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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. active_skill_title: "Skill",
  30. evolved_skill_title: "Evoveld Skill",
  31. leader_skill_title: "Leader Skill",
  32. link_read_message: {
  33. success: tp`Find the ${'type'} format.`,
  34. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  35. user_script_link: `Link to the helper script`,
  36. type: {
  37. "PADDF": "PADDF",
  38. "PDC": "PDC",
  39. "PADDB": "PADDB",
  40. "DADDB": "DADDB",
  41. },
  42. error: {
  43. 0: "Unknown Error",
  44. 1: "Unsupported format",
  45. 2: "No formation data",
  46. 3: "The illegal JSON format",
  47. 4: "The illegal URL format",
  48. },
  49. paddb_success: `Sucess`,
  50. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  51. },
  52. sort_name:{
  53. sort_none: "Nope",
  54. sort_id: "Cards Id",
  55. sort_attrs : "Attribute",
  56. sort_evoRootId: "Cards Evolution Root",
  57. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  58. sort_rarity: "Rarity",
  59. sort_cost: "Cost",
  60. sort_skillLv1: "Maximum Skill Turn",
  61. sort_skillLvMax: "Minimum Skill Turn",
  62. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  63. sort_hpMax120: "Max HP",
  64. sort_atkMax120: "Max ATK",
  65. sort_rcvMax120: "Max RCV",
  66. sort_hpMax120_awoken: "Max HP (+Awoken)",
  67. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  68. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  69. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  70. },
  71. skill_parse: {
  72. skill: {
  73. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  74. unknown: tp`Unkonwn skill type: ${'type'}`,
  75. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  76. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  77. random_skills: tp`Random Activates these skills:${'skills'}`,
  78. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  79. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  80. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  81. damage_enemy_times: tp`${'times'} `,
  82. damage_enemy_count: tp` (${'damage'} in total)`,
  83. //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.
  84. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  85. delay: tp`${'icon'}Delays enemies' next move`,
  86. mass_attack: tp`${'icon'}Mass attacks`,
  87. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  88. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  89. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  90. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  91. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  92. unbind_normal: tp`${'icon'}Bind`,
  93. unbind_awakenings: tp`${'icon'}Awoken bind`,
  94. unbind_matches: tp`${'icon'}Unmatchable orb`,
  95. bind_skill: tp`${'icon'}Unable to use skills`,
  96. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  97. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  98. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  99. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  100. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  101. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  102. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  103. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  104. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  105. gravity: tp`Reduce ${'target'} ${'icon'}${'value'}`,
  106. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  107. board_change: tp`Change all orbs to ${'orbs'}`,
  108. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  109. skill_boost_range: tp`~${'turns'}`,
  110. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  111. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  112. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  113. drop_refresh: tp`${'icon'}Replaces all orbs`,
  114. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  115. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  116. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  117. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  118. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  119. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  120. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  121. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  122. orb_thorn: tp`, reduces ${'value'} per encounter`,
  123. attr_absorb: tp`${'icon'}Attribute absorption`,
  124. combo_absorb: tp`${'icon'}Combo absorption`,
  125. damage_absorb: tp`${'icon'}Damage absorption`,
  126. damage_void: tp`${'icon'}Damage void`,
  127. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  128. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  129. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  130. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  131. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  132. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  133. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  134. rate_multiply_drop: tp`${'icon'}Drop rate`,
  135. rate_multiply_coin: tp`${'icon'}Coins`,
  136. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  137. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  138. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  139. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  140. henshin: tp`Changes to ${'cards'}`,
  141. random_henshin: tp`Random changes to ${'cards'}`,
  142. void_poison: tp`Voids ${'poison'} damage`,
  143. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  144. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  145. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  146. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  147. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  148. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  149. slot_power_up: tp`The slot of ${'targets'} ${'icon'}${'value'}`,
  150. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is change to ${'cap'}`,
  151. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  152. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  153. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  154. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  155. },
  156. power: {
  157. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  158. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  159. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  160. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  161. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  162. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  163. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  164. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  165. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  166. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  167. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  168. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  169. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  170. },
  171. cond: {
  172. unknown: tp`[ Unknown condition ]`,
  173. hp_equal: tp`When ${'hp'} == ${'min'} `,
  174. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  175. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  176. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  177. use_skill: tp`When skills used `,
  178. multi_player: tp`When in Multiplayer Mode `,
  179. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  180. exact_combo: tp`When exactly ${'value'} combos `,
  181. exact_length: tp`exactly of ${'value'} `,
  182. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  183. exact_match_enhanced: tp` orbs including enhanced`,
  184. compo_type_card: tp`When ${'ids'} are all on team, `,
  185. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  186. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  187. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  188. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  189. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  190. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  191. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  192. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  193. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  194. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  195. },
  196. position: {
  197. top: tp`${'pos'} of top rows`,
  198. bottom: tp`${'pos'} of bottom rows`,
  199. left: tp`${'pos'} of left columns`,
  200. right: tp`${'pos'} of right columns`,
  201. random: tp`random location`,
  202. shape: tp`specified location`,
  203. },
  204. value: {
  205. unknown: tp`[ Unknown value: ${'type'}]`, //type
  206. const: tp`${'value'} ${'unit'}`,
  207. const_to: tp`to ${'value'}`,
  208. mul_percent: tp`${'value'}%`,
  209. mul_times: tp`×${'value'}`,
  210. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  211. mul_of_times: tp`${'stats'} ×${'value'}`,
  212. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  213. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  214. prob: tp`${'value'} chance for `,
  215. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  216. size: tp`${'width'}×${'height'}`,
  217. pos: tp`${'x'}×${'y'}`,
  218. },
  219. target: {
  220. unknown: tp`Unkown Target`,
  221. self: tp`card self`,
  222. team: tp`team`,
  223. team_last: tp`the lastest member`,
  224. team_leader: tp`leader`,
  225. sub_members: tp`sub-members`,
  226. leader_self: tp`left leader`,
  227. leader_helper: tp`right leader`,
  228. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  229. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  230. enemy: tp`Enemy`,
  231. enemy_all: tp`all enemys`,
  232. enemy_one: tp`1 enemy`,
  233. enemy_attr: tp`${'attr'} enemy`,
  234. the_attr: tp`attr of the matched Orbs`,
  235. },
  236. stats: {
  237. unknown: tp`[ Unknown: ${'type'}]`, //type
  238. maxhp: tp`${'icon'}Max HP`,
  239. hp: tp`HP`,
  240. chp: tp`current HP`,
  241. shield: tp`shield`,
  242. atk: tp`ATK`,
  243. rcv: tp`RCV`,
  244. teamhp: tp`Team HP`,
  245. teamatk: tp`Team ${'attrs'} ATK`,
  246. teamrcv: tp`Team RCV`,
  247. cstage: tp`current Stage of Dungeon`,
  248. state_is: tp`${'state'}: ${'num'}`,
  249. },
  250. unit: {
  251. orbs: tp``,
  252. times: tp`times`,
  253. seconds: tp`seconds`,
  254. point: tp`point`,
  255. turns: tp`turns`,
  256. },
  257. word: {
  258. comment: tp`(${'content'}) `,
  259. comma: tp`, `,
  260. semicolon: tp`; `,
  261. slight_pause: tp`, `,
  262. range_hyphen: tp`~`,
  263. in_once: tp`in once `,
  264. evo_type_pixel: tp`Pixel Evo`,
  265. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  266. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  267. affix_attr: tp`${'cotent'} attr.`,
  268. affix_orb: tp`${'cotent'} orbs`,
  269. affix_type: tp`${'cotent'} types`,
  270. affix_awakening: tp`${'cotent'} awoken`,
  271. affix_exclude: tp`, exclude ${'cotent'}`,
  272. each_time: tp`each time `,
  273. different: tp`different`,
  274. same: tp`the same`,
  275. },
  276. attrs: {
  277. [0]: tp`${'icon'}Fire`,
  278. [1]: tp`${'icon'}Water`,
  279. [2]: tp`${'icon'}Wood`,
  280. [3]: tp`${'icon'}Light`,
  281. [4]: tp`${'icon'}Dark`,
  282. [5]: tp`${'icon'}Recover`,
  283. [6]: tp`${'icon'}Null`,
  284. all: tp`All`,
  285. self: tp`${'icon'}Self's Attr`,
  286. fixed: tp`${'icon'}Fixed`,
  287. },
  288. orbs: {
  289. [0]: tp`${'icon'}Fire`,
  290. [1]: tp`${'icon'}Water`,
  291. [2]: tp`${'icon'}Wood`,
  292. [3]: tp`${'icon'}Light`,
  293. [4]: tp`${'icon'}Dark`,
  294. [5]: tp`${'icon'}Heal`,
  295. [6]: tp`${'icon'}Jammer`,
  296. [7]: tp`${'icon'}Poison`,
  297. [8]: tp`${'icon'}Lethal Poison`,
  298. [9]: tp`${'icon'}Bomb`,
  299. enhanced: tp`${'icon'}Enhanced`,
  300. locked: tp`${'icon'}Locked`,
  301. nail: tp`${'icon'}Nail`,
  302. thorn: tp`${'icon'}Thorn`,
  303. _5color: tp`${'icon'}5 Att.`,
  304. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  305. all: tp`All`,
  306. any: tp`Any ${'cotent'}`,
  307. },
  308. board: {
  309. clouds: tp`${'icon'}Clouds`,
  310. immobility: tp`${'icon'}Immobility`,
  311. roulette: tp`${'icon'}Roulette`,
  312. deep_dark: tp`${'icon'}Deep Dark`,
  313. roulette_time: tp`transforms every ${'duration'}`,
  314. roulette_attrs: tp`only ${'orbs'} will appear`,
  315. },
  316. types: {
  317. [0]: tp`${'icon'}Evo Material`,
  318. [1]: tp`${'icon'}Balanced`,
  319. [2]: tp`${'icon'}Physical`,
  320. [3]: tp`${'icon'}Healer`,
  321. [4]: tp`${'icon'}Dragon`,
  322. [5]: tp`${'icon'}God`,
  323. [6]: tp`${'icon'}Attacker`,
  324. [7]: tp`${'icon'}Devil`,
  325. [8]: tp`${'icon'}Machine`,
  326. [9]: tp`${'icon'}Special Protection`,
  327. [12]: tp`${'icon'}Awaken`,
  328. [14]: tp`${'icon'}Enhance Material`,
  329. [15]: tp`${'icon'}Redeemable`,
  330. },
  331. awokens: {
  332. [0]: tp`${'icon'}Unknown awoken`,
  333. [1]: tp`${'icon'}Enhanced HP`,
  334. [2]: tp`${'icon'}Enhanced Attack`,
  335. [3]: tp`${'icon'}Enhanced Recovery`,
  336. [4]: tp`${'icon'}Reduce Fire Damage`,
  337. [5]: tp`${'icon'}Reduce Water Damage`,
  338. [6]: tp`${'icon'}Reduce Wood Damage`,
  339. [7]: tp`${'icon'}Reduce Light Damage`,
  340. [8]: tp`${'icon'}Reduce Dark Damage`,
  341. [9]: tp`${'icon'}Auto-Recover`,
  342. [10]: tp`${'icon'}Resistance-Bind`,
  343. [11]: tp`${'icon'}Resistance-Blind`,
  344. [12]: tp`${'icon'}Resistance-Jammers`,
  345. [13]: tp`${'icon'}Resistance-Poison`,
  346. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  347. [15]: tp`${'icon'}Enhanced Water Orbs`,
  348. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  349. [17]: tp`${'icon'}Enhanced Water Orbs`,
  350. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  351. [19]: tp`${'icon'}Extend Time`,
  352. [20]: tp`${'icon'}Recover Bind`,
  353. [21]: tp`${'icon'}Skill Boost`,
  354. [22]: tp`${'icon'}Enhanced Fire Rows`,
  355. [23]: tp`${'icon'}Enhanced Water Rows`,
  356. [24]: tp`${'icon'}Enhanced Wood Rows`,
  357. [25]: tp`${'icon'}Enhanced Water Rows`,
  358. [26]: tp`${'icon'}Enhanced Dark Rows`,
  359. [27]: tp`${'icon'}Two-Pronged Attack`,
  360. [28]: tp`${'icon'}Resistance-Skill Bind`,
  361. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  362. [30]: tp`${'icon'}Multi Boost`,
  363. [31]: tp`${'icon'}Dragon Killer`,
  364. [32]: tp`${'icon'}God Killer`,
  365. [33]: tp`${'icon'}Devil Killer`,
  366. [34]: tp`${'icon'}Machine Killer`,
  367. [35]: tp`${'icon'}Balanced Killer`,
  368. [36]: tp`${'icon'}Attacker Killer`,
  369. [37]: tp`${'icon'}Physical Killer`,
  370. [38]: tp`${'icon'}Healer Killer`,
  371. [39]: tp`${'icon'}Evo Killer`,
  372. [40]: tp`${'icon'}Awaken Killer`,
  373. [41]: tp`${'icon'}Enhance Killer`,
  374. [42]: tp`${'icon'}Redeemable Killer`,
  375. [43]: tp`${'icon'}Enhanced Combos`,
  376. [44]: tp`${'icon'}Guard Break`,
  377. [45]: tp`${'icon'}Bonus Attack`,
  378. [46]: tp`${'icon'}Enhanced Team HP`,
  379. [47]: tp`${'icon'}Enhanced Team Recovery`,
  380. [48]: tp`${'icon'}Damage Void Piercer`,
  381. [49]: tp`${'icon'}Awoken Assist`,
  382. [50]: tp`${'icon'}Super Bonus Attack`,
  383. [51]: tp`${'icon'}Skill Charge`,
  384. [52]: tp`${'icon'}Resistance-Bind+`,
  385. [53]: tp`${'icon'}Extend Time+`,
  386. [54]: tp`${'icon'}Resistance-Clouds`,
  387. [55]: tp`${'icon'}Resistance-Immobility`,
  388. [56]: tp`${'icon'}Skill Boost+`,
  389. [57]: tp`${'icon'}50% or more HP Enhanced`,
  390. [58]: tp`${'icon'}50% or less HP Enhanced`,
  391. [59]: tp`${'icon'}[L] Heal Matching`,
  392. [60]: tp`${'icon'}[L] Increased Attack`,
  393. [61]: tp`${'icon'}Super Enhanced Combos`,
  394. [62]: tp`${'icon'}Combo Orbs`,
  395. [63]: tp`${'icon'}Skill Voice`,
  396. [64]: tp`${'icon'}Dungeon Bonus`,
  397. [65]: tp`${'icon'}Reduced HP`,
  398. [66]: tp`${'icon'}Reduced Attack`,
  399. [67]: tp`${'icon'}Reduced RCV`,
  400. [68]: tp`${'icon'}Resistance-Blind+`,
  401. [69]: tp`${'icon'}Resistance-Jammers+`,
  402. [70]: tp`${'icon'}Resistance-Poison+`,
  403. [71]: tp`${'icon'}Blessing of Jammers`,
  404. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  405. [73]: tp`${'icon'}Enhanced Fire Combos`,
  406. [74]: tp`${'icon'}Enhanced Water Combos`,
  407. [75]: tp`${'icon'}Enhanced Wood Combos`,
  408. [76]: tp`${'icon'}Enhanced Light Combos`,
  409. [77]: tp`${'icon'}Enhanced Dark Combos`,
  410. [78]: tp`${'icon'}Cross Attack`,
  411. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  412. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  413. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  414. [82]: tp`${'icon'}Super Enhanced Matching`,
  415. [83]: tp`${'icon'}Add Dragon Type`,
  416. [84]: tp`${'icon'}Add God Type`,
  417. [85]: tp`${'icon'}Add Devil Type`,
  418. [86]: tp`${'icon'}Add Machine Type`,
  419. [87]: tp`${'icon'}Add Balanced Type`,
  420. [88]: tp`${'icon'}Add Attacker Type`,
  421. [89]: tp`${'icon'}Add Physical Type`,
  422. [90]: tp`${'icon'}Add Healer Type`,
  423. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  424. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  425. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  426. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  427. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  428. [96]: tp`${'icon'}Two-Pronged Attack+`,
  429. [97]: tp`${'icon'}Skill Charge+`,
  430. [98]: tp`${'icon'}Auto-Recover+`,
  431. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  432. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  433. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  434. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  435. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  436. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  437. [105]: tp`${'icon'}Anti-Skill Boost`,
  438. [106]: tp`${'icon'}Levitation`,
  439. [107]: tp`${'icon'}Enhanced Combos+`,
  440. [108]: tp`${'icon'}[L] Increased Attack+`,
  441. [109]: tp`${'icon'}Damage Void Piercer+`,
  442. [110]: tp`${'icon'}Cross Attack+`,
  443. [111]: tp`${'icon'}Super Enhanced Combos+`,
  444. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  445. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  446. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  447. [115]: tp`${'icon'}Recover Bind+`,
  448. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  449. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  450. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  451. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  452. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  453. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  454. [122]: tp`${'icon'}Enhanced Water Combos+`,
  455. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  456. [124]: tp`${'icon'}Enhanced Light Combos+`,
  457. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  458. [126]: tp`${'icon'}[T] Increased Attack`,
  459. [127]: tp`${'icon'}Enhanced Stats`,
  460. [128]: tp`${'icon'}Yang Protection`,
  461. [129]: tp`${'icon'}Yin Protection`,
  462. [130]: tp`${'icon'}Aging`,
  463. }
  464. },
  465. };
  466. //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
  467. const typekiller_for_type = [
  468. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  469. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  470. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  471. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  472. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  473. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  474. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  475. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  476. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  477. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  478. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  479. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  480. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  481. ];
  482. //类型允许的潜觉杀
  483. typekiller_for_type.forEach(t=>
  484. {
  485. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  486. .map(tn=>
  487. typekiller_for_type.find(_t=>_t.type == tn).latent
  488. );
  489. }
  490. );
  491. const allowable_latent = {
  492. common: [ //一般能打的潜觉
  493. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  494. 28,29,30,31,32,33,34,35,36,37,38
  495. ],
  496. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  497. 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
  498. needAwoken: [ //需要觉醒才能打的潜觉
  499. {latent:39,awoken:62}, //C珠破吸
  500. {latent:40,awoken:20}, //心横解转转
  501. {latent:41,awoken:27}, //U解禁消
  502. {latent:46,awoken:45}, //心追解云封
  503. {latent:47,awoken:59}, //心L大SB
  504. {latent:48,awoken:60}, //L解禁武器
  505. ],
  506. }
  507. //等效觉醒列表
  508. const equivalent_awoken = [
  509. {small:10,big:52,times:2}, //防封
  510. {small:11,big:68,times:5}, //防暗
  511. {small:12,big:69,times:5}, //防废
  512. {small:13,big:70,times:5}, //防毒
  513. {small:19,big:53,times:2}, //手指
  514. {small:21,big:56,times:2}, //SB
  515. {small:27,big:96,times:2}, //U
  516. {small:51,big:97,times:2}, //5色溜
  517. {small:9,big:98,times:2}, //自回
  518. {small:14,big:99,times:2}, //火+
  519. {small:15,big:100,times:2},//水+
  520. {small:16,big:101,times:2},//木+
  521. {small:17,big:102,times:2},//光+
  522. {small:18,big:103,times:2},//暗+
  523. {small:29,big:104,times:2},//心+
  524. {small:43,big:107,times:2},//7c
  525. {small:60,big:108,times:2},//L
  526. {small:48,big:109,times:2},//破无效
  527. {small:78,big:110,times:2},//十字
  528. {small:61,big:111,times:2},//10c
  529. {small:79,big:112,times:2},//3色
  530. {small:80,big:113,times:2},//4色
  531. {small:81,big:114,times:2},//5色
  532. {small:20,big:115,times:2},//心解
  533. {small:22,big:116,times:3},//火横
  534. {small:23,big:117,times:3},//水横
  535. {small:24,big:118,times:3},//木横
  536. {small:25,big:119,times:3},//光横
  537. {small:26,big:120,times:3},//暗横
  538. {small:73,big:121,times:2},//火串
  539. {small:74,big:122,times:2},//水串
  540. {small:75,big:123,times:2},//木串
  541. {small:76,big:124,times:2},//光串
  542. {small:77,big:125,times:2},//暗串
  543. ];
  544. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  545. //官方的徽章排列顺序
  546. const official_badge_sorting = [
  547. 1, 22, 23, 2, 3, 4, 5, 6,
  548. 7, 8, 9, 11, 17, 18, 19, 20,
  549. 21, 10, 12, 13, 14, 24, 25, 26,
  550. 27, 28, 29, 30, 31,
  551. PAD_PASS_BADGE,
  552. ]
  553. //官方的觉醒排列顺序
  554. const official_awoken_sorting = [
  555. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  556. 56,107,111, 52, 55, 68, 69, 70, 28,
  557. 19, 48, 27, 78, 60,126, 59, 45, 50,
  558. 53,109, 96,110,108, 79, 80, 81, 51,
  559. 106, 57, 58, 82, 62,112,113,114, 97,
  560. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  561. 99,100,101,102,103,104, 98,115, 71,
  562. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  563. 116,117,118,119,120, 1, 2, 3,127,
  564. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  565. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  566. 121,122,123,124,125, 39, 40, 41, 42,
  567. 91, 92, 93, 94, 95, 65, 66, 67,105,
  568. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  569. 63,128,129,130
  570. ];
  571. //排序程序列表
  572. const sort_function_list = [
  573. {tag:"sort_none",name:"无",function:()=>0},
  574. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  575. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  576. let num = a.attrs[0] - b.attrs[0];
  577. if (num === 0) num = a.attrs[1] - b.attrs[1];
  578. return num;
  579. }
  580. },
  581. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  582. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  583. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  584. let num = card_a.attrs[0] - card_b.attrs[0];
  585. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  586. return num;
  587. }
  588. },
  589. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  590. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  591. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  592. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  593. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  594. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  595. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  596. }
  597. },
  598. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  599. function getEvoSkill(skill) {
  600. //232为进化后不循环技能,233为循环技能
  601. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  602. else return skill;
  603. }
  604. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  605. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  606. }
  607. },
  608. {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)},
  609. {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)},
  610. {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)},
  611. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  612. {
  613. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  614. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  615. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  616. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  617. return abA - abB;
  618. }
  619. },
  620. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  621. {
  622. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  623. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  624. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  625. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  626. return abA - abB;
  627. }
  628. },
  629. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  630. {
  631. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  632. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  633. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  634. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  635. return abA - abB;
  636. }
  637. },
  638. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  639. {
  640. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  641. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  642. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  643. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  644. return abA - abB;
  645. }
  646. },
  647. ];
  648. //增加特殊搜索模式
  649. const specialSearchFunctions = (function() {
  650. 'use strict';
  651. //返回卡片的队长技能
  652. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  653. {
  654. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  655. }
  656. //返回卡片的技能
  657. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  658. {
  659. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  660. }
  661. //获取血倍率
  662. function getHPScale(ls)
  663. {
  664. const sk = ls.params;
  665. let scale = 1;
  666. switch (ls.type)
  667. {
  668. case 23: case 30: case 62: case 77: case 63: case 65:
  669. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  670. scale = sk[sk.length-1]/100;
  671. break;
  672. case 73: case 76:
  673. case 121: case 129: case 163: case 177: case 186:
  674. case 155:
  675. scale = sk[2]/100;
  676. break;
  677. case 106: case 107: case 108:
  678. scale = sk[0]/100;
  679. break;
  680. case 125:
  681. scale = sk[5]/100;
  682. break;
  683. case 136:
  684. case 137:
  685. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  686. break;
  687. case 158:
  688. scale = sk[4]/100;
  689. break;
  690. case 175:
  691. case 178: case 185:
  692. scale = sk[3]/100;
  693. break;
  694. case 203: case 217:
  695. scale = sk[1]/100;
  696. break;
  697. case 245:
  698. scale = sk[3]/100;
  699. break;
  700. case 138: //调用其他队长技
  701. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  702. break;
  703. default:
  704. }
  705. return scale || 1;
  706. }
  707. //获取盾减伤比例
  708. function getReduceScale(ls, allAttr = false, noHPneed = false)
  709. {
  710. const sk = ls.params;
  711. let scale = 0;
  712. switch (ls.type)
  713. {
  714. case 16: //无条件盾
  715. scale = sk[0]/100;
  716. break;
  717. case 17: //单属性盾
  718. scale = allAttr ? 0 : sk[1]/100;
  719. break;
  720. case 36: //2个属性盾
  721. scale = allAttr ? 0 : sk[2]/100;
  722. break;
  723. case 38: //血线下 + 几率
  724. case 43: //血线上 + 几率
  725. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  726. break;
  727. case 129: //无条件盾,属性个数不固定
  728. case 163: //无条件盾,属性个数不固定
  729. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  730. break;
  731. case 178: //无条件盾,属性个数不固定
  732. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  733. break;
  734. case 130: //血线下 + 属性个数不固定
  735. case 131: //血线上 + 属性个数不固定
  736. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  737. break;
  738. case 151: //十字心触发
  739. case 169: //C触发
  740. case 198: //回血触发
  741. scale = sk[2]/100;
  742. break;
  743. case 170: //多色触发
  744. case 182: //长串触发
  745. case 193: //L触发
  746. scale = sk[3]/100;
  747. break;
  748. case 171: //多串触发
  749. scale = sk[6]/100;
  750. break;
  751. case 183: //又是个有两段血线的队长技
  752. scale = noHPneed ? 0 : sk[4]/100;
  753. break;
  754. case 210: //十字触发
  755. scale = sk[1]/100;
  756. break;
  757. case 235: { //可多次触发
  758. scale = (sk[4] || 0) / 100;
  759. break;
  760. }
  761. case 138: //调用其他队长技
  762. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  763. break;
  764. default:
  765. }
  766. return scale || 0;
  767. }
  768. //获取无条件盾减伤比例
  769. function getReduceScale_unconditional(ls)
  770. {
  771. const sk = ls.params;
  772. let scale = 0;
  773. switch (ls.type)
  774. {
  775. case 16: //无条件盾
  776. {
  777. scale = sk[0]/100;
  778. break;
  779. }
  780. case 129: //无条件盾,属性个数不固定
  781. case 163: //无条件盾,属性个数不固定
  782. {
  783. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  784. break;
  785. }
  786. case 178: //无条件盾,属性个数不固定
  787. {
  788. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  789. break;
  790. }
  791. case 138: //调用其他队长技
  792. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  793. break;
  794. default:
  795. }
  796. return scale || 0;
  797. }
  798. function getCannonAttr(skill)
  799. {
  800. const sk = skill.params;
  801. switch(skill.type)
  802. {
  803. case 0:
  804. case 1:
  805. case 37:
  806. case 58:
  807. case 59:
  808. case 84:
  809. case 85:
  810. case 86:
  811. case 87:
  812. case 115:
  813. return sk[0];
  814. case 110:
  815. case 143:
  816. return sk[1];
  817. case 42:
  818. return sk[1];
  819. case 144:
  820. return sk[3] ?? 0;
  821. default:
  822. return -1;
  823. }
  824. }
  825. function sortByParams(a,b,searchTypeArray,...pidxs)
  826. {
  827. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  828. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  829. if (pidxs.length==0) pidxs.push(0);
  830. let newPos = 0;
  831. //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
  832. for (let pidx of pidxs) {
  833. newPos = a_s.params[pidx] - b_s.params[pidx];
  834. if (newPos !== 0) break;
  835. }
  836. return newPos;
  837. }
  838. function sortByHPScal(a,b)
  839. {
  840. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  841. return getHPScale(a_s) - getHPScale(b_s);
  842. }
  843. function HPScal_Addition(card)
  844. {
  845. const skill = Skills[card.leaderSkillId];
  846. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  847. }
  848. function sortByReduceScale(a,b)
  849. {
  850. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  851. return getReduceScale(a_s) - getReduceScale(b_s);
  852. }
  853. function ReduceScale_Addition(card)
  854. {
  855. const skill = Skills[card.leaderSkillId];
  856. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  857. }
  858. function directParseSkills(skillDataArr) {
  859. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  860. }
  861. function voidsAbsorption_Turns(card) {
  862. const outObj = {
  863. "attr-absorb": 0,
  864. "combo-absorb": 0,
  865. "damage-absorb": 0,
  866. "damage-void": 0,
  867. };
  868. const searchTypeArray = [
  869. 173,
  870. 191
  871. ];
  872. const skills = getCardActiveSkills(card, searchTypeArray);
  873. skills.reduce((pre,skill)=>{
  874. if (skill.type === 173) {
  875. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  876. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  877. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  878. } else if (skill.type === 191) {
  879. pre["damage-void"] ||= skill.params[0];
  880. }
  881. return pre
  882. }, outObj);
  883. return outObj;
  884. }
  885. function voidsAbsorption_Addition(card)
  886. {
  887. const turnsObj = voidsAbsorption_Turns(card);
  888. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  889. const turns = namesArr.map(name=>turnsObj[name]);
  890. const turnsSet = new Set(turns.filter(Boolean));
  891. const turnsCount = turnsSet.size;
  892. const fragment = document.createDocumentFragment();
  893. for (let i = 0; i < namesArr.length; i++) {
  894. if (turns[i] > 0) {
  895. fragment.append(createSkillIcon(namesArr[i]));
  896. if (turnsCount > 1)
  897. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  898. }
  899. }
  900. if (turnsCount === 1) {
  901. const turn = Array.from(turnsSet)[0];
  902. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  903. }
  904. return fragment;
  905. }
  906. function unbind_Turns(card)
  907. {
  908. const outObj = {
  909. normal: 0,
  910. awakenings: 0,
  911. matches: 0
  912. };
  913. const searchTypeArray = [
  914. 117, 179,
  915. 196
  916. ];
  917. const skills = getCardActiveSkills(card, searchTypeArray);
  918. const parsedSkills = directParseSkills(skills);
  919. parsedSkills.reduce((pre,cur)=>{
  920. pre.normal ||= cur.normal;
  921. pre.awakenings ||= cur.awakenings;
  922. pre.matches ||= cur.matches;
  923. return pre
  924. }, outObj);
  925. return outObj;
  926. }
  927. function unbind_Addition(card)
  928. {
  929. const turnsObj = unbind_Turns(card);
  930. const namesArr = ["normal", "awakenings", "matches"];
  931. const turns = namesArr.map(name=>turnsObj[name]);
  932. const turnsSet = new Set(turns.filter(Boolean));
  933. const turnsCount = turnsSet.size;
  934. const fragment = document.createDocumentFragment();
  935. for (let i = 0; i < namesArr.length; i++) {
  936. if (turns[i] > 0) {
  937. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  938. if (turnsCount > 1)
  939. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  940. }
  941. }
  942. if (turnsCount === 1) {
  943. const turn = Array.from(turnsSet)[0];
  944. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  945. }
  946. return fragment;
  947. }
  948. function boardChange_ColorTypes(skill)
  949. {
  950. if (!skill) return [];
  951. const sk = skill.params;
  952. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  953. return colors;
  954. }
  955. function boardChange_Addition(card)
  956. {
  957. const searchTypeArray = [71];
  958. const skill = getCardActiveSkill(card, searchTypeArray);
  959. const colors = boardChange_ColorTypes(skill);
  960. return createOrbsList(colors);
  961. }
  962. function orbsChangeParse(skill)
  963. {
  964. function changes(from, to)
  965. {
  966. return {from:from,to:to};
  967. }
  968. let outArr = [];
  969. if (!skill) return outArr;
  970. const sk = skill.params;
  971. switch (skill.type)
  972. {
  973. case 9:{
  974. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  975. break;
  976. }
  977. case 20:{
  978. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  979. {
  980. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  981. }
  982. else
  983. {
  984. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  985. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  986. }
  987. break;
  988. }
  989. case 154:{
  990. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  991. break;
  992. }
  993. }
  994. return outArr;
  995. }
  996. function changeOrbs_Addition(card)
  997. {
  998. const searchTypeArray = [9,20,154];
  999. const skills = getCardActiveSkills(card, searchTypeArray);
  1000. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1001. const fragment = document.createDocumentFragment();
  1002. parsedSkills.forEach(p=>{
  1003. fragment.appendChild(createOrbsList(p.from));
  1004. fragment.appendChild(document.createTextNode(`→`));
  1005. fragment.appendChild(createOrbsList(p.to));
  1006. });
  1007. return fragment;
  1008. }
  1009. function generateOrbsParse(card)
  1010. {
  1011. const outArr = [];
  1012. const searchTypeArray = [141, 208];
  1013. const skills = getCardActiveSkills(card, searchTypeArray);
  1014. if (!skills.length) return outArr;
  1015. for (const skill of skills)
  1016. {
  1017. const sk = skill.params;
  1018. if (skill.type == 141)
  1019. {
  1020. outArr.push({
  1021. count: sk[0],
  1022. to: sk[1] || 1,
  1023. exclude: sk[2],
  1024. });
  1025. }else
  1026. {
  1027. outArr.push({
  1028. count: sk[0],
  1029. to: sk[1] || 1,
  1030. exclude: sk[2],
  1031. });
  1032. outArr.push({
  1033. count: sk[3],
  1034. to: sk[4] || 1,
  1035. exclude: sk[5],
  1036. });
  1037. }
  1038. }
  1039. return outArr;
  1040. }
  1041. function generateOrbs_Addition(card)
  1042. {
  1043. const gens = generateOrbsParse(card);
  1044. if (!gens.length) return;
  1045. const fragment = document.createDocumentFragment();
  1046. for (const gen of gens)
  1047. {
  1048. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1049. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1050. }
  1051. return fragment;
  1052. }
  1053. function lock_Addition(card)
  1054. {
  1055. const searchTypeArray = [152];
  1056. const skill = getCardActiveSkill(card, searchTypeArray);
  1057. if (!skill) return;
  1058. const sk = skill.params;
  1059. const fragment = document.createDocumentFragment();
  1060. fragment.appendChild(createSkillIcon('orb-locked'));
  1061. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] || 1)));
  1062. return fragment;
  1063. }
  1064. function dropLock_Addition(card)
  1065. {
  1066. const searchTypeArray = [205];
  1067. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1068. if (!skill) return;
  1069. const sk = skill.params;
  1070. const fragment = document.createDocumentFragment();
  1071. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1072. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1073. return fragment;
  1074. }
  1075. function dropOrb_Addition(card)
  1076. {
  1077. const searchTypeArray = [126];
  1078. const skill = getCardActiveSkill(card, searchTypeArray);
  1079. if (!skill) return;
  1080. const sk = skill.params;
  1081. const colors = Bin.unflags(sk[0]);
  1082. const fragment = document.createDocumentFragment();
  1083. fragment.appendChild(createOrbsList(colors, 'drop'));
  1084. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1085. return fragment;
  1086. }
  1087. function generateColumnOrbs_Addition(card)
  1088. {
  1089. const searchTypeArray = [127];
  1090. const skill = getCardActiveSkill(card, searchTypeArray);
  1091. if (!skill) return;
  1092. const sk = skill.params;
  1093. const colors = [];
  1094. for (let ai=0;ai<sk.length;ai+=2)
  1095. {
  1096. colors.push(Bin.unflags(sk[ai+1]));
  1097. }
  1098. const fragment = document.createDocumentFragment();
  1099. fragment.appendChild(document.createTextNode(`竖`));
  1100. fragment.appendChild(createOrbsList(colors.flat()));
  1101. return fragment;
  1102. }
  1103. function generateRowOrbs_Addition(card)
  1104. {
  1105. const searchTypeArray = [128];
  1106. const skill = getCardActiveSkill(card, searchTypeArray);
  1107. if (!skill) return;
  1108. const sk = skill.params;
  1109. const colors = [];
  1110. for (let ai=0;ai<sk.length;ai+=2)
  1111. {
  1112. colors.push(Bin.unflags(sk[ai+1]));
  1113. }
  1114. const fragment = document.createDocumentFragment();
  1115. fragment.appendChild(document.createTextNode(`横`));
  1116. fragment.appendChild(createOrbsList(colors.flat()));
  1117. return fragment;
  1118. }
  1119. function numericalATK_Addition(card)
  1120. {
  1121. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1122. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1123. const skill = getCardActiveSkill(card, searchTypeArray);
  1124. if (!skill) return;
  1125. //const sk = skill.params;
  1126. const colors = [getCannonAttr(skill)];
  1127. const fragment = document.createDocumentFragment();
  1128. fragment.append(`射`);
  1129. fragment.append(createOrbsList(colors));
  1130. if (typeArray_Rate.includes(skill.type)) {
  1131. function getNumber(skill){
  1132. const sk = skill.params;
  1133. switch(skill.type)
  1134. {
  1135. case 0:
  1136. case 37:
  1137. case 58:
  1138. case 59:
  1139. case 84:
  1140. case 85:
  1141. case 115:
  1142. return sk[1];
  1143. case 2:
  1144. case 35:
  1145. return sk[0];
  1146. default:
  1147. return 0;
  1148. }
  1149. }
  1150. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1151. }
  1152. return fragment;
  1153. }
  1154. function memberATK_Addition(card)
  1155. {
  1156. const searchTypeArray = [230];
  1157. const skill = getCardActiveSkill(card, searchTypeArray);
  1158. if (!skill) return;
  1159. const sk = skill.params;
  1160. const fragment = document.createDocumentFragment();
  1161. fragment.appendChild(createTeamFlags(sk[1]));
  1162. let str = '';
  1163. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1164. fragment.appendChild(document.createTextNode(str));
  1165. return fragment;
  1166. }
  1167. function getIncreaseDamageCap(skill)
  1168. {
  1169. let cap = 0;
  1170. switch (skill.type) {
  1171. case 241:case 258:
  1172. cap = skill.params[1];
  1173. break;
  1174. case 246:
  1175. cap = skill.params[2];
  1176. break;
  1177. case 247:
  1178. cap = skill.params[3];
  1179. break;
  1180. }
  1181. return cap;
  1182. }
  1183. function memberCap_Addition(card)
  1184. {
  1185. const searchTypeArray = [241, 246, 247, 258];
  1186. const skill = getCardActiveSkill(card, searchTypeArray);
  1187. if (!skill) return;
  1188. const sk = skill.params;
  1189. let cap = getIncreaseDamageCap(skill);
  1190. const fragment = document.createDocumentFragment();
  1191. switch (skill.type) {
  1192. case 258: {
  1193. fragment.appendChild(createTeamFlags(sk[2]));
  1194. break;
  1195. }
  1196. case 241:
  1197. case 246:
  1198. case 247: {
  1199. fragment.appendChild(createTeamFlags(1));
  1200. break;
  1201. }
  1202. }
  1203. switch (skill.type) {
  1204. case 258:
  1205. case 241: {
  1206. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1207. break;
  1208. }
  1209. case 246: {
  1210. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1211. break;
  1212. }
  1213. case 247: {
  1214. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1215. break;
  1216. }
  1217. }
  1218. return fragment;
  1219. }
  1220. function dixedDamage_Addition(card)
  1221. {
  1222. const searchTypeArray = [55, 188, 56];
  1223. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1224. if (!skills.length) return;
  1225. const skill = skills[0];
  1226. const sk = skill.params;
  1227. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1228. }
  1229. function gravity_Addition(card)
  1230. {
  1231. const searchTypeArray = [6, 161];
  1232. const skill = getCardActiveSkill(card, searchTypeArray);
  1233. if (!skill) return;
  1234. const sk = skill.params;
  1235. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1236. }
  1237. function healImmediately_Rate(card)
  1238. {
  1239. const searchTypeArray = [7, //自身回复力
  1240. 8, //固定点数
  1241. 35,115, //吸血
  1242. 117
  1243. ];
  1244. const skills = getCardActiveSkills(card, searchTypeArray);
  1245. const outObj = {
  1246. vampire: 0,
  1247. selfRcv: 0,
  1248. const: 0,
  1249. scale: 0,
  1250. };
  1251. if (!skills.length) return outObj;
  1252. skills.forEach(skill=>{
  1253. const sk = skill.params;
  1254. if (skill.type == 7)
  1255. {
  1256. outObj.selfRcv += sk[0];
  1257. }
  1258. else if(skill.type == 8)
  1259. {
  1260. outObj.const += sk[0];
  1261. }
  1262. else if(skill.type == 35)
  1263. {
  1264. outObj.vampire += sk[1];
  1265. }
  1266. else if(skill.type == 115)
  1267. {
  1268. outObj.vampire += sk[2];
  1269. }
  1270. else if(skill.type == 117)
  1271. {
  1272. outObj.selfRcv += sk[1] || 0;
  1273. outObj.const += sk[2] || 0;
  1274. outObj.scale += sk[3] || 0;
  1275. }
  1276. });
  1277. return outObj;
  1278. }
  1279. function atkBuff_Rate(card)
  1280. {
  1281. const searchTypeArray = [
  1282. 88,92, //类型的
  1283. 50,90, //属性的,要排除回复力
  1284. 156,168,231, //宝石姬
  1285. 228, //属性、类型数量
  1286. ];
  1287. const skills = getCardActiveSkills(card, searchTypeArray);
  1288. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1289. function atkBuffParse(skill) {
  1290. const outObj = {
  1291. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1292. types: [],
  1293. attrs: [],
  1294. awoken: [],
  1295. rate: 0,
  1296. turns: 0,
  1297. };
  1298. if (!skill) return outObj;
  1299. const sk = skill.params;
  1300. if (skill.type == 88 || skill.type == 92)
  1301. {
  1302. outObj.skilltype = 2;
  1303. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1304. outObj.turns = sk[0];
  1305. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1306. }
  1307. else if(skill.type == 50 || skill.type == 90)
  1308. {
  1309. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1310. if (!outObj.attrs.length) //去除回复力
  1311. return outObj;
  1312. outObj.skilltype = 2;
  1313. outObj.turns = sk[0];
  1314. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1315. }
  1316. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1317. || skill.type == 168)
  1318. {
  1319. outObj.skilltype = 1;
  1320. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1321. outObj.turns = sk[0];
  1322. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1323. }
  1324. else if(skill.type == 228 && sk[3] > 0)
  1325. {
  1326. outObj.skilltype = 1;
  1327. outObj.attrs = Bin.unflags(sk[1]);
  1328. outObj.types = Bin.unflags(sk[2]);
  1329. outObj.turns = sk[0];
  1330. outObj.rate = sk[3];
  1331. }
  1332. else if(skill.type == 231 && sk[6] > 0)
  1333. {
  1334. outObj.skilltype = 1;
  1335. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1336. outObj.turns = sk[0];
  1337. outObj.rate = sk[6];
  1338. }
  1339. return outObj;
  1340. }
  1341. }
  1342. function rcvBuff_Rate(card)
  1343. {
  1344. const searchTypeArray = [
  1345. 50,90,
  1346. 228, 231, //宝石姬
  1347. ];
  1348. const skills = getCardActiveSkills(card, searchTypeArray);
  1349. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1350. function rcvBuffParse(skill) {
  1351. const outObj = {
  1352. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1353. types: [],
  1354. attrs: [],
  1355. awoken: [],
  1356. rate: 0,
  1357. turns: 0,
  1358. };
  1359. if (!skill) return outObj;
  1360. const sk = skill.params;
  1361. if (skill.type == 228 && sk[4] > 0) {
  1362. outObj.skilltype = 1;
  1363. outObj.attrs = Bin.unflags(sk[1]);
  1364. outObj.types = Bin.unflags(sk[2]);
  1365. outObj.turns = sk[0];
  1366. outObj.rate = sk[4];
  1367. } else if (skill.type == 231 && sk[7] > 0) {
  1368. outObj.skilltype = 1;
  1369. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1370. outObj.turns = sk[0];
  1371. outObj.rate = sk[7];
  1372. } else if (skill.type == 50 || skill.type == 90) {
  1373. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1374. outObj.turns = sk[0];
  1375. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1376. }
  1377. return outObj;
  1378. }
  1379. }
  1380. function damageSelf_Rate(card)
  1381. {
  1382. const searchTypeArray = [84,85,86,87,195];
  1383. const skill = getCardActiveSkill(card, searchTypeArray);
  1384. if (!skill) return 0;
  1385. const sk = skill.params;
  1386. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1387. }
  1388. function changeEnemiesAttr_Attr(card)
  1389. {
  1390. const outObj = {
  1391. attr: null,
  1392. turns: 0
  1393. }
  1394. const searchTypeArray = [153, 224];
  1395. const skill = getCardActiveSkill(card, searchTypeArray);
  1396. if (!skill) return outObj;
  1397. const sk = skill.params;
  1398. if (skill.type == 153)
  1399. {
  1400. outObj.attr = sk[0];
  1401. }
  1402. else if (skill.type == 224)
  1403. {
  1404. outObj.attr = sk[1] || 0;
  1405. outObj.turns = sk[0];
  1406. }
  1407. return outObj;
  1408. }
  1409. function shapeThisRowOk(line, lineNumber) {
  1410. if (lineNumber <= 0) return true;
  1411. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1412. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1413. }
  1414. function shapeUpsideDownRowOk(line, lineNumber) {
  1415. if (lineNumber <= 0) return true;
  1416. return line > 0 ? (line & lineNumber) === 0 : true;
  1417. }
  1418. function shapeIsCross(sk) { //产珠是十字
  1419. const baseLineNum = 0b111;
  1420. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1421. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1422. lineNumArr.push(_lineNum);
  1423. }
  1424. for (let ri=1; ri<4; ri++)
  1425. {
  1426. //搜索所有可能的行存在
  1427. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1428. if (maybeLineNum.length < 1) continue;
  1429. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1430. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1431. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1432. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1433. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1434. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1435. });
  1436. if (maybeLineNum.length > 0) return true;
  1437. }
  1438. return false;
  1439. }
  1440. function shapeIsLShape(sk) { //产珠是L字
  1441. const baseLineNum = 0b111;
  1442. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1443. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1444. lineNumArr.push(_lineNum);
  1445. }
  1446. for (let ri=0; ri<5; ri++)
  1447. {
  1448. //搜索所有可能的行存在
  1449. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1450. if (maybeLineNum.length < 1) continue;
  1451. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1452. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1453. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1454. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1455. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1456. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1457. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1458. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1459. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1460. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1461. ||
  1462. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1463. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1464. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1465. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1466. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1467. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1468. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1469. });
  1470. if (maybeLineNum.length > 0) return true;
  1471. }
  1472. return false;
  1473. }
  1474. //创建1个觉醒图标
  1475. function createAwokenIcon(awokenId)
  1476. {
  1477. const icon = document.createElement("icon");
  1478. icon.className ="awoken-icon";
  1479. icon.setAttribute("data-awoken-icon", awokenId);
  1480. return icon;
  1481. }
  1482. //产生一个觉醒列表
  1483. function creatAwokenList(awokens) {
  1484. const ul = document.createElement("ul");
  1485. ul.className = "awoken-ul";
  1486. awokens.forEach(ak=>{
  1487. const li = ul.appendChild(document.createElement("li"));
  1488. const icon = li.appendChild(createAwokenIcon(ak));
  1489. });
  1490. return ul;
  1491. }
  1492. //产生宝珠列表
  1493. function createOrbsList(orbs, className)
  1494. {
  1495. if (orbs == undefined) orbs = [0];
  1496. else if (!Array.isArray(orbs)) orbs = [orbs];
  1497. const ul = document.createElement("ul");
  1498. ul.className = "board";
  1499. orbs.forEach(orbType => {
  1500. const li = ul.appendChild(document.createElement("li"));
  1501. li.className = className ? `orb ${className}` :`orb`;
  1502. li.setAttribute("data-orb-icon", orbType);
  1503. });
  1504. return ul;
  1505. }
  1506. //产生类型列表
  1507. function createTypesList(types)
  1508. {
  1509. if (types == undefined) types = [0];
  1510. else if (!Array.isArray(types)) types = [types];
  1511. const ul = document.createElement("ul");
  1512. ul.className = "types-ul";
  1513. types.forEach(type => {
  1514. const li = ul.appendChild(document.createElement("li"));
  1515. li.className = `type-icon`;
  1516. li.setAttribute("data-type-icon", type);
  1517. });
  1518. return ul;
  1519. }
  1520. const functions = [
  1521. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1522. {group:true,name:"Active Skill",otLangName:{chs:"主动技",cht:"主動技"}, functions: [
  1523. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1524. function:cards=>cards.filter(card=>{
  1525. function isLoopBuff(parsedSkill, cd) {
  1526. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1527. && skill.turns >= cd);
  1528. }
  1529. //跳过0号技能的、会变身成别人的和无技能数据的
  1530. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1531. const skill = Skills[card.activeSkillId];
  1532. if (!skill) return false;
  1533. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1534. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1535. let parsedActiveSkill = skillParser(card.activeSkillId);
  1536. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1537. //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
  1538. let parsedGroupSkill = parsedActiveSkill?.[0];
  1539. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1540. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1541. }
  1542. //进化类技能,排除循环进化,并只计算最后一级
  1543. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  1544. let lastIdx = parsedGroupSkill.params.length - 1;
  1545. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  1546. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1547. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  1548. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  1549. }
  1550. return false;
  1551. })
  1552. },
  1553. {group:true,name:"Voids Absorption",otLangName:{chs:"破吸类",cht:"破吸類"}, functions: [
  1554. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1555. function:cards=>{
  1556. const attrName = "attr-absorb";
  1557. return cards.filter(card=>{
  1558. const turns = voidsAbsorption_Turns(card);
  1559. return turns[attrName] > 0;
  1560. }).sort((a,b)=>{
  1561. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1562. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1563. return a_pC - b_pC;
  1564. });
  1565. },
  1566. addition:voidsAbsorption_Addition
  1567. },
  1568. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1569. function:cards=>{
  1570. const attrName = "combo-absorb";
  1571. return cards.filter(card=>{
  1572. const turns = voidsAbsorption_Turns(card);
  1573. return turns[attrName] > 0;
  1574. }).sort((a,b)=>{
  1575. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1576. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1577. return a_pC - b_pC;
  1578. });
  1579. },
  1580. addition:voidsAbsorption_Addition
  1581. },
  1582. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1583. function:cards=>{
  1584. const attrName = "damage-absorb";
  1585. return cards.filter(card=>{
  1586. const turns = voidsAbsorption_Turns(card);
  1587. return turns[attrName] > 0;
  1588. }).sort((a,b)=>{
  1589. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1590. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1591. return a_pC - b_pC;
  1592. });
  1593. },
  1594. addition:voidsAbsorption_Addition
  1595. },
  1596. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1597. function:cards=>{
  1598. const attrName = "damage-void";
  1599. return cards.filter(card=>{
  1600. const turns = voidsAbsorption_Turns(card);
  1601. return turns[attrName] > 0;
  1602. }).sort((a,b)=>{
  1603. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1604. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1605. return a_pC - b_pC;
  1606. });
  1607. },
  1608. addition:voidsAbsorption_Addition
  1609. },
  1610. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1611. {name:"2 Voids (attr. & damage)",otLangName:{chs:"双破(属+伤)",cht:"双破(属+伤)"},
  1612. function:cards=>{
  1613. return cards.filter(card=>{
  1614. const turns = voidsAbsorption_Turns(card);
  1615. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0;
  1616. }).sort((a,b)=>{
  1617. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1618. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1619. return a_pC - b_pC;
  1620. });
  1621. },
  1622. addition:voidsAbsorption_Addition
  1623. },
  1624. {name:"3 Voids (attr. & damage & void)",otLangName:{chs:"三破(属+伤+无)",cht:"三破(属+伤+无)"},
  1625. function:cards=>{
  1626. return cards.filter(card=>{
  1627. const turns = voidsAbsorption_Turns(card);
  1628. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1629. }).sort((a,b)=>{
  1630. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1631. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1632. return a_pC - b_pC;
  1633. });
  1634. },
  1635. addition:voidsAbsorption_Addition
  1636. },
  1637. ]},
  1638. ]},
  1639. {group:true,name:"Recovers Bind Status",otLangName:{chs:"解封类",cht:"解封類"}, functions: [
  1640. {
  1641. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1642. function:cards=>{
  1643. return cards.filter(card=>{
  1644. const turns = unbind_Turns(card);
  1645. return turns.normal > 0;
  1646. }).sort((a,b)=>{
  1647. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1648. let a_pC = a_s.normal, b_pC = b_s.normal;
  1649. return a_pC - b_pC;
  1650. });
  1651. },
  1652. addition:unbind_Addition
  1653. },
  1654. {
  1655. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1656. function:cards=>{
  1657. return cards.filter(card=>{
  1658. const turns = unbind_Turns(card);
  1659. return turns.awakenings > 0;
  1660. }).sort((a,b)=>{
  1661. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1662. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1663. return a_pC - b_pC;
  1664. });
  1665. },
  1666. addition:unbind_Addition
  1667. },
  1668. {
  1669. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1670. function:cards=>{
  1671. return cards.filter(card=>{
  1672. const turns = unbind_Turns(card);
  1673. return turns.matches > 0;
  1674. }).sort((a,b)=>{
  1675. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1676. let a_pC = a_s.matches, b_pC = b_s.matches;
  1677. return a_pC - b_pC;
  1678. });
  1679. },
  1680. addition:unbind_Addition
  1681. },
  1682. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1683. {
  1684. name:"3 Unbinds",otLangName:{chs:"三解",cht:"三解"},
  1685. function:cards=>{
  1686. return cards.filter(card=>{
  1687. const turns = unbind_Turns(card);
  1688. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1689. }).sort((a,b)=>{
  1690. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1691. let a_pC = a_s.normal, b_pC = b_s.normal;
  1692. return a_pC - b_pC;
  1693. });
  1694. },
  1695. addition:unbind_Addition
  1696. },
  1697. ]},
  1698. ]},
  1699. {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: [
  1700. {name:"↑Increase skills charge",otLangName:{chs:"【溜】减少CD",cht:"【溜】減少CD"},
  1701. function:cards=>{
  1702. const searchTypeArray = [146];
  1703. return cards.filter(card=>{
  1704. const skill = getCardActiveSkill(card, searchTypeArray);
  1705. return skill;
  1706. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1707. },
  1708. addition:card=>{
  1709. const searchTypeArray = [146];
  1710. const skill = getCardActiveSkill(card, searchTypeArray);
  1711. if (!skill) return;
  1712. const sk = skill.params;
  1713. const fragment = document.createDocumentFragment();
  1714. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1715. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1716. return fragment;
  1717. }
  1718. },
  1719. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1720. function:cards=>{
  1721. const searchTypeArray = [93, 227];
  1722. return cards.filter(card=>{
  1723. const skill = getCardActiveSkill(card, searchTypeArray);
  1724. return skill;
  1725. }).sort((a,b)=>{
  1726. const a_s = getCardActiveSkill(a, searchTypeArray),
  1727. b_s = getCardActiveSkill(b, searchTypeArray);
  1728. return a_s.type - b_s.type;
  1729. });
  1730. },
  1731. addition:card=>{
  1732. const searchTypeArray = [93, 227];
  1733. const skill = getCardActiveSkill(card, searchTypeArray);
  1734. if (!skill) return;
  1735. const fragment = document.createDocumentFragment();
  1736. fragment.append(createSkillIcon('leader-change'));
  1737. skill.type === 227 && fragment.append('换👉');
  1738. return fragment;
  1739. }
  1740. },
  1741. {group:true,name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限",cht:"增加傷害上限"}, functions: [
  1742. {name:"Increase Damage Cap - Any",otLangName:{chs:"增加伤害上限 - 任意",cht:"增加傷害上限 - 任意"},
  1743. function:cards=>{
  1744. const searchTypeArray = [241, 246, 247, 258];
  1745. return cards.filter(card=>{
  1746. const skill = getCardActiveSkill(card, searchTypeArray);
  1747. return skill;
  1748. }).sort((a,b)=>{
  1749. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1750. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1751. return a_pC - b_pC;
  1752. });
  1753. },
  1754. addition:memberCap_Addition
  1755. },
  1756. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 - 自身",cht:"增加傷害上限 - 自身"},
  1757. function:cards=>{
  1758. const searchTypeArray = [241, 246, 247, 258];
  1759. return cards.filter(card=>{
  1760. const skill = getCardActiveSkill(card, searchTypeArray);
  1761. if (skill?.type === 258) return Boolean(skill.params[2] & 0b1);
  1762. else return skill;
  1763. }).sort((a,b)=>{
  1764. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1765. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1766. return a_pC - b_pC;
  1767. });
  1768. },
  1769. addition:memberCap_Addition
  1770. },
  1771. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 - 队长",cht:"增加傷害上限 - 隊長"},
  1772. function:cards=>{
  1773. const searchTypeArray = [258];
  1774. return cards.filter(card=>{
  1775. const skill = getCardActiveSkill(card, searchTypeArray);
  1776. return skill && Boolean(skill.params[2] & (0b10 | 0b100));
  1777. }).sort((a,b)=>{
  1778. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1779. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1780. return a_pC - b_pC;
  1781. });
  1782. },
  1783. addition:memberCap_Addition
  1784. },
  1785. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 - 队员",cht:"增加傷害上限 - 隊員"},
  1786. function:cards=>{
  1787. const searchTypeArray = [258];
  1788. return cards.filter(card=>{
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. return skill && Boolean(skill.params[2] & 0b1000);
  1791. }).sort((a,b)=>{
  1792. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1793. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1794. return a_pC - b_pC;
  1795. });
  1796. },
  1797. addition:memberCap_Addition
  1798. },
  1799. ]},
  1800. {group:true,name:"Member ATK rate change",otLangName:{chs:"队员攻击力",cht:"隊員攻擊力"}, functions: [
  1801. {name:"Member ATK rate change - Any",otLangName:{chs:"队员攻击力 - 任意",cht:"隊員攻擊力 - 任意"},
  1802. function:cards=>{
  1803. const searchTypeArray = [230];
  1804. return cards.filter(card=>{
  1805. const skill = getCardActiveSkill(card, searchTypeArray);
  1806. return skill;
  1807. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1808. },
  1809. addition:memberATK_Addition
  1810. },
  1811. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 - 自身",cht:"隊員攻擊力 - 自身"},
  1812. function:cards=>{
  1813. const searchTypeArray = [230];
  1814. return cards.filter(card=>{
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. return skill && Boolean(skill.params[1] & 0b1);
  1817. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1818. },
  1819. addition:memberATK_Addition
  1820. },
  1821. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 - 队长",cht:"隊員攻擊力 - 隊長"},
  1822. function:cards=>{
  1823. const searchTypeArray = [230];
  1824. return cards.filter(card=>{
  1825. const skill = getCardActiveSkill(card, searchTypeArray);
  1826. return skill && Boolean(skill.params[1] & (0b10 | 0b100));
  1827. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1828. },
  1829. addition:memberATK_Addition
  1830. },
  1831. {name:"Member ATK rate change - Sub",otLangName:{chs:"队员攻击力 - 队员",cht:"隊員攻擊力 - 隊員"},
  1832. function:cards=>{
  1833. const searchTypeArray = [230];
  1834. return cards.filter(card=>{
  1835. const skill = getCardActiveSkill(card, searchTypeArray);
  1836. return skill && Boolean(skill.params[1] & 0b1000);
  1837. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1838. },
  1839. addition:memberATK_Addition
  1840. },
  1841. ]},
  1842. {name:"Change self's Attr",otLangName:{chs:"转换自身属性",cht:"轉換自身屬性"},
  1843. function:cards=>{
  1844. const searchTypeArray = [142];
  1845. return cards.filter(card=>{
  1846. const skill = getCardActiveSkill(card, searchTypeArray);
  1847. return skill;
  1848. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1849. },
  1850. addition:card=>{
  1851. const searchTypeArray = [142];
  1852. const skill = getCardActiveSkill(card, searchTypeArray);
  1853. if (!skill) return;
  1854. const sk = skill.params;
  1855. const fragment = document.createDocumentFragment();
  1856. fragment.appendChild(document.createTextNode(`自→`));
  1857. fragment.appendChild(createOrbsList(sk[1]));
  1858. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1859. return fragment;
  1860. }
  1861. },
  1862. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1863. function:cards=>cards.filter(card=>{
  1864. const searchTypeArray = [214];
  1865. const skill = getCardActiveSkill(card, searchTypeArray);
  1866. return skill;
  1867. }),
  1868. addition:card=>{
  1869. const searchTypeArray = [214];
  1870. const skill = getCardActiveSkill(card, searchTypeArray);
  1871. if (!skill) return;
  1872. const sk = skill.params;
  1873. return document.createTextNode(`自封技${sk[0]}T`);
  1874. }
  1875. },
  1876. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1877. function:cards=>cards.filter(card=>{
  1878. const searchTypeArray = [250];
  1879. const skill = getCardActiveSkill(card, searchTypeArray);
  1880. return skill;
  1881. })
  1882. },
  1883. {name:"↓Reduce skills charge",otLangName:{chs:"【坐】增加CD",cht:"【坐】增加CD"},
  1884. function:cards=>{
  1885. const searchTypeArray = [218];
  1886. return cards.filter(card=>{
  1887. const skill = getCardActiveSkill(card, searchTypeArray);
  1888. return skill;
  1889. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1890. },
  1891. addition:card=>{
  1892. const searchTypeArray = [218];
  1893. const skill = getCardActiveSkill(card, searchTypeArray);
  1894. if (!skill) return;
  1895. const sk = skill.params;
  1896. const fragment = document.createDocumentFragment();
  1897. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1898. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1899. return fragment;
  1900. }
  1901. },
  1902. ]},
  1903. {group:true,name:"Player's HP change",otLangName:{chs:"玩家HP操纵类",cht:"玩家HP操縱類"}, functions: [
  1904. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1905. function:cards=>{
  1906. const searchTypeArray = [179];
  1907. return cards.filter(card=>{
  1908. const skill = getCardActiveSkill(card, searchTypeArray);
  1909. return skill;
  1910. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1911. },
  1912. addition:card=>{
  1913. const searchTypeArray = [179];
  1914. const skill = getCardActiveSkill(card, searchTypeArray);
  1915. if (!skill) return;
  1916. const sk = skill.params;
  1917. const fragment = document.createDocumentFragment();
  1918. fragment.append(createSkillIcon('auto-heal'));
  1919. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1920. return fragment;
  1921. }
  1922. },
  1923. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1924. function:cards=>{
  1925. return cards.filter(card=>{
  1926. const heal = healImmediately_Rate(card);
  1927. return Object.values(heal).some(v=>v);
  1928. })
  1929. .sort((a,b)=>{
  1930. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1931. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1932. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1933. let sortNum = a_i - b_i;
  1934. if (!sortNum)
  1935. {
  1936. sortNum = a_vs[a_i] - b_vs[b_i];
  1937. }
  1938. return sortNum;
  1939. });
  1940. },
  1941. addition:card=>{
  1942. const heal = healImmediately_Rate(card);
  1943. const fragment = document.createDocumentFragment();
  1944. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1945. if (heal.scale)
  1946. fragment.append(`${heal.scale}%`);
  1947. if (heal.const)
  1948. fragment.append(`${heal.const.bigNumberToString()}点`);
  1949. if (heal.selfRcv)
  1950. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1951. if (heal.vampire)
  1952. fragment.append(`${heal.vampire}%伤害`);
  1953. return fragment;
  1954. }
  1955. },
  1956. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1957. function:cards=>{
  1958. const searchTypeArray = [237];
  1959. return cards.filter(card=>{
  1960. const skill = getCardActiveSkill(card, searchTypeArray);
  1961. return skill;
  1962. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1963. },
  1964. addition:card=>{
  1965. const searchTypeArray = [237];
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. if (!skill) return;
  1968. const sk = skill.params;
  1969. const fragment = document.createDocumentFragment();
  1970. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1971. return fragment;
  1972. }
  1973. },
  1974. {name:"Damage self",otLangName:{chs:"玩家自残",cht:"玩家自殘"},
  1975. function:cards=>{
  1976. return cards.filter(card=>damageSelf_Rate(card)>0)
  1977. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1978. },
  1979. addition:card=>{
  1980. let rate = damageSelf_Rate(card);
  1981. const fragment = document.createDocumentFragment();
  1982. fragment.append(createSkillIcon('heal', 'hp-decr'));
  1983. if (rate < 100)
  1984. fragment.append(`减少${rate}%`);
  1985. else
  1986. fragment.append(`减少到1`);
  1987. return fragment;
  1988. }
  1989. },
  1990. ]},
  1991. {group:true,name:"Buff",otLangName:{chs:"buff 类",cht:"buff 類"}, functions: [
  1992. {name:"RCV rate change",otLangName:{chs:"回复力 buff",cht:"回覆力 buff"},
  1993. function:cards=>{
  1994. return cards.filter(card=>{
  1995. const atkbuff = rcvBuff_Rate(card);
  1996. return atkbuff.skilltype > 0;
  1997. }).sort((a,b)=>{
  1998. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1999. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2000. if (sortNum == 0)
  2001. sortNum = a_pC.rate - b_pC.rate;
  2002. if (sortNum == 0)
  2003. sortNum = a_pC.turns - b_pC.turns;
  2004. return sortNum;
  2005. });
  2006. },
  2007. addition:card=>{
  2008. const atkbuff = rcvBuff_Rate(card);
  2009. const fragment = document.createDocumentFragment();
  2010. fragment.appendChild(createOrbsList([5]));
  2011. if (atkbuff.skilltype == 0) return fragment;
  2012. if (atkbuff.skilltype == 1)
  2013. {
  2014. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2015. if (atkbuff.awoken.length)
  2016. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2017. if (atkbuff.attrs.length)
  2018. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2019. if (atkbuff.types.length)
  2020. fragment.appendChild(createTypesList(atkbuff.types));
  2021. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2022. }else if (atkbuff.skilltype == 2)
  2023. {
  2024. if (atkbuff.attrs.length)
  2025. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2026. if (atkbuff.types.length)
  2027. fragment.appendChild(createTypesList(atkbuff.types));
  2028. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2029. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2030. }
  2031. return fragment;
  2032. }
  2033. },
  2034. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2035. function:cards=>{
  2036. return cards.filter(card=>{
  2037. const atkbuff = atkBuff_Rate(card);
  2038. return atkbuff.skilltype > 0;
  2039. }).sort((a,b)=>{
  2040. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2041. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2042. if (sortNum == 0)
  2043. sortNum = a_pC.rate - b_pC.rate;
  2044. if (sortNum == 0)
  2045. sortNum = a_pC.turns - b_pC.turns;
  2046. return sortNum;
  2047. });
  2048. },
  2049. addition:card=>{
  2050. const atkbuff = atkBuff_Rate(card);
  2051. const fragment = document.createDocumentFragment();
  2052. if (atkbuff.skilltype == 0) return fragment;
  2053. if (atkbuff.skilltype == 1)
  2054. {
  2055. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2056. if (atkbuff.awoken.length)
  2057. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2058. if (atkbuff.attrs.length)
  2059. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2060. if (atkbuff.types.length)
  2061. fragment.appendChild(createTypesList(atkbuff.types));
  2062. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2063. }else if (atkbuff.skilltype == 2)
  2064. {
  2065. if (atkbuff.attrs.length)
  2066. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2067. if (atkbuff.types.length)
  2068. fragment.appendChild(createTypesList(atkbuff.types));
  2069. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2070. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2071. }
  2072. return fragment;
  2073. }
  2074. },
  2075. {name:"Move time change",otLangName:{chs:"操作时间 buff",cht:"操作時間 buff"},
  2076. function:cards=>{
  2077. const searchTypeArray = [132];
  2078. return cards.filter(card=>{
  2079. const skill = getCardActiveSkill(card, searchTypeArray);
  2080. return skill;
  2081. }).sort((a,b)=>{
  2082. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2083. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2084. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2085. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2086. });
  2087. },
  2088. addition:card=>{
  2089. const searchTypeArray = [132];
  2090. const skill = getCardActiveSkill(card, searchTypeArray);
  2091. if (!skill) return;
  2092. const sk = skill.params;
  2093. let str = "👆";
  2094. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2095. if (sk[2]) str += `x${sk[2]/100}`;
  2096. str += `x${sk[0]}T`;
  2097. return str;
  2098. }
  2099. },
  2100. {name:"Adds combo",otLangName:{chs:"加C buff",cht:"加C buff"},
  2101. function:cards=>{
  2102. const searchTypeArray = [160];
  2103. return cards.filter(card=>{
  2104. const skill = getCardActiveSkill(card, searchTypeArray);
  2105. return skill;
  2106. }).sort((a,b)=>{
  2107. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2108. return a_s.params[1] - b_s.params[1];
  2109. });
  2110. },
  2111. addition:card=>{
  2112. const searchTypeArray = [160];
  2113. const skill = getCardActiveSkill(card, searchTypeArray);
  2114. if (!skill) return;
  2115. const sk = skill.params;
  2116. return `+${sk[1]}C×${sk[0]}T`;
  2117. }
  2118. },
  2119. {name:"Reduce Damage for all Attr",otLangName:{chs:"全属减伤 buff",cht:"全屬減傷 buff"},
  2120. function:cards=>{
  2121. const searchTypeArray = [3,156];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. if (!skill) return false;
  2125. if (skill.type == 156)
  2126. return skill.params[4]==3;
  2127. else
  2128. return true;
  2129. }).sort((a,b)=>{
  2130. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2131. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2132. if (!sortNum)
  2133. {
  2134. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2135. sortNum = a_pC - b_pC;
  2136. }
  2137. return sortNum;
  2138. });
  2139. },
  2140. addition:card=>{
  2141. const searchTypeArray = [3,156];
  2142. const skill = getCardActiveSkill(card, searchTypeArray);
  2143. if (!skill) return;
  2144. const sk = skill.params;
  2145. const fragment = document.createDocumentFragment();
  2146. if (skill.type == 156)
  2147. {
  2148. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2149. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2150. fragment.appendChild(creatAwokenList(awokenArr));
  2151. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2152. }else
  2153. {
  2154. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2155. }
  2156. return fragment;
  2157. }
  2158. },
  2159. {name:"Reduce 100% Damage",otLangName:{chs:"全属减伤 100%",cht:"全屬減傷 100%"},
  2160. function:cards=>{
  2161. const searchTypeArray = [3];
  2162. return cards.filter(card=>{
  2163. const skill = getCardActiveSkill(card, searchTypeArray);
  2164. return skill && skill.params[1]>=100;
  2165. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2166. },
  2167. addition:card=>{
  2168. const searchTypeArray = [3];
  2169. const skill = getCardActiveSkill(card, searchTypeArray);
  2170. if (!skill) return;
  2171. const sk = skill.params;
  2172. return `无敌×${sk[0]}T`;
  2173. }
  2174. },
  2175. {name:"Reduce all Damage for designated Attr",otLangName:{chs:"限属减伤 buff",cht:"限屬減傷 buff"},
  2176. function:cards=>{
  2177. const searchTypeArray = [21];
  2178. return cards.filter(card=>{
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. return skill;
  2181. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2182. },
  2183. addition:card=>{
  2184. const searchTypeArray = [21];
  2185. const skill = getCardActiveSkill(card, searchTypeArray);
  2186. if (!skill) return;
  2187. const sk = skill.params;
  2188. const colors = [sk[1]];
  2189. const fragment = document.createDocumentFragment();
  2190. fragment.appendChild(document.createTextNode(`-`));
  2191. fragment.appendChild(createOrbsList(colors));
  2192. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2193. return fragment;
  2194. }
  2195. },
  2196. {name:"Mass Attacks",otLangName:{chs:"变为全体攻击",cht:"變爲全體攻擊"},
  2197. function:cards=>{
  2198. const searchTypeArray = [51];
  2199. return cards.filter(card=>{
  2200. const skill = getCardActiveSkill(card, searchTypeArray);
  2201. return skill;
  2202. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2203. },
  2204. addition:card=>{
  2205. const searchTypeArray = [51];
  2206. const skill = getCardActiveSkill(card, searchTypeArray);
  2207. if (!skill) return;
  2208. const sk = skill.params;
  2209. return `全体×${sk[0]}T`;
  2210. }
  2211. },
  2212. {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)"},
  2213. function:cards=>cards.filter(card=>{
  2214. const searchTypeArray = [156,168,228,231];
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. return skill;
  2217. })
  2218. },
  2219. ]},
  2220. {group:true,name:"For Enemy",otLangName:{chs:"对敌 buff 类",cht:"對敵 buff 類"}, functions: [
  2221. {name:"Menace",otLangName:{chs:"威吓",cht:"威嚇"},
  2222. function:cards=>{
  2223. const searchTypeArray = [18];
  2224. return cards.filter(card=>{
  2225. const skill = getCardActiveSkill(card, searchTypeArray);
  2226. return skill;
  2227. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2228. },
  2229. addition:card=>{
  2230. const searchTypeArray = [18];
  2231. const skill = getCardActiveSkill(card, searchTypeArray);
  2232. if (!skill) return;
  2233. const sk = skill.params;
  2234. const fragment = document.createDocumentFragment();
  2235. fragment.appendChild(createSkillIcon('delay'));
  2236. fragment.append(`×${sk[0]}T`);
  2237. return fragment;
  2238. }
  2239. },
  2240. {name:"Reduces enemies' DEF",otLangName:{chs:"破防",cht:"破防"},
  2241. function:cards=>{
  2242. const searchTypeArray = [19];
  2243. return cards.filter(card=>{
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. return skill;
  2246. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2247. },
  2248. addition:card=>{
  2249. const searchTypeArray = [19];
  2250. const skill = getCardActiveSkill(card, searchTypeArray);
  2251. if (!skill) return;
  2252. const sk = skill.params;
  2253. const fragment = document.createDocumentFragment();
  2254. fragment.appendChild(createSkillIcon('def-break'));
  2255. fragment.append(`${sk[1]}%×${sk[0]}T`);
  2256. return fragment;
  2257. }
  2258. },
  2259. {name:"Poisons enemies",otLangName:{chs:"中毒",cht:"中毒"},
  2260. function:cards=>{
  2261. const searchTypeArray = [4];
  2262. return cards.filter(card=>{
  2263. const skill = getCardActiveSkill(card, searchTypeArray);
  2264. return skill;
  2265. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2266. },
  2267. addition:card=>{
  2268. const searchTypeArray = [4];
  2269. const skill = getCardActiveSkill(card, searchTypeArray);
  2270. if (!skill) return;
  2271. const sk = skill.params;
  2272. const fragment = document.createDocumentFragment();
  2273. fragment.appendChild(createSkillIcon('poison'));
  2274. fragment.append(`ATK×${sk[0]/100}`);
  2275. return fragment;
  2276. }
  2277. },
  2278. {name:"Change enemies's Attr",otLangName:{chs:"改变敌人属性",cht:"改變敵人屬性"},
  2279. function:cards=>{
  2280. return cards.filter(card=>{
  2281. return changeEnemiesAttr_Attr(card).attr != null;
  2282. }).sort((a,b)=>{
  2283. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2284. return a_pC.attr - b_pC.attr;
  2285. })
  2286. },
  2287. addition:card=>{
  2288. let change = changeEnemiesAttr_Attr(card);
  2289. const fragment = document.createDocumentFragment();
  2290. fragment.appendChild(document.createTextNode(`敌→`));
  2291. fragment.appendChild(createOrbsList(change.attr));
  2292. if (change.turns > 0)
  2293. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2294. return fragment;
  2295. }
  2296. },
  2297. {name:"Counterattack buff",otLangName:{chs:"受伤反击 buff",cht:"受傷反擊 buff"},
  2298. function:cards=>{
  2299. const searchTypeArray = [60];
  2300. return cards.filter(card=>{
  2301. const skill = getCardActiveSkill(card, searchTypeArray);
  2302. return skill;
  2303. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2304. },
  2305. addition:card=>{
  2306. const searchTypeArray = [60];
  2307. const skill = getCardActiveSkill(card, searchTypeArray);
  2308. if (!skill) return;
  2309. const sk = skill.params;
  2310. const fragment = document.createDocumentFragment();
  2311. fragment.appendChild(createSkillIcon('counter-attack'));
  2312. fragment.appendChild(createOrbsList(sk[2]));
  2313. fragment.appendChild(document.createTextNode(`×${sk[1]/100}倍`));
  2314. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2315. return fragment;
  2316. }
  2317. },
  2318. ]},
  2319. {group:true,name:"Orbs States Change",otLangName:{chs:"改变宝珠状态类",cht:"改變寶珠狀態類"}, functions: [
  2320. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2321. function:cards=>cards.filter(card=>{
  2322. const searchTypeArray = [172];
  2323. const skill = getCardActiveSkill(card, searchTypeArray);
  2324. return skill;
  2325. })
  2326. },
  2327. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2328. function:cards=>cards.filter(card=>{
  2329. const searchTypeArray = [152];
  2330. const skill = getCardActiveSkill(card, searchTypeArray);
  2331. return skill;
  2332. }),
  2333. addition:lock_Addition
  2334. },
  2335. {name:"Lock(≥6 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2336. function:cards=>cards.filter(card=>{
  2337. const searchTypeArray = [152];
  2338. const skill = getCardActiveSkill(card, searchTypeArray);
  2339. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2340. }),
  2341. addition:lock_Addition
  2342. },
  2343. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2344. function:cards=>{
  2345. const searchTypeArray = [52,91,140];
  2346. return cards.filter(card=>{
  2347. const skill = getCardActiveSkill(card, searchTypeArray);
  2348. return skill;
  2349. });
  2350. },
  2351. addition:card=>{
  2352. const searchTypeArray = [52,91,140];
  2353. const skill = getCardActiveSkill(card, searchTypeArray);
  2354. if (!skill) return;
  2355. const sk = skill.params;
  2356. let attrs = [];
  2357. switch (skill.type)
  2358. {
  2359. case 52:{
  2360. attrs.push(sk[0]); break;
  2361. }
  2362. case 91:{
  2363. attrs = sk.slice(0,-1); break;
  2364. }
  2365. case 140:{
  2366. attrs = Bin.unflags(sk[0]); break;
  2367. }
  2368. }
  2369. const fragment = document.createDocumentFragment();
  2370. fragment.appendChild(document.createTextNode(`强化`));
  2371. fragment.appendChild(createOrbsList(attrs));
  2372. return fragment;
  2373. }
  2374. },
  2375. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2376. function:cards=>cards.filter(card=>{
  2377. const searchTypeArray = [215];
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. return skill;
  2380. }),
  2381. addition:card=>{
  2382. const searchTypeArray = [215];
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. if (!skill) return;
  2385. const sk = skill.params;
  2386. const fragment = document.createDocumentFragment();
  2387. fragment.appendChild(document.createTextNode(`自封`));
  2388. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2389. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2390. return fragment;
  2391. }
  2392. },
  2393. ]},
  2394. {group:true,name:"Board States Change",otLangName:{chs:"改变板面状态类",cht:"改變板面狀態類"}, functions: [
  2395. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2396. function:cards=>cards.filter(card=>{
  2397. const searchTypeArray = [10];
  2398. const skill = getCardActiveSkill(card, searchTypeArray);
  2399. return skill;
  2400. })
  2401. },
  2402. {name:"No Skyfall",otLangName:{chs:"无天降 buff",cht:"無天降 buff"},
  2403. function:cards=>{
  2404. const searchTypeArray = [184];
  2405. return cards.filter(card=>{
  2406. const skill = getCardActiveSkill(card, searchTypeArray);
  2407. return skill;
  2408. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2409. },
  2410. addition:card=>{
  2411. const searchTypeArray = [184];
  2412. const skill = getCardActiveSkill(card, searchTypeArray);
  2413. if (!skill) return;
  2414. const sk = skill.params;
  2415. return `无↓×${sk[0]}T`;
  2416. }
  2417. },
  2418. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff",cht:"生成輪盤位 buff"},
  2419. function:cards=>{
  2420. const searchTypeArray = [207, 249];
  2421. return cards.filter(card=>{
  2422. const skill = getCardActiveSkill(card, searchTypeArray);
  2423. return skill;
  2424. }).sort((a,b)=>{
  2425. const a_s = getCardActiveSkill(a, searchTypeArray),
  2426. b_s = getCardActiveSkill(b, searchTypeArray);
  2427. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2428. });
  2429. },
  2430. addition:card=>{
  2431. const searchTypeArray = [207, 249];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. if (!skill) return;
  2434. const sk = skill.params;
  2435. const fragment = document.createDocumentFragment();
  2436. fragment.append(createSkillIcon('board-roulette'));
  2437. if (skill.type == 249) {
  2438. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2439. }
  2440. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2441. return fragment;
  2442. }
  2443. },
  2444. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2445. function:cards=>{
  2446. const searchTypeArray = [238];
  2447. return cards.filter(card=>{
  2448. const skill = getCardActiveSkill(card, searchTypeArray);
  2449. return skill;
  2450. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2451. },
  2452. addition:card=>{
  2453. const searchTypeArray = [238];
  2454. const skill = getCardActiveSkill(card, searchTypeArray);
  2455. if (!skill) return;
  2456. const sk = skill.params;
  2457. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2458. }
  2459. },
  2460. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2461. function:cards=>{
  2462. const searchTypeArray = [239];
  2463. return cards.filter(card=>{
  2464. const skill = getCardActiveSkill(card, searchTypeArray);
  2465. return skill;
  2466. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2467. },
  2468. addition:card=>{
  2469. const searchTypeArray = [239];
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. if (!skill) return;
  2472. const sk = skill.params;
  2473. const colums = Bin.unflags(sk[1]), rows = Bin.unflags(sk[2]);
  2474. const fragment = document.createDocumentFragment();
  2475. if (colums.length)
  2476. fragment.append(`${colums.length}竖`);
  2477. if (rows.length)
  2478. fragment.append(`${rows.length}横`);
  2479. fragment.append(`×${sk[0]}T`);
  2480. return fragment;
  2481. }
  2482. },
  2483. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2484. function:cards=>{
  2485. const searchTypeArray = [251];
  2486. return cards.filter(card=>{
  2487. const skill = getCardActiveSkill(card, searchTypeArray);
  2488. return skill;
  2489. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2490. },
  2491. addition:card=>{
  2492. const searchTypeArray = [251];
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. if (!skill) return;
  2495. const sk = skill.params;
  2496. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2497. }
  2498. },
  2499. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2500. function:cards=>{
  2501. const searchTypeArray = [244];
  2502. return cards.filter(card=>{
  2503. const skill = getCardActiveSkill(card, searchTypeArray);
  2504. return skill;
  2505. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2506. },
  2507. addition:card=>{
  2508. const searchTypeArray = [244];
  2509. const skill = getCardActiveSkill(card, searchTypeArray);
  2510. if (!skill) return;
  2511. const sk = skill.params;
  2512. let width, height;
  2513. switch (sk[1]) {
  2514. case 1: {
  2515. width = 7;
  2516. height = 6;
  2517. break;
  2518. }
  2519. case 2: {
  2520. width = 5;
  2521. height = 3;
  2522. break;
  2523. }
  2524. case 3: {
  2525. width = 6;
  2526. height = 5;
  2527. break;
  2528. }
  2529. default: {
  2530. width = 6;
  2531. height = 5;
  2532. }
  2533. }
  2534. return `[${width}×${height}]×${sk[0]}T`;
  2535. }
  2536. },
  2537. ]},
  2538. {group:true,name:"Orbs Drop",otLangName:{chs:"珠子掉落 类",cht:"珠子掉落 類"}, functions: [
  2539. {name:"Drop Enhanced Orbs",otLangName:{chs:"掉落强化宝珠 buff",cht:"掉落強化寶珠 buff"},
  2540. function:cards=>{
  2541. const searchTypeArray = [180];
  2542. return cards.filter(card=>{
  2543. const skill = getCardActiveSkill(card, searchTypeArray);
  2544. return skill;
  2545. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2546. },
  2547. addition:card=>{
  2548. const searchTypeArray = [180];
  2549. const skill = getCardActiveSkill(card, searchTypeArray);
  2550. if (!skill) return;
  2551. const sk = skill.params;
  2552. return `${sk[1]}%×${sk[0]}T`;
  2553. }
  2554. },
  2555. {name:"Drop locked orbs(any color)",otLangName:{chs:"掉锁(不限色)",cht:"掉鎖(不限色)"},
  2556. function:cards=>{
  2557. const searchTypeArray = [205];
  2558. return cards.filter(card=>{
  2559. const skill = getCardActiveSkill(card, searchTypeArray);
  2560. return skill;
  2561. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2562. },
  2563. addition:dropLock_Addition
  2564. },
  2565. {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"},
  2566. function:cards=>{
  2567. const searchTypeArray = [205];
  2568. return cards.filter(card=>{
  2569. const skill = getCardActiveSkill(card, searchTypeArray);
  2570. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2571. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2572. },
  2573. addition:dropLock_Addition
  2574. },
  2575. {group:true,name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"}, functions: [
  2576. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2577. function:cards=>cards.filter(card=>{
  2578. const searchTypeArray = [126];
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. return skill;
  2581. }),
  2582. addition:dropOrb_Addition
  2583. },
  2584. {name:"Drop rate - Attr. - Fire",otLangName:{chs:"掉落率提升-属性-火",cht:"掉落率提升-屬性-火"},
  2585. function:cards=>cards.filter(card=>{
  2586. const searchTypeArray = [126];
  2587. const skill = getCardActiveSkill(card, searchTypeArray);
  2588. return skill && (skill.params[0] & 0b1);
  2589. }),
  2590. addition:dropOrb_Addition
  2591. },
  2592. {name:"Drop rate - Attr. - Water",otLangName:{chs:"掉落率提升-属性-水",cht:"掉落率提升-屬性-水"},
  2593. function:cards=>cards.filter(card=>{
  2594. const searchTypeArray = [126];
  2595. const skill = getCardActiveSkill(card, searchTypeArray);
  2596. return skill && (skill.params[0] & 0b10);
  2597. }),
  2598. addition:dropOrb_Addition
  2599. },
  2600. {name:"Drop rate - Attr. - Wood",otLangName:{chs:"掉落率提升-属性-木",cht:"掉落率提升-屬性-木"},
  2601. function:cards=>cards.filter(card=>{
  2602. const searchTypeArray = [126];
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return skill && (skill.params[0] & 0b100);
  2605. }),
  2606. addition:dropOrb_Addition
  2607. },
  2608. {name:"Drop rate - Attr. - Light",otLangName:{chs:"掉落率提升-属性-光",cht:"掉落率提升-屬性-光"},
  2609. function:cards=>cards.filter(card=>{
  2610. const searchTypeArray = [126];
  2611. const skill = getCardActiveSkill(card, searchTypeArray);
  2612. return skill && (skill.params[0] & 0b1000);
  2613. }),
  2614. addition:dropOrb_Addition
  2615. },
  2616. {name:"Drop rate - Attr. - Dark",otLangName:{chs:"掉落率提升-属性-暗",cht:"掉落率提升-屬性-暗"},
  2617. function:cards=>cards.filter(card=>{
  2618. const searchTypeArray = [126];
  2619. const skill = getCardActiveSkill(card, searchTypeArray);
  2620. return skill && (skill.params[0] & 0b1_0000);
  2621. }),
  2622. addition:dropOrb_Addition
  2623. },
  2624. {name:"Drop rate - Attr. - Heart",otLangName:{chs:"掉落率提升-属性-心",cht:"掉落率提升-屬性-心"},
  2625. function:cards=>cards.filter(card=>{
  2626. const searchTypeArray = [126];
  2627. const skill = getCardActiveSkill(card, searchTypeArray);
  2628. return skill && (skill.params[0] & 0b10_0000);
  2629. }),
  2630. addition:dropOrb_Addition
  2631. },
  2632. {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"},
  2633. function:cards=>cards.filter(card=>{
  2634. const searchTypeArray = [126];
  2635. const skill = getCardActiveSkill(card, searchTypeArray);
  2636. return skill && (skill.params[0] & 0b11_1100_0000);
  2637. }),
  2638. addition:dropOrb_Addition
  2639. },
  2640. {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"},
  2641. function:cards=>cards.filter(card=>{
  2642. const searchTypeArray = [126];
  2643. const skill = getCardActiveSkill(card, searchTypeArray);
  2644. return skill && skill.params[1] >= 99;
  2645. }),
  2646. addition:dropOrb_Addition
  2647. },
  2648. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2649. function:cards=>cards.filter(card=>{
  2650. const searchTypeArray = [126];
  2651. const skill = getCardActiveSkill(card, searchTypeArray);
  2652. return skill && skill.params[3] == 100;
  2653. }),
  2654. addition:dropOrb_Addition
  2655. },
  2656. ]},
  2657. {name:"Drop Nail Orbs",otLangName:{chs:"掉落钉珠 buff",cht:"掉落釘珠 buff"},
  2658. function:cards=>{
  2659. const searchTypeArray = [226];
  2660. return cards.filter(card=>{
  2661. const skill = getCardActiveSkill(card, searchTypeArray);
  2662. return skill;
  2663. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2664. },
  2665. addition:card=>{
  2666. const searchTypeArray = [226];
  2667. const skill = getCardActiveSkill(card, searchTypeArray);
  2668. if (!skill) return;
  2669. const sk = skill.params;
  2670. const fragment = document.createDocumentFragment();
  2671. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2672. return fragment;
  2673. }
  2674. },
  2675. {name:"Drop Thorn Orbs",otLangName:{chs:"掉落荆棘 debuff",cht:"掉落荊棘 debuff"},
  2676. function:cards=>{
  2677. const searchTypeArray = [243];
  2678. return cards.filter(card=>{
  2679. const skill = getCardActiveSkill(card, searchTypeArray);
  2680. return skill;
  2681. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2682. },
  2683. addition:card=>{
  2684. const searchTypeArray = [243];
  2685. const skill = getCardActiveSkill(card, searchTypeArray);
  2686. if (!skill) return;
  2687. const sk = skill.params;
  2688. const fragment = document.createDocumentFragment();
  2689. fragment.append(createSkillIcon('orb-thorn'));
  2690. if ((sk[1] & 0b1111111111) != 1023) {
  2691. let attrs = Bin.unflags(sk[1]);
  2692. fragment.append(createOrbsList(attrs));
  2693. }
  2694. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2695. return fragment;
  2696. }
  2697. },
  2698. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2699. function:cards=>{
  2700. const searchTypeArray = [253];
  2701. return cards.filter(card=>{
  2702. const skill = getCardActiveSkill(card, searchTypeArray);
  2703. return skill;
  2704. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2705. },
  2706. addition:card=>{
  2707. const searchTypeArray = [253];
  2708. const skill = getCardActiveSkill(card, searchTypeArray);
  2709. if (!skill) return;
  2710. const sk = skill.params;
  2711. const fragment = document.createDocumentFragment();
  2712. fragment.append(createSkillIcon('prediction-falling'));
  2713. fragment.append(`×${sk[0]}T`);
  2714. return fragment;
  2715. }
  2716. },
  2717. ]},
  2718. {group:true,name:"Change all Orbs on Board",otLangName:{chs:"洗板类",cht:"洗板類"}, functions: [
  2719. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意",cht:"洗版-任意"},
  2720. function:cards=>cards.filter(card=>{
  2721. const searchTypeArray = [71];
  2722. const skill = getCardActiveSkill(card, searchTypeArray);
  2723. return skill;
  2724. }),
  2725. addition:boardChange_Addition
  2726. },
  2727. {group:true,name:"Colors Count",otLangName:{chs:"颜色数量",cht:"颜色数量"}, functions: [
  2728. {name:"To 1 color(Farm)",otLangName:{chs:"1色(花火)",cht:"1色(花火)"},
  2729. function:cards=>cards.filter(card=>{
  2730. const searchTypeArray = [71];
  2731. const skill = getCardActiveSkill(card, searchTypeArray);
  2732. return boardChange_ColorTypes(skill).length == 1;
  2733. }),
  2734. addition:boardChange_Addition
  2735. },
  2736. {name:"To 2 color",otLangName:{chs:"2色",cht:"2色"},
  2737. function:cards=>cards.filter(card=>{
  2738. const searchTypeArray = [71];
  2739. const skill = getCardActiveSkill(card, searchTypeArray);
  2740. return boardChange_ColorTypes(skill).length == 2;
  2741. }),
  2742. addition:boardChange_Addition
  2743. },
  2744. {name:"To 3 color",otLangName:{chs:"3色",cht:"3色"},
  2745. function:cards=>cards.filter(card=>{
  2746. const searchTypeArray = [71];
  2747. const skill = getCardActiveSkill(card, searchTypeArray);
  2748. return boardChange_ColorTypes(skill).length == 3;
  2749. }),
  2750. addition:boardChange_Addition
  2751. },
  2752. {name:"To 4 color",otLangName:{chs:"4色",cht:"4色"},
  2753. function:cards=>cards.filter(card=>{
  2754. const searchTypeArray = [71];
  2755. const skill = getCardActiveSkill(card, searchTypeArray);
  2756. return boardChange_ColorTypes(skill).length == 4;
  2757. }),
  2758. addition:boardChange_Addition
  2759. },
  2760. {name:"To 5 color",otLangName:{chs:"5色",cht:"5色"},
  2761. function:cards=>cards.filter(card=>{
  2762. const searchTypeArray = [71];
  2763. const skill = getCardActiveSkill(card, searchTypeArray);
  2764. return boardChange_ColorTypes(skill).length == 5;
  2765. }),
  2766. addition:boardChange_Addition
  2767. },
  2768. {name:"To ≥6 color",otLangName:{chs:"6色以上",cht:"6色以上"},
  2769. function:cards=>cards.filter(card=>{
  2770. const searchTypeArray = [71];
  2771. const skill = getCardActiveSkill(card, searchTypeArray);
  2772. return boardChange_ColorTypes(skill).length >= 6;
  2773. }),
  2774. addition:boardChange_Addition
  2775. },
  2776. ]},
  2777. {group:true,name:"Include Color",otLangName:{chs:"包含颜色",cht:"包含颜色"}, functions: [
  2778. {name:"Include Fire",otLangName:{chs:"含火",cht:"含火"},
  2779. function:cards=>cards.filter(card=>{
  2780. const searchTypeArray = [71];
  2781. const skill = getCardActiveSkill(card, searchTypeArray);
  2782. return boardChange_ColorTypes(skill).includes(0);
  2783. }),
  2784. addition:boardChange_Addition
  2785. },
  2786. {name:"Include Water",otLangName:{chs:"含水",cht:"含水"},
  2787. function:cards=>cards.filter(card=>{
  2788. const searchTypeArray = [71];
  2789. const skill = getCardActiveSkill(card, searchTypeArray);
  2790. return boardChange_ColorTypes(skill).includes(1);
  2791. }),
  2792. addition:boardChange_Addition
  2793. },
  2794. {name:"Include Wood",otLangName:{chs:"含木",cht:"含木"},
  2795. function:cards=>cards.filter(card=>{
  2796. const searchTypeArray = [71];
  2797. const skill = getCardActiveSkill(card, searchTypeArray);
  2798. return boardChange_ColorTypes(skill).includes(2);
  2799. }),
  2800. addition:boardChange_Addition
  2801. },
  2802. {name:"Include Light",otLangName:{chs:"含光",cht:"含光"},
  2803. function:cards=>cards.filter(card=>{
  2804. const searchTypeArray = [71];
  2805. const skill = getCardActiveSkill(card, searchTypeArray);
  2806. return boardChange_ColorTypes(skill).includes(3);
  2807. }),
  2808. addition:boardChange_Addition
  2809. },
  2810. {name:"Include Dark",otLangName:{chs:"含暗",cht:"含暗"},
  2811. function:cards=>cards.filter(card=>{
  2812. const searchTypeArray = [71];
  2813. const skill = getCardActiveSkill(card, searchTypeArray);
  2814. return boardChange_ColorTypes(skill).includes(4);
  2815. }),
  2816. addition:boardChange_Addition
  2817. },
  2818. {name:"Include Heart",otLangName:{chs:"含心",cht:"含心"},
  2819. function:cards=>cards.filter(card=>{
  2820. const searchTypeArray = [71];
  2821. const skill = getCardActiveSkill(card, searchTypeArray);
  2822. return boardChange_ColorTypes(skill).includes(5);
  2823. }),
  2824. addition:boardChange_Addition
  2825. },
  2826. {name:"Include Jammers/Poison",otLangName:{chs:"含毒废",cht:"含毒廢"},
  2827. function:cards=>cards.filter(card=>{
  2828. const searchTypeArray = [71];
  2829. const skill = getCardActiveSkill(card, searchTypeArray);
  2830. const colors = boardChange_ColorTypes(skill);
  2831. return colors.includes(6)
  2832. || colors.includes(7)
  2833. || colors.includes(8)
  2834. || colors.includes(9);
  2835. }),
  2836. addition:boardChange_Addition
  2837. },
  2838. ]},
  2839. ]},
  2840. {group:true,name:"Orbs Color Change",otLangName:{chs:"指定色转珠类",cht:"指定色轉珠類"}, functions: [
  2841. {group:true,name:"To Color",otLangName:{chs:"转为颜色",cht:"转为颜色"}, functions: [
  2842. {name:"To Fire",otLangName:{chs:"变为-火",cht:"變爲-火"},
  2843. function:cards=>cards.filter(card=>{
  2844. const searchTypeArray = [9,20,154];
  2845. const skills = getCardActiveSkills(card, searchTypeArray);
  2846. if (!skills.length) return false;
  2847. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2848. return parsedSkills.some(p=>p.to.includes(0));
  2849. }),
  2850. addition:changeOrbs_Addition
  2851. },
  2852. {name:"To Water",otLangName:{chs:"变为-水",cht:"變爲-水"},
  2853. function:cards=>cards.filter(card=>{
  2854. const searchTypeArray = [9,20,154];
  2855. const skills = getCardActiveSkills(card, searchTypeArray);
  2856. if (!skills.length) return false;
  2857. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2858. return parsedSkills.some(p=>p.to.includes(1));
  2859. }),
  2860. addition:changeOrbs_Addition
  2861. },
  2862. {name:"To Wood",otLangName:{chs:"变为-木",cht:"變爲-木"},
  2863. function:cards=>cards.filter(card=>{
  2864. const searchTypeArray = [9,20,154];
  2865. const skills = getCardActiveSkills(card, searchTypeArray);
  2866. if (!skills.length) return false;
  2867. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2868. return parsedSkills.some(p=>p.to.includes(2));
  2869. }),
  2870. addition:changeOrbs_Addition
  2871. },
  2872. {name:"To Light",otLangName:{chs:"变为-光",cht:"變爲-光"},
  2873. function:cards=>cards.filter(card=>{
  2874. const searchTypeArray = [9,20,154];
  2875. const skills = getCardActiveSkills(card, searchTypeArray);
  2876. if (!skills.length) return false;
  2877. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2878. return parsedSkills.some(p=>p.to.includes(3));
  2879. }),
  2880. addition:changeOrbs_Addition
  2881. },
  2882. {name:"To Dark",otLangName:{chs:"变为-暗",cht:"變爲-暗"},
  2883. function:cards=>cards.filter(card=>{
  2884. const searchTypeArray = [9,20,154];
  2885. const skills = getCardActiveSkills(card, searchTypeArray);
  2886. if (!skills.length) return false;
  2887. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2888. return parsedSkills.some(p=>p.to.includes(4));
  2889. }),
  2890. addition:changeOrbs_Addition
  2891. },
  2892. {name:"To Heal",otLangName:{chs:"变为-心",cht:"變爲-心"},
  2893. function:cards=>cards.filter(card=>{
  2894. const searchTypeArray = [9,20,154];
  2895. const skills = getCardActiveSkills(card, searchTypeArray);
  2896. if (!skills.length) return false;
  2897. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2898. return parsedSkills.some(p=>p.to.includes(5));
  2899. }),
  2900. addition:changeOrbs_Addition
  2901. },
  2902. {name:"To Jammers/Poison",otLangName:{chs:"变为-毒废",cht:"變爲-毒廢"},
  2903. function:cards=>cards.filter(card=>{
  2904. const searchTypeArray = [9,20,154];
  2905. const skills = getCardActiveSkills(card, searchTypeArray);
  2906. if (!skills.length) return false;
  2907. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2908. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2909. }),
  2910. addition:changeOrbs_Addition
  2911. },
  2912. ]},
  2913. {group:true,name:"From Color",otLangName:{chs:"转走颜色",cht:"转走颜色"}, functions: [
  2914. {name:"From Fire",otLangName:{chs:"转走-火",cht:"轉走-火"},
  2915. function:cards=>cards.filter(card=>{
  2916. const searchTypeArray = [9,20,154];
  2917. const skills = getCardActiveSkills(card, searchTypeArray);
  2918. if (!skills.length) return false;
  2919. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2920. return parsedSkills.some(p=>p.from.includes(0));
  2921. }),
  2922. addition:changeOrbs_Addition
  2923. },
  2924. {name:"From Water",otLangName:{chs:"转走-水",cht:"轉走-水"},
  2925. function:cards=>cards.filter(card=>{
  2926. const searchTypeArray = [9,20,154];
  2927. const skills = getCardActiveSkills(card, searchTypeArray);
  2928. if (!skills.length) return false;
  2929. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2930. return parsedSkills.some(p=>p.from.includes(1));
  2931. }),
  2932. addition:changeOrbs_Addition
  2933. },
  2934. {name:"From Wood",otLangName:{chs:"转走-木",cht:"轉走-木"},
  2935. function:cards=>cards.filter(card=>{
  2936. const searchTypeArray = [9,20,154];
  2937. const skills = getCardActiveSkills(card, searchTypeArray);
  2938. if (!skills.length) return false;
  2939. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2940. return parsedSkills.some(p=>p.from.includes(2));
  2941. }),
  2942. addition:changeOrbs_Addition
  2943. },
  2944. {name:"From Light",otLangName:{chs:"转走-光",cht:"轉走-光"},
  2945. function:cards=>cards.filter(card=>{
  2946. const searchTypeArray = [9,20,154];
  2947. const skills = getCardActiveSkills(card, searchTypeArray);
  2948. if (!skills.length) return false;
  2949. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2950. return parsedSkills.some(p=>p.from.includes(3));
  2951. }),
  2952. addition:changeOrbs_Addition
  2953. },
  2954. {name:"From Dark",otLangName:{chs:"转走-暗",cht:"轉走-暗"},
  2955. function:cards=>cards.filter(card=>{
  2956. const searchTypeArray = [9,20,154];
  2957. const skills = getCardActiveSkills(card, searchTypeArray);
  2958. if (!skills.length) return false;
  2959. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2960. return parsedSkills.some(p=>p.from.includes(4));
  2961. }),
  2962. addition:changeOrbs_Addition
  2963. },
  2964. {name:"From Heart",otLangName:{chs:"转走-心",cht:"轉走-心"},
  2965. function:cards=>cards.filter(card=>{
  2966. const searchTypeArray = [9,20,154];
  2967. const skills = getCardActiveSkills(card, searchTypeArray);
  2968. if (!skills.length) return false;
  2969. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2970. return parsedSkills.some(p=>p.from.includes(5));
  2971. }),
  2972. addition:changeOrbs_Addition
  2973. },
  2974. {name:"From Jammers/Poison",otLangName:{chs:"转走-毒废",cht:"轉走-毒廢"},
  2975. function:cards=>cards.filter(card=>{
  2976. const searchTypeArray = [9,20,154];
  2977. const skills = getCardActiveSkills(card, searchTypeArray);
  2978. if (!skills.length) return false;
  2979. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2980. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2981. }),
  2982. addition:changeOrbs_Addition
  2983. },
  2984. ]},
  2985. ]},
  2986. {group:true,name:"Random Create Orbs",otLangName:{chs:"随机产珠类",cht:"隨機產珠類"}, functions: [
  2987. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  2988. function:cards=>cards.filter(card=>{
  2989. function is1515(sk)
  2990. {
  2991. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  2992. }
  2993. const searchTypeArray = [141];
  2994. const skill = getCardActiveSkill(card, searchTypeArray);
  2995. return skill && is1515(skill.params);
  2996. }),
  2997. addition:generateOrbs_Addition
  2998. },
  2999. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  3000. function:cards=>cards.filter(card=>{
  3001. function is30(sk)
  3002. {
  3003. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  3004. }
  3005. const searchTypeArray = [141];
  3006. const skill = getCardActiveSkill(card, searchTypeArray);
  3007. return skill && is30(skill.params);
  3008. }),
  3009. addition:generateOrbs_Addition
  3010. },
  3011. {group:true,name:"Orb Color",otLangName:{chs:"生成颜色",cht:"生成颜色"}, functions: [
  3012. {name:"6 color Orbs",otLangName:{chs:"6色",cht:"6色"},
  3013. function:cards=>cards.filter(card=>{
  3014. const gens = generateOrbsParse(card);
  3015. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  3016. }),
  3017. addition:generateOrbs_Addition
  3018. },
  3019. {name:"Fire Orbs",otLangName:{chs:"火",cht:"火"},
  3020. function:cards=>cards.filter(card=>{
  3021. const gens = generateOrbsParse(card);
  3022. return gens.some(gen=>gen.to & 0b000001);
  3023. }),
  3024. addition:generateOrbs_Addition
  3025. },
  3026. {name:"Water Orbs",otLangName:{chs:"水",cht:"水"},
  3027. function:cards=>cards.filter(card=>{
  3028. const gens = generateOrbsParse(card);
  3029. return gens.some(gen=>gen.to & 0b000010);
  3030. }),
  3031. addition:generateOrbs_Addition
  3032. },
  3033. {name:"Wood Orbs",otLangName:{chs:"木",cht:"木"},
  3034. function:cards=>cards.filter(card=>{
  3035. const gens = generateOrbsParse(card);
  3036. return gens.some(gen=>gen.to & 0b000100);
  3037. }),
  3038. addition:generateOrbs_Addition
  3039. },
  3040. {name:"Light Orbs",otLangName:{chs:"光",cht:"光"},
  3041. function:cards=>cards.filter(card=>{
  3042. const gens = generateOrbsParse(card);
  3043. return gens.some(gen=>gen.to & 0b001000);
  3044. }),
  3045. addition:generateOrbs_Addition
  3046. },
  3047. {name:"Dark Orbs",otLangName:{chs:"暗",cht:"暗"},
  3048. function:cards=>cards.filter(card=>{
  3049. const gens = generateOrbsParse(card);
  3050. return gens.some(gen=>gen.to & 0b010000);
  3051. }),
  3052. addition:generateOrbs_Addition
  3053. },
  3054. {name:"Heart Orbs",otLangName:{chs:"心",cht:"心"},
  3055. function:cards=>cards.filter(card=>{
  3056. const gens = generateOrbsParse(card);
  3057. return gens.some(gen=>gen.to & 0b100000);
  3058. }),
  3059. addition:generateOrbs_Addition
  3060. },
  3061. {name:"Jammers/Poison Orbs",otLangName:{chs:"毒废",cht:"毒廢"},
  3062. function:cards=>cards.filter(card=>{
  3063. const gens = generateOrbsParse(card);
  3064. return gens.some(gen=>gen.to & 0b1111000000);
  3065. }),
  3066. addition:generateOrbs_Addition
  3067. },
  3068. ]},
  3069. ]},
  3070. {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: [
  3071. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3072. function:cards=>cards.filter(card=>{
  3073. const searchTypeArray = [176];
  3074. const skill = getCardActiveSkill(card, searchTypeArray);
  3075. return skill;
  3076. }),
  3077. addition:card=>{
  3078. const searchTypeArray = [176];
  3079. const skills = getCardActiveSkills(card, searchTypeArray);
  3080. if (!skills.length) return;
  3081. const fragment = document.createDocumentFragment();
  3082. fragment.appendChild(document.createTextNode(`形状`));
  3083. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3084. return fragment;
  3085. }
  3086. },
  3087. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3088. function:cards=>cards.filter(card=>{
  3089. function isOuterEdges(sk)
  3090. {
  3091. const baseLineNum1 = 0b111111;
  3092. const baseLineNum2 = 0b100001;
  3093. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3094. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3095. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3096. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3097. shapeThisRowOk(sk[4], baseLineNum1);
  3098. }
  3099. const searchTypeArray = [176];
  3100. const skill = getCardActiveSkill(card, searchTypeArray);
  3101. return skill && isOuterEdges(skill.params);
  3102. }),
  3103. addition:card=>{
  3104. const searchTypeArray = [176];
  3105. const skill = getCardActiveSkill(card, searchTypeArray);
  3106. if (!skill) return;
  3107. const sk = skill.params;
  3108. const fragment = document.createDocumentFragment();
  3109. fragment.appendChild(document.createTextNode(`外圈`));
  3110. fragment.appendChild(createOrbsList(sk[5]));
  3111. return fragment;
  3112. }
  3113. },
  3114. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3115. function:cards=>cards.filter(card=>{
  3116. function is3x3(sk)
  3117. {
  3118. const baseLineNum = 0b111;
  3119. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3120. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3121. {
  3122. lineNumArr.push(_lineNum);
  3123. }
  3124. for (let ri=0; ri<3; ri++)
  3125. {
  3126. //搜索所有可能的行存在
  3127. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3128. if (maybeLineNum.length < 1) continue;
  3129. maybeLineNum = maybeLineNum.filter(lineNum=>
  3130. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3131. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3132. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3133. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3134. );
  3135. if (maybeLineNum.length > 0) return true;
  3136. }
  3137. return false;
  3138. }
  3139. const searchTypeArray = [176];
  3140. const skill = getCardActiveSkill(card, searchTypeArray);
  3141. return skill && is3x3(skill.params.slice(0,5));
  3142. }),
  3143. addition:card=>{
  3144. const searchTypeArray = [176];
  3145. const skill = getCardActiveSkill(card, searchTypeArray);
  3146. if (!skill) return;
  3147. const sk = skill.params;
  3148. const fragment = document.createDocumentFragment();
  3149. fragment.appendChild(document.createTextNode(`3×3`));
  3150. fragment.appendChild(createOrbsList(sk[5]));
  3151. return fragment;
  3152. }
  3153. },
  3154. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3155. function:cards=>cards.filter(card=>{
  3156. const searchTypeArray = [176];
  3157. const skills = getCardActiveSkills(card, searchTypeArray);
  3158. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3159. }),
  3160. addition:function(card){
  3161. const searchTypeArray = [176];
  3162. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3163. if (!skills.length) return;
  3164. const fragment = document.createDocumentFragment();
  3165. fragment.appendChild(document.createTextNode(`十字`));
  3166. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3167. return fragment;
  3168. },
  3169. },
  3170. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3171. function:cards=>cards.filter(card=>{
  3172. const searchTypeArray = [176];
  3173. const skills = getCardActiveSkills(card, searchTypeArray);
  3174. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3175. }),
  3176. addition:function(card){
  3177. const searchTypeArray = [176];
  3178. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3179. if (!skills.length) return;
  3180. const fragment = document.createDocumentFragment();
  3181. fragment.appendChild(document.createTextNode(`L字`));
  3182. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3183. return fragment;
  3184. },
  3185. },
  3186. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3187. function:cards=>cards.filter(card=>{
  3188. const searchTypeArray = [127];
  3189. const skill = getCardActiveSkill(card, searchTypeArray);
  3190. return skill;
  3191. }),
  3192. addition:generateColumnOrbs_Addition
  3193. },
  3194. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3195. function:cards=>cards.filter(card=>{
  3196. function isHeart(sk)
  3197. {
  3198. for (let i=1;i<sk.length;i+=2)
  3199. {
  3200. if (sk[i] & 32)
  3201. {
  3202. return true;
  3203. }
  3204. }
  3205. }
  3206. const searchTypeArray = [127];
  3207. const skill = getCardActiveSkill(card, searchTypeArray);
  3208. return skill && isHeart(skill.params);
  3209. }),
  3210. addition:generateColumnOrbs_Addition
  3211. },
  3212. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3213. function:cards=>cards.filter(card=>{
  3214. const searchTypeArray = [128];
  3215. const skill = getCardActiveSkill(card, searchTypeArray);
  3216. return skill;
  3217. }),
  3218. addition:generateRowOrbs_Addition
  3219. },
  3220. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3221. function:cards=>cards.filter(card=>{
  3222. const searchTypeArray = [128];
  3223. const skill = getCardActiveSkill(card, searchTypeArray);
  3224. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3225. }),
  3226. addition:generateRowOrbs_Addition
  3227. },
  3228. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3229. function:cards=>cards.filter(card=>{
  3230. const searchTypeArray = [128];
  3231. const skill = getCardActiveSkill(card, searchTypeArray);
  3232. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3233. }),
  3234. addition:generateRowOrbs_Addition
  3235. },
  3236. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3237. function:cards=>cards.filter(card=>{
  3238. const searchTypeArray = [128];
  3239. const skill = getCardActiveSkill(card, searchTypeArray);
  3240. return skill && ((skill.params[0] | skill.params[2]) & 0b1110);
  3241. }),
  3242. addition:generateRowOrbs_Addition
  3243. },
  3244. {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)"},
  3245. function:cards=>cards.filter(card=>{
  3246. const searchTypeArray = [128,71,176];
  3247. function isRow(skill)
  3248. {
  3249. const sk = skill.params;
  3250. if (skill.type === 128) {//普通横
  3251. return true;
  3252. }
  3253. else if (skill.type === 71) {//花火
  3254. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3255. }
  3256. else if (skill.type === 176) {//特殊形状
  3257. return sk.some(n=>(n & 0b111111) === 0b111111)
  3258. }
  3259. return false;
  3260. }
  3261. const skill = getCardActiveSkill(card, searchTypeArray);
  3262. return skill && isRow(skill);
  3263. })
  3264. },
  3265. ]},
  3266. {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: [
  3267. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3268. function:cards=>{
  3269. const searchTypeArray = [6, 161];
  3270. return cards.filter(card=>{
  3271. const skill = getCardActiveSkill(card, searchTypeArray);
  3272. return skill;
  3273. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3274. },
  3275. addition: gravity_Addition
  3276. },
  3277. {name:"Current HP",otLangName:{chs:"敌人当前血量",cht:"敵人當前血量"},
  3278. function:cards=>{
  3279. const searchTypeArray = [6];
  3280. return cards.filter(card=>{
  3281. const skill = getCardActiveSkill(card, searchTypeArray);
  3282. return skill;
  3283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3284. },
  3285. addition: gravity_Addition
  3286. },
  3287. {name:"Max HP",otLangName:{chs:"敌人最大血量",cht:"敵人最大血量"},
  3288. function:cards=>{
  3289. const searchTypeArray = [161];
  3290. return cards.filter(card=>{
  3291. const skill = getCardActiveSkill(card, searchTypeArray);
  3292. return skill;
  3293. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3294. },
  3295. addition: gravity_Addition
  3296. },
  3297. {name:"Breaking Shield",otLangName:{chs:"破白盾",cht:"破白盾"},
  3298. function:cards=>{
  3299. const searchTypeArray = [259];
  3300. return cards.filter(card=>{
  3301. const skill = getCardActiveSkill(card, searchTypeArray);
  3302. return skill;
  3303. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3304. },
  3305. addition:card=>{
  3306. const searchTypeArray = [259];
  3307. const skill = getCardActiveSkill(card, searchTypeArray);
  3308. if (!skill) return;
  3309. const sk = skill.params;
  3310. const fragment = document.createDocumentFragment();
  3311. fragment.appendChild(createSkillIcon('breaking-shield'));
  3312. fragment.append(`-${sk[0]}%`);
  3313. return fragment;
  3314. }
  3315. },
  3316. ]},
  3317. {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: [
  3318. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3319. function:cards=>{
  3320. const searchTypeArray = [55,188,56];
  3321. return cards.filter(card=>{
  3322. const skill = getCardActiveSkill(card, searchTypeArray);
  3323. return skill;
  3324. }).sort((a,b)=>{
  3325. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3326. 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);
  3327. return a_pC - b_pC;
  3328. });
  3329. },
  3330. addition:dixedDamage_Addition
  3331. },
  3332. {name:"Single",otLangName:{chs:"单体",cht:"單體"},
  3333. function:cards=>{
  3334. const searchTypeArray = [55,188];
  3335. return cards.filter(card=>{
  3336. const skill = getCardActiveSkill(card, searchTypeArray);
  3337. return skill;
  3338. }).sort((a,b)=>{
  3339. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3340. 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);
  3341. return a_pC - b_pC;
  3342. });
  3343. },
  3344. addition:dixedDamage_Addition
  3345. },
  3346. {name:"Mass",otLangName:{chs:"全体",cht:"全體"},
  3347. function:cards=>{
  3348. const searchTypeArray = [56];
  3349. return cards.filter(card=>{
  3350. const skill = getCardActiveSkill(card, searchTypeArray);
  3351. return skill;
  3352. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3353. },
  3354. addition:dixedDamage_Addition
  3355. },
  3356. ]},
  3357. {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: [
  3358. {group:true,name:"Target",otLangName:{chs:"对象",cht:"對象"}, functions: [
  3359. {name:"Target - Single",otLangName:{chs:"对象-敌方单体",cht:"對象-敵方單體"},
  3360. function:cards=>cards.filter(card=>{
  3361. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3362. function isSingle(skill)
  3363. {
  3364. if (skill.type == 110)
  3365. return Boolean(skill.params[0]);
  3366. else if (skill.type == 144)
  3367. return Boolean(skill.params[2]);
  3368. else
  3369. return true;
  3370. }
  3371. const skill = getCardActiveSkill(card, searchTypeArray);
  3372. return skill && isSingle(skill);
  3373. }),
  3374. addition: numericalATK_Addition
  3375. },
  3376. {name:"Target - Mass",otLangName:{chs:"对象-敌方全体",cht:"對象-敵方全體"},
  3377. function:cards=>cards.filter(card=>{
  3378. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3379. function isAll(skill)
  3380. {
  3381. if (skill.type == 110)
  3382. return !Boolean(skill.params[0]);
  3383. else if (skill.type == 144)
  3384. return !Boolean(skill.params[2]);
  3385. else
  3386. return true;
  3387. }
  3388. const skill = getCardActiveSkill(card, searchTypeArray);
  3389. return skill && skill.id!=0 && isAll(skill);
  3390. }),
  3391. addition: numericalATK_Addition
  3392. },
  3393. {name:"Target - Designate Attr",otLangName:{chs:"对象-指定属性敌人",cht:"對象-指定屬性敵人"},
  3394. function:cards=>cards.filter(card=>{
  3395. const searchTypeArray = [42];
  3396. const skill = getCardActiveSkill(card, searchTypeArray);
  3397. return skill;
  3398. })
  3399. },
  3400. ]},
  3401. {group:true,name:"Attribute",otLangName:{chs:"属性",cht:"屬性"}, functions: [
  3402. {name:"Actors self attr.",otLangName:{chs:"释放者自身属性",cht:"釋放者自身屬性"},
  3403. function:cards=>cards.filter(card=>{
  3404. const searchTypeArray = [2,35];
  3405. const skill = getCardActiveSkill(card, searchTypeArray);
  3406. return skill;
  3407. })
  3408. },
  3409. ]},
  3410. {group:true,name:"Damage",otLangName:{chs:"伤害",cht:"傷害"}, functions: [
  3411. {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"},
  3412. function:cards=>cards.filter(card=>{
  3413. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3414. const skill = getCardActiveSkill(card, searchTypeArray);
  3415. return skill && skill.id!=0;
  3416. }).sort((a,b)=>{
  3417. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3418. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3419. function getNumber(skill)
  3420. {
  3421. const sk = skill.params;
  3422. switch(skill.type)
  3423. {
  3424. case 0:
  3425. case 37:
  3426. case 58:
  3427. case 59:
  3428. case 84:
  3429. case 85:
  3430. case 115:
  3431. return sk[1];
  3432. case 2:
  3433. case 35:
  3434. return sk[0];
  3435. default:
  3436. return 0;
  3437. }
  3438. }
  3439. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3440. return a_pC - b_pC;
  3441. }),
  3442. addition: numericalATK_Addition
  3443. },
  3444. {name:"Damage - Fixed Attr Number",otLangName:{chs:"伤害-指定属性数值",cht:"傷害-指定屬性數值"},
  3445. function:cards=>cards.filter(card=>{
  3446. const searchTypeArray = [1,42,86,87];
  3447. const skill = getCardActiveSkill(card, searchTypeArray);
  3448. return skill;
  3449. }).sort((a,b)=>{
  3450. const searchTypeArray = [1,42,86,87];
  3451. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3452. function getNumber(skill)
  3453. {
  3454. const sk = skill.params;
  3455. switch(skill.type)
  3456. {
  3457. case 1:
  3458. case 86:
  3459. case 87:
  3460. return sk[1];
  3461. case 42:
  3462. return sk[2];
  3463. default:
  3464. return 0;
  3465. }
  3466. }
  3467. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3468. return a_pC - b_pC;
  3469. }),
  3470. addition: numericalATK_Addition
  3471. },
  3472. {name:"Damage - By remaining HP",otLangName:{chs:"伤害-根据剩余血量",cht:"傷害-根據剩餘血量"},
  3473. function:cards=>{
  3474. const searchTypeArray = [110];
  3475. return cards.filter(card=>{
  3476. const skill = getCardActiveSkill(card, searchTypeArray);
  3477. return skill;
  3478. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3479. },
  3480. addition: numericalATK_Addition
  3481. },
  3482. {name:"Damage - Team total HP",otLangName:{chs:"伤害-队伍总 HP",cht:"傷害-隊伍總 HP"},
  3483. function:cards=>{
  3484. const searchTypeArray = [143];
  3485. return cards.filter(card=>{
  3486. const skill = getCardActiveSkill(card, searchTypeArray);
  3487. return skill;
  3488. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3489. },
  3490. addition: numericalATK_Addition
  3491. },
  3492. {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"},
  3493. function:cards=>{
  3494. const searchTypeArray = [144];
  3495. return cards.filter(card=>{
  3496. const skill = getCardActiveSkill(card, searchTypeArray);
  3497. return skill;
  3498. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3499. },
  3500. addition: numericalATK_Addition
  3501. },
  3502. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3503. function:cards=>cards.filter(card=>{
  3504. const searchTypeArray = [35,115];
  3505. const skill = getCardActiveSkill(card, searchTypeArray);
  3506. return skill;
  3507. })
  3508. },
  3509. ]},
  3510. ]},
  3511. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3512. function:cards=>cards.filter(card=>{
  3513. if (card.activeSkillId == 0) return false;
  3514. let skill = Skills[card.activeSkillId];
  3515. //如果是单向进化类技能,也获取最后一次技能
  3516. if (skill.type == 232) skill = Skills[skill.params[skill.params.length-1]];
  3517. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3518. })
  3519. },
  3520. {name:"Time pause",otLangName:{chs:"时间暂停",cht:"時間暫停"},
  3521. function:cards=>{
  3522. const searchTypeArray = [5, 246, 247];
  3523. return cards.filter(card=>{
  3524. const skill = getCardActiveSkill(card, searchTypeArray);
  3525. return skill;
  3526. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3527. },
  3528. addition:card=>{
  3529. const searchTypeArray = [5, 246, 247];
  3530. const skill = getCardActiveSkill(card, searchTypeArray);
  3531. if (!skill) return;
  3532. const value = skill.params[0];
  3533. return `时停${value}s`;
  3534. }
  3535. },
  3536. {name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3537. function:cards=>cards.filter(card=>{
  3538. const searchTypeArray = [118];
  3539. const skill = getCardActiveSkill(card, searchTypeArray);
  3540. return skill;
  3541. })
  3542. },
  3543. {name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3544. function:cards=>cards.filter(card=>{
  3545. const searchTypeArray = [232, 233];
  3546. const skill = getCardActiveSkill(card, searchTypeArray);
  3547. return skill;
  3548. }),
  3549. addition:card=>{
  3550. const searchTypeArray = [232, 233];
  3551. const skill = getCardActiveSkill(card, searchTypeArray);
  3552. if (!skill) return;
  3553. const value = skill.params[0];
  3554. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3555. }
  3556. },
  3557. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3558. function:cards=>cards.filter(card=>{
  3559. const searchTypeArray = [225];
  3560. const skill = getCardActiveSkill(card, searchTypeArray);
  3561. return skill;
  3562. }),
  3563. addition:card=>{
  3564. const searchTypeArray = [225];
  3565. const skill = getCardActiveSkill(card, searchTypeArray);
  3566. if (!skill) return;
  3567. const sk = skill.params;
  3568. let strArr = [];
  3569. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3570. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3571. return `HP ${strArr.join(" ")}`;
  3572. }
  3573. },
  3574. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3575. function:cards=>cards.filter(card=>{
  3576. const searchTypeArray = [234];
  3577. const skill = getCardActiveSkill(card, searchTypeArray);
  3578. return skill;
  3579. }),
  3580. addition:card=>{
  3581. const searchTypeArray = [234];
  3582. const skill = getCardActiveSkill(card, searchTypeArray);
  3583. if (!skill) return;
  3584. const sk = skill.params;
  3585. let strArr = [];
  3586. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3587. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3588. return `层 ${strArr.join(" ")}`;
  3589. }
  3590. },
  3591. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3592. function:cards=>{
  3593. const searchTypeArray = [248];
  3594. return cards.filter(card=>{
  3595. const skill = getCardActiveSkill(card, searchTypeArray);
  3596. return skill;
  3597. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3598. },
  3599. addition:card=>{
  3600. const searchTypeArray = [248];
  3601. const skill = getCardActiveSkill(card, searchTypeArray);
  3602. if (!skill) return;
  3603. const sk = skill.params;
  3604. return `延迟${sk[0]}T`;
  3605. }
  3606. },
  3607. {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"},
  3608. function:cards=>cards.filter(card=>{
  3609. const searchTypeArray = [255];
  3610. const skill = getCardActiveSkill(card, searchTypeArray);
  3611. return skill;
  3612. }),
  3613. addition:card=>{
  3614. const searchTypeArray = [255];
  3615. const skill = getCardActiveSkill(card, searchTypeArray);
  3616. if (!skill) return;
  3617. const sk = skill.params;
  3618. const fragment = document.createDocumentFragment();
  3619. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3620. return fragment;
  3621. }
  3622. },
  3623. ]},
  3624. {group:true,name:"Leader Skills",otLangName:{chs:"队长技",cht:"隊長技"}, functions: [
  3625. {group:true,name:"Matching Style",otLangName:{chs:"匹配模式",cht:"匹配模式"}, functions: [
  3626. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3627. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3628. },
  3629. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3630. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3631. },
  3632. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3633. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3634. },
  3635. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3636. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3637. },
  3638. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3639. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3640. },
  3641. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3642. function:cards=>cards.filter(card=>{
  3643. const searchTypeArray = [150];
  3644. const skill = getCardLeaderSkill(card, searchTypeArray);
  3645. return skill;
  3646. })
  3647. },
  3648. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3649. function:cards=>cards.filter(card=>{
  3650. const searchTypeArray = [151,209];
  3651. const skill = getCardLeaderSkill(card, searchTypeArray);
  3652. return skill;
  3653. })
  3654. },
  3655. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3656. function:cards=>cards.filter(card=>{
  3657. const searchTypeArray = [157];
  3658. const skill = getCardLeaderSkill(card, searchTypeArray);
  3659. return skill;
  3660. })
  3661. },
  3662. {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"},
  3663. function:cards=>{
  3664. const searchTypeArray = [235];
  3665. return cards.filter(card=>{
  3666. const skill = getCardLeaderSkill(card, searchTypeArray);
  3667. if (!skill) return false;
  3668. const sk = skill.params;
  3669. if (!sk[3] || sk[3] === 100) return false;
  3670. return skill;
  3671. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3672. },
  3673. addition:card=>{
  3674. const searchTypeArray = [235];
  3675. const skill = getCardLeaderSkill(card, searchTypeArray);
  3676. if (!skill) return;
  3677. const sk = skill.params;
  3678. if (!sk[3] || sk[3] === 100) return;
  3679. const fragment = document.createDocumentFragment();
  3680. const sup = document.createElement("sup");
  3681. sup.textContent = "N";
  3682. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3683. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3684. if (sk[1]) {
  3685. fragment.append(`×≥${sk[1]}`);
  3686. } else {
  3687. fragment.append(`×${sk[2]}`);
  3688. }
  3689. return fragment;
  3690. }
  3691. },
  3692. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3693. function:cards=>cards.filter(card=>{
  3694. const searchTypeArray = [177];
  3695. const skill = getCardLeaderSkill(card, searchTypeArray);
  3696. return skill?.params[5];
  3697. })
  3698. },
  3699. ]},
  3700. {group:true,name:"Restriction/Bind",otLangName:{chs:"限制",cht:"限制"}, functions: [
  3701. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3702. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3703. },
  3704. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3705. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3706. },
  3707. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3708. function:cards=>cards.filter(card=>{
  3709. const searchTypeArray = [162,186];
  3710. const skill = getCardLeaderSkill(card, searchTypeArray);
  3711. return skill;
  3712. })
  3713. },
  3714. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3715. function:cards=>cards.filter(card=>{
  3716. const searchTypeArray = [163,177];
  3717. const skill = getCardLeaderSkill(card, searchTypeArray);
  3718. return skill;
  3719. })
  3720. },
  3721. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3722. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3723. },
  3724. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3725. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3726. },
  3727. {name:"Unable to less match",otLangName:{chs:"要求长串消除",cht:"要求長串消除"},
  3728. function:cards=>{
  3729. const searchTypeArray = [158];
  3730. return cards.filter(card=>{
  3731. const skill = getCardLeaderSkill(card, searchTypeArray);
  3732. return skill;
  3733. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3734. },
  3735. addition:card=>{
  3736. const searchTypeArray = [158];
  3737. const skill = getCardLeaderSkill(card, searchTypeArray);
  3738. const value = skill.params[0];
  3739. return `≥${value}珠`;
  3740. }
  3741. },
  3742. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3743. function:cards=>cards.filter(card=>{
  3744. const searchTypeArray = [125];
  3745. const skill = getCardLeaderSkill(card, searchTypeArray);
  3746. return skill;
  3747. }),
  3748. addition:card=>{
  3749. const searchTypeArray = [125];
  3750. const skill = getCardLeaderSkill(card, searchTypeArray);
  3751. if (!skill) return;
  3752. const sk = skill.params;
  3753. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3754. }
  3755. },
  3756. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3757. function:cards=>cards.filter(card=>{
  3758. const searchTypeArray = [175];
  3759. const skill = getCardLeaderSkill(card, searchTypeArray);
  3760. return skill;
  3761. }),
  3762. addition:card=>{
  3763. const searchTypeArray = [175];
  3764. const skill = getCardLeaderSkill(card, searchTypeArray);
  3765. if (!skill) return;
  3766. const sk = skill.params;
  3767. return `合作:${sk[0]}`;
  3768. }
  3769. },
  3770. {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"},
  3771. function:cards=>cards.filter(card=>{
  3772. const searchTypeArray = [203];
  3773. const skill = getCardLeaderSkill(card, searchTypeArray);
  3774. return skill;
  3775. })
  3776. },
  3777. {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"},
  3778. function:cards=>cards.filter(card=>{
  3779. const searchTypeArray = [229];
  3780. const skill = getCardLeaderSkill(card, searchTypeArray);
  3781. return skill;
  3782. }),
  3783. addition:card=>{
  3784. const searchTypeArray = [229];
  3785. const skill = getCardLeaderSkill(card, searchTypeArray);
  3786. if (!skill) return;
  3787. const sk = skill.params;
  3788. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  3789. const fragment = document.createDocumentFragment();
  3790. if (attrs.length)
  3791. fragment.appendChild(createOrbsList(attrs));
  3792. if (types.length)
  3793. fragment.appendChild(createTypesList(types));
  3794. return fragment;
  3795. }
  3796. },
  3797. {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"},
  3798. function:cards=>cards.filter(card=>{
  3799. const searchTypeArray = [217];
  3800. const skill = getCardLeaderSkill(card, searchTypeArray);
  3801. return skill;
  3802. }),
  3803. addition:card=>{
  3804. const searchTypeArray = [217];
  3805. const skill = getCardLeaderSkill(card, searchTypeArray);
  3806. if (!skill) return;
  3807. const sk = skill.params;
  3808. return `★≤${sk[0]}`;
  3809. }
  3810. },
  3811. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3812. function:cards=>cards.filter(card=>{
  3813. const searchTypeArray = [245];
  3814. const skill = getCardLeaderSkill(card, searchTypeArray);
  3815. return skill;
  3816. }),
  3817. addition:card=>{
  3818. const searchTypeArray = [245];
  3819. const skill = getCardLeaderSkill(card, searchTypeArray);
  3820. if (!skill) return;
  3821. const sk = skill.params;
  3822. switch (sk[0]) {
  3823. case -1:
  3824. return `★各不相同`;
  3825. case -2:
  3826. return `★全部相同`;
  3827. default:
  3828. return `★全为${sk[0]}`;
  3829. }
  3830. }
  3831. },
  3832. ]},
  3833. {group:true,name:"Extra Effects",otLangName:{chs:"附加效果",cht:"附加效果"}, functions: [
  3834. {name:"Fixed damage inflicts",otLangName:{chs:"队长技固伤追击",cht:"隊長技固傷追擊"},
  3835. function:cards=>{
  3836. return cards.filter(card=>{
  3837. return getSkillFixedDamage(card) > 0;
  3838. }).sort((a,b)=>{
  3839. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3840. return a_pC - b_pC;
  3841. });
  3842. },
  3843. addition:card=>{
  3844. const value = getSkillFixedDamage(card);
  3845. if (value <= 0 ) return;
  3846. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3847. let skill;
  3848. if (skill = getCardLeaderSkill(card, [235])) {
  3849. nodeArr.push("/");
  3850. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3851. nodeArr.push(`×${skill.params[2]}`);
  3852. }
  3853. return nodeArr.nodeJoin();
  3854. }
  3855. },
  3856. {name:"Adds combo",otLangName:{chs:"队长技+C",cht:"隊長技+C"},
  3857. function:cards=>{
  3858. return cards.filter(card=>{
  3859. return getSkillAddCombo(card) > 0;
  3860. }).sort((a,b)=>{
  3861. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3862. return a_pC - b_pC;
  3863. });
  3864. },
  3865. addition:card=>{
  3866. const value = getSkillAddCombo(card);
  3867. if (value <= 0 ) return;
  3868. let nodeArr = [`+${value.bigNumberToString()}C`];
  3869. let skill;
  3870. if (skill = getCardLeaderSkill(card, [210])) {
  3871. nodeArr.push("/十字");
  3872. } else if (skill = getCardLeaderSkill(card, [235])) {
  3873. nodeArr.push("/");
  3874. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3875. nodeArr.push(`×${skill.params[2]}`);
  3876. }
  3877. return nodeArr.nodeJoin();
  3878. }
  3879. },
  3880. {name:"Move time changes",otLangName:{chs:"队长技加/减秒",cht:"隊長技加/減秒"},
  3881. function:cards=>{
  3882. const searchTypeArray = [15,185];
  3883. return cards.filter(card=>{
  3884. const skill = getCardLeaderSkill(card, searchTypeArray);
  3885. return skill;
  3886. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3887. },
  3888. addition:card=>{
  3889. const searchTypeArray = [15,185];
  3890. const skill = getCardLeaderSkill(card, searchTypeArray);
  3891. if (!skill) return;
  3892. const value = skill.params[0];
  3893. return `${value > 0 ? "+" : ""}${value/100}s`;
  3894. }
  3895. },
  3896. {name:"Fixed move time",otLangName:{chs:"固定操作时间",cht:"固定操作時間"},
  3897. function:cards=>{
  3898. const searchTypeArray = [178];
  3899. return cards.filter(card=>{
  3900. const skill = getCardLeaderSkill(card, searchTypeArray);
  3901. return skill;
  3902. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3903. },
  3904. addition:card=>{
  3905. const searchTypeArray = [178];
  3906. const skill = getCardLeaderSkill(card, searchTypeArray);
  3907. if (!skill) return;
  3908. const value = skill.params[0];
  3909. return `固定${value}s`;
  3910. }
  3911. },
  3912. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3913. function:cards=>cards.filter(card=>{
  3914. const searchTypeArray = [213];
  3915. const skill = getCardLeaderSkill(card, searchTypeArray);
  3916. return skill;
  3917. }),
  3918. addition:card=>{
  3919. const searchTypeArray = [213];
  3920. const skill = getCardLeaderSkill(card, searchTypeArray);
  3921. if (!skill) return;
  3922. const sk = skill.params;
  3923. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  3924. const fragment = document.createDocumentFragment();
  3925. if (attrs.length)
  3926. fragment.appendChild(createOrbsList(attrs));
  3927. if (types.length)
  3928. fragment.appendChild(createTypesList(types));
  3929. fragment.appendChild(document.createTextNode(`:+`));
  3930. if (awakenings.length)
  3931. fragment.appendChild(creatAwokenList(awakenings));
  3932. return fragment;
  3933. }
  3934. },
  3935. {name:"Bonus attack when matching Orbs",otLangName:{chs:"消除宝珠时计算防御的追打",cht:"消除寶珠時計算防禦的追打"},
  3936. function:cards=>{
  3937. const searchTypeArray = [12];
  3938. return cards.filter(card=>{
  3939. const skill = getCardLeaderSkill(card, searchTypeArray);
  3940. return skill;
  3941. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3942. },
  3943. addition:card=>{
  3944. const searchTypeArray = [12];
  3945. const skill = getCardLeaderSkill(card, searchTypeArray);
  3946. if (!skill) return;
  3947. const value = skill.params[0];
  3948. return `攻击×${(value/100).bigNumberToString()}倍`;
  3949. }
  3950. },
  3951. {name:"Recovers HP when matching Orbs",otLangName:{chs:"消除宝珠时回血",cht:"消除寶珠時回血"},
  3952. function:cards=>{
  3953. const searchTypeArray = [13];
  3954. return cards.filter(card=>{
  3955. const skill = getCardLeaderSkill(card, searchTypeArray);
  3956. return skill;
  3957. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3958. },
  3959. addition:card=>{
  3960. const searchTypeArray = [13];
  3961. const skill = getCardLeaderSkill(card, searchTypeArray);
  3962. if (!skill) return;
  3963. const value = skill.params[0];
  3964. return `回复×${(value/100).bigNumberToString()}倍`;
  3965. }
  3966. },
  3967. {name:"Reduce damage when rcv",otLangName:{chs:"回血加盾",cht:"回血加盾"},
  3968. function:cards=>{
  3969. const searchTypeArray = [198];
  3970. return cards.filter(card=>{
  3971. const skill = getCardLeaderSkill(card, searchTypeArray);
  3972. return skill && skill.params[2];
  3973. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3974. },
  3975. addition:card=>{
  3976. const searchTypeArray = [198];
  3977. const skill = getCardLeaderSkill(card, searchTypeArray);
  3978. if (!skill) return;
  3979. const sk = skill.params;
  3980. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3981. }
  3982. },
  3983. {name:"Recover Awkn Skill bind when rcv",otLangName:{chs:"回血解觉",cht:"回血解覺"},
  3984. function:cards=>{
  3985. const searchTypeArray = [198];
  3986. return cards.filter(card=>{
  3987. const skill = getCardLeaderSkill(card, searchTypeArray);
  3988. return skill && skill.params[3];
  3989. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3990. },
  3991. addition:card=>{
  3992. const searchTypeArray = [198];
  3993. const skill = getCardLeaderSkill(card, searchTypeArray);
  3994. if (!skill) return;
  3995. const sk = skill.params;
  3996. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3997. }
  3998. },
  3999. {name:"Counterattack",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  4000. function:cards=>{
  4001. const searchTypeArray = [41];
  4002. return cards.filter(card=>{
  4003. const skill = getCardLeaderSkill(card, searchTypeArray);
  4004. return skill;
  4005. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  4006. },
  4007. addition:card=>{
  4008. const searchTypeArray = [41];
  4009. const skill = getCardLeaderSkill(card, searchTypeArray);
  4010. if (!skill) return;
  4011. const sk = skill.params;
  4012. const fragment = document.createDocumentFragment();
  4013. fragment.appendChild(createOrbsList(sk[2] || 0));
  4014. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  4015. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  4016. return fragment;
  4017. }
  4018. },
  4019. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  4020. function:cards=>cards.filter(card=>{
  4021. const searchTypeArray = [197];
  4022. const skill = getCardLeaderSkill(card, searchTypeArray);
  4023. return skill;
  4024. })
  4025. },
  4026. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  4027. function:cards=>{
  4028. const searchTypeArray = [14];
  4029. return cards.filter(card=>{
  4030. const skill = getCardLeaderSkill(card, searchTypeArray);
  4031. return skill;
  4032. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4033. },
  4034. addition:card=>{
  4035. const searchTypeArray = [14];
  4036. const skill = getCardLeaderSkill(card, searchTypeArray);
  4037. if (!skill) return;
  4038. const value = skill.params[0];
  4039. return `HP≥${value}%`;
  4040. }
  4041. },
  4042. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  4043. function:cards=>{
  4044. const searchTypeArray = [254];
  4045. return cards.filter(card=>{
  4046. const skill = getCardLeaderSkill(card, searchTypeArray);
  4047. return skill;
  4048. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4049. }
  4050. },
  4051. {name:"Increase item drop rate",otLangName:{chs:"增加道具掉落率",cht:"增加道具掉落率"},
  4052. function:cards=>{
  4053. const searchTypeArray = [53];
  4054. return cards.filter(card=>{
  4055. const skill = getCardLeaderSkill(card, searchTypeArray);
  4056. return skill;
  4057. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4058. },
  4059. addition:card=>{
  4060. const searchTypeArray = [53];
  4061. const skill = getCardLeaderSkill(card, searchTypeArray);
  4062. if (!skill) return;
  4063. const sk = skill.params;
  4064. return `掉率x${sk[0]/100}`;
  4065. }
  4066. },
  4067. {name:"Increase coin rate",otLangName:{chs:"增加金币掉落倍数",cht:"增加金幣掉落倍數"},
  4068. function:cards=>{
  4069. const searchTypeArray = [54];
  4070. return cards.filter(card=>{
  4071. const skill = getCardLeaderSkill(card, searchTypeArray);
  4072. return skill;
  4073. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4074. },
  4075. addition:card=>{
  4076. const searchTypeArray = [54];
  4077. const skill = getCardLeaderSkill(card, searchTypeArray);
  4078. if (!skill) return;
  4079. const sk = skill.params;
  4080. return `金币x${sk[0]/100}`;
  4081. }
  4082. },
  4083. {name:"Increase Exp rate",otLangName:{chs:"增加经验获取倍数",cht:"增加經驗獲取倍數"},
  4084. function:cards=>{
  4085. const searchTypeArray = [148];
  4086. return cards.filter(card=>{
  4087. const skill = getCardLeaderSkill(card, searchTypeArray);
  4088. return skill;
  4089. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4090. },
  4091. addition:card=>{
  4092. const searchTypeArray = [148];
  4093. const skill = getCardLeaderSkill(card, searchTypeArray);
  4094. if (!skill) return;
  4095. const sk = skill.params;
  4096. return `经验x${sk[0]/100}`;
  4097. }
  4098. },
  4099. ]},
  4100. {group:true,name:"HP Scale",otLangName:{chs:"血倍率",cht:"血倍率"}, functions: [
  4101. {name:"HP Scale [3, ∞)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4102. function:cards=>cards.filter(card=>{
  4103. const skill = Skills[card.leaderSkillId];
  4104. const HPscale = getHPScale(skill);
  4105. return HPscale >= 3;
  4106. }).sort(sortByHPScal),
  4107. addition: HPScal_Addition
  4108. },
  4109. {name:"HP Scale [2, 3)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4110. function:cards=>cards.filter(card=>{
  4111. const skill = Skills[card.leaderSkillId];
  4112. const HPscale = getHPScale(skill);
  4113. return HPscale >= 2 && HPscale < 3;
  4114. }).sort(sortByHPScal),
  4115. addition: HPScal_Addition
  4116. },
  4117. {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)"},
  4118. function:cards=>cards.filter(card=>{
  4119. const skill = Skills[card.leaderSkillId];
  4120. const HPscale = getHPScale(skill);
  4121. return HPscale >= 1.5 && HPscale < 2;
  4122. }).sort(sortByHPScal),
  4123. addition: HPScal_Addition
  4124. },
  4125. {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)"},
  4126. function:cards=>cards.filter(card=>{
  4127. const skill = Skills[card.leaderSkillId];
  4128. const HPscale = getHPScale(skill);
  4129. return HPscale > 1 && HPscale < 1.5;
  4130. }).sort(sortByHPScal),
  4131. addition: HPScal_Addition
  4132. },
  4133. {name:"HP Scale == 1",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4134. function:cards=>cards.filter(card=>{
  4135. const skill = Skills[card.leaderSkillId];
  4136. const HPscale = getHPScale(skill);
  4137. return HPscale === 1;
  4138. }),
  4139. addition: HPScal_Addition
  4140. },
  4141. {name:"HP Scale [0, 1)",otLangName:{chs:"队长血倍率[0, 1)",cht:"隊長血倍率[0, 1)"},
  4142. function:cards=>cards.filter(card=>{
  4143. const skill = Skills[card.leaderSkillId];
  4144. const HPscale = getHPScale(skill);
  4145. return HPscale < 1;
  4146. }).sort(sortByHPScal),
  4147. addition: HPScal_Addition
  4148. },
  4149. ]},
  4150. {group:true,name:"Reduce Shield",otLangName:{chs:"减伤盾",cht:"減傷盾"}, functions: [
  4151. {name:"Reduce Damage [75%, 100%]",otLangName:{chs:"队长盾减伤[75%, 100%]",cht:"隊長盾減傷[75%, 100%]"},
  4152. function:cards=>cards.filter(card=>{
  4153. const skill = Skills[card.leaderSkillId];
  4154. const reduceScale = getReduceScale(skill);
  4155. return reduceScale >= 0.75;
  4156. }).sort(sortByReduceScale),
  4157. addition: ReduceScale_Addition
  4158. },
  4159. {name:"Reduce Damage [50%, 75%)",otLangName:{chs:"队长盾减伤[50%, 75%)",cht:"隊長盾減傷[50%, 75%)"},
  4160. function:cards=>cards.filter(card=>{
  4161. const skill = Skills[card.leaderSkillId];
  4162. const reduceScale = getReduceScale(skill);
  4163. return reduceScale >= 0.5 && reduceScale < 0.75;
  4164. }).sort(sortByReduceScale),
  4165. addition: ReduceScale_Addition
  4166. },
  4167. {name:"Reduce Damage [25%, 50%)",otLangName:{chs:"队长盾减伤[25%, 50%)",cht:"隊長盾減傷[25%, 50%)"},
  4168. function:cards=>cards.filter(card=>{
  4169. const skill = Skills[card.leaderSkillId];
  4170. const reduceScale = getReduceScale(skill);
  4171. return reduceScale >= 0.25 && reduceScale < 0.5;
  4172. }).sort(sortByReduceScale),
  4173. addition: ReduceScale_Addition
  4174. },
  4175. {name:"Reduce Damage (0%, 25%)",otLangName:{chs:"队长盾减伤(0%, 25%)",cht:"隊長盾減傷(0%, 25%)"},
  4176. function:cards=>cards.filter(card=>{
  4177. const skill = Skills[card.leaderSkillId];
  4178. const reduceScale = getReduceScale(skill);
  4179. return reduceScale > 0 && reduceScale < 0.25;
  4180. }).sort(sortByReduceScale),
  4181. addition: ReduceScale_Addition
  4182. },
  4183. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4184. function:cards=>cards.filter(card=>{
  4185. const skill = Skills[card.leaderSkillId];
  4186. const reduceScale = getReduceScale(skill);
  4187. return reduceScale === 0;
  4188. })
  4189. },
  4190. {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"},
  4191. function:cards=>cards.filter(card=>{
  4192. const skill = Skills[card.leaderSkillId];
  4193. return getReduceScale(skill, true) > 0;
  4194. })
  4195. },
  4196. {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"},
  4197. function:cards=>cards.filter(card=>{
  4198. const skill = Skills[card.leaderSkillId];
  4199. return getReduceScale(skill, undefined, true) > 0;
  4200. })
  4201. },
  4202. {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"},
  4203. function:cards=>cards.filter(card=>{
  4204. const skill = Skills[card.leaderSkillId];
  4205. return getReduceScale(skill, undefined, undefined, true) > 0;
  4206. })
  4207. },
  4208. /*{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%)"},
  4209. function:cards=>cards.filter(card=>{
  4210. const skill = Skills[card.leaderSkillId];
  4211. const reduceScale = getReduceScale(skill);
  4212. return reduceScale>=0.29;
  4213. }).sort(sortByReduceScale)
  4214. },*/
  4215. {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"},
  4216. function:cards=>{
  4217. return cards.filter(card=>{
  4218. const skill = Skills[card.leaderSkillId];
  4219. return getReduceScale_unconditional(skill) > 0;
  4220. }).sort((a,b)=>{
  4221. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4222. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4223. });
  4224. },
  4225. addition:card=>{
  4226. const skill = Skills[card.leaderSkillId];
  4227. const scale = getReduceScale_unconditional(skill)
  4228. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4229. }
  4230. },
  4231. ]},
  4232. ]},
  4233. {group:true,name:"Evo type",otLangName:{chs:"进化类型",cht:"進化類型"}, functions: [
  4234. {group:true,name:"Transform",otLangName:{chs:"变身相关",cht:"變身相關"}, functions: [
  4235. {name:"No Transform",otLangName:{chs:"非变身",cht:"非變身"},
  4236. function:cards=>cards.filter(card=>
  4237. !Array.isArray(card.henshinFrom) &&
  4238. !Array.isArray(card.henshinTo))
  4239. },
  4240. {name:"After Transform",otLangName:{chs:"变身后",cht:"變身後"},
  4241. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4242. },
  4243. {name:"Before Transform",otLangName:{chs:"变身前",cht:"變身前"},
  4244. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4245. },
  4246. {name:"Not Before Transform",otLangName:{chs:"除了变身前",cht:"除了變身前"},
  4247. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4248. },
  4249. {name:"Random Transform",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4250. function:cards=>cards.filter(card=>{
  4251. const searchTypeArray = [236];
  4252. const skill = getCardActiveSkill(card, searchTypeArray);
  4253. return skill;
  4254. })
  4255. },
  4256. ]},
  4257. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4258. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4259. },
  4260. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4261. {name:"Reincarnation/Super Rein..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4262. function:cards=>cards.filter(isReincarnated)
  4263. }, //evoBaseId可能为0
  4264. //{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)},
  4265. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4266. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4267. },
  4268. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4269. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4270. },
  4271. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4272. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4273. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4274. },
  4275. ]},
  4276. {group:true,name:"Awakenings",otLangName:{chs:"觉醒类",cht:"覺醒類"}, functions: [
  4277. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4278. function:cards=>cards.filter(card=>card.syncAwakening),
  4279. addition:card=>{if (card.syncAwakeningConditions) {
  4280. return card.syncAwakeningConditions.map(c=>cardN(c.id)).nodeJoin();
  4281. }}
  4282. },
  4283. {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)"},
  4284. function:cards=>cards.filter(card=>card.awakenings.length >= ( card.awakenings.includes(49) ? 8 : 9))
  4285. },
  4286. {name:"Has, but not full Awakening",otLangName:{chs:"有,但觉醒未满",cht:"有,覺醒未滿"},
  4287. function:cards=>cards.filter(card=>card.awakenings.length > 0 && card.awakenings.length < ( card.awakenings.includes(49) ? 8 : 9))
  4288. },
  4289. {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"},
  4290. function:cards=>cards.filter(card=>{
  4291. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4292. if (hasAwokenKiller)
  4293. { //大于2个杀的进行判断
  4294. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4295. { //大于3个杀的直接过
  4296. return true;
  4297. }else
  4298. { //2个杀的
  4299. const isAllowLatent = card.types.filter(i=>
  4300. i>=0 //去掉-1的type
  4301. ).map(type=>
  4302. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4303. ).some(ls=>
  4304. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4305. );
  4306. return isAllowLatent
  4307. }
  4308. }else
  4309. {
  4310. return false;
  4311. }
  4312. })
  4313. },
  4314. {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: [
  4315. {name:"Any Reduce Attr. Damage Awakening",otLangName:{chs:"任意颜色盾觉醒",cht:"任意顏色盾覺醒"},
  4316. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=4 && ak<=8))
  4317. },
  4318. {name:"Any Killer Awakening",otLangName:{chs:"任意杀手觉醒",cht:"任意殺手覺醒"},
  4319. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=31 && ak<=42))
  4320. },
  4321. {name:"Any Enhanced Orbs Awakening",otLangName:{chs:"任意+珠觉醒",cht:"任意+珠覺醒"},
  4322. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=14 && ak<=18 || ak === 29 || ak>=99 && ak<=104))
  4323. },
  4324. {name:"Any Enhanced Rows Awakening",otLangName:{chs:"任意横行强化觉醒",cht:"任意横行強化覺醒"},
  4325. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=22 && ak<=26 || ak>=116 && ak<=120))
  4326. },
  4327. {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"},
  4328. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=73 && ak<=77 || ak>=121 && ak<=125))
  4329. },
  4330. {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"},
  4331. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak === 44 || ak === 51 || ak>=79 && ak<=81 || ak === 97 || ak>=112 && ak<=114))
  4332. },
  4333. {name:"Any Add Type Awakening",otLangName:{chs:"任意附加类型觉醒",cht:"任意附加類型覺醒"},
  4334. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=83 && ak<=90))
  4335. },
  4336. {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"},
  4337. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=91 && ak<=95))
  4338. },
  4339. ]},
  4340. ]},
  4341. {group:true,name:"Others Search",otLangName:{chs:"其他搜索",cht:"其他搜索"}, functions: [
  4342. {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)"},
  4343. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4344. },
  4345. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4346. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4347. },
  4348. {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"},
  4349. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4350. },
  4351. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  4352. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4353. addition:card=>`成长${card.limitBreakIncr}%`
  4354. },
  4355. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4356. function:cards=>cards.filter(card=>card.maxLevel==1)
  4357. },
  4358. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4359. function:cards=>cards.filter(card=>card.sellMP<100)
  4360. },
  4361. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4362. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4363. },
  4364. {name:"Have 3 Attrs",otLangName:{chs:"有3个属性",cht:"有3個屬性"},
  4365. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6).length >= 3)
  4366. },
  4367. {name:"3 attrs are different",otLangName:{chs:"3属性不一致",cht:"3屬性不一致"},
  4368. function:cards=>cards.filter(({attrs})=>(new Set(attrs.filter(a=>a>=0 && a<6))).size >= 3)
  4369. },
  4370. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4371. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4372. },
  4373. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4374. function:cards=>cards.filter(card=>card.stackable),
  4375. },
  4376. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4377. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4378. },
  4379. {group:true,name:"Sold in stores",otLangName:{chs:"直接售卖",cht:"直接售賣"}, functions: [
  4380. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4381. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4382. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4383. },
  4384. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4385. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4386. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4387. },
  4388. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4389. function:cards=>cards.filter(({badgeId})=>badgeId),
  4390. addition:({badgeId})=>{
  4391. if (!badgeId) return;
  4392. const fragment = document.createDocumentFragment();
  4393. fragment.append(`ID.${badgeId}`);
  4394. const icon = document.createElement("icon");
  4395. icon.className = "badge";
  4396. icon.setAttribute("data-badge-icon", badgeId);
  4397. fragment.append(icon);
  4398. return fragment;
  4399. }
  4400. },
  4401. ]},
  4402. {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"},
  4403. function:cards=>cards.filter(card=>card.skillBanner)
  4404. },
  4405. {group:true,name:"Only Additional display",otLangName:{chs:"附加显示",cht:"附加显示"}, functions: [
  4406. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4407. function:cards=>cards,
  4408. addition:card=>card.name
  4409. },
  4410. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4411. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4412. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4413. },
  4414. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4415. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4416. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4417. },
  4418. {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)"},
  4419. function:cards=>cards,
  4420. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4421. },
  4422. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4423. function:cards=>cards,
  4424. addition:card=>createTypesList(card.types)
  4425. },
  4426. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4427. function:cards=>cards,
  4428. addition:card=>`COST ${card.cost}`
  4429. },
  4430. {name:"Show Card Group ID",otLangName:{chs:"显示角色分组ID",cht:"顯示角色分組ID"},
  4431. function:cards=>cards,
  4432. addition:card=>{
  4433. const ul = document.createElement("ul");
  4434. ul.className = "monsterinfo-groupId";
  4435. const mSeriesId = ul.appendChild(document.createElement("li"));
  4436. mSeriesId.className = "monster-seriesId";
  4437. mSeriesId.textContent = card.seriesId;
  4438. mSeriesId.setAttribute(dataAttrName, card.seriesId);
  4439. mSeriesId.classList.toggle(className_displayNone, !card.seriesId);
  4440. const mCollabId = ul.appendChild(document.createElement("li"));
  4441. mCollabId.className = "monster-collabId";
  4442. mCollabId.textContent = card.collabId;
  4443. mCollabId.setAttribute(dataAttrName, card.collabId);
  4444. mCollabId.classList.toggle(className_displayNone, !card.collabId);
  4445. const mGachaId = ul.appendChild(document.createElement("li"));
  4446. mGachaId.className = "monster-gachaId";
  4447. mGachaId.textContent = card.gachaIds.join();
  4448. mGachaId.setAttribute(dataAttrName, card.gachaIds.join());
  4449. mGachaId.classList.toggle(className_displayNone, !card.gachaIds.length);
  4450. return ul;
  4451. }
  4452. },
  4453. ]},
  4454. ]},
  4455. ];
  4456. return {
  4457. name:"All Functions",
  4458. functions: functions
  4459. };
  4460. })();