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script-json_data.js 142 kB

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

智龙迷城队伍图制作工具