|
- 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`Within ${'turns'} turns, ${'skills'}`,
- delay_active_turns: tp`${`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 ${'prob'}`,
- orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
- orb_thorn: tp`, reduces ${'value'} per encounter`,
- attr_absorb: tp`${'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 ${'position'}${'comment'}`,
- 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'}, `,
-
- orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
- orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
-
- 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: ${'type'}]`, //type
- maxhp: tp`${'icon'}Max HP`,
- hp: tp`HP`,
- chp: tp`current HP`,
- atk: tp`ATK`,
- rcv: tp`RCV`,
- teamhp: tp`Team HP`,
- teamatk: tp`Team ${'attrs'} ATK`,
- teamrcv: tp`Team RCV`,
- cstage: tp`current Stage of Dungeon`,
- },
- unit: {
- orbs: tp``,
- times: tp` times`,
- seconds: tp` seconds`,
- point: tp` point`,
- turns: tp` turns`,
- },
- word: {
- comment: tp`(${'content'}) `,
- comma: tp`, `,
- semicolon: 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`${'icon'}Nail`,
- thorn: tp`${'icon'}Thorn`,
- _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'}`,
- roulette_attrs: tp`only ${'orbs'} will appear`,
- },
- types: {
- [0]: tp`${'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'}Add Dragon Type`,
- [84]: tp`${'icon'}Add God Type`,
- [85]: tp`${'icon'}Add Devil Type`,
- [86]: tp`${'icon'}Add Machine Type`,
- [87]: tp`${'icon'}Add Balanced Type`,
- [88]: tp`${'icon'}Add Attacker Type`,
- [89]: tp`${'icon'}Add Physical Type`,
- [90]: tp`${'icon'}Add Healer Type`,
- [91]: tp`${'icon'}Change Sub Attribute: Fire`,
- [92]: tp`${'icon'}Change Sub Attribute: Water`,
- [93]: tp`${'icon'}Change Sub Attribute: Wood`,
- [94]: tp`${'icon'}Change Sub Attribute: Water`,
- [95]: tp`${'icon'}Change Sub Attribute: Dark`,
- [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`,
- [106]: tp`${'icon'}Floating`,
- [107]: tp`${'icon'}Enhanced Combos+`,
- [108]: tp`${'icon'}L Increased Attack+`,
- [109]: tp`${'icon'}Damage Void Piercer+`,
- [110]: tp`${'icon'}Cross Attack+`,
- [111]: tp`${'icon'}Super Enhanced Combos+`,
- [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
- [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
- [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
- [115]: tp`${'icon'}Recover Bind+`,
- [116]: tp`${'icon'}Enhanced Fire Rows×3`,
- [117]: tp`${'icon'}Enhanced Water Rows×3`,
- [118]: tp`${'icon'}Enhanced Wood Rows×3`,
- [119]: tp`${'icon'}Enhanced Water Rows×3`,
- [120]: tp`${'icon'}Enhanced Dark Rows×3`,
- [121]: tp`${'icon'}Enhanced Fire Combos+`,
- [122]: tp`${'icon'}Enhanced Water Combos+`,
- [123]: tp`${'icon'}Enhanced Wood Combos+`,
- [124]: tp`${'icon'}Enhanced Light Combos+`,
- [125]: tp`${'icon'}Enhanced Dark Combos+`,
- [126]: tp`${'icon'}T Increased Attack`,
- }
- },
- };
-
- //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: [42,43,44,45,49], //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+
- {small:43,big:107,times:2},//7c
- {small:60,big:108,times:2},//L
- {small:48,big:109,times:2},//破无效
- {small:78,big:110,times:2},//十字
- {small:61,big:111,times:2},//10c
- {small:79,big:112,times:2},//3色
- {small:80,big:113,times:2},//4色
- {small:81,big:114,times:2},//5色
- {small:20,big:115,times:2},//心解
- {small:22,big:116,times:3},//火横
- {small:23,big:117,times:3},//水横
- {small:24,big:118,times:3},//木横
- {small:25,big:119,times:3},//光横
- {small:26,big:120,times:3},//暗横
- {small:73,big:121,times:2},//火串
- {small:74,big:122,times:2},//水串
- {small:75,big:123,times:2},//木串
- {small:76,big:124,times:2},//光串
- {small:77,big:125,times:2},//暗串
- ];
-
- //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, 95,105,106,107,108,
- 109,110,111,112,113,114,115,116,117,
- 118,119,120,121,122,123,124,125,126,
- ];
-
- //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×2
- {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
- {pdf:49,pdc:57}, //伤害上限×3
- ];
- //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×2
- {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
- {pdf:49,paddb:49}, //伤害上限×3
- ];
- //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,...pidxs)
- {
- const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
- b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
- if (pidxs.length==0) pidxs.push(0);
- let newPos = 0;
- //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
- for (let pidx of pidxs) {
- newPos = a_s.params[pidx] - b_s.params[pidx];
- if (newPos !== 0) break;
- }
- return newPos;
- }
-
- 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 `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
- }
-
- function voidsAbsorption_Addition(card)
- {
- const searchTypeArray = [173];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- const icons = [
- sk[1] && 'attr-absorb',
- sk[2] && 'combo-absorb',
- sk[3] && 'damage-absorb'
- ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
- fragment.append(...icons);
- fragment.append(`×${sk[0]}T`);
- return fragment;
- }
- 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);
-
- const fragment = document.createDocumentFragment();
- if (turns.normal > 0)
- {
- fragment.append(createSkillIcon('unbind-normal'));
- if (turns.normal != turns.awoken)
- fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
- }
- if (turns.awoken > 0)
- {
- fragment.append(createSkillIcon('unbind-awakenings'));
- fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
- }
- return fragment;
- }
- 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(`×${gen.count}`));
- }
- return fragment;
- }
- function lock_Addition(card)
- {
- const searchTypeArray = [152];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- fragment.appendChild(createSkillIcon('orb-locked'));
- fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
- return fragment;
- }
- function dropLock_Addition(card)
- {
- const searchTypeArray = [205];
- const skill = getCardActiveSkill(card, searchTypeArray, 1);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
- fragment.appendChild(document.createTextNode(`×${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, 'drop'));
- 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;ai<sk.length;ai+=2)
- {
- colors.push(flags(sk[ai+1]));
- }
- const fragment = document.createDocumentFragment();
- fragment.appendChild(document.createTextNode(`竖`));
- fragment.appendChild(createOrbsList(colors.flat()));
- return fragment;
- }
- function generateRowOrbs_Addition(card)
- {
- const searchTypeArray = [128];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
-
- const colors = [];
- for (let ai=0;ai<sk.length;ai+=2)
- {
- colors.push(flags(sk[ai+1]));
- }
-
- const fragment = document.createDocumentFragment();
- fragment.appendChild(document.createTextNode(`横`));
- fragment.appendChild(createOrbsList(colors.flat()));
- return fragment;
- }
- function numericalATK_Addition(card)
- {
- const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
- const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- //const sk = skill.params;
-
- const colors = [getCannonAttr(skill)];
-
- const fragment = document.createDocumentFragment();
- fragment.append(`射`);
- fragment.append(createOrbsList(colors));
-
- if (typeArray_Rate.includes(skill.type)) {
- 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;
- }
- }
- fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
-
- }
- return fragment;
- }
- function memberATK_Addition(card)
- {
- const searchTypeArray = [230];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- const ul = fragment.appendChild(document.createElement("ul"));
- ul.className = "team-flags";
- for (let i = 0; i<6; i++) {
- const li = ul.appendChild(document.createElement("li"));
- li.className = "team-member-icon";
- }
- const targetTypes = ["self","leader-self","leader-helper","sub-members"];
- flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
- let str = '';
- str +=`${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, className)
- {
- 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 = className ? `orb ${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;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('damage-void'));
- fragment.append(`×${sk[0]}T`);
- return fragment;
- }
- },
- ]},
- {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 fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('unbind-matches'));
- fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
- return fragment;
- }
- },
- ]},
- {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;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
- if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
- return fragment;
- }
- },
- {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
- function:cards=>{
- const searchTypeArray = [218];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
- },
- addition:card=>{
- const searchTypeArray = [218];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
- if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
- return fragment;
- }
- },
- {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
- function:cards=>{
- const searchTypeArray = [93, 227];
- 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.type - b_s.type;
- });
- },
- addition:card=>{
- const searchTypeArray = [93, 227];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('leader-change'));
- fragment.append(skill.type == 93 ? '换自身' : '换最后');
- return fragment;
- }
- },
- {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;
- }
- },
- {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
- 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${sk[0]}T`);
- }
- },
- ]},
- {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
- {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
- function:cards=>{
- const searchTypeArray = [179];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
- },
- addition:card=>{
- const searchTypeArray = [179];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('auto-heal'));
- fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
- return fragment;
- }
- },
- {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);
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('heal', 'hp-incr'));
- if (heal.scale)
- fragment.append(`${heal.scale}%`);
- if (heal.const)
- fragment.append(`${heal.const.bigNumberToString()}点`);
- if (heal.selfRcv)
- fragment.append(`${heal.selfRcv/100}倍回复力`, );
- if (heal.vampire)
- fragment.append(`${heal.vampire}%伤害`);
- return fragment;
- }
- },
- {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;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
- return fragment;
- }
- },
- {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;
- }
- },
- {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
- 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;
- }
- },
- ]},
- {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
- {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
- function:cards=>cards.filter(card=>{
- function isLoopBuff(parsedSkill, cd) {
- return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
- && skill.turns >= cd);
- }
- //跳过0号技能的、会变身成别人的和无技能数据的
- if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
- const skill = Skills[card.activeSkillId];
- if (!skill) return false;
-
- let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
- //解析技能,如果是一般的技能,直接搜索有没有就可以了
- let parsedActiveSkill = skillParser(card.activeSkillId);
- if (isLoopBuff(parsedActiveSkill, cd)) return true;
- //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
- let parsedGroupSkill = parsedActiveSkill?.[0];
- if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
- return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
- }
- //进化类技能,排除循环进化,并只计算最后一级
- if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
- let lastIdx = parsedGroupSkill.params.length - 1;
- let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
- let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
- let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
- if (isLoopBuff(parsedSubSkill, subCd)) return true;
- }
- return false;
- })
- },
- {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:"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×${sk[0]}T`;
- }
- },
- {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
- function:cards=>cards.filter(card=>{
- const searchTypeArray = [156,168,228,231];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- })
- },
- ]},
- {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
- {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
- function:cards=>{
- const searchTypeArray = [18];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
- },
- addition:card=>{
- const searchTypeArray = [18];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- return document.createTextNode(`威吓×${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,1,0));
- },
- addition:card=>{
- const searchTypeArray = [19];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- return `破防${sk[1]}%×${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:"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↓×${sk[0]}T`;
- }
- },
- {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
- function:cards=>{
- const searchTypeArray = [207, 249];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>{
- const a_s = getCardActiveSkill(a, searchTypeArray),
- b_s = getCardActiveSkill(b, searchTypeArray);
- return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
- });
- },
- addition:card=>{
- const searchTypeArray = [207, 249];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('board-roulette'));
- if (skill.type == 249) {
- fragment.append(createOrbsList(flags(sk[1])));
- }
- fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
- return fragment;
- }
- },
- {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
- function:cards=>{
- const searchTypeArray = [238];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
- },
- addition:card=>{
- const searchTypeArray = [238];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- return `${sk[1] * sk[2]}个×${sk[0]}T`;
- }
- },
- {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
- function:cards=>{
- const searchTypeArray = [239];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
- },
- addition:card=>{
- const searchTypeArray = [239];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const colums = flags(sk[1]), rows = flags(sk[2]);
- const fragment = document.createDocumentFragment();
- if (colums.length)
- fragment.append(`${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 buff",cht:"改變板面大小 buff"},
- 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}]×${sk[0]}T`;
- }
- },
- ]},
- {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
- {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
- function:cards=>{
- const searchTypeArray = [205];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
- },
- addition:dropLock_Addition
- },
- {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
- function:cards=>{
- const searchTypeArray = [205];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill && (skill.params[0] & 63) === 63;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
- },
- addition:dropLock_Addition
- },
- {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
- function:cards=>{
- const searchTypeArray = [180];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
- },
- addition:card=>{
- const searchTypeArray = [180];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- return `${sk[1]}%×${sk[0]}T`;
- }
- },
- {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
- function:cards=>cards.filter(card=>{
- const searchTypeArray = [126];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }),
- addition:dropOrb_Addition
- },
- {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
- function:cards=>cards.filter(card=>{
- const searchTypeArray = [126];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
- }),
- addition:dropOrb_Addition
- },
- {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
- function:cards=>cards.filter(card=>{
- const searchTypeArray = [126];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill && skill.params[1] >= 99;
- }),
- addition:dropOrb_Addition
- },
- {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
- function:cards=>cards.filter(card=>{
- const searchTypeArray = [126];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill && skill.params[3] == 100;
- }),
- addition:dropOrb_Addition
- },
- {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
- function:cards=>{
- const searchTypeArray = [226];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
- },
- addition:card=>{
- const searchTypeArray = [226];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
- return fragment;
- }
- },
- {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
- function:cards=>{
- const searchTypeArray = [243];
- return cards.filter(card=>{
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
- },
- addition:card=>{
- const searchTypeArray = [243];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- fragment.append(createSkillIcon('orb-thorn'));
- if ((sk[1] & 0b1111111111) != 1023) {
- let attrs = flags(sk[1]);
- fragment.append(createOrbsList(attrs));
- }
- fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
- return fragment;
- }
- },
- ]},
- {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;i<sk.length;i+=2)
- {
- if (sk[i] & 32)
- {
- return true;
- }
- }
- }
- const searchTypeArray = [127];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill && isHeart(skill.params);
- }),
- addition:generateColumnOrbs_Addition
- },
- {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
- function:cards=>cards.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:"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);
- if (!skill) return;
- const value = skill.params[0];
- return `时停${value}s`;
- }
- },
- {
- name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
- function:cards=>cards.filter(card=>{
- const searchTypeArray = [118];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- })
- },
- {
- name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
- function:cards=>cards.filter(card=>{
- const searchTypeArray = [232, 233];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }),
- addition:card=>{
- const searchTypeArray = [232, 233];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const value = skill.params[0];
- return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
- }
- },
- {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`;
- }
- },
- {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
- function:cards=>cards.filter(card=>{
- const searchTypeArray = [255];
- const skill = getCardActiveSkill(card, searchTypeArray);
- return skill;
- }),
- addition:card=>{
- const searchTypeArray = [255];
- const skill = getCardActiveSkill(card, searchTypeArray);
- if (!skill) return;
- const sk = skill.params;
- const fragment = document.createDocumentFragment();
- fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
- return fragment;
- }
- },
- ]},
-
- {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:"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;
- })();
|