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script-json_data.js 136 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. random_henshin: tp`Random transforms into ${'cards'}`,
  108. void_poison: tp`Voids ${'poison'} damage`,
  109. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  110. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  111. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  112. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  113. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  114. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  115. },
  116. power: {
  117. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  118. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  119. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  120. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  121. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  122. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  123. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  124. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  125. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  126. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  127. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  128. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  129. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  130. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  131. },
  132. cond: {
  133. unknown: tp`[ Unknown condition ]`,
  134. hp_equal: tp`When ${'hp'} == ${'min'} `,
  135. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  136. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  137. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  138. use_skill: tp`When skills used `,
  139. multi_player: tp`When in Multiplayer Mode `,
  140. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  141. exact_combo: tp`When exactly ${'value'} combos `,
  142. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  143. exact_match_enhanced: tp` orbs including enhanced`,
  144. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  145. compo_type_card: tp`When ${'ids'} are all on team, `,
  146. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  147. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  148. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  149. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  150. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  151. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  152. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  153. },
  154. position: {
  155. top: tp`${'pos'} of top rows`,
  156. bottom: tp`${'pos'} of bottom rows`,
  157. left: tp`${'pos'} of left columns`,
  158. right: tp`${'pos'} of right columns`,
  159. shape: tp`specified location`,
  160. },
  161. value: {
  162. unknown: tp`[ Unknown value: ${'type'}]`, //type
  163. const: tp`${'value'} ${'unit'}`,
  164. const_to: tp`to ${'value'}`,
  165. mul_percent: tp`${'value'}%`,
  166. mul_times: tp`×${'value'}`,
  167. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  168. mul_of_times: tp`${'stats'} ×${'value'}`,
  169. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  170. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  171. prob: tp`${'value'} chance for `,
  172. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  173. },
  174. target: {
  175. unknown: tp`Unkown Target`,
  176. self: tp`card's`,
  177. team: tp`team`,
  178. team_last: tp`the lastest member`,
  179. team_leader: tp`leader`,
  180. sub_members: tp`sub-members`,
  181. leader_self: tp`left leader`,
  182. leader_helper: tp`right leader`,
  183. enemy: tp`Enemy`,
  184. enemy_all: tp`all enemys`,
  185. enemy_one: tp`1 enemy`,
  186. enemy_attr: tp`${'attr'} enemy`,
  187. the_attr: tp`attr of the matched Orbs`,
  188. },
  189. stats: {
  190. unknown: tp`[ Unknown: ${'type'}]`, //type
  191. maxhp: tp`Max HP`,
  192. hp: tp`HP`,
  193. chp: tp`current HP`,
  194. atk: tp`ATK`,
  195. rcv: tp`RCV`,
  196. teamhp: tp`Team HP`,
  197. teamatk: tp`Team ${'attrs'} ATK`,
  198. teamrcv: tp`Team RCV`,
  199. cstage: tp`current Stage of Dungeon`,
  200. },
  201. unit: {
  202. orbs: tp``,
  203. times: tp` times`,
  204. seconds: tp` seconds`,
  205. point: tp` point`,
  206. turns: tp` turns`,
  207. },
  208. word: {
  209. comma: tp`, `,
  210. slight_pause: tp`, `,
  211. range_hyphen: tp`~`,
  212. in_once: tp`in once `,
  213. evo_type_pixel: tp`Pixel Evo`,
  214. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  215. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  216. affix_attr: tp`${'cotent'} attr.`,
  217. affix_orb: tp`${'cotent'} orbs`,
  218. affix_type: tp`${'cotent'} types`,
  219. affix_awakening: tp`${'cotent'} awoken`,
  220. affix_exclude: tp`, exclude ${'cotent'}`,
  221. },
  222. attrs: {
  223. [0]: tp`${'icon'}Fire`,
  224. [1]: tp`${'icon'}Water`,
  225. [2]: tp`${'icon'}Wood`,
  226. [3]: tp`${'icon'}Light`,
  227. [4]: tp`${'icon'}Dark`,
  228. [5]: tp`${'icon'}Recover`,
  229. [6]: tp`${'icon'}Null`,
  230. all: tp`All`,
  231. self: tp`${'icon'}Self's Attr`,
  232. fixed: tp`${'icon'}Fixed`,
  233. },
  234. orbs: {
  235. [0]: tp`${'icon'}Fire`,
  236. [1]: tp`${'icon'}Water`,
  237. [2]: tp`${'icon'}Wood`,
  238. [3]: tp`${'icon'}Light`,
  239. [4]: tp`${'icon'}Dark`,
  240. [5]: tp`${'icon'}Heal`,
  241. [6]: tp`${'icon'}Jammer`,
  242. [7]: tp`${'icon'}Poison`,
  243. [8]: tp`${'icon'}Lethal Poison`,
  244. [9]: tp`${'icon'}Bomb`,
  245. enhanced: tp`${'icon'}Enhanced`,
  246. locked: tp`${'icon'}Locked`,
  247. nail: tp`${'icon'}Nail`,
  248. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  249. _5color: tp`${'icon'}5 Att.`,
  250. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  251. all: tp`All`,
  252. any: tp`Any ${'cotent'}`,
  253. },
  254. types: {
  255. [0]: tp`${'icon'}Evo Material`,
  256. [1]: tp`${'icon'}Balanced`,
  257. [2]: tp`${'icon'}Physical`,
  258. [3]: tp`${'icon'}Healer`,
  259. [4]: tp`${'icon'}Dragon`,
  260. [5]: tp`${'icon'}God`,
  261. [6]: tp`${'icon'}Attacker`,
  262. [7]: tp`${'icon'}Devil`,
  263. [8]: tp`${'icon'}Machine`,
  264. [9]: tp`${'icon'}Special Protection`,
  265. [12]: tp`${'icon'}Awaken`,
  266. [14]: tp`${'icon'}Enhance Material`,
  267. [15]: tp`${'icon'}Redeemable`,
  268. },
  269. awokens: {
  270. [0]: tp`${'icon'}Unknown awoken`,
  271. [1]: tp`${'icon'}Enhanced HP`,
  272. [2]: tp`${'icon'}Enhanced Attack`,
  273. [3]: tp`${'icon'}Enhanced Heal`,
  274. [4]: tp`${'icon'}Reduce Fire Damage`,
  275. [5]: tp`${'icon'}Reduce Water Damage`,
  276. [6]: tp`${'icon'}Reduce Wood Damage`,
  277. [7]: tp`${'icon'}Reduce Light Damage`,
  278. [8]: tp`${'icon'}Reduce Dark Damage`,
  279. [9]: tp`${'icon'}Auto-Heal`,
  280. [10]: tp`${'icon'}Resistance-Bind`,
  281. [11]: tp`${'icon'}Resistance-Blind`,
  282. [12]: tp`${'icon'}Resistance-Jammers`,
  283. [13]: tp`${'icon'}Resistance-Poison`,
  284. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  285. [15]: tp`${'icon'}Enhanced Water Orbs`,
  286. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  287. [17]: tp`${'icon'}Enhanced Water Orbs`,
  288. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  289. [19]: tp`${'icon'}Extend Time`,
  290. [20]: tp`${'icon'}Recover Bind`,
  291. [21]: tp`${'icon'}Skill Boost`,
  292. [22]: tp`${'icon'}Enhanced Fire Rows`,
  293. [23]: tp`${'icon'}Enhanced Water Rows`,
  294. [24]: tp`${'icon'}Enhanced Wood Rows`,
  295. [25]: tp`${'icon'}Enhanced Water Rows`,
  296. [26]: tp`${'icon'}Enhanced Dark Rows`,
  297. [27]: tp`${'icon'}Two-Pronged Attack`,
  298. [28]: tp`${'icon'}Resistance-Skill Bind`,
  299. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  300. [30]: tp`${'icon'}Multi Boost`,
  301. [31]: tp`${'icon'}Dragon Killer`,
  302. [32]: tp`${'icon'}God Killer`,
  303. [33]: tp`${'icon'}Devil Killer`,
  304. [34]: tp`${'icon'}Machine Killer`,
  305. [35]: tp`${'icon'}Balanced Killer`,
  306. [36]: tp`${'icon'}Attacker Killer`,
  307. [37]: tp`${'icon'}Physical Killer`,
  308. [38]: tp`${'icon'}Healer Killer`,
  309. [39]: tp`${'icon'}Evo Killer`,
  310. [40]: tp`${'icon'}Awaken Killer`,
  311. [41]: tp`${'icon'}Enhance Killer`,
  312. [42]: tp`${'icon'}Redeemable Killer`,
  313. [43]: tp`${'icon'}Enhanced Combos`,
  314. [44]: tp`${'icon'}Guard Break`,
  315. [45]: tp`${'icon'}Bonus Attack`,
  316. [46]: tp`${'icon'}Enhanced Team HP `,
  317. [47]: tp`${'icon'}Enhanced Team RCV`,
  318. [48]: tp`${'icon'}Damage Void Piercer`,
  319. [49]: tp`${'icon'}Awoken Assist`,
  320. [50]: tp`${'icon'}Super Bonus Attack`,
  321. [51]: tp`${'icon'}Skill Charge`,
  322. [52]: tp`${'icon'}Resistance-Bind+`,
  323. [53]: tp`${'icon'}Extend Time+`,
  324. [54]: tp`${'icon'}Resistance-Clouds`,
  325. [55]: tp`${'icon'}Resistance-Immobility`,
  326. [56]: tp`${'icon'}Skill Boost+`,
  327. [57]: tp`${'icon'}50% or more HP Enhanced`,
  328. [58]: tp`${'icon'}50% or less HP Enhanced`,
  329. [59]: tp`${'icon'}L Damage Reduction`,
  330. [60]: tp`${'icon'}L Increased Attack`,
  331. [61]: tp`${'icon'}Super Enhanced Combos`,
  332. [62]: tp`${'icon'}Combo Orbs`,
  333. [63]: tp`${'icon'}Skill Voice`,
  334. [64]: tp`${'icon'}Dungeon Bonus`,
  335. [65]: tp`${'icon'}Reduced HP`,
  336. [66]: tp`${'icon'}Reduced Attack`,
  337. [67]: tp`${'icon'}Reduced RCV`,
  338. [68]: tp`${'icon'}Resistance-Blind+`,
  339. [69]: tp`${'icon'}Resistance-Jammers+`,
  340. [70]: tp`${'icon'}Resistance-Poison+`,
  341. [71]: tp`${'icon'}Blessing of Jammers`,
  342. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  343. [73]: tp`${'icon'}Enhanced Fire Combos`,
  344. [74]: tp`${'icon'}Enhanced Water Combos`,
  345. [75]: tp`${'icon'}Enhanced Wood Combos`,
  346. [76]: tp`${'icon'}Enhanced Light Combos`,
  347. [77]: tp`${'icon'}Enhanced Dark Combos`,
  348. [78]: tp`${'icon'}Cross Attack`,
  349. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  350. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  351. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  352. [82]: tp`${'icon'}Super Enhanced Matching`,
  353. [83]: tp`${'icon'}Append Dragon Type`,
  354. [84]: tp`${'icon'}Append God Type`,
  355. [85]: tp`${'icon'}Append Devil Type`,
  356. [86]: tp`${'icon'}Append Machine Type`,
  357. [87]: tp`${'icon'}Append Balanced Type`,
  358. [88]: tp`${'icon'}Append Attacker Type`,
  359. [89]: tp`${'icon'}Append Physical Type`,
  360. [90]: tp`${'icon'}Append Healer Type`,
  361. [91]: tp`${'icon'}Append Fire Attr.`,
  362. [92]: tp`${'icon'}Append Water Attr.`,
  363. [93]: tp`${'icon'}Append Wood Attr.`,
  364. [94]: tp`${'icon'}Append Water Attr.`,
  365. [95]: tp`${'icon'}Append Dark Attr.`,
  366. }
  367. },
  368. };
  369. //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
  370. const typekiller_for_type = [
  371. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  372. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  373. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  374. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  375. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  376. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  377. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  378. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  379. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  380. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  381. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  382. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  383. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  384. ];
  385. //类型允许的潜觉杀
  386. const type_allowable_latent = [];
  387. typekiller_for_type.forEach(t=>
  388. {
  389. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  390. .map(tn=>
  391. typekiller_for_type.find(_t=>_t.type == tn).latent
  392. );
  393. type_allowable_latent[t.type] = t.allowableLatent;
  394. }
  395. );
  396. //一般共同能打的潜觉
  397. const common_allowable_latent = [
  398. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  399. 28,29,30,31,32,33,34,35,36,37,38,
  400. 39,40,41,46 //需要拥有觉醒的才能打,但是有武器
  401. ];
  402. //120级才能打的潜觉
  403. const v120_allowable_latent = [
  404. 42,43,44,45
  405. ];
  406. //等效觉醒列表
  407. const equivalent_awoken = [
  408. {small:10,big:52,times:2}, //防封
  409. {small:11,big:68,times:5}, //防暗
  410. {small:12,big:69,times:5}, //防废
  411. {small:13,big:70,times:5}, //防毒
  412. {small:19,big:53,times:2}, //手指
  413. {small:21,big:56,times:2}, //SB
  414. ];
  415. //官方的觉醒排列顺序
  416. const official_awoken_sorting = [
  417. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  418. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  419. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  420. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  421. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  422. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  423. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  424. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  425. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  426. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  427. 91, 92, 93, 94, 95, 96
  428. ];
  429. //pdc的徽章对应数字
  430. const pdcBadgeMap = [
  431. {pdf:1,pdc:10}, //无限cost
  432. {pdf:2,pdc:12}, //小手指
  433. {pdf:3,pdc:9}, //全体攻击
  434. {pdf:4,pdc:5}, //小回复
  435. {pdf:5,pdc:1}, //小血量
  436. {pdf:6,pdc:3}, //小攻击
  437. {pdf:7,pdc:8}, //SB
  438. {pdf:8,pdc:18}, //队长防封
  439. {pdf:9,pdc:19}, //SX
  440. {pdf:11,pdc:7}, //无天降
  441. {pdf:17,pdc:6}, //大回复
  442. {pdf:18,pdc:2}, //大血量
  443. {pdf:19,pdc:4}, //大攻击
  444. {pdf:20,pdc:null}, //三维
  445. {pdf:21,pdc:13}, //大手指
  446. {pdf:10,pdc:11}, //加经验
  447. {pdf:12,pdc:15}, //墨镜
  448. {pdf:13,pdc:17}, //防废
  449. {pdf:14,pdc:16}, //防毒
  450. {pdf:50,pdc:14}, //月卡
  451. ];
  452. //pdc的潜觉对应数字
  453. const pdcLatentMap = [
  454. {pdf:1,pdc:1}, //HP
  455. {pdf:2,pdc:0}, //攻击
  456. {pdf:3,pdc:2}, //回复
  457. {pdf:4,pdc:19}, //手指
  458. {pdf:5,pdc:13}, //自回
  459. {pdf:6,pdc:14}, //火盾
  460. {pdf:7,pdc:15}, //水盾
  461. {pdf:8,pdc:16}, //木盾
  462. {pdf:9,pdc:17}, //光盾
  463. {pdf:10,pdc:18}, //暗盾
  464. {pdf:11,pdc:12}, //防坐
  465. {pdf:12,pdc:3}, //三维
  466. {pdf:13,pdc:35}, //不被换队长
  467. {pdf:13,pdc:47}, //不被换队长 ×1.5
  468. {pdf:14,pdc:37}, //不掉废
  469. {pdf:15,pdc:36}, //不掉毒
  470. {pdf:16,pdc:24}, //进化杀
  471. {pdf:17,pdc:25}, //觉醒杀
  472. {pdf:18,pdc:26}, //强化杀
  473. {pdf:19,pdc:27}, //卖钱杀
  474. {pdf:20,pdc:4}, //神杀
  475. {pdf:21,pdc:5}, //龙杀
  476. {pdf:22,pdc:6}, //恶魔杀
  477. {pdf:23,pdc:7}, //机械杀
  478. {pdf:24,pdc:8}, //平衡杀
  479. {pdf:25,pdc:9}, //攻击杀
  480. {pdf:26,pdc:10}, //体力杀
  481. {pdf:27,pdc:11}, //回复杀
  482. {pdf:28,pdc:20}, //大HP
  483. {pdf:29,pdc:21}, //大攻击
  484. {pdf:30,pdc:22}, //大回复
  485. {pdf:31,pdc:23}, //大手指
  486. {pdf:32,pdc:28}, //大火盾
  487. {pdf:33,pdc:29}, //大水盾
  488. {pdf:34,pdc:30}, //大木盾
  489. {pdf:35,pdc:31}, //大光盾
  490. {pdf:36,pdc:32}, //大暗盾
  491. {pdf:37,pdc:33}, //6色破无效
  492. {pdf:37,pdc:45}, //6色破无效 ×1.5
  493. {pdf:38,pdc:34}, //3色破属吸
  494. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  495. {pdf:39,pdc:40}, //C珠破吸
  496. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  497. {pdf:40,pdc:39}, //心横解转转
  498. {pdf:40,pdc:49}, //心横解转转 ×1.5
  499. {pdf:41,pdc:38}, //U解禁消
  500. {pdf:41,pdc:48}, //U解禁消 ×1.5
  501. {pdf:42,pdc:41}, //伤害上限解除
  502. {pdf:43,pdc:42}, //HP++
  503. {pdf:44,pdc:43}, //攻击++
  504. {pdf:45,pdc:44}, //回复++
  505. {pdf:46,pdc:51}, //心追解云封
  506. {pdf:46,pdc:52}, //心追解云封 ×1.5
  507. ];
  508. //排序程序列表
  509. const sort_function_list = [
  510. {tag:"sort_none",name:"无",function:()=>0},
  511. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  512. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  513. let num = a.attrs[0] - b.attrs[0];
  514. if (num === 0) num = a.attrs[1] - b.attrs[1];
  515. return num;
  516. }
  517. },
  518. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  519. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  520. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  521. let num = card_a.attrs[0] - card_b.attrs[0];
  522. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  523. return num;
  524. }
  525. },
  526. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  527. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  528. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  529. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  530. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  531. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  532. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  533. }
  534. },
  535. {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)},
  536. {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)},
  537. {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)},
  538. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  539. {
  540. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  541. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  542. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  543. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  544. return abA - abB;
  545. }
  546. },
  547. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  548. {
  549. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  550. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  551. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  552. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  553. return abA - abB;
  554. }
  555. },
  556. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  557. {
  558. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  559. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  560. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  561. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  562. return abA - abB;
  563. }
  564. },
  565. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  566. {
  567. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  568. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  569. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  570. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  571. return abA - abB;
  572. }
  573. },
  574. ];
  575. //增加特殊搜索模式
  576. const specialSearchFunctions = (function() {
  577. 'use strict';
  578. //返回卡片的队长技能
  579. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  580. {
  581. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  582. }
  583. //返回卡片的技能
  584. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  585. {
  586. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  587. }
  588. //返回卡片的技能
  589. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  590. {
  591. switch(skillGreatType)
  592. {
  593. case 1:
  594. case "leader":
  595. return getCardLeaderSkill(card, skillTypes, searchRandom);
  596. case 2:
  597. case "active":
  598. return getCardActiveSkill(card, skillTypes, searchRandom);
  599. default:
  600. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  601. }
  602. }
  603. //查找到真正起作用的那一个技能
  604. function getActuallySkill(skill, skillTypes, searchRandom = true)
  605. {
  606. if (skillTypes.includes(skill.type))
  607. {
  608. return skill;
  609. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  610. {
  611. const subSkills = skill.params.map(id=>Skills[id]);
  612. for(let i = 0;i < subSkills.length; i++)
  613. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  614. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  615. if (foundSubSkill)
  616. {
  617. return foundSubSkill;
  618. }
  619. }
  620. return null;
  621. }else
  622. {
  623. return null;
  624. }
  625. }
  626. //获取血倍率
  627. function getHPScale(ls)
  628. {
  629. const sk = ls.params;
  630. let scale = 1;
  631. switch (ls.type)
  632. {
  633. case 23: case 30: case 62: case 77: case 63: case 65:
  634. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  635. scale = sk[sk.length-1]/100;
  636. break;
  637. case 73: case 76:
  638. case 121: case 129: case 163: case 177: case 186:
  639. case 155:
  640. scale = sk[2]/100;
  641. break;
  642. case 106: case 107: case 108:
  643. scale = sk[0]/100;
  644. break;
  645. case 125:
  646. scale = sk[5]/100;
  647. break;
  648. case 136:
  649. case 137:
  650. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  651. break;
  652. case 158:
  653. scale = sk[4]/100;
  654. break;
  655. case 175:
  656. case 178: case 185:
  657. scale = sk[3]/100;
  658. break;
  659. case 203: case 217:
  660. scale = sk[1]/100;
  661. break;
  662. case 138: //调用其他队长技
  663. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  664. break;
  665. default:
  666. }
  667. return scale || 1;
  668. }
  669. //获取盾减伤比例
  670. function getReduceScale(ls, allAttr = false, noHPneed = false)
  671. {
  672. const sk = ls.params;
  673. let scale = 0;
  674. switch (ls.type)
  675. {
  676. case 16: //无条件盾
  677. scale = sk[0]/100;
  678. break;
  679. case 17: //单属性盾
  680. scale = allAttr ? 0 : sk[1]/100;
  681. break;
  682. case 36: //2个属性盾
  683. scale = allAttr ? 0 : sk[2]/100;
  684. break;
  685. case 38: //血线下 + 几率
  686. case 43: //血线上 + 几率
  687. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  688. break;
  689. case 129: //无条件盾,属性个数不固定
  690. case 163: //无条件盾,属性个数不固定
  691. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  692. break;
  693. case 178: //无条件盾,属性个数不固定
  694. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  695. break;
  696. case 130: //血线下 + 属性个数不固定
  697. case 131: //血线上 + 属性个数不固定
  698. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  699. break;
  700. case 151: //十字心触发
  701. case 169: //C触发
  702. case 198: //回血触发
  703. scale = sk[2]/100;
  704. break;
  705. case 170: //多色触发
  706. case 182: //长串触发
  707. case 193: //L触发
  708. scale = sk[3]/100;
  709. break;
  710. case 171: //多串触发
  711. scale = sk[6]/100;
  712. break;
  713. case 183: //又是个有两段血线的队长技
  714. scale = noHPneed ? 0 : sk[4]/100;
  715. break;
  716. case 210: //十字触发
  717. scale = sk[1]/100;
  718. break;
  719. case 235: { //可多次触发
  720. scale = (sk[4] || 0) / 100;
  721. break;
  722. }
  723. case 138: //调用其他队长技
  724. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  725. break;
  726. default:
  727. }
  728. return scale || 0;
  729. }
  730. //获取无条件盾减伤比例
  731. function getReduceScale_unconditional(ls)
  732. {
  733. const sk = ls.params;
  734. let scale = 0;
  735. switch (ls.type)
  736. {
  737. case 16: //无条件盾
  738. {
  739. scale = sk[0]/100;
  740. break;
  741. }
  742. case 129: //无条件盾,属性个数不固定
  743. case 163: //无条件盾,属性个数不固定
  744. {
  745. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  746. break;
  747. }
  748. case 178: //无条件盾,属性个数不固定
  749. {
  750. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  751. break;
  752. }
  753. case 138: //调用其他队长技
  754. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  755. break;
  756. default:
  757. }
  758. return scale || 0;
  759. }
  760. function getCannonAttr(skill)
  761. {
  762. const sk = skill.params;
  763. switch(skill.type)
  764. {
  765. case 0:
  766. case 1:
  767. case 37:
  768. case 58:
  769. case 59:
  770. case 84:
  771. case 85:
  772. case 86:
  773. case 87:
  774. case 115:
  775. return sk[0];
  776. case 110:
  777. case 143:
  778. return sk[1];
  779. case 42:
  780. return sk[1];
  781. case 144:
  782. return sk[3] ?? 0;
  783. default:
  784. return -1;
  785. }
  786. }
  787. function sortByParams(a,b,searchTypeArray,pidx = 0)
  788. {
  789. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  790. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  791. return a_pC - b_pC;
  792. }
  793. function sortByHPScal(a,b)
  794. {
  795. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  796. return getHPScale(a_s) - getHPScale(b_s);
  797. }
  798. function HPScal_Addition(card)
  799. {
  800. const skill = Skills[card.leaderSkillId];
  801. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  802. }
  803. function sortByReduceScale(a,b)
  804. {
  805. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  806. return getReduceScale(a_s) - getReduceScale(b_s);
  807. }
  808. function ReduceScale_Addition(card)
  809. {
  810. const skill = Skills[card.leaderSkillId];
  811. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  812. }
  813. function voidsAbsorption_Addition(card)
  814. {
  815. const searchTypeArray = [173];
  816. const skill = getCardActiveSkill(card, searchTypeArray);
  817. const sk = skill.params;
  818. if (sk[1] && sk[3])
  819. {
  820. return `双吸×${sk[0]}T`;
  821. }else
  822. {
  823. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  824. }
  825. }
  826. function unbind_Turns(card)
  827. {
  828. const outObj = {
  829. normal: 0,
  830. awoken: 0
  831. };
  832. const searchTypeArray = [117,179];
  833. const skill = getCardActiveSkill(card, searchTypeArray);
  834. if (skill)
  835. {
  836. const sk = skill.params;
  837. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  838. outObj.awoken = sk[4] || 0;
  839. }
  840. return outObj;
  841. }
  842. function unbind_Addition(card)
  843. {
  844. const turns = unbind_Turns(card);
  845. let strArr = [];
  846. if (turns.normal > 0 && turns.normal == turns.awoken)
  847. {
  848. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  849. }
  850. if (turns.normal > 0)
  851. {
  852. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  853. }
  854. if (turns.awoken > 0)
  855. {
  856. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  857. }
  858. return strArr.join(',');
  859. }
  860. function boardChange_ColorTypes(skill)
  861. {
  862. if (!skill) return [];
  863. const sk = skill.params;
  864. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  865. return colors;
  866. }
  867. function boardChange_Addition(card)
  868. {
  869. const searchTypeArray = [71];
  870. const skill = getCardActiveSkill(card, searchTypeArray);
  871. const colors = boardChange_ColorTypes(skill);
  872. return createOrbsList(colors);
  873. }
  874. function orbsChangeParse(skill)
  875. {
  876. function changes(from, to)
  877. {
  878. return {from:from,to:to};
  879. }
  880. let outArr = [];
  881. if (!skill) return outArr;
  882. const sk = skill.params;
  883. switch (skill.type)
  884. {
  885. case 9:{
  886. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  887. break;
  888. }
  889. case 20:{
  890. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  891. {
  892. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  893. }
  894. else
  895. {
  896. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  897. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  898. }
  899. break;
  900. }
  901. case 154:{
  902. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  903. break;
  904. }
  905. }
  906. return outArr;
  907. }
  908. function changeOrbs_Addition(card)
  909. {
  910. const searchTypeArray = [9,20,154];
  911. const skills = getCardActiveSkills(card, searchTypeArray);
  912. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  913. const fragment = document.createDocumentFragment();
  914. parsedSkills.forEach(p=>{
  915. fragment.appendChild(createOrbsList(p.from));
  916. fragment.appendChild(document.createTextNode(`→`));
  917. fragment.appendChild(createOrbsList(p.to));
  918. });
  919. return fragment;
  920. }
  921. function generateOrbsParse(card)
  922. {
  923. let outArr = [];
  924. const searchTypeArray = [141, 208];
  925. const skills = getCardActiveSkills(card, searchTypeArray);
  926. if (!skills.length) return outArr;
  927. for (let skill of skills)
  928. {
  929. const sk = skill.params;
  930. if (skill.type == 141)
  931. {
  932. outArr.push({
  933. count: sk[0],
  934. to: flags(sk[1] || 1),
  935. exclude: flags(sk[2]),
  936. });
  937. }else
  938. {
  939. outArr.push({
  940. count: sk[0],
  941. to: flags(sk[1] || 1),
  942. exclude: flags(sk[2]),
  943. });
  944. outArr.push({
  945. count: sk[3],
  946. to: flags(sk[4] || 1),
  947. exclude: flags(sk[5]),
  948. });
  949. }
  950. }
  951. return outArr;
  952. }
  953. function generateOrbs_Addition(card)
  954. {
  955. const gens = generateOrbsParse(card);
  956. const searchTypeArray = [141, 208];
  957. const skill = getCardActiveSkill(card, searchTypeArray);
  958. const sk = skill.params;
  959. const fragment = document.createDocumentFragment();
  960. for (let gen of gens)
  961. {
  962. fragment.appendChild(createOrbsList(gen.to));
  963. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  964. }
  965. return fragment;
  966. }
  967. function lock_Addition(card)
  968. {
  969. const searchTypeArray = [152];
  970. const skill = getCardActiveSkill(card, searchTypeArray);
  971. const sk = skill.params;
  972. const fragment = document.createDocumentFragment();
  973. fragment.appendChild(document.createTextNode(`锁`));
  974. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  975. return fragment;
  976. }
  977. function dropLock_Addition(card)
  978. {
  979. const searchTypeArray = [205];
  980. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  981. const sk = skill.params;
  982. const fragment = document.createDocumentFragment();
  983. fragment.appendChild(document.createTextNode(`掉锁`));
  984. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  985. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  986. return fragment;
  987. }
  988. function dropOrb_Addition(card)
  989. {
  990. const searchTypeArray = [126];
  991. const skill = getCardActiveSkill(card, searchTypeArray);
  992. const sk = skill.params;
  993. const colors = flags(sk[0]);
  994. const fragment = document.createDocumentFragment();
  995. fragment.appendChild(createOrbsList(colors));
  996. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  997. return fragment;
  998. }
  999. function generateColumnOrbs_Addition(card)
  1000. {
  1001. const searchTypeArray = [127];
  1002. const skill = getCardActiveSkill(card, searchTypeArray);
  1003. const sk = skill.params;
  1004. const colors = [];
  1005. for (let ai=0;ai<sk.length;ai+=2)
  1006. {
  1007. colors.push(flags(sk[ai+1]));
  1008. }
  1009. const fragment = document.createDocumentFragment();
  1010. fragment.appendChild(document.createTextNode(`竖`));
  1011. fragment.appendChild(createOrbsList(colors.flat()));
  1012. return fragment;
  1013. }
  1014. function generateRowOrbs_Addition(card)
  1015. {
  1016. const searchTypeArray = [128];
  1017. const skill = getCardActiveSkill(card, searchTypeArray);
  1018. const sk = skill.params;
  1019. const colors = [];
  1020. for (let ai=0;ai<sk.length;ai+=2)
  1021. {
  1022. colors.push(flags(sk[ai+1]));
  1023. }
  1024. const fragment = document.createDocumentFragment();
  1025. fragment.appendChild(document.createTextNode(`横`));
  1026. fragment.appendChild(createOrbsList(colors.flat()));
  1027. return fragment;
  1028. }
  1029. function numericalATK_Addition(card)
  1030. {
  1031. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1032. const skill = getCardActiveSkill(card, searchTypeArray);
  1033. //const sk = skill.params;
  1034. const colors = [getCannonAttr(skill)];
  1035. const fragment = document.createDocumentFragment();
  1036. fragment.appendChild(document.createTextNode(`射`));
  1037. fragment.appendChild(createOrbsList(colors));
  1038. return fragment;
  1039. }
  1040. function healImmediately_Rate(card)
  1041. {
  1042. const searchTypeArray = [7, //宠物回复力
  1043. 8, //固定点数
  1044. 35,115, //吸血
  1045. 117
  1046. ];
  1047. const skills = getCardActiveSkills(card, searchTypeArray);
  1048. const outObj = {
  1049. vampire: 0,
  1050. selfRcv: 0,
  1051. const: 0,
  1052. scale: 0,
  1053. };
  1054. if (!skills.length) return outObj;
  1055. skills.forEach(skill=>{
  1056. const sk = skill.params;
  1057. if (skill.type == 7)
  1058. {
  1059. outObj.selfRcv += sk[0];
  1060. }
  1061. else if(skill.type == 8)
  1062. {
  1063. outObj.const += sk[0];
  1064. }
  1065. else if(skill.type == 35)
  1066. {
  1067. outObj.vampire += sk[1];
  1068. }
  1069. else if(skill.type == 115)
  1070. {
  1071. outObj.vampire += sk[2];
  1072. }
  1073. else if(skill.type == 117)
  1074. {
  1075. outObj.selfRcv += sk[1] || 0;
  1076. outObj.const += sk[2] || 0;
  1077. outObj.scale += sk[3] || 0;
  1078. }
  1079. });
  1080. return outObj;
  1081. }
  1082. function atkBuff_Rate(card)
  1083. {
  1084. const searchTypeArray = [
  1085. 88,92, //类型的
  1086. 50,90, //属性的,要排除回复力
  1087. 156,168,231, //宝石姬
  1088. 228, //属性、类型数量
  1089. ];
  1090. const skills = getCardActiveSkills(card, searchTypeArray);
  1091. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1092. function atkBuffParse(skill) {
  1093. const outObj = {
  1094. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1095. types: [],
  1096. attrs: [],
  1097. awoken: [],
  1098. rate: 0,
  1099. turns: 0,
  1100. };
  1101. if (!skill) return outObj;
  1102. const sk = skill.params;
  1103. if (skill.type == 88 || skill.type == 92)
  1104. {
  1105. outObj.skilltype = 2;
  1106. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1107. outObj.turns = sk[0];
  1108. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1109. }
  1110. else if(skill.type == 50 || skill.type == 90)
  1111. {
  1112. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1113. if (!outObj.attrs.length) //去除回复力
  1114. return outObj;
  1115. outObj.skilltype = 2;
  1116. outObj.turns = sk[0];
  1117. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1118. }
  1119. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1120. || skill.type == 168)
  1121. {
  1122. outObj.skilltype = 1;
  1123. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1124. outObj.turns = sk[0];
  1125. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1126. }
  1127. else if(skill.type == 228 && sk[3] > 0)
  1128. {
  1129. outObj.skilltype = 1;
  1130. outObj.attrs = flags(sk[1]);
  1131. outObj.types = flags(sk[2]);
  1132. outObj.turns = sk[0];
  1133. outObj.rate = sk[3];
  1134. }
  1135. else if(skill.type == 231 && sk[6] > 0)
  1136. {
  1137. outObj.skilltype = 1;
  1138. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1139. outObj.turns = sk[0];
  1140. outObj.rate = sk[6];
  1141. }
  1142. return outObj;
  1143. }
  1144. }
  1145. function rcvBuff_Rate(card)
  1146. {
  1147. const searchTypeArray = [
  1148. 50,90,
  1149. 228, 231, //宝石姬
  1150. ];
  1151. const skills = getCardActiveSkills(card, searchTypeArray);
  1152. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1153. function rcvBuffParse(skill) {
  1154. const outObj = {
  1155. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1156. types: [],
  1157. attrs: [],
  1158. awoken: [],
  1159. rate: 0,
  1160. turns: 0,
  1161. };
  1162. if (!skill) return outObj;
  1163. const sk = skill.params;
  1164. if (skill.type == 228 && sk[4] > 0) {
  1165. outObj.skilltype = 1;
  1166. outObj.attrs = flags(sk[1]);
  1167. outObj.types = flags(sk[2]);
  1168. outObj.turns = sk[0];
  1169. outObj.rate = sk[4];
  1170. } else if (skill.type == 231 && sk[7] > 0) {
  1171. outObj.skilltype = 1;
  1172. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1173. outObj.turns = sk[0];
  1174. outObj.rate = sk[7];
  1175. } else if (skill.type == 50 || skill.type == 90) {
  1176. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1177. outObj.turns = sk[0];
  1178. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1179. }
  1180. return outObj;
  1181. }
  1182. }
  1183. function damageSelf_Rate(card)
  1184. {
  1185. const searchTypeArray = [84,85,86,87,195];
  1186. const skill = getCardActiveSkill(card, searchTypeArray);
  1187. if (!skill) return 0;
  1188. const sk = skill.params;
  1189. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1190. }
  1191. function changeEnemiesAttr_Attr(card)
  1192. {
  1193. const outObj = {
  1194. attr: null,
  1195. turns: 0
  1196. }
  1197. const searchTypeArray = [153, 224];
  1198. const skill = getCardActiveSkill(card, searchTypeArray);
  1199. if (!skill) return outObj;
  1200. const sk = skill.params;
  1201. if (skill.type == 153)
  1202. {
  1203. outObj.attr = sk[0];
  1204. }
  1205. else if (skill.type == 224)
  1206. {
  1207. outObj.attr = sk[1] || 0;
  1208. outObj.turns = sk[0];
  1209. }
  1210. return outObj;
  1211. }
  1212. //创建1个觉醒图标
  1213. function createAwokenIcon(awokenId)
  1214. {
  1215. const icon = document.createElement("icon");
  1216. icon.className ="awoken-icon";
  1217. icon.setAttribute("data-awoken-icon", awokenId);
  1218. return icon;
  1219. }
  1220. //产生一个觉醒列表
  1221. function creatAwokenList(awokens) {
  1222. const ul = document.createElement("ul");
  1223. ul.className = "awoken-ul";
  1224. awokens.forEach(ak=>{
  1225. const li = ul.appendChild(document.createElement("li"));
  1226. const icon = li.appendChild(createAwokenIcon(ak));
  1227. });
  1228. return ul;
  1229. }
  1230. //产生宝珠列表
  1231. function createOrbsList(orbs)
  1232. {
  1233. if (orbs == undefined) orbs = [0];
  1234. else if (!Array.isArray(orbs)) orbs = [orbs];
  1235. const ul = document.createElement("ul");
  1236. ul.className = "board";
  1237. orbs.forEach(orbType => {
  1238. const li = ul.appendChild(document.createElement("li"));
  1239. li.className = `orb-icon`;
  1240. li.setAttribute("data-orb-icon", orbType);
  1241. });
  1242. return ul;
  1243. }
  1244. //产生类型列表
  1245. function createTypesList(types)
  1246. {
  1247. if (types == undefined) types = [0];
  1248. else if (!Array.isArray(types)) types = [types];
  1249. const ul = document.createElement("ul");
  1250. ul.className = "types-ul";
  1251. types.forEach(type => {
  1252. const li = ul.appendChild(document.createElement("li"));
  1253. li.className = `type-icon`;
  1254. li.setAttribute("data-type-icon", type);
  1255. });
  1256. return ul;
  1257. }
  1258. const functions = [
  1259. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1260. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1261. ]},
  1262. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1263. {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)"},
  1264. function:cards=>{
  1265. const searchTypeArray = [173];
  1266. return cards.filter(card=>{
  1267. const skill = getCardActiveSkill(card, searchTypeArray);
  1268. return skill && skill.params[1];
  1269. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1270. },addition:voidsAbsorption_Addition},
  1271. /*{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)"},
  1272. function:cards=>{
  1273. const searchTypeArray = [173];
  1274. return cards.filter(card=>{
  1275. const skill = getCardActiveSkill(card, searchTypeArray);
  1276. return skill && skill.params[2];
  1277. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1278. },addition:voidsAbsorption_Addition},*/
  1279. {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)"},
  1280. function:cards=>{
  1281. const searchTypeArray = [173];
  1282. return cards.filter(card=>{
  1283. const skill = getCardActiveSkill(card, searchTypeArray);
  1284. return skill && skill.params[3];
  1285. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1286. },addition:voidsAbsorption_Addition},
  1287. {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)"},
  1288. function:cards=>{
  1289. const searchTypeArray = [173];
  1290. return cards.filter(card=>{
  1291. const skill = getCardActiveSkill(card, searchTypeArray);
  1292. return skill && skill.params[1] && skill.params[3];
  1293. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1294. },addition:voidsAbsorption_Addition},
  1295. {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)"},
  1296. function:cards=>{
  1297. const searchTypeArray = [191];
  1298. return cards.filter(card=>{
  1299. const skill = getCardActiveSkill(card, searchTypeArray);
  1300. return skill;
  1301. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1302. },
  1303. addition:card=>{
  1304. const searchTypeArray = [191];
  1305. const skill = getCardActiveSkill(card, searchTypeArray);
  1306. const sk = skill.params;
  1307. return document.createTextNode(`破贯×${sk[0]}T`);
  1308. }
  1309. },
  1310. ]},
  1311. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1312. {
  1313. 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)"},
  1314. function:cards=>{
  1315. return cards.filter(card=>{
  1316. const turns = unbind_Turns(card);
  1317. return turns.normal > 0;
  1318. }).sort((a,b)=>{
  1319. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1320. let a_pC = a_s.normal, b_pC = b_s.normal;
  1321. return a_pC - b_pC;
  1322. });
  1323. },
  1324. addition:unbind_Addition
  1325. },
  1326. {
  1327. 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)"},
  1328. function:cards=>{
  1329. return cards.filter(card=>{
  1330. const turns = unbind_Turns(card);
  1331. return turns.awoken > 0;
  1332. }).sort((a,b)=>{
  1333. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1334. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1335. return a_pC - b_pC;
  1336. });
  1337. },
  1338. addition:unbind_Addition
  1339. },
  1340. {
  1341. 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)"},
  1342. function:cards=>{
  1343. return cards.filter(card=>{
  1344. const turns = unbind_Turns(card);
  1345. return turns.normal && turns.awoken > 0;
  1346. }).sort((a,b)=>{
  1347. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1348. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1349. return a_pC - b_pC;
  1350. });
  1351. },
  1352. addition:unbind_Addition
  1353. },
  1354. {
  1355. 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)"},
  1356. function:cards=>{
  1357. const searchTypeArray = [196];
  1358. return cards.filter(card=>{
  1359. const skill = getCardActiveSkill(card, searchTypeArray);
  1360. return skill;
  1361. }).sort((a,b)=>{
  1362. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1363. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1364. return a_pC - b_pC;
  1365. })
  1366. },
  1367. addition:card=>{
  1368. const searchTypeArray = [196];
  1369. const skill = getCardActiveSkill(card, searchTypeArray);
  1370. const sk = skill.params;
  1371. const value = sk[0];
  1372. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1373. }
  1374. },
  1375. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1376. function:cards=>cards.filter(card=>{
  1377. const searchTypeArray = [215];
  1378. const skill = getCardActiveSkill(card, searchTypeArray);
  1379. return skill;
  1380. }),
  1381. addition:card=>{
  1382. const searchTypeArray = [215];
  1383. const skill = getCardActiveSkill(card, searchTypeArray);
  1384. const sk = skill.params;
  1385. const fragment = document.createDocumentFragment();
  1386. fragment.appendChild(document.createTextNode(`自封`));
  1387. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1388. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1389. return fragment;
  1390. }
  1391. },
  1392. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1393. function:cards=>cards.filter(card=>{
  1394. const searchTypeArray = [214];
  1395. const skill = getCardActiveSkill(card, searchTypeArray);
  1396. return skill;
  1397. }),
  1398. addition:card=>{
  1399. const searchTypeArray = [214];
  1400. const skill = getCardActiveSkill(card, searchTypeArray);
  1401. const sk = skill.params;
  1402. return document.createTextNode(`自封技${sk[0]}T`);
  1403. }
  1404. },
  1405. ]},
  1406. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1407. {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)"},
  1408. function:cards=>cards.filter(card=>{
  1409. const searchTypeArray = [156,168,228,231];
  1410. const skill = getCardActiveSkill(card, searchTypeArray);
  1411. return skill;
  1412. })
  1413. },
  1414. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1415. function:cards=>{
  1416. return cards.filter(card=>{
  1417. const atkbuff = rcvBuff_Rate(card);
  1418. return atkbuff.skilltype > 0;
  1419. }).sort((a,b)=>{
  1420. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1421. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1422. if (sortNum == 0)
  1423. sortNum = a_pC.rate - b_pC.rate;
  1424. if (sortNum == 0)
  1425. sortNum = a_pC.turns - b_pC.turns;
  1426. return sortNum;
  1427. });
  1428. },
  1429. addition:card=>{
  1430. const atkbuff = rcvBuff_Rate(card);
  1431. const fragment = document.createDocumentFragment();
  1432. fragment.appendChild(createOrbsList([5]));
  1433. if (atkbuff.skilltype == 0) return fragment;
  1434. if (atkbuff.skilltype == 1)
  1435. {
  1436. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1437. if (atkbuff.awoken.length)
  1438. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1439. if (atkbuff.attrs.length)
  1440. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1441. if (atkbuff.types.length)
  1442. fragment.appendChild(createTypesList(atkbuff.types));
  1443. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1444. }else if (atkbuff.skilltype == 2)
  1445. {
  1446. if (atkbuff.attrs.length)
  1447. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1448. if (atkbuff.types.length)
  1449. fragment.appendChild(createTypesList(atkbuff.types));
  1450. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1451. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1452. }
  1453. return fragment;
  1454. }
  1455. },
  1456. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1457. function:cards=>{
  1458. return cards.filter(card=>{
  1459. const atkbuff = atkBuff_Rate(card);
  1460. return atkbuff.skilltype > 0;
  1461. }).sort((a,b)=>{
  1462. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1463. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1464. if (sortNum == 0)
  1465. sortNum = a_pC.rate - b_pC.rate;
  1466. if (sortNum == 0)
  1467. sortNum = a_pC.turns - b_pC.turns;
  1468. return sortNum;
  1469. });
  1470. },
  1471. addition:card=>{
  1472. const atkbuff = atkBuff_Rate(card);
  1473. const fragment = document.createDocumentFragment();
  1474. if (atkbuff.skilltype == 0) return fragment;
  1475. if (atkbuff.skilltype == 1)
  1476. {
  1477. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1478. if (atkbuff.awoken.length)
  1479. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1480. if (atkbuff.attrs.length)
  1481. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1482. if (atkbuff.types.length)
  1483. fragment.appendChild(createTypesList(atkbuff.types));
  1484. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1485. }else if (atkbuff.skilltype == 2)
  1486. {
  1487. if (atkbuff.attrs.length)
  1488. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1489. if (atkbuff.types.length)
  1490. fragment.appendChild(createTypesList(atkbuff.types));
  1491. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1492. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1493. }
  1494. return fragment;
  1495. }
  1496. },
  1497. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1498. function:cards=>{
  1499. const searchTypeArray = [230];
  1500. return cards.filter(card=>{
  1501. const skill = getCardActiveSkill(card, searchTypeArray);
  1502. return skill && skill.params[2] !== 100;
  1503. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1504. },
  1505. addition:card=>{
  1506. const searchTypeArray = [230];
  1507. const skill = getCardActiveSkill(card, searchTypeArray);
  1508. const sk = skill.params;
  1509. let str = '';
  1510. const typeName = ['自身','左队长','右队长','队员'];
  1511. str += flags(sk[1]).map(n=>typeName[n]).join(',');
  1512. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1513. return str;
  1514. }
  1515. },
  1516. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1517. function:cards=>{
  1518. const searchTypeArray = [132];
  1519. return cards.filter(card=>{
  1520. const skill = getCardActiveSkill(card, searchTypeArray);
  1521. return skill;
  1522. }).sort((a,b)=>{
  1523. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1524. //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
  1525. 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;
  1526. 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]);
  1527. });
  1528. },
  1529. addition:card=>{
  1530. const searchTypeArray = [132];
  1531. const skill = getCardActiveSkill(card, searchTypeArray);
  1532. const sk = skill.params;
  1533. let str = "👆";
  1534. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1535. if (sk[2]) str += `x${sk[2]/100}`;
  1536. str += `x${sk[0]}T`;
  1537. return str;
  1538. }
  1539. },
  1540. {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)"},
  1541. function:cards=>{
  1542. const searchTypeArray = [184];
  1543. return cards.filter(card=>{
  1544. const skill = getCardActiveSkill(card, searchTypeArray);
  1545. return skill;
  1546. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1547. },
  1548. addition:card=>{
  1549. const searchTypeArray = [184];
  1550. const skill = getCardActiveSkill(card, searchTypeArray);
  1551. const sk = skill.params;
  1552. return `无↓×${sk[0]}T`;
  1553. }
  1554. },
  1555. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1556. function:cards=>{
  1557. const searchTypeArray = [160];
  1558. return cards.filter(card=>{
  1559. const skill = getCardActiveSkill(card, searchTypeArray);
  1560. return skill;
  1561. }).sort((a,b)=>{
  1562. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1563. return a_s.params[1] - b_s.params[1];
  1564. });
  1565. },
  1566. addition:card=>{
  1567. const searchTypeArray = [160];
  1568. const skill = getCardActiveSkill(card, searchTypeArray);
  1569. const sk = skill.params;
  1570. return `+${sk[1]}C×${sk[0]}T`;
  1571. }
  1572. },
  1573. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1574. function:cards=>{
  1575. const searchTypeArray = [3,156];
  1576. return cards.filter(card=>{
  1577. const skill = getCardActiveSkill(card, searchTypeArray);
  1578. if (!skill) return false;
  1579. if (skill.type == 156)
  1580. return skill.params[4]==3;
  1581. else
  1582. return true;
  1583. }).sort((a,b)=>{
  1584. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1585. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1586. if (!sortNum)
  1587. {
  1588. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1589. sortNum = a_pC - b_pC;
  1590. }
  1591. return sortNum;
  1592. });
  1593. },
  1594. addition:card=>{
  1595. const searchTypeArray = [3,156];
  1596. const skill = getCardActiveSkill(card, searchTypeArray);
  1597. const sk = skill.params;
  1598. const fragment = document.createDocumentFragment();
  1599. if (skill.type == 156)
  1600. {
  1601. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1602. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1603. fragment.appendChild(creatAwokenList(awokenArr));
  1604. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1605. }else
  1606. {
  1607. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1608. }
  1609. return fragment;
  1610. }
  1611. },
  1612. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1613. function:cards=>{
  1614. const searchTypeArray = [3];
  1615. return cards.filter(card=>{
  1616. const skill = getCardActiveSkill(card, searchTypeArray);
  1617. return skill && skill.params[1]>=100;
  1618. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1619. },
  1620. addition:card=>{
  1621. const searchTypeArray = [3];
  1622. const skill = getCardActiveSkill(card, searchTypeArray);
  1623. const sk = skill.params;
  1624. return `无敌×${sk[0]}T`;
  1625. }
  1626. },
  1627. {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)"},
  1628. function:cards=>{
  1629. const searchTypeArray = [21];
  1630. return cards.filter(card=>{
  1631. const skill = getCardActiveSkill(card, searchTypeArray);
  1632. return skill;
  1633. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1634. },
  1635. addition:card=>{
  1636. const searchTypeArray = [21];
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. const sk = skill.params;
  1639. const colors = [sk[1]];
  1640. const fragment = document.createDocumentFragment();
  1641. fragment.appendChild(document.createTextNode(`-`));
  1642. fragment.appendChild(createOrbsList(colors));
  1643. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1644. return fragment;
  1645. }
  1646. },
  1647. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1648. function:cards=>{
  1649. const searchTypeArray = [51];
  1650. return cards.filter(card=>{
  1651. const skill = getCardActiveSkill(card, searchTypeArray);
  1652. return skill;
  1653. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1654. },
  1655. addition:card=>{
  1656. const searchTypeArray = [51];
  1657. const skill = getCardActiveSkill(card, searchTypeArray);
  1658. const sk = skill.params;
  1659. return `全体×${sk[0]}T`;
  1660. }
  1661. },
  1662. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1663. function:cards=>{
  1664. const searchTypeArray = [207];
  1665. return cards.filter(card=>{
  1666. const skill = getCardActiveSkill(card, searchTypeArray);
  1667. return skill;
  1668. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1669. },
  1670. addition:card=>{
  1671. const searchTypeArray = [207];
  1672. const skill = getCardActiveSkill(card, searchTypeArray);
  1673. const sk = skill.params;
  1674. if (sk[7])
  1675. return `${sk[7]}个×${sk[0]}T`;
  1676. else
  1677. return `特殊形状×${sk[0]}T`;
  1678. }
  1679. },
  1680. ]},
  1681. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1682. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1683. function:cards=>{
  1684. const searchTypeArray = [18];
  1685. return cards.filter(card=>{
  1686. const skill = getCardActiveSkill(card, searchTypeArray);
  1687. return skill;
  1688. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1689. },
  1690. addition:card=>{
  1691. const searchTypeArray = [18];
  1692. const skill = getCardActiveSkill(card, searchTypeArray);
  1693. const sk = skill.params;
  1694. return document.createTextNode(`威吓×${sk[0]}T`);
  1695. }
  1696. },
  1697. {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)"},
  1698. function:cards=>{
  1699. const searchTypeArray = [19];
  1700. return cards.filter(card=>{
  1701. const skill = getCardActiveSkill(card, searchTypeArray);
  1702. return skill;
  1703. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1704. },
  1705. addition:card=>{
  1706. const searchTypeArray = [19];
  1707. const skill = getCardActiveSkill(card, searchTypeArray);
  1708. const sk = skill.params;
  1709. return `破防${sk[1]}%`;
  1710. }
  1711. },
  1712. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1713. function:cards=>{
  1714. const searchTypeArray = [19];
  1715. return cards.filter(card=>{
  1716. const skill = getCardActiveSkill(card, searchTypeArray);
  1717. return skill && skill.params[1]>=100;
  1718. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1719. },
  1720. addition:card=>{
  1721. const searchTypeArray = [19];
  1722. const skill = getCardActiveSkill(card, searchTypeArray);
  1723. const sk = skill.params;
  1724. return `全破×${sk[0]}T`;
  1725. }
  1726. },
  1727. {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)"},
  1728. function:cards=>{
  1729. const searchTypeArray = [4];
  1730. return cards.filter(card=>{
  1731. const skill = getCardActiveSkill(card, searchTypeArray);
  1732. return skill;
  1733. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1734. },
  1735. addition:card=>{
  1736. const searchTypeArray = [4];
  1737. const skill = getCardActiveSkill(card, searchTypeArray);
  1738. const sk = skill.params;
  1739. return `攻击力×${sk[0]/100}倍`;
  1740. }
  1741. },
  1742. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1743. function:cards=>{
  1744. return cards.filter(card=>{
  1745. return changeEnemiesAttr_Attr(card).attr != null;
  1746. }).sort((a,b)=>{
  1747. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1748. return a_pC.attr - b_pC.attr;
  1749. })
  1750. },
  1751. addition:card=>{
  1752. let change = changeEnemiesAttr_Attr(card);
  1753. const fragment = document.createDocumentFragment();
  1754. fragment.appendChild(document.createTextNode(`敌→`));
  1755. fragment.appendChild(createOrbsList(change.attr));
  1756. if (change.turns > 0)
  1757. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1758. return fragment;
  1759. }
  1760. },
  1761. {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)"},
  1762. function:cards=>{
  1763. const searchTypeArray = [60];
  1764. return cards.filter(card=>{
  1765. const skill = getCardActiveSkill(card, searchTypeArray);
  1766. return skill;
  1767. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1768. },
  1769. addition:card=>{
  1770. const searchTypeArray = [60];
  1771. const skill = getCardActiveSkill(card, searchTypeArray);
  1772. const sk = skill.params;
  1773. const fragment = document.createDocumentFragment();
  1774. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1775. fragment.appendChild(createOrbsList(sk[2]));
  1776. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1777. return fragment;
  1778. }
  1779. },
  1780. ]},
  1781. {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: [
  1782. {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)"},
  1783. function:cards=>{
  1784. const searchTypeArray = [146];
  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 = [146];
  1792. const skill = getCardActiveSkill(card, searchTypeArray);
  1793. const sk = skill.params;
  1794. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1795. }
  1796. },
  1797. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1798. function:cards=>{
  1799. const searchTypeArray = [218];
  1800. return cards.filter(card=>{
  1801. const skill = getCardActiveSkill(card, searchTypeArray);
  1802. return skill;
  1803. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1804. },
  1805. addition:card=>{
  1806. const searchTypeArray = [218];
  1807. const skill = getCardActiveSkill(card, searchTypeArray);
  1808. const sk = skill.params;
  1809. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1810. }
  1811. },
  1812. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1813. function:cards=>cards.filter(card=>{
  1814. const searchTypeArray = [93, 227];
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. return skill;
  1817. })
  1818. },
  1819. {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)"},
  1820. function:cards=>{
  1821. const searchTypeArray = [142];
  1822. return cards.filter(card=>{
  1823. const skill = getCardActiveSkill(card, searchTypeArray);
  1824. return skill;
  1825. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1826. },
  1827. addition:card=>{
  1828. const searchTypeArray = [142];
  1829. const skill = getCardActiveSkill(card, searchTypeArray);
  1830. const sk = skill.params;
  1831. const fragment = document.createDocumentFragment();
  1832. fragment.appendChild(document.createTextNode(`自→`));
  1833. fragment.appendChild(createOrbsList(sk[1]));
  1834. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1835. return fragment;
  1836. }
  1837. },
  1838. ]},
  1839. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1840. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1841. function:cards=>{
  1842. const searchTypeArray = [179];
  1843. return cards.filter(card=>{
  1844. const skill = getCardActiveSkill(card, searchTypeArray);
  1845. return skill;
  1846. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1847. },
  1848. addition:card=>{
  1849. const searchTypeArray = [179];
  1850. const skill = getCardActiveSkill(card, searchTypeArray);
  1851. const sk = skill.params;
  1852. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  1853. }
  1854. },
  1855. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1856. function:cards=>{
  1857. return cards.filter(card=>{
  1858. const heal = healImmediately_Rate(card);
  1859. return Object.values(heal).some(v=>v);
  1860. })
  1861. .sort((a,b)=>{
  1862. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1863. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1864. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1865. let sortNum = a_i - b_i;
  1866. if (!sortNum)
  1867. {
  1868. sortNum = a_vs[a_i] - b_vs[b_i];
  1869. }
  1870. return sortNum;
  1871. });
  1872. },
  1873. addition:card=>{
  1874. const heal = healImmediately_Rate(card);
  1875. let strArr = [];
  1876. if (heal.scale)
  1877. strArr.push(`${heal.scale}%最大HP`);
  1878. if (heal.const)
  1879. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  1880. if (heal.selfRcv)
  1881. strArr.push(`${heal.selfRcv/100}倍回复力`);
  1882. if (heal.vampire)
  1883. strArr.push(`${heal.vampire}%伤害`);
  1884. return strArr.join(',');
  1885. }
  1886. },
  1887. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1888. function:cards=>{
  1889. return cards.filter(card=>damageSelf_Rate(card)>0)
  1890. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1891. },
  1892. addition:card=>{
  1893. let rate = damageSelf_Rate(card);
  1894. if (rate < 100)
  1895. return `减少${rate}%`;
  1896. else
  1897. return `减少到1`;
  1898. }
  1899. },
  1900. ]},
  1901. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  1902. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1903. function:cards=>cards.filter(card=>{
  1904. const searchTypeArray = [172];
  1905. const skill = getCardActiveSkill(card, searchTypeArray);
  1906. return skill;
  1907. })
  1908. },
  1909. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1910. function:cards=>cards.filter(card=>{
  1911. const searchTypeArray = [152];
  1912. const skill = getCardActiveSkill(card, searchTypeArray);
  1913. return skill;
  1914. }),
  1915. addition:lock_Addition
  1916. },
  1917. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1918. function:cards=>cards.filter(card=>{
  1919. const searchTypeArray = [152];
  1920. const skill = getCardActiveSkill(card, searchTypeArray);
  1921. return skill && (skill.params[0] & 63) === 63;
  1922. }),
  1923. addition:lock_Addition
  1924. },
  1925. ]},
  1926. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1927. {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)"},
  1928. function:cards=>{
  1929. const searchTypeArray = [205];
  1930. return cards.filter(card=>{
  1931. const skill = getCardActiveSkill(card, searchTypeArray);
  1932. return skill;
  1933. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1934. },
  1935. addition:dropLock_Addition
  1936. },
  1937. {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)"},
  1938. function:cards=>{
  1939. const searchTypeArray = [205];
  1940. return cards.filter(card=>{
  1941. const skill = getCardActiveSkill(card, searchTypeArray);
  1942. return skill && (skill.params[0] & 63) === 63;
  1943. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1944. },
  1945. addition:dropLock_Addition
  1946. },
  1947. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1948. function:cards=>{
  1949. const searchTypeArray = [180];
  1950. return cards.filter(card=>{
  1951. const skill = getCardActiveSkill(card, searchTypeArray);
  1952. return skill;
  1953. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1954. },
  1955. addition:card=>{
  1956. const searchTypeArray = [180];
  1957. const skill = getCardActiveSkill(card, searchTypeArray);
  1958. const sk = skill.params;
  1959. return `${sk[1]}%×${sk[0]}T`;
  1960. }
  1961. },
  1962. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1963. function:cards=>cards.filter(card=>{
  1964. const searchTypeArray = [126];
  1965. const skill = getCardActiveSkill(card, searchTypeArray);
  1966. return skill;
  1967. }),
  1968. addition:dropOrb_Addition
  1969. },
  1970. {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)"},
  1971. function:cards=>cards.filter(card=>{
  1972. const searchTypeArray = [126];
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1975. }),
  1976. addition:dropOrb_Addition
  1977. },
  1978. {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"},
  1979. function:cards=>cards.filter(card=>{
  1980. const searchTypeArray = [126];
  1981. const skill = getCardActiveSkill(card, searchTypeArray);
  1982. return skill && skill.params[1] >= 99;
  1983. }),
  1984. addition:dropOrb_Addition
  1985. },
  1986. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1987. function:cards=>cards.filter(card=>{
  1988. const searchTypeArray = [126];
  1989. const skill = getCardActiveSkill(card, searchTypeArray);
  1990. return skill && skill.params[3] == 100;
  1991. }),
  1992. addition:dropOrb_Addition
  1993. },
  1994. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1995. function:cards=>{
  1996. const searchTypeArray = [226];
  1997. return cards.filter(card=>{
  1998. const skill = getCardActiveSkill(card, searchTypeArray);
  1999. return skill;
  2000. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2001. },
  2002. addition:card=>{
  2003. const searchTypeArray = [226];
  2004. const skill = getCardActiveSkill(card, searchTypeArray);
  2005. const sk = skill.params;
  2006. return `📌${sk[1]}%×${sk[0]}T`;
  2007. }
  2008. },
  2009. ]},
  2010. {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: [
  2011. {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)"},
  2012. function:cards=>{
  2013. const searchTypeArray = [6];
  2014. return cards.filter(card=>{
  2015. const skill = getCardActiveSkill(card, searchTypeArray);
  2016. return skill;
  2017. }).sort((a,b)=>{
  2018. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2019. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2020. return a_pC - b_pC;
  2021. })
  2022. },
  2023. addition:card=>{
  2024. const searchTypeArray = [6];
  2025. const skill = getCardActiveSkill(card, searchTypeArray);
  2026. const sk = skill.params;
  2027. return `当前${sk[0]}%`;
  2028. }
  2029. },
  2030. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2031. function:cards=>{
  2032. const searchTypeArray = [161];
  2033. return cards.filter(card=>{
  2034. const skill = getCardActiveSkill(card, searchTypeArray);
  2035. return skill;
  2036. }).sort((a,b)=>{
  2037. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2038. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2039. return a_pC - b_pC;
  2040. })
  2041. },
  2042. addition:card=>{
  2043. const searchTypeArray = [161];
  2044. const skill = getCardActiveSkill(card, searchTypeArray);
  2045. const sk = skill.params;
  2046. return `最大${sk[0]}%`;
  2047. }
  2048. },
  2049. ]},
  2050. {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: [
  2051. {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)"},
  2052. function:cards=>{
  2053. const searchTypeArray = [55,188];
  2054. return cards.filter(card=>{
  2055. const skill = getCardActiveSkill(card, searchTypeArray);
  2056. return skill;
  2057. }).sort((a,b)=>{
  2058. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2059. 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);
  2060. return a_pC - b_pC;
  2061. });
  2062. },
  2063. addition:card=>{
  2064. const searchTypeArray = [55,188];
  2065. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2066. const sk = skills[0].params;
  2067. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2068. }
  2069. },
  2070. {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)"},
  2071. function:cards=>{
  2072. const searchTypeArray = [56];
  2073. return cards.filter(card=>{
  2074. const skill = getCardActiveSkill(card, searchTypeArray);
  2075. return skill;
  2076. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2077. },
  2078. addition:card=>{
  2079. const searchTypeArray = [56];
  2080. const skill = getCardActiveSkill(card, searchTypeArray);
  2081. const sk = skill.params;
  2082. return `固伤${sk[0].bigNumberToString()}`;
  2083. }
  2084. },
  2085. ]},
  2086. {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: [
  2087. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2088. function:cards=>cards.filter(card=>{
  2089. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2090. function isSingle(skill)
  2091. {
  2092. if (skill.type == 110)
  2093. return Boolean(skill.params[0]);
  2094. else if (skill.type == 144)
  2095. return Boolean(skill.params[2]);
  2096. else
  2097. return true;
  2098. }
  2099. const skill = getCardActiveSkill(card, searchTypeArray);
  2100. return skill && isSingle(skill);
  2101. }),
  2102. addition: numericalATK_Addition
  2103. },
  2104. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2105. function:cards=>cards.filter(card=>{
  2106. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2107. function isAll(skill)
  2108. {
  2109. if (skill.type == 110)
  2110. return !Boolean(skill.params[0]);
  2111. else if (skill.type == 144)
  2112. return !Boolean(skill.params[2]);
  2113. else
  2114. return true;
  2115. }
  2116. const skill = getCardActiveSkill(card, searchTypeArray);
  2117. return skill && skill.id!=0 && isAll(skill);
  2118. }),
  2119. addition: numericalATK_Addition
  2120. },
  2121. {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"},
  2122. function:cards=>cards.filter(card=>{
  2123. const searchTypeArray = [42];
  2124. const skill = getCardActiveSkill(card, searchTypeArray);
  2125. return skill;
  2126. })
  2127. },
  2128. {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"},
  2129. function:cards=>cards.filter(card=>{
  2130. const searchTypeArray = [2,35];
  2131. const skill = getCardActiveSkill(card, searchTypeArray);
  2132. return skill;
  2133. })
  2134. },
  2135. {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)"},
  2136. function:cards=>cards.filter(card=>{
  2137. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2138. const skill = getCardActiveSkill(card, searchTypeArray);
  2139. return skill && skill.id!=0;
  2140. }).sort((a,b)=>{
  2141. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2142. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2143. function getNumber(skill)
  2144. {
  2145. const sk = skill.params;
  2146. switch(skill.type)
  2147. {
  2148. case 0:
  2149. case 37:
  2150. case 58:
  2151. case 59:
  2152. case 84:
  2153. case 85:
  2154. case 115:
  2155. return sk[1];
  2156. case 2:
  2157. case 35:
  2158. return sk[0];
  2159. default:
  2160. return 0;
  2161. }
  2162. }
  2163. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2164. return a_pC - b_pC;
  2165. }),
  2166. addition: numericalATK_Addition
  2167. },
  2168. {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)"},
  2169. function:cards=>cards.filter(card=>{
  2170. const searchTypeArray = [1,42,86,87];
  2171. const skill = getCardActiveSkill(card, searchTypeArray);
  2172. return skill;
  2173. }).sort((a,b)=>{
  2174. const searchTypeArray = [1,42,86,87];
  2175. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2176. function getNumber(skill)
  2177. {
  2178. const sk = skill.params;
  2179. switch(skill.type)
  2180. {
  2181. case 1:
  2182. case 86:
  2183. case 87:
  2184. return sk[1];
  2185. case 42:
  2186. return sk[2];
  2187. default:
  2188. return 0;
  2189. }
  2190. }
  2191. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2192. return a_pC - b_pC;
  2193. }),
  2194. addition: numericalATK_Addition
  2195. },
  2196. {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)"},
  2197. function:cards=>{
  2198. const searchTypeArray = [110];
  2199. return cards.filter(card=>{
  2200. const skill = getCardActiveSkill(card, searchTypeArray);
  2201. return skill;
  2202. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2203. },
  2204. addition: numericalATK_Addition
  2205. },
  2206. {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)"},
  2207. function:cards=>{
  2208. const searchTypeArray = [143];
  2209. return cards.filter(card=>{
  2210. const skill = getCardActiveSkill(card, searchTypeArray);
  2211. return skill;
  2212. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2213. },
  2214. addition: numericalATK_Addition
  2215. },
  2216. {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)"},
  2217. function:cards=>{
  2218. const searchTypeArray = [144];
  2219. return cards.filter(card=>{
  2220. const skill = getCardActiveSkill(card, searchTypeArray);
  2221. return skill;
  2222. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2223. },
  2224. addition: numericalATK_Addition
  2225. },
  2226. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2227. function:cards=>cards.filter(card=>{
  2228. const searchTypeArray = [35,115];
  2229. const skill = getCardActiveSkill(card, searchTypeArray);
  2230. return skill;
  2231. })
  2232. },
  2233. ]},
  2234. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2235. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2236. function:cards=>cards.filter(card=>{
  2237. const searchTypeArray = [10];
  2238. const skill = getCardActiveSkill(card, searchTypeArray);
  2239. return skill;
  2240. })
  2241. },
  2242. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2243. function:cards=>cards.filter(card=>{
  2244. const searchTypeArray = [71];
  2245. const skill = getCardActiveSkill(card, searchTypeArray);
  2246. return boardChange_ColorTypes(skill).length == 1;
  2247. }),
  2248. addition:boardChange_Addition
  2249. },
  2250. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2251. function:cards=>cards.filter(card=>{
  2252. const searchTypeArray = [71];
  2253. const skill = getCardActiveSkill(card, searchTypeArray);
  2254. return boardChange_ColorTypes(skill).length == 2;
  2255. }),
  2256. addition:boardChange_Addition
  2257. },
  2258. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2259. function:cards=>cards.filter(card=>{
  2260. const searchTypeArray = [71];
  2261. const skill = getCardActiveSkill(card, searchTypeArray);
  2262. return boardChange_ColorTypes(skill).length == 3;
  2263. }),
  2264. addition:boardChange_Addition
  2265. },
  2266. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2267. function:cards=>cards.filter(card=>{
  2268. const searchTypeArray = [71];
  2269. const skill = getCardActiveSkill(card, searchTypeArray);
  2270. return boardChange_ColorTypes(skill).length == 4;
  2271. }),
  2272. addition:boardChange_Addition
  2273. },
  2274. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2275. function:cards=>cards.filter(card=>{
  2276. const searchTypeArray = [71];
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. return boardChange_ColorTypes(skill).length == 5;
  2279. }),
  2280. addition:boardChange_Addition
  2281. },
  2282. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2283. function:cards=>cards.filter(card=>{
  2284. const searchTypeArray = [71];
  2285. const skill = getCardActiveSkill(card, searchTypeArray);
  2286. return boardChange_ColorTypes(skill).length >= 6;
  2287. }),
  2288. addition:boardChange_Addition
  2289. },
  2290. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2291. function:cards=>cards.filter(card=>{
  2292. const searchTypeArray = [71];
  2293. const skill = getCardActiveSkill(card, searchTypeArray);
  2294. return boardChange_ColorTypes(skill).includes(0);
  2295. }),
  2296. addition:boardChange_Addition
  2297. },
  2298. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2299. function:cards=>cards.filter(card=>{
  2300. const searchTypeArray = [71];
  2301. const skill = getCardActiveSkill(card, searchTypeArray);
  2302. return boardChange_ColorTypes(skill).includes(1);
  2303. }),
  2304. addition:boardChange_Addition
  2305. },
  2306. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2307. function:cards=>cards.filter(card=>{
  2308. const searchTypeArray = [71];
  2309. const skill = getCardActiveSkill(card, searchTypeArray);
  2310. return boardChange_ColorTypes(skill).includes(2);
  2311. }),
  2312. addition:boardChange_Addition
  2313. },
  2314. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2315. function:cards=>cards.filter(card=>{
  2316. const searchTypeArray = [71];
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. return boardChange_ColorTypes(skill).includes(3);
  2319. }),
  2320. addition:boardChange_Addition
  2321. },
  2322. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2323. function:cards=>cards.filter(card=>{
  2324. const searchTypeArray = [71];
  2325. const skill = getCardActiveSkill(card, searchTypeArray);
  2326. return boardChange_ColorTypes(skill).includes(4);
  2327. }),
  2328. addition:boardChange_Addition
  2329. },
  2330. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2331. function:cards=>cards.filter(card=>{
  2332. const searchTypeArray = [71];
  2333. const skill = getCardActiveSkill(card, searchTypeArray);
  2334. return boardChange_ColorTypes(skill).includes(5);
  2335. }),
  2336. addition:boardChange_Addition
  2337. },
  2338. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2339. function:cards=>cards.filter(card=>{
  2340. const searchTypeArray = [71];
  2341. const skill = getCardActiveSkill(card, searchTypeArray);
  2342. const colors = boardChange_ColorTypes(skill);
  2343. return colors.includes(6)
  2344. || colors.includes(7)
  2345. || colors.includes(8)
  2346. || colors.includes(9);
  2347. }),
  2348. addition:boardChange_Addition
  2349. },
  2350. ]},
  2351. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2352. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2353. function:cards=>cards.filter(card=>{
  2354. const searchTypeArray = [9,20,154];
  2355. const skills = getCardActiveSkills(card, searchTypeArray);
  2356. if (!skills.length) return false;
  2357. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2358. return parsedSkills.some(p=>p.to.includes(0));
  2359. }),
  2360. addition:changeOrbs_Addition
  2361. },
  2362. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2363. function:cards=>cards.filter(card=>{
  2364. const searchTypeArray = [9,20,154];
  2365. const skills = getCardActiveSkills(card, searchTypeArray);
  2366. if (!skills.length) return false;
  2367. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2368. return parsedSkills.some(p=>p.to.includes(1));
  2369. }),
  2370. addition:changeOrbs_Addition
  2371. },
  2372. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2373. function:cards=>cards.filter(card=>{
  2374. const searchTypeArray = [9,20,154];
  2375. const skills = getCardActiveSkills(card, searchTypeArray);
  2376. if (!skills.length) return false;
  2377. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2378. return parsedSkills.some(p=>p.to.includes(2));
  2379. }),
  2380. addition:changeOrbs_Addition
  2381. },
  2382. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2383. function:cards=>cards.filter(card=>{
  2384. const searchTypeArray = [9,20,154];
  2385. const skills = getCardActiveSkills(card, searchTypeArray);
  2386. if (!skills.length) return false;
  2387. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2388. return parsedSkills.some(p=>p.to.includes(3));
  2389. }),
  2390. addition:changeOrbs_Addition
  2391. },
  2392. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2393. function:cards=>cards.filter(card=>{
  2394. const searchTypeArray = [9,20,154];
  2395. const skills = getCardActiveSkills(card, searchTypeArray);
  2396. if (!skills.length) return false;
  2397. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2398. return parsedSkills.some(p=>p.to.includes(4));
  2399. }),
  2400. addition:changeOrbs_Addition
  2401. },
  2402. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2403. function:cards=>cards.filter(card=>{
  2404. const searchTypeArray = [9,20,154];
  2405. const skills = getCardActiveSkills(card, searchTypeArray);
  2406. if (!skills.length) return false;
  2407. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2408. return parsedSkills.some(p=>p.to.includes(5));
  2409. }),
  2410. addition:changeOrbs_Addition
  2411. },
  2412. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2413. function:cards=>cards.filter(card=>{
  2414. const searchTypeArray = [9,20,154];
  2415. const skills = getCardActiveSkills(card, searchTypeArray);
  2416. if (!skills.length) return false;
  2417. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2418. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2419. }),
  2420. addition:changeOrbs_Addition
  2421. },
  2422. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2423. function:cards=>cards.filter(card=>{
  2424. const searchTypeArray = [9,20,154];
  2425. const skills = getCardActiveSkills(card, searchTypeArray);
  2426. if (!skills.length) return false;
  2427. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2428. return parsedSkills.some(p=>p.from.includes(0));
  2429. }),
  2430. addition:changeOrbs_Addition
  2431. },
  2432. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2433. function:cards=>cards.filter(card=>{
  2434. const searchTypeArray = [9,20,154];
  2435. const skills = getCardActiveSkills(card, searchTypeArray);
  2436. if (!skills.length) return false;
  2437. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2438. return parsedSkills.some(p=>p.from.includes(1));
  2439. }),
  2440. addition:changeOrbs_Addition
  2441. },
  2442. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2443. function:cards=>cards.filter(card=>{
  2444. const searchTypeArray = [9,20,154];
  2445. const skills = getCardActiveSkills(card, searchTypeArray);
  2446. if (!skills.length) return false;
  2447. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2448. return parsedSkills.some(p=>p.from.includes(2));
  2449. }),
  2450. addition:changeOrbs_Addition
  2451. },
  2452. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2453. function:cards=>cards.filter(card=>{
  2454. const searchTypeArray = [9,20,154];
  2455. const skills = getCardActiveSkills(card, searchTypeArray);
  2456. if (!skills.length) return false;
  2457. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2458. return parsedSkills.some(p=>p.from.includes(3));
  2459. }),
  2460. addition:changeOrbs_Addition
  2461. },
  2462. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2463. function:cards=>cards.filter(card=>{
  2464. const searchTypeArray = [9,20,154];
  2465. const skills = getCardActiveSkills(card, searchTypeArray);
  2466. if (!skills.length) return false;
  2467. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2468. return parsedSkills.some(p=>p.from.includes(4));
  2469. }),
  2470. addition:changeOrbs_Addition
  2471. },
  2472. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2473. function:cards=>cards.filter(card=>{
  2474. const searchTypeArray = [9,20,154];
  2475. const skills = getCardActiveSkills(card, searchTypeArray);
  2476. if (!skills.length) return false;
  2477. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2478. return parsedSkills.some(p=>p.from.includes(5));
  2479. }),
  2480. addition:changeOrbs_Addition
  2481. },
  2482. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2483. function:cards=>cards.filter(card=>{
  2484. const searchTypeArray = [9,20,154];
  2485. const skills = getCardActiveSkills(card, searchTypeArray);
  2486. if (!skills.length) return false;
  2487. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2488. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2489. }),
  2490. addition:changeOrbs_Addition
  2491. },
  2492. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2493. function:cards=>{
  2494. const searchTypeArray = [52,91,140];
  2495. return cards.filter(card=>{
  2496. const skill = getCardActiveSkill(card, searchTypeArray);
  2497. return skill;
  2498. });
  2499. },
  2500. addition:card=>{
  2501. const searchTypeArray = [52,91,140];
  2502. const skill = getCardActiveSkill(card, searchTypeArray);
  2503. const sk = skill.params;
  2504. let attrs = [];
  2505. switch (skill.type)
  2506. {
  2507. case 52:{
  2508. attrs.push(sk[0]); break;
  2509. }
  2510. case 91:{
  2511. attrs = sk.slice(0,-1); break;
  2512. }
  2513. case 140:{
  2514. attrs = flags(sk[0]); break;
  2515. }
  2516. }
  2517. const fragment = document.createDocumentFragment();
  2518. fragment.appendChild(document.createTextNode(`强化`));
  2519. fragment.appendChild(createOrbsList(attrs));
  2520. return fragment;
  2521. }
  2522. },
  2523. ]},
  2524. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2525. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2526. function:cards=>cards.filter(card=>{
  2527. function is30(sk)
  2528. {
  2529. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2530. }
  2531. const searchTypeArray = [141];
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. return skill && is30(skill.params);
  2534. }),
  2535. addition:generateOrbs_Addition
  2536. },
  2537. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2538. function:cards=>cards.filter(card=>{
  2539. function is1515(sk)
  2540. {
  2541. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2542. }
  2543. const searchTypeArray = [141];
  2544. const skill = getCardActiveSkill(card, searchTypeArray);
  2545. return skill && is1515(skill.params);
  2546. }),
  2547. addition:generateOrbs_Addition
  2548. },
  2549. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2550. function:cards=>cards.filter(card=>{
  2551. const gens = generateOrbsParse(card);
  2552. return gens.some(gen=>gen.to.includes(0));
  2553. }),
  2554. addition:generateOrbs_Addition
  2555. },
  2556. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2557. function:cards=>cards.filter(card=>{
  2558. const gens = generateOrbsParse(card);
  2559. return gens.some(gen=>gen.to.includes(1));
  2560. }),
  2561. addition:generateOrbs_Addition
  2562. },
  2563. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2564. function:cards=>cards.filter(card=>{
  2565. const gens = generateOrbsParse(card);
  2566. return gens.some(gen=>gen.to.includes(2));
  2567. }),
  2568. addition:generateOrbs_Addition
  2569. },
  2570. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2571. function:cards=>cards.filter(card=>{
  2572. const gens = generateOrbsParse(card);
  2573. return gens.some(gen=>gen.to.includes(3));
  2574. }),
  2575. addition:generateOrbs_Addition
  2576. },
  2577. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2578. function:cards=>cards.filter(card=>{
  2579. const gens = generateOrbsParse(card);
  2580. return gens.some(gen=>gen.to.includes(4));
  2581. }),
  2582. addition:generateOrbs_Addition
  2583. },
  2584. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2585. function:cards=>cards.filter(card=>{
  2586. const gens = generateOrbsParse(card);
  2587. return gens.some(gen=>gen.to.includes(5));
  2588. }),
  2589. addition:generateOrbs_Addition
  2590. },
  2591. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2592. function:cards=>cards.filter(card=>{
  2593. const gens = generateOrbsParse(card);
  2594. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2595. }),
  2596. addition:generateOrbs_Addition
  2597. },
  2598. ]},
  2599. {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: [
  2600. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2601. function:cards=>cards.filter(card=>{
  2602. const searchTypeArray = [176];
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return skill;
  2605. })
  2606. },
  2607. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2608. function:cards=>cards.filter(card=>{
  2609. function is3x3(sk)
  2610. {
  2611. for (let si=0;si<3;si++)
  2612. {
  2613. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2614. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2615. (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)
  2616. (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)
  2617. )
  2618. return true;
  2619. }
  2620. return false;
  2621. }
  2622. const searchTypeArray = [176];
  2623. const skill = getCardActiveSkill(card, searchTypeArray);
  2624. return skill && is3x3(skill.params);
  2625. }),
  2626. addition:card=>{
  2627. const searchTypeArray = [176];
  2628. const skill = getCardActiveSkill(card, searchTypeArray);
  2629. const sk = skill.params;
  2630. const fragment = document.createDocumentFragment();
  2631. fragment.appendChild(document.createTextNode(`3×3`));
  2632. fragment.appendChild(createOrbsList(sk[5]));
  2633. return fragment;
  2634. }
  2635. },
  2636. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2637. function:cards=>cards.filter(card=>{
  2638. const searchTypeArray = [127];
  2639. const skill = getCardActiveSkill(card, searchTypeArray);
  2640. return skill;
  2641. }),
  2642. addition:generateColumnOrbs_Addition
  2643. },
  2644. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  2645. function:cards=>cards.filter(card=>{
  2646. function isHeart(sk)
  2647. {
  2648. for (let i=1;i<sk.length;i+=2)
  2649. {
  2650. if (sk[i] & 32)
  2651. {
  2652. return true;
  2653. }
  2654. }
  2655. }
  2656. const searchTypeArray = [127];
  2657. const skill = getCardActiveSkill(card, searchTypeArray);
  2658. return skill && isHeart(skill.params);
  2659. }),
  2660. addition:generateColumnOrbs_Addition
  2661. },
  2662. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2663. function:cards=>cards.filter(card=>{
  2664. const searchTypeArray = [128];
  2665. const skill = getCardActiveSkill(card, searchTypeArray);
  2666. return skill;
  2667. }),
  2668. addition:generateRowOrbs_Addition
  2669. },
  2670. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2671. function:cards=>cards.filter(card=>{
  2672. const searchTypeArray = [128];
  2673. const skill = getCardActiveSkill(card, searchTypeArray);
  2674. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2675. }),
  2676. addition:generateRowOrbs_Addition
  2677. },
  2678. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2679. function:cards=>cards.filter(card=>{
  2680. const searchTypeArray = [128];
  2681. const skill = getCardActiveSkill(card, searchTypeArray);
  2682. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2683. }),
  2684. addition:generateRowOrbs_Addition
  2685. },
  2686. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2687. function:cards=>cards.filter(card=>{
  2688. const searchTypeArray = [128];
  2689. const skill = getCardActiveSkill(card, searchTypeArray);
  2690. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2691. }),
  2692. addition:generateRowOrbs_Addition
  2693. },
  2694. {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)"},
  2695. function:cards=>cards.filter(card=>{
  2696. const searchTypeArray = [128,71,176];
  2697. function isRow(skill)
  2698. {
  2699. const sk = skill.params;
  2700. if (skill.type === 128) //普通横
  2701. {return true;}
  2702. else if (skill.type === 71) //花火
  2703. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2704. else if (skill.type === 176) //特殊形状
  2705. {
  2706. for (let si=0;si<5;si++)
  2707. {
  2708. if ((sk[si] & 63) === 63)
  2709. return true;
  2710. }
  2711. }
  2712. return false;
  2713. }
  2714. const skill = getCardActiveSkill(card, searchTypeArray);
  2715. return skill && isRow(skill);
  2716. })
  2717. },
  2718. ]},
  2719. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2720. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2721. function:cards=>cards.filter(card=>{
  2722. if (card.activeSkillId == 0) return false;
  2723. const skill = Skills[card.activeSkillId];
  2724. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2725. })
  2726. },
  2727. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  2728. function:cards=>cards.filter(card=>{
  2729. if (card.activeSkillId == 0) return false;
  2730. const skill = Skills[card.activeSkillId];
  2731. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2732. let realCD = minCD;
  2733. const searchTypeArray = [14];
  2734. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2735. if (subSkill)
  2736. {
  2737. realCD -= subSkill.params[0] * 3;
  2738. }
  2739. return minCD > 1 && realCD <= 4;
  2740. })
  2741. },
  2742. {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)"},
  2743. function:cards=>{
  2744. const searchTypeArray = [5];
  2745. return cards.filter(card=>{
  2746. const skill = getCardActiveSkill(card, searchTypeArray);
  2747. return skill;
  2748. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2749. },
  2750. addition:card=>{
  2751. const searchTypeArray = [5];
  2752. const skill = getCardActiveSkill(card, searchTypeArray);
  2753. const value = skill.params[0];
  2754. return `时停${value}s`;
  2755. }
  2756. },
  2757. {
  2758. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2759. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2760. },
  2761. {
  2762. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2763. function:cards=>cards.filter(card=>{
  2764. let skType = Skills[card.activeSkillId].type;
  2765. return skType == 232 || skType == 233;
  2766. })
  2767. },
  2768. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2769. function:cards=>cards.filter(card=>{
  2770. const searchTypeArray = [225];
  2771. const skill = getCardActiveSkill(card, searchTypeArray);
  2772. return skill;
  2773. }),
  2774. addition:card=>{
  2775. const searchTypeArray = [225];
  2776. const skill = getCardActiveSkill(card, searchTypeArray);
  2777. const sk = skill.params;
  2778. let strArr = [];
  2779. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2780. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2781. return `HP ${strArr.join(" ")}`;
  2782. }
  2783. },
  2784. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2785. function:cards=>cards.filter(card=>{
  2786. const searchTypeArray = [234];
  2787. const skill = getCardActiveSkill(card, searchTypeArray);
  2788. return skill;
  2789. }),
  2790. addition:card=>{
  2791. const searchTypeArray = [234];
  2792. const skill = getCardActiveSkill(card, searchTypeArray);
  2793. const sk = skill.params;
  2794. let strArr = [];
  2795. if (sk[0]) strArr.push(`≥${sk[0]}`);
  2796. if (sk[1]) strArr.push(`≤${sk[1]}`);
  2797. return `层 ${strArr.join(" ")}`;
  2798. }
  2799. },
  2800. ]},
  2801. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2802. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  2803. function:cards=>{
  2804. return cards.filter(card=>{
  2805. return getSkillFixedDamage(card) > 0;
  2806. }).sort((a,b)=>{
  2807. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  2808. return a_pC - b_pC;
  2809. });
  2810. },
  2811. addition:card=>{
  2812. const value = getSkillFixedDamage(card);
  2813. let nodeArr = [`${value.bigNumberToString()}固伤`];
  2814. let skill;
  2815. if (skill = getCardLeaderSkill(card, [235])) {
  2816. nodeArr.push("/");
  2817. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2818. nodeArr.push(`×${skill.params[2]}`);
  2819. }
  2820. return nodeArr.nodeJoin();
  2821. }
  2822. },
  2823. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  2824. function:cards=>{
  2825. return cards.filter(card=>{
  2826. return getSkillAddCombo(card) > 0;
  2827. }).sort((a,b)=>{
  2828. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  2829. return a_pC - b_pC;
  2830. });
  2831. },
  2832. addition:card=>{
  2833. const value = getSkillAddCombo(card);
  2834. let nodeArr = [`+${value.bigNumberToString()}C`];
  2835. let skill;
  2836. if (skill = getCardLeaderSkill(card, [210])) {
  2837. nodeArr.push("/十字");
  2838. } else if (skill = getCardLeaderSkill(card, [235])) {
  2839. nodeArr.push("/");
  2840. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2841. nodeArr.push(`×${skill.params[2]}`);
  2842. }
  2843. return nodeArr.nodeJoin();
  2844. }
  2845. },
  2846. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  2847. function:cards=>cards.filter(card=>{
  2848. const searchTypeArray = [213];
  2849. const skill = getCardLeaderSkill(card, searchTypeArray);
  2850. return skill;
  2851. }),
  2852. addition:card=>{
  2853. const searchTypeArray = [213];
  2854. const skill = getCardLeaderSkill(card, searchTypeArray);
  2855. const sk = skill.params;
  2856. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  2857. const fragment = document.createDocumentFragment();
  2858. if (attrs.length)
  2859. fragment.appendChild(createOrbsList(attrs));
  2860. if (types.length)
  2861. fragment.appendChild(createTypesList(types));
  2862. fragment.appendChild(document.createTextNode(`:+`));
  2863. if (awakenings.length)
  2864. fragment.appendChild(creatAwokenList(awakenings));
  2865. return fragment;
  2866. }
  2867. },
  2868. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  2869. function:cards=>cards.filter(card=>{
  2870. const searchTypeArray = [162,186];
  2871. const skill = getCardLeaderSkill(card, searchTypeArray);
  2872. return skill;
  2873. })
  2874. },
  2875. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  2876. function:cards=>cards.filter(card=>{
  2877. const searchTypeArray = [163,177];
  2878. const skill = getCardLeaderSkill(card, searchTypeArray);
  2879. return skill;
  2880. })
  2881. },
  2882. {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)"},
  2883. function:cards=>{
  2884. const searchTypeArray = [15,185];
  2885. return cards.filter(card=>{
  2886. const skill = getCardLeaderSkill(card, searchTypeArray);
  2887. return skill;
  2888. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2889. },
  2890. addition:card=>{
  2891. const searchTypeArray = [15,185];
  2892. const skill = getCardLeaderSkill(card, searchTypeArray);
  2893. const value = skill.params[0];
  2894. return `${value > 0 ? "+" : ""}${value/100}s`;
  2895. }
  2896. },
  2897. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  2898. function:cards=>{
  2899. const searchTypeArray = [178];
  2900. return cards.filter(card=>{
  2901. const skill = getCardLeaderSkill(card, searchTypeArray);
  2902. return skill;
  2903. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2904. },
  2905. addition:card=>{
  2906. const searchTypeArray = [178];
  2907. const skill = getCardLeaderSkill(card, searchTypeArray);
  2908. const value = skill.params[0];
  2909. return `固定${value}s`;
  2910. }
  2911. },
  2912. {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)"},
  2913. function:cards=>{
  2914. const searchTypeArray = [12];
  2915. return cards.filter(card=>{
  2916. const skill = getCardLeaderSkill(card, searchTypeArray);
  2917. return skill;
  2918. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2919. },
  2920. addition:card=>{
  2921. const searchTypeArray = [12];
  2922. const skill = getCardLeaderSkill(card, searchTypeArray);
  2923. const value = skill.params[0];
  2924. return `攻击×${(value/100).bigNumberToString()}倍`;
  2925. }
  2926. },
  2927. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  2928. function:cards=>{
  2929. const searchTypeArray = [13];
  2930. return cards.filter(card=>{
  2931. const skill = getCardLeaderSkill(card, searchTypeArray);
  2932. return skill;
  2933. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2934. },
  2935. addition:card=>{
  2936. const searchTypeArray = [13];
  2937. const skill = getCardLeaderSkill(card, searchTypeArray);
  2938. const value = skill.params[0];
  2939. return `回复×${(value/100).bigNumberToString()}倍`;
  2940. }
  2941. },
  2942. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  2943. function:cards=>{
  2944. const searchTypeArray = [41];
  2945. return cards.filter(card=>{
  2946. const skill = getCardLeaderSkill(card, searchTypeArray);
  2947. return skill;
  2948. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2949. },
  2950. addition:card=>{
  2951. const searchTypeArray = [41];
  2952. const skill = getCardLeaderSkill(card, searchTypeArray);
  2953. const sk = skill.params;
  2954. const fragment = document.createDocumentFragment();
  2955. fragment.appendChild(createOrbsList(sk[2] || 0));
  2956. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  2957. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  2958. return fragment;
  2959. }
  2960. },
  2961. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  2962. function:cards=>cards.filter(card=>{
  2963. const searchTypeArray = [197];
  2964. const skill = getCardLeaderSkill(card, searchTypeArray);
  2965. return skill;
  2966. })
  2967. },
  2968. {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)"},
  2969. function:cards=>{
  2970. const searchTypeArray = [198];
  2971. return cards.filter(card=>{
  2972. const skill = getCardLeaderSkill(card, searchTypeArray);
  2973. return skill && skill.params[2];
  2974. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  2975. },
  2976. addition:card=>{
  2977. const searchTypeArray = [198];
  2978. const skill = getCardLeaderSkill(card, searchTypeArray);
  2979. const sk = skill.params;
  2980. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  2981. }
  2982. },
  2983. {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)"},
  2984. function:cards=>{
  2985. const searchTypeArray = [198];
  2986. return cards.filter(card=>{
  2987. const skill = getCardLeaderSkill(card, searchTypeArray);
  2988. return skill && skill.params[3];
  2989. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2990. },
  2991. addition:card=>{
  2992. const searchTypeArray = [198];
  2993. const skill = getCardLeaderSkill(card, searchTypeArray);
  2994. const sk = skill.params;
  2995. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  2996. }
  2997. },
  2998. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  2999. function:cards=>cards.filter(card=>{
  3000. const searchTypeArray = [151,209];
  3001. const skill = getCardLeaderSkill(card, searchTypeArray);
  3002. return skill;
  3003. })
  3004. },
  3005. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3006. function:cards=>cards.filter(card=>{
  3007. const searchTypeArray = [157];
  3008. const skill = getCardLeaderSkill(card, searchTypeArray);
  3009. return skill;
  3010. })
  3011. },
  3012. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3013. function:cards=>cards.filter(card=>{
  3014. const searchTypeArray = [177];
  3015. const skill = getCardLeaderSkill(card, searchTypeArray);
  3016. return skill;
  3017. })
  3018. },
  3019. {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)"},
  3020. function:cards=>{
  3021. const searchTypeArray = [158];
  3022. return cards.filter(card=>{
  3023. const skill = getCardLeaderSkill(card, searchTypeArray);
  3024. return skill;
  3025. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3026. },
  3027. addition:card=>{
  3028. const searchTypeArray = [158];
  3029. const skill = getCardLeaderSkill(card, searchTypeArray);
  3030. const value = skill.params[0];
  3031. return `≥${value}珠`;
  3032. }
  3033. },
  3034. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3035. function:cards=>{
  3036. const searchTypeArray = [14];
  3037. return cards.filter(card=>{
  3038. const skill = getCardLeaderSkill(card, searchTypeArray);
  3039. return skill;
  3040. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3041. },
  3042. addition:card=>{
  3043. const searchTypeArray = [14];
  3044. const skill = getCardLeaderSkill(card, searchTypeArray);
  3045. const value = skill.params[0];
  3046. return `HP≥${value}%`;
  3047. }
  3048. },
  3049. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3050. function:cards=>cards.filter(card=>{
  3051. const searchTypeArray = [125];
  3052. const skill = getCardLeaderSkill(card, searchTypeArray);
  3053. return skill;
  3054. })
  3055. },
  3056. {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"},
  3057. function:cards=>cards.filter(card=>{
  3058. const searchTypeArray = [175];
  3059. const skill = getCardLeaderSkill(card, searchTypeArray);
  3060. return skill;
  3061. })
  3062. },
  3063. {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"},
  3064. function:cards=>cards.filter(card=>{
  3065. const searchTypeArray = [203];
  3066. const skill = getCardLeaderSkill(card, searchTypeArray);
  3067. return skill;
  3068. })
  3069. },
  3070. {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"},
  3071. function:cards=>cards.filter(card=>{
  3072. const searchTypeArray = [229];
  3073. const skill = getCardLeaderSkill(card, searchTypeArray);
  3074. return skill;
  3075. })
  3076. },
  3077. {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)"},
  3078. function:cards=>{
  3079. const searchTypeArray = [53];
  3080. return cards.filter(card=>{
  3081. const skill = getCardLeaderSkill(card, searchTypeArray);
  3082. return skill;
  3083. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3084. },
  3085. addition:card=>{
  3086. const searchTypeArray = [53];
  3087. const skill = getCardLeaderSkill(card, searchTypeArray);
  3088. const sk = skill.params;
  3089. return `掉率x${sk[0]/100}`;
  3090. }
  3091. },
  3092. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3093. function:cards=>{
  3094. const searchTypeArray = [54];
  3095. return cards.filter(card=>{
  3096. const skill = getCardLeaderSkill(card, searchTypeArray);
  3097. return skill;
  3098. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3099. },
  3100. addition:card=>{
  3101. const searchTypeArray = [54];
  3102. const skill = getCardLeaderSkill(card, searchTypeArray);
  3103. const sk = skill.params;
  3104. return `金币x${sk[0]/100}`;
  3105. }
  3106. },
  3107. {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)"},
  3108. function:cards=>{
  3109. const searchTypeArray = [148];
  3110. return cards.filter(card=>{
  3111. const skill = getCardLeaderSkill(card, searchTypeArray);
  3112. return skill;
  3113. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3114. },
  3115. addition:card=>{
  3116. const searchTypeArray = [148];
  3117. const skill = getCardLeaderSkill(card, searchTypeArray);
  3118. const sk = skill.params;
  3119. return `经验x${sk[0]/100}`;
  3120. }
  3121. },
  3122. ]},
  3123. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3124. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3125. function:cards=>cards.filter(card=>{
  3126. const skill = Skills[card.leaderSkillId];
  3127. const HPscale = getHPScale(skill);
  3128. return HPscale >= 2;
  3129. }).sort(sortByHPScal),
  3130. addition: HPScal_Addition
  3131. },
  3132. {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)"},
  3133. function:cards=>cards.filter(card=>{
  3134. const skill = Skills[card.leaderSkillId];
  3135. const HPscale = getHPScale(skill);
  3136. return HPscale >= 1.5 && HPscale < 2;
  3137. }).sort(sortByHPScal),
  3138. addition: HPScal_Addition
  3139. },
  3140. {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)"},
  3141. function:cards=>cards.filter(card=>{
  3142. const skill = Skills[card.leaderSkillId];
  3143. const HPscale = getHPScale(skill);
  3144. return HPscale > 1 && HPscale < 1.5;
  3145. }).sort(sortByHPScal),
  3146. addition: HPScal_Addition
  3147. },
  3148. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3149. function:cards=>cards.filter(card=>{
  3150. const skill = Skills[card.leaderSkillId];
  3151. const HPscale = getHPScale(skill);
  3152. return HPscale === 1;
  3153. }),
  3154. addition: HPScal_Addition
  3155. },
  3156. {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)"},
  3157. function:cards=>cards.filter(card=>{
  3158. const skill = Skills[card.leaderSkillId];
  3159. const HPscale = getHPScale(skill);
  3160. return HPscale < 1;
  3161. }).sort(sortByHPScal),
  3162. addition: HPScal_Addition
  3163. },
  3164. ]},
  3165. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3166. {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)"},
  3167. function:cards=>cards.filter(card=>{
  3168. const skill = Skills[card.leaderSkillId];
  3169. const reduceScale = getReduceScale(skill);
  3170. return reduceScale >= 0.75;
  3171. }).sort(sortByReduceScale),
  3172. addition: ReduceScale_Addition
  3173. },
  3174. {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)"},
  3175. function:cards=>cards.filter(card=>{
  3176. const skill = Skills[card.leaderSkillId];
  3177. const reduceScale = getReduceScale(skill);
  3178. return reduceScale >= 0.5 && reduceScale < 0.75;
  3179. }).sort(sortByReduceScale),
  3180. addition: ReduceScale_Addition
  3181. },
  3182. {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)"},
  3183. function:cards=>cards.filter(card=>{
  3184. const skill = Skills[card.leaderSkillId];
  3185. const reduceScale = getReduceScale(skill);
  3186. return reduceScale >= 0.25 && reduceScale < 0.5;
  3187. }).sort(sortByReduceScale),
  3188. addition: ReduceScale_Addition
  3189. },
  3190. {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)"},
  3191. function:cards=>cards.filter(card=>{
  3192. const skill = Skills[card.leaderSkillId];
  3193. const reduceScale = getReduceScale(skill);
  3194. return reduceScale > 0 && reduceScale < 0.25;
  3195. }).sort(sortByReduceScale),
  3196. addition: ReduceScale_Addition
  3197. },
  3198. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3199. function:cards=>cards.filter(card=>{
  3200. const skill = Skills[card.leaderSkillId];
  3201. const reduceScale = getReduceScale(skill);
  3202. return reduceScale === 0;
  3203. })
  3204. },
  3205. {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"},
  3206. function:cards=>cards.filter(card=>{
  3207. const skill = Skills[card.leaderSkillId];
  3208. return getReduceScale(skill, true) > 0;
  3209. })
  3210. },
  3211. {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"},
  3212. function:cards=>cards.filter(card=>{
  3213. const skill = Skills[card.leaderSkillId];
  3214. return getReduceScale(skill, undefined, true) > 0;
  3215. })
  3216. },
  3217. {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"},
  3218. function:cards=>cards.filter(card=>{
  3219. const skill = Skills[card.leaderSkillId];
  3220. return getReduceScale(skill, undefined, undefined, true) > 0;
  3221. })
  3222. },
  3223. /*{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%)"},
  3224. function:cards=>cards.filter(card=>{
  3225. const skill = Skills[card.leaderSkillId];
  3226. const reduceScale = getReduceScale(skill);
  3227. return reduceScale>=0.29;
  3228. }).sort(sortByReduceScale)
  3229. },*/
  3230. {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"},
  3231. function:cards=>{
  3232. return cards.filter(card=>{
  3233. const skill = Skills[card.leaderSkillId];
  3234. return getReduceScale_unconditional(skill) > 0;
  3235. }).sort((a,b)=>{
  3236. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3237. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3238. });
  3239. },
  3240. addition:card=>{
  3241. const skill = Skills[card.leaderSkillId];
  3242. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3243. }
  3244. },
  3245. ]},
  3246. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3247. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3248. function:cards=>cards.filter(card=>
  3249. !Array.isArray(card.henshinFrom) &&
  3250. !Array.isArray(card.henshinTo))
  3251. },
  3252. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3253. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3254. },
  3255. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3256. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3257. },
  3258. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3259. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3260. },
  3261. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3262. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3263. function:cards=>cards.filter(card=>isReincarnated(card))
  3264. }, //evoBaseId可能为0
  3265. //{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)},
  3266. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3267. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3268. },
  3269. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3270. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3271. },
  3272. ]},
  3273. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3274. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3275. function:cards=>cards.filter(card=>card.is8Latent)
  3276. },
  3277. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3278. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3279. },
  3280. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3281. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3282. },
  3283. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3284. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3285. },
  3286. {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"},
  3287. function:cards=>cards.filter(card=>{
  3288. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3289. if (hasAwokenKiller)
  3290. { //大于2个杀的进行判断
  3291. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3292. { //大于3个杀的直接过
  3293. return true;
  3294. }else
  3295. { //2个杀的
  3296. const isAllowLatent = card.types.filter(i=>
  3297. i>=0 //去掉-1的type
  3298. ).map(type=>
  3299. type_allowable_latent[type] //得到允许打的潜觉杀
  3300. ).some(ls=>
  3301. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3302. );
  3303. return isAllowLatent
  3304. }
  3305. }else
  3306. {
  3307. return false;
  3308. }
  3309. })
  3310. },
  3311. /*
  3312. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3313. function:cards=>cards.filter(card=>{
  3314. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3315. if (hasAwokenKiller)
  3316. { //大于2个杀的进行判断
  3317. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3318. { //大于3个杀的直接过
  3319. return true;
  3320. }else
  3321. { //2个杀的
  3322. const isAllowLatent = card.types.filter(i=>
  3323. i>=0 //去掉-1的type
  3324. ).map(type=>
  3325. type_allowable_latent[type] //得到允许打的潜觉杀
  3326. ).some(ls=>
  3327. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3328. );
  3329. return isAllowLatent
  3330. }
  3331. }else
  3332. {
  3333. return false;
  3334. }
  3335. })
  3336. },
  3337. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3338. function:cards=>cards.filter(card=>{
  3339. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3340. if (hasAwokenKiller)
  3341. { //大于2个杀的进行判断
  3342. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3343. { //大于3个杀的直接过
  3344. return true;
  3345. }else
  3346. { //2个杀的
  3347. const isAllowLatent = card.types.filter(i=>
  3348. i>=0 //去掉-1的type
  3349. ).map(type=>
  3350. type_allowable_latent[type] //得到允许打的潜觉杀
  3351. ).some(ls=>
  3352. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3353. );
  3354. return isAllowLatent
  3355. }
  3356. }else
  3357. {
  3358. return false;
  3359. }
  3360. })
  3361. },
  3362. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3363. function:cards=>cards.filter(card=>{
  3364. const searchTypeArray = [1000];
  3365. const skill = getCardActiveSkill(card, searchTypeArray);
  3366. return skill;
  3367. })
  3368. },*/
  3369. ]},
  3370. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3371. {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)"},
  3372. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3373. },
  3374. {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)"},
  3375. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3376. },
  3377. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3378. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3379. },
  3380. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3381. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3382. },
  3383. {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"},
  3384. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3385. },
  3386. {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)"},
  3387. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3388. addition:card=>`成长${card.limitBreakIncr}%`
  3389. },
  3390. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3391. function:cards=>cards.filter(card=>card.maxLevel==1)
  3392. },
  3393. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3394. function:cards=>cards.filter(card=>card.sellMP<100)
  3395. },
  3396. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3397. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3398. },
  3399. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3400. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3401. },
  3402. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3403. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3404. },
  3405. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3406. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3407. },
  3408. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3409. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3410. },
  3411. ]},
  3412. ];
  3413. return functions;
  3414. })();

智龙迷城队伍图制作工具