You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

script-json_data.js 158 kB

6 years ago
4 years ago
4 years ago
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033
  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 this 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. 1: "Unsupported format.",
  33. 2: "No formation data.",
  34. 3: "The illegal JSON format.",
  35. 4: "The illegal URL format.",
  36. }
  37. },
  38. sort_name:{
  39. sort_none: "Nope",
  40. sort_id: "Cards Id",
  41. sort_attrs : "Attribute",
  42. sort_evoRootId: "Cards Evolution Root",
  43. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  44. sort_rarity: "Rarity",
  45. sort_cost: "Cost",
  46. sort_skillLv1: "Maximum Skill Turn",
  47. sort_skillLvMax: "Minimum Skill Turn",
  48. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  49. sort_hpMax120: "Max HP",
  50. sort_atkMax120: "Max ATK",
  51. sort_rcvMax120: "Max RCV",
  52. sort_hpMax120_awoken: "Max HP (+Awoken)",
  53. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  54. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  55. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  56. },
  57. skill_parse: {
  58. skill: {
  59. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  60. unknown: tp`Unkonwn skill type: ${'type'}`,
  61. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  62. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  63. random_skills: tp`Random Activates these skills:${'skills'}`,
  64. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  65. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  66. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  67. damage_enemy_times: tp`${'times'} `,
  68. damage_enemy_count: tp` (${'damage'} in total)`,
  69. //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.
  70. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  71. delay: tp`${'icon'}Delays enemies' next move`,
  72. mass_attack: tp`${'icon'}Mass attacks`,
  73. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  74. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  75. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  76. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  77. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  78. unbind_normal: tp`${'icon'}Bind`,
  79. unbind_awakenings: tp`${'icon'}Awoken bind`,
  80. unbind_matches: tp`${'icon'}Unmatchable orb`,
  81. bind_skill: tp`${'icon'}Unable to use skills`,
  82. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  83. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  84. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  85. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  86. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  87. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  88. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  89. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  90. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  91. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  92. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  93. board_change: tp`Change all orbs to ${'orbs'}`,
  94. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  95. skill_boost_range: tp`~${'turns'}`,
  96. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  97. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  98. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  99. drop_refresh: tp`Replaces all orbs`,
  100. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  101. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  102. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  103. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  104. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  105. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  106. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  107. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  108. orb_drop_increase_chance: tp`by ${'value'}`,
  109. attr_absorb: tp`${'icon'}Attribute absorption`,
  110. combo_absorb: tp`${'icon'}Combo absorption`,
  111. damage_absorb: tp`${'icon'}Damage absorption`,
  112. damage_void: tp`${'icon'}Damage void`,
  113. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  114. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  115. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  116. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  117. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  118. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  119. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  120. rate_multiply_drop: tp`${'icon'}Drop rate`,
  121. rate_multiply_coin: tp`${'icon'}Coins`,
  122. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  123. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  124. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  125. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  126. henshin: tp`Transforms into ${'cards'}`,
  127. random_henshin: tp`Random transforms into ${'cards'}`,
  128. void_poison: tp`Voids ${'poison'} damage`,
  129. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  130. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  131. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  132. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  133. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  134. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  135. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  136. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  137. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  138. },
  139. power: {
  140. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  141. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  142. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  143. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  144. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  145. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  146. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  147. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  148. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  149. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  150. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  151. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  152. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  153. },
  154. cond: {
  155. unknown: tp`[ Unknown condition ]`,
  156. hp_equal: tp`When ${'hp'} == ${'min'} `,
  157. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  158. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  159. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  160. use_skill: tp`When skills used `,
  161. multi_player: tp`When in Multiplayer Mode `,
  162. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  163. exact_combo: tp`When exactly ${'value'} combos `,
  164. exact_length: tp`exactly of ${'value'} `,
  165. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  166. exact_match_enhanced: tp` orbs including enhanced`,
  167. compo_type_card: tp`When ${'ids'} are all on team, `,
  168. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  169. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  170. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  171. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  172. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  173. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  174. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  175. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  176. },
  177. position: {
  178. top: tp`${'pos'} of top rows`,
  179. bottom: tp`${'pos'} of bottom rows`,
  180. left: tp`${'pos'} of left columns`,
  181. right: tp`${'pos'} of right columns`,
  182. random: tp`random location`,
  183. shape: tp`specified location`,
  184. },
  185. value: {
  186. unknown: tp`[ Unknown value: ${'type'}]`, //type
  187. const: tp`${'value'} ${'unit'}`,
  188. const_to: tp`to ${'value'}`,
  189. mul_percent: tp`${'value'}%`,
  190. mul_times: tp`×${'value'}`,
  191. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  192. mul_of_times: tp`${'stats'} ×${'value'}`,
  193. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  194. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  195. prob: tp`${'value'} chance for `,
  196. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  197. size: tp`${'width'}×${'height'}`,
  198. pos: tp`${'x'}×${'y'}`,
  199. },
  200. target: {
  201. unknown: tp`Unkown Target`,
  202. self: tp`card's`,
  203. team: tp`team`,
  204. team_last: tp`the lastest member`,
  205. team_leader: tp`leader`,
  206. sub_members: tp`sub-members`,
  207. leader_self: tp`left leader`,
  208. leader_helper: tp`right leader`,
  209. collab_id: tp`card with collab ID of ${'id'} `,
  210. gacha_id: tp`card with gacha ID of ${'id'} `,
  211. enemy: tp`Enemy`,
  212. enemy_all: tp`all enemys`,
  213. enemy_one: tp`1 enemy`,
  214. enemy_attr: tp`${'attr'} enemy`,
  215. the_attr: tp`attr of the matched Orbs`,
  216. },
  217. stats: {
  218. unknown: tp`[ Unknown: ${'type'}]`, //type
  219. maxhp: tp`Max HP`,
  220. hp: tp`HP`,
  221. chp: tp`current HP`,
  222. atk: tp`ATK`,
  223. rcv: tp`RCV`,
  224. teamhp: tp`Team HP`,
  225. teamatk: tp`Team ${'attrs'} ATK`,
  226. teamrcv: tp`Team RCV`,
  227. cstage: tp`current Stage of Dungeon`,
  228. },
  229. unit: {
  230. orbs: tp``,
  231. times: tp` times`,
  232. seconds: tp` seconds`,
  233. point: tp` point`,
  234. turns: tp` turns`,
  235. },
  236. word: {
  237. comma: tp`, `,
  238. slight_pause: tp`, `,
  239. range_hyphen: tp`~`,
  240. in_once: tp`in once `,
  241. evo_type_pixel: tp`Pixel Evo`,
  242. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  243. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  244. affix_attr: tp`${'cotent'} attr.`,
  245. affix_orb: tp`${'cotent'} orbs`,
  246. affix_type: tp`${'cotent'} types`,
  247. affix_awakening: tp`${'cotent'} awoken`,
  248. affix_exclude: tp`, exclude ${'cotent'}`,
  249. each_time: tp`each time `,
  250. different: tp`different`,
  251. same: tp`the same`,
  252. },
  253. attrs: {
  254. [0]: tp`${'icon'}Fire`,
  255. [1]: tp`${'icon'}Water`,
  256. [2]: tp`${'icon'}Wood`,
  257. [3]: tp`${'icon'}Light`,
  258. [4]: tp`${'icon'}Dark`,
  259. [5]: tp`${'icon'}Recover`,
  260. [6]: tp`${'icon'}Null`,
  261. all: tp`All`,
  262. self: tp`${'icon'}Self's Attr`,
  263. fixed: tp`${'icon'}Fixed`,
  264. },
  265. orbs: {
  266. [0]: tp`${'icon'}Fire`,
  267. [1]: tp`${'icon'}Water`,
  268. [2]: tp`${'icon'}Wood`,
  269. [3]: tp`${'icon'}Light`,
  270. [4]: tp`${'icon'}Dark`,
  271. [5]: tp`${'icon'}Heal`,
  272. [6]: tp`${'icon'}Jammer`,
  273. [7]: tp`${'icon'}Poison`,
  274. [8]: tp`${'icon'}Lethal Poison`,
  275. [9]: tp`${'icon'}Bomb`,
  276. enhanced: tp`${'icon'}Enhanced`,
  277. locked: tp`${'icon'}Locked`,
  278. nail: tp`${'icon'}Nail`,
  279. _5color: tp`${'icon'}5 Att.`,
  280. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  281. all: tp`All`,
  282. any: tp`Any ${'cotent'}`,
  283. },
  284. board: {
  285. clouds: tp`${'icon'}Clouds`,
  286. immobility: tp`${'icon'}Immobility`,
  287. roulette: tp`${'icon'}Roulette`,
  288. roulette_time: tp`(transforms every ${'duration'})`,
  289. },
  290. types: {
  291. [0]: tp`${'icon'}Evo Material`,
  292. [1]: tp`${'icon'}Balanced`,
  293. [2]: tp`${'icon'}Physical`,
  294. [3]: tp`${'icon'}Healer`,
  295. [4]: tp`${'icon'}Dragon`,
  296. [5]: tp`${'icon'}God`,
  297. [6]: tp`${'icon'}Attacker`,
  298. [7]: tp`${'icon'}Devil`,
  299. [8]: tp`${'icon'}Machine`,
  300. [9]: tp`${'icon'}Special Protection`,
  301. [12]: tp`${'icon'}Awaken`,
  302. [14]: tp`${'icon'}Enhance Material`,
  303. [15]: tp`${'icon'}Redeemable`,
  304. },
  305. awokens: {
  306. [0]: tp`${'icon'}Unknown awoken`,
  307. [1]: tp`${'icon'}Enhanced HP`,
  308. [2]: tp`${'icon'}Enhanced Attack`,
  309. [3]: tp`${'icon'}Enhanced Recovery`,
  310. [4]: tp`${'icon'}Reduce Fire Damage`,
  311. [5]: tp`${'icon'}Reduce Water Damage`,
  312. [6]: tp`${'icon'}Reduce Wood Damage`,
  313. [7]: tp`${'icon'}Reduce Light Damage`,
  314. [8]: tp`${'icon'}Reduce Dark Damage`,
  315. [9]: tp`${'icon'}Auto-Recover`,
  316. [10]: tp`${'icon'}Resistance-Bind`,
  317. [11]: tp`${'icon'}Resistance-Blind`,
  318. [12]: tp`${'icon'}Resistance-Jammers`,
  319. [13]: tp`${'icon'}Resistance-Poison`,
  320. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  321. [15]: tp`${'icon'}Enhanced Water Orbs`,
  322. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  323. [17]: tp`${'icon'}Enhanced Water Orbs`,
  324. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  325. [19]: tp`${'icon'}Extend Time`,
  326. [20]: tp`${'icon'}Recover Bind`,
  327. [21]: tp`${'icon'}Skill Boost`,
  328. [22]: tp`${'icon'}Enhanced Fire Rows`,
  329. [23]: tp`${'icon'}Enhanced Water Rows`,
  330. [24]: tp`${'icon'}Enhanced Wood Rows`,
  331. [25]: tp`${'icon'}Enhanced Water Rows`,
  332. [26]: tp`${'icon'}Enhanced Dark Rows`,
  333. [27]: tp`${'icon'}Two-Pronged Attack`,
  334. [28]: tp`${'icon'}Resistance-Skill Bind`,
  335. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  336. [30]: tp`${'icon'}Multi Boost`,
  337. [31]: tp`${'icon'}Dragon Killer`,
  338. [32]: tp`${'icon'}God Killer`,
  339. [33]: tp`${'icon'}Devil Killer`,
  340. [34]: tp`${'icon'}Machine Killer`,
  341. [35]: tp`${'icon'}Balanced Killer`,
  342. [36]: tp`${'icon'}Attacker Killer`,
  343. [37]: tp`${'icon'}Physical Killer`,
  344. [38]: tp`${'icon'}Healer Killer`,
  345. [39]: tp`${'icon'}Evo Killer`,
  346. [40]: tp`${'icon'}Awaken Killer`,
  347. [41]: tp`${'icon'}Enhance Killer`,
  348. [42]: tp`${'icon'}Redeemable Killer`,
  349. [43]: tp`${'icon'}Enhanced Combos`,
  350. [44]: tp`${'icon'}Guard Break`,
  351. [45]: tp`${'icon'}Bonus Attack`,
  352. [46]: tp`${'icon'}Enhanced Team HP `,
  353. [47]: tp`${'icon'}Enhanced Team Recovery`,
  354. [48]: tp`${'icon'}Damage Void Piercer`,
  355. [49]: tp`${'icon'}Awoken Assist`,
  356. [50]: tp`${'icon'}Super Bonus Attack`,
  357. [51]: tp`${'icon'}Skill Charge`,
  358. [52]: tp`${'icon'}Resistance-Bind+`,
  359. [53]: tp`${'icon'}Extend Time+`,
  360. [54]: tp`${'icon'}Resistance-Clouds`,
  361. [55]: tp`${'icon'}Resistance-Immobility`,
  362. [56]: tp`${'icon'}Skill Boost+`,
  363. [57]: tp`${'icon'}50% or more HP Enhanced`,
  364. [58]: tp`${'icon'}50% or less HP Enhanced`,
  365. [59]: tp`${'icon'}L Damage Reduction`,
  366. [60]: tp`${'icon'}L Increased Attack`,
  367. [61]: tp`${'icon'}Super Enhanced Combos`,
  368. [62]: tp`${'icon'}Combo Orbs`,
  369. [63]: tp`${'icon'}Skill Voice`,
  370. [64]: tp`${'icon'}Dungeon Bonus`,
  371. [65]: tp`${'icon'}Reduced HP`,
  372. [66]: tp`${'icon'}Reduced Attack`,
  373. [67]: tp`${'icon'}Reduced RCV`,
  374. [68]: tp`${'icon'}Resistance-Blind+`,
  375. [69]: tp`${'icon'}Resistance-Jammers+`,
  376. [70]: tp`${'icon'}Resistance-Poison+`,
  377. [71]: tp`${'icon'}Blessing of Jammers`,
  378. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  379. [73]: tp`${'icon'}Enhanced Fire Combos`,
  380. [74]: tp`${'icon'}Enhanced Water Combos`,
  381. [75]: tp`${'icon'}Enhanced Wood Combos`,
  382. [76]: tp`${'icon'}Enhanced Light Combos`,
  383. [77]: tp`${'icon'}Enhanced Dark Combos`,
  384. [78]: tp`${'icon'}Cross Attack`,
  385. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  386. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  387. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  388. [82]: tp`${'icon'}Super Enhanced Matching`,
  389. [83]: tp`${'icon'}Append Dragon Type`,
  390. [84]: tp`${'icon'}Append God Type`,
  391. [85]: tp`${'icon'}Append Devil Type`,
  392. [86]: tp`${'icon'}Append Machine Type`,
  393. [87]: tp`${'icon'}Append Balanced Type`,
  394. [88]: tp`${'icon'}Append Attacker Type`,
  395. [89]: tp`${'icon'}Append Physical Type`,
  396. [90]: tp`${'icon'}Append Healer Type`,
  397. [91]: tp`${'icon'}Append Fire Attr.`,
  398. [92]: tp`${'icon'}Append Water Attr.`,
  399. [93]: tp`${'icon'}Append Wood Attr.`,
  400. [94]: tp`${'icon'}Append Water Attr.`,
  401. [95]: tp`${'icon'}Append Dark Attr.`,
  402. [96]: tp`${'icon'}Two-Pronged Attack+`,
  403. [97]: tp`${'icon'}Skill Charge+`,
  404. [98]: tp`${'icon'}Auto-Recover+`,
  405. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  406. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  407. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  408. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  409. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  410. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  411. [105]: tp`${'icon'}Skill Boost Minus`,
  412. }
  413. },
  414. };
  415. //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
  416. const typekiller_for_type = [
  417. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  418. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  419. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  420. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  421. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  422. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  423. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  424. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  425. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  426. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  427. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  428. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  429. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  430. ];
  431. //类型允许的潜觉杀
  432. typekiller_for_type.forEach(t=>
  433. {
  434. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  435. .map(tn=>
  436. typekiller_for_type.find(_t=>_t.type == tn).latent
  437. );
  438. }
  439. );
  440. const allowable_latent = {
  441. common: [ //一般能打的潜觉
  442. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  443. 28,29,30,31,32,33,34,35,36,37,38
  444. ],
  445. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  446. v120: [42,43,44,45], //120才能打的潜觉
  447. needAwoken: [ //需要觉醒才能打的潜觉
  448. {latent:39,awoken:62}, //C珠破吸
  449. {latent:40,awoken:20}, //心横解转转
  450. {latent:41,awoken:27}, //U解禁消
  451. {latent:46,awoken:45}, //心追解云封
  452. {latent:47,awoken:59}, //心L大SB
  453. {latent:48,awoken:60}, //L解禁武器
  454. ]
  455. }
  456. //等效觉醒列表
  457. const equivalent_awoken = [
  458. {small:10,big:52,times:2}, //防封
  459. {small:11,big:68,times:5}, //防暗
  460. {small:12,big:69,times:5}, //防废
  461. {small:13,big:70,times:5}, //防毒
  462. {small:19,big:53,times:2}, //手指
  463. {small:21,big:56,times:2}, //SB
  464. {small:27,big:96,times:2}, //U
  465. {small:51,big:97,times:2}, //5色溜
  466. {small:9,big:98,times:2}, //自回
  467. {small:14,big:99,times:2}, //火+
  468. {small:15,big:100,times:2},//水+
  469. {small:16,big:101,times:2},//木+
  470. {small:17,big:102,times:2},//光+
  471. {small:18,big:103,times:2},//暗+
  472. {small:29,big:104,times:2},//心+
  473. ];
  474. //官方的觉醒排列顺序
  475. const official_awoken_sorting = [
  476. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  477. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  478. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  479. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  480. 99,100,101,102,103,104, 98, 96, 97,
  481. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  482. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  483. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  484. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  485. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  486. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  487. 91, 92, 93, 94, 95, 105,
  488. ];
  489. //pdc的徽章对应数字
  490. const pdcBadgeMap = [
  491. {pdf:undefined,pdc:0}, //什么都没有
  492. {pdf:1,pdc:10}, //无限cost
  493. {pdf:2,pdc:12}, //小手指
  494. {pdf:3,pdc:9}, //全体攻击
  495. {pdf:4,pdc:5}, //小回复
  496. {pdf:5,pdc:1}, //小血量
  497. {pdf:6,pdc:3}, //小攻击
  498. {pdf:7,pdc:8}, //SB
  499. {pdf:8,pdc:18}, //队长防封
  500. {pdf:9,pdc:19}, //SX
  501. {pdf:11,pdc:7}, //无天降
  502. {pdf:17,pdc:6}, //大回复
  503. {pdf:18,pdc:2}, //大血量
  504. {pdf:19,pdc:4}, //大攻击
  505. {pdf:20,pdc:null}, //三维
  506. {pdf:21,pdc:13}, //大手指
  507. {pdf:10,pdc:11}, //加经验
  508. {pdf:12,pdc:15}, //墨镜
  509. {pdf:13,pdc:17}, //防废
  510. {pdf:14,pdc:16}, //防毒
  511. {pdf:129,pdc:14}, //月卡
  512. ];
  513. //pdc的潜觉对应数字
  514. const pdcLatentMap = [
  515. {pdf:1,pdc:1}, //HP
  516. {pdf:2,pdc:0}, //攻击
  517. {pdf:3,pdc:2}, //回复
  518. {pdf:4,pdc:19}, //手指
  519. {pdf:5,pdc:13}, //自回
  520. {pdf:6,pdc:14}, //火盾
  521. {pdf:7,pdc:15}, //水盾
  522. {pdf:8,pdc:16}, //木盾
  523. {pdf:9,pdc:17}, //光盾
  524. {pdf:10,pdc:18}, //暗盾
  525. {pdf:11,pdc:12}, //防坐
  526. {pdf:12,pdc:3}, //三维
  527. {pdf:13,pdc:35}, //不被换队长
  528. {pdf:13,pdc:47}, //不被换队长 ×1.5
  529. {pdf:14,pdc:37}, //不掉废
  530. {pdf:15,pdc:36}, //不掉毒
  531. {pdf:16,pdc:24}, //进化杀
  532. {pdf:17,pdc:25}, //觉醒杀
  533. {pdf:18,pdc:26}, //强化杀
  534. {pdf:19,pdc:27}, //卖钱杀
  535. {pdf:20,pdc:4}, //神杀
  536. {pdf:21,pdc:5}, //龙杀
  537. {pdf:22,pdc:6}, //恶魔杀
  538. {pdf:23,pdc:7}, //机械杀
  539. {pdf:24,pdc:8}, //平衡杀
  540. {pdf:25,pdc:9}, //攻击杀
  541. {pdf:26,pdc:10}, //体力杀
  542. {pdf:27,pdc:11}, //回复杀
  543. {pdf:28,pdc:20}, //大HP
  544. {pdf:29,pdc:21}, //大攻击
  545. {pdf:30,pdc:22}, //大回复
  546. {pdf:31,pdc:23}, //大手指
  547. {pdf:32,pdc:28}, //大火盾
  548. {pdf:33,pdc:29}, //大水盾
  549. {pdf:34,pdc:30}, //大木盾
  550. {pdf:35,pdc:31}, //大光盾
  551. {pdf:36,pdc:32}, //大暗盾
  552. {pdf:37,pdc:33}, //6色破无效
  553. {pdf:37,pdc:45}, //6色破无效 ×1.5
  554. {pdf:38,pdc:34}, //3色破属吸
  555. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  556. {pdf:39,pdc:40}, //C珠破吸
  557. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  558. {pdf:40,pdc:39}, //心横解转转
  559. {pdf:40,pdc:49}, //心横解转转 ×1.5
  560. {pdf:41,pdc:38}, //U解禁消
  561. {pdf:41,pdc:48}, //U解禁消 ×1.5
  562. {pdf:42,pdc:41}, //伤害上限解除
  563. {pdf:43,pdc:42}, //HP++
  564. {pdf:44,pdc:43}, //攻击++
  565. {pdf:45,pdc:44}, //回复++
  566. {pdf:46,pdc:51}, //心追解云封
  567. {pdf:46,pdc:52}, //心追解云封 ×1.5
  568. {pdf:47,pdc:53}, //心L大SB
  569. {pdf:47,pdc:54}, //心L大SB ×1.5
  570. {pdf:48,pdc:55}, //L解禁武器
  571. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  572. ];
  573. //paddb的徽章对应数字
  574. const paddbBadgeMap = [
  575. {pdf:undefined,paddb:0}, //什么都没有
  576. {pdf:1,paddb:1}, //无限cost
  577. {pdf:2,paddb:2}, //小手指
  578. {pdf:3,paddb:3}, //全体攻击
  579. {pdf:4,paddb:4}, //小回复
  580. {pdf:5,paddb:5}, //小血量
  581. {pdf:6,paddb:6}, //小攻击
  582. {pdf:7,paddb:7}, //SB
  583. {pdf:8,paddb:8}, //队长防封
  584. {pdf:9,paddb:9}, //SX
  585. {pdf:11,paddb:14}, //无天降
  586. {pdf:17,paddb:10}, //大回复
  587. {pdf:18,paddb:11}, //大血量
  588. {pdf:19,paddb:12}, //大攻击
  589. {pdf:20,paddb:null}, //三维
  590. {pdf:21,paddb:13}, //大手指
  591. {pdf:10,paddb:18}, //加经验
  592. {pdf:12,paddb:15}, //墨镜
  593. {pdf:13,paddb:16}, //防废
  594. {pdf:14,paddb:17}, //防毒
  595. {pdf:129,paddb:19}, //月卡
  596. ];
  597. //paddb的潜觉对应数字
  598. const paddbLatentMap = [
  599. {pdf:1,paddb:13}, //HP
  600. {pdf:2,paddb:14}, //攻击
  601. {pdf:3,paddb:15}, //回复
  602. {pdf:4,paddb:16}, //手指
  603. {pdf:5,paddb:17}, //自回
  604. {pdf:6,paddb:19}, //火盾
  605. {pdf:7,paddb:20}, //水盾
  606. {pdf:8,paddb:21}, //木盾
  607. {pdf:9,paddb:22}, //光盾
  608. {pdf:10,paddb:23}, //暗盾
  609. {pdf:11,paddb:18}, //防坐
  610. {pdf:12,paddb:27}, //三维
  611. {pdf:13,paddb:38}, //不被换队长
  612. {pdf:14,paddb:37}, //不掉废
  613. {pdf:15,paddb:36}, //不掉毒
  614. {pdf:16,paddb:12}, //进化杀
  615. {pdf:17,paddb:9}, //觉醒杀
  616. {pdf:18,paddb:10}, //强化杀
  617. {pdf:19,paddb:11}, //卖钱杀
  618. {pdf:20,paddb:2}, //神杀
  619. {pdf:21,paddb:1}, //龙杀
  620. {pdf:22,paddb:3}, //恶魔杀
  621. {pdf:23,paddb:4}, //机械杀
  622. {pdf:24,paddb:8}, //平衡杀
  623. {pdf:25,paddb:5}, //攻击杀
  624. {pdf:26,paddb:6}, //体力杀
  625. {pdf:27,paddb:7}, //回复杀
  626. {pdf:28,paddb:24}, //大HP
  627. {pdf:29,paddb:25}, //大攻击
  628. {pdf:30,paddb:26}, //大回复
  629. {pdf:31,paddb:33}, //大手指
  630. {pdf:32,paddb:28}, //大火盾
  631. {pdf:33,paddb:29}, //大水盾
  632. {pdf:34,paddb:30}, //大木盾
  633. {pdf:35,paddb:31}, //大光盾
  634. {pdf:36,paddb:32}, //大暗盾
  635. {pdf:37,paddb:35}, //6色破无效
  636. {pdf:38,paddb:34}, //3色破属吸
  637. {pdf:39,paddb:41}, //C珠破吸
  638. {pdf:40,paddb:40}, //心横解转转
  639. {pdf:41,paddb:39}, //U解禁消
  640. {pdf:42,paddb:42}, //伤害上限解除
  641. {pdf:43,paddb:43}, //HP++
  642. {pdf:44,paddb:44}, //攻击++
  643. {pdf:45,paddb:45}, //回复++
  644. {pdf:46,paddb:46}, //心追解云封
  645. {pdf:47,paddb:47}, //心L大SB
  646. {pdf:48,paddb:48}, //L解禁武器
  647. ];
  648. //排序程序列表
  649. const sort_function_list = [
  650. {tag:"sort_none",name:"无",function:()=>0},
  651. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  652. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  653. let num = a.attrs[0] - b.attrs[0];
  654. if (num === 0) num = a.attrs[1] - b.attrs[1];
  655. return num;
  656. }
  657. },
  658. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  659. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  660. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  661. let num = card_a.attrs[0] - card_b.attrs[0];
  662. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  663. return num;
  664. }
  665. },
  666. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  667. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  668. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  669. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  670. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  671. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  672. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  673. }
  674. },
  675. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  676. function getEvoSkill(skill) {
  677. //232为进化后不循环技能,233为循环技能
  678. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  679. else return skill;
  680. }
  681. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  682. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  683. }
  684. },
  685. {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)},
  686. {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)},
  687. {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)},
  688. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  689. {
  690. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  691. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  692. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  693. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  694. return abA - abB;
  695. }
  696. },
  697. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  698. {
  699. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  700. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  701. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  702. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  703. return abA - abB;
  704. }
  705. },
  706. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  707. {
  708. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  709. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  710. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  711. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  712. return abA - abB;
  713. }
  714. },
  715. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  716. {
  717. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  718. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  719. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  720. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  721. return abA - abB;
  722. }
  723. },
  724. ];
  725. //增加特殊搜索模式
  726. const specialSearchFunctions = (function() {
  727. 'use strict';
  728. //返回卡片的队长技能
  729. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  730. {
  731. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  732. }
  733. //返回卡片的技能
  734. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  735. {
  736. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  737. }
  738. //返回卡片的技能
  739. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  740. {
  741. switch(skillGreatType)
  742. {
  743. case 1:
  744. case "leader":
  745. return getCardLeaderSkill(card, skillTypes, searchRandom);
  746. case 2:
  747. case "active":
  748. return getCardActiveSkill(card, skillTypes, searchRandom);
  749. default:
  750. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  751. }
  752. }
  753. //查找到真正起作用的那一个技能
  754. function getActuallySkill(skill, skillTypes, searchRandom = true)
  755. {
  756. if (skillTypes.includes(skill.type))
  757. {
  758. return skill;
  759. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  760. {
  761. const subSkills = skill.params.map(id=>Skills[id]);
  762. for(let i = 0;i < subSkills.length; i++)
  763. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  764. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  765. if (foundSubSkill)
  766. {
  767. return foundSubSkill;
  768. }
  769. }
  770. return null;
  771. }else
  772. {
  773. return null;
  774. }
  775. }
  776. //获取血倍率
  777. function getHPScale(ls)
  778. {
  779. const sk = ls.params;
  780. let scale = 1;
  781. switch (ls.type)
  782. {
  783. case 23: case 30: case 62: case 77: case 63: case 65:
  784. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  785. scale = sk[sk.length-1]/100;
  786. break;
  787. case 73: case 76:
  788. case 121: case 129: case 163: case 177: case 186:
  789. case 155:
  790. scale = sk[2]/100;
  791. break;
  792. case 106: case 107: case 108:
  793. scale = sk[0]/100;
  794. break;
  795. case 125:
  796. scale = sk[5]/100;
  797. break;
  798. case 136:
  799. case 137:
  800. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  801. break;
  802. case 158:
  803. scale = sk[4]/100;
  804. break;
  805. case 175:
  806. case 178: case 185:
  807. scale = sk[3]/100;
  808. break;
  809. case 203: case 217:
  810. scale = sk[1]/100;
  811. break;
  812. case 245:
  813. scale = sk[3]/100;
  814. break;
  815. case 138: //调用其他队长技
  816. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  817. break;
  818. default:
  819. }
  820. return scale || 1;
  821. }
  822. //获取盾减伤比例
  823. function getReduceScale(ls, allAttr = false, noHPneed = false)
  824. {
  825. const sk = ls.params;
  826. let scale = 0;
  827. switch (ls.type)
  828. {
  829. case 16: //无条件盾
  830. scale = sk[0]/100;
  831. break;
  832. case 17: //单属性盾
  833. scale = allAttr ? 0 : sk[1]/100;
  834. break;
  835. case 36: //2个属性盾
  836. scale = allAttr ? 0 : sk[2]/100;
  837. break;
  838. case 38: //血线下 + 几率
  839. case 43: //血线上 + 几率
  840. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  841. break;
  842. case 129: //无条件盾,属性个数不固定
  843. case 163: //无条件盾,属性个数不固定
  844. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  845. break;
  846. case 178: //无条件盾,属性个数不固定
  847. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  848. break;
  849. case 130: //血线下 + 属性个数不固定
  850. case 131: //血线上 + 属性个数不固定
  851. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  852. break;
  853. case 151: //十字心触发
  854. case 169: //C触发
  855. case 198: //回血触发
  856. scale = sk[2]/100;
  857. break;
  858. case 170: //多色触发
  859. case 182: //长串触发
  860. case 193: //L触发
  861. scale = sk[3]/100;
  862. break;
  863. case 171: //多串触发
  864. scale = sk[6]/100;
  865. break;
  866. case 183: //又是个有两段血线的队长技
  867. scale = noHPneed ? 0 : sk[4]/100;
  868. break;
  869. case 210: //十字触发
  870. scale = sk[1]/100;
  871. break;
  872. case 235: { //可多次触发
  873. scale = (sk[4] || 0) / 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(Skills[skid], allAttr, noHPneed)),0);
  878. break;
  879. default:
  880. }
  881. return scale || 0;
  882. }
  883. //获取无条件盾减伤比例
  884. function getReduceScale_unconditional(ls)
  885. {
  886. const sk = ls.params;
  887. let scale = 0;
  888. switch (ls.type)
  889. {
  890. case 16: //无条件盾
  891. {
  892. scale = sk[0]/100;
  893. break;
  894. }
  895. case 129: //无条件盾,属性个数不固定
  896. case 163: //无条件盾,属性个数不固定
  897. {
  898. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  899. break;
  900. }
  901. case 178: //无条件盾,属性个数不固定
  902. {
  903. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  904. break;
  905. }
  906. case 138: //调用其他队长技
  907. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  908. break;
  909. default:
  910. }
  911. return scale || 0;
  912. }
  913. function getCannonAttr(skill)
  914. {
  915. const sk = skill.params;
  916. switch(skill.type)
  917. {
  918. case 0:
  919. case 1:
  920. case 37:
  921. case 58:
  922. case 59:
  923. case 84:
  924. case 85:
  925. case 86:
  926. case 87:
  927. case 115:
  928. return sk[0];
  929. case 110:
  930. case 143:
  931. return sk[1];
  932. case 42:
  933. return sk[1];
  934. case 144:
  935. return sk[3] ?? 0;
  936. default:
  937. return -1;
  938. }
  939. }
  940. function sortByParams(a,b,searchTypeArray,pidx = 0)
  941. {
  942. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  943. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  944. return a_pC - b_pC;
  945. }
  946. function sortByHPScal(a,b)
  947. {
  948. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  949. return getHPScale(a_s) - getHPScale(b_s);
  950. }
  951. function HPScal_Addition(card)
  952. {
  953. const skill = Skills[card.leaderSkillId];
  954. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  955. }
  956. function sortByReduceScale(a,b)
  957. {
  958. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  959. return getReduceScale(a_s) - getReduceScale(b_s);
  960. }
  961. function ReduceScale_Addition(card)
  962. {
  963. const skill = Skills[card.leaderSkillId];
  964. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  965. }
  966. function voidsAbsorption_Addition(card)
  967. {
  968. const searchTypeArray = [173];
  969. const skill = getCardActiveSkill(card, searchTypeArray);
  970. if (!skill) return;
  971. const sk = skill.params;
  972. if (sk[1] && sk[3])
  973. {
  974. return `双吸×${sk[0]}T`;
  975. }else
  976. {
  977. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  978. }
  979. }
  980. function unbind_Turns(card)
  981. {
  982. const outObj = {
  983. normal: 0,
  984. awoken: 0
  985. };
  986. const searchTypeArray = [117,179];
  987. const skill = getCardActiveSkill(card, searchTypeArray);
  988. if (skill)
  989. {
  990. const sk = skill.params;
  991. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  992. outObj.awoken = sk[4] || 0;
  993. }
  994. return outObj;
  995. }
  996. function unbind_Addition(card)
  997. {
  998. const turns = unbind_Turns(card);
  999. let strArr = [];
  1000. if (turns.normal > 0 && turns.normal == turns.awoken)
  1001. {
  1002. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  1003. }
  1004. if (turns.normal > 0)
  1005. {
  1006. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  1007. }
  1008. if (turns.awoken > 0)
  1009. {
  1010. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  1011. }
  1012. return strArr.join(',');
  1013. }
  1014. function boardChange_ColorTypes(skill)
  1015. {
  1016. if (!skill) return [];
  1017. const sk = skill.params;
  1018. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1019. return colors;
  1020. }
  1021. function boardChange_Addition(card)
  1022. {
  1023. const searchTypeArray = [71];
  1024. const skill = getCardActiveSkill(card, searchTypeArray);
  1025. const colors = boardChange_ColorTypes(skill);
  1026. return createOrbsList(colors);
  1027. }
  1028. function orbsChangeParse(skill)
  1029. {
  1030. function changes(from, to)
  1031. {
  1032. return {from:from,to:to};
  1033. }
  1034. let outArr = [];
  1035. if (!skill) return outArr;
  1036. const sk = skill.params;
  1037. switch (skill.type)
  1038. {
  1039. case 9:{
  1040. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1041. break;
  1042. }
  1043. case 20:{
  1044. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1045. {
  1046. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1047. }
  1048. else
  1049. {
  1050. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1051. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1052. }
  1053. break;
  1054. }
  1055. case 154:{
  1056. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1057. break;
  1058. }
  1059. }
  1060. return outArr;
  1061. }
  1062. function changeOrbs_Addition(card)
  1063. {
  1064. const searchTypeArray = [9,20,154];
  1065. const skills = getCardActiveSkills(card, searchTypeArray);
  1066. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1067. const fragment = document.createDocumentFragment();
  1068. parsedSkills.forEach(p=>{
  1069. fragment.appendChild(createOrbsList(p.from));
  1070. fragment.appendChild(document.createTextNode(`→`));
  1071. fragment.appendChild(createOrbsList(p.to));
  1072. });
  1073. return fragment;
  1074. }
  1075. function generateOrbsParse(card)
  1076. {
  1077. let outArr = [];
  1078. const searchTypeArray = [141, 208];
  1079. const skills = getCardActiveSkills(card, searchTypeArray);
  1080. if (!skills.length) return outArr;
  1081. for (const skill of skills)
  1082. {
  1083. const sk = skill.params;
  1084. if (skill.type == 141)
  1085. {
  1086. outArr.push({
  1087. count: sk[0],
  1088. to: flags(sk[1] || 1),
  1089. exclude: flags(sk[2]),
  1090. });
  1091. }else
  1092. {
  1093. outArr.push({
  1094. count: sk[0],
  1095. to: flags(sk[1] || 1),
  1096. exclude: flags(sk[2]),
  1097. });
  1098. outArr.push({
  1099. count: sk[3],
  1100. to: flags(sk[4] || 1),
  1101. exclude: flags(sk[5]),
  1102. });
  1103. }
  1104. }
  1105. return outArr;
  1106. }
  1107. function generateOrbs_Addition(card)
  1108. {
  1109. const gens = generateOrbsParse(card);
  1110. const searchTypeArray = [141, 208];
  1111. const skill = getCardActiveSkill(card, searchTypeArray);
  1112. if (!skill) return;
  1113. const sk = skill.params;
  1114. const fragment = document.createDocumentFragment();
  1115. for (const gen of gens)
  1116. {
  1117. fragment.appendChild(createOrbsList(gen.to));
  1118. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1119. }
  1120. return fragment;
  1121. }
  1122. function lock_Addition(card)
  1123. {
  1124. const searchTypeArray = [152];
  1125. const skill = getCardActiveSkill(card, searchTypeArray);
  1126. if (!skill) return;
  1127. const sk = skill.params;
  1128. const fragment = document.createDocumentFragment();
  1129. fragment.appendChild(document.createTextNode(`锁`));
  1130. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1131. return fragment;
  1132. }
  1133. function dropLock_Addition(card)
  1134. {
  1135. const searchTypeArray = [205];
  1136. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1137. if (!skill) return;
  1138. const sk = skill.params;
  1139. const fragment = document.createDocumentFragment();
  1140. fragment.appendChild(document.createTextNode(`掉锁`));
  1141. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1142. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1143. return fragment;
  1144. }
  1145. function dropOrb_Addition(card)
  1146. {
  1147. const searchTypeArray = [126];
  1148. const skill = getCardActiveSkill(card, searchTypeArray);
  1149. if (!skill) return;
  1150. const sk = skill.params;
  1151. const colors = flags(sk[0]);
  1152. const fragment = document.createDocumentFragment();
  1153. fragment.appendChild(createOrbsList(colors));
  1154. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1155. return fragment;
  1156. }
  1157. function generateColumnOrbs_Addition(card)
  1158. {
  1159. const searchTypeArray = [127];
  1160. const skill = getCardActiveSkill(card, searchTypeArray);
  1161. if (!skill) return;
  1162. const sk = skill.params;
  1163. const colors = [];
  1164. for (let ai=0;ai<sk.length;ai+=2)
  1165. {
  1166. colors.push(flags(sk[ai+1]));
  1167. }
  1168. const fragment = document.createDocumentFragment();
  1169. fragment.appendChild(document.createTextNode(`竖`));
  1170. fragment.appendChild(createOrbsList(colors.flat()));
  1171. return fragment;
  1172. }
  1173. function generateRowOrbs_Addition(card)
  1174. {
  1175. const searchTypeArray = [128];
  1176. const skill = getCardActiveSkill(card, searchTypeArray);
  1177. if (!skill) return;
  1178. const sk = skill.params;
  1179. const colors = [];
  1180. for (let ai=0;ai<sk.length;ai+=2)
  1181. {
  1182. colors.push(flags(sk[ai+1]));
  1183. }
  1184. const fragment = document.createDocumentFragment();
  1185. fragment.appendChild(document.createTextNode(`横`));
  1186. fragment.appendChild(createOrbsList(colors.flat()));
  1187. return fragment;
  1188. }
  1189. function numericalATK_Addition(card)
  1190. {
  1191. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1192. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1193. const skill = getCardActiveSkill(card, searchTypeArray);
  1194. if (!skill) return;
  1195. //const sk = skill.params;
  1196. const colors = [getCannonAttr(skill)];
  1197. const fragment = document.createDocumentFragment();
  1198. fragment.append(`射`);
  1199. fragment.append(createOrbsList(colors));
  1200. if (typeArray_Rate.includes(skill.type)) {
  1201. function getNumber(skill){
  1202. const sk = skill.params;
  1203. switch(skill.type)
  1204. {
  1205. case 0:
  1206. case 37:
  1207. case 58:
  1208. case 59:
  1209. case 84:
  1210. case 85:
  1211. case 115:
  1212. return sk[1];
  1213. case 2:
  1214. case 35:
  1215. return sk[0];
  1216. default:
  1217. return 0;
  1218. }
  1219. }
  1220. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1221. }
  1222. return fragment;
  1223. }
  1224. function memberATK_Addition(card)
  1225. {
  1226. const searchTypeArray = [230];
  1227. const skill = getCardActiveSkill(card, searchTypeArray);
  1228. if (!skill) return;
  1229. const sk = skill.params;
  1230. const fragment = document.createDocumentFragment();
  1231. const ul = fragment.appendChild(document.createElement("ul"));
  1232. ul.className = "team-flags";
  1233. for (let i = 0; i<6; i++) {
  1234. const li = ul.appendChild(document.createElement("li"));
  1235. li.className = "team-member-icon";
  1236. }
  1237. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1238. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1239. let str = '';
  1240. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1241. fragment.appendChild(document.createTextNode(str));
  1242. return fragment;
  1243. }
  1244. function dixedDamage_Addition(card)
  1245. {
  1246. const searchTypeArray = [55, 188, 56];
  1247. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1248. if (!skills.length) return;
  1249. const skill = skills[0];
  1250. const sk = skill.params;
  1251. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1252. }
  1253. function gravity_Addition(card)
  1254. {
  1255. const searchTypeArray = [6, 161];
  1256. const skill = getCardActiveSkill(card, searchTypeArray);
  1257. if (!skill) return;
  1258. const sk = skill.params;
  1259. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1260. }
  1261. function healImmediately_Rate(card)
  1262. {
  1263. const searchTypeArray = [7, //自身回复力
  1264. 8, //固定点数
  1265. 35,115, //吸血
  1266. 117
  1267. ];
  1268. const skills = getCardActiveSkills(card, searchTypeArray);
  1269. const outObj = {
  1270. vampire: 0,
  1271. selfRcv: 0,
  1272. const: 0,
  1273. scale: 0,
  1274. };
  1275. if (!skills.length) return outObj;
  1276. skills.forEach(skill=>{
  1277. const sk = skill.params;
  1278. if (skill.type == 7)
  1279. {
  1280. outObj.selfRcv += sk[0];
  1281. }
  1282. else if(skill.type == 8)
  1283. {
  1284. outObj.const += sk[0];
  1285. }
  1286. else if(skill.type == 35)
  1287. {
  1288. outObj.vampire += sk[1];
  1289. }
  1290. else if(skill.type == 115)
  1291. {
  1292. outObj.vampire += sk[2];
  1293. }
  1294. else if(skill.type == 117)
  1295. {
  1296. outObj.selfRcv += sk[1] || 0;
  1297. outObj.const += sk[2] || 0;
  1298. outObj.scale += sk[3] || 0;
  1299. }
  1300. });
  1301. return outObj;
  1302. }
  1303. function atkBuff_Rate(card)
  1304. {
  1305. const searchTypeArray = [
  1306. 88,92, //类型的
  1307. 50,90, //属性的,要排除回复力
  1308. 156,168,231, //宝石姬
  1309. 228, //属性、类型数量
  1310. ];
  1311. const skills = getCardActiveSkills(card, searchTypeArray);
  1312. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1313. function atkBuffParse(skill) {
  1314. const outObj = {
  1315. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1316. types: [],
  1317. attrs: [],
  1318. awoken: [],
  1319. rate: 0,
  1320. turns: 0,
  1321. };
  1322. if (!skill) return outObj;
  1323. const sk = skill.params;
  1324. if (skill.type == 88 || skill.type == 92)
  1325. {
  1326. outObj.skilltype = 2;
  1327. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1328. outObj.turns = sk[0];
  1329. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1330. }
  1331. else if(skill.type == 50 || skill.type == 90)
  1332. {
  1333. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1334. if (!outObj.attrs.length) //去除回复力
  1335. return outObj;
  1336. outObj.skilltype = 2;
  1337. outObj.turns = sk[0];
  1338. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1339. }
  1340. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1341. || skill.type == 168)
  1342. {
  1343. outObj.skilltype = 1;
  1344. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1345. outObj.turns = sk[0];
  1346. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1347. }
  1348. else if(skill.type == 228 && sk[3] > 0)
  1349. {
  1350. outObj.skilltype = 1;
  1351. outObj.attrs = flags(sk[1]);
  1352. outObj.types = flags(sk[2]);
  1353. outObj.turns = sk[0];
  1354. outObj.rate = sk[3];
  1355. }
  1356. else if(skill.type == 231 && sk[6] > 0)
  1357. {
  1358. outObj.skilltype = 1;
  1359. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1360. outObj.turns = sk[0];
  1361. outObj.rate = sk[6];
  1362. }
  1363. return outObj;
  1364. }
  1365. }
  1366. function rcvBuff_Rate(card)
  1367. {
  1368. const searchTypeArray = [
  1369. 50,90,
  1370. 228, 231, //宝石姬
  1371. ];
  1372. const skills = getCardActiveSkills(card, searchTypeArray);
  1373. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1374. function rcvBuffParse(skill) {
  1375. const outObj = {
  1376. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1377. types: [],
  1378. attrs: [],
  1379. awoken: [],
  1380. rate: 0,
  1381. turns: 0,
  1382. };
  1383. if (!skill) return outObj;
  1384. const sk = skill.params;
  1385. if (skill.type == 228 && sk[4] > 0) {
  1386. outObj.skilltype = 1;
  1387. outObj.attrs = flags(sk[1]);
  1388. outObj.types = flags(sk[2]);
  1389. outObj.turns = sk[0];
  1390. outObj.rate = sk[4];
  1391. } else if (skill.type == 231 && sk[7] > 0) {
  1392. outObj.skilltype = 1;
  1393. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1394. outObj.turns = sk[0];
  1395. outObj.rate = sk[7];
  1396. } else if (skill.type == 50 || skill.type == 90) {
  1397. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1398. outObj.turns = sk[0];
  1399. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1400. }
  1401. return outObj;
  1402. }
  1403. }
  1404. function damageSelf_Rate(card)
  1405. {
  1406. const searchTypeArray = [84,85,86,87,195];
  1407. const skill = getCardActiveSkill(card, searchTypeArray);
  1408. if (!skill) return 0;
  1409. const sk = skill.params;
  1410. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1411. }
  1412. function changeEnemiesAttr_Attr(card)
  1413. {
  1414. const outObj = {
  1415. attr: null,
  1416. turns: 0
  1417. }
  1418. const searchTypeArray = [153, 224];
  1419. const skill = getCardActiveSkill(card, searchTypeArray);
  1420. if (!skill) return outObj;
  1421. const sk = skill.params;
  1422. if (skill.type == 153)
  1423. {
  1424. outObj.attr = sk[0];
  1425. }
  1426. else if (skill.type == 224)
  1427. {
  1428. outObj.attr = sk[1] || 0;
  1429. outObj.turns = sk[0];
  1430. }
  1431. return outObj;
  1432. }
  1433. //创建1个觉醒图标
  1434. function createAwokenIcon(awokenId)
  1435. {
  1436. const icon = document.createElement("icon");
  1437. icon.className ="awoken-icon";
  1438. icon.setAttribute("data-awoken-icon", awokenId);
  1439. return icon;
  1440. }
  1441. //产生一个觉醒列表
  1442. function creatAwokenList(awokens) {
  1443. const ul = document.createElement("ul");
  1444. ul.className = "awoken-ul";
  1445. awokens.forEach(ak=>{
  1446. const li = ul.appendChild(document.createElement("li"));
  1447. const icon = li.appendChild(createAwokenIcon(ak));
  1448. });
  1449. return ul;
  1450. }
  1451. //产生宝珠列表
  1452. function createOrbsList(orbs)
  1453. {
  1454. if (orbs == undefined) orbs = [0];
  1455. else if (!Array.isArray(orbs)) orbs = [orbs];
  1456. const ul = document.createElement("ul");
  1457. ul.className = "board";
  1458. orbs.forEach(orbType => {
  1459. const li = ul.appendChild(document.createElement("li"));
  1460. li.className = `orb`;
  1461. li.setAttribute("data-orb-icon", orbType);
  1462. });
  1463. return ul;
  1464. }
  1465. //产生类型列表
  1466. function createTypesList(types)
  1467. {
  1468. if (types == undefined) types = [0];
  1469. else if (!Array.isArray(types)) types = [types];
  1470. const ul = document.createElement("ul");
  1471. ul.className = "types-ul";
  1472. types.forEach(type => {
  1473. const li = ul.appendChild(document.createElement("li"));
  1474. li.className = `type-icon`;
  1475. li.setAttribute("data-type-icon", type);
  1476. });
  1477. return ul;
  1478. }
  1479. const functions = [
  1480. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1481. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1482. ]},
  1483. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1484. {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)"},
  1485. function:cards=>{
  1486. const searchTypeArray = [173];
  1487. return cards.filter(card=>{
  1488. const skill = getCardActiveSkill(card, searchTypeArray);
  1489. return skill && skill.params[1];
  1490. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1491. },addition:voidsAbsorption_Addition},
  1492. /*{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)"},
  1493. function:cards=>{
  1494. const searchTypeArray = [173];
  1495. return cards.filter(card=>{
  1496. const skill = getCardActiveSkill(card, searchTypeArray);
  1497. return skill && skill.params[2];
  1498. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1499. },addition:voidsAbsorption_Addition},*/
  1500. {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)"},
  1501. function:cards=>{
  1502. const searchTypeArray = [173];
  1503. return cards.filter(card=>{
  1504. const skill = getCardActiveSkill(card, searchTypeArray);
  1505. return skill && skill.params[3];
  1506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1507. },addition:voidsAbsorption_Addition},
  1508. {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)"},
  1509. function:cards=>{
  1510. const searchTypeArray = [173];
  1511. return cards.filter(card=>{
  1512. const skill = getCardActiveSkill(card, searchTypeArray);
  1513. return skill && skill.params[1] && skill.params[3];
  1514. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1515. },addition:voidsAbsorption_Addition},
  1516. {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)"},
  1517. function:cards=>{
  1518. const searchTypeArray = [191];
  1519. return cards.filter(card=>{
  1520. const skill = getCardActiveSkill(card, searchTypeArray);
  1521. return skill;
  1522. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1523. },
  1524. addition:card=>{
  1525. const searchTypeArray = [191];
  1526. const skill = getCardActiveSkill(card, searchTypeArray);
  1527. if (!skill) return;
  1528. const sk = skill.params;
  1529. return document.createTextNode(`破贯×${sk[0]}T`);
  1530. }
  1531. },
  1532. ]},
  1533. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1534. {
  1535. 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)"},
  1536. function:cards=>{
  1537. return cards.filter(card=>{
  1538. const turns = unbind_Turns(card);
  1539. return turns.normal > 0;
  1540. }).sort((a,b)=>{
  1541. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1542. let a_pC = a_s.normal, b_pC = b_s.normal;
  1543. return a_pC - b_pC;
  1544. });
  1545. },
  1546. addition:unbind_Addition
  1547. },
  1548. {
  1549. 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)"},
  1550. function:cards=>{
  1551. return cards.filter(card=>{
  1552. const turns = unbind_Turns(card);
  1553. return 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 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)"},
  1564. function:cards=>{
  1565. return cards.filter(card=>{
  1566. const turns = unbind_Turns(card);
  1567. return turns.normal && turns.awoken > 0;
  1568. }).sort((a,b)=>{
  1569. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1570. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1571. return a_pC - b_pC;
  1572. });
  1573. },
  1574. addition:unbind_Addition
  1575. },
  1576. {
  1577. 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)"},
  1578. function:cards=>{
  1579. const searchTypeArray = [196];
  1580. return cards.filter(card=>{
  1581. const skill = getCardActiveSkill(card, searchTypeArray);
  1582. return skill;
  1583. }).sort((a,b)=>{
  1584. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1585. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1586. return a_pC - b_pC;
  1587. })
  1588. },
  1589. addition:card=>{
  1590. const searchTypeArray = [196];
  1591. const skill = getCardActiveSkill(card, searchTypeArray);
  1592. if (!skill) return;
  1593. const sk = skill.params;
  1594. const value = sk[0];
  1595. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1596. }
  1597. },
  1598. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1599. function:cards=>cards.filter(card=>{
  1600. const searchTypeArray = [215];
  1601. const skill = getCardActiveSkill(card, searchTypeArray);
  1602. return skill;
  1603. }),
  1604. addition:card=>{
  1605. const searchTypeArray = [215];
  1606. const skill = getCardActiveSkill(card, searchTypeArray);
  1607. if (!skill) return;
  1608. const sk = skill.params;
  1609. const fragment = document.createDocumentFragment();
  1610. fragment.appendChild(document.createTextNode(`自封`));
  1611. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1612. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1613. return fragment;
  1614. }
  1615. },
  1616. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1617. function:cards=>cards.filter(card=>{
  1618. const searchTypeArray = [214];
  1619. const skill = getCardActiveSkill(card, searchTypeArray);
  1620. return skill;
  1621. }),
  1622. addition:card=>{
  1623. const searchTypeArray = [214];
  1624. const skill = getCardActiveSkill(card, searchTypeArray);
  1625. if (!skill) return;
  1626. const sk = skill.params;
  1627. return document.createTextNode(`自封技${sk[0]}T`);
  1628. }
  1629. },
  1630. ]},
  1631. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1632. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1633. function:cards=>cards.filter(card=>{
  1634. const searchTypeArray = [156,168,228,231];
  1635. const skill = getCardActiveSkill(card, searchTypeArray);
  1636. return skill;
  1637. })
  1638. },
  1639. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1640. function:cards=>{
  1641. return cards.filter(card=>{
  1642. const atkbuff = rcvBuff_Rate(card);
  1643. return atkbuff.skilltype > 0;
  1644. }).sort((a,b)=>{
  1645. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1646. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1647. if (sortNum == 0)
  1648. sortNum = a_pC.rate - b_pC.rate;
  1649. if (sortNum == 0)
  1650. sortNum = a_pC.turns - b_pC.turns;
  1651. return sortNum;
  1652. });
  1653. },
  1654. addition:card=>{
  1655. const atkbuff = rcvBuff_Rate(card);
  1656. const fragment = document.createDocumentFragment();
  1657. fragment.appendChild(createOrbsList([5]));
  1658. if (atkbuff.skilltype == 0) return fragment;
  1659. if (atkbuff.skilltype == 1)
  1660. {
  1661. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1662. if (atkbuff.awoken.length)
  1663. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1664. if (atkbuff.attrs.length)
  1665. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1666. if (atkbuff.types.length)
  1667. fragment.appendChild(createTypesList(atkbuff.types));
  1668. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1669. }else if (atkbuff.skilltype == 2)
  1670. {
  1671. if (atkbuff.attrs.length)
  1672. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1673. if (atkbuff.types.length)
  1674. fragment.appendChild(createTypesList(atkbuff.types));
  1675. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1676. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1677. }
  1678. return fragment;
  1679. }
  1680. },
  1681. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1682. function:cards=>{
  1683. return cards.filter(card=>{
  1684. const atkbuff = atkBuff_Rate(card);
  1685. return atkbuff.skilltype > 0;
  1686. }).sort((a,b)=>{
  1687. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1688. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1689. if (sortNum == 0)
  1690. sortNum = a_pC.rate - b_pC.rate;
  1691. if (sortNum == 0)
  1692. sortNum = a_pC.turns - b_pC.turns;
  1693. return sortNum;
  1694. });
  1695. },
  1696. addition:card=>{
  1697. const atkbuff = atkBuff_Rate(card);
  1698. const fragment = document.createDocumentFragment();
  1699. if (atkbuff.skilltype == 0) return fragment;
  1700. if (atkbuff.skilltype == 1)
  1701. {
  1702. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1703. if (atkbuff.awoken.length)
  1704. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1705. if (atkbuff.attrs.length)
  1706. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1707. if (atkbuff.types.length)
  1708. fragment.appendChild(createTypesList(atkbuff.types));
  1709. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1710. }else if (atkbuff.skilltype == 2)
  1711. {
  1712. if (atkbuff.attrs.length)
  1713. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1714. if (atkbuff.types.length)
  1715. fragment.appendChild(createTypesList(atkbuff.types));
  1716. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1717. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1718. }
  1719. return fragment;
  1720. }
  1721. },
  1722. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1723. function:cards=>{
  1724. const searchTypeArray = [132];
  1725. return cards.filter(card=>{
  1726. const skill = getCardActiveSkill(card, searchTypeArray);
  1727. return skill;
  1728. }).sort((a,b)=>{
  1729. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1730. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1731. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1732. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1733. });
  1734. },
  1735. addition:card=>{
  1736. const searchTypeArray = [132];
  1737. const skill = getCardActiveSkill(card, searchTypeArray);
  1738. if (!skill) return;
  1739. const sk = skill.params;
  1740. let str = "👆";
  1741. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1742. if (sk[2]) str += `x${sk[2]/100}`;
  1743. str += `x${sk[0]}T`;
  1744. return str;
  1745. }
  1746. },
  1747. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1748. function:cards=>{
  1749. const searchTypeArray = [184];
  1750. return cards.filter(card=>{
  1751. const skill = getCardActiveSkill(card, searchTypeArray);
  1752. return skill;
  1753. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1754. },
  1755. addition:card=>{
  1756. const searchTypeArray = [184];
  1757. const skill = getCardActiveSkill(card, searchTypeArray);
  1758. if (!skill) return;
  1759. const sk = skill.params;
  1760. return `无↓×${sk[0]}T`;
  1761. }
  1762. },
  1763. {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)"},
  1764. function:cards=>{
  1765. const searchTypeArray = [160];
  1766. return cards.filter(card=>{
  1767. const skill = getCardActiveSkill(card, searchTypeArray);
  1768. return skill;
  1769. }).sort((a,b)=>{
  1770. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1771. return a_s.params[1] - b_s.params[1];
  1772. });
  1773. },
  1774. addition:card=>{
  1775. const searchTypeArray = [160];
  1776. const skill = getCardActiveSkill(card, searchTypeArray);
  1777. if (!skill) return;
  1778. const sk = skill.params;
  1779. return `+${sk[1]}C×${sk[0]}T`;
  1780. }
  1781. },
  1782. {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)"},
  1783. function:cards=>{
  1784. const searchTypeArray = [3,156];
  1785. return cards.filter(card=>{
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. if (!skill) return false;
  1788. if (skill.type == 156)
  1789. return skill.params[4]==3;
  1790. else
  1791. return true;
  1792. }).sort((a,b)=>{
  1793. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1794. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1795. if (!sortNum)
  1796. {
  1797. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1798. sortNum = a_pC - b_pC;
  1799. }
  1800. return sortNum;
  1801. });
  1802. },
  1803. addition:card=>{
  1804. const searchTypeArray = [3,156];
  1805. const skill = getCardActiveSkill(card, searchTypeArray);
  1806. if (!skill) return;
  1807. const sk = skill.params;
  1808. const fragment = document.createDocumentFragment();
  1809. if (skill.type == 156)
  1810. {
  1811. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1812. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1813. fragment.appendChild(creatAwokenList(awokenArr));
  1814. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1815. }else
  1816. {
  1817. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1818. }
  1819. return fragment;
  1820. }
  1821. },
  1822. {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)"},
  1823. function:cards=>{
  1824. const searchTypeArray = [3];
  1825. return cards.filter(card=>{
  1826. const skill = getCardActiveSkill(card, searchTypeArray);
  1827. return skill && skill.params[1]>=100;
  1828. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1829. },
  1830. addition:card=>{
  1831. const searchTypeArray = [3];
  1832. const skill = getCardActiveSkill(card, searchTypeArray);
  1833. if (!skill) return;
  1834. const sk = skill.params;
  1835. return `无敌×${sk[0]}T`;
  1836. }
  1837. },
  1838. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1839. function:cards=>{
  1840. const searchTypeArray = [21];
  1841. return cards.filter(card=>{
  1842. const skill = getCardActiveSkill(card, searchTypeArray);
  1843. return skill;
  1844. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1845. },
  1846. addition:card=>{
  1847. const searchTypeArray = [21];
  1848. const skill = getCardActiveSkill(card, searchTypeArray);
  1849. if (!skill) return;
  1850. const sk = skill.params;
  1851. const colors = [sk[1]];
  1852. const fragment = document.createDocumentFragment();
  1853. fragment.appendChild(document.createTextNode(`-`));
  1854. fragment.appendChild(createOrbsList(colors));
  1855. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1856. return fragment;
  1857. }
  1858. },
  1859. {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)"},
  1860. function:cards=>{
  1861. const searchTypeArray = [51];
  1862. return cards.filter(card=>{
  1863. const skill = getCardActiveSkill(card, searchTypeArray);
  1864. return skill;
  1865. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1866. },
  1867. addition:card=>{
  1868. const searchTypeArray = [51];
  1869. const skill = getCardActiveSkill(card, searchTypeArray);
  1870. if (!skill) return;
  1871. const sk = skill.params;
  1872. return `全体×${sk[0]}T`;
  1873. }
  1874. },
  1875. ]},
  1876. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1877. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1878. function:cards=>{
  1879. const searchTypeArray = [205];
  1880. return cards.filter(card=>{
  1881. const skill = getCardActiveSkill(card, searchTypeArray);
  1882. return skill;
  1883. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1884. },
  1885. addition:dropLock_Addition
  1886. },
  1887. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1888. function:cards=>{
  1889. const searchTypeArray = [205];
  1890. return cards.filter(card=>{
  1891. const skill = getCardActiveSkill(card, searchTypeArray);
  1892. return skill && (skill.params[0] & 63) === 63;
  1893. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1894. },
  1895. addition:dropLock_Addition
  1896. },
  1897. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1898. function:cards=>{
  1899. const searchTypeArray = [180];
  1900. return cards.filter(card=>{
  1901. const skill = getCardActiveSkill(card, searchTypeArray);
  1902. return skill;
  1903. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1904. },
  1905. addition:card=>{
  1906. const searchTypeArray = [180];
  1907. const skill = getCardActiveSkill(card, searchTypeArray);
  1908. if (!skill) return;
  1909. const sk = skill.params;
  1910. return `${sk[1]}%×${sk[0]}T`;
  1911. }
  1912. },
  1913. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1914. function:cards=>cards.filter(card=>{
  1915. const searchTypeArray = [126];
  1916. const skill = getCardActiveSkill(card, searchTypeArray);
  1917. return skill;
  1918. }),
  1919. addition:dropOrb_Addition
  1920. },
  1921. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1922. function:cards=>cards.filter(card=>{
  1923. const searchTypeArray = [126];
  1924. const skill = getCardActiveSkill(card, searchTypeArray);
  1925. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1926. }),
  1927. addition:dropOrb_Addition
  1928. },
  1929. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1930. function:cards=>cards.filter(card=>{
  1931. const searchTypeArray = [126];
  1932. const skill = getCardActiveSkill(card, searchTypeArray);
  1933. return skill && skill.params[1] >= 99;
  1934. }),
  1935. addition:dropOrb_Addition
  1936. },
  1937. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1938. function:cards=>cards.filter(card=>{
  1939. const searchTypeArray = [126];
  1940. const skill = getCardActiveSkill(card, searchTypeArray);
  1941. return skill && skill.params[3] == 100;
  1942. }),
  1943. addition:dropOrb_Addition
  1944. },
  1945. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1946. function:cards=>{
  1947. const searchTypeArray = [226];
  1948. return cards.filter(card=>{
  1949. const skill = getCardActiveSkill(card, searchTypeArray);
  1950. return skill;
  1951. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1952. },
  1953. addition:card=>{
  1954. const searchTypeArray = [226];
  1955. const skill = getCardActiveSkill(card, searchTypeArray);
  1956. if (!skill) return;
  1957. const sk = skill.params;
  1958. return `📌${sk[1]}%×${sk[0]}T`;
  1959. }
  1960. },
  1961. ]},
  1962. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1963. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1964. function:cards=>{
  1965. const searchTypeArray = [18];
  1966. return cards.filter(card=>{
  1967. const skill = getCardActiveSkill(card, searchTypeArray);
  1968. return skill;
  1969. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1970. },
  1971. addition:card=>{
  1972. const searchTypeArray = [18];
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. if (!skill) return;
  1975. const sk = skill.params;
  1976. return document.createTextNode(`威吓×${sk[0]}T`);
  1977. }
  1978. },
  1979. {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)"},
  1980. function:cards=>{
  1981. const searchTypeArray = [19];
  1982. return cards.filter(card=>{
  1983. const skill = getCardActiveSkill(card, searchTypeArray);
  1984. return skill;
  1985. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1986. },
  1987. addition:card=>{
  1988. const searchTypeArray = [19];
  1989. const skill = getCardActiveSkill(card, searchTypeArray);
  1990. if (!skill) return;
  1991. const sk = skill.params;
  1992. return `破防${sk[1]}%`;
  1993. }
  1994. },
  1995. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1996. function:cards=>{
  1997. const searchTypeArray = [19];
  1998. return cards.filter(card=>{
  1999. const skill = getCardActiveSkill(card, searchTypeArray);
  2000. return skill && skill.params[1]>=100;
  2001. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2002. },
  2003. addition:card=>{
  2004. const searchTypeArray = [19];
  2005. const skill = getCardActiveSkill(card, searchTypeArray);
  2006. if (!skill) return;
  2007. const sk = skill.params;
  2008. return `全破×${sk[0]}T`;
  2009. }
  2010. },
  2011. {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)"},
  2012. function:cards=>{
  2013. const searchTypeArray = [4];
  2014. return cards.filter(card=>{
  2015. const skill = getCardActiveSkill(card, searchTypeArray);
  2016. return skill;
  2017. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2018. },
  2019. addition:card=>{
  2020. const searchTypeArray = [4];
  2021. const skill = getCardActiveSkill(card, searchTypeArray);
  2022. if (!skill) return;
  2023. const sk = skill.params;
  2024. return `攻击力×${sk[0]/100}倍`;
  2025. }
  2026. },
  2027. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2028. function:cards=>{
  2029. return cards.filter(card=>{
  2030. return changeEnemiesAttr_Attr(card).attr != null;
  2031. }).sort((a,b)=>{
  2032. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2033. return a_pC.attr - b_pC.attr;
  2034. })
  2035. },
  2036. addition:card=>{
  2037. let change = changeEnemiesAttr_Attr(card);
  2038. const fragment = document.createDocumentFragment();
  2039. fragment.appendChild(document.createTextNode(`敌→`));
  2040. fragment.appendChild(createOrbsList(change.attr));
  2041. if (change.turns > 0)
  2042. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2043. return fragment;
  2044. }
  2045. },
  2046. {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)"},
  2047. function:cards=>{
  2048. const searchTypeArray = [60];
  2049. return cards.filter(card=>{
  2050. const skill = getCardActiveSkill(card, searchTypeArray);
  2051. return skill;
  2052. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2053. },
  2054. addition:card=>{
  2055. const searchTypeArray = [60];
  2056. const skill = getCardActiveSkill(card, searchTypeArray);
  2057. if (!skill) return;
  2058. const sk = skill.params;
  2059. const fragment = document.createDocumentFragment();
  2060. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2061. fragment.appendChild(createOrbsList(sk[2]));
  2062. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2063. return fragment;
  2064. }
  2065. },
  2066. ]},
  2067. {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: [
  2068. {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)"},
  2069. function:cards=>{
  2070. const searchTypeArray = [146];
  2071. return cards.filter(card=>{
  2072. const skill = getCardActiveSkill(card, searchTypeArray);
  2073. return skill;
  2074. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2075. },
  2076. addition:card=>{
  2077. const searchTypeArray = [146];
  2078. const skill = getCardActiveSkill(card, searchTypeArray);
  2079. if (!skill) return;
  2080. const sk = skill.params;
  2081. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2082. }
  2083. },
  2084. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  2085. function:cards=>{
  2086. const searchTypeArray = [218];
  2087. return cards.filter(card=>{
  2088. const skill = getCardActiveSkill(card, searchTypeArray);
  2089. return skill;
  2090. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2091. },
  2092. addition:card=>{
  2093. const searchTypeArray = [218];
  2094. const skill = getCardActiveSkill(card, searchTypeArray);
  2095. if (!skill) return;
  2096. const sk = skill.params;
  2097. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2098. }
  2099. },
  2100. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2101. function:cards=>cards.filter(card=>{
  2102. const searchTypeArray = [93, 227];
  2103. const skill = getCardActiveSkill(card, searchTypeArray);
  2104. return skill;
  2105. }),
  2106. addition:card=>{
  2107. const searchTypeArray = [93, 227];
  2108. const skill = getCardActiveSkill(card, searchTypeArray);
  2109. if (!skill) return;
  2110. return skill.type == 93 ? '换自身' : '换最后队员';
  2111. }
  2112. },
  2113. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2114. function:cards=>{
  2115. function getIncreaseDamageCap(skill)
  2116. {
  2117. let cap = 0;
  2118. switch (skill.type) {
  2119. case 241:
  2120. cap = skill.params[1];
  2121. break;
  2122. case 246:
  2123. cap = skill.params[2];
  2124. break;
  2125. case 247:
  2126. cap = skill.params[3];
  2127. break;
  2128. }
  2129. return cap;
  2130. }
  2131. const searchTypeArray = [241, 246, 247];
  2132. return cards.filter(card=>{
  2133. const skill = getCardActiveSkill(card, searchTypeArray);
  2134. return skill;
  2135. }).sort((a,b)=>{
  2136. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  2137. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  2138. return a_pC - b_pC;
  2139. });
  2140. },
  2141. addition:card=>{
  2142. const searchTypeArray = [241, 246, 247];
  2143. const skill = getCardActiveSkill(card, searchTypeArray);
  2144. if (!skill) return;
  2145. const sk = skill.params;
  2146. let cap;
  2147. switch (skill.type) {
  2148. case 241:
  2149. cap = sk[1];
  2150. break;
  2151. case 246:
  2152. cap = sk[2];
  2153. break;
  2154. case 247:
  2155. cap = sk[3];
  2156. break;
  2157. }
  2158. if (skill.type == 241) {
  2159. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  2160. } else {
  2161. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  2162. }
  2163. }
  2164. },
  2165. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2166. function:cards=>{
  2167. const searchTypeArray = [230];
  2168. return cards.filter(card=>{
  2169. const skill = getCardActiveSkill(card, searchTypeArray);
  2170. return skill;
  2171. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2172. },
  2173. addition:memberATK_Addition
  2174. },
  2175. {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"},
  2176. function:cards=>{
  2177. const searchTypeArray = [230];
  2178. return cards.filter(card=>{
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. return skill && Boolean(skill.params[1] & 1<<0);
  2181. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2182. },
  2183. addition:memberATK_Addition
  2184. },
  2185. {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"},
  2186. function:cards=>{
  2187. const searchTypeArray = [230];
  2188. return cards.filter(card=>{
  2189. const skill = getCardActiveSkill(card, searchTypeArray);
  2190. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2191. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2192. },
  2193. addition:memberATK_Addition
  2194. },
  2195. {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"},
  2196. function:cards=>{
  2197. const searchTypeArray = [230];
  2198. return cards.filter(card=>{
  2199. const skill = getCardActiveSkill(card, searchTypeArray);
  2200. return skill && Boolean(skill.params[1] & 1<<3);
  2201. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2202. },
  2203. addition:memberATK_Addition
  2204. },
  2205. {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)"},
  2206. function:cards=>{
  2207. const searchTypeArray = [142];
  2208. return cards.filter(card=>{
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. return skill;
  2211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2212. },
  2213. addition:card=>{
  2214. const searchTypeArray = [142];
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. if (!skill) return;
  2217. const sk = skill.params;
  2218. const fragment = document.createDocumentFragment();
  2219. fragment.appendChild(document.createTextNode(`自→`));
  2220. fragment.appendChild(createOrbsList(sk[1]));
  2221. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2222. return fragment;
  2223. }
  2224. },
  2225. ]},
  2226. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2227. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2228. function:cards=>{
  2229. const searchTypeArray = [179];
  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 = [179];
  2237. const skill = getCardActiveSkill(card, searchTypeArray);
  2238. if (!skill) return;
  2239. const sk = skill.params;
  2240. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2241. }
  2242. },
  2243. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2244. function:cards=>{
  2245. return cards.filter(card=>{
  2246. const heal = healImmediately_Rate(card);
  2247. return Object.values(heal).some(v=>v);
  2248. })
  2249. .sort((a,b)=>{
  2250. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2251. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2252. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2253. let sortNum = a_i - b_i;
  2254. if (!sortNum)
  2255. {
  2256. sortNum = a_vs[a_i] - b_vs[b_i];
  2257. }
  2258. return sortNum;
  2259. });
  2260. },
  2261. addition:card=>{
  2262. const heal = healImmediately_Rate(card);
  2263. let strArr = [];
  2264. if (heal.scale)
  2265. strArr.push(`${heal.scale}%最大HP`);
  2266. if (heal.const)
  2267. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2268. if (heal.selfRcv)
  2269. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2270. if (heal.vampire)
  2271. strArr.push(`${heal.vampire}%伤害`);
  2272. return strArr.join(',');
  2273. }
  2274. },
  2275. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2276. function:cards=>{
  2277. const searchTypeArray = [237];
  2278. return cards.filter(card=>{
  2279. const skill = getCardActiveSkill(card, searchTypeArray);
  2280. return skill;
  2281. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2282. },
  2283. addition:card=>{
  2284. const searchTypeArray = [237];
  2285. const skill = getCardActiveSkill(card, searchTypeArray);
  2286. if (!skill) return;
  2287. const sk = skill.params;
  2288. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2289. }
  2290. },
  2291. {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)"},
  2292. function:cards=>{
  2293. return cards.filter(card=>damageSelf_Rate(card)>0)
  2294. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2295. },
  2296. addition:card=>{
  2297. let rate = damageSelf_Rate(card);
  2298. if (rate < 100)
  2299. return `减少${rate}%`;
  2300. else
  2301. return `减少到1`;
  2302. }
  2303. },
  2304. ]},
  2305. {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: [
  2306. {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)"},
  2307. function:cards=>{
  2308. const searchTypeArray = [6, 161];
  2309. return cards.filter(card=>{
  2310. const skill = getCardActiveSkill(card, searchTypeArray);
  2311. return skill;
  2312. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2313. },
  2314. addition: gravity_Addition
  2315. },
  2316. {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)"},
  2317. function:cards=>{
  2318. const searchTypeArray = [6];
  2319. return cards.filter(card=>{
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill;
  2322. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2323. },
  2324. addition: gravity_Addition
  2325. },
  2326. {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)"},
  2327. function:cards=>{
  2328. const searchTypeArray = [161];
  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: gravity_Addition
  2335. },
  2336. ]},
  2337. {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: [
  2338. {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)"},
  2339. function:cards=>{
  2340. const searchTypeArray = [55,188,56];
  2341. return cards.filter(card=>{
  2342. const skill = getCardActiveSkill(card, searchTypeArray);
  2343. return skill;
  2344. }).sort((a,b)=>{
  2345. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2346. 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);
  2347. return a_pC - b_pC;
  2348. });
  2349. },
  2350. addition:dixedDamage_Addition
  2351. },
  2352. {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)"},
  2353. function:cards=>{
  2354. const searchTypeArray = [55,188];
  2355. return cards.filter(card=>{
  2356. const skill = getCardActiveSkill(card, searchTypeArray);
  2357. return skill;
  2358. }).sort((a,b)=>{
  2359. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2360. 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);
  2361. return a_pC - b_pC;
  2362. });
  2363. },
  2364. addition:dixedDamage_Addition
  2365. },
  2366. {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)"},
  2367. function:cards=>{
  2368. const searchTypeArray = [56];
  2369. return cards.filter(card=>{
  2370. const skill = getCardActiveSkill(card, searchTypeArray);
  2371. return skill;
  2372. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2373. },
  2374. addition:dixedDamage_Addition
  2375. },
  2376. ]},
  2377. {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: [
  2378. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2379. function:cards=>cards.filter(card=>{
  2380. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2381. function isSingle(skill)
  2382. {
  2383. if (skill.type == 110)
  2384. return Boolean(skill.params[0]);
  2385. else if (skill.type == 144)
  2386. return Boolean(skill.params[2]);
  2387. else
  2388. return true;
  2389. }
  2390. const skill = getCardActiveSkill(card, searchTypeArray);
  2391. return skill && isSingle(skill);
  2392. }),
  2393. addition: numericalATK_Addition
  2394. },
  2395. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2396. function:cards=>cards.filter(card=>{
  2397. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2398. function isAll(skill)
  2399. {
  2400. if (skill.type == 110)
  2401. return !Boolean(skill.params[0]);
  2402. else if (skill.type == 144)
  2403. return !Boolean(skill.params[2]);
  2404. else
  2405. return true;
  2406. }
  2407. const skill = getCardActiveSkill(card, searchTypeArray);
  2408. return skill && skill.id!=0 && isAll(skill);
  2409. }),
  2410. addition: numericalATK_Addition
  2411. },
  2412. {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"},
  2413. function:cards=>cards.filter(card=>{
  2414. const searchTypeArray = [42];
  2415. const skill = getCardActiveSkill(card, searchTypeArray);
  2416. return skill;
  2417. })
  2418. },
  2419. {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"},
  2420. function:cards=>cards.filter(card=>{
  2421. const searchTypeArray = [2,35];
  2422. const skill = getCardActiveSkill(card, searchTypeArray);
  2423. return skill;
  2424. })
  2425. },
  2426. {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)"},
  2427. function:cards=>cards.filter(card=>{
  2428. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. return skill && skill.id!=0;
  2431. }).sort((a,b)=>{
  2432. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2433. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2434. function getNumber(skill)
  2435. {
  2436. const sk = skill.params;
  2437. switch(skill.type)
  2438. {
  2439. case 0:
  2440. case 37:
  2441. case 58:
  2442. case 59:
  2443. case 84:
  2444. case 85:
  2445. case 115:
  2446. return sk[1];
  2447. case 2:
  2448. case 35:
  2449. return sk[0];
  2450. default:
  2451. return 0;
  2452. }
  2453. }
  2454. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2455. return a_pC - b_pC;
  2456. }),
  2457. addition: numericalATK_Addition
  2458. },
  2459. {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)"},
  2460. function:cards=>cards.filter(card=>{
  2461. const searchTypeArray = [1,42,86,87];
  2462. const skill = getCardActiveSkill(card, searchTypeArray);
  2463. return skill;
  2464. }).sort((a,b)=>{
  2465. const searchTypeArray = [1,42,86,87];
  2466. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2467. function getNumber(skill)
  2468. {
  2469. const sk = skill.params;
  2470. switch(skill.type)
  2471. {
  2472. case 1:
  2473. case 86:
  2474. case 87:
  2475. return sk[1];
  2476. case 42:
  2477. return sk[2];
  2478. default:
  2479. return 0;
  2480. }
  2481. }
  2482. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2483. return a_pC - b_pC;
  2484. }),
  2485. addition: numericalATK_Addition
  2486. },
  2487. {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)"},
  2488. function:cards=>{
  2489. const searchTypeArray = [110];
  2490. return cards.filter(card=>{
  2491. const skill = getCardActiveSkill(card, searchTypeArray);
  2492. return skill;
  2493. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2494. },
  2495. addition: numericalATK_Addition
  2496. },
  2497. {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)"},
  2498. function:cards=>{
  2499. const searchTypeArray = [143];
  2500. return cards.filter(card=>{
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. return skill;
  2503. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2504. },
  2505. addition: numericalATK_Addition
  2506. },
  2507. {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)"},
  2508. function:cards=>{
  2509. const searchTypeArray = [144];
  2510. return cards.filter(card=>{
  2511. const skill = getCardActiveSkill(card, searchTypeArray);
  2512. return skill;
  2513. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2514. },
  2515. addition: numericalATK_Addition
  2516. },
  2517. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2518. function:cards=>cards.filter(card=>{
  2519. const searchTypeArray = [35,115];
  2520. const skill = getCardActiveSkill(card, searchTypeArray);
  2521. return skill;
  2522. })
  2523. },
  2524. ]},
  2525. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2526. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2527. function:cards=>cards.filter(card=>{
  2528. const searchTypeArray = [10];
  2529. const skill = getCardActiveSkill(card, searchTypeArray);
  2530. return skill;
  2531. })
  2532. },
  2533. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2534. function:cards=>{
  2535. const searchTypeArray = [207];
  2536. return cards.filter(card=>{
  2537. const skill = getCardActiveSkill(card, searchTypeArray);
  2538. return skill;
  2539. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2540. },
  2541. addition:card=>{
  2542. const searchTypeArray = [207];
  2543. const skill = getCardActiveSkill(card, searchTypeArray);
  2544. if (!skill) return;
  2545. const sk = skill.params;
  2546. if (sk[7])
  2547. return `${sk[7]}个×${sk[0]}T`;
  2548. else
  2549. return `特殊形状×${sk[0]}T`;
  2550. }
  2551. },
  2552. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2553. function:cards=>{
  2554. const searchTypeArray = [238];
  2555. return cards.filter(card=>{
  2556. const skill = getCardActiveSkill(card, searchTypeArray);
  2557. return skill;
  2558. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2559. },
  2560. addition:card=>{
  2561. const searchTypeArray = [238];
  2562. const skill = getCardActiveSkill(card, searchTypeArray);
  2563. if (!skill) return;
  2564. const sk = skill.params;
  2565. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2566. }
  2567. },
  2568. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2569. function:cards=>{
  2570. const searchTypeArray = [239];
  2571. return cards.filter(card=>{
  2572. const skill = getCardActiveSkill(card, searchTypeArray);
  2573. return skill;
  2574. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2575. },
  2576. addition:card=>{
  2577. const searchTypeArray = [239];
  2578. const skill = getCardActiveSkill(card, searchTypeArray);
  2579. if (!skill) return;
  2580. const sk = skill.params;
  2581. const colums = flags(sk[1]), rows = flags(sk[2]);
  2582. const fragment = document.createDocumentFragment();
  2583. if (colums.length)
  2584. fragment.append(`${colums.length}竖`);
  2585. if (rows.length)
  2586. fragment.append(`${rows.length}横`);
  2587. fragment.append(`×${sk[0]}T`);
  2588. return fragment;
  2589. }
  2590. },
  2591. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2592. function:cards=>{
  2593. const searchTypeArray = [244];
  2594. return cards.filter(card=>{
  2595. const skill = getCardActiveSkill(card, searchTypeArray);
  2596. return skill;
  2597. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2598. },
  2599. addition:card=>{
  2600. const searchTypeArray = [244];
  2601. const skill = getCardActiveSkill(card, searchTypeArray);
  2602. if (!skill) return;
  2603. const sk = skill.params;
  2604. let width, height;
  2605. switch (sk[1]) {
  2606. case 1: {
  2607. width = 7;
  2608. height = 6;
  2609. break;
  2610. }
  2611. case 2: {
  2612. width = 5;
  2613. height = 3;
  2614. break;
  2615. }
  2616. case 3: {
  2617. width = 6;
  2618. height = 5;
  2619. break;
  2620. }
  2621. default: {
  2622. width = 6;
  2623. height = 5;
  2624. }
  2625. }
  2626. return `[${width}×${height}]×${sk[0]}T`;
  2627. }
  2628. },
  2629. ]},
  2630. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2631. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2632. function:cards=>cards.filter(card=>{
  2633. const searchTypeArray = [172];
  2634. const skill = getCardActiveSkill(card, searchTypeArray);
  2635. return skill;
  2636. })
  2637. },
  2638. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2639. function:cards=>cards.filter(card=>{
  2640. const searchTypeArray = [152];
  2641. const skill = getCardActiveSkill(card, searchTypeArray);
  2642. return skill;
  2643. }),
  2644. addition:lock_Addition
  2645. },
  2646. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2647. function:cards=>cards.filter(card=>{
  2648. const searchTypeArray = [152];
  2649. const skill = getCardActiveSkill(card, searchTypeArray);
  2650. return skill && (skill.params[0] & 63) === 63;
  2651. }),
  2652. addition:lock_Addition
  2653. },
  2654. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2655. function:cards=>{
  2656. const searchTypeArray = [52,91,140];
  2657. return cards.filter(card=>{
  2658. const skill = getCardActiveSkill(card, searchTypeArray);
  2659. return skill;
  2660. });
  2661. },
  2662. addition:card=>{
  2663. const searchTypeArray = [52,91,140];
  2664. const skill = getCardActiveSkill(card, searchTypeArray);
  2665. if (!skill) return;
  2666. const sk = skill.params;
  2667. let attrs = [];
  2668. switch (skill.type)
  2669. {
  2670. case 52:{
  2671. attrs.push(sk[0]); break;
  2672. }
  2673. case 91:{
  2674. attrs = sk.slice(0,-1); break;
  2675. }
  2676. case 140:{
  2677. attrs = flags(sk[0]); break;
  2678. }
  2679. }
  2680. const fragment = document.createDocumentFragment();
  2681. fragment.appendChild(document.createTextNode(`强化`));
  2682. fragment.appendChild(createOrbsList(attrs));
  2683. return fragment;
  2684. }
  2685. },
  2686. ]},
  2687. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2688. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2689. function:cards=>cards.filter(card=>{
  2690. const searchTypeArray = [71];
  2691. const skill = getCardActiveSkill(card, searchTypeArray);
  2692. return skill;
  2693. }),
  2694. addition:boardChange_Addition
  2695. },
  2696. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2697. function:cards=>cards.filter(card=>{
  2698. const searchTypeArray = [71];
  2699. const skill = getCardActiveSkill(card, searchTypeArray);
  2700. return boardChange_ColorTypes(skill).length == 1;
  2701. }),
  2702. addition:boardChange_Addition
  2703. },
  2704. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2705. function:cards=>cards.filter(card=>{
  2706. const searchTypeArray = [71];
  2707. const skill = getCardActiveSkill(card, searchTypeArray);
  2708. return boardChange_ColorTypes(skill).length == 2;
  2709. }),
  2710. addition:boardChange_Addition
  2711. },
  2712. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2713. function:cards=>cards.filter(card=>{
  2714. const searchTypeArray = [71];
  2715. const skill = getCardActiveSkill(card, searchTypeArray);
  2716. return boardChange_ColorTypes(skill).length == 3;
  2717. }),
  2718. addition:boardChange_Addition
  2719. },
  2720. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2721. function:cards=>cards.filter(card=>{
  2722. const searchTypeArray = [71];
  2723. const skill = getCardActiveSkill(card, searchTypeArray);
  2724. return boardChange_ColorTypes(skill).length == 4;
  2725. }),
  2726. addition:boardChange_Addition
  2727. },
  2728. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2729. function:cards=>cards.filter(card=>{
  2730. const searchTypeArray = [71];
  2731. const skill = getCardActiveSkill(card, searchTypeArray);
  2732. return boardChange_ColorTypes(skill).length == 5;
  2733. }),
  2734. addition:boardChange_Addition
  2735. },
  2736. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2737. function:cards=>cards.filter(card=>{
  2738. const searchTypeArray = [71];
  2739. const skill = getCardActiveSkill(card, searchTypeArray);
  2740. return boardChange_ColorTypes(skill).length >= 6;
  2741. }),
  2742. addition:boardChange_Addition
  2743. },
  2744. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2745. function:cards=>cards.filter(card=>{
  2746. const searchTypeArray = [71];
  2747. const skill = getCardActiveSkill(card, searchTypeArray);
  2748. return boardChange_ColorTypes(skill).includes(0);
  2749. }),
  2750. addition:boardChange_Addition
  2751. },
  2752. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2753. function:cards=>cards.filter(card=>{
  2754. const searchTypeArray = [71];
  2755. const skill = getCardActiveSkill(card, searchTypeArray);
  2756. return boardChange_ColorTypes(skill).includes(1);
  2757. }),
  2758. addition:boardChange_Addition
  2759. },
  2760. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2761. function:cards=>cards.filter(card=>{
  2762. const searchTypeArray = [71];
  2763. const skill = getCardActiveSkill(card, searchTypeArray);
  2764. return boardChange_ColorTypes(skill).includes(2);
  2765. }),
  2766. addition:boardChange_Addition
  2767. },
  2768. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2769. function:cards=>cards.filter(card=>{
  2770. const searchTypeArray = [71];
  2771. const skill = getCardActiveSkill(card, searchTypeArray);
  2772. return boardChange_ColorTypes(skill).includes(3);
  2773. }),
  2774. addition:boardChange_Addition
  2775. },
  2776. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2777. function:cards=>cards.filter(card=>{
  2778. const searchTypeArray = [71];
  2779. const skill = getCardActiveSkill(card, searchTypeArray);
  2780. return boardChange_ColorTypes(skill).includes(4);
  2781. }),
  2782. addition:boardChange_Addition
  2783. },
  2784. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2785. function:cards=>cards.filter(card=>{
  2786. const searchTypeArray = [71];
  2787. const skill = getCardActiveSkill(card, searchTypeArray);
  2788. return boardChange_ColorTypes(skill).includes(5);
  2789. }),
  2790. addition:boardChange_Addition
  2791. },
  2792. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2793. function:cards=>cards.filter(card=>{
  2794. const searchTypeArray = [71];
  2795. const skill = getCardActiveSkill(card, searchTypeArray);
  2796. const colors = boardChange_ColorTypes(skill);
  2797. return colors.includes(6)
  2798. || colors.includes(7)
  2799. || colors.includes(8)
  2800. || colors.includes(9);
  2801. }),
  2802. addition:boardChange_Addition
  2803. },
  2804. ]},
  2805. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2806. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2807. function:cards=>cards.filter(card=>{
  2808. const searchTypeArray = [9,20,154];
  2809. const skills = getCardActiveSkills(card, searchTypeArray);
  2810. if (!skills.length) return false;
  2811. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2812. return parsedSkills.some(p=>p.to.includes(0));
  2813. }),
  2814. addition:changeOrbs_Addition
  2815. },
  2816. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2817. function:cards=>cards.filter(card=>{
  2818. const searchTypeArray = [9,20,154];
  2819. const skills = getCardActiveSkills(card, searchTypeArray);
  2820. if (!skills.length) return false;
  2821. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2822. return parsedSkills.some(p=>p.to.includes(1));
  2823. }),
  2824. addition:changeOrbs_Addition
  2825. },
  2826. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2827. function:cards=>cards.filter(card=>{
  2828. const searchTypeArray = [9,20,154];
  2829. const skills = getCardActiveSkills(card, searchTypeArray);
  2830. if (!skills.length) return false;
  2831. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2832. return parsedSkills.some(p=>p.to.includes(2));
  2833. }),
  2834. addition:changeOrbs_Addition
  2835. },
  2836. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2837. function:cards=>cards.filter(card=>{
  2838. const searchTypeArray = [9,20,154];
  2839. const skills = getCardActiveSkills(card, searchTypeArray);
  2840. if (!skills.length) return false;
  2841. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2842. return parsedSkills.some(p=>p.to.includes(3));
  2843. }),
  2844. addition:changeOrbs_Addition
  2845. },
  2846. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2847. function:cards=>cards.filter(card=>{
  2848. const searchTypeArray = [9,20,154];
  2849. const skills = getCardActiveSkills(card, searchTypeArray);
  2850. if (!skills.length) return false;
  2851. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2852. return parsedSkills.some(p=>p.to.includes(4));
  2853. }),
  2854. addition:changeOrbs_Addition
  2855. },
  2856. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2857. function:cards=>cards.filter(card=>{
  2858. const searchTypeArray = [9,20,154];
  2859. const skills = getCardActiveSkills(card, searchTypeArray);
  2860. if (!skills.length) return false;
  2861. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2862. return parsedSkills.some(p=>p.to.includes(5));
  2863. }),
  2864. addition:changeOrbs_Addition
  2865. },
  2866. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2867. function:cards=>cards.filter(card=>{
  2868. const searchTypeArray = [9,20,154];
  2869. const skills = getCardActiveSkills(card, searchTypeArray);
  2870. if (!skills.length) return false;
  2871. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2872. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2873. }),
  2874. addition:changeOrbs_Addition
  2875. },
  2876. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2877. function:cards=>cards.filter(card=>{
  2878. const searchTypeArray = [9,20,154];
  2879. const skills = getCardActiveSkills(card, searchTypeArray);
  2880. if (!skills.length) return false;
  2881. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2882. return parsedSkills.some(p=>p.from.includes(0));
  2883. }),
  2884. addition:changeOrbs_Addition
  2885. },
  2886. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2887. function:cards=>cards.filter(card=>{
  2888. const searchTypeArray = [9,20,154];
  2889. const skills = getCardActiveSkills(card, searchTypeArray);
  2890. if (!skills.length) return false;
  2891. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2892. return parsedSkills.some(p=>p.from.includes(1));
  2893. }),
  2894. addition:changeOrbs_Addition
  2895. },
  2896. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2897. function:cards=>cards.filter(card=>{
  2898. const searchTypeArray = [9,20,154];
  2899. const skills = getCardActiveSkills(card, searchTypeArray);
  2900. if (!skills.length) return false;
  2901. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2902. return parsedSkills.some(p=>p.from.includes(2));
  2903. }),
  2904. addition:changeOrbs_Addition
  2905. },
  2906. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2907. function:cards=>cards.filter(card=>{
  2908. const searchTypeArray = [9,20,154];
  2909. const skills = getCardActiveSkills(card, searchTypeArray);
  2910. if (!skills.length) return false;
  2911. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2912. return parsedSkills.some(p=>p.from.includes(3));
  2913. }),
  2914. addition:changeOrbs_Addition
  2915. },
  2916. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2917. function:cards=>cards.filter(card=>{
  2918. const searchTypeArray = [9,20,154];
  2919. const skills = getCardActiveSkills(card, searchTypeArray);
  2920. if (!skills.length) return false;
  2921. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2922. return parsedSkills.some(p=>p.from.includes(4));
  2923. }),
  2924. addition:changeOrbs_Addition
  2925. },
  2926. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2927. function:cards=>cards.filter(card=>{
  2928. const searchTypeArray = [9,20,154];
  2929. const skills = getCardActiveSkills(card, searchTypeArray);
  2930. if (!skills.length) return false;
  2931. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2932. return parsedSkills.some(p=>p.from.includes(5));
  2933. }),
  2934. addition:changeOrbs_Addition
  2935. },
  2936. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2937. function:cards=>cards.filter(card=>{
  2938. const searchTypeArray = [9,20,154];
  2939. const skills = getCardActiveSkills(card, searchTypeArray);
  2940. if (!skills.length) return false;
  2941. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2942. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2943. }),
  2944. addition:changeOrbs_Addition
  2945. },
  2946. ]},
  2947. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2948. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2949. function:cards=>cards.filter(card=>{
  2950. function is30(sk)
  2951. {
  2952. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2953. }
  2954. const searchTypeArray = [141];
  2955. const skill = getCardActiveSkill(card, searchTypeArray);
  2956. return skill && is30(skill.params);
  2957. }),
  2958. addition:generateOrbs_Addition
  2959. },
  2960. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2961. function:cards=>cards.filter(card=>{
  2962. function is1515(sk)
  2963. {
  2964. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2965. }
  2966. const searchTypeArray = [141];
  2967. const skill = getCardActiveSkill(card, searchTypeArray);
  2968. return skill && is1515(skill.params);
  2969. }),
  2970. addition:generateOrbs_Addition
  2971. },
  2972. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2973. function:cards=>cards.filter(card=>{
  2974. const gens = generateOrbsParse(card);
  2975. return gens.some(gen=>gen.to.includes(0));
  2976. }),
  2977. addition:generateOrbs_Addition
  2978. },
  2979. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2980. function:cards=>cards.filter(card=>{
  2981. const gens = generateOrbsParse(card);
  2982. return gens.some(gen=>gen.to.includes(1));
  2983. }),
  2984. addition:generateOrbs_Addition
  2985. },
  2986. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2987. function:cards=>cards.filter(card=>{
  2988. const gens = generateOrbsParse(card);
  2989. return gens.some(gen=>gen.to.includes(2));
  2990. }),
  2991. addition:generateOrbs_Addition
  2992. },
  2993. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2994. function:cards=>cards.filter(card=>{
  2995. const gens = generateOrbsParse(card);
  2996. return gens.some(gen=>gen.to.includes(3));
  2997. }),
  2998. addition:generateOrbs_Addition
  2999. },
  3000. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3001. function:cards=>cards.filter(card=>{
  3002. const gens = generateOrbsParse(card);
  3003. return gens.some(gen=>gen.to.includes(4));
  3004. }),
  3005. addition:generateOrbs_Addition
  3006. },
  3007. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3008. function:cards=>cards.filter(card=>{
  3009. const gens = generateOrbsParse(card);
  3010. return gens.some(gen=>gen.to.includes(5));
  3011. }),
  3012. addition:generateOrbs_Addition
  3013. },
  3014. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3015. function:cards=>cards.filter(card=>{
  3016. const gens = generateOrbsParse(card);
  3017. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3018. }),
  3019. addition:generateOrbs_Addition
  3020. },
  3021. ]},
  3022. {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: [
  3023. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3024. function:cards=>cards.filter(card=>{
  3025. const searchTypeArray = [176];
  3026. const skill = getCardActiveSkill(card, searchTypeArray);
  3027. return skill;
  3028. })
  3029. },
  3030. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3031. function:cards=>cards.filter(card=>{
  3032. function is3x3(sk)
  3033. {
  3034. for (let si=0;si<3;si++)
  3035. {
  3036. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  3037. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  3038. (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)
  3039. (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)
  3040. )
  3041. return true;
  3042. }
  3043. return false;
  3044. }
  3045. const searchTypeArray = [176];
  3046. const skill = getCardActiveSkill(card, searchTypeArray);
  3047. return skill && is3x3(skill.params);
  3048. }),
  3049. addition:card=>{
  3050. const searchTypeArray = [176];
  3051. const skill = getCardActiveSkill(card, searchTypeArray);
  3052. if (!skill) return;
  3053. const sk = skill.params;
  3054. const fragment = document.createDocumentFragment();
  3055. fragment.appendChild(document.createTextNode(`3×3`));
  3056. fragment.appendChild(createOrbsList(sk[5]));
  3057. return fragment;
  3058. }
  3059. },
  3060. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  3061. function:cards=>cards.filter(card=>{
  3062. const searchTypeArray = [127];
  3063. const skill = getCardActiveSkill(card, searchTypeArray);
  3064. return skill;
  3065. }),
  3066. addition:generateColumnOrbs_Addition
  3067. },
  3068. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3069. function:cards=>cards.filter(card=>{
  3070. function isHeart(sk)
  3071. {
  3072. for (let i=1;i<sk.length;i+=2)
  3073. {
  3074. if (sk[i] & 32)
  3075. {
  3076. return true;
  3077. }
  3078. }
  3079. }
  3080. const searchTypeArray = [127];
  3081. const skill = getCardActiveSkill(card, searchTypeArray);
  3082. return skill && isHeart(skill.params);
  3083. }),
  3084. addition:generateColumnOrbs_Addition
  3085. },
  3086. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  3087. function:cards=>cards.filter(card=>{
  3088. const searchTypeArray = [128];
  3089. const skill = getCardActiveSkill(card, searchTypeArray);
  3090. return skill;
  3091. }),
  3092. addition:generateRowOrbs_Addition
  3093. },
  3094. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3095. function:cards=>cards.filter(card=>{
  3096. const searchTypeArray = [128];
  3097. const skill = getCardActiveSkill(card, searchTypeArray);
  3098. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3099. }),
  3100. addition:generateRowOrbs_Addition
  3101. },
  3102. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3103. function:cards=>cards.filter(card=>{
  3104. const searchTypeArray = [128];
  3105. const skill = getCardActiveSkill(card, searchTypeArray);
  3106. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3107. }),
  3108. addition:generateRowOrbs_Addition
  3109. },
  3110. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3111. function:cards=>cards.filter(card=>{
  3112. const searchTypeArray = [128];
  3113. const skill = getCardActiveSkill(card, searchTypeArray);
  3114. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3115. }),
  3116. addition:generateRowOrbs_Addition
  3117. },
  3118. {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)"},
  3119. function:cards=>cards.filter(card=>{
  3120. const searchTypeArray = [128,71,176];
  3121. function isRow(skill)
  3122. {
  3123. const sk = skill.params;
  3124. if (skill.type === 128) //普通横
  3125. {return true;}
  3126. else if (skill.type === 71) //花火
  3127. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3128. else if (skill.type === 176) //特殊形状
  3129. {
  3130. for (let si=0;si<5;si++)
  3131. {
  3132. if ((sk[si] & 63) === 63)
  3133. return true;
  3134. }
  3135. }
  3136. return false;
  3137. }
  3138. const skill = getCardActiveSkill(card, searchTypeArray);
  3139. return skill && isRow(skill);
  3140. })
  3141. },
  3142. ]},
  3143. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3144. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3145. function:cards=>cards.filter(card=>{
  3146. if (card.activeSkillId == 0) return false;
  3147. const skill = Skills[card.activeSkillId];
  3148. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3149. })
  3150. },
  3151. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  3152. function:cards=>cards.filter(card=>{
  3153. if (card.activeSkillId == 0) return false;
  3154. const skill = Skills[card.activeSkillId];
  3155. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3156. let realCD = minCD;
  3157. const searchTypeArray = [14];
  3158. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3159. if (subSkill)
  3160. {
  3161. realCD -= subSkill.params[0] * 3;
  3162. }
  3163. return minCD > 1 && realCD <= 4;
  3164. })
  3165. },
  3166. {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)"},
  3167. function:cards=>{
  3168. const searchTypeArray = [5, 246, 247];
  3169. return cards.filter(card=>{
  3170. const skill = getCardActiveSkill(card, searchTypeArray);
  3171. return skill;
  3172. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3173. },
  3174. addition:card=>{
  3175. const searchTypeArray = [5, 246, 247];
  3176. const skill = getCardActiveSkill(card, searchTypeArray);
  3177. const value = skill.params[0];
  3178. return `时停${value}s`;
  3179. }
  3180. },
  3181. {
  3182. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3183. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3184. },
  3185. {
  3186. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3187. function:cards=>cards.filter(card=>{
  3188. let skType = Skills[card.activeSkillId].type;
  3189. return skType == 232 || skType == 233;
  3190. })
  3191. },
  3192. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3193. function:cards=>cards.filter(card=>{
  3194. const searchTypeArray = [225];
  3195. const skill = getCardActiveSkill(card, searchTypeArray);
  3196. return skill;
  3197. }),
  3198. addition:card=>{
  3199. const searchTypeArray = [225];
  3200. const skill = getCardActiveSkill(card, searchTypeArray);
  3201. if (!skill) return;
  3202. const sk = skill.params;
  3203. let strArr = [];
  3204. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3205. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3206. return `HP ${strArr.join(" ")}`;
  3207. }
  3208. },
  3209. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3210. function:cards=>cards.filter(card=>{
  3211. const searchTypeArray = [234];
  3212. const skill = getCardActiveSkill(card, searchTypeArray);
  3213. return skill;
  3214. }),
  3215. addition:card=>{
  3216. const searchTypeArray = [234];
  3217. const skill = getCardActiveSkill(card, searchTypeArray);
  3218. if (!skill) return;
  3219. const sk = skill.params;
  3220. let strArr = [];
  3221. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3222. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3223. return `层 ${strArr.join(" ")}`;
  3224. }
  3225. },
  3226. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3227. function:cards=>{
  3228. const searchTypeArray = [248];
  3229. return cards.filter(card=>{
  3230. const skill = getCardActiveSkill(card, searchTypeArray);
  3231. return skill;
  3232. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3233. },
  3234. addition:card=>{
  3235. const searchTypeArray = [248];
  3236. const skill = getCardActiveSkill(card, searchTypeArray);
  3237. if (!skill) return;
  3238. const sk = skill.params;
  3239. return `延迟${sk[0]}T`;
  3240. }
  3241. },
  3242. ]},
  3243. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3244. ]},
  3245. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3246. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3247. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3248. },
  3249. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3250. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3251. },
  3252. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3253. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3254. },
  3255. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3256. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3257. },
  3258. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3259. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3260. },
  3261. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3262. function:cards=>cards.filter(card=>{
  3263. const searchTypeArray = [150];
  3264. const skill = getCardLeaderSkill(card, searchTypeArray);
  3265. return skill;
  3266. })
  3267. },
  3268. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3269. function:cards=>cards.filter(card=>{
  3270. const searchTypeArray = [151,209];
  3271. const skill = getCardLeaderSkill(card, searchTypeArray);
  3272. return skill;
  3273. })
  3274. },
  3275. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3276. function:cards=>cards.filter(card=>{
  3277. const searchTypeArray = [157];
  3278. const skill = getCardLeaderSkill(card, searchTypeArray);
  3279. return skill;
  3280. })
  3281. },
  3282. {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"},
  3283. function:cards=>{
  3284. const searchTypeArray = [235];
  3285. return cards.filter(card=>{
  3286. const skill = getCardLeaderSkill(card, searchTypeArray);
  3287. if (!skill) return false;
  3288. const sk = skill.params;
  3289. if (!sk[3] || sk[3] === 100) return false;
  3290. return skill;
  3291. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3292. },
  3293. addition:card=>{
  3294. const searchTypeArray = [235];
  3295. const skill = getCardLeaderSkill(card, searchTypeArray);
  3296. if (!skill) return;
  3297. const sk = skill.params;
  3298. if (!sk[3] || sk[3] === 100) return;
  3299. const fragment = document.createDocumentFragment();
  3300. const sup = document.createElement("sup");
  3301. sup.textContent = "N";
  3302. const orbs = createOrbsList(flags(sk[0]));
  3303. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3304. if (sk[1]) {
  3305. fragment.append(`×≥${sk[1]}`);
  3306. } else {
  3307. fragment.append(`×${sk[2]}`);
  3308. }
  3309. return fragment;
  3310. }
  3311. },
  3312. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3313. function:cards=>cards.filter(card=>{
  3314. const searchTypeArray = [177];
  3315. const skill = getCardLeaderSkill(card, searchTypeArray);
  3316. return skill?.params[5];
  3317. })
  3318. },
  3319. ]},
  3320. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3321. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3322. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3323. },
  3324. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3325. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3326. },
  3327. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3328. function:cards=>cards.filter(card=>{
  3329. const searchTypeArray = [162,186];
  3330. const skill = getCardLeaderSkill(card, searchTypeArray);
  3331. return skill;
  3332. })
  3333. },
  3334. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3335. function:cards=>cards.filter(card=>{
  3336. const searchTypeArray = [163,177];
  3337. const skill = getCardLeaderSkill(card, searchTypeArray);
  3338. return skill;
  3339. })
  3340. },
  3341. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3342. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3343. },
  3344. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3345. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3346. },
  3347. {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)"},
  3348. function:cards=>{
  3349. const searchTypeArray = [158];
  3350. return cards.filter(card=>{
  3351. const skill = getCardLeaderSkill(card, searchTypeArray);
  3352. return skill;
  3353. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3354. },
  3355. addition:card=>{
  3356. const searchTypeArray = [158];
  3357. const skill = getCardLeaderSkill(card, searchTypeArray);
  3358. const value = skill.params[0];
  3359. return `≥${value}珠`;
  3360. }
  3361. },
  3362. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3363. function:cards=>cards.filter(card=>{
  3364. const searchTypeArray = [125];
  3365. const skill = getCardLeaderSkill(card, searchTypeArray);
  3366. return skill;
  3367. }),
  3368. addition:card=>{
  3369. const searchTypeArray = [125];
  3370. const skill = getCardLeaderSkill(card, searchTypeArray);
  3371. if (!skill) return;
  3372. const sk = skill.params;
  3373. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3374. }
  3375. },
  3376. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3377. function:cards=>cards.filter(card=>{
  3378. const searchTypeArray = [175];
  3379. const skill = getCardLeaderSkill(card, searchTypeArray);
  3380. return skill;
  3381. }),
  3382. addition:card=>{
  3383. const searchTypeArray = [175];
  3384. const skill = getCardLeaderSkill(card, searchTypeArray);
  3385. if (!skill) return;
  3386. const sk = skill.params;
  3387. return `合作:${sk[0]}`;
  3388. }
  3389. },
  3390. {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"},
  3391. function:cards=>cards.filter(card=>{
  3392. const searchTypeArray = [203];
  3393. const skill = getCardLeaderSkill(card, searchTypeArray);
  3394. return skill;
  3395. })
  3396. },
  3397. {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"},
  3398. function:cards=>cards.filter(card=>{
  3399. const searchTypeArray = [229];
  3400. const skill = getCardLeaderSkill(card, searchTypeArray);
  3401. return skill;
  3402. }),
  3403. addition:card=>{
  3404. const searchTypeArray = [229];
  3405. const skill = getCardLeaderSkill(card, searchTypeArray);
  3406. if (!skill) return;
  3407. const sk = skill.params;
  3408. const attrs = flags(sk[0]), types = flags(sk[1]);
  3409. const fragment = document.createDocumentFragment();
  3410. if (attrs.length)
  3411. fragment.appendChild(createOrbsList(attrs));
  3412. if (types.length)
  3413. fragment.appendChild(createTypesList(types));
  3414. return fragment;
  3415. }
  3416. },
  3417. {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"},
  3418. function:cards=>cards.filter(card=>{
  3419. const searchTypeArray = [217];
  3420. const skill = getCardLeaderSkill(card, searchTypeArray);
  3421. return skill;
  3422. }),
  3423. addition:card=>{
  3424. const searchTypeArray = [217];
  3425. const skill = getCardLeaderSkill(card, searchTypeArray);
  3426. if (!skill) return;
  3427. const sk = skill.params;
  3428. return `★≤${sk[0]}`;
  3429. }
  3430. },
  3431. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3432. function:cards=>cards.filter(card=>{
  3433. const searchTypeArray = [245];
  3434. const skill = getCardLeaderSkill(card, searchTypeArray);
  3435. return skill;
  3436. }),
  3437. addition:card=>{
  3438. const searchTypeArray = [245];
  3439. const skill = getCardLeaderSkill(card, searchTypeArray);
  3440. if (!skill) return;
  3441. const sk = skill.params;
  3442. switch (sk[0]) {
  3443. case -1:
  3444. return `★各不相同`;
  3445. case -2:
  3446. return `★全部相同`;
  3447. default:
  3448. return `★全为${sk[0]}`;
  3449. }
  3450. }
  3451. },
  3452. ]},
  3453. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3454. {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)"},
  3455. function:cards=>{
  3456. return cards.filter(card=>{
  3457. return getSkillFixedDamage(card) > 0;
  3458. }).sort((a,b)=>{
  3459. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3460. return a_pC - b_pC;
  3461. });
  3462. },
  3463. addition:card=>{
  3464. const value = getSkillFixedDamage(card);
  3465. if (value <= 0 ) return;
  3466. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3467. let skill;
  3468. if (skill = getCardLeaderSkill(card, [235])) {
  3469. nodeArr.push("/");
  3470. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3471. nodeArr.push(`×${skill.params[2]}`);
  3472. }
  3473. return nodeArr.nodeJoin();
  3474. }
  3475. },
  3476. {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)"},
  3477. function:cards=>{
  3478. return cards.filter(card=>{
  3479. return getSkillAddCombo(card) > 0;
  3480. }).sort((a,b)=>{
  3481. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3482. return a_pC - b_pC;
  3483. });
  3484. },
  3485. addition:card=>{
  3486. const value = getSkillAddCombo(card);
  3487. if (value <= 0 ) return;
  3488. let nodeArr = [`+${value.bigNumberToString()}C`];
  3489. let skill;
  3490. if (skill = getCardLeaderSkill(card, [210])) {
  3491. nodeArr.push("/十字");
  3492. } else if (skill = getCardLeaderSkill(card, [235])) {
  3493. nodeArr.push("/");
  3494. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3495. nodeArr.push(`×${skill.params[2]}`);
  3496. }
  3497. return nodeArr.nodeJoin();
  3498. }
  3499. },
  3500. {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)"},
  3501. function:cards=>{
  3502. const searchTypeArray = [15,185];
  3503. return cards.filter(card=>{
  3504. const skill = getCardLeaderSkill(card, searchTypeArray);
  3505. return skill;
  3506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3507. },
  3508. addition:card=>{
  3509. const searchTypeArray = [15,185];
  3510. const skill = getCardLeaderSkill(card, searchTypeArray);
  3511. if (!skill) return;
  3512. const value = skill.params[0];
  3513. return `${value > 0 ? "+" : ""}${value/100}s`;
  3514. }
  3515. },
  3516. {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)"},
  3517. function:cards=>{
  3518. const searchTypeArray = [178];
  3519. return cards.filter(card=>{
  3520. const skill = getCardLeaderSkill(card, searchTypeArray);
  3521. return skill;
  3522. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3523. },
  3524. addition:card=>{
  3525. const searchTypeArray = [178];
  3526. const skill = getCardLeaderSkill(card, searchTypeArray);
  3527. if (!skill) return;
  3528. const value = skill.params[0];
  3529. return `固定${value}s`;
  3530. }
  3531. },
  3532. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3533. function:cards=>cards.filter(card=>{
  3534. const searchTypeArray = [213];
  3535. const skill = getCardLeaderSkill(card, searchTypeArray);
  3536. return skill;
  3537. }),
  3538. addition:card=>{
  3539. const searchTypeArray = [213];
  3540. const skill = getCardLeaderSkill(card, searchTypeArray);
  3541. if (!skill) return;
  3542. const sk = skill.params;
  3543. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3544. const fragment = document.createDocumentFragment();
  3545. if (attrs.length)
  3546. fragment.appendChild(createOrbsList(attrs));
  3547. if (types.length)
  3548. fragment.appendChild(createTypesList(types));
  3549. fragment.appendChild(document.createTextNode(`:+`));
  3550. if (awakenings.length)
  3551. fragment.appendChild(creatAwokenList(awakenings));
  3552. return fragment;
  3553. }
  3554. },
  3555. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3556. function:cards=>{
  3557. const searchTypeArray = [12];
  3558. return cards.filter(card=>{
  3559. const skill = getCardLeaderSkill(card, searchTypeArray);
  3560. return skill;
  3561. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3562. },
  3563. addition:card=>{
  3564. const searchTypeArray = [12];
  3565. const skill = getCardLeaderSkill(card, searchTypeArray);
  3566. const value = skill.params[0];
  3567. return `攻击×${(value/100).bigNumberToString()}倍`;
  3568. }
  3569. },
  3570. {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)"},
  3571. function:cards=>{
  3572. const searchTypeArray = [13];
  3573. return cards.filter(card=>{
  3574. const skill = getCardLeaderSkill(card, searchTypeArray);
  3575. return skill;
  3576. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3577. },
  3578. addition:card=>{
  3579. const searchTypeArray = [13];
  3580. const skill = getCardLeaderSkill(card, searchTypeArray);
  3581. const value = skill.params[0];
  3582. return `回复×${(value/100).bigNumberToString()}倍`;
  3583. }
  3584. },
  3585. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3586. function:cards=>{
  3587. const searchTypeArray = [198];
  3588. return cards.filter(card=>{
  3589. const skill = getCardLeaderSkill(card, searchTypeArray);
  3590. return skill && skill.params[2];
  3591. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3592. },
  3593. addition:card=>{
  3594. const searchTypeArray = [198];
  3595. const skill = getCardLeaderSkill(card, searchTypeArray);
  3596. const sk = skill.params;
  3597. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3598. }
  3599. },
  3600. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3601. function:cards=>{
  3602. const searchTypeArray = [198];
  3603. return cards.filter(card=>{
  3604. const skill = getCardLeaderSkill(card, searchTypeArray);
  3605. return skill && skill.params[3];
  3606. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3607. },
  3608. addition:card=>{
  3609. const searchTypeArray = [198];
  3610. const skill = getCardLeaderSkill(card, searchTypeArray);
  3611. const sk = skill.params;
  3612. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3613. }
  3614. },
  3615. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3616. function:cards=>{
  3617. const searchTypeArray = [41];
  3618. return cards.filter(card=>{
  3619. const skill = getCardLeaderSkill(card, searchTypeArray);
  3620. return skill;
  3621. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3622. },
  3623. addition:card=>{
  3624. const searchTypeArray = [41];
  3625. const skill = getCardLeaderSkill(card, searchTypeArray);
  3626. const sk = skill.params;
  3627. const fragment = document.createDocumentFragment();
  3628. fragment.appendChild(createOrbsList(sk[2] || 0));
  3629. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3630. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3631. return fragment;
  3632. }
  3633. },
  3634. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3635. function:cards=>cards.filter(card=>{
  3636. const searchTypeArray = [197];
  3637. const skill = getCardLeaderSkill(card, searchTypeArray);
  3638. return skill;
  3639. })
  3640. },
  3641. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3642. function:cards=>{
  3643. const searchTypeArray = [14];
  3644. return cards.filter(card=>{
  3645. const skill = getCardLeaderSkill(card, searchTypeArray);
  3646. return skill;
  3647. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3648. },
  3649. addition:card=>{
  3650. const searchTypeArray = [14];
  3651. const skill = getCardLeaderSkill(card, searchTypeArray);
  3652. const value = skill.params[0];
  3653. return `HP≥${value}%`;
  3654. }
  3655. },
  3656. {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)"},
  3657. function:cards=>{
  3658. const searchTypeArray = [53];
  3659. return cards.filter(card=>{
  3660. const skill = getCardLeaderSkill(card, searchTypeArray);
  3661. return skill;
  3662. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3663. },
  3664. addition:card=>{
  3665. const searchTypeArray = [53];
  3666. const skill = getCardLeaderSkill(card, searchTypeArray);
  3667. const sk = skill.params;
  3668. return `掉率x${sk[0]/100}`;
  3669. }
  3670. },
  3671. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3672. function:cards=>{
  3673. const searchTypeArray = [54];
  3674. return cards.filter(card=>{
  3675. const skill = getCardLeaderSkill(card, searchTypeArray);
  3676. return skill;
  3677. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3678. },
  3679. addition:card=>{
  3680. const searchTypeArray = [54];
  3681. const skill = getCardLeaderSkill(card, searchTypeArray);
  3682. const sk = skill.params;
  3683. return `金币x${sk[0]/100}`;
  3684. }
  3685. },
  3686. {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)"},
  3687. function:cards=>{
  3688. const searchTypeArray = [148];
  3689. return cards.filter(card=>{
  3690. const skill = getCardLeaderSkill(card, searchTypeArray);
  3691. return skill;
  3692. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3693. },
  3694. addition:card=>{
  3695. const searchTypeArray = [148];
  3696. const skill = getCardLeaderSkill(card, searchTypeArray);
  3697. const sk = skill.params;
  3698. return `经验x${sk[0]/100}`;
  3699. }
  3700. },
  3701. ]},
  3702. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3703. {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)"},
  3704. function:cards=>cards.filter(card=>{
  3705. const skill = Skills[card.leaderSkillId];
  3706. const HPscale = getHPScale(skill);
  3707. return HPscale >= 3;
  3708. }).sort(sortByHPScal),
  3709. addition: HPScal_Addition
  3710. },
  3711. {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)"},
  3712. function:cards=>cards.filter(card=>{
  3713. const skill = Skills[card.leaderSkillId];
  3714. const HPscale = getHPScale(skill);
  3715. return HPscale >= 2 && HPscale < 3;
  3716. }).sort(sortByHPScal),
  3717. addition: HPScal_Addition
  3718. },
  3719. {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)"},
  3720. function:cards=>cards.filter(card=>{
  3721. const skill = Skills[card.leaderSkillId];
  3722. const HPscale = getHPScale(skill);
  3723. return HPscale >= 1.5 && HPscale < 2;
  3724. }).sort(sortByHPScal),
  3725. addition: HPScal_Addition
  3726. },
  3727. {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)"},
  3728. function:cards=>cards.filter(card=>{
  3729. const skill = Skills[card.leaderSkillId];
  3730. const HPscale = getHPScale(skill);
  3731. return HPscale > 1 && HPscale < 1.5;
  3732. }).sort(sortByHPScal),
  3733. addition: HPScal_Addition
  3734. },
  3735. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3736. function:cards=>cards.filter(card=>{
  3737. const skill = Skills[card.leaderSkillId];
  3738. const HPscale = getHPScale(skill);
  3739. return HPscale === 1;
  3740. }),
  3741. addition: HPScal_Addition
  3742. },
  3743. {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)"},
  3744. function:cards=>cards.filter(card=>{
  3745. const skill = Skills[card.leaderSkillId];
  3746. const HPscale = getHPScale(skill);
  3747. return HPscale < 1;
  3748. }).sort(sortByHPScal),
  3749. addition: HPScal_Addition
  3750. },
  3751. ]},
  3752. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3753. {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)"},
  3754. function:cards=>cards.filter(card=>{
  3755. const skill = Skills[card.leaderSkillId];
  3756. const reduceScale = getReduceScale(skill);
  3757. return reduceScale >= 0.75;
  3758. }).sort(sortByReduceScale),
  3759. addition: ReduceScale_Addition
  3760. },
  3761. {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)"},
  3762. function:cards=>cards.filter(card=>{
  3763. const skill = Skills[card.leaderSkillId];
  3764. const reduceScale = getReduceScale(skill);
  3765. return reduceScale >= 0.5 && reduceScale < 0.75;
  3766. }).sort(sortByReduceScale),
  3767. addition: ReduceScale_Addition
  3768. },
  3769. {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)"},
  3770. function:cards=>cards.filter(card=>{
  3771. const skill = Skills[card.leaderSkillId];
  3772. const reduceScale = getReduceScale(skill);
  3773. return reduceScale >= 0.25 && reduceScale < 0.5;
  3774. }).sort(sortByReduceScale),
  3775. addition: ReduceScale_Addition
  3776. },
  3777. {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)"},
  3778. function:cards=>cards.filter(card=>{
  3779. const skill = Skills[card.leaderSkillId];
  3780. const reduceScale = getReduceScale(skill);
  3781. return reduceScale > 0 && reduceScale < 0.25;
  3782. }).sort(sortByReduceScale),
  3783. addition: ReduceScale_Addition
  3784. },
  3785. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3786. function:cards=>cards.filter(card=>{
  3787. const skill = Skills[card.leaderSkillId];
  3788. const reduceScale = getReduceScale(skill);
  3789. return reduceScale === 0;
  3790. })
  3791. },
  3792. {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"},
  3793. function:cards=>cards.filter(card=>{
  3794. const skill = Skills[card.leaderSkillId];
  3795. return getReduceScale(skill, true) > 0;
  3796. })
  3797. },
  3798. {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"},
  3799. function:cards=>cards.filter(card=>{
  3800. const skill = Skills[card.leaderSkillId];
  3801. return getReduceScale(skill, undefined, true) > 0;
  3802. })
  3803. },
  3804. {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"},
  3805. function:cards=>cards.filter(card=>{
  3806. const skill = Skills[card.leaderSkillId];
  3807. return getReduceScale(skill, undefined, undefined, true) > 0;
  3808. })
  3809. },
  3810. /*{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%)"},
  3811. function:cards=>cards.filter(card=>{
  3812. const skill = Skills[card.leaderSkillId];
  3813. const reduceScale = getReduceScale(skill);
  3814. return reduceScale>=0.29;
  3815. }).sort(sortByReduceScale)
  3816. },*/
  3817. {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"},
  3818. function:cards=>{
  3819. return cards.filter(card=>{
  3820. const skill = Skills[card.leaderSkillId];
  3821. return getReduceScale_unconditional(skill) > 0;
  3822. }).sort((a,b)=>{
  3823. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3824. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3825. });
  3826. },
  3827. addition:card=>{
  3828. const skill = Skills[card.leaderSkillId];
  3829. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3830. }
  3831. },
  3832. ]},
  3833. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3834. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3835. function:cards=>cards.filter(card=>
  3836. !Array.isArray(card.henshinFrom) &&
  3837. !Array.isArray(card.henshinTo))
  3838. },
  3839. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3840. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3841. },
  3842. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3843. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3844. },
  3845. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3846. function:cards=>cards.filter(card=>{
  3847. const searchTypeArray = [236];
  3848. const skill = getCardActiveSkill(card, searchTypeArray);
  3849. return skill;
  3850. })
  3851. },
  3852. {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)"},
  3853. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3854. },
  3855. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3856. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3857. },
  3858. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3859. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3860. function:cards=>cards.filter(isReincarnated)
  3861. }, //evoBaseId可能为0
  3862. //{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)},
  3863. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3864. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3865. },
  3866. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3867. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3868. },
  3869. ]},
  3870. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3871. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3872. function:cards=>cards.filter(card=>card.is8Latent)
  3873. },
  3874. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3875. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3876. },
  3877. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3878. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3879. },
  3880. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3881. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3882. },
  3883. {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"},
  3884. function:cards=>cards.filter(card=>{
  3885. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3886. if (hasAwokenKiller)
  3887. { //大于2个杀的进行判断
  3888. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3889. { //大于3个杀的直接过
  3890. return true;
  3891. }else
  3892. { //2个杀的
  3893. const isAllowLatent = card.types.filter(i=>
  3894. i>=0 //去掉-1的type
  3895. ).map(type=>
  3896. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3897. ).some(ls=>
  3898. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3899. );
  3900. return isAllowLatent
  3901. }
  3902. }else
  3903. {
  3904. return false;
  3905. }
  3906. })
  3907. },
  3908. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3909. // function:cards=>cards.filter(card=>{
  3910. // const searchTypeArray = [1000];
  3911. // const skill = getCardActiveSkill(card, searchTypeArray);
  3912. // return skill;
  3913. // })
  3914. // },
  3915. ]},
  3916. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3917. {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)"},
  3918. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3919. },
  3920. {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)"},
  3921. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3922. },
  3923. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3924. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3925. },
  3926. {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"},
  3927. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3928. },
  3929. {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)"},
  3930. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3931. addition:card=>`成长${card.limitBreakIncr}%`
  3932. },
  3933. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3934. function:cards=>cards.filter(card=>card.maxLevel==1)
  3935. },
  3936. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3937. function:cards=>cards.filter(card=>card.sellMP<100)
  3938. },
  3939. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3940. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3941. },
  3942. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3943. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3944. },
  3945. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3946. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3947. },
  3948. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3949. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3950. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3951. },
  3952. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3953. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3954. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3955. },
  3956. {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"},
  3957. function:cards=>cards.filter(card=>card.skillBanner)
  3958. },
  3959. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3960. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3961. },
  3962. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3963. function:cards=>cards.filter(card=>card.stacking),
  3964. },
  3965. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3966. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3967. },
  3968. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3969. function:cards=>cards,
  3970. addition:card=>card.name
  3971. },
  3972. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3973. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3974. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3975. },
  3976. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3977. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3978. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3979. },
  3980. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3981. function:cards=>cards,
  3982. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3983. },
  3984. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3985. function:cards=>cards,
  3986. addition:card=>createTypesList(card.types)
  3987. },
  3988. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3989. function:cards=>cards,
  3990. addition:card=>`COST ${card.cost}`
  3991. },
  3992. ]},
  3993. ];
  3994. return functions;
  3995. })();

智龙迷城队伍图制作工具