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script-json_data.js 145 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`Unkonwn skill type: ${'type'}`,
  43. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  44. random_skills: tp`Random Activates these skills:${'skills'}`,
  45. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  46. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  47. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  48. damage_enemy_times: tp`${'times'} `,
  49. damage_enemy_count: tp` (${'damage'} in total)`,
  50. //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.
  51. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  52. delay: tp`${'icon'}Delays enemies' next move`,
  53. mass_attack: tp`${'icon'}Mass attacks`,
  54. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  55. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  56. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  57. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  58. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  59. unbind_normal: tp`${'icon'}Bind`,
  60. unbind_awakenings: tp`${'icon'}Awoken bind`,
  61. unbind_matches: tp`${'icon'}Unmatchable orb`,
  62. bind_skill: tp`${'icon'}Unable to use skills`,
  63. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  64. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  65. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  66. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  67. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  68. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  69. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  70. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  71. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  72. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  73. board_change: tp`Change all orbs to ${'orbs'}`,
  74. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  75. skill_boost_range: tp`~${'turns'}`,
  76. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  77. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  78. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  79. drop_refresh: tp`Replaces all orbs`,
  80. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  81. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  82. board7x6: tp`[${'icon'}7x6 board]`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'state'} ${'size'} at ${'position'}${'time'}`,
  118. },
  119. power: {
  120. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  121. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  122. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  123. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  124. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  125. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  126. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  127. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  128. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  129. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  130. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  131. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  132. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  134. },
  135. cond: {
  136. unknown: tp`[ Unknown condition ]`,
  137. hp_equal: tp`When ${'hp'} == ${'min'} `,
  138. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  139. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  140. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  141. use_skill: tp`When skills used `,
  142. multi_player: tp`When in Multiplayer Mode `,
  143. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  144. exact_combo: tp`When exactly ${'value'} combos `,
  145. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  146. exact_match_enhanced: tp` orbs including enhanced`,
  147. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  148. compo_type_card: tp`When ${'ids'} are all on team, `,
  149. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  150. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  151. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  152. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  153. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  154. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  155. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  156. },
  157. position: {
  158. top: tp`${'pos'} of top rows`,
  159. bottom: tp`${'pos'} of bottom rows`,
  160. left: tp`${'pos'} of left columns`,
  161. right: tp`${'pos'} of right columns`,
  162. random: tp`random location`,
  163. shape: tp`specified location`,
  164. },
  165. value: {
  166. unknown: tp`[ Unknown value: ${'type'}]`, //type
  167. const: tp`${'value'} ${'unit'}`,
  168. const_to: tp`to ${'value'}`,
  169. mul_percent: tp`${'value'}%`,
  170. mul_times: tp`×${'value'}`,
  171. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  172. mul_of_times: tp`${'stats'} ×${'value'}`,
  173. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  174. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  175. prob: tp`${'value'} chance for `,
  176. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  177. size: tp`${'width'}×${'height'}`,
  178. pos: tp`${'x'}×${'y'}`,
  179. },
  180. target: {
  181. unknown: tp`Unkown Target`,
  182. self: tp`card's`,
  183. team: tp`team`,
  184. team_last: tp`the lastest member`,
  185. team_leader: tp`leader`,
  186. sub_members: tp`sub-members`,
  187. leader_self: tp`left leader`,
  188. leader_helper: tp`right leader`,
  189. enemy: tp`Enemy`,
  190. enemy_all: tp`all enemys`,
  191. enemy_one: tp`1 enemy`,
  192. enemy_attr: tp`${'attr'} enemy`,
  193. the_attr: tp`attr of the matched Orbs`,
  194. },
  195. stats: {
  196. unknown: tp`[ Unknown: ${'type'}]`, //type
  197. maxhp: tp`Max HP`,
  198. hp: tp`HP`,
  199. chp: tp`current HP`,
  200. atk: tp`ATK`,
  201. rcv: tp`RCV`,
  202. teamhp: tp`Team HP`,
  203. teamatk: tp`Team ${'attrs'} ATK`,
  204. teamrcv: tp`Team RCV`,
  205. cstage: tp`current Stage of Dungeon`,
  206. },
  207. unit: {
  208. orbs: tp``,
  209. times: tp` times`,
  210. seconds: tp` seconds`,
  211. point: tp` point`,
  212. turns: tp` turns`,
  213. },
  214. word: {
  215. comma: tp`, `,
  216. slight_pause: tp`, `,
  217. range_hyphen: tp`~`,
  218. in_once: tp`in once `,
  219. evo_type_pixel: tp`Pixel Evo`,
  220. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  221. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  222. affix_attr: tp`${'cotent'} attr.`,
  223. affix_orb: tp`${'cotent'} orbs`,
  224. affix_type: tp`${'cotent'} types`,
  225. affix_awakening: tp`${'cotent'} awoken`,
  226. affix_exclude: tp`, exclude ${'cotent'}`,
  227. },
  228. attrs: {
  229. [0]: tp`${'icon'}Fire`,
  230. [1]: tp`${'icon'}Water`,
  231. [2]: tp`${'icon'}Wood`,
  232. [3]: tp`${'icon'}Light`,
  233. [4]: tp`${'icon'}Dark`,
  234. [5]: tp`${'icon'}Recover`,
  235. [6]: tp`${'icon'}Null`,
  236. all: tp`All`,
  237. self: tp`${'icon'}Self's Attr`,
  238. fixed: tp`${'icon'}Fixed`,
  239. },
  240. orbs: {
  241. [0]: tp`${'icon'}Fire`,
  242. [1]: tp`${'icon'}Water`,
  243. [2]: tp`${'icon'}Wood`,
  244. [3]: tp`${'icon'}Light`,
  245. [4]: tp`${'icon'}Dark`,
  246. [5]: tp`${'icon'}Heal`,
  247. [6]: tp`${'icon'}Jammer`,
  248. [7]: tp`${'icon'}Poison`,
  249. [8]: tp`${'icon'}Lethal Poison`,
  250. [9]: tp`${'icon'}Bomb`,
  251. enhanced: tp`${'icon'}Enhanced`,
  252. locked: tp`${'icon'}Locked`,
  253. nail: tp`${'icon'}Nail`,
  254. _5color: tp`${'icon'}5 Att.`,
  255. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  256. all: tp`All`,
  257. any: tp`Any ${'cotent'}`,
  258. },
  259. board: {
  260. cloud: tp`${'icon'}Cloud`,
  261. roulette: tp`${'icon'}Roulette`,
  262. roulette_time: tp`(transforms every ${'duration'})`,
  263. },
  264. types: {
  265. [0]: tp`${'icon'}Evo Material`,
  266. [1]: tp`${'icon'}Balanced`,
  267. [2]: tp`${'icon'}Physical`,
  268. [3]: tp`${'icon'}Healer`,
  269. [4]: tp`${'icon'}Dragon`,
  270. [5]: tp`${'icon'}God`,
  271. [6]: tp`${'icon'}Attacker`,
  272. [7]: tp`${'icon'}Devil`,
  273. [8]: tp`${'icon'}Machine`,
  274. [9]: tp`${'icon'}Special Protection`,
  275. [12]: tp`${'icon'}Awaken`,
  276. [14]: tp`${'icon'}Enhance Material`,
  277. [15]: tp`${'icon'}Redeemable`,
  278. },
  279. awokens: {
  280. [0]: tp`${'icon'}Unknown awoken`,
  281. [1]: tp`${'icon'}Enhanced HP`,
  282. [2]: tp`${'icon'}Enhanced Attack`,
  283. [3]: tp`${'icon'}Enhanced Heal`,
  284. [4]: tp`${'icon'}Reduce Fire Damage`,
  285. [5]: tp`${'icon'}Reduce Water Damage`,
  286. [6]: tp`${'icon'}Reduce Wood Damage`,
  287. [7]: tp`${'icon'}Reduce Light Damage`,
  288. [8]: tp`${'icon'}Reduce Dark Damage`,
  289. [9]: tp`${'icon'}Auto-Heal`,
  290. [10]: tp`${'icon'}Resistance-Bind`,
  291. [11]: tp`${'icon'}Resistance-Blind`,
  292. [12]: tp`${'icon'}Resistance-Jammers`,
  293. [13]: tp`${'icon'}Resistance-Poison`,
  294. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  295. [15]: tp`${'icon'}Enhanced Water Orbs`,
  296. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  297. [17]: tp`${'icon'}Enhanced Water Orbs`,
  298. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  299. [19]: tp`${'icon'}Extend Time`,
  300. [20]: tp`${'icon'}Recover Bind`,
  301. [21]: tp`${'icon'}Skill Boost`,
  302. [22]: tp`${'icon'}Enhanced Fire Rows`,
  303. [23]: tp`${'icon'}Enhanced Water Rows`,
  304. [24]: tp`${'icon'}Enhanced Wood Rows`,
  305. [25]: tp`${'icon'}Enhanced Water Rows`,
  306. [26]: tp`${'icon'}Enhanced Dark Rows`,
  307. [27]: tp`${'icon'}Two-Pronged Attack`,
  308. [28]: tp`${'icon'}Resistance-Skill Bind`,
  309. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  310. [30]: tp`${'icon'}Multi Boost`,
  311. [31]: tp`${'icon'}Dragon Killer`,
  312. [32]: tp`${'icon'}God Killer`,
  313. [33]: tp`${'icon'}Devil Killer`,
  314. [34]: tp`${'icon'}Machine Killer`,
  315. [35]: tp`${'icon'}Balanced Killer`,
  316. [36]: tp`${'icon'}Attacker Killer`,
  317. [37]: tp`${'icon'}Physical Killer`,
  318. [38]: tp`${'icon'}Healer Killer`,
  319. [39]: tp`${'icon'}Evo Killer`,
  320. [40]: tp`${'icon'}Awaken Killer`,
  321. [41]: tp`${'icon'}Enhance Killer`,
  322. [42]: tp`${'icon'}Redeemable Killer`,
  323. [43]: tp`${'icon'}Enhanced Combos`,
  324. [44]: tp`${'icon'}Guard Break`,
  325. [45]: tp`${'icon'}Bonus Attack`,
  326. [46]: tp`${'icon'}Enhanced Team HP `,
  327. [47]: tp`${'icon'}Enhanced Team RCV`,
  328. [48]: tp`${'icon'}Damage Void Piercer`,
  329. [49]: tp`${'icon'}Awoken Assist`,
  330. [50]: tp`${'icon'}Super Bonus Attack`,
  331. [51]: tp`${'icon'}Skill Charge`,
  332. [52]: tp`${'icon'}Resistance-Bind+`,
  333. [53]: tp`${'icon'}Extend Time+`,
  334. [54]: tp`${'icon'}Resistance-Clouds`,
  335. [55]: tp`${'icon'}Resistance-Immobility`,
  336. [56]: tp`${'icon'}Skill Boost+`,
  337. [57]: tp`${'icon'}50% or more HP Enhanced`,
  338. [58]: tp`${'icon'}50% or less HP Enhanced`,
  339. [59]: tp`${'icon'}L Damage Reduction`,
  340. [60]: tp`${'icon'}L Increased Attack`,
  341. [61]: tp`${'icon'}Super Enhanced Combos`,
  342. [62]: tp`${'icon'}Combo Orbs`,
  343. [63]: tp`${'icon'}Skill Voice`,
  344. [64]: tp`${'icon'}Dungeon Bonus`,
  345. [65]: tp`${'icon'}Reduced HP`,
  346. [66]: tp`${'icon'}Reduced Attack`,
  347. [67]: tp`${'icon'}Reduced RCV`,
  348. [68]: tp`${'icon'}Resistance-Blind+`,
  349. [69]: tp`${'icon'}Resistance-Jammers+`,
  350. [70]: tp`${'icon'}Resistance-Poison+`,
  351. [71]: tp`${'icon'}Blessing of Jammers`,
  352. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  353. [73]: tp`${'icon'}Enhanced Fire Combos`,
  354. [74]: tp`${'icon'}Enhanced Water Combos`,
  355. [75]: tp`${'icon'}Enhanced Wood Combos`,
  356. [76]: tp`${'icon'}Enhanced Light Combos`,
  357. [77]: tp`${'icon'}Enhanced Dark Combos`,
  358. [78]: tp`${'icon'}Cross Attack`,
  359. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  360. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  361. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  362. [82]: tp`${'icon'}Super Enhanced Matching`,
  363. [83]: tp`${'icon'}Append Dragon Type`,
  364. [84]: tp`${'icon'}Append God Type`,
  365. [85]: tp`${'icon'}Append Devil Type`,
  366. [86]: tp`${'icon'}Append Machine Type`,
  367. [87]: tp`${'icon'}Append Balanced Type`,
  368. [88]: tp`${'icon'}Append Attacker Type`,
  369. [89]: tp`${'icon'}Append Physical Type`,
  370. [90]: tp`${'icon'}Append Healer Type`,
  371. [91]: tp`${'icon'}Append Fire Attr.`,
  372. [92]: tp`${'icon'}Append Water Attr.`,
  373. [93]: tp`${'icon'}Append Wood Attr.`,
  374. [94]: tp`${'icon'}Append Water Attr.`,
  375. [95]: tp`${'icon'}Append Dark Attr.`,
  376. }
  377. },
  378. };
  379. //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
  380. const typekiller_for_type = [
  381. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  382. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  383. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  384. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  385. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  386. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  387. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  388. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  389. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  390. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  391. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  392. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  393. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  394. ];
  395. //类型允许的潜觉杀
  396. const type_allowable_latent = [];
  397. typekiller_for_type.forEach(t=>
  398. {
  399. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  400. .map(tn=>
  401. typekiller_for_type.find(_t=>_t.type == tn).latent
  402. );
  403. type_allowable_latent[t.type] = t.allowableLatent;
  404. }
  405. );
  406. //一般共同能打的潜觉
  407. const common_allowable_latent = [
  408. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  409. 28,29,30,31,32,33,34,35,36,37,38,
  410. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  411. ];
  412. //120级才能打的潜觉
  413. const v120_allowable_latent = [
  414. 42,43,44,45
  415. ];
  416. //等效觉醒列表
  417. const equivalent_awoken = [
  418. {small:10,big:52,times:2}, //防封
  419. {small:11,big:68,times:5}, //防暗
  420. {small:12,big:69,times:5}, //防废
  421. {small:13,big:70,times:5}, //防毒
  422. {small:19,big:53,times:2}, //手指
  423. {small:21,big:56,times:2}, //SB
  424. {small:27,big:96,times:2}, //U
  425. {small:51,big:97,times:2}, //5色溜
  426. {small:9,big:98,times:2}, //自回
  427. {small:14,big:99,times:2}, //火+
  428. {small:15,big:100,times:2},//水+
  429. {small:16,big:101,times:2},//木+
  430. {small:17,big:102,times:2},//光+
  431. {small:18,big:103,times:2},//暗+
  432. {small:29,big:104,times:2},//心+
  433. ];
  434. //官方的觉醒排列顺序
  435. const official_awoken_sorting = [
  436. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  437. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  438. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  439. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  440. 99,100,101,102,103,104, 98, 96, 97,
  441. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  442. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  443. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  444. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  445. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  446. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  447. 91, 92, 93, 94, 95,
  448. ];
  449. //pdc的徽章对应数字
  450. const pdcBadgeMap = [
  451. {pdf:1,pdc:10}, //无限cost
  452. {pdf:2,pdc:12}, //小手指
  453. {pdf:3,pdc:9}, //全体攻击
  454. {pdf:4,pdc:5}, //小回复
  455. {pdf:5,pdc:1}, //小血量
  456. {pdf:6,pdc:3}, //小攻击
  457. {pdf:7,pdc:8}, //SB
  458. {pdf:8,pdc:18}, //队长防封
  459. {pdf:9,pdc:19}, //SX
  460. {pdf:11,pdc:7}, //无天降
  461. {pdf:17,pdc:6}, //大回复
  462. {pdf:18,pdc:2}, //大血量
  463. {pdf:19,pdc:4}, //大攻击
  464. {pdf:20,pdc:null}, //三维
  465. {pdf:21,pdc:13}, //大手指
  466. {pdf:10,pdc:11}, //加经验
  467. {pdf:12,pdc:15}, //墨镜
  468. {pdf:13,pdc:17}, //防废
  469. {pdf:14,pdc:16}, //防毒
  470. {pdf:50,pdc:14}, //月卡
  471. ];
  472. //pdc的潜觉对应数字
  473. const pdcLatentMap = [
  474. {pdf:1,pdc:1}, //HP
  475. {pdf:2,pdc:0}, //攻击
  476. {pdf:3,pdc:2}, //回复
  477. {pdf:4,pdc:19}, //手指
  478. {pdf:5,pdc:13}, //自回
  479. {pdf:6,pdc:14}, //火盾
  480. {pdf:7,pdc:15}, //水盾
  481. {pdf:8,pdc:16}, //木盾
  482. {pdf:9,pdc:17}, //光盾
  483. {pdf:10,pdc:18}, //暗盾
  484. {pdf:11,pdc:12}, //防坐
  485. {pdf:12,pdc:3}, //三维
  486. {pdf:13,pdc:35}, //不被换队长
  487. {pdf:13,pdc:47}, //不被换队长 ×1.5
  488. {pdf:14,pdc:37}, //不掉废
  489. {pdf:15,pdc:36}, //不掉毒
  490. {pdf:16,pdc:24}, //进化杀
  491. {pdf:17,pdc:25}, //觉醒杀
  492. {pdf:18,pdc:26}, //强化杀
  493. {pdf:19,pdc:27}, //卖钱杀
  494. {pdf:20,pdc:4}, //神杀
  495. {pdf:21,pdc:5}, //龙杀
  496. {pdf:22,pdc:6}, //恶魔杀
  497. {pdf:23,pdc:7}, //机械杀
  498. {pdf:24,pdc:8}, //平衡杀
  499. {pdf:25,pdc:9}, //攻击杀
  500. {pdf:26,pdc:10}, //体力杀
  501. {pdf:27,pdc:11}, //回复杀
  502. {pdf:28,pdc:20}, //大HP
  503. {pdf:29,pdc:21}, //大攻击
  504. {pdf:30,pdc:22}, //大回复
  505. {pdf:31,pdc:23}, //大手指
  506. {pdf:32,pdc:28}, //大火盾
  507. {pdf:33,pdc:29}, //大水盾
  508. {pdf:34,pdc:30}, //大木盾
  509. {pdf:35,pdc:31}, //大光盾
  510. {pdf:36,pdc:32}, //大暗盾
  511. {pdf:37,pdc:33}, //6色破无效
  512. {pdf:37,pdc:45}, //6色破无效 ×1.5
  513. {pdf:38,pdc:34}, //3色破属吸
  514. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  515. {pdf:39,pdc:40}, //C珠破吸
  516. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  517. {pdf:40,pdc:39}, //心横解转转
  518. {pdf:40,pdc:49}, //心横解转转 ×1.5
  519. {pdf:41,pdc:38}, //U解禁消
  520. {pdf:41,pdc:48}, //U解禁消 ×1.5
  521. {pdf:42,pdc:41}, //伤害上限解除
  522. {pdf:43,pdc:42}, //HP++
  523. {pdf:44,pdc:43}, //攻击++
  524. {pdf:45,pdc:44}, //回复++
  525. {pdf:46,pdc:51}, //心追解云封
  526. {pdf:46,pdc:52}, //心追解云封 ×1.5
  527. {pdf:47,pdc:53}, //心L大SB
  528. {pdf:47,pdc:54}, //心L大SB ×1.5
  529. ];
  530. //排序程序列表
  531. const sort_function_list = [
  532. {tag:"sort_none",name:"无",function:()=>0},
  533. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  534. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  535. let num = a.attrs[0] - b.attrs[0];
  536. if (num === 0) num = a.attrs[1] - b.attrs[1];
  537. return num;
  538. }
  539. },
  540. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  541. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  542. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  543. let num = card_a.attrs[0] - card_b.attrs[0];
  544. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  545. return num;
  546. }
  547. },
  548. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  549. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  550. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  551. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  552. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  553. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  554. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  555. }
  556. },
  557. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  558. function getEvoSkill(skill) {
  559. //232为进化后不循环技能,233为循环技能
  560. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  561. else return skill;
  562. }
  563. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  564. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  565. }
  566. },
  567. {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)},
  568. {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)},
  569. {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)},
  570. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  571. {
  572. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  573. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  574. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  575. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  576. return abA - abB;
  577. }
  578. },
  579. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  580. {
  581. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  582. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  583. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  584. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  585. return abA - abB;
  586. }
  587. },
  588. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  589. {
  590. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  591. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  592. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  593. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  594. return abA - abB;
  595. }
  596. },
  597. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  598. {
  599. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  600. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  601. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  602. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  603. return abA - abB;
  604. }
  605. },
  606. ];
  607. //增加特殊搜索模式
  608. const specialSearchFunctions = (function() {
  609. 'use strict';
  610. //返回卡片的队长技能
  611. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  612. {
  613. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  614. }
  615. //返回卡片的技能
  616. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  617. {
  618. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  619. }
  620. //返回卡片的技能
  621. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  622. {
  623. switch(skillGreatType)
  624. {
  625. case 1:
  626. case "leader":
  627. return getCardLeaderSkill(card, skillTypes, searchRandom);
  628. case 2:
  629. case "active":
  630. return getCardActiveSkill(card, skillTypes, searchRandom);
  631. default:
  632. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  633. }
  634. }
  635. //查找到真正起作用的那一个技能
  636. function getActuallySkill(skill, skillTypes, searchRandom = true)
  637. {
  638. if (skillTypes.includes(skill.type))
  639. {
  640. return skill;
  641. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  642. {
  643. const subSkills = skill.params.map(id=>Skills[id]);
  644. for(let i = 0;i < subSkills.length; i++)
  645. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  646. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  647. if (foundSubSkill)
  648. {
  649. return foundSubSkill;
  650. }
  651. }
  652. return null;
  653. }else
  654. {
  655. return null;
  656. }
  657. }
  658. //获取血倍率
  659. function getHPScale(ls)
  660. {
  661. const sk = ls.params;
  662. let scale = 1;
  663. switch (ls.type)
  664. {
  665. case 23: case 30: case 62: case 77: case 63: case 65:
  666. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  667. scale = sk[sk.length-1]/100;
  668. break;
  669. case 73: case 76:
  670. case 121: case 129: case 163: case 177: case 186:
  671. case 155:
  672. scale = sk[2]/100;
  673. break;
  674. case 106: case 107: case 108:
  675. scale = sk[0]/100;
  676. break;
  677. case 125:
  678. scale = sk[5]/100;
  679. break;
  680. case 136:
  681. case 137:
  682. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  683. break;
  684. case 158:
  685. scale = sk[4]/100;
  686. break;
  687. case 175:
  688. case 178: case 185:
  689. scale = sk[3]/100;
  690. break;
  691. case 203: case 217:
  692. scale = sk[1]/100;
  693. break;
  694. case 138: //调用其他队长技
  695. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  696. break;
  697. default:
  698. }
  699. return scale || 1;
  700. }
  701. //获取盾减伤比例
  702. function getReduceScale(ls, allAttr = false, noHPneed = false)
  703. {
  704. const sk = ls.params;
  705. let scale = 0;
  706. switch (ls.type)
  707. {
  708. case 16: //无条件盾
  709. scale = sk[0]/100;
  710. break;
  711. case 17: //单属性盾
  712. scale = allAttr ? 0 : sk[1]/100;
  713. break;
  714. case 36: //2个属性盾
  715. scale = allAttr ? 0 : sk[2]/100;
  716. break;
  717. case 38: //血线下 + 几率
  718. case 43: //血线上 + 几率
  719. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  720. break;
  721. case 129: //无条件盾,属性个数不固定
  722. case 163: //无条件盾,属性个数不固定
  723. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  724. break;
  725. case 178: //无条件盾,属性个数不固定
  726. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  727. break;
  728. case 130: //血线下 + 属性个数不固定
  729. case 131: //血线上 + 属性个数不固定
  730. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  731. break;
  732. case 151: //十字心触发
  733. case 169: //C触发
  734. case 198: //回血触发
  735. scale = sk[2]/100;
  736. break;
  737. case 170: //多色触发
  738. case 182: //长串触发
  739. case 193: //L触发
  740. scale = sk[3]/100;
  741. break;
  742. case 171: //多串触发
  743. scale = sk[6]/100;
  744. break;
  745. case 183: //又是个有两段血线的队长技
  746. scale = noHPneed ? 0 : sk[4]/100;
  747. break;
  748. case 210: //十字触发
  749. scale = sk[1]/100;
  750. break;
  751. case 235: { //可多次触发
  752. scale = (sk[4] || 0) / 100;
  753. break;
  754. }
  755. case 138: //调用其他队长技
  756. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  757. break;
  758. default:
  759. }
  760. return scale || 0;
  761. }
  762. //获取无条件盾减伤比例
  763. function getReduceScale_unconditional(ls)
  764. {
  765. const sk = ls.params;
  766. let scale = 0;
  767. switch (ls.type)
  768. {
  769. case 16: //无条件盾
  770. {
  771. scale = sk[0]/100;
  772. break;
  773. }
  774. case 129: //无条件盾,属性个数不固定
  775. case 163: //无条件盾,属性个数不固定
  776. {
  777. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  778. break;
  779. }
  780. case 178: //无条件盾,属性个数不固定
  781. {
  782. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  783. break;
  784. }
  785. case 138: //调用其他队长技
  786. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  787. break;
  788. default:
  789. }
  790. return scale || 0;
  791. }
  792. function getCannonAttr(skill)
  793. {
  794. const sk = skill.params;
  795. switch(skill.type)
  796. {
  797. case 0:
  798. case 1:
  799. case 37:
  800. case 58:
  801. case 59:
  802. case 84:
  803. case 85:
  804. case 86:
  805. case 87:
  806. case 115:
  807. return sk[0];
  808. case 110:
  809. case 143:
  810. return sk[1];
  811. case 42:
  812. return sk[1];
  813. case 144:
  814. return sk[3] ?? 0;
  815. default:
  816. return -1;
  817. }
  818. }
  819. function sortByParams(a,b,searchTypeArray,pidx = 0)
  820. {
  821. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  822. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  823. return a_pC - b_pC;
  824. }
  825. function sortByHPScal(a,b)
  826. {
  827. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  828. return getHPScale(a_s) - getHPScale(b_s);
  829. }
  830. function HPScal_Addition(card)
  831. {
  832. const skill = Skills[card.leaderSkillId];
  833. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  834. }
  835. function sortByReduceScale(a,b)
  836. {
  837. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  838. return getReduceScale(a_s) - getReduceScale(b_s);
  839. }
  840. function ReduceScale_Addition(card)
  841. {
  842. const skill = Skills[card.leaderSkillId];
  843. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  844. }
  845. function voidsAbsorption_Addition(card)
  846. {
  847. const searchTypeArray = [173];
  848. const skill = getCardActiveSkill(card, searchTypeArray);
  849. if (!skill) return;
  850. const sk = skill.params;
  851. if (sk[1] && sk[3])
  852. {
  853. return `双吸×${sk[0]}T`;
  854. }else
  855. {
  856. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  857. }
  858. }
  859. function unbind_Turns(card)
  860. {
  861. const outObj = {
  862. normal: 0,
  863. awoken: 0
  864. };
  865. const searchTypeArray = [117,179];
  866. const skill = getCardActiveSkill(card, searchTypeArray);
  867. if (skill)
  868. {
  869. const sk = skill.params;
  870. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  871. outObj.awoken = sk[4] || 0;
  872. }
  873. return outObj;
  874. }
  875. function unbind_Addition(card)
  876. {
  877. const turns = unbind_Turns(card);
  878. let strArr = [];
  879. if (turns.normal > 0 && turns.normal == turns.awoken)
  880. {
  881. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  882. }
  883. if (turns.normal > 0)
  884. {
  885. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  886. }
  887. if (turns.awoken > 0)
  888. {
  889. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  890. }
  891. return strArr.join(',');
  892. }
  893. function boardChange_ColorTypes(skill)
  894. {
  895. if (!skill) return [];
  896. const sk = skill.params;
  897. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  898. return colors;
  899. }
  900. function boardChange_Addition(card)
  901. {
  902. const searchTypeArray = [71];
  903. const skill = getCardActiveSkill(card, searchTypeArray);
  904. const colors = boardChange_ColorTypes(skill);
  905. return createOrbsList(colors);
  906. }
  907. function orbsChangeParse(skill)
  908. {
  909. function changes(from, to)
  910. {
  911. return {from:from,to:to};
  912. }
  913. let outArr = [];
  914. if (!skill) return outArr;
  915. const sk = skill.params;
  916. switch (skill.type)
  917. {
  918. case 9:{
  919. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  920. break;
  921. }
  922. case 20:{
  923. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  924. {
  925. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  926. }
  927. else
  928. {
  929. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  930. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  931. }
  932. break;
  933. }
  934. case 154:{
  935. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  936. break;
  937. }
  938. }
  939. return outArr;
  940. }
  941. function changeOrbs_Addition(card)
  942. {
  943. const searchTypeArray = [9,20,154];
  944. const skills = getCardActiveSkills(card, searchTypeArray);
  945. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  946. const fragment = document.createDocumentFragment();
  947. parsedSkills.forEach(p=>{
  948. fragment.appendChild(createOrbsList(p.from));
  949. fragment.appendChild(document.createTextNode(`→`));
  950. fragment.appendChild(createOrbsList(p.to));
  951. });
  952. return fragment;
  953. }
  954. function generateOrbsParse(card)
  955. {
  956. let outArr = [];
  957. const searchTypeArray = [141, 208];
  958. const skills = getCardActiveSkills(card, searchTypeArray);
  959. if (!skills.length) return outArr;
  960. for (const skill of skills)
  961. {
  962. const sk = skill.params;
  963. if (skill.type == 141)
  964. {
  965. outArr.push({
  966. count: sk[0],
  967. to: flags(sk[1] || 1),
  968. exclude: flags(sk[2]),
  969. });
  970. }else
  971. {
  972. outArr.push({
  973. count: sk[0],
  974. to: flags(sk[1] || 1),
  975. exclude: flags(sk[2]),
  976. });
  977. outArr.push({
  978. count: sk[3],
  979. to: flags(sk[4] || 1),
  980. exclude: flags(sk[5]),
  981. });
  982. }
  983. }
  984. return outArr;
  985. }
  986. function generateOrbs_Addition(card)
  987. {
  988. const gens = generateOrbsParse(card);
  989. const searchTypeArray = [141, 208];
  990. const skill = getCardActiveSkill(card, searchTypeArray);
  991. if (!skill) return;
  992. const sk = skill.params;
  993. const fragment = document.createDocumentFragment();
  994. for (const gen of gens)
  995. {
  996. fragment.appendChild(createOrbsList(gen.to));
  997. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  998. }
  999. return fragment;
  1000. }
  1001. function lock_Addition(card)
  1002. {
  1003. const searchTypeArray = [152];
  1004. const skill = getCardActiveSkill(card, searchTypeArray);
  1005. if (!skill) return;
  1006. const sk = skill.params;
  1007. const fragment = document.createDocumentFragment();
  1008. fragment.appendChild(document.createTextNode(`锁`));
  1009. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1010. return fragment;
  1011. }
  1012. function dropLock_Addition(card)
  1013. {
  1014. const searchTypeArray = [205];
  1015. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1016. if (!skill) return;
  1017. const sk = skill.params;
  1018. const fragment = document.createDocumentFragment();
  1019. fragment.appendChild(document.createTextNode(`掉锁`));
  1020. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1021. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1022. return fragment;
  1023. }
  1024. function dropOrb_Addition(card)
  1025. {
  1026. const searchTypeArray = [126];
  1027. const skill = getCardActiveSkill(card, searchTypeArray);
  1028. if (!skill) return;
  1029. const sk = skill.params;
  1030. const colors = flags(sk[0]);
  1031. const fragment = document.createDocumentFragment();
  1032. fragment.appendChild(createOrbsList(colors));
  1033. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1034. return fragment;
  1035. }
  1036. function generateColumnOrbs_Addition(card)
  1037. {
  1038. const searchTypeArray = [127];
  1039. const skill = getCardActiveSkill(card, searchTypeArray);
  1040. if (!skill) return;
  1041. const sk = skill.params;
  1042. const colors = [];
  1043. for (let ai=0;ai<sk.length;ai+=2)
  1044. {
  1045. colors.push(flags(sk[ai+1]));
  1046. }
  1047. const fragment = document.createDocumentFragment();
  1048. fragment.appendChild(document.createTextNode(`竖`));
  1049. fragment.appendChild(createOrbsList(colors.flat()));
  1050. return fragment;
  1051. }
  1052. function generateRowOrbs_Addition(card)
  1053. {
  1054. const searchTypeArray = [128];
  1055. const skill = getCardActiveSkill(card, searchTypeArray);
  1056. if (!skill) return;
  1057. const sk = skill.params;
  1058. const colors = [];
  1059. for (let ai=0;ai<sk.length;ai+=2)
  1060. {
  1061. colors.push(flags(sk[ai+1]));
  1062. }
  1063. const fragment = document.createDocumentFragment();
  1064. fragment.appendChild(document.createTextNode(`横`));
  1065. fragment.appendChild(createOrbsList(colors.flat()));
  1066. return fragment;
  1067. }
  1068. function numericalATK_Addition(card)
  1069. {
  1070. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1071. const skill = getCardActiveSkill(card, searchTypeArray);
  1072. if (!skill) return;
  1073. //const sk = skill.params;
  1074. const colors = [getCannonAttr(skill)];
  1075. const fragment = document.createDocumentFragment();
  1076. fragment.appendChild(document.createTextNode(`射`));
  1077. fragment.appendChild(createOrbsList(colors));
  1078. return fragment;
  1079. }
  1080. function memberATK_Addition(card)
  1081. {
  1082. const searchTypeArray = [230];
  1083. const skill = getCardActiveSkill(card, searchTypeArray);
  1084. if (!skill) return;
  1085. const sk = skill.params;
  1086. const fragment = document.createDocumentFragment();
  1087. const ul = fragment.appendChild(document.createElement("ul"));
  1088. ul.className = "team-flags";
  1089. for (let i = 0; i<6; i++) {
  1090. const li = ul.appendChild(document.createElement("li"));
  1091. li.className = "team-member-icon";
  1092. }
  1093. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1094. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1095. let str = '';
  1096. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1097. fragment.appendChild(document.createTextNode(str));
  1098. return fragment;
  1099. }
  1100. function healImmediately_Rate(card)
  1101. {
  1102. const searchTypeArray = [7, //宠物回复力
  1103. 8, //固定点数
  1104. 35,115, //吸血
  1105. 117
  1106. ];
  1107. const skills = getCardActiveSkills(card, searchTypeArray);
  1108. const outObj = {
  1109. vampire: 0,
  1110. selfRcv: 0,
  1111. const: 0,
  1112. scale: 0,
  1113. };
  1114. if (!skills.length) return outObj;
  1115. skills.forEach(skill=>{
  1116. const sk = skill.params;
  1117. if (skill.type == 7)
  1118. {
  1119. outObj.selfRcv += sk[0];
  1120. }
  1121. else if(skill.type == 8)
  1122. {
  1123. outObj.const += sk[0];
  1124. }
  1125. else if(skill.type == 35)
  1126. {
  1127. outObj.vampire += sk[1];
  1128. }
  1129. else if(skill.type == 115)
  1130. {
  1131. outObj.vampire += sk[2];
  1132. }
  1133. else if(skill.type == 117)
  1134. {
  1135. outObj.selfRcv += sk[1] || 0;
  1136. outObj.const += sk[2] || 0;
  1137. outObj.scale += sk[3] || 0;
  1138. }
  1139. });
  1140. return outObj;
  1141. }
  1142. function atkBuff_Rate(card)
  1143. {
  1144. const searchTypeArray = [
  1145. 88,92, //类型的
  1146. 50,90, //属性的,要排除回复力
  1147. 156,168,231, //宝石姬
  1148. 228, //属性、类型数量
  1149. ];
  1150. const skills = getCardActiveSkills(card, searchTypeArray);
  1151. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1152. function atkBuffParse(skill) {
  1153. const outObj = {
  1154. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1155. types: [],
  1156. attrs: [],
  1157. awoken: [],
  1158. rate: 0,
  1159. turns: 0,
  1160. };
  1161. if (!skill) return outObj;
  1162. const sk = skill.params;
  1163. if (skill.type == 88 || skill.type == 92)
  1164. {
  1165. outObj.skilltype = 2;
  1166. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1167. outObj.turns = sk[0];
  1168. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1169. }
  1170. else if(skill.type == 50 || skill.type == 90)
  1171. {
  1172. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1173. if (!outObj.attrs.length) //去除回复力
  1174. return outObj;
  1175. outObj.skilltype = 2;
  1176. outObj.turns = sk[0];
  1177. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1178. }
  1179. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1180. || skill.type == 168)
  1181. {
  1182. outObj.skilltype = 1;
  1183. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1184. outObj.turns = sk[0];
  1185. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1186. }
  1187. else if(skill.type == 228 && sk[3] > 0)
  1188. {
  1189. outObj.skilltype = 1;
  1190. outObj.attrs = flags(sk[1]);
  1191. outObj.types = flags(sk[2]);
  1192. outObj.turns = sk[0];
  1193. outObj.rate = sk[3];
  1194. }
  1195. else if(skill.type == 231 && sk[6] > 0)
  1196. {
  1197. outObj.skilltype = 1;
  1198. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1199. outObj.turns = sk[0];
  1200. outObj.rate = sk[6];
  1201. }
  1202. return outObj;
  1203. }
  1204. }
  1205. function rcvBuff_Rate(card)
  1206. {
  1207. const searchTypeArray = [
  1208. 50,90,
  1209. 228, 231, //宝石姬
  1210. ];
  1211. const skills = getCardActiveSkills(card, searchTypeArray);
  1212. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1213. function rcvBuffParse(skill) {
  1214. const outObj = {
  1215. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1216. types: [],
  1217. attrs: [],
  1218. awoken: [],
  1219. rate: 0,
  1220. turns: 0,
  1221. };
  1222. if (!skill) return outObj;
  1223. const sk = skill.params;
  1224. if (skill.type == 228 && sk[4] > 0) {
  1225. outObj.skilltype = 1;
  1226. outObj.attrs = flags(sk[1]);
  1227. outObj.types = flags(sk[2]);
  1228. outObj.turns = sk[0];
  1229. outObj.rate = sk[4];
  1230. } else if (skill.type == 231 && sk[7] > 0) {
  1231. outObj.skilltype = 1;
  1232. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1233. outObj.turns = sk[0];
  1234. outObj.rate = sk[7];
  1235. } else if (skill.type == 50 || skill.type == 90) {
  1236. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1237. outObj.turns = sk[0];
  1238. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1239. }
  1240. return outObj;
  1241. }
  1242. }
  1243. function damageSelf_Rate(card)
  1244. {
  1245. const searchTypeArray = [84,85,86,87,195];
  1246. const skill = getCardActiveSkill(card, searchTypeArray);
  1247. if (!skill) return 0;
  1248. const sk = skill.params;
  1249. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1250. }
  1251. function changeEnemiesAttr_Attr(card)
  1252. {
  1253. const outObj = {
  1254. attr: null,
  1255. turns: 0
  1256. }
  1257. const searchTypeArray = [153, 224];
  1258. const skill = getCardActiveSkill(card, searchTypeArray);
  1259. if (!skill) return outObj;
  1260. const sk = skill.params;
  1261. if (skill.type == 153)
  1262. {
  1263. outObj.attr = sk[0];
  1264. }
  1265. else if (skill.type == 224)
  1266. {
  1267. outObj.attr = sk[1] || 0;
  1268. outObj.turns = sk[0];
  1269. }
  1270. return outObj;
  1271. }
  1272. //创建1个觉醒图标
  1273. function createAwokenIcon(awokenId)
  1274. {
  1275. const icon = document.createElement("icon");
  1276. icon.className ="awoken-icon";
  1277. icon.setAttribute("data-awoken-icon", awokenId);
  1278. return icon;
  1279. }
  1280. //产生一个觉醒列表
  1281. function creatAwokenList(awokens) {
  1282. const ul = document.createElement("ul");
  1283. ul.className = "awoken-ul";
  1284. awokens.forEach(ak=>{
  1285. const li = ul.appendChild(document.createElement("li"));
  1286. const icon = li.appendChild(createAwokenIcon(ak));
  1287. });
  1288. return ul;
  1289. }
  1290. //产生宝珠列表
  1291. function createOrbsList(orbs)
  1292. {
  1293. if (orbs == undefined) orbs = [0];
  1294. else if (!Array.isArray(orbs)) orbs = [orbs];
  1295. const ul = document.createElement("ul");
  1296. ul.className = "board";
  1297. orbs.forEach(orbType => {
  1298. const li = ul.appendChild(document.createElement("li"));
  1299. li.className = `orb-icon`;
  1300. li.setAttribute("data-orb-icon", orbType);
  1301. });
  1302. return ul;
  1303. }
  1304. //产生类型列表
  1305. function createTypesList(types)
  1306. {
  1307. if (types == undefined) types = [0];
  1308. else if (!Array.isArray(types)) types = [types];
  1309. const ul = document.createElement("ul");
  1310. ul.className = "types-ul";
  1311. types.forEach(type => {
  1312. const li = ul.appendChild(document.createElement("li"));
  1313. li.className = `type-icon`;
  1314. li.setAttribute("data-type-icon", type);
  1315. });
  1316. return ul;
  1317. }
  1318. const functions = [
  1319. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1320. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1321. ]},
  1322. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1323. {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)"},
  1324. function:cards=>{
  1325. const searchTypeArray = [173];
  1326. return cards.filter(card=>{
  1327. const skill = getCardActiveSkill(card, searchTypeArray);
  1328. return skill && skill.params[1];
  1329. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1330. },addition:voidsAbsorption_Addition},
  1331. /*{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)"},
  1332. function:cards=>{
  1333. const searchTypeArray = [173];
  1334. return cards.filter(card=>{
  1335. const skill = getCardActiveSkill(card, searchTypeArray);
  1336. return skill && skill.params[2];
  1337. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1338. },addition:voidsAbsorption_Addition},*/
  1339. {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)"},
  1340. function:cards=>{
  1341. const searchTypeArray = [173];
  1342. return cards.filter(card=>{
  1343. const skill = getCardActiveSkill(card, searchTypeArray);
  1344. return skill && skill.params[3];
  1345. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1346. },addition:voidsAbsorption_Addition},
  1347. {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)"},
  1348. function:cards=>{
  1349. const searchTypeArray = [173];
  1350. return cards.filter(card=>{
  1351. const skill = getCardActiveSkill(card, searchTypeArray);
  1352. return skill && skill.params[1] && skill.params[3];
  1353. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1354. },addition:voidsAbsorption_Addition},
  1355. {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)"},
  1356. function:cards=>{
  1357. const searchTypeArray = [191];
  1358. return cards.filter(card=>{
  1359. const skill = getCardActiveSkill(card, searchTypeArray);
  1360. return skill;
  1361. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1362. },
  1363. addition:card=>{
  1364. const searchTypeArray = [191];
  1365. const skill = getCardActiveSkill(card, searchTypeArray);
  1366. if (!skill) return;
  1367. const sk = skill.params;
  1368. return document.createTextNode(`破贯×${sk[0]}T`);
  1369. }
  1370. },
  1371. ]},
  1372. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1373. {
  1374. 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)"},
  1375. function:cards=>{
  1376. return cards.filter(card=>{
  1377. const turns = unbind_Turns(card);
  1378. return turns.normal > 0;
  1379. }).sort((a,b)=>{
  1380. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1381. let a_pC = a_s.normal, b_pC = b_s.normal;
  1382. return a_pC - b_pC;
  1383. });
  1384. },
  1385. addition:unbind_Addition
  1386. },
  1387. {
  1388. 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)"},
  1389. function:cards=>{
  1390. return cards.filter(card=>{
  1391. const turns = unbind_Turns(card);
  1392. return turns.awoken > 0;
  1393. }).sort((a,b)=>{
  1394. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1395. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1396. return a_pC - b_pC;
  1397. });
  1398. },
  1399. addition:unbind_Addition
  1400. },
  1401. {
  1402. 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)"},
  1403. function:cards=>{
  1404. return cards.filter(card=>{
  1405. const turns = unbind_Turns(card);
  1406. return turns.normal && turns.awoken > 0;
  1407. }).sort((a,b)=>{
  1408. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1409. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1410. return a_pC - b_pC;
  1411. });
  1412. },
  1413. addition:unbind_Addition
  1414. },
  1415. {
  1416. 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)"},
  1417. function:cards=>{
  1418. const searchTypeArray = [196];
  1419. return cards.filter(card=>{
  1420. const skill = getCardActiveSkill(card, searchTypeArray);
  1421. return skill;
  1422. }).sort((a,b)=>{
  1423. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1424. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1425. return a_pC - b_pC;
  1426. })
  1427. },
  1428. addition:card=>{
  1429. const searchTypeArray = [196];
  1430. const skill = getCardActiveSkill(card, searchTypeArray);
  1431. if (!skill) return;
  1432. const sk = skill.params;
  1433. const value = sk[0];
  1434. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1435. }
  1436. },
  1437. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1438. function:cards=>cards.filter(card=>{
  1439. const searchTypeArray = [215];
  1440. const skill = getCardActiveSkill(card, searchTypeArray);
  1441. return skill;
  1442. }),
  1443. addition:card=>{
  1444. const searchTypeArray = [215];
  1445. const skill = getCardActiveSkill(card, searchTypeArray);
  1446. if (!skill) return;
  1447. const sk = skill.params;
  1448. const fragment = document.createDocumentFragment();
  1449. fragment.appendChild(document.createTextNode(`自封`));
  1450. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1451. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1452. return fragment;
  1453. }
  1454. },
  1455. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1456. function:cards=>cards.filter(card=>{
  1457. const searchTypeArray = [214];
  1458. const skill = getCardActiveSkill(card, searchTypeArray);
  1459. return skill;
  1460. }),
  1461. addition:card=>{
  1462. const searchTypeArray = [214];
  1463. const skill = getCardActiveSkill(card, searchTypeArray);
  1464. if (!skill) return;
  1465. const sk = skill.params;
  1466. return document.createTextNode(`自封技${sk[0]}T`);
  1467. }
  1468. },
  1469. ]},
  1470. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1471. {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)"},
  1472. function:cards=>cards.filter(card=>{
  1473. const searchTypeArray = [156,168,228,231];
  1474. const skill = getCardActiveSkill(card, searchTypeArray);
  1475. return skill;
  1476. })
  1477. },
  1478. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1479. function:cards=>{
  1480. return cards.filter(card=>{
  1481. const atkbuff = rcvBuff_Rate(card);
  1482. return atkbuff.skilltype > 0;
  1483. }).sort((a,b)=>{
  1484. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1485. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1486. if (sortNum == 0)
  1487. sortNum = a_pC.rate - b_pC.rate;
  1488. if (sortNum == 0)
  1489. sortNum = a_pC.turns - b_pC.turns;
  1490. return sortNum;
  1491. });
  1492. },
  1493. addition:card=>{
  1494. const atkbuff = rcvBuff_Rate(card);
  1495. const fragment = document.createDocumentFragment();
  1496. fragment.appendChild(createOrbsList([5]));
  1497. if (atkbuff.skilltype == 0) return fragment;
  1498. if (atkbuff.skilltype == 1)
  1499. {
  1500. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1501. if (atkbuff.awoken.length)
  1502. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1503. if (atkbuff.attrs.length)
  1504. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1505. if (atkbuff.types.length)
  1506. fragment.appendChild(createTypesList(atkbuff.types));
  1507. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1508. }else if (atkbuff.skilltype == 2)
  1509. {
  1510. if (atkbuff.attrs.length)
  1511. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1512. if (atkbuff.types.length)
  1513. fragment.appendChild(createTypesList(atkbuff.types));
  1514. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1515. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1516. }
  1517. return fragment;
  1518. }
  1519. },
  1520. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1521. function:cards=>{
  1522. return cards.filter(card=>{
  1523. const atkbuff = atkBuff_Rate(card);
  1524. return atkbuff.skilltype > 0;
  1525. }).sort((a,b)=>{
  1526. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1527. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1528. if (sortNum == 0)
  1529. sortNum = a_pC.rate - b_pC.rate;
  1530. if (sortNum == 0)
  1531. sortNum = a_pC.turns - b_pC.turns;
  1532. return sortNum;
  1533. });
  1534. },
  1535. addition:card=>{
  1536. const atkbuff = atkBuff_Rate(card);
  1537. const fragment = document.createDocumentFragment();
  1538. if (atkbuff.skilltype == 0) return fragment;
  1539. if (atkbuff.skilltype == 1)
  1540. {
  1541. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1542. if (atkbuff.awoken.length)
  1543. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1544. if (atkbuff.attrs.length)
  1545. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1546. if (atkbuff.types.length)
  1547. fragment.appendChild(createTypesList(atkbuff.types));
  1548. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1549. }else if (atkbuff.skilltype == 2)
  1550. {
  1551. if (atkbuff.attrs.length)
  1552. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1553. if (atkbuff.types.length)
  1554. fragment.appendChild(createTypesList(atkbuff.types));
  1555. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1556. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1557. }
  1558. return fragment;
  1559. }
  1560. },
  1561. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1562. function:cards=>{
  1563. const searchTypeArray = [230];
  1564. return cards.filter(card=>{
  1565. const skill = getCardActiveSkill(card, searchTypeArray);
  1566. return skill;
  1567. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1568. },
  1569. addition:memberATK_Addition
  1570. },
  1571. {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"},
  1572. function:cards=>{
  1573. const searchTypeArray = [230];
  1574. return cards.filter(card=>{
  1575. const skill = getCardActiveSkill(card, searchTypeArray);
  1576. return skill && Boolean(skill.params[1] & 1<<0);
  1577. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1578. },
  1579. addition:memberATK_Addition
  1580. },
  1581. {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"},
  1582. function:cards=>{
  1583. const searchTypeArray = [230];
  1584. return cards.filter(card=>{
  1585. const skill = getCardActiveSkill(card, searchTypeArray);
  1586. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1587. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1588. },
  1589. addition:memberATK_Addition
  1590. },
  1591. {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"},
  1592. function:cards=>{
  1593. const searchTypeArray = [230];
  1594. return cards.filter(card=>{
  1595. const skill = getCardActiveSkill(card, searchTypeArray);
  1596. return skill && Boolean(skill.params[1] & 1<<3);
  1597. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1598. },
  1599. addition:memberATK_Addition
  1600. },
  1601. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1602. function:cards=>{
  1603. const searchTypeArray = [132];
  1604. return cards.filter(card=>{
  1605. const skill = getCardActiveSkill(card, searchTypeArray);
  1606. return skill;
  1607. }).sort((a,b)=>{
  1608. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1609. //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
  1610. 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;
  1611. 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]);
  1612. });
  1613. },
  1614. addition:card=>{
  1615. const searchTypeArray = [132];
  1616. const skill = getCardActiveSkill(card, searchTypeArray);
  1617. if (!skill) return;
  1618. const sk = skill.params;
  1619. let str = "👆";
  1620. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1621. if (sk[2]) str += `x${sk[2]/100}`;
  1622. str += `x${sk[0]}T`;
  1623. return str;
  1624. }
  1625. },
  1626. {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)"},
  1627. function:cards=>{
  1628. const searchTypeArray = [184];
  1629. return cards.filter(card=>{
  1630. const skill = getCardActiveSkill(card, searchTypeArray);
  1631. return skill;
  1632. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1633. },
  1634. addition:card=>{
  1635. const searchTypeArray = [184];
  1636. const skill = getCardActiveSkill(card, searchTypeArray);
  1637. if (!skill) return;
  1638. const sk = skill.params;
  1639. return `无↓×${sk[0]}T`;
  1640. }
  1641. },
  1642. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1643. function:cards=>{
  1644. const searchTypeArray = [160];
  1645. return cards.filter(card=>{
  1646. const skill = getCardActiveSkill(card, searchTypeArray);
  1647. return skill;
  1648. }).sort((a,b)=>{
  1649. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1650. return a_s.params[1] - b_s.params[1];
  1651. });
  1652. },
  1653. addition:card=>{
  1654. const searchTypeArray = [160];
  1655. const skill = getCardActiveSkill(card, searchTypeArray);
  1656. if (!skill) return;
  1657. const sk = skill.params;
  1658. return `+${sk[1]}C×${sk[0]}T`;
  1659. }
  1660. },
  1661. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1662. function:cards=>{
  1663. const searchTypeArray = [3,156];
  1664. return cards.filter(card=>{
  1665. const skill = getCardActiveSkill(card, searchTypeArray);
  1666. if (!skill) return false;
  1667. if (skill.type == 156)
  1668. return skill.params[4]==3;
  1669. else
  1670. return true;
  1671. }).sort((a,b)=>{
  1672. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1673. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1674. if (!sortNum)
  1675. {
  1676. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1677. sortNum = a_pC - b_pC;
  1678. }
  1679. return sortNum;
  1680. });
  1681. },
  1682. addition:card=>{
  1683. const searchTypeArray = [3,156];
  1684. const skill = getCardActiveSkill(card, searchTypeArray);
  1685. if (!skill) return;
  1686. const sk = skill.params;
  1687. const fragment = document.createDocumentFragment();
  1688. if (skill.type == 156)
  1689. {
  1690. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1691. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1692. fragment.appendChild(creatAwokenList(awokenArr));
  1693. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1694. }else
  1695. {
  1696. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1697. }
  1698. return fragment;
  1699. }
  1700. },
  1701. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1702. function:cards=>{
  1703. const searchTypeArray = [3];
  1704. return cards.filter(card=>{
  1705. const skill = getCardActiveSkill(card, searchTypeArray);
  1706. return skill && skill.params[1]>=100;
  1707. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1708. },
  1709. addition:card=>{
  1710. const searchTypeArray = [3];
  1711. const skill = getCardActiveSkill(card, searchTypeArray);
  1712. if (!skill) return;
  1713. const sk = skill.params;
  1714. return `无敌×${sk[0]}T`;
  1715. }
  1716. },
  1717. {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)"},
  1718. function:cards=>{
  1719. const searchTypeArray = [21];
  1720. return cards.filter(card=>{
  1721. const skill = getCardActiveSkill(card, searchTypeArray);
  1722. return skill;
  1723. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1724. },
  1725. addition:card=>{
  1726. const searchTypeArray = [21];
  1727. const skill = getCardActiveSkill(card, searchTypeArray);
  1728. if (!skill) return;
  1729. const sk = skill.params;
  1730. const colors = [sk[1]];
  1731. const fragment = document.createDocumentFragment();
  1732. fragment.appendChild(document.createTextNode(`-`));
  1733. fragment.appendChild(createOrbsList(colors));
  1734. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1735. return fragment;
  1736. }
  1737. },
  1738. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1739. function:cards=>{
  1740. const searchTypeArray = [51];
  1741. return cards.filter(card=>{
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. return skill;
  1744. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1745. },
  1746. addition:card=>{
  1747. const searchTypeArray = [51];
  1748. const skill = getCardActiveSkill(card, searchTypeArray);
  1749. if (!skill) return;
  1750. const sk = skill.params;
  1751. return `全体×${sk[0]}T`;
  1752. }
  1753. },
  1754. ]},
  1755. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1756. {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)"},
  1757. function:cards=>{
  1758. const searchTypeArray = [205];
  1759. return cards.filter(card=>{
  1760. const skill = getCardActiveSkill(card, searchTypeArray);
  1761. return skill;
  1762. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1763. },
  1764. addition:dropLock_Addition
  1765. },
  1766. {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)"},
  1767. function:cards=>{
  1768. const searchTypeArray = [205];
  1769. return cards.filter(card=>{
  1770. const skill = getCardActiveSkill(card, searchTypeArray);
  1771. return skill && (skill.params[0] & 63) === 63;
  1772. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1773. },
  1774. addition:dropLock_Addition
  1775. },
  1776. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1777. function:cards=>{
  1778. const searchTypeArray = [180];
  1779. return cards.filter(card=>{
  1780. const skill = getCardActiveSkill(card, searchTypeArray);
  1781. return skill;
  1782. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1783. },
  1784. addition:card=>{
  1785. const searchTypeArray = [180];
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. if (!skill) return;
  1788. const sk = skill.params;
  1789. return `${sk[1]}%×${sk[0]}T`;
  1790. }
  1791. },
  1792. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1793. function:cards=>cards.filter(card=>{
  1794. const searchTypeArray = [126];
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. return skill;
  1797. }),
  1798. addition:dropOrb_Addition
  1799. },
  1800. {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)"},
  1801. function:cards=>cards.filter(card=>{
  1802. const searchTypeArray = [126];
  1803. const skill = getCardActiveSkill(card, searchTypeArray);
  1804. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1805. }),
  1806. addition:dropOrb_Addition
  1807. },
  1808. {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"},
  1809. function:cards=>cards.filter(card=>{
  1810. const searchTypeArray = [126];
  1811. const skill = getCardActiveSkill(card, searchTypeArray);
  1812. return skill && skill.params[1] >= 99;
  1813. }),
  1814. addition:dropOrb_Addition
  1815. },
  1816. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1817. function:cards=>cards.filter(card=>{
  1818. const searchTypeArray = [126];
  1819. const skill = getCardActiveSkill(card, searchTypeArray);
  1820. return skill && skill.params[3] == 100;
  1821. }),
  1822. addition:dropOrb_Addition
  1823. },
  1824. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1825. function:cards=>{
  1826. const searchTypeArray = [226];
  1827. return cards.filter(card=>{
  1828. const skill = getCardActiveSkill(card, searchTypeArray);
  1829. return skill;
  1830. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1831. },
  1832. addition:card=>{
  1833. const searchTypeArray = [226];
  1834. const skill = getCardActiveSkill(card, searchTypeArray);
  1835. if (!skill) return;
  1836. const sk = skill.params;
  1837. return `📌${sk[1]}%×${sk[0]}T`;
  1838. }
  1839. },
  1840. ]},
  1841. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1842. {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)"},
  1843. function:cards=>{
  1844. const searchTypeArray = [18];
  1845. return cards.filter(card=>{
  1846. const skill = getCardActiveSkill(card, searchTypeArray);
  1847. return skill;
  1848. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1849. },
  1850. addition:card=>{
  1851. const searchTypeArray = [18];
  1852. const skill = getCardActiveSkill(card, searchTypeArray);
  1853. if (!skill) return;
  1854. const sk = skill.params;
  1855. return document.createTextNode(`威吓×${sk[0]}T`);
  1856. }
  1857. },
  1858. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1859. function:cards=>{
  1860. const searchTypeArray = [19];
  1861. return cards.filter(card=>{
  1862. const skill = getCardActiveSkill(card, searchTypeArray);
  1863. return skill;
  1864. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1865. },
  1866. addition:card=>{
  1867. const searchTypeArray = [19];
  1868. const skill = getCardActiveSkill(card, searchTypeArray);
  1869. if (!skill) return;
  1870. const sk = skill.params;
  1871. return `破防${sk[1]}%`;
  1872. }
  1873. },
  1874. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1875. function:cards=>{
  1876. const searchTypeArray = [19];
  1877. return cards.filter(card=>{
  1878. const skill = getCardActiveSkill(card, searchTypeArray);
  1879. return skill && skill.params[1]>=100;
  1880. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1881. },
  1882. addition:card=>{
  1883. const searchTypeArray = [19];
  1884. const skill = getCardActiveSkill(card, searchTypeArray);
  1885. if (!skill) return;
  1886. const sk = skill.params;
  1887. return `全破×${sk[0]}T`;
  1888. }
  1889. },
  1890. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1891. function:cards=>{
  1892. const searchTypeArray = [4];
  1893. return cards.filter(card=>{
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. return skill;
  1896. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1897. },
  1898. addition:card=>{
  1899. const searchTypeArray = [4];
  1900. const skill = getCardActiveSkill(card, searchTypeArray);
  1901. if (!skill) return;
  1902. const sk = skill.params;
  1903. return `攻击力×${sk[0]/100}倍`;
  1904. }
  1905. },
  1906. {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)"},
  1907. function:cards=>{
  1908. return cards.filter(card=>{
  1909. return changeEnemiesAttr_Attr(card).attr != null;
  1910. }).sort((a,b)=>{
  1911. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1912. return a_pC.attr - b_pC.attr;
  1913. })
  1914. },
  1915. addition:card=>{
  1916. let change = changeEnemiesAttr_Attr(card);
  1917. const fragment = document.createDocumentFragment();
  1918. fragment.appendChild(document.createTextNode(`敌→`));
  1919. fragment.appendChild(createOrbsList(change.attr));
  1920. if (change.turns > 0)
  1921. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1922. return fragment;
  1923. }
  1924. },
  1925. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1926. function:cards=>{
  1927. const searchTypeArray = [60];
  1928. return cards.filter(card=>{
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. return skill;
  1931. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1932. },
  1933. addition:card=>{
  1934. const searchTypeArray = [60];
  1935. const skill = getCardActiveSkill(card, searchTypeArray);
  1936. if (!skill) return;
  1937. const sk = skill.params;
  1938. const fragment = document.createDocumentFragment();
  1939. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1940. fragment.appendChild(createOrbsList(sk[2]));
  1941. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1942. return fragment;
  1943. }
  1944. },
  1945. ]},
  1946. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1947. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1948. function:cards=>{
  1949. const searchTypeArray = [146];
  1950. return cards.filter(card=>{
  1951. const skill = getCardActiveSkill(card, searchTypeArray);
  1952. return skill;
  1953. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1954. },
  1955. addition:card=>{
  1956. const searchTypeArray = [146];
  1957. const skill = getCardActiveSkill(card, searchTypeArray);
  1958. if (!skill) return;
  1959. const sk = skill.params;
  1960. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1961. }
  1962. },
  1963. {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)"},
  1964. function:cards=>{
  1965. const searchTypeArray = [218];
  1966. return cards.filter(card=>{
  1967. const skill = getCardActiveSkill(card, searchTypeArray);
  1968. return skill;
  1969. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1970. },
  1971. addition:card=>{
  1972. const searchTypeArray = [218];
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. if (!skill) return;
  1975. const sk = skill.params;
  1976. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1977. }
  1978. },
  1979. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1980. function:cards=>cards.filter(card=>{
  1981. const searchTypeArray = [93, 227];
  1982. const skill = getCardActiveSkill(card, searchTypeArray);
  1983. return skill;
  1984. })
  1985. },
  1986. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1987. function:cards=>{
  1988. const searchTypeArray = [142];
  1989. return cards.filter(card=>{
  1990. const skill = getCardActiveSkill(card, searchTypeArray);
  1991. return skill;
  1992. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1993. },
  1994. addition:card=>{
  1995. const searchTypeArray = [142];
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. if (!skill) return;
  1998. const sk = skill.params;
  1999. const fragment = document.createDocumentFragment();
  2000. fragment.appendChild(document.createTextNode(`自→`));
  2001. fragment.appendChild(createOrbsList(sk[1]));
  2002. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2003. return fragment;
  2004. }
  2005. },
  2006. ]},
  2007. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2008. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2009. function:cards=>{
  2010. const searchTypeArray = [179];
  2011. return cards.filter(card=>{
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. return skill;
  2014. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2015. },
  2016. addition:card=>{
  2017. const searchTypeArray = [179];
  2018. const skill = getCardActiveSkill(card, searchTypeArray);
  2019. if (!skill) return;
  2020. const sk = skill.params;
  2021. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2022. }
  2023. },
  2024. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2025. function:cards=>{
  2026. return cards.filter(card=>{
  2027. const heal = healImmediately_Rate(card);
  2028. return Object.values(heal).some(v=>v);
  2029. })
  2030. .sort((a,b)=>{
  2031. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2032. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2033. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2034. let sortNum = a_i - b_i;
  2035. if (!sortNum)
  2036. {
  2037. sortNum = a_vs[a_i] - b_vs[b_i];
  2038. }
  2039. return sortNum;
  2040. });
  2041. },
  2042. addition:card=>{
  2043. const heal = healImmediately_Rate(card);
  2044. let strArr = [];
  2045. if (heal.scale)
  2046. strArr.push(`${heal.scale}%最大HP`);
  2047. if (heal.const)
  2048. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2049. if (heal.selfRcv)
  2050. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2051. if (heal.vampire)
  2052. strArr.push(`${heal.vampire}%伤害`);
  2053. return strArr.join(',');
  2054. }
  2055. },
  2056. {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)"},
  2057. function:cards=>{
  2058. return cards.filter(card=>damageSelf_Rate(card)>0)
  2059. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2060. },
  2061. addition:card=>{
  2062. let rate = damageSelf_Rate(card);
  2063. if (rate < 100)
  2064. return `减少${rate}%`;
  2065. else
  2066. return `减少到1`;
  2067. }
  2068. },
  2069. ]},
  2070. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2071. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2072. function:cards=>{
  2073. const searchTypeArray = [6];
  2074. return cards.filter(card=>{
  2075. const skill = getCardActiveSkill(card, searchTypeArray);
  2076. return skill;
  2077. }).sort((a,b)=>{
  2078. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2079. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2080. return a_pC - b_pC;
  2081. })
  2082. },
  2083. addition:card=>{
  2084. const searchTypeArray = [6];
  2085. const skill = getCardActiveSkill(card, searchTypeArray);
  2086. if (!skill) return;
  2087. const sk = skill.params;
  2088. return `当前${sk[0]}%`;
  2089. }
  2090. },
  2091. {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)"},
  2092. function:cards=>{
  2093. const searchTypeArray = [161];
  2094. return cards.filter(card=>{
  2095. const skill = getCardActiveSkill(card, searchTypeArray);
  2096. return skill;
  2097. }).sort((a,b)=>{
  2098. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2099. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2100. return a_pC - b_pC;
  2101. })
  2102. },
  2103. addition:card=>{
  2104. const searchTypeArray = [161];
  2105. const skill = getCardActiveSkill(card, searchTypeArray);
  2106. if (!skill) return;
  2107. const sk = skill.params;
  2108. return `最大${sk[0]}%`;
  2109. }
  2110. },
  2111. ]},
  2112. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2113. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2114. function:cards=>{
  2115. const searchTypeArray = [55,188];
  2116. return cards.filter(card=>{
  2117. const skill = getCardActiveSkill(card, searchTypeArray);
  2118. return skill;
  2119. }).sort((a,b)=>{
  2120. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2121. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2122. return a_pC - b_pC;
  2123. });
  2124. },
  2125. addition:card=>{
  2126. const searchTypeArray = [55,188];
  2127. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2128. const sk = skills[0].params;
  2129. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2130. }
  2131. },
  2132. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2133. function:cards=>{
  2134. const searchTypeArray = [56];
  2135. return cards.filter(card=>{
  2136. const skill = getCardActiveSkill(card, searchTypeArray);
  2137. return skill;
  2138. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2139. },
  2140. addition:card=>{
  2141. const searchTypeArray = [56];
  2142. const skill = getCardActiveSkill(card, searchTypeArray);
  2143. if (!skill) return;
  2144. const sk = skill.params;
  2145. return `固伤${sk[0].bigNumberToString()}`;
  2146. }
  2147. },
  2148. ]},
  2149. {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: [
  2150. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2151. function:cards=>cards.filter(card=>{
  2152. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2153. function isSingle(skill)
  2154. {
  2155. if (skill.type == 110)
  2156. return Boolean(skill.params[0]);
  2157. else if (skill.type == 144)
  2158. return Boolean(skill.params[2]);
  2159. else
  2160. return true;
  2161. }
  2162. const skill = getCardActiveSkill(card, searchTypeArray);
  2163. return skill && isSingle(skill);
  2164. }),
  2165. addition: numericalATK_Addition
  2166. },
  2167. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2168. function:cards=>cards.filter(card=>{
  2169. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2170. function isAll(skill)
  2171. {
  2172. if (skill.type == 110)
  2173. return !Boolean(skill.params[0]);
  2174. else if (skill.type == 144)
  2175. return !Boolean(skill.params[2]);
  2176. else
  2177. return true;
  2178. }
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. return skill && skill.id!=0 && isAll(skill);
  2181. }),
  2182. addition: numericalATK_Addition
  2183. },
  2184. {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"},
  2185. function:cards=>cards.filter(card=>{
  2186. const searchTypeArray = [42];
  2187. const skill = getCardActiveSkill(card, searchTypeArray);
  2188. return skill;
  2189. })
  2190. },
  2191. {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"},
  2192. function:cards=>cards.filter(card=>{
  2193. const searchTypeArray = [2,35];
  2194. const skill = getCardActiveSkill(card, searchTypeArray);
  2195. return skill;
  2196. })
  2197. },
  2198. {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)"},
  2199. function:cards=>cards.filter(card=>{
  2200. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2201. const skill = getCardActiveSkill(card, searchTypeArray);
  2202. return skill && skill.id!=0;
  2203. }).sort((a,b)=>{
  2204. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2205. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2206. function getNumber(skill)
  2207. {
  2208. const sk = skill.params;
  2209. switch(skill.type)
  2210. {
  2211. case 0:
  2212. case 37:
  2213. case 58:
  2214. case 59:
  2215. case 84:
  2216. case 85:
  2217. case 115:
  2218. return sk[1];
  2219. case 2:
  2220. case 35:
  2221. return sk[0];
  2222. default:
  2223. return 0;
  2224. }
  2225. }
  2226. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2227. return a_pC - b_pC;
  2228. }),
  2229. addition: numericalATK_Addition
  2230. },
  2231. {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)"},
  2232. function:cards=>cards.filter(card=>{
  2233. const searchTypeArray = [1,42,86,87];
  2234. const skill = getCardActiveSkill(card, searchTypeArray);
  2235. return skill;
  2236. }).sort((a,b)=>{
  2237. const searchTypeArray = [1,42,86,87];
  2238. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2239. function getNumber(skill)
  2240. {
  2241. const sk = skill.params;
  2242. switch(skill.type)
  2243. {
  2244. case 1:
  2245. case 86:
  2246. case 87:
  2247. return sk[1];
  2248. case 42:
  2249. return sk[2];
  2250. default:
  2251. return 0;
  2252. }
  2253. }
  2254. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2255. return a_pC - b_pC;
  2256. }),
  2257. addition: numericalATK_Addition
  2258. },
  2259. {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)"},
  2260. function:cards=>{
  2261. const searchTypeArray = [110];
  2262. return cards.filter(card=>{
  2263. const skill = getCardActiveSkill(card, searchTypeArray);
  2264. return skill;
  2265. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2266. },
  2267. addition: numericalATK_Addition
  2268. },
  2269. {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)"},
  2270. function:cards=>{
  2271. const searchTypeArray = [143];
  2272. return cards.filter(card=>{
  2273. const skill = getCardActiveSkill(card, searchTypeArray);
  2274. return skill;
  2275. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2276. },
  2277. addition: numericalATK_Addition
  2278. },
  2279. {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)"},
  2280. function:cards=>{
  2281. const searchTypeArray = [144];
  2282. return cards.filter(card=>{
  2283. const skill = getCardActiveSkill(card, searchTypeArray);
  2284. return skill;
  2285. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2286. },
  2287. addition: numericalATK_Addition
  2288. },
  2289. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2290. function:cards=>cards.filter(card=>{
  2291. const searchTypeArray = [35,115];
  2292. const skill = getCardActiveSkill(card, searchTypeArray);
  2293. return skill;
  2294. })
  2295. },
  2296. ]},
  2297. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2298. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2299. function:cards=>cards.filter(card=>{
  2300. const searchTypeArray = [10];
  2301. const skill = getCardActiveSkill(card, searchTypeArray);
  2302. return skill;
  2303. })
  2304. },
  2305. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2306. function:cards=>{
  2307. const searchTypeArray = [207];
  2308. return cards.filter(card=>{
  2309. const skill = getCardActiveSkill(card, searchTypeArray);
  2310. return skill;
  2311. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2312. },
  2313. addition:card=>{
  2314. const searchTypeArray = [207];
  2315. const skill = getCardActiveSkill(card, searchTypeArray);
  2316. if (!skill) return;
  2317. const sk = skill.params;
  2318. if (sk[7])
  2319. return `${sk[7]}个×${sk[0]}T`;
  2320. else
  2321. return `特殊形状×${sk[0]}T`;
  2322. }
  2323. },
  2324. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2325. function:cards=>{
  2326. const searchTypeArray = [238];
  2327. return cards.filter(card=>{
  2328. const skill = getCardActiveSkill(card, searchTypeArray);
  2329. return skill;
  2330. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2331. },
  2332. addition:card=>{
  2333. const searchTypeArray = [238];
  2334. const skill = getCardActiveSkill(card, searchTypeArray);
  2335. if (!skill) return;
  2336. const sk = skill.params;
  2337. return `${sk[1]}个×${sk[0]}T`;
  2338. }
  2339. },
  2340. ]},
  2341. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2342. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2343. function:cards=>cards.filter(card=>{
  2344. const searchTypeArray = [172];
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. return skill;
  2347. })
  2348. },
  2349. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2350. function:cards=>cards.filter(card=>{
  2351. const searchTypeArray = [152];
  2352. const skill = getCardActiveSkill(card, searchTypeArray);
  2353. return skill;
  2354. }),
  2355. addition:lock_Addition
  2356. },
  2357. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2358. function:cards=>cards.filter(card=>{
  2359. const searchTypeArray = [152];
  2360. const skill = getCardActiveSkill(card, searchTypeArray);
  2361. return skill && (skill.params[0] & 63) === 63;
  2362. }),
  2363. addition:lock_Addition
  2364. },
  2365. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2366. function:cards=>{
  2367. const searchTypeArray = [52,91,140];
  2368. return cards.filter(card=>{
  2369. const skill = getCardActiveSkill(card, searchTypeArray);
  2370. return skill;
  2371. });
  2372. },
  2373. addition:card=>{
  2374. const searchTypeArray = [52,91,140];
  2375. const skill = getCardActiveSkill(card, searchTypeArray);
  2376. if (!skill) return;
  2377. const sk = skill.params;
  2378. let attrs = [];
  2379. switch (skill.type)
  2380. {
  2381. case 52:{
  2382. attrs.push(sk[0]); break;
  2383. }
  2384. case 91:{
  2385. attrs = sk.slice(0,-1); break;
  2386. }
  2387. case 140:{
  2388. attrs = flags(sk[0]); break;
  2389. }
  2390. }
  2391. const fragment = document.createDocumentFragment();
  2392. fragment.appendChild(document.createTextNode(`强化`));
  2393. fragment.appendChild(createOrbsList(attrs));
  2394. return fragment;
  2395. }
  2396. },
  2397. ]},
  2398. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2399. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2400. function:cards=>cards.filter(card=>{
  2401. const searchTypeArray = [71];
  2402. const skill = getCardActiveSkill(card, searchTypeArray);
  2403. return skill;
  2404. }),
  2405. addition:boardChange_Addition
  2406. },
  2407. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2408. function:cards=>cards.filter(card=>{
  2409. const searchTypeArray = [71];
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return boardChange_ColorTypes(skill).length == 1;
  2412. }),
  2413. addition:boardChange_Addition
  2414. },
  2415. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2416. function:cards=>cards.filter(card=>{
  2417. const searchTypeArray = [71];
  2418. const skill = getCardActiveSkill(card, searchTypeArray);
  2419. return boardChange_ColorTypes(skill).length == 2;
  2420. }),
  2421. addition:boardChange_Addition
  2422. },
  2423. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2424. function:cards=>cards.filter(card=>{
  2425. const searchTypeArray = [71];
  2426. const skill = getCardActiveSkill(card, searchTypeArray);
  2427. return boardChange_ColorTypes(skill).length == 3;
  2428. }),
  2429. addition:boardChange_Addition
  2430. },
  2431. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2432. function:cards=>cards.filter(card=>{
  2433. const searchTypeArray = [71];
  2434. const skill = getCardActiveSkill(card, searchTypeArray);
  2435. return boardChange_ColorTypes(skill).length == 4;
  2436. }),
  2437. addition:boardChange_Addition
  2438. },
  2439. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2440. function:cards=>cards.filter(card=>{
  2441. const searchTypeArray = [71];
  2442. const skill = getCardActiveSkill(card, searchTypeArray);
  2443. return boardChange_ColorTypes(skill).length == 5;
  2444. }),
  2445. addition:boardChange_Addition
  2446. },
  2447. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2448. function:cards=>cards.filter(card=>{
  2449. const searchTypeArray = [71];
  2450. const skill = getCardActiveSkill(card, searchTypeArray);
  2451. return boardChange_ColorTypes(skill).length >= 6;
  2452. }),
  2453. addition:boardChange_Addition
  2454. },
  2455. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2456. function:cards=>cards.filter(card=>{
  2457. const searchTypeArray = [71];
  2458. const skill = getCardActiveSkill(card, searchTypeArray);
  2459. return boardChange_ColorTypes(skill).includes(0);
  2460. }),
  2461. addition:boardChange_Addition
  2462. },
  2463. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2464. function:cards=>cards.filter(card=>{
  2465. const searchTypeArray = [71];
  2466. const skill = getCardActiveSkill(card, searchTypeArray);
  2467. return boardChange_ColorTypes(skill).includes(1);
  2468. }),
  2469. addition:boardChange_Addition
  2470. },
  2471. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2472. function:cards=>cards.filter(card=>{
  2473. const searchTypeArray = [71];
  2474. const skill = getCardActiveSkill(card, searchTypeArray);
  2475. return boardChange_ColorTypes(skill).includes(2);
  2476. }),
  2477. addition:boardChange_Addition
  2478. },
  2479. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2480. function:cards=>cards.filter(card=>{
  2481. const searchTypeArray = [71];
  2482. const skill = getCardActiveSkill(card, searchTypeArray);
  2483. return boardChange_ColorTypes(skill).includes(3);
  2484. }),
  2485. addition:boardChange_Addition
  2486. },
  2487. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2488. function:cards=>cards.filter(card=>{
  2489. const searchTypeArray = [71];
  2490. const skill = getCardActiveSkill(card, searchTypeArray);
  2491. return boardChange_ColorTypes(skill).includes(4);
  2492. }),
  2493. addition:boardChange_Addition
  2494. },
  2495. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2496. function:cards=>cards.filter(card=>{
  2497. const searchTypeArray = [71];
  2498. const skill = getCardActiveSkill(card, searchTypeArray);
  2499. return boardChange_ColorTypes(skill).includes(5);
  2500. }),
  2501. addition:boardChange_Addition
  2502. },
  2503. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2504. function:cards=>cards.filter(card=>{
  2505. const searchTypeArray = [71];
  2506. const skill = getCardActiveSkill(card, searchTypeArray);
  2507. const colors = boardChange_ColorTypes(skill);
  2508. return colors.includes(6)
  2509. || colors.includes(7)
  2510. || colors.includes(8)
  2511. || colors.includes(9);
  2512. }),
  2513. addition:boardChange_Addition
  2514. },
  2515. ]},
  2516. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2517. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2518. function:cards=>cards.filter(card=>{
  2519. const searchTypeArray = [9,20,154];
  2520. const skills = getCardActiveSkills(card, searchTypeArray);
  2521. if (!skills.length) return false;
  2522. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2523. return parsedSkills.some(p=>p.to.includes(0));
  2524. }),
  2525. addition:changeOrbs_Addition
  2526. },
  2527. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2528. function:cards=>cards.filter(card=>{
  2529. const searchTypeArray = [9,20,154];
  2530. const skills = getCardActiveSkills(card, searchTypeArray);
  2531. if (!skills.length) return false;
  2532. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2533. return parsedSkills.some(p=>p.to.includes(1));
  2534. }),
  2535. addition:changeOrbs_Addition
  2536. },
  2537. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2538. function:cards=>cards.filter(card=>{
  2539. const searchTypeArray = [9,20,154];
  2540. const skills = getCardActiveSkills(card, searchTypeArray);
  2541. if (!skills.length) return false;
  2542. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2543. return parsedSkills.some(p=>p.to.includes(2));
  2544. }),
  2545. addition:changeOrbs_Addition
  2546. },
  2547. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2548. function:cards=>cards.filter(card=>{
  2549. const searchTypeArray = [9,20,154];
  2550. const skills = getCardActiveSkills(card, searchTypeArray);
  2551. if (!skills.length) return false;
  2552. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2553. return parsedSkills.some(p=>p.to.includes(3));
  2554. }),
  2555. addition:changeOrbs_Addition
  2556. },
  2557. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2558. function:cards=>cards.filter(card=>{
  2559. const searchTypeArray = [9,20,154];
  2560. const skills = getCardActiveSkills(card, searchTypeArray);
  2561. if (!skills.length) return false;
  2562. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2563. return parsedSkills.some(p=>p.to.includes(4));
  2564. }),
  2565. addition:changeOrbs_Addition
  2566. },
  2567. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2568. function:cards=>cards.filter(card=>{
  2569. const searchTypeArray = [9,20,154];
  2570. const skills = getCardActiveSkills(card, searchTypeArray);
  2571. if (!skills.length) return false;
  2572. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2573. return parsedSkills.some(p=>p.to.includes(5));
  2574. }),
  2575. addition:changeOrbs_Addition
  2576. },
  2577. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2578. function:cards=>cards.filter(card=>{
  2579. const searchTypeArray = [9,20,154];
  2580. const skills = getCardActiveSkills(card, searchTypeArray);
  2581. if (!skills.length) return false;
  2582. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2583. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2584. }),
  2585. addition:changeOrbs_Addition
  2586. },
  2587. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [9,20,154];
  2590. const skills = getCardActiveSkills(card, searchTypeArray);
  2591. if (!skills.length) return false;
  2592. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2593. return parsedSkills.some(p=>p.from.includes(0));
  2594. }),
  2595. addition:changeOrbs_Addition
  2596. },
  2597. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [9,20,154];
  2600. const skills = getCardActiveSkills(card, searchTypeArray);
  2601. if (!skills.length) return false;
  2602. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2603. return parsedSkills.some(p=>p.from.includes(1));
  2604. }),
  2605. addition:changeOrbs_Addition
  2606. },
  2607. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2608. function:cards=>cards.filter(card=>{
  2609. const searchTypeArray = [9,20,154];
  2610. const skills = getCardActiveSkills(card, searchTypeArray);
  2611. if (!skills.length) return false;
  2612. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2613. return parsedSkills.some(p=>p.from.includes(2));
  2614. }),
  2615. addition:changeOrbs_Addition
  2616. },
  2617. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2618. function:cards=>cards.filter(card=>{
  2619. const searchTypeArray = [9,20,154];
  2620. const skills = getCardActiveSkills(card, searchTypeArray);
  2621. if (!skills.length) return false;
  2622. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2623. return parsedSkills.some(p=>p.from.includes(3));
  2624. }),
  2625. addition:changeOrbs_Addition
  2626. },
  2627. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2628. function:cards=>cards.filter(card=>{
  2629. const searchTypeArray = [9,20,154];
  2630. const skills = getCardActiveSkills(card, searchTypeArray);
  2631. if (!skills.length) return false;
  2632. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2633. return parsedSkills.some(p=>p.from.includes(4));
  2634. }),
  2635. addition:changeOrbs_Addition
  2636. },
  2637. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2638. function:cards=>cards.filter(card=>{
  2639. const searchTypeArray = [9,20,154];
  2640. const skills = getCardActiveSkills(card, searchTypeArray);
  2641. if (!skills.length) return false;
  2642. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2643. return parsedSkills.some(p=>p.from.includes(5));
  2644. }),
  2645. addition:changeOrbs_Addition
  2646. },
  2647. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [9,20,154];
  2650. const skills = getCardActiveSkills(card, searchTypeArray);
  2651. if (!skills.length) return false;
  2652. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2653. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2654. }),
  2655. addition:changeOrbs_Addition
  2656. },
  2657. ]},
  2658. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2659. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2660. function:cards=>cards.filter(card=>{
  2661. function is30(sk)
  2662. {
  2663. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2664. }
  2665. const searchTypeArray = [141];
  2666. const skill = getCardActiveSkill(card, searchTypeArray);
  2667. return skill && is30(skill.params);
  2668. }),
  2669. addition:generateOrbs_Addition
  2670. },
  2671. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2672. function:cards=>cards.filter(card=>{
  2673. function is1515(sk)
  2674. {
  2675. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2676. }
  2677. const searchTypeArray = [141];
  2678. const skill = getCardActiveSkill(card, searchTypeArray);
  2679. return skill && is1515(skill.params);
  2680. }),
  2681. addition:generateOrbs_Addition
  2682. },
  2683. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2684. function:cards=>cards.filter(card=>{
  2685. const gens = generateOrbsParse(card);
  2686. return gens.some(gen=>gen.to.includes(0));
  2687. }),
  2688. addition:generateOrbs_Addition
  2689. },
  2690. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2691. function:cards=>cards.filter(card=>{
  2692. const gens = generateOrbsParse(card);
  2693. return gens.some(gen=>gen.to.includes(1));
  2694. }),
  2695. addition:generateOrbs_Addition
  2696. },
  2697. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2698. function:cards=>cards.filter(card=>{
  2699. const gens = generateOrbsParse(card);
  2700. return gens.some(gen=>gen.to.includes(2));
  2701. }),
  2702. addition:generateOrbs_Addition
  2703. },
  2704. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2705. function:cards=>cards.filter(card=>{
  2706. const gens = generateOrbsParse(card);
  2707. return gens.some(gen=>gen.to.includes(3));
  2708. }),
  2709. addition:generateOrbs_Addition
  2710. },
  2711. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2712. function:cards=>cards.filter(card=>{
  2713. const gens = generateOrbsParse(card);
  2714. return gens.some(gen=>gen.to.includes(4));
  2715. }),
  2716. addition:generateOrbs_Addition
  2717. },
  2718. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2719. function:cards=>cards.filter(card=>{
  2720. const gens = generateOrbsParse(card);
  2721. return gens.some(gen=>gen.to.includes(5));
  2722. }),
  2723. addition:generateOrbs_Addition
  2724. },
  2725. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2726. function:cards=>cards.filter(card=>{
  2727. const gens = generateOrbsParse(card);
  2728. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2729. }),
  2730. addition:generateOrbs_Addition
  2731. },
  2732. ]},
  2733. {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: [
  2734. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2735. function:cards=>cards.filter(card=>{
  2736. const searchTypeArray = [176];
  2737. const skill = getCardActiveSkill(card, searchTypeArray);
  2738. return skill;
  2739. })
  2740. },
  2741. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2742. function:cards=>cards.filter(card=>{
  2743. function is3x3(sk)
  2744. {
  2745. for (let si=0;si<3;si++)
  2746. {
  2747. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2748. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2749. (si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
  2750. (sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
  2751. )
  2752. return true;
  2753. }
  2754. return false;
  2755. }
  2756. const searchTypeArray = [176];
  2757. const skill = getCardActiveSkill(card, searchTypeArray);
  2758. return skill && is3x3(skill.params);
  2759. }),
  2760. addition:card=>{
  2761. const searchTypeArray = [176];
  2762. const skill = getCardActiveSkill(card, searchTypeArray);
  2763. if (!skill) return;
  2764. const sk = skill.params;
  2765. const fragment = document.createDocumentFragment();
  2766. fragment.appendChild(document.createTextNode(`3×3`));
  2767. fragment.appendChild(createOrbsList(sk[5]));
  2768. return fragment;
  2769. }
  2770. },
  2771. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2772. function:cards=>cards.filter(card=>{
  2773. const searchTypeArray = [127];
  2774. const skill = getCardActiveSkill(card, searchTypeArray);
  2775. return skill;
  2776. }),
  2777. addition:generateColumnOrbs_Addition
  2778. },
  2779. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2780. function:cards=>cards.filter(card=>{
  2781. function isHeart(sk)
  2782. {
  2783. for (let i=1;i<sk.length;i+=2)
  2784. {
  2785. if (sk[i] & 32)
  2786. {
  2787. return true;
  2788. }
  2789. }
  2790. }
  2791. const searchTypeArray = [127];
  2792. const skill = getCardActiveSkill(card, searchTypeArray);
  2793. return skill && isHeart(skill.params);
  2794. }),
  2795. addition:generateColumnOrbs_Addition
  2796. },
  2797. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2798. function:cards=>cards.filter(card=>{
  2799. const searchTypeArray = [128];
  2800. const skill = getCardActiveSkill(card, searchTypeArray);
  2801. return skill;
  2802. }),
  2803. addition:generateRowOrbs_Addition
  2804. },
  2805. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2806. function:cards=>cards.filter(card=>{
  2807. const searchTypeArray = [128];
  2808. const skill = getCardActiveSkill(card, searchTypeArray);
  2809. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2810. }),
  2811. addition:generateRowOrbs_Addition
  2812. },
  2813. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2814. function:cards=>cards.filter(card=>{
  2815. const searchTypeArray = [128];
  2816. const skill = getCardActiveSkill(card, searchTypeArray);
  2817. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2818. }),
  2819. addition:generateRowOrbs_Addition
  2820. },
  2821. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2822. function:cards=>cards.filter(card=>{
  2823. const searchTypeArray = [128];
  2824. const skill = getCardActiveSkill(card, searchTypeArray);
  2825. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2826. }),
  2827. addition:generateRowOrbs_Addition
  2828. },
  2829. {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)"},
  2830. function:cards=>cards.filter(card=>{
  2831. const searchTypeArray = [128,71,176];
  2832. function isRow(skill)
  2833. {
  2834. const sk = skill.params;
  2835. if (skill.type === 128) //普通横
  2836. {return true;}
  2837. else if (skill.type === 71) //花火
  2838. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2839. else if (skill.type === 176) //特殊形状
  2840. {
  2841. for (let si=0;si<5;si++)
  2842. {
  2843. if ((sk[si] & 63) === 63)
  2844. return true;
  2845. }
  2846. }
  2847. return false;
  2848. }
  2849. const skill = getCardActiveSkill(card, searchTypeArray);
  2850. return skill && isRow(skill);
  2851. })
  2852. },
  2853. ]},
  2854. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2855. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2856. function:cards=>cards.filter(card=>{
  2857. if (card.activeSkillId == 0) return false;
  2858. const skill = Skills[card.activeSkillId];
  2859. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2860. })
  2861. },
  2862. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  2863. function:cards=>cards.filter(card=>{
  2864. if (card.activeSkillId == 0) return false;
  2865. const skill = Skills[card.activeSkillId];
  2866. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2867. let realCD = minCD;
  2868. const searchTypeArray = [14];
  2869. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2870. if (subSkill)
  2871. {
  2872. realCD -= subSkill.params[0] * 3;
  2873. }
  2874. return minCD > 1 && realCD <= 4;
  2875. })
  2876. },
  2877. {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)"},
  2878. function:cards=>{
  2879. const searchTypeArray = [5];
  2880. return cards.filter(card=>{
  2881. const skill = getCardActiveSkill(card, searchTypeArray);
  2882. return skill;
  2883. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2884. },
  2885. addition:card=>{
  2886. const searchTypeArray = [5];
  2887. const skill = getCardActiveSkill(card, searchTypeArray);
  2888. const value = skill.params[0];
  2889. return `时停${value}s`;
  2890. }
  2891. },
  2892. {
  2893. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2894. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2895. },
  2896. {
  2897. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2898. function:cards=>cards.filter(card=>{
  2899. let skType = Skills[card.activeSkillId].type;
  2900. return skType == 232 || skType == 233;
  2901. })
  2902. },
  2903. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2904. function:cards=>cards.filter(card=>{
  2905. const searchTypeArray = [225];
  2906. const skill = getCardActiveSkill(card, searchTypeArray);
  2907. return skill;
  2908. }),
  2909. addition:card=>{
  2910. const searchTypeArray = [225];
  2911. const skill = getCardActiveSkill(card, searchTypeArray);
  2912. if (!skill) return;
  2913. const sk = skill.params;
  2914. let strArr = [];
  2915. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2916. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2917. return `HP ${strArr.join(" ")}`;
  2918. }
  2919. },
  2920. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2921. function:cards=>cards.filter(card=>{
  2922. const searchTypeArray = [234];
  2923. const skill = getCardActiveSkill(card, searchTypeArray);
  2924. return skill;
  2925. }),
  2926. addition:card=>{
  2927. const searchTypeArray = [234];
  2928. const skill = getCardActiveSkill(card, searchTypeArray);
  2929. if (!skill) return;
  2930. const sk = skill.params;
  2931. let strArr = [];
  2932. if (sk[0]) strArr.push(`≥${sk[0]}`);
  2933. if (sk[1]) strArr.push(`≤${sk[1]}`);
  2934. return `层 ${strArr.join(" ")}`;
  2935. }
  2936. },
  2937. ]},
  2938. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2939. ]},
  2940. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  2941. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  2942. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  2943. },
  2944. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  2945. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  2946. },
  2947. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  2948. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  2949. },
  2950. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  2951. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  2952. },
  2953. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  2954. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  2955. },
  2956. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  2957. function:cards=>cards.filter(card=>{
  2958. const searchTypeArray = [151,209];
  2959. const skill = getCardLeaderSkill(card, searchTypeArray);
  2960. return skill;
  2961. })
  2962. },
  2963. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  2964. function:cards=>cards.filter(card=>{
  2965. const searchTypeArray = [157];
  2966. const skill = getCardLeaderSkill(card, searchTypeArray);
  2967. return skill;
  2968. })
  2969. },
  2970. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  2971. function:cards=>cards.filter(card=>{
  2972. const searchTypeArray = [177];
  2973. const skill = getCardLeaderSkill(card, searchTypeArray);
  2974. return skill;
  2975. })
  2976. },
  2977. ]},
  2978. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  2979. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  2980. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  2981. },
  2982. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  2983. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  2984. },
  2985. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  2986. function:cards=>cards.filter(card=>{
  2987. const searchTypeArray = [162,186];
  2988. const skill = getCardLeaderSkill(card, searchTypeArray);
  2989. return skill;
  2990. })
  2991. },
  2992. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  2993. function:cards=>cards.filter(card=>{
  2994. const searchTypeArray = [163,177];
  2995. const skill = getCardLeaderSkill(card, searchTypeArray);
  2996. return skill;
  2997. })
  2998. },
  2999. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3000. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3001. },
  3002. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3003. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3004. },
  3005. {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)"},
  3006. function:cards=>{
  3007. const searchTypeArray = [158];
  3008. return cards.filter(card=>{
  3009. const skill = getCardLeaderSkill(card, searchTypeArray);
  3010. return skill;
  3011. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3012. },
  3013. addition:card=>{
  3014. const searchTypeArray = [158];
  3015. const skill = getCardLeaderSkill(card, searchTypeArray);
  3016. const value = skill.params[0];
  3017. return `≥${value}珠`;
  3018. }
  3019. },
  3020. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3021. function:cards=>cards.filter(card=>{
  3022. const searchTypeArray = [125];
  3023. const skill = getCardLeaderSkill(card, searchTypeArray);
  3024. return skill;
  3025. })
  3026. },
  3027. {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"},
  3028. function:cards=>cards.filter(card=>{
  3029. const searchTypeArray = [175];
  3030. const skill = getCardLeaderSkill(card, searchTypeArray);
  3031. return skill;
  3032. })
  3033. },
  3034. {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"},
  3035. function:cards=>cards.filter(card=>{
  3036. const searchTypeArray = [203];
  3037. const skill = getCardLeaderSkill(card, searchTypeArray);
  3038. return skill;
  3039. })
  3040. },
  3041. {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"},
  3042. function:cards=>cards.filter(card=>{
  3043. const searchTypeArray = [229];
  3044. const skill = getCardLeaderSkill(card, searchTypeArray);
  3045. return skill;
  3046. })
  3047. },
  3048. ]},
  3049. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3050. {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)"},
  3051. function:cards=>{
  3052. return cards.filter(card=>{
  3053. return getSkillFixedDamage(card) > 0;
  3054. }).sort((a,b)=>{
  3055. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3056. return a_pC - b_pC;
  3057. });
  3058. },
  3059. addition:card=>{
  3060. const value = getSkillFixedDamage(card);
  3061. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3062. let skill;
  3063. if (skill = getCardLeaderSkill(card, [235])) {
  3064. nodeArr.push("/");
  3065. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3066. nodeArr.push(`×${skill.params[2]}`);
  3067. }
  3068. return nodeArr.nodeJoin();
  3069. }
  3070. },
  3071. {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)"},
  3072. function:cards=>{
  3073. return cards.filter(card=>{
  3074. return getSkillAddCombo(card) > 0;
  3075. }).sort((a,b)=>{
  3076. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3077. return a_pC - b_pC;
  3078. });
  3079. },
  3080. addition:card=>{
  3081. const value = getSkillAddCombo(card);
  3082. let nodeArr = [`+${value.bigNumberToString()}C`];
  3083. let skill;
  3084. if (skill = getCardLeaderSkill(card, [210])) {
  3085. nodeArr.push("/十字");
  3086. } else if (skill = getCardLeaderSkill(card, [235])) {
  3087. nodeArr.push("/");
  3088. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3089. nodeArr.push(`×${skill.params[2]}`);
  3090. }
  3091. return nodeArr.nodeJoin();
  3092. }
  3093. },
  3094. {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)"},
  3095. function:cards=>{
  3096. const searchTypeArray = [15,185];
  3097. return cards.filter(card=>{
  3098. const skill = getCardLeaderSkill(card, searchTypeArray);
  3099. return skill;
  3100. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3101. },
  3102. addition:card=>{
  3103. const searchTypeArray = [15,185];
  3104. const skill = getCardLeaderSkill(card, searchTypeArray);
  3105. const value = skill.params[0];
  3106. return `${value > 0 ? "+" : ""}${value/100}s`;
  3107. }
  3108. },
  3109. {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)"},
  3110. function:cards=>{
  3111. const searchTypeArray = [178];
  3112. return cards.filter(card=>{
  3113. const skill = getCardLeaderSkill(card, searchTypeArray);
  3114. return skill;
  3115. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3116. },
  3117. addition:card=>{
  3118. const searchTypeArray = [178];
  3119. const skill = getCardLeaderSkill(card, searchTypeArray);
  3120. const value = skill.params[0];
  3121. return `固定${value}s`;
  3122. }
  3123. },
  3124. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3125. function:cards=>cards.filter(card=>{
  3126. const searchTypeArray = [213];
  3127. const skill = getCardLeaderSkill(card, searchTypeArray);
  3128. return skill;
  3129. }),
  3130. addition:card=>{
  3131. const searchTypeArray = [213];
  3132. const skill = getCardLeaderSkill(card, searchTypeArray);
  3133. const sk = skill.params;
  3134. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3135. const fragment = document.createDocumentFragment();
  3136. if (attrs.length)
  3137. fragment.appendChild(createOrbsList(attrs));
  3138. if (types.length)
  3139. fragment.appendChild(createTypesList(types));
  3140. fragment.appendChild(document.createTextNode(`:+`));
  3141. if (awakenings.length)
  3142. fragment.appendChild(creatAwokenList(awakenings));
  3143. return fragment;
  3144. }
  3145. },
  3146. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3147. function:cards=>{
  3148. const searchTypeArray = [12];
  3149. return cards.filter(card=>{
  3150. const skill = getCardLeaderSkill(card, searchTypeArray);
  3151. return skill;
  3152. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3153. },
  3154. addition:card=>{
  3155. const searchTypeArray = [12];
  3156. const skill = getCardLeaderSkill(card, searchTypeArray);
  3157. const value = skill.params[0];
  3158. return `攻击×${(value/100).bigNumberToString()}倍`;
  3159. }
  3160. },
  3161. {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)"},
  3162. function:cards=>{
  3163. const searchTypeArray = [13];
  3164. return cards.filter(card=>{
  3165. const skill = getCardLeaderSkill(card, searchTypeArray);
  3166. return skill;
  3167. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3168. },
  3169. addition:card=>{
  3170. const searchTypeArray = [13];
  3171. const skill = getCardLeaderSkill(card, searchTypeArray);
  3172. const value = skill.params[0];
  3173. return `回复×${(value/100).bigNumberToString()}倍`;
  3174. }
  3175. },
  3176. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3177. function:cards=>{
  3178. const searchTypeArray = [198];
  3179. return cards.filter(card=>{
  3180. const skill = getCardLeaderSkill(card, searchTypeArray);
  3181. return skill && skill.params[2];
  3182. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3183. },
  3184. addition:card=>{
  3185. const searchTypeArray = [198];
  3186. const skill = getCardLeaderSkill(card, searchTypeArray);
  3187. const sk = skill.params;
  3188. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3189. }
  3190. },
  3191. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3192. function:cards=>{
  3193. const searchTypeArray = [198];
  3194. return cards.filter(card=>{
  3195. const skill = getCardLeaderSkill(card, searchTypeArray);
  3196. return skill && skill.params[3];
  3197. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3198. },
  3199. addition:card=>{
  3200. const searchTypeArray = [198];
  3201. const skill = getCardLeaderSkill(card, searchTypeArray);
  3202. const sk = skill.params;
  3203. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3204. }
  3205. },
  3206. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3207. function:cards=>{
  3208. const searchTypeArray = [41];
  3209. return cards.filter(card=>{
  3210. const skill = getCardLeaderSkill(card, searchTypeArray);
  3211. return skill;
  3212. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3213. },
  3214. addition:card=>{
  3215. const searchTypeArray = [41];
  3216. const skill = getCardLeaderSkill(card, searchTypeArray);
  3217. const sk = skill.params;
  3218. const fragment = document.createDocumentFragment();
  3219. fragment.appendChild(createOrbsList(sk[2] || 0));
  3220. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3221. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3222. return fragment;
  3223. }
  3224. },
  3225. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3226. function:cards=>cards.filter(card=>{
  3227. const searchTypeArray = [197];
  3228. const skill = getCardLeaderSkill(card, searchTypeArray);
  3229. return skill;
  3230. })
  3231. },
  3232. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3233. function:cards=>{
  3234. const searchTypeArray = [14];
  3235. return cards.filter(card=>{
  3236. const skill = getCardLeaderSkill(card, searchTypeArray);
  3237. return skill;
  3238. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3239. },
  3240. addition:card=>{
  3241. const searchTypeArray = [14];
  3242. const skill = getCardLeaderSkill(card, searchTypeArray);
  3243. const value = skill.params[0];
  3244. return `HP≥${value}%`;
  3245. }
  3246. },
  3247. {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)"},
  3248. function:cards=>{
  3249. const searchTypeArray = [53];
  3250. return cards.filter(card=>{
  3251. const skill = getCardLeaderSkill(card, searchTypeArray);
  3252. return skill;
  3253. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3254. },
  3255. addition:card=>{
  3256. const searchTypeArray = [53];
  3257. const skill = getCardLeaderSkill(card, searchTypeArray);
  3258. const sk = skill.params;
  3259. return `掉率x${sk[0]/100}`;
  3260. }
  3261. },
  3262. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3263. function:cards=>{
  3264. const searchTypeArray = [54];
  3265. return cards.filter(card=>{
  3266. const skill = getCardLeaderSkill(card, searchTypeArray);
  3267. return skill;
  3268. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3269. },
  3270. addition:card=>{
  3271. const searchTypeArray = [54];
  3272. const skill = getCardLeaderSkill(card, searchTypeArray);
  3273. const sk = skill.params;
  3274. return `金币x${sk[0]/100}`;
  3275. }
  3276. },
  3277. {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)"},
  3278. function:cards=>{
  3279. const searchTypeArray = [148];
  3280. return cards.filter(card=>{
  3281. const skill = getCardLeaderSkill(card, searchTypeArray);
  3282. return skill;
  3283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3284. },
  3285. addition:card=>{
  3286. const searchTypeArray = [148];
  3287. const skill = getCardLeaderSkill(card, searchTypeArray);
  3288. const sk = skill.params;
  3289. return `经验x${sk[0]/100}`;
  3290. }
  3291. },
  3292. ]},
  3293. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3294. {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)"},
  3295. function:cards=>cards.filter(card=>{
  3296. const skill = Skills[card.leaderSkillId];
  3297. const HPscale = getHPScale(skill);
  3298. return HPscale >= 3;
  3299. }).sort(sortByHPScal),
  3300. addition: HPScal_Addition
  3301. },
  3302. {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)"},
  3303. function:cards=>cards.filter(card=>{
  3304. const skill = Skills[card.leaderSkillId];
  3305. const HPscale = getHPScale(skill);
  3306. return HPscale >= 2 && HPscale < 3;
  3307. }).sort(sortByHPScal),
  3308. addition: HPScal_Addition
  3309. },
  3310. {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)"},
  3311. function:cards=>cards.filter(card=>{
  3312. const skill = Skills[card.leaderSkillId];
  3313. const HPscale = getHPScale(skill);
  3314. return HPscale >= 1.5 && HPscale < 2;
  3315. }).sort(sortByHPScal),
  3316. addition: HPScal_Addition
  3317. },
  3318. {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)"},
  3319. function:cards=>cards.filter(card=>{
  3320. const skill = Skills[card.leaderSkillId];
  3321. const HPscale = getHPScale(skill);
  3322. return HPscale > 1 && HPscale < 1.5;
  3323. }).sort(sortByHPScal),
  3324. addition: HPScal_Addition
  3325. },
  3326. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3327. function:cards=>cards.filter(card=>{
  3328. const skill = Skills[card.leaderSkillId];
  3329. const HPscale = getHPScale(skill);
  3330. return HPscale === 1;
  3331. }),
  3332. addition: HPScal_Addition
  3333. },
  3334. {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)"},
  3335. function:cards=>cards.filter(card=>{
  3336. const skill = Skills[card.leaderSkillId];
  3337. const HPscale = getHPScale(skill);
  3338. return HPscale < 1;
  3339. }).sort(sortByHPScal),
  3340. addition: HPScal_Addition
  3341. },
  3342. ]},
  3343. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3344. {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)"},
  3345. function:cards=>cards.filter(card=>{
  3346. const skill = Skills[card.leaderSkillId];
  3347. const reduceScale = getReduceScale(skill);
  3348. return reduceScale >= 0.75;
  3349. }).sort(sortByReduceScale),
  3350. addition: ReduceScale_Addition
  3351. },
  3352. {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)"},
  3353. function:cards=>cards.filter(card=>{
  3354. const skill = Skills[card.leaderSkillId];
  3355. const reduceScale = getReduceScale(skill);
  3356. return reduceScale >= 0.5 && reduceScale < 0.75;
  3357. }).sort(sortByReduceScale),
  3358. addition: ReduceScale_Addition
  3359. },
  3360. {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)"},
  3361. function:cards=>cards.filter(card=>{
  3362. const skill = Skills[card.leaderSkillId];
  3363. const reduceScale = getReduceScale(skill);
  3364. return reduceScale >= 0.25 && reduceScale < 0.5;
  3365. }).sort(sortByReduceScale),
  3366. addition: ReduceScale_Addition
  3367. },
  3368. {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)"},
  3369. function:cards=>cards.filter(card=>{
  3370. const skill = Skills[card.leaderSkillId];
  3371. const reduceScale = getReduceScale(skill);
  3372. return reduceScale > 0 && reduceScale < 0.25;
  3373. }).sort(sortByReduceScale),
  3374. addition: ReduceScale_Addition
  3375. },
  3376. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3377. function:cards=>cards.filter(card=>{
  3378. const skill = Skills[card.leaderSkillId];
  3379. const reduceScale = getReduceScale(skill);
  3380. return reduceScale === 0;
  3381. })
  3382. },
  3383. {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"},
  3384. function:cards=>cards.filter(card=>{
  3385. const skill = Skills[card.leaderSkillId];
  3386. return getReduceScale(skill, true) > 0;
  3387. })
  3388. },
  3389. {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"},
  3390. function:cards=>cards.filter(card=>{
  3391. const skill = Skills[card.leaderSkillId];
  3392. return getReduceScale(skill, undefined, true) > 0;
  3393. })
  3394. },
  3395. {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"},
  3396. function:cards=>cards.filter(card=>{
  3397. const skill = Skills[card.leaderSkillId];
  3398. return getReduceScale(skill, undefined, undefined, true) > 0;
  3399. })
  3400. },
  3401. /*{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%)"},
  3402. function:cards=>cards.filter(card=>{
  3403. const skill = Skills[card.leaderSkillId];
  3404. const reduceScale = getReduceScale(skill);
  3405. return reduceScale>=0.29;
  3406. }).sort(sortByReduceScale)
  3407. },*/
  3408. {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"},
  3409. function:cards=>{
  3410. return cards.filter(card=>{
  3411. const skill = Skills[card.leaderSkillId];
  3412. return getReduceScale_unconditional(skill) > 0;
  3413. }).sort((a,b)=>{
  3414. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3415. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3416. });
  3417. },
  3418. addition:card=>{
  3419. const skill = Skills[card.leaderSkillId];
  3420. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3421. }
  3422. },
  3423. ]},
  3424. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3425. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3426. function:cards=>cards.filter(card=>
  3427. !Array.isArray(card.henshinFrom) &&
  3428. !Array.isArray(card.henshinTo))
  3429. },
  3430. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3431. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3432. },
  3433. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3434. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3435. },
  3436. {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)"},
  3437. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3438. },
  3439. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3440. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3441. },
  3442. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3443. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3444. function:cards=>cards.filter(card=>isReincarnated(card))
  3445. }, //evoBaseId可能为0
  3446. //{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)},
  3447. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3448. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3449. },
  3450. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3451. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3452. },
  3453. ]},
  3454. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3455. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3456. function:cards=>cards.filter(card=>card.is8Latent)
  3457. },
  3458. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3459. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3460. },
  3461. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3462. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3463. },
  3464. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3465. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3466. },
  3467. {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"},
  3468. function:cards=>cards.filter(card=>{
  3469. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3470. if (hasAwokenKiller)
  3471. { //大于2个杀的进行判断
  3472. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3473. { //大于3个杀的直接过
  3474. return true;
  3475. }else
  3476. { //2个杀的
  3477. const isAllowLatent = card.types.filter(i=>
  3478. i>=0 //去掉-1的type
  3479. ).map(type=>
  3480. type_allowable_latent[type] //得到允许打的潜觉杀
  3481. ).some(ls=>
  3482. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3483. );
  3484. return isAllowLatent
  3485. }
  3486. }else
  3487. {
  3488. return false;
  3489. }
  3490. })
  3491. },
  3492. /*
  3493. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3494. function:cards=>cards.filter(card=>{
  3495. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3496. if (hasAwokenKiller)
  3497. { //大于2个杀的进行判断
  3498. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3499. { //大于3个杀的直接过
  3500. return true;
  3501. }else
  3502. { //2个杀的
  3503. const isAllowLatent = card.types.filter(i=>
  3504. i>=0 //去掉-1的type
  3505. ).map(type=>
  3506. type_allowable_latent[type] //得到允许打的潜觉杀
  3507. ).some(ls=>
  3508. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3509. );
  3510. return isAllowLatent
  3511. }
  3512. }else
  3513. {
  3514. return false;
  3515. }
  3516. })
  3517. },
  3518. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3519. function:cards=>cards.filter(card=>{
  3520. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3521. if (hasAwokenKiller)
  3522. { //大于2个杀的进行判断
  3523. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3524. { //大于3个杀的直接过
  3525. return true;
  3526. }else
  3527. { //2个杀的
  3528. const isAllowLatent = card.types.filter(i=>
  3529. i>=0 //去掉-1的type
  3530. ).map(type=>
  3531. type_allowable_latent[type] //得到允许打的潜觉杀
  3532. ).some(ls=>
  3533. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3534. );
  3535. return isAllowLatent
  3536. }
  3537. }else
  3538. {
  3539. return false;
  3540. }
  3541. })
  3542. },
  3543. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3544. function:cards=>cards.filter(card=>{
  3545. const searchTypeArray = [1000];
  3546. const skill = getCardActiveSkill(card, searchTypeArray);
  3547. return skill;
  3548. })
  3549. },*/
  3550. ]},
  3551. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3552. {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)"},
  3553. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3554. },
  3555. {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)"},
  3556. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3557. },
  3558. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3559. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3560. },
  3561. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3562. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3563. },
  3564. {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"},
  3565. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3566. },
  3567. {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)"},
  3568. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3569. addition:card=>`成长${card.limitBreakIncr}%`
  3570. },
  3571. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3572. function:cards=>cards.filter(card=>card.maxLevel==1)
  3573. },
  3574. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3575. function:cards=>cards.filter(card=>card.sellMP<100)
  3576. },
  3577. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3578. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3579. },
  3580. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3581. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3582. },
  3583. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3584. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3585. },
  3586. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3587. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3588. },
  3589. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3590. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3591. },
  3592. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3593. function:cards=>cards,
  3594. addition:card=>card.name
  3595. },
  3596. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3597. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3598. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3599. },
  3600. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3601. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3602. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3603. },
  3604. ]},
  3605. ];
  3606. return functions;
  3607. })();

智龙迷城队伍图制作工具