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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. },
  37. error: {
  38. 0: "Unknown Error",
  39. 1: "Unsupported format",
  40. 2: "No formation data",
  41. 3: "The illegal JSON format",
  42. 4: "The illegal URL format",
  43. },
  44. paddb_success: `Sucess`,
  45. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  46. },
  47. sort_name:{
  48. sort_none: "Nope",
  49. sort_id: "Cards Id",
  50. sort_attrs : "Attribute",
  51. sort_evoRootId: "Cards Evolution Root",
  52. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  53. sort_rarity: "Rarity",
  54. sort_cost: "Cost",
  55. sort_skillLv1: "Maximum Skill Turn",
  56. sort_skillLvMax: "Minimum Skill Turn",
  57. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  58. sort_hpMax120: "Max HP",
  59. sort_atkMax120: "Max ATK",
  60. sort_rcvMax120: "Max RCV",
  61. sort_hpMax120_awoken: "Max HP (+Awoken)",
  62. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  63. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  64. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  65. },
  66. skill_parse: {
  67. skill: {
  68. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  69. unknown: tp`Unkonwn skill type: ${'type'}`,
  70. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  71. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  72. random_skills: tp`Random Activates these skills:${'skills'}`,
  73. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  74. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  75. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  76. damage_enemy_times: tp`${'times'} `,
  77. damage_enemy_count: tp` (${'damage'} in total)`,
  78. //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.
  79. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  80. delay: tp`${'icon'}Delays enemies' next move`,
  81. mass_attack: tp`${'icon'}Mass attacks`,
  82. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  83. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  84. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  85. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  86. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  87. unbind_normal: tp`${'icon'}Bind`,
  88. unbind_awakenings: tp`${'icon'}Awoken bind`,
  89. unbind_matches: tp`${'icon'}Unmatchable orb`,
  90. bind_skill: tp`${'icon'}Unable to use skills`,
  91. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  92. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  93. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  94. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  95. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  96. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  97. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  98. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  99. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  100. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  101. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  102. board_change: tp`Change all orbs to ${'orbs'}`,
  103. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  104. skill_boost_range: tp`~${'turns'}`,
  105. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  106. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  107. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  108. drop_refresh: tp`${'icon'}Replaces all orbs`,
  109. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  110. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  111. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  112. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  113. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  114. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  115. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  116. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  117. orb_thorn: tp`, reduces ${'value'} per encounter`,
  118. attr_absorb: tp`${'icon'}Attribute absorption`,
  119. combo_absorb: tp`${'icon'}Combo absorption`,
  120. damage_absorb: tp`${'icon'}Damage absorption`,
  121. damage_void: tp`${'icon'}Damage void`,
  122. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  123. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  124. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  125. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  126. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  127. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  128. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  129. rate_multiply_drop: tp`${'icon'}Drop rate`,
  130. rate_multiply_coin: tp`${'icon'}Coins`,
  131. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  132. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  133. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  134. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  135. henshin: tp`Transforms into ${'cards'}`,
  136. random_henshin: tp`Random transforms into ${'cards'}`,
  137. void_poison: tp`Voids ${'poison'} damage`,
  138. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  139. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  140. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  141. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  142. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  143. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  144. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  145. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  146. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  147. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  148. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  149. },
  150. power: {
  151. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  152. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  153. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  154. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  155. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  156. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  157. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  158. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  159. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  160. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  161. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  162. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  163. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  164. },
  165. cond: {
  166. unknown: tp`[ Unknown condition ]`,
  167. hp_equal: tp`When ${'hp'} == ${'min'} `,
  168. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  169. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  170. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  171. use_skill: tp`When skills used `,
  172. multi_player: tp`When in Multiplayer Mode `,
  173. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  174. exact_combo: tp`When exactly ${'value'} combos `,
  175. exact_length: tp`exactly of ${'value'} `,
  176. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  177. exact_match_enhanced: tp` orbs including enhanced`,
  178. compo_type_card: tp`When ${'ids'} are all on team, `,
  179. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  180. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  181. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  182. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  183. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  184. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  185. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  186. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  187. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  188. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  189. },
  190. position: {
  191. top: tp`${'pos'} of top rows`,
  192. bottom: tp`${'pos'} of bottom rows`,
  193. left: tp`${'pos'} of left columns`,
  194. right: tp`${'pos'} of right columns`,
  195. random: tp`random location`,
  196. shape: tp`specified location`,
  197. },
  198. value: {
  199. unknown: tp`[ Unknown value: ${'type'}]`, //type
  200. const: tp`${'value'} ${'unit'}`,
  201. const_to: tp`to ${'value'}`,
  202. mul_percent: tp`${'value'}%`,
  203. mul_times: tp`×${'value'}`,
  204. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  205. mul_of_times: tp`${'stats'} ×${'value'}`,
  206. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  207. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  208. prob: tp`${'value'} chance for `,
  209. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  210. size: tp`${'width'}×${'height'}`,
  211. pos: tp`${'x'}×${'y'}`,
  212. },
  213. target: {
  214. unknown: tp`Unkown Target`,
  215. self: tp`card's`,
  216. team: tp`team`,
  217. team_last: tp`the lastest member`,
  218. team_leader: tp`leader`,
  219. sub_members: tp`sub-members`,
  220. leader_self: tp`left leader`,
  221. leader_helper: tp`right leader`,
  222. collab_id: tp`card with collab ID of ${'id'} `,
  223. gacha_id: tp`card with gacha ID of ${'id'} `,
  224. enemy: tp`Enemy`,
  225. enemy_all: tp`all enemys`,
  226. enemy_one: tp`1 enemy`,
  227. enemy_attr: tp`${'attr'} enemy`,
  228. the_attr: tp`attr of the matched Orbs`,
  229. },
  230. stats: {
  231. unknown: tp`[ Unknown: ${'type'}]`, //type
  232. maxhp: tp`${'icon'}Max HP`,
  233. hp: tp`HP`,
  234. chp: tp`current HP`,
  235. atk: tp`ATK`,
  236. rcv: tp`RCV`,
  237. teamhp: tp`Team HP`,
  238. teamatk: tp`Team ${'attrs'} ATK`,
  239. teamrcv: tp`Team RCV`,
  240. cstage: tp`current Stage of Dungeon`,
  241. },
  242. unit: {
  243. orbs: tp``,
  244. times: tp` times`,
  245. seconds: tp` seconds`,
  246. point: tp` point`,
  247. turns: tp` turns`,
  248. },
  249. word: {
  250. comment: tp`(${'content'}) `,
  251. comma: tp`, `,
  252. semicolon: tp`; `,
  253. slight_pause: tp`, `,
  254. range_hyphen: tp`~`,
  255. in_once: tp`in once `,
  256. evo_type_pixel: tp`Pixel Evo`,
  257. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  258. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  259. affix_attr: tp`${'cotent'} attr.`,
  260. affix_orb: tp`${'cotent'} orbs`,
  261. affix_type: tp`${'cotent'} types`,
  262. affix_awakening: tp`${'cotent'} awoken`,
  263. affix_exclude: tp`, exclude ${'cotent'}`,
  264. each_time: tp`each time `,
  265. different: tp`different`,
  266. same: tp`the same`,
  267. },
  268. attrs: {
  269. [0]: tp`${'icon'}Fire`,
  270. [1]: tp`${'icon'}Water`,
  271. [2]: tp`${'icon'}Wood`,
  272. [3]: tp`${'icon'}Light`,
  273. [4]: tp`${'icon'}Dark`,
  274. [5]: tp`${'icon'}Recover`,
  275. [6]: tp`${'icon'}Null`,
  276. all: tp`All`,
  277. self: tp`${'icon'}Self's Attr`,
  278. fixed: tp`${'icon'}Fixed`,
  279. },
  280. orbs: {
  281. [0]: tp`${'icon'}Fire`,
  282. [1]: tp`${'icon'}Water`,
  283. [2]: tp`${'icon'}Wood`,
  284. [3]: tp`${'icon'}Light`,
  285. [4]: tp`${'icon'}Dark`,
  286. [5]: tp`${'icon'}Heal`,
  287. [6]: tp`${'icon'}Jammer`,
  288. [7]: tp`${'icon'}Poison`,
  289. [8]: tp`${'icon'}Lethal Poison`,
  290. [9]: tp`${'icon'}Bomb`,
  291. enhanced: tp`${'icon'}Enhanced`,
  292. locked: tp`${'icon'}Locked`,
  293. nail: tp`${'icon'}Nail`,
  294. thorn: tp`${'icon'}Thorn`,
  295. _5color: tp`${'icon'}5 Att.`,
  296. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  297. all: tp`All`,
  298. any: tp`Any ${'cotent'}`,
  299. },
  300. board: {
  301. clouds: tp`${'icon'}Clouds`,
  302. immobility: tp`${'icon'}Immobility`,
  303. roulette: tp`${'icon'}Roulette`,
  304. deep_dark: tp`${'icon'}Deep Dark`,
  305. roulette_time: tp`transforms every ${'duration'}`,
  306. roulette_attrs: tp`only ${'orbs'} will appear`,
  307. },
  308. types: {
  309. [0]: tp`${'icon'}Evo Material`,
  310. [1]: tp`${'icon'}Balanced`,
  311. [2]: tp`${'icon'}Physical`,
  312. [3]: tp`${'icon'}Healer`,
  313. [4]: tp`${'icon'}Dragon`,
  314. [5]: tp`${'icon'}God`,
  315. [6]: tp`${'icon'}Attacker`,
  316. [7]: tp`${'icon'}Devil`,
  317. [8]: tp`${'icon'}Machine`,
  318. [9]: tp`${'icon'}Special Protection`,
  319. [12]: tp`${'icon'}Awaken`,
  320. [14]: tp`${'icon'}Enhance Material`,
  321. [15]: tp`${'icon'}Redeemable`,
  322. },
  323. awokens: {
  324. [0]: tp`${'icon'}Unknown awoken`,
  325. [1]: tp`${'icon'}Enhanced HP`,
  326. [2]: tp`${'icon'}Enhanced Attack`,
  327. [3]: tp`${'icon'}Enhanced Recovery`,
  328. [4]: tp`${'icon'}Reduce Fire Damage`,
  329. [5]: tp`${'icon'}Reduce Water Damage`,
  330. [6]: tp`${'icon'}Reduce Wood Damage`,
  331. [7]: tp`${'icon'}Reduce Light Damage`,
  332. [8]: tp`${'icon'}Reduce Dark Damage`,
  333. [9]: tp`${'icon'}Auto-Recover`,
  334. [10]: tp`${'icon'}Resistance-Bind`,
  335. [11]: tp`${'icon'}Resistance-Blind`,
  336. [12]: tp`${'icon'}Resistance-Jammers`,
  337. [13]: tp`${'icon'}Resistance-Poison`,
  338. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  339. [15]: tp`${'icon'}Enhanced Water Orbs`,
  340. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  341. [17]: tp`${'icon'}Enhanced Water Orbs`,
  342. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  343. [19]: tp`${'icon'}Extend Time`,
  344. [20]: tp`${'icon'}Recover Bind`,
  345. [21]: tp`${'icon'}Skill Boost`,
  346. [22]: tp`${'icon'}Enhanced Fire Rows`,
  347. [23]: tp`${'icon'}Enhanced Water Rows`,
  348. [24]: tp`${'icon'}Enhanced Wood Rows`,
  349. [25]: tp`${'icon'}Enhanced Water Rows`,
  350. [26]: tp`${'icon'}Enhanced Dark Rows`,
  351. [27]: tp`${'icon'}Two-Pronged Attack`,
  352. [28]: tp`${'icon'}Resistance-Skill Bind`,
  353. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  354. [30]: tp`${'icon'}Multi Boost`,
  355. [31]: tp`${'icon'}Dragon Killer`,
  356. [32]: tp`${'icon'}God Killer`,
  357. [33]: tp`${'icon'}Devil Killer`,
  358. [34]: tp`${'icon'}Machine Killer`,
  359. [35]: tp`${'icon'}Balanced Killer`,
  360. [36]: tp`${'icon'}Attacker Killer`,
  361. [37]: tp`${'icon'}Physical Killer`,
  362. [38]: tp`${'icon'}Healer Killer`,
  363. [39]: tp`${'icon'}Evo Killer`,
  364. [40]: tp`${'icon'}Awaken Killer`,
  365. [41]: tp`${'icon'}Enhance Killer`,
  366. [42]: tp`${'icon'}Redeemable Killer`,
  367. [43]: tp`${'icon'}Enhanced Combos`,
  368. [44]: tp`${'icon'}Guard Break`,
  369. [45]: tp`${'icon'}Bonus Attack`,
  370. [46]: tp`${'icon'}Enhanced Team HP `,
  371. [47]: tp`${'icon'}Enhanced Team Recovery`,
  372. [48]: tp`${'icon'}Damage Void Piercer`,
  373. [49]: tp`${'icon'}Awoken Assist`,
  374. [50]: tp`${'icon'}Super Bonus Attack`,
  375. [51]: tp`${'icon'}Skill Charge`,
  376. [52]: tp`${'icon'}Resistance-Bind+`,
  377. [53]: tp`${'icon'}Extend Time+`,
  378. [54]: tp`${'icon'}Resistance-Clouds`,
  379. [55]: tp`${'icon'}Resistance-Immobility`,
  380. [56]: tp`${'icon'}Skill Boost+`,
  381. [57]: tp`${'icon'}50% or more HP Enhanced`,
  382. [58]: tp`${'icon'}50% or less HP Enhanced`,
  383. [59]: tp`${'icon'}L Damage Reduction`,
  384. [60]: tp`${'icon'}L Increased Attack`,
  385. [61]: tp`${'icon'}Super Enhanced Combos`,
  386. [62]: tp`${'icon'}Combo Orbs`,
  387. [63]: tp`${'icon'}Skill Voice`,
  388. [64]: tp`${'icon'}Dungeon Bonus`,
  389. [65]: tp`${'icon'}Reduced HP`,
  390. [66]: tp`${'icon'}Reduced Attack`,
  391. [67]: tp`${'icon'}Reduced RCV`,
  392. [68]: tp`${'icon'}Resistance-Blind+`,
  393. [69]: tp`${'icon'}Resistance-Jammers+`,
  394. [70]: tp`${'icon'}Resistance-Poison+`,
  395. [71]: tp`${'icon'}Blessing of Jammers`,
  396. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  397. [73]: tp`${'icon'}Enhanced Fire Combos`,
  398. [74]: tp`${'icon'}Enhanced Water Combos`,
  399. [75]: tp`${'icon'}Enhanced Wood Combos`,
  400. [76]: tp`${'icon'}Enhanced Light Combos`,
  401. [77]: tp`${'icon'}Enhanced Dark Combos`,
  402. [78]: tp`${'icon'}Cross Attack`,
  403. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  404. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  405. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  406. [82]: tp`${'icon'}Super Enhanced Matching`,
  407. [83]: tp`${'icon'}Add Dragon Type`,
  408. [84]: tp`${'icon'}Add God Type`,
  409. [85]: tp`${'icon'}Add Devil Type`,
  410. [86]: tp`${'icon'}Add Machine Type`,
  411. [87]: tp`${'icon'}Add Balanced Type`,
  412. [88]: tp`${'icon'}Add Attacker Type`,
  413. [89]: tp`${'icon'}Add Physical Type`,
  414. [90]: tp`${'icon'}Add Healer Type`,
  415. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  416. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  417. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  418. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  419. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  420. [96]: tp`${'icon'}Two-Pronged Attack+`,
  421. [97]: tp`${'icon'}Skill Charge+`,
  422. [98]: tp`${'icon'}Auto-Recover+`,
  423. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  424. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  425. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  426. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  427. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  428. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  429. [105]: tp`${'icon'}Skill Boost Minus`,
  430. [106]: tp`${'icon'}Floating`,
  431. [107]: tp`${'icon'}Enhanced Combos+`,
  432. [108]: tp`${'icon'}L Increased Attack+`,
  433. [109]: tp`${'icon'}Damage Void Piercer+`,
  434. [110]: tp`${'icon'}Cross Attack+`,
  435. [111]: tp`${'icon'}Super Enhanced Combos+`,
  436. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  437. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  438. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  439. [115]: tp`${'icon'}Recover Bind+`,
  440. [116]: tp`${'icon'}Enhanced Fire Rows×3`,
  441. [117]: tp`${'icon'}Enhanced Water Rows×3`,
  442. [118]: tp`${'icon'}Enhanced Wood Rows×3`,
  443. [119]: tp`${'icon'}Enhanced Water Rows×3`,
  444. [120]: tp`${'icon'}Enhanced Dark Rows×3`,
  445. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  446. [122]: tp`${'icon'}Enhanced Water Combos+`,
  447. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  448. [124]: tp`${'icon'}Enhanced Light Combos+`,
  449. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  450. [126]: tp`${'icon'}T Increased Attack`,
  451. }
  452. },
  453. };
  454. //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
  455. const typekiller_for_type = [
  456. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  457. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  458. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  459. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  460. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  461. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  462. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  463. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  464. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  465. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  466. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  467. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  468. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  469. ];
  470. //类型允许的潜觉杀
  471. typekiller_for_type.forEach(t=>
  472. {
  473. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  474. .map(tn=>
  475. typekiller_for_type.find(_t=>_t.type == tn).latent
  476. );
  477. }
  478. );
  479. const allowable_latent = {
  480. common: [ //一般能打的潜觉
  481. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  482. 28,29,30,31,32,33,34,35,36,37,38
  483. ],
  484. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  485. v120: [42,43,44,45,49], //120才能打的潜觉
  486. needAwoken: [ //需要觉醒才能打的潜觉
  487. {latent:39,awoken:62}, //C珠破吸
  488. {latent:40,awoken:20}, //心横解转转
  489. {latent:41,awoken:27}, //U解禁消
  490. {latent:46,awoken:45}, //心追解云封
  491. {latent:47,awoken:59}, //心L大SB
  492. {latent:48,awoken:60}, //L解禁武器
  493. ]
  494. }
  495. //等效觉醒列表
  496. const equivalent_awoken = [
  497. {small:10,big:52,times:2}, //防封
  498. {small:11,big:68,times:5}, //防暗
  499. {small:12,big:69,times:5}, //防废
  500. {small:13,big:70,times:5}, //防毒
  501. {small:19,big:53,times:2}, //手指
  502. {small:21,big:56,times:2}, //SB
  503. {small:27,big:96,times:2}, //U
  504. {small:51,big:97,times:2}, //5色溜
  505. {small:9,big:98,times:2}, //自回
  506. {small:14,big:99,times:2}, //火+
  507. {small:15,big:100,times:2},//水+
  508. {small:16,big:101,times:2},//木+
  509. {small:17,big:102,times:2},//光+
  510. {small:18,big:103,times:2},//暗+
  511. {small:29,big:104,times:2},//心+
  512. {small:43,big:107,times:2},//7c
  513. {small:60,big:108,times:2},//L
  514. {small:48,big:109,times:2},//破无效
  515. {small:78,big:110,times:2},//十字
  516. {small:61,big:111,times:2},//10c
  517. {small:79,big:112,times:2},//3色
  518. {small:80,big:113,times:2},//4色
  519. {small:81,big:114,times:2},//5色
  520. {small:20,big:115,times:2},//心解
  521. {small:22,big:116,times:3},//火横
  522. {small:23,big:117,times:3},//水横
  523. {small:24,big:118,times:3},//木横
  524. {small:25,big:119,times:3},//光横
  525. {small:26,big:120,times:3},//暗横
  526. {small:73,big:121,times:2},//火串
  527. {small:74,big:122,times:2},//水串
  528. {small:75,big:123,times:2},//木串
  529. {small:76,big:124,times:2},//光串
  530. {small:77,big:125,times:2},//暗串
  531. ];
  532. //官方的觉醒排列顺序
  533. const official_awoken_sorting = [
  534. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  535. 56,107,111, 52, 55, 68, 69, 70, 28,
  536. 19, 48, 27, 78, 60,126, 59, 45, 50,
  537. 53,109, 96,110,108, 79, 80, 81, 51,
  538. 106, 57, 58, 82, 62,112,113,114, 97,
  539. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  540. 99,100,101,102,103,104, 98,115, 71,
  541. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  542. 116,117,118,119,120, 1, 2, 3,127,
  543. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  544. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  545. 121,122,123,124,125, 39, 40, 41, 42,
  546. 91, 92, 93, 94, 95, 65, 66, 67,105,
  547. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  548. 63,
  549. ];
  550. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  551. //pdc的徽章对应数字
  552. const pdcBadgeMap = [
  553. {pdf:undefined,pdc:0}, //什么都没有
  554. {pdf:1,pdc:10}, //无限cost
  555. {pdf:2,pdc:12}, //小手指
  556. {pdf:3,pdc:9}, //全体攻击
  557. {pdf:4,pdc:5}, //小回复
  558. {pdf:5,pdc:1}, //小血量
  559. {pdf:6,pdc:3}, //小攻击
  560. {pdf:7,pdc:8}, //SB
  561. {pdf:8,pdc:18}, //队长防封
  562. {pdf:9,pdc:19}, //SX
  563. {pdf:11,pdc:7}, //无天降
  564. {pdf:17,pdc:6}, //大回复
  565. {pdf:18,pdc:2}, //大血量
  566. {pdf:19,pdc:4}, //大攻击
  567. {pdf:20,pdc:null}, //三维
  568. {pdf:21,pdc:13}, //大手指
  569. {pdf:10,pdc:11}, //加经验
  570. {pdf:12,pdc:15}, //墨镜
  571. {pdf:13,pdc:17}, //防废
  572. {pdf:14,pdc:16}, //防毒
  573. {pdf:PAD_PASS_BADGE,pdc:14}, //月卡
  574. ];
  575. //pdc的潜觉对应数字
  576. const pdcLatentMap = [
  577. {pdf:1,pdc:1}, //HP
  578. {pdf:2,pdc:0}, //攻击
  579. {pdf:3,pdc:2}, //回复
  580. {pdf:4,pdc:19}, //手指
  581. {pdf:5,pdc:13}, //自回
  582. {pdf:6,pdc:14}, //火盾
  583. {pdf:7,pdc:15}, //水盾
  584. {pdf:8,pdc:16}, //木盾
  585. {pdf:9,pdc:17}, //光盾
  586. {pdf:10,pdc:18}, //暗盾
  587. {pdf:11,pdc:12}, //防坐
  588. {pdf:12,pdc:3}, //三维
  589. {pdf:13,pdc:35}, //不被换队长
  590. {pdf:13,pdc:47}, //不被换队长 ×1.5
  591. {pdf:14,pdc:37}, //不掉废
  592. {pdf:15,pdc:36}, //不掉毒
  593. {pdf:16,pdc:24}, //进化杀
  594. {pdf:17,pdc:25}, //觉醒杀
  595. {pdf:18,pdc:26}, //强化杀
  596. {pdf:19,pdc:27}, //卖钱杀
  597. {pdf:20,pdc:4}, //神杀
  598. {pdf:21,pdc:5}, //龙杀
  599. {pdf:22,pdc:6}, //恶魔杀
  600. {pdf:23,pdc:7}, //机械杀
  601. {pdf:24,pdc:8}, //平衡杀
  602. {pdf:25,pdc:9}, //攻击杀
  603. {pdf:26,pdc:10}, //体力杀
  604. {pdf:27,pdc:11}, //回复杀
  605. {pdf:28,pdc:20}, //大HP
  606. {pdf:29,pdc:21}, //大攻击
  607. {pdf:30,pdc:22}, //大回复
  608. {pdf:31,pdc:23}, //大手指
  609. {pdf:32,pdc:28}, //大火盾
  610. {pdf:33,pdc:29}, //大水盾
  611. {pdf:34,pdc:30}, //大木盾
  612. {pdf:35,pdc:31}, //大光盾
  613. {pdf:36,pdc:32}, //大暗盾
  614. {pdf:37,pdc:33}, //6色破无效
  615. {pdf:37,pdc:45}, //6色破无效 ×1.5
  616. {pdf:38,pdc:34}, //3色破属吸
  617. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  618. {pdf:39,pdc:40}, //C珠破吸
  619. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  620. {pdf:40,pdc:39}, //心横解转转
  621. {pdf:40,pdc:49}, //心横解转转 ×1.5
  622. {pdf:41,pdc:38}, //U解禁消
  623. {pdf:41,pdc:48}, //U解禁消 ×1.5
  624. {pdf:42,pdc:41}, //伤害上限×2
  625. {pdf:43,pdc:42}, //HP++
  626. {pdf:44,pdc:43}, //攻击++
  627. {pdf:45,pdc:44}, //回复++
  628. {pdf:46,pdc:51}, //心追解云封
  629. {pdf:46,pdc:52}, //心追解云封 ×1.5
  630. {pdf:47,pdc:53}, //心L大SB
  631. {pdf:47,pdc:54}, //心L大SB ×1.5
  632. {pdf:48,pdc:55}, //L解禁武器
  633. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  634. {pdf:49,pdc:57}, //伤害上限×3
  635. ];
  636. //paddb的徽章对应数字
  637. const paddbBadgeMap = [
  638. {pdf:undefined,paddb:0}, //什么都没有
  639. {pdf:1,paddb:1}, //无限cost
  640. {pdf:2,paddb:2}, //小手指
  641. {pdf:3,paddb:3}, //全体攻击
  642. {pdf:4,paddb:4}, //小回复
  643. {pdf:5,paddb:5}, //小血量
  644. {pdf:6,paddb:6}, //小攻击
  645. {pdf:7,paddb:7}, //SB
  646. {pdf:8,paddb:8}, //队长防封
  647. {pdf:9,paddb:9}, //SX
  648. {pdf:11,paddb:14}, //无天降
  649. {pdf:17,paddb:10}, //大回复
  650. {pdf:18,paddb:11}, //大血量
  651. {pdf:19,paddb:12}, //大攻击
  652. {pdf:20,paddb:null}, //三维
  653. {pdf:21,paddb:13}, //大手指
  654. {pdf:10,paddb:18}, //加经验
  655. {pdf:12,paddb:15}, //墨镜
  656. {pdf:13,paddb:16}, //防废
  657. {pdf:14,paddb:17}, //防毒
  658. {pdf:129,paddb:19}, //月卡
  659. ];
  660. //paddb的潜觉对应数字
  661. const paddbLatentMap = [
  662. {pdf:1,paddb:13}, //HP
  663. {pdf:2,paddb:14}, //攻击
  664. {pdf:3,paddb:15}, //回复
  665. {pdf:4,paddb:16}, //手指
  666. {pdf:5,paddb:17}, //自回
  667. {pdf:6,paddb:19}, //火盾
  668. {pdf:7,paddb:20}, //水盾
  669. {pdf:8,paddb:21}, //木盾
  670. {pdf:9,paddb:22}, //光盾
  671. {pdf:10,paddb:23}, //暗盾
  672. {pdf:11,paddb:18}, //防坐
  673. {pdf:12,paddb:27}, //三维
  674. {pdf:13,paddb:38}, //不被换队长
  675. {pdf:14,paddb:37}, //不掉废
  676. {pdf:15,paddb:36}, //不掉毒
  677. {pdf:16,paddb:12}, //进化杀
  678. {pdf:17,paddb:9}, //觉醒杀
  679. {pdf:18,paddb:10}, //强化杀
  680. {pdf:19,paddb:11}, //卖钱杀
  681. {pdf:20,paddb:2}, //神杀
  682. {pdf:21,paddb:1}, //龙杀
  683. {pdf:22,paddb:3}, //恶魔杀
  684. {pdf:23,paddb:4}, //机械杀
  685. {pdf:24,paddb:8}, //平衡杀
  686. {pdf:25,paddb:5}, //攻击杀
  687. {pdf:26,paddb:6}, //体力杀
  688. {pdf:27,paddb:7}, //回复杀
  689. {pdf:28,paddb:24}, //大HP
  690. {pdf:29,paddb:25}, //大攻击
  691. {pdf:30,paddb:26}, //大回复
  692. {pdf:31,paddb:33}, //大手指
  693. {pdf:32,paddb:28}, //大火盾
  694. {pdf:33,paddb:29}, //大水盾
  695. {pdf:34,paddb:30}, //大木盾
  696. {pdf:35,paddb:31}, //大光盾
  697. {pdf:36,paddb:32}, //大暗盾
  698. {pdf:37,paddb:35}, //6色破无效
  699. {pdf:38,paddb:34}, //3色破属吸
  700. {pdf:39,paddb:41}, //C珠破吸
  701. {pdf:40,paddb:40}, //心横解转转
  702. {pdf:41,paddb:39}, //U解禁消
  703. {pdf:42,paddb:42}, //伤害上限×2
  704. {pdf:43,paddb:43}, //HP++
  705. {pdf:44,paddb:44}, //攻击++
  706. {pdf:45,paddb:45}, //回复++
  707. {pdf:46,paddb:46}, //心追解云封
  708. {pdf:47,paddb:47}, //心L大SB
  709. {pdf:48,paddb:48}, //L解禁武器
  710. {pdf:49,paddb:49}, //伤害上限×3
  711. ];
  712. //排序程序列表
  713. const sort_function_list = [
  714. {tag:"sort_none",name:"无",function:()=>0},
  715. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  716. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  717. let num = a.attrs[0] - b.attrs[0];
  718. if (num === 0) num = a.attrs[1] - b.attrs[1];
  719. return num;
  720. }
  721. },
  722. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  723. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  724. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  725. let num = card_a.attrs[0] - card_b.attrs[0];
  726. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  727. return num;
  728. }
  729. },
  730. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  731. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  732. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  733. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  734. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  735. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  736. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  737. }
  738. },
  739. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  740. function getEvoSkill(skill) {
  741. //232为进化后不循环技能,233为循环技能
  742. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  743. else return skill;
  744. }
  745. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  746. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  747. }
  748. },
  749. {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)},
  750. {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)},
  751. {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)},
  752. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  753. {
  754. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  755. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  756. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  757. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  758. return abA - abB;
  759. }
  760. },
  761. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  762. {
  763. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  764. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  765. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  766. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  767. return abA - abB;
  768. }
  769. },
  770. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  771. {
  772. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  773. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  774. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  775. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  776. return abA - abB;
  777. }
  778. },
  779. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  780. {
  781. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  782. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  783. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  784. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  785. return abA - abB;
  786. }
  787. },
  788. ];
  789. //增加特殊搜索模式
  790. const specialSearchFunctions = (function() {
  791. 'use strict';
  792. //返回卡片的队长技能
  793. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  794. {
  795. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  796. }
  797. //返回卡片的技能
  798. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  799. {
  800. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  801. }
  802. //获取血倍率
  803. function getHPScale(ls)
  804. {
  805. const sk = ls.params;
  806. let scale = 1;
  807. switch (ls.type)
  808. {
  809. case 23: case 30: case 62: case 77: case 63: case 65:
  810. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  811. scale = sk[sk.length-1]/100;
  812. break;
  813. case 73: case 76:
  814. case 121: case 129: case 163: case 177: case 186:
  815. case 155:
  816. scale = sk[2]/100;
  817. break;
  818. case 106: case 107: case 108:
  819. scale = sk[0]/100;
  820. break;
  821. case 125:
  822. scale = sk[5]/100;
  823. break;
  824. case 136:
  825. case 137:
  826. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  827. break;
  828. case 158:
  829. scale = sk[4]/100;
  830. break;
  831. case 175:
  832. case 178: case 185:
  833. scale = sk[3]/100;
  834. break;
  835. case 203: case 217:
  836. scale = sk[1]/100;
  837. break;
  838. case 245:
  839. scale = sk[3]/100;
  840. break;
  841. case 138: //调用其他队长技
  842. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  843. break;
  844. default:
  845. }
  846. return scale || 1;
  847. }
  848. //获取盾减伤比例
  849. function getReduceScale(ls, allAttr = false, noHPneed = false)
  850. {
  851. const sk = ls.params;
  852. let scale = 0;
  853. switch (ls.type)
  854. {
  855. case 16: //无条件盾
  856. scale = sk[0]/100;
  857. break;
  858. case 17: //单属性盾
  859. scale = allAttr ? 0 : sk[1]/100;
  860. break;
  861. case 36: //2个属性盾
  862. scale = allAttr ? 0 : sk[2]/100;
  863. break;
  864. case 38: //血线下 + 几率
  865. case 43: //血线上 + 几率
  866. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  867. break;
  868. case 129: //无条件盾,属性个数不固定
  869. case 163: //无条件盾,属性个数不固定
  870. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  871. break;
  872. case 178: //无条件盾,属性个数不固定
  873. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  874. break;
  875. case 130: //血线下 + 属性个数不固定
  876. case 131: //血线上 + 属性个数不固定
  877. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  878. break;
  879. case 151: //十字心触发
  880. case 169: //C触发
  881. case 198: //回血触发
  882. scale = sk[2]/100;
  883. break;
  884. case 170: //多色触发
  885. case 182: //长串触发
  886. case 193: //L触发
  887. scale = sk[3]/100;
  888. break;
  889. case 171: //多串触发
  890. scale = sk[6]/100;
  891. break;
  892. case 183: //又是个有两段血线的队长技
  893. scale = noHPneed ? 0 : sk[4]/100;
  894. break;
  895. case 210: //十字触发
  896. scale = sk[1]/100;
  897. break;
  898. case 235: { //可多次触发
  899. scale = (sk[4] || 0) / 100;
  900. break;
  901. }
  902. case 138: //调用其他队长技
  903. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  904. break;
  905. default:
  906. }
  907. return scale || 0;
  908. }
  909. //获取无条件盾减伤比例
  910. function getReduceScale_unconditional(ls)
  911. {
  912. const sk = ls.params;
  913. let scale = 0;
  914. switch (ls.type)
  915. {
  916. case 16: //无条件盾
  917. {
  918. scale = sk[0]/100;
  919. break;
  920. }
  921. case 129: //无条件盾,属性个数不固定
  922. case 163: //无条件盾,属性个数不固定
  923. {
  924. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  925. break;
  926. }
  927. case 178: //无条件盾,属性个数不固定
  928. {
  929. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  930. break;
  931. }
  932. case 138: //调用其他队长技
  933. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  934. break;
  935. default:
  936. }
  937. return scale || 0;
  938. }
  939. function getCannonAttr(skill)
  940. {
  941. const sk = skill.params;
  942. switch(skill.type)
  943. {
  944. case 0:
  945. case 1:
  946. case 37:
  947. case 58:
  948. case 59:
  949. case 84:
  950. case 85:
  951. case 86:
  952. case 87:
  953. case 115:
  954. return sk[0];
  955. case 110:
  956. case 143:
  957. return sk[1];
  958. case 42:
  959. return sk[1];
  960. case 144:
  961. return sk[3] ?? 0;
  962. default:
  963. return -1;
  964. }
  965. }
  966. function sortByParams(a,b,searchTypeArray,...pidxs)
  967. {
  968. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  969. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  970. if (pidxs.length==0) pidxs.push(0);
  971. let newPos = 0;
  972. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  973. for (let pidx of pidxs) {
  974. newPos = a_s.params[pidx] - b_s.params[pidx];
  975. if (newPos !== 0) break;
  976. }
  977. return newPos;
  978. }
  979. function sortByHPScal(a,b)
  980. {
  981. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  982. return getHPScale(a_s) - getHPScale(b_s);
  983. }
  984. function HPScal_Addition(card)
  985. {
  986. const skill = Skills[card.leaderSkillId];
  987. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  988. }
  989. function sortByReduceScale(a,b)
  990. {
  991. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  992. return getReduceScale(a_s) - getReduceScale(b_s);
  993. }
  994. function ReduceScale_Addition(card)
  995. {
  996. const skill = Skills[card.leaderSkillId];
  997. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  998. }
  999. function voidsAbsorption_Addition(card)
  1000. {
  1001. const searchTypeArray = [173];
  1002. const skill = getCardActiveSkill(card, searchTypeArray);
  1003. if (!skill) return;
  1004. const sk = skill.params;
  1005. const fragment = document.createDocumentFragment();
  1006. const icons = [
  1007. sk[1] && 'attr-absorb',
  1008. sk[2] && 'combo-absorb',
  1009. sk[3] && 'damage-absorb'
  1010. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  1011. fragment.append(...icons);
  1012. fragment.append(`×${sk[0]}T`);
  1013. return fragment;
  1014. }
  1015. function unbind_Turns(card)
  1016. {
  1017. const outObj = {
  1018. normal: 0,
  1019. awoken: 0
  1020. };
  1021. const searchTypeArray = [117,179];
  1022. const skill = getCardActiveSkill(card, searchTypeArray);
  1023. if (skill)
  1024. {
  1025. const sk = skill.params;
  1026. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  1027. outObj.awoken = sk[4] || 0;
  1028. }
  1029. return outObj;
  1030. }
  1031. function unbind_Addition(card)
  1032. {
  1033. const turns = unbind_Turns(card);
  1034. const fragment = document.createDocumentFragment();
  1035. if (turns.normal > 0)
  1036. {
  1037. fragment.append(createSkillIcon('unbind-normal'));
  1038. if (turns.normal != turns.awoken)
  1039. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  1040. }
  1041. if (turns.awoken > 0)
  1042. {
  1043. fragment.append(createSkillIcon('unbind-awakenings'));
  1044. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  1045. }
  1046. return fragment;
  1047. }
  1048. function boardChange_ColorTypes(skill)
  1049. {
  1050. if (!skill) return [];
  1051. const sk = skill.params;
  1052. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1053. return colors;
  1054. }
  1055. function boardChange_Addition(card)
  1056. {
  1057. const searchTypeArray = [71];
  1058. const skill = getCardActiveSkill(card, searchTypeArray);
  1059. const colors = boardChange_ColorTypes(skill);
  1060. return createOrbsList(colors);
  1061. }
  1062. function orbsChangeParse(skill)
  1063. {
  1064. function changes(from, to)
  1065. {
  1066. return {from:from,to:to};
  1067. }
  1068. let outArr = [];
  1069. if (!skill) return outArr;
  1070. const sk = skill.params;
  1071. switch (skill.type)
  1072. {
  1073. case 9:{
  1074. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1075. break;
  1076. }
  1077. case 20:{
  1078. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1079. {
  1080. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1081. }
  1082. else
  1083. {
  1084. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1085. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1086. }
  1087. break;
  1088. }
  1089. case 154:{
  1090. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1091. break;
  1092. }
  1093. }
  1094. return outArr;
  1095. }
  1096. function changeOrbs_Addition(card)
  1097. {
  1098. const searchTypeArray = [9,20,154];
  1099. const skills = getCardActiveSkills(card, searchTypeArray);
  1100. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1101. const fragment = document.createDocumentFragment();
  1102. parsedSkills.forEach(p=>{
  1103. fragment.appendChild(createOrbsList(p.from));
  1104. fragment.appendChild(document.createTextNode(`→`));
  1105. fragment.appendChild(createOrbsList(p.to));
  1106. });
  1107. return fragment;
  1108. }
  1109. function generateOrbsParse(card)
  1110. {
  1111. let outArr = [];
  1112. const searchTypeArray = [141, 208];
  1113. const skills = getCardActiveSkills(card, searchTypeArray);
  1114. if (!skills.length) return outArr;
  1115. for (const skill of skills)
  1116. {
  1117. const sk = skill.params;
  1118. if (skill.type == 141)
  1119. {
  1120. outArr.push({
  1121. count: sk[0],
  1122. to: flags(sk[1] || 1),
  1123. exclude: flags(sk[2]),
  1124. });
  1125. }else
  1126. {
  1127. outArr.push({
  1128. count: sk[0],
  1129. to: flags(sk[1] || 1),
  1130. exclude: flags(sk[2]),
  1131. });
  1132. outArr.push({
  1133. count: sk[3],
  1134. to: flags(sk[4] || 1),
  1135. exclude: flags(sk[5]),
  1136. });
  1137. }
  1138. }
  1139. return outArr;
  1140. }
  1141. function generateOrbs_Addition(card)
  1142. {
  1143. const gens = generateOrbsParse(card);
  1144. const searchTypeArray = [141, 208];
  1145. const skill = getCardActiveSkill(card, searchTypeArray);
  1146. if (!skill) return;
  1147. const sk = skill.params;
  1148. const fragment = document.createDocumentFragment();
  1149. for (const gen of gens)
  1150. {
  1151. fragment.appendChild(createOrbsList(gen.to));
  1152. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1153. }
  1154. return fragment;
  1155. }
  1156. function lock_Addition(card)
  1157. {
  1158. const searchTypeArray = [152];
  1159. const skill = getCardActiveSkill(card, searchTypeArray);
  1160. if (!skill) return;
  1161. const sk = skill.params;
  1162. const fragment = document.createDocumentFragment();
  1163. fragment.appendChild(createSkillIcon('orb-locked'));
  1164. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1165. return fragment;
  1166. }
  1167. function dropLock_Addition(card)
  1168. {
  1169. const searchTypeArray = [205];
  1170. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1171. if (!skill) return;
  1172. const sk = skill.params;
  1173. const fragment = document.createDocumentFragment();
  1174. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1175. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1176. return fragment;
  1177. }
  1178. function dropOrb_Addition(card)
  1179. {
  1180. const searchTypeArray = [126];
  1181. const skill = getCardActiveSkill(card, searchTypeArray);
  1182. if (!skill) return;
  1183. const sk = skill.params;
  1184. const colors = flags(sk[0]);
  1185. const fragment = document.createDocumentFragment();
  1186. fragment.appendChild(createOrbsList(colors, 'drop'));
  1187. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1188. return fragment;
  1189. }
  1190. function generateColumnOrbs_Addition(card)
  1191. {
  1192. const searchTypeArray = [127];
  1193. const skill = getCardActiveSkill(card, searchTypeArray);
  1194. if (!skill) return;
  1195. const sk = skill.params;
  1196. const colors = [];
  1197. for (let ai=0;ai<sk.length;ai+=2)
  1198. {
  1199. colors.push(flags(sk[ai+1]));
  1200. }
  1201. const fragment = document.createDocumentFragment();
  1202. fragment.appendChild(document.createTextNode(`竖`));
  1203. fragment.appendChild(createOrbsList(colors.flat()));
  1204. return fragment;
  1205. }
  1206. function generateRowOrbs_Addition(card)
  1207. {
  1208. const searchTypeArray = [128];
  1209. const skill = getCardActiveSkill(card, searchTypeArray);
  1210. if (!skill) return;
  1211. const sk = skill.params;
  1212. const colors = [];
  1213. for (let ai=0;ai<sk.length;ai+=2)
  1214. {
  1215. colors.push(flags(sk[ai+1]));
  1216. }
  1217. const fragment = document.createDocumentFragment();
  1218. fragment.appendChild(document.createTextNode(`横`));
  1219. fragment.appendChild(createOrbsList(colors.flat()));
  1220. return fragment;
  1221. }
  1222. function numericalATK_Addition(card)
  1223. {
  1224. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1225. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1226. const skill = getCardActiveSkill(card, searchTypeArray);
  1227. if (!skill) return;
  1228. //const sk = skill.params;
  1229. const colors = [getCannonAttr(skill)];
  1230. const fragment = document.createDocumentFragment();
  1231. fragment.append(`射`);
  1232. fragment.append(createOrbsList(colors));
  1233. if (typeArray_Rate.includes(skill.type)) {
  1234. function getNumber(skill){
  1235. const sk = skill.params;
  1236. switch(skill.type)
  1237. {
  1238. case 0:
  1239. case 37:
  1240. case 58:
  1241. case 59:
  1242. case 84:
  1243. case 85:
  1244. case 115:
  1245. return sk[1];
  1246. case 2:
  1247. case 35:
  1248. return sk[0];
  1249. default:
  1250. return 0;
  1251. }
  1252. }
  1253. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1254. }
  1255. return fragment;
  1256. }
  1257. function memberATK_Addition(card)
  1258. {
  1259. const searchTypeArray = [230];
  1260. const skill = getCardActiveSkill(card, searchTypeArray);
  1261. if (!skill) return;
  1262. const sk = skill.params;
  1263. const fragment = document.createDocumentFragment();
  1264. const ul = fragment.appendChild(document.createElement("ul"));
  1265. ul.className = "team-flags";
  1266. for (let i = 0; i<6; i++) {
  1267. const li = ul.appendChild(document.createElement("li"));
  1268. li.className = "team-member-icon";
  1269. }
  1270. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1271. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1272. let str = '';
  1273. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1274. fragment.appendChild(document.createTextNode(str));
  1275. return fragment;
  1276. }
  1277. function dixedDamage_Addition(card)
  1278. {
  1279. const searchTypeArray = [55, 188, 56];
  1280. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1281. if (!skills.length) return;
  1282. const skill = skills[0];
  1283. const sk = skill.params;
  1284. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1285. }
  1286. function gravity_Addition(card)
  1287. {
  1288. const searchTypeArray = [6, 161];
  1289. const skill = getCardActiveSkill(card, searchTypeArray);
  1290. if (!skill) return;
  1291. const sk = skill.params;
  1292. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1293. }
  1294. function healImmediately_Rate(card)
  1295. {
  1296. const searchTypeArray = [7, //自身回复力
  1297. 8, //固定点数
  1298. 35,115, //吸血
  1299. 117
  1300. ];
  1301. const skills = getCardActiveSkills(card, searchTypeArray);
  1302. const outObj = {
  1303. vampire: 0,
  1304. selfRcv: 0,
  1305. const: 0,
  1306. scale: 0,
  1307. };
  1308. if (!skills.length) return outObj;
  1309. skills.forEach(skill=>{
  1310. const sk = skill.params;
  1311. if (skill.type == 7)
  1312. {
  1313. outObj.selfRcv += sk[0];
  1314. }
  1315. else if(skill.type == 8)
  1316. {
  1317. outObj.const += sk[0];
  1318. }
  1319. else if(skill.type == 35)
  1320. {
  1321. outObj.vampire += sk[1];
  1322. }
  1323. else if(skill.type == 115)
  1324. {
  1325. outObj.vampire += sk[2];
  1326. }
  1327. else if(skill.type == 117)
  1328. {
  1329. outObj.selfRcv += sk[1] || 0;
  1330. outObj.const += sk[2] || 0;
  1331. outObj.scale += sk[3] || 0;
  1332. }
  1333. });
  1334. return outObj;
  1335. }
  1336. function atkBuff_Rate(card)
  1337. {
  1338. const searchTypeArray = [
  1339. 88,92, //类型的
  1340. 50,90, //属性的,要排除回复力
  1341. 156,168,231, //宝石姬
  1342. 228, //属性、类型数量
  1343. ];
  1344. const skills = getCardActiveSkills(card, searchTypeArray);
  1345. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1346. function atkBuffParse(skill) {
  1347. const outObj = {
  1348. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1349. types: [],
  1350. attrs: [],
  1351. awoken: [],
  1352. rate: 0,
  1353. turns: 0,
  1354. };
  1355. if (!skill) return outObj;
  1356. const sk = skill.params;
  1357. if (skill.type == 88 || skill.type == 92)
  1358. {
  1359. outObj.skilltype = 2;
  1360. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1361. outObj.turns = sk[0];
  1362. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1363. }
  1364. else if(skill.type == 50 || skill.type == 90)
  1365. {
  1366. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1367. if (!outObj.attrs.length) //去除回复力
  1368. return outObj;
  1369. outObj.skilltype = 2;
  1370. outObj.turns = sk[0];
  1371. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1372. }
  1373. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1374. || skill.type == 168)
  1375. {
  1376. outObj.skilltype = 1;
  1377. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1378. outObj.turns = sk[0];
  1379. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1380. }
  1381. else if(skill.type == 228 && sk[3] > 0)
  1382. {
  1383. outObj.skilltype = 1;
  1384. outObj.attrs = flags(sk[1]);
  1385. outObj.types = flags(sk[2]);
  1386. outObj.turns = sk[0];
  1387. outObj.rate = sk[3];
  1388. }
  1389. else if(skill.type == 231 && sk[6] > 0)
  1390. {
  1391. outObj.skilltype = 1;
  1392. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1393. outObj.turns = sk[0];
  1394. outObj.rate = sk[6];
  1395. }
  1396. return outObj;
  1397. }
  1398. }
  1399. function rcvBuff_Rate(card)
  1400. {
  1401. const searchTypeArray = [
  1402. 50,90,
  1403. 228, 231, //宝石姬
  1404. ];
  1405. const skills = getCardActiveSkills(card, searchTypeArray);
  1406. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1407. function rcvBuffParse(skill) {
  1408. const outObj = {
  1409. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1410. types: [],
  1411. attrs: [],
  1412. awoken: [],
  1413. rate: 0,
  1414. turns: 0,
  1415. };
  1416. if (!skill) return outObj;
  1417. const sk = skill.params;
  1418. if (skill.type == 228 && sk[4] > 0) {
  1419. outObj.skilltype = 1;
  1420. outObj.attrs = flags(sk[1]);
  1421. outObj.types = flags(sk[2]);
  1422. outObj.turns = sk[0];
  1423. outObj.rate = sk[4];
  1424. } else if (skill.type == 231 && sk[7] > 0) {
  1425. outObj.skilltype = 1;
  1426. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1427. outObj.turns = sk[0];
  1428. outObj.rate = sk[7];
  1429. } else if (skill.type == 50 || skill.type == 90) {
  1430. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1431. outObj.turns = sk[0];
  1432. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1433. }
  1434. return outObj;
  1435. }
  1436. }
  1437. function damageSelf_Rate(card)
  1438. {
  1439. const searchTypeArray = [84,85,86,87,195];
  1440. const skill = getCardActiveSkill(card, searchTypeArray);
  1441. if (!skill) return 0;
  1442. const sk = skill.params;
  1443. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1444. }
  1445. function changeEnemiesAttr_Attr(card)
  1446. {
  1447. const outObj = {
  1448. attr: null,
  1449. turns: 0
  1450. }
  1451. const searchTypeArray = [153, 224];
  1452. const skill = getCardActiveSkill(card, searchTypeArray);
  1453. if (!skill) return outObj;
  1454. const sk = skill.params;
  1455. if (skill.type == 153)
  1456. {
  1457. outObj.attr = sk[0];
  1458. }
  1459. else if (skill.type == 224)
  1460. {
  1461. outObj.attr = sk[1] || 0;
  1462. outObj.turns = sk[0];
  1463. }
  1464. return outObj;
  1465. }
  1466. function shapeThisRowOk(line, lineNumber) {
  1467. if (lineNumber <= 0) return true;
  1468. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1469. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1470. }
  1471. function shapeUpsideDownRowOk(line, lineNumber) {
  1472. if (lineNumber <= 0) return true;
  1473. return line > 0 ? (line & lineNumber) === 0 : true;
  1474. }
  1475. function shapeIsCross(sk) { //产珠是十字
  1476. const baseLineNum = 0b111;
  1477. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1478. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1479. lineNumArr.push(_lineNum);
  1480. }
  1481. for (let ri=1; ri<4; ri++)
  1482. {
  1483. //搜索所有可能的行存在
  1484. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1485. if (maybeLineNum.length < 1) continue;
  1486. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1487. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1488. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1489. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1490. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1491. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1492. });
  1493. if (maybeLineNum.length > 0) return true;
  1494. }
  1495. return false;
  1496. }
  1497. function shapeIsLShape(sk) { //产珠是L字
  1498. const baseLineNum = 0b111;
  1499. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1500. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1501. lineNumArr.push(_lineNum);
  1502. }
  1503. for (let ri=0; ri<5; ri++)
  1504. {
  1505. //搜索所有可能的行存在
  1506. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1507. if (maybeLineNum.length < 1) continue;
  1508. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1509. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1510. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1511. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1512. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1513. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1514. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1515. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1516. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1517. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1518. ||
  1519. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1520. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1521. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1522. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1523. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1524. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1525. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1526. });
  1527. if (maybeLineNum.length > 0) return true;
  1528. }
  1529. return false;
  1530. }
  1531. //创建1个觉醒图标
  1532. function createAwokenIcon(awokenId)
  1533. {
  1534. const icon = document.createElement("icon");
  1535. icon.className ="awoken-icon";
  1536. icon.setAttribute("data-awoken-icon", awokenId);
  1537. return icon;
  1538. }
  1539. //产生一个觉醒列表
  1540. function creatAwokenList(awokens) {
  1541. const ul = document.createElement("ul");
  1542. ul.className = "awoken-ul";
  1543. awokens.forEach(ak=>{
  1544. const li = ul.appendChild(document.createElement("li"));
  1545. const icon = li.appendChild(createAwokenIcon(ak));
  1546. });
  1547. return ul;
  1548. }
  1549. //产生宝珠列表
  1550. function createOrbsList(orbs, className)
  1551. {
  1552. if (orbs == undefined) orbs = [0];
  1553. else if (!Array.isArray(orbs)) orbs = [orbs];
  1554. const ul = document.createElement("ul");
  1555. ul.className = "board";
  1556. orbs.forEach(orbType => {
  1557. const li = ul.appendChild(document.createElement("li"));
  1558. li.className = className ? `orb ${className}` :`orb`;
  1559. li.setAttribute("data-orb-icon", orbType);
  1560. });
  1561. return ul;
  1562. }
  1563. //产生类型列表
  1564. function createTypesList(types)
  1565. {
  1566. if (types == undefined) types = [0];
  1567. else if (!Array.isArray(types)) types = [types];
  1568. const ul = document.createElement("ul");
  1569. ul.className = "types-ul";
  1570. types.forEach(type => {
  1571. const li = ul.appendChild(document.createElement("li"));
  1572. li.className = `type-icon`;
  1573. li.setAttribute("data-type-icon", type);
  1574. });
  1575. return ul;
  1576. }
  1577. const functions = [
  1578. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1579. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1580. ]},
  1581. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1582. {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)"},
  1583. function:cards=>{
  1584. const searchTypeArray = [173];
  1585. return cards.filter(card=>{
  1586. const skill = getCardActiveSkill(card, searchTypeArray);
  1587. return skill && skill.params[1];
  1588. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1589. },
  1590. addition:voidsAbsorption_Addition
  1591. },
  1592. /*{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)"},
  1593. function:cards=>{
  1594. const searchTypeArray = [173];
  1595. return cards.filter(card=>{
  1596. const skill = getCardActiveSkill(card, searchTypeArray);
  1597. return skill && skill.params[2];
  1598. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1599. },addition:voidsAbsorption_Addition},*/
  1600. {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)"},
  1601. function:cards=>{
  1602. const searchTypeArray = [173];
  1603. return cards.filter(card=>{
  1604. const skill = getCardActiveSkill(card, searchTypeArray);
  1605. return skill && skill.params[3];
  1606. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1607. },
  1608. addition:voidsAbsorption_Addition
  1609. },
  1610. {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)"},
  1611. function:cards=>{
  1612. const searchTypeArray = [173];
  1613. return cards.filter(card=>{
  1614. const skill = getCardActiveSkill(card, searchTypeArray);
  1615. return skill && skill.params[1] && skill.params[3];
  1616. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1617. },
  1618. addition:voidsAbsorption_Addition
  1619. },
  1620. {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)"},
  1621. function:cards=>{
  1622. const searchTypeArray = [191];
  1623. return cards.filter(card=>{
  1624. const skill = getCardActiveSkill(card, searchTypeArray);
  1625. return skill;
  1626. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1627. },
  1628. addition:card=>{
  1629. const searchTypeArray = [191];
  1630. const skill = getCardActiveSkill(card, searchTypeArray);
  1631. if (!skill) return;
  1632. const sk = skill.params;
  1633. const fragment = document.createDocumentFragment();
  1634. fragment.append(createSkillIcon('damage-void'));
  1635. fragment.append(`×${sk[0]}T`);
  1636. return fragment;
  1637. }
  1638. },
  1639. ]},
  1640. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1641. {
  1642. 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)"},
  1643. function:cards=>{
  1644. return cards.filter(card=>{
  1645. const turns = unbind_Turns(card);
  1646. return turns.normal > 0;
  1647. }).sort((a,b)=>{
  1648. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1649. let a_pC = a_s.normal, b_pC = b_s.normal;
  1650. return a_pC - b_pC;
  1651. });
  1652. },
  1653. addition:unbind_Addition
  1654. },
  1655. {
  1656. 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)"},
  1657. function:cards=>{
  1658. return cards.filter(card=>{
  1659. const turns = unbind_Turns(card);
  1660. return turns.awoken > 0;
  1661. }).sort((a,b)=>{
  1662. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1663. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1664. return a_pC - b_pC;
  1665. });
  1666. },
  1667. addition:unbind_Addition
  1668. },
  1669. {
  1670. 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)"},
  1671. function:cards=>{
  1672. return cards.filter(card=>{
  1673. const turns = unbind_Turns(card);
  1674. return turns.normal && turns.awoken > 0;
  1675. }).sort((a,b)=>{
  1676. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1677. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1678. return a_pC - b_pC;
  1679. });
  1680. },
  1681. addition:unbind_Addition
  1682. },
  1683. {
  1684. 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)"},
  1685. function:cards=>{
  1686. const searchTypeArray = [196];
  1687. return cards.filter(card=>{
  1688. const skill = getCardActiveSkill(card, searchTypeArray);
  1689. return skill;
  1690. }).sort((a,b)=>{
  1691. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1692. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1693. return a_pC - b_pC;
  1694. })
  1695. },
  1696. addition:card=>{
  1697. const searchTypeArray = [196];
  1698. const skill = getCardActiveSkill(card, searchTypeArray);
  1699. if (!skill) return;
  1700. const sk = skill.params;
  1701. const fragment = document.createDocumentFragment();
  1702. fragment.append(createSkillIcon('unbind-matches'));
  1703. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1704. return fragment;
  1705. }
  1706. },
  1707. ]},
  1708. {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: [
  1709. {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)"},
  1710. function:cards=>{
  1711. const searchTypeArray = [146];
  1712. return cards.filter(card=>{
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. return skill;
  1715. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1716. },
  1717. addition:card=>{
  1718. const searchTypeArray = [146];
  1719. const skill = getCardActiveSkill(card, searchTypeArray);
  1720. if (!skill) return;
  1721. const sk = skill.params;
  1722. const fragment = document.createDocumentFragment();
  1723. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1724. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1725. return fragment;
  1726. }
  1727. },
  1728. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1729. function:cards=>{
  1730. const searchTypeArray = [218];
  1731. return cards.filter(card=>{
  1732. const skill = getCardActiveSkill(card, searchTypeArray);
  1733. return skill;
  1734. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1735. },
  1736. addition:card=>{
  1737. const searchTypeArray = [218];
  1738. const skill = getCardActiveSkill(card, searchTypeArray);
  1739. if (!skill) return;
  1740. const sk = skill.params;
  1741. const fragment = document.createDocumentFragment();
  1742. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1743. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1744. return fragment;
  1745. }
  1746. },
  1747. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1748. function:cards=>{
  1749. const searchTypeArray = [93, 227];
  1750. return cards.filter(card=>{
  1751. const skill = getCardActiveSkill(card, searchTypeArray);
  1752. return skill;
  1753. }).sort((a,b)=>{
  1754. const a_s = getCardActiveSkill(a, searchTypeArray),
  1755. b_s = getCardActiveSkill(b, searchTypeArray);
  1756. return a_s.type - b_s.type;
  1757. });
  1758. },
  1759. addition:card=>{
  1760. const searchTypeArray = [93, 227];
  1761. const skill = getCardActiveSkill(card, searchTypeArray);
  1762. if (!skill) return;
  1763. const fragment = document.createDocumentFragment();
  1764. fragment.append(createSkillIcon('leader-change'));
  1765. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1766. return fragment;
  1767. }
  1768. },
  1769. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1770. function:cards=>{
  1771. function getIncreaseDamageCap(skill)
  1772. {
  1773. let cap = 0;
  1774. switch (skill.type) {
  1775. case 241:
  1776. cap = skill.params[1];
  1777. break;
  1778. case 246:
  1779. cap = skill.params[2];
  1780. break;
  1781. case 247:
  1782. cap = skill.params[3];
  1783. break;
  1784. }
  1785. return cap;
  1786. }
  1787. const searchTypeArray = [241, 246, 247];
  1788. return cards.filter(card=>{
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. return skill;
  1791. }).sort((a,b)=>{
  1792. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1793. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1794. return a_pC - b_pC;
  1795. });
  1796. },
  1797. addition:card=>{
  1798. const searchTypeArray = [241, 246, 247];
  1799. const skill = getCardActiveSkill(card, searchTypeArray);
  1800. if (!skill) return;
  1801. const sk = skill.params;
  1802. let cap;
  1803. switch (skill.type) {
  1804. case 241:
  1805. cap = sk[1];
  1806. break;
  1807. case 246:
  1808. cap = sk[2];
  1809. break;
  1810. case 247:
  1811. cap = sk[3];
  1812. break;
  1813. }
  1814. if (skill.type == 241) {
  1815. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  1816. } else {
  1817. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  1818. }
  1819. }
  1820. },
  1821. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1822. function:cards=>{
  1823. const searchTypeArray = [230];
  1824. return cards.filter(card=>{
  1825. const skill = getCardActiveSkill(card, searchTypeArray);
  1826. return skill;
  1827. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1828. },
  1829. addition:memberATK_Addition
  1830. },
  1831. {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"},
  1832. function:cards=>{
  1833. const searchTypeArray = [230];
  1834. return cards.filter(card=>{
  1835. const skill = getCardActiveSkill(card, searchTypeArray);
  1836. return skill && Boolean(skill.params[1] & 1<<0);
  1837. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1838. },
  1839. addition:memberATK_Addition
  1840. },
  1841. {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"},
  1842. function:cards=>{
  1843. const searchTypeArray = [230];
  1844. return cards.filter(card=>{
  1845. const skill = getCardActiveSkill(card, searchTypeArray);
  1846. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1847. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1848. },
  1849. addition:memberATK_Addition
  1850. },
  1851. {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"},
  1852. function:cards=>{
  1853. const searchTypeArray = [230];
  1854. return cards.filter(card=>{
  1855. const skill = getCardActiveSkill(card, searchTypeArray);
  1856. return skill && Boolean(skill.params[1] & 1<<3);
  1857. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1858. },
  1859. addition:memberATK_Addition
  1860. },
  1861. {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)"},
  1862. function:cards=>{
  1863. const searchTypeArray = [142];
  1864. return cards.filter(card=>{
  1865. const skill = getCardActiveSkill(card, searchTypeArray);
  1866. return skill;
  1867. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1868. },
  1869. addition:card=>{
  1870. const searchTypeArray = [142];
  1871. const skill = getCardActiveSkill(card, searchTypeArray);
  1872. if (!skill) return;
  1873. const sk = skill.params;
  1874. const fragment = document.createDocumentFragment();
  1875. fragment.appendChild(document.createTextNode(`自→`));
  1876. fragment.appendChild(createOrbsList(sk[1]));
  1877. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1878. return fragment;
  1879. }
  1880. },
  1881. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1882. function:cards=>cards.filter(card=>{
  1883. const searchTypeArray = [214];
  1884. const skill = getCardActiveSkill(card, searchTypeArray);
  1885. return skill;
  1886. }),
  1887. addition:card=>{
  1888. const searchTypeArray = [214];
  1889. const skill = getCardActiveSkill(card, searchTypeArray);
  1890. if (!skill) return;
  1891. const sk = skill.params;
  1892. return document.createTextNode(`自封技${sk[0]}T`);
  1893. }
  1894. },
  1895. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1896. function:cards=>cards.filter(card=>{
  1897. const searchTypeArray = [250];
  1898. const skill = getCardActiveSkill(card, searchTypeArray);
  1899. return skill;
  1900. })
  1901. },
  1902. ]},
  1903. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1904. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1905. function:cards=>{
  1906. const searchTypeArray = [179];
  1907. return cards.filter(card=>{
  1908. const skill = getCardActiveSkill(card, searchTypeArray);
  1909. return skill;
  1910. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1911. },
  1912. addition:card=>{
  1913. const searchTypeArray = [179];
  1914. const skill = getCardActiveSkill(card, searchTypeArray);
  1915. if (!skill) return;
  1916. const sk = skill.params;
  1917. const fragment = document.createDocumentFragment();
  1918. fragment.append(createSkillIcon('auto-heal'));
  1919. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1920. return fragment;
  1921. }
  1922. },
  1923. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1924. function:cards=>{
  1925. return cards.filter(card=>{
  1926. const heal = healImmediately_Rate(card);
  1927. return Object.values(heal).some(v=>v);
  1928. })
  1929. .sort((a,b)=>{
  1930. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1931. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1932. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1933. let sortNum = a_i - b_i;
  1934. if (!sortNum)
  1935. {
  1936. sortNum = a_vs[a_i] - b_vs[b_i];
  1937. }
  1938. return sortNum;
  1939. });
  1940. },
  1941. addition:card=>{
  1942. const heal = healImmediately_Rate(card);
  1943. const fragment = document.createDocumentFragment();
  1944. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1945. if (heal.scale)
  1946. fragment.append(`${heal.scale}%`);
  1947. if (heal.const)
  1948. fragment.append(`${heal.const.bigNumberToString()}点`);
  1949. if (heal.selfRcv)
  1950. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1951. if (heal.vampire)
  1952. fragment.append(`${heal.vampire}%伤害`);
  1953. return fragment;
  1954. }
  1955. },
  1956. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1957. function:cards=>{
  1958. const searchTypeArray = [237];
  1959. return cards.filter(card=>{
  1960. const skill = getCardActiveSkill(card, searchTypeArray);
  1961. return skill;
  1962. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1963. },
  1964. addition:card=>{
  1965. const searchTypeArray = [237];
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. if (!skill) return;
  1968. const sk = skill.params;
  1969. const fragment = document.createDocumentFragment();
  1970. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1971. return fragment;
  1972. }
  1973. },
  1974. {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)"},
  1975. function:cards=>{
  1976. return cards.filter(card=>damageSelf_Rate(card)>0)
  1977. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1978. },
  1979. addition:card=>{
  1980. let rate = damageSelf_Rate(card);
  1981. if (rate < 100)
  1982. return `减少${rate}%`;
  1983. else
  1984. return `减少到1`;
  1985. }
  1986. },
  1987. ]},
  1988. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1989. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1990. function:cards=>cards.filter(card=>{
  1991. const searchTypeArray = [172];
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. return skill;
  1994. })
  1995. },
  1996. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1997. function:cards=>cards.filter(card=>{
  1998. const searchTypeArray = [152];
  1999. const skill = getCardActiveSkill(card, searchTypeArray);
  2000. return skill;
  2001. }),
  2002. addition:lock_Addition
  2003. },
  2004. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2005. function:cards=>cards.filter(card=>{
  2006. const searchTypeArray = [152];
  2007. const skill = getCardActiveSkill(card, searchTypeArray);
  2008. return skill && (skill.params[0] & 63) === 63;
  2009. }),
  2010. addition:lock_Addition
  2011. },
  2012. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2013. function:cards=>{
  2014. const searchTypeArray = [52,91,140];
  2015. return cards.filter(card=>{
  2016. const skill = getCardActiveSkill(card, searchTypeArray);
  2017. return skill;
  2018. });
  2019. },
  2020. addition:card=>{
  2021. const searchTypeArray = [52,91,140];
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. if (!skill) return;
  2024. const sk = skill.params;
  2025. let attrs = [];
  2026. switch (skill.type)
  2027. {
  2028. case 52:{
  2029. attrs.push(sk[0]); break;
  2030. }
  2031. case 91:{
  2032. attrs = sk.slice(0,-1); break;
  2033. }
  2034. case 140:{
  2035. attrs = flags(sk[0]); break;
  2036. }
  2037. }
  2038. const fragment = document.createDocumentFragment();
  2039. fragment.appendChild(document.createTextNode(`强化`));
  2040. fragment.appendChild(createOrbsList(attrs));
  2041. return fragment;
  2042. }
  2043. },
  2044. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2045. function:cards=>cards.filter(card=>{
  2046. const searchTypeArray = [215];
  2047. const skill = getCardActiveSkill(card, searchTypeArray);
  2048. return skill;
  2049. }),
  2050. addition:card=>{
  2051. const searchTypeArray = [215];
  2052. const skill = getCardActiveSkill(card, searchTypeArray);
  2053. if (!skill) return;
  2054. const sk = skill.params;
  2055. const fragment = document.createDocumentFragment();
  2056. fragment.appendChild(document.createTextNode(`自封`));
  2057. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  2058. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2059. return fragment;
  2060. }
  2061. },
  2062. ]},
  2063. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  2064. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  2065. function:cards=>cards.filter(card=>{
  2066. function isLoopBuff(parsedSkill, cd) {
  2067. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  2068. && skill.turns >= cd);
  2069. }
  2070. //跳过0号技能的、会变身成别人的和无技能数据的
  2071. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2072. const skill = Skills[card.activeSkillId];
  2073. if (!skill) return false;
  2074. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2075. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2076. let parsedActiveSkill = skillParser(card.activeSkillId);
  2077. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2078. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  2079. let parsedGroupSkill = parsedActiveSkill?.[0];
  2080. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2081. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2082. }
  2083. //进化类技能,排除循环进化,并只计算最后一级
  2084. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2085. let lastIdx = parsedGroupSkill.params.length - 1;
  2086. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2087. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2088. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2089. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2090. }
  2091. return false;
  2092. })
  2093. },
  2094. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2095. function:cards=>{
  2096. return cards.filter(card=>{
  2097. const atkbuff = rcvBuff_Rate(card);
  2098. return atkbuff.skilltype > 0;
  2099. }).sort((a,b)=>{
  2100. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2101. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2102. if (sortNum == 0)
  2103. sortNum = a_pC.rate - b_pC.rate;
  2104. if (sortNum == 0)
  2105. sortNum = a_pC.turns - b_pC.turns;
  2106. return sortNum;
  2107. });
  2108. },
  2109. addition:card=>{
  2110. const atkbuff = rcvBuff_Rate(card);
  2111. const fragment = document.createDocumentFragment();
  2112. fragment.appendChild(createOrbsList([5]));
  2113. if (atkbuff.skilltype == 0) return fragment;
  2114. if (atkbuff.skilltype == 1)
  2115. {
  2116. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2117. if (atkbuff.awoken.length)
  2118. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2119. if (atkbuff.attrs.length)
  2120. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2121. if (atkbuff.types.length)
  2122. fragment.appendChild(createTypesList(atkbuff.types));
  2123. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2124. }else if (atkbuff.skilltype == 2)
  2125. {
  2126. if (atkbuff.attrs.length)
  2127. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2128. if (atkbuff.types.length)
  2129. fragment.appendChild(createTypesList(atkbuff.types));
  2130. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2131. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2132. }
  2133. return fragment;
  2134. }
  2135. },
  2136. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2137. function:cards=>{
  2138. return cards.filter(card=>{
  2139. const atkbuff = atkBuff_Rate(card);
  2140. return atkbuff.skilltype > 0;
  2141. }).sort((a,b)=>{
  2142. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2143. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2144. if (sortNum == 0)
  2145. sortNum = a_pC.rate - b_pC.rate;
  2146. if (sortNum == 0)
  2147. sortNum = a_pC.turns - b_pC.turns;
  2148. return sortNum;
  2149. });
  2150. },
  2151. addition:card=>{
  2152. const atkbuff = atkBuff_Rate(card);
  2153. const fragment = document.createDocumentFragment();
  2154. if (atkbuff.skilltype == 0) return fragment;
  2155. if (atkbuff.skilltype == 1)
  2156. {
  2157. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2158. if (atkbuff.awoken.length)
  2159. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2160. if (atkbuff.attrs.length)
  2161. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2162. if (atkbuff.types.length)
  2163. fragment.appendChild(createTypesList(atkbuff.types));
  2164. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2165. }else if (atkbuff.skilltype == 2)
  2166. {
  2167. if (atkbuff.attrs.length)
  2168. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2169. if (atkbuff.types.length)
  2170. fragment.appendChild(createTypesList(atkbuff.types));
  2171. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2172. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2173. }
  2174. return fragment;
  2175. }
  2176. },
  2177. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2178. function:cards=>{
  2179. const searchTypeArray = [132];
  2180. return cards.filter(card=>{
  2181. const skill = getCardActiveSkill(card, searchTypeArray);
  2182. return skill;
  2183. }).sort((a,b)=>{
  2184. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2185. //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
  2186. 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;
  2187. 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]);
  2188. });
  2189. },
  2190. addition:card=>{
  2191. const searchTypeArray = [132];
  2192. const skill = getCardActiveSkill(card, searchTypeArray);
  2193. if (!skill) return;
  2194. const sk = skill.params;
  2195. let str = "👆";
  2196. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2197. if (sk[2]) str += `x${sk[2]/100}`;
  2198. str += `x${sk[0]}T`;
  2199. return str;
  2200. }
  2201. },
  2202. {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)"},
  2203. function:cards=>{
  2204. const searchTypeArray = [160];
  2205. return cards.filter(card=>{
  2206. const skill = getCardActiveSkill(card, searchTypeArray);
  2207. return skill;
  2208. }).sort((a,b)=>{
  2209. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2210. return a_s.params[1] - b_s.params[1];
  2211. });
  2212. },
  2213. addition:card=>{
  2214. const searchTypeArray = [160];
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. if (!skill) return;
  2217. const sk = skill.params;
  2218. return `+${sk[1]}C×${sk[0]}T`;
  2219. }
  2220. },
  2221. {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)"},
  2222. function:cards=>{
  2223. const searchTypeArray = [3,156];
  2224. return cards.filter(card=>{
  2225. const skill = getCardActiveSkill(card, searchTypeArray);
  2226. if (!skill) return false;
  2227. if (skill.type == 156)
  2228. return skill.params[4]==3;
  2229. else
  2230. return true;
  2231. }).sort((a,b)=>{
  2232. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2233. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2234. if (!sortNum)
  2235. {
  2236. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2237. sortNum = a_pC - b_pC;
  2238. }
  2239. return sortNum;
  2240. });
  2241. },
  2242. addition:card=>{
  2243. const searchTypeArray = [3,156];
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. if (!skill) return;
  2246. const sk = skill.params;
  2247. const fragment = document.createDocumentFragment();
  2248. if (skill.type == 156)
  2249. {
  2250. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2251. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2252. fragment.appendChild(creatAwokenList(awokenArr));
  2253. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2254. }else
  2255. {
  2256. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2257. }
  2258. return fragment;
  2259. }
  2260. },
  2261. {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)"},
  2262. function:cards=>{
  2263. const searchTypeArray = [3];
  2264. return cards.filter(card=>{
  2265. const skill = getCardActiveSkill(card, searchTypeArray);
  2266. return skill && skill.params[1]>=100;
  2267. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2268. },
  2269. addition:card=>{
  2270. const searchTypeArray = [3];
  2271. const skill = getCardActiveSkill(card, searchTypeArray);
  2272. if (!skill) return;
  2273. const sk = skill.params;
  2274. return `无敌×${sk[0]}T`;
  2275. }
  2276. },
  2277. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2278. function:cards=>{
  2279. const searchTypeArray = [21];
  2280. return cards.filter(card=>{
  2281. const skill = getCardActiveSkill(card, searchTypeArray);
  2282. return skill;
  2283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2284. },
  2285. addition:card=>{
  2286. const searchTypeArray = [21];
  2287. const skill = getCardActiveSkill(card, searchTypeArray);
  2288. if (!skill) return;
  2289. const sk = skill.params;
  2290. const colors = [sk[1]];
  2291. const fragment = document.createDocumentFragment();
  2292. fragment.appendChild(document.createTextNode(`-`));
  2293. fragment.appendChild(createOrbsList(colors));
  2294. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2295. return fragment;
  2296. }
  2297. },
  2298. {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)"},
  2299. function:cards=>{
  2300. const searchTypeArray = [51];
  2301. return cards.filter(card=>{
  2302. const skill = getCardActiveSkill(card, searchTypeArray);
  2303. return skill;
  2304. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2305. },
  2306. addition:card=>{
  2307. const searchTypeArray = [51];
  2308. const skill = getCardActiveSkill(card, searchTypeArray);
  2309. if (!skill) return;
  2310. const sk = skill.params;
  2311. return `全体×${sk[0]}T`;
  2312. }
  2313. },
  2314. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2315. function:cards=>cards.filter(card=>{
  2316. const searchTypeArray = [156,168,228,231];
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. return skill;
  2319. })
  2320. },
  2321. ]},
  2322. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2323. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2324. function:cards=>{
  2325. const searchTypeArray = [18];
  2326. return cards.filter(card=>{
  2327. const skill = getCardActiveSkill(card, searchTypeArray);
  2328. return skill;
  2329. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2330. },
  2331. addition:card=>{
  2332. const searchTypeArray = [18];
  2333. const skill = getCardActiveSkill(card, searchTypeArray);
  2334. if (!skill) return;
  2335. const sk = skill.params;
  2336. return document.createTextNode(`威吓×${sk[0]}T`);
  2337. }
  2338. },
  2339. {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)"},
  2340. function:cards=>{
  2341. const searchTypeArray = [19];
  2342. return cards.filter(card=>{
  2343. const skill = getCardActiveSkill(card, searchTypeArray);
  2344. return skill;
  2345. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2346. },
  2347. addition:card=>{
  2348. const searchTypeArray = [19];
  2349. const skill = getCardActiveSkill(card, searchTypeArray);
  2350. if (!skill) return;
  2351. const sk = skill.params;
  2352. return `破防${sk[1]}%×${sk[0]}T`;
  2353. }
  2354. },
  2355. {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)"},
  2356. function:cards=>{
  2357. const searchTypeArray = [4];
  2358. return cards.filter(card=>{
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. return skill;
  2361. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2362. },
  2363. addition:card=>{
  2364. const searchTypeArray = [4];
  2365. const skill = getCardActiveSkill(card, searchTypeArray);
  2366. if (!skill) return;
  2367. const sk = skill.params;
  2368. return `攻击力×${sk[0]/100}倍`;
  2369. }
  2370. },
  2371. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2372. function:cards=>{
  2373. return cards.filter(card=>{
  2374. return changeEnemiesAttr_Attr(card).attr != null;
  2375. }).sort((a,b)=>{
  2376. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2377. return a_pC.attr - b_pC.attr;
  2378. })
  2379. },
  2380. addition:card=>{
  2381. let change = changeEnemiesAttr_Attr(card);
  2382. const fragment = document.createDocumentFragment();
  2383. fragment.appendChild(document.createTextNode(`敌→`));
  2384. fragment.appendChild(createOrbsList(change.attr));
  2385. if (change.turns > 0)
  2386. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2387. return fragment;
  2388. }
  2389. },
  2390. {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)"},
  2391. function:cards=>{
  2392. const searchTypeArray = [60];
  2393. return cards.filter(card=>{
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. return skill;
  2396. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2397. },
  2398. addition:card=>{
  2399. const searchTypeArray = [60];
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. if (!skill) return;
  2402. const sk = skill.params;
  2403. const fragment = document.createDocumentFragment();
  2404. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2405. fragment.appendChild(createOrbsList(sk[2]));
  2406. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2407. return fragment;
  2408. }
  2409. },
  2410. ]},
  2411. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2412. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2413. function:cards=>cards.filter(card=>{
  2414. const searchTypeArray = [10];
  2415. const skill = getCardActiveSkill(card, searchTypeArray);
  2416. return skill;
  2417. })
  2418. },
  2419. {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)"},
  2420. function:cards=>{
  2421. const searchTypeArray = [184];
  2422. return cards.filter(card=>{
  2423. const skill = getCardActiveSkill(card, searchTypeArray);
  2424. return skill;
  2425. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2426. },
  2427. addition:card=>{
  2428. const searchTypeArray = [184];
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. if (!skill) return;
  2431. const sk = skill.params;
  2432. return `无↓×${sk[0]}T`;
  2433. }
  2434. },
  2435. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2436. function:cards=>{
  2437. const searchTypeArray = [207, 249];
  2438. return cards.filter(card=>{
  2439. const skill = getCardActiveSkill(card, searchTypeArray);
  2440. return skill;
  2441. }).sort((a,b)=>{
  2442. const a_s = getCardActiveSkill(a, searchTypeArray),
  2443. b_s = getCardActiveSkill(b, searchTypeArray);
  2444. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2445. });
  2446. },
  2447. addition:card=>{
  2448. const searchTypeArray = [207, 249];
  2449. const skill = getCardActiveSkill(card, searchTypeArray);
  2450. if (!skill) return;
  2451. const sk = skill.params;
  2452. const fragment = document.createDocumentFragment();
  2453. fragment.append(createSkillIcon('board-roulette'));
  2454. if (skill.type == 249) {
  2455. fragment.append(createOrbsList(flags(sk[1])));
  2456. }
  2457. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2458. return fragment;
  2459. }
  2460. },
  2461. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2462. function:cards=>{
  2463. const searchTypeArray = [238];
  2464. return cards.filter(card=>{
  2465. const skill = getCardActiveSkill(card, searchTypeArray);
  2466. return skill;
  2467. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2468. },
  2469. addition:card=>{
  2470. const searchTypeArray = [238];
  2471. const skill = getCardActiveSkill(card, searchTypeArray);
  2472. if (!skill) return;
  2473. const sk = skill.params;
  2474. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2475. }
  2476. },
  2477. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2478. function:cards=>{
  2479. const searchTypeArray = [239];
  2480. return cards.filter(card=>{
  2481. const skill = getCardActiveSkill(card, searchTypeArray);
  2482. return skill;
  2483. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2484. },
  2485. addition:card=>{
  2486. const searchTypeArray = [239];
  2487. const skill = getCardActiveSkill(card, searchTypeArray);
  2488. if (!skill) return;
  2489. const sk = skill.params;
  2490. const colums = flags(sk[1]), rows = flags(sk[2]);
  2491. const fragment = document.createDocumentFragment();
  2492. if (colums.length)
  2493. fragment.append(`${colums.length}竖`);
  2494. if (rows.length)
  2495. fragment.append(`${rows.length}横`);
  2496. fragment.append(`×${sk[0]}T`);
  2497. return fragment;
  2498. }
  2499. },
  2500. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2501. function:cards=>{
  2502. const searchTypeArray = [251];
  2503. return cards.filter(card=>{
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return skill;
  2506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2507. },
  2508. addition:card=>{
  2509. const searchTypeArray = [251];
  2510. const skill = getCardActiveSkill(card, searchTypeArray);
  2511. if (!skill) return;
  2512. const sk = skill.params;
  2513. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2514. }
  2515. },
  2516. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2517. function:cards=>{
  2518. const searchTypeArray = [244];
  2519. return cards.filter(card=>{
  2520. const skill = getCardActiveSkill(card, searchTypeArray);
  2521. return skill;
  2522. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2523. },
  2524. addition:card=>{
  2525. const searchTypeArray = [244];
  2526. const skill = getCardActiveSkill(card, searchTypeArray);
  2527. if (!skill) return;
  2528. const sk = skill.params;
  2529. let width, height;
  2530. switch (sk[1]) {
  2531. case 1: {
  2532. width = 7;
  2533. height = 6;
  2534. break;
  2535. }
  2536. case 2: {
  2537. width = 5;
  2538. height = 3;
  2539. break;
  2540. }
  2541. case 3: {
  2542. width = 6;
  2543. height = 5;
  2544. break;
  2545. }
  2546. default: {
  2547. width = 6;
  2548. height = 5;
  2549. }
  2550. }
  2551. return `[${width}×${height}]×${sk[0]}T`;
  2552. }
  2553. },
  2554. ]},
  2555. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2556. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2557. function:cards=>{
  2558. const searchTypeArray = [180];
  2559. return cards.filter(card=>{
  2560. const skill = getCardActiveSkill(card, searchTypeArray);
  2561. return skill;
  2562. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2563. },
  2564. addition:card=>{
  2565. const searchTypeArray = [180];
  2566. const skill = getCardActiveSkill(card, searchTypeArray);
  2567. if (!skill) return;
  2568. const sk = skill.params;
  2569. return `${sk[1]}%×${sk[0]}T`;
  2570. }
  2571. },
  2572. {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)"},
  2573. function:cards=>{
  2574. const searchTypeArray = [205];
  2575. return cards.filter(card=>{
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. return skill;
  2578. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2579. },
  2580. addition:dropLock_Addition
  2581. },
  2582. {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)"},
  2583. function:cards=>{
  2584. const searchTypeArray = [205];
  2585. return cards.filter(card=>{
  2586. const skill = getCardActiveSkill(card, searchTypeArray);
  2587. return skill && (skill.params[0] & 63) === 63;
  2588. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2589. },
  2590. addition:dropLock_Addition
  2591. },
  2592. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2593. function:cards=>cards.filter(card=>{
  2594. const searchTypeArray = [126];
  2595. const skill = getCardActiveSkill(card, searchTypeArray);
  2596. return skill;
  2597. }),
  2598. addition:dropOrb_Addition
  2599. },
  2600. {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)"},
  2601. function:cards=>cards.filter(card=>{
  2602. const searchTypeArray = [126];
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2605. }),
  2606. addition:dropOrb_Addition
  2607. },
  2608. {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"},
  2609. function:cards=>cards.filter(card=>{
  2610. const searchTypeArray = [126];
  2611. const skill = getCardActiveSkill(card, searchTypeArray);
  2612. return skill && skill.params[1] >= 99;
  2613. }),
  2614. addition:dropOrb_Addition
  2615. },
  2616. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2617. function:cards=>cards.filter(card=>{
  2618. const searchTypeArray = [126];
  2619. const skill = getCardActiveSkill(card, searchTypeArray);
  2620. return skill && skill.params[3] == 100;
  2621. }),
  2622. addition:dropOrb_Addition
  2623. },
  2624. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2625. function:cards=>{
  2626. const searchTypeArray = [226];
  2627. return cards.filter(card=>{
  2628. const skill = getCardActiveSkill(card, searchTypeArray);
  2629. return skill;
  2630. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2631. },
  2632. addition:card=>{
  2633. const searchTypeArray = [226];
  2634. const skill = getCardActiveSkill(card, searchTypeArray);
  2635. if (!skill) return;
  2636. const sk = skill.params;
  2637. const fragment = document.createDocumentFragment();
  2638. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2639. return fragment;
  2640. }
  2641. },
  2642. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2643. function:cards=>{
  2644. const searchTypeArray = [243];
  2645. return cards.filter(card=>{
  2646. const skill = getCardActiveSkill(card, searchTypeArray);
  2647. return skill;
  2648. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2649. },
  2650. addition:card=>{
  2651. const searchTypeArray = [243];
  2652. const skill = getCardActiveSkill(card, searchTypeArray);
  2653. if (!skill) return;
  2654. const sk = skill.params;
  2655. const fragment = document.createDocumentFragment();
  2656. fragment.append(createSkillIcon('orb-thorn'));
  2657. if ((sk[1] & 0b1111111111) != 1023) {
  2658. let attrs = flags(sk[1]);
  2659. fragment.append(createOrbsList(attrs));
  2660. }
  2661. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2662. return fragment;
  2663. }
  2664. },
  2665. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2666. function:cards=>{
  2667. const searchTypeArray = [253];
  2668. return cards.filter(card=>{
  2669. const skill = getCardActiveSkill(card, searchTypeArray);
  2670. return skill;
  2671. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2672. },
  2673. addition:card=>{
  2674. const searchTypeArray = [253];
  2675. const skill = getCardActiveSkill(card, searchTypeArray);
  2676. if (!skill) return;
  2677. const sk = skill.params;
  2678. const fragment = document.createDocumentFragment();
  2679. fragment.append(createSkillIcon('prediction-falling'));
  2680. fragment.append(`×${sk[0]}T`);
  2681. return fragment;
  2682. }
  2683. },
  2684. ]},
  2685. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2686. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2687. function:cards=>cards.filter(card=>{
  2688. const searchTypeArray = [71];
  2689. const skill = getCardActiveSkill(card, searchTypeArray);
  2690. return skill;
  2691. }),
  2692. addition:boardChange_Addition
  2693. },
  2694. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2695. function:cards=>cards.filter(card=>{
  2696. const searchTypeArray = [71];
  2697. const skill = getCardActiveSkill(card, searchTypeArray);
  2698. return boardChange_ColorTypes(skill).length == 1;
  2699. }),
  2700. addition:boardChange_Addition
  2701. },
  2702. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2703. function:cards=>cards.filter(card=>{
  2704. const searchTypeArray = [71];
  2705. const skill = getCardActiveSkill(card, searchTypeArray);
  2706. return boardChange_ColorTypes(skill).length == 2;
  2707. }),
  2708. addition:boardChange_Addition
  2709. },
  2710. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2711. function:cards=>cards.filter(card=>{
  2712. const searchTypeArray = [71];
  2713. const skill = getCardActiveSkill(card, searchTypeArray);
  2714. return boardChange_ColorTypes(skill).length == 3;
  2715. }),
  2716. addition:boardChange_Addition
  2717. },
  2718. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2719. function:cards=>cards.filter(card=>{
  2720. const searchTypeArray = [71];
  2721. const skill = getCardActiveSkill(card, searchTypeArray);
  2722. return boardChange_ColorTypes(skill).length == 4;
  2723. }),
  2724. addition:boardChange_Addition
  2725. },
  2726. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2727. function:cards=>cards.filter(card=>{
  2728. const searchTypeArray = [71];
  2729. const skill = getCardActiveSkill(card, searchTypeArray);
  2730. return boardChange_ColorTypes(skill).length == 5;
  2731. }),
  2732. addition:boardChange_Addition
  2733. },
  2734. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2735. function:cards=>cards.filter(card=>{
  2736. const searchTypeArray = [71];
  2737. const skill = getCardActiveSkill(card, searchTypeArray);
  2738. return boardChange_ColorTypes(skill).length >= 6;
  2739. }),
  2740. addition:boardChange_Addition
  2741. },
  2742. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2743. function:cards=>cards.filter(card=>{
  2744. const searchTypeArray = [71];
  2745. const skill = getCardActiveSkill(card, searchTypeArray);
  2746. return boardChange_ColorTypes(skill).includes(0);
  2747. }),
  2748. addition:boardChange_Addition
  2749. },
  2750. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2751. function:cards=>cards.filter(card=>{
  2752. const searchTypeArray = [71];
  2753. const skill = getCardActiveSkill(card, searchTypeArray);
  2754. return boardChange_ColorTypes(skill).includes(1);
  2755. }),
  2756. addition:boardChange_Addition
  2757. },
  2758. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2759. function:cards=>cards.filter(card=>{
  2760. const searchTypeArray = [71];
  2761. const skill = getCardActiveSkill(card, searchTypeArray);
  2762. return boardChange_ColorTypes(skill).includes(2);
  2763. }),
  2764. addition:boardChange_Addition
  2765. },
  2766. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2767. function:cards=>cards.filter(card=>{
  2768. const searchTypeArray = [71];
  2769. const skill = getCardActiveSkill(card, searchTypeArray);
  2770. return boardChange_ColorTypes(skill).includes(3);
  2771. }),
  2772. addition:boardChange_Addition
  2773. },
  2774. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2775. function:cards=>cards.filter(card=>{
  2776. const searchTypeArray = [71];
  2777. const skill = getCardActiveSkill(card, searchTypeArray);
  2778. return boardChange_ColorTypes(skill).includes(4);
  2779. }),
  2780. addition:boardChange_Addition
  2781. },
  2782. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2783. function:cards=>cards.filter(card=>{
  2784. const searchTypeArray = [71];
  2785. const skill = getCardActiveSkill(card, searchTypeArray);
  2786. return boardChange_ColorTypes(skill).includes(5);
  2787. }),
  2788. addition:boardChange_Addition
  2789. },
  2790. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2791. function:cards=>cards.filter(card=>{
  2792. const searchTypeArray = [71];
  2793. const skill = getCardActiveSkill(card, searchTypeArray);
  2794. const colors = boardChange_ColorTypes(skill);
  2795. return colors.includes(6)
  2796. || colors.includes(7)
  2797. || colors.includes(8)
  2798. || colors.includes(9);
  2799. }),
  2800. addition:boardChange_Addition
  2801. },
  2802. ]},
  2803. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2804. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2805. function:cards=>cards.filter(card=>{
  2806. const searchTypeArray = [9,20,154];
  2807. const skills = getCardActiveSkills(card, searchTypeArray);
  2808. if (!skills.length) return false;
  2809. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2810. return parsedSkills.some(p=>p.to.includes(0));
  2811. }),
  2812. addition:changeOrbs_Addition
  2813. },
  2814. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2815. function:cards=>cards.filter(card=>{
  2816. const searchTypeArray = [9,20,154];
  2817. const skills = getCardActiveSkills(card, searchTypeArray);
  2818. if (!skills.length) return false;
  2819. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2820. return parsedSkills.some(p=>p.to.includes(1));
  2821. }),
  2822. addition:changeOrbs_Addition
  2823. },
  2824. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2825. function:cards=>cards.filter(card=>{
  2826. const searchTypeArray = [9,20,154];
  2827. const skills = getCardActiveSkills(card, searchTypeArray);
  2828. if (!skills.length) return false;
  2829. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2830. return parsedSkills.some(p=>p.to.includes(2));
  2831. }),
  2832. addition:changeOrbs_Addition
  2833. },
  2834. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2835. function:cards=>cards.filter(card=>{
  2836. const searchTypeArray = [9,20,154];
  2837. const skills = getCardActiveSkills(card, searchTypeArray);
  2838. if (!skills.length) return false;
  2839. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2840. return parsedSkills.some(p=>p.to.includes(3));
  2841. }),
  2842. addition:changeOrbs_Addition
  2843. },
  2844. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2845. function:cards=>cards.filter(card=>{
  2846. const searchTypeArray = [9,20,154];
  2847. const skills = getCardActiveSkills(card, searchTypeArray);
  2848. if (!skills.length) return false;
  2849. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2850. return parsedSkills.some(p=>p.to.includes(4));
  2851. }),
  2852. addition:changeOrbs_Addition
  2853. },
  2854. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2855. function:cards=>cards.filter(card=>{
  2856. const searchTypeArray = [9,20,154];
  2857. const skills = getCardActiveSkills(card, searchTypeArray);
  2858. if (!skills.length) return false;
  2859. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2860. return parsedSkills.some(p=>p.to.includes(5));
  2861. }),
  2862. addition:changeOrbs_Addition
  2863. },
  2864. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2865. function:cards=>cards.filter(card=>{
  2866. const searchTypeArray = [9,20,154];
  2867. const skills = getCardActiveSkills(card, searchTypeArray);
  2868. if (!skills.length) return false;
  2869. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2870. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2871. }),
  2872. addition:changeOrbs_Addition
  2873. },
  2874. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2875. function:cards=>cards.filter(card=>{
  2876. const searchTypeArray = [9,20,154];
  2877. const skills = getCardActiveSkills(card, searchTypeArray);
  2878. if (!skills.length) return false;
  2879. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2880. return parsedSkills.some(p=>p.from.includes(0));
  2881. }),
  2882. addition:changeOrbs_Addition
  2883. },
  2884. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2885. function:cards=>cards.filter(card=>{
  2886. const searchTypeArray = [9,20,154];
  2887. const skills = getCardActiveSkills(card, searchTypeArray);
  2888. if (!skills.length) return false;
  2889. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2890. return parsedSkills.some(p=>p.from.includes(1));
  2891. }),
  2892. addition:changeOrbs_Addition
  2893. },
  2894. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2895. function:cards=>cards.filter(card=>{
  2896. const searchTypeArray = [9,20,154];
  2897. const skills = getCardActiveSkills(card, searchTypeArray);
  2898. if (!skills.length) return false;
  2899. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2900. return parsedSkills.some(p=>p.from.includes(2));
  2901. }),
  2902. addition:changeOrbs_Addition
  2903. },
  2904. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2905. function:cards=>cards.filter(card=>{
  2906. const searchTypeArray = [9,20,154];
  2907. const skills = getCardActiveSkills(card, searchTypeArray);
  2908. if (!skills.length) return false;
  2909. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2910. return parsedSkills.some(p=>p.from.includes(3));
  2911. }),
  2912. addition:changeOrbs_Addition
  2913. },
  2914. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2915. function:cards=>cards.filter(card=>{
  2916. const searchTypeArray = [9,20,154];
  2917. const skills = getCardActiveSkills(card, searchTypeArray);
  2918. if (!skills.length) return false;
  2919. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2920. return parsedSkills.some(p=>p.from.includes(4));
  2921. }),
  2922. addition:changeOrbs_Addition
  2923. },
  2924. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2925. function:cards=>cards.filter(card=>{
  2926. const searchTypeArray = [9,20,154];
  2927. const skills = getCardActiveSkills(card, searchTypeArray);
  2928. if (!skills.length) return false;
  2929. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2930. return parsedSkills.some(p=>p.from.includes(5));
  2931. }),
  2932. addition:changeOrbs_Addition
  2933. },
  2934. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2935. function:cards=>cards.filter(card=>{
  2936. const searchTypeArray = [9,20,154];
  2937. const skills = getCardActiveSkills(card, searchTypeArray);
  2938. if (!skills.length) return false;
  2939. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2940. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2941. }),
  2942. addition:changeOrbs_Addition
  2943. },
  2944. ]},
  2945. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2946. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2947. function:cards=>cards.filter(card=>{
  2948. function is30(sk)
  2949. {
  2950. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2951. }
  2952. const searchTypeArray = [141];
  2953. const skill = getCardActiveSkill(card, searchTypeArray);
  2954. return skill && is30(skill.params);
  2955. }),
  2956. addition:generateOrbs_Addition
  2957. },
  2958. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2959. function:cards=>cards.filter(card=>{
  2960. function is1515(sk)
  2961. {
  2962. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2963. }
  2964. const searchTypeArray = [141];
  2965. const skill = getCardActiveSkill(card, searchTypeArray);
  2966. return skill && is1515(skill.params);
  2967. }),
  2968. addition:generateOrbs_Addition
  2969. },
  2970. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2971. function:cards=>cards.filter(card=>{
  2972. const gens = generateOrbsParse(card);
  2973. return gens.some(gen=>gen.to.includes(0));
  2974. }),
  2975. addition:generateOrbs_Addition
  2976. },
  2977. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2978. function:cards=>cards.filter(card=>{
  2979. const gens = generateOrbsParse(card);
  2980. return gens.some(gen=>gen.to.includes(1));
  2981. }),
  2982. addition:generateOrbs_Addition
  2983. },
  2984. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2985. function:cards=>cards.filter(card=>{
  2986. const gens = generateOrbsParse(card);
  2987. return gens.some(gen=>gen.to.includes(2));
  2988. }),
  2989. addition:generateOrbs_Addition
  2990. },
  2991. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2992. function:cards=>cards.filter(card=>{
  2993. const gens = generateOrbsParse(card);
  2994. return gens.some(gen=>gen.to.includes(3));
  2995. }),
  2996. addition:generateOrbs_Addition
  2997. },
  2998. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2999. function:cards=>cards.filter(card=>{
  3000. const gens = generateOrbsParse(card);
  3001. return gens.some(gen=>gen.to.includes(4));
  3002. }),
  3003. addition:generateOrbs_Addition
  3004. },
  3005. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3006. function:cards=>cards.filter(card=>{
  3007. const gens = generateOrbsParse(card);
  3008. return gens.some(gen=>gen.to.includes(5));
  3009. }),
  3010. addition:generateOrbs_Addition
  3011. },
  3012. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3013. function:cards=>cards.filter(card=>{
  3014. const gens = generateOrbsParse(card);
  3015. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3016. }),
  3017. addition:generateOrbs_Addition
  3018. },
  3019. ]},
  3020. {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: [
  3021. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3022. function:cards=>cards.filter(card=>{
  3023. const searchTypeArray = [176];
  3024. const skill = getCardActiveSkill(card, searchTypeArray);
  3025. return skill;
  3026. }),
  3027. addition:card=>{
  3028. const searchTypeArray = [176];
  3029. const skills = getCardActiveSkills(card, searchTypeArray);
  3030. if (!skills.length) return;
  3031. const fragment = document.createDocumentFragment();
  3032. fragment.appendChild(document.createTextNode(`形状`));
  3033. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3034. return fragment;
  3035. }
  3036. },
  3037. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3038. function:cards=>cards.filter(card=>{
  3039. function isOuterEdges(sk)
  3040. {
  3041. const baseLineNum1 = 0b111111;
  3042. const baseLineNum2 = 0b100001;
  3043. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3044. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3045. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3046. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3047. shapeThisRowOk(sk[4], baseLineNum1);
  3048. }
  3049. const searchTypeArray = [176];
  3050. const skill = getCardActiveSkill(card, searchTypeArray);
  3051. return skill && isOuterEdges(skill.params);
  3052. }),
  3053. addition:card=>{
  3054. const searchTypeArray = [176];
  3055. const skill = getCardActiveSkill(card, searchTypeArray);
  3056. if (!skill) return;
  3057. const sk = skill.params;
  3058. const fragment = document.createDocumentFragment();
  3059. fragment.appendChild(document.createTextNode(`外圈`));
  3060. fragment.appendChild(createOrbsList(sk[5]));
  3061. return fragment;
  3062. }
  3063. },
  3064. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3065. function:cards=>cards.filter(card=>{
  3066. function is3x3(sk)
  3067. {
  3068. const baseLineNum = 0b111;
  3069. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3070. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3071. {
  3072. lineNumArr.push(_lineNum);
  3073. }
  3074. for (let ri=0; ri<3; ri++)
  3075. {
  3076. //搜索所有可能的行存在
  3077. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3078. if (maybeLineNum.length < 1) continue;
  3079. maybeLineNum = maybeLineNum.filter(lineNum=>
  3080. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3081. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3082. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3083. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3084. );
  3085. if (maybeLineNum.length > 0) return true;
  3086. }
  3087. return false;
  3088. }
  3089. const searchTypeArray = [176];
  3090. const skill = getCardActiveSkill(card, searchTypeArray);
  3091. return skill && is3x3(skill.params.slice(0,5));
  3092. }),
  3093. addition:card=>{
  3094. const searchTypeArray = [176];
  3095. const skill = getCardActiveSkill(card, searchTypeArray);
  3096. if (!skill) return;
  3097. const sk = skill.params;
  3098. const fragment = document.createDocumentFragment();
  3099. fragment.appendChild(document.createTextNode(`3×3`));
  3100. fragment.appendChild(createOrbsList(sk[5]));
  3101. return fragment;
  3102. }
  3103. },
  3104. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3105. function:cards=>cards.filter(card=>{
  3106. const searchTypeArray = [176];
  3107. const skills = getCardActiveSkills(card, searchTypeArray);
  3108. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3109. }),
  3110. addition:function(card){
  3111. const searchTypeArray = [176];
  3112. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3113. if (!skills.length) return;
  3114. const fragment = document.createDocumentFragment();
  3115. fragment.appendChild(document.createTextNode(`十字`));
  3116. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3117. return fragment;
  3118. },
  3119. },
  3120. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3121. function:cards=>cards.filter(card=>{
  3122. const searchTypeArray = [176];
  3123. const skills = getCardActiveSkills(card, searchTypeArray);
  3124. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3125. }),
  3126. addition:function(card){
  3127. const searchTypeArray = [176];
  3128. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3129. if (!skills.length) return;
  3130. const fragment = document.createDocumentFragment();
  3131. fragment.appendChild(document.createTextNode(`L字`));
  3132. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3133. return fragment;
  3134. },
  3135. },
  3136. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3137. function:cards=>cards.filter(card=>{
  3138. const searchTypeArray = [127];
  3139. const skill = getCardActiveSkill(card, searchTypeArray);
  3140. return skill;
  3141. }),
  3142. addition:generateColumnOrbs_Addition
  3143. },
  3144. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3145. function:cards=>cards.filter(card=>{
  3146. function isHeart(sk)
  3147. {
  3148. for (let i=1;i<sk.length;i+=2)
  3149. {
  3150. if (sk[i] & 32)
  3151. {
  3152. return true;
  3153. }
  3154. }
  3155. }
  3156. const searchTypeArray = [127];
  3157. const skill = getCardActiveSkill(card, searchTypeArray);
  3158. return skill && isHeart(skill.params);
  3159. }),
  3160. addition:generateColumnOrbs_Addition
  3161. },
  3162. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3163. function:cards=>cards.filter(card=>{
  3164. const searchTypeArray = [128];
  3165. const skill = getCardActiveSkill(card, searchTypeArray);
  3166. return skill;
  3167. }),
  3168. addition:generateRowOrbs_Addition
  3169. },
  3170. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3171. function:cards=>cards.filter(card=>{
  3172. const searchTypeArray = [128];
  3173. const skill = getCardActiveSkill(card, searchTypeArray);
  3174. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3175. }),
  3176. addition:generateRowOrbs_Addition
  3177. },
  3178. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3179. function:cards=>cards.filter(card=>{
  3180. const searchTypeArray = [128];
  3181. const skill = getCardActiveSkill(card, searchTypeArray);
  3182. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3183. }),
  3184. addition:generateRowOrbs_Addition
  3185. },
  3186. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3187. function:cards=>cards.filter(card=>{
  3188. const searchTypeArray = [128];
  3189. const skill = getCardActiveSkill(card, searchTypeArray);
  3190. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3191. }),
  3192. addition:generateRowOrbs_Addition
  3193. },
  3194. {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)"},
  3195. function:cards=>cards.filter(card=>{
  3196. const searchTypeArray = [128,71,176];
  3197. function isRow(skill)
  3198. {
  3199. const sk = skill.params;
  3200. if (skill.type === 128) {//普通横
  3201. return true;
  3202. }
  3203. else if (skill.type === 71) {//花火
  3204. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3205. }
  3206. else if (skill.type === 176) {//特殊形状
  3207. return sk.some(n=>(n & 0b111111) === 0b111111)
  3208. }
  3209. return false;
  3210. }
  3211. const skill = getCardActiveSkill(card, searchTypeArray);
  3212. return skill && isRow(skill);
  3213. })
  3214. },
  3215. ]},
  3216. {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: [
  3217. {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)"},
  3218. function:cards=>{
  3219. const searchTypeArray = [6, 161];
  3220. return cards.filter(card=>{
  3221. const skill = getCardActiveSkill(card, searchTypeArray);
  3222. return skill;
  3223. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3224. },
  3225. addition: gravity_Addition
  3226. },
  3227. {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)"},
  3228. function:cards=>{
  3229. const searchTypeArray = [6];
  3230. return cards.filter(card=>{
  3231. const skill = getCardActiveSkill(card, searchTypeArray);
  3232. return skill;
  3233. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3234. },
  3235. addition: gravity_Addition
  3236. },
  3237. {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)"},
  3238. function:cards=>{
  3239. const searchTypeArray = [161];
  3240. return cards.filter(card=>{
  3241. const skill = getCardActiveSkill(card, searchTypeArray);
  3242. return skill;
  3243. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3244. },
  3245. addition: gravity_Addition
  3246. },
  3247. ]},
  3248. {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: [
  3249. {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)"},
  3250. function:cards=>{
  3251. const searchTypeArray = [55,188,56];
  3252. return cards.filter(card=>{
  3253. const skill = getCardActiveSkill(card, searchTypeArray);
  3254. return skill;
  3255. }).sort((a,b)=>{
  3256. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3257. 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);
  3258. return a_pC - b_pC;
  3259. });
  3260. },
  3261. addition:dixedDamage_Addition
  3262. },
  3263. {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)"},
  3264. function:cards=>{
  3265. const searchTypeArray = [55,188];
  3266. return cards.filter(card=>{
  3267. const skill = getCardActiveSkill(card, searchTypeArray);
  3268. return skill;
  3269. }).sort((a,b)=>{
  3270. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3271. 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);
  3272. return a_pC - b_pC;
  3273. });
  3274. },
  3275. addition:dixedDamage_Addition
  3276. },
  3277. {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)"},
  3278. function:cards=>{
  3279. const searchTypeArray = [56];
  3280. return cards.filter(card=>{
  3281. const skill = getCardActiveSkill(card, searchTypeArray);
  3282. return skill;
  3283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3284. },
  3285. addition:dixedDamage_Addition
  3286. },
  3287. ]},
  3288. {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: [
  3289. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3290. function:cards=>cards.filter(card=>{
  3291. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3292. function isSingle(skill)
  3293. {
  3294. if (skill.type == 110)
  3295. return Boolean(skill.params[0]);
  3296. else if (skill.type == 144)
  3297. return Boolean(skill.params[2]);
  3298. else
  3299. return true;
  3300. }
  3301. const skill = getCardActiveSkill(card, searchTypeArray);
  3302. return skill && isSingle(skill);
  3303. }),
  3304. addition: numericalATK_Addition
  3305. },
  3306. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3307. function:cards=>cards.filter(card=>{
  3308. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3309. function isAll(skill)
  3310. {
  3311. if (skill.type == 110)
  3312. return !Boolean(skill.params[0]);
  3313. else if (skill.type == 144)
  3314. return !Boolean(skill.params[2]);
  3315. else
  3316. return true;
  3317. }
  3318. const skill = getCardActiveSkill(card, searchTypeArray);
  3319. return skill && skill.id!=0 && isAll(skill);
  3320. }),
  3321. addition: numericalATK_Addition
  3322. },
  3323. {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"},
  3324. function:cards=>cards.filter(card=>{
  3325. const searchTypeArray = [42];
  3326. const skill = getCardActiveSkill(card, searchTypeArray);
  3327. return skill;
  3328. })
  3329. },
  3330. {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"},
  3331. function:cards=>cards.filter(card=>{
  3332. const searchTypeArray = [2,35];
  3333. const skill = getCardActiveSkill(card, searchTypeArray);
  3334. return skill;
  3335. })
  3336. },
  3337. {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)"},
  3338. function:cards=>cards.filter(card=>{
  3339. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3340. const skill = getCardActiveSkill(card, searchTypeArray);
  3341. return skill && skill.id!=0;
  3342. }).sort((a,b)=>{
  3343. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3344. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3345. function getNumber(skill)
  3346. {
  3347. const sk = skill.params;
  3348. switch(skill.type)
  3349. {
  3350. case 0:
  3351. case 37:
  3352. case 58:
  3353. case 59:
  3354. case 84:
  3355. case 85:
  3356. case 115:
  3357. return sk[1];
  3358. case 2:
  3359. case 35:
  3360. return sk[0];
  3361. default:
  3362. return 0;
  3363. }
  3364. }
  3365. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3366. return a_pC - b_pC;
  3367. }),
  3368. addition: numericalATK_Addition
  3369. },
  3370. {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)"},
  3371. function:cards=>cards.filter(card=>{
  3372. const searchTypeArray = [1,42,86,87];
  3373. const skill = getCardActiveSkill(card, searchTypeArray);
  3374. return skill;
  3375. }).sort((a,b)=>{
  3376. const searchTypeArray = [1,42,86,87];
  3377. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3378. function getNumber(skill)
  3379. {
  3380. const sk = skill.params;
  3381. switch(skill.type)
  3382. {
  3383. case 1:
  3384. case 86:
  3385. case 87:
  3386. return sk[1];
  3387. case 42:
  3388. return sk[2];
  3389. default:
  3390. return 0;
  3391. }
  3392. }
  3393. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3394. return a_pC - b_pC;
  3395. }),
  3396. addition: numericalATK_Addition
  3397. },
  3398. {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)"},
  3399. function:cards=>{
  3400. const searchTypeArray = [110];
  3401. return cards.filter(card=>{
  3402. const skill = getCardActiveSkill(card, searchTypeArray);
  3403. return skill;
  3404. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3405. },
  3406. addition: numericalATK_Addition
  3407. },
  3408. {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)"},
  3409. function:cards=>{
  3410. const searchTypeArray = [143];
  3411. return cards.filter(card=>{
  3412. const skill = getCardActiveSkill(card, searchTypeArray);
  3413. return skill;
  3414. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3415. },
  3416. addition: numericalATK_Addition
  3417. },
  3418. {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)"},
  3419. function:cards=>{
  3420. const searchTypeArray = [144];
  3421. return cards.filter(card=>{
  3422. const skill = getCardActiveSkill(card, searchTypeArray);
  3423. return skill;
  3424. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3425. },
  3426. addition: numericalATK_Addition
  3427. },
  3428. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3429. function:cards=>cards.filter(card=>{
  3430. const searchTypeArray = [35,115];
  3431. const skill = getCardActiveSkill(card, searchTypeArray);
  3432. return skill;
  3433. })
  3434. },
  3435. ]},
  3436. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3437. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3438. function:cards=>cards.filter(card=>{
  3439. if (card.activeSkillId == 0) return false;
  3440. const skill = Skills[card.activeSkillId];
  3441. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3442. })
  3443. },
  3444. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3445. function:cards=>cards.filter(card=>{
  3446. if (card.activeSkillId == 0) return false;
  3447. const skill = Skills[card.activeSkillId];
  3448. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3449. let realCD = minCD;
  3450. const searchTypeArray = [14];
  3451. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3452. if (subSkill)
  3453. {
  3454. realCD -= subSkill.params[0] * 3;
  3455. }
  3456. return minCD > 1 && realCD <= 4;
  3457. })
  3458. },
  3459. {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)"},
  3460. function:cards=>{
  3461. const searchTypeArray = [5, 246, 247];
  3462. return cards.filter(card=>{
  3463. const skill = getCardActiveSkill(card, searchTypeArray);
  3464. return skill;
  3465. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3466. },
  3467. addition:card=>{
  3468. const searchTypeArray = [5, 246, 247];
  3469. const skill = getCardActiveSkill(card, searchTypeArray);
  3470. if (!skill) return;
  3471. const value = skill.params[0];
  3472. return `时停${value}s`;
  3473. }
  3474. },
  3475. {
  3476. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3477. function:cards=>cards.filter(card=>{
  3478. const searchTypeArray = [118];
  3479. const skill = getCardActiveSkill(card, searchTypeArray);
  3480. return skill;
  3481. })
  3482. },
  3483. {
  3484. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3485. function:cards=>cards.filter(card=>{
  3486. const searchTypeArray = [232, 233];
  3487. const skill = getCardActiveSkill(card, searchTypeArray);
  3488. return skill;
  3489. }),
  3490. addition:card=>{
  3491. const searchTypeArray = [232, 233];
  3492. const skill = getCardActiveSkill(card, searchTypeArray);
  3493. if (!skill) return;
  3494. const value = skill.params[0];
  3495. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3496. }
  3497. },
  3498. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3499. function:cards=>cards.filter(card=>{
  3500. const searchTypeArray = [225];
  3501. const skill = getCardActiveSkill(card, searchTypeArray);
  3502. return skill;
  3503. }),
  3504. addition:card=>{
  3505. const searchTypeArray = [225];
  3506. const skill = getCardActiveSkill(card, searchTypeArray);
  3507. if (!skill) return;
  3508. const sk = skill.params;
  3509. let strArr = [];
  3510. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3511. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3512. return `HP ${strArr.join(" ")}`;
  3513. }
  3514. },
  3515. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3516. function:cards=>cards.filter(card=>{
  3517. const searchTypeArray = [234];
  3518. const skill = getCardActiveSkill(card, searchTypeArray);
  3519. return skill;
  3520. }),
  3521. addition:card=>{
  3522. const searchTypeArray = [234];
  3523. const skill = getCardActiveSkill(card, searchTypeArray);
  3524. if (!skill) return;
  3525. const sk = skill.params;
  3526. let strArr = [];
  3527. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3528. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3529. return `层 ${strArr.join(" ")}`;
  3530. }
  3531. },
  3532. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3533. function:cards=>{
  3534. const searchTypeArray = [248];
  3535. return cards.filter(card=>{
  3536. const skill = getCardActiveSkill(card, searchTypeArray);
  3537. return skill;
  3538. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3539. },
  3540. addition:card=>{
  3541. const searchTypeArray = [248];
  3542. const skill = getCardActiveSkill(card, searchTypeArray);
  3543. if (!skill) return;
  3544. const sk = skill.params;
  3545. return `延迟${sk[0]}T`;
  3546. }
  3547. },
  3548. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3549. function:cards=>cards.filter(card=>{
  3550. const searchTypeArray = [255];
  3551. const skill = getCardActiveSkill(card, searchTypeArray);
  3552. return skill;
  3553. }),
  3554. addition:card=>{
  3555. const searchTypeArray = [255];
  3556. const skill = getCardActiveSkill(card, searchTypeArray);
  3557. if (!skill) return;
  3558. const sk = skill.params;
  3559. const fragment = document.createDocumentFragment();
  3560. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3561. return fragment;
  3562. }
  3563. },
  3564. ]},
  3565. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3566. ]},
  3567. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3568. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3569. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3570. },
  3571. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3572. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3573. },
  3574. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3575. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3576. },
  3577. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3578. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3579. },
  3580. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3581. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3582. },
  3583. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3584. function:cards=>cards.filter(card=>{
  3585. const searchTypeArray = [150];
  3586. const skill = getCardLeaderSkill(card, searchTypeArray);
  3587. return skill;
  3588. })
  3589. },
  3590. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3591. function:cards=>cards.filter(card=>{
  3592. const searchTypeArray = [151,209];
  3593. const skill = getCardLeaderSkill(card, searchTypeArray);
  3594. return skill;
  3595. })
  3596. },
  3597. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3598. function:cards=>cards.filter(card=>{
  3599. const searchTypeArray = [157];
  3600. const skill = getCardLeaderSkill(card, searchTypeArray);
  3601. return skill;
  3602. })
  3603. },
  3604. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3605. function:cards=>{
  3606. const searchTypeArray = [235];
  3607. return cards.filter(card=>{
  3608. const skill = getCardLeaderSkill(card, searchTypeArray);
  3609. if (!skill) return false;
  3610. const sk = skill.params;
  3611. if (!sk[3] || sk[3] === 100) return false;
  3612. return skill;
  3613. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3614. },
  3615. addition:card=>{
  3616. const searchTypeArray = [235];
  3617. const skill = getCardLeaderSkill(card, searchTypeArray);
  3618. if (!skill) return;
  3619. const sk = skill.params;
  3620. if (!sk[3] || sk[3] === 100) return;
  3621. const fragment = document.createDocumentFragment();
  3622. const sup = document.createElement("sup");
  3623. sup.textContent = "N";
  3624. const orbs = createOrbsList(flags(sk[0]));
  3625. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3626. if (sk[1]) {
  3627. fragment.append(`×≥${sk[1]}`);
  3628. } else {
  3629. fragment.append(`×${sk[2]}`);
  3630. }
  3631. return fragment;
  3632. }
  3633. },
  3634. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3635. function:cards=>cards.filter(card=>{
  3636. const searchTypeArray = [177];
  3637. const skill = getCardLeaderSkill(card, searchTypeArray);
  3638. return skill?.params[5];
  3639. })
  3640. },
  3641. ]},
  3642. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3643. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3644. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3645. },
  3646. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3647. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3648. },
  3649. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3650. function:cards=>cards.filter(card=>{
  3651. const searchTypeArray = [162,186];
  3652. const skill = getCardLeaderSkill(card, searchTypeArray);
  3653. return skill;
  3654. })
  3655. },
  3656. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3657. function:cards=>cards.filter(card=>{
  3658. const searchTypeArray = [163,177];
  3659. const skill = getCardLeaderSkill(card, searchTypeArray);
  3660. return skill;
  3661. })
  3662. },
  3663. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3664. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3665. },
  3666. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3667. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3668. },
  3669. {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)"},
  3670. function:cards=>{
  3671. const searchTypeArray = [158];
  3672. return cards.filter(card=>{
  3673. const skill = getCardLeaderSkill(card, searchTypeArray);
  3674. return skill;
  3675. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3676. },
  3677. addition:card=>{
  3678. const searchTypeArray = [158];
  3679. const skill = getCardLeaderSkill(card, searchTypeArray);
  3680. const value = skill.params[0];
  3681. return `≥${value}珠`;
  3682. }
  3683. },
  3684. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3685. function:cards=>cards.filter(card=>{
  3686. const searchTypeArray = [125];
  3687. const skill = getCardLeaderSkill(card, searchTypeArray);
  3688. return skill;
  3689. }),
  3690. addition:card=>{
  3691. const searchTypeArray = [125];
  3692. const skill = getCardLeaderSkill(card, searchTypeArray);
  3693. if (!skill) return;
  3694. const sk = skill.params;
  3695. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3696. }
  3697. },
  3698. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3699. function:cards=>cards.filter(card=>{
  3700. const searchTypeArray = [175];
  3701. const skill = getCardLeaderSkill(card, searchTypeArray);
  3702. return skill;
  3703. }),
  3704. addition:card=>{
  3705. const searchTypeArray = [175];
  3706. const skill = getCardLeaderSkill(card, searchTypeArray);
  3707. if (!skill) return;
  3708. const sk = skill.params;
  3709. return `合作:${sk[0]}`;
  3710. }
  3711. },
  3712. {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"},
  3713. function:cards=>cards.filter(card=>{
  3714. const searchTypeArray = [203];
  3715. const skill = getCardLeaderSkill(card, searchTypeArray);
  3716. return skill;
  3717. })
  3718. },
  3719. {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"},
  3720. function:cards=>cards.filter(card=>{
  3721. const searchTypeArray = [229];
  3722. const skill = getCardLeaderSkill(card, searchTypeArray);
  3723. return skill;
  3724. }),
  3725. addition:card=>{
  3726. const searchTypeArray = [229];
  3727. const skill = getCardLeaderSkill(card, searchTypeArray);
  3728. if (!skill) return;
  3729. const sk = skill.params;
  3730. const attrs = flags(sk[0]), types = flags(sk[1]);
  3731. const fragment = document.createDocumentFragment();
  3732. if (attrs.length)
  3733. fragment.appendChild(createOrbsList(attrs));
  3734. if (types.length)
  3735. fragment.appendChild(createTypesList(types));
  3736. return fragment;
  3737. }
  3738. },
  3739. {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"},
  3740. function:cards=>cards.filter(card=>{
  3741. const searchTypeArray = [217];
  3742. const skill = getCardLeaderSkill(card, searchTypeArray);
  3743. return skill;
  3744. }),
  3745. addition:card=>{
  3746. const searchTypeArray = [217];
  3747. const skill = getCardLeaderSkill(card, searchTypeArray);
  3748. if (!skill) return;
  3749. const sk = skill.params;
  3750. return `★≤${sk[0]}`;
  3751. }
  3752. },
  3753. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3754. function:cards=>cards.filter(card=>{
  3755. const searchTypeArray = [245];
  3756. const skill = getCardLeaderSkill(card, searchTypeArray);
  3757. return skill;
  3758. }),
  3759. addition:card=>{
  3760. const searchTypeArray = [245];
  3761. const skill = getCardLeaderSkill(card, searchTypeArray);
  3762. if (!skill) return;
  3763. const sk = skill.params;
  3764. switch (sk[0]) {
  3765. case -1:
  3766. return `★各不相同`;
  3767. case -2:
  3768. return `★全部相同`;
  3769. default:
  3770. return `★全为${sk[0]}`;
  3771. }
  3772. }
  3773. },
  3774. ]},
  3775. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3776. {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)"},
  3777. function:cards=>{
  3778. return cards.filter(card=>{
  3779. return getSkillFixedDamage(card) > 0;
  3780. }).sort((a,b)=>{
  3781. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3782. return a_pC - b_pC;
  3783. });
  3784. },
  3785. addition:card=>{
  3786. const value = getSkillFixedDamage(card);
  3787. if (value <= 0 ) return;
  3788. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3789. let skill;
  3790. if (skill = getCardLeaderSkill(card, [235])) {
  3791. nodeArr.push("/");
  3792. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3793. nodeArr.push(`×${skill.params[2]}`);
  3794. }
  3795. return nodeArr.nodeJoin();
  3796. }
  3797. },
  3798. {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)"},
  3799. function:cards=>{
  3800. return cards.filter(card=>{
  3801. return getSkillAddCombo(card) > 0;
  3802. }).sort((a,b)=>{
  3803. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3804. return a_pC - b_pC;
  3805. });
  3806. },
  3807. addition:card=>{
  3808. const value = getSkillAddCombo(card);
  3809. if (value <= 0 ) return;
  3810. let nodeArr = [`+${value.bigNumberToString()}C`];
  3811. let skill;
  3812. if (skill = getCardLeaderSkill(card, [210])) {
  3813. nodeArr.push("/十字");
  3814. } else if (skill = getCardLeaderSkill(card, [235])) {
  3815. nodeArr.push("/");
  3816. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3817. nodeArr.push(`×${skill.params[2]}`);
  3818. }
  3819. return nodeArr.nodeJoin();
  3820. }
  3821. },
  3822. {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)"},
  3823. function:cards=>{
  3824. const searchTypeArray = [15,185];
  3825. return cards.filter(card=>{
  3826. const skill = getCardLeaderSkill(card, searchTypeArray);
  3827. return skill;
  3828. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3829. },
  3830. addition:card=>{
  3831. const searchTypeArray = [15,185];
  3832. const skill = getCardLeaderSkill(card, searchTypeArray);
  3833. if (!skill) return;
  3834. const value = skill.params[0];
  3835. return `${value > 0 ? "+" : ""}${value/100}s`;
  3836. }
  3837. },
  3838. {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)"},
  3839. function:cards=>{
  3840. const searchTypeArray = [178];
  3841. return cards.filter(card=>{
  3842. const skill = getCardLeaderSkill(card, searchTypeArray);
  3843. return skill;
  3844. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3845. },
  3846. addition:card=>{
  3847. const searchTypeArray = [178];
  3848. const skill = getCardLeaderSkill(card, searchTypeArray);
  3849. if (!skill) return;
  3850. const value = skill.params[0];
  3851. return `固定${value}s`;
  3852. }
  3853. },
  3854. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3855. function:cards=>cards.filter(card=>{
  3856. const searchTypeArray = [213];
  3857. const skill = getCardLeaderSkill(card, searchTypeArray);
  3858. return skill;
  3859. }),
  3860. addition:card=>{
  3861. const searchTypeArray = [213];
  3862. const skill = getCardLeaderSkill(card, searchTypeArray);
  3863. if (!skill) return;
  3864. const sk = skill.params;
  3865. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3866. const fragment = document.createDocumentFragment();
  3867. if (attrs.length)
  3868. fragment.appendChild(createOrbsList(attrs));
  3869. if (types.length)
  3870. fragment.appendChild(createTypesList(types));
  3871. fragment.appendChild(document.createTextNode(`:+`));
  3872. if (awakenings.length)
  3873. fragment.appendChild(creatAwokenList(awakenings));
  3874. return fragment;
  3875. }
  3876. },
  3877. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3878. function:cards=>{
  3879. const searchTypeArray = [12];
  3880. return cards.filter(card=>{
  3881. const skill = getCardLeaderSkill(card, searchTypeArray);
  3882. return skill;
  3883. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3884. },
  3885. addition:card=>{
  3886. const searchTypeArray = [12];
  3887. const skill = getCardLeaderSkill(card, searchTypeArray);
  3888. if (!skill) return;
  3889. const value = skill.params[0];
  3890. return `攻击×${(value/100).bigNumberToString()}倍`;
  3891. }
  3892. },
  3893. {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)"},
  3894. function:cards=>{
  3895. const searchTypeArray = [13];
  3896. return cards.filter(card=>{
  3897. const skill = getCardLeaderSkill(card, searchTypeArray);
  3898. return skill;
  3899. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3900. },
  3901. addition:card=>{
  3902. const searchTypeArray = [13];
  3903. const skill = getCardLeaderSkill(card, searchTypeArray);
  3904. if (!skill) return;
  3905. const value = skill.params[0];
  3906. return `回复×${(value/100).bigNumberToString()}倍`;
  3907. }
  3908. },
  3909. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3910. function:cards=>{
  3911. const searchTypeArray = [198];
  3912. return cards.filter(card=>{
  3913. const skill = getCardLeaderSkill(card, searchTypeArray);
  3914. return skill && skill.params[2];
  3915. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3916. },
  3917. addition:card=>{
  3918. const searchTypeArray = [198];
  3919. const skill = getCardLeaderSkill(card, searchTypeArray);
  3920. if (!skill) return;
  3921. const sk = skill.params;
  3922. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3923. }
  3924. },
  3925. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3926. function:cards=>{
  3927. const searchTypeArray = [198];
  3928. return cards.filter(card=>{
  3929. const skill = getCardLeaderSkill(card, searchTypeArray);
  3930. return skill && skill.params[3];
  3931. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3932. },
  3933. addition:card=>{
  3934. const searchTypeArray = [198];
  3935. const skill = getCardLeaderSkill(card, searchTypeArray);
  3936. if (!skill) return;
  3937. const sk = skill.params;
  3938. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3939. }
  3940. },
  3941. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3942. function:cards=>{
  3943. const searchTypeArray = [41];
  3944. return cards.filter(card=>{
  3945. const skill = getCardLeaderSkill(card, searchTypeArray);
  3946. return skill;
  3947. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3948. },
  3949. addition:card=>{
  3950. const searchTypeArray = [41];
  3951. const skill = getCardLeaderSkill(card, searchTypeArray);
  3952. if (!skill) return;
  3953. const sk = skill.params;
  3954. const fragment = document.createDocumentFragment();
  3955. fragment.appendChild(createOrbsList(sk[2] || 0));
  3956. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3957. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3958. return fragment;
  3959. }
  3960. },
  3961. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3962. function:cards=>cards.filter(card=>{
  3963. const searchTypeArray = [197];
  3964. const skill = getCardLeaderSkill(card, searchTypeArray);
  3965. return skill;
  3966. })
  3967. },
  3968. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3969. function:cards=>{
  3970. const searchTypeArray = [14];
  3971. return cards.filter(card=>{
  3972. const skill = getCardLeaderSkill(card, searchTypeArray);
  3973. return skill;
  3974. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3975. },
  3976. addition:card=>{
  3977. const searchTypeArray = [14];
  3978. const skill = getCardLeaderSkill(card, searchTypeArray);
  3979. if (!skill) return;
  3980. const value = skill.params[0];
  3981. return `HP≥${value}%`;
  3982. }
  3983. },
  3984. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3985. function:cards=>{
  3986. const searchTypeArray = [254];
  3987. return cards.filter(card=>{
  3988. const skill = getCardLeaderSkill(card, searchTypeArray);
  3989. return skill;
  3990. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3991. }
  3992. },
  3993. {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)"},
  3994. function:cards=>{
  3995. const searchTypeArray = [53];
  3996. return cards.filter(card=>{
  3997. const skill = getCardLeaderSkill(card, searchTypeArray);
  3998. return skill;
  3999. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4000. },
  4001. addition:card=>{
  4002. const searchTypeArray = [53];
  4003. const skill = getCardLeaderSkill(card, searchTypeArray);
  4004. if (!skill) return;
  4005. const sk = skill.params;
  4006. return `掉率x${sk[0]/100}`;
  4007. }
  4008. },
  4009. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  4010. function:cards=>{
  4011. const searchTypeArray = [54];
  4012. return cards.filter(card=>{
  4013. const skill = getCardLeaderSkill(card, searchTypeArray);
  4014. return skill;
  4015. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4016. },
  4017. addition:card=>{
  4018. const searchTypeArray = [54];
  4019. const skill = getCardLeaderSkill(card, searchTypeArray);
  4020. if (!skill) return;
  4021. const sk = skill.params;
  4022. return `金币x${sk[0]/100}`;
  4023. }
  4024. },
  4025. {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)"},
  4026. function:cards=>{
  4027. const searchTypeArray = [148];
  4028. return cards.filter(card=>{
  4029. const skill = getCardLeaderSkill(card, searchTypeArray);
  4030. return skill;
  4031. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4032. },
  4033. addition:card=>{
  4034. const searchTypeArray = [148];
  4035. const skill = getCardLeaderSkill(card, searchTypeArray);
  4036. if (!skill) return;
  4037. const sk = skill.params;
  4038. return `经验x${sk[0]/100}`;
  4039. }
  4040. },
  4041. ]},
  4042. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  4043. {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)"},
  4044. function:cards=>cards.filter(card=>{
  4045. const skill = Skills[card.leaderSkillId];
  4046. const HPscale = getHPScale(skill);
  4047. return HPscale >= 3;
  4048. }).sort(sortByHPScal),
  4049. addition: HPScal_Addition
  4050. },
  4051. {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)"},
  4052. function:cards=>cards.filter(card=>{
  4053. const skill = Skills[card.leaderSkillId];
  4054. const HPscale = getHPScale(skill);
  4055. return HPscale >= 2 && HPscale < 3;
  4056. }).sort(sortByHPScal),
  4057. addition: HPScal_Addition
  4058. },
  4059. {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)"},
  4060. function:cards=>cards.filter(card=>{
  4061. const skill = Skills[card.leaderSkillId];
  4062. const HPscale = getHPScale(skill);
  4063. return HPscale >= 1.5 && HPscale < 2;
  4064. }).sort(sortByHPScal),
  4065. addition: HPScal_Addition
  4066. },
  4067. {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)"},
  4068. function:cards=>cards.filter(card=>{
  4069. const skill = Skills[card.leaderSkillId];
  4070. const HPscale = getHPScale(skill);
  4071. return HPscale > 1 && HPscale < 1.5;
  4072. }).sort(sortByHPScal),
  4073. addition: HPScal_Addition
  4074. },
  4075. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4076. function:cards=>cards.filter(card=>{
  4077. const skill = Skills[card.leaderSkillId];
  4078. const HPscale = getHPScale(skill);
  4079. return HPscale === 1;
  4080. }),
  4081. addition: HPScal_Addition
  4082. },
  4083. {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)"},
  4084. function:cards=>cards.filter(card=>{
  4085. const skill = Skills[card.leaderSkillId];
  4086. const HPscale = getHPScale(skill);
  4087. return HPscale < 1;
  4088. }).sort(sortByHPScal),
  4089. addition: HPScal_Addition
  4090. },
  4091. ]},
  4092. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  4093. {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)"},
  4094. function:cards=>cards.filter(card=>{
  4095. const skill = Skills[card.leaderSkillId];
  4096. const reduceScale = getReduceScale(skill);
  4097. return reduceScale >= 0.75;
  4098. }).sort(sortByReduceScale),
  4099. addition: ReduceScale_Addition
  4100. },
  4101. {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)"},
  4102. function:cards=>cards.filter(card=>{
  4103. const skill = Skills[card.leaderSkillId];
  4104. const reduceScale = getReduceScale(skill);
  4105. return reduceScale >= 0.5 && reduceScale < 0.75;
  4106. }).sort(sortByReduceScale),
  4107. addition: ReduceScale_Addition
  4108. },
  4109. {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)"},
  4110. function:cards=>cards.filter(card=>{
  4111. const skill = Skills[card.leaderSkillId];
  4112. const reduceScale = getReduceScale(skill);
  4113. return reduceScale >= 0.25 && reduceScale < 0.5;
  4114. }).sort(sortByReduceScale),
  4115. addition: ReduceScale_Addition
  4116. },
  4117. {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)"},
  4118. function:cards=>cards.filter(card=>{
  4119. const skill = Skills[card.leaderSkillId];
  4120. const reduceScale = getReduceScale(skill);
  4121. return reduceScale > 0 && reduceScale < 0.25;
  4122. }).sort(sortByReduceScale),
  4123. addition: ReduceScale_Addition
  4124. },
  4125. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4126. function:cards=>cards.filter(card=>{
  4127. const skill = Skills[card.leaderSkillId];
  4128. const reduceScale = getReduceScale(skill);
  4129. return reduceScale === 0;
  4130. })
  4131. },
  4132. {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"},
  4133. function:cards=>cards.filter(card=>{
  4134. const skill = Skills[card.leaderSkillId];
  4135. return getReduceScale(skill, true) > 0;
  4136. })
  4137. },
  4138. {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"},
  4139. function:cards=>cards.filter(card=>{
  4140. const skill = Skills[card.leaderSkillId];
  4141. return getReduceScale(skill, undefined, true) > 0;
  4142. })
  4143. },
  4144. {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"},
  4145. function:cards=>cards.filter(card=>{
  4146. const skill = Skills[card.leaderSkillId];
  4147. return getReduceScale(skill, undefined, undefined, true) > 0;
  4148. })
  4149. },
  4150. /*{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%)"},
  4151. function:cards=>cards.filter(card=>{
  4152. const skill = Skills[card.leaderSkillId];
  4153. const reduceScale = getReduceScale(skill);
  4154. return reduceScale>=0.29;
  4155. }).sort(sortByReduceScale)
  4156. },*/
  4157. {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"},
  4158. function:cards=>{
  4159. return cards.filter(card=>{
  4160. const skill = Skills[card.leaderSkillId];
  4161. return getReduceScale_unconditional(skill) > 0;
  4162. }).sort((a,b)=>{
  4163. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4164. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4165. });
  4166. },
  4167. addition:card=>{
  4168. const skill = Skills[card.leaderSkillId];
  4169. const scale = getReduceScale_unconditional(skill)
  4170. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4171. }
  4172. },
  4173. ]},
  4174. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4175. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4176. function:cards=>cards.filter(card=>
  4177. !Array.isArray(card.henshinFrom) &&
  4178. !Array.isArray(card.henshinTo))
  4179. },
  4180. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4181. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4182. },
  4183. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4184. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4185. },
  4186. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4187. function:cards=>cards.filter(card=>{
  4188. const searchTypeArray = [236];
  4189. const skill = getCardActiveSkill(card, searchTypeArray);
  4190. return skill;
  4191. })
  4192. },
  4193. {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)"},
  4194. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4195. },
  4196. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4197. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4198. },
  4199. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4200. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4201. function:cards=>cards.filter(isReincarnated)
  4202. }, //evoBaseId可能为0
  4203. //{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)},
  4204. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4205. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4206. },
  4207. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4208. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4209. },
  4210. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4211. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4212. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4213. },
  4214. ]},
  4215. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4216. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4217. function:cards=>cards.filter(card=>card.is8Latent)
  4218. },
  4219. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4220. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4221. },
  4222. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4223. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4224. },
  4225. {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"},
  4226. function:cards=>cards.filter(card=>{
  4227. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4228. if (hasAwokenKiller)
  4229. { //大于2个杀的进行判断
  4230. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4231. { //大于3个杀的直接过
  4232. return true;
  4233. }else
  4234. { //2个杀的
  4235. const isAllowLatent = card.types.filter(i=>
  4236. i>=0 //去掉-1的type
  4237. ).map(type=>
  4238. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4239. ).some(ls=>
  4240. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4241. );
  4242. return isAllowLatent
  4243. }
  4244. }else
  4245. {
  4246. return false;
  4247. }
  4248. })
  4249. },
  4250. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4251. // function:cards=>cards.filter(card=>{
  4252. // const searchTypeArray = [1000];
  4253. // const skill = getCardActiveSkill(card, searchTypeArray);
  4254. // return skill;
  4255. // })
  4256. // },
  4257. ]},
  4258. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4259. {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)"},
  4260. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4261. },
  4262. {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)"},
  4263. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4264. },
  4265. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4266. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4267. },
  4268. {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"},
  4269. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4270. },
  4271. {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)"},
  4272. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4273. addition:card=>`成长${card.limitBreakIncr}%`
  4274. },
  4275. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4276. function:cards=>cards.filter(card=>card.maxLevel==1)
  4277. },
  4278. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4279. function:cards=>cards.filter(card=>card.sellMP<100)
  4280. },
  4281. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4282. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4283. },
  4284. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4285. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4286. },
  4287. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4288. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4289. },
  4290. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4291. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4292. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4293. },
  4294. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4295. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4296. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4297. },
  4298. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4299. function:cards=>cards.filter(card=>card.skillBanner)
  4300. },
  4301. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4302. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4303. },
  4304. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4305. function:cards=>cards.filter(card=>card.stacking),
  4306. },
  4307. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4308. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4309. },
  4310. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4311. function:cards=>cards,
  4312. addition:card=>card.name
  4313. },
  4314. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4315. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4316. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4317. },
  4318. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4319. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4320. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4321. },
  4322. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4323. function:cards=>cards,
  4324. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4325. },
  4326. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4327. function:cards=>cards,
  4328. addition:card=>createTypesList(card.types)
  4329. },
  4330. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4331. function:cards=>cards,
  4332. addition:card=>`COST ${card.cost}`
  4333. },
  4334. ]},
  4335. ];
  4336. return functions;
  4337. })();

智龙迷城队伍图制作工具