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script-json_data.js 151 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  43. unknown: tp`Unkonwn skill type: ${'type'}`,
  44. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  45. random_skills: tp`Random Activates these skills:${'skills'}`,
  46. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  47. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  48. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  49. damage_enemy_times: tp`${'times'} `,
  50. damage_enemy_count: tp` (${'damage'} in total)`,
  51. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  52. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  53. delay: tp`${'icon'}Delays enemies' next move`,
  54. mass_attack: tp`${'icon'}Mass attacks`,
  55. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  56. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  57. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  58. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  59. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  60. unbind_normal: tp`${'icon'}Bind`,
  61. unbind_awakenings: tp`${'icon'}Awoken bind`,
  62. unbind_matches: tp`${'icon'}Unmatchable orb`,
  63. bind_skill: tp`${'icon'}Unable to use skills`,
  64. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  65. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  66. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  67. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  68. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  69. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  70. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  71. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  72. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  73. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  74. board_change: tp`Change all orbs to ${'orbs'}`,
  75. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  76. skill_boost_range: tp`~${'turns'}`,
  77. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  78. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  79. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  80. drop_refresh: tp`Replaces all orbs`,
  81. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  82. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  118. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  119. },
  120. power: {
  121. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  122. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  123. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  124. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  125. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  126. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  127. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  128. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  129. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  130. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  131. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  132. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  135. },
  136. cond: {
  137. unknown: tp`[ Unknown condition ]`,
  138. hp_equal: tp`When ${'hp'} == ${'min'} `,
  139. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  140. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  141. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  142. use_skill: tp`When skills used `,
  143. multi_player: tp`When in Multiplayer Mode `,
  144. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  145. exact_combo: tp`When exactly ${'value'} combos `,
  146. exact_length: tp`exactly of ${'value'} `,
  147. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  148. exact_match_enhanced: tp` orbs including enhanced`,
  149. compo_type_card: tp`When ${'ids'} are all on team, `,
  150. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  151. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  152. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  153. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  154. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  155. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  156. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  157. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  158. },
  159. position: {
  160. top: tp`${'pos'} of top rows`,
  161. bottom: tp`${'pos'} of bottom rows`,
  162. left: tp`${'pos'} of left columns`,
  163. right: tp`${'pos'} of right columns`,
  164. random: tp`random location`,
  165. shape: tp`specified location`,
  166. },
  167. value: {
  168. unknown: tp`[ Unknown value: ${'type'}]`, //type
  169. const: tp`${'value'} ${'unit'}`,
  170. const_to: tp`to ${'value'}`,
  171. mul_percent: tp`${'value'}%`,
  172. mul_times: tp`×${'value'}`,
  173. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  174. mul_of_times: tp`${'stats'} ×${'value'}`,
  175. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  176. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  177. prob: tp`${'value'} chance for `,
  178. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  179. size: tp`${'width'}×${'height'}`,
  180. pos: tp`${'x'}×${'y'}`,
  181. },
  182. target: {
  183. unknown: tp`Unkown Target`,
  184. self: tp`card's`,
  185. team: tp`team`,
  186. team_last: tp`the lastest member`,
  187. team_leader: tp`leader`,
  188. sub_members: tp`sub-members`,
  189. leader_self: tp`left leader`,
  190. leader_helper: tp`right leader`,
  191. collab_id: tp`card with collab ID of ${'id'} `,
  192. enemy: tp`Enemy`,
  193. enemy_all: tp`all enemys`,
  194. enemy_one: tp`1 enemy`,
  195. enemy_attr: tp`${'attr'} enemy`,
  196. the_attr: tp`attr of the matched Orbs`,
  197. },
  198. stats: {
  199. unknown: tp`[ Unknown: ${'type'}]`, //type
  200. maxhp: tp`Max HP`,
  201. hp: tp`HP`,
  202. chp: tp`current HP`,
  203. atk: tp`ATK`,
  204. rcv: tp`RCV`,
  205. teamhp: tp`Team HP`,
  206. teamatk: tp`Team ${'attrs'} ATK`,
  207. teamrcv: tp`Team RCV`,
  208. cstage: tp`current Stage of Dungeon`,
  209. },
  210. unit: {
  211. orbs: tp``,
  212. times: tp` times`,
  213. seconds: tp` seconds`,
  214. point: tp` point`,
  215. turns: tp` turns`,
  216. },
  217. word: {
  218. comma: tp`, `,
  219. slight_pause: tp`, `,
  220. range_hyphen: tp`~`,
  221. in_once: tp`in once `,
  222. evo_type_pixel: tp`Pixel Evo`,
  223. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  224. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  225. affix_attr: tp`${'cotent'} attr.`,
  226. affix_orb: tp`${'cotent'} orbs`,
  227. affix_type: tp`${'cotent'} types`,
  228. affix_awakening: tp`${'cotent'} awoken`,
  229. affix_exclude: tp`, exclude ${'cotent'}`,
  230. each_time: tp`each time`,
  231. different: tp`different`,
  232. same: tp`the same`,
  233. },
  234. attrs: {
  235. [0]: tp`${'icon'}Fire`,
  236. [1]: tp`${'icon'}Water`,
  237. [2]: tp`${'icon'}Wood`,
  238. [3]: tp`${'icon'}Light`,
  239. [4]: tp`${'icon'}Dark`,
  240. [5]: tp`${'icon'}Recover`,
  241. [6]: tp`${'icon'}Null`,
  242. all: tp`All`,
  243. self: tp`${'icon'}Self's Attr`,
  244. fixed: tp`${'icon'}Fixed`,
  245. },
  246. orbs: {
  247. [0]: tp`${'icon'}Fire`,
  248. [1]: tp`${'icon'}Water`,
  249. [2]: tp`${'icon'}Wood`,
  250. [3]: tp`${'icon'}Light`,
  251. [4]: tp`${'icon'}Dark`,
  252. [5]: tp`${'icon'}Heal`,
  253. [6]: tp`${'icon'}Jammer`,
  254. [7]: tp`${'icon'}Poison`,
  255. [8]: tp`${'icon'}Lethal Poison`,
  256. [9]: tp`${'icon'}Bomb`,
  257. enhanced: tp`${'icon'}Enhanced`,
  258. locked: tp`${'icon'}Locked`,
  259. nail: tp`${'icon'}Nail`,
  260. _5color: tp`${'icon'}5 Att.`,
  261. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  262. all: tp`All`,
  263. any: tp`Any ${'cotent'}`,
  264. },
  265. board: {
  266. clouds: tp`${'icon'}Clouds`,
  267. immobility: tp`${'icon'}Immobility`,
  268. roulette: tp`${'icon'}Roulette`,
  269. roulette_time: tp`(transforms every ${'duration'})`,
  270. },
  271. types: {
  272. [0]: tp`${'icon'}Evo Material`,
  273. [1]: tp`${'icon'}Balanced`,
  274. [2]: tp`${'icon'}Physical`,
  275. [3]: tp`${'icon'}Healer`,
  276. [4]: tp`${'icon'}Dragon`,
  277. [5]: tp`${'icon'}God`,
  278. [6]: tp`${'icon'}Attacker`,
  279. [7]: tp`${'icon'}Devil`,
  280. [8]: tp`${'icon'}Machine`,
  281. [9]: tp`${'icon'}Special Protection`,
  282. [12]: tp`${'icon'}Awaken`,
  283. [14]: tp`${'icon'}Enhance Material`,
  284. [15]: tp`${'icon'}Redeemable`,
  285. },
  286. awokens: {
  287. [0]: tp`${'icon'}Unknown awoken`,
  288. [1]: tp`${'icon'}Enhanced HP`,
  289. [2]: tp`${'icon'}Enhanced Attack`,
  290. [3]: tp`${'icon'}Enhanced Recovery`,
  291. [4]: tp`${'icon'}Reduce Fire Damage`,
  292. [5]: tp`${'icon'}Reduce Water Damage`,
  293. [6]: tp`${'icon'}Reduce Wood Damage`,
  294. [7]: tp`${'icon'}Reduce Light Damage`,
  295. [8]: tp`${'icon'}Reduce Dark Damage`,
  296. [9]: tp`${'icon'}Auto-Recover`,
  297. [10]: tp`${'icon'}Resistance-Bind`,
  298. [11]: tp`${'icon'}Resistance-Blind`,
  299. [12]: tp`${'icon'}Resistance-Jammers`,
  300. [13]: tp`${'icon'}Resistance-Poison`,
  301. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  302. [15]: tp`${'icon'}Enhanced Water Orbs`,
  303. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  304. [17]: tp`${'icon'}Enhanced Water Orbs`,
  305. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  306. [19]: tp`${'icon'}Extend Time`,
  307. [20]: tp`${'icon'}Recover Bind`,
  308. [21]: tp`${'icon'}Skill Boost`,
  309. [22]: tp`${'icon'}Enhanced Fire Rows`,
  310. [23]: tp`${'icon'}Enhanced Water Rows`,
  311. [24]: tp`${'icon'}Enhanced Wood Rows`,
  312. [25]: tp`${'icon'}Enhanced Water Rows`,
  313. [26]: tp`${'icon'}Enhanced Dark Rows`,
  314. [27]: tp`${'icon'}Two-Pronged Attack`,
  315. [28]: tp`${'icon'}Resistance-Skill Bind`,
  316. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  317. [30]: tp`${'icon'}Multi Boost`,
  318. [31]: tp`${'icon'}Dragon Killer`,
  319. [32]: tp`${'icon'}God Killer`,
  320. [33]: tp`${'icon'}Devil Killer`,
  321. [34]: tp`${'icon'}Machine Killer`,
  322. [35]: tp`${'icon'}Balanced Killer`,
  323. [36]: tp`${'icon'}Attacker Killer`,
  324. [37]: tp`${'icon'}Physical Killer`,
  325. [38]: tp`${'icon'}Healer Killer`,
  326. [39]: tp`${'icon'}Evo Killer`,
  327. [40]: tp`${'icon'}Awaken Killer`,
  328. [41]: tp`${'icon'}Enhance Killer`,
  329. [42]: tp`${'icon'}Redeemable Killer`,
  330. [43]: tp`${'icon'}Enhanced Combos`,
  331. [44]: tp`${'icon'}Guard Break`,
  332. [45]: tp`${'icon'}Bonus Attack`,
  333. [46]: tp`${'icon'}Enhanced Team HP `,
  334. [47]: tp`${'icon'}Enhanced Team Recovery`,
  335. [48]: tp`${'icon'}Damage Void Piercer`,
  336. [49]: tp`${'icon'}Awoken Assist`,
  337. [50]: tp`${'icon'}Super Bonus Attack`,
  338. [51]: tp`${'icon'}Skill Charge`,
  339. [52]: tp`${'icon'}Resistance-Bind+`,
  340. [53]: tp`${'icon'}Extend Time+`,
  341. [54]: tp`${'icon'}Resistance-Clouds`,
  342. [55]: tp`${'icon'}Resistance-Immobility`,
  343. [56]: tp`${'icon'}Skill Boost+`,
  344. [57]: tp`${'icon'}50% or more HP Enhanced`,
  345. [58]: tp`${'icon'}50% or less HP Enhanced`,
  346. [59]: tp`${'icon'}L Damage Reduction`,
  347. [60]: tp`${'icon'}L Increased Attack`,
  348. [61]: tp`${'icon'}Super Enhanced Combos`,
  349. [62]: tp`${'icon'}Combo Orbs`,
  350. [63]: tp`${'icon'}Skill Voice`,
  351. [64]: tp`${'icon'}Dungeon Bonus`,
  352. [65]: tp`${'icon'}Reduced HP`,
  353. [66]: tp`${'icon'}Reduced Attack`,
  354. [67]: tp`${'icon'}Reduced RCV`,
  355. [68]: tp`${'icon'}Resistance-Blind+`,
  356. [69]: tp`${'icon'}Resistance-Jammers+`,
  357. [70]: tp`${'icon'}Resistance-Poison+`,
  358. [71]: tp`${'icon'}Blessing of Jammers`,
  359. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  360. [73]: tp`${'icon'}Enhanced Fire Combos`,
  361. [74]: tp`${'icon'}Enhanced Water Combos`,
  362. [75]: tp`${'icon'}Enhanced Wood Combos`,
  363. [76]: tp`${'icon'}Enhanced Light Combos`,
  364. [77]: tp`${'icon'}Enhanced Dark Combos`,
  365. [78]: tp`${'icon'}Cross Attack`,
  366. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  367. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  368. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  369. [82]: tp`${'icon'}Super Enhanced Matching`,
  370. [83]: tp`${'icon'}Append Dragon Type`,
  371. [84]: tp`${'icon'}Append God Type`,
  372. [85]: tp`${'icon'}Append Devil Type`,
  373. [86]: tp`${'icon'}Append Machine Type`,
  374. [87]: tp`${'icon'}Append Balanced Type`,
  375. [88]: tp`${'icon'}Append Attacker Type`,
  376. [89]: tp`${'icon'}Append Physical Type`,
  377. [90]: tp`${'icon'}Append Healer Type`,
  378. [91]: tp`${'icon'}Append Fire Attr.`,
  379. [92]: tp`${'icon'}Append Water Attr.`,
  380. [93]: tp`${'icon'}Append Wood Attr.`,
  381. [94]: tp`${'icon'}Append Water Attr.`,
  382. [95]: tp`${'icon'}Append Dark Attr.`,
  383. [96]: tp`${'icon'}Two-Pronged Attack+`,
  384. [97]: tp`${'icon'}Skill Charge+`,
  385. [98]: tp`${'icon'}Auto-Recover+`,
  386. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  387. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  388. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  389. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  390. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  391. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  392. }
  393. },
  394. };
  395. //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
  396. const typekiller_for_type = [
  397. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  398. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  399. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  400. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  401. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  402. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  403. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  404. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  405. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  406. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  407. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  408. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  409. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  410. ];
  411. //类型允许的潜觉杀
  412. const type_allowable_latent = [];
  413. typekiller_for_type.forEach(t=>
  414. {
  415. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  416. .map(tn=>
  417. typekiller_for_type.find(_t=>_t.type == tn).latent
  418. );
  419. type_allowable_latent[t.type] = t.allowableLatent;
  420. }
  421. );
  422. //一般共同能打的潜觉
  423. const common_allowable_latent = [
  424. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  425. 28,29,30,31,32,33,34,35,36,37,38,
  426. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  427. ];
  428. //120级才能打的潜觉
  429. const v120_allowable_latent = [
  430. 42,43,44,45
  431. ];
  432. //等效觉醒列表
  433. const equivalent_awoken = [
  434. {small:10,big:52,times:2}, //防封
  435. {small:11,big:68,times:5}, //防暗
  436. {small:12,big:69,times:5}, //防废
  437. {small:13,big:70,times:5}, //防毒
  438. {small:19,big:53,times:2}, //手指
  439. {small:21,big:56,times:2}, //SB
  440. {small:27,big:96,times:2}, //U
  441. {small:51,big:97,times:2}, //5色溜
  442. {small:9,big:98,times:2}, //自回
  443. {small:14,big:99,times:2}, //火+
  444. {small:15,big:100,times:2},//水+
  445. {small:16,big:101,times:2},//木+
  446. {small:17,big:102,times:2},//光+
  447. {small:18,big:103,times:2},//暗+
  448. {small:29,big:104,times:2},//心+
  449. ];
  450. //官方的觉醒排列顺序
  451. const official_awoken_sorting = [
  452. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  453. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  454. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  455. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  456. 99,100,101,102,103,104, 98, 96, 97,
  457. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  458. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  459. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  460. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  461. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  462. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  463. 91, 92, 93, 94, 95,
  464. ];
  465. //pdc的徽章对应数字
  466. const pdcBadgeMap = [
  467. {pdf:1,pdc:10}, //无限cost
  468. {pdf:2,pdc:12}, //小手指
  469. {pdf:3,pdc:9}, //全体攻击
  470. {pdf:4,pdc:5}, //小回复
  471. {pdf:5,pdc:1}, //小血量
  472. {pdf:6,pdc:3}, //小攻击
  473. {pdf:7,pdc:8}, //SB
  474. {pdf:8,pdc:18}, //队长防封
  475. {pdf:9,pdc:19}, //SX
  476. {pdf:11,pdc:7}, //无天降
  477. {pdf:17,pdc:6}, //大回复
  478. {pdf:18,pdc:2}, //大血量
  479. {pdf:19,pdc:4}, //大攻击
  480. {pdf:20,pdc:null}, //三维
  481. {pdf:21,pdc:13}, //大手指
  482. {pdf:10,pdc:11}, //加经验
  483. {pdf:12,pdc:15}, //墨镜
  484. {pdf:13,pdc:17}, //防废
  485. {pdf:14,pdc:16}, //防毒
  486. {pdf:50,pdc:14}, //月卡
  487. ];
  488. //pdc的潜觉对应数字
  489. const pdcLatentMap = [
  490. {pdf:1,pdc:1}, //HP
  491. {pdf:2,pdc:0}, //攻击
  492. {pdf:3,pdc:2}, //回复
  493. {pdf:4,pdc:19}, //手指
  494. {pdf:5,pdc:13}, //自回
  495. {pdf:6,pdc:14}, //火盾
  496. {pdf:7,pdc:15}, //水盾
  497. {pdf:8,pdc:16}, //木盾
  498. {pdf:9,pdc:17}, //光盾
  499. {pdf:10,pdc:18}, //暗盾
  500. {pdf:11,pdc:12}, //防坐
  501. {pdf:12,pdc:3}, //三维
  502. {pdf:13,pdc:35}, //不被换队长
  503. {pdf:13,pdc:47}, //不被换队长 ×1.5
  504. {pdf:14,pdc:37}, //不掉废
  505. {pdf:15,pdc:36}, //不掉毒
  506. {pdf:16,pdc:24}, //进化杀
  507. {pdf:17,pdc:25}, //觉醒杀
  508. {pdf:18,pdc:26}, //强化杀
  509. {pdf:19,pdc:27}, //卖钱杀
  510. {pdf:20,pdc:4}, //神杀
  511. {pdf:21,pdc:5}, //龙杀
  512. {pdf:22,pdc:6}, //恶魔杀
  513. {pdf:23,pdc:7}, //机械杀
  514. {pdf:24,pdc:8}, //平衡杀
  515. {pdf:25,pdc:9}, //攻击杀
  516. {pdf:26,pdc:10}, //体力杀
  517. {pdf:27,pdc:11}, //回复杀
  518. {pdf:28,pdc:20}, //大HP
  519. {pdf:29,pdc:21}, //大攻击
  520. {pdf:30,pdc:22}, //大回复
  521. {pdf:31,pdc:23}, //大手指
  522. {pdf:32,pdc:28}, //大火盾
  523. {pdf:33,pdc:29}, //大水盾
  524. {pdf:34,pdc:30}, //大木盾
  525. {pdf:35,pdc:31}, //大光盾
  526. {pdf:36,pdc:32}, //大暗盾
  527. {pdf:37,pdc:33}, //6色破无效
  528. {pdf:37,pdc:45}, //6色破无效 ×1.5
  529. {pdf:38,pdc:34}, //3色破属吸
  530. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  531. {pdf:39,pdc:40}, //C珠破吸
  532. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  533. {pdf:40,pdc:39}, //心横解转转
  534. {pdf:40,pdc:49}, //心横解转转 ×1.5
  535. {pdf:41,pdc:38}, //U解禁消
  536. {pdf:41,pdc:48}, //U解禁消 ×1.5
  537. {pdf:42,pdc:41}, //伤害上限解除
  538. {pdf:43,pdc:42}, //HP++
  539. {pdf:44,pdc:43}, //攻击++
  540. {pdf:45,pdc:44}, //回复++
  541. {pdf:46,pdc:51}, //心追解云封
  542. {pdf:46,pdc:52}, //心追解云封 ×1.5
  543. {pdf:47,pdc:53}, //心L大SB
  544. {pdf:47,pdc:54}, //心L大SB ×1.5
  545. ];
  546. //排序程序列表
  547. const sort_function_list = [
  548. {tag:"sort_none",name:"无",function:()=>0},
  549. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  550. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  551. let num = a.attrs[0] - b.attrs[0];
  552. if (num === 0) num = a.attrs[1] - b.attrs[1];
  553. return num;
  554. }
  555. },
  556. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  557. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  558. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  559. let num = card_a.attrs[0] - card_b.attrs[0];
  560. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  561. return num;
  562. }
  563. },
  564. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  565. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  566. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  567. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  568. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  569. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  570. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  571. }
  572. },
  573. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  574. function getEvoSkill(skill) {
  575. //232为进化后不循环技能,233为循环技能
  576. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  577. else return skill;
  578. }
  579. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  580. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  581. }
  582. },
  583. {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)},
  584. {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)},
  585. {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)},
  586. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  587. {
  588. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  589. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  590. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  591. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  592. return abA - abB;
  593. }
  594. },
  595. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  596. {
  597. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  598. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  599. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  600. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  601. return abA - abB;
  602. }
  603. },
  604. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  605. {
  606. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  607. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  608. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  609. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  610. return abA - abB;
  611. }
  612. },
  613. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  614. {
  615. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  616. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  617. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  618. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  619. return abA - abB;
  620. }
  621. },
  622. ];
  623. //增加特殊搜索模式
  624. const specialSearchFunctions = (function() {
  625. 'use strict';
  626. //返回卡片的队长技能
  627. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  628. {
  629. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  630. }
  631. //返回卡片的技能
  632. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  633. {
  634. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  635. }
  636. //返回卡片的技能
  637. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  638. {
  639. switch(skillGreatType)
  640. {
  641. case 1:
  642. case "leader":
  643. return getCardLeaderSkill(card, skillTypes, searchRandom);
  644. case 2:
  645. case "active":
  646. return getCardActiveSkill(card, skillTypes, searchRandom);
  647. default:
  648. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  649. }
  650. }
  651. //查找到真正起作用的那一个技能
  652. function getActuallySkill(skill, skillTypes, searchRandom = true)
  653. {
  654. if (skillTypes.includes(skill.type))
  655. {
  656. return skill;
  657. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  658. {
  659. const subSkills = skill.params.map(id=>Skills[id]);
  660. for(let i = 0;i < subSkills.length; i++)
  661. { //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
  662. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  663. if (foundSubSkill)
  664. {
  665. return foundSubSkill;
  666. }
  667. }
  668. return null;
  669. }else
  670. {
  671. return null;
  672. }
  673. }
  674. //获取血倍率
  675. function getHPScale(ls)
  676. {
  677. const sk = ls.params;
  678. let scale = 1;
  679. switch (ls.type)
  680. {
  681. case 23: case 30: case 62: case 77: case 63: case 65:
  682. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  683. scale = sk[sk.length-1]/100;
  684. break;
  685. case 73: case 76:
  686. case 121: case 129: case 163: case 177: case 186:
  687. case 155:
  688. scale = sk[2]/100;
  689. break;
  690. case 106: case 107: case 108:
  691. scale = sk[0]/100;
  692. break;
  693. case 125:
  694. scale = sk[5]/100;
  695. break;
  696. case 136:
  697. case 137:
  698. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  699. break;
  700. case 158:
  701. scale = sk[4]/100;
  702. break;
  703. case 175:
  704. case 178: case 185:
  705. scale = sk[3]/100;
  706. break;
  707. case 203: case 217:
  708. scale = sk[1]/100;
  709. break;
  710. case 245:
  711. scale = sk[3]/100;
  712. break;
  713. case 138: //调用其他队长技
  714. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  715. break;
  716. default:
  717. }
  718. return scale || 1;
  719. }
  720. //获取盾减伤比例
  721. function getReduceScale(ls, allAttr = false, noHPneed = false)
  722. {
  723. const sk = ls.params;
  724. let scale = 0;
  725. switch (ls.type)
  726. {
  727. case 16: //无条件盾
  728. scale = sk[0]/100;
  729. break;
  730. case 17: //单属性盾
  731. scale = allAttr ? 0 : sk[1]/100;
  732. break;
  733. case 36: //2个属性盾
  734. scale = allAttr ? 0 : sk[2]/100;
  735. break;
  736. case 38: //血线下 + 几率
  737. case 43: //血线上 + 几率
  738. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  739. break;
  740. case 129: //无条件盾,属性个数不固定
  741. case 163: //无条件盾,属性个数不固定
  742. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  743. break;
  744. case 178: //无条件盾,属性个数不固定
  745. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  746. break;
  747. case 130: //血线下 + 属性个数不固定
  748. case 131: //血线上 + 属性个数不固定
  749. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  750. break;
  751. case 151: //十字心触发
  752. case 169: //C触发
  753. case 198: //回血触发
  754. scale = sk[2]/100;
  755. break;
  756. case 170: //多色触发
  757. case 182: //长串触发
  758. case 193: //L触发
  759. scale = sk[3]/100;
  760. break;
  761. case 171: //多串触发
  762. scale = sk[6]/100;
  763. break;
  764. case 183: //又是个有两段血线的队长技
  765. scale = noHPneed ? 0 : sk[4]/100;
  766. break;
  767. case 210: //十字触发
  768. scale = sk[1]/100;
  769. break;
  770. case 235: { //可多次触发
  771. scale = (sk[4] || 0) / 100;
  772. break;
  773. }
  774. case 138: //调用其他队长技
  775. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  776. break;
  777. default:
  778. }
  779. return scale || 0;
  780. }
  781. //获取无条件盾减伤比例
  782. function getReduceScale_unconditional(ls)
  783. {
  784. const sk = ls.params;
  785. let scale = 0;
  786. switch (ls.type)
  787. {
  788. case 16: //无条件盾
  789. {
  790. scale = sk[0]/100;
  791. break;
  792. }
  793. case 129: //无条件盾,属性个数不固定
  794. case 163: //无条件盾,属性个数不固定
  795. {
  796. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  797. break;
  798. }
  799. case 178: //无条件盾,属性个数不固定
  800. {
  801. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  802. break;
  803. }
  804. case 138: //调用其他队长技
  805. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  806. break;
  807. default:
  808. }
  809. return scale || 0;
  810. }
  811. function getCannonAttr(skill)
  812. {
  813. const sk = skill.params;
  814. switch(skill.type)
  815. {
  816. case 0:
  817. case 1:
  818. case 37:
  819. case 58:
  820. case 59:
  821. case 84:
  822. case 85:
  823. case 86:
  824. case 87:
  825. case 115:
  826. return sk[0];
  827. case 110:
  828. case 143:
  829. return sk[1];
  830. case 42:
  831. return sk[1];
  832. case 144:
  833. return sk[3] ?? 0;
  834. default:
  835. return -1;
  836. }
  837. }
  838. function sortByParams(a,b,searchTypeArray,pidx = 0)
  839. {
  840. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  841. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  842. return a_pC - b_pC;
  843. }
  844. function sortByHPScal(a,b)
  845. {
  846. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  847. return getHPScale(a_s) - getHPScale(b_s);
  848. }
  849. function HPScal_Addition(card)
  850. {
  851. const skill = Skills[card.leaderSkillId];
  852. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  853. }
  854. function sortByReduceScale(a,b)
  855. {
  856. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  857. return getReduceScale(a_s) - getReduceScale(b_s);
  858. }
  859. function ReduceScale_Addition(card)
  860. {
  861. const skill = Skills[card.leaderSkillId];
  862. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  863. }
  864. function voidsAbsorption_Addition(card)
  865. {
  866. const searchTypeArray = [173];
  867. const skill = getCardActiveSkill(card, searchTypeArray);
  868. if (!skill) return;
  869. const sk = skill.params;
  870. if (sk[1] && sk[3])
  871. {
  872. return `双吸×${sk[0]}T`;
  873. }else
  874. {
  875. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  876. }
  877. }
  878. function unbind_Turns(card)
  879. {
  880. const outObj = {
  881. normal: 0,
  882. awoken: 0
  883. };
  884. const searchTypeArray = [117,179];
  885. const skill = getCardActiveSkill(card, searchTypeArray);
  886. if (skill)
  887. {
  888. const sk = skill.params;
  889. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  890. outObj.awoken = sk[4] || 0;
  891. }
  892. return outObj;
  893. }
  894. function unbind_Addition(card)
  895. {
  896. const turns = unbind_Turns(card);
  897. let strArr = [];
  898. if (turns.normal > 0 && turns.normal == turns.awoken)
  899. {
  900. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  901. }
  902. if (turns.normal > 0)
  903. {
  904. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  905. }
  906. if (turns.awoken > 0)
  907. {
  908. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  909. }
  910. return strArr.join(',');
  911. }
  912. function boardChange_ColorTypes(skill)
  913. {
  914. if (!skill) return [];
  915. const sk = skill.params;
  916. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  917. return colors;
  918. }
  919. function boardChange_Addition(card)
  920. {
  921. const searchTypeArray = [71];
  922. const skill = getCardActiveSkill(card, searchTypeArray);
  923. const colors = boardChange_ColorTypes(skill);
  924. return createOrbsList(colors);
  925. }
  926. function orbsChangeParse(skill)
  927. {
  928. function changes(from, to)
  929. {
  930. return {from:from,to:to};
  931. }
  932. let outArr = [];
  933. if (!skill) return outArr;
  934. const sk = skill.params;
  935. switch (skill.type)
  936. {
  937. case 9:{
  938. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  939. break;
  940. }
  941. case 20:{
  942. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  943. {
  944. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  945. }
  946. else
  947. {
  948. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  949. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  950. }
  951. break;
  952. }
  953. case 154:{
  954. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  955. break;
  956. }
  957. }
  958. return outArr;
  959. }
  960. function changeOrbs_Addition(card)
  961. {
  962. const searchTypeArray = [9,20,154];
  963. const skills = getCardActiveSkills(card, searchTypeArray);
  964. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  965. const fragment = document.createDocumentFragment();
  966. parsedSkills.forEach(p=>{
  967. fragment.appendChild(createOrbsList(p.from));
  968. fragment.appendChild(document.createTextNode(`→`));
  969. fragment.appendChild(createOrbsList(p.to));
  970. });
  971. return fragment;
  972. }
  973. function generateOrbsParse(card)
  974. {
  975. let outArr = [];
  976. const searchTypeArray = [141, 208];
  977. const skills = getCardActiveSkills(card, searchTypeArray);
  978. if (!skills.length) return outArr;
  979. for (const skill of skills)
  980. {
  981. const sk = skill.params;
  982. if (skill.type == 141)
  983. {
  984. outArr.push({
  985. count: sk[0],
  986. to: flags(sk[1] || 1),
  987. exclude: flags(sk[2]),
  988. });
  989. }else
  990. {
  991. outArr.push({
  992. count: sk[0],
  993. to: flags(sk[1] || 1),
  994. exclude: flags(sk[2]),
  995. });
  996. outArr.push({
  997. count: sk[3],
  998. to: flags(sk[4] || 1),
  999. exclude: flags(sk[5]),
  1000. });
  1001. }
  1002. }
  1003. return outArr;
  1004. }
  1005. function generateOrbs_Addition(card)
  1006. {
  1007. const gens = generateOrbsParse(card);
  1008. const searchTypeArray = [141, 208];
  1009. const skill = getCardActiveSkill(card, searchTypeArray);
  1010. if (!skill) return;
  1011. const sk = skill.params;
  1012. const fragment = document.createDocumentFragment();
  1013. for (const gen of gens)
  1014. {
  1015. fragment.appendChild(createOrbsList(gen.to));
  1016. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1017. }
  1018. return fragment;
  1019. }
  1020. function lock_Addition(card)
  1021. {
  1022. const searchTypeArray = [152];
  1023. const skill = getCardActiveSkill(card, searchTypeArray);
  1024. if (!skill) return;
  1025. const sk = skill.params;
  1026. const fragment = document.createDocumentFragment();
  1027. fragment.appendChild(document.createTextNode(`锁`));
  1028. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1029. return fragment;
  1030. }
  1031. function dropLock_Addition(card)
  1032. {
  1033. const searchTypeArray = [205];
  1034. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1035. if (!skill) return;
  1036. const sk = skill.params;
  1037. const fragment = document.createDocumentFragment();
  1038. fragment.appendChild(document.createTextNode(`掉锁`));
  1039. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1040. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1041. return fragment;
  1042. }
  1043. function dropOrb_Addition(card)
  1044. {
  1045. const searchTypeArray = [126];
  1046. const skill = getCardActiveSkill(card, searchTypeArray);
  1047. if (!skill) return;
  1048. const sk = skill.params;
  1049. const colors = flags(sk[0]);
  1050. const fragment = document.createDocumentFragment();
  1051. fragment.appendChild(createOrbsList(colors));
  1052. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1053. return fragment;
  1054. }
  1055. function generateColumnOrbs_Addition(card)
  1056. {
  1057. const searchTypeArray = [127];
  1058. const skill = getCardActiveSkill(card, searchTypeArray);
  1059. if (!skill) return;
  1060. const sk = skill.params;
  1061. const colors = [];
  1062. for (let ai=0;ai<sk.length;ai+=2)
  1063. {
  1064. colors.push(flags(sk[ai+1]));
  1065. }
  1066. const fragment = document.createDocumentFragment();
  1067. fragment.appendChild(document.createTextNode(`竖`));
  1068. fragment.appendChild(createOrbsList(colors.flat()));
  1069. return fragment;
  1070. }
  1071. function generateRowOrbs_Addition(card)
  1072. {
  1073. const searchTypeArray = [128];
  1074. const skill = getCardActiveSkill(card, searchTypeArray);
  1075. if (!skill) return;
  1076. const sk = skill.params;
  1077. const colors = [];
  1078. for (let ai=0;ai<sk.length;ai+=2)
  1079. {
  1080. colors.push(flags(sk[ai+1]));
  1081. }
  1082. const fragment = document.createDocumentFragment();
  1083. fragment.appendChild(document.createTextNode(`横`));
  1084. fragment.appendChild(createOrbsList(colors.flat()));
  1085. return fragment;
  1086. }
  1087. function numericalATK_Addition(card)
  1088. {
  1089. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1090. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1091. const skill = getCardActiveSkill(card, searchTypeArray);
  1092. if (!skill) return;
  1093. //const sk = skill.params;
  1094. const colors = [getCannonAttr(skill)];
  1095. const fragment = document.createDocumentFragment();
  1096. fragment.append(`射`);
  1097. fragment.append(createOrbsList(colors));
  1098. if (typeArray_Rate.includes(skill.type)) {
  1099. function getNumber(skill){
  1100. const sk = skill.params;
  1101. switch(skill.type)
  1102. {
  1103. case 0:
  1104. case 37:
  1105. case 58:
  1106. case 59:
  1107. case 84:
  1108. case 85:
  1109. case 115:
  1110. return sk[1];
  1111. case 2:
  1112. case 35:
  1113. return sk[0];
  1114. default:
  1115. return 0;
  1116. }
  1117. }
  1118. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1119. }
  1120. return fragment;
  1121. }
  1122. function memberATK_Addition(card)
  1123. {
  1124. const searchTypeArray = [230];
  1125. const skill = getCardActiveSkill(card, searchTypeArray);
  1126. if (!skill) return;
  1127. const sk = skill.params;
  1128. const fragment = document.createDocumentFragment();
  1129. const ul = fragment.appendChild(document.createElement("ul"));
  1130. ul.className = "team-flags";
  1131. for (let i = 0; i<6; i++) {
  1132. const li = ul.appendChild(document.createElement("li"));
  1133. li.className = "team-member-icon";
  1134. }
  1135. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1136. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1137. let str = '';
  1138. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1139. fragment.appendChild(document.createTextNode(str));
  1140. return fragment;
  1141. }
  1142. function dixedDamage_Addition(card)
  1143. {
  1144. const searchTypeArray = [55, 188, 56];
  1145. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1146. if (!skills.length) return;
  1147. const skill = skills[0];
  1148. const sk = skill.params;
  1149. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1150. }
  1151. function gravity_Addition(card)
  1152. {
  1153. const searchTypeArray = [6, 161];
  1154. const skill = getCardActiveSkill(card, searchTypeArray);
  1155. if (!skill) return;
  1156. const sk = skill.params;
  1157. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1158. }
  1159. function healImmediately_Rate(card)
  1160. {
  1161. const searchTypeArray = [7, //自身回复力
  1162. 8, //固定点数
  1163. 35,115, //吸血
  1164. 117
  1165. ];
  1166. const skills = getCardActiveSkills(card, searchTypeArray);
  1167. const outObj = {
  1168. vampire: 0,
  1169. selfRcv: 0,
  1170. const: 0,
  1171. scale: 0,
  1172. };
  1173. if (!skills.length) return outObj;
  1174. skills.forEach(skill=>{
  1175. const sk = skill.params;
  1176. if (skill.type == 7)
  1177. {
  1178. outObj.selfRcv += sk[0];
  1179. }
  1180. else if(skill.type == 8)
  1181. {
  1182. outObj.const += sk[0];
  1183. }
  1184. else if(skill.type == 35)
  1185. {
  1186. outObj.vampire += sk[1];
  1187. }
  1188. else if(skill.type == 115)
  1189. {
  1190. outObj.vampire += sk[2];
  1191. }
  1192. else if(skill.type == 117)
  1193. {
  1194. outObj.selfRcv += sk[1] || 0;
  1195. outObj.const += sk[2] || 0;
  1196. outObj.scale += sk[3] || 0;
  1197. }
  1198. });
  1199. return outObj;
  1200. }
  1201. function atkBuff_Rate(card)
  1202. {
  1203. const searchTypeArray = [
  1204. 88,92, //类型的
  1205. 50,90, //属性的,要排除回复力
  1206. 156,168,231, //宝石姬
  1207. 228, //属性、类型数量
  1208. ];
  1209. const skills = getCardActiveSkills(card, searchTypeArray);
  1210. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1211. function atkBuffParse(skill) {
  1212. const outObj = {
  1213. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1214. types: [],
  1215. attrs: [],
  1216. awoken: [],
  1217. rate: 0,
  1218. turns: 0,
  1219. };
  1220. if (!skill) return outObj;
  1221. const sk = skill.params;
  1222. if (skill.type == 88 || skill.type == 92)
  1223. {
  1224. outObj.skilltype = 2;
  1225. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1226. outObj.turns = sk[0];
  1227. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1228. }
  1229. else if(skill.type == 50 || skill.type == 90)
  1230. {
  1231. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1232. if (!outObj.attrs.length) //去除回复力
  1233. return outObj;
  1234. outObj.skilltype = 2;
  1235. outObj.turns = sk[0];
  1236. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1237. }
  1238. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1239. || skill.type == 168)
  1240. {
  1241. outObj.skilltype = 1;
  1242. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1243. outObj.turns = sk[0];
  1244. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1245. }
  1246. else if(skill.type == 228 && sk[3] > 0)
  1247. {
  1248. outObj.skilltype = 1;
  1249. outObj.attrs = flags(sk[1]);
  1250. outObj.types = flags(sk[2]);
  1251. outObj.turns = sk[0];
  1252. outObj.rate = sk[3];
  1253. }
  1254. else if(skill.type == 231 && sk[6] > 0)
  1255. {
  1256. outObj.skilltype = 1;
  1257. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1258. outObj.turns = sk[0];
  1259. outObj.rate = sk[6];
  1260. }
  1261. return outObj;
  1262. }
  1263. }
  1264. function rcvBuff_Rate(card)
  1265. {
  1266. const searchTypeArray = [
  1267. 50,90,
  1268. 228, 231, //宝石姬
  1269. ];
  1270. const skills = getCardActiveSkills(card, searchTypeArray);
  1271. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1272. function rcvBuffParse(skill) {
  1273. const outObj = {
  1274. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1275. types: [],
  1276. attrs: [],
  1277. awoken: [],
  1278. rate: 0,
  1279. turns: 0,
  1280. };
  1281. if (!skill) return outObj;
  1282. const sk = skill.params;
  1283. if (skill.type == 228 && sk[4] > 0) {
  1284. outObj.skilltype = 1;
  1285. outObj.attrs = flags(sk[1]);
  1286. outObj.types = flags(sk[2]);
  1287. outObj.turns = sk[0];
  1288. outObj.rate = sk[4];
  1289. } else if (skill.type == 231 && sk[7] > 0) {
  1290. outObj.skilltype = 1;
  1291. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1292. outObj.turns = sk[0];
  1293. outObj.rate = sk[7];
  1294. } else if (skill.type == 50 || skill.type == 90) {
  1295. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1296. outObj.turns = sk[0];
  1297. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1298. }
  1299. return outObj;
  1300. }
  1301. }
  1302. function damageSelf_Rate(card)
  1303. {
  1304. const searchTypeArray = [84,85,86,87,195];
  1305. const skill = getCardActiveSkill(card, searchTypeArray);
  1306. if (!skill) return 0;
  1307. const sk = skill.params;
  1308. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1309. }
  1310. function changeEnemiesAttr_Attr(card)
  1311. {
  1312. const outObj = {
  1313. attr: null,
  1314. turns: 0
  1315. }
  1316. const searchTypeArray = [153, 224];
  1317. const skill = getCardActiveSkill(card, searchTypeArray);
  1318. if (!skill) return outObj;
  1319. const sk = skill.params;
  1320. if (skill.type == 153)
  1321. {
  1322. outObj.attr = sk[0];
  1323. }
  1324. else if (skill.type == 224)
  1325. {
  1326. outObj.attr = sk[1] || 0;
  1327. outObj.turns = sk[0];
  1328. }
  1329. return outObj;
  1330. }
  1331. //创建1个觉醒图标
  1332. function createAwokenIcon(awokenId)
  1333. {
  1334. const icon = document.createElement("icon");
  1335. icon.className ="awoken-icon";
  1336. icon.setAttribute("data-awoken-icon", awokenId);
  1337. return icon;
  1338. }
  1339. //产生一个觉醒列表
  1340. function creatAwokenList(awokens) {
  1341. const ul = document.createElement("ul");
  1342. ul.className = "awoken-ul";
  1343. awokens.forEach(ak=>{
  1344. const li = ul.appendChild(document.createElement("li"));
  1345. const icon = li.appendChild(createAwokenIcon(ak));
  1346. });
  1347. return ul;
  1348. }
  1349. //产生宝珠列表
  1350. function createOrbsList(orbs)
  1351. {
  1352. if (orbs == undefined) orbs = [0];
  1353. else if (!Array.isArray(orbs)) orbs = [orbs];
  1354. const ul = document.createElement("ul");
  1355. ul.className = "board";
  1356. orbs.forEach(orbType => {
  1357. const li = ul.appendChild(document.createElement("li"));
  1358. li.className = `orb-icon`;
  1359. li.setAttribute("data-orb-icon", orbType);
  1360. });
  1361. return ul;
  1362. }
  1363. //产生类型列表
  1364. function createTypesList(types)
  1365. {
  1366. if (types == undefined) types = [0];
  1367. else if (!Array.isArray(types)) types = [types];
  1368. const ul = document.createElement("ul");
  1369. ul.className = "types-ul";
  1370. types.forEach(type => {
  1371. const li = ul.appendChild(document.createElement("li"));
  1372. li.className = `type-icon`;
  1373. li.setAttribute("data-type-icon", type);
  1374. });
  1375. return ul;
  1376. }
  1377. const functions = [
  1378. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1379. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1380. ]},
  1381. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1382. {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)"},
  1383. function:cards=>{
  1384. const searchTypeArray = [173];
  1385. return cards.filter(card=>{
  1386. const skill = getCardActiveSkill(card, searchTypeArray);
  1387. return skill && skill.params[1];
  1388. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1389. },addition:voidsAbsorption_Addition},
  1390. /*{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)"},
  1391. function:cards=>{
  1392. const searchTypeArray = [173];
  1393. return cards.filter(card=>{
  1394. const skill = getCardActiveSkill(card, searchTypeArray);
  1395. return skill && skill.params[2];
  1396. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1397. },addition:voidsAbsorption_Addition},*/
  1398. {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)"},
  1399. function:cards=>{
  1400. const searchTypeArray = [173];
  1401. return cards.filter(card=>{
  1402. const skill = getCardActiveSkill(card, searchTypeArray);
  1403. return skill && skill.params[3];
  1404. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1405. },addition:voidsAbsorption_Addition},
  1406. {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)"},
  1407. function:cards=>{
  1408. const searchTypeArray = [173];
  1409. return cards.filter(card=>{
  1410. const skill = getCardActiveSkill(card, searchTypeArray);
  1411. return skill && skill.params[1] && skill.params[3];
  1412. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1413. },addition:voidsAbsorption_Addition},
  1414. {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)"},
  1415. function:cards=>{
  1416. const searchTypeArray = [191];
  1417. return cards.filter(card=>{
  1418. const skill = getCardActiveSkill(card, searchTypeArray);
  1419. return skill;
  1420. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1421. },
  1422. addition:card=>{
  1423. const searchTypeArray = [191];
  1424. const skill = getCardActiveSkill(card, searchTypeArray);
  1425. if (!skill) return;
  1426. const sk = skill.params;
  1427. return document.createTextNode(`破贯×${sk[0]}T`);
  1428. }
  1429. },
  1430. ]},
  1431. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1432. {
  1433. 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)"},
  1434. function:cards=>{
  1435. return cards.filter(card=>{
  1436. const turns = unbind_Turns(card);
  1437. return turns.normal > 0;
  1438. }).sort((a,b)=>{
  1439. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1440. let a_pC = a_s.normal, b_pC = b_s.normal;
  1441. return a_pC - b_pC;
  1442. });
  1443. },
  1444. addition:unbind_Addition
  1445. },
  1446. {
  1447. 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)"},
  1448. function:cards=>{
  1449. return cards.filter(card=>{
  1450. const turns = unbind_Turns(card);
  1451. return turns.awoken > 0;
  1452. }).sort((a,b)=>{
  1453. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1454. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1455. return a_pC - b_pC;
  1456. });
  1457. },
  1458. addition:unbind_Addition
  1459. },
  1460. {
  1461. 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)"},
  1462. function:cards=>{
  1463. return cards.filter(card=>{
  1464. const turns = unbind_Turns(card);
  1465. return turns.normal && turns.awoken > 0;
  1466. }).sort((a,b)=>{
  1467. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1468. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1469. return a_pC - b_pC;
  1470. });
  1471. },
  1472. addition:unbind_Addition
  1473. },
  1474. {
  1475. 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)"},
  1476. function:cards=>{
  1477. const searchTypeArray = [196];
  1478. return cards.filter(card=>{
  1479. const skill = getCardActiveSkill(card, searchTypeArray);
  1480. return skill;
  1481. }).sort((a,b)=>{
  1482. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1483. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1484. return a_pC - b_pC;
  1485. })
  1486. },
  1487. addition:card=>{
  1488. const searchTypeArray = [196];
  1489. const skill = getCardActiveSkill(card, searchTypeArray);
  1490. if (!skill) return;
  1491. const sk = skill.params;
  1492. const value = sk[0];
  1493. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1494. }
  1495. },
  1496. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1497. function:cards=>cards.filter(card=>{
  1498. const searchTypeArray = [215];
  1499. const skill = getCardActiveSkill(card, searchTypeArray);
  1500. return skill;
  1501. }),
  1502. addition:card=>{
  1503. const searchTypeArray = [215];
  1504. const skill = getCardActiveSkill(card, searchTypeArray);
  1505. if (!skill) return;
  1506. const sk = skill.params;
  1507. const fragment = document.createDocumentFragment();
  1508. fragment.appendChild(document.createTextNode(`自封`));
  1509. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1510. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1511. return fragment;
  1512. }
  1513. },
  1514. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1515. function:cards=>cards.filter(card=>{
  1516. const searchTypeArray = [214];
  1517. const skill = getCardActiveSkill(card, searchTypeArray);
  1518. return skill;
  1519. }),
  1520. addition:card=>{
  1521. const searchTypeArray = [214];
  1522. const skill = getCardActiveSkill(card, searchTypeArray);
  1523. if (!skill) return;
  1524. const sk = skill.params;
  1525. return document.createTextNode(`自封技${sk[0]}T`);
  1526. }
  1527. },
  1528. ]},
  1529. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1530. {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)"},
  1531. function:cards=>cards.filter(card=>{
  1532. const searchTypeArray = [156,168,228,231];
  1533. const skill = getCardActiveSkill(card, searchTypeArray);
  1534. return skill;
  1535. })
  1536. },
  1537. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1538. function:cards=>{
  1539. return cards.filter(card=>{
  1540. const atkbuff = rcvBuff_Rate(card);
  1541. return atkbuff.skilltype > 0;
  1542. }).sort((a,b)=>{
  1543. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1544. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1545. if (sortNum == 0)
  1546. sortNum = a_pC.rate - b_pC.rate;
  1547. if (sortNum == 0)
  1548. sortNum = a_pC.turns - b_pC.turns;
  1549. return sortNum;
  1550. });
  1551. },
  1552. addition:card=>{
  1553. const atkbuff = rcvBuff_Rate(card);
  1554. const fragment = document.createDocumentFragment();
  1555. fragment.appendChild(createOrbsList([5]));
  1556. if (atkbuff.skilltype == 0) return fragment;
  1557. if (atkbuff.skilltype == 1)
  1558. {
  1559. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1560. if (atkbuff.awoken.length)
  1561. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1562. if (atkbuff.attrs.length)
  1563. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1564. if (atkbuff.types.length)
  1565. fragment.appendChild(createTypesList(atkbuff.types));
  1566. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1567. }else if (atkbuff.skilltype == 2)
  1568. {
  1569. if (atkbuff.attrs.length)
  1570. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1571. if (atkbuff.types.length)
  1572. fragment.appendChild(createTypesList(atkbuff.types));
  1573. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1574. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1575. }
  1576. return fragment;
  1577. }
  1578. },
  1579. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1580. function:cards=>{
  1581. return cards.filter(card=>{
  1582. const atkbuff = atkBuff_Rate(card);
  1583. return atkbuff.skilltype > 0;
  1584. }).sort((a,b)=>{
  1585. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1586. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1587. if (sortNum == 0)
  1588. sortNum = a_pC.rate - b_pC.rate;
  1589. if (sortNum == 0)
  1590. sortNum = a_pC.turns - b_pC.turns;
  1591. return sortNum;
  1592. });
  1593. },
  1594. addition:card=>{
  1595. const atkbuff = atkBuff_Rate(card);
  1596. const fragment = document.createDocumentFragment();
  1597. if (atkbuff.skilltype == 0) return fragment;
  1598. if (atkbuff.skilltype == 1)
  1599. {
  1600. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1601. if (atkbuff.awoken.length)
  1602. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1603. if (atkbuff.attrs.length)
  1604. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1605. if (atkbuff.types.length)
  1606. fragment.appendChild(createTypesList(atkbuff.types));
  1607. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1608. }else if (atkbuff.skilltype == 2)
  1609. {
  1610. if (atkbuff.attrs.length)
  1611. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1612. if (atkbuff.types.length)
  1613. fragment.appendChild(createTypesList(atkbuff.types));
  1614. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1615. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1616. }
  1617. return fragment;
  1618. }
  1619. },
  1620. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1621. function:cards=>{
  1622. const searchTypeArray = [132];
  1623. return cards.filter(card=>{
  1624. const skill = getCardActiveSkill(card, searchTypeArray);
  1625. return skill;
  1626. }).sort((a,b)=>{
  1627. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1628. //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
  1629. 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;
  1630. 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]);
  1631. });
  1632. },
  1633. addition:card=>{
  1634. const searchTypeArray = [132];
  1635. const skill = getCardActiveSkill(card, searchTypeArray);
  1636. if (!skill) return;
  1637. const sk = skill.params;
  1638. let str = "👆";
  1639. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1640. if (sk[2]) str += `x${sk[2]/100}`;
  1641. str += `x${sk[0]}T`;
  1642. return str;
  1643. }
  1644. },
  1645. {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)"},
  1646. function:cards=>{
  1647. const searchTypeArray = [184];
  1648. return cards.filter(card=>{
  1649. const skill = getCardActiveSkill(card, searchTypeArray);
  1650. return skill;
  1651. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1652. },
  1653. addition:card=>{
  1654. const searchTypeArray = [184];
  1655. const skill = getCardActiveSkill(card, searchTypeArray);
  1656. if (!skill) return;
  1657. const sk = skill.params;
  1658. return `无↓×${sk[0]}T`;
  1659. }
  1660. },
  1661. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1662. function:cards=>{
  1663. const searchTypeArray = [160];
  1664. return cards.filter(card=>{
  1665. const skill = getCardActiveSkill(card, searchTypeArray);
  1666. return skill;
  1667. }).sort((a,b)=>{
  1668. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1669. return a_s.params[1] - b_s.params[1];
  1670. });
  1671. },
  1672. addition:card=>{
  1673. const searchTypeArray = [160];
  1674. const skill = getCardActiveSkill(card, searchTypeArray);
  1675. if (!skill) return;
  1676. const sk = skill.params;
  1677. return `+${sk[1]}C×${sk[0]}T`;
  1678. }
  1679. },
  1680. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1681. function:cards=>{
  1682. const searchTypeArray = [3,156];
  1683. return cards.filter(card=>{
  1684. const skill = getCardActiveSkill(card, searchTypeArray);
  1685. if (!skill) return false;
  1686. if (skill.type == 156)
  1687. return skill.params[4]==3;
  1688. else
  1689. return true;
  1690. }).sort((a,b)=>{
  1691. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1692. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1693. if (!sortNum)
  1694. {
  1695. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1696. sortNum = a_pC - b_pC;
  1697. }
  1698. return sortNum;
  1699. });
  1700. },
  1701. addition:card=>{
  1702. const searchTypeArray = [3,156];
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. if (!skill) return;
  1705. const sk = skill.params;
  1706. const fragment = document.createDocumentFragment();
  1707. if (skill.type == 156)
  1708. {
  1709. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1710. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1711. fragment.appendChild(creatAwokenList(awokenArr));
  1712. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1713. }else
  1714. {
  1715. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1716. }
  1717. return fragment;
  1718. }
  1719. },
  1720. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1721. function:cards=>{
  1722. const searchTypeArray = [3];
  1723. return cards.filter(card=>{
  1724. const skill = getCardActiveSkill(card, searchTypeArray);
  1725. return skill && skill.params[1]>=100;
  1726. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1727. },
  1728. addition:card=>{
  1729. const searchTypeArray = [3];
  1730. const skill = getCardActiveSkill(card, searchTypeArray);
  1731. if (!skill) return;
  1732. const sk = skill.params;
  1733. return `无敌×${sk[0]}T`;
  1734. }
  1735. },
  1736. {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)"},
  1737. function:cards=>{
  1738. const searchTypeArray = [21];
  1739. return cards.filter(card=>{
  1740. const skill = getCardActiveSkill(card, searchTypeArray);
  1741. return skill;
  1742. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1743. },
  1744. addition:card=>{
  1745. const searchTypeArray = [21];
  1746. const skill = getCardActiveSkill(card, searchTypeArray);
  1747. if (!skill) return;
  1748. const sk = skill.params;
  1749. const colors = [sk[1]];
  1750. const fragment = document.createDocumentFragment();
  1751. fragment.appendChild(document.createTextNode(`-`));
  1752. fragment.appendChild(createOrbsList(colors));
  1753. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1754. return fragment;
  1755. }
  1756. },
  1757. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1758. function:cards=>{
  1759. const searchTypeArray = [51];
  1760. return cards.filter(card=>{
  1761. const skill = getCardActiveSkill(card, searchTypeArray);
  1762. return skill;
  1763. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1764. },
  1765. addition:card=>{
  1766. const searchTypeArray = [51];
  1767. const skill = getCardActiveSkill(card, searchTypeArray);
  1768. if (!skill) return;
  1769. const sk = skill.params;
  1770. return `全体×${sk[0]}T`;
  1771. }
  1772. },
  1773. ]},
  1774. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1775. {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)"},
  1776. function:cards=>{
  1777. const searchTypeArray = [205];
  1778. return cards.filter(card=>{
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. return skill;
  1781. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1782. },
  1783. addition:dropLock_Addition
  1784. },
  1785. {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)"},
  1786. function:cards=>{
  1787. const searchTypeArray = [205];
  1788. return cards.filter(card=>{
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. return skill && (skill.params[0] & 63) === 63;
  1791. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1792. },
  1793. addition:dropLock_Addition
  1794. },
  1795. {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)"},
  1796. function:cards=>{
  1797. const searchTypeArray = [180];
  1798. return cards.filter(card=>{
  1799. const skill = getCardActiveSkill(card, searchTypeArray);
  1800. return skill;
  1801. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1802. },
  1803. addition:card=>{
  1804. const searchTypeArray = [180];
  1805. const skill = getCardActiveSkill(card, searchTypeArray);
  1806. if (!skill) return;
  1807. const sk = skill.params;
  1808. return `${sk[1]}%×${sk[0]}T`;
  1809. }
  1810. },
  1811. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1812. function:cards=>cards.filter(card=>{
  1813. const searchTypeArray = [126];
  1814. const skill = getCardActiveSkill(card, searchTypeArray);
  1815. return skill;
  1816. }),
  1817. addition:dropOrb_Addition
  1818. },
  1819. {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)"},
  1820. function:cards=>cards.filter(card=>{
  1821. const searchTypeArray = [126];
  1822. const skill = getCardActiveSkill(card, searchTypeArray);
  1823. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1824. }),
  1825. addition:dropOrb_Addition
  1826. },
  1827. {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"},
  1828. function:cards=>cards.filter(card=>{
  1829. const searchTypeArray = [126];
  1830. const skill = getCardActiveSkill(card, searchTypeArray);
  1831. return skill && skill.params[1] >= 99;
  1832. }),
  1833. addition:dropOrb_Addition
  1834. },
  1835. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1836. function:cards=>cards.filter(card=>{
  1837. const searchTypeArray = [126];
  1838. const skill = getCardActiveSkill(card, searchTypeArray);
  1839. return skill && skill.params[3] == 100;
  1840. }),
  1841. addition:dropOrb_Addition
  1842. },
  1843. {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)"},
  1844. function:cards=>{
  1845. const searchTypeArray = [226];
  1846. return cards.filter(card=>{
  1847. const skill = getCardActiveSkill(card, searchTypeArray);
  1848. return skill;
  1849. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1850. },
  1851. addition:card=>{
  1852. const searchTypeArray = [226];
  1853. const skill = getCardActiveSkill(card, searchTypeArray);
  1854. if (!skill) return;
  1855. const sk = skill.params;
  1856. return `📌${sk[1]}%×${sk[0]}T`;
  1857. }
  1858. },
  1859. ]},
  1860. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1861. {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)"},
  1862. function:cards=>{
  1863. const searchTypeArray = [18];
  1864. return cards.filter(card=>{
  1865. const skill = getCardActiveSkill(card, searchTypeArray);
  1866. return skill;
  1867. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1868. },
  1869. addition:card=>{
  1870. const searchTypeArray = [18];
  1871. const skill = getCardActiveSkill(card, searchTypeArray);
  1872. if (!skill) return;
  1873. const sk = skill.params;
  1874. return document.createTextNode(`威吓×${sk[0]}T`);
  1875. }
  1876. },
  1877. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1878. function:cards=>{
  1879. const searchTypeArray = [19];
  1880. return cards.filter(card=>{
  1881. const skill = getCardActiveSkill(card, searchTypeArray);
  1882. return skill;
  1883. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1884. },
  1885. addition:card=>{
  1886. const searchTypeArray = [19];
  1887. const skill = getCardActiveSkill(card, searchTypeArray);
  1888. if (!skill) return;
  1889. const sk = skill.params;
  1890. return `破防${sk[1]}%`;
  1891. }
  1892. },
  1893. {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)"},
  1894. function:cards=>{
  1895. const searchTypeArray = [19];
  1896. return cards.filter(card=>{
  1897. const skill = getCardActiveSkill(card, searchTypeArray);
  1898. return skill && skill.params[1]>=100;
  1899. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1900. },
  1901. addition:card=>{
  1902. const searchTypeArray = [19];
  1903. const skill = getCardActiveSkill(card, searchTypeArray);
  1904. if (!skill) return;
  1905. const sk = skill.params;
  1906. return `全破×${sk[0]}T`;
  1907. }
  1908. },
  1909. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1910. function:cards=>{
  1911. const searchTypeArray = [4];
  1912. return cards.filter(card=>{
  1913. const skill = getCardActiveSkill(card, searchTypeArray);
  1914. return skill;
  1915. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1916. },
  1917. addition:card=>{
  1918. const searchTypeArray = [4];
  1919. const skill = getCardActiveSkill(card, searchTypeArray);
  1920. if (!skill) return;
  1921. const sk = skill.params;
  1922. return `攻击力×${sk[0]/100}倍`;
  1923. }
  1924. },
  1925. {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)"},
  1926. function:cards=>{
  1927. return cards.filter(card=>{
  1928. return changeEnemiesAttr_Attr(card).attr != null;
  1929. }).sort((a,b)=>{
  1930. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1931. return a_pC.attr - b_pC.attr;
  1932. })
  1933. },
  1934. addition:card=>{
  1935. let change = changeEnemiesAttr_Attr(card);
  1936. const fragment = document.createDocumentFragment();
  1937. fragment.appendChild(document.createTextNode(`敌→`));
  1938. fragment.appendChild(createOrbsList(change.attr));
  1939. if (change.turns > 0)
  1940. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1941. return fragment;
  1942. }
  1943. },
  1944. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1945. function:cards=>{
  1946. const searchTypeArray = [60];
  1947. return cards.filter(card=>{
  1948. const skill = getCardActiveSkill(card, searchTypeArray);
  1949. return skill;
  1950. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1951. },
  1952. addition:card=>{
  1953. const searchTypeArray = [60];
  1954. const skill = getCardActiveSkill(card, searchTypeArray);
  1955. if (!skill) return;
  1956. const sk = skill.params;
  1957. const fragment = document.createDocumentFragment();
  1958. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1959. fragment.appendChild(createOrbsList(sk[2]));
  1960. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1961. return fragment;
  1962. }
  1963. },
  1964. ]},
  1965. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1966. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1967. function:cards=>{
  1968. const searchTypeArray = [146];
  1969. return cards.filter(card=>{
  1970. const skill = getCardActiveSkill(card, searchTypeArray);
  1971. return skill;
  1972. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1973. },
  1974. addition:card=>{
  1975. const searchTypeArray = [146];
  1976. const skill = getCardActiveSkill(card, searchTypeArray);
  1977. if (!skill) return;
  1978. const sk = skill.params;
  1979. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1980. }
  1981. },
  1982. {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)"},
  1983. function:cards=>{
  1984. const searchTypeArray = [218];
  1985. return cards.filter(card=>{
  1986. const skill = getCardActiveSkill(card, searchTypeArray);
  1987. return skill;
  1988. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1989. },
  1990. addition:card=>{
  1991. const searchTypeArray = [218];
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. if (!skill) return;
  1994. const sk = skill.params;
  1995. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1996. }
  1997. },
  1998. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1999. function:cards=>cards.filter(card=>{
  2000. const searchTypeArray = [93, 227];
  2001. const skill = getCardActiveSkill(card, searchTypeArray);
  2002. return skill;
  2003. }),
  2004. addition:card=>{
  2005. const searchTypeArray = [93, 227];
  2006. const skill = getCardActiveSkill(card, searchTypeArray);
  2007. if (!skill) return;
  2008. return skill.type == 93 ? '换自身' : '换最后队员';
  2009. }
  2010. },
  2011. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2012. function:cards=>{
  2013. const searchTypeArray = [241];
  2014. return cards.filter(card=>{
  2015. const skill = getCardActiveSkill(card, searchTypeArray);
  2016. return skill;
  2017. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  2018. },
  2019. addition:card=>{
  2020. const searchTypeArray = [241];
  2021. const skill = getCardActiveSkill(card, searchTypeArray);
  2022. if (!skill) return;
  2023. const sk = skill.params;
  2024. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  2025. }
  2026. },
  2027. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2028. function:cards=>{
  2029. const searchTypeArray = [230];
  2030. return cards.filter(card=>{
  2031. const skill = getCardActiveSkill(card, searchTypeArray);
  2032. return skill;
  2033. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2034. },
  2035. addition:memberATK_Addition
  2036. },
  2037. {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"},
  2038. function:cards=>{
  2039. const searchTypeArray = [230];
  2040. return cards.filter(card=>{
  2041. const skill = getCardActiveSkill(card, searchTypeArray);
  2042. return skill && Boolean(skill.params[1] & 1<<0);
  2043. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2044. },
  2045. addition:memberATK_Addition
  2046. },
  2047. {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"},
  2048. function:cards=>{
  2049. const searchTypeArray = [230];
  2050. return cards.filter(card=>{
  2051. const skill = getCardActiveSkill(card, searchTypeArray);
  2052. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2053. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2054. },
  2055. addition:memberATK_Addition
  2056. },
  2057. {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"},
  2058. function:cards=>{
  2059. const searchTypeArray = [230];
  2060. return cards.filter(card=>{
  2061. const skill = getCardActiveSkill(card, searchTypeArray);
  2062. return skill && Boolean(skill.params[1] & 1<<3);
  2063. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2064. },
  2065. addition:memberATK_Addition
  2066. },
  2067. {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)"},
  2068. function:cards=>{
  2069. const searchTypeArray = [142];
  2070. return cards.filter(card=>{
  2071. const skill = getCardActiveSkill(card, searchTypeArray);
  2072. return skill;
  2073. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2074. },
  2075. addition:card=>{
  2076. const searchTypeArray = [142];
  2077. const skill = getCardActiveSkill(card, searchTypeArray);
  2078. if (!skill) return;
  2079. const sk = skill.params;
  2080. const fragment = document.createDocumentFragment();
  2081. fragment.appendChild(document.createTextNode(`自→`));
  2082. fragment.appendChild(createOrbsList(sk[1]));
  2083. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2084. return fragment;
  2085. }
  2086. },
  2087. ]},
  2088. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2089. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2090. function:cards=>{
  2091. const searchTypeArray = [179];
  2092. return cards.filter(card=>{
  2093. const skill = getCardActiveSkill(card, searchTypeArray);
  2094. return skill;
  2095. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2096. },
  2097. addition:card=>{
  2098. const searchTypeArray = [179];
  2099. const skill = getCardActiveSkill(card, searchTypeArray);
  2100. if (!skill) return;
  2101. const sk = skill.params;
  2102. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2103. }
  2104. },
  2105. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2106. function:cards=>{
  2107. return cards.filter(card=>{
  2108. const heal = healImmediately_Rate(card);
  2109. return Object.values(heal).some(v=>v);
  2110. })
  2111. .sort((a,b)=>{
  2112. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2113. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2114. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2115. let sortNum = a_i - b_i;
  2116. if (!sortNum)
  2117. {
  2118. sortNum = a_vs[a_i] - b_vs[b_i];
  2119. }
  2120. return sortNum;
  2121. });
  2122. },
  2123. addition:card=>{
  2124. const heal = healImmediately_Rate(card);
  2125. let strArr = [];
  2126. if (heal.scale)
  2127. strArr.push(`${heal.scale}%最大HP`);
  2128. if (heal.const)
  2129. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2130. if (heal.selfRcv)
  2131. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2132. if (heal.vampire)
  2133. strArr.push(`${heal.vampire}%伤害`);
  2134. return strArr.join(',');
  2135. }
  2136. },
  2137. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2138. function:cards=>{
  2139. const searchTypeArray = [237];
  2140. return cards.filter(card=>{
  2141. const skill = getCardActiveSkill(card, searchTypeArray);
  2142. return skill;
  2143. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2144. },
  2145. addition:card=>{
  2146. const searchTypeArray = [237];
  2147. const skill = getCardActiveSkill(card, searchTypeArray);
  2148. if (!skill) return;
  2149. const sk = skill.params;
  2150. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2151. }
  2152. },
  2153. {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)"},
  2154. function:cards=>{
  2155. return cards.filter(card=>damageSelf_Rate(card)>0)
  2156. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2157. },
  2158. addition:card=>{
  2159. let rate = damageSelf_Rate(card);
  2160. if (rate < 100)
  2161. return `减少${rate}%`;
  2162. else
  2163. return `减少到1`;
  2164. }
  2165. },
  2166. ]},
  2167. {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: [
  2168. {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)"},
  2169. function:cards=>{
  2170. const searchTypeArray = [6, 161];
  2171. return cards.filter(card=>{
  2172. const skill = getCardActiveSkill(card, searchTypeArray);
  2173. return skill;
  2174. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2175. },
  2176. addition: gravity_Addition
  2177. },
  2178. {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)"},
  2179. function:cards=>{
  2180. const searchTypeArray = [6];
  2181. return cards.filter(card=>{
  2182. const skill = getCardActiveSkill(card, searchTypeArray);
  2183. return skill;
  2184. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2185. },
  2186. addition: gravity_Addition
  2187. },
  2188. {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)"},
  2189. function:cards=>{
  2190. const searchTypeArray = [161];
  2191. return cards.filter(card=>{
  2192. const skill = getCardActiveSkill(card, searchTypeArray);
  2193. return skill;
  2194. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2195. },
  2196. addition: gravity_Addition
  2197. },
  2198. ]},
  2199. {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: [
  2200. {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)"},
  2201. function:cards=>{
  2202. const searchTypeArray = [55,188,56];
  2203. return cards.filter(card=>{
  2204. const skill = getCardActiveSkill(card, searchTypeArray);
  2205. return skill;
  2206. }).sort((a,b)=>{
  2207. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2208. 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);
  2209. return a_pC - b_pC;
  2210. });
  2211. },
  2212. addition:dixedDamage_Addition
  2213. },
  2214. {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)"},
  2215. function:cards=>{
  2216. const searchTypeArray = [55,188];
  2217. return cards.filter(card=>{
  2218. const skill = getCardActiveSkill(card, searchTypeArray);
  2219. return skill;
  2220. }).sort((a,b)=>{
  2221. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2222. 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);
  2223. return a_pC - b_pC;
  2224. });
  2225. },
  2226. addition:dixedDamage_Addition
  2227. },
  2228. {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)"},
  2229. function:cards=>{
  2230. const searchTypeArray = [56];
  2231. return cards.filter(card=>{
  2232. const skill = getCardActiveSkill(card, searchTypeArray);
  2233. return skill;
  2234. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2235. },
  2236. addition:dixedDamage_Addition
  2237. },
  2238. ]},
  2239. {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: [
  2240. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2241. function:cards=>cards.filter(card=>{
  2242. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2243. function isSingle(skill)
  2244. {
  2245. if (skill.type == 110)
  2246. return Boolean(skill.params[0]);
  2247. else if (skill.type == 144)
  2248. return Boolean(skill.params[2]);
  2249. else
  2250. return true;
  2251. }
  2252. const skill = getCardActiveSkill(card, searchTypeArray);
  2253. return skill && isSingle(skill);
  2254. }),
  2255. addition: numericalATK_Addition
  2256. },
  2257. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2258. function:cards=>cards.filter(card=>{
  2259. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2260. function isAll(skill)
  2261. {
  2262. if (skill.type == 110)
  2263. return !Boolean(skill.params[0]);
  2264. else if (skill.type == 144)
  2265. return !Boolean(skill.params[2]);
  2266. else
  2267. return true;
  2268. }
  2269. const skill = getCardActiveSkill(card, searchTypeArray);
  2270. return skill && skill.id!=0 && isAll(skill);
  2271. }),
  2272. addition: numericalATK_Addition
  2273. },
  2274. {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"},
  2275. function:cards=>cards.filter(card=>{
  2276. const searchTypeArray = [42];
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. return skill;
  2279. })
  2280. },
  2281. {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"},
  2282. function:cards=>cards.filter(card=>{
  2283. const searchTypeArray = [2,35];
  2284. const skill = getCardActiveSkill(card, searchTypeArray);
  2285. return skill;
  2286. })
  2287. },
  2288. {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)"},
  2289. function:cards=>cards.filter(card=>{
  2290. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2291. const skill = getCardActiveSkill(card, searchTypeArray);
  2292. return skill && skill.id!=0;
  2293. }).sort((a,b)=>{
  2294. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2295. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2296. function getNumber(skill)
  2297. {
  2298. const sk = skill.params;
  2299. switch(skill.type)
  2300. {
  2301. case 0:
  2302. case 37:
  2303. case 58:
  2304. case 59:
  2305. case 84:
  2306. case 85:
  2307. case 115:
  2308. return sk[1];
  2309. case 2:
  2310. case 35:
  2311. return sk[0];
  2312. default:
  2313. return 0;
  2314. }
  2315. }
  2316. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2317. return a_pC - b_pC;
  2318. }),
  2319. addition: numericalATK_Addition
  2320. },
  2321. {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)"},
  2322. function:cards=>cards.filter(card=>{
  2323. const searchTypeArray = [1,42,86,87];
  2324. const skill = getCardActiveSkill(card, searchTypeArray);
  2325. return skill;
  2326. }).sort((a,b)=>{
  2327. const searchTypeArray = [1,42,86,87];
  2328. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2329. function getNumber(skill)
  2330. {
  2331. const sk = skill.params;
  2332. switch(skill.type)
  2333. {
  2334. case 1:
  2335. case 86:
  2336. case 87:
  2337. return sk[1];
  2338. case 42:
  2339. return sk[2];
  2340. default:
  2341. return 0;
  2342. }
  2343. }
  2344. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2345. return a_pC - b_pC;
  2346. }),
  2347. addition: numericalATK_Addition
  2348. },
  2349. {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)"},
  2350. function:cards=>{
  2351. const searchTypeArray = [110];
  2352. return cards.filter(card=>{
  2353. const skill = getCardActiveSkill(card, searchTypeArray);
  2354. return skill;
  2355. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2356. },
  2357. addition: numericalATK_Addition
  2358. },
  2359. {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)"},
  2360. function:cards=>{
  2361. const searchTypeArray = [143];
  2362. return cards.filter(card=>{
  2363. const skill = getCardActiveSkill(card, searchTypeArray);
  2364. return skill;
  2365. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2366. },
  2367. addition: numericalATK_Addition
  2368. },
  2369. {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)"},
  2370. function:cards=>{
  2371. const searchTypeArray = [144];
  2372. return cards.filter(card=>{
  2373. const skill = getCardActiveSkill(card, searchTypeArray);
  2374. return skill;
  2375. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2376. },
  2377. addition: numericalATK_Addition
  2378. },
  2379. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2380. function:cards=>cards.filter(card=>{
  2381. const searchTypeArray = [35,115];
  2382. const skill = getCardActiveSkill(card, searchTypeArray);
  2383. return skill;
  2384. })
  2385. },
  2386. ]},
  2387. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2388. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2389. function:cards=>cards.filter(card=>{
  2390. const searchTypeArray = [10];
  2391. const skill = getCardActiveSkill(card, searchTypeArray);
  2392. return skill;
  2393. })
  2394. },
  2395. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2396. function:cards=>{
  2397. const searchTypeArray = [207];
  2398. return cards.filter(card=>{
  2399. const skill = getCardActiveSkill(card, searchTypeArray);
  2400. return skill;
  2401. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2402. },
  2403. addition:card=>{
  2404. const searchTypeArray = [207];
  2405. const skill = getCardActiveSkill(card, searchTypeArray);
  2406. if (!skill) return;
  2407. const sk = skill.params;
  2408. if (sk[7])
  2409. return `${sk[7]}个×${sk[0]}T`;
  2410. else
  2411. return `特殊形状×${sk[0]}T`;
  2412. }
  2413. },
  2414. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2415. function:cards=>{
  2416. const searchTypeArray = [238];
  2417. return cards.filter(card=>{
  2418. const skill = getCardActiveSkill(card, searchTypeArray);
  2419. return skill;
  2420. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2421. },
  2422. addition:card=>{
  2423. const searchTypeArray = [238];
  2424. const skill = getCardActiveSkill(card, searchTypeArray);
  2425. if (!skill) return;
  2426. const sk = skill.params;
  2427. return `${sk[1]}个×${sk[0]}T`;
  2428. }
  2429. },
  2430. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2431. function:cards=>{
  2432. const searchTypeArray = [239];
  2433. return cards.filter(card=>{
  2434. const skill = getCardActiveSkill(card, searchTypeArray);
  2435. return skill;
  2436. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2437. },
  2438. addition:card=>{
  2439. const searchTypeArray = [239];
  2440. const skill = getCardActiveSkill(card, searchTypeArray);
  2441. if (!skill) return;
  2442. const sk = skill.params;
  2443. const colums = flags(sk[1]), rows = flags(sk[2]);
  2444. const fragment = document.createDocumentFragment();
  2445. if (colums.length)
  2446. fragment.append(`${colums.length}竖`);
  2447. if (rows.length)
  2448. fragment.append(`${rows.length}横`);
  2449. fragment.append(`×${sk[0]}T`);
  2450. return fragment;
  2451. }
  2452. },
  2453. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2454. function:cards=>{
  2455. const searchTypeArray = [244];
  2456. return cards.filter(card=>{
  2457. const skill = getCardActiveSkill(card, searchTypeArray);
  2458. return skill;
  2459. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2460. },
  2461. addition:card=>{
  2462. const searchTypeArray = [244];
  2463. const skill = getCardActiveSkill(card, searchTypeArray);
  2464. if (!skill) return;
  2465. const sk = skill.params;
  2466. if (sk[1])
  2467. return `[7×6]×${sk[0]}T`;
  2468. else
  2469. return `[6×5]×${sk[0]}T`;
  2470. }
  2471. },
  2472. ]},
  2473. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2474. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2475. function:cards=>cards.filter(card=>{
  2476. const searchTypeArray = [172];
  2477. const skill = getCardActiveSkill(card, searchTypeArray);
  2478. return skill;
  2479. })
  2480. },
  2481. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2482. function:cards=>cards.filter(card=>{
  2483. const searchTypeArray = [152];
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. return skill;
  2486. }),
  2487. addition:lock_Addition
  2488. },
  2489. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2490. function:cards=>cards.filter(card=>{
  2491. const searchTypeArray = [152];
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. return skill && (skill.params[0] & 63) === 63;
  2494. }),
  2495. addition:lock_Addition
  2496. },
  2497. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2498. function:cards=>{
  2499. const searchTypeArray = [52,91,140];
  2500. return cards.filter(card=>{
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. return skill;
  2503. });
  2504. },
  2505. addition:card=>{
  2506. const searchTypeArray = [52,91,140];
  2507. const skill = getCardActiveSkill(card, searchTypeArray);
  2508. if (!skill) return;
  2509. const sk = skill.params;
  2510. let attrs = [];
  2511. switch (skill.type)
  2512. {
  2513. case 52:{
  2514. attrs.push(sk[0]); break;
  2515. }
  2516. case 91:{
  2517. attrs = sk.slice(0,-1); break;
  2518. }
  2519. case 140:{
  2520. attrs = flags(sk[0]); break;
  2521. }
  2522. }
  2523. const fragment = document.createDocumentFragment();
  2524. fragment.appendChild(document.createTextNode(`强化`));
  2525. fragment.appendChild(createOrbsList(attrs));
  2526. return fragment;
  2527. }
  2528. },
  2529. ]},
  2530. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2531. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2532. function:cards=>cards.filter(card=>{
  2533. const searchTypeArray = [71];
  2534. const skill = getCardActiveSkill(card, searchTypeArray);
  2535. return skill;
  2536. }),
  2537. addition:boardChange_Addition
  2538. },
  2539. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2540. function:cards=>cards.filter(card=>{
  2541. const searchTypeArray = [71];
  2542. const skill = getCardActiveSkill(card, searchTypeArray);
  2543. return boardChange_ColorTypes(skill).length == 1;
  2544. }),
  2545. addition:boardChange_Addition
  2546. },
  2547. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2548. function:cards=>cards.filter(card=>{
  2549. const searchTypeArray = [71];
  2550. const skill = getCardActiveSkill(card, searchTypeArray);
  2551. return boardChange_ColorTypes(skill).length == 2;
  2552. }),
  2553. addition:boardChange_Addition
  2554. },
  2555. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2556. function:cards=>cards.filter(card=>{
  2557. const searchTypeArray = [71];
  2558. const skill = getCardActiveSkill(card, searchTypeArray);
  2559. return boardChange_ColorTypes(skill).length == 3;
  2560. }),
  2561. addition:boardChange_Addition
  2562. },
  2563. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2564. function:cards=>cards.filter(card=>{
  2565. const searchTypeArray = [71];
  2566. const skill = getCardActiveSkill(card, searchTypeArray);
  2567. return boardChange_ColorTypes(skill).length == 4;
  2568. }),
  2569. addition:boardChange_Addition
  2570. },
  2571. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2572. function:cards=>cards.filter(card=>{
  2573. const searchTypeArray = [71];
  2574. const skill = getCardActiveSkill(card, searchTypeArray);
  2575. return boardChange_ColorTypes(skill).length == 5;
  2576. }),
  2577. addition:boardChange_Addition
  2578. },
  2579. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2580. function:cards=>cards.filter(card=>{
  2581. const searchTypeArray = [71];
  2582. const skill = getCardActiveSkill(card, searchTypeArray);
  2583. return boardChange_ColorTypes(skill).length >= 6;
  2584. }),
  2585. addition:boardChange_Addition
  2586. },
  2587. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [71];
  2590. const skill = getCardActiveSkill(card, searchTypeArray);
  2591. return boardChange_ColorTypes(skill).includes(0);
  2592. }),
  2593. addition:boardChange_Addition
  2594. },
  2595. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2596. function:cards=>cards.filter(card=>{
  2597. const searchTypeArray = [71];
  2598. const skill = getCardActiveSkill(card, searchTypeArray);
  2599. return boardChange_ColorTypes(skill).includes(1);
  2600. }),
  2601. addition:boardChange_Addition
  2602. },
  2603. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2604. function:cards=>cards.filter(card=>{
  2605. const searchTypeArray = [71];
  2606. const skill = getCardActiveSkill(card, searchTypeArray);
  2607. return boardChange_ColorTypes(skill).includes(2);
  2608. }),
  2609. addition:boardChange_Addition
  2610. },
  2611. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2612. function:cards=>cards.filter(card=>{
  2613. const searchTypeArray = [71];
  2614. const skill = getCardActiveSkill(card, searchTypeArray);
  2615. return boardChange_ColorTypes(skill).includes(3);
  2616. }),
  2617. addition:boardChange_Addition
  2618. },
  2619. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2620. function:cards=>cards.filter(card=>{
  2621. const searchTypeArray = [71];
  2622. const skill = getCardActiveSkill(card, searchTypeArray);
  2623. return boardChange_ColorTypes(skill).includes(4);
  2624. }),
  2625. addition:boardChange_Addition
  2626. },
  2627. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2628. function:cards=>cards.filter(card=>{
  2629. const searchTypeArray = [71];
  2630. const skill = getCardActiveSkill(card, searchTypeArray);
  2631. return boardChange_ColorTypes(skill).includes(5);
  2632. }),
  2633. addition:boardChange_Addition
  2634. },
  2635. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2636. function:cards=>cards.filter(card=>{
  2637. const searchTypeArray = [71];
  2638. const skill = getCardActiveSkill(card, searchTypeArray);
  2639. const colors = boardChange_ColorTypes(skill);
  2640. return colors.includes(6)
  2641. || colors.includes(7)
  2642. || colors.includes(8)
  2643. || colors.includes(9);
  2644. }),
  2645. addition:boardChange_Addition
  2646. },
  2647. ]},
  2648. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2649. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2650. function:cards=>cards.filter(card=>{
  2651. const searchTypeArray = [9,20,154];
  2652. const skills = getCardActiveSkills(card, searchTypeArray);
  2653. if (!skills.length) return false;
  2654. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2655. return parsedSkills.some(p=>p.to.includes(0));
  2656. }),
  2657. addition:changeOrbs_Addition
  2658. },
  2659. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2660. function:cards=>cards.filter(card=>{
  2661. const searchTypeArray = [9,20,154];
  2662. const skills = getCardActiveSkills(card, searchTypeArray);
  2663. if (!skills.length) return false;
  2664. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2665. return parsedSkills.some(p=>p.to.includes(1));
  2666. }),
  2667. addition:changeOrbs_Addition
  2668. },
  2669. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2670. function:cards=>cards.filter(card=>{
  2671. const searchTypeArray = [9,20,154];
  2672. const skills = getCardActiveSkills(card, searchTypeArray);
  2673. if (!skills.length) return false;
  2674. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2675. return parsedSkills.some(p=>p.to.includes(2));
  2676. }),
  2677. addition:changeOrbs_Addition
  2678. },
  2679. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2680. function:cards=>cards.filter(card=>{
  2681. const searchTypeArray = [9,20,154];
  2682. const skills = getCardActiveSkills(card, searchTypeArray);
  2683. if (!skills.length) return false;
  2684. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2685. return parsedSkills.some(p=>p.to.includes(3));
  2686. }),
  2687. addition:changeOrbs_Addition
  2688. },
  2689. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2690. function:cards=>cards.filter(card=>{
  2691. const searchTypeArray = [9,20,154];
  2692. const skills = getCardActiveSkills(card, searchTypeArray);
  2693. if (!skills.length) return false;
  2694. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2695. return parsedSkills.some(p=>p.to.includes(4));
  2696. }),
  2697. addition:changeOrbs_Addition
  2698. },
  2699. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2700. function:cards=>cards.filter(card=>{
  2701. const searchTypeArray = [9,20,154];
  2702. const skills = getCardActiveSkills(card, searchTypeArray);
  2703. if (!skills.length) return false;
  2704. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2705. return parsedSkills.some(p=>p.to.includes(5));
  2706. }),
  2707. addition:changeOrbs_Addition
  2708. },
  2709. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2710. function:cards=>cards.filter(card=>{
  2711. const searchTypeArray = [9,20,154];
  2712. const skills = getCardActiveSkills(card, searchTypeArray);
  2713. if (!skills.length) return false;
  2714. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2715. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2716. }),
  2717. addition:changeOrbs_Addition
  2718. },
  2719. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2720. function:cards=>cards.filter(card=>{
  2721. const searchTypeArray = [9,20,154];
  2722. const skills = getCardActiveSkills(card, searchTypeArray);
  2723. if (!skills.length) return false;
  2724. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2725. return parsedSkills.some(p=>p.from.includes(0));
  2726. }),
  2727. addition:changeOrbs_Addition
  2728. },
  2729. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2730. function:cards=>cards.filter(card=>{
  2731. const searchTypeArray = [9,20,154];
  2732. const skills = getCardActiveSkills(card, searchTypeArray);
  2733. if (!skills.length) return false;
  2734. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2735. return parsedSkills.some(p=>p.from.includes(1));
  2736. }),
  2737. addition:changeOrbs_Addition
  2738. },
  2739. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [9,20,154];
  2742. const skills = getCardActiveSkills(card, searchTypeArray);
  2743. if (!skills.length) return false;
  2744. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2745. return parsedSkills.some(p=>p.from.includes(2));
  2746. }),
  2747. addition:changeOrbs_Addition
  2748. },
  2749. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2750. function:cards=>cards.filter(card=>{
  2751. const searchTypeArray = [9,20,154];
  2752. const skills = getCardActiveSkills(card, searchTypeArray);
  2753. if (!skills.length) return false;
  2754. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2755. return parsedSkills.some(p=>p.from.includes(3));
  2756. }),
  2757. addition:changeOrbs_Addition
  2758. },
  2759. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2760. function:cards=>cards.filter(card=>{
  2761. const searchTypeArray = [9,20,154];
  2762. const skills = getCardActiveSkills(card, searchTypeArray);
  2763. if (!skills.length) return false;
  2764. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2765. return parsedSkills.some(p=>p.from.includes(4));
  2766. }),
  2767. addition:changeOrbs_Addition
  2768. },
  2769. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [9,20,154];
  2772. const skills = getCardActiveSkills(card, searchTypeArray);
  2773. if (!skills.length) return false;
  2774. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2775. return parsedSkills.some(p=>p.from.includes(5));
  2776. }),
  2777. addition:changeOrbs_Addition
  2778. },
  2779. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [9,20,154];
  2782. const skills = getCardActiveSkills(card, searchTypeArray);
  2783. if (!skills.length) return false;
  2784. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2785. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2786. }),
  2787. addition:changeOrbs_Addition
  2788. },
  2789. ]},
  2790. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2791. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2792. function:cards=>cards.filter(card=>{
  2793. function is30(sk)
  2794. {
  2795. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2796. }
  2797. const searchTypeArray = [141];
  2798. const skill = getCardActiveSkill(card, searchTypeArray);
  2799. return skill && is30(skill.params);
  2800. }),
  2801. addition:generateOrbs_Addition
  2802. },
  2803. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2804. function:cards=>cards.filter(card=>{
  2805. function is1515(sk)
  2806. {
  2807. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2808. }
  2809. const searchTypeArray = [141];
  2810. const skill = getCardActiveSkill(card, searchTypeArray);
  2811. return skill && is1515(skill.params);
  2812. }),
  2813. addition:generateOrbs_Addition
  2814. },
  2815. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2816. function:cards=>cards.filter(card=>{
  2817. const gens = generateOrbsParse(card);
  2818. return gens.some(gen=>gen.to.includes(0));
  2819. }),
  2820. addition:generateOrbs_Addition
  2821. },
  2822. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2823. function:cards=>cards.filter(card=>{
  2824. const gens = generateOrbsParse(card);
  2825. return gens.some(gen=>gen.to.includes(1));
  2826. }),
  2827. addition:generateOrbs_Addition
  2828. },
  2829. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2830. function:cards=>cards.filter(card=>{
  2831. const gens = generateOrbsParse(card);
  2832. return gens.some(gen=>gen.to.includes(2));
  2833. }),
  2834. addition:generateOrbs_Addition
  2835. },
  2836. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2837. function:cards=>cards.filter(card=>{
  2838. const gens = generateOrbsParse(card);
  2839. return gens.some(gen=>gen.to.includes(3));
  2840. }),
  2841. addition:generateOrbs_Addition
  2842. },
  2843. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2844. function:cards=>cards.filter(card=>{
  2845. const gens = generateOrbsParse(card);
  2846. return gens.some(gen=>gen.to.includes(4));
  2847. }),
  2848. addition:generateOrbs_Addition
  2849. },
  2850. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2851. function:cards=>cards.filter(card=>{
  2852. const gens = generateOrbsParse(card);
  2853. return gens.some(gen=>gen.to.includes(5));
  2854. }),
  2855. addition:generateOrbs_Addition
  2856. },
  2857. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2858. function:cards=>cards.filter(card=>{
  2859. const gens = generateOrbsParse(card);
  2860. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2861. }),
  2862. addition:generateOrbs_Addition
  2863. },
  2864. ]},
  2865. {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: [
  2866. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2867. function:cards=>cards.filter(card=>{
  2868. const searchTypeArray = [176];
  2869. const skill = getCardActiveSkill(card, searchTypeArray);
  2870. return skill;
  2871. })
  2872. },
  2873. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2874. function:cards=>cards.filter(card=>{
  2875. function is3x3(sk)
  2876. {
  2877. for (let si=0;si<3;si++)
  2878. {
  2879. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2880. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2881. (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)
  2882. (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)
  2883. )
  2884. return true;
  2885. }
  2886. return false;
  2887. }
  2888. const searchTypeArray = [176];
  2889. const skill = getCardActiveSkill(card, searchTypeArray);
  2890. return skill && is3x3(skill.params);
  2891. }),
  2892. addition:card=>{
  2893. const searchTypeArray = [176];
  2894. const skill = getCardActiveSkill(card, searchTypeArray);
  2895. if (!skill) return;
  2896. const sk = skill.params;
  2897. const fragment = document.createDocumentFragment();
  2898. fragment.appendChild(document.createTextNode(`3×3`));
  2899. fragment.appendChild(createOrbsList(sk[5]));
  2900. return fragment;
  2901. }
  2902. },
  2903. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2904. function:cards=>cards.filter(card=>{
  2905. const searchTypeArray = [127];
  2906. const skill = getCardActiveSkill(card, searchTypeArray);
  2907. return skill;
  2908. }),
  2909. addition:generateColumnOrbs_Addition
  2910. },
  2911. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2912. function:cards=>cards.filter(card=>{
  2913. function isHeart(sk)
  2914. {
  2915. for (let i=1;i<sk.length;i+=2)
  2916. {
  2917. if (sk[i] & 32)
  2918. {
  2919. return true;
  2920. }
  2921. }
  2922. }
  2923. const searchTypeArray = [127];
  2924. const skill = getCardActiveSkill(card, searchTypeArray);
  2925. return skill && isHeart(skill.params);
  2926. }),
  2927. addition:generateColumnOrbs_Addition
  2928. },
  2929. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2930. function:cards=>cards.filter(card=>{
  2931. const searchTypeArray = [128];
  2932. const skill = getCardActiveSkill(card, searchTypeArray);
  2933. return skill;
  2934. }),
  2935. addition:generateRowOrbs_Addition
  2936. },
  2937. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2938. function:cards=>cards.filter(card=>{
  2939. const searchTypeArray = [128];
  2940. const skill = getCardActiveSkill(card, searchTypeArray);
  2941. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2942. }),
  2943. addition:generateRowOrbs_Addition
  2944. },
  2945. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2946. function:cards=>cards.filter(card=>{
  2947. const searchTypeArray = [128];
  2948. const skill = getCardActiveSkill(card, searchTypeArray);
  2949. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2950. }),
  2951. addition:generateRowOrbs_Addition
  2952. },
  2953. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2954. function:cards=>cards.filter(card=>{
  2955. const searchTypeArray = [128];
  2956. const skill = getCardActiveSkill(card, searchTypeArray);
  2957. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2958. }),
  2959. addition:generateRowOrbs_Addition
  2960. },
  2961. {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)"},
  2962. function:cards=>cards.filter(card=>{
  2963. const searchTypeArray = [128,71,176];
  2964. function isRow(skill)
  2965. {
  2966. const sk = skill.params;
  2967. if (skill.type === 128) //普通横
  2968. {return true;}
  2969. else if (skill.type === 71) //花火
  2970. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2971. else if (skill.type === 176) //特殊形状
  2972. {
  2973. for (let si=0;si<5;si++)
  2974. {
  2975. if ((sk[si] & 63) === 63)
  2976. return true;
  2977. }
  2978. }
  2979. return false;
  2980. }
  2981. const skill = getCardActiveSkill(card, searchTypeArray);
  2982. return skill && isRow(skill);
  2983. })
  2984. },
  2985. ]},
  2986. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2987. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2988. function:cards=>cards.filter(card=>{
  2989. if (card.activeSkillId == 0) return false;
  2990. const skill = Skills[card.activeSkillId];
  2991. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2992. })
  2993. },
  2994. {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)"},
  2995. function:cards=>cards.filter(card=>{
  2996. if (card.activeSkillId == 0) return false;
  2997. const skill = Skills[card.activeSkillId];
  2998. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2999. let realCD = minCD;
  3000. const searchTypeArray = [14];
  3001. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3002. if (subSkill)
  3003. {
  3004. realCD -= subSkill.params[0] * 3;
  3005. }
  3006. return minCD > 1 && realCD <= 4;
  3007. })
  3008. },
  3009. {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)"},
  3010. function:cards=>{
  3011. const searchTypeArray = [5];
  3012. return cards.filter(card=>{
  3013. const skill = getCardActiveSkill(card, searchTypeArray);
  3014. return skill;
  3015. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3016. },
  3017. addition:card=>{
  3018. const searchTypeArray = [5];
  3019. const skill = getCardActiveSkill(card, searchTypeArray);
  3020. const value = skill.params[0];
  3021. return `时停${value}s`;
  3022. }
  3023. },
  3024. {
  3025. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3026. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3027. },
  3028. {
  3029. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3030. function:cards=>cards.filter(card=>{
  3031. let skType = Skills[card.activeSkillId].type;
  3032. return skType == 232 || skType == 233;
  3033. })
  3034. },
  3035. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3036. function:cards=>cards.filter(card=>{
  3037. const searchTypeArray = [225];
  3038. const skill = getCardActiveSkill(card, searchTypeArray);
  3039. return skill;
  3040. }),
  3041. addition:card=>{
  3042. const searchTypeArray = [225];
  3043. const skill = getCardActiveSkill(card, searchTypeArray);
  3044. if (!skill) return;
  3045. const sk = skill.params;
  3046. let strArr = [];
  3047. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3048. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3049. return `HP ${strArr.join(" ")}`;
  3050. }
  3051. },
  3052. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3053. function:cards=>cards.filter(card=>{
  3054. const searchTypeArray = [234];
  3055. const skill = getCardActiveSkill(card, searchTypeArray);
  3056. return skill;
  3057. }),
  3058. addition:card=>{
  3059. const searchTypeArray = [234];
  3060. const skill = getCardActiveSkill(card, searchTypeArray);
  3061. if (!skill) return;
  3062. const sk = skill.params;
  3063. let strArr = [];
  3064. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3065. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3066. return `层 ${strArr.join(" ")}`;
  3067. }
  3068. },
  3069. ]},
  3070. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3071. ]},
  3072. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3073. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3074. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3075. },
  3076. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3077. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3078. },
  3079. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3080. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3081. },
  3082. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3083. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3084. },
  3085. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3086. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3087. },
  3088. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3089. function:cards=>cards.filter(card=>{
  3090. const searchTypeArray = [151,209];
  3091. const skill = getCardLeaderSkill(card, searchTypeArray);
  3092. return skill;
  3093. })
  3094. },
  3095. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3096. function:cards=>cards.filter(card=>{
  3097. const searchTypeArray = [157];
  3098. const skill = getCardLeaderSkill(card, searchTypeArray);
  3099. return skill;
  3100. })
  3101. },
  3102. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3103. function:cards=>cards.filter(card=>{
  3104. const searchTypeArray = [177];
  3105. const skill = getCardLeaderSkill(card, searchTypeArray);
  3106. return skill;
  3107. })
  3108. },
  3109. ]},
  3110. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3111. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3112. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3113. },
  3114. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3115. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3116. },
  3117. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3118. function:cards=>cards.filter(card=>{
  3119. const searchTypeArray = [162,186];
  3120. const skill = getCardLeaderSkill(card, searchTypeArray);
  3121. return skill;
  3122. })
  3123. },
  3124. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3125. function:cards=>cards.filter(card=>{
  3126. const searchTypeArray = [163,177];
  3127. const skill = getCardLeaderSkill(card, searchTypeArray);
  3128. return skill;
  3129. })
  3130. },
  3131. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3132. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3133. },
  3134. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3135. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3136. },
  3137. {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)"},
  3138. function:cards=>{
  3139. const searchTypeArray = [158];
  3140. return cards.filter(card=>{
  3141. const skill = getCardLeaderSkill(card, searchTypeArray);
  3142. return skill;
  3143. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3144. },
  3145. addition:card=>{
  3146. const searchTypeArray = [158];
  3147. const skill = getCardLeaderSkill(card, searchTypeArray);
  3148. const value = skill.params[0];
  3149. return `≥${value}珠`;
  3150. }
  3151. },
  3152. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3153. function:cards=>cards.filter(card=>{
  3154. const searchTypeArray = [125];
  3155. const skill = getCardLeaderSkill(card, searchTypeArray);
  3156. return skill;
  3157. }),
  3158. addition:card=>{
  3159. const searchTypeArray = [125];
  3160. const skill = getCardLeaderSkill(card, searchTypeArray);
  3161. if (!skill) return;
  3162. const sk = skill.params;
  3163. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3164. }
  3165. },
  3166. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3167. function:cards=>cards.filter(card=>{
  3168. const searchTypeArray = [175];
  3169. const skill = getCardLeaderSkill(card, searchTypeArray);
  3170. return skill;
  3171. }),
  3172. addition:card=>{
  3173. const searchTypeArray = [175];
  3174. const skill = getCardLeaderSkill(card, searchTypeArray);
  3175. if (!skill) return;
  3176. const sk = skill.params;
  3177. return `合作:${sk[0]}`;
  3178. }
  3179. },
  3180. {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"},
  3181. function:cards=>cards.filter(card=>{
  3182. const searchTypeArray = [203];
  3183. const skill = getCardLeaderSkill(card, searchTypeArray);
  3184. return skill;
  3185. })
  3186. },
  3187. {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"},
  3188. function:cards=>cards.filter(card=>{
  3189. const searchTypeArray = [229];
  3190. const skill = getCardLeaderSkill(card, searchTypeArray);
  3191. return skill;
  3192. }),
  3193. addition:card=>{
  3194. const searchTypeArray = [229];
  3195. const skill = getCardLeaderSkill(card, searchTypeArray);
  3196. if (!skill) return;
  3197. const sk = skill.params;
  3198. const attrs = flags(sk[0]), types = flags(sk[1]);
  3199. const fragment = document.createDocumentFragment();
  3200. if (attrs.length)
  3201. fragment.appendChild(createOrbsList(attrs));
  3202. if (types.length)
  3203. fragment.appendChild(createTypesList(types));
  3204. return fragment;
  3205. }
  3206. },
  3207. {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"},
  3208. function:cards=>cards.filter(card=>{
  3209. const searchTypeArray = [217];
  3210. const skill = getCardLeaderSkill(card, searchTypeArray);
  3211. return skill;
  3212. }),
  3213. addition:card=>{
  3214. const searchTypeArray = [217];
  3215. const skill = getCardLeaderSkill(card, searchTypeArray);
  3216. if (!skill) return;
  3217. const sk = skill.params;
  3218. return `★≤${sk[0]}`;
  3219. }
  3220. },
  3221. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3222. function:cards=>cards.filter(card=>{
  3223. const searchTypeArray = [245];
  3224. const skill = getCardLeaderSkill(card, searchTypeArray);
  3225. return skill;
  3226. }),
  3227. addition:card=>{
  3228. const searchTypeArray = [245];
  3229. const skill = getCardLeaderSkill(card, searchTypeArray);
  3230. if (!skill) return;
  3231. const sk = skill.params;
  3232. switch (sk[0]) {
  3233. case -1:
  3234. return `★各不相同`;
  3235. case -2:
  3236. return `★全部相同`;
  3237. default:
  3238. return `★全为${sk[0]}`;
  3239. }
  3240. }
  3241. },
  3242. ]},
  3243. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3244. {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)"},
  3245. function:cards=>{
  3246. return cards.filter(card=>{
  3247. return getSkillFixedDamage(card) > 0;
  3248. }).sort((a,b)=>{
  3249. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3250. return a_pC - b_pC;
  3251. });
  3252. },
  3253. addition:card=>{
  3254. const value = getSkillFixedDamage(card);
  3255. if (value <= 0 ) return;
  3256. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3257. let skill;
  3258. if (skill = getCardLeaderSkill(card, [235])) {
  3259. nodeArr.push("/");
  3260. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3261. nodeArr.push(`×${skill.params[2]}`);
  3262. }
  3263. return nodeArr.nodeJoin();
  3264. }
  3265. },
  3266. {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)"},
  3267. function:cards=>{
  3268. return cards.filter(card=>{
  3269. return getSkillAddCombo(card) > 0;
  3270. }).sort((a,b)=>{
  3271. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3272. return a_pC - b_pC;
  3273. });
  3274. },
  3275. addition:card=>{
  3276. const value = getSkillAddCombo(card);
  3277. if (value <= 0 ) return;
  3278. let nodeArr = [`+${value.bigNumberToString()}C`];
  3279. let skill;
  3280. if (skill = getCardLeaderSkill(card, [210])) {
  3281. nodeArr.push("/十字");
  3282. } else if (skill = getCardLeaderSkill(card, [235])) {
  3283. nodeArr.push("/");
  3284. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3285. nodeArr.push(`×${skill.params[2]}`);
  3286. }
  3287. return nodeArr.nodeJoin();
  3288. }
  3289. },
  3290. {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)"},
  3291. function:cards=>{
  3292. const searchTypeArray = [15,185];
  3293. return cards.filter(card=>{
  3294. const skill = getCardLeaderSkill(card, searchTypeArray);
  3295. return skill;
  3296. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3297. },
  3298. addition:card=>{
  3299. const searchTypeArray = [15,185];
  3300. const skill = getCardLeaderSkill(card, searchTypeArray);
  3301. if (!skill) return;
  3302. const value = skill.params[0];
  3303. return `${value > 0 ? "+" : ""}${value/100}s`;
  3304. }
  3305. },
  3306. {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)"},
  3307. function:cards=>{
  3308. const searchTypeArray = [178];
  3309. return cards.filter(card=>{
  3310. const skill = getCardLeaderSkill(card, searchTypeArray);
  3311. return skill;
  3312. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3313. },
  3314. addition:card=>{
  3315. const searchTypeArray = [178];
  3316. const skill = getCardLeaderSkill(card, searchTypeArray);
  3317. if (!skill) return;
  3318. const value = skill.params[0];
  3319. return `固定${value}s`;
  3320. }
  3321. },
  3322. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3323. function:cards=>cards.filter(card=>{
  3324. const searchTypeArray = [213];
  3325. const skill = getCardLeaderSkill(card, searchTypeArray);
  3326. return skill;
  3327. }),
  3328. addition:card=>{
  3329. const searchTypeArray = [213];
  3330. const skill = getCardLeaderSkill(card, searchTypeArray);
  3331. if (!skill) return;
  3332. const sk = skill.params;
  3333. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3334. const fragment = document.createDocumentFragment();
  3335. if (attrs.length)
  3336. fragment.appendChild(createOrbsList(attrs));
  3337. if (types.length)
  3338. fragment.appendChild(createTypesList(types));
  3339. fragment.appendChild(document.createTextNode(`:+`));
  3340. if (awakenings.length)
  3341. fragment.appendChild(creatAwokenList(awakenings));
  3342. return fragment;
  3343. }
  3344. },
  3345. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3346. function:cards=>{
  3347. const searchTypeArray = [12];
  3348. return cards.filter(card=>{
  3349. const skill = getCardLeaderSkill(card, searchTypeArray);
  3350. return skill;
  3351. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3352. },
  3353. addition:card=>{
  3354. const searchTypeArray = [12];
  3355. const skill = getCardLeaderSkill(card, searchTypeArray);
  3356. const value = skill.params[0];
  3357. return `攻击×${(value/100).bigNumberToString()}倍`;
  3358. }
  3359. },
  3360. {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)"},
  3361. function:cards=>{
  3362. const searchTypeArray = [13];
  3363. return cards.filter(card=>{
  3364. const skill = getCardLeaderSkill(card, searchTypeArray);
  3365. return skill;
  3366. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3367. },
  3368. addition:card=>{
  3369. const searchTypeArray = [13];
  3370. const skill = getCardLeaderSkill(card, searchTypeArray);
  3371. const value = skill.params[0];
  3372. return `回复×${(value/100).bigNumberToString()}倍`;
  3373. }
  3374. },
  3375. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3376. function:cards=>{
  3377. const searchTypeArray = [198];
  3378. return cards.filter(card=>{
  3379. const skill = getCardLeaderSkill(card, searchTypeArray);
  3380. return skill && skill.params[2];
  3381. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3382. },
  3383. addition:card=>{
  3384. const searchTypeArray = [198];
  3385. const skill = getCardLeaderSkill(card, searchTypeArray);
  3386. const sk = skill.params;
  3387. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3388. }
  3389. },
  3390. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3391. function:cards=>{
  3392. const searchTypeArray = [198];
  3393. return cards.filter(card=>{
  3394. const skill = getCardLeaderSkill(card, searchTypeArray);
  3395. return skill && skill.params[3];
  3396. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3397. },
  3398. addition:card=>{
  3399. const searchTypeArray = [198];
  3400. const skill = getCardLeaderSkill(card, searchTypeArray);
  3401. const sk = skill.params;
  3402. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3403. }
  3404. },
  3405. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3406. function:cards=>{
  3407. const searchTypeArray = [41];
  3408. return cards.filter(card=>{
  3409. const skill = getCardLeaderSkill(card, searchTypeArray);
  3410. return skill;
  3411. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3412. },
  3413. addition:card=>{
  3414. const searchTypeArray = [41];
  3415. const skill = getCardLeaderSkill(card, searchTypeArray);
  3416. const sk = skill.params;
  3417. const fragment = document.createDocumentFragment();
  3418. fragment.appendChild(createOrbsList(sk[2] || 0));
  3419. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3420. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3421. return fragment;
  3422. }
  3423. },
  3424. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3425. function:cards=>cards.filter(card=>{
  3426. const searchTypeArray = [197];
  3427. const skill = getCardLeaderSkill(card, searchTypeArray);
  3428. return skill;
  3429. })
  3430. },
  3431. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3432. function:cards=>{
  3433. const searchTypeArray = [14];
  3434. return cards.filter(card=>{
  3435. const skill = getCardLeaderSkill(card, searchTypeArray);
  3436. return skill;
  3437. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3438. },
  3439. addition:card=>{
  3440. const searchTypeArray = [14];
  3441. const skill = getCardLeaderSkill(card, searchTypeArray);
  3442. const value = skill.params[0];
  3443. return `HP≥${value}%`;
  3444. }
  3445. },
  3446. {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)"},
  3447. function:cards=>{
  3448. const searchTypeArray = [53];
  3449. return cards.filter(card=>{
  3450. const skill = getCardLeaderSkill(card, searchTypeArray);
  3451. return skill;
  3452. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3453. },
  3454. addition:card=>{
  3455. const searchTypeArray = [53];
  3456. const skill = getCardLeaderSkill(card, searchTypeArray);
  3457. const sk = skill.params;
  3458. return `掉率x${sk[0]/100}`;
  3459. }
  3460. },
  3461. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3462. function:cards=>{
  3463. const searchTypeArray = [54];
  3464. return cards.filter(card=>{
  3465. const skill = getCardLeaderSkill(card, searchTypeArray);
  3466. return skill;
  3467. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3468. },
  3469. addition:card=>{
  3470. const searchTypeArray = [54];
  3471. const skill = getCardLeaderSkill(card, searchTypeArray);
  3472. const sk = skill.params;
  3473. return `金币x${sk[0]/100}`;
  3474. }
  3475. },
  3476. {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)"},
  3477. function:cards=>{
  3478. const searchTypeArray = [148];
  3479. return cards.filter(card=>{
  3480. const skill = getCardLeaderSkill(card, searchTypeArray);
  3481. return skill;
  3482. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3483. },
  3484. addition:card=>{
  3485. const searchTypeArray = [148];
  3486. const skill = getCardLeaderSkill(card, searchTypeArray);
  3487. const sk = skill.params;
  3488. return `经验x${sk[0]/100}`;
  3489. }
  3490. },
  3491. ]},
  3492. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3493. {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)"},
  3494. function:cards=>cards.filter(card=>{
  3495. const skill = Skills[card.leaderSkillId];
  3496. const HPscale = getHPScale(skill);
  3497. return HPscale >= 3;
  3498. }).sort(sortByHPScal),
  3499. addition: HPScal_Addition
  3500. },
  3501. {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)"},
  3502. function:cards=>cards.filter(card=>{
  3503. const skill = Skills[card.leaderSkillId];
  3504. const HPscale = getHPScale(skill);
  3505. return HPscale >= 2 && HPscale < 3;
  3506. }).sort(sortByHPScal),
  3507. addition: HPScal_Addition
  3508. },
  3509. {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)"},
  3510. function:cards=>cards.filter(card=>{
  3511. const skill = Skills[card.leaderSkillId];
  3512. const HPscale = getHPScale(skill);
  3513. return HPscale >= 1.5 && HPscale < 2;
  3514. }).sort(sortByHPScal),
  3515. addition: HPScal_Addition
  3516. },
  3517. {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)"},
  3518. function:cards=>cards.filter(card=>{
  3519. const skill = Skills[card.leaderSkillId];
  3520. const HPscale = getHPScale(skill);
  3521. return HPscale > 1 && HPscale < 1.5;
  3522. }).sort(sortByHPScal),
  3523. addition: HPScal_Addition
  3524. },
  3525. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3526. function:cards=>cards.filter(card=>{
  3527. const skill = Skills[card.leaderSkillId];
  3528. const HPscale = getHPScale(skill);
  3529. return HPscale === 1;
  3530. }),
  3531. addition: HPScal_Addition
  3532. },
  3533. {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)"},
  3534. function:cards=>cards.filter(card=>{
  3535. const skill = Skills[card.leaderSkillId];
  3536. const HPscale = getHPScale(skill);
  3537. return HPscale < 1;
  3538. }).sort(sortByHPScal),
  3539. addition: HPScal_Addition
  3540. },
  3541. ]},
  3542. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3543. {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)"},
  3544. function:cards=>cards.filter(card=>{
  3545. const skill = Skills[card.leaderSkillId];
  3546. const reduceScale = getReduceScale(skill);
  3547. return reduceScale >= 0.75;
  3548. }).sort(sortByReduceScale),
  3549. addition: ReduceScale_Addition
  3550. },
  3551. {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)"},
  3552. function:cards=>cards.filter(card=>{
  3553. const skill = Skills[card.leaderSkillId];
  3554. const reduceScale = getReduceScale(skill);
  3555. return reduceScale >= 0.5 && reduceScale < 0.75;
  3556. }).sort(sortByReduceScale),
  3557. addition: ReduceScale_Addition
  3558. },
  3559. {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)"},
  3560. function:cards=>cards.filter(card=>{
  3561. const skill = Skills[card.leaderSkillId];
  3562. const reduceScale = getReduceScale(skill);
  3563. return reduceScale >= 0.25 && reduceScale < 0.5;
  3564. }).sort(sortByReduceScale),
  3565. addition: ReduceScale_Addition
  3566. },
  3567. {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)"},
  3568. function:cards=>cards.filter(card=>{
  3569. const skill = Skills[card.leaderSkillId];
  3570. const reduceScale = getReduceScale(skill);
  3571. return reduceScale > 0 && reduceScale < 0.25;
  3572. }).sort(sortByReduceScale),
  3573. addition: ReduceScale_Addition
  3574. },
  3575. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3576. function:cards=>cards.filter(card=>{
  3577. const skill = Skills[card.leaderSkillId];
  3578. const reduceScale = getReduceScale(skill);
  3579. return reduceScale === 0;
  3580. })
  3581. },
  3582. {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"},
  3583. function:cards=>cards.filter(card=>{
  3584. const skill = Skills[card.leaderSkillId];
  3585. return getReduceScale(skill, true) > 0;
  3586. })
  3587. },
  3588. {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"},
  3589. function:cards=>cards.filter(card=>{
  3590. const skill = Skills[card.leaderSkillId];
  3591. return getReduceScale(skill, undefined, true) > 0;
  3592. })
  3593. },
  3594. {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"},
  3595. function:cards=>cards.filter(card=>{
  3596. const skill = Skills[card.leaderSkillId];
  3597. return getReduceScale(skill, undefined, undefined, true) > 0;
  3598. })
  3599. },
  3600. /*{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%)"},
  3601. function:cards=>cards.filter(card=>{
  3602. const skill = Skills[card.leaderSkillId];
  3603. const reduceScale = getReduceScale(skill);
  3604. return reduceScale>=0.29;
  3605. }).sort(sortByReduceScale)
  3606. },*/
  3607. {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"},
  3608. function:cards=>{
  3609. return cards.filter(card=>{
  3610. const skill = Skills[card.leaderSkillId];
  3611. return getReduceScale_unconditional(skill) > 0;
  3612. }).sort((a,b)=>{
  3613. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3614. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3615. });
  3616. },
  3617. addition:card=>{
  3618. const skill = Skills[card.leaderSkillId];
  3619. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3620. }
  3621. },
  3622. ]},
  3623. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3624. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3625. function:cards=>cards.filter(card=>
  3626. !Array.isArray(card.henshinFrom) &&
  3627. !Array.isArray(card.henshinTo))
  3628. },
  3629. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3630. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3631. },
  3632. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3633. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3634. },
  3635. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3636. function:cards=>cards.filter(card=>{
  3637. const searchTypeArray = [236];
  3638. const skill = getCardActiveSkill(card, searchTypeArray);
  3639. return skill;
  3640. })
  3641. },
  3642. {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)"},
  3643. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3644. },
  3645. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3646. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3647. },
  3648. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3649. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3650. function:cards=>cards.filter(isReincarnated)
  3651. }, //evoBaseId可能为0
  3652. //{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)},
  3653. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3654. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3655. },
  3656. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3657. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3658. },
  3659. ]},
  3660. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3661. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3662. function:cards=>cards.filter(card=>card.is8Latent)
  3663. },
  3664. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3665. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3666. },
  3667. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3668. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3669. },
  3670. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3671. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3672. },
  3673. {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"},
  3674. function:cards=>cards.filter(card=>{
  3675. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3676. if (hasAwokenKiller)
  3677. { //大于2个杀的进行判断
  3678. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3679. { //大于3个杀的直接过
  3680. return true;
  3681. }else
  3682. { //2个杀的
  3683. const isAllowLatent = card.types.filter(i=>
  3684. i>=0 //去掉-1的type
  3685. ).map(type=>
  3686. type_allowable_latent[type] //得到允许打的潜觉杀
  3687. ).some(ls=>
  3688. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3689. );
  3690. return isAllowLatent
  3691. }
  3692. }else
  3693. {
  3694. return false;
  3695. }
  3696. })
  3697. },
  3698. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3699. // function:cards=>cards.filter(card=>{
  3700. // const searchTypeArray = [1000];
  3701. // const skill = getCardActiveSkill(card, searchTypeArray);
  3702. // return skill;
  3703. // })
  3704. // },
  3705. ]},
  3706. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3707. {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)"},
  3708. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3709. },
  3710. {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)"},
  3711. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3712. },
  3713. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3714. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3715. },
  3716. {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"},
  3717. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3718. },
  3719. {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)"},
  3720. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3721. addition:card=>`成长${card.limitBreakIncr}%`
  3722. },
  3723. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3724. function:cards=>cards.filter(card=>card.maxLevel==1)
  3725. },
  3726. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3727. function:cards=>cards.filter(card=>card.sellMP<100)
  3728. },
  3729. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3730. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3731. },
  3732. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3733. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3734. },
  3735. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3736. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3737. },
  3738. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3739. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3740. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3741. },
  3742. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3743. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3744. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3745. },
  3746. {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"},
  3747. function:cards=>cards.filter(card=>card.skillBanner)
  3748. },
  3749. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3750. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3751. },
  3752. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3753. function:cards=>cards.filter(card=>card.stacking),
  3754. },
  3755. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3756. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3757. },
  3758. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3759. function:cards=>cards,
  3760. addition:card=>card.name
  3761. },
  3762. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3763. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3764. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3765. },
  3766. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3767. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3768. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3769. },
  3770. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3771. function:cards=>cards,
  3772. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3773. },
  3774. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3775. function:cards=>cards,
  3776. addition:card=>createTypesList(card.types)
  3777. },
  3778. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3779. function:cards=>cards,
  3780. addition:card=>`COST ${card.cost}`
  3781. },
  3782. ]},
  3783. ];
  3784. return functions;
  3785. })();

智龙迷城队伍图制作工具