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script-json_data.js 172 kB

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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. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. "DADDB": "DADDB",
  37. "SANBON": "sanbon.me",
  38. },
  39. error: {
  40. 0: "Unknown Error",
  41. 1: "Unsupported format",
  42. 2: "No formation data",
  43. 3: "The illegal JSON format",
  44. 4: "The illegal URL format",
  45. },
  46. paddb_success: `Sucess`,
  47. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  48. },
  49. sort_name:{
  50. sort_none: "Nope",
  51. sort_id: "Cards Id",
  52. sort_attrs : "Attribute",
  53. sort_evoRootId: "Cards Evolution Root",
  54. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  55. sort_rarity: "Rarity",
  56. sort_cost: "Cost",
  57. sort_skillLv1: "Maximum Skill Turn",
  58. sort_skillLvMax: "Minimum Skill Turn",
  59. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  60. sort_hpMax120: "Max HP",
  61. sort_atkMax120: "Max ATK",
  62. sort_rcvMax120: "Max RCV",
  63. sort_hpMax120_awoken: "Max HP (+Awoken)",
  64. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  65. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  66. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  67. },
  68. skill_parse: {
  69. skill: {
  70. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  71. unknown: tp`Unkonwn skill type: ${'type'}`,
  72. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  73. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  74. random_skills: tp`Random Activates these skills:${'skills'}`,
  75. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  76. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  77. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  78. damage_enemy_times: tp`${'times'} `,
  79. damage_enemy_count: tp` (${'damage'} in total)`,
  80. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  81. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  82. delay: tp`${'icon'}Delays enemies' next move`,
  83. mass_attack: tp`${'icon'}Mass attacks`,
  84. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  85. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  86. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  87. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  88. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  89. unbind_normal: tp`${'icon'}Bind`,
  90. unbind_awakenings: tp`${'icon'}Awoken bind`,
  91. unbind_matches: tp`${'icon'}Unmatchable orb`,
  92. bind_skill: tp`${'icon'}Unable to use skills`,
  93. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  94. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  95. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  96. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  97. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  98. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  99. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  100. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  101. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  102. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  103. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  104. board_change: tp`Change all orbs to ${'orbs'}`,
  105. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  106. skill_boost_range: tp`~${'turns'}`,
  107. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  108. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  109. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  110. drop_refresh: tp`${'icon'}Replaces all orbs`,
  111. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  112. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  113. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  114. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  115. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  116. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  117. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  118. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  119. orb_thorn: tp`, reduces ${'value'} per encounter`,
  120. attr_absorb: tp`${'icon'}Attribute absorption`,
  121. combo_absorb: tp`${'icon'}Combo absorption`,
  122. damage_absorb: tp`${'icon'}Damage absorption`,
  123. damage_void: tp`${'icon'}Damage void`,
  124. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  125. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  126. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  127. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  128. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  129. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  130. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  131. rate_multiply_drop: tp`${'icon'}Drop rate`,
  132. rate_multiply_coin: tp`${'icon'}Coins`,
  133. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  134. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  135. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  136. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  137. henshin: tp`Changes to ${'cards'}`,
  138. random_henshin: tp`Random changes to ${'cards'}`,
  139. void_poison: tp`Voids ${'poison'} damage`,
  140. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  141. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  142. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  143. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  144. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  145. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  146. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  147. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  148. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  149. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  150. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  151. },
  152. power: {
  153. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  154. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  155. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  156. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  157. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  158. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  159. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  160. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  161. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  162. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  163. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  164. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  165. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  166. },
  167. cond: {
  168. unknown: tp`[ Unknown condition ]`,
  169. hp_equal: tp`When ${'hp'} == ${'min'} `,
  170. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  171. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  172. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  173. use_skill: tp`When skills used `,
  174. multi_player: tp`When in Multiplayer Mode `,
  175. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  176. exact_combo: tp`When exactly ${'value'} combos `,
  177. exact_length: tp`exactly of ${'value'} `,
  178. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  179. exact_match_enhanced: tp` orbs including enhanced`,
  180. compo_type_card: tp`When ${'ids'} are all on team, `,
  181. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  182. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  183. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  184. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  185. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  186. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  187. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  188. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  189. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  190. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  191. },
  192. position: {
  193. top: tp`${'pos'} of top rows`,
  194. bottom: tp`${'pos'} of bottom rows`,
  195. left: tp`${'pos'} of left columns`,
  196. right: tp`${'pos'} of right columns`,
  197. random: tp`random location`,
  198. shape: tp`specified location`,
  199. },
  200. value: {
  201. unknown: tp`[ Unknown value: ${'type'}]`, //type
  202. const: tp`${'value'} ${'unit'}`,
  203. const_to: tp`to ${'value'}`,
  204. mul_percent: tp`${'value'}%`,
  205. mul_times: tp`×${'value'}`,
  206. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  207. mul_of_times: tp`${'stats'} ×${'value'}`,
  208. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  209. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  210. prob: tp`${'value'} chance for `,
  211. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  212. size: tp`${'width'}×${'height'}`,
  213. pos: tp`${'x'}×${'y'}`,
  214. },
  215. target: {
  216. unknown: tp`Unkown Target`,
  217. self: tp`card's`,
  218. team: tp`team`,
  219. team_last: tp`the lastest member`,
  220. team_leader: tp`leader`,
  221. sub_members: tp`sub-members`,
  222. leader_self: tp`left leader`,
  223. leader_helper: tp`right leader`,
  224. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  225. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  226. enemy: tp`Enemy`,
  227. enemy_all: tp`all enemys`,
  228. enemy_one: tp`1 enemy`,
  229. enemy_attr: tp`${'attr'} enemy`,
  230. the_attr: tp`attr of the matched Orbs`,
  231. },
  232. stats: {
  233. unknown: tp`[ Unknown: ${'type'}]`, //type
  234. maxhp: tp`${'icon'}Max HP`,
  235. hp: tp`HP`,
  236. chp: tp`current HP`,
  237. atk: tp`ATK`,
  238. rcv: tp`RCV`,
  239. teamhp: tp`Team HP`,
  240. teamatk: tp`Team ${'attrs'} ATK`,
  241. teamrcv: tp`Team RCV`,
  242. cstage: tp`current Stage of Dungeon`,
  243. state_is: tp`${'state'}: ${'num'}`,
  244. },
  245. unit: {
  246. orbs: tp``,
  247. times: tp`times`,
  248. seconds: tp`seconds`,
  249. point: tp`point`,
  250. turns: tp`turns`,
  251. },
  252. word: {
  253. comment: tp`(${'content'}) `,
  254. comma: tp`, `,
  255. semicolon: tp`; `,
  256. slight_pause: tp`, `,
  257. range_hyphen: tp`~`,
  258. in_once: tp`in once `,
  259. evo_type_pixel: tp`Pixel Evo`,
  260. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  261. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  262. affix_attr: tp`${'cotent'} attr.`,
  263. affix_orb: tp`${'cotent'} orbs`,
  264. affix_type: tp`${'cotent'} types`,
  265. affix_awakening: tp`${'cotent'} awoken`,
  266. affix_exclude: tp`, exclude ${'cotent'}`,
  267. each_time: tp`each time `,
  268. different: tp`different`,
  269. same: tp`the same`,
  270. },
  271. attrs: {
  272. [0]: tp`${'icon'}Fire`,
  273. [1]: tp`${'icon'}Water`,
  274. [2]: tp`${'icon'}Wood`,
  275. [3]: tp`${'icon'}Light`,
  276. [4]: tp`${'icon'}Dark`,
  277. [5]: tp`${'icon'}Recover`,
  278. [6]: tp`${'icon'}Null`,
  279. all: tp`All`,
  280. self: tp`${'icon'}Self's Attr`,
  281. fixed: tp`${'icon'}Fixed`,
  282. },
  283. orbs: {
  284. [0]: tp`${'icon'}Fire`,
  285. [1]: tp`${'icon'}Water`,
  286. [2]: tp`${'icon'}Wood`,
  287. [3]: tp`${'icon'}Light`,
  288. [4]: tp`${'icon'}Dark`,
  289. [5]: tp`${'icon'}Heal`,
  290. [6]: tp`${'icon'}Jammer`,
  291. [7]: tp`${'icon'}Poison`,
  292. [8]: tp`${'icon'}Lethal Poison`,
  293. [9]: tp`${'icon'}Bomb`,
  294. enhanced: tp`${'icon'}Enhanced`,
  295. locked: tp`${'icon'}Locked`,
  296. nail: tp`${'icon'}Nail`,
  297. thorn: tp`${'icon'}Thorn`,
  298. _5color: tp`${'icon'}5 Att.`,
  299. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  300. all: tp`All`,
  301. any: tp`Any ${'cotent'}`,
  302. },
  303. board: {
  304. clouds: tp`${'icon'}Clouds`,
  305. immobility: tp`${'icon'}Immobility`,
  306. roulette: tp`${'icon'}Roulette`,
  307. deep_dark: tp`${'icon'}Deep Dark`,
  308. roulette_time: tp`transforms every ${'duration'}`,
  309. roulette_attrs: tp`only ${'orbs'} will appear`,
  310. },
  311. types: {
  312. [0]: tp`${'icon'}Evo Material`,
  313. [1]: tp`${'icon'}Balanced`,
  314. [2]: tp`${'icon'}Physical`,
  315. [3]: tp`${'icon'}Healer`,
  316. [4]: tp`${'icon'}Dragon`,
  317. [5]: tp`${'icon'}God`,
  318. [6]: tp`${'icon'}Attacker`,
  319. [7]: tp`${'icon'}Devil`,
  320. [8]: tp`${'icon'}Machine`,
  321. [9]: tp`${'icon'}Special Protection`,
  322. [12]: tp`${'icon'}Awaken`,
  323. [14]: tp`${'icon'}Enhance Material`,
  324. [15]: tp`${'icon'}Redeemable`,
  325. },
  326. awokens: {
  327. [0]: tp`${'icon'}Unknown awoken`,
  328. [1]: tp`${'icon'}Enhanced HP`,
  329. [2]: tp`${'icon'}Enhanced Attack`,
  330. [3]: tp`${'icon'}Enhanced Recovery`,
  331. [4]: tp`${'icon'}Reduce Fire Damage`,
  332. [5]: tp`${'icon'}Reduce Water Damage`,
  333. [6]: tp`${'icon'}Reduce Wood Damage`,
  334. [7]: tp`${'icon'}Reduce Light Damage`,
  335. [8]: tp`${'icon'}Reduce Dark Damage`,
  336. [9]: tp`${'icon'}Auto-Recover`,
  337. [10]: tp`${'icon'}Resistance-Bind`,
  338. [11]: tp`${'icon'}Resistance-Blind`,
  339. [12]: tp`${'icon'}Resistance-Jammers`,
  340. [13]: tp`${'icon'}Resistance-Poison`,
  341. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  342. [15]: tp`${'icon'}Enhanced Water Orbs`,
  343. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  344. [17]: tp`${'icon'}Enhanced Water Orbs`,
  345. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  346. [19]: tp`${'icon'}Extend Time`,
  347. [20]: tp`${'icon'}Recover Bind`,
  348. [21]: tp`${'icon'}Skill Boost`,
  349. [22]: tp`${'icon'}Enhanced Fire Rows`,
  350. [23]: tp`${'icon'}Enhanced Water Rows`,
  351. [24]: tp`${'icon'}Enhanced Wood Rows`,
  352. [25]: tp`${'icon'}Enhanced Water Rows`,
  353. [26]: tp`${'icon'}Enhanced Dark Rows`,
  354. [27]: tp`${'icon'}Two-Pronged Attack`,
  355. [28]: tp`${'icon'}Resistance-Skill Bind`,
  356. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  357. [30]: tp`${'icon'}Multi Boost`,
  358. [31]: tp`${'icon'}Dragon Killer`,
  359. [32]: tp`${'icon'}God Killer`,
  360. [33]: tp`${'icon'}Devil Killer`,
  361. [34]: tp`${'icon'}Machine Killer`,
  362. [35]: tp`${'icon'}Balanced Killer`,
  363. [36]: tp`${'icon'}Attacker Killer`,
  364. [37]: tp`${'icon'}Physical Killer`,
  365. [38]: tp`${'icon'}Healer Killer`,
  366. [39]: tp`${'icon'}Evo Killer`,
  367. [40]: tp`${'icon'}Awaken Killer`,
  368. [41]: tp`${'icon'}Enhance Killer`,
  369. [42]: tp`${'icon'}Redeemable Killer`,
  370. [43]: tp`${'icon'}Enhanced Combos`,
  371. [44]: tp`${'icon'}Guard Break`,
  372. [45]: tp`${'icon'}Bonus Attack`,
  373. [46]: tp`${'icon'}Enhanced Team HP`,
  374. [47]: tp`${'icon'}Enhanced Team Recovery`,
  375. [48]: tp`${'icon'}Damage Void Piercer`,
  376. [49]: tp`${'icon'}Awoken Assist`,
  377. [50]: tp`${'icon'}Super Bonus Attack`,
  378. [51]: tp`${'icon'}Skill Charge`,
  379. [52]: tp`${'icon'}Resistance-Bind+`,
  380. [53]: tp`${'icon'}Extend Time+`,
  381. [54]: tp`${'icon'}Resistance-Clouds`,
  382. [55]: tp`${'icon'}Resistance-Immobility`,
  383. [56]: tp`${'icon'}Skill Boost+`,
  384. [57]: tp`${'icon'}50% or more HP Enhanced`,
  385. [58]: tp`${'icon'}50% or less HP Enhanced`,
  386. [59]: tp`${'icon'}[L] Heal Matching`,
  387. [60]: tp`${'icon'}[L] Increased Attack`,
  388. [61]: tp`${'icon'}Super Enhanced Combos`,
  389. [62]: tp`${'icon'}Combo Orbs`,
  390. [63]: tp`${'icon'}Skill Voice`,
  391. [64]: tp`${'icon'}Dungeon Bonus`,
  392. [65]: tp`${'icon'}Reduced HP`,
  393. [66]: tp`${'icon'}Reduced Attack`,
  394. [67]: tp`${'icon'}Reduced RCV`,
  395. [68]: tp`${'icon'}Resistance-Blind+`,
  396. [69]: tp`${'icon'}Resistance-Jammers+`,
  397. [70]: tp`${'icon'}Resistance-Poison+`,
  398. [71]: tp`${'icon'}Blessing of Jammers`,
  399. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  400. [73]: tp`${'icon'}Enhanced Fire Combos`,
  401. [74]: tp`${'icon'}Enhanced Water Combos`,
  402. [75]: tp`${'icon'}Enhanced Wood Combos`,
  403. [76]: tp`${'icon'}Enhanced Light Combos`,
  404. [77]: tp`${'icon'}Enhanced Dark Combos`,
  405. [78]: tp`${'icon'}Cross Attack`,
  406. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  407. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  408. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  409. [82]: tp`${'icon'}Super Enhanced Matching`,
  410. [83]: tp`${'icon'}Add Dragon Type`,
  411. [84]: tp`${'icon'}Add God Type`,
  412. [85]: tp`${'icon'}Add Devil Type`,
  413. [86]: tp`${'icon'}Add Machine Type`,
  414. [87]: tp`${'icon'}Add Balanced Type`,
  415. [88]: tp`${'icon'}Add Attacker Type`,
  416. [89]: tp`${'icon'}Add Physical Type`,
  417. [90]: tp`${'icon'}Add Healer Type`,
  418. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  419. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  420. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  421. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  422. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  423. [96]: tp`${'icon'}Two-Pronged Attack+`,
  424. [97]: tp`${'icon'}Skill Charge+`,
  425. [98]: tp`${'icon'}Auto-Recover+`,
  426. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  427. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  428. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  429. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  430. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  431. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  432. [105]: tp`${'icon'}Anti-Skill Boost`,
  433. [106]: tp`${'icon'}Levitation`,
  434. [107]: tp`${'icon'}Enhanced Combos+`,
  435. [108]: tp`${'icon'}[L] Increased Attack+`,
  436. [109]: tp`${'icon'}Damage Void Piercer+`,
  437. [110]: tp`${'icon'}Cross Attack+`,
  438. [111]: tp`${'icon'}Super Enhanced Combos+`,
  439. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  440. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  441. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  442. [115]: tp`${'icon'}Recover Bind+`,
  443. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  444. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  445. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  446. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  447. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  448. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  449. [122]: tp`${'icon'}Enhanced Water Combos+`,
  450. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  451. [124]: tp`${'icon'}Enhanced Light Combos+`,
  452. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  453. [126]: tp`${'icon'}[T] Increased Attack`,
  454. [127]: tp`${'icon'}Enhanced Stats`,
  455. [128]: tp`${'icon'}Yang Protection`,
  456. [129]: tp`${'icon'}Yin Protection`,
  457. [130]: tp`${'icon'}After-Ripening`,
  458. }
  459. },
  460. };
  461. //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
  462. const typekiller_for_type = [
  463. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  464. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  465. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  466. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  467. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  468. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  469. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  470. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  471. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  472. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  473. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  474. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  475. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  476. ];
  477. //类型允许的潜觉杀
  478. typekiller_for_type.forEach(t=>
  479. {
  480. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  481. .map(tn=>
  482. typekiller_for_type.find(_t=>_t.type == tn).latent
  483. );
  484. }
  485. );
  486. const allowable_latent = {
  487. common: [ //一般能打的潜觉
  488. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  489. 28,29,30,31,32,33,34,35,36,37,38
  490. ],
  491. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  492. 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
  493. needAwoken: [ //需要觉醒才能打的潜觉
  494. {latent:39,awoken:62}, //C珠破吸
  495. {latent:40,awoken:20}, //心横解转转
  496. {latent:41,awoken:27}, //U解禁消
  497. {latent:46,awoken:45}, //心追解云封
  498. {latent:47,awoken:59}, //心L大SB
  499. {latent:48,awoken:60}, //L解禁武器
  500. ],
  501. }
  502. //等效觉醒列表
  503. const equivalent_awoken = [
  504. {small:10,big:52,times:2}, //防封
  505. {small:11,big:68,times:5}, //防暗
  506. {small:12,big:69,times:5}, //防废
  507. {small:13,big:70,times:5}, //防毒
  508. {small:19,big:53,times:2}, //手指
  509. {small:21,big:56,times:2}, //SB
  510. {small:27,big:96,times:2}, //U
  511. {small:51,big:97,times:2}, //5色溜
  512. {small:9,big:98,times:2}, //自回
  513. {small:14,big:99,times:2}, //火+
  514. {small:15,big:100,times:2},//水+
  515. {small:16,big:101,times:2},//木+
  516. {small:17,big:102,times:2},//光+
  517. {small:18,big:103,times:2},//暗+
  518. {small:29,big:104,times:2},//心+
  519. {small:43,big:107,times:2},//7c
  520. {small:60,big:108,times:2},//L
  521. {small:48,big:109,times:2},//破无效
  522. {small:78,big:110,times:2},//十字
  523. {small:61,big:111,times:2},//10c
  524. {small:79,big:112,times:2},//3色
  525. {small:80,big:113,times:2},//4色
  526. {small:81,big:114,times:2},//5色
  527. {small:20,big:115,times:2},//心解
  528. {small:22,big:116,times:3},//火横
  529. {small:23,big:117,times:3},//水横
  530. {small:24,big:118,times:3},//木横
  531. {small:25,big:119,times:3},//光横
  532. {small:26,big:120,times:3},//暗横
  533. {small:73,big:121,times:2},//火串
  534. {small:74,big:122,times:2},//水串
  535. {small:75,big:123,times:2},//木串
  536. {small:76,big:124,times:2},//光串
  537. {small:77,big:125,times:2},//暗串
  538. ];
  539. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  540. //官方的徽章排列顺序
  541. const official_badge_sorting = [
  542. 1, 22, 23, 2, 3, 4, 5, 6,
  543. 7, 8, 9, 11, 17, 18, 19, 20,
  544. 21, 10, 12, 13, 14, 24, 25, 26,
  545. PAD_PASS_BADGE,
  546. ]
  547. //官方的觉醒排列顺序
  548. const official_awoken_sorting = [
  549. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  550. 56,107,111, 52, 55, 68, 69, 70, 28,
  551. 19, 48, 27, 78, 60,126, 59, 45, 50,
  552. 53,109, 96,110,108, 79, 80, 81, 51,
  553. 106, 57, 58, 82, 62,112,113,114, 97,
  554. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  555. 99,100,101,102,103,104, 98,115, 71,
  556. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  557. 116,117,118,119,120, 1, 2, 3,127,
  558. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  559. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  560. 121,122,123,124,125, 39, 40, 41, 42,
  561. 91, 92, 93, 94, 95, 65, 66, 67,105,
  562. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  563. 63,128,129,130
  564. ];
  565. //排序程序列表
  566. const sort_function_list = [
  567. {tag:"sort_none",name:"无",function:()=>0},
  568. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  569. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  570. let num = a.attrs[0] - b.attrs[0];
  571. if (num === 0) num = a.attrs[1] - b.attrs[1];
  572. return num;
  573. }
  574. },
  575. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  576. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  577. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  578. let num = card_a.attrs[0] - card_b.attrs[0];
  579. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  580. return num;
  581. }
  582. },
  583. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  584. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  585. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  586. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  587. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  588. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  589. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  590. }
  591. },
  592. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  593. function getEvoSkill(skill) {
  594. //232为进化后不循环技能,233为循环技能
  595. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  596. else return skill;
  597. }
  598. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  599. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  600. }
  601. },
  602. {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)},
  603. {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)},
  604. {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)},
  605. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  606. {
  607. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  608. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  609. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  610. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  611. return abA - abB;
  612. }
  613. },
  614. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  615. {
  616. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  617. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  618. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  619. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  620. return abA - abB;
  621. }
  622. },
  623. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  624. {
  625. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  626. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  627. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  628. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  629. return abA - abB;
  630. }
  631. },
  632. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  633. {
  634. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  635. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  636. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  637. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  638. return abA - abB;
  639. }
  640. },
  641. ];
  642. //增加特殊搜索模式
  643. const specialSearchFunctions = (function() {
  644. 'use strict';
  645. //返回卡片的队长技能
  646. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  647. {
  648. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  649. }
  650. //返回卡片的技能
  651. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  652. {
  653. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  654. }
  655. //获取血倍率
  656. function getHPScale(ls)
  657. {
  658. const sk = ls.params;
  659. let scale = 1;
  660. switch (ls.type)
  661. {
  662. case 23: case 30: case 62: case 77: case 63: case 65:
  663. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  664. scale = sk[sk.length-1]/100;
  665. break;
  666. case 73: case 76:
  667. case 121: case 129: case 163: case 177: case 186:
  668. case 155:
  669. scale = sk[2]/100;
  670. break;
  671. case 106: case 107: case 108:
  672. scale = sk[0]/100;
  673. break;
  674. case 125:
  675. scale = sk[5]/100;
  676. break;
  677. case 136:
  678. case 137:
  679. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  680. break;
  681. case 158:
  682. scale = sk[4]/100;
  683. break;
  684. case 175:
  685. case 178: case 185:
  686. scale = sk[3]/100;
  687. break;
  688. case 203: case 217:
  689. scale = sk[1]/100;
  690. break;
  691. case 245:
  692. scale = sk[3]/100;
  693. break;
  694. case 138: //调用其他队长技
  695. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  696. break;
  697. default:
  698. }
  699. return scale || 1;
  700. }
  701. //获取盾减伤比例
  702. function getReduceScale(ls, allAttr = false, noHPneed = false)
  703. {
  704. const sk = ls.params;
  705. let scale = 0;
  706. switch (ls.type)
  707. {
  708. case 16: //无条件盾
  709. scale = sk[0]/100;
  710. break;
  711. case 17: //单属性盾
  712. scale = allAttr ? 0 : sk[1]/100;
  713. break;
  714. case 36: //2个属性盾
  715. scale = allAttr ? 0 : sk[2]/100;
  716. break;
  717. case 38: //血线下 + 几率
  718. case 43: //血线上 + 几率
  719. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  720. break;
  721. case 129: //无条件盾,属性个数不固定
  722. case 163: //无条件盾,属性个数不固定
  723. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  724. break;
  725. case 178: //无条件盾,属性个数不固定
  726. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  727. break;
  728. case 130: //血线下 + 属性个数不固定
  729. case 131: //血线上 + 属性个数不固定
  730. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  731. break;
  732. case 151: //十字心触发
  733. case 169: //C触发
  734. case 198: //回血触发
  735. scale = sk[2]/100;
  736. break;
  737. case 170: //多色触发
  738. case 182: //长串触发
  739. case 193: //L触发
  740. scale = sk[3]/100;
  741. break;
  742. case 171: //多串触发
  743. scale = sk[6]/100;
  744. break;
  745. case 183: //又是个有两段血线的队长技
  746. scale = noHPneed ? 0 : sk[4]/100;
  747. break;
  748. case 210: //十字触发
  749. scale = sk[1]/100;
  750. break;
  751. case 235: { //可多次触发
  752. scale = (sk[4] || 0) / 100;
  753. break;
  754. }
  755. case 138: //调用其他队长技
  756. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  757. break;
  758. default:
  759. }
  760. return scale || 0;
  761. }
  762. //获取无条件盾减伤比例
  763. function getReduceScale_unconditional(ls)
  764. {
  765. const sk = ls.params;
  766. let scale = 0;
  767. switch (ls.type)
  768. {
  769. case 16: //无条件盾
  770. {
  771. scale = sk[0]/100;
  772. break;
  773. }
  774. case 129: //无条件盾,属性个数不固定
  775. case 163: //无条件盾,属性个数不固定
  776. {
  777. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  778. break;
  779. }
  780. case 178: //无条件盾,属性个数不固定
  781. {
  782. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  783. break;
  784. }
  785. case 138: //调用其他队长技
  786. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  787. break;
  788. default:
  789. }
  790. return scale || 0;
  791. }
  792. function getCannonAttr(skill)
  793. {
  794. const sk = skill.params;
  795. switch(skill.type)
  796. {
  797. case 0:
  798. case 1:
  799. case 37:
  800. case 58:
  801. case 59:
  802. case 84:
  803. case 85:
  804. case 86:
  805. case 87:
  806. case 115:
  807. return sk[0];
  808. case 110:
  809. case 143:
  810. return sk[1];
  811. case 42:
  812. return sk[1];
  813. case 144:
  814. return sk[3] ?? 0;
  815. default:
  816. return -1;
  817. }
  818. }
  819. function sortByParams(a,b,searchTypeArray,...pidxs)
  820. {
  821. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  822. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  823. if (pidxs.length==0) pidxs.push(0);
  824. let newPos = 0;
  825. //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
  826. for (let pidx of pidxs) {
  827. newPos = a_s.params[pidx] - b_s.params[pidx];
  828. if (newPos !== 0) break;
  829. }
  830. return newPos;
  831. }
  832. function sortByHPScal(a,b)
  833. {
  834. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  835. return getHPScale(a_s) - getHPScale(b_s);
  836. }
  837. function HPScal_Addition(card)
  838. {
  839. const skill = Skills[card.leaderSkillId];
  840. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  841. }
  842. function sortByReduceScale(a,b)
  843. {
  844. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  845. return getReduceScale(a_s) - getReduceScale(b_s);
  846. }
  847. function ReduceScale_Addition(card)
  848. {
  849. const skill = Skills[card.leaderSkillId];
  850. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  851. }
  852. function directParseSkills(skillDataArr) {
  853. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  854. }
  855. function voidsAbsorption_Turns(card) {
  856. const outObj = {
  857. "attr-absorb": 0,
  858. "combo-absorb": 0,
  859. "damage-absorb": 0,
  860. "damage-void": 0,
  861. };
  862. const searchTypeArray = [
  863. 173,
  864. 191
  865. ];
  866. const skills = getCardActiveSkills(card, searchTypeArray);
  867. skills.reduce((pre,skill)=>{
  868. if (skill.type === 173) {
  869. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  870. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  871. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  872. } else if (skill.type === 191) {
  873. pre["damage-void"] ||= skill.params[0];
  874. }
  875. return pre
  876. }, outObj);
  877. return outObj;
  878. }
  879. function voidsAbsorption_Addition(card)
  880. {
  881. const turnsObj = voidsAbsorption_Turns(card);
  882. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  883. const turns = namesArr.map(name=>turnsObj[name]);
  884. const turnsSet = new Set(turns.filter(Boolean));
  885. const turnsCount = turnsSet.size;
  886. const fragment = document.createDocumentFragment();
  887. for (let i = 0; i < namesArr.length; i++) {
  888. if (turns[i] > 0) {
  889. fragment.append(createSkillIcon(namesArr[i]));
  890. if (turnsCount > 1)
  891. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  892. }
  893. }
  894. if (turnsCount === 1) {
  895. const turn = Array.from(turnsSet)[0];
  896. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  897. }
  898. return fragment;
  899. }
  900. function unbind_Turns(card)
  901. {
  902. const outObj = {
  903. normal: 0,
  904. awakenings: 0,
  905. matches: 0
  906. };
  907. const searchTypeArray = [
  908. 117, 179,
  909. 196
  910. ];
  911. const skills = getCardActiveSkills(card, searchTypeArray);
  912. const parsedSkills = directParseSkills(skills);
  913. parsedSkills.reduce((pre,cur)=>{
  914. pre.normal ||= cur.normal;
  915. pre.awakenings ||= cur.awakenings;
  916. pre.matches ||= cur.matches;
  917. return pre
  918. }, outObj);
  919. return outObj;
  920. }
  921. function unbind_Addition(card)
  922. {
  923. const turnsObj = unbind_Turns(card);
  924. const namesArr = ["normal", "awakenings", "matches"];
  925. const turns = namesArr.map(name=>turnsObj[name]);
  926. const turnsSet = new Set(turns.filter(Boolean));
  927. const turnsCount = turnsSet.size;
  928. const fragment = document.createDocumentFragment();
  929. for (let i = 0; i < namesArr.length; i++) {
  930. if (turns[i] > 0) {
  931. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  932. if (turnsCount > 1)
  933. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  934. }
  935. }
  936. if (turnsCount === 1) {
  937. const turn = Array.from(turnsSet)[0];
  938. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  939. }
  940. return fragment;
  941. }
  942. function boardChange_ColorTypes(skill)
  943. {
  944. if (!skill) return [];
  945. const sk = skill.params;
  946. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  947. return colors;
  948. }
  949. function boardChange_Addition(card)
  950. {
  951. const searchTypeArray = [71];
  952. const skill = getCardActiveSkill(card, searchTypeArray);
  953. const colors = boardChange_ColorTypes(skill);
  954. return createOrbsList(colors);
  955. }
  956. function orbsChangeParse(skill)
  957. {
  958. function changes(from, to)
  959. {
  960. return {from:from,to:to};
  961. }
  962. let outArr = [];
  963. if (!skill) return outArr;
  964. const sk = skill.params;
  965. switch (skill.type)
  966. {
  967. case 9:{
  968. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  969. break;
  970. }
  971. case 20:{
  972. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  973. {
  974. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  975. }
  976. else
  977. {
  978. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  979. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  980. }
  981. break;
  982. }
  983. case 154:{
  984. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  985. break;
  986. }
  987. }
  988. return outArr;
  989. }
  990. function changeOrbs_Addition(card)
  991. {
  992. const searchTypeArray = [9,20,154];
  993. const skills = getCardActiveSkills(card, searchTypeArray);
  994. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  995. const fragment = document.createDocumentFragment();
  996. parsedSkills.forEach(p=>{
  997. fragment.appendChild(createOrbsList(p.from));
  998. fragment.appendChild(document.createTextNode(`→`));
  999. fragment.appendChild(createOrbsList(p.to));
  1000. });
  1001. return fragment;
  1002. }
  1003. function generateOrbsParse(card)
  1004. {
  1005. const outArr = [];
  1006. const searchTypeArray = [141, 208];
  1007. const skills = getCardActiveSkills(card, searchTypeArray);
  1008. if (!skills.length) return outArr;
  1009. for (const skill of skills)
  1010. {
  1011. const sk = skill.params;
  1012. if (skill.type == 141)
  1013. {
  1014. outArr.push({
  1015. count: sk[0],
  1016. to: sk[1] || 1,
  1017. exclude: sk[2],
  1018. });
  1019. }else
  1020. {
  1021. outArr.push({
  1022. count: sk[0],
  1023. to: sk[1] || 1,
  1024. exclude: sk[2],
  1025. });
  1026. outArr.push({
  1027. count: sk[3],
  1028. to: sk[4] || 1,
  1029. exclude: sk[5],
  1030. });
  1031. }
  1032. }
  1033. return outArr;
  1034. }
  1035. function generateOrbs_Addition(card)
  1036. {
  1037. const gens = generateOrbsParse(card);
  1038. if (!gens.length) return;
  1039. const fragment = document.createDocumentFragment();
  1040. for (const gen of gens)
  1041. {
  1042. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1043. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1044. }
  1045. return fragment;
  1046. }
  1047. function lock_Addition(card)
  1048. {
  1049. const searchTypeArray = [152];
  1050. const skill = getCardActiveSkill(card, searchTypeArray);
  1051. if (!skill) return;
  1052. const sk = skill.params;
  1053. const fragment = document.createDocumentFragment();
  1054. fragment.appendChild(createSkillIcon('orb-locked'));
  1055. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] || 1)));
  1056. return fragment;
  1057. }
  1058. function dropLock_Addition(card)
  1059. {
  1060. const searchTypeArray = [205];
  1061. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1062. if (!skill) return;
  1063. const sk = skill.params;
  1064. const fragment = document.createDocumentFragment();
  1065. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1066. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1067. return fragment;
  1068. }
  1069. function dropOrb_Addition(card)
  1070. {
  1071. const searchTypeArray = [126];
  1072. const skill = getCardActiveSkill(card, searchTypeArray);
  1073. if (!skill) return;
  1074. const sk = skill.params;
  1075. const colors = Bin.unflags(sk[0]);
  1076. const fragment = document.createDocumentFragment();
  1077. fragment.appendChild(createOrbsList(colors, 'drop'));
  1078. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1079. return fragment;
  1080. }
  1081. function generateColumnOrbs_Addition(card)
  1082. {
  1083. const searchTypeArray = [127];
  1084. const skill = getCardActiveSkill(card, searchTypeArray);
  1085. if (!skill) return;
  1086. const sk = skill.params;
  1087. const colors = [];
  1088. for (let ai=0;ai<sk.length;ai+=2)
  1089. {
  1090. colors.push(Bin.unflags(sk[ai+1]));
  1091. }
  1092. const fragment = document.createDocumentFragment();
  1093. fragment.appendChild(document.createTextNode(`竖`));
  1094. fragment.appendChild(createOrbsList(colors.flat()));
  1095. return fragment;
  1096. }
  1097. function generateRowOrbs_Addition(card)
  1098. {
  1099. const searchTypeArray = [128];
  1100. const skill = getCardActiveSkill(card, searchTypeArray);
  1101. if (!skill) return;
  1102. const sk = skill.params;
  1103. const colors = [];
  1104. for (let ai=0;ai<sk.length;ai+=2)
  1105. {
  1106. colors.push(Bin.unflags(sk[ai+1]));
  1107. }
  1108. const fragment = document.createDocumentFragment();
  1109. fragment.appendChild(document.createTextNode(`横`));
  1110. fragment.appendChild(createOrbsList(colors.flat()));
  1111. return fragment;
  1112. }
  1113. function numericalATK_Addition(card)
  1114. {
  1115. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1116. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1117. const skill = getCardActiveSkill(card, searchTypeArray);
  1118. if (!skill) return;
  1119. //const sk = skill.params;
  1120. const colors = [getCannonAttr(skill)];
  1121. const fragment = document.createDocumentFragment();
  1122. fragment.append(`射`);
  1123. fragment.append(createOrbsList(colors));
  1124. if (typeArray_Rate.includes(skill.type)) {
  1125. function getNumber(skill){
  1126. const sk = skill.params;
  1127. switch(skill.type)
  1128. {
  1129. case 0:
  1130. case 37:
  1131. case 58:
  1132. case 59:
  1133. case 84:
  1134. case 85:
  1135. case 115:
  1136. return sk[1];
  1137. case 2:
  1138. case 35:
  1139. return sk[0];
  1140. default:
  1141. return 0;
  1142. }
  1143. }
  1144. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1145. }
  1146. return fragment;
  1147. }
  1148. function memberATK_Addition(card)
  1149. {
  1150. const searchTypeArray = [230];
  1151. const skill = getCardActiveSkill(card, searchTypeArray);
  1152. if (!skill) return;
  1153. const sk = skill.params;
  1154. const fragment = document.createDocumentFragment();
  1155. fragment.appendChild(createTeamFlags(sk[1]));
  1156. let str = '';
  1157. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1158. fragment.appendChild(document.createTextNode(str));
  1159. return fragment;
  1160. }
  1161. function getIncreaseDamageCap(skill)
  1162. {
  1163. let cap = 0;
  1164. switch (skill.type) {
  1165. case 241:case 258:
  1166. cap = skill.params[1];
  1167. break;
  1168. case 246:
  1169. cap = skill.params[2];
  1170. break;
  1171. case 247:
  1172. cap = skill.params[3];
  1173. break;
  1174. }
  1175. return cap;
  1176. }
  1177. function memberCap_Addition(card)
  1178. {
  1179. const searchTypeArray = [241, 246, 247, 258];
  1180. const skill = getCardActiveSkill(card, searchTypeArray);
  1181. if (!skill) return;
  1182. const sk = skill.params;
  1183. let cap = getIncreaseDamageCap(skill);
  1184. const fragment = document.createDocumentFragment();
  1185. switch (skill.type) {
  1186. case 258: {
  1187. fragment.appendChild(createTeamFlags(sk[2]));
  1188. break;
  1189. }
  1190. case 241:
  1191. case 246:
  1192. case 247: {
  1193. fragment.appendChild(createTeamFlags(1));
  1194. break;
  1195. }
  1196. }
  1197. switch (skill.type) {
  1198. case 258:
  1199. case 241: {
  1200. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1201. break;
  1202. }
  1203. case 246: {
  1204. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1205. break;
  1206. }
  1207. case 247: {
  1208. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1209. break;
  1210. }
  1211. }
  1212. return fragment;
  1213. }
  1214. function dixedDamage_Addition(card)
  1215. {
  1216. const searchTypeArray = [55, 188, 56];
  1217. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1218. if (!skills.length) return;
  1219. const skill = skills[0];
  1220. const sk = skill.params;
  1221. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1222. }
  1223. function gravity_Addition(card)
  1224. {
  1225. const searchTypeArray = [6, 161];
  1226. const skill = getCardActiveSkill(card, searchTypeArray);
  1227. if (!skill) return;
  1228. const sk = skill.params;
  1229. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1230. }
  1231. function healImmediately_Rate(card)
  1232. {
  1233. const searchTypeArray = [7, //自身回复力
  1234. 8, //固定点数
  1235. 35,115, //吸血
  1236. 117
  1237. ];
  1238. const skills = getCardActiveSkills(card, searchTypeArray);
  1239. const outObj = {
  1240. vampire: 0,
  1241. selfRcv: 0,
  1242. const: 0,
  1243. scale: 0,
  1244. };
  1245. if (!skills.length) return outObj;
  1246. skills.forEach(skill=>{
  1247. const sk = skill.params;
  1248. if (skill.type == 7)
  1249. {
  1250. outObj.selfRcv += sk[0];
  1251. }
  1252. else if(skill.type == 8)
  1253. {
  1254. outObj.const += sk[0];
  1255. }
  1256. else if(skill.type == 35)
  1257. {
  1258. outObj.vampire += sk[1];
  1259. }
  1260. else if(skill.type == 115)
  1261. {
  1262. outObj.vampire += sk[2];
  1263. }
  1264. else if(skill.type == 117)
  1265. {
  1266. outObj.selfRcv += sk[1] || 0;
  1267. outObj.const += sk[2] || 0;
  1268. outObj.scale += sk[3] || 0;
  1269. }
  1270. });
  1271. return outObj;
  1272. }
  1273. function atkBuff_Rate(card)
  1274. {
  1275. const searchTypeArray = [
  1276. 88,92, //类型的
  1277. 50,90, //属性的,要排除回复力
  1278. 156,168,231, //宝石姬
  1279. 228, //属性、类型数量
  1280. ];
  1281. const skills = getCardActiveSkills(card, searchTypeArray);
  1282. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1283. function atkBuffParse(skill) {
  1284. const outObj = {
  1285. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1286. types: [],
  1287. attrs: [],
  1288. awoken: [],
  1289. rate: 0,
  1290. turns: 0,
  1291. };
  1292. if (!skill) return outObj;
  1293. const sk = skill.params;
  1294. if (skill.type == 88 || skill.type == 92)
  1295. {
  1296. outObj.skilltype = 2;
  1297. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1298. outObj.turns = sk[0];
  1299. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1300. }
  1301. else if(skill.type == 50 || skill.type == 90)
  1302. {
  1303. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1304. if (!outObj.attrs.length) //去除回复力
  1305. return outObj;
  1306. outObj.skilltype = 2;
  1307. outObj.turns = sk[0];
  1308. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1309. }
  1310. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1311. || skill.type == 168)
  1312. {
  1313. outObj.skilltype = 1;
  1314. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1315. outObj.turns = sk[0];
  1316. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1317. }
  1318. else if(skill.type == 228 && sk[3] > 0)
  1319. {
  1320. outObj.skilltype = 1;
  1321. outObj.attrs = Bin.unflags(sk[1]);
  1322. outObj.types = Bin.unflags(sk[2]);
  1323. outObj.turns = sk[0];
  1324. outObj.rate = sk[3];
  1325. }
  1326. else if(skill.type == 231 && sk[6] > 0)
  1327. {
  1328. outObj.skilltype = 1;
  1329. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1330. outObj.turns = sk[0];
  1331. outObj.rate = sk[6];
  1332. }
  1333. return outObj;
  1334. }
  1335. }
  1336. function rcvBuff_Rate(card)
  1337. {
  1338. const searchTypeArray = [
  1339. 50,90,
  1340. 228, 231, //宝石姬
  1341. ];
  1342. const skills = getCardActiveSkills(card, searchTypeArray);
  1343. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1344. function rcvBuffParse(skill) {
  1345. const outObj = {
  1346. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1347. types: [],
  1348. attrs: [],
  1349. awoken: [],
  1350. rate: 0,
  1351. turns: 0,
  1352. };
  1353. if (!skill) return outObj;
  1354. const sk = skill.params;
  1355. if (skill.type == 228 && sk[4] > 0) {
  1356. outObj.skilltype = 1;
  1357. outObj.attrs = Bin.unflags(sk[1]);
  1358. outObj.types = Bin.unflags(sk[2]);
  1359. outObj.turns = sk[0];
  1360. outObj.rate = sk[4];
  1361. } else if (skill.type == 231 && sk[7] > 0) {
  1362. outObj.skilltype = 1;
  1363. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1364. outObj.turns = sk[0];
  1365. outObj.rate = sk[7];
  1366. } else if (skill.type == 50 || skill.type == 90) {
  1367. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1368. outObj.turns = sk[0];
  1369. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1370. }
  1371. return outObj;
  1372. }
  1373. }
  1374. function damageSelf_Rate(card)
  1375. {
  1376. const searchTypeArray = [84,85,86,87,195];
  1377. const skill = getCardActiveSkill(card, searchTypeArray);
  1378. if (!skill) return 0;
  1379. const sk = skill.params;
  1380. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1381. }
  1382. function changeEnemiesAttr_Attr(card)
  1383. {
  1384. const outObj = {
  1385. attr: null,
  1386. turns: 0
  1387. }
  1388. const searchTypeArray = [153, 224];
  1389. const skill = getCardActiveSkill(card, searchTypeArray);
  1390. if (!skill) return outObj;
  1391. const sk = skill.params;
  1392. if (skill.type == 153)
  1393. {
  1394. outObj.attr = sk[0];
  1395. }
  1396. else if (skill.type == 224)
  1397. {
  1398. outObj.attr = sk[1] || 0;
  1399. outObj.turns = sk[0];
  1400. }
  1401. return outObj;
  1402. }
  1403. function shapeThisRowOk(line, lineNumber) {
  1404. if (lineNumber <= 0) return true;
  1405. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1406. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1407. }
  1408. function shapeUpsideDownRowOk(line, lineNumber) {
  1409. if (lineNumber <= 0) return true;
  1410. return line > 0 ? (line & lineNumber) === 0 : true;
  1411. }
  1412. function shapeIsCross(sk) { //产珠是十字
  1413. const baseLineNum = 0b111;
  1414. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1415. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1416. lineNumArr.push(_lineNum);
  1417. }
  1418. for (let ri=1; ri<4; ri++)
  1419. {
  1420. //搜索所有可能的行存在
  1421. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1422. if (maybeLineNum.length < 1) continue;
  1423. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1424. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1425. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1426. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1427. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1428. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1429. });
  1430. if (maybeLineNum.length > 0) return true;
  1431. }
  1432. return false;
  1433. }
  1434. function shapeIsLShape(sk) { //产珠是L字
  1435. const baseLineNum = 0b111;
  1436. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1437. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1438. lineNumArr.push(_lineNum);
  1439. }
  1440. for (let ri=0; ri<5; ri++)
  1441. {
  1442. //搜索所有可能的行存在
  1443. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1444. if (maybeLineNum.length < 1) continue;
  1445. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1446. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1447. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1448. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1449. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1450. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1451. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1452. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1453. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1454. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1455. ||
  1456. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1457. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1458. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1459. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1460. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1461. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1462. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1463. });
  1464. if (maybeLineNum.length > 0) return true;
  1465. }
  1466. return false;
  1467. }
  1468. //创建1个觉醒图标
  1469. function createAwokenIcon(awokenId)
  1470. {
  1471. const icon = document.createElement("icon");
  1472. icon.className ="awoken-icon";
  1473. icon.setAttribute("data-awoken-icon", awokenId);
  1474. return icon;
  1475. }
  1476. //产生一个觉醒列表
  1477. function creatAwokenList(awokens) {
  1478. const ul = document.createElement("ul");
  1479. ul.className = "awoken-ul";
  1480. awokens.forEach(ak=>{
  1481. const li = ul.appendChild(document.createElement("li"));
  1482. const icon = li.appendChild(createAwokenIcon(ak));
  1483. });
  1484. return ul;
  1485. }
  1486. //产生宝珠列表
  1487. function createOrbsList(orbs, className)
  1488. {
  1489. if (orbs == undefined) orbs = [0];
  1490. else if (!Array.isArray(orbs)) orbs = [orbs];
  1491. const ul = document.createElement("ul");
  1492. ul.className = "board";
  1493. orbs.forEach(orbType => {
  1494. const li = ul.appendChild(document.createElement("li"));
  1495. li.className = className ? `orb ${className}` :`orb`;
  1496. li.setAttribute("data-orb-icon", orbType);
  1497. });
  1498. return ul;
  1499. }
  1500. //产生类型列表
  1501. function createTypesList(types)
  1502. {
  1503. if (types == undefined) types = [0];
  1504. else if (!Array.isArray(types)) types = [types];
  1505. const ul = document.createElement("ul");
  1506. ul.className = "types-ul";
  1507. types.forEach(type => {
  1508. const li = ul.appendChild(document.createElement("li"));
  1509. li.className = `type-icon`;
  1510. li.setAttribute("data-type-icon", type);
  1511. });
  1512. return ul;
  1513. }
  1514. const functions = [
  1515. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1516. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1517. ]},
  1518. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1519. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1520. function:cards=>{
  1521. const attrName = "attr-absorb";
  1522. return cards.filter(card=>{
  1523. const turns = voidsAbsorption_Turns(card);
  1524. return turns[attrName] > 0;
  1525. }).sort((a,b)=>{
  1526. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1527. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1528. return a_pC - b_pC;
  1529. });
  1530. },
  1531. addition:voidsAbsorption_Addition
  1532. },
  1533. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1534. function:cards=>{
  1535. const attrName = "damage-absorb";
  1536. return cards.filter(card=>{
  1537. const turns = voidsAbsorption_Turns(card);
  1538. return turns[attrName] > 0;
  1539. }).sort((a,b)=>{
  1540. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1541. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1542. return a_pC - b_pC;
  1543. });
  1544. },
  1545. addition:voidsAbsorption_Addition
  1546. },
  1547. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1548. function:cards=>{
  1549. const attrName = "damage-void";
  1550. return cards.filter(card=>{
  1551. const turns = voidsAbsorption_Turns(card);
  1552. return turns[attrName] > 0;
  1553. }).sort((a,b)=>{
  1554. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1555. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1556. return a_pC - b_pC;
  1557. });
  1558. },
  1559. addition:voidsAbsorption_Addition
  1560. },
  1561. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1562. function:cards=>{
  1563. const attrName = "combo-absorb";
  1564. return cards.filter(card=>{
  1565. const turns = voidsAbsorption_Turns(card);
  1566. return turns[attrName] > 0;
  1567. }).sort((a,b)=>{
  1568. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1569. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1570. return a_pC - b_pC;
  1571. });
  1572. },
  1573. addition:voidsAbsorption_Addition
  1574. },
  1575. {name:"Voids Triple(except combo)",otLangName:{chs:"三破(不含破C)",cht:"三破(不含破C)"},
  1576. function:cards=>{
  1577. return cards.filter(card=>{
  1578. const turns = voidsAbsorption_Turns(card);
  1579. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1580. }).sort((a,b)=>{
  1581. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1582. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1583. return a_pC - b_pC;
  1584. });
  1585. },
  1586. addition:voidsAbsorption_Addition
  1587. },
  1588. ]},
  1589. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1590. {
  1591. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1592. function:cards=>{
  1593. return cards.filter(card=>{
  1594. const turns = unbind_Turns(card);
  1595. return turns.normal > 0;
  1596. }).sort((a,b)=>{
  1597. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1598. let a_pC = a_s.normal, b_pC = b_s.normal;
  1599. return a_pC - b_pC;
  1600. });
  1601. },
  1602. addition:unbind_Addition
  1603. },
  1604. {
  1605. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1606. function:cards=>{
  1607. return cards.filter(card=>{
  1608. const turns = unbind_Turns(card);
  1609. return turns.awakenings > 0;
  1610. }).sort((a,b)=>{
  1611. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1612. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1613. return a_pC - b_pC;
  1614. });
  1615. },
  1616. addition:unbind_Addition
  1617. },
  1618. {
  1619. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1620. function:cards=>{
  1621. return cards.filter(card=>{
  1622. const turns = unbind_Turns(card);
  1623. return turns.matches > 0;
  1624. }).sort((a,b)=>{
  1625. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1626. let a_pC = a_s.matches, b_pC = b_s.matches;
  1627. return a_pC - b_pC;
  1628. });
  1629. },
  1630. addition:unbind_Addition
  1631. },
  1632. {
  1633. name:"Unbind Triple",otLangName:{chs:"三解",cht:"三解"},
  1634. function:cards=>{
  1635. return cards.filter(card=>{
  1636. const turns = unbind_Turns(card);
  1637. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1638. }).sort((a,b)=>{
  1639. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1640. let a_pC = a_s.normal, b_pC = b_s.normal;
  1641. return a_pC - b_pC;
  1642. });
  1643. },
  1644. addition:unbind_Addition
  1645. },
  1646. ]},
  1647. {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: [
  1648. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1649. function:cards=>{
  1650. const searchTypeArray = [146];
  1651. return cards.filter(card=>{
  1652. const skill = getCardActiveSkill(card, searchTypeArray);
  1653. return skill;
  1654. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1655. },
  1656. addition:card=>{
  1657. const searchTypeArray = [146];
  1658. const skill = getCardActiveSkill(card, searchTypeArray);
  1659. if (!skill) return;
  1660. const sk = skill.params;
  1661. const fragment = document.createDocumentFragment();
  1662. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1663. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1664. return fragment;
  1665. }
  1666. },
  1667. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1668. function:cards=>{
  1669. const searchTypeArray = [218];
  1670. return cards.filter(card=>{
  1671. const skill = getCardActiveSkill(card, searchTypeArray);
  1672. return skill;
  1673. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1674. },
  1675. addition:card=>{
  1676. const searchTypeArray = [218];
  1677. const skill = getCardActiveSkill(card, searchTypeArray);
  1678. if (!skill) return;
  1679. const sk = skill.params;
  1680. const fragment = document.createDocumentFragment();
  1681. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1682. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1683. return fragment;
  1684. }
  1685. },
  1686. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1687. function:cards=>{
  1688. const searchTypeArray = [93, 227];
  1689. return cards.filter(card=>{
  1690. const skill = getCardActiveSkill(card, searchTypeArray);
  1691. return skill;
  1692. }).sort((a,b)=>{
  1693. const a_s = getCardActiveSkill(a, searchTypeArray),
  1694. b_s = getCardActiveSkill(b, searchTypeArray);
  1695. return a_s.type - b_s.type;
  1696. });
  1697. },
  1698. addition:card=>{
  1699. const searchTypeArray = [93, 227];
  1700. const skill = getCardActiveSkill(card, searchTypeArray);
  1701. if (!skill) return;
  1702. const fragment = document.createDocumentFragment();
  1703. fragment.append(createSkillIcon('leader-change'));
  1704. skill.type === 227 && fragment.append('换👉');
  1705. return fragment;
  1706. }
  1707. },
  1708. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1709. function:cards=>{
  1710. const searchTypeArray = [241, 246, 247, 258];
  1711. return cards.filter(card=>{
  1712. const skill = getCardActiveSkill(card, searchTypeArray);
  1713. return skill;
  1714. }).sort((a,b)=>{
  1715. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1716. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1717. return a_pC - b_pC;
  1718. });
  1719. },
  1720. addition:memberCap_Addition
  1721. },
  1722. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 buff - 自身",cht:"增加傷害上限 buff - 自身"},
  1723. function:cards=>{
  1724. const searchTypeArray = [241, 246, 247, 258];
  1725. return cards.filter(card=>{
  1726. const skill = getCardActiveSkill(card, searchTypeArray);
  1727. if (skill?.type === 258) return Boolean(skill.params[2] & 0b1);
  1728. else return skill;
  1729. }).sort((a,b)=>{
  1730. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1731. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1732. return a_pC - b_pC;
  1733. });
  1734. },
  1735. addition:memberCap_Addition
  1736. },
  1737. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 buff - 队长",cht:"增加傷害上限 buff - 隊長"},
  1738. function:cards=>{
  1739. const searchTypeArray = [258];
  1740. return cards.filter(card=>{
  1741. const skill = getCardActiveSkill(card, searchTypeArray);
  1742. return skill && Boolean(skill.params[2] & (0b10 | 0b100));
  1743. }).sort((a,b)=>{
  1744. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1745. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1746. return a_pC - b_pC;
  1747. });
  1748. },
  1749. addition:memberCap_Addition
  1750. },
  1751. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 buff - 队员",cht:"增加傷害上限 buff - 隊員"},
  1752. function:cards=>{
  1753. const searchTypeArray = [258];
  1754. return cards.filter(card=>{
  1755. const skill = getCardActiveSkill(card, searchTypeArray);
  1756. return skill && Boolean(skill.params[2] & 0b1000);
  1757. }).sort((a,b)=>{
  1758. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1759. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1760. return a_pC - b_pC;
  1761. });
  1762. },
  1763. addition:memberCap_Addition
  1764. },
  1765. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1766. function:cards=>{
  1767. const searchTypeArray = [230];
  1768. return cards.filter(card=>{
  1769. const skill = getCardActiveSkill(card, searchTypeArray);
  1770. return skill;
  1771. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1772. },
  1773. addition:memberATK_Addition
  1774. },
  1775. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1776. function:cards=>{
  1777. const searchTypeArray = [230];
  1778. return cards.filter(card=>{
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. return skill && Boolean(skill.params[1] & 0b1);
  1781. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1782. },
  1783. addition:memberATK_Addition
  1784. },
  1785. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1786. function:cards=>{
  1787. const searchTypeArray = [230];
  1788. return cards.filter(card=>{
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. return skill && Boolean(skill.params[1] & (0b10 | 0b100));
  1791. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1792. },
  1793. addition:memberATK_Addition
  1794. },
  1795. {name:"Member ATK rate change - Sub",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1796. function:cards=>{
  1797. const searchTypeArray = [230];
  1798. return cards.filter(card=>{
  1799. const skill = getCardActiveSkill(card, searchTypeArray);
  1800. return skill && Boolean(skill.params[1] & 0b1000);
  1801. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1802. },
  1803. addition:memberATK_Addition
  1804. },
  1805. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1806. function:cards=>{
  1807. const searchTypeArray = [142];
  1808. return cards.filter(card=>{
  1809. const skill = getCardActiveSkill(card, searchTypeArray);
  1810. return skill;
  1811. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1812. },
  1813. addition:card=>{
  1814. const searchTypeArray = [142];
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. if (!skill) return;
  1817. const sk = skill.params;
  1818. const fragment = document.createDocumentFragment();
  1819. fragment.appendChild(document.createTextNode(`自→`));
  1820. fragment.appendChild(createOrbsList(sk[1]));
  1821. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1822. return fragment;
  1823. }
  1824. },
  1825. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1826. function:cards=>cards.filter(card=>{
  1827. const searchTypeArray = [214];
  1828. const skill = getCardActiveSkill(card, searchTypeArray);
  1829. return skill;
  1830. }),
  1831. addition:card=>{
  1832. const searchTypeArray = [214];
  1833. const skill = getCardActiveSkill(card, searchTypeArray);
  1834. if (!skill) return;
  1835. const sk = skill.params;
  1836. return document.createTextNode(`自封技${sk[0]}T`);
  1837. }
  1838. },
  1839. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1840. function:cards=>cards.filter(card=>{
  1841. const searchTypeArray = [250];
  1842. const skill = getCardActiveSkill(card, searchTypeArray);
  1843. return skill;
  1844. })
  1845. },
  1846. ]},
  1847. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1848. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1849. function:cards=>{
  1850. const searchTypeArray = [179];
  1851. return cards.filter(card=>{
  1852. const skill = getCardActiveSkill(card, searchTypeArray);
  1853. return skill;
  1854. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1855. },
  1856. addition:card=>{
  1857. const searchTypeArray = [179];
  1858. const skill = getCardActiveSkill(card, searchTypeArray);
  1859. if (!skill) return;
  1860. const sk = skill.params;
  1861. const fragment = document.createDocumentFragment();
  1862. fragment.append(createSkillIcon('auto-heal'));
  1863. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1864. return fragment;
  1865. }
  1866. },
  1867. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1868. function:cards=>{
  1869. return cards.filter(card=>{
  1870. const heal = healImmediately_Rate(card);
  1871. return Object.values(heal).some(v=>v);
  1872. })
  1873. .sort((a,b)=>{
  1874. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1875. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1876. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1877. let sortNum = a_i - b_i;
  1878. if (!sortNum)
  1879. {
  1880. sortNum = a_vs[a_i] - b_vs[b_i];
  1881. }
  1882. return sortNum;
  1883. });
  1884. },
  1885. addition:card=>{
  1886. const heal = healImmediately_Rate(card);
  1887. const fragment = document.createDocumentFragment();
  1888. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1889. if (heal.scale)
  1890. fragment.append(`${heal.scale}%`);
  1891. if (heal.const)
  1892. fragment.append(`${heal.const.bigNumberToString()}点`);
  1893. if (heal.selfRcv)
  1894. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1895. if (heal.vampire)
  1896. fragment.append(`${heal.vampire}%伤害`);
  1897. return fragment;
  1898. }
  1899. },
  1900. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1901. function:cards=>{
  1902. const searchTypeArray = [237];
  1903. return cards.filter(card=>{
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. return skill;
  1906. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1907. },
  1908. addition:card=>{
  1909. const searchTypeArray = [237];
  1910. const skill = getCardActiveSkill(card, searchTypeArray);
  1911. if (!skill) return;
  1912. const sk = skill.params;
  1913. const fragment = document.createDocumentFragment();
  1914. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1915. return fragment;
  1916. }
  1917. },
  1918. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1919. function:cards=>{
  1920. return cards.filter(card=>damageSelf_Rate(card)>0)
  1921. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1922. },
  1923. addition:card=>{
  1924. let rate = damageSelf_Rate(card);
  1925. if (rate < 100)
  1926. return `减少${rate}%`;
  1927. else
  1928. return `减少到1`;
  1929. }
  1930. },
  1931. ]},
  1932. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1933. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1934. function:cards=>cards.filter(card=>{
  1935. const searchTypeArray = [172];
  1936. const skill = getCardActiveSkill(card, searchTypeArray);
  1937. return skill;
  1938. })
  1939. },
  1940. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1941. function:cards=>cards.filter(card=>{
  1942. const searchTypeArray = [152];
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. return skill;
  1945. }),
  1946. addition:lock_Addition
  1947. },
  1948. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1949. function:cards=>cards.filter(card=>{
  1950. const searchTypeArray = [152];
  1951. const skill = getCardActiveSkill(card, searchTypeArray);
  1952. return skill && (skill.params[0] & 63) === 63;
  1953. }),
  1954. addition:lock_Addition
  1955. },
  1956. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1957. function:cards=>{
  1958. const searchTypeArray = [52,91,140];
  1959. return cards.filter(card=>{
  1960. const skill = getCardActiveSkill(card, searchTypeArray);
  1961. return skill;
  1962. });
  1963. },
  1964. addition:card=>{
  1965. const searchTypeArray = [52,91,140];
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. if (!skill) return;
  1968. const sk = skill.params;
  1969. let attrs = [];
  1970. switch (skill.type)
  1971. {
  1972. case 52:{
  1973. attrs.push(sk[0]); break;
  1974. }
  1975. case 91:{
  1976. attrs = sk.slice(0,-1); break;
  1977. }
  1978. case 140:{
  1979. attrs = Bin.unflags(sk[0]); break;
  1980. }
  1981. }
  1982. const fragment = document.createDocumentFragment();
  1983. fragment.appendChild(document.createTextNode(`强化`));
  1984. fragment.appendChild(createOrbsList(attrs));
  1985. return fragment;
  1986. }
  1987. },
  1988. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1989. function:cards=>cards.filter(card=>{
  1990. const searchTypeArray = [215];
  1991. const skill = getCardActiveSkill(card, searchTypeArray);
  1992. return skill;
  1993. }),
  1994. addition:card=>{
  1995. const searchTypeArray = [215];
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. if (!skill) return;
  1998. const sk = skill.params;
  1999. const fragment = document.createDocumentFragment();
  2000. fragment.appendChild(document.createTextNode(`自封`));
  2001. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2002. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2003. return fragment;
  2004. }
  2005. },
  2006. ]},
  2007. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  2008. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  2009. function:cards=>cards.filter(card=>{
  2010. function isLoopBuff(parsedSkill, cd) {
  2011. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  2012. && skill.turns >= cd);
  2013. }
  2014. //跳过0号技能的、会变身成别人的和无技能数据的
  2015. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2016. const skill = Skills[card.activeSkillId];
  2017. if (!skill) return false;
  2018. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2019. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2020. let parsedActiveSkill = skillParser(card.activeSkillId);
  2021. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2022. //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
  2023. let parsedGroupSkill = parsedActiveSkill?.[0];
  2024. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2025. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2026. }
  2027. //进化类技能,排除循环进化,并只计算最后一级
  2028. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2029. let lastIdx = parsedGroupSkill.params.length - 1;
  2030. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2031. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2032. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2033. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2034. }
  2035. return false;
  2036. })
  2037. },
  2038. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2039. function:cards=>{
  2040. return cards.filter(card=>{
  2041. const atkbuff = rcvBuff_Rate(card);
  2042. return atkbuff.skilltype > 0;
  2043. }).sort((a,b)=>{
  2044. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2045. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2046. if (sortNum == 0)
  2047. sortNum = a_pC.rate - b_pC.rate;
  2048. if (sortNum == 0)
  2049. sortNum = a_pC.turns - b_pC.turns;
  2050. return sortNum;
  2051. });
  2052. },
  2053. addition:card=>{
  2054. const atkbuff = rcvBuff_Rate(card);
  2055. const fragment = document.createDocumentFragment();
  2056. fragment.appendChild(createOrbsList([5]));
  2057. if (atkbuff.skilltype == 0) return fragment;
  2058. if (atkbuff.skilltype == 1)
  2059. {
  2060. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2061. if (atkbuff.awoken.length)
  2062. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2063. if (atkbuff.attrs.length)
  2064. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2065. if (atkbuff.types.length)
  2066. fragment.appendChild(createTypesList(atkbuff.types));
  2067. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2068. }else if (atkbuff.skilltype == 2)
  2069. {
  2070. if (atkbuff.attrs.length)
  2071. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2072. if (atkbuff.types.length)
  2073. fragment.appendChild(createTypesList(atkbuff.types));
  2074. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2075. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2076. }
  2077. return fragment;
  2078. }
  2079. },
  2080. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2081. function:cards=>{
  2082. return cards.filter(card=>{
  2083. const atkbuff = atkBuff_Rate(card);
  2084. return atkbuff.skilltype > 0;
  2085. }).sort((a,b)=>{
  2086. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2087. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2088. if (sortNum == 0)
  2089. sortNum = a_pC.rate - b_pC.rate;
  2090. if (sortNum == 0)
  2091. sortNum = a_pC.turns - b_pC.turns;
  2092. return sortNum;
  2093. });
  2094. },
  2095. addition:card=>{
  2096. const atkbuff = atkBuff_Rate(card);
  2097. const fragment = document.createDocumentFragment();
  2098. if (atkbuff.skilltype == 0) return fragment;
  2099. if (atkbuff.skilltype == 1)
  2100. {
  2101. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2102. if (atkbuff.awoken.length)
  2103. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2104. if (atkbuff.attrs.length)
  2105. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2106. if (atkbuff.types.length)
  2107. fragment.appendChild(createTypesList(atkbuff.types));
  2108. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2109. }else if (atkbuff.skilltype == 2)
  2110. {
  2111. if (atkbuff.attrs.length)
  2112. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2113. if (atkbuff.types.length)
  2114. fragment.appendChild(createTypesList(atkbuff.types));
  2115. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2116. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2117. }
  2118. return fragment;
  2119. }
  2120. },
  2121. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2122. function:cards=>{
  2123. const searchTypeArray = [132];
  2124. return cards.filter(card=>{
  2125. const skill = getCardActiveSkill(card, searchTypeArray);
  2126. return skill;
  2127. }).sort((a,b)=>{
  2128. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2129. //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
  2130. 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;
  2131. 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]);
  2132. });
  2133. },
  2134. addition:card=>{
  2135. const searchTypeArray = [132];
  2136. const skill = getCardActiveSkill(card, searchTypeArray);
  2137. if (!skill) return;
  2138. const sk = skill.params;
  2139. let str = "👆";
  2140. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2141. if (sk[2]) str += `x${sk[2]/100}`;
  2142. str += `x${sk[0]}T`;
  2143. return str;
  2144. }
  2145. },
  2146. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2147. function:cards=>{
  2148. const searchTypeArray = [160];
  2149. return cards.filter(card=>{
  2150. const skill = getCardActiveSkill(card, searchTypeArray);
  2151. return skill;
  2152. }).sort((a,b)=>{
  2153. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2154. return a_s.params[1] - b_s.params[1];
  2155. });
  2156. },
  2157. addition:card=>{
  2158. const searchTypeArray = [160];
  2159. const skill = getCardActiveSkill(card, searchTypeArray);
  2160. if (!skill) return;
  2161. const sk = skill.params;
  2162. return `+${sk[1]}C×${sk[0]}T`;
  2163. }
  2164. },
  2165. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2166. function:cards=>{
  2167. const searchTypeArray = [3,156];
  2168. return cards.filter(card=>{
  2169. const skill = getCardActiveSkill(card, searchTypeArray);
  2170. if (!skill) return false;
  2171. if (skill.type == 156)
  2172. return skill.params[4]==3;
  2173. else
  2174. return true;
  2175. }).sort((a,b)=>{
  2176. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2177. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2178. if (!sortNum)
  2179. {
  2180. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2181. sortNum = a_pC - b_pC;
  2182. }
  2183. return sortNum;
  2184. });
  2185. },
  2186. addition:card=>{
  2187. const searchTypeArray = [3,156];
  2188. const skill = getCardActiveSkill(card, searchTypeArray);
  2189. if (!skill) return;
  2190. const sk = skill.params;
  2191. const fragment = document.createDocumentFragment();
  2192. if (skill.type == 156)
  2193. {
  2194. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2195. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2196. fragment.appendChild(creatAwokenList(awokenArr));
  2197. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2198. }else
  2199. {
  2200. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2201. }
  2202. return fragment;
  2203. }
  2204. },
  2205. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2206. function:cards=>{
  2207. const searchTypeArray = [3];
  2208. return cards.filter(card=>{
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. return skill && skill.params[1]>=100;
  2211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2212. },
  2213. addition:card=>{
  2214. const searchTypeArray = [3];
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. if (!skill) return;
  2217. const sk = skill.params;
  2218. return `无敌×${sk[0]}T`;
  2219. }
  2220. },
  2221. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2222. function:cards=>{
  2223. const searchTypeArray = [21];
  2224. return cards.filter(card=>{
  2225. const skill = getCardActiveSkill(card, searchTypeArray);
  2226. return skill;
  2227. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2228. },
  2229. addition:card=>{
  2230. const searchTypeArray = [21];
  2231. const skill = getCardActiveSkill(card, searchTypeArray);
  2232. if (!skill) return;
  2233. const sk = skill.params;
  2234. const colors = [sk[1]];
  2235. const fragment = document.createDocumentFragment();
  2236. fragment.appendChild(document.createTextNode(`-`));
  2237. fragment.appendChild(createOrbsList(colors));
  2238. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2239. return fragment;
  2240. }
  2241. },
  2242. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2243. function:cards=>{
  2244. const searchTypeArray = [51];
  2245. return cards.filter(card=>{
  2246. const skill = getCardActiveSkill(card, searchTypeArray);
  2247. return skill;
  2248. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2249. },
  2250. addition:card=>{
  2251. const searchTypeArray = [51];
  2252. const skill = getCardActiveSkill(card, searchTypeArray);
  2253. if (!skill) return;
  2254. const sk = skill.params;
  2255. return `全体×${sk[0]}T`;
  2256. }
  2257. },
  2258. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2259. function:cards=>cards.filter(card=>{
  2260. const searchTypeArray = [156,168,228,231];
  2261. const skill = getCardActiveSkill(card, searchTypeArray);
  2262. return skill;
  2263. })
  2264. },
  2265. ]},
  2266. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2267. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2268. function:cards=>{
  2269. const searchTypeArray = [18];
  2270. return cards.filter(card=>{
  2271. const skill = getCardActiveSkill(card, searchTypeArray);
  2272. return skill;
  2273. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2274. },
  2275. addition:card=>{
  2276. const searchTypeArray = [18];
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. if (!skill) return;
  2279. const sk = skill.params;
  2280. return document.createTextNode(`威吓×${sk[0]}T`);
  2281. }
  2282. },
  2283. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2284. function:cards=>{
  2285. const searchTypeArray = [19];
  2286. return cards.filter(card=>{
  2287. const skill = getCardActiveSkill(card, searchTypeArray);
  2288. return skill;
  2289. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2290. },
  2291. addition:card=>{
  2292. const searchTypeArray = [19];
  2293. const skill = getCardActiveSkill(card, searchTypeArray);
  2294. if (!skill) return;
  2295. const sk = skill.params;
  2296. return `破防${sk[1]}%×${sk[0]}T`;
  2297. }
  2298. },
  2299. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2300. function:cards=>{
  2301. const searchTypeArray = [4];
  2302. return cards.filter(card=>{
  2303. const skill = getCardActiveSkill(card, searchTypeArray);
  2304. return skill;
  2305. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2306. },
  2307. addition:card=>{
  2308. const searchTypeArray = [4];
  2309. const skill = getCardActiveSkill(card, searchTypeArray);
  2310. if (!skill) return;
  2311. const sk = skill.params;
  2312. return `攻击力×${sk[0]/100}倍`;
  2313. }
  2314. },
  2315. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2316. function:cards=>{
  2317. return cards.filter(card=>{
  2318. return changeEnemiesAttr_Attr(card).attr != null;
  2319. }).sort((a,b)=>{
  2320. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2321. return a_pC.attr - b_pC.attr;
  2322. })
  2323. },
  2324. addition:card=>{
  2325. let change = changeEnemiesAttr_Attr(card);
  2326. const fragment = document.createDocumentFragment();
  2327. fragment.appendChild(document.createTextNode(`敌→`));
  2328. fragment.appendChild(createOrbsList(change.attr));
  2329. if (change.turns > 0)
  2330. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2331. return fragment;
  2332. }
  2333. },
  2334. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2335. function:cards=>{
  2336. const searchTypeArray = [60];
  2337. return cards.filter(card=>{
  2338. const skill = getCardActiveSkill(card, searchTypeArray);
  2339. return skill;
  2340. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2341. },
  2342. addition:card=>{
  2343. const searchTypeArray = [60];
  2344. const skill = getCardActiveSkill(card, searchTypeArray);
  2345. if (!skill) return;
  2346. const sk = skill.params;
  2347. const fragment = document.createDocumentFragment();
  2348. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2349. fragment.appendChild(createOrbsList(sk[2]));
  2350. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2351. return fragment;
  2352. }
  2353. },
  2354. ]},
  2355. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2356. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2357. function:cards=>cards.filter(card=>{
  2358. const searchTypeArray = [10];
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. return skill;
  2361. })
  2362. },
  2363. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  2364. function:cards=>{
  2365. const searchTypeArray = [184];
  2366. return cards.filter(card=>{
  2367. const skill = getCardActiveSkill(card, searchTypeArray);
  2368. return skill;
  2369. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2370. },
  2371. addition:card=>{
  2372. const searchTypeArray = [184];
  2373. const skill = getCardActiveSkill(card, searchTypeArray);
  2374. if (!skill) return;
  2375. const sk = skill.params;
  2376. return `无↓×${sk[0]}T`;
  2377. }
  2378. },
  2379. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2380. function:cards=>{
  2381. const searchTypeArray = [207, 249];
  2382. return cards.filter(card=>{
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. return skill;
  2385. }).sort((a,b)=>{
  2386. const a_s = getCardActiveSkill(a, searchTypeArray),
  2387. b_s = getCardActiveSkill(b, searchTypeArray);
  2388. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2389. });
  2390. },
  2391. addition:card=>{
  2392. const searchTypeArray = [207, 249];
  2393. const skill = getCardActiveSkill(card, searchTypeArray);
  2394. if (!skill) return;
  2395. const sk = skill.params;
  2396. const fragment = document.createDocumentFragment();
  2397. fragment.append(createSkillIcon('board-roulette'));
  2398. if (skill.type == 249) {
  2399. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2400. }
  2401. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2402. return fragment;
  2403. }
  2404. },
  2405. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2406. function:cards=>{
  2407. const searchTypeArray = [238];
  2408. return cards.filter(card=>{
  2409. const skill = getCardActiveSkill(card, searchTypeArray);
  2410. return skill;
  2411. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2412. },
  2413. addition:card=>{
  2414. const searchTypeArray = [238];
  2415. const skill = getCardActiveSkill(card, searchTypeArray);
  2416. if (!skill) return;
  2417. const sk = skill.params;
  2418. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2419. }
  2420. },
  2421. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2422. function:cards=>{
  2423. const searchTypeArray = [239];
  2424. return cards.filter(card=>{
  2425. const skill = getCardActiveSkill(card, searchTypeArray);
  2426. return skill;
  2427. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2428. },
  2429. addition:card=>{
  2430. const searchTypeArray = [239];
  2431. const skill = getCardActiveSkill(card, searchTypeArray);
  2432. if (!skill) return;
  2433. const sk = skill.params;
  2434. const colums = Bin.unflags(sk[1]), rows = Bin.unflags(sk[2]);
  2435. const fragment = document.createDocumentFragment();
  2436. if (colums.length)
  2437. fragment.append(`${colums.length}竖`);
  2438. if (rows.length)
  2439. fragment.append(`${rows.length}横`);
  2440. fragment.append(`×${sk[0]}T`);
  2441. return fragment;
  2442. }
  2443. },
  2444. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2445. function:cards=>{
  2446. const searchTypeArray = [251];
  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 = [251];
  2454. const skill = getCardActiveSkill(card, searchTypeArray);
  2455. if (!skill) return;
  2456. const sk = skill.params;
  2457. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2458. }
  2459. },
  2460. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2461. function:cards=>{
  2462. const searchTypeArray = [244];
  2463. return cards.filter(card=>{
  2464. const skill = getCardActiveSkill(card, searchTypeArray);
  2465. return skill;
  2466. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2467. },
  2468. addition:card=>{
  2469. const searchTypeArray = [244];
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. if (!skill) return;
  2472. const sk = skill.params;
  2473. let width, height;
  2474. switch (sk[1]) {
  2475. case 1: {
  2476. width = 7;
  2477. height = 6;
  2478. break;
  2479. }
  2480. case 2: {
  2481. width = 5;
  2482. height = 3;
  2483. break;
  2484. }
  2485. case 3: {
  2486. width = 6;
  2487. height = 5;
  2488. break;
  2489. }
  2490. default: {
  2491. width = 6;
  2492. height = 5;
  2493. }
  2494. }
  2495. return `[${width}×${height}]×${sk[0]}T`;
  2496. }
  2497. },
  2498. ]},
  2499. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2500. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2501. function:cards=>{
  2502. const searchTypeArray = [180];
  2503. return cards.filter(card=>{
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return skill;
  2506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2507. },
  2508. addition:card=>{
  2509. const searchTypeArray = [180];
  2510. const skill = getCardActiveSkill(card, searchTypeArray);
  2511. if (!skill) return;
  2512. const sk = skill.params;
  2513. return `${sk[1]}%×${sk[0]}T`;
  2514. }
  2515. },
  2516. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2517. function:cards=>{
  2518. const searchTypeArray = [205];
  2519. return cards.filter(card=>{
  2520. const skill = getCardActiveSkill(card, searchTypeArray);
  2521. return skill;
  2522. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2523. },
  2524. addition:dropLock_Addition
  2525. },
  2526. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2527. function:cards=>{
  2528. const searchTypeArray = [205];
  2529. return cards.filter(card=>{
  2530. const skill = getCardActiveSkill(card, searchTypeArray);
  2531. return skill && (skill.params[0] & 63) === 63;
  2532. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2533. },
  2534. addition:dropLock_Addition
  2535. },
  2536. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2537. function:cards=>cards.filter(card=>{
  2538. const searchTypeArray = [126];
  2539. const skill = getCardActiveSkill(card, searchTypeArray);
  2540. return skill;
  2541. }),
  2542. addition:dropOrb_Addition
  2543. },
  2544. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2545. function:cards=>cards.filter(card=>{
  2546. const searchTypeArray = [126];
  2547. const skill = getCardActiveSkill(card, searchTypeArray);
  2548. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2549. }),
  2550. addition:dropOrb_Addition
  2551. },
  2552. {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"},
  2553. function:cards=>cards.filter(card=>{
  2554. const searchTypeArray = [126];
  2555. const skill = getCardActiveSkill(card, searchTypeArray);
  2556. return skill && skill.params[1] >= 99;
  2557. }),
  2558. addition:dropOrb_Addition
  2559. },
  2560. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2561. function:cards=>cards.filter(card=>{
  2562. const searchTypeArray = [126];
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return skill && skill.params[3] == 100;
  2565. }),
  2566. addition:dropOrb_Addition
  2567. },
  2568. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2569. function:cards=>{
  2570. const searchTypeArray = [226];
  2571. return cards.filter(card=>{
  2572. const skill = getCardActiveSkill(card, searchTypeArray);
  2573. return skill;
  2574. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2575. },
  2576. addition:card=>{
  2577. const searchTypeArray = [226];
  2578. const skill = getCardActiveSkill(card, searchTypeArray);
  2579. if (!skill) return;
  2580. const sk = skill.params;
  2581. const fragment = document.createDocumentFragment();
  2582. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2583. return fragment;
  2584. }
  2585. },
  2586. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2587. function:cards=>{
  2588. const searchTypeArray = [243];
  2589. return cards.filter(card=>{
  2590. const skill = getCardActiveSkill(card, searchTypeArray);
  2591. return skill;
  2592. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2593. },
  2594. addition:card=>{
  2595. const searchTypeArray = [243];
  2596. const skill = getCardActiveSkill(card, searchTypeArray);
  2597. if (!skill) return;
  2598. const sk = skill.params;
  2599. const fragment = document.createDocumentFragment();
  2600. fragment.append(createSkillIcon('orb-thorn'));
  2601. if ((sk[1] & 0b1111111111) != 1023) {
  2602. let attrs = Bin.unflags(sk[1]);
  2603. fragment.append(createOrbsList(attrs));
  2604. }
  2605. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2606. return fragment;
  2607. }
  2608. },
  2609. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2610. function:cards=>{
  2611. const searchTypeArray = [253];
  2612. return cards.filter(card=>{
  2613. const skill = getCardActiveSkill(card, searchTypeArray);
  2614. return skill;
  2615. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2616. },
  2617. addition:card=>{
  2618. const searchTypeArray = [253];
  2619. const skill = getCardActiveSkill(card, searchTypeArray);
  2620. if (!skill) return;
  2621. const sk = skill.params;
  2622. const fragment = document.createDocumentFragment();
  2623. fragment.append(createSkillIcon('prediction-falling'));
  2624. fragment.append(`×${sk[0]}T`);
  2625. return fragment;
  2626. }
  2627. },
  2628. ]},
  2629. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2630. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2631. function:cards=>cards.filter(card=>{
  2632. const searchTypeArray = [71];
  2633. const skill = getCardActiveSkill(card, searchTypeArray);
  2634. return skill;
  2635. }),
  2636. addition:boardChange_Addition
  2637. },
  2638. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2639. function:cards=>cards.filter(card=>{
  2640. const searchTypeArray = [71];
  2641. const skill = getCardActiveSkill(card, searchTypeArray);
  2642. return boardChange_ColorTypes(skill).length == 1;
  2643. }),
  2644. addition:boardChange_Addition
  2645. },
  2646. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2647. function:cards=>cards.filter(card=>{
  2648. const searchTypeArray = [71];
  2649. const skill = getCardActiveSkill(card, searchTypeArray);
  2650. return boardChange_ColorTypes(skill).length == 2;
  2651. }),
  2652. addition:boardChange_Addition
  2653. },
  2654. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2655. function:cards=>cards.filter(card=>{
  2656. const searchTypeArray = [71];
  2657. const skill = getCardActiveSkill(card, searchTypeArray);
  2658. return boardChange_ColorTypes(skill).length == 3;
  2659. }),
  2660. addition:boardChange_Addition
  2661. },
  2662. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2663. function:cards=>cards.filter(card=>{
  2664. const searchTypeArray = [71];
  2665. const skill = getCardActiveSkill(card, searchTypeArray);
  2666. return boardChange_ColorTypes(skill).length == 4;
  2667. }),
  2668. addition:boardChange_Addition
  2669. },
  2670. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2671. function:cards=>cards.filter(card=>{
  2672. const searchTypeArray = [71];
  2673. const skill = getCardActiveSkill(card, searchTypeArray);
  2674. return boardChange_ColorTypes(skill).length == 5;
  2675. }),
  2676. addition:boardChange_Addition
  2677. },
  2678. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2679. function:cards=>cards.filter(card=>{
  2680. const searchTypeArray = [71];
  2681. const skill = getCardActiveSkill(card, searchTypeArray);
  2682. return boardChange_ColorTypes(skill).length >= 6;
  2683. }),
  2684. addition:boardChange_Addition
  2685. },
  2686. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2687. function:cards=>cards.filter(card=>{
  2688. const searchTypeArray = [71];
  2689. const skill = getCardActiveSkill(card, searchTypeArray);
  2690. return boardChange_ColorTypes(skill).includes(0);
  2691. }),
  2692. addition:boardChange_Addition
  2693. },
  2694. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2695. function:cards=>cards.filter(card=>{
  2696. const searchTypeArray = [71];
  2697. const skill = getCardActiveSkill(card, searchTypeArray);
  2698. return boardChange_ColorTypes(skill).includes(1);
  2699. }),
  2700. addition:boardChange_Addition
  2701. },
  2702. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2703. function:cards=>cards.filter(card=>{
  2704. const searchTypeArray = [71];
  2705. const skill = getCardActiveSkill(card, searchTypeArray);
  2706. return boardChange_ColorTypes(skill).includes(2);
  2707. }),
  2708. addition:boardChange_Addition
  2709. },
  2710. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2711. function:cards=>cards.filter(card=>{
  2712. const searchTypeArray = [71];
  2713. const skill = getCardActiveSkill(card, searchTypeArray);
  2714. return boardChange_ColorTypes(skill).includes(3);
  2715. }),
  2716. addition:boardChange_Addition
  2717. },
  2718. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2719. function:cards=>cards.filter(card=>{
  2720. const searchTypeArray = [71];
  2721. const skill = getCardActiveSkill(card, searchTypeArray);
  2722. return boardChange_ColorTypes(skill).includes(4);
  2723. }),
  2724. addition:boardChange_Addition
  2725. },
  2726. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2727. function:cards=>cards.filter(card=>{
  2728. const searchTypeArray = [71];
  2729. const skill = getCardActiveSkill(card, searchTypeArray);
  2730. return boardChange_ColorTypes(skill).includes(5);
  2731. }),
  2732. addition:boardChange_Addition
  2733. },
  2734. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2735. function:cards=>cards.filter(card=>{
  2736. const searchTypeArray = [71];
  2737. const skill = getCardActiveSkill(card, searchTypeArray);
  2738. const colors = boardChange_ColorTypes(skill);
  2739. return colors.includes(6)
  2740. || colors.includes(7)
  2741. || colors.includes(8)
  2742. || colors.includes(9);
  2743. }),
  2744. addition:boardChange_Addition
  2745. },
  2746. ]},
  2747. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2748. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2749. function:cards=>cards.filter(card=>{
  2750. const searchTypeArray = [9,20,154];
  2751. const skills = getCardActiveSkills(card, searchTypeArray);
  2752. if (!skills.length) return false;
  2753. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2754. return parsedSkills.some(p=>p.to.includes(0));
  2755. }),
  2756. addition:changeOrbs_Addition
  2757. },
  2758. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2759. function:cards=>cards.filter(card=>{
  2760. const searchTypeArray = [9,20,154];
  2761. const skills = getCardActiveSkills(card, searchTypeArray);
  2762. if (!skills.length) return false;
  2763. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2764. return parsedSkills.some(p=>p.to.includes(1));
  2765. }),
  2766. addition:changeOrbs_Addition
  2767. },
  2768. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2769. function:cards=>cards.filter(card=>{
  2770. const searchTypeArray = [9,20,154];
  2771. const skills = getCardActiveSkills(card, searchTypeArray);
  2772. if (!skills.length) return false;
  2773. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2774. return parsedSkills.some(p=>p.to.includes(2));
  2775. }),
  2776. addition:changeOrbs_Addition
  2777. },
  2778. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2779. function:cards=>cards.filter(card=>{
  2780. const searchTypeArray = [9,20,154];
  2781. const skills = getCardActiveSkills(card, searchTypeArray);
  2782. if (!skills.length) return false;
  2783. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2784. return parsedSkills.some(p=>p.to.includes(3));
  2785. }),
  2786. addition:changeOrbs_Addition
  2787. },
  2788. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2789. function:cards=>cards.filter(card=>{
  2790. const searchTypeArray = [9,20,154];
  2791. const skills = getCardActiveSkills(card, searchTypeArray);
  2792. if (!skills.length) return false;
  2793. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2794. return parsedSkills.some(p=>p.to.includes(4));
  2795. }),
  2796. addition:changeOrbs_Addition
  2797. },
  2798. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2799. function:cards=>cards.filter(card=>{
  2800. const searchTypeArray = [9,20,154];
  2801. const skills = getCardActiveSkills(card, searchTypeArray);
  2802. if (!skills.length) return false;
  2803. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2804. return parsedSkills.some(p=>p.to.includes(5));
  2805. }),
  2806. addition:changeOrbs_Addition
  2807. },
  2808. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2809. function:cards=>cards.filter(card=>{
  2810. const searchTypeArray = [9,20,154];
  2811. const skills = getCardActiveSkills(card, searchTypeArray);
  2812. if (!skills.length) return false;
  2813. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2814. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2815. }),
  2816. addition:changeOrbs_Addition
  2817. },
  2818. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2819. function:cards=>cards.filter(card=>{
  2820. const searchTypeArray = [9,20,154];
  2821. const skills = getCardActiveSkills(card, searchTypeArray);
  2822. if (!skills.length) return false;
  2823. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2824. return parsedSkills.some(p=>p.from.includes(0));
  2825. }),
  2826. addition:changeOrbs_Addition
  2827. },
  2828. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2829. function:cards=>cards.filter(card=>{
  2830. const searchTypeArray = [9,20,154];
  2831. const skills = getCardActiveSkills(card, searchTypeArray);
  2832. if (!skills.length) return false;
  2833. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2834. return parsedSkills.some(p=>p.from.includes(1));
  2835. }),
  2836. addition:changeOrbs_Addition
  2837. },
  2838. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2839. function:cards=>cards.filter(card=>{
  2840. const searchTypeArray = [9,20,154];
  2841. const skills = getCardActiveSkills(card, searchTypeArray);
  2842. if (!skills.length) return false;
  2843. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2844. return parsedSkills.some(p=>p.from.includes(2));
  2845. }),
  2846. addition:changeOrbs_Addition
  2847. },
  2848. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2849. function:cards=>cards.filter(card=>{
  2850. const searchTypeArray = [9,20,154];
  2851. const skills = getCardActiveSkills(card, searchTypeArray);
  2852. if (!skills.length) return false;
  2853. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2854. return parsedSkills.some(p=>p.from.includes(3));
  2855. }),
  2856. addition:changeOrbs_Addition
  2857. },
  2858. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2859. function:cards=>cards.filter(card=>{
  2860. const searchTypeArray = [9,20,154];
  2861. const skills = getCardActiveSkills(card, searchTypeArray);
  2862. if (!skills.length) return false;
  2863. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2864. return parsedSkills.some(p=>p.from.includes(4));
  2865. }),
  2866. addition:changeOrbs_Addition
  2867. },
  2868. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2869. function:cards=>cards.filter(card=>{
  2870. const searchTypeArray = [9,20,154];
  2871. const skills = getCardActiveSkills(card, searchTypeArray);
  2872. if (!skills.length) return false;
  2873. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2874. return parsedSkills.some(p=>p.from.includes(5));
  2875. }),
  2876. addition:changeOrbs_Addition
  2877. },
  2878. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2879. function:cards=>cards.filter(card=>{
  2880. const searchTypeArray = [9,20,154];
  2881. const skills = getCardActiveSkills(card, searchTypeArray);
  2882. if (!skills.length) return false;
  2883. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2884. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2885. }),
  2886. addition:changeOrbs_Addition
  2887. },
  2888. ]},
  2889. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2890. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  2891. function:cards=>cards.filter(card=>{
  2892. function is1515(sk)
  2893. {
  2894. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  2895. }
  2896. const searchTypeArray = [141];
  2897. const skill = getCardActiveSkill(card, searchTypeArray);
  2898. return skill && is1515(skill.params);
  2899. }),
  2900. addition:generateOrbs_Addition
  2901. },
  2902. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  2903. function:cards=>cards.filter(card=>{
  2904. function is30(sk)
  2905. {
  2906. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  2907. }
  2908. const searchTypeArray = [141];
  2909. const skill = getCardActiveSkill(card, searchTypeArray);
  2910. return skill && is30(skill.params);
  2911. }),
  2912. addition:generateOrbs_Addition
  2913. },
  2914. {name:"Create 6 color Orbs",otLangName:{chs:"产珠-生成-6色",cht:"產珠-生成-6色"},
  2915. function:cards=>cards.filter(card=>{
  2916. const gens = generateOrbsParse(card);
  2917. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  2918. }),
  2919. addition:generateOrbs_Addition
  2920. },
  2921. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2922. function:cards=>cards.filter(card=>{
  2923. const gens = generateOrbsParse(card);
  2924. return gens.some(gen=>gen.to & 0b000001);
  2925. }),
  2926. addition:generateOrbs_Addition
  2927. },
  2928. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2929. function:cards=>cards.filter(card=>{
  2930. const gens = generateOrbsParse(card);
  2931. return gens.some(gen=>gen.to & 0b000010);
  2932. }),
  2933. addition:generateOrbs_Addition
  2934. },
  2935. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2936. function:cards=>cards.filter(card=>{
  2937. const gens = generateOrbsParse(card);
  2938. return gens.some(gen=>gen.to & 0b000100);
  2939. }),
  2940. addition:generateOrbs_Addition
  2941. },
  2942. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2943. function:cards=>cards.filter(card=>{
  2944. const gens = generateOrbsParse(card);
  2945. return gens.some(gen=>gen.to & 0b001000);
  2946. }),
  2947. addition:generateOrbs_Addition
  2948. },
  2949. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2950. function:cards=>cards.filter(card=>{
  2951. const gens = generateOrbsParse(card);
  2952. return gens.some(gen=>gen.to & 0b010000);
  2953. }),
  2954. addition:generateOrbs_Addition
  2955. },
  2956. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2957. function:cards=>cards.filter(card=>{
  2958. const gens = generateOrbsParse(card);
  2959. return gens.some(gen=>gen.to & 0b100000);
  2960. }),
  2961. addition:generateOrbs_Addition
  2962. },
  2963. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2964. function:cards=>cards.filter(card=>{
  2965. const gens = generateOrbsParse(card);
  2966. return gens.some(gen=>gen.to & 0b1111000000);
  2967. }),
  2968. addition:generateOrbs_Addition
  2969. },
  2970. ]},
  2971. {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: [
  2972. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2973. function:cards=>cards.filter(card=>{
  2974. const searchTypeArray = [176];
  2975. const skill = getCardActiveSkill(card, searchTypeArray);
  2976. return skill;
  2977. }),
  2978. addition:card=>{
  2979. const searchTypeArray = [176];
  2980. const skills = getCardActiveSkills(card, searchTypeArray);
  2981. if (!skills.length) return;
  2982. const fragment = document.createDocumentFragment();
  2983. fragment.appendChild(document.createTextNode(`形状`));
  2984. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2985. return fragment;
  2986. }
  2987. },
  2988. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  2989. function:cards=>cards.filter(card=>{
  2990. function isOuterEdges(sk)
  2991. {
  2992. const baseLineNum1 = 0b111111;
  2993. const baseLineNum2 = 0b100001;
  2994. return shapeThisRowOk(sk[0], baseLineNum1) &&
  2995. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  2996. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  2997. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  2998. shapeThisRowOk(sk[4], baseLineNum1);
  2999. }
  3000. const searchTypeArray = [176];
  3001. const skill = getCardActiveSkill(card, searchTypeArray);
  3002. return skill && isOuterEdges(skill.params);
  3003. }),
  3004. addition:card=>{
  3005. const searchTypeArray = [176];
  3006. const skill = getCardActiveSkill(card, searchTypeArray);
  3007. if (!skill) return;
  3008. const sk = skill.params;
  3009. const fragment = document.createDocumentFragment();
  3010. fragment.appendChild(document.createTextNode(`外圈`));
  3011. fragment.appendChild(createOrbsList(sk[5]));
  3012. return fragment;
  3013. }
  3014. },
  3015. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3016. function:cards=>cards.filter(card=>{
  3017. function is3x3(sk)
  3018. {
  3019. const baseLineNum = 0b111;
  3020. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3021. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3022. {
  3023. lineNumArr.push(_lineNum);
  3024. }
  3025. for (let ri=0; ri<3; ri++)
  3026. {
  3027. //搜索所有可能的行存在
  3028. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3029. if (maybeLineNum.length < 1) continue;
  3030. maybeLineNum = maybeLineNum.filter(lineNum=>
  3031. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3032. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3033. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3034. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3035. );
  3036. if (maybeLineNum.length > 0) return true;
  3037. }
  3038. return false;
  3039. }
  3040. const searchTypeArray = [176];
  3041. const skill = getCardActiveSkill(card, searchTypeArray);
  3042. return skill && is3x3(skill.params.slice(0,5));
  3043. }),
  3044. addition:card=>{
  3045. const searchTypeArray = [176];
  3046. const skill = getCardActiveSkill(card, searchTypeArray);
  3047. if (!skill) return;
  3048. const sk = skill.params;
  3049. const fragment = document.createDocumentFragment();
  3050. fragment.appendChild(document.createTextNode(`3×3`));
  3051. fragment.appendChild(createOrbsList(sk[5]));
  3052. return fragment;
  3053. }
  3054. },
  3055. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3056. function:cards=>cards.filter(card=>{
  3057. const searchTypeArray = [176];
  3058. const skills = getCardActiveSkills(card, searchTypeArray);
  3059. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3060. }),
  3061. addition:function(card){
  3062. const searchTypeArray = [176];
  3063. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3064. if (!skills.length) return;
  3065. const fragment = document.createDocumentFragment();
  3066. fragment.appendChild(document.createTextNode(`十字`));
  3067. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3068. return fragment;
  3069. },
  3070. },
  3071. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3072. function:cards=>cards.filter(card=>{
  3073. const searchTypeArray = [176];
  3074. const skills = getCardActiveSkills(card, searchTypeArray);
  3075. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3076. }),
  3077. addition:function(card){
  3078. const searchTypeArray = [176];
  3079. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3080. if (!skills.length) return;
  3081. const fragment = document.createDocumentFragment();
  3082. fragment.appendChild(document.createTextNode(`L字`));
  3083. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3084. return fragment;
  3085. },
  3086. },
  3087. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3088. function:cards=>cards.filter(card=>{
  3089. const searchTypeArray = [127];
  3090. const skill = getCardActiveSkill(card, searchTypeArray);
  3091. return skill;
  3092. }),
  3093. addition:generateColumnOrbs_Addition
  3094. },
  3095. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3096. function:cards=>cards.filter(card=>{
  3097. function isHeart(sk)
  3098. {
  3099. for (let i=1;i<sk.length;i+=2)
  3100. {
  3101. if (sk[i] & 32)
  3102. {
  3103. return true;
  3104. }
  3105. }
  3106. }
  3107. const searchTypeArray = [127];
  3108. const skill = getCardActiveSkill(card, searchTypeArray);
  3109. return skill && isHeart(skill.params);
  3110. }),
  3111. addition:generateColumnOrbs_Addition
  3112. },
  3113. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3114. function:cards=>cards.filter(card=>{
  3115. const searchTypeArray = [128];
  3116. const skill = getCardActiveSkill(card, searchTypeArray);
  3117. return skill;
  3118. }),
  3119. addition:generateRowOrbs_Addition
  3120. },
  3121. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3122. function:cards=>cards.filter(card=>{
  3123. const searchTypeArray = [128];
  3124. const skill = getCardActiveSkill(card, searchTypeArray);
  3125. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3126. }),
  3127. addition:generateRowOrbs_Addition
  3128. },
  3129. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3130. function:cards=>cards.filter(card=>{
  3131. const searchTypeArray = [128];
  3132. const skill = getCardActiveSkill(card, searchTypeArray);
  3133. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3134. }),
  3135. addition:generateRowOrbs_Addition
  3136. },
  3137. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3138. function:cards=>cards.filter(card=>{
  3139. const searchTypeArray = [128];
  3140. const skill = getCardActiveSkill(card, searchTypeArray);
  3141. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3142. }),
  3143. addition:generateRowOrbs_Addition
  3144. },
  3145. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3146. function:cards=>cards.filter(card=>{
  3147. const searchTypeArray = [128,71,176];
  3148. function isRow(skill)
  3149. {
  3150. const sk = skill.params;
  3151. if (skill.type === 128) {//普通横
  3152. return true;
  3153. }
  3154. else if (skill.type === 71) {//花火
  3155. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3156. }
  3157. else if (skill.type === 176) {//特殊形状
  3158. return sk.some(n=>(n & 0b111111) === 0b111111)
  3159. }
  3160. return false;
  3161. }
  3162. const skill = getCardActiveSkill(card, searchTypeArray);
  3163. return skill && isRow(skill);
  3164. })
  3165. },
  3166. ]},
  3167. {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: [
  3168. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3169. function:cards=>{
  3170. const searchTypeArray = [6, 161];
  3171. return cards.filter(card=>{
  3172. const skill = getCardActiveSkill(card, searchTypeArray);
  3173. return skill;
  3174. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3175. },
  3176. addition: gravity_Addition
  3177. },
  3178. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  3179. function:cards=>{
  3180. const searchTypeArray = [6];
  3181. return cards.filter(card=>{
  3182. const skill = getCardActiveSkill(card, searchTypeArray);
  3183. return skill;
  3184. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3185. },
  3186. addition: gravity_Addition
  3187. },
  3188. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  3189. function:cards=>{
  3190. const searchTypeArray = [161];
  3191. return cards.filter(card=>{
  3192. const skill = getCardActiveSkill(card, searchTypeArray);
  3193. return skill;
  3194. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3195. },
  3196. addition: gravity_Addition
  3197. },
  3198. ]},
  3199. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  3200. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3201. function:cards=>{
  3202. const searchTypeArray = [55,188,56];
  3203. return cards.filter(card=>{
  3204. const skill = getCardActiveSkill(card, searchTypeArray);
  3205. return skill;
  3206. }).sort((a,b)=>{
  3207. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3208. 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);
  3209. return a_pC - b_pC;
  3210. });
  3211. },
  3212. addition:dixedDamage_Addition
  3213. },
  3214. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  3215. function:cards=>{
  3216. const searchTypeArray = [55,188];
  3217. return cards.filter(card=>{
  3218. const skill = getCardActiveSkill(card, searchTypeArray);
  3219. return skill;
  3220. }).sort((a,b)=>{
  3221. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3222. 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);
  3223. return a_pC - b_pC;
  3224. });
  3225. },
  3226. addition:dixedDamage_Addition
  3227. },
  3228. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  3229. function:cards=>{
  3230. const searchTypeArray = [56];
  3231. return cards.filter(card=>{
  3232. const skill = getCardActiveSkill(card, searchTypeArray);
  3233. return skill;
  3234. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3235. },
  3236. addition:dixedDamage_Addition
  3237. },
  3238. ]},
  3239. {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: [
  3240. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3241. function:cards=>cards.filter(card=>{
  3242. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3243. function isSingle(skill)
  3244. {
  3245. if (skill.type == 110)
  3246. return Boolean(skill.params[0]);
  3247. else if (skill.type == 144)
  3248. return Boolean(skill.params[2]);
  3249. else
  3250. return true;
  3251. }
  3252. const skill = getCardActiveSkill(card, searchTypeArray);
  3253. return skill && isSingle(skill);
  3254. }),
  3255. addition: numericalATK_Addition
  3256. },
  3257. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3258. function:cards=>cards.filter(card=>{
  3259. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3260. function isAll(skill)
  3261. {
  3262. if (skill.type == 110)
  3263. return !Boolean(skill.params[0]);
  3264. else if (skill.type == 144)
  3265. return !Boolean(skill.params[2]);
  3266. else
  3267. return true;
  3268. }
  3269. const skill = getCardActiveSkill(card, searchTypeArray);
  3270. return skill && skill.id!=0 && isAll(skill);
  3271. }),
  3272. addition: numericalATK_Addition
  3273. },
  3274. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  3275. function:cards=>cards.filter(card=>{
  3276. const searchTypeArray = [42];
  3277. const skill = getCardActiveSkill(card, searchTypeArray);
  3278. return skill;
  3279. })
  3280. },
  3281. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  3282. function:cards=>cards.filter(card=>{
  3283. const searchTypeArray = [2,35];
  3284. const skill = getCardActiveSkill(card, searchTypeArray);
  3285. return skill;
  3286. })
  3287. },
  3288. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  3289. function:cards=>cards.filter(card=>{
  3290. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3291. const skill = getCardActiveSkill(card, searchTypeArray);
  3292. return skill && skill.id!=0;
  3293. }).sort((a,b)=>{
  3294. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3295. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3296. function getNumber(skill)
  3297. {
  3298. const sk = skill.params;
  3299. switch(skill.type)
  3300. {
  3301. case 0:
  3302. case 37:
  3303. case 58:
  3304. case 59:
  3305. case 84:
  3306. case 85:
  3307. case 115:
  3308. return sk[1];
  3309. case 2:
  3310. case 35:
  3311. return sk[0];
  3312. default:
  3313. return 0;
  3314. }
  3315. }
  3316. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3317. return a_pC - b_pC;
  3318. }),
  3319. addition: numericalATK_Addition
  3320. },
  3321. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  3322. function:cards=>cards.filter(card=>{
  3323. const searchTypeArray = [1,42,86,87];
  3324. const skill = getCardActiveSkill(card, searchTypeArray);
  3325. return skill;
  3326. }).sort((a,b)=>{
  3327. const searchTypeArray = [1,42,86,87];
  3328. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3329. function getNumber(skill)
  3330. {
  3331. const sk = skill.params;
  3332. switch(skill.type)
  3333. {
  3334. case 1:
  3335. case 86:
  3336. case 87:
  3337. return sk[1];
  3338. case 42:
  3339. return sk[2];
  3340. default:
  3341. return 0;
  3342. }
  3343. }
  3344. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3345. return a_pC - b_pC;
  3346. }),
  3347. addition: numericalATK_Addition
  3348. },
  3349. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  3350. function:cards=>{
  3351. const searchTypeArray = [110];
  3352. return cards.filter(card=>{
  3353. const skill = getCardActiveSkill(card, searchTypeArray);
  3354. return skill;
  3355. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3356. },
  3357. addition: numericalATK_Addition
  3358. },
  3359. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  3360. function:cards=>{
  3361. const searchTypeArray = [143];
  3362. return cards.filter(card=>{
  3363. const skill = getCardActiveSkill(card, searchTypeArray);
  3364. return skill;
  3365. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3366. },
  3367. addition: numericalATK_Addition
  3368. },
  3369. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  3370. function:cards=>{
  3371. const searchTypeArray = [144];
  3372. return cards.filter(card=>{
  3373. const skill = getCardActiveSkill(card, searchTypeArray);
  3374. return skill;
  3375. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3376. },
  3377. addition: numericalATK_Addition
  3378. },
  3379. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3380. function:cards=>cards.filter(card=>{
  3381. const searchTypeArray = [35,115];
  3382. const skill = getCardActiveSkill(card, searchTypeArray);
  3383. return skill;
  3384. })
  3385. },
  3386. ]},
  3387. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3388. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3389. function:cards=>cards.filter(card=>{
  3390. if (card.activeSkillId == 0) return false;
  3391. const skill = Skills[card.activeSkillId];
  3392. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3393. })
  3394. },
  3395. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3396. function:cards=>cards.filter(card=>{
  3397. if (card.activeSkillId == 0) return false;
  3398. const skill = Skills[card.activeSkillId];
  3399. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3400. let realCD = minCD;
  3401. const searchTypeArray = [14];
  3402. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3403. if (subSkill)
  3404. {
  3405. realCD -= subSkill.params[0] * 3;
  3406. }
  3407. return minCD > 1 && realCD <= 4;
  3408. })
  3409. },
  3410. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  3411. function:cards=>{
  3412. const searchTypeArray = [5, 246, 247];
  3413. return cards.filter(card=>{
  3414. const skill = getCardActiveSkill(card, searchTypeArray);
  3415. return skill;
  3416. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3417. },
  3418. addition:card=>{
  3419. const searchTypeArray = [5, 246, 247];
  3420. const skill = getCardActiveSkill(card, searchTypeArray);
  3421. if (!skill) return;
  3422. const value = skill.params[0];
  3423. return `时停${value}s`;
  3424. }
  3425. },
  3426. {
  3427. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3428. function:cards=>cards.filter(card=>{
  3429. const searchTypeArray = [118];
  3430. const skill = getCardActiveSkill(card, searchTypeArray);
  3431. return skill;
  3432. })
  3433. },
  3434. {
  3435. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3436. function:cards=>cards.filter(card=>{
  3437. const searchTypeArray = [232, 233];
  3438. const skill = getCardActiveSkill(card, searchTypeArray);
  3439. return skill;
  3440. }),
  3441. addition:card=>{
  3442. const searchTypeArray = [232, 233];
  3443. const skill = getCardActiveSkill(card, searchTypeArray);
  3444. if (!skill) return;
  3445. const value = skill.params[0];
  3446. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3447. }
  3448. },
  3449. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3450. function:cards=>cards.filter(card=>{
  3451. const searchTypeArray = [225];
  3452. const skill = getCardActiveSkill(card, searchTypeArray);
  3453. return skill;
  3454. }),
  3455. addition:card=>{
  3456. const searchTypeArray = [225];
  3457. const skill = getCardActiveSkill(card, searchTypeArray);
  3458. if (!skill) return;
  3459. const sk = skill.params;
  3460. let strArr = [];
  3461. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3462. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3463. return `HP ${strArr.join(" ")}`;
  3464. }
  3465. },
  3466. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3467. function:cards=>cards.filter(card=>{
  3468. const searchTypeArray = [234];
  3469. const skill = getCardActiveSkill(card, searchTypeArray);
  3470. return skill;
  3471. }),
  3472. addition:card=>{
  3473. const searchTypeArray = [234];
  3474. const skill = getCardActiveSkill(card, searchTypeArray);
  3475. if (!skill) return;
  3476. const sk = skill.params;
  3477. let strArr = [];
  3478. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3479. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3480. return `层 ${strArr.join(" ")}`;
  3481. }
  3482. },
  3483. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3484. function:cards=>{
  3485. const searchTypeArray = [248];
  3486. return cards.filter(card=>{
  3487. const skill = getCardActiveSkill(card, searchTypeArray);
  3488. return skill;
  3489. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3490. },
  3491. addition:card=>{
  3492. const searchTypeArray = [248];
  3493. const skill = getCardActiveSkill(card, searchTypeArray);
  3494. if (!skill) return;
  3495. const sk = skill.params;
  3496. return `延迟${sk[0]}T`;
  3497. }
  3498. },
  3499. {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"},
  3500. function:cards=>cards.filter(card=>{
  3501. const searchTypeArray = [255];
  3502. const skill = getCardActiveSkill(card, searchTypeArray);
  3503. return skill;
  3504. }),
  3505. addition:card=>{
  3506. const searchTypeArray = [255];
  3507. const skill = getCardActiveSkill(card, searchTypeArray);
  3508. if (!skill) return;
  3509. const sk = skill.params;
  3510. const fragment = document.createDocumentFragment();
  3511. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3512. return fragment;
  3513. }
  3514. },
  3515. ]},
  3516. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3517. ]},
  3518. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3519. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3520. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3521. },
  3522. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3523. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3524. },
  3525. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3526. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3527. },
  3528. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3529. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3530. },
  3531. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3532. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3533. },
  3534. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3535. function:cards=>cards.filter(card=>{
  3536. const searchTypeArray = [150];
  3537. const skill = getCardLeaderSkill(card, searchTypeArray);
  3538. return skill;
  3539. })
  3540. },
  3541. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3542. function:cards=>cards.filter(card=>{
  3543. const searchTypeArray = [151,209];
  3544. const skill = getCardLeaderSkill(card, searchTypeArray);
  3545. return skill;
  3546. })
  3547. },
  3548. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3549. function:cards=>cards.filter(card=>{
  3550. const searchTypeArray = [157];
  3551. const skill = getCardLeaderSkill(card, searchTypeArray);
  3552. return skill;
  3553. })
  3554. },
  3555. {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"},
  3556. function:cards=>{
  3557. const searchTypeArray = [235];
  3558. return cards.filter(card=>{
  3559. const skill = getCardLeaderSkill(card, searchTypeArray);
  3560. if (!skill) return false;
  3561. const sk = skill.params;
  3562. if (!sk[3] || sk[3] === 100) return false;
  3563. return skill;
  3564. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3565. },
  3566. addition:card=>{
  3567. const searchTypeArray = [235];
  3568. const skill = getCardLeaderSkill(card, searchTypeArray);
  3569. if (!skill) return;
  3570. const sk = skill.params;
  3571. if (!sk[3] || sk[3] === 100) return;
  3572. const fragment = document.createDocumentFragment();
  3573. const sup = document.createElement("sup");
  3574. sup.textContent = "N";
  3575. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3576. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3577. if (sk[1]) {
  3578. fragment.append(`×≥${sk[1]}`);
  3579. } else {
  3580. fragment.append(`×${sk[2]}`);
  3581. }
  3582. return fragment;
  3583. }
  3584. },
  3585. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3586. function:cards=>cards.filter(card=>{
  3587. const searchTypeArray = [177];
  3588. const skill = getCardLeaderSkill(card, searchTypeArray);
  3589. return skill?.params[5];
  3590. })
  3591. },
  3592. ]},
  3593. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3594. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3595. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3596. },
  3597. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3598. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3599. },
  3600. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3601. function:cards=>cards.filter(card=>{
  3602. const searchTypeArray = [162,186];
  3603. const skill = getCardLeaderSkill(card, searchTypeArray);
  3604. return skill;
  3605. })
  3606. },
  3607. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3608. function:cards=>cards.filter(card=>{
  3609. const searchTypeArray = [163,177];
  3610. const skill = getCardLeaderSkill(card, searchTypeArray);
  3611. return skill;
  3612. })
  3613. },
  3614. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3615. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3616. },
  3617. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3618. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3619. },
  3620. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3621. function:cards=>{
  3622. const searchTypeArray = [158];
  3623. return cards.filter(card=>{
  3624. const skill = getCardLeaderSkill(card, searchTypeArray);
  3625. return skill;
  3626. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3627. },
  3628. addition:card=>{
  3629. const searchTypeArray = [158];
  3630. const skill = getCardLeaderSkill(card, searchTypeArray);
  3631. const value = skill.params[0];
  3632. return `≥${value}珠`;
  3633. }
  3634. },
  3635. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3636. function:cards=>cards.filter(card=>{
  3637. const searchTypeArray = [125];
  3638. const skill = getCardLeaderSkill(card, searchTypeArray);
  3639. return skill;
  3640. }),
  3641. addition:card=>{
  3642. const searchTypeArray = [125];
  3643. const skill = getCardLeaderSkill(card, searchTypeArray);
  3644. if (!skill) return;
  3645. const sk = skill.params;
  3646. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3647. }
  3648. },
  3649. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3650. function:cards=>cards.filter(card=>{
  3651. const searchTypeArray = [175];
  3652. const skill = getCardLeaderSkill(card, searchTypeArray);
  3653. return skill;
  3654. }),
  3655. addition:card=>{
  3656. const searchTypeArray = [175];
  3657. const skill = getCardLeaderSkill(card, searchTypeArray);
  3658. if (!skill) return;
  3659. const sk = skill.params;
  3660. return `合作:${sk[0]}`;
  3661. }
  3662. },
  3663. {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"},
  3664. function:cards=>cards.filter(card=>{
  3665. const searchTypeArray = [203];
  3666. const skill = getCardLeaderSkill(card, searchTypeArray);
  3667. return skill;
  3668. })
  3669. },
  3670. {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"},
  3671. function:cards=>cards.filter(card=>{
  3672. const searchTypeArray = [229];
  3673. const skill = getCardLeaderSkill(card, searchTypeArray);
  3674. return skill;
  3675. }),
  3676. addition:card=>{
  3677. const searchTypeArray = [229];
  3678. const skill = getCardLeaderSkill(card, searchTypeArray);
  3679. if (!skill) return;
  3680. const sk = skill.params;
  3681. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  3682. const fragment = document.createDocumentFragment();
  3683. if (attrs.length)
  3684. fragment.appendChild(createOrbsList(attrs));
  3685. if (types.length)
  3686. fragment.appendChild(createTypesList(types));
  3687. return fragment;
  3688. }
  3689. },
  3690. {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"},
  3691. function:cards=>cards.filter(card=>{
  3692. const searchTypeArray = [217];
  3693. const skill = getCardLeaderSkill(card, searchTypeArray);
  3694. return skill;
  3695. }),
  3696. addition:card=>{
  3697. const searchTypeArray = [217];
  3698. const skill = getCardLeaderSkill(card, searchTypeArray);
  3699. if (!skill) return;
  3700. const sk = skill.params;
  3701. return `★≤${sk[0]}`;
  3702. }
  3703. },
  3704. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3705. function:cards=>cards.filter(card=>{
  3706. const searchTypeArray = [245];
  3707. const skill = getCardLeaderSkill(card, searchTypeArray);
  3708. return skill;
  3709. }),
  3710. addition:card=>{
  3711. const searchTypeArray = [245];
  3712. const skill = getCardLeaderSkill(card, searchTypeArray);
  3713. if (!skill) return;
  3714. const sk = skill.params;
  3715. switch (sk[0]) {
  3716. case -1:
  3717. return `★各不相同`;
  3718. case -2:
  3719. return `★全部相同`;
  3720. default:
  3721. return `★全为${sk[0]}`;
  3722. }
  3723. }
  3724. },
  3725. ]},
  3726. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3727. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3728. function:cards=>{
  3729. return cards.filter(card=>{
  3730. return getSkillFixedDamage(card) > 0;
  3731. }).sort((a,b)=>{
  3732. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3733. return a_pC - b_pC;
  3734. });
  3735. },
  3736. addition:card=>{
  3737. const value = getSkillFixedDamage(card);
  3738. if (value <= 0 ) return;
  3739. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3740. let skill;
  3741. if (skill = getCardLeaderSkill(card, [235])) {
  3742. nodeArr.push("/");
  3743. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3744. nodeArr.push(`×${skill.params[2]}`);
  3745. }
  3746. return nodeArr.nodeJoin();
  3747. }
  3748. },
  3749. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3750. function:cards=>{
  3751. return cards.filter(card=>{
  3752. return getSkillAddCombo(card) > 0;
  3753. }).sort((a,b)=>{
  3754. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3755. return a_pC - b_pC;
  3756. });
  3757. },
  3758. addition:card=>{
  3759. const value = getSkillAddCombo(card);
  3760. if (value <= 0 ) return;
  3761. let nodeArr = [`+${value.bigNumberToString()}C`];
  3762. let skill;
  3763. if (skill = getCardLeaderSkill(card, [210])) {
  3764. nodeArr.push("/十字");
  3765. } else if (skill = getCardLeaderSkill(card, [235])) {
  3766. nodeArr.push("/");
  3767. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3768. nodeArr.push(`×${skill.params[2]}`);
  3769. }
  3770. return nodeArr.nodeJoin();
  3771. }
  3772. },
  3773. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3774. function:cards=>{
  3775. const searchTypeArray = [15,185];
  3776. return cards.filter(card=>{
  3777. const skill = getCardLeaderSkill(card, searchTypeArray);
  3778. return skill;
  3779. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3780. },
  3781. addition:card=>{
  3782. const searchTypeArray = [15,185];
  3783. const skill = getCardLeaderSkill(card, searchTypeArray);
  3784. if (!skill) return;
  3785. const value = skill.params[0];
  3786. return `${value > 0 ? "+" : ""}${value/100}s`;
  3787. }
  3788. },
  3789. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3790. function:cards=>{
  3791. const searchTypeArray = [178];
  3792. return cards.filter(card=>{
  3793. const skill = getCardLeaderSkill(card, searchTypeArray);
  3794. return skill;
  3795. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3796. },
  3797. addition:card=>{
  3798. const searchTypeArray = [178];
  3799. const skill = getCardLeaderSkill(card, searchTypeArray);
  3800. if (!skill) return;
  3801. const value = skill.params[0];
  3802. return `固定${value}s`;
  3803. }
  3804. },
  3805. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3806. function:cards=>cards.filter(card=>{
  3807. const searchTypeArray = [213];
  3808. const skill = getCardLeaderSkill(card, searchTypeArray);
  3809. return skill;
  3810. }),
  3811. addition:card=>{
  3812. const searchTypeArray = [213];
  3813. const skill = getCardLeaderSkill(card, searchTypeArray);
  3814. if (!skill) return;
  3815. const sk = skill.params;
  3816. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  3817. const fragment = document.createDocumentFragment();
  3818. if (attrs.length)
  3819. fragment.appendChild(createOrbsList(attrs));
  3820. if (types.length)
  3821. fragment.appendChild(createTypesList(types));
  3822. fragment.appendChild(document.createTextNode(`:+`));
  3823. if (awakenings.length)
  3824. fragment.appendChild(creatAwokenList(awakenings));
  3825. return fragment;
  3826. }
  3827. },
  3828. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3829. function:cards=>{
  3830. const searchTypeArray = [12];
  3831. return cards.filter(card=>{
  3832. const skill = getCardLeaderSkill(card, searchTypeArray);
  3833. return skill;
  3834. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3835. },
  3836. addition:card=>{
  3837. const searchTypeArray = [12];
  3838. const skill = getCardLeaderSkill(card, searchTypeArray);
  3839. if (!skill) return;
  3840. const value = skill.params[0];
  3841. return `攻击×${(value/100).bigNumberToString()}倍`;
  3842. }
  3843. },
  3844. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3845. function:cards=>{
  3846. const searchTypeArray = [13];
  3847. return cards.filter(card=>{
  3848. const skill = getCardLeaderSkill(card, searchTypeArray);
  3849. return skill;
  3850. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3851. },
  3852. addition:card=>{
  3853. const searchTypeArray = [13];
  3854. const skill = getCardLeaderSkill(card, searchTypeArray);
  3855. if (!skill) return;
  3856. const value = skill.params[0];
  3857. return `回复×${(value/100).bigNumberToString()}倍`;
  3858. }
  3859. },
  3860. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3861. function:cards=>{
  3862. const searchTypeArray = [198];
  3863. return cards.filter(card=>{
  3864. const skill = getCardLeaderSkill(card, searchTypeArray);
  3865. return skill && skill.params[2];
  3866. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3867. },
  3868. addition:card=>{
  3869. const searchTypeArray = [198];
  3870. const skill = getCardLeaderSkill(card, searchTypeArray);
  3871. if (!skill) return;
  3872. const sk = skill.params;
  3873. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3874. }
  3875. },
  3876. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3877. function:cards=>{
  3878. const searchTypeArray = [198];
  3879. return cards.filter(card=>{
  3880. const skill = getCardLeaderSkill(card, searchTypeArray);
  3881. return skill && skill.params[3];
  3882. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3883. },
  3884. addition:card=>{
  3885. const searchTypeArray = [198];
  3886. const skill = getCardLeaderSkill(card, searchTypeArray);
  3887. if (!skill) return;
  3888. const sk = skill.params;
  3889. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3890. }
  3891. },
  3892. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3893. function:cards=>{
  3894. const searchTypeArray = [41];
  3895. return cards.filter(card=>{
  3896. const skill = getCardLeaderSkill(card, searchTypeArray);
  3897. return skill;
  3898. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3899. },
  3900. addition:card=>{
  3901. const searchTypeArray = [41];
  3902. const skill = getCardLeaderSkill(card, searchTypeArray);
  3903. if (!skill) return;
  3904. const sk = skill.params;
  3905. const fragment = document.createDocumentFragment();
  3906. fragment.appendChild(createOrbsList(sk[2] || 0));
  3907. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3908. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3909. return fragment;
  3910. }
  3911. },
  3912. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3913. function:cards=>cards.filter(card=>{
  3914. const searchTypeArray = [197];
  3915. const skill = getCardLeaderSkill(card, searchTypeArray);
  3916. return skill;
  3917. })
  3918. },
  3919. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3920. function:cards=>{
  3921. const searchTypeArray = [14];
  3922. return cards.filter(card=>{
  3923. const skill = getCardLeaderSkill(card, searchTypeArray);
  3924. return skill;
  3925. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3926. },
  3927. addition:card=>{
  3928. const searchTypeArray = [14];
  3929. const skill = getCardLeaderSkill(card, searchTypeArray);
  3930. if (!skill) return;
  3931. const value = skill.params[0];
  3932. return `HP≥${value}%`;
  3933. }
  3934. },
  3935. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3936. function:cards=>{
  3937. const searchTypeArray = [254];
  3938. return cards.filter(card=>{
  3939. const skill = getCardLeaderSkill(card, searchTypeArray);
  3940. return skill;
  3941. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3942. }
  3943. },
  3944. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3945. function:cards=>{
  3946. const searchTypeArray = [53];
  3947. return cards.filter(card=>{
  3948. const skill = getCardLeaderSkill(card, searchTypeArray);
  3949. return skill;
  3950. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3951. },
  3952. addition:card=>{
  3953. const searchTypeArray = [53];
  3954. const skill = getCardLeaderSkill(card, searchTypeArray);
  3955. if (!skill) return;
  3956. const sk = skill.params;
  3957. return `掉率x${sk[0]/100}`;
  3958. }
  3959. },
  3960. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3961. function:cards=>{
  3962. const searchTypeArray = [54];
  3963. return cards.filter(card=>{
  3964. const skill = getCardLeaderSkill(card, searchTypeArray);
  3965. return skill;
  3966. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3967. },
  3968. addition:card=>{
  3969. const searchTypeArray = [54];
  3970. const skill = getCardLeaderSkill(card, searchTypeArray);
  3971. if (!skill) return;
  3972. const sk = skill.params;
  3973. return `金币x${sk[0]/100}`;
  3974. }
  3975. },
  3976. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3977. function:cards=>{
  3978. const searchTypeArray = [148];
  3979. return cards.filter(card=>{
  3980. const skill = getCardLeaderSkill(card, searchTypeArray);
  3981. return skill;
  3982. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3983. },
  3984. addition:card=>{
  3985. const searchTypeArray = [148];
  3986. const skill = getCardLeaderSkill(card, searchTypeArray);
  3987. if (!skill) return;
  3988. const sk = skill.params;
  3989. return `经验x${sk[0]/100}`;
  3990. }
  3991. },
  3992. ]},
  3993. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3994. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3995. function:cards=>cards.filter(card=>{
  3996. const skill = Skills[card.leaderSkillId];
  3997. const HPscale = getHPScale(skill);
  3998. return HPscale >= 3;
  3999. }).sort(sortByHPScal),
  4000. addition: HPScal_Addition
  4001. },
  4002. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4003. function:cards=>cards.filter(card=>{
  4004. const skill = Skills[card.leaderSkillId];
  4005. const HPscale = getHPScale(skill);
  4006. return HPscale >= 2 && HPscale < 3;
  4007. }).sort(sortByHPScal),
  4008. addition: HPScal_Addition
  4009. },
  4010. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  4011. function:cards=>cards.filter(card=>{
  4012. const skill = Skills[card.leaderSkillId];
  4013. const HPscale = getHPScale(skill);
  4014. return HPscale >= 1.5 && HPscale < 2;
  4015. }).sort(sortByHPScal),
  4016. addition: HPScal_Addition
  4017. },
  4018. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  4019. function:cards=>cards.filter(card=>{
  4020. const skill = Skills[card.leaderSkillId];
  4021. const HPscale = getHPScale(skill);
  4022. return HPscale > 1 && HPscale < 1.5;
  4023. }).sort(sortByHPScal),
  4024. addition: HPScal_Addition
  4025. },
  4026. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4027. function:cards=>cards.filter(card=>{
  4028. const skill = Skills[card.leaderSkillId];
  4029. const HPscale = getHPScale(skill);
  4030. return HPscale === 1;
  4031. }),
  4032. addition: HPScal_Addition
  4033. },
  4034. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  4035. function:cards=>cards.filter(card=>{
  4036. const skill = Skills[card.leaderSkillId];
  4037. const HPscale = getHPScale(skill);
  4038. return HPscale < 1;
  4039. }).sort(sortByHPScal),
  4040. addition: HPScal_Addition
  4041. },
  4042. ]},
  4043. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  4044. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  4045. function:cards=>cards.filter(card=>{
  4046. const skill = Skills[card.leaderSkillId];
  4047. const reduceScale = getReduceScale(skill);
  4048. return reduceScale >= 0.75;
  4049. }).sort(sortByReduceScale),
  4050. addition: ReduceScale_Addition
  4051. },
  4052. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  4053. function:cards=>cards.filter(card=>{
  4054. const skill = Skills[card.leaderSkillId];
  4055. const reduceScale = getReduceScale(skill);
  4056. return reduceScale >= 0.5 && reduceScale < 0.75;
  4057. }).sort(sortByReduceScale),
  4058. addition: ReduceScale_Addition
  4059. },
  4060. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  4061. function:cards=>cards.filter(card=>{
  4062. const skill = Skills[card.leaderSkillId];
  4063. const reduceScale = getReduceScale(skill);
  4064. return reduceScale >= 0.25 && reduceScale < 0.5;
  4065. }).sort(sortByReduceScale),
  4066. addition: ReduceScale_Addition
  4067. },
  4068. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  4069. function:cards=>cards.filter(card=>{
  4070. const skill = Skills[card.leaderSkillId];
  4071. const reduceScale = getReduceScale(skill);
  4072. return reduceScale > 0 && reduceScale < 0.25;
  4073. }).sort(sortByReduceScale),
  4074. addition: ReduceScale_Addition
  4075. },
  4076. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4077. function:cards=>cards.filter(card=>{
  4078. const skill = Skills[card.leaderSkillId];
  4079. const reduceScale = getReduceScale(skill);
  4080. return reduceScale === 0;
  4081. })
  4082. },
  4083. {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"},
  4084. function:cards=>cards.filter(card=>{
  4085. const skill = Skills[card.leaderSkillId];
  4086. return getReduceScale(skill, true) > 0;
  4087. })
  4088. },
  4089. {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"},
  4090. function:cards=>cards.filter(card=>{
  4091. const skill = Skills[card.leaderSkillId];
  4092. return getReduceScale(skill, undefined, true) > 0;
  4093. })
  4094. },
  4095. {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"},
  4096. function:cards=>cards.filter(card=>{
  4097. const skill = Skills[card.leaderSkillId];
  4098. return getReduceScale(skill, undefined, undefined, true) > 0;
  4099. })
  4100. },
  4101. /*{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%)"},
  4102. function:cards=>cards.filter(card=>{
  4103. const skill = Skills[card.leaderSkillId];
  4104. const reduceScale = getReduceScale(skill);
  4105. return reduceScale>=0.29;
  4106. }).sort(sortByReduceScale)
  4107. },*/
  4108. {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"},
  4109. function:cards=>{
  4110. return cards.filter(card=>{
  4111. const skill = Skills[card.leaderSkillId];
  4112. return getReduceScale_unconditional(skill) > 0;
  4113. }).sort((a,b)=>{
  4114. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4115. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4116. });
  4117. },
  4118. addition:card=>{
  4119. const skill = Skills[card.leaderSkillId];
  4120. const scale = getReduceScale_unconditional(skill)
  4121. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4122. }
  4123. },
  4124. ]},
  4125. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4126. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4127. function:cards=>cards.filter(card=>
  4128. !Array.isArray(card.henshinFrom) &&
  4129. !Array.isArray(card.henshinTo))
  4130. },
  4131. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4132. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4133. },
  4134. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4135. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4136. },
  4137. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4138. function:cards=>cards.filter(card=>{
  4139. const searchTypeArray = [236];
  4140. const skill = getCardActiveSkill(card, searchTypeArray);
  4141. return skill;
  4142. })
  4143. },
  4144. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  4145. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4146. },
  4147. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4148. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4149. },
  4150. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4151. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4152. function:cards=>cards.filter(isReincarnated)
  4153. }, //evoBaseId可能为0
  4154. //{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)},
  4155. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4156. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4157. },
  4158. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4159. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4160. },
  4161. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4162. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4163. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4164. },
  4165. ]},
  4166. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4167. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4168. function:cards=>cards.filter(card=>card.is8Latent)
  4169. },
  4170. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4171. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4172. },
  4173. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4174. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4175. },
  4176. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  4177. function:cards=>cards.filter(card=>{
  4178. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4179. if (hasAwokenKiller)
  4180. { //大于2个杀的进行判断
  4181. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4182. { //大于3个杀的直接过
  4183. return true;
  4184. }else
  4185. { //2个杀的
  4186. const isAllowLatent = card.types.filter(i=>
  4187. i>=0 //去掉-1的type
  4188. ).map(type=>
  4189. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4190. ).some(ls=>
  4191. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4192. );
  4193. return isAllowLatent
  4194. }
  4195. }else
  4196. {
  4197. return false;
  4198. }
  4199. })
  4200. },
  4201. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4202. // function:cards=>cards.filter(card=>{
  4203. // const searchTypeArray = [1000];
  4204. // const skill = getCardActiveSkill(card, searchTypeArray);
  4205. // return skill;
  4206. // })
  4207. // },
  4208. ]},
  4209. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4210. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  4211. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4212. },
  4213. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4214. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4215. },
  4216. {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"},
  4217. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4218. },
  4219. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  4220. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4221. addition:card=>`成长${card.limitBreakIncr}%`
  4222. },
  4223. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4224. function:cards=>cards.filter(card=>card.maxLevel==1)
  4225. },
  4226. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4227. function:cards=>cards.filter(card=>card.sellMP<100)
  4228. },
  4229. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4230. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4231. },
  4232. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4233. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4234. },
  4235. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4236. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4237. },
  4238. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4239. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4240. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4241. },
  4242. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4243. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4244. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4245. },
  4246. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4247. function:cards=>cards.filter(({badgeId})=>badgeId),
  4248. addition:({badgeId})=>{
  4249. const fragment = document.createDocumentFragment();
  4250. fragment.append(`ID.${badgeId}`);
  4251. const icon = document.createElement("icon");
  4252. icon.className = "badge";
  4253. icon.setAttribute("data-badge-icon", badgeId);
  4254. fragment.append(icon);
  4255. return fragment;
  4256. }
  4257. },
  4258. {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"},
  4259. function:cards=>cards.filter(card=>card.skillBanner)
  4260. },
  4261. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4262. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4263. },
  4264. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4265. function:cards=>cards.filter(card=>card.stackable),
  4266. },
  4267. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4268. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4269. },
  4270. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4271. function:cards=>cards,
  4272. addition:card=>card.name
  4273. },
  4274. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4275. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4276. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4277. },
  4278. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4279. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4280. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4281. },
  4282. {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)"},
  4283. function:cards=>cards,
  4284. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4285. },
  4286. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4287. function:cards=>cards,
  4288. addition:card=>createTypesList(card.types)
  4289. },
  4290. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4291. function:cards=>cards,
  4292. addition:card=>`COST ${card.cost}`
  4293. },
  4294. ]},
  4295. ];
  4296. return functions;
  4297. })();

智龙迷城队伍图制作工具