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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. },
  37. error: {
  38. 0: "Unknown Error",
  39. 1: "Unsupported format",
  40. 2: "No formation data",
  41. 3: "The illegal JSON format",
  42. 4: "The illegal URL format",
  43. },
  44. paddb_success: `Sucess`,
  45. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  46. },
  47. sort_name:{
  48. sort_none: "Nope",
  49. sort_id: "Cards Id",
  50. sort_attrs : "Attribute",
  51. sort_evoRootId: "Cards Evolution Root",
  52. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  53. sort_rarity: "Rarity",
  54. sort_cost: "Cost",
  55. sort_skillLv1: "Maximum Skill Turn",
  56. sort_skillLvMax: "Minimum Skill Turn",
  57. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  58. sort_hpMax120: "Max HP",
  59. sort_atkMax120: "Max ATK",
  60. sort_rcvMax120: "Max RCV",
  61. sort_hpMax120_awoken: "Max HP (+Awoken)",
  62. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  63. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  64. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  65. },
  66. skill_parse: {
  67. skill: {
  68. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  69. unknown: tp`Unkonwn skill type: ${'type'}`,
  70. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  71. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  72. random_skills: tp`Random Activates these skills:${'skills'}`,
  73. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  74. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  75. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  76. damage_enemy_times: tp`${'times'} `,
  77. damage_enemy_count: tp` (${'damage'} in total)`,
  78. //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.
  79. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  80. delay: tp`${'icon'}Delays enemies' next move`,
  81. mass_attack: tp`${'icon'}Mass attacks`,
  82. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  83. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  84. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  85. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  86. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  87. unbind_normal: tp`${'icon'}Bind`,
  88. unbind_awakenings: tp`${'icon'}Awoken bind`,
  89. unbind_matches: tp`${'icon'}Unmatchable orb`,
  90. bind_skill: tp`${'icon'}Unable to use skills`,
  91. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  92. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  93. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  94. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  95. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  96. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  97. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  98. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  99. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  100. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  101. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  102. board_change: tp`Change all orbs to ${'orbs'}`,
  103. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  104. skill_boost_range: tp`~${'turns'}`,
  105. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  106. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  107. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  108. drop_refresh: tp`${'icon'}Replaces all orbs`,
  109. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  110. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  111. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  112. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  113. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  114. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  115. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  116. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  117. orb_thorn: tp`, reduces ${'value'} per encounter`,
  118. attr_absorb: tp`${'icon'}Attribute absorption`,
  119. combo_absorb: tp`${'icon'}Combo absorption`,
  120. damage_absorb: tp`${'icon'}Damage absorption`,
  121. damage_void: tp`${'icon'}Damage void`,
  122. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  123. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  124. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  125. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  126. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  127. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  128. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  129. rate_multiply_drop: tp`${'icon'}Drop rate`,
  130. rate_multiply_coin: tp`${'icon'}Coins`,
  131. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  132. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  133. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  134. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  135. henshin: tp`Transforms into ${'cards'}`,
  136. random_henshin: tp`Random transforms into ${'cards'}`,
  137. void_poison: tp`Voids ${'poison'} damage`,
  138. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  139. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  140. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  141. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  142. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  143. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  144. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  145. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  146. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  147. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  148. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  149. },
  150. power: {
  151. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  152. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  153. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  154. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  155. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  156. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  157. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  158. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  159. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  160. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  161. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  162. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  163. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  164. },
  165. cond: {
  166. unknown: tp`[ Unknown condition ]`,
  167. hp_equal: tp`When ${'hp'} == ${'min'} `,
  168. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  169. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  170. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  171. use_skill: tp`When skills used `,
  172. multi_player: tp`When in Multiplayer Mode `,
  173. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  174. exact_combo: tp`When exactly ${'value'} combos `,
  175. exact_length: tp`exactly of ${'value'} `,
  176. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  177. exact_match_enhanced: tp` orbs including enhanced`,
  178. compo_type_card: tp`When ${'ids'} are all on team, `,
  179. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  180. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  181. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  182. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  183. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  184. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  185. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  186. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  187. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  188. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  189. },
  190. position: {
  191. top: tp`${'pos'} of top rows`,
  192. bottom: tp`${'pos'} of bottom rows`,
  193. left: tp`${'pos'} of left columns`,
  194. right: tp`${'pos'} of right columns`,
  195. random: tp`random location`,
  196. shape: tp`specified location`,
  197. },
  198. value: {
  199. unknown: tp`[ Unknown value: ${'type'}]`, //type
  200. const: tp`${'value'} ${'unit'}`,
  201. const_to: tp`to ${'value'}`,
  202. mul_percent: tp`${'value'}%`,
  203. mul_times: tp`×${'value'}`,
  204. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  205. mul_of_times: tp`${'stats'} ×${'value'}`,
  206. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  207. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  208. prob: tp`${'value'} chance for `,
  209. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  210. size: tp`${'width'}×${'height'}`,
  211. pos: tp`${'x'}×${'y'}`,
  212. },
  213. target: {
  214. unknown: tp`Unkown Target`,
  215. self: tp`card's`,
  216. team: tp`team`,
  217. team_last: tp`the lastest member`,
  218. team_leader: tp`leader`,
  219. sub_members: tp`sub-members`,
  220. leader_self: tp`left leader`,
  221. leader_helper: tp`right leader`,
  222. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  223. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  224. enemy: tp`Enemy`,
  225. enemy_all: tp`all enemys`,
  226. enemy_one: tp`1 enemy`,
  227. enemy_attr: tp`${'attr'} enemy`,
  228. the_attr: tp`attr of the matched Orbs`,
  229. },
  230. stats: {
  231. unknown: tp`[ Unknown: ${'type'}]`, //type
  232. maxhp: tp`${'icon'}Max HP`,
  233. hp: tp`HP`,
  234. chp: tp`current HP`,
  235. atk: tp`ATK`,
  236. rcv: tp`RCV`,
  237. teamhp: tp`Team HP`,
  238. teamatk: tp`Team ${'attrs'} ATK`,
  239. teamrcv: tp`Team RCV`,
  240. cstage: tp`current Stage of Dungeon`,
  241. state_is: tp`${'state'}: ${'num'}`,
  242. },
  243. unit: {
  244. orbs: tp``,
  245. times: tp` times`,
  246. seconds: tp` seconds`,
  247. point: tp` point`,
  248. turns: tp` turns`,
  249. },
  250. word: {
  251. comment: tp`(${'content'}) `,
  252. comma: tp`, `,
  253. semicolon: tp`; `,
  254. slight_pause: tp`, `,
  255. range_hyphen: tp`~`,
  256. in_once: tp`in once `,
  257. evo_type_pixel: tp`Pixel Evo`,
  258. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  259. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  260. affix_attr: tp`${'cotent'} attr.`,
  261. affix_orb: tp`${'cotent'} orbs`,
  262. affix_type: tp`${'cotent'} types`,
  263. affix_awakening: tp`${'cotent'} awoken`,
  264. affix_exclude: tp`, exclude ${'cotent'}`,
  265. each_time: tp`each time `,
  266. different: tp`different`,
  267. same: tp`the same`,
  268. },
  269. attrs: {
  270. [0]: tp`${'icon'}Fire`,
  271. [1]: tp`${'icon'}Water`,
  272. [2]: tp`${'icon'}Wood`,
  273. [3]: tp`${'icon'}Light`,
  274. [4]: tp`${'icon'}Dark`,
  275. [5]: tp`${'icon'}Recover`,
  276. [6]: tp`${'icon'}Null`,
  277. all: tp`All`,
  278. self: tp`${'icon'}Self's Attr`,
  279. fixed: tp`${'icon'}Fixed`,
  280. },
  281. orbs: {
  282. [0]: tp`${'icon'}Fire`,
  283. [1]: tp`${'icon'}Water`,
  284. [2]: tp`${'icon'}Wood`,
  285. [3]: tp`${'icon'}Light`,
  286. [4]: tp`${'icon'}Dark`,
  287. [5]: tp`${'icon'}Heal`,
  288. [6]: tp`${'icon'}Jammer`,
  289. [7]: tp`${'icon'}Poison`,
  290. [8]: tp`${'icon'}Lethal Poison`,
  291. [9]: tp`${'icon'}Bomb`,
  292. enhanced: tp`${'icon'}Enhanced`,
  293. locked: tp`${'icon'}Locked`,
  294. nail: tp`${'icon'}Nail`,
  295. thorn: tp`${'icon'}Thorn`,
  296. _5color: tp`${'icon'}5 Att.`,
  297. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  298. all: tp`All`,
  299. any: tp`Any ${'cotent'}`,
  300. },
  301. board: {
  302. clouds: tp`${'icon'}Clouds`,
  303. immobility: tp`${'icon'}Immobility`,
  304. roulette: tp`${'icon'}Roulette`,
  305. deep_dark: tp`${'icon'}Deep Dark`,
  306. roulette_time: tp`transforms every ${'duration'}`,
  307. roulette_attrs: tp`only ${'orbs'} will appear`,
  308. },
  309. types: {
  310. [0]: tp`${'icon'}Evo Material`,
  311. [1]: tp`${'icon'}Balanced`,
  312. [2]: tp`${'icon'}Physical`,
  313. [3]: tp`${'icon'}Healer`,
  314. [4]: tp`${'icon'}Dragon`,
  315. [5]: tp`${'icon'}God`,
  316. [6]: tp`${'icon'}Attacker`,
  317. [7]: tp`${'icon'}Devil`,
  318. [8]: tp`${'icon'}Machine`,
  319. [9]: tp`${'icon'}Special Protection`,
  320. [12]: tp`${'icon'}Awaken`,
  321. [14]: tp`${'icon'}Enhance Material`,
  322. [15]: tp`${'icon'}Redeemable`,
  323. },
  324. awokens: {
  325. [0]: tp`${'icon'}Unknown awoken`,
  326. [1]: tp`${'icon'}Enhanced HP`,
  327. [2]: tp`${'icon'}Enhanced Attack`,
  328. [3]: tp`${'icon'}Enhanced Recovery`,
  329. [4]: tp`${'icon'}Reduce Fire Damage`,
  330. [5]: tp`${'icon'}Reduce Water Damage`,
  331. [6]: tp`${'icon'}Reduce Wood Damage`,
  332. [7]: tp`${'icon'}Reduce Light Damage`,
  333. [8]: tp`${'icon'}Reduce Dark Damage`,
  334. [9]: tp`${'icon'}Auto-Recover`,
  335. [10]: tp`${'icon'}Resistance-Bind`,
  336. [11]: tp`${'icon'}Resistance-Blind`,
  337. [12]: tp`${'icon'}Resistance-Jammers`,
  338. [13]: tp`${'icon'}Resistance-Poison`,
  339. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  340. [15]: tp`${'icon'}Enhanced Water Orbs`,
  341. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  342. [17]: tp`${'icon'}Enhanced Water Orbs`,
  343. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  344. [19]: tp`${'icon'}Extend Time`,
  345. [20]: tp`${'icon'}Recover Bind`,
  346. [21]: tp`${'icon'}Skill Boost`,
  347. [22]: tp`${'icon'}Enhanced Fire Rows`,
  348. [23]: tp`${'icon'}Enhanced Water Rows`,
  349. [24]: tp`${'icon'}Enhanced Wood Rows`,
  350. [25]: tp`${'icon'}Enhanced Water Rows`,
  351. [26]: tp`${'icon'}Enhanced Dark Rows`,
  352. [27]: tp`${'icon'}Two-Pronged Attack`,
  353. [28]: tp`${'icon'}Resistance-Skill Bind`,
  354. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  355. [30]: tp`${'icon'}Multi Boost`,
  356. [31]: tp`${'icon'}Dragon Killer`,
  357. [32]: tp`${'icon'}God Killer`,
  358. [33]: tp`${'icon'}Devil Killer`,
  359. [34]: tp`${'icon'}Machine Killer`,
  360. [35]: tp`${'icon'}Balanced Killer`,
  361. [36]: tp`${'icon'}Attacker Killer`,
  362. [37]: tp`${'icon'}Physical Killer`,
  363. [38]: tp`${'icon'}Healer Killer`,
  364. [39]: tp`${'icon'}Evo Killer`,
  365. [40]: tp`${'icon'}Awaken Killer`,
  366. [41]: tp`${'icon'}Enhance Killer`,
  367. [42]: tp`${'icon'}Redeemable Killer`,
  368. [43]: tp`${'icon'}Enhanced Combos`,
  369. [44]: tp`${'icon'}Guard Break`,
  370. [45]: tp`${'icon'}Bonus Attack`,
  371. [46]: tp`${'icon'}Enhanced Team HP`,
  372. [47]: tp`${'icon'}Enhanced Team Recovery`,
  373. [48]: tp`${'icon'}Damage Void Piercer`,
  374. [49]: tp`${'icon'}Awoken Assist`,
  375. [50]: tp`${'icon'}Super Bonus Attack`,
  376. [51]: tp`${'icon'}Skill Charge`,
  377. [52]: tp`${'icon'}Resistance-Bind+`,
  378. [53]: tp`${'icon'}Extend Time+`,
  379. [54]: tp`${'icon'}Resistance-Clouds`,
  380. [55]: tp`${'icon'}Resistance-Immobility`,
  381. [56]: tp`${'icon'}Skill Boost+`,
  382. [57]: tp`${'icon'}50% or more HP Enhanced`,
  383. [58]: tp`${'icon'}50% or less HP Enhanced`,
  384. [59]: tp`${'icon'}[L] Heal Matching`,
  385. [60]: tp`${'icon'}[L] Increased Attack`,
  386. [61]: tp`${'icon'}Super Enhanced Combos`,
  387. [62]: tp`${'icon'}Combo Orbs`,
  388. [63]: tp`${'icon'}Skill Voice`,
  389. [64]: tp`${'icon'}Dungeon Bonus`,
  390. [65]: tp`${'icon'}Reduced HP`,
  391. [66]: tp`${'icon'}Reduced Attack`,
  392. [67]: tp`${'icon'}Reduced RCV`,
  393. [68]: tp`${'icon'}Resistance-Blind+`,
  394. [69]: tp`${'icon'}Resistance-Jammers+`,
  395. [70]: tp`${'icon'}Resistance-Poison+`,
  396. [71]: tp`${'icon'}Blessing of Jammers`,
  397. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  398. [73]: tp`${'icon'}Enhanced Fire Combos`,
  399. [74]: tp`${'icon'}Enhanced Water Combos`,
  400. [75]: tp`${'icon'}Enhanced Wood Combos`,
  401. [76]: tp`${'icon'}Enhanced Light Combos`,
  402. [77]: tp`${'icon'}Enhanced Dark Combos`,
  403. [78]: tp`${'icon'}Cross Attack`,
  404. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  405. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  406. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  407. [82]: tp`${'icon'}Super Enhanced Matching`,
  408. [83]: tp`${'icon'}Add Dragon Type`,
  409. [84]: tp`${'icon'}Add God Type`,
  410. [85]: tp`${'icon'}Add Devil Type`,
  411. [86]: tp`${'icon'}Add Machine Type`,
  412. [87]: tp`${'icon'}Add Balanced Type`,
  413. [88]: tp`${'icon'}Add Attacker Type`,
  414. [89]: tp`${'icon'}Add Physical Type`,
  415. [90]: tp`${'icon'}Add Healer Type`,
  416. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  417. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  418. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  419. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  420. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  421. [96]: tp`${'icon'}Two-Pronged Attack+`,
  422. [97]: tp`${'icon'}Skill Charge+`,
  423. [98]: tp`${'icon'}Auto-Recover+`,
  424. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  425. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  426. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  427. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  428. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  429. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  430. [105]: tp`${'icon'}Anti-Skill Boost`,
  431. [106]: tp`${'icon'}Levitation`,
  432. [107]: tp`${'icon'}Enhanced Combos+`,
  433. [108]: tp`${'icon'}[L] Increased Attack+`,
  434. [109]: tp`${'icon'}Damage Void Piercer+`,
  435. [110]: tp`${'icon'}Cross Attack+`,
  436. [111]: tp`${'icon'}Super Enhanced Combos+`,
  437. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  438. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  439. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  440. [115]: tp`${'icon'}Recover Bind+`,
  441. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  442. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  443. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  444. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  445. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  446. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  447. [122]: tp`${'icon'}Enhanced Water Combos+`,
  448. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  449. [124]: tp`${'icon'}Enhanced Light Combos+`,
  450. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  451. [126]: tp`${'icon'}[T] Increased Attack`,
  452. [127]: tp`${'icon'}Enhanced Stats`,
  453. [128]: tp`${'icon'}Yang Protection`,
  454. [129]: tp`${'icon'}Yin Protection`,
  455. [130]: tp`${'icon'}After-Ripening`,
  456. }
  457. },
  458. };
  459. //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
  460. const typekiller_for_type = [
  461. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  462. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  463. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  464. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  465. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  466. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  467. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  468. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  469. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  470. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  471. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  472. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  473. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  474. ];
  475. //类型允许的潜觉杀
  476. typekiller_for_type.forEach(t=>
  477. {
  478. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  479. .map(tn=>
  480. typekiller_for_type.find(_t=>_t.type == tn).latent
  481. );
  482. }
  483. );
  484. const allowable_latent = {
  485. common: [ //一般能打的潜觉
  486. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  487. 28,29,30,31,32,33,34,35,36,37,38
  488. ],
  489. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  490. v120: [42,43,44,45,49], //120才能打的潜觉
  491. needAwoken: [ //需要觉醒才能打的潜觉
  492. {latent:39,awoken:62}, //C珠破吸
  493. {latent:40,awoken:20}, //心横解转转
  494. {latent:41,awoken:27}, //U解禁消
  495. {latent:46,awoken:45}, //心追解云封
  496. {latent:47,awoken:59}, //心L大SB
  497. {latent:48,awoken:60}, //L解禁武器
  498. ]
  499. }
  500. //等效觉醒列表
  501. const equivalent_awoken = [
  502. {small:10,big:52,times:2}, //防封
  503. {small:11,big:68,times:5}, //防暗
  504. {small:12,big:69,times:5}, //防废
  505. {small:13,big:70,times:5}, //防毒
  506. {small:19,big:53,times:2}, //手指
  507. {small:21,big:56,times:2}, //SB
  508. {small:27,big:96,times:2}, //U
  509. {small:51,big:97,times:2}, //5色溜
  510. {small:9,big:98,times:2}, //自回
  511. {small:14,big:99,times:2}, //火+
  512. {small:15,big:100,times:2},//水+
  513. {small:16,big:101,times:2},//木+
  514. {small:17,big:102,times:2},//光+
  515. {small:18,big:103,times:2},//暗+
  516. {small:29,big:104,times:2},//心+
  517. {small:43,big:107,times:2},//7c
  518. {small:60,big:108,times:2},//L
  519. {small:48,big:109,times:2},//破无效
  520. {small:78,big:110,times:2},//十字
  521. {small:61,big:111,times:2},//10c
  522. {small:79,big:112,times:2},//3色
  523. {small:80,big:113,times:2},//4色
  524. {small:81,big:114,times:2},//5色
  525. {small:20,big:115,times:2},//心解
  526. {small:22,big:116,times:3},//火横
  527. {small:23,big:117,times:3},//水横
  528. {small:24,big:118,times:3},//木横
  529. {small:25,big:119,times:3},//光横
  530. {small:26,big:120,times:3},//暗横
  531. {small:73,big:121,times:2},//火串
  532. {small:74,big:122,times:2},//水串
  533. {small:75,big:123,times:2},//木串
  534. {small:76,big:124,times:2},//光串
  535. {small:77,big:125,times:2},//暗串
  536. ];
  537. //官方的觉醒排列顺序
  538. const official_awoken_sorting = [
  539. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  540. 56,107,111, 52, 55, 68, 69, 70, 28,
  541. 19, 48, 27, 78, 60,126, 59, 45, 50,
  542. 53,109, 96,110,108, 79, 80, 81, 51,
  543. 106, 57, 58, 82, 62,112,113,114, 97,
  544. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  545. 99,100,101,102,103,104, 98,115, 71,
  546. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  547. 116,117,118,119,120, 1, 2, 3,127,
  548. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  549. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  550. 121,122,123,124,125, 39, 40, 41, 42,
  551. 91, 92, 93, 94, 95, 65, 66, 67,105,
  552. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  553. 63,128,129,130
  554. ];
  555. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  556. //pdc的徽章对应数字
  557. const pdcBadgeMap = [
  558. {pdf:undefined,pdc:0}, //什么都没有
  559. {pdf:1,pdc:10}, //无限cost
  560. {pdf:2,pdc:12}, //小手指
  561. {pdf:3,pdc:9}, //全体攻击
  562. {pdf:4,pdc:5}, //小回复
  563. {pdf:5,pdc:1}, //小血量
  564. {pdf:6,pdc:3}, //小攻击
  565. {pdf:7,pdc:8}, //SB
  566. {pdf:8,pdc:18}, //队长防封
  567. {pdf:9,pdc:19}, //SX
  568. {pdf:11,pdc:7}, //无天降
  569. {pdf:17,pdc:6}, //大回复
  570. {pdf:18,pdc:2}, //大血量
  571. {pdf:19,pdc:4}, //大攻击
  572. {pdf:20,pdc:null}, //三维
  573. {pdf:21,pdc:13}, //大手指
  574. {pdf:10,pdc:11}, //加经验
  575. {pdf:12,pdc:15}, //墨镜
  576. {pdf:13,pdc:17}, //防废
  577. {pdf:14,pdc:16}, //防毒
  578. {pdf:PAD_PASS_BADGE,pdc:14}, //月卡
  579. ];
  580. //pdc的潜觉对应数字
  581. const pdcLatentMap = [
  582. {pdf:1,pdc:1}, //HP
  583. {pdf:2,pdc:0}, //攻击
  584. {pdf:3,pdc:2}, //回复
  585. {pdf:4,pdc:19}, //手指
  586. {pdf:5,pdc:13}, //自回
  587. {pdf:6,pdc:14}, //火盾
  588. {pdf:7,pdc:15}, //水盾
  589. {pdf:8,pdc:16}, //木盾
  590. {pdf:9,pdc:17}, //光盾
  591. {pdf:10,pdc:18}, //暗盾
  592. {pdf:11,pdc:12}, //防坐
  593. {pdf:12,pdc:3}, //三维
  594. {pdf:13,pdc:35}, //不被换队长
  595. {pdf:13,pdc:47}, //不被换队长 ×1.5
  596. {pdf:14,pdc:37}, //不掉废
  597. {pdf:15,pdc:36}, //不掉毒
  598. {pdf:16,pdc:24}, //进化杀
  599. {pdf:17,pdc:25}, //觉醒杀
  600. {pdf:18,pdc:26}, //强化杀
  601. {pdf:19,pdc:27}, //卖钱杀
  602. {pdf:20,pdc:4}, //神杀
  603. {pdf:21,pdc:5}, //龙杀
  604. {pdf:22,pdc:6}, //恶魔杀
  605. {pdf:23,pdc:7}, //机械杀
  606. {pdf:24,pdc:8}, //平衡杀
  607. {pdf:25,pdc:9}, //攻击杀
  608. {pdf:26,pdc:10}, //体力杀
  609. {pdf:27,pdc:11}, //回复杀
  610. {pdf:28,pdc:20}, //大HP
  611. {pdf:29,pdc:21}, //大攻击
  612. {pdf:30,pdc:22}, //大回复
  613. {pdf:31,pdc:23}, //大手指
  614. {pdf:32,pdc:28}, //大火盾
  615. {pdf:33,pdc:29}, //大水盾
  616. {pdf:34,pdc:30}, //大木盾
  617. {pdf:35,pdc:31}, //大光盾
  618. {pdf:36,pdc:32}, //大暗盾
  619. {pdf:37,pdc:33}, //6色破无效
  620. {pdf:37,pdc:45}, //6色破无效 ×1.5
  621. {pdf:38,pdc:34}, //3色破属吸
  622. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  623. {pdf:39,pdc:40}, //C珠破吸
  624. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  625. {pdf:40,pdc:39}, //心横解转转
  626. {pdf:40,pdc:49}, //心横解转转 ×1.5
  627. {pdf:41,pdc:38}, //U解禁消
  628. {pdf:41,pdc:48}, //U解禁消 ×1.5
  629. {pdf:42,pdc:41}, //伤害上限×2
  630. {pdf:43,pdc:42}, //HP++
  631. {pdf:44,pdc:43}, //攻击++
  632. {pdf:45,pdc:44}, //回复++
  633. {pdf:46,pdc:51}, //心追解云封
  634. {pdf:46,pdc:52}, //心追解云封 ×1.5
  635. {pdf:47,pdc:53}, //心L大SB
  636. {pdf:47,pdc:54}, //心L大SB ×1.5
  637. {pdf:48,pdc:55}, //L解禁武器
  638. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  639. {pdf:49,pdc:57}, //伤害上限×3
  640. ];
  641. //paddb的徽章对应数字
  642. const paddbBadgeMap = [
  643. {pdf:undefined,paddb:0}, //什么都没有
  644. {pdf:1,paddb:1}, //无限cost
  645. {pdf:2,paddb:2}, //小手指
  646. {pdf:3,paddb:3}, //全体攻击
  647. {pdf:4,paddb:4}, //小回复
  648. {pdf:5,paddb:5}, //小血量
  649. {pdf:6,paddb:6}, //小攻击
  650. {pdf:7,paddb:7}, //SB
  651. {pdf:8,paddb:8}, //队长防封
  652. {pdf:9,paddb:9}, //SX
  653. {pdf:11,paddb:14}, //无天降
  654. {pdf:17,paddb:10}, //大回复
  655. {pdf:18,paddb:11}, //大血量
  656. {pdf:19,paddb:12}, //大攻击
  657. {pdf:20,paddb:null}, //三维
  658. {pdf:21,paddb:13}, //大手指
  659. {pdf:10,paddb:18}, //加经验
  660. {pdf:12,paddb:15}, //墨镜
  661. {pdf:13,paddb:16}, //防废
  662. {pdf:14,paddb:17}, //防毒
  663. {pdf:129,paddb:19}, //月卡
  664. ];
  665. //paddb的潜觉对应数字
  666. const paddbLatentMap = [
  667. {pdf:1,paddb:13}, //HP
  668. {pdf:2,paddb:14}, //攻击
  669. {pdf:3,paddb:15}, //回复
  670. {pdf:4,paddb:16}, //手指
  671. {pdf:5,paddb:17}, //自回
  672. {pdf:6,paddb:19}, //火盾
  673. {pdf:7,paddb:20}, //水盾
  674. {pdf:8,paddb:21}, //木盾
  675. {pdf:9,paddb:22}, //光盾
  676. {pdf:10,paddb:23}, //暗盾
  677. {pdf:11,paddb:18}, //防坐
  678. {pdf:12,paddb:27}, //三维
  679. {pdf:13,paddb:38}, //不被换队长
  680. {pdf:14,paddb:37}, //不掉废
  681. {pdf:15,paddb:36}, //不掉毒
  682. {pdf:16,paddb:12}, //进化杀
  683. {pdf:17,paddb:9}, //觉醒杀
  684. {pdf:18,paddb:10}, //强化杀
  685. {pdf:19,paddb:11}, //卖钱杀
  686. {pdf:20,paddb:2}, //神杀
  687. {pdf:21,paddb:1}, //龙杀
  688. {pdf:22,paddb:3}, //恶魔杀
  689. {pdf:23,paddb:4}, //机械杀
  690. {pdf:24,paddb:8}, //平衡杀
  691. {pdf:25,paddb:5}, //攻击杀
  692. {pdf:26,paddb:6}, //体力杀
  693. {pdf:27,paddb:7}, //回复杀
  694. {pdf:28,paddb:24}, //大HP
  695. {pdf:29,paddb:25}, //大攻击
  696. {pdf:30,paddb:26}, //大回复
  697. {pdf:31,paddb:33}, //大手指
  698. {pdf:32,paddb:28}, //大火盾
  699. {pdf:33,paddb:29}, //大水盾
  700. {pdf:34,paddb:30}, //大木盾
  701. {pdf:35,paddb:31}, //大光盾
  702. {pdf:36,paddb:32}, //大暗盾
  703. {pdf:37,paddb:35}, //6色破无效
  704. {pdf:38,paddb:34}, //3色破属吸
  705. {pdf:39,paddb:41}, //C珠破吸
  706. {pdf:40,paddb:40}, //心横解转转
  707. {pdf:41,paddb:39}, //U解禁消
  708. {pdf:42,paddb:42}, //伤害上限×2
  709. {pdf:43,paddb:43}, //HP++
  710. {pdf:44,paddb:44}, //攻击++
  711. {pdf:45,paddb:45}, //回复++
  712. {pdf:46,paddb:46}, //心追解云封
  713. {pdf:47,paddb:47}, //心L大SB
  714. {pdf:48,paddb:48}, //L解禁武器
  715. {pdf:49,paddb:49}, //伤害上限×3
  716. ];
  717. //排序程序列表
  718. const sort_function_list = [
  719. {tag:"sort_none",name:"无",function:()=>0},
  720. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  721. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  722. let num = a.attrs[0] - b.attrs[0];
  723. if (num === 0) num = a.attrs[1] - b.attrs[1];
  724. return num;
  725. }
  726. },
  727. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  728. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  729. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  730. let num = card_a.attrs[0] - card_b.attrs[0];
  731. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  732. return num;
  733. }
  734. },
  735. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  736. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  737. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  738. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  739. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  740. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  741. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  742. }
  743. },
  744. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  745. function getEvoSkill(skill) {
  746. //232为进化后不循环技能,233为循环技能
  747. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  748. else return skill;
  749. }
  750. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  751. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  752. }
  753. },
  754. {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)},
  755. {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)},
  756. {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)},
  757. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  758. {
  759. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  760. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  761. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  762. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  763. return abA - abB;
  764. }
  765. },
  766. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  767. {
  768. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  769. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  770. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  771. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  772. return abA - abB;
  773. }
  774. },
  775. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  776. {
  777. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  778. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  779. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  780. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  781. return abA - abB;
  782. }
  783. },
  784. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  785. {
  786. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  787. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  788. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  789. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  790. return abA - abB;
  791. }
  792. },
  793. ];
  794. //增加特殊搜索模式
  795. const specialSearchFunctions = (function() {
  796. 'use strict';
  797. //返回卡片的队长技能
  798. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  799. {
  800. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  801. }
  802. //返回卡片的技能
  803. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  804. {
  805. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  806. }
  807. //获取血倍率
  808. function getHPScale(ls)
  809. {
  810. const sk = ls.params;
  811. let scale = 1;
  812. switch (ls.type)
  813. {
  814. case 23: case 30: case 62: case 77: case 63: case 65:
  815. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  816. scale = sk[sk.length-1]/100;
  817. break;
  818. case 73: case 76:
  819. case 121: case 129: case 163: case 177: case 186:
  820. case 155:
  821. scale = sk[2]/100;
  822. break;
  823. case 106: case 107: case 108:
  824. scale = sk[0]/100;
  825. break;
  826. case 125:
  827. scale = sk[5]/100;
  828. break;
  829. case 136:
  830. case 137:
  831. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  832. break;
  833. case 158:
  834. scale = sk[4]/100;
  835. break;
  836. case 175:
  837. case 178: case 185:
  838. scale = sk[3]/100;
  839. break;
  840. case 203: case 217:
  841. scale = sk[1]/100;
  842. break;
  843. case 245:
  844. scale = sk[3]/100;
  845. break;
  846. case 138: //调用其他队长技
  847. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  848. break;
  849. default:
  850. }
  851. return scale || 1;
  852. }
  853. //获取盾减伤比例
  854. function getReduceScale(ls, allAttr = false, noHPneed = false)
  855. {
  856. const sk = ls.params;
  857. let scale = 0;
  858. switch (ls.type)
  859. {
  860. case 16: //无条件盾
  861. scale = sk[0]/100;
  862. break;
  863. case 17: //单属性盾
  864. scale = allAttr ? 0 : sk[1]/100;
  865. break;
  866. case 36: //2个属性盾
  867. scale = allAttr ? 0 : sk[2]/100;
  868. break;
  869. case 38: //血线下 + 几率
  870. case 43: //血线上 + 几率
  871. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  872. break;
  873. case 129: //无条件盾,属性个数不固定
  874. case 163: //无条件盾,属性个数不固定
  875. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  876. break;
  877. case 178: //无条件盾,属性个数不固定
  878. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  879. break;
  880. case 130: //血线下 + 属性个数不固定
  881. case 131: //血线上 + 属性个数不固定
  882. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  883. break;
  884. case 151: //十字心触发
  885. case 169: //C触发
  886. case 198: //回血触发
  887. scale = sk[2]/100;
  888. break;
  889. case 170: //多色触发
  890. case 182: //长串触发
  891. case 193: //L触发
  892. scale = sk[3]/100;
  893. break;
  894. case 171: //多串触发
  895. scale = sk[6]/100;
  896. break;
  897. case 183: //又是个有两段血线的队长技
  898. scale = noHPneed ? 0 : sk[4]/100;
  899. break;
  900. case 210: //十字触发
  901. scale = sk[1]/100;
  902. break;
  903. case 235: { //可多次触发
  904. scale = (sk[4] || 0) / 100;
  905. break;
  906. }
  907. case 138: //调用其他队长技
  908. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  909. break;
  910. default:
  911. }
  912. return scale || 0;
  913. }
  914. //获取无条件盾减伤比例
  915. function getReduceScale_unconditional(ls)
  916. {
  917. const sk = ls.params;
  918. let scale = 0;
  919. switch (ls.type)
  920. {
  921. case 16: //无条件盾
  922. {
  923. scale = sk[0]/100;
  924. break;
  925. }
  926. case 129: //无条件盾,属性个数不固定
  927. case 163: //无条件盾,属性个数不固定
  928. {
  929. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  930. break;
  931. }
  932. case 178: //无条件盾,属性个数不固定
  933. {
  934. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  935. break;
  936. }
  937. case 138: //调用其他队长技
  938. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  939. break;
  940. default:
  941. }
  942. return scale || 0;
  943. }
  944. function getCannonAttr(skill)
  945. {
  946. const sk = skill.params;
  947. switch(skill.type)
  948. {
  949. case 0:
  950. case 1:
  951. case 37:
  952. case 58:
  953. case 59:
  954. case 84:
  955. case 85:
  956. case 86:
  957. case 87:
  958. case 115:
  959. return sk[0];
  960. case 110:
  961. case 143:
  962. return sk[1];
  963. case 42:
  964. return sk[1];
  965. case 144:
  966. return sk[3] ?? 0;
  967. default:
  968. return -1;
  969. }
  970. }
  971. function sortByParams(a,b,searchTypeArray,...pidxs)
  972. {
  973. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  974. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  975. if (pidxs.length==0) pidxs.push(0);
  976. let newPos = 0;
  977. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  978. for (let pidx of pidxs) {
  979. newPos = a_s.params[pidx] - b_s.params[pidx];
  980. if (newPos !== 0) break;
  981. }
  982. return newPos;
  983. }
  984. function sortByHPScal(a,b)
  985. {
  986. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  987. return getHPScale(a_s) - getHPScale(b_s);
  988. }
  989. function HPScal_Addition(card)
  990. {
  991. const skill = Skills[card.leaderSkillId];
  992. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  993. }
  994. function sortByReduceScale(a,b)
  995. {
  996. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  997. return getReduceScale(a_s) - getReduceScale(b_s);
  998. }
  999. function ReduceScale_Addition(card)
  1000. {
  1001. const skill = Skills[card.leaderSkillId];
  1002. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  1003. }
  1004. function voidsAbsorption_Addition(card)
  1005. {
  1006. const searchTypeArray = [173];
  1007. const skill = getCardActiveSkill(card, searchTypeArray);
  1008. if (!skill) return;
  1009. const sk = skill.params;
  1010. const fragment = document.createDocumentFragment();
  1011. const icons = [
  1012. sk[1] && 'attr-absorb',
  1013. sk[2] && 'combo-absorb',
  1014. sk[3] && 'damage-absorb'
  1015. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  1016. fragment.append(...icons);
  1017. fragment.append(`×${sk[0]}T`);
  1018. return fragment;
  1019. }
  1020. function unbind_Turns(card)
  1021. {
  1022. const outObj = {
  1023. normal: 0,
  1024. awoken: 0
  1025. };
  1026. const searchTypeArray = [117,179];
  1027. const skill = getCardActiveSkill(card, searchTypeArray);
  1028. if (skill)
  1029. {
  1030. const sk = skill.params;
  1031. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  1032. outObj.awoken = sk[4] || 0;
  1033. }
  1034. return outObj;
  1035. }
  1036. function unbind_Addition(card)
  1037. {
  1038. const turns = unbind_Turns(card);
  1039. const fragment = document.createDocumentFragment();
  1040. if (turns.normal > 0)
  1041. {
  1042. fragment.append(createSkillIcon('unbind-normal'));
  1043. if (turns.normal != turns.awoken)
  1044. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  1045. }
  1046. if (turns.awoken > 0)
  1047. {
  1048. fragment.append(createSkillIcon('unbind-awakenings'));
  1049. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  1050. }
  1051. return fragment;
  1052. }
  1053. function boardChange_ColorTypes(skill)
  1054. {
  1055. if (!skill) return [];
  1056. const sk = skill.params;
  1057. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1058. return colors;
  1059. }
  1060. function boardChange_Addition(card)
  1061. {
  1062. const searchTypeArray = [71];
  1063. const skill = getCardActiveSkill(card, searchTypeArray);
  1064. const colors = boardChange_ColorTypes(skill);
  1065. return createOrbsList(colors);
  1066. }
  1067. function orbsChangeParse(skill)
  1068. {
  1069. function changes(from, to)
  1070. {
  1071. return {from:from,to:to};
  1072. }
  1073. let outArr = [];
  1074. if (!skill) return outArr;
  1075. const sk = skill.params;
  1076. switch (skill.type)
  1077. {
  1078. case 9:{
  1079. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1080. break;
  1081. }
  1082. case 20:{
  1083. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1084. {
  1085. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1086. }
  1087. else
  1088. {
  1089. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1090. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1091. }
  1092. break;
  1093. }
  1094. case 154:{
  1095. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1096. break;
  1097. }
  1098. }
  1099. return outArr;
  1100. }
  1101. function changeOrbs_Addition(card)
  1102. {
  1103. const searchTypeArray = [9,20,154];
  1104. const skills = getCardActiveSkills(card, searchTypeArray);
  1105. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1106. const fragment = document.createDocumentFragment();
  1107. parsedSkills.forEach(p=>{
  1108. fragment.appendChild(createOrbsList(p.from));
  1109. fragment.appendChild(document.createTextNode(`→`));
  1110. fragment.appendChild(createOrbsList(p.to));
  1111. });
  1112. return fragment;
  1113. }
  1114. function generateOrbsParse(card)
  1115. {
  1116. let outArr = [];
  1117. const searchTypeArray = [141, 208];
  1118. const skills = getCardActiveSkills(card, searchTypeArray);
  1119. if (!skills.length) return outArr;
  1120. for (const skill of skills)
  1121. {
  1122. const sk = skill.params;
  1123. if (skill.type == 141)
  1124. {
  1125. outArr.push({
  1126. count: sk[0],
  1127. to: flags(sk[1] || 1),
  1128. exclude: flags(sk[2]),
  1129. });
  1130. }else
  1131. {
  1132. outArr.push({
  1133. count: sk[0],
  1134. to: flags(sk[1] || 1),
  1135. exclude: flags(sk[2]),
  1136. });
  1137. outArr.push({
  1138. count: sk[3],
  1139. to: flags(sk[4] || 1),
  1140. exclude: flags(sk[5]),
  1141. });
  1142. }
  1143. }
  1144. return outArr;
  1145. }
  1146. function generateOrbs_Addition(card)
  1147. {
  1148. const gens = generateOrbsParse(card);
  1149. const searchTypeArray = [141, 208];
  1150. const skill = getCardActiveSkill(card, searchTypeArray);
  1151. if (!skill) return;
  1152. const sk = skill.params;
  1153. const fragment = document.createDocumentFragment();
  1154. for (const gen of gens)
  1155. {
  1156. fragment.appendChild(createOrbsList(gen.to));
  1157. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1158. }
  1159. return fragment;
  1160. }
  1161. function lock_Addition(card)
  1162. {
  1163. const searchTypeArray = [152];
  1164. const skill = getCardActiveSkill(card, searchTypeArray);
  1165. if (!skill) return;
  1166. const sk = skill.params;
  1167. const fragment = document.createDocumentFragment();
  1168. fragment.appendChild(createSkillIcon('orb-locked'));
  1169. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1170. return fragment;
  1171. }
  1172. function dropLock_Addition(card)
  1173. {
  1174. const searchTypeArray = [205];
  1175. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1176. if (!skill) return;
  1177. const sk = skill.params;
  1178. const fragment = document.createDocumentFragment();
  1179. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1180. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1181. return fragment;
  1182. }
  1183. function dropOrb_Addition(card)
  1184. {
  1185. const searchTypeArray = [126];
  1186. const skill = getCardActiveSkill(card, searchTypeArray);
  1187. if (!skill) return;
  1188. const sk = skill.params;
  1189. const colors = flags(sk[0]);
  1190. const fragment = document.createDocumentFragment();
  1191. fragment.appendChild(createOrbsList(colors, 'drop'));
  1192. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1193. return fragment;
  1194. }
  1195. function generateColumnOrbs_Addition(card)
  1196. {
  1197. const searchTypeArray = [127];
  1198. const skill = getCardActiveSkill(card, searchTypeArray);
  1199. if (!skill) return;
  1200. const sk = skill.params;
  1201. const colors = [];
  1202. for (let ai=0;ai<sk.length;ai+=2)
  1203. {
  1204. colors.push(flags(sk[ai+1]));
  1205. }
  1206. const fragment = document.createDocumentFragment();
  1207. fragment.appendChild(document.createTextNode(`竖`));
  1208. fragment.appendChild(createOrbsList(colors.flat()));
  1209. return fragment;
  1210. }
  1211. function generateRowOrbs_Addition(card)
  1212. {
  1213. const searchTypeArray = [128];
  1214. const skill = getCardActiveSkill(card, searchTypeArray);
  1215. if (!skill) return;
  1216. const sk = skill.params;
  1217. const colors = [];
  1218. for (let ai=0;ai<sk.length;ai+=2)
  1219. {
  1220. colors.push(flags(sk[ai+1]));
  1221. }
  1222. const fragment = document.createDocumentFragment();
  1223. fragment.appendChild(document.createTextNode(`横`));
  1224. fragment.appendChild(createOrbsList(colors.flat()));
  1225. return fragment;
  1226. }
  1227. function numericalATK_Addition(card)
  1228. {
  1229. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1230. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1231. const skill = getCardActiveSkill(card, searchTypeArray);
  1232. if (!skill) return;
  1233. //const sk = skill.params;
  1234. const colors = [getCannonAttr(skill)];
  1235. const fragment = document.createDocumentFragment();
  1236. fragment.append(`射`);
  1237. fragment.append(createOrbsList(colors));
  1238. if (typeArray_Rate.includes(skill.type)) {
  1239. function getNumber(skill){
  1240. const sk = skill.params;
  1241. switch(skill.type)
  1242. {
  1243. case 0:
  1244. case 37:
  1245. case 58:
  1246. case 59:
  1247. case 84:
  1248. case 85:
  1249. case 115:
  1250. return sk[1];
  1251. case 2:
  1252. case 35:
  1253. return sk[0];
  1254. default:
  1255. return 0;
  1256. }
  1257. }
  1258. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1259. }
  1260. return fragment;
  1261. }
  1262. function memberATK_Addition(card)
  1263. {
  1264. const searchTypeArray = [230];
  1265. const skill = getCardActiveSkill(card, searchTypeArray);
  1266. if (!skill) return;
  1267. const sk = skill.params;
  1268. const fragment = document.createDocumentFragment();
  1269. fragment.appendChild(createTeamFlags(sk[1]));
  1270. let str = '';
  1271. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1272. fragment.appendChild(document.createTextNode(str));
  1273. return fragment;
  1274. }
  1275. function getIncreaseDamageCap(skill)
  1276. {
  1277. let cap = 0;
  1278. switch (skill.type) {
  1279. case 241:case 258:
  1280. cap = skill.params[1];
  1281. break;
  1282. case 246:
  1283. cap = skill.params[2];
  1284. break;
  1285. case 247:
  1286. cap = skill.params[3];
  1287. break;
  1288. }
  1289. return cap;
  1290. }
  1291. function memberCap_Addition(card)
  1292. {
  1293. const searchTypeArray = [241, 246, 247, 258];
  1294. const skill = getCardActiveSkill(card, searchTypeArray);
  1295. if (!skill) return;
  1296. const sk = skill.params;
  1297. let cap = getIncreaseDamageCap(skill);
  1298. const fragment = document.createDocumentFragment();
  1299. switch (skill.type) {
  1300. case 258: {
  1301. fragment.appendChild(createTeamFlags(sk[2]));
  1302. }
  1303. case 241: {
  1304. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1305. break;
  1306. }
  1307. case 246: {
  1308. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1309. break;
  1310. }
  1311. case 247: {
  1312. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(flags(sk[1])), ` in ${sk[0]}S`);
  1313. break;
  1314. }
  1315. }
  1316. return fragment;
  1317. }
  1318. function dixedDamage_Addition(card)
  1319. {
  1320. const searchTypeArray = [55, 188, 56];
  1321. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1322. if (!skills.length) return;
  1323. const skill = skills[0];
  1324. const sk = skill.params;
  1325. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1326. }
  1327. function gravity_Addition(card)
  1328. {
  1329. const searchTypeArray = [6, 161];
  1330. const skill = getCardActiveSkill(card, searchTypeArray);
  1331. if (!skill) return;
  1332. const sk = skill.params;
  1333. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1334. }
  1335. function healImmediately_Rate(card)
  1336. {
  1337. const searchTypeArray = [7, //自身回复力
  1338. 8, //固定点数
  1339. 35,115, //吸血
  1340. 117
  1341. ];
  1342. const skills = getCardActiveSkills(card, searchTypeArray);
  1343. const outObj = {
  1344. vampire: 0,
  1345. selfRcv: 0,
  1346. const: 0,
  1347. scale: 0,
  1348. };
  1349. if (!skills.length) return outObj;
  1350. skills.forEach(skill=>{
  1351. const sk = skill.params;
  1352. if (skill.type == 7)
  1353. {
  1354. outObj.selfRcv += sk[0];
  1355. }
  1356. else if(skill.type == 8)
  1357. {
  1358. outObj.const += sk[0];
  1359. }
  1360. else if(skill.type == 35)
  1361. {
  1362. outObj.vampire += sk[1];
  1363. }
  1364. else if(skill.type == 115)
  1365. {
  1366. outObj.vampire += sk[2];
  1367. }
  1368. else if(skill.type == 117)
  1369. {
  1370. outObj.selfRcv += sk[1] || 0;
  1371. outObj.const += sk[2] || 0;
  1372. outObj.scale += sk[3] || 0;
  1373. }
  1374. });
  1375. return outObj;
  1376. }
  1377. function atkBuff_Rate(card)
  1378. {
  1379. const searchTypeArray = [
  1380. 88,92, //类型的
  1381. 50,90, //属性的,要排除回复力
  1382. 156,168,231, //宝石姬
  1383. 228, //属性、类型数量
  1384. ];
  1385. const skills = getCardActiveSkills(card, searchTypeArray);
  1386. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1387. function atkBuffParse(skill) {
  1388. const outObj = {
  1389. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1390. types: [],
  1391. attrs: [],
  1392. awoken: [],
  1393. rate: 0,
  1394. turns: 0,
  1395. };
  1396. if (!skill) return outObj;
  1397. const sk = skill.params;
  1398. if (skill.type == 88 || skill.type == 92)
  1399. {
  1400. outObj.skilltype = 2;
  1401. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1402. outObj.turns = sk[0];
  1403. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1404. }
  1405. else if(skill.type == 50 || skill.type == 90)
  1406. {
  1407. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1408. if (!outObj.attrs.length) //去除回复力
  1409. return outObj;
  1410. outObj.skilltype = 2;
  1411. outObj.turns = sk[0];
  1412. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1413. }
  1414. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1415. || skill.type == 168)
  1416. {
  1417. outObj.skilltype = 1;
  1418. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1419. outObj.turns = sk[0];
  1420. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1421. }
  1422. else if(skill.type == 228 && sk[3] > 0)
  1423. {
  1424. outObj.skilltype = 1;
  1425. outObj.attrs = flags(sk[1]);
  1426. outObj.types = flags(sk[2]);
  1427. outObj.turns = sk[0];
  1428. outObj.rate = sk[3];
  1429. }
  1430. else if(skill.type == 231 && sk[6] > 0)
  1431. {
  1432. outObj.skilltype = 1;
  1433. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1434. outObj.turns = sk[0];
  1435. outObj.rate = sk[6];
  1436. }
  1437. return outObj;
  1438. }
  1439. }
  1440. function rcvBuff_Rate(card)
  1441. {
  1442. const searchTypeArray = [
  1443. 50,90,
  1444. 228, 231, //宝石姬
  1445. ];
  1446. const skills = getCardActiveSkills(card, searchTypeArray);
  1447. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1448. function rcvBuffParse(skill) {
  1449. const outObj = {
  1450. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1451. types: [],
  1452. attrs: [],
  1453. awoken: [],
  1454. rate: 0,
  1455. turns: 0,
  1456. };
  1457. if (!skill) return outObj;
  1458. const sk = skill.params;
  1459. if (skill.type == 228 && sk[4] > 0) {
  1460. outObj.skilltype = 1;
  1461. outObj.attrs = flags(sk[1]);
  1462. outObj.types = flags(sk[2]);
  1463. outObj.turns = sk[0];
  1464. outObj.rate = sk[4];
  1465. } else if (skill.type == 231 && sk[7] > 0) {
  1466. outObj.skilltype = 1;
  1467. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1468. outObj.turns = sk[0];
  1469. outObj.rate = sk[7];
  1470. } else if (skill.type == 50 || skill.type == 90) {
  1471. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1472. outObj.turns = sk[0];
  1473. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1474. }
  1475. return outObj;
  1476. }
  1477. }
  1478. function damageSelf_Rate(card)
  1479. {
  1480. const searchTypeArray = [84,85,86,87,195];
  1481. const skill = getCardActiveSkill(card, searchTypeArray);
  1482. if (!skill) return 0;
  1483. const sk = skill.params;
  1484. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1485. }
  1486. function changeEnemiesAttr_Attr(card)
  1487. {
  1488. const outObj = {
  1489. attr: null,
  1490. turns: 0
  1491. }
  1492. const searchTypeArray = [153, 224];
  1493. const skill = getCardActiveSkill(card, searchTypeArray);
  1494. if (!skill) return outObj;
  1495. const sk = skill.params;
  1496. if (skill.type == 153)
  1497. {
  1498. outObj.attr = sk[0];
  1499. }
  1500. else if (skill.type == 224)
  1501. {
  1502. outObj.attr = sk[1] || 0;
  1503. outObj.turns = sk[0];
  1504. }
  1505. return outObj;
  1506. }
  1507. function shapeThisRowOk(line, lineNumber) {
  1508. if (lineNumber <= 0) return true;
  1509. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1510. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1511. }
  1512. function shapeUpsideDownRowOk(line, lineNumber) {
  1513. if (lineNumber <= 0) return true;
  1514. return line > 0 ? (line & lineNumber) === 0 : true;
  1515. }
  1516. function shapeIsCross(sk) { //产珠是十字
  1517. const baseLineNum = 0b111;
  1518. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1519. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1520. lineNumArr.push(_lineNum);
  1521. }
  1522. for (let ri=1; ri<4; ri++)
  1523. {
  1524. //搜索所有可能的行存在
  1525. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1526. if (maybeLineNum.length < 1) continue;
  1527. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1528. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1529. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1530. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1531. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1532. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1533. });
  1534. if (maybeLineNum.length > 0) return true;
  1535. }
  1536. return false;
  1537. }
  1538. function shapeIsLShape(sk) { //产珠是L字
  1539. const baseLineNum = 0b111;
  1540. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1541. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1542. lineNumArr.push(_lineNum);
  1543. }
  1544. for (let ri=0; ri<5; ri++)
  1545. {
  1546. //搜索所有可能的行存在
  1547. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1548. if (maybeLineNum.length < 1) continue;
  1549. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1550. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1551. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1552. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1553. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1554. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1555. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1556. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1557. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1558. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1559. ||
  1560. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1561. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1562. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1563. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1564. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1565. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1566. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1567. });
  1568. if (maybeLineNum.length > 0) return true;
  1569. }
  1570. return false;
  1571. }
  1572. //创建1个觉醒图标
  1573. function createAwokenIcon(awokenId)
  1574. {
  1575. const icon = document.createElement("icon");
  1576. icon.className ="awoken-icon";
  1577. icon.setAttribute("data-awoken-icon", awokenId);
  1578. return icon;
  1579. }
  1580. //产生一个觉醒列表
  1581. function creatAwokenList(awokens) {
  1582. const ul = document.createElement("ul");
  1583. ul.className = "awoken-ul";
  1584. awokens.forEach(ak=>{
  1585. const li = ul.appendChild(document.createElement("li"));
  1586. const icon = li.appendChild(createAwokenIcon(ak));
  1587. });
  1588. return ul;
  1589. }
  1590. //产生宝珠列表
  1591. function createOrbsList(orbs, className)
  1592. {
  1593. if (orbs == undefined) orbs = [0];
  1594. else if (!Array.isArray(orbs)) orbs = [orbs];
  1595. const ul = document.createElement("ul");
  1596. ul.className = "board";
  1597. orbs.forEach(orbType => {
  1598. const li = ul.appendChild(document.createElement("li"));
  1599. li.className = className ? `orb ${className}` :`orb`;
  1600. li.setAttribute("data-orb-icon", orbType);
  1601. });
  1602. return ul;
  1603. }
  1604. //产生类型列表
  1605. function createTypesList(types)
  1606. {
  1607. if (types == undefined) types = [0];
  1608. else if (!Array.isArray(types)) types = [types];
  1609. const ul = document.createElement("ul");
  1610. ul.className = "types-ul";
  1611. types.forEach(type => {
  1612. const li = ul.appendChild(document.createElement("li"));
  1613. li.className = `type-icon`;
  1614. li.setAttribute("data-type-icon", type);
  1615. });
  1616. return ul;
  1617. }
  1618. const functions = [
  1619. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1620. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1621. ]},
  1622. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1623. {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)"},
  1624. function:cards=>{
  1625. const searchTypeArray = [173];
  1626. return cards.filter(card=>{
  1627. const skill = getCardActiveSkill(card, searchTypeArray);
  1628. return skill && skill.params[1];
  1629. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1630. },
  1631. addition:voidsAbsorption_Addition
  1632. },
  1633. /*{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)"},
  1634. function:cards=>{
  1635. const searchTypeArray = [173];
  1636. return cards.filter(card=>{
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. return skill && skill.params[2];
  1639. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1640. },addition:voidsAbsorption_Addition},*/
  1641. {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)"},
  1642. function:cards=>{
  1643. const searchTypeArray = [173];
  1644. return cards.filter(card=>{
  1645. const skill = getCardActiveSkill(card, searchTypeArray);
  1646. return skill && skill.params[3];
  1647. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1648. },
  1649. addition:voidsAbsorption_Addition
  1650. },
  1651. {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)"},
  1652. function:cards=>{
  1653. const searchTypeArray = [173];
  1654. return cards.filter(card=>{
  1655. const skill = getCardActiveSkill(card, searchTypeArray);
  1656. return skill && skill.params[1] && skill.params[3];
  1657. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1658. },
  1659. addition:voidsAbsorption_Addition
  1660. },
  1661. {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)"},
  1662. function:cards=>{
  1663. const searchTypeArray = [191];
  1664. return cards.filter(card=>{
  1665. const skill = getCardActiveSkill(card, searchTypeArray);
  1666. return skill;
  1667. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1668. },
  1669. addition:card=>{
  1670. const searchTypeArray = [191];
  1671. const skill = getCardActiveSkill(card, searchTypeArray);
  1672. if (!skill) return;
  1673. const sk = skill.params;
  1674. const fragment = document.createDocumentFragment();
  1675. fragment.append(createSkillIcon('damage-void'));
  1676. fragment.append(`×${sk[0]}T`);
  1677. return fragment;
  1678. }
  1679. },
  1680. ]},
  1681. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1682. {
  1683. 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)"},
  1684. function:cards=>{
  1685. return cards.filter(card=>{
  1686. const turns = unbind_Turns(card);
  1687. return turns.normal > 0;
  1688. }).sort((a,b)=>{
  1689. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1690. let a_pC = a_s.normal, b_pC = b_s.normal;
  1691. return a_pC - b_pC;
  1692. });
  1693. },
  1694. addition:unbind_Addition
  1695. },
  1696. {
  1697. 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)"},
  1698. function:cards=>{
  1699. return cards.filter(card=>{
  1700. const turns = unbind_Turns(card);
  1701. return turns.awoken > 0;
  1702. }).sort((a,b)=>{
  1703. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1704. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1705. return a_pC - b_pC;
  1706. });
  1707. },
  1708. addition:unbind_Addition
  1709. },
  1710. {
  1711. 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)"},
  1712. function:cards=>{
  1713. return cards.filter(card=>{
  1714. const turns = unbind_Turns(card);
  1715. return turns.normal && turns.awoken > 0;
  1716. }).sort((a,b)=>{
  1717. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1718. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1719. return a_pC - b_pC;
  1720. });
  1721. },
  1722. addition:unbind_Addition
  1723. },
  1724. {
  1725. 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)"},
  1726. function:cards=>{
  1727. const searchTypeArray = [196];
  1728. return cards.filter(card=>{
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. return skill;
  1731. }).sort((a,b)=>{
  1732. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1733. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1734. return a_pC - b_pC;
  1735. })
  1736. },
  1737. addition:card=>{
  1738. const searchTypeArray = [196];
  1739. const skill = getCardActiveSkill(card, searchTypeArray);
  1740. if (!skill) return;
  1741. const sk = skill.params;
  1742. const fragment = document.createDocumentFragment();
  1743. fragment.append(createSkillIcon('unbind-matches'));
  1744. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1745. return fragment;
  1746. }
  1747. },
  1748. ]},
  1749. {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: [
  1750. {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)"},
  1751. function:cards=>{
  1752. const searchTypeArray = [146];
  1753. return cards.filter(card=>{
  1754. const skill = getCardActiveSkill(card, searchTypeArray);
  1755. return skill;
  1756. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1757. },
  1758. addition:card=>{
  1759. const searchTypeArray = [146];
  1760. const skill = getCardActiveSkill(card, searchTypeArray);
  1761. if (!skill) return;
  1762. const sk = skill.params;
  1763. const fragment = document.createDocumentFragment();
  1764. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1765. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1766. return fragment;
  1767. }
  1768. },
  1769. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1770. function:cards=>{
  1771. const searchTypeArray = [218];
  1772. return cards.filter(card=>{
  1773. const skill = getCardActiveSkill(card, searchTypeArray);
  1774. return skill;
  1775. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1776. },
  1777. addition:card=>{
  1778. const searchTypeArray = [218];
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. if (!skill) return;
  1781. const sk = skill.params;
  1782. const fragment = document.createDocumentFragment();
  1783. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1784. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1785. return fragment;
  1786. }
  1787. },
  1788. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1789. function:cards=>{
  1790. const searchTypeArray = [93, 227];
  1791. return cards.filter(card=>{
  1792. const skill = getCardActiveSkill(card, searchTypeArray);
  1793. return skill;
  1794. }).sort((a,b)=>{
  1795. const a_s = getCardActiveSkill(a, searchTypeArray),
  1796. b_s = getCardActiveSkill(b, searchTypeArray);
  1797. return a_s.type - b_s.type;
  1798. });
  1799. },
  1800. addition:card=>{
  1801. const searchTypeArray = [93, 227];
  1802. const skill = getCardActiveSkill(card, searchTypeArray);
  1803. if (!skill) return;
  1804. const fragment = document.createDocumentFragment();
  1805. fragment.append(createSkillIcon('leader-change'));
  1806. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1807. return fragment;
  1808. }
  1809. },
  1810. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1811. function:cards=>{
  1812. const searchTypeArray = [241, 246, 247, 258];
  1813. return cards.filter(card=>{
  1814. const skill = getCardActiveSkill(card, searchTypeArray);
  1815. return skill;
  1816. }).sort((a,b)=>{
  1817. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1818. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1819. return a_pC - b_pC;
  1820. });
  1821. },
  1822. addition:memberCap_Addition
  1823. },
  1824. {name:"Increase Damage Cap (Not Self)",otLangName:{chs:"增加伤害上限 buff(非自身)",cht:"增加傷害上限 buff(非自身)"},
  1825. function:cards=>{
  1826. const searchTypeArray = [258];
  1827. return cards.filter(card=>{
  1828. const skill = getCardActiveSkill(card, searchTypeArray);
  1829. return skill;
  1830. }).sort((a,b)=>{
  1831. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1832. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1833. return a_pC - b_pC;
  1834. });
  1835. },
  1836. addition:memberCap_Addition
  1837. },
  1838. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1839. function:cards=>{
  1840. const searchTypeArray = [230];
  1841. return cards.filter(card=>{
  1842. const skill = getCardActiveSkill(card, searchTypeArray);
  1843. return skill;
  1844. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1845. },
  1846. addition:memberATK_Addition
  1847. },
  1848. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1849. function:cards=>{
  1850. const searchTypeArray = [230];
  1851. return cards.filter(card=>{
  1852. const skill = getCardActiveSkill(card, searchTypeArray);
  1853. return skill && Boolean(skill.params[1] & 1<<0);
  1854. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1855. },
  1856. addition:memberATK_Addition
  1857. },
  1858. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1859. function:cards=>{
  1860. const searchTypeArray = [230];
  1861. return cards.filter(card=>{
  1862. const skill = getCardActiveSkill(card, searchTypeArray);
  1863. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1864. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1865. },
  1866. addition:memberATK_Addition
  1867. },
  1868. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1869. function:cards=>{
  1870. const searchTypeArray = [230];
  1871. return cards.filter(card=>{
  1872. const skill = getCardActiveSkill(card, searchTypeArray);
  1873. return skill && Boolean(skill.params[1] & 1<<3);
  1874. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1875. },
  1876. addition:memberATK_Addition
  1877. },
  1878. {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)"},
  1879. function:cards=>{
  1880. const searchTypeArray = [142];
  1881. return cards.filter(card=>{
  1882. const skill = getCardActiveSkill(card, searchTypeArray);
  1883. return skill;
  1884. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1885. },
  1886. addition:card=>{
  1887. const searchTypeArray = [142];
  1888. const skill = getCardActiveSkill(card, searchTypeArray);
  1889. if (!skill) return;
  1890. const sk = skill.params;
  1891. const fragment = document.createDocumentFragment();
  1892. fragment.appendChild(document.createTextNode(`自→`));
  1893. fragment.appendChild(createOrbsList(sk[1]));
  1894. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1895. return fragment;
  1896. }
  1897. },
  1898. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1899. function:cards=>cards.filter(card=>{
  1900. const searchTypeArray = [214];
  1901. const skill = getCardActiveSkill(card, searchTypeArray);
  1902. return skill;
  1903. }),
  1904. addition:card=>{
  1905. const searchTypeArray = [214];
  1906. const skill = getCardActiveSkill(card, searchTypeArray);
  1907. if (!skill) return;
  1908. const sk = skill.params;
  1909. return document.createTextNode(`自封技${sk[0]}T`);
  1910. }
  1911. },
  1912. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1913. function:cards=>cards.filter(card=>{
  1914. const searchTypeArray = [250];
  1915. const skill = getCardActiveSkill(card, searchTypeArray);
  1916. return skill;
  1917. })
  1918. },
  1919. ]},
  1920. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1921. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1922. function:cards=>{
  1923. const searchTypeArray = [179];
  1924. return cards.filter(card=>{
  1925. const skill = getCardActiveSkill(card, searchTypeArray);
  1926. return skill;
  1927. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1928. },
  1929. addition:card=>{
  1930. const searchTypeArray = [179];
  1931. const skill = getCardActiveSkill(card, searchTypeArray);
  1932. if (!skill) return;
  1933. const sk = skill.params;
  1934. const fragment = document.createDocumentFragment();
  1935. fragment.append(createSkillIcon('auto-heal'));
  1936. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1937. return fragment;
  1938. }
  1939. },
  1940. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1941. function:cards=>{
  1942. return cards.filter(card=>{
  1943. const heal = healImmediately_Rate(card);
  1944. return Object.values(heal).some(v=>v);
  1945. })
  1946. .sort((a,b)=>{
  1947. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1948. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1949. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1950. let sortNum = a_i - b_i;
  1951. if (!sortNum)
  1952. {
  1953. sortNum = a_vs[a_i] - b_vs[b_i];
  1954. }
  1955. return sortNum;
  1956. });
  1957. },
  1958. addition:card=>{
  1959. const heal = healImmediately_Rate(card);
  1960. const fragment = document.createDocumentFragment();
  1961. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1962. if (heal.scale)
  1963. fragment.append(`${heal.scale}%`);
  1964. if (heal.const)
  1965. fragment.append(`${heal.const.bigNumberToString()}点`);
  1966. if (heal.selfRcv)
  1967. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1968. if (heal.vampire)
  1969. fragment.append(`${heal.vampire}%伤害`);
  1970. return fragment;
  1971. }
  1972. },
  1973. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1974. function:cards=>{
  1975. const searchTypeArray = [237];
  1976. return cards.filter(card=>{
  1977. const skill = getCardActiveSkill(card, searchTypeArray);
  1978. return skill;
  1979. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1980. },
  1981. addition:card=>{
  1982. const searchTypeArray = [237];
  1983. const skill = getCardActiveSkill(card, searchTypeArray);
  1984. if (!skill) return;
  1985. const sk = skill.params;
  1986. const fragment = document.createDocumentFragment();
  1987. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1988. return fragment;
  1989. }
  1990. },
  1991. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1992. function:cards=>{
  1993. return cards.filter(card=>damageSelf_Rate(card)>0)
  1994. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1995. },
  1996. addition:card=>{
  1997. let rate = damageSelf_Rate(card);
  1998. if (rate < 100)
  1999. return `减少${rate}%`;
  2000. else
  2001. return `减少到1`;
  2002. }
  2003. },
  2004. ]},
  2005. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2006. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2007. function:cards=>cards.filter(card=>{
  2008. const searchTypeArray = [172];
  2009. const skill = getCardActiveSkill(card, searchTypeArray);
  2010. return skill;
  2011. })
  2012. },
  2013. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2014. function:cards=>cards.filter(card=>{
  2015. const searchTypeArray = [152];
  2016. const skill = getCardActiveSkill(card, searchTypeArray);
  2017. return skill;
  2018. }),
  2019. addition:lock_Addition
  2020. },
  2021. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2022. function:cards=>cards.filter(card=>{
  2023. const searchTypeArray = [152];
  2024. const skill = getCardActiveSkill(card, searchTypeArray);
  2025. return skill && (skill.params[0] & 63) === 63;
  2026. }),
  2027. addition:lock_Addition
  2028. },
  2029. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2030. function:cards=>{
  2031. const searchTypeArray = [52,91,140];
  2032. return cards.filter(card=>{
  2033. const skill = getCardActiveSkill(card, searchTypeArray);
  2034. return skill;
  2035. });
  2036. },
  2037. addition:card=>{
  2038. const searchTypeArray = [52,91,140];
  2039. const skill = getCardActiveSkill(card, searchTypeArray);
  2040. if (!skill) return;
  2041. const sk = skill.params;
  2042. let attrs = [];
  2043. switch (skill.type)
  2044. {
  2045. case 52:{
  2046. attrs.push(sk[0]); break;
  2047. }
  2048. case 91:{
  2049. attrs = sk.slice(0,-1); break;
  2050. }
  2051. case 140:{
  2052. attrs = flags(sk[0]); break;
  2053. }
  2054. }
  2055. const fragment = document.createDocumentFragment();
  2056. fragment.appendChild(document.createTextNode(`强化`));
  2057. fragment.appendChild(createOrbsList(attrs));
  2058. return fragment;
  2059. }
  2060. },
  2061. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2062. function:cards=>cards.filter(card=>{
  2063. const searchTypeArray = [215];
  2064. const skill = getCardActiveSkill(card, searchTypeArray);
  2065. return skill;
  2066. }),
  2067. addition:card=>{
  2068. const searchTypeArray = [215];
  2069. const skill = getCardActiveSkill(card, searchTypeArray);
  2070. if (!skill) return;
  2071. const sk = skill.params;
  2072. const fragment = document.createDocumentFragment();
  2073. fragment.appendChild(document.createTextNode(`自封`));
  2074. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  2075. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2076. return fragment;
  2077. }
  2078. },
  2079. ]},
  2080. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  2081. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  2082. function:cards=>cards.filter(card=>{
  2083. function isLoopBuff(parsedSkill, cd) {
  2084. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  2085. && skill.turns >= cd);
  2086. }
  2087. //跳过0号技能的、会变身成别人的和无技能数据的
  2088. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2089. const skill = Skills[card.activeSkillId];
  2090. if (!skill) return false;
  2091. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2092. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2093. let parsedActiveSkill = skillParser(card.activeSkillId);
  2094. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2095. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  2096. let parsedGroupSkill = parsedActiveSkill?.[0];
  2097. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2098. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2099. }
  2100. //进化类技能,排除循环进化,并只计算最后一级
  2101. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2102. let lastIdx = parsedGroupSkill.params.length - 1;
  2103. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2104. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2105. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2106. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2107. }
  2108. return false;
  2109. })
  2110. },
  2111. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2112. function:cards=>{
  2113. return cards.filter(card=>{
  2114. const atkbuff = rcvBuff_Rate(card);
  2115. return atkbuff.skilltype > 0;
  2116. }).sort((a,b)=>{
  2117. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2118. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2119. if (sortNum == 0)
  2120. sortNum = a_pC.rate - b_pC.rate;
  2121. if (sortNum == 0)
  2122. sortNum = a_pC.turns - b_pC.turns;
  2123. return sortNum;
  2124. });
  2125. },
  2126. addition:card=>{
  2127. const atkbuff = rcvBuff_Rate(card);
  2128. const fragment = document.createDocumentFragment();
  2129. fragment.appendChild(createOrbsList([5]));
  2130. if (atkbuff.skilltype == 0) return fragment;
  2131. if (atkbuff.skilltype == 1)
  2132. {
  2133. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2134. if (atkbuff.awoken.length)
  2135. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2136. if (atkbuff.attrs.length)
  2137. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2138. if (atkbuff.types.length)
  2139. fragment.appendChild(createTypesList(atkbuff.types));
  2140. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2141. }else if (atkbuff.skilltype == 2)
  2142. {
  2143. if (atkbuff.attrs.length)
  2144. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2145. if (atkbuff.types.length)
  2146. fragment.appendChild(createTypesList(atkbuff.types));
  2147. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2148. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2149. }
  2150. return fragment;
  2151. }
  2152. },
  2153. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2154. function:cards=>{
  2155. return cards.filter(card=>{
  2156. const atkbuff = atkBuff_Rate(card);
  2157. return atkbuff.skilltype > 0;
  2158. }).sort((a,b)=>{
  2159. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2160. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2161. if (sortNum == 0)
  2162. sortNum = a_pC.rate - b_pC.rate;
  2163. if (sortNum == 0)
  2164. sortNum = a_pC.turns - b_pC.turns;
  2165. return sortNum;
  2166. });
  2167. },
  2168. addition:card=>{
  2169. const atkbuff = atkBuff_Rate(card);
  2170. const fragment = document.createDocumentFragment();
  2171. if (atkbuff.skilltype == 0) return fragment;
  2172. if (atkbuff.skilltype == 1)
  2173. {
  2174. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2175. if (atkbuff.awoken.length)
  2176. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2177. if (atkbuff.attrs.length)
  2178. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2179. if (atkbuff.types.length)
  2180. fragment.appendChild(createTypesList(atkbuff.types));
  2181. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2182. }else if (atkbuff.skilltype == 2)
  2183. {
  2184. if (atkbuff.attrs.length)
  2185. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2186. if (atkbuff.types.length)
  2187. fragment.appendChild(createTypesList(atkbuff.types));
  2188. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2189. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2190. }
  2191. return fragment;
  2192. }
  2193. },
  2194. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2195. function:cards=>{
  2196. const searchTypeArray = [132];
  2197. return cards.filter(card=>{
  2198. const skill = getCardActiveSkill(card, searchTypeArray);
  2199. return skill;
  2200. }).sort((a,b)=>{
  2201. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2202. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2203. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2204. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2205. });
  2206. },
  2207. addition:card=>{
  2208. const searchTypeArray = [132];
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. if (!skill) return;
  2211. const sk = skill.params;
  2212. let str = "👆";
  2213. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2214. if (sk[2]) str += `x${sk[2]/100}`;
  2215. str += `x${sk[0]}T`;
  2216. return str;
  2217. }
  2218. },
  2219. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2220. function:cards=>{
  2221. const searchTypeArray = [160];
  2222. return cards.filter(card=>{
  2223. const skill = getCardActiveSkill(card, searchTypeArray);
  2224. return skill;
  2225. }).sort((a,b)=>{
  2226. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2227. return a_s.params[1] - b_s.params[1];
  2228. });
  2229. },
  2230. addition:card=>{
  2231. const searchTypeArray = [160];
  2232. const skill = getCardActiveSkill(card, searchTypeArray);
  2233. if (!skill) return;
  2234. const sk = skill.params;
  2235. return `+${sk[1]}C×${sk[0]}T`;
  2236. }
  2237. },
  2238. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2239. function:cards=>{
  2240. const searchTypeArray = [3,156];
  2241. return cards.filter(card=>{
  2242. const skill = getCardActiveSkill(card, searchTypeArray);
  2243. if (!skill) return false;
  2244. if (skill.type == 156)
  2245. return skill.params[4]==3;
  2246. else
  2247. return true;
  2248. }).sort((a,b)=>{
  2249. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2250. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2251. if (!sortNum)
  2252. {
  2253. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2254. sortNum = a_pC - b_pC;
  2255. }
  2256. return sortNum;
  2257. });
  2258. },
  2259. addition:card=>{
  2260. const searchTypeArray = [3,156];
  2261. const skill = getCardActiveSkill(card, searchTypeArray);
  2262. if (!skill) return;
  2263. const sk = skill.params;
  2264. const fragment = document.createDocumentFragment();
  2265. if (skill.type == 156)
  2266. {
  2267. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2268. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2269. fragment.appendChild(creatAwokenList(awokenArr));
  2270. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2271. }else
  2272. {
  2273. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2274. }
  2275. return fragment;
  2276. }
  2277. },
  2278. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2279. function:cards=>{
  2280. const searchTypeArray = [3];
  2281. return cards.filter(card=>{
  2282. const skill = getCardActiveSkill(card, searchTypeArray);
  2283. return skill && skill.params[1]>=100;
  2284. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2285. },
  2286. addition:card=>{
  2287. const searchTypeArray = [3];
  2288. const skill = getCardActiveSkill(card, searchTypeArray);
  2289. if (!skill) return;
  2290. const sk = skill.params;
  2291. return `无敌×${sk[0]}T`;
  2292. }
  2293. },
  2294. {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)"},
  2295. function:cards=>{
  2296. const searchTypeArray = [21];
  2297. return cards.filter(card=>{
  2298. const skill = getCardActiveSkill(card, searchTypeArray);
  2299. return skill;
  2300. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2301. },
  2302. addition:card=>{
  2303. const searchTypeArray = [21];
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. if (!skill) return;
  2306. const sk = skill.params;
  2307. const colors = [sk[1]];
  2308. const fragment = document.createDocumentFragment();
  2309. fragment.appendChild(document.createTextNode(`-`));
  2310. fragment.appendChild(createOrbsList(colors));
  2311. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2312. return fragment;
  2313. }
  2314. },
  2315. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2316. function:cards=>{
  2317. const searchTypeArray = [51];
  2318. return cards.filter(card=>{
  2319. const skill = getCardActiveSkill(card, searchTypeArray);
  2320. return skill;
  2321. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2322. },
  2323. addition:card=>{
  2324. const searchTypeArray = [51];
  2325. const skill = getCardActiveSkill(card, searchTypeArray);
  2326. if (!skill) return;
  2327. const sk = skill.params;
  2328. return `全体×${sk[0]}T`;
  2329. }
  2330. },
  2331. {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)"},
  2332. function:cards=>cards.filter(card=>{
  2333. const searchTypeArray = [156,168,228,231];
  2334. const skill = getCardActiveSkill(card, searchTypeArray);
  2335. return skill;
  2336. })
  2337. },
  2338. ]},
  2339. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2340. {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)"},
  2341. function:cards=>{
  2342. const searchTypeArray = [18];
  2343. return cards.filter(card=>{
  2344. const skill = getCardActiveSkill(card, searchTypeArray);
  2345. return skill;
  2346. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2347. },
  2348. addition:card=>{
  2349. const searchTypeArray = [18];
  2350. const skill = getCardActiveSkill(card, searchTypeArray);
  2351. if (!skill) return;
  2352. const sk = skill.params;
  2353. return document.createTextNode(`威吓×${sk[0]}T`);
  2354. }
  2355. },
  2356. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2357. function:cards=>{
  2358. const searchTypeArray = [19];
  2359. return cards.filter(card=>{
  2360. const skill = getCardActiveSkill(card, searchTypeArray);
  2361. return skill;
  2362. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2363. },
  2364. addition:card=>{
  2365. const searchTypeArray = [19];
  2366. const skill = getCardActiveSkill(card, searchTypeArray);
  2367. if (!skill) return;
  2368. const sk = skill.params;
  2369. return `破防${sk[1]}%×${sk[0]}T`;
  2370. }
  2371. },
  2372. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2373. function:cards=>{
  2374. const searchTypeArray = [4];
  2375. return cards.filter(card=>{
  2376. const skill = getCardActiveSkill(card, searchTypeArray);
  2377. return skill;
  2378. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2379. },
  2380. addition:card=>{
  2381. const searchTypeArray = [4];
  2382. const skill = getCardActiveSkill(card, searchTypeArray);
  2383. if (!skill) return;
  2384. const sk = skill.params;
  2385. return `攻击力×${sk[0]/100}倍`;
  2386. }
  2387. },
  2388. {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)"},
  2389. function:cards=>{
  2390. return cards.filter(card=>{
  2391. return changeEnemiesAttr_Attr(card).attr != null;
  2392. }).sort((a,b)=>{
  2393. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2394. return a_pC.attr - b_pC.attr;
  2395. })
  2396. },
  2397. addition:card=>{
  2398. let change = changeEnemiesAttr_Attr(card);
  2399. const fragment = document.createDocumentFragment();
  2400. fragment.appendChild(document.createTextNode(`敌→`));
  2401. fragment.appendChild(createOrbsList(change.attr));
  2402. if (change.turns > 0)
  2403. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2404. return fragment;
  2405. }
  2406. },
  2407. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2408. function:cards=>{
  2409. const searchTypeArray = [60];
  2410. return cards.filter(card=>{
  2411. const skill = getCardActiveSkill(card, searchTypeArray);
  2412. return skill;
  2413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2414. },
  2415. addition:card=>{
  2416. const searchTypeArray = [60];
  2417. const skill = getCardActiveSkill(card, searchTypeArray);
  2418. if (!skill) return;
  2419. const sk = skill.params;
  2420. const fragment = document.createDocumentFragment();
  2421. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2422. fragment.appendChild(createOrbsList(sk[2]));
  2423. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2424. return fragment;
  2425. }
  2426. },
  2427. ]},
  2428. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2429. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2430. function:cards=>cards.filter(card=>{
  2431. const searchTypeArray = [10];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return skill;
  2434. })
  2435. },
  2436. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  2437. function:cards=>{
  2438. const searchTypeArray = [184];
  2439. return cards.filter(card=>{
  2440. const skill = getCardActiveSkill(card, searchTypeArray);
  2441. return skill;
  2442. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2443. },
  2444. addition:card=>{
  2445. const searchTypeArray = [184];
  2446. const skill = getCardActiveSkill(card, searchTypeArray);
  2447. if (!skill) return;
  2448. const sk = skill.params;
  2449. return `无↓×${sk[0]}T`;
  2450. }
  2451. },
  2452. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2453. function:cards=>{
  2454. const searchTypeArray = [207, 249];
  2455. return cards.filter(card=>{
  2456. const skill = getCardActiveSkill(card, searchTypeArray);
  2457. return skill;
  2458. }).sort((a,b)=>{
  2459. const a_s = getCardActiveSkill(a, searchTypeArray),
  2460. b_s = getCardActiveSkill(b, searchTypeArray);
  2461. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2462. });
  2463. },
  2464. addition:card=>{
  2465. const searchTypeArray = [207, 249];
  2466. const skill = getCardActiveSkill(card, searchTypeArray);
  2467. if (!skill) return;
  2468. const sk = skill.params;
  2469. const fragment = document.createDocumentFragment();
  2470. fragment.append(createSkillIcon('board-roulette'));
  2471. if (skill.type == 249) {
  2472. fragment.append(createOrbsList(flags(sk[1])));
  2473. }
  2474. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2475. return fragment;
  2476. }
  2477. },
  2478. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2479. function:cards=>{
  2480. const searchTypeArray = [238];
  2481. return cards.filter(card=>{
  2482. const skill = getCardActiveSkill(card, searchTypeArray);
  2483. return skill;
  2484. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2485. },
  2486. addition:card=>{
  2487. const searchTypeArray = [238];
  2488. const skill = getCardActiveSkill(card, searchTypeArray);
  2489. if (!skill) return;
  2490. const sk = skill.params;
  2491. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2492. }
  2493. },
  2494. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2495. function:cards=>{
  2496. const searchTypeArray = [239];
  2497. return cards.filter(card=>{
  2498. const skill = getCardActiveSkill(card, searchTypeArray);
  2499. return skill;
  2500. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2501. },
  2502. addition:card=>{
  2503. const searchTypeArray = [239];
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. if (!skill) return;
  2506. const sk = skill.params;
  2507. const colums = flags(sk[1]), rows = flags(sk[2]);
  2508. const fragment = document.createDocumentFragment();
  2509. if (colums.length)
  2510. fragment.append(`${colums.length}竖`);
  2511. if (rows.length)
  2512. fragment.append(`${rows.length}横`);
  2513. fragment.append(`×${sk[0]}T`);
  2514. return fragment;
  2515. }
  2516. },
  2517. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2518. function:cards=>{
  2519. const searchTypeArray = [251];
  2520. return cards.filter(card=>{
  2521. const skill = getCardActiveSkill(card, searchTypeArray);
  2522. return skill;
  2523. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2524. },
  2525. addition:card=>{
  2526. const searchTypeArray = [251];
  2527. const skill = getCardActiveSkill(card, searchTypeArray);
  2528. if (!skill) return;
  2529. const sk = skill.params;
  2530. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2531. }
  2532. },
  2533. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2534. function:cards=>{
  2535. const searchTypeArray = [244];
  2536. return cards.filter(card=>{
  2537. const skill = getCardActiveSkill(card, searchTypeArray);
  2538. return skill;
  2539. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2540. },
  2541. addition:card=>{
  2542. const searchTypeArray = [244];
  2543. const skill = getCardActiveSkill(card, searchTypeArray);
  2544. if (!skill) return;
  2545. const sk = skill.params;
  2546. let width, height;
  2547. switch (sk[1]) {
  2548. case 1: {
  2549. width = 7;
  2550. height = 6;
  2551. break;
  2552. }
  2553. case 2: {
  2554. width = 5;
  2555. height = 3;
  2556. break;
  2557. }
  2558. case 3: {
  2559. width = 6;
  2560. height = 5;
  2561. break;
  2562. }
  2563. default: {
  2564. width = 6;
  2565. height = 5;
  2566. }
  2567. }
  2568. return `[${width}×${height}]×${sk[0]}T`;
  2569. }
  2570. },
  2571. ]},
  2572. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2573. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2574. function:cards=>{
  2575. const searchTypeArray = [180];
  2576. return cards.filter(card=>{
  2577. const skill = getCardActiveSkill(card, searchTypeArray);
  2578. return skill;
  2579. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2580. },
  2581. addition:card=>{
  2582. const searchTypeArray = [180];
  2583. const skill = getCardActiveSkill(card, searchTypeArray);
  2584. if (!skill) return;
  2585. const sk = skill.params;
  2586. return `${sk[1]}%×${sk[0]}T`;
  2587. }
  2588. },
  2589. {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)"},
  2590. function:cards=>{
  2591. const searchTypeArray = [205];
  2592. return cards.filter(card=>{
  2593. const skill = getCardActiveSkill(card, searchTypeArray);
  2594. return skill;
  2595. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2596. },
  2597. addition:dropLock_Addition
  2598. },
  2599. {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)"},
  2600. function:cards=>{
  2601. const searchTypeArray = [205];
  2602. return cards.filter(card=>{
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return skill && (skill.params[0] & 63) === 63;
  2605. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2606. },
  2607. addition:dropLock_Addition
  2608. },
  2609. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2610. function:cards=>cards.filter(card=>{
  2611. const searchTypeArray = [126];
  2612. const skill = getCardActiveSkill(card, searchTypeArray);
  2613. return skill;
  2614. }),
  2615. addition:dropOrb_Addition
  2616. },
  2617. {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)"},
  2618. function:cards=>cards.filter(card=>{
  2619. const searchTypeArray = [126];
  2620. const skill = getCardActiveSkill(card, searchTypeArray);
  2621. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2622. }),
  2623. addition:dropOrb_Addition
  2624. },
  2625. {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"},
  2626. function:cards=>cards.filter(card=>{
  2627. const searchTypeArray = [126];
  2628. const skill = getCardActiveSkill(card, searchTypeArray);
  2629. return skill && skill.params[1] >= 99;
  2630. }),
  2631. addition:dropOrb_Addition
  2632. },
  2633. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2634. function:cards=>cards.filter(card=>{
  2635. const searchTypeArray = [126];
  2636. const skill = getCardActiveSkill(card, searchTypeArray);
  2637. return skill && skill.params[3] == 100;
  2638. }),
  2639. addition:dropOrb_Addition
  2640. },
  2641. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2642. function:cards=>{
  2643. const searchTypeArray = [226];
  2644. return cards.filter(card=>{
  2645. const skill = getCardActiveSkill(card, searchTypeArray);
  2646. return skill;
  2647. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2648. },
  2649. addition:card=>{
  2650. const searchTypeArray = [226];
  2651. const skill = getCardActiveSkill(card, searchTypeArray);
  2652. if (!skill) return;
  2653. const sk = skill.params;
  2654. const fragment = document.createDocumentFragment();
  2655. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2656. return fragment;
  2657. }
  2658. },
  2659. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2660. function:cards=>{
  2661. const searchTypeArray = [243];
  2662. return cards.filter(card=>{
  2663. const skill = getCardActiveSkill(card, searchTypeArray);
  2664. return skill;
  2665. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2666. },
  2667. addition:card=>{
  2668. const searchTypeArray = [243];
  2669. const skill = getCardActiveSkill(card, searchTypeArray);
  2670. if (!skill) return;
  2671. const sk = skill.params;
  2672. const fragment = document.createDocumentFragment();
  2673. fragment.append(createSkillIcon('orb-thorn'));
  2674. if ((sk[1] & 0b1111111111) != 1023) {
  2675. let attrs = flags(sk[1]);
  2676. fragment.append(createOrbsList(attrs));
  2677. }
  2678. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2679. return fragment;
  2680. }
  2681. },
  2682. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2683. function:cards=>{
  2684. const searchTypeArray = [253];
  2685. return cards.filter(card=>{
  2686. const skill = getCardActiveSkill(card, searchTypeArray);
  2687. return skill;
  2688. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2689. },
  2690. addition:card=>{
  2691. const searchTypeArray = [253];
  2692. const skill = getCardActiveSkill(card, searchTypeArray);
  2693. if (!skill) return;
  2694. const sk = skill.params;
  2695. const fragment = document.createDocumentFragment();
  2696. fragment.append(createSkillIcon('prediction-falling'));
  2697. fragment.append(`×${sk[0]}T`);
  2698. return fragment;
  2699. }
  2700. },
  2701. ]},
  2702. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2703. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2704. function:cards=>cards.filter(card=>{
  2705. const searchTypeArray = [71];
  2706. const skill = getCardActiveSkill(card, searchTypeArray);
  2707. return skill;
  2708. }),
  2709. addition:boardChange_Addition
  2710. },
  2711. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2712. function:cards=>cards.filter(card=>{
  2713. const searchTypeArray = [71];
  2714. const skill = getCardActiveSkill(card, searchTypeArray);
  2715. return boardChange_ColorTypes(skill).length == 1;
  2716. }),
  2717. addition:boardChange_Addition
  2718. },
  2719. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2720. function:cards=>cards.filter(card=>{
  2721. const searchTypeArray = [71];
  2722. const skill = getCardActiveSkill(card, searchTypeArray);
  2723. return boardChange_ColorTypes(skill).length == 2;
  2724. }),
  2725. addition:boardChange_Addition
  2726. },
  2727. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2728. function:cards=>cards.filter(card=>{
  2729. const searchTypeArray = [71];
  2730. const skill = getCardActiveSkill(card, searchTypeArray);
  2731. return boardChange_ColorTypes(skill).length == 3;
  2732. }),
  2733. addition:boardChange_Addition
  2734. },
  2735. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2736. function:cards=>cards.filter(card=>{
  2737. const searchTypeArray = [71];
  2738. const skill = getCardActiveSkill(card, searchTypeArray);
  2739. return boardChange_ColorTypes(skill).length == 4;
  2740. }),
  2741. addition:boardChange_Addition
  2742. },
  2743. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2744. function:cards=>cards.filter(card=>{
  2745. const searchTypeArray = [71];
  2746. const skill = getCardActiveSkill(card, searchTypeArray);
  2747. return boardChange_ColorTypes(skill).length == 5;
  2748. }),
  2749. addition:boardChange_Addition
  2750. },
  2751. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2752. function:cards=>cards.filter(card=>{
  2753. const searchTypeArray = [71];
  2754. const skill = getCardActiveSkill(card, searchTypeArray);
  2755. return boardChange_ColorTypes(skill).length >= 6;
  2756. }),
  2757. addition:boardChange_Addition
  2758. },
  2759. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2760. function:cards=>cards.filter(card=>{
  2761. const searchTypeArray = [71];
  2762. const skill = getCardActiveSkill(card, searchTypeArray);
  2763. return boardChange_ColorTypes(skill).includes(0);
  2764. }),
  2765. addition:boardChange_Addition
  2766. },
  2767. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2768. function:cards=>cards.filter(card=>{
  2769. const searchTypeArray = [71];
  2770. const skill = getCardActiveSkill(card, searchTypeArray);
  2771. return boardChange_ColorTypes(skill).includes(1);
  2772. }),
  2773. addition:boardChange_Addition
  2774. },
  2775. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2776. function:cards=>cards.filter(card=>{
  2777. const searchTypeArray = [71];
  2778. const skill = getCardActiveSkill(card, searchTypeArray);
  2779. return boardChange_ColorTypes(skill).includes(2);
  2780. }),
  2781. addition:boardChange_Addition
  2782. },
  2783. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2784. function:cards=>cards.filter(card=>{
  2785. const searchTypeArray = [71];
  2786. const skill = getCardActiveSkill(card, searchTypeArray);
  2787. return boardChange_ColorTypes(skill).includes(3);
  2788. }),
  2789. addition:boardChange_Addition
  2790. },
  2791. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2792. function:cards=>cards.filter(card=>{
  2793. const searchTypeArray = [71];
  2794. const skill = getCardActiveSkill(card, searchTypeArray);
  2795. return boardChange_ColorTypes(skill).includes(4);
  2796. }),
  2797. addition:boardChange_Addition
  2798. },
  2799. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2800. function:cards=>cards.filter(card=>{
  2801. const searchTypeArray = [71];
  2802. const skill = getCardActiveSkill(card, searchTypeArray);
  2803. return boardChange_ColorTypes(skill).includes(5);
  2804. }),
  2805. addition:boardChange_Addition
  2806. },
  2807. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2808. function:cards=>cards.filter(card=>{
  2809. const searchTypeArray = [71];
  2810. const skill = getCardActiveSkill(card, searchTypeArray);
  2811. const colors = boardChange_ColorTypes(skill);
  2812. return colors.includes(6)
  2813. || colors.includes(7)
  2814. || colors.includes(8)
  2815. || colors.includes(9);
  2816. }),
  2817. addition:boardChange_Addition
  2818. },
  2819. ]},
  2820. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2821. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2822. function:cards=>cards.filter(card=>{
  2823. const searchTypeArray = [9,20,154];
  2824. const skills = getCardActiveSkills(card, searchTypeArray);
  2825. if (!skills.length) return false;
  2826. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2827. return parsedSkills.some(p=>p.to.includes(0));
  2828. }),
  2829. addition:changeOrbs_Addition
  2830. },
  2831. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2832. function:cards=>cards.filter(card=>{
  2833. const searchTypeArray = [9,20,154];
  2834. const skills = getCardActiveSkills(card, searchTypeArray);
  2835. if (!skills.length) return false;
  2836. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2837. return parsedSkills.some(p=>p.to.includes(1));
  2838. }),
  2839. addition:changeOrbs_Addition
  2840. },
  2841. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2842. function:cards=>cards.filter(card=>{
  2843. const searchTypeArray = [9,20,154];
  2844. const skills = getCardActiveSkills(card, searchTypeArray);
  2845. if (!skills.length) return false;
  2846. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2847. return parsedSkills.some(p=>p.to.includes(2));
  2848. }),
  2849. addition:changeOrbs_Addition
  2850. },
  2851. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2852. function:cards=>cards.filter(card=>{
  2853. const searchTypeArray = [9,20,154];
  2854. const skills = getCardActiveSkills(card, searchTypeArray);
  2855. if (!skills.length) return false;
  2856. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2857. return parsedSkills.some(p=>p.to.includes(3));
  2858. }),
  2859. addition:changeOrbs_Addition
  2860. },
  2861. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2862. function:cards=>cards.filter(card=>{
  2863. const searchTypeArray = [9,20,154];
  2864. const skills = getCardActiveSkills(card, searchTypeArray);
  2865. if (!skills.length) return false;
  2866. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2867. return parsedSkills.some(p=>p.to.includes(4));
  2868. }),
  2869. addition:changeOrbs_Addition
  2870. },
  2871. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2872. function:cards=>cards.filter(card=>{
  2873. const searchTypeArray = [9,20,154];
  2874. const skills = getCardActiveSkills(card, searchTypeArray);
  2875. if (!skills.length) return false;
  2876. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2877. return parsedSkills.some(p=>p.to.includes(5));
  2878. }),
  2879. addition:changeOrbs_Addition
  2880. },
  2881. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2882. function:cards=>cards.filter(card=>{
  2883. const searchTypeArray = [9,20,154];
  2884. const skills = getCardActiveSkills(card, searchTypeArray);
  2885. if (!skills.length) return false;
  2886. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2887. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2888. }),
  2889. addition:changeOrbs_Addition
  2890. },
  2891. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2892. function:cards=>cards.filter(card=>{
  2893. const searchTypeArray = [9,20,154];
  2894. const skills = getCardActiveSkills(card, searchTypeArray);
  2895. if (!skills.length) return false;
  2896. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2897. return parsedSkills.some(p=>p.from.includes(0));
  2898. }),
  2899. addition:changeOrbs_Addition
  2900. },
  2901. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2902. function:cards=>cards.filter(card=>{
  2903. const searchTypeArray = [9,20,154];
  2904. const skills = getCardActiveSkills(card, searchTypeArray);
  2905. if (!skills.length) return false;
  2906. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2907. return parsedSkills.some(p=>p.from.includes(1));
  2908. }),
  2909. addition:changeOrbs_Addition
  2910. },
  2911. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2912. function:cards=>cards.filter(card=>{
  2913. const searchTypeArray = [9,20,154];
  2914. const skills = getCardActiveSkills(card, searchTypeArray);
  2915. if (!skills.length) return false;
  2916. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2917. return parsedSkills.some(p=>p.from.includes(2));
  2918. }),
  2919. addition:changeOrbs_Addition
  2920. },
  2921. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2922. function:cards=>cards.filter(card=>{
  2923. const searchTypeArray = [9,20,154];
  2924. const skills = getCardActiveSkills(card, searchTypeArray);
  2925. if (!skills.length) return false;
  2926. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2927. return parsedSkills.some(p=>p.from.includes(3));
  2928. }),
  2929. addition:changeOrbs_Addition
  2930. },
  2931. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2932. function:cards=>cards.filter(card=>{
  2933. const searchTypeArray = [9,20,154];
  2934. const skills = getCardActiveSkills(card, searchTypeArray);
  2935. if (!skills.length) return false;
  2936. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2937. return parsedSkills.some(p=>p.from.includes(4));
  2938. }),
  2939. addition:changeOrbs_Addition
  2940. },
  2941. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2942. function:cards=>cards.filter(card=>{
  2943. const searchTypeArray = [9,20,154];
  2944. const skills = getCardActiveSkills(card, searchTypeArray);
  2945. if (!skills.length) return false;
  2946. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2947. return parsedSkills.some(p=>p.from.includes(5));
  2948. }),
  2949. addition:changeOrbs_Addition
  2950. },
  2951. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2952. function:cards=>cards.filter(card=>{
  2953. const searchTypeArray = [9,20,154];
  2954. const skills = getCardActiveSkills(card, searchTypeArray);
  2955. if (!skills.length) return false;
  2956. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2957. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2958. }),
  2959. addition:changeOrbs_Addition
  2960. },
  2961. ]},
  2962. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2963. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2964. function:cards=>cards.filter(card=>{
  2965. function is30(sk)
  2966. {
  2967. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2968. }
  2969. const searchTypeArray = [141];
  2970. const skill = getCardActiveSkill(card, searchTypeArray);
  2971. return skill && is30(skill.params);
  2972. }),
  2973. addition:generateOrbs_Addition
  2974. },
  2975. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2976. function:cards=>cards.filter(card=>{
  2977. function is1515(sk)
  2978. {
  2979. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2980. }
  2981. const searchTypeArray = [141];
  2982. const skill = getCardActiveSkill(card, searchTypeArray);
  2983. return skill && is1515(skill.params);
  2984. }),
  2985. addition:generateOrbs_Addition
  2986. },
  2987. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2988. function:cards=>cards.filter(card=>{
  2989. const gens = generateOrbsParse(card);
  2990. return gens.some(gen=>gen.to.includes(0));
  2991. }),
  2992. addition:generateOrbs_Addition
  2993. },
  2994. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2995. function:cards=>cards.filter(card=>{
  2996. const gens = generateOrbsParse(card);
  2997. return gens.some(gen=>gen.to.includes(1));
  2998. }),
  2999. addition:generateOrbs_Addition
  3000. },
  3001. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  3002. function:cards=>cards.filter(card=>{
  3003. const gens = generateOrbsParse(card);
  3004. return gens.some(gen=>gen.to.includes(2));
  3005. }),
  3006. addition:generateOrbs_Addition
  3007. },
  3008. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  3009. function:cards=>cards.filter(card=>{
  3010. const gens = generateOrbsParse(card);
  3011. return gens.some(gen=>gen.to.includes(3));
  3012. }),
  3013. addition:generateOrbs_Addition
  3014. },
  3015. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3016. function:cards=>cards.filter(card=>{
  3017. const gens = generateOrbsParse(card);
  3018. return gens.some(gen=>gen.to.includes(4));
  3019. }),
  3020. addition:generateOrbs_Addition
  3021. },
  3022. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3023. function:cards=>cards.filter(card=>{
  3024. const gens = generateOrbsParse(card);
  3025. return gens.some(gen=>gen.to.includes(5));
  3026. }),
  3027. addition:generateOrbs_Addition
  3028. },
  3029. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3030. function:cards=>cards.filter(card=>{
  3031. const gens = generateOrbsParse(card);
  3032. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3033. }),
  3034. addition:generateOrbs_Addition
  3035. },
  3036. ]},
  3037. {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: [
  3038. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3039. function:cards=>cards.filter(card=>{
  3040. const searchTypeArray = [176];
  3041. const skill = getCardActiveSkill(card, searchTypeArray);
  3042. return skill;
  3043. }),
  3044. addition:card=>{
  3045. const searchTypeArray = [176];
  3046. const skills = getCardActiveSkills(card, searchTypeArray);
  3047. if (!skills.length) return;
  3048. const fragment = document.createDocumentFragment();
  3049. fragment.appendChild(document.createTextNode(`形状`));
  3050. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3051. return fragment;
  3052. }
  3053. },
  3054. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3055. function:cards=>cards.filter(card=>{
  3056. function isOuterEdges(sk)
  3057. {
  3058. const baseLineNum1 = 0b111111;
  3059. const baseLineNum2 = 0b100001;
  3060. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3061. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3062. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3063. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3064. shapeThisRowOk(sk[4], baseLineNum1);
  3065. }
  3066. const searchTypeArray = [176];
  3067. const skill = getCardActiveSkill(card, searchTypeArray);
  3068. return skill && isOuterEdges(skill.params);
  3069. }),
  3070. addition:card=>{
  3071. const searchTypeArray = [176];
  3072. const skill = getCardActiveSkill(card, searchTypeArray);
  3073. if (!skill) return;
  3074. const sk = skill.params;
  3075. const fragment = document.createDocumentFragment();
  3076. fragment.appendChild(document.createTextNode(`外圈`));
  3077. fragment.appendChild(createOrbsList(sk[5]));
  3078. return fragment;
  3079. }
  3080. },
  3081. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3082. function:cards=>cards.filter(card=>{
  3083. function is3x3(sk)
  3084. {
  3085. const baseLineNum = 0b111;
  3086. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3087. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3088. {
  3089. lineNumArr.push(_lineNum);
  3090. }
  3091. for (let ri=0; ri<3; ri++)
  3092. {
  3093. //搜索所有可能的行存在
  3094. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3095. if (maybeLineNum.length < 1) continue;
  3096. maybeLineNum = maybeLineNum.filter(lineNum=>
  3097. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3098. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3099. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3100. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3101. );
  3102. if (maybeLineNum.length > 0) return true;
  3103. }
  3104. return false;
  3105. }
  3106. const searchTypeArray = [176];
  3107. const skill = getCardActiveSkill(card, searchTypeArray);
  3108. return skill && is3x3(skill.params.slice(0,5));
  3109. }),
  3110. addition:card=>{
  3111. const searchTypeArray = [176];
  3112. const skill = getCardActiveSkill(card, searchTypeArray);
  3113. if (!skill) return;
  3114. const sk = skill.params;
  3115. const fragment = document.createDocumentFragment();
  3116. fragment.appendChild(document.createTextNode(`3×3`));
  3117. fragment.appendChild(createOrbsList(sk[5]));
  3118. return fragment;
  3119. }
  3120. },
  3121. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3122. function:cards=>cards.filter(card=>{
  3123. const searchTypeArray = [176];
  3124. const skills = getCardActiveSkills(card, searchTypeArray);
  3125. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3126. }),
  3127. addition:function(card){
  3128. const searchTypeArray = [176];
  3129. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3130. if (!skills.length) return;
  3131. const fragment = document.createDocumentFragment();
  3132. fragment.appendChild(document.createTextNode(`十字`));
  3133. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3134. return fragment;
  3135. },
  3136. },
  3137. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3138. function:cards=>cards.filter(card=>{
  3139. const searchTypeArray = [176];
  3140. const skills = getCardActiveSkills(card, searchTypeArray);
  3141. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3142. }),
  3143. addition:function(card){
  3144. const searchTypeArray = [176];
  3145. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3146. if (!skills.length) return;
  3147. const fragment = document.createDocumentFragment();
  3148. fragment.appendChild(document.createTextNode(`L字`));
  3149. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3150. return fragment;
  3151. },
  3152. },
  3153. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3154. function:cards=>cards.filter(card=>{
  3155. const searchTypeArray = [127];
  3156. const skill = getCardActiveSkill(card, searchTypeArray);
  3157. return skill;
  3158. }),
  3159. addition:generateColumnOrbs_Addition
  3160. },
  3161. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3162. function:cards=>cards.filter(card=>{
  3163. function isHeart(sk)
  3164. {
  3165. for (let i=1;i<sk.length;i+=2)
  3166. {
  3167. if (sk[i] & 32)
  3168. {
  3169. return true;
  3170. }
  3171. }
  3172. }
  3173. const searchTypeArray = [127];
  3174. const skill = getCardActiveSkill(card, searchTypeArray);
  3175. return skill && isHeart(skill.params);
  3176. }),
  3177. addition:generateColumnOrbs_Addition
  3178. },
  3179. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3180. function:cards=>cards.filter(card=>{
  3181. const searchTypeArray = [128];
  3182. const skill = getCardActiveSkill(card, searchTypeArray);
  3183. return skill;
  3184. }),
  3185. addition:generateRowOrbs_Addition
  3186. },
  3187. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3188. function:cards=>cards.filter(card=>{
  3189. const searchTypeArray = [128];
  3190. const skill = getCardActiveSkill(card, searchTypeArray);
  3191. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3192. }),
  3193. addition:generateRowOrbs_Addition
  3194. },
  3195. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3196. function:cards=>cards.filter(card=>{
  3197. const searchTypeArray = [128];
  3198. const skill = getCardActiveSkill(card, searchTypeArray);
  3199. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3200. }),
  3201. addition:generateRowOrbs_Addition
  3202. },
  3203. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3204. function:cards=>cards.filter(card=>{
  3205. const searchTypeArray = [128];
  3206. const skill = getCardActiveSkill(card, searchTypeArray);
  3207. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3208. }),
  3209. addition:generateRowOrbs_Addition
  3210. },
  3211. {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)"},
  3212. function:cards=>cards.filter(card=>{
  3213. const searchTypeArray = [128,71,176];
  3214. function isRow(skill)
  3215. {
  3216. const sk = skill.params;
  3217. if (skill.type === 128) {//普通横
  3218. return true;
  3219. }
  3220. else if (skill.type === 71) {//花火
  3221. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3222. }
  3223. else if (skill.type === 176) {//特殊形状
  3224. return sk.some(n=>(n & 0b111111) === 0b111111)
  3225. }
  3226. return false;
  3227. }
  3228. const skill = getCardActiveSkill(card, searchTypeArray);
  3229. return skill && isRow(skill);
  3230. })
  3231. },
  3232. ]},
  3233. {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: [
  3234. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3235. function:cards=>{
  3236. const searchTypeArray = [6, 161];
  3237. return cards.filter(card=>{
  3238. const skill = getCardActiveSkill(card, searchTypeArray);
  3239. return skill;
  3240. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3241. },
  3242. addition: gravity_Addition
  3243. },
  3244. {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)"},
  3245. function:cards=>{
  3246. const searchTypeArray = [6];
  3247. return cards.filter(card=>{
  3248. const skill = getCardActiveSkill(card, searchTypeArray);
  3249. return skill;
  3250. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3251. },
  3252. addition: gravity_Addition
  3253. },
  3254. {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)"},
  3255. function:cards=>{
  3256. const searchTypeArray = [161];
  3257. return cards.filter(card=>{
  3258. const skill = getCardActiveSkill(card, searchTypeArray);
  3259. return skill;
  3260. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3261. },
  3262. addition: gravity_Addition
  3263. },
  3264. ]},
  3265. {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: [
  3266. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3267. function:cards=>{
  3268. const searchTypeArray = [55,188,56];
  3269. return cards.filter(card=>{
  3270. const skill = getCardActiveSkill(card, searchTypeArray);
  3271. return skill;
  3272. }).sort((a,b)=>{
  3273. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3274. 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);
  3275. return a_pC - b_pC;
  3276. });
  3277. },
  3278. addition:dixedDamage_Addition
  3279. },
  3280. {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)"},
  3281. function:cards=>{
  3282. const searchTypeArray = [55,188];
  3283. return cards.filter(card=>{
  3284. const skill = getCardActiveSkill(card, searchTypeArray);
  3285. return skill;
  3286. }).sort((a,b)=>{
  3287. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3288. 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);
  3289. return a_pC - b_pC;
  3290. });
  3291. },
  3292. addition:dixedDamage_Addition
  3293. },
  3294. {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)"},
  3295. function:cards=>{
  3296. const searchTypeArray = [56];
  3297. return cards.filter(card=>{
  3298. const skill = getCardActiveSkill(card, searchTypeArray);
  3299. return skill;
  3300. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3301. },
  3302. addition:dixedDamage_Addition
  3303. },
  3304. ]},
  3305. {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: [
  3306. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3307. function:cards=>cards.filter(card=>{
  3308. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3309. function isSingle(skill)
  3310. {
  3311. if (skill.type == 110)
  3312. return Boolean(skill.params[0]);
  3313. else if (skill.type == 144)
  3314. return Boolean(skill.params[2]);
  3315. else
  3316. return true;
  3317. }
  3318. const skill = getCardActiveSkill(card, searchTypeArray);
  3319. return skill && isSingle(skill);
  3320. }),
  3321. addition: numericalATK_Addition
  3322. },
  3323. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3324. function:cards=>cards.filter(card=>{
  3325. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3326. function isAll(skill)
  3327. {
  3328. if (skill.type == 110)
  3329. return !Boolean(skill.params[0]);
  3330. else if (skill.type == 144)
  3331. return !Boolean(skill.params[2]);
  3332. else
  3333. return true;
  3334. }
  3335. const skill = getCardActiveSkill(card, searchTypeArray);
  3336. return skill && skill.id!=0 && isAll(skill);
  3337. }),
  3338. addition: numericalATK_Addition
  3339. },
  3340. {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"},
  3341. function:cards=>cards.filter(card=>{
  3342. const searchTypeArray = [42];
  3343. const skill = getCardActiveSkill(card, searchTypeArray);
  3344. return skill;
  3345. })
  3346. },
  3347. {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"},
  3348. function:cards=>cards.filter(card=>{
  3349. const searchTypeArray = [2,35];
  3350. const skill = getCardActiveSkill(card, searchTypeArray);
  3351. return skill;
  3352. })
  3353. },
  3354. {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)"},
  3355. function:cards=>cards.filter(card=>{
  3356. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3357. const skill = getCardActiveSkill(card, searchTypeArray);
  3358. return skill && skill.id!=0;
  3359. }).sort((a,b)=>{
  3360. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3361. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3362. function getNumber(skill)
  3363. {
  3364. const sk = skill.params;
  3365. switch(skill.type)
  3366. {
  3367. case 0:
  3368. case 37:
  3369. case 58:
  3370. case 59:
  3371. case 84:
  3372. case 85:
  3373. case 115:
  3374. return sk[1];
  3375. case 2:
  3376. case 35:
  3377. return sk[0];
  3378. default:
  3379. return 0;
  3380. }
  3381. }
  3382. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3383. return a_pC - b_pC;
  3384. }),
  3385. addition: numericalATK_Addition
  3386. },
  3387. {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)"},
  3388. function:cards=>cards.filter(card=>{
  3389. const searchTypeArray = [1,42,86,87];
  3390. const skill = getCardActiveSkill(card, searchTypeArray);
  3391. return skill;
  3392. }).sort((a,b)=>{
  3393. const searchTypeArray = [1,42,86,87];
  3394. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3395. function getNumber(skill)
  3396. {
  3397. const sk = skill.params;
  3398. switch(skill.type)
  3399. {
  3400. case 1:
  3401. case 86:
  3402. case 87:
  3403. return sk[1];
  3404. case 42:
  3405. return sk[2];
  3406. default:
  3407. return 0;
  3408. }
  3409. }
  3410. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3411. return a_pC - b_pC;
  3412. }),
  3413. addition: numericalATK_Addition
  3414. },
  3415. {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)"},
  3416. function:cards=>{
  3417. const searchTypeArray = [110];
  3418. return cards.filter(card=>{
  3419. const skill = getCardActiveSkill(card, searchTypeArray);
  3420. return skill;
  3421. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3422. },
  3423. addition: numericalATK_Addition
  3424. },
  3425. {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)"},
  3426. function:cards=>{
  3427. const searchTypeArray = [143];
  3428. return cards.filter(card=>{
  3429. const skill = getCardActiveSkill(card, searchTypeArray);
  3430. return skill;
  3431. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3432. },
  3433. addition: numericalATK_Addition
  3434. },
  3435. {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)"},
  3436. function:cards=>{
  3437. const searchTypeArray = [144];
  3438. return cards.filter(card=>{
  3439. const skill = getCardActiveSkill(card, searchTypeArray);
  3440. return skill;
  3441. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3442. },
  3443. addition: numericalATK_Addition
  3444. },
  3445. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3446. function:cards=>cards.filter(card=>{
  3447. const searchTypeArray = [35,115];
  3448. const skill = getCardActiveSkill(card, searchTypeArray);
  3449. return skill;
  3450. })
  3451. },
  3452. ]},
  3453. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3454. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3455. function:cards=>cards.filter(card=>{
  3456. if (card.activeSkillId == 0) return false;
  3457. const skill = Skills[card.activeSkillId];
  3458. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3459. })
  3460. },
  3461. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3462. function:cards=>cards.filter(card=>{
  3463. if (card.activeSkillId == 0) return false;
  3464. const skill = Skills[card.activeSkillId];
  3465. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3466. let realCD = minCD;
  3467. const searchTypeArray = [14];
  3468. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3469. if (subSkill)
  3470. {
  3471. realCD -= subSkill.params[0] * 3;
  3472. }
  3473. return minCD > 1 && realCD <= 4;
  3474. })
  3475. },
  3476. {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)"},
  3477. function:cards=>{
  3478. const searchTypeArray = [5, 246, 247];
  3479. return cards.filter(card=>{
  3480. const skill = getCardActiveSkill(card, searchTypeArray);
  3481. return skill;
  3482. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3483. },
  3484. addition:card=>{
  3485. const searchTypeArray = [5, 246, 247];
  3486. const skill = getCardActiveSkill(card, searchTypeArray);
  3487. if (!skill) return;
  3488. const value = skill.params[0];
  3489. return `时停${value}s`;
  3490. }
  3491. },
  3492. {
  3493. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3494. function:cards=>cards.filter(card=>{
  3495. const searchTypeArray = [118];
  3496. const skill = getCardActiveSkill(card, searchTypeArray);
  3497. return skill;
  3498. })
  3499. },
  3500. {
  3501. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3502. function:cards=>cards.filter(card=>{
  3503. const searchTypeArray = [232, 233];
  3504. const skill = getCardActiveSkill(card, searchTypeArray);
  3505. return skill;
  3506. }),
  3507. addition:card=>{
  3508. const searchTypeArray = [232, 233];
  3509. const skill = getCardActiveSkill(card, searchTypeArray);
  3510. if (!skill) return;
  3511. const value = skill.params[0];
  3512. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3513. }
  3514. },
  3515. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3516. function:cards=>cards.filter(card=>{
  3517. const searchTypeArray = [225];
  3518. const skill = getCardActiveSkill(card, searchTypeArray);
  3519. return skill;
  3520. }),
  3521. addition:card=>{
  3522. const searchTypeArray = [225];
  3523. const skill = getCardActiveSkill(card, searchTypeArray);
  3524. if (!skill) return;
  3525. const sk = skill.params;
  3526. let strArr = [];
  3527. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3528. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3529. return `HP ${strArr.join(" ")}`;
  3530. }
  3531. },
  3532. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3533. function:cards=>cards.filter(card=>{
  3534. const searchTypeArray = [234];
  3535. const skill = getCardActiveSkill(card, searchTypeArray);
  3536. return skill;
  3537. }),
  3538. addition:card=>{
  3539. const searchTypeArray = [234];
  3540. const skill = getCardActiveSkill(card, searchTypeArray);
  3541. if (!skill) return;
  3542. const sk = skill.params;
  3543. let strArr = [];
  3544. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3545. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3546. return `层 ${strArr.join(" ")}`;
  3547. }
  3548. },
  3549. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3550. function:cards=>{
  3551. const searchTypeArray = [248];
  3552. return cards.filter(card=>{
  3553. const skill = getCardActiveSkill(card, searchTypeArray);
  3554. return skill;
  3555. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3556. },
  3557. addition:card=>{
  3558. const searchTypeArray = [248];
  3559. const skill = getCardActiveSkill(card, searchTypeArray);
  3560. if (!skill) return;
  3561. const sk = skill.params;
  3562. return `延迟${sk[0]}T`;
  3563. }
  3564. },
  3565. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3566. function:cards=>cards.filter(card=>{
  3567. const searchTypeArray = [255];
  3568. const skill = getCardActiveSkill(card, searchTypeArray);
  3569. return skill;
  3570. }),
  3571. addition:card=>{
  3572. const searchTypeArray = [255];
  3573. const skill = getCardActiveSkill(card, searchTypeArray);
  3574. if (!skill) return;
  3575. const sk = skill.params;
  3576. const fragment = document.createDocumentFragment();
  3577. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3578. return fragment;
  3579. }
  3580. },
  3581. ]},
  3582. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3583. ]},
  3584. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3585. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3586. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3587. },
  3588. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3589. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3590. },
  3591. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3592. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3593. },
  3594. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3595. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3596. },
  3597. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3598. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3599. },
  3600. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3601. function:cards=>cards.filter(card=>{
  3602. const searchTypeArray = [150];
  3603. const skill = getCardLeaderSkill(card, searchTypeArray);
  3604. return skill;
  3605. })
  3606. },
  3607. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3608. function:cards=>cards.filter(card=>{
  3609. const searchTypeArray = [151,209];
  3610. const skill = getCardLeaderSkill(card, searchTypeArray);
  3611. return skill;
  3612. })
  3613. },
  3614. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3615. function:cards=>cards.filter(card=>{
  3616. const searchTypeArray = [157];
  3617. const skill = getCardLeaderSkill(card, searchTypeArray);
  3618. return skill;
  3619. })
  3620. },
  3621. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3622. function:cards=>{
  3623. const searchTypeArray = [235];
  3624. return cards.filter(card=>{
  3625. const skill = getCardLeaderSkill(card, searchTypeArray);
  3626. if (!skill) return false;
  3627. const sk = skill.params;
  3628. if (!sk[3] || sk[3] === 100) return false;
  3629. return skill;
  3630. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3631. },
  3632. addition:card=>{
  3633. const searchTypeArray = [235];
  3634. const skill = getCardLeaderSkill(card, searchTypeArray);
  3635. if (!skill) return;
  3636. const sk = skill.params;
  3637. if (!sk[3] || sk[3] === 100) return;
  3638. const fragment = document.createDocumentFragment();
  3639. const sup = document.createElement("sup");
  3640. sup.textContent = "N";
  3641. const orbs = createOrbsList(flags(sk[0]));
  3642. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3643. if (sk[1]) {
  3644. fragment.append(`×≥${sk[1]}`);
  3645. } else {
  3646. fragment.append(`×${sk[2]}`);
  3647. }
  3648. return fragment;
  3649. }
  3650. },
  3651. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3652. function:cards=>cards.filter(card=>{
  3653. const searchTypeArray = [177];
  3654. const skill = getCardLeaderSkill(card, searchTypeArray);
  3655. return skill?.params[5];
  3656. })
  3657. },
  3658. ]},
  3659. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3660. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3661. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3662. },
  3663. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3664. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3665. },
  3666. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3667. function:cards=>cards.filter(card=>{
  3668. const searchTypeArray = [162,186];
  3669. const skill = getCardLeaderSkill(card, searchTypeArray);
  3670. return skill;
  3671. })
  3672. },
  3673. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3674. function:cards=>cards.filter(card=>{
  3675. const searchTypeArray = [163,177];
  3676. const skill = getCardLeaderSkill(card, searchTypeArray);
  3677. return skill;
  3678. })
  3679. },
  3680. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3681. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3682. },
  3683. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3684. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3685. },
  3686. {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)"},
  3687. function:cards=>{
  3688. const searchTypeArray = [158];
  3689. return cards.filter(card=>{
  3690. const skill = getCardLeaderSkill(card, searchTypeArray);
  3691. return skill;
  3692. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3693. },
  3694. addition:card=>{
  3695. const searchTypeArray = [158];
  3696. const skill = getCardLeaderSkill(card, searchTypeArray);
  3697. const value = skill.params[0];
  3698. return `≥${value}珠`;
  3699. }
  3700. },
  3701. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3702. function:cards=>cards.filter(card=>{
  3703. const searchTypeArray = [125];
  3704. const skill = getCardLeaderSkill(card, searchTypeArray);
  3705. return skill;
  3706. }),
  3707. addition:card=>{
  3708. const searchTypeArray = [125];
  3709. const skill = getCardLeaderSkill(card, searchTypeArray);
  3710. if (!skill) return;
  3711. const sk = skill.params;
  3712. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3713. }
  3714. },
  3715. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3716. function:cards=>cards.filter(card=>{
  3717. const searchTypeArray = [175];
  3718. const skill = getCardLeaderSkill(card, searchTypeArray);
  3719. return skill;
  3720. }),
  3721. addition:card=>{
  3722. const searchTypeArray = [175];
  3723. const skill = getCardLeaderSkill(card, searchTypeArray);
  3724. if (!skill) return;
  3725. const sk = skill.params;
  3726. return `合作:${sk[0]}`;
  3727. }
  3728. },
  3729. {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"},
  3730. function:cards=>cards.filter(card=>{
  3731. const searchTypeArray = [203];
  3732. const skill = getCardLeaderSkill(card, searchTypeArray);
  3733. return skill;
  3734. })
  3735. },
  3736. {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"},
  3737. function:cards=>cards.filter(card=>{
  3738. const searchTypeArray = [229];
  3739. const skill = getCardLeaderSkill(card, searchTypeArray);
  3740. return skill;
  3741. }),
  3742. addition:card=>{
  3743. const searchTypeArray = [229];
  3744. const skill = getCardLeaderSkill(card, searchTypeArray);
  3745. if (!skill) return;
  3746. const sk = skill.params;
  3747. const attrs = flags(sk[0]), types = flags(sk[1]);
  3748. const fragment = document.createDocumentFragment();
  3749. if (attrs.length)
  3750. fragment.appendChild(createOrbsList(attrs));
  3751. if (types.length)
  3752. fragment.appendChild(createTypesList(types));
  3753. return fragment;
  3754. }
  3755. },
  3756. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3757. function:cards=>cards.filter(card=>{
  3758. const searchTypeArray = [217];
  3759. const skill = getCardLeaderSkill(card, searchTypeArray);
  3760. return skill;
  3761. }),
  3762. addition:card=>{
  3763. const searchTypeArray = [217];
  3764. const skill = getCardLeaderSkill(card, searchTypeArray);
  3765. if (!skill) return;
  3766. const sk = skill.params;
  3767. return `★≤${sk[0]}`;
  3768. }
  3769. },
  3770. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3771. function:cards=>cards.filter(card=>{
  3772. const searchTypeArray = [245];
  3773. const skill = getCardLeaderSkill(card, searchTypeArray);
  3774. return skill;
  3775. }),
  3776. addition:card=>{
  3777. const searchTypeArray = [245];
  3778. const skill = getCardLeaderSkill(card, searchTypeArray);
  3779. if (!skill) return;
  3780. const sk = skill.params;
  3781. switch (sk[0]) {
  3782. case -1:
  3783. return `★各不相同`;
  3784. case -2:
  3785. return `★全部相同`;
  3786. default:
  3787. return `★全为${sk[0]}`;
  3788. }
  3789. }
  3790. },
  3791. ]},
  3792. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3793. {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)"},
  3794. function:cards=>{
  3795. return cards.filter(card=>{
  3796. return getSkillFixedDamage(card) > 0;
  3797. }).sort((a,b)=>{
  3798. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3799. return a_pC - b_pC;
  3800. });
  3801. },
  3802. addition:card=>{
  3803. const value = getSkillFixedDamage(card);
  3804. if (value <= 0 ) return;
  3805. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3806. let skill;
  3807. if (skill = getCardLeaderSkill(card, [235])) {
  3808. nodeArr.push("/");
  3809. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3810. nodeArr.push(`×${skill.params[2]}`);
  3811. }
  3812. return nodeArr.nodeJoin();
  3813. }
  3814. },
  3815. {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)"},
  3816. function:cards=>{
  3817. return cards.filter(card=>{
  3818. return getSkillAddCombo(card) > 0;
  3819. }).sort((a,b)=>{
  3820. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3821. return a_pC - b_pC;
  3822. });
  3823. },
  3824. addition:card=>{
  3825. const value = getSkillAddCombo(card);
  3826. if (value <= 0 ) return;
  3827. let nodeArr = [`+${value.bigNumberToString()}C`];
  3828. let skill;
  3829. if (skill = getCardLeaderSkill(card, [210])) {
  3830. nodeArr.push("/十字");
  3831. } else if (skill = getCardLeaderSkill(card, [235])) {
  3832. nodeArr.push("/");
  3833. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3834. nodeArr.push(`×${skill.params[2]}`);
  3835. }
  3836. return nodeArr.nodeJoin();
  3837. }
  3838. },
  3839. {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)"},
  3840. function:cards=>{
  3841. const searchTypeArray = [15,185];
  3842. return cards.filter(card=>{
  3843. const skill = getCardLeaderSkill(card, searchTypeArray);
  3844. return skill;
  3845. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3846. },
  3847. addition:card=>{
  3848. const searchTypeArray = [15,185];
  3849. const skill = getCardLeaderSkill(card, searchTypeArray);
  3850. if (!skill) return;
  3851. const value = skill.params[0];
  3852. return `${value > 0 ? "+" : ""}${value/100}s`;
  3853. }
  3854. },
  3855. {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)"},
  3856. function:cards=>{
  3857. const searchTypeArray = [178];
  3858. return cards.filter(card=>{
  3859. const skill = getCardLeaderSkill(card, searchTypeArray);
  3860. return skill;
  3861. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3862. },
  3863. addition:card=>{
  3864. const searchTypeArray = [178];
  3865. const skill = getCardLeaderSkill(card, searchTypeArray);
  3866. if (!skill) return;
  3867. const value = skill.params[0];
  3868. return `固定${value}s`;
  3869. }
  3870. },
  3871. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3872. function:cards=>cards.filter(card=>{
  3873. const searchTypeArray = [213];
  3874. const skill = getCardLeaderSkill(card, searchTypeArray);
  3875. return skill;
  3876. }),
  3877. addition:card=>{
  3878. const searchTypeArray = [213];
  3879. const skill = getCardLeaderSkill(card, searchTypeArray);
  3880. if (!skill) return;
  3881. const sk = skill.params;
  3882. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3883. const fragment = document.createDocumentFragment();
  3884. if (attrs.length)
  3885. fragment.appendChild(createOrbsList(attrs));
  3886. if (types.length)
  3887. fragment.appendChild(createTypesList(types));
  3888. fragment.appendChild(document.createTextNode(`:+`));
  3889. if (awakenings.length)
  3890. fragment.appendChild(creatAwokenList(awakenings));
  3891. return fragment;
  3892. }
  3893. },
  3894. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3895. function:cards=>{
  3896. const searchTypeArray = [12];
  3897. return cards.filter(card=>{
  3898. const skill = getCardLeaderSkill(card, searchTypeArray);
  3899. return skill;
  3900. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3901. },
  3902. addition:card=>{
  3903. const searchTypeArray = [12];
  3904. const skill = getCardLeaderSkill(card, searchTypeArray);
  3905. if (!skill) return;
  3906. const value = skill.params[0];
  3907. return `攻击×${(value/100).bigNumberToString()}倍`;
  3908. }
  3909. },
  3910. {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)"},
  3911. function:cards=>{
  3912. const searchTypeArray = [13];
  3913. return cards.filter(card=>{
  3914. const skill = getCardLeaderSkill(card, searchTypeArray);
  3915. return skill;
  3916. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3917. },
  3918. addition:card=>{
  3919. const searchTypeArray = [13];
  3920. const skill = getCardLeaderSkill(card, searchTypeArray);
  3921. if (!skill) return;
  3922. const value = skill.params[0];
  3923. return `回复×${(value/100).bigNumberToString()}倍`;
  3924. }
  3925. },
  3926. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3927. function:cards=>{
  3928. const searchTypeArray = [198];
  3929. return cards.filter(card=>{
  3930. const skill = getCardLeaderSkill(card, searchTypeArray);
  3931. return skill && skill.params[2];
  3932. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3933. },
  3934. addition:card=>{
  3935. const searchTypeArray = [198];
  3936. const skill = getCardLeaderSkill(card, searchTypeArray);
  3937. if (!skill) return;
  3938. const sk = skill.params;
  3939. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3940. }
  3941. },
  3942. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3943. function:cards=>{
  3944. const searchTypeArray = [198];
  3945. return cards.filter(card=>{
  3946. const skill = getCardLeaderSkill(card, searchTypeArray);
  3947. return skill && skill.params[3];
  3948. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3949. },
  3950. addition:card=>{
  3951. const searchTypeArray = [198];
  3952. const skill = getCardLeaderSkill(card, searchTypeArray);
  3953. if (!skill) return;
  3954. const sk = skill.params;
  3955. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3956. }
  3957. },
  3958. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3959. function:cards=>{
  3960. const searchTypeArray = [41];
  3961. return cards.filter(card=>{
  3962. const skill = getCardLeaderSkill(card, searchTypeArray);
  3963. return skill;
  3964. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3965. },
  3966. addition:card=>{
  3967. const searchTypeArray = [41];
  3968. const skill = getCardLeaderSkill(card, searchTypeArray);
  3969. if (!skill) return;
  3970. const sk = skill.params;
  3971. const fragment = document.createDocumentFragment();
  3972. fragment.appendChild(createOrbsList(sk[2] || 0));
  3973. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3974. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3975. return fragment;
  3976. }
  3977. },
  3978. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3979. function:cards=>cards.filter(card=>{
  3980. const searchTypeArray = [197];
  3981. const skill = getCardLeaderSkill(card, searchTypeArray);
  3982. return skill;
  3983. })
  3984. },
  3985. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3986. function:cards=>{
  3987. const searchTypeArray = [14];
  3988. return cards.filter(card=>{
  3989. const skill = getCardLeaderSkill(card, searchTypeArray);
  3990. return skill;
  3991. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3992. },
  3993. addition:card=>{
  3994. const searchTypeArray = [14];
  3995. const skill = getCardLeaderSkill(card, searchTypeArray);
  3996. if (!skill) return;
  3997. const value = skill.params[0];
  3998. return `HP≥${value}%`;
  3999. }
  4000. },
  4001. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  4002. function:cards=>{
  4003. const searchTypeArray = [254];
  4004. return cards.filter(card=>{
  4005. const skill = getCardLeaderSkill(card, searchTypeArray);
  4006. return skill;
  4007. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4008. }
  4009. },
  4010. {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)"},
  4011. function:cards=>{
  4012. const searchTypeArray = [53];
  4013. return cards.filter(card=>{
  4014. const skill = getCardLeaderSkill(card, searchTypeArray);
  4015. return skill;
  4016. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4017. },
  4018. addition:card=>{
  4019. const searchTypeArray = [53];
  4020. const skill = getCardLeaderSkill(card, searchTypeArray);
  4021. if (!skill) return;
  4022. const sk = skill.params;
  4023. return `掉率x${sk[0]/100}`;
  4024. }
  4025. },
  4026. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  4027. function:cards=>{
  4028. const searchTypeArray = [54];
  4029. return cards.filter(card=>{
  4030. const skill = getCardLeaderSkill(card, searchTypeArray);
  4031. return skill;
  4032. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4033. },
  4034. addition:card=>{
  4035. const searchTypeArray = [54];
  4036. const skill = getCardLeaderSkill(card, searchTypeArray);
  4037. if (!skill) return;
  4038. const sk = skill.params;
  4039. return `金币x${sk[0]/100}`;
  4040. }
  4041. },
  4042. {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)"},
  4043. function:cards=>{
  4044. const searchTypeArray = [148];
  4045. return cards.filter(card=>{
  4046. const skill = getCardLeaderSkill(card, searchTypeArray);
  4047. return skill;
  4048. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4049. },
  4050. addition:card=>{
  4051. const searchTypeArray = [148];
  4052. const skill = getCardLeaderSkill(card, searchTypeArray);
  4053. if (!skill) return;
  4054. const sk = skill.params;
  4055. return `经验x${sk[0]/100}`;
  4056. }
  4057. },
  4058. ]},
  4059. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  4060. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4061. function:cards=>cards.filter(card=>{
  4062. const skill = Skills[card.leaderSkillId];
  4063. const HPscale = getHPScale(skill);
  4064. return HPscale >= 3;
  4065. }).sort(sortByHPScal),
  4066. addition: HPScal_Addition
  4067. },
  4068. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4069. function:cards=>cards.filter(card=>{
  4070. const skill = Skills[card.leaderSkillId];
  4071. const HPscale = getHPScale(skill);
  4072. return HPscale >= 2 && HPscale < 3;
  4073. }).sort(sortByHPScal),
  4074. addition: HPScal_Addition
  4075. },
  4076. {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)"},
  4077. function:cards=>cards.filter(card=>{
  4078. const skill = Skills[card.leaderSkillId];
  4079. const HPscale = getHPScale(skill);
  4080. return HPscale >= 1.5 && HPscale < 2;
  4081. }).sort(sortByHPScal),
  4082. addition: HPScal_Addition
  4083. },
  4084. {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)"},
  4085. function:cards=>cards.filter(card=>{
  4086. const skill = Skills[card.leaderSkillId];
  4087. const HPscale = getHPScale(skill);
  4088. return HPscale > 1 && HPscale < 1.5;
  4089. }).sort(sortByHPScal),
  4090. addition: HPScal_Addition
  4091. },
  4092. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4093. function:cards=>cards.filter(card=>{
  4094. const skill = Skills[card.leaderSkillId];
  4095. const HPscale = getHPScale(skill);
  4096. return HPscale === 1;
  4097. }),
  4098. addition: HPScal_Addition
  4099. },
  4100. {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)"},
  4101. function:cards=>cards.filter(card=>{
  4102. const skill = Skills[card.leaderSkillId];
  4103. const HPscale = getHPScale(skill);
  4104. return HPscale < 1;
  4105. }).sort(sortByHPScal),
  4106. addition: HPScal_Addition
  4107. },
  4108. ]},
  4109. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  4110. {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)"},
  4111. function:cards=>cards.filter(card=>{
  4112. const skill = Skills[card.leaderSkillId];
  4113. const reduceScale = getReduceScale(skill);
  4114. return reduceScale >= 0.75;
  4115. }).sort(sortByReduceScale),
  4116. addition: ReduceScale_Addition
  4117. },
  4118. {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)"},
  4119. function:cards=>cards.filter(card=>{
  4120. const skill = Skills[card.leaderSkillId];
  4121. const reduceScale = getReduceScale(skill);
  4122. return reduceScale >= 0.5 && reduceScale < 0.75;
  4123. }).sort(sortByReduceScale),
  4124. addition: ReduceScale_Addition
  4125. },
  4126. {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)"},
  4127. function:cards=>cards.filter(card=>{
  4128. const skill = Skills[card.leaderSkillId];
  4129. const reduceScale = getReduceScale(skill);
  4130. return reduceScale >= 0.25 && reduceScale < 0.5;
  4131. }).sort(sortByReduceScale),
  4132. addition: ReduceScale_Addition
  4133. },
  4134. {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)"},
  4135. function:cards=>cards.filter(card=>{
  4136. const skill = Skills[card.leaderSkillId];
  4137. const reduceScale = getReduceScale(skill);
  4138. return reduceScale > 0 && reduceScale < 0.25;
  4139. }).sort(sortByReduceScale),
  4140. addition: ReduceScale_Addition
  4141. },
  4142. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4143. function:cards=>cards.filter(card=>{
  4144. const skill = Skills[card.leaderSkillId];
  4145. const reduceScale = getReduceScale(skill);
  4146. return reduceScale === 0;
  4147. })
  4148. },
  4149. {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"},
  4150. function:cards=>cards.filter(card=>{
  4151. const skill = Skills[card.leaderSkillId];
  4152. return getReduceScale(skill, true) > 0;
  4153. })
  4154. },
  4155. {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"},
  4156. function:cards=>cards.filter(card=>{
  4157. const skill = Skills[card.leaderSkillId];
  4158. return getReduceScale(skill, undefined, true) > 0;
  4159. })
  4160. },
  4161. {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"},
  4162. function:cards=>cards.filter(card=>{
  4163. const skill = Skills[card.leaderSkillId];
  4164. return getReduceScale(skill, undefined, undefined, true) > 0;
  4165. })
  4166. },
  4167. /*{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%)"},
  4168. function:cards=>cards.filter(card=>{
  4169. const skill = Skills[card.leaderSkillId];
  4170. const reduceScale = getReduceScale(skill);
  4171. return reduceScale>=0.29;
  4172. }).sort(sortByReduceScale)
  4173. },*/
  4174. {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"},
  4175. function:cards=>{
  4176. return cards.filter(card=>{
  4177. const skill = Skills[card.leaderSkillId];
  4178. return getReduceScale_unconditional(skill) > 0;
  4179. }).sort((a,b)=>{
  4180. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4181. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4182. });
  4183. },
  4184. addition:card=>{
  4185. const skill = Skills[card.leaderSkillId];
  4186. const scale = getReduceScale_unconditional(skill)
  4187. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4188. }
  4189. },
  4190. ]},
  4191. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4192. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4193. function:cards=>cards.filter(card=>
  4194. !Array.isArray(card.henshinFrom) &&
  4195. !Array.isArray(card.henshinTo))
  4196. },
  4197. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4198. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4199. },
  4200. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4201. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4202. },
  4203. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4204. function:cards=>cards.filter(card=>{
  4205. const searchTypeArray = [236];
  4206. const skill = getCardActiveSkill(card, searchTypeArray);
  4207. return skill;
  4208. })
  4209. },
  4210. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  4211. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4212. },
  4213. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4214. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4215. },
  4216. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4217. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4218. function:cards=>cards.filter(isReincarnated)
  4219. }, //evoBaseId可能为0
  4220. //{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)},
  4221. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4222. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4223. },
  4224. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4225. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4226. },
  4227. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4228. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4229. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4230. },
  4231. ]},
  4232. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4233. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4234. function:cards=>cards.filter(card=>card.is8Latent)
  4235. },
  4236. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4237. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4238. },
  4239. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4240. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4241. },
  4242. {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"},
  4243. function:cards=>cards.filter(card=>{
  4244. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4245. if (hasAwokenKiller)
  4246. { //大于2个杀的进行判断
  4247. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4248. { //大于3个杀的直接过
  4249. return true;
  4250. }else
  4251. { //2个杀的
  4252. const isAllowLatent = card.types.filter(i=>
  4253. i>=0 //去掉-1的type
  4254. ).map(type=>
  4255. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4256. ).some(ls=>
  4257. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4258. );
  4259. return isAllowLatent
  4260. }
  4261. }else
  4262. {
  4263. return false;
  4264. }
  4265. })
  4266. },
  4267. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4268. // function:cards=>cards.filter(card=>{
  4269. // const searchTypeArray = [1000];
  4270. // const skill = getCardActiveSkill(card, searchTypeArray);
  4271. // return skill;
  4272. // })
  4273. // },
  4274. ]},
  4275. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4276. {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)"},
  4277. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4278. },
  4279. {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)"},
  4280. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4281. },
  4282. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4283. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4284. },
  4285. {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"},
  4286. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4287. },
  4288. {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)"},
  4289. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4290. addition:card=>`成长${card.limitBreakIncr}%`
  4291. },
  4292. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4293. function:cards=>cards.filter(card=>card.maxLevel==1)
  4294. },
  4295. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4296. function:cards=>cards.filter(card=>card.sellMP<100)
  4297. },
  4298. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4299. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4300. },
  4301. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4302. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4303. },
  4304. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4305. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4306. },
  4307. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4308. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4309. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4310. },
  4311. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4312. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4313. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4314. },
  4315. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4316. function:cards=>cards.filter(card=>card.skillBanner)
  4317. },
  4318. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4319. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4320. },
  4321. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4322. function:cards=>cards.filter(card=>card.stacking),
  4323. },
  4324. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4325. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4326. },
  4327. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4328. function:cards=>cards,
  4329. addition:card=>card.name
  4330. },
  4331. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4332. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4333. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4334. },
  4335. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4336. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4337. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4338. },
  4339. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4340. function:cards=>cards,
  4341. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4342. },
  4343. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4344. function:cards=>cards,
  4345. addition:card=>createTypesList(card.types)
  4346. },
  4347. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4348. function:cards=>cards,
  4349. addition:card=>`COST ${card.cost}`
  4350. },
  4351. ]},
  4352. ];
  4353. return functions;
  4354. })();

智龙迷城队伍图制作工具