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script-json_data.js 153 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. link_read_message: {
  23. success: tp`Find the ${'type'} format.`,
  24. type: {
  25. 1: "PADDF",
  26. 2: "PDC",
  27. 3: "PADDB",
  28. },
  29. error: {
  30. 1: "Unsupported format.",
  31. 2: "No formation data.",
  32. 3: "The illegal JSON format.",
  33. 4: "The illegal URL format.",
  34. }
  35. },
  36. sort_name:{
  37. sort_none: "Nope",
  38. sort_id: "Cards Id",
  39. sort_attrs : "Attribute",
  40. sort_evoRootId: "Cards Evolution Root",
  41. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  42. sort_rarity: "Rarity",
  43. sort_cost: "Cost",
  44. sort_skillLv1: "Maximum Skill Turn",
  45. sort_skillLvMax: "Minimum Skill Turn",
  46. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  47. sort_hpMax120: "Max HP",
  48. sort_atkMax120: "Max ATK",
  49. sort_rcvMax120: "Max RCV",
  50. sort_hpMax120_awoken: "Max HP (+Awoken)",
  51. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  52. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  53. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  54. },
  55. skill_parse: {
  56. skill: {
  57. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  58. unknown: tp`Unkonwn skill type: ${'type'}`,
  59. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  60. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  61. random_skills: tp`Random Activates these skills:${'skills'}`,
  62. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  63. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  64. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  65. damage_enemy_times: tp`${'times'} `,
  66. damage_enemy_count: tp` (${'damage'} in total)`,
  67. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  68. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  69. delay: tp`${'icon'}Delays enemies' next move`,
  70. mass_attack: tp`${'icon'}Mass attacks`,
  71. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  72. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  73. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  74. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  75. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  76. unbind_normal: tp`${'icon'}Bind`,
  77. unbind_awakenings: tp`${'icon'}Awoken bind`,
  78. unbind_matches: tp`${'icon'}Unmatchable orb`,
  79. bind_skill: tp`${'icon'}Unable to use skills`,
  80. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  81. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  82. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  83. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  84. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  85. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  86. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  87. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  88. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  89. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  90. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  91. board_change: tp`Change all orbs to ${'orbs'}`,
  92. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  93. skill_boost_range: tp`~${'turns'}`,
  94. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  95. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  96. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  97. drop_refresh: tp`Replaces all orbs`,
  98. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  99. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  100. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  101. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  102. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  103. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  104. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  105. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  106. orb_drop_increase_chance: tp`by ${'value'}`,
  107. attr_absorb: tp`${'icon'}Attribute absorption`,
  108. combo_absorb: tp`${'icon'}Combo absorption`,
  109. damage_absorb: tp`${'icon'}Damage absorption`,
  110. damage_void: tp`${'icon'}Damage void`,
  111. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  112. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  113. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  114. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  115. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  116. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  117. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  118. rate_multiply_drop: tp`${'icon'}Drop rate`,
  119. rate_multiply_coin: tp`${'icon'}Coins`,
  120. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  121. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  122. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  123. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  124. henshin: tp`Transforms into ${'cards'}`,
  125. random_henshin: tp`Random transforms into ${'cards'}`,
  126. void_poison: tp`Voids ${'poison'} damage`,
  127. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  128. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  129. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  130. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  131. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  132. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  133. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  134. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  135. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  136. },
  137. power: {
  138. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  139. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  140. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  141. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  142. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  143. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  144. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  145. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  146. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  147. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  148. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  149. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  150. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  151. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  152. },
  153. cond: {
  154. unknown: tp`[ Unknown condition ]`,
  155. hp_equal: tp`When ${'hp'} == ${'min'} `,
  156. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  157. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  158. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  159. use_skill: tp`When skills used `,
  160. multi_player: tp`When in Multiplayer Mode `,
  161. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  162. exact_combo: tp`When exactly ${'value'} combos `,
  163. exact_length: tp`exactly of ${'value'} `,
  164. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  165. exact_match_enhanced: tp` orbs including enhanced`,
  166. compo_type_card: tp`When ${'ids'} are all on team, `,
  167. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  168. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  169. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  170. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  171. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  172. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  173. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  174. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  175. },
  176. position: {
  177. top: tp`${'pos'} of top rows`,
  178. bottom: tp`${'pos'} of bottom rows`,
  179. left: tp`${'pos'} of left columns`,
  180. right: tp`${'pos'} of right columns`,
  181. random: tp`random location`,
  182. shape: tp`specified location`,
  183. },
  184. value: {
  185. unknown: tp`[ Unknown value: ${'type'}]`, //type
  186. const: tp`${'value'} ${'unit'}`,
  187. const_to: tp`to ${'value'}`,
  188. mul_percent: tp`${'value'}%`,
  189. mul_times: tp`×${'value'}`,
  190. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  191. mul_of_times: tp`${'stats'} ×${'value'}`,
  192. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  193. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  194. prob: tp`${'value'} chance for `,
  195. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  196. size: tp`${'width'}×${'height'}`,
  197. pos: tp`${'x'}×${'y'}`,
  198. },
  199. target: {
  200. unknown: tp`Unkown Target`,
  201. self: tp`card's`,
  202. team: tp`team`,
  203. team_last: tp`the lastest member`,
  204. team_leader: tp`leader`,
  205. sub_members: tp`sub-members`,
  206. leader_self: tp`left leader`,
  207. leader_helper: tp`right leader`,
  208. collab_id: tp`card with collab ID of ${'id'} `,
  209. gacha_id: tp`card with gacha ID of ${'id'} `,
  210. enemy: tp`Enemy`,
  211. enemy_all: tp`all enemys`,
  212. enemy_one: tp`1 enemy`,
  213. enemy_attr: tp`${'attr'} enemy`,
  214. the_attr: tp`attr of the matched Orbs`,
  215. },
  216. stats: {
  217. unknown: tp`[ Unknown: ${'type'}]`, //type
  218. maxhp: tp`Max HP`,
  219. hp: tp`HP`,
  220. chp: tp`current HP`,
  221. atk: tp`ATK`,
  222. rcv: tp`RCV`,
  223. teamhp: tp`Team HP`,
  224. teamatk: tp`Team ${'attrs'} ATK`,
  225. teamrcv: tp`Team RCV`,
  226. cstage: tp`current Stage of Dungeon`,
  227. },
  228. unit: {
  229. orbs: tp``,
  230. times: tp` times`,
  231. seconds: tp` seconds`,
  232. point: tp` point`,
  233. turns: tp` turns`,
  234. },
  235. word: {
  236. comma: tp`, `,
  237. slight_pause: tp`, `,
  238. range_hyphen: tp`~`,
  239. in_once: tp`in once `,
  240. evo_type_pixel: tp`Pixel Evo`,
  241. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  242. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  243. affix_attr: tp`${'cotent'} attr.`,
  244. affix_orb: tp`${'cotent'} orbs`,
  245. affix_type: tp`${'cotent'} types`,
  246. affix_awakening: tp`${'cotent'} awoken`,
  247. affix_exclude: tp`, exclude ${'cotent'}`,
  248. each_time: tp`each time`,
  249. different: tp`different`,
  250. same: tp`the same`,
  251. },
  252. attrs: {
  253. [0]: tp`${'icon'}Fire`,
  254. [1]: tp`${'icon'}Water`,
  255. [2]: tp`${'icon'}Wood`,
  256. [3]: tp`${'icon'}Light`,
  257. [4]: tp`${'icon'}Dark`,
  258. [5]: tp`${'icon'}Recover`,
  259. [6]: tp`${'icon'}Null`,
  260. all: tp`All`,
  261. self: tp`${'icon'}Self's Attr`,
  262. fixed: tp`${'icon'}Fixed`,
  263. },
  264. orbs: {
  265. [0]: tp`${'icon'}Fire`,
  266. [1]: tp`${'icon'}Water`,
  267. [2]: tp`${'icon'}Wood`,
  268. [3]: tp`${'icon'}Light`,
  269. [4]: tp`${'icon'}Dark`,
  270. [5]: tp`${'icon'}Heal`,
  271. [6]: tp`${'icon'}Jammer`,
  272. [7]: tp`${'icon'}Poison`,
  273. [8]: tp`${'icon'}Lethal Poison`,
  274. [9]: tp`${'icon'}Bomb`,
  275. enhanced: tp`${'icon'}Enhanced`,
  276. locked: tp`${'icon'}Locked`,
  277. nail: tp`${'icon'}Nail`,
  278. _5color: tp`${'icon'}5 Att.`,
  279. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  280. all: tp`All`,
  281. any: tp`Any ${'cotent'}`,
  282. },
  283. board: {
  284. clouds: tp`${'icon'}Clouds`,
  285. immobility: tp`${'icon'}Immobility`,
  286. roulette: tp`${'icon'}Roulette`,
  287. roulette_time: tp`(transforms every ${'duration'})`,
  288. },
  289. types: {
  290. [0]: tp`${'icon'}Evo Material`,
  291. [1]: tp`${'icon'}Balanced`,
  292. [2]: tp`${'icon'}Physical`,
  293. [3]: tp`${'icon'}Healer`,
  294. [4]: tp`${'icon'}Dragon`,
  295. [5]: tp`${'icon'}God`,
  296. [6]: tp`${'icon'}Attacker`,
  297. [7]: tp`${'icon'}Devil`,
  298. [8]: tp`${'icon'}Machine`,
  299. [9]: tp`${'icon'}Special Protection`,
  300. [12]: tp`${'icon'}Awaken`,
  301. [14]: tp`${'icon'}Enhance Material`,
  302. [15]: tp`${'icon'}Redeemable`,
  303. },
  304. awokens: {
  305. [0]: tp`${'icon'}Unknown awoken`,
  306. [1]: tp`${'icon'}Enhanced HP`,
  307. [2]: tp`${'icon'}Enhanced Attack`,
  308. [3]: tp`${'icon'}Enhanced Recovery`,
  309. [4]: tp`${'icon'}Reduce Fire Damage`,
  310. [5]: tp`${'icon'}Reduce Water Damage`,
  311. [6]: tp`${'icon'}Reduce Wood Damage`,
  312. [7]: tp`${'icon'}Reduce Light Damage`,
  313. [8]: tp`${'icon'}Reduce Dark Damage`,
  314. [9]: tp`${'icon'}Auto-Recover`,
  315. [10]: tp`${'icon'}Resistance-Bind`,
  316. [11]: tp`${'icon'}Resistance-Blind`,
  317. [12]: tp`${'icon'}Resistance-Jammers`,
  318. [13]: tp`${'icon'}Resistance-Poison`,
  319. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  320. [15]: tp`${'icon'}Enhanced Water Orbs`,
  321. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  322. [17]: tp`${'icon'}Enhanced Water Orbs`,
  323. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  324. [19]: tp`${'icon'}Extend Time`,
  325. [20]: tp`${'icon'}Recover Bind`,
  326. [21]: tp`${'icon'}Skill Boost`,
  327. [22]: tp`${'icon'}Enhanced Fire Rows`,
  328. [23]: tp`${'icon'}Enhanced Water Rows`,
  329. [24]: tp`${'icon'}Enhanced Wood Rows`,
  330. [25]: tp`${'icon'}Enhanced Water Rows`,
  331. [26]: tp`${'icon'}Enhanced Dark Rows`,
  332. [27]: tp`${'icon'}Two-Pronged Attack`,
  333. [28]: tp`${'icon'}Resistance-Skill Bind`,
  334. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  335. [30]: tp`${'icon'}Multi Boost`,
  336. [31]: tp`${'icon'}Dragon Killer`,
  337. [32]: tp`${'icon'}God Killer`,
  338. [33]: tp`${'icon'}Devil Killer`,
  339. [34]: tp`${'icon'}Machine Killer`,
  340. [35]: tp`${'icon'}Balanced Killer`,
  341. [36]: tp`${'icon'}Attacker Killer`,
  342. [37]: tp`${'icon'}Physical Killer`,
  343. [38]: tp`${'icon'}Healer Killer`,
  344. [39]: tp`${'icon'}Evo Killer`,
  345. [40]: tp`${'icon'}Awaken Killer`,
  346. [41]: tp`${'icon'}Enhance Killer`,
  347. [42]: tp`${'icon'}Redeemable Killer`,
  348. [43]: tp`${'icon'}Enhanced Combos`,
  349. [44]: tp`${'icon'}Guard Break`,
  350. [45]: tp`${'icon'}Bonus Attack`,
  351. [46]: tp`${'icon'}Enhanced Team HP `,
  352. [47]: tp`${'icon'}Enhanced Team Recovery`,
  353. [48]: tp`${'icon'}Damage Void Piercer`,
  354. [49]: tp`${'icon'}Awoken Assist`,
  355. [50]: tp`${'icon'}Super Bonus Attack`,
  356. [51]: tp`${'icon'}Skill Charge`,
  357. [52]: tp`${'icon'}Resistance-Bind+`,
  358. [53]: tp`${'icon'}Extend Time+`,
  359. [54]: tp`${'icon'}Resistance-Clouds`,
  360. [55]: tp`${'icon'}Resistance-Immobility`,
  361. [56]: tp`${'icon'}Skill Boost+`,
  362. [57]: tp`${'icon'}50% or more HP Enhanced`,
  363. [58]: tp`${'icon'}50% or less HP Enhanced`,
  364. [59]: tp`${'icon'}L Damage Reduction`,
  365. [60]: tp`${'icon'}L Increased Attack`,
  366. [61]: tp`${'icon'}Super Enhanced Combos`,
  367. [62]: tp`${'icon'}Combo Orbs`,
  368. [63]: tp`${'icon'}Skill Voice`,
  369. [64]: tp`${'icon'}Dungeon Bonus`,
  370. [65]: tp`${'icon'}Reduced HP`,
  371. [66]: tp`${'icon'}Reduced Attack`,
  372. [67]: tp`${'icon'}Reduced RCV`,
  373. [68]: tp`${'icon'}Resistance-Blind+`,
  374. [69]: tp`${'icon'}Resistance-Jammers+`,
  375. [70]: tp`${'icon'}Resistance-Poison+`,
  376. [71]: tp`${'icon'}Blessing of Jammers`,
  377. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  378. [73]: tp`${'icon'}Enhanced Fire Combos`,
  379. [74]: tp`${'icon'}Enhanced Water Combos`,
  380. [75]: tp`${'icon'}Enhanced Wood Combos`,
  381. [76]: tp`${'icon'}Enhanced Light Combos`,
  382. [77]: tp`${'icon'}Enhanced Dark Combos`,
  383. [78]: tp`${'icon'}Cross Attack`,
  384. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  385. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  386. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  387. [82]: tp`${'icon'}Super Enhanced Matching`,
  388. [83]: tp`${'icon'}Append Dragon Type`,
  389. [84]: tp`${'icon'}Append God Type`,
  390. [85]: tp`${'icon'}Append Devil Type`,
  391. [86]: tp`${'icon'}Append Machine Type`,
  392. [87]: tp`${'icon'}Append Balanced Type`,
  393. [88]: tp`${'icon'}Append Attacker Type`,
  394. [89]: tp`${'icon'}Append Physical Type`,
  395. [90]: tp`${'icon'}Append Healer Type`,
  396. [91]: tp`${'icon'}Append Fire Attr.`,
  397. [92]: tp`${'icon'}Append Water Attr.`,
  398. [93]: tp`${'icon'}Append Wood Attr.`,
  399. [94]: tp`${'icon'}Append Water Attr.`,
  400. [95]: tp`${'icon'}Append Dark Attr.`,
  401. [96]: tp`${'icon'}Two-Pronged Attack+`,
  402. [97]: tp`${'icon'}Skill Charge+`,
  403. [98]: tp`${'icon'}Auto-Recover+`,
  404. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  405. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  406. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  407. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  408. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  409. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  410. [105]: tp`${'icon'}Skill Boost Minus`,
  411. }
  412. },
  413. };
  414. //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
  415. const typekiller_for_type = [
  416. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  417. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  418. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  419. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  420. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  421. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  422. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  423. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  424. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  425. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  426. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  427. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  428. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  429. ];
  430. //类型允许的潜觉杀
  431. typekiller_for_type.forEach(t=>
  432. {
  433. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  434. .map(tn=>
  435. typekiller_for_type.find(_t=>_t.type == tn).latent
  436. );
  437. }
  438. );
  439. const allowable_latent = {
  440. common: [ //一般能打的潜觉
  441. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  442. 28,29,30,31,32,33,34,35,36,37,38
  443. ],
  444. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  445. v120: [42,43,44,45], //120才能打的潜觉
  446. needAwoken: [ //需要觉醒才能打的潜觉
  447. {latent:39,awoken:62}, //C珠破吸
  448. {latent:40,awoken:20}, //心横解转转
  449. {latent:41,awoken:27}, //U解禁消
  450. {latent:46,awoken:45}, //心追解云封
  451. {latent:47,awoken:59}, //心L大SB
  452. {latent:48,awoken:60}, //L解禁武器
  453. ]
  454. }
  455. //等效觉醒列表
  456. const equivalent_awoken = [
  457. {small:10,big:52,times:2}, //防封
  458. {small:11,big:68,times:5}, //防暗
  459. {small:12,big:69,times:5}, //防废
  460. {small:13,big:70,times:5}, //防毒
  461. {small:19,big:53,times:2}, //手指
  462. {small:21,big:56,times:2}, //SB
  463. {small:27,big:96,times:2}, //U
  464. {small:51,big:97,times:2}, //5色溜
  465. {small:9,big:98,times:2}, //自回
  466. {small:14,big:99,times:2}, //火+
  467. {small:15,big:100,times:2},//水+
  468. {small:16,big:101,times:2},//木+
  469. {small:17,big:102,times:2},//光+
  470. {small:18,big:103,times:2},//暗+
  471. {small:29,big:104,times:2},//心+
  472. ];
  473. //官方的觉醒排列顺序
  474. const official_awoken_sorting = [
  475. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  476. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  477. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  478. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  479. 99,100,101,102,103,104, 98, 96, 97,
  480. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  481. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  482. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  483. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  484. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  485. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  486. 91, 92, 93, 94, 95, 105,
  487. ];
  488. //pdc的徽章对应数字
  489. const pdcBadgeMap = [
  490. {pdf:undefined,pdc:0}, //什么都没有
  491. {pdf:1,pdc:10}, //无限cost
  492. {pdf:2,pdc:12}, //小手指
  493. {pdf:3,pdc:9}, //全体攻击
  494. {pdf:4,pdc:5}, //小回复
  495. {pdf:5,pdc:1}, //小血量
  496. {pdf:6,pdc:3}, //小攻击
  497. {pdf:7,pdc:8}, //SB
  498. {pdf:8,pdc:18}, //队长防封
  499. {pdf:9,pdc:19}, //SX
  500. {pdf:11,pdc:7}, //无天降
  501. {pdf:17,pdc:6}, //大回复
  502. {pdf:18,pdc:2}, //大血量
  503. {pdf:19,pdc:4}, //大攻击
  504. {pdf:20,pdc:null}, //三维
  505. {pdf:21,pdc:13}, //大手指
  506. {pdf:10,pdc:11}, //加经验
  507. {pdf:12,pdc:15}, //墨镜
  508. {pdf:13,pdc:17}, //防废
  509. {pdf:14,pdc:16}, //防毒
  510. {pdf:129,pdc:14}, //月卡
  511. ];
  512. //pdc的潜觉对应数字
  513. const pdcLatentMap = [
  514. {pdf:1,pdc:1}, //HP
  515. {pdf:2,pdc:0}, //攻击
  516. {pdf:3,pdc:2}, //回复
  517. {pdf:4,pdc:19}, //手指
  518. {pdf:5,pdc:13}, //自回
  519. {pdf:6,pdc:14}, //火盾
  520. {pdf:7,pdc:15}, //水盾
  521. {pdf:8,pdc:16}, //木盾
  522. {pdf:9,pdc:17}, //光盾
  523. {pdf:10,pdc:18}, //暗盾
  524. {pdf:11,pdc:12}, //防坐
  525. {pdf:12,pdc:3}, //三维
  526. {pdf:13,pdc:35}, //不被换队长
  527. {pdf:13,pdc:47}, //不被换队长 ×1.5
  528. {pdf:14,pdc:37}, //不掉废
  529. {pdf:15,pdc:36}, //不掉毒
  530. {pdf:16,pdc:24}, //进化杀
  531. {pdf:17,pdc:25}, //觉醒杀
  532. {pdf:18,pdc:26}, //强化杀
  533. {pdf:19,pdc:27}, //卖钱杀
  534. {pdf:20,pdc:4}, //神杀
  535. {pdf:21,pdc:5}, //龙杀
  536. {pdf:22,pdc:6}, //恶魔杀
  537. {pdf:23,pdc:7}, //机械杀
  538. {pdf:24,pdc:8}, //平衡杀
  539. {pdf:25,pdc:9}, //攻击杀
  540. {pdf:26,pdc:10}, //体力杀
  541. {pdf:27,pdc:11}, //回复杀
  542. {pdf:28,pdc:20}, //大HP
  543. {pdf:29,pdc:21}, //大攻击
  544. {pdf:30,pdc:22}, //大回复
  545. {pdf:31,pdc:23}, //大手指
  546. {pdf:32,pdc:28}, //大火盾
  547. {pdf:33,pdc:29}, //大水盾
  548. {pdf:34,pdc:30}, //大木盾
  549. {pdf:35,pdc:31}, //大光盾
  550. {pdf:36,pdc:32}, //大暗盾
  551. {pdf:37,pdc:33}, //6色破无效
  552. {pdf:37,pdc:45}, //6色破无效 ×1.5
  553. {pdf:38,pdc:34}, //3色破属吸
  554. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  555. {pdf:39,pdc:40}, //C珠破吸
  556. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  557. {pdf:40,pdc:39}, //心横解转转
  558. {pdf:40,pdc:49}, //心横解转转 ×1.5
  559. {pdf:41,pdc:38}, //U解禁消
  560. {pdf:41,pdc:48}, //U解禁消 ×1.5
  561. {pdf:42,pdc:41}, //伤害上限解除
  562. {pdf:43,pdc:42}, //HP++
  563. {pdf:44,pdc:43}, //攻击++
  564. {pdf:45,pdc:44}, //回复++
  565. {pdf:46,pdc:51}, //心追解云封
  566. {pdf:46,pdc:52}, //心追解云封 ×1.5
  567. {pdf:47,pdc:53}, //心L大SB
  568. {pdf:47,pdc:54}, //心L大SB ×1.5
  569. {pdf:48,pdc:55}, //L解禁武器
  570. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  571. ];
  572. //排序程序列表
  573. const sort_function_list = [
  574. {tag:"sort_none",name:"无",function:()=>0},
  575. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  576. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  577. let num = a.attrs[0] - b.attrs[0];
  578. if (num === 0) num = a.attrs[1] - b.attrs[1];
  579. return num;
  580. }
  581. },
  582. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  583. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  584. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  585. let num = card_a.attrs[0] - card_b.attrs[0];
  586. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  587. return num;
  588. }
  589. },
  590. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  591. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  592. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  593. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  594. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  595. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  596. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  597. }
  598. },
  599. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  600. function getEvoSkill(skill) {
  601. //232为进化后不循环技能,233为循环技能
  602. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  603. else return skill;
  604. }
  605. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  606. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  607. }
  608. },
  609. {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)},
  610. {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)},
  611. {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)},
  612. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  613. {
  614. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  615. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  616. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  617. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  618. return abA - abB;
  619. }
  620. },
  621. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  622. {
  623. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  624. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  625. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  626. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  627. return abA - abB;
  628. }
  629. },
  630. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  631. {
  632. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  633. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  634. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  635. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  636. return abA - abB;
  637. }
  638. },
  639. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  640. {
  641. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  642. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  643. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  644. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  645. return abA - abB;
  646. }
  647. },
  648. ];
  649. //增加特殊搜索模式
  650. const specialSearchFunctions = (function() {
  651. 'use strict';
  652. //返回卡片的队长技能
  653. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  654. {
  655. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  656. }
  657. //返回卡片的技能
  658. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  659. {
  660. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  661. }
  662. //返回卡片的技能
  663. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  664. {
  665. switch(skillGreatType)
  666. {
  667. case 1:
  668. case "leader":
  669. return getCardLeaderSkill(card, skillTypes, searchRandom);
  670. case 2:
  671. case "active":
  672. return getCardActiveSkill(card, skillTypes, searchRandom);
  673. default:
  674. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  675. }
  676. }
  677. //查找到真正起作用的那一个技能
  678. function getActuallySkill(skill, skillTypes, searchRandom = true)
  679. {
  680. if (skillTypes.includes(skill.type))
  681. {
  682. return skill;
  683. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  684. {
  685. const subSkills = skill.params.map(id=>Skills[id]);
  686. for(let i = 0;i < subSkills.length; i++)
  687. { //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
  688. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  689. if (foundSubSkill)
  690. {
  691. return foundSubSkill;
  692. }
  693. }
  694. return null;
  695. }else
  696. {
  697. return null;
  698. }
  699. }
  700. //获取血倍率
  701. function getHPScale(ls)
  702. {
  703. const sk = ls.params;
  704. let scale = 1;
  705. switch (ls.type)
  706. {
  707. case 23: case 30: case 62: case 77: case 63: case 65:
  708. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  709. scale = sk[sk.length-1]/100;
  710. break;
  711. case 73: case 76:
  712. case 121: case 129: case 163: case 177: case 186:
  713. case 155:
  714. scale = sk[2]/100;
  715. break;
  716. case 106: case 107: case 108:
  717. scale = sk[0]/100;
  718. break;
  719. case 125:
  720. scale = sk[5]/100;
  721. break;
  722. case 136:
  723. case 137:
  724. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  725. break;
  726. case 158:
  727. scale = sk[4]/100;
  728. break;
  729. case 175:
  730. case 178: case 185:
  731. scale = sk[3]/100;
  732. break;
  733. case 203: case 217:
  734. scale = sk[1]/100;
  735. break;
  736. case 245:
  737. scale = sk[3]/100;
  738. break;
  739. case 138: //调用其他队长技
  740. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  741. break;
  742. default:
  743. }
  744. return scale || 1;
  745. }
  746. //获取盾减伤比例
  747. function getReduceScale(ls, allAttr = false, noHPneed = false)
  748. {
  749. const sk = ls.params;
  750. let scale = 0;
  751. switch (ls.type)
  752. {
  753. case 16: //无条件盾
  754. scale = sk[0]/100;
  755. break;
  756. case 17: //单属性盾
  757. scale = allAttr ? 0 : sk[1]/100;
  758. break;
  759. case 36: //2个属性盾
  760. scale = allAttr ? 0 : sk[2]/100;
  761. break;
  762. case 38: //血线下 + 几率
  763. case 43: //血线上 + 几率
  764. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  765. break;
  766. case 129: //无条件盾,属性个数不固定
  767. case 163: //无条件盾,属性个数不固定
  768. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  769. break;
  770. case 178: //无条件盾,属性个数不固定
  771. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  772. break;
  773. case 130: //血线下 + 属性个数不固定
  774. case 131: //血线上 + 属性个数不固定
  775. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  776. break;
  777. case 151: //十字心触发
  778. case 169: //C触发
  779. case 198: //回血触发
  780. scale = sk[2]/100;
  781. break;
  782. case 170: //多色触发
  783. case 182: //长串触发
  784. case 193: //L触发
  785. scale = sk[3]/100;
  786. break;
  787. case 171: //多串触发
  788. scale = sk[6]/100;
  789. break;
  790. case 183: //又是个有两段血线的队长技
  791. scale = noHPneed ? 0 : sk[4]/100;
  792. break;
  793. case 210: //十字触发
  794. scale = sk[1]/100;
  795. break;
  796. case 235: { //可多次触发
  797. scale = (sk[4] || 0) / 100;
  798. break;
  799. }
  800. case 138: //调用其他队长技
  801. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  802. break;
  803. default:
  804. }
  805. return scale || 0;
  806. }
  807. //获取无条件盾减伤比例
  808. function getReduceScale_unconditional(ls)
  809. {
  810. const sk = ls.params;
  811. let scale = 0;
  812. switch (ls.type)
  813. {
  814. case 16: //无条件盾
  815. {
  816. scale = sk[0]/100;
  817. break;
  818. }
  819. case 129: //无条件盾,属性个数不固定
  820. case 163: //无条件盾,属性个数不固定
  821. {
  822. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  823. break;
  824. }
  825. case 178: //无条件盾,属性个数不固定
  826. {
  827. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  828. break;
  829. }
  830. case 138: //调用其他队长技
  831. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  832. break;
  833. default:
  834. }
  835. return scale || 0;
  836. }
  837. function getCannonAttr(skill)
  838. {
  839. const sk = skill.params;
  840. switch(skill.type)
  841. {
  842. case 0:
  843. case 1:
  844. case 37:
  845. case 58:
  846. case 59:
  847. case 84:
  848. case 85:
  849. case 86:
  850. case 87:
  851. case 115:
  852. return sk[0];
  853. case 110:
  854. case 143:
  855. return sk[1];
  856. case 42:
  857. return sk[1];
  858. case 144:
  859. return sk[3] ?? 0;
  860. default:
  861. return -1;
  862. }
  863. }
  864. function sortByParams(a,b,searchTypeArray,pidx = 0)
  865. {
  866. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  867. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  868. return a_pC - b_pC;
  869. }
  870. function sortByHPScal(a,b)
  871. {
  872. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  873. return getHPScale(a_s) - getHPScale(b_s);
  874. }
  875. function HPScal_Addition(card)
  876. {
  877. const skill = Skills[card.leaderSkillId];
  878. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  879. }
  880. function sortByReduceScale(a,b)
  881. {
  882. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  883. return getReduceScale(a_s) - getReduceScale(b_s);
  884. }
  885. function ReduceScale_Addition(card)
  886. {
  887. const skill = Skills[card.leaderSkillId];
  888. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  889. }
  890. function voidsAbsorption_Addition(card)
  891. {
  892. const searchTypeArray = [173];
  893. const skill = getCardActiveSkill(card, searchTypeArray);
  894. if (!skill) return;
  895. const sk = skill.params;
  896. if (sk[1] && sk[3])
  897. {
  898. return `双吸×${sk[0]}T`;
  899. }else
  900. {
  901. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  902. }
  903. }
  904. function unbind_Turns(card)
  905. {
  906. const outObj = {
  907. normal: 0,
  908. awoken: 0
  909. };
  910. const searchTypeArray = [117,179];
  911. const skill = getCardActiveSkill(card, searchTypeArray);
  912. if (skill)
  913. {
  914. const sk = skill.params;
  915. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  916. outObj.awoken = sk[4] || 0;
  917. }
  918. return outObj;
  919. }
  920. function unbind_Addition(card)
  921. {
  922. const turns = unbind_Turns(card);
  923. let strArr = [];
  924. if (turns.normal > 0 && turns.normal == turns.awoken)
  925. {
  926. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  927. }
  928. if (turns.normal > 0)
  929. {
  930. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  931. }
  932. if (turns.awoken > 0)
  933. {
  934. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  935. }
  936. return strArr.join(',');
  937. }
  938. function boardChange_ColorTypes(skill)
  939. {
  940. if (!skill) return [];
  941. const sk = skill.params;
  942. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  943. return colors;
  944. }
  945. function boardChange_Addition(card)
  946. {
  947. const searchTypeArray = [71];
  948. const skill = getCardActiveSkill(card, searchTypeArray);
  949. const colors = boardChange_ColorTypes(skill);
  950. return createOrbsList(colors);
  951. }
  952. function orbsChangeParse(skill)
  953. {
  954. function changes(from, to)
  955. {
  956. return {from:from,to:to};
  957. }
  958. let outArr = [];
  959. if (!skill) return outArr;
  960. const sk = skill.params;
  961. switch (skill.type)
  962. {
  963. case 9:{
  964. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  965. break;
  966. }
  967. case 20:{
  968. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  969. {
  970. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  971. }
  972. else
  973. {
  974. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  975. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  976. }
  977. break;
  978. }
  979. case 154:{
  980. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  981. break;
  982. }
  983. }
  984. return outArr;
  985. }
  986. function changeOrbs_Addition(card)
  987. {
  988. const searchTypeArray = [9,20,154];
  989. const skills = getCardActiveSkills(card, searchTypeArray);
  990. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  991. const fragment = document.createDocumentFragment();
  992. parsedSkills.forEach(p=>{
  993. fragment.appendChild(createOrbsList(p.from));
  994. fragment.appendChild(document.createTextNode(`→`));
  995. fragment.appendChild(createOrbsList(p.to));
  996. });
  997. return fragment;
  998. }
  999. function generateOrbsParse(card)
  1000. {
  1001. let outArr = [];
  1002. const searchTypeArray = [141, 208];
  1003. const skills = getCardActiveSkills(card, searchTypeArray);
  1004. if (!skills.length) return outArr;
  1005. for (const skill of skills)
  1006. {
  1007. const sk = skill.params;
  1008. if (skill.type == 141)
  1009. {
  1010. outArr.push({
  1011. count: sk[0],
  1012. to: flags(sk[1] || 1),
  1013. exclude: flags(sk[2]),
  1014. });
  1015. }else
  1016. {
  1017. outArr.push({
  1018. count: sk[0],
  1019. to: flags(sk[1] || 1),
  1020. exclude: flags(sk[2]),
  1021. });
  1022. outArr.push({
  1023. count: sk[3],
  1024. to: flags(sk[4] || 1),
  1025. exclude: flags(sk[5]),
  1026. });
  1027. }
  1028. }
  1029. return outArr;
  1030. }
  1031. function generateOrbs_Addition(card)
  1032. {
  1033. const gens = generateOrbsParse(card);
  1034. const searchTypeArray = [141, 208];
  1035. const skill = getCardActiveSkill(card, searchTypeArray);
  1036. if (!skill) return;
  1037. const sk = skill.params;
  1038. const fragment = document.createDocumentFragment();
  1039. for (const gen of gens)
  1040. {
  1041. fragment.appendChild(createOrbsList(gen.to));
  1042. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1043. }
  1044. return fragment;
  1045. }
  1046. function lock_Addition(card)
  1047. {
  1048. const searchTypeArray = [152];
  1049. const skill = getCardActiveSkill(card, searchTypeArray);
  1050. if (!skill) return;
  1051. const sk = skill.params;
  1052. const fragment = document.createDocumentFragment();
  1053. fragment.appendChild(document.createTextNode(`锁`));
  1054. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1055. return fragment;
  1056. }
  1057. function dropLock_Addition(card)
  1058. {
  1059. const searchTypeArray = [205];
  1060. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1061. if (!skill) return;
  1062. const sk = skill.params;
  1063. const fragment = document.createDocumentFragment();
  1064. fragment.appendChild(document.createTextNode(`掉锁`));
  1065. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1066. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1067. return fragment;
  1068. }
  1069. function dropOrb_Addition(card)
  1070. {
  1071. const searchTypeArray = [126];
  1072. const skill = getCardActiveSkill(card, searchTypeArray);
  1073. if (!skill) return;
  1074. const sk = skill.params;
  1075. const colors = flags(sk[0]);
  1076. const fragment = document.createDocumentFragment();
  1077. fragment.appendChild(createOrbsList(colors));
  1078. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1079. return fragment;
  1080. }
  1081. function generateColumnOrbs_Addition(card)
  1082. {
  1083. const searchTypeArray = [127];
  1084. const skill = getCardActiveSkill(card, searchTypeArray);
  1085. if (!skill) return;
  1086. const sk = skill.params;
  1087. const colors = [];
  1088. for (let ai=0;ai<sk.length;ai+=2)
  1089. {
  1090. colors.push(flags(sk[ai+1]));
  1091. }
  1092. const fragment = document.createDocumentFragment();
  1093. fragment.appendChild(document.createTextNode(`竖`));
  1094. fragment.appendChild(createOrbsList(colors.flat()));
  1095. return fragment;
  1096. }
  1097. function generateRowOrbs_Addition(card)
  1098. {
  1099. const searchTypeArray = [128];
  1100. const skill = getCardActiveSkill(card, searchTypeArray);
  1101. if (!skill) return;
  1102. const sk = skill.params;
  1103. const colors = [];
  1104. for (let ai=0;ai<sk.length;ai+=2)
  1105. {
  1106. colors.push(flags(sk[ai+1]));
  1107. }
  1108. const fragment = document.createDocumentFragment();
  1109. fragment.appendChild(document.createTextNode(`横`));
  1110. fragment.appendChild(createOrbsList(colors.flat()));
  1111. return fragment;
  1112. }
  1113. function numericalATK_Addition(card)
  1114. {
  1115. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1116. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1117. const skill = getCardActiveSkill(card, searchTypeArray);
  1118. if (!skill) return;
  1119. //const sk = skill.params;
  1120. const colors = [getCannonAttr(skill)];
  1121. const fragment = document.createDocumentFragment();
  1122. fragment.append(`射`);
  1123. fragment.append(createOrbsList(colors));
  1124. if (typeArray_Rate.includes(skill.type)) {
  1125. function getNumber(skill){
  1126. const sk = skill.params;
  1127. switch(skill.type)
  1128. {
  1129. case 0:
  1130. case 37:
  1131. case 58:
  1132. case 59:
  1133. case 84:
  1134. case 85:
  1135. case 115:
  1136. return sk[1];
  1137. case 2:
  1138. case 35:
  1139. return sk[0];
  1140. default:
  1141. return 0;
  1142. }
  1143. }
  1144. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1145. }
  1146. return fragment;
  1147. }
  1148. function memberATK_Addition(card)
  1149. {
  1150. const searchTypeArray = [230];
  1151. const skill = getCardActiveSkill(card, searchTypeArray);
  1152. if (!skill) return;
  1153. const sk = skill.params;
  1154. const fragment = document.createDocumentFragment();
  1155. const ul = fragment.appendChild(document.createElement("ul"));
  1156. ul.className = "team-flags";
  1157. for (let i = 0; i<6; i++) {
  1158. const li = ul.appendChild(document.createElement("li"));
  1159. li.className = "team-member-icon";
  1160. }
  1161. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1162. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1163. let str = '';
  1164. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1165. fragment.appendChild(document.createTextNode(str));
  1166. return fragment;
  1167. }
  1168. function dixedDamage_Addition(card)
  1169. {
  1170. const searchTypeArray = [55, 188, 56];
  1171. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1172. if (!skills.length) return;
  1173. const skill = skills[0];
  1174. const sk = skill.params;
  1175. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1176. }
  1177. function gravity_Addition(card)
  1178. {
  1179. const searchTypeArray = [6, 161];
  1180. const skill = getCardActiveSkill(card, searchTypeArray);
  1181. if (!skill) return;
  1182. const sk = skill.params;
  1183. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1184. }
  1185. function healImmediately_Rate(card)
  1186. {
  1187. const searchTypeArray = [7, //自身回复力
  1188. 8, //固定点数
  1189. 35,115, //吸血
  1190. 117
  1191. ];
  1192. const skills = getCardActiveSkills(card, searchTypeArray);
  1193. const outObj = {
  1194. vampire: 0,
  1195. selfRcv: 0,
  1196. const: 0,
  1197. scale: 0,
  1198. };
  1199. if (!skills.length) return outObj;
  1200. skills.forEach(skill=>{
  1201. const sk = skill.params;
  1202. if (skill.type == 7)
  1203. {
  1204. outObj.selfRcv += sk[0];
  1205. }
  1206. else if(skill.type == 8)
  1207. {
  1208. outObj.const += sk[0];
  1209. }
  1210. else if(skill.type == 35)
  1211. {
  1212. outObj.vampire += sk[1];
  1213. }
  1214. else if(skill.type == 115)
  1215. {
  1216. outObj.vampire += sk[2];
  1217. }
  1218. else if(skill.type == 117)
  1219. {
  1220. outObj.selfRcv += sk[1] || 0;
  1221. outObj.const += sk[2] || 0;
  1222. outObj.scale += sk[3] || 0;
  1223. }
  1224. });
  1225. return outObj;
  1226. }
  1227. function atkBuff_Rate(card)
  1228. {
  1229. const searchTypeArray = [
  1230. 88,92, //类型的
  1231. 50,90, //属性的,要排除回复力
  1232. 156,168,231, //宝石姬
  1233. 228, //属性、类型数量
  1234. ];
  1235. const skills = getCardActiveSkills(card, searchTypeArray);
  1236. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1237. function atkBuffParse(skill) {
  1238. const outObj = {
  1239. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1240. types: [],
  1241. attrs: [],
  1242. awoken: [],
  1243. rate: 0,
  1244. turns: 0,
  1245. };
  1246. if (!skill) return outObj;
  1247. const sk = skill.params;
  1248. if (skill.type == 88 || skill.type == 92)
  1249. {
  1250. outObj.skilltype = 2;
  1251. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1252. outObj.turns = sk[0];
  1253. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1254. }
  1255. else if(skill.type == 50 || skill.type == 90)
  1256. {
  1257. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1258. if (!outObj.attrs.length) //去除回复力
  1259. return outObj;
  1260. outObj.skilltype = 2;
  1261. outObj.turns = sk[0];
  1262. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1263. }
  1264. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1265. || skill.type == 168)
  1266. {
  1267. outObj.skilltype = 1;
  1268. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1269. outObj.turns = sk[0];
  1270. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1271. }
  1272. else if(skill.type == 228 && sk[3] > 0)
  1273. {
  1274. outObj.skilltype = 1;
  1275. outObj.attrs = flags(sk[1]);
  1276. outObj.types = flags(sk[2]);
  1277. outObj.turns = sk[0];
  1278. outObj.rate = sk[3];
  1279. }
  1280. else if(skill.type == 231 && sk[6] > 0)
  1281. {
  1282. outObj.skilltype = 1;
  1283. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1284. outObj.turns = sk[0];
  1285. outObj.rate = sk[6];
  1286. }
  1287. return outObj;
  1288. }
  1289. }
  1290. function rcvBuff_Rate(card)
  1291. {
  1292. const searchTypeArray = [
  1293. 50,90,
  1294. 228, 231, //宝石姬
  1295. ];
  1296. const skills = getCardActiveSkills(card, searchTypeArray);
  1297. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1298. function rcvBuffParse(skill) {
  1299. const outObj = {
  1300. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1301. types: [],
  1302. attrs: [],
  1303. awoken: [],
  1304. rate: 0,
  1305. turns: 0,
  1306. };
  1307. if (!skill) return outObj;
  1308. const sk = skill.params;
  1309. if (skill.type == 228 && sk[4] > 0) {
  1310. outObj.skilltype = 1;
  1311. outObj.attrs = flags(sk[1]);
  1312. outObj.types = flags(sk[2]);
  1313. outObj.turns = sk[0];
  1314. outObj.rate = sk[4];
  1315. } else if (skill.type == 231 && sk[7] > 0) {
  1316. outObj.skilltype = 1;
  1317. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1318. outObj.turns = sk[0];
  1319. outObj.rate = sk[7];
  1320. } else if (skill.type == 50 || skill.type == 90) {
  1321. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1322. outObj.turns = sk[0];
  1323. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1324. }
  1325. return outObj;
  1326. }
  1327. }
  1328. function damageSelf_Rate(card)
  1329. {
  1330. const searchTypeArray = [84,85,86,87,195];
  1331. const skill = getCardActiveSkill(card, searchTypeArray);
  1332. if (!skill) return 0;
  1333. const sk = skill.params;
  1334. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1335. }
  1336. function changeEnemiesAttr_Attr(card)
  1337. {
  1338. const outObj = {
  1339. attr: null,
  1340. turns: 0
  1341. }
  1342. const searchTypeArray = [153, 224];
  1343. const skill = getCardActiveSkill(card, searchTypeArray);
  1344. if (!skill) return outObj;
  1345. const sk = skill.params;
  1346. if (skill.type == 153)
  1347. {
  1348. outObj.attr = sk[0];
  1349. }
  1350. else if (skill.type == 224)
  1351. {
  1352. outObj.attr = sk[1] || 0;
  1353. outObj.turns = sk[0];
  1354. }
  1355. return outObj;
  1356. }
  1357. //创建1个觉醒图标
  1358. function createAwokenIcon(awokenId)
  1359. {
  1360. const icon = document.createElement("icon");
  1361. icon.className ="awoken-icon";
  1362. icon.setAttribute("data-awoken-icon", awokenId);
  1363. return icon;
  1364. }
  1365. //产生一个觉醒列表
  1366. function creatAwokenList(awokens) {
  1367. const ul = document.createElement("ul");
  1368. ul.className = "awoken-ul";
  1369. awokens.forEach(ak=>{
  1370. const li = ul.appendChild(document.createElement("li"));
  1371. const icon = li.appendChild(createAwokenIcon(ak));
  1372. });
  1373. return ul;
  1374. }
  1375. //产生宝珠列表
  1376. function createOrbsList(orbs)
  1377. {
  1378. if (orbs == undefined) orbs = [0];
  1379. else if (!Array.isArray(orbs)) orbs = [orbs];
  1380. const ul = document.createElement("ul");
  1381. ul.className = "board";
  1382. orbs.forEach(orbType => {
  1383. const li = ul.appendChild(document.createElement("li"));
  1384. li.className = `orb-icon`;
  1385. li.setAttribute("data-orb-icon", orbType);
  1386. });
  1387. return ul;
  1388. }
  1389. //产生类型列表
  1390. function createTypesList(types)
  1391. {
  1392. if (types == undefined) types = [0];
  1393. else if (!Array.isArray(types)) types = [types];
  1394. const ul = document.createElement("ul");
  1395. ul.className = "types-ul";
  1396. types.forEach(type => {
  1397. const li = ul.appendChild(document.createElement("li"));
  1398. li.className = `type-icon`;
  1399. li.setAttribute("data-type-icon", type);
  1400. });
  1401. return ul;
  1402. }
  1403. const functions = [
  1404. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1405. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1406. ]},
  1407. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1408. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1409. function:cards=>{
  1410. const searchTypeArray = [173];
  1411. return cards.filter(card=>{
  1412. const skill = getCardActiveSkill(card, searchTypeArray);
  1413. return skill && skill.params[1];
  1414. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1415. },addition:voidsAbsorption_Addition},
  1416. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1417. function:cards=>{
  1418. const searchTypeArray = [173];
  1419. return cards.filter(card=>{
  1420. const skill = getCardActiveSkill(card, searchTypeArray);
  1421. return skill && skill.params[2];
  1422. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1423. },addition:voidsAbsorption_Addition},*/
  1424. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1425. function:cards=>{
  1426. const searchTypeArray = [173];
  1427. return cards.filter(card=>{
  1428. const skill = getCardActiveSkill(card, searchTypeArray);
  1429. return skill && skill.params[3];
  1430. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1431. },addition:voidsAbsorption_Addition},
  1432. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1433. function:cards=>{
  1434. const searchTypeArray = [173];
  1435. return cards.filter(card=>{
  1436. const skill = getCardActiveSkill(card, searchTypeArray);
  1437. return skill && skill.params[1] && skill.params[3];
  1438. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1439. },addition:voidsAbsorption_Addition},
  1440. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1441. function:cards=>{
  1442. const searchTypeArray = [191];
  1443. return cards.filter(card=>{
  1444. const skill = getCardActiveSkill(card, searchTypeArray);
  1445. return skill;
  1446. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1447. },
  1448. addition:card=>{
  1449. const searchTypeArray = [191];
  1450. const skill = getCardActiveSkill(card, searchTypeArray);
  1451. if (!skill) return;
  1452. const sk = skill.params;
  1453. return document.createTextNode(`破贯×${sk[0]}T`);
  1454. }
  1455. },
  1456. ]},
  1457. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1458. {
  1459. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1460. function:cards=>{
  1461. return cards.filter(card=>{
  1462. const turns = unbind_Turns(card);
  1463. return turns.normal > 0;
  1464. }).sort((a,b)=>{
  1465. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1466. let a_pC = a_s.normal, b_pC = b_s.normal;
  1467. return a_pC - b_pC;
  1468. });
  1469. },
  1470. addition:unbind_Addition
  1471. },
  1472. {
  1473. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1474. function:cards=>{
  1475. return cards.filter(card=>{
  1476. const turns = unbind_Turns(card);
  1477. return turns.awoken > 0;
  1478. }).sort((a,b)=>{
  1479. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1480. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1481. return a_pC - b_pC;
  1482. });
  1483. },
  1484. addition:unbind_Addition
  1485. },
  1486. {
  1487. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1488. function:cards=>{
  1489. return cards.filter(card=>{
  1490. const turns = unbind_Turns(card);
  1491. return turns.normal && turns.awoken > 0;
  1492. }).sort((a,b)=>{
  1493. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1494. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1495. return a_pC - b_pC;
  1496. });
  1497. },
  1498. addition:unbind_Addition
  1499. },
  1500. {
  1501. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1502. function:cards=>{
  1503. const searchTypeArray = [196];
  1504. return cards.filter(card=>{
  1505. const skill = getCardActiveSkill(card, searchTypeArray);
  1506. return skill;
  1507. }).sort((a,b)=>{
  1508. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1509. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1510. return a_pC - b_pC;
  1511. })
  1512. },
  1513. addition:card=>{
  1514. const searchTypeArray = [196];
  1515. const skill = getCardActiveSkill(card, searchTypeArray);
  1516. if (!skill) return;
  1517. const sk = skill.params;
  1518. const value = sk[0];
  1519. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1520. }
  1521. },
  1522. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1523. function:cards=>cards.filter(card=>{
  1524. const searchTypeArray = [215];
  1525. const skill = getCardActiveSkill(card, searchTypeArray);
  1526. return skill;
  1527. }),
  1528. addition:card=>{
  1529. const searchTypeArray = [215];
  1530. const skill = getCardActiveSkill(card, searchTypeArray);
  1531. if (!skill) return;
  1532. const sk = skill.params;
  1533. const fragment = document.createDocumentFragment();
  1534. fragment.appendChild(document.createTextNode(`自封`));
  1535. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1536. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1537. return fragment;
  1538. }
  1539. },
  1540. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1541. function:cards=>cards.filter(card=>{
  1542. const searchTypeArray = [214];
  1543. const skill = getCardActiveSkill(card, searchTypeArray);
  1544. return skill;
  1545. }),
  1546. addition:card=>{
  1547. const searchTypeArray = [214];
  1548. const skill = getCardActiveSkill(card, searchTypeArray);
  1549. if (!skill) return;
  1550. const sk = skill.params;
  1551. return document.createTextNode(`自封技${sk[0]}T`);
  1552. }
  1553. },
  1554. ]},
  1555. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1556. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1557. function:cards=>cards.filter(card=>{
  1558. const searchTypeArray = [156,168,228,231];
  1559. const skill = getCardActiveSkill(card, searchTypeArray);
  1560. return skill;
  1561. })
  1562. },
  1563. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1564. function:cards=>{
  1565. return cards.filter(card=>{
  1566. const atkbuff = rcvBuff_Rate(card);
  1567. return atkbuff.skilltype > 0;
  1568. }).sort((a,b)=>{
  1569. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1570. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1571. if (sortNum == 0)
  1572. sortNum = a_pC.rate - b_pC.rate;
  1573. if (sortNum == 0)
  1574. sortNum = a_pC.turns - b_pC.turns;
  1575. return sortNum;
  1576. });
  1577. },
  1578. addition:card=>{
  1579. const atkbuff = rcvBuff_Rate(card);
  1580. const fragment = document.createDocumentFragment();
  1581. fragment.appendChild(createOrbsList([5]));
  1582. if (atkbuff.skilltype == 0) return fragment;
  1583. if (atkbuff.skilltype == 1)
  1584. {
  1585. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1586. if (atkbuff.awoken.length)
  1587. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1588. if (atkbuff.attrs.length)
  1589. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1590. if (atkbuff.types.length)
  1591. fragment.appendChild(createTypesList(atkbuff.types));
  1592. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1593. }else if (atkbuff.skilltype == 2)
  1594. {
  1595. if (atkbuff.attrs.length)
  1596. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1597. if (atkbuff.types.length)
  1598. fragment.appendChild(createTypesList(atkbuff.types));
  1599. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1600. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1601. }
  1602. return fragment;
  1603. }
  1604. },
  1605. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1606. function:cards=>{
  1607. return cards.filter(card=>{
  1608. const atkbuff = atkBuff_Rate(card);
  1609. return atkbuff.skilltype > 0;
  1610. }).sort((a,b)=>{
  1611. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1612. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1613. if (sortNum == 0)
  1614. sortNum = a_pC.rate - b_pC.rate;
  1615. if (sortNum == 0)
  1616. sortNum = a_pC.turns - b_pC.turns;
  1617. return sortNum;
  1618. });
  1619. },
  1620. addition:card=>{
  1621. const atkbuff = atkBuff_Rate(card);
  1622. const fragment = document.createDocumentFragment();
  1623. if (atkbuff.skilltype == 0) return fragment;
  1624. if (atkbuff.skilltype == 1)
  1625. {
  1626. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1627. if (atkbuff.awoken.length)
  1628. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1629. if (atkbuff.attrs.length)
  1630. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1631. if (atkbuff.types.length)
  1632. fragment.appendChild(createTypesList(atkbuff.types));
  1633. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1634. }else if (atkbuff.skilltype == 2)
  1635. {
  1636. if (atkbuff.attrs.length)
  1637. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1638. if (atkbuff.types.length)
  1639. fragment.appendChild(createTypesList(atkbuff.types));
  1640. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1641. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1642. }
  1643. return fragment;
  1644. }
  1645. },
  1646. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1647. function:cards=>{
  1648. const searchTypeArray = [132];
  1649. return cards.filter(card=>{
  1650. const skill = getCardActiveSkill(card, searchTypeArray);
  1651. return skill;
  1652. }).sort((a,b)=>{
  1653. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1654. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1655. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1656. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1657. });
  1658. },
  1659. addition:card=>{
  1660. const searchTypeArray = [132];
  1661. const skill = getCardActiveSkill(card, searchTypeArray);
  1662. if (!skill) return;
  1663. const sk = skill.params;
  1664. let str = "👆";
  1665. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1666. if (sk[2]) str += `x${sk[2]/100}`;
  1667. str += `x${sk[0]}T`;
  1668. return str;
  1669. }
  1670. },
  1671. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1672. function:cards=>{
  1673. const searchTypeArray = [184];
  1674. return cards.filter(card=>{
  1675. const skill = getCardActiveSkill(card, searchTypeArray);
  1676. return skill;
  1677. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1678. },
  1679. addition:card=>{
  1680. const searchTypeArray = [184];
  1681. const skill = getCardActiveSkill(card, searchTypeArray);
  1682. if (!skill) return;
  1683. const sk = skill.params;
  1684. return `无↓×${sk[0]}T`;
  1685. }
  1686. },
  1687. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1688. function:cards=>{
  1689. const searchTypeArray = [160];
  1690. return cards.filter(card=>{
  1691. const skill = getCardActiveSkill(card, searchTypeArray);
  1692. return skill;
  1693. }).sort((a,b)=>{
  1694. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1695. return a_s.params[1] - b_s.params[1];
  1696. });
  1697. },
  1698. addition:card=>{
  1699. const searchTypeArray = [160];
  1700. const skill = getCardActiveSkill(card, searchTypeArray);
  1701. if (!skill) return;
  1702. const sk = skill.params;
  1703. return `+${sk[1]}C×${sk[0]}T`;
  1704. }
  1705. },
  1706. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1707. function:cards=>{
  1708. const searchTypeArray = [3,156];
  1709. return cards.filter(card=>{
  1710. const skill = getCardActiveSkill(card, searchTypeArray);
  1711. if (!skill) return false;
  1712. if (skill.type == 156)
  1713. return skill.params[4]==3;
  1714. else
  1715. return true;
  1716. }).sort((a,b)=>{
  1717. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1718. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1719. if (!sortNum)
  1720. {
  1721. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1722. sortNum = a_pC - b_pC;
  1723. }
  1724. return sortNum;
  1725. });
  1726. },
  1727. addition:card=>{
  1728. const searchTypeArray = [3,156];
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. if (!skill) return;
  1731. const sk = skill.params;
  1732. const fragment = document.createDocumentFragment();
  1733. if (skill.type == 156)
  1734. {
  1735. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1736. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1737. fragment.appendChild(creatAwokenList(awokenArr));
  1738. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1739. }else
  1740. {
  1741. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1742. }
  1743. return fragment;
  1744. }
  1745. },
  1746. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1747. function:cards=>{
  1748. const searchTypeArray = [3];
  1749. return cards.filter(card=>{
  1750. const skill = getCardActiveSkill(card, searchTypeArray);
  1751. return skill && skill.params[1]>=100;
  1752. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1753. },
  1754. addition:card=>{
  1755. const searchTypeArray = [3];
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. if (!skill) return;
  1758. const sk = skill.params;
  1759. return `无敌×${sk[0]}T`;
  1760. }
  1761. },
  1762. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1763. function:cards=>{
  1764. const searchTypeArray = [21];
  1765. return cards.filter(card=>{
  1766. const skill = getCardActiveSkill(card, searchTypeArray);
  1767. return skill;
  1768. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1769. },
  1770. addition:card=>{
  1771. const searchTypeArray = [21];
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. if (!skill) return;
  1774. const sk = skill.params;
  1775. const colors = [sk[1]];
  1776. const fragment = document.createDocumentFragment();
  1777. fragment.appendChild(document.createTextNode(`-`));
  1778. fragment.appendChild(createOrbsList(colors));
  1779. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1780. return fragment;
  1781. }
  1782. },
  1783. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1784. function:cards=>{
  1785. const searchTypeArray = [51];
  1786. return cards.filter(card=>{
  1787. const skill = getCardActiveSkill(card, searchTypeArray);
  1788. return skill;
  1789. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1790. },
  1791. addition:card=>{
  1792. const searchTypeArray = [51];
  1793. const skill = getCardActiveSkill(card, searchTypeArray);
  1794. if (!skill) return;
  1795. const sk = skill.params;
  1796. return `全体×${sk[0]}T`;
  1797. }
  1798. },
  1799. ]},
  1800. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1801. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1802. function:cards=>{
  1803. const searchTypeArray = [205];
  1804. return cards.filter(card=>{
  1805. const skill = getCardActiveSkill(card, searchTypeArray);
  1806. return skill;
  1807. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1808. },
  1809. addition:dropLock_Addition
  1810. },
  1811. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1812. function:cards=>{
  1813. const searchTypeArray = [205];
  1814. return cards.filter(card=>{
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. return skill && (skill.params[0] & 63) === 63;
  1817. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1818. },
  1819. addition:dropLock_Addition
  1820. },
  1821. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1822. function:cards=>{
  1823. const searchTypeArray = [180];
  1824. return cards.filter(card=>{
  1825. const skill = getCardActiveSkill(card, searchTypeArray);
  1826. return skill;
  1827. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1828. },
  1829. addition:card=>{
  1830. const searchTypeArray = [180];
  1831. const skill = getCardActiveSkill(card, searchTypeArray);
  1832. if (!skill) return;
  1833. const sk = skill.params;
  1834. return `${sk[1]}%×${sk[0]}T`;
  1835. }
  1836. },
  1837. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1838. function:cards=>cards.filter(card=>{
  1839. const searchTypeArray = [126];
  1840. const skill = getCardActiveSkill(card, searchTypeArray);
  1841. return skill;
  1842. }),
  1843. addition:dropOrb_Addition
  1844. },
  1845. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1846. function:cards=>cards.filter(card=>{
  1847. const searchTypeArray = [126];
  1848. const skill = getCardActiveSkill(card, searchTypeArray);
  1849. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1850. }),
  1851. addition:dropOrb_Addition
  1852. },
  1853. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1854. function:cards=>cards.filter(card=>{
  1855. const searchTypeArray = [126];
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. return skill && skill.params[1] >= 99;
  1858. }),
  1859. addition:dropOrb_Addition
  1860. },
  1861. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1862. function:cards=>cards.filter(card=>{
  1863. const searchTypeArray = [126];
  1864. const skill = getCardActiveSkill(card, searchTypeArray);
  1865. return skill && skill.params[3] == 100;
  1866. }),
  1867. addition:dropOrb_Addition
  1868. },
  1869. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1870. function:cards=>{
  1871. const searchTypeArray = [226];
  1872. return cards.filter(card=>{
  1873. const skill = getCardActiveSkill(card, searchTypeArray);
  1874. return skill;
  1875. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1876. },
  1877. addition:card=>{
  1878. const searchTypeArray = [226];
  1879. const skill = getCardActiveSkill(card, searchTypeArray);
  1880. if (!skill) return;
  1881. const sk = skill.params;
  1882. return `📌${sk[1]}%×${sk[0]}T`;
  1883. }
  1884. },
  1885. ]},
  1886. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1887. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1888. function:cards=>{
  1889. const searchTypeArray = [18];
  1890. return cards.filter(card=>{
  1891. const skill = getCardActiveSkill(card, searchTypeArray);
  1892. return skill;
  1893. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1894. },
  1895. addition:card=>{
  1896. const searchTypeArray = [18];
  1897. const skill = getCardActiveSkill(card, searchTypeArray);
  1898. if (!skill) return;
  1899. const sk = skill.params;
  1900. return document.createTextNode(`威吓×${sk[0]}T`);
  1901. }
  1902. },
  1903. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1904. function:cards=>{
  1905. const searchTypeArray = [19];
  1906. return cards.filter(card=>{
  1907. const skill = getCardActiveSkill(card, searchTypeArray);
  1908. return skill;
  1909. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1910. },
  1911. addition:card=>{
  1912. const searchTypeArray = [19];
  1913. const skill = getCardActiveSkill(card, searchTypeArray);
  1914. if (!skill) return;
  1915. const sk = skill.params;
  1916. return `破防${sk[1]}%`;
  1917. }
  1918. },
  1919. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1920. function:cards=>{
  1921. const searchTypeArray = [19];
  1922. return cards.filter(card=>{
  1923. const skill = getCardActiveSkill(card, searchTypeArray);
  1924. return skill && skill.params[1]>=100;
  1925. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1926. },
  1927. addition:card=>{
  1928. const searchTypeArray = [19];
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. if (!skill) return;
  1931. const sk = skill.params;
  1932. return `全破×${sk[0]}T`;
  1933. }
  1934. },
  1935. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1936. function:cards=>{
  1937. const searchTypeArray = [4];
  1938. return cards.filter(card=>{
  1939. const skill = getCardActiveSkill(card, searchTypeArray);
  1940. return skill;
  1941. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1942. },
  1943. addition:card=>{
  1944. const searchTypeArray = [4];
  1945. const skill = getCardActiveSkill(card, searchTypeArray);
  1946. if (!skill) return;
  1947. const sk = skill.params;
  1948. return `攻击力×${sk[0]/100}倍`;
  1949. }
  1950. },
  1951. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1952. function:cards=>{
  1953. return cards.filter(card=>{
  1954. return changeEnemiesAttr_Attr(card).attr != null;
  1955. }).sort((a,b)=>{
  1956. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1957. return a_pC.attr - b_pC.attr;
  1958. })
  1959. },
  1960. addition:card=>{
  1961. let change = changeEnemiesAttr_Attr(card);
  1962. const fragment = document.createDocumentFragment();
  1963. fragment.appendChild(document.createTextNode(`敌→`));
  1964. fragment.appendChild(createOrbsList(change.attr));
  1965. if (change.turns > 0)
  1966. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1967. return fragment;
  1968. }
  1969. },
  1970. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1971. function:cards=>{
  1972. const searchTypeArray = [60];
  1973. return cards.filter(card=>{
  1974. const skill = getCardActiveSkill(card, searchTypeArray);
  1975. return skill;
  1976. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1977. },
  1978. addition:card=>{
  1979. const searchTypeArray = [60];
  1980. const skill = getCardActiveSkill(card, searchTypeArray);
  1981. if (!skill) return;
  1982. const sk = skill.params;
  1983. const fragment = document.createDocumentFragment();
  1984. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1985. fragment.appendChild(createOrbsList(sk[2]));
  1986. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1987. return fragment;
  1988. }
  1989. },
  1990. ]},
  1991. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1992. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1993. function:cards=>{
  1994. const searchTypeArray = [146];
  1995. return cards.filter(card=>{
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. return skill;
  1998. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1999. },
  2000. addition:card=>{
  2001. const searchTypeArray = [146];
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. if (!skill) return;
  2004. const sk = skill.params;
  2005. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2006. }
  2007. },
  2008. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  2009. function:cards=>{
  2010. const searchTypeArray = [218];
  2011. return cards.filter(card=>{
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. return skill;
  2014. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2015. },
  2016. addition:card=>{
  2017. const searchTypeArray = [218];
  2018. const skill = getCardActiveSkill(card, searchTypeArray);
  2019. if (!skill) return;
  2020. const sk = skill.params;
  2021. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2022. }
  2023. },
  2024. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2025. function:cards=>cards.filter(card=>{
  2026. const searchTypeArray = [93, 227];
  2027. const skill = getCardActiveSkill(card, searchTypeArray);
  2028. return skill;
  2029. }),
  2030. addition:card=>{
  2031. const searchTypeArray = [93, 227];
  2032. const skill = getCardActiveSkill(card, searchTypeArray);
  2033. if (!skill) return;
  2034. return skill.type == 93 ? '换自身' : '换最后队员';
  2035. }
  2036. },
  2037. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2038. function:cards=>{
  2039. function getIncreaseDamageCap(skill)
  2040. {
  2041. let cap = 0;
  2042. switch (skill.type) {
  2043. case 241:
  2044. cap = skill.params[1];
  2045. break;
  2046. case 246:
  2047. cap = skill.params[2];
  2048. break;
  2049. case 247:
  2050. cap = skill.params[3];
  2051. break;
  2052. }
  2053. return cap;
  2054. }
  2055. const searchTypeArray = [241, 246, 247];
  2056. return cards.filter(card=>{
  2057. const skill = getCardActiveSkill(card, searchTypeArray);
  2058. return skill;
  2059. }).sort((a,b)=>{
  2060. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  2061. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  2062. return a_pC - b_pC;
  2063. });
  2064. },
  2065. addition:card=>{
  2066. const searchTypeArray = [241, 246, 247];
  2067. const skill = getCardActiveSkill(card, searchTypeArray);
  2068. if (!skill) return;
  2069. const sk = skill.params;
  2070. let cap;
  2071. switch (skill.type) {
  2072. case 241:
  2073. cap = sk[1];
  2074. break;
  2075. case 246:
  2076. cap = sk[2];
  2077. break;
  2078. case 247:
  2079. cap = sk[3];
  2080. break;
  2081. }
  2082. if (skill.type == 241) {
  2083. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  2084. } else {
  2085. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  2086. }
  2087. }
  2088. },
  2089. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2090. function:cards=>{
  2091. const searchTypeArray = [230];
  2092. return cards.filter(card=>{
  2093. const skill = getCardActiveSkill(card, searchTypeArray);
  2094. return skill;
  2095. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2096. },
  2097. addition:memberATK_Addition
  2098. },
  2099. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  2100. function:cards=>{
  2101. const searchTypeArray = [230];
  2102. return cards.filter(card=>{
  2103. const skill = getCardActiveSkill(card, searchTypeArray);
  2104. return skill && Boolean(skill.params[1] & 1<<0);
  2105. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2106. },
  2107. addition:memberATK_Addition
  2108. },
  2109. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  2110. function:cards=>{
  2111. const searchTypeArray = [230];
  2112. return cards.filter(card=>{
  2113. const skill = getCardActiveSkill(card, searchTypeArray);
  2114. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2115. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2116. },
  2117. addition:memberATK_Addition
  2118. },
  2119. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  2120. function:cards=>{
  2121. const searchTypeArray = [230];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. return skill && Boolean(skill.params[1] & 1<<3);
  2125. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2126. },
  2127. addition:memberATK_Addition
  2128. },
  2129. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  2130. function:cards=>{
  2131. const searchTypeArray = [142];
  2132. return cards.filter(card=>{
  2133. const skill = getCardActiveSkill(card, searchTypeArray);
  2134. return skill;
  2135. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2136. },
  2137. addition:card=>{
  2138. const searchTypeArray = [142];
  2139. const skill = getCardActiveSkill(card, searchTypeArray);
  2140. if (!skill) return;
  2141. const sk = skill.params;
  2142. const fragment = document.createDocumentFragment();
  2143. fragment.appendChild(document.createTextNode(`自→`));
  2144. fragment.appendChild(createOrbsList(sk[1]));
  2145. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2146. return fragment;
  2147. }
  2148. },
  2149. ]},
  2150. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2151. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2152. function:cards=>{
  2153. const searchTypeArray = [179];
  2154. return cards.filter(card=>{
  2155. const skill = getCardActiveSkill(card, searchTypeArray);
  2156. return skill;
  2157. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2158. },
  2159. addition:card=>{
  2160. const searchTypeArray = [179];
  2161. const skill = getCardActiveSkill(card, searchTypeArray);
  2162. if (!skill) return;
  2163. const sk = skill.params;
  2164. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2165. }
  2166. },
  2167. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2168. function:cards=>{
  2169. return cards.filter(card=>{
  2170. const heal = healImmediately_Rate(card);
  2171. return Object.values(heal).some(v=>v);
  2172. })
  2173. .sort((a,b)=>{
  2174. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2175. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2176. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2177. let sortNum = a_i - b_i;
  2178. if (!sortNum)
  2179. {
  2180. sortNum = a_vs[a_i] - b_vs[b_i];
  2181. }
  2182. return sortNum;
  2183. });
  2184. },
  2185. addition:card=>{
  2186. const heal = healImmediately_Rate(card);
  2187. let strArr = [];
  2188. if (heal.scale)
  2189. strArr.push(`${heal.scale}%最大HP`);
  2190. if (heal.const)
  2191. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2192. if (heal.selfRcv)
  2193. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2194. if (heal.vampire)
  2195. strArr.push(`${heal.vampire}%伤害`);
  2196. return strArr.join(',');
  2197. }
  2198. },
  2199. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2200. function:cards=>{
  2201. const searchTypeArray = [237];
  2202. return cards.filter(card=>{
  2203. const skill = getCardActiveSkill(card, searchTypeArray);
  2204. return skill;
  2205. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2206. },
  2207. addition:card=>{
  2208. const searchTypeArray = [237];
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. if (!skill) return;
  2211. const sk = skill.params;
  2212. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2213. }
  2214. },
  2215. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2216. function:cards=>{
  2217. return cards.filter(card=>damageSelf_Rate(card)>0)
  2218. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2219. },
  2220. addition:card=>{
  2221. let rate = damageSelf_Rate(card);
  2222. if (rate < 100)
  2223. return `减少${rate}%`;
  2224. else
  2225. return `减少到1`;
  2226. }
  2227. },
  2228. ]},
  2229. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2230. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2231. function:cards=>{
  2232. const searchTypeArray = [6, 161];
  2233. return cards.filter(card=>{
  2234. const skill = getCardActiveSkill(card, searchTypeArray);
  2235. return skill;
  2236. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2237. },
  2238. addition: gravity_Addition
  2239. },
  2240. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2241. function:cards=>{
  2242. const searchTypeArray = [6];
  2243. return cards.filter(card=>{
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. return skill;
  2246. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2247. },
  2248. addition: gravity_Addition
  2249. },
  2250. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2251. function:cards=>{
  2252. const searchTypeArray = [161];
  2253. return cards.filter(card=>{
  2254. const skill = getCardActiveSkill(card, searchTypeArray);
  2255. return skill;
  2256. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2257. },
  2258. addition: gravity_Addition
  2259. },
  2260. ]},
  2261. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2262. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2263. function:cards=>{
  2264. const searchTypeArray = [55,188,56];
  2265. return cards.filter(card=>{
  2266. const skill = getCardActiveSkill(card, searchTypeArray);
  2267. return skill;
  2268. }).sort((a,b)=>{
  2269. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2270. 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);
  2271. return a_pC - b_pC;
  2272. });
  2273. },
  2274. addition:dixedDamage_Addition
  2275. },
  2276. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2277. function:cards=>{
  2278. const searchTypeArray = [55,188];
  2279. return cards.filter(card=>{
  2280. const skill = getCardActiveSkill(card, searchTypeArray);
  2281. return skill;
  2282. }).sort((a,b)=>{
  2283. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2284. 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);
  2285. return a_pC - b_pC;
  2286. });
  2287. },
  2288. addition:dixedDamage_Addition
  2289. },
  2290. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2291. function:cards=>{
  2292. const searchTypeArray = [56];
  2293. return cards.filter(card=>{
  2294. const skill = getCardActiveSkill(card, searchTypeArray);
  2295. return skill;
  2296. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2297. },
  2298. addition:dixedDamage_Addition
  2299. },
  2300. ]},
  2301. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  2302. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2303. function:cards=>cards.filter(card=>{
  2304. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2305. function isSingle(skill)
  2306. {
  2307. if (skill.type == 110)
  2308. return Boolean(skill.params[0]);
  2309. else if (skill.type == 144)
  2310. return Boolean(skill.params[2]);
  2311. else
  2312. return true;
  2313. }
  2314. const skill = getCardActiveSkill(card, searchTypeArray);
  2315. return skill && isSingle(skill);
  2316. }),
  2317. addition: numericalATK_Addition
  2318. },
  2319. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2320. function:cards=>cards.filter(card=>{
  2321. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2322. function isAll(skill)
  2323. {
  2324. if (skill.type == 110)
  2325. return !Boolean(skill.params[0]);
  2326. else if (skill.type == 144)
  2327. return !Boolean(skill.params[2]);
  2328. else
  2329. return true;
  2330. }
  2331. const skill = getCardActiveSkill(card, searchTypeArray);
  2332. return skill && skill.id!=0 && isAll(skill);
  2333. }),
  2334. addition: numericalATK_Addition
  2335. },
  2336. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  2337. function:cards=>cards.filter(card=>{
  2338. const searchTypeArray = [42];
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. return skill;
  2341. })
  2342. },
  2343. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  2344. function:cards=>cards.filter(card=>{
  2345. const searchTypeArray = [2,35];
  2346. const skill = getCardActiveSkill(card, searchTypeArray);
  2347. return skill;
  2348. })
  2349. },
  2350. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  2351. function:cards=>cards.filter(card=>{
  2352. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2353. const skill = getCardActiveSkill(card, searchTypeArray);
  2354. return skill && skill.id!=0;
  2355. }).sort((a,b)=>{
  2356. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2357. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2358. function getNumber(skill)
  2359. {
  2360. const sk = skill.params;
  2361. switch(skill.type)
  2362. {
  2363. case 0:
  2364. case 37:
  2365. case 58:
  2366. case 59:
  2367. case 84:
  2368. case 85:
  2369. case 115:
  2370. return sk[1];
  2371. case 2:
  2372. case 35:
  2373. return sk[0];
  2374. default:
  2375. return 0;
  2376. }
  2377. }
  2378. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2379. return a_pC - b_pC;
  2380. }),
  2381. addition: numericalATK_Addition
  2382. },
  2383. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  2384. function:cards=>cards.filter(card=>{
  2385. const searchTypeArray = [1,42,86,87];
  2386. const skill = getCardActiveSkill(card, searchTypeArray);
  2387. return skill;
  2388. }).sort((a,b)=>{
  2389. const searchTypeArray = [1,42,86,87];
  2390. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2391. function getNumber(skill)
  2392. {
  2393. const sk = skill.params;
  2394. switch(skill.type)
  2395. {
  2396. case 1:
  2397. case 86:
  2398. case 87:
  2399. return sk[1];
  2400. case 42:
  2401. return sk[2];
  2402. default:
  2403. return 0;
  2404. }
  2405. }
  2406. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2407. return a_pC - b_pC;
  2408. }),
  2409. addition: numericalATK_Addition
  2410. },
  2411. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  2412. function:cards=>{
  2413. const searchTypeArray = [110];
  2414. return cards.filter(card=>{
  2415. const skill = getCardActiveSkill(card, searchTypeArray);
  2416. return skill;
  2417. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2418. },
  2419. addition: numericalATK_Addition
  2420. },
  2421. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  2422. function:cards=>{
  2423. const searchTypeArray = [143];
  2424. return cards.filter(card=>{
  2425. const skill = getCardActiveSkill(card, searchTypeArray);
  2426. return skill;
  2427. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2428. },
  2429. addition: numericalATK_Addition
  2430. },
  2431. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  2432. function:cards=>{
  2433. const searchTypeArray = [144];
  2434. return cards.filter(card=>{
  2435. const skill = getCardActiveSkill(card, searchTypeArray);
  2436. return skill;
  2437. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2438. },
  2439. addition: numericalATK_Addition
  2440. },
  2441. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2442. function:cards=>cards.filter(card=>{
  2443. const searchTypeArray = [35,115];
  2444. const skill = getCardActiveSkill(card, searchTypeArray);
  2445. return skill;
  2446. })
  2447. },
  2448. ]},
  2449. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2450. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2451. function:cards=>cards.filter(card=>{
  2452. const searchTypeArray = [10];
  2453. const skill = getCardActiveSkill(card, searchTypeArray);
  2454. return skill;
  2455. })
  2456. },
  2457. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2458. function:cards=>{
  2459. const searchTypeArray = [207];
  2460. return cards.filter(card=>{
  2461. const skill = getCardActiveSkill(card, searchTypeArray);
  2462. return skill;
  2463. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2464. },
  2465. addition:card=>{
  2466. const searchTypeArray = [207];
  2467. const skill = getCardActiveSkill(card, searchTypeArray);
  2468. if (!skill) return;
  2469. const sk = skill.params;
  2470. if (sk[7])
  2471. return `${sk[7]}个×${sk[0]}T`;
  2472. else
  2473. return `特殊形状×${sk[0]}T`;
  2474. }
  2475. },
  2476. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2477. function:cards=>{
  2478. const searchTypeArray = [238];
  2479. return cards.filter(card=>{
  2480. const skill = getCardActiveSkill(card, searchTypeArray);
  2481. return skill;
  2482. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2483. },
  2484. addition:card=>{
  2485. const searchTypeArray = [238];
  2486. const skill = getCardActiveSkill(card, searchTypeArray);
  2487. if (!skill) return;
  2488. const sk = skill.params;
  2489. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2490. }
  2491. },
  2492. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2493. function:cards=>{
  2494. const searchTypeArray = [239];
  2495. return cards.filter(card=>{
  2496. const skill = getCardActiveSkill(card, searchTypeArray);
  2497. return skill;
  2498. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2499. },
  2500. addition:card=>{
  2501. const searchTypeArray = [239];
  2502. const skill = getCardActiveSkill(card, searchTypeArray);
  2503. if (!skill) return;
  2504. const sk = skill.params;
  2505. const colums = flags(sk[1]), rows = flags(sk[2]);
  2506. const fragment = document.createDocumentFragment();
  2507. if (colums.length)
  2508. fragment.append(`${colums.length}竖`);
  2509. if (rows.length)
  2510. fragment.append(`${rows.length}横`);
  2511. fragment.append(`×${sk[0]}T`);
  2512. return fragment;
  2513. }
  2514. },
  2515. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2516. function:cards=>{
  2517. const searchTypeArray = [244];
  2518. return cards.filter(card=>{
  2519. const skill = getCardActiveSkill(card, searchTypeArray);
  2520. return skill;
  2521. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2522. },
  2523. addition:card=>{
  2524. const searchTypeArray = [244];
  2525. const skill = getCardActiveSkill(card, searchTypeArray);
  2526. if (!skill) return;
  2527. const sk = skill.params;
  2528. if (sk[1])
  2529. return `[7×6]×${sk[0]}T`;
  2530. else
  2531. return `[6×5]×${sk[0]}T`;
  2532. }
  2533. },
  2534. ]},
  2535. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2536. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2537. function:cards=>cards.filter(card=>{
  2538. const searchTypeArray = [172];
  2539. const skill = getCardActiveSkill(card, searchTypeArray);
  2540. return skill;
  2541. })
  2542. },
  2543. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2544. function:cards=>cards.filter(card=>{
  2545. const searchTypeArray = [152];
  2546. const skill = getCardActiveSkill(card, searchTypeArray);
  2547. return skill;
  2548. }),
  2549. addition:lock_Addition
  2550. },
  2551. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2552. function:cards=>cards.filter(card=>{
  2553. const searchTypeArray = [152];
  2554. const skill = getCardActiveSkill(card, searchTypeArray);
  2555. return skill && (skill.params[0] & 63) === 63;
  2556. }),
  2557. addition:lock_Addition
  2558. },
  2559. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2560. function:cards=>{
  2561. const searchTypeArray = [52,91,140];
  2562. return cards.filter(card=>{
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return skill;
  2565. });
  2566. },
  2567. addition:card=>{
  2568. const searchTypeArray = [52,91,140];
  2569. const skill = getCardActiveSkill(card, searchTypeArray);
  2570. if (!skill) return;
  2571. const sk = skill.params;
  2572. let attrs = [];
  2573. switch (skill.type)
  2574. {
  2575. case 52:{
  2576. attrs.push(sk[0]); break;
  2577. }
  2578. case 91:{
  2579. attrs = sk.slice(0,-1); break;
  2580. }
  2581. case 140:{
  2582. attrs = flags(sk[0]); break;
  2583. }
  2584. }
  2585. const fragment = document.createDocumentFragment();
  2586. fragment.appendChild(document.createTextNode(`强化`));
  2587. fragment.appendChild(createOrbsList(attrs));
  2588. return fragment;
  2589. }
  2590. },
  2591. ]},
  2592. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2593. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2594. function:cards=>cards.filter(card=>{
  2595. const searchTypeArray = [71];
  2596. const skill = getCardActiveSkill(card, searchTypeArray);
  2597. return skill;
  2598. }),
  2599. addition:boardChange_Addition
  2600. },
  2601. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2602. function:cards=>cards.filter(card=>{
  2603. const searchTypeArray = [71];
  2604. const skill = getCardActiveSkill(card, searchTypeArray);
  2605. return boardChange_ColorTypes(skill).length == 1;
  2606. }),
  2607. addition:boardChange_Addition
  2608. },
  2609. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2610. function:cards=>cards.filter(card=>{
  2611. const searchTypeArray = [71];
  2612. const skill = getCardActiveSkill(card, searchTypeArray);
  2613. return boardChange_ColorTypes(skill).length == 2;
  2614. }),
  2615. addition:boardChange_Addition
  2616. },
  2617. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2618. function:cards=>cards.filter(card=>{
  2619. const searchTypeArray = [71];
  2620. const skill = getCardActiveSkill(card, searchTypeArray);
  2621. return boardChange_ColorTypes(skill).length == 3;
  2622. }),
  2623. addition:boardChange_Addition
  2624. },
  2625. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2626. function:cards=>cards.filter(card=>{
  2627. const searchTypeArray = [71];
  2628. const skill = getCardActiveSkill(card, searchTypeArray);
  2629. return boardChange_ColorTypes(skill).length == 4;
  2630. }),
  2631. addition:boardChange_Addition
  2632. },
  2633. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2634. function:cards=>cards.filter(card=>{
  2635. const searchTypeArray = [71];
  2636. const skill = getCardActiveSkill(card, searchTypeArray);
  2637. return boardChange_ColorTypes(skill).length == 5;
  2638. }),
  2639. addition:boardChange_Addition
  2640. },
  2641. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2642. function:cards=>cards.filter(card=>{
  2643. const searchTypeArray = [71];
  2644. const skill = getCardActiveSkill(card, searchTypeArray);
  2645. return boardChange_ColorTypes(skill).length >= 6;
  2646. }),
  2647. addition:boardChange_Addition
  2648. },
  2649. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2650. function:cards=>cards.filter(card=>{
  2651. const searchTypeArray = [71];
  2652. const skill = getCardActiveSkill(card, searchTypeArray);
  2653. return boardChange_ColorTypes(skill).includes(0);
  2654. }),
  2655. addition:boardChange_Addition
  2656. },
  2657. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2658. function:cards=>cards.filter(card=>{
  2659. const searchTypeArray = [71];
  2660. const skill = getCardActiveSkill(card, searchTypeArray);
  2661. return boardChange_ColorTypes(skill).includes(1);
  2662. }),
  2663. addition:boardChange_Addition
  2664. },
  2665. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2666. function:cards=>cards.filter(card=>{
  2667. const searchTypeArray = [71];
  2668. const skill = getCardActiveSkill(card, searchTypeArray);
  2669. return boardChange_ColorTypes(skill).includes(2);
  2670. }),
  2671. addition:boardChange_Addition
  2672. },
  2673. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2674. function:cards=>cards.filter(card=>{
  2675. const searchTypeArray = [71];
  2676. const skill = getCardActiveSkill(card, searchTypeArray);
  2677. return boardChange_ColorTypes(skill).includes(3);
  2678. }),
  2679. addition:boardChange_Addition
  2680. },
  2681. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2682. function:cards=>cards.filter(card=>{
  2683. const searchTypeArray = [71];
  2684. const skill = getCardActiveSkill(card, searchTypeArray);
  2685. return boardChange_ColorTypes(skill).includes(4);
  2686. }),
  2687. addition:boardChange_Addition
  2688. },
  2689. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2690. function:cards=>cards.filter(card=>{
  2691. const searchTypeArray = [71];
  2692. const skill = getCardActiveSkill(card, searchTypeArray);
  2693. return boardChange_ColorTypes(skill).includes(5);
  2694. }),
  2695. addition:boardChange_Addition
  2696. },
  2697. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2698. function:cards=>cards.filter(card=>{
  2699. const searchTypeArray = [71];
  2700. const skill = getCardActiveSkill(card, searchTypeArray);
  2701. const colors = boardChange_ColorTypes(skill);
  2702. return colors.includes(6)
  2703. || colors.includes(7)
  2704. || colors.includes(8)
  2705. || colors.includes(9);
  2706. }),
  2707. addition:boardChange_Addition
  2708. },
  2709. ]},
  2710. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2711. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  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(0));
  2718. }),
  2719. addition:changeOrbs_Addition
  2720. },
  2721. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  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(1));
  2728. }),
  2729. addition:changeOrbs_Addition
  2730. },
  2731. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  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(2));
  2738. }),
  2739. addition:changeOrbs_Addition
  2740. },
  2741. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  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(3));
  2748. }),
  2749. addition:changeOrbs_Addition
  2750. },
  2751. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  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(4));
  2758. }),
  2759. addition:changeOrbs_Addition
  2760. },
  2761. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  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(5));
  2768. }),
  2769. addition:changeOrbs_Addition
  2770. },
  2771. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  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.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2778. }),
  2779. addition:changeOrbs_Addition
  2780. },
  2781. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  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(0));
  2788. }),
  2789. addition:changeOrbs_Addition
  2790. },
  2791. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  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(1));
  2798. }),
  2799. addition:changeOrbs_Addition
  2800. },
  2801. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  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(2));
  2808. }),
  2809. addition:changeOrbs_Addition
  2810. },
  2811. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  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(3));
  2818. }),
  2819. addition:changeOrbs_Addition
  2820. },
  2821. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  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(4));
  2828. }),
  2829. addition:changeOrbs_Addition
  2830. },
  2831. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  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(5));
  2838. }),
  2839. addition:changeOrbs_Addition
  2840. },
  2841. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2842. function:cards=>cards.filter(card=>{
  2843. const searchTypeArray = [9,20,154];
  2844. const skills = getCardActiveSkills(card, searchTypeArray);
  2845. if (!skills.length) return false;
  2846. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2847. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2848. }),
  2849. addition:changeOrbs_Addition
  2850. },
  2851. ]},
  2852. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2853. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2854. function:cards=>cards.filter(card=>{
  2855. function is30(sk)
  2856. {
  2857. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2858. }
  2859. const searchTypeArray = [141];
  2860. const skill = getCardActiveSkill(card, searchTypeArray);
  2861. return skill && is30(skill.params);
  2862. }),
  2863. addition:generateOrbs_Addition
  2864. },
  2865. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2866. function:cards=>cards.filter(card=>{
  2867. function is1515(sk)
  2868. {
  2869. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2870. }
  2871. const searchTypeArray = [141];
  2872. const skill = getCardActiveSkill(card, searchTypeArray);
  2873. return skill && is1515(skill.params);
  2874. }),
  2875. addition:generateOrbs_Addition
  2876. },
  2877. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2878. function:cards=>cards.filter(card=>{
  2879. const gens = generateOrbsParse(card);
  2880. return gens.some(gen=>gen.to.includes(0));
  2881. }),
  2882. addition:generateOrbs_Addition
  2883. },
  2884. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2885. function:cards=>cards.filter(card=>{
  2886. const gens = generateOrbsParse(card);
  2887. return gens.some(gen=>gen.to.includes(1));
  2888. }),
  2889. addition:generateOrbs_Addition
  2890. },
  2891. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2892. function:cards=>cards.filter(card=>{
  2893. const gens = generateOrbsParse(card);
  2894. return gens.some(gen=>gen.to.includes(2));
  2895. }),
  2896. addition:generateOrbs_Addition
  2897. },
  2898. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2899. function:cards=>cards.filter(card=>{
  2900. const gens = generateOrbsParse(card);
  2901. return gens.some(gen=>gen.to.includes(3));
  2902. }),
  2903. addition:generateOrbs_Addition
  2904. },
  2905. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2906. function:cards=>cards.filter(card=>{
  2907. const gens = generateOrbsParse(card);
  2908. return gens.some(gen=>gen.to.includes(4));
  2909. }),
  2910. addition:generateOrbs_Addition
  2911. },
  2912. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2913. function:cards=>cards.filter(card=>{
  2914. const gens = generateOrbsParse(card);
  2915. return gens.some(gen=>gen.to.includes(5));
  2916. }),
  2917. addition:generateOrbs_Addition
  2918. },
  2919. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2920. function:cards=>cards.filter(card=>{
  2921. const gens = generateOrbsParse(card);
  2922. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2923. }),
  2924. addition:generateOrbs_Addition
  2925. },
  2926. ]},
  2927. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  2928. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2929. function:cards=>cards.filter(card=>{
  2930. const searchTypeArray = [176];
  2931. const skill = getCardActiveSkill(card, searchTypeArray);
  2932. return skill;
  2933. })
  2934. },
  2935. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2936. function:cards=>cards.filter(card=>{
  2937. function is3x3(sk)
  2938. {
  2939. for (let si=0;si<3;si++)
  2940. {
  2941. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2942. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2943. (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)
  2944. (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)
  2945. )
  2946. return true;
  2947. }
  2948. return false;
  2949. }
  2950. const searchTypeArray = [176];
  2951. const skill = getCardActiveSkill(card, searchTypeArray);
  2952. return skill && is3x3(skill.params);
  2953. }),
  2954. addition:card=>{
  2955. const searchTypeArray = [176];
  2956. const skill = getCardActiveSkill(card, searchTypeArray);
  2957. if (!skill) return;
  2958. const sk = skill.params;
  2959. const fragment = document.createDocumentFragment();
  2960. fragment.appendChild(document.createTextNode(`3×3`));
  2961. fragment.appendChild(createOrbsList(sk[5]));
  2962. return fragment;
  2963. }
  2964. },
  2965. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2966. function:cards=>cards.filter(card=>{
  2967. const searchTypeArray = [127];
  2968. const skill = getCardActiveSkill(card, searchTypeArray);
  2969. return skill;
  2970. }),
  2971. addition:generateColumnOrbs_Addition
  2972. },
  2973. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2974. function:cards=>cards.filter(card=>{
  2975. function isHeart(sk)
  2976. {
  2977. for (let i=1;i<sk.length;i+=2)
  2978. {
  2979. if (sk[i] & 32)
  2980. {
  2981. return true;
  2982. }
  2983. }
  2984. }
  2985. const searchTypeArray = [127];
  2986. const skill = getCardActiveSkill(card, searchTypeArray);
  2987. return skill && isHeart(skill.params);
  2988. }),
  2989. addition:generateColumnOrbs_Addition
  2990. },
  2991. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2992. function:cards=>cards.filter(card=>{
  2993. const searchTypeArray = [128];
  2994. const skill = getCardActiveSkill(card, searchTypeArray);
  2995. return skill;
  2996. }),
  2997. addition:generateRowOrbs_Addition
  2998. },
  2999. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3000. function:cards=>cards.filter(card=>{
  3001. const searchTypeArray = [128];
  3002. const skill = getCardActiveSkill(card, searchTypeArray);
  3003. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3004. }),
  3005. addition:generateRowOrbs_Addition
  3006. },
  3007. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3008. function:cards=>cards.filter(card=>{
  3009. const searchTypeArray = [128];
  3010. const skill = getCardActiveSkill(card, searchTypeArray);
  3011. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3012. }),
  3013. addition:generateRowOrbs_Addition
  3014. },
  3015. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3016. function:cards=>cards.filter(card=>{
  3017. const searchTypeArray = [128];
  3018. const skill = getCardActiveSkill(card, searchTypeArray);
  3019. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3020. }),
  3021. addition:generateRowOrbs_Addition
  3022. },
  3023. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3024. function:cards=>cards.filter(card=>{
  3025. const searchTypeArray = [128,71,176];
  3026. function isRow(skill)
  3027. {
  3028. const sk = skill.params;
  3029. if (skill.type === 128) //普通横
  3030. {return true;}
  3031. else if (skill.type === 71) //花火
  3032. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3033. else if (skill.type === 176) //特殊形状
  3034. {
  3035. for (let si=0;si<5;si++)
  3036. {
  3037. if ((sk[si] & 63) === 63)
  3038. return true;
  3039. }
  3040. }
  3041. return false;
  3042. }
  3043. const skill = getCardActiveSkill(card, searchTypeArray);
  3044. return skill && isRow(skill);
  3045. })
  3046. },
  3047. ]},
  3048. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3049. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3050. function:cards=>cards.filter(card=>{
  3051. if (card.activeSkillId == 0) return false;
  3052. const skill = Skills[card.activeSkillId];
  3053. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3054. })
  3055. },
  3056. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  3057. function:cards=>cards.filter(card=>{
  3058. if (card.activeSkillId == 0) return false;
  3059. const skill = Skills[card.activeSkillId];
  3060. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3061. let realCD = minCD;
  3062. const searchTypeArray = [14];
  3063. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3064. if (subSkill)
  3065. {
  3066. realCD -= subSkill.params[0] * 3;
  3067. }
  3068. return minCD > 1 && realCD <= 4;
  3069. })
  3070. },
  3071. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  3072. function:cards=>{
  3073. const searchTypeArray = [5, 246, 247];
  3074. return cards.filter(card=>{
  3075. const skill = getCardActiveSkill(card, searchTypeArray);
  3076. return skill;
  3077. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3078. },
  3079. addition:card=>{
  3080. const searchTypeArray = [5, 246, 247];
  3081. const skill = getCardActiveSkill(card, searchTypeArray);
  3082. const value = skill.params[0];
  3083. return `时停${value}s`;
  3084. }
  3085. },
  3086. {
  3087. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3088. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3089. },
  3090. {
  3091. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3092. function:cards=>cards.filter(card=>{
  3093. let skType = Skills[card.activeSkillId].type;
  3094. return skType == 232 || skType == 233;
  3095. })
  3096. },
  3097. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3098. function:cards=>cards.filter(card=>{
  3099. const searchTypeArray = [225];
  3100. const skill = getCardActiveSkill(card, searchTypeArray);
  3101. return skill;
  3102. }),
  3103. addition:card=>{
  3104. const searchTypeArray = [225];
  3105. const skill = getCardActiveSkill(card, searchTypeArray);
  3106. if (!skill) return;
  3107. const sk = skill.params;
  3108. let strArr = [];
  3109. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3110. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3111. return `HP ${strArr.join(" ")}`;
  3112. }
  3113. },
  3114. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3115. function:cards=>cards.filter(card=>{
  3116. const searchTypeArray = [234];
  3117. const skill = getCardActiveSkill(card, searchTypeArray);
  3118. return skill;
  3119. }),
  3120. addition:card=>{
  3121. const searchTypeArray = [234];
  3122. const skill = getCardActiveSkill(card, searchTypeArray);
  3123. if (!skill) return;
  3124. const sk = skill.params;
  3125. let strArr = [];
  3126. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3127. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3128. return `层 ${strArr.join(" ")}`;
  3129. }
  3130. },
  3131. ]},
  3132. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3133. ]},
  3134. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3135. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3136. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3137. },
  3138. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3139. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3140. },
  3141. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3142. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3143. },
  3144. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3145. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3146. },
  3147. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3148. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3149. },
  3150. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3151. function:cards=>cards.filter(card=>{
  3152. const searchTypeArray = [151,209];
  3153. const skill = getCardLeaderSkill(card, searchTypeArray);
  3154. return skill;
  3155. })
  3156. },
  3157. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3158. function:cards=>cards.filter(card=>{
  3159. const searchTypeArray = [157];
  3160. const skill = getCardLeaderSkill(card, searchTypeArray);
  3161. return skill;
  3162. })
  3163. },
  3164. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3165. function:cards=>cards.filter(card=>{
  3166. const searchTypeArray = [177];
  3167. const skill = getCardLeaderSkill(card, searchTypeArray);
  3168. return skill?.params[5];
  3169. })
  3170. },
  3171. ]},
  3172. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3173. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3174. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3175. },
  3176. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3177. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3178. },
  3179. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3180. function:cards=>cards.filter(card=>{
  3181. const searchTypeArray = [162,186];
  3182. const skill = getCardLeaderSkill(card, searchTypeArray);
  3183. return skill;
  3184. })
  3185. },
  3186. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3187. function:cards=>cards.filter(card=>{
  3188. const searchTypeArray = [163,177];
  3189. const skill = getCardLeaderSkill(card, searchTypeArray);
  3190. return skill;
  3191. })
  3192. },
  3193. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3194. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3195. },
  3196. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3197. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3198. },
  3199. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3200. function:cards=>{
  3201. const searchTypeArray = [158];
  3202. return cards.filter(card=>{
  3203. const skill = getCardLeaderSkill(card, searchTypeArray);
  3204. return skill;
  3205. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3206. },
  3207. addition:card=>{
  3208. const searchTypeArray = [158];
  3209. const skill = getCardLeaderSkill(card, searchTypeArray);
  3210. const value = skill.params[0];
  3211. return `≥${value}珠`;
  3212. }
  3213. },
  3214. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3215. function:cards=>cards.filter(card=>{
  3216. const searchTypeArray = [125];
  3217. const skill = getCardLeaderSkill(card, searchTypeArray);
  3218. return skill;
  3219. }),
  3220. addition:card=>{
  3221. const searchTypeArray = [125];
  3222. const skill = getCardLeaderSkill(card, searchTypeArray);
  3223. if (!skill) return;
  3224. const sk = skill.params;
  3225. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3226. }
  3227. },
  3228. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3229. function:cards=>cards.filter(card=>{
  3230. const searchTypeArray = [175];
  3231. const skill = getCardLeaderSkill(card, searchTypeArray);
  3232. return skill;
  3233. }),
  3234. addition:card=>{
  3235. const searchTypeArray = [175];
  3236. const skill = getCardLeaderSkill(card, searchTypeArray);
  3237. if (!skill) return;
  3238. const sk = skill.params;
  3239. return `合作:${sk[0]}`;
  3240. }
  3241. },
  3242. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3243. function:cards=>cards.filter(card=>{
  3244. const searchTypeArray = [203];
  3245. const skill = getCardLeaderSkill(card, searchTypeArray);
  3246. return skill;
  3247. })
  3248. },
  3249. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3250. function:cards=>cards.filter(card=>{
  3251. const searchTypeArray = [229];
  3252. const skill = getCardLeaderSkill(card, searchTypeArray);
  3253. return skill;
  3254. }),
  3255. addition:card=>{
  3256. const searchTypeArray = [229];
  3257. const skill = getCardLeaderSkill(card, searchTypeArray);
  3258. if (!skill) return;
  3259. const sk = skill.params;
  3260. const attrs = flags(sk[0]), types = flags(sk[1]);
  3261. const fragment = document.createDocumentFragment();
  3262. if (attrs.length)
  3263. fragment.appendChild(createOrbsList(attrs));
  3264. if (types.length)
  3265. fragment.appendChild(createTypesList(types));
  3266. return fragment;
  3267. }
  3268. },
  3269. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3270. function:cards=>cards.filter(card=>{
  3271. const searchTypeArray = [217];
  3272. const skill = getCardLeaderSkill(card, searchTypeArray);
  3273. return skill;
  3274. }),
  3275. addition:card=>{
  3276. const searchTypeArray = [217];
  3277. const skill = getCardLeaderSkill(card, searchTypeArray);
  3278. if (!skill) return;
  3279. const sk = skill.params;
  3280. return `★≤${sk[0]}`;
  3281. }
  3282. },
  3283. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3284. function:cards=>cards.filter(card=>{
  3285. const searchTypeArray = [245];
  3286. const skill = getCardLeaderSkill(card, searchTypeArray);
  3287. return skill;
  3288. }),
  3289. addition:card=>{
  3290. const searchTypeArray = [245];
  3291. const skill = getCardLeaderSkill(card, searchTypeArray);
  3292. if (!skill) return;
  3293. const sk = skill.params;
  3294. switch (sk[0]) {
  3295. case -1:
  3296. return `★各不相同`;
  3297. case -2:
  3298. return `★全部相同`;
  3299. default:
  3300. return `★全为${sk[0]}`;
  3301. }
  3302. }
  3303. },
  3304. ]},
  3305. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3306. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3307. function:cards=>{
  3308. return cards.filter(card=>{
  3309. return getSkillFixedDamage(card) > 0;
  3310. }).sort((a,b)=>{
  3311. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3312. return a_pC - b_pC;
  3313. });
  3314. },
  3315. addition:card=>{
  3316. const value = getSkillFixedDamage(card);
  3317. if (value <= 0 ) return;
  3318. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3319. let skill;
  3320. if (skill = getCardLeaderSkill(card, [235])) {
  3321. nodeArr.push("/");
  3322. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3323. nodeArr.push(`×${skill.params[2]}`);
  3324. }
  3325. return nodeArr.nodeJoin();
  3326. }
  3327. },
  3328. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3329. function:cards=>{
  3330. return cards.filter(card=>{
  3331. return getSkillAddCombo(card) > 0;
  3332. }).sort((a,b)=>{
  3333. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3334. return a_pC - b_pC;
  3335. });
  3336. },
  3337. addition:card=>{
  3338. const value = getSkillAddCombo(card);
  3339. if (value <= 0 ) return;
  3340. let nodeArr = [`+${value.bigNumberToString()}C`];
  3341. let skill;
  3342. if (skill = getCardLeaderSkill(card, [210])) {
  3343. nodeArr.push("/十字");
  3344. } else if (skill = getCardLeaderSkill(card, [235])) {
  3345. nodeArr.push("/");
  3346. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3347. nodeArr.push(`×${skill.params[2]}`);
  3348. }
  3349. return nodeArr.nodeJoin();
  3350. }
  3351. },
  3352. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3353. function:cards=>{
  3354. const searchTypeArray = [15,185];
  3355. return cards.filter(card=>{
  3356. const skill = getCardLeaderSkill(card, searchTypeArray);
  3357. return skill;
  3358. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3359. },
  3360. addition:card=>{
  3361. const searchTypeArray = [15,185];
  3362. const skill = getCardLeaderSkill(card, searchTypeArray);
  3363. if (!skill) return;
  3364. const value = skill.params[0];
  3365. return `${value > 0 ? "+" : ""}${value/100}s`;
  3366. }
  3367. },
  3368. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3369. function:cards=>{
  3370. const searchTypeArray = [178];
  3371. return cards.filter(card=>{
  3372. const skill = getCardLeaderSkill(card, searchTypeArray);
  3373. return skill;
  3374. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3375. },
  3376. addition:card=>{
  3377. const searchTypeArray = [178];
  3378. const skill = getCardLeaderSkill(card, searchTypeArray);
  3379. if (!skill) return;
  3380. const value = skill.params[0];
  3381. return `固定${value}s`;
  3382. }
  3383. },
  3384. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3385. function:cards=>cards.filter(card=>{
  3386. const searchTypeArray = [213];
  3387. const skill = getCardLeaderSkill(card, searchTypeArray);
  3388. return skill;
  3389. }),
  3390. addition:card=>{
  3391. const searchTypeArray = [213];
  3392. const skill = getCardLeaderSkill(card, searchTypeArray);
  3393. if (!skill) return;
  3394. const sk = skill.params;
  3395. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3396. const fragment = document.createDocumentFragment();
  3397. if (attrs.length)
  3398. fragment.appendChild(createOrbsList(attrs));
  3399. if (types.length)
  3400. fragment.appendChild(createTypesList(types));
  3401. fragment.appendChild(document.createTextNode(`:+`));
  3402. if (awakenings.length)
  3403. fragment.appendChild(creatAwokenList(awakenings));
  3404. return fragment;
  3405. }
  3406. },
  3407. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3408. function:cards=>{
  3409. const searchTypeArray = [12];
  3410. return cards.filter(card=>{
  3411. const skill = getCardLeaderSkill(card, searchTypeArray);
  3412. return skill;
  3413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3414. },
  3415. addition:card=>{
  3416. const searchTypeArray = [12];
  3417. const skill = getCardLeaderSkill(card, searchTypeArray);
  3418. const value = skill.params[0];
  3419. return `攻击×${(value/100).bigNumberToString()}倍`;
  3420. }
  3421. },
  3422. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3423. function:cards=>{
  3424. const searchTypeArray = [13];
  3425. return cards.filter(card=>{
  3426. const skill = getCardLeaderSkill(card, searchTypeArray);
  3427. return skill;
  3428. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3429. },
  3430. addition:card=>{
  3431. const searchTypeArray = [13];
  3432. const skill = getCardLeaderSkill(card, searchTypeArray);
  3433. const value = skill.params[0];
  3434. return `回复×${(value/100).bigNumberToString()}倍`;
  3435. }
  3436. },
  3437. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3438. function:cards=>{
  3439. const searchTypeArray = [198];
  3440. return cards.filter(card=>{
  3441. const skill = getCardLeaderSkill(card, searchTypeArray);
  3442. return skill && skill.params[2];
  3443. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3444. },
  3445. addition:card=>{
  3446. const searchTypeArray = [198];
  3447. const skill = getCardLeaderSkill(card, searchTypeArray);
  3448. const sk = skill.params;
  3449. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3450. }
  3451. },
  3452. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3453. function:cards=>{
  3454. const searchTypeArray = [198];
  3455. return cards.filter(card=>{
  3456. const skill = getCardLeaderSkill(card, searchTypeArray);
  3457. return skill && skill.params[3];
  3458. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3459. },
  3460. addition:card=>{
  3461. const searchTypeArray = [198];
  3462. const skill = getCardLeaderSkill(card, searchTypeArray);
  3463. const sk = skill.params;
  3464. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3465. }
  3466. },
  3467. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3468. function:cards=>{
  3469. const searchTypeArray = [41];
  3470. return cards.filter(card=>{
  3471. const skill = getCardLeaderSkill(card, searchTypeArray);
  3472. return skill;
  3473. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3474. },
  3475. addition:card=>{
  3476. const searchTypeArray = [41];
  3477. const skill = getCardLeaderSkill(card, searchTypeArray);
  3478. const sk = skill.params;
  3479. const fragment = document.createDocumentFragment();
  3480. fragment.appendChild(createOrbsList(sk[2] || 0));
  3481. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3482. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3483. return fragment;
  3484. }
  3485. },
  3486. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3487. function:cards=>cards.filter(card=>{
  3488. const searchTypeArray = [197];
  3489. const skill = getCardLeaderSkill(card, searchTypeArray);
  3490. return skill;
  3491. })
  3492. },
  3493. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3494. function:cards=>{
  3495. const searchTypeArray = [14];
  3496. return cards.filter(card=>{
  3497. const skill = getCardLeaderSkill(card, searchTypeArray);
  3498. return skill;
  3499. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3500. },
  3501. addition:card=>{
  3502. const searchTypeArray = [14];
  3503. const skill = getCardLeaderSkill(card, searchTypeArray);
  3504. const value = skill.params[0];
  3505. return `HP≥${value}%`;
  3506. }
  3507. },
  3508. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3509. function:cards=>{
  3510. const searchTypeArray = [53];
  3511. return cards.filter(card=>{
  3512. const skill = getCardLeaderSkill(card, searchTypeArray);
  3513. return skill;
  3514. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3515. },
  3516. addition:card=>{
  3517. const searchTypeArray = [53];
  3518. const skill = getCardLeaderSkill(card, searchTypeArray);
  3519. const sk = skill.params;
  3520. return `掉率x${sk[0]/100}`;
  3521. }
  3522. },
  3523. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3524. function:cards=>{
  3525. const searchTypeArray = [54];
  3526. return cards.filter(card=>{
  3527. const skill = getCardLeaderSkill(card, searchTypeArray);
  3528. return skill;
  3529. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3530. },
  3531. addition:card=>{
  3532. const searchTypeArray = [54];
  3533. const skill = getCardLeaderSkill(card, searchTypeArray);
  3534. const sk = skill.params;
  3535. return `金币x${sk[0]/100}`;
  3536. }
  3537. },
  3538. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3539. function:cards=>{
  3540. const searchTypeArray = [148];
  3541. return cards.filter(card=>{
  3542. const skill = getCardLeaderSkill(card, searchTypeArray);
  3543. return skill;
  3544. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3545. },
  3546. addition:card=>{
  3547. const searchTypeArray = [148];
  3548. const skill = getCardLeaderSkill(card, searchTypeArray);
  3549. const sk = skill.params;
  3550. return `经验x${sk[0]/100}`;
  3551. }
  3552. },
  3553. ]},
  3554. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3555. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3556. function:cards=>cards.filter(card=>{
  3557. const skill = Skills[card.leaderSkillId];
  3558. const HPscale = getHPScale(skill);
  3559. return HPscale >= 3;
  3560. }).sort(sortByHPScal),
  3561. addition: HPScal_Addition
  3562. },
  3563. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3564. function:cards=>cards.filter(card=>{
  3565. const skill = Skills[card.leaderSkillId];
  3566. const HPscale = getHPScale(skill);
  3567. return HPscale >= 2 && HPscale < 3;
  3568. }).sort(sortByHPScal),
  3569. addition: HPScal_Addition
  3570. },
  3571. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  3572. function:cards=>cards.filter(card=>{
  3573. const skill = Skills[card.leaderSkillId];
  3574. const HPscale = getHPScale(skill);
  3575. return HPscale >= 1.5 && HPscale < 2;
  3576. }).sort(sortByHPScal),
  3577. addition: HPScal_Addition
  3578. },
  3579. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  3580. function:cards=>cards.filter(card=>{
  3581. const skill = Skills[card.leaderSkillId];
  3582. const HPscale = getHPScale(skill);
  3583. return HPscale > 1 && HPscale < 1.5;
  3584. }).sort(sortByHPScal),
  3585. addition: HPScal_Addition
  3586. },
  3587. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3588. function:cards=>cards.filter(card=>{
  3589. const skill = Skills[card.leaderSkillId];
  3590. const HPscale = getHPScale(skill);
  3591. return HPscale === 1;
  3592. }),
  3593. addition: HPScal_Addition
  3594. },
  3595. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  3596. function:cards=>cards.filter(card=>{
  3597. const skill = Skills[card.leaderSkillId];
  3598. const HPscale = getHPScale(skill);
  3599. return HPscale < 1;
  3600. }).sort(sortByHPScal),
  3601. addition: HPScal_Addition
  3602. },
  3603. ]},
  3604. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3605. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  3606. function:cards=>cards.filter(card=>{
  3607. const skill = Skills[card.leaderSkillId];
  3608. const reduceScale = getReduceScale(skill);
  3609. return reduceScale >= 0.75;
  3610. }).sort(sortByReduceScale),
  3611. addition: ReduceScale_Addition
  3612. },
  3613. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  3614. function:cards=>cards.filter(card=>{
  3615. const skill = Skills[card.leaderSkillId];
  3616. const reduceScale = getReduceScale(skill);
  3617. return reduceScale >= 0.5 && reduceScale < 0.75;
  3618. }).sort(sortByReduceScale),
  3619. addition: ReduceScale_Addition
  3620. },
  3621. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  3622. function:cards=>cards.filter(card=>{
  3623. const skill = Skills[card.leaderSkillId];
  3624. const reduceScale = getReduceScale(skill);
  3625. return reduceScale >= 0.25 && reduceScale < 0.5;
  3626. }).sort(sortByReduceScale),
  3627. addition: ReduceScale_Addition
  3628. },
  3629. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  3630. function:cards=>cards.filter(card=>{
  3631. const skill = Skills[card.leaderSkillId];
  3632. const reduceScale = getReduceScale(skill);
  3633. return reduceScale > 0 && reduceScale < 0.25;
  3634. }).sort(sortByReduceScale),
  3635. addition: ReduceScale_Addition
  3636. },
  3637. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3638. function:cards=>cards.filter(card=>{
  3639. const skill = Skills[card.leaderSkillId];
  3640. const reduceScale = getReduceScale(skill);
  3641. return reduceScale === 0;
  3642. })
  3643. },
  3644. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  3645. function:cards=>cards.filter(card=>{
  3646. const skill = Skills[card.leaderSkillId];
  3647. return getReduceScale(skill, true) > 0;
  3648. })
  3649. },
  3650. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  3651. function:cards=>cards.filter(card=>{
  3652. const skill = Skills[card.leaderSkillId];
  3653. return getReduceScale(skill, undefined, true) > 0;
  3654. })
  3655. },
  3656. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  3657. function:cards=>cards.filter(card=>{
  3658. const skill = Skills[card.leaderSkillId];
  3659. return getReduceScale(skill, undefined, undefined, true) > 0;
  3660. })
  3661. },
  3662. /*{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  3663. function:cards=>cards.filter(card=>{
  3664. const skill = Skills[card.leaderSkillId];
  3665. const reduceScale = getReduceScale(skill);
  3666. return reduceScale>=0.29;
  3667. }).sort(sortByReduceScale)
  3668. },*/
  3669. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  3670. function:cards=>{
  3671. return cards.filter(card=>{
  3672. const skill = Skills[card.leaderSkillId];
  3673. return getReduceScale_unconditional(skill) > 0;
  3674. }).sort((a,b)=>{
  3675. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3676. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3677. });
  3678. },
  3679. addition:card=>{
  3680. const skill = Skills[card.leaderSkillId];
  3681. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3682. }
  3683. },
  3684. ]},
  3685. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3686. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3687. function:cards=>cards.filter(card=>
  3688. !Array.isArray(card.henshinFrom) &&
  3689. !Array.isArray(card.henshinTo))
  3690. },
  3691. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3692. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3693. },
  3694. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3695. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3696. },
  3697. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3698. function:cards=>cards.filter(card=>{
  3699. const searchTypeArray = [236];
  3700. const skill = getCardActiveSkill(card, searchTypeArray);
  3701. return skill;
  3702. })
  3703. },
  3704. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3705. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3706. },
  3707. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3708. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3709. },
  3710. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3711. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3712. function:cards=>cards.filter(isReincarnated)
  3713. }, //evoBaseId可能为0
  3714. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3715. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3716. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3717. },
  3718. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3719. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3720. },
  3721. ]},
  3722. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3723. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3724. function:cards=>cards.filter(card=>card.is8Latent)
  3725. },
  3726. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3727. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3728. },
  3729. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3730. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3731. },
  3732. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3733. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3734. },
  3735. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  3736. function:cards=>cards.filter(card=>{
  3737. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3738. if (hasAwokenKiller)
  3739. { //大于2个杀的进行判断
  3740. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3741. { //大于3个杀的直接过
  3742. return true;
  3743. }else
  3744. { //2个杀的
  3745. const isAllowLatent = card.types.filter(i=>
  3746. i>=0 //去掉-1的type
  3747. ).map(type=>
  3748. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3749. ).some(ls=>
  3750. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3751. );
  3752. return isAllowLatent
  3753. }
  3754. }else
  3755. {
  3756. return false;
  3757. }
  3758. })
  3759. },
  3760. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3761. // function:cards=>cards.filter(card=>{
  3762. // const searchTypeArray = [1000];
  3763. // const skill = getCardActiveSkill(card, searchTypeArray);
  3764. // return skill;
  3765. // })
  3766. // },
  3767. ]},
  3768. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3769. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  3770. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3771. },
  3772. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  3773. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3774. },
  3775. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3776. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3777. },
  3778. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  3779. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3780. },
  3781. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3782. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3783. addition:card=>`成长${card.limitBreakIncr}%`
  3784. },
  3785. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3786. function:cards=>cards.filter(card=>card.maxLevel==1)
  3787. },
  3788. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3789. function:cards=>cards.filter(card=>card.sellMP<100)
  3790. },
  3791. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3792. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3793. },
  3794. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3795. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3796. },
  3797. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3798. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3799. },
  3800. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3801. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3802. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3803. },
  3804. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3805. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3806. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3807. },
  3808. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  3809. function:cards=>cards.filter(card=>card.skillBanner)
  3810. },
  3811. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3812. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3813. },
  3814. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3815. function:cards=>cards.filter(card=>card.stacking),
  3816. },
  3817. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3818. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3819. },
  3820. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3821. function:cards=>cards,
  3822. addition:card=>card.name
  3823. },
  3824. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3825. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3826. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3827. },
  3828. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3829. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3830. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3831. },
  3832. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3833. function:cards=>cards,
  3834. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3835. },
  3836. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3837. function:cards=>cards,
  3838. addition:card=>createTypesList(card.types)
  3839. },
  3840. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3841. function:cards=>cards,
  3842. addition:card=>`COST ${card.cost}`
  3843. },
  3844. ]},
  3845. ];
  3846. return functions;
  3847. })();

智龙迷城队伍图制作工具