3241 lines
118 KiB
JavaScript
3241 lines
118 KiB
JavaScript
const dataSourceList = [ //几个不同的游戏服务区
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{
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code:"ja",
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source:"パズル&ドラゴンズ"
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},
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{
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code:"en",
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source:"Puzzle & Dragons"
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},
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{
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code:"ko",
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source:"퍼즐앤드래곤"
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},
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];
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let localTranslating = {
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webpage_title: `智龙迷城${teamsCount}人队伍图制作`,
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addition_display: "💬",
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title_blank: "输入队伍标题",
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detail_blank: "输入说明",
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sort_name:{
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sort_none: "无",
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sort_id: "怪物ID",
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sort_attrs: "属性",
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sort_evoRootId: "进化树",
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sort_evoRoot_Attrs : "进化根怪物的属性",
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sort_rarity: "稀有度",
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sort_cost: "消耗",
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sort_mp: "MP",
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sort_skillLv1: "技能最大冷却时间",
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sort_skillLvMax: "技能最小冷却时间",
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sort_hpMax110: "最大 HP",
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sort_atkMax110: "最大攻击",
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sort_rcvMax110: "最大回复",
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sort_hpMax110_awoken: "最大 HP(+觉醒)",
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sort_atkMax110_awoken: "最大攻击(+觉醒)",
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sort_rcvMax110_awoken: "最大回复(+觉醒)",
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sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
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},
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force_reload_data: "强制刷新数据",
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skill_parse: {
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skill: {
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unknown: tp`未知的技能类型:${'type'}`, //type
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active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill
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random_skills: tp`随机发动以下技能:${'skills'}`, //skills
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damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
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damage_enemy_times: tp`×${'times'}`,
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damage_enemy_count: tp`(共${'damage'})`,
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vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
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delay: tp`延迟敌人的攻击${'icon'}`, //icon
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mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
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leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
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no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
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self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
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heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
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unbind: tp`${'stats'}状态减少 ${'turns'} 回合`,
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unbind_normal: tp`${'icon'}封锁`,
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unbind_awakenings: tp`${'icon'}觉醒无效`,
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unbind_matches: tp`${'icon'}无法消除宝珠`,
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bind_skill: tp`${'icon'}自身无法使用技能`,
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defense_break: tp`${'icon'}敌方的防御力减少${'value'}`,
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poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
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time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
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follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
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follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
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auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
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auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
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ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
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gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
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resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`,
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board_change: tp`全画面的宝珠变为${'orbs'}`,
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skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns_min'}${'turns_max'}`,
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skill_boost_range: tp`~${'turns'}`,
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add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
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fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
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min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
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drop_refresh: tp`全板刷新`,
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drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
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auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
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board7x6: tp`【${'icon'}7×6版面】`,
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counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
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change_orbs: tp`${'from'}→${'to'}`,
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generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
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fixed_orbs: tp`在${'position'}产生${'orbs'}`,
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orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
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orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
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attr_absorb: tp`${'icon'}属性吸收`,
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combo_absorb: tp`${'icon'}连击吸收`,
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damage_absorb: tp`${'icon'}伤害吸收`,
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damage_void: tp`${'icon'}伤害无效`,
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void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
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change_attribute: tp`将${'target'}变为${'attrs'}`,
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set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
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set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
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set_orb_state_unlocked: tp`${'icon'}解除所有宝珠的锁定状态`,
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set_orb_state_bound: tp`无法消除${'orbs'}`,
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rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
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rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
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rate_multiply_coin: tp`${'icon'}金币掉落率`,
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rate_multiply_exp: tp`${'icon'}等级经验倍率`,
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reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
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power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
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power_up_targets: tp`${'attrs_types'}的 `,
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henshin: tp`变身为${'card'}`,
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void_poison: tp`消除${'poison'}时不会受到毒伤害`,
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skill_proviso: tp`${'condition'}才能发动后续效果`,
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obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
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obstruct_opponent_after_me: tp`排名比自身低的对手`,
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obstruct_opponent_before_me: tp`排名比自身高的对手`,
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obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
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},
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power: {
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unknown: tp`[ 未知能力提升: ${'type'} ]`,
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scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
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scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
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scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
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scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
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scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
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scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
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scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
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scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
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scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
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scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
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scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
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},
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cond: {
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unknown: tp`[ 未知条件 ]`,
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hp_equal: tp`${'hp'} == ${'min'} 时`,
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hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
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hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
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hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
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use_skill: tp`使用技能时`,
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multi_player: tp`协力时`,
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remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
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exact_combo: tp`刚好${'value'}连击时`,
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exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
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exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
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compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
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compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
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compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
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L_shape: tp`以L字形式消除5个${'orbs'}时`,
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heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
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},
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position: {
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top: tp`上方第${'pos'}横行`,
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bottom: tp`下方第${'pos'}横行`,
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left: tp`左方第${'pos'}竖列`,
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right: tp`右方第${'pos'}竖列`,
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shape: tp`指定位置`,
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},
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value: {
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unknown: tp`[ 未知数值: ${'type'}]`, //type
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const: tp`${'value'}${'unit'}`,
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const_to: tp`到${'value'}`,
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mul_percent: tp`${'value'}%`,
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mul_times: tp`×${'value'}倍`,
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mul_of_percent: tp`${'stats'}的${'value'}%`,
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mul_of_times: tp`${'stats'}×${'value'}倍`,
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hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
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random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
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prob: tp`有${'value'}几率`,
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x_awakenings: tp`${'awakenings'}数量×${'value'}`,
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},
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target: {
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self: tp`角色自身`,
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enemy: tp`敌人`,
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team: tp`队伍`,
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team_last: tp`队伍最后一位队员`,
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enemy_all: tp`敌方全体`,
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enemy_one: tp`敌方1体`,
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enemy_attr: tp`${'attr'}敌人`,
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},
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stats: {
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unknown: tp`[ 未知状态: ${'type'}]`, //type
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maxhp: tp`最大HP`,
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hp: tp`HP`,
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chp: tp`当前HP`,
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atk: tp`攻击力`,
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rcv: tp`回复力`,
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teamhp: tp`队伍总HP`,
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teamatk: tp`队伍${'attrs'}总攻击力`,
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teamrcv: tp`队伍回复力`,
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},
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unit: {
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orbs: tp`个`,
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times: tp`次`,
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seconds: tp`秒`,
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point: tp`点`,
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turns: tp`回合`,
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},
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word: {
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comma: tp`,`, //逗号
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slight_pause: tp`、`, //顿号
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range_hyphen: tp`~`, //范围连字符
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in_once: tp`同时`,
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evo_type_pixel: tp`像素进化`,
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evo_type_reincarnation: tp`转生或超转生进化`,
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evo_type_unknow: tp`未知进化: ${'type'}`,
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affix_attr: tp`${'cotent'}属性`, //词缀-属性
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affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
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affix_type: tp`${'cotent'}类型`, //词缀-类型
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affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
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affix_exclude: tp`${'cotent'}以外`, //词缀-属性
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},
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attrs: {
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[0]: tp`${'icon'}火`,
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[1]: tp`${'icon'}水`,
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[2]: tp`${'icon'}木`,
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[3]: tp`${'icon'}光`,
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[4]: tp`${'icon'}暗`,
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[5]: tp`${'icon'}回复力`,
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[6]: tp`${'icon'}空`,
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all: tp`所有`,
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self: tp`${'icon'}自身属性`,
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fixed: tp`${'icon'}无视防御固定`,
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},
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orbs: {
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[0]: tp`${'icon'}火`,
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[1]: tp`${'icon'}水`,
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[2]: tp`${'icon'}木`,
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[3]: tp`${'icon'}光`,
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[4]: tp`${'icon'}暗`,
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[5]: tp`${'icon'}回复`,
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[6]: tp`${'icon'}干扰`,
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[7]: tp`${'icon'}毒`,
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[8]: tp`${'icon'}剧毒`,
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[9]: tp`${'icon'}炸弹`,
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enhanced: tp`${'icon'}强化`,
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locked: tp`${'icon'}锁定`,
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nail: tp`${'icon'}钉子`,
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variation: tp`${'icon'}变换珠(每${'time'}变换)`,
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_5color: tp`${'icon'}5色`,
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_6color: tp`${'_5color'}+${'orb_rcv'}`,
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all: tp`所有`,
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any: tp`任何${'cotent'}`,
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},
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types: {
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[0]: tp`${'icon'}进化用`,
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[1]: tp`${'icon'}平衡`,
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[2]: tp`${'icon'}体力`,
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[3]: tp`${'icon'}回复`,
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[4]: tp`${'icon'}龙`,
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[5]: tp`${'icon'}神`,
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[6]: tp`${'icon'}攻击`,
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[7]: tp`${'icon'}恶魔`,
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[8]: tp`${'icon'}机械`,
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[9]: tp`${'icon'}特别保护`,
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[12]: tp`${'icon'}能力觉醒用`,
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[14]: tp`${'icon'}强化合成用`,
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[15]: tp`${'icon'}贩卖用`,
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},
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awokens: {
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[0]: tp`${'icon'}未知觉醒`,
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[1]: tp`${'icon'}HP+`,
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[2]: tp`${'icon'}攻击+`,
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[3]: tp`${'icon'}回复+`,
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[4]: tp`${'icon'}火盾`,
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[5]: tp`${'icon'}水盾`,
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[6]: tp`${'icon'}木盾`,
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[7]: tp`${'icon'}光盾`,
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[8]: tp`${'icon'}暗盾`,
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[9]: tp`${'icon'}自回`,
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[10]: tp`${'icon'}防封`,
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[11]: tp`${'icon'}防暗`,
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[12]: tp`${'icon'}防废`,
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[13]: tp`${'icon'}防毒`,
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[14]: tp`${'icon'}火+`,
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[15]: tp`${'icon'}水+`,
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[16]: tp`${'icon'}木+`,
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[17]: tp`${'icon'}光+`,
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[18]: tp`${'icon'}暗+`,
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||
[19]: tp`${'icon'}手指`,
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[20]: tp`${'icon'}心解`,
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||
[21]: tp`${'icon'}SB`,
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||
[22]: tp`${'icon'}火横`,
|
||
[23]: tp`${'icon'}水横`,
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||
[24]: tp`${'icon'}木横`,
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||
[25]: tp`${'icon'}光横`,
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||
[26]: tp`${'icon'}暗横`,
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[27]: tp`${'icon'}U`,
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[28]: tp`${'icon'}SX`,
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||
[29]: tp`${'icon'}心+`,
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||
[30]: tp`${'icon'}协力`,
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||
[31]: tp`${'icon'}龙杀`,
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||
[32]: tp`${'icon'}神杀`,
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||
[33]: tp`${'icon'}恶魔杀`,
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||
[34]: tp`${'icon'}机杀`,
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||
[35]: tp`${'icon'}平衡杀`,
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||
[36]: tp`${'icon'}攻击杀`,
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||
[37]: tp`${'icon'}体力杀`,
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||
[38]: tp`${'icon'}回复杀`,
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||
[39]: tp`${'icon'}进化杀`,
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||
[40]: tp`${'icon'}觉醒杀`,
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[41]: tp`${'icon'}强化杀`,
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||
[42]: tp`${'icon'}卖钱杀`,
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||
[43]: tp`${'icon'}7c`,
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||
[44]: tp`${'icon'}5色破防`,
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||
[45]: tp`${'icon'}心追`,
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[46]: tp`${'icon'}全体 HP `,
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||
[47]: tp`${'icon'}全体回复`,
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||
[48]: tp`${'icon'}破无效`,
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||
[49]: tp`${'icon'}武器`,
|
||
[50]: tp`${'icon'}方块心追`,
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||
[51]: tp`${'icon'}5色溜`,
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||
[52]: tp`${'icon'}大防封`,
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||
[53]: tp`${'icon'}大手指`,
|
||
[54]: tp`${'icon'}防云`,
|
||
[55]: tp`${'icon'}防封条`,
|
||
[56]: tp`${'icon'}大SB`,
|
||
[57]: tp`${'icon'}上血`,
|
||
[58]: tp`${'icon'}下血`,
|
||
[59]: tp`${'icon'}L盾`,
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||
[60]: tp`${'icon'}L解锁`,
|
||
[61]: tp`${'icon'}10c`,
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[62]: tp`${'icon'}c珠`,
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||
[63]: tp`${'icon'}语音`,
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||
[64]: tp`${'icon'}奖励增加`,
|
||
[65]: tp`${'icon'} HP -`,
|
||
[66]: tp`${'icon'}攻击-`,
|
||
[67]: tp`${'icon'}回复-`,
|
||
[68]: tp`${'icon'}大防暗`,
|
||
[69]: tp`${'icon'}大防废`,
|
||
[70]: tp`${'icon'}大防毒`,
|
||
[71]: tp`${'icon'}掉废`,
|
||
[72]: tp`${'icon'}掉毒`,
|
||
[73]: tp`${'icon'}火串`,
|
||
[74]: tp`${'icon'}水串`,
|
||
[75]: tp`${'icon'}木串`,
|
||
[76]: tp`${'icon'}光串`,
|
||
[77]: tp`${'icon'}暗串`,
|
||
[78]: tp`${'icon'}十字`,
|
||
[79]: tp`${'icon'}3色`,
|
||
[80]: tp`${'icon'}4色`,
|
||
[81]: tp`${'icon'}5色`,
|
||
}
|
||
},
|
||
}
|
||
|
||
//类型和觉醒杀和潜觉杀的对应编号,还有类型可以打什么类型的潜觉杀
|
||
const typekiller_for_type = [
|
||
{type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
|
||
{type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
|
||
{type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
|
||
{type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
|
||
{type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
|
||
{type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
|
||
{type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
|
||
{type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
|
||
{type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
|
||
{type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
|
||
{type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
|
||
{type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
|
||
{type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
|
||
];
|
||
//类型允许的潜觉杀
|
||
const type_allowable_latent = [];
|
||
typekiller_for_type.forEach(t=>
|
||
{
|
||
t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
|
||
.map(tn=>
|
||
typekiller_for_type.find(_t=>_t.type == tn).latent
|
||
);
|
||
type_allowable_latent[t.type] = t.allowableLatent;
|
||
}
|
||
);
|
||
//一般共同能打的潜觉
|
||
const common_allowable_latent = [
|
||
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
|
||
28,29,30,31,32,33,34,35,36,37,38,
|
||
39,40,41, //需要拥有觉醒的才能打,但是有武器
|
||
];
|
||
//120级才能打的潜觉
|
||
const v120_allowable_latent = [
|
||
42,43,44,45
|
||
];
|
||
//等效觉醒列表
|
||
const equivalent_awoken = [
|
||
{small:10,big:52,times:2}, //防封
|
||
{small:11,big:68,times:5}, //防暗
|
||
{small:12,big:69,times:5}, //防废
|
||
{small:13,big:70,times:5}, //防毒
|
||
{small:19,big:53,times:2}, //手指
|
||
{small:21,big:56,times:2}, //SB
|
||
];
|
||
//官方的觉醒排列顺序
|
||
const official_awoken_sorting = [
|
||
21, 19, 43, 45, 10, 11, 12, 13, 49,
|
||
56, 53, 61, 50, 52, 68, 69, 70, 28,
|
||
27, 48, 62, 57, 58, 60, 59, 54, 55,
|
||
14, 15, 16, 17, 18, 29, 20, 44, 51,
|
||
22, 23, 24, 25, 26, 32, 31, 33, 34,
|
||
4, 5, 6, 7, 8, 35, 36, 37, 38,
|
||
1, 2, 3, 46, 47, 39, 40, 41, 42,
|
||
65, 66, 67, 9, 71, 72, 30, 64, 63,
|
||
73, 74, 75, 76, 77, 78, 79, 80, 81
|
||
];
|
||
|
||
//pdc的徽章对应数字
|
||
const pdcBadgeMap = [
|
||
{pdf:0,pdc:10}, //无限cost
|
||
{pdf:1,pdc:12}, //小手指
|
||
{pdf:2,pdc:9}, //全体攻击
|
||
{pdf:3,pdc:5}, //小回复
|
||
{pdf:4,pdc:1}, //小血量
|
||
{pdf:5,pdc:3}, //小攻击
|
||
{pdf:6,pdc:8}, //SB
|
||
{pdf:7,pdc:18}, //队长防封
|
||
{pdf:8,pdc:19}, //SX
|
||
{pdf:9,pdc:7}, //无天降
|
||
{pdf:10,pdc:6}, //大回复
|
||
{pdf:11,pdc:2}, //大血量
|
||
{pdf:12,pdc:4}, //大攻击
|
||
{pdf:13,pdc:13}, //大手指
|
||
{pdf:14,pdc:11}, //加经验
|
||
{pdf:15,pdc:15}, //墨镜
|
||
{pdf:16,pdc:17}, //防废
|
||
{pdf:17,pdc:16}, //防毒
|
||
{pdf:18,pdc:14}, //月卡
|
||
];
|
||
//pdc的潜觉对应数字
|
||
const pdcLatentMap = [
|
||
{pdf:1,pdc:1}, //HP
|
||
{pdf:2,pdc:0}, //攻击
|
||
{pdf:3,pdc:2}, //回复
|
||
{pdf:4,pdc:19}, //手指
|
||
{pdf:5,pdc:13}, //自回
|
||
{pdf:6,pdc:14}, //火盾
|
||
{pdf:7,pdc:15}, //水盾
|
||
{pdf:8,pdc:16}, //木盾
|
||
{pdf:9,pdc:17}, //光盾
|
||
{pdf:10,pdc:18}, //暗盾
|
||
{pdf:11,pdc:12}, //防坐
|
||
{pdf:12,pdc:3}, //三维
|
||
{pdf:13,pdc:35}, //不被换队长
|
||
{pdf:14,pdc:37}, //不掉废
|
||
{pdf:15,pdc:36}, //不掉毒
|
||
{pdf:16,pdc:24}, //进化杀
|
||
{pdf:17,pdc:25}, //觉醒杀
|
||
{pdf:18,pdc:26}, //强化杀
|
||
{pdf:19,pdc:27}, //卖钱杀
|
||
{pdf:20,pdc:4}, //神杀
|
||
{pdf:21,pdc:5}, //龙杀
|
||
{pdf:22,pdc:6}, //恶魔杀
|
||
{pdf:23,pdc:7}, //机械杀
|
||
{pdf:24,pdc:8}, //平衡杀
|
||
{pdf:25,pdc:9}, //攻击杀
|
||
{pdf:26,pdc:10}, //体力杀
|
||
{pdf:27,pdc:11}, //回复杀
|
||
{pdf:28,pdc:20}, //大HP
|
||
{pdf:29,pdc:21}, //大攻击
|
||
{pdf:30,pdc:22}, //大回复
|
||
{pdf:31,pdc:23}, //大手指
|
||
{pdf:32,pdc:28}, //大火盾
|
||
{pdf:33,pdc:29}, //大水盾
|
||
{pdf:34,pdc:30}, //大木盾
|
||
{pdf:35,pdc:31}, //大光盾
|
||
{pdf:36,pdc:32}, //大暗盾
|
||
{pdf:37,pdc:33}, //6色破无效
|
||
{pdf:38,pdc:34}, //3色破属吸
|
||
{pdf:39,pdc:40}, //C珠破吸
|
||
{pdf:40,pdc:39}, //心横解转转
|
||
{pdf:41,pdc:38}, //U解禁消
|
||
{pdf:42,pdc:41}, //伤害上限解除
|
||
{pdf:43,pdc:42}, //HP++
|
||
{pdf:44,pdc:43}, //攻击++
|
||
{pdf:45,pdc:44}, //回复++
|
||
];
|
||
//排序程序列表
|
||
const sort_function_list = [
|
||
{tag:"sort_none",name:"无",function:()=>0},
|
||
{tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
|
||
{tag:"sort_attrs",name:"属性",function:(a,b)=>{
|
||
let num = a.attrs[0] - b.attrs[0];
|
||
if (num === 0) num = a.attrs[1] - b.attrs[1];
|
||
return num;
|
||
}
|
||
},
|
||
{tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
|
||
{tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
|
||
const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
|
||
let num = card_a.attrs[0] - card_b.attrs[0];
|
||
if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
|
||
return num;
|
||
}
|
||
},
|
||
{tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
|
||
{tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
|
||
{tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
|
||
{tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
|
||
{tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
|
||
const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
|
||
return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
|
||
}
|
||
},
|
||
{tag:"sort_hpMax110",name:"Lv110最大HP",function:(a,b)=>a.hp.max * (1 + a.limitBreakIncr/100) - b.hp.max * (1 + b.limitBreakIncr/100)},
|
||
{tag:"sort_atkMax110",name:"Lv110最大攻击",function:(a,b)=>a.atk.max * (1 + a.limitBreakIncr/100) - b.atk.max * (1 + b.limitBreakIncr/100)},
|
||
{tag:"sort_rcvMax110",name:"Lv110最大回复",function:(a,b)=>a.rcv.max * (1 + a.limitBreakIncr/100) - b.rcv.max * (1 + b.limitBreakIncr/100)},
|
||
|
||
{tag:"sort_atkMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
|
||
{
|
||
const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
|
||
abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
|
||
const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
|
||
abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
|
||
return abA - abB;
|
||
}
|
||
},
|
||
{tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
|
||
{
|
||
const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
|
||
abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
|
||
const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
|
||
abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
|
||
return abA - abB;
|
||
}
|
||
},
|
||
{tag:"sort_rcvMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
|
||
{
|
||
const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
|
||
abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
|
||
const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
|
||
abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
|
||
return abA - abB;
|
||
}
|
||
},
|
||
{tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
|
||
{
|
||
const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
|
||
abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
|
||
const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
|
||
abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
|
||
return abA - abB;
|
||
}
|
||
},
|
||
];
|
||
|
||
//增加特殊搜索模式
|
||
const specialSearchFunctions = (function() {
|
||
'use strict';
|
||
//返回卡片的队长技能
|
||
function getCardLeaderSkill(card, skillTypes, searchRandom = true)
|
||
{
|
||
return 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 178: //无条件盾,属性个数不固定
|
||
scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
|
||
break;
|
||
case 130: //血线下 + 属性个数不固定
|
||
case 131: //血线上 + 属性个数不固定
|
||
scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
|
||
break;
|
||
case 151: //十字心触发
|
||
case 169: //C触发
|
||
case 198: //回血触发
|
||
scale = sk[2]/100;
|
||
break;
|
||
case 170: //多色触发
|
||
case 182: //长串触发
|
||
case 193: //L触发
|
||
scale = sk[3]/100;
|
||
break;
|
||
case 171: //多串触发
|
||
scale = sk[6]/100;
|
||
break;
|
||
case 183: //又是个有两段血线的队长技
|
||
scale = noHPneed ? 0 : sk[4]/100;
|
||
break;
|
||
|
||
case 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;
|
||
}
|
||
}
|
||
|
||
function sortByParams(a,b,searchTypeArray,pidx = 0)
|
||
{
|
||
const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
|
||
let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
|
||
return a_pC - b_pC;
|
||
}
|
||
function voidsAbsorption_Addition(card)
|
||
{
|
||
const searchTypeArray = [173];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
if (sk[1] && sk[3])
|
||
{
|
||
return `双吸×${sk[0]}T`;
|
||
}else
|
||
{
|
||
return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
|
||
}
|
||
}
|
||
function unbind_Turns(card)
|
||
{
|
||
const outObj = {
|
||
normal: 0,
|
||
awoken: 0
|
||
};
|
||
const searchTypeArray = [117,179];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
if (skill)
|
||
{
|
||
const sk = skill.params;
|
||
outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
|
||
outObj.awoken = sk[4] || 0;
|
||
}
|
||
return outObj;
|
||
}
|
||
function unbind_Addition(card)
|
||
{
|
||
const turns = unbind_Turns(card);
|
||
let strArr = [];
|
||
if (turns.normal > 0 && turns.normal == turns.awoken)
|
||
{
|
||
return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
|
||
}
|
||
if (turns.normal > 0)
|
||
{
|
||
strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
|
||
}
|
||
if (turns.awoken > 0)
|
||
{
|
||
strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
|
||
}
|
||
return strArr.join(',');
|
||
}
|
||
function boardChange_ColorTypes(skill)
|
||
{
|
||
if (!skill) return [];
|
||
const sk = skill.params;
|
||
const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
|
||
return colors;
|
||
}
|
||
function boardChange_Addition(card)
|
||
{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const colors = boardChange_ColorTypes(skill);
|
||
return createOrbsList(colors);
|
||
}
|
||
function orbsChangeParse(skill)
|
||
{
|
||
function changes(from, to)
|
||
{
|
||
return {from:from,to:to};
|
||
}
|
||
let outArr = [];
|
||
if (!skill) return outArr;
|
||
const sk = skill.params;
|
||
switch (skill.type)
|
||
{
|
||
case 9:{
|
||
outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
|
||
break;
|
||
}
|
||
case 20:{
|
||
if (sk.length >= 3 && sk[1] == (sk[3] || 0))
|
||
{
|
||
outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
|
||
}
|
||
else
|
||
{
|
||
outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
|
||
outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
|
||
}
|
||
break;
|
||
}
|
||
case 154:{
|
||
outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
|
||
break;
|
||
}
|
||
}
|
||
return outArr;
|
||
}
|
||
function changeOrbs_Addition(card)
|
||
{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
const fragment = document.createDocumentFragment();
|
||
parsedSkills.forEach(p=>{
|
||
fragment.appendChild(createOrbsList(p.from));
|
||
fragment.appendChild(document.createTextNode(`→`));
|
||
fragment.appendChild(createOrbsList(p.to));
|
||
});
|
||
return fragment;
|
||
}
|
||
function generateOrbsParse(card)
|
||
{
|
||
let outArr = [];
|
||
const searchTypeArray = [141, 208];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return outArr;
|
||
for (let skill of skills)
|
||
{
|
||
const sk = skill.params;
|
||
if (skill.type == 141)
|
||
{
|
||
outArr.push({
|
||
count: sk[0],
|
||
to: flags(sk[1] || 1),
|
||
exclude: flags(sk[2]),
|
||
});
|
||
}else
|
||
{
|
||
outArr.push({
|
||
count: sk[0],
|
||
to: flags(sk[1] || 1),
|
||
exclude: flags(sk[2]),
|
||
});
|
||
outArr.push({
|
||
count: sk[3],
|
||
to: flags(sk[4] || 1),
|
||
exclude: flags(sk[5]),
|
||
});
|
||
}
|
||
}
|
||
return outArr;
|
||
}
|
||
function generateOrbs_Addition(card)
|
||
{
|
||
const gens = generateOrbsParse(card);
|
||
const searchTypeArray = [141, 208];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
const fragment = document.createDocumentFragment();
|
||
for (let gen of gens)
|
||
{
|
||
fragment.appendChild(createOrbsList(gen.to));
|
||
fragment.appendChild(document.createTextNode(`×${gen.count}`));
|
||
}
|
||
return fragment;
|
||
}
|
||
function healImmediately_Rate(card)
|
||
{
|
||
const searchTypeArray = [7, //宠物回复力
|
||
8, //固定点数
|
||
35,115, //吸血
|
||
117
|
||
];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
|
||
const outObj = {
|
||
vampire: 0,
|
||
selfRcv: 0,
|
||
const: 0,
|
||
scale: 0,
|
||
};
|
||
if (!skills.length) return outObj;
|
||
skills.forEach(skill=>{
|
||
const sk = skill.params;
|
||
if (skill.type == 7)
|
||
{
|
||
outObj.selfRcv += sk[0];
|
||
}
|
||
else if(skill.type == 8)
|
||
{
|
||
outObj.const += sk[0];
|
||
}
|
||
else if(skill.type == 35)
|
||
{
|
||
outObj.vampire += sk[1];
|
||
}
|
||
else if(skill.type == 115)
|
||
{
|
||
outObj.vampire += sk[2];
|
||
}
|
||
else if(skill.type == 117)
|
||
{
|
||
outObj.selfRcv += sk[1] || 0;
|
||
outObj.const += sk[2] || 0;
|
||
outObj.scale += sk[3] || 0;
|
||
}
|
||
});
|
||
return outObj;
|
||
}
|
||
function atkBuff_Rate(card)
|
||
{
|
||
const searchTypeArray = [
|
||
88,92, //类型的
|
||
50,90, //属性的,要排除回复力
|
||
156,168, //宝石姬
|
||
228, //属性、类型数量
|
||
];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
|
||
const outObj = {
|
||
skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
|
||
types: [],
|
||
attrs: [],
|
||
awoken: [],
|
||
rate: 0,
|
||
turns: 0,
|
||
};
|
||
if (!skill) return outObj;
|
||
const sk = skill.params;
|
||
if (skill.type == 88 || skill.type == 92)
|
||
{
|
||
outObj.skilltype = 2;
|
||
outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
|
||
outObj.turns = sk[0];
|
||
outObj.rate = sk[skill.type == 88 ? 2 : 3];
|
||
}
|
||
else if(skill.type == 50 || skill.type == 90)
|
||
{
|
||
outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
|
||
if (!outObj.attrs.length) //去除回复力
|
||
return outObj;
|
||
outObj.skilltype = 2;
|
||
outObj.turns = sk[0];
|
||
outObj.rate = sk[skill.type == 50 ? 2 : 3];
|
||
}
|
||
else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
|
||
|| skill.type == 168)
|
||
{
|
||
outObj.skilltype = 1;
|
||
outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
|
||
outObj.turns = sk[0];
|
||
outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
|
||
}
|
||
else if(skill.type == 228 && sk[3] > 0)
|
||
{
|
||
outObj.skilltype = 1;
|
||
outObj.attrs = flags(sk[1]);
|
||
outObj.types = flags(sk[2]);
|
||
outObj.turns = sk[0];
|
||
outObj.rate = sk[3];
|
||
}
|
||
return outObj;
|
||
}
|
||
function damageSelf_Rate(card)
|
||
{
|
||
const searchTypeArray = [84,85,86,87,195];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
if (!skill) return 0;
|
||
const sk = skill.params;
|
||
return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
|
||
}
|
||
function changeEnemiesAttr_Attr(card)
|
||
{
|
||
const outObj = {
|
||
attr: null,
|
||
turns: 0
|
||
}
|
||
const searchTypeArray = [153, 224];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
if (!skill) return outObj;
|
||
const sk = skill.params;
|
||
if (skill.type == 153)
|
||
{
|
||
outObj.attr = sk[0];
|
||
}
|
||
else if (skill.type == 224)
|
||
{
|
||
outObj.attr = sk[1] || 0;
|
||
outObj.turns = sk[0];
|
||
}
|
||
return outObj;
|
||
}
|
||
//创建1个觉醒图标
|
||
function createAwokenIcon(awokenId)
|
||
{
|
||
const icon = document.createElement("icon");
|
||
icon.className ="awoken-icon";
|
||
icon.setAttribute("data-awoken-icon", awokenId);
|
||
return icon;
|
||
}
|
||
//产生一个觉醒列表
|
||
function creatAwokenList(awokens) {
|
||
const ul = document.createElement("ul");
|
||
ul.className = "awoken-ul";
|
||
awokens.forEach(ak=>{
|
||
const li = ul.appendChild(document.createElement("li"));
|
||
const icon = li.appendChild(createAwokenIcon(ak));
|
||
});
|
||
return ul;
|
||
}
|
||
//产生宝珠列表
|
||
function createOrbsList(orbs)
|
||
{
|
||
if (orbs == undefined) orbs = [0];
|
||
else if (!Array.isArray(orbs)) orbs = [orbs];
|
||
const ul = document.createElement("ul");
|
||
ul.className = "board";
|
||
orbs.forEach(orbType => {
|
||
const li = ul.appendChild(document.createElement("li"));
|
||
li.className = `orb-icon`;
|
||
li.setAttribute("data-orb-icon", orbType);
|
||
});
|
||
return ul;
|
||
}
|
||
//产生类型列表
|
||
function createTypesList(types)
|
||
{
|
||
if (types == undefined) types = [0];
|
||
else if (!Array.isArray(types)) types = [types];
|
||
const ul = document.createElement("ul");
|
||
ul.className = "types-ul";
|
||
types.forEach(type => {
|
||
const li = ul.appendChild(document.createElement("li"));
|
||
li.className = `type-icon`;
|
||
li.setAttribute("data-type-icon", type);
|
||
});
|
||
return ul;
|
||
}
|
||
|
||
const functions = [
|
||
{name:"No Filter",otLangName:{chs:"不做筛选"},
|
||
function:cards=>cards},
|
||
{group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
|
||
{name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
|
||
function:cards=>{
|
||
return cards.filter(card=>{
|
||
return getSkillFixedDamage(card) > 0;
|
||
}).sort((a,b)=>{
|
||
let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
|
||
return a_pC - b_pC;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
return getSkillFixedDamage(card).bigNumberToString() + "固伤";
|
||
}
|
||
},
|
||
{name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
|
||
function:cards=>{
|
||
return cards.filter(card=>{
|
||
return getSkillAddCombo(card) > 0;
|
||
}).sort((a,b)=>{
|
||
let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
|
||
return a_pC - b_pC;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const value = getSkillAddCombo(card);
|
||
const searchTypeArray = [210];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
|
||
}
|
||
},
|
||
{name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [162,186];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [163,177];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [15,185];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [15,185];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const value = skill.params[0];
|
||
return `${value > 0 ? "+" : ""}${value/100}s`;
|
||
}
|
||
},
|
||
{name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [178];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [178];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const value = skill.params[0];
|
||
return `固定${value}s`;
|
||
}
|
||
},
|
||
{name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [12];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [12];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const value = skill.params[0];
|
||
return `攻击×${(value/100).bigNumberToString()}倍`;
|
||
}
|
||
},
|
||
{name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [13];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [13];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const value = skill.params[0];
|
||
return `回复×${(value/100).bigNumberToString()}倍`;
|
||
}
|
||
},
|
||
{name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
|
||
function:cards=>{
|
||
const searchTypeArray = [41];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [41];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(createOrbsList(sk[2] || 0));
|
||
fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
|
||
if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [197];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [198];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill && skill.params[2];
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [198];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
|
||
}
|
||
},
|
||
{name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [198];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill && skill.params[3];
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [198];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
|
||
}
|
||
},
|
||
{name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [151,209];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [157];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [177];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [158];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [158];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const value = skill.params[0];
|
||
return `≥${value}珠`;
|
||
}
|
||
},
|
||
{name:"Resolve",otLangName:{chs:"根性"},
|
||
function:cards=>{
|
||
const searchTypeArray = [14];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [14];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const value = skill.params[0];
|
||
return `HP≥${value}%`;
|
||
}
|
||
},
|
||
{name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [125];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [175];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [203];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [229];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [53];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [53];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `掉率x${sk[0]/100}`;
|
||
}
|
||
},
|
||
{name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [54];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [54];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `金币x${sk[0]/100}`;
|
||
}
|
||
},
|
||
{name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [148];
|
||
return cards.filter(card=>{
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [148];
|
||
const skill = getCardLeaderSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `经验x${sk[0]/100}`;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
|
||
{name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"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:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"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:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"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:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
|
||
function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
const HPscale = getHPScale(skill);
|
||
return HPscale === 1;
|
||
})
|
||
},
|
||
{name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"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:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
|
||
{name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"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:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"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:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"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:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"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:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
|
||
function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
const reduceScale = getReduceScale(skill);
|
||
return reduceScale === 0;
|
||
})
|
||
},
|
||
{name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
|
||
function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
return getReduceScale(skill, true) > 0;
|
||
})
|
||
},
|
||
{name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
|
||
function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
return getReduceScale(skill, undefined, true) > 0;
|
||
})
|
||
},
|
||
{name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
|
||
function:cards=>cards.filter(card=>{
|
||
const skill = Skills[card.leaderSkillId];
|
||
return getReduceScale(skill, undefined, undefined, true) > 0;
|
||
})
|
||
},
|
||
{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)"},
|
||
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:"Reduce Damage - Unconditional",otLangName:{chs:"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:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
|
||
{name:"1 CD",otLangName:{chs:"1 CD"},
|
||
function:cards=>cards.filter(card=>{
|
||
if (card.activeSkillId == 0) return false;
|
||
const skill = Skills[card.activeSkillId];
|
||
return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
|
||
})
|
||
},
|
||
{name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"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 searchTypeArray = [14];
|
||
const subSkill = getCardLeaderSkill(card, searchTypeArray);
|
||
if (subSkill)
|
||
{
|
||
realCD -= subSkill.params[0] * 3;
|
||
}
|
||
return minCD > 1 && realCD <= 4;
|
||
})
|
||
},
|
||
{name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [5];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [5];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const value = skill.params[0];
|
||
return `时停${value}s`;
|
||
}
|
||
},
|
||
{name:"Random effect active",otLangName:{chs:"随机效果技能"},
|
||
function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
|
||
{name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [225];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [225];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
let strArr = [];
|
||
if (sk[0]) strArr.push(`≥${sk[0]}%`);
|
||
if (sk[1]) strArr.push(`≤${sk[1]}%`);
|
||
return `HP ${strArr.join(" ")}`;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
|
||
{name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [173];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[1];
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},addition:voidsAbsorption_Addition},
|
||
/*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [173];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[2];
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},addition:voidsAbsorption_Addition},*/
|
||
{name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [173];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[3];
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},addition:voidsAbsorption_Addition},
|
||
{name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [173];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[1] && skill.params[3];
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},addition:voidsAbsorption_Addition},
|
||
{name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [191];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [191];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`破贯×${sk[0]}T`);
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
|
||
{
|
||
name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
|
||
function:cards=>{
|
||
return cards.filter(card=>{
|
||
const turns = unbind_Turns(card);
|
||
return turns.normal > 0;
|
||
}).sort((a,b)=>{
|
||
const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
|
||
let a_pC = a_s.normal, b_pC = b_s.normal;
|
||
return a_pC - b_pC;
|
||
});
|
||
},
|
||
addition:unbind_Addition
|
||
},
|
||
{
|
||
name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
|
||
function:cards=>{
|
||
return cards.filter(card=>{
|
||
const turns = unbind_Turns(card);
|
||
return turns.awoken > 0;
|
||
}).sort((a,b)=>{
|
||
const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
|
||
let a_pC = a_s.awoken, b_pC = b_s.awoken;
|
||
return a_pC - b_pC;
|
||
});
|
||
},
|
||
addition:unbind_Addition
|
||
},
|
||
{
|
||
name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
|
||
function:cards=>{
|
||
return cards.filter(card=>{
|
||
const turns = unbind_Turns(card);
|
||
return turns.normal && turns.awoken > 0;
|
||
}).sort((a,b)=>{
|
||
const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
|
||
let a_pC = a_s.awoken, b_pC = b_s.awoken;
|
||
return a_pC - b_pC;
|
||
});
|
||
},
|
||
addition:unbind_Addition
|
||
},
|
||
{
|
||
name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [196];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
let a_pC = a_s.params[0], b_pC = b_s.params[0];
|
||
return a_pC - b_pC;
|
||
})
|
||
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [196];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const value = sk[0];
|
||
return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
|
||
}
|
||
},
|
||
{name:"Bind self active skill",otLangName:{chs:"自封技能"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [214];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [214];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`自封技${sk[0]}T`);
|
||
}
|
||
},
|
||
{name:"Bind self matchable",otLangName:{chs:"自封消珠"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [215];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [215];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`自封`));
|
||
fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
|
||
fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
|
||
return fragment;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
|
||
{name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [156,168,228];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [50,90,228];
|
||
function getRecScale(as)
|
||
{
|
||
const sk = as.params;
|
||
if (as.type == 228)
|
||
{
|
||
return sk[4];
|
||
}else
|
||
{
|
||
return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
|
||
}
|
||
}
|
||
return cards.filter(card=>{
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (skills.length)
|
||
{
|
||
return skills.some(as=>getRecScale(as) != null);
|
||
}else return false;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
|
||
const a_sv = a_s.map(a_s=>getRecScale(a_s)).filter(n=>n!==null).sort().reverse()[0],
|
||
b_sv = b_s.map(b_s=>getRecScale(b_s)).filter(n=>n!==null).sort().reverse()[0];
|
||
return a_sv - b_sv;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [50,90,228];
|
||
function getRecScale(as)
|
||
{
|
||
const sk = as.params;
|
||
if (as.type == 228)
|
||
{
|
||
return sk[4];
|
||
}else
|
||
{
|
||
return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
|
||
}
|
||
}
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
const skill = skills.find(as=>getRecScale(as) != null);
|
||
if (skill.type == 228)
|
||
return `回+${getRecScale(skill) / 100}×N`;
|
||
else
|
||
return `回x${getRecScale(skill) / 100}`;
|
||
}
|
||
},
|
||
{name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)"},
|
||
function:cards=>{
|
||
return cards.filter(card=>{
|
||
const atkbuff = atkBuff_Rate(card);
|
||
return atkbuff.skilltype > 0;
|
||
}).sort((a,b)=>{
|
||
let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
|
||
let sortNum = a_pC.skilltype - b_pC.skilltype;
|
||
if (sortNum == 0)
|
||
sortNum = a_pC.rate - b_pC.rate;
|
||
if (sortNum == 0)
|
||
sortNum = a_pC.turns - b_pC.turns;
|
||
return sortNum;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const atkbuff = atkBuff_Rate(card);
|
||
const fragment = document.createDocumentFragment();
|
||
if (atkbuff.skilltype == 0) return fragment;
|
||
if (atkbuff.skilltype == 1)
|
||
{
|
||
fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
|
||
if (atkbuff.awoken.length)
|
||
fragment.appendChild(creatAwokenList(atkbuff.awoken));
|
||
if (atkbuff.attrs.length)
|
||
fragment.appendChild(createOrbsList(atkbuff.attrs));
|
||
if (atkbuff.types.length)
|
||
fragment.appendChild(createTypesList(atkbuff.types));
|
||
fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
|
||
}else if (atkbuff.skilltype == 2)
|
||
{
|
||
if (atkbuff.attrs.length)
|
||
fragment.appendChild(createOrbsList(atkbuff.attrs));
|
||
if (atkbuff.types.length)
|
||
fragment.appendChild(createTypesList(atkbuff.types));
|
||
fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
|
||
fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
|
||
}
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"ATK rate change(Single)",otLangName:{chs:"单人攻击力 buff"},
|
||
function:cards=>{
|
||
const searchTypeArray = [230];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[2] !== 100;
|
||
}).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [230];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
return `${sk[2]}%×${sk[0]}T`;
|
||
}
|
||
},
|
||
{name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [132];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
//将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
|
||
const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
|
||
return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [132];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
let str = "👆";
|
||
if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
|
||
if (sk[2]) str += `x${sk[2]/100}`;
|
||
return str;
|
||
}
|
||
},
|
||
{name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [184];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [184];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
return `无↓×${sk[0]}T`;
|
||
}
|
||
},
|
||
{name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [207];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [207];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
if (sk[7])
|
||
return `${sk[7]}个×${sk[0]}T`;
|
||
else
|
||
return `特殊形状×${sk[0]}T`;
|
||
}
|
||
},
|
||
{name:"Adds combo(sort by combo)",otLangName:{chs:"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;
|
||
return `+${sk[1]}C×${sk[0]}T`;
|
||
}
|
||
},
|
||
{name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [3,156];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
if (!skill) return false;
|
||
if (skill.type == 156)
|
||
return skill.params[4]==3;
|
||
else
|
||
return true;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
|
||
if (!sortNum)
|
||
{
|
||
let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
|
||
sortNum = a_pC - b_pC;
|
||
}
|
||
return sortNum;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [3,156];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
if (skill.type == 156)
|
||
{
|
||
fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
|
||
const awokenArr = sk.slice(1,4).filter(s=>s>0);
|
||
fragment.appendChild(creatAwokenList(awokenArr));
|
||
fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
|
||
}else
|
||
{
|
||
fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
|
||
}
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [3];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[1]>=100;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [3];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `无敌×${sk[0]}T`;
|
||
}
|
||
},
|
||
{name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [21];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [21];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = [sk[1]];
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`-`));
|
||
fragment.appendChild(createOrbsList(colors));
|
||
fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
|
||
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [51];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [51];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `全体×${sk[0]}T`;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
|
||
{name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [18];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [18];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`威吓×${sk[0]}T`);
|
||
}
|
||
},
|
||
{name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [19];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [19];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
return `破防${sk[1]}%`;
|
||
}
|
||
},
|
||
{name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [19];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[1]>=100;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [19];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
return `全破×${sk[0]}T`;
|
||
}
|
||
},
|
||
{name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [4];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [4];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
return `攻击力×${sk[0]/100}倍`;
|
||
}
|
||
},
|
||
{name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
|
||
function:cards=>{
|
||
return cards.filter(card=>{
|
||
return changeEnemiesAttr_Attr(card).attr != null;
|
||
}).sort((a,b)=>{
|
||
let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
|
||
return a_pC.attr - b_pC.attr;
|
||
})
|
||
},
|
||
addition:card=>{
|
||
let change = changeEnemiesAttr_Attr(card);
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`敌→`));
|
||
fragment.appendChild(createOrbsList(change.attr));
|
||
if (change.turns > 0)
|
||
fragment.appendChild(document.createTextNode(`×${change.turns}T`));
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [60];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [60];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
|
||
fragment.appendChild(createOrbsList(sk[2]));
|
||
fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
|
||
|
||
return fragment;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
|
||
{name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [146];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [146];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
|
||
}
|
||
},
|
||
{name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [218];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [218];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
|
||
}
|
||
},
|
||
{name:"Change Leader",otLangName:{chs:"更换队长"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [93, 227];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [142];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [142];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`自→`));
|
||
fragment.appendChild(createOrbsList(sk[1]));
|
||
fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
|
||
|
||
return fragment;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
|
||
{name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
|
||
function:cards=>{
|
||
const searchTypeArray = [179];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [179];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
|
||
}
|
||
},
|
||
{name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
|
||
function:cards=>{
|
||
return cards.filter(card=>{
|
||
const heal = healImmediately_Rate(card);
|
||
return Object.values(heal).some(v=>v);
|
||
})
|
||
.sort((a,b)=>{
|
||
const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
|
||
const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
|
||
const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
|
||
let sortNum = a_i - b_i;
|
||
if (!sortNum)
|
||
{
|
||
sortNum = a_vs[a_i] - b_vs[b_i];
|
||
}
|
||
return sortNum;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const heal = healImmediately_Rate(card);
|
||
let strArr = [];
|
||
if (heal.scale)
|
||
strArr.push(`${heal.scale}%最大HP`);
|
||
if (heal.const)
|
||
strArr.push(`${heal.const.bigNumberToString()}点HP`);
|
||
if (heal.selfRcv)
|
||
strArr.push(`${heal.selfRcv/100}倍回复力`);
|
||
if (heal.vampire)
|
||
strArr.push(`${heal.vampire}%伤害`);
|
||
return strArr.join(',');
|
||
}
|
||
},
|
||
{name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
|
||
function:cards=>{
|
||
return cards.filter(card=>damageSelf_Rate(card)>0)
|
||
.sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
|
||
},
|
||
addition:card=>{
|
||
let rate = damageSelf_Rate(card);
|
||
if (rate < 100)
|
||
return `减少${rate}%`;
|
||
else
|
||
return `减少到1`;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
|
||
{name:"Unlock",otLangName:{chs:"解锁"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [172];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [152];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [152];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`锁`));
|
||
fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [152];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && (skill.params[0] & 63) === 63;
|
||
})
|
||
},
|
||
]},
|
||
{group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
|
||
{name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [205];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [205];
|
||
const skill = getCardActiveSkill(card, searchTypeArray, 1);
|
||
const sk = skill.params;
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`掉锁`));
|
||
fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
|
||
fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [205];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && (skill.params[0] & 63) === 63;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
|
||
}
|
||
},
|
||
{name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [180];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [180];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `${sk[1]}%×${sk[0]}T`;
|
||
}
|
||
},
|
||
{name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [126];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [126];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = flags(sk[0]);
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(createOrbsList(colors));
|
||
fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [126];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
|
||
})
|
||
},
|
||
{name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [126];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[1] >= 99;
|
||
})
|
||
},
|
||
{name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [126];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[3] == 100;
|
||
})
|
||
},
|
||
{name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [226];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [226];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `${sk[1]}%×${sk[0]}T`;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
|
||
{name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [6];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
let a_pC = a_s.params[0],b_pC = b_s.params[0];
|
||
return a_pC - b_pC;
|
||
})
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [6];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `当前${sk[0]}%`;
|
||
}
|
||
},
|
||
{name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [161];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
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 = [161];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
return `最大${sk[0]}%`;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
|
||
{name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [55,188];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
|
||
let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
|
||
return a_pC - b_pC;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [55,188];
|
||
const skills = getCardActiveSkills(card, searchTypeArray, true);
|
||
const sk = skills[0].params;
|
||
|
||
return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
|
||
}
|
||
},
|
||
{name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [56];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [56];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
return `固伤${sk[0].bigNumberToString()}`;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
|
||
{name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [2,35,37,59,84,86,110,115,144];
|
||
function isSingle(skill)
|
||
{
|
||
if (skill.type == 110)
|
||
return Boolean(skill.params[0]);
|
||
else if (skill.type == 144)
|
||
return Boolean(skill.params[2]);
|
||
else
|
||
return true;
|
||
}
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && isSingle(skill);
|
||
})
|
||
},
|
||
{name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [0,1,58,85,87,110,143,144];
|
||
function isAll(skill)
|
||
{
|
||
if (skill.type == 110)
|
||
return !Boolean(skill.params[0]);
|
||
else if (skill.type == 144)
|
||
return !Boolean(skill.params[2]);
|
||
else
|
||
return true;
|
||
}
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.id!=0 && isAll(skill);
|
||
})
|
||
},
|
||
{name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [42];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
|
||
{name:"Numerical ATK - Attr - Any",otLangName:{chs:"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 = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.id!=0;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
|
||
const skill = getCardActiveSkill(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:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [2,35];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
|
||
{name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [0,2,35,37,58,59,84,85,115];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.id!=0;
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [0,2,35,37,58,59,84,85,115];
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
function getNumber(skill)
|
||
{
|
||
const sk = skill.params;
|
||
switch(skill.type)
|
||
{
|
||
case 0:
|
||
case 37:
|
||
case 58:
|
||
case 59:
|
||
case 84:
|
||
case 85:
|
||
case 115:
|
||
return sk[1];
|
||
case 2:
|
||
case 35:
|
||
return sk[0];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
|
||
return a_pC - b_pC;
|
||
})
|
||
},
|
||
{name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [1,42,86,87];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>{
|
||
const searchTypeArray = [1,42,86,87];
|
||
const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
|
||
function getNumber(skill)
|
||
{
|
||
const sk = skill.params;
|
||
switch(skill.type)
|
||
{
|
||
case 1:
|
||
case 86:
|
||
case 87:
|
||
return sk[1];
|
||
case 42:
|
||
return sk[2];
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
|
||
return a_pC - b_pC;
|
||
})
|
||
},
|
||
{name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [110];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
|
||
}
|
||
},
|
||
{name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [143];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray));
|
||
}
|
||
},
|
||
{name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)"},
|
||
function:cards=>{
|
||
const searchTypeArray = [144];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
|
||
}
|
||
},
|
||
{name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [35,115];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
]},
|
||
{group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
|
||
{name:"Replaces all Orbs",otLangName:{chs:"刷版"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [10];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).length == 1;
|
||
}),addition:boardChange_Addition},
|
||
{name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).length == 2;
|
||
}),addition:boardChange_Addition},
|
||
{name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).length == 3;
|
||
}),addition:boardChange_Addition},
|
||
{name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).length == 4;
|
||
}),addition:boardChange_Addition},
|
||
{name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).length == 5;
|
||
}),addition:boardChange_Addition},
|
||
{name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).length >= 6;
|
||
}),addition:boardChange_Addition},
|
||
{name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).includes(0);
|
||
})
|
||
},
|
||
{name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).includes(1);
|
||
})
|
||
},
|
||
{name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).includes(2);
|
||
})
|
||
},
|
||
{name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).includes(3);
|
||
})
|
||
},
|
||
{name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).includes(4);
|
||
})
|
||
},
|
||
{name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return boardChange_ColorTypes(skill).includes(5);
|
||
})
|
||
},
|
||
{name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [71];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const colors = boardChange_ColorTypes(skill);
|
||
return colors.includes(6)
|
||
|| colors.includes(7)
|
||
|| colors.includes(8)
|
||
|| colors.includes(9);
|
||
})
|
||
},
|
||
]},
|
||
{group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
|
||
{name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.to.includes(0));
|
||
}),
|
||
addition:changeOrbs_Addition
|
||
},
|
||
{name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.to.includes(1));
|
||
}),
|
||
addition:changeOrbs_Addition
|
||
},
|
||
{name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.to.includes(2));
|
||
}),
|
||
addition:changeOrbs_Addition
|
||
},
|
||
{name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.to.includes(3));
|
||
}),
|
||
addition:changeOrbs_Addition
|
||
},
|
||
{name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.to.includes(4));
|
||
}),
|
||
addition:changeOrbs_Addition
|
||
},
|
||
{name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.to.includes(5));
|
||
}),
|
||
addition:changeOrbs_Addition
|
||
},
|
||
{name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
|
||
}),
|
||
addition:changeOrbs_Addition
|
||
},
|
||
{name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.from.includes(0));
|
||
}),
|
||
},
|
||
{name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.from.includes(1));
|
||
}),
|
||
},
|
||
{name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.from.includes(2));
|
||
}),
|
||
},
|
||
{name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.from.includes(3));
|
||
}),
|
||
},
|
||
{name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.from.includes(4));
|
||
}),
|
||
},
|
||
{name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.from.includes(5));
|
||
}),
|
||
},
|
||
{name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [9,20,154];
|
||
const skills = getCardActiveSkills(card, searchTypeArray);
|
||
if (!skills.length) return false;
|
||
let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
|
||
return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
|
||
}),
|
||
},
|
||
{name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
|
||
function:cards=>{
|
||
const searchTypeArray = [52,91,140];
|
||
return cards.filter(card=>{
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
});
|
||
},
|
||
addition:card=>{
|
||
const searchTypeArray = [52,91,140];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
let attrs = [];
|
||
switch (skill.type)
|
||
{
|
||
case 52:{
|
||
attrs.push(sk[0]); break;
|
||
}
|
||
case 91:{
|
||
attrs = sk.slice(0,-1); break;
|
||
}
|
||
case 140:{
|
||
attrs = flags(sk[0]); break;
|
||
}
|
||
}
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`强化`));
|
||
fragment.appendChild(createOrbsList(attrs));
|
||
return fragment;
|
||
}
|
||
},
|
||
]},
|
||
{group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
|
||
{name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
|
||
function:cards=>cards.filter(card=>{
|
||
function is30(sk)
|
||
{
|
||
return Boolean(flags(sk[1]).length * sk[0] == 30);
|
||
}
|
||
const searchTypeArray = [141];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && is30(skill.params);
|
||
}),addition:generateOrbs_Addition},
|
||
{name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
|
||
function:cards=>cards.filter(card=>{
|
||
function is1515(sk)
|
||
{
|
||
return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
|
||
}
|
||
const searchTypeArray = [141];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && is1515(skill.params);
|
||
}),addition:generateOrbs_Addition},
|
||
{name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
|
||
function:cards=>cards.filter(card=>{
|
||
const gens = generateOrbsParse(card);
|
||
return gens.some(gen=>gen.to.includes(0));
|
||
}),
|
||
addition:generateOrbs_Addition
|
||
},
|
||
{name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
|
||
function:cards=>cards.filter(card=>{
|
||
const gens = generateOrbsParse(card);
|
||
return gens.some(gen=>gen.to.includes(1));
|
||
}),
|
||
addition:generateOrbs_Addition
|
||
},
|
||
{name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
|
||
function:cards=>cards.filter(card=>{
|
||
const gens = generateOrbsParse(card);
|
||
return gens.some(gen=>gen.to.includes(2));
|
||
}),
|
||
addition:generateOrbs_Addition
|
||
},
|
||
{name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
|
||
function:cards=>cards.filter(card=>{
|
||
const gens = generateOrbsParse(card);
|
||
return gens.some(gen=>gen.to.includes(3));
|
||
}),
|
||
addition:generateOrbs_Addition
|
||
},
|
||
{name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
|
||
function:cards=>cards.filter(card=>{
|
||
const gens = generateOrbsParse(card);
|
||
return gens.some(gen=>gen.to.includes(4));
|
||
}),
|
||
addition:generateOrbs_Addition
|
||
},
|
||
{name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
|
||
function:cards=>cards.filter(card=>{
|
||
const gens = generateOrbsParse(card);
|
||
return gens.some(gen=>gen.to.includes(5));
|
||
}),
|
||
addition:generateOrbs_Addition
|
||
},
|
||
{name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
|
||
function:cards=>cards.filter(card=>{
|
||
const gens = generateOrbsParse(card);
|
||
return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
|
||
}),
|
||
addition:generateOrbs_Addition
|
||
},
|
||
]},
|
||
{group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
|
||
{name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [176];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},
|
||
{name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
|
||
function:cards=>cards.filter(card=>{
|
||
function is3x3(sk)
|
||
{
|
||
for (let si=0;si<3;si++)
|
||
{
|
||
if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
|
||
(si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
|
||
(si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
|
||
(sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
|
||
)
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
const searchTypeArray = [176];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && is3x3(skill.params);
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [176];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`3×3`));
|
||
fragment.appendChild(createOrbsList(sk[5]));
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Create a vertical",otLangName:{chs:"产竖"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [127];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [127];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = [];
|
||
for (let ai=0;ai<sk.length;ai+=2)
|
||
{
|
||
colors.push(flags(sk[ai+1]));
|
||
}
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`竖`));
|
||
fragment.appendChild(createOrbsList(colors.flat()));
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Create a vertical include Heart",otLangName:{chs:"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 searchTypeArray = [127];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && isHeart(skill.params);
|
||
})
|
||
},
|
||
{name:"Create a horizontal",otLangName:{chs:"产横"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [128];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
}),
|
||
addition:card=>{
|
||
const searchTypeArray = [128];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
const sk = skill.params;
|
||
|
||
const colors = [];
|
||
for (let ai=0;ai<sk.length;ai+=2)
|
||
{
|
||
colors.push(flags(sk[ai+1]));
|
||
}
|
||
|
||
const fragment = document.createDocumentFragment();
|
||
fragment.appendChild(document.createTextNode(`横`));
|
||
fragment.appendChild(createOrbsList(colors.flat()));
|
||
return fragment;
|
||
}
|
||
},
|
||
{name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [128];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
|
||
})
|
||
},
|
||
{name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [128];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
|
||
})
|
||
},
|
||
{name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [128];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && ((skill.params[0] | skill.params[2]) & 14);
|
||
})
|
||
},
|
||
{name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"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 = getCardActiveSkill(card, searchTypeArray);
|
||
return skill && isRow(skill);
|
||
})
|
||
},
|
||
]},
|
||
{group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
|
||
{name:"No Henshin",otLangName:{chs:"非变身"},
|
||
function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
|
||
},
|
||
{name:"Before Henshin",otLangName:{chs:"变身前"},
|
||
function:cards=>cards.filter(card=>card.henshinTo)
|
||
},
|
||
{name:"After Henshin",otLangName:{chs:"变身后"},
|
||
function:cards=>cards.filter(card=>card.henshinFrom)
|
||
},
|
||
{name:"Pixel Evo",otLangName:{chs:"像素进化"},
|
||
function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
|
||
},
|
||
{name:"8 latent grids",otLangName:{chs:"8格潜觉"},
|
||
function:cards=>cards.filter(card=>card.is8Latent)
|
||
},
|
||
//{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
|
||
{name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
|
||
function:cards=>cards.filter(card=>isReincarnated(card))
|
||
}, //evoBaseId可能为0
|
||
//{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
|
||
{name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
|
||
function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
|
||
},
|
||
/*{name:"",otLangName:{chs:"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:"",otLangName:{chs:"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:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
|
||
function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
|
||
},
|
||
]},
|
||
{group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
|
||
{name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
|
||
function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
|
||
},
|
||
{name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
|
||
function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
|
||
},
|
||
{name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
|
||
function:cards=>cards.filter(card=>card.limitBreakIncr===0)
|
||
},
|
||
{name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
|
||
function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
|
||
addition:card=>`成长${card.limitBreakIncr}%`
|
||
},
|
||
{name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
|
||
function:cards=>cards.filter(card=>card.maxLevel==1)
|
||
},
|
||
{name:"Less than 100mp",otLangName:{chs:"低于100mp"},
|
||
function:cards=>cards.filter(card=>card.sellMP<100)
|
||
},
|
||
{name:"Have 3 types",otLangName:{chs:"有3个type"},
|
||
function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
|
||
},
|
||
{name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
|
||
function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
|
||
},
|
||
{name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
|
||
function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
|
||
},
|
||
{name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
|
||
function:cards=>cards.filter(card=>card.blockSkinId>0)
|
||
},
|
||
{name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
|
||
function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
|
||
},
|
||
]},
|
||
{group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
|
||
{name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
|
||
function:cards=>cards.filter(card=>card.awakenings.length>=9)
|
||
},
|
||
{name:"Can be assist",otLangName:{chs:"可以做辅助"},
|
||
function:cards=>cards.filter(card=>card.canAssist)
|
||
},
|
||
{name:"Not weapon",otLangName:{chs:"不是武器"},
|
||
function:cards=>cards.filter(card=>!card.awakenings.includes(49))
|
||
},
|
||
{name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
|
||
function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
|
||
},
|
||
{name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"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 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉"},
|
||
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 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"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;
|
||
}
|
||
})
|
||
},
|
||
/*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
|
||
function:cards=>cards.filter(card=>{
|
||
const searchTypeArray = [1000];
|
||
const skill = getCardActiveSkill(card, searchTypeArray);
|
||
return skill;
|
||
})
|
||
},*/
|
||
]},
|
||
];
|
||
return functions;
|
||
})(); |