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script-json_data.js 159 kB

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

智龙迷城队伍图制作工具