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

智龙迷城队伍图制作工具