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script-json_data.js 152 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. request_input: tp`Please Input ${'info'}`,
  21. sort_name:{
  22. sort_none: "Nope",
  23. sort_id: "Cards Id",
  24. sort_attrs : "Attribute",
  25. sort_evoRootId: "Cards Evolution Root",
  26. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  27. sort_rarity: "Rarity",
  28. sort_cost: "Cost",
  29. sort_skillLv1: "Maximum Skill Turn",
  30. sort_skillLvMax: "Minimum Skill Turn",
  31. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  32. sort_hpMax120: "Max HP",
  33. sort_atkMax120: "Max ATK",
  34. sort_rcvMax120: "Max RCV",
  35. sort_hpMax120_awoken: "Max HP (+Awoken)",
  36. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  37. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  38. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  39. },
  40. force_reload_data: `Force refresh data`,
  41. skill_parse: {
  42. skill: {
  43. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  44. unknown: tp`Unkonwn skill type: ${'type'}`,
  45. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  46. random_skills: tp`Random Activates these skills:${'skills'}`,
  47. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  48. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  49. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  50. damage_enemy_times: tp`${'times'} `,
  51. damage_enemy_count: tp` (${'damage'} in total)`,
  52. //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.
  53. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  54. delay: tp`${'icon'}Delays enemies' next move`,
  55. mass_attack: tp`${'icon'}Mass attacks`,
  56. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  57. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  58. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  59. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  60. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  61. unbind_normal: tp`${'icon'}Bind`,
  62. unbind_awakenings: tp`${'icon'}Awoken bind`,
  63. unbind_matches: tp`${'icon'}Unmatchable orb`,
  64. bind_skill: tp`${'icon'}Unable to use skills`,
  65. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  66. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  67. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  68. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  69. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  70. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  71. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  72. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  73. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  74. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  75. board_change: tp`Change all orbs to ${'orbs'}`,
  76. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  77. skill_boost_range: tp`~${'turns'}`,
  78. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  79. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  80. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  81. drop_refresh: tp`Replaces all orbs`,
  82. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  83. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  84. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  85. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  86. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  87. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  88. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  89. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  90. orb_drop_increase_chance: tp`by ${'value'}`,
  91. attr_absorb: tp`${'icon'}Attribute absorption`,
  92. combo_absorb: tp`${'icon'}Combo absorption`,
  93. damage_absorb: tp`${'icon'}Damage absorption`,
  94. damage_void: tp`${'icon'}Damage void`,
  95. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  96. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  97. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  98. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  99. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  100. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  101. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  102. rate_multiply_drop: tp`${'icon'}Drop rate`,
  103. rate_multiply_coin: tp`${'icon'}Coins`,
  104. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  105. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  106. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  107. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  108. henshin: tp`Transforms into ${'card'}`,
  109. random_henshin: tp`Random transforms into ${'cards'}`,
  110. void_poison: tp`Voids ${'poison'} damage`,
  111. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  112. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  113. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  114. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  115. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  116. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  117. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  118. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  119. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  120. },
  121. power: {
  122. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  123. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  124. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  125. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  126. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  127. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  128. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  129. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  130. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  131. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  132. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  133. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  135. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  136. },
  137. cond: {
  138. unknown: tp`[ Unknown condition ]`,
  139. hp_equal: tp`When ${'hp'} == ${'min'} `,
  140. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  141. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  142. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  143. use_skill: tp`When skills used `,
  144. multi_player: tp`When in Multiplayer Mode `,
  145. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  146. exact_combo: tp`When exactly ${'value'} combos `,
  147. exact_length: tp`exactly of ${'value'} `,
  148. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  149. exact_match_enhanced: tp` orbs including enhanced`,
  150. compo_type_card: tp`When ${'ids'} are all on team, `,
  151. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  152. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  153. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  154. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  155. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  156. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  157. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  158. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  159. },
  160. position: {
  161. top: tp`${'pos'} of top rows`,
  162. bottom: tp`${'pos'} of bottom rows`,
  163. left: tp`${'pos'} of left columns`,
  164. right: tp`${'pos'} of right columns`,
  165. random: tp`random location`,
  166. shape: tp`specified location`,
  167. },
  168. value: {
  169. unknown: tp`[ Unknown value: ${'type'}]`, //type
  170. const: tp`${'value'} ${'unit'}`,
  171. const_to: tp`to ${'value'}`,
  172. mul_percent: tp`${'value'}%`,
  173. mul_times: tp`×${'value'}`,
  174. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  175. mul_of_times: tp`${'stats'} ×${'value'}`,
  176. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  177. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  178. prob: tp`${'value'} chance for `,
  179. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  180. size: tp`${'width'}×${'height'}`,
  181. pos: tp`${'x'}×${'y'}`,
  182. },
  183. target: {
  184. unknown: tp`Unkown Target`,
  185. self: tp`card's`,
  186. team: tp`team`,
  187. team_last: tp`the lastest member`,
  188. team_leader: tp`leader`,
  189. sub_members: tp`sub-members`,
  190. leader_self: tp`left leader`,
  191. leader_helper: tp`right leader`,
  192. collab_id: tp`card with collab ID of ${'id'} `,
  193. enemy: tp`Enemy`,
  194. enemy_all: tp`all enemys`,
  195. enemy_one: tp`1 enemy`,
  196. enemy_attr: tp`${'attr'} enemy`,
  197. the_attr: tp`attr of the matched Orbs`,
  198. },
  199. stats: {
  200. unknown: tp`[ Unknown: ${'type'}]`, //type
  201. maxhp: tp`Max HP`,
  202. hp: tp`HP`,
  203. chp: tp`current HP`,
  204. atk: tp`ATK`,
  205. rcv: tp`RCV`,
  206. teamhp: tp`Team HP`,
  207. teamatk: tp`Team ${'attrs'} ATK`,
  208. teamrcv: tp`Team RCV`,
  209. cstage: tp`current Stage of Dungeon`,
  210. },
  211. unit: {
  212. orbs: tp``,
  213. times: tp` times`,
  214. seconds: tp` seconds`,
  215. point: tp` point`,
  216. turns: tp` turns`,
  217. },
  218. word: {
  219. comma: tp`, `,
  220. slight_pause: tp`, `,
  221. range_hyphen: tp`~`,
  222. in_once: tp`in once `,
  223. evo_type_pixel: tp`Pixel Evo`,
  224. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  225. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  226. affix_attr: tp`${'cotent'} attr.`,
  227. affix_orb: tp`${'cotent'} orbs`,
  228. affix_type: tp`${'cotent'} types`,
  229. affix_awakening: tp`${'cotent'} awoken`,
  230. affix_exclude: tp`, exclude ${'cotent'}`,
  231. each_time: tp`each time`,
  232. different: tp`different`,
  233. same: tp`the same`,
  234. },
  235. attrs: {
  236. [0]: tp`${'icon'}Fire`,
  237. [1]: tp`${'icon'}Water`,
  238. [2]: tp`${'icon'}Wood`,
  239. [3]: tp`${'icon'}Light`,
  240. [4]: tp`${'icon'}Dark`,
  241. [5]: tp`${'icon'}Recover`,
  242. [6]: tp`${'icon'}Null`,
  243. all: tp`All`,
  244. self: tp`${'icon'}Self's Attr`,
  245. fixed: tp`${'icon'}Fixed`,
  246. },
  247. orbs: {
  248. [0]: tp`${'icon'}Fire`,
  249. [1]: tp`${'icon'}Water`,
  250. [2]: tp`${'icon'}Wood`,
  251. [3]: tp`${'icon'}Light`,
  252. [4]: tp`${'icon'}Dark`,
  253. [5]: tp`${'icon'}Heal`,
  254. [6]: tp`${'icon'}Jammer`,
  255. [7]: tp`${'icon'}Poison`,
  256. [8]: tp`${'icon'}Lethal Poison`,
  257. [9]: tp`${'icon'}Bomb`,
  258. enhanced: tp`${'icon'}Enhanced`,
  259. locked: tp`${'icon'}Locked`,
  260. nail: tp`${'icon'}Nail`,
  261. _5color: tp`${'icon'}5 Att.`,
  262. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  263. all: tp`All`,
  264. any: tp`Any ${'cotent'}`,
  265. },
  266. board: {
  267. clouds: tp`${'icon'}Clouds`,
  268. immobility: tp`${'icon'}Immobility`,
  269. roulette: tp`${'icon'}Roulette`,
  270. roulette_time: tp`(transforms every ${'duration'})`,
  271. },
  272. types: {
  273. [0]: tp`${'icon'}Evo Material`,
  274. [1]: tp`${'icon'}Balanced`,
  275. [2]: tp`${'icon'}Physical`,
  276. [3]: tp`${'icon'}Healer`,
  277. [4]: tp`${'icon'}Dragon`,
  278. [5]: tp`${'icon'}God`,
  279. [6]: tp`${'icon'}Attacker`,
  280. [7]: tp`${'icon'}Devil`,
  281. [8]: tp`${'icon'}Machine`,
  282. [9]: tp`${'icon'}Special Protection`,
  283. [12]: tp`${'icon'}Awaken`,
  284. [14]: tp`${'icon'}Enhance Material`,
  285. [15]: tp`${'icon'}Redeemable`,
  286. },
  287. awokens: {
  288. [0]: tp`${'icon'}Unknown awoken`,
  289. [1]: tp`${'icon'}Enhanced HP`,
  290. [2]: tp`${'icon'}Enhanced Attack`,
  291. [3]: tp`${'icon'}Enhanced Recovery`,
  292. [4]: tp`${'icon'}Reduce Fire Damage`,
  293. [5]: tp`${'icon'}Reduce Water Damage`,
  294. [6]: tp`${'icon'}Reduce Wood Damage`,
  295. [7]: tp`${'icon'}Reduce Light Damage`,
  296. [8]: tp`${'icon'}Reduce Dark Damage`,
  297. [9]: tp`${'icon'}Auto-Recover`,
  298. [10]: tp`${'icon'}Resistance-Bind`,
  299. [11]: tp`${'icon'}Resistance-Blind`,
  300. [12]: tp`${'icon'}Resistance-Jammers`,
  301. [13]: tp`${'icon'}Resistance-Poison`,
  302. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  303. [15]: tp`${'icon'}Enhanced Water Orbs`,
  304. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  305. [17]: tp`${'icon'}Enhanced Water Orbs`,
  306. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  307. [19]: tp`${'icon'}Extend Time`,
  308. [20]: tp`${'icon'}Recover Bind`,
  309. [21]: tp`${'icon'}Skill Boost`,
  310. [22]: tp`${'icon'}Enhanced Fire Rows`,
  311. [23]: tp`${'icon'}Enhanced Water Rows`,
  312. [24]: tp`${'icon'}Enhanced Wood Rows`,
  313. [25]: tp`${'icon'}Enhanced Water Rows`,
  314. [26]: tp`${'icon'}Enhanced Dark Rows`,
  315. [27]: tp`${'icon'}Two-Pronged Attack`,
  316. [28]: tp`${'icon'}Resistance-Skill Bind`,
  317. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  318. [30]: tp`${'icon'}Multi Boost`,
  319. [31]: tp`${'icon'}Dragon Killer`,
  320. [32]: tp`${'icon'}God Killer`,
  321. [33]: tp`${'icon'}Devil Killer`,
  322. [34]: tp`${'icon'}Machine Killer`,
  323. [35]: tp`${'icon'}Balanced Killer`,
  324. [36]: tp`${'icon'}Attacker Killer`,
  325. [37]: tp`${'icon'}Physical Killer`,
  326. [38]: tp`${'icon'}Healer Killer`,
  327. [39]: tp`${'icon'}Evo Killer`,
  328. [40]: tp`${'icon'}Awaken Killer`,
  329. [41]: tp`${'icon'}Enhance Killer`,
  330. [42]: tp`${'icon'}Redeemable Killer`,
  331. [43]: tp`${'icon'}Enhanced Combos`,
  332. [44]: tp`${'icon'}Guard Break`,
  333. [45]: tp`${'icon'}Bonus Attack`,
  334. [46]: tp`${'icon'}Enhanced Team HP `,
  335. [47]: tp`${'icon'}Enhanced Team Recovery`,
  336. [48]: tp`${'icon'}Damage Void Piercer`,
  337. [49]: tp`${'icon'}Awoken Assist`,
  338. [50]: tp`${'icon'}Super Bonus Attack`,
  339. [51]: tp`${'icon'}Skill Charge`,
  340. [52]: tp`${'icon'}Resistance-Bind+`,
  341. [53]: tp`${'icon'}Extend Time+`,
  342. [54]: tp`${'icon'}Resistance-Clouds`,
  343. [55]: tp`${'icon'}Resistance-Immobility`,
  344. [56]: tp`${'icon'}Skill Boost+`,
  345. [57]: tp`${'icon'}50% or more HP Enhanced`,
  346. [58]: tp`${'icon'}50% or less HP Enhanced`,
  347. [59]: tp`${'icon'}L Damage Reduction`,
  348. [60]: tp`${'icon'}L Increased Attack`,
  349. [61]: tp`${'icon'}Super Enhanced Combos`,
  350. [62]: tp`${'icon'}Combo Orbs`,
  351. [63]: tp`${'icon'}Skill Voice`,
  352. [64]: tp`${'icon'}Dungeon Bonus`,
  353. [65]: tp`${'icon'}Reduced HP`,
  354. [66]: tp`${'icon'}Reduced Attack`,
  355. [67]: tp`${'icon'}Reduced RCV`,
  356. [68]: tp`${'icon'}Resistance-Blind+`,
  357. [69]: tp`${'icon'}Resistance-Jammers+`,
  358. [70]: tp`${'icon'}Resistance-Poison+`,
  359. [71]: tp`${'icon'}Blessing of Jammers`,
  360. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  361. [73]: tp`${'icon'}Enhanced Fire Combos`,
  362. [74]: tp`${'icon'}Enhanced Water Combos`,
  363. [75]: tp`${'icon'}Enhanced Wood Combos`,
  364. [76]: tp`${'icon'}Enhanced Light Combos`,
  365. [77]: tp`${'icon'}Enhanced Dark Combos`,
  366. [78]: tp`${'icon'}Cross Attack`,
  367. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  368. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  369. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  370. [82]: tp`${'icon'}Super Enhanced Matching`,
  371. [83]: tp`${'icon'}Append Dragon Type`,
  372. [84]: tp`${'icon'}Append God Type`,
  373. [85]: tp`${'icon'}Append Devil Type`,
  374. [86]: tp`${'icon'}Append Machine Type`,
  375. [87]: tp`${'icon'}Append Balanced Type`,
  376. [88]: tp`${'icon'}Append Attacker Type`,
  377. [89]: tp`${'icon'}Append Physical Type`,
  378. [90]: tp`${'icon'}Append Healer Type`,
  379. [91]: tp`${'icon'}Append Fire Attr.`,
  380. [92]: tp`${'icon'}Append Water Attr.`,
  381. [93]: tp`${'icon'}Append Wood Attr.`,
  382. [94]: tp`${'icon'}Append Water Attr.`,
  383. [95]: tp`${'icon'}Append Dark Attr.`,
  384. [96]: tp`${'icon'}Two-Pronged Attack+`,
  385. [97]: tp`${'icon'}Skill Charge+`,
  386. [98]: tp`${'icon'}Auto-Recover+`,
  387. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  388. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  389. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  390. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  391. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  392. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  393. [105]: tp`${'icon'}Skill Boost Minus`,
  394. }
  395. },
  396. };
  397. //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
  398. const typekiller_for_type = [
  399. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  400. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  401. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  402. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  403. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  404. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  405. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  406. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  407. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  408. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  409. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  410. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  411. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  412. ];
  413. //类型允许的潜觉杀
  414. typekiller_for_type.forEach(t=>
  415. {
  416. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  417. .map(tn=>
  418. typekiller_for_type.find(_t=>_t.type == tn).latent
  419. );
  420. }
  421. );
  422. const allowable_latent = {
  423. common: [ //一般能打的潜觉
  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. ],
  427. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  428. v120: [42,43,44,45], //120才能打的潜觉
  429. needAwoken: [ //需要觉醒才能打的潜觉
  430. {latent:39,awoken:62}, //C珠破吸
  431. {latent:40,awoken:20}, //心横解转转
  432. {latent:41,awoken:27}, //U解禁消
  433. {latent:46,awoken:45}, //心追解云封
  434. {latent:47,awoken:59}, //心L大SB
  435. {latent:48,awoken:60}, //L解禁武器
  436. ]
  437. }
  438. //等效觉醒列表
  439. const equivalent_awoken = [
  440. {small:10,big:52,times:2}, //防封
  441. {small:11,big:68,times:5}, //防暗
  442. {small:12,big:69,times:5}, //防废
  443. {small:13,big:70,times:5}, //防毒
  444. {small:19,big:53,times:2}, //手指
  445. {small:21,big:56,times:2}, //SB
  446. {small:27,big:96,times:2}, //U
  447. {small:51,big:97,times:2}, //5色溜
  448. {small:9,big:98,times:2}, //自回
  449. {small:14,big:99,times:2}, //火+
  450. {small:15,big:100,times:2},//水+
  451. {small:16,big:101,times:2},//木+
  452. {small:17,big:102,times:2},//光+
  453. {small:18,big:103,times:2},//暗+
  454. {small:29,big:104,times:2},//心+
  455. ];
  456. //官方的觉醒排列顺序
  457. const official_awoken_sorting = [
  458. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  459. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  460. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  461. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  462. 99,100,101,102,103,104, 98, 96, 97,
  463. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  464. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  465. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  466. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  467. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  468. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  469. 91, 92, 93, 94, 95, 105,
  470. ];
  471. //pdc的徽章对应数字
  472. const pdcBadgeMap = [
  473. {pdf:undefined,pdc:0}, //什么都没有
  474. {pdf:1,pdc:10}, //无限cost
  475. {pdf:2,pdc:12}, //小手指
  476. {pdf:3,pdc:9}, //全体攻击
  477. {pdf:4,pdc:5}, //小回复
  478. {pdf:5,pdc:1}, //小血量
  479. {pdf:6,pdc:3}, //小攻击
  480. {pdf:7,pdc:8}, //SB
  481. {pdf:8,pdc:18}, //队长防封
  482. {pdf:9,pdc:19}, //SX
  483. {pdf:11,pdc:7}, //无天降
  484. {pdf:17,pdc:6}, //大回复
  485. {pdf:18,pdc:2}, //大血量
  486. {pdf:19,pdc:4}, //大攻击
  487. {pdf:20,pdc:null}, //三维
  488. {pdf:21,pdc:13}, //大手指
  489. {pdf:10,pdc:11}, //加经验
  490. {pdf:12,pdc:15}, //墨镜
  491. {pdf:13,pdc:17}, //防废
  492. {pdf:14,pdc:16}, //防毒
  493. {pdf:129,pdc:14}, //月卡
  494. ];
  495. //pdc的潜觉对应数字
  496. const pdcLatentMap = [
  497. {pdf:1,pdc:1}, //HP
  498. {pdf:2,pdc:0}, //攻击
  499. {pdf:3,pdc:2}, //回复
  500. {pdf:4,pdc:19}, //手指
  501. {pdf:5,pdc:13}, //自回
  502. {pdf:6,pdc:14}, //火盾
  503. {pdf:7,pdc:15}, //水盾
  504. {pdf:8,pdc:16}, //木盾
  505. {pdf:9,pdc:17}, //光盾
  506. {pdf:10,pdc:18}, //暗盾
  507. {pdf:11,pdc:12}, //防坐
  508. {pdf:12,pdc:3}, //三维
  509. {pdf:13,pdc:35}, //不被换队长
  510. {pdf:13,pdc:47}, //不被换队长 ×1.5
  511. {pdf:14,pdc:37}, //不掉废
  512. {pdf:15,pdc:36}, //不掉毒
  513. {pdf:16,pdc:24}, //进化杀
  514. {pdf:17,pdc:25}, //觉醒杀
  515. {pdf:18,pdc:26}, //强化杀
  516. {pdf:19,pdc:27}, //卖钱杀
  517. {pdf:20,pdc:4}, //神杀
  518. {pdf:21,pdc:5}, //龙杀
  519. {pdf:22,pdc:6}, //恶魔杀
  520. {pdf:23,pdc:7}, //机械杀
  521. {pdf:24,pdc:8}, //平衡杀
  522. {pdf:25,pdc:9}, //攻击杀
  523. {pdf:26,pdc:10}, //体力杀
  524. {pdf:27,pdc:11}, //回复杀
  525. {pdf:28,pdc:20}, //大HP
  526. {pdf:29,pdc:21}, //大攻击
  527. {pdf:30,pdc:22}, //大回复
  528. {pdf:31,pdc:23}, //大手指
  529. {pdf:32,pdc:28}, //大火盾
  530. {pdf:33,pdc:29}, //大水盾
  531. {pdf:34,pdc:30}, //大木盾
  532. {pdf:35,pdc:31}, //大光盾
  533. {pdf:36,pdc:32}, //大暗盾
  534. {pdf:37,pdc:33}, //6色破无效
  535. {pdf:37,pdc:45}, //6色破无效 ×1.5
  536. {pdf:38,pdc:34}, //3色破属吸
  537. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  538. {pdf:39,pdc:40}, //C珠破吸
  539. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  540. {pdf:40,pdc:39}, //心横解转转
  541. {pdf:40,pdc:49}, //心横解转转 ×1.5
  542. {pdf:41,pdc:38}, //U解禁消
  543. {pdf:41,pdc:48}, //U解禁消 ×1.5
  544. {pdf:42,pdc:41}, //伤害上限解除
  545. {pdf:43,pdc:42}, //HP++
  546. {pdf:44,pdc:43}, //攻击++
  547. {pdf:45,pdc:44}, //回复++
  548. {pdf:46,pdc:51}, //心追解云封
  549. {pdf:46,pdc:52}, //心追解云封 ×1.5
  550. {pdf:47,pdc:53}, //心L大SB
  551. {pdf:47,pdc:54}, //心L大SB ×1.5
  552. {pdf:48,pdc:55}, //L解禁武器
  553. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  554. ];
  555. //排序程序列表
  556. const sort_function_list = [
  557. {tag:"sort_none",name:"无",function:()=>0},
  558. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  559. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  560. let num = a.attrs[0] - b.attrs[0];
  561. if (num === 0) num = a.attrs[1] - b.attrs[1];
  562. return num;
  563. }
  564. },
  565. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  566. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  567. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  568. let num = card_a.attrs[0] - card_b.attrs[0];
  569. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  570. return num;
  571. }
  572. },
  573. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  574. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  575. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  576. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  577. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  578. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  579. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  580. }
  581. },
  582. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  583. function getEvoSkill(skill) {
  584. //232为进化后不循环技能,233为循环技能
  585. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  586. else return skill;
  587. }
  588. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  589. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  590. }
  591. },
  592. {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)},
  593. {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)},
  594. {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)},
  595. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+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.atk : 0,
  600. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  601. return abA - abB;
  602. }
  603. },
  604. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+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.hp : 0,
  609. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  610. return abA - abB;
  611. }
  612. },
  613. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+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.rcv : 0,
  618. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  619. return abA - abB;
  620. }
  621. },
  622. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  623. {
  624. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  625. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  626. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  627. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  628. return abA - abB;
  629. }
  630. },
  631. ];
  632. //增加特殊搜索模式
  633. const specialSearchFunctions = (function() {
  634. 'use strict';
  635. //返回卡片的队长技能
  636. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  637. {
  638. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  639. }
  640. //返回卡片的技能
  641. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  642. {
  643. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  644. }
  645. //返回卡片的技能
  646. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  647. {
  648. switch(skillGreatType)
  649. {
  650. case 1:
  651. case "leader":
  652. return getCardLeaderSkill(card, skillTypes, searchRandom);
  653. case 2:
  654. case "active":
  655. return getCardActiveSkill(card, skillTypes, searchRandom);
  656. default:
  657. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  658. }
  659. }
  660. //查找到真正起作用的那一个技能
  661. function getActuallySkill(skill, skillTypes, searchRandom = true)
  662. {
  663. if (skillTypes.includes(skill.type))
  664. {
  665. return skill;
  666. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  667. {
  668. const subSkills = skill.params.map(id=>Skills[id]);
  669. for(let i = 0;i < subSkills.length; i++)
  670. { //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
  671. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  672. if (foundSubSkill)
  673. {
  674. return foundSubSkill;
  675. }
  676. }
  677. return null;
  678. }else
  679. {
  680. return null;
  681. }
  682. }
  683. //获取血倍率
  684. function getHPScale(ls)
  685. {
  686. const sk = ls.params;
  687. let scale = 1;
  688. switch (ls.type)
  689. {
  690. case 23: case 30: case 62: case 77: case 63: case 65:
  691. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  692. scale = sk[sk.length-1]/100;
  693. break;
  694. case 73: case 76:
  695. case 121: case 129: case 163: case 177: case 186:
  696. case 155:
  697. scale = sk[2]/100;
  698. break;
  699. case 106: case 107: case 108:
  700. scale = sk[0]/100;
  701. break;
  702. case 125:
  703. scale = sk[5]/100;
  704. break;
  705. case 136:
  706. case 137:
  707. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  708. break;
  709. case 158:
  710. scale = sk[4]/100;
  711. break;
  712. case 175:
  713. case 178: case 185:
  714. scale = sk[3]/100;
  715. break;
  716. case 203: case 217:
  717. scale = sk[1]/100;
  718. break;
  719. case 245:
  720. scale = sk[3]/100;
  721. break;
  722. case 138: //调用其他队长技
  723. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  724. break;
  725. default:
  726. }
  727. return scale || 1;
  728. }
  729. //获取盾减伤比例
  730. function getReduceScale(ls, allAttr = false, noHPneed = false)
  731. {
  732. const sk = ls.params;
  733. let scale = 0;
  734. switch (ls.type)
  735. {
  736. case 16: //无条件盾
  737. scale = sk[0]/100;
  738. break;
  739. case 17: //单属性盾
  740. scale = allAttr ? 0 : sk[1]/100;
  741. break;
  742. case 36: //2个属性盾
  743. scale = allAttr ? 0 : sk[2]/100;
  744. break;
  745. case 38: //血线下 + 几率
  746. case 43: //血线上 + 几率
  747. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  748. break;
  749. case 129: //无条件盾,属性个数不固定
  750. case 163: //无条件盾,属性个数不固定
  751. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  752. break;
  753. case 178: //无条件盾,属性个数不固定
  754. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  755. break;
  756. case 130: //血线下 + 属性个数不固定
  757. case 131: //血线上 + 属性个数不固定
  758. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  759. break;
  760. case 151: //十字心触发
  761. case 169: //C触发
  762. case 198: //回血触发
  763. scale = sk[2]/100;
  764. break;
  765. case 170: //多色触发
  766. case 182: //长串触发
  767. case 193: //L触发
  768. scale = sk[3]/100;
  769. break;
  770. case 171: //多串触发
  771. scale = sk[6]/100;
  772. break;
  773. case 183: //又是个有两段血线的队长技
  774. scale = noHPneed ? 0 : sk[4]/100;
  775. break;
  776. case 210: //十字触发
  777. scale = sk[1]/100;
  778. break;
  779. case 235: { //可多次触发
  780. scale = (sk[4] || 0) / 100;
  781. break;
  782. }
  783. case 138: //调用其他队长技
  784. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  785. break;
  786. default:
  787. }
  788. return scale || 0;
  789. }
  790. //获取无条件盾减伤比例
  791. function getReduceScale_unconditional(ls)
  792. {
  793. const sk = ls.params;
  794. let scale = 0;
  795. switch (ls.type)
  796. {
  797. case 16: //无条件盾
  798. {
  799. scale = sk[0]/100;
  800. break;
  801. }
  802. case 129: //无条件盾,属性个数不固定
  803. case 163: //无条件盾,属性个数不固定
  804. {
  805. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  806. break;
  807. }
  808. case 178: //无条件盾,属性个数不固定
  809. {
  810. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  811. break;
  812. }
  813. case 138: //调用其他队长技
  814. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  815. break;
  816. default:
  817. }
  818. return scale || 0;
  819. }
  820. function getCannonAttr(skill)
  821. {
  822. const sk = skill.params;
  823. switch(skill.type)
  824. {
  825. case 0:
  826. case 1:
  827. case 37:
  828. case 58:
  829. case 59:
  830. case 84:
  831. case 85:
  832. case 86:
  833. case 87:
  834. case 115:
  835. return sk[0];
  836. case 110:
  837. case 143:
  838. return sk[1];
  839. case 42:
  840. return sk[1];
  841. case 144:
  842. return sk[3] ?? 0;
  843. default:
  844. return -1;
  845. }
  846. }
  847. function sortByParams(a,b,searchTypeArray,pidx = 0)
  848. {
  849. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  850. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  851. return a_pC - b_pC;
  852. }
  853. function sortByHPScal(a,b)
  854. {
  855. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  856. return getHPScale(a_s) - getHPScale(b_s);
  857. }
  858. function HPScal_Addition(card)
  859. {
  860. const skill = Skills[card.leaderSkillId];
  861. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  862. }
  863. function sortByReduceScale(a,b)
  864. {
  865. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  866. return getReduceScale(a_s) - getReduceScale(b_s);
  867. }
  868. function ReduceScale_Addition(card)
  869. {
  870. const skill = Skills[card.leaderSkillId];
  871. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  872. }
  873. function voidsAbsorption_Addition(card)
  874. {
  875. const searchTypeArray = [173];
  876. const skill = getCardActiveSkill(card, searchTypeArray);
  877. if (!skill) return;
  878. const sk = skill.params;
  879. if (sk[1] && sk[3])
  880. {
  881. return `双吸×${sk[0]}T`;
  882. }else
  883. {
  884. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  885. }
  886. }
  887. function unbind_Turns(card)
  888. {
  889. const outObj = {
  890. normal: 0,
  891. awoken: 0
  892. };
  893. const searchTypeArray = [117,179];
  894. const skill = getCardActiveSkill(card, searchTypeArray);
  895. if (skill)
  896. {
  897. const sk = skill.params;
  898. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  899. outObj.awoken = sk[4] || 0;
  900. }
  901. return outObj;
  902. }
  903. function unbind_Addition(card)
  904. {
  905. const turns = unbind_Turns(card);
  906. let strArr = [];
  907. if (turns.normal > 0 && turns.normal == turns.awoken)
  908. {
  909. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  910. }
  911. if (turns.normal > 0)
  912. {
  913. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  914. }
  915. if (turns.awoken > 0)
  916. {
  917. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  918. }
  919. return strArr.join(',');
  920. }
  921. function boardChange_ColorTypes(skill)
  922. {
  923. if (!skill) return [];
  924. const sk = skill.params;
  925. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  926. return colors;
  927. }
  928. function boardChange_Addition(card)
  929. {
  930. const searchTypeArray = [71];
  931. const skill = getCardActiveSkill(card, searchTypeArray);
  932. const colors = boardChange_ColorTypes(skill);
  933. return createOrbsList(colors);
  934. }
  935. function orbsChangeParse(skill)
  936. {
  937. function changes(from, to)
  938. {
  939. return {from:from,to:to};
  940. }
  941. let outArr = [];
  942. if (!skill) return outArr;
  943. const sk = skill.params;
  944. switch (skill.type)
  945. {
  946. case 9:{
  947. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  948. break;
  949. }
  950. case 20:{
  951. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  952. {
  953. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  954. }
  955. else
  956. {
  957. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  958. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  959. }
  960. break;
  961. }
  962. case 154:{
  963. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  964. break;
  965. }
  966. }
  967. return outArr;
  968. }
  969. function changeOrbs_Addition(card)
  970. {
  971. const searchTypeArray = [9,20,154];
  972. const skills = getCardActiveSkills(card, searchTypeArray);
  973. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  974. const fragment = document.createDocumentFragment();
  975. parsedSkills.forEach(p=>{
  976. fragment.appendChild(createOrbsList(p.from));
  977. fragment.appendChild(document.createTextNode(`→`));
  978. fragment.appendChild(createOrbsList(p.to));
  979. });
  980. return fragment;
  981. }
  982. function generateOrbsParse(card)
  983. {
  984. let outArr = [];
  985. const searchTypeArray = [141, 208];
  986. const skills = getCardActiveSkills(card, searchTypeArray);
  987. if (!skills.length) return outArr;
  988. for (const skill of skills)
  989. {
  990. const sk = skill.params;
  991. if (skill.type == 141)
  992. {
  993. outArr.push({
  994. count: sk[0],
  995. to: flags(sk[1] || 1),
  996. exclude: flags(sk[2]),
  997. });
  998. }else
  999. {
  1000. outArr.push({
  1001. count: sk[0],
  1002. to: flags(sk[1] || 1),
  1003. exclude: flags(sk[2]),
  1004. });
  1005. outArr.push({
  1006. count: sk[3],
  1007. to: flags(sk[4] || 1),
  1008. exclude: flags(sk[5]),
  1009. });
  1010. }
  1011. }
  1012. return outArr;
  1013. }
  1014. function generateOrbs_Addition(card)
  1015. {
  1016. const gens = generateOrbsParse(card);
  1017. const searchTypeArray = [141, 208];
  1018. const skill = getCardActiveSkill(card, searchTypeArray);
  1019. if (!skill) return;
  1020. const sk = skill.params;
  1021. const fragment = document.createDocumentFragment();
  1022. for (const gen of gens)
  1023. {
  1024. fragment.appendChild(createOrbsList(gen.to));
  1025. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1026. }
  1027. return fragment;
  1028. }
  1029. function lock_Addition(card)
  1030. {
  1031. const searchTypeArray = [152];
  1032. const skill = getCardActiveSkill(card, searchTypeArray);
  1033. if (!skill) return;
  1034. const sk = skill.params;
  1035. const fragment = document.createDocumentFragment();
  1036. fragment.appendChild(document.createTextNode(`锁`));
  1037. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1038. return fragment;
  1039. }
  1040. function dropLock_Addition(card)
  1041. {
  1042. const searchTypeArray = [205];
  1043. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1044. if (!skill) return;
  1045. const sk = skill.params;
  1046. const fragment = document.createDocumentFragment();
  1047. fragment.appendChild(document.createTextNode(`掉锁`));
  1048. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1049. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1050. return fragment;
  1051. }
  1052. function dropOrb_Addition(card)
  1053. {
  1054. const searchTypeArray = [126];
  1055. const skill = getCardActiveSkill(card, searchTypeArray);
  1056. if (!skill) return;
  1057. const sk = skill.params;
  1058. const colors = flags(sk[0]);
  1059. const fragment = document.createDocumentFragment();
  1060. fragment.appendChild(createOrbsList(colors));
  1061. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1062. return fragment;
  1063. }
  1064. function generateColumnOrbs_Addition(card)
  1065. {
  1066. const searchTypeArray = [127];
  1067. const skill = getCardActiveSkill(card, searchTypeArray);
  1068. if (!skill) return;
  1069. const sk = skill.params;
  1070. const colors = [];
  1071. for (let ai=0;ai<sk.length;ai+=2)
  1072. {
  1073. colors.push(flags(sk[ai+1]));
  1074. }
  1075. const fragment = document.createDocumentFragment();
  1076. fragment.appendChild(document.createTextNode(`竖`));
  1077. fragment.appendChild(createOrbsList(colors.flat()));
  1078. return fragment;
  1079. }
  1080. function generateRowOrbs_Addition(card)
  1081. {
  1082. const searchTypeArray = [128];
  1083. const skill = getCardActiveSkill(card, searchTypeArray);
  1084. if (!skill) return;
  1085. const sk = skill.params;
  1086. const colors = [];
  1087. for (let ai=0;ai<sk.length;ai+=2)
  1088. {
  1089. colors.push(flags(sk[ai+1]));
  1090. }
  1091. const fragment = document.createDocumentFragment();
  1092. fragment.appendChild(document.createTextNode(`横`));
  1093. fragment.appendChild(createOrbsList(colors.flat()));
  1094. return fragment;
  1095. }
  1096. function numericalATK_Addition(card)
  1097. {
  1098. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1099. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1100. const skill = getCardActiveSkill(card, searchTypeArray);
  1101. if (!skill) return;
  1102. //const sk = skill.params;
  1103. const colors = [getCannonAttr(skill)];
  1104. const fragment = document.createDocumentFragment();
  1105. fragment.append(`射`);
  1106. fragment.append(createOrbsList(colors));
  1107. if (typeArray_Rate.includes(skill.type)) {
  1108. function getNumber(skill){
  1109. const sk = skill.params;
  1110. switch(skill.type)
  1111. {
  1112. case 0:
  1113. case 37:
  1114. case 58:
  1115. case 59:
  1116. case 84:
  1117. case 85:
  1118. case 115:
  1119. return sk[1];
  1120. case 2:
  1121. case 35:
  1122. return sk[0];
  1123. default:
  1124. return 0;
  1125. }
  1126. }
  1127. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1128. }
  1129. return fragment;
  1130. }
  1131. function memberATK_Addition(card)
  1132. {
  1133. const searchTypeArray = [230];
  1134. const skill = getCardActiveSkill(card, searchTypeArray);
  1135. if (!skill) return;
  1136. const sk = skill.params;
  1137. const fragment = document.createDocumentFragment();
  1138. const ul = fragment.appendChild(document.createElement("ul"));
  1139. ul.className = "team-flags";
  1140. for (let i = 0; i<6; i++) {
  1141. const li = ul.appendChild(document.createElement("li"));
  1142. li.className = "team-member-icon";
  1143. }
  1144. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1145. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1146. let str = '';
  1147. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1148. fragment.appendChild(document.createTextNode(str));
  1149. return fragment;
  1150. }
  1151. function dixedDamage_Addition(card)
  1152. {
  1153. const searchTypeArray = [55, 188, 56];
  1154. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1155. if (!skills.length) return;
  1156. const skill = skills[0];
  1157. const sk = skill.params;
  1158. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1159. }
  1160. function gravity_Addition(card)
  1161. {
  1162. const searchTypeArray = [6, 161];
  1163. const skill = getCardActiveSkill(card, searchTypeArray);
  1164. if (!skill) return;
  1165. const sk = skill.params;
  1166. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1167. }
  1168. function healImmediately_Rate(card)
  1169. {
  1170. const searchTypeArray = [7, //自身回复力
  1171. 8, //固定点数
  1172. 35,115, //吸血
  1173. 117
  1174. ];
  1175. const skills = getCardActiveSkills(card, searchTypeArray);
  1176. const outObj = {
  1177. vampire: 0,
  1178. selfRcv: 0,
  1179. const: 0,
  1180. scale: 0,
  1181. };
  1182. if (!skills.length) return outObj;
  1183. skills.forEach(skill=>{
  1184. const sk = skill.params;
  1185. if (skill.type == 7)
  1186. {
  1187. outObj.selfRcv += sk[0];
  1188. }
  1189. else if(skill.type == 8)
  1190. {
  1191. outObj.const += sk[0];
  1192. }
  1193. else if(skill.type == 35)
  1194. {
  1195. outObj.vampire += sk[1];
  1196. }
  1197. else if(skill.type == 115)
  1198. {
  1199. outObj.vampire += sk[2];
  1200. }
  1201. else if(skill.type == 117)
  1202. {
  1203. outObj.selfRcv += sk[1] || 0;
  1204. outObj.const += sk[2] || 0;
  1205. outObj.scale += sk[3] || 0;
  1206. }
  1207. });
  1208. return outObj;
  1209. }
  1210. function atkBuff_Rate(card)
  1211. {
  1212. const searchTypeArray = [
  1213. 88,92, //类型的
  1214. 50,90, //属性的,要排除回复力
  1215. 156,168,231, //宝石姬
  1216. 228, //属性、类型数量
  1217. ];
  1218. const skills = getCardActiveSkills(card, searchTypeArray);
  1219. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1220. function atkBuffParse(skill) {
  1221. const outObj = {
  1222. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1223. types: [],
  1224. attrs: [],
  1225. awoken: [],
  1226. rate: 0,
  1227. turns: 0,
  1228. };
  1229. if (!skill) return outObj;
  1230. const sk = skill.params;
  1231. if (skill.type == 88 || skill.type == 92)
  1232. {
  1233. outObj.skilltype = 2;
  1234. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1235. outObj.turns = sk[0];
  1236. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1237. }
  1238. else if(skill.type == 50 || skill.type == 90)
  1239. {
  1240. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1241. if (!outObj.attrs.length) //去除回复力
  1242. return outObj;
  1243. outObj.skilltype = 2;
  1244. outObj.turns = sk[0];
  1245. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1246. }
  1247. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1248. || skill.type == 168)
  1249. {
  1250. outObj.skilltype = 1;
  1251. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1252. outObj.turns = sk[0];
  1253. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1254. }
  1255. else if(skill.type == 228 && sk[3] > 0)
  1256. {
  1257. outObj.skilltype = 1;
  1258. outObj.attrs = flags(sk[1]);
  1259. outObj.types = flags(sk[2]);
  1260. outObj.turns = sk[0];
  1261. outObj.rate = sk[3];
  1262. }
  1263. else if(skill.type == 231 && sk[6] > 0)
  1264. {
  1265. outObj.skilltype = 1;
  1266. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1267. outObj.turns = sk[0];
  1268. outObj.rate = sk[6];
  1269. }
  1270. return outObj;
  1271. }
  1272. }
  1273. function rcvBuff_Rate(card)
  1274. {
  1275. const searchTypeArray = [
  1276. 50,90,
  1277. 228, 231, //宝石姬
  1278. ];
  1279. const skills = getCardActiveSkills(card, searchTypeArray);
  1280. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1281. function rcvBuffParse(skill) {
  1282. const outObj = {
  1283. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1284. types: [],
  1285. attrs: [],
  1286. awoken: [],
  1287. rate: 0,
  1288. turns: 0,
  1289. };
  1290. if (!skill) return outObj;
  1291. const sk = skill.params;
  1292. if (skill.type == 228 && sk[4] > 0) {
  1293. outObj.skilltype = 1;
  1294. outObj.attrs = flags(sk[1]);
  1295. outObj.types = flags(sk[2]);
  1296. outObj.turns = sk[0];
  1297. outObj.rate = sk[4];
  1298. } else if (skill.type == 231 && sk[7] > 0) {
  1299. outObj.skilltype = 1;
  1300. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1301. outObj.turns = sk[0];
  1302. outObj.rate = sk[7];
  1303. } else if (skill.type == 50 || skill.type == 90) {
  1304. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1305. outObj.turns = sk[0];
  1306. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1307. }
  1308. return outObj;
  1309. }
  1310. }
  1311. function damageSelf_Rate(card)
  1312. {
  1313. const searchTypeArray = [84,85,86,87,195];
  1314. const skill = getCardActiveSkill(card, searchTypeArray);
  1315. if (!skill) return 0;
  1316. const sk = skill.params;
  1317. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1318. }
  1319. function changeEnemiesAttr_Attr(card)
  1320. {
  1321. const outObj = {
  1322. attr: null,
  1323. turns: 0
  1324. }
  1325. const searchTypeArray = [153, 224];
  1326. const skill = getCardActiveSkill(card, searchTypeArray);
  1327. if (!skill) return outObj;
  1328. const sk = skill.params;
  1329. if (skill.type == 153)
  1330. {
  1331. outObj.attr = sk[0];
  1332. }
  1333. else if (skill.type == 224)
  1334. {
  1335. outObj.attr = sk[1] || 0;
  1336. outObj.turns = sk[0];
  1337. }
  1338. return outObj;
  1339. }
  1340. //创建1个觉醒图标
  1341. function createAwokenIcon(awokenId)
  1342. {
  1343. const icon = document.createElement("icon");
  1344. icon.className ="awoken-icon";
  1345. icon.setAttribute("data-awoken-icon", awokenId);
  1346. return icon;
  1347. }
  1348. //产生一个觉醒列表
  1349. function creatAwokenList(awokens) {
  1350. const ul = document.createElement("ul");
  1351. ul.className = "awoken-ul";
  1352. awokens.forEach(ak=>{
  1353. const li = ul.appendChild(document.createElement("li"));
  1354. const icon = li.appendChild(createAwokenIcon(ak));
  1355. });
  1356. return ul;
  1357. }
  1358. //产生宝珠列表
  1359. function createOrbsList(orbs)
  1360. {
  1361. if (orbs == undefined) orbs = [0];
  1362. else if (!Array.isArray(orbs)) orbs = [orbs];
  1363. const ul = document.createElement("ul");
  1364. ul.className = "board";
  1365. orbs.forEach(orbType => {
  1366. const li = ul.appendChild(document.createElement("li"));
  1367. li.className = `orb-icon`;
  1368. li.setAttribute("data-orb-icon", orbType);
  1369. });
  1370. return ul;
  1371. }
  1372. //产生类型列表
  1373. function createTypesList(types)
  1374. {
  1375. if (types == undefined) types = [0];
  1376. else if (!Array.isArray(types)) types = [types];
  1377. const ul = document.createElement("ul");
  1378. ul.className = "types-ul";
  1379. types.forEach(type => {
  1380. const li = ul.appendChild(document.createElement("li"));
  1381. li.className = `type-icon`;
  1382. li.setAttribute("data-type-icon", type);
  1383. });
  1384. return ul;
  1385. }
  1386. const functions = [
  1387. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1388. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1389. ]},
  1390. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1391. {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)"},
  1392. function:cards=>{
  1393. const searchTypeArray = [173];
  1394. return cards.filter(card=>{
  1395. const skill = getCardActiveSkill(card, searchTypeArray);
  1396. return skill && skill.params[1];
  1397. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1398. },addition:voidsAbsorption_Addition},
  1399. /*{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)"},
  1400. function:cards=>{
  1401. const searchTypeArray = [173];
  1402. return cards.filter(card=>{
  1403. const skill = getCardActiveSkill(card, searchTypeArray);
  1404. return skill && skill.params[2];
  1405. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1406. },addition:voidsAbsorption_Addition},*/
  1407. {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)"},
  1408. function:cards=>{
  1409. const searchTypeArray = [173];
  1410. return cards.filter(card=>{
  1411. const skill = getCardActiveSkill(card, searchTypeArray);
  1412. return skill && skill.params[3];
  1413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1414. },addition:voidsAbsorption_Addition},
  1415. {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)"},
  1416. function:cards=>{
  1417. const searchTypeArray = [173];
  1418. return cards.filter(card=>{
  1419. const skill = getCardActiveSkill(card, searchTypeArray);
  1420. return skill && skill.params[1] && skill.params[3];
  1421. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1422. },addition:voidsAbsorption_Addition},
  1423. {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)"},
  1424. function:cards=>{
  1425. const searchTypeArray = [191];
  1426. return cards.filter(card=>{
  1427. const skill = getCardActiveSkill(card, searchTypeArray);
  1428. return skill;
  1429. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1430. },
  1431. addition:card=>{
  1432. const searchTypeArray = [191];
  1433. const skill = getCardActiveSkill(card, searchTypeArray);
  1434. if (!skill) return;
  1435. const sk = skill.params;
  1436. return document.createTextNode(`破贯×${sk[0]}T`);
  1437. }
  1438. },
  1439. ]},
  1440. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1441. {
  1442. 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)"},
  1443. function:cards=>{
  1444. return cards.filter(card=>{
  1445. const turns = unbind_Turns(card);
  1446. return turns.normal > 0;
  1447. }).sort((a,b)=>{
  1448. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1449. let a_pC = a_s.normal, b_pC = b_s.normal;
  1450. return a_pC - b_pC;
  1451. });
  1452. },
  1453. addition:unbind_Addition
  1454. },
  1455. {
  1456. 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)"},
  1457. function:cards=>{
  1458. return cards.filter(card=>{
  1459. const turns = unbind_Turns(card);
  1460. return turns.awoken > 0;
  1461. }).sort((a,b)=>{
  1462. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1463. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1464. return a_pC - b_pC;
  1465. });
  1466. },
  1467. addition:unbind_Addition
  1468. },
  1469. {
  1470. 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)"},
  1471. function:cards=>{
  1472. return cards.filter(card=>{
  1473. const turns = unbind_Turns(card);
  1474. return turns.normal && turns.awoken > 0;
  1475. }).sort((a,b)=>{
  1476. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1477. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1478. return a_pC - b_pC;
  1479. });
  1480. },
  1481. addition:unbind_Addition
  1482. },
  1483. {
  1484. 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)"},
  1485. function:cards=>{
  1486. const searchTypeArray = [196];
  1487. return cards.filter(card=>{
  1488. const skill = getCardActiveSkill(card, searchTypeArray);
  1489. return skill;
  1490. }).sort((a,b)=>{
  1491. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1492. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1493. return a_pC - b_pC;
  1494. })
  1495. },
  1496. addition:card=>{
  1497. const searchTypeArray = [196];
  1498. const skill = getCardActiveSkill(card, searchTypeArray);
  1499. if (!skill) return;
  1500. const sk = skill.params;
  1501. const value = sk[0];
  1502. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1503. }
  1504. },
  1505. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1506. function:cards=>cards.filter(card=>{
  1507. const searchTypeArray = [215];
  1508. const skill = getCardActiveSkill(card, searchTypeArray);
  1509. return skill;
  1510. }),
  1511. addition:card=>{
  1512. const searchTypeArray = [215];
  1513. const skill = getCardActiveSkill(card, searchTypeArray);
  1514. if (!skill) return;
  1515. const sk = skill.params;
  1516. const fragment = document.createDocumentFragment();
  1517. fragment.appendChild(document.createTextNode(`自封`));
  1518. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1519. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1520. return fragment;
  1521. }
  1522. },
  1523. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1524. function:cards=>cards.filter(card=>{
  1525. const searchTypeArray = [214];
  1526. const skill = getCardActiveSkill(card, searchTypeArray);
  1527. return skill;
  1528. }),
  1529. addition:card=>{
  1530. const searchTypeArray = [214];
  1531. const skill = getCardActiveSkill(card, searchTypeArray);
  1532. if (!skill) return;
  1533. const sk = skill.params;
  1534. return document.createTextNode(`自封技${sk[0]}T`);
  1535. }
  1536. },
  1537. ]},
  1538. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1539. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1540. function:cards=>cards.filter(card=>{
  1541. const searchTypeArray = [156,168,228,231];
  1542. const skill = getCardActiveSkill(card, searchTypeArray);
  1543. return skill;
  1544. })
  1545. },
  1546. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1547. function:cards=>{
  1548. return cards.filter(card=>{
  1549. const atkbuff = rcvBuff_Rate(card);
  1550. return atkbuff.skilltype > 0;
  1551. }).sort((a,b)=>{
  1552. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1553. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1554. if (sortNum == 0)
  1555. sortNum = a_pC.rate - b_pC.rate;
  1556. if (sortNum == 0)
  1557. sortNum = a_pC.turns - b_pC.turns;
  1558. return sortNum;
  1559. });
  1560. },
  1561. addition:card=>{
  1562. const atkbuff = rcvBuff_Rate(card);
  1563. const fragment = document.createDocumentFragment();
  1564. fragment.appendChild(createOrbsList([5]));
  1565. if (atkbuff.skilltype == 0) return fragment;
  1566. if (atkbuff.skilltype == 1)
  1567. {
  1568. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1569. if (atkbuff.awoken.length)
  1570. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1571. if (atkbuff.attrs.length)
  1572. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1573. if (atkbuff.types.length)
  1574. fragment.appendChild(createTypesList(atkbuff.types));
  1575. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1576. }else if (atkbuff.skilltype == 2)
  1577. {
  1578. if (atkbuff.attrs.length)
  1579. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1580. if (atkbuff.types.length)
  1581. fragment.appendChild(createTypesList(atkbuff.types));
  1582. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1583. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1584. }
  1585. return fragment;
  1586. }
  1587. },
  1588. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1589. function:cards=>{
  1590. return cards.filter(card=>{
  1591. const atkbuff = atkBuff_Rate(card);
  1592. return atkbuff.skilltype > 0;
  1593. }).sort((a,b)=>{
  1594. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1595. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1596. if (sortNum == 0)
  1597. sortNum = a_pC.rate - b_pC.rate;
  1598. if (sortNum == 0)
  1599. sortNum = a_pC.turns - b_pC.turns;
  1600. return sortNum;
  1601. });
  1602. },
  1603. addition:card=>{
  1604. const atkbuff = atkBuff_Rate(card);
  1605. const fragment = document.createDocumentFragment();
  1606. if (atkbuff.skilltype == 0) return fragment;
  1607. if (atkbuff.skilltype == 1)
  1608. {
  1609. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1610. if (atkbuff.awoken.length)
  1611. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1612. if (atkbuff.attrs.length)
  1613. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1614. if (atkbuff.types.length)
  1615. fragment.appendChild(createTypesList(atkbuff.types));
  1616. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1617. }else if (atkbuff.skilltype == 2)
  1618. {
  1619. if (atkbuff.attrs.length)
  1620. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1621. if (atkbuff.types.length)
  1622. fragment.appendChild(createTypesList(atkbuff.types));
  1623. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1624. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1625. }
  1626. return fragment;
  1627. }
  1628. },
  1629. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1630. function:cards=>{
  1631. const searchTypeArray = [132];
  1632. return cards.filter(card=>{
  1633. const skill = getCardActiveSkill(card, searchTypeArray);
  1634. return skill;
  1635. }).sort((a,b)=>{
  1636. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1637. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1638. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1639. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1640. });
  1641. },
  1642. addition:card=>{
  1643. const searchTypeArray = [132];
  1644. const skill = getCardActiveSkill(card, searchTypeArray);
  1645. if (!skill) return;
  1646. const sk = skill.params;
  1647. let str = "👆";
  1648. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1649. if (sk[2]) str += `x${sk[2]/100}`;
  1650. str += `x${sk[0]}T`;
  1651. return str;
  1652. }
  1653. },
  1654. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1655. function:cards=>{
  1656. const searchTypeArray = [184];
  1657. return cards.filter(card=>{
  1658. const skill = getCardActiveSkill(card, searchTypeArray);
  1659. return skill;
  1660. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1661. },
  1662. addition:card=>{
  1663. const searchTypeArray = [184];
  1664. const skill = getCardActiveSkill(card, searchTypeArray);
  1665. if (!skill) return;
  1666. const sk = skill.params;
  1667. return `无↓×${sk[0]}T`;
  1668. }
  1669. },
  1670. {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)"},
  1671. function:cards=>{
  1672. const searchTypeArray = [160];
  1673. return cards.filter(card=>{
  1674. const skill = getCardActiveSkill(card, searchTypeArray);
  1675. return skill;
  1676. }).sort((a,b)=>{
  1677. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1678. return a_s.params[1] - b_s.params[1];
  1679. });
  1680. },
  1681. addition:card=>{
  1682. const searchTypeArray = [160];
  1683. const skill = getCardActiveSkill(card, searchTypeArray);
  1684. if (!skill) return;
  1685. const sk = skill.params;
  1686. return `+${sk[1]}C×${sk[0]}T`;
  1687. }
  1688. },
  1689. {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)"},
  1690. function:cards=>{
  1691. const searchTypeArray = [3,156];
  1692. return cards.filter(card=>{
  1693. const skill = getCardActiveSkill(card, searchTypeArray);
  1694. if (!skill) return false;
  1695. if (skill.type == 156)
  1696. return skill.params[4]==3;
  1697. else
  1698. return true;
  1699. }).sort((a,b)=>{
  1700. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1701. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1702. if (!sortNum)
  1703. {
  1704. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1705. sortNum = a_pC - b_pC;
  1706. }
  1707. return sortNum;
  1708. });
  1709. },
  1710. addition:card=>{
  1711. const searchTypeArray = [3,156];
  1712. const skill = getCardActiveSkill(card, searchTypeArray);
  1713. if (!skill) return;
  1714. const sk = skill.params;
  1715. const fragment = document.createDocumentFragment();
  1716. if (skill.type == 156)
  1717. {
  1718. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1719. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1720. fragment.appendChild(creatAwokenList(awokenArr));
  1721. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1722. }else
  1723. {
  1724. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1725. }
  1726. return fragment;
  1727. }
  1728. },
  1729. {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)"},
  1730. function:cards=>{
  1731. const searchTypeArray = [3];
  1732. return cards.filter(card=>{
  1733. const skill = getCardActiveSkill(card, searchTypeArray);
  1734. return skill && skill.params[1]>=100;
  1735. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1736. },
  1737. addition:card=>{
  1738. const searchTypeArray = [3];
  1739. const skill = getCardActiveSkill(card, searchTypeArray);
  1740. if (!skill) return;
  1741. const sk = skill.params;
  1742. return `无敌×${sk[0]}T`;
  1743. }
  1744. },
  1745. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1746. function:cards=>{
  1747. const searchTypeArray = [21];
  1748. return cards.filter(card=>{
  1749. const skill = getCardActiveSkill(card, searchTypeArray);
  1750. return skill;
  1751. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1752. },
  1753. addition:card=>{
  1754. const searchTypeArray = [21];
  1755. const skill = getCardActiveSkill(card, searchTypeArray);
  1756. if (!skill) return;
  1757. const sk = skill.params;
  1758. const colors = [sk[1]];
  1759. const fragment = document.createDocumentFragment();
  1760. fragment.appendChild(document.createTextNode(`-`));
  1761. fragment.appendChild(createOrbsList(colors));
  1762. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1763. return fragment;
  1764. }
  1765. },
  1766. {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)"},
  1767. function:cards=>{
  1768. const searchTypeArray = [51];
  1769. return cards.filter(card=>{
  1770. const skill = getCardActiveSkill(card, searchTypeArray);
  1771. return skill;
  1772. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1773. },
  1774. addition:card=>{
  1775. const searchTypeArray = [51];
  1776. const skill = getCardActiveSkill(card, searchTypeArray);
  1777. if (!skill) return;
  1778. const sk = skill.params;
  1779. return `全体×${sk[0]}T`;
  1780. }
  1781. },
  1782. ]},
  1783. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1784. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1785. function:cards=>{
  1786. const searchTypeArray = [205];
  1787. return cards.filter(card=>{
  1788. const skill = getCardActiveSkill(card, searchTypeArray);
  1789. return skill;
  1790. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1791. },
  1792. addition:dropLock_Addition
  1793. },
  1794. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1795. function:cards=>{
  1796. const searchTypeArray = [205];
  1797. return cards.filter(card=>{
  1798. const skill = getCardActiveSkill(card, searchTypeArray);
  1799. return skill && (skill.params[0] & 63) === 63;
  1800. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1801. },
  1802. addition:dropLock_Addition
  1803. },
  1804. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1805. function:cards=>{
  1806. const searchTypeArray = [180];
  1807. return cards.filter(card=>{
  1808. const skill = getCardActiveSkill(card, searchTypeArray);
  1809. return skill;
  1810. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1811. },
  1812. addition:card=>{
  1813. const searchTypeArray = [180];
  1814. const skill = getCardActiveSkill(card, searchTypeArray);
  1815. if (!skill) return;
  1816. const sk = skill.params;
  1817. return `${sk[1]}%×${sk[0]}T`;
  1818. }
  1819. },
  1820. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1821. function:cards=>cards.filter(card=>{
  1822. const searchTypeArray = [126];
  1823. const skill = getCardActiveSkill(card, searchTypeArray);
  1824. return skill;
  1825. }),
  1826. addition:dropOrb_Addition
  1827. },
  1828. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1829. function:cards=>cards.filter(card=>{
  1830. const searchTypeArray = [126];
  1831. const skill = getCardActiveSkill(card, searchTypeArray);
  1832. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1833. }),
  1834. addition:dropOrb_Addition
  1835. },
  1836. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1837. function:cards=>cards.filter(card=>{
  1838. const searchTypeArray = [126];
  1839. const skill = getCardActiveSkill(card, searchTypeArray);
  1840. return skill && skill.params[1] >= 99;
  1841. }),
  1842. addition:dropOrb_Addition
  1843. },
  1844. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1845. function:cards=>cards.filter(card=>{
  1846. const searchTypeArray = [126];
  1847. const skill = getCardActiveSkill(card, searchTypeArray);
  1848. return skill && skill.params[3] == 100;
  1849. }),
  1850. addition:dropOrb_Addition
  1851. },
  1852. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1853. function:cards=>{
  1854. const searchTypeArray = [226];
  1855. return cards.filter(card=>{
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. return skill;
  1858. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1859. },
  1860. addition:card=>{
  1861. const searchTypeArray = [226];
  1862. const skill = getCardActiveSkill(card, searchTypeArray);
  1863. if (!skill) return;
  1864. const sk = skill.params;
  1865. return `📌${sk[1]}%×${sk[0]}T`;
  1866. }
  1867. },
  1868. ]},
  1869. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1870. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1871. function:cards=>{
  1872. const searchTypeArray = [18];
  1873. return cards.filter(card=>{
  1874. const skill = getCardActiveSkill(card, searchTypeArray);
  1875. return skill;
  1876. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1877. },
  1878. addition:card=>{
  1879. const searchTypeArray = [18];
  1880. const skill = getCardActiveSkill(card, searchTypeArray);
  1881. if (!skill) return;
  1882. const sk = skill.params;
  1883. return document.createTextNode(`威吓×${sk[0]}T`);
  1884. }
  1885. },
  1886. {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)"},
  1887. function:cards=>{
  1888. const searchTypeArray = [19];
  1889. return cards.filter(card=>{
  1890. const skill = getCardActiveSkill(card, searchTypeArray);
  1891. return skill;
  1892. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1893. },
  1894. addition:card=>{
  1895. const searchTypeArray = [19];
  1896. const skill = getCardActiveSkill(card, searchTypeArray);
  1897. if (!skill) return;
  1898. const sk = skill.params;
  1899. return `破防${sk[1]}%`;
  1900. }
  1901. },
  1902. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1903. function:cards=>{
  1904. const searchTypeArray = [19];
  1905. return cards.filter(card=>{
  1906. const skill = getCardActiveSkill(card, searchTypeArray);
  1907. return skill && skill.params[1]>=100;
  1908. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1909. },
  1910. addition:card=>{
  1911. const searchTypeArray = [19];
  1912. const skill = getCardActiveSkill(card, searchTypeArray);
  1913. if (!skill) return;
  1914. const sk = skill.params;
  1915. return `全破×${sk[0]}T`;
  1916. }
  1917. },
  1918. {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)"},
  1919. function:cards=>{
  1920. const searchTypeArray = [4];
  1921. return cards.filter(card=>{
  1922. const skill = getCardActiveSkill(card, searchTypeArray);
  1923. return skill;
  1924. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1925. },
  1926. addition:card=>{
  1927. const searchTypeArray = [4];
  1928. const skill = getCardActiveSkill(card, searchTypeArray);
  1929. if (!skill) return;
  1930. const sk = skill.params;
  1931. return `攻击力×${sk[0]/100}倍`;
  1932. }
  1933. },
  1934. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1935. function:cards=>{
  1936. return cards.filter(card=>{
  1937. return changeEnemiesAttr_Attr(card).attr != null;
  1938. }).sort((a,b)=>{
  1939. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1940. return a_pC.attr - b_pC.attr;
  1941. })
  1942. },
  1943. addition:card=>{
  1944. let change = changeEnemiesAttr_Attr(card);
  1945. const fragment = document.createDocumentFragment();
  1946. fragment.appendChild(document.createTextNode(`敌→`));
  1947. fragment.appendChild(createOrbsList(change.attr));
  1948. if (change.turns > 0)
  1949. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1950. return fragment;
  1951. }
  1952. },
  1953. {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)"},
  1954. function:cards=>{
  1955. const searchTypeArray = [60];
  1956. return cards.filter(card=>{
  1957. const skill = getCardActiveSkill(card, searchTypeArray);
  1958. return skill;
  1959. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1960. },
  1961. addition:card=>{
  1962. const searchTypeArray = [60];
  1963. const skill = getCardActiveSkill(card, searchTypeArray);
  1964. if (!skill) return;
  1965. const sk = skill.params;
  1966. const fragment = document.createDocumentFragment();
  1967. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1968. fragment.appendChild(createOrbsList(sk[2]));
  1969. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1970. return fragment;
  1971. }
  1972. },
  1973. ]},
  1974. {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: [
  1975. {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)"},
  1976. function:cards=>{
  1977. const searchTypeArray = [146];
  1978. return cards.filter(card=>{
  1979. const skill = getCardActiveSkill(card, searchTypeArray);
  1980. return skill;
  1981. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1982. },
  1983. addition:card=>{
  1984. const searchTypeArray = [146];
  1985. const skill = getCardActiveSkill(card, searchTypeArray);
  1986. if (!skill) return;
  1987. const sk = skill.params;
  1988. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1989. }
  1990. },
  1991. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1992. function:cards=>{
  1993. const searchTypeArray = [218];
  1994. return cards.filter(card=>{
  1995. const skill = getCardActiveSkill(card, searchTypeArray);
  1996. return skill;
  1997. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1998. },
  1999. addition:card=>{
  2000. const searchTypeArray = [218];
  2001. const skill = getCardActiveSkill(card, searchTypeArray);
  2002. if (!skill) return;
  2003. const sk = skill.params;
  2004. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2005. }
  2006. },
  2007. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2008. function:cards=>cards.filter(card=>{
  2009. const searchTypeArray = [93, 227];
  2010. const skill = getCardActiveSkill(card, searchTypeArray);
  2011. return skill;
  2012. }),
  2013. addition:card=>{
  2014. const searchTypeArray = [93, 227];
  2015. const skill = getCardActiveSkill(card, searchTypeArray);
  2016. if (!skill) return;
  2017. return skill.type == 93 ? '换自身' : '换最后队员';
  2018. }
  2019. },
  2020. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2021. function:cards=>{
  2022. const searchTypeArray = [241];
  2023. return cards.filter(card=>{
  2024. const skill = getCardActiveSkill(card, searchTypeArray);
  2025. return skill;
  2026. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  2027. },
  2028. addition:card=>{
  2029. const searchTypeArray = [241];
  2030. const skill = getCardActiveSkill(card, searchTypeArray);
  2031. if (!skill) return;
  2032. const sk = skill.params;
  2033. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  2034. }
  2035. },
  2036. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2037. function:cards=>{
  2038. const searchTypeArray = [230];
  2039. return cards.filter(card=>{
  2040. const skill = getCardActiveSkill(card, searchTypeArray);
  2041. return skill;
  2042. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2043. },
  2044. addition:memberATK_Addition
  2045. },
  2046. {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"},
  2047. function:cards=>{
  2048. const searchTypeArray = [230];
  2049. return cards.filter(card=>{
  2050. const skill = getCardActiveSkill(card, searchTypeArray);
  2051. return skill && Boolean(skill.params[1] & 1<<0);
  2052. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2053. },
  2054. addition:memberATK_Addition
  2055. },
  2056. {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"},
  2057. function:cards=>{
  2058. const searchTypeArray = [230];
  2059. return cards.filter(card=>{
  2060. const skill = getCardActiveSkill(card, searchTypeArray);
  2061. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2062. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2063. },
  2064. addition:memberATK_Addition
  2065. },
  2066. {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"},
  2067. function:cards=>{
  2068. const searchTypeArray = [230];
  2069. return cards.filter(card=>{
  2070. const skill = getCardActiveSkill(card, searchTypeArray);
  2071. return skill && Boolean(skill.params[1] & 1<<3);
  2072. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2073. },
  2074. addition:memberATK_Addition
  2075. },
  2076. {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)"},
  2077. function:cards=>{
  2078. const searchTypeArray = [142];
  2079. return cards.filter(card=>{
  2080. const skill = getCardActiveSkill(card, searchTypeArray);
  2081. return skill;
  2082. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2083. },
  2084. addition:card=>{
  2085. const searchTypeArray = [142];
  2086. const skill = getCardActiveSkill(card, searchTypeArray);
  2087. if (!skill) return;
  2088. const sk = skill.params;
  2089. const fragment = document.createDocumentFragment();
  2090. fragment.appendChild(document.createTextNode(`自→`));
  2091. fragment.appendChild(createOrbsList(sk[1]));
  2092. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2093. return fragment;
  2094. }
  2095. },
  2096. ]},
  2097. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2098. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2099. function:cards=>{
  2100. const searchTypeArray = [179];
  2101. return cards.filter(card=>{
  2102. const skill = getCardActiveSkill(card, searchTypeArray);
  2103. return skill;
  2104. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2105. },
  2106. addition:card=>{
  2107. const searchTypeArray = [179];
  2108. const skill = getCardActiveSkill(card, searchTypeArray);
  2109. if (!skill) return;
  2110. const sk = skill.params;
  2111. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2112. }
  2113. },
  2114. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2115. function:cards=>{
  2116. return cards.filter(card=>{
  2117. const heal = healImmediately_Rate(card);
  2118. return Object.values(heal).some(v=>v);
  2119. })
  2120. .sort((a,b)=>{
  2121. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2122. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2123. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2124. let sortNum = a_i - b_i;
  2125. if (!sortNum)
  2126. {
  2127. sortNum = a_vs[a_i] - b_vs[b_i];
  2128. }
  2129. return sortNum;
  2130. });
  2131. },
  2132. addition:card=>{
  2133. const heal = healImmediately_Rate(card);
  2134. let strArr = [];
  2135. if (heal.scale)
  2136. strArr.push(`${heal.scale}%最大HP`);
  2137. if (heal.const)
  2138. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2139. if (heal.selfRcv)
  2140. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2141. if (heal.vampire)
  2142. strArr.push(`${heal.vampire}%伤害`);
  2143. return strArr.join(',');
  2144. }
  2145. },
  2146. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2147. function:cards=>{
  2148. const searchTypeArray = [237];
  2149. return cards.filter(card=>{
  2150. const skill = getCardActiveSkill(card, searchTypeArray);
  2151. return skill;
  2152. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2153. },
  2154. addition:card=>{
  2155. const searchTypeArray = [237];
  2156. const skill = getCardActiveSkill(card, searchTypeArray);
  2157. if (!skill) return;
  2158. const sk = skill.params;
  2159. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2160. }
  2161. },
  2162. {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)"},
  2163. function:cards=>{
  2164. return cards.filter(card=>damageSelf_Rate(card)>0)
  2165. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2166. },
  2167. addition:card=>{
  2168. let rate = damageSelf_Rate(card);
  2169. if (rate < 100)
  2170. return `减少${rate}%`;
  2171. else
  2172. return `减少到1`;
  2173. }
  2174. },
  2175. ]},
  2176. {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: [
  2177. {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)"},
  2178. function:cards=>{
  2179. const searchTypeArray = [6, 161];
  2180. return cards.filter(card=>{
  2181. const skill = getCardActiveSkill(card, searchTypeArray);
  2182. return skill;
  2183. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2184. },
  2185. addition: gravity_Addition
  2186. },
  2187. {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)"},
  2188. function:cards=>{
  2189. const searchTypeArray = [6];
  2190. return cards.filter(card=>{
  2191. const skill = getCardActiveSkill(card, searchTypeArray);
  2192. return skill;
  2193. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2194. },
  2195. addition: gravity_Addition
  2196. },
  2197. {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)"},
  2198. function:cards=>{
  2199. const searchTypeArray = [161];
  2200. return cards.filter(card=>{
  2201. const skill = getCardActiveSkill(card, searchTypeArray);
  2202. return skill;
  2203. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2204. },
  2205. addition: gravity_Addition
  2206. },
  2207. ]},
  2208. {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: [
  2209. {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)"},
  2210. function:cards=>{
  2211. const searchTypeArray = [55,188,56];
  2212. return cards.filter(card=>{
  2213. const skill = getCardActiveSkill(card, searchTypeArray);
  2214. return skill;
  2215. }).sort((a,b)=>{
  2216. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2217. 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);
  2218. return a_pC - b_pC;
  2219. });
  2220. },
  2221. addition:dixedDamage_Addition
  2222. },
  2223. {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)"},
  2224. function:cards=>{
  2225. const searchTypeArray = [55,188];
  2226. return cards.filter(card=>{
  2227. const skill = getCardActiveSkill(card, searchTypeArray);
  2228. return skill;
  2229. }).sort((a,b)=>{
  2230. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2231. 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);
  2232. return a_pC - b_pC;
  2233. });
  2234. },
  2235. addition:dixedDamage_Addition
  2236. },
  2237. {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)"},
  2238. function:cards=>{
  2239. const searchTypeArray = [56];
  2240. return cards.filter(card=>{
  2241. const skill = getCardActiveSkill(card, searchTypeArray);
  2242. return skill;
  2243. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2244. },
  2245. addition:dixedDamage_Addition
  2246. },
  2247. ]},
  2248. {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: [
  2249. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2250. function:cards=>cards.filter(card=>{
  2251. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2252. function isSingle(skill)
  2253. {
  2254. if (skill.type == 110)
  2255. return Boolean(skill.params[0]);
  2256. else if (skill.type == 144)
  2257. return Boolean(skill.params[2]);
  2258. else
  2259. return true;
  2260. }
  2261. const skill = getCardActiveSkill(card, searchTypeArray);
  2262. return skill && isSingle(skill);
  2263. }),
  2264. addition: numericalATK_Addition
  2265. },
  2266. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2267. function:cards=>cards.filter(card=>{
  2268. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2269. function isAll(skill)
  2270. {
  2271. if (skill.type == 110)
  2272. return !Boolean(skill.params[0]);
  2273. else if (skill.type == 144)
  2274. return !Boolean(skill.params[2]);
  2275. else
  2276. return true;
  2277. }
  2278. const skill = getCardActiveSkill(card, searchTypeArray);
  2279. return skill && skill.id!=0 && isAll(skill);
  2280. }),
  2281. addition: numericalATK_Addition
  2282. },
  2283. {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"},
  2284. function:cards=>cards.filter(card=>{
  2285. const searchTypeArray = [42];
  2286. const skill = getCardActiveSkill(card, searchTypeArray);
  2287. return skill;
  2288. })
  2289. },
  2290. {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"},
  2291. function:cards=>cards.filter(card=>{
  2292. const searchTypeArray = [2,35];
  2293. const skill = getCardActiveSkill(card, searchTypeArray);
  2294. return skill;
  2295. })
  2296. },
  2297. {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)"},
  2298. function:cards=>cards.filter(card=>{
  2299. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2300. const skill = getCardActiveSkill(card, searchTypeArray);
  2301. return skill && skill.id!=0;
  2302. }).sort((a,b)=>{
  2303. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2304. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2305. function getNumber(skill)
  2306. {
  2307. const sk = skill.params;
  2308. switch(skill.type)
  2309. {
  2310. case 0:
  2311. case 37:
  2312. case 58:
  2313. case 59:
  2314. case 84:
  2315. case 85:
  2316. case 115:
  2317. return sk[1];
  2318. case 2:
  2319. case 35:
  2320. return sk[0];
  2321. default:
  2322. return 0;
  2323. }
  2324. }
  2325. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2326. return a_pC - b_pC;
  2327. }),
  2328. addition: numericalATK_Addition
  2329. },
  2330. {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)"},
  2331. function:cards=>cards.filter(card=>{
  2332. const searchTypeArray = [1,42,86,87];
  2333. const skill = getCardActiveSkill(card, searchTypeArray);
  2334. return skill;
  2335. }).sort((a,b)=>{
  2336. const searchTypeArray = [1,42,86,87];
  2337. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2338. function getNumber(skill)
  2339. {
  2340. const sk = skill.params;
  2341. switch(skill.type)
  2342. {
  2343. case 1:
  2344. case 86:
  2345. case 87:
  2346. return sk[1];
  2347. case 42:
  2348. return sk[2];
  2349. default:
  2350. return 0;
  2351. }
  2352. }
  2353. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2354. return a_pC - b_pC;
  2355. }),
  2356. addition: numericalATK_Addition
  2357. },
  2358. {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)"},
  2359. function:cards=>{
  2360. const searchTypeArray = [110];
  2361. return cards.filter(card=>{
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. return skill;
  2364. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2365. },
  2366. addition: numericalATK_Addition
  2367. },
  2368. {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)"},
  2369. function:cards=>{
  2370. const searchTypeArray = [143];
  2371. return cards.filter(card=>{
  2372. const skill = getCardActiveSkill(card, searchTypeArray);
  2373. return skill;
  2374. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2375. },
  2376. addition: numericalATK_Addition
  2377. },
  2378. {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)"},
  2379. function:cards=>{
  2380. const searchTypeArray = [144];
  2381. return cards.filter(card=>{
  2382. const skill = getCardActiveSkill(card, searchTypeArray);
  2383. return skill;
  2384. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2385. },
  2386. addition: numericalATK_Addition
  2387. },
  2388. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2389. function:cards=>cards.filter(card=>{
  2390. const searchTypeArray = [35,115];
  2391. const skill = getCardActiveSkill(card, searchTypeArray);
  2392. return skill;
  2393. })
  2394. },
  2395. ]},
  2396. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2397. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2398. function:cards=>cards.filter(card=>{
  2399. const searchTypeArray = [10];
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. return skill;
  2402. })
  2403. },
  2404. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2405. function:cards=>{
  2406. const searchTypeArray = [207];
  2407. return cards.filter(card=>{
  2408. const skill = getCardActiveSkill(card, searchTypeArray);
  2409. return skill;
  2410. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2411. },
  2412. addition:card=>{
  2413. const searchTypeArray = [207];
  2414. const skill = getCardActiveSkill(card, searchTypeArray);
  2415. if (!skill) return;
  2416. const sk = skill.params;
  2417. if (sk[7])
  2418. return `${sk[7]}个×${sk[0]}T`;
  2419. else
  2420. return `特殊形状×${sk[0]}T`;
  2421. }
  2422. },
  2423. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2424. function:cards=>{
  2425. const searchTypeArray = [238];
  2426. return cards.filter(card=>{
  2427. const skill = getCardActiveSkill(card, searchTypeArray);
  2428. return skill;
  2429. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2430. },
  2431. addition:card=>{
  2432. const searchTypeArray = [238];
  2433. const skill = getCardActiveSkill(card, searchTypeArray);
  2434. if (!skill) return;
  2435. const sk = skill.params;
  2436. return `${sk[1]}个×${sk[0]}T`;
  2437. }
  2438. },
  2439. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2440. function:cards=>{
  2441. const searchTypeArray = [239];
  2442. return cards.filter(card=>{
  2443. const skill = getCardActiveSkill(card, searchTypeArray);
  2444. return skill;
  2445. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2446. },
  2447. addition:card=>{
  2448. const searchTypeArray = [239];
  2449. const skill = getCardActiveSkill(card, searchTypeArray);
  2450. if (!skill) return;
  2451. const sk = skill.params;
  2452. const colums = flags(sk[1]), rows = flags(sk[2]);
  2453. const fragment = document.createDocumentFragment();
  2454. if (colums.length)
  2455. fragment.append(`${colums.length}竖`);
  2456. if (rows.length)
  2457. fragment.append(`${rows.length}横`);
  2458. fragment.append(`×${sk[0]}T`);
  2459. return fragment;
  2460. }
  2461. },
  2462. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2463. function:cards=>{
  2464. const searchTypeArray = [244];
  2465. return cards.filter(card=>{
  2466. const skill = getCardActiveSkill(card, searchTypeArray);
  2467. return skill;
  2468. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2469. },
  2470. addition:card=>{
  2471. const searchTypeArray = [244];
  2472. const skill = getCardActiveSkill(card, searchTypeArray);
  2473. if (!skill) return;
  2474. const sk = skill.params;
  2475. if (sk[1])
  2476. return `[7×6]×${sk[0]}T`;
  2477. else
  2478. return `[6×5]×${sk[0]}T`;
  2479. }
  2480. },
  2481. ]},
  2482. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2483. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2484. function:cards=>cards.filter(card=>{
  2485. const searchTypeArray = [172];
  2486. const skill = getCardActiveSkill(card, searchTypeArray);
  2487. return skill;
  2488. })
  2489. },
  2490. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2491. function:cards=>cards.filter(card=>{
  2492. const searchTypeArray = [152];
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return skill;
  2495. }),
  2496. addition:lock_Addition
  2497. },
  2498. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2499. function:cards=>cards.filter(card=>{
  2500. const searchTypeArray = [152];
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. return skill && (skill.params[0] & 63) === 63;
  2503. }),
  2504. addition:lock_Addition
  2505. },
  2506. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2507. function:cards=>{
  2508. const searchTypeArray = [52,91,140];
  2509. return cards.filter(card=>{
  2510. const skill = getCardActiveSkill(card, searchTypeArray);
  2511. return skill;
  2512. });
  2513. },
  2514. addition:card=>{
  2515. const searchTypeArray = [52,91,140];
  2516. const skill = getCardActiveSkill(card, searchTypeArray);
  2517. if (!skill) return;
  2518. const sk = skill.params;
  2519. let attrs = [];
  2520. switch (skill.type)
  2521. {
  2522. case 52:{
  2523. attrs.push(sk[0]); break;
  2524. }
  2525. case 91:{
  2526. attrs = sk.slice(0,-1); break;
  2527. }
  2528. case 140:{
  2529. attrs = flags(sk[0]); break;
  2530. }
  2531. }
  2532. const fragment = document.createDocumentFragment();
  2533. fragment.appendChild(document.createTextNode(`强化`));
  2534. fragment.appendChild(createOrbsList(attrs));
  2535. return fragment;
  2536. }
  2537. },
  2538. ]},
  2539. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2540. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2541. function:cards=>cards.filter(card=>{
  2542. const searchTypeArray = [71];
  2543. const skill = getCardActiveSkill(card, searchTypeArray);
  2544. return skill;
  2545. }),
  2546. addition:boardChange_Addition
  2547. },
  2548. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2549. function:cards=>cards.filter(card=>{
  2550. const searchTypeArray = [71];
  2551. const skill = getCardActiveSkill(card, searchTypeArray);
  2552. return boardChange_ColorTypes(skill).length == 1;
  2553. }),
  2554. addition:boardChange_Addition
  2555. },
  2556. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2557. function:cards=>cards.filter(card=>{
  2558. const searchTypeArray = [71];
  2559. const skill = getCardActiveSkill(card, searchTypeArray);
  2560. return boardChange_ColorTypes(skill).length == 2;
  2561. }),
  2562. addition:boardChange_Addition
  2563. },
  2564. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2565. function:cards=>cards.filter(card=>{
  2566. const searchTypeArray = [71];
  2567. const skill = getCardActiveSkill(card, searchTypeArray);
  2568. return boardChange_ColorTypes(skill).length == 3;
  2569. }),
  2570. addition:boardChange_Addition
  2571. },
  2572. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2573. function:cards=>cards.filter(card=>{
  2574. const searchTypeArray = [71];
  2575. const skill = getCardActiveSkill(card, searchTypeArray);
  2576. return boardChange_ColorTypes(skill).length == 4;
  2577. }),
  2578. addition:boardChange_Addition
  2579. },
  2580. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2581. function:cards=>cards.filter(card=>{
  2582. const searchTypeArray = [71];
  2583. const skill = getCardActiveSkill(card, searchTypeArray);
  2584. return boardChange_ColorTypes(skill).length == 5;
  2585. }),
  2586. addition:boardChange_Addition
  2587. },
  2588. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2589. function:cards=>cards.filter(card=>{
  2590. const searchTypeArray = [71];
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. return boardChange_ColorTypes(skill).length >= 6;
  2593. }),
  2594. addition:boardChange_Addition
  2595. },
  2596. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2597. function:cards=>cards.filter(card=>{
  2598. const searchTypeArray = [71];
  2599. const skill = getCardActiveSkill(card, searchTypeArray);
  2600. return boardChange_ColorTypes(skill).includes(0);
  2601. }),
  2602. addition:boardChange_Addition
  2603. },
  2604. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2605. function:cards=>cards.filter(card=>{
  2606. const searchTypeArray = [71];
  2607. const skill = getCardActiveSkill(card, searchTypeArray);
  2608. return boardChange_ColorTypes(skill).includes(1);
  2609. }),
  2610. addition:boardChange_Addition
  2611. },
  2612. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2613. function:cards=>cards.filter(card=>{
  2614. const searchTypeArray = [71];
  2615. const skill = getCardActiveSkill(card, searchTypeArray);
  2616. return boardChange_ColorTypes(skill).includes(2);
  2617. }),
  2618. addition:boardChange_Addition
  2619. },
  2620. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2621. function:cards=>cards.filter(card=>{
  2622. const searchTypeArray = [71];
  2623. const skill = getCardActiveSkill(card, searchTypeArray);
  2624. return boardChange_ColorTypes(skill).includes(3);
  2625. }),
  2626. addition:boardChange_Addition
  2627. },
  2628. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2629. function:cards=>cards.filter(card=>{
  2630. const searchTypeArray = [71];
  2631. const skill = getCardActiveSkill(card, searchTypeArray);
  2632. return boardChange_ColorTypes(skill).includes(4);
  2633. }),
  2634. addition:boardChange_Addition
  2635. },
  2636. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2637. function:cards=>cards.filter(card=>{
  2638. const searchTypeArray = [71];
  2639. const skill = getCardActiveSkill(card, searchTypeArray);
  2640. return boardChange_ColorTypes(skill).includes(5);
  2641. }),
  2642. addition:boardChange_Addition
  2643. },
  2644. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2645. function:cards=>cards.filter(card=>{
  2646. const searchTypeArray = [71];
  2647. const skill = getCardActiveSkill(card, searchTypeArray);
  2648. const colors = boardChange_ColorTypes(skill);
  2649. return colors.includes(6)
  2650. || colors.includes(7)
  2651. || colors.includes(8)
  2652. || colors.includes(9);
  2653. }),
  2654. addition:boardChange_Addition
  2655. },
  2656. ]},
  2657. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2658. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2659. function:cards=>cards.filter(card=>{
  2660. const searchTypeArray = [9,20,154];
  2661. const skills = getCardActiveSkills(card, searchTypeArray);
  2662. if (!skills.length) return false;
  2663. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2664. return parsedSkills.some(p=>p.to.includes(0));
  2665. }),
  2666. addition:changeOrbs_Addition
  2667. },
  2668. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2669. function:cards=>cards.filter(card=>{
  2670. const searchTypeArray = [9,20,154];
  2671. const skills = getCardActiveSkills(card, searchTypeArray);
  2672. if (!skills.length) return false;
  2673. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2674. return parsedSkills.some(p=>p.to.includes(1));
  2675. }),
  2676. addition:changeOrbs_Addition
  2677. },
  2678. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2679. function:cards=>cards.filter(card=>{
  2680. const searchTypeArray = [9,20,154];
  2681. const skills = getCardActiveSkills(card, searchTypeArray);
  2682. if (!skills.length) return false;
  2683. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2684. return parsedSkills.some(p=>p.to.includes(2));
  2685. }),
  2686. addition:changeOrbs_Addition
  2687. },
  2688. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2689. function:cards=>cards.filter(card=>{
  2690. const searchTypeArray = [9,20,154];
  2691. const skills = getCardActiveSkills(card, searchTypeArray);
  2692. if (!skills.length) return false;
  2693. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2694. return parsedSkills.some(p=>p.to.includes(3));
  2695. }),
  2696. addition:changeOrbs_Addition
  2697. },
  2698. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2699. function:cards=>cards.filter(card=>{
  2700. const searchTypeArray = [9,20,154];
  2701. const skills = getCardActiveSkills(card, searchTypeArray);
  2702. if (!skills.length) return false;
  2703. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2704. return parsedSkills.some(p=>p.to.includes(4));
  2705. }),
  2706. addition:changeOrbs_Addition
  2707. },
  2708. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2709. function:cards=>cards.filter(card=>{
  2710. const searchTypeArray = [9,20,154];
  2711. const skills = getCardActiveSkills(card, searchTypeArray);
  2712. if (!skills.length) return false;
  2713. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2714. return parsedSkills.some(p=>p.to.includes(5));
  2715. }),
  2716. addition:changeOrbs_Addition
  2717. },
  2718. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2719. function:cards=>cards.filter(card=>{
  2720. const searchTypeArray = [9,20,154];
  2721. const skills = getCardActiveSkills(card, searchTypeArray);
  2722. if (!skills.length) return false;
  2723. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2724. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2725. }),
  2726. addition:changeOrbs_Addition
  2727. },
  2728. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2729. function:cards=>cards.filter(card=>{
  2730. const searchTypeArray = [9,20,154];
  2731. const skills = getCardActiveSkills(card, searchTypeArray);
  2732. if (!skills.length) return false;
  2733. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2734. return parsedSkills.some(p=>p.from.includes(0));
  2735. }),
  2736. addition:changeOrbs_Addition
  2737. },
  2738. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2739. function:cards=>cards.filter(card=>{
  2740. const searchTypeArray = [9,20,154];
  2741. const skills = getCardActiveSkills(card, searchTypeArray);
  2742. if (!skills.length) return false;
  2743. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2744. return parsedSkills.some(p=>p.from.includes(1));
  2745. }),
  2746. addition:changeOrbs_Addition
  2747. },
  2748. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2749. function:cards=>cards.filter(card=>{
  2750. const searchTypeArray = [9,20,154];
  2751. const skills = getCardActiveSkills(card, searchTypeArray);
  2752. if (!skills.length) return false;
  2753. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2754. return parsedSkills.some(p=>p.from.includes(2));
  2755. }),
  2756. addition:changeOrbs_Addition
  2757. },
  2758. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2759. function:cards=>cards.filter(card=>{
  2760. const searchTypeArray = [9,20,154];
  2761. const skills = getCardActiveSkills(card, searchTypeArray);
  2762. if (!skills.length) return false;
  2763. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2764. return parsedSkills.some(p=>p.from.includes(3));
  2765. }),
  2766. addition:changeOrbs_Addition
  2767. },
  2768. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2769. function:cards=>cards.filter(card=>{
  2770. const searchTypeArray = [9,20,154];
  2771. const skills = getCardActiveSkills(card, searchTypeArray);
  2772. if (!skills.length) return false;
  2773. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2774. return parsedSkills.some(p=>p.from.includes(4));
  2775. }),
  2776. addition:changeOrbs_Addition
  2777. },
  2778. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2779. function:cards=>cards.filter(card=>{
  2780. const searchTypeArray = [9,20,154];
  2781. const skills = getCardActiveSkills(card, searchTypeArray);
  2782. if (!skills.length) return false;
  2783. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2784. return parsedSkills.some(p=>p.from.includes(5));
  2785. }),
  2786. addition:changeOrbs_Addition
  2787. },
  2788. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2789. function:cards=>cards.filter(card=>{
  2790. const searchTypeArray = [9,20,154];
  2791. const skills = getCardActiveSkills(card, searchTypeArray);
  2792. if (!skills.length) return false;
  2793. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2794. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2795. }),
  2796. addition:changeOrbs_Addition
  2797. },
  2798. ]},
  2799. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2800. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2801. function:cards=>cards.filter(card=>{
  2802. function is30(sk)
  2803. {
  2804. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2805. }
  2806. const searchTypeArray = [141];
  2807. const skill = getCardActiveSkill(card, searchTypeArray);
  2808. return skill && is30(skill.params);
  2809. }),
  2810. addition:generateOrbs_Addition
  2811. },
  2812. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2813. function:cards=>cards.filter(card=>{
  2814. function is1515(sk)
  2815. {
  2816. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2817. }
  2818. const searchTypeArray = [141];
  2819. const skill = getCardActiveSkill(card, searchTypeArray);
  2820. return skill && is1515(skill.params);
  2821. }),
  2822. addition:generateOrbs_Addition
  2823. },
  2824. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2825. function:cards=>cards.filter(card=>{
  2826. const gens = generateOrbsParse(card);
  2827. return gens.some(gen=>gen.to.includes(0));
  2828. }),
  2829. addition:generateOrbs_Addition
  2830. },
  2831. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2832. function:cards=>cards.filter(card=>{
  2833. const gens = generateOrbsParse(card);
  2834. return gens.some(gen=>gen.to.includes(1));
  2835. }),
  2836. addition:generateOrbs_Addition
  2837. },
  2838. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2839. function:cards=>cards.filter(card=>{
  2840. const gens = generateOrbsParse(card);
  2841. return gens.some(gen=>gen.to.includes(2));
  2842. }),
  2843. addition:generateOrbs_Addition
  2844. },
  2845. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2846. function:cards=>cards.filter(card=>{
  2847. const gens = generateOrbsParse(card);
  2848. return gens.some(gen=>gen.to.includes(3));
  2849. }),
  2850. addition:generateOrbs_Addition
  2851. },
  2852. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2853. function:cards=>cards.filter(card=>{
  2854. const gens = generateOrbsParse(card);
  2855. return gens.some(gen=>gen.to.includes(4));
  2856. }),
  2857. addition:generateOrbs_Addition
  2858. },
  2859. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2860. function:cards=>cards.filter(card=>{
  2861. const gens = generateOrbsParse(card);
  2862. return gens.some(gen=>gen.to.includes(5));
  2863. }),
  2864. addition:generateOrbs_Addition
  2865. },
  2866. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2867. function:cards=>cards.filter(card=>{
  2868. const gens = generateOrbsParse(card);
  2869. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2870. }),
  2871. addition:generateOrbs_Addition
  2872. },
  2873. ]},
  2874. {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: [
  2875. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2876. function:cards=>cards.filter(card=>{
  2877. const searchTypeArray = [176];
  2878. const skill = getCardActiveSkill(card, searchTypeArray);
  2879. return skill;
  2880. })
  2881. },
  2882. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2883. function:cards=>cards.filter(card=>{
  2884. function is3x3(sk)
  2885. {
  2886. for (let si=0;si<3;si++)
  2887. {
  2888. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2889. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2890. (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)
  2891. (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)
  2892. )
  2893. return true;
  2894. }
  2895. return false;
  2896. }
  2897. const searchTypeArray = [176];
  2898. const skill = getCardActiveSkill(card, searchTypeArray);
  2899. return skill && is3x3(skill.params);
  2900. }),
  2901. addition:card=>{
  2902. const searchTypeArray = [176];
  2903. const skill = getCardActiveSkill(card, searchTypeArray);
  2904. if (!skill) return;
  2905. const sk = skill.params;
  2906. const fragment = document.createDocumentFragment();
  2907. fragment.appendChild(document.createTextNode(`3×3`));
  2908. fragment.appendChild(createOrbsList(sk[5]));
  2909. return fragment;
  2910. }
  2911. },
  2912. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2913. function:cards=>cards.filter(card=>{
  2914. const searchTypeArray = [127];
  2915. const skill = getCardActiveSkill(card, searchTypeArray);
  2916. return skill;
  2917. }),
  2918. addition:generateColumnOrbs_Addition
  2919. },
  2920. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2921. function:cards=>cards.filter(card=>{
  2922. function isHeart(sk)
  2923. {
  2924. for (let i=1;i<sk.length;i+=2)
  2925. {
  2926. if (sk[i] & 32)
  2927. {
  2928. return true;
  2929. }
  2930. }
  2931. }
  2932. const searchTypeArray = [127];
  2933. const skill = getCardActiveSkill(card, searchTypeArray);
  2934. return skill && isHeart(skill.params);
  2935. }),
  2936. addition:generateColumnOrbs_Addition
  2937. },
  2938. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2939. function:cards=>cards.filter(card=>{
  2940. const searchTypeArray = [128];
  2941. const skill = getCardActiveSkill(card, searchTypeArray);
  2942. return skill;
  2943. }),
  2944. addition:generateRowOrbs_Addition
  2945. },
  2946. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2947. function:cards=>cards.filter(card=>{
  2948. const searchTypeArray = [128];
  2949. const skill = getCardActiveSkill(card, searchTypeArray);
  2950. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2951. }),
  2952. addition:generateRowOrbs_Addition
  2953. },
  2954. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2955. function:cards=>cards.filter(card=>{
  2956. const searchTypeArray = [128];
  2957. const skill = getCardActiveSkill(card, searchTypeArray);
  2958. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2959. }),
  2960. addition:generateRowOrbs_Addition
  2961. },
  2962. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2963. function:cards=>cards.filter(card=>{
  2964. const searchTypeArray = [128];
  2965. const skill = getCardActiveSkill(card, searchTypeArray);
  2966. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2967. }),
  2968. addition:generateRowOrbs_Addition
  2969. },
  2970. {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)"},
  2971. function:cards=>cards.filter(card=>{
  2972. const searchTypeArray = [128,71,176];
  2973. function isRow(skill)
  2974. {
  2975. const sk = skill.params;
  2976. if (skill.type === 128) //普通横
  2977. {return true;}
  2978. else if (skill.type === 71) //花火
  2979. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2980. else if (skill.type === 176) //特殊形状
  2981. {
  2982. for (let si=0;si<5;si++)
  2983. {
  2984. if ((sk[si] & 63) === 63)
  2985. return true;
  2986. }
  2987. }
  2988. return false;
  2989. }
  2990. const skill = getCardActiveSkill(card, searchTypeArray);
  2991. return skill && isRow(skill);
  2992. })
  2993. },
  2994. ]},
  2995. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2996. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2997. function:cards=>cards.filter(card=>{
  2998. if (card.activeSkillId == 0) return false;
  2999. const skill = Skills[card.activeSkillId];
  3000. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3001. })
  3002. },
  3003. {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)"},
  3004. function:cards=>cards.filter(card=>{
  3005. if (card.activeSkillId == 0) return false;
  3006. const skill = Skills[card.activeSkillId];
  3007. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3008. let realCD = minCD;
  3009. const searchTypeArray = [14];
  3010. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3011. if (subSkill)
  3012. {
  3013. realCD -= subSkill.params[0] * 3;
  3014. }
  3015. return minCD > 1 && realCD <= 4;
  3016. })
  3017. },
  3018. {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)"},
  3019. function:cards=>{
  3020. const searchTypeArray = [5];
  3021. return cards.filter(card=>{
  3022. const skill = getCardActiveSkill(card, searchTypeArray);
  3023. return skill;
  3024. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3025. },
  3026. addition:card=>{
  3027. const searchTypeArray = [5];
  3028. const skill = getCardActiveSkill(card, searchTypeArray);
  3029. const value = skill.params[0];
  3030. return `时停${value}s`;
  3031. }
  3032. },
  3033. {
  3034. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3035. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3036. },
  3037. {
  3038. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3039. function:cards=>cards.filter(card=>{
  3040. let skType = Skills[card.activeSkillId].type;
  3041. return skType == 232 || skType == 233;
  3042. })
  3043. },
  3044. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3045. function:cards=>cards.filter(card=>{
  3046. const searchTypeArray = [225];
  3047. const skill = getCardActiveSkill(card, searchTypeArray);
  3048. return skill;
  3049. }),
  3050. addition:card=>{
  3051. const searchTypeArray = [225];
  3052. const skill = getCardActiveSkill(card, searchTypeArray);
  3053. if (!skill) return;
  3054. const sk = skill.params;
  3055. let strArr = [];
  3056. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3057. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3058. return `HP ${strArr.join(" ")}`;
  3059. }
  3060. },
  3061. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3062. function:cards=>cards.filter(card=>{
  3063. const searchTypeArray = [234];
  3064. const skill = getCardActiveSkill(card, searchTypeArray);
  3065. return skill;
  3066. }),
  3067. addition:card=>{
  3068. const searchTypeArray = [234];
  3069. const skill = getCardActiveSkill(card, searchTypeArray);
  3070. if (!skill) return;
  3071. const sk = skill.params;
  3072. let strArr = [];
  3073. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3074. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3075. return `层 ${strArr.join(" ")}`;
  3076. }
  3077. },
  3078. ]},
  3079. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3080. ]},
  3081. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3082. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3083. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3084. },
  3085. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3086. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3087. },
  3088. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3089. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3090. },
  3091. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3092. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3093. },
  3094. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3095. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3096. },
  3097. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3098. function:cards=>cards.filter(card=>{
  3099. const searchTypeArray = [151,209];
  3100. const skill = getCardLeaderSkill(card, searchTypeArray);
  3101. return skill;
  3102. })
  3103. },
  3104. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3105. function:cards=>cards.filter(card=>{
  3106. const searchTypeArray = [157];
  3107. const skill = getCardLeaderSkill(card, searchTypeArray);
  3108. return skill;
  3109. })
  3110. },
  3111. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3112. function:cards=>cards.filter(card=>{
  3113. const searchTypeArray = [177];
  3114. const skill = getCardLeaderSkill(card, searchTypeArray);
  3115. return skill?.params[5];
  3116. })
  3117. },
  3118. ]},
  3119. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3120. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3121. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3122. },
  3123. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3124. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3125. },
  3126. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3127. function:cards=>cards.filter(card=>{
  3128. const searchTypeArray = [162,186];
  3129. const skill = getCardLeaderSkill(card, searchTypeArray);
  3130. return skill;
  3131. })
  3132. },
  3133. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3134. function:cards=>cards.filter(card=>{
  3135. const searchTypeArray = [163,177];
  3136. const skill = getCardLeaderSkill(card, searchTypeArray);
  3137. return skill;
  3138. })
  3139. },
  3140. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3141. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3142. },
  3143. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3144. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3145. },
  3146. {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)"},
  3147. function:cards=>{
  3148. const searchTypeArray = [158];
  3149. return cards.filter(card=>{
  3150. const skill = getCardLeaderSkill(card, searchTypeArray);
  3151. return skill;
  3152. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3153. },
  3154. addition:card=>{
  3155. const searchTypeArray = [158];
  3156. const skill = getCardLeaderSkill(card, searchTypeArray);
  3157. const value = skill.params[0];
  3158. return `≥${value}珠`;
  3159. }
  3160. },
  3161. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3162. function:cards=>cards.filter(card=>{
  3163. const searchTypeArray = [125];
  3164. const skill = getCardLeaderSkill(card, searchTypeArray);
  3165. return skill;
  3166. }),
  3167. addition:card=>{
  3168. const searchTypeArray = [125];
  3169. const skill = getCardLeaderSkill(card, searchTypeArray);
  3170. if (!skill) return;
  3171. const sk = skill.params;
  3172. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3173. }
  3174. },
  3175. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3176. function:cards=>cards.filter(card=>{
  3177. const searchTypeArray = [175];
  3178. const skill = getCardLeaderSkill(card, searchTypeArray);
  3179. return skill;
  3180. }),
  3181. addition:card=>{
  3182. const searchTypeArray = [175];
  3183. const skill = getCardLeaderSkill(card, searchTypeArray);
  3184. if (!skill) return;
  3185. const sk = skill.params;
  3186. return `合作:${sk[0]}`;
  3187. }
  3188. },
  3189. {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"},
  3190. function:cards=>cards.filter(card=>{
  3191. const searchTypeArray = [203];
  3192. const skill = getCardLeaderSkill(card, searchTypeArray);
  3193. return skill;
  3194. })
  3195. },
  3196. {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"},
  3197. function:cards=>cards.filter(card=>{
  3198. const searchTypeArray = [229];
  3199. const skill = getCardLeaderSkill(card, searchTypeArray);
  3200. return skill;
  3201. }),
  3202. addition:card=>{
  3203. const searchTypeArray = [229];
  3204. const skill = getCardLeaderSkill(card, searchTypeArray);
  3205. if (!skill) return;
  3206. const sk = skill.params;
  3207. const attrs = flags(sk[0]), types = flags(sk[1]);
  3208. const fragment = document.createDocumentFragment();
  3209. if (attrs.length)
  3210. fragment.appendChild(createOrbsList(attrs));
  3211. if (types.length)
  3212. fragment.appendChild(createTypesList(types));
  3213. return fragment;
  3214. }
  3215. },
  3216. {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"},
  3217. function:cards=>cards.filter(card=>{
  3218. const searchTypeArray = [217];
  3219. const skill = getCardLeaderSkill(card, searchTypeArray);
  3220. return skill;
  3221. }),
  3222. addition:card=>{
  3223. const searchTypeArray = [217];
  3224. const skill = getCardLeaderSkill(card, searchTypeArray);
  3225. if (!skill) return;
  3226. const sk = skill.params;
  3227. return `★≤${sk[0]}`;
  3228. }
  3229. },
  3230. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3231. function:cards=>cards.filter(card=>{
  3232. const searchTypeArray = [245];
  3233. const skill = getCardLeaderSkill(card, searchTypeArray);
  3234. return skill;
  3235. }),
  3236. addition:card=>{
  3237. const searchTypeArray = [245];
  3238. const skill = getCardLeaderSkill(card, searchTypeArray);
  3239. if (!skill) return;
  3240. const sk = skill.params;
  3241. switch (sk[0]) {
  3242. case -1:
  3243. return `★各不相同`;
  3244. case -2:
  3245. return `★全部相同`;
  3246. default:
  3247. return `★全为${sk[0]}`;
  3248. }
  3249. }
  3250. },
  3251. ]},
  3252. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3253. {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)"},
  3254. function:cards=>{
  3255. return cards.filter(card=>{
  3256. return getSkillFixedDamage(card) > 0;
  3257. }).sort((a,b)=>{
  3258. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3259. return a_pC - b_pC;
  3260. });
  3261. },
  3262. addition:card=>{
  3263. const value = getSkillFixedDamage(card);
  3264. if (value <= 0 ) return;
  3265. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3266. let skill;
  3267. if (skill = getCardLeaderSkill(card, [235])) {
  3268. nodeArr.push("/");
  3269. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3270. nodeArr.push(`×${skill.params[2]}`);
  3271. }
  3272. return nodeArr.nodeJoin();
  3273. }
  3274. },
  3275. {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)"},
  3276. function:cards=>{
  3277. return cards.filter(card=>{
  3278. return getSkillAddCombo(card) > 0;
  3279. }).sort((a,b)=>{
  3280. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3281. return a_pC - b_pC;
  3282. });
  3283. },
  3284. addition:card=>{
  3285. const value = getSkillAddCombo(card);
  3286. if (value <= 0 ) return;
  3287. let nodeArr = [`+${value.bigNumberToString()}C`];
  3288. let skill;
  3289. if (skill = getCardLeaderSkill(card, [210])) {
  3290. nodeArr.push("/十字");
  3291. } else if (skill = getCardLeaderSkill(card, [235])) {
  3292. nodeArr.push("/");
  3293. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3294. nodeArr.push(`×${skill.params[2]}`);
  3295. }
  3296. return nodeArr.nodeJoin();
  3297. }
  3298. },
  3299. {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)"},
  3300. function:cards=>{
  3301. const searchTypeArray = [15,185];
  3302. return cards.filter(card=>{
  3303. const skill = getCardLeaderSkill(card, searchTypeArray);
  3304. return skill;
  3305. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3306. },
  3307. addition:card=>{
  3308. const searchTypeArray = [15,185];
  3309. const skill = getCardLeaderSkill(card, searchTypeArray);
  3310. if (!skill) return;
  3311. const value = skill.params[0];
  3312. return `${value > 0 ? "+" : ""}${value/100}s`;
  3313. }
  3314. },
  3315. {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)"},
  3316. function:cards=>{
  3317. const searchTypeArray = [178];
  3318. return cards.filter(card=>{
  3319. const skill = getCardLeaderSkill(card, searchTypeArray);
  3320. return skill;
  3321. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3322. },
  3323. addition:card=>{
  3324. const searchTypeArray = [178];
  3325. const skill = getCardLeaderSkill(card, searchTypeArray);
  3326. if (!skill) return;
  3327. const value = skill.params[0];
  3328. return `固定${value}s`;
  3329. }
  3330. },
  3331. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3332. function:cards=>cards.filter(card=>{
  3333. const searchTypeArray = [213];
  3334. const skill = getCardLeaderSkill(card, searchTypeArray);
  3335. return skill;
  3336. }),
  3337. addition:card=>{
  3338. const searchTypeArray = [213];
  3339. const skill = getCardLeaderSkill(card, searchTypeArray);
  3340. if (!skill) return;
  3341. const sk = skill.params;
  3342. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3343. const fragment = document.createDocumentFragment();
  3344. if (attrs.length)
  3345. fragment.appendChild(createOrbsList(attrs));
  3346. if (types.length)
  3347. fragment.appendChild(createTypesList(types));
  3348. fragment.appendChild(document.createTextNode(`:+`));
  3349. if (awakenings.length)
  3350. fragment.appendChild(creatAwokenList(awakenings));
  3351. return fragment;
  3352. }
  3353. },
  3354. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3355. function:cards=>{
  3356. const searchTypeArray = [12];
  3357. return cards.filter(card=>{
  3358. const skill = getCardLeaderSkill(card, searchTypeArray);
  3359. return skill;
  3360. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3361. },
  3362. addition:card=>{
  3363. const searchTypeArray = [12];
  3364. const skill = getCardLeaderSkill(card, searchTypeArray);
  3365. const value = skill.params[0];
  3366. return `攻击×${(value/100).bigNumberToString()}倍`;
  3367. }
  3368. },
  3369. {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)"},
  3370. function:cards=>{
  3371. const searchTypeArray = [13];
  3372. return cards.filter(card=>{
  3373. const skill = getCardLeaderSkill(card, searchTypeArray);
  3374. return skill;
  3375. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3376. },
  3377. addition:card=>{
  3378. const searchTypeArray = [13];
  3379. const skill = getCardLeaderSkill(card, searchTypeArray);
  3380. const value = skill.params[0];
  3381. return `回复×${(value/100).bigNumberToString()}倍`;
  3382. }
  3383. },
  3384. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3385. function:cards=>{
  3386. const searchTypeArray = [198];
  3387. return cards.filter(card=>{
  3388. const skill = getCardLeaderSkill(card, searchTypeArray);
  3389. return skill && skill.params[2];
  3390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3391. },
  3392. addition:card=>{
  3393. const searchTypeArray = [198];
  3394. const skill = getCardLeaderSkill(card, searchTypeArray);
  3395. const sk = skill.params;
  3396. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3397. }
  3398. },
  3399. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3400. function:cards=>{
  3401. const searchTypeArray = [198];
  3402. return cards.filter(card=>{
  3403. const skill = getCardLeaderSkill(card, searchTypeArray);
  3404. return skill && skill.params[3];
  3405. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3406. },
  3407. addition:card=>{
  3408. const searchTypeArray = [198];
  3409. const skill = getCardLeaderSkill(card, searchTypeArray);
  3410. const sk = skill.params;
  3411. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3412. }
  3413. },
  3414. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3415. function:cards=>{
  3416. const searchTypeArray = [41];
  3417. return cards.filter(card=>{
  3418. const skill = getCardLeaderSkill(card, searchTypeArray);
  3419. return skill;
  3420. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3421. },
  3422. addition:card=>{
  3423. const searchTypeArray = [41];
  3424. const skill = getCardLeaderSkill(card, searchTypeArray);
  3425. const sk = skill.params;
  3426. const fragment = document.createDocumentFragment();
  3427. fragment.appendChild(createOrbsList(sk[2] || 0));
  3428. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3429. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3430. return fragment;
  3431. }
  3432. },
  3433. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3434. function:cards=>cards.filter(card=>{
  3435. const searchTypeArray = [197];
  3436. const skill = getCardLeaderSkill(card, searchTypeArray);
  3437. return skill;
  3438. })
  3439. },
  3440. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3441. function:cards=>{
  3442. const searchTypeArray = [14];
  3443. return cards.filter(card=>{
  3444. const skill = getCardLeaderSkill(card, searchTypeArray);
  3445. return skill;
  3446. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3447. },
  3448. addition:card=>{
  3449. const searchTypeArray = [14];
  3450. const skill = getCardLeaderSkill(card, searchTypeArray);
  3451. const value = skill.params[0];
  3452. return `HP≥${value}%`;
  3453. }
  3454. },
  3455. {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)"},
  3456. function:cards=>{
  3457. const searchTypeArray = [53];
  3458. return cards.filter(card=>{
  3459. const skill = getCardLeaderSkill(card, searchTypeArray);
  3460. return skill;
  3461. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3462. },
  3463. addition:card=>{
  3464. const searchTypeArray = [53];
  3465. const skill = getCardLeaderSkill(card, searchTypeArray);
  3466. const sk = skill.params;
  3467. return `掉率x${sk[0]/100}`;
  3468. }
  3469. },
  3470. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3471. function:cards=>{
  3472. const searchTypeArray = [54];
  3473. return cards.filter(card=>{
  3474. const skill = getCardLeaderSkill(card, searchTypeArray);
  3475. return skill;
  3476. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3477. },
  3478. addition:card=>{
  3479. const searchTypeArray = [54];
  3480. const skill = getCardLeaderSkill(card, searchTypeArray);
  3481. const sk = skill.params;
  3482. return `金币x${sk[0]/100}`;
  3483. }
  3484. },
  3485. {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)"},
  3486. function:cards=>{
  3487. const searchTypeArray = [148];
  3488. return cards.filter(card=>{
  3489. const skill = getCardLeaderSkill(card, searchTypeArray);
  3490. return skill;
  3491. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3492. },
  3493. addition:card=>{
  3494. const searchTypeArray = [148];
  3495. const skill = getCardLeaderSkill(card, searchTypeArray);
  3496. const sk = skill.params;
  3497. return `经验x${sk[0]/100}`;
  3498. }
  3499. },
  3500. ]},
  3501. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3502. {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)"},
  3503. function:cards=>cards.filter(card=>{
  3504. const skill = Skills[card.leaderSkillId];
  3505. const HPscale = getHPScale(skill);
  3506. return HPscale >= 3;
  3507. }).sort(sortByHPScal),
  3508. addition: HPScal_Addition
  3509. },
  3510. {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)"},
  3511. function:cards=>cards.filter(card=>{
  3512. const skill = Skills[card.leaderSkillId];
  3513. const HPscale = getHPScale(skill);
  3514. return HPscale >= 2 && HPscale < 3;
  3515. }).sort(sortByHPScal),
  3516. addition: HPScal_Addition
  3517. },
  3518. {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)"},
  3519. function:cards=>cards.filter(card=>{
  3520. const skill = Skills[card.leaderSkillId];
  3521. const HPscale = getHPScale(skill);
  3522. return HPscale >= 1.5 && HPscale < 2;
  3523. }).sort(sortByHPScal),
  3524. addition: HPScal_Addition
  3525. },
  3526. {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)"},
  3527. function:cards=>cards.filter(card=>{
  3528. const skill = Skills[card.leaderSkillId];
  3529. const HPscale = getHPScale(skill);
  3530. return HPscale > 1 && HPscale < 1.5;
  3531. }).sort(sortByHPScal),
  3532. addition: HPScal_Addition
  3533. },
  3534. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3535. function:cards=>cards.filter(card=>{
  3536. const skill = Skills[card.leaderSkillId];
  3537. const HPscale = getHPScale(skill);
  3538. return HPscale === 1;
  3539. }),
  3540. addition: HPScal_Addition
  3541. },
  3542. {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)"},
  3543. function:cards=>cards.filter(card=>{
  3544. const skill = Skills[card.leaderSkillId];
  3545. const HPscale = getHPScale(skill);
  3546. return HPscale < 1;
  3547. }).sort(sortByHPScal),
  3548. addition: HPScal_Addition
  3549. },
  3550. ]},
  3551. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3552. {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)"},
  3553. function:cards=>cards.filter(card=>{
  3554. const skill = Skills[card.leaderSkillId];
  3555. const reduceScale = getReduceScale(skill);
  3556. return reduceScale >= 0.75;
  3557. }).sort(sortByReduceScale),
  3558. addition: ReduceScale_Addition
  3559. },
  3560. {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)"},
  3561. function:cards=>cards.filter(card=>{
  3562. const skill = Skills[card.leaderSkillId];
  3563. const reduceScale = getReduceScale(skill);
  3564. return reduceScale >= 0.5 && reduceScale < 0.75;
  3565. }).sort(sortByReduceScale),
  3566. addition: ReduceScale_Addition
  3567. },
  3568. {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)"},
  3569. function:cards=>cards.filter(card=>{
  3570. const skill = Skills[card.leaderSkillId];
  3571. const reduceScale = getReduceScale(skill);
  3572. return reduceScale >= 0.25 && reduceScale < 0.5;
  3573. }).sort(sortByReduceScale),
  3574. addition: ReduceScale_Addition
  3575. },
  3576. {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)"},
  3577. function:cards=>cards.filter(card=>{
  3578. const skill = Skills[card.leaderSkillId];
  3579. const reduceScale = getReduceScale(skill);
  3580. return reduceScale > 0 && reduceScale < 0.25;
  3581. }).sort(sortByReduceScale),
  3582. addition: ReduceScale_Addition
  3583. },
  3584. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3585. function:cards=>cards.filter(card=>{
  3586. const skill = Skills[card.leaderSkillId];
  3587. const reduceScale = getReduceScale(skill);
  3588. return reduceScale === 0;
  3589. })
  3590. },
  3591. {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"},
  3592. function:cards=>cards.filter(card=>{
  3593. const skill = Skills[card.leaderSkillId];
  3594. return getReduceScale(skill, true) > 0;
  3595. })
  3596. },
  3597. {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"},
  3598. function:cards=>cards.filter(card=>{
  3599. const skill = Skills[card.leaderSkillId];
  3600. return getReduceScale(skill, undefined, true) > 0;
  3601. })
  3602. },
  3603. {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"},
  3604. function:cards=>cards.filter(card=>{
  3605. const skill = Skills[card.leaderSkillId];
  3606. return getReduceScale(skill, undefined, undefined, true) > 0;
  3607. })
  3608. },
  3609. /*{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%)"},
  3610. function:cards=>cards.filter(card=>{
  3611. const skill = Skills[card.leaderSkillId];
  3612. const reduceScale = getReduceScale(skill);
  3613. return reduceScale>=0.29;
  3614. }).sort(sortByReduceScale)
  3615. },*/
  3616. {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"},
  3617. function:cards=>{
  3618. return cards.filter(card=>{
  3619. const skill = Skills[card.leaderSkillId];
  3620. return getReduceScale_unconditional(skill) > 0;
  3621. }).sort((a,b)=>{
  3622. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3623. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3624. });
  3625. },
  3626. addition:card=>{
  3627. const skill = Skills[card.leaderSkillId];
  3628. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3629. }
  3630. },
  3631. ]},
  3632. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3633. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3634. function:cards=>cards.filter(card=>
  3635. !Array.isArray(card.henshinFrom) &&
  3636. !Array.isArray(card.henshinTo))
  3637. },
  3638. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3639. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3640. },
  3641. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3642. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3643. },
  3644. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3645. function:cards=>cards.filter(card=>{
  3646. const searchTypeArray = [236];
  3647. const skill = getCardActiveSkill(card, searchTypeArray);
  3648. return skill;
  3649. })
  3650. },
  3651. {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)"},
  3652. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3653. },
  3654. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3655. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3656. },
  3657. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3658. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3659. function:cards=>cards.filter(isReincarnated)
  3660. }, //evoBaseId可能为0
  3661. //{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)},
  3662. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3663. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3664. },
  3665. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3666. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3667. },
  3668. ]},
  3669. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3670. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3671. function:cards=>cards.filter(card=>card.is8Latent)
  3672. },
  3673. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3674. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3675. },
  3676. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3677. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3678. },
  3679. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3680. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3681. },
  3682. {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"},
  3683. function:cards=>cards.filter(card=>{
  3684. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3685. if (hasAwokenKiller)
  3686. { //大于2个杀的进行判断
  3687. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3688. { //大于3个杀的直接过
  3689. return true;
  3690. }else
  3691. { //2个杀的
  3692. const isAllowLatent = card.types.filter(i=>
  3693. i>=0 //去掉-1的type
  3694. ).map(type=>
  3695. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3696. ).some(ls=>
  3697. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3698. );
  3699. return isAllowLatent
  3700. }
  3701. }else
  3702. {
  3703. return false;
  3704. }
  3705. })
  3706. },
  3707. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3708. // function:cards=>cards.filter(card=>{
  3709. // const searchTypeArray = [1000];
  3710. // const skill = getCardActiveSkill(card, searchTypeArray);
  3711. // return skill;
  3712. // })
  3713. // },
  3714. ]},
  3715. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3716. {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)"},
  3717. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3718. },
  3719. {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)"},
  3720. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3721. },
  3722. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3723. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3724. },
  3725. {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"},
  3726. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3727. },
  3728. {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)"},
  3729. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3730. addition:card=>`成长${card.limitBreakIncr}%`
  3731. },
  3732. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3733. function:cards=>cards.filter(card=>card.maxLevel==1)
  3734. },
  3735. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3736. function:cards=>cards.filter(card=>card.sellMP<100)
  3737. },
  3738. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3739. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3740. },
  3741. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3742. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3743. },
  3744. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3745. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3746. },
  3747. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3748. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3749. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3750. },
  3751. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3752. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3753. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3754. },
  3755. {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"},
  3756. function:cards=>cards.filter(card=>card.skillBanner)
  3757. },
  3758. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3759. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3760. },
  3761. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3762. function:cards=>cards.filter(card=>card.stacking),
  3763. },
  3764. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3765. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3766. },
  3767. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3768. function:cards=>cards,
  3769. addition:card=>card.name
  3770. },
  3771. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3772. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3773. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3774. },
  3775. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3776. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3777. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3778. },
  3779. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3780. function:cards=>cards,
  3781. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3782. },
  3783. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3784. function:cards=>cards,
  3785. addition:card=>createTypesList(card.types)
  3786. },
  3787. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3788. function:cards=>cards,
  3789. addition:card=>`COST ${card.cost}`
  3790. },
  3791. ]},
  3792. ];
  3793. return functions;
  3794. })();

智龙迷城队伍图制作工具