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script-json_data.js 122 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `智龙迷城${teamsCount}人队伍图制作`,
  17. addition_display: "💬",
  18. title_blank: "输入队伍标题",
  19. detail_blank: "输入说明",
  20. sort_name:{
  21. sort_none: "无",
  22. sort_id: "怪物ID",
  23. sort_attrs: "属性",
  24. sort_evoRootId: "进化树",
  25. sort_evoRoot_Attrs : "进化根怪物的属性",
  26. sort_rarity: "稀有度",
  27. sort_cost: "消耗",
  28. sort_mp: "MP",
  29. sort_skillLv1: "技能最大冷却时间",
  30. sort_skillLvMax: "技能最小冷却时间",
  31. sort_hpMax120: "最大 HP",
  32. sort_atkMax120: "最大攻击",
  33. sort_rcvMax120: "最大回复",
  34. sort_hpMax120_awoken: "最大 HP(+觉醒)",
  35. sort_atkMax120_awoken: "最大攻击(+觉醒)",
  36. sort_rcvMax120_awoken: "最大回复(+觉醒)",
  37. sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
  38. },
  39. force_reload_data: "强制刷新数据",
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`未知的技能类型:${'type'}`, //type
  43. active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill
  44. random_skills: tp`随机发动以下技能:${'skills'}`, //skills
  45. damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
  46. damage_enemy_times: tp`×${'times'}`,
  47. damage_enemy_count: tp`(共${'damage'})`,
  48. vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
  49. delay: tp`延迟敌人的攻击${'icon'}`, //icon
  50. mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
  51. leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
  52. no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
  53. self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
  54. heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
  55. unbind: tp`${'stats'}状态减少 ${'turns'} 回合`,
  56. unbind_normal: tp`${'icon'}封锁`,
  57. unbind_awakenings: tp`${'icon'}觉醒无效`,
  58. unbind_matches: tp`${'icon'}无法消除宝珠`,
  59. bind_skill: tp`${'icon'}自身无法使用技能`,
  60. defense_break: tp`${'icon'}敌方的防御力减少${'value'}`,
  61. poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
  62. time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
  63. follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
  64. follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
  65. auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
  66. auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
  67. ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
  68. gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
  69. resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`,
  70. board_change: tp`全画面的宝珠变为${'orbs'}`,
  71. skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns_min'}${'turns_max'}`,
  72. skill_boost_range: tp`~${'turns'}`,
  73. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  74. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  75. min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
  76. drop_refresh: tp`全板刷新`,
  77. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  78. auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
  79. board7x6: tp`【${'icon'}7×6版面】`,
  80. counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  81. change_orbs: tp`${'from'}→${'to'}`,
  82. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  83. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  84. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  85. orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
  86. attr_absorb: tp`${'icon'}属性吸收`,
  87. combo_absorb: tp`${'icon'}连击吸收`,
  88. damage_absorb: tp`${'icon'}伤害吸收`,
  89. damage_void: tp`${'icon'}伤害无效`,
  90. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  91. change_attribute: tp`将${'target'}变为${'attrs'}`,
  92. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  93. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  94. set_orb_state_unlocked: tp`${'icon'}解除${'orbs'}的锁定状态`,
  95. set_orb_state_bound: tp`无法消除${'orbs'}`,
  96. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  97. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  98. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  99. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  100. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  101. power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  102. power_up_targets: tp`${'attrs_types'}的 `,
  103. henshin: tp`变身为${'card'}`,
  104. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  105. skill_proviso: tp`${'condition'}才能发动后续效果`,
  106. obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
  107. obstruct_opponent_after_me: tp`排名比自身低的对手`,
  108. obstruct_opponent_before_me: tp`排名比自身高的对手`,
  109. obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
  110. },
  111. power: {
  112. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  113. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  114. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  115. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  116. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  117. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  118. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  119. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  120. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  121. scale_remain_orbs: tp`剩余宝珠 ≤ ${'max'} 时${'stats'}${'bonus'}`,
  122. scale_remain_orbs_bonus: tp`,每少1个${'bonus'},最少${'min'}个时${'stats_max'}`,
  123. scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
  124. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  125. scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
  126. },
  127. cond: {
  128. unknown: tp`[ 未知条件 ]`,
  129. hp_equal: tp`${'hp'} == ${'min'} 时`,
  130. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  131. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  132. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  133. use_skill: tp`使用技能时`,
  134. multi_player: tp`协力时`,
  135. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  136. exact_combo: tp`刚好${'value'}连击时`,
  137. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  138. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  139. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  140. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  141. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  142. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  143. heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
  144. },
  145. position: {
  146. top: tp`上方第${'pos'}横行`,
  147. bottom: tp`下方第${'pos'}横行`,
  148. left: tp`左方第${'pos'}竖列`,
  149. right: tp`右方第${'pos'}竖列`,
  150. shape: tp`指定位置`,
  151. },
  152. value: {
  153. unknown: tp`[ 未知数值: ${'type'}]`, //type
  154. const: tp`${'value'}${'unit'}`,
  155. const_to: tp`到${'value'}`,
  156. mul_percent: tp`${'value'}%`,
  157. mul_times: tp`×${'value'}倍`,
  158. mul_of_percent: tp`${'stats'}的${'value'}%`,
  159. mul_of_times: tp`${'stats'}×${'value'}倍`,
  160. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  161. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  162. prob: tp`有${'value'}几率`,
  163. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  164. },
  165. target: {
  166. unknown: tp`未知目标`,
  167. self: tp`角色自身`,
  168. team: tp`队伍`,
  169. team_last: tp`队伍最后一位队员`,
  170. team_leader: tp`队长`,
  171. enemy: tp`敌人`,
  172. enemy_all: tp`敌方全体`,
  173. enemy_one: tp`敌方1体`,
  174. enemy_attr: tp`${'attr'}敌人`,
  175. },
  176. stats: {
  177. unknown: tp`[ 未知状态: ${'type'}]`, //type
  178. maxhp: tp`最大HP`,
  179. hp: tp`HP`,
  180. chp: tp`当前HP`,
  181. atk: tp`攻击力`,
  182. rcv: tp`回复力`,
  183. teamhp: tp`队伍总HP`,
  184. teamatk: tp`队伍${'attrs'}总攻击力`,
  185. teamrcv: tp`队伍回复力`,
  186. },
  187. unit: {
  188. orbs: tp`个`,
  189. times: tp`次`,
  190. seconds: tp`秒`,
  191. point: tp`点`,
  192. turns: tp`回合`,
  193. },
  194. word: {
  195. comma: tp`,`, //逗号
  196. slight_pause: tp`、`, //顿号
  197. range_hyphen: tp`~`, //范围连字符
  198. in_once: tp`同时`,
  199. evo_type_pixel: tp`像素进化`,
  200. evo_type_reincarnation: tp`转生或超转生进化`,
  201. evo_type_unknow: tp`未知进化: ${'type'}`,
  202. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  203. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  204. affix_type: tp`${'cotent'}类型`, //词缀-类型
  205. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  206. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  207. },
  208. attrs: {
  209. [0]: tp`${'icon'}火`,
  210. [1]: tp`${'icon'}水`,
  211. [2]: tp`${'icon'}木`,
  212. [3]: tp`${'icon'}光`,
  213. [4]: tp`${'icon'}暗`,
  214. [5]: tp`${'icon'}回复力`,
  215. [6]: tp`${'icon'}空`,
  216. all: tp`所有`,
  217. self: tp`${'icon'}自身属性`,
  218. fixed: tp`${'icon'}无视防御固定`,
  219. },
  220. orbs: {
  221. [0]: tp`${'icon'}火`,
  222. [1]: tp`${'icon'}水`,
  223. [2]: tp`${'icon'}木`,
  224. [3]: tp`${'icon'}光`,
  225. [4]: tp`${'icon'}暗`,
  226. [5]: tp`${'icon'}回复`,
  227. [6]: tp`${'icon'}干扰`,
  228. [7]: tp`${'icon'}毒`,
  229. [8]: tp`${'icon'}剧毒`,
  230. [9]: tp`${'icon'}炸弹`,
  231. enhanced: tp`${'icon'}强化`,
  232. locked: tp`${'icon'}锁定`,
  233. nail: tp`${'icon'}钉子`,
  234. variation: tp`${'icon'}变换珠(每${'time'}变换)`,
  235. _5color: tp`${'icon'}5色`,
  236. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  237. all: tp`所有`,
  238. any: tp`任何${'cotent'}`,
  239. },
  240. types: {
  241. [0]: tp`${'icon'}进化用`,
  242. [1]: tp`${'icon'}平衡`,
  243. [2]: tp`${'icon'}体力`,
  244. [3]: tp`${'icon'}回复`,
  245. [4]: tp`${'icon'}龙`,
  246. [5]: tp`${'icon'}神`,
  247. [6]: tp`${'icon'}攻击`,
  248. [7]: tp`${'icon'}恶魔`,
  249. [8]: tp`${'icon'}机械`,
  250. [9]: tp`${'icon'}特别保护`,
  251. [12]: tp`${'icon'}能力觉醒用`,
  252. [14]: tp`${'icon'}强化合成用`,
  253. [15]: tp`${'icon'}贩卖用`,
  254. },
  255. awokens: {
  256. [0]: tp`${'icon'}未知觉醒`,
  257. [1]: tp`${'icon'}HP+`,
  258. [2]: tp`${'icon'}攻击+`,
  259. [3]: tp`${'icon'}回复+`,
  260. [4]: tp`${'icon'}火盾`,
  261. [5]: tp`${'icon'}水盾`,
  262. [6]: tp`${'icon'}木盾`,
  263. [7]: tp`${'icon'}光盾`,
  264. [8]: tp`${'icon'}暗盾`,
  265. [9]: tp`${'icon'}自回`,
  266. [10]: tp`${'icon'}防封`,
  267. [11]: tp`${'icon'}防暗`,
  268. [12]: tp`${'icon'}防废`,
  269. [13]: tp`${'icon'}防毒`,
  270. [14]: tp`${'icon'}火+`,
  271. [15]: tp`${'icon'}水+`,
  272. [16]: tp`${'icon'}木+`,
  273. [17]: tp`${'icon'}光+`,
  274. [18]: tp`${'icon'}暗+`,
  275. [19]: tp`${'icon'}手指`,
  276. [20]: tp`${'icon'}心解`,
  277. [21]: tp`${'icon'}SB`,
  278. [22]: tp`${'icon'}火横`,
  279. [23]: tp`${'icon'}水横`,
  280. [24]: tp`${'icon'}木横`,
  281. [25]: tp`${'icon'}光横`,
  282. [26]: tp`${'icon'}暗横`,
  283. [27]: tp`${'icon'}U`,
  284. [28]: tp`${'icon'}SX`,
  285. [29]: tp`${'icon'}心+`,
  286. [30]: tp`${'icon'}协力`,
  287. [31]: tp`${'icon'}龙杀`,
  288. [32]: tp`${'icon'}神杀`,
  289. [33]: tp`${'icon'}恶魔杀`,
  290. [34]: tp`${'icon'}机杀`,
  291. [35]: tp`${'icon'}平衡杀`,
  292. [36]: tp`${'icon'}攻击杀`,
  293. [37]: tp`${'icon'}体力杀`,
  294. [38]: tp`${'icon'}回复杀`,
  295. [39]: tp`${'icon'}进化杀`,
  296. [40]: tp`${'icon'}觉醒杀`,
  297. [41]: tp`${'icon'}强化杀`,
  298. [42]: tp`${'icon'}卖钱杀`,
  299. [43]: tp`${'icon'}7c`,
  300. [44]: tp`${'icon'}5色破防`,
  301. [45]: tp`${'icon'}心追`,
  302. [46]: tp`${'icon'}全体 HP `,
  303. [47]: tp`${'icon'}全体回复`,
  304. [48]: tp`${'icon'}破无效`,
  305. [49]: tp`${'icon'}武器`,
  306. [50]: tp`${'icon'}方块心追`,
  307. [51]: tp`${'icon'}5色溜`,
  308. [52]: tp`${'icon'}大防封`,
  309. [53]: tp`${'icon'}大手指`,
  310. [54]: tp`${'icon'}防云`,
  311. [55]: tp`${'icon'}防封条`,
  312. [56]: tp`${'icon'}大SB`,
  313. [57]: tp`${'icon'}上血`,
  314. [58]: tp`${'icon'}下血`,
  315. [59]: tp`${'icon'}L盾`,
  316. [60]: tp`${'icon'}L解锁`,
  317. [61]: tp`${'icon'}10c`,
  318. [62]: tp`${'icon'}c珠`,
  319. [63]: tp`${'icon'}语音`,
  320. [64]: tp`${'icon'}奖励增加`,
  321. [65]: tp`${'icon'} HP -`,
  322. [66]: tp`${'icon'}攻击-`,
  323. [67]: tp`${'icon'}回复-`,
  324. [68]: tp`${'icon'}大防暗`,
  325. [69]: tp`${'icon'}大防废`,
  326. [70]: tp`${'icon'}大防毒`,
  327. [71]: tp`${'icon'}掉废`,
  328. [72]: tp`${'icon'}掉毒`,
  329. [73]: tp`${'icon'}火串`,
  330. [74]: tp`${'icon'}水串`,
  331. [75]: tp`${'icon'}木串`,
  332. [76]: tp`${'icon'}光串`,
  333. [77]: tp`${'icon'}暗串`,
  334. [78]: tp`${'icon'}十字`,
  335. [79]: tp`${'icon'}3色`,
  336. [80]: tp`${'icon'}4色`,
  337. [81]: tp`${'icon'}5色`,
  338. }
  339. },
  340. }
  341. //类型和觉醒杀和潜觉杀的对应编号,还有类型可以打什么类型的潜觉杀
  342. const typekiller_for_type = [
  343. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  344. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  345. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  346. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  347. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  348. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  349. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  350. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  351. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  352. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  353. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  354. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  355. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  356. ];
  357. //类型允许的潜觉杀
  358. const type_allowable_latent = [];
  359. typekiller_for_type.forEach(t=>
  360. {
  361. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  362. .map(tn=>
  363. typekiller_for_type.find(_t=>_t.type == tn).latent
  364. );
  365. type_allowable_latent[t.type] = t.allowableLatent;
  366. }
  367. );
  368. //一般共同能打的潜觉
  369. const common_allowable_latent = [
  370. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  371. 28,29,30,31,32,33,34,35,36,37,38,
  372. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  373. ];
  374. //120级才能打的潜觉
  375. const v120_allowable_latent = [
  376. 42,43,44,45
  377. ];
  378. //等效觉醒列表
  379. const equivalent_awoken = [
  380. {small:10,big:52,times:2}, //防封
  381. {small:11,big:68,times:5}, //防暗
  382. {small:12,big:69,times:5}, //防废
  383. {small:13,big:70,times:5}, //防毒
  384. {small:19,big:53,times:2}, //手指
  385. {small:21,big:56,times:2}, //SB
  386. ];
  387. //官方的觉醒排列顺序
  388. const official_awoken_sorting = [
  389. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  390. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  391. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  392. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  393. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  394. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  395. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  396. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  397. 73, 74, 75, 76, 77, 78, 79, 80, 81
  398. ];
  399. //pdc的徽章对应数字
  400. const pdcBadgeMap = [
  401. {pdf:1,pdc:10}, //无限cost
  402. {pdf:2,pdc:12}, //小手指
  403. {pdf:3,pdc:9}, //全体攻击
  404. {pdf:4,pdc:5}, //小回复
  405. {pdf:5,pdc:1}, //小血量
  406. {pdf:6,pdc:3}, //小攻击
  407. {pdf:7,pdc:8}, //SB
  408. {pdf:8,pdc:18}, //队长防封
  409. {pdf:9,pdc:19}, //SX
  410. {pdf:11,pdc:7}, //无天降
  411. {pdf:17,pdc:6}, //大回复
  412. {pdf:18,pdc:2}, //大血量
  413. {pdf:19,pdc:4}, //大攻击
  414. {pdf:20,pdc:null}, //三维
  415. {pdf:21,pdc:13}, //大手指
  416. {pdf:10,pdc:11}, //加经验
  417. {pdf:12,pdc:15}, //墨镜
  418. {pdf:13,pdc:17}, //防废
  419. {pdf:14,pdc:16}, //防毒
  420. {pdf:50,pdc:14}, //月卡
  421. ];
  422. //pdc的潜觉对应数字
  423. const pdcLatentMap = [
  424. {pdf:1,pdc:1}, //HP
  425. {pdf:2,pdc:0}, //攻击
  426. {pdf:3,pdc:2}, //回复
  427. {pdf:4,pdc:19}, //手指
  428. {pdf:5,pdc:13}, //自回
  429. {pdf:6,pdc:14}, //火盾
  430. {pdf:7,pdc:15}, //水盾
  431. {pdf:8,pdc:16}, //木盾
  432. {pdf:9,pdc:17}, //光盾
  433. {pdf:10,pdc:18}, //暗盾
  434. {pdf:11,pdc:12}, //防坐
  435. {pdf:12,pdc:3}, //三维
  436. {pdf:13,pdc:35}, //不被换队长
  437. {pdf:13,pdc:47}, //不被换队长 ×1.5
  438. {pdf:14,pdc:37}, //不掉废
  439. {pdf:15,pdc:36}, //不掉毒
  440. {pdf:16,pdc:24}, //进化杀
  441. {pdf:17,pdc:25}, //觉醒杀
  442. {pdf:18,pdc:26}, //强化杀
  443. {pdf:19,pdc:27}, //卖钱杀
  444. {pdf:20,pdc:4}, //神杀
  445. {pdf:21,pdc:5}, //龙杀
  446. {pdf:22,pdc:6}, //恶魔杀
  447. {pdf:23,pdc:7}, //机械杀
  448. {pdf:24,pdc:8}, //平衡杀
  449. {pdf:25,pdc:9}, //攻击杀
  450. {pdf:26,pdc:10}, //体力杀
  451. {pdf:27,pdc:11}, //回复杀
  452. {pdf:28,pdc:20}, //大HP
  453. {pdf:29,pdc:21}, //大攻击
  454. {pdf:30,pdc:22}, //大回复
  455. {pdf:31,pdc:23}, //大手指
  456. {pdf:32,pdc:28}, //大火盾
  457. {pdf:33,pdc:29}, //大水盾
  458. {pdf:34,pdc:30}, //大木盾
  459. {pdf:35,pdc:31}, //大光盾
  460. {pdf:36,pdc:32}, //大暗盾
  461. {pdf:37,pdc:33}, //6色破无效
  462. {pdf:37,pdc:45}, //6色破无效 ×1.5
  463. {pdf:38,pdc:34}, //3色破属吸
  464. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  465. {pdf:39,pdc:40}, //C珠破吸
  466. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  467. {pdf:40,pdc:39}, //心横解转转
  468. {pdf:40,pdc:49}, //心横解转转 ×1.5
  469. {pdf:41,pdc:38}, //U解禁消
  470. {pdf:41,pdc:48}, //U解禁消 ×1.5
  471. {pdf:42,pdc:41}, //伤害上限解除
  472. {pdf:43,pdc:42}, //HP++
  473. {pdf:44,pdc:43}, //攻击++
  474. {pdf:45,pdc:44}, //回复++
  475. ];
  476. //排序程序列表
  477. const sort_function_list = [
  478. {tag:"sort_none",name:"无",function:()=>0},
  479. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  480. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  481. let num = a.attrs[0] - b.attrs[0];
  482. if (num === 0) num = a.attrs[1] - b.attrs[1];
  483. return num;
  484. }
  485. },
  486. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  487. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  488. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  489. let num = card_a.attrs[0] - card_b.attrs[0];
  490. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  491. return num;
  492. }
  493. },
  494. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  495. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  496. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  497. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  498. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  499. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  500. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  501. }
  502. },
  503. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  504. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  505. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  506. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  507. {
  508. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  509. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  510. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  511. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  512. return abA - abB;
  513. }
  514. },
  515. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  516. {
  517. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  518. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  519. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  520. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  521. return abA - abB;
  522. }
  523. },
  524. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  525. {
  526. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  527. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  528. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  529. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  530. return abA - abB;
  531. }
  532. },
  533. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  534. {
  535. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  536. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  537. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  538. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  539. return abA - abB;
  540. }
  541. },
  542. ];
  543. //增加特殊搜索模式
  544. const specialSearchFunctions = (function() {
  545. 'use strict';
  546. //返回卡片的队长技能
  547. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  548. {
  549. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  550. }
  551. //返回卡片的技能
  552. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  553. {
  554. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  555. }
  556. //返回卡片的技能
  557. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  558. {
  559. switch(skillGreatType)
  560. {
  561. case 1:
  562. case "leader":
  563. return getCardLeaderSkill(card, skillTypes, searchRandom);
  564. case 2:
  565. case "active":
  566. return getCardActiveSkill(card, skillTypes, searchRandom);
  567. default:
  568. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  569. }
  570. }
  571. //查找到真正起作用的那一个技能
  572. function getActuallySkill(skill, skillTypes, searchRandom = true)
  573. {
  574. if (skillTypes.includes(skill.type))
  575. {
  576. return skill;
  577. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  578. {
  579. const subSkills = skill.params.map(id=>Skills[id]);
  580. for(let i = 0;i < subSkills.length; i++)
  581. { //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
  582. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  583. if (foundSubSkill)
  584. {
  585. return foundSubSkill;
  586. }
  587. }
  588. return null;
  589. }else
  590. {
  591. return null;
  592. }
  593. }
  594. //获取血倍率
  595. function getHPScale(ls)
  596. {
  597. const sk = ls.params;
  598. let scale = 1;
  599. switch (ls.type)
  600. {
  601. case 23: case 30: case 62: case 77: case 63: case 65:
  602. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  603. scale = sk[sk.length-1]/100;
  604. break;
  605. case 73: case 76:
  606. case 121: case 129: case 163: case 186:
  607. case 155:
  608. scale = sk[2]/100;
  609. break;
  610. case 106: case 107: case 108:
  611. scale = sk[0]/100;
  612. break;
  613. case 125:
  614. scale = sk[5]/100;
  615. break;
  616. case 136:
  617. case 137:
  618. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  619. break;
  620. case 158:
  621. scale = sk[4]/100;
  622. break;
  623. case 175:
  624. case 178: case 185:
  625. scale = sk[3]/100;
  626. break;
  627. case 203:
  628. scale = sk[1]/100;
  629. break;
  630. case 138: //调用其他队长技
  631. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  632. break;
  633. default:
  634. }
  635. return scale || 1;
  636. }
  637. //获取盾减伤比例
  638. function getReduceScale(ls, allAttr = false, noHPneed = false)
  639. {
  640. const sk = ls.params;
  641. let scale = 0;
  642. switch (ls.type)
  643. {
  644. case 16: //无条件盾
  645. scale = sk[0]/100;
  646. break;
  647. case 17: //单属性盾
  648. scale = allAttr ? 0 : sk[1]/100;
  649. break;
  650. case 36: //2个属性盾
  651. scale = allAttr ? 0 : sk[2]/100;
  652. break;
  653. case 38: //血线下 + 几率
  654. case 43: //血线上 + 几率
  655. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  656. break;
  657. case 129: //无条件盾,属性个数不固定
  658. case 163: //无条件盾,属性个数不固定
  659. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  660. break;
  661. case 178: //无条件盾,属性个数不固定
  662. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  663. break;
  664. case 130: //血线下 + 属性个数不固定
  665. case 131: //血线上 + 属性个数不固定
  666. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  667. break;
  668. case 151: //十字心触发
  669. case 169: //C触发
  670. case 198: //回血触发
  671. scale = sk[2]/100;
  672. break;
  673. case 170: //多色触发
  674. case 182: //长串触发
  675. case 193: //L触发
  676. scale = sk[3]/100;
  677. break;
  678. case 171: //多串触发
  679. scale = sk[6]/100;
  680. break;
  681. case 183: //又是个有两段血线的队长技
  682. scale = noHPneed ? 0 : sk[4]/100;
  683. break;
  684. case 138: //调用其他队长技
  685. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  686. break;
  687. default:
  688. }
  689. return scale || 0;
  690. }
  691. function getCannonAttr(skill)
  692. {
  693. const sk = skill.params;
  694. switch(skill.type)
  695. {
  696. case 0:
  697. case 1:
  698. case 37:
  699. case 58:
  700. case 59:
  701. case 84:
  702. case 85:
  703. case 86:
  704. case 87:
  705. case 115:
  706. return sk[0];
  707. case 110:
  708. case 143:
  709. return sk[1];
  710. case 42:
  711. return sk[1];
  712. case 144:
  713. return sk[3];
  714. default:
  715. return -1;
  716. }
  717. }
  718. function sortByParams(a,b,searchTypeArray,pidx = 0)
  719. {
  720. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  721. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  722. return a_pC - b_pC;
  723. }
  724. function voidsAbsorption_Addition(card)
  725. {
  726. const searchTypeArray = [173];
  727. const skill = getCardActiveSkill(card, searchTypeArray);
  728. const sk = skill.params;
  729. if (sk[1] && sk[3])
  730. {
  731. return `双吸×${sk[0]}T`;
  732. }else
  733. {
  734. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  735. }
  736. }
  737. function unbind_Turns(card)
  738. {
  739. const outObj = {
  740. normal: 0,
  741. awoken: 0
  742. };
  743. const searchTypeArray = [117,179];
  744. const skill = getCardActiveSkill(card, searchTypeArray);
  745. if (skill)
  746. {
  747. const sk = skill.params;
  748. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  749. outObj.awoken = sk[4] || 0;
  750. }
  751. return outObj;
  752. }
  753. function unbind_Addition(card)
  754. {
  755. const turns = unbind_Turns(card);
  756. let strArr = [];
  757. if (turns.normal > 0 && turns.normal == turns.awoken)
  758. {
  759. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  760. }
  761. if (turns.normal > 0)
  762. {
  763. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  764. }
  765. if (turns.awoken > 0)
  766. {
  767. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  768. }
  769. return strArr.join(',');
  770. }
  771. function boardChange_ColorTypes(skill)
  772. {
  773. if (!skill) return [];
  774. const sk = skill.params;
  775. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  776. return colors;
  777. }
  778. function boardChange_Addition(card)
  779. {
  780. const searchTypeArray = [71];
  781. const skill = getCardActiveSkill(card, searchTypeArray);
  782. const colors = boardChange_ColorTypes(skill);
  783. return createOrbsList(colors);
  784. }
  785. function orbsChangeParse(skill)
  786. {
  787. function changes(from, to)
  788. {
  789. return {from:from,to:to};
  790. }
  791. let outArr = [];
  792. if (!skill) return outArr;
  793. const sk = skill.params;
  794. switch (skill.type)
  795. {
  796. case 9:{
  797. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  798. break;
  799. }
  800. case 20:{
  801. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  802. {
  803. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  804. }
  805. else
  806. {
  807. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  808. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  809. }
  810. break;
  811. }
  812. case 154:{
  813. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  814. break;
  815. }
  816. }
  817. return outArr;
  818. }
  819. function changeOrbs_Addition(card)
  820. {
  821. const searchTypeArray = [9,20,154];
  822. const skills = getCardActiveSkills(card, searchTypeArray);
  823. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  824. const fragment = document.createDocumentFragment();
  825. parsedSkills.forEach(p=>{
  826. fragment.appendChild(createOrbsList(p.from));
  827. fragment.appendChild(document.createTextNode(`→`));
  828. fragment.appendChild(createOrbsList(p.to));
  829. });
  830. return fragment;
  831. }
  832. function generateOrbsParse(card)
  833. {
  834. let outArr = [];
  835. const searchTypeArray = [141, 208];
  836. const skills = getCardActiveSkills(card, searchTypeArray);
  837. if (!skills.length) return outArr;
  838. for (let skill of skills)
  839. {
  840. const sk = skill.params;
  841. if (skill.type == 141)
  842. {
  843. outArr.push({
  844. count: sk[0],
  845. to: flags(sk[1] || 1),
  846. exclude: flags(sk[2]),
  847. });
  848. }else
  849. {
  850. outArr.push({
  851. count: sk[0],
  852. to: flags(sk[1] || 1),
  853. exclude: flags(sk[2]),
  854. });
  855. outArr.push({
  856. count: sk[3],
  857. to: flags(sk[4] || 1),
  858. exclude: flags(sk[5]),
  859. });
  860. }
  861. }
  862. return outArr;
  863. }
  864. function generateOrbs_Addition(card)
  865. {
  866. const gens = generateOrbsParse(card);
  867. const searchTypeArray = [141, 208];
  868. const skill = getCardActiveSkill(card, searchTypeArray);
  869. const sk = skill.params;
  870. const fragment = document.createDocumentFragment();
  871. for (let gen of gens)
  872. {
  873. fragment.appendChild(createOrbsList(gen.to));
  874. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  875. }
  876. return fragment;
  877. }
  878. function lock_Addition(card)
  879. {
  880. const searchTypeArray = [152];
  881. const skill = getCardActiveSkill(card, searchTypeArray);
  882. const sk = skill.params;
  883. const fragment = document.createDocumentFragment();
  884. fragment.appendChild(document.createTextNode(`锁`));
  885. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  886. return fragment;
  887. }
  888. function dropLock_Addition(card)
  889. {
  890. const searchTypeArray = [205];
  891. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  892. const sk = skill.params;
  893. const fragment = document.createDocumentFragment();
  894. fragment.appendChild(document.createTextNode(`掉锁`));
  895. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  896. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  897. return fragment;
  898. }
  899. function dropOrb_Addition(card)
  900. {
  901. const searchTypeArray = [126];
  902. const skill = getCardActiveSkill(card, searchTypeArray);
  903. const sk = skill.params;
  904. const colors = flags(sk[0]);
  905. const fragment = document.createDocumentFragment();
  906. fragment.appendChild(createOrbsList(colors));
  907. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  908. return fragment;
  909. }
  910. function generateColumnOrbs_Addition(card)
  911. {
  912. const searchTypeArray = [127];
  913. const skill = getCardActiveSkill(card, searchTypeArray);
  914. const sk = skill.params;
  915. const colors = [];
  916. for (let ai=0;ai<sk.length;ai+=2)
  917. {
  918. colors.push(flags(sk[ai+1]));
  919. }
  920. const fragment = document.createDocumentFragment();
  921. fragment.appendChild(document.createTextNode(`竖`));
  922. fragment.appendChild(createOrbsList(colors.flat()));
  923. return fragment;
  924. }
  925. function generateRowOrbs_Addition(card)
  926. {
  927. const searchTypeArray = [128];
  928. const skill = getCardActiveSkill(card, searchTypeArray);
  929. const sk = skill.params;
  930. const colors = [];
  931. for (let ai=0;ai<sk.length;ai+=2)
  932. {
  933. colors.push(flags(sk[ai+1]));
  934. }
  935. const fragment = document.createDocumentFragment();
  936. fragment.appendChild(document.createTextNode(`横`));
  937. fragment.appendChild(createOrbsList(colors.flat()));
  938. return fragment;
  939. }
  940. function healImmediately_Rate(card)
  941. {
  942. const searchTypeArray = [7, //宠物回复力
  943. 8, //固定点数
  944. 35,115, //吸血
  945. 117
  946. ];
  947. const skills = getCardActiveSkills(card, searchTypeArray);
  948. const outObj = {
  949. vampire: 0,
  950. selfRcv: 0,
  951. const: 0,
  952. scale: 0,
  953. };
  954. if (!skills.length) return outObj;
  955. skills.forEach(skill=>{
  956. const sk = skill.params;
  957. if (skill.type == 7)
  958. {
  959. outObj.selfRcv += sk[0];
  960. }
  961. else if(skill.type == 8)
  962. {
  963. outObj.const += sk[0];
  964. }
  965. else if(skill.type == 35)
  966. {
  967. outObj.vampire += sk[1];
  968. }
  969. else if(skill.type == 115)
  970. {
  971. outObj.vampire += sk[2];
  972. }
  973. else if(skill.type == 117)
  974. {
  975. outObj.selfRcv += sk[1] || 0;
  976. outObj.const += sk[2] || 0;
  977. outObj.scale += sk[3] || 0;
  978. }
  979. });
  980. return outObj;
  981. }
  982. function atkBuff_Rate(card)
  983. {
  984. const searchTypeArray = [
  985. 88,92, //类型的
  986. 50,90, //属性的,要排除回复力
  987. 156,168, //宝石姬
  988. 228, //属性、类型数量
  989. ];
  990. const skill = getCardActiveSkill(card, searchTypeArray);
  991. const outObj = {
  992. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  993. types: [],
  994. attrs: [],
  995. awoken: [],
  996. rate: 0,
  997. turns: 0,
  998. };
  999. if (!skill) return outObj;
  1000. const sk = skill.params;
  1001. if (skill.type == 88 || skill.type == 92)
  1002. {
  1003. outObj.skilltype = 2;
  1004. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1005. outObj.turns = sk[0];
  1006. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1007. }
  1008. else if(skill.type == 50 || skill.type == 90)
  1009. {
  1010. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1011. if (!outObj.attrs.length) //去除回复力
  1012. return outObj;
  1013. outObj.skilltype = 2;
  1014. outObj.turns = sk[0];
  1015. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1016. }
  1017. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1018. || skill.type == 168)
  1019. {
  1020. outObj.skilltype = 1;
  1021. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  1022. outObj.turns = sk[0];
  1023. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1024. }
  1025. else if(skill.type == 228 && sk[3] > 0)
  1026. {
  1027. outObj.skilltype = 1;
  1028. outObj.attrs = flags(sk[1]);
  1029. outObj.types = flags(sk[2]);
  1030. outObj.turns = sk[0];
  1031. outObj.rate = sk[3];
  1032. }
  1033. return outObj;
  1034. }
  1035. function damageSelf_Rate(card)
  1036. {
  1037. const searchTypeArray = [84,85,86,87,195];
  1038. const skill = getCardActiveSkill(card, searchTypeArray);
  1039. if (!skill) return 0;
  1040. const sk = skill.params;
  1041. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1042. }
  1043. function changeEnemiesAttr_Attr(card)
  1044. {
  1045. const outObj = {
  1046. attr: null,
  1047. turns: 0
  1048. }
  1049. const searchTypeArray = [153, 224];
  1050. const skill = getCardActiveSkill(card, searchTypeArray);
  1051. if (!skill) return outObj;
  1052. const sk = skill.params;
  1053. if (skill.type == 153)
  1054. {
  1055. outObj.attr = sk[0];
  1056. }
  1057. else if (skill.type == 224)
  1058. {
  1059. outObj.attr = sk[1] || 0;
  1060. outObj.turns = sk[0];
  1061. }
  1062. return outObj;
  1063. }
  1064. //创建1个觉醒图标
  1065. function createAwokenIcon(awokenId)
  1066. {
  1067. const icon = document.createElement("icon");
  1068. icon.className ="awoken-icon";
  1069. icon.setAttribute("data-awoken-icon", awokenId);
  1070. return icon;
  1071. }
  1072. //产生一个觉醒列表
  1073. function creatAwokenList(awokens) {
  1074. const ul = document.createElement("ul");
  1075. ul.className = "awoken-ul";
  1076. awokens.forEach(ak=>{
  1077. const li = ul.appendChild(document.createElement("li"));
  1078. const icon = li.appendChild(createAwokenIcon(ak));
  1079. });
  1080. return ul;
  1081. }
  1082. //产生宝珠列表
  1083. function createOrbsList(orbs)
  1084. {
  1085. if (orbs == undefined) orbs = [0];
  1086. else if (!Array.isArray(orbs)) orbs = [orbs];
  1087. const ul = document.createElement("ul");
  1088. ul.className = "board";
  1089. orbs.forEach(orbType => {
  1090. const li = ul.appendChild(document.createElement("li"));
  1091. li.className = `orb-icon`;
  1092. li.setAttribute("data-orb-icon", orbType);
  1093. });
  1094. return ul;
  1095. }
  1096. //产生类型列表
  1097. function createTypesList(types)
  1098. {
  1099. if (types == undefined) types = [0];
  1100. else if (!Array.isArray(types)) types = [types];
  1101. const ul = document.createElement("ul");
  1102. ul.className = "types-ul";
  1103. types.forEach(type => {
  1104. const li = ul.appendChild(document.createElement("li"));
  1105. li.className = `type-icon`;
  1106. li.setAttribute("data-type-icon", type);
  1107. });
  1108. return ul;
  1109. }
  1110. const functions = [
  1111. {name:"No Filter",otLangName:{chs:"不做筛选"},
  1112. function:cards=>cards},
  1113. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  1114. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  1115. function:cards=>{
  1116. return cards.filter(card=>{
  1117. return getSkillFixedDamage(card) > 0;
  1118. }).sort((a,b)=>{
  1119. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1120. return a_pC - b_pC;
  1121. });
  1122. },
  1123. addition:card=>{
  1124. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1125. }
  1126. },
  1127. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  1128. function:cards=>{
  1129. return cards.filter(card=>{
  1130. return getSkillAddCombo(card) > 0;
  1131. }).sort((a,b)=>{
  1132. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1133. return a_pC - b_pC;
  1134. });
  1135. },
  1136. addition:card=>{
  1137. const value = getSkillAddCombo(card);
  1138. const searchTypeArray = [210];
  1139. const skill = getCardLeaderSkill(card, searchTypeArray);
  1140. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1141. }
  1142. },
  1143. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  1144. function:cards=>cards.filter(card=>{
  1145. const searchTypeArray = [162,186];
  1146. const skill = getCardLeaderSkill(card, searchTypeArray);
  1147. return skill;
  1148. })
  1149. },
  1150. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  1151. function:cards=>cards.filter(card=>{
  1152. const searchTypeArray = [163,177];
  1153. const skill = getCardLeaderSkill(card, searchTypeArray);
  1154. return skill;
  1155. })
  1156. },
  1157. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  1158. function:cards=>{
  1159. const searchTypeArray = [15,185];
  1160. return cards.filter(card=>{
  1161. const skill = getCardLeaderSkill(card, searchTypeArray);
  1162. return skill;
  1163. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1164. },
  1165. addition:card=>{
  1166. const searchTypeArray = [15,185];
  1167. const skill = getCardLeaderSkill(card, searchTypeArray);
  1168. const value = skill.params[0];
  1169. return `${value > 0 ? "+" : ""}${value/100}s`;
  1170. }
  1171. },
  1172. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  1173. function:cards=>{
  1174. const searchTypeArray = [178];
  1175. return cards.filter(card=>{
  1176. const skill = getCardLeaderSkill(card, searchTypeArray);
  1177. return skill;
  1178. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1179. },
  1180. addition:card=>{
  1181. const searchTypeArray = [178];
  1182. const skill = getCardLeaderSkill(card, searchTypeArray);
  1183. const value = skill.params[0];
  1184. return `固定${value}s`;
  1185. }
  1186. },
  1187. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)"},
  1188. function:cards=>{
  1189. const searchTypeArray = [12];
  1190. return cards.filter(card=>{
  1191. const skill = getCardLeaderSkill(card, searchTypeArray);
  1192. return skill;
  1193. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1194. },
  1195. addition:card=>{
  1196. const searchTypeArray = [12];
  1197. const skill = getCardLeaderSkill(card, searchTypeArray);
  1198. const value = skill.params[0];
  1199. return `攻击×${(value/100).bigNumberToString()}倍`;
  1200. }
  1201. },
  1202. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
  1203. function:cards=>{
  1204. const searchTypeArray = [13];
  1205. return cards.filter(card=>{
  1206. const skill = getCardLeaderSkill(card, searchTypeArray);
  1207. return skill;
  1208. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1209. },
  1210. addition:card=>{
  1211. const searchTypeArray = [13];
  1212. const skill = getCardLeaderSkill(card, searchTypeArray);
  1213. const value = skill.params[0];
  1214. return `回复×${(value/100).bigNumberToString()}倍`;
  1215. }
  1216. },
  1217. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1218. function:cards=>{
  1219. const searchTypeArray = [41];
  1220. return cards.filter(card=>{
  1221. const skill = getCardLeaderSkill(card, searchTypeArray);
  1222. return skill;
  1223. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1224. },
  1225. addition:card=>{
  1226. const searchTypeArray = [41];
  1227. const skill = getCardLeaderSkill(card, searchTypeArray);
  1228. const sk = skill.params;
  1229. const fragment = document.createDocumentFragment();
  1230. fragment.appendChild(createOrbsList(sk[2] || 0));
  1231. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1232. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1233. return fragment;
  1234. }
  1235. },
  1236. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1237. function:cards=>cards.filter(card=>{
  1238. const searchTypeArray = [197];
  1239. const skill = getCardLeaderSkill(card, searchTypeArray);
  1240. return skill;
  1241. })
  1242. },
  1243. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1244. function:cards=>{
  1245. const searchTypeArray = [198];
  1246. return cards.filter(card=>{
  1247. const skill = getCardLeaderSkill(card, searchTypeArray);
  1248. return skill && skill.params[2];
  1249. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1250. },
  1251. addition:card=>{
  1252. const searchTypeArray = [198];
  1253. const skill = getCardLeaderSkill(card, searchTypeArray);
  1254. const sk = skill.params;
  1255. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1256. }
  1257. },
  1258. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1259. function:cards=>{
  1260. const searchTypeArray = [198];
  1261. return cards.filter(card=>{
  1262. const skill = getCardLeaderSkill(card, searchTypeArray);
  1263. return skill && skill.params[3];
  1264. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1265. },
  1266. addition:card=>{
  1267. const searchTypeArray = [198];
  1268. const skill = getCardLeaderSkill(card, searchTypeArray);
  1269. const sk = skill.params;
  1270. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1271. }
  1272. },
  1273. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1274. function:cards=>cards.filter(card=>{
  1275. const searchTypeArray = [151,209];
  1276. const skill = getCardLeaderSkill(card, searchTypeArray);
  1277. return skill;
  1278. })
  1279. },
  1280. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1281. function:cards=>cards.filter(card=>{
  1282. const searchTypeArray = [157];
  1283. const skill = getCardLeaderSkill(card, searchTypeArray);
  1284. return skill;
  1285. })
  1286. },
  1287. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1288. function:cards=>cards.filter(card=>{
  1289. const searchTypeArray = [177];
  1290. const skill = getCardLeaderSkill(card, searchTypeArray);
  1291. return skill;
  1292. })
  1293. },
  1294. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1295. function:cards=>{
  1296. const searchTypeArray = [158];
  1297. return cards.filter(card=>{
  1298. const skill = getCardLeaderSkill(card, searchTypeArray);
  1299. return skill;
  1300. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1301. },
  1302. addition:card=>{
  1303. const searchTypeArray = [158];
  1304. const skill = getCardLeaderSkill(card, searchTypeArray);
  1305. const value = skill.params[0];
  1306. return `≥${value}珠`;
  1307. }
  1308. },
  1309. {name:"Resolve",otLangName:{chs:"根性"},
  1310. function:cards=>{
  1311. const searchTypeArray = [14];
  1312. return cards.filter(card=>{
  1313. const skill = getCardLeaderSkill(card, searchTypeArray);
  1314. return skill;
  1315. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1316. },
  1317. addition:card=>{
  1318. const searchTypeArray = [14];
  1319. const skill = getCardLeaderSkill(card, searchTypeArray);
  1320. const value = skill.params[0];
  1321. return `HP≥${value}%`;
  1322. }
  1323. },
  1324. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1325. function:cards=>cards.filter(card=>{
  1326. const searchTypeArray = [125];
  1327. const skill = getCardLeaderSkill(card, searchTypeArray);
  1328. return skill;
  1329. })
  1330. },
  1331. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1332. function:cards=>cards.filter(card=>{
  1333. const searchTypeArray = [175];
  1334. const skill = getCardLeaderSkill(card, searchTypeArray);
  1335. return skill;
  1336. })
  1337. },
  1338. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1339. function:cards=>cards.filter(card=>{
  1340. const searchTypeArray = [203];
  1341. const skill = getCardLeaderSkill(card, searchTypeArray);
  1342. return skill;
  1343. })
  1344. },
  1345. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1346. function:cards=>cards.filter(card=>{
  1347. const searchTypeArray = [229];
  1348. const skill = getCardLeaderSkill(card, searchTypeArray);
  1349. return skill;
  1350. })
  1351. },
  1352. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1353. function:cards=>{
  1354. const searchTypeArray = [53];
  1355. return cards.filter(card=>{
  1356. const skill = getCardLeaderSkill(card, searchTypeArray);
  1357. return skill;
  1358. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1359. },
  1360. addition:card=>{
  1361. const searchTypeArray = [53];
  1362. const skill = getCardLeaderSkill(card, searchTypeArray);
  1363. const sk = skill.params;
  1364. return `掉率x${sk[0]/100}`;
  1365. }
  1366. },
  1367. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1368. function:cards=>{
  1369. const searchTypeArray = [54];
  1370. return cards.filter(card=>{
  1371. const skill = getCardLeaderSkill(card, searchTypeArray);
  1372. return skill;
  1373. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1374. },
  1375. addition:card=>{
  1376. const searchTypeArray = [54];
  1377. const skill = getCardLeaderSkill(card, searchTypeArray);
  1378. const sk = skill.params;
  1379. return `金币x${sk[0]/100}`;
  1380. }
  1381. },
  1382. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1383. function:cards=>{
  1384. const searchTypeArray = [148];
  1385. return cards.filter(card=>{
  1386. const skill = getCardLeaderSkill(card, searchTypeArray);
  1387. return skill;
  1388. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1389. },
  1390. addition:card=>{
  1391. const searchTypeArray = [148];
  1392. const skill = getCardLeaderSkill(card, searchTypeArray);
  1393. const sk = skill.params;
  1394. return `经验x${sk[0]/100}`;
  1395. }
  1396. },
  1397. ]},
  1398. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1399. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1400. function:cards=>cards.filter(card=>{
  1401. const skill = Skills[card.leaderSkillId];
  1402. const HPscale = getHPScale(skill);
  1403. return HPscale >= 2;
  1404. }).sort((a,b)=>{
  1405. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1406. return getHPScale(a_s) - getHPScale(b_s);
  1407. })
  1408. },
  1409. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1410. function:cards=>cards.filter(card=>{
  1411. const skill = Skills[card.leaderSkillId];
  1412. const HPscale = getHPScale(skill);
  1413. return HPscale >= 1.5 && HPscale < 2;
  1414. }).sort((a,b)=>{
  1415. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1416. return getHPScale(a_s) - getHPScale(b_s);
  1417. })
  1418. },
  1419. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1420. function:cards=>cards.filter(card=>{
  1421. const skill = Skills[card.leaderSkillId];
  1422. const HPscale = getHPScale(skill);
  1423. return HPscale > 1 && HPscale < 1.5;
  1424. }).sort((a,b)=>{
  1425. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1426. return getHPScale(a_s) - getHPScale(b_s);
  1427. })
  1428. },
  1429. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1430. function:cards=>cards.filter(card=>{
  1431. const skill = Skills[card.leaderSkillId];
  1432. const HPscale = getHPScale(skill);
  1433. return HPscale === 1;
  1434. })
  1435. },
  1436. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1437. function:cards=>cards.filter(card=>{
  1438. const skill = Skills[card.leaderSkillId];
  1439. const HPscale = getHPScale(skill);
  1440. return HPscale < 1;
  1441. }).sort((a,b)=>{
  1442. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1443. return getHPScale(a_s) - getHPScale(b_s);
  1444. })
  1445. },
  1446. ]},
  1447. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1448. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1449. function:cards=>cards.filter(card=>{
  1450. const skill = Skills[card.leaderSkillId];
  1451. const reduceScale = getReduceScale(skill);
  1452. return reduceScale >= 0.75;
  1453. }).sort((a,b)=>{
  1454. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1455. return getReduceScale(a_s) - getReduceScale(b_s);
  1456. })
  1457. },
  1458. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1459. function:cards=>cards.filter(card=>{
  1460. const skill = Skills[card.leaderSkillId];
  1461. const reduceScale = getReduceScale(skill);
  1462. return reduceScale >= 0.5 && reduceScale < 0.75;
  1463. }).sort((a,b)=>{
  1464. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1465. return getReduceScale(a_s) - getReduceScale(b_s);
  1466. })
  1467. },
  1468. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1469. function:cards=>cards.filter(card=>{
  1470. const skill = Skills[card.leaderSkillId];
  1471. const reduceScale = getReduceScale(skill);
  1472. return reduceScale >= 0.25 && reduceScale < 0.5;
  1473. }).sort((a,b)=>{
  1474. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1475. return getReduceScale(a_s) - getReduceScale(b_s);
  1476. })
  1477. },
  1478. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1479. function:cards=>cards.filter(card=>{
  1480. const skill = Skills[card.leaderSkillId];
  1481. const reduceScale = getReduceScale(skill);
  1482. return reduceScale > 0 && reduceScale < 0.25;
  1483. }).sort((a,b)=>{
  1484. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1485. return getReduceScale(a_s) - getReduceScale(b_s);
  1486. })
  1487. },
  1488. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1489. function:cards=>cards.filter(card=>{
  1490. const skill = Skills[card.leaderSkillId];
  1491. const reduceScale = getReduceScale(skill);
  1492. return reduceScale === 0;
  1493. })
  1494. },
  1495. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1496. function:cards=>cards.filter(card=>{
  1497. const skill = Skills[card.leaderSkillId];
  1498. return getReduceScale(skill, true) > 0;
  1499. })
  1500. },
  1501. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1502. function:cards=>cards.filter(card=>{
  1503. const skill = Skills[card.leaderSkillId];
  1504. return getReduceScale(skill, undefined, true) > 0;
  1505. })
  1506. },
  1507. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1508. function:cards=>cards.filter(card=>{
  1509. const skill = Skills[card.leaderSkillId];
  1510. return getReduceScale(skill, undefined, undefined, true) > 0;
  1511. })
  1512. },
  1513. {name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)"},
  1514. function:cards=>cards.filter(card=>{
  1515. const skill = Skills[card.leaderSkillId];
  1516. const reduceScale = getReduceScale(skill);
  1517. return reduceScale>=0.29;
  1518. }).sort((a,b)=>{
  1519. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1520. return getReduceScale(a_s) - getReduceScale(b_s);
  1521. })
  1522. },
  1523. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1524. function:cards=>cards.filter(card=>{
  1525. //获取盾减伤比例
  1526. function getReduceScale_unconditional(ls)
  1527. {
  1528. const sk = ls.params;
  1529. let scale = 0;
  1530. switch (ls.type)
  1531. {
  1532. case 16: //无条件盾
  1533. scale = sk[0]/100;
  1534. break;
  1535. case 129: //无条件盾,属性个数不固定
  1536. case 163: //无条件盾,属性个数不固定
  1537. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1538. break;
  1539. case 138: //调用其他队长技
  1540. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1541. break;
  1542. default:
  1543. }
  1544. return scale || 0;
  1545. }
  1546. const skill = Skills[card.leaderSkillId];
  1547. return getReduceScale_unconditional(skill) > 0;
  1548. })
  1549. },
  1550. ]},
  1551. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1552. {name:"1 CD",otLangName:{chs:"1 CD"},
  1553. function:cards=>cards.filter(card=>{
  1554. if (card.activeSkillId == 0) return false;
  1555. const skill = Skills[card.activeSkillId];
  1556. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1557. })
  1558. },
  1559. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)"},
  1560. function:cards=>cards.filter(card=>{
  1561. if (card.activeSkillId == 0) return false;
  1562. const skill = Skills[card.activeSkillId];
  1563. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1564. let realCD = minCD;
  1565. const searchTypeArray = [14];
  1566. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1567. if (subSkill)
  1568. {
  1569. realCD -= subSkill.params[0] * 3;
  1570. }
  1571. return minCD > 1 && realCD <= 4;
  1572. })
  1573. },
  1574. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1575. function:cards=>{
  1576. const searchTypeArray = [5];
  1577. return cards.filter(card=>{
  1578. const skill = getCardActiveSkill(card, searchTypeArray);
  1579. return skill;
  1580. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1581. },
  1582. addition:card=>{
  1583. const searchTypeArray = [5];
  1584. const skill = getCardActiveSkill(card, searchTypeArray);
  1585. const value = skill.params[0];
  1586. return `时停${value}s`;
  1587. }
  1588. },
  1589. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1590. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1591. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1592. function:cards=>cards.filter(card=>{
  1593. const searchTypeArray = [225];
  1594. const skill = getCardActiveSkill(card, searchTypeArray);
  1595. return skill;
  1596. }),
  1597. addition:card=>{
  1598. const searchTypeArray = [225];
  1599. const skill = getCardActiveSkill(card, searchTypeArray);
  1600. const sk = skill.params;
  1601. let strArr = [];
  1602. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1603. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1604. return `HP ${strArr.join(" ")}`;
  1605. }
  1606. },
  1607. ]},
  1608. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1609. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1610. function:cards=>{
  1611. const searchTypeArray = [173];
  1612. return cards.filter(card=>{
  1613. const skill = getCardActiveSkill(card, searchTypeArray);
  1614. return skill && skill.params[1];
  1615. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1616. },addition:voidsAbsorption_Addition},
  1617. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1618. function:cards=>{
  1619. const searchTypeArray = [173];
  1620. return cards.filter(card=>{
  1621. const skill = getCardActiveSkill(card, searchTypeArray);
  1622. return skill && skill.params[2];
  1623. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1624. },addition:voidsAbsorption_Addition},*/
  1625. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1626. function:cards=>{
  1627. const searchTypeArray = [173];
  1628. return cards.filter(card=>{
  1629. const skill = getCardActiveSkill(card, searchTypeArray);
  1630. return skill && skill.params[3];
  1631. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1632. },addition:voidsAbsorption_Addition},
  1633. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1634. function:cards=>{
  1635. const searchTypeArray = [173];
  1636. return cards.filter(card=>{
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. return skill && skill.params[1] && skill.params[3];
  1639. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1640. },addition:voidsAbsorption_Addition},
  1641. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1642. function:cards=>{
  1643. const searchTypeArray = [191];
  1644. return cards.filter(card=>{
  1645. const skill = getCardActiveSkill(card, searchTypeArray);
  1646. return skill;
  1647. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1648. },
  1649. addition:card=>{
  1650. const searchTypeArray = [191];
  1651. const skill = getCardActiveSkill(card, searchTypeArray);
  1652. const sk = skill.params;
  1653. return document.createTextNode(`破贯×${sk[0]}T`);
  1654. }
  1655. },
  1656. ]},
  1657. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1658. {
  1659. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1660. function:cards=>{
  1661. return cards.filter(card=>{
  1662. const turns = unbind_Turns(card);
  1663. return turns.normal > 0;
  1664. }).sort((a,b)=>{
  1665. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1666. let a_pC = a_s.normal, b_pC = b_s.normal;
  1667. return a_pC - b_pC;
  1668. });
  1669. },
  1670. addition:unbind_Addition
  1671. },
  1672. {
  1673. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1674. function:cards=>{
  1675. return cards.filter(card=>{
  1676. const turns = unbind_Turns(card);
  1677. return turns.awoken > 0;
  1678. }).sort((a,b)=>{
  1679. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1680. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1681. return a_pC - b_pC;
  1682. });
  1683. },
  1684. addition:unbind_Addition
  1685. },
  1686. {
  1687. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1688. function:cards=>{
  1689. return cards.filter(card=>{
  1690. const turns = unbind_Turns(card);
  1691. return turns.normal && turns.awoken > 0;
  1692. }).sort((a,b)=>{
  1693. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1694. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1695. return a_pC - b_pC;
  1696. });
  1697. },
  1698. addition:unbind_Addition
  1699. },
  1700. {
  1701. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1702. function:cards=>{
  1703. const searchTypeArray = [196];
  1704. return cards.filter(card=>{
  1705. const skill = getCardActiveSkill(card, searchTypeArray);
  1706. return skill;
  1707. }).sort((a,b)=>{
  1708. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1709. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1710. return a_pC - b_pC;
  1711. })
  1712. },
  1713. addition:card=>{
  1714. const searchTypeArray = [196];
  1715. const skill = getCardActiveSkill(card, searchTypeArray);
  1716. const sk = skill.params;
  1717. const value = sk[0];
  1718. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1719. }
  1720. },
  1721. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1722. function:cards=>cards.filter(card=>{
  1723. const searchTypeArray = [214];
  1724. const skill = getCardActiveSkill(card, searchTypeArray);
  1725. return skill;
  1726. }),
  1727. addition:card=>{
  1728. const searchTypeArray = [214];
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. const sk = skill.params;
  1731. return document.createTextNode(`自封技${sk[0]}T`);
  1732. }
  1733. },
  1734. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1735. function:cards=>cards.filter(card=>{
  1736. const searchTypeArray = [215];
  1737. const skill = getCardActiveSkill(card, searchTypeArray);
  1738. return skill;
  1739. }),
  1740. addition:card=>{
  1741. const searchTypeArray = [215];
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. const sk = skill.params;
  1744. const fragment = document.createDocumentFragment();
  1745. fragment.appendChild(document.createTextNode(`自封`));
  1746. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1747. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1748. return fragment;
  1749. }
  1750. },
  1751. ]},
  1752. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1753. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1754. function:cards=>cards.filter(card=>{
  1755. const searchTypeArray = [156,168,228];
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. return skill;
  1758. })
  1759. },
  1760. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1761. function:cards=>{
  1762. const searchTypeArray = [50,90,228];
  1763. function getRecScale(as)
  1764. {
  1765. const sk = as.params;
  1766. if (as.type == 228)
  1767. {
  1768. return sk[4];
  1769. }else
  1770. {
  1771. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1772. }
  1773. }
  1774. return cards.filter(card=>{
  1775. const skills = getCardActiveSkills(card, searchTypeArray);
  1776. if (skills.length)
  1777. {
  1778. return skills.some(as=>getRecScale(as) != null);
  1779. }else return false;
  1780. }).sort((a,b)=>{
  1781. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1782. const a_sv = a_s.map(a_s=>getRecScale(a_s)).filter(n=>n!==null).sort().reverse()[0],
  1783. b_sv = b_s.map(b_s=>getRecScale(b_s)).filter(n=>n!==null).sort().reverse()[0];
  1784. return a_sv - b_sv;
  1785. });
  1786. },
  1787. addition:card=>{
  1788. const searchTypeArray = [50,90,228];
  1789. function getRecScale(as)
  1790. {
  1791. const sk = as.params;
  1792. if (as.type == 228)
  1793. {
  1794. return sk[4];
  1795. }else
  1796. {
  1797. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1798. }
  1799. }
  1800. const skills = getCardActiveSkills(card, searchTypeArray);
  1801. const skill = skills.find(as=>getRecScale(as) != null);
  1802. if (skill.type == 228)
  1803. return `回+${getRecScale(skill) / 100}×N`;
  1804. else
  1805. return `回x${getRecScale(skill) / 100}`;
  1806. }
  1807. },
  1808. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)"},
  1809. function:cards=>{
  1810. return cards.filter(card=>{
  1811. const atkbuff = atkBuff_Rate(card);
  1812. return atkbuff.skilltype > 0;
  1813. }).sort((a,b)=>{
  1814. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1815. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1816. if (sortNum == 0)
  1817. sortNum = a_pC.rate - b_pC.rate;
  1818. if (sortNum == 0)
  1819. sortNum = a_pC.turns - b_pC.turns;
  1820. return sortNum;
  1821. });
  1822. },
  1823. addition:card=>{
  1824. const atkbuff = atkBuff_Rate(card);
  1825. const fragment = document.createDocumentFragment();
  1826. if (atkbuff.skilltype == 0) return fragment;
  1827. if (atkbuff.skilltype == 1)
  1828. {
  1829. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1830. if (atkbuff.awoken.length)
  1831. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1832. if (atkbuff.attrs.length)
  1833. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1834. if (atkbuff.types.length)
  1835. fragment.appendChild(createTypesList(atkbuff.types));
  1836. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1837. }else if (atkbuff.skilltype == 2)
  1838. {
  1839. if (atkbuff.attrs.length)
  1840. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1841. if (atkbuff.types.length)
  1842. fragment.appendChild(createTypesList(atkbuff.types));
  1843. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1844. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1845. }
  1846. return fragment;
  1847. }
  1848. },
  1849. {name:"ATK rate change(Single)",otLangName:{chs:"单人攻击力 buff"},
  1850. function:cards=>{
  1851. const searchTypeArray = [230];
  1852. return cards.filter(card=>{
  1853. const skill = getCardActiveSkill(card, searchTypeArray);
  1854. return skill && skill.params[2] !== 100;
  1855. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1856. },
  1857. addition:card=>{
  1858. const searchTypeArray = [230];
  1859. const skill = getCardActiveSkill(card, searchTypeArray);
  1860. const sk = skill.params;
  1861. return `${sk[2]}%×${sk[0]}T`;
  1862. }
  1863. },
  1864. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1865. function:cards=>{
  1866. const searchTypeArray = [132];
  1867. return cards.filter(card=>{
  1868. const skill = getCardActiveSkill(card, searchTypeArray);
  1869. return skill;
  1870. }).sort((a,b)=>{
  1871. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1872. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1873. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1874. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1875. });
  1876. },
  1877. addition:card=>{
  1878. const searchTypeArray = [132];
  1879. const skill = getCardActiveSkill(card, searchTypeArray);
  1880. const sk = skill.params;
  1881. let str = "👆";
  1882. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1883. if (sk[2]) str += `x${sk[2]/100}`;
  1884. return str;
  1885. }
  1886. },
  1887. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  1888. function:cards=>{
  1889. const searchTypeArray = [184];
  1890. return cards.filter(card=>{
  1891. const skill = getCardActiveSkill(card, searchTypeArray);
  1892. return skill;
  1893. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1894. },
  1895. addition:card=>{
  1896. const searchTypeArray = [184];
  1897. const skill = getCardActiveSkill(card, searchTypeArray);
  1898. const sk = skill.params;
  1899. return `无↓×${sk[0]}T`;
  1900. }
  1901. },
  1902. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  1903. function:cards=>{
  1904. const searchTypeArray = [207];
  1905. return cards.filter(card=>{
  1906. const skill = getCardActiveSkill(card, searchTypeArray);
  1907. return skill;
  1908. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1909. },
  1910. addition:card=>{
  1911. const searchTypeArray = [207];
  1912. const skill = getCardActiveSkill(card, searchTypeArray);
  1913. const sk = skill.params;
  1914. if (sk[7])
  1915. return `${sk[7]}个×${sk[0]}T`;
  1916. else
  1917. return `特殊形状×${sk[0]}T`;
  1918. }
  1919. },
  1920. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1921. function:cards=>{
  1922. const searchTypeArray = [160];
  1923. return cards.filter(card=>{
  1924. const skill = getCardActiveSkill(card, searchTypeArray);
  1925. return skill;
  1926. }).sort((a,b)=>{
  1927. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1928. return a_s.params[1] - b_s.params[1];
  1929. });
  1930. },
  1931. addition:card=>{
  1932. const searchTypeArray = [160];
  1933. const skill = getCardActiveSkill(card, searchTypeArray);
  1934. const sk = skill.params;
  1935. return `+${sk[1]}C×${sk[0]}T`;
  1936. }
  1937. },
  1938. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  1939. function:cards=>{
  1940. const searchTypeArray = [3,156];
  1941. return cards.filter(card=>{
  1942. const skill = getCardActiveSkill(card, searchTypeArray);
  1943. if (!skill) return false;
  1944. if (skill.type == 156)
  1945. return skill.params[4]==3;
  1946. else
  1947. return true;
  1948. }).sort((a,b)=>{
  1949. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1950. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1951. if (!sortNum)
  1952. {
  1953. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1954. sortNum = a_pC - b_pC;
  1955. }
  1956. return sortNum;
  1957. });
  1958. },
  1959. addition:card=>{
  1960. const searchTypeArray = [3,156];
  1961. const skill = getCardActiveSkill(card, searchTypeArray);
  1962. const sk = skill.params;
  1963. const fragment = document.createDocumentFragment();
  1964. if (skill.type == 156)
  1965. {
  1966. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1967. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1968. fragment.appendChild(creatAwokenList(awokenArr));
  1969. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1970. }else
  1971. {
  1972. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1973. }
  1974. return fragment;
  1975. }
  1976. },
  1977. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  1978. function:cards=>{
  1979. const searchTypeArray = [3];
  1980. return cards.filter(card=>{
  1981. const skill = getCardActiveSkill(card, searchTypeArray);
  1982. return skill && skill.params[1]>=100;
  1983. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1984. },
  1985. addition:card=>{
  1986. const searchTypeArray = [3];
  1987. const skill = getCardActiveSkill(card, searchTypeArray);
  1988. const sk = skill.params;
  1989. return `无敌×${sk[0]}T`;
  1990. }
  1991. },
  1992. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  1993. function:cards=>{
  1994. const searchTypeArray = [21];
  1995. return cards.filter(card=>{
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. return skill;
  1998. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1999. },
  2000. addition:card=>{
  2001. const searchTypeArray = [21];
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. const sk = skill.params;
  2004. const colors = [sk[1]];
  2005. const fragment = document.createDocumentFragment();
  2006. fragment.appendChild(document.createTextNode(`-`));
  2007. fragment.appendChild(createOrbsList(colors));
  2008. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2009. return fragment;
  2010. }
  2011. },
  2012. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  2013. function:cards=>{
  2014. const searchTypeArray = [51];
  2015. return cards.filter(card=>{
  2016. const skill = getCardActiveSkill(card, searchTypeArray);
  2017. return skill;
  2018. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2019. },
  2020. addition:card=>{
  2021. const searchTypeArray = [51];
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. const sk = skill.params;
  2024. return `全体×${sk[0]}T`;
  2025. }
  2026. },
  2027. ]},
  2028. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2029. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  2030. function:cards=>{
  2031. const searchTypeArray = [18];
  2032. return cards.filter(card=>{
  2033. const skill = getCardActiveSkill(card, searchTypeArray);
  2034. return skill;
  2035. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2036. },
  2037. addition:card=>{
  2038. const searchTypeArray = [18];
  2039. const skill = getCardActiveSkill(card, searchTypeArray);
  2040. const sk = skill.params;
  2041. return document.createTextNode(`威吓×${sk[0]}T`);
  2042. }
  2043. },
  2044. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  2045. function:cards=>{
  2046. const searchTypeArray = [19];
  2047. return cards.filter(card=>{
  2048. const skill = getCardActiveSkill(card, searchTypeArray);
  2049. return skill;
  2050. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2051. },
  2052. addition:card=>{
  2053. const searchTypeArray = [19];
  2054. const skill = getCardActiveSkill(card, searchTypeArray);
  2055. const sk = skill.params;
  2056. return `破防${sk[1]}%`;
  2057. }
  2058. },
  2059. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  2060. function:cards=>{
  2061. const searchTypeArray = [19];
  2062. return cards.filter(card=>{
  2063. const skill = getCardActiveSkill(card, searchTypeArray);
  2064. return skill && skill.params[1]>=100;
  2065. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2066. },
  2067. addition:card=>{
  2068. const searchTypeArray = [19];
  2069. const skill = getCardActiveSkill(card, searchTypeArray);
  2070. const sk = skill.params;
  2071. return `全破×${sk[0]}T`;
  2072. }
  2073. },
  2074. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2075. function:cards=>{
  2076. const searchTypeArray = [4];
  2077. return cards.filter(card=>{
  2078. const skill = getCardActiveSkill(card, searchTypeArray);
  2079. return skill;
  2080. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2081. },
  2082. addition:card=>{
  2083. const searchTypeArray = [4];
  2084. const skill = getCardActiveSkill(card, searchTypeArray);
  2085. const sk = skill.params;
  2086. return `攻击力×${sk[0]/100}倍`;
  2087. }
  2088. },
  2089. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2090. function:cards=>{
  2091. return cards.filter(card=>{
  2092. return changeEnemiesAttr_Attr(card).attr != null;
  2093. }).sort((a,b)=>{
  2094. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2095. return a_pC.attr - b_pC.attr;
  2096. })
  2097. },
  2098. addition:card=>{
  2099. let change = changeEnemiesAttr_Attr(card);
  2100. const fragment = document.createDocumentFragment();
  2101. fragment.appendChild(document.createTextNode(`敌→`));
  2102. fragment.appendChild(createOrbsList(change.attr));
  2103. if (change.turns > 0)
  2104. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2105. return fragment;
  2106. }
  2107. },
  2108. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2109. function:cards=>{
  2110. const searchTypeArray = [60];
  2111. return cards.filter(card=>{
  2112. const skill = getCardActiveSkill(card, searchTypeArray);
  2113. return skill;
  2114. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2115. },
  2116. addition:card=>{
  2117. const searchTypeArray = [60];
  2118. const skill = getCardActiveSkill(card, searchTypeArray);
  2119. const sk = skill.params;
  2120. const fragment = document.createDocumentFragment();
  2121. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2122. fragment.appendChild(createOrbsList(sk[2]));
  2123. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2124. return fragment;
  2125. }
  2126. },
  2127. ]},
  2128. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2129. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2130. function:cards=>{
  2131. const searchTypeArray = [146];
  2132. return cards.filter(card=>{
  2133. const skill = getCardActiveSkill(card, searchTypeArray);
  2134. return skill;
  2135. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2136. },
  2137. addition:card=>{
  2138. const searchTypeArray = [146];
  2139. const skill = getCardActiveSkill(card, searchTypeArray);
  2140. const sk = skill.params;
  2141. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2142. }
  2143. },
  2144. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2145. function:cards=>{
  2146. const searchTypeArray = [218];
  2147. return cards.filter(card=>{
  2148. const skill = getCardActiveSkill(card, searchTypeArray);
  2149. return skill;
  2150. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2151. },
  2152. addition:card=>{
  2153. const searchTypeArray = [218];
  2154. const skill = getCardActiveSkill(card, searchTypeArray);
  2155. const sk = skill.params;
  2156. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2157. }
  2158. },
  2159. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2160. function:cards=>cards.filter(card=>{
  2161. const searchTypeArray = [93, 227];
  2162. const skill = getCardActiveSkill(card, searchTypeArray);
  2163. return skill;
  2164. })
  2165. },
  2166. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2167. function:cards=>{
  2168. const searchTypeArray = [142];
  2169. return cards.filter(card=>{
  2170. const skill = getCardActiveSkill(card, searchTypeArray);
  2171. return skill;
  2172. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2173. },
  2174. addition:card=>{
  2175. const searchTypeArray = [142];
  2176. const skill = getCardActiveSkill(card, searchTypeArray);
  2177. const sk = skill.params;
  2178. const fragment = document.createDocumentFragment();
  2179. fragment.appendChild(document.createTextNode(`自→`));
  2180. fragment.appendChild(createOrbsList(sk[1]));
  2181. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2182. return fragment;
  2183. }
  2184. },
  2185. ]},
  2186. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2187. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2188. function:cards=>{
  2189. const searchTypeArray = [179];
  2190. return cards.filter(card=>{
  2191. const skill = getCardActiveSkill(card, searchTypeArray);
  2192. return skill;
  2193. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2194. },
  2195. addition:card=>{
  2196. const searchTypeArray = [179];
  2197. const skill = getCardActiveSkill(card, searchTypeArray);
  2198. const sk = skill.params;
  2199. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2200. }
  2201. },
  2202. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2203. function:cards=>{
  2204. return cards.filter(card=>{
  2205. const heal = healImmediately_Rate(card);
  2206. return Object.values(heal).some(v=>v);
  2207. })
  2208. .sort((a,b)=>{
  2209. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2210. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2211. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2212. let sortNum = a_i - b_i;
  2213. if (!sortNum)
  2214. {
  2215. sortNum = a_vs[a_i] - b_vs[b_i];
  2216. }
  2217. return sortNum;
  2218. });
  2219. },
  2220. addition:card=>{
  2221. const heal = healImmediately_Rate(card);
  2222. let strArr = [];
  2223. if (heal.scale)
  2224. strArr.push(`${heal.scale}%最大HP`);
  2225. if (heal.const)
  2226. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2227. if (heal.selfRcv)
  2228. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2229. if (heal.vampire)
  2230. strArr.push(`${heal.vampire}%伤害`);
  2231. return strArr.join(',');
  2232. }
  2233. },
  2234. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2235. function:cards=>{
  2236. return cards.filter(card=>damageSelf_Rate(card)>0)
  2237. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2238. },
  2239. addition:card=>{
  2240. let rate = damageSelf_Rate(card);
  2241. if (rate < 100)
  2242. return `减少${rate}%`;
  2243. else
  2244. return `减少到1`;
  2245. }
  2246. },
  2247. ]},
  2248. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  2249. {name:"Unlock",otLangName:{chs:"解锁"},
  2250. function:cards=>cards.filter(card=>{
  2251. const searchTypeArray = [172];
  2252. const skill = getCardActiveSkill(card, searchTypeArray);
  2253. return skill;
  2254. })
  2255. },
  2256. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  2257. function:cards=>cards.filter(card=>{
  2258. const searchTypeArray = [152];
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. return skill;
  2261. }),
  2262. addition:lock_Addition
  2263. },
  2264. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  2265. function:cards=>cards.filter(card=>{
  2266. const searchTypeArray = [152];
  2267. const skill = getCardActiveSkill(card, searchTypeArray);
  2268. return skill && (skill.params[0] & 63) === 63;
  2269. }),
  2270. addition:lock_Addition
  2271. },
  2272. ]},
  2273. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2274. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2275. function:cards=>{
  2276. const searchTypeArray = [205];
  2277. return cards.filter(card=>{
  2278. const skill = getCardActiveSkill(card, searchTypeArray);
  2279. return skill;
  2280. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2281. },
  2282. addition:dropLock_Addition
  2283. },
  2284. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2285. function:cards=>{
  2286. const searchTypeArray = [205];
  2287. return cards.filter(card=>{
  2288. const skill = getCardActiveSkill(card, searchTypeArray);
  2289. return skill && (skill.params[0] & 63) === 63;
  2290. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2291. },
  2292. addition:dropLock_Addition
  2293. },
  2294. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2295. function:cards=>{
  2296. const searchTypeArray = [180];
  2297. return cards.filter(card=>{
  2298. const skill = getCardActiveSkill(card, searchTypeArray);
  2299. return skill;
  2300. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2301. },
  2302. addition:card=>{
  2303. const searchTypeArray = [180];
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. const sk = skill.params;
  2306. return `${sk[1]}%×${sk[0]}T`;
  2307. }
  2308. },
  2309. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2310. function:cards=>cards.filter(card=>{
  2311. const searchTypeArray = [126];
  2312. const skill = getCardActiveSkill(card, searchTypeArray);
  2313. return skill;
  2314. }),
  2315. addition:dropOrb_Addition
  2316. },
  2317. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2318. function:cards=>cards.filter(card=>{
  2319. const searchTypeArray = [126];
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2322. }),
  2323. addition:dropOrb_Addition
  2324. },
  2325. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2326. function:cards=>cards.filter(card=>{
  2327. const searchTypeArray = [126];
  2328. const skill = getCardActiveSkill(card, searchTypeArray);
  2329. return skill && skill.params[1] >= 99;
  2330. }),
  2331. addition:dropOrb_Addition
  2332. },
  2333. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2334. function:cards=>cards.filter(card=>{
  2335. const searchTypeArray = [126];
  2336. const skill = getCardActiveSkill(card, searchTypeArray);
  2337. return skill && skill.params[3] == 100;
  2338. }),
  2339. addition:dropOrb_Addition
  2340. },
  2341. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2342. function:cards=>{
  2343. const searchTypeArray = [226];
  2344. return cards.filter(card=>{
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. return skill;
  2347. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2348. },
  2349. addition:card=>{
  2350. const searchTypeArray = [226];
  2351. const skill = getCardActiveSkill(card, searchTypeArray);
  2352. const sk = skill.params;
  2353. return `📌${sk[1]}%×${sk[0]}T`;
  2354. }
  2355. },
  2356. ]},
  2357. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2358. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2359. function:cards=>{
  2360. const searchTypeArray = [6];
  2361. return cards.filter(card=>{
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. return skill;
  2364. }).sort((a,b)=>{
  2365. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2366. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2367. return a_pC - b_pC;
  2368. })
  2369. },
  2370. addition:card=>{
  2371. const searchTypeArray = [6];
  2372. const skill = getCardActiveSkill(card, searchTypeArray);
  2373. const sk = skill.params;
  2374. return `当前${sk[0]}%`;
  2375. }
  2376. },
  2377. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2378. function:cards=>{
  2379. const searchTypeArray = [161];
  2380. return cards.filter(card=>{
  2381. const skill = getCardActiveSkill(card, searchTypeArray);
  2382. return skill;
  2383. }).sort((a,b)=>{
  2384. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2385. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2386. return a_pC - b_pC;
  2387. })
  2388. },
  2389. addition:card=>{
  2390. const searchTypeArray = [161];
  2391. const skill = getCardActiveSkill(card, searchTypeArray);
  2392. const sk = skill.params;
  2393. return `最大${sk[0]}%`;
  2394. }
  2395. },
  2396. ]},
  2397. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2398. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2399. function:cards=>{
  2400. const searchTypeArray = [55,188];
  2401. return cards.filter(card=>{
  2402. const skill = getCardActiveSkill(card, searchTypeArray);
  2403. return skill;
  2404. }).sort((a,b)=>{
  2405. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2406. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2407. return a_pC - b_pC;
  2408. });
  2409. },
  2410. addition:card=>{
  2411. const searchTypeArray = [55,188];
  2412. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2413. const sk = skills[0].params;
  2414. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2415. }
  2416. },
  2417. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2418. function:cards=>{
  2419. const searchTypeArray = [56];
  2420. return cards.filter(card=>{
  2421. const skill = getCardActiveSkill(card, searchTypeArray);
  2422. return skill;
  2423. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2424. },
  2425. addition:card=>{
  2426. const searchTypeArray = [56];
  2427. const skill = getCardActiveSkill(card, searchTypeArray);
  2428. const sk = skill.params;
  2429. return `固伤${sk[0].bigNumberToString()}`;
  2430. }
  2431. },
  2432. ]},
  2433. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2434. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2435. function:cards=>cards.filter(card=>{
  2436. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2437. function isSingle(skill)
  2438. {
  2439. if (skill.type == 110)
  2440. return Boolean(skill.params[0]);
  2441. else if (skill.type == 144)
  2442. return Boolean(skill.params[2]);
  2443. else
  2444. return true;
  2445. }
  2446. const skill = getCardActiveSkill(card, searchTypeArray);
  2447. return skill && isSingle(skill);
  2448. })
  2449. },
  2450. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2451. function:cards=>cards.filter(card=>{
  2452. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2453. function isAll(skill)
  2454. {
  2455. if (skill.type == 110)
  2456. return !Boolean(skill.params[0]);
  2457. else if (skill.type == 144)
  2458. return !Boolean(skill.params[2]);
  2459. else
  2460. return true;
  2461. }
  2462. const skill = getCardActiveSkill(card, searchTypeArray);
  2463. return skill && skill.id!=0 && isAll(skill);
  2464. })
  2465. },
  2466. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2467. function:cards=>cards.filter(card=>{
  2468. const searchTypeArray = [42];
  2469. const skill = getCardActiveSkill(card, searchTypeArray);
  2470. return skill;
  2471. })
  2472. },
  2473. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2474. function:cards=>cards.filter(card=>{
  2475. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. return skill && skill.id!=0;
  2478. }),
  2479. addition:card=>{
  2480. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2481. const skill = getCardActiveSkill(card, searchTypeArray);
  2482. //const sk = skill.params;
  2483. const colors = [getCannonAttr(skill)];
  2484. const fragment = document.createDocumentFragment();
  2485. fragment.appendChild(document.createTextNode(`射`));
  2486. fragment.appendChild(createOrbsList(colors));
  2487. return fragment;
  2488. }
  2489. },
  2490. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2491. function:cards=>cards.filter(card=>{
  2492. const searchTypeArray = [2,35];
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return skill;
  2495. })
  2496. },
  2497. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)"},
  2498. function:cards=>cards.filter(card=>{
  2499. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2500. const skill = getCardActiveSkill(card, searchTypeArray);
  2501. return skill && skill.id!=0;
  2502. }).sort((a,b)=>{
  2503. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2504. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2505. function getNumber(skill)
  2506. {
  2507. const sk = skill.params;
  2508. switch(skill.type)
  2509. {
  2510. case 0:
  2511. case 37:
  2512. case 58:
  2513. case 59:
  2514. case 84:
  2515. case 85:
  2516. case 115:
  2517. return sk[1];
  2518. case 2:
  2519. case 35:
  2520. return sk[0];
  2521. default:
  2522. return 0;
  2523. }
  2524. }
  2525. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2526. return a_pC - b_pC;
  2527. })
  2528. },
  2529. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)"},
  2530. function:cards=>cards.filter(card=>{
  2531. const searchTypeArray = [1,42,86,87];
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. return skill;
  2534. }).sort((a,b)=>{
  2535. const searchTypeArray = [1,42,86,87];
  2536. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2537. function getNumber(skill)
  2538. {
  2539. const sk = skill.params;
  2540. switch(skill.type)
  2541. {
  2542. case 1:
  2543. case 86:
  2544. case 87:
  2545. return sk[1];
  2546. case 42:
  2547. return sk[2];
  2548. default:
  2549. return 0;
  2550. }
  2551. }
  2552. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2553. return a_pC - b_pC;
  2554. })
  2555. },
  2556. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)"},
  2557. function:cards=>{
  2558. const searchTypeArray = [110];
  2559. return cards.filter(card=>{
  2560. const skill = getCardActiveSkill(card, searchTypeArray);
  2561. return skill;
  2562. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2563. }
  2564. },
  2565. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)"},
  2566. function:cards=>{
  2567. const searchTypeArray = [143];
  2568. return cards.filter(card=>{
  2569. const skill = getCardActiveSkill(card, searchTypeArray);
  2570. return skill;
  2571. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2572. }
  2573. },
  2574. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)"},
  2575. function:cards=>{
  2576. const searchTypeArray = [144];
  2577. return cards.filter(card=>{
  2578. const skill = getCardActiveSkill(card, searchTypeArray);
  2579. return skill;
  2580. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2581. }
  2582. },
  2583. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2584. function:cards=>cards.filter(card=>{
  2585. const searchTypeArray = [35,115];
  2586. const skill = getCardActiveSkill(card, searchTypeArray);
  2587. return skill;
  2588. })
  2589. },
  2590. ]},
  2591. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  2592. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  2593. function:cards=>cards.filter(card=>{
  2594. const searchTypeArray = [10];
  2595. const skill = getCardActiveSkill(card, searchTypeArray);
  2596. return skill;
  2597. })
  2598. },
  2599. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  2600. function:cards=>cards.filter(card=>{
  2601. const searchTypeArray = [71];
  2602. const skill = getCardActiveSkill(card, searchTypeArray);
  2603. return boardChange_ColorTypes(skill).length == 1;
  2604. }),
  2605. addition:boardChange_Addition
  2606. },
  2607. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  2608. function:cards=>cards.filter(card=>{
  2609. const searchTypeArray = [71];
  2610. const skill = getCardActiveSkill(card, searchTypeArray);
  2611. return boardChange_ColorTypes(skill).length == 2;
  2612. }),
  2613. addition:boardChange_Addition
  2614. },
  2615. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  2616. function:cards=>cards.filter(card=>{
  2617. const searchTypeArray = [71];
  2618. const skill = getCardActiveSkill(card, searchTypeArray);
  2619. return boardChange_ColorTypes(skill).length == 3;
  2620. }),
  2621. addition:boardChange_Addition
  2622. },
  2623. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  2624. function:cards=>cards.filter(card=>{
  2625. const searchTypeArray = [71];
  2626. const skill = getCardActiveSkill(card, searchTypeArray);
  2627. return boardChange_ColorTypes(skill).length == 4;
  2628. }),
  2629. addition:boardChange_Addition
  2630. },
  2631. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  2632. function:cards=>cards.filter(card=>{
  2633. const searchTypeArray = [71];
  2634. const skill = getCardActiveSkill(card, searchTypeArray);
  2635. return boardChange_ColorTypes(skill).length == 5;
  2636. }),
  2637. addition:boardChange_Addition
  2638. },
  2639. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  2640. function:cards=>cards.filter(card=>{
  2641. const searchTypeArray = [71];
  2642. const skill = getCardActiveSkill(card, searchTypeArray);
  2643. return boardChange_ColorTypes(skill).length >= 6;
  2644. }),
  2645. addition:boardChange_Addition
  2646. },
  2647. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [71];
  2650. const skill = getCardActiveSkill(card, searchTypeArray);
  2651. return boardChange_ColorTypes(skill).includes(0);
  2652. }),
  2653. addition:boardChange_Addition
  2654. },
  2655. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  2656. function:cards=>cards.filter(card=>{
  2657. const searchTypeArray = [71];
  2658. const skill = getCardActiveSkill(card, searchTypeArray);
  2659. return boardChange_ColorTypes(skill).includes(1);
  2660. }),
  2661. addition:boardChange_Addition
  2662. },
  2663. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  2664. function:cards=>cards.filter(card=>{
  2665. const searchTypeArray = [71];
  2666. const skill = getCardActiveSkill(card, searchTypeArray);
  2667. return boardChange_ColorTypes(skill).includes(2);
  2668. }),
  2669. addition:boardChange_Addition
  2670. },
  2671. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  2672. function:cards=>cards.filter(card=>{
  2673. const searchTypeArray = [71];
  2674. const skill = getCardActiveSkill(card, searchTypeArray);
  2675. return boardChange_ColorTypes(skill).includes(3);
  2676. }),
  2677. addition:boardChange_Addition
  2678. },
  2679. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  2680. function:cards=>cards.filter(card=>{
  2681. const searchTypeArray = [71];
  2682. const skill = getCardActiveSkill(card, searchTypeArray);
  2683. return boardChange_ColorTypes(skill).includes(4);
  2684. }),
  2685. addition:boardChange_Addition
  2686. },
  2687. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  2688. function:cards=>cards.filter(card=>{
  2689. const searchTypeArray = [71];
  2690. const skill = getCardActiveSkill(card, searchTypeArray);
  2691. return boardChange_ColorTypes(skill).includes(5);
  2692. }),
  2693. addition:boardChange_Addition
  2694. },
  2695. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  2696. function:cards=>cards.filter(card=>{
  2697. const searchTypeArray = [71];
  2698. const skill = getCardActiveSkill(card, searchTypeArray);
  2699. const colors = boardChange_ColorTypes(skill);
  2700. return colors.includes(6)
  2701. || colors.includes(7)
  2702. || colors.includes(8)
  2703. || colors.includes(9);
  2704. }),
  2705. addition:boardChange_Addition
  2706. },
  2707. ]},
  2708. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  2709. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  2710. function:cards=>cards.filter(card=>{
  2711. const searchTypeArray = [9,20,154];
  2712. const skills = getCardActiveSkills(card, searchTypeArray);
  2713. if (!skills.length) return false;
  2714. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2715. return parsedSkills.some(p=>p.to.includes(0));
  2716. }),
  2717. addition:changeOrbs_Addition
  2718. },
  2719. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  2720. function:cards=>cards.filter(card=>{
  2721. const searchTypeArray = [9,20,154];
  2722. const skills = getCardActiveSkills(card, searchTypeArray);
  2723. if (!skills.length) return false;
  2724. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2725. return parsedSkills.some(p=>p.to.includes(1));
  2726. }),
  2727. addition:changeOrbs_Addition
  2728. },
  2729. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  2730. function:cards=>cards.filter(card=>{
  2731. const searchTypeArray = [9,20,154];
  2732. const skills = getCardActiveSkills(card, searchTypeArray);
  2733. if (!skills.length) return false;
  2734. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2735. return parsedSkills.some(p=>p.to.includes(2));
  2736. }),
  2737. addition:changeOrbs_Addition
  2738. },
  2739. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [9,20,154];
  2742. const skills = getCardActiveSkills(card, searchTypeArray);
  2743. if (!skills.length) return false;
  2744. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2745. return parsedSkills.some(p=>p.to.includes(3));
  2746. }),
  2747. addition:changeOrbs_Addition
  2748. },
  2749. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  2750. function:cards=>cards.filter(card=>{
  2751. const searchTypeArray = [9,20,154];
  2752. const skills = getCardActiveSkills(card, searchTypeArray);
  2753. if (!skills.length) return false;
  2754. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2755. return parsedSkills.some(p=>p.to.includes(4));
  2756. }),
  2757. addition:changeOrbs_Addition
  2758. },
  2759. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
  2760. function:cards=>cards.filter(card=>{
  2761. const searchTypeArray = [9,20,154];
  2762. const skills = getCardActiveSkills(card, searchTypeArray);
  2763. if (!skills.length) return false;
  2764. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2765. return parsedSkills.some(p=>p.to.includes(5));
  2766. }),
  2767. addition:changeOrbs_Addition
  2768. },
  2769. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [9,20,154];
  2772. const skills = getCardActiveSkills(card, searchTypeArray);
  2773. if (!skills.length) return false;
  2774. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2775. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2776. }),
  2777. addition:changeOrbs_Addition
  2778. },
  2779. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [9,20,154];
  2782. const skills = getCardActiveSkills(card, searchTypeArray);
  2783. if (!skills.length) return false;
  2784. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2785. return parsedSkills.some(p=>p.from.includes(0));
  2786. }),
  2787. addition:changeOrbs_Addition
  2788. },
  2789. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  2790. function:cards=>cards.filter(card=>{
  2791. const searchTypeArray = [9,20,154];
  2792. const skills = getCardActiveSkills(card, searchTypeArray);
  2793. if (!skills.length) return false;
  2794. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2795. return parsedSkills.some(p=>p.from.includes(1));
  2796. }),
  2797. addition:changeOrbs_Addition
  2798. },
  2799. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  2800. function:cards=>cards.filter(card=>{
  2801. const searchTypeArray = [9,20,154];
  2802. const skills = getCardActiveSkills(card, searchTypeArray);
  2803. if (!skills.length) return false;
  2804. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2805. return parsedSkills.some(p=>p.from.includes(2));
  2806. }),
  2807. addition:changeOrbs_Addition
  2808. },
  2809. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  2810. function:cards=>cards.filter(card=>{
  2811. const searchTypeArray = [9,20,154];
  2812. const skills = getCardActiveSkills(card, searchTypeArray);
  2813. if (!skills.length) return false;
  2814. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2815. return parsedSkills.some(p=>p.from.includes(3));
  2816. }),
  2817. addition:changeOrbs_Addition
  2818. },
  2819. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  2820. function:cards=>cards.filter(card=>{
  2821. const searchTypeArray = [9,20,154];
  2822. const skills = getCardActiveSkills(card, searchTypeArray);
  2823. if (!skills.length) return false;
  2824. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2825. return parsedSkills.some(p=>p.from.includes(4));
  2826. }),
  2827. addition:changeOrbs_Addition
  2828. },
  2829. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  2830. function:cards=>cards.filter(card=>{
  2831. const searchTypeArray = [9,20,154];
  2832. const skills = getCardActiveSkills(card, searchTypeArray);
  2833. if (!skills.length) return false;
  2834. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2835. return parsedSkills.some(p=>p.from.includes(5));
  2836. }),
  2837. addition:changeOrbs_Addition
  2838. },
  2839. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  2840. function:cards=>cards.filter(card=>{
  2841. const searchTypeArray = [9,20,154];
  2842. const skills = getCardActiveSkills(card, searchTypeArray);
  2843. if (!skills.length) return false;
  2844. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2845. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2846. }),
  2847. addition:changeOrbs_Addition
  2848. },
  2849. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  2850. function:cards=>{
  2851. const searchTypeArray = [52,91,140];
  2852. return cards.filter(card=>{
  2853. const skill = getCardActiveSkill(card, searchTypeArray);
  2854. return skill;
  2855. });
  2856. },
  2857. addition:card=>{
  2858. const searchTypeArray = [52,91,140];
  2859. const skill = getCardActiveSkill(card, searchTypeArray);
  2860. const sk = skill.params;
  2861. let attrs = [];
  2862. switch (skill.type)
  2863. {
  2864. case 52:{
  2865. attrs.push(sk[0]); break;
  2866. }
  2867. case 91:{
  2868. attrs = sk.slice(0,-1); break;
  2869. }
  2870. case 140:{
  2871. attrs = flags(sk[0]); break;
  2872. }
  2873. }
  2874. const fragment = document.createDocumentFragment();
  2875. fragment.appendChild(document.createTextNode(`强化`));
  2876. fragment.appendChild(createOrbsList(attrs));
  2877. return fragment;
  2878. }
  2879. },
  2880. ]},
  2881. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  2882. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  2883. function:cards=>cards.filter(card=>{
  2884. function is30(sk)
  2885. {
  2886. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2887. }
  2888. const searchTypeArray = [141];
  2889. const skill = getCardActiveSkill(card, searchTypeArray);
  2890. return skill && is30(skill.params);
  2891. }),
  2892. addition:generateOrbs_Addition
  2893. },
  2894. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  2895. function:cards=>cards.filter(card=>{
  2896. function is1515(sk)
  2897. {
  2898. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2899. }
  2900. const searchTypeArray = [141];
  2901. const skill = getCardActiveSkill(card, searchTypeArray);
  2902. return skill && is1515(skill.params);
  2903. }),
  2904. addition:generateOrbs_Addition
  2905. },
  2906. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  2907. function:cards=>cards.filter(card=>{
  2908. const gens = generateOrbsParse(card);
  2909. return gens.some(gen=>gen.to.includes(0));
  2910. }),
  2911. addition:generateOrbs_Addition
  2912. },
  2913. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  2914. function:cards=>cards.filter(card=>{
  2915. const gens = generateOrbsParse(card);
  2916. return gens.some(gen=>gen.to.includes(1));
  2917. }),
  2918. addition:generateOrbs_Addition
  2919. },
  2920. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  2921. function:cards=>cards.filter(card=>{
  2922. const gens = generateOrbsParse(card);
  2923. return gens.some(gen=>gen.to.includes(2));
  2924. }),
  2925. addition:generateOrbs_Addition
  2926. },
  2927. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  2928. function:cards=>cards.filter(card=>{
  2929. const gens = generateOrbsParse(card);
  2930. return gens.some(gen=>gen.to.includes(3));
  2931. }),
  2932. addition:generateOrbs_Addition
  2933. },
  2934. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  2935. function:cards=>cards.filter(card=>{
  2936. const gens = generateOrbsParse(card);
  2937. return gens.some(gen=>gen.to.includes(4));
  2938. }),
  2939. addition:generateOrbs_Addition
  2940. },
  2941. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  2942. function:cards=>cards.filter(card=>{
  2943. const gens = generateOrbsParse(card);
  2944. return gens.some(gen=>gen.to.includes(5));
  2945. }),
  2946. addition:generateOrbs_Addition
  2947. },
  2948. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  2949. function:cards=>cards.filter(card=>{
  2950. const gens = generateOrbsParse(card);
  2951. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2952. }),
  2953. addition:generateOrbs_Addition
  2954. },
  2955. ]},
  2956. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  2957. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  2958. function:cards=>cards.filter(card=>{
  2959. const searchTypeArray = [176];
  2960. const skill = getCardActiveSkill(card, searchTypeArray);
  2961. return skill;
  2962. })
  2963. },
  2964. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  2965. function:cards=>cards.filter(card=>{
  2966. function is3x3(sk)
  2967. {
  2968. for (let si=0;si<3;si++)
  2969. {
  2970. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2971. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2972. (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)
  2973. (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)
  2974. )
  2975. return true;
  2976. }
  2977. return false;
  2978. }
  2979. const searchTypeArray = [176];
  2980. const skill = getCardActiveSkill(card, searchTypeArray);
  2981. return skill && is3x3(skill.params);
  2982. }),
  2983. addition:card=>{
  2984. const searchTypeArray = [176];
  2985. const skill = getCardActiveSkill(card, searchTypeArray);
  2986. const sk = skill.params;
  2987. const fragment = document.createDocumentFragment();
  2988. fragment.appendChild(document.createTextNode(`3×3`));
  2989. fragment.appendChild(createOrbsList(sk[5]));
  2990. return fragment;
  2991. }
  2992. },
  2993. {name:"Create a vertical",otLangName:{chs:"产竖"},
  2994. function:cards=>cards.filter(card=>{
  2995. const searchTypeArray = [127];
  2996. const skill = getCardActiveSkill(card, searchTypeArray);
  2997. return skill;
  2998. }),
  2999. addition:generateColumnOrbs_Addition
  3000. },
  3001. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  3002. function:cards=>cards.filter(card=>{
  3003. function isHeart(sk)
  3004. {
  3005. for (let i=1;i<sk.length;i+=2)
  3006. {
  3007. if (sk[i] & 32)
  3008. {
  3009. return true;
  3010. }
  3011. }
  3012. }
  3013. const searchTypeArray = [127];
  3014. const skill = getCardActiveSkill(card, searchTypeArray);
  3015. return skill && isHeart(skill.params);
  3016. }),
  3017. addition:generateColumnOrbs_Addition
  3018. },
  3019. {name:"Create a horizontal",otLangName:{chs:"产横"},
  3020. function:cards=>cards.filter(card=>{
  3021. const searchTypeArray = [128];
  3022. const skill = getCardActiveSkill(card, searchTypeArray);
  3023. return skill;
  3024. }),
  3025. addition:generateRowOrbs_Addition
  3026. },
  3027. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  3028. function:cards=>cards.filter(card=>{
  3029. const searchTypeArray = [128];
  3030. const skill = getCardActiveSkill(card, searchTypeArray);
  3031. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3032. }),
  3033. addition:generateRowOrbs_Addition
  3034. },
  3035. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  3036. function:cards=>cards.filter(card=>{
  3037. const searchTypeArray = [128];
  3038. const skill = getCardActiveSkill(card, searchTypeArray);
  3039. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3040. }),
  3041. addition:generateRowOrbs_Addition
  3042. },
  3043. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  3044. function:cards=>cards.filter(card=>{
  3045. const searchTypeArray = [128];
  3046. const skill = getCardActiveSkill(card, searchTypeArray);
  3047. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3048. }),
  3049. addition:generateRowOrbs_Addition
  3050. },
  3051. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  3052. function:cards=>cards.filter(card=>{
  3053. const searchTypeArray = [128,71,176];
  3054. function isRow(skill)
  3055. {
  3056. const sk = skill.params;
  3057. if (skill.type === 128) //普通横
  3058. {return true;}
  3059. else if (skill.type === 71) //花火
  3060. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3061. else if (skill.type === 176) //特殊形状
  3062. {
  3063. for (let si=0;si<5;si++)
  3064. {
  3065. if ((sk[si] & 63) === 63)
  3066. return true;
  3067. }
  3068. }
  3069. return false;
  3070. }
  3071. const skill = getCardActiveSkill(card, searchTypeArray);
  3072. return skill && isRow(skill);
  3073. })
  3074. },
  3075. ]},
  3076. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  3077. {name:"No Henshin",otLangName:{chs:"非变身"},
  3078. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3079. },
  3080. {name:"Before Henshin",otLangName:{chs:"变身前"},
  3081. function:cards=>cards.filter(card=>card.henshinTo)
  3082. },
  3083. {name:"After Henshin",otLangName:{chs:"变身后"},
  3084. function:cards=>cards.filter(card=>card.henshinFrom)
  3085. },
  3086. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  3087. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3088. },
  3089. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  3090. function:cards=>cards.filter(card=>card.is8Latent)
  3091. },
  3092. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3093. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  3094. function:cards=>cards.filter(card=>isReincarnated(card))
  3095. }, //evoBaseId可能为0
  3096. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3097. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  3098. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3099. },
  3100. /*{name:"",otLangName:{chs:"变身前"},
  3101. function:cards=>cards.filter(card=>{
  3102. const searchType = 202;
  3103. const skill = Skills[card.activeSkillId];
  3104. if (skill.type == searchType)
  3105. return true;
  3106. else if (skill.type == 116 || skill.type == 118){
  3107. const subskills = skill.params.map(id=>Skills[id]);
  3108. return subskills.some(subskill=>subskill.type == searchType);
  3109. }
  3110. })
  3111. },
  3112. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  3113. function:cards=>cards.filter(card=>{
  3114. const searchType = 202;
  3115. const skill = Skills[card.activeSkillId];
  3116. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3117. return true;
  3118. else if (skill.type == 116 || skill.type == 118){
  3119. const subskills = skill.params.map(id=>Skills[id]);
  3120. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3121. }
  3122. })
  3123. },*/
  3124. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  3125. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3126. },
  3127. ]},
  3128. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  3129. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  3130. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3131. },
  3132. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  3133. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3134. },
  3135. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  3136. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3137. },
  3138. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  3139. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3140. addition:card=>`成长${card.limitBreakIncr}%`
  3141. },
  3142. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  3143. function:cards=>cards.filter(card=>card.maxLevel==1)
  3144. },
  3145. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  3146. function:cards=>cards.filter(card=>card.sellMP<100)
  3147. },
  3148. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  3149. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3150. },
  3151. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  3152. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3153. },
  3154. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  3155. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3156. },
  3157. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  3158. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3159. },
  3160. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  3161. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3162. },
  3163. ]},
  3164. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  3165. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  3166. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3167. },
  3168. {name:"Not weapon",otLangName:{chs:"不是武器"},
  3169. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3170. },
  3171. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  3172. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3173. },
  3174. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉"},
  3175. function:cards=>cards.filter(card=>{
  3176. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3177. if (hasAwokenKiller)
  3178. { //大于2个杀的进行判断
  3179. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3180. { //大于3个杀的直接过
  3181. return true;
  3182. }else
  3183. { //2个杀的
  3184. const isAllowLatent = card.types.filter(i=>
  3185. i>=0 //去掉-1的type
  3186. ).map(type=>
  3187. type_allowable_latent[type] //得到允许打的潜觉杀
  3188. ).some(ls=>
  3189. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3190. );
  3191. return isAllowLatent
  3192. }
  3193. }else
  3194. {
  3195. return false;
  3196. }
  3197. })
  3198. },
  3199. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉"},
  3200. function:cards=>cards.filter(card=>{
  3201. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3202. if (hasAwokenKiller)
  3203. { //大于2个杀的进行判断
  3204. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3205. { //大于3个杀的直接过
  3206. return true;
  3207. }else
  3208. { //2个杀的
  3209. const isAllowLatent = card.types.filter(i=>
  3210. i>=0 //去掉-1的type
  3211. ).map(type=>
  3212. type_allowable_latent[type] //得到允许打的潜觉杀
  3213. ).some(ls=>
  3214. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3215. );
  3216. return isAllowLatent
  3217. }
  3218. }else
  3219. {
  3220. return false;
  3221. }
  3222. })
  3223. },
  3224. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉"},
  3225. function:cards=>cards.filter(card=>{
  3226. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3227. if (hasAwokenKiller)
  3228. { //大于2个杀的进行判断
  3229. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3230. { //大于3个杀的直接过
  3231. return true;
  3232. }else
  3233. { //2个杀的
  3234. const isAllowLatent = card.types.filter(i=>
  3235. i>=0 //去掉-1的type
  3236. ).map(type=>
  3237. type_allowable_latent[type] //得到允许打的潜觉杀
  3238. ).some(ls=>
  3239. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3240. );
  3241. return isAllowLatent
  3242. }
  3243. }else
  3244. {
  3245. return false;
  3246. }
  3247. })
  3248. },
  3249. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
  3250. function:cards=>cards.filter(card=>{
  3251. const searchTypeArray = [1000];
  3252. const skill = getCardActiveSkill(card, searchTypeArray);
  3253. return skill;
  3254. })
  3255. },*/
  3256. ]},
  3257. ];
  3258. return functions;
  3259. })();

智龙迷城队伍图制作工具