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script-json_data.js 134 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //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.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. random_henshin: tp`Random transforms into ${'cards'}`,
  108. void_poison: tp`Voids ${'poison'} damage`,
  109. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  110. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  111. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  112. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  113. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  114. },
  115. power: {
  116. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  117. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  118. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  119. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  120. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  121. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  122. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  123. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  124. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  125. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  126. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  127. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  128. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  129. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  130. },
  131. cond: {
  132. unknown: tp`[ Unknown condition ]`,
  133. hp_equal: tp`When ${'hp'} == ${'min'} `,
  134. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  135. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  136. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  137. use_skill: tp`When skills used `,
  138. multi_player: tp`When in Multiplayer Mode `,
  139. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  140. exact_combo: tp`When exactly ${'value'} combos `,
  141. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  142. exact_match_enhanced: tp` orbs including enhanced`,
  143. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  144. compo_type_card: tp`When ${'ids'} are all on team, `,
  145. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  146. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  147. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  148. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  149. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  150. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  151. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  152. },
  153. position: {
  154. top: tp`${'pos'} of top rows`,
  155. bottom: tp`${'pos'} of bottom rows`,
  156. left: tp`${'pos'} of left columns`,
  157. right: tp`${'pos'} of right columns`,
  158. shape: tp`specified location`,
  159. },
  160. value: {
  161. unknown: tp`[ Unknown value: ${'type'}]`, //type
  162. const: tp`${'value'} ${'unit'}`,
  163. const_to: tp`to ${'value'}`,
  164. mul_percent: tp`${'value'}%`,
  165. mul_times: tp`×${'value'}`,
  166. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  167. mul_of_times: tp`${'stats'} ×${'value'}`,
  168. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  169. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  170. prob: tp`${'value'} chance for `,
  171. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  172. },
  173. target: {
  174. unknown: tp`Unkown Target`,
  175. self: tp`card's`,
  176. team: tp`team`,
  177. team_last: tp`the lastest member`,
  178. team_leader: tp`leader`,
  179. sub_members: tp`sub-members`,
  180. leader_self: tp`left leader`,
  181. leader_helper: tp`right leader`,
  182. enemy: tp`Enemy`,
  183. enemy_all: tp`all enemys`,
  184. enemy_one: tp`1 enemy`,
  185. enemy_attr: tp`${'attr'} enemy`,
  186. },
  187. stats: {
  188. unknown: tp`[ Unknown: ${'type'}]`, //type
  189. maxhp: tp`Max HP`,
  190. hp: tp`HP`,
  191. chp: tp`current HP`,
  192. atk: tp`ATK`,
  193. rcv: tp`RCV`,
  194. teamhp: tp`Team HP`,
  195. teamatk: tp`Team ${'attrs'} ATK`,
  196. teamrcv: tp`Team RCV`,
  197. cstage: tp`current Stage of Dungeon`,
  198. },
  199. unit: {
  200. orbs: tp``,
  201. times: tp` times`,
  202. seconds: tp` seconds`,
  203. point: tp` point`,
  204. turns: tp` turns`,
  205. },
  206. word: {
  207. comma: tp`, `,
  208. slight_pause: tp`, `,
  209. range_hyphen: tp`~`,
  210. in_once: tp`in once `,
  211. evo_type_pixel: tp`Pixel Evo`,
  212. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  213. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  214. affix_attr: tp`${'cotent'} attr.`,
  215. affix_orb: tp`${'cotent'} orbs`,
  216. affix_type: tp`${'cotent'} types`,
  217. affix_awakening: tp`${'cotent'} awoken`,
  218. affix_exclude: tp`, exclude ${'cotent'}`,
  219. },
  220. attrs: {
  221. [0]: tp`${'icon'}Fire`,
  222. [1]: tp`${'icon'}Water`,
  223. [2]: tp`${'icon'}Wood`,
  224. [3]: tp`${'icon'}Light`,
  225. [4]: tp`${'icon'}Dark`,
  226. [5]: tp`${'icon'}Recover`,
  227. [6]: tp`${'icon'}Null`,
  228. all: tp`All`,
  229. self: tp`${'icon'}Self's Attr`,
  230. fixed: tp`${'icon'}Fixed`,
  231. },
  232. orbs: {
  233. [0]: tp`${'icon'}Fire`,
  234. [1]: tp`${'icon'}Water`,
  235. [2]: tp`${'icon'}Wood`,
  236. [3]: tp`${'icon'}Light`,
  237. [4]: tp`${'icon'}Dark`,
  238. [5]: tp`${'icon'}Heal`,
  239. [6]: tp`${'icon'}Jammer`,
  240. [7]: tp`${'icon'}Poison`,
  241. [8]: tp`${'icon'}Lethal Poison`,
  242. [9]: tp`${'icon'}Bomb`,
  243. enhanced: tp`${'icon'}Enhanced`,
  244. locked: tp`${'icon'}Locked`,
  245. nail: tp`${'icon'}Nail`,
  246. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  247. _5color: tp`${'icon'}5 Att.`,
  248. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  249. all: tp`All`,
  250. any: tp`Any ${'cotent'}`,
  251. },
  252. types: {
  253. [0]: tp`${'icon'}Evo Material`,
  254. [1]: tp`${'icon'}Balanced`,
  255. [2]: tp`${'icon'}Physical`,
  256. [3]: tp`${'icon'}Healer`,
  257. [4]: tp`${'icon'}Dragon`,
  258. [5]: tp`${'icon'}God`,
  259. [6]: tp`${'icon'}Attacker`,
  260. [7]: tp`${'icon'}Devil`,
  261. [8]: tp`${'icon'}Machine`,
  262. [9]: tp`${'icon'}Special Protection`,
  263. [12]: tp`${'icon'}Awaken`,
  264. [14]: tp`${'icon'}Enhance Material`,
  265. [15]: tp`${'icon'}Redeemable`,
  266. },
  267. awokens: {
  268. [0]: tp`${'icon'}Unknown awoken`,
  269. [1]: tp`${'icon'}Enhanced HP`,
  270. [2]: tp`${'icon'}Enhanced Attack`,
  271. [3]: tp`${'icon'}Enhanced Heal`,
  272. [4]: tp`${'icon'}Reduce Fire Damage`,
  273. [5]: tp`${'icon'}Reduce Water Damage`,
  274. [6]: tp`${'icon'}Reduce Wood Damage`,
  275. [7]: tp`${'icon'}Reduce Light Damage`,
  276. [8]: tp`${'icon'}Reduce Dark Damage`,
  277. [9]: tp`${'icon'}Auto-Heal`,
  278. [10]: tp`${'icon'}Resistance-Bind`,
  279. [11]: tp`${'icon'}Resistance-Blind`,
  280. [12]: tp`${'icon'}Resistance-Jammers`,
  281. [13]: tp`${'icon'}Resistance-Poison`,
  282. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  283. [15]: tp`${'icon'}Enhanced Water Orbs`,
  284. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  285. [17]: tp`${'icon'}Enhanced Water Orbs`,
  286. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  287. [19]: tp`${'icon'}Extend Time`,
  288. [20]: tp`${'icon'}Recover Bind`,
  289. [21]: tp`${'icon'}Skill Boost`,
  290. [22]: tp`${'icon'}Enhanced Fire Rows`,
  291. [23]: tp`${'icon'}Enhanced Water Rows`,
  292. [24]: tp`${'icon'}Enhanced Wood Rows`,
  293. [25]: tp`${'icon'}Enhanced Water Rows`,
  294. [26]: tp`${'icon'}Enhanced Dark Rows`,
  295. [27]: tp`${'icon'}Two-Pronged Attack`,
  296. [28]: tp`${'icon'}Resistance-Skill Bind`,
  297. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  298. [30]: tp`${'icon'}Multi Boost`,
  299. [31]: tp`${'icon'}Dragon Killer`,
  300. [32]: tp`${'icon'}God Killer`,
  301. [33]: tp`${'icon'}Devil Killer`,
  302. [34]: tp`${'icon'}Machine Killer`,
  303. [35]: tp`${'icon'}Balanced Killer`,
  304. [36]: tp`${'icon'}Attacker Killer`,
  305. [37]: tp`${'icon'}Physical Killer`,
  306. [38]: tp`${'icon'}Healer Killer`,
  307. [39]: tp`${'icon'}Evo Killer`,
  308. [40]: tp`${'icon'}Awaken Killer`,
  309. [41]: tp`${'icon'}Enhance Killer`,
  310. [42]: tp`${'icon'}Redeemable Killer`,
  311. [43]: tp`${'icon'}Enhanced Combos`,
  312. [44]: tp`${'icon'}Guard Break`,
  313. [45]: tp`${'icon'}Bonus Attack`,
  314. [46]: tp`${'icon'}Enhanced Team HP `,
  315. [47]: tp`${'icon'}Enhanced Team RCV`,
  316. [48]: tp`${'icon'}Damage Void Piercer`,
  317. [49]: tp`${'icon'}Awoken Assist`,
  318. [50]: tp`${'icon'}Super Bonus Attack`,
  319. [51]: tp`${'icon'}Skill Charge`,
  320. [52]: tp`${'icon'}Resistance-Bind+`,
  321. [53]: tp`${'icon'}Extend Time+`,
  322. [54]: tp`${'icon'}Resistance-Clouds`,
  323. [55]: tp`${'icon'}Resistance-Immobility`,
  324. [56]: tp`${'icon'}Skill Boost+`,
  325. [57]: tp`${'icon'}50% or more HP Enhanced`,
  326. [58]: tp`${'icon'}50% or less HP Enhanced`,
  327. [59]: tp`${'icon'}L Damage Reduction`,
  328. [60]: tp`${'icon'}L Increased Attack`,
  329. [61]: tp`${'icon'}Super Enhanced Combos`,
  330. [62]: tp`${'icon'}Combo Orbs`,
  331. [63]: tp`${'icon'}Skill Voice`,
  332. [64]: tp`${'icon'}Dungeon Bonus`,
  333. [65]: tp`${'icon'}Reduced HP`,
  334. [66]: tp`${'icon'}Reduced Attack`,
  335. [67]: tp`${'icon'}Reduced RCV`,
  336. [68]: tp`${'icon'}Resistance-Blind+`,
  337. [69]: tp`${'icon'}Resistance-Jammers+`,
  338. [70]: tp`${'icon'}Resistance-Poison+`,
  339. [71]: tp`${'icon'}Blessing of Jammers`,
  340. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  341. [73]: tp`${'icon'}Enhanced Fire Combos`,
  342. [74]: tp`${'icon'}Enhanced Water Combos`,
  343. [75]: tp`${'icon'}Enhanced Wood Combos`,
  344. [76]: tp`${'icon'}Enhanced Light Combos`,
  345. [77]: tp`${'icon'}Enhanced Dark Combos`,
  346. [78]: tp`${'icon'}Cross Attack`,
  347. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  348. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  349. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  350. [82]: tp`${'icon'}Super Enhanced Matching`,
  351. }
  352. },
  353. };
  354. //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
  355. const typekiller_for_type = [
  356. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  357. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  358. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  359. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  360. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  361. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  362. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  363. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  364. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  365. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  366. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  367. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  368. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  369. ];
  370. //类型允许的潜觉杀
  371. const type_allowable_latent = [];
  372. typekiller_for_type.forEach(t=>
  373. {
  374. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  375. .map(tn=>
  376. typekiller_for_type.find(_t=>_t.type == tn).latent
  377. );
  378. type_allowable_latent[t.type] = t.allowableLatent;
  379. }
  380. );
  381. //一般共同能打的潜觉
  382. const common_allowable_latent = [
  383. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  384. 28,29,30,31,32,33,34,35,36,37,38,
  385. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  386. ];
  387. //120级才能打的潜觉
  388. const v120_allowable_latent = [
  389. 42,43,44,45
  390. ];
  391. //等效觉醒列表
  392. const equivalent_awoken = [
  393. {small:10,big:52,times:2}, //防封
  394. {small:11,big:68,times:5}, //防暗
  395. {small:12,big:69,times:5}, //防废
  396. {small:13,big:70,times:5}, //防毒
  397. {small:19,big:53,times:2}, //手指
  398. {small:21,big:56,times:2}, //SB
  399. ];
  400. //官方的觉醒排列顺序
  401. const official_awoken_sorting = [
  402. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  403. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  404. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  405. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  406. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  407. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  408. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  409. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  410. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  411. 82
  412. ];
  413. //pdc的徽章对应数字
  414. const pdcBadgeMap = [
  415. {pdf:1,pdc:10}, //无限cost
  416. {pdf:2,pdc:12}, //小手指
  417. {pdf:3,pdc:9}, //全体攻击
  418. {pdf:4,pdc:5}, //小回复
  419. {pdf:5,pdc:1}, //小血量
  420. {pdf:6,pdc:3}, //小攻击
  421. {pdf:7,pdc:8}, //SB
  422. {pdf:8,pdc:18}, //队长防封
  423. {pdf:9,pdc:19}, //SX
  424. {pdf:11,pdc:7}, //无天降
  425. {pdf:17,pdc:6}, //大回复
  426. {pdf:18,pdc:2}, //大血量
  427. {pdf:19,pdc:4}, //大攻击
  428. {pdf:20,pdc:null}, //三维
  429. {pdf:21,pdc:13}, //大手指
  430. {pdf:10,pdc:11}, //加经验
  431. {pdf:12,pdc:15}, //墨镜
  432. {pdf:13,pdc:17}, //防废
  433. {pdf:14,pdc:16}, //防毒
  434. {pdf:50,pdc:14}, //月卡
  435. ];
  436. //pdc的潜觉对应数字
  437. const pdcLatentMap = [
  438. {pdf:1,pdc:1}, //HP
  439. {pdf:2,pdc:0}, //攻击
  440. {pdf:3,pdc:2}, //回复
  441. {pdf:4,pdc:19}, //手指
  442. {pdf:5,pdc:13}, //自回
  443. {pdf:6,pdc:14}, //火盾
  444. {pdf:7,pdc:15}, //水盾
  445. {pdf:8,pdc:16}, //木盾
  446. {pdf:9,pdc:17}, //光盾
  447. {pdf:10,pdc:18}, //暗盾
  448. {pdf:11,pdc:12}, //防坐
  449. {pdf:12,pdc:3}, //三维
  450. {pdf:13,pdc:35}, //不被换队长
  451. {pdf:13,pdc:47}, //不被换队长 ×1.5
  452. {pdf:14,pdc:37}, //不掉废
  453. {pdf:15,pdc:36}, //不掉毒
  454. {pdf:16,pdc:24}, //进化杀
  455. {pdf:17,pdc:25}, //觉醒杀
  456. {pdf:18,pdc:26}, //强化杀
  457. {pdf:19,pdc:27}, //卖钱杀
  458. {pdf:20,pdc:4}, //神杀
  459. {pdf:21,pdc:5}, //龙杀
  460. {pdf:22,pdc:6}, //恶魔杀
  461. {pdf:23,pdc:7}, //机械杀
  462. {pdf:24,pdc:8}, //平衡杀
  463. {pdf:25,pdc:9}, //攻击杀
  464. {pdf:26,pdc:10}, //体力杀
  465. {pdf:27,pdc:11}, //回复杀
  466. {pdf:28,pdc:20}, //大HP
  467. {pdf:29,pdc:21}, //大攻击
  468. {pdf:30,pdc:22}, //大回复
  469. {pdf:31,pdc:23}, //大手指
  470. {pdf:32,pdc:28}, //大火盾
  471. {pdf:33,pdc:29}, //大水盾
  472. {pdf:34,pdc:30}, //大木盾
  473. {pdf:35,pdc:31}, //大光盾
  474. {pdf:36,pdc:32}, //大暗盾
  475. {pdf:37,pdc:33}, //6色破无效
  476. {pdf:37,pdc:45}, //6色破无效 ×1.5
  477. {pdf:38,pdc:34}, //3色破属吸
  478. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  479. {pdf:39,pdc:40}, //C珠破吸
  480. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  481. {pdf:40,pdc:39}, //心横解转转
  482. {pdf:40,pdc:49}, //心横解转转 ×1.5
  483. {pdf:41,pdc:38}, //U解禁消
  484. {pdf:41,pdc:48}, //U解禁消 ×1.5
  485. {pdf:42,pdc:41}, //伤害上限解除
  486. {pdf:43,pdc:42}, //HP++
  487. {pdf:44,pdc:43}, //攻击++
  488. {pdf:45,pdc:44}, //回复++
  489. ];
  490. //排序程序列表
  491. const sort_function_list = [
  492. {tag:"sort_none",name:"无",function:()=>0},
  493. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  494. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  495. let num = a.attrs[0] - b.attrs[0];
  496. if (num === 0) num = a.attrs[1] - b.attrs[1];
  497. return num;
  498. }
  499. },
  500. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  501. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  502. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  503. let num = card_a.attrs[0] - card_b.attrs[0];
  504. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  505. return num;
  506. }
  507. },
  508. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  509. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  510. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  511. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  512. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  513. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  514. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  515. }
  516. },
  517. {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)},
  518. {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)},
  519. {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)},
  520. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  521. {
  522. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  523. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  524. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  525. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  526. return abA - abB;
  527. }
  528. },
  529. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  530. {
  531. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  532. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  533. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  534. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  535. return abA - abB;
  536. }
  537. },
  538. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  539. {
  540. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  541. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  542. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  543. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  544. return abA - abB;
  545. }
  546. },
  547. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  548. {
  549. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  550. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  551. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  552. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  553. return abA - abB;
  554. }
  555. },
  556. ];
  557. //增加特殊搜索模式
  558. const specialSearchFunctions = (function() {
  559. 'use strict';
  560. //返回卡片的队长技能
  561. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  562. {
  563. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  564. }
  565. //返回卡片的技能
  566. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  567. {
  568. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  569. }
  570. //返回卡片的技能
  571. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  572. {
  573. switch(skillGreatType)
  574. {
  575. case 1:
  576. case "leader":
  577. return getCardLeaderSkill(card, skillTypes, searchRandom);
  578. case 2:
  579. case "active":
  580. return getCardActiveSkill(card, skillTypes, searchRandom);
  581. default:
  582. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  583. }
  584. }
  585. //查找到真正起作用的那一个技能
  586. function getActuallySkill(skill, skillTypes, searchRandom = true)
  587. {
  588. if (skillTypes.includes(skill.type))
  589. {
  590. return skill;
  591. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  592. {
  593. const subSkills = skill.params.map(id=>Skills[id]);
  594. for(let i = 0;i < subSkills.length; i++)
  595. { //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
  596. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  597. if (foundSubSkill)
  598. {
  599. return foundSubSkill;
  600. }
  601. }
  602. return null;
  603. }else
  604. {
  605. return null;
  606. }
  607. }
  608. //获取血倍率
  609. function getHPScale(ls)
  610. {
  611. const sk = ls.params;
  612. let scale = 1;
  613. switch (ls.type)
  614. {
  615. case 23: case 30: case 62: case 77: case 63: case 65:
  616. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  617. scale = sk[sk.length-1]/100;
  618. break;
  619. case 73: case 76:
  620. case 121: case 129: case 163: case 177: case 186:
  621. case 155:
  622. scale = sk[2]/100;
  623. break;
  624. case 106: case 107: case 108:
  625. scale = sk[0]/100;
  626. break;
  627. case 125:
  628. scale = sk[5]/100;
  629. break;
  630. case 136:
  631. case 137:
  632. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  633. break;
  634. case 158:
  635. scale = sk[4]/100;
  636. break;
  637. case 175:
  638. case 178: case 185:
  639. scale = sk[3]/100;
  640. break;
  641. case 203: case 217:
  642. scale = sk[1]/100;
  643. break;
  644. case 138: //调用其他队长技
  645. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  646. break;
  647. default:
  648. }
  649. return scale || 1;
  650. }
  651. //获取盾减伤比例
  652. function getReduceScale(ls, allAttr = false, noHPneed = false)
  653. {
  654. const sk = ls.params;
  655. let scale = 0;
  656. switch (ls.type)
  657. {
  658. case 16: //无条件盾
  659. scale = sk[0]/100;
  660. break;
  661. case 17: //单属性盾
  662. scale = allAttr ? 0 : sk[1]/100;
  663. break;
  664. case 36: //2个属性盾
  665. scale = allAttr ? 0 : sk[2]/100;
  666. break;
  667. case 38: //血线下 + 几率
  668. case 43: //血线上 + 几率
  669. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  670. break;
  671. case 129: //无条件盾,属性个数不固定
  672. case 163: //无条件盾,属性个数不固定
  673. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  674. break;
  675. case 178: //无条件盾,属性个数不固定
  676. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  677. break;
  678. case 130: //血线下 + 属性个数不固定
  679. case 131: //血线上 + 属性个数不固定
  680. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  681. break;
  682. case 151: //十字心触发
  683. case 169: //C触发
  684. case 198: //回血触发
  685. scale = sk[2]/100;
  686. break;
  687. case 170: //多色触发
  688. case 182: //长串触发
  689. case 193: //L触发
  690. scale = sk[3]/100;
  691. break;
  692. case 171: //多串触发
  693. scale = sk[6]/100;
  694. break;
  695. case 183: //又是个有两段血线的队长技
  696. scale = noHPneed ? 0 : sk[4]/100;
  697. break;
  698. case 210: //十字触发
  699. scale = sk[1]/100;
  700. break;
  701. case 235: { //可多次触发
  702. scale = (sk[4] || 0) / 100;
  703. break;
  704. }
  705. case 138: //调用其他队长技
  706. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  707. break;
  708. default:
  709. }
  710. return scale || 0;
  711. }
  712. //获取无条件盾减伤比例
  713. function getReduceScale_unconditional(ls)
  714. {
  715. const sk = ls.params;
  716. let scale = 0;
  717. switch (ls.type)
  718. {
  719. case 16: //无条件盾
  720. {
  721. scale = sk[0]/100;
  722. break;
  723. }
  724. case 129: //无条件盾,属性个数不固定
  725. case 163: //无条件盾,属性个数不固定
  726. {
  727. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  728. break;
  729. }
  730. case 178: //无条件盾,属性个数不固定
  731. {
  732. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  733. break;
  734. }
  735. case 138: //调用其他队长技
  736. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  737. break;
  738. default:
  739. }
  740. return scale || 0;
  741. }
  742. function getCannonAttr(skill)
  743. {
  744. const sk = skill.params;
  745. switch(skill.type)
  746. {
  747. case 0:
  748. case 1:
  749. case 37:
  750. case 58:
  751. case 59:
  752. case 84:
  753. case 85:
  754. case 86:
  755. case 87:
  756. case 115:
  757. return sk[0];
  758. case 110:
  759. case 143:
  760. return sk[1];
  761. case 42:
  762. return sk[1];
  763. case 144:
  764. return sk[3] ?? 0;
  765. default:
  766. return -1;
  767. }
  768. }
  769. function sortByParams(a,b,searchTypeArray,pidx = 0)
  770. {
  771. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  772. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  773. return a_pC - b_pC;
  774. }
  775. function sortByHPScal(a,b)
  776. {
  777. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  778. return getHPScale(a_s) - getHPScale(b_s);
  779. }
  780. function HPScal_Addition(card)
  781. {
  782. const skill = Skills[card.leaderSkillId];
  783. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  784. }
  785. function sortByReduceScale(a,b)
  786. {
  787. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  788. return getReduceScale(a_s) - getReduceScale(b_s);
  789. }
  790. function ReduceScale_Addition(card)
  791. {
  792. const skill = Skills[card.leaderSkillId];
  793. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  794. }
  795. function voidsAbsorption_Addition(card)
  796. {
  797. const searchTypeArray = [173];
  798. const skill = getCardActiveSkill(card, searchTypeArray);
  799. const sk = skill.params;
  800. if (sk[1] && sk[3])
  801. {
  802. return `双吸×${sk[0]}T`;
  803. }else
  804. {
  805. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  806. }
  807. }
  808. function unbind_Turns(card)
  809. {
  810. const outObj = {
  811. normal: 0,
  812. awoken: 0
  813. };
  814. const searchTypeArray = [117,179];
  815. const skill = getCardActiveSkill(card, searchTypeArray);
  816. if (skill)
  817. {
  818. const sk = skill.params;
  819. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  820. outObj.awoken = sk[4] || 0;
  821. }
  822. return outObj;
  823. }
  824. function unbind_Addition(card)
  825. {
  826. const turns = unbind_Turns(card);
  827. let strArr = [];
  828. if (turns.normal > 0 && turns.normal == turns.awoken)
  829. {
  830. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  831. }
  832. if (turns.normal > 0)
  833. {
  834. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  835. }
  836. if (turns.awoken > 0)
  837. {
  838. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  839. }
  840. return strArr.join(',');
  841. }
  842. function boardChange_ColorTypes(skill)
  843. {
  844. if (!skill) return [];
  845. const sk = skill.params;
  846. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  847. return colors;
  848. }
  849. function boardChange_Addition(card)
  850. {
  851. const searchTypeArray = [71];
  852. const skill = getCardActiveSkill(card, searchTypeArray);
  853. const colors = boardChange_ColorTypes(skill);
  854. return createOrbsList(colors);
  855. }
  856. function orbsChangeParse(skill)
  857. {
  858. function changes(from, to)
  859. {
  860. return {from:from,to:to};
  861. }
  862. let outArr = [];
  863. if (!skill) return outArr;
  864. const sk = skill.params;
  865. switch (skill.type)
  866. {
  867. case 9:{
  868. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  869. break;
  870. }
  871. case 20:{
  872. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  873. {
  874. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  875. }
  876. else
  877. {
  878. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  879. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  880. }
  881. break;
  882. }
  883. case 154:{
  884. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  885. break;
  886. }
  887. }
  888. return outArr;
  889. }
  890. function changeOrbs_Addition(card)
  891. {
  892. const searchTypeArray = [9,20,154];
  893. const skills = getCardActiveSkills(card, searchTypeArray);
  894. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  895. const fragment = document.createDocumentFragment();
  896. parsedSkills.forEach(p=>{
  897. fragment.appendChild(createOrbsList(p.from));
  898. fragment.appendChild(document.createTextNode(`→`));
  899. fragment.appendChild(createOrbsList(p.to));
  900. });
  901. return fragment;
  902. }
  903. function generateOrbsParse(card)
  904. {
  905. let outArr = [];
  906. const searchTypeArray = [141, 208];
  907. const skills = getCardActiveSkills(card, searchTypeArray);
  908. if (!skills.length) return outArr;
  909. for (let skill of skills)
  910. {
  911. const sk = skill.params;
  912. if (skill.type == 141)
  913. {
  914. outArr.push({
  915. count: sk[0],
  916. to: flags(sk[1] || 1),
  917. exclude: flags(sk[2]),
  918. });
  919. }else
  920. {
  921. outArr.push({
  922. count: sk[0],
  923. to: flags(sk[1] || 1),
  924. exclude: flags(sk[2]),
  925. });
  926. outArr.push({
  927. count: sk[3],
  928. to: flags(sk[4] || 1),
  929. exclude: flags(sk[5]),
  930. });
  931. }
  932. }
  933. return outArr;
  934. }
  935. function generateOrbs_Addition(card)
  936. {
  937. const gens = generateOrbsParse(card);
  938. const searchTypeArray = [141, 208];
  939. const skill = getCardActiveSkill(card, searchTypeArray);
  940. const sk = skill.params;
  941. const fragment = document.createDocumentFragment();
  942. for (let gen of gens)
  943. {
  944. fragment.appendChild(createOrbsList(gen.to));
  945. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  946. }
  947. return fragment;
  948. }
  949. function lock_Addition(card)
  950. {
  951. const searchTypeArray = [152];
  952. const skill = getCardActiveSkill(card, searchTypeArray);
  953. const sk = skill.params;
  954. const fragment = document.createDocumentFragment();
  955. fragment.appendChild(document.createTextNode(`锁`));
  956. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  957. return fragment;
  958. }
  959. function dropLock_Addition(card)
  960. {
  961. const searchTypeArray = [205];
  962. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  963. const sk = skill.params;
  964. const fragment = document.createDocumentFragment();
  965. fragment.appendChild(document.createTextNode(`掉锁`));
  966. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  967. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  968. return fragment;
  969. }
  970. function dropOrb_Addition(card)
  971. {
  972. const searchTypeArray = [126];
  973. const skill = getCardActiveSkill(card, searchTypeArray);
  974. const sk = skill.params;
  975. const colors = flags(sk[0]);
  976. const fragment = document.createDocumentFragment();
  977. fragment.appendChild(createOrbsList(colors));
  978. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  979. return fragment;
  980. }
  981. function generateColumnOrbs_Addition(card)
  982. {
  983. const searchTypeArray = [127];
  984. const skill = getCardActiveSkill(card, searchTypeArray);
  985. const sk = skill.params;
  986. const colors = [];
  987. for (let ai=0;ai<sk.length;ai+=2)
  988. {
  989. colors.push(flags(sk[ai+1]));
  990. }
  991. const fragment = document.createDocumentFragment();
  992. fragment.appendChild(document.createTextNode(`竖`));
  993. fragment.appendChild(createOrbsList(colors.flat()));
  994. return fragment;
  995. }
  996. function generateRowOrbs_Addition(card)
  997. {
  998. const searchTypeArray = [128];
  999. const skill = getCardActiveSkill(card, searchTypeArray);
  1000. const sk = skill.params;
  1001. const colors = [];
  1002. for (let ai=0;ai<sk.length;ai+=2)
  1003. {
  1004. colors.push(flags(sk[ai+1]));
  1005. }
  1006. const fragment = document.createDocumentFragment();
  1007. fragment.appendChild(document.createTextNode(`横`));
  1008. fragment.appendChild(createOrbsList(colors.flat()));
  1009. return fragment;
  1010. }
  1011. function numericalATK_Addition(card)
  1012. {
  1013. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1014. const skill = getCardActiveSkill(card, searchTypeArray);
  1015. //const sk = skill.params;
  1016. const colors = [getCannonAttr(skill)];
  1017. const fragment = document.createDocumentFragment();
  1018. fragment.appendChild(document.createTextNode(`射`));
  1019. fragment.appendChild(createOrbsList(colors));
  1020. return fragment;
  1021. }
  1022. function healImmediately_Rate(card)
  1023. {
  1024. const searchTypeArray = [7, //宠物回复力
  1025. 8, //固定点数
  1026. 35,115, //吸血
  1027. 117
  1028. ];
  1029. const skills = getCardActiveSkills(card, searchTypeArray);
  1030. const outObj = {
  1031. vampire: 0,
  1032. selfRcv: 0,
  1033. const: 0,
  1034. scale: 0,
  1035. };
  1036. if (!skills.length) return outObj;
  1037. skills.forEach(skill=>{
  1038. const sk = skill.params;
  1039. if (skill.type == 7)
  1040. {
  1041. outObj.selfRcv += sk[0];
  1042. }
  1043. else if(skill.type == 8)
  1044. {
  1045. outObj.const += sk[0];
  1046. }
  1047. else if(skill.type == 35)
  1048. {
  1049. outObj.vampire += sk[1];
  1050. }
  1051. else if(skill.type == 115)
  1052. {
  1053. outObj.vampire += sk[2];
  1054. }
  1055. else if(skill.type == 117)
  1056. {
  1057. outObj.selfRcv += sk[1] || 0;
  1058. outObj.const += sk[2] || 0;
  1059. outObj.scale += sk[3] || 0;
  1060. }
  1061. });
  1062. return outObj;
  1063. }
  1064. function atkBuff_Rate(card)
  1065. {
  1066. const searchTypeArray = [
  1067. 88,92, //类型的
  1068. 50,90, //属性的,要排除回复力
  1069. 156,168,231, //宝石姬
  1070. 228, //属性、类型数量
  1071. ];
  1072. const skills = getCardActiveSkills(card, searchTypeArray);
  1073. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1074. function atkBuffParse(skill) {
  1075. const outObj = {
  1076. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1077. types: [],
  1078. attrs: [],
  1079. awoken: [],
  1080. rate: 0,
  1081. turns: 0,
  1082. };
  1083. if (!skill) return outObj;
  1084. const sk = skill.params;
  1085. if (skill.type == 88 || skill.type == 92)
  1086. {
  1087. outObj.skilltype = 2;
  1088. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1089. outObj.turns = sk[0];
  1090. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1091. }
  1092. else if(skill.type == 50 || skill.type == 90)
  1093. {
  1094. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1095. if (!outObj.attrs.length) //去除回复力
  1096. return outObj;
  1097. outObj.skilltype = 2;
  1098. outObj.turns = sk[0];
  1099. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1100. }
  1101. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1102. || skill.type == 168)
  1103. {
  1104. outObj.skilltype = 1;
  1105. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1106. outObj.turns = sk[0];
  1107. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1108. }
  1109. else if(skill.type == 228 && sk[3] > 0)
  1110. {
  1111. outObj.skilltype = 1;
  1112. outObj.attrs = flags(sk[1]);
  1113. outObj.types = flags(sk[2]);
  1114. outObj.turns = sk[0];
  1115. outObj.rate = sk[3];
  1116. }
  1117. else if(skill.type == 231 && sk[6] > 0)
  1118. {
  1119. outObj.skilltype = 1;
  1120. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1121. outObj.turns = sk[0];
  1122. outObj.rate = sk[6];
  1123. }
  1124. return outObj;
  1125. }
  1126. }
  1127. function rcvBuff_Rate(card)
  1128. {
  1129. const searchTypeArray = [
  1130. 50,90,
  1131. 228, 231, //宝石姬
  1132. ];
  1133. const skills = getCardActiveSkills(card, searchTypeArray);
  1134. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1135. function rcvBuffParse(skill) {
  1136. const outObj = {
  1137. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1138. types: [],
  1139. attrs: [],
  1140. awoken: [],
  1141. rate: 0,
  1142. turns: 0,
  1143. };
  1144. if (!skill) return outObj;
  1145. const sk = skill.params;
  1146. if (skill.type == 228 && sk[4] > 0) {
  1147. outObj.skilltype = 1;
  1148. outObj.attrs = flags(sk[1]);
  1149. outObj.types = flags(sk[2]);
  1150. outObj.turns = sk[0];
  1151. outObj.rate = sk[4];
  1152. } else if (skill.type == 231 && sk[7] > 0) {
  1153. outObj.skilltype = 1;
  1154. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1155. outObj.turns = sk[0];
  1156. outObj.rate = sk[7];
  1157. } else if (skill.type == 50 || skill.type == 90) {
  1158. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1159. outObj.turns = sk[0];
  1160. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1161. }
  1162. return outObj;
  1163. }
  1164. }
  1165. function damageSelf_Rate(card)
  1166. {
  1167. const searchTypeArray = [84,85,86,87,195];
  1168. const skill = getCardActiveSkill(card, searchTypeArray);
  1169. if (!skill) return 0;
  1170. const sk = skill.params;
  1171. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1172. }
  1173. function changeEnemiesAttr_Attr(card)
  1174. {
  1175. const outObj = {
  1176. attr: null,
  1177. turns: 0
  1178. }
  1179. const searchTypeArray = [153, 224];
  1180. const skill = getCardActiveSkill(card, searchTypeArray);
  1181. if (!skill) return outObj;
  1182. const sk = skill.params;
  1183. if (skill.type == 153)
  1184. {
  1185. outObj.attr = sk[0];
  1186. }
  1187. else if (skill.type == 224)
  1188. {
  1189. outObj.attr = sk[1] || 0;
  1190. outObj.turns = sk[0];
  1191. }
  1192. return outObj;
  1193. }
  1194. //创建1个觉醒图标
  1195. function createAwokenIcon(awokenId)
  1196. {
  1197. const icon = document.createElement("icon");
  1198. icon.className ="awoken-icon";
  1199. icon.setAttribute("data-awoken-icon", awokenId);
  1200. return icon;
  1201. }
  1202. //产生一个觉醒列表
  1203. function creatAwokenList(awokens) {
  1204. const ul = document.createElement("ul");
  1205. ul.className = "awoken-ul";
  1206. awokens.forEach(ak=>{
  1207. const li = ul.appendChild(document.createElement("li"));
  1208. const icon = li.appendChild(createAwokenIcon(ak));
  1209. });
  1210. return ul;
  1211. }
  1212. //产生宝珠列表
  1213. function createOrbsList(orbs)
  1214. {
  1215. if (orbs == undefined) orbs = [0];
  1216. else if (!Array.isArray(orbs)) orbs = [orbs];
  1217. const ul = document.createElement("ul");
  1218. ul.className = "board";
  1219. orbs.forEach(orbType => {
  1220. const li = ul.appendChild(document.createElement("li"));
  1221. li.className = `orb-icon`;
  1222. li.setAttribute("data-orb-icon", orbType);
  1223. });
  1224. return ul;
  1225. }
  1226. //产生类型列表
  1227. function createTypesList(types)
  1228. {
  1229. if (types == undefined) types = [0];
  1230. else if (!Array.isArray(types)) types = [types];
  1231. const ul = document.createElement("ul");
  1232. ul.className = "types-ul";
  1233. types.forEach(type => {
  1234. const li = ul.appendChild(document.createElement("li"));
  1235. li.className = `type-icon`;
  1236. li.setAttribute("data-type-icon", type);
  1237. });
  1238. return ul;
  1239. }
  1240. const functions = [
  1241. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1242. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1243. ]},
  1244. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1245. {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)"},
  1246. function:cards=>{
  1247. const searchTypeArray = [173];
  1248. return cards.filter(card=>{
  1249. const skill = getCardActiveSkill(card, searchTypeArray);
  1250. return skill && skill.params[1];
  1251. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1252. },addition:voidsAbsorption_Addition},
  1253. /*{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)"},
  1254. function:cards=>{
  1255. const searchTypeArray = [173];
  1256. return cards.filter(card=>{
  1257. const skill = getCardActiveSkill(card, searchTypeArray);
  1258. return skill && skill.params[2];
  1259. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1260. },addition:voidsAbsorption_Addition},*/
  1261. {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)"},
  1262. function:cards=>{
  1263. const searchTypeArray = [173];
  1264. return cards.filter(card=>{
  1265. const skill = getCardActiveSkill(card, searchTypeArray);
  1266. return skill && skill.params[3];
  1267. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1268. },addition:voidsAbsorption_Addition},
  1269. {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)"},
  1270. function:cards=>{
  1271. const searchTypeArray = [173];
  1272. return cards.filter(card=>{
  1273. const skill = getCardActiveSkill(card, searchTypeArray);
  1274. return skill && skill.params[1] && skill.params[3];
  1275. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1276. },addition:voidsAbsorption_Addition},
  1277. {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)"},
  1278. function:cards=>{
  1279. const searchTypeArray = [191];
  1280. return cards.filter(card=>{
  1281. const skill = getCardActiveSkill(card, searchTypeArray);
  1282. return skill;
  1283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1284. },
  1285. addition:card=>{
  1286. const searchTypeArray = [191];
  1287. const skill = getCardActiveSkill(card, searchTypeArray);
  1288. const sk = skill.params;
  1289. return document.createTextNode(`破贯×${sk[0]}T`);
  1290. }
  1291. },
  1292. ]},
  1293. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1294. {
  1295. 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)"},
  1296. function:cards=>{
  1297. return cards.filter(card=>{
  1298. const turns = unbind_Turns(card);
  1299. return turns.normal > 0;
  1300. }).sort((a,b)=>{
  1301. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1302. let a_pC = a_s.normal, b_pC = b_s.normal;
  1303. return a_pC - b_pC;
  1304. });
  1305. },
  1306. addition:unbind_Addition
  1307. },
  1308. {
  1309. 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)"},
  1310. function:cards=>{
  1311. return cards.filter(card=>{
  1312. const turns = unbind_Turns(card);
  1313. return turns.awoken > 0;
  1314. }).sort((a,b)=>{
  1315. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1316. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1317. return a_pC - b_pC;
  1318. });
  1319. },
  1320. addition:unbind_Addition
  1321. },
  1322. {
  1323. 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)"},
  1324. function:cards=>{
  1325. return cards.filter(card=>{
  1326. const turns = unbind_Turns(card);
  1327. return turns.normal && turns.awoken > 0;
  1328. }).sort((a,b)=>{
  1329. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1330. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1331. return a_pC - b_pC;
  1332. });
  1333. },
  1334. addition:unbind_Addition
  1335. },
  1336. {
  1337. 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)"},
  1338. function:cards=>{
  1339. const searchTypeArray = [196];
  1340. return cards.filter(card=>{
  1341. const skill = getCardActiveSkill(card, searchTypeArray);
  1342. return skill;
  1343. }).sort((a,b)=>{
  1344. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1345. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1346. return a_pC - b_pC;
  1347. })
  1348. },
  1349. addition:card=>{
  1350. const searchTypeArray = [196];
  1351. const skill = getCardActiveSkill(card, searchTypeArray);
  1352. const sk = skill.params;
  1353. const value = sk[0];
  1354. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1355. }
  1356. },
  1357. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1358. function:cards=>cards.filter(card=>{
  1359. const searchTypeArray = [215];
  1360. const skill = getCardActiveSkill(card, searchTypeArray);
  1361. return skill;
  1362. }),
  1363. addition:card=>{
  1364. const searchTypeArray = [215];
  1365. const skill = getCardActiveSkill(card, searchTypeArray);
  1366. const sk = skill.params;
  1367. const fragment = document.createDocumentFragment();
  1368. fragment.appendChild(document.createTextNode(`自封`));
  1369. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1370. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1371. return fragment;
  1372. }
  1373. },
  1374. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1375. function:cards=>cards.filter(card=>{
  1376. const searchTypeArray = [214];
  1377. const skill = getCardActiveSkill(card, searchTypeArray);
  1378. return skill;
  1379. }),
  1380. addition:card=>{
  1381. const searchTypeArray = [214];
  1382. const skill = getCardActiveSkill(card, searchTypeArray);
  1383. const sk = skill.params;
  1384. return document.createTextNode(`自封技${sk[0]}T`);
  1385. }
  1386. },
  1387. ]},
  1388. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1389. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1390. function:cards=>cards.filter(card=>{
  1391. const searchTypeArray = [156,168,228,231];
  1392. const skill = getCardActiveSkill(card, searchTypeArray);
  1393. return skill;
  1394. })
  1395. },
  1396. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1397. function:cards=>{
  1398. return cards.filter(card=>{
  1399. const atkbuff = rcvBuff_Rate(card);
  1400. return atkbuff.skilltype > 0;
  1401. }).sort((a,b)=>{
  1402. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1403. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1404. if (sortNum == 0)
  1405. sortNum = a_pC.rate - b_pC.rate;
  1406. if (sortNum == 0)
  1407. sortNum = a_pC.turns - b_pC.turns;
  1408. return sortNum;
  1409. });
  1410. },
  1411. addition:card=>{
  1412. const atkbuff = rcvBuff_Rate(card);
  1413. const fragment = document.createDocumentFragment();
  1414. fragment.appendChild(createOrbsList([5]));
  1415. if (atkbuff.skilltype == 0) return fragment;
  1416. if (atkbuff.skilltype == 1)
  1417. {
  1418. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1419. if (atkbuff.awoken.length)
  1420. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1421. if (atkbuff.attrs.length)
  1422. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1423. if (atkbuff.types.length)
  1424. fragment.appendChild(createTypesList(atkbuff.types));
  1425. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1426. }else if (atkbuff.skilltype == 2)
  1427. {
  1428. if (atkbuff.attrs.length)
  1429. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1430. if (atkbuff.types.length)
  1431. fragment.appendChild(createTypesList(atkbuff.types));
  1432. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1433. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1434. }
  1435. return fragment;
  1436. }
  1437. },
  1438. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1439. function:cards=>{
  1440. return cards.filter(card=>{
  1441. const atkbuff = atkBuff_Rate(card);
  1442. return atkbuff.skilltype > 0;
  1443. }).sort((a,b)=>{
  1444. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1445. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1446. if (sortNum == 0)
  1447. sortNum = a_pC.rate - b_pC.rate;
  1448. if (sortNum == 0)
  1449. sortNum = a_pC.turns - b_pC.turns;
  1450. return sortNum;
  1451. });
  1452. },
  1453. addition:card=>{
  1454. const atkbuff = atkBuff_Rate(card);
  1455. const fragment = document.createDocumentFragment();
  1456. if (atkbuff.skilltype == 0) return fragment;
  1457. if (atkbuff.skilltype == 1)
  1458. {
  1459. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1460. if (atkbuff.awoken.length)
  1461. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1462. if (atkbuff.attrs.length)
  1463. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1464. if (atkbuff.types.length)
  1465. fragment.appendChild(createTypesList(atkbuff.types));
  1466. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1467. }else if (atkbuff.skilltype == 2)
  1468. {
  1469. if (atkbuff.attrs.length)
  1470. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1471. if (atkbuff.types.length)
  1472. fragment.appendChild(createTypesList(atkbuff.types));
  1473. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1474. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1475. }
  1476. return fragment;
  1477. }
  1478. },
  1479. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1480. function:cards=>{
  1481. const searchTypeArray = [230];
  1482. return cards.filter(card=>{
  1483. const skill = getCardActiveSkill(card, searchTypeArray);
  1484. return skill && skill.params[2] !== 100;
  1485. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1486. },
  1487. addition:card=>{
  1488. const searchTypeArray = [230];
  1489. const skill = getCardActiveSkill(card, searchTypeArray);
  1490. const sk = skill.params;
  1491. let str = '';
  1492. const typeName = ['自身','左队长','右队长','队员'];
  1493. str += flags(sk[1]).map(n=>typeName[n]).join(',');
  1494. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1495. return str;
  1496. }
  1497. },
  1498. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1499. function:cards=>{
  1500. const searchTypeArray = [132];
  1501. return cards.filter(card=>{
  1502. const skill = getCardActiveSkill(card, searchTypeArray);
  1503. return skill;
  1504. }).sort((a,b)=>{
  1505. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1506. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1507. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1508. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1509. });
  1510. },
  1511. addition:card=>{
  1512. const searchTypeArray = [132];
  1513. const skill = getCardActiveSkill(card, searchTypeArray);
  1514. const sk = skill.params;
  1515. let str = "👆";
  1516. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1517. if (sk[2]) str += `x${sk[2]/100}`;
  1518. str += `x${sk[0]}T`;
  1519. return str;
  1520. }
  1521. },
  1522. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1523. function:cards=>{
  1524. const searchTypeArray = [184];
  1525. return cards.filter(card=>{
  1526. const skill = getCardActiveSkill(card, searchTypeArray);
  1527. return skill;
  1528. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1529. },
  1530. addition:card=>{
  1531. const searchTypeArray = [184];
  1532. const skill = getCardActiveSkill(card, searchTypeArray);
  1533. const sk = skill.params;
  1534. return `无↓×${sk[0]}T`;
  1535. }
  1536. },
  1537. {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)"},
  1538. function:cards=>{
  1539. const searchTypeArray = [160];
  1540. return cards.filter(card=>{
  1541. const skill = getCardActiveSkill(card, searchTypeArray);
  1542. return skill;
  1543. }).sort((a,b)=>{
  1544. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1545. return a_s.params[1] - b_s.params[1];
  1546. });
  1547. },
  1548. addition:card=>{
  1549. const searchTypeArray = [160];
  1550. const skill = getCardActiveSkill(card, searchTypeArray);
  1551. const sk = skill.params;
  1552. return `+${sk[1]}C×${sk[0]}T`;
  1553. }
  1554. },
  1555. {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)"},
  1556. function:cards=>{
  1557. const searchTypeArray = [3,156];
  1558. return cards.filter(card=>{
  1559. const skill = getCardActiveSkill(card, searchTypeArray);
  1560. if (!skill) return false;
  1561. if (skill.type == 156)
  1562. return skill.params[4]==3;
  1563. else
  1564. return true;
  1565. }).sort((a,b)=>{
  1566. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1567. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1568. if (!sortNum)
  1569. {
  1570. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1571. sortNum = a_pC - b_pC;
  1572. }
  1573. return sortNum;
  1574. });
  1575. },
  1576. addition:card=>{
  1577. const searchTypeArray = [3,156];
  1578. const skill = getCardActiveSkill(card, searchTypeArray);
  1579. const sk = skill.params;
  1580. const fragment = document.createDocumentFragment();
  1581. if (skill.type == 156)
  1582. {
  1583. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1584. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1585. fragment.appendChild(creatAwokenList(awokenArr));
  1586. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1587. }else
  1588. {
  1589. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1590. }
  1591. return fragment;
  1592. }
  1593. },
  1594. {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)"},
  1595. function:cards=>{
  1596. const searchTypeArray = [3];
  1597. return cards.filter(card=>{
  1598. const skill = getCardActiveSkill(card, searchTypeArray);
  1599. return skill && skill.params[1]>=100;
  1600. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1601. },
  1602. addition:card=>{
  1603. const searchTypeArray = [3];
  1604. const skill = getCardActiveSkill(card, searchTypeArray);
  1605. const sk = skill.params;
  1606. return `无敌×${sk[0]}T`;
  1607. }
  1608. },
  1609. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1610. function:cards=>{
  1611. const searchTypeArray = [21];
  1612. return cards.filter(card=>{
  1613. const skill = getCardActiveSkill(card, searchTypeArray);
  1614. return skill;
  1615. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1616. },
  1617. addition:card=>{
  1618. const searchTypeArray = [21];
  1619. const skill = getCardActiveSkill(card, searchTypeArray);
  1620. const sk = skill.params;
  1621. const colors = [sk[1]];
  1622. const fragment = document.createDocumentFragment();
  1623. fragment.appendChild(document.createTextNode(`-`));
  1624. fragment.appendChild(createOrbsList(colors));
  1625. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1626. return fragment;
  1627. }
  1628. },
  1629. {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)"},
  1630. function:cards=>{
  1631. const searchTypeArray = [51];
  1632. return cards.filter(card=>{
  1633. const skill = getCardActiveSkill(card, searchTypeArray);
  1634. return skill;
  1635. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1636. },
  1637. addition:card=>{
  1638. const searchTypeArray = [51];
  1639. const skill = getCardActiveSkill(card, searchTypeArray);
  1640. const sk = skill.params;
  1641. return `全体×${sk[0]}T`;
  1642. }
  1643. },
  1644. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1645. function:cards=>{
  1646. const searchTypeArray = [207];
  1647. return cards.filter(card=>{
  1648. const skill = getCardActiveSkill(card, searchTypeArray);
  1649. return skill;
  1650. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1651. },
  1652. addition:card=>{
  1653. const searchTypeArray = [207];
  1654. const skill = getCardActiveSkill(card, searchTypeArray);
  1655. const sk = skill.params;
  1656. if (sk[7])
  1657. return `${sk[7]}个×${sk[0]}T`;
  1658. else
  1659. return `特殊形状×${sk[0]}T`;
  1660. }
  1661. },
  1662. ]},
  1663. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1664. {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)"},
  1665. function:cards=>{
  1666. const searchTypeArray = [18];
  1667. return cards.filter(card=>{
  1668. const skill = getCardActiveSkill(card, searchTypeArray);
  1669. return skill;
  1670. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1671. },
  1672. addition:card=>{
  1673. const searchTypeArray = [18];
  1674. const skill = getCardActiveSkill(card, searchTypeArray);
  1675. const sk = skill.params;
  1676. return document.createTextNode(`威吓×${sk[0]}T`);
  1677. }
  1678. },
  1679. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1680. function:cards=>{
  1681. const searchTypeArray = [19];
  1682. return cards.filter(card=>{
  1683. const skill = getCardActiveSkill(card, searchTypeArray);
  1684. return skill;
  1685. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1686. },
  1687. addition:card=>{
  1688. const searchTypeArray = [19];
  1689. const skill = getCardActiveSkill(card, searchTypeArray);
  1690. const sk = skill.params;
  1691. return `破防${sk[1]}%`;
  1692. }
  1693. },
  1694. {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)"},
  1695. function:cards=>{
  1696. const searchTypeArray = [19];
  1697. return cards.filter(card=>{
  1698. const skill = getCardActiveSkill(card, searchTypeArray);
  1699. return skill && skill.params[1]>=100;
  1700. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1701. },
  1702. addition:card=>{
  1703. const searchTypeArray = [19];
  1704. const skill = getCardActiveSkill(card, searchTypeArray);
  1705. const sk = skill.params;
  1706. return `全破×${sk[0]}T`;
  1707. }
  1708. },
  1709. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1710. function:cards=>{
  1711. const searchTypeArray = [4];
  1712. return cards.filter(card=>{
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. return skill;
  1715. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1716. },
  1717. addition:card=>{
  1718. const searchTypeArray = [4];
  1719. const skill = getCardActiveSkill(card, searchTypeArray);
  1720. const sk = skill.params;
  1721. return `攻击力×${sk[0]/100}倍`;
  1722. }
  1723. },
  1724. {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)"},
  1725. function:cards=>{
  1726. return cards.filter(card=>{
  1727. return changeEnemiesAttr_Attr(card).attr != null;
  1728. }).sort((a,b)=>{
  1729. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1730. return a_pC.attr - b_pC.attr;
  1731. })
  1732. },
  1733. addition:card=>{
  1734. let change = changeEnemiesAttr_Attr(card);
  1735. const fragment = document.createDocumentFragment();
  1736. fragment.appendChild(document.createTextNode(`敌→`));
  1737. fragment.appendChild(createOrbsList(change.attr));
  1738. if (change.turns > 0)
  1739. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1740. return fragment;
  1741. }
  1742. },
  1743. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1744. function:cards=>{
  1745. const searchTypeArray = [60];
  1746. return cards.filter(card=>{
  1747. const skill = getCardActiveSkill(card, searchTypeArray);
  1748. return skill;
  1749. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1750. },
  1751. addition:card=>{
  1752. const searchTypeArray = [60];
  1753. const skill = getCardActiveSkill(card, searchTypeArray);
  1754. const sk = skill.params;
  1755. const fragment = document.createDocumentFragment();
  1756. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1757. fragment.appendChild(createOrbsList(sk[2]));
  1758. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1759. return fragment;
  1760. }
  1761. },
  1762. ]},
  1763. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1764. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1765. function:cards=>{
  1766. const searchTypeArray = [146];
  1767. return cards.filter(card=>{
  1768. const skill = getCardActiveSkill(card, searchTypeArray);
  1769. return skill;
  1770. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1771. },
  1772. addition:card=>{
  1773. const searchTypeArray = [146];
  1774. const skill = getCardActiveSkill(card, searchTypeArray);
  1775. const sk = skill.params;
  1776. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1777. }
  1778. },
  1779. {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)"},
  1780. function:cards=>{
  1781. const searchTypeArray = [218];
  1782. return cards.filter(card=>{
  1783. const skill = getCardActiveSkill(card, searchTypeArray);
  1784. return skill;
  1785. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1786. },
  1787. addition:card=>{
  1788. const searchTypeArray = [218];
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. const sk = skill.params;
  1791. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1792. }
  1793. },
  1794. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1795. function:cards=>cards.filter(card=>{
  1796. const searchTypeArray = [93, 227];
  1797. const skill = getCardActiveSkill(card, searchTypeArray);
  1798. return skill;
  1799. })
  1800. },
  1801. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1802. function:cards=>{
  1803. const searchTypeArray = [142];
  1804. return cards.filter(card=>{
  1805. const skill = getCardActiveSkill(card, searchTypeArray);
  1806. return skill;
  1807. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1808. },
  1809. addition:card=>{
  1810. const searchTypeArray = [142];
  1811. const skill = getCardActiveSkill(card, searchTypeArray);
  1812. const sk = skill.params;
  1813. const fragment = document.createDocumentFragment();
  1814. fragment.appendChild(document.createTextNode(`自→`));
  1815. fragment.appendChild(createOrbsList(sk[1]));
  1816. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1817. return fragment;
  1818. }
  1819. },
  1820. ]},
  1821. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1822. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1823. function:cards=>{
  1824. const searchTypeArray = [179];
  1825. return cards.filter(card=>{
  1826. const skill = getCardActiveSkill(card, searchTypeArray);
  1827. return skill;
  1828. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1829. },
  1830. addition:card=>{
  1831. const searchTypeArray = [179];
  1832. const skill = getCardActiveSkill(card, searchTypeArray);
  1833. const sk = skill.params;
  1834. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  1835. }
  1836. },
  1837. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1838. function:cards=>{
  1839. return cards.filter(card=>{
  1840. const heal = healImmediately_Rate(card);
  1841. return Object.values(heal).some(v=>v);
  1842. })
  1843. .sort((a,b)=>{
  1844. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1845. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1846. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1847. let sortNum = a_i - b_i;
  1848. if (!sortNum)
  1849. {
  1850. sortNum = a_vs[a_i] - b_vs[b_i];
  1851. }
  1852. return sortNum;
  1853. });
  1854. },
  1855. addition:card=>{
  1856. const heal = healImmediately_Rate(card);
  1857. let strArr = [];
  1858. if (heal.scale)
  1859. strArr.push(`${heal.scale}%最大HP`);
  1860. if (heal.const)
  1861. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  1862. if (heal.selfRcv)
  1863. strArr.push(`${heal.selfRcv/100}倍回复力`);
  1864. if (heal.vampire)
  1865. strArr.push(`${heal.vampire}%伤害`);
  1866. return strArr.join(',');
  1867. }
  1868. },
  1869. {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)"},
  1870. function:cards=>{
  1871. return cards.filter(card=>damageSelf_Rate(card)>0)
  1872. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1873. },
  1874. addition:card=>{
  1875. let rate = damageSelf_Rate(card);
  1876. if (rate < 100)
  1877. return `减少${rate}%`;
  1878. else
  1879. return `减少到1`;
  1880. }
  1881. },
  1882. ]},
  1883. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  1884. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1885. function:cards=>cards.filter(card=>{
  1886. const searchTypeArray = [172];
  1887. const skill = getCardActiveSkill(card, searchTypeArray);
  1888. return skill;
  1889. })
  1890. },
  1891. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1892. function:cards=>cards.filter(card=>{
  1893. const searchTypeArray = [152];
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. return skill;
  1896. }),
  1897. addition:lock_Addition
  1898. },
  1899. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1900. function:cards=>cards.filter(card=>{
  1901. const searchTypeArray = [152];
  1902. const skill = getCardActiveSkill(card, searchTypeArray);
  1903. return skill && (skill.params[0] & 63) === 63;
  1904. }),
  1905. addition:lock_Addition
  1906. },
  1907. ]},
  1908. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1909. {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)"},
  1910. function:cards=>{
  1911. const searchTypeArray = [205];
  1912. return cards.filter(card=>{
  1913. const skill = getCardActiveSkill(card, searchTypeArray);
  1914. return skill;
  1915. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1916. },
  1917. addition:dropLock_Addition
  1918. },
  1919. {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)"},
  1920. function:cards=>{
  1921. const searchTypeArray = [205];
  1922. return cards.filter(card=>{
  1923. const skill = getCardActiveSkill(card, searchTypeArray);
  1924. return skill && (skill.params[0] & 63) === 63;
  1925. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1926. },
  1927. addition:dropLock_Addition
  1928. },
  1929. {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)"},
  1930. function:cards=>{
  1931. const searchTypeArray = [180];
  1932. return cards.filter(card=>{
  1933. const skill = getCardActiveSkill(card, searchTypeArray);
  1934. return skill;
  1935. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1936. },
  1937. addition:card=>{
  1938. const searchTypeArray = [180];
  1939. const skill = getCardActiveSkill(card, searchTypeArray);
  1940. const sk = skill.params;
  1941. return `${sk[1]}%×${sk[0]}T`;
  1942. }
  1943. },
  1944. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1945. function:cards=>cards.filter(card=>{
  1946. const searchTypeArray = [126];
  1947. const skill = getCardActiveSkill(card, searchTypeArray);
  1948. return skill;
  1949. }),
  1950. addition:dropOrb_Addition
  1951. },
  1952. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1953. function:cards=>cards.filter(card=>{
  1954. const searchTypeArray = [126];
  1955. const skill = getCardActiveSkill(card, searchTypeArray);
  1956. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1957. }),
  1958. addition:dropOrb_Addition
  1959. },
  1960. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1961. function:cards=>cards.filter(card=>{
  1962. const searchTypeArray = [126];
  1963. const skill = getCardActiveSkill(card, searchTypeArray);
  1964. return skill && skill.params[1] >= 99;
  1965. }),
  1966. addition:dropOrb_Addition
  1967. },
  1968. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1969. function:cards=>cards.filter(card=>{
  1970. const searchTypeArray = [126];
  1971. const skill = getCardActiveSkill(card, searchTypeArray);
  1972. return skill && skill.params[3] == 100;
  1973. }),
  1974. addition:dropOrb_Addition
  1975. },
  1976. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1977. function:cards=>{
  1978. const searchTypeArray = [226];
  1979. return cards.filter(card=>{
  1980. const skill = getCardActiveSkill(card, searchTypeArray);
  1981. return skill;
  1982. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1983. },
  1984. addition:card=>{
  1985. const searchTypeArray = [226];
  1986. const skill = getCardActiveSkill(card, searchTypeArray);
  1987. const sk = skill.params;
  1988. return `📌${sk[1]}%×${sk[0]}T`;
  1989. }
  1990. },
  1991. ]},
  1992. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  1993. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  1994. function:cards=>{
  1995. const searchTypeArray = [6];
  1996. return cards.filter(card=>{
  1997. const skill = getCardActiveSkill(card, searchTypeArray);
  1998. return skill;
  1999. }).sort((a,b)=>{
  2000. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2001. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2002. return a_pC - b_pC;
  2003. })
  2004. },
  2005. addition:card=>{
  2006. const searchTypeArray = [6];
  2007. const skill = getCardActiveSkill(card, searchTypeArray);
  2008. const sk = skill.params;
  2009. return `当前${sk[0]}%`;
  2010. }
  2011. },
  2012. {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)"},
  2013. function:cards=>{
  2014. const searchTypeArray = [161];
  2015. return cards.filter(card=>{
  2016. const skill = getCardActiveSkill(card, searchTypeArray);
  2017. return skill;
  2018. }).sort((a,b)=>{
  2019. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2020. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2021. return a_pC - b_pC;
  2022. })
  2023. },
  2024. addition:card=>{
  2025. const searchTypeArray = [161];
  2026. const skill = getCardActiveSkill(card, searchTypeArray);
  2027. const sk = skill.params;
  2028. return `最大${sk[0]}%`;
  2029. }
  2030. },
  2031. ]},
  2032. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2033. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2034. function:cards=>{
  2035. const searchTypeArray = [55,188];
  2036. return cards.filter(card=>{
  2037. const skill = getCardActiveSkill(card, searchTypeArray);
  2038. return skill;
  2039. }).sort((a,b)=>{
  2040. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2041. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2042. return a_pC - b_pC;
  2043. });
  2044. },
  2045. addition:card=>{
  2046. const searchTypeArray = [55,188];
  2047. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2048. const sk = skills[0].params;
  2049. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2050. }
  2051. },
  2052. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2053. function:cards=>{
  2054. const searchTypeArray = [56];
  2055. return cards.filter(card=>{
  2056. const skill = getCardActiveSkill(card, searchTypeArray);
  2057. return skill;
  2058. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2059. },
  2060. addition:card=>{
  2061. const searchTypeArray = [56];
  2062. const skill = getCardActiveSkill(card, searchTypeArray);
  2063. const sk = skill.params;
  2064. return `固伤${sk[0].bigNumberToString()}`;
  2065. }
  2066. },
  2067. ]},
  2068. {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: [
  2069. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2070. function:cards=>cards.filter(card=>{
  2071. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2072. function isSingle(skill)
  2073. {
  2074. if (skill.type == 110)
  2075. return Boolean(skill.params[0]);
  2076. else if (skill.type == 144)
  2077. return Boolean(skill.params[2]);
  2078. else
  2079. return true;
  2080. }
  2081. const skill = getCardActiveSkill(card, searchTypeArray);
  2082. return skill && isSingle(skill);
  2083. }),
  2084. addition: numericalATK_Addition
  2085. },
  2086. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2087. function:cards=>cards.filter(card=>{
  2088. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2089. function isAll(skill)
  2090. {
  2091. if (skill.type == 110)
  2092. return !Boolean(skill.params[0]);
  2093. else if (skill.type == 144)
  2094. return !Boolean(skill.params[2]);
  2095. else
  2096. return true;
  2097. }
  2098. const skill = getCardActiveSkill(card, searchTypeArray);
  2099. return skill && skill.id!=0 && isAll(skill);
  2100. }),
  2101. addition: numericalATK_Addition
  2102. },
  2103. {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"},
  2104. function:cards=>cards.filter(card=>{
  2105. const searchTypeArray = [42];
  2106. const skill = getCardActiveSkill(card, searchTypeArray);
  2107. return skill;
  2108. })
  2109. },
  2110. {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"},
  2111. function:cards=>cards.filter(card=>{
  2112. const searchTypeArray = [2,35];
  2113. const skill = getCardActiveSkill(card, searchTypeArray);
  2114. return skill;
  2115. })
  2116. },
  2117. {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)"},
  2118. function:cards=>cards.filter(card=>{
  2119. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2120. const skill = getCardActiveSkill(card, searchTypeArray);
  2121. return skill && skill.id!=0;
  2122. }).sort((a,b)=>{
  2123. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2124. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2125. function getNumber(skill)
  2126. {
  2127. const sk = skill.params;
  2128. switch(skill.type)
  2129. {
  2130. case 0:
  2131. case 37:
  2132. case 58:
  2133. case 59:
  2134. case 84:
  2135. case 85:
  2136. case 115:
  2137. return sk[1];
  2138. case 2:
  2139. case 35:
  2140. return sk[0];
  2141. default:
  2142. return 0;
  2143. }
  2144. }
  2145. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2146. return a_pC - b_pC;
  2147. }),
  2148. addition: numericalATK_Addition
  2149. },
  2150. {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)"},
  2151. function:cards=>cards.filter(card=>{
  2152. const searchTypeArray = [1,42,86,87];
  2153. const skill = getCardActiveSkill(card, searchTypeArray);
  2154. return skill;
  2155. }).sort((a,b)=>{
  2156. const searchTypeArray = [1,42,86,87];
  2157. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2158. function getNumber(skill)
  2159. {
  2160. const sk = skill.params;
  2161. switch(skill.type)
  2162. {
  2163. case 1:
  2164. case 86:
  2165. case 87:
  2166. return sk[1];
  2167. case 42:
  2168. return sk[2];
  2169. default:
  2170. return 0;
  2171. }
  2172. }
  2173. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2174. return a_pC - b_pC;
  2175. }),
  2176. addition: numericalATK_Addition
  2177. },
  2178. {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)"},
  2179. function:cards=>{
  2180. const searchTypeArray = [110];
  2181. return cards.filter(card=>{
  2182. const skill = getCardActiveSkill(card, searchTypeArray);
  2183. return skill;
  2184. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2185. },
  2186. addition: numericalATK_Addition
  2187. },
  2188. {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)"},
  2189. function:cards=>{
  2190. const searchTypeArray = [143];
  2191. return cards.filter(card=>{
  2192. const skill = getCardActiveSkill(card, searchTypeArray);
  2193. return skill;
  2194. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2195. },
  2196. addition: numericalATK_Addition
  2197. },
  2198. {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)"},
  2199. function:cards=>{
  2200. const searchTypeArray = [144];
  2201. return cards.filter(card=>{
  2202. const skill = getCardActiveSkill(card, searchTypeArray);
  2203. return skill;
  2204. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2205. },
  2206. addition: numericalATK_Addition
  2207. },
  2208. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2209. function:cards=>cards.filter(card=>{
  2210. const searchTypeArray = [35,115];
  2211. const skill = getCardActiveSkill(card, searchTypeArray);
  2212. return skill;
  2213. })
  2214. },
  2215. ]},
  2216. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2217. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2218. function:cards=>cards.filter(card=>{
  2219. const searchTypeArray = [10];
  2220. const skill = getCardActiveSkill(card, searchTypeArray);
  2221. return skill;
  2222. })
  2223. },
  2224. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2225. function:cards=>cards.filter(card=>{
  2226. const searchTypeArray = [71];
  2227. const skill = getCardActiveSkill(card, searchTypeArray);
  2228. return boardChange_ColorTypes(skill).length == 1;
  2229. }),
  2230. addition:boardChange_Addition
  2231. },
  2232. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2233. function:cards=>cards.filter(card=>{
  2234. const searchTypeArray = [71];
  2235. const skill = getCardActiveSkill(card, searchTypeArray);
  2236. return boardChange_ColorTypes(skill).length == 2;
  2237. }),
  2238. addition:boardChange_Addition
  2239. },
  2240. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2241. function:cards=>cards.filter(card=>{
  2242. const searchTypeArray = [71];
  2243. const skill = getCardActiveSkill(card, searchTypeArray);
  2244. return boardChange_ColorTypes(skill).length == 3;
  2245. }),
  2246. addition:boardChange_Addition
  2247. },
  2248. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2249. function:cards=>cards.filter(card=>{
  2250. const searchTypeArray = [71];
  2251. const skill = getCardActiveSkill(card, searchTypeArray);
  2252. return boardChange_ColorTypes(skill).length == 4;
  2253. }),
  2254. addition:boardChange_Addition
  2255. },
  2256. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2257. function:cards=>cards.filter(card=>{
  2258. const searchTypeArray = [71];
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. return boardChange_ColorTypes(skill).length == 5;
  2261. }),
  2262. addition:boardChange_Addition
  2263. },
  2264. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2265. function:cards=>cards.filter(card=>{
  2266. const searchTypeArray = [71];
  2267. const skill = getCardActiveSkill(card, searchTypeArray);
  2268. return boardChange_ColorTypes(skill).length >= 6;
  2269. }),
  2270. addition:boardChange_Addition
  2271. },
  2272. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2273. function:cards=>cards.filter(card=>{
  2274. const searchTypeArray = [71];
  2275. const skill = getCardActiveSkill(card, searchTypeArray);
  2276. return boardChange_ColorTypes(skill).includes(0);
  2277. }),
  2278. addition:boardChange_Addition
  2279. },
  2280. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2281. function:cards=>cards.filter(card=>{
  2282. const searchTypeArray = [71];
  2283. const skill = getCardActiveSkill(card, searchTypeArray);
  2284. return boardChange_ColorTypes(skill).includes(1);
  2285. }),
  2286. addition:boardChange_Addition
  2287. },
  2288. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2289. function:cards=>cards.filter(card=>{
  2290. const searchTypeArray = [71];
  2291. const skill = getCardActiveSkill(card, searchTypeArray);
  2292. return boardChange_ColorTypes(skill).includes(2);
  2293. }),
  2294. addition:boardChange_Addition
  2295. },
  2296. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2297. function:cards=>cards.filter(card=>{
  2298. const searchTypeArray = [71];
  2299. const skill = getCardActiveSkill(card, searchTypeArray);
  2300. return boardChange_ColorTypes(skill).includes(3);
  2301. }),
  2302. addition:boardChange_Addition
  2303. },
  2304. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2305. function:cards=>cards.filter(card=>{
  2306. const searchTypeArray = [71];
  2307. const skill = getCardActiveSkill(card, searchTypeArray);
  2308. return boardChange_ColorTypes(skill).includes(4);
  2309. }),
  2310. addition:boardChange_Addition
  2311. },
  2312. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2313. function:cards=>cards.filter(card=>{
  2314. const searchTypeArray = [71];
  2315. const skill = getCardActiveSkill(card, searchTypeArray);
  2316. return boardChange_ColorTypes(skill).includes(5);
  2317. }),
  2318. addition:boardChange_Addition
  2319. },
  2320. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2321. function:cards=>cards.filter(card=>{
  2322. const searchTypeArray = [71];
  2323. const skill = getCardActiveSkill(card, searchTypeArray);
  2324. const colors = boardChange_ColorTypes(skill);
  2325. return colors.includes(6)
  2326. || colors.includes(7)
  2327. || colors.includes(8)
  2328. || colors.includes(9);
  2329. }),
  2330. addition:boardChange_Addition
  2331. },
  2332. ]},
  2333. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2334. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2335. function:cards=>cards.filter(card=>{
  2336. const searchTypeArray = [9,20,154];
  2337. const skills = getCardActiveSkills(card, searchTypeArray);
  2338. if (!skills.length) return false;
  2339. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2340. return parsedSkills.some(p=>p.to.includes(0));
  2341. }),
  2342. addition:changeOrbs_Addition
  2343. },
  2344. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2345. function:cards=>cards.filter(card=>{
  2346. const searchTypeArray = [9,20,154];
  2347. const skills = getCardActiveSkills(card, searchTypeArray);
  2348. if (!skills.length) return false;
  2349. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2350. return parsedSkills.some(p=>p.to.includes(1));
  2351. }),
  2352. addition:changeOrbs_Addition
  2353. },
  2354. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2355. function:cards=>cards.filter(card=>{
  2356. const searchTypeArray = [9,20,154];
  2357. const skills = getCardActiveSkills(card, searchTypeArray);
  2358. if (!skills.length) return false;
  2359. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2360. return parsedSkills.some(p=>p.to.includes(2));
  2361. }),
  2362. addition:changeOrbs_Addition
  2363. },
  2364. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2365. function:cards=>cards.filter(card=>{
  2366. const searchTypeArray = [9,20,154];
  2367. const skills = getCardActiveSkills(card, searchTypeArray);
  2368. if (!skills.length) return false;
  2369. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2370. return parsedSkills.some(p=>p.to.includes(3));
  2371. }),
  2372. addition:changeOrbs_Addition
  2373. },
  2374. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2375. function:cards=>cards.filter(card=>{
  2376. const searchTypeArray = [9,20,154];
  2377. const skills = getCardActiveSkills(card, searchTypeArray);
  2378. if (!skills.length) return false;
  2379. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2380. return parsedSkills.some(p=>p.to.includes(4));
  2381. }),
  2382. addition:changeOrbs_Addition
  2383. },
  2384. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2385. function:cards=>cards.filter(card=>{
  2386. const searchTypeArray = [9,20,154];
  2387. const skills = getCardActiveSkills(card, searchTypeArray);
  2388. if (!skills.length) return false;
  2389. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2390. return parsedSkills.some(p=>p.to.includes(5));
  2391. }),
  2392. addition:changeOrbs_Addition
  2393. },
  2394. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2395. function:cards=>cards.filter(card=>{
  2396. const searchTypeArray = [9,20,154];
  2397. const skills = getCardActiveSkills(card, searchTypeArray);
  2398. if (!skills.length) return false;
  2399. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2400. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2401. }),
  2402. addition:changeOrbs_Addition
  2403. },
  2404. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2405. function:cards=>cards.filter(card=>{
  2406. const searchTypeArray = [9,20,154];
  2407. const skills = getCardActiveSkills(card, searchTypeArray);
  2408. if (!skills.length) return false;
  2409. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2410. return parsedSkills.some(p=>p.from.includes(0));
  2411. }),
  2412. addition:changeOrbs_Addition
  2413. },
  2414. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2415. function:cards=>cards.filter(card=>{
  2416. const searchTypeArray = [9,20,154];
  2417. const skills = getCardActiveSkills(card, searchTypeArray);
  2418. if (!skills.length) return false;
  2419. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2420. return parsedSkills.some(p=>p.from.includes(1));
  2421. }),
  2422. addition:changeOrbs_Addition
  2423. },
  2424. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2425. function:cards=>cards.filter(card=>{
  2426. const searchTypeArray = [9,20,154];
  2427. const skills = getCardActiveSkills(card, searchTypeArray);
  2428. if (!skills.length) return false;
  2429. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2430. return parsedSkills.some(p=>p.from.includes(2));
  2431. }),
  2432. addition:changeOrbs_Addition
  2433. },
  2434. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2435. function:cards=>cards.filter(card=>{
  2436. const searchTypeArray = [9,20,154];
  2437. const skills = getCardActiveSkills(card, searchTypeArray);
  2438. if (!skills.length) return false;
  2439. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2440. return parsedSkills.some(p=>p.from.includes(3));
  2441. }),
  2442. addition:changeOrbs_Addition
  2443. },
  2444. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2445. function:cards=>cards.filter(card=>{
  2446. const searchTypeArray = [9,20,154];
  2447. const skills = getCardActiveSkills(card, searchTypeArray);
  2448. if (!skills.length) return false;
  2449. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2450. return parsedSkills.some(p=>p.from.includes(4));
  2451. }),
  2452. addition:changeOrbs_Addition
  2453. },
  2454. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2455. function:cards=>cards.filter(card=>{
  2456. const searchTypeArray = [9,20,154];
  2457. const skills = getCardActiveSkills(card, searchTypeArray);
  2458. if (!skills.length) return false;
  2459. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2460. return parsedSkills.some(p=>p.from.includes(5));
  2461. }),
  2462. addition:changeOrbs_Addition
  2463. },
  2464. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2465. function:cards=>cards.filter(card=>{
  2466. const searchTypeArray = [9,20,154];
  2467. const skills = getCardActiveSkills(card, searchTypeArray);
  2468. if (!skills.length) return false;
  2469. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2470. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2471. }),
  2472. addition:changeOrbs_Addition
  2473. },
  2474. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2475. function:cards=>{
  2476. const searchTypeArray = [52,91,140];
  2477. return cards.filter(card=>{
  2478. const skill = getCardActiveSkill(card, searchTypeArray);
  2479. return skill;
  2480. });
  2481. },
  2482. addition:card=>{
  2483. const searchTypeArray = [52,91,140];
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. const sk = skill.params;
  2486. let attrs = [];
  2487. switch (skill.type)
  2488. {
  2489. case 52:{
  2490. attrs.push(sk[0]); break;
  2491. }
  2492. case 91:{
  2493. attrs = sk.slice(0,-1); break;
  2494. }
  2495. case 140:{
  2496. attrs = flags(sk[0]); break;
  2497. }
  2498. }
  2499. const fragment = document.createDocumentFragment();
  2500. fragment.appendChild(document.createTextNode(`强化`));
  2501. fragment.appendChild(createOrbsList(attrs));
  2502. return fragment;
  2503. }
  2504. },
  2505. ]},
  2506. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2507. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2508. function:cards=>cards.filter(card=>{
  2509. function is30(sk)
  2510. {
  2511. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2512. }
  2513. const searchTypeArray = [141];
  2514. const skill = getCardActiveSkill(card, searchTypeArray);
  2515. return skill && is30(skill.params);
  2516. }),
  2517. addition:generateOrbs_Addition
  2518. },
  2519. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2520. function:cards=>cards.filter(card=>{
  2521. function is1515(sk)
  2522. {
  2523. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2524. }
  2525. const searchTypeArray = [141];
  2526. const skill = getCardActiveSkill(card, searchTypeArray);
  2527. return skill && is1515(skill.params);
  2528. }),
  2529. addition:generateOrbs_Addition
  2530. },
  2531. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2532. function:cards=>cards.filter(card=>{
  2533. const gens = generateOrbsParse(card);
  2534. return gens.some(gen=>gen.to.includes(0));
  2535. }),
  2536. addition:generateOrbs_Addition
  2537. },
  2538. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2539. function:cards=>cards.filter(card=>{
  2540. const gens = generateOrbsParse(card);
  2541. return gens.some(gen=>gen.to.includes(1));
  2542. }),
  2543. addition:generateOrbs_Addition
  2544. },
  2545. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2546. function:cards=>cards.filter(card=>{
  2547. const gens = generateOrbsParse(card);
  2548. return gens.some(gen=>gen.to.includes(2));
  2549. }),
  2550. addition:generateOrbs_Addition
  2551. },
  2552. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2553. function:cards=>cards.filter(card=>{
  2554. const gens = generateOrbsParse(card);
  2555. return gens.some(gen=>gen.to.includes(3));
  2556. }),
  2557. addition:generateOrbs_Addition
  2558. },
  2559. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2560. function:cards=>cards.filter(card=>{
  2561. const gens = generateOrbsParse(card);
  2562. return gens.some(gen=>gen.to.includes(4));
  2563. }),
  2564. addition:generateOrbs_Addition
  2565. },
  2566. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2567. function:cards=>cards.filter(card=>{
  2568. const gens = generateOrbsParse(card);
  2569. return gens.some(gen=>gen.to.includes(5));
  2570. }),
  2571. addition:generateOrbs_Addition
  2572. },
  2573. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2574. function:cards=>cards.filter(card=>{
  2575. const gens = generateOrbsParse(card);
  2576. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2577. }),
  2578. addition:generateOrbs_Addition
  2579. },
  2580. ]},
  2581. {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: [
  2582. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2583. function:cards=>cards.filter(card=>{
  2584. const searchTypeArray = [176];
  2585. const skill = getCardActiveSkill(card, searchTypeArray);
  2586. return skill;
  2587. })
  2588. },
  2589. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2590. function:cards=>cards.filter(card=>{
  2591. function is3x3(sk)
  2592. {
  2593. for (let si=0;si<3;si++)
  2594. {
  2595. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2596. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2597. (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)
  2598. (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)
  2599. )
  2600. return true;
  2601. }
  2602. return false;
  2603. }
  2604. const searchTypeArray = [176];
  2605. const skill = getCardActiveSkill(card, searchTypeArray);
  2606. return skill && is3x3(skill.params);
  2607. }),
  2608. addition:card=>{
  2609. const searchTypeArray = [176];
  2610. const skill = getCardActiveSkill(card, searchTypeArray);
  2611. const sk = skill.params;
  2612. const fragment = document.createDocumentFragment();
  2613. fragment.appendChild(document.createTextNode(`3×3`));
  2614. fragment.appendChild(createOrbsList(sk[5]));
  2615. return fragment;
  2616. }
  2617. },
  2618. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2619. function:cards=>cards.filter(card=>{
  2620. const searchTypeArray = [127];
  2621. const skill = getCardActiveSkill(card, searchTypeArray);
  2622. return skill;
  2623. }),
  2624. addition:generateColumnOrbs_Addition
  2625. },
  2626. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  2627. function:cards=>cards.filter(card=>{
  2628. function isHeart(sk)
  2629. {
  2630. for (let i=1;i<sk.length;i+=2)
  2631. {
  2632. if (sk[i] & 32)
  2633. {
  2634. return true;
  2635. }
  2636. }
  2637. }
  2638. const searchTypeArray = [127];
  2639. const skill = getCardActiveSkill(card, searchTypeArray);
  2640. return skill && isHeart(skill.params);
  2641. }),
  2642. addition:generateColumnOrbs_Addition
  2643. },
  2644. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2645. function:cards=>cards.filter(card=>{
  2646. const searchTypeArray = [128];
  2647. const skill = getCardActiveSkill(card, searchTypeArray);
  2648. return skill;
  2649. }),
  2650. addition:generateRowOrbs_Addition
  2651. },
  2652. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2653. function:cards=>cards.filter(card=>{
  2654. const searchTypeArray = [128];
  2655. const skill = getCardActiveSkill(card, searchTypeArray);
  2656. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2657. }),
  2658. addition:generateRowOrbs_Addition
  2659. },
  2660. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2661. function:cards=>cards.filter(card=>{
  2662. const searchTypeArray = [128];
  2663. const skill = getCardActiveSkill(card, searchTypeArray);
  2664. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2665. }),
  2666. addition:generateRowOrbs_Addition
  2667. },
  2668. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2669. function:cards=>cards.filter(card=>{
  2670. const searchTypeArray = [128];
  2671. const skill = getCardActiveSkill(card, searchTypeArray);
  2672. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2673. }),
  2674. addition:generateRowOrbs_Addition
  2675. },
  2676. {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)"},
  2677. function:cards=>cards.filter(card=>{
  2678. const searchTypeArray = [128,71,176];
  2679. function isRow(skill)
  2680. {
  2681. const sk = skill.params;
  2682. if (skill.type === 128) //普通横
  2683. {return true;}
  2684. else if (skill.type === 71) //花火
  2685. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2686. else if (skill.type === 176) //特殊形状
  2687. {
  2688. for (let si=0;si<5;si++)
  2689. {
  2690. if ((sk[si] & 63) === 63)
  2691. return true;
  2692. }
  2693. }
  2694. return false;
  2695. }
  2696. const skill = getCardActiveSkill(card, searchTypeArray);
  2697. return skill && isRow(skill);
  2698. })
  2699. },
  2700. ]},
  2701. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2702. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2703. function:cards=>cards.filter(card=>{
  2704. if (card.activeSkillId == 0) return false;
  2705. const skill = Skills[card.activeSkillId];
  2706. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2707. })
  2708. },
  2709. {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)"},
  2710. function:cards=>cards.filter(card=>{
  2711. if (card.activeSkillId == 0) return false;
  2712. const skill = Skills[card.activeSkillId];
  2713. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2714. let realCD = minCD;
  2715. const searchTypeArray = [14];
  2716. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2717. if (subSkill)
  2718. {
  2719. realCD -= subSkill.params[0] * 3;
  2720. }
  2721. return minCD > 1 && realCD <= 4;
  2722. })
  2723. },
  2724. {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)"},
  2725. function:cards=>{
  2726. const searchTypeArray = [5];
  2727. return cards.filter(card=>{
  2728. const skill = getCardActiveSkill(card, searchTypeArray);
  2729. return skill;
  2730. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2731. },
  2732. addition:card=>{
  2733. const searchTypeArray = [5];
  2734. const skill = getCardActiveSkill(card, searchTypeArray);
  2735. const value = skill.params[0];
  2736. return `时停${value}s`;
  2737. }
  2738. },
  2739. {
  2740. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2741. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2742. },
  2743. {
  2744. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2745. function:cards=>cards.filter(card=>{
  2746. let skType = Skills[card.activeSkillId].type;
  2747. return skType == 232 || skType == 233;
  2748. })
  2749. },
  2750. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2751. function:cards=>cards.filter(card=>{
  2752. const searchTypeArray = [225];
  2753. const skill = getCardActiveSkill(card, searchTypeArray);
  2754. return skill;
  2755. }),
  2756. addition:card=>{
  2757. const searchTypeArray = [225];
  2758. const skill = getCardActiveSkill(card, searchTypeArray);
  2759. const sk = skill.params;
  2760. let strArr = [];
  2761. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2762. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2763. return `HP ${strArr.join(" ")}`;
  2764. }
  2765. },
  2766. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2767. function:cards=>cards.filter(card=>{
  2768. const searchTypeArray = [234];
  2769. const skill = getCardActiveSkill(card, searchTypeArray);
  2770. return skill;
  2771. }),
  2772. addition:card=>{
  2773. const searchTypeArray = [234];
  2774. const skill = getCardActiveSkill(card, searchTypeArray);
  2775. const sk = skill.params;
  2776. let strArr = [];
  2777. if (sk[0]) strArr.push(`≥${sk[0]}`);
  2778. if (sk[1]) strArr.push(`≤${sk[1]}`);
  2779. return `层 ${strArr.join(" ")}`;
  2780. }
  2781. },
  2782. ]},
  2783. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2784. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  2785. function:cards=>{
  2786. return cards.filter(card=>{
  2787. return getSkillFixedDamage(card) > 0;
  2788. }).sort((a,b)=>{
  2789. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  2790. return a_pC - b_pC;
  2791. });
  2792. },
  2793. addition:card=>{
  2794. const value = getSkillFixedDamage(card);
  2795. let nodeArr = [`${value.bigNumberToString()}固伤`];
  2796. let skill;
  2797. if (skill = getCardLeaderSkill(card, [235])) {
  2798. nodeArr.push("/");
  2799. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2800. nodeArr.push(`×${skill.params[2]}`);
  2801. }
  2802. return nodeArr.nodeJoin();
  2803. }
  2804. },
  2805. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  2806. function:cards=>{
  2807. return cards.filter(card=>{
  2808. return getSkillAddCombo(card) > 0;
  2809. }).sort((a,b)=>{
  2810. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  2811. return a_pC - b_pC;
  2812. });
  2813. },
  2814. addition:card=>{
  2815. const value = getSkillAddCombo(card);
  2816. let nodeArr = [`+${value.bigNumberToString()}C`];
  2817. let skill;
  2818. if (skill = getCardLeaderSkill(card, [210])) {
  2819. nodeArr.push("/十字");
  2820. } else if (skill = getCardLeaderSkill(card, [235])) {
  2821. nodeArr.push("/");
  2822. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2823. nodeArr.push(`×${skill.params[2]}`);
  2824. }
  2825. return nodeArr.nodeJoin();
  2826. }
  2827. },
  2828. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  2829. function:cards=>cards.filter(card=>{
  2830. const searchTypeArray = [162,186];
  2831. const skill = getCardLeaderSkill(card, searchTypeArray);
  2832. return skill;
  2833. })
  2834. },
  2835. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  2836. function:cards=>cards.filter(card=>{
  2837. const searchTypeArray = [163,177];
  2838. const skill = getCardLeaderSkill(card, searchTypeArray);
  2839. return skill;
  2840. })
  2841. },
  2842. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  2843. function:cards=>{
  2844. const searchTypeArray = [15,185];
  2845. return cards.filter(card=>{
  2846. const skill = getCardLeaderSkill(card, searchTypeArray);
  2847. return skill;
  2848. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2849. },
  2850. addition:card=>{
  2851. const searchTypeArray = [15,185];
  2852. const skill = getCardLeaderSkill(card, searchTypeArray);
  2853. const value = skill.params[0];
  2854. return `${value > 0 ? "+" : ""}${value/100}s`;
  2855. }
  2856. },
  2857. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  2858. function:cards=>{
  2859. const searchTypeArray = [178];
  2860. return cards.filter(card=>{
  2861. const skill = getCardLeaderSkill(card, searchTypeArray);
  2862. return skill;
  2863. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2864. },
  2865. addition:card=>{
  2866. const searchTypeArray = [178];
  2867. const skill = getCardLeaderSkill(card, searchTypeArray);
  2868. const value = skill.params[0];
  2869. return `固定${value}s`;
  2870. }
  2871. },
  2872. {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)"},
  2873. function:cards=>{
  2874. const searchTypeArray = [12];
  2875. return cards.filter(card=>{
  2876. const skill = getCardLeaderSkill(card, searchTypeArray);
  2877. return skill;
  2878. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2879. },
  2880. addition:card=>{
  2881. const searchTypeArray = [12];
  2882. const skill = getCardLeaderSkill(card, searchTypeArray);
  2883. const value = skill.params[0];
  2884. return `攻击×${(value/100).bigNumberToString()}倍`;
  2885. }
  2886. },
  2887. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  2888. function:cards=>{
  2889. const searchTypeArray = [13];
  2890. return cards.filter(card=>{
  2891. const skill = getCardLeaderSkill(card, searchTypeArray);
  2892. return skill;
  2893. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2894. },
  2895. addition:card=>{
  2896. const searchTypeArray = [13];
  2897. const skill = getCardLeaderSkill(card, searchTypeArray);
  2898. const value = skill.params[0];
  2899. return `回复×${(value/100).bigNumberToString()}倍`;
  2900. }
  2901. },
  2902. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  2903. function:cards=>{
  2904. const searchTypeArray = [41];
  2905. return cards.filter(card=>{
  2906. const skill = getCardLeaderSkill(card, searchTypeArray);
  2907. return skill;
  2908. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2909. },
  2910. addition:card=>{
  2911. const searchTypeArray = [41];
  2912. const skill = getCardLeaderSkill(card, searchTypeArray);
  2913. const sk = skill.params;
  2914. const fragment = document.createDocumentFragment();
  2915. fragment.appendChild(createOrbsList(sk[2] || 0));
  2916. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  2917. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  2918. return fragment;
  2919. }
  2920. },
  2921. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  2922. function:cards=>cards.filter(card=>{
  2923. const searchTypeArray = [197];
  2924. const skill = getCardLeaderSkill(card, searchTypeArray);
  2925. return skill;
  2926. })
  2927. },
  2928. {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)"},
  2929. function:cards=>{
  2930. const searchTypeArray = [198];
  2931. return cards.filter(card=>{
  2932. const skill = getCardLeaderSkill(card, searchTypeArray);
  2933. return skill && skill.params[2];
  2934. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  2935. },
  2936. addition:card=>{
  2937. const searchTypeArray = [198];
  2938. const skill = getCardLeaderSkill(card, searchTypeArray);
  2939. const sk = skill.params;
  2940. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  2941. }
  2942. },
  2943. {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)"},
  2944. function:cards=>{
  2945. const searchTypeArray = [198];
  2946. return cards.filter(card=>{
  2947. const skill = getCardLeaderSkill(card, searchTypeArray);
  2948. return skill && skill.params[3];
  2949. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2950. },
  2951. addition:card=>{
  2952. const searchTypeArray = [198];
  2953. const skill = getCardLeaderSkill(card, searchTypeArray);
  2954. const sk = skill.params;
  2955. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  2956. }
  2957. },
  2958. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  2959. function:cards=>cards.filter(card=>{
  2960. const searchTypeArray = [151,209];
  2961. const skill = getCardLeaderSkill(card, searchTypeArray);
  2962. return skill;
  2963. })
  2964. },
  2965. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  2966. function:cards=>cards.filter(card=>{
  2967. const searchTypeArray = [157];
  2968. const skill = getCardLeaderSkill(card, searchTypeArray);
  2969. return skill;
  2970. })
  2971. },
  2972. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  2973. function:cards=>cards.filter(card=>{
  2974. const searchTypeArray = [177];
  2975. const skill = getCardLeaderSkill(card, searchTypeArray);
  2976. return skill;
  2977. })
  2978. },
  2979. {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)"},
  2980. function:cards=>{
  2981. const searchTypeArray = [158];
  2982. return cards.filter(card=>{
  2983. const skill = getCardLeaderSkill(card, searchTypeArray);
  2984. return skill;
  2985. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2986. },
  2987. addition:card=>{
  2988. const searchTypeArray = [158];
  2989. const skill = getCardLeaderSkill(card, searchTypeArray);
  2990. const value = skill.params[0];
  2991. return `≥${value}珠`;
  2992. }
  2993. },
  2994. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  2995. function:cards=>{
  2996. const searchTypeArray = [14];
  2997. return cards.filter(card=>{
  2998. const skill = getCardLeaderSkill(card, searchTypeArray);
  2999. return skill;
  3000. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3001. },
  3002. addition:card=>{
  3003. const searchTypeArray = [14];
  3004. const skill = getCardLeaderSkill(card, searchTypeArray);
  3005. const value = skill.params[0];
  3006. return `HP≥${value}%`;
  3007. }
  3008. },
  3009. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3010. function:cards=>cards.filter(card=>{
  3011. const searchTypeArray = [125];
  3012. const skill = getCardLeaderSkill(card, searchTypeArray);
  3013. return skill;
  3014. })
  3015. },
  3016. {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"},
  3017. function:cards=>cards.filter(card=>{
  3018. const searchTypeArray = [175];
  3019. const skill = getCardLeaderSkill(card, searchTypeArray);
  3020. return skill;
  3021. })
  3022. },
  3023. {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"},
  3024. function:cards=>cards.filter(card=>{
  3025. const searchTypeArray = [203];
  3026. const skill = getCardLeaderSkill(card, searchTypeArray);
  3027. return skill;
  3028. })
  3029. },
  3030. {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"},
  3031. function:cards=>cards.filter(card=>{
  3032. const searchTypeArray = [229];
  3033. const skill = getCardLeaderSkill(card, searchTypeArray);
  3034. return skill;
  3035. })
  3036. },
  3037. {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)"},
  3038. function:cards=>{
  3039. const searchTypeArray = [53];
  3040. return cards.filter(card=>{
  3041. const skill = getCardLeaderSkill(card, searchTypeArray);
  3042. return skill;
  3043. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3044. },
  3045. addition:card=>{
  3046. const searchTypeArray = [53];
  3047. const skill = getCardLeaderSkill(card, searchTypeArray);
  3048. const sk = skill.params;
  3049. return `掉率x${sk[0]/100}`;
  3050. }
  3051. },
  3052. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3053. function:cards=>{
  3054. const searchTypeArray = [54];
  3055. return cards.filter(card=>{
  3056. const skill = getCardLeaderSkill(card, searchTypeArray);
  3057. return skill;
  3058. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3059. },
  3060. addition:card=>{
  3061. const searchTypeArray = [54];
  3062. const skill = getCardLeaderSkill(card, searchTypeArray);
  3063. const sk = skill.params;
  3064. return `金币x${sk[0]/100}`;
  3065. }
  3066. },
  3067. {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)"},
  3068. function:cards=>{
  3069. const searchTypeArray = [148];
  3070. return cards.filter(card=>{
  3071. const skill = getCardLeaderSkill(card, searchTypeArray);
  3072. return skill;
  3073. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3074. },
  3075. addition:card=>{
  3076. const searchTypeArray = [148];
  3077. const skill = getCardLeaderSkill(card, searchTypeArray);
  3078. const sk = skill.params;
  3079. return `经验x${sk[0]/100}`;
  3080. }
  3081. },
  3082. ]},
  3083. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3084. {name:"HP Scale [2, ∞) (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)"},
  3085. function:cards=>cards.filter(card=>{
  3086. const skill = Skills[card.leaderSkillId];
  3087. const HPscale = getHPScale(skill);
  3088. return HPscale >= 2;
  3089. }).sort(sortByHPScal),
  3090. addition: HPScal_Addition
  3091. },
  3092. {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)"},
  3093. function:cards=>cards.filter(card=>{
  3094. const skill = Skills[card.leaderSkillId];
  3095. const HPscale = getHPScale(skill);
  3096. return HPscale >= 1.5 && HPscale < 2;
  3097. }).sort(sortByHPScal),
  3098. addition: HPScal_Addition
  3099. },
  3100. {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)"},
  3101. function:cards=>cards.filter(card=>{
  3102. const skill = Skills[card.leaderSkillId];
  3103. const HPscale = getHPScale(skill);
  3104. return HPscale > 1 && HPscale < 1.5;
  3105. }).sort(sortByHPScal),
  3106. addition: HPScal_Addition
  3107. },
  3108. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3109. function:cards=>cards.filter(card=>{
  3110. const skill = Skills[card.leaderSkillId];
  3111. const HPscale = getHPScale(skill);
  3112. return HPscale === 1;
  3113. }),
  3114. addition: HPScal_Addition
  3115. },
  3116. {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)"},
  3117. function:cards=>cards.filter(card=>{
  3118. const skill = Skills[card.leaderSkillId];
  3119. const HPscale = getHPScale(skill);
  3120. return HPscale < 1;
  3121. }).sort(sortByHPScal),
  3122. addition: HPScal_Addition
  3123. },
  3124. ]},
  3125. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3126. {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)"},
  3127. function:cards=>cards.filter(card=>{
  3128. const skill = Skills[card.leaderSkillId];
  3129. const reduceScale = getReduceScale(skill);
  3130. return reduceScale >= 0.75;
  3131. }).sort(sortByReduceScale),
  3132. addition: ReduceScale_Addition
  3133. },
  3134. {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)"},
  3135. function:cards=>cards.filter(card=>{
  3136. const skill = Skills[card.leaderSkillId];
  3137. const reduceScale = getReduceScale(skill);
  3138. return reduceScale >= 0.5 && reduceScale < 0.75;
  3139. }).sort(sortByReduceScale),
  3140. addition: ReduceScale_Addition
  3141. },
  3142. {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)"},
  3143. function:cards=>cards.filter(card=>{
  3144. const skill = Skills[card.leaderSkillId];
  3145. const reduceScale = getReduceScale(skill);
  3146. return reduceScale >= 0.25 && reduceScale < 0.5;
  3147. }).sort(sortByReduceScale),
  3148. addition: ReduceScale_Addition
  3149. },
  3150. {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)"},
  3151. function:cards=>cards.filter(card=>{
  3152. const skill = Skills[card.leaderSkillId];
  3153. const reduceScale = getReduceScale(skill);
  3154. return reduceScale > 0 && reduceScale < 0.25;
  3155. }).sort(sortByReduceScale),
  3156. addition: ReduceScale_Addition
  3157. },
  3158. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3159. function:cards=>cards.filter(card=>{
  3160. const skill = Skills[card.leaderSkillId];
  3161. const reduceScale = getReduceScale(skill);
  3162. return reduceScale === 0;
  3163. })
  3164. },
  3165. {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"},
  3166. function:cards=>cards.filter(card=>{
  3167. const skill = Skills[card.leaderSkillId];
  3168. return getReduceScale(skill, true) > 0;
  3169. })
  3170. },
  3171. {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"},
  3172. function:cards=>cards.filter(card=>{
  3173. const skill = Skills[card.leaderSkillId];
  3174. return getReduceScale(skill, undefined, true) > 0;
  3175. })
  3176. },
  3177. {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"},
  3178. function:cards=>cards.filter(card=>{
  3179. const skill = Skills[card.leaderSkillId];
  3180. return getReduceScale(skill, undefined, undefined, true) > 0;
  3181. })
  3182. },
  3183. /*{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%)"},
  3184. function:cards=>cards.filter(card=>{
  3185. const skill = Skills[card.leaderSkillId];
  3186. const reduceScale = getReduceScale(skill);
  3187. return reduceScale>=0.29;
  3188. }).sort(sortByReduceScale)
  3189. },*/
  3190. {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"},
  3191. function:cards=>{
  3192. return cards.filter(card=>{
  3193. const skill = Skills[card.leaderSkillId];
  3194. return getReduceScale_unconditional(skill) > 0;
  3195. }).sort((a,b)=>{
  3196. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3197. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3198. });
  3199. },
  3200. addition:card=>{
  3201. const skill = Skills[card.leaderSkillId];
  3202. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3203. }
  3204. },
  3205. ]},
  3206. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3207. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3208. function:cards=>cards.filter(card=>
  3209. !Array.isArray(card.henshinFrom) &&
  3210. !Array.isArray(card.henshinTo))
  3211. },
  3212. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3213. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3214. },
  3215. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3216. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3217. },
  3218. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3219. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3220. },
  3221. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3222. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3223. function:cards=>cards.filter(card=>isReincarnated(card))
  3224. }, //evoBaseId可能为0
  3225. //{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)},
  3226. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3227. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3228. },
  3229. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3230. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3231. },
  3232. ]},
  3233. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3234. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3235. function:cards=>cards.filter(card=>card.is8Latent)
  3236. },
  3237. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3238. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3239. },
  3240. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3241. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3242. },
  3243. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3244. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3245. },
  3246. {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"},
  3247. function:cards=>cards.filter(card=>{
  3248. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3249. if (hasAwokenKiller)
  3250. { //大于2个杀的进行判断
  3251. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3252. { //大于3个杀的直接过
  3253. return true;
  3254. }else
  3255. { //2个杀的
  3256. const isAllowLatent = card.types.filter(i=>
  3257. i>=0 //去掉-1的type
  3258. ).map(type=>
  3259. type_allowable_latent[type] //得到允许打的潜觉杀
  3260. ).some(ls=>
  3261. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3262. );
  3263. return isAllowLatent
  3264. }
  3265. }else
  3266. {
  3267. return false;
  3268. }
  3269. })
  3270. },
  3271. /*
  3272. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3273. function:cards=>cards.filter(card=>{
  3274. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3275. if (hasAwokenKiller)
  3276. { //大于2个杀的进行判断
  3277. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3278. { //大于3个杀的直接过
  3279. return true;
  3280. }else
  3281. { //2个杀的
  3282. const isAllowLatent = card.types.filter(i=>
  3283. i>=0 //去掉-1的type
  3284. ).map(type=>
  3285. type_allowable_latent[type] //得到允许打的潜觉杀
  3286. ).some(ls=>
  3287. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3288. );
  3289. return isAllowLatent
  3290. }
  3291. }else
  3292. {
  3293. return false;
  3294. }
  3295. })
  3296. },
  3297. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3298. function:cards=>cards.filter(card=>{
  3299. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3300. if (hasAwokenKiller)
  3301. { //大于2个杀的进行判断
  3302. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3303. { //大于3个杀的直接过
  3304. return true;
  3305. }else
  3306. { //2个杀的
  3307. const isAllowLatent = card.types.filter(i=>
  3308. i>=0 //去掉-1的type
  3309. ).map(type=>
  3310. type_allowable_latent[type] //得到允许打的潜觉杀
  3311. ).some(ls=>
  3312. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3313. );
  3314. return isAllowLatent
  3315. }
  3316. }else
  3317. {
  3318. return false;
  3319. }
  3320. })
  3321. },
  3322. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3323. function:cards=>cards.filter(card=>{
  3324. const searchTypeArray = [1000];
  3325. const skill = getCardActiveSkill(card, searchTypeArray);
  3326. return skill;
  3327. })
  3328. },*/
  3329. ]},
  3330. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3331. {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)"},
  3332. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3333. },
  3334. {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)"},
  3335. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3336. },
  3337. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3338. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3339. },
  3340. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3341. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3342. },
  3343. {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"},
  3344. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3345. },
  3346. {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)"},
  3347. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3348. addition:card=>`成长${card.limitBreakIncr}%`
  3349. },
  3350. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3351. function:cards=>cards.filter(card=>card.maxLevel==1)
  3352. },
  3353. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3354. function:cards=>cards.filter(card=>card.sellMP<100)
  3355. },
  3356. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3357. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3358. },
  3359. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3360. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3361. },
  3362. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3363. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3364. },
  3365. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3366. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3367. },
  3368. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3369. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3370. },
  3371. ]},
  3372. ];
  3373. return functions;
  3374. })();

智龙迷城队伍图制作工具