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

智龙迷城队伍图制作工具