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script-json_data.js 136 kB

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

智龙迷城队伍图制作工具