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script-json_data.js 122 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `智龙迷城${teamsCount}人队伍图制作`,
  17. addition_display: "💬",
  18. title_blank: "输入队伍标题",
  19. detail_blank: "输入说明",
  20. sort_name:{
  21. sort_none: "无",
  22. sort_id: "怪物ID",
  23. sort_attrs: "属性",
  24. sort_evoRootId: "进化树",
  25. sort_evoRoot_Attrs : "进化根怪物的属性",
  26. sort_rarity: "稀有度",
  27. sort_cost: "消耗",
  28. sort_mp: "MP",
  29. sort_skillLv1: "技能最大冷却时间",
  30. sort_skillLvMax: "技能最小冷却时间",
  31. sort_hpMax120: "最大 HP",
  32. sort_atkMax120: "最大攻击",
  33. sort_rcvMax120: "最大回复",
  34. sort_hpMax120_awoken: "最大 HP(+觉醒)",
  35. sort_atkMax120_awoken: "最大攻击(+觉醒)",
  36. sort_rcvMax120_awoken: "最大回复(+觉醒)",
  37. sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
  38. },
  39. force_reload_data: "强制刷新数据",
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`未知的技能类型:${'type'}`, //type
  43. active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill
  44. random_skills: tp`随机发动以下技能:${'skills'}`, //skills
  45. damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
  46. damage_enemy_times: tp`×${'times'}`,
  47. damage_enemy_count: tp`(共${'damage'})`,
  48. vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
  49. delay: tp`延迟敌人的攻击${'icon'}`, //icon
  50. mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
  51. leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
  52. no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
  53. self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
  54. heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
  55. unbind: tp`${'stats'}状态减少 ${'turns'} 回合`,
  56. unbind_normal: tp`${'icon'}封锁`,
  57. unbind_awakenings: tp`${'icon'}觉醒无效`,
  58. unbind_matches: tp`${'icon'}无法消除宝珠`,
  59. bind_skill: tp`${'icon'}自身无法使用技能`,
  60. defense_break: tp`${'icon'}敌方的防御力减少${'value'}`,
  61. poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
  62. time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
  63. follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
  64. follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
  65. auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
  66. auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
  67. ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
  68. gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
  69. resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`,
  70. board_change: tp`全画面的宝珠变为${'orbs'}`,
  71. skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns_min'}${'turns_max'}`,
  72. skill_boost_range: tp`~${'turns'}`,
  73. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  74. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  75. min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
  76. drop_refresh: tp`全板刷新`,
  77. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  78. auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
  79. board7x6: tp`【${'icon'}7×6版面】`,
  80. counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  81. change_orbs: tp`${'from'}→${'to'}`,
  82. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  83. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  84. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  85. orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
  86. attr_absorb: tp`${'icon'}属性吸收`,
  87. combo_absorb: tp`${'icon'}连击吸收`,
  88. damage_absorb: tp`${'icon'}伤害吸收`,
  89. damage_void: tp`${'icon'}伤害无效`,
  90. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  91. change_attribute: tp`将${'target'}变为${'attrs'}`,
  92. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  93. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  94. set_orb_state_unlocked: tp`${'icon'}解除${'orbs'}的锁定状态`,
  95. set_orb_state_bound: tp`无法消除${'orbs'}`,
  96. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  97. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  98. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  99. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  100. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  101. power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  102. power_up_targets: tp`${'attrs_types'}的 `,
  103. henshin: tp`变身为${'card'}`,
  104. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  105. skill_proviso: tp`${'condition'}才能发动后续效果`,
  106. obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
  107. obstruct_opponent_after_me: tp`排名比自身低的对手`,
  108. obstruct_opponent_before_me: tp`排名比自身高的对手`,
  109. obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
  110. },
  111. power: {
  112. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  113. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  114. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  115. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  116. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  117. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  118. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  119. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  120. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  121. scale_remain_orbs: tp`剩余宝珠 ≤ ${'max'} 时${'stats'}${'bonus'}`,
  122. scale_remain_orbs_bonus: tp`,每少1个${'bonus'},最少${'min'}个时${'stats_max'}`,
  123. scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
  124. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  125. scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
  126. },
  127. cond: {
  128. unknown: tp`[ 未知条件 ]`,
  129. hp_equal: tp`${'hp'} == ${'min'} 时`,
  130. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  131. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  132. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  133. use_skill: tp`使用技能时`,
  134. multi_player: tp`协力时`,
  135. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  136. exact_combo: tp`刚好${'value'}连击时`,
  137. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  138. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  139. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  140. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  141. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  142. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  143. heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
  144. },
  145. position: {
  146. top: tp`上方第${'pos'}横行`,
  147. bottom: tp`下方第${'pos'}横行`,
  148. left: tp`左方第${'pos'}竖列`,
  149. right: tp`右方第${'pos'}竖列`,
  150. shape: tp`指定位置`,
  151. },
  152. value: {
  153. unknown: tp`[ 未知数值: ${'type'}]`, //type
  154. const: tp`${'value'}${'unit'}`,
  155. const_to: tp`到${'value'}`,
  156. mul_percent: tp`${'value'}%`,
  157. mul_times: tp`×${'value'}倍`,
  158. mul_of_percent: tp`${'stats'}的${'value'}%`,
  159. mul_of_times: tp`${'stats'}×${'value'}倍`,
  160. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  161. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  162. prob: tp`有${'value'}几率`,
  163. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  164. },
  165. target: {
  166. self: tp`角色自身`,
  167. enemy: tp`敌人`,
  168. team: tp`队伍`,
  169. team_last: tp`队伍最后一位队员`,
  170. enemy_all: tp`敌方全体`,
  171. enemy_one: tp`敌方1体`,
  172. enemy_attr: tp`${'attr'}敌人`,
  173. },
  174. stats: {
  175. unknown: tp`[ 未知状态: ${'type'}]`, //type
  176. maxhp: tp`最大HP`,
  177. hp: tp`HP`,
  178. chp: tp`当前HP`,
  179. atk: tp`攻击力`,
  180. rcv: tp`回复力`,
  181. teamhp: tp`队伍总HP`,
  182. teamatk: tp`队伍${'attrs'}总攻击力`,
  183. teamrcv: tp`队伍回复力`,
  184. },
  185. unit: {
  186. orbs: tp`个`,
  187. times: tp`次`,
  188. seconds: tp`秒`,
  189. point: tp`点`,
  190. turns: tp`回合`,
  191. },
  192. word: {
  193. comma: tp`,`, //逗号
  194. slight_pause: tp`、`, //顿号
  195. range_hyphen: tp`~`, //范围连字符
  196. in_once: tp`同时`,
  197. evo_type_pixel: tp`像素进化`,
  198. evo_type_reincarnation: tp`转生或超转生进化`,
  199. evo_type_unknow: tp`未知进化: ${'type'}`,
  200. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  201. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  202. affix_type: tp`${'cotent'}类型`, //词缀-类型
  203. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  204. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  205. },
  206. attrs: {
  207. [0]: tp`${'icon'}火`,
  208. [1]: tp`${'icon'}水`,
  209. [2]: tp`${'icon'}木`,
  210. [3]: tp`${'icon'}光`,
  211. [4]: tp`${'icon'}暗`,
  212. [5]: tp`${'icon'}回复力`,
  213. [6]: tp`${'icon'}空`,
  214. all: tp`所有`,
  215. self: tp`${'icon'}自身属性`,
  216. fixed: tp`${'icon'}无视防御固定`,
  217. },
  218. orbs: {
  219. [0]: tp`${'icon'}火`,
  220. [1]: tp`${'icon'}水`,
  221. [2]: tp`${'icon'}木`,
  222. [3]: tp`${'icon'}光`,
  223. [4]: tp`${'icon'}暗`,
  224. [5]: tp`${'icon'}回复`,
  225. [6]: tp`${'icon'}干扰`,
  226. [7]: tp`${'icon'}毒`,
  227. [8]: tp`${'icon'}剧毒`,
  228. [9]: tp`${'icon'}炸弹`,
  229. enhanced: tp`${'icon'}强化`,
  230. locked: tp`${'icon'}锁定`,
  231. nail: tp`${'icon'}钉子`,
  232. variation: tp`${'icon'}变换珠(每${'time'}变换)`,
  233. _5color: tp`${'icon'}5色`,
  234. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  235. all: tp`所有`,
  236. any: tp`任何${'cotent'}`,
  237. },
  238. types: {
  239. [0]: tp`${'icon'}进化用`,
  240. [1]: tp`${'icon'}平衡`,
  241. [2]: tp`${'icon'}体力`,
  242. [3]: tp`${'icon'}回复`,
  243. [4]: tp`${'icon'}龙`,
  244. [5]: tp`${'icon'}神`,
  245. [6]: tp`${'icon'}攻击`,
  246. [7]: tp`${'icon'}恶魔`,
  247. [8]: tp`${'icon'}机械`,
  248. [9]: tp`${'icon'}特别保护`,
  249. [12]: tp`${'icon'}能力觉醒用`,
  250. [14]: tp`${'icon'}强化合成用`,
  251. [15]: tp`${'icon'}贩卖用`,
  252. },
  253. awokens: {
  254. [0]: tp`${'icon'}未知觉醒`,
  255. [1]: tp`${'icon'}HP+`,
  256. [2]: tp`${'icon'}攻击+`,
  257. [3]: tp`${'icon'}回复+`,
  258. [4]: tp`${'icon'}火盾`,
  259. [5]: tp`${'icon'}水盾`,
  260. [6]: tp`${'icon'}木盾`,
  261. [7]: tp`${'icon'}光盾`,
  262. [8]: tp`${'icon'}暗盾`,
  263. [9]: tp`${'icon'}自回`,
  264. [10]: tp`${'icon'}防封`,
  265. [11]: tp`${'icon'}防暗`,
  266. [12]: tp`${'icon'}防废`,
  267. [13]: tp`${'icon'}防毒`,
  268. [14]: tp`${'icon'}火+`,
  269. [15]: tp`${'icon'}水+`,
  270. [16]: tp`${'icon'}木+`,
  271. [17]: tp`${'icon'}光+`,
  272. [18]: tp`${'icon'}暗+`,
  273. [19]: tp`${'icon'}手指`,
  274. [20]: tp`${'icon'}心解`,
  275. [21]: tp`${'icon'}SB`,
  276. [22]: tp`${'icon'}火横`,
  277. [23]: tp`${'icon'}水横`,
  278. [24]: tp`${'icon'}木横`,
  279. [25]: tp`${'icon'}光横`,
  280. [26]: tp`${'icon'}暗横`,
  281. [27]: tp`${'icon'}U`,
  282. [28]: tp`${'icon'}SX`,
  283. [29]: tp`${'icon'}心+`,
  284. [30]: tp`${'icon'}协力`,
  285. [31]: tp`${'icon'}龙杀`,
  286. [32]: tp`${'icon'}神杀`,
  287. [33]: tp`${'icon'}恶魔杀`,
  288. [34]: tp`${'icon'}机杀`,
  289. [35]: tp`${'icon'}平衡杀`,
  290. [36]: tp`${'icon'}攻击杀`,
  291. [37]: tp`${'icon'}体力杀`,
  292. [38]: tp`${'icon'}回复杀`,
  293. [39]: tp`${'icon'}进化杀`,
  294. [40]: tp`${'icon'}觉醒杀`,
  295. [41]: tp`${'icon'}强化杀`,
  296. [42]: tp`${'icon'}卖钱杀`,
  297. [43]: tp`${'icon'}7c`,
  298. [44]: tp`${'icon'}5色破防`,
  299. [45]: tp`${'icon'}心追`,
  300. [46]: tp`${'icon'}全体 HP `,
  301. [47]: tp`${'icon'}全体回复`,
  302. [48]: tp`${'icon'}破无效`,
  303. [49]: tp`${'icon'}武器`,
  304. [50]: tp`${'icon'}方块心追`,
  305. [51]: tp`${'icon'}5色溜`,
  306. [52]: tp`${'icon'}大防封`,
  307. [53]: tp`${'icon'}大手指`,
  308. [54]: tp`${'icon'}防云`,
  309. [55]: tp`${'icon'}防封条`,
  310. [56]: tp`${'icon'}大SB`,
  311. [57]: tp`${'icon'}上血`,
  312. [58]: tp`${'icon'}下血`,
  313. [59]: tp`${'icon'}L盾`,
  314. [60]: tp`${'icon'}L解锁`,
  315. [61]: tp`${'icon'}10c`,
  316. [62]: tp`${'icon'}c珠`,
  317. [63]: tp`${'icon'}语音`,
  318. [64]: tp`${'icon'}奖励增加`,
  319. [65]: tp`${'icon'} HP -`,
  320. [66]: tp`${'icon'}攻击-`,
  321. [67]: tp`${'icon'}回复-`,
  322. [68]: tp`${'icon'}大防暗`,
  323. [69]: tp`${'icon'}大防废`,
  324. [70]: tp`${'icon'}大防毒`,
  325. [71]: tp`${'icon'}掉废`,
  326. [72]: tp`${'icon'}掉毒`,
  327. [73]: tp`${'icon'}火串`,
  328. [74]: tp`${'icon'}水串`,
  329. [75]: tp`${'icon'}木串`,
  330. [76]: tp`${'icon'}光串`,
  331. [77]: tp`${'icon'}暗串`,
  332. [78]: tp`${'icon'}十字`,
  333. [79]: tp`${'icon'}3色`,
  334. [80]: tp`${'icon'}4色`,
  335. [81]: tp`${'icon'}5色`,
  336. }
  337. },
  338. }
  339. //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
  340. const typekiller_for_type = [
  341. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  342. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  343. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  344. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  345. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  346. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  347. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  348. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  349. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  350. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  351. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  352. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  353. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  354. ];
  355. //类型允许的潜觉杀
  356. const type_allowable_latent = [];
  357. typekiller_for_type.forEach(t=>
  358. {
  359. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  360. .map(tn=>
  361. typekiller_for_type.find(_t=>_t.type == tn).latent
  362. );
  363. type_allowable_latent[t.type] = t.allowableLatent;
  364. }
  365. );
  366. //一般共同能打的潜觉
  367. const common_allowable_latent = [
  368. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  369. 28,29,30,31,32,33,34,35,36,37,38,
  370. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  371. ];
  372. //120级才能打的潜觉
  373. const v120_allowable_latent = [
  374. 42,43,44,45
  375. ];
  376. //等效觉醒列表
  377. const equivalent_awoken = [
  378. {small:10,big:52,times:2}, //防封
  379. {small:11,big:68,times:5}, //防暗
  380. {small:12,big:69,times:5}, //防废
  381. {small:13,big:70,times:5}, //防毒
  382. {small:19,big:53,times:2}, //手指
  383. {small:21,big:56,times:2}, //SB
  384. ];
  385. //官方的觉醒排列顺序
  386. const official_awoken_sorting = [
  387. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  388. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  389. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  390. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  391. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  392. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  393. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  394. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  395. 73, 74, 75, 76, 77, 78, 79, 80, 81
  396. ];
  397. //pdc的徽章对应数字
  398. const pdcBadgeMap = [
  399. {pdf:1,pdc:10}, //无限cost
  400. {pdf:2,pdc:12}, //小手指
  401. {pdf:3,pdc:9}, //全体攻击
  402. {pdf:4,pdc:5}, //小回复
  403. {pdf:5,pdc:1}, //小血量
  404. {pdf:6,pdc:3}, //小攻击
  405. {pdf:7,pdc:8}, //SB
  406. {pdf:8,pdc:18}, //队长防封
  407. {pdf:9,pdc:19}, //SX
  408. {pdf:11,pdc:7}, //无天降
  409. {pdf:17,pdc:6}, //大回复
  410. {pdf:18,pdc:2}, //大血量
  411. {pdf:19,pdc:4}, //大攻击
  412. {pdf:20,pdc:null}, //三维
  413. {pdf:21,pdc:13}, //大手指
  414. {pdf:10,pdc:11}, //加经验
  415. {pdf:12,pdc:15}, //墨镜
  416. {pdf:13,pdc:17}, //防废
  417. {pdf:14,pdc:16}, //防毒
  418. {pdf:50,pdc:14}, //月卡
  419. ];
  420. //pdc的潜觉对应数字
  421. const pdcLatentMap = [
  422. {pdf:1,pdc:1}, //HP
  423. {pdf:2,pdc:0}, //攻击
  424. {pdf:3,pdc:2}, //回复
  425. {pdf:4,pdc:19}, //手指
  426. {pdf:5,pdc:13}, //自回
  427. {pdf:6,pdc:14}, //火盾
  428. {pdf:7,pdc:15}, //水盾
  429. {pdf:8,pdc:16}, //木盾
  430. {pdf:9,pdc:17}, //光盾
  431. {pdf:10,pdc:18}, //暗盾
  432. {pdf:11,pdc:12}, //防坐
  433. {pdf:12,pdc:3}, //三维
  434. {pdf:13,pdc:35}, //不被换队长
  435. {pdf:14,pdc:37}, //不掉废
  436. {pdf:15,pdc:36}, //不掉毒
  437. {pdf:16,pdc:24}, //进化杀
  438. {pdf:17,pdc:25}, //觉醒杀
  439. {pdf:18,pdc:26}, //强化杀
  440. {pdf:19,pdc:27}, //卖钱杀
  441. {pdf:20,pdc:4}, //神杀
  442. {pdf:21,pdc:5}, //龙杀
  443. {pdf:22,pdc:6}, //恶魔杀
  444. {pdf:23,pdc:7}, //机械杀
  445. {pdf:24,pdc:8}, //平衡杀
  446. {pdf:25,pdc:9}, //攻击杀
  447. {pdf:26,pdc:10}, //体力杀
  448. {pdf:27,pdc:11}, //回复杀
  449. {pdf:28,pdc:20}, //大HP
  450. {pdf:29,pdc:21}, //大攻击
  451. {pdf:30,pdc:22}, //大回复
  452. {pdf:31,pdc:23}, //大手指
  453. {pdf:32,pdc:28}, //大火盾
  454. {pdf:33,pdc:29}, //大水盾
  455. {pdf:34,pdc:30}, //大木盾
  456. {pdf:35,pdc:31}, //大光盾
  457. {pdf:36,pdc:32}, //大暗盾
  458. {pdf:37,pdc:33}, //6色破无效
  459. {pdf:38,pdc:34}, //3色破属吸
  460. {pdf:39,pdc:40}, //C珠破吸
  461. {pdf:40,pdc:39}, //心横解转转
  462. {pdf:41,pdc:38}, //U解禁消
  463. {pdf:42,pdc:41}, //伤害上限解除
  464. {pdf:43,pdc:42}, //HP++
  465. {pdf:44,pdc:43}, //攻击++
  466. {pdf:45,pdc:44}, //回复++
  467. ];
  468. //排序程序列表
  469. const sort_function_list = [
  470. {tag:"sort_none",name:"无",function:()=>0},
  471. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  472. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  473. let num = a.attrs[0] - b.attrs[0];
  474. if (num === 0) num = a.attrs[1] - b.attrs[1];
  475. return num;
  476. }
  477. },
  478. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  479. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  480. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  481. let num = card_a.attrs[0] - card_b.attrs[0];
  482. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  483. return num;
  484. }
  485. },
  486. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  487. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  488. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  489. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  490. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  491. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  492. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  493. }
  494. },
  495. {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)},
  496. {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)},
  497. {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)},
  498. {tag:"sort_atkMax110_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  499. {
  500. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  501. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  502. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  503. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  504. return abA - abB;
  505. }
  506. },
  507. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  508. {
  509. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  510. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  511. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  512. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  513. return abA - abB;
  514. }
  515. },
  516. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  517. {
  518. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  519. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  520. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  521. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  522. return abA - abB;
  523. }
  524. },
  525. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  526. {
  527. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  528. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  529. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  530. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  531. return abA - abB;
  532. }
  533. },
  534. ];
  535. //增加特殊搜索模式
  536. const specialSearchFunctions = (function() {
  537. 'use strict';
  538. //返回卡片的队长技能
  539. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  540. {
  541. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  542. }
  543. //返回卡片的技能
  544. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  545. {
  546. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  547. }
  548. //返回卡片的技能
  549. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  550. {
  551. switch(skillGreatType)
  552. {
  553. case 1:
  554. case "leader":
  555. return getCardLeaderSkill(card, skillTypes, searchRandom);
  556. case 2:
  557. case "active":
  558. return getCardActiveSkill(card, skillTypes, searchRandom);
  559. default:
  560. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  561. }
  562. }
  563. //查找到真正起作用的那一个技能
  564. function getActuallySkill(skill, skillTypes, searchRandom = true)
  565. {
  566. if (skillTypes.includes(skill.type))
  567. {
  568. return skill;
  569. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  570. {
  571. const subSkills = skill.params.map(id=>Skills[id]);
  572. for(let i = 0;i < subSkills.length; i++)
  573. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  574. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  575. if (foundSubSkill)
  576. {
  577. return foundSubSkill;
  578. }
  579. }
  580. return null;
  581. }else
  582. {
  583. return null;
  584. }
  585. }
  586. //获取血倍率
  587. function getHPScale(ls)
  588. {
  589. const sk = ls.params;
  590. let scale = 1;
  591. switch (ls.type)
  592. {
  593. case 23: case 30: case 62: case 77: case 63: case 65:
  594. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  595. scale = sk[sk.length-1]/100;
  596. break;
  597. case 73: case 76:
  598. case 121: case 129: case 163: case 186:
  599. case 155:
  600. scale = sk[2]/100;
  601. break;
  602. case 106: case 107: case 108:
  603. scale = sk[0]/100;
  604. break;
  605. case 125:
  606. scale = sk[5]/100;
  607. break;
  608. case 136:
  609. case 137:
  610. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  611. break;
  612. case 158:
  613. scale = sk[4]/100;
  614. break;
  615. case 175:
  616. case 178: case 185:
  617. scale = sk[3]/100;
  618. break;
  619. case 203:
  620. scale = sk[1]/100;
  621. break;
  622. case 138: //调用其他队长技
  623. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  624. break;
  625. default:
  626. }
  627. return scale || 1;
  628. }
  629. //获取盾减伤比例
  630. function getReduceScale(ls, allAttr = false, noHPneed = false)
  631. {
  632. const sk = ls.params;
  633. let scale = 0;
  634. switch (ls.type)
  635. {
  636. case 16: //无条件盾
  637. scale = sk[0]/100;
  638. break;
  639. case 17: //单属性盾
  640. scale = allAttr ? 0 : sk[1]/100;
  641. break;
  642. case 36: //2个属性盾
  643. scale = allAttr ? 0 : sk[2]/100;
  644. break;
  645. case 38: //血线下 + 几率
  646. case 43: //血线上 + 几率
  647. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  648. break;
  649. case 129: //无条件盾,属性个数不固定
  650. case 163: //无条件盾,属性个数不固定
  651. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  652. break;
  653. case 178: //无条件盾,属性个数不固定
  654. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  655. break;
  656. case 130: //血线下 + 属性个数不固定
  657. case 131: //血线上 + 属性个数不固定
  658. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  659. break;
  660. case 151: //十字心触发
  661. case 169: //C触发
  662. case 198: //回血触发
  663. scale = sk[2]/100;
  664. break;
  665. case 170: //多色触发
  666. case 182: //长串触发
  667. case 193: //L触发
  668. scale = sk[3]/100;
  669. break;
  670. case 171: //多串触发
  671. scale = sk[6]/100;
  672. break;
  673. case 183: //又是个有两段血线的队长技
  674. scale = noHPneed ? 0 : sk[4]/100;
  675. break;
  676. case 138: //调用其他队长技
  677. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  678. break;
  679. default:
  680. }
  681. return scale || 0;
  682. }
  683. function getCannonAttr(skill)
  684. {
  685. const sk = skill.params;
  686. switch(skill.type)
  687. {
  688. case 0:
  689. case 1:
  690. case 37:
  691. case 58:
  692. case 59:
  693. case 84:
  694. case 85:
  695. case 86:
  696. case 87:
  697. case 115:
  698. return sk[0];
  699. case 110:
  700. case 143:
  701. return sk[1];
  702. case 42:
  703. return sk[1];
  704. case 144:
  705. return sk[3];
  706. default:
  707. return -1;
  708. }
  709. }
  710. function sortByParams(a,b,searchTypeArray,pidx = 0)
  711. {
  712. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  713. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  714. return a_pC - b_pC;
  715. }
  716. function voidsAbsorption_Addition(card)
  717. {
  718. const searchTypeArray = [173];
  719. const skill = getCardActiveSkill(card, searchTypeArray);
  720. const sk = skill.params;
  721. if (sk[1] && sk[3])
  722. {
  723. return `双吸×${sk[0]}T`;
  724. }else
  725. {
  726. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  727. }
  728. }
  729. function unbind_Turns(card)
  730. {
  731. const outObj = {
  732. normal: 0,
  733. awoken: 0
  734. };
  735. const searchTypeArray = [117,179];
  736. const skill = getCardActiveSkill(card, searchTypeArray);
  737. if (skill)
  738. {
  739. const sk = skill.params;
  740. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  741. outObj.awoken = sk[4] || 0;
  742. }
  743. return outObj;
  744. }
  745. function unbind_Addition(card)
  746. {
  747. const turns = unbind_Turns(card);
  748. let strArr = [];
  749. if (turns.normal > 0 && turns.normal == turns.awoken)
  750. {
  751. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  752. }
  753. if (turns.normal > 0)
  754. {
  755. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  756. }
  757. if (turns.awoken > 0)
  758. {
  759. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  760. }
  761. return strArr.join(',');
  762. }
  763. function boardChange_ColorTypes(skill)
  764. {
  765. if (!skill) return [];
  766. const sk = skill.params;
  767. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  768. return colors;
  769. }
  770. function boardChange_Addition(card)
  771. {
  772. const searchTypeArray = [71];
  773. const skill = getCardActiveSkill(card, searchTypeArray);
  774. const colors = boardChange_ColorTypes(skill);
  775. return createOrbsList(colors);
  776. }
  777. function orbsChangeParse(skill)
  778. {
  779. function changes(from, to)
  780. {
  781. return {from:from,to:to};
  782. }
  783. let outArr = [];
  784. if (!skill) return outArr;
  785. const sk = skill.params;
  786. switch (skill.type)
  787. {
  788. case 9:{
  789. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  790. break;
  791. }
  792. case 20:{
  793. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  794. {
  795. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  796. }
  797. else
  798. {
  799. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  800. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  801. }
  802. break;
  803. }
  804. case 154:{
  805. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  806. break;
  807. }
  808. }
  809. return outArr;
  810. }
  811. function changeOrbs_Addition(card)
  812. {
  813. const searchTypeArray = [9,20,154];
  814. const skills = getCardActiveSkills(card, searchTypeArray);
  815. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  816. const fragment = document.createDocumentFragment();
  817. parsedSkills.forEach(p=>{
  818. fragment.appendChild(createOrbsList(p.from));
  819. fragment.appendChild(document.createTextNode(`→`));
  820. fragment.appendChild(createOrbsList(p.to));
  821. });
  822. return fragment;
  823. }
  824. function generateOrbsParse(card)
  825. {
  826. let outArr = [];
  827. const searchTypeArray = [141, 208];
  828. const skills = getCardActiveSkills(card, searchTypeArray);
  829. if (!skills.length) return outArr;
  830. for (let skill of skills)
  831. {
  832. const sk = skill.params;
  833. if (skill.type == 141)
  834. {
  835. outArr.push({
  836. count: sk[0],
  837. to: flags(sk[1] || 1),
  838. exclude: flags(sk[2]),
  839. });
  840. }else
  841. {
  842. outArr.push({
  843. count: sk[0],
  844. to: flags(sk[1] || 1),
  845. exclude: flags(sk[2]),
  846. });
  847. outArr.push({
  848. count: sk[3],
  849. to: flags(sk[4] || 1),
  850. exclude: flags(sk[5]),
  851. });
  852. }
  853. }
  854. return outArr;
  855. }
  856. function generateOrbs_Addition(card)
  857. {
  858. const gens = generateOrbsParse(card);
  859. const searchTypeArray = [141, 208];
  860. const skill = getCardActiveSkill(card, searchTypeArray);
  861. const sk = skill.params;
  862. const fragment = document.createDocumentFragment();
  863. for (let gen of gens)
  864. {
  865. fragment.appendChild(createOrbsList(gen.to));
  866. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  867. }
  868. return fragment;
  869. }
  870. function lock_Addition(card)
  871. {
  872. const searchTypeArray = [152];
  873. const skill = getCardActiveSkill(card, searchTypeArray);
  874. const sk = skill.params;
  875. const fragment = document.createDocumentFragment();
  876. fragment.appendChild(document.createTextNode(`锁`));
  877. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  878. return fragment;
  879. }
  880. function dropLock_Addition(card)
  881. {
  882. const searchTypeArray = [205];
  883. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  884. const sk = skill.params;
  885. const fragment = document.createDocumentFragment();
  886. fragment.appendChild(document.createTextNode(`掉锁`));
  887. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  888. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  889. return fragment;
  890. }
  891. function dropOrb_Addition(card)
  892. {
  893. const searchTypeArray = [126];
  894. const skill = getCardActiveSkill(card, searchTypeArray);
  895. const sk = skill.params;
  896. const colors = flags(sk[0]);
  897. const fragment = document.createDocumentFragment();
  898. fragment.appendChild(createOrbsList(colors));
  899. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  900. return fragment;
  901. }
  902. function generateColumnOrbs_Addition(card)
  903. {
  904. const searchTypeArray = [127];
  905. const skill = getCardActiveSkill(card, searchTypeArray);
  906. const sk = skill.params;
  907. const colors = [];
  908. for (let ai=0;ai<sk.length;ai+=2)
  909. {
  910. colors.push(flags(sk[ai+1]));
  911. }
  912. const fragment = document.createDocumentFragment();
  913. fragment.appendChild(document.createTextNode(`竖`));
  914. fragment.appendChild(createOrbsList(colors.flat()));
  915. return fragment;
  916. }
  917. function generateRowOrbs_Addition(card)
  918. {
  919. const searchTypeArray = [128];
  920. const skill = getCardActiveSkill(card, searchTypeArray);
  921. const sk = skill.params;
  922. const colors = [];
  923. for (let ai=0;ai<sk.length;ai+=2)
  924. {
  925. colors.push(flags(sk[ai+1]));
  926. }
  927. const fragment = document.createDocumentFragment();
  928. fragment.appendChild(document.createTextNode(`横`));
  929. fragment.appendChild(createOrbsList(colors.flat()));
  930. return fragment;
  931. }
  932. function healImmediately_Rate(card)
  933. {
  934. const searchTypeArray = [7, //宠物回复力
  935. 8, //固定点数
  936. 35,115, //吸血
  937. 117
  938. ];
  939. const skills = getCardActiveSkills(card, searchTypeArray);
  940. const outObj = {
  941. vampire: 0,
  942. selfRcv: 0,
  943. const: 0,
  944. scale: 0,
  945. };
  946. if (!skills.length) return outObj;
  947. skills.forEach(skill=>{
  948. const sk = skill.params;
  949. if (skill.type == 7)
  950. {
  951. outObj.selfRcv += sk[0];
  952. }
  953. else if(skill.type == 8)
  954. {
  955. outObj.const += sk[0];
  956. }
  957. else if(skill.type == 35)
  958. {
  959. outObj.vampire += sk[1];
  960. }
  961. else if(skill.type == 115)
  962. {
  963. outObj.vampire += sk[2];
  964. }
  965. else if(skill.type == 117)
  966. {
  967. outObj.selfRcv += sk[1] || 0;
  968. outObj.const += sk[2] || 0;
  969. outObj.scale += sk[3] || 0;
  970. }
  971. });
  972. return outObj;
  973. }
  974. function atkBuff_Rate(card)
  975. {
  976. const searchTypeArray = [
  977. 88,92, //类型的
  978. 50,90, //属性的,要排除回复力
  979. 156,168, //宝石姬
  980. 228, //属性、类型数量
  981. ];
  982. const skill = getCardActiveSkill(card, searchTypeArray);
  983. const outObj = {
  984. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  985. types: [],
  986. attrs: [],
  987. awoken: [],
  988. rate: 0,
  989. turns: 0,
  990. };
  991. if (!skill) return outObj;
  992. const sk = skill.params;
  993. if (skill.type == 88 || skill.type == 92)
  994. {
  995. outObj.skilltype = 2;
  996. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  997. outObj.turns = sk[0];
  998. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  999. }
  1000. else if(skill.type == 50 || skill.type == 90)
  1001. {
  1002. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1003. if (!outObj.attrs.length) //去除回复力
  1004. return outObj;
  1005. outObj.skilltype = 2;
  1006. outObj.turns = sk[0];
  1007. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1008. }
  1009. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1010. || skill.type == 168)
  1011. {
  1012. outObj.skilltype = 1;
  1013. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  1014. outObj.turns = sk[0];
  1015. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1016. }
  1017. else if(skill.type == 228 && sk[3] > 0)
  1018. {
  1019. outObj.skilltype = 1;
  1020. outObj.attrs = flags(sk[1]);
  1021. outObj.types = flags(sk[2]);
  1022. outObj.turns = sk[0];
  1023. outObj.rate = sk[3];
  1024. }
  1025. return outObj;
  1026. }
  1027. function damageSelf_Rate(card)
  1028. {
  1029. const searchTypeArray = [84,85,86,87,195];
  1030. const skill = getCardActiveSkill(card, searchTypeArray);
  1031. if (!skill) return 0;
  1032. const sk = skill.params;
  1033. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1034. }
  1035. function changeEnemiesAttr_Attr(card)
  1036. {
  1037. const outObj = {
  1038. attr: null,
  1039. turns: 0
  1040. }
  1041. const searchTypeArray = [153, 224];
  1042. const skill = getCardActiveSkill(card, searchTypeArray);
  1043. if (!skill) return outObj;
  1044. const sk = skill.params;
  1045. if (skill.type == 153)
  1046. {
  1047. outObj.attr = sk[0];
  1048. }
  1049. else if (skill.type == 224)
  1050. {
  1051. outObj.attr = sk[1] || 0;
  1052. outObj.turns = sk[0];
  1053. }
  1054. return outObj;
  1055. }
  1056. //创建1个觉醒图标
  1057. function createAwokenIcon(awokenId)
  1058. {
  1059. const icon = document.createElement("icon");
  1060. icon.className ="awoken-icon";
  1061. icon.setAttribute("data-awoken-icon", awokenId);
  1062. return icon;
  1063. }
  1064. //产生一个觉醒列表
  1065. function creatAwokenList(awokens) {
  1066. const ul = document.createElement("ul");
  1067. ul.className = "awoken-ul";
  1068. awokens.forEach(ak=>{
  1069. const li = ul.appendChild(document.createElement("li"));
  1070. const icon = li.appendChild(createAwokenIcon(ak));
  1071. });
  1072. return ul;
  1073. }
  1074. //产生宝珠列表
  1075. function createOrbsList(orbs)
  1076. {
  1077. if (orbs == undefined) orbs = [0];
  1078. else if (!Array.isArray(orbs)) orbs = [orbs];
  1079. const ul = document.createElement("ul");
  1080. ul.className = "board";
  1081. orbs.forEach(orbType => {
  1082. const li = ul.appendChild(document.createElement("li"));
  1083. li.className = `orb-icon`;
  1084. li.setAttribute("data-orb-icon", orbType);
  1085. });
  1086. return ul;
  1087. }
  1088. //产生类型列表
  1089. function createTypesList(types)
  1090. {
  1091. if (types == undefined) types = [0];
  1092. else if (!Array.isArray(types)) types = [types];
  1093. const ul = document.createElement("ul");
  1094. ul.className = "types-ul";
  1095. types.forEach(type => {
  1096. const li = ul.appendChild(document.createElement("li"));
  1097. li.className = `type-icon`;
  1098. li.setAttribute("data-type-icon", type);
  1099. });
  1100. return ul;
  1101. }
  1102. const functions = [
  1103. {name:"No Filter",otLangName:{chs:"不做筛选"},
  1104. function:cards=>cards},
  1105. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  1106. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  1107. function:cards=>{
  1108. return cards.filter(card=>{
  1109. return getSkillFixedDamage(card) > 0;
  1110. }).sort((a,b)=>{
  1111. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1112. return a_pC - b_pC;
  1113. });
  1114. },
  1115. addition:card=>{
  1116. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1117. }
  1118. },
  1119. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  1120. function:cards=>{
  1121. return cards.filter(card=>{
  1122. return getSkillAddCombo(card) > 0;
  1123. }).sort((a,b)=>{
  1124. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1125. return a_pC - b_pC;
  1126. });
  1127. },
  1128. addition:card=>{
  1129. const value = getSkillAddCombo(card);
  1130. const searchTypeArray = [210];
  1131. const skill = getCardLeaderSkill(card, searchTypeArray);
  1132. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1133. }
  1134. },
  1135. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  1136. function:cards=>cards.filter(card=>{
  1137. const searchTypeArray = [162,186];
  1138. const skill = getCardLeaderSkill(card, searchTypeArray);
  1139. return skill;
  1140. })
  1141. },
  1142. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  1143. function:cards=>cards.filter(card=>{
  1144. const searchTypeArray = [163,177];
  1145. const skill = getCardLeaderSkill(card, searchTypeArray);
  1146. return skill;
  1147. })
  1148. },
  1149. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  1150. function:cards=>{
  1151. const searchTypeArray = [15,185];
  1152. return cards.filter(card=>{
  1153. const skill = getCardLeaderSkill(card, searchTypeArray);
  1154. return skill;
  1155. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1156. },
  1157. addition:card=>{
  1158. const searchTypeArray = [15,185];
  1159. const skill = getCardLeaderSkill(card, searchTypeArray);
  1160. const value = skill.params[0];
  1161. return `${value > 0 ? "+" : ""}${value/100}s`;
  1162. }
  1163. },
  1164. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  1165. function:cards=>{
  1166. const searchTypeArray = [178];
  1167. return cards.filter(card=>{
  1168. const skill = getCardLeaderSkill(card, searchTypeArray);
  1169. return skill;
  1170. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1171. },
  1172. addition:card=>{
  1173. const searchTypeArray = [178];
  1174. const skill = getCardLeaderSkill(card, searchTypeArray);
  1175. const value = skill.params[0];
  1176. return `固定${value}s`;
  1177. }
  1178. },
  1179. {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)"},
  1180. function:cards=>{
  1181. const searchTypeArray = [12];
  1182. return cards.filter(card=>{
  1183. const skill = getCardLeaderSkill(card, searchTypeArray);
  1184. return skill;
  1185. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1186. },
  1187. addition:card=>{
  1188. const searchTypeArray = [12];
  1189. const skill = getCardLeaderSkill(card, searchTypeArray);
  1190. const value = skill.params[0];
  1191. return `攻击×${(value/100).bigNumberToString()}倍`;
  1192. }
  1193. },
  1194. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
  1195. function:cards=>{
  1196. const searchTypeArray = [13];
  1197. return cards.filter(card=>{
  1198. const skill = getCardLeaderSkill(card, searchTypeArray);
  1199. return skill;
  1200. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1201. },
  1202. addition:card=>{
  1203. const searchTypeArray = [13];
  1204. const skill = getCardLeaderSkill(card, searchTypeArray);
  1205. const value = skill.params[0];
  1206. return `回复×${(value/100).bigNumberToString()}倍`;
  1207. }
  1208. },
  1209. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1210. function:cards=>{
  1211. const searchTypeArray = [41];
  1212. return cards.filter(card=>{
  1213. const skill = getCardLeaderSkill(card, searchTypeArray);
  1214. return skill;
  1215. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1216. },
  1217. addition:card=>{
  1218. const searchTypeArray = [41];
  1219. const skill = getCardLeaderSkill(card, searchTypeArray);
  1220. const sk = skill.params;
  1221. const fragment = document.createDocumentFragment();
  1222. fragment.appendChild(createOrbsList(sk[2] || 0));
  1223. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1224. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1225. return fragment;
  1226. }
  1227. },
  1228. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1229. function:cards=>cards.filter(card=>{
  1230. const searchTypeArray = [197];
  1231. const skill = getCardLeaderSkill(card, searchTypeArray);
  1232. return skill;
  1233. })
  1234. },
  1235. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1236. function:cards=>{
  1237. const searchTypeArray = [198];
  1238. return cards.filter(card=>{
  1239. const skill = getCardLeaderSkill(card, searchTypeArray);
  1240. return skill && skill.params[2];
  1241. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1242. },
  1243. addition:card=>{
  1244. const searchTypeArray = [198];
  1245. const skill = getCardLeaderSkill(card, searchTypeArray);
  1246. const sk = skill.params;
  1247. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1248. }
  1249. },
  1250. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1251. function:cards=>{
  1252. const searchTypeArray = [198];
  1253. return cards.filter(card=>{
  1254. const skill = getCardLeaderSkill(card, searchTypeArray);
  1255. return skill && skill.params[3];
  1256. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1257. },
  1258. addition:card=>{
  1259. const searchTypeArray = [198];
  1260. const skill = getCardLeaderSkill(card, searchTypeArray);
  1261. const sk = skill.params;
  1262. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1263. }
  1264. },
  1265. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1266. function:cards=>cards.filter(card=>{
  1267. const searchTypeArray = [151,209];
  1268. const skill = getCardLeaderSkill(card, searchTypeArray);
  1269. return skill;
  1270. })
  1271. },
  1272. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1273. function:cards=>cards.filter(card=>{
  1274. const searchTypeArray = [157];
  1275. const skill = getCardLeaderSkill(card, searchTypeArray);
  1276. return skill;
  1277. })
  1278. },
  1279. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1280. function:cards=>cards.filter(card=>{
  1281. const searchTypeArray = [177];
  1282. const skill = getCardLeaderSkill(card, searchTypeArray);
  1283. return skill;
  1284. })
  1285. },
  1286. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1287. function:cards=>{
  1288. const searchTypeArray = [158];
  1289. return cards.filter(card=>{
  1290. const skill = getCardLeaderSkill(card, searchTypeArray);
  1291. return skill;
  1292. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1293. },
  1294. addition:card=>{
  1295. const searchTypeArray = [158];
  1296. const skill = getCardLeaderSkill(card, searchTypeArray);
  1297. const value = skill.params[0];
  1298. return `≥${value}珠`;
  1299. }
  1300. },
  1301. {name:"Resolve",otLangName:{chs:"根性"},
  1302. function:cards=>{
  1303. const searchTypeArray = [14];
  1304. return cards.filter(card=>{
  1305. const skill = getCardLeaderSkill(card, searchTypeArray);
  1306. return skill;
  1307. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1308. },
  1309. addition:card=>{
  1310. const searchTypeArray = [14];
  1311. const skill = getCardLeaderSkill(card, searchTypeArray);
  1312. const value = skill.params[0];
  1313. return `HP≥${value}%`;
  1314. }
  1315. },
  1316. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1317. function:cards=>cards.filter(card=>{
  1318. const searchTypeArray = [125];
  1319. const skill = getCardLeaderSkill(card, searchTypeArray);
  1320. return skill;
  1321. })
  1322. },
  1323. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1324. function:cards=>cards.filter(card=>{
  1325. const searchTypeArray = [175];
  1326. const skill = getCardLeaderSkill(card, searchTypeArray);
  1327. return skill;
  1328. })
  1329. },
  1330. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1331. function:cards=>cards.filter(card=>{
  1332. const searchTypeArray = [203];
  1333. const skill = getCardLeaderSkill(card, searchTypeArray);
  1334. return skill;
  1335. })
  1336. },
  1337. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1338. function:cards=>cards.filter(card=>{
  1339. const searchTypeArray = [229];
  1340. const skill = getCardLeaderSkill(card, searchTypeArray);
  1341. return skill;
  1342. })
  1343. },
  1344. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1345. function:cards=>{
  1346. const searchTypeArray = [53];
  1347. return cards.filter(card=>{
  1348. const skill = getCardLeaderSkill(card, searchTypeArray);
  1349. return skill;
  1350. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1351. },
  1352. addition:card=>{
  1353. const searchTypeArray = [53];
  1354. const skill = getCardLeaderSkill(card, searchTypeArray);
  1355. const sk = skill.params;
  1356. return `掉率x${sk[0]/100}`;
  1357. }
  1358. },
  1359. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1360. function:cards=>{
  1361. const searchTypeArray = [54];
  1362. return cards.filter(card=>{
  1363. const skill = getCardLeaderSkill(card, searchTypeArray);
  1364. return skill;
  1365. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1366. },
  1367. addition:card=>{
  1368. const searchTypeArray = [54];
  1369. const skill = getCardLeaderSkill(card, searchTypeArray);
  1370. const sk = skill.params;
  1371. return `金币x${sk[0]/100}`;
  1372. }
  1373. },
  1374. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1375. function:cards=>{
  1376. const searchTypeArray = [148];
  1377. return cards.filter(card=>{
  1378. const skill = getCardLeaderSkill(card, searchTypeArray);
  1379. return skill;
  1380. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1381. },
  1382. addition:card=>{
  1383. const searchTypeArray = [148];
  1384. const skill = getCardLeaderSkill(card, searchTypeArray);
  1385. const sk = skill.params;
  1386. return `经验x${sk[0]/100}`;
  1387. }
  1388. },
  1389. ]},
  1390. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1391. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1392. function:cards=>cards.filter(card=>{
  1393. const skill = Skills[card.leaderSkillId];
  1394. const HPscale = getHPScale(skill);
  1395. return HPscale >= 2;
  1396. }).sort((a,b)=>{
  1397. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1398. return getHPScale(a_s) - getHPScale(b_s);
  1399. })
  1400. },
  1401. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1402. function:cards=>cards.filter(card=>{
  1403. const skill = Skills[card.leaderSkillId];
  1404. const HPscale = getHPScale(skill);
  1405. return HPscale >= 1.5 && HPscale < 2;
  1406. }).sort((a,b)=>{
  1407. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1408. return getHPScale(a_s) - getHPScale(b_s);
  1409. })
  1410. },
  1411. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1412. function:cards=>cards.filter(card=>{
  1413. const skill = Skills[card.leaderSkillId];
  1414. const HPscale = getHPScale(skill);
  1415. return HPscale > 1 && HPscale < 1.5;
  1416. }).sort((a,b)=>{
  1417. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1418. return getHPScale(a_s) - getHPScale(b_s);
  1419. })
  1420. },
  1421. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1422. function:cards=>cards.filter(card=>{
  1423. const skill = Skills[card.leaderSkillId];
  1424. const HPscale = getHPScale(skill);
  1425. return HPscale === 1;
  1426. })
  1427. },
  1428. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1429. function:cards=>cards.filter(card=>{
  1430. const skill = Skills[card.leaderSkillId];
  1431. const HPscale = getHPScale(skill);
  1432. return HPscale < 1;
  1433. }).sort((a,b)=>{
  1434. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1435. return getHPScale(a_s) - getHPScale(b_s);
  1436. })
  1437. },
  1438. ]},
  1439. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1440. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1441. function:cards=>cards.filter(card=>{
  1442. const skill = Skills[card.leaderSkillId];
  1443. const reduceScale = getReduceScale(skill);
  1444. return reduceScale >= 0.75;
  1445. }).sort((a,b)=>{
  1446. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1447. return getReduceScale(a_s) - getReduceScale(b_s);
  1448. })
  1449. },
  1450. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1451. function:cards=>cards.filter(card=>{
  1452. const skill = Skills[card.leaderSkillId];
  1453. const reduceScale = getReduceScale(skill);
  1454. return reduceScale >= 0.5 && reduceScale < 0.75;
  1455. }).sort((a,b)=>{
  1456. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1457. return getReduceScale(a_s) - getReduceScale(b_s);
  1458. })
  1459. },
  1460. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1461. function:cards=>cards.filter(card=>{
  1462. const skill = Skills[card.leaderSkillId];
  1463. const reduceScale = getReduceScale(skill);
  1464. return reduceScale >= 0.25 && reduceScale < 0.5;
  1465. }).sort((a,b)=>{
  1466. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1467. return getReduceScale(a_s) - getReduceScale(b_s);
  1468. })
  1469. },
  1470. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1471. function:cards=>cards.filter(card=>{
  1472. const skill = Skills[card.leaderSkillId];
  1473. const reduceScale = getReduceScale(skill);
  1474. return reduceScale > 0 && reduceScale < 0.25;
  1475. }).sort((a,b)=>{
  1476. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1477. return getReduceScale(a_s) - getReduceScale(b_s);
  1478. })
  1479. },
  1480. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1481. function:cards=>cards.filter(card=>{
  1482. const skill = Skills[card.leaderSkillId];
  1483. const reduceScale = getReduceScale(skill);
  1484. return reduceScale === 0;
  1485. })
  1486. },
  1487. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1488. function:cards=>cards.filter(card=>{
  1489. const skill = Skills[card.leaderSkillId];
  1490. return getReduceScale(skill, true) > 0;
  1491. })
  1492. },
  1493. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1494. function:cards=>cards.filter(card=>{
  1495. const skill = Skills[card.leaderSkillId];
  1496. return getReduceScale(skill, undefined, true) > 0;
  1497. })
  1498. },
  1499. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1500. function:cards=>cards.filter(card=>{
  1501. const skill = Skills[card.leaderSkillId];
  1502. return getReduceScale(skill, undefined, undefined, true) > 0;
  1503. })
  1504. },
  1505. {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%)"},
  1506. function:cards=>cards.filter(card=>{
  1507. const skill = Skills[card.leaderSkillId];
  1508. const reduceScale = getReduceScale(skill);
  1509. return reduceScale>=0.29;
  1510. }).sort((a,b)=>{
  1511. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1512. return getReduceScale(a_s) - getReduceScale(b_s);
  1513. })
  1514. },
  1515. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1516. function:cards=>cards.filter(card=>{
  1517. //获取盾减伤比例
  1518. function getReduceScale_unconditional(ls)
  1519. {
  1520. const sk = ls.params;
  1521. let scale = 0;
  1522. switch (ls.type)
  1523. {
  1524. case 16: //无条件盾
  1525. scale = sk[0]/100;
  1526. break;
  1527. case 129: //无条件盾,属性个数不固定
  1528. case 163: //无条件盾,属性个数不固定
  1529. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1530. break;
  1531. case 138: //调用其他队长技
  1532. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1533. break;
  1534. default:
  1535. }
  1536. return scale || 0;
  1537. }
  1538. const skill = Skills[card.leaderSkillId];
  1539. return getReduceScale_unconditional(skill) > 0;
  1540. })
  1541. },
  1542. ]},
  1543. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1544. {name:"1 CD",otLangName:{chs:"1 CD"},
  1545. function:cards=>cards.filter(card=>{
  1546. if (card.activeSkillId == 0) return false;
  1547. const skill = Skills[card.activeSkillId];
  1548. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1549. })
  1550. },
  1551. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)"},
  1552. function:cards=>cards.filter(card=>{
  1553. if (card.activeSkillId == 0) return false;
  1554. const skill = Skills[card.activeSkillId];
  1555. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1556. let realCD = minCD;
  1557. const searchTypeArray = [14];
  1558. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1559. if (subSkill)
  1560. {
  1561. realCD -= subSkill.params[0] * 3;
  1562. }
  1563. return minCD > 1 && realCD <= 4;
  1564. })
  1565. },
  1566. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1567. function:cards=>{
  1568. const searchTypeArray = [5];
  1569. return cards.filter(card=>{
  1570. const skill = getCardActiveSkill(card, searchTypeArray);
  1571. return skill;
  1572. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1573. },
  1574. addition:card=>{
  1575. const searchTypeArray = [5];
  1576. const skill = getCardActiveSkill(card, searchTypeArray);
  1577. const value = skill.params[0];
  1578. return `时停${value}s`;
  1579. }
  1580. },
  1581. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1582. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1583. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1584. function:cards=>cards.filter(card=>{
  1585. const searchTypeArray = [225];
  1586. const skill = getCardActiveSkill(card, searchTypeArray);
  1587. return skill;
  1588. }),
  1589. addition:card=>{
  1590. const searchTypeArray = [225];
  1591. const skill = getCardActiveSkill(card, searchTypeArray);
  1592. const sk = skill.params;
  1593. let strArr = [];
  1594. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1595. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1596. return `HP ${strArr.join(" ")}`;
  1597. }
  1598. },
  1599. ]},
  1600. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1601. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1602. function:cards=>{
  1603. const searchTypeArray = [173];
  1604. return cards.filter(card=>{
  1605. const skill = getCardActiveSkill(card, searchTypeArray);
  1606. return skill && skill.params[1];
  1607. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1608. },addition:voidsAbsorption_Addition},
  1609. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1610. function:cards=>{
  1611. const searchTypeArray = [173];
  1612. return cards.filter(card=>{
  1613. const skill = getCardActiveSkill(card, searchTypeArray);
  1614. return skill && skill.params[2];
  1615. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1616. },addition:voidsAbsorption_Addition},*/
  1617. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1618. function:cards=>{
  1619. const searchTypeArray = [173];
  1620. return cards.filter(card=>{
  1621. const skill = getCardActiveSkill(card, searchTypeArray);
  1622. return skill && skill.params[3];
  1623. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1624. },addition:voidsAbsorption_Addition},
  1625. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1626. function:cards=>{
  1627. const searchTypeArray = [173];
  1628. return cards.filter(card=>{
  1629. const skill = getCardActiveSkill(card, searchTypeArray);
  1630. return skill && skill.params[1] && skill.params[3];
  1631. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1632. },addition:voidsAbsorption_Addition},
  1633. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1634. function:cards=>{
  1635. const searchTypeArray = [191];
  1636. return cards.filter(card=>{
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. return skill;
  1639. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1640. },
  1641. addition:card=>{
  1642. const searchTypeArray = [191];
  1643. const skill = getCardActiveSkill(card, searchTypeArray);
  1644. const sk = skill.params;
  1645. return document.createTextNode(`破贯×${sk[0]}T`);
  1646. }
  1647. },
  1648. ]},
  1649. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1650. {
  1651. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1652. function:cards=>{
  1653. return cards.filter(card=>{
  1654. const turns = unbind_Turns(card);
  1655. return turns.normal > 0;
  1656. }).sort((a,b)=>{
  1657. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1658. let a_pC = a_s.normal, b_pC = b_s.normal;
  1659. return a_pC - b_pC;
  1660. });
  1661. },
  1662. addition:unbind_Addition
  1663. },
  1664. {
  1665. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1666. function:cards=>{
  1667. return cards.filter(card=>{
  1668. const turns = unbind_Turns(card);
  1669. return turns.awoken > 0;
  1670. }).sort((a,b)=>{
  1671. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1672. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1673. return a_pC - b_pC;
  1674. });
  1675. },
  1676. addition:unbind_Addition
  1677. },
  1678. {
  1679. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1680. function:cards=>{
  1681. return cards.filter(card=>{
  1682. const turns = unbind_Turns(card);
  1683. return turns.normal && turns.awoken > 0;
  1684. }).sort((a,b)=>{
  1685. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1686. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1687. return a_pC - b_pC;
  1688. });
  1689. },
  1690. addition:unbind_Addition
  1691. },
  1692. {
  1693. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1694. function:cards=>{
  1695. const searchTypeArray = [196];
  1696. return cards.filter(card=>{
  1697. const skill = getCardActiveSkill(card, searchTypeArray);
  1698. return skill;
  1699. }).sort((a,b)=>{
  1700. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1701. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1702. return a_pC - b_pC;
  1703. })
  1704. },
  1705. addition:card=>{
  1706. const searchTypeArray = [196];
  1707. const skill = getCardActiveSkill(card, searchTypeArray);
  1708. const sk = skill.params;
  1709. const value = sk[0];
  1710. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1711. }
  1712. },
  1713. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1714. function:cards=>cards.filter(card=>{
  1715. const searchTypeArray = [214];
  1716. const skill = getCardActiveSkill(card, searchTypeArray);
  1717. return skill;
  1718. }),
  1719. addition:card=>{
  1720. const searchTypeArray = [214];
  1721. const skill = getCardActiveSkill(card, searchTypeArray);
  1722. const sk = skill.params;
  1723. return document.createTextNode(`自封技${sk[0]}T`);
  1724. }
  1725. },
  1726. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1727. function:cards=>cards.filter(card=>{
  1728. const searchTypeArray = [215];
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. return skill;
  1731. }),
  1732. addition:card=>{
  1733. const searchTypeArray = [215];
  1734. const skill = getCardActiveSkill(card, searchTypeArray);
  1735. const sk = skill.params;
  1736. const fragment = document.createDocumentFragment();
  1737. fragment.appendChild(document.createTextNode(`自封`));
  1738. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1739. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1740. return fragment;
  1741. }
  1742. },
  1743. ]},
  1744. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1745. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1746. function:cards=>cards.filter(card=>{
  1747. const searchTypeArray = [156,168,228];
  1748. const skill = getCardActiveSkill(card, searchTypeArray);
  1749. return skill;
  1750. })
  1751. },
  1752. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1753. function:cards=>{
  1754. const searchTypeArray = [50,90,228];
  1755. function getRecScale(as)
  1756. {
  1757. const sk = as.params;
  1758. if (as.type == 228)
  1759. {
  1760. return sk[4];
  1761. }else
  1762. {
  1763. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1764. }
  1765. }
  1766. return cards.filter(card=>{
  1767. const skills = getCardActiveSkills(card, searchTypeArray);
  1768. if (skills.length)
  1769. {
  1770. return skills.some(as=>getRecScale(as) != null);
  1771. }else return false;
  1772. }).sort((a,b)=>{
  1773. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1774. const a_sv = a_s.map(a_s=>getRecScale(a_s)).filter(n=>n!==null).sort().reverse()[0],
  1775. b_sv = b_s.map(b_s=>getRecScale(b_s)).filter(n=>n!==null).sort().reverse()[0];
  1776. return a_sv - b_sv;
  1777. });
  1778. },
  1779. addition:card=>{
  1780. const searchTypeArray = [50,90,228];
  1781. function getRecScale(as)
  1782. {
  1783. const sk = as.params;
  1784. if (as.type == 228)
  1785. {
  1786. return sk[4];
  1787. }else
  1788. {
  1789. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1790. }
  1791. }
  1792. const skills = getCardActiveSkills(card, searchTypeArray);
  1793. const skill = skills.find(as=>getRecScale(as) != null);
  1794. if (skill.type == 228)
  1795. return `回+${getRecScale(skill) / 100}×N`;
  1796. else
  1797. return `回x${getRecScale(skill) / 100}`;
  1798. }
  1799. },
  1800. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)"},
  1801. function:cards=>{
  1802. return cards.filter(card=>{
  1803. const atkbuff = atkBuff_Rate(card);
  1804. return atkbuff.skilltype > 0;
  1805. }).sort((a,b)=>{
  1806. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1807. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1808. if (sortNum == 0)
  1809. sortNum = a_pC.rate - b_pC.rate;
  1810. if (sortNum == 0)
  1811. sortNum = a_pC.turns - b_pC.turns;
  1812. return sortNum;
  1813. });
  1814. },
  1815. addition:card=>{
  1816. const atkbuff = atkBuff_Rate(card);
  1817. const fragment = document.createDocumentFragment();
  1818. if (atkbuff.skilltype == 0) return fragment;
  1819. if (atkbuff.skilltype == 1)
  1820. {
  1821. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1822. if (atkbuff.awoken.length)
  1823. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1824. if (atkbuff.attrs.length)
  1825. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1826. if (atkbuff.types.length)
  1827. fragment.appendChild(createTypesList(atkbuff.types));
  1828. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1829. }else if (atkbuff.skilltype == 2)
  1830. {
  1831. if (atkbuff.attrs.length)
  1832. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1833. if (atkbuff.types.length)
  1834. fragment.appendChild(createTypesList(atkbuff.types));
  1835. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1836. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1837. }
  1838. return fragment;
  1839. }
  1840. },
  1841. {name:"ATK rate change(Single)",otLangName:{chs:"单人攻击力 buff"},
  1842. function:cards=>{
  1843. const searchTypeArray = [230];
  1844. return cards.filter(card=>{
  1845. const skill = getCardActiveSkill(card, searchTypeArray);
  1846. return skill && skill.params[2] !== 100;
  1847. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1848. },
  1849. addition:card=>{
  1850. const searchTypeArray = [230];
  1851. const skill = getCardActiveSkill(card, searchTypeArray);
  1852. const sk = skill.params;
  1853. return `${sk[2]}%×${sk[0]}T`;
  1854. }
  1855. },
  1856. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1857. function:cards=>{
  1858. const searchTypeArray = [132];
  1859. return cards.filter(card=>{
  1860. const skill = getCardActiveSkill(card, searchTypeArray);
  1861. return skill;
  1862. }).sort((a,b)=>{
  1863. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1864. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1865. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1866. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1867. });
  1868. },
  1869. addition:card=>{
  1870. const searchTypeArray = [132];
  1871. const skill = getCardActiveSkill(card, searchTypeArray);
  1872. const sk = skill.params;
  1873. let str = "👆";
  1874. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1875. if (sk[2]) str += `x${sk[2]/100}`;
  1876. return str;
  1877. }
  1878. },
  1879. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  1880. function:cards=>{
  1881. const searchTypeArray = [184];
  1882. return cards.filter(card=>{
  1883. const skill = getCardActiveSkill(card, searchTypeArray);
  1884. return skill;
  1885. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1886. },
  1887. addition:card=>{
  1888. const searchTypeArray = [184];
  1889. const skill = getCardActiveSkill(card, searchTypeArray);
  1890. const sk = skill.params;
  1891. return `无↓×${sk[0]}T`;
  1892. }
  1893. },
  1894. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  1895. function:cards=>{
  1896. const searchTypeArray = [207];
  1897. return cards.filter(card=>{
  1898. const skill = getCardActiveSkill(card, searchTypeArray);
  1899. return skill;
  1900. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1901. },
  1902. addition:card=>{
  1903. const searchTypeArray = [207];
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. const sk = skill.params;
  1906. if (sk[7])
  1907. return `${sk[7]}个×${sk[0]}T`;
  1908. else
  1909. return `特殊形状×${sk[0]}T`;
  1910. }
  1911. },
  1912. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1913. function:cards=>{
  1914. const searchTypeArray = [160];
  1915. return cards.filter(card=>{
  1916. const skill = getCardActiveSkill(card, searchTypeArray);
  1917. return skill;
  1918. }).sort((a,b)=>{
  1919. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1920. return a_s.params[1] - b_s.params[1];
  1921. });
  1922. },
  1923. addition:card=>{
  1924. const searchTypeArray = [160];
  1925. const skill = getCardActiveSkill(card, searchTypeArray);
  1926. const sk = skill.params;
  1927. return `+${sk[1]}C×${sk[0]}T`;
  1928. }
  1929. },
  1930. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  1931. function:cards=>{
  1932. const searchTypeArray = [3,156];
  1933. return cards.filter(card=>{
  1934. const skill = getCardActiveSkill(card, searchTypeArray);
  1935. if (!skill) return false;
  1936. if (skill.type == 156)
  1937. return skill.params[4]==3;
  1938. else
  1939. return true;
  1940. }).sort((a,b)=>{
  1941. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1942. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1943. if (!sortNum)
  1944. {
  1945. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1946. sortNum = a_pC - b_pC;
  1947. }
  1948. return sortNum;
  1949. });
  1950. },
  1951. addition:card=>{
  1952. const searchTypeArray = [3,156];
  1953. const skill = getCardActiveSkill(card, searchTypeArray);
  1954. const sk = skill.params;
  1955. const fragment = document.createDocumentFragment();
  1956. if (skill.type == 156)
  1957. {
  1958. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1959. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1960. fragment.appendChild(creatAwokenList(awokenArr));
  1961. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1962. }else
  1963. {
  1964. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1965. }
  1966. return fragment;
  1967. }
  1968. },
  1969. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  1970. function:cards=>{
  1971. const searchTypeArray = [3];
  1972. return cards.filter(card=>{
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. return skill && skill.params[1]>=100;
  1975. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1976. },
  1977. addition:card=>{
  1978. const searchTypeArray = [3];
  1979. const skill = getCardActiveSkill(card, searchTypeArray);
  1980. const sk = skill.params;
  1981. return `无敌×${sk[0]}T`;
  1982. }
  1983. },
  1984. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  1985. function:cards=>{
  1986. const searchTypeArray = [21];
  1987. return cards.filter(card=>{
  1988. const skill = getCardActiveSkill(card, searchTypeArray);
  1989. return skill;
  1990. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1991. },
  1992. addition:card=>{
  1993. const searchTypeArray = [21];
  1994. const skill = getCardActiveSkill(card, searchTypeArray);
  1995. const sk = skill.params;
  1996. const colors = [sk[1]];
  1997. const fragment = document.createDocumentFragment();
  1998. fragment.appendChild(document.createTextNode(`-`));
  1999. fragment.appendChild(createOrbsList(colors));
  2000. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2001. return fragment;
  2002. }
  2003. },
  2004. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  2005. function:cards=>{
  2006. const searchTypeArray = [51];
  2007. return cards.filter(card=>{
  2008. const skill = getCardActiveSkill(card, searchTypeArray);
  2009. return skill;
  2010. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2011. },
  2012. addition:card=>{
  2013. const searchTypeArray = [51];
  2014. const skill = getCardActiveSkill(card, searchTypeArray);
  2015. const sk = skill.params;
  2016. return `全体×${sk[0]}T`;
  2017. }
  2018. },
  2019. ]},
  2020. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2021. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  2022. function:cards=>{
  2023. const searchTypeArray = [18];
  2024. return cards.filter(card=>{
  2025. const skill = getCardActiveSkill(card, searchTypeArray);
  2026. return skill;
  2027. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2028. },
  2029. addition:card=>{
  2030. const searchTypeArray = [18];
  2031. const skill = getCardActiveSkill(card, searchTypeArray);
  2032. const sk = skill.params;
  2033. return document.createTextNode(`威吓×${sk[0]}T`);
  2034. }
  2035. },
  2036. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  2037. function:cards=>{
  2038. const searchTypeArray = [19];
  2039. return cards.filter(card=>{
  2040. const skill = getCardActiveSkill(card, searchTypeArray);
  2041. return skill;
  2042. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2043. },
  2044. addition:card=>{
  2045. const searchTypeArray = [19];
  2046. const skill = getCardActiveSkill(card, searchTypeArray);
  2047. const sk = skill.params;
  2048. return `破防${sk[1]}%`;
  2049. }
  2050. },
  2051. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  2052. function:cards=>{
  2053. const searchTypeArray = [19];
  2054. return cards.filter(card=>{
  2055. const skill = getCardActiveSkill(card, searchTypeArray);
  2056. return skill && skill.params[1]>=100;
  2057. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2058. },
  2059. addition:card=>{
  2060. const searchTypeArray = [19];
  2061. const skill = getCardActiveSkill(card, searchTypeArray);
  2062. const sk = skill.params;
  2063. return `全破×${sk[0]}T`;
  2064. }
  2065. },
  2066. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2067. function:cards=>{
  2068. const searchTypeArray = [4];
  2069. return cards.filter(card=>{
  2070. const skill = getCardActiveSkill(card, searchTypeArray);
  2071. return skill;
  2072. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2073. },
  2074. addition:card=>{
  2075. const searchTypeArray = [4];
  2076. const skill = getCardActiveSkill(card, searchTypeArray);
  2077. const sk = skill.params;
  2078. return `攻击力×${sk[0]/100}倍`;
  2079. }
  2080. },
  2081. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2082. function:cards=>{
  2083. return cards.filter(card=>{
  2084. return changeEnemiesAttr_Attr(card).attr != null;
  2085. }).sort((a,b)=>{
  2086. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2087. return a_pC.attr - b_pC.attr;
  2088. })
  2089. },
  2090. addition:card=>{
  2091. let change = changeEnemiesAttr_Attr(card);
  2092. const fragment = document.createDocumentFragment();
  2093. fragment.appendChild(document.createTextNode(`敌→`));
  2094. fragment.appendChild(createOrbsList(change.attr));
  2095. if (change.turns > 0)
  2096. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2097. return fragment;
  2098. }
  2099. },
  2100. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2101. function:cards=>{
  2102. const searchTypeArray = [60];
  2103. return cards.filter(card=>{
  2104. const skill = getCardActiveSkill(card, searchTypeArray);
  2105. return skill;
  2106. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2107. },
  2108. addition:card=>{
  2109. const searchTypeArray = [60];
  2110. const skill = getCardActiveSkill(card, searchTypeArray);
  2111. const sk = skill.params;
  2112. const fragment = document.createDocumentFragment();
  2113. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2114. fragment.appendChild(createOrbsList(sk[2]));
  2115. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2116. return fragment;
  2117. }
  2118. },
  2119. ]},
  2120. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2121. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2122. function:cards=>{
  2123. const searchTypeArray = [146];
  2124. return cards.filter(card=>{
  2125. const skill = getCardActiveSkill(card, searchTypeArray);
  2126. return skill;
  2127. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2128. },
  2129. addition:card=>{
  2130. const searchTypeArray = [146];
  2131. const skill = getCardActiveSkill(card, searchTypeArray);
  2132. const sk = skill.params;
  2133. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2134. }
  2135. },
  2136. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2137. function:cards=>{
  2138. const searchTypeArray = [218];
  2139. return cards.filter(card=>{
  2140. const skill = getCardActiveSkill(card, searchTypeArray);
  2141. return skill;
  2142. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2143. },
  2144. addition:card=>{
  2145. const searchTypeArray = [218];
  2146. const skill = getCardActiveSkill(card, searchTypeArray);
  2147. const sk = skill.params;
  2148. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2149. }
  2150. },
  2151. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2152. function:cards=>cards.filter(card=>{
  2153. const searchTypeArray = [93, 227];
  2154. const skill = getCardActiveSkill(card, searchTypeArray);
  2155. return skill;
  2156. })
  2157. },
  2158. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2159. function:cards=>{
  2160. const searchTypeArray = [142];
  2161. return cards.filter(card=>{
  2162. const skill = getCardActiveSkill(card, searchTypeArray);
  2163. return skill;
  2164. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2165. },
  2166. addition:card=>{
  2167. const searchTypeArray = [142];
  2168. const skill = getCardActiveSkill(card, searchTypeArray);
  2169. const sk = skill.params;
  2170. const fragment = document.createDocumentFragment();
  2171. fragment.appendChild(document.createTextNode(`自→`));
  2172. fragment.appendChild(createOrbsList(sk[1]));
  2173. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2174. return fragment;
  2175. }
  2176. },
  2177. ]},
  2178. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2179. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2180. function:cards=>{
  2181. const searchTypeArray = [179];
  2182. return cards.filter(card=>{
  2183. const skill = getCardActiveSkill(card, searchTypeArray);
  2184. return skill;
  2185. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2186. },
  2187. addition:card=>{
  2188. const searchTypeArray = [179];
  2189. const skill = getCardActiveSkill(card, searchTypeArray);
  2190. const sk = skill.params;
  2191. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2192. }
  2193. },
  2194. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2195. function:cards=>{
  2196. return cards.filter(card=>{
  2197. const heal = healImmediately_Rate(card);
  2198. return Object.values(heal).some(v=>v);
  2199. })
  2200. .sort((a,b)=>{
  2201. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2202. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2203. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2204. let sortNum = a_i - b_i;
  2205. if (!sortNum)
  2206. {
  2207. sortNum = a_vs[a_i] - b_vs[b_i];
  2208. }
  2209. return sortNum;
  2210. });
  2211. },
  2212. addition:card=>{
  2213. const heal = healImmediately_Rate(card);
  2214. let strArr = [];
  2215. if (heal.scale)
  2216. strArr.push(`${heal.scale}%最大HP`);
  2217. if (heal.const)
  2218. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2219. if (heal.selfRcv)
  2220. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2221. if (heal.vampire)
  2222. strArr.push(`${heal.vampire}%伤害`);
  2223. return strArr.join(',');
  2224. }
  2225. },
  2226. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2227. function:cards=>{
  2228. return cards.filter(card=>damageSelf_Rate(card)>0)
  2229. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2230. },
  2231. addition:card=>{
  2232. let rate = damageSelf_Rate(card);
  2233. if (rate < 100)
  2234. return `减少${rate}%`;
  2235. else
  2236. return `减少到1`;
  2237. }
  2238. },
  2239. ]},
  2240. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  2241. {name:"Unlock",otLangName:{chs:"解锁"},
  2242. function:cards=>cards.filter(card=>{
  2243. const searchTypeArray = [172];
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. return skill;
  2246. })
  2247. },
  2248. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  2249. function:cards=>cards.filter(card=>{
  2250. const searchTypeArray = [152];
  2251. const skill = getCardActiveSkill(card, searchTypeArray);
  2252. return skill;
  2253. }),
  2254. addition:lock_Addition
  2255. },
  2256. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  2257. function:cards=>cards.filter(card=>{
  2258. const searchTypeArray = [152];
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. return skill && (skill.params[0] & 63) === 63;
  2261. }),
  2262. addition:lock_Addition
  2263. },
  2264. ]},
  2265. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2266. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2267. function:cards=>{
  2268. const searchTypeArray = [205];
  2269. return cards.filter(card=>{
  2270. const skill = getCardActiveSkill(card, searchTypeArray);
  2271. return skill;
  2272. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2273. },
  2274. addition:dropLock_Addition
  2275. },
  2276. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2277. function:cards=>{
  2278. const searchTypeArray = [205];
  2279. return cards.filter(card=>{
  2280. const skill = getCardActiveSkill(card, searchTypeArray);
  2281. return skill && (skill.params[0] & 63) === 63;
  2282. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2283. },
  2284. addition:dropLock_Addition
  2285. },
  2286. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2287. function:cards=>{
  2288. const searchTypeArray = [180];
  2289. return cards.filter(card=>{
  2290. const skill = getCardActiveSkill(card, searchTypeArray);
  2291. return skill;
  2292. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2293. },
  2294. addition:card=>{
  2295. const searchTypeArray = [180];
  2296. const skill = getCardActiveSkill(card, searchTypeArray);
  2297. const sk = skill.params;
  2298. return `${sk[1]}%×${sk[0]}T`;
  2299. }
  2300. },
  2301. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2302. function:cards=>cards.filter(card=>{
  2303. const searchTypeArray = [126];
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. return skill;
  2306. }),
  2307. addition:dropOrb_Addition
  2308. },
  2309. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2310. function:cards=>cards.filter(card=>{
  2311. const searchTypeArray = [126];
  2312. const skill = getCardActiveSkill(card, searchTypeArray);
  2313. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2314. }),
  2315. addition:dropOrb_Addition
  2316. },
  2317. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2318. function:cards=>cards.filter(card=>{
  2319. const searchTypeArray = [126];
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill && skill.params[1] >= 99;
  2322. }),
  2323. addition:dropOrb_Addition
  2324. },
  2325. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2326. function:cards=>cards.filter(card=>{
  2327. const searchTypeArray = [126];
  2328. const skill = getCardActiveSkill(card, searchTypeArray);
  2329. return skill && skill.params[3] == 100;
  2330. }),
  2331. addition:dropOrb_Addition
  2332. },
  2333. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2334. function:cards=>{
  2335. const searchTypeArray = [226];
  2336. return cards.filter(card=>{
  2337. const skill = getCardActiveSkill(card, searchTypeArray);
  2338. return skill;
  2339. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2340. },
  2341. addition:card=>{
  2342. const searchTypeArray = [226];
  2343. const skill = getCardActiveSkill(card, searchTypeArray);
  2344. const sk = skill.params;
  2345. return `📌${sk[1]}%×${sk[0]}T`;
  2346. }
  2347. },
  2348. ]},
  2349. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2350. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2351. function:cards=>{
  2352. const searchTypeArray = [6];
  2353. return cards.filter(card=>{
  2354. const skill = getCardActiveSkill(card, searchTypeArray);
  2355. return skill;
  2356. }).sort((a,b)=>{
  2357. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2358. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2359. return a_pC - b_pC;
  2360. })
  2361. },
  2362. addition:card=>{
  2363. const searchTypeArray = [6];
  2364. const skill = getCardActiveSkill(card, searchTypeArray);
  2365. const sk = skill.params;
  2366. return `当前${sk[0]}%`;
  2367. }
  2368. },
  2369. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2370. function:cards=>{
  2371. const searchTypeArray = [161];
  2372. return cards.filter(card=>{
  2373. const skill = getCardActiveSkill(card, searchTypeArray);
  2374. return skill;
  2375. }).sort((a,b)=>{
  2376. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2377. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2378. return a_pC - b_pC;
  2379. })
  2380. },
  2381. addition:card=>{
  2382. const searchTypeArray = [161];
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. const sk = skill.params;
  2385. return `最大${sk[0]}%`;
  2386. }
  2387. },
  2388. ]},
  2389. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2390. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2391. function:cards=>{
  2392. const searchTypeArray = [55,188];
  2393. return cards.filter(card=>{
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. return skill;
  2396. }).sort((a,b)=>{
  2397. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2398. 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);
  2399. return a_pC - b_pC;
  2400. });
  2401. },
  2402. addition:card=>{
  2403. const searchTypeArray = [55,188];
  2404. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2405. const sk = skills[0].params;
  2406. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2407. }
  2408. },
  2409. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2410. function:cards=>{
  2411. const searchTypeArray = [56];
  2412. return cards.filter(card=>{
  2413. const skill = getCardActiveSkill(card, searchTypeArray);
  2414. return skill;
  2415. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2416. },
  2417. addition:card=>{
  2418. const searchTypeArray = [56];
  2419. const skill = getCardActiveSkill(card, searchTypeArray);
  2420. const sk = skill.params;
  2421. return `固伤${sk[0].bigNumberToString()}`;
  2422. }
  2423. },
  2424. ]},
  2425. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2426. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2427. function:cards=>cards.filter(card=>{
  2428. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2429. function isSingle(skill)
  2430. {
  2431. if (skill.type == 110)
  2432. return Boolean(skill.params[0]);
  2433. else if (skill.type == 144)
  2434. return Boolean(skill.params[2]);
  2435. else
  2436. return true;
  2437. }
  2438. const skill = getCardActiveSkill(card, searchTypeArray);
  2439. return skill && isSingle(skill);
  2440. })
  2441. },
  2442. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2443. function:cards=>cards.filter(card=>{
  2444. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2445. function isAll(skill)
  2446. {
  2447. if (skill.type == 110)
  2448. return !Boolean(skill.params[0]);
  2449. else if (skill.type == 144)
  2450. return !Boolean(skill.params[2]);
  2451. else
  2452. return true;
  2453. }
  2454. const skill = getCardActiveSkill(card, searchTypeArray);
  2455. return skill && skill.id!=0 && isAll(skill);
  2456. })
  2457. },
  2458. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2459. function:cards=>cards.filter(card=>{
  2460. const searchTypeArray = [42];
  2461. const skill = getCardActiveSkill(card, searchTypeArray);
  2462. return skill;
  2463. })
  2464. },
  2465. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2466. function:cards=>cards.filter(card=>{
  2467. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2468. const skill = getCardActiveSkill(card, searchTypeArray);
  2469. return skill && skill.id!=0;
  2470. }),
  2471. addition:card=>{
  2472. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2473. const skill = getCardActiveSkill(card, searchTypeArray);
  2474. //const sk = skill.params;
  2475. const colors = [getCannonAttr(skill)];
  2476. const fragment = document.createDocumentFragment();
  2477. fragment.appendChild(document.createTextNode(`射`));
  2478. fragment.appendChild(createOrbsList(colors));
  2479. return fragment;
  2480. }
  2481. },
  2482. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2483. function:cards=>cards.filter(card=>{
  2484. const searchTypeArray = [2,35];
  2485. const skill = getCardActiveSkill(card, searchTypeArray);
  2486. return skill;
  2487. })
  2488. },
  2489. {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)"},
  2490. function:cards=>cards.filter(card=>{
  2491. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. return skill && skill.id!=0;
  2494. }).sort((a,b)=>{
  2495. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2496. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2497. function getNumber(skill)
  2498. {
  2499. const sk = skill.params;
  2500. switch(skill.type)
  2501. {
  2502. case 0:
  2503. case 37:
  2504. case 58:
  2505. case 59:
  2506. case 84:
  2507. case 85:
  2508. case 115:
  2509. return sk[1];
  2510. case 2:
  2511. case 35:
  2512. return sk[0];
  2513. default:
  2514. return 0;
  2515. }
  2516. }
  2517. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2518. return a_pC - b_pC;
  2519. })
  2520. },
  2521. {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)"},
  2522. function:cards=>cards.filter(card=>{
  2523. const searchTypeArray = [1,42,86,87];
  2524. const skill = getCardActiveSkill(card, searchTypeArray);
  2525. return skill;
  2526. }).sort((a,b)=>{
  2527. const searchTypeArray = [1,42,86,87];
  2528. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2529. function getNumber(skill)
  2530. {
  2531. const sk = skill.params;
  2532. switch(skill.type)
  2533. {
  2534. case 1:
  2535. case 86:
  2536. case 87:
  2537. return sk[1];
  2538. case 42:
  2539. return sk[2];
  2540. default:
  2541. return 0;
  2542. }
  2543. }
  2544. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2545. return a_pC - b_pC;
  2546. })
  2547. },
  2548. {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)"},
  2549. function:cards=>{
  2550. const searchTypeArray = [110];
  2551. return cards.filter(card=>{
  2552. const skill = getCardActiveSkill(card, searchTypeArray);
  2553. return skill;
  2554. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2555. }
  2556. },
  2557. {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)"},
  2558. function:cards=>{
  2559. const searchTypeArray = [143];
  2560. return cards.filter(card=>{
  2561. const skill = getCardActiveSkill(card, searchTypeArray);
  2562. return skill;
  2563. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2564. }
  2565. },
  2566. {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)"},
  2567. function:cards=>{
  2568. const searchTypeArray = [144];
  2569. return cards.filter(card=>{
  2570. const skill = getCardActiveSkill(card, searchTypeArray);
  2571. return skill;
  2572. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2573. }
  2574. },
  2575. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2576. function:cards=>cards.filter(card=>{
  2577. const searchTypeArray = [35,115];
  2578. const skill = getCardActiveSkill(card, searchTypeArray);
  2579. return skill;
  2580. })
  2581. },
  2582. ]},
  2583. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  2584. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  2585. function:cards=>cards.filter(card=>{
  2586. const searchTypeArray = [10];
  2587. const skill = getCardActiveSkill(card, searchTypeArray);
  2588. return skill;
  2589. })
  2590. },
  2591. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  2592. function:cards=>cards.filter(card=>{
  2593. const searchTypeArray = [71];
  2594. const skill = getCardActiveSkill(card, searchTypeArray);
  2595. return boardChange_ColorTypes(skill).length == 1;
  2596. }),
  2597. addition:boardChange_Addition
  2598. },
  2599. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  2600. function:cards=>cards.filter(card=>{
  2601. const searchTypeArray = [71];
  2602. const skill = getCardActiveSkill(card, searchTypeArray);
  2603. return boardChange_ColorTypes(skill).length == 2;
  2604. }),
  2605. addition:boardChange_Addition
  2606. },
  2607. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  2608. function:cards=>cards.filter(card=>{
  2609. const searchTypeArray = [71];
  2610. const skill = getCardActiveSkill(card, searchTypeArray);
  2611. return boardChange_ColorTypes(skill).length == 3;
  2612. }),
  2613. addition:boardChange_Addition
  2614. },
  2615. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  2616. function:cards=>cards.filter(card=>{
  2617. const searchTypeArray = [71];
  2618. const skill = getCardActiveSkill(card, searchTypeArray);
  2619. return boardChange_ColorTypes(skill).length == 4;
  2620. }),
  2621. addition:boardChange_Addition
  2622. },
  2623. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  2624. function:cards=>cards.filter(card=>{
  2625. const searchTypeArray = [71];
  2626. const skill = getCardActiveSkill(card, searchTypeArray);
  2627. return boardChange_ColorTypes(skill).length == 5;
  2628. }),
  2629. addition:boardChange_Addition
  2630. },
  2631. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  2632. function:cards=>cards.filter(card=>{
  2633. const searchTypeArray = [71];
  2634. const skill = getCardActiveSkill(card, searchTypeArray);
  2635. return boardChange_ColorTypes(skill).length >= 6;
  2636. }),
  2637. addition:boardChange_Addition
  2638. },
  2639. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  2640. function:cards=>cards.filter(card=>{
  2641. const searchTypeArray = [71];
  2642. const skill = getCardActiveSkill(card, searchTypeArray);
  2643. return boardChange_ColorTypes(skill).includes(0);
  2644. }),
  2645. addition:boardChange_Addition
  2646. },
  2647. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [71];
  2650. const skill = getCardActiveSkill(card, searchTypeArray);
  2651. return boardChange_ColorTypes(skill).includes(1);
  2652. }),
  2653. addition:boardChange_Addition
  2654. },
  2655. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  2656. function:cards=>cards.filter(card=>{
  2657. const searchTypeArray = [71];
  2658. const skill = getCardActiveSkill(card, searchTypeArray);
  2659. return boardChange_ColorTypes(skill).includes(2);
  2660. }),
  2661. addition:boardChange_Addition
  2662. },
  2663. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  2664. function:cards=>cards.filter(card=>{
  2665. const searchTypeArray = [71];
  2666. const skill = getCardActiveSkill(card, searchTypeArray);
  2667. return boardChange_ColorTypes(skill).includes(3);
  2668. }),
  2669. addition:boardChange_Addition
  2670. },
  2671. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  2672. function:cards=>cards.filter(card=>{
  2673. const searchTypeArray = [71];
  2674. const skill = getCardActiveSkill(card, searchTypeArray);
  2675. return boardChange_ColorTypes(skill).includes(4);
  2676. }),
  2677. addition:boardChange_Addition
  2678. },
  2679. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  2680. function:cards=>cards.filter(card=>{
  2681. const searchTypeArray = [71];
  2682. const skill = getCardActiveSkill(card, searchTypeArray);
  2683. return boardChange_ColorTypes(skill).includes(5);
  2684. }),
  2685. addition:boardChange_Addition
  2686. },
  2687. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  2688. function:cards=>cards.filter(card=>{
  2689. const searchTypeArray = [71];
  2690. const skill = getCardActiveSkill(card, searchTypeArray);
  2691. const colors = boardChange_ColorTypes(skill);
  2692. return colors.includes(6)
  2693. || colors.includes(7)
  2694. || colors.includes(8)
  2695. || colors.includes(9);
  2696. }),
  2697. addition:boardChange_Addition
  2698. },
  2699. ]},
  2700. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  2701. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  2702. function:cards=>cards.filter(card=>{
  2703. const searchTypeArray = [9,20,154];
  2704. const skills = getCardActiveSkills(card, searchTypeArray);
  2705. if (!skills.length) return false;
  2706. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2707. return parsedSkills.some(p=>p.to.includes(0));
  2708. }),
  2709. addition:changeOrbs_Addition
  2710. },
  2711. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  2712. function:cards=>cards.filter(card=>{
  2713. const searchTypeArray = [9,20,154];
  2714. const skills = getCardActiveSkills(card, searchTypeArray);
  2715. if (!skills.length) return false;
  2716. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2717. return parsedSkills.some(p=>p.to.includes(1));
  2718. }),
  2719. addition:changeOrbs_Addition
  2720. },
  2721. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  2722. function:cards=>cards.filter(card=>{
  2723. const searchTypeArray = [9,20,154];
  2724. const skills = getCardActiveSkills(card, searchTypeArray);
  2725. if (!skills.length) return false;
  2726. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2727. return parsedSkills.some(p=>p.to.includes(2));
  2728. }),
  2729. addition:changeOrbs_Addition
  2730. },
  2731. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  2732. function:cards=>cards.filter(card=>{
  2733. const searchTypeArray = [9,20,154];
  2734. const skills = getCardActiveSkills(card, searchTypeArray);
  2735. if (!skills.length) return false;
  2736. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2737. return parsedSkills.some(p=>p.to.includes(3));
  2738. }),
  2739. addition:changeOrbs_Addition
  2740. },
  2741. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  2742. function:cards=>cards.filter(card=>{
  2743. const searchTypeArray = [9,20,154];
  2744. const skills = getCardActiveSkills(card, searchTypeArray);
  2745. if (!skills.length) return false;
  2746. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2747. return parsedSkills.some(p=>p.to.includes(4));
  2748. }),
  2749. addition:changeOrbs_Addition
  2750. },
  2751. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
  2752. function:cards=>cards.filter(card=>{
  2753. const searchTypeArray = [9,20,154];
  2754. const skills = getCardActiveSkills(card, searchTypeArray);
  2755. if (!skills.length) return false;
  2756. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2757. return parsedSkills.some(p=>p.to.includes(5));
  2758. }),
  2759. addition:changeOrbs_Addition
  2760. },
  2761. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  2762. function:cards=>cards.filter(card=>{
  2763. const searchTypeArray = [9,20,154];
  2764. const skills = getCardActiveSkills(card, searchTypeArray);
  2765. if (!skills.length) return false;
  2766. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2767. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2768. }),
  2769. addition:changeOrbs_Addition
  2770. },
  2771. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  2772. function:cards=>cards.filter(card=>{
  2773. const searchTypeArray = [9,20,154];
  2774. const skills = getCardActiveSkills(card, searchTypeArray);
  2775. if (!skills.length) return false;
  2776. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2777. return parsedSkills.some(p=>p.from.includes(0));
  2778. }),
  2779. addition:changeOrbs_Addition
  2780. },
  2781. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  2782. function:cards=>cards.filter(card=>{
  2783. const searchTypeArray = [9,20,154];
  2784. const skills = getCardActiveSkills(card, searchTypeArray);
  2785. if (!skills.length) return false;
  2786. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2787. return parsedSkills.some(p=>p.from.includes(1));
  2788. }),
  2789. addition:changeOrbs_Addition
  2790. },
  2791. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  2792. function:cards=>cards.filter(card=>{
  2793. const searchTypeArray = [9,20,154];
  2794. const skills = getCardActiveSkills(card, searchTypeArray);
  2795. if (!skills.length) return false;
  2796. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2797. return parsedSkills.some(p=>p.from.includes(2));
  2798. }),
  2799. addition:changeOrbs_Addition
  2800. },
  2801. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  2802. function:cards=>cards.filter(card=>{
  2803. const searchTypeArray = [9,20,154];
  2804. const skills = getCardActiveSkills(card, searchTypeArray);
  2805. if (!skills.length) return false;
  2806. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2807. return parsedSkills.some(p=>p.from.includes(3));
  2808. }),
  2809. addition:changeOrbs_Addition
  2810. },
  2811. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  2812. function:cards=>cards.filter(card=>{
  2813. const searchTypeArray = [9,20,154];
  2814. const skills = getCardActiveSkills(card, searchTypeArray);
  2815. if (!skills.length) return false;
  2816. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2817. return parsedSkills.some(p=>p.from.includes(4));
  2818. }),
  2819. addition:changeOrbs_Addition
  2820. },
  2821. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  2822. function:cards=>cards.filter(card=>{
  2823. const searchTypeArray = [9,20,154];
  2824. const skills = getCardActiveSkills(card, searchTypeArray);
  2825. if (!skills.length) return false;
  2826. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2827. return parsedSkills.some(p=>p.from.includes(5));
  2828. }),
  2829. addition:changeOrbs_Addition
  2830. },
  2831. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  2832. function:cards=>cards.filter(card=>{
  2833. const searchTypeArray = [9,20,154];
  2834. const skills = getCardActiveSkills(card, searchTypeArray);
  2835. if (!skills.length) return false;
  2836. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2837. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2838. }),
  2839. addition:changeOrbs_Addition
  2840. },
  2841. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  2842. function:cards=>{
  2843. const searchTypeArray = [52,91,140];
  2844. return cards.filter(card=>{
  2845. const skill = getCardActiveSkill(card, searchTypeArray);
  2846. return skill;
  2847. });
  2848. },
  2849. addition:card=>{
  2850. const searchTypeArray = [52,91,140];
  2851. const skill = getCardActiveSkill(card, searchTypeArray);
  2852. const sk = skill.params;
  2853. let attrs = [];
  2854. switch (skill.type)
  2855. {
  2856. case 52:{
  2857. attrs.push(sk[0]); break;
  2858. }
  2859. case 91:{
  2860. attrs = sk.slice(0,-1); break;
  2861. }
  2862. case 140:{
  2863. attrs = flags(sk[0]); break;
  2864. }
  2865. }
  2866. const fragment = document.createDocumentFragment();
  2867. fragment.appendChild(document.createTextNode(`强化`));
  2868. fragment.appendChild(createOrbsList(attrs));
  2869. return fragment;
  2870. }
  2871. },
  2872. ]},
  2873. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  2874. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  2875. function:cards=>cards.filter(card=>{
  2876. function is30(sk)
  2877. {
  2878. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2879. }
  2880. const searchTypeArray = [141];
  2881. const skill = getCardActiveSkill(card, searchTypeArray);
  2882. return skill && is30(skill.params);
  2883. }),
  2884. addition:generateOrbs_Addition
  2885. },
  2886. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  2887. function:cards=>cards.filter(card=>{
  2888. function is1515(sk)
  2889. {
  2890. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2891. }
  2892. const searchTypeArray = [141];
  2893. const skill = getCardActiveSkill(card, searchTypeArray);
  2894. return skill && is1515(skill.params);
  2895. }),
  2896. addition:generateOrbs_Addition
  2897. },
  2898. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  2899. function:cards=>cards.filter(card=>{
  2900. const gens = generateOrbsParse(card);
  2901. return gens.some(gen=>gen.to.includes(0));
  2902. }),
  2903. addition:generateOrbs_Addition
  2904. },
  2905. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  2906. function:cards=>cards.filter(card=>{
  2907. const gens = generateOrbsParse(card);
  2908. return gens.some(gen=>gen.to.includes(1));
  2909. }),
  2910. addition:generateOrbs_Addition
  2911. },
  2912. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  2913. function:cards=>cards.filter(card=>{
  2914. const gens = generateOrbsParse(card);
  2915. return gens.some(gen=>gen.to.includes(2));
  2916. }),
  2917. addition:generateOrbs_Addition
  2918. },
  2919. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  2920. function:cards=>cards.filter(card=>{
  2921. const gens = generateOrbsParse(card);
  2922. return gens.some(gen=>gen.to.includes(3));
  2923. }),
  2924. addition:generateOrbs_Addition
  2925. },
  2926. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  2927. function:cards=>cards.filter(card=>{
  2928. const gens = generateOrbsParse(card);
  2929. return gens.some(gen=>gen.to.includes(4));
  2930. }),
  2931. addition:generateOrbs_Addition
  2932. },
  2933. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  2934. function:cards=>cards.filter(card=>{
  2935. const gens = generateOrbsParse(card);
  2936. return gens.some(gen=>gen.to.includes(5));
  2937. }),
  2938. addition:generateOrbs_Addition
  2939. },
  2940. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  2941. function:cards=>cards.filter(card=>{
  2942. const gens = generateOrbsParse(card);
  2943. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2944. }),
  2945. addition:generateOrbs_Addition
  2946. },
  2947. ]},
  2948. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  2949. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  2950. function:cards=>cards.filter(card=>{
  2951. const searchTypeArray = [176];
  2952. const skill = getCardActiveSkill(card, searchTypeArray);
  2953. return skill;
  2954. })
  2955. },
  2956. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  2957. function:cards=>cards.filter(card=>{
  2958. function is3x3(sk)
  2959. {
  2960. for (let si=0;si<3;si++)
  2961. {
  2962. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2963. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2964. (si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
  2965. (sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
  2966. )
  2967. return true;
  2968. }
  2969. return false;
  2970. }
  2971. const searchTypeArray = [176];
  2972. const skill = getCardActiveSkill(card, searchTypeArray);
  2973. return skill && is3x3(skill.params);
  2974. }),
  2975. addition:card=>{
  2976. const searchTypeArray = [176];
  2977. const skill = getCardActiveSkill(card, searchTypeArray);
  2978. const sk = skill.params;
  2979. const fragment = document.createDocumentFragment();
  2980. fragment.appendChild(document.createTextNode(`3×3`));
  2981. fragment.appendChild(createOrbsList(sk[5]));
  2982. return fragment;
  2983. }
  2984. },
  2985. {name:"Create a vertical",otLangName:{chs:"产竖"},
  2986. function:cards=>cards.filter(card=>{
  2987. const searchTypeArray = [127];
  2988. const skill = getCardActiveSkill(card, searchTypeArray);
  2989. return skill;
  2990. }),
  2991. addition:generateColumnOrbs_Addition
  2992. },
  2993. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  2994. function:cards=>cards.filter(card=>{
  2995. function isHeart(sk)
  2996. {
  2997. for (let i=1;i<sk.length;i+=2)
  2998. {
  2999. if (sk[i] & 32)
  3000. {
  3001. return true;
  3002. }
  3003. }
  3004. }
  3005. const searchTypeArray = [127];
  3006. const skill = getCardActiveSkill(card, searchTypeArray);
  3007. return skill && isHeart(skill.params);
  3008. }),
  3009. addition:generateColumnOrbs_Addition
  3010. },
  3011. {name:"Create a horizontal",otLangName:{chs:"产横"},
  3012. function:cards=>cards.filter(card=>{
  3013. const searchTypeArray = [128];
  3014. const skill = getCardActiveSkill(card, searchTypeArray);
  3015. return skill;
  3016. }),
  3017. addition:generateRowOrbs_Addition
  3018. },
  3019. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  3020. function:cards=>cards.filter(card=>{
  3021. const searchTypeArray = [128];
  3022. const skill = getCardActiveSkill(card, searchTypeArray);
  3023. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3024. }),
  3025. addition:generateRowOrbs_Addition
  3026. },
  3027. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  3028. function:cards=>cards.filter(card=>{
  3029. const searchTypeArray = [128];
  3030. const skill = getCardActiveSkill(card, searchTypeArray);
  3031. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3032. }),
  3033. addition:generateRowOrbs_Addition
  3034. },
  3035. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  3036. function:cards=>cards.filter(card=>{
  3037. const searchTypeArray = [128];
  3038. const skill = getCardActiveSkill(card, searchTypeArray);
  3039. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3040. }),
  3041. addition:generateRowOrbs_Addition
  3042. },
  3043. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  3044. function:cards=>cards.filter(card=>{
  3045. const searchTypeArray = [128,71,176];
  3046. function isRow(skill)
  3047. {
  3048. const sk = skill.params;
  3049. if (skill.type === 128) //普通横
  3050. {return true;}
  3051. else if (skill.type === 71) //花火
  3052. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3053. else if (skill.type === 176) //特殊形状
  3054. {
  3055. for (let si=0;si<5;si++)
  3056. {
  3057. if ((sk[si] & 63) === 63)
  3058. return true;
  3059. }
  3060. }
  3061. return false;
  3062. }
  3063. const skill = getCardActiveSkill(card, searchTypeArray);
  3064. return skill && isRow(skill);
  3065. })
  3066. },
  3067. ]},
  3068. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  3069. {name:"No Henshin",otLangName:{chs:"非变身"},
  3070. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3071. },
  3072. {name:"Before Henshin",otLangName:{chs:"变身前"},
  3073. function:cards=>cards.filter(card=>card.henshinTo)
  3074. },
  3075. {name:"After Henshin",otLangName:{chs:"变身后"},
  3076. function:cards=>cards.filter(card=>card.henshinFrom)
  3077. },
  3078. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  3079. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3080. },
  3081. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  3082. function:cards=>cards.filter(card=>card.is8Latent)
  3083. },
  3084. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3085. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  3086. function:cards=>cards.filter(card=>isReincarnated(card))
  3087. }, //evoBaseId可能为0
  3088. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3089. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  3090. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3091. },
  3092. /*{name:"",otLangName:{chs:"变身前"},
  3093. function:cards=>cards.filter(card=>{
  3094. const searchType = 202;
  3095. const skill = Skills[card.activeSkillId];
  3096. if (skill.type == searchType)
  3097. return true;
  3098. else if (skill.type == 116 || skill.type == 118){
  3099. const subskills = skill.params.map(id=>Skills[id]);
  3100. return subskills.some(subskill=>subskill.type == searchType);
  3101. }
  3102. })
  3103. },
  3104. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  3105. function:cards=>cards.filter(card=>{
  3106. const searchType = 202;
  3107. const skill = Skills[card.activeSkillId];
  3108. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3109. return true;
  3110. else if (skill.type == 116 || skill.type == 118){
  3111. const subskills = skill.params.map(id=>Skills[id]);
  3112. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3113. }
  3114. })
  3115. },*/
  3116. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  3117. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3118. },
  3119. ]},
  3120. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  3121. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  3122. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3123. },
  3124. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  3125. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3126. },
  3127. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  3128. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3129. },
  3130. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  3131. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3132. addition:card=>`成长${card.limitBreakIncr}%`
  3133. },
  3134. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  3135. function:cards=>cards.filter(card=>card.maxLevel==1)
  3136. },
  3137. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  3138. function:cards=>cards.filter(card=>card.sellMP<100)
  3139. },
  3140. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  3141. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3142. },
  3143. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  3144. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3145. },
  3146. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  3147. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3148. },
  3149. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  3150. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3151. },
  3152. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  3153. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3154. },
  3155. ]},
  3156. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  3157. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  3158. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3159. },
  3160. {name:"Not weapon",otLangName:{chs:"不是武器"},
  3161. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3162. },
  3163. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  3164. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3165. },
  3166. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉"},
  3167. function:cards=>cards.filter(card=>{
  3168. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3169. if (hasAwokenKiller)
  3170. { //大于2个杀的进行判断
  3171. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3172. { //大于3个杀的直接过
  3173. return true;
  3174. }else
  3175. { //2个杀的
  3176. const isAllowLatent = card.types.filter(i=>
  3177. i>=0 //去掉-1的type
  3178. ).map(type=>
  3179. type_allowable_latent[type] //得到允许打的潜觉杀
  3180. ).some(ls=>
  3181. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3182. );
  3183. return isAllowLatent
  3184. }
  3185. }else
  3186. {
  3187. return false;
  3188. }
  3189. })
  3190. },
  3191. {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"},
  3192. function:cards=>cards.filter(card=>{
  3193. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3194. if (hasAwokenKiller)
  3195. { //大于2个杀的进行判断
  3196. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3197. { //大于3个杀的直接过
  3198. return true;
  3199. }else
  3200. { //2个杀的
  3201. const isAllowLatent = card.types.filter(i=>
  3202. i>=0 //去掉-1的type
  3203. ).map(type=>
  3204. type_allowable_latent[type] //得到允许打的潜觉杀
  3205. ).some(ls=>
  3206. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3207. );
  3208. return isAllowLatent
  3209. }
  3210. }else
  3211. {
  3212. return false;
  3213. }
  3214. })
  3215. },
  3216. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉"},
  3217. function:cards=>cards.filter(card=>{
  3218. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3219. if (hasAwokenKiller)
  3220. { //大于2个杀的进行判断
  3221. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3222. { //大于3个杀的直接过
  3223. return true;
  3224. }else
  3225. { //2个杀的
  3226. const isAllowLatent = card.types.filter(i=>
  3227. i>=0 //去掉-1的type
  3228. ).map(type=>
  3229. type_allowable_latent[type] //得到允许打的潜觉杀
  3230. ).some(ls=>
  3231. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3232. );
  3233. return isAllowLatent
  3234. }
  3235. }else
  3236. {
  3237. return false;
  3238. }
  3239. })
  3240. },
  3241. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
  3242. function:cards=>cards.filter(card=>{
  3243. const searchTypeArray = [1000];
  3244. const skill = getCardActiveSkill(card, searchTypeArray);
  3245. return skill;
  3246. })
  3247. },*/
  3248. ]},
  3249. ];
  3250. return functions;
  3251. })();

智龙迷城队伍图制作工具