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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. has_sub_filter: "📁",
  19. title_blank: "Input Formation Title",
  20. detail_blank: "Input Detail",
  21. force_reload_data: `Force refresh data`,
  22. request_input: tp`Please Input ${'info'}`,
  23. status_message: {
  24. loading_check_version: "Checking the data version, please wait...",
  25. loading_mon_info: "Loading monster data, please wait...",
  26. loading_skill_info: "Loading skill data, please wait...",
  27. prepare_capture: "Preparing a screenshot, please wait...",
  28. },
  29. link_read_message: {
  30. success: tp`Find the ${'type'} format.`,
  31. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  32. user_script_link: `Link to the helper script`,
  33. type: {
  34. "PADDF": "PADDF",
  35. "PDC": "PDC",
  36. "PADDB": "PADDB",
  37. "DADDB": "DADDB",
  38. },
  39. error: {
  40. 0: "Unknown Error",
  41. 1: "Unsupported format",
  42. 2: "No formation data",
  43. 3: "The illegal JSON format",
  44. 4: "The illegal URL format",
  45. },
  46. paddb_success: `Sucess`,
  47. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  48. },
  49. sort_name:{
  50. sort_none: "Nope",
  51. sort_id: "Cards Id",
  52. sort_attrs : "Attribute",
  53. sort_evoRootId: "Cards Evolution Root",
  54. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  55. sort_rarity: "Rarity",
  56. sort_cost: "Cost",
  57. sort_skillLv1: "Maximum Skill Turn",
  58. sort_skillLvMax: "Minimum Skill Turn",
  59. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  60. sort_hpMax120: "Max HP",
  61. sort_atkMax120: "Max ATK",
  62. sort_rcvMax120: "Max RCV",
  63. sort_hpMax120_awoken: "Max HP (+Awoken)",
  64. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  65. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  66. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  67. },
  68. skill_parse: {
  69. skill: {
  70. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  71. unknown: tp`Unkonwn skill type: ${'type'}`,
  72. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  73. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  74. random_skills: tp`Random Activates these skills:${'skills'}`,
  75. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  76. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  77. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  78. damage_enemy_times: tp`${'times'} `,
  79. damage_enemy_count: tp` (${'damage'} in total)`,
  80. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  81. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  82. delay: tp`${'icon'}Delays enemies' next move`,
  83. mass_attack: tp`${'icon'}Mass attacks`,
  84. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  85. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  86. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  87. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  88. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  89. unbind_normal: tp`${'icon'}Bind`,
  90. unbind_awakenings: tp`${'icon'}Awoken bind`,
  91. unbind_matches: tp`${'icon'}Unmatchable orb`,
  92. bind_skill: tp`${'icon'}Unable to use skills`,
  93. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  94. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  95. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  96. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  97. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  98. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  99. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  100. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  101. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  102. gravity: tp`Reduce ${'target'} ${'icon'}${'value'}`,
  103. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  104. board_change: tp`Change all orbs to ${'orbs'}`,
  105. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  106. skill_boost_range: tp`~${'turns'}`,
  107. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  108. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  109. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  110. drop_refresh: tp`${'icon'}Replaces all orbs`,
  111. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  112. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  113. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  114. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  115. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  116. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  117. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  118. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  119. orb_thorn: tp`, reduces ${'value'} per encounter`,
  120. attr_absorb: tp`${'icon'}Attribute absorption`,
  121. combo_absorb: tp`${'icon'}Combo absorption`,
  122. damage_absorb: tp`${'icon'}Damage absorption`,
  123. damage_void: tp`${'icon'}Damage void`,
  124. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  125. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  126. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  127. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  128. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  129. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  130. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  131. rate_multiply_drop: tp`${'icon'}Drop rate`,
  132. rate_multiply_coin: tp`${'icon'}Coins`,
  133. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  134. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  135. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  136. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  137. henshin: tp`Changes to ${'cards'}`,
  138. random_henshin: tp`Random changes to ${'cards'}`,
  139. void_poison: tp`Voids ${'poison'} damage`,
  140. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  141. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  142. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  143. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  144. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  145. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  146. slot_power_up: tp`The slot of ${'targets'} ${'icon'}${'value'}`,
  147. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is change to ${'cap'}`,
  148. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  149. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  150. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  151. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  152. },
  153. power: {
  154. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  155. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  156. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  157. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  158. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  159. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  160. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  161. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  162. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  163. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  164. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  165. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  166. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  167. },
  168. cond: {
  169. unknown: tp`[ Unknown condition ]`,
  170. hp_equal: tp`When ${'hp'} == ${'min'} `,
  171. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  172. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  173. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  174. use_skill: tp`When skills used `,
  175. multi_player: tp`When in Multiplayer Mode `,
  176. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  177. exact_combo: tp`When exactly ${'value'} combos `,
  178. exact_length: tp`exactly of ${'value'} `,
  179. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  180. exact_match_enhanced: tp` orbs including enhanced`,
  181. compo_type_card: tp`When ${'ids'} are all on team, `,
  182. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  183. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  184. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  185. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  186. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  187. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  188. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  189. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  190. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  191. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  192. },
  193. position: {
  194. top: tp`${'pos'} of top rows`,
  195. bottom: tp`${'pos'} of bottom rows`,
  196. left: tp`${'pos'} of left columns`,
  197. right: tp`${'pos'} of right columns`,
  198. random: tp`random location`,
  199. shape: tp`specified location`,
  200. },
  201. value: {
  202. unknown: tp`[ Unknown value: ${'type'}]`, //type
  203. const: tp`${'value'} ${'unit'}`,
  204. const_to: tp`to ${'value'}`,
  205. mul_percent: tp`${'value'}%`,
  206. mul_times: tp`×${'value'}`,
  207. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  208. mul_of_times: tp`${'stats'} ×${'value'}`,
  209. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  210. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  211. prob: tp`${'value'} chance for `,
  212. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  213. size: tp`${'width'}×${'height'}`,
  214. pos: tp`${'x'}×${'y'}`,
  215. },
  216. target: {
  217. unknown: tp`Unkown Target`,
  218. self: tp`card self`,
  219. team: tp`team`,
  220. team_last: tp`the lastest member`,
  221. team_leader: tp`leader`,
  222. sub_members: tp`sub-members`,
  223. leader_self: tp`left leader`,
  224. leader_helper: tp`right leader`,
  225. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  226. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  227. enemy: tp`Enemy`,
  228. enemy_all: tp`all enemys`,
  229. enemy_one: tp`1 enemy`,
  230. enemy_attr: tp`${'attr'} enemy`,
  231. the_attr: tp`attr of the matched Orbs`,
  232. },
  233. stats: {
  234. unknown: tp`[ Unknown: ${'type'}]`, //type
  235. maxhp: tp`${'icon'}Max HP`,
  236. hp: tp`HP`,
  237. chp: tp`current HP`,
  238. shield: tp`shield`,
  239. atk: tp`ATK`,
  240. rcv: tp`RCV`,
  241. teamhp: tp`Team HP`,
  242. teamatk: tp`Team ${'attrs'} ATK`,
  243. teamrcv: tp`Team RCV`,
  244. cstage: tp`current Stage of Dungeon`,
  245. state_is: tp`${'state'}: ${'num'}`,
  246. },
  247. unit: {
  248. orbs: tp``,
  249. times: tp`times`,
  250. seconds: tp`seconds`,
  251. point: tp`point`,
  252. turns: tp`turns`,
  253. },
  254. word: {
  255. comment: tp`(${'content'}) `,
  256. comma: tp`, `,
  257. semicolon: tp`; `,
  258. slight_pause: tp`, `,
  259. range_hyphen: tp`~`,
  260. in_once: tp`in once `,
  261. evo_type_pixel: tp`Pixel Evo`,
  262. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  263. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  264. affix_attr: tp`${'cotent'} attr.`,
  265. affix_orb: tp`${'cotent'} orbs`,
  266. affix_type: tp`${'cotent'} types`,
  267. affix_awakening: tp`${'cotent'} awoken`,
  268. affix_exclude: tp`, exclude ${'cotent'}`,
  269. each_time: tp`each time `,
  270. different: tp`different`,
  271. same: tp`the same`,
  272. },
  273. attrs: {
  274. [0]: tp`${'icon'}Fire`,
  275. [1]: tp`${'icon'}Water`,
  276. [2]: tp`${'icon'}Wood`,
  277. [3]: tp`${'icon'}Light`,
  278. [4]: tp`${'icon'}Dark`,
  279. [5]: tp`${'icon'}Recover`,
  280. [6]: tp`${'icon'}Null`,
  281. all: tp`All`,
  282. self: tp`${'icon'}Self's Attr`,
  283. fixed: tp`${'icon'}Fixed`,
  284. },
  285. orbs: {
  286. [0]: tp`${'icon'}Fire`,
  287. [1]: tp`${'icon'}Water`,
  288. [2]: tp`${'icon'}Wood`,
  289. [3]: tp`${'icon'}Light`,
  290. [4]: tp`${'icon'}Dark`,
  291. [5]: tp`${'icon'}Heal`,
  292. [6]: tp`${'icon'}Jammer`,
  293. [7]: tp`${'icon'}Poison`,
  294. [8]: tp`${'icon'}Lethal Poison`,
  295. [9]: tp`${'icon'}Bomb`,
  296. enhanced: tp`${'icon'}Enhanced`,
  297. locked: tp`${'icon'}Locked`,
  298. nail: tp`${'icon'}Nail`,
  299. thorn: tp`${'icon'}Thorn`,
  300. _5color: tp`${'icon'}5 Att.`,
  301. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  302. all: tp`All`,
  303. any: tp`Any ${'cotent'}`,
  304. },
  305. board: {
  306. clouds: tp`${'icon'}Clouds`,
  307. immobility: tp`${'icon'}Immobility`,
  308. roulette: tp`${'icon'}Roulette`,
  309. deep_dark: tp`${'icon'}Deep Dark`,
  310. roulette_time: tp`transforms every ${'duration'}`,
  311. roulette_attrs: tp`only ${'orbs'} will appear`,
  312. },
  313. types: {
  314. [0]: tp`${'icon'}Evo Material`,
  315. [1]: tp`${'icon'}Balanced`,
  316. [2]: tp`${'icon'}Physical`,
  317. [3]: tp`${'icon'}Healer`,
  318. [4]: tp`${'icon'}Dragon`,
  319. [5]: tp`${'icon'}God`,
  320. [6]: tp`${'icon'}Attacker`,
  321. [7]: tp`${'icon'}Devil`,
  322. [8]: tp`${'icon'}Machine`,
  323. [9]: tp`${'icon'}Special Protection`,
  324. [12]: tp`${'icon'}Awaken`,
  325. [14]: tp`${'icon'}Enhance Material`,
  326. [15]: tp`${'icon'}Redeemable`,
  327. },
  328. awokens: {
  329. [0]: tp`${'icon'}Unknown awoken`,
  330. [1]: tp`${'icon'}Enhanced HP`,
  331. [2]: tp`${'icon'}Enhanced Attack`,
  332. [3]: tp`${'icon'}Enhanced Recovery`,
  333. [4]: tp`${'icon'}Reduce Fire Damage`,
  334. [5]: tp`${'icon'}Reduce Water Damage`,
  335. [6]: tp`${'icon'}Reduce Wood Damage`,
  336. [7]: tp`${'icon'}Reduce Light Damage`,
  337. [8]: tp`${'icon'}Reduce Dark Damage`,
  338. [9]: tp`${'icon'}Auto-Recover`,
  339. [10]: tp`${'icon'}Resistance-Bind`,
  340. [11]: tp`${'icon'}Resistance-Blind`,
  341. [12]: tp`${'icon'}Resistance-Jammers`,
  342. [13]: tp`${'icon'}Resistance-Poison`,
  343. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  344. [15]: tp`${'icon'}Enhanced Water Orbs`,
  345. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  346. [17]: tp`${'icon'}Enhanced Water Orbs`,
  347. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  348. [19]: tp`${'icon'}Extend Time`,
  349. [20]: tp`${'icon'}Recover Bind`,
  350. [21]: tp`${'icon'}Skill Boost`,
  351. [22]: tp`${'icon'}Enhanced Fire Rows`,
  352. [23]: tp`${'icon'}Enhanced Water Rows`,
  353. [24]: tp`${'icon'}Enhanced Wood Rows`,
  354. [25]: tp`${'icon'}Enhanced Water Rows`,
  355. [26]: tp`${'icon'}Enhanced Dark Rows`,
  356. [27]: tp`${'icon'}Two-Pronged Attack`,
  357. [28]: tp`${'icon'}Resistance-Skill Bind`,
  358. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  359. [30]: tp`${'icon'}Multi Boost`,
  360. [31]: tp`${'icon'}Dragon Killer`,
  361. [32]: tp`${'icon'}God Killer`,
  362. [33]: tp`${'icon'}Devil Killer`,
  363. [34]: tp`${'icon'}Machine Killer`,
  364. [35]: tp`${'icon'}Balanced Killer`,
  365. [36]: tp`${'icon'}Attacker Killer`,
  366. [37]: tp`${'icon'}Physical Killer`,
  367. [38]: tp`${'icon'}Healer Killer`,
  368. [39]: tp`${'icon'}Evo Killer`,
  369. [40]: tp`${'icon'}Awaken Killer`,
  370. [41]: tp`${'icon'}Enhance Killer`,
  371. [42]: tp`${'icon'}Redeemable Killer`,
  372. [43]: tp`${'icon'}Enhanced Combos`,
  373. [44]: tp`${'icon'}Guard Break`,
  374. [45]: tp`${'icon'}Bonus Attack`,
  375. [46]: tp`${'icon'}Enhanced Team HP`,
  376. [47]: tp`${'icon'}Enhanced Team Recovery`,
  377. [48]: tp`${'icon'}Damage Void Piercer`,
  378. [49]: tp`${'icon'}Awoken Assist`,
  379. [50]: tp`${'icon'}Super Bonus Attack`,
  380. [51]: tp`${'icon'}Skill Charge`,
  381. [52]: tp`${'icon'}Resistance-Bind+`,
  382. [53]: tp`${'icon'}Extend Time+`,
  383. [54]: tp`${'icon'}Resistance-Clouds`,
  384. [55]: tp`${'icon'}Resistance-Immobility`,
  385. [56]: tp`${'icon'}Skill Boost+`,
  386. [57]: tp`${'icon'}50% or more HP Enhanced`,
  387. [58]: tp`${'icon'}50% or less HP Enhanced`,
  388. [59]: tp`${'icon'}[L] Heal Matching`,
  389. [60]: tp`${'icon'}[L] Increased Attack`,
  390. [61]: tp`${'icon'}Super Enhanced Combos`,
  391. [62]: tp`${'icon'}Combo Orbs`,
  392. [63]: tp`${'icon'}Skill Voice`,
  393. [64]: tp`${'icon'}Dungeon Bonus`,
  394. [65]: tp`${'icon'}Reduced HP`,
  395. [66]: tp`${'icon'}Reduced Attack`,
  396. [67]: tp`${'icon'}Reduced RCV`,
  397. [68]: tp`${'icon'}Resistance-Blind+`,
  398. [69]: tp`${'icon'}Resistance-Jammers+`,
  399. [70]: tp`${'icon'}Resistance-Poison+`,
  400. [71]: tp`${'icon'}Blessing of Jammers`,
  401. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  402. [73]: tp`${'icon'}Enhanced Fire Combos`,
  403. [74]: tp`${'icon'}Enhanced Water Combos`,
  404. [75]: tp`${'icon'}Enhanced Wood Combos`,
  405. [76]: tp`${'icon'}Enhanced Light Combos`,
  406. [77]: tp`${'icon'}Enhanced Dark Combos`,
  407. [78]: tp`${'icon'}Cross Attack`,
  408. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  409. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  410. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  411. [82]: tp`${'icon'}Super Enhanced Matching`,
  412. [83]: tp`${'icon'}Add Dragon Type`,
  413. [84]: tp`${'icon'}Add God Type`,
  414. [85]: tp`${'icon'}Add Devil Type`,
  415. [86]: tp`${'icon'}Add Machine Type`,
  416. [87]: tp`${'icon'}Add Balanced Type`,
  417. [88]: tp`${'icon'}Add Attacker Type`,
  418. [89]: tp`${'icon'}Add Physical Type`,
  419. [90]: tp`${'icon'}Add Healer Type`,
  420. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  421. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  422. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  423. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  424. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  425. [96]: tp`${'icon'}Two-Pronged Attack+`,
  426. [97]: tp`${'icon'}Skill Charge+`,
  427. [98]: tp`${'icon'}Auto-Recover+`,
  428. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  429. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  430. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  431. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  432. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  433. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  434. [105]: tp`${'icon'}Anti-Skill Boost`,
  435. [106]: tp`${'icon'}Levitation`,
  436. [107]: tp`${'icon'}Enhanced Combos+`,
  437. [108]: tp`${'icon'}[L] Increased Attack+`,
  438. [109]: tp`${'icon'}Damage Void Piercer+`,
  439. [110]: tp`${'icon'}Cross Attack+`,
  440. [111]: tp`${'icon'}Super Enhanced Combos+`,
  441. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  442. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  443. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  444. [115]: tp`${'icon'}Recover Bind+`,
  445. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  446. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  447. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  448. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  449. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  450. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  451. [122]: tp`${'icon'}Enhanced Water Combos+`,
  452. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  453. [124]: tp`${'icon'}Enhanced Light Combos+`,
  454. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  455. [126]: tp`${'icon'}[T] Increased Attack`,
  456. [127]: tp`${'icon'}Enhanced Stats`,
  457. [128]: tp`${'icon'}Yang Protection`,
  458. [129]: tp`${'icon'}Yin Protection`,
  459. [130]: tp`${'icon'}Aging`,
  460. }
  461. },
  462. };
  463. //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
  464. const typekiller_for_type = [
  465. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  466. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  467. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  468. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  469. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  470. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  471. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  472. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  473. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  474. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  475. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  476. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  477. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  478. ];
  479. //类型允许的潜觉杀
  480. typekiller_for_type.forEach(t=>
  481. {
  482. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  483. .map(tn=>
  484. typekiller_for_type.find(_t=>_t.type == tn).latent
  485. );
  486. }
  487. );
  488. const allowable_latent = {
  489. common: [ //一般能打的潜觉
  490. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  491. 28,29,30,31,32,33,34,35,36,37,38
  492. ],
  493. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  494. v120: [42,43,44,45,49], //120才能打的潜觉,3倍上限潜觉需要特殊处理
  495. needAwoken: [ //需要觉醒才能打的潜觉
  496. {latent:39,awoken:62}, //C珠破吸
  497. {latent:40,awoken:20}, //心横解转转
  498. {latent:41,awoken:27}, //U解禁消
  499. {latent:46,awoken:45}, //心追解云封
  500. {latent:47,awoken:59}, //心L大SB
  501. {latent:48,awoken:60}, //L解禁武器
  502. ],
  503. }
  504. //等效觉醒列表
  505. const equivalent_awoken = [
  506. {small:10,big:52,times:2}, //防封
  507. {small:11,big:68,times:5}, //防暗
  508. {small:12,big:69,times:5}, //防废
  509. {small:13,big:70,times:5}, //防毒
  510. {small:19,big:53,times:2}, //手指
  511. {small:21,big:56,times:2}, //SB
  512. {small:27,big:96,times:2}, //U
  513. {small:51,big:97,times:2}, //5色溜
  514. {small:9,big:98,times:2}, //自回
  515. {small:14,big:99,times:2}, //火+
  516. {small:15,big:100,times:2},//水+
  517. {small:16,big:101,times:2},//木+
  518. {small:17,big:102,times:2},//光+
  519. {small:18,big:103,times:2},//暗+
  520. {small:29,big:104,times:2},//心+
  521. {small:43,big:107,times:2},//7c
  522. {small:60,big:108,times:2},//L
  523. {small:48,big:109,times:2},//破无效
  524. {small:78,big:110,times:2},//十字
  525. {small:61,big:111,times:2},//10c
  526. {small:79,big:112,times:2},//3色
  527. {small:80,big:113,times:2},//4色
  528. {small:81,big:114,times:2},//5色
  529. {small:20,big:115,times:2},//心解
  530. {small:22,big:116,times:3},//火横
  531. {small:23,big:117,times:3},//水横
  532. {small:24,big:118,times:3},//木横
  533. {small:25,big:119,times:3},//光横
  534. {small:26,big:120,times:3},//暗横
  535. {small:73,big:121,times:2},//火串
  536. {small:74,big:122,times:2},//水串
  537. {small:75,big:123,times:2},//木串
  538. {small:76,big:124,times:2},//光串
  539. {small:77,big:125,times:2},//暗串
  540. ];
  541. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  542. //官方的徽章排列顺序
  543. const official_badge_sorting = [
  544. 1, 22, 23, 2, 3, 4, 5, 6,
  545. 7, 8, 9, 11, 17, 18, 19, 20,
  546. 21, 10, 12, 13, 14, 24, 25, 26,
  547. 27, 28, 29, 30, 31,
  548. PAD_PASS_BADGE,
  549. ]
  550. //官方的觉醒排列顺序
  551. const official_awoken_sorting = [
  552. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  553. 56,107,111, 52, 55, 68, 69, 70, 28,
  554. 19, 48, 27, 78, 60,126, 59, 45, 50,
  555. 53,109, 96,110,108, 79, 80, 81, 51,
  556. 106, 57, 58, 82, 62,112,113,114, 97,
  557. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  558. 99,100,101,102,103,104, 98,115, 71,
  559. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  560. 116,117,118,119,120, 1, 2, 3,127,
  561. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  562. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  563. 121,122,123,124,125, 39, 40, 41, 42,
  564. 91, 92, 93, 94, 95, 65, 66, 67,105,
  565. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  566. 63,128,129,130
  567. ];
  568. //排序程序列表
  569. const sort_function_list = [
  570. {tag:"sort_none",name:"无",function:()=>0},
  571. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  572. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  573. let num = a.attrs[0] - b.attrs[0];
  574. if (num === 0) num = a.attrs[1] - b.attrs[1];
  575. return num;
  576. }
  577. },
  578. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  579. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  580. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  581. let num = card_a.attrs[0] - card_b.attrs[0];
  582. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  583. return num;
  584. }
  585. },
  586. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  587. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  588. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  589. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  590. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  591. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  592. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  593. }
  594. },
  595. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  596. function getEvoSkill(skill) {
  597. //232为进化后不循环技能,233为循环技能
  598. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  599. else return skill;
  600. }
  601. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  602. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  603. }
  604. },
  605. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  606. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  607. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  608. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  609. {
  610. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  611. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  612. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  613. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  614. return abA - abB;
  615. }
  616. },
  617. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  618. {
  619. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  620. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  621. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  622. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  623. return abA - abB;
  624. }
  625. },
  626. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  627. {
  628. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  629. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  630. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  631. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  632. return abA - abB;
  633. }
  634. },
  635. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  636. {
  637. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  638. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  639. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  640. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  641. return abA - abB;
  642. }
  643. },
  644. ];
  645. //增加特殊搜索模式
  646. const specialSearchFunctions = (function() {
  647. 'use strict';
  648. //返回卡片的队长技能
  649. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  650. {
  651. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  652. }
  653. //返回卡片的技能
  654. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  655. {
  656. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  657. }
  658. //获取血倍率
  659. function getHPScale(ls)
  660. {
  661. const sk = ls.params;
  662. let scale = 1;
  663. switch (ls.type)
  664. {
  665. case 23: case 30: case 62: case 77: case 63: case 65:
  666. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  667. scale = sk[sk.length-1]/100;
  668. break;
  669. case 73: case 76:
  670. case 121: case 129: case 163: case 177: case 186:
  671. case 155:
  672. scale = sk[2]/100;
  673. break;
  674. case 106: case 107: case 108:
  675. scale = sk[0]/100;
  676. break;
  677. case 125:
  678. scale = sk[5]/100;
  679. break;
  680. case 136:
  681. case 137:
  682. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  683. break;
  684. case 158:
  685. scale = sk[4]/100;
  686. break;
  687. case 175:
  688. case 178: case 185:
  689. scale = sk[3]/100;
  690. break;
  691. case 203: case 217:
  692. scale = sk[1]/100;
  693. break;
  694. case 245:
  695. scale = sk[3]/100;
  696. break;
  697. case 138: //调用其他队长技
  698. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  699. break;
  700. default:
  701. }
  702. return scale || 1;
  703. }
  704. //获取盾减伤比例
  705. function getReduceScale(ls, allAttr = false, noHPneed = false)
  706. {
  707. const sk = ls.params;
  708. let scale = 0;
  709. switch (ls.type)
  710. {
  711. case 16: //无条件盾
  712. scale = sk[0]/100;
  713. break;
  714. case 17: //单属性盾
  715. scale = allAttr ? 0 : sk[1]/100;
  716. break;
  717. case 36: //2个属性盾
  718. scale = allAttr ? 0 : sk[2]/100;
  719. break;
  720. case 38: //血线下 + 几率
  721. case 43: //血线上 + 几率
  722. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  723. break;
  724. case 129: //无条件盾,属性个数不固定
  725. case 163: //无条件盾,属性个数不固定
  726. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  727. break;
  728. case 178: //无条件盾,属性个数不固定
  729. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  730. break;
  731. case 130: //血线下 + 属性个数不固定
  732. case 131: //血线上 + 属性个数不固定
  733. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  734. break;
  735. case 151: //十字心触发
  736. case 169: //C触发
  737. case 198: //回血触发
  738. scale = sk[2]/100;
  739. break;
  740. case 170: //多色触发
  741. case 182: //长串触发
  742. case 193: //L触发
  743. scale = sk[3]/100;
  744. break;
  745. case 171: //多串触发
  746. scale = sk[6]/100;
  747. break;
  748. case 183: //又是个有两段血线的队长技
  749. scale = noHPneed ? 0 : sk[4]/100;
  750. break;
  751. case 210: //十字触发
  752. scale = sk[1]/100;
  753. break;
  754. case 235: { //可多次触发
  755. scale = (sk[4] || 0) / 100;
  756. break;
  757. }
  758. case 138: //调用其他队长技
  759. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  760. break;
  761. default:
  762. }
  763. return scale || 0;
  764. }
  765. //获取无条件盾减伤比例
  766. function getReduceScale_unconditional(ls)
  767. {
  768. const sk = ls.params;
  769. let scale = 0;
  770. switch (ls.type)
  771. {
  772. case 16: //无条件盾
  773. {
  774. scale = sk[0]/100;
  775. break;
  776. }
  777. case 129: //无条件盾,属性个数不固定
  778. case 163: //无条件盾,属性个数不固定
  779. {
  780. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  781. break;
  782. }
  783. case 178: //无条件盾,属性个数不固定
  784. {
  785. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  786. break;
  787. }
  788. case 138: //调用其他队长技
  789. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  790. break;
  791. default:
  792. }
  793. return scale || 0;
  794. }
  795. function getCannonAttr(skill)
  796. {
  797. const sk = skill.params;
  798. switch(skill.type)
  799. {
  800. case 0:
  801. case 1:
  802. case 37:
  803. case 58:
  804. case 59:
  805. case 84:
  806. case 85:
  807. case 86:
  808. case 87:
  809. case 115:
  810. return sk[0];
  811. case 110:
  812. case 143:
  813. return sk[1];
  814. case 42:
  815. return sk[1];
  816. case 144:
  817. return sk[3] ?? 0;
  818. default:
  819. return -1;
  820. }
  821. }
  822. function sortByParams(a,b,searchTypeArray,...pidxs)
  823. {
  824. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  825. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  826. if (pidxs.length==0) pidxs.push(0);
  827. let newPos = 0;
  828. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  829. for (let pidx of pidxs) {
  830. newPos = a_s.params[pidx] - b_s.params[pidx];
  831. if (newPos !== 0) break;
  832. }
  833. return newPos;
  834. }
  835. function sortByHPScal(a,b)
  836. {
  837. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  838. return getHPScale(a_s) - getHPScale(b_s);
  839. }
  840. function HPScal_Addition(card)
  841. {
  842. const skill = Skills[card.leaderSkillId];
  843. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  844. }
  845. function sortByReduceScale(a,b)
  846. {
  847. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  848. return getReduceScale(a_s) - getReduceScale(b_s);
  849. }
  850. function ReduceScale_Addition(card)
  851. {
  852. const skill = Skills[card.leaderSkillId];
  853. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  854. }
  855. function directParseSkills(skillDataArr) {
  856. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  857. }
  858. function voidsAbsorption_Turns(card) {
  859. const outObj = {
  860. "attr-absorb": 0,
  861. "combo-absorb": 0,
  862. "damage-absorb": 0,
  863. "damage-void": 0,
  864. };
  865. const searchTypeArray = [
  866. 173,
  867. 191
  868. ];
  869. const skills = getCardActiveSkills(card, searchTypeArray);
  870. skills.reduce((pre,skill)=>{
  871. if (skill.type === 173) {
  872. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  873. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  874. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  875. } else if (skill.type === 191) {
  876. pre["damage-void"] ||= skill.params[0];
  877. }
  878. return pre
  879. }, outObj);
  880. return outObj;
  881. }
  882. function voidsAbsorption_Addition(card)
  883. {
  884. const turnsObj = voidsAbsorption_Turns(card);
  885. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  886. const turns = namesArr.map(name=>turnsObj[name]);
  887. const turnsSet = new Set(turns.filter(Boolean));
  888. const turnsCount = turnsSet.size;
  889. const fragment = document.createDocumentFragment();
  890. for (let i = 0; i < namesArr.length; i++) {
  891. if (turns[i] > 0) {
  892. fragment.append(createSkillIcon(namesArr[i]));
  893. if (turnsCount > 1)
  894. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  895. }
  896. }
  897. if (turnsCount === 1) {
  898. const turn = Array.from(turnsSet)[0];
  899. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  900. }
  901. return fragment;
  902. }
  903. function unbind_Turns(card)
  904. {
  905. const outObj = {
  906. normal: 0,
  907. awakenings: 0,
  908. matches: 0
  909. };
  910. const searchTypeArray = [
  911. 117, 179,
  912. 196
  913. ];
  914. const skills = getCardActiveSkills(card, searchTypeArray);
  915. const parsedSkills = directParseSkills(skills);
  916. parsedSkills.reduce((pre,cur)=>{
  917. pre.normal ||= cur.normal;
  918. pre.awakenings ||= cur.awakenings;
  919. pre.matches ||= cur.matches;
  920. return pre
  921. }, outObj);
  922. return outObj;
  923. }
  924. function unbind_Addition(card)
  925. {
  926. const turnsObj = unbind_Turns(card);
  927. const namesArr = ["normal", "awakenings", "matches"];
  928. const turns = namesArr.map(name=>turnsObj[name]);
  929. const turnsSet = new Set(turns.filter(Boolean));
  930. const turnsCount = turnsSet.size;
  931. const fragment = document.createDocumentFragment();
  932. for (let i = 0; i < namesArr.length; i++) {
  933. if (turns[i] > 0) {
  934. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  935. if (turnsCount > 1)
  936. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  937. }
  938. }
  939. if (turnsCount === 1) {
  940. const turn = Array.from(turnsSet)[0];
  941. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  942. }
  943. return fragment;
  944. }
  945. function boardChange_ColorTypes(skill)
  946. {
  947. if (!skill) return [];
  948. const sk = skill.params;
  949. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  950. return colors;
  951. }
  952. function boardChange_Addition(card)
  953. {
  954. const searchTypeArray = [71];
  955. const skill = getCardActiveSkill(card, searchTypeArray);
  956. const colors = boardChange_ColorTypes(skill);
  957. return createOrbsList(colors);
  958. }
  959. function orbsChangeParse(skill)
  960. {
  961. function changes(from, to)
  962. {
  963. return {from:from,to:to};
  964. }
  965. let outArr = [];
  966. if (!skill) return outArr;
  967. const sk = skill.params;
  968. switch (skill.type)
  969. {
  970. case 9:{
  971. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  972. break;
  973. }
  974. case 20:{
  975. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  976. {
  977. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  978. }
  979. else
  980. {
  981. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  982. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  983. }
  984. break;
  985. }
  986. case 154:{
  987. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  988. break;
  989. }
  990. }
  991. return outArr;
  992. }
  993. function changeOrbs_Addition(card)
  994. {
  995. const searchTypeArray = [9,20,154];
  996. const skills = getCardActiveSkills(card, searchTypeArray);
  997. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  998. const fragment = document.createDocumentFragment();
  999. parsedSkills.forEach(p=>{
  1000. fragment.appendChild(createOrbsList(p.from));
  1001. fragment.appendChild(document.createTextNode(`→`));
  1002. fragment.appendChild(createOrbsList(p.to));
  1003. });
  1004. return fragment;
  1005. }
  1006. function generateOrbsParse(card)
  1007. {
  1008. const outArr = [];
  1009. const searchTypeArray = [141, 208];
  1010. const skills = getCardActiveSkills(card, searchTypeArray);
  1011. if (!skills.length) return outArr;
  1012. for (const skill of skills)
  1013. {
  1014. const sk = skill.params;
  1015. if (skill.type == 141)
  1016. {
  1017. outArr.push({
  1018. count: sk[0],
  1019. to: sk[1] || 1,
  1020. exclude: sk[2],
  1021. });
  1022. }else
  1023. {
  1024. outArr.push({
  1025. count: sk[0],
  1026. to: sk[1] || 1,
  1027. exclude: sk[2],
  1028. });
  1029. outArr.push({
  1030. count: sk[3],
  1031. to: sk[4] || 1,
  1032. exclude: sk[5],
  1033. });
  1034. }
  1035. }
  1036. return outArr;
  1037. }
  1038. function generateOrbs_Addition(card)
  1039. {
  1040. const gens = generateOrbsParse(card);
  1041. if (!gens.length) return;
  1042. const fragment = document.createDocumentFragment();
  1043. for (const gen of gens)
  1044. {
  1045. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1046. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1047. }
  1048. return fragment;
  1049. }
  1050. function lock_Addition(card)
  1051. {
  1052. const searchTypeArray = [152];
  1053. const skill = getCardActiveSkill(card, searchTypeArray);
  1054. if (!skill) return;
  1055. const sk = skill.params;
  1056. const fragment = document.createDocumentFragment();
  1057. fragment.appendChild(createSkillIcon('orb-locked'));
  1058. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] || 1)));
  1059. return fragment;
  1060. }
  1061. function dropLock_Addition(card)
  1062. {
  1063. const searchTypeArray = [205];
  1064. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1065. if (!skill) return;
  1066. const sk = skill.params;
  1067. const fragment = document.createDocumentFragment();
  1068. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1069. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1070. return fragment;
  1071. }
  1072. function dropOrb_Addition(card)
  1073. {
  1074. const searchTypeArray = [126];
  1075. const skill = getCardActiveSkill(card, searchTypeArray);
  1076. if (!skill) return;
  1077. const sk = skill.params;
  1078. const colors = Bin.unflags(sk[0]);
  1079. const fragment = document.createDocumentFragment();
  1080. fragment.appendChild(createOrbsList(colors, 'drop'));
  1081. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1082. return fragment;
  1083. }
  1084. function generateColumnOrbs_Addition(card)
  1085. {
  1086. const searchTypeArray = [127];
  1087. const skill = getCardActiveSkill(card, searchTypeArray);
  1088. if (!skill) return;
  1089. const sk = skill.params;
  1090. const colors = [];
  1091. for (let ai=0;ai<sk.length;ai+=2)
  1092. {
  1093. colors.push(Bin.unflags(sk[ai+1]));
  1094. }
  1095. const fragment = document.createDocumentFragment();
  1096. fragment.appendChild(document.createTextNode(`竖`));
  1097. fragment.appendChild(createOrbsList(colors.flat()));
  1098. return fragment;
  1099. }
  1100. function generateRowOrbs_Addition(card)
  1101. {
  1102. const searchTypeArray = [128];
  1103. const skill = getCardActiveSkill(card, searchTypeArray);
  1104. if (!skill) return;
  1105. const sk = skill.params;
  1106. const colors = [];
  1107. for (let ai=0;ai<sk.length;ai+=2)
  1108. {
  1109. colors.push(Bin.unflags(sk[ai+1]));
  1110. }
  1111. const fragment = document.createDocumentFragment();
  1112. fragment.appendChild(document.createTextNode(`横`));
  1113. fragment.appendChild(createOrbsList(colors.flat()));
  1114. return fragment;
  1115. }
  1116. function numericalATK_Addition(card)
  1117. {
  1118. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1119. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1120. const skill = getCardActiveSkill(card, searchTypeArray);
  1121. if (!skill) return;
  1122. //const sk = skill.params;
  1123. const colors = [getCannonAttr(skill)];
  1124. const fragment = document.createDocumentFragment();
  1125. fragment.append(`射`);
  1126. fragment.append(createOrbsList(colors));
  1127. if (typeArray_Rate.includes(skill.type)) {
  1128. function getNumber(skill){
  1129. const sk = skill.params;
  1130. switch(skill.type)
  1131. {
  1132. case 0:
  1133. case 37:
  1134. case 58:
  1135. case 59:
  1136. case 84:
  1137. case 85:
  1138. case 115:
  1139. return sk[1];
  1140. case 2:
  1141. case 35:
  1142. return sk[0];
  1143. default:
  1144. return 0;
  1145. }
  1146. }
  1147. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1148. }
  1149. return fragment;
  1150. }
  1151. function memberATK_Addition(card)
  1152. {
  1153. const searchTypeArray = [230];
  1154. const skill = getCardActiveSkill(card, searchTypeArray);
  1155. if (!skill) return;
  1156. const sk = skill.params;
  1157. const fragment = document.createDocumentFragment();
  1158. fragment.appendChild(createTeamFlags(sk[1]));
  1159. let str = '';
  1160. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1161. fragment.appendChild(document.createTextNode(str));
  1162. return fragment;
  1163. }
  1164. function getIncreaseDamageCap(skill)
  1165. {
  1166. let cap = 0;
  1167. switch (skill.type) {
  1168. case 241:case 258:
  1169. cap = skill.params[1];
  1170. break;
  1171. case 246:
  1172. cap = skill.params[2];
  1173. break;
  1174. case 247:
  1175. cap = skill.params[3];
  1176. break;
  1177. }
  1178. return cap;
  1179. }
  1180. function memberCap_Addition(card)
  1181. {
  1182. const searchTypeArray = [241, 246, 247, 258];
  1183. const skill = getCardActiveSkill(card, searchTypeArray);
  1184. if (!skill) return;
  1185. const sk = skill.params;
  1186. let cap = getIncreaseDamageCap(skill);
  1187. const fragment = document.createDocumentFragment();
  1188. switch (skill.type) {
  1189. case 258: {
  1190. fragment.appendChild(createTeamFlags(sk[2]));
  1191. break;
  1192. }
  1193. case 241:
  1194. case 246:
  1195. case 247: {
  1196. fragment.appendChild(createTeamFlags(1));
  1197. break;
  1198. }
  1199. }
  1200. switch (skill.type) {
  1201. case 258:
  1202. case 241: {
  1203. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1204. break;
  1205. }
  1206. case 246: {
  1207. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1208. break;
  1209. }
  1210. case 247: {
  1211. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1212. break;
  1213. }
  1214. }
  1215. return fragment;
  1216. }
  1217. function dixedDamage_Addition(card)
  1218. {
  1219. const searchTypeArray = [55, 188, 56];
  1220. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1221. if (!skills.length) return;
  1222. const skill = skills[0];
  1223. const sk = skill.params;
  1224. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1225. }
  1226. function gravity_Addition(card)
  1227. {
  1228. const searchTypeArray = [6, 161];
  1229. const skill = getCardActiveSkill(card, searchTypeArray);
  1230. if (!skill) return;
  1231. const sk = skill.params;
  1232. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1233. }
  1234. function healImmediately_Rate(card)
  1235. {
  1236. const searchTypeArray = [7, //自身回复力
  1237. 8, //固定点数
  1238. 35,115, //吸血
  1239. 117
  1240. ];
  1241. const skills = getCardActiveSkills(card, searchTypeArray);
  1242. const outObj = {
  1243. vampire: 0,
  1244. selfRcv: 0,
  1245. const: 0,
  1246. scale: 0,
  1247. };
  1248. if (!skills.length) return outObj;
  1249. skills.forEach(skill=>{
  1250. const sk = skill.params;
  1251. if (skill.type == 7)
  1252. {
  1253. outObj.selfRcv += sk[0];
  1254. }
  1255. else if(skill.type == 8)
  1256. {
  1257. outObj.const += sk[0];
  1258. }
  1259. else if(skill.type == 35)
  1260. {
  1261. outObj.vampire += sk[1];
  1262. }
  1263. else if(skill.type == 115)
  1264. {
  1265. outObj.vampire += sk[2];
  1266. }
  1267. else if(skill.type == 117)
  1268. {
  1269. outObj.selfRcv += sk[1] || 0;
  1270. outObj.const += sk[2] || 0;
  1271. outObj.scale += sk[3] || 0;
  1272. }
  1273. });
  1274. return outObj;
  1275. }
  1276. function atkBuff_Rate(card)
  1277. {
  1278. const searchTypeArray = [
  1279. 88,92, //类型的
  1280. 50,90, //属性的,要排除回复力
  1281. 156,168,231, //宝石姬
  1282. 228, //属性、类型数量
  1283. ];
  1284. const skills = getCardActiveSkills(card, searchTypeArray);
  1285. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1286. function atkBuffParse(skill) {
  1287. const outObj = {
  1288. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1289. types: [],
  1290. attrs: [],
  1291. awoken: [],
  1292. rate: 0,
  1293. turns: 0,
  1294. };
  1295. if (!skill) return outObj;
  1296. const sk = skill.params;
  1297. if (skill.type == 88 || skill.type == 92)
  1298. {
  1299. outObj.skilltype = 2;
  1300. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1301. outObj.turns = sk[0];
  1302. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1303. }
  1304. else if(skill.type == 50 || skill.type == 90)
  1305. {
  1306. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1307. if (!outObj.attrs.length) //去除回复力
  1308. return outObj;
  1309. outObj.skilltype = 2;
  1310. outObj.turns = sk[0];
  1311. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1312. }
  1313. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1314. || skill.type == 168)
  1315. {
  1316. outObj.skilltype = 1;
  1317. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1318. outObj.turns = sk[0];
  1319. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1320. }
  1321. else if(skill.type == 228 && sk[3] > 0)
  1322. {
  1323. outObj.skilltype = 1;
  1324. outObj.attrs = Bin.unflags(sk[1]);
  1325. outObj.types = Bin.unflags(sk[2]);
  1326. outObj.turns = sk[0];
  1327. outObj.rate = sk[3];
  1328. }
  1329. else if(skill.type == 231 && sk[6] > 0)
  1330. {
  1331. outObj.skilltype = 1;
  1332. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1333. outObj.turns = sk[0];
  1334. outObj.rate = sk[6];
  1335. }
  1336. return outObj;
  1337. }
  1338. }
  1339. function rcvBuff_Rate(card)
  1340. {
  1341. const searchTypeArray = [
  1342. 50,90,
  1343. 228, 231, //宝石姬
  1344. ];
  1345. const skills = getCardActiveSkills(card, searchTypeArray);
  1346. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1347. function rcvBuffParse(skill) {
  1348. const outObj = {
  1349. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1350. types: [],
  1351. attrs: [],
  1352. awoken: [],
  1353. rate: 0,
  1354. turns: 0,
  1355. };
  1356. if (!skill) return outObj;
  1357. const sk = skill.params;
  1358. if (skill.type == 228 && sk[4] > 0) {
  1359. outObj.skilltype = 1;
  1360. outObj.attrs = Bin.unflags(sk[1]);
  1361. outObj.types = Bin.unflags(sk[2]);
  1362. outObj.turns = sk[0];
  1363. outObj.rate = sk[4];
  1364. } else if (skill.type == 231 && sk[7] > 0) {
  1365. outObj.skilltype = 1;
  1366. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1367. outObj.turns = sk[0];
  1368. outObj.rate = sk[7];
  1369. } else if (skill.type == 50 || skill.type == 90) {
  1370. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1371. outObj.turns = sk[0];
  1372. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1373. }
  1374. return outObj;
  1375. }
  1376. }
  1377. function damageSelf_Rate(card)
  1378. {
  1379. const searchTypeArray = [84,85,86,87,195];
  1380. const skill = getCardActiveSkill(card, searchTypeArray);
  1381. if (!skill) return 0;
  1382. const sk = skill.params;
  1383. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1384. }
  1385. function changeEnemiesAttr_Attr(card)
  1386. {
  1387. const outObj = {
  1388. attr: null,
  1389. turns: 0
  1390. }
  1391. const searchTypeArray = [153, 224];
  1392. const skill = getCardActiveSkill(card, searchTypeArray);
  1393. if (!skill) return outObj;
  1394. const sk = skill.params;
  1395. if (skill.type == 153)
  1396. {
  1397. outObj.attr = sk[0];
  1398. }
  1399. else if (skill.type == 224)
  1400. {
  1401. outObj.attr = sk[1] || 0;
  1402. outObj.turns = sk[0];
  1403. }
  1404. return outObj;
  1405. }
  1406. function shapeThisRowOk(line, lineNumber) {
  1407. if (lineNumber <= 0) return true;
  1408. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1409. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1410. }
  1411. function shapeUpsideDownRowOk(line, lineNumber) {
  1412. if (lineNumber <= 0) return true;
  1413. return line > 0 ? (line & lineNumber) === 0 : true;
  1414. }
  1415. function shapeIsCross(sk) { //产珠是十字
  1416. const baseLineNum = 0b111;
  1417. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1418. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1419. lineNumArr.push(_lineNum);
  1420. }
  1421. for (let ri=1; ri<4; ri++)
  1422. {
  1423. //搜索所有可能的行存在
  1424. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1425. if (maybeLineNum.length < 1) continue;
  1426. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1427. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1428. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1429. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1430. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1431. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1432. });
  1433. if (maybeLineNum.length > 0) return true;
  1434. }
  1435. return false;
  1436. }
  1437. function shapeIsLShape(sk) { //产珠是L字
  1438. const baseLineNum = 0b111;
  1439. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1440. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1441. lineNumArr.push(_lineNum);
  1442. }
  1443. for (let ri=0; ri<5; ri++)
  1444. {
  1445. //搜索所有可能的行存在
  1446. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1447. if (maybeLineNum.length < 1) continue;
  1448. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1449. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1450. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1451. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1452. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1453. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1454. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1455. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1456. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1457. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1458. ||
  1459. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1460. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1461. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1462. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1463. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1464. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1465. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1466. });
  1467. if (maybeLineNum.length > 0) return true;
  1468. }
  1469. return false;
  1470. }
  1471. //创建1个觉醒图标
  1472. function createAwokenIcon(awokenId)
  1473. {
  1474. const icon = document.createElement("icon");
  1475. icon.className ="awoken-icon";
  1476. icon.setAttribute("data-awoken-icon", awokenId);
  1477. return icon;
  1478. }
  1479. //产生一个觉醒列表
  1480. function creatAwokenList(awokens) {
  1481. const ul = document.createElement("ul");
  1482. ul.className = "awoken-ul";
  1483. awokens.forEach(ak=>{
  1484. const li = ul.appendChild(document.createElement("li"));
  1485. const icon = li.appendChild(createAwokenIcon(ak));
  1486. });
  1487. return ul;
  1488. }
  1489. //产生宝珠列表
  1490. function createOrbsList(orbs, className)
  1491. {
  1492. if (orbs == undefined) orbs = [0];
  1493. else if (!Array.isArray(orbs)) orbs = [orbs];
  1494. const ul = document.createElement("ul");
  1495. ul.className = "board";
  1496. orbs.forEach(orbType => {
  1497. const li = ul.appendChild(document.createElement("li"));
  1498. li.className = className ? `orb ${className}` :`orb`;
  1499. li.setAttribute("data-orb-icon", orbType);
  1500. });
  1501. return ul;
  1502. }
  1503. //产生类型列表
  1504. function createTypesList(types)
  1505. {
  1506. if (types == undefined) types = [0];
  1507. else if (!Array.isArray(types)) types = [types];
  1508. const ul = document.createElement("ul");
  1509. ul.className = "types-ul";
  1510. types.forEach(type => {
  1511. const li = ul.appendChild(document.createElement("li"));
  1512. li.className = `type-icon`;
  1513. li.setAttribute("data-type-icon", type);
  1514. });
  1515. return ul;
  1516. }
  1517. const functions = [
  1518. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1519. {group:true,name:"Active Skill",otLangName:{chs:"主动技",cht:"主動技"}, functions: [
  1520. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1521. function:cards=>cards.filter(card=>{
  1522. function isLoopBuff(parsedSkill, cd) {
  1523. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1524. && skill.turns >= cd);
  1525. }
  1526. //跳过0号技能的、会变身成别人的和无技能数据的
  1527. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1528. const skill = Skills[card.activeSkillId];
  1529. if (!skill) return false;
  1530. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1531. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1532. let parsedActiveSkill = skillParser(card.activeSkillId);
  1533. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1534. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  1535. let parsedGroupSkill = parsedActiveSkill?.[0];
  1536. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1537. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1538. }
  1539. //进化类技能,排除循环进化,并只计算最后一级
  1540. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  1541. let lastIdx = parsedGroupSkill.params.length - 1;
  1542. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  1543. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1544. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  1545. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  1546. }
  1547. return false;
  1548. })
  1549. },
  1550. {group:true,name:"Voids Absorption",otLangName:{chs:"破吸类",cht:"破吸類"}, functions: [
  1551. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1552. function:cards=>{
  1553. const attrName = "attr-absorb";
  1554. return cards.filter(card=>{
  1555. const turns = voidsAbsorption_Turns(card);
  1556. return turns[attrName] > 0;
  1557. }).sort((a,b)=>{
  1558. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1559. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1560. return a_pC - b_pC;
  1561. });
  1562. },
  1563. addition:voidsAbsorption_Addition
  1564. },
  1565. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1566. function:cards=>{
  1567. const attrName = "combo-absorb";
  1568. return cards.filter(card=>{
  1569. const turns = voidsAbsorption_Turns(card);
  1570. return turns[attrName] > 0;
  1571. }).sort((a,b)=>{
  1572. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1573. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1574. return a_pC - b_pC;
  1575. });
  1576. },
  1577. addition:voidsAbsorption_Addition
  1578. },
  1579. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1580. function:cards=>{
  1581. const attrName = "damage-absorb";
  1582. return cards.filter(card=>{
  1583. const turns = voidsAbsorption_Turns(card);
  1584. return turns[attrName] > 0;
  1585. }).sort((a,b)=>{
  1586. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1587. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1588. return a_pC - b_pC;
  1589. });
  1590. },
  1591. addition:voidsAbsorption_Addition
  1592. },
  1593. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1594. function:cards=>{
  1595. const attrName = "damage-void";
  1596. return cards.filter(card=>{
  1597. const turns = voidsAbsorption_Turns(card);
  1598. return turns[attrName] > 0;
  1599. }).sort((a,b)=>{
  1600. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1601. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1602. return a_pC - b_pC;
  1603. });
  1604. },
  1605. addition:voidsAbsorption_Addition
  1606. },
  1607. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1608. {name:"2 Voids (attr. & damage)",otLangName:{chs:"双破(属+伤)",cht:"双破(属+伤)"},
  1609. function:cards=>{
  1610. return cards.filter(card=>{
  1611. const turns = voidsAbsorption_Turns(card);
  1612. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0;
  1613. }).sort((a,b)=>{
  1614. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1615. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1616. return a_pC - b_pC;
  1617. });
  1618. },
  1619. addition:voidsAbsorption_Addition
  1620. },
  1621. {name:"3 Voids (attr. & damage & void)",otLangName:{chs:"三破(属+伤+无)",cht:"三破(属+伤+无)"},
  1622. function:cards=>{
  1623. return cards.filter(card=>{
  1624. const turns = voidsAbsorption_Turns(card);
  1625. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1626. }).sort((a,b)=>{
  1627. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1628. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1629. return a_pC - b_pC;
  1630. });
  1631. },
  1632. addition:voidsAbsorption_Addition
  1633. },
  1634. ]},
  1635. ]},
  1636. {group:true,name:"Recovers Bind Status",otLangName:{chs:"解封类",cht:"解封類"}, functions: [
  1637. {
  1638. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1639. function:cards=>{
  1640. return cards.filter(card=>{
  1641. const turns = unbind_Turns(card);
  1642. return turns.normal > 0;
  1643. }).sort((a,b)=>{
  1644. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1645. let a_pC = a_s.normal, b_pC = b_s.normal;
  1646. return a_pC - b_pC;
  1647. });
  1648. },
  1649. addition:unbind_Addition
  1650. },
  1651. {
  1652. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1653. function:cards=>{
  1654. return cards.filter(card=>{
  1655. const turns = unbind_Turns(card);
  1656. return turns.awakenings > 0;
  1657. }).sort((a,b)=>{
  1658. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1659. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1660. return a_pC - b_pC;
  1661. });
  1662. },
  1663. addition:unbind_Addition
  1664. },
  1665. {
  1666. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1667. function:cards=>{
  1668. return cards.filter(card=>{
  1669. const turns = unbind_Turns(card);
  1670. return turns.matches > 0;
  1671. }).sort((a,b)=>{
  1672. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1673. let a_pC = a_s.matches, b_pC = b_s.matches;
  1674. return a_pC - b_pC;
  1675. });
  1676. },
  1677. addition:unbind_Addition
  1678. },
  1679. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1680. {
  1681. name:"3 Unbinds",otLangName:{chs:"三解",cht:"三解"},
  1682. function:cards=>{
  1683. return cards.filter(card=>{
  1684. const turns = unbind_Turns(card);
  1685. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1686. }).sort((a,b)=>{
  1687. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1688. let a_pC = a_s.normal, b_pC = b_s.normal;
  1689. return a_pC - b_pC;
  1690. });
  1691. },
  1692. addition:unbind_Addition
  1693. },
  1694. ]},
  1695. ]},
  1696. {group:true,name:"For player team",otLangName:{chs:"对自身队伍生效类",cht:"對自身隊伍生效類"}, functions: [
  1697. {name:"↑Increase skills charge",otLangName:{chs:"【溜】减少CD",cht:"【溜】減少CD"},
  1698. function:cards=>{
  1699. const searchTypeArray = [146];
  1700. return cards.filter(card=>{
  1701. const skill = getCardActiveSkill(card, searchTypeArray);
  1702. return skill;
  1703. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1704. },
  1705. addition:card=>{
  1706. const searchTypeArray = [146];
  1707. const skill = getCardActiveSkill(card, searchTypeArray);
  1708. if (!skill) return;
  1709. const sk = skill.params;
  1710. const fragment = document.createDocumentFragment();
  1711. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1712. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1713. return fragment;
  1714. }
  1715. },
  1716. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1717. function:cards=>{
  1718. const searchTypeArray = [93, 227];
  1719. return cards.filter(card=>{
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. return skill;
  1722. }).sort((a,b)=>{
  1723. const a_s = getCardActiveSkill(a, searchTypeArray),
  1724. b_s = getCardActiveSkill(b, searchTypeArray);
  1725. return a_s.type - b_s.type;
  1726. });
  1727. },
  1728. addition:card=>{
  1729. const searchTypeArray = [93, 227];
  1730. const skill = getCardActiveSkill(card, searchTypeArray);
  1731. if (!skill) return;
  1732. const fragment = document.createDocumentFragment();
  1733. fragment.append(createSkillIcon('leader-change'));
  1734. skill.type === 227 && fragment.append('换👉');
  1735. return fragment;
  1736. }
  1737. },
  1738. {group:true,name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限",cht:"增加傷害上限"}, functions: [
  1739. {name:"Increase Damage Cap - Any",otLangName:{chs:"增加伤害上限 - 任意",cht:"增加傷害上限 - 任意"},
  1740. function:cards=>{
  1741. const searchTypeArray = [241, 246, 247, 258];
  1742. return cards.filter(card=>{
  1743. const skill = getCardActiveSkill(card, searchTypeArray);
  1744. return skill;
  1745. }).sort((a,b)=>{
  1746. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1747. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1748. return a_pC - b_pC;
  1749. });
  1750. },
  1751. addition:memberCap_Addition
  1752. },
  1753. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 - 自身",cht:"增加傷害上限 - 自身"},
  1754. function:cards=>{
  1755. const searchTypeArray = [241, 246, 247, 258];
  1756. return cards.filter(card=>{
  1757. const skill = getCardActiveSkill(card, searchTypeArray);
  1758. if (skill?.type === 258) return Boolean(skill.params[2] & 0b1);
  1759. else return skill;
  1760. }).sort((a,b)=>{
  1761. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1762. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1763. return a_pC - b_pC;
  1764. });
  1765. },
  1766. addition:memberCap_Addition
  1767. },
  1768. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 - 队长",cht:"增加傷害上限 - 隊長"},
  1769. function:cards=>{
  1770. const searchTypeArray = [258];
  1771. return cards.filter(card=>{
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. return skill && Boolean(skill.params[2] & (0b10 | 0b100));
  1774. }).sort((a,b)=>{
  1775. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1776. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1777. return a_pC - b_pC;
  1778. });
  1779. },
  1780. addition:memberCap_Addition
  1781. },
  1782. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 - 队员",cht:"增加傷害上限 - 隊員"},
  1783. function:cards=>{
  1784. const searchTypeArray = [258];
  1785. return cards.filter(card=>{
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. return skill && Boolean(skill.params[2] & 0b1000);
  1788. }).sort((a,b)=>{
  1789. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1790. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1791. return a_pC - b_pC;
  1792. });
  1793. },
  1794. addition:memberCap_Addition
  1795. },
  1796. ]},
  1797. {group:true,name:"Member ATK rate change",otLangName:{chs:"队员攻击力",cht:"隊員攻擊力"}, functions: [
  1798. {name:"Member ATK rate change - Any",otLangName:{chs:"队员攻击力 - 任意",cht:"隊員攻擊力 - 任意"},
  1799. function:cards=>{
  1800. const searchTypeArray = [230];
  1801. return cards.filter(card=>{
  1802. const skill = getCardActiveSkill(card, searchTypeArray);
  1803. return skill;
  1804. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1805. },
  1806. addition:memberATK_Addition
  1807. },
  1808. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 - 自身",cht:"隊員攻擊力 - 自身"},
  1809. function:cards=>{
  1810. const searchTypeArray = [230];
  1811. return cards.filter(card=>{
  1812. const skill = getCardActiveSkill(card, searchTypeArray);
  1813. return skill && Boolean(skill.params[1] & 0b1);
  1814. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1815. },
  1816. addition:memberATK_Addition
  1817. },
  1818. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 - 队长",cht:"隊員攻擊力 - 隊長"},
  1819. function:cards=>{
  1820. const searchTypeArray = [230];
  1821. return cards.filter(card=>{
  1822. const skill = getCardActiveSkill(card, searchTypeArray);
  1823. return skill && Boolean(skill.params[1] & (0b10 | 0b100));
  1824. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1825. },
  1826. addition:memberATK_Addition
  1827. },
  1828. {name:"Member ATK rate change - Sub",otLangName:{chs:"队员攻击力 - 队员",cht:"隊員攻擊力 - 隊員"},
  1829. function:cards=>{
  1830. const searchTypeArray = [230];
  1831. return cards.filter(card=>{
  1832. const skill = getCardActiveSkill(card, searchTypeArray);
  1833. return skill && Boolean(skill.params[1] & 0b1000);
  1834. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1835. },
  1836. addition:memberATK_Addition
  1837. },
  1838. ]},
  1839. {name:"Change self's Attr",otLangName:{chs:"转换自身属性",cht:"轉換自身屬性"},
  1840. function:cards=>{
  1841. const searchTypeArray = [142];
  1842. return cards.filter(card=>{
  1843. const skill = getCardActiveSkill(card, searchTypeArray);
  1844. return skill;
  1845. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1846. },
  1847. addition:card=>{
  1848. const searchTypeArray = [142];
  1849. const skill = getCardActiveSkill(card, searchTypeArray);
  1850. if (!skill) return;
  1851. const sk = skill.params;
  1852. const fragment = document.createDocumentFragment();
  1853. fragment.appendChild(document.createTextNode(`自→`));
  1854. fragment.appendChild(createOrbsList(sk[1]));
  1855. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1856. return fragment;
  1857. }
  1858. },
  1859. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1860. function:cards=>cards.filter(card=>{
  1861. const searchTypeArray = [214];
  1862. const skill = getCardActiveSkill(card, searchTypeArray);
  1863. return skill;
  1864. }),
  1865. addition:card=>{
  1866. const searchTypeArray = [214];
  1867. const skill = getCardActiveSkill(card, searchTypeArray);
  1868. if (!skill) return;
  1869. const sk = skill.params;
  1870. return document.createTextNode(`自封技${sk[0]}T`);
  1871. }
  1872. },
  1873. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1874. function:cards=>cards.filter(card=>{
  1875. const searchTypeArray = [250];
  1876. const skill = getCardActiveSkill(card, searchTypeArray);
  1877. return skill;
  1878. })
  1879. },
  1880. {name:"↓Reduce skills charge",otLangName:{chs:"【坐】增加CD",cht:"【坐】增加CD"},
  1881. function:cards=>{
  1882. const searchTypeArray = [218];
  1883. return cards.filter(card=>{
  1884. const skill = getCardActiveSkill(card, searchTypeArray);
  1885. return skill;
  1886. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1887. },
  1888. addition:card=>{
  1889. const searchTypeArray = [218];
  1890. const skill = getCardActiveSkill(card, searchTypeArray);
  1891. if (!skill) return;
  1892. const sk = skill.params;
  1893. const fragment = document.createDocumentFragment();
  1894. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1895. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1896. return fragment;
  1897. }
  1898. },
  1899. ]},
  1900. {group:true,name:"Player's HP change",otLangName:{chs:"玩家HP操纵类",cht:"玩家HP操縱類"}, functions: [
  1901. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1902. function:cards=>{
  1903. const searchTypeArray = [179];
  1904. return cards.filter(card=>{
  1905. const skill = getCardActiveSkill(card, searchTypeArray);
  1906. return skill;
  1907. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1908. },
  1909. addition:card=>{
  1910. const searchTypeArray = [179];
  1911. const skill = getCardActiveSkill(card, searchTypeArray);
  1912. if (!skill) return;
  1913. const sk = skill.params;
  1914. const fragment = document.createDocumentFragment();
  1915. fragment.append(createSkillIcon('auto-heal'));
  1916. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1917. return fragment;
  1918. }
  1919. },
  1920. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1921. function:cards=>{
  1922. return cards.filter(card=>{
  1923. const heal = healImmediately_Rate(card);
  1924. return Object.values(heal).some(v=>v);
  1925. })
  1926. .sort((a,b)=>{
  1927. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1928. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1929. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1930. let sortNum = a_i - b_i;
  1931. if (!sortNum)
  1932. {
  1933. sortNum = a_vs[a_i] - b_vs[b_i];
  1934. }
  1935. return sortNum;
  1936. });
  1937. },
  1938. addition:card=>{
  1939. const heal = healImmediately_Rate(card);
  1940. const fragment = document.createDocumentFragment();
  1941. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1942. if (heal.scale)
  1943. fragment.append(`${heal.scale}%`);
  1944. if (heal.const)
  1945. fragment.append(`${heal.const.bigNumberToString()}点`);
  1946. if (heal.selfRcv)
  1947. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1948. if (heal.vampire)
  1949. fragment.append(`${heal.vampire}%伤害`);
  1950. return fragment;
  1951. }
  1952. },
  1953. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1954. function:cards=>{
  1955. const searchTypeArray = [237];
  1956. return cards.filter(card=>{
  1957. const skill = getCardActiveSkill(card, searchTypeArray);
  1958. return skill;
  1959. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1960. },
  1961. addition:card=>{
  1962. const searchTypeArray = [237];
  1963. const skill = getCardActiveSkill(card, searchTypeArray);
  1964. if (!skill) return;
  1965. const sk = skill.params;
  1966. const fragment = document.createDocumentFragment();
  1967. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1968. return fragment;
  1969. }
  1970. },
  1971. {name:"Damage self",otLangName:{chs:"玩家自残",cht:"玩家自殘"},
  1972. function:cards=>{
  1973. return cards.filter(card=>damageSelf_Rate(card)>0)
  1974. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1975. },
  1976. addition:card=>{
  1977. let rate = damageSelf_Rate(card);
  1978. const fragment = document.createDocumentFragment();
  1979. fragment.append(createSkillIcon('heal', 'hp-decr'));
  1980. if (rate < 100)
  1981. fragment.append(`减少${rate}%`);
  1982. else
  1983. fragment.append(`减少到1`);
  1984. return fragment;
  1985. }
  1986. },
  1987. ]},
  1988. {group:true,name:"Buff",otLangName:{chs:"buff 类",cht:"buff 類"}, functions: [
  1989. {name:"RCV rate change",otLangName:{chs:"回复力 buff",cht:"回覆力 buff"},
  1990. function:cards=>{
  1991. return cards.filter(card=>{
  1992. const atkbuff = rcvBuff_Rate(card);
  1993. return atkbuff.skilltype > 0;
  1994. }).sort((a,b)=>{
  1995. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1996. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1997. if (sortNum == 0)
  1998. sortNum = a_pC.rate - b_pC.rate;
  1999. if (sortNum == 0)
  2000. sortNum = a_pC.turns - b_pC.turns;
  2001. return sortNum;
  2002. });
  2003. },
  2004. addition:card=>{
  2005. const atkbuff = rcvBuff_Rate(card);
  2006. const fragment = document.createDocumentFragment();
  2007. fragment.appendChild(createOrbsList([5]));
  2008. if (atkbuff.skilltype == 0) return fragment;
  2009. if (atkbuff.skilltype == 1)
  2010. {
  2011. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2012. if (atkbuff.awoken.length)
  2013. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2014. if (atkbuff.attrs.length)
  2015. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2016. if (atkbuff.types.length)
  2017. fragment.appendChild(createTypesList(atkbuff.types));
  2018. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2019. }else if (atkbuff.skilltype == 2)
  2020. {
  2021. if (atkbuff.attrs.length)
  2022. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2023. if (atkbuff.types.length)
  2024. fragment.appendChild(createTypesList(atkbuff.types));
  2025. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2026. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2027. }
  2028. return fragment;
  2029. }
  2030. },
  2031. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2032. function:cards=>{
  2033. return cards.filter(card=>{
  2034. const atkbuff = atkBuff_Rate(card);
  2035. return atkbuff.skilltype > 0;
  2036. }).sort((a,b)=>{
  2037. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2038. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2039. if (sortNum == 0)
  2040. sortNum = a_pC.rate - b_pC.rate;
  2041. if (sortNum == 0)
  2042. sortNum = a_pC.turns - b_pC.turns;
  2043. return sortNum;
  2044. });
  2045. },
  2046. addition:card=>{
  2047. const atkbuff = atkBuff_Rate(card);
  2048. const fragment = document.createDocumentFragment();
  2049. if (atkbuff.skilltype == 0) return fragment;
  2050. if (atkbuff.skilltype == 1)
  2051. {
  2052. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2053. if (atkbuff.awoken.length)
  2054. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2055. if (atkbuff.attrs.length)
  2056. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2057. if (atkbuff.types.length)
  2058. fragment.appendChild(createTypesList(atkbuff.types));
  2059. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2060. }else if (atkbuff.skilltype == 2)
  2061. {
  2062. if (atkbuff.attrs.length)
  2063. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2064. if (atkbuff.types.length)
  2065. fragment.appendChild(createTypesList(atkbuff.types));
  2066. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2067. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2068. }
  2069. return fragment;
  2070. }
  2071. },
  2072. {name:"Move time change",otLangName:{chs:"操作时间 buff",cht:"操作時間 buff"},
  2073. function:cards=>{
  2074. const searchTypeArray = [132];
  2075. return cards.filter(card=>{
  2076. const skill = getCardActiveSkill(card, searchTypeArray);
  2077. return skill;
  2078. }).sort((a,b)=>{
  2079. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2080. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2081. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2082. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2083. });
  2084. },
  2085. addition:card=>{
  2086. const searchTypeArray = [132];
  2087. const skill = getCardActiveSkill(card, searchTypeArray);
  2088. if (!skill) return;
  2089. const sk = skill.params;
  2090. let str = "👆";
  2091. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2092. if (sk[2]) str += `x${sk[2]/100}`;
  2093. str += `x${sk[0]}T`;
  2094. return str;
  2095. }
  2096. },
  2097. {name:"Adds combo",otLangName:{chs:"加C buff",cht:"加C buff"},
  2098. function:cards=>{
  2099. const searchTypeArray = [160];
  2100. return cards.filter(card=>{
  2101. const skill = getCardActiveSkill(card, searchTypeArray);
  2102. return skill;
  2103. }).sort((a,b)=>{
  2104. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2105. return a_s.params[1] - b_s.params[1];
  2106. });
  2107. },
  2108. addition:card=>{
  2109. const searchTypeArray = [160];
  2110. const skill = getCardActiveSkill(card, searchTypeArray);
  2111. if (!skill) return;
  2112. const sk = skill.params;
  2113. return `+${sk[1]}C×${sk[0]}T`;
  2114. }
  2115. },
  2116. {name:"Reduce Damage for all Attr",otLangName:{chs:"全属减伤 buff",cht:"全屬減傷 buff"},
  2117. function:cards=>{
  2118. const searchTypeArray = [3,156];
  2119. return cards.filter(card=>{
  2120. const skill = getCardActiveSkill(card, searchTypeArray);
  2121. if (!skill) return false;
  2122. if (skill.type == 156)
  2123. return skill.params[4]==3;
  2124. else
  2125. return true;
  2126. }).sort((a,b)=>{
  2127. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2128. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2129. if (!sortNum)
  2130. {
  2131. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2132. sortNum = a_pC - b_pC;
  2133. }
  2134. return sortNum;
  2135. });
  2136. },
  2137. addition:card=>{
  2138. const searchTypeArray = [3,156];
  2139. const skill = getCardActiveSkill(card, searchTypeArray);
  2140. if (!skill) return;
  2141. const sk = skill.params;
  2142. const fragment = document.createDocumentFragment();
  2143. if (skill.type == 156)
  2144. {
  2145. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2146. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2147. fragment.appendChild(creatAwokenList(awokenArr));
  2148. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2149. }else
  2150. {
  2151. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2152. }
  2153. return fragment;
  2154. }
  2155. },
  2156. {name:"Reduce 100% Damage",otLangName:{chs:"全属减伤 100%",cht:"全屬減傷 100%"},
  2157. function:cards=>{
  2158. const searchTypeArray = [3];
  2159. return cards.filter(card=>{
  2160. const skill = getCardActiveSkill(card, searchTypeArray);
  2161. return skill && skill.params[1]>=100;
  2162. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2163. },
  2164. addition:card=>{
  2165. const searchTypeArray = [3];
  2166. const skill = getCardActiveSkill(card, searchTypeArray);
  2167. if (!skill) return;
  2168. const sk = skill.params;
  2169. return `无敌×${sk[0]}T`;
  2170. }
  2171. },
  2172. {name:"Reduce all Damage for designated Attr",otLangName:{chs:"限属减伤 buff",cht:"限屬減傷 buff"},
  2173. function:cards=>{
  2174. const searchTypeArray = [21];
  2175. return cards.filter(card=>{
  2176. const skill = getCardActiveSkill(card, searchTypeArray);
  2177. return skill;
  2178. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2179. },
  2180. addition:card=>{
  2181. const searchTypeArray = [21];
  2182. const skill = getCardActiveSkill(card, searchTypeArray);
  2183. if (!skill) return;
  2184. const sk = skill.params;
  2185. const colors = [sk[1]];
  2186. const fragment = document.createDocumentFragment();
  2187. fragment.appendChild(document.createTextNode(`-`));
  2188. fragment.appendChild(createOrbsList(colors));
  2189. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2190. return fragment;
  2191. }
  2192. },
  2193. {name:"Mass Attacks",otLangName:{chs:"变为全体攻击",cht:"變爲全體攻擊"},
  2194. function:cards=>{
  2195. const searchTypeArray = [51];
  2196. return cards.filter(card=>{
  2197. const skill = getCardActiveSkill(card, searchTypeArray);
  2198. return skill;
  2199. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2200. },
  2201. addition:card=>{
  2202. const searchTypeArray = [51];
  2203. const skill = getCardActiveSkill(card, searchTypeArray);
  2204. if (!skill) return;
  2205. const sk = skill.params;
  2206. return `全体×${sk[0]}T`;
  2207. }
  2208. },
  2209. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2210. function:cards=>cards.filter(card=>{
  2211. const searchTypeArray = [156,168,228,231];
  2212. const skill = getCardActiveSkill(card, searchTypeArray);
  2213. return skill;
  2214. })
  2215. },
  2216. ]},
  2217. {group:true,name:"For Enemy",otLangName:{chs:"对敌 buff 类",cht:"對敵 buff 類"}, functions: [
  2218. {name:"Menace",otLangName:{chs:"威吓",cht:"威嚇"},
  2219. function:cards=>{
  2220. const searchTypeArray = [18];
  2221. return cards.filter(card=>{
  2222. const skill = getCardActiveSkill(card, searchTypeArray);
  2223. return skill;
  2224. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2225. },
  2226. addition:card=>{
  2227. const searchTypeArray = [18];
  2228. const skill = getCardActiveSkill(card, searchTypeArray);
  2229. if (!skill) return;
  2230. const sk = skill.params;
  2231. const fragment = document.createDocumentFragment();
  2232. fragment.appendChild(createSkillIcon('delay'));
  2233. fragment.append(`×${sk[0]}T`);
  2234. return fragment;
  2235. }
  2236. },
  2237. {name:"Reduces enemies' DEF",otLangName:{chs:"破防",cht:"破防"},
  2238. function:cards=>{
  2239. const searchTypeArray = [19];
  2240. return cards.filter(card=>{
  2241. const skill = getCardActiveSkill(card, searchTypeArray);
  2242. return skill;
  2243. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2244. },
  2245. addition:card=>{
  2246. const searchTypeArray = [19];
  2247. const skill = getCardActiveSkill(card, searchTypeArray);
  2248. if (!skill) return;
  2249. const sk = skill.params;
  2250. const fragment = document.createDocumentFragment();
  2251. fragment.appendChild(createSkillIcon('def-break'));
  2252. fragment.append(`${sk[1]}%×${sk[0]}T`);
  2253. return fragment;
  2254. }
  2255. },
  2256. {name:"Poisons enemies",otLangName:{chs:"中毒",cht:"中毒"},
  2257. function:cards=>{
  2258. const searchTypeArray = [4];
  2259. return cards.filter(card=>{
  2260. const skill = getCardActiveSkill(card, searchTypeArray);
  2261. return skill;
  2262. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2263. },
  2264. addition:card=>{
  2265. const searchTypeArray = [4];
  2266. const skill = getCardActiveSkill(card, searchTypeArray);
  2267. if (!skill) return;
  2268. const sk = skill.params;
  2269. const fragment = document.createDocumentFragment();
  2270. fragment.appendChild(createSkillIcon('poison'));
  2271. fragment.append(`ATK×${sk[0]/100}`);
  2272. return fragment;
  2273. }
  2274. },
  2275. {name:"Change enemies's Attr",otLangName:{chs:"改变敌人属性",cht:"改變敵人屬性"},
  2276. function:cards=>{
  2277. return cards.filter(card=>{
  2278. return changeEnemiesAttr_Attr(card).attr != null;
  2279. }).sort((a,b)=>{
  2280. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2281. return a_pC.attr - b_pC.attr;
  2282. })
  2283. },
  2284. addition:card=>{
  2285. let change = changeEnemiesAttr_Attr(card);
  2286. const fragment = document.createDocumentFragment();
  2287. fragment.appendChild(document.createTextNode(`敌→`));
  2288. fragment.appendChild(createOrbsList(change.attr));
  2289. if (change.turns > 0)
  2290. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2291. return fragment;
  2292. }
  2293. },
  2294. {name:"Counterattack buff",otLangName:{chs:"受伤反击 buff",cht:"受傷反擊 buff"},
  2295. function:cards=>{
  2296. const searchTypeArray = [60];
  2297. return cards.filter(card=>{
  2298. const skill = getCardActiveSkill(card, searchTypeArray);
  2299. return skill;
  2300. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2301. },
  2302. addition:card=>{
  2303. const searchTypeArray = [60];
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. if (!skill) return;
  2306. const sk = skill.params;
  2307. const fragment = document.createDocumentFragment();
  2308. fragment.appendChild(createSkillIcon('counter-attack'));
  2309. fragment.appendChild(createOrbsList(sk[2]));
  2310. fragment.appendChild(document.createTextNode(`×${sk[1]/100}倍`));
  2311. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2312. return fragment;
  2313. }
  2314. },
  2315. ]},
  2316. {group:true,name:"Orbs States Change",otLangName:{chs:"改变宝珠状态类",cht:"改變寶珠狀態類"}, functions: [
  2317. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2318. function:cards=>cards.filter(card=>{
  2319. const searchTypeArray = [172];
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill;
  2322. })
  2323. },
  2324. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2325. function:cards=>cards.filter(card=>{
  2326. const searchTypeArray = [152];
  2327. const skill = getCardActiveSkill(card, searchTypeArray);
  2328. return skill;
  2329. }),
  2330. addition:lock_Addition
  2331. },
  2332. {name:"Lock(≥6 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2333. function:cards=>cards.filter(card=>{
  2334. const searchTypeArray = [152];
  2335. const skill = getCardActiveSkill(card, searchTypeArray);
  2336. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2337. }),
  2338. addition:lock_Addition
  2339. },
  2340. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2341. function:cards=>{
  2342. const searchTypeArray = [52,91,140];
  2343. return cards.filter(card=>{
  2344. const skill = getCardActiveSkill(card, searchTypeArray);
  2345. return skill;
  2346. });
  2347. },
  2348. addition:card=>{
  2349. const searchTypeArray = [52,91,140];
  2350. const skill = getCardActiveSkill(card, searchTypeArray);
  2351. if (!skill) return;
  2352. const sk = skill.params;
  2353. let attrs = [];
  2354. switch (skill.type)
  2355. {
  2356. case 52:{
  2357. attrs.push(sk[0]); break;
  2358. }
  2359. case 91:{
  2360. attrs = sk.slice(0,-1); break;
  2361. }
  2362. case 140:{
  2363. attrs = Bin.unflags(sk[0]); break;
  2364. }
  2365. }
  2366. const fragment = document.createDocumentFragment();
  2367. fragment.appendChild(document.createTextNode(`强化`));
  2368. fragment.appendChild(createOrbsList(attrs));
  2369. return fragment;
  2370. }
  2371. },
  2372. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2373. function:cards=>cards.filter(card=>{
  2374. const searchTypeArray = [215];
  2375. const skill = getCardActiveSkill(card, searchTypeArray);
  2376. return skill;
  2377. }),
  2378. addition:card=>{
  2379. const searchTypeArray = [215];
  2380. const skill = getCardActiveSkill(card, searchTypeArray);
  2381. if (!skill) return;
  2382. const sk = skill.params;
  2383. const fragment = document.createDocumentFragment();
  2384. fragment.appendChild(document.createTextNode(`自封`));
  2385. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2386. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2387. return fragment;
  2388. }
  2389. },
  2390. ]},
  2391. {group:true,name:"Board States Change",otLangName:{chs:"改变板面状态类",cht:"改變板面狀態類"}, functions: [
  2392. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2393. function:cards=>cards.filter(card=>{
  2394. const searchTypeArray = [10];
  2395. const skill = getCardActiveSkill(card, searchTypeArray);
  2396. return skill;
  2397. })
  2398. },
  2399. {name:"No Skyfall",otLangName:{chs:"无天降 buff",cht:"無天降 buff"},
  2400. function:cards=>{
  2401. const searchTypeArray = [184];
  2402. return cards.filter(card=>{
  2403. const skill = getCardActiveSkill(card, searchTypeArray);
  2404. return skill;
  2405. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2406. },
  2407. addition:card=>{
  2408. const searchTypeArray = [184];
  2409. const skill = getCardActiveSkill(card, searchTypeArray);
  2410. if (!skill) return;
  2411. const sk = skill.params;
  2412. return `无↓×${sk[0]}T`;
  2413. }
  2414. },
  2415. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff",cht:"生成輪盤位 buff"},
  2416. function:cards=>{
  2417. const searchTypeArray = [207, 249];
  2418. return cards.filter(card=>{
  2419. const skill = getCardActiveSkill(card, searchTypeArray);
  2420. return skill;
  2421. }).sort((a,b)=>{
  2422. const a_s = getCardActiveSkill(a, searchTypeArray),
  2423. b_s = getCardActiveSkill(b, searchTypeArray);
  2424. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2425. });
  2426. },
  2427. addition:card=>{
  2428. const searchTypeArray = [207, 249];
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. if (!skill) return;
  2431. const sk = skill.params;
  2432. const fragment = document.createDocumentFragment();
  2433. fragment.append(createSkillIcon('board-roulette'));
  2434. if (skill.type == 249) {
  2435. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2436. }
  2437. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2438. return fragment;
  2439. }
  2440. },
  2441. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2442. function:cards=>{
  2443. const searchTypeArray = [238];
  2444. return cards.filter(card=>{
  2445. const skill = getCardActiveSkill(card, searchTypeArray);
  2446. return skill;
  2447. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2448. },
  2449. addition:card=>{
  2450. const searchTypeArray = [238];
  2451. const skill = getCardActiveSkill(card, searchTypeArray);
  2452. if (!skill) return;
  2453. const sk = skill.params;
  2454. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2455. }
  2456. },
  2457. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2458. function:cards=>{
  2459. const searchTypeArray = [239];
  2460. return cards.filter(card=>{
  2461. const skill = getCardActiveSkill(card, searchTypeArray);
  2462. return skill;
  2463. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2464. },
  2465. addition:card=>{
  2466. const searchTypeArray = [239];
  2467. const skill = getCardActiveSkill(card, searchTypeArray);
  2468. if (!skill) return;
  2469. const sk = skill.params;
  2470. const colums = Bin.unflags(sk[1]), rows = Bin.unflags(sk[2]);
  2471. const fragment = document.createDocumentFragment();
  2472. if (colums.length)
  2473. fragment.append(`${colums.length}竖`);
  2474. if (rows.length)
  2475. fragment.append(`${rows.length}横`);
  2476. fragment.append(`×${sk[0]}T`);
  2477. return fragment;
  2478. }
  2479. },
  2480. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2481. function:cards=>{
  2482. const searchTypeArray = [251];
  2483. return cards.filter(card=>{
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. return skill;
  2486. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2487. },
  2488. addition:card=>{
  2489. const searchTypeArray = [251];
  2490. const skill = getCardActiveSkill(card, searchTypeArray);
  2491. if (!skill) return;
  2492. const sk = skill.params;
  2493. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2494. }
  2495. },
  2496. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2497. function:cards=>{
  2498. const searchTypeArray = [244];
  2499. return cards.filter(card=>{
  2500. const skill = getCardActiveSkill(card, searchTypeArray);
  2501. return skill;
  2502. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2503. },
  2504. addition:card=>{
  2505. const searchTypeArray = [244];
  2506. const skill = getCardActiveSkill(card, searchTypeArray);
  2507. if (!skill) return;
  2508. const sk = skill.params;
  2509. let width, height;
  2510. switch (sk[1]) {
  2511. case 1: {
  2512. width = 7;
  2513. height = 6;
  2514. break;
  2515. }
  2516. case 2: {
  2517. width = 5;
  2518. height = 3;
  2519. break;
  2520. }
  2521. case 3: {
  2522. width = 6;
  2523. height = 5;
  2524. break;
  2525. }
  2526. default: {
  2527. width = 6;
  2528. height = 5;
  2529. }
  2530. }
  2531. return `[${width}×${height}]×${sk[0]}T`;
  2532. }
  2533. },
  2534. ]},
  2535. {group:true,name:"Orbs Drop",otLangName:{chs:"珠子掉落 类",cht:"珠子掉落 類"}, functions: [
  2536. {name:"Drop Enhanced Orbs",otLangName:{chs:"掉落强化宝珠 buff",cht:"掉落強化寶珠 buff"},
  2537. function:cards=>{
  2538. const searchTypeArray = [180];
  2539. return cards.filter(card=>{
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. return skill;
  2542. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2543. },
  2544. addition:card=>{
  2545. const searchTypeArray = [180];
  2546. const skill = getCardActiveSkill(card, searchTypeArray);
  2547. if (!skill) return;
  2548. const sk = skill.params;
  2549. return `${sk[1]}%×${sk[0]}T`;
  2550. }
  2551. },
  2552. {name:"Drop locked orbs(any color)",otLangName:{chs:"掉锁(不限色)",cht:"掉鎖(不限色)"},
  2553. function:cards=>{
  2554. const searchTypeArray = [205];
  2555. return cards.filter(card=>{
  2556. const skill = getCardActiveSkill(card, searchTypeArray);
  2557. return skill;
  2558. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2559. },
  2560. addition:dropLock_Addition
  2561. },
  2562. {name:"Drop locked orbs(≥6 color)",otLangName:{chs:"掉锁5色+心或全部",cht:"掉鎖5色+心或全部"},
  2563. function:cards=>{
  2564. const searchTypeArray = [205];
  2565. return cards.filter(card=>{
  2566. const skill = getCardActiveSkill(card, searchTypeArray);
  2567. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2568. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2569. },
  2570. addition:dropLock_Addition
  2571. },
  2572. {group:true,name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"}, functions: [
  2573. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2574. function:cards=>cards.filter(card=>{
  2575. const searchTypeArray = [126];
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. return skill;
  2578. }),
  2579. addition:dropOrb_Addition
  2580. },
  2581. {name:"Drop rate - Attr. - Fire",otLangName:{chs:"掉落率提升-属性-火",cht:"掉落率提升-屬性-火"},
  2582. function:cards=>cards.filter(card=>{
  2583. const searchTypeArray = [126];
  2584. const skill = getCardActiveSkill(card, searchTypeArray);
  2585. return skill && (skill.params[0] & 0b1);
  2586. }),
  2587. addition:dropOrb_Addition
  2588. },
  2589. {name:"Drop rate - Attr. - Water",otLangName:{chs:"掉落率提升-属性-水",cht:"掉落率提升-屬性-水"},
  2590. function:cards=>cards.filter(card=>{
  2591. const searchTypeArray = [126];
  2592. const skill = getCardActiveSkill(card, searchTypeArray);
  2593. return skill && (skill.params[0] & 0b10);
  2594. }),
  2595. addition:dropOrb_Addition
  2596. },
  2597. {name:"Drop rate - Attr. - Wood",otLangName:{chs:"掉落率提升-属性-木",cht:"掉落率提升-屬性-木"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [126];
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return skill && (skill.params[0] & 0b100);
  2602. }),
  2603. addition:dropOrb_Addition
  2604. },
  2605. {name:"Drop rate - Attr. - Light",otLangName:{chs:"掉落率提升-属性-光",cht:"掉落率提升-屬性-光"},
  2606. function:cards=>cards.filter(card=>{
  2607. const searchTypeArray = [126];
  2608. const skill = getCardActiveSkill(card, searchTypeArray);
  2609. return skill && (skill.params[0] & 0b1000);
  2610. }),
  2611. addition:dropOrb_Addition
  2612. },
  2613. {name:"Drop rate - Attr. - Dark",otLangName:{chs:"掉落率提升-属性-暗",cht:"掉落率提升-屬性-暗"},
  2614. function:cards=>cards.filter(card=>{
  2615. const searchTypeArray = [126];
  2616. const skill = getCardActiveSkill(card, searchTypeArray);
  2617. return skill && (skill.params[0] & 0b1_0000);
  2618. }),
  2619. addition:dropOrb_Addition
  2620. },
  2621. {name:"Drop rate - Attr. - Heart",otLangName:{chs:"掉落率提升-属性-心",cht:"掉落率提升-屬性-心"},
  2622. function:cards=>cards.filter(card=>{
  2623. const searchTypeArray = [126];
  2624. const skill = getCardActiveSkill(card, searchTypeArray);
  2625. return skill && (skill.params[0] & 0b10_0000);
  2626. }),
  2627. addition:dropOrb_Addition
  2628. },
  2629. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废",cht:"掉落率提升-屬性-毒、廢"},
  2630. function:cards=>cards.filter(card=>{
  2631. const searchTypeArray = [126];
  2632. const skill = getCardActiveSkill(card, searchTypeArray);
  2633. return skill && (skill.params[0] & 0b11_1100_0000);
  2634. }),
  2635. addition:dropOrb_Addition
  2636. },
  2637. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  2638. function:cards=>cards.filter(card=>{
  2639. const searchTypeArray = [126];
  2640. const skill = getCardActiveSkill(card, searchTypeArray);
  2641. return skill && skill.params[1] >= 99;
  2642. }),
  2643. addition:dropOrb_Addition
  2644. },
  2645. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2646. function:cards=>cards.filter(card=>{
  2647. const searchTypeArray = [126];
  2648. const skill = getCardActiveSkill(card, searchTypeArray);
  2649. return skill && skill.params[3] == 100;
  2650. }),
  2651. addition:dropOrb_Addition
  2652. },
  2653. ]},
  2654. {name:"Drop Nail Orbs",otLangName:{chs:"掉落钉珠 buff",cht:"掉落釘珠 buff"},
  2655. function:cards=>{
  2656. const searchTypeArray = [226];
  2657. return cards.filter(card=>{
  2658. const skill = getCardActiveSkill(card, searchTypeArray);
  2659. return skill;
  2660. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2661. },
  2662. addition:card=>{
  2663. const searchTypeArray = [226];
  2664. const skill = getCardActiveSkill(card, searchTypeArray);
  2665. if (!skill) return;
  2666. const sk = skill.params;
  2667. const fragment = document.createDocumentFragment();
  2668. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2669. return fragment;
  2670. }
  2671. },
  2672. {name:"Drop Thorn Orbs",otLangName:{chs:"掉落荆棘 debuff",cht:"掉落荊棘 debuff"},
  2673. function:cards=>{
  2674. const searchTypeArray = [243];
  2675. return cards.filter(card=>{
  2676. const skill = getCardActiveSkill(card, searchTypeArray);
  2677. return skill;
  2678. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2679. },
  2680. addition:card=>{
  2681. const searchTypeArray = [243];
  2682. const skill = getCardActiveSkill(card, searchTypeArray);
  2683. if (!skill) return;
  2684. const sk = skill.params;
  2685. const fragment = document.createDocumentFragment();
  2686. fragment.append(createSkillIcon('orb-thorn'));
  2687. if ((sk[1] & 0b1111111111) != 1023) {
  2688. let attrs = Bin.unflags(sk[1]);
  2689. fragment.append(createOrbsList(attrs));
  2690. }
  2691. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2692. return fragment;
  2693. }
  2694. },
  2695. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2696. function:cards=>{
  2697. const searchTypeArray = [253];
  2698. return cards.filter(card=>{
  2699. const skill = getCardActiveSkill(card, searchTypeArray);
  2700. return skill;
  2701. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2702. },
  2703. addition:card=>{
  2704. const searchTypeArray = [253];
  2705. const skill = getCardActiveSkill(card, searchTypeArray);
  2706. if (!skill) return;
  2707. const sk = skill.params;
  2708. const fragment = document.createDocumentFragment();
  2709. fragment.append(createSkillIcon('prediction-falling'));
  2710. fragment.append(`×${sk[0]}T`);
  2711. return fragment;
  2712. }
  2713. },
  2714. ]},
  2715. {group:true,name:"Change all Orbs on Board",otLangName:{chs:"洗板类",cht:"洗板類"}, functions: [
  2716. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意",cht:"洗版-任意"},
  2717. function:cards=>cards.filter(card=>{
  2718. const searchTypeArray = [71];
  2719. const skill = getCardActiveSkill(card, searchTypeArray);
  2720. return skill;
  2721. }),
  2722. addition:boardChange_Addition
  2723. },
  2724. {group:true,name:"Colors Count",otLangName:{chs:"颜色数量",cht:"颜色数量"}, functions: [
  2725. {name:"To 1 color(Farm)",otLangName:{chs:"1色(花火)",cht:"1色(花火)"},
  2726. function:cards=>cards.filter(card=>{
  2727. const searchTypeArray = [71];
  2728. const skill = getCardActiveSkill(card, searchTypeArray);
  2729. return boardChange_ColorTypes(skill).length == 1;
  2730. }),
  2731. addition:boardChange_Addition
  2732. },
  2733. {name:"To 2 color",otLangName:{chs:"2色",cht:"2色"},
  2734. function:cards=>cards.filter(card=>{
  2735. const searchTypeArray = [71];
  2736. const skill = getCardActiveSkill(card, searchTypeArray);
  2737. return boardChange_ColorTypes(skill).length == 2;
  2738. }),
  2739. addition:boardChange_Addition
  2740. },
  2741. {name:"To 3 color",otLangName:{chs:"3色",cht:"3色"},
  2742. function:cards=>cards.filter(card=>{
  2743. const searchTypeArray = [71];
  2744. const skill = getCardActiveSkill(card, searchTypeArray);
  2745. return boardChange_ColorTypes(skill).length == 3;
  2746. }),
  2747. addition:boardChange_Addition
  2748. },
  2749. {name:"To 4 color",otLangName:{chs:"4色",cht:"4色"},
  2750. function:cards=>cards.filter(card=>{
  2751. const searchTypeArray = [71];
  2752. const skill = getCardActiveSkill(card, searchTypeArray);
  2753. return boardChange_ColorTypes(skill).length == 4;
  2754. }),
  2755. addition:boardChange_Addition
  2756. },
  2757. {name:"To 5 color",otLangName:{chs:"5色",cht:"5色"},
  2758. function:cards=>cards.filter(card=>{
  2759. const searchTypeArray = [71];
  2760. const skill = getCardActiveSkill(card, searchTypeArray);
  2761. return boardChange_ColorTypes(skill).length == 5;
  2762. }),
  2763. addition:boardChange_Addition
  2764. },
  2765. {name:"To ≥6 color",otLangName:{chs:"6色以上",cht:"6色以上"},
  2766. function:cards=>cards.filter(card=>{
  2767. const searchTypeArray = [71];
  2768. const skill = getCardActiveSkill(card, searchTypeArray);
  2769. return boardChange_ColorTypes(skill).length >= 6;
  2770. }),
  2771. addition:boardChange_Addition
  2772. },
  2773. ]},
  2774. {group:true,name:"Include Color",otLangName:{chs:"包含颜色",cht:"包含颜色"}, functions: [
  2775. {name:"Include Fire",otLangName:{chs:"含火",cht:"含火"},
  2776. function:cards=>cards.filter(card=>{
  2777. const searchTypeArray = [71];
  2778. const skill = getCardActiveSkill(card, searchTypeArray);
  2779. return boardChange_ColorTypes(skill).includes(0);
  2780. }),
  2781. addition:boardChange_Addition
  2782. },
  2783. {name:"Include Water",otLangName:{chs:"含水",cht:"含水"},
  2784. function:cards=>cards.filter(card=>{
  2785. const searchTypeArray = [71];
  2786. const skill = getCardActiveSkill(card, searchTypeArray);
  2787. return boardChange_ColorTypes(skill).includes(1);
  2788. }),
  2789. addition:boardChange_Addition
  2790. },
  2791. {name:"Include Wood",otLangName:{chs:"含木",cht:"含木"},
  2792. function:cards=>cards.filter(card=>{
  2793. const searchTypeArray = [71];
  2794. const skill = getCardActiveSkill(card, searchTypeArray);
  2795. return boardChange_ColorTypes(skill).includes(2);
  2796. }),
  2797. addition:boardChange_Addition
  2798. },
  2799. {name:"Include Light",otLangName:{chs:"含光",cht:"含光"},
  2800. function:cards=>cards.filter(card=>{
  2801. const searchTypeArray = [71];
  2802. const skill = getCardActiveSkill(card, searchTypeArray);
  2803. return boardChange_ColorTypes(skill).includes(3);
  2804. }),
  2805. addition:boardChange_Addition
  2806. },
  2807. {name:"Include Dark",otLangName:{chs:"含暗",cht:"含暗"},
  2808. function:cards=>cards.filter(card=>{
  2809. const searchTypeArray = [71];
  2810. const skill = getCardActiveSkill(card, searchTypeArray);
  2811. return boardChange_ColorTypes(skill).includes(4);
  2812. }),
  2813. addition:boardChange_Addition
  2814. },
  2815. {name:"Include Heart",otLangName:{chs:"含心",cht:"含心"},
  2816. function:cards=>cards.filter(card=>{
  2817. const searchTypeArray = [71];
  2818. const skill = getCardActiveSkill(card, searchTypeArray);
  2819. return boardChange_ColorTypes(skill).includes(5);
  2820. }),
  2821. addition:boardChange_Addition
  2822. },
  2823. {name:"Include Jammers/Poison",otLangName:{chs:"含毒废",cht:"含毒廢"},
  2824. function:cards=>cards.filter(card=>{
  2825. const searchTypeArray = [71];
  2826. const skill = getCardActiveSkill(card, searchTypeArray);
  2827. const colors = boardChange_ColorTypes(skill);
  2828. return colors.includes(6)
  2829. || colors.includes(7)
  2830. || colors.includes(8)
  2831. || colors.includes(9);
  2832. }),
  2833. addition:boardChange_Addition
  2834. },
  2835. ]},
  2836. ]},
  2837. {group:true,name:"Orbs Color Change",otLangName:{chs:"指定色转珠类",cht:"指定色轉珠類"}, functions: [
  2838. {group:true,name:"To Color",otLangName:{chs:"转为颜色",cht:"转为颜色"}, functions: [
  2839. {name:"To Fire",otLangName:{chs:"变为-火",cht:"變爲-火"},
  2840. function:cards=>cards.filter(card=>{
  2841. const searchTypeArray = [9,20,154];
  2842. const skills = getCardActiveSkills(card, searchTypeArray);
  2843. if (!skills.length) return false;
  2844. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2845. return parsedSkills.some(p=>p.to.includes(0));
  2846. }),
  2847. addition:changeOrbs_Addition
  2848. },
  2849. {name:"To Water",otLangName:{chs:"变为-水",cht:"變爲-水"},
  2850. function:cards=>cards.filter(card=>{
  2851. const searchTypeArray = [9,20,154];
  2852. const skills = getCardActiveSkills(card, searchTypeArray);
  2853. if (!skills.length) return false;
  2854. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2855. return parsedSkills.some(p=>p.to.includes(1));
  2856. }),
  2857. addition:changeOrbs_Addition
  2858. },
  2859. {name:"To Wood",otLangName:{chs:"变为-木",cht:"變爲-木"},
  2860. function:cards=>cards.filter(card=>{
  2861. const searchTypeArray = [9,20,154];
  2862. const skills = getCardActiveSkills(card, searchTypeArray);
  2863. if (!skills.length) return false;
  2864. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2865. return parsedSkills.some(p=>p.to.includes(2));
  2866. }),
  2867. addition:changeOrbs_Addition
  2868. },
  2869. {name:"To Light",otLangName:{chs:"变为-光",cht:"變爲-光"},
  2870. function:cards=>cards.filter(card=>{
  2871. const searchTypeArray = [9,20,154];
  2872. const skills = getCardActiveSkills(card, searchTypeArray);
  2873. if (!skills.length) return false;
  2874. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2875. return parsedSkills.some(p=>p.to.includes(3));
  2876. }),
  2877. addition:changeOrbs_Addition
  2878. },
  2879. {name:"To Dark",otLangName:{chs:"变为-暗",cht:"變爲-暗"},
  2880. function:cards=>cards.filter(card=>{
  2881. const searchTypeArray = [9,20,154];
  2882. const skills = getCardActiveSkills(card, searchTypeArray);
  2883. if (!skills.length) return false;
  2884. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2885. return parsedSkills.some(p=>p.to.includes(4));
  2886. }),
  2887. addition:changeOrbs_Addition
  2888. },
  2889. {name:"To Heal",otLangName:{chs:"变为-心",cht:"變爲-心"},
  2890. function:cards=>cards.filter(card=>{
  2891. const searchTypeArray = [9,20,154];
  2892. const skills = getCardActiveSkills(card, searchTypeArray);
  2893. if (!skills.length) return false;
  2894. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2895. return parsedSkills.some(p=>p.to.includes(5));
  2896. }),
  2897. addition:changeOrbs_Addition
  2898. },
  2899. {name:"To Jammers/Poison",otLangName:{chs:"变为-毒废",cht:"變爲-毒廢"},
  2900. function:cards=>cards.filter(card=>{
  2901. const searchTypeArray = [9,20,154];
  2902. const skills = getCardActiveSkills(card, searchTypeArray);
  2903. if (!skills.length) return false;
  2904. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2905. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2906. }),
  2907. addition:changeOrbs_Addition
  2908. },
  2909. ]},
  2910. {group:true,name:"From Color",otLangName:{chs:"转走颜色",cht:"转走颜色"}, functions: [
  2911. {name:"From Fire",otLangName:{chs:"转走-火",cht:"轉走-火"},
  2912. function:cards=>cards.filter(card=>{
  2913. const searchTypeArray = [9,20,154];
  2914. const skills = getCardActiveSkills(card, searchTypeArray);
  2915. if (!skills.length) return false;
  2916. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2917. return parsedSkills.some(p=>p.from.includes(0));
  2918. }),
  2919. addition:changeOrbs_Addition
  2920. },
  2921. {name:"From Water",otLangName:{chs:"转走-水",cht:"轉走-水"},
  2922. function:cards=>cards.filter(card=>{
  2923. const searchTypeArray = [9,20,154];
  2924. const skills = getCardActiveSkills(card, searchTypeArray);
  2925. if (!skills.length) return false;
  2926. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2927. return parsedSkills.some(p=>p.from.includes(1));
  2928. }),
  2929. addition:changeOrbs_Addition
  2930. },
  2931. {name:"From Wood",otLangName:{chs:"转走-木",cht:"轉走-木"},
  2932. function:cards=>cards.filter(card=>{
  2933. const searchTypeArray = [9,20,154];
  2934. const skills = getCardActiveSkills(card, searchTypeArray);
  2935. if (!skills.length) return false;
  2936. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2937. return parsedSkills.some(p=>p.from.includes(2));
  2938. }),
  2939. addition:changeOrbs_Addition
  2940. },
  2941. {name:"From Light",otLangName:{chs:"转走-光",cht:"轉走-光"},
  2942. function:cards=>cards.filter(card=>{
  2943. const searchTypeArray = [9,20,154];
  2944. const skills = getCardActiveSkills(card, searchTypeArray);
  2945. if (!skills.length) return false;
  2946. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2947. return parsedSkills.some(p=>p.from.includes(3));
  2948. }),
  2949. addition:changeOrbs_Addition
  2950. },
  2951. {name:"From Dark",otLangName:{chs:"转走-暗",cht:"轉走-暗"},
  2952. function:cards=>cards.filter(card=>{
  2953. const searchTypeArray = [9,20,154];
  2954. const skills = getCardActiveSkills(card, searchTypeArray);
  2955. if (!skills.length) return false;
  2956. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2957. return parsedSkills.some(p=>p.from.includes(4));
  2958. }),
  2959. addition:changeOrbs_Addition
  2960. },
  2961. {name:"From Heart",otLangName:{chs:"转走-心",cht:"轉走-心"},
  2962. function:cards=>cards.filter(card=>{
  2963. const searchTypeArray = [9,20,154];
  2964. const skills = getCardActiveSkills(card, searchTypeArray);
  2965. if (!skills.length) return false;
  2966. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2967. return parsedSkills.some(p=>p.from.includes(5));
  2968. }),
  2969. addition:changeOrbs_Addition
  2970. },
  2971. {name:"From Jammers/Poison",otLangName:{chs:"转走-毒废",cht:"轉走-毒廢"},
  2972. function:cards=>cards.filter(card=>{
  2973. const searchTypeArray = [9,20,154];
  2974. const skills = getCardActiveSkills(card, searchTypeArray);
  2975. if (!skills.length) return false;
  2976. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2977. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2978. }),
  2979. addition:changeOrbs_Addition
  2980. },
  2981. ]},
  2982. ]},
  2983. {group:true,name:"Random Create Orbs",otLangName:{chs:"随机产珠类",cht:"隨機產珠類"}, functions: [
  2984. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  2985. function:cards=>cards.filter(card=>{
  2986. function is1515(sk)
  2987. {
  2988. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  2989. }
  2990. const searchTypeArray = [141];
  2991. const skill = getCardActiveSkill(card, searchTypeArray);
  2992. return skill && is1515(skill.params);
  2993. }),
  2994. addition:generateOrbs_Addition
  2995. },
  2996. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  2997. function:cards=>cards.filter(card=>{
  2998. function is30(sk)
  2999. {
  3000. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  3001. }
  3002. const searchTypeArray = [141];
  3003. const skill = getCardActiveSkill(card, searchTypeArray);
  3004. return skill && is30(skill.params);
  3005. }),
  3006. addition:generateOrbs_Addition
  3007. },
  3008. {group:true,name:"Orb Color",otLangName:{chs:"生成颜色",cht:"生成颜色"}, functions: [
  3009. {name:"6 color Orbs",otLangName:{chs:"6色",cht:"6色"},
  3010. function:cards=>cards.filter(card=>{
  3011. const gens = generateOrbsParse(card);
  3012. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  3013. }),
  3014. addition:generateOrbs_Addition
  3015. },
  3016. {name:"Fire Orbs",otLangName:{chs:"火",cht:"火"},
  3017. function:cards=>cards.filter(card=>{
  3018. const gens = generateOrbsParse(card);
  3019. return gens.some(gen=>gen.to & 0b000001);
  3020. }),
  3021. addition:generateOrbs_Addition
  3022. },
  3023. {name:"Water Orbs",otLangName:{chs:"水",cht:"水"},
  3024. function:cards=>cards.filter(card=>{
  3025. const gens = generateOrbsParse(card);
  3026. return gens.some(gen=>gen.to & 0b000010);
  3027. }),
  3028. addition:generateOrbs_Addition
  3029. },
  3030. {name:"Wood Orbs",otLangName:{chs:"木",cht:"木"},
  3031. function:cards=>cards.filter(card=>{
  3032. const gens = generateOrbsParse(card);
  3033. return gens.some(gen=>gen.to & 0b000100);
  3034. }),
  3035. addition:generateOrbs_Addition
  3036. },
  3037. {name:"Light Orbs",otLangName:{chs:"光",cht:"光"},
  3038. function:cards=>cards.filter(card=>{
  3039. const gens = generateOrbsParse(card);
  3040. return gens.some(gen=>gen.to & 0b001000);
  3041. }),
  3042. addition:generateOrbs_Addition
  3043. },
  3044. {name:"Dark Orbs",otLangName:{chs:"暗",cht:"暗"},
  3045. function:cards=>cards.filter(card=>{
  3046. const gens = generateOrbsParse(card);
  3047. return gens.some(gen=>gen.to & 0b010000);
  3048. }),
  3049. addition:generateOrbs_Addition
  3050. },
  3051. {name:"Heart Orbs",otLangName:{chs:"心",cht:"心"},
  3052. function:cards=>cards.filter(card=>{
  3053. const gens = generateOrbsParse(card);
  3054. return gens.some(gen=>gen.to & 0b100000);
  3055. }),
  3056. addition:generateOrbs_Addition
  3057. },
  3058. {name:"Jammers/Poison Orbs",otLangName:{chs:"毒废",cht:"毒廢"},
  3059. function:cards=>cards.filter(card=>{
  3060. const gens = generateOrbsParse(card);
  3061. return gens.some(gen=>gen.to & 0b1111000000);
  3062. }),
  3063. addition:generateOrbs_Addition
  3064. },
  3065. ]},
  3066. ]},
  3067. {group:true,name:"Create Fixed Position Orbs",otLangName:{chs:"固定位置产珠类",cht:"固定位置產珠類"}, functions: [
  3068. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3069. function:cards=>cards.filter(card=>{
  3070. const searchTypeArray = [176];
  3071. const skill = getCardActiveSkill(card, searchTypeArray);
  3072. return skill;
  3073. }),
  3074. addition:card=>{
  3075. const searchTypeArray = [176];
  3076. const skills = getCardActiveSkills(card, searchTypeArray);
  3077. if (!skills.length) return;
  3078. const fragment = document.createDocumentFragment();
  3079. fragment.appendChild(document.createTextNode(`形状`));
  3080. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3081. return fragment;
  3082. }
  3083. },
  3084. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3085. function:cards=>cards.filter(card=>{
  3086. function isOuterEdges(sk)
  3087. {
  3088. const baseLineNum1 = 0b111111;
  3089. const baseLineNum2 = 0b100001;
  3090. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3091. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3092. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3093. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3094. shapeThisRowOk(sk[4], baseLineNum1);
  3095. }
  3096. const searchTypeArray = [176];
  3097. const skill = getCardActiveSkill(card, searchTypeArray);
  3098. return skill && isOuterEdges(skill.params);
  3099. }),
  3100. addition:card=>{
  3101. const searchTypeArray = [176];
  3102. const skill = getCardActiveSkill(card, searchTypeArray);
  3103. if (!skill) return;
  3104. const sk = skill.params;
  3105. const fragment = document.createDocumentFragment();
  3106. fragment.appendChild(document.createTextNode(`外圈`));
  3107. fragment.appendChild(createOrbsList(sk[5]));
  3108. return fragment;
  3109. }
  3110. },
  3111. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3112. function:cards=>cards.filter(card=>{
  3113. function is3x3(sk)
  3114. {
  3115. const baseLineNum = 0b111;
  3116. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3117. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3118. {
  3119. lineNumArr.push(_lineNum);
  3120. }
  3121. for (let ri=0; ri<3; ri++)
  3122. {
  3123. //搜索所有可能的行存在
  3124. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3125. if (maybeLineNum.length < 1) continue;
  3126. maybeLineNum = maybeLineNum.filter(lineNum=>
  3127. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3128. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3129. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3130. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3131. );
  3132. if (maybeLineNum.length > 0) return true;
  3133. }
  3134. return false;
  3135. }
  3136. const searchTypeArray = [176];
  3137. const skill = getCardActiveSkill(card, searchTypeArray);
  3138. return skill && is3x3(skill.params.slice(0,5));
  3139. }),
  3140. addition:card=>{
  3141. const searchTypeArray = [176];
  3142. const skill = getCardActiveSkill(card, searchTypeArray);
  3143. if (!skill) return;
  3144. const sk = skill.params;
  3145. const fragment = document.createDocumentFragment();
  3146. fragment.appendChild(document.createTextNode(`3×3`));
  3147. fragment.appendChild(createOrbsList(sk[5]));
  3148. return fragment;
  3149. }
  3150. },
  3151. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3152. function:cards=>cards.filter(card=>{
  3153. const searchTypeArray = [176];
  3154. const skills = getCardActiveSkills(card, searchTypeArray);
  3155. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3156. }),
  3157. addition:function(card){
  3158. const searchTypeArray = [176];
  3159. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3160. if (!skills.length) return;
  3161. const fragment = document.createDocumentFragment();
  3162. fragment.appendChild(document.createTextNode(`十字`));
  3163. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3164. return fragment;
  3165. },
  3166. },
  3167. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3168. function:cards=>cards.filter(card=>{
  3169. const searchTypeArray = [176];
  3170. const skills = getCardActiveSkills(card, searchTypeArray);
  3171. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3172. }),
  3173. addition:function(card){
  3174. const searchTypeArray = [176];
  3175. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3176. if (!skills.length) return;
  3177. const fragment = document.createDocumentFragment();
  3178. fragment.appendChild(document.createTextNode(`L字`));
  3179. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3180. return fragment;
  3181. },
  3182. },
  3183. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3184. function:cards=>cards.filter(card=>{
  3185. const searchTypeArray = [127];
  3186. const skill = getCardActiveSkill(card, searchTypeArray);
  3187. return skill;
  3188. }),
  3189. addition:generateColumnOrbs_Addition
  3190. },
  3191. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3192. function:cards=>cards.filter(card=>{
  3193. function isHeart(sk)
  3194. {
  3195. for (let i=1;i<sk.length;i+=2)
  3196. {
  3197. if (sk[i] & 32)
  3198. {
  3199. return true;
  3200. }
  3201. }
  3202. }
  3203. const searchTypeArray = [127];
  3204. const skill = getCardActiveSkill(card, searchTypeArray);
  3205. return skill && isHeart(skill.params);
  3206. }),
  3207. addition:generateColumnOrbs_Addition
  3208. },
  3209. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3210. function:cards=>cards.filter(card=>{
  3211. const searchTypeArray = [128];
  3212. const skill = getCardActiveSkill(card, searchTypeArray);
  3213. return skill;
  3214. }),
  3215. addition:generateRowOrbs_Addition
  3216. },
  3217. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3218. function:cards=>cards.filter(card=>{
  3219. const searchTypeArray = [128];
  3220. const skill = getCardActiveSkill(card, searchTypeArray);
  3221. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3222. }),
  3223. addition:generateRowOrbs_Addition
  3224. },
  3225. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3226. function:cards=>cards.filter(card=>{
  3227. const searchTypeArray = [128];
  3228. const skill = getCardActiveSkill(card, searchTypeArray);
  3229. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3230. }),
  3231. addition:generateRowOrbs_Addition
  3232. },
  3233. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3234. function:cards=>cards.filter(card=>{
  3235. const searchTypeArray = [128];
  3236. const skill = getCardActiveSkill(card, searchTypeArray);
  3237. return skill && ((skill.params[0] | skill.params[2]) & 0b1110);
  3238. }),
  3239. addition:generateRowOrbs_Addition
  3240. },
  3241. {name:"Extensive horizontal(Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3242. function:cards=>cards.filter(card=>{
  3243. const searchTypeArray = [128,71,176];
  3244. function isRow(skill)
  3245. {
  3246. const sk = skill.params;
  3247. if (skill.type === 128) {//普通横
  3248. return true;
  3249. }
  3250. else if (skill.type === 71) {//花火
  3251. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3252. }
  3253. else if (skill.type === 176) {//特殊形状
  3254. return sk.some(n=>(n & 0b111111) === 0b111111)
  3255. }
  3256. return false;
  3257. }
  3258. const skill = getCardActiveSkill(card, searchTypeArray);
  3259. return skill && isRow(skill);
  3260. })
  3261. },
  3262. ]},
  3263. {group:true,name:"Damage Enemy - Gravity",otLangName:{chs:"对敌直接伤害类-重力",cht:"對敵直接傷害類-重力"}, functions: [
  3264. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3265. function:cards=>{
  3266. const searchTypeArray = [6, 161];
  3267. return cards.filter(card=>{
  3268. const skill = getCardActiveSkill(card, searchTypeArray);
  3269. return skill;
  3270. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3271. },
  3272. addition: gravity_Addition
  3273. },
  3274. {name:"Current HP",otLangName:{chs:"敌人当前血量",cht:"敵人當前血量"},
  3275. function:cards=>{
  3276. const searchTypeArray = [6];
  3277. return cards.filter(card=>{
  3278. const skill = getCardActiveSkill(card, searchTypeArray);
  3279. return skill;
  3280. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3281. },
  3282. addition: gravity_Addition
  3283. },
  3284. {name:"Max HP",otLangName:{chs:"敌人最大血量",cht:"敵人最大血量"},
  3285. function:cards=>{
  3286. const searchTypeArray = [161];
  3287. return cards.filter(card=>{
  3288. const skill = getCardActiveSkill(card, searchTypeArray);
  3289. return skill;
  3290. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3291. },
  3292. addition: gravity_Addition
  3293. },
  3294. {name:"Breaking Shield",otLangName:{chs:"破白盾",cht:"破白盾"},
  3295. function:cards=>{
  3296. const searchTypeArray = [259];
  3297. return cards.filter(card=>{
  3298. const skill = getCardActiveSkill(card, searchTypeArray);
  3299. return skill;
  3300. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3301. },
  3302. addition:card=>{
  3303. const searchTypeArray = [259];
  3304. const skill = getCardActiveSkill(card, searchTypeArray);
  3305. if (!skill) return;
  3306. const sk = skill.params;
  3307. const fragment = document.createDocumentFragment();
  3308. fragment.appendChild(createSkillIcon('breaking-shield'));
  3309. fragment.append(`-${sk[0]}%`);
  3310. return fragment;
  3311. }
  3312. },
  3313. ]},
  3314. {group:true,name:"Damage Enemy - Fixed damage",otLangName:{chs:"对敌直接伤害类-固伤",cht:"對敵直接傷害類-固傷"}, functions: [
  3315. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3316. function:cards=>{
  3317. const searchTypeArray = [55,188,56];
  3318. return cards.filter(card=>{
  3319. const skill = getCardActiveSkill(card, searchTypeArray);
  3320. return skill;
  3321. }).sort((a,b)=>{
  3322. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3323. 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);
  3324. return a_pC - b_pC;
  3325. });
  3326. },
  3327. addition:dixedDamage_Addition
  3328. },
  3329. {name:"Single",otLangName:{chs:"单体",cht:"單體"},
  3330. function:cards=>{
  3331. const searchTypeArray = [55,188];
  3332. return cards.filter(card=>{
  3333. const skill = getCardActiveSkill(card, searchTypeArray);
  3334. return skill;
  3335. }).sort((a,b)=>{
  3336. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3337. 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);
  3338. return a_pC - b_pC;
  3339. });
  3340. },
  3341. addition:dixedDamage_Addition
  3342. },
  3343. {name:"Mass",otLangName:{chs:"全体",cht:"全體"},
  3344. function:cards=>{
  3345. const searchTypeArray = [56];
  3346. return cards.filter(card=>{
  3347. const skill = getCardActiveSkill(card, searchTypeArray);
  3348. return skill;
  3349. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3350. },
  3351. addition:dixedDamage_Addition
  3352. },
  3353. ]},
  3354. {group:true,name:"Damage Enemy - Numerical damage",otLangName:{chs:"对敌直接伤害类-大炮",cht:"對敵直接傷害類-大炮"}, functions: [
  3355. {group:true,name:"Target",otLangName:{chs:"对象",cht:"對象"}, functions: [
  3356. {name:"Target - Single",otLangName:{chs:"对象-敌方单体",cht:"對象-敵方單體"},
  3357. function:cards=>cards.filter(card=>{
  3358. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3359. function isSingle(skill)
  3360. {
  3361. if (skill.type == 110)
  3362. return Boolean(skill.params[0]);
  3363. else if (skill.type == 144)
  3364. return Boolean(skill.params[2]);
  3365. else
  3366. return true;
  3367. }
  3368. const skill = getCardActiveSkill(card, searchTypeArray);
  3369. return skill && isSingle(skill);
  3370. }),
  3371. addition: numericalATK_Addition
  3372. },
  3373. {name:"Target - Mass",otLangName:{chs:"对象-敌方全体",cht:"對象-敵方全體"},
  3374. function:cards=>cards.filter(card=>{
  3375. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3376. function isAll(skill)
  3377. {
  3378. if (skill.type == 110)
  3379. return !Boolean(skill.params[0]);
  3380. else if (skill.type == 144)
  3381. return !Boolean(skill.params[2]);
  3382. else
  3383. return true;
  3384. }
  3385. const skill = getCardActiveSkill(card, searchTypeArray);
  3386. return skill && skill.id!=0 && isAll(skill);
  3387. }),
  3388. addition: numericalATK_Addition
  3389. },
  3390. {name:"Target - Designate Attr",otLangName:{chs:"对象-指定属性敌人",cht:"對象-指定屬性敵人"},
  3391. function:cards=>cards.filter(card=>{
  3392. const searchTypeArray = [42];
  3393. const skill = getCardActiveSkill(card, searchTypeArray);
  3394. return skill;
  3395. })
  3396. },
  3397. ]},
  3398. {group:true,name:"Attribute",otLangName:{chs:"属性",cht:"屬性"}, functions: [
  3399. {name:"Actors self attr.",otLangName:{chs:"释放者自身属性",cht:"釋放者自身屬性"},
  3400. function:cards=>cards.filter(card=>{
  3401. const searchTypeArray = [2,35];
  3402. const skill = getCardActiveSkill(card, searchTypeArray);
  3403. return skill;
  3404. })
  3405. },
  3406. ]},
  3407. {group:true,name:"Damage",otLangName:{chs:"伤害",cht:"傷害"}, functions: [
  3408. {name:"Damage - Rate by Actors self ATK",otLangName:{chs:"伤害-自身攻击倍率",cht:"傷害-自身攻擊倍率"},
  3409. function:cards=>cards.filter(card=>{
  3410. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3411. const skill = getCardActiveSkill(card, searchTypeArray);
  3412. return skill && skill.id!=0;
  3413. }).sort((a,b)=>{
  3414. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3415. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3416. function getNumber(skill)
  3417. {
  3418. const sk = skill.params;
  3419. switch(skill.type)
  3420. {
  3421. case 0:
  3422. case 37:
  3423. case 58:
  3424. case 59:
  3425. case 84:
  3426. case 85:
  3427. case 115:
  3428. return sk[1];
  3429. case 2:
  3430. case 35:
  3431. return sk[0];
  3432. default:
  3433. return 0;
  3434. }
  3435. }
  3436. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3437. return a_pC - b_pC;
  3438. }),
  3439. addition: numericalATK_Addition
  3440. },
  3441. {name:"Damage - Fixed Attr Number",otLangName:{chs:"伤害-指定属性数值",cht:"傷害-指定屬性數值"},
  3442. function:cards=>cards.filter(card=>{
  3443. const searchTypeArray = [1,42,86,87];
  3444. const skill = getCardActiveSkill(card, searchTypeArray);
  3445. return skill;
  3446. }).sort((a,b)=>{
  3447. const searchTypeArray = [1,42,86,87];
  3448. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3449. function getNumber(skill)
  3450. {
  3451. const sk = skill.params;
  3452. switch(skill.type)
  3453. {
  3454. case 1:
  3455. case 86:
  3456. case 87:
  3457. return sk[1];
  3458. case 42:
  3459. return sk[2];
  3460. default:
  3461. return 0;
  3462. }
  3463. }
  3464. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3465. return a_pC - b_pC;
  3466. }),
  3467. addition: numericalATK_Addition
  3468. },
  3469. {name:"Damage - By remaining HP",otLangName:{chs:"伤害-根据剩余血量",cht:"傷害-根據剩餘血量"},
  3470. function:cards=>{
  3471. const searchTypeArray = [110];
  3472. return cards.filter(card=>{
  3473. const skill = getCardActiveSkill(card, searchTypeArray);
  3474. return skill;
  3475. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3476. },
  3477. addition: numericalATK_Addition
  3478. },
  3479. {name:"Damage - Team total HP",otLangName:{chs:"伤害-队伍总 HP",cht:"傷害-隊伍總 HP"},
  3480. function:cards=>{
  3481. const searchTypeArray = [143];
  3482. return cards.filter(card=>{
  3483. const skill = getCardActiveSkill(card, searchTypeArray);
  3484. return skill;
  3485. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3486. },
  3487. addition: numericalATK_Addition
  3488. },
  3489. {name:"Damage - Team attrs ATK",otLangName:{chs:"伤害-队伍某属性总攻击",cht:"傷害-隊伍某屬性總攻擊"},
  3490. function:cards=>{
  3491. const searchTypeArray = [144];
  3492. return cards.filter(card=>{
  3493. const skill = getCardActiveSkill(card, searchTypeArray);
  3494. return skill;
  3495. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3496. },
  3497. addition: numericalATK_Addition
  3498. },
  3499. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3500. function:cards=>cards.filter(card=>{
  3501. const searchTypeArray = [35,115];
  3502. const skill = getCardActiveSkill(card, searchTypeArray);
  3503. return skill;
  3504. })
  3505. },
  3506. ]},
  3507. ]},
  3508. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3509. function:cards=>cards.filter(card=>{
  3510. if (card.activeSkillId == 0) return false;
  3511. let skill = Skills[card.activeSkillId];
  3512. //如果是单向进化类技能,也获取最后一次技能
  3513. if (skill.type == 232) skill = Skills[skill.params[skill.params.length-1]];
  3514. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3515. })
  3516. },
  3517. {name:"Time pause",otLangName:{chs:"时间暂停",cht:"時間暫停"},
  3518. function:cards=>{
  3519. const searchTypeArray = [5, 246, 247];
  3520. return cards.filter(card=>{
  3521. const skill = getCardActiveSkill(card, searchTypeArray);
  3522. return skill;
  3523. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3524. },
  3525. addition:card=>{
  3526. const searchTypeArray = [5, 246, 247];
  3527. const skill = getCardActiveSkill(card, searchTypeArray);
  3528. if (!skill) return;
  3529. const value = skill.params[0];
  3530. return `时停${value}s`;
  3531. }
  3532. },
  3533. {name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3534. function:cards=>cards.filter(card=>{
  3535. const searchTypeArray = [118];
  3536. const skill = getCardActiveSkill(card, searchTypeArray);
  3537. return skill;
  3538. })
  3539. },
  3540. {name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3541. function:cards=>cards.filter(card=>{
  3542. const searchTypeArray = [232, 233];
  3543. const skill = getCardActiveSkill(card, searchTypeArray);
  3544. return skill;
  3545. }),
  3546. addition:card=>{
  3547. const searchTypeArray = [232, 233];
  3548. const skill = getCardActiveSkill(card, searchTypeArray);
  3549. if (!skill) return;
  3550. const value = skill.params[0];
  3551. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3552. }
  3553. },
  3554. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3555. function:cards=>cards.filter(card=>{
  3556. const searchTypeArray = [225];
  3557. const skill = getCardActiveSkill(card, searchTypeArray);
  3558. return skill;
  3559. }),
  3560. addition:card=>{
  3561. const searchTypeArray = [225];
  3562. const skill = getCardActiveSkill(card, searchTypeArray);
  3563. if (!skill) return;
  3564. const sk = skill.params;
  3565. let strArr = [];
  3566. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3567. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3568. return `HP ${strArr.join(" ")}`;
  3569. }
  3570. },
  3571. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3572. function:cards=>cards.filter(card=>{
  3573. const searchTypeArray = [234];
  3574. const skill = getCardActiveSkill(card, searchTypeArray);
  3575. return skill;
  3576. }),
  3577. addition:card=>{
  3578. const searchTypeArray = [234];
  3579. const skill = getCardActiveSkill(card, searchTypeArray);
  3580. if (!skill) return;
  3581. const sk = skill.params;
  3582. let strArr = [];
  3583. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3584. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3585. return `层 ${strArr.join(" ")}`;
  3586. }
  3587. },
  3588. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3589. function:cards=>{
  3590. const searchTypeArray = [248];
  3591. return cards.filter(card=>{
  3592. const skill = getCardActiveSkill(card, searchTypeArray);
  3593. return skill;
  3594. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3595. },
  3596. addition:card=>{
  3597. const searchTypeArray = [248];
  3598. const skill = getCardActiveSkill(card, searchTypeArray);
  3599. if (!skill) return;
  3600. const sk = skill.params;
  3601. return `延迟${sk[0]}T`;
  3602. }
  3603. },
  3604. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3605. function:cards=>cards.filter(card=>{
  3606. const searchTypeArray = [255];
  3607. const skill = getCardActiveSkill(card, searchTypeArray);
  3608. return skill;
  3609. }),
  3610. addition:card=>{
  3611. const searchTypeArray = [255];
  3612. const skill = getCardActiveSkill(card, searchTypeArray);
  3613. if (!skill) return;
  3614. const sk = skill.params;
  3615. const fragment = document.createDocumentFragment();
  3616. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3617. return fragment;
  3618. }
  3619. },
  3620. ]},
  3621. {group:true,name:"Leader Skills",otLangName:{chs:"队长技",cht:"隊長技"}, functions: [
  3622. {group:true,name:"Matching Style",otLangName:{chs:"匹配模式",cht:"匹配模式"}, functions: [
  3623. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3624. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3625. },
  3626. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3627. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3628. },
  3629. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3630. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3631. },
  3632. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3633. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3634. },
  3635. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3636. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3637. },
  3638. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3639. function:cards=>cards.filter(card=>{
  3640. const searchTypeArray = [150];
  3641. const skill = getCardLeaderSkill(card, searchTypeArray);
  3642. return skill;
  3643. })
  3644. },
  3645. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3646. function:cards=>cards.filter(card=>{
  3647. const searchTypeArray = [151,209];
  3648. const skill = getCardLeaderSkill(card, searchTypeArray);
  3649. return skill;
  3650. })
  3651. },
  3652. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3653. function:cards=>cards.filter(card=>{
  3654. const searchTypeArray = [157];
  3655. const skill = getCardLeaderSkill(card, searchTypeArray);
  3656. return skill;
  3657. })
  3658. },
  3659. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3660. function:cards=>{
  3661. const searchTypeArray = [235];
  3662. return cards.filter(card=>{
  3663. const skill = getCardLeaderSkill(card, searchTypeArray);
  3664. if (!skill) return false;
  3665. const sk = skill.params;
  3666. if (!sk[3] || sk[3] === 100) return false;
  3667. return skill;
  3668. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3669. },
  3670. addition:card=>{
  3671. const searchTypeArray = [235];
  3672. const skill = getCardLeaderSkill(card, searchTypeArray);
  3673. if (!skill) return;
  3674. const sk = skill.params;
  3675. if (!sk[3] || sk[3] === 100) return;
  3676. const fragment = document.createDocumentFragment();
  3677. const sup = document.createElement("sup");
  3678. sup.textContent = "N";
  3679. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3680. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3681. if (sk[1]) {
  3682. fragment.append(`×≥${sk[1]}`);
  3683. } else {
  3684. fragment.append(`×${sk[2]}`);
  3685. }
  3686. return fragment;
  3687. }
  3688. },
  3689. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3690. function:cards=>cards.filter(card=>{
  3691. const searchTypeArray = [177];
  3692. const skill = getCardLeaderSkill(card, searchTypeArray);
  3693. return skill?.params[5];
  3694. })
  3695. },
  3696. ]},
  3697. {group:true,name:"Restriction/Bind",otLangName:{chs:"限制",cht:"限制"}, functions: [
  3698. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3699. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3700. },
  3701. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3702. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3703. },
  3704. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3705. function:cards=>cards.filter(card=>{
  3706. const searchTypeArray = [162,186];
  3707. const skill = getCardLeaderSkill(card, searchTypeArray);
  3708. return skill;
  3709. })
  3710. },
  3711. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3712. function:cards=>cards.filter(card=>{
  3713. const searchTypeArray = [163,177];
  3714. const skill = getCardLeaderSkill(card, searchTypeArray);
  3715. return skill;
  3716. })
  3717. },
  3718. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3719. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3720. },
  3721. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3722. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3723. },
  3724. {name:"Unable to less match",otLangName:{chs:"要求长串消除",cht:"要求長串消除"},
  3725. function:cards=>{
  3726. const searchTypeArray = [158];
  3727. return cards.filter(card=>{
  3728. const skill = getCardLeaderSkill(card, searchTypeArray);
  3729. return skill;
  3730. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3731. },
  3732. addition:card=>{
  3733. const searchTypeArray = [158];
  3734. const skill = getCardLeaderSkill(card, searchTypeArray);
  3735. const value = skill.params[0];
  3736. return `≥${value}珠`;
  3737. }
  3738. },
  3739. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3740. function:cards=>cards.filter(card=>{
  3741. const searchTypeArray = [125];
  3742. const skill = getCardLeaderSkill(card, searchTypeArray);
  3743. return skill;
  3744. }),
  3745. addition:card=>{
  3746. const searchTypeArray = [125];
  3747. const skill = getCardLeaderSkill(card, searchTypeArray);
  3748. if (!skill) return;
  3749. const sk = skill.params;
  3750. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3751. }
  3752. },
  3753. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3754. function:cards=>cards.filter(card=>{
  3755. const searchTypeArray = [175];
  3756. const skill = getCardLeaderSkill(card, searchTypeArray);
  3757. return skill;
  3758. }),
  3759. addition:card=>{
  3760. const searchTypeArray = [175];
  3761. const skill = getCardLeaderSkill(card, searchTypeArray);
  3762. if (!skill) return;
  3763. const sk = skill.params;
  3764. return `合作:${sk[0]}`;
  3765. }
  3766. },
  3767. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3768. function:cards=>cards.filter(card=>{
  3769. const searchTypeArray = [203];
  3770. const skill = getCardLeaderSkill(card, searchTypeArray);
  3771. return skill;
  3772. })
  3773. },
  3774. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3775. function:cards=>cards.filter(card=>{
  3776. const searchTypeArray = [229];
  3777. const skill = getCardLeaderSkill(card, searchTypeArray);
  3778. return skill;
  3779. }),
  3780. addition:card=>{
  3781. const searchTypeArray = [229];
  3782. const skill = getCardLeaderSkill(card, searchTypeArray);
  3783. if (!skill) return;
  3784. const sk = skill.params;
  3785. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  3786. const fragment = document.createDocumentFragment();
  3787. if (attrs.length)
  3788. fragment.appendChild(createOrbsList(attrs));
  3789. if (types.length)
  3790. fragment.appendChild(createTypesList(types));
  3791. return fragment;
  3792. }
  3793. },
  3794. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3795. function:cards=>cards.filter(card=>{
  3796. const searchTypeArray = [217];
  3797. const skill = getCardLeaderSkill(card, searchTypeArray);
  3798. return skill;
  3799. }),
  3800. addition:card=>{
  3801. const searchTypeArray = [217];
  3802. const skill = getCardLeaderSkill(card, searchTypeArray);
  3803. if (!skill) return;
  3804. const sk = skill.params;
  3805. return `★≤${sk[0]}`;
  3806. }
  3807. },
  3808. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3809. function:cards=>cards.filter(card=>{
  3810. const searchTypeArray = [245];
  3811. const skill = getCardLeaderSkill(card, searchTypeArray);
  3812. return skill;
  3813. }),
  3814. addition:card=>{
  3815. const searchTypeArray = [245];
  3816. const skill = getCardLeaderSkill(card, searchTypeArray);
  3817. if (!skill) return;
  3818. const sk = skill.params;
  3819. switch (sk[0]) {
  3820. case -1:
  3821. return `★各不相同`;
  3822. case -2:
  3823. return `★全部相同`;
  3824. default:
  3825. return `★全为${sk[0]}`;
  3826. }
  3827. }
  3828. },
  3829. ]},
  3830. {group:true,name:"Extra Effects",otLangName:{chs:"附加效果",cht:"附加效果"}, functions: [
  3831. {name:"Fixed damage inflicts",otLangName:{chs:"队长技固伤追击",cht:"隊長技固傷追擊"},
  3832. function:cards=>{
  3833. return cards.filter(card=>{
  3834. return getSkillFixedDamage(card) > 0;
  3835. }).sort((a,b)=>{
  3836. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3837. return a_pC - b_pC;
  3838. });
  3839. },
  3840. addition:card=>{
  3841. const value = getSkillFixedDamage(card);
  3842. if (value <= 0 ) return;
  3843. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3844. let skill;
  3845. if (skill = getCardLeaderSkill(card, [235])) {
  3846. nodeArr.push("/");
  3847. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3848. nodeArr.push(`×${skill.params[2]}`);
  3849. }
  3850. return nodeArr.nodeJoin();
  3851. }
  3852. },
  3853. {name:"Adds combo",otLangName:{chs:"队长技+C",cht:"隊長技+C"},
  3854. function:cards=>{
  3855. return cards.filter(card=>{
  3856. return getSkillAddCombo(card) > 0;
  3857. }).sort((a,b)=>{
  3858. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3859. return a_pC - b_pC;
  3860. });
  3861. },
  3862. addition:card=>{
  3863. const value = getSkillAddCombo(card);
  3864. if (value <= 0 ) return;
  3865. let nodeArr = [`+${value.bigNumberToString()}C`];
  3866. let skill;
  3867. if (skill = getCardLeaderSkill(card, [210])) {
  3868. nodeArr.push("/十字");
  3869. } else if (skill = getCardLeaderSkill(card, [235])) {
  3870. nodeArr.push("/");
  3871. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3872. nodeArr.push(`×${skill.params[2]}`);
  3873. }
  3874. return nodeArr.nodeJoin();
  3875. }
  3876. },
  3877. {name:"Move time changes",otLangName:{chs:"队长技加/减秒",cht:"隊長技加/減秒"},
  3878. function:cards=>{
  3879. const searchTypeArray = [15,185];
  3880. return cards.filter(card=>{
  3881. const skill = getCardLeaderSkill(card, searchTypeArray);
  3882. return skill;
  3883. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3884. },
  3885. addition:card=>{
  3886. const searchTypeArray = [15,185];
  3887. const skill = getCardLeaderSkill(card, searchTypeArray);
  3888. if (!skill) return;
  3889. const value = skill.params[0];
  3890. return `${value > 0 ? "+" : ""}${value/100}s`;
  3891. }
  3892. },
  3893. {name:"Fixed move time",otLangName:{chs:"固定操作时间",cht:"固定操作時間"},
  3894. function:cards=>{
  3895. const searchTypeArray = [178];
  3896. return cards.filter(card=>{
  3897. const skill = getCardLeaderSkill(card, searchTypeArray);
  3898. return skill;
  3899. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3900. },
  3901. addition:card=>{
  3902. const searchTypeArray = [178];
  3903. const skill = getCardLeaderSkill(card, searchTypeArray);
  3904. if (!skill) return;
  3905. const value = skill.params[0];
  3906. return `固定${value}s`;
  3907. }
  3908. },
  3909. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3910. function:cards=>cards.filter(card=>{
  3911. const searchTypeArray = [213];
  3912. const skill = getCardLeaderSkill(card, searchTypeArray);
  3913. return skill;
  3914. }),
  3915. addition:card=>{
  3916. const searchTypeArray = [213];
  3917. const skill = getCardLeaderSkill(card, searchTypeArray);
  3918. if (!skill) return;
  3919. const sk = skill.params;
  3920. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  3921. const fragment = document.createDocumentFragment();
  3922. if (attrs.length)
  3923. fragment.appendChild(createOrbsList(attrs));
  3924. if (types.length)
  3925. fragment.appendChild(createTypesList(types));
  3926. fragment.appendChild(document.createTextNode(`:+`));
  3927. if (awakenings.length)
  3928. fragment.appendChild(creatAwokenList(awakenings));
  3929. return fragment;
  3930. }
  3931. },
  3932. {name:"Bonus attack when matching Orbs",otLangName:{chs:"消除宝珠时计算防御的追打",cht:"消除寶珠時計算防禦的追打"},
  3933. function:cards=>{
  3934. const searchTypeArray = [12];
  3935. return cards.filter(card=>{
  3936. const skill = getCardLeaderSkill(card, searchTypeArray);
  3937. return skill;
  3938. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3939. },
  3940. addition:card=>{
  3941. const searchTypeArray = [12];
  3942. const skill = getCardLeaderSkill(card, searchTypeArray);
  3943. if (!skill) return;
  3944. const value = skill.params[0];
  3945. return `攻击×${(value/100).bigNumberToString()}倍`;
  3946. }
  3947. },
  3948. {name:"Recovers HP when matching Orbs",otLangName:{chs:"消除宝珠时回血",cht:"消除寶珠時回血"},
  3949. function:cards=>{
  3950. const searchTypeArray = [13];
  3951. return cards.filter(card=>{
  3952. const skill = getCardLeaderSkill(card, searchTypeArray);
  3953. return skill;
  3954. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3955. },
  3956. addition:card=>{
  3957. const searchTypeArray = [13];
  3958. const skill = getCardLeaderSkill(card, searchTypeArray);
  3959. if (!skill) return;
  3960. const value = skill.params[0];
  3961. return `回复×${(value/100).bigNumberToString()}倍`;
  3962. }
  3963. },
  3964. {name:"Reduce damage when rcv",otLangName:{chs:"回血加盾",cht:"回血加盾"},
  3965. function:cards=>{
  3966. const searchTypeArray = [198];
  3967. return cards.filter(card=>{
  3968. const skill = getCardLeaderSkill(card, searchTypeArray);
  3969. return skill && skill.params[2];
  3970. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3971. },
  3972. addition:card=>{
  3973. const searchTypeArray = [198];
  3974. const skill = getCardLeaderSkill(card, searchTypeArray);
  3975. if (!skill) return;
  3976. const sk = skill.params;
  3977. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3978. }
  3979. },
  3980. {name:"Recover Awkn Skill bind when rcv",otLangName:{chs:"回血解觉",cht:"回血解覺"},
  3981. function:cards=>{
  3982. const searchTypeArray = [198];
  3983. return cards.filter(card=>{
  3984. const skill = getCardLeaderSkill(card, searchTypeArray);
  3985. return skill && skill.params[3];
  3986. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3987. },
  3988. addition:card=>{
  3989. const searchTypeArray = [198];
  3990. const skill = getCardLeaderSkill(card, searchTypeArray);
  3991. if (!skill) return;
  3992. const sk = skill.params;
  3993. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3994. }
  3995. },
  3996. {name:"Counterattack",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3997. function:cards=>{
  3998. const searchTypeArray = [41];
  3999. return cards.filter(card=>{
  4000. const skill = getCardLeaderSkill(card, searchTypeArray);
  4001. return skill;
  4002. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  4003. },
  4004. addition:card=>{
  4005. const searchTypeArray = [41];
  4006. const skill = getCardLeaderSkill(card, searchTypeArray);
  4007. if (!skill) return;
  4008. const sk = skill.params;
  4009. const fragment = document.createDocumentFragment();
  4010. fragment.appendChild(createOrbsList(sk[2] || 0));
  4011. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  4012. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  4013. return fragment;
  4014. }
  4015. },
  4016. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  4017. function:cards=>cards.filter(card=>{
  4018. const searchTypeArray = [197];
  4019. const skill = getCardLeaderSkill(card, searchTypeArray);
  4020. return skill;
  4021. })
  4022. },
  4023. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  4024. function:cards=>{
  4025. const searchTypeArray = [14];
  4026. return cards.filter(card=>{
  4027. const skill = getCardLeaderSkill(card, searchTypeArray);
  4028. return skill;
  4029. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4030. },
  4031. addition:card=>{
  4032. const searchTypeArray = [14];
  4033. const skill = getCardLeaderSkill(card, searchTypeArray);
  4034. if (!skill) return;
  4035. const value = skill.params[0];
  4036. return `HP≥${value}%`;
  4037. }
  4038. },
  4039. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  4040. function:cards=>{
  4041. const searchTypeArray = [254];
  4042. return cards.filter(card=>{
  4043. const skill = getCardLeaderSkill(card, searchTypeArray);
  4044. return skill;
  4045. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4046. }
  4047. },
  4048. {name:"Increase item drop rate",otLangName:{chs:"增加道具掉落率",cht:"增加道具掉落率"},
  4049. function:cards=>{
  4050. const searchTypeArray = [53];
  4051. return cards.filter(card=>{
  4052. const skill = getCardLeaderSkill(card, searchTypeArray);
  4053. return skill;
  4054. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4055. },
  4056. addition:card=>{
  4057. const searchTypeArray = [53];
  4058. const skill = getCardLeaderSkill(card, searchTypeArray);
  4059. if (!skill) return;
  4060. const sk = skill.params;
  4061. return `掉率x${sk[0]/100}`;
  4062. }
  4063. },
  4064. {name:"Increase coin rate",otLangName:{chs:"增加金币掉落倍数",cht:"增加金幣掉落倍數"},
  4065. function:cards=>{
  4066. const searchTypeArray = [54];
  4067. return cards.filter(card=>{
  4068. const skill = getCardLeaderSkill(card, searchTypeArray);
  4069. return skill;
  4070. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4071. },
  4072. addition:card=>{
  4073. const searchTypeArray = [54];
  4074. const skill = getCardLeaderSkill(card, searchTypeArray);
  4075. if (!skill) return;
  4076. const sk = skill.params;
  4077. return `金币x${sk[0]/100}`;
  4078. }
  4079. },
  4080. {name:"Increase Exp rate",otLangName:{chs:"增加经验获取倍数",cht:"增加經驗獲取倍數"},
  4081. function:cards=>{
  4082. const searchTypeArray = [148];
  4083. return cards.filter(card=>{
  4084. const skill = getCardLeaderSkill(card, searchTypeArray);
  4085. return skill;
  4086. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4087. },
  4088. addition:card=>{
  4089. const searchTypeArray = [148];
  4090. const skill = getCardLeaderSkill(card, searchTypeArray);
  4091. if (!skill) return;
  4092. const sk = skill.params;
  4093. return `经验x${sk[0]/100}`;
  4094. }
  4095. },
  4096. ]},
  4097. {group:true,name:"HP Scale",otLangName:{chs:"血倍率",cht:"血倍率"}, functions: [
  4098. {name:"HP Scale [3, ∞)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4099. function:cards=>cards.filter(card=>{
  4100. const skill = Skills[card.leaderSkillId];
  4101. const HPscale = getHPScale(skill);
  4102. return HPscale >= 3;
  4103. }).sort(sortByHPScal),
  4104. addition: HPScal_Addition
  4105. },
  4106. {name:"HP Scale [2, 3)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4107. function:cards=>cards.filter(card=>{
  4108. const skill = Skills[card.leaderSkillId];
  4109. const HPscale = getHPScale(skill);
  4110. return HPscale >= 2 && HPscale < 3;
  4111. }).sort(sortByHPScal),
  4112. addition: HPScal_Addition
  4113. },
  4114. {name:"HP Scale [1.5, 2)",otLangName:{chs:"队长血倍率[1.5, 2)",cht:"隊長血倍率[1.5, 2)"},
  4115. function:cards=>cards.filter(card=>{
  4116. const skill = Skills[card.leaderSkillId];
  4117. const HPscale = getHPScale(skill);
  4118. return HPscale >= 1.5 && HPscale < 2;
  4119. }).sort(sortByHPScal),
  4120. addition: HPScal_Addition
  4121. },
  4122. {name:"HP Scale (1, 1.5)",otLangName:{chs:"队长血倍率(1, 1.5)",cht:"隊長血倍率(1, 1.5)"},
  4123. function:cards=>cards.filter(card=>{
  4124. const skill = Skills[card.leaderSkillId];
  4125. const HPscale = getHPScale(skill);
  4126. return HPscale > 1 && HPscale < 1.5;
  4127. }).sort(sortByHPScal),
  4128. addition: HPScal_Addition
  4129. },
  4130. {name:"HP Scale == 1",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4131. function:cards=>cards.filter(card=>{
  4132. const skill = Skills[card.leaderSkillId];
  4133. const HPscale = getHPScale(skill);
  4134. return HPscale === 1;
  4135. }),
  4136. addition: HPScal_Addition
  4137. },
  4138. {name:"HP Scale [0, 1)",otLangName:{chs:"队长血倍率[0, 1)",cht:"隊長血倍率[0, 1)"},
  4139. function:cards=>cards.filter(card=>{
  4140. const skill = Skills[card.leaderSkillId];
  4141. const HPscale = getHPScale(skill);
  4142. return HPscale < 1;
  4143. }).sort(sortByHPScal),
  4144. addition: HPScal_Addition
  4145. },
  4146. ]},
  4147. {group:true,name:"Reduce Shield",otLangName:{chs:"减伤盾",cht:"減傷盾"}, functions: [
  4148. {name:"Reduce Damage [75%, 100%]",otLangName:{chs:"队长盾减伤[75%, 100%]",cht:"隊長盾減傷[75%, 100%]"},
  4149. function:cards=>cards.filter(card=>{
  4150. const skill = Skills[card.leaderSkillId];
  4151. const reduceScale = getReduceScale(skill);
  4152. return reduceScale >= 0.75;
  4153. }).sort(sortByReduceScale),
  4154. addition: ReduceScale_Addition
  4155. },
  4156. {name:"Reduce Damage [50%, 75%)",otLangName:{chs:"队长盾减伤[50%, 75%)",cht:"隊長盾減傷[50%, 75%)"},
  4157. function:cards=>cards.filter(card=>{
  4158. const skill = Skills[card.leaderSkillId];
  4159. const reduceScale = getReduceScale(skill);
  4160. return reduceScale >= 0.5 && reduceScale < 0.75;
  4161. }).sort(sortByReduceScale),
  4162. addition: ReduceScale_Addition
  4163. },
  4164. {name:"Reduce Damage [25%, 50%)",otLangName:{chs:"队长盾减伤[25%, 50%)",cht:"隊長盾減傷[25%, 50%)"},
  4165. function:cards=>cards.filter(card=>{
  4166. const skill = Skills[card.leaderSkillId];
  4167. const reduceScale = getReduceScale(skill);
  4168. return reduceScale >= 0.25 && reduceScale < 0.5;
  4169. }).sort(sortByReduceScale),
  4170. addition: ReduceScale_Addition
  4171. },
  4172. {name:"Reduce Damage (0%, 25%)",otLangName:{chs:"队长盾减伤(0%, 25%)",cht:"隊長盾減傷(0%, 25%)"},
  4173. function:cards=>cards.filter(card=>{
  4174. const skill = Skills[card.leaderSkillId];
  4175. const reduceScale = getReduceScale(skill);
  4176. return reduceScale > 0 && reduceScale < 0.25;
  4177. }).sort(sortByReduceScale),
  4178. addition: ReduceScale_Addition
  4179. },
  4180. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4181. function:cards=>cards.filter(card=>{
  4182. const skill = Skills[card.leaderSkillId];
  4183. const reduceScale = getReduceScale(skill);
  4184. return reduceScale === 0;
  4185. })
  4186. },
  4187. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  4188. function:cards=>cards.filter(card=>{
  4189. const skill = Skills[card.leaderSkillId];
  4190. return getReduceScale(skill, true) > 0;
  4191. })
  4192. },
  4193. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  4194. function:cards=>cards.filter(card=>{
  4195. const skill = Skills[card.leaderSkillId];
  4196. return getReduceScale(skill, undefined, true) > 0;
  4197. })
  4198. },
  4199. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  4200. function:cards=>cards.filter(card=>{
  4201. const skill = Skills[card.leaderSkillId];
  4202. return getReduceScale(skill, undefined, undefined, true) > 0;
  4203. })
  4204. },
  4205. /*{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  4206. function:cards=>cards.filter(card=>{
  4207. const skill = Skills[card.leaderSkillId];
  4208. const reduceScale = getReduceScale(skill);
  4209. return reduceScale>=0.29;
  4210. }).sort(sortByReduceScale)
  4211. },*/
  4212. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  4213. function:cards=>{
  4214. return cards.filter(card=>{
  4215. const skill = Skills[card.leaderSkillId];
  4216. return getReduceScale_unconditional(skill) > 0;
  4217. }).sort((a,b)=>{
  4218. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4219. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4220. });
  4221. },
  4222. addition:card=>{
  4223. const skill = Skills[card.leaderSkillId];
  4224. const scale = getReduceScale_unconditional(skill)
  4225. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4226. }
  4227. },
  4228. ]},
  4229. ]},
  4230. {group:true,name:"Evo type",otLangName:{chs:"进化类型",cht:"進化類型"}, functions: [
  4231. {group:true,name:"Transform",otLangName:{chs:"变身相关",cht:"變身相關"}, functions: [
  4232. {name:"No Transform",otLangName:{chs:"非变身",cht:"非變身"},
  4233. function:cards=>cards.filter(card=>
  4234. !Array.isArray(card.henshinFrom) &&
  4235. !Array.isArray(card.henshinTo))
  4236. },
  4237. {name:"After Transform",otLangName:{chs:"变身后",cht:"變身後"},
  4238. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4239. },
  4240. {name:"Before Transform",otLangName:{chs:"变身前",cht:"變身前"},
  4241. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4242. },
  4243. {name:"Not Before Transform",otLangName:{chs:"除了变身前",cht:"除了變身前"},
  4244. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4245. },
  4246. {name:"Random Transform",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4247. function:cards=>cards.filter(card=>{
  4248. const searchTypeArray = [236];
  4249. const skill = getCardActiveSkill(card, searchTypeArray);
  4250. return skill;
  4251. })
  4252. },
  4253. ]},
  4254. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4255. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4256. },
  4257. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4258. {name:"Reincarnation/Super Rein..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4259. function:cards=>cards.filter(isReincarnated)
  4260. }, //evoBaseId可能为0
  4261. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  4262. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4263. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4264. },
  4265. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4266. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4267. },
  4268. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4269. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4270. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4271. },
  4272. ]},
  4273. {group:true,name:"Awakenings",otLangName:{chs:"觉醒类",cht:"覺醒類"}, functions: [
  4274. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4275. function:cards=>cards.filter(card=>card.syncAwakening),
  4276. addition:card=>{if (card.syncAwakeningConditions) {
  4277. return card.syncAwakeningConditions.map(c=>cardN(c.id)).nodeJoin();
  4278. }}
  4279. },
  4280. {name:"Full Awakening (9 / 8 for weapon)",otLangName:{chs:"满觉醒(9个/武器8个)",cht:"滿覺醒(9個/武器8個)"},
  4281. function:cards=>cards.filter(card=>card.awakenings.length >= ( card.awakenings.includes(49) ? 8 : 9))
  4282. },
  4283. {name:"Has, but not full Awakening",otLangName:{chs:"有,但觉醒未满",cht:"有,覺醒未滿"},
  4284. function:cards=>cards.filter(card=>card.awakenings.length > 0 && card.awakenings.length < ( card.awakenings.includes(49) ? 8 : 9))
  4285. },
  4286. {name:"3 same Killer, or 2 with latent",otLangName:{chs:"3个相同杀觉醒,或2+潜觉",cht:"3個相同殺覺醒,或2+潛覺"},
  4287. function:cards=>cards.filter(card=>{
  4288. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4289. if (hasAwokenKiller)
  4290. { //大于2个杀的进行判断
  4291. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4292. { //大于3个杀的直接过
  4293. return true;
  4294. }else
  4295. { //2个杀的
  4296. const isAllowLatent = card.types.filter(i=>
  4297. i>=0 //去掉-1的type
  4298. ).map(type=>
  4299. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4300. ).some(ls=>
  4301. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4302. );
  4303. return isAllowLatent
  4304. }
  4305. }else
  4306. {
  4307. return false;
  4308. }
  4309. })
  4310. },
  4311. {group:true,name:"Kind of Awakening (No Super Awoken)",otLangName:{chs:"某类觉醒(无超觉)",cht:"某類覺醒(无超觉)"}, functions: [
  4312. {name:"Any Reduce Attr. Damage Awakening",otLangName:{chs:"任意颜色盾觉醒",cht:"任意顏色盾覺醒"},
  4313. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=4 && ak<=8))
  4314. },
  4315. {name:"Any Killer Awakening",otLangName:{chs:"任意杀手觉醒",cht:"任意殺手覺醒"},
  4316. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=31 && ak<=42))
  4317. },
  4318. {name:"Any Enhanced Orbs Awakening",otLangName:{chs:"任意+珠觉醒",cht:"任意+珠覺醒"},
  4319. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=14 && ak<=18 || ak === 29 || ak>=99 && ak<=104))
  4320. },
  4321. {name:"Any Enhanced Rows Awakening",otLangName:{chs:"任意横行强化觉醒",cht:"任意横行強化覺醒"},
  4322. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=22 && ak<=26 || ak>=116 && ak<=120))
  4323. },
  4324. {name:"Any Enhanced Combos Awakening",otLangName:{chs:"任意连击强化(章鱼烧)觉醒",cht:"任意連擊強化(章魚燒)覺醒"},
  4325. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=73 && ak<=77 || ak>=121 && ak<=125))
  4326. },
  4327. {name:"Any Multi Attr. Enhanced Awakening",otLangName:{chs:"任意杂色强化觉醒",cht:"任意雜色強化覺醒"},
  4328. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak === 44 || ak === 51 || ak>=79 && ak<=81 || ak === 97 || ak>=112 && ak<=114))
  4329. },
  4330. {name:"Any Add Type Awakening",otLangName:{chs:"任意附加类型觉醒",cht:"任意附加類型覺醒"},
  4331. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=83 && ak<=90))
  4332. },
  4333. {name:"Any Change Sub Attr. Awakening",otLangName:{chs:"任意更改副属性觉醒",cht:"任意更改副屬性覺醒"},
  4334. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=91 && ak<=95))
  4335. },
  4336. ]},
  4337. ]},
  4338. {group:true,name:"Others Search",otLangName:{chs:"其他搜索",cht:"其他搜索"}, functions: [
  4339. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎)",cht:"攻擊型或水屬性(炭治郎)"},
  4340. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4341. },
  4342. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4343. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4344. },
  4345. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  4346. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4347. },
  4348. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  4349. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4350. addition:card=>`成长${card.limitBreakIncr}%`
  4351. },
  4352. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4353. function:cards=>cards.filter(card=>card.maxLevel==1)
  4354. },
  4355. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4356. function:cards=>cards.filter(card=>card.sellMP<100)
  4357. },
  4358. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4359. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4360. },
  4361. {name:"Have 3 Attrs",otLangName:{chs:"有3个属性",cht:"有3個屬性"},
  4362. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6).length >= 3)
  4363. },
  4364. {name:"3 attrs are different",otLangName:{chs:"3属性不一致",cht:"3屬性不一致"},
  4365. function:cards=>cards.filter(({attrs})=>(new Set(attrs.filter(a=>a>=0 && a<6))).size >= 3)
  4366. },
  4367. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4368. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4369. },
  4370. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4371. function:cards=>cards.filter(card=>card.stackable),
  4372. },
  4373. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4374. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4375. },
  4376. {group:true,name:"Sold in stores",otLangName:{chs:"直接售卖",cht:"直接售賣"}, functions: [
  4377. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4378. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4379. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4380. },
  4381. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4382. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4383. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4384. },
  4385. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4386. function:cards=>cards.filter(({badgeId})=>badgeId),
  4387. addition:({badgeId})=>{
  4388. if (!badgeId) return;
  4389. const fragment = document.createDocumentFragment();
  4390. fragment.append(`ID.${badgeId}`);
  4391. const icon = document.createElement("icon");
  4392. icon.className = "badge";
  4393. icon.setAttribute("data-badge-icon", badgeId);
  4394. fragment.append(icon);
  4395. return fragment;
  4396. }
  4397. },
  4398. ]},
  4399. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4400. function:cards=>cards.filter(card=>card.skillBanner)
  4401. },
  4402. {group:true,name:"Only Additional display",otLangName:{chs:"附加显示",cht:"附加显示"}, functions: [
  4403. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4404. function:cards=>cards,
  4405. addition:card=>card.name
  4406. },
  4407. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4408. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4409. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4410. },
  4411. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4412. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4413. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4414. },
  4415. {name:"Show Sell Monster Point(MP)",otLangName:{chs:"显示售卖怪物点数(MP)",cht:"显示售賣怪物點數(MP)"},
  4416. function:cards=>cards,
  4417. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4418. },
  4419. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4420. function:cards=>cards,
  4421. addition:card=>createTypesList(card.types)
  4422. },
  4423. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4424. function:cards=>cards,
  4425. addition:card=>`COST ${card.cost}`
  4426. },
  4427. {name:"Show Card Group ID",otLangName:{chs:"显示角色分组ID",cht:"顯示角色分組ID"},
  4428. function:cards=>cards,
  4429. addition:card=>{
  4430. const ul = document.createElement("ul");
  4431. ul.className = "monsterinfo-groupId";
  4432. const mSeriesId = ul.appendChild(document.createElement("li"));
  4433. mSeriesId.className = "monster-seriesId";
  4434. mSeriesId.textContent = card.seriesId;
  4435. mSeriesId.setAttribute(dataAttrName, card.seriesId);
  4436. mSeriesId.classList.toggle(className_displayNone, !card.seriesId);
  4437. const mCollabId = ul.appendChild(document.createElement("li"));
  4438. mCollabId.className = "monster-collabId";
  4439. mCollabId.textContent = card.collabId;
  4440. mCollabId.setAttribute(dataAttrName, card.collabId);
  4441. mCollabId.classList.toggle(className_displayNone, !card.collabId);
  4442. const mGachaId = ul.appendChild(document.createElement("li"));
  4443. mGachaId.className = "monster-gachaId";
  4444. mGachaId.textContent = card.gachaIds.join();
  4445. mGachaId.setAttribute(dataAttrName, card.gachaIds.join());
  4446. mGachaId.classList.toggle(className_displayNone, !card.gachaIds.length);
  4447. return ul;
  4448. }
  4449. },
  4450. ]},
  4451. ]},
  4452. ];
  4453. return {
  4454. name:"All Functions",
  4455. functions: functions
  4456. };
  4457. })();