const dataSourceList = [ //几个不同的游戏服务区 { code:"ja", source:"パズル&ドラゴンズ" }, { code:"en", source:"Puzzle & Dragons" }, { code:"ko", source:"퍼즐앤드래곤" }, ]; let localTranslating = { webpage_title: `P&D ${teamsCount}P Formation Maker`, addition_display: "💬", title_blank: "Input Formation Title", detail_blank: "Input Detail", force_reload_data: `Force refresh data`, request_input: tp`Please Input ${'info'}`, link_read_message: { success: tp`Find the ${'type'} format.`, need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`, user_script_link: `Link to the helper script`, type: { "PADDF": "PADDF", "PDC": "PDC", "PADDB": "PADDB", }, error: { 0: "Unknown Error", 1: "Unsupported format", 2: "No formation data", 3: "The illegal JSON format", 4: "The illegal URL format", }, paddb_success: `Sucess`, paddb_unauthorized: `Certification Faild (ID or password is incorrect)`, }, sort_name:{ sort_none: "Nope", sort_id: "Cards Id", sort_attrs : "Attribute", sort_evoRootId: "Cards Evolution Root", sort_evoRoot_Attrs : "Cards Evolution Root's Attribute", sort_rarity: "Rarity", sort_cost: "Cost", sort_skillLv1: "Maximum Skill Turn", sort_skillLvMax: "Minimum Skill Turn", sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)", sort_hpMax120: "Max HP", sort_atkMax120: "Max ATK", sort_rcvMax120: "Max RCV", sort_hpMax120_awoken: "Max HP (+Awoken)", sort_atkMax120_awoken: "Max ATK (+Awoken)", sort_rcvMax120_awoken: "Max RCV (+Awoken)", sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)", }, skill_parse: { skill: { error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`, unknown: tp`Unkonwn skill type: ${'type'}`, active_turns: tp`${'skills'}, for ${'turns'} turns`, delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`, random_skills: tp`Random Activates these skills:${'skills'}`, evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`, evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`, damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`, damage_enemy_times: tp`${'times'} `, damage_enemy_count: tp` (${'damage'} in total)`, //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. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`, delay: tp`${'icon'}Delays enemies' next move`, mass_attack: tp`${'icon'}Mass attacks`, leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`, no_skyfall: tp`${'icon'}No Skyfall Combos`, self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`, heal: tp`${'icon'}Recover ${'value'} ${'stats'}`, unbind: tp`Recovery ${'stats'} by ${'turns'} turns`, unbind_normal: tp`${'icon'}Bind`, unbind_awakenings: tp`${'icon'}Awoken bind`, unbind_matches: tp`${'icon'}Unmatchable orb`, bind_skill: tp`${'icon'}Unable to use skills`, defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`, poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`, time_extend: tp`${'icon'}Orb move time ${'value'}`, follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`, follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`, auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`, auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`, ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`, ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`, gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`, resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`, board_change: tp`Change all orbs to ${'orbs'}`, skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`, skill_boost_range: tp`~${'turns'}`, add_combo: tp`Adds ${'value'} combos${'icon'}`, fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`, min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable drop_refresh: tp`Replaces all orbs`, drum: tp`Plus a drumming sound is made when Orbs are moved`, auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`, counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`, change_orbs: tp`Changes ${'from'} to ${'to'} orbs`, generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`, fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`, orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`, orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`, orb_drop_increase_chance: tp`by ${'value'}`, attr_absorb: tp`${'icon'}Attribute absorption`, combo_absorb: tp`${'icon'}Combo absorption`, damage_absorb: tp`${'icon'}Damage absorption`, damage_void: tp`${'icon'}Damage void`, void_enemy_buff: tp`Voids enemies' ${'buff'}`, change_attribute: tp`${'target'} Att. changes to ${'attrs'}`, set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`, set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`, set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`, set_orb_state_bound: tp`${'orbs'} are unmatchable`, rate_multiply: tp`${'rate'} ${'value'} when entering as leader`, rate_multiply_drop: tp`${'icon'}Drop rate`, rate_multiply_coin: tp`${'icon'}Coins`, rate_multiply_exp: tp`${'icon'}Rank EXP`, reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`, power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`, power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types henshin: tp`Transforms into ${'cards'}`, random_henshin: tp`Random transforms into ${'cards'}`, void_poison: tp`Voids ${'poison'} damage`, skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`, impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`, obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`, obstruct_opponent_after_me: tp`The opponent ranked lower than me`, obstruct_opponent_before_me: tp`The opponent ranked higher than me`, obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`, increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`, board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`, board_size_change: tp`Board size changed to ${'icon'}${'size'}`, }, power: { unknown: tp`[ Unkonwn power up: ${'type'} ]`, scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`, scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`, scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`, scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`, scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`, scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`, scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`, scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`, scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`, scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`, scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`, scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`, }, cond: { unknown: tp`[ Unknown condition ]`, hp_equal: tp`When ${'hp'} == ${'min'} `, hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `, hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `, hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `, use_skill: tp`When skills used `, multi_player: tp`When in Multiplayer Mode `, remain_orbs: tp`When ≤ ${'value'} Orbs on the board `, exact_combo: tp`When exactly ${'value'} combos `, exact_length: tp`exactly of ${'value'} `, exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `, exact_match_enhanced: tp` orbs including enhanced`, compo_type_card: tp`When ${'ids'} are all on team, `, compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `, compo_type_evolution: tp`When all monsters in team are ${'ids'}, `, compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `, compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `, stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `, stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `, L_shape: tp`When matching an L shape of 5 ${'orbs'} `, heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `, }, position: { top: tp`${'pos'} of top rows`, bottom: tp`${'pos'} of bottom rows`, left: tp`${'pos'} of left columns`, right: tp`${'pos'} of right columns`, random: tp`random location`, shape: tp`specified location`, }, value: { unknown: tp`[ Unknown value: ${'type'}]`, //type const: tp`${'value'} ${'unit'}`, const_to: tp`to ${'value'}`, mul_percent: tp`${'value'}%`, mul_times: tp`×${'value'}`, mul_of_percent: tp`${'stats'}'s ${'value'}%`, mul_of_times: tp`${'stats'} ×${'value'}`, hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`, random_atk: tp`${'atk'} ×${'min'}${'max'}`, prob: tp`${'value'} chance for `, x_awakenings: tp`count of ${'awakenings'} ×${'value'}`, size: tp`${'width'}×${'height'}`, pos: tp`${'x'}×${'y'}`, }, target: { unknown: tp`Unkown Target`, self: tp`card's`, team: tp`team`, team_last: tp`the lastest member`, team_leader: tp`leader`, sub_members: tp`sub-members`, leader_self: tp`left leader`, leader_helper: tp`right leader`, collab_id: tp`card with collab ID of ${'id'} `, gacha_id: tp`card with gacha ID of ${'id'} `, enemy: tp`Enemy`, enemy_all: tp`all enemys`, enemy_one: tp`1 enemy`, enemy_attr: tp`${'attr'} enemy`, the_attr: tp`attr of the matched Orbs`, }, stats: { unknown: tp`[ Unknown: ${'type'}]`, //type maxhp: tp`Max HP`, hp: tp`HP`, chp: tp`current HP`, atk: tp`ATK`, rcv: tp`RCV`, teamhp: tp`Team HP`, teamatk: tp`Team ${'attrs'} ATK`, teamrcv: tp`Team RCV`, cstage: tp`current Stage of Dungeon`, }, unit: { orbs: tp``, times: tp` times`, seconds: tp` seconds`, point: tp` point`, turns: tp` turns`, }, word: { comma: tp`, `, slight_pause: tp`, `, range_hyphen: tp`~`, in_once: tp`in once `, evo_type_pixel: tp`Pixel Evo`, evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`, evo_type_unknow: tp`Unknown Evo: ${'type'}`, affix_attr: tp`${'cotent'} attr.`, affix_orb: tp`${'cotent'} orbs`, affix_type: tp`${'cotent'} types`, affix_awakening: tp`${'cotent'} awoken`, affix_exclude: tp`, exclude ${'cotent'}`, each_time: tp`each time `, different: tp`different`, same: tp`the same`, }, attrs: { [0]: tp`${'icon'}Fire`, [1]: tp`${'icon'}Water`, [2]: tp`${'icon'}Wood`, [3]: tp`${'icon'}Light`, [4]: tp`${'icon'}Dark`, [5]: tp`${'icon'}Recover`, [6]: tp`${'icon'}Null`, all: tp`All`, self: tp`${'icon'}Self's Attr`, fixed: tp`${'icon'}Fixed`, }, orbs: { [0]: tp`${'icon'}Fire`, [1]: tp`${'icon'}Water`, [2]: tp`${'icon'}Wood`, [3]: tp`${'icon'}Light`, [4]: tp`${'icon'}Dark`, [5]: tp`${'icon'}Heal`, [6]: tp`${'icon'}Jammer`, [7]: tp`${'icon'}Poison`, [8]: tp`${'icon'}Lethal Poison`, [9]: tp`${'icon'}Bomb`, enhanced: tp`${'icon'}Enhanced`, locked: tp`${'icon'}Locked`, nail: tp`${'icon'}Nail`, _5color: tp`${'icon'}5 Att.`, _6color: tp`${'_5color'}+${'orb_rcv'}`, all: tp`All`, any: tp`Any ${'cotent'}`, }, board: { clouds: tp`${'icon'}Clouds`, immobility: tp`${'icon'}Immobility`, roulette: tp`${'icon'}Roulette`, roulette_time: tp`(transforms every ${'duration'})`, }, types: { [0]: tp`${'icon'}Evo Material`, [1]: tp`${'icon'}Balanced`, [2]: tp`${'icon'}Physical`, [3]: tp`${'icon'}Healer`, [4]: tp`${'icon'}Dragon`, [5]: tp`${'icon'}God`, [6]: tp`${'icon'}Attacker`, [7]: tp`${'icon'}Devil`, [8]: tp`${'icon'}Machine`, [9]: tp`${'icon'}Special Protection`, [12]: tp`${'icon'}Awaken`, [14]: tp`${'icon'}Enhance Material`, [15]: tp`${'icon'}Redeemable`, }, awokens: { [0]: tp`${'icon'}Unknown awoken`, [1]: tp`${'icon'}Enhanced HP`, [2]: tp`${'icon'}Enhanced Attack`, [3]: tp`${'icon'}Enhanced Recovery`, [4]: tp`${'icon'}Reduce Fire Damage`, [5]: tp`${'icon'}Reduce Water Damage`, [6]: tp`${'icon'}Reduce Wood Damage`, [7]: tp`${'icon'}Reduce Light Damage`, [8]: tp`${'icon'}Reduce Dark Damage`, [9]: tp`${'icon'}Auto-Recover`, [10]: tp`${'icon'}Resistance-Bind`, [11]: tp`${'icon'}Resistance-Blind`, [12]: tp`${'icon'}Resistance-Jammers`, [13]: tp`${'icon'}Resistance-Poison`, [14]: tp`${'icon'}Enhanced Fire Orbs`, [15]: tp`${'icon'}Enhanced Water Orbs`, [16]: tp`${'icon'}Enhanced Wood Orbs`, [17]: tp`${'icon'}Enhanced Water Orbs`, [18]: tp`${'icon'}Enhanced Dark Orbs`, [19]: tp`${'icon'}Extend Time`, [20]: tp`${'icon'}Recover Bind`, [21]: tp`${'icon'}Skill Boost`, [22]: tp`${'icon'}Enhanced Fire Rows`, [23]: tp`${'icon'}Enhanced Water Rows`, [24]: tp`${'icon'}Enhanced Wood Rows`, [25]: tp`${'icon'}Enhanced Water Rows`, [26]: tp`${'icon'}Enhanced Dark Rows`, [27]: tp`${'icon'}Two-Pronged Attack`, [28]: tp`${'icon'}Resistance-Skill Bind`, [29]: tp`${'icon'}Enhanced Heal Orbs`, [30]: tp`${'icon'}Multi Boost`, [31]: tp`${'icon'}Dragon Killer`, [32]: tp`${'icon'}God Killer`, [33]: tp`${'icon'}Devil Killer`, [34]: tp`${'icon'}Machine Killer`, [35]: tp`${'icon'}Balanced Killer`, [36]: tp`${'icon'}Attacker Killer`, [37]: tp`${'icon'}Physical Killer`, [38]: tp`${'icon'}Healer Killer`, [39]: tp`${'icon'}Evo Killer`, [40]: tp`${'icon'}Awaken Killer`, [41]: tp`${'icon'}Enhance Killer`, [42]: tp`${'icon'}Redeemable Killer`, [43]: tp`${'icon'}Enhanced Combos`, [44]: tp`${'icon'}Guard Break`, [45]: tp`${'icon'}Bonus Attack`, [46]: tp`${'icon'}Enhanced Team HP `, [47]: tp`${'icon'}Enhanced Team Recovery`, [48]: tp`${'icon'}Damage Void Piercer`, [49]: tp`${'icon'}Awoken Assist`, [50]: tp`${'icon'}Super Bonus Attack`, [51]: tp`${'icon'}Skill Charge`, [52]: tp`${'icon'}Resistance-Bind+`, [53]: tp`${'icon'}Extend Time+`, [54]: tp`${'icon'}Resistance-Clouds`, [55]: tp`${'icon'}Resistance-Immobility`, [56]: tp`${'icon'}Skill Boost+`, [57]: tp`${'icon'}50% or more HP Enhanced`, [58]: tp`${'icon'}50% or less HP Enhanced`, [59]: tp`${'icon'}L Damage Reduction`, [60]: tp`${'icon'}L Increased Attack`, [61]: tp`${'icon'}Super Enhanced Combos`, [62]: tp`${'icon'}Combo Orbs`, [63]: tp`${'icon'}Skill Voice`, [64]: tp`${'icon'}Dungeon Bonus`, [65]: tp`${'icon'}Reduced HP`, [66]: tp`${'icon'}Reduced Attack`, [67]: tp`${'icon'}Reduced RCV`, [68]: tp`${'icon'}Resistance-Blind+`, [69]: tp`${'icon'}Resistance-Jammers+`, [70]: tp`${'icon'}Resistance-Poison+`, [71]: tp`${'icon'}Blessing of Jammers`, [72]: tp`${'icon'}Blessing of Poison Orbs`, [73]: tp`${'icon'}Enhanced Fire Combos`, [74]: tp`${'icon'}Enhanced Water Combos`, [75]: tp`${'icon'}Enhanced Wood Combos`, [76]: tp`${'icon'}Enhanced Light Combos`, [77]: tp`${'icon'}Enhanced Dark Combos`, [78]: tp`${'icon'}Cross Attack`, [79]: tp`${'icon'}3 Att. Enhanced Attack`, [80]: tp`${'icon'}4 Att. Enhanced Attack`, [81]: tp`${'icon'}5 Att. Enhanced Attack`, [82]: tp`${'icon'}Super Enhanced Matching`, [83]: tp`${'icon'}Append Dragon Type`, [84]: tp`${'icon'}Append God Type`, [85]: tp`${'icon'}Append Devil Type`, [86]: tp`${'icon'}Append Machine Type`, [87]: tp`${'icon'}Append Balanced Type`, [88]: tp`${'icon'}Append Attacker Type`, [89]: tp`${'icon'}Append Physical Type`, [90]: tp`${'icon'}Append Healer Type`, [91]: tp`${'icon'}Append Fire Attr.`, [92]: tp`${'icon'}Append Water Attr.`, [93]: tp`${'icon'}Append Wood Attr.`, [94]: tp`${'icon'}Append Water Attr.`, [95]: tp`${'icon'}Append Dark Attr.`, [96]: tp`${'icon'}Two-Pronged Attack+`, [97]: tp`${'icon'}Skill Charge+`, [98]: tp`${'icon'}Auto-Recover+`, [99]: tp`${'icon'}Enhanced Fire Orbs+`, [100]: tp`${'icon'}Enhanced Water Orbs+`, [101]: tp`${'icon'}Enhanced Wood Orbs+`, [102]: tp`${'icon'}Enhanced Water Orbs+`, [103]: tp`${'icon'}Enhanced Dark Orbs+`, [104]: tp`${'icon'}Enhanced Heal Orbs+`, [105]: tp`${'icon'}Skill Boost Minus`, } }, }; //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 const typekiller_for_type = [ {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化 {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒 {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化 {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱 {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神 {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙 {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔 {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械 {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡 {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击 {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力 {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复 {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护 ]; //类型允许的潜觉杀 typekiller_for_type.forEach(t=> { t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀 .map(tn=> typekiller_for_type.find(_t=>_t.type == tn).latent ); } ); const allowable_latent = { common: [ //一般能打的潜觉 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19, 28,29,30,31,32,33,34,35,36,37,38 ], killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉 v120: [42,43,44,45], //120才能打的潜觉 needAwoken: [ //需要觉醒才能打的潜觉 {latent:39,awoken:62}, //C珠破吸 {latent:40,awoken:20}, //心横解转转 {latent:41,awoken:27}, //U解禁消 {latent:46,awoken:45}, //心追解云封 {latent:47,awoken:59}, //心L大SB {latent:48,awoken:60}, //L解禁武器 ] } //等效觉醒列表 const equivalent_awoken = [ {small:10,big:52,times:2}, //防封 {small:11,big:68,times:5}, //防暗 {small:12,big:69,times:5}, //防废 {small:13,big:70,times:5}, //防毒 {small:19,big:53,times:2}, //手指 {small:21,big:56,times:2}, //SB {small:27,big:96,times:2}, //U {small:51,big:97,times:2}, //5色溜 {small:9,big:98,times:2}, //自回 {small:14,big:99,times:2}, //火+ {small:15,big:100,times:2},//水+ {small:16,big:101,times:2},//木+ {small:17,big:102,times:2},//光+ {small:18,big:103,times:2},//暗+ {small:29,big:104,times:2},//心+ ]; //官方的觉醒排列顺序 const official_awoken_sorting = [ 21, 19, 43, 45, 10, 11, 12, 13, 49, 56, 53, 61, 50, 52, 68, 69, 70, 28, 48, 62, 57, 58, 60, 59, 54, 55, 44, 14, 15, 16, 17, 18, 29, 9, 27, 51, 99,100,101,102,103,104, 98, 96, 97, 22, 23, 24, 25, 26, 32, 31, 33, 34, 4, 5, 6, 7, 8, 35, 36, 37, 38, 1, 2, 3, 46, 47, 39, 40, 41, 42, 65, 66, 67, 20, 71, 72, 30, 64, 63, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 84, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 105, ]; //pdc的徽章对应数字 const pdcBadgeMap = [ {pdf:undefined,pdc:0}, //什么都没有 {pdf:1,pdc:10}, //无限cost {pdf:2,pdc:12}, //小手指 {pdf:3,pdc:9}, //全体攻击 {pdf:4,pdc:5}, //小回复 {pdf:5,pdc:1}, //小血量 {pdf:6,pdc:3}, //小攻击 {pdf:7,pdc:8}, //SB {pdf:8,pdc:18}, //队长防封 {pdf:9,pdc:19}, //SX {pdf:11,pdc:7}, //无天降 {pdf:17,pdc:6}, //大回复 {pdf:18,pdc:2}, //大血量 {pdf:19,pdc:4}, //大攻击 {pdf:20,pdc:null}, //三维 {pdf:21,pdc:13}, //大手指 {pdf:10,pdc:11}, //加经验 {pdf:12,pdc:15}, //墨镜 {pdf:13,pdc:17}, //防废 {pdf:14,pdc:16}, //防毒 {pdf:129,pdc:14}, //月卡 ]; //pdc的潜觉对应数字 const pdcLatentMap = [ {pdf:1,pdc:1}, //HP {pdf:2,pdc:0}, //攻击 {pdf:3,pdc:2}, //回复 {pdf:4,pdc:19}, //手指 {pdf:5,pdc:13}, //自回 {pdf:6,pdc:14}, //火盾 {pdf:7,pdc:15}, //水盾 {pdf:8,pdc:16}, //木盾 {pdf:9,pdc:17}, //光盾 {pdf:10,pdc:18}, //暗盾 {pdf:11,pdc:12}, //防坐 {pdf:12,pdc:3}, //三维 {pdf:13,pdc:35}, //不被换队长 {pdf:13,pdc:47}, //不被换队长 ×1.5 {pdf:14,pdc:37}, //不掉废 {pdf:15,pdc:36}, //不掉毒 {pdf:16,pdc:24}, //进化杀 {pdf:17,pdc:25}, //觉醒杀 {pdf:18,pdc:26}, //强化杀 {pdf:19,pdc:27}, //卖钱杀 {pdf:20,pdc:4}, //神杀 {pdf:21,pdc:5}, //龙杀 {pdf:22,pdc:6}, //恶魔杀 {pdf:23,pdc:7}, //机械杀 {pdf:24,pdc:8}, //平衡杀 {pdf:25,pdc:9}, //攻击杀 {pdf:26,pdc:10}, //体力杀 {pdf:27,pdc:11}, //回复杀 {pdf:28,pdc:20}, //大HP {pdf:29,pdc:21}, //大攻击 {pdf:30,pdc:22}, //大回复 {pdf:31,pdc:23}, //大手指 {pdf:32,pdc:28}, //大火盾 {pdf:33,pdc:29}, //大水盾 {pdf:34,pdc:30}, //大木盾 {pdf:35,pdc:31}, //大光盾 {pdf:36,pdc:32}, //大暗盾 {pdf:37,pdc:33}, //6色破无效 {pdf:37,pdc:45}, //6色破无效 ×1.5 {pdf:38,pdc:34}, //3色破属吸 {pdf:38,pdc:46}, //3色破属吸 ×1.5 {pdf:39,pdc:40}, //C珠破吸 {pdf:39,pdc:50}, //C珠破吸 ×1.5 {pdf:40,pdc:39}, //心横解转转 {pdf:40,pdc:49}, //心横解转转 ×1.5 {pdf:41,pdc:38}, //U解禁消 {pdf:41,pdc:48}, //U解禁消 ×1.5 {pdf:42,pdc:41}, //伤害上限解除 {pdf:43,pdc:42}, //HP++ {pdf:44,pdc:43}, //攻击++ {pdf:45,pdc:44}, //回复++ {pdf:46,pdc:51}, //心追解云封 {pdf:46,pdc:52}, //心追解云封 ×1.5 {pdf:47,pdc:53}, //心L大SB {pdf:47,pdc:54}, //心L大SB ×1.5 {pdf:48,pdc:55}, //L解禁武器 {pdf:48,pdc:56}, //L解禁武器 ×1.8 ]; //paddb的徽章对应数字 const paddbBadgeMap = [ {pdf:undefined,paddb:0}, //什么都没有 {pdf:1,paddb:1}, //无限cost {pdf:2,paddb:2}, //小手指 {pdf:3,paddb:3}, //全体攻击 {pdf:4,paddb:4}, //小回复 {pdf:5,paddb:5}, //小血量 {pdf:6,paddb:6}, //小攻击 {pdf:7,paddb:7}, //SB {pdf:8,paddb:8}, //队长防封 {pdf:9,paddb:9}, //SX {pdf:11,paddb:14}, //无天降 {pdf:17,paddb:10}, //大回复 {pdf:18,paddb:11}, //大血量 {pdf:19,paddb:12}, //大攻击 {pdf:20,paddb:null}, //三维 {pdf:21,paddb:13}, //大手指 {pdf:10,paddb:18}, //加经验 {pdf:12,paddb:15}, //墨镜 {pdf:13,paddb:16}, //防废 {pdf:14,paddb:17}, //防毒 {pdf:129,paddb:19}, //月卡 ]; //paddb的潜觉对应数字 const paddbLatentMap = [ {pdf:1,paddb:13}, //HP {pdf:2,paddb:14}, //攻击 {pdf:3,paddb:15}, //回复 {pdf:4,paddb:16}, //手指 {pdf:5,paddb:17}, //自回 {pdf:6,paddb:19}, //火盾 {pdf:7,paddb:20}, //水盾 {pdf:8,paddb:21}, //木盾 {pdf:9,paddb:22}, //光盾 {pdf:10,paddb:23}, //暗盾 {pdf:11,paddb:18}, //防坐 {pdf:12,paddb:27}, //三维 {pdf:13,paddb:38}, //不被换队长 {pdf:14,paddb:37}, //不掉废 {pdf:15,paddb:36}, //不掉毒 {pdf:16,paddb:12}, //进化杀 {pdf:17,paddb:9}, //觉醒杀 {pdf:18,paddb:10}, //强化杀 {pdf:19,paddb:11}, //卖钱杀 {pdf:20,paddb:2}, //神杀 {pdf:21,paddb:1}, //龙杀 {pdf:22,paddb:3}, //恶魔杀 {pdf:23,paddb:4}, //机械杀 {pdf:24,paddb:8}, //平衡杀 {pdf:25,paddb:5}, //攻击杀 {pdf:26,paddb:6}, //体力杀 {pdf:27,paddb:7}, //回复杀 {pdf:28,paddb:24}, //大HP {pdf:29,paddb:25}, //大攻击 {pdf:30,paddb:26}, //大回复 {pdf:31,paddb:33}, //大手指 {pdf:32,paddb:28}, //大火盾 {pdf:33,paddb:29}, //大水盾 {pdf:34,paddb:30}, //大木盾 {pdf:35,paddb:31}, //大光盾 {pdf:36,paddb:32}, //大暗盾 {pdf:37,paddb:35}, //6色破无效 {pdf:38,paddb:34}, //3色破属吸 {pdf:39,paddb:41}, //C珠破吸 {pdf:40,paddb:40}, //心横解转转 {pdf:41,paddb:39}, //U解禁消 {pdf:42,paddb:42}, //伤害上限解除 {pdf:43,paddb:43}, //HP++ {pdf:44,paddb:44}, //攻击++ {pdf:45,paddb:45}, //回复++ {pdf:46,paddb:46}, //心追解云封 {pdf:47,paddb:47}, //心L大SB {pdf:48,paddb:48}, //L解禁武器 ]; //排序程序列表 const sort_function_list = [ {tag:"sort_none",name:"无",function:()=>0}, {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id}, {tag:"sort_attrs",name:"属性",function:(a,b)=>{ let num = a.attrs[0] - b.attrs[0]; if (num === 0) num = a.attrs[1] - b.attrs[1]; return num; } }, {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId}, {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{ const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId]; let num = card_a.attrs[0] - card_b.attrs[0]; if (num === 0) num = card_a.attrs[1] - card_b.attrs[1]; return num; } }, {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity}, {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost}, {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP}, {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown}, {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{ const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId]; return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel); } }, {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{ function getEvoSkill(skill) { //232为进化后不循环技能,233为循环技能 if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]]; else return skill; } const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]); return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel); } }, {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)}, {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)}, {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)}, {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=> { const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120), abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120); const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0, abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0; return abA - abB; } }, {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=> { const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120), abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120); const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0, abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0; return abA - abB; } }, {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=> { const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120), abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120); const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0, abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0; return abA - abB; } }, {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=> { const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120), abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120); const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0, abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0; return abA - abB; } }, ]; //增加特殊搜索模式 const specialSearchFunctions = (function() { 'use strict'; //返回卡片的队长技能 function getCardLeaderSkill(card, skillTypes, searchRandom = true) { return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0]; } //返回卡片的技能 function getCardActiveSkill(card, skillTypes, searchRandom = true) { return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0]; } //获取血倍率 function getHPScale(ls) { const sk = ls.params; let scale = 1; switch (ls.type) { case 23: case 30: case 62: case 77: case 63: case 65: case 29: case 114: case 45: case 111: case 46: case 48: case 67: scale = sk[sk.length-1]/100; break; case 73: case 76: case 121: case 129: case 163: case 177: case 186: case 155: scale = sk[2]/100; break; case 106: case 107: case 108: scale = sk[0]/100; break; case 125: scale = sk[5]/100; break; case 136: case 137: scale = (sk[1]/100 || 1) * (sk[5]/100 || 1); break; case 158: scale = sk[4]/100; break; case 175: case 178: case 185: scale = sk[3]/100; break; case 203: case 217: scale = sk[1]/100; break; case 245: scale = sk[3]/100; break; case 138: //调用其他队长技 scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1); break; default: } return scale || 1; } //获取盾减伤比例 function getReduceScale(ls, allAttr = false, noHPneed = false) { const sk = ls.params; let scale = 0; switch (ls.type) { case 16: //无条件盾 scale = sk[0]/100; break; case 17: //单属性盾 scale = allAttr ? 0 : sk[1]/100; break; case 36: //2个属性盾 scale = allAttr ? 0 : sk[2]/100; break; case 38: //血线下 + 几率 case 43: //血线上 + 几率 scale = (noHPneed || allAttr) ? 0 : sk[2]/100; break; case 129: //无条件盾,属性个数不固定 case 163: //无条件盾,属性个数不固定 scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100; break; case 178: //无条件盾,属性个数不固定 scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100; break; case 130: //血线下 + 属性个数不固定 case 131: //血线上 + 属性个数不固定 scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100; break; case 151: //十字心触发 case 169: //C触发 case 198: //回血触发 scale = sk[2]/100; break; case 170: //多色触发 case 182: //长串触发 case 193: //L触发 scale = sk[3]/100; break; case 171: //多串触发 scale = sk[6]/100; break; case 183: //又是个有两段血线的队长技 scale = noHPneed ? 0 : sk[4]/100; break; case 210: //十字触发 scale = sk[1]/100; break; case 235: { //可多次触发 scale = (sk[4] || 0) / 100; break; } case 138: //调用其他队长技 scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0); break; default: } return scale || 0; } //获取无条件盾减伤比例 function getReduceScale_unconditional(ls) { const sk = ls.params; let scale = 0; switch (ls.type) { case 16: //无条件盾 { scale = sk[0]/100; break; } case 129: //无条件盾,属性个数不固定 case 163: //无条件盾,属性个数不固定 { scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100; break; } case 178: //无条件盾,属性个数不固定 { scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100; break; } case 138: //调用其他队长技 scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0); break; default: } return scale || 0; } function getCannonAttr(skill) { const sk = skill.params; switch(skill.type) { case 0: case 1: case 37: case 58: case 59: case 84: case 85: case 86: case 87: case 115: return sk[0]; case 110: case 143: return sk[1]; case 42: return sk[1]; case 144: return sk[3] ?? 0; default: return -1; } } function sortByParams(a,b,searchTypeArray,pidx = 0) { const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray), b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray); let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx]; return a_pC - b_pC; } function sortByHPScal(a,b) { const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId]; return getHPScale(a_s) - getHPScale(b_s); } function HPScal_Addition(card) { const skill = Skills[card.leaderSkillId]; return `💟${Math.round(getHPScale(skill) * 100)}%`; } function sortByReduceScale(a,b) { const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId]; return getReduceScale(a_s) - getReduceScale(b_s); } function ReduceScale_Addition(card) { const skill = Skills[card.leaderSkillId]; return `🛡️${Math.round(getReduceScale(skill) * 100)}%`; } function voidsAbsorption_Addition(card) { const searchTypeArray = [173]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; if (sk[1] && sk[3]) { return `双吸×${sk[0]}T`; }else { return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`; } } function unbind_Turns(card) { const outObj = { normal: 0, awoken: 0 }; const searchTypeArray = [117,179]; const skill = getCardActiveSkill(card, searchTypeArray); if (skill) { const sk = skill.params; outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0; outObj.awoken = sk[4] || 0; } return outObj; } function unbind_Addition(card) { const turns = unbind_Turns(card); let strArr = []; if (turns.normal > 0 && turns.normal == turns.awoken) { return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`; } if (turns.normal > 0) { strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`); } if (turns.awoken > 0) { strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`); } return strArr.join(','); } function boardChange_ColorTypes(skill) { if (!skill) return []; const sk = skill.params; const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined); return colors; } function boardChange_Addition(card) { const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); const colors = boardChange_ColorTypes(skill); return createOrbsList(colors); } function orbsChangeParse(skill) { function changes(from, to) { return {from:from,to:to}; } let outArr = []; if (!skill) return outArr; const sk = skill.params; switch (skill.type) { case 9:{ outArr.push(changes([sk[0] || 0], [sk[1] || 0])); break; } case 20:{ if (sk.length >= 3 && sk[1] == (sk[3] || 0)) { outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0])); } else { outArr.push(changes([sk[0] || 0], [sk[1] || 0])); outArr.push(changes([sk[2] || 0], [sk[3] || 0])); } break; } case 154:{ outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1))); break; } } return outArr; } function changeOrbs_Addition(card) { const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); const fragment = document.createDocumentFragment(); parsedSkills.forEach(p=>{ fragment.appendChild(createOrbsList(p.from)); fragment.appendChild(document.createTextNode(`→`)); fragment.appendChild(createOrbsList(p.to)); }); return fragment; } function generateOrbsParse(card) { let outArr = []; const searchTypeArray = [141, 208]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return outArr; for (const skill of skills) { const sk = skill.params; if (skill.type == 141) { outArr.push({ count: sk[0], to: flags(sk[1] || 1), exclude: flags(sk[2]), }); }else { outArr.push({ count: sk[0], to: flags(sk[1] || 1), exclude: flags(sk[2]), }); outArr.push({ count: sk[3], to: flags(sk[4] || 1), exclude: flags(sk[5]), }); } } return outArr; } function generateOrbs_Addition(card) { const gens = generateOrbsParse(card); const searchTypeArray = [141, 208]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const fragment = document.createDocumentFragment(); for (const gen of gens) { fragment.appendChild(createOrbsList(gen.to)); fragment.appendChild(document.createTextNode(`×${gen.count}`)); } return fragment; } function lock_Addition(card) { const searchTypeArray = [152]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`锁`)); fragment.appendChild(createOrbsList(flags(sk[0] || 1))); return fragment; } function dropLock_Addition(card) { const searchTypeArray = [205]; const skill = getCardActiveSkill(card, searchTypeArray, 1); if (!skill) return; const sk = skill.params; const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`掉锁`)); fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111))); fragment.appendChild(document.createTextNode(`×${sk[1]}T`)); return fragment; } function dropOrb_Addition(card) { const searchTypeArray = [126]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const colors = flags(sk[0]); const fragment = document.createDocumentFragment(); fragment.appendChild(createOrbsList(colors)); fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`)); return fragment; } function generateColumnOrbs_Addition(card) { const searchTypeArray = [127]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const colors = []; for (let ai=0;aiul.classList.add(targetTypes[n])); let str = ''; str +=`${sk[2] / 100}倍×${sk[0]}T`; fragment.appendChild(document.createTextNode(str)); return fragment; } function dixedDamage_Addition(card) { const searchTypeArray = [55, 188, 56]; const skills = getCardActiveSkills(card, searchTypeArray, true); if (!skills.length) return; const skill = skills[0]; const sk = skill.params; return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`; } function gravity_Addition(card) { const searchTypeArray = [6, 161]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `${skill.type==6?"当前":"最大"}${sk[0]}%`; } function healImmediately_Rate(card) { const searchTypeArray = [7, //自身回复力 8, //固定点数 35,115, //吸血 117 ]; const skills = getCardActiveSkills(card, searchTypeArray); const outObj = { vampire: 0, selfRcv: 0, const: 0, scale: 0, }; if (!skills.length) return outObj; skills.forEach(skill=>{ const sk = skill.params; if (skill.type == 7) { outObj.selfRcv += sk[0]; } else if(skill.type == 8) { outObj.const += sk[0]; } else if(skill.type == 35) { outObj.vampire += sk[1]; } else if(skill.type == 115) { outObj.vampire += sk[2]; } else if(skill.type == 117) { outObj.selfRcv += sk[1] || 0; outObj.const += sk[2] || 0; outObj.scale += sk[3] || 0; } }); return outObj; } function atkBuff_Rate(card) { const searchTypeArray = [ 88,92, //类型的 50,90, //属性的,要排除回复力 156,168,231, //宝石姬 228, //属性、类型数量 ]; const skills = getCardActiveSkills(card, searchTypeArray); return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse(); function atkBuffParse(skill) { const outObj = { skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性 types: [], attrs: [], awoken: [], rate: 0, turns: 0, }; if (!skill) return outObj; const sk = skill.params; if (skill.type == 88 || skill.type == 92) { outObj.skilltype = 2; outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3); outObj.turns = sk[0]; outObj.rate = sk[skill.type == 88 ? 2 : 3]; } else if(skill.type == 50 || skill.type == 90) { outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5); if (!outObj.attrs.length) //去除回复力 return outObj; outObj.skilltype = 2; outObj.turns = sk[0]; outObj.rate = sk[skill.type == 50 ? 2 : 3]; } else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力 || skill.type == 168) { outObj.skilltype = 1; outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean); outObj.turns = sk[0]; outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100; } else if(skill.type == 228 && sk[3] > 0) { outObj.skilltype = 1; outObj.attrs = flags(sk[1]); outObj.types = flags(sk[2]); outObj.turns = sk[0]; outObj.rate = sk[3]; } else if(skill.type == 231 && sk[6] > 0) { outObj.skilltype = 1; outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags); outObj.turns = sk[0]; outObj.rate = sk[6]; } return outObj; } } function rcvBuff_Rate(card) { const searchTypeArray = [ 50,90, 228, 231, //宝石姬 ]; const skills = getCardActiveSkills(card, searchTypeArray); return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse(); function rcvBuffParse(skill) { const outObj = { skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性 types: [], attrs: [], awoken: [], rate: 0, turns: 0, }; if (!skill) return outObj; const sk = skill.params; if (skill.type == 228 && sk[4] > 0) { outObj.skilltype = 1; outObj.attrs = flags(sk[1]); outObj.types = flags(sk[2]); outObj.turns = sk[0]; outObj.rate = sk[4]; } else if (skill.type == 231 && sk[7] > 0) { outObj.skilltype = 1; outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags); outObj.turns = sk[0]; outObj.rate = sk[7]; } else if (skill.type == 50 || skill.type == 90) { outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0; outObj.turns = sk[0]; outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0; } return outObj; } } function damageSelf_Rate(card) { const searchTypeArray = [84,85,86,87,195]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return 0; const sk = skill.params; return 100 - (sk[skill.type == 195 ? 0 : 3] || 0); } function changeEnemiesAttr_Attr(card) { const outObj = { attr: null, turns: 0 } const searchTypeArray = [153, 224]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return outObj; const sk = skill.params; if (skill.type == 153) { outObj.attr = sk[0]; } else if (skill.type == 224) { outObj.attr = sk[1] || 0; outObj.turns = sk[0]; } return outObj; } //创建1个觉醒图标 function createAwokenIcon(awokenId) { const icon = document.createElement("icon"); icon.className ="awoken-icon"; icon.setAttribute("data-awoken-icon", awokenId); return icon; } //产生一个觉醒列表 function creatAwokenList(awokens) { const ul = document.createElement("ul"); ul.className = "awoken-ul"; awokens.forEach(ak=>{ const li = ul.appendChild(document.createElement("li")); const icon = li.appendChild(createAwokenIcon(ak)); }); return ul; } //产生宝珠列表 function createOrbsList(orbs) { if (orbs == undefined) orbs = [0]; else if (!Array.isArray(orbs)) orbs = [orbs]; const ul = document.createElement("ul"); ul.className = "board"; orbs.forEach(orbType => { const li = ul.appendChild(document.createElement("li")); li.className = `orb`; li.setAttribute("data-orb-icon", orbType); }); return ul; } //产生类型列表 function createTypesList(types) { if (types == undefined) types = [0]; else if (!Array.isArray(types)) types = [types]; const ul = document.createElement("ul"); ul.className = "types-ul"; types.forEach(type => { const li = ul.appendChild(document.createElement("li")); li.className = `type-icon`; li.setAttribute("data-type-icon", type); }); return ul; } const functions = [ {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards}, {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [ ]}, {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [ {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)"}, function:cards=>{ const searchTypeArray = [173]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[1]; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:voidsAbsorption_Addition }, /*{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)"}, function:cards=>{ const searchTypeArray = [173]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[2]; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); },addition:voidsAbsorption_Addition},*/ {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)"}, function:cards=>{ const searchTypeArray = [173]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[3]; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:voidsAbsorption_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [173]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[1] && skill.params[3]; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:voidsAbsorption_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [191]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [191]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return document.createTextNode(`破贯×${sk[0]}T`); } }, ]}, {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [ { name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"}, function:cards=>{ return cards.filter(card=>{ const turns = unbind_Turns(card); return turns.normal > 0; }).sort((a,b)=>{ const a_s = unbind_Turns(a), b_s = unbind_Turns(b); let a_pC = a_s.normal, b_pC = b_s.normal; return a_pC - b_pC; }); }, addition:unbind_Addition }, { name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"}, function:cards=>{ return cards.filter(card=>{ const turns = unbind_Turns(card); return turns.awoken > 0; }).sort((a,b)=>{ const a_s = unbind_Turns(a), b_s = unbind_Turns(b); let a_pC = a_s.awoken, b_pC = b_s.awoken; return a_pC - b_pC; }); }, addition:unbind_Addition }, { name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"}, function:cards=>{ return cards.filter(card=>{ const turns = unbind_Turns(card); return turns.normal && turns.awoken > 0; }).sort((a,b)=>{ const a_s = unbind_Turns(a), b_s = unbind_Turns(b); let a_pC = a_s.awoken, b_pC = b_s.awoken; return a_pC - b_pC; }); }, addition:unbind_Addition }, { name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"}, function:cards=>{ const searchTypeArray = [196]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>{ const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray); let a_pC = a_s.params[0], b_pC = b_s.params[0]; return a_pC - b_pC; }) }, addition:card=>{ const searchTypeArray = [196]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const value = sk[0]; return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`); } }, {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [215]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [215]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`自封`)); fragment.appendChild(createOrbsList(flags(sk[1] || 1))); fragment.appendChild(document.createTextNode(`×${sk[0]}T`)); return fragment; } }, {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [214]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [214]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return document.createTextNode(`自封技${sk[0]}T`); } }, ]}, {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: [ {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)"}, function:cards=>{ const searchTypeArray = [146]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [146]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`); } }, {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"}, function:cards=>{ const searchTypeArray = [218]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [218]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`); } }, {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [93, 227]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [93, 227]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; return skill.type == 93 ? '换自身' : '换最后队员'; } }, {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"}, function:cards=>{ function getIncreaseDamageCap(skill) { let cap = 0; switch (skill.type) { case 241: cap = skill.params[1]; break; case 246: cap = skill.params[2]; break; case 247: cap = skill.params[3]; break; } return cap; } const searchTypeArray = [241, 246, 247]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>{ const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray); let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss); return a_pC - b_pC; }); }, addition:card=>{ const searchTypeArray = [241, 246, 247]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; let cap; switch (skill.type) { case 241: cap = sk[1]; break; case 246: cap = sk[2]; break; case 247: cap = sk[3]; break; } if (skill.type == 241) { return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`; } else { return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`; } } }, {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"}, function:cards=>{ const searchTypeArray = [230]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2)); }, addition:memberATK_Addition }, {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"}, function:cards=>{ const searchTypeArray = [230]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && Boolean(skill.params[1] & 1<<0); }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2)); }, addition:memberATK_Addition }, {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"}, function:cards=>{ const searchTypeArray = [230]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && Boolean(skill.params[1] & (1<<1 | 1<<2)); }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2)); }, addition:memberATK_Addition }, {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"}, function:cards=>{ const searchTypeArray = [230]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && Boolean(skill.params[1] & 1<<3); }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2)); }, addition:memberATK_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [142]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [142]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`自→`)); fragment.appendChild(createOrbsList(sk[1])); fragment.appendChild(document.createTextNode(`×${sk[0]}T`)); return fragment; } }, ]}, {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [ {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"}, function:cards=>{ const searchTypeArray = [179]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [179]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`; } }, {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"}, function:cards=>{ return cards.filter(card=>{ const heal = healImmediately_Rate(card); return Object.values(heal).some(v=>v); }) .sort((a,b)=>{ const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b); const a_vs = Object.values(a_h), b_vs = Object.values(b_h); const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v); let sortNum = a_i - b_i; if (!sortNum) { sortNum = a_vs[a_i] - b_vs[b_i]; } return sortNum; }); }, addition:card=>{ const heal = healImmediately_Rate(card); let strArr = []; if (heal.scale) strArr.push(`${heal.scale}%最大HP`); if (heal.const) strArr.push(`${heal.const.bigNumberToString()}点HP`); if (heal.selfRcv) strArr.push(`${heal.selfRcv/100}倍回复力`); if (heal.vampire) strArr.push(`${heal.vampire}%伤害`); return strArr.join(','); } }, {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"}, function:cards=>{ const searchTypeArray = [237]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition:card=>{ const searchTypeArray = [237]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`; } }, {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)"}, function:cards=>{ return cards.filter(card=>damageSelf_Rate(card)>0) .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b)); }, addition:card=>{ let rate = damageSelf_Rate(card); if (rate < 100) return `减少${rate}%`; else return `减少到1`; } }, ]}, {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [ {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [172]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }) }, {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [152]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:lock_Addition }, {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [152]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && (skill.params[0] & 63) === 63; }), addition:lock_Addition }, {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"}, function:cards=>{ const searchTypeArray = [52,91,140]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }); }, addition:card=>{ const searchTypeArray = [52,91,140]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; let attrs = []; switch (skill.type) { case 52:{ attrs.push(sk[0]); break; } case 91:{ attrs = sk.slice(0,-1); break; } case 140:{ attrs = flags(sk[0]); break; } } const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`强化`)); fragment.appendChild(createOrbsList(attrs)); return fragment; } }, ]}, {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [ {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)"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [156,168,228,231]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }) }, {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"}, function:cards=>{ return cards.filter(card=>{ const atkbuff = rcvBuff_Rate(card); return atkbuff.skilltype > 0; }).sort((a,b)=>{ let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b); let sortNum = a_pC.skilltype - b_pC.skilltype; if (sortNum == 0) sortNum = a_pC.rate - b_pC.rate; if (sortNum == 0) sortNum = a_pC.turns - b_pC.turns; return sortNum; }); }, addition:card=>{ const atkbuff = rcvBuff_Rate(card); const fragment = document.createDocumentFragment(); fragment.appendChild(createOrbsList([5])); if (atkbuff.skilltype == 0) return fragment; if (atkbuff.skilltype == 1) { fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`)); if (atkbuff.awoken.length) fragment.appendChild(creatAwokenList(atkbuff.awoken)); if (atkbuff.attrs.length) fragment.appendChild(createOrbsList(atkbuff.attrs)); if (atkbuff.types.length) fragment.appendChild(createTypesList(atkbuff.types)); fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`)); }else if (atkbuff.skilltype == 2) { if (atkbuff.attrs.length) fragment.appendChild(createOrbsList(atkbuff.attrs)); if (atkbuff.types.length) fragment.appendChild(createTypesList(atkbuff.types)); fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`)); fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`)); } return fragment; } }, {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"}, function:cards=>{ return cards.filter(card=>{ const atkbuff = atkBuff_Rate(card); return atkbuff.skilltype > 0; }).sort((a,b)=>{ let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b); let sortNum = a_pC.skilltype - b_pC.skilltype; if (sortNum == 0) sortNum = a_pC.rate - b_pC.rate; if (sortNum == 0) sortNum = a_pC.turns - b_pC.turns; return sortNum; }); }, addition:card=>{ const atkbuff = atkBuff_Rate(card); const fragment = document.createDocumentFragment(); if (atkbuff.skilltype == 0) return fragment; if (atkbuff.skilltype == 1) { fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`)); if (atkbuff.awoken.length) fragment.appendChild(creatAwokenList(atkbuff.awoken)); if (atkbuff.attrs.length) fragment.appendChild(createOrbsList(atkbuff.attrs)); if (atkbuff.types.length) fragment.appendChild(createTypesList(atkbuff.types)); fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`)); }else if (atkbuff.skilltype == 2) { if (atkbuff.attrs.length) fragment.appendChild(createOrbsList(atkbuff.attrs)); if (atkbuff.types.length) fragment.appendChild(createTypesList(atkbuff.types)); fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`)); fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`)); } return fragment; } }, {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"}, function:cards=>{ const searchTypeArray = [132]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>{ const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray); //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍 const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1; return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]); }); }, addition:card=>{ const searchTypeArray = [132]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; let str = "👆"; if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`; if (sk[2]) str += `x${sk[2]/100}`; str += `x${sk[0]}T`; return str; } }, {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"}, function:cards=>{ const searchTypeArray = [184]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [184]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `无↓×${sk[0]}T`; } }, {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)"}, function:cards=>{ const searchTypeArray = [160]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>{ const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray); return a_s.params[1] - b_s.params[1]; }); }, addition:card=>{ const searchTypeArray = [160]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `+${sk[1]}C×${sk[0]}T`; } }, {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)"}, function:cards=>{ const searchTypeArray = [3,156]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return false; if (skill.type == 156) return skill.params[4]==3; else return true; }).sort((a,b)=>{ const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray); let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬 if (!sortNum) { let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5]; sortNum = a_pC - b_pC; } return sortNum; }); }, addition:card=>{ const searchTypeArray = [3,156]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const fragment = document.createDocumentFragment(); if (skill.type == 156) { fragment.appendChild(document.createTextNode(`${sk[5]}%/`)); const awokenArr = sk.slice(1,4).filter(s=>s>0); fragment.appendChild(creatAwokenList(awokenArr)); fragment.appendChild(document.createTextNode(`×${sk[0]}T`)); }else { fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`)); } return fragment; } }, {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)"}, function:cards=>{ const searchTypeArray = [3]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[1]>=100; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [3]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `无敌×${sk[0]}T`; } }, {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"}, function:cards=>{ const searchTypeArray = [21]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [21]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const colors = [sk[1]]; const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`-`)); fragment.appendChild(createOrbsList(colors)); fragment.appendChild(document.createTextNode(`×${sk[0]}T`)); return fragment; } }, {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)"}, function:cards=>{ const searchTypeArray = [51]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [51]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `全体×${sk[0]}T`; } }, ]}, {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [ {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"}, function:cards=>{ const searchTypeArray = [18]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0)); }, addition:card=>{ const searchTypeArray = [18]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return document.createTextNode(`威吓×${sk[0]}T`); } }, {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)"}, function:cards=>{ const searchTypeArray = [19]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition:card=>{ const searchTypeArray = [19]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `破防${sk[1]}%`; } }, {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"}, function:cards=>{ const searchTypeArray = [19]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[1]>=100; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [19]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `全破×${sk[0]}T`; } }, {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)"}, function:cards=>{ const searchTypeArray = [4]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [4]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `攻击力×${sk[0]/100}倍`; } }, {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"}, function:cards=>{ return cards.filter(card=>{ return changeEnemiesAttr_Attr(card).attr != null; }).sort((a,b)=>{ let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b); return a_pC.attr - b_pC.attr; }) }, addition:card=>{ let change = changeEnemiesAttr_Attr(card); const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`敌→`)); fragment.appendChild(createOrbsList(change.attr)); if (change.turns > 0) fragment.appendChild(document.createTextNode(`×${change.turns}T`)); return fragment; } }, {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)"}, function:cards=>{ const searchTypeArray = [60]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition:card=>{ const searchTypeArray = [60]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`)); fragment.appendChild(createOrbsList(sk[2])); fragment.appendChild(document.createTextNode(`×${sk[0]}T`)); return fragment; } }, ]}, {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [ {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [10]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }) }, {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"}, function:cards=>{ const searchTypeArray = [207]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [207]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; if (sk[7]) return `${sk[7]}个×${sk[0]}T`; else return `特殊形状×${sk[0]}T`; } }, {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"}, function:cards=>{ const searchTypeArray = [238]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [238]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `${sk[1] * sk[2]}个×${sk[0]}T`; } }, {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"}, function:cards=>{ const searchTypeArray = [239]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [239]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const colums = flags(sk[1]), rows = flags(sk[2]); const fragment = document.createDocumentFragment(); if (colums.length) fragment.append(`${colums.length}竖`); if (rows.length) fragment.append(`${rows.length}横`); fragment.append(`×${sk[0]}T`); return fragment; } }, {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"}, function:cards=>{ const searchTypeArray = [244]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition:card=>{ const searchTypeArray = [244]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; let width, height; switch (sk[1]) { case 1: { width = 7; height = 6; break; } case 2: { width = 5; height = 3; break; } case 3: { width = 6; height = 5; break; } default: { width = 6; height = 5; } } return `[${width}×${height}]×${sk[0]}T`; } }, ]}, {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [ {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"}, function:cards=>{ const searchTypeArray = [205]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition:dropLock_Addition }, {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"}, function:cards=>{ const searchTypeArray = [205]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill && (skill.params[0] & 63) === 63; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition:dropLock_Addition }, {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"}, function:cards=>{ const searchTypeArray = [180]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition:card=>{ const searchTypeArray = [180]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `${sk[1]}%×${sk[0]}T`; } }, {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [126]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:dropOrb_Addition }, {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [126]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000 }), addition:dropOrb_Addition }, {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [126]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[1] >= 99; }), addition:dropOrb_Addition }, {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [126]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[3] == 100; }), addition:dropOrb_Addition }, {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"}, function:cards=>{ const searchTypeArray = [226]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [226]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `📌${sk[1]}%×${sk[0]}T`; } }, ]}, {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [ {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:boardChange_Addition }, {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).length == 1; }), addition:boardChange_Addition }, {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).length == 2; }), addition:boardChange_Addition }, {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).length == 3; }), addition:boardChange_Addition }, {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).length == 4; }), addition:boardChange_Addition }, {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).length == 5; }), addition:boardChange_Addition }, {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).length >= 6; }), addition:boardChange_Addition }, {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).includes(0); }), addition:boardChange_Addition }, {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).includes(1); }), addition:boardChange_Addition }, {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).includes(2); }), addition:boardChange_Addition }, {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).includes(3); }), addition:boardChange_Addition }, {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).includes(4); }), addition:boardChange_Addition }, {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); return boardChange_ColorTypes(skill).includes(5); }), addition:boardChange_Addition }, {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [71]; const skill = getCardActiveSkill(card, searchTypeArray); const colors = boardChange_ColorTypes(skill); return colors.includes(6) || colors.includes(7) || colors.includes(8) || colors.includes(9); }), addition:boardChange_Addition }, ]}, {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [ {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.to.includes(0)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.to.includes(1)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.to.includes(2)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.to.includes(3)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.to.includes(4)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.to.includes(5)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.from.includes(0)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.from.includes(1)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.from.includes(2)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.from.includes(3)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.from.includes(4)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.from.includes(5)); }), addition:changeOrbs_Addition }, {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [9,20,154]; const skills = getCardActiveSkills(card, searchTypeArray); if (!skills.length) return false; let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill)); return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9)); }), addition:changeOrbs_Addition }, ]}, {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [ {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"}, function:cards=>cards.filter(card=>{ function is30(sk) { return Boolean(flags(sk[1]).length * sk[0] == 30); } const searchTypeArray = [141]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && is30(skill.params); }), addition:generateOrbs_Addition }, {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"}, function:cards=>cards.filter(card=>{ function is1515(sk) { return Boolean(flags(sk[1]).length == 2 && sk[0] == 15); } const searchTypeArray = [141]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && is1515(skill.params); }), addition:generateOrbs_Addition }, {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"}, function:cards=>cards.filter(card=>{ const gens = generateOrbsParse(card); return gens.some(gen=>gen.to.includes(0)); }), addition:generateOrbs_Addition }, {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"}, function:cards=>cards.filter(card=>{ const gens = generateOrbsParse(card); return gens.some(gen=>gen.to.includes(1)); }), addition:generateOrbs_Addition }, {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"}, function:cards=>cards.filter(card=>{ const gens = generateOrbsParse(card); return gens.some(gen=>gen.to.includes(2)); }), addition:generateOrbs_Addition }, {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"}, function:cards=>cards.filter(card=>{ const gens = generateOrbsParse(card); return gens.some(gen=>gen.to.includes(3)); }), addition:generateOrbs_Addition }, {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"}, function:cards=>cards.filter(card=>{ const gens = generateOrbsParse(card); return gens.some(gen=>gen.to.includes(4)); }), addition:generateOrbs_Addition }, {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"}, function:cards=>cards.filter(card=>{ const gens = generateOrbsParse(card); return gens.some(gen=>gen.to.includes(5)); }), addition:generateOrbs_Addition }, {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"}, function:cards=>cards.filter(card=>{ const gens = generateOrbsParse(card); return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9)); }), addition:generateOrbs_Addition }, ]}, {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: [ {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [176]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }) }, {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"}, function:cards=>cards.filter(card=>{ function is3x3(sk) { for (let si=0;si<3;si++) { if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等 (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0) (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) (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) ) return true; } return false; } const searchTypeArray = [176]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && is3x3(skill.params); }), addition:card=>{ const searchTypeArray = [176]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const fragment = document.createDocumentFragment(); fragment.appendChild(document.createTextNode(`3×3`)); fragment.appendChild(createOrbsList(sk[5])); return fragment; } }, {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [127]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:generateColumnOrbs_Addition }, {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"}, function:cards=>cards.filter(card=>{ function isHeart(sk) { for (let i=1;icards.filter(card=>{ const searchTypeArray = [128]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:generateRowOrbs_Addition }, {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [128]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2); }), addition:generateRowOrbs_Addition }, {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [128]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1]; }), addition:generateRowOrbs_Addition }, {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [128]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && ((skill.params[0] | skill.params[2]) & 14); }), addition:generateRowOrbs_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [128,71,176]; function isRow(skill) { const sk = skill.params; if (skill.type === 128) //普通横 {return true;} else if (skill.type === 71) //花火 {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1} else if (skill.type === 176) //特殊形状 { for (let si=0;si<5;si++) { if ((sk[si] & 63) === 63) return true; } } return false; } const skill = getCardActiveSkill(card, searchTypeArray); return skill && isRow(skill); }) }, ]}, {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: [ {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)"}, function:cards=>{ const searchTypeArray = [6, 161]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition: gravity_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [6]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition: gravity_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [161]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition: gravity_Addition }, ]}, {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: [ {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)"}, function:cards=>{ const searchTypeArray = [55,188,56]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>{ const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray); 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); return a_pC - b_pC; }); }, addition:dixedDamage_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [55,188]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>{ const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray); 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); return a_pC - b_pC; }); }, addition:dixedDamage_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [56]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:dixedDamage_Addition }, ]}, {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: [ {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [2,35,37,59,84,86,110,115,144]; function isSingle(skill) { if (skill.type == 110) return Boolean(skill.params[0]); else if (skill.type == 144) return Boolean(skill.params[2]); else return true; } const skill = getCardActiveSkill(card, searchTypeArray); return skill && isSingle(skill); }), addition: numericalATK_Addition }, {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [0,1,58,85,87,110,143,144]; function isAll(skill) { if (skill.type == 110) return !Boolean(skill.params[0]); else if (skill.type == 144) return !Boolean(skill.params[2]); else return true; } const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.id!=0 && isAll(skill); }), addition: numericalATK_Addition }, {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"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [42]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }) }, {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"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [2,35]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }) }, {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)"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [0,2,35,37,58,59,84,85,115]; const skill = getCardActiveSkill(card, searchTypeArray); return skill && skill.id!=0; }).sort((a,b)=>{ const searchTypeArray = [0,2,35,37,58,59,84,85,115]; const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray); function getNumber(skill) { const sk = skill.params; switch(skill.type) { case 0: case 37: case 58: case 59: case 84: case 85: case 115: return sk[1]; case 2: case 35: return sk[0]; default: return 0; } } let a_pC = getNumber(a_s),b_pC = getNumber(b_s); return a_pC - b_pC; }), addition: numericalATK_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [1,42,86,87]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>{ const searchTypeArray = [1,42,86,87]; const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray); function getNumber(skill) { const sk = skill.params; switch(skill.type) { case 1: case 86: case 87: return sk[1]; case 42: return sk[2]; default: return 0; } } let a_pC = getNumber(a_s),b_pC = getNumber(b_s); return a_pC - b_pC; }), addition: numericalATK_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [110]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3)); }, addition: numericalATK_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [143]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition: numericalATK_Addition }, {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)"}, function:cards=>{ const searchTypeArray = [144]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition: numericalATK_Addition }, {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [35,115]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }) }, ]}, {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [ {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"}, function:cards=>cards.filter(card=>{ if (card.activeSkillId == 0) return false; const skill = Skills[card.activeSkillId]; return skill.initialCooldown - (skill.maxLevel - 1) <= 1; }) }, {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)"}, function:cards=>cards.filter(card=>{ if (card.activeSkillId == 0) return false; const skill = Skills[card.activeSkillId]; const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD let realCD = minCD; const searchTypeArray = [14]; const subSkill = getCardActiveSkill(card, searchTypeArray); if (subSkill) { realCD -= subSkill.params[0] * 3; } return minCD > 1 && realCD <= 4; }) }, {name:"Buff rounds equal to card's CD, being able to keep looping",otLangName:{chs:"Buff 回合等于自身 CD,能保持循环",cht:"Buff 回合等於自身 CD,能保持循環"}, function:cards=>cards.filter(card=>{ if (card.activeSkillId == 0) return false; const skill = Skills[card.activeSkillId]; const cd = skill.initialCooldown - (skill.maxLevel - 1); //最短CD return false; }) }, {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)"}, function:cards=>{ const searchTypeArray = [5, 246, 247]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [5, 246, 247]; const skill = getCardActiveSkill(card, searchTypeArray); const value = skill.params[0]; return `时停${value}s`; } }, { name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"}, function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118) }, { name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"}, function:cards=>cards.filter(card=>{ let skType = Skills[card.activeSkillId].type; return skType == 232 || skType == 233; }) }, {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [225]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [225]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; let strArr = []; if (sk[0]) strArr.push(`≥${sk[0]}%`); if (sk[1]) strArr.push(`≤${sk[1]}%`); return `HP ${strArr.join(" ")}`; } }, {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [234]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [234]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; let strArr = []; if (sk[0]) strArr.push(`≥${sk[0]}`); if (sk[1]) strArr.push(`≤${sk[1]}`); return `层 ${strArr.join(" ")}`; } }, {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"}, function:cards=>{ const searchTypeArray = [248]; return cards.filter(card=>{ const skill = getCardActiveSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)) }, addition:card=>{ const searchTypeArray = [248]; const skill = getCardActiveSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `延迟${sk[0]}T`; } }, ]}, {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [ ]}, {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [ {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr) }, {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch) }, {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo) }, {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor) }, {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape) }, {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [150]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }) }, {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [151,209]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }) }, {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [157]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }) }, {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"}, function:cards=>{ const searchTypeArray = [235]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return false; const sk = skill.params; if (!sk[3] || sk[3] === 100) return false; return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2)); }, addition:card=>{ const searchTypeArray = [235]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; if (!sk[3] || sk[3] === 100) return; const fragment = document.createDocumentFragment(); const sup = document.createElement("sup"); sup.textContent = "N"; const orbs = createOrbsList(flags(sk[0])); fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs); if (sk[1]) { fragment.append(`×≥${sk[1]}`); } else { fragment.append(`×${sk[2]}`); } return fragment; } }, {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [177]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill?.params[5]; }) }, ]}, {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [ {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance) }, {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance) }, {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [162,186]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }) }, {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [163,177]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }) }, {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange) }, {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"}, function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill) }, {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"}, function:cards=>{ const searchTypeArray = [158]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [158]; const skill = getCardLeaderSkill(card, searchTypeArray); const value = skill.params[0]; return `≥${value}珠`; } }, {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [125]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [125]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`; } }, {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [175]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [175]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `合作:${sk[0]}`; } }, {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"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [203]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }) }, {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"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [229]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [229]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; const attrs = flags(sk[0]), types = flags(sk[1]); const fragment = document.createDocumentFragment(); if (attrs.length) fragment.appendChild(createOrbsList(attrs)); if (types.length) fragment.appendChild(createTypesList(types)); return fragment; } }, {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"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [217]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [217]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; return `★≤${sk[0]}`; } }, {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [245]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [245]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; switch (sk[0]) { case -1: return `★各不相同`; case -2: return `★全部相同`; default: return `★全为${sk[0]}`; } } }, ]}, {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [ {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)"}, function:cards=>{ return cards.filter(card=>{ return getSkillFixedDamage(card) > 0; }).sort((a,b)=>{ let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b); return a_pC - b_pC; }); }, addition:card=>{ const value = getSkillFixedDamage(card); if (value <= 0 ) return; let nodeArr = [`${value.bigNumberToString()}固伤`]; let skill; if (skill = getCardLeaderSkill(card, [235])) { nodeArr.push("/"); nodeArr.push(createOrbsList(flags(skill.params[0]))); nodeArr.push(`×${skill.params[2]}`); } return nodeArr.nodeJoin(); } }, {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)"}, function:cards=>{ return cards.filter(card=>{ return getSkillAddCombo(card) > 0; }).sort((a,b)=>{ let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b); return a_pC - b_pC; }); }, addition:card=>{ const value = getSkillAddCombo(card); if (value <= 0 ) return; let nodeArr = [`+${value.bigNumberToString()}C`]; let skill; if (skill = getCardLeaderSkill(card, [210])) { nodeArr.push("/十字"); } else if (skill = getCardLeaderSkill(card, [235])) { nodeArr.push("/"); nodeArr.push(createOrbsList(flags(skill.params[0]))); nodeArr.push(`×${skill.params[2]}`); } return nodeArr.nodeJoin(); } }, {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)"}, function:cards=>{ const searchTypeArray = [15,185]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [15,185]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const value = skill.params[0]; return `${value > 0 ? "+" : ""}${value/100}s`; } }, {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)"}, function:cards=>{ const searchTypeArray = [178]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [178]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const value = skill.params[0]; return `固定${value}s`; } }, {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [213]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }), addition:card=>{ const searchTypeArray = [213]; const skill = getCardLeaderSkill(card, searchTypeArray); if (!skill) return; const sk = skill.params; let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2); const fragment = document.createDocumentFragment(); if (attrs.length) fragment.appendChild(createOrbsList(attrs)); if (types.length) fragment.appendChild(createTypesList(types)); fragment.appendChild(document.createTextNode(`:+`)); if (awakenings.length) fragment.appendChild(creatAwokenList(awakenings)); return fragment; } }, {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"}, function:cards=>{ const searchTypeArray = [12]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [12]; const skill = getCardLeaderSkill(card, searchTypeArray); const value = skill.params[0]; return `攻击×${(value/100).bigNumberToString()}倍`; } }, {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)"}, function:cards=>{ const searchTypeArray = [13]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [13]; const skill = getCardLeaderSkill(card, searchTypeArray); const value = skill.params[0]; return `回复×${(value/100).bigNumberToString()}倍`; } }, {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"}, function:cards=>{ const searchTypeArray = [198]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill && skill.params[2]; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2)); }, addition:card=>{ const searchTypeArray = [198]; const skill = getCardLeaderSkill(card, searchTypeArray); const sk = skill.params; return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`; } }, {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"}, function:cards=>{ const searchTypeArray = [198]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill && skill.params[3]; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3)); }, addition:card=>{ const searchTypeArray = [198]; const skill = getCardLeaderSkill(card, searchTypeArray); const sk = skill.params; return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`; } }, {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"}, function:cards=>{ const searchTypeArray = [41]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1)); }, addition:card=>{ const searchTypeArray = [41]; const skill = getCardLeaderSkill(card, searchTypeArray); const sk = skill.params; const fragment = document.createDocumentFragment(); fragment.appendChild(createOrbsList(sk[2] || 0)); fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`)); if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`)); return fragment; } }, {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [197]; const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }) }, {name:"Resolve",otLangName:{chs:"根性",cht:"根性"}, function:cards=>{ const searchTypeArray = [14]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [14]; const skill = getCardLeaderSkill(card, searchTypeArray); const value = skill.params[0]; return `HP≥${value}%`; } }, {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)"}, function:cards=>{ const searchTypeArray = [53]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [53]; const skill = getCardLeaderSkill(card, searchTypeArray); const sk = skill.params; return `掉率x${sk[0]/100}`; } }, {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"}, function:cards=>{ const searchTypeArray = [54]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [54]; const skill = getCardLeaderSkill(card, searchTypeArray); const sk = skill.params; return `金币x${sk[0]/100}`; } }, {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)"}, function:cards=>{ const searchTypeArray = [148]; return cards.filter(card=>{ const skill = getCardLeaderSkill(card, searchTypeArray); return skill; }).sort((a,b)=>sortByParams(a,b,searchTypeArray)); }, addition:card=>{ const searchTypeArray = [148]; const skill = getCardLeaderSkill(card, searchTypeArray); const sk = skill.params; return `经验x${sk[0]/100}`; } }, ]}, {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [ {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const HPscale = getHPScale(skill); return HPscale >= 3; }).sort(sortByHPScal), addition: HPScal_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const HPscale = getHPScale(skill); return HPscale >= 2 && HPscale < 3; }).sort(sortByHPScal), addition: HPScal_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const HPscale = getHPScale(skill); return HPscale >= 1.5 && HPscale < 2; }).sort(sortByHPScal), addition: HPScal_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const HPscale = getHPScale(skill); return HPscale > 1 && HPscale < 1.5; }).sort(sortByHPScal), addition: HPScal_Addition }, {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const HPscale = getHPScale(skill); return HPscale === 1; }), addition: HPScal_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const HPscale = getHPScale(skill); return HPscale < 1; }).sort(sortByHPScal), addition: HPScal_Addition }, ]}, {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [ {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const reduceScale = getReduceScale(skill); return reduceScale >= 0.75; }).sort(sortByReduceScale), addition: ReduceScale_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const reduceScale = getReduceScale(skill); return reduceScale >= 0.5 && reduceScale < 0.75; }).sort(sortByReduceScale), addition: ReduceScale_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const reduceScale = getReduceScale(skill); return reduceScale >= 0.25 && reduceScale < 0.5; }).sort(sortByReduceScale), addition: ReduceScale_Addition }, {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)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const reduceScale = getReduceScale(skill); return reduceScale > 0 && reduceScale < 0.25; }).sort(sortByReduceScale), addition: ReduceScale_Addition }, {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const reduceScale = getReduceScale(skill); return reduceScale === 0; }) }, {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"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; return getReduceScale(skill, true) > 0; }) }, {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"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; return getReduceScale(skill, undefined, true) > 0; }) }, {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"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; return getReduceScale(skill, undefined, undefined, true) > 0; }) }, /*{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%)"}, function:cards=>cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; const reduceScale = getReduceScale(skill); return reduceScale>=0.29; }).sort(sortByReduceScale) },*/ {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"}, function:cards=>{ return cards.filter(card=>{ const skill = Skills[card.leaderSkillId]; return getReduceScale_unconditional(skill) > 0; }).sort((a,b)=>{ const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId]; return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s); }); }, addition:card=>{ const skill = Skills[card.leaderSkillId]; return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`; } }, ]}, {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [ {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"}, function:cards=>cards.filter(card=> !Array.isArray(card.henshinFrom) && !Array.isArray(card.henshinTo)) }, {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"}, function:cards=>cards.filter(card=>Array.isArray(card.henshinTo)) }, {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"}, function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom)) }, {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"}, function:cards=>cards.filter(card=>{ const searchTypeArray = [236]; const skill = getCardActiveSkill(card, searchTypeArray); return skill; }) }, {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)"}, function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo)) }, {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"}, function:cards=>cards.filter(card=>card.evoMaterials.includes(3826)) }, //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)}, {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"}, function:cards=>cards.filter(isReincarnated) }, //evoBaseId可能为0 //{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)}, {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"}, function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo) }, {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"}, function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49)) }, ]}, {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [ {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"}, function:cards=>cards.filter(card=>card.is8Latent) }, {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"}, function:cards=>cards.filter(card=>card.awakenings.length>=9) }, {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"}, function:cards=>cards.filter(card=>card.awakenings.length<9) }, {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"}, function:cards=>cards.filter(card=>!card.awakenings.includes(49)) }, {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"}, function:cards=>cards.filter(card=>{ const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2); if (hasAwokenKiller) { //大于2个杀的进行判断 if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3) { //大于3个杀的直接过 return true; }else { //2个杀的 const isAllowLatent = card.types.filter(i=> i>=0 //去掉-1的type ).map(type=> typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀 ).some(ls=> ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀 ); return isAllowLatent } }else { return false; } }) }, // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"}, // function:cards=>cards.filter(card=>{ // const searchTypeArray = [1000]; // const skill = getCardActiveSkill(card, searchTypeArray); // return skill; // }) // }, ]}, {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [ {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)"}, function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6)) }, {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)"}, function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1)) }, {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"}, function:cards=>cards.filter(card=>card.limitBreakIncr===0) }, {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"}, function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0) }, {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)"}, function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr), addition:card=>`成长${card.limitBreakIncr}%` }, {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"}, function:cards=>cards.filter(card=>card.maxLevel==1) }, {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"}, function:cards=>cards.filter(card=>card.sellMP<100) }, {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"}, function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3) }, {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"}, function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6)) }, {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"}, function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2) }, {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"}, function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4), addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}` }, {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"}, function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4), addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}` }, {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"}, function:cards=>cards.filter(card=>card.skillBanner) }, {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"}, function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId) }, {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"}, function:cards=>cards.filter(card=>card.stacking), }, {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"}, function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))), }, {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"}, function:cards=>cards, addition:card=>card.name }, {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"}, function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel), addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}` }, {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"}, function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel), addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}` }, {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"}, function:cards=>cards, addition:card=>`MP ${card.sellMP.bigNumberToString()}` }, {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"}, function:cards=>cards, addition:card=>createTypesList(card.types) }, {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"}, function:cards=>cards, addition:card=>`COST ${card.cost}` }, ]}, ]; return functions; })();