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script-json_data.js 146 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`Unkonwn skill type: ${'type'}`,
  43. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  44. random_skills: tp`Random Activates these skills:${'skills'}`,
  45. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  46. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  47. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  48. damage_enemy_times: tp`${'times'} `,
  49. damage_enemy_count: tp` (${'damage'} in total)`,
  50. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  51. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  52. delay: tp`${'icon'}Delays enemies' next move`,
  53. mass_attack: tp`${'icon'}Mass attacks`,
  54. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  55. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  56. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  57. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  58. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  59. unbind_normal: tp`${'icon'}Bind`,
  60. unbind_awakenings: tp`${'icon'}Awoken bind`,
  61. unbind_matches: tp`${'icon'}Unmatchable orb`,
  62. bind_skill: tp`${'icon'}Unable to use skills`,
  63. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  64. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  65. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  66. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  67. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  68. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  69. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  70. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  71. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  72. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  73. board_change: tp`Change all orbs to ${'orbs'}`,
  74. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  75. skill_boost_range: tp`~${'turns'}`,
  76. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  77. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  78. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  79. drop_refresh: tp`Replaces all orbs`,
  80. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  81. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  82. board7x6: tp`[${'icon'}7x6 board]`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  118. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  119. },
  120. power: {
  121. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  122. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  123. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  124. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  125. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  126. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  127. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  128. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  129. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  130. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  131. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  132. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  135. },
  136. cond: {
  137. unknown: tp`[ Unknown condition ]`,
  138. hp_equal: tp`When ${'hp'} == ${'min'} `,
  139. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  140. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  141. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  142. use_skill: tp`When skills used `,
  143. multi_player: tp`When in Multiplayer Mode `,
  144. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  145. exact_combo: tp`When exactly ${'value'} combos `,
  146. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  147. exact_match_enhanced: tp` orbs including enhanced`,
  148. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  149. compo_type_card: tp`When ${'ids'} are all on team, `,
  150. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  151. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  152. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  153. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  154. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  155. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  156. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  157. },
  158. position: {
  159. top: tp`${'pos'} of top rows`,
  160. bottom: tp`${'pos'} of bottom rows`,
  161. left: tp`${'pos'} of left columns`,
  162. right: tp`${'pos'} of right columns`,
  163. random: tp`random location`,
  164. shape: tp`specified location`,
  165. },
  166. value: {
  167. unknown: tp`[ Unknown value: ${'type'}]`, //type
  168. const: tp`${'value'} ${'unit'}`,
  169. const_to: tp`to ${'value'}`,
  170. mul_percent: tp`${'value'}%`,
  171. mul_times: tp`×${'value'}`,
  172. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  173. mul_of_times: tp`${'stats'} ×${'value'}`,
  174. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  175. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  176. prob: tp`${'value'} chance for `,
  177. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  178. size: tp`${'width'}×${'height'}`,
  179. pos: tp`${'x'}×${'y'}`,
  180. },
  181. target: {
  182. unknown: tp`Unkown Target`,
  183. self: tp`card's`,
  184. team: tp`team`,
  185. team_last: tp`the lastest member`,
  186. team_leader: tp`leader`,
  187. sub_members: tp`sub-members`,
  188. leader_self: tp`left leader`,
  189. leader_helper: tp`right leader`,
  190. collab_id: tp`card with collab ID of ${'id'} `,
  191. enemy: tp`Enemy`,
  192. enemy_all: tp`all enemys`,
  193. enemy_one: tp`1 enemy`,
  194. enemy_attr: tp`${'attr'} enemy`,
  195. the_attr: tp`attr of the matched Orbs`,
  196. },
  197. stats: {
  198. unknown: tp`[ Unknown: ${'type'}]`, //type
  199. maxhp: tp`Max HP`,
  200. hp: tp`HP`,
  201. chp: tp`current HP`,
  202. atk: tp`ATK`,
  203. rcv: tp`RCV`,
  204. teamhp: tp`Team HP`,
  205. teamatk: tp`Team ${'attrs'} ATK`,
  206. teamrcv: tp`Team RCV`,
  207. cstage: tp`current Stage of Dungeon`,
  208. },
  209. unit: {
  210. orbs: tp``,
  211. times: tp` times`,
  212. seconds: tp` seconds`,
  213. point: tp` point`,
  214. turns: tp` turns`,
  215. },
  216. word: {
  217. comma: tp`, `,
  218. slight_pause: tp`, `,
  219. range_hyphen: tp`~`,
  220. in_once: tp`in once `,
  221. evo_type_pixel: tp`Pixel Evo`,
  222. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  223. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  224. affix_attr: tp`${'cotent'} attr.`,
  225. affix_orb: tp`${'cotent'} orbs`,
  226. affix_type: tp`${'cotent'} types`,
  227. affix_awakening: tp`${'cotent'} awoken`,
  228. affix_exclude: tp`, exclude ${'cotent'}`,
  229. },
  230. attrs: {
  231. [0]: tp`${'icon'}Fire`,
  232. [1]: tp`${'icon'}Water`,
  233. [2]: tp`${'icon'}Wood`,
  234. [3]: tp`${'icon'}Light`,
  235. [4]: tp`${'icon'}Dark`,
  236. [5]: tp`${'icon'}Recover`,
  237. [6]: tp`${'icon'}Null`,
  238. all: tp`All`,
  239. self: tp`${'icon'}Self's Attr`,
  240. fixed: tp`${'icon'}Fixed`,
  241. },
  242. orbs: {
  243. [0]: tp`${'icon'}Fire`,
  244. [1]: tp`${'icon'}Water`,
  245. [2]: tp`${'icon'}Wood`,
  246. [3]: tp`${'icon'}Light`,
  247. [4]: tp`${'icon'}Dark`,
  248. [5]: tp`${'icon'}Heal`,
  249. [6]: tp`${'icon'}Jammer`,
  250. [7]: tp`${'icon'}Poison`,
  251. [8]: tp`${'icon'}Lethal Poison`,
  252. [9]: tp`${'icon'}Bomb`,
  253. enhanced: tp`${'icon'}Enhanced`,
  254. locked: tp`${'icon'}Locked`,
  255. nail: tp`${'icon'}Nail`,
  256. _5color: tp`${'icon'}5 Att.`,
  257. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  258. all: tp`All`,
  259. any: tp`Any ${'cotent'}`,
  260. },
  261. board: {
  262. clouds: tp`${'icon'}Clouds`,
  263. immobility: tp`${'icon'}Immobility`,
  264. roulette: tp`${'icon'}Roulette`,
  265. roulette_time: tp`(transforms every ${'duration'})`,
  266. },
  267. types: {
  268. [0]: tp`${'icon'}Evo Material`,
  269. [1]: tp`${'icon'}Balanced`,
  270. [2]: tp`${'icon'}Physical`,
  271. [3]: tp`${'icon'}Healer`,
  272. [4]: tp`${'icon'}Dragon`,
  273. [5]: tp`${'icon'}God`,
  274. [6]: tp`${'icon'}Attacker`,
  275. [7]: tp`${'icon'}Devil`,
  276. [8]: tp`${'icon'}Machine`,
  277. [9]: tp`${'icon'}Special Protection`,
  278. [12]: tp`${'icon'}Awaken`,
  279. [14]: tp`${'icon'}Enhance Material`,
  280. [15]: tp`${'icon'}Redeemable`,
  281. },
  282. awokens: {
  283. [0]: tp`${'icon'}Unknown awoken`,
  284. [1]: tp`${'icon'}Enhanced HP`,
  285. [2]: tp`${'icon'}Enhanced Attack`,
  286. [3]: tp`${'icon'}Enhanced Recovery`,
  287. [4]: tp`${'icon'}Reduce Fire Damage`,
  288. [5]: tp`${'icon'}Reduce Water Damage`,
  289. [6]: tp`${'icon'}Reduce Wood Damage`,
  290. [7]: tp`${'icon'}Reduce Light Damage`,
  291. [8]: tp`${'icon'}Reduce Dark Damage`,
  292. [9]: tp`${'icon'}Auto-Recover`,
  293. [10]: tp`${'icon'}Resistance-Bind`,
  294. [11]: tp`${'icon'}Resistance-Blind`,
  295. [12]: tp`${'icon'}Resistance-Jammers`,
  296. [13]: tp`${'icon'}Resistance-Poison`,
  297. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  298. [15]: tp`${'icon'}Enhanced Water Orbs`,
  299. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  300. [17]: tp`${'icon'}Enhanced Water Orbs`,
  301. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  302. [19]: tp`${'icon'}Extend Time`,
  303. [20]: tp`${'icon'}Recover Bind`,
  304. [21]: tp`${'icon'}Skill Boost`,
  305. [22]: tp`${'icon'}Enhanced Fire Rows`,
  306. [23]: tp`${'icon'}Enhanced Water Rows`,
  307. [24]: tp`${'icon'}Enhanced Wood Rows`,
  308. [25]: tp`${'icon'}Enhanced Water Rows`,
  309. [26]: tp`${'icon'}Enhanced Dark Rows`,
  310. [27]: tp`${'icon'}Two-Pronged Attack`,
  311. [28]: tp`${'icon'}Resistance-Skill Bind`,
  312. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  313. [30]: tp`${'icon'}Multi Boost`,
  314. [31]: tp`${'icon'}Dragon Killer`,
  315. [32]: tp`${'icon'}God Killer`,
  316. [33]: tp`${'icon'}Devil Killer`,
  317. [34]: tp`${'icon'}Machine Killer`,
  318. [35]: tp`${'icon'}Balanced Killer`,
  319. [36]: tp`${'icon'}Attacker Killer`,
  320. [37]: tp`${'icon'}Physical Killer`,
  321. [38]: tp`${'icon'}Healer Killer`,
  322. [39]: tp`${'icon'}Evo Killer`,
  323. [40]: tp`${'icon'}Awaken Killer`,
  324. [41]: tp`${'icon'}Enhance Killer`,
  325. [42]: tp`${'icon'}Redeemable Killer`,
  326. [43]: tp`${'icon'}Enhanced Combos`,
  327. [44]: tp`${'icon'}Guard Break`,
  328. [45]: tp`${'icon'}Bonus Attack`,
  329. [46]: tp`${'icon'}Enhanced Team HP `,
  330. [47]: tp`${'icon'}Enhanced Team Recovery`,
  331. [48]: tp`${'icon'}Damage Void Piercer`,
  332. [49]: tp`${'icon'}Awoken Assist`,
  333. [50]: tp`${'icon'}Super Bonus Attack`,
  334. [51]: tp`${'icon'}Skill Charge`,
  335. [52]: tp`${'icon'}Resistance-Bind+`,
  336. [53]: tp`${'icon'}Extend Time+`,
  337. [54]: tp`${'icon'}Resistance-Clouds`,
  338. [55]: tp`${'icon'}Resistance-Immobility`,
  339. [56]: tp`${'icon'}Skill Boost+`,
  340. [57]: tp`${'icon'}50% or more HP Enhanced`,
  341. [58]: tp`${'icon'}50% or less HP Enhanced`,
  342. [59]: tp`${'icon'}L Damage Reduction`,
  343. [60]: tp`${'icon'}L Increased Attack`,
  344. [61]: tp`${'icon'}Super Enhanced Combos`,
  345. [62]: tp`${'icon'}Combo Orbs`,
  346. [63]: tp`${'icon'}Skill Voice`,
  347. [64]: tp`${'icon'}Dungeon Bonus`,
  348. [65]: tp`${'icon'}Reduced HP`,
  349. [66]: tp`${'icon'}Reduced Attack`,
  350. [67]: tp`${'icon'}Reduced RCV`,
  351. [68]: tp`${'icon'}Resistance-Blind+`,
  352. [69]: tp`${'icon'}Resistance-Jammers+`,
  353. [70]: tp`${'icon'}Resistance-Poison+`,
  354. [71]: tp`${'icon'}Blessing of Jammers`,
  355. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  356. [73]: tp`${'icon'}Enhanced Fire Combos`,
  357. [74]: tp`${'icon'}Enhanced Water Combos`,
  358. [75]: tp`${'icon'}Enhanced Wood Combos`,
  359. [76]: tp`${'icon'}Enhanced Light Combos`,
  360. [77]: tp`${'icon'}Enhanced Dark Combos`,
  361. [78]: tp`${'icon'}Cross Attack`,
  362. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  363. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  364. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  365. [82]: tp`${'icon'}Super Enhanced Matching`,
  366. [83]: tp`${'icon'}Append Dragon Type`,
  367. [84]: tp`${'icon'}Append God Type`,
  368. [85]: tp`${'icon'}Append Devil Type`,
  369. [86]: tp`${'icon'}Append Machine Type`,
  370. [87]: tp`${'icon'}Append Balanced Type`,
  371. [88]: tp`${'icon'}Append Attacker Type`,
  372. [89]: tp`${'icon'}Append Physical Type`,
  373. [90]: tp`${'icon'}Append Healer Type`,
  374. [91]: tp`${'icon'}Append Fire Attr.`,
  375. [92]: tp`${'icon'}Append Water Attr.`,
  376. [93]: tp`${'icon'}Append Wood Attr.`,
  377. [94]: tp`${'icon'}Append Water Attr.`,
  378. [95]: tp`${'icon'}Append Dark Attr.`,
  379. [96]: tp`${'icon'}Two-Pronged Attack+`,
  380. [97]: tp`${'icon'}Skill Charge+`,
  381. [98]: tp`${'icon'}Auto-Recover+`,
  382. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  383. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  384. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  385. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  386. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  387. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  388. }
  389. },
  390. };
  391. //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
  392. const typekiller_for_type = [
  393. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  394. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  395. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  396. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  397. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  398. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  399. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  400. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  401. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  402. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  403. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  404. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  405. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  406. ];
  407. //类型允许的潜觉杀
  408. const type_allowable_latent = [];
  409. typekiller_for_type.forEach(t=>
  410. {
  411. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  412. .map(tn=>
  413. typekiller_for_type.find(_t=>_t.type == tn).latent
  414. );
  415. type_allowable_latent[t.type] = t.allowableLatent;
  416. }
  417. );
  418. //一般共同能打的潜觉
  419. const common_allowable_latent = [
  420. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  421. 28,29,30,31,32,33,34,35,36,37,38,
  422. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  423. ];
  424. //120级才能打的潜觉
  425. const v120_allowable_latent = [
  426. 42,43,44,45
  427. ];
  428. //等效觉醒列表
  429. const equivalent_awoken = [
  430. {small:10,big:52,times:2}, //防封
  431. {small:11,big:68,times:5}, //防暗
  432. {small:12,big:69,times:5}, //防废
  433. {small:13,big:70,times:5}, //防毒
  434. {small:19,big:53,times:2}, //手指
  435. {small:21,big:56,times:2}, //SB
  436. {small:27,big:96,times:2}, //U
  437. {small:51,big:97,times:2}, //5色溜
  438. {small:9,big:98,times:2}, //自回
  439. {small:14,big:99,times:2}, //火+
  440. {small:15,big:100,times:2},//水+
  441. {small:16,big:101,times:2},//木+
  442. {small:17,big:102,times:2},//光+
  443. {small:18,big:103,times:2},//暗+
  444. {small:29,big:104,times:2},//心+
  445. ];
  446. //官方的觉醒排列顺序
  447. const official_awoken_sorting = [
  448. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  449. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  450. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  451. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  452. 99,100,101,102,103,104, 98, 96, 97,
  453. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  454. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  455. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  456. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  457. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  458. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  459. 91, 92, 93, 94, 95,
  460. ];
  461. //pdc的徽章对应数字
  462. const pdcBadgeMap = [
  463. {pdf:1,pdc:10}, //无限cost
  464. {pdf:2,pdc:12}, //小手指
  465. {pdf:3,pdc:9}, //全体攻击
  466. {pdf:4,pdc:5}, //小回复
  467. {pdf:5,pdc:1}, //小血量
  468. {pdf:6,pdc:3}, //小攻击
  469. {pdf:7,pdc:8}, //SB
  470. {pdf:8,pdc:18}, //队长防封
  471. {pdf:9,pdc:19}, //SX
  472. {pdf:11,pdc:7}, //无天降
  473. {pdf:17,pdc:6}, //大回复
  474. {pdf:18,pdc:2}, //大血量
  475. {pdf:19,pdc:4}, //大攻击
  476. {pdf:20,pdc:null}, //三维
  477. {pdf:21,pdc:13}, //大手指
  478. {pdf:10,pdc:11}, //加经验
  479. {pdf:12,pdc:15}, //墨镜
  480. {pdf:13,pdc:17}, //防废
  481. {pdf:14,pdc:16}, //防毒
  482. {pdf:50,pdc:14}, //月卡
  483. ];
  484. //pdc的潜觉对应数字
  485. const pdcLatentMap = [
  486. {pdf:1,pdc:1}, //HP
  487. {pdf:2,pdc:0}, //攻击
  488. {pdf:3,pdc:2}, //回复
  489. {pdf:4,pdc:19}, //手指
  490. {pdf:5,pdc:13}, //自回
  491. {pdf:6,pdc:14}, //火盾
  492. {pdf:7,pdc:15}, //水盾
  493. {pdf:8,pdc:16}, //木盾
  494. {pdf:9,pdc:17}, //光盾
  495. {pdf:10,pdc:18}, //暗盾
  496. {pdf:11,pdc:12}, //防坐
  497. {pdf:12,pdc:3}, //三维
  498. {pdf:13,pdc:35}, //不被换队长
  499. {pdf:13,pdc:47}, //不被换队长 ×1.5
  500. {pdf:14,pdc:37}, //不掉废
  501. {pdf:15,pdc:36}, //不掉毒
  502. {pdf:16,pdc:24}, //进化杀
  503. {pdf:17,pdc:25}, //觉醒杀
  504. {pdf:18,pdc:26}, //强化杀
  505. {pdf:19,pdc:27}, //卖钱杀
  506. {pdf:20,pdc:4}, //神杀
  507. {pdf:21,pdc:5}, //龙杀
  508. {pdf:22,pdc:6}, //恶魔杀
  509. {pdf:23,pdc:7}, //机械杀
  510. {pdf:24,pdc:8}, //平衡杀
  511. {pdf:25,pdc:9}, //攻击杀
  512. {pdf:26,pdc:10}, //体力杀
  513. {pdf:27,pdc:11}, //回复杀
  514. {pdf:28,pdc:20}, //大HP
  515. {pdf:29,pdc:21}, //大攻击
  516. {pdf:30,pdc:22}, //大回复
  517. {pdf:31,pdc:23}, //大手指
  518. {pdf:32,pdc:28}, //大火盾
  519. {pdf:33,pdc:29}, //大水盾
  520. {pdf:34,pdc:30}, //大木盾
  521. {pdf:35,pdc:31}, //大光盾
  522. {pdf:36,pdc:32}, //大暗盾
  523. {pdf:37,pdc:33}, //6色破无效
  524. {pdf:37,pdc:45}, //6色破无效 ×1.5
  525. {pdf:38,pdc:34}, //3色破属吸
  526. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  527. {pdf:39,pdc:40}, //C珠破吸
  528. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  529. {pdf:40,pdc:39}, //心横解转转
  530. {pdf:40,pdc:49}, //心横解转转 ×1.5
  531. {pdf:41,pdc:38}, //U解禁消
  532. {pdf:41,pdc:48}, //U解禁消 ×1.5
  533. {pdf:42,pdc:41}, //伤害上限解除
  534. {pdf:43,pdc:42}, //HP++
  535. {pdf:44,pdc:43}, //攻击++
  536. {pdf:45,pdc:44}, //回复++
  537. {pdf:46,pdc:51}, //心追解云封
  538. {pdf:46,pdc:52}, //心追解云封 ×1.5
  539. {pdf:47,pdc:53}, //心L大SB
  540. {pdf:47,pdc:54}, //心L大SB ×1.5
  541. ];
  542. //排序程序列表
  543. const sort_function_list = [
  544. {tag:"sort_none",name:"无",function:()=>0},
  545. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  546. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  547. let num = a.attrs[0] - b.attrs[0];
  548. if (num === 0) num = a.attrs[1] - b.attrs[1];
  549. return num;
  550. }
  551. },
  552. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  553. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  554. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  555. let num = card_a.attrs[0] - card_b.attrs[0];
  556. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  557. return num;
  558. }
  559. },
  560. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  561. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  562. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  563. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  564. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  565. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  566. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  567. }
  568. },
  569. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  570. function getEvoSkill(skill) {
  571. //232为进化后不循环技能,233为循环技能
  572. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  573. else return skill;
  574. }
  575. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  576. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  577. }
  578. },
  579. {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)},
  580. {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)},
  581. {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)},
  582. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  583. {
  584. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  585. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  586. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  587. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  588. return abA - abB;
  589. }
  590. },
  591. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  592. {
  593. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  594. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  595. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  596. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  597. return abA - abB;
  598. }
  599. },
  600. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  601. {
  602. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  603. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  604. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  605. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  606. return abA - abB;
  607. }
  608. },
  609. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  610. {
  611. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  612. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  613. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  614. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  615. return abA - abB;
  616. }
  617. },
  618. ];
  619. //增加特殊搜索模式
  620. const specialSearchFunctions = (function() {
  621. 'use strict';
  622. //返回卡片的队长技能
  623. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  624. {
  625. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  626. }
  627. //返回卡片的技能
  628. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  629. {
  630. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  631. }
  632. //返回卡片的技能
  633. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  634. {
  635. switch(skillGreatType)
  636. {
  637. case 1:
  638. case "leader":
  639. return getCardLeaderSkill(card, skillTypes, searchRandom);
  640. case 2:
  641. case "active":
  642. return getCardActiveSkill(card, skillTypes, searchRandom);
  643. default:
  644. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  645. }
  646. }
  647. //查找到真正起作用的那一个技能
  648. function getActuallySkill(skill, skillTypes, searchRandom = true)
  649. {
  650. if (skillTypes.includes(skill.type))
  651. {
  652. return skill;
  653. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  654. {
  655. const subSkills = skill.params.map(id=>Skills[id]);
  656. for(let i = 0;i < subSkills.length; i++)
  657. { //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
  658. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  659. if (foundSubSkill)
  660. {
  661. return foundSubSkill;
  662. }
  663. }
  664. return null;
  665. }else
  666. {
  667. return null;
  668. }
  669. }
  670. //获取血倍率
  671. function getHPScale(ls)
  672. {
  673. const sk = ls.params;
  674. let scale = 1;
  675. switch (ls.type)
  676. {
  677. case 23: case 30: case 62: case 77: case 63: case 65:
  678. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  679. scale = sk[sk.length-1]/100;
  680. break;
  681. case 73: case 76:
  682. case 121: case 129: case 163: case 177: case 186:
  683. case 155:
  684. scale = sk[2]/100;
  685. break;
  686. case 106: case 107: case 108:
  687. scale = sk[0]/100;
  688. break;
  689. case 125:
  690. scale = sk[5]/100;
  691. break;
  692. case 136:
  693. case 137:
  694. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  695. break;
  696. case 158:
  697. scale = sk[4]/100;
  698. break;
  699. case 175:
  700. case 178: case 185:
  701. scale = sk[3]/100;
  702. break;
  703. case 203: case 217:
  704. scale = sk[1]/100;
  705. break;
  706. case 138: //调用其他队长技
  707. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  708. break;
  709. default:
  710. }
  711. return scale || 1;
  712. }
  713. //获取盾减伤比例
  714. function getReduceScale(ls, allAttr = false, noHPneed = false)
  715. {
  716. const sk = ls.params;
  717. let scale = 0;
  718. switch (ls.type)
  719. {
  720. case 16: //无条件盾
  721. scale = sk[0]/100;
  722. break;
  723. case 17: //单属性盾
  724. scale = allAttr ? 0 : sk[1]/100;
  725. break;
  726. case 36: //2个属性盾
  727. scale = allAttr ? 0 : sk[2]/100;
  728. break;
  729. case 38: //血线下 + 几率
  730. case 43: //血线上 + 几率
  731. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  732. break;
  733. case 129: //无条件盾,属性个数不固定
  734. case 163: //无条件盾,属性个数不固定
  735. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  736. break;
  737. case 178: //无条件盾,属性个数不固定
  738. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  739. break;
  740. case 130: //血线下 + 属性个数不固定
  741. case 131: //血线上 + 属性个数不固定
  742. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  743. break;
  744. case 151: //十字心触发
  745. case 169: //C触发
  746. case 198: //回血触发
  747. scale = sk[2]/100;
  748. break;
  749. case 170: //多色触发
  750. case 182: //长串触发
  751. case 193: //L触发
  752. scale = sk[3]/100;
  753. break;
  754. case 171: //多串触发
  755. scale = sk[6]/100;
  756. break;
  757. case 183: //又是个有两段血线的队长技
  758. scale = noHPneed ? 0 : sk[4]/100;
  759. break;
  760. case 210: //十字触发
  761. scale = sk[1]/100;
  762. break;
  763. case 235: { //可多次触发
  764. scale = (sk[4] || 0) / 100;
  765. break;
  766. }
  767. case 138: //调用其他队长技
  768. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  769. break;
  770. default:
  771. }
  772. return scale || 0;
  773. }
  774. //获取无条件盾减伤比例
  775. function getReduceScale_unconditional(ls)
  776. {
  777. const sk = ls.params;
  778. let scale = 0;
  779. switch (ls.type)
  780. {
  781. case 16: //无条件盾
  782. {
  783. scale = sk[0]/100;
  784. break;
  785. }
  786. case 129: //无条件盾,属性个数不固定
  787. case 163: //无条件盾,属性个数不固定
  788. {
  789. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  790. break;
  791. }
  792. case 178: //无条件盾,属性个数不固定
  793. {
  794. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  795. break;
  796. }
  797. case 138: //调用其他队长技
  798. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  799. break;
  800. default:
  801. }
  802. return scale || 0;
  803. }
  804. function getCannonAttr(skill)
  805. {
  806. const sk = skill.params;
  807. switch(skill.type)
  808. {
  809. case 0:
  810. case 1:
  811. case 37:
  812. case 58:
  813. case 59:
  814. case 84:
  815. case 85:
  816. case 86:
  817. case 87:
  818. case 115:
  819. return sk[0];
  820. case 110:
  821. case 143:
  822. return sk[1];
  823. case 42:
  824. return sk[1];
  825. case 144:
  826. return sk[3] ?? 0;
  827. default:
  828. return -1;
  829. }
  830. }
  831. function sortByParams(a,b,searchTypeArray,pidx = 0)
  832. {
  833. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  834. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  835. return a_pC - b_pC;
  836. }
  837. function sortByHPScal(a,b)
  838. {
  839. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  840. return getHPScale(a_s) - getHPScale(b_s);
  841. }
  842. function HPScal_Addition(card)
  843. {
  844. const skill = Skills[card.leaderSkillId];
  845. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  846. }
  847. function sortByReduceScale(a,b)
  848. {
  849. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  850. return getReduceScale(a_s) - getReduceScale(b_s);
  851. }
  852. function ReduceScale_Addition(card)
  853. {
  854. const skill = Skills[card.leaderSkillId];
  855. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  856. }
  857. function voidsAbsorption_Addition(card)
  858. {
  859. const searchTypeArray = [173];
  860. const skill = getCardActiveSkill(card, searchTypeArray);
  861. if (!skill) return;
  862. const sk = skill.params;
  863. if (sk[1] && sk[3])
  864. {
  865. return `双吸×${sk[0]}T`;
  866. }else
  867. {
  868. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  869. }
  870. }
  871. function unbind_Turns(card)
  872. {
  873. const outObj = {
  874. normal: 0,
  875. awoken: 0
  876. };
  877. const searchTypeArray = [117,179];
  878. const skill = getCardActiveSkill(card, searchTypeArray);
  879. if (skill)
  880. {
  881. const sk = skill.params;
  882. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  883. outObj.awoken = sk[4] || 0;
  884. }
  885. return outObj;
  886. }
  887. function unbind_Addition(card)
  888. {
  889. const turns = unbind_Turns(card);
  890. let strArr = [];
  891. if (turns.normal > 0 && turns.normal == turns.awoken)
  892. {
  893. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  894. }
  895. if (turns.normal > 0)
  896. {
  897. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  898. }
  899. if (turns.awoken > 0)
  900. {
  901. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  902. }
  903. return strArr.join(',');
  904. }
  905. function boardChange_ColorTypes(skill)
  906. {
  907. if (!skill) return [];
  908. const sk = skill.params;
  909. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  910. return colors;
  911. }
  912. function boardChange_Addition(card)
  913. {
  914. const searchTypeArray = [71];
  915. const skill = getCardActiveSkill(card, searchTypeArray);
  916. const colors = boardChange_ColorTypes(skill);
  917. return createOrbsList(colors);
  918. }
  919. function orbsChangeParse(skill)
  920. {
  921. function changes(from, to)
  922. {
  923. return {from:from,to:to};
  924. }
  925. let outArr = [];
  926. if (!skill) return outArr;
  927. const sk = skill.params;
  928. switch (skill.type)
  929. {
  930. case 9:{
  931. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  932. break;
  933. }
  934. case 20:{
  935. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  936. {
  937. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  938. }
  939. else
  940. {
  941. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  942. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  943. }
  944. break;
  945. }
  946. case 154:{
  947. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  948. break;
  949. }
  950. }
  951. return outArr;
  952. }
  953. function changeOrbs_Addition(card)
  954. {
  955. const searchTypeArray = [9,20,154];
  956. const skills = getCardActiveSkills(card, searchTypeArray);
  957. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  958. const fragment = document.createDocumentFragment();
  959. parsedSkills.forEach(p=>{
  960. fragment.appendChild(createOrbsList(p.from));
  961. fragment.appendChild(document.createTextNode(`→`));
  962. fragment.appendChild(createOrbsList(p.to));
  963. });
  964. return fragment;
  965. }
  966. function generateOrbsParse(card)
  967. {
  968. let outArr = [];
  969. const searchTypeArray = [141, 208];
  970. const skills = getCardActiveSkills(card, searchTypeArray);
  971. if (!skills.length) return outArr;
  972. for (const skill of skills)
  973. {
  974. const sk = skill.params;
  975. if (skill.type == 141)
  976. {
  977. outArr.push({
  978. count: sk[0],
  979. to: flags(sk[1] || 1),
  980. exclude: flags(sk[2]),
  981. });
  982. }else
  983. {
  984. outArr.push({
  985. count: sk[0],
  986. to: flags(sk[1] || 1),
  987. exclude: flags(sk[2]),
  988. });
  989. outArr.push({
  990. count: sk[3],
  991. to: flags(sk[4] || 1),
  992. exclude: flags(sk[5]),
  993. });
  994. }
  995. }
  996. return outArr;
  997. }
  998. function generateOrbs_Addition(card)
  999. {
  1000. const gens = generateOrbsParse(card);
  1001. const searchTypeArray = [141, 208];
  1002. const skill = getCardActiveSkill(card, searchTypeArray);
  1003. if (!skill) return;
  1004. const sk = skill.params;
  1005. const fragment = document.createDocumentFragment();
  1006. for (const gen of gens)
  1007. {
  1008. fragment.appendChild(createOrbsList(gen.to));
  1009. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1010. }
  1011. return fragment;
  1012. }
  1013. function lock_Addition(card)
  1014. {
  1015. const searchTypeArray = [152];
  1016. const skill = getCardActiveSkill(card, searchTypeArray);
  1017. if (!skill) return;
  1018. const sk = skill.params;
  1019. const fragment = document.createDocumentFragment();
  1020. fragment.appendChild(document.createTextNode(`锁`));
  1021. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1022. return fragment;
  1023. }
  1024. function dropLock_Addition(card)
  1025. {
  1026. const searchTypeArray = [205];
  1027. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1028. if (!skill) return;
  1029. const sk = skill.params;
  1030. const fragment = document.createDocumentFragment();
  1031. fragment.appendChild(document.createTextNode(`掉锁`));
  1032. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1033. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1034. return fragment;
  1035. }
  1036. function dropOrb_Addition(card)
  1037. {
  1038. const searchTypeArray = [126];
  1039. const skill = getCardActiveSkill(card, searchTypeArray);
  1040. if (!skill) return;
  1041. const sk = skill.params;
  1042. const colors = flags(sk[0]);
  1043. const fragment = document.createDocumentFragment();
  1044. fragment.appendChild(createOrbsList(colors));
  1045. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1046. return fragment;
  1047. }
  1048. function generateColumnOrbs_Addition(card)
  1049. {
  1050. const searchTypeArray = [127];
  1051. const skill = getCardActiveSkill(card, searchTypeArray);
  1052. if (!skill) return;
  1053. const sk = skill.params;
  1054. const colors = [];
  1055. for (let ai=0;ai<sk.length;ai+=2)
  1056. {
  1057. colors.push(flags(sk[ai+1]));
  1058. }
  1059. const fragment = document.createDocumentFragment();
  1060. fragment.appendChild(document.createTextNode(`竖`));
  1061. fragment.appendChild(createOrbsList(colors.flat()));
  1062. return fragment;
  1063. }
  1064. function generateRowOrbs_Addition(card)
  1065. {
  1066. const searchTypeArray = [128];
  1067. const skill = getCardActiveSkill(card, searchTypeArray);
  1068. if (!skill) return;
  1069. const sk = skill.params;
  1070. const colors = [];
  1071. for (let ai=0;ai<sk.length;ai+=2)
  1072. {
  1073. colors.push(flags(sk[ai+1]));
  1074. }
  1075. const fragment = document.createDocumentFragment();
  1076. fragment.appendChild(document.createTextNode(`横`));
  1077. fragment.appendChild(createOrbsList(colors.flat()));
  1078. return fragment;
  1079. }
  1080. function numericalATK_Addition(card)
  1081. {
  1082. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1083. const skill = getCardActiveSkill(card, searchTypeArray);
  1084. if (!skill) return;
  1085. //const sk = skill.params;
  1086. const colors = [getCannonAttr(skill)];
  1087. const fragment = document.createDocumentFragment();
  1088. fragment.appendChild(document.createTextNode(`射`));
  1089. fragment.appendChild(createOrbsList(colors));
  1090. return fragment;
  1091. }
  1092. function memberATK_Addition(card)
  1093. {
  1094. const searchTypeArray = [230];
  1095. const skill = getCardActiveSkill(card, searchTypeArray);
  1096. if (!skill) return;
  1097. const sk = skill.params;
  1098. const fragment = document.createDocumentFragment();
  1099. const ul = fragment.appendChild(document.createElement("ul"));
  1100. ul.className = "team-flags";
  1101. for (let i = 0; i<6; i++) {
  1102. const li = ul.appendChild(document.createElement("li"));
  1103. li.className = "team-member-icon";
  1104. }
  1105. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1106. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1107. let str = '';
  1108. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1109. fragment.appendChild(document.createTextNode(str));
  1110. return fragment;
  1111. }
  1112. function healImmediately_Rate(card)
  1113. {
  1114. const searchTypeArray = [7, //宠物回复力
  1115. 8, //固定点数
  1116. 35,115, //吸血
  1117. 117
  1118. ];
  1119. const skills = getCardActiveSkills(card, searchTypeArray);
  1120. const outObj = {
  1121. vampire: 0,
  1122. selfRcv: 0,
  1123. const: 0,
  1124. scale: 0,
  1125. };
  1126. if (!skills.length) return outObj;
  1127. skills.forEach(skill=>{
  1128. const sk = skill.params;
  1129. if (skill.type == 7)
  1130. {
  1131. outObj.selfRcv += sk[0];
  1132. }
  1133. else if(skill.type == 8)
  1134. {
  1135. outObj.const += sk[0];
  1136. }
  1137. else if(skill.type == 35)
  1138. {
  1139. outObj.vampire += sk[1];
  1140. }
  1141. else if(skill.type == 115)
  1142. {
  1143. outObj.vampire += sk[2];
  1144. }
  1145. else if(skill.type == 117)
  1146. {
  1147. outObj.selfRcv += sk[1] || 0;
  1148. outObj.const += sk[2] || 0;
  1149. outObj.scale += sk[3] || 0;
  1150. }
  1151. });
  1152. return outObj;
  1153. }
  1154. function atkBuff_Rate(card)
  1155. {
  1156. const searchTypeArray = [
  1157. 88,92, //类型的
  1158. 50,90, //属性的,要排除回复力
  1159. 156,168,231, //宝石姬
  1160. 228, //属性、类型数量
  1161. ];
  1162. const skills = getCardActiveSkills(card, searchTypeArray);
  1163. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1164. function atkBuffParse(skill) {
  1165. const outObj = {
  1166. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1167. types: [],
  1168. attrs: [],
  1169. awoken: [],
  1170. rate: 0,
  1171. turns: 0,
  1172. };
  1173. if (!skill) return outObj;
  1174. const sk = skill.params;
  1175. if (skill.type == 88 || skill.type == 92)
  1176. {
  1177. outObj.skilltype = 2;
  1178. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1179. outObj.turns = sk[0];
  1180. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1181. }
  1182. else if(skill.type == 50 || skill.type == 90)
  1183. {
  1184. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1185. if (!outObj.attrs.length) //去除回复力
  1186. return outObj;
  1187. outObj.skilltype = 2;
  1188. outObj.turns = sk[0];
  1189. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1190. }
  1191. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1192. || skill.type == 168)
  1193. {
  1194. outObj.skilltype = 1;
  1195. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1196. outObj.turns = sk[0];
  1197. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1198. }
  1199. else if(skill.type == 228 && sk[3] > 0)
  1200. {
  1201. outObj.skilltype = 1;
  1202. outObj.attrs = flags(sk[1]);
  1203. outObj.types = flags(sk[2]);
  1204. outObj.turns = sk[0];
  1205. outObj.rate = sk[3];
  1206. }
  1207. else if(skill.type == 231 && sk[6] > 0)
  1208. {
  1209. outObj.skilltype = 1;
  1210. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1211. outObj.turns = sk[0];
  1212. outObj.rate = sk[6];
  1213. }
  1214. return outObj;
  1215. }
  1216. }
  1217. function rcvBuff_Rate(card)
  1218. {
  1219. const searchTypeArray = [
  1220. 50,90,
  1221. 228, 231, //宝石姬
  1222. ];
  1223. const skills = getCardActiveSkills(card, searchTypeArray);
  1224. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1225. function rcvBuffParse(skill) {
  1226. const outObj = {
  1227. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1228. types: [],
  1229. attrs: [],
  1230. awoken: [],
  1231. rate: 0,
  1232. turns: 0,
  1233. };
  1234. if (!skill) return outObj;
  1235. const sk = skill.params;
  1236. if (skill.type == 228 && sk[4] > 0) {
  1237. outObj.skilltype = 1;
  1238. outObj.attrs = flags(sk[1]);
  1239. outObj.types = flags(sk[2]);
  1240. outObj.turns = sk[0];
  1241. outObj.rate = sk[4];
  1242. } else if (skill.type == 231 && sk[7] > 0) {
  1243. outObj.skilltype = 1;
  1244. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1245. outObj.turns = sk[0];
  1246. outObj.rate = sk[7];
  1247. } else if (skill.type == 50 || skill.type == 90) {
  1248. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1249. outObj.turns = sk[0];
  1250. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1251. }
  1252. return outObj;
  1253. }
  1254. }
  1255. function damageSelf_Rate(card)
  1256. {
  1257. const searchTypeArray = [84,85,86,87,195];
  1258. const skill = getCardActiveSkill(card, searchTypeArray);
  1259. if (!skill) return 0;
  1260. const sk = skill.params;
  1261. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1262. }
  1263. function changeEnemiesAttr_Attr(card)
  1264. {
  1265. const outObj = {
  1266. attr: null,
  1267. turns: 0
  1268. }
  1269. const searchTypeArray = [153, 224];
  1270. const skill = getCardActiveSkill(card, searchTypeArray);
  1271. if (!skill) return outObj;
  1272. const sk = skill.params;
  1273. if (skill.type == 153)
  1274. {
  1275. outObj.attr = sk[0];
  1276. }
  1277. else if (skill.type == 224)
  1278. {
  1279. outObj.attr = sk[1] || 0;
  1280. outObj.turns = sk[0];
  1281. }
  1282. return outObj;
  1283. }
  1284. //创建1个觉醒图标
  1285. function createAwokenIcon(awokenId)
  1286. {
  1287. const icon = document.createElement("icon");
  1288. icon.className ="awoken-icon";
  1289. icon.setAttribute("data-awoken-icon", awokenId);
  1290. return icon;
  1291. }
  1292. //产生一个觉醒列表
  1293. function creatAwokenList(awokens) {
  1294. const ul = document.createElement("ul");
  1295. ul.className = "awoken-ul";
  1296. awokens.forEach(ak=>{
  1297. const li = ul.appendChild(document.createElement("li"));
  1298. const icon = li.appendChild(createAwokenIcon(ak));
  1299. });
  1300. return ul;
  1301. }
  1302. //产生宝珠列表
  1303. function createOrbsList(orbs)
  1304. {
  1305. if (orbs == undefined) orbs = [0];
  1306. else if (!Array.isArray(orbs)) orbs = [orbs];
  1307. const ul = document.createElement("ul");
  1308. ul.className = "board";
  1309. orbs.forEach(orbType => {
  1310. const li = ul.appendChild(document.createElement("li"));
  1311. li.className = `orb-icon`;
  1312. li.setAttribute("data-orb-icon", orbType);
  1313. });
  1314. return ul;
  1315. }
  1316. //产生类型列表
  1317. function createTypesList(types)
  1318. {
  1319. if (types == undefined) types = [0];
  1320. else if (!Array.isArray(types)) types = [types];
  1321. const ul = document.createElement("ul");
  1322. ul.className = "types-ul";
  1323. types.forEach(type => {
  1324. const li = ul.appendChild(document.createElement("li"));
  1325. li.className = `type-icon`;
  1326. li.setAttribute("data-type-icon", type);
  1327. });
  1328. return ul;
  1329. }
  1330. const functions = [
  1331. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1332. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1333. ]},
  1334. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1335. {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)"},
  1336. function:cards=>{
  1337. const searchTypeArray = [173];
  1338. return cards.filter(card=>{
  1339. const skill = getCardActiveSkill(card, searchTypeArray);
  1340. return skill && skill.params[1];
  1341. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1342. },addition:voidsAbsorption_Addition},
  1343. /*{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)"},
  1344. function:cards=>{
  1345. const searchTypeArray = [173];
  1346. return cards.filter(card=>{
  1347. const skill = getCardActiveSkill(card, searchTypeArray);
  1348. return skill && skill.params[2];
  1349. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1350. },addition:voidsAbsorption_Addition},*/
  1351. {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)"},
  1352. function:cards=>{
  1353. const searchTypeArray = [173];
  1354. return cards.filter(card=>{
  1355. const skill = getCardActiveSkill(card, searchTypeArray);
  1356. return skill && skill.params[3];
  1357. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1358. },addition:voidsAbsorption_Addition},
  1359. {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)"},
  1360. function:cards=>{
  1361. const searchTypeArray = [173];
  1362. return cards.filter(card=>{
  1363. const skill = getCardActiveSkill(card, searchTypeArray);
  1364. return skill && skill.params[1] && skill.params[3];
  1365. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1366. },addition:voidsAbsorption_Addition},
  1367. {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)"},
  1368. function:cards=>{
  1369. const searchTypeArray = [191];
  1370. return cards.filter(card=>{
  1371. const skill = getCardActiveSkill(card, searchTypeArray);
  1372. return skill;
  1373. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1374. },
  1375. addition:card=>{
  1376. const searchTypeArray = [191];
  1377. const skill = getCardActiveSkill(card, searchTypeArray);
  1378. if (!skill) return;
  1379. const sk = skill.params;
  1380. return document.createTextNode(`破贯×${sk[0]}T`);
  1381. }
  1382. },
  1383. ]},
  1384. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1385. {
  1386. 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)"},
  1387. function:cards=>{
  1388. return cards.filter(card=>{
  1389. const turns = unbind_Turns(card);
  1390. return turns.normal > 0;
  1391. }).sort((a,b)=>{
  1392. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1393. let a_pC = a_s.normal, b_pC = b_s.normal;
  1394. return a_pC - b_pC;
  1395. });
  1396. },
  1397. addition:unbind_Addition
  1398. },
  1399. {
  1400. 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)"},
  1401. function:cards=>{
  1402. return cards.filter(card=>{
  1403. const turns = unbind_Turns(card);
  1404. return turns.awoken > 0;
  1405. }).sort((a,b)=>{
  1406. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1407. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1408. return a_pC - b_pC;
  1409. });
  1410. },
  1411. addition:unbind_Addition
  1412. },
  1413. {
  1414. 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)"},
  1415. function:cards=>{
  1416. return cards.filter(card=>{
  1417. const turns = unbind_Turns(card);
  1418. return turns.normal && turns.awoken > 0;
  1419. }).sort((a,b)=>{
  1420. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1421. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1422. return a_pC - b_pC;
  1423. });
  1424. },
  1425. addition:unbind_Addition
  1426. },
  1427. {
  1428. 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)"},
  1429. function:cards=>{
  1430. const searchTypeArray = [196];
  1431. return cards.filter(card=>{
  1432. const skill = getCardActiveSkill(card, searchTypeArray);
  1433. return skill;
  1434. }).sort((a,b)=>{
  1435. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1436. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1437. return a_pC - b_pC;
  1438. })
  1439. },
  1440. addition:card=>{
  1441. const searchTypeArray = [196];
  1442. const skill = getCardActiveSkill(card, searchTypeArray);
  1443. if (!skill) return;
  1444. const sk = skill.params;
  1445. const value = sk[0];
  1446. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1447. }
  1448. },
  1449. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1450. function:cards=>cards.filter(card=>{
  1451. const searchTypeArray = [215];
  1452. const skill = getCardActiveSkill(card, searchTypeArray);
  1453. return skill;
  1454. }),
  1455. addition:card=>{
  1456. const searchTypeArray = [215];
  1457. const skill = getCardActiveSkill(card, searchTypeArray);
  1458. if (!skill) return;
  1459. const sk = skill.params;
  1460. const fragment = document.createDocumentFragment();
  1461. fragment.appendChild(document.createTextNode(`自封`));
  1462. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1463. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1464. return fragment;
  1465. }
  1466. },
  1467. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1468. function:cards=>cards.filter(card=>{
  1469. const searchTypeArray = [214];
  1470. const skill = getCardActiveSkill(card, searchTypeArray);
  1471. return skill;
  1472. }),
  1473. addition:card=>{
  1474. const searchTypeArray = [214];
  1475. const skill = getCardActiveSkill(card, searchTypeArray);
  1476. if (!skill) return;
  1477. const sk = skill.params;
  1478. return document.createTextNode(`自封技${sk[0]}T`);
  1479. }
  1480. },
  1481. ]},
  1482. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1483. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1484. function:cards=>cards.filter(card=>{
  1485. const searchTypeArray = [156,168,228,231];
  1486. const skill = getCardActiveSkill(card, searchTypeArray);
  1487. return skill;
  1488. })
  1489. },
  1490. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1491. function:cards=>{
  1492. return cards.filter(card=>{
  1493. const atkbuff = rcvBuff_Rate(card);
  1494. return atkbuff.skilltype > 0;
  1495. }).sort((a,b)=>{
  1496. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1497. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1498. if (sortNum == 0)
  1499. sortNum = a_pC.rate - b_pC.rate;
  1500. if (sortNum == 0)
  1501. sortNum = a_pC.turns - b_pC.turns;
  1502. return sortNum;
  1503. });
  1504. },
  1505. addition:card=>{
  1506. const atkbuff = rcvBuff_Rate(card);
  1507. const fragment = document.createDocumentFragment();
  1508. fragment.appendChild(createOrbsList([5]));
  1509. if (atkbuff.skilltype == 0) return fragment;
  1510. if (atkbuff.skilltype == 1)
  1511. {
  1512. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1513. if (atkbuff.awoken.length)
  1514. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1515. if (atkbuff.attrs.length)
  1516. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1517. if (atkbuff.types.length)
  1518. fragment.appendChild(createTypesList(atkbuff.types));
  1519. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1520. }else if (atkbuff.skilltype == 2)
  1521. {
  1522. if (atkbuff.attrs.length)
  1523. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1524. if (atkbuff.types.length)
  1525. fragment.appendChild(createTypesList(atkbuff.types));
  1526. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1527. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1528. }
  1529. return fragment;
  1530. }
  1531. },
  1532. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1533. function:cards=>{
  1534. return cards.filter(card=>{
  1535. const atkbuff = atkBuff_Rate(card);
  1536. return atkbuff.skilltype > 0;
  1537. }).sort((a,b)=>{
  1538. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1539. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1540. if (sortNum == 0)
  1541. sortNum = a_pC.rate - b_pC.rate;
  1542. if (sortNum == 0)
  1543. sortNum = a_pC.turns - b_pC.turns;
  1544. return sortNum;
  1545. });
  1546. },
  1547. addition:card=>{
  1548. const atkbuff = atkBuff_Rate(card);
  1549. const fragment = document.createDocumentFragment();
  1550. if (atkbuff.skilltype == 0) return fragment;
  1551. if (atkbuff.skilltype == 1)
  1552. {
  1553. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1554. if (atkbuff.awoken.length)
  1555. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1556. if (atkbuff.attrs.length)
  1557. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1558. if (atkbuff.types.length)
  1559. fragment.appendChild(createTypesList(atkbuff.types));
  1560. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1561. }else if (atkbuff.skilltype == 2)
  1562. {
  1563. if (atkbuff.attrs.length)
  1564. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1565. if (atkbuff.types.length)
  1566. fragment.appendChild(createTypesList(atkbuff.types));
  1567. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1568. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1569. }
  1570. return fragment;
  1571. }
  1572. },
  1573. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1574. function:cards=>{
  1575. const searchTypeArray = [132];
  1576. return cards.filter(card=>{
  1577. const skill = getCardActiveSkill(card, searchTypeArray);
  1578. return skill;
  1579. }).sort((a,b)=>{
  1580. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1581. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1582. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1583. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1584. });
  1585. },
  1586. addition:card=>{
  1587. const searchTypeArray = [132];
  1588. const skill = getCardActiveSkill(card, searchTypeArray);
  1589. if (!skill) return;
  1590. const sk = skill.params;
  1591. let str = "👆";
  1592. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1593. if (sk[2]) str += `x${sk[2]/100}`;
  1594. str += `x${sk[0]}T`;
  1595. return str;
  1596. }
  1597. },
  1598. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1599. function:cards=>{
  1600. const searchTypeArray = [184];
  1601. return cards.filter(card=>{
  1602. const skill = getCardActiveSkill(card, searchTypeArray);
  1603. return skill;
  1604. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1605. },
  1606. addition:card=>{
  1607. const searchTypeArray = [184];
  1608. const skill = getCardActiveSkill(card, searchTypeArray);
  1609. if (!skill) return;
  1610. const sk = skill.params;
  1611. return `无↓×${sk[0]}T`;
  1612. }
  1613. },
  1614. {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)"},
  1615. function:cards=>{
  1616. const searchTypeArray = [160];
  1617. return cards.filter(card=>{
  1618. const skill = getCardActiveSkill(card, searchTypeArray);
  1619. return skill;
  1620. }).sort((a,b)=>{
  1621. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1622. return a_s.params[1] - b_s.params[1];
  1623. });
  1624. },
  1625. addition:card=>{
  1626. const searchTypeArray = [160];
  1627. const skill = getCardActiveSkill(card, searchTypeArray);
  1628. if (!skill) return;
  1629. const sk = skill.params;
  1630. return `+${sk[1]}C×${sk[0]}T`;
  1631. }
  1632. },
  1633. {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)"},
  1634. function:cards=>{
  1635. const searchTypeArray = [3,156];
  1636. return cards.filter(card=>{
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. if (!skill) return false;
  1639. if (skill.type == 156)
  1640. return skill.params[4]==3;
  1641. else
  1642. return true;
  1643. }).sort((a,b)=>{
  1644. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1645. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1646. if (!sortNum)
  1647. {
  1648. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1649. sortNum = a_pC - b_pC;
  1650. }
  1651. return sortNum;
  1652. });
  1653. },
  1654. addition:card=>{
  1655. const searchTypeArray = [3,156];
  1656. const skill = getCardActiveSkill(card, searchTypeArray);
  1657. if (!skill) return;
  1658. const sk = skill.params;
  1659. const fragment = document.createDocumentFragment();
  1660. if (skill.type == 156)
  1661. {
  1662. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1663. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1664. fragment.appendChild(creatAwokenList(awokenArr));
  1665. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1666. }else
  1667. {
  1668. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1669. }
  1670. return fragment;
  1671. }
  1672. },
  1673. {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)"},
  1674. function:cards=>{
  1675. const searchTypeArray = [3];
  1676. return cards.filter(card=>{
  1677. const skill = getCardActiveSkill(card, searchTypeArray);
  1678. return skill && skill.params[1]>=100;
  1679. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1680. },
  1681. addition:card=>{
  1682. const searchTypeArray = [3];
  1683. const skill = getCardActiveSkill(card, searchTypeArray);
  1684. if (!skill) return;
  1685. const sk = skill.params;
  1686. return `无敌×${sk[0]}T`;
  1687. }
  1688. },
  1689. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1690. function:cards=>{
  1691. const searchTypeArray = [21];
  1692. return cards.filter(card=>{
  1693. const skill = getCardActiveSkill(card, searchTypeArray);
  1694. return skill;
  1695. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1696. },
  1697. addition:card=>{
  1698. const searchTypeArray = [21];
  1699. const skill = getCardActiveSkill(card, searchTypeArray);
  1700. if (!skill) return;
  1701. const sk = skill.params;
  1702. const colors = [sk[1]];
  1703. const fragment = document.createDocumentFragment();
  1704. fragment.appendChild(document.createTextNode(`-`));
  1705. fragment.appendChild(createOrbsList(colors));
  1706. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1707. return fragment;
  1708. }
  1709. },
  1710. {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)"},
  1711. function:cards=>{
  1712. const searchTypeArray = [51];
  1713. return cards.filter(card=>{
  1714. const skill = getCardActiveSkill(card, searchTypeArray);
  1715. return skill;
  1716. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1717. },
  1718. addition:card=>{
  1719. const searchTypeArray = [51];
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. if (!skill) return;
  1722. const sk = skill.params;
  1723. return `全体×${sk[0]}T`;
  1724. }
  1725. },
  1726. ]},
  1727. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1728. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1729. function:cards=>{
  1730. const searchTypeArray = [205];
  1731. return cards.filter(card=>{
  1732. const skill = getCardActiveSkill(card, searchTypeArray);
  1733. return skill;
  1734. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1735. },
  1736. addition:dropLock_Addition
  1737. },
  1738. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1739. function:cards=>{
  1740. const searchTypeArray = [205];
  1741. return cards.filter(card=>{
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. return skill && (skill.params[0] & 63) === 63;
  1744. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1745. },
  1746. addition:dropLock_Addition
  1747. },
  1748. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1749. function:cards=>{
  1750. const searchTypeArray = [180];
  1751. return cards.filter(card=>{
  1752. const skill = getCardActiveSkill(card, searchTypeArray);
  1753. return skill;
  1754. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1755. },
  1756. addition:card=>{
  1757. const searchTypeArray = [180];
  1758. const skill = getCardActiveSkill(card, searchTypeArray);
  1759. if (!skill) return;
  1760. const sk = skill.params;
  1761. return `${sk[1]}%×${sk[0]}T`;
  1762. }
  1763. },
  1764. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1765. function:cards=>cards.filter(card=>{
  1766. const searchTypeArray = [126];
  1767. const skill = getCardActiveSkill(card, searchTypeArray);
  1768. return skill;
  1769. }),
  1770. addition:dropOrb_Addition
  1771. },
  1772. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1773. function:cards=>cards.filter(card=>{
  1774. const searchTypeArray = [126];
  1775. const skill = getCardActiveSkill(card, searchTypeArray);
  1776. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1777. }),
  1778. addition:dropOrb_Addition
  1779. },
  1780. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1781. function:cards=>cards.filter(card=>{
  1782. const searchTypeArray = [126];
  1783. const skill = getCardActiveSkill(card, searchTypeArray);
  1784. return skill && skill.params[1] >= 99;
  1785. }),
  1786. addition:dropOrb_Addition
  1787. },
  1788. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1789. function:cards=>cards.filter(card=>{
  1790. const searchTypeArray = [126];
  1791. const skill = getCardActiveSkill(card, searchTypeArray);
  1792. return skill && skill.params[3] == 100;
  1793. }),
  1794. addition:dropOrb_Addition
  1795. },
  1796. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1797. function:cards=>{
  1798. const searchTypeArray = [226];
  1799. return cards.filter(card=>{
  1800. const skill = getCardActiveSkill(card, searchTypeArray);
  1801. return skill;
  1802. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1803. },
  1804. addition:card=>{
  1805. const searchTypeArray = [226];
  1806. const skill = getCardActiveSkill(card, searchTypeArray);
  1807. if (!skill) return;
  1808. const sk = skill.params;
  1809. return `📌${sk[1]}%×${sk[0]}T`;
  1810. }
  1811. },
  1812. ]},
  1813. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1814. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1815. function:cards=>{
  1816. const searchTypeArray = [18];
  1817. return cards.filter(card=>{
  1818. const skill = getCardActiveSkill(card, searchTypeArray);
  1819. return skill;
  1820. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1821. },
  1822. addition:card=>{
  1823. const searchTypeArray = [18];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. if (!skill) return;
  1826. const sk = skill.params;
  1827. return document.createTextNode(`威吓×${sk[0]}T`);
  1828. }
  1829. },
  1830. {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)"},
  1831. function:cards=>{
  1832. const searchTypeArray = [19];
  1833. return cards.filter(card=>{
  1834. const skill = getCardActiveSkill(card, searchTypeArray);
  1835. return skill;
  1836. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1837. },
  1838. addition:card=>{
  1839. const searchTypeArray = [19];
  1840. const skill = getCardActiveSkill(card, searchTypeArray);
  1841. if (!skill) return;
  1842. const sk = skill.params;
  1843. return `破防${sk[1]}%`;
  1844. }
  1845. },
  1846. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1847. function:cards=>{
  1848. const searchTypeArray = [19];
  1849. return cards.filter(card=>{
  1850. const skill = getCardActiveSkill(card, searchTypeArray);
  1851. return skill && skill.params[1]>=100;
  1852. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1853. },
  1854. addition:card=>{
  1855. const searchTypeArray = [19];
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. if (!skill) return;
  1858. const sk = skill.params;
  1859. return `全破×${sk[0]}T`;
  1860. }
  1861. },
  1862. {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)"},
  1863. function:cards=>{
  1864. const searchTypeArray = [4];
  1865. return cards.filter(card=>{
  1866. const skill = getCardActiveSkill(card, searchTypeArray);
  1867. return skill;
  1868. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1869. },
  1870. addition:card=>{
  1871. const searchTypeArray = [4];
  1872. const skill = getCardActiveSkill(card, searchTypeArray);
  1873. if (!skill) return;
  1874. const sk = skill.params;
  1875. return `攻击力×${sk[0]/100}倍`;
  1876. }
  1877. },
  1878. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1879. function:cards=>{
  1880. return cards.filter(card=>{
  1881. return changeEnemiesAttr_Attr(card).attr != null;
  1882. }).sort((a,b)=>{
  1883. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1884. return a_pC.attr - b_pC.attr;
  1885. })
  1886. },
  1887. addition:card=>{
  1888. let change = changeEnemiesAttr_Attr(card);
  1889. const fragment = document.createDocumentFragment();
  1890. fragment.appendChild(document.createTextNode(`敌→`));
  1891. fragment.appendChild(createOrbsList(change.attr));
  1892. if (change.turns > 0)
  1893. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1894. return fragment;
  1895. }
  1896. },
  1897. {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)"},
  1898. function:cards=>{
  1899. const searchTypeArray = [60];
  1900. return cards.filter(card=>{
  1901. const skill = getCardActiveSkill(card, searchTypeArray);
  1902. return skill;
  1903. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1904. },
  1905. addition:card=>{
  1906. const searchTypeArray = [60];
  1907. const skill = getCardActiveSkill(card, searchTypeArray);
  1908. if (!skill) return;
  1909. const sk = skill.params;
  1910. const fragment = document.createDocumentFragment();
  1911. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1912. fragment.appendChild(createOrbsList(sk[2]));
  1913. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1914. return fragment;
  1915. }
  1916. },
  1917. ]},
  1918. {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: [
  1919. {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)"},
  1920. function:cards=>{
  1921. const searchTypeArray = [146];
  1922. return cards.filter(card=>{
  1923. const skill = getCardActiveSkill(card, searchTypeArray);
  1924. return skill;
  1925. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1926. },
  1927. addition:card=>{
  1928. const searchTypeArray = [146];
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. if (!skill) return;
  1931. const sk = skill.params;
  1932. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1933. }
  1934. },
  1935. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1936. function:cards=>{
  1937. const searchTypeArray = [218];
  1938. return cards.filter(card=>{
  1939. const skill = getCardActiveSkill(card, searchTypeArray);
  1940. return skill;
  1941. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1942. },
  1943. addition:card=>{
  1944. const searchTypeArray = [218];
  1945. const skill = getCardActiveSkill(card, searchTypeArray);
  1946. if (!skill) return;
  1947. const sk = skill.params;
  1948. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1949. }
  1950. },
  1951. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1952. function:cards=>cards.filter(card=>{
  1953. const searchTypeArray = [93, 227];
  1954. const skill = getCardActiveSkill(card, searchTypeArray);
  1955. return skill;
  1956. })
  1957. },
  1958. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1959. function:cards=>{
  1960. const searchTypeArray = [241];
  1961. return cards.filter(card=>{
  1962. const skill = getCardActiveSkill(card, searchTypeArray);
  1963. return skill;
  1964. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  1965. },
  1966. addition:card=>{
  1967. const searchTypeArray = [241];
  1968. const skill = getCardActiveSkill(card, searchTypeArray);
  1969. if (!skill) return;
  1970. const sk = skill.params;
  1971. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  1972. }
  1973. },
  1974. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1975. function:cards=>{
  1976. const searchTypeArray = [230];
  1977. return cards.filter(card=>{
  1978. const skill = getCardActiveSkill(card, searchTypeArray);
  1979. return skill;
  1980. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1981. },
  1982. addition:memberATK_Addition
  1983. },
  1984. {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"},
  1985. function:cards=>{
  1986. const searchTypeArray = [230];
  1987. return cards.filter(card=>{
  1988. const skill = getCardActiveSkill(card, searchTypeArray);
  1989. return skill && Boolean(skill.params[1] & 1<<0);
  1990. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1991. },
  1992. addition:memberATK_Addition
  1993. },
  1994. {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"},
  1995. function:cards=>{
  1996. const searchTypeArray = [230];
  1997. return cards.filter(card=>{
  1998. const skill = getCardActiveSkill(card, searchTypeArray);
  1999. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2000. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2001. },
  2002. addition:memberATK_Addition
  2003. },
  2004. {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"},
  2005. function:cards=>{
  2006. const searchTypeArray = [230];
  2007. return cards.filter(card=>{
  2008. const skill = getCardActiveSkill(card, searchTypeArray);
  2009. return skill && Boolean(skill.params[1] & 1<<3);
  2010. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2011. },
  2012. addition:memberATK_Addition
  2013. },
  2014. {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)"},
  2015. function:cards=>{
  2016. const searchTypeArray = [142];
  2017. return cards.filter(card=>{
  2018. const skill = getCardActiveSkill(card, searchTypeArray);
  2019. return skill;
  2020. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2021. },
  2022. addition:card=>{
  2023. const searchTypeArray = [142];
  2024. const skill = getCardActiveSkill(card, searchTypeArray);
  2025. if (!skill) return;
  2026. const sk = skill.params;
  2027. const fragment = document.createDocumentFragment();
  2028. fragment.appendChild(document.createTextNode(`自→`));
  2029. fragment.appendChild(createOrbsList(sk[1]));
  2030. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2031. return fragment;
  2032. }
  2033. },
  2034. ]},
  2035. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2036. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2037. function:cards=>{
  2038. const searchTypeArray = [179];
  2039. return cards.filter(card=>{
  2040. const skill = getCardActiveSkill(card, searchTypeArray);
  2041. return skill;
  2042. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2043. },
  2044. addition:card=>{
  2045. const searchTypeArray = [179];
  2046. const skill = getCardActiveSkill(card, searchTypeArray);
  2047. if (!skill) return;
  2048. const sk = skill.params;
  2049. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2050. }
  2051. },
  2052. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2053. function:cards=>{
  2054. return cards.filter(card=>{
  2055. const heal = healImmediately_Rate(card);
  2056. return Object.values(heal).some(v=>v);
  2057. })
  2058. .sort((a,b)=>{
  2059. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2060. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2061. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2062. let sortNum = a_i - b_i;
  2063. if (!sortNum)
  2064. {
  2065. sortNum = a_vs[a_i] - b_vs[b_i];
  2066. }
  2067. return sortNum;
  2068. });
  2069. },
  2070. addition:card=>{
  2071. const heal = healImmediately_Rate(card);
  2072. let strArr = [];
  2073. if (heal.scale)
  2074. strArr.push(`${heal.scale}%最大HP`);
  2075. if (heal.const)
  2076. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2077. if (heal.selfRcv)
  2078. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2079. if (heal.vampire)
  2080. strArr.push(`${heal.vampire}%伤害`);
  2081. return strArr.join(',');
  2082. }
  2083. },
  2084. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2085. function:cards=>{
  2086. return cards.filter(card=>damageSelf_Rate(card)>0)
  2087. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2088. },
  2089. addition:card=>{
  2090. let rate = damageSelf_Rate(card);
  2091. if (rate < 100)
  2092. return `减少${rate}%`;
  2093. else
  2094. return `减少到1`;
  2095. }
  2096. },
  2097. ]},
  2098. {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: [
  2099. {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)"},
  2100. function:cards=>{
  2101. const searchTypeArray = [6];
  2102. return cards.filter(card=>{
  2103. const skill = getCardActiveSkill(card, searchTypeArray);
  2104. return skill;
  2105. }).sort((a,b)=>{
  2106. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2107. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2108. return a_pC - b_pC;
  2109. })
  2110. },
  2111. addition:card=>{
  2112. const searchTypeArray = [6];
  2113. const skill = getCardActiveSkill(card, searchTypeArray);
  2114. if (!skill) return;
  2115. const sk = skill.params;
  2116. return `当前${sk[0]}%`;
  2117. }
  2118. },
  2119. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2120. function:cards=>{
  2121. const searchTypeArray = [161];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. return skill;
  2125. }).sort((a,b)=>{
  2126. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2127. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2128. return a_pC - b_pC;
  2129. })
  2130. },
  2131. addition:card=>{
  2132. const searchTypeArray = [161];
  2133. const skill = getCardActiveSkill(card, searchTypeArray);
  2134. if (!skill) return;
  2135. const sk = skill.params;
  2136. return `最大${sk[0]}%`;
  2137. }
  2138. },
  2139. ]},
  2140. {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: [
  2141. {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)"},
  2142. function:cards=>{
  2143. const searchTypeArray = [55,188];
  2144. return cards.filter(card=>{
  2145. const skill = getCardActiveSkill(card, searchTypeArray);
  2146. return skill;
  2147. }).sort((a,b)=>{
  2148. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2149. 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);
  2150. return a_pC - b_pC;
  2151. });
  2152. },
  2153. addition:card=>{
  2154. const searchTypeArray = [55,188];
  2155. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2156. const sk = skills[0].params;
  2157. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2158. }
  2159. },
  2160. {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)"},
  2161. function:cards=>{
  2162. const searchTypeArray = [56];
  2163. return cards.filter(card=>{
  2164. const skill = getCardActiveSkill(card, searchTypeArray);
  2165. return skill;
  2166. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2167. },
  2168. addition:card=>{
  2169. const searchTypeArray = [56];
  2170. const skill = getCardActiveSkill(card, searchTypeArray);
  2171. if (!skill) return;
  2172. const sk = skill.params;
  2173. return `固伤${sk[0].bigNumberToString()}`;
  2174. }
  2175. },
  2176. ]},
  2177. {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: [
  2178. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2179. function:cards=>cards.filter(card=>{
  2180. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2181. function isSingle(skill)
  2182. {
  2183. if (skill.type == 110)
  2184. return Boolean(skill.params[0]);
  2185. else if (skill.type == 144)
  2186. return Boolean(skill.params[2]);
  2187. else
  2188. return true;
  2189. }
  2190. const skill = getCardActiveSkill(card, searchTypeArray);
  2191. return skill && isSingle(skill);
  2192. }),
  2193. addition: numericalATK_Addition
  2194. },
  2195. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2196. function:cards=>cards.filter(card=>{
  2197. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2198. function isAll(skill)
  2199. {
  2200. if (skill.type == 110)
  2201. return !Boolean(skill.params[0]);
  2202. else if (skill.type == 144)
  2203. return !Boolean(skill.params[2]);
  2204. else
  2205. return true;
  2206. }
  2207. const skill = getCardActiveSkill(card, searchTypeArray);
  2208. return skill && skill.id!=0 && isAll(skill);
  2209. }),
  2210. addition: numericalATK_Addition
  2211. },
  2212. {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"},
  2213. function:cards=>cards.filter(card=>{
  2214. const searchTypeArray = [42];
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. return skill;
  2217. })
  2218. },
  2219. {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"},
  2220. function:cards=>cards.filter(card=>{
  2221. const searchTypeArray = [2,35];
  2222. const skill = getCardActiveSkill(card, searchTypeArray);
  2223. return skill;
  2224. })
  2225. },
  2226. {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)"},
  2227. function:cards=>cards.filter(card=>{
  2228. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2229. const skill = getCardActiveSkill(card, searchTypeArray);
  2230. return skill && skill.id!=0;
  2231. }).sort((a,b)=>{
  2232. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2233. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2234. function getNumber(skill)
  2235. {
  2236. const sk = skill.params;
  2237. switch(skill.type)
  2238. {
  2239. case 0:
  2240. case 37:
  2241. case 58:
  2242. case 59:
  2243. case 84:
  2244. case 85:
  2245. case 115:
  2246. return sk[1];
  2247. case 2:
  2248. case 35:
  2249. return sk[0];
  2250. default:
  2251. return 0;
  2252. }
  2253. }
  2254. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2255. return a_pC - b_pC;
  2256. }),
  2257. addition: numericalATK_Addition
  2258. },
  2259. {name:"Numerical ATK - Damage - 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)"},
  2260. function:cards=>cards.filter(card=>{
  2261. const searchTypeArray = [1,42,86,87];
  2262. const skill = getCardActiveSkill(card, searchTypeArray);
  2263. return skill;
  2264. }).sort((a,b)=>{
  2265. const searchTypeArray = [1,42,86,87];
  2266. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2267. function getNumber(skill)
  2268. {
  2269. const sk = skill.params;
  2270. switch(skill.type)
  2271. {
  2272. case 1:
  2273. case 86:
  2274. case 87:
  2275. return sk[1];
  2276. case 42:
  2277. return sk[2];
  2278. default:
  2279. return 0;
  2280. }
  2281. }
  2282. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2283. return a_pC - b_pC;
  2284. }),
  2285. addition: numericalATK_Addition
  2286. },
  2287. {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)"},
  2288. function:cards=>{
  2289. const searchTypeArray = [110];
  2290. return cards.filter(card=>{
  2291. const skill = getCardActiveSkill(card, searchTypeArray);
  2292. return skill;
  2293. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2294. },
  2295. addition: numericalATK_Addition
  2296. },
  2297. {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)"},
  2298. function:cards=>{
  2299. const searchTypeArray = [143];
  2300. return cards.filter(card=>{
  2301. const skill = getCardActiveSkill(card, searchTypeArray);
  2302. return skill;
  2303. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2304. },
  2305. addition: numericalATK_Addition
  2306. },
  2307. {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)"},
  2308. function:cards=>{
  2309. const searchTypeArray = [144];
  2310. return cards.filter(card=>{
  2311. const skill = getCardActiveSkill(card, searchTypeArray);
  2312. return skill;
  2313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2314. },
  2315. addition: numericalATK_Addition
  2316. },
  2317. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2318. function:cards=>cards.filter(card=>{
  2319. const searchTypeArray = [35,115];
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill;
  2322. })
  2323. },
  2324. ]},
  2325. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2326. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2327. function:cards=>cards.filter(card=>{
  2328. const searchTypeArray = [10];
  2329. const skill = getCardActiveSkill(card, searchTypeArray);
  2330. return skill;
  2331. })
  2332. },
  2333. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2334. function:cards=>{
  2335. const searchTypeArray = [207];
  2336. return cards.filter(card=>{
  2337. const skill = getCardActiveSkill(card, searchTypeArray);
  2338. return skill;
  2339. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2340. },
  2341. addition:card=>{
  2342. const searchTypeArray = [207];
  2343. const skill = getCardActiveSkill(card, searchTypeArray);
  2344. if (!skill) return;
  2345. const sk = skill.params;
  2346. if (sk[7])
  2347. return `${sk[7]}个×${sk[0]}T`;
  2348. else
  2349. return `特殊形状×${sk[0]}T`;
  2350. }
  2351. },
  2352. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2353. function:cards=>{
  2354. const searchTypeArray = [238];
  2355. return cards.filter(card=>{
  2356. const skill = getCardActiveSkill(card, searchTypeArray);
  2357. return skill;
  2358. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2359. },
  2360. addition:card=>{
  2361. const searchTypeArray = [238];
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. if (!skill) return;
  2364. const sk = skill.params;
  2365. return `${sk[1]}个×${sk[0]}T`;
  2366. }
  2367. },
  2368. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2369. function:cards=>{
  2370. const searchTypeArray = [239];
  2371. return cards.filter(card=>{
  2372. const skill = getCardActiveSkill(card, searchTypeArray);
  2373. return skill;
  2374. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2375. },
  2376. addition:card=>{
  2377. const searchTypeArray = [239];
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. if (!skill) return;
  2380. const sk = skill.params;
  2381. return `${sk[1]}个×${sk[0]}T`;
  2382. }
  2383. },
  2384. ]},
  2385. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2386. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2387. function:cards=>cards.filter(card=>{
  2388. const searchTypeArray = [172];
  2389. const skill = getCardActiveSkill(card, searchTypeArray);
  2390. return skill;
  2391. })
  2392. },
  2393. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2394. function:cards=>cards.filter(card=>{
  2395. const searchTypeArray = [152];
  2396. const skill = getCardActiveSkill(card, searchTypeArray);
  2397. return skill;
  2398. }),
  2399. addition:lock_Addition
  2400. },
  2401. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2402. function:cards=>cards.filter(card=>{
  2403. const searchTypeArray = [152];
  2404. const skill = getCardActiveSkill(card, searchTypeArray);
  2405. return skill && (skill.params[0] & 63) === 63;
  2406. }),
  2407. addition:lock_Addition
  2408. },
  2409. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2410. function:cards=>{
  2411. const searchTypeArray = [52,91,140];
  2412. return cards.filter(card=>{
  2413. const skill = getCardActiveSkill(card, searchTypeArray);
  2414. return skill;
  2415. });
  2416. },
  2417. addition:card=>{
  2418. const searchTypeArray = [52,91,140];
  2419. const skill = getCardActiveSkill(card, searchTypeArray);
  2420. if (!skill) return;
  2421. const sk = skill.params;
  2422. let attrs = [];
  2423. switch (skill.type)
  2424. {
  2425. case 52:{
  2426. attrs.push(sk[0]); break;
  2427. }
  2428. case 91:{
  2429. attrs = sk.slice(0,-1); break;
  2430. }
  2431. case 140:{
  2432. attrs = flags(sk[0]); break;
  2433. }
  2434. }
  2435. const fragment = document.createDocumentFragment();
  2436. fragment.appendChild(document.createTextNode(`强化`));
  2437. fragment.appendChild(createOrbsList(attrs));
  2438. return fragment;
  2439. }
  2440. },
  2441. ]},
  2442. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2443. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2444. function:cards=>cards.filter(card=>{
  2445. const searchTypeArray = [71];
  2446. const skill = getCardActiveSkill(card, searchTypeArray);
  2447. return skill;
  2448. }),
  2449. addition:boardChange_Addition
  2450. },
  2451. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2452. function:cards=>cards.filter(card=>{
  2453. const searchTypeArray = [71];
  2454. const skill = getCardActiveSkill(card, searchTypeArray);
  2455. return boardChange_ColorTypes(skill).length == 1;
  2456. }),
  2457. addition:boardChange_Addition
  2458. },
  2459. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2460. function:cards=>cards.filter(card=>{
  2461. const searchTypeArray = [71];
  2462. const skill = getCardActiveSkill(card, searchTypeArray);
  2463. return boardChange_ColorTypes(skill).length == 2;
  2464. }),
  2465. addition:boardChange_Addition
  2466. },
  2467. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2468. function:cards=>cards.filter(card=>{
  2469. const searchTypeArray = [71];
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. return boardChange_ColorTypes(skill).length == 3;
  2472. }),
  2473. addition:boardChange_Addition
  2474. },
  2475. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2476. function:cards=>cards.filter(card=>{
  2477. const searchTypeArray = [71];
  2478. const skill = getCardActiveSkill(card, searchTypeArray);
  2479. return boardChange_ColorTypes(skill).length == 4;
  2480. }),
  2481. addition:boardChange_Addition
  2482. },
  2483. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2484. function:cards=>cards.filter(card=>{
  2485. const searchTypeArray = [71];
  2486. const skill = getCardActiveSkill(card, searchTypeArray);
  2487. return boardChange_ColorTypes(skill).length == 5;
  2488. }),
  2489. addition:boardChange_Addition
  2490. },
  2491. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2492. function:cards=>cards.filter(card=>{
  2493. const searchTypeArray = [71];
  2494. const skill = getCardActiveSkill(card, searchTypeArray);
  2495. return boardChange_ColorTypes(skill).length >= 6;
  2496. }),
  2497. addition:boardChange_Addition
  2498. },
  2499. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2500. function:cards=>cards.filter(card=>{
  2501. const searchTypeArray = [71];
  2502. const skill = getCardActiveSkill(card, searchTypeArray);
  2503. return boardChange_ColorTypes(skill).includes(0);
  2504. }),
  2505. addition:boardChange_Addition
  2506. },
  2507. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2508. function:cards=>cards.filter(card=>{
  2509. const searchTypeArray = [71];
  2510. const skill = getCardActiveSkill(card, searchTypeArray);
  2511. return boardChange_ColorTypes(skill).includes(1);
  2512. }),
  2513. addition:boardChange_Addition
  2514. },
  2515. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2516. function:cards=>cards.filter(card=>{
  2517. const searchTypeArray = [71];
  2518. const skill = getCardActiveSkill(card, searchTypeArray);
  2519. return boardChange_ColorTypes(skill).includes(2);
  2520. }),
  2521. addition:boardChange_Addition
  2522. },
  2523. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2524. function:cards=>cards.filter(card=>{
  2525. const searchTypeArray = [71];
  2526. const skill = getCardActiveSkill(card, searchTypeArray);
  2527. return boardChange_ColorTypes(skill).includes(3);
  2528. }),
  2529. addition:boardChange_Addition
  2530. },
  2531. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2532. function:cards=>cards.filter(card=>{
  2533. const searchTypeArray = [71];
  2534. const skill = getCardActiveSkill(card, searchTypeArray);
  2535. return boardChange_ColorTypes(skill).includes(4);
  2536. }),
  2537. addition:boardChange_Addition
  2538. },
  2539. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2540. function:cards=>cards.filter(card=>{
  2541. const searchTypeArray = [71];
  2542. const skill = getCardActiveSkill(card, searchTypeArray);
  2543. return boardChange_ColorTypes(skill).includes(5);
  2544. }),
  2545. addition:boardChange_Addition
  2546. },
  2547. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2548. function:cards=>cards.filter(card=>{
  2549. const searchTypeArray = [71];
  2550. const skill = getCardActiveSkill(card, searchTypeArray);
  2551. const colors = boardChange_ColorTypes(skill);
  2552. return colors.includes(6)
  2553. || colors.includes(7)
  2554. || colors.includes(8)
  2555. || colors.includes(9);
  2556. }),
  2557. addition:boardChange_Addition
  2558. },
  2559. ]},
  2560. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2561. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2562. function:cards=>cards.filter(card=>{
  2563. const searchTypeArray = [9,20,154];
  2564. const skills = getCardActiveSkills(card, searchTypeArray);
  2565. if (!skills.length) return false;
  2566. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2567. return parsedSkills.some(p=>p.to.includes(0));
  2568. }),
  2569. addition:changeOrbs_Addition
  2570. },
  2571. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2572. function:cards=>cards.filter(card=>{
  2573. const searchTypeArray = [9,20,154];
  2574. const skills = getCardActiveSkills(card, searchTypeArray);
  2575. if (!skills.length) return false;
  2576. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2577. return parsedSkills.some(p=>p.to.includes(1));
  2578. }),
  2579. addition:changeOrbs_Addition
  2580. },
  2581. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2582. function:cards=>cards.filter(card=>{
  2583. const searchTypeArray = [9,20,154];
  2584. const skills = getCardActiveSkills(card, searchTypeArray);
  2585. if (!skills.length) return false;
  2586. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2587. return parsedSkills.some(p=>p.to.includes(2));
  2588. }),
  2589. addition:changeOrbs_Addition
  2590. },
  2591. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2592. function:cards=>cards.filter(card=>{
  2593. const searchTypeArray = [9,20,154];
  2594. const skills = getCardActiveSkills(card, searchTypeArray);
  2595. if (!skills.length) return false;
  2596. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2597. return parsedSkills.some(p=>p.to.includes(3));
  2598. }),
  2599. addition:changeOrbs_Addition
  2600. },
  2601. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2602. function:cards=>cards.filter(card=>{
  2603. const searchTypeArray = [9,20,154];
  2604. const skills = getCardActiveSkills(card, searchTypeArray);
  2605. if (!skills.length) return false;
  2606. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2607. return parsedSkills.some(p=>p.to.includes(4));
  2608. }),
  2609. addition:changeOrbs_Addition
  2610. },
  2611. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2612. function:cards=>cards.filter(card=>{
  2613. const searchTypeArray = [9,20,154];
  2614. const skills = getCardActiveSkills(card, searchTypeArray);
  2615. if (!skills.length) return false;
  2616. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2617. return parsedSkills.some(p=>p.to.includes(5));
  2618. }),
  2619. addition:changeOrbs_Addition
  2620. },
  2621. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2622. function:cards=>cards.filter(card=>{
  2623. const searchTypeArray = [9,20,154];
  2624. const skills = getCardActiveSkills(card, searchTypeArray);
  2625. if (!skills.length) return false;
  2626. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2627. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2628. }),
  2629. addition:changeOrbs_Addition
  2630. },
  2631. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2632. function:cards=>cards.filter(card=>{
  2633. const searchTypeArray = [9,20,154];
  2634. const skills = getCardActiveSkills(card, searchTypeArray);
  2635. if (!skills.length) return false;
  2636. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2637. return parsedSkills.some(p=>p.from.includes(0));
  2638. }),
  2639. addition:changeOrbs_Addition
  2640. },
  2641. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2642. function:cards=>cards.filter(card=>{
  2643. const searchTypeArray = [9,20,154];
  2644. const skills = getCardActiveSkills(card, searchTypeArray);
  2645. if (!skills.length) return false;
  2646. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2647. return parsedSkills.some(p=>p.from.includes(1));
  2648. }),
  2649. addition:changeOrbs_Addition
  2650. },
  2651. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2652. function:cards=>cards.filter(card=>{
  2653. const searchTypeArray = [9,20,154];
  2654. const skills = getCardActiveSkills(card, searchTypeArray);
  2655. if (!skills.length) return false;
  2656. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2657. return parsedSkills.some(p=>p.from.includes(2));
  2658. }),
  2659. addition:changeOrbs_Addition
  2660. },
  2661. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2662. function:cards=>cards.filter(card=>{
  2663. const searchTypeArray = [9,20,154];
  2664. const skills = getCardActiveSkills(card, searchTypeArray);
  2665. if (!skills.length) return false;
  2666. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2667. return parsedSkills.some(p=>p.from.includes(3));
  2668. }),
  2669. addition:changeOrbs_Addition
  2670. },
  2671. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2672. function:cards=>cards.filter(card=>{
  2673. const searchTypeArray = [9,20,154];
  2674. const skills = getCardActiveSkills(card, searchTypeArray);
  2675. if (!skills.length) return false;
  2676. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2677. return parsedSkills.some(p=>p.from.includes(4));
  2678. }),
  2679. addition:changeOrbs_Addition
  2680. },
  2681. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2682. function:cards=>cards.filter(card=>{
  2683. const searchTypeArray = [9,20,154];
  2684. const skills = getCardActiveSkills(card, searchTypeArray);
  2685. if (!skills.length) return false;
  2686. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2687. return parsedSkills.some(p=>p.from.includes(5));
  2688. }),
  2689. addition:changeOrbs_Addition
  2690. },
  2691. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2692. function:cards=>cards.filter(card=>{
  2693. const searchTypeArray = [9,20,154];
  2694. const skills = getCardActiveSkills(card, searchTypeArray);
  2695. if (!skills.length) return false;
  2696. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2697. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2698. }),
  2699. addition:changeOrbs_Addition
  2700. },
  2701. ]},
  2702. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2703. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2704. function:cards=>cards.filter(card=>{
  2705. function is30(sk)
  2706. {
  2707. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2708. }
  2709. const searchTypeArray = [141];
  2710. const skill = getCardActiveSkill(card, searchTypeArray);
  2711. return skill && is30(skill.params);
  2712. }),
  2713. addition:generateOrbs_Addition
  2714. },
  2715. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2716. function:cards=>cards.filter(card=>{
  2717. function is1515(sk)
  2718. {
  2719. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2720. }
  2721. const searchTypeArray = [141];
  2722. const skill = getCardActiveSkill(card, searchTypeArray);
  2723. return skill && is1515(skill.params);
  2724. }),
  2725. addition:generateOrbs_Addition
  2726. },
  2727. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2728. function:cards=>cards.filter(card=>{
  2729. const gens = generateOrbsParse(card);
  2730. return gens.some(gen=>gen.to.includes(0));
  2731. }),
  2732. addition:generateOrbs_Addition
  2733. },
  2734. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2735. function:cards=>cards.filter(card=>{
  2736. const gens = generateOrbsParse(card);
  2737. return gens.some(gen=>gen.to.includes(1));
  2738. }),
  2739. addition:generateOrbs_Addition
  2740. },
  2741. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2742. function:cards=>cards.filter(card=>{
  2743. const gens = generateOrbsParse(card);
  2744. return gens.some(gen=>gen.to.includes(2));
  2745. }),
  2746. addition:generateOrbs_Addition
  2747. },
  2748. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2749. function:cards=>cards.filter(card=>{
  2750. const gens = generateOrbsParse(card);
  2751. return gens.some(gen=>gen.to.includes(3));
  2752. }),
  2753. addition:generateOrbs_Addition
  2754. },
  2755. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2756. function:cards=>cards.filter(card=>{
  2757. const gens = generateOrbsParse(card);
  2758. return gens.some(gen=>gen.to.includes(4));
  2759. }),
  2760. addition:generateOrbs_Addition
  2761. },
  2762. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2763. function:cards=>cards.filter(card=>{
  2764. const gens = generateOrbsParse(card);
  2765. return gens.some(gen=>gen.to.includes(5));
  2766. }),
  2767. addition:generateOrbs_Addition
  2768. },
  2769. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2770. function:cards=>cards.filter(card=>{
  2771. const gens = generateOrbsParse(card);
  2772. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2773. }),
  2774. addition:generateOrbs_Addition
  2775. },
  2776. ]},
  2777. {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: [
  2778. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2779. function:cards=>cards.filter(card=>{
  2780. const searchTypeArray = [176];
  2781. const skill = getCardActiveSkill(card, searchTypeArray);
  2782. return skill;
  2783. })
  2784. },
  2785. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2786. function:cards=>cards.filter(card=>{
  2787. function is3x3(sk)
  2788. {
  2789. for (let si=0;si<3;si++)
  2790. {
  2791. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2792. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2793. (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)
  2794. (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)
  2795. )
  2796. return true;
  2797. }
  2798. return false;
  2799. }
  2800. const searchTypeArray = [176];
  2801. const skill = getCardActiveSkill(card, searchTypeArray);
  2802. return skill && is3x3(skill.params);
  2803. }),
  2804. addition:card=>{
  2805. const searchTypeArray = [176];
  2806. const skill = getCardActiveSkill(card, searchTypeArray);
  2807. if (!skill) return;
  2808. const sk = skill.params;
  2809. const fragment = document.createDocumentFragment();
  2810. fragment.appendChild(document.createTextNode(`3×3`));
  2811. fragment.appendChild(createOrbsList(sk[5]));
  2812. return fragment;
  2813. }
  2814. },
  2815. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2816. function:cards=>cards.filter(card=>{
  2817. const searchTypeArray = [127];
  2818. const skill = getCardActiveSkill(card, searchTypeArray);
  2819. return skill;
  2820. }),
  2821. addition:generateColumnOrbs_Addition
  2822. },
  2823. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2824. function:cards=>cards.filter(card=>{
  2825. function isHeart(sk)
  2826. {
  2827. for (let i=1;i<sk.length;i+=2)
  2828. {
  2829. if (sk[i] & 32)
  2830. {
  2831. return true;
  2832. }
  2833. }
  2834. }
  2835. const searchTypeArray = [127];
  2836. const skill = getCardActiveSkill(card, searchTypeArray);
  2837. return skill && isHeart(skill.params);
  2838. }),
  2839. addition:generateColumnOrbs_Addition
  2840. },
  2841. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2842. function:cards=>cards.filter(card=>{
  2843. const searchTypeArray = [128];
  2844. const skill = getCardActiveSkill(card, searchTypeArray);
  2845. return skill;
  2846. }),
  2847. addition:generateRowOrbs_Addition
  2848. },
  2849. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2850. function:cards=>cards.filter(card=>{
  2851. const searchTypeArray = [128];
  2852. const skill = getCardActiveSkill(card, searchTypeArray);
  2853. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2854. }),
  2855. addition:generateRowOrbs_Addition
  2856. },
  2857. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2858. function:cards=>cards.filter(card=>{
  2859. const searchTypeArray = [128];
  2860. const skill = getCardActiveSkill(card, searchTypeArray);
  2861. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2862. }),
  2863. addition:generateRowOrbs_Addition
  2864. },
  2865. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2866. function:cards=>cards.filter(card=>{
  2867. const searchTypeArray = [128];
  2868. const skill = getCardActiveSkill(card, searchTypeArray);
  2869. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2870. }),
  2871. addition:generateRowOrbs_Addition
  2872. },
  2873. {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)"},
  2874. function:cards=>cards.filter(card=>{
  2875. const searchTypeArray = [128,71,176];
  2876. function isRow(skill)
  2877. {
  2878. const sk = skill.params;
  2879. if (skill.type === 128) //普通横
  2880. {return true;}
  2881. else if (skill.type === 71) //花火
  2882. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2883. else if (skill.type === 176) //特殊形状
  2884. {
  2885. for (let si=0;si<5;si++)
  2886. {
  2887. if ((sk[si] & 63) === 63)
  2888. return true;
  2889. }
  2890. }
  2891. return false;
  2892. }
  2893. const skill = getCardActiveSkill(card, searchTypeArray);
  2894. return skill && isRow(skill);
  2895. })
  2896. },
  2897. ]},
  2898. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2899. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2900. function:cards=>cards.filter(card=>{
  2901. if (card.activeSkillId == 0) return false;
  2902. const skill = Skills[card.activeSkillId];
  2903. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2904. })
  2905. },
  2906. {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)"},
  2907. function:cards=>cards.filter(card=>{
  2908. if (card.activeSkillId == 0) return false;
  2909. const skill = Skills[card.activeSkillId];
  2910. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2911. let realCD = minCD;
  2912. const searchTypeArray = [14];
  2913. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2914. if (subSkill)
  2915. {
  2916. realCD -= subSkill.params[0] * 3;
  2917. }
  2918. return minCD > 1 && realCD <= 4;
  2919. })
  2920. },
  2921. {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)"},
  2922. function:cards=>{
  2923. const searchTypeArray = [5];
  2924. return cards.filter(card=>{
  2925. const skill = getCardActiveSkill(card, searchTypeArray);
  2926. return skill;
  2927. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2928. },
  2929. addition:card=>{
  2930. const searchTypeArray = [5];
  2931. const skill = getCardActiveSkill(card, searchTypeArray);
  2932. const value = skill.params[0];
  2933. return `时停${value}s`;
  2934. }
  2935. },
  2936. {
  2937. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2938. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2939. },
  2940. {
  2941. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2942. function:cards=>cards.filter(card=>{
  2943. let skType = Skills[card.activeSkillId].type;
  2944. return skType == 232 || skType == 233;
  2945. })
  2946. },
  2947. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2948. function:cards=>cards.filter(card=>{
  2949. const searchTypeArray = [225];
  2950. const skill = getCardActiveSkill(card, searchTypeArray);
  2951. return skill;
  2952. }),
  2953. addition:card=>{
  2954. const searchTypeArray = [225];
  2955. const skill = getCardActiveSkill(card, searchTypeArray);
  2956. if (!skill) return;
  2957. const sk = skill.params;
  2958. let strArr = [];
  2959. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2960. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2961. return `HP ${strArr.join(" ")}`;
  2962. }
  2963. },
  2964. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2965. function:cards=>cards.filter(card=>{
  2966. const searchTypeArray = [234];
  2967. const skill = getCardActiveSkill(card, searchTypeArray);
  2968. return skill;
  2969. }),
  2970. addition:card=>{
  2971. const searchTypeArray = [234];
  2972. const skill = getCardActiveSkill(card, searchTypeArray);
  2973. if (!skill) return;
  2974. const sk = skill.params;
  2975. let strArr = [];
  2976. if (sk[0]) strArr.push(`≥${sk[0]}`);
  2977. if (sk[1]) strArr.push(`≤${sk[1]}`);
  2978. return `层 ${strArr.join(" ")}`;
  2979. }
  2980. },
  2981. ]},
  2982. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2983. ]},
  2984. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  2985. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  2986. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  2987. },
  2988. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  2989. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  2990. },
  2991. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  2992. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  2993. },
  2994. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  2995. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  2996. },
  2997. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  2998. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  2999. },
  3000. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3001. function:cards=>cards.filter(card=>{
  3002. const searchTypeArray = [151,209];
  3003. const skill = getCardLeaderSkill(card, searchTypeArray);
  3004. return skill;
  3005. })
  3006. },
  3007. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3008. function:cards=>cards.filter(card=>{
  3009. const searchTypeArray = [157];
  3010. const skill = getCardLeaderSkill(card, searchTypeArray);
  3011. return skill;
  3012. })
  3013. },
  3014. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3015. function:cards=>cards.filter(card=>{
  3016. const searchTypeArray = [177];
  3017. const skill = getCardLeaderSkill(card, searchTypeArray);
  3018. return skill;
  3019. })
  3020. },
  3021. ]},
  3022. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3023. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3024. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3025. },
  3026. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3027. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3028. },
  3029. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  3030. function:cards=>cards.filter(card=>{
  3031. const searchTypeArray = [162,186];
  3032. const skill = getCardLeaderSkill(card, searchTypeArray);
  3033. return skill;
  3034. })
  3035. },
  3036. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  3037. function:cards=>cards.filter(card=>{
  3038. const searchTypeArray = [163,177];
  3039. const skill = getCardLeaderSkill(card, searchTypeArray);
  3040. return skill;
  3041. })
  3042. },
  3043. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3044. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3045. },
  3046. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3047. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3048. },
  3049. {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)"},
  3050. function:cards=>{
  3051. const searchTypeArray = [158];
  3052. return cards.filter(card=>{
  3053. const skill = getCardLeaderSkill(card, searchTypeArray);
  3054. return skill;
  3055. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3056. },
  3057. addition:card=>{
  3058. const searchTypeArray = [158];
  3059. const skill = getCardLeaderSkill(card, searchTypeArray);
  3060. const value = skill.params[0];
  3061. return `≥${value}珠`;
  3062. }
  3063. },
  3064. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3065. function:cards=>cards.filter(card=>{
  3066. const searchTypeArray = [125];
  3067. const skill = getCardLeaderSkill(card, searchTypeArray);
  3068. return skill;
  3069. })
  3070. },
  3071. {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"},
  3072. function:cards=>cards.filter(card=>{
  3073. const searchTypeArray = [175];
  3074. const skill = getCardLeaderSkill(card, searchTypeArray);
  3075. return skill;
  3076. })
  3077. },
  3078. {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"},
  3079. function:cards=>cards.filter(card=>{
  3080. const searchTypeArray = [203];
  3081. const skill = getCardLeaderSkill(card, searchTypeArray);
  3082. return skill;
  3083. })
  3084. },
  3085. {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"},
  3086. function:cards=>cards.filter(card=>{
  3087. const searchTypeArray = [229];
  3088. const skill = getCardLeaderSkill(card, searchTypeArray);
  3089. return skill;
  3090. })
  3091. },
  3092. ]},
  3093. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3094. {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)"},
  3095. function:cards=>{
  3096. return cards.filter(card=>{
  3097. return getSkillFixedDamage(card) > 0;
  3098. }).sort((a,b)=>{
  3099. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3100. return a_pC - b_pC;
  3101. });
  3102. },
  3103. addition:card=>{
  3104. const value = getSkillFixedDamage(card);
  3105. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3106. let skill;
  3107. if (skill = getCardLeaderSkill(card, [235])) {
  3108. nodeArr.push("/");
  3109. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3110. nodeArr.push(`×${skill.params[2]}`);
  3111. }
  3112. return nodeArr.nodeJoin();
  3113. }
  3114. },
  3115. {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)"},
  3116. function:cards=>{
  3117. return cards.filter(card=>{
  3118. return getSkillAddCombo(card) > 0;
  3119. }).sort((a,b)=>{
  3120. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3121. return a_pC - b_pC;
  3122. });
  3123. },
  3124. addition:card=>{
  3125. const value = getSkillAddCombo(card);
  3126. let nodeArr = [`+${value.bigNumberToString()}C`];
  3127. let skill;
  3128. if (skill = getCardLeaderSkill(card, [210])) {
  3129. nodeArr.push("/十字");
  3130. } else if (skill = getCardLeaderSkill(card, [235])) {
  3131. nodeArr.push("/");
  3132. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3133. nodeArr.push(`×${skill.params[2]}`);
  3134. }
  3135. return nodeArr.nodeJoin();
  3136. }
  3137. },
  3138. {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)"},
  3139. function:cards=>{
  3140. const searchTypeArray = [15,185];
  3141. return cards.filter(card=>{
  3142. const skill = getCardLeaderSkill(card, searchTypeArray);
  3143. return skill;
  3144. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3145. },
  3146. addition:card=>{
  3147. const searchTypeArray = [15,185];
  3148. const skill = getCardLeaderSkill(card, searchTypeArray);
  3149. const value = skill.params[0];
  3150. return `${value > 0 ? "+" : ""}${value/100}s`;
  3151. }
  3152. },
  3153. {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)"},
  3154. function:cards=>{
  3155. const searchTypeArray = [178];
  3156. return cards.filter(card=>{
  3157. const skill = getCardLeaderSkill(card, searchTypeArray);
  3158. return skill;
  3159. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3160. },
  3161. addition:card=>{
  3162. const searchTypeArray = [178];
  3163. const skill = getCardLeaderSkill(card, searchTypeArray);
  3164. const value = skill.params[0];
  3165. return `固定${value}s`;
  3166. }
  3167. },
  3168. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3169. function:cards=>cards.filter(card=>{
  3170. const searchTypeArray = [213];
  3171. const skill = getCardLeaderSkill(card, searchTypeArray);
  3172. return skill;
  3173. }),
  3174. addition:card=>{
  3175. const searchTypeArray = [213];
  3176. const skill = getCardLeaderSkill(card, searchTypeArray);
  3177. const sk = skill.params;
  3178. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3179. const fragment = document.createDocumentFragment();
  3180. if (attrs.length)
  3181. fragment.appendChild(createOrbsList(attrs));
  3182. if (types.length)
  3183. fragment.appendChild(createTypesList(types));
  3184. fragment.appendChild(document.createTextNode(`:+`));
  3185. if (awakenings.length)
  3186. fragment.appendChild(creatAwokenList(awakenings));
  3187. return fragment;
  3188. }
  3189. },
  3190. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3191. function:cards=>{
  3192. const searchTypeArray = [12];
  3193. return cards.filter(card=>{
  3194. const skill = getCardLeaderSkill(card, searchTypeArray);
  3195. return skill;
  3196. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3197. },
  3198. addition:card=>{
  3199. const searchTypeArray = [12];
  3200. const skill = getCardLeaderSkill(card, searchTypeArray);
  3201. const value = skill.params[0];
  3202. return `攻击×${(value/100).bigNumberToString()}倍`;
  3203. }
  3204. },
  3205. {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)"},
  3206. function:cards=>{
  3207. const searchTypeArray = [13];
  3208. return cards.filter(card=>{
  3209. const skill = getCardLeaderSkill(card, searchTypeArray);
  3210. return skill;
  3211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3212. },
  3213. addition:card=>{
  3214. const searchTypeArray = [13];
  3215. const skill = getCardLeaderSkill(card, searchTypeArray);
  3216. const value = skill.params[0];
  3217. return `回复×${(value/100).bigNumberToString()}倍`;
  3218. }
  3219. },
  3220. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3221. function:cards=>{
  3222. const searchTypeArray = [198];
  3223. return cards.filter(card=>{
  3224. const skill = getCardLeaderSkill(card, searchTypeArray);
  3225. return skill && skill.params[2];
  3226. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3227. },
  3228. addition:card=>{
  3229. const searchTypeArray = [198];
  3230. const skill = getCardLeaderSkill(card, searchTypeArray);
  3231. const sk = skill.params;
  3232. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3233. }
  3234. },
  3235. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3236. function:cards=>{
  3237. const searchTypeArray = [198];
  3238. return cards.filter(card=>{
  3239. const skill = getCardLeaderSkill(card, searchTypeArray);
  3240. return skill && skill.params[3];
  3241. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3242. },
  3243. addition:card=>{
  3244. const searchTypeArray = [198];
  3245. const skill = getCardLeaderSkill(card, searchTypeArray);
  3246. const sk = skill.params;
  3247. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3248. }
  3249. },
  3250. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3251. function:cards=>{
  3252. const searchTypeArray = [41];
  3253. return cards.filter(card=>{
  3254. const skill = getCardLeaderSkill(card, searchTypeArray);
  3255. return skill;
  3256. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3257. },
  3258. addition:card=>{
  3259. const searchTypeArray = [41];
  3260. const skill = getCardLeaderSkill(card, searchTypeArray);
  3261. const sk = skill.params;
  3262. const fragment = document.createDocumentFragment();
  3263. fragment.appendChild(createOrbsList(sk[2] || 0));
  3264. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3265. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3266. return fragment;
  3267. }
  3268. },
  3269. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3270. function:cards=>cards.filter(card=>{
  3271. const searchTypeArray = [197];
  3272. const skill = getCardLeaderSkill(card, searchTypeArray);
  3273. return skill;
  3274. })
  3275. },
  3276. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3277. function:cards=>{
  3278. const searchTypeArray = [14];
  3279. return cards.filter(card=>{
  3280. const skill = getCardLeaderSkill(card, searchTypeArray);
  3281. return skill;
  3282. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3283. },
  3284. addition:card=>{
  3285. const searchTypeArray = [14];
  3286. const skill = getCardLeaderSkill(card, searchTypeArray);
  3287. const value = skill.params[0];
  3288. return `HP≥${value}%`;
  3289. }
  3290. },
  3291. {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)"},
  3292. function:cards=>{
  3293. const searchTypeArray = [53];
  3294. return cards.filter(card=>{
  3295. const skill = getCardLeaderSkill(card, searchTypeArray);
  3296. return skill;
  3297. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3298. },
  3299. addition:card=>{
  3300. const searchTypeArray = [53];
  3301. const skill = getCardLeaderSkill(card, searchTypeArray);
  3302. const sk = skill.params;
  3303. return `掉率x${sk[0]/100}`;
  3304. }
  3305. },
  3306. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3307. function:cards=>{
  3308. const searchTypeArray = [54];
  3309. return cards.filter(card=>{
  3310. const skill = getCardLeaderSkill(card, searchTypeArray);
  3311. return skill;
  3312. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3313. },
  3314. addition:card=>{
  3315. const searchTypeArray = [54];
  3316. const skill = getCardLeaderSkill(card, searchTypeArray);
  3317. const sk = skill.params;
  3318. return `金币x${sk[0]/100}`;
  3319. }
  3320. },
  3321. {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)"},
  3322. function:cards=>{
  3323. const searchTypeArray = [148];
  3324. return cards.filter(card=>{
  3325. const skill = getCardLeaderSkill(card, searchTypeArray);
  3326. return skill;
  3327. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3328. },
  3329. addition:card=>{
  3330. const searchTypeArray = [148];
  3331. const skill = getCardLeaderSkill(card, searchTypeArray);
  3332. const sk = skill.params;
  3333. return `经验x${sk[0]/100}`;
  3334. }
  3335. },
  3336. ]},
  3337. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3338. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3339. function:cards=>cards.filter(card=>{
  3340. const skill = Skills[card.leaderSkillId];
  3341. const HPscale = getHPScale(skill);
  3342. return HPscale >= 3;
  3343. }).sort(sortByHPScal),
  3344. addition: HPScal_Addition
  3345. },
  3346. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3347. function:cards=>cards.filter(card=>{
  3348. const skill = Skills[card.leaderSkillId];
  3349. const HPscale = getHPScale(skill);
  3350. return HPscale >= 2 && HPscale < 3;
  3351. }).sort(sortByHPScal),
  3352. addition: HPScal_Addition
  3353. },
  3354. {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)"},
  3355. function:cards=>cards.filter(card=>{
  3356. const skill = Skills[card.leaderSkillId];
  3357. const HPscale = getHPScale(skill);
  3358. return HPscale >= 1.5 && HPscale < 2;
  3359. }).sort(sortByHPScal),
  3360. addition: HPScal_Addition
  3361. },
  3362. {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)"},
  3363. function:cards=>cards.filter(card=>{
  3364. const skill = Skills[card.leaderSkillId];
  3365. const HPscale = getHPScale(skill);
  3366. return HPscale > 1 && HPscale < 1.5;
  3367. }).sort(sortByHPScal),
  3368. addition: HPScal_Addition
  3369. },
  3370. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3371. function:cards=>cards.filter(card=>{
  3372. const skill = Skills[card.leaderSkillId];
  3373. const HPscale = getHPScale(skill);
  3374. return HPscale === 1;
  3375. }),
  3376. addition: HPScal_Addition
  3377. },
  3378. {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)"},
  3379. function:cards=>cards.filter(card=>{
  3380. const skill = Skills[card.leaderSkillId];
  3381. const HPscale = getHPScale(skill);
  3382. return HPscale < 1;
  3383. }).sort(sortByHPScal),
  3384. addition: HPScal_Addition
  3385. },
  3386. ]},
  3387. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3388. {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)"},
  3389. function:cards=>cards.filter(card=>{
  3390. const skill = Skills[card.leaderSkillId];
  3391. const reduceScale = getReduceScale(skill);
  3392. return reduceScale >= 0.75;
  3393. }).sort(sortByReduceScale),
  3394. addition: ReduceScale_Addition
  3395. },
  3396. {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)"},
  3397. function:cards=>cards.filter(card=>{
  3398. const skill = Skills[card.leaderSkillId];
  3399. const reduceScale = getReduceScale(skill);
  3400. return reduceScale >= 0.5 && reduceScale < 0.75;
  3401. }).sort(sortByReduceScale),
  3402. addition: ReduceScale_Addition
  3403. },
  3404. {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)"},
  3405. function:cards=>cards.filter(card=>{
  3406. const skill = Skills[card.leaderSkillId];
  3407. const reduceScale = getReduceScale(skill);
  3408. return reduceScale >= 0.25 && reduceScale < 0.5;
  3409. }).sort(sortByReduceScale),
  3410. addition: ReduceScale_Addition
  3411. },
  3412. {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)"},
  3413. function:cards=>cards.filter(card=>{
  3414. const skill = Skills[card.leaderSkillId];
  3415. const reduceScale = getReduceScale(skill);
  3416. return reduceScale > 0 && reduceScale < 0.25;
  3417. }).sort(sortByReduceScale),
  3418. addition: ReduceScale_Addition
  3419. },
  3420. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3421. function:cards=>cards.filter(card=>{
  3422. const skill = Skills[card.leaderSkillId];
  3423. const reduceScale = getReduceScale(skill);
  3424. return reduceScale === 0;
  3425. })
  3426. },
  3427. {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"},
  3428. function:cards=>cards.filter(card=>{
  3429. const skill = Skills[card.leaderSkillId];
  3430. return getReduceScale(skill, true) > 0;
  3431. })
  3432. },
  3433. {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"},
  3434. function:cards=>cards.filter(card=>{
  3435. const skill = Skills[card.leaderSkillId];
  3436. return getReduceScale(skill, undefined, true) > 0;
  3437. })
  3438. },
  3439. {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"},
  3440. function:cards=>cards.filter(card=>{
  3441. const skill = Skills[card.leaderSkillId];
  3442. return getReduceScale(skill, undefined, undefined, true) > 0;
  3443. })
  3444. },
  3445. /*{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%)"},
  3446. function:cards=>cards.filter(card=>{
  3447. const skill = Skills[card.leaderSkillId];
  3448. const reduceScale = getReduceScale(skill);
  3449. return reduceScale>=0.29;
  3450. }).sort(sortByReduceScale)
  3451. },*/
  3452. {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"},
  3453. function:cards=>{
  3454. return cards.filter(card=>{
  3455. const skill = Skills[card.leaderSkillId];
  3456. return getReduceScale_unconditional(skill) > 0;
  3457. }).sort((a,b)=>{
  3458. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3459. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3460. });
  3461. },
  3462. addition:card=>{
  3463. const skill = Skills[card.leaderSkillId];
  3464. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3465. }
  3466. },
  3467. ]},
  3468. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3469. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3470. function:cards=>cards.filter(card=>
  3471. !Array.isArray(card.henshinFrom) &&
  3472. !Array.isArray(card.henshinTo))
  3473. },
  3474. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3475. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3476. },
  3477. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3478. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3479. },
  3480. {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)"},
  3481. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3482. },
  3483. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3484. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3485. },
  3486. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3487. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3488. function:cards=>cards.filter(card=>isReincarnated(card))
  3489. }, //evoBaseId可能为0
  3490. //{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)},
  3491. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3492. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3493. },
  3494. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3495. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3496. },
  3497. ]},
  3498. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3499. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3500. function:cards=>cards.filter(card=>card.is8Latent)
  3501. },
  3502. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3503. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3504. },
  3505. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3506. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3507. },
  3508. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3509. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3510. },
  3511. {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"},
  3512. function:cards=>cards.filter(card=>{
  3513. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3514. if (hasAwokenKiller)
  3515. { //大于2个杀的进行判断
  3516. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3517. { //大于3个杀的直接过
  3518. return true;
  3519. }else
  3520. { //2个杀的
  3521. const isAllowLatent = card.types.filter(i=>
  3522. i>=0 //去掉-1的type
  3523. ).map(type=>
  3524. type_allowable_latent[type] //得到允许打的潜觉杀
  3525. ).some(ls=>
  3526. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3527. );
  3528. return isAllowLatent
  3529. }
  3530. }else
  3531. {
  3532. return false;
  3533. }
  3534. })
  3535. },
  3536. /*
  3537. {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"},
  3538. function:cards=>cards.filter(card=>{
  3539. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3540. if (hasAwokenKiller)
  3541. { //大于2个杀的进行判断
  3542. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3543. { //大于3个杀的直接过
  3544. return true;
  3545. }else
  3546. { //2个杀的
  3547. const isAllowLatent = card.types.filter(i=>
  3548. i>=0 //去掉-1的type
  3549. ).map(type=>
  3550. type_allowable_latent[type] //得到允许打的潜觉杀
  3551. ).some(ls=>
  3552. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3553. );
  3554. return isAllowLatent
  3555. }
  3556. }else
  3557. {
  3558. return false;
  3559. }
  3560. })
  3561. },
  3562. {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"},
  3563. function:cards=>cards.filter(card=>{
  3564. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3565. if (hasAwokenKiller)
  3566. { //大于2个杀的进行判断
  3567. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3568. { //大于3个杀的直接过
  3569. return true;
  3570. }else
  3571. { //2个杀的
  3572. const isAllowLatent = card.types.filter(i=>
  3573. i>=0 //去掉-1的type
  3574. ).map(type=>
  3575. type_allowable_latent[type] //得到允许打的潜觉杀
  3576. ).some(ls=>
  3577. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3578. );
  3579. return isAllowLatent
  3580. }
  3581. }else
  3582. {
  3583. return false;
  3584. }
  3585. })
  3586. },
  3587. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3588. function:cards=>cards.filter(card=>{
  3589. const searchTypeArray = [1000];
  3590. const skill = getCardActiveSkill(card, searchTypeArray);
  3591. return skill;
  3592. })
  3593. },*/
  3594. ]},
  3595. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3596. {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)"},
  3597. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3598. },
  3599. {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)"},
  3600. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3601. },
  3602. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3603. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3604. },
  3605. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3606. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3607. },
  3608. {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"},
  3609. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3610. },
  3611. {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)"},
  3612. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3613. addition:card=>`成长${card.limitBreakIncr}%`
  3614. },
  3615. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3616. function:cards=>cards.filter(card=>card.maxLevel==1)
  3617. },
  3618. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3619. function:cards=>cards.filter(card=>card.sellMP<100)
  3620. },
  3621. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3622. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3623. },
  3624. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3625. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3626. },
  3627. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3628. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3629. },
  3630. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3631. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3632. },
  3633. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3634. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3635. },
  3636. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3637. function:cards=>cards,
  3638. addition:card=>card.name
  3639. },
  3640. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3641. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3642. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3643. },
  3644. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3645. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3646. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3647. },
  3648. ]},
  3649. ];
  3650. return functions;
  3651. })();

智龙迷城队伍图制作工具