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script-json_data.js 134 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. void_poison: tp`Voids ${'poison'} damage`,
  108. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  109. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  110. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  111. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  112. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  113. },
  114. power: {
  115. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  116. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  117. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  118. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  119. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  120. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  121. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  122. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  123. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  124. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  125. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  126. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  127. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  128. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  129. },
  130. cond: {
  131. unknown: tp`[ Unknown condition ]`,
  132. hp_equal: tp`When ${'hp'} == ${'min'} `,
  133. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  134. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  135. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  136. use_skill: tp`When skills used `,
  137. multi_player: tp`When in Multiplayer Mode `,
  138. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  139. exact_combo: tp`When exactly ${'value'} combos `,
  140. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  141. exact_match_enhanced: tp` orbs including enhanced`,
  142. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  143. compo_type_card: tp`When ${'ids'} are all on team, `,
  144. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  145. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  146. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  147. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  148. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  149. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  150. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  151. },
  152. position: {
  153. top: tp`${'pos'} of top rows`,
  154. bottom: tp`${'pos'} of bottom rows`,
  155. left: tp`${'pos'} of left columns`,
  156. right: tp`${'pos'} of right columns`,
  157. shape: tp`specified location`,
  158. },
  159. value: {
  160. unknown: tp`[ Unknown value: ${'type'}]`, //type
  161. const: tp`${'value'} ${'unit'}`,
  162. const_to: tp`to ${'value'}`,
  163. mul_percent: tp`${'value'}%`,
  164. mul_times: tp`×${'value'}`,
  165. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  166. mul_of_times: tp`${'stats'} ×${'value'}`,
  167. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  168. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  169. prob: tp`${'value'} chance for `,
  170. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  171. },
  172. target: {
  173. unknown: tp`Unkown Target`,
  174. self: tp`card's`,
  175. team: tp`team`,
  176. team_last: tp`the lastest member`,
  177. team_leader: tp`leader`,
  178. team_sub: tp`sub-monsters`,
  179. enemy: tp`Enemy`,
  180. enemy_all: tp`all enemys`,
  181. enemy_one: tp`1 enemy`,
  182. enemy_attr: tp`${'attr'} enemy`,
  183. },
  184. stats: {
  185. unknown: tp`[ Unknown: ${'type'}]`, //type
  186. maxhp: tp`Max HP`,
  187. hp: tp`HP`,
  188. chp: tp`current HP`,
  189. atk: tp`ATK`,
  190. rcv: tp`RCV`,
  191. teamhp: tp`Team HP`,
  192. teamatk: tp`Team ${'attrs'} ATK`,
  193. teamrcv: tp`Team RCV`,
  194. cstage: tp`current Stage of Dungeon`,
  195. },
  196. unit: {
  197. orbs: tp``,
  198. times: tp` times`,
  199. seconds: tp` seconds`,
  200. point: tp` point`,
  201. turns: tp` turns`,
  202. },
  203. word: {
  204. comma: tp`, `,
  205. slight_pause: tp`, `,
  206. range_hyphen: tp`~`,
  207. in_once: tp`in once `,
  208. evo_type_pixel: tp`Pixel Evo`,
  209. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  210. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  211. affix_attr: tp`${'cotent'} attr.`,
  212. affix_orb: tp`${'cotent'} orbs`,
  213. affix_type: tp`${'cotent'} types`,
  214. affix_awakening: tp`${'cotent'} awoken`,
  215. affix_exclude: tp`, exclude ${'cotent'}`,
  216. },
  217. attrs: {
  218. [0]: tp`${'icon'}Fire`,
  219. [1]: tp`${'icon'}Water`,
  220. [2]: tp`${'icon'}Wood`,
  221. [3]: tp`${'icon'}Light`,
  222. [4]: tp`${'icon'}Dark`,
  223. [5]: tp`${'icon'}Recover`,
  224. [6]: tp`${'icon'}Null`,
  225. all: tp`All`,
  226. self: tp`${'icon'}Self's Attr`,
  227. fixed: tp`${'icon'}Fixed`,
  228. },
  229. orbs: {
  230. [0]: tp`${'icon'}Fire`,
  231. [1]: tp`${'icon'}Water`,
  232. [2]: tp`${'icon'}Wood`,
  233. [3]: tp`${'icon'}Light`,
  234. [4]: tp`${'icon'}Dark`,
  235. [5]: tp`${'icon'}Heal`,
  236. [6]: tp`${'icon'}Jammer`,
  237. [7]: tp`${'icon'}Poison`,
  238. [8]: tp`${'icon'}Lethal Poison`,
  239. [9]: tp`${'icon'}Bomb`,
  240. enhanced: tp`${'icon'}Enhanced`,
  241. locked: tp`${'icon'}Locked`,
  242. nail: tp`${'icon'}Nail`,
  243. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  244. _5color: tp`${'icon'}5 Att.`,
  245. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  246. all: tp`All`,
  247. any: tp`Any ${'cotent'}`,
  248. },
  249. types: {
  250. [0]: tp`${'icon'}Evo Material`,
  251. [1]: tp`${'icon'}Balanced`,
  252. [2]: tp`${'icon'}Physical`,
  253. [3]: tp`${'icon'}Healer`,
  254. [4]: tp`${'icon'}Dragon`,
  255. [5]: tp`${'icon'}God`,
  256. [6]: tp`${'icon'}Attacker`,
  257. [7]: tp`${'icon'}Devil`,
  258. [8]: tp`${'icon'}Machine`,
  259. [9]: tp`${'icon'}Special Protection`,
  260. [12]: tp`${'icon'}Awaken`,
  261. [14]: tp`${'icon'}Enhance Material`,
  262. [15]: tp`${'icon'}Redeemable`,
  263. },
  264. awokens: {
  265. [0]: tp`${'icon'}Unknown awoken`,
  266. [1]: tp`${'icon'}Enhanced HP`,
  267. [2]: tp`${'icon'}Enhanced Attack`,
  268. [3]: tp`${'icon'}Enhanced Heal`,
  269. [4]: tp`${'icon'}Reduce Fire Damage`,
  270. [5]: tp`${'icon'}Reduce Water Damage`,
  271. [6]: tp`${'icon'}Reduce Wood Damage`,
  272. [7]: tp`${'icon'}Reduce Light Damage`,
  273. [8]: tp`${'icon'}Reduce Dark Damage`,
  274. [9]: tp`${'icon'}Auto-Heal`,
  275. [10]: tp`${'icon'}Resistance-Bind`,
  276. [11]: tp`${'icon'}Resistance-Blind`,
  277. [12]: tp`${'icon'}Resistance-Jammers`,
  278. [13]: tp`${'icon'}Resistance-Poison`,
  279. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  280. [15]: tp`${'icon'}Enhanced Water Orbs`,
  281. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  282. [17]: tp`${'icon'}Enhanced Water Orbs`,
  283. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  284. [19]: tp`${'icon'}Extend Time`,
  285. [20]: tp`${'icon'}Recover Bind`,
  286. [21]: tp`${'icon'}Skill Boost`,
  287. [22]: tp`${'icon'}Enhanced Fire Rows`,
  288. [23]: tp`${'icon'}Enhanced Water Rows`,
  289. [24]: tp`${'icon'}Enhanced Wood Rows`,
  290. [25]: tp`${'icon'}Enhanced Water Rows`,
  291. [26]: tp`${'icon'}Enhanced Dark Rows`,
  292. [27]: tp`${'icon'}Two-Pronged Attack`,
  293. [28]: tp`${'icon'}Resistance-Skill Bind`,
  294. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  295. [30]: tp`${'icon'}Multi Boost`,
  296. [31]: tp`${'icon'}Dragon Killer`,
  297. [32]: tp`${'icon'}God Killer`,
  298. [33]: tp`${'icon'}Devil Killer`,
  299. [34]: tp`${'icon'}Machine Killer`,
  300. [35]: tp`${'icon'}Balanced Killer`,
  301. [36]: tp`${'icon'}Attacker Killer`,
  302. [37]: tp`${'icon'}Physical Killer`,
  303. [38]: tp`${'icon'}Healer Killer`,
  304. [39]: tp`${'icon'}Evo Killer`,
  305. [40]: tp`${'icon'}Awaken Killer`,
  306. [41]: tp`${'icon'}Enhance Killer`,
  307. [42]: tp`${'icon'}Redeemable Killer`,
  308. [43]: tp`${'icon'}Enhanced Combos`,
  309. [44]: tp`${'icon'}Guard Break`,
  310. [45]: tp`${'icon'}Bonus Attack`,
  311. [46]: tp`${'icon'}Enhanced Team HP `,
  312. [47]: tp`${'icon'}Enhanced Team RCV`,
  313. [48]: tp`${'icon'}Damage Void Piercer`,
  314. [49]: tp`${'icon'}Awoken Assist`,
  315. [50]: tp`${'icon'}Super Bonus Attack`,
  316. [51]: tp`${'icon'}Skill Charge`,
  317. [52]: tp`${'icon'}Resistance-Bind+`,
  318. [53]: tp`${'icon'}Extend Time+`,
  319. [54]: tp`${'icon'}Resistance-Clouds`,
  320. [55]: tp`${'icon'}Resistance-Immobility`,
  321. [56]: tp`${'icon'}Skill Boost+`,
  322. [57]: tp`${'icon'}50% or more HP Enhanced`,
  323. [58]: tp`${'icon'}50% or less HP Enhanced`,
  324. [59]: tp`${'icon'}L Damage Reduction`,
  325. [60]: tp`${'icon'}L Increased Attack`,
  326. [61]: tp`${'icon'}Super Enhanced Combos`,
  327. [62]: tp`${'icon'}Combo Orbs`,
  328. [63]: tp`${'icon'}Skill Voice`,
  329. [64]: tp`${'icon'}Dungeon Bonus`,
  330. [65]: tp`${'icon'}Reduced HP`,
  331. [66]: tp`${'icon'}Reduced Attack`,
  332. [67]: tp`${'icon'}Reduced RCV`,
  333. [68]: tp`${'icon'}Resistance-Blind+`,
  334. [69]: tp`${'icon'}Resistance-Jammers+`,
  335. [70]: tp`${'icon'}Resistance-Poison+`,
  336. [71]: tp`${'icon'}Blessing of Jammers`,
  337. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  338. [73]: tp`${'icon'}Enhanced Fire Combos`,
  339. [74]: tp`${'icon'}Enhanced Water Combos`,
  340. [75]: tp`${'icon'}Enhanced Wood Combos`,
  341. [76]: tp`${'icon'}Enhanced Light Combos`,
  342. [77]: tp`${'icon'}Enhanced Dark Combos`,
  343. [78]: tp`${'icon'}CrossBoost`,
  344. [79]: tp`${'icon'}Enhanced 3 colors`,
  345. [80]: tp`${'icon'}Enhanced 4 colors`,
  346. [81]: tp`${'icon'}Enhanced 5 colors`,
  347. [82]: tp`${'icon'}Super Connecting Eraser Bonus`,
  348. }
  349. },
  350. };
  351. //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
  352. const typekiller_for_type = [
  353. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  354. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  355. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  356. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  357. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  358. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  359. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  360. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  361. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  362. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  363. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  364. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  365. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  366. ];
  367. //类型允许的潜觉杀
  368. const type_allowable_latent = [];
  369. typekiller_for_type.forEach(t=>
  370. {
  371. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  372. .map(tn=>
  373. typekiller_for_type.find(_t=>_t.type == tn).latent
  374. );
  375. type_allowable_latent[t.type] = t.allowableLatent;
  376. }
  377. );
  378. //一般共同能打的潜觉
  379. const common_allowable_latent = [
  380. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  381. 28,29,30,31,32,33,34,35,36,37,38,
  382. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  383. ];
  384. //120级才能打的潜觉
  385. const v120_allowable_latent = [
  386. 42,43,44,45
  387. ];
  388. //等效觉醒列表
  389. const equivalent_awoken = [
  390. {small:10,big:52,times:2}, //防封
  391. {small:11,big:68,times:5}, //防暗
  392. {small:12,big:69,times:5}, //防废
  393. {small:13,big:70,times:5}, //防毒
  394. {small:19,big:53,times:2}, //手指
  395. {small:21,big:56,times:2}, //SB
  396. ];
  397. //官方的觉醒排列顺序
  398. const official_awoken_sorting = [
  399. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  400. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  401. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  402. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  403. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  404. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  405. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  406. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  407. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  408. 82
  409. ];
  410. //pdc的徽章对应数字
  411. const pdcBadgeMap = [
  412. {pdf:1,pdc:10}, //无限cost
  413. {pdf:2,pdc:12}, //小手指
  414. {pdf:3,pdc:9}, //全体攻击
  415. {pdf:4,pdc:5}, //小回复
  416. {pdf:5,pdc:1}, //小血量
  417. {pdf:6,pdc:3}, //小攻击
  418. {pdf:7,pdc:8}, //SB
  419. {pdf:8,pdc:18}, //队长防封
  420. {pdf:9,pdc:19}, //SX
  421. {pdf:11,pdc:7}, //无天降
  422. {pdf:17,pdc:6}, //大回复
  423. {pdf:18,pdc:2}, //大血量
  424. {pdf:19,pdc:4}, //大攻击
  425. {pdf:20,pdc:null}, //三维
  426. {pdf:21,pdc:13}, //大手指
  427. {pdf:10,pdc:11}, //加经验
  428. {pdf:12,pdc:15}, //墨镜
  429. {pdf:13,pdc:17}, //防废
  430. {pdf:14,pdc:16}, //防毒
  431. {pdf:50,pdc:14}, //月卡
  432. ];
  433. //pdc的潜觉对应数字
  434. const pdcLatentMap = [
  435. {pdf:1,pdc:1}, //HP
  436. {pdf:2,pdc:0}, //攻击
  437. {pdf:3,pdc:2}, //回复
  438. {pdf:4,pdc:19}, //手指
  439. {pdf:5,pdc:13}, //自回
  440. {pdf:6,pdc:14}, //火盾
  441. {pdf:7,pdc:15}, //水盾
  442. {pdf:8,pdc:16}, //木盾
  443. {pdf:9,pdc:17}, //光盾
  444. {pdf:10,pdc:18}, //暗盾
  445. {pdf:11,pdc:12}, //防坐
  446. {pdf:12,pdc:3}, //三维
  447. {pdf:13,pdc:35}, //不被换队长
  448. {pdf:13,pdc:47}, //不被换队长 ×1.5
  449. {pdf:14,pdc:37}, //不掉废
  450. {pdf:15,pdc:36}, //不掉毒
  451. {pdf:16,pdc:24}, //进化杀
  452. {pdf:17,pdc:25}, //觉醒杀
  453. {pdf:18,pdc:26}, //强化杀
  454. {pdf:19,pdc:27}, //卖钱杀
  455. {pdf:20,pdc:4}, //神杀
  456. {pdf:21,pdc:5}, //龙杀
  457. {pdf:22,pdc:6}, //恶魔杀
  458. {pdf:23,pdc:7}, //机械杀
  459. {pdf:24,pdc:8}, //平衡杀
  460. {pdf:25,pdc:9}, //攻击杀
  461. {pdf:26,pdc:10}, //体力杀
  462. {pdf:27,pdc:11}, //回复杀
  463. {pdf:28,pdc:20}, //大HP
  464. {pdf:29,pdc:21}, //大攻击
  465. {pdf:30,pdc:22}, //大回复
  466. {pdf:31,pdc:23}, //大手指
  467. {pdf:32,pdc:28}, //大火盾
  468. {pdf:33,pdc:29}, //大水盾
  469. {pdf:34,pdc:30}, //大木盾
  470. {pdf:35,pdc:31}, //大光盾
  471. {pdf:36,pdc:32}, //大暗盾
  472. {pdf:37,pdc:33}, //6色破无效
  473. {pdf:37,pdc:45}, //6色破无效 ×1.5
  474. {pdf:38,pdc:34}, //3色破属吸
  475. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  476. {pdf:39,pdc:40}, //C珠破吸
  477. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  478. {pdf:40,pdc:39}, //心横解转转
  479. {pdf:40,pdc:49}, //心横解转转 ×1.5
  480. {pdf:41,pdc:38}, //U解禁消
  481. {pdf:41,pdc:48}, //U解禁消 ×1.5
  482. {pdf:42,pdc:41}, //伤害上限解除
  483. {pdf:43,pdc:42}, //HP++
  484. {pdf:44,pdc:43}, //攻击++
  485. {pdf:45,pdc:44}, //回复++
  486. ];
  487. //排序程序列表
  488. const sort_function_list = [
  489. {tag:"sort_none",name:"无",function:()=>0},
  490. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  491. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  492. let num = a.attrs[0] - b.attrs[0];
  493. if (num === 0) num = a.attrs[1] - b.attrs[1];
  494. return num;
  495. }
  496. },
  497. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  498. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  499. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  500. let num = card_a.attrs[0] - card_b.attrs[0];
  501. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  502. return num;
  503. }
  504. },
  505. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  506. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  507. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  508. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  509. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  510. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  511. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  512. }
  513. },
  514. {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)},
  515. {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)},
  516. {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)},
  517. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  518. {
  519. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  520. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  521. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  522. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  523. return abA - abB;
  524. }
  525. },
  526. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  527. {
  528. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  529. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  530. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  531. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  532. return abA - abB;
  533. }
  534. },
  535. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  536. {
  537. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  538. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  539. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  540. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  541. return abA - abB;
  542. }
  543. },
  544. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  545. {
  546. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  547. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  548. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  549. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  550. return abA - abB;
  551. }
  552. },
  553. ];
  554. //增加特殊搜索模式
  555. const specialSearchFunctions = (function() {
  556. 'use strict';
  557. //返回卡片的队长技能
  558. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  559. {
  560. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  561. }
  562. //返回卡片的技能
  563. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  564. {
  565. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  566. }
  567. //返回卡片的技能
  568. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  569. {
  570. switch(skillGreatType)
  571. {
  572. case 1:
  573. case "leader":
  574. return getCardLeaderSkill(card, skillTypes, searchRandom);
  575. case 2:
  576. case "active":
  577. return getCardActiveSkill(card, skillTypes, searchRandom);
  578. default:
  579. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  580. }
  581. }
  582. //查找到真正起作用的那一个技能
  583. function getActuallySkill(skill, skillTypes, searchRandom = true)
  584. {
  585. if (skillTypes.includes(skill.type))
  586. {
  587. return skill;
  588. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  589. {
  590. const subSkills = skill.params.map(id=>Skills[id]);
  591. for(let i = 0;i < subSkills.length; i++)
  592. { //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
  593. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  594. if (foundSubSkill)
  595. {
  596. return foundSubSkill;
  597. }
  598. }
  599. return null;
  600. }else
  601. {
  602. return null;
  603. }
  604. }
  605. //获取血倍率
  606. function getHPScale(ls)
  607. {
  608. const sk = ls.params;
  609. let scale = 1;
  610. switch (ls.type)
  611. {
  612. case 23: case 30: case 62: case 77: case 63: case 65:
  613. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  614. scale = sk[sk.length-1]/100;
  615. break;
  616. case 73: case 76:
  617. case 121: case 129: case 163: case 177: case 186:
  618. case 155:
  619. scale = sk[2]/100;
  620. break;
  621. case 106: case 107: case 108:
  622. scale = sk[0]/100;
  623. break;
  624. case 125:
  625. scale = sk[5]/100;
  626. break;
  627. case 136:
  628. case 137:
  629. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  630. break;
  631. case 158:
  632. scale = sk[4]/100;
  633. break;
  634. case 175:
  635. case 178: case 185:
  636. scale = sk[3]/100;
  637. break;
  638. case 203: case 217:
  639. scale = sk[1]/100;
  640. break;
  641. case 138: //调用其他队长技
  642. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  643. break;
  644. default:
  645. }
  646. return scale || 1;
  647. }
  648. //获取盾减伤比例
  649. function getReduceScale(ls, allAttr = false, noHPneed = false)
  650. {
  651. const sk = ls.params;
  652. let scale = 0;
  653. switch (ls.type)
  654. {
  655. case 16: //无条件盾
  656. scale = sk[0]/100;
  657. break;
  658. case 17: //单属性盾
  659. scale = allAttr ? 0 : sk[1]/100;
  660. break;
  661. case 36: //2个属性盾
  662. scale = allAttr ? 0 : sk[2]/100;
  663. break;
  664. case 38: //血线下 + 几率
  665. case 43: //血线上 + 几率
  666. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  667. break;
  668. case 129: //无条件盾,属性个数不固定
  669. case 163: //无条件盾,属性个数不固定
  670. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  671. break;
  672. case 178: //无条件盾,属性个数不固定
  673. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  674. break;
  675. case 130: //血线下 + 属性个数不固定
  676. case 131: //血线上 + 属性个数不固定
  677. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  678. break;
  679. case 151: //十字心触发
  680. case 169: //C触发
  681. case 198: //回血触发
  682. scale = sk[2]/100;
  683. break;
  684. case 170: //多色触发
  685. case 182: //长串触发
  686. case 193: //L触发
  687. scale = sk[3]/100;
  688. break;
  689. case 171: //多串触发
  690. scale = sk[6]/100;
  691. break;
  692. case 183: //又是个有两段血线的队长技
  693. scale = noHPneed ? 0 : sk[4]/100;
  694. break;
  695. case 210: //十字触发
  696. scale = sk[1]/100;
  697. break;
  698. case 235: { //可多次触发
  699. reduce.scale = (sk[4] || 0) / 100;
  700. break;
  701. }
  702. case 138: //调用其他队长技
  703. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  704. break;
  705. default:
  706. }
  707. return scale || 0;
  708. }
  709. function getCannonAttr(skill)
  710. {
  711. const sk = skill.params;
  712. switch(skill.type)
  713. {
  714. case 0:
  715. case 1:
  716. case 37:
  717. case 58:
  718. case 59:
  719. case 84:
  720. case 85:
  721. case 86:
  722. case 87:
  723. case 115:
  724. return sk[0];
  725. case 110:
  726. case 143:
  727. return sk[1];
  728. case 42:
  729. return sk[1];
  730. case 144:
  731. return sk[3] ?? 0;
  732. default:
  733. return -1;
  734. }
  735. }
  736. function sortByParams(a,b,searchTypeArray,pidx = 0)
  737. {
  738. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  739. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  740. return a_pC - b_pC;
  741. }
  742. function voidsAbsorption_Addition(card)
  743. {
  744. const searchTypeArray = [173];
  745. const skill = getCardActiveSkill(card, searchTypeArray);
  746. const sk = skill.params;
  747. if (sk[1] && sk[3])
  748. {
  749. return `双吸×${sk[0]}T`;
  750. }else
  751. {
  752. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  753. }
  754. }
  755. function unbind_Turns(card)
  756. {
  757. const outObj = {
  758. normal: 0,
  759. awoken: 0
  760. };
  761. const searchTypeArray = [117,179];
  762. const skill = getCardActiveSkill(card, searchTypeArray);
  763. if (skill)
  764. {
  765. const sk = skill.params;
  766. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  767. outObj.awoken = sk[4] || 0;
  768. }
  769. return outObj;
  770. }
  771. function unbind_Addition(card)
  772. {
  773. const turns = unbind_Turns(card);
  774. let strArr = [];
  775. if (turns.normal > 0 && turns.normal == turns.awoken)
  776. {
  777. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  778. }
  779. if (turns.normal > 0)
  780. {
  781. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  782. }
  783. if (turns.awoken > 0)
  784. {
  785. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  786. }
  787. return strArr.join(',');
  788. }
  789. function boardChange_ColorTypes(skill)
  790. {
  791. if (!skill) return [];
  792. const sk = skill.params;
  793. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  794. return colors;
  795. }
  796. function boardChange_Addition(card)
  797. {
  798. const searchTypeArray = [71];
  799. const skill = getCardActiveSkill(card, searchTypeArray);
  800. const colors = boardChange_ColorTypes(skill);
  801. return createOrbsList(colors);
  802. }
  803. function orbsChangeParse(skill)
  804. {
  805. function changes(from, to)
  806. {
  807. return {from:from,to:to};
  808. }
  809. let outArr = [];
  810. if (!skill) return outArr;
  811. const sk = skill.params;
  812. switch (skill.type)
  813. {
  814. case 9:{
  815. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  816. break;
  817. }
  818. case 20:{
  819. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  820. {
  821. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  822. }
  823. else
  824. {
  825. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  826. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  827. }
  828. break;
  829. }
  830. case 154:{
  831. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  832. break;
  833. }
  834. }
  835. return outArr;
  836. }
  837. function changeOrbs_Addition(card)
  838. {
  839. const searchTypeArray = [9,20,154];
  840. const skills = getCardActiveSkills(card, searchTypeArray);
  841. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  842. const fragment = document.createDocumentFragment();
  843. parsedSkills.forEach(p=>{
  844. fragment.appendChild(createOrbsList(p.from));
  845. fragment.appendChild(document.createTextNode(`→`));
  846. fragment.appendChild(createOrbsList(p.to));
  847. });
  848. return fragment;
  849. }
  850. function generateOrbsParse(card)
  851. {
  852. let outArr = [];
  853. const searchTypeArray = [141, 208];
  854. const skills = getCardActiveSkills(card, searchTypeArray);
  855. if (!skills.length) return outArr;
  856. for (let skill of skills)
  857. {
  858. const sk = skill.params;
  859. if (skill.type == 141)
  860. {
  861. outArr.push({
  862. count: sk[0],
  863. to: flags(sk[1] || 1),
  864. exclude: flags(sk[2]),
  865. });
  866. }else
  867. {
  868. outArr.push({
  869. count: sk[0],
  870. to: flags(sk[1] || 1),
  871. exclude: flags(sk[2]),
  872. });
  873. outArr.push({
  874. count: sk[3],
  875. to: flags(sk[4] || 1),
  876. exclude: flags(sk[5]),
  877. });
  878. }
  879. }
  880. return outArr;
  881. }
  882. function generateOrbs_Addition(card)
  883. {
  884. const gens = generateOrbsParse(card);
  885. const searchTypeArray = [141, 208];
  886. const skill = getCardActiveSkill(card, searchTypeArray);
  887. const sk = skill.params;
  888. const fragment = document.createDocumentFragment();
  889. for (let gen of gens)
  890. {
  891. fragment.appendChild(createOrbsList(gen.to));
  892. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  893. }
  894. return fragment;
  895. }
  896. function lock_Addition(card)
  897. {
  898. const searchTypeArray = [152];
  899. const skill = getCardActiveSkill(card, searchTypeArray);
  900. const sk = skill.params;
  901. const fragment = document.createDocumentFragment();
  902. fragment.appendChild(document.createTextNode(`锁`));
  903. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  904. return fragment;
  905. }
  906. function dropLock_Addition(card)
  907. {
  908. const searchTypeArray = [205];
  909. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  910. const sk = skill.params;
  911. const fragment = document.createDocumentFragment();
  912. fragment.appendChild(document.createTextNode(`掉锁`));
  913. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  914. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  915. return fragment;
  916. }
  917. function dropOrb_Addition(card)
  918. {
  919. const searchTypeArray = [126];
  920. const skill = getCardActiveSkill(card, searchTypeArray);
  921. const sk = skill.params;
  922. const colors = flags(sk[0]);
  923. const fragment = document.createDocumentFragment();
  924. fragment.appendChild(createOrbsList(colors));
  925. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  926. return fragment;
  927. }
  928. function generateColumnOrbs_Addition(card)
  929. {
  930. const searchTypeArray = [127];
  931. const skill = getCardActiveSkill(card, searchTypeArray);
  932. const sk = skill.params;
  933. const colors = [];
  934. for (let ai=0;ai<sk.length;ai+=2)
  935. {
  936. colors.push(flags(sk[ai+1]));
  937. }
  938. const fragment = document.createDocumentFragment();
  939. fragment.appendChild(document.createTextNode(`竖`));
  940. fragment.appendChild(createOrbsList(colors.flat()));
  941. return fragment;
  942. }
  943. function generateRowOrbs_Addition(card)
  944. {
  945. const searchTypeArray = [128];
  946. const skill = getCardActiveSkill(card, searchTypeArray);
  947. const sk = skill.params;
  948. const colors = [];
  949. for (let ai=0;ai<sk.length;ai+=2)
  950. {
  951. colors.push(flags(sk[ai+1]));
  952. }
  953. const fragment = document.createDocumentFragment();
  954. fragment.appendChild(document.createTextNode(`横`));
  955. fragment.appendChild(createOrbsList(colors.flat()));
  956. return fragment;
  957. }
  958. function healImmediately_Rate(card)
  959. {
  960. const searchTypeArray = [7, //宠物回复力
  961. 8, //固定点数
  962. 35,115, //吸血
  963. 117
  964. ];
  965. const skills = getCardActiveSkills(card, searchTypeArray);
  966. const outObj = {
  967. vampire: 0,
  968. selfRcv: 0,
  969. const: 0,
  970. scale: 0,
  971. };
  972. if (!skills.length) return outObj;
  973. skills.forEach(skill=>{
  974. const sk = skill.params;
  975. if (skill.type == 7)
  976. {
  977. outObj.selfRcv += sk[0];
  978. }
  979. else if(skill.type == 8)
  980. {
  981. outObj.const += sk[0];
  982. }
  983. else if(skill.type == 35)
  984. {
  985. outObj.vampire += sk[1];
  986. }
  987. else if(skill.type == 115)
  988. {
  989. outObj.vampire += sk[2];
  990. }
  991. else if(skill.type == 117)
  992. {
  993. outObj.selfRcv += sk[1] || 0;
  994. outObj.const += sk[2] || 0;
  995. outObj.scale += sk[3] || 0;
  996. }
  997. });
  998. return outObj;
  999. }
  1000. function atkBuff_Rate(card)
  1001. {
  1002. const searchTypeArray = [
  1003. 88,92, //类型的
  1004. 50,90, //属性的,要排除回复力
  1005. 156,168,231, //宝石姬
  1006. 228, //属性、类型数量
  1007. ];
  1008. const skill = getCardActiveSkill(card, searchTypeArray);
  1009. const outObj = {
  1010. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1011. types: [],
  1012. attrs: [],
  1013. awoken: [],
  1014. rate: 0,
  1015. turns: 0,
  1016. };
  1017. if (!skill) return outObj;
  1018. const sk = skill.params;
  1019. if (skill.type == 88 || skill.type == 92)
  1020. {
  1021. outObj.skilltype = 2;
  1022. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1023. outObj.turns = sk[0];
  1024. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1025. }
  1026. else if(skill.type == 50 || skill.type == 90)
  1027. {
  1028. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1029. if (!outObj.attrs.length) //去除回复力
  1030. return outObj;
  1031. outObj.skilltype = 2;
  1032. outObj.turns = sk[0];
  1033. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1034. }
  1035. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1036. || skill.type == 168)
  1037. {
  1038. outObj.skilltype = 1;
  1039. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1040. outObj.turns = sk[0];
  1041. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1042. }
  1043. else if(skill.type == 228 && sk[3] > 0)
  1044. {
  1045. outObj.skilltype = 1;
  1046. outObj.attrs = flags(sk[1]);
  1047. outObj.types = flags(sk[2]);
  1048. outObj.turns = sk[0];
  1049. outObj.rate = sk[3];
  1050. }
  1051. else if(skill.type == 231 && sk[6] > 0)
  1052. {
  1053. outObj.skilltype = 1;
  1054. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1055. outObj.turns = sk[0];
  1056. outObj.rate = sk[6];
  1057. }
  1058. return outObj;
  1059. }
  1060. function rcvBuff_Rate(card)
  1061. {
  1062. const searchTypeArray = [
  1063. 50,90,
  1064. 228, 231, //宝石姬
  1065. ];
  1066. const skill = getCardActiveSkill(card, searchTypeArray);
  1067. const outObj = {
  1068. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1069. types: [],
  1070. attrs: [],
  1071. awoken: [],
  1072. rate: 0,
  1073. turns: 0,
  1074. };
  1075. if (!skill) return outObj;
  1076. const sk = skill.params;
  1077. if (skill.type == 228 && sk[4] > 0) {
  1078. outObj.skilltype = 1;
  1079. outObj.attrs = flags(sk[1]);
  1080. outObj.types = flags(sk[2]);
  1081. outObj.turns = sk[0];
  1082. outObj.rate = sk[4];
  1083. } else if (skill.type == 231 && sk[7] > 0) {
  1084. outObj.skilltype = 1;
  1085. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1086. outObj.turns = sk[0];
  1087. outObj.rate = sk[7];
  1088. } else if (skill.type == 50 || skill.type == 90) {
  1089. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1090. outObj.turns = sk[0];
  1091. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1092. }
  1093. return outObj;
  1094. }
  1095. function damageSelf_Rate(card)
  1096. {
  1097. const searchTypeArray = [84,85,86,87,195];
  1098. const skill = getCardActiveSkill(card, searchTypeArray);
  1099. if (!skill) return 0;
  1100. const sk = skill.params;
  1101. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1102. }
  1103. function changeEnemiesAttr_Attr(card)
  1104. {
  1105. const outObj = {
  1106. attr: null,
  1107. turns: 0
  1108. }
  1109. const searchTypeArray = [153, 224];
  1110. const skill = getCardActiveSkill(card, searchTypeArray);
  1111. if (!skill) return outObj;
  1112. const sk = skill.params;
  1113. if (skill.type == 153)
  1114. {
  1115. outObj.attr = sk[0];
  1116. }
  1117. else if (skill.type == 224)
  1118. {
  1119. outObj.attr = sk[1] || 0;
  1120. outObj.turns = sk[0];
  1121. }
  1122. return outObj;
  1123. }
  1124. //创建1个觉醒图标
  1125. function createAwokenIcon(awokenId)
  1126. {
  1127. const icon = document.createElement("icon");
  1128. icon.className ="awoken-icon";
  1129. icon.setAttribute("data-awoken-icon", awokenId);
  1130. return icon;
  1131. }
  1132. //产生一个觉醒列表
  1133. function creatAwokenList(awokens) {
  1134. const ul = document.createElement("ul");
  1135. ul.className = "awoken-ul";
  1136. awokens.forEach(ak=>{
  1137. const li = ul.appendChild(document.createElement("li"));
  1138. const icon = li.appendChild(createAwokenIcon(ak));
  1139. });
  1140. return ul;
  1141. }
  1142. //产生宝珠列表
  1143. function createOrbsList(orbs)
  1144. {
  1145. if (orbs == undefined) orbs = [0];
  1146. else if (!Array.isArray(orbs)) orbs = [orbs];
  1147. const ul = document.createElement("ul");
  1148. ul.className = "board";
  1149. orbs.forEach(orbType => {
  1150. const li = ul.appendChild(document.createElement("li"));
  1151. li.className = `orb-icon`;
  1152. li.setAttribute("data-orb-icon", orbType);
  1153. });
  1154. return ul;
  1155. }
  1156. //产生类型列表
  1157. function createTypesList(types)
  1158. {
  1159. if (types == undefined) types = [0];
  1160. else if (!Array.isArray(types)) types = [types];
  1161. const ul = document.createElement("ul");
  1162. ul.className = "types-ul";
  1163. types.forEach(type => {
  1164. const li = ul.appendChild(document.createElement("li"));
  1165. li.className = `type-icon`;
  1166. li.setAttribute("data-type-icon", type);
  1167. });
  1168. return ul;
  1169. }
  1170. const functions = [
  1171. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},
  1172. function:cards=>cards},
  1173. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  1174. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  1175. function:cards=>{
  1176. return cards.filter(card=>{
  1177. return getSkillFixedDamage(card) > 0;
  1178. }).sort((a,b)=>{
  1179. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1180. return a_pC - b_pC;
  1181. });
  1182. },
  1183. addition:card=>{
  1184. const value = getSkillFixedDamage(card);
  1185. let nodeArr = [`${value.bigNumberToString()}固伤`];
  1186. let skill;
  1187. if (skill = getCardLeaderSkill(card, [235])) {
  1188. nodeArr.push("/");
  1189. nodeArr.push(createOrbsList(flags(skill.params[0])));
  1190. nodeArr.push(`×${skill.params[2]}`);
  1191. }
  1192. return nodeArr.nodeJoin();
  1193. }
  1194. },
  1195. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  1196. function:cards=>{
  1197. return cards.filter(card=>{
  1198. return getSkillAddCombo(card) > 0;
  1199. }).sort((a,b)=>{
  1200. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1201. return a_pC - b_pC;
  1202. });
  1203. },
  1204. addition:card=>{
  1205. const value = getSkillAddCombo(card);
  1206. let nodeArr = [`+${value.bigNumberToString()}C`];
  1207. let skill;
  1208. if (skill = getCardLeaderSkill(card, [210])) {
  1209. nodeArr.push("/十字");
  1210. } else if (skill = getCardLeaderSkill(card, [235])) {
  1211. nodeArr.push("/");
  1212. nodeArr.push(createOrbsList(flags(skill.params[0])));
  1213. nodeArr.push(`×${skill.params[2]}`);
  1214. }
  1215. return nodeArr.nodeJoin();
  1216. }
  1217. },
  1218. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  1219. function:cards=>cards.filter(card=>{
  1220. const searchTypeArray = [162,186];
  1221. const skill = getCardLeaderSkill(card, searchTypeArray);
  1222. return skill;
  1223. })
  1224. },
  1225. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  1226. function:cards=>cards.filter(card=>{
  1227. const searchTypeArray = [163,177];
  1228. const skill = getCardLeaderSkill(card, searchTypeArray);
  1229. return skill;
  1230. })
  1231. },
  1232. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  1233. function:cards=>{
  1234. const searchTypeArray = [15,185];
  1235. return cards.filter(card=>{
  1236. const skill = getCardLeaderSkill(card, searchTypeArray);
  1237. return skill;
  1238. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1239. },
  1240. addition:card=>{
  1241. const searchTypeArray = [15,185];
  1242. const skill = getCardLeaderSkill(card, searchTypeArray);
  1243. const value = skill.params[0];
  1244. return `${value > 0 ? "+" : ""}${value/100}s`;
  1245. }
  1246. },
  1247. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  1248. function:cards=>{
  1249. const searchTypeArray = [178];
  1250. return cards.filter(card=>{
  1251. const skill = getCardLeaderSkill(card, searchTypeArray);
  1252. return skill;
  1253. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1254. },
  1255. addition:card=>{
  1256. const searchTypeArray = [178];
  1257. const skill = getCardLeaderSkill(card, searchTypeArray);
  1258. const value = skill.params[0];
  1259. return `固定${value}s`;
  1260. }
  1261. },
  1262. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  1263. function:cards=>{
  1264. const searchTypeArray = [12];
  1265. return cards.filter(card=>{
  1266. const skill = getCardLeaderSkill(card, searchTypeArray);
  1267. return skill;
  1268. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1269. },
  1270. addition:card=>{
  1271. const searchTypeArray = [12];
  1272. const skill = getCardLeaderSkill(card, searchTypeArray);
  1273. const value = skill.params[0];
  1274. return `攻击×${(value/100).bigNumberToString()}倍`;
  1275. }
  1276. },
  1277. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  1278. function:cards=>{
  1279. const searchTypeArray = [13];
  1280. return cards.filter(card=>{
  1281. const skill = getCardLeaderSkill(card, searchTypeArray);
  1282. return skill;
  1283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1284. },
  1285. addition:card=>{
  1286. const searchTypeArray = [13];
  1287. const skill = getCardLeaderSkill(card, searchTypeArray);
  1288. const value = skill.params[0];
  1289. return `回复×${(value/100).bigNumberToString()}倍`;
  1290. }
  1291. },
  1292. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  1293. function:cards=>{
  1294. const searchTypeArray = [41];
  1295. return cards.filter(card=>{
  1296. const skill = getCardLeaderSkill(card, searchTypeArray);
  1297. return skill;
  1298. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1299. },
  1300. addition:card=>{
  1301. const searchTypeArray = [41];
  1302. const skill = getCardLeaderSkill(card, searchTypeArray);
  1303. const sk = skill.params;
  1304. const fragment = document.createDocumentFragment();
  1305. fragment.appendChild(createOrbsList(sk[2] || 0));
  1306. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1307. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1308. return fragment;
  1309. }
  1310. },
  1311. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  1312. function:cards=>cards.filter(card=>{
  1313. const searchTypeArray = [197];
  1314. const skill = getCardLeaderSkill(card, searchTypeArray);
  1315. return skill;
  1316. })
  1317. },
  1318. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  1319. function:cards=>{
  1320. const searchTypeArray = [198];
  1321. return cards.filter(card=>{
  1322. const skill = getCardLeaderSkill(card, searchTypeArray);
  1323. return skill && skill.params[2];
  1324. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1325. },
  1326. addition:card=>{
  1327. const searchTypeArray = [198];
  1328. const skill = getCardLeaderSkill(card, searchTypeArray);
  1329. const sk = skill.params;
  1330. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1331. }
  1332. },
  1333. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  1334. function:cards=>{
  1335. const searchTypeArray = [198];
  1336. return cards.filter(card=>{
  1337. const skill = getCardLeaderSkill(card, searchTypeArray);
  1338. return skill && skill.params[3];
  1339. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1340. },
  1341. addition:card=>{
  1342. const searchTypeArray = [198];
  1343. const skill = getCardLeaderSkill(card, searchTypeArray);
  1344. const sk = skill.params;
  1345. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1346. }
  1347. },
  1348. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  1349. function:cards=>cards.filter(card=>{
  1350. const searchTypeArray = [151,209];
  1351. const skill = getCardLeaderSkill(card, searchTypeArray);
  1352. return skill;
  1353. })
  1354. },
  1355. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  1356. function:cards=>cards.filter(card=>{
  1357. const searchTypeArray = [157];
  1358. const skill = getCardLeaderSkill(card, searchTypeArray);
  1359. return skill;
  1360. })
  1361. },
  1362. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  1363. function:cards=>cards.filter(card=>{
  1364. const searchTypeArray = [177];
  1365. const skill = getCardLeaderSkill(card, searchTypeArray);
  1366. return skill;
  1367. })
  1368. },
  1369. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  1370. function:cards=>{
  1371. const searchTypeArray = [158];
  1372. return cards.filter(card=>{
  1373. const skill = getCardLeaderSkill(card, searchTypeArray);
  1374. return skill;
  1375. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1376. },
  1377. addition:card=>{
  1378. const searchTypeArray = [158];
  1379. const skill = getCardLeaderSkill(card, searchTypeArray);
  1380. const value = skill.params[0];
  1381. return `≥${value}珠`;
  1382. }
  1383. },
  1384. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  1385. function:cards=>{
  1386. const searchTypeArray = [14];
  1387. return cards.filter(card=>{
  1388. const skill = getCardLeaderSkill(card, searchTypeArray);
  1389. return skill;
  1390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1391. },
  1392. addition:card=>{
  1393. const searchTypeArray = [14];
  1394. const skill = getCardLeaderSkill(card, searchTypeArray);
  1395. const value = skill.params[0];
  1396. return `HP≥${value}%`;
  1397. }
  1398. },
  1399. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  1400. function:cards=>cards.filter(card=>{
  1401. const searchTypeArray = [125];
  1402. const skill = getCardLeaderSkill(card, searchTypeArray);
  1403. return skill;
  1404. })
  1405. },
  1406. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  1407. function:cards=>cards.filter(card=>{
  1408. const searchTypeArray = [175];
  1409. const skill = getCardLeaderSkill(card, searchTypeArray);
  1410. return skill;
  1411. })
  1412. },
  1413. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  1414. function:cards=>cards.filter(card=>{
  1415. const searchTypeArray = [203];
  1416. const skill = getCardLeaderSkill(card, searchTypeArray);
  1417. return skill;
  1418. })
  1419. },
  1420. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  1421. function:cards=>cards.filter(card=>{
  1422. const searchTypeArray = [229];
  1423. const skill = getCardLeaderSkill(card, searchTypeArray);
  1424. return skill;
  1425. })
  1426. },
  1427. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  1428. function:cards=>{
  1429. const searchTypeArray = [53];
  1430. return cards.filter(card=>{
  1431. const skill = getCardLeaderSkill(card, searchTypeArray);
  1432. return skill;
  1433. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1434. },
  1435. addition:card=>{
  1436. const searchTypeArray = [53];
  1437. const skill = getCardLeaderSkill(card, searchTypeArray);
  1438. const sk = skill.params;
  1439. return `掉率x${sk[0]/100}`;
  1440. }
  1441. },
  1442. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  1443. function:cards=>{
  1444. const searchTypeArray = [54];
  1445. return cards.filter(card=>{
  1446. const skill = getCardLeaderSkill(card, searchTypeArray);
  1447. return skill;
  1448. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1449. },
  1450. addition:card=>{
  1451. const searchTypeArray = [54];
  1452. const skill = getCardLeaderSkill(card, searchTypeArray);
  1453. const sk = skill.params;
  1454. return `金币x${sk[0]/100}`;
  1455. }
  1456. },
  1457. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  1458. function:cards=>{
  1459. const searchTypeArray = [148];
  1460. return cards.filter(card=>{
  1461. const skill = getCardLeaderSkill(card, searchTypeArray);
  1462. return skill;
  1463. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1464. },
  1465. addition:card=>{
  1466. const searchTypeArray = [148];
  1467. const skill = getCardLeaderSkill(card, searchTypeArray);
  1468. const sk = skill.params;
  1469. return `经验x${sk[0]/100}`;
  1470. }
  1471. },
  1472. ]},
  1473. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  1474. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  1475. function:cards=>cards.filter(card=>{
  1476. const skill = Skills[card.leaderSkillId];
  1477. const HPscale = getHPScale(skill);
  1478. return HPscale >= 2;
  1479. }).sort((a,b)=>{
  1480. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1481. return getHPScale(a_s) - getHPScale(b_s);
  1482. })
  1483. },
  1484. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  1485. function:cards=>cards.filter(card=>{
  1486. const skill = Skills[card.leaderSkillId];
  1487. const HPscale = getHPScale(skill);
  1488. return HPscale >= 1.5 && HPscale < 2;
  1489. }).sort((a,b)=>{
  1490. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1491. return getHPScale(a_s) - getHPScale(b_s);
  1492. })
  1493. },
  1494. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  1495. function:cards=>cards.filter(card=>{
  1496. const skill = Skills[card.leaderSkillId];
  1497. const HPscale = getHPScale(skill);
  1498. return HPscale > 1 && HPscale < 1.5;
  1499. }).sort((a,b)=>{
  1500. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1501. return getHPScale(a_s) - getHPScale(b_s);
  1502. })
  1503. },
  1504. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  1505. function:cards=>cards.filter(card=>{
  1506. const skill = Skills[card.leaderSkillId];
  1507. const HPscale = getHPScale(skill);
  1508. return HPscale === 1;
  1509. })
  1510. },
  1511. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  1512. function:cards=>cards.filter(card=>{
  1513. const skill = Skills[card.leaderSkillId];
  1514. const HPscale = getHPScale(skill);
  1515. return HPscale < 1;
  1516. }).sort((a,b)=>{
  1517. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1518. return getHPScale(a_s) - getHPScale(b_s);
  1519. })
  1520. },
  1521. ]},
  1522. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  1523. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  1524. function:cards=>cards.filter(card=>{
  1525. const skill = Skills[card.leaderSkillId];
  1526. const reduceScale = getReduceScale(skill);
  1527. return reduceScale >= 0.75;
  1528. }).sort((a,b)=>{
  1529. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1530. return getReduceScale(a_s) - getReduceScale(b_s);
  1531. })
  1532. },
  1533. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  1534. function:cards=>cards.filter(card=>{
  1535. const skill = Skills[card.leaderSkillId];
  1536. const reduceScale = getReduceScale(skill);
  1537. return reduceScale >= 0.5 && reduceScale < 0.75;
  1538. }).sort((a,b)=>{
  1539. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1540. return getReduceScale(a_s) - getReduceScale(b_s);
  1541. })
  1542. },
  1543. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  1544. function:cards=>cards.filter(card=>{
  1545. const skill = Skills[card.leaderSkillId];
  1546. const reduceScale = getReduceScale(skill);
  1547. return reduceScale >= 0.25 && reduceScale < 0.5;
  1548. }).sort((a,b)=>{
  1549. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1550. return getReduceScale(a_s) - getReduceScale(b_s);
  1551. })
  1552. },
  1553. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  1554. function:cards=>cards.filter(card=>{
  1555. const skill = Skills[card.leaderSkillId];
  1556. const reduceScale = getReduceScale(skill);
  1557. return reduceScale > 0 && reduceScale < 0.25;
  1558. }).sort((a,b)=>{
  1559. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1560. return getReduceScale(a_s) - getReduceScale(b_s);
  1561. })
  1562. },
  1563. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  1564. function:cards=>cards.filter(card=>{
  1565. const skill = Skills[card.leaderSkillId];
  1566. const reduceScale = getReduceScale(skill);
  1567. return reduceScale === 0;
  1568. })
  1569. },
  1570. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  1571. function:cards=>cards.filter(card=>{
  1572. const skill = Skills[card.leaderSkillId];
  1573. return getReduceScale(skill, true) > 0;
  1574. })
  1575. },
  1576. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  1577. function:cards=>cards.filter(card=>{
  1578. const skill = Skills[card.leaderSkillId];
  1579. return getReduceScale(skill, undefined, true) > 0;
  1580. })
  1581. },
  1582. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  1583. function:cards=>cards.filter(card=>{
  1584. const skill = Skills[card.leaderSkillId];
  1585. return getReduceScale(skill, undefined, undefined, true) > 0;
  1586. })
  1587. },
  1588. {name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  1589. function:cards=>cards.filter(card=>{
  1590. const skill = Skills[card.leaderSkillId];
  1591. const reduceScale = getReduceScale(skill);
  1592. return reduceScale>=0.29;
  1593. }).sort((a,b)=>{
  1594. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1595. return getReduceScale(a_s) - getReduceScale(b_s);
  1596. })
  1597. },
  1598. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  1599. function:cards=>cards.filter(card=>{
  1600. //获取盾减伤比例
  1601. function getReduceScale_unconditional(ls)
  1602. {
  1603. const sk = ls.params;
  1604. let scale = 0;
  1605. switch (ls.type)
  1606. {
  1607. case 16: //无条件盾
  1608. scale = sk[0]/100;
  1609. break;
  1610. case 129: //无条件盾,属性个数不固定
  1611. case 163: //无条件盾,属性个数不固定
  1612. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1613. break;
  1614. case 138: //调用其他队长技
  1615. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1616. break;
  1617. default:
  1618. }
  1619. return scale || 0;
  1620. }
  1621. const skill = Skills[card.leaderSkillId];
  1622. return getReduceScale_unconditional(skill) > 0;
  1623. })
  1624. },
  1625. ]},
  1626. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1627. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  1628. function:cards=>cards.filter(card=>{
  1629. if (card.activeSkillId == 0) return false;
  1630. const skill = Skills[card.activeSkillId];
  1631. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1632. })
  1633. },
  1634. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  1635. function:cards=>cards.filter(card=>{
  1636. if (card.activeSkillId == 0) return false;
  1637. const skill = Skills[card.activeSkillId];
  1638. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1639. let realCD = minCD;
  1640. const searchTypeArray = [14];
  1641. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1642. if (subSkill)
  1643. {
  1644. realCD -= subSkill.params[0] * 3;
  1645. }
  1646. return minCD > 1 && realCD <= 4;
  1647. })
  1648. },
  1649. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  1650. function:cards=>{
  1651. const searchTypeArray = [5];
  1652. return cards.filter(card=>{
  1653. const skill = getCardActiveSkill(card, searchTypeArray);
  1654. return skill;
  1655. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1656. },
  1657. addition:card=>{
  1658. const searchTypeArray = [5];
  1659. const skill = getCardActiveSkill(card, searchTypeArray);
  1660. const value = skill.params[0];
  1661. return `时停${value}s`;
  1662. }
  1663. },
  1664. {
  1665. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  1666. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  1667. },
  1668. {
  1669. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  1670. function:cards=>cards.filter(card=>{
  1671. let skType = Skills[card.activeSkillId].type;
  1672. return skType == 232 || skType == 233;
  1673. })
  1674. },
  1675. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  1676. function:cards=>cards.filter(card=>{
  1677. const searchTypeArray = [225];
  1678. const skill = getCardActiveSkill(card, searchTypeArray);
  1679. return skill;
  1680. }),
  1681. addition:card=>{
  1682. const searchTypeArray = [225];
  1683. const skill = getCardActiveSkill(card, searchTypeArray);
  1684. const sk = skill.params;
  1685. let strArr = [];
  1686. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1687. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1688. return `HP ${strArr.join(" ")}`;
  1689. }
  1690. },
  1691. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  1692. function:cards=>cards.filter(card=>{
  1693. const searchTypeArray = [234];
  1694. const skill = getCardActiveSkill(card, searchTypeArray);
  1695. return skill;
  1696. }),
  1697. addition:card=>{
  1698. const searchTypeArray = [234];
  1699. const skill = getCardActiveSkill(card, searchTypeArray);
  1700. const sk = skill.params;
  1701. let strArr = [];
  1702. if (sk[0]) strArr.push(`≥${sk[0]}`);
  1703. if (sk[1]) strArr.push(`≤${sk[1]}`);
  1704. return `层 ${strArr.join(" ")}`;
  1705. }
  1706. },
  1707. ]},
  1708. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1709. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1710. function:cards=>{
  1711. const searchTypeArray = [173];
  1712. return cards.filter(card=>{
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. return skill && skill.params[1];
  1715. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1716. },addition:voidsAbsorption_Addition},
  1717. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1718. function:cards=>{
  1719. const searchTypeArray = [173];
  1720. return cards.filter(card=>{
  1721. const skill = getCardActiveSkill(card, searchTypeArray);
  1722. return skill && skill.params[2];
  1723. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1724. },addition:voidsAbsorption_Addition},*/
  1725. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1726. function:cards=>{
  1727. const searchTypeArray = [173];
  1728. return cards.filter(card=>{
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. return skill && skill.params[3];
  1731. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1732. },addition:voidsAbsorption_Addition},
  1733. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1734. function:cards=>{
  1735. const searchTypeArray = [173];
  1736. return cards.filter(card=>{
  1737. const skill = getCardActiveSkill(card, searchTypeArray);
  1738. return skill && skill.params[1] && skill.params[3];
  1739. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1740. },addition:voidsAbsorption_Addition},
  1741. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1742. function:cards=>{
  1743. const searchTypeArray = [191];
  1744. return cards.filter(card=>{
  1745. const skill = getCardActiveSkill(card, searchTypeArray);
  1746. return skill;
  1747. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1748. },
  1749. addition:card=>{
  1750. const searchTypeArray = [191];
  1751. const skill = getCardActiveSkill(card, searchTypeArray);
  1752. const sk = skill.params;
  1753. return document.createTextNode(`破贯×${sk[0]}T`);
  1754. }
  1755. },
  1756. ]},
  1757. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1758. {
  1759. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1760. function:cards=>{
  1761. return cards.filter(card=>{
  1762. const turns = unbind_Turns(card);
  1763. return turns.normal > 0;
  1764. }).sort((a,b)=>{
  1765. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1766. let a_pC = a_s.normal, b_pC = b_s.normal;
  1767. return a_pC - b_pC;
  1768. });
  1769. },
  1770. addition:unbind_Addition
  1771. },
  1772. {
  1773. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1774. function:cards=>{
  1775. return cards.filter(card=>{
  1776. const turns = unbind_Turns(card);
  1777. return turns.awoken > 0;
  1778. }).sort((a,b)=>{
  1779. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1780. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1781. return a_pC - b_pC;
  1782. });
  1783. },
  1784. addition:unbind_Addition
  1785. },
  1786. {
  1787. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1788. function:cards=>{
  1789. return cards.filter(card=>{
  1790. const turns = unbind_Turns(card);
  1791. return turns.normal && turns.awoken > 0;
  1792. }).sort((a,b)=>{
  1793. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1794. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1795. return a_pC - b_pC;
  1796. });
  1797. },
  1798. addition:unbind_Addition
  1799. },
  1800. {
  1801. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1802. function:cards=>{
  1803. const searchTypeArray = [196];
  1804. return cards.filter(card=>{
  1805. const skill = getCardActiveSkill(card, searchTypeArray);
  1806. return skill;
  1807. }).sort((a,b)=>{
  1808. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1809. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1810. return a_pC - b_pC;
  1811. })
  1812. },
  1813. addition:card=>{
  1814. const searchTypeArray = [196];
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. const sk = skill.params;
  1817. const value = sk[0];
  1818. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1819. }
  1820. },
  1821. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1822. function:cards=>cards.filter(card=>{
  1823. const searchTypeArray = [214];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. return skill;
  1826. }),
  1827. addition:card=>{
  1828. const searchTypeArray = [214];
  1829. const skill = getCardActiveSkill(card, searchTypeArray);
  1830. const sk = skill.params;
  1831. return document.createTextNode(`自封技${sk[0]}T`);
  1832. }
  1833. },
  1834. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1835. function:cards=>cards.filter(card=>{
  1836. const searchTypeArray = [215];
  1837. const skill = getCardActiveSkill(card, searchTypeArray);
  1838. return skill;
  1839. }),
  1840. addition:card=>{
  1841. const searchTypeArray = [215];
  1842. const skill = getCardActiveSkill(card, searchTypeArray);
  1843. const sk = skill.params;
  1844. const fragment = document.createDocumentFragment();
  1845. fragment.appendChild(document.createTextNode(`自封`));
  1846. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1847. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1848. return fragment;
  1849. }
  1850. },
  1851. ]},
  1852. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1853. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1854. function:cards=>cards.filter(card=>{
  1855. const searchTypeArray = [156,168,228,231];
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. return skill;
  1858. })
  1859. },
  1860. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1861. function:cards=>{
  1862. return cards.filter(card=>{
  1863. const atkbuff = rcvBuff_Rate(card);
  1864. return atkbuff.skilltype > 0;
  1865. }).sort((a,b)=>{
  1866. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1867. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1868. if (sortNum == 0)
  1869. sortNum = a_pC.rate - b_pC.rate;
  1870. if (sortNum == 0)
  1871. sortNum = a_pC.turns - b_pC.turns;
  1872. return sortNum;
  1873. });
  1874. },
  1875. addition:card=>{
  1876. const atkbuff = rcvBuff_Rate(card);
  1877. const fragment = document.createDocumentFragment();
  1878. fragment.appendChild(createOrbsList([5]));
  1879. if (atkbuff.skilltype == 0) return fragment;
  1880. if (atkbuff.skilltype == 1)
  1881. {
  1882. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1883. if (atkbuff.awoken.length)
  1884. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1885. if (atkbuff.attrs.length)
  1886. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1887. if (atkbuff.types.length)
  1888. fragment.appendChild(createTypesList(atkbuff.types));
  1889. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1890. }else if (atkbuff.skilltype == 2)
  1891. {
  1892. if (atkbuff.attrs.length)
  1893. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1894. if (atkbuff.types.length)
  1895. fragment.appendChild(createTypesList(atkbuff.types));
  1896. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1897. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1898. }
  1899. return fragment;
  1900. }
  1901. },
  1902. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1903. function:cards=>{
  1904. return cards.filter(card=>{
  1905. const atkbuff = atkBuff_Rate(card);
  1906. return atkbuff.skilltype > 0;
  1907. }).sort((a,b)=>{
  1908. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1909. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1910. if (sortNum == 0)
  1911. sortNum = a_pC.rate - b_pC.rate;
  1912. if (sortNum == 0)
  1913. sortNum = a_pC.turns - b_pC.turns;
  1914. return sortNum;
  1915. });
  1916. },
  1917. addition:card=>{
  1918. const atkbuff = atkBuff_Rate(card);
  1919. const fragment = document.createDocumentFragment();
  1920. if (atkbuff.skilltype == 0) return fragment;
  1921. if (atkbuff.skilltype == 1)
  1922. {
  1923. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1924. if (atkbuff.awoken.length)
  1925. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1926. if (atkbuff.attrs.length)
  1927. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1928. if (atkbuff.types.length)
  1929. fragment.appendChild(createTypesList(atkbuff.types));
  1930. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1931. }else if (atkbuff.skilltype == 2)
  1932. {
  1933. if (atkbuff.attrs.length)
  1934. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1935. if (atkbuff.types.length)
  1936. fragment.appendChild(createTypesList(atkbuff.types));
  1937. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1938. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1939. }
  1940. return fragment;
  1941. }
  1942. },
  1943. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1944. function:cards=>{
  1945. const searchTypeArray = [230];
  1946. return cards.filter(card=>{
  1947. const skill = getCardActiveSkill(card, searchTypeArray);
  1948. return skill && skill.params[2] !== 100;
  1949. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1950. },
  1951. addition:card=>{
  1952. const searchTypeArray = [230];
  1953. const skill = getCardActiveSkill(card, searchTypeArray);
  1954. const sk = skill.params;
  1955. let str = '';
  1956. switch (sk[1]) {
  1957. case 1: {
  1958. str+="自身";
  1959. break;
  1960. }
  1961. case 2: {
  1962. str+="队长";
  1963. break;
  1964. }
  1965. case 8: {
  1966. str+="队员";
  1967. break;
  1968. }
  1969. }
  1970. str+=`${sk[2] / 100}倍×${sk[0]}T`;
  1971. return str;
  1972. }
  1973. },
  1974. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1975. function:cards=>{
  1976. const searchTypeArray = [132];
  1977. return cards.filter(card=>{
  1978. const skill = getCardActiveSkill(card, searchTypeArray);
  1979. return skill;
  1980. }).sort((a,b)=>{
  1981. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1982. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1983. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1984. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1985. });
  1986. },
  1987. addition:card=>{
  1988. const searchTypeArray = [132];
  1989. const skill = getCardActiveSkill(card, searchTypeArray);
  1990. const sk = skill.params;
  1991. let str = "👆";
  1992. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1993. if (sk[2]) str += `x${sk[2]/100}`;
  1994. return str;
  1995. }
  1996. },
  1997. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1998. function:cards=>{
  1999. const searchTypeArray = [184];
  2000. return cards.filter(card=>{
  2001. const skill = getCardActiveSkill(card, searchTypeArray);
  2002. return skill;
  2003. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2004. },
  2005. addition:card=>{
  2006. const searchTypeArray = [184];
  2007. const skill = getCardActiveSkill(card, searchTypeArray);
  2008. const sk = skill.params;
  2009. return `无↓×${sk[0]}T`;
  2010. }
  2011. },
  2012. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  2013. function:cards=>{
  2014. const searchTypeArray = [207];
  2015. return cards.filter(card=>{
  2016. const skill = getCardActiveSkill(card, searchTypeArray);
  2017. return skill;
  2018. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2019. },
  2020. addition:card=>{
  2021. const searchTypeArray = [207];
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. const sk = skill.params;
  2024. if (sk[7])
  2025. return `${sk[7]}个×${sk[0]}T`;
  2026. else
  2027. return `特殊形状×${sk[0]}T`;
  2028. }
  2029. },
  2030. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2031. function:cards=>{
  2032. const searchTypeArray = [160];
  2033. return cards.filter(card=>{
  2034. const skill = getCardActiveSkill(card, searchTypeArray);
  2035. return skill;
  2036. }).sort((a,b)=>{
  2037. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2038. return a_s.params[1] - b_s.params[1];
  2039. });
  2040. },
  2041. addition:card=>{
  2042. const searchTypeArray = [160];
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. const sk = skill.params;
  2045. return `+${sk[1]}C×${sk[0]}T`;
  2046. }
  2047. },
  2048. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2049. function:cards=>{
  2050. const searchTypeArray = [3,156];
  2051. return cards.filter(card=>{
  2052. const skill = getCardActiveSkill(card, searchTypeArray);
  2053. if (!skill) return false;
  2054. if (skill.type == 156)
  2055. return skill.params[4]==3;
  2056. else
  2057. return true;
  2058. }).sort((a,b)=>{
  2059. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2060. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2061. if (!sortNum)
  2062. {
  2063. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2064. sortNum = a_pC - b_pC;
  2065. }
  2066. return sortNum;
  2067. });
  2068. },
  2069. addition:card=>{
  2070. const searchTypeArray = [3,156];
  2071. const skill = getCardActiveSkill(card, searchTypeArray);
  2072. const sk = skill.params;
  2073. const fragment = document.createDocumentFragment();
  2074. if (skill.type == 156)
  2075. {
  2076. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2077. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2078. fragment.appendChild(creatAwokenList(awokenArr));
  2079. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2080. }else
  2081. {
  2082. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2083. }
  2084. return fragment;
  2085. }
  2086. },
  2087. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2088. function:cards=>{
  2089. const searchTypeArray = [3];
  2090. return cards.filter(card=>{
  2091. const skill = getCardActiveSkill(card, searchTypeArray);
  2092. return skill && skill.params[1]>=100;
  2093. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2094. },
  2095. addition:card=>{
  2096. const searchTypeArray = [3];
  2097. const skill = getCardActiveSkill(card, searchTypeArray);
  2098. const sk = skill.params;
  2099. return `无敌×${sk[0]}T`;
  2100. }
  2101. },
  2102. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2103. function:cards=>{
  2104. const searchTypeArray = [21];
  2105. return cards.filter(card=>{
  2106. const skill = getCardActiveSkill(card, searchTypeArray);
  2107. return skill;
  2108. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2109. },
  2110. addition:card=>{
  2111. const searchTypeArray = [21];
  2112. const skill = getCardActiveSkill(card, searchTypeArray);
  2113. const sk = skill.params;
  2114. const colors = [sk[1]];
  2115. const fragment = document.createDocumentFragment();
  2116. fragment.appendChild(document.createTextNode(`-`));
  2117. fragment.appendChild(createOrbsList(colors));
  2118. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2119. return fragment;
  2120. }
  2121. },
  2122. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2123. function:cards=>{
  2124. const searchTypeArray = [51];
  2125. return cards.filter(card=>{
  2126. const skill = getCardActiveSkill(card, searchTypeArray);
  2127. return skill;
  2128. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2129. },
  2130. addition:card=>{
  2131. const searchTypeArray = [51];
  2132. const skill = getCardActiveSkill(card, searchTypeArray);
  2133. const sk = skill.params;
  2134. return `全体×${sk[0]}T`;
  2135. }
  2136. },
  2137. ]},
  2138. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2139. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2140. function:cards=>{
  2141. const searchTypeArray = [18];
  2142. return cards.filter(card=>{
  2143. const skill = getCardActiveSkill(card, searchTypeArray);
  2144. return skill;
  2145. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2146. },
  2147. addition:card=>{
  2148. const searchTypeArray = [18];
  2149. const skill = getCardActiveSkill(card, searchTypeArray);
  2150. const sk = skill.params;
  2151. return document.createTextNode(`威吓×${sk[0]}T`);
  2152. }
  2153. },
  2154. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2155. function:cards=>{
  2156. const searchTypeArray = [19];
  2157. return cards.filter(card=>{
  2158. const skill = getCardActiveSkill(card, searchTypeArray);
  2159. return skill;
  2160. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2161. },
  2162. addition:card=>{
  2163. const searchTypeArray = [19];
  2164. const skill = getCardActiveSkill(card, searchTypeArray);
  2165. const sk = skill.params;
  2166. return `破防${sk[1]}%`;
  2167. }
  2168. },
  2169. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  2170. function:cards=>{
  2171. const searchTypeArray = [19];
  2172. return cards.filter(card=>{
  2173. const skill = getCardActiveSkill(card, searchTypeArray);
  2174. return skill && skill.params[1]>=100;
  2175. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2176. },
  2177. addition:card=>{
  2178. const searchTypeArray = [19];
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. const sk = skill.params;
  2181. return `全破×${sk[0]}T`;
  2182. }
  2183. },
  2184. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2185. function:cards=>{
  2186. const searchTypeArray = [4];
  2187. return cards.filter(card=>{
  2188. const skill = getCardActiveSkill(card, searchTypeArray);
  2189. return skill;
  2190. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2191. },
  2192. addition:card=>{
  2193. const searchTypeArray = [4];
  2194. const skill = getCardActiveSkill(card, searchTypeArray);
  2195. const sk = skill.params;
  2196. return `攻击力×${sk[0]/100}倍`;
  2197. }
  2198. },
  2199. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2200. function:cards=>{
  2201. return cards.filter(card=>{
  2202. return changeEnemiesAttr_Attr(card).attr != null;
  2203. }).sort((a,b)=>{
  2204. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2205. return a_pC.attr - b_pC.attr;
  2206. })
  2207. },
  2208. addition:card=>{
  2209. let change = changeEnemiesAttr_Attr(card);
  2210. const fragment = document.createDocumentFragment();
  2211. fragment.appendChild(document.createTextNode(`敌→`));
  2212. fragment.appendChild(createOrbsList(change.attr));
  2213. if (change.turns > 0)
  2214. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2215. return fragment;
  2216. }
  2217. },
  2218. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2219. function:cards=>{
  2220. const searchTypeArray = [60];
  2221. return cards.filter(card=>{
  2222. const skill = getCardActiveSkill(card, searchTypeArray);
  2223. return skill;
  2224. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2225. },
  2226. addition:card=>{
  2227. const searchTypeArray = [60];
  2228. const skill = getCardActiveSkill(card, searchTypeArray);
  2229. const sk = skill.params;
  2230. const fragment = document.createDocumentFragment();
  2231. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2232. fragment.appendChild(createOrbsList(sk[2]));
  2233. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2234. return fragment;
  2235. }
  2236. },
  2237. ]},
  2238. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  2239. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  2240. function:cards=>{
  2241. const searchTypeArray = [146];
  2242. return cards.filter(card=>{
  2243. const skill = getCardActiveSkill(card, searchTypeArray);
  2244. return skill;
  2245. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2246. },
  2247. addition:card=>{
  2248. const searchTypeArray = [146];
  2249. const skill = getCardActiveSkill(card, searchTypeArray);
  2250. const sk = skill.params;
  2251. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2252. }
  2253. },
  2254. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  2255. function:cards=>{
  2256. const searchTypeArray = [218];
  2257. return cards.filter(card=>{
  2258. const skill = getCardActiveSkill(card, searchTypeArray);
  2259. return skill;
  2260. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2261. },
  2262. addition:card=>{
  2263. const searchTypeArray = [218];
  2264. const skill = getCardActiveSkill(card, searchTypeArray);
  2265. const sk = skill.params;
  2266. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2267. }
  2268. },
  2269. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2270. function:cards=>cards.filter(card=>{
  2271. const searchTypeArray = [93, 227];
  2272. const skill = getCardActiveSkill(card, searchTypeArray);
  2273. return skill;
  2274. })
  2275. },
  2276. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  2277. function:cards=>{
  2278. const searchTypeArray = [142];
  2279. return cards.filter(card=>{
  2280. const skill = getCardActiveSkill(card, searchTypeArray);
  2281. return skill;
  2282. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2283. },
  2284. addition:card=>{
  2285. const searchTypeArray = [142];
  2286. const skill = getCardActiveSkill(card, searchTypeArray);
  2287. const sk = skill.params;
  2288. const fragment = document.createDocumentFragment();
  2289. fragment.appendChild(document.createTextNode(`自→`));
  2290. fragment.appendChild(createOrbsList(sk[1]));
  2291. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2292. return fragment;
  2293. }
  2294. },
  2295. ]},
  2296. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2297. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2298. function:cards=>{
  2299. const searchTypeArray = [179];
  2300. return cards.filter(card=>{
  2301. const skill = getCardActiveSkill(card, searchTypeArray);
  2302. return skill;
  2303. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2304. },
  2305. addition:card=>{
  2306. const searchTypeArray = [179];
  2307. const skill = getCardActiveSkill(card, searchTypeArray);
  2308. const sk = skill.params;
  2309. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2310. }
  2311. },
  2312. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2313. function:cards=>{
  2314. return cards.filter(card=>{
  2315. const heal = healImmediately_Rate(card);
  2316. return Object.values(heal).some(v=>v);
  2317. })
  2318. .sort((a,b)=>{
  2319. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2320. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2321. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2322. let sortNum = a_i - b_i;
  2323. if (!sortNum)
  2324. {
  2325. sortNum = a_vs[a_i] - b_vs[b_i];
  2326. }
  2327. return sortNum;
  2328. });
  2329. },
  2330. addition:card=>{
  2331. const heal = healImmediately_Rate(card);
  2332. let strArr = [];
  2333. if (heal.scale)
  2334. strArr.push(`${heal.scale}%最大HP`);
  2335. if (heal.const)
  2336. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2337. if (heal.selfRcv)
  2338. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2339. if (heal.vampire)
  2340. strArr.push(`${heal.vampire}%伤害`);
  2341. return strArr.join(',');
  2342. }
  2343. },
  2344. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2345. function:cards=>{
  2346. return cards.filter(card=>damageSelf_Rate(card)>0)
  2347. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2348. },
  2349. addition:card=>{
  2350. let rate = damageSelf_Rate(card);
  2351. if (rate < 100)
  2352. return `减少${rate}%`;
  2353. else
  2354. return `减少到1`;
  2355. }
  2356. },
  2357. ]},
  2358. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  2359. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2360. function:cards=>cards.filter(card=>{
  2361. const searchTypeArray = [172];
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. return skill;
  2364. })
  2365. },
  2366. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2367. function:cards=>cards.filter(card=>{
  2368. const searchTypeArray = [152];
  2369. const skill = getCardActiveSkill(card, searchTypeArray);
  2370. return skill;
  2371. }),
  2372. addition:lock_Addition
  2373. },
  2374. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2375. function:cards=>cards.filter(card=>{
  2376. const searchTypeArray = [152];
  2377. const skill = getCardActiveSkill(card, searchTypeArray);
  2378. return skill && (skill.params[0] & 63) === 63;
  2379. }),
  2380. addition:lock_Addition
  2381. },
  2382. ]},
  2383. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2384. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2385. function:cards=>{
  2386. const searchTypeArray = [205];
  2387. return cards.filter(card=>{
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. return skill;
  2390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2391. },
  2392. addition:dropLock_Addition
  2393. },
  2394. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2395. function:cards=>{
  2396. const searchTypeArray = [205];
  2397. return cards.filter(card=>{
  2398. const skill = getCardActiveSkill(card, searchTypeArray);
  2399. return skill && (skill.params[0] & 63) === 63;
  2400. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2401. },
  2402. addition:dropLock_Addition
  2403. },
  2404. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  2405. function:cards=>{
  2406. const searchTypeArray = [180];
  2407. return cards.filter(card=>{
  2408. const skill = getCardActiveSkill(card, searchTypeArray);
  2409. return skill;
  2410. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2411. },
  2412. addition:card=>{
  2413. const searchTypeArray = [180];
  2414. const skill = getCardActiveSkill(card, searchTypeArray);
  2415. const sk = skill.params;
  2416. return `${sk[1]}%×${sk[0]}T`;
  2417. }
  2418. },
  2419. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  2420. function:cards=>cards.filter(card=>{
  2421. const searchTypeArray = [126];
  2422. const skill = getCardActiveSkill(card, searchTypeArray);
  2423. return skill;
  2424. }),
  2425. addition:dropOrb_Addition
  2426. },
  2427. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2428. function:cards=>cards.filter(card=>{
  2429. const searchTypeArray = [126];
  2430. const skill = getCardActiveSkill(card, searchTypeArray);
  2431. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2432. }),
  2433. addition:dropOrb_Addition
  2434. },
  2435. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  2436. function:cards=>cards.filter(card=>{
  2437. const searchTypeArray = [126];
  2438. const skill = getCardActiveSkill(card, searchTypeArray);
  2439. return skill && skill.params[1] >= 99;
  2440. }),
  2441. addition:dropOrb_Addition
  2442. },
  2443. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2444. function:cards=>cards.filter(card=>{
  2445. const searchTypeArray = [126];
  2446. const skill = getCardActiveSkill(card, searchTypeArray);
  2447. return skill && skill.params[3] == 100;
  2448. }),
  2449. addition:dropOrb_Addition
  2450. },
  2451. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  2452. function:cards=>{
  2453. const searchTypeArray = [226];
  2454. return cards.filter(card=>{
  2455. const skill = getCardActiveSkill(card, searchTypeArray);
  2456. return skill;
  2457. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2458. },
  2459. addition:card=>{
  2460. const searchTypeArray = [226];
  2461. const skill = getCardActiveSkill(card, searchTypeArray);
  2462. const sk = skill.params;
  2463. return `📌${sk[1]}%×${sk[0]}T`;
  2464. }
  2465. },
  2466. ]},
  2467. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2468. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2469. function:cards=>{
  2470. const searchTypeArray = [6];
  2471. return cards.filter(card=>{
  2472. const skill = getCardActiveSkill(card, searchTypeArray);
  2473. return skill;
  2474. }).sort((a,b)=>{
  2475. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2476. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2477. return a_pC - b_pC;
  2478. })
  2479. },
  2480. addition:card=>{
  2481. const searchTypeArray = [6];
  2482. const skill = getCardActiveSkill(card, searchTypeArray);
  2483. const sk = skill.params;
  2484. return `当前${sk[0]}%`;
  2485. }
  2486. },
  2487. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2488. function:cards=>{
  2489. const searchTypeArray = [161];
  2490. return cards.filter(card=>{
  2491. const skill = getCardActiveSkill(card, searchTypeArray);
  2492. return skill;
  2493. }).sort((a,b)=>{
  2494. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2495. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2496. return a_pC - b_pC;
  2497. })
  2498. },
  2499. addition:card=>{
  2500. const searchTypeArray = [161];
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. const sk = skill.params;
  2503. return `最大${sk[0]}%`;
  2504. }
  2505. },
  2506. ]},
  2507. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2508. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2509. function:cards=>{
  2510. const searchTypeArray = [55,188];
  2511. return cards.filter(card=>{
  2512. const skill = getCardActiveSkill(card, searchTypeArray);
  2513. return skill;
  2514. }).sort((a,b)=>{
  2515. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2516. 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);
  2517. return a_pC - b_pC;
  2518. });
  2519. },
  2520. addition:card=>{
  2521. const searchTypeArray = [55,188];
  2522. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2523. const sk = skills[0].params;
  2524. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2525. }
  2526. },
  2527. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2528. function:cards=>{
  2529. const searchTypeArray = [56];
  2530. return cards.filter(card=>{
  2531. const skill = getCardActiveSkill(card, searchTypeArray);
  2532. return skill;
  2533. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2534. },
  2535. addition:card=>{
  2536. const searchTypeArray = [56];
  2537. const skill = getCardActiveSkill(card, searchTypeArray);
  2538. const sk = skill.params;
  2539. return `固伤${sk[0].bigNumberToString()}`;
  2540. }
  2541. },
  2542. ]},
  2543. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  2544. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2545. function:cards=>cards.filter(card=>{
  2546. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2547. function isSingle(skill)
  2548. {
  2549. if (skill.type == 110)
  2550. return Boolean(skill.params[0]);
  2551. else if (skill.type == 144)
  2552. return Boolean(skill.params[2]);
  2553. else
  2554. return true;
  2555. }
  2556. const skill = getCardActiveSkill(card, searchTypeArray);
  2557. return skill && isSingle(skill);
  2558. })
  2559. },
  2560. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2561. function:cards=>cards.filter(card=>{
  2562. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2563. function isAll(skill)
  2564. {
  2565. if (skill.type == 110)
  2566. return !Boolean(skill.params[0]);
  2567. else if (skill.type == 144)
  2568. return !Boolean(skill.params[2]);
  2569. else
  2570. return true;
  2571. }
  2572. const skill = getCardActiveSkill(card, searchTypeArray);
  2573. return skill && skill.id!=0 && isAll(skill);
  2574. })
  2575. },
  2576. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  2577. function:cards=>cards.filter(card=>{
  2578. const searchTypeArray = [42];
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. return skill;
  2581. })
  2582. },
  2583. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限",cht:"大炮-屬性-不限"},
  2584. function:cards=>cards.filter(card=>{
  2585. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2586. const skill = getCardActiveSkill(card, searchTypeArray);
  2587. return skill && skill.id!=0;
  2588. }),
  2589. addition:card=>{
  2590. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. //const sk = skill.params;
  2593. const colors = [getCannonAttr(skill)];
  2594. const fragment = document.createDocumentFragment();
  2595. fragment.appendChild(document.createTextNode(`射`));
  2596. fragment.appendChild(createOrbsList(colors));
  2597. return fragment;
  2598. }
  2599. },
  2600. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  2601. function:cards=>cards.filter(card=>{
  2602. const searchTypeArray = [2,35];
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return skill;
  2605. })
  2606. },
  2607. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  2608. function:cards=>cards.filter(card=>{
  2609. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2610. const skill = getCardActiveSkill(card, searchTypeArray);
  2611. return skill && skill.id!=0;
  2612. }).sort((a,b)=>{
  2613. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2614. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2615. function getNumber(skill)
  2616. {
  2617. const sk = skill.params;
  2618. switch(skill.type)
  2619. {
  2620. case 0:
  2621. case 37:
  2622. case 58:
  2623. case 59:
  2624. case 84:
  2625. case 85:
  2626. case 115:
  2627. return sk[1];
  2628. case 2:
  2629. case 35:
  2630. return sk[0];
  2631. default:
  2632. return 0;
  2633. }
  2634. }
  2635. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2636. return a_pC - b_pC;
  2637. })
  2638. },
  2639. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  2640. function:cards=>cards.filter(card=>{
  2641. const searchTypeArray = [1,42,86,87];
  2642. const skill = getCardActiveSkill(card, searchTypeArray);
  2643. return skill;
  2644. }).sort((a,b)=>{
  2645. const searchTypeArray = [1,42,86,87];
  2646. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2647. function getNumber(skill)
  2648. {
  2649. const sk = skill.params;
  2650. switch(skill.type)
  2651. {
  2652. case 1:
  2653. case 86:
  2654. case 87:
  2655. return sk[1];
  2656. case 42:
  2657. return sk[2];
  2658. default:
  2659. return 0;
  2660. }
  2661. }
  2662. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2663. return a_pC - b_pC;
  2664. })
  2665. },
  2666. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  2667. function:cards=>{
  2668. const searchTypeArray = [110];
  2669. return cards.filter(card=>{
  2670. const skill = getCardActiveSkill(card, searchTypeArray);
  2671. return skill;
  2672. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2673. }
  2674. },
  2675. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  2676. function:cards=>{
  2677. const searchTypeArray = [143];
  2678. return cards.filter(card=>{
  2679. const skill = getCardActiveSkill(card, searchTypeArray);
  2680. return skill;
  2681. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2682. }
  2683. },
  2684. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  2685. function:cards=>{
  2686. const searchTypeArray = [144];
  2687. return cards.filter(card=>{
  2688. const skill = getCardActiveSkill(card, searchTypeArray);
  2689. return skill;
  2690. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2691. }
  2692. },
  2693. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2694. function:cards=>cards.filter(card=>{
  2695. const searchTypeArray = [35,115];
  2696. const skill = getCardActiveSkill(card, searchTypeArray);
  2697. return skill;
  2698. })
  2699. },
  2700. ]},
  2701. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2702. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2703. function:cards=>cards.filter(card=>{
  2704. const searchTypeArray = [10];
  2705. const skill = getCardActiveSkill(card, searchTypeArray);
  2706. return skill;
  2707. })
  2708. },
  2709. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2710. function:cards=>cards.filter(card=>{
  2711. const searchTypeArray = [71];
  2712. const skill = getCardActiveSkill(card, searchTypeArray);
  2713. return boardChange_ColorTypes(skill).length == 1;
  2714. }),
  2715. addition:boardChange_Addition
  2716. },
  2717. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2718. function:cards=>cards.filter(card=>{
  2719. const searchTypeArray = [71];
  2720. const skill = getCardActiveSkill(card, searchTypeArray);
  2721. return boardChange_ColorTypes(skill).length == 2;
  2722. }),
  2723. addition:boardChange_Addition
  2724. },
  2725. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2726. function:cards=>cards.filter(card=>{
  2727. const searchTypeArray = [71];
  2728. const skill = getCardActiveSkill(card, searchTypeArray);
  2729. return boardChange_ColorTypes(skill).length == 3;
  2730. }),
  2731. addition:boardChange_Addition
  2732. },
  2733. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2734. function:cards=>cards.filter(card=>{
  2735. const searchTypeArray = [71];
  2736. const skill = getCardActiveSkill(card, searchTypeArray);
  2737. return boardChange_ColorTypes(skill).length == 4;
  2738. }),
  2739. addition:boardChange_Addition
  2740. },
  2741. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2742. function:cards=>cards.filter(card=>{
  2743. const searchTypeArray = [71];
  2744. const skill = getCardActiveSkill(card, searchTypeArray);
  2745. return boardChange_ColorTypes(skill).length == 5;
  2746. }),
  2747. addition:boardChange_Addition
  2748. },
  2749. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2750. function:cards=>cards.filter(card=>{
  2751. const searchTypeArray = [71];
  2752. const skill = getCardActiveSkill(card, searchTypeArray);
  2753. return boardChange_ColorTypes(skill).length >= 6;
  2754. }),
  2755. addition:boardChange_Addition
  2756. },
  2757. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2758. function:cards=>cards.filter(card=>{
  2759. const searchTypeArray = [71];
  2760. const skill = getCardActiveSkill(card, searchTypeArray);
  2761. return boardChange_ColorTypes(skill).includes(0);
  2762. }),
  2763. addition:boardChange_Addition
  2764. },
  2765. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2766. function:cards=>cards.filter(card=>{
  2767. const searchTypeArray = [71];
  2768. const skill = getCardActiveSkill(card, searchTypeArray);
  2769. return boardChange_ColorTypes(skill).includes(1);
  2770. }),
  2771. addition:boardChange_Addition
  2772. },
  2773. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2774. function:cards=>cards.filter(card=>{
  2775. const searchTypeArray = [71];
  2776. const skill = getCardActiveSkill(card, searchTypeArray);
  2777. return boardChange_ColorTypes(skill).includes(2);
  2778. }),
  2779. addition:boardChange_Addition
  2780. },
  2781. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2782. function:cards=>cards.filter(card=>{
  2783. const searchTypeArray = [71];
  2784. const skill = getCardActiveSkill(card, searchTypeArray);
  2785. return boardChange_ColorTypes(skill).includes(3);
  2786. }),
  2787. addition:boardChange_Addition
  2788. },
  2789. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2790. function:cards=>cards.filter(card=>{
  2791. const searchTypeArray = [71];
  2792. const skill = getCardActiveSkill(card, searchTypeArray);
  2793. return boardChange_ColorTypes(skill).includes(4);
  2794. }),
  2795. addition:boardChange_Addition
  2796. },
  2797. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2798. function:cards=>cards.filter(card=>{
  2799. const searchTypeArray = [71];
  2800. const skill = getCardActiveSkill(card, searchTypeArray);
  2801. return boardChange_ColorTypes(skill).includes(5);
  2802. }),
  2803. addition:boardChange_Addition
  2804. },
  2805. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2806. function:cards=>cards.filter(card=>{
  2807. const searchTypeArray = [71];
  2808. const skill = getCardActiveSkill(card, searchTypeArray);
  2809. const colors = boardChange_ColorTypes(skill);
  2810. return colors.includes(6)
  2811. || colors.includes(7)
  2812. || colors.includes(8)
  2813. || colors.includes(9);
  2814. }),
  2815. addition:boardChange_Addition
  2816. },
  2817. ]},
  2818. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2819. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2820. function:cards=>cards.filter(card=>{
  2821. const searchTypeArray = [9,20,154];
  2822. const skills = getCardActiveSkills(card, searchTypeArray);
  2823. if (!skills.length) return false;
  2824. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2825. return parsedSkills.some(p=>p.to.includes(0));
  2826. }),
  2827. addition:changeOrbs_Addition
  2828. },
  2829. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2830. function:cards=>cards.filter(card=>{
  2831. const searchTypeArray = [9,20,154];
  2832. const skills = getCardActiveSkills(card, searchTypeArray);
  2833. if (!skills.length) return false;
  2834. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2835. return parsedSkills.some(p=>p.to.includes(1));
  2836. }),
  2837. addition:changeOrbs_Addition
  2838. },
  2839. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2840. function:cards=>cards.filter(card=>{
  2841. const searchTypeArray = [9,20,154];
  2842. const skills = getCardActiveSkills(card, searchTypeArray);
  2843. if (!skills.length) return false;
  2844. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2845. return parsedSkills.some(p=>p.to.includes(2));
  2846. }),
  2847. addition:changeOrbs_Addition
  2848. },
  2849. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2850. function:cards=>cards.filter(card=>{
  2851. const searchTypeArray = [9,20,154];
  2852. const skills = getCardActiveSkills(card, searchTypeArray);
  2853. if (!skills.length) return false;
  2854. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2855. return parsedSkills.some(p=>p.to.includes(3));
  2856. }),
  2857. addition:changeOrbs_Addition
  2858. },
  2859. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2860. function:cards=>cards.filter(card=>{
  2861. const searchTypeArray = [9,20,154];
  2862. const skills = getCardActiveSkills(card, searchTypeArray);
  2863. if (!skills.length) return false;
  2864. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2865. return parsedSkills.some(p=>p.to.includes(4));
  2866. }),
  2867. addition:changeOrbs_Addition
  2868. },
  2869. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2870. function:cards=>cards.filter(card=>{
  2871. const searchTypeArray = [9,20,154];
  2872. const skills = getCardActiveSkills(card, searchTypeArray);
  2873. if (!skills.length) return false;
  2874. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2875. return parsedSkills.some(p=>p.to.includes(5));
  2876. }),
  2877. addition:changeOrbs_Addition
  2878. },
  2879. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2880. function:cards=>cards.filter(card=>{
  2881. const searchTypeArray = [9,20,154];
  2882. const skills = getCardActiveSkills(card, searchTypeArray);
  2883. if (!skills.length) return false;
  2884. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2885. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2886. }),
  2887. addition:changeOrbs_Addition
  2888. },
  2889. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2890. function:cards=>cards.filter(card=>{
  2891. const searchTypeArray = [9,20,154];
  2892. const skills = getCardActiveSkills(card, searchTypeArray);
  2893. if (!skills.length) return false;
  2894. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2895. return parsedSkills.some(p=>p.from.includes(0));
  2896. }),
  2897. addition:changeOrbs_Addition
  2898. },
  2899. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2900. function:cards=>cards.filter(card=>{
  2901. const searchTypeArray = [9,20,154];
  2902. const skills = getCardActiveSkills(card, searchTypeArray);
  2903. if (!skills.length) return false;
  2904. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2905. return parsedSkills.some(p=>p.from.includes(1));
  2906. }),
  2907. addition:changeOrbs_Addition
  2908. },
  2909. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2910. function:cards=>cards.filter(card=>{
  2911. const searchTypeArray = [9,20,154];
  2912. const skills = getCardActiveSkills(card, searchTypeArray);
  2913. if (!skills.length) return false;
  2914. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2915. return parsedSkills.some(p=>p.from.includes(2));
  2916. }),
  2917. addition:changeOrbs_Addition
  2918. },
  2919. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2920. function:cards=>cards.filter(card=>{
  2921. const searchTypeArray = [9,20,154];
  2922. const skills = getCardActiveSkills(card, searchTypeArray);
  2923. if (!skills.length) return false;
  2924. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2925. return parsedSkills.some(p=>p.from.includes(3));
  2926. }),
  2927. addition:changeOrbs_Addition
  2928. },
  2929. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2930. function:cards=>cards.filter(card=>{
  2931. const searchTypeArray = [9,20,154];
  2932. const skills = getCardActiveSkills(card, searchTypeArray);
  2933. if (!skills.length) return false;
  2934. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2935. return parsedSkills.some(p=>p.from.includes(4));
  2936. }),
  2937. addition:changeOrbs_Addition
  2938. },
  2939. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2940. function:cards=>cards.filter(card=>{
  2941. const searchTypeArray = [9,20,154];
  2942. const skills = getCardActiveSkills(card, searchTypeArray);
  2943. if (!skills.length) return false;
  2944. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2945. return parsedSkills.some(p=>p.from.includes(5));
  2946. }),
  2947. addition:changeOrbs_Addition
  2948. },
  2949. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2950. function:cards=>cards.filter(card=>{
  2951. const searchTypeArray = [9,20,154];
  2952. const skills = getCardActiveSkills(card, searchTypeArray);
  2953. if (!skills.length) return false;
  2954. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2955. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2956. }),
  2957. addition:changeOrbs_Addition
  2958. },
  2959. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2960. function:cards=>{
  2961. const searchTypeArray = [52,91,140];
  2962. return cards.filter(card=>{
  2963. const skill = getCardActiveSkill(card, searchTypeArray);
  2964. return skill;
  2965. });
  2966. },
  2967. addition:card=>{
  2968. const searchTypeArray = [52,91,140];
  2969. const skill = getCardActiveSkill(card, searchTypeArray);
  2970. const sk = skill.params;
  2971. let attrs = [];
  2972. switch (skill.type)
  2973. {
  2974. case 52:{
  2975. attrs.push(sk[0]); break;
  2976. }
  2977. case 91:{
  2978. attrs = sk.slice(0,-1); break;
  2979. }
  2980. case 140:{
  2981. attrs = flags(sk[0]); break;
  2982. }
  2983. }
  2984. const fragment = document.createDocumentFragment();
  2985. fragment.appendChild(document.createTextNode(`强化`));
  2986. fragment.appendChild(createOrbsList(attrs));
  2987. return fragment;
  2988. }
  2989. },
  2990. ]},
  2991. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2992. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2993. function:cards=>cards.filter(card=>{
  2994. function is30(sk)
  2995. {
  2996. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2997. }
  2998. const searchTypeArray = [141];
  2999. const skill = getCardActiveSkill(card, searchTypeArray);
  3000. return skill && is30(skill.params);
  3001. }),
  3002. addition:generateOrbs_Addition
  3003. },
  3004. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  3005. function:cards=>cards.filter(card=>{
  3006. function is1515(sk)
  3007. {
  3008. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  3009. }
  3010. const searchTypeArray = [141];
  3011. const skill = getCardActiveSkill(card, searchTypeArray);
  3012. return skill && is1515(skill.params);
  3013. }),
  3014. addition:generateOrbs_Addition
  3015. },
  3016. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  3017. function:cards=>cards.filter(card=>{
  3018. const gens = generateOrbsParse(card);
  3019. return gens.some(gen=>gen.to.includes(0));
  3020. }),
  3021. addition:generateOrbs_Addition
  3022. },
  3023. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  3024. function:cards=>cards.filter(card=>{
  3025. const gens = generateOrbsParse(card);
  3026. return gens.some(gen=>gen.to.includes(1));
  3027. }),
  3028. addition:generateOrbs_Addition
  3029. },
  3030. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  3031. function:cards=>cards.filter(card=>{
  3032. const gens = generateOrbsParse(card);
  3033. return gens.some(gen=>gen.to.includes(2));
  3034. }),
  3035. addition:generateOrbs_Addition
  3036. },
  3037. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  3038. function:cards=>cards.filter(card=>{
  3039. const gens = generateOrbsParse(card);
  3040. return gens.some(gen=>gen.to.includes(3));
  3041. }),
  3042. addition:generateOrbs_Addition
  3043. },
  3044. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3045. function:cards=>cards.filter(card=>{
  3046. const gens = generateOrbsParse(card);
  3047. return gens.some(gen=>gen.to.includes(4));
  3048. }),
  3049. addition:generateOrbs_Addition
  3050. },
  3051. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3052. function:cards=>cards.filter(card=>{
  3053. const gens = generateOrbsParse(card);
  3054. return gens.some(gen=>gen.to.includes(5));
  3055. }),
  3056. addition:generateOrbs_Addition
  3057. },
  3058. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3059. function:cards=>cards.filter(card=>{
  3060. const gens = generateOrbsParse(card);
  3061. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3062. }),
  3063. addition:generateOrbs_Addition
  3064. },
  3065. ]},
  3066. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  3067. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3068. function:cards=>cards.filter(card=>{
  3069. const searchTypeArray = [176];
  3070. const skill = getCardActiveSkill(card, searchTypeArray);
  3071. return skill;
  3072. })
  3073. },
  3074. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3075. function:cards=>cards.filter(card=>{
  3076. function is3x3(sk)
  3077. {
  3078. for (let si=0;si<3;si++)
  3079. {
  3080. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  3081. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  3082. (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)
  3083. (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)
  3084. )
  3085. return true;
  3086. }
  3087. return false;
  3088. }
  3089. const searchTypeArray = [176];
  3090. const skill = getCardActiveSkill(card, searchTypeArray);
  3091. return skill && is3x3(skill.params);
  3092. }),
  3093. addition:card=>{
  3094. const searchTypeArray = [176];
  3095. const skill = getCardActiveSkill(card, searchTypeArray);
  3096. const sk = skill.params;
  3097. const fragment = document.createDocumentFragment();
  3098. fragment.appendChild(document.createTextNode(`3×3`));
  3099. fragment.appendChild(createOrbsList(sk[5]));
  3100. return fragment;
  3101. }
  3102. },
  3103. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  3104. function:cards=>cards.filter(card=>{
  3105. const searchTypeArray = [127];
  3106. const skill = getCardActiveSkill(card, searchTypeArray);
  3107. return skill;
  3108. }),
  3109. addition:generateColumnOrbs_Addition
  3110. },
  3111. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  3112. function:cards=>cards.filter(card=>{
  3113. function isHeart(sk)
  3114. {
  3115. for (let i=1;i<sk.length;i+=2)
  3116. {
  3117. if (sk[i] & 32)
  3118. {
  3119. return true;
  3120. }
  3121. }
  3122. }
  3123. const searchTypeArray = [127];
  3124. const skill = getCardActiveSkill(card, searchTypeArray);
  3125. return skill && isHeart(skill.params);
  3126. }),
  3127. addition:generateColumnOrbs_Addition
  3128. },
  3129. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  3130. function:cards=>cards.filter(card=>{
  3131. const searchTypeArray = [128];
  3132. const skill = getCardActiveSkill(card, searchTypeArray);
  3133. return skill;
  3134. }),
  3135. addition:generateRowOrbs_Addition
  3136. },
  3137. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3138. function:cards=>cards.filter(card=>{
  3139. const searchTypeArray = [128];
  3140. const skill = getCardActiveSkill(card, searchTypeArray);
  3141. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3142. }),
  3143. addition:generateRowOrbs_Addition
  3144. },
  3145. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3146. function:cards=>cards.filter(card=>{
  3147. const searchTypeArray = [128];
  3148. const skill = getCardActiveSkill(card, searchTypeArray);
  3149. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3150. }),
  3151. addition:generateRowOrbs_Addition
  3152. },
  3153. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3154. function:cards=>cards.filter(card=>{
  3155. const searchTypeArray = [128];
  3156. const skill = getCardActiveSkill(card, searchTypeArray);
  3157. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3158. }),
  3159. addition:generateRowOrbs_Addition
  3160. },
  3161. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3162. function:cards=>cards.filter(card=>{
  3163. const searchTypeArray = [128,71,176];
  3164. function isRow(skill)
  3165. {
  3166. const sk = skill.params;
  3167. if (skill.type === 128) //普通横
  3168. {return true;}
  3169. else if (skill.type === 71) //花火
  3170. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3171. else if (skill.type === 176) //特殊形状
  3172. {
  3173. for (let si=0;si<5;si++)
  3174. {
  3175. if ((sk[si] & 63) === 63)
  3176. return true;
  3177. }
  3178. }
  3179. return false;
  3180. }
  3181. const skill = getCardActiveSkill(card, searchTypeArray);
  3182. return skill && isRow(skill);
  3183. })
  3184. },
  3185. ]},
  3186. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3187. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3188. function:cards=>cards.filter(card=>!Array.isArray(card.henshinFrom) && !card.henshinTo)
  3189. },
  3190. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3191. function:cards=>cards.filter(card=>card.henshinTo)
  3192. },
  3193. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3194. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3195. },
  3196. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3197. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3198. },
  3199. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3200. function:cards=>cards.filter(card=>card.is8Latent)
  3201. },
  3202. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3203. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3204. function:cards=>cards.filter(card=>isReincarnated(card))
  3205. }, //evoBaseId可能为0
  3206. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3207. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3208. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3209. },
  3210. /*{name:"",otLangName:{chs:"变身前",cht:"變身前"},
  3211. function:cards=>cards.filter(card=>{
  3212. const searchType = 202;
  3213. const skill = Skills[card.activeSkillId];
  3214. if (skill.type == searchType)
  3215. return true;
  3216. else if (skill.type == 116 || skill.type == 118){
  3217. const subskills = skill.params.map(id=>Skills[id]);
  3218. return subskills.some(subskill=>subskill.type == searchType);
  3219. }
  3220. })
  3221. },
  3222. {name:"",otLangName:{chs:"变身前后队长技保持不变",cht:"變身前後隊長技保持不變"},
  3223. function:cards=>cards.filter(card=>{
  3224. const searchType = 202;
  3225. const skill = Skills[card.activeSkillId];
  3226. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3227. return true;
  3228. else if (skill.type == 116 || skill.type == 118){
  3229. const subskills = skill.params.map(id=>Skills[id]);
  3230. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3231. }
  3232. })
  3233. },*/
  3234. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3235. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3236. },
  3237. ]},
  3238. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3239. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  3240. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3241. },
  3242. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  3243. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3244. },
  3245. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3246. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3247. },
  3248. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  3249. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3250. addition:card=>`成长${card.limitBreakIncr}%`
  3251. },
  3252. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3253. function:cards=>cards.filter(card=>card.maxLevel==1)
  3254. },
  3255. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3256. function:cards=>cards.filter(card=>card.sellMP<100)
  3257. },
  3258. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3259. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3260. },
  3261. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3262. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3263. },
  3264. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3265. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3266. },
  3267. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3268. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3269. },
  3270. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3271. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3272. },
  3273. ]},
  3274. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----",cht:"-----覺醒類-----"}, functions: [
  3275. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3276. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3277. },
  3278. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3279. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3280. },
  3281. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  3282. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3283. },
  3284. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3285. function:cards=>cards.filter(card=>{
  3286. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3287. if (hasAwokenKiller)
  3288. { //大于2个杀的进行判断
  3289. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3290. { //大于3个杀的直接过
  3291. return true;
  3292. }else
  3293. { //2个杀的
  3294. const isAllowLatent = card.types.filter(i=>
  3295. i>=0 //去掉-1的type
  3296. ).map(type=>
  3297. type_allowable_latent[type] //得到允许打的潜觉杀
  3298. ).some(ls=>
  3299. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3300. );
  3301. return isAllowLatent
  3302. }
  3303. }else
  3304. {
  3305. return false;
  3306. }
  3307. })
  3308. },
  3309. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  3310. function:cards=>cards.filter(card=>{
  3311. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3312. if (hasAwokenKiller)
  3313. { //大于2个杀的进行判断
  3314. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3315. { //大于3个杀的直接过
  3316. return true;
  3317. }else
  3318. { //2个杀的
  3319. const isAllowLatent = card.types.filter(i=>
  3320. i>=0 //去掉-1的type
  3321. ).map(type=>
  3322. type_allowable_latent[type] //得到允许打的潜觉杀
  3323. ).some(ls=>
  3324. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3325. );
  3326. return isAllowLatent
  3327. }
  3328. }else
  3329. {
  3330. return false;
  3331. }
  3332. })
  3333. },
  3334. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3335. function:cards=>cards.filter(card=>{
  3336. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3337. if (hasAwokenKiller)
  3338. { //大于2个杀的进行判断
  3339. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3340. { //大于3个杀的直接过
  3341. return true;
  3342. }else
  3343. { //2个杀的
  3344. const isAllowLatent = card.types.filter(i=>
  3345. i>=0 //去掉-1的type
  3346. ).map(type=>
  3347. type_allowable_latent[type] //得到允许打的潜觉杀
  3348. ).some(ls=>
  3349. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3350. );
  3351. return isAllowLatent
  3352. }
  3353. }else
  3354. {
  3355. return false;
  3356. }
  3357. })
  3358. },
  3359. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3360. function:cards=>cards.filter(card=>{
  3361. const searchTypeArray = [1000];
  3362. const skill = getCardActiveSkill(card, searchTypeArray);
  3363. return skill;
  3364. })
  3365. },*/
  3366. ]},
  3367. ];
  3368. return functions;
  3369. })();

智龙迷城队伍图制作工具