4007 lines
159 KiB
JavaScript
4007 lines
159 KiB
JavaScript
document.title = `智龙迷城${teamsCount}人队伍图制作工具`;
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//大数字缩短长度
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Number.prototype.bigNumberToString = function()
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{
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let numTemp = this.valueOf();
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if (!numTemp) return "0";
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const grouping = Math.pow(10, 4);
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const unit = ['','万','亿','兆','京','垓'];
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const numParts = [];
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do{
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numParts.push(numTemp % grouping);
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numTemp = Math.floor(numTemp / grouping);
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}while(numTemp>0 && numParts.length<(unit.length-1))
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if (numTemp>0)
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{
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numParts.push(numTemp);
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}
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let numPartsStr = numParts.map((num,idx)=>{
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if (num > 0)
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{
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return (num < 1e3 ? "零" : "") + num + unit[idx];
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}else
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return "零";
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});
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numPartsStr.reverse(); //反向
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let outStr = numPartsStr.join("");
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outStr = outStr.replace(/(^零+|零+$)/g,''); //去除开头的零
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outStr = outStr.replace(/零{2,}/g,'零'); //去除多个连续的零
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return outStr;
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}
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//查找原先完整技能
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function findFullSkill(subSkill){
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const parentSkill = Skills.find(ss=>(ss.type === 116 || ss.type === 118 || ss.type === 138) && ss.params.includes(subSkill.id)) || subSkill;
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const aCard = Cards.find(card=>card.activeSkillId == parentSkill.id || card.leaderSkillId == parentSkill.id);
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return {skill:parentSkill,card:aCard};
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}
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//document.querySelector(".edit-box .row-mon-id .m-id").type = "number";
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//console.table(Skills.filter(s=>{const sk = s.params; return s.type == 156;}).map(findFullSkill));
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//返回flag里值为true的数组,如[1,4,7]
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function flags(num){
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/*
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return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
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return new Array(32).fill(null).map((i,n)=>n).filter(n => num & (1 << n)); //性能比上者好,但还是不够快
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*/
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const arr = [];
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for (let i = 0; i<32;i++)
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{
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if (num & (1<<i))
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{
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arr.push(i);
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}
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}
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return arr;
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}
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//按住Ctrl点击技能在控制台输出技能的对象
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function fastShowSkill(event)
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{
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if (event.ctrlKey)
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{
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const skillId = parseInt(this.getAttribute("data-skillid"), 10);
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console.log(Skills[skillId]);
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}
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}
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//技能介绍里的头像的切换
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function changeToIdInSkillDetail(event)
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{
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const settingBox = editBox.querySelector(".setting-box");
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const monstersID = settingBox.querySelector(".row-mon-id .m-id");
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const mid = this.getAttribute("data-cardid");
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monstersID.value = mid;
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monstersID.onchange();
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return false; //取消链接的默认操作
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}
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//insertAdjacentHTML 可以只增加部分 HTML
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//高级技能解释
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function parseSkillDescription(skill)
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{
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const id = skill.id;
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let fragment = document.createDocumentFragment(); //创建节点用的临时空间
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if (id == 0) return fragment;
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const type = skill.type;
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const sk = skill.params;
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//珠子名和属性名数组
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const attrsName = ["火","水","木","光","暗","回复","废","毒","剧毒","炸弹"];
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//类型名数组
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const typeName = ["进化","平衡","体力","回复","龙","神","攻击","恶魔","机械","特别保护","10","11","觉醒","13","强化","卖钱"];
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//觉醒名数组
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const awokenName = ["HP+","攻击+","回复+","火盾","水盾","木盾","光盾","暗盾","自回","防封","防暗","防废","防毒","火+","水+","木+","光+","暗+","手指","心解","SB","火横","水横","木横","光横","暗横","U","SX","心+","协力","龙杀","神杀","恶魔杀","机杀","平衡杀","攻击杀","体力杀","回复杀","进化杀","觉醒杀","强化杀","卖钱杀","7c","5色破防","心追","全体 HP ","全体回复","破无效","武器觉醒","方块心追","5色溜","大防封","大手指","防云","防封条","大SB","满血强化","下半血强化","L盾","L解锁","10c","c珠","语音","奖励增加"," HP -","攻击-","回复-","大防暗","大防废","大防毒","掉废","掉毒","2串火","2串水","2串木","2串光","2串暗"];
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const ClumsN = ["左边第1竖列","左边第2竖列","左边第3竖列","右边第3竖列","右边第2竖列","右边第1竖列"];
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const RowsN = ["最上1横行","上方第2横行","下方第3横行","下方第2横行","最下1横行"];
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//返回属性名
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function attrN(i){return attrsName[i || 0] || ("未知属性" + i);}
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//返回类型名
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function typeN(i){return typeName[i || 0] || ("未知类型" + i);}
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//返回觉醒名
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function awokenN(i){return awokenName[(i || 0)-1] || ("未知觉醒" + i);}
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//从二进制的数字中获得有哪些内容
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function getNamesFromBinary(num,dataArr)
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{ /*num是输入的数字,2的N次方在2进制下表示1后面跟着N个0。
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如果num和2的N次方同时存在某位1,则返回这个数,逻辑上转换为true。
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filter就可以返回所有有这个数的数据*/
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/*以珠子名称为例,num是输入的数字,比如10进制465转二进制=>111010001。
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二进制数从低位到高位表示火水木光暗……
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用逻辑运算AND序号来获得有没有这个值*/
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var results = dataArr.filter(function(pn,pi){
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return num & Math.pow(2,pi); //Math.pow(x,y)计算以x为底的y次方值
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});
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return results;
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}
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const nb = getNamesFromBinary; //化简名称
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function getAttrTypeString(attrsArray = [],typesArray = [])
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{
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let outArr = [];
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if (attrsArray && attrsArray.indexOf(0)>=0 &&
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attrsArray.indexOf(1)>=0 &&
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attrsArray.indexOf(2)>=0 &&
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attrsArray.indexOf(3)>=0 &&
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attrsArray.indexOf(4)>=0)
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{
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return "所有属性";
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}
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if (attrsArray && attrsArray.length)
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{
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outArr.push(attrsArray.map(attrN).join("、") + "属性");
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}
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if (typesArray && typesArray.length)
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{
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outArr.push(typesArray.map(typeN).join("、") + "类型");
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}
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return outArr.join("和");
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}
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function getOrbsAttrString(orbFlag,isOr = false)
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{
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let outStr = ``;
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if ((orbFlag & 1023) == 1023) //1023-1111111111
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{ //单纯5色
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outStr += '任何';
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}else if (orbFlag == 31) //31-11111
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{ //单纯5色
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outStr += '5色';
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}else if((orbFlag & 31) == 31)
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{ //5色加其他色
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outStr += `5色+${nb(orbFlag ^ 31, attrsName).join(isOr?"或":"、")}`;
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}else
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{
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outStr += `${nb(orbFlag, attrsName).join(isOr?"或":"、")}`;
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}
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return outStr;
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}
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function stats(value, statTypes)
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{
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return [
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statTypes.indexOf(1) >= 0 ? value : 100, //攻击
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statTypes.indexOf(2) >= 0 ? value : 100 //回复
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];
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}
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const mulName = ["HP","攻击力","回复力"];
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//获取固定的三维成长的名称
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function getFixedHpAtkRcvString(values)
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{
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let mulArr = null;
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if (Array.isArray(values)) {
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mulArr = [
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1,
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values[0] / 100,
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values[1] / 100,
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];
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} else
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{
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mulArr = [
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(values.hp || 100) / 100,
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(values.atk || 100) / 100,
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(values.rcv || 100) / 100
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];
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}
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const hasMul = mulArr.filter(m=>m != 1); //不是1的数值
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let str = "";
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if (hasMul.length>0)
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{
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const hasDiff = hasMul.filter(m=>m != hasMul[0]).length > 0; //存在不一样的值
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if (hasDiff)
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{
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str += mulArr.map((m,i)=>(m>0 && m!=1)?(mulName[i]+(m>=1?`×${m}倍`:`变为${m*100}%`)):null).filter(s=>s!=null).join(",");
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}else
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{
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let hasMulName = mulName.filter((n,i)=>mulArr[i] != 1);
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if (hasMulName.length>=3)
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{
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str+=hasMulName.slice(0,hasMulName.length-1).join("、") + "和" + hasMulName[hasMulName.length-1];
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}else
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{
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str+=hasMulName.join("和");
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}
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str += hasMul[0]>=1?`×${hasMul[0]}倍`:`变为${hasMul[0]*100}%`;
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}
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}else
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{
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str += "能力值没有变化";
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}
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return str;
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}
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const mul = getFixedHpAtkRcvString;
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//技能介绍里的头像的切换
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function createBoard(boardData)
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{
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const table = document.createElement("table");
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table.className = "board fixed-shape-orb";
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//console.table(boardData);
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boardData.forEach((rowData,ri,rArr) => {
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const row = table.insertRow();
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if (ri == 2 && rArr.length > 5) row.classList.add("board-row4");
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rowData.forEach((orbType,ci,cArr)=>{
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const cell = row.insertCell();
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cell.className = "orb-icon";
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if (orbType != null)
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{
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cell.setAttribute("data-orb-icon", orbType);
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}
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if (ci == 3 && cArr.length > 6) cell.classList.add("board-cell5");
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});
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});
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table.onclick = function(){
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this.classList.toggle("board-76");
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};
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return table;
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}
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function boardData_fixed(dataArr,orbType)
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{
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const data = dataArr.map(flag=>new Array(6).fill(null).map((a,i)=> (1<<i & flag) ? (orbType || 0) : null));
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data.splice(3,0,data[2].concat()); //将第2行复制插入为第3行
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data.forEach(rowData =>
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rowData.splice(4,0,rowData[3]) //将第3个复制插入为第4个
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);
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return data;
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}
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function boardData_line(data)
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{
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data.splice(3,0,data[2].concat()); //将第2行复制插入为第3行
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data.forEach(row=>row.splice(3,0,null)); //插入全空为第4个
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return data;
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}
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function boardData_row(data)
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{
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data.splice(2,0,new Array(6).fill(null)); //插入全空为第3行
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data.forEach(row=>row.splice(4,0,row[3])); //将第3个复制插入为第4个
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return data;
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}
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let str = null;
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let strArr = null,fullColor = null,atSameTime = null,hasDiffOrbs = null;
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switch(type)
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{
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case 0:
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str = `对敌方全体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害`;
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break;
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case 1:
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str = `对敌方全体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
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break;
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case 2:
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str = `对敌方1体造成自身攻击力×${sk[0]/100}${sk[1]&&sk[1]!=sk[0]?'~'+sk[1]/100:''}倍的自身属性伤害`;
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break;
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case 3:
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str = `${sk[0]}回合内,受到的伤害减少${sk[1]}%`;
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break;
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case 4:
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str = `使敌方全体中毒,每回合损失宠物自身攻击力×${sk[0]/100}倍的 HP `;
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break;
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case 5:
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str = `${sk[0]}秒内时间停止,可以任意移动宝珠`;
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break;
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case 6:
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str = `敌人的 HP 减少${sk[0]}%`;
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break;
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case 7:
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str = `回复宠物自身回复力×${sk[0]/100}倍的 HP`;
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break;
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case 8:
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str = `回复${sk[0]} HP `;
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break;
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case 9:
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str = `${attrN(sk[0])}宝珠变为${attrN(sk[1])}宝珠`;
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break;
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case 10:
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str = `全版刷新`;
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break;
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case 11:
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str = `${attrN(sk[0])}属性宠物的攻击力×${sk[1]/100}倍`;
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break;
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case 12:
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str = `消除宝珠的回合,以自身攻击力×${sk[0]/100}倍的伤害追打敌人`;
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break;
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case 13:
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str = `消除宝珠的回合,回复自身回复力×${sk[0]/100}倍的 HP `;
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break;
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case 14:
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str = `如当前 HP 在 HP 上限的${sk[0]}%以上的话,受到单一次致命攻击时,${sk[1]<100?`有${sk[1]}的几率`:"将"}会以1点 HP 生还`;
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break;
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case 15:
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str = `操作时间${sk[0]>0?`延长`:`减少`}${Math.abs(sk[0]/100)}秒`;
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break;
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case 16:
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str = `受到的所有伤害减少${sk[0]}%`;
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break;
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case 17:
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str = `受到的${attrN(sk[0])}属性伤害减少${sk[1]}%`;
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break;
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case 18:
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str = `将敌人的攻击延迟${sk[0]}回合`;
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break;
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case 19:
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str = `${sk[0]}回合内,敌方防御力减少${sk[1]}%`;
|
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break;
|
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case 20: //单色A转B,C转D
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strArr = [];
|
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if (sk.length>=3 && sk.length<=4 && sk[1] == (sk[3]))
|
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{
|
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str = `${attrN(sk[0])}、${attrN(sk[2])}宝珠变为${attrN(sk[1])}`;
|
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}else
|
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{
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for (let ai=0;ai<sk.length;ai+=2)
|
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{
|
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strArr.push(`${attrN(sk[ai])}宝珠变为${attrN(sk[ai+1])}`);
|
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}
|
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str = strArr.join(",");
|
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}
|
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break;
|
||
case 21:
|
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str = `${sk[0]}回合内,${attrN(sk[1])}属性的伤害减少${sk[2]}%`;
|
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break;
|
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case 22: case 31:
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str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的攻击力×${sk[sk.length-1]/100}倍`;
|
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break;
|
||
case 23: case 30:
|
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str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP ×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 24:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的回复力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 28:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的攻击力和回复力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 29: case 114:
|
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str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP、攻击力和回复力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 33:
|
||
str = `宝珠移动和消除的声音变成太鼓达人的音效`;
|
||
break;
|
||
case 35:
|
||
str = `对敌方1体造成自身攻击力×${sk[0]/100}倍的自身属性伤害,并回复伤害${sk[1]}%的 HP`;
|
||
break;
|
||
case 36:
|
||
str = `受到的${attrN(sk[0])}属性${sk[1]>=0?`和${attrN(sk[1])}属性`:""}的伤害减少${sk[2]}%`;
|
||
break;
|
||
case 37:
|
||
str = `对敌方1体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害`;
|
||
break;
|
||
case 38:
|
||
str = `HP ${sk[0] == 100?"全满":`${sk[0]}%以下`}时${sk[1]<100?`有${sk[1]}%的几率使`:""}受到的伤害减少${sk[2]}%`;
|
||
break;
|
||
case 39:
|
||
strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>{if(s==1) return "攻击力"; else if(s==2) return "回复力";});
|
||
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
|
||
break;
|
||
case 40:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的攻击力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 41:
|
||
str = `受到敌人攻击时${sk[0]==100?"":`有${sk[0]}的几率`}进行受到伤害${sk[1]/100}倍的${attrN(sk[2])}属性反击`;
|
||
break;
|
||
case 42:
|
||
str = `对${attrN(sk[0])}属性敌人造成${sk[2].bigNumberToString()}点${attrN(sk[1])}属性伤害`;
|
||
break;
|
||
case 43:
|
||
str = `HP ${sk[0]==100 ?"全满":`${sk[0]}%以上`}时${sk[1]<100?`有${sk[1]}%的几率使`:""}受到的伤害减少${sk[2]}%`;
|
||
break;
|
||
case 44:
|
||
strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>{if(s==1) return "攻击力"; else if(s==2) return "回复力";});
|
||
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
|
||
break;
|
||
case 45: case 111:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 46:case 48:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP ${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
//case 48:见上
|
||
case 49:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的回复力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 50:
|
||
str = `${sk[0]}回合内,${(sk[1]==5?"回复力":`${attrN(sk[1])}属性的攻击力`)}${sk[2]>0?`×${sk[2]/100}倍`:"变为0"}`;
|
||
break;
|
||
case 51:
|
||
str = `${sk[0]}回合内,所有攻击转为全体攻击`;
|
||
break;
|
||
case 52:
|
||
str = `${attrN(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
|
||
break;
|
||
case 53:
|
||
str = `进入地下城时为队长的话,掉落率×${sk[0]/100}倍(协力时无效)`;
|
||
break;
|
||
case 54:
|
||
str = `进入地下城时为队长的话,获得的金币×${sk[0]/100}倍`;
|
||
break;
|
||
case 55:
|
||
str = `对敌方1体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
|
||
break;
|
||
case 56:
|
||
str = `对敌方全体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
|
||
break;
|
||
case 58:
|
||
str = `对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
|
||
break;
|
||
case 59:
|
||
str = `对敌方1体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
|
||
break;
|
||
case 60:
|
||
str = `${sk[0]}回合内,受到伤害时进行受到伤害${sk[1]/100+"倍的"+attrN(sk[2])}属性反击`;
|
||
break;
|
||
case 61:
|
||
fullColor = nb(sk[0], attrsName);
|
||
atSameTime = fullColor.length == sk[1];
|
||
if (sk[0] == 31) //31-11111
|
||
{ //单纯5色
|
||
str = '';
|
||
}else if((sk[0] & 31) == 31)
|
||
{ //5色加其他色
|
||
str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}else
|
||
{
|
||
str = `${fullColor.join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}
|
||
if (!atSameTime) str+=`${sk[1]}种属性以上`;
|
||
else if(sk[0] == 31) str += `5色`;
|
||
str += `同时攻击时,所有宠物的攻击力×${sk[2]/100}倍`;
|
||
if (sk[3])
|
||
{str += `,每多一种属性+${sk[3]/100}倍,最大${fullColor.length}种时${(sk[2]+sk[3]*(fullColor.length-sk[1]))/100}倍`;}
|
||
break;
|
||
case 62: case 77:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 63:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP 和回复力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 64: case 79:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的攻击力和回复力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 65:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP、攻击力和回复力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 66:
|
||
str = `${sk[0]}连击以上所有宠物的攻击力${sk[1]/100}倍`;
|
||
break;
|
||
case 67:
|
||
str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP 和回复力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 69:
|
||
str = `${attrN(sk[0])}属性和${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`;
|
||
break;
|
||
case 71:
|
||
//这个类型,所有颜色是直接显示的,但是最后一位有个-1表示结束
|
||
strArr = sk;
|
||
if (sk.includes(-1))
|
||
{
|
||
strArr = sk.slice(0,sk.indexOf(-1));
|
||
}
|
||
str = "全画面的宝珠变成" + strArr.map(o=>attrN(o)).join("、");
|
||
break;
|
||
case 73:
|
||
str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[2]})}`;
|
||
break;
|
||
case 75:
|
||
str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物的${getFixedHpAtkRcvString({atk:sk[2],rcv:sk[2]})}`;
|
||
break;
|
||
case 76:
|
||
str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物`;
|
||
if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[2],rcv:sk[2]})}`;
|
||
break;
|
||
case 84:
|
||
str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方1体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
|
||
break;
|
||
case 85:
|
||
str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
|
||
break;
|
||
case 86:
|
||
str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方1体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
|
||
if (sk[2]) str += `未知 参数2 ${sk[2]}`;
|
||
break;
|
||
case 87:
|
||
str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
|
||
if (sk[2]) str += `未知 参数2 ${sk[2]}`;
|
||
break;
|
||
case 88:
|
||
str = `${sk[0]}回合内,${typeN(sk[1])}类型的攻击力×${sk[2]/100}倍`;
|
||
break;
|
||
case 90:
|
||
strArr = sk.slice(1,-1);
|
||
str = `${sk[0]}回合内,${strArr.filter(sk=>sk<5).map(attrN).join("、")}属性的攻击力${strArr.includes(5)?'、回复力':''}×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 91:
|
||
str = `${sk.slice(0,-1).map(attrN).join("、")}属性宝珠强化`;
|
||
if (sk[sk.length-1] != 6) str += `未知 参数${sk.length-1} ${sk[sk.length-1]}`;
|
||
break;
|
||
case 92:
|
||
strArr = sk.slice(1,-1);
|
||
str = `${sk[0]}回合内,${strArr.map(typeN).join("、")}类型的攻击力×${sk[sk.length-1]/100}倍`;
|
||
break;
|
||
case 93:
|
||
str = `将自己换成队长,再次使用此技能则换为原来的队长。`;
|
||
if (sk[0]) str += `未知 参数0 ${sk[0]}`;
|
||
break;
|
||
case 94:
|
||
strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
|
||
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时${attrN(sk[1])}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
|
||
break;
|
||
case 95:
|
||
strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
|
||
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}×${sk[4]/100}倍`;
|
||
break;
|
||
case 96:
|
||
strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
|
||
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${attrN(sk[1])}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
|
||
break;
|
||
case 97:
|
||
strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
|
||
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}×${sk[4]/100}倍`;
|
||
break;
|
||
case 98:
|
||
str = `${sk[0]}连击时,所有宠物的攻击力${sk[1]/100}倍,每多1连击+${sk[2]/100}倍,最大${sk[3]}连击时${(sk[1]+sk[2]*(sk[3]-sk[0]))/100}倍`;
|
||
break;
|
||
case 100:
|
||
strArr = [sk[0],sk[1]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
|
||
str = `使用技能时,所有宠物的${strArr.join("和")}×${sk[2]/100}倍`;
|
||
break;
|
||
case 101:
|
||
str = `刚刚好${sk[0]}连击时,所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
|
||
break;
|
||
case 103:
|
||
strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
|
||
str = `${sk[0]}连击或以上时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
|
||
break;
|
||
case 104:
|
||
strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
|
||
str = `${sk[0]}连击以上时时${nb(sk[1],attrsName).join("、")}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
|
||
break;
|
||
case 105:
|
||
str = `所有宠物的${getFixedHpAtkRcvString({rcv:sk[0],atk:sk[1]})}`;
|
||
break;
|
||
case 106:
|
||
str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0],atk:sk[1]})}`;
|
||
break;
|
||
case 107:
|
||
str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0]})}`;
|
||
if (sk[1])
|
||
str += `,${getAttrTypeString(flags(sk[1]),null)}宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
|
||
break;
|
||
case 108:
|
||
str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0]})},${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`;
|
||
break;
|
||
case 109:
|
||
str = `相连消除${sk[1]}个或以上${getOrbsAttrString(sk[0])}宝珠时`;
|
||
if (sk[2]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
|
||
break;
|
||
case 110:
|
||
str = `根据余下 HP 对敌方${sk[0] || "全"}体造成${attrN(sk[1])}属性伤害(100% HP 时为自身攻击力×${sk[2]/100}倍,1 HP 时为自身攻击力×${sk[3]/100}倍)`;
|
||
break;
|
||
//case 111: 在45
|
||
//case 114: 在29
|
||
case 115:
|
||
str = `对敌方1体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害,并回复伤害${sk[2]}%的 HP `;
|
||
break;
|
||
case 116: //多内容主动技能,按顺序组合发动如下主动技能:
|
||
var ul = fragment.appendChild(document.createElement("ul"));
|
||
ul.className = "active-skill-ul";
|
||
//处理多次单人固伤
|
||
let repeatSkill = sk.filter(subSkill => Skills[subSkill].type == 188);
|
||
let repeatDamage = repeatSkill.map(subSkill => Skills[subSkill].params[0]);
|
||
let noRepeatSk;
|
||
if (repeatSkill.length>1 &&
|
||
repeatDamage.every((dmg,idx,arr) => dmg === arr[0])
|
||
){
|
||
const li = ul.appendChild(document.createElement("li"))
|
||
li.className = "active-skill-li";
|
||
li.setAttribute("data-skillid", repeatSkill[0]);
|
||
li.addEventListener("click",fastShowSkill);
|
||
li.appendChild(parseSkillDescription(Skills[repeatSkill[0]]));
|
||
li.appendChild(document.createTextNode(`×${repeatSkill.length}次(共${(repeatDamage[0]*repeatSkill.length).bigNumberToString()})`));
|
||
noRepeatSk = sk.filter(subSkill => Skills[subSkill].type !== 188);
|
||
}else
|
||
{
|
||
noRepeatSk = sk;
|
||
}
|
||
|
||
noRepeatSk.forEach(subSkill => {
|
||
const li = ul.appendChild(document.createElement("li"))
|
||
li.className = "active-skill-li";
|
||
li.setAttribute("data-skillid", subSkill);
|
||
li.addEventListener("click",fastShowSkill);
|
||
li.appendChild(parseSkillDescription(Skills[subSkill]));
|
||
});
|
||
return fragment;
|
||
break;
|
||
case 117:
|
||
strArr = [];
|
||
if(sk[1]>0) strArr.push(`回复宠物自身回复力x${sk[1]/100}倍的 HP `);
|
||
if(sk[3]) strArr.push(`回复 HP 上限${sk[3]}%的 HP `);
|
||
if(sk[2]) strArr.push(`回复${sk[2]} HP `);
|
||
if(sk[0]>0) strArr.push(`封锁状态减少${sk[0]}回合`);
|
||
if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
|
||
str = strArr.join(",");
|
||
break;
|
||
case 118: //随机内容主动技能
|
||
fragment.appendChild(document.createTextNode("随机发动以下技能:"));
|
||
var ul = fragment.appendChild(document.createElement("ul"));
|
||
ul.className = "active-skill-ul random-active-skill";
|
||
sk.forEach(subSkill => {
|
||
const li = ul.appendChild(document.createElement("li"))
|
||
li.className = "active-skill-li";
|
||
li.setAttribute("data-skillid", subSkill);
|
||
li.addEventListener("click",fastShowSkill);
|
||
li.appendChild(parseSkillDescription(Skills[subSkill]));
|
||
});
|
||
return fragment;
|
||
break;
|
||
case 119: //相連消除4個的水寶珠時,所有寵物的攻擊力2.5倍,每多1個+0.5倍,最大5個時3倍
|
||
str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,所有宠物的攻击力${sk[2]/100}倍`;
|
||
if (sk[3]>0)
|
||
{
|
||
str += `,每多1个+${sk[3]/100}倍`;
|
||
}
|
||
if (sk[4]>0)
|
||
{
|
||
str += `,最大${sk[4]}个时${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`;
|
||
}
|
||
break;
|
||
case 121:
|
||
str = `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
|
||
if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
|
||
break;
|
||
case 122:
|
||
str = `HP ${sk[0]}%以下时`;
|
||
str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
|
||
if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
|
||
break;
|
||
case 123:
|
||
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
|
||
str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
|
||
if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
|
||
break;
|
||
case 124:
|
||
strArr = sk.slice(0,5).filter(c=>c>0); //最多5串珠
|
||
hasDiffOrbs = strArr.filter(s=>s!= strArr[0]).length > 0; //是否存在不同色的珠子
|
||
if (sk[5] < strArr.length) //有阶梯的
|
||
{
|
||
if (hasDiffOrbs)
|
||
{//「光光火/光火火」組合的3COMBO時,所有寵物的攻擊力3.5倍;「光光火火」組合的4COMBO或以上時,所有寵物的攻擊力6倍
|
||
str = `${strArr.map(a=>nb(a, attrsName)).join("、")}中${sk[5]}串同时攻击时,所有宠物的攻击力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${strArr.length}串时×${(sk[6]+sk[7]*(strArr.length-sk[5]))/100}倍`;
|
||
}else
|
||
{//木寶珠有2COMBO時,所有寵物的攻擊力3倍,每多1COMBO+4倍,最大5COMBO時15倍
|
||
str = `${nb(strArr[0], attrsName).join("、")}宝珠有${sk[5]}串时,所有宠物的攻击力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${strArr.length}串时×${(sk[6]+sk[7]*(strArr.length-sk[5]))/100}倍`;
|
||
}
|
||
}else
|
||
{
|
||
if (hasDiffOrbs)
|
||
{//火光同時攻擊時,所有寵物的攻擊力2倍
|
||
str = `${strArr.map(a=>nb(a, attrsName)).join("、")}同时攻击时,所有宠物的攻击力×${sk[6]/100}倍`;
|
||
}else
|
||
{//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
|
||
str = `${nb(strArr[0], attrsName).join("、")}宝珠有${sk[5]}串或以上时,所有宠物的攻击力×${sk[6]/100}倍`;
|
||
}
|
||
}
|
||
break;
|
||
case 125: //隊伍中同時存在 時,所有寵物的攻擊力3.5倍
|
||
let needMons = sk.slice(0,5).filter(s=>s>0);
|
||
fragment.appendChild(document.createTextNode(`队伍中${needMons.length>1?"同时":""}存在`));
|
||
needMons.forEach(mid=>{
|
||
let cardDom = cardN(mid);
|
||
cardDom.monDom.onclick = changeToIdInSkillDetail;
|
||
fragment.appendChild(cardDom);
|
||
});
|
||
fragment.appendChild(document.createTextNode(`时,所有宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`));
|
||
return fragment;
|
||
break;
|
||
case 126:
|
||
str = `${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}回合内,${nb(sk[0], attrsName).join("、")}宝珠的掉落率提高${sk[3]}%`;
|
||
break;
|
||
case 127: //生成竖列
|
||
strArr = [];
|
||
var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
|
||
for (let ai=0;ai<sk.length;ai+=2)
|
||
{
|
||
strArr.push(`${nb(sk[ai],ClumsN).join("、")}的宝珠变为${nb(sk[ai+1],attrsName).join("、")}`);
|
||
|
||
const orbType = flags(sk[ai+1])[0];
|
||
flags(sk[ai]).forEach(line=>
|
||
data.forEach(row=>row[line] = orbType)
|
||
);
|
||
}
|
||
data = boardData_line(data);
|
||
fragment.appendChild(document.createTextNode(strArr.join(",")));
|
||
var table = createBoard(data);
|
||
fragment.appendChild(table);
|
||
return fragment;
|
||
break;
|
||
case 128: //生成横
|
||
strArr = [];
|
||
var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
|
||
for (let ai=0;ai<sk.length;ai+=2)
|
||
{
|
||
strArr.push(`${nb(sk[ai],RowsN).join("、")}的宝珠变为${nb(sk[ai+1],attrsName).join("、")}`);
|
||
|
||
const orbType = flags(sk[ai+1])[0];
|
||
flags(sk[ai]).forEach(row=>
|
||
data[row] = new Array(6).fill(orbType)
|
||
);
|
||
}
|
||
data = boardData_row(data);
|
||
fragment.appendChild(document.createTextNode(strArr.join(",")));
|
||
var table = createBoard(data);
|
||
fragment.appendChild(table);
|
||
return fragment;
|
||
break;
|
||
case 129:
|
||
str = "";
|
||
if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
|
||
if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
|
||
if (sk[5]) str += `${str.length>0?",":""}受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
|
||
break;
|
||
case 130:
|
||
str = `HP ${sk[0]}%以下时`;
|
||
if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
|
||
if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
|
||
if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
|
||
break;
|
||
case 131:
|
||
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
|
||
if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
|
||
if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
|
||
if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
|
||
break;
|
||
case 132:
|
||
str = `${sk[0]}回合内,宝珠移动时间`;
|
||
if (sk[1]) str += (sk[1]>0?`增加`:`减少`) + Math.abs(sk[1]/10) + `秒`;
|
||
if (sk[2]) str += sk[2]>100 ? `变为${sk[2]/100}倍` : `变为${sk[2]}%`;
|
||
break;
|
||
case 133:
|
||
str = `使用技能时,`;
|
||
str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
|
||
if (sk[2] || sk[3]) str += `的${getFixedHpAtkRcvString({atk:sk[2],rcv:sk[3]})}`;
|
||
break;
|
||
case 136:
|
||
str = "";
|
||
str += `${getAttrTypeString(flags(sk[0]))}宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`;
|
||
if (sk[4]) str += `,${getAttrTypeString(flags(sk[4]))}宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`;
|
||
break;
|
||
case 137:
|
||
str = "";
|
||
str += `${getAttrTypeString(null,flags(sk[0]))}宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`;
|
||
if (sk[4]) str += `,${getAttrTypeString(null,flags(sk[4]))}宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`;
|
||
break;
|
||
case 138: //多内容队长技能,按顺序组合发动如下队长技能:
|
||
var ul = fragment.appendChild(document.createElement("ul"));
|
||
ul.className = "leader-skill-ul";
|
||
sk.forEach(subSkill => {
|
||
const li = ul.appendChild(document.createElement("li"))
|
||
li.className = "leader-skill-li";
|
||
li.setAttribute("data-skillid", subSkill);
|
||
li.addEventListener("click",fastShowSkill);
|
||
li.appendChild(parseSkillDescription(Skills[subSkill]));
|
||
});
|
||
return fragment;
|
||
break;
|
||
case 139:
|
||
str = ``;
|
||
strArr =[];
|
||
str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
|
||
str += ` HP ${sk[3]?`${sk[2]}%以下`:(sk[2]==100?`全满`:`${sk[2]}%以上`)}时攻击力${getFixedHpAtkRcvString({atk:sk[4]})}`;
|
||
if (sk[5] != undefined) str += `,HP ${sk[3]?(sk[6]?`${sk[2]}%~${sk[5]}%`:`${sk[5]}%以上`):(sk[6]?`${sk[5]}%以下`:(sk[2]==100?`${sk[5]}以上`:`${sk[5]}%~${sk[2]}%`))}时攻击力${getFixedHpAtkRcvString({atk:sk[7]})}`;
|
||
break;
|
||
case 140:
|
||
str = `${getOrbsAttrString(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
|
||
break;
|
||
case 141:
|
||
str = `${sk[2]?`${getOrbsAttrString(sk[2])}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
|
||
break;
|
||
case 142:
|
||
str = `${sk[0]}回合内,自身的属性变为${attrN(sk[1])}`;
|
||
break;
|
||
case 143:
|
||
str = `对敌方全体造成队伍总 HP×${sk[0]/100}倍的${attrN(sk[1])}属性伤害`;
|
||
break;
|
||
case 144:
|
||
str = `对敌方${sk[2] || "全"}体造成${nb(sk[0],attrsName).join("、")}属性总攻击力×${sk[1]/100}倍的${attrN(sk[3])}属性伤害`;
|
||
break;
|
||
case 145:
|
||
str = `回复队伍总回复力×${sk[0]/100}倍的 HP`;
|
||
break;
|
||
case 146:
|
||
str = `自身以外的宠物技能冷却减少${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}回合`;
|
||
break;
|
||
case 148:
|
||
str = `进入地下城时为队长的话,获得的等级经验值×${sk[0]/100}倍`;
|
||
break;
|
||
case 149: //相連消除4個回復寶珠時,所有寵物的回復力2.5倍;
|
||
str = `相连消除4粒${getOrbsAttrString(1<<5)}宝珠时,所有宠物的${getFixedHpAtkRcvString({rcv:sk[0]})}`;
|
||
break;
|
||
case 150: //相連消除5粒寶珠,而當中包含至少1粒強化寶珠時,該屬性的攻擊力1.5倍
|
||
str = `相连消除5粒宝珠,而当中包含至少1粒强化宝珠时,该属性的${getFixedHpAtkRcvString({atk:sk[1]})}`;
|
||
if (sk[0]) str += `未知的 参数0 ${sk[0]}`;
|
||
break;
|
||
case 151:
|
||
str = `以十字形式消除5个${attrN(5)}宝珠时`;
|
||
if (sk[0] || sk[1]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[0],rcv:sk[1]})}`;
|
||
if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
|
||
break;
|
||
case 152:
|
||
str = `将${getOrbsAttrString(sk[0])}宝珠锁定`;
|
||
if (sk[1] < 42) str += `${sk[1]}个`;
|
||
break;
|
||
case 153:
|
||
str = `敌人全体变为${attrN(sk[0])}属性。(${sk[1]?"不":""}受防护盾的影响)`;
|
||
break;
|
||
case 154:
|
||
str = `${getOrbsAttrString(sk[0])}宝珠变为${nb(sk[1],attrsName).join("、")}`;
|
||
break;
|
||
case 155:
|
||
str = `协力时${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
|
||
break;
|
||
case 156: //宝石姬技能
|
||
awokenArr = sk.slice(1,4).filter(s=>s>0);
|
||
fragment.appendChild(document.createTextNode(`${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能`));
|
||
awokenArr.forEach((aid,idx,arr)=>{
|
||
const icon = fragment.appendChild(document.createElement("icon"));
|
||
icon.className ="awoken-icon";
|
||
icon.setAttribute("data-awoken-icon",aid);
|
||
icon.title = awokenN(aid);
|
||
if (idx < arr.length-1) icon.insertAdjacentText('afterend', "、");;
|
||
});
|
||
fragment.appendChild(document.createTextNode(`的数目`));
|
||
if (sk[4]==1)
|
||
fragment.appendChild(document.createTextNode(`回复 HP ,每个觉醒回复自身回复力的${sk[5]/100}倍`));
|
||
else if (sk[4]==2)
|
||
fragment.appendChild(document.createTextNode(`提升所有属性的攻击力,每个觉醒可以提升${sk[5]-100}%`));
|
||
else if (sk[4]==3)
|
||
fragment.appendChild(document.createTextNode(`减少受到的伤害,每个觉醒可以减少${sk[5]}%`));
|
||
else
|
||
fragment.appendChild(document.createTextNode(`宝石姬技能,未知buff类型 参数[4]:${sk[4]}`));
|
||
return fragment;
|
||
break;
|
||
case 157:
|
||
fullColor = [sk[0],sk[2],sk[4]].filter(s=>s!=null);
|
||
strArr = [sk[1],sk[3],sk[5]].filter(s=>s>0);
|
||
hasDiffOrbs = strArr.filter(c=>c != strArr[0]).length > 0;
|
||
str = ``;
|
||
if (hasDiffOrbs)
|
||
{
|
||
if (sk[0] != null) str += `以十字形式消除5个${attrN(sk[0])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[1]/100}<sup>N</sup>倍`;
|
||
if (sk[2] != null) str += `以十字形式消除5个${attrN(sk[2])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[3]/100}<sup>N</sup>倍`;
|
||
if (sk[4] != null) str += `以十字形式消除5个${attrN(sk[4])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[5]/100}<sup>N</sup>倍`;
|
||
}else
|
||
{
|
||
str += `以十字形式消除5个${getAttrTypeString(fullColor)}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[1]/100}<sup>N</sup>倍`;
|
||
}
|
||
break;
|
||
case 158:
|
||
str = `<span class="spColor">每组${sk[0]}珠或以上才能消除</span>`;
|
||
if (sk[1] || sk[2])
|
||
str += "," + getAttrTypeString(flags(sk[1]),flags(sk[2])) + "宠物的" + getFixedHpAtkRcvString({atk:sk[3],hp:sk[4],rcv:sk[5]});
|
||
break;
|
||
case 159:
|
||
//"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
|
||
str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0])}宝珠时,所有宠物的`;
|
||
strArr = [];
|
||
if (sk[2]>0)
|
||
{
|
||
strArr.push(`攻击力×${sk[2]/100}倍`);
|
||
if (sk[3]>0)
|
||
{
|
||
strArr.push(`每多1个+${sk[3]/100}倍`);
|
||
}
|
||
if (sk[4]>0)
|
||
{
|
||
strArr.push(`最大${sk[4]}个时×${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`);
|
||
}
|
||
}
|
||
str += strArr.join(",");
|
||
break;
|
||
case 160:
|
||
str = `${sk[0]}回合内,结算时连击数+${sk[1]}`;
|
||
break;
|
||
case 161:
|
||
str = `造成敌人 HP 上限${sk[0]}%的伤害`;
|
||
break;
|
||
case 162:
|
||
str = '<span class="spColor">【7×6版面】</span>';
|
||
break;
|
||
case 163:
|
||
str = '<span class="spColor">【没有天降消除】</span>';
|
||
if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
|
||
if (sk[2] || sk[3] || sk[4]) str += "的"+getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]}) + ",";
|
||
if (sk[5] || sk[6]) str += `受到的${getAttrTypeString(flags(sk[5]))}伤害减少${sk[6]}%`;
|
||
break;
|
||
case 164:
|
||
fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
|
||
hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
|
||
strArr = [];
|
||
if (sk[4] < fullColor.length) //有阶梯的
|
||
{
|
||
if (hasDiffOrbs)
|
||
{//「光光火/光火火」組合的3COMBO時,所有寵物的攻擊力3.5倍;「光光火火」組合的4COMBO或以上時,所有寵物的攻擊力6倍
|
||
str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}中${sk[4]}串同时攻击时,所有宠物的攻击力和回复力×${sk[5]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[4]))/100}倍`;
|
||
}else
|
||
{//木寶珠有2COMBO時,所有寵物的攻擊力3倍,每多1COMBO+4倍,最大5COMBO時15倍
|
||
str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${fullColor.length}串时,所有宠物的攻击力和回复力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[5]))/100}倍`;
|
||
}
|
||
if (sk[5]) strArr.push(`攻击力×${sk[5]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[5]+sk[7]*(fullColor.length-sk[4]))/100}倍`);
|
||
if (sk[6]) strArr.push(`回复力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[4]))/100}倍`);
|
||
str += strArr.join("、");
|
||
}else
|
||
{
|
||
if (hasDiffOrbs)
|
||
{//木暗同時攻擊時,所有寵物的攻擊力和回復力2倍
|
||
str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}同时攻击时,所有宠物的`;
|
||
}else
|
||
{//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
|
||
str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${fullColor.length}串或以上时,所有宠物的`;
|
||
}
|
||
if (sk[5]) strArr.push(`攻击力×${sk[5]/100}倍`);
|
||
if (sk[6]) strArr.push(`回复力×${sk[6]/100}倍`);
|
||
str += strArr.join("、");
|
||
}
|
||
break;
|
||
case 165:
|
||
fullColor = nb(sk[0], attrsName);
|
||
atSameTime = fullColor.length == sk[1];
|
||
if (sk[0] == 31) //31-11111
|
||
{ //单纯5色
|
||
str = '';
|
||
}else if((sk[0] & 31) == 31)
|
||
{ //5色加其他色
|
||
str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}else
|
||
{
|
||
str = `${fullColor.join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}
|
||
if (!atSameTime) str+=`${sk[1]}种属性以上`;
|
||
else if(sk[0] == 31) str += `5色`;
|
||
str += `同时攻击时,所有宠物的`;
|
||
strArr = [];
|
||
if (sk[2]==sk[3] && sk[4] == sk[5])
|
||
{
|
||
strArr.push(`攻击力和回复力×${sk[2]/100}倍`);
|
||
if (sk[4]>0)
|
||
{
|
||
strArr.push(`每多1种属性+${sk[4]/100}倍`);
|
||
}
|
||
if (sk[6]>0)
|
||
{
|
||
strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[2]+sk[4]*sk[6])/100}倍`);
|
||
}
|
||
}else
|
||
{
|
||
if (sk[2]>0)
|
||
{
|
||
strArr.push(`攻击力×${sk[2]/100}倍`);
|
||
if (sk[4]>0)
|
||
{
|
||
strArr.push(`每多1种属性+${sk[4]/100}倍`);
|
||
}
|
||
if (sk[6]>0)
|
||
{
|
||
strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[2]+sk[4]*sk[6])/100}倍`);
|
||
}
|
||
}
|
||
if (sk[3]>0)
|
||
{
|
||
strArr.push(`回复力×${sk[3]/100}倍`);
|
||
if (sk[5]>0)
|
||
{
|
||
strArr.push(`每多1种属性+${sk[5]/100}倍`);
|
||
}
|
||
if (sk[6]>0)
|
||
{
|
||
strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[3]+sk[5]*sk[6])/100}倍`);
|
||
}
|
||
}
|
||
}
|
||
str += strArr.join(",");
|
||
break;
|
||
case 166:
|
||
str = `${sk[0]}连击时,所有宠物的`;
|
||
strArr = [];
|
||
let scale_diff = sk[5] - sk[0];
|
||
if (sk[1]==sk[2] && sk[3] == sk[4])
|
||
{
|
||
strArr.push(`攻击力和回复力×${sk[1]/100}倍`);
|
||
if (sk[3]>0)
|
||
{
|
||
strArr.push(`每多1种属性+${sk[3]/100}倍`);
|
||
}
|
||
if (scale_diff)
|
||
{
|
||
strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[1]+sk[3])/100}倍`);
|
||
}
|
||
}else
|
||
{
|
||
if (sk[1] && sk[1] !== 100)
|
||
{
|
||
strArr.push(`攻击力×${sk[1]/100}倍`);
|
||
if (sk[3]>0)
|
||
{
|
||
strArr.push(`每多1种属性+${sk[3]/100}倍`);
|
||
}
|
||
if (scale_diff)
|
||
{
|
||
strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[1]+sk[3])/100}倍`);
|
||
}
|
||
}
|
||
if (sk[2] && sk[2] !== 100)
|
||
{
|
||
strArr.push(`回复力×${sk[2]/100}倍`);
|
||
if (sk[4]>0)
|
||
{
|
||
strArr.push(`每多1种属性+${sk[4]/100}倍`);
|
||
}
|
||
if (scale_diff)
|
||
{
|
||
strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[2]+sk[4])/100}倍`);
|
||
}
|
||
}
|
||
}
|
||
str += strArr.join(",");
|
||
break;
|
||
case 167:
|
||
//"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
|
||
str = `相连消除${sk[1]}个或以上${getOrbsAttrString(sk[0],true)}宝珠时,所有宠物的`;
|
||
strArr = [];
|
||
if (sk[2]==sk[3] && sk[4] == sk[5])
|
||
{
|
||
strArr.push(`攻击力和回复力×${sk[2]/100}倍`);
|
||
if (sk[4]>0)
|
||
{
|
||
strArr.push(`每多1个+${sk[4]/100}倍`);
|
||
}
|
||
if (sk[6]>0)
|
||
{
|
||
strArr.push(`最大${sk[6]}个时×${(sk[2]+sk[4]*(sk[6]-sk[1]))/100}倍`);
|
||
}
|
||
}else
|
||
{
|
||
if (sk[2] && sk[2] !== 100)
|
||
{
|
||
strArr.push(`攻击力×${sk[2]/100}倍`);
|
||
if (sk[4]>0)
|
||
{
|
||
strArr.push(`每多1个+${sk[4]/100}倍`);
|
||
}
|
||
if (sk[6]>0)
|
||
{
|
||
strArr.push(`最大${sk[6]}个时×${(sk[2]+sk[4]*(sk[6]-sk[1]))/100}倍`);
|
||
}
|
||
}
|
||
if (sk[3] && sk[3] !== 100)
|
||
{
|
||
strArr.push(`回复力×${sk[3]/100}倍`);
|
||
if (sk[5]>0)
|
||
{
|
||
strArr.push(`每多1个+${sk[5]/100}倍`);
|
||
}
|
||
if (sk[6]>0)
|
||
{
|
||
strArr.push(`最大${sk[6]}个时×${(sk[3]+sk[5]*(sk[6]-sk[1]))/100}倍`);
|
||
}
|
||
}
|
||
}
|
||
str += strArr.join(",");
|
||
break;
|
||
case 168: //宝石姬技能2
|
||
strArr = sk.slice(1,7); //目前只有2个,而且2-6都是0,不知道是不是真的都是觉醒
|
||
str = `${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能 ${strArr.filter(s=>s>0).map(s=>awokenN(sk[1])).join("、")} 的数目`;
|
||
str += `提升所有属性的攻击力,每个觉醒可以提升${sk[7]}%`;
|
||
break;
|
||
case 169: //5COMBO或以上時受到的傷害減少25%、攻擊力6倍;
|
||
str = `${sk[0]}连击或以上时`;
|
||
if (sk[1] && sk[1] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
|
||
if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
|
||
break;
|
||
case 170:
|
||
fullColor = nb(sk[0], attrsName);
|
||
atSameTime = fullColor.length == sk[1];
|
||
if (sk[0] == 31) //31-11111
|
||
{ //单纯5色
|
||
str = '';
|
||
}else if((sk[0] & 31) == 31)
|
||
{ //5色加其他色
|
||
str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}else
|
||
{
|
||
str = `${fullColor.join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}
|
||
if (!atSameTime) str+=`${sk[1]}种属性以上`;
|
||
else if(sk[0] == 31) str += `5色`;
|
||
str += `同时攻击时`;
|
||
if (sk[2] && sk[2] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
|
||
if (sk[3]) str += `,受到的伤害减少${sk[3]}%`;
|
||
break;
|
||
case 171:
|
||
fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
|
||
hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
|
||
strArr = [];
|
||
if (hasDiffOrbs)
|
||
{//木暗同時攻擊時,所有寵物的攻擊力和回復力2倍
|
||
str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[4] < fullColor.length?`中有${sk[4]}串`:""}同时攻击时`;
|
||
}else
|
||
{//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
|
||
str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
|
||
}
|
||
if (sk[5] && sk[5] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[5]})}`;
|
||
if (sk[6]) str += `,受到的伤害减少${sk[6]}%`;
|
||
break;
|
||
case 172:
|
||
str = `解锁所有宝珠`;
|
||
break;
|
||
case 173:
|
||
strArr = [];
|
||
if (sk[1]) strArr.push("属性吸收");
|
||
if (sk[2]) strArr.push("连击吸收?目前是猜测");
|
||
if (sk[3]) strArr.push("伤害吸收");
|
||
str = `${sk[0]}回合内,敌人的${strArr.join("、")}无效化`;
|
||
break;
|
||
case 175: //隊員編成均為「マガジン」合作活動角色時,所有寵物的攻擊力8倍
|
||
let needCollabs = sk.slice(0,3).filter(s=>s>0); //最多3种id
|
||
fragment.appendChild(document.createTextNode(`队员组成全是`));
|
||
|
||
//搜索并显示合作
|
||
function searchCollab(event) {
|
||
const collabId = parseInt(this.getAttribute('data-collabId'), 10);
|
||
showSearch(Cards.filter(card => card.collabId == collabId));
|
||
}
|
||
|
||
needCollabs.forEach((cid,idx,arr)=>{
|
||
const lnk = fragment.appendChild(document.createElement("a"));
|
||
lnk.className ="detail-search monster-collabId";
|
||
lnk.setAttribute("data-collabId",cid);
|
||
lnk.onclick = searchCollab;
|
||
lnk.textContent = cid;
|
||
if (idx < arr.length-1) lnk.insertAdjacentText('afterend', "、");;
|
||
});
|
||
fragment.appendChild(document.createTextNode(`合作角色时,所有宠物的${getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]})}`));
|
||
return fragment;
|
||
break;
|
||
case 176:
|
||
//●◉○◍◯
|
||
fragment.appendChild(document.createTextNode(`以如下形状生成${attrN(sk[5])}宝珠`));
|
||
var data = boardData_fixed([sk[0],sk[1],sk[2],sk[3],sk[4]], sk[5]);
|
||
var table = createBoard(data);
|
||
table.classList.add("fixed-shape-orb");
|
||
fragment.appendChild(table);
|
||
return fragment;
|
||
break;
|
||
case 177:
|
||
/*
|
||
火柱:【無天降COMBO】消除寶珠後畫面剩下3個或以下的寶珠時,所有寵物的攻擊力10倍;
|
||
鞍馬夜叉丸:【無天降COMBO】HP和回復力2倍;消除寶珠後畫面剩下15個寶珠時攻擊力1.5倍,每少1個時+0.5倍,不剩任何寶珠時攻擊力9倍;
|
||
破壞龍鋼多拉:【無天降COMBO】HP2倍;消除寶珠後畫面剩下10個寶珠時攻擊力6倍,每少1個時+0.5倍,不剩任何寶珠時攻擊力11倍;
|
||
*/
|
||
str = '<span class="spColor">【没有天降消除】</span>';
|
||
if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
|
||
if (sk[2] || sk[3] || sk[4]) str += "的"+getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})+",";
|
||
if (sk[5])
|
||
{
|
||
if (sk[7]) //有阶梯
|
||
{
|
||
str += `消除宝珠后画面剩下${sk[5]}个宝珠时,${getFixedHpAtkRcvString({atk:sk[6]})},每少1个+${sk[7]/100}倍,不剩任何宝珠时${getFixedHpAtkRcvString({atk:sk[6]+sk[7]*sk[5]})}`;
|
||
}else
|
||
{
|
||
str += `消除宝珠后画面剩下${sk[5]}个或以下的宝珠时,${getFixedHpAtkRcvString({atk:sk[6]})}`;
|
||
}
|
||
}
|
||
break;
|
||
case 178:
|
||
str = `<span class="spColor">【操作时间固定${sk[0]}秒】</span>`;
|
||
if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
|
||
if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
|
||
break;
|
||
case 179:
|
||
str = `${sk[0]}回合内,每回合回复${sk[1]?`${sk[1].bigNumberToString()}点`:` HP 上限 ${sk[2]}%`}的 HP`;
|
||
if(sk[3] || sk[4])
|
||
{
|
||
str += `,并将`;
|
||
strArr = [];
|
||
if(sk[3]>0) strArr.push(`封锁状态减少${sk[3]}回合`);
|
||
if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
|
||
str += strArr.join(",");
|
||
}
|
||
break;
|
||
case 180:
|
||
str = `${sk[0]}回合内,${sk[1]}%概率掉落强化宝珠`;
|
||
break;
|
||
case 182:
|
||
str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0])}宝珠时`;
|
||
if (sk[2] && sk[2] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
|
||
if (sk[3]) str += `,受到的伤害减少${sk[3]}%`;
|
||
break;
|
||
case 183:
|
||
str = getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
|
||
if (sk[3] || sk[4]) str+= ` HP ${sk[2]==100?"全满":`${sk[2]}%以上`}时`;
|
||
if (sk[3] && sk[3] !== 100) str+= `${getFixedHpAtkRcvString({atk:sk[3]})}`;
|
||
if (sk[4]) str += `,受到的伤害减少${sk[4]}%`;
|
||
if (sk[6] || sk[7]) str+= ` HP ${sk[5]||sk[2]}%以下时`;
|
||
if (sk[6] || sk[7]) str+= `${getFixedHpAtkRcvString({atk:sk[6],rcv:sk[7]})}`;
|
||
//if (sk[7]) str+= `,受到的伤害减少${sk[7]}%`;
|
||
break;
|
||
case 184:
|
||
str = `${sk[0]}回合内,天降的宝珠不会产生COMBO`;
|
||
break;
|
||
case 185: //ドラゴンと悪魔タイプの攻撃力が4倍、回復力は2.5倍。\nドロップ操作を3秒延長。
|
||
str = "";
|
||
if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
|
||
if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
|
||
if (sk[0]) str += `,操作时间${sk[0]>0?`延长`:`减少`}${Math.abs(sk[0]/100)}秒`;
|
||
break;
|
||
case 186:
|
||
str = '<span class="spColor">【7×6版面】</span>';
|
||
if (sk[0] || sk[1]) str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的" + getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]});
|
||
break;
|
||
case 188: //多次单体固伤
|
||
str = `对敌方1体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
|
||
break;
|
||
case 189:
|
||
//解除寶珠的鎖定狀態;所有寶珠變成火、水、木、光;顯示3COMBO的轉珠路徑(只適用於普通地下城&3個消除)
|
||
str = `解除宝珠的锁定状态;所有宝珠变成火、水、木、光;显示3连击的转珠路径(只适用于普通地下城 & 3珠消除)`;
|
||
break;
|
||
case 191:
|
||
str = `${sk[0]}回合内,可以贯穿伤害无效盾`;
|
||
break;
|
||
case 192:
|
||
//相連消除9個或以上的火寶珠時攻擊力4倍、結算增加2COMBO
|
||
//同時消除光寶珠和水寶珠各4個或以上時攻擊力3倍、結算增加1COMBO;
|
||
fullColor = nb(sk[0], attrsName);
|
||
str = fullColor.length>1?"同时":"相连";
|
||
str += `消除${sk[1]}个或以上的${getOrbsAttrString(sk[0])}宝珠时`;
|
||
if (sk[2] && sk[2] != 100) str += `,所有宠物的攻击力×${sk[2]/100}倍`;
|
||
if (sk[3]) str += `,结算时连击数+${sk[3]}`;
|
||
break;
|
||
case 193:
|
||
fullColor = nb(sk[0], attrsName);
|
||
str = `以L字形消除5个${getOrbsAttrString(sk[0])}宝珠时`;
|
||
if (sk[1] && sk[1] != 100 || sk[2] && sk[2] != 100) str+=`,所有宠物的${getFixedHpAtkRcvString({atk:sk[1],rcv:sk[2]})}`;
|
||
if (sk[3]) str+=`,受到的伤害减少${sk[3]}%`;
|
||
break;
|
||
case 194:
|
||
fullColor = nb(sk[0], attrsName);
|
||
atSameTime = fullColor.length == sk[1];
|
||
if (sk[0] == 31) //31-11111
|
||
{ //单纯5色
|
||
str = '';
|
||
}else if((sk[0] & 31) == 31)
|
||
{ //5色加其他色
|
||
str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}else
|
||
{
|
||
str = `${fullColor.join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}
|
||
if (!atSameTime) str+=`${sk[1]}种属性以上`;
|
||
else if(sk[0] == 31) str += `5色`;
|
||
str += `同时攻击时`;
|
||
if (sk[2] && sk[2] != 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
|
||
if (sk[3]) str += `,结算时连击数+${sk[3]}`;
|
||
break;
|
||
case 195:
|
||
str = `HP ${(sk[0]?(`减少${100-sk[0]}%`):"变为1")}`;
|
||
break;
|
||
case 196:
|
||
str = `无法消除宝珠状态减少${sk[0]}回合`;
|
||
break;
|
||
case 197: //消除毒/猛毒宝珠时不会受到毒伤害
|
||
str = `消除${getOrbsAttrString(1<<7|1<<8)}宝珠时不会受到毒伤害`;
|
||
break;
|
||
case 198:
|
||
//以回復寶珠回復40000HP或以上時,受到的傷害減少50%
|
||
str = `以回复宝珠回复${sk[0].bigNumberToString()}点或以上时`;
|
||
if (sk[1] && sk[1] != 100) str += `所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
|
||
if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
|
||
if (sk[3]) str += `,觉醒无效状态减少${sk[3]}回合`;
|
||
break;
|
||
case 199:
|
||
fullColor = nb(sk[0], attrsName);
|
||
atSameTime = fullColor.length == sk[1];
|
||
if (sk[0] == 31) //31-11111
|
||
{ //单纯5色
|
||
str = '';
|
||
}else if((sk[0] & 31) == 31)
|
||
{ //5色加其他色
|
||
str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}else
|
||
{
|
||
str = `${fullColor.join("、")}`;
|
||
if (!atSameTime) str+="中";
|
||
}
|
||
if (!atSameTime) str+=`${sk[1]}种属性以上`;
|
||
else if(sk[0] == 31) str += `5色`;
|
||
str += `同时攻击时,追加${sk[2].bigNumberToString()}点固定伤害`;
|
||
break;
|
||
case 200:
|
||
str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,追加${sk[2].bigNumberToString()}点固定伤害`;
|
||
break;
|
||
case 201:
|
||
fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
|
||
hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
|
||
strArr = [];
|
||
if (hasDiffOrbs)
|
||
{//木暗同時攻擊時
|
||
str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[4] < fullColor.length?`中有${sk[4]}串`:""}同时攻击时`;
|
||
}else
|
||
{//光寶珠有2COMBO或以上時
|
||
str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
|
||
}
|
||
if (sk[5]) str += `,追加${sk[5].bigNumberToString()}点固定伤害`;
|
||
break;
|
||
case 202:
|
||
fragment.appendChild(document.createTextNode("变身为"));
|
||
let cardDom = cardN(sk[0]);
|
||
cardDom.monDom.onclick = changeToIdInSkillDetail;
|
||
fragment.appendChild(cardDom);
|
||
return fragment;
|
||
break;
|
||
case 203:
|
||
fragment.appendChild(document.createTextNode(`队员组成全是`));
|
||
const lnk = fragment.appendChild(document.createElement("a"));
|
||
lnk.className ="detail-search";
|
||
if (sk[0] === 0)
|
||
{
|
||
lnk.textContent = "像素进化";
|
||
lnk.onclick = function(){
|
||
showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
|
||
};
|
||
}else if (sk[0] === 2)
|
||
{
|
||
lnk.textContent = "转生或超转生";
|
||
lnk.onclick = function(){
|
||
showSearch(Cards.filter(card=>isReincarnated(card)));
|
||
};
|
||
}else
|
||
lnk.textContent = "未知新类型";
|
||
|
||
fragment.appendChild(document.createTextNode(`时,所有宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`));
|
||
return fragment;
|
||
break;
|
||
case 205:
|
||
str = `${sk[1]}回合内,${getOrbsAttrString(sk[0])}宝珠会以锁定形式掉落`;
|
||
break;
|
||
case 206:
|
||
fullColor = sk.slice(0,5).filter(c=>c>0); //最多5串珠
|
||
hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
|
||
strArr = [];
|
||
if (hasDiffOrbs)
|
||
{//木暗同時攻擊時
|
||
str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[5] < fullColor.length?`中有${sk[5]}串`:""}同时攻击时`;
|
||
}else
|
||
{//光寶珠有2COMBO或以上時
|
||
str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[5]}串或以上时`;
|
||
}
|
||
if (sk[6]) str += `,结算时连击数+${sk[6]}`;
|
||
break;
|
||
case 207:
|
||
fragment.appendChild(document.createTextNode(`${sk[0]}回合内,`));
|
||
if (sk[7])
|
||
{
|
||
fragment.appendChild(document.createTextNode(`随机${sk[7]}个位置上的宝珠,`));
|
||
}else
|
||
{
|
||
fragment.appendChild(document.createTextNode(`以下位置上的宝珠,`));
|
||
}
|
||
fragment.appendChild(document.createTextNode(`每隔${Math.abs(sk[1]/100)}秒不断转换`));
|
||
if (!sk[7])
|
||
{
|
||
var data = boardData_fixed([sk[2],sk[3],sk[4],sk[5],sk[6]], 6);
|
||
var table = createBoard(data);
|
||
table.classList.add("fixed-shape-orb");
|
||
fragment.appendChild(table);
|
||
}
|
||
return fragment;
|
||
break;
|
||
case 208:
|
||
str = `${sk[2]?`${getOrbsAttrString(sk[2])}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
|
||
str += `,${sk[5]?`${getOrbsAttrString(sk[5])}以外`:""}随机生成${getOrbsAttrString(sk[4])}宝珠各${sk[3]}个`;
|
||
break;
|
||
case 209: //十字心+C
|
||
str = `以十字形式消除5个${attrN(5)}宝珠时`;
|
||
if(sk[0]) str += `,结算时连击数+${sk[0]}`;
|
||
break;
|
||
case 210: //十字属性珠+C
|
||
str = `以十字形式消除5个${getOrbsAttrString(sk[0])}属性宝珠,当消除N个十字时,结算时连击数+${sk[2]>1?sk[2]:""}N`;
|
||
if (sk[1]) str += `未知的参数${sk[1]}`;
|
||
break;
|
||
case 214: //封自己的技能
|
||
str = `${sk[0]}回合内,玩家自身队伍无法使用主动技能`;
|
||
break;
|
||
default:
|
||
str = `未知的技能类型${type}(No.${id})`;
|
||
//开发部分
|
||
//const copySkill = JSON.parse(JSON.stringify(skill));
|
||
//copySkill.params = copySkill.params.map(p=>[p,getBooleanFromBinary(p).join("")]);
|
||
console.log(`未知的技能类型${type}(No.${id})`,findFullSkill(skill));
|
||
break;
|
||
}
|
||
const span = fragment.appendChild(document.createElement("span"));
|
||
span.innerHTML = str;
|
||
//(skill.description.length?(descriptionToHTML(skill.description) + "<hr>"):"") + str
|
||
return fragment;
|
||
}
|
||
|
||
//增加特殊搜索模式
|
||
(function() {
|
||
'use strict';
|
||
//返回卡片的队长技能
|
||
function getCardLeaderSkill(card, skillTypes, searchRandom = true)
|
||
{
|
||
return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
|
||
}
|
||
//返回卡片的技能
|
||
function getCardActiveSkill(card, skillTypes, searchRandom = true)
|
||
{
|
||
return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
|
||
}
|
||
//返回卡片的技能
|
||
function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
|
||
{
|
||
switch(skillGreatType)
|
||
{
|
||
case 1:
|
||
case "leader":
|
||
return getCardLeaderSkill(card, skillTypes, searchRandom);
|
||
case 2:
|
||
case "active":
|
||
return getCardActiveSkill(card, skillTypes, searchRandom);
|
||
default:
|
||
return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom)
|
||
}
|
||
}
|
||
//查找到真正起作用的那一个技能
|
||
function getActuallySkill(skill, skillTypes, searchRandom = true)
|
||
{
|
||
if (skillTypes.includes(skill.type))
|
||
{
|
||
return skill;
|
||
}else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
|
||
{
|
||
const subSkills = skill.params.map(id=>Skills[id]);
|
||
for(let i = 0;i < subSkills.length; i++)
|
||
{ //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
|
||
let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
|
||
if (foundSubSkill)
|
||
{
|
||
return foundSubSkill;
|
||
}
|
||
}
|
||
return null;
|
||
}else
|
||
{
|
||
return null;
|
||
}
|
||
}
|
||
//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 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:
|
||
scale = sk[1]/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 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 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;
|
||
}
|
||
|
||
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];
|
||
default:
|
||
return -1;
|
||
}
|
||
}
|
||
|
||
//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)
|
||
{
|
||
const ul = document.createElement("ul");
|
||
ul.className = "board";
|
||
orbs.forEach(orbType => {
|
||
const li = ul.appendChild(document.createElement("li"));
|
||
li.className = `orb-icon`;
|
||
li.setAttribute("data-orb-icon", orbType);
|
||
});
|
||
return ul;
|
||
}
|
||
|
||
const specialSearchFunctions = [
|
||
{name:"不做筛选",function:cards=>cards},
|
||
{group:"======队长技======", functions: [
|
||
{name:"队长技固伤追击(按伤害排序)",function:cards=>{
|
||
const searchTypeArray = [199,200,201];
|
||
function getSkillFixedDamage(skill)
|
||
{
|
||
switch (skill.type)
|
||
{
|
||
case 199: case 200:
|
||
return skill.params[2];
|
||
case 201:
|
||
return skill.params[5];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill ? (getSkillFixedDamage(skill)>0) : false;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardLeaderSkill(a, searchTypeArray), b_s = getCardLeaderSkill(b, searchTypeArray);
|
||
let a_pC = getSkillFixedDamage(a_s), b_pC = getSkillFixedDamage(b_s);
|
||
return a_pC - b_pC;
|
||
});
|
||
},addition:card=>{
|
||
const searchTypeArray = [199,200,201];
|
||
function getSkillFixedDamage(skill)
|
||
{
|
||
switch (skill.type)
|
||
{
|
||
case 199: case 200:
|
||
return skill.params[2];
|
||
case 201:
|
||
return skill.params[5];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
const value = getSkillFixedDamage(skill);
|
||
return document.createTextNode(value.bigNumberToString() + "固伤");
|
||
}},
|
||
{name:"队长技+C(按+C数排序)",function:cards=>{
|
||
const searchTypeArray = [192,194,206,209,210];
|
||
function getSkillAddCombo(skill)
|
||
{
|
||
switch (skill.type)
|
||
{
|
||
case 192: case 194:
|
||
return skill.params[3];
|
||
case 206:
|
||
return skill.params[6];
|
||
case 209:
|
||
return skill.params[0];
|
||
case 210:
|
||
return skill.params[2];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill ? (getSkillAddCombo(skill)>0) : false;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardLeaderSkill(a, searchTypeArray), b_s = getCardLeaderSkill(b, searchTypeArray);
|
||
let a_pC = getSkillAddCombo(a_s),b_pC = getSkillAddCombo(b_s);
|
||
return a_pC - b_pC;
|
||
});
|
||
},addition:card=>{
|
||
const searchTypeArray = [192,194,206,209,210];
|
||
function getSkillAddCombo(skill)
|
||
{
|
||
switch (skill.type)
|
||
{
|
||
case 192: case 194:
|
||
return skill.params[3];
|
||
case 206:
|
||
return skill.params[6];
|
||
case 209:
|
||
return skill.params[0];
|
||
case 210:
|
||
return skill.params[2];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
const value = getSkillAddCombo(skill);
|
||
return document.createTextNode(`+${value.bigNumberToString()}C${skill.type==210?`/十字`:""}`);
|
||
}},
|
||
{name:"7×6 版面",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [162,186];
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (searchTypeArray.some(t=>skill.type == t))
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
|
||
}
|
||
})},
|
||
{name:"无天降版面",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [163,177];
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (searchTypeArray.some(t=>skill.type == t))
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
|
||
}
|
||
})},
|
||
{name:"队长技加/减秒(按秒数排序)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [15,185];
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (searchTypeArray.some(t=>skill.type == t))
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [15,185];
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (searchTypeArray.some(t=>a_s.type == t)) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.some(t=>subskill.type == t)).params[0];
|
||
b_pC = (searchTypeArray.some(t=>b_s.type == t)) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.some(t=>subskill.type == t)).params[0];
|
||
return a_pC - b_pC;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [15,185];
|
||
const skill = Skills[card.leaderSkillId];
|
||
const value = searchTypeArray.includes(skill.type) ?
|
||
skill.params[0] :
|
||
skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
|
||
return document.createTextNode((value > 0 ? "+" : "") + (value/100) + "秒");
|
||
}},
|
||
{name:"固定操作时间(按时间排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 178;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 178;
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),addition:card=>{
|
||
const searchType = 178;
|
||
const skill = Skills[card.leaderSkillId];
|
||
const value = skill.type == searchType ?
|
||
skill.params[0] :
|
||
skill.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return document.createTextNode("固定" + value + "秒");
|
||
}},
|
||
{name:"消除宝珠时计算防御的追打(按追打比率排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 12;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 12;
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"消除宝珠时回血(按回复比率排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 13;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 13;
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"队长技受伤反击",function:cards=>cards.filter(card=>{
|
||
const searchType = 41;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"毒无效",function:cards=>cards.filter(card=>{
|
||
const searchType = 197;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
/*{name:"回血加盾",function:cards=>cards.filter(card=>{
|
||
const searchType = 198;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType && skill.params[2])
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[2]);
|
||
}
|
||
})},*/
|
||
{name:"回血解觉",function:cards=>cards.filter(card=>{
|
||
const searchType = 198;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType && skill.params[3])
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]);
|
||
}
|
||
})},
|
||
{name:"十字心",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [151,209];
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (searchTypeArray.some(t=>skill.type == t))
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
|
||
}
|
||
})},
|
||
{name:"N个十字",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [157];
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (searchTypeArray.some(t=>skill.type == t))
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.some(t=>subskill.type == t));
|
||
}
|
||
})},
|
||
{name:"剩珠倍率",function:cards=>cards.filter(card=>{
|
||
const searchType = 177;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"要求长串消除(按珠数排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 158;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 158;
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"根性",function:cards=>cards.filter(card=>{
|
||
const searchType = 14;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"指定队伍队员编号",function:cards=>cards.filter(card=>{
|
||
const searchType = 125;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"指定队伍队员合作编号",function:cards=>cards.filter(card=>{
|
||
const searchType = 175;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"指定队伍队员进化类型",function:cards=>cards.filter(card=>{
|
||
const searchType = 203;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (!skill) console.log(card,card.leaderSkillId);
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"增加道具掉落率(按增加倍率排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 53;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 53;
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [53];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`掉率x${sk[0]/100}`);
|
||
}},
|
||
{name:"增加金币掉落倍数(按增加倍率排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 54;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 54;
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [54];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`金币x${sk[0]/100}`);
|
||
}},
|
||
{name:"增加经验获取倍数(按增加倍率排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 148;
|
||
const skill = Skills[card.leaderSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 138){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 148;
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [148];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`经验x${sk[0]/100}`);
|
||
}},
|
||
]},
|
||
{group:"-----血倍率-----", functions: [
|
||
{name:"队长血倍率[2, ∞)(按倍率排序)",function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
const HPscale = getHPScale(skill);
|
||
return HPscale >= 2;
|
||
}).sort((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getHPScale(a_s) - getHPScale(b_s);
|
||
})},
|
||
{name:"队长血倍率[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((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getHPScale(a_s) - getHPScale(b_s);
|
||
})},
|
||
{name:"队长血倍率(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((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getHPScale(a_s) - getHPScale(b_s);
|
||
})},
|
||
{name:"队长血倍率 == 1",function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
const HPscale = getHPScale(skill);
|
||
return HPscale === 1;
|
||
})},
|
||
{name:"队长血倍率[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((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getHPScale(a_s) - getHPScale(b_s);
|
||
})},
|
||
]},
|
||
{group:"-----减伤盾-----", functions: [
|
||
{name:"队长盾减伤[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((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getReduceScale(a_s) - getReduceScale(b_s);
|
||
})},
|
||
{name:"队长盾减伤[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((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getReduceScale(a_s) - getReduceScale(b_s);
|
||
})},
|
||
{name:"队长盾减伤[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((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getReduceScale(a_s) - getReduceScale(b_s);
|
||
})},
|
||
{name:"队长盾减伤(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((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getReduceScale(a_s) - getReduceScale(b_s);
|
||
})},
|
||
{name:"队长盾减伤 == 0",function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
const reduceScale = getReduceScale(skill);
|
||
return reduceScale === 0;
|
||
})},
|
||
{name:"队长盾减伤-必须全属性减伤",function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
return getReduceScale(skill, true) > 0;
|
||
})},
|
||
{name:"队长盾减伤-排除血线盾",function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
return getReduceScale(skill, undefined, true) > 0;
|
||
})},
|
||
{name:"队长盾减伤-排除几率盾",function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
return getReduceScale(skill, undefined, undefined, true) > 0;
|
||
})},
|
||
{name:"满血99重力不下半血-队长盾减伤[29%, 100%)",function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
const reduceScale = getReduceScale(skill);
|
||
return reduceScale>=0.29;
|
||
}).sort((a,b)=>{
|
||
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
|
||
return getReduceScale(a_s) - getReduceScale(b_s);
|
||
})},
|
||
{name:"队长盾减伤-无条件盾",function:cards=>cards.filter(card=>{
|
||
//获取盾减伤比例
|
||
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 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;
|
||
}
|
||
const skill = Skills[card.leaderSkillId];
|
||
return getReduceScale_unconditional(skill) > 0;
|
||
})},
|
||
]},
|
||
|
||
{group:"======主动技======", functions: [
|
||
{name:"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:"除 1 CD 外,4 个以下能永动开(可能不精确)",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 searchType = 146;
|
||
if (skill.type == searchType)
|
||
realCD -= skill.params[0] * 3;
|
||
else if (skill.type == 116){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
const subskill = subskills.find(subs=>subs.type == searchType);
|
||
if (subskill) realCD -= subskill.params[0] * 3;
|
||
}
|
||
return minCD > 1 && realCD <= 4;
|
||
})},
|
||
{name:"时间暂停(按停止时间排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 5;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 5;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"随机效果技能",function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
|
||
]},
|
||
{group:"-----破吸类-----", functions: [
|
||
{name:"破属吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 173;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && skill.params[1])
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 173;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [173];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`属吸×${sk[0]}T`);
|
||
}},
|
||
{name:"破伤吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 173;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && skill.params[3])
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 173;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [173];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`伤吸×${sk[0]}T`);
|
||
}},
|
||
{name:"双破吸 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 173;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && skill.params[1] && skill.params[3])
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[1] && subskill.params[3]);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 173;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [173];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`双破×${sk[0]}T`);
|
||
}},
|
||
{name:"贯穿无效盾 buff(按破吸回合排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 191;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 191;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [191];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`破贯×${sk[0]}T`);
|
||
}},
|
||
]},
|
||
{group:"-----解封类-----", functions: [
|
||
{
|
||
name:"解封(按解封回合排序)",
|
||
function:cards=>{
|
||
const searchTypeArray = [117,179];
|
||
function getJieFengHuiHe(skill)
|
||
{
|
||
return skill.type == 179 ? skill.params[3] : skill.params[0];
|
||
}
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill ? getJieFengHuiHe(skill) : false;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
let a_pC = getJieFengHuiHe(a_s), b_pC = getJieFengHuiHe(b_s);
|
||
return a_pC - b_pC;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [117,179];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const JieFengTurn = skill=>skill.type == 179 ? skill.params[3] : skill.params[0];
|
||
const value = JieFengTurn(skill);
|
||
return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解封`);
|
||
}
|
||
},
|
||
{
|
||
name:"解觉醒(按解觉回合排序)",
|
||
function:cards=>{
|
||
const searchTypeArray = [117,179];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill ? skill.params[4] : false;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
let a_pC = a_s.params[4], b_pC = b_s.params[4];
|
||
return a_pC - b_pC;
|
||
})
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [117,179];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const value = sk[4];
|
||
return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解觉`);
|
||
}
|
||
},
|
||
{
|
||
name:"解封+觉醒(按解觉醒回合排序)",
|
||
function:cards=>{
|
||
const searchTypeArray = [117,179];
|
||
function getJieFengHuiHe(skill)
|
||
{
|
||
return skill.type == 179 ? skill.params[3] : skill.params[0];
|
||
}
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill ? (skill.params[4] && getJieFengHuiHe(skill)) : false;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
let a_pC = a_s.params[4], b_pC = b_s.params[4];
|
||
return a_pC - b_pC;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [117,179];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
function getJieFengHuiHe(skill)
|
||
{
|
||
return skill.type == 179 ? skill.params[3] : skill.params[0];
|
||
}
|
||
const value1 = getJieFengHuiHe(skill);
|
||
const value2 = sk[4];
|
||
|
||
return document.createTextNode(value1 == value2 ?
|
||
`${value1 == 9999 ? "全" : value1 + "T"}解封+觉` :
|
||
`${value1 == 9999 ? "全" : value1 + "T"}解封,${value2 == 9999 ? "全" : value2 + "T"}解觉`);
|
||
}
|
||
},
|
||
{
|
||
name:"解禁消珠(按消除回合排序)",
|
||
function:cards=>{
|
||
const searchTypeArray = [196];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
let a_pC = a_s.params[0], b_pC = b_s.params[0];
|
||
return a_pC - b_pC;
|
||
})
|
||
|
||
},addition:card=>{
|
||
const searchTypeArray = [196];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const value = sk[0];
|
||
return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
|
||
}
|
||
},
|
||
{name:"自封技能(能干啥?)",function:cards=>cards.filter(card=>{
|
||
const searchType = 214;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
]},
|
||
{group:"-----锁珠类-----", functions: [
|
||
{name:"解锁",function:cards=>cards.filter(card=>{
|
||
const searchType = 172;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"上锁(不限色)",function:cards=>cards.filter(card=>{
|
||
const searchType = 152;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"上锁5色+心或全部",function:cards=>cards.filter(card=>{
|
||
const searchType = 152;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && (skill.params[0] & 63) === 63)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 63) === 63);
|
||
}
|
||
})},
|
||
{name:"掉锁(不限色,按回合排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 205;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 205;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"掉锁5色+心或全部(按回合排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 205;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && (skill.params[0] & 63) === 63)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 63) === 63);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 205;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
|
||
return a_pC - b_pC;
|
||
})},
|
||
]},
|
||
{group:"-----洗版类-----", functions: [
|
||
{name:"普通洗版-含心",function:cards=>cards.filter(card=>{
|
||
function includeHeart(sk)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return color.includes(5);
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && includeHeart(skill.params))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && includeHeart(subskill.params));
|
||
}
|
||
})},
|
||
{name:"普通洗版-不含心",function:cards=>cards.filter(card=>{
|
||
function excludeHeart(sk)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return !color.includes(5);
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && excludeHeart(skill.params))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && excludeHeart(subskill.params));
|
||
}
|
||
})},
|
||
{name:"普通洗版-含毒废",function:cards=>cards.filter(card=>{
|
||
function includeHeart(sk)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return color.includes(6) || color.includes(7) || color.includes(8) || color.includes(9);
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && includeHeart(skill.params))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && includeHeart(subskill.params));
|
||
}
|
||
})},
|
||
{name:"普通洗版1色(花火)",function:cards=>cards.filter(card=>{
|
||
function isOnlyColor(sk, colorTypeCount)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return color.length == colorTypeCount;
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && isOnlyColor(skill.params, 1))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 1));
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
|
||
return createOrbsList(colors);
|
||
}},
|
||
{name:"普通洗版2色",function:cards=>cards.filter(card=>{
|
||
function isOnlyColor(sk, colorTypeCount)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return color.length == colorTypeCount;
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && isOnlyColor(skill.params, 2))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 2));
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
|
||
return createOrbsList(colors);
|
||
}},
|
||
{name:"普通洗版3色",function:cards=>cards.filter(card=>{
|
||
function isOnlyColor(sk, colorTypeCount)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return color.length == colorTypeCount;
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && isOnlyColor(skill.params, 3))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 3));
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
|
||
return createOrbsList(colors);
|
||
}},
|
||
{name:"普通洗版4色",function:cards=>cards.filter(card=>{
|
||
function isOnlyColor(sk, colorTypeCount)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return color.length == colorTypeCount;
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && isOnlyColor(skill.params, 4))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 4));
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
|
||
return createOrbsList(colors);
|
||
}},
|
||
{name:"普通洗版5色",function:cards=>cards.filter(card=>{
|
||
function isOnlyColor(sk, colorTypeCount)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return color.length == colorTypeCount;
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && isOnlyColor(skill.params, 5))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 5));
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
|
||
return createOrbsList(colors);
|
||
}},
|
||
{name:"普通洗版6色以上",function:cards=>cards.filter(card=>{
|
||
function isOnlyColor(sk, colorTypeCount)
|
||
{
|
||
const color = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return color.length >= colorTypeCount;
|
||
}
|
||
const searchType = 71;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && isOnlyColor(skill.params, 6))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && isOnlyColor(subskill.params, 6));
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
|
||
return createOrbsList(colors);
|
||
}},
|
||
{name:"刷版",function:cards=>cards.filter(card=>{
|
||
const searchType = 10;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
]},
|
||
{group:"~~~转珠类有些复杂我没空做~~~"},
|
||
{group:"-----随机产珠类-----", functions: [
|
||
{name:"固定30个产珠",function:cards=>cards.filter(card=>{
|
||
function is30(sk)
|
||
{
|
||
return Boolean(flags(sk[1]).length * sk[0] == 30);
|
||
}
|
||
const searchType = 141;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && is30(skill.params))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && is30(subskill.params));
|
||
}
|
||
})},
|
||
{name:"固定15×2产珠",function:cards=>cards.filter(card=>{
|
||
function is1515(sk)
|
||
{
|
||
return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
|
||
}
|
||
const searchType = 141;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && is1515(skill.params))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && is1515(subskill.params));
|
||
}
|
||
})},
|
||
]},
|
||
{group:"-----固定产珠类-----", functions: [
|
||
{name:"生成特殊形状的",function:cards=>cards.filter(card=>{
|
||
const searchType = 176;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"生成3x3方块",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 searchType = 176;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && is3x3(skill.params))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && is3x3(subskill.params));
|
||
}
|
||
})},
|
||
{name:"产竖",function:cards=>cards.filter(card=>{
|
||
const searchType = 127;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [127];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = [];
|
||
for (let ai=0;ai<sk.length;ai+=2)
|
||
{
|
||
colors.push(flags(sk[ai+1])[0]);
|
||
}
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`竖`));
|
||
fragment.appendChild(createOrbsList(colors));
|
||
return fragment;
|
||
}},
|
||
{name:"产竖(含心)",function:cards=>cards.filter(card=>{
|
||
function isHeart(sk)
|
||
{
|
||
for (let i=1;i<sk.length;i+=2)
|
||
{
|
||
if (sk[i] & 32)
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
const searchType = 127;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && isHeart(skill.params))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && isHeart(subskill.params));
|
||
}
|
||
})},
|
||
{name:"产横",function:cards=>cards.filter(card=>{
|
||
const searchType = 128;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [128];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = [];
|
||
for (let ai=0;ai<sk.length;ai+=2)
|
||
{
|
||
colors.push(flags(sk[ai+1])[0]);
|
||
}
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`横`));
|
||
fragment.appendChild(createOrbsList(colors));
|
||
return fragment;
|
||
}},
|
||
{name:"2横或以上",function:cards=>cards.filter(card=>{
|
||
const searchType = 128;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && (skill.params.length>=3 || flags(skill.params[0]).length>=2))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && (subskill.params.length>=3 || flags(subskill.params[0]).length>=2));
|
||
}
|
||
})},
|
||
{name:"2色横",function:cards=>cards.filter(card=>{
|
||
const searchType = 128;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1])
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[3]>=0 && (subskill.params[1] & subskill.params[3]) != subskill.params[1]);
|
||
}
|
||
})},
|
||
{name:"非顶底横",function:cards=>cards.filter(card=>{
|
||
const searchType = 128;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && ((skill.params[0] | skill.params[2]) & 14))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && ((subskill.params[0] | subskill.params[2]) & 14));
|
||
}
|
||
})},
|
||
{name:"泛产横(包含花火与四周一圈等)",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 = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type) && isRow(skill))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isRow(subskill));
|
||
}
|
||
})},
|
||
]},
|
||
{group:"----- buff 类-----", functions: [
|
||
{name:"掉落率提升",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [126];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
return skill;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [126];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = flags(sk[0]);
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(createOrbsList(colors));
|
||
fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
|
||
return fragment;
|
||
}},
|
||
{name:"掉落率提升-属性-毒、废(顶毒)",function:cards=>cards.filter(card=>{
|
||
const searchType = 126;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && (skill.params[0] & 960)) // 960 = 二进制 1111000000
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && (subskill.params[0] & 960));
|
||
}
|
||
})},
|
||
{name:"掉落率提升-持续99回合",function:cards=>cards.filter(card=>{
|
||
const searchType = 126;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && skill.params[1] >= 99)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[1] >= 99);
|
||
}
|
||
})},
|
||
{name:"掉落率提升-100%几率",function:cards=>cards.filter(card=>{
|
||
const searchType = 126;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && skill.params[3] >= 100)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[3] >= 100);
|
||
}
|
||
})},
|
||
{name:"以觉醒数量为倍率类技能(宝石姬)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [156,168];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
})},
|
||
{
|
||
name:"回复力 buff(顶降回复)",
|
||
function:cards=>{
|
||
const searchTypeArray = [50,90];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
if (skill)
|
||
{
|
||
const sk = skill.params;
|
||
return sk.slice(1,sk.length>2?-1:undefined).includes(5);
|
||
}else return false;
|
||
}).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_ss = a_s.params.length > 2 ? a_s.params[a_s.params.length-1] : 0, b_ss = b_s.params.length > 2 ? b_s.params[b_s.params.length-1] : 0;
|
||
return a_ss - b_ss;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [50,90];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`回x${sk.length > 2 ? sk[sk.length-1]/100 : 0}`);
|
||
}
|
||
},
|
||
{name:"攻击力 buff(顶降攻击)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [
|
||
88,92, //类型的
|
||
50,90, //属性的,要排除回复力
|
||
156,168, //宝石姬
|
||
];
|
||
const skill = Skills[card.activeSkillId];
|
||
if ((skill.type==88 || skill.type==92) || //类型的
|
||
(skill.type==50 || skill.type==90) && skill.params.slice(1,skill.params.length>2?-1:undefined).some(sk=>sk!=5) || //属性的,要排除回复力
|
||
skill.type==156 && skill.params[4] == 2 || skill.type==168 //宝石姬的
|
||
)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>
|
||
(subskill.type==88 || subskill.type==92) || //类型的
|
||
(subskill.type==50 || subskill.type==90) && subskill.params.slice(1,subskill.params.length>2?-1:undefined).some(sk=>sk!=5) || //属性的,要排除回复力
|
||
subskill.type==156 && subskill.params[4] == 2 || subskill.type==168 //宝石姬的
|
||
);
|
||
}
|
||
})},
|
||
{
|
||
name:"操作时间 buff(顶减手指)",
|
||
function:cards=>{
|
||
const searchTypeArray = [132];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
//将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
|
||
const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
|
||
return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [132];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
let str = "";
|
||
if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
|
||
if (sk[2]) str += `👆x${sk[2]/100}`;
|
||
return document.createTextNode(str);
|
||
}
|
||
},
|
||
{name:"无天降 buff(顶无天降)",function:cards=>cards.filter(card=>{
|
||
const searchType = 184;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"生成变换位(顶变换珠)",function:cards=>cards.filter(card=>{
|
||
const searchType = 207;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{
|
||
name:"加C buff(按C数排列)",
|
||
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);
|
||
const sk = skill.params;
|
||
let str = "";
|
||
if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
|
||
if (sk[2]) str += `👆x${sk[2]/100}`;
|
||
return document.createTextNode(`+${sk[1]}C×${sk[0]}T`);
|
||
}
|
||
},
|
||
{name:"全属减伤 buff(按减伤比率排序)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [3,156];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == 3 ||
|
||
skill.type == 156 && skill.params[4]==3
|
||
)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>
|
||
subskill.type == 3 ||
|
||
subskill.type == 156 && subskill.params[4]==3
|
||
);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [3,156];
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
|
||
//找到真正生效的子技能
|
||
const a_ss = searchTypeArray.includes(a_s.type) ?
|
||
a_s :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
|
||
const b_ss = searchTypeArray.includes(b_s.type) ?
|
||
b_s :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
|
||
let sortNum = b_ss.type - a_ss.type; //先分开宝石姬与非宝石姬
|
||
if (!sortNum)
|
||
{
|
||
let a_pC = 0,b_pC = 0;
|
||
if (a_ss.type == 3)
|
||
{
|
||
a_pC = a_ss.params[1];
|
||
b_pC = b_ss.params[1];
|
||
}else
|
||
{
|
||
a_pC = a_ss.params[5];
|
||
b_pC = b_ss.params[5];
|
||
}
|
||
sortNum = a_pC - b_pC;
|
||
}
|
||
return sortNum;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [3,156];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
if (skill.type == 156)
|
||
{
|
||
fragment.appendChild(document.createTextNode(`${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:"全属减伤 100%(无敌)",function:cards=>cards.filter(card=>{
|
||
const searchType = 3;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && skill.params[1]>=100)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]>=100);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 3;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"限属减伤 buff(按回合排序排序)",function:cards=>{
|
||
const searchType = 21;
|
||
return cards.filter(card=>{
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
});
|
||
},addition:card=>{
|
||
const searchTypeArray = [21];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
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:"变为全体攻击(按回合数排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 51;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 5;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
]},
|
||
{group:"-----玩家HP操纵类-----", functions: [
|
||
{name:"回合结束回血 buff",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [179];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
})},
|
||
{name:"玩家回血",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [7,8,35,115];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type) || skill.type == 117 && (skill.params[1] || skill.params[2] || skill.params[3]))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type) || subskill.type == 117 && (subskill.params[1] || subskill.params[2] || subskill.params[3]));
|
||
}
|
||
})},
|
||
{name:"玩家自残(HP 减少,按减少比率排序)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [84,85,86,87,195];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [84,85,86,87,195];
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
function getReduceScale(skill)
|
||
{
|
||
const sk = skill.params;
|
||
if (skill.type == 195)
|
||
{
|
||
return sk[0] ? sk[0] : 0.1;
|
||
}else
|
||
{
|
||
return sk[3] ? sk[3] : 0.1;
|
||
}
|
||
}
|
||
function getSubskill(skill)
|
||
{
|
||
const subSkill = skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
|
||
return subSkill;
|
||
}
|
||
a_pC = searchTypeArray.includes(a_s.type) ?
|
||
getReduceScale(a_s) :
|
||
getReduceScale(getSubskill(a_s));
|
||
b_pC = searchTypeArray.includes(b_s.type) ?
|
||
getReduceScale(b_s) :
|
||
getReduceScale(getSubskill(b_s));
|
||
return b_pC - a_pC;
|
||
})},
|
||
]},
|
||
{group:"-----对自身队伍生效类-----", functions: [
|
||
{name:"减少CD(按溜数排序,有范围的取小)",function:cards=>cards.filter(card=>{
|
||
const searchType = 146;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 146;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [146];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
|
||
}},
|
||
{name:"将自身换为队长",function:cards=>cards.filter(card=>{
|
||
const searchType = 93;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"转换自身属性(按回合数排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 142;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 142;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
]},
|
||
{group:"-----对敌 buff 类-----", functions: [
|
||
{name:"威吓(按推迟回合排序)",function:cards=>{
|
||
const searchTypeArray = [18];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
let a_pC = a_s.params[0],b_pC = b_s.params[0];
|
||
return a_pC - b_pC;
|
||
});
|
||
},addition:card=>{
|
||
const searchTypeArray = [18];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`威吓×${sk[0]}T`);
|
||
}},
|
||
{name:"破防(按防御减少比例排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 19;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 19;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[1] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[1] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[1];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"100% 破防(按回合排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 19;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && skill.params[1]>=100)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && subskill.params[1]>=100);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 19;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"中毒(按毒伤比率排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 4;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 4;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"改变敌人属性(按属性排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 153;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 153;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
}),addition:card=>{
|
||
const searchTypeArray = [153];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = [sk[0]];
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`敌→`));
|
||
fragment.appendChild(createOrbsList(colors));
|
||
return fragment;
|
||
}},
|
||
{name:"受伤反击 buff",function:cards=>cards.filter(card=>{
|
||
const searchType = 60;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
]},
|
||
{group:"-----对敌直接伤害类-重力-----", functions: [
|
||
{name:"重力-敌人当前血量(按比例排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 6;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 6;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"重力-敌人最大血量(按比例排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 161;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 161;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
]},
|
||
{group:"-----对敌直接伤害类-无视防御固伤-----", functions: [
|
||
{name:"无视防御固伤-单体(按总伤害排序)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [55,188];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [55,188];
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
function totalDamage(skill)
|
||
{
|
||
const subSkill = skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
|
||
return subSkill.params[0] * skill.params.filter(p=>p==subSkill.id).length;
|
||
}
|
||
a_pC = searchTypeArray.includes(a_s.type) ?
|
||
a_s.params[0] :
|
||
totalDamage(a_s);
|
||
b_pC = searchTypeArray.includes(b_s.type) ?
|
||
b_s.params[0] :
|
||
totalDamage(b_s);
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"无视防御固伤-全体(按伤害数排序)",function:cards=>cards.filter(card=>{
|
||
const searchType = 56;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchType = 56;
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (a_s.type == searchType) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
b_pC = (b_s.type == searchType) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => subskill.type == searchType).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
]},
|
||
{group:"-----对敌直接伤害类-大炮-----", functions: [
|
||
{name:"大炮-对象-敌方单体",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [2,35,37,59,84,86,110,115,144];
|
||
const skill = Skills[card.activeSkillId];
|
||
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;
|
||
}
|
||
if (searchTypeArray.includes(skill.type) && isSingle(skill))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isSingle(subskill));
|
||
}
|
||
})},
|
||
{name:"大炮-对象-敌方全体",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [0,1,58,85,87,110,143,144];
|
||
const skill = Skills[card.activeSkillId];
|
||
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;
|
||
}
|
||
if (searchTypeArray.includes(skill.type) && skill.id!=0 && isAll(skill))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type) && isAll(subskill));
|
||
}
|
||
})},
|
||
{name:"大炮-对象-指定属性敌人",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [42];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
})},
|
||
|
||
{name:"大炮-属性-不限",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type) && skill.id!=0)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
}),addition:card=>{
|
||
const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
|
||
const skill = getCardSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = [getCannonAttr(skill)];
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`射`));
|
||
fragment.appendChild(createOrbsList(colors));
|
||
return fragment;
|
||
}},
|
||
{name:"大炮-属性-释放者自身",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [2,35];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
})},
|
||
|
||
{name:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [0,2,35,37,58,59,84,85,115];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type) && skill.id!=0)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [0,2,35,37,58,59,84,85,115];
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
function getSkillOrSub(skill)
|
||
{
|
||
if (searchTypeArray.includes(skill.type))
|
||
return skill;
|
||
else
|
||
return skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.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;
|
||
}
|
||
}
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = getNumber(getSkillOrSub(a_s));
|
||
b_pC = getNumber(getSkillOrSub(b_s));
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"大炮-伤害-指定属性数值(按数值排序)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [1,42,86,87];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [1,42,86,87];
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
function getSkillOrSub(skill)
|
||
{
|
||
if (searchTypeArray.includes(skill.type))
|
||
return skill;
|
||
else
|
||
return skill.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type));
|
||
}
|
||
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 = 0,b_pC = 0;
|
||
a_pC = getNumber(getSkillOrSub(a_s));
|
||
b_pC = getNumber(getSkillOrSub(b_s));
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [110];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type) && skill.id!=0)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [110];
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (searchTypeArray.includes(a_s.type)) ?
|
||
a_s.params[3] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[3];
|
||
b_pC = (searchTypeArray.includes(b_s.type)) ?
|
||
b_s.params[3] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[3];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"大炮-伤害-队伍总 HP(按倍率排序)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [143];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [143];
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (searchTypeArray.includes(a_s.type)) ?
|
||
a_s.params[0] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
|
||
b_pC = (searchTypeArray.includes(b_s.type)) ?
|
||
b_s.params[0] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[0];
|
||
return a_pC - b_pC;
|
||
})},
|
||
{name:"大炮-伤害-队伍某属性总攻击(按倍率排序)",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [144];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [144];
|
||
const a_s = Skills[a.activeSkillId], b_s = Skills[b.activeSkillId];
|
||
let a_pC = 0,b_pC = 0;
|
||
a_pC = (searchTypeArray.includes(a_s.type)) ?
|
||
a_s.params[1] :
|
||
a_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[1];
|
||
b_pC = (searchTypeArray.includes(b_s.type)) ?
|
||
b_s.params[1] :
|
||
b_s.params.map(id=>Skills[id]).find(subskill => searchTypeArray.includes(subskill.type)).params[1];
|
||
return a_pC - b_pC;
|
||
})},
|
||
|
||
{name:"大炮-特殊-吸血",function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [35,115];
|
||
const skill = Skills[card.activeSkillId];
|
||
if (searchTypeArray.includes(skill.type))
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>searchTypeArray.includes(subskill.type));
|
||
}
|
||
})},
|
||
]},
|
||
{group:"======进化类型======", functions: [
|
||
{name:"8格潜觉",function:cards=>cards.filter(card=>card.is8Latent)},
|
||
{name:"非8格潜觉",function:cards=>cards.filter(card=>!card.is8Latent)},
|
||
{name:"像素进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))},
|
||
{name:"转生、超转生进化",function:cards=>cards.filter(card=>isReincarnated(card))}, //evoBaseId可能为0
|
||
{name:"仅超转生进化",function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
|
||
{name:"超究极进化",function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))},
|
||
{name:"变身前",function:cards=>cards.filter(card=>{
|
||
const searchType = 202;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType);
|
||
}
|
||
})},
|
||
{name:"变身后",function:cards=>cards.filter(card=>card.henshinFrom)},
|
||
{name:"变身前后队长技保持不变",function:cards=>cards.filter(card=>{
|
||
const searchType = 202;
|
||
const skill = Skills[card.activeSkillId];
|
||
if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
|
||
return true;
|
||
else if (skill.type == 116 || skill.type == 118){
|
||
const subskills = skill.params.map(id=>Skills[id]);
|
||
return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
|
||
}
|
||
})},
|
||
{name:"非变身",function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)},
|
||
{name:"用三神面进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3795))},
|
||
{name:"用彩龙果进化",function:cards=>cards.filter(card=>card.evoMaterials.includes(3971))},
|
||
{name:"由武器进化而来",function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))},
|
||
]},
|
||
{group:"======其他搜索======", functions: [
|
||
{name:"攻击型或水属性(炭治郎队员)",function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))},
|
||
{name:"火属性或水属性(火车队员)",function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))},
|
||
{name:"不能破除等级限制",function:cards=>cards.filter(card=>card.limitBreakIncr===0)},
|
||
{name:"110级三维成长100%",function:cards=>cards.filter(card=>card.limitBreakIncr>=100)},
|
||
{name:"满级不是1级(可强化)",function:cards=>cards.filter(card=>card.maxLevel>1)},
|
||
{name:"低于100mp",function:cards=>cards.filter(card=>card.sellMP<100)},
|
||
{name:"有3个type",function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)},
|
||
{name:"有副属性",function:cards=>cards.filter(card=>card.attrs[1]>=0)},
|
||
{name:"有副属性且主副属性不一致",function:cards=>cards.filter(card=>card.attrs[0]>=0 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])},
|
||
{name:"能获得珠子皮肤",function:cards=>cards.filter(card=>card.blockSkinId>0)},
|
||
{name:"所有潜觉蛋龙",function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)},
|
||
{name:"龙契士&龙唤士(10001)",function:cards=>cards.filter(card=>card.collabId==10001)},
|
||
]},
|
||
{group:"-----觉醒类-----", functions: [
|
||
{name:"有9个觉醒",function:cards=>cards.filter(card=>card.awakenings.length>=9)},
|
||
{name:"可以做辅助",function:cards=>cards.filter(card=>card.canAssist)},
|
||
{name:"不是武器",function:cards=>cards.filter(card=>!card.awakenings.includes(49))},
|
||
{name:"有超觉醒",function:cards=>cards.filter(card=>card.superAwakenings.length > 0)},
|
||
{name:"有110,但没有超觉醒",function:cards=>cards.filter(card=>card.limitBreakIncr>0 && card.superAwakenings.length<1)},
|
||
{name:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",function:cards=>cards.filter(card=>{
|
||
const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
|
||
if (hasAwokenKiller)
|
||
{ //大于2个杀的进行判断
|
||
if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=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=>
|
||
type_allowable_latent[type] //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:"3个相同杀觉醒(含超觉),或相同潜觉",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=>
|
||
type_allowable_latent[type] //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:"4个相同杀觉醒(含超觉),或相同潜觉",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)>=3);
|
||
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)>=4)
|
||
{ //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=>
|
||
type_allowable_latent[type] //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;
|
||
}
|
||
})},
|
||
]},
|
||
];
|
||
|
||
const searchBox = editBox.querySelector(".search-box");
|
||
const controlDiv = searchBox.querySelector(".control-div");
|
||
let fragment = document.createDocumentFragment();
|
||
const specialSearchDiv = fragment.appendChild(document.createElement("ul"))
|
||
specialSearchDiv.className = "specialSearch";
|
||
function newSearchList(index)
|
||
{
|
||
const searchLi = document.createElement("li");
|
||
//const searchLabel = searchLi.appendChild(document.createElement("label"));
|
||
//searchLabel.appendChild(document.createTextNode(`筛选${index}:`));
|
||
const specialSearch = searchLi.appendChild(document.createElement("select"));
|
||
specialSearchFunctions.forEach((sfunc,idx)=>{
|
||
if (sfunc.group)
|
||
{
|
||
const optgroup = specialSearch.appendChild(document.createElement("optgroup"));
|
||
optgroup.label = sfunc.group;
|
||
if (sfunc.functions)
|
||
{
|
||
sfunc.functions.forEach((_sfunc,_idx)=>{
|
||
optgroup.appendChild(new Option(_sfunc.name + (_sfunc.addition ? "+附加显示" : ""),`${idx}|${_idx}`));
|
||
});
|
||
}
|
||
}else
|
||
{
|
||
specialSearch.options.add(new Option(sfunc.name + (sfunc.addition ? "+附加显示" : ""),idx));
|
||
}
|
||
});
|
||
return {dom:searchLi,list:specialSearch};
|
||
}
|
||
const specialSearchArray = []; //储存多个搜索列表的数组
|
||
function addNewList()
|
||
{
|
||
const newSearch = newSearchList(specialSearchArray.length + 1);
|
||
specialSearchDiv.appendChild(newSearch.dom);
|
||
specialSearchArray.push(newSearch.list);
|
||
}
|
||
|
||
const specialSearchClear = specialSearchDiv.appendChild(document.createElement("button"));
|
||
specialSearchClear.className = "specialSearch-clear";
|
||
specialSearchClear.title = "筛选框全部归零";
|
||
specialSearchClear.onclick = function(){
|
||
specialSearchArray.forEach(ss=>ss.selectedIndex = 0);
|
||
};
|
||
|
||
const specialSearchAdd = specialSearchDiv.appendChild(document.createElement("button"));
|
||
specialSearchAdd.className = "specialSearch-add";
|
||
specialSearchAdd.title = "增加筛选框个数";
|
||
specialSearchAdd.onclick = addNewList;
|
||
|
||
addNewList(); //增加第1个
|
||
addNewList(); //增加第2个
|
||
|
||
//将搜索按钮强制改成特殊搜索
|
||
const searchStart = controlDiv.querySelector(".search-start");
|
||
searchStart.onclick = function(){
|
||
const result = specialSearchArray.reduce((pre,ss)=>
|
||
{
|
||
const indexs = ss.value.split("|").map(Number);
|
||
const funcObj = indexs.length > 1 ? specialSearchFunctions[indexs[0]].functions[indexs[1]] : specialSearchFunctions[indexs[0]];
|
||
if (!funcObj) return pre;
|
||
pre.result = funcObj.function(pre.result); //结果进一步筛选
|
||
if (funcObj.addition) pre.addition.push(funcObj.addition); //如果有附加显示,则添加到列表
|
||
return pre;
|
||
}, {result: Cards, addition: []});
|
||
searchBox.startSearch(result.result, result.addition);
|
||
};
|
||
controlDiv.insertBefore(fragment,controlDiv.firstElementChild);
|
||
const searchClear = controlDiv.querySelector(".search-clear");
|
||
searchClear.addEventListener("click",function(e){
|
||
specialSearchArray.forEach(ss=>
|
||
ss.selectedIndex = 0
|
||
);
|
||
});
|
||
|
||
const settingBox = editBox.querySelector(".setting-box");
|
||
const rowSkill = settingBox.querySelector(".row-mon-skill");
|
||
const skillBox = rowSkill.querySelector(".skill-box");
|
||
const skillTitle = skillBox.querySelector(".skill-name");
|
||
|
||
const rowLederSkill = settingBox.querySelector(".row-mon-leader-skill");
|
||
const lskillBox = rowLederSkill.querySelector(".skill-box");
|
||
const lskillTitle = lskillBox.querySelector(".skill-name");
|
||
|
||
skillTitle.addEventListener("click",fastShowSkill);
|
||
lskillTitle.addEventListener("click",fastShowSkill);
|
||
})(); |