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

智龙迷城队伍图制作工具