- if (sk[0] || sk[1]) str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的" + getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]});
- break;
- case 188: //多次单体固伤
- str = `对敌方1体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
- break;
- case 189:
- //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)
- 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)`;
- break;
- case 191:
- str = `${sk[0]}回合内,可以贯穿伤害无效盾`;
- break;
- case 192: //192同时消除多色中所有色,219任意消除多色中1色
- //相連消除9個或以上的火寶珠時攻擊力4倍、結算增加2COMBO
- //同時消除光寶珠和水寶珠各4個或以上時攻擊力3倍、結算增加1COMBO;
- str = `${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`;
- if (sk[2] && sk[2] != 100) str += `,所有宠物的攻击力×${sk[2]/100}倍`;
- if (sk[3]) str += `,结算时连击数+${sk[3]}`;
- break;
- case 193:
- str = `以L字形消除5个${getOrbsAttrString(sk[0], true)}宝珠时`;
- if (sk[1] && sk[1] != 100 || sk[2] && sk[2] != 100) str+=`,所有宠物的${getFixedHpAtkRcvString({atk:sk[1],rcv:sk[2]})}`;
- if (sk[3]) str+=`,受到的伤害减少${sk[3]}%`;
- break;
- case 194:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时`;
- if (sk[2] && sk[2] != 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
- if (sk[3]) str += `,结算时连击数+${sk[3]}`;
- break;
- case 195:
- str = `HP ${(sk[0]?(`减少${100-sk[0]}%`):"变为1")}`;
- break;
- case 196:
- str = `无法消除宝珠状态减少${sk[0]}回合`;
- break;
- case 197: //消除毒/猛毒宝珠时不会受到毒伤害
- str = `消除${getOrbsAttrString(1<<7|1<<8)}宝珠时不会受到毒伤害`;
- break;
- case 198:
- //以回復寶珠回復40000HP或以上時,受到的傷害減少50%
- str = `以回复宝珠回复${sk[0].bigNumberToString()}点或以上时`;
- if (sk[1] && sk[1] != 100) str += `所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
- if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
- if (sk[3]) str += `,觉醒无效状态减少${sk[3]}回合`;
- break;
- case 199:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时,追加${sk[2].bigNumberToString()}点固定伤害`;
- break;
- case 200:
- str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,追加${sk[2].bigNumberToString()}点固定伤害`;
- break;
- case 201:
- fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
- hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
- strArr = [];
- if (hasDiffOrbs)
- {//木暗同時攻擊時
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[4] < fullColor.length?`中有${sk[4]}串`:""}同时攻击时`;
- }else
- {//光寶珠有2COMBO或以上時
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
- }
- if (sk[5]) str += `,追加${sk[5].bigNumberToString()}点固定伤害`;
- break;
- case 202:
- fragment.appendChild(document.createTextNode("变身为"));
- let cardDom = cardN(sk[0]);
- cardDom.monDom.onclick = changeToIdInSkillDetail;
- fragment.appendChild(cardDom);
- return fragment;
- break;
- case 203:
- fragment.appendChild(document.createTextNode(`队员组成全是`));
- const lnk = fragment.appendChild(document.createElement("a"));
- lnk.className ="detail-search";
- if (sk[0] === 0)
- {
- lnk.textContent = "像素进化";
- lnk.onclick = function(){
- showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
- };
- }else if (sk[0] === 2)
- {
- lnk.textContent = "转生或超转生";
- lnk.onclick = function(){
- showSearch(Cards.filter(card=>isReincarnated(card)));
- };
- }else
- lnk.textContent = "未知新类型";
-
- fragment.appendChild(document.createTextNode(`时,所有宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`));
- return fragment;
- break;
- case 205:
- str = `${sk[1]}回合内,${getOrbsAttrString(sk[0])}宝珠会以锁定形式掉落`;
- break;
- case 206:
- fullColor = sk.slice(0,5).filter(c=>c>0); //最多5串珠
- hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
- strArr = [];
- if (hasDiffOrbs)
- {//木暗同時攻擊時
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[5] < fullColor.length?`中有${sk[5]}串`:""}同时攻击时`;
- }else
- {//光寶珠有2COMBO或以上時
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[5]}串或以上时`;
- }
- if (sk[6]) str += `,结算时连击数+${sk[6]}`;
- break;
- case 207:
- fragment.appendChild(document.createTextNode(`${sk[0]}回合内,`));
- if (sk[7])
- {
- fragment.appendChild(document.createTextNode(`随机${sk[7]}个位置上的宝珠,`));
- }else
- {
- fragment.appendChild(document.createTextNode(`以下位置上的宝珠,`));
- }
- fragment.appendChild(document.createTextNode(`每隔${Math.abs(sk[1]/100)}秒不断转换`));
- if (!sk[7])
- {
- var data = boardData_fixed([sk[2],sk[3],sk[4],sk[5],sk[6]], 6);
- var table = createBoard(data);
- table.classList.add("fixed-shape-orb");
- fragment.appendChild(table);
- }
- return fragment;
- break;
- case 208:
- str = `${sk[2]?`${getOrbsAttrString(sk[2])}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
- str += `,${sk[5]?`${getOrbsAttrString(sk[5])}以外`:""}随机生成${getOrbsAttrString(sk[4])}宝珠各${sk[3]}个`;
- break;
- case 209: //十字心+C
- str = `以十字形式消除5个${attrN(5)}宝珠时`;
- if(sk[0]) str += `,结算时连击数+${sk[0]}`;
- break;
- case 210: //十字属性珠+C
- str = `以十字形式消除5个${getOrbsAttrString(sk[0])}属性宝珠,当消除N个十字时,结算时连击数+${sk[2]>1?sk[2]:""}N`;
- if (sk[1]) str += `未知的参数${sk[1]}`;
- break;
- case 214: //封自己的技能
- str = `${sk[0]}回合内,玩家自身队伍无法使用主动技能`;
- break;
- case 215: //十字属性珠+C
- str = `${sk[0]}回合内,${getOrbsAttrString(sk[1])}宝珠无法消除`;
- break;
- case 218: //坐自己
- str = `自身以外的宠物技能坐下↓${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}回合`;
- break;
- case 219: //192同时消除多色中所有色,219任意消除多色中1色
- 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+${sk[2]}`;
- break;
- case 220: //192同时消除多色中所有色,219任意消除多色中1色
- str = `以L字形消除5个${getOrbsAttrString(sk[0], true)}宝珠时,结算时连击数+${sk[1]}`;
- break;
- case 223:
- str = `${sk[0]}连击以上时,追加${sk[1].bigNumberToString()}点固定伤害`;
- break;
- default:
- str = `未知的技能类型${type}(No.${id})`;
- //开发部分
- //const copySkill = JSON.parse(JSON.stringify(skill));
- //copySkill.params = copySkill.params.map(p=>[p,getBooleanFromBinary(p).join("")]);
- console.log(`未知的技能类型${type}(No.${id})`,findFullSkill(skill));
- break;
- }
- const span = fragment.appendChild(document.createElement("span"));
- span.innerHTML = str;
- //(skill.description.length?(descriptionToHTML(skill.description) + "<hr>"):"") + str
- return fragment;
- }
-
- //增加特殊搜索模式
- (function() {
- 'use strict';
- //返回卡片的队长技能
- function getCardLeaderSkill(card, skillTypes, searchRandom = true)
- {
- return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
- }
- //返回卡片的技能
- function getCardActiveSkill(card, skillTypes, searchRandom = true)
- {
- return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
- }
- //返回卡片的技能
- function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
- {
- switch(skillGreatType)
- {
- case 1:
- case "leader":
- return getCardLeaderSkill(card, skillTypes, searchRandom);
- case 2:
- case "active":
- return getCardActiveSkill(card, skillTypes, searchRandom);
- default:
- return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom)
- }
- }
- //查找到真正起作用的那一个技能
- function getActuallySkill(skill, skillTypes, searchRandom = true)
- {
- if (skillTypes.includes(skill.type))
- {
- return skill;
- }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
- {
- const subSkills = skill.params.map(id=>Skills[id]);
- for(let i = 0;i < subSkills.length; i++)
- { //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
- let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
- if (foundSubSkill)
- {
- return foundSubSkill;
- }
- }
- return null;
- }else
- {
- return null;
- }
- }
- //获取血倍率
- function getHPScale(ls)
- {
- const sk = ls.params;
- let scale = 1;
- switch (ls.type)
- {
- case 23: case 30: case 62: case 77: case 63: case 65:
- case 29: case 114: case 45: case 111: case 46: case 48: case 67:
- scale = sk[sk.length-1]/100;
- break;
- case 73: case 76:
- case 121: case 129: case 163: case 186:
- case 155:
- scale = sk[2]/100;
- break;
- case 106: case 107: case 108:
- scale = sk[0]/100;
- break;
- case 125:
- scale = sk[5]/100;
- break;
- case 136:
- case 137:
- scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
- break;
- case 158:
- scale = sk[4]/100;
- break;
- case 175:
- case 178: case 185:
- scale = sk[3]/100;
- break;
- case 203:
- scale = sk[1]/100;
- break;
- case 138: //调用其他队长技
- scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
- break;
- default:
- }
- return scale || 1;
- }
- //获取盾减伤比例
- function getReduceScale(ls, allAttr = false, noHPneed = false)
- {
- const sk = ls.params;
- let scale = 0;
- switch (ls.type)
- {
- case 16: //无条件盾
- scale = sk[0]/100;
- break;
- case 17: //单属性盾
- scale = allAttr ? 0 : sk[1]/100;
- break;
- case 36: //2个属性盾
- scale = allAttr ? 0 : sk[2]/100;
- break;
- case 38: //血线下 + 几率
- case 43: //血线上 + 几率
- scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
- break;
- case 129: //无条件盾,属性个数不固定
- case 163: //无条件盾,属性个数不固定
- scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
- break;
- case 178: //无条件盾,属性个数不固定
- scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
- break;
- case 130: //血线下 + 属性个数不固定
- case 131: //血线上 + 属性个数不固定
- scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
- break;
- case 151: //十字心触发
- case 169: //C触发
- case 198: //回血触发
- scale = sk[2]/100;
- break;
- case 170: //多色触发
- case 182: //长串触发
- case 193: //L触发
- scale = sk[3]/100;
- break;
- case 171: //多串触发
- scale = sk[6]/100;
- break;
- case 183: //又是个有两段血线的队长技
- scale = noHPneed ? 0 : sk[4]/100;
- break;
-
- case 138: //调用其他队长技
- scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
- break;
- default:
- }
- return scale || 0;
- }
-
- function getCannonAttr(skill)
- {
- const sk = skill.params;
- switch(skill.type)
- {
- case 0:
- case 1:
- case 37:
- case 58:
- case 59:
- case 84:
- case 85:
- case 86:
- case 87:
- case 115:
- return sk[0];
- case 110:
- case 143:
- return sk[1];
- case 42:
- return sk[1];
- case 144:
- return sk[3];
- default:
- return -1;
- }
- }
-
- //创建1个觉醒图标
- function createAwokenIcon(awokenId)
- {
- const icon = document.createElement("icon");
- icon.className ="awoken-icon";
- icon.setAttribute("data-awoken-icon", awokenId);
- return icon;
- }
- //产生一个觉醒列表
- function creatAwokenList(awokens) {
- const ul = document.createElement("ul");
- ul.className = "awoken-ul";
- awokens.forEach(ak=>{
- const li = ul.appendChild(document.createElement("li"));
- const icon = li.appendChild(createAwokenIcon(ak));
- });
- return ul;
- }
- //产生宝珠列表
- function createOrbsList(orbs)
- {
- const ul = document.createElement("ul");
- ul.className = "board";
- orbs.forEach(orbType => {
- const li = ul.appendChild(document.createElement("li"));
- li.className = `orb-icon`;
- li.setAttribute("data-orb-icon", orbType);
- });
- return ul;
- }
-
- const specialSearchFunctions = [
- {name:"不做筛选",function:cards=>cards},
- {group:"======队长技======", functions: [
- {name:"队长技固伤追击(按伤害排序)",function:cards=>{
- const searchTypeArray = [199,200,201,223];
- function getSkillFixedDamage(skill)
- {
- switch (skill.type)
- {
- case 199: case 200:
- return skill.params[2];
- case 201:
- return skill.params[5];
- case 223:
- return skill.params[1];
- default:
- return 0;
- }
- }
- return cards.filter(card=>{
- const skill = getCardLeaderSkill(card, searchTypeArray);
- return skill ? (getSkillFixedDamage(skill)>0) : false;
- }).sort((a,b)=>{
- const a_s = getCardLeaderSkill(a, searchTypeArray), b_s = getCardLeaderSkill(b, searchTypeArray);
- let a_pC = getSkillFixedDamage(a_s), b_pC = getSkillFixedDamage(b_s);
- return a_pC - b_pC;
- });
- },addition:card=>{
- const searchTypeArray = [199,200,201,223];
- function getSkillFixedDamage(skill)
- {
- switch (skill.type)
- {
- case 199: case 200:
- return skill.params[2];
- case 201:
- return skill.params[5];
- case 223:
- return skill.params[1];
- default:
- return 0;
- }
- }
- const skill = getCardLeaderSkill(card, searchTypeArray);
- const sk = skill.params;
- const value = getSkillFixedDamage(skill);
- return document.createTextNode(value.bigNumberToString() + "固伤");
- }},
- {name:"队长技+C(按+C数排序)",function:cards=>{
- const searchTypeArray = [192,194,206,209,210,219];
- function getSkillAddCombo(skill)
- {
- switch (skill.type)
- {
- case 192: case 194:
- return skill.params[3];
- case 206:
- return skill.params[6];
- case 209:
- return skill.params[0];
- case 210:
- case 219:
- return skill.params[2];
- case 220:
- return skill.params[1];
- default:
- return 0;
- }
- }
- return cards.filter(card=>{
- const skill = getCardLeaderSkill(card, searchTypeArray);
- return skill ? (getSkillAddCombo(skill)>0) : false;
- }).sort((a,b)=>{
- const a_s = getCardLeaderSkill(a, searchTypeArray), b_s = getCardLeaderSkill(b, searchTypeArray);
- let a_pC = getSkillAddCombo(a_s),b_pC = getSkillAddCombo(b_s);
- return a_pC - b_pC;
- });
- },addition:card=>{
- const searchTypeArray = [192,194,206,209,210,219];
- function getSkillAddCombo(skill)
- {
- switch (skill.type)
- {
- case 192: case 194:
- return skill.params[3];
- case 206:
- return skill.params[6];
- case 209:
- return skill.params[0];
- case 210:
- case 219:
- return skill.params[2];
- case 220:
- return skill.params[1];
- default:
- return 0;
- }
- }
- const skill = getCardLeaderSkill(card, searchTypeArray);
- const sk = skill.params;
- const value = getSkillAddCombo(skill);
- return document.createTextNode(`+${value.bigNumberToString()}C${skill.type==210?`/十字`:""}`);
- }},
- {name:"7×6 版面",function:cards=>cards.filter(card=>{
- const searchTypeArray = [162,186];
- const skill = Skills[card.leaderSkillId];
- if (searchTypeArray.some(t=>skill.type == t))
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
- }
- })},
- {name:"无天降版面",function:cards=>cards.filter(card=>{
- const searchTypeArray = [163,177];
- const skill = Skills[card.leaderSkillId];
- if (searchTypeArray.some(t=>skill.type == t))
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
- }
- })},
- {name:"队长技加/减秒(按秒数排序)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [15,185];
- const skill = Skills[card.leaderSkillId];
- if (searchTypeArray.some(t=>skill.type == t))
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
- }
- }).sort((a,b)=>{
- const searchTypeArray = [15,185];
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (searchTypeArray.some(t=>a_s.type == t)) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.some(t=>subskill.type == t)).params[0];
- b_pC = (searchTypeArray.some(t=>b_s.type == t)) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.some(t=>subskill.type == t)).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchTypeArray = [15,185];
- const skill = Skills[card.leaderSkillId];
- const value = searchTypeArray.includes(skill.type) ?
- skill.params[0] :
- skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
- return document.createTextNode((value > 0 ? "+" : "") + (value/100) + "秒");
- }},
- {name:"固定操作时间(按时间排序)",function:cards=>cards.filter(card=>{
- const searchType = 178;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 178;
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchType = 178;
- const skill = Skills[card.leaderSkillId];
- const value = skill.type == searchType ?
- skill.params[0] :
- skill.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return document.createTextNode("固定" + value + "秒");
- }},
- {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=>{
- const searchType = 12;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 12;
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- {name:"消除宝珠时回血(按回复比率排序)",function:cards=>cards.filter(card=>{
- const searchType = 13;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 13;
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- {name:"队长技受伤反击",function:cards=>cards.filter(card=>{
- const searchType = 41;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"毒无效",function:cards=>cards.filter(card=>{
- const searchType = 197;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- /*{name:"回血加盾",function:cards=>cards.filter(card=>{
- const searchType = 198;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType && skill.params[2])
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[2]);
- }
- })},*/
- {name:"回血解觉",function:cards=>cards.filter(card=>{
- const searchType = 198;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType && skill.params[3])
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]);
- }
- })},
- {name:"十字心",function:cards=>cards.filter(card=>{
- const searchTypeArray = [151,209];
- const skill = Skills[card.leaderSkillId];
- if (searchTypeArray.some(t=>skill.type == t))
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
- }
- })},
- {name:"N个十字",function:cards=>cards.filter(card=>{
- const searchTypeArray = [157];
- const skill = Skills[card.leaderSkillId];
- if (searchTypeArray.some(t=>skill.type == t))
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
- }
- })},
- {name:"剩珠倍率",function:cards=>cards.filter(card=>{
- const searchType = 177;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"要求长串消除(按珠数排序)",function:cards=>cards.filter(card=>{
- const searchType = 158;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 158;
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- {name:"根性",function:cards=>cards.filter(card=>{
- const searchType = 14;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"指定队伍队员编号",function:cards=>cards.filter(card=>{
- const searchType = 125;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"指定队伍队员合作编号",function:cards=>cards.filter(card=>{
- const searchType = 175;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"指定队伍队员进化类型",function:cards=>cards.filter(card=>{
- const searchType = 203;
- const skill = Skills[card.leaderSkillId];
- if (!skill) console.log(card,card.leaderSkillId);
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"增加道具掉落率(按增加倍率排序)",function:cards=>cards.filter(card=>{
- const searchType = 53;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 53;
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),
- addition:card=>{
- const searchTypeArray = [53];
- const skill = getCardLeaderSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`掉率x${sk[0]/100}`);
- }},
- {name:"增加金币掉落倍数(按增加倍率排序)",function:cards=>cards.filter(card=>{
- const searchType = 54;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 54;
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),
- addition:card=>{
- const searchTypeArray = [54];
- const skill = getCardLeaderSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`金币x${sk[0]/100}`);
- }},
- {name:"增加经验获取倍数(按增加倍率排序)",function:cards=>cards.filter(card=>{
- const searchType = 148;
- const skill = Skills[card.leaderSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 138){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 148;
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),
- addition:card=>{
- const searchTypeArray = [148];
- const skill = getCardLeaderSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`经验x${sk[0]/100}`);
- }},
- ]},
- {group:"-----血倍率-----", functions: [
- {name:"队长血倍率[2, ∞)(按倍率排序)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const HPscale = getHPScale(skill);
- return HPscale >= 2;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getHPScale(a_s) - getHPScale(b_s);
- })},
- {name:"队长血倍率[1.5, 2)(按倍率排序)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const HPscale = getHPScale(skill);
- return HPscale >= 1.5 && HPscale < 2;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getHPScale(a_s) - getHPScale(b_s);
- })},
- {name:"队长血倍率(1, 1.5)(按倍率排序)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const HPscale = getHPScale(skill);
- return HPscale > 1 && HPscale < 1.5;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getHPScale(a_s) - getHPScale(b_s);
- })},
- {name:"队长血倍率 == 1",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const HPscale = getHPScale(skill);
- return HPscale === 1;
- })},
- {name:"队长血倍率[0, 1)(按倍率排序)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const HPscale = getHPScale(skill);
- return HPscale < 1;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getHPScale(a_s) - getHPScale(b_s);
- })},
- ]},
- {group:"-----减伤盾-----", functions: [
- {name:"队长盾减伤[75%, 100%](按倍率排序)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const reduceScale = getReduceScale(skill);
- return reduceScale >= 0.75;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getReduceScale(a_s) - getReduceScale(b_s);
- })},
- {name:"队长盾减伤[50%, 75%)(按倍率排序)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const reduceScale = getReduceScale(skill);
- return reduceScale >= 0.5 && reduceScale < 0.75;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getReduceScale(a_s) - getReduceScale(b_s);
- })},
- {name:"队长盾减伤[25%, 50%)(按倍率排序)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const reduceScale = getReduceScale(skill);
- return reduceScale >= 0.25 && reduceScale < 0.5;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getReduceScale(a_s) - getReduceScale(b_s);
- })},
- {name:"队长盾减伤(0%, 25%)(按倍率排序)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const reduceScale = getReduceScale(skill);
- return reduceScale > 0 && reduceScale < 0.25;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getReduceScale(a_s) - getReduceScale(b_s);
- })},
- {name:"队长盾减伤 == 0",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const reduceScale = getReduceScale(skill);
- return reduceScale === 0;
- })},
- {name:"队长盾减伤-必须全属性减伤",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- return getReduceScale(skill, true) > 0;
- })},
- {name:"队长盾减伤-排除血线盾",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- return getReduceScale(skill, undefined, true) > 0;
- })},
- {name:"队长盾减伤-排除几率盾",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- return getReduceScale(skill, undefined, undefined, true) > 0;
- })},
- {name:"满血99重力不下半血-队长盾减伤[29%, 100%)",function:cards=>cards.filter(card=>{
- const skill = Skills[card.leaderSkillId];
- const reduceScale = getReduceScale(skill);
- return reduceScale>=0.29;
- }).sort((a,b)=>{
- const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
- return getReduceScale(a_s) - getReduceScale(b_s);
- })},
- {name:"队长盾减伤-无条件盾",function:cards=>cards.filter(card=>{
- //获取盾减伤比例
- function getReduceScale_unconditional(ls)
- {
- const sk = ls.params;
- let scale = 0;
- switch (ls.type)
- {
- case 16: //无条件盾
- scale = sk[0]/100;
- break;
- case 129: //无条件盾,属性个数不固定
- case 163: //无条件盾,属性个数不固定
- scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
- break;
-
- case 138: //调用其他队长技
- scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
- break;
- default:
- }
- return scale || 0;
- }
- const skill = Skills[card.leaderSkillId];
- return getReduceScale_unconditional(skill) > 0;
- })},
- ]},
-
- {group:"======主动技======", functions: [
- {name:"1 CD",function:cards=>cards.filter(card=>{
- if (card.activeSkillId == 0) return false;
- const skill = Skills[card.activeSkillId];
- return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
- })},
- {name:"除 1 CD 外,4 个以下能永动开(可能不精确)",function:cards=>cards.filter(card=>{
- if (card.activeSkillId == 0) return false;
- const skill = Skills[card.activeSkillId];
- const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
- let realCD = minCD;
-
- const searchType = 146;
- if (skill.type == searchType)
- realCD -= skill.params[0] * 3;
- else if (skill.type == 116){
- const subskills = skill.params.map(id=>Skills[id]);
- const subskill = subskills.find(subs=>subs.type == searchType);
- if (subskill) realCD -= subskill.params[0] * 3;
- }
- return minCD > 1 && realCD <= 4;
- })},
- {name:"时间暂停(按停止时间排序)",function:cards=>cards.filter(card=>{
- const searchType = 5;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 5;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- {name:"随机效果技能",function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
- ]},
- {group:"-----破吸类-----", functions: [
- {name:"破属吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
- const searchType = 173;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && skill.params[1])
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]);
- }
- }).sort((a,b)=>{
- const searchType = 173;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchTypeArray = [173];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`属吸×${sk[0]}T`);
- }},
- {name:"破伤吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
- const searchType = 173;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && skill.params[3])
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]);
- }
- }).sort((a,b)=>{
- const searchType = 173;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchTypeArray = [173];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`伤吸×${sk[0]}T`);
- }},
- {name:"双破吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
- const searchType = 173;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && skill.params[1] && skill.params[3])
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[1] && subskill.params[3]);
- }
- }).sort((a,b)=>{
- const searchType = 173;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchTypeArray = [173];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`双破×${sk[0]}T`);
- }},
- {name:"贯穿无效盾 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
- const searchType = 191;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 191;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchTypeArray = [191];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`破贯×${sk[0]}T`);
- }},
- ]},
- {group:"-----解封类-----", functions: [
- {
- name:"解封(按解封回合排序)",
- function:cards=>{
- const searchTypeArray = [117,179];
- function getJieFengHuiHe(skill)
- {
- return skill.type == 179 ? skill.params[3] : skill.params[0];
- }
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill ? getJieFengHuiHe(skill) : false;
- }).sort((a,b)=>{
- const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
- let a_pC = getJieFengHuiHe(a_s), b_pC = getJieFengHuiHe(b_s);
- return a_pC - b_pC;
- });
- },
- addition:card=>{
- const searchTypeArray = [117,179];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const JieFengTurn = skill=>skill.type == 179 ? skill.params[3] : skill.params[0];
- const value = JieFengTurn(skill);
- return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解封`);
- }
- },
- {
- name:"解觉醒(按解觉回合排序)",
- function:cards=>{
- const searchTypeArray = [117,179];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill ? skill.params[4] : false;
- }).sort((a,b)=>{
- const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
- let a_pC = a_s.params[4], b_pC = b_s.params[4];
- return a_pC - b_pC;
- })
- },
- addition:card=>{
- const searchTypeArray = [117,179];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const value = sk[4];
- return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解觉`);
- }
- },
- {
- name:"解封+觉醒(按解觉醒回合排序)",
- function:cards=>{
- const searchTypeArray = [117,179];
- function getJieFengHuiHe(skill)
- {
- return skill.type == 179 ? skill.params[3] : skill.params[0];
- }
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill ? (skill.params[4] && getJieFengHuiHe(skill)) : false;
- }).sort((a,b)=>{
- const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
- let a_pC = a_s.params[4], b_pC = b_s.params[4];
- return a_pC - b_pC;
- });
- },
- addition:card=>{
- const searchTypeArray = [117,179];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- function getJieFengHuiHe(skill)
- {
- return skill.type == 179 ? skill.params[3] : skill.params[0];
- }
- const value1 = getJieFengHuiHe(skill);
- const value2 = sk[4];
-
- return document.createTextNode(value1 == value2 ?
- `${value1 == 9999 ? "全" : value1 + "T"}解封+觉` :
- `${value1 == 9999 ? "全" : value1 + "T"}解封,${value2 == 9999 ? "全" : value2 + "T"}解觉`);
- }
- },
- {
- name:"解禁消珠(按消除回合排序)",
- function:cards=>{
- const searchTypeArray = [196];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>{
- const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
- let a_pC = a_s.params[0], b_pC = b_s.params[0];
- return a_pC - b_pC;
- })
-
- },addition:card=>{
- const searchTypeArray = [196];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const value = sk[0];
- return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
- }
- },
- {name:"自封技能(能干啥?)",function:cards=>cards.filter(card=>{
- const searchType = 214;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"自封消珠(能干啥?)",function:cards=>cards.filter(card=>{
- const searchType = 215;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- ]},
- {group:"-----锁珠类-----", functions: [
- {name:"解锁",function:cards=>cards.filter(card=>{
- const searchType = 172;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"上锁(不限色)",function:cards=>cards.filter(card=>{
- const searchType = 152;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"上锁5色+心或全部",function:cards=>cards.filter(card=>{
- const searchType = 152;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && (skill.params[0] & 63) === 63)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 63) === 63);
- }
- })},
- {name:"掉锁(不限色,按回合排序)",function:cards=>cards.filter(card=>{
- const searchType = 205;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 205;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
- return a_pC - b_pC;
- })},
- {name:"掉锁5色+心或全部(按回合排序)",function:cards=>cards.filter(card=>{
- const searchType = 205;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && (skill.params[0] & 63) === 63)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 63) === 63);
- }
- }).sort((a,b)=>{
- const searchType = 205;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
- return a_pC - b_pC;
- })},
- ]},
- {group:"-----洗版类-----", functions: [
- {name:"普通洗版-含心",function:cards=>cards.filter(card=>{
- function includeHeart(sk)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return color.includes(5);
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && includeHeart(skill.params))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && includeHeart(subskill.params));
- }
- })},
- {name:"普通洗版-不含心",function:cards=>cards.filter(card=>{
- function excludeHeart(sk)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return !color.includes(5);
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && excludeHeart(skill.params))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && excludeHeart(subskill.params));
- }
- })},
- {name:"普通洗版-含毒废",function:cards=>cards.filter(card=>{
- function includeHeart(sk)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return color.includes(6) || color.includes(7) || color.includes(8) || color.includes(9);
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && includeHeart(skill.params))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && includeHeart(subskill.params));
- }
- })},
- {name:"普通洗版1色(花火)",function:cards=>cards.filter(card=>{
- function isOnlyColor(sk, colorTypeCount)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return color.length == colorTypeCount;
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && isOnlyColor(skill.params, 1))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 1));
- }
- }),addition:card=>{
- const searchTypeArray = [71];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
-
- return createOrbsList(colors);
- }},
- {name:"普通洗版2色",function:cards=>cards.filter(card=>{
- function isOnlyColor(sk, colorTypeCount)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return color.length == colorTypeCount;
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && isOnlyColor(skill.params, 2))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 2));
- }
- }),addition:card=>{
- const searchTypeArray = [71];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
-
- return createOrbsList(colors);
- }},
- {name:"普通洗版3色",function:cards=>cards.filter(card=>{
- function isOnlyColor(sk, colorTypeCount)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return color.length == colorTypeCount;
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && isOnlyColor(skill.params, 3))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 3));
- }
- }),addition:card=>{
- const searchTypeArray = [71];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
-
- return createOrbsList(colors);
- }},
- {name:"普通洗版4色",function:cards=>cards.filter(card=>{
- function isOnlyColor(sk, colorTypeCount)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return color.length == colorTypeCount;
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && isOnlyColor(skill.params, 4))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 4));
- }
- }),addition:card=>{
- const searchTypeArray = [71];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
-
- return createOrbsList(colors);
- }},
- {name:"普通洗版5色",function:cards=>cards.filter(card=>{
- function isOnlyColor(sk, colorTypeCount)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return color.length == colorTypeCount;
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && isOnlyColor(skill.params, 5))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 5));
- }
- }),addition:card=>{
- const searchTypeArray = [71];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
-
- return createOrbsList(colors);
- }},
- {name:"普通洗版6色以上",function:cards=>cards.filter(card=>{
- function isOnlyColor(sk, colorTypeCount)
- {
- const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
- return color.length >= colorTypeCount;
- }
- const searchType = 71;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && isOnlyColor(skill.params, 6))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 6));
- }
- }),addition:card=>{
- const searchTypeArray = [71];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
-
- return createOrbsList(colors);
- }},
- {name:"刷版",function:cards=>cards.filter(card=>{
- const searchType = 10;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- ]},
- {group:"~~~转珠类有些复杂我没空做~~~"},
- {group:"-----随机产珠类-----", functions: [
- {name:"固定30个产珠",function:cards=>cards.filter(card=>{
- function is30(sk)
- {
- return Boolean(flags(sk[1]).length * sk[0] == 30);
- }
- const searchType = 141;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && is30(skill.params))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && is30(subskill.params));
- }
- })},
- {name:"固定15×2产珠",function:cards=>cards.filter(card=>{
- function is1515(sk)
- {
- return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
- }
- const searchType = 141;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && is1515(skill.params))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && is1515(subskill.params));
- }
- })},
- ]},
- {group:"-----固定产珠类-----", functions: [
- {name:"生成特殊形状的",function:cards=>cards.filter(card=>{
- const searchType = 176;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"生成3x3方块",function:cards=>cards.filter(card=>{
- function is3x3(sk)
- {
- for (let si=0;si<3;si++)
- {
- if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
- (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
- (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)
- (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)
- )
- return true;
- }
- return false;
- }
- const searchType = 176;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && is3x3(skill.params))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && is3x3(subskill.params));
- }
- })},
- {name:"产竖",function:cards=>cards.filter(card=>{
- const searchType = 127;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }),addition:card=>{
- const searchTypeArray = [127];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = [];
- for (let ai=0;ai<sk.length;ai+=2)
- {
- colors.push(flags(sk[ai+1])[0]);
- }
- const fragment = document.createDocumentFragment();
- fragment.appendChild(document.createTextNode(`竖`));
- fragment.appendChild(createOrbsList(colors));
- return fragment;
- }},
- {name:"产竖(含心)",function:cards=>cards.filter(card=>{
- function isHeart(sk)
- {
- for (let i=1;i<sk.length;i+=2)
- {
- if (sk[i] & 32)
- {
- return true;
- }
- }
- }
- const searchType = 127;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && isHeart(skill.params))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && isHeart(subskill.params));
- }
- })},
- {name:"产横",function:cards=>cards.filter(card=>{
- const searchType = 128;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }),addition:card=>{
- const searchTypeArray = [128];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = [];
- for (let ai=0;ai<sk.length;ai+=2)
- {
- colors.push(flags(sk[ai+1])[0]);
- }
-
- const fragment = document.createDocumentFragment();
- fragment.appendChild(document.createTextNode(`横`));
- fragment.appendChild(createOrbsList(colors));
- return fragment;
- }},
- {name:"2横或以上",function:cards=>cards.filter(card=>{
- const searchType = 128;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && (skill.params.length>=3 || flags(skill.params[0]).length>=2))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && (subskill.params.length>=3 || flags(subskill.params[0]).length>=2));
- }
- })},
- {name:"2色横",function:cards=>cards.filter(card=>{
- const searchType = 128;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1])
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]>=0 && (subskill.params[1] & subskill.params[3]) != subskill.params[1]);
- }
- })},
- {name:"非顶底横",function:cards=>cards.filter(card=>{
- const searchType = 128;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && ((skill.params[0] | skill.params[2]) & 14))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && ((subskill.params[0] | subskill.params[2]) & 14));
- }
- })},
- {name:"泛产横(包含花火与四周一圈等)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [128,71,176];
- function isRow(skill)
- {
- const sk = skill.params;
- if (skill.type === 128) //普通横
- {return true;}
- else if (skill.type === 71) //花火
- {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
- else if (skill.type === 176) //特殊形状
- {
- for (let si=0;si<5;si++)
- {
- if ((sk[si] & 63) === 63)
- return true;
- }
- }
- return false;
- }
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type) && isRow(skill))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isRow(subskill));
- }
- })},
- ]},
- {group:"----- buff 类-----", functions: [
- {name:"掉落率提升",function:cards=>cards.filter(card=>{
- const searchTypeArray = [126];
- const skill = getCardSkill(card, searchTypeArray);
- return skill;
- }),addition:card=>{
- const searchTypeArray = [126];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = flags(sk[0]);
-
- const fragment = document.createDocumentFragment();
- fragment.appendChild(createOrbsList(colors));
- fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
- return fragment;
- }},
- {name:"掉落率提升-属性-毒、废(顶毒)",function:cards=>cards.filter(card=>{
- const searchType = 126;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && (skill.params[0] & 960)) // 960 = 二进制 1111000000
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 960));
- }
- })},
- {name:"掉落率提升-持续99回合",function:cards=>cards.filter(card=>{
- const searchType = 126;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && skill.params[1] >= 99)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[1] >= 99);
- }
- })},
- {name:"掉落率提升-100%几率",function:cards=>cards.filter(card=>{
- const searchType = 126;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && skill.params[3] >= 100)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[3] >= 100);
- }
- })},
- {name:"以觉醒数量为倍率类技能(宝石姬)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [156,168];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- })},
- {
- name:"回复力 buff(顶降回复)",
- function:cards=>{
- const searchTypeArray = [50,90];
- function getRecScale(as)
- {
- const sk = as.params;
- return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
- }
- return cards.filter(card=>{
- const skills = getCardActiveSkills(card, searchTypeArray);
- if (skills.length)
- {
- return skills.some(as=>getRecScale(as) > 0);
- }else return false;
- }).sort((a,b)=>{
- const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
- 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];
- return a_sv - b_sv;
- });
- },
- addition:card=>{
- const searchTypeArray = [50,90];
- function getRecScale(as)
- {
- const sk = as.params;
- return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
- }
- const skills = getCardActiveSkills(card, searchTypeArray);
- const skill = skills.find(as=>getRecScale(as) > 0);
- return document.createTextNode(`回x${getRecScale(skill) / 100}`);
- }
- },
- {name:"攻击力 buff(顶降攻击)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [
- 88,92, //类型的
- 50,90, //属性的,要排除回复力
- 156,168, //宝石姬
- ];
- const skill = Skills[card.activeSkillId];
- if ((skill.type==88 || skill.type==92) || //类型的
- (skill.type==50 || skill.type==90) && skill.params.slice(1,skill.params.length>2?-1:undefined).some(sk=>sk!=5) || //属性的,要排除回复力
- skill.type==156 && skill.params[4] == 2 || skill.type==168 //宝石姬的
- )
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>
- (subskill.type==88 || subskill.type==92) || //类型的
- (subskill.type==50 || subskill.type==90) && subskill.params.slice(1,subskill.params.length>2?-1:undefined).some(sk=>sk!=5) || //属性的,要排除回复力
- subskill.type==156 && subskill.params[4] == 2 || subskill.type==168 //宝石姬的
- );
- }
- })},
- {
- name:"操作时间 buff(顶减手指)",
- function:cards=>{
- const searchTypeArray = [132];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>{
- const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
- //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
- const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
- return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
- });
- },
- addition:card=>{
- const searchTypeArray = [132];
- const skill = getCardActiveSkill(card, searchTypeArray);
- const sk = skill.params;
- let str = "";
- if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
- if (sk[2]) str += `👆x${sk[2]/100}`;
- return document.createTextNode(str);
- }
- },
- {name:"无天降 buff(顶无天降)",function:cards=>cards.filter(card=>{
- const searchType = 184;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"生成变换位(顶变换珠)",function:cards=>cards.filter(card=>{
- const searchType = 207;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {
- name:"加C buff(按C数排列)",
- function:cards=>{
- const searchTypeArray = [160];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>{
- const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
- return a_s.params[1] - b_s.params[1];
- });
- },
- addition:card=>{
- const searchTypeArray = [160];
- const skill = getCardActiveSkill(card, searchTypeArray);
- const sk = skill.params;
- let str = "";
- if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
- if (sk[2]) str += `👆x${sk[2]/100}`;
- return document.createTextNode(`+${sk[1]}C×${sk[0]}T`);
- }
- },
- {name:"全属减伤 buff(按减伤比率排序)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [3,156];
- const skill = Skills[card.activeSkillId];
- if (skill.type == 3 ||
- skill.type == 156 && skill.params[4]==3
- )
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>
- subskill.type == 3 ||
- subskill.type == 156 && subskill.params[4]==3
- );
- }
- }).sort((a,b)=>{
- const searchTypeArray = [3,156];
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
-
- //找到真正生效的子技能
- const a_ss = searchTypeArray.includes(a_s.type) ?
- a_s :
- a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
- const b_ss = searchTypeArray.includes(b_s.type) ?
- b_s :
- b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
- let sortNum = b_ss.type - a_ss.type; //先分开宝石姬与非宝石姬
- if (!sortNum)
- {
- let a_pC = 0,b_pC = 0;
- if (a_ss.type == 3)
- {
- a_pC = a_ss.params[1];
- b_pC = b_ss.params[1];
- }else
- {
- a_pC = a_ss.params[5];
- b_pC = b_ss.params[5];
- }
- sortNum = a_pC - b_pC;
- }
- return sortNum;
- }),addition:card=>{
- const searchTypeArray = [3,156];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const fragment = document.createDocumentFragment();
- if (skill.type == 156)
- {
- fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
- const awokenArr = sk.slice(1,4).filter(s=>s>0);
- fragment.appendChild(creatAwokenList(awokenArr));
- fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
- }else
- {
- fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
- }
- return fragment;
- }},
- {name:"全属减伤 100%(无敌)",function:cards=>cards.filter(card=>{
- const searchType = 3;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && skill.params[1]>=100)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]>=100);
- }
- }).sort((a,b)=>{
- const searchType = 3;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- {name:"限属减伤 buff(按回合排序排序)",function:cards=>{
- const searchType = 21;
- return cards.filter(card=>{
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- });
- },addition:card=>{
- const searchTypeArray = [21];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = [sk[1]];
- const fragment = document.createDocumentFragment();
- fragment.appendChild(document.createTextNode(`-`));
- fragment.appendChild(createOrbsList(colors));
- fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
-
- return fragment;
- }},
- {name:"变为全体攻击(按回合数排序)",function:cards=>cards.filter(card=>{
- const searchType = 51;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 5;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- ]},
- {group:"-----玩家HP操纵类-----", functions: [
- {name:"回合结束回血 buff",function:cards=>cards.filter(card=>{
- const searchTypeArray = [179];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- })},
- {name:"玩家回血",function:cards=>cards.filter(card=>{
- const searchTypeArray = [7,8,35,115];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type) || skill.type == 117 && (skill.params[1] || skill.params[2] || skill.params[3]))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type) || subskill.type == 117 && (subskill.params[1] || subskill.params[2] || subskill.params[3]));
- }
- })},
- {name:"玩家自残(HP 减少,按减少比率排序)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [84,85,86,87,195];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- }).sort((a,b)=>{
- const searchTypeArray = [84,85,86,87,195];
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- function getReduceScale(skill)
- {
- const sk = skill.params;
- if (skill.type == 195)
- {
- return sk[0] ? sk[0] : 0.1;
- }else
- {
- return sk[3] ? sk[3] : 0.1;
- }
- }
- function getSubskill(skill)
- {
- const subSkill = skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
- return subSkill;
- }
- a_pC = searchTypeArray.includes(a_s.type) ?
- getReduceScale(a_s) :
- getReduceScale(getSubskill(a_s));
- b_pC = searchTypeArray.includes(b_s.type) ?
- getReduceScale(b_s) :
- getReduceScale(getSubskill(b_s));
- return b_pC - a_pC;
- })},
- ]},
- {group:"-----对自身队伍生效类-----", functions: [
- {name:"减少CD(按溜数排序,有范围的取小)",function:cards=>cards.filter(card=>{
- const searchType = 146;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 146;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchTypeArray = [146];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
- }},
- {name:"增加CD(按坐数排序,有范围的取小)",function:cards=>cards.filter(card=>{
- const searchType = 218;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 218;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchTypeArray = [218];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
- }},
- {name:"将自身换为队长",function:cards=>cards.filter(card=>{
- const searchType = 93;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"转换自身属性(按回合数排序)",function:cards=>cards.filter(card=>{
- const searchType = 142;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 142;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- ]},
- {group:"-----对敌 buff 类-----", functions: [
- {name:"威吓(按推迟回合排序)",function:cards=>{
- const searchTypeArray = [18];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>{
- const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
- let a_pC = a_s.params[0],b_pC = b_s.params[0];
- return a_pC - b_pC;
- });
- },addition:card=>{
- const searchTypeArray = [18];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
- return document.createTextNode(`威吓×${sk[0]}T`);
- }},
- {name:"破防(按防御减少比例排序)",function:cards=>cards.filter(card=>{
- const searchType = 19;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 19;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[1] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
- b_pC = (b_s.type == searchType) ?
- b_s.params[1] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
- return a_pC - b_pC;
- })},
- {name:"100% 破防(按回合排序)",function:cards=>cards.filter(card=>{
- const searchType = 19;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && skill.params[1]>=100)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]>=100);
- }
- }).sort((a,b)=>{
- const searchType = 19;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- {name:"中毒(按毒伤比率排序)",function:cards=>cards.filter(card=>{
- const searchType = 4;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 4;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- {name:"改变敌人属性(按属性排序)",function:cards=>cards.filter(card=>{
- const searchType = 153;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 153;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- }),addition:card=>{
- const searchTypeArray = [153];
- const skill = getCardSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = [sk[0]];
- const fragment = document.createDocumentFragment();
- fragment.appendChild(document.createTextNode(`敌→`));
- fragment.appendChild(createOrbsList(colors));
- return fragment;
- }},
- {name:"受伤反击 buff",function:cards=>cards.filter(card=>{
- const searchType = 60;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- ]},
- {group:"-----对敌直接伤害类-重力-----", functions: [
- {name:"重力-敌人当前血量(按比例排序)",function:cards=>cards.filter(card=>{
- const searchType = 6;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 6;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- {name:"重力-敌人最大血量(按比例排序)",function:cards=>cards.filter(card=>{
- const searchType = 161;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 161;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- ]},
- {group:"-----对敌直接伤害类-无视防御固伤-----", functions: [
- {name:"无视防御固伤-单体(按总伤害排序)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [55,188];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- }).sort((a,b)=>{
- const searchTypeArray = [55,188];
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- function totalDamage(skill)
- {
- const subSkill = skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
- return subSkill.params[0] * skill.params.filter(p=>p==subSkill.id).length;
- }
- a_pC = searchTypeArray.includes(a_s.type) ?
- a_s.params[0] :
- totalDamage(a_s);
- b_pC = searchTypeArray.includes(b_s.type) ?
- b_s.params[0] :
- totalDamage(b_s);
- return a_pC - b_pC;
- })},
- {name:"无视防御固伤-全体(按伤害数排序)",function:cards=>cards.filter(card=>{
- const searchType = 56;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- }).sort((a,b)=>{
- const searchType = 56;
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (a_s.type == searchType) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- b_pC = (b_s.type == searchType) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
- return a_pC - b_pC;
- })},
- ]},
- {group:"-----对敌直接伤害类-大炮-----", functions: [
- {name:"大炮-对象-敌方单体",function:cards=>cards.filter(card=>{
- const searchTypeArray = [2,35,37,59,84,86,110,115,144];
- const skill = Skills[card.activeSkillId];
- function isSingle(skill)
- {
- if (skill.type == 110)
- return Boolean(skill.params[0]);
- else if (skill.type == 144)
- return Boolean(skill.params[2]);
- else
- return true;
- }
- if (searchTypeArray.includes(skill.type) && isSingle(skill))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isSingle(subskill));
- }
- })},
- {name:"大炮-对象-敌方全体",function:cards=>cards.filter(card=>{
- const searchTypeArray = [0,1,58,85,87,110,143,144];
- const skill = Skills[card.activeSkillId];
- function isAll(skill)
- {
- if (skill.type == 110)
- return !Boolean(skill.params[0]);
- else if (skill.type == 144)
- return !Boolean(skill.params[2]);
- else
- return true;
- }
- if (searchTypeArray.includes(skill.type) && skill.id!=0 && isAll(skill))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isAll(subskill));
- }
- })},
- {name:"大炮-对象-指定属性敌人",function:cards=>cards.filter(card=>{
- const searchTypeArray = [42];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- })},
-
- {name:"大炮-属性-不限",function:cards=>cards.filter(card=>{
- const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type) && skill.id!=0)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- }),addition:card=>{
- const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
- const skill = getCardActiveSkill(card, searchTypeArray);
- const sk = skill.params;
-
- const colors = [getCannonAttr(skill)];
-
- const fragment = document.createDocumentFragment();
- fragment.appendChild(document.createTextNode(`射`));
- fragment.appendChild(createOrbsList(colors));
- return fragment;
- }},
- {name:"大炮-属性-释放者自身",function:cards=>cards.filter(card=>{
- const searchTypeArray = [2,35];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- })},
-
- {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=>{
- const searchTypeArray = [0,2,35,37,58,59,84,85,115];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type) && skill.id!=0)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- }).sort((a,b)=>{
- const searchTypeArray = [0,2,35,37,58,59,84,85,115];
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- function getSkillOrSub(skill)
- {
- if (searchTypeArray.includes(skill.type))
- return skill;
- else
- return skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
- }
- function getNumber(skill)
- {
- const sk = skill.params;
- switch(skill.type)
- {
- case 0:
- case 37:
- case 58:
- case 59:
- case 84:
- case 85:
- case 115:
- return sk[1];
- case 2:
- case 35:
- return sk[0];
- default:
- return 0;
- }
- }
- let a_pC = 0,b_pC = 0;
- a_pC = getNumber(getSkillOrSub(a_s));
- b_pC = getNumber(getSkillOrSub(b_s));
- return a_pC - b_pC;
- })},
- {name:"大炮-伤害-指定属性数值(按数值排序)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [1,42,86,87];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- }).sort((a,b)=>{
- const searchTypeArray = [1,42,86,87];
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- function getSkillOrSub(skill)
- {
- if (searchTypeArray.includes(skill.type))
- return skill;
- else
- return skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
- }
- function getNumber(skill)
- {
- const sk = skill.params;
- switch(skill.type)
- {
- case 1:
- case 86:
- case 87:
- return sk[1];
- case 42:
- return sk[2];
- default:
- return 0;
- }
- }
- let a_pC = 0,b_pC = 0;
- a_pC = getNumber(getSkillOrSub(a_s));
- b_pC = getNumber(getSkillOrSub(b_s));
- return a_pC - b_pC;
- })},
- {name:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [110];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type) && skill.id!=0)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- }).sort((a,b)=>{
- const searchTypeArray = [110];
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (searchTypeArray.includes(a_s.type)) ?
- a_s.params[3] :
- a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[3];
- b_pC = (searchTypeArray.includes(b_s.type)) ?
- b_s.params[3] :
- b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[3];
- return a_pC - b_pC;
- })},
- {name:"大炮-伤害-队伍总 HP(按倍率排序)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [143];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- }).sort((a,b)=>{
- const searchTypeArray = [143];
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (searchTypeArray.includes(a_s.type)) ?
- a_s.params[0] :
- a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
- b_pC = (searchTypeArray.includes(b_s.type)) ?
- b_s.params[0] :
- b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
- return a_pC - b_pC;
- })},
- {name:"大炮-伤害-队伍某属性总攻击(按倍率排序)",function:cards=>cards.filter(card=>{
- const searchTypeArray = [144];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- }).sort((a,b)=>{
- const searchTypeArray = [144];
- const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
- let a_pC = 0,b_pC = 0;
- a_pC = (searchTypeArray.includes(a_s.type)) ?
- a_s.params[1] :
- a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[1];
- b_pC = (searchTypeArray.includes(b_s.type)) ?
- b_s.params[1] :
- b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[1];
- return a_pC - b_pC;
- })},
-
- {name:"大炮-特殊-吸血",function:cards=>cards.filter(card=>{
- const searchTypeArray = [35,115];
- const skill = Skills[card.activeSkillId];
- if (searchTypeArray.includes(skill.type))
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
- }
- })},
- ]},
- {group:"======进化类型======", functions: [
- {name:"8格潜觉",function:cards=>cards.filter(card=>card.is8Latent)},
- {name:"非8格潜觉",function:cards=>cards.filter(card=>!card.is8Latent)},
- {name:"像素进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))},
- {name:"转生、超转生进化",function:cards=>cards.filter(card=>isReincarnated(card))}, //evoBaseId可能为0
- {name:"仅超转生进化",function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
- {name:"超究极进化",function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))},
- {name:"变身前",function:cards=>cards.filter(card=>{
- const searchType = 202;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType);
- }
- })},
- {name:"变身后",function:cards=>cards.filter(card=>card.henshinFrom)},
- {name:"变身前后队长技保持不变",function:cards=>cards.filter(card=>{
- const searchType = 202;
- const skill = Skills[card.activeSkillId];
- if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
- return true;
- else if (skill.type == 116 || skill.type == 118){
- const subskills = skill.params.map(id=>Skills[id]);
- return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
- }
- })},
- {name:"非变身",function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)},
- {name:"用三神面进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3795))},
- {name:"用彩龙果进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3971))},
- {name:"由武器进化而来",function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))},
- ]},
- {group:"======其他搜索======", functions: [
- {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))},
- {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))},
- {name:"不能破除等级限制",function:cards=>cards.filter(card=>card.limitBreakIncr===0)},
- {name:"110级三维成长100%",function:cards=>cards.filter(card=>card.limitBreakIncr>=100)},
- {name:"满级不是1级(可强化)",function:cards=>cards.filter(card=>card.maxLevel>1)},
- {name:"低于100mp",function:cards=>cards.filter(card=>card.sellMP<100)},
- {name:"有3个type",function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)},
- {name:"有副属性",function:cards=>cards.filter(card=>card.attrs[1]>=0)},
- {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])},
- {name:"能获得珠子皮肤",function:cards=>cards.filter(card=>card.blockSkinId>0)},
- {name:"所有潜觉蛋龙",function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)},
- {name:"龙契士&龙唤士(10001)",function:cards=>cards.filter(card=>card.collabId==10001)},
- ]},
- {group:"-----觉醒类-----", functions: [
- {name:"有9个觉醒",function:cards=>cards.filter(card=>card.awakenings.length>=9)},
- {name:"可以做辅助",function:cards=>cards.filter(card=>card.canAssist)},
- {name:"不是武器",function:cards=>cards.filter(card=>!card.awakenings.includes(49))},
- {name:"有超觉醒",function:cards=>cards.filter(card=>card.superAwakenings.length > 0)},
- {name:"有110,但没有超觉醒",function:cards=>cards.filter(card=>card.limitBreakIncr>0 && card.superAwakenings.length<1)},
- {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=>{
- const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
- if (hasAwokenKiller)
- { //大于2个杀的进行判断
- if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
- { //大于3个杀的直接过
- return true;
- }else
- { //2个杀的
- const isAllowLatent = card.types.filter(i=>
- i>=0 //去掉-1的type
- ).map(type=>
- type_allowable_latent[type] //得到允许打的潜觉杀
- ).some(ls=>
- ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
- );
- return isAllowLatent
- }
- }else
- {
- return false;
- }
- })},
- {name:"3个相同杀觉醒(含超觉),或相同潜觉",function:cards=>cards.filter(card=>{
- const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
- if (hasAwokenKiller)
- { //大于2个杀的进行判断
- if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
- { //大于3个杀的直接过
- return true;
- }else
- { //2个杀的
- const isAllowLatent = card.types.filter(i=>
- i>=0 //去掉-1的type
- ).map(type=>
- type_allowable_latent[type] //得到允许打的潜觉杀
- ).some(ls=>
- ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
- );
- return isAllowLatent
- }
- }else
- {
- return false;
- }
- })},
- {name:"4个相同杀觉醒(含超觉),或相同潜觉",function:cards=>cards.filter(card=>{
- const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
- if (hasAwokenKiller)
- { //大于2个杀的进行判断
- if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
- { //大于3个杀的直接过
- return true;
- }else
- { //2个杀的
- const isAllowLatent = card.types.filter(i=>
- i>=0 //去掉-1的type
- ).map(type=>
- type_allowable_latent[type] //得到允许打的潜觉杀
- ).some(ls=>
- ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
- );
- return isAllowLatent
- }
- }else
- {
- return false;
- }
- })},
- ]},
- ];
-
- const searchBox = editBox.querySelector(".search-box");
- const controlDiv = searchBox.querySelector(".control-div");
- let fragment = document.createDocumentFragment();
- const specialSearchDiv = fragment.appendChild(document.createElement("ul"))
- specialSearchDiv.className = "specialSearch";
- function newSearchList(index)
- {
- const searchLi = document.createElement("li");
- //const searchLabel = searchLi.appendChild(document.createElement("label"));
- //searchLabel.appendChild(document.createTextNode(`筛选${index}:`));
- const specialSearch = searchLi.appendChild(document.createElement("select"));
- specialSearchFunctions.forEach((sfunc,idx)=>{
- if (sfunc.group)
- {
- const optgroup = specialSearch.appendChild(document.createElement("optgroup"));
- optgroup.label = sfunc.group;
- if (sfunc.functions)
- {
- sfunc.functions.forEach((_sfunc,_idx)=>{
- optgroup.appendChild(new Option(_sfunc.name + (_sfunc.addition ? "+附加显示" : ""),`${idx}|${_idx}`));
- });
- }
- }else
- {
- specialSearch.options.add(new Option(sfunc.name + (sfunc.addition ? "+附加显示" : ""),idx));
- }
- });
- return {dom:searchLi,list:specialSearch};
- }
- const specialSearchArray = []; //储存多个搜索列表的数组
- function addNewList()
- {
- const newSearch = newSearchList(specialSearchArray.length + 1);
- specialSearchDiv.appendChild(newSearch.dom);
- specialSearchArray.push(newSearch.list);
- }
-
- const specialSearchClear = specialSearchDiv.appendChild(document.createElement("button"));
- specialSearchClear.className = "specialSearch-clear";
- specialSearchClear.title = "筛选框全部归零";
- specialSearchClear.onclick = function(){
- specialSearchArray.forEach(ss=>ss.selectedIndex = 0);
- };
-
- const specialSearchAdd = specialSearchDiv.appendChild(document.createElement("button"));
- specialSearchAdd.className = "specialSearch-add";
- specialSearchAdd.title = "增加筛选框个数";
- specialSearchAdd.onclick = addNewList;
-
- addNewList(); //增加第1个
- addNewList(); //增加第2个
-
- //将搜索按钮强制改成特殊搜索
- const searchStart = controlDiv.querySelector(".search-start");
- searchStart.onclick = function(){
- const result = specialSearchArray.reduce((pre,ss)=>
- {
- const indexs = ss.value.split("|").map(Number);
- const funcObj = indexs.length > 1 ? specialSearchFunctions[indexs[0]].functions[indexs[1]] : specialSearchFunctions[indexs[0]];
- if (!funcObj) return pre;
- pre.result = funcObj.function(pre.result); //结果进一步筛选
- if (funcObj.addition) pre.addition.push(funcObj.addition); //如果有附加显示,则添加到列表
- return pre;
- }, {result: Cards, addition: []});
- searchBox.startSearch(result.result, result.addition);
- };
- controlDiv.insertBefore(fragment,controlDiv.firstElementChild);
- const searchClear = controlDiv.querySelector(".search-clear");
- searchClear.addEventListener("click",function(e){
- specialSearchArray.forEach(ss=>
- ss.selectedIndex = 0
- );
- });
-
- const settingBox = editBox.querySelector(".setting-box");
- const rowSkill = settingBox.querySelector(".row-mon-skill");
- const skillBox = rowSkill.querySelector(".skill-box");
- const skillTitle = skillBox.querySelector(".skill-name");
-
- const rowLederSkill = settingBox.querySelector(".row-mon-leader-skill");
- const lskillBox = rowLederSkill.querySelector(".skill-box");
- const lskillTitle = lskillBox.querySelector(".skill-name");
-
- skillTitle.addEventListener("click",fastShowSkill);
- lskillTitle.addEventListener("click",fastShowSkill);
- })();
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