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script-json_data.js 162 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. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. link_read_message: {
  23. success: tp`Find the ${'type'} format.`,
  24. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  25. user_script_link: `Link to the helper script`,
  26. type: {
  27. "PADDF": "PADDF",
  28. "PDC": "PDC",
  29. "PADDB": "PADDB",
  30. },
  31. error: {
  32. 0: "Unknown Error",
  33. 1: "Unsupported format",
  34. 2: "No formation data",
  35. 3: "The illegal JSON format",
  36. 4: "The illegal URL format",
  37. },
  38. paddb_success: `Sucess`,
  39. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  40. },
  41. sort_name:{
  42. sort_none: "Nope",
  43. sort_id: "Cards Id",
  44. sort_attrs : "Attribute",
  45. sort_evoRootId: "Cards Evolution Root",
  46. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  47. sort_rarity: "Rarity",
  48. sort_cost: "Cost",
  49. sort_skillLv1: "Maximum Skill Turn",
  50. sort_skillLvMax: "Minimum Skill Turn",
  51. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  52. sort_hpMax120: "Max HP",
  53. sort_atkMax120: "Max ATK",
  54. sort_rcvMax120: "Max RCV",
  55. sort_hpMax120_awoken: "Max HP (+Awoken)",
  56. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  57. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  58. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  59. },
  60. skill_parse: {
  61. skill: {
  62. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  63. unknown: tp`Unkonwn skill type: ${'type'}`,
  64. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  65. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  66. random_skills: tp`Random Activates these skills:${'skills'}`,
  67. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  68. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  69. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  70. damage_enemy_times: tp`${'times'} `,
  71. damage_enemy_count: tp` (${'damage'} in total)`,
  72. //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.
  73. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  74. delay: tp`${'icon'}Delays enemies' next move`,
  75. mass_attack: tp`${'icon'}Mass attacks`,
  76. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  77. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  78. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  79. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  80. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  81. unbind_normal: tp`${'icon'}Bind`,
  82. unbind_awakenings: tp`${'icon'}Awoken bind`,
  83. unbind_matches: tp`${'icon'}Unmatchable orb`,
  84. bind_skill: tp`${'icon'}Unable to use skills`,
  85. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  86. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  87. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  88. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  89. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  90. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  91. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  92. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  93. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  94. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  95. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  96. board_change: tp`Change all orbs to ${'orbs'}`,
  97. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  98. skill_boost_range: tp`~${'turns'}`,
  99. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  100. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  101. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  102. drop_refresh: tp`Replaces all orbs`,
  103. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  104. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  105. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  106. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  107. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  108. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  109. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  110. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  111. orb_thorn: tp`, reduces ${'value'} per encounter`,
  112. attr_absorb: tp`${'icon'}Attribute absorption`,
  113. combo_absorb: tp`${'icon'}Combo absorption`,
  114. damage_absorb: tp`${'icon'}Damage absorption`,
  115. damage_void: tp`${'icon'}Damage void`,
  116. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  117. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  118. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  119. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  120. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  121. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  122. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  123. rate_multiply_drop: tp`${'icon'}Drop rate`,
  124. rate_multiply_coin: tp`${'icon'}Coins`,
  125. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  126. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  127. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  128. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  129. henshin: tp`Transforms into ${'cards'}`,
  130. random_henshin: tp`Random transforms into ${'cards'}`,
  131. void_poison: tp`Voids ${'poison'} damage`,
  132. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  133. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  134. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  135. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  136. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  137. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  138. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  139. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  140. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  141. },
  142. power: {
  143. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  144. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  145. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  146. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  147. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  148. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  149. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  150. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  151. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  152. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  153. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  154. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  155. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  156. },
  157. cond: {
  158. unknown: tp`[ Unknown condition ]`,
  159. hp_equal: tp`When ${'hp'} == ${'min'} `,
  160. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  161. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  162. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  163. use_skill: tp`When skills used `,
  164. multi_player: tp`When in Multiplayer Mode `,
  165. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  166. exact_combo: tp`When exactly ${'value'} combos `,
  167. exact_length: tp`exactly of ${'value'} `,
  168. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  169. exact_match_enhanced: tp` orbs including enhanced`,
  170. compo_type_card: tp`When ${'ids'} are all on team, `,
  171. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  172. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  173. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  174. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  175. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  176. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  177. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  178. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  179. },
  180. position: {
  181. top: tp`${'pos'} of top rows`,
  182. bottom: tp`${'pos'} of bottom rows`,
  183. left: tp`${'pos'} of left columns`,
  184. right: tp`${'pos'} of right columns`,
  185. random: tp`random location`,
  186. shape: tp`specified location`,
  187. },
  188. value: {
  189. unknown: tp`[ Unknown value: ${'type'}]`, //type
  190. const: tp`${'value'} ${'unit'}`,
  191. const_to: tp`to ${'value'}`,
  192. mul_percent: tp`${'value'}%`,
  193. mul_times: tp`×${'value'}`,
  194. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  195. mul_of_times: tp`${'stats'} ×${'value'}`,
  196. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  197. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  198. prob: tp`${'value'} chance for `,
  199. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  200. size: tp`${'width'}×${'height'}`,
  201. pos: tp`${'x'}×${'y'}`,
  202. },
  203. target: {
  204. unknown: tp`Unkown Target`,
  205. self: tp`card's`,
  206. team: tp`team`,
  207. team_last: tp`the lastest member`,
  208. team_leader: tp`leader`,
  209. sub_members: tp`sub-members`,
  210. leader_self: tp`left leader`,
  211. leader_helper: tp`right leader`,
  212. collab_id: tp`card with collab ID of ${'id'} `,
  213. gacha_id: tp`card with gacha ID of ${'id'} `,
  214. enemy: tp`Enemy`,
  215. enemy_all: tp`all enemys`,
  216. enemy_one: tp`1 enemy`,
  217. enemy_attr: tp`${'attr'} enemy`,
  218. the_attr: tp`attr of the matched Orbs`,
  219. },
  220. stats: {
  221. unknown: tp`[ Unknown: ${'type'}]`, //type
  222. maxhp: tp`Max HP`,
  223. hp: tp`HP`,
  224. chp: tp`current HP`,
  225. atk: tp`ATK`,
  226. rcv: tp`RCV`,
  227. teamhp: tp`Team HP`,
  228. teamatk: tp`Team ${'attrs'} ATK`,
  229. teamrcv: tp`Team RCV`,
  230. cstage: tp`current Stage of Dungeon`,
  231. },
  232. unit: {
  233. orbs: tp``,
  234. times: tp` times`,
  235. seconds: tp` seconds`,
  236. point: tp` point`,
  237. turns: tp` turns`,
  238. },
  239. word: {
  240. comment: tp`(${'content'}) `,
  241. comma: tp`, `,
  242. semicolon: tp`; `,
  243. slight_pause: tp`, `,
  244. range_hyphen: tp`~`,
  245. in_once: tp`in once `,
  246. evo_type_pixel: tp`Pixel Evo`,
  247. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  248. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  249. affix_attr: tp`${'cotent'} attr.`,
  250. affix_orb: tp`${'cotent'} orbs`,
  251. affix_type: tp`${'cotent'} types`,
  252. affix_awakening: tp`${'cotent'} awoken`,
  253. affix_exclude: tp`, exclude ${'cotent'}`,
  254. each_time: tp`each time `,
  255. different: tp`different`,
  256. same: tp`the same`,
  257. },
  258. attrs: {
  259. [0]: tp`${'icon'}Fire`,
  260. [1]: tp`${'icon'}Water`,
  261. [2]: tp`${'icon'}Wood`,
  262. [3]: tp`${'icon'}Light`,
  263. [4]: tp`${'icon'}Dark`,
  264. [5]: tp`${'icon'}Recover`,
  265. [6]: tp`${'icon'}Null`,
  266. all: tp`All`,
  267. self: tp`${'icon'}Self's Attr`,
  268. fixed: tp`${'icon'}Fixed`,
  269. },
  270. orbs: {
  271. [0]: tp`${'icon'}Fire`,
  272. [1]: tp`${'icon'}Water`,
  273. [2]: tp`${'icon'}Wood`,
  274. [3]: tp`${'icon'}Light`,
  275. [4]: tp`${'icon'}Dark`,
  276. [5]: tp`${'icon'}Heal`,
  277. [6]: tp`${'icon'}Jammer`,
  278. [7]: tp`${'icon'}Poison`,
  279. [8]: tp`${'icon'}Lethal Poison`,
  280. [9]: tp`${'icon'}Bomb`,
  281. enhanced: tp`${'icon'}Enhanced`,
  282. locked: tp`${'icon'}Locked`,
  283. nail: tp`${'icon'}Nail`,
  284. thorn: tp`${'icon'}Thorn`,
  285. _5color: tp`${'icon'}5 Att.`,
  286. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  287. all: tp`All`,
  288. any: tp`Any ${'cotent'}`,
  289. },
  290. board: {
  291. clouds: tp`${'icon'}Clouds`,
  292. immobility: tp`${'icon'}Immobility`,
  293. roulette: tp`${'icon'}Roulette`,
  294. roulette_time: tp`transforms every ${'duration'}`,
  295. roulette_attrs: tp`only ${'orbs'} will appear`,
  296. },
  297. types: {
  298. [0]: tp`${'icon'}Evo Material`,
  299. [1]: tp`${'icon'}Balanced`,
  300. [2]: tp`${'icon'}Physical`,
  301. [3]: tp`${'icon'}Healer`,
  302. [4]: tp`${'icon'}Dragon`,
  303. [5]: tp`${'icon'}God`,
  304. [6]: tp`${'icon'}Attacker`,
  305. [7]: tp`${'icon'}Devil`,
  306. [8]: tp`${'icon'}Machine`,
  307. [9]: tp`${'icon'}Special Protection`,
  308. [12]: tp`${'icon'}Awaken`,
  309. [14]: tp`${'icon'}Enhance Material`,
  310. [15]: tp`${'icon'}Redeemable`,
  311. },
  312. awokens: {
  313. [0]: tp`${'icon'}Unknown awoken`,
  314. [1]: tp`${'icon'}Enhanced HP`,
  315. [2]: tp`${'icon'}Enhanced Attack`,
  316. [3]: tp`${'icon'}Enhanced Recovery`,
  317. [4]: tp`${'icon'}Reduce Fire Damage`,
  318. [5]: tp`${'icon'}Reduce Water Damage`,
  319. [6]: tp`${'icon'}Reduce Wood Damage`,
  320. [7]: tp`${'icon'}Reduce Light Damage`,
  321. [8]: tp`${'icon'}Reduce Dark Damage`,
  322. [9]: tp`${'icon'}Auto-Recover`,
  323. [10]: tp`${'icon'}Resistance-Bind`,
  324. [11]: tp`${'icon'}Resistance-Blind`,
  325. [12]: tp`${'icon'}Resistance-Jammers`,
  326. [13]: tp`${'icon'}Resistance-Poison`,
  327. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  328. [15]: tp`${'icon'}Enhanced Water Orbs`,
  329. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  330. [17]: tp`${'icon'}Enhanced Water Orbs`,
  331. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  332. [19]: tp`${'icon'}Extend Time`,
  333. [20]: tp`${'icon'}Recover Bind`,
  334. [21]: tp`${'icon'}Skill Boost`,
  335. [22]: tp`${'icon'}Enhanced Fire Rows`,
  336. [23]: tp`${'icon'}Enhanced Water Rows`,
  337. [24]: tp`${'icon'}Enhanced Wood Rows`,
  338. [25]: tp`${'icon'}Enhanced Water Rows`,
  339. [26]: tp`${'icon'}Enhanced Dark Rows`,
  340. [27]: tp`${'icon'}Two-Pronged Attack`,
  341. [28]: tp`${'icon'}Resistance-Skill Bind`,
  342. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  343. [30]: tp`${'icon'}Multi Boost`,
  344. [31]: tp`${'icon'}Dragon Killer`,
  345. [32]: tp`${'icon'}God Killer`,
  346. [33]: tp`${'icon'}Devil Killer`,
  347. [34]: tp`${'icon'}Machine Killer`,
  348. [35]: tp`${'icon'}Balanced Killer`,
  349. [36]: tp`${'icon'}Attacker Killer`,
  350. [37]: tp`${'icon'}Physical Killer`,
  351. [38]: tp`${'icon'}Healer Killer`,
  352. [39]: tp`${'icon'}Evo Killer`,
  353. [40]: tp`${'icon'}Awaken Killer`,
  354. [41]: tp`${'icon'}Enhance Killer`,
  355. [42]: tp`${'icon'}Redeemable Killer`,
  356. [43]: tp`${'icon'}Enhanced Combos`,
  357. [44]: tp`${'icon'}Guard Break`,
  358. [45]: tp`${'icon'}Bonus Attack`,
  359. [46]: tp`${'icon'}Enhanced Team HP `,
  360. [47]: tp`${'icon'}Enhanced Team Recovery`,
  361. [48]: tp`${'icon'}Damage Void Piercer`,
  362. [49]: tp`${'icon'}Awoken Assist`,
  363. [50]: tp`${'icon'}Super Bonus Attack`,
  364. [51]: tp`${'icon'}Skill Charge`,
  365. [52]: tp`${'icon'}Resistance-Bind+`,
  366. [53]: tp`${'icon'}Extend Time+`,
  367. [54]: tp`${'icon'}Resistance-Clouds`,
  368. [55]: tp`${'icon'}Resistance-Immobility`,
  369. [56]: tp`${'icon'}Skill Boost+`,
  370. [57]: tp`${'icon'}50% or more HP Enhanced`,
  371. [58]: tp`${'icon'}50% or less HP Enhanced`,
  372. [59]: tp`${'icon'}L Damage Reduction`,
  373. [60]: tp`${'icon'}L Increased Attack`,
  374. [61]: tp`${'icon'}Super Enhanced Combos`,
  375. [62]: tp`${'icon'}Combo Orbs`,
  376. [63]: tp`${'icon'}Skill Voice`,
  377. [64]: tp`${'icon'}Dungeon Bonus`,
  378. [65]: tp`${'icon'}Reduced HP`,
  379. [66]: tp`${'icon'}Reduced Attack`,
  380. [67]: tp`${'icon'}Reduced RCV`,
  381. [68]: tp`${'icon'}Resistance-Blind+`,
  382. [69]: tp`${'icon'}Resistance-Jammers+`,
  383. [70]: tp`${'icon'}Resistance-Poison+`,
  384. [71]: tp`${'icon'}Blessing of Jammers`,
  385. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  386. [73]: tp`${'icon'}Enhanced Fire Combos`,
  387. [74]: tp`${'icon'}Enhanced Water Combos`,
  388. [75]: tp`${'icon'}Enhanced Wood Combos`,
  389. [76]: tp`${'icon'}Enhanced Light Combos`,
  390. [77]: tp`${'icon'}Enhanced Dark Combos`,
  391. [78]: tp`${'icon'}Cross Attack`,
  392. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  393. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  394. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  395. [82]: tp`${'icon'}Super Enhanced Matching`,
  396. [83]: tp`${'icon'}Add Dragon Type`,
  397. [84]: tp`${'icon'}Add God Type`,
  398. [85]: tp`${'icon'}Add Devil Type`,
  399. [86]: tp`${'icon'}Add Machine Type`,
  400. [87]: tp`${'icon'}Add Balanced Type`,
  401. [88]: tp`${'icon'}Add Attacker Type`,
  402. [89]: tp`${'icon'}Add Physical Type`,
  403. [90]: tp`${'icon'}Add Healer Type`,
  404. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  405. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  406. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  407. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  408. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  409. [96]: tp`${'icon'}Two-Pronged Attack+`,
  410. [97]: tp`${'icon'}Skill Charge+`,
  411. [98]: tp`${'icon'}Auto-Recover+`,
  412. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  413. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  414. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  415. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  416. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  417. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  418. [105]: tp`${'icon'}Skill Boost Minus`,
  419. [106]: tp`${'icon'}Floating`,
  420. [107]: tp`${'icon'}Enhanced Combos+`,
  421. [108]: tp`${'icon'}L Increased Attack+`,
  422. }
  423. },
  424. };
  425. //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
  426. const typekiller_for_type = [
  427. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  428. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  429. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  430. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  431. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  432. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  433. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  434. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  435. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  436. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  437. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  438. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  439. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  440. ];
  441. //类型允许的潜觉杀
  442. typekiller_for_type.forEach(t=>
  443. {
  444. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  445. .map(tn=>
  446. typekiller_for_type.find(_t=>_t.type == tn).latent
  447. );
  448. }
  449. );
  450. const allowable_latent = {
  451. common: [ //一般能打的潜觉
  452. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  453. 28,29,30,31,32,33,34,35,36,37,38
  454. ],
  455. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  456. v120: [42,43,44,45,49], //120才能打的潜觉
  457. needAwoken: [ //需要觉醒才能打的潜觉
  458. {latent:39,awoken:62}, //C珠破吸
  459. {latent:40,awoken:20}, //心横解转转
  460. {latent:41,awoken:27}, //U解禁消
  461. {latent:46,awoken:45}, //心追解云封
  462. {latent:47,awoken:59}, //心L大SB
  463. {latent:48,awoken:60}, //L解禁武器
  464. ]
  465. }
  466. //等效觉醒列表
  467. const equivalent_awoken = [
  468. {small:10,big:52,times:2}, //防封
  469. {small:11,big:68,times:5}, //防暗
  470. {small:12,big:69,times:5}, //防废
  471. {small:13,big:70,times:5}, //防毒
  472. {small:19,big:53,times:2}, //手指
  473. {small:21,big:56,times:2}, //SB
  474. {small:27,big:96,times:2}, //U
  475. {small:51,big:97,times:2}, //5色溜
  476. {small:9,big:98,times:2}, //自回
  477. {small:14,big:99,times:2}, //火+
  478. {small:15,big:100,times:2},//水+
  479. {small:16,big:101,times:2},//木+
  480. {small:17,big:102,times:2},//光+
  481. {small:18,big:103,times:2},//暗+
  482. {small:29,big:104,times:2},//心+
  483. {small:43,big:107,times:2},//7c
  484. {small:60,big:108,times:2},//L
  485. ];
  486. //官方的觉醒排列顺序
  487. const official_awoken_sorting = [
  488. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  489. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  490. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  491. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  492. 99,100,101,102,103,104, 98, 96, 97,
  493. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  494. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  495. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  496. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  497. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  498. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  499. 91, 92, 93, 94, 95,105,106,107,108,
  500. ];
  501. //pdc的徽章对应数字
  502. const pdcBadgeMap = [
  503. {pdf:undefined,pdc:0}, //什么都没有
  504. {pdf:1,pdc:10}, //无限cost
  505. {pdf:2,pdc:12}, //小手指
  506. {pdf:3,pdc:9}, //全体攻击
  507. {pdf:4,pdc:5}, //小回复
  508. {pdf:5,pdc:1}, //小血量
  509. {pdf:6,pdc:3}, //小攻击
  510. {pdf:7,pdc:8}, //SB
  511. {pdf:8,pdc:18}, //队长防封
  512. {pdf:9,pdc:19}, //SX
  513. {pdf:11,pdc:7}, //无天降
  514. {pdf:17,pdc:6}, //大回复
  515. {pdf:18,pdc:2}, //大血量
  516. {pdf:19,pdc:4}, //大攻击
  517. {pdf:20,pdc:null}, //三维
  518. {pdf:21,pdc:13}, //大手指
  519. {pdf:10,pdc:11}, //加经验
  520. {pdf:12,pdc:15}, //墨镜
  521. {pdf:13,pdc:17}, //防废
  522. {pdf:14,pdc:16}, //防毒
  523. {pdf:129,pdc:14}, //月卡
  524. ];
  525. //pdc的潜觉对应数字
  526. const pdcLatentMap = [
  527. {pdf:1,pdc:1}, //HP
  528. {pdf:2,pdc:0}, //攻击
  529. {pdf:3,pdc:2}, //回复
  530. {pdf:4,pdc:19}, //手指
  531. {pdf:5,pdc:13}, //自回
  532. {pdf:6,pdc:14}, //火盾
  533. {pdf:7,pdc:15}, //水盾
  534. {pdf:8,pdc:16}, //木盾
  535. {pdf:9,pdc:17}, //光盾
  536. {pdf:10,pdc:18}, //暗盾
  537. {pdf:11,pdc:12}, //防坐
  538. {pdf:12,pdc:3}, //三维
  539. {pdf:13,pdc:35}, //不被换队长
  540. {pdf:13,pdc:47}, //不被换队长 ×1.5
  541. {pdf:14,pdc:37}, //不掉废
  542. {pdf:15,pdc:36}, //不掉毒
  543. {pdf:16,pdc:24}, //进化杀
  544. {pdf:17,pdc:25}, //觉醒杀
  545. {pdf:18,pdc:26}, //强化杀
  546. {pdf:19,pdc:27}, //卖钱杀
  547. {pdf:20,pdc:4}, //神杀
  548. {pdf:21,pdc:5}, //龙杀
  549. {pdf:22,pdc:6}, //恶魔杀
  550. {pdf:23,pdc:7}, //机械杀
  551. {pdf:24,pdc:8}, //平衡杀
  552. {pdf:25,pdc:9}, //攻击杀
  553. {pdf:26,pdc:10}, //体力杀
  554. {pdf:27,pdc:11}, //回复杀
  555. {pdf:28,pdc:20}, //大HP
  556. {pdf:29,pdc:21}, //大攻击
  557. {pdf:30,pdc:22}, //大回复
  558. {pdf:31,pdc:23}, //大手指
  559. {pdf:32,pdc:28}, //大火盾
  560. {pdf:33,pdc:29}, //大水盾
  561. {pdf:34,pdc:30}, //大木盾
  562. {pdf:35,pdc:31}, //大光盾
  563. {pdf:36,pdc:32}, //大暗盾
  564. {pdf:37,pdc:33}, //6色破无效
  565. {pdf:37,pdc:45}, //6色破无效 ×1.5
  566. {pdf:38,pdc:34}, //3色破属吸
  567. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  568. {pdf:39,pdc:40}, //C珠破吸
  569. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  570. {pdf:40,pdc:39}, //心横解转转
  571. {pdf:40,pdc:49}, //心横解转转 ×1.5
  572. {pdf:41,pdc:38}, //U解禁消
  573. {pdf:41,pdc:48}, //U解禁消 ×1.5
  574. {pdf:42,pdc:41}, //伤害上限×2
  575. {pdf:43,pdc:42}, //HP++
  576. {pdf:44,pdc:43}, //攻击++
  577. {pdf:45,pdc:44}, //回复++
  578. {pdf:46,pdc:51}, //心追解云封
  579. {pdf:46,pdc:52}, //心追解云封 ×1.5
  580. {pdf:47,pdc:53}, //心L大SB
  581. {pdf:47,pdc:54}, //心L大SB ×1.5
  582. {pdf:48,pdc:55}, //L解禁武器
  583. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  584. {pdf:49,pdc:57}, //伤害上限×3
  585. ];
  586. //paddb的徽章对应数字
  587. const paddbBadgeMap = [
  588. {pdf:undefined,paddb:0}, //什么都没有
  589. {pdf:1,paddb:1}, //无限cost
  590. {pdf:2,paddb:2}, //小手指
  591. {pdf:3,paddb:3}, //全体攻击
  592. {pdf:4,paddb:4}, //小回复
  593. {pdf:5,paddb:5}, //小血量
  594. {pdf:6,paddb:6}, //小攻击
  595. {pdf:7,paddb:7}, //SB
  596. {pdf:8,paddb:8}, //队长防封
  597. {pdf:9,paddb:9}, //SX
  598. {pdf:11,paddb:14}, //无天降
  599. {pdf:17,paddb:10}, //大回复
  600. {pdf:18,paddb:11}, //大血量
  601. {pdf:19,paddb:12}, //大攻击
  602. {pdf:20,paddb:null}, //三维
  603. {pdf:21,paddb:13}, //大手指
  604. {pdf:10,paddb:18}, //加经验
  605. {pdf:12,paddb:15}, //墨镜
  606. {pdf:13,paddb:16}, //防废
  607. {pdf:14,paddb:17}, //防毒
  608. {pdf:129,paddb:19}, //月卡
  609. ];
  610. //paddb的潜觉对应数字
  611. const paddbLatentMap = [
  612. {pdf:1,paddb:13}, //HP
  613. {pdf:2,paddb:14}, //攻击
  614. {pdf:3,paddb:15}, //回复
  615. {pdf:4,paddb:16}, //手指
  616. {pdf:5,paddb:17}, //自回
  617. {pdf:6,paddb:19}, //火盾
  618. {pdf:7,paddb:20}, //水盾
  619. {pdf:8,paddb:21}, //木盾
  620. {pdf:9,paddb:22}, //光盾
  621. {pdf:10,paddb:23}, //暗盾
  622. {pdf:11,paddb:18}, //防坐
  623. {pdf:12,paddb:27}, //三维
  624. {pdf:13,paddb:38}, //不被换队长
  625. {pdf:14,paddb:37}, //不掉废
  626. {pdf:15,paddb:36}, //不掉毒
  627. {pdf:16,paddb:12}, //进化杀
  628. {pdf:17,paddb:9}, //觉醒杀
  629. {pdf:18,paddb:10}, //强化杀
  630. {pdf:19,paddb:11}, //卖钱杀
  631. {pdf:20,paddb:2}, //神杀
  632. {pdf:21,paddb:1}, //龙杀
  633. {pdf:22,paddb:3}, //恶魔杀
  634. {pdf:23,paddb:4}, //机械杀
  635. {pdf:24,paddb:8}, //平衡杀
  636. {pdf:25,paddb:5}, //攻击杀
  637. {pdf:26,paddb:6}, //体力杀
  638. {pdf:27,paddb:7}, //回复杀
  639. {pdf:28,paddb:24}, //大HP
  640. {pdf:29,paddb:25}, //大攻击
  641. {pdf:30,paddb:26}, //大回复
  642. {pdf:31,paddb:33}, //大手指
  643. {pdf:32,paddb:28}, //大火盾
  644. {pdf:33,paddb:29}, //大水盾
  645. {pdf:34,paddb:30}, //大木盾
  646. {pdf:35,paddb:31}, //大光盾
  647. {pdf:36,paddb:32}, //大暗盾
  648. {pdf:37,paddb:35}, //6色破无效
  649. {pdf:38,paddb:34}, //3色破属吸
  650. {pdf:39,paddb:41}, //C珠破吸
  651. {pdf:40,paddb:40}, //心横解转转
  652. {pdf:41,paddb:39}, //U解禁消
  653. {pdf:42,paddb:42}, //伤害上限×2
  654. {pdf:43,paddb:43}, //HP++
  655. {pdf:44,paddb:44}, //攻击++
  656. {pdf:45,paddb:45}, //回复++
  657. {pdf:46,paddb:46}, //心追解云封
  658. {pdf:47,paddb:47}, //心L大SB
  659. {pdf:48,paddb:48}, //L解禁武器
  660. {pdf:49,paddb:49}, //伤害上限×3
  661. ];
  662. //排序程序列表
  663. const sort_function_list = [
  664. {tag:"sort_none",name:"无",function:()=>0},
  665. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  666. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  667. let num = a.attrs[0] - b.attrs[0];
  668. if (num === 0) num = a.attrs[1] - b.attrs[1];
  669. return num;
  670. }
  671. },
  672. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  673. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  674. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  675. let num = card_a.attrs[0] - card_b.attrs[0];
  676. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  677. return num;
  678. }
  679. },
  680. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  681. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  682. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  683. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  684. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  685. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  686. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  687. }
  688. },
  689. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  690. function getEvoSkill(skill) {
  691. //232为进化后不循环技能,233为循环技能
  692. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  693. else return skill;
  694. }
  695. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  696. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  697. }
  698. },
  699. {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)},
  700. {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)},
  701. {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)},
  702. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  703. {
  704. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  705. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  706. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  707. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  708. return abA - abB;
  709. }
  710. },
  711. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  712. {
  713. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  714. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  715. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  716. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  717. return abA - abB;
  718. }
  719. },
  720. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  721. {
  722. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  723. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  724. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  725. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  726. return abA - abB;
  727. }
  728. },
  729. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  730. {
  731. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  732. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  733. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  734. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  735. return abA - abB;
  736. }
  737. },
  738. ];
  739. //增加特殊搜索模式
  740. const specialSearchFunctions = (function() {
  741. 'use strict';
  742. //返回卡片的队长技能
  743. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  744. {
  745. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  746. }
  747. //返回卡片的技能
  748. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  749. {
  750. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  751. }
  752. //获取血倍率
  753. function getHPScale(ls)
  754. {
  755. const sk = ls.params;
  756. let scale = 1;
  757. switch (ls.type)
  758. {
  759. case 23: case 30: case 62: case 77: case 63: case 65:
  760. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  761. scale = sk[sk.length-1]/100;
  762. break;
  763. case 73: case 76:
  764. case 121: case 129: case 163: case 177: case 186:
  765. case 155:
  766. scale = sk[2]/100;
  767. break;
  768. case 106: case 107: case 108:
  769. scale = sk[0]/100;
  770. break;
  771. case 125:
  772. scale = sk[5]/100;
  773. break;
  774. case 136:
  775. case 137:
  776. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  777. break;
  778. case 158:
  779. scale = sk[4]/100;
  780. break;
  781. case 175:
  782. case 178: case 185:
  783. scale = sk[3]/100;
  784. break;
  785. case 203: case 217:
  786. scale = sk[1]/100;
  787. break;
  788. case 245:
  789. scale = sk[3]/100;
  790. break;
  791. case 138: //调用其他队长技
  792. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  793. break;
  794. default:
  795. }
  796. return scale || 1;
  797. }
  798. //获取盾减伤比例
  799. function getReduceScale(ls, allAttr = false, noHPneed = false)
  800. {
  801. const sk = ls.params;
  802. let scale = 0;
  803. switch (ls.type)
  804. {
  805. case 16: //无条件盾
  806. scale = sk[0]/100;
  807. break;
  808. case 17: //单属性盾
  809. scale = allAttr ? 0 : sk[1]/100;
  810. break;
  811. case 36: //2个属性盾
  812. scale = allAttr ? 0 : sk[2]/100;
  813. break;
  814. case 38: //血线下 + 几率
  815. case 43: //血线上 + 几率
  816. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  817. break;
  818. case 129: //无条件盾,属性个数不固定
  819. case 163: //无条件盾,属性个数不固定
  820. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  821. break;
  822. case 178: //无条件盾,属性个数不固定
  823. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  824. break;
  825. case 130: //血线下 + 属性个数不固定
  826. case 131: //血线上 + 属性个数不固定
  827. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  828. break;
  829. case 151: //十字心触发
  830. case 169: //C触发
  831. case 198: //回血触发
  832. scale = sk[2]/100;
  833. break;
  834. case 170: //多色触发
  835. case 182: //长串触发
  836. case 193: //L触发
  837. scale = sk[3]/100;
  838. break;
  839. case 171: //多串触发
  840. scale = sk[6]/100;
  841. break;
  842. case 183: //又是个有两段血线的队长技
  843. scale = noHPneed ? 0 : sk[4]/100;
  844. break;
  845. case 210: //十字触发
  846. scale = sk[1]/100;
  847. break;
  848. case 235: { //可多次触发
  849. scale = (sk[4] || 0) / 100;
  850. break;
  851. }
  852. case 138: //调用其他队长技
  853. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  854. break;
  855. default:
  856. }
  857. return scale || 0;
  858. }
  859. //获取无条件盾减伤比例
  860. function getReduceScale_unconditional(ls)
  861. {
  862. const sk = ls.params;
  863. let scale = 0;
  864. switch (ls.type)
  865. {
  866. case 16: //无条件盾
  867. {
  868. scale = sk[0]/100;
  869. break;
  870. }
  871. case 129: //无条件盾,属性个数不固定
  872. case 163: //无条件盾,属性个数不固定
  873. {
  874. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  875. break;
  876. }
  877. case 178: //无条件盾,属性个数不固定
  878. {
  879. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  880. break;
  881. }
  882. case 138: //调用其他队长技
  883. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  884. break;
  885. default:
  886. }
  887. return scale || 0;
  888. }
  889. function getCannonAttr(skill)
  890. {
  891. const sk = skill.params;
  892. switch(skill.type)
  893. {
  894. case 0:
  895. case 1:
  896. case 37:
  897. case 58:
  898. case 59:
  899. case 84:
  900. case 85:
  901. case 86:
  902. case 87:
  903. case 115:
  904. return sk[0];
  905. case 110:
  906. case 143:
  907. return sk[1];
  908. case 42:
  909. return sk[1];
  910. case 144:
  911. return sk[3] ?? 0;
  912. default:
  913. return -1;
  914. }
  915. }
  916. function sortByParams(a,b,searchTypeArray,...pidxs)
  917. {
  918. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  919. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  920. if (pidxs.length==0) pidxs.push(0);
  921. let newPos = 0;
  922. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  923. for (let pidx of pidxs) {
  924. newPos = a_s.params[pidx] - b_s.params[pidx];
  925. if (newPos !== 0) break;
  926. }
  927. return newPos;
  928. }
  929. function sortByHPScal(a,b)
  930. {
  931. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  932. return getHPScale(a_s) - getHPScale(b_s);
  933. }
  934. function HPScal_Addition(card)
  935. {
  936. const skill = Skills[card.leaderSkillId];
  937. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  938. }
  939. function sortByReduceScale(a,b)
  940. {
  941. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  942. return getReduceScale(a_s) - getReduceScale(b_s);
  943. }
  944. function ReduceScale_Addition(card)
  945. {
  946. const skill = Skills[card.leaderSkillId];
  947. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  948. }
  949. function voidsAbsorption_Addition(card)
  950. {
  951. const searchTypeArray = [173];
  952. const skill = getCardActiveSkill(card, searchTypeArray);
  953. if (!skill) return;
  954. const sk = skill.params;
  955. const fragment = document.createDocumentFragment();
  956. const icons = [
  957. sk[1] && 'attr-absorb',
  958. sk[2] && 'combo-absorb',
  959. sk[3] && 'damage-absorb'
  960. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  961. fragment.append(...icons);
  962. fragment.append(`×${sk[0]}T`);
  963. return fragment;
  964. }
  965. function unbind_Turns(card)
  966. {
  967. const outObj = {
  968. normal: 0,
  969. awoken: 0
  970. };
  971. const searchTypeArray = [117,179];
  972. const skill = getCardActiveSkill(card, searchTypeArray);
  973. if (skill)
  974. {
  975. const sk = skill.params;
  976. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  977. outObj.awoken = sk[4] || 0;
  978. }
  979. return outObj;
  980. }
  981. function unbind_Addition(card)
  982. {
  983. const turns = unbind_Turns(card);
  984. const fragment = document.createDocumentFragment();
  985. if (turns.normal > 0)
  986. {
  987. fragment.append(createSkillIcon('unbind-normal'));
  988. if (turns.normal != turns.awoken)
  989. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  990. }
  991. if (turns.awoken > 0)
  992. {
  993. fragment.append(createSkillIcon('unbind-awakenings'));
  994. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  995. }
  996. return fragment;
  997. }
  998. function boardChange_ColorTypes(skill)
  999. {
  1000. if (!skill) return [];
  1001. const sk = skill.params;
  1002. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1003. return colors;
  1004. }
  1005. function boardChange_Addition(card)
  1006. {
  1007. const searchTypeArray = [71];
  1008. const skill = getCardActiveSkill(card, searchTypeArray);
  1009. const colors = boardChange_ColorTypes(skill);
  1010. return createOrbsList(colors);
  1011. }
  1012. function orbsChangeParse(skill)
  1013. {
  1014. function changes(from, to)
  1015. {
  1016. return {from:from,to:to};
  1017. }
  1018. let outArr = [];
  1019. if (!skill) return outArr;
  1020. const sk = skill.params;
  1021. switch (skill.type)
  1022. {
  1023. case 9:{
  1024. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1025. break;
  1026. }
  1027. case 20:{
  1028. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1029. {
  1030. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1031. }
  1032. else
  1033. {
  1034. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1035. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1036. }
  1037. break;
  1038. }
  1039. case 154:{
  1040. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1041. break;
  1042. }
  1043. }
  1044. return outArr;
  1045. }
  1046. function changeOrbs_Addition(card)
  1047. {
  1048. const searchTypeArray = [9,20,154];
  1049. const skills = getCardActiveSkills(card, searchTypeArray);
  1050. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1051. const fragment = document.createDocumentFragment();
  1052. parsedSkills.forEach(p=>{
  1053. fragment.appendChild(createOrbsList(p.from));
  1054. fragment.appendChild(document.createTextNode(`→`));
  1055. fragment.appendChild(createOrbsList(p.to));
  1056. });
  1057. return fragment;
  1058. }
  1059. function generateOrbsParse(card)
  1060. {
  1061. let outArr = [];
  1062. const searchTypeArray = [141, 208];
  1063. const skills = getCardActiveSkills(card, searchTypeArray);
  1064. if (!skills.length) return outArr;
  1065. for (const skill of skills)
  1066. {
  1067. const sk = skill.params;
  1068. if (skill.type == 141)
  1069. {
  1070. outArr.push({
  1071. count: sk[0],
  1072. to: flags(sk[1] || 1),
  1073. exclude: flags(sk[2]),
  1074. });
  1075. }else
  1076. {
  1077. outArr.push({
  1078. count: sk[0],
  1079. to: flags(sk[1] || 1),
  1080. exclude: flags(sk[2]),
  1081. });
  1082. outArr.push({
  1083. count: sk[3],
  1084. to: flags(sk[4] || 1),
  1085. exclude: flags(sk[5]),
  1086. });
  1087. }
  1088. }
  1089. return outArr;
  1090. }
  1091. function generateOrbs_Addition(card)
  1092. {
  1093. const gens = generateOrbsParse(card);
  1094. const searchTypeArray = [141, 208];
  1095. const skill = getCardActiveSkill(card, searchTypeArray);
  1096. if (!skill) return;
  1097. const sk = skill.params;
  1098. const fragment = document.createDocumentFragment();
  1099. for (const gen of gens)
  1100. {
  1101. fragment.appendChild(createOrbsList(gen.to));
  1102. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1103. }
  1104. return fragment;
  1105. }
  1106. function lock_Addition(card)
  1107. {
  1108. const searchTypeArray = [152];
  1109. const skill = getCardActiveSkill(card, searchTypeArray);
  1110. if (!skill) return;
  1111. const sk = skill.params;
  1112. const fragment = document.createDocumentFragment();
  1113. fragment.appendChild(createSkillIcon('orb-locked'));
  1114. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1115. return fragment;
  1116. }
  1117. function dropLock_Addition(card)
  1118. {
  1119. const searchTypeArray = [205];
  1120. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1121. if (!skill) return;
  1122. const sk = skill.params;
  1123. const fragment = document.createDocumentFragment();
  1124. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1125. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1126. return fragment;
  1127. }
  1128. function dropOrb_Addition(card)
  1129. {
  1130. const searchTypeArray = [126];
  1131. const skill = getCardActiveSkill(card, searchTypeArray);
  1132. if (!skill) return;
  1133. const sk = skill.params;
  1134. const colors = flags(sk[0]);
  1135. const fragment = document.createDocumentFragment();
  1136. fragment.appendChild(createOrbsList(colors, 'drop'));
  1137. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1138. return fragment;
  1139. }
  1140. function generateColumnOrbs_Addition(card)
  1141. {
  1142. const searchTypeArray = [127];
  1143. const skill = getCardActiveSkill(card, searchTypeArray);
  1144. if (!skill) return;
  1145. const sk = skill.params;
  1146. const colors = [];
  1147. for (let ai=0;ai<sk.length;ai+=2)
  1148. {
  1149. colors.push(flags(sk[ai+1]));
  1150. }
  1151. const fragment = document.createDocumentFragment();
  1152. fragment.appendChild(document.createTextNode(`竖`));
  1153. fragment.appendChild(createOrbsList(colors.flat()));
  1154. return fragment;
  1155. }
  1156. function generateRowOrbs_Addition(card)
  1157. {
  1158. const searchTypeArray = [128];
  1159. const skill = getCardActiveSkill(card, searchTypeArray);
  1160. if (!skill) return;
  1161. const sk = skill.params;
  1162. const colors = [];
  1163. for (let ai=0;ai<sk.length;ai+=2)
  1164. {
  1165. colors.push(flags(sk[ai+1]));
  1166. }
  1167. const fragment = document.createDocumentFragment();
  1168. fragment.appendChild(document.createTextNode(`横`));
  1169. fragment.appendChild(createOrbsList(colors.flat()));
  1170. return fragment;
  1171. }
  1172. function numericalATK_Addition(card)
  1173. {
  1174. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1175. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1176. const skill = getCardActiveSkill(card, searchTypeArray);
  1177. if (!skill) return;
  1178. //const sk = skill.params;
  1179. const colors = [getCannonAttr(skill)];
  1180. const fragment = document.createDocumentFragment();
  1181. fragment.append(`射`);
  1182. fragment.append(createOrbsList(colors));
  1183. if (typeArray_Rate.includes(skill.type)) {
  1184. function getNumber(skill){
  1185. const sk = skill.params;
  1186. switch(skill.type)
  1187. {
  1188. case 0:
  1189. case 37:
  1190. case 58:
  1191. case 59:
  1192. case 84:
  1193. case 85:
  1194. case 115:
  1195. return sk[1];
  1196. case 2:
  1197. case 35:
  1198. return sk[0];
  1199. default:
  1200. return 0;
  1201. }
  1202. }
  1203. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1204. }
  1205. return fragment;
  1206. }
  1207. function memberATK_Addition(card)
  1208. {
  1209. const searchTypeArray = [230];
  1210. const skill = getCardActiveSkill(card, searchTypeArray);
  1211. if (!skill) return;
  1212. const sk = skill.params;
  1213. const fragment = document.createDocumentFragment();
  1214. const ul = fragment.appendChild(document.createElement("ul"));
  1215. ul.className = "team-flags";
  1216. for (let i = 0; i<6; i++) {
  1217. const li = ul.appendChild(document.createElement("li"));
  1218. li.className = "team-member-icon";
  1219. }
  1220. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1221. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1222. let str = '';
  1223. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1224. fragment.appendChild(document.createTextNode(str));
  1225. return fragment;
  1226. }
  1227. function dixedDamage_Addition(card)
  1228. {
  1229. const searchTypeArray = [55, 188, 56];
  1230. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1231. if (!skills.length) return;
  1232. const skill = skills[0];
  1233. const sk = skill.params;
  1234. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1235. }
  1236. function gravity_Addition(card)
  1237. {
  1238. const searchTypeArray = [6, 161];
  1239. const skill = getCardActiveSkill(card, searchTypeArray);
  1240. if (!skill) return;
  1241. const sk = skill.params;
  1242. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1243. }
  1244. function healImmediately_Rate(card)
  1245. {
  1246. const searchTypeArray = [7, //自身回复力
  1247. 8, //固定点数
  1248. 35,115, //吸血
  1249. 117
  1250. ];
  1251. const skills = getCardActiveSkills(card, searchTypeArray);
  1252. const outObj = {
  1253. vampire: 0,
  1254. selfRcv: 0,
  1255. const: 0,
  1256. scale: 0,
  1257. };
  1258. if (!skills.length) return outObj;
  1259. skills.forEach(skill=>{
  1260. const sk = skill.params;
  1261. if (skill.type == 7)
  1262. {
  1263. outObj.selfRcv += sk[0];
  1264. }
  1265. else if(skill.type == 8)
  1266. {
  1267. outObj.const += sk[0];
  1268. }
  1269. else if(skill.type == 35)
  1270. {
  1271. outObj.vampire += sk[1];
  1272. }
  1273. else if(skill.type == 115)
  1274. {
  1275. outObj.vampire += sk[2];
  1276. }
  1277. else if(skill.type == 117)
  1278. {
  1279. outObj.selfRcv += sk[1] || 0;
  1280. outObj.const += sk[2] || 0;
  1281. outObj.scale += sk[3] || 0;
  1282. }
  1283. });
  1284. return outObj;
  1285. }
  1286. function atkBuff_Rate(card)
  1287. {
  1288. const searchTypeArray = [
  1289. 88,92, //类型的
  1290. 50,90, //属性的,要排除回复力
  1291. 156,168,231, //宝石姬
  1292. 228, //属性、类型数量
  1293. ];
  1294. const skills = getCardActiveSkills(card, searchTypeArray);
  1295. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1296. function atkBuffParse(skill) {
  1297. const outObj = {
  1298. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1299. types: [],
  1300. attrs: [],
  1301. awoken: [],
  1302. rate: 0,
  1303. turns: 0,
  1304. };
  1305. if (!skill) return outObj;
  1306. const sk = skill.params;
  1307. if (skill.type == 88 || skill.type == 92)
  1308. {
  1309. outObj.skilltype = 2;
  1310. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1311. outObj.turns = sk[0];
  1312. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1313. }
  1314. else if(skill.type == 50 || skill.type == 90)
  1315. {
  1316. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1317. if (!outObj.attrs.length) //去除回复力
  1318. return outObj;
  1319. outObj.skilltype = 2;
  1320. outObj.turns = sk[0];
  1321. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1322. }
  1323. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1324. || skill.type == 168)
  1325. {
  1326. outObj.skilltype = 1;
  1327. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1328. outObj.turns = sk[0];
  1329. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1330. }
  1331. else if(skill.type == 228 && sk[3] > 0)
  1332. {
  1333. outObj.skilltype = 1;
  1334. outObj.attrs = flags(sk[1]);
  1335. outObj.types = flags(sk[2]);
  1336. outObj.turns = sk[0];
  1337. outObj.rate = sk[3];
  1338. }
  1339. else if(skill.type == 231 && sk[6] > 0)
  1340. {
  1341. outObj.skilltype = 1;
  1342. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1343. outObj.turns = sk[0];
  1344. outObj.rate = sk[6];
  1345. }
  1346. return outObj;
  1347. }
  1348. }
  1349. function rcvBuff_Rate(card)
  1350. {
  1351. const searchTypeArray = [
  1352. 50,90,
  1353. 228, 231, //宝石姬
  1354. ];
  1355. const skills = getCardActiveSkills(card, searchTypeArray);
  1356. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1357. function rcvBuffParse(skill) {
  1358. const outObj = {
  1359. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1360. types: [],
  1361. attrs: [],
  1362. awoken: [],
  1363. rate: 0,
  1364. turns: 0,
  1365. };
  1366. if (!skill) return outObj;
  1367. const sk = skill.params;
  1368. if (skill.type == 228 && sk[4] > 0) {
  1369. outObj.skilltype = 1;
  1370. outObj.attrs = flags(sk[1]);
  1371. outObj.types = flags(sk[2]);
  1372. outObj.turns = sk[0];
  1373. outObj.rate = sk[4];
  1374. } else if (skill.type == 231 && sk[7] > 0) {
  1375. outObj.skilltype = 1;
  1376. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1377. outObj.turns = sk[0];
  1378. outObj.rate = sk[7];
  1379. } else if (skill.type == 50 || skill.type == 90) {
  1380. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1381. outObj.turns = sk[0];
  1382. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1383. }
  1384. return outObj;
  1385. }
  1386. }
  1387. function damageSelf_Rate(card)
  1388. {
  1389. const searchTypeArray = [84,85,86,87,195];
  1390. const skill = getCardActiveSkill(card, searchTypeArray);
  1391. if (!skill) return 0;
  1392. const sk = skill.params;
  1393. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1394. }
  1395. function changeEnemiesAttr_Attr(card)
  1396. {
  1397. const outObj = {
  1398. attr: null,
  1399. turns: 0
  1400. }
  1401. const searchTypeArray = [153, 224];
  1402. const skill = getCardActiveSkill(card, searchTypeArray);
  1403. if (!skill) return outObj;
  1404. const sk = skill.params;
  1405. if (skill.type == 153)
  1406. {
  1407. outObj.attr = sk[0];
  1408. }
  1409. else if (skill.type == 224)
  1410. {
  1411. outObj.attr = sk[1] || 0;
  1412. outObj.turns = sk[0];
  1413. }
  1414. return outObj;
  1415. }
  1416. //创建1个觉醒图标
  1417. function createAwokenIcon(awokenId)
  1418. {
  1419. const icon = document.createElement("icon");
  1420. icon.className ="awoken-icon";
  1421. icon.setAttribute("data-awoken-icon", awokenId);
  1422. return icon;
  1423. }
  1424. //产生一个觉醒列表
  1425. function creatAwokenList(awokens) {
  1426. const ul = document.createElement("ul");
  1427. ul.className = "awoken-ul";
  1428. awokens.forEach(ak=>{
  1429. const li = ul.appendChild(document.createElement("li"));
  1430. const icon = li.appendChild(createAwokenIcon(ak));
  1431. });
  1432. return ul;
  1433. }
  1434. //产生宝珠列表
  1435. function createOrbsList(orbs, className)
  1436. {
  1437. if (orbs == undefined) orbs = [0];
  1438. else if (!Array.isArray(orbs)) orbs = [orbs];
  1439. const ul = document.createElement("ul");
  1440. ul.className = "board";
  1441. orbs.forEach(orbType => {
  1442. const li = ul.appendChild(document.createElement("li"));
  1443. li.className = className ? `orb ${className}` :`orb`;
  1444. li.setAttribute("data-orb-icon", orbType);
  1445. });
  1446. return ul;
  1447. }
  1448. //产生类型列表
  1449. function createTypesList(types)
  1450. {
  1451. if (types == undefined) types = [0];
  1452. else if (!Array.isArray(types)) types = [types];
  1453. const ul = document.createElement("ul");
  1454. ul.className = "types-ul";
  1455. types.forEach(type => {
  1456. const li = ul.appendChild(document.createElement("li"));
  1457. li.className = `type-icon`;
  1458. li.setAttribute("data-type-icon", type);
  1459. });
  1460. return ul;
  1461. }
  1462. const functions = [
  1463. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1464. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1465. ]},
  1466. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1467. {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)"},
  1468. function:cards=>{
  1469. const searchTypeArray = [173];
  1470. return cards.filter(card=>{
  1471. const skill = getCardActiveSkill(card, searchTypeArray);
  1472. return skill && skill.params[1];
  1473. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1474. },
  1475. addition:voidsAbsorption_Addition
  1476. },
  1477. /*{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)"},
  1478. function:cards=>{
  1479. const searchTypeArray = [173];
  1480. return cards.filter(card=>{
  1481. const skill = getCardActiveSkill(card, searchTypeArray);
  1482. return skill && skill.params[2];
  1483. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1484. },addition:voidsAbsorption_Addition},*/
  1485. {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)"},
  1486. function:cards=>{
  1487. const searchTypeArray = [173];
  1488. return cards.filter(card=>{
  1489. const skill = getCardActiveSkill(card, searchTypeArray);
  1490. return skill && skill.params[3];
  1491. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1492. },
  1493. addition:voidsAbsorption_Addition
  1494. },
  1495. {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)"},
  1496. function:cards=>{
  1497. const searchTypeArray = [173];
  1498. return cards.filter(card=>{
  1499. const skill = getCardActiveSkill(card, searchTypeArray);
  1500. return skill && skill.params[1] && skill.params[3];
  1501. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1502. },
  1503. addition:voidsAbsorption_Addition
  1504. },
  1505. {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)"},
  1506. function:cards=>{
  1507. const searchTypeArray = [191];
  1508. return cards.filter(card=>{
  1509. const skill = getCardActiveSkill(card, searchTypeArray);
  1510. return skill;
  1511. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1512. },
  1513. addition:card=>{
  1514. const searchTypeArray = [191];
  1515. const skill = getCardActiveSkill(card, searchTypeArray);
  1516. if (!skill) return;
  1517. const sk = skill.params;
  1518. const fragment = document.createDocumentFragment();
  1519. fragment.append(createSkillIcon('damage-void'));
  1520. fragment.append(`×${sk[0]}T`);
  1521. return fragment;
  1522. }
  1523. },
  1524. ]},
  1525. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1526. {
  1527. 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)"},
  1528. function:cards=>{
  1529. return cards.filter(card=>{
  1530. const turns = unbind_Turns(card);
  1531. return turns.normal > 0;
  1532. }).sort((a,b)=>{
  1533. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1534. let a_pC = a_s.normal, b_pC = b_s.normal;
  1535. return a_pC - b_pC;
  1536. });
  1537. },
  1538. addition:unbind_Addition
  1539. },
  1540. {
  1541. 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)"},
  1542. function:cards=>{
  1543. return cards.filter(card=>{
  1544. const turns = unbind_Turns(card);
  1545. return turns.awoken > 0;
  1546. }).sort((a,b)=>{
  1547. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1548. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1549. return a_pC - b_pC;
  1550. });
  1551. },
  1552. addition:unbind_Addition
  1553. },
  1554. {
  1555. 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)"},
  1556. function:cards=>{
  1557. return cards.filter(card=>{
  1558. const turns = unbind_Turns(card);
  1559. return turns.normal && turns.awoken > 0;
  1560. }).sort((a,b)=>{
  1561. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1562. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1563. return a_pC - b_pC;
  1564. });
  1565. },
  1566. addition:unbind_Addition
  1567. },
  1568. {
  1569. 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)"},
  1570. function:cards=>{
  1571. const searchTypeArray = [196];
  1572. return cards.filter(card=>{
  1573. const skill = getCardActiveSkill(card, searchTypeArray);
  1574. return skill;
  1575. }).sort((a,b)=>{
  1576. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1577. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1578. return a_pC - b_pC;
  1579. })
  1580. },
  1581. addition:card=>{
  1582. const searchTypeArray = [196];
  1583. const skill = getCardActiveSkill(card, searchTypeArray);
  1584. if (!skill) return;
  1585. const sk = skill.params;
  1586. const fragment = document.createDocumentFragment();
  1587. fragment.append(createSkillIcon('unbind-matches'));
  1588. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1589. return fragment;
  1590. }
  1591. },
  1592. ]},
  1593. {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: [
  1594. {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)"},
  1595. function:cards=>{
  1596. const searchTypeArray = [146];
  1597. return cards.filter(card=>{
  1598. const skill = getCardActiveSkill(card, searchTypeArray);
  1599. return skill;
  1600. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1601. },
  1602. addition:card=>{
  1603. const searchTypeArray = [146];
  1604. const skill = getCardActiveSkill(card, searchTypeArray);
  1605. if (!skill) return;
  1606. const sk = skill.params;
  1607. const fragment = document.createDocumentFragment();
  1608. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1609. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1610. return fragment;
  1611. }
  1612. },
  1613. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1614. function:cards=>{
  1615. const searchTypeArray = [218];
  1616. return cards.filter(card=>{
  1617. const skill = getCardActiveSkill(card, searchTypeArray);
  1618. return skill;
  1619. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1620. },
  1621. addition:card=>{
  1622. const searchTypeArray = [218];
  1623. const skill = getCardActiveSkill(card, searchTypeArray);
  1624. if (!skill) return;
  1625. const sk = skill.params;
  1626. const fragment = document.createDocumentFragment();
  1627. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1628. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1629. return fragment;
  1630. }
  1631. },
  1632. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1633. function:cards=>{
  1634. const searchTypeArray = [93, 227];
  1635. return cards.filter(card=>{
  1636. const skill = getCardActiveSkill(card, searchTypeArray);
  1637. return skill;
  1638. }).sort((a,b)=>{
  1639. const a_s = getCardActiveSkill(a, searchTypeArray),
  1640. b_s = getCardActiveSkill(b, searchTypeArray);
  1641. return a_s.type - b_s.type;
  1642. });
  1643. },
  1644. addition:card=>{
  1645. const searchTypeArray = [93, 227];
  1646. const skill = getCardActiveSkill(card, searchTypeArray);
  1647. if (!skill) return;
  1648. const fragment = document.createDocumentFragment();
  1649. fragment.append(createSkillIcon('leader-change'));
  1650. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1651. return fragment;
  1652. }
  1653. },
  1654. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1655. function:cards=>{
  1656. function getIncreaseDamageCap(skill)
  1657. {
  1658. let cap = 0;
  1659. switch (skill.type) {
  1660. case 241:
  1661. cap = skill.params[1];
  1662. break;
  1663. case 246:
  1664. cap = skill.params[2];
  1665. break;
  1666. case 247:
  1667. cap = skill.params[3];
  1668. break;
  1669. }
  1670. return cap;
  1671. }
  1672. const searchTypeArray = [241, 246, 247];
  1673. return cards.filter(card=>{
  1674. const skill = getCardActiveSkill(card, searchTypeArray);
  1675. return skill;
  1676. }).sort((a,b)=>{
  1677. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1678. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1679. return a_pC - b_pC;
  1680. });
  1681. },
  1682. addition:card=>{
  1683. const searchTypeArray = [241, 246, 247];
  1684. const skill = getCardActiveSkill(card, searchTypeArray);
  1685. if (!skill) return;
  1686. const sk = skill.params;
  1687. let cap;
  1688. switch (skill.type) {
  1689. case 241:
  1690. cap = sk[1];
  1691. break;
  1692. case 246:
  1693. cap = sk[2];
  1694. break;
  1695. case 247:
  1696. cap = sk[3];
  1697. break;
  1698. }
  1699. if (skill.type == 241) {
  1700. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  1701. } else {
  1702. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  1703. }
  1704. }
  1705. },
  1706. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1707. function:cards=>{
  1708. const searchTypeArray = [230];
  1709. return cards.filter(card=>{
  1710. const skill = getCardActiveSkill(card, searchTypeArray);
  1711. return skill;
  1712. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1713. },
  1714. addition:memberATK_Addition
  1715. },
  1716. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1717. function:cards=>{
  1718. const searchTypeArray = [230];
  1719. return cards.filter(card=>{
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. return skill && Boolean(skill.params[1] & 1<<0);
  1722. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1723. },
  1724. addition:memberATK_Addition
  1725. },
  1726. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1727. function:cards=>{
  1728. const searchTypeArray = [230];
  1729. return cards.filter(card=>{
  1730. const skill = getCardActiveSkill(card, searchTypeArray);
  1731. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1732. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1733. },
  1734. addition:memberATK_Addition
  1735. },
  1736. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1737. function:cards=>{
  1738. const searchTypeArray = [230];
  1739. return cards.filter(card=>{
  1740. const skill = getCardActiveSkill(card, searchTypeArray);
  1741. return skill && Boolean(skill.params[1] & 1<<3);
  1742. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1743. },
  1744. addition:memberATK_Addition
  1745. },
  1746. {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)"},
  1747. function:cards=>{
  1748. const searchTypeArray = [142];
  1749. return cards.filter(card=>{
  1750. const skill = getCardActiveSkill(card, searchTypeArray);
  1751. return skill;
  1752. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1753. },
  1754. addition:card=>{
  1755. const searchTypeArray = [142];
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. if (!skill) return;
  1758. const sk = skill.params;
  1759. const fragment = document.createDocumentFragment();
  1760. fragment.appendChild(document.createTextNode(`自→`));
  1761. fragment.appendChild(createOrbsList(sk[1]));
  1762. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1763. return fragment;
  1764. }
  1765. },
  1766. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1767. function:cards=>cards.filter(card=>{
  1768. const searchTypeArray = [214];
  1769. const skill = getCardActiveSkill(card, searchTypeArray);
  1770. return skill;
  1771. }),
  1772. addition:card=>{
  1773. const searchTypeArray = [214];
  1774. const skill = getCardActiveSkill(card, searchTypeArray);
  1775. if (!skill) return;
  1776. const sk = skill.params;
  1777. return document.createTextNode(`自封技${sk[0]}T`);
  1778. }
  1779. },
  1780. ]},
  1781. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1782. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1783. function:cards=>{
  1784. const searchTypeArray = [179];
  1785. return cards.filter(card=>{
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. return skill;
  1788. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1789. },
  1790. addition:card=>{
  1791. const searchTypeArray = [179];
  1792. const skill = getCardActiveSkill(card, searchTypeArray);
  1793. if (!skill) return;
  1794. const sk = skill.params;
  1795. const fragment = document.createDocumentFragment();
  1796. fragment.append(createSkillIcon('auto-heal'));
  1797. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1798. return fragment;
  1799. }
  1800. },
  1801. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1802. function:cards=>{
  1803. return cards.filter(card=>{
  1804. const heal = healImmediately_Rate(card);
  1805. return Object.values(heal).some(v=>v);
  1806. })
  1807. .sort((a,b)=>{
  1808. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1809. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1810. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1811. let sortNum = a_i - b_i;
  1812. if (!sortNum)
  1813. {
  1814. sortNum = a_vs[a_i] - b_vs[b_i];
  1815. }
  1816. return sortNum;
  1817. });
  1818. },
  1819. addition:card=>{
  1820. const heal = healImmediately_Rate(card);
  1821. const fragment = document.createDocumentFragment();
  1822. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1823. if (heal.scale)
  1824. fragment.append(`${heal.scale}%`);
  1825. if (heal.const)
  1826. fragment.append(`${heal.const.bigNumberToString()}点`);
  1827. if (heal.selfRcv)
  1828. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1829. if (heal.vampire)
  1830. fragment.append(`${heal.vampire}%伤害`);
  1831. return fragment;
  1832. }
  1833. },
  1834. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1835. function:cards=>{
  1836. const searchTypeArray = [237];
  1837. return cards.filter(card=>{
  1838. const skill = getCardActiveSkill(card, searchTypeArray);
  1839. return skill;
  1840. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1841. },
  1842. addition:card=>{
  1843. const searchTypeArray = [237];
  1844. const skill = getCardActiveSkill(card, searchTypeArray);
  1845. if (!skill) return;
  1846. const sk = skill.params;
  1847. const fragment = document.createDocumentFragment();
  1848. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1849. return fragment;
  1850. }
  1851. },
  1852. {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)"},
  1853. function:cards=>{
  1854. return cards.filter(card=>damageSelf_Rate(card)>0)
  1855. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1856. },
  1857. addition:card=>{
  1858. let rate = damageSelf_Rate(card);
  1859. if (rate < 100)
  1860. return `减少${rate}%`;
  1861. else
  1862. return `减少到1`;
  1863. }
  1864. },
  1865. ]},
  1866. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1867. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1868. function:cards=>cards.filter(card=>{
  1869. const searchTypeArray = [172];
  1870. const skill = getCardActiveSkill(card, searchTypeArray);
  1871. return skill;
  1872. })
  1873. },
  1874. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1875. function:cards=>cards.filter(card=>{
  1876. const searchTypeArray = [152];
  1877. const skill = getCardActiveSkill(card, searchTypeArray);
  1878. return skill;
  1879. }),
  1880. addition:lock_Addition
  1881. },
  1882. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1883. function:cards=>cards.filter(card=>{
  1884. const searchTypeArray = [152];
  1885. const skill = getCardActiveSkill(card, searchTypeArray);
  1886. return skill && (skill.params[0] & 63) === 63;
  1887. }),
  1888. addition:lock_Addition
  1889. },
  1890. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1891. function:cards=>{
  1892. const searchTypeArray = [52,91,140];
  1893. return cards.filter(card=>{
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. return skill;
  1896. });
  1897. },
  1898. addition:card=>{
  1899. const searchTypeArray = [52,91,140];
  1900. const skill = getCardActiveSkill(card, searchTypeArray);
  1901. if (!skill) return;
  1902. const sk = skill.params;
  1903. let attrs = [];
  1904. switch (skill.type)
  1905. {
  1906. case 52:{
  1907. attrs.push(sk[0]); break;
  1908. }
  1909. case 91:{
  1910. attrs = sk.slice(0,-1); break;
  1911. }
  1912. case 140:{
  1913. attrs = flags(sk[0]); break;
  1914. }
  1915. }
  1916. const fragment = document.createDocumentFragment();
  1917. fragment.appendChild(document.createTextNode(`强化`));
  1918. fragment.appendChild(createOrbsList(attrs));
  1919. return fragment;
  1920. }
  1921. },
  1922. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1923. function:cards=>cards.filter(card=>{
  1924. const searchTypeArray = [215];
  1925. const skill = getCardActiveSkill(card, searchTypeArray);
  1926. return skill;
  1927. }),
  1928. addition:card=>{
  1929. const searchTypeArray = [215];
  1930. const skill = getCardActiveSkill(card, searchTypeArray);
  1931. if (!skill) return;
  1932. const sk = skill.params;
  1933. const fragment = document.createDocumentFragment();
  1934. fragment.appendChild(document.createTextNode(`自封`));
  1935. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1936. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1937. return fragment;
  1938. }
  1939. },
  1940. ]},
  1941. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1942. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1943. function:cards=>cards.filter(card=>{
  1944. function isLoopBuff(parsedSkill, cd) {
  1945. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1946. && skill.turns >= cd);
  1947. }
  1948. //跳过0号技能的、会变身成别人的和无技能数据的
  1949. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1950. const skill = Skills[card.activeSkillId];
  1951. if (!skill) return false;
  1952. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1953. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1954. let parsedActiveSkill = skillParser(card.activeSkillId);
  1955. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1956. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  1957. let parsedGroupSkill = parsedActiveSkill?.[0];
  1958. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1959. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1960. }
  1961. //进化类技能,排除循环进化,并只计算最后一级
  1962. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  1963. let lastIdx = parsedGroupSkill.params.length - 1;
  1964. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  1965. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1966. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  1967. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  1968. }
  1969. return false;
  1970. })
  1971. },
  1972. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1973. function:cards=>{
  1974. return cards.filter(card=>{
  1975. const atkbuff = rcvBuff_Rate(card);
  1976. return atkbuff.skilltype > 0;
  1977. }).sort((a,b)=>{
  1978. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1979. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1980. if (sortNum == 0)
  1981. sortNum = a_pC.rate - b_pC.rate;
  1982. if (sortNum == 0)
  1983. sortNum = a_pC.turns - b_pC.turns;
  1984. return sortNum;
  1985. });
  1986. },
  1987. addition:card=>{
  1988. const atkbuff = rcvBuff_Rate(card);
  1989. const fragment = document.createDocumentFragment();
  1990. fragment.appendChild(createOrbsList([5]));
  1991. if (atkbuff.skilltype == 0) return fragment;
  1992. if (atkbuff.skilltype == 1)
  1993. {
  1994. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1995. if (atkbuff.awoken.length)
  1996. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1997. if (atkbuff.attrs.length)
  1998. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1999. if (atkbuff.types.length)
  2000. fragment.appendChild(createTypesList(atkbuff.types));
  2001. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2002. }else if (atkbuff.skilltype == 2)
  2003. {
  2004. if (atkbuff.attrs.length)
  2005. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2006. if (atkbuff.types.length)
  2007. fragment.appendChild(createTypesList(atkbuff.types));
  2008. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2009. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2010. }
  2011. return fragment;
  2012. }
  2013. },
  2014. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2015. function:cards=>{
  2016. return cards.filter(card=>{
  2017. const atkbuff = atkBuff_Rate(card);
  2018. return atkbuff.skilltype > 0;
  2019. }).sort((a,b)=>{
  2020. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2021. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2022. if (sortNum == 0)
  2023. sortNum = a_pC.rate - b_pC.rate;
  2024. if (sortNum == 0)
  2025. sortNum = a_pC.turns - b_pC.turns;
  2026. return sortNum;
  2027. });
  2028. },
  2029. addition:card=>{
  2030. const atkbuff = atkBuff_Rate(card);
  2031. const fragment = document.createDocumentFragment();
  2032. if (atkbuff.skilltype == 0) return fragment;
  2033. if (atkbuff.skilltype == 1)
  2034. {
  2035. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2036. if (atkbuff.awoken.length)
  2037. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2038. if (atkbuff.attrs.length)
  2039. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2040. if (atkbuff.types.length)
  2041. fragment.appendChild(createTypesList(atkbuff.types));
  2042. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2043. }else if (atkbuff.skilltype == 2)
  2044. {
  2045. if (atkbuff.attrs.length)
  2046. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2047. if (atkbuff.types.length)
  2048. fragment.appendChild(createTypesList(atkbuff.types));
  2049. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2050. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2051. }
  2052. return fragment;
  2053. }
  2054. },
  2055. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2056. function:cards=>{
  2057. const searchTypeArray = [132];
  2058. return cards.filter(card=>{
  2059. const skill = getCardActiveSkill(card, searchTypeArray);
  2060. return skill;
  2061. }).sort((a,b)=>{
  2062. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2063. //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
  2064. 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;
  2065. 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]);
  2066. });
  2067. },
  2068. addition:card=>{
  2069. const searchTypeArray = [132];
  2070. const skill = getCardActiveSkill(card, searchTypeArray);
  2071. if (!skill) return;
  2072. const sk = skill.params;
  2073. let str = "👆";
  2074. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2075. if (sk[2]) str += `x${sk[2]/100}`;
  2076. str += `x${sk[0]}T`;
  2077. return str;
  2078. }
  2079. },
  2080. {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)"},
  2081. function:cards=>{
  2082. const searchTypeArray = [160];
  2083. return cards.filter(card=>{
  2084. const skill = getCardActiveSkill(card, searchTypeArray);
  2085. return skill;
  2086. }).sort((a,b)=>{
  2087. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2088. return a_s.params[1] - b_s.params[1];
  2089. });
  2090. },
  2091. addition:card=>{
  2092. const searchTypeArray = [160];
  2093. const skill = getCardActiveSkill(card, searchTypeArray);
  2094. if (!skill) return;
  2095. const sk = skill.params;
  2096. return `+${sk[1]}C×${sk[0]}T`;
  2097. }
  2098. },
  2099. {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)"},
  2100. function:cards=>{
  2101. const searchTypeArray = [3,156];
  2102. return cards.filter(card=>{
  2103. const skill = getCardActiveSkill(card, searchTypeArray);
  2104. if (!skill) return false;
  2105. if (skill.type == 156)
  2106. return skill.params[4]==3;
  2107. else
  2108. return true;
  2109. }).sort((a,b)=>{
  2110. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2111. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2112. if (!sortNum)
  2113. {
  2114. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2115. sortNum = a_pC - b_pC;
  2116. }
  2117. return sortNum;
  2118. });
  2119. },
  2120. addition:card=>{
  2121. const searchTypeArray = [3,156];
  2122. const skill = getCardActiveSkill(card, searchTypeArray);
  2123. if (!skill) return;
  2124. const sk = skill.params;
  2125. const fragment = document.createDocumentFragment();
  2126. if (skill.type == 156)
  2127. {
  2128. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2129. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2130. fragment.appendChild(creatAwokenList(awokenArr));
  2131. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2132. }else
  2133. {
  2134. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2135. }
  2136. return fragment;
  2137. }
  2138. },
  2139. {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)"},
  2140. function:cards=>{
  2141. const searchTypeArray = [3];
  2142. return cards.filter(card=>{
  2143. const skill = getCardActiveSkill(card, searchTypeArray);
  2144. return skill && skill.params[1]>=100;
  2145. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2146. },
  2147. addition:card=>{
  2148. const searchTypeArray = [3];
  2149. const skill = getCardActiveSkill(card, searchTypeArray);
  2150. if (!skill) return;
  2151. const sk = skill.params;
  2152. return `无敌×${sk[0]}T`;
  2153. }
  2154. },
  2155. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2156. function:cards=>{
  2157. const searchTypeArray = [21];
  2158. return cards.filter(card=>{
  2159. const skill = getCardActiveSkill(card, searchTypeArray);
  2160. return skill;
  2161. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2162. },
  2163. addition:card=>{
  2164. const searchTypeArray = [21];
  2165. const skill = getCardActiveSkill(card, searchTypeArray);
  2166. if (!skill) return;
  2167. const sk = skill.params;
  2168. const colors = [sk[1]];
  2169. const fragment = document.createDocumentFragment();
  2170. fragment.appendChild(document.createTextNode(`-`));
  2171. fragment.appendChild(createOrbsList(colors));
  2172. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2173. return fragment;
  2174. }
  2175. },
  2176. {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)"},
  2177. function:cards=>{
  2178. const searchTypeArray = [51];
  2179. return cards.filter(card=>{
  2180. const skill = getCardActiveSkill(card, searchTypeArray);
  2181. return skill;
  2182. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2183. },
  2184. addition:card=>{
  2185. const searchTypeArray = [51];
  2186. const skill = getCardActiveSkill(card, searchTypeArray);
  2187. if (!skill) return;
  2188. const sk = skill.params;
  2189. return `全体×${sk[0]}T`;
  2190. }
  2191. },
  2192. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2193. function:cards=>cards.filter(card=>{
  2194. const searchTypeArray = [156,168,228,231];
  2195. const skill = getCardActiveSkill(card, searchTypeArray);
  2196. return skill;
  2197. })
  2198. },
  2199. ]},
  2200. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2201. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2202. function:cards=>{
  2203. const searchTypeArray = [18];
  2204. return cards.filter(card=>{
  2205. const skill = getCardActiveSkill(card, searchTypeArray);
  2206. return skill;
  2207. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2208. },
  2209. addition:card=>{
  2210. const searchTypeArray = [18];
  2211. const skill = getCardActiveSkill(card, searchTypeArray);
  2212. if (!skill) return;
  2213. const sk = skill.params;
  2214. return document.createTextNode(`威吓×${sk[0]}T`);
  2215. }
  2216. },
  2217. {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)"},
  2218. function:cards=>{
  2219. const searchTypeArray = [19];
  2220. return cards.filter(card=>{
  2221. const skill = getCardActiveSkill(card, searchTypeArray);
  2222. return skill;
  2223. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2224. },
  2225. addition:card=>{
  2226. const searchTypeArray = [19];
  2227. const skill = getCardActiveSkill(card, searchTypeArray);
  2228. if (!skill) return;
  2229. const sk = skill.params;
  2230. return `破防${sk[1]}%×${sk[0]}T`;
  2231. }
  2232. },
  2233. {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)"},
  2234. function:cards=>{
  2235. const searchTypeArray = [4];
  2236. return cards.filter(card=>{
  2237. const skill = getCardActiveSkill(card, searchTypeArray);
  2238. return skill;
  2239. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2240. },
  2241. addition:card=>{
  2242. const searchTypeArray = [4];
  2243. const skill = getCardActiveSkill(card, searchTypeArray);
  2244. if (!skill) return;
  2245. const sk = skill.params;
  2246. return `攻击力×${sk[0]/100}倍`;
  2247. }
  2248. },
  2249. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2250. function:cards=>{
  2251. return cards.filter(card=>{
  2252. return changeEnemiesAttr_Attr(card).attr != null;
  2253. }).sort((a,b)=>{
  2254. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2255. return a_pC.attr - b_pC.attr;
  2256. })
  2257. },
  2258. addition:card=>{
  2259. let change = changeEnemiesAttr_Attr(card);
  2260. const fragment = document.createDocumentFragment();
  2261. fragment.appendChild(document.createTextNode(`敌→`));
  2262. fragment.appendChild(createOrbsList(change.attr));
  2263. if (change.turns > 0)
  2264. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2265. return fragment;
  2266. }
  2267. },
  2268. {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)"},
  2269. function:cards=>{
  2270. const searchTypeArray = [60];
  2271. return cards.filter(card=>{
  2272. const skill = getCardActiveSkill(card, searchTypeArray);
  2273. return skill;
  2274. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2275. },
  2276. addition:card=>{
  2277. const searchTypeArray = [60];
  2278. const skill = getCardActiveSkill(card, searchTypeArray);
  2279. if (!skill) return;
  2280. const sk = skill.params;
  2281. const fragment = document.createDocumentFragment();
  2282. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2283. fragment.appendChild(createOrbsList(sk[2]));
  2284. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2285. return fragment;
  2286. }
  2287. },
  2288. ]},
  2289. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2290. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2291. function:cards=>cards.filter(card=>{
  2292. const searchTypeArray = [10];
  2293. const skill = getCardActiveSkill(card, searchTypeArray);
  2294. return skill;
  2295. })
  2296. },
  2297. {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)"},
  2298. function:cards=>{
  2299. const searchTypeArray = [184];
  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 = [184];
  2307. const skill = getCardActiveSkill(card, searchTypeArray);
  2308. if (!skill) return;
  2309. const sk = skill.params;
  2310. return `无↓×${sk[0]}T`;
  2311. }
  2312. },
  2313. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2314. function:cards=>{
  2315. const searchTypeArray = [207, 249];
  2316. return cards.filter(card=>{
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. return skill;
  2319. }).sort((a,b)=>{
  2320. const a_s = getCardActiveSkill(a, searchTypeArray),
  2321. b_s = getCardActiveSkill(b, searchTypeArray);
  2322. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2323. });
  2324. },
  2325. addition:card=>{
  2326. const searchTypeArray = [207, 249];
  2327. const skill = getCardActiveSkill(card, searchTypeArray);
  2328. if (!skill) return;
  2329. const sk = skill.params;
  2330. const fragment = document.createDocumentFragment();
  2331. fragment.append(createSkillIcon('board-roulette'));
  2332. if (skill.type == 249) {
  2333. fragment.append(createOrbsList(flags(sk[1])));
  2334. }
  2335. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2336. return fragment;
  2337. }
  2338. },
  2339. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2340. function:cards=>{
  2341. const searchTypeArray = [238];
  2342. return cards.filter(card=>{
  2343. const skill = getCardActiveSkill(card, searchTypeArray);
  2344. return skill;
  2345. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2346. },
  2347. addition:card=>{
  2348. const searchTypeArray = [238];
  2349. const skill = getCardActiveSkill(card, searchTypeArray);
  2350. if (!skill) return;
  2351. const sk = skill.params;
  2352. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2353. }
  2354. },
  2355. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2356. function:cards=>{
  2357. const searchTypeArray = [239];
  2358. return cards.filter(card=>{
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. return skill;
  2361. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2362. },
  2363. addition:card=>{
  2364. const searchTypeArray = [239];
  2365. const skill = getCardActiveSkill(card, searchTypeArray);
  2366. if (!skill) return;
  2367. const sk = skill.params;
  2368. const colums = flags(sk[1]), rows = flags(sk[2]);
  2369. const fragment = document.createDocumentFragment();
  2370. if (colums.length)
  2371. fragment.append(`${colums.length}竖`);
  2372. if (rows.length)
  2373. fragment.append(`${rows.length}横`);
  2374. fragment.append(`×${sk[0]}T`);
  2375. return fragment;
  2376. }
  2377. },
  2378. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2379. function:cards=>{
  2380. const searchTypeArray = [244];
  2381. return cards.filter(card=>{
  2382. const skill = getCardActiveSkill(card, searchTypeArray);
  2383. return skill;
  2384. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2385. },
  2386. addition:card=>{
  2387. const searchTypeArray = [244];
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. if (!skill) return;
  2390. const sk = skill.params;
  2391. let width, height;
  2392. switch (sk[1]) {
  2393. case 1: {
  2394. width = 7;
  2395. height = 6;
  2396. break;
  2397. }
  2398. case 2: {
  2399. width = 5;
  2400. height = 3;
  2401. break;
  2402. }
  2403. case 3: {
  2404. width = 6;
  2405. height = 5;
  2406. break;
  2407. }
  2408. default: {
  2409. width = 6;
  2410. height = 5;
  2411. }
  2412. }
  2413. return `[${width}×${height}]×${sk[0]}T`;
  2414. }
  2415. },
  2416. ]},
  2417. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2418. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2419. function:cards=>{
  2420. const searchTypeArray = [205];
  2421. return cards.filter(card=>{
  2422. const skill = getCardActiveSkill(card, searchTypeArray);
  2423. return skill;
  2424. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2425. },
  2426. addition:dropLock_Addition
  2427. },
  2428. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2429. function:cards=>{
  2430. const searchTypeArray = [205];
  2431. return cards.filter(card=>{
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return skill && (skill.params[0] & 63) === 63;
  2434. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2435. },
  2436. addition:dropLock_Addition
  2437. },
  2438. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2439. function:cards=>{
  2440. const searchTypeArray = [180];
  2441. return cards.filter(card=>{
  2442. const skill = getCardActiveSkill(card, searchTypeArray);
  2443. return skill;
  2444. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2445. },
  2446. addition:card=>{
  2447. const searchTypeArray = [180];
  2448. const skill = getCardActiveSkill(card, searchTypeArray);
  2449. if (!skill) return;
  2450. const sk = skill.params;
  2451. return `${sk[1]}%×${sk[0]}T`;
  2452. }
  2453. },
  2454. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2455. function:cards=>cards.filter(card=>{
  2456. const searchTypeArray = [126];
  2457. const skill = getCardActiveSkill(card, searchTypeArray);
  2458. return skill;
  2459. }),
  2460. addition:dropOrb_Addition
  2461. },
  2462. {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)"},
  2463. function:cards=>cards.filter(card=>{
  2464. const searchTypeArray = [126];
  2465. const skill = getCardActiveSkill(card, searchTypeArray);
  2466. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2467. }),
  2468. addition:dropOrb_Addition
  2469. },
  2470. {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"},
  2471. function:cards=>cards.filter(card=>{
  2472. const searchTypeArray = [126];
  2473. const skill = getCardActiveSkill(card, searchTypeArray);
  2474. return skill && skill.params[1] >= 99;
  2475. }),
  2476. addition:dropOrb_Addition
  2477. },
  2478. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2479. function:cards=>cards.filter(card=>{
  2480. const searchTypeArray = [126];
  2481. const skill = getCardActiveSkill(card, searchTypeArray);
  2482. return skill && skill.params[3] == 100;
  2483. }),
  2484. addition:dropOrb_Addition
  2485. },
  2486. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2487. function:cards=>{
  2488. const searchTypeArray = [226];
  2489. return cards.filter(card=>{
  2490. const skill = getCardActiveSkill(card, searchTypeArray);
  2491. return skill;
  2492. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2493. },
  2494. addition:card=>{
  2495. const searchTypeArray = [226];
  2496. const skill = getCardActiveSkill(card, searchTypeArray);
  2497. if (!skill) return;
  2498. const sk = skill.params;
  2499. const fragment = document.createDocumentFragment();
  2500. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2501. return fragment;
  2502. }
  2503. },
  2504. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2505. function:cards=>{
  2506. const searchTypeArray = [243];
  2507. return cards.filter(card=>{
  2508. const skill = getCardActiveSkill(card, searchTypeArray);
  2509. return skill;
  2510. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2511. },
  2512. addition:card=>{
  2513. const searchTypeArray = [243];
  2514. const skill = getCardActiveSkill(card, searchTypeArray);
  2515. if (!skill) return;
  2516. const sk = skill.params;
  2517. const fragment = document.createDocumentFragment();
  2518. fragment.append(createSkillIcon('orb-thorn'));
  2519. if ((sk[1] & 0b1111111111) != 1023) {
  2520. let attrs = flags(sk[1]);
  2521. fragment.append(createOrbsList(attrs));
  2522. }
  2523. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2524. return fragment;
  2525. }
  2526. },
  2527. ]},
  2528. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2529. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2530. function:cards=>cards.filter(card=>{
  2531. const searchTypeArray = [71];
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. return skill;
  2534. }),
  2535. addition:boardChange_Addition
  2536. },
  2537. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2538. function:cards=>cards.filter(card=>{
  2539. const searchTypeArray = [71];
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. return boardChange_ColorTypes(skill).length == 1;
  2542. }),
  2543. addition:boardChange_Addition
  2544. },
  2545. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2546. function:cards=>cards.filter(card=>{
  2547. const searchTypeArray = [71];
  2548. const skill = getCardActiveSkill(card, searchTypeArray);
  2549. return boardChange_ColorTypes(skill).length == 2;
  2550. }),
  2551. addition:boardChange_Addition
  2552. },
  2553. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2554. function:cards=>cards.filter(card=>{
  2555. const searchTypeArray = [71];
  2556. const skill = getCardActiveSkill(card, searchTypeArray);
  2557. return boardChange_ColorTypes(skill).length == 3;
  2558. }),
  2559. addition:boardChange_Addition
  2560. },
  2561. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2562. function:cards=>cards.filter(card=>{
  2563. const searchTypeArray = [71];
  2564. const skill = getCardActiveSkill(card, searchTypeArray);
  2565. return boardChange_ColorTypes(skill).length == 4;
  2566. }),
  2567. addition:boardChange_Addition
  2568. },
  2569. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2570. function:cards=>cards.filter(card=>{
  2571. const searchTypeArray = [71];
  2572. const skill = getCardActiveSkill(card, searchTypeArray);
  2573. return boardChange_ColorTypes(skill).length == 5;
  2574. }),
  2575. addition:boardChange_Addition
  2576. },
  2577. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2578. function:cards=>cards.filter(card=>{
  2579. const searchTypeArray = [71];
  2580. const skill = getCardActiveSkill(card, searchTypeArray);
  2581. return boardChange_ColorTypes(skill).length >= 6;
  2582. }),
  2583. addition:boardChange_Addition
  2584. },
  2585. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2586. function:cards=>cards.filter(card=>{
  2587. const searchTypeArray = [71];
  2588. const skill = getCardActiveSkill(card, searchTypeArray);
  2589. return boardChange_ColorTypes(skill).includes(0);
  2590. }),
  2591. addition:boardChange_Addition
  2592. },
  2593. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2594. function:cards=>cards.filter(card=>{
  2595. const searchTypeArray = [71];
  2596. const skill = getCardActiveSkill(card, searchTypeArray);
  2597. return boardChange_ColorTypes(skill).includes(1);
  2598. }),
  2599. addition:boardChange_Addition
  2600. },
  2601. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2602. function:cards=>cards.filter(card=>{
  2603. const searchTypeArray = [71];
  2604. const skill = getCardActiveSkill(card, searchTypeArray);
  2605. return boardChange_ColorTypes(skill).includes(2);
  2606. }),
  2607. addition:boardChange_Addition
  2608. },
  2609. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2610. function:cards=>cards.filter(card=>{
  2611. const searchTypeArray = [71];
  2612. const skill = getCardActiveSkill(card, searchTypeArray);
  2613. return boardChange_ColorTypes(skill).includes(3);
  2614. }),
  2615. addition:boardChange_Addition
  2616. },
  2617. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2618. function:cards=>cards.filter(card=>{
  2619. const searchTypeArray = [71];
  2620. const skill = getCardActiveSkill(card, searchTypeArray);
  2621. return boardChange_ColorTypes(skill).includes(4);
  2622. }),
  2623. addition:boardChange_Addition
  2624. },
  2625. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2626. function:cards=>cards.filter(card=>{
  2627. const searchTypeArray = [71];
  2628. const skill = getCardActiveSkill(card, searchTypeArray);
  2629. return boardChange_ColorTypes(skill).includes(5);
  2630. }),
  2631. addition:boardChange_Addition
  2632. },
  2633. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2634. function:cards=>cards.filter(card=>{
  2635. const searchTypeArray = [71];
  2636. const skill = getCardActiveSkill(card, searchTypeArray);
  2637. const colors = boardChange_ColorTypes(skill);
  2638. return colors.includes(6)
  2639. || colors.includes(7)
  2640. || colors.includes(8)
  2641. || colors.includes(9);
  2642. }),
  2643. addition:boardChange_Addition
  2644. },
  2645. ]},
  2646. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2647. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [9,20,154];
  2650. const skills = getCardActiveSkills(card, searchTypeArray);
  2651. if (!skills.length) return false;
  2652. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2653. return parsedSkills.some(p=>p.to.includes(0));
  2654. }),
  2655. addition:changeOrbs_Addition
  2656. },
  2657. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2658. function:cards=>cards.filter(card=>{
  2659. const searchTypeArray = [9,20,154];
  2660. const skills = getCardActiveSkills(card, searchTypeArray);
  2661. if (!skills.length) return false;
  2662. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2663. return parsedSkills.some(p=>p.to.includes(1));
  2664. }),
  2665. addition:changeOrbs_Addition
  2666. },
  2667. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2668. function:cards=>cards.filter(card=>{
  2669. const searchTypeArray = [9,20,154];
  2670. const skills = getCardActiveSkills(card, searchTypeArray);
  2671. if (!skills.length) return false;
  2672. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2673. return parsedSkills.some(p=>p.to.includes(2));
  2674. }),
  2675. addition:changeOrbs_Addition
  2676. },
  2677. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2678. function:cards=>cards.filter(card=>{
  2679. const searchTypeArray = [9,20,154];
  2680. const skills = getCardActiveSkills(card, searchTypeArray);
  2681. if (!skills.length) return false;
  2682. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2683. return parsedSkills.some(p=>p.to.includes(3));
  2684. }),
  2685. addition:changeOrbs_Addition
  2686. },
  2687. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2688. function:cards=>cards.filter(card=>{
  2689. const searchTypeArray = [9,20,154];
  2690. const skills = getCardActiveSkills(card, searchTypeArray);
  2691. if (!skills.length) return false;
  2692. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2693. return parsedSkills.some(p=>p.to.includes(4));
  2694. }),
  2695. addition:changeOrbs_Addition
  2696. },
  2697. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2698. function:cards=>cards.filter(card=>{
  2699. const searchTypeArray = [9,20,154];
  2700. const skills = getCardActiveSkills(card, searchTypeArray);
  2701. if (!skills.length) return false;
  2702. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2703. return parsedSkills.some(p=>p.to.includes(5));
  2704. }),
  2705. addition:changeOrbs_Addition
  2706. },
  2707. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2708. function:cards=>cards.filter(card=>{
  2709. const searchTypeArray = [9,20,154];
  2710. const skills = getCardActiveSkills(card, searchTypeArray);
  2711. if (!skills.length) return false;
  2712. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2713. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2714. }),
  2715. addition:changeOrbs_Addition
  2716. },
  2717. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2718. function:cards=>cards.filter(card=>{
  2719. const searchTypeArray = [9,20,154];
  2720. const skills = getCardActiveSkills(card, searchTypeArray);
  2721. if (!skills.length) return false;
  2722. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2723. return parsedSkills.some(p=>p.from.includes(0));
  2724. }),
  2725. addition:changeOrbs_Addition
  2726. },
  2727. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2728. function:cards=>cards.filter(card=>{
  2729. const searchTypeArray = [9,20,154];
  2730. const skills = getCardActiveSkills(card, searchTypeArray);
  2731. if (!skills.length) return false;
  2732. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2733. return parsedSkills.some(p=>p.from.includes(1));
  2734. }),
  2735. addition:changeOrbs_Addition
  2736. },
  2737. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2738. function:cards=>cards.filter(card=>{
  2739. const searchTypeArray = [9,20,154];
  2740. const skills = getCardActiveSkills(card, searchTypeArray);
  2741. if (!skills.length) return false;
  2742. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2743. return parsedSkills.some(p=>p.from.includes(2));
  2744. }),
  2745. addition:changeOrbs_Addition
  2746. },
  2747. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2748. function:cards=>cards.filter(card=>{
  2749. const searchTypeArray = [9,20,154];
  2750. const skills = getCardActiveSkills(card, searchTypeArray);
  2751. if (!skills.length) return false;
  2752. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2753. return parsedSkills.some(p=>p.from.includes(3));
  2754. }),
  2755. addition:changeOrbs_Addition
  2756. },
  2757. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2758. function:cards=>cards.filter(card=>{
  2759. const searchTypeArray = [9,20,154];
  2760. const skills = getCardActiveSkills(card, searchTypeArray);
  2761. if (!skills.length) return false;
  2762. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2763. return parsedSkills.some(p=>p.from.includes(4));
  2764. }),
  2765. addition:changeOrbs_Addition
  2766. },
  2767. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2768. function:cards=>cards.filter(card=>{
  2769. const searchTypeArray = [9,20,154];
  2770. const skills = getCardActiveSkills(card, searchTypeArray);
  2771. if (!skills.length) return false;
  2772. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2773. return parsedSkills.some(p=>p.from.includes(5));
  2774. }),
  2775. addition:changeOrbs_Addition
  2776. },
  2777. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2778. function:cards=>cards.filter(card=>{
  2779. const searchTypeArray = [9,20,154];
  2780. const skills = getCardActiveSkills(card, searchTypeArray);
  2781. if (!skills.length) return false;
  2782. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2783. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2784. }),
  2785. addition:changeOrbs_Addition
  2786. },
  2787. ]},
  2788. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2789. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2790. function:cards=>cards.filter(card=>{
  2791. function is30(sk)
  2792. {
  2793. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2794. }
  2795. const searchTypeArray = [141];
  2796. const skill = getCardActiveSkill(card, searchTypeArray);
  2797. return skill && is30(skill.params);
  2798. }),
  2799. addition:generateOrbs_Addition
  2800. },
  2801. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2802. function:cards=>cards.filter(card=>{
  2803. function is1515(sk)
  2804. {
  2805. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2806. }
  2807. const searchTypeArray = [141];
  2808. const skill = getCardActiveSkill(card, searchTypeArray);
  2809. return skill && is1515(skill.params);
  2810. }),
  2811. addition:generateOrbs_Addition
  2812. },
  2813. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2814. function:cards=>cards.filter(card=>{
  2815. const gens = generateOrbsParse(card);
  2816. return gens.some(gen=>gen.to.includes(0));
  2817. }),
  2818. addition:generateOrbs_Addition
  2819. },
  2820. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2821. function:cards=>cards.filter(card=>{
  2822. const gens = generateOrbsParse(card);
  2823. return gens.some(gen=>gen.to.includes(1));
  2824. }),
  2825. addition:generateOrbs_Addition
  2826. },
  2827. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2828. function:cards=>cards.filter(card=>{
  2829. const gens = generateOrbsParse(card);
  2830. return gens.some(gen=>gen.to.includes(2));
  2831. }),
  2832. addition:generateOrbs_Addition
  2833. },
  2834. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2835. function:cards=>cards.filter(card=>{
  2836. const gens = generateOrbsParse(card);
  2837. return gens.some(gen=>gen.to.includes(3));
  2838. }),
  2839. addition:generateOrbs_Addition
  2840. },
  2841. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2842. function:cards=>cards.filter(card=>{
  2843. const gens = generateOrbsParse(card);
  2844. return gens.some(gen=>gen.to.includes(4));
  2845. }),
  2846. addition:generateOrbs_Addition
  2847. },
  2848. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2849. function:cards=>cards.filter(card=>{
  2850. const gens = generateOrbsParse(card);
  2851. return gens.some(gen=>gen.to.includes(5));
  2852. }),
  2853. addition:generateOrbs_Addition
  2854. },
  2855. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2856. function:cards=>cards.filter(card=>{
  2857. const gens = generateOrbsParse(card);
  2858. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2859. }),
  2860. addition:generateOrbs_Addition
  2861. },
  2862. ]},
  2863. {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: [
  2864. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2865. function:cards=>cards.filter(card=>{
  2866. const searchTypeArray = [176];
  2867. const skill = getCardActiveSkill(card, searchTypeArray);
  2868. return skill;
  2869. })
  2870. },
  2871. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2872. function:cards=>cards.filter(card=>{
  2873. function is3x3(sk)
  2874. {
  2875. for (let si=0;si<3;si++)
  2876. {
  2877. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2878. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2879. (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)
  2880. (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)
  2881. )
  2882. return true;
  2883. }
  2884. return false;
  2885. }
  2886. const searchTypeArray = [176];
  2887. const skill = getCardActiveSkill(card, searchTypeArray);
  2888. return skill && is3x3(skill.params);
  2889. }),
  2890. addition:card=>{
  2891. const searchTypeArray = [176];
  2892. const skill = getCardActiveSkill(card, searchTypeArray);
  2893. if (!skill) return;
  2894. const sk = skill.params;
  2895. const fragment = document.createDocumentFragment();
  2896. fragment.appendChild(document.createTextNode(`3×3`));
  2897. fragment.appendChild(createOrbsList(sk[5]));
  2898. return fragment;
  2899. }
  2900. },
  2901. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2902. function:cards=>cards.filter(card=>{
  2903. const searchTypeArray = [127];
  2904. const skill = getCardActiveSkill(card, searchTypeArray);
  2905. return skill;
  2906. }),
  2907. addition:generateColumnOrbs_Addition
  2908. },
  2909. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2910. function:cards=>cards.filter(card=>{
  2911. function isHeart(sk)
  2912. {
  2913. for (let i=1;i<sk.length;i+=2)
  2914. {
  2915. if (sk[i] & 32)
  2916. {
  2917. return true;
  2918. }
  2919. }
  2920. }
  2921. const searchTypeArray = [127];
  2922. const skill = getCardActiveSkill(card, searchTypeArray);
  2923. return skill && isHeart(skill.params);
  2924. }),
  2925. addition:generateColumnOrbs_Addition
  2926. },
  2927. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2928. function:cards=>cards.filter(card=>{
  2929. const searchTypeArray = [128];
  2930. const skill = getCardActiveSkill(card, searchTypeArray);
  2931. return skill;
  2932. }),
  2933. addition:generateRowOrbs_Addition
  2934. },
  2935. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2936. function:cards=>cards.filter(card=>{
  2937. const searchTypeArray = [128];
  2938. const skill = getCardActiveSkill(card, searchTypeArray);
  2939. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2940. }),
  2941. addition:generateRowOrbs_Addition
  2942. },
  2943. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2944. function:cards=>cards.filter(card=>{
  2945. const searchTypeArray = [128];
  2946. const skill = getCardActiveSkill(card, searchTypeArray);
  2947. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2948. }),
  2949. addition:generateRowOrbs_Addition
  2950. },
  2951. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2952. function:cards=>cards.filter(card=>{
  2953. const searchTypeArray = [128];
  2954. const skill = getCardActiveSkill(card, searchTypeArray);
  2955. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2956. }),
  2957. addition:generateRowOrbs_Addition
  2958. },
  2959. {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)"},
  2960. function:cards=>cards.filter(card=>{
  2961. const searchTypeArray = [128,71,176];
  2962. function isRow(skill)
  2963. {
  2964. const sk = skill.params;
  2965. if (skill.type === 128) //普通横
  2966. {return true;}
  2967. else if (skill.type === 71) //花火
  2968. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2969. else if (skill.type === 176) //特殊形状
  2970. {
  2971. for (let si=0;si<5;si++)
  2972. {
  2973. if ((sk[si] & 63) === 63)
  2974. return true;
  2975. }
  2976. }
  2977. return false;
  2978. }
  2979. const skill = getCardActiveSkill(card, searchTypeArray);
  2980. return skill && isRow(skill);
  2981. })
  2982. },
  2983. ]},
  2984. {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: [
  2985. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2986. function:cards=>{
  2987. const searchTypeArray = [6, 161];
  2988. return cards.filter(card=>{
  2989. const skill = getCardActiveSkill(card, searchTypeArray);
  2990. return skill;
  2991. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2992. },
  2993. addition: gravity_Addition
  2994. },
  2995. {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)"},
  2996. function:cards=>{
  2997. const searchTypeArray = [6];
  2998. return cards.filter(card=>{
  2999. const skill = getCardActiveSkill(card, searchTypeArray);
  3000. return skill;
  3001. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3002. },
  3003. addition: gravity_Addition
  3004. },
  3005. {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)"},
  3006. function:cards=>{
  3007. const searchTypeArray = [161];
  3008. return cards.filter(card=>{
  3009. const skill = getCardActiveSkill(card, searchTypeArray);
  3010. return skill;
  3011. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3012. },
  3013. addition: gravity_Addition
  3014. },
  3015. ]},
  3016. {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: [
  3017. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3018. function:cards=>{
  3019. const searchTypeArray = [55,188,56];
  3020. return cards.filter(card=>{
  3021. const skill = getCardActiveSkill(card, searchTypeArray);
  3022. return skill;
  3023. }).sort((a,b)=>{
  3024. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3025. 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);
  3026. return a_pC - b_pC;
  3027. });
  3028. },
  3029. addition:dixedDamage_Addition
  3030. },
  3031. {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)"},
  3032. function:cards=>{
  3033. const searchTypeArray = [55,188];
  3034. return cards.filter(card=>{
  3035. const skill = getCardActiveSkill(card, searchTypeArray);
  3036. return skill;
  3037. }).sort((a,b)=>{
  3038. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3039. 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);
  3040. return a_pC - b_pC;
  3041. });
  3042. },
  3043. addition:dixedDamage_Addition
  3044. },
  3045. {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)"},
  3046. function:cards=>{
  3047. const searchTypeArray = [56];
  3048. return cards.filter(card=>{
  3049. const skill = getCardActiveSkill(card, searchTypeArray);
  3050. return skill;
  3051. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3052. },
  3053. addition:dixedDamage_Addition
  3054. },
  3055. ]},
  3056. {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: [
  3057. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3058. function:cards=>cards.filter(card=>{
  3059. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3060. function isSingle(skill)
  3061. {
  3062. if (skill.type == 110)
  3063. return Boolean(skill.params[0]);
  3064. else if (skill.type == 144)
  3065. return Boolean(skill.params[2]);
  3066. else
  3067. return true;
  3068. }
  3069. const skill = getCardActiveSkill(card, searchTypeArray);
  3070. return skill && isSingle(skill);
  3071. }),
  3072. addition: numericalATK_Addition
  3073. },
  3074. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3075. function:cards=>cards.filter(card=>{
  3076. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3077. function isAll(skill)
  3078. {
  3079. if (skill.type == 110)
  3080. return !Boolean(skill.params[0]);
  3081. else if (skill.type == 144)
  3082. return !Boolean(skill.params[2]);
  3083. else
  3084. return true;
  3085. }
  3086. const skill = getCardActiveSkill(card, searchTypeArray);
  3087. return skill && skill.id!=0 && isAll(skill);
  3088. }),
  3089. addition: numericalATK_Addition
  3090. },
  3091. {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"},
  3092. function:cards=>cards.filter(card=>{
  3093. const searchTypeArray = [42];
  3094. const skill = getCardActiveSkill(card, searchTypeArray);
  3095. return skill;
  3096. })
  3097. },
  3098. {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"},
  3099. function:cards=>cards.filter(card=>{
  3100. const searchTypeArray = [2,35];
  3101. const skill = getCardActiveSkill(card, searchTypeArray);
  3102. return skill;
  3103. })
  3104. },
  3105. {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)"},
  3106. function:cards=>cards.filter(card=>{
  3107. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3108. const skill = getCardActiveSkill(card, searchTypeArray);
  3109. return skill && skill.id!=0;
  3110. }).sort((a,b)=>{
  3111. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3112. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3113. function getNumber(skill)
  3114. {
  3115. const sk = skill.params;
  3116. switch(skill.type)
  3117. {
  3118. case 0:
  3119. case 37:
  3120. case 58:
  3121. case 59:
  3122. case 84:
  3123. case 85:
  3124. case 115:
  3125. return sk[1];
  3126. case 2:
  3127. case 35:
  3128. return sk[0];
  3129. default:
  3130. return 0;
  3131. }
  3132. }
  3133. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3134. return a_pC - b_pC;
  3135. }),
  3136. addition: numericalATK_Addition
  3137. },
  3138. {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)"},
  3139. function:cards=>cards.filter(card=>{
  3140. const searchTypeArray = [1,42,86,87];
  3141. const skill = getCardActiveSkill(card, searchTypeArray);
  3142. return skill;
  3143. }).sort((a,b)=>{
  3144. const searchTypeArray = [1,42,86,87];
  3145. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3146. function getNumber(skill)
  3147. {
  3148. const sk = skill.params;
  3149. switch(skill.type)
  3150. {
  3151. case 1:
  3152. case 86:
  3153. case 87:
  3154. return sk[1];
  3155. case 42:
  3156. return sk[2];
  3157. default:
  3158. return 0;
  3159. }
  3160. }
  3161. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3162. return a_pC - b_pC;
  3163. }),
  3164. addition: numericalATK_Addition
  3165. },
  3166. {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)"},
  3167. function:cards=>{
  3168. const searchTypeArray = [110];
  3169. return cards.filter(card=>{
  3170. const skill = getCardActiveSkill(card, searchTypeArray);
  3171. return skill;
  3172. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3173. },
  3174. addition: numericalATK_Addition
  3175. },
  3176. {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)"},
  3177. function:cards=>{
  3178. const searchTypeArray = [143];
  3179. return cards.filter(card=>{
  3180. const skill = getCardActiveSkill(card, searchTypeArray);
  3181. return skill;
  3182. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3183. },
  3184. addition: numericalATK_Addition
  3185. },
  3186. {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)"},
  3187. function:cards=>{
  3188. const searchTypeArray = [144];
  3189. return cards.filter(card=>{
  3190. const skill = getCardActiveSkill(card, searchTypeArray);
  3191. return skill;
  3192. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3193. },
  3194. addition: numericalATK_Addition
  3195. },
  3196. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3197. function:cards=>cards.filter(card=>{
  3198. const searchTypeArray = [35,115];
  3199. const skill = getCardActiveSkill(card, searchTypeArray);
  3200. return skill;
  3201. })
  3202. },
  3203. ]},
  3204. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3205. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3206. function:cards=>cards.filter(card=>{
  3207. if (card.activeSkillId == 0) return false;
  3208. const skill = Skills[card.activeSkillId];
  3209. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3210. })
  3211. },
  3212. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3213. function:cards=>cards.filter(card=>{
  3214. if (card.activeSkillId == 0) return false;
  3215. const skill = Skills[card.activeSkillId];
  3216. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3217. let realCD = minCD;
  3218. const searchTypeArray = [14];
  3219. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3220. if (subSkill)
  3221. {
  3222. realCD -= subSkill.params[0] * 3;
  3223. }
  3224. return minCD > 1 && realCD <= 4;
  3225. })
  3226. },
  3227. {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)"},
  3228. function:cards=>{
  3229. const searchTypeArray = [5, 246, 247];
  3230. return cards.filter(card=>{
  3231. const skill = getCardActiveSkill(card, searchTypeArray);
  3232. return skill;
  3233. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3234. },
  3235. addition:card=>{
  3236. const searchTypeArray = [5, 246, 247];
  3237. const skill = getCardActiveSkill(card, searchTypeArray);
  3238. if (!skill) return;
  3239. const value = skill.params[0];
  3240. return `时停${value}s`;
  3241. }
  3242. },
  3243. {
  3244. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3245. function:cards=>cards.filter(card=>{
  3246. const searchTypeArray = [118];
  3247. const skill = getCardActiveSkill(card, searchTypeArray);
  3248. return skill;
  3249. })
  3250. },
  3251. {
  3252. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3253. function:cards=>cards.filter(card=>{
  3254. const searchTypeArray = [232, 233];
  3255. const skill = getCardActiveSkill(card, searchTypeArray);
  3256. return skill;
  3257. }),
  3258. addition:card=>{
  3259. const searchTypeArray = [232, 233];
  3260. const skill = getCardActiveSkill(card, searchTypeArray);
  3261. if (!skill) return;
  3262. const value = skill.params[0];
  3263. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3264. }
  3265. },
  3266. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3267. function:cards=>cards.filter(card=>{
  3268. const searchTypeArray = [225];
  3269. const skill = getCardActiveSkill(card, searchTypeArray);
  3270. return skill;
  3271. }),
  3272. addition:card=>{
  3273. const searchTypeArray = [225];
  3274. const skill = getCardActiveSkill(card, searchTypeArray);
  3275. if (!skill) return;
  3276. const sk = skill.params;
  3277. let strArr = [];
  3278. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3279. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3280. return `HP ${strArr.join(" ")}`;
  3281. }
  3282. },
  3283. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3284. function:cards=>cards.filter(card=>{
  3285. const searchTypeArray = [234];
  3286. const skill = getCardActiveSkill(card, searchTypeArray);
  3287. return skill;
  3288. }),
  3289. addition:card=>{
  3290. const searchTypeArray = [234];
  3291. const skill = getCardActiveSkill(card, searchTypeArray);
  3292. if (!skill) return;
  3293. const sk = skill.params;
  3294. let strArr = [];
  3295. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3296. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3297. return `层 ${strArr.join(" ")}`;
  3298. }
  3299. },
  3300. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3301. function:cards=>{
  3302. const searchTypeArray = [248];
  3303. return cards.filter(card=>{
  3304. const skill = getCardActiveSkill(card, searchTypeArray);
  3305. return skill;
  3306. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3307. },
  3308. addition:card=>{
  3309. const searchTypeArray = [248];
  3310. const skill = getCardActiveSkill(card, searchTypeArray);
  3311. if (!skill) return;
  3312. const sk = skill.params;
  3313. return `延迟${sk[0]}T`;
  3314. }
  3315. },
  3316. ]},
  3317. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3318. ]},
  3319. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3320. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3321. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3322. },
  3323. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3324. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3325. },
  3326. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3327. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3328. },
  3329. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3330. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3331. },
  3332. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3333. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3334. },
  3335. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3336. function:cards=>cards.filter(card=>{
  3337. const searchTypeArray = [150];
  3338. const skill = getCardLeaderSkill(card, searchTypeArray);
  3339. return skill;
  3340. })
  3341. },
  3342. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3343. function:cards=>cards.filter(card=>{
  3344. const searchTypeArray = [151,209];
  3345. const skill = getCardLeaderSkill(card, searchTypeArray);
  3346. return skill;
  3347. })
  3348. },
  3349. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3350. function:cards=>cards.filter(card=>{
  3351. const searchTypeArray = [157];
  3352. const skill = getCardLeaderSkill(card, searchTypeArray);
  3353. return skill;
  3354. })
  3355. },
  3356. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3357. function:cards=>{
  3358. const searchTypeArray = [235];
  3359. return cards.filter(card=>{
  3360. const skill = getCardLeaderSkill(card, searchTypeArray);
  3361. if (!skill) return false;
  3362. const sk = skill.params;
  3363. if (!sk[3] || sk[3] === 100) return false;
  3364. return skill;
  3365. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3366. },
  3367. addition:card=>{
  3368. const searchTypeArray = [235];
  3369. const skill = getCardLeaderSkill(card, searchTypeArray);
  3370. if (!skill) return;
  3371. const sk = skill.params;
  3372. if (!sk[3] || sk[3] === 100) return;
  3373. const fragment = document.createDocumentFragment();
  3374. const sup = document.createElement("sup");
  3375. sup.textContent = "N";
  3376. const orbs = createOrbsList(flags(sk[0]));
  3377. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3378. if (sk[1]) {
  3379. fragment.append(`×≥${sk[1]}`);
  3380. } else {
  3381. fragment.append(`×${sk[2]}`);
  3382. }
  3383. return fragment;
  3384. }
  3385. },
  3386. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3387. function:cards=>cards.filter(card=>{
  3388. const searchTypeArray = [177];
  3389. const skill = getCardLeaderSkill(card, searchTypeArray);
  3390. return skill?.params[5];
  3391. })
  3392. },
  3393. ]},
  3394. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3395. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3396. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3397. },
  3398. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3399. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3400. },
  3401. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3402. function:cards=>cards.filter(card=>{
  3403. const searchTypeArray = [162,186];
  3404. const skill = getCardLeaderSkill(card, searchTypeArray);
  3405. return skill;
  3406. })
  3407. },
  3408. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3409. function:cards=>cards.filter(card=>{
  3410. const searchTypeArray = [163,177];
  3411. const skill = getCardLeaderSkill(card, searchTypeArray);
  3412. return skill;
  3413. })
  3414. },
  3415. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3416. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3417. },
  3418. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3419. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3420. },
  3421. {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)"},
  3422. function:cards=>{
  3423. const searchTypeArray = [158];
  3424. return cards.filter(card=>{
  3425. const skill = getCardLeaderSkill(card, searchTypeArray);
  3426. return skill;
  3427. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3428. },
  3429. addition:card=>{
  3430. const searchTypeArray = [158];
  3431. const skill = getCardLeaderSkill(card, searchTypeArray);
  3432. const value = skill.params[0];
  3433. return `≥${value}珠`;
  3434. }
  3435. },
  3436. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3437. function:cards=>cards.filter(card=>{
  3438. const searchTypeArray = [125];
  3439. const skill = getCardLeaderSkill(card, searchTypeArray);
  3440. return skill;
  3441. }),
  3442. addition:card=>{
  3443. const searchTypeArray = [125];
  3444. const skill = getCardLeaderSkill(card, searchTypeArray);
  3445. if (!skill) return;
  3446. const sk = skill.params;
  3447. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3448. }
  3449. },
  3450. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3451. function:cards=>cards.filter(card=>{
  3452. const searchTypeArray = [175];
  3453. const skill = getCardLeaderSkill(card, searchTypeArray);
  3454. return skill;
  3455. }),
  3456. addition:card=>{
  3457. const searchTypeArray = [175];
  3458. const skill = getCardLeaderSkill(card, searchTypeArray);
  3459. if (!skill) return;
  3460. const sk = skill.params;
  3461. return `合作:${sk[0]}`;
  3462. }
  3463. },
  3464. {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"},
  3465. function:cards=>cards.filter(card=>{
  3466. const searchTypeArray = [203];
  3467. const skill = getCardLeaderSkill(card, searchTypeArray);
  3468. return skill;
  3469. })
  3470. },
  3471. {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"},
  3472. function:cards=>cards.filter(card=>{
  3473. const searchTypeArray = [229];
  3474. const skill = getCardLeaderSkill(card, searchTypeArray);
  3475. return skill;
  3476. }),
  3477. addition:card=>{
  3478. const searchTypeArray = [229];
  3479. const skill = getCardLeaderSkill(card, searchTypeArray);
  3480. if (!skill) return;
  3481. const sk = skill.params;
  3482. const attrs = flags(sk[0]), types = flags(sk[1]);
  3483. const fragment = document.createDocumentFragment();
  3484. if (attrs.length)
  3485. fragment.appendChild(createOrbsList(attrs));
  3486. if (types.length)
  3487. fragment.appendChild(createTypesList(types));
  3488. return fragment;
  3489. }
  3490. },
  3491. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3492. function:cards=>cards.filter(card=>{
  3493. const searchTypeArray = [217];
  3494. const skill = getCardLeaderSkill(card, searchTypeArray);
  3495. return skill;
  3496. }),
  3497. addition:card=>{
  3498. const searchTypeArray = [217];
  3499. const skill = getCardLeaderSkill(card, searchTypeArray);
  3500. if (!skill) return;
  3501. const sk = skill.params;
  3502. return `★≤${sk[0]}`;
  3503. }
  3504. },
  3505. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3506. function:cards=>cards.filter(card=>{
  3507. const searchTypeArray = [245];
  3508. const skill = getCardLeaderSkill(card, searchTypeArray);
  3509. return skill;
  3510. }),
  3511. addition:card=>{
  3512. const searchTypeArray = [245];
  3513. const skill = getCardLeaderSkill(card, searchTypeArray);
  3514. if (!skill) return;
  3515. const sk = skill.params;
  3516. switch (sk[0]) {
  3517. case -1:
  3518. return `★各不相同`;
  3519. case -2:
  3520. return `★全部相同`;
  3521. default:
  3522. return `★全为${sk[0]}`;
  3523. }
  3524. }
  3525. },
  3526. ]},
  3527. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3528. {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)"},
  3529. function:cards=>{
  3530. return cards.filter(card=>{
  3531. return getSkillFixedDamage(card) > 0;
  3532. }).sort((a,b)=>{
  3533. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3534. return a_pC - b_pC;
  3535. });
  3536. },
  3537. addition:card=>{
  3538. const value = getSkillFixedDamage(card);
  3539. if (value <= 0 ) return;
  3540. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3541. let skill;
  3542. if (skill = getCardLeaderSkill(card, [235])) {
  3543. nodeArr.push("/");
  3544. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3545. nodeArr.push(`×${skill.params[2]}`);
  3546. }
  3547. return nodeArr.nodeJoin();
  3548. }
  3549. },
  3550. {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)"},
  3551. function:cards=>{
  3552. return cards.filter(card=>{
  3553. return getSkillAddCombo(card) > 0;
  3554. }).sort((a,b)=>{
  3555. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3556. return a_pC - b_pC;
  3557. });
  3558. },
  3559. addition:card=>{
  3560. const value = getSkillAddCombo(card);
  3561. if (value <= 0 ) return;
  3562. let nodeArr = [`+${value.bigNumberToString()}C`];
  3563. let skill;
  3564. if (skill = getCardLeaderSkill(card, [210])) {
  3565. nodeArr.push("/十字");
  3566. } else if (skill = getCardLeaderSkill(card, [235])) {
  3567. nodeArr.push("/");
  3568. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3569. nodeArr.push(`×${skill.params[2]}`);
  3570. }
  3571. return nodeArr.nodeJoin();
  3572. }
  3573. },
  3574. {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)"},
  3575. function:cards=>{
  3576. const searchTypeArray = [15,185];
  3577. return cards.filter(card=>{
  3578. const skill = getCardLeaderSkill(card, searchTypeArray);
  3579. return skill;
  3580. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3581. },
  3582. addition:card=>{
  3583. const searchTypeArray = [15,185];
  3584. const skill = getCardLeaderSkill(card, searchTypeArray);
  3585. if (!skill) return;
  3586. const value = skill.params[0];
  3587. return `${value > 0 ? "+" : ""}${value/100}s`;
  3588. }
  3589. },
  3590. {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)"},
  3591. function:cards=>{
  3592. const searchTypeArray = [178];
  3593. return cards.filter(card=>{
  3594. const skill = getCardLeaderSkill(card, searchTypeArray);
  3595. return skill;
  3596. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3597. },
  3598. addition:card=>{
  3599. const searchTypeArray = [178];
  3600. const skill = getCardLeaderSkill(card, searchTypeArray);
  3601. if (!skill) return;
  3602. const value = skill.params[0];
  3603. return `固定${value}s`;
  3604. }
  3605. },
  3606. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3607. function:cards=>cards.filter(card=>{
  3608. const searchTypeArray = [213];
  3609. const skill = getCardLeaderSkill(card, searchTypeArray);
  3610. return skill;
  3611. }),
  3612. addition:card=>{
  3613. const searchTypeArray = [213];
  3614. const skill = getCardLeaderSkill(card, searchTypeArray);
  3615. if (!skill) return;
  3616. const sk = skill.params;
  3617. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3618. const fragment = document.createDocumentFragment();
  3619. if (attrs.length)
  3620. fragment.appendChild(createOrbsList(attrs));
  3621. if (types.length)
  3622. fragment.appendChild(createTypesList(types));
  3623. fragment.appendChild(document.createTextNode(`:+`));
  3624. if (awakenings.length)
  3625. fragment.appendChild(creatAwokenList(awakenings));
  3626. return fragment;
  3627. }
  3628. },
  3629. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3630. function:cards=>{
  3631. const searchTypeArray = [12];
  3632. return cards.filter(card=>{
  3633. const skill = getCardLeaderSkill(card, searchTypeArray);
  3634. return skill;
  3635. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3636. },
  3637. addition:card=>{
  3638. const searchTypeArray = [12];
  3639. const skill = getCardLeaderSkill(card, searchTypeArray);
  3640. const value = skill.params[0];
  3641. return `攻击×${(value/100).bigNumberToString()}倍`;
  3642. }
  3643. },
  3644. {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)"},
  3645. function:cards=>{
  3646. const searchTypeArray = [13];
  3647. return cards.filter(card=>{
  3648. const skill = getCardLeaderSkill(card, searchTypeArray);
  3649. return skill;
  3650. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3651. },
  3652. addition:card=>{
  3653. const searchTypeArray = [13];
  3654. const skill = getCardLeaderSkill(card, searchTypeArray);
  3655. const value = skill.params[0];
  3656. return `回复×${(value/100).bigNumberToString()}倍`;
  3657. }
  3658. },
  3659. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3660. function:cards=>{
  3661. const searchTypeArray = [198];
  3662. return cards.filter(card=>{
  3663. const skill = getCardLeaderSkill(card, searchTypeArray);
  3664. return skill && skill.params[2];
  3665. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3666. },
  3667. addition:card=>{
  3668. const searchTypeArray = [198];
  3669. const skill = getCardLeaderSkill(card, searchTypeArray);
  3670. const sk = skill.params;
  3671. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3672. }
  3673. },
  3674. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3675. function:cards=>{
  3676. const searchTypeArray = [198];
  3677. return cards.filter(card=>{
  3678. const skill = getCardLeaderSkill(card, searchTypeArray);
  3679. return skill && skill.params[3];
  3680. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3681. },
  3682. addition:card=>{
  3683. const searchTypeArray = [198];
  3684. const skill = getCardLeaderSkill(card, searchTypeArray);
  3685. const sk = skill.params;
  3686. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3687. }
  3688. },
  3689. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3690. function:cards=>{
  3691. const searchTypeArray = [41];
  3692. return cards.filter(card=>{
  3693. const skill = getCardLeaderSkill(card, searchTypeArray);
  3694. return skill;
  3695. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3696. },
  3697. addition:card=>{
  3698. const searchTypeArray = [41];
  3699. const skill = getCardLeaderSkill(card, searchTypeArray);
  3700. const sk = skill.params;
  3701. const fragment = document.createDocumentFragment();
  3702. fragment.appendChild(createOrbsList(sk[2] || 0));
  3703. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3704. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3705. return fragment;
  3706. }
  3707. },
  3708. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3709. function:cards=>cards.filter(card=>{
  3710. const searchTypeArray = [197];
  3711. const skill = getCardLeaderSkill(card, searchTypeArray);
  3712. return skill;
  3713. })
  3714. },
  3715. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3716. function:cards=>{
  3717. const searchTypeArray = [14];
  3718. return cards.filter(card=>{
  3719. const skill = getCardLeaderSkill(card, searchTypeArray);
  3720. return skill;
  3721. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3722. },
  3723. addition:card=>{
  3724. const searchTypeArray = [14];
  3725. const skill = getCardLeaderSkill(card, searchTypeArray);
  3726. const value = skill.params[0];
  3727. return `HP≥${value}%`;
  3728. }
  3729. },
  3730. {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)"},
  3731. function:cards=>{
  3732. const searchTypeArray = [53];
  3733. return cards.filter(card=>{
  3734. const skill = getCardLeaderSkill(card, searchTypeArray);
  3735. return skill;
  3736. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3737. },
  3738. addition:card=>{
  3739. const searchTypeArray = [53];
  3740. const skill = getCardLeaderSkill(card, searchTypeArray);
  3741. const sk = skill.params;
  3742. return `掉率x${sk[0]/100}`;
  3743. }
  3744. },
  3745. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3746. function:cards=>{
  3747. const searchTypeArray = [54];
  3748. return cards.filter(card=>{
  3749. const skill = getCardLeaderSkill(card, searchTypeArray);
  3750. return skill;
  3751. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3752. },
  3753. addition:card=>{
  3754. const searchTypeArray = [54];
  3755. const skill = getCardLeaderSkill(card, searchTypeArray);
  3756. const sk = skill.params;
  3757. return `金币x${sk[0]/100}`;
  3758. }
  3759. },
  3760. {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)"},
  3761. function:cards=>{
  3762. const searchTypeArray = [148];
  3763. return cards.filter(card=>{
  3764. const skill = getCardLeaderSkill(card, searchTypeArray);
  3765. return skill;
  3766. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3767. },
  3768. addition:card=>{
  3769. const searchTypeArray = [148];
  3770. const skill = getCardLeaderSkill(card, searchTypeArray);
  3771. const sk = skill.params;
  3772. return `经验x${sk[0]/100}`;
  3773. }
  3774. },
  3775. ]},
  3776. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3777. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3778. function:cards=>cards.filter(card=>{
  3779. const skill = Skills[card.leaderSkillId];
  3780. const HPscale = getHPScale(skill);
  3781. return HPscale >= 3;
  3782. }).sort(sortByHPScal),
  3783. addition: HPScal_Addition
  3784. },
  3785. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3786. function:cards=>cards.filter(card=>{
  3787. const skill = Skills[card.leaderSkillId];
  3788. const HPscale = getHPScale(skill);
  3789. return HPscale >= 2 && HPscale < 3;
  3790. }).sort(sortByHPScal),
  3791. addition: HPScal_Addition
  3792. },
  3793. {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)"},
  3794. function:cards=>cards.filter(card=>{
  3795. const skill = Skills[card.leaderSkillId];
  3796. const HPscale = getHPScale(skill);
  3797. return HPscale >= 1.5 && HPscale < 2;
  3798. }).sort(sortByHPScal),
  3799. addition: HPScal_Addition
  3800. },
  3801. {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)"},
  3802. function:cards=>cards.filter(card=>{
  3803. const skill = Skills[card.leaderSkillId];
  3804. const HPscale = getHPScale(skill);
  3805. return HPscale > 1 && HPscale < 1.5;
  3806. }).sort(sortByHPScal),
  3807. addition: HPScal_Addition
  3808. },
  3809. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3810. function:cards=>cards.filter(card=>{
  3811. const skill = Skills[card.leaderSkillId];
  3812. const HPscale = getHPScale(skill);
  3813. return HPscale === 1;
  3814. }),
  3815. addition: HPScal_Addition
  3816. },
  3817. {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)"},
  3818. function:cards=>cards.filter(card=>{
  3819. const skill = Skills[card.leaderSkillId];
  3820. const HPscale = getHPScale(skill);
  3821. return HPscale < 1;
  3822. }).sort(sortByHPScal),
  3823. addition: HPScal_Addition
  3824. },
  3825. ]},
  3826. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3827. {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)"},
  3828. function:cards=>cards.filter(card=>{
  3829. const skill = Skills[card.leaderSkillId];
  3830. const reduceScale = getReduceScale(skill);
  3831. return reduceScale >= 0.75;
  3832. }).sort(sortByReduceScale),
  3833. addition: ReduceScale_Addition
  3834. },
  3835. {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)"},
  3836. function:cards=>cards.filter(card=>{
  3837. const skill = Skills[card.leaderSkillId];
  3838. const reduceScale = getReduceScale(skill);
  3839. return reduceScale >= 0.5 && reduceScale < 0.75;
  3840. }).sort(sortByReduceScale),
  3841. addition: ReduceScale_Addition
  3842. },
  3843. {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)"},
  3844. function:cards=>cards.filter(card=>{
  3845. const skill = Skills[card.leaderSkillId];
  3846. const reduceScale = getReduceScale(skill);
  3847. return reduceScale >= 0.25 && reduceScale < 0.5;
  3848. }).sort(sortByReduceScale),
  3849. addition: ReduceScale_Addition
  3850. },
  3851. {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)"},
  3852. function:cards=>cards.filter(card=>{
  3853. const skill = Skills[card.leaderSkillId];
  3854. const reduceScale = getReduceScale(skill);
  3855. return reduceScale > 0 && reduceScale < 0.25;
  3856. }).sort(sortByReduceScale),
  3857. addition: ReduceScale_Addition
  3858. },
  3859. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3860. function:cards=>cards.filter(card=>{
  3861. const skill = Skills[card.leaderSkillId];
  3862. const reduceScale = getReduceScale(skill);
  3863. return reduceScale === 0;
  3864. })
  3865. },
  3866. {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"},
  3867. function:cards=>cards.filter(card=>{
  3868. const skill = Skills[card.leaderSkillId];
  3869. return getReduceScale(skill, true) > 0;
  3870. })
  3871. },
  3872. {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"},
  3873. function:cards=>cards.filter(card=>{
  3874. const skill = Skills[card.leaderSkillId];
  3875. return getReduceScale(skill, undefined, true) > 0;
  3876. })
  3877. },
  3878. {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"},
  3879. function:cards=>cards.filter(card=>{
  3880. const skill = Skills[card.leaderSkillId];
  3881. return getReduceScale(skill, undefined, undefined, true) > 0;
  3882. })
  3883. },
  3884. /*{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%)"},
  3885. function:cards=>cards.filter(card=>{
  3886. const skill = Skills[card.leaderSkillId];
  3887. const reduceScale = getReduceScale(skill);
  3888. return reduceScale>=0.29;
  3889. }).sort(sortByReduceScale)
  3890. },*/
  3891. {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"},
  3892. function:cards=>{
  3893. return cards.filter(card=>{
  3894. const skill = Skills[card.leaderSkillId];
  3895. return getReduceScale_unconditional(skill) > 0;
  3896. }).sort((a,b)=>{
  3897. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3898. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3899. });
  3900. },
  3901. addition:card=>{
  3902. const skill = Skills[card.leaderSkillId];
  3903. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3904. }
  3905. },
  3906. ]},
  3907. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3908. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3909. function:cards=>cards.filter(card=>
  3910. !Array.isArray(card.henshinFrom) &&
  3911. !Array.isArray(card.henshinTo))
  3912. },
  3913. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3914. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3915. },
  3916. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3917. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3918. },
  3919. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3920. function:cards=>cards.filter(card=>{
  3921. const searchTypeArray = [236];
  3922. const skill = getCardActiveSkill(card, searchTypeArray);
  3923. return skill;
  3924. })
  3925. },
  3926. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3927. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3928. },
  3929. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3930. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3931. },
  3932. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3933. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3934. function:cards=>cards.filter(isReincarnated)
  3935. }, //evoBaseId可能为0
  3936. //{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)},
  3937. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3938. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3939. },
  3940. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3941. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3942. },
  3943. ]},
  3944. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3945. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3946. function:cards=>cards.filter(card=>card.is8Latent)
  3947. },
  3948. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3949. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3950. },
  3951. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3952. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3953. },
  3954. {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"},
  3955. function:cards=>cards.filter(card=>{
  3956. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3957. if (hasAwokenKiller)
  3958. { //大于2个杀的进行判断
  3959. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3960. { //大于3个杀的直接过
  3961. return true;
  3962. }else
  3963. { //2个杀的
  3964. const isAllowLatent = card.types.filter(i=>
  3965. i>=0 //去掉-1的type
  3966. ).map(type=>
  3967. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3968. ).some(ls=>
  3969. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3970. );
  3971. return isAllowLatent
  3972. }
  3973. }else
  3974. {
  3975. return false;
  3976. }
  3977. })
  3978. },
  3979. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3980. // function:cards=>cards.filter(card=>{
  3981. // const searchTypeArray = [1000];
  3982. // const skill = getCardActiveSkill(card, searchTypeArray);
  3983. // return skill;
  3984. // })
  3985. // },
  3986. ]},
  3987. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3988. {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)"},
  3989. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3990. },
  3991. {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)"},
  3992. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3993. },
  3994. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3995. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3996. },
  3997. {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"},
  3998. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3999. },
  4000. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  4001. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4002. addition:card=>`成长${card.limitBreakIncr}%`
  4003. },
  4004. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4005. function:cards=>cards.filter(card=>card.maxLevel==1)
  4006. },
  4007. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4008. function:cards=>cards.filter(card=>card.sellMP<100)
  4009. },
  4010. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4011. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4012. },
  4013. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4014. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4015. },
  4016. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4017. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4018. },
  4019. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4020. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4021. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4022. },
  4023. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4024. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4025. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4026. },
  4027. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4028. function:cards=>cards.filter(card=>card.skillBanner)
  4029. },
  4030. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4031. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4032. },
  4033. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4034. function:cards=>cards.filter(card=>card.stacking),
  4035. },
  4036. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4037. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4038. },
  4039. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4040. function:cards=>cards,
  4041. addition:card=>card.name
  4042. },
  4043. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4044. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4045. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4046. },
  4047. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4048. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4049. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4050. },
  4051. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4052. function:cards=>cards,
  4053. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4054. },
  4055. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4056. function:cards=>cards,
  4057. addition:card=>createTypesList(card.types)
  4058. },
  4059. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4060. function:cards=>cards,
  4061. addition:card=>`COST ${card.cost}`
  4062. },
  4063. ]},
  4064. ];
  4065. return functions;
  4066. })();

智龙迷城队伍图制作工具