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script-json_data.js 151 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_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  43. unknown: tp`Unkonwn skill type: ${'type'}`,
  44. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  45. random_skills: tp`Random Activates these skills:${'skills'}`,
  46. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  47. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  48. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  49. damage_enemy_times: tp`${'times'} `,
  50. damage_enemy_count: tp` (${'damage'} in total)`,
  51. //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.
  52. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  53. delay: tp`${'icon'}Delays enemies' next move`,
  54. mass_attack: tp`${'icon'}Mass attacks`,
  55. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  56. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  57. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  58. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  59. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  60. unbind_normal: tp`${'icon'}Bind`,
  61. unbind_awakenings: tp`${'icon'}Awoken bind`,
  62. unbind_matches: tp`${'icon'}Unmatchable orb`,
  63. bind_skill: tp`${'icon'}Unable to use skills`,
  64. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  65. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  66. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  67. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  68. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  69. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  70. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  71. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  72. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  73. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  74. board_change: tp`Change all orbs to ${'orbs'}`,
  75. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  76. skill_boost_range: tp`~${'turns'}`,
  77. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  78. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  79. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  80. drop_refresh: tp`Replaces all orbs`,
  81. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  82. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  118. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  119. },
  120. power: {
  121. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  122. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  123. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  124. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  125. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  126. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  127. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  128. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  129. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  130. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  131. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  132. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  135. },
  136. cond: {
  137. unknown: tp`[ Unknown condition ]`,
  138. hp_equal: tp`When ${'hp'} == ${'min'} `,
  139. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  140. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  141. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  142. use_skill: tp`When skills used `,
  143. multi_player: tp`When in Multiplayer Mode `,
  144. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  145. exact_combo: tp`When exactly ${'value'} combos `,
  146. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  147. exact_match_enhanced: tp` orbs including enhanced`,
  148. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  149. compo_type_card: tp`When ${'ids'} are all on team, `,
  150. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  151. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  152. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  153. compo_type_team_rarity_different: tp`When the team's rarity is different, `,
  154. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  155. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  156. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  157. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  158. },
  159. position: {
  160. top: tp`${'pos'} of top rows`,
  161. bottom: tp`${'pos'} of bottom rows`,
  162. left: tp`${'pos'} of left columns`,
  163. right: tp`${'pos'} of right columns`,
  164. random: tp`random location`,
  165. shape: tp`specified location`,
  166. },
  167. value: {
  168. unknown: tp`[ Unknown value: ${'type'}]`, //type
  169. const: tp`${'value'} ${'unit'}`,
  170. const_to: tp`to ${'value'}`,
  171. mul_percent: tp`${'value'}%`,
  172. mul_times: tp`×${'value'}`,
  173. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  174. mul_of_times: tp`${'stats'} ×${'value'}`,
  175. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  176. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  177. prob: tp`${'value'} chance for `,
  178. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  179. size: tp`${'width'}×${'height'}`,
  180. pos: tp`${'x'}×${'y'}`,
  181. },
  182. target: {
  183. unknown: tp`Unkown Target`,
  184. self: tp`card's`,
  185. team: tp`team`,
  186. team_last: tp`the lastest member`,
  187. team_leader: tp`leader`,
  188. sub_members: tp`sub-members`,
  189. leader_self: tp`left leader`,
  190. leader_helper: tp`right leader`,
  191. collab_id: tp`card with collab ID of ${'id'} `,
  192. enemy: tp`Enemy`,
  193. enemy_all: tp`all enemys`,
  194. enemy_one: tp`1 enemy`,
  195. enemy_attr: tp`${'attr'} enemy`,
  196. the_attr: tp`attr of the matched Orbs`,
  197. },
  198. stats: {
  199. unknown: tp`[ Unknown: ${'type'}]`, //type
  200. maxhp: tp`Max HP`,
  201. hp: tp`HP`,
  202. chp: tp`current HP`,
  203. atk: tp`ATK`,
  204. rcv: tp`RCV`,
  205. teamhp: tp`Team HP`,
  206. teamatk: tp`Team ${'attrs'} ATK`,
  207. teamrcv: tp`Team RCV`,
  208. cstage: tp`current Stage of Dungeon`,
  209. },
  210. unit: {
  211. orbs: tp``,
  212. times: tp` times`,
  213. seconds: tp` seconds`,
  214. point: tp` point`,
  215. turns: tp` turns`,
  216. },
  217. word: {
  218. comma: tp`, `,
  219. slight_pause: tp`, `,
  220. range_hyphen: tp`~`,
  221. in_once: tp`in once `,
  222. evo_type_pixel: tp`Pixel Evo`,
  223. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  224. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  225. affix_attr: tp`${'cotent'} attr.`,
  226. affix_orb: tp`${'cotent'} orbs`,
  227. affix_type: tp`${'cotent'} types`,
  228. affix_awakening: tp`${'cotent'} awoken`,
  229. affix_exclude: tp`, exclude ${'cotent'}`,
  230. },
  231. attrs: {
  232. [0]: tp`${'icon'}Fire`,
  233. [1]: tp`${'icon'}Water`,
  234. [2]: tp`${'icon'}Wood`,
  235. [3]: tp`${'icon'}Light`,
  236. [4]: tp`${'icon'}Dark`,
  237. [5]: tp`${'icon'}Recover`,
  238. [6]: tp`${'icon'}Null`,
  239. all: tp`All`,
  240. self: tp`${'icon'}Self's Attr`,
  241. fixed: tp`${'icon'}Fixed`,
  242. },
  243. orbs: {
  244. [0]: tp`${'icon'}Fire`,
  245. [1]: tp`${'icon'}Water`,
  246. [2]: tp`${'icon'}Wood`,
  247. [3]: tp`${'icon'}Light`,
  248. [4]: tp`${'icon'}Dark`,
  249. [5]: tp`${'icon'}Heal`,
  250. [6]: tp`${'icon'}Jammer`,
  251. [7]: tp`${'icon'}Poison`,
  252. [8]: tp`${'icon'}Lethal Poison`,
  253. [9]: tp`${'icon'}Bomb`,
  254. enhanced: tp`${'icon'}Enhanced`,
  255. locked: tp`${'icon'}Locked`,
  256. nail: tp`${'icon'}Nail`,
  257. _5color: tp`${'icon'}5 Att.`,
  258. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  259. all: tp`All`,
  260. any: tp`Any ${'cotent'}`,
  261. },
  262. board: {
  263. clouds: tp`${'icon'}Clouds`,
  264. immobility: tp`${'icon'}Immobility`,
  265. roulette: tp`${'icon'}Roulette`,
  266. roulette_time: tp`(transforms every ${'duration'})`,
  267. },
  268. types: {
  269. [0]: tp`${'icon'}Evo Material`,
  270. [1]: tp`${'icon'}Balanced`,
  271. [2]: tp`${'icon'}Physical`,
  272. [3]: tp`${'icon'}Healer`,
  273. [4]: tp`${'icon'}Dragon`,
  274. [5]: tp`${'icon'}God`,
  275. [6]: tp`${'icon'}Attacker`,
  276. [7]: tp`${'icon'}Devil`,
  277. [8]: tp`${'icon'}Machine`,
  278. [9]: tp`${'icon'}Special Protection`,
  279. [12]: tp`${'icon'}Awaken`,
  280. [14]: tp`${'icon'}Enhance Material`,
  281. [15]: tp`${'icon'}Redeemable`,
  282. },
  283. awokens: {
  284. [0]: tp`${'icon'}Unknown awoken`,
  285. [1]: tp`${'icon'}Enhanced HP`,
  286. [2]: tp`${'icon'}Enhanced Attack`,
  287. [3]: tp`${'icon'}Enhanced Recovery`,
  288. [4]: tp`${'icon'}Reduce Fire Damage`,
  289. [5]: tp`${'icon'}Reduce Water Damage`,
  290. [6]: tp`${'icon'}Reduce Wood Damage`,
  291. [7]: tp`${'icon'}Reduce Light Damage`,
  292. [8]: tp`${'icon'}Reduce Dark Damage`,
  293. [9]: tp`${'icon'}Auto-Recover`,
  294. [10]: tp`${'icon'}Resistance-Bind`,
  295. [11]: tp`${'icon'}Resistance-Blind`,
  296. [12]: tp`${'icon'}Resistance-Jammers`,
  297. [13]: tp`${'icon'}Resistance-Poison`,
  298. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  299. [15]: tp`${'icon'}Enhanced Water Orbs`,
  300. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  301. [17]: tp`${'icon'}Enhanced Water Orbs`,
  302. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  303. [19]: tp`${'icon'}Extend Time`,
  304. [20]: tp`${'icon'}Recover Bind`,
  305. [21]: tp`${'icon'}Skill Boost`,
  306. [22]: tp`${'icon'}Enhanced Fire Rows`,
  307. [23]: tp`${'icon'}Enhanced Water Rows`,
  308. [24]: tp`${'icon'}Enhanced Wood Rows`,
  309. [25]: tp`${'icon'}Enhanced Water Rows`,
  310. [26]: tp`${'icon'}Enhanced Dark Rows`,
  311. [27]: tp`${'icon'}Two-Pronged Attack`,
  312. [28]: tp`${'icon'}Resistance-Skill Bind`,
  313. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  314. [30]: tp`${'icon'}Multi Boost`,
  315. [31]: tp`${'icon'}Dragon Killer`,
  316. [32]: tp`${'icon'}God Killer`,
  317. [33]: tp`${'icon'}Devil Killer`,
  318. [34]: tp`${'icon'}Machine Killer`,
  319. [35]: tp`${'icon'}Balanced Killer`,
  320. [36]: tp`${'icon'}Attacker Killer`,
  321. [37]: tp`${'icon'}Physical Killer`,
  322. [38]: tp`${'icon'}Healer Killer`,
  323. [39]: tp`${'icon'}Evo Killer`,
  324. [40]: tp`${'icon'}Awaken Killer`,
  325. [41]: tp`${'icon'}Enhance Killer`,
  326. [42]: tp`${'icon'}Redeemable Killer`,
  327. [43]: tp`${'icon'}Enhanced Combos`,
  328. [44]: tp`${'icon'}Guard Break`,
  329. [45]: tp`${'icon'}Bonus Attack`,
  330. [46]: tp`${'icon'}Enhanced Team HP `,
  331. [47]: tp`${'icon'}Enhanced Team Recovery`,
  332. [48]: tp`${'icon'}Damage Void Piercer`,
  333. [49]: tp`${'icon'}Awoken Assist`,
  334. [50]: tp`${'icon'}Super Bonus Attack`,
  335. [51]: tp`${'icon'}Skill Charge`,
  336. [52]: tp`${'icon'}Resistance-Bind+`,
  337. [53]: tp`${'icon'}Extend Time+`,
  338. [54]: tp`${'icon'}Resistance-Clouds`,
  339. [55]: tp`${'icon'}Resistance-Immobility`,
  340. [56]: tp`${'icon'}Skill Boost+`,
  341. [57]: tp`${'icon'}50% or more HP Enhanced`,
  342. [58]: tp`${'icon'}50% or less HP Enhanced`,
  343. [59]: tp`${'icon'}L Damage Reduction`,
  344. [60]: tp`${'icon'}L Increased Attack`,
  345. [61]: tp`${'icon'}Super Enhanced Combos`,
  346. [62]: tp`${'icon'}Combo Orbs`,
  347. [63]: tp`${'icon'}Skill Voice`,
  348. [64]: tp`${'icon'}Dungeon Bonus`,
  349. [65]: tp`${'icon'}Reduced HP`,
  350. [66]: tp`${'icon'}Reduced Attack`,
  351. [67]: tp`${'icon'}Reduced RCV`,
  352. [68]: tp`${'icon'}Resistance-Blind+`,
  353. [69]: tp`${'icon'}Resistance-Jammers+`,
  354. [70]: tp`${'icon'}Resistance-Poison+`,
  355. [71]: tp`${'icon'}Blessing of Jammers`,
  356. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  357. [73]: tp`${'icon'}Enhanced Fire Combos`,
  358. [74]: tp`${'icon'}Enhanced Water Combos`,
  359. [75]: tp`${'icon'}Enhanced Wood Combos`,
  360. [76]: tp`${'icon'}Enhanced Light Combos`,
  361. [77]: tp`${'icon'}Enhanced Dark Combos`,
  362. [78]: tp`${'icon'}Cross Attack`,
  363. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  364. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  365. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  366. [82]: tp`${'icon'}Super Enhanced Matching`,
  367. [83]: tp`${'icon'}Append Dragon Type`,
  368. [84]: tp`${'icon'}Append God Type`,
  369. [85]: tp`${'icon'}Append Devil Type`,
  370. [86]: tp`${'icon'}Append Machine Type`,
  371. [87]: tp`${'icon'}Append Balanced Type`,
  372. [88]: tp`${'icon'}Append Attacker Type`,
  373. [89]: tp`${'icon'}Append Physical Type`,
  374. [90]: tp`${'icon'}Append Healer Type`,
  375. [91]: tp`${'icon'}Append Fire Attr.`,
  376. [92]: tp`${'icon'}Append Water Attr.`,
  377. [93]: tp`${'icon'}Append Wood Attr.`,
  378. [94]: tp`${'icon'}Append Water Attr.`,
  379. [95]: tp`${'icon'}Append Dark Attr.`,
  380. [96]: tp`${'icon'}Two-Pronged Attack+`,
  381. [97]: tp`${'icon'}Skill Charge+`,
  382. [98]: tp`${'icon'}Auto-Recover+`,
  383. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  384. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  385. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  386. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  387. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  388. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  389. }
  390. },
  391. };
  392. //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
  393. const typekiller_for_type = [
  394. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  395. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  396. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  397. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  398. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  399. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  400. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  401. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  402. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  403. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  404. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  405. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  406. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  407. ];
  408. //类型允许的潜觉杀
  409. const type_allowable_latent = [];
  410. typekiller_for_type.forEach(t=>
  411. {
  412. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  413. .map(tn=>
  414. typekiller_for_type.find(_t=>_t.type == tn).latent
  415. );
  416. type_allowable_latent[t.type] = t.allowableLatent;
  417. }
  418. );
  419. //一般共同能打的潜觉
  420. const common_allowable_latent = [
  421. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  422. 28,29,30,31,32,33,34,35,36,37,38,
  423. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  424. ];
  425. //120级才能打的潜觉
  426. const v120_allowable_latent = [
  427. 42,43,44,45
  428. ];
  429. //等效觉醒列表
  430. const equivalent_awoken = [
  431. {small:10,big:52,times:2}, //防封
  432. {small:11,big:68,times:5}, //防暗
  433. {small:12,big:69,times:5}, //防废
  434. {small:13,big:70,times:5}, //防毒
  435. {small:19,big:53,times:2}, //手指
  436. {small:21,big:56,times:2}, //SB
  437. {small:27,big:96,times:2}, //U
  438. {small:51,big:97,times:2}, //5色溜
  439. {small:9,big:98,times:2}, //自回
  440. {small:14,big:99,times:2}, //火+
  441. {small:15,big:100,times:2},//水+
  442. {small:16,big:101,times:2},//木+
  443. {small:17,big:102,times:2},//光+
  444. {small:18,big:103,times:2},//暗+
  445. {small:29,big:104,times:2},//心+
  446. ];
  447. //官方的觉醒排列顺序
  448. const official_awoken_sorting = [
  449. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  450. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  451. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  452. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  453. 99,100,101,102,103,104, 98, 96, 97,
  454. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  455. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  456. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  457. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  458. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  459. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  460. 91, 92, 93, 94, 95,
  461. ];
  462. //pdc的徽章对应数字
  463. const pdcBadgeMap = [
  464. {pdf:1,pdc:10}, //无限cost
  465. {pdf:2,pdc:12}, //小手指
  466. {pdf:3,pdc:9}, //全体攻击
  467. {pdf:4,pdc:5}, //小回复
  468. {pdf:5,pdc:1}, //小血量
  469. {pdf:6,pdc:3}, //小攻击
  470. {pdf:7,pdc:8}, //SB
  471. {pdf:8,pdc:18}, //队长防封
  472. {pdf:9,pdc:19}, //SX
  473. {pdf:11,pdc:7}, //无天降
  474. {pdf:17,pdc:6}, //大回复
  475. {pdf:18,pdc:2}, //大血量
  476. {pdf:19,pdc:4}, //大攻击
  477. {pdf:20,pdc:null}, //三维
  478. {pdf:21,pdc:13}, //大手指
  479. {pdf:10,pdc:11}, //加经验
  480. {pdf:12,pdc:15}, //墨镜
  481. {pdf:13,pdc:17}, //防废
  482. {pdf:14,pdc:16}, //防毒
  483. {pdf:50,pdc:14}, //月卡
  484. ];
  485. //pdc的潜觉对应数字
  486. const pdcLatentMap = [
  487. {pdf:1,pdc:1}, //HP
  488. {pdf:2,pdc:0}, //攻击
  489. {pdf:3,pdc:2}, //回复
  490. {pdf:4,pdc:19}, //手指
  491. {pdf:5,pdc:13}, //自回
  492. {pdf:6,pdc:14}, //火盾
  493. {pdf:7,pdc:15}, //水盾
  494. {pdf:8,pdc:16}, //木盾
  495. {pdf:9,pdc:17}, //光盾
  496. {pdf:10,pdc:18}, //暗盾
  497. {pdf:11,pdc:12}, //防坐
  498. {pdf:12,pdc:3}, //三维
  499. {pdf:13,pdc:35}, //不被换队长
  500. {pdf:13,pdc:47}, //不被换队长 ×1.5
  501. {pdf:14,pdc:37}, //不掉废
  502. {pdf:15,pdc:36}, //不掉毒
  503. {pdf:16,pdc:24}, //进化杀
  504. {pdf:17,pdc:25}, //觉醒杀
  505. {pdf:18,pdc:26}, //强化杀
  506. {pdf:19,pdc:27}, //卖钱杀
  507. {pdf:20,pdc:4}, //神杀
  508. {pdf:21,pdc:5}, //龙杀
  509. {pdf:22,pdc:6}, //恶魔杀
  510. {pdf:23,pdc:7}, //机械杀
  511. {pdf:24,pdc:8}, //平衡杀
  512. {pdf:25,pdc:9}, //攻击杀
  513. {pdf:26,pdc:10}, //体力杀
  514. {pdf:27,pdc:11}, //回复杀
  515. {pdf:28,pdc:20}, //大HP
  516. {pdf:29,pdc:21}, //大攻击
  517. {pdf:30,pdc:22}, //大回复
  518. {pdf:31,pdc:23}, //大手指
  519. {pdf:32,pdc:28}, //大火盾
  520. {pdf:33,pdc:29}, //大水盾
  521. {pdf:34,pdc:30}, //大木盾
  522. {pdf:35,pdc:31}, //大光盾
  523. {pdf:36,pdc:32}, //大暗盾
  524. {pdf:37,pdc:33}, //6色破无效
  525. {pdf:37,pdc:45}, //6色破无效 ×1.5
  526. {pdf:38,pdc:34}, //3色破属吸
  527. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  528. {pdf:39,pdc:40}, //C珠破吸
  529. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  530. {pdf:40,pdc:39}, //心横解转转
  531. {pdf:40,pdc:49}, //心横解转转 ×1.5
  532. {pdf:41,pdc:38}, //U解禁消
  533. {pdf:41,pdc:48}, //U解禁消 ×1.5
  534. {pdf:42,pdc:41}, //伤害上限解除
  535. {pdf:43,pdc:42}, //HP++
  536. {pdf:44,pdc:43}, //攻击++
  537. {pdf:45,pdc:44}, //回复++
  538. {pdf:46,pdc:51}, //心追解云封
  539. {pdf:46,pdc:52}, //心追解云封 ×1.5
  540. {pdf:47,pdc:53}, //心L大SB
  541. {pdf:47,pdc:54}, //心L大SB ×1.5
  542. ];
  543. //排序程序列表
  544. const sort_function_list = [
  545. {tag:"sort_none",name:"无",function:()=>0},
  546. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  547. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  548. let num = a.attrs[0] - b.attrs[0];
  549. if (num === 0) num = a.attrs[1] - b.attrs[1];
  550. return num;
  551. }
  552. },
  553. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  554. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  555. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  556. let num = card_a.attrs[0] - card_b.attrs[0];
  557. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  558. return num;
  559. }
  560. },
  561. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  562. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  563. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  564. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  565. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  566. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  567. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  568. }
  569. },
  570. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  571. function getEvoSkill(skill) {
  572. //232为进化后不循环技能,233为循环技能
  573. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  574. else return skill;
  575. }
  576. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  577. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  578. }
  579. },
  580. {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)},
  581. {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)},
  582. {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)},
  583. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  584. {
  585. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  586. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  587. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  588. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  589. return abA - abB;
  590. }
  591. },
  592. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  593. {
  594. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  595. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  596. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  597. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  598. return abA - abB;
  599. }
  600. },
  601. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  602. {
  603. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  604. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  605. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  606. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  607. return abA - abB;
  608. }
  609. },
  610. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  611. {
  612. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  613. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  614. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  615. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  616. return abA - abB;
  617. }
  618. },
  619. ];
  620. //增加特殊搜索模式
  621. const specialSearchFunctions = (function() {
  622. 'use strict';
  623. //返回卡片的队长技能
  624. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  625. {
  626. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  627. }
  628. //返回卡片的技能
  629. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  630. {
  631. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  632. }
  633. //返回卡片的技能
  634. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  635. {
  636. switch(skillGreatType)
  637. {
  638. case 1:
  639. case "leader":
  640. return getCardLeaderSkill(card, skillTypes, searchRandom);
  641. case 2:
  642. case "active":
  643. return getCardActiveSkill(card, skillTypes, searchRandom);
  644. default:
  645. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  646. }
  647. }
  648. //查找到真正起作用的那一个技能
  649. function getActuallySkill(skill, skillTypes, searchRandom = true)
  650. {
  651. if (skillTypes.includes(skill.type))
  652. {
  653. return skill;
  654. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  655. {
  656. const subSkills = skill.params.map(id=>Skills[id]);
  657. for(let i = 0;i < subSkills.length; i++)
  658. { //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
  659. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  660. if (foundSubSkill)
  661. {
  662. return foundSubSkill;
  663. }
  664. }
  665. return null;
  666. }else
  667. {
  668. return null;
  669. }
  670. }
  671. //获取血倍率
  672. function getHPScale(ls)
  673. {
  674. const sk = ls.params;
  675. let scale = 1;
  676. switch (ls.type)
  677. {
  678. case 23: case 30: case 62: case 77: case 63: case 65:
  679. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  680. scale = sk[sk.length-1]/100;
  681. break;
  682. case 73: case 76:
  683. case 121: case 129: case 163: case 177: case 186:
  684. case 155:
  685. scale = sk[2]/100;
  686. break;
  687. case 106: case 107: case 108:
  688. scale = sk[0]/100;
  689. break;
  690. case 125:
  691. scale = sk[5]/100;
  692. break;
  693. case 136:
  694. case 137:
  695. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  696. break;
  697. case 158:
  698. scale = sk[4]/100;
  699. break;
  700. case 175:
  701. case 178: case 185:
  702. scale = sk[3]/100;
  703. break;
  704. case 203: case 217:
  705. scale = sk[1]/100;
  706. break;
  707. case 245:
  708. scale = sk[3]/100;
  709. break;
  710. case 138: //调用其他队长技
  711. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  712. break;
  713. default:
  714. }
  715. return scale || 1;
  716. }
  717. //获取盾减伤比例
  718. function getReduceScale(ls, allAttr = false, noHPneed = false)
  719. {
  720. const sk = ls.params;
  721. let scale = 0;
  722. switch (ls.type)
  723. {
  724. case 16: //无条件盾
  725. scale = sk[0]/100;
  726. break;
  727. case 17: //单属性盾
  728. scale = allAttr ? 0 : sk[1]/100;
  729. break;
  730. case 36: //2个属性盾
  731. scale = allAttr ? 0 : sk[2]/100;
  732. break;
  733. case 38: //血线下 + 几率
  734. case 43: //血线上 + 几率
  735. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  736. break;
  737. case 129: //无条件盾,属性个数不固定
  738. case 163: //无条件盾,属性个数不固定
  739. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  740. break;
  741. case 178: //无条件盾,属性个数不固定
  742. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  743. break;
  744. case 130: //血线下 + 属性个数不固定
  745. case 131: //血线上 + 属性个数不固定
  746. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  747. break;
  748. case 151: //十字心触发
  749. case 169: //C触发
  750. case 198: //回血触发
  751. scale = sk[2]/100;
  752. break;
  753. case 170: //多色触发
  754. case 182: //长串触发
  755. case 193: //L触发
  756. scale = sk[3]/100;
  757. break;
  758. case 171: //多串触发
  759. scale = sk[6]/100;
  760. break;
  761. case 183: //又是个有两段血线的队长技
  762. scale = noHPneed ? 0 : sk[4]/100;
  763. break;
  764. case 210: //十字触发
  765. scale = sk[1]/100;
  766. break;
  767. case 235: { //可多次触发
  768. scale = (sk[4] || 0) / 100;
  769. break;
  770. }
  771. case 138: //调用其他队长技
  772. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  773. break;
  774. default:
  775. }
  776. return scale || 0;
  777. }
  778. //获取无条件盾减伤比例
  779. function getReduceScale_unconditional(ls)
  780. {
  781. const sk = ls.params;
  782. let scale = 0;
  783. switch (ls.type)
  784. {
  785. case 16: //无条件盾
  786. {
  787. scale = sk[0]/100;
  788. break;
  789. }
  790. case 129: //无条件盾,属性个数不固定
  791. case 163: //无条件盾,属性个数不固定
  792. {
  793. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  794. break;
  795. }
  796. case 178: //无条件盾,属性个数不固定
  797. {
  798. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  799. break;
  800. }
  801. case 138: //调用其他队长技
  802. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  803. break;
  804. default:
  805. }
  806. return scale || 0;
  807. }
  808. function getCannonAttr(skill)
  809. {
  810. const sk = skill.params;
  811. switch(skill.type)
  812. {
  813. case 0:
  814. case 1:
  815. case 37:
  816. case 58:
  817. case 59:
  818. case 84:
  819. case 85:
  820. case 86:
  821. case 87:
  822. case 115:
  823. return sk[0];
  824. case 110:
  825. case 143:
  826. return sk[1];
  827. case 42:
  828. return sk[1];
  829. case 144:
  830. return sk[3] ?? 0;
  831. default:
  832. return -1;
  833. }
  834. }
  835. function sortByParams(a,b,searchTypeArray,pidx = 0)
  836. {
  837. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  838. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  839. return a_pC - b_pC;
  840. }
  841. function sortByHPScal(a,b)
  842. {
  843. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  844. return getHPScale(a_s) - getHPScale(b_s);
  845. }
  846. function HPScal_Addition(card)
  847. {
  848. const skill = Skills[card.leaderSkillId];
  849. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  850. }
  851. function sortByReduceScale(a,b)
  852. {
  853. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  854. return getReduceScale(a_s) - getReduceScale(b_s);
  855. }
  856. function ReduceScale_Addition(card)
  857. {
  858. const skill = Skills[card.leaderSkillId];
  859. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  860. }
  861. function voidsAbsorption_Addition(card)
  862. {
  863. const searchTypeArray = [173];
  864. const skill = getCardActiveSkill(card, searchTypeArray);
  865. if (!skill) return;
  866. const sk = skill.params;
  867. if (sk[1] && sk[3])
  868. {
  869. return `双吸×${sk[0]}T`;
  870. }else
  871. {
  872. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  873. }
  874. }
  875. function unbind_Turns(card)
  876. {
  877. const outObj = {
  878. normal: 0,
  879. awoken: 0
  880. };
  881. const searchTypeArray = [117,179];
  882. const skill = getCardActiveSkill(card, searchTypeArray);
  883. if (skill)
  884. {
  885. const sk = skill.params;
  886. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  887. outObj.awoken = sk[4] || 0;
  888. }
  889. return outObj;
  890. }
  891. function unbind_Addition(card)
  892. {
  893. const turns = unbind_Turns(card);
  894. let strArr = [];
  895. if (turns.normal > 0 && turns.normal == turns.awoken)
  896. {
  897. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  898. }
  899. if (turns.normal > 0)
  900. {
  901. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  902. }
  903. if (turns.awoken > 0)
  904. {
  905. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  906. }
  907. return strArr.join(',');
  908. }
  909. function boardChange_ColorTypes(skill)
  910. {
  911. if (!skill) return [];
  912. const sk = skill.params;
  913. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  914. return colors;
  915. }
  916. function boardChange_Addition(card)
  917. {
  918. const searchTypeArray = [71];
  919. const skill = getCardActiveSkill(card, searchTypeArray);
  920. const colors = boardChange_ColorTypes(skill);
  921. return createOrbsList(colors);
  922. }
  923. function orbsChangeParse(skill)
  924. {
  925. function changes(from, to)
  926. {
  927. return {from:from,to:to};
  928. }
  929. let outArr = [];
  930. if (!skill) return outArr;
  931. const sk = skill.params;
  932. switch (skill.type)
  933. {
  934. case 9:{
  935. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  936. break;
  937. }
  938. case 20:{
  939. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  940. {
  941. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  942. }
  943. else
  944. {
  945. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  946. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  947. }
  948. break;
  949. }
  950. case 154:{
  951. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  952. break;
  953. }
  954. }
  955. return outArr;
  956. }
  957. function changeOrbs_Addition(card)
  958. {
  959. const searchTypeArray = [9,20,154];
  960. const skills = getCardActiveSkills(card, searchTypeArray);
  961. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  962. const fragment = document.createDocumentFragment();
  963. parsedSkills.forEach(p=>{
  964. fragment.appendChild(createOrbsList(p.from));
  965. fragment.appendChild(document.createTextNode(`→`));
  966. fragment.appendChild(createOrbsList(p.to));
  967. });
  968. return fragment;
  969. }
  970. function generateOrbsParse(card)
  971. {
  972. let outArr = [];
  973. const searchTypeArray = [141, 208];
  974. const skills = getCardActiveSkills(card, searchTypeArray);
  975. if (!skills.length) return outArr;
  976. for (const skill of skills)
  977. {
  978. const sk = skill.params;
  979. if (skill.type == 141)
  980. {
  981. outArr.push({
  982. count: sk[0],
  983. to: flags(sk[1] || 1),
  984. exclude: flags(sk[2]),
  985. });
  986. }else
  987. {
  988. outArr.push({
  989. count: sk[0],
  990. to: flags(sk[1] || 1),
  991. exclude: flags(sk[2]),
  992. });
  993. outArr.push({
  994. count: sk[3],
  995. to: flags(sk[4] || 1),
  996. exclude: flags(sk[5]),
  997. });
  998. }
  999. }
  1000. return outArr;
  1001. }
  1002. function generateOrbs_Addition(card)
  1003. {
  1004. const gens = generateOrbsParse(card);
  1005. const searchTypeArray = [141, 208];
  1006. const skill = getCardActiveSkill(card, searchTypeArray);
  1007. if (!skill) return;
  1008. const sk = skill.params;
  1009. const fragment = document.createDocumentFragment();
  1010. for (const gen of gens)
  1011. {
  1012. fragment.appendChild(createOrbsList(gen.to));
  1013. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1014. }
  1015. return fragment;
  1016. }
  1017. function lock_Addition(card)
  1018. {
  1019. const searchTypeArray = [152];
  1020. const skill = getCardActiveSkill(card, searchTypeArray);
  1021. if (!skill) return;
  1022. const sk = skill.params;
  1023. const fragment = document.createDocumentFragment();
  1024. fragment.appendChild(document.createTextNode(`锁`));
  1025. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1026. return fragment;
  1027. }
  1028. function dropLock_Addition(card)
  1029. {
  1030. const searchTypeArray = [205];
  1031. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1032. if (!skill) return;
  1033. const sk = skill.params;
  1034. const fragment = document.createDocumentFragment();
  1035. fragment.appendChild(document.createTextNode(`掉锁`));
  1036. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1037. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1038. return fragment;
  1039. }
  1040. function dropOrb_Addition(card)
  1041. {
  1042. const searchTypeArray = [126];
  1043. const skill = getCardActiveSkill(card, searchTypeArray);
  1044. if (!skill) return;
  1045. const sk = skill.params;
  1046. const colors = flags(sk[0]);
  1047. const fragment = document.createDocumentFragment();
  1048. fragment.appendChild(createOrbsList(colors));
  1049. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1050. return fragment;
  1051. }
  1052. function generateColumnOrbs_Addition(card)
  1053. {
  1054. const searchTypeArray = [127];
  1055. const skill = getCardActiveSkill(card, searchTypeArray);
  1056. if (!skill) return;
  1057. const sk = skill.params;
  1058. const colors = [];
  1059. for (let ai=0;ai<sk.length;ai+=2)
  1060. {
  1061. colors.push(flags(sk[ai+1]));
  1062. }
  1063. const fragment = document.createDocumentFragment();
  1064. fragment.appendChild(document.createTextNode(`竖`));
  1065. fragment.appendChild(createOrbsList(colors.flat()));
  1066. return fragment;
  1067. }
  1068. function generateRowOrbs_Addition(card)
  1069. {
  1070. const searchTypeArray = [128];
  1071. const skill = getCardActiveSkill(card, searchTypeArray);
  1072. if (!skill) return;
  1073. const sk = skill.params;
  1074. const colors = [];
  1075. for (let ai=0;ai<sk.length;ai+=2)
  1076. {
  1077. colors.push(flags(sk[ai+1]));
  1078. }
  1079. const fragment = document.createDocumentFragment();
  1080. fragment.appendChild(document.createTextNode(`横`));
  1081. fragment.appendChild(createOrbsList(colors.flat()));
  1082. return fragment;
  1083. }
  1084. function numericalATK_Addition(card)
  1085. {
  1086. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1087. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1088. const skill = getCardActiveSkill(card, searchTypeArray);
  1089. if (!skill) return;
  1090. //const sk = skill.params;
  1091. const colors = [getCannonAttr(skill)];
  1092. const fragment = document.createDocumentFragment();
  1093. fragment.append(`射`);
  1094. fragment.append(createOrbsList(colors));
  1095. if (typeArray_Rate.includes(skill.type)) {
  1096. function getNumber(skill){
  1097. const sk = skill.params;
  1098. switch(skill.type)
  1099. {
  1100. case 0:
  1101. case 37:
  1102. case 58:
  1103. case 59:
  1104. case 84:
  1105. case 85:
  1106. case 115:
  1107. return sk[1];
  1108. case 2:
  1109. case 35:
  1110. return sk[0];
  1111. default:
  1112. return 0;
  1113. }
  1114. }
  1115. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1116. }
  1117. return fragment;
  1118. }
  1119. function memberATK_Addition(card)
  1120. {
  1121. const searchTypeArray = [230];
  1122. const skill = getCardActiveSkill(card, searchTypeArray);
  1123. if (!skill) return;
  1124. const sk = skill.params;
  1125. const fragment = document.createDocumentFragment();
  1126. const ul = fragment.appendChild(document.createElement("ul"));
  1127. ul.className = "team-flags";
  1128. for (let i = 0; i<6; i++) {
  1129. const li = ul.appendChild(document.createElement("li"));
  1130. li.className = "team-member-icon";
  1131. }
  1132. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1133. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1134. let str = '';
  1135. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1136. fragment.appendChild(document.createTextNode(str));
  1137. return fragment;
  1138. }
  1139. function dixedDamage_Addition(card)
  1140. {
  1141. const searchTypeArray = [55, 188, 56];
  1142. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1143. if (!skills.length) return;
  1144. const skill = skills[0];
  1145. const sk = skill.params;
  1146. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1147. }
  1148. function gravity_Addition(card)
  1149. {
  1150. const searchTypeArray = [6, 161];
  1151. const skill = getCardActiveSkill(card, searchTypeArray);
  1152. if (!skill) return;
  1153. const sk = skill.params;
  1154. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1155. }
  1156. function healImmediately_Rate(card)
  1157. {
  1158. const searchTypeArray = [7, //自身回复力
  1159. 8, //固定点数
  1160. 35,115, //吸血
  1161. 117
  1162. ];
  1163. const skills = getCardActiveSkills(card, searchTypeArray);
  1164. const outObj = {
  1165. vampire: 0,
  1166. selfRcv: 0,
  1167. const: 0,
  1168. scale: 0,
  1169. };
  1170. if (!skills.length) return outObj;
  1171. skills.forEach(skill=>{
  1172. const sk = skill.params;
  1173. if (skill.type == 7)
  1174. {
  1175. outObj.selfRcv += sk[0];
  1176. }
  1177. else if(skill.type == 8)
  1178. {
  1179. outObj.const += sk[0];
  1180. }
  1181. else if(skill.type == 35)
  1182. {
  1183. outObj.vampire += sk[1];
  1184. }
  1185. else if(skill.type == 115)
  1186. {
  1187. outObj.vampire += sk[2];
  1188. }
  1189. else if(skill.type == 117)
  1190. {
  1191. outObj.selfRcv += sk[1] || 0;
  1192. outObj.const += sk[2] || 0;
  1193. outObj.scale += sk[3] || 0;
  1194. }
  1195. });
  1196. return outObj;
  1197. }
  1198. function atkBuff_Rate(card)
  1199. {
  1200. const searchTypeArray = [
  1201. 88,92, //类型的
  1202. 50,90, //属性的,要排除回复力
  1203. 156,168,231, //宝石姬
  1204. 228, //属性、类型数量
  1205. ];
  1206. const skills = getCardActiveSkills(card, searchTypeArray);
  1207. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1208. function atkBuffParse(skill) {
  1209. const outObj = {
  1210. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1211. types: [],
  1212. attrs: [],
  1213. awoken: [],
  1214. rate: 0,
  1215. turns: 0,
  1216. };
  1217. if (!skill) return outObj;
  1218. const sk = skill.params;
  1219. if (skill.type == 88 || skill.type == 92)
  1220. {
  1221. outObj.skilltype = 2;
  1222. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1223. outObj.turns = sk[0];
  1224. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1225. }
  1226. else if(skill.type == 50 || skill.type == 90)
  1227. {
  1228. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1229. if (!outObj.attrs.length) //去除回复力
  1230. return outObj;
  1231. outObj.skilltype = 2;
  1232. outObj.turns = sk[0];
  1233. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1234. }
  1235. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1236. || skill.type == 168)
  1237. {
  1238. outObj.skilltype = 1;
  1239. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1240. outObj.turns = sk[0];
  1241. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1242. }
  1243. else if(skill.type == 228 && sk[3] > 0)
  1244. {
  1245. outObj.skilltype = 1;
  1246. outObj.attrs = flags(sk[1]);
  1247. outObj.types = flags(sk[2]);
  1248. outObj.turns = sk[0];
  1249. outObj.rate = sk[3];
  1250. }
  1251. else if(skill.type == 231 && sk[6] > 0)
  1252. {
  1253. outObj.skilltype = 1;
  1254. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1255. outObj.turns = sk[0];
  1256. outObj.rate = sk[6];
  1257. }
  1258. return outObj;
  1259. }
  1260. }
  1261. function rcvBuff_Rate(card)
  1262. {
  1263. const searchTypeArray = [
  1264. 50,90,
  1265. 228, 231, //宝石姬
  1266. ];
  1267. const skills = getCardActiveSkills(card, searchTypeArray);
  1268. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1269. function rcvBuffParse(skill) {
  1270. const outObj = {
  1271. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1272. types: [],
  1273. attrs: [],
  1274. awoken: [],
  1275. rate: 0,
  1276. turns: 0,
  1277. };
  1278. if (!skill) return outObj;
  1279. const sk = skill.params;
  1280. if (skill.type == 228 && sk[4] > 0) {
  1281. outObj.skilltype = 1;
  1282. outObj.attrs = flags(sk[1]);
  1283. outObj.types = flags(sk[2]);
  1284. outObj.turns = sk[0];
  1285. outObj.rate = sk[4];
  1286. } else if (skill.type == 231 && sk[7] > 0) {
  1287. outObj.skilltype = 1;
  1288. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1289. outObj.turns = sk[0];
  1290. outObj.rate = sk[7];
  1291. } else if (skill.type == 50 || skill.type == 90) {
  1292. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1293. outObj.turns = sk[0];
  1294. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1295. }
  1296. return outObj;
  1297. }
  1298. }
  1299. function damageSelf_Rate(card)
  1300. {
  1301. const searchTypeArray = [84,85,86,87,195];
  1302. const skill = getCardActiveSkill(card, searchTypeArray);
  1303. if (!skill) return 0;
  1304. const sk = skill.params;
  1305. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1306. }
  1307. function changeEnemiesAttr_Attr(card)
  1308. {
  1309. const outObj = {
  1310. attr: null,
  1311. turns: 0
  1312. }
  1313. const searchTypeArray = [153, 224];
  1314. const skill = getCardActiveSkill(card, searchTypeArray);
  1315. if (!skill) return outObj;
  1316. const sk = skill.params;
  1317. if (skill.type == 153)
  1318. {
  1319. outObj.attr = sk[0];
  1320. }
  1321. else if (skill.type == 224)
  1322. {
  1323. outObj.attr = sk[1] || 0;
  1324. outObj.turns = sk[0];
  1325. }
  1326. return outObj;
  1327. }
  1328. //创建1个觉醒图标
  1329. function createAwokenIcon(awokenId)
  1330. {
  1331. const icon = document.createElement("icon");
  1332. icon.className ="awoken-icon";
  1333. icon.setAttribute("data-awoken-icon", awokenId);
  1334. return icon;
  1335. }
  1336. //产生一个觉醒列表
  1337. function creatAwokenList(awokens) {
  1338. const ul = document.createElement("ul");
  1339. ul.className = "awoken-ul";
  1340. awokens.forEach(ak=>{
  1341. const li = ul.appendChild(document.createElement("li"));
  1342. const icon = li.appendChild(createAwokenIcon(ak));
  1343. });
  1344. return ul;
  1345. }
  1346. //产生宝珠列表
  1347. function createOrbsList(orbs)
  1348. {
  1349. if (orbs == undefined) orbs = [0];
  1350. else if (!Array.isArray(orbs)) orbs = [orbs];
  1351. const ul = document.createElement("ul");
  1352. ul.className = "board";
  1353. orbs.forEach(orbType => {
  1354. const li = ul.appendChild(document.createElement("li"));
  1355. li.className = `orb-icon`;
  1356. li.setAttribute("data-orb-icon", orbType);
  1357. });
  1358. return ul;
  1359. }
  1360. //产生类型列表
  1361. function createTypesList(types)
  1362. {
  1363. if (types == undefined) types = [0];
  1364. else if (!Array.isArray(types)) types = [types];
  1365. const ul = document.createElement("ul");
  1366. ul.className = "types-ul";
  1367. types.forEach(type => {
  1368. const li = ul.appendChild(document.createElement("li"));
  1369. li.className = `type-icon`;
  1370. li.setAttribute("data-type-icon", type);
  1371. });
  1372. return ul;
  1373. }
  1374. const functions = [
  1375. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1376. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1377. ]},
  1378. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1379. {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)"},
  1380. function:cards=>{
  1381. const searchTypeArray = [173];
  1382. return cards.filter(card=>{
  1383. const skill = getCardActiveSkill(card, searchTypeArray);
  1384. return skill && skill.params[1];
  1385. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1386. },addition:voidsAbsorption_Addition},
  1387. /*{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)"},
  1388. function:cards=>{
  1389. const searchTypeArray = [173];
  1390. return cards.filter(card=>{
  1391. const skill = getCardActiveSkill(card, searchTypeArray);
  1392. return skill && skill.params[2];
  1393. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1394. },addition:voidsAbsorption_Addition},*/
  1395. {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)"},
  1396. function:cards=>{
  1397. const searchTypeArray = [173];
  1398. return cards.filter(card=>{
  1399. const skill = getCardActiveSkill(card, searchTypeArray);
  1400. return skill && skill.params[3];
  1401. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1402. },addition:voidsAbsorption_Addition},
  1403. {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)"},
  1404. function:cards=>{
  1405. const searchTypeArray = [173];
  1406. return cards.filter(card=>{
  1407. const skill = getCardActiveSkill(card, searchTypeArray);
  1408. return skill && skill.params[1] && skill.params[3];
  1409. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1410. },addition:voidsAbsorption_Addition},
  1411. {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)"},
  1412. function:cards=>{
  1413. const searchTypeArray = [191];
  1414. return cards.filter(card=>{
  1415. const skill = getCardActiveSkill(card, searchTypeArray);
  1416. return skill;
  1417. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1418. },
  1419. addition:card=>{
  1420. const searchTypeArray = [191];
  1421. const skill = getCardActiveSkill(card, searchTypeArray);
  1422. if (!skill) return;
  1423. const sk = skill.params;
  1424. return document.createTextNode(`破贯×${sk[0]}T`);
  1425. }
  1426. },
  1427. ]},
  1428. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1429. {
  1430. 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)"},
  1431. function:cards=>{
  1432. return cards.filter(card=>{
  1433. const turns = unbind_Turns(card);
  1434. return turns.normal > 0;
  1435. }).sort((a,b)=>{
  1436. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1437. let a_pC = a_s.normal, b_pC = b_s.normal;
  1438. return a_pC - b_pC;
  1439. });
  1440. },
  1441. addition:unbind_Addition
  1442. },
  1443. {
  1444. 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)"},
  1445. function:cards=>{
  1446. return cards.filter(card=>{
  1447. const turns = unbind_Turns(card);
  1448. return turns.awoken > 0;
  1449. }).sort((a,b)=>{
  1450. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1451. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1452. return a_pC - b_pC;
  1453. });
  1454. },
  1455. addition:unbind_Addition
  1456. },
  1457. {
  1458. 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)"},
  1459. function:cards=>{
  1460. return cards.filter(card=>{
  1461. const turns = unbind_Turns(card);
  1462. return turns.normal && turns.awoken > 0;
  1463. }).sort((a,b)=>{
  1464. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1465. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1466. return a_pC - b_pC;
  1467. });
  1468. },
  1469. addition:unbind_Addition
  1470. },
  1471. {
  1472. 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)"},
  1473. function:cards=>{
  1474. const searchTypeArray = [196];
  1475. return cards.filter(card=>{
  1476. const skill = getCardActiveSkill(card, searchTypeArray);
  1477. return skill;
  1478. }).sort((a,b)=>{
  1479. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1480. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1481. return a_pC - b_pC;
  1482. })
  1483. },
  1484. addition:card=>{
  1485. const searchTypeArray = [196];
  1486. const skill = getCardActiveSkill(card, searchTypeArray);
  1487. if (!skill) return;
  1488. const sk = skill.params;
  1489. const value = sk[0];
  1490. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1491. }
  1492. },
  1493. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1494. function:cards=>cards.filter(card=>{
  1495. const searchTypeArray = [215];
  1496. const skill = getCardActiveSkill(card, searchTypeArray);
  1497. return skill;
  1498. }),
  1499. addition:card=>{
  1500. const searchTypeArray = [215];
  1501. const skill = getCardActiveSkill(card, searchTypeArray);
  1502. if (!skill) return;
  1503. const sk = skill.params;
  1504. const fragment = document.createDocumentFragment();
  1505. fragment.appendChild(document.createTextNode(`自封`));
  1506. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1507. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1508. return fragment;
  1509. }
  1510. },
  1511. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1512. function:cards=>cards.filter(card=>{
  1513. const searchTypeArray = [214];
  1514. const skill = getCardActiveSkill(card, searchTypeArray);
  1515. return skill;
  1516. }),
  1517. addition:card=>{
  1518. const searchTypeArray = [214];
  1519. const skill = getCardActiveSkill(card, searchTypeArray);
  1520. if (!skill) return;
  1521. const sk = skill.params;
  1522. return document.createTextNode(`自封技${sk[0]}T`);
  1523. }
  1524. },
  1525. ]},
  1526. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1527. {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)"},
  1528. function:cards=>cards.filter(card=>{
  1529. const searchTypeArray = [156,168,228,231];
  1530. const skill = getCardActiveSkill(card, searchTypeArray);
  1531. return skill;
  1532. })
  1533. },
  1534. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1535. function:cards=>{
  1536. return cards.filter(card=>{
  1537. const atkbuff = rcvBuff_Rate(card);
  1538. return atkbuff.skilltype > 0;
  1539. }).sort((a,b)=>{
  1540. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1541. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1542. if (sortNum == 0)
  1543. sortNum = a_pC.rate - b_pC.rate;
  1544. if (sortNum == 0)
  1545. sortNum = a_pC.turns - b_pC.turns;
  1546. return sortNum;
  1547. });
  1548. },
  1549. addition:card=>{
  1550. const atkbuff = rcvBuff_Rate(card);
  1551. const fragment = document.createDocumentFragment();
  1552. fragment.appendChild(createOrbsList([5]));
  1553. if (atkbuff.skilltype == 0) return fragment;
  1554. if (atkbuff.skilltype == 1)
  1555. {
  1556. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1557. if (atkbuff.awoken.length)
  1558. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1559. if (atkbuff.attrs.length)
  1560. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1561. if (atkbuff.types.length)
  1562. fragment.appendChild(createTypesList(atkbuff.types));
  1563. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1564. }else if (atkbuff.skilltype == 2)
  1565. {
  1566. if (atkbuff.attrs.length)
  1567. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1568. if (atkbuff.types.length)
  1569. fragment.appendChild(createTypesList(atkbuff.types));
  1570. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1571. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1572. }
  1573. return fragment;
  1574. }
  1575. },
  1576. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1577. function:cards=>{
  1578. return cards.filter(card=>{
  1579. const atkbuff = atkBuff_Rate(card);
  1580. return atkbuff.skilltype > 0;
  1581. }).sort((a,b)=>{
  1582. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1583. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1584. if (sortNum == 0)
  1585. sortNum = a_pC.rate - b_pC.rate;
  1586. if (sortNum == 0)
  1587. sortNum = a_pC.turns - b_pC.turns;
  1588. return sortNum;
  1589. });
  1590. },
  1591. addition:card=>{
  1592. const atkbuff = atkBuff_Rate(card);
  1593. const fragment = document.createDocumentFragment();
  1594. if (atkbuff.skilltype == 0) return fragment;
  1595. if (atkbuff.skilltype == 1)
  1596. {
  1597. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1598. if (atkbuff.awoken.length)
  1599. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1600. if (atkbuff.attrs.length)
  1601. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1602. if (atkbuff.types.length)
  1603. fragment.appendChild(createTypesList(atkbuff.types));
  1604. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1605. }else if (atkbuff.skilltype == 2)
  1606. {
  1607. if (atkbuff.attrs.length)
  1608. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1609. if (atkbuff.types.length)
  1610. fragment.appendChild(createTypesList(atkbuff.types));
  1611. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1612. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1613. }
  1614. return fragment;
  1615. }
  1616. },
  1617. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1618. function:cards=>{
  1619. const searchTypeArray = [132];
  1620. return cards.filter(card=>{
  1621. const skill = getCardActiveSkill(card, searchTypeArray);
  1622. return skill;
  1623. }).sort((a,b)=>{
  1624. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1625. //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
  1626. 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;
  1627. 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]);
  1628. });
  1629. },
  1630. addition:card=>{
  1631. const searchTypeArray = [132];
  1632. const skill = getCardActiveSkill(card, searchTypeArray);
  1633. if (!skill) return;
  1634. const sk = skill.params;
  1635. let str = "👆";
  1636. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1637. if (sk[2]) str += `x${sk[2]/100}`;
  1638. str += `x${sk[0]}T`;
  1639. return str;
  1640. }
  1641. },
  1642. {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)"},
  1643. function:cards=>{
  1644. const searchTypeArray = [184];
  1645. return cards.filter(card=>{
  1646. const skill = getCardActiveSkill(card, searchTypeArray);
  1647. return skill;
  1648. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1649. },
  1650. addition:card=>{
  1651. const searchTypeArray = [184];
  1652. const skill = getCardActiveSkill(card, searchTypeArray);
  1653. if (!skill) return;
  1654. const sk = skill.params;
  1655. return `无↓×${sk[0]}T`;
  1656. }
  1657. },
  1658. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1659. function:cards=>{
  1660. const searchTypeArray = [160];
  1661. return cards.filter(card=>{
  1662. const skill = getCardActiveSkill(card, searchTypeArray);
  1663. return skill;
  1664. }).sort((a,b)=>{
  1665. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1666. return a_s.params[1] - b_s.params[1];
  1667. });
  1668. },
  1669. addition:card=>{
  1670. const searchTypeArray = [160];
  1671. const skill = getCardActiveSkill(card, searchTypeArray);
  1672. if (!skill) return;
  1673. const sk = skill.params;
  1674. return `+${sk[1]}C×${sk[0]}T`;
  1675. }
  1676. },
  1677. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1678. function:cards=>{
  1679. const searchTypeArray = [3,156];
  1680. return cards.filter(card=>{
  1681. const skill = getCardActiveSkill(card, searchTypeArray);
  1682. if (!skill) return false;
  1683. if (skill.type == 156)
  1684. return skill.params[4]==3;
  1685. else
  1686. return true;
  1687. }).sort((a,b)=>{
  1688. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1689. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1690. if (!sortNum)
  1691. {
  1692. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1693. sortNum = a_pC - b_pC;
  1694. }
  1695. return sortNum;
  1696. });
  1697. },
  1698. addition:card=>{
  1699. const searchTypeArray = [3,156];
  1700. const skill = getCardActiveSkill(card, searchTypeArray);
  1701. if (!skill) return;
  1702. const sk = skill.params;
  1703. const fragment = document.createDocumentFragment();
  1704. if (skill.type == 156)
  1705. {
  1706. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1707. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1708. fragment.appendChild(creatAwokenList(awokenArr));
  1709. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1710. }else
  1711. {
  1712. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1713. }
  1714. return fragment;
  1715. }
  1716. },
  1717. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1718. function:cards=>{
  1719. const searchTypeArray = [3];
  1720. return cards.filter(card=>{
  1721. const skill = getCardActiveSkill(card, searchTypeArray);
  1722. return skill && skill.params[1]>=100;
  1723. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1724. },
  1725. addition:card=>{
  1726. const searchTypeArray = [3];
  1727. const skill = getCardActiveSkill(card, searchTypeArray);
  1728. if (!skill) return;
  1729. const sk = skill.params;
  1730. return `无敌×${sk[0]}T`;
  1731. }
  1732. },
  1733. {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)"},
  1734. function:cards=>{
  1735. const searchTypeArray = [21];
  1736. return cards.filter(card=>{
  1737. const skill = getCardActiveSkill(card, searchTypeArray);
  1738. return skill;
  1739. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1740. },
  1741. addition:card=>{
  1742. const searchTypeArray = [21];
  1743. const skill = getCardActiveSkill(card, searchTypeArray);
  1744. if (!skill) return;
  1745. const sk = skill.params;
  1746. const colors = [sk[1]];
  1747. const fragment = document.createDocumentFragment();
  1748. fragment.appendChild(document.createTextNode(`-`));
  1749. fragment.appendChild(createOrbsList(colors));
  1750. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1751. return fragment;
  1752. }
  1753. },
  1754. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1755. function:cards=>{
  1756. const searchTypeArray = [51];
  1757. return cards.filter(card=>{
  1758. const skill = getCardActiveSkill(card, searchTypeArray);
  1759. return skill;
  1760. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1761. },
  1762. addition:card=>{
  1763. const searchTypeArray = [51];
  1764. const skill = getCardActiveSkill(card, searchTypeArray);
  1765. if (!skill) return;
  1766. const sk = skill.params;
  1767. return `全体×${sk[0]}T`;
  1768. }
  1769. },
  1770. ]},
  1771. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1772. {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)"},
  1773. function:cards=>{
  1774. const searchTypeArray = [205];
  1775. return cards.filter(card=>{
  1776. const skill = getCardActiveSkill(card, searchTypeArray);
  1777. return skill;
  1778. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1779. },
  1780. addition:dropLock_Addition
  1781. },
  1782. {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)"},
  1783. function:cards=>{
  1784. const searchTypeArray = [205];
  1785. return cards.filter(card=>{
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. return skill && (skill.params[0] & 63) === 63;
  1788. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1789. },
  1790. addition:dropLock_Addition
  1791. },
  1792. {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)"},
  1793. function:cards=>{
  1794. const searchTypeArray = [180];
  1795. return cards.filter(card=>{
  1796. const skill = getCardActiveSkill(card, searchTypeArray);
  1797. return skill;
  1798. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1799. },
  1800. addition:card=>{
  1801. const searchTypeArray = [180];
  1802. const skill = getCardActiveSkill(card, searchTypeArray);
  1803. if (!skill) return;
  1804. const sk = skill.params;
  1805. return `${sk[1]}%×${sk[0]}T`;
  1806. }
  1807. },
  1808. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1809. function:cards=>cards.filter(card=>{
  1810. const searchTypeArray = [126];
  1811. const skill = getCardActiveSkill(card, searchTypeArray);
  1812. return skill;
  1813. }),
  1814. addition:dropOrb_Addition
  1815. },
  1816. {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)"},
  1817. function:cards=>cards.filter(card=>{
  1818. const searchTypeArray = [126];
  1819. const skill = getCardActiveSkill(card, searchTypeArray);
  1820. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1821. }),
  1822. addition:dropOrb_Addition
  1823. },
  1824. {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"},
  1825. function:cards=>cards.filter(card=>{
  1826. const searchTypeArray = [126];
  1827. const skill = getCardActiveSkill(card, searchTypeArray);
  1828. return skill && skill.params[1] >= 99;
  1829. }),
  1830. addition:dropOrb_Addition
  1831. },
  1832. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1833. function:cards=>cards.filter(card=>{
  1834. const searchTypeArray = [126];
  1835. const skill = getCardActiveSkill(card, searchTypeArray);
  1836. return skill && skill.params[3] == 100;
  1837. }),
  1838. addition:dropOrb_Addition
  1839. },
  1840. {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)"},
  1841. function:cards=>{
  1842. const searchTypeArray = [226];
  1843. return cards.filter(card=>{
  1844. const skill = getCardActiveSkill(card, searchTypeArray);
  1845. return skill;
  1846. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1847. },
  1848. addition:card=>{
  1849. const searchTypeArray = [226];
  1850. const skill = getCardActiveSkill(card, searchTypeArray);
  1851. if (!skill) return;
  1852. const sk = skill.params;
  1853. return `📌${sk[1]}%×${sk[0]}T`;
  1854. }
  1855. },
  1856. ]},
  1857. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1858. {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)"},
  1859. function:cards=>{
  1860. const searchTypeArray = [18];
  1861. return cards.filter(card=>{
  1862. const skill = getCardActiveSkill(card, searchTypeArray);
  1863. return skill;
  1864. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1865. },
  1866. addition:card=>{
  1867. const searchTypeArray = [18];
  1868. const skill = getCardActiveSkill(card, searchTypeArray);
  1869. if (!skill) return;
  1870. const sk = skill.params;
  1871. return document.createTextNode(`威吓×${sk[0]}T`);
  1872. }
  1873. },
  1874. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1875. function:cards=>{
  1876. const searchTypeArray = [19];
  1877. return cards.filter(card=>{
  1878. const skill = getCardActiveSkill(card, searchTypeArray);
  1879. return skill;
  1880. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1881. },
  1882. addition:card=>{
  1883. const searchTypeArray = [19];
  1884. const skill = getCardActiveSkill(card, searchTypeArray);
  1885. if (!skill) return;
  1886. const sk = skill.params;
  1887. return `破防${sk[1]}%`;
  1888. }
  1889. },
  1890. {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)"},
  1891. function:cards=>{
  1892. const searchTypeArray = [19];
  1893. return cards.filter(card=>{
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. return skill && skill.params[1]>=100;
  1896. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1897. },
  1898. addition:card=>{
  1899. const searchTypeArray = [19];
  1900. const skill = getCardActiveSkill(card, searchTypeArray);
  1901. if (!skill) return;
  1902. const sk = skill.params;
  1903. return `全破×${sk[0]}T`;
  1904. }
  1905. },
  1906. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1907. function:cards=>{
  1908. const searchTypeArray = [4];
  1909. return cards.filter(card=>{
  1910. const skill = getCardActiveSkill(card, searchTypeArray);
  1911. return skill;
  1912. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1913. },
  1914. addition:card=>{
  1915. const searchTypeArray = [4];
  1916. const skill = getCardActiveSkill(card, searchTypeArray);
  1917. if (!skill) return;
  1918. const sk = skill.params;
  1919. return `攻击力×${sk[0]/100}倍`;
  1920. }
  1921. },
  1922. {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)"},
  1923. function:cards=>{
  1924. return cards.filter(card=>{
  1925. return changeEnemiesAttr_Attr(card).attr != null;
  1926. }).sort((a,b)=>{
  1927. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1928. return a_pC.attr - b_pC.attr;
  1929. })
  1930. },
  1931. addition:card=>{
  1932. let change = changeEnemiesAttr_Attr(card);
  1933. const fragment = document.createDocumentFragment();
  1934. fragment.appendChild(document.createTextNode(`敌→`));
  1935. fragment.appendChild(createOrbsList(change.attr));
  1936. if (change.turns > 0)
  1937. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1938. return fragment;
  1939. }
  1940. },
  1941. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1942. function:cards=>{
  1943. const searchTypeArray = [60];
  1944. return cards.filter(card=>{
  1945. const skill = getCardActiveSkill(card, searchTypeArray);
  1946. return skill;
  1947. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1948. },
  1949. addition:card=>{
  1950. const searchTypeArray = [60];
  1951. const skill = getCardActiveSkill(card, searchTypeArray);
  1952. if (!skill) return;
  1953. const sk = skill.params;
  1954. const fragment = document.createDocumentFragment();
  1955. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1956. fragment.appendChild(createOrbsList(sk[2]));
  1957. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1958. return fragment;
  1959. }
  1960. },
  1961. ]},
  1962. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1963. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1964. function:cards=>{
  1965. const searchTypeArray = [146];
  1966. return cards.filter(card=>{
  1967. const skill = getCardActiveSkill(card, searchTypeArray);
  1968. return skill;
  1969. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1970. },
  1971. addition:card=>{
  1972. const searchTypeArray = [146];
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. if (!skill) return;
  1975. const sk = skill.params;
  1976. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1977. }
  1978. },
  1979. {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)"},
  1980. function:cards=>{
  1981. const searchTypeArray = [218];
  1982. return cards.filter(card=>{
  1983. const skill = getCardActiveSkill(card, searchTypeArray);
  1984. return skill;
  1985. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1986. },
  1987. addition:card=>{
  1988. const searchTypeArray = [218];
  1989. const skill = getCardActiveSkill(card, searchTypeArray);
  1990. if (!skill) return;
  1991. const sk = skill.params;
  1992. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1993. }
  1994. },
  1995. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1996. function:cards=>cards.filter(card=>{
  1997. const searchTypeArray = [93, 227];
  1998. const skill = getCardActiveSkill(card, searchTypeArray);
  1999. return skill;
  2000. })
  2001. },
  2002. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2003. function:cards=>{
  2004. const searchTypeArray = [241];
  2005. return cards.filter(card=>{
  2006. const skill = getCardActiveSkill(card, searchTypeArray);
  2007. return skill;
  2008. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  2009. },
  2010. addition:card=>{
  2011. const searchTypeArray = [241];
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. if (!skill) return;
  2014. const sk = skill.params;
  2015. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  2016. }
  2017. },
  2018. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2019. function:cards=>{
  2020. const searchTypeArray = [230];
  2021. return cards.filter(card=>{
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. return skill;
  2024. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2025. },
  2026. addition:memberATK_Addition
  2027. },
  2028. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  2029. function:cards=>{
  2030. const searchTypeArray = [230];
  2031. return cards.filter(card=>{
  2032. const skill = getCardActiveSkill(card, searchTypeArray);
  2033. return skill && Boolean(skill.params[1] & 1<<0);
  2034. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2035. },
  2036. addition:memberATK_Addition
  2037. },
  2038. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  2039. function:cards=>{
  2040. const searchTypeArray = [230];
  2041. return cards.filter(card=>{
  2042. const skill = getCardActiveSkill(card, searchTypeArray);
  2043. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2044. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2045. },
  2046. addition:memberATK_Addition
  2047. },
  2048. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  2049. function:cards=>{
  2050. const searchTypeArray = [230];
  2051. return cards.filter(card=>{
  2052. const skill = getCardActiveSkill(card, searchTypeArray);
  2053. return skill && Boolean(skill.params[1] & 1<<3);
  2054. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2055. },
  2056. addition:memberATK_Addition
  2057. },
  2058. {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)"},
  2059. function:cards=>{
  2060. const searchTypeArray = [142];
  2061. return cards.filter(card=>{
  2062. const skill = getCardActiveSkill(card, searchTypeArray);
  2063. return skill;
  2064. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2065. },
  2066. addition:card=>{
  2067. const searchTypeArray = [142];
  2068. const skill = getCardActiveSkill(card, searchTypeArray);
  2069. if (!skill) return;
  2070. const sk = skill.params;
  2071. const fragment = document.createDocumentFragment();
  2072. fragment.appendChild(document.createTextNode(`自→`));
  2073. fragment.appendChild(createOrbsList(sk[1]));
  2074. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2075. return fragment;
  2076. }
  2077. },
  2078. ]},
  2079. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2080. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2081. function:cards=>{
  2082. const searchTypeArray = [179];
  2083. return cards.filter(card=>{
  2084. const skill = getCardActiveSkill(card, searchTypeArray);
  2085. return skill;
  2086. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2087. },
  2088. addition:card=>{
  2089. const searchTypeArray = [179];
  2090. const skill = getCardActiveSkill(card, searchTypeArray);
  2091. if (!skill) return;
  2092. const sk = skill.params;
  2093. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2094. }
  2095. },
  2096. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2097. function:cards=>{
  2098. return cards.filter(card=>{
  2099. const heal = healImmediately_Rate(card);
  2100. return Object.values(heal).some(v=>v);
  2101. })
  2102. .sort((a,b)=>{
  2103. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2104. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2105. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2106. let sortNum = a_i - b_i;
  2107. if (!sortNum)
  2108. {
  2109. sortNum = a_vs[a_i] - b_vs[b_i];
  2110. }
  2111. return sortNum;
  2112. });
  2113. },
  2114. addition:card=>{
  2115. const heal = healImmediately_Rate(card);
  2116. let strArr = [];
  2117. if (heal.scale)
  2118. strArr.push(`${heal.scale}%最大HP`);
  2119. if (heal.const)
  2120. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2121. if (heal.selfRcv)
  2122. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2123. if (heal.vampire)
  2124. strArr.push(`${heal.vampire}%伤害`);
  2125. return strArr.join(',');
  2126. }
  2127. },
  2128. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2129. function:cards=>{
  2130. const searchTypeArray = [237];
  2131. return cards.filter(card=>{
  2132. const skill = getCardActiveSkill(card, searchTypeArray);
  2133. return skill;
  2134. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2135. },
  2136. addition:card=>{
  2137. const searchTypeArray = [237];
  2138. const skill = getCardActiveSkill(card, searchTypeArray);
  2139. if (!skill) return;
  2140. const sk = skill.params;
  2141. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2142. }
  2143. },
  2144. {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)"},
  2145. function:cards=>{
  2146. return cards.filter(card=>damageSelf_Rate(card)>0)
  2147. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2148. },
  2149. addition:card=>{
  2150. let rate = damageSelf_Rate(card);
  2151. if (rate < 100)
  2152. return `减少${rate}%`;
  2153. else
  2154. return `减少到1`;
  2155. }
  2156. },
  2157. ]},
  2158. {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: [
  2159. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2160. function:cards=>{
  2161. const searchTypeArray = [6, 161];
  2162. return cards.filter(card=>{
  2163. const skill = getCardActiveSkill(card, searchTypeArray);
  2164. return skill;
  2165. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2166. },
  2167. addition: gravity_Addition
  2168. },
  2169. {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)"},
  2170. function:cards=>{
  2171. const searchTypeArray = [6];
  2172. return cards.filter(card=>{
  2173. const skill = getCardActiveSkill(card, searchTypeArray);
  2174. return skill;
  2175. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2176. },
  2177. addition: gravity_Addition
  2178. },
  2179. {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)"},
  2180. function:cards=>{
  2181. const searchTypeArray = [161];
  2182. return cards.filter(card=>{
  2183. const skill = getCardActiveSkill(card, searchTypeArray);
  2184. return skill;
  2185. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2186. },
  2187. addition: gravity_Addition
  2188. },
  2189. ]},
  2190. {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: [
  2191. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2192. function:cards=>{
  2193. const searchTypeArray = [55,188,56];
  2194. return cards.filter(card=>{
  2195. const skill = getCardActiveSkill(card, searchTypeArray);
  2196. return skill;
  2197. }).sort((a,b)=>{
  2198. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2199. 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);
  2200. return a_pC - b_pC;
  2201. });
  2202. },
  2203. addition:dixedDamage_Addition
  2204. },
  2205. {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)"},
  2206. function:cards=>{
  2207. const searchTypeArray = [55,188];
  2208. return cards.filter(card=>{
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. return skill;
  2211. }).sort((a,b)=>{
  2212. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2213. 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);
  2214. return a_pC - b_pC;
  2215. });
  2216. },
  2217. addition:dixedDamage_Addition
  2218. },
  2219. {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)"},
  2220. function:cards=>{
  2221. const searchTypeArray = [56];
  2222. return cards.filter(card=>{
  2223. const skill = getCardActiveSkill(card, searchTypeArray);
  2224. return skill;
  2225. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2226. },
  2227. addition:dixedDamage_Addition
  2228. },
  2229. ]},
  2230. {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: [
  2231. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2232. function:cards=>cards.filter(card=>{
  2233. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2234. function isSingle(skill)
  2235. {
  2236. if (skill.type == 110)
  2237. return Boolean(skill.params[0]);
  2238. else if (skill.type == 144)
  2239. return Boolean(skill.params[2]);
  2240. else
  2241. return true;
  2242. }
  2243. const skill = getCardActiveSkill(card, searchTypeArray);
  2244. return skill && isSingle(skill);
  2245. }),
  2246. addition: numericalATK_Addition
  2247. },
  2248. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2249. function:cards=>cards.filter(card=>{
  2250. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2251. function isAll(skill)
  2252. {
  2253. if (skill.type == 110)
  2254. return !Boolean(skill.params[0]);
  2255. else if (skill.type == 144)
  2256. return !Boolean(skill.params[2]);
  2257. else
  2258. return true;
  2259. }
  2260. const skill = getCardActiveSkill(card, searchTypeArray);
  2261. return skill && skill.id!=0 && isAll(skill);
  2262. }),
  2263. addition: numericalATK_Addition
  2264. },
  2265. {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"},
  2266. function:cards=>cards.filter(card=>{
  2267. const searchTypeArray = [42];
  2268. const skill = getCardActiveSkill(card, searchTypeArray);
  2269. return skill;
  2270. })
  2271. },
  2272. {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"},
  2273. function:cards=>cards.filter(card=>{
  2274. const searchTypeArray = [2,35];
  2275. const skill = getCardActiveSkill(card, searchTypeArray);
  2276. return skill;
  2277. })
  2278. },
  2279. {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)"},
  2280. function:cards=>cards.filter(card=>{
  2281. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2282. const skill = getCardActiveSkill(card, searchTypeArray);
  2283. return skill && skill.id!=0;
  2284. }).sort((a,b)=>{
  2285. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2286. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2287. function getNumber(skill)
  2288. {
  2289. const sk = skill.params;
  2290. switch(skill.type)
  2291. {
  2292. case 0:
  2293. case 37:
  2294. case 58:
  2295. case 59:
  2296. case 84:
  2297. case 85:
  2298. case 115:
  2299. return sk[1];
  2300. case 2:
  2301. case 35:
  2302. return sk[0];
  2303. default:
  2304. return 0;
  2305. }
  2306. }
  2307. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2308. return a_pC - b_pC;
  2309. }),
  2310. addition: numericalATK_Addition
  2311. },
  2312. {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)"},
  2313. function:cards=>cards.filter(card=>{
  2314. const searchTypeArray = [1,42,86,87];
  2315. const skill = getCardActiveSkill(card, searchTypeArray);
  2316. return skill;
  2317. }).sort((a,b)=>{
  2318. const searchTypeArray = [1,42,86,87];
  2319. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2320. function getNumber(skill)
  2321. {
  2322. const sk = skill.params;
  2323. switch(skill.type)
  2324. {
  2325. case 1:
  2326. case 86:
  2327. case 87:
  2328. return sk[1];
  2329. case 42:
  2330. return sk[2];
  2331. default:
  2332. return 0;
  2333. }
  2334. }
  2335. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2336. return a_pC - b_pC;
  2337. }),
  2338. addition: numericalATK_Addition
  2339. },
  2340. {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)"},
  2341. function:cards=>{
  2342. const searchTypeArray = [110];
  2343. return cards.filter(card=>{
  2344. const skill = getCardActiveSkill(card, searchTypeArray);
  2345. return skill;
  2346. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2347. },
  2348. addition: numericalATK_Addition
  2349. },
  2350. {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)"},
  2351. function:cards=>{
  2352. const searchTypeArray = [143];
  2353. return cards.filter(card=>{
  2354. const skill = getCardActiveSkill(card, searchTypeArray);
  2355. return skill;
  2356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2357. },
  2358. addition: numericalATK_Addition
  2359. },
  2360. {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)"},
  2361. function:cards=>{
  2362. const searchTypeArray = [144];
  2363. return cards.filter(card=>{
  2364. const skill = getCardActiveSkill(card, searchTypeArray);
  2365. return skill;
  2366. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2367. },
  2368. addition: numericalATK_Addition
  2369. },
  2370. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2371. function:cards=>cards.filter(card=>{
  2372. const searchTypeArray = [35,115];
  2373. const skill = getCardActiveSkill(card, searchTypeArray);
  2374. return skill;
  2375. })
  2376. },
  2377. ]},
  2378. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2379. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2380. function:cards=>cards.filter(card=>{
  2381. const searchTypeArray = [10];
  2382. const skill = getCardActiveSkill(card, searchTypeArray);
  2383. return skill;
  2384. })
  2385. },
  2386. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2387. function:cards=>{
  2388. const searchTypeArray = [207];
  2389. return cards.filter(card=>{
  2390. const skill = getCardActiveSkill(card, searchTypeArray);
  2391. return skill;
  2392. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2393. },
  2394. addition:card=>{
  2395. const searchTypeArray = [207];
  2396. const skill = getCardActiveSkill(card, searchTypeArray);
  2397. if (!skill) return;
  2398. const sk = skill.params;
  2399. if (sk[7])
  2400. return `${sk[7]}个×${sk[0]}T`;
  2401. else
  2402. return `特殊形状×${sk[0]}T`;
  2403. }
  2404. },
  2405. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2406. function:cards=>{
  2407. const searchTypeArray = [238];
  2408. return cards.filter(card=>{
  2409. const skill = getCardActiveSkill(card, searchTypeArray);
  2410. return skill;
  2411. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2412. },
  2413. addition:card=>{
  2414. const searchTypeArray = [238];
  2415. const skill = getCardActiveSkill(card, searchTypeArray);
  2416. if (!skill) return;
  2417. const sk = skill.params;
  2418. return `${sk[1]}个×${sk[0]}T`;
  2419. }
  2420. },
  2421. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2422. function:cards=>{
  2423. const searchTypeArray = [239];
  2424. return cards.filter(card=>{
  2425. const skill = getCardActiveSkill(card, searchTypeArray);
  2426. return skill;
  2427. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2428. },
  2429. addition:card=>{
  2430. const searchTypeArray = [239];
  2431. const skill = getCardActiveSkill(card, searchTypeArray);
  2432. if (!skill) return;
  2433. const sk = skill.params;
  2434. const colums = flags(sk[1]), rows = flags(sk[2]);
  2435. const fragment = document.createDocumentFragment();
  2436. if (colums.length)
  2437. fragment.append(`${colums.length}竖`);
  2438. if (rows.length)
  2439. fragment.append(`${rows.length}横`);
  2440. fragment.append(`×${sk[0]}T`);
  2441. return fragment;
  2442. }
  2443. },
  2444. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2445. function:cards=>{
  2446. const searchTypeArray = [244];
  2447. return cards.filter(card=>{
  2448. const skill = getCardActiveSkill(card, searchTypeArray);
  2449. return skill;
  2450. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2451. },
  2452. addition:card=>{
  2453. const searchTypeArray = [244];
  2454. const skill = getCardActiveSkill(card, searchTypeArray);
  2455. if (!skill) return;
  2456. const sk = skill.params;
  2457. if (sk[1])
  2458. return `[7×6]×${sk[0]}T`;
  2459. else
  2460. return `[6×5]×${sk[0]}T`;
  2461. }
  2462. },
  2463. ]},
  2464. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2465. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2466. function:cards=>cards.filter(card=>{
  2467. const searchTypeArray = [172];
  2468. const skill = getCardActiveSkill(card, searchTypeArray);
  2469. return skill;
  2470. })
  2471. },
  2472. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2473. function:cards=>cards.filter(card=>{
  2474. const searchTypeArray = [152];
  2475. const skill = getCardActiveSkill(card, searchTypeArray);
  2476. return skill;
  2477. }),
  2478. addition:lock_Addition
  2479. },
  2480. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2481. function:cards=>cards.filter(card=>{
  2482. const searchTypeArray = [152];
  2483. const skill = getCardActiveSkill(card, searchTypeArray);
  2484. return skill && (skill.params[0] & 63) === 63;
  2485. }),
  2486. addition:lock_Addition
  2487. },
  2488. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2489. function:cards=>{
  2490. const searchTypeArray = [52,91,140];
  2491. return cards.filter(card=>{
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. return skill;
  2494. });
  2495. },
  2496. addition:card=>{
  2497. const searchTypeArray = [52,91,140];
  2498. const skill = getCardActiveSkill(card, searchTypeArray);
  2499. if (!skill) return;
  2500. const sk = skill.params;
  2501. let attrs = [];
  2502. switch (skill.type)
  2503. {
  2504. case 52:{
  2505. attrs.push(sk[0]); break;
  2506. }
  2507. case 91:{
  2508. attrs = sk.slice(0,-1); break;
  2509. }
  2510. case 140:{
  2511. attrs = flags(sk[0]); break;
  2512. }
  2513. }
  2514. const fragment = document.createDocumentFragment();
  2515. fragment.appendChild(document.createTextNode(`强化`));
  2516. fragment.appendChild(createOrbsList(attrs));
  2517. return fragment;
  2518. }
  2519. },
  2520. ]},
  2521. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2522. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2523. function:cards=>cards.filter(card=>{
  2524. const searchTypeArray = [71];
  2525. const skill = getCardActiveSkill(card, searchTypeArray);
  2526. return skill;
  2527. }),
  2528. addition:boardChange_Addition
  2529. },
  2530. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2531. function:cards=>cards.filter(card=>{
  2532. const searchTypeArray = [71];
  2533. const skill = getCardActiveSkill(card, searchTypeArray);
  2534. return boardChange_ColorTypes(skill).length == 1;
  2535. }),
  2536. addition:boardChange_Addition
  2537. },
  2538. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2539. function:cards=>cards.filter(card=>{
  2540. const searchTypeArray = [71];
  2541. const skill = getCardActiveSkill(card, searchTypeArray);
  2542. return boardChange_ColorTypes(skill).length == 2;
  2543. }),
  2544. addition:boardChange_Addition
  2545. },
  2546. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2547. function:cards=>cards.filter(card=>{
  2548. const searchTypeArray = [71];
  2549. const skill = getCardActiveSkill(card, searchTypeArray);
  2550. return boardChange_ColorTypes(skill).length == 3;
  2551. }),
  2552. addition:boardChange_Addition
  2553. },
  2554. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2555. function:cards=>cards.filter(card=>{
  2556. const searchTypeArray = [71];
  2557. const skill = getCardActiveSkill(card, searchTypeArray);
  2558. return boardChange_ColorTypes(skill).length == 4;
  2559. }),
  2560. addition:boardChange_Addition
  2561. },
  2562. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2563. function:cards=>cards.filter(card=>{
  2564. const searchTypeArray = [71];
  2565. const skill = getCardActiveSkill(card, searchTypeArray);
  2566. return boardChange_ColorTypes(skill).length == 5;
  2567. }),
  2568. addition:boardChange_Addition
  2569. },
  2570. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2571. function:cards=>cards.filter(card=>{
  2572. const searchTypeArray = [71];
  2573. const skill = getCardActiveSkill(card, searchTypeArray);
  2574. return boardChange_ColorTypes(skill).length >= 6;
  2575. }),
  2576. addition:boardChange_Addition
  2577. },
  2578. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2579. function:cards=>cards.filter(card=>{
  2580. const searchTypeArray = [71];
  2581. const skill = getCardActiveSkill(card, searchTypeArray);
  2582. return boardChange_ColorTypes(skill).includes(0);
  2583. }),
  2584. addition:boardChange_Addition
  2585. },
  2586. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2587. function:cards=>cards.filter(card=>{
  2588. const searchTypeArray = [71];
  2589. const skill = getCardActiveSkill(card, searchTypeArray);
  2590. return boardChange_ColorTypes(skill).includes(1);
  2591. }),
  2592. addition:boardChange_Addition
  2593. },
  2594. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2595. function:cards=>cards.filter(card=>{
  2596. const searchTypeArray = [71];
  2597. const skill = getCardActiveSkill(card, searchTypeArray);
  2598. return boardChange_ColorTypes(skill).includes(2);
  2599. }),
  2600. addition:boardChange_Addition
  2601. },
  2602. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2603. function:cards=>cards.filter(card=>{
  2604. const searchTypeArray = [71];
  2605. const skill = getCardActiveSkill(card, searchTypeArray);
  2606. return boardChange_ColorTypes(skill).includes(3);
  2607. }),
  2608. addition:boardChange_Addition
  2609. },
  2610. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2611. function:cards=>cards.filter(card=>{
  2612. const searchTypeArray = [71];
  2613. const skill = getCardActiveSkill(card, searchTypeArray);
  2614. return boardChange_ColorTypes(skill).includes(4);
  2615. }),
  2616. addition:boardChange_Addition
  2617. },
  2618. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2619. function:cards=>cards.filter(card=>{
  2620. const searchTypeArray = [71];
  2621. const skill = getCardActiveSkill(card, searchTypeArray);
  2622. return boardChange_ColorTypes(skill).includes(5);
  2623. }),
  2624. addition:boardChange_Addition
  2625. },
  2626. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2627. function:cards=>cards.filter(card=>{
  2628. const searchTypeArray = [71];
  2629. const skill = getCardActiveSkill(card, searchTypeArray);
  2630. const colors = boardChange_ColorTypes(skill);
  2631. return colors.includes(6)
  2632. || colors.includes(7)
  2633. || colors.includes(8)
  2634. || colors.includes(9);
  2635. }),
  2636. addition:boardChange_Addition
  2637. },
  2638. ]},
  2639. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2640. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2641. function:cards=>cards.filter(card=>{
  2642. const searchTypeArray = [9,20,154];
  2643. const skills = getCardActiveSkills(card, searchTypeArray);
  2644. if (!skills.length) return false;
  2645. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2646. return parsedSkills.some(p=>p.to.includes(0));
  2647. }),
  2648. addition:changeOrbs_Addition
  2649. },
  2650. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2651. function:cards=>cards.filter(card=>{
  2652. const searchTypeArray = [9,20,154];
  2653. const skills = getCardActiveSkills(card, searchTypeArray);
  2654. if (!skills.length) return false;
  2655. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2656. return parsedSkills.some(p=>p.to.includes(1));
  2657. }),
  2658. addition:changeOrbs_Addition
  2659. },
  2660. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2661. function:cards=>cards.filter(card=>{
  2662. const searchTypeArray = [9,20,154];
  2663. const skills = getCardActiveSkills(card, searchTypeArray);
  2664. if (!skills.length) return false;
  2665. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2666. return parsedSkills.some(p=>p.to.includes(2));
  2667. }),
  2668. addition:changeOrbs_Addition
  2669. },
  2670. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2671. function:cards=>cards.filter(card=>{
  2672. const searchTypeArray = [9,20,154];
  2673. const skills = getCardActiveSkills(card, searchTypeArray);
  2674. if (!skills.length) return false;
  2675. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2676. return parsedSkills.some(p=>p.to.includes(3));
  2677. }),
  2678. addition:changeOrbs_Addition
  2679. },
  2680. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2681. function:cards=>cards.filter(card=>{
  2682. const searchTypeArray = [9,20,154];
  2683. const skills = getCardActiveSkills(card, searchTypeArray);
  2684. if (!skills.length) return false;
  2685. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2686. return parsedSkills.some(p=>p.to.includes(4));
  2687. }),
  2688. addition:changeOrbs_Addition
  2689. },
  2690. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2691. function:cards=>cards.filter(card=>{
  2692. const searchTypeArray = [9,20,154];
  2693. const skills = getCardActiveSkills(card, searchTypeArray);
  2694. if (!skills.length) return false;
  2695. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2696. return parsedSkills.some(p=>p.to.includes(5));
  2697. }),
  2698. addition:changeOrbs_Addition
  2699. },
  2700. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2701. function:cards=>cards.filter(card=>{
  2702. const searchTypeArray = [9,20,154];
  2703. const skills = getCardActiveSkills(card, searchTypeArray);
  2704. if (!skills.length) return false;
  2705. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2706. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2707. }),
  2708. addition:changeOrbs_Addition
  2709. },
  2710. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2711. function:cards=>cards.filter(card=>{
  2712. const searchTypeArray = [9,20,154];
  2713. const skills = getCardActiveSkills(card, searchTypeArray);
  2714. if (!skills.length) return false;
  2715. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2716. return parsedSkills.some(p=>p.from.includes(0));
  2717. }),
  2718. addition:changeOrbs_Addition
  2719. },
  2720. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2721. function:cards=>cards.filter(card=>{
  2722. const searchTypeArray = [9,20,154];
  2723. const skills = getCardActiveSkills(card, searchTypeArray);
  2724. if (!skills.length) return false;
  2725. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2726. return parsedSkills.some(p=>p.from.includes(1));
  2727. }),
  2728. addition:changeOrbs_Addition
  2729. },
  2730. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2731. function:cards=>cards.filter(card=>{
  2732. const searchTypeArray = [9,20,154];
  2733. const skills = getCardActiveSkills(card, searchTypeArray);
  2734. if (!skills.length) return false;
  2735. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2736. return parsedSkills.some(p=>p.from.includes(2));
  2737. }),
  2738. addition:changeOrbs_Addition
  2739. },
  2740. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2741. function:cards=>cards.filter(card=>{
  2742. const searchTypeArray = [9,20,154];
  2743. const skills = getCardActiveSkills(card, searchTypeArray);
  2744. if (!skills.length) return false;
  2745. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2746. return parsedSkills.some(p=>p.from.includes(3));
  2747. }),
  2748. addition:changeOrbs_Addition
  2749. },
  2750. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2751. function:cards=>cards.filter(card=>{
  2752. const searchTypeArray = [9,20,154];
  2753. const skills = getCardActiveSkills(card, searchTypeArray);
  2754. if (!skills.length) return false;
  2755. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2756. return parsedSkills.some(p=>p.from.includes(4));
  2757. }),
  2758. addition:changeOrbs_Addition
  2759. },
  2760. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2761. function:cards=>cards.filter(card=>{
  2762. const searchTypeArray = [9,20,154];
  2763. const skills = getCardActiveSkills(card, searchTypeArray);
  2764. if (!skills.length) return false;
  2765. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2766. return parsedSkills.some(p=>p.from.includes(5));
  2767. }),
  2768. addition:changeOrbs_Addition
  2769. },
  2770. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2771. function:cards=>cards.filter(card=>{
  2772. const searchTypeArray = [9,20,154];
  2773. const skills = getCardActiveSkills(card, searchTypeArray);
  2774. if (!skills.length) return false;
  2775. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2776. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2777. }),
  2778. addition:changeOrbs_Addition
  2779. },
  2780. ]},
  2781. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2782. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2783. function:cards=>cards.filter(card=>{
  2784. function is30(sk)
  2785. {
  2786. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2787. }
  2788. const searchTypeArray = [141];
  2789. const skill = getCardActiveSkill(card, searchTypeArray);
  2790. return skill && is30(skill.params);
  2791. }),
  2792. addition:generateOrbs_Addition
  2793. },
  2794. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2795. function:cards=>cards.filter(card=>{
  2796. function is1515(sk)
  2797. {
  2798. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2799. }
  2800. const searchTypeArray = [141];
  2801. const skill = getCardActiveSkill(card, searchTypeArray);
  2802. return skill && is1515(skill.params);
  2803. }),
  2804. addition:generateOrbs_Addition
  2805. },
  2806. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2807. function:cards=>cards.filter(card=>{
  2808. const gens = generateOrbsParse(card);
  2809. return gens.some(gen=>gen.to.includes(0));
  2810. }),
  2811. addition:generateOrbs_Addition
  2812. },
  2813. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2814. function:cards=>cards.filter(card=>{
  2815. const gens = generateOrbsParse(card);
  2816. return gens.some(gen=>gen.to.includes(1));
  2817. }),
  2818. addition:generateOrbs_Addition
  2819. },
  2820. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2821. function:cards=>cards.filter(card=>{
  2822. const gens = generateOrbsParse(card);
  2823. return gens.some(gen=>gen.to.includes(2));
  2824. }),
  2825. addition:generateOrbs_Addition
  2826. },
  2827. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2828. function:cards=>cards.filter(card=>{
  2829. const gens = generateOrbsParse(card);
  2830. return gens.some(gen=>gen.to.includes(3));
  2831. }),
  2832. addition:generateOrbs_Addition
  2833. },
  2834. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2835. function:cards=>cards.filter(card=>{
  2836. const gens = generateOrbsParse(card);
  2837. return gens.some(gen=>gen.to.includes(4));
  2838. }),
  2839. addition:generateOrbs_Addition
  2840. },
  2841. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2842. function:cards=>cards.filter(card=>{
  2843. const gens = generateOrbsParse(card);
  2844. return gens.some(gen=>gen.to.includes(5));
  2845. }),
  2846. addition:generateOrbs_Addition
  2847. },
  2848. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2849. function:cards=>cards.filter(card=>{
  2850. const gens = generateOrbsParse(card);
  2851. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2852. }),
  2853. addition:generateOrbs_Addition
  2854. },
  2855. ]},
  2856. {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: [
  2857. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2858. function:cards=>cards.filter(card=>{
  2859. const searchTypeArray = [176];
  2860. const skill = getCardActiveSkill(card, searchTypeArray);
  2861. return skill;
  2862. })
  2863. },
  2864. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2865. function:cards=>cards.filter(card=>{
  2866. function is3x3(sk)
  2867. {
  2868. for (let si=0;si<3;si++)
  2869. {
  2870. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2871. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2872. (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)
  2873. (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)
  2874. )
  2875. return true;
  2876. }
  2877. return false;
  2878. }
  2879. const searchTypeArray = [176];
  2880. const skill = getCardActiveSkill(card, searchTypeArray);
  2881. return skill && is3x3(skill.params);
  2882. }),
  2883. addition:card=>{
  2884. const searchTypeArray = [176];
  2885. const skill = getCardActiveSkill(card, searchTypeArray);
  2886. if (!skill) return;
  2887. const sk = skill.params;
  2888. const fragment = document.createDocumentFragment();
  2889. fragment.appendChild(document.createTextNode(`3×3`));
  2890. fragment.appendChild(createOrbsList(sk[5]));
  2891. return fragment;
  2892. }
  2893. },
  2894. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2895. function:cards=>cards.filter(card=>{
  2896. const searchTypeArray = [127];
  2897. const skill = getCardActiveSkill(card, searchTypeArray);
  2898. return skill;
  2899. }),
  2900. addition:generateColumnOrbs_Addition
  2901. },
  2902. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2903. function:cards=>cards.filter(card=>{
  2904. function isHeart(sk)
  2905. {
  2906. for (let i=1;i<sk.length;i+=2)
  2907. {
  2908. if (sk[i] & 32)
  2909. {
  2910. return true;
  2911. }
  2912. }
  2913. }
  2914. const searchTypeArray = [127];
  2915. const skill = getCardActiveSkill(card, searchTypeArray);
  2916. return skill && isHeart(skill.params);
  2917. }),
  2918. addition:generateColumnOrbs_Addition
  2919. },
  2920. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2921. function:cards=>cards.filter(card=>{
  2922. const searchTypeArray = [128];
  2923. const skill = getCardActiveSkill(card, searchTypeArray);
  2924. return skill;
  2925. }),
  2926. addition:generateRowOrbs_Addition
  2927. },
  2928. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2929. function:cards=>cards.filter(card=>{
  2930. const searchTypeArray = [128];
  2931. const skill = getCardActiveSkill(card, searchTypeArray);
  2932. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2933. }),
  2934. addition:generateRowOrbs_Addition
  2935. },
  2936. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2937. function:cards=>cards.filter(card=>{
  2938. const searchTypeArray = [128];
  2939. const skill = getCardActiveSkill(card, searchTypeArray);
  2940. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2941. }),
  2942. addition:generateRowOrbs_Addition
  2943. },
  2944. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2945. function:cards=>cards.filter(card=>{
  2946. const searchTypeArray = [128];
  2947. const skill = getCardActiveSkill(card, searchTypeArray);
  2948. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2949. }),
  2950. addition:generateRowOrbs_Addition
  2951. },
  2952. {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)"},
  2953. function:cards=>cards.filter(card=>{
  2954. const searchTypeArray = [128,71,176];
  2955. function isRow(skill)
  2956. {
  2957. const sk = skill.params;
  2958. if (skill.type === 128) //普通横
  2959. {return true;}
  2960. else if (skill.type === 71) //花火
  2961. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2962. else if (skill.type === 176) //特殊形状
  2963. {
  2964. for (let si=0;si<5;si++)
  2965. {
  2966. if ((sk[si] & 63) === 63)
  2967. return true;
  2968. }
  2969. }
  2970. return false;
  2971. }
  2972. const skill = getCardActiveSkill(card, searchTypeArray);
  2973. return skill && isRow(skill);
  2974. })
  2975. },
  2976. ]},
  2977. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2978. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2979. function:cards=>cards.filter(card=>{
  2980. if (card.activeSkillId == 0) return false;
  2981. const skill = Skills[card.activeSkillId];
  2982. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2983. })
  2984. },
  2985. {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)"},
  2986. function:cards=>cards.filter(card=>{
  2987. if (card.activeSkillId == 0) return false;
  2988. const skill = Skills[card.activeSkillId];
  2989. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2990. let realCD = minCD;
  2991. const searchTypeArray = [14];
  2992. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2993. if (subSkill)
  2994. {
  2995. realCD -= subSkill.params[0] * 3;
  2996. }
  2997. return minCD > 1 && realCD <= 4;
  2998. })
  2999. },
  3000. {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)"},
  3001. function:cards=>{
  3002. const searchTypeArray = [5];
  3003. return cards.filter(card=>{
  3004. const skill = getCardActiveSkill(card, searchTypeArray);
  3005. return skill;
  3006. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3007. },
  3008. addition:card=>{
  3009. const searchTypeArray = [5];
  3010. const skill = getCardActiveSkill(card, searchTypeArray);
  3011. const value = skill.params[0];
  3012. return `时停${value}s`;
  3013. }
  3014. },
  3015. {
  3016. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3017. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3018. },
  3019. {
  3020. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3021. function:cards=>cards.filter(card=>{
  3022. let skType = Skills[card.activeSkillId].type;
  3023. return skType == 232 || skType == 233;
  3024. })
  3025. },
  3026. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3027. function:cards=>cards.filter(card=>{
  3028. const searchTypeArray = [225];
  3029. const skill = getCardActiveSkill(card, searchTypeArray);
  3030. return skill;
  3031. }),
  3032. addition:card=>{
  3033. const searchTypeArray = [225];
  3034. const skill = getCardActiveSkill(card, searchTypeArray);
  3035. if (!skill) return;
  3036. const sk = skill.params;
  3037. let strArr = [];
  3038. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3039. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3040. return `HP ${strArr.join(" ")}`;
  3041. }
  3042. },
  3043. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3044. function:cards=>cards.filter(card=>{
  3045. const searchTypeArray = [234];
  3046. const skill = getCardActiveSkill(card, searchTypeArray);
  3047. return skill;
  3048. }),
  3049. addition:card=>{
  3050. const searchTypeArray = [234];
  3051. const skill = getCardActiveSkill(card, searchTypeArray);
  3052. if (!skill) return;
  3053. const sk = skill.params;
  3054. let strArr = [];
  3055. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3056. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3057. return `层 ${strArr.join(" ")}`;
  3058. }
  3059. },
  3060. ]},
  3061. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3062. ]},
  3063. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3064. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3065. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3066. },
  3067. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3068. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3069. },
  3070. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3071. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3072. },
  3073. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3074. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3075. },
  3076. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3077. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3078. },
  3079. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3080. function:cards=>cards.filter(card=>{
  3081. const searchTypeArray = [151,209];
  3082. const skill = getCardLeaderSkill(card, searchTypeArray);
  3083. return skill;
  3084. })
  3085. },
  3086. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3087. function:cards=>cards.filter(card=>{
  3088. const searchTypeArray = [157];
  3089. const skill = getCardLeaderSkill(card, searchTypeArray);
  3090. return skill;
  3091. })
  3092. },
  3093. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3094. function:cards=>cards.filter(card=>{
  3095. const searchTypeArray = [177];
  3096. const skill = getCardLeaderSkill(card, searchTypeArray);
  3097. return skill;
  3098. })
  3099. },
  3100. ]},
  3101. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3102. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3103. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3104. },
  3105. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3106. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3107. },
  3108. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3109. function:cards=>cards.filter(card=>{
  3110. const searchTypeArray = [162,186];
  3111. const skill = getCardLeaderSkill(card, searchTypeArray);
  3112. return skill;
  3113. })
  3114. },
  3115. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3116. function:cards=>cards.filter(card=>{
  3117. const searchTypeArray = [163,177];
  3118. const skill = getCardLeaderSkill(card, searchTypeArray);
  3119. return skill;
  3120. })
  3121. },
  3122. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3123. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3124. },
  3125. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3126. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3127. },
  3128. {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)"},
  3129. function:cards=>{
  3130. const searchTypeArray = [158];
  3131. return cards.filter(card=>{
  3132. const skill = getCardLeaderSkill(card, searchTypeArray);
  3133. return skill;
  3134. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3135. },
  3136. addition:card=>{
  3137. const searchTypeArray = [158];
  3138. const skill = getCardLeaderSkill(card, searchTypeArray);
  3139. const value = skill.params[0];
  3140. return `≥${value}珠`;
  3141. }
  3142. },
  3143. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3144. function:cards=>cards.filter(card=>{
  3145. const searchTypeArray = [125];
  3146. const skill = getCardLeaderSkill(card, searchTypeArray);
  3147. return skill;
  3148. }),
  3149. addition:card=>{
  3150. const searchTypeArray = [125];
  3151. const skill = getCardLeaderSkill(card, searchTypeArray);
  3152. if (!skill) return;
  3153. const sk = skill.params;
  3154. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3155. }
  3156. },
  3157. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3158. function:cards=>cards.filter(card=>{
  3159. const searchTypeArray = [175];
  3160. const skill = getCardLeaderSkill(card, searchTypeArray);
  3161. return skill;
  3162. }),
  3163. addition:card=>{
  3164. const searchTypeArray = [175];
  3165. const skill = getCardLeaderSkill(card, searchTypeArray);
  3166. if (!skill) return;
  3167. const sk = skill.params;
  3168. return `合作:${sk[0]}`;
  3169. }
  3170. },
  3171. {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"},
  3172. function:cards=>cards.filter(card=>{
  3173. const searchTypeArray = [203];
  3174. const skill = getCardLeaderSkill(card, searchTypeArray);
  3175. return skill;
  3176. })
  3177. },
  3178. {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"},
  3179. function:cards=>cards.filter(card=>{
  3180. const searchTypeArray = [229];
  3181. const skill = getCardLeaderSkill(card, searchTypeArray);
  3182. return skill;
  3183. }),
  3184. addition:card=>{
  3185. const searchTypeArray = [229];
  3186. const skill = getCardLeaderSkill(card, searchTypeArray);
  3187. if (!skill) return;
  3188. const sk = skill.params;
  3189. const attrs = flags(sk[0]), types = flags(sk[1]);
  3190. const fragment = document.createDocumentFragment();
  3191. if (attrs.length)
  3192. fragment.appendChild(createOrbsList(attrs));
  3193. if (types.length)
  3194. fragment.appendChild(createTypesList(types));
  3195. return fragment;
  3196. }
  3197. },
  3198. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3199. function:cards=>cards.filter(card=>{
  3200. const searchTypeArray = [217];
  3201. const skill = getCardLeaderSkill(card, searchTypeArray);
  3202. return skill;
  3203. }),
  3204. addition:card=>{
  3205. const searchTypeArray = [217];
  3206. const skill = getCardLeaderSkill(card, searchTypeArray);
  3207. if (!skill) return;
  3208. const sk = skill.params;
  3209. return `★≤${sk[0]}`;
  3210. }
  3211. },
  3212. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度各不相同",cht:"要求隊員稀有度各不相同"},
  3213. function:cards=>cards.filter(card=>{
  3214. const searchTypeArray = [245];
  3215. const skill = getCardLeaderSkill(card, searchTypeArray);
  3216. return skill;
  3217. })
  3218. },
  3219. ]},
  3220. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3221. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3222. function:cards=>{
  3223. return cards.filter(card=>{
  3224. return getSkillFixedDamage(card) > 0;
  3225. }).sort((a,b)=>{
  3226. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3227. return a_pC - b_pC;
  3228. });
  3229. },
  3230. addition:card=>{
  3231. const value = getSkillFixedDamage(card);
  3232. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3233. let skill;
  3234. if (skill = getCardLeaderSkill(card, [235])) {
  3235. nodeArr.push("/");
  3236. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3237. nodeArr.push(`×${skill.params[2]}`);
  3238. }
  3239. return nodeArr.nodeJoin();
  3240. }
  3241. },
  3242. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3243. function:cards=>{
  3244. return cards.filter(card=>{
  3245. return getSkillAddCombo(card) > 0;
  3246. }).sort((a,b)=>{
  3247. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3248. return a_pC - b_pC;
  3249. });
  3250. },
  3251. addition:card=>{
  3252. const value = getSkillAddCombo(card);
  3253. let nodeArr = [`+${value.bigNumberToString()}C`];
  3254. let skill;
  3255. if (skill = getCardLeaderSkill(card, [210])) {
  3256. nodeArr.push("/十字");
  3257. } else if (skill = getCardLeaderSkill(card, [235])) {
  3258. nodeArr.push("/");
  3259. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3260. nodeArr.push(`×${skill.params[2]}`);
  3261. }
  3262. return nodeArr.nodeJoin();
  3263. }
  3264. },
  3265. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3266. function:cards=>{
  3267. const searchTypeArray = [15,185];
  3268. return cards.filter(card=>{
  3269. const skill = getCardLeaderSkill(card, searchTypeArray);
  3270. return skill;
  3271. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3272. },
  3273. addition:card=>{
  3274. const searchTypeArray = [15,185];
  3275. const skill = getCardLeaderSkill(card, searchTypeArray);
  3276. if (!skill) return;
  3277. const value = skill.params[0];
  3278. return `${value > 0 ? "+" : ""}${value/100}s`;
  3279. }
  3280. },
  3281. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3282. function:cards=>{
  3283. const searchTypeArray = [178];
  3284. return cards.filter(card=>{
  3285. const skill = getCardLeaderSkill(card, searchTypeArray);
  3286. return skill;
  3287. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3288. },
  3289. addition:card=>{
  3290. const searchTypeArray = [178];
  3291. const skill = getCardLeaderSkill(card, searchTypeArray);
  3292. if (!skill) return;
  3293. const value = skill.params[0];
  3294. return `固定${value}s`;
  3295. }
  3296. },
  3297. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3298. function:cards=>cards.filter(card=>{
  3299. const searchTypeArray = [213];
  3300. const skill = getCardLeaderSkill(card, searchTypeArray);
  3301. return skill;
  3302. }),
  3303. addition:card=>{
  3304. const searchTypeArray = [213];
  3305. const skill = getCardLeaderSkill(card, searchTypeArray);
  3306. if (!skill) return;
  3307. const sk = skill.params;
  3308. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3309. const fragment = document.createDocumentFragment();
  3310. if (attrs.length)
  3311. fragment.appendChild(createOrbsList(attrs));
  3312. if (types.length)
  3313. fragment.appendChild(createTypesList(types));
  3314. fragment.appendChild(document.createTextNode(`:+`));
  3315. if (awakenings.length)
  3316. fragment.appendChild(creatAwokenList(awakenings));
  3317. return fragment;
  3318. }
  3319. },
  3320. {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)"},
  3321. function:cards=>{
  3322. const searchTypeArray = [12];
  3323. return cards.filter(card=>{
  3324. const skill = getCardLeaderSkill(card, searchTypeArray);
  3325. return skill;
  3326. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3327. },
  3328. addition:card=>{
  3329. const searchTypeArray = [12];
  3330. const skill = getCardLeaderSkill(card, searchTypeArray);
  3331. const value = skill.params[0];
  3332. return `攻击×${(value/100).bigNumberToString()}倍`;
  3333. }
  3334. },
  3335. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3336. function:cards=>{
  3337. const searchTypeArray = [13];
  3338. return cards.filter(card=>{
  3339. const skill = getCardLeaderSkill(card, searchTypeArray);
  3340. return skill;
  3341. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3342. },
  3343. addition:card=>{
  3344. const searchTypeArray = [13];
  3345. const skill = getCardLeaderSkill(card, searchTypeArray);
  3346. const value = skill.params[0];
  3347. return `回复×${(value/100).bigNumberToString()}倍`;
  3348. }
  3349. },
  3350. {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)"},
  3351. function:cards=>{
  3352. const searchTypeArray = [198];
  3353. return cards.filter(card=>{
  3354. const skill = getCardLeaderSkill(card, searchTypeArray);
  3355. return skill && skill.params[2];
  3356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3357. },
  3358. addition:card=>{
  3359. const searchTypeArray = [198];
  3360. const skill = getCardLeaderSkill(card, searchTypeArray);
  3361. const sk = skill.params;
  3362. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3363. }
  3364. },
  3365. {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)"},
  3366. function:cards=>{
  3367. const searchTypeArray = [198];
  3368. return cards.filter(card=>{
  3369. const skill = getCardLeaderSkill(card, searchTypeArray);
  3370. return skill && skill.params[3];
  3371. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3372. },
  3373. addition:card=>{
  3374. const searchTypeArray = [198];
  3375. const skill = getCardLeaderSkill(card, searchTypeArray);
  3376. const sk = skill.params;
  3377. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3378. }
  3379. },
  3380. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3381. function:cards=>{
  3382. const searchTypeArray = [41];
  3383. return cards.filter(card=>{
  3384. const skill = getCardLeaderSkill(card, searchTypeArray);
  3385. return skill;
  3386. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3387. },
  3388. addition:card=>{
  3389. const searchTypeArray = [41];
  3390. const skill = getCardLeaderSkill(card, searchTypeArray);
  3391. const sk = skill.params;
  3392. const fragment = document.createDocumentFragment();
  3393. fragment.appendChild(createOrbsList(sk[2] || 0));
  3394. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3395. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3396. return fragment;
  3397. }
  3398. },
  3399. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3400. function:cards=>cards.filter(card=>{
  3401. const searchTypeArray = [197];
  3402. const skill = getCardLeaderSkill(card, searchTypeArray);
  3403. return skill;
  3404. })
  3405. },
  3406. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3407. function:cards=>{
  3408. const searchTypeArray = [14];
  3409. return cards.filter(card=>{
  3410. const skill = getCardLeaderSkill(card, searchTypeArray);
  3411. return skill;
  3412. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3413. },
  3414. addition:card=>{
  3415. const searchTypeArray = [14];
  3416. const skill = getCardLeaderSkill(card, searchTypeArray);
  3417. const value = skill.params[0];
  3418. return `HP≥${value}%`;
  3419. }
  3420. },
  3421. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3422. function:cards=>{
  3423. const searchTypeArray = [53];
  3424. return cards.filter(card=>{
  3425. const skill = getCardLeaderSkill(card, searchTypeArray);
  3426. return skill;
  3427. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3428. },
  3429. addition:card=>{
  3430. const searchTypeArray = [53];
  3431. const skill = getCardLeaderSkill(card, searchTypeArray);
  3432. const sk = skill.params;
  3433. return `掉率x${sk[0]/100}`;
  3434. }
  3435. },
  3436. {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)"},
  3437. function:cards=>{
  3438. const searchTypeArray = [54];
  3439. return cards.filter(card=>{
  3440. const skill = getCardLeaderSkill(card, searchTypeArray);
  3441. return skill;
  3442. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3443. },
  3444. addition:card=>{
  3445. const searchTypeArray = [54];
  3446. const skill = getCardLeaderSkill(card, searchTypeArray);
  3447. const sk = skill.params;
  3448. return `金币x${sk[0]/100}`;
  3449. }
  3450. },
  3451. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3452. function:cards=>{
  3453. const searchTypeArray = [148];
  3454. return cards.filter(card=>{
  3455. const skill = getCardLeaderSkill(card, searchTypeArray);
  3456. return skill;
  3457. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3458. },
  3459. addition:card=>{
  3460. const searchTypeArray = [148];
  3461. const skill = getCardLeaderSkill(card, searchTypeArray);
  3462. const sk = skill.params;
  3463. return `经验x${sk[0]/100}`;
  3464. }
  3465. },
  3466. ]},
  3467. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3468. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3469. function:cards=>cards.filter(card=>{
  3470. const skill = Skills[card.leaderSkillId];
  3471. const HPscale = getHPScale(skill);
  3472. return HPscale >= 3;
  3473. }).sort(sortByHPScal),
  3474. addition: HPScal_Addition
  3475. },
  3476. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3477. function:cards=>cards.filter(card=>{
  3478. const skill = Skills[card.leaderSkillId];
  3479. const HPscale = getHPScale(skill);
  3480. return HPscale >= 2 && HPscale < 3;
  3481. }).sort(sortByHPScal),
  3482. addition: HPScal_Addition
  3483. },
  3484. {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)"},
  3485. function:cards=>cards.filter(card=>{
  3486. const skill = Skills[card.leaderSkillId];
  3487. const HPscale = getHPScale(skill);
  3488. return HPscale >= 1.5 && HPscale < 2;
  3489. }).sort(sortByHPScal),
  3490. addition: HPScal_Addition
  3491. },
  3492. {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)"},
  3493. function:cards=>cards.filter(card=>{
  3494. const skill = Skills[card.leaderSkillId];
  3495. const HPscale = getHPScale(skill);
  3496. return HPscale > 1 && HPscale < 1.5;
  3497. }).sort(sortByHPScal),
  3498. addition: HPScal_Addition
  3499. },
  3500. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3501. function:cards=>cards.filter(card=>{
  3502. const skill = Skills[card.leaderSkillId];
  3503. const HPscale = getHPScale(skill);
  3504. return HPscale === 1;
  3505. }),
  3506. addition: HPScal_Addition
  3507. },
  3508. {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)"},
  3509. function:cards=>cards.filter(card=>{
  3510. const skill = Skills[card.leaderSkillId];
  3511. const HPscale = getHPScale(skill);
  3512. return HPscale < 1;
  3513. }).sort(sortByHPScal),
  3514. addition: HPScal_Addition
  3515. },
  3516. ]},
  3517. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3518. {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)"},
  3519. function:cards=>cards.filter(card=>{
  3520. const skill = Skills[card.leaderSkillId];
  3521. const reduceScale = getReduceScale(skill);
  3522. return reduceScale >= 0.75;
  3523. }).sort(sortByReduceScale),
  3524. addition: ReduceScale_Addition
  3525. },
  3526. {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)"},
  3527. function:cards=>cards.filter(card=>{
  3528. const skill = Skills[card.leaderSkillId];
  3529. const reduceScale = getReduceScale(skill);
  3530. return reduceScale >= 0.5 && reduceScale < 0.75;
  3531. }).sort(sortByReduceScale),
  3532. addition: ReduceScale_Addition
  3533. },
  3534. {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)"},
  3535. function:cards=>cards.filter(card=>{
  3536. const skill = Skills[card.leaderSkillId];
  3537. const reduceScale = getReduceScale(skill);
  3538. return reduceScale >= 0.25 && reduceScale < 0.5;
  3539. }).sort(sortByReduceScale),
  3540. addition: ReduceScale_Addition
  3541. },
  3542. {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)"},
  3543. function:cards=>cards.filter(card=>{
  3544. const skill = Skills[card.leaderSkillId];
  3545. const reduceScale = getReduceScale(skill);
  3546. return reduceScale > 0 && reduceScale < 0.25;
  3547. }).sort(sortByReduceScale),
  3548. addition: ReduceScale_Addition
  3549. },
  3550. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3551. function:cards=>cards.filter(card=>{
  3552. const skill = Skills[card.leaderSkillId];
  3553. const reduceScale = getReduceScale(skill);
  3554. return reduceScale === 0;
  3555. })
  3556. },
  3557. {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"},
  3558. function:cards=>cards.filter(card=>{
  3559. const skill = Skills[card.leaderSkillId];
  3560. return getReduceScale(skill, true) > 0;
  3561. })
  3562. },
  3563. {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"},
  3564. function:cards=>cards.filter(card=>{
  3565. const skill = Skills[card.leaderSkillId];
  3566. return getReduceScale(skill, undefined, true) > 0;
  3567. })
  3568. },
  3569. {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"},
  3570. function:cards=>cards.filter(card=>{
  3571. const skill = Skills[card.leaderSkillId];
  3572. return getReduceScale(skill, undefined, undefined, true) > 0;
  3573. })
  3574. },
  3575. /*{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%)"},
  3576. function:cards=>cards.filter(card=>{
  3577. const skill = Skills[card.leaderSkillId];
  3578. const reduceScale = getReduceScale(skill);
  3579. return reduceScale>=0.29;
  3580. }).sort(sortByReduceScale)
  3581. },*/
  3582. {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"},
  3583. function:cards=>{
  3584. return cards.filter(card=>{
  3585. const skill = Skills[card.leaderSkillId];
  3586. return getReduceScale_unconditional(skill) > 0;
  3587. }).sort((a,b)=>{
  3588. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3589. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3590. });
  3591. },
  3592. addition:card=>{
  3593. const skill = Skills[card.leaderSkillId];
  3594. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3595. }
  3596. },
  3597. ]},
  3598. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3599. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3600. function:cards=>cards.filter(card=>
  3601. !Array.isArray(card.henshinFrom) &&
  3602. !Array.isArray(card.henshinTo))
  3603. },
  3604. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3605. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3606. },
  3607. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3608. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3609. },
  3610. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3611. function:cards=>cards.filter(card=>{
  3612. const searchTypeArray = [236];
  3613. const skill = getCardActiveSkill(card, searchTypeArray);
  3614. return skill;
  3615. })
  3616. },
  3617. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3618. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3619. },
  3620. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3621. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3622. },
  3623. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3624. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3625. function:cards=>cards.filter(card=>isReincarnated(card))
  3626. }, //evoBaseId可能为0
  3627. //{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)},
  3628. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3629. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3630. },
  3631. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3632. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3633. },
  3634. ]},
  3635. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3636. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3637. function:cards=>cards.filter(card=>card.is8Latent)
  3638. },
  3639. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3640. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3641. },
  3642. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3643. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3644. },
  3645. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3646. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3647. },
  3648. {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"},
  3649. function:cards=>cards.filter(card=>{
  3650. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3651. if (hasAwokenKiller)
  3652. { //大于2个杀的进行判断
  3653. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3654. { //大于3个杀的直接过
  3655. return true;
  3656. }else
  3657. { //2个杀的
  3658. const isAllowLatent = card.types.filter(i=>
  3659. i>=0 //去掉-1的type
  3660. ).map(type=>
  3661. type_allowable_latent[type] //得到允许打的潜觉杀
  3662. ).some(ls=>
  3663. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3664. );
  3665. return isAllowLatent
  3666. }
  3667. }else
  3668. {
  3669. return false;
  3670. }
  3671. })
  3672. },
  3673. /*
  3674. {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"},
  3675. function:cards=>cards.filter(card=>{
  3676. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3677. if (hasAwokenKiller)
  3678. { //大于2个杀的进行判断
  3679. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3680. { //大于3个杀的直接过
  3681. return true;
  3682. }else
  3683. { //2个杀的
  3684. const isAllowLatent = card.types.filter(i=>
  3685. i>=0 //去掉-1的type
  3686. ).map(type=>
  3687. type_allowable_latent[type] //得到允许打的潜觉杀
  3688. ).some(ls=>
  3689. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3690. );
  3691. return isAllowLatent
  3692. }
  3693. }else
  3694. {
  3695. return false;
  3696. }
  3697. })
  3698. },
  3699. {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"},
  3700. function:cards=>cards.filter(card=>{
  3701. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3702. if (hasAwokenKiller)
  3703. { //大于2个杀的进行判断
  3704. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3705. { //大于3个杀的直接过
  3706. return true;
  3707. }else
  3708. { //2个杀的
  3709. const isAllowLatent = card.types.filter(i=>
  3710. i>=0 //去掉-1的type
  3711. ).map(type=>
  3712. type_allowable_latent[type] //得到允许打的潜觉杀
  3713. ).some(ls=>
  3714. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3715. );
  3716. return isAllowLatent
  3717. }
  3718. }else
  3719. {
  3720. return false;
  3721. }
  3722. })
  3723. },
  3724. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3725. function:cards=>cards.filter(card=>{
  3726. const searchTypeArray = [1000];
  3727. const skill = getCardActiveSkill(card, searchTypeArray);
  3728. return skill;
  3729. })
  3730. },*/
  3731. ]},
  3732. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3733. {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)"},
  3734. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3735. },
  3736. {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)"},
  3737. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3738. },
  3739. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3740. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3741. },
  3742. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3743. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3744. },
  3745. {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"},
  3746. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3747. },
  3748. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3749. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3750. addition:card=>`成长${card.limitBreakIncr}%`
  3751. },
  3752. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3753. function:cards=>cards.filter(card=>card.maxLevel==1)
  3754. },
  3755. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3756. function:cards=>cards.filter(card=>card.sellMP<100)
  3757. },
  3758. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3759. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3760. },
  3761. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3762. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3763. },
  3764. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3765. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3766. },
  3767. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3768. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3769. },
  3770. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3771. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3772. },
  3773. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3774. function:cards=>cards,
  3775. addition:card=>card.name
  3776. },
  3777. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3778. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3779. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3780. },
  3781. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3782. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3783. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3784. },
  3785. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3786. function:cards=>cards,
  3787. addition:card=>createTypesList(card.types)
  3788. },
  3789. ]},
  3790. ];
  3791. return functions;
  3792. })();

智龙迷城队伍图制作工具