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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. has_sub_filter: "📁",
  19. title_blank: "Input Formation Title",
  20. detail_blank: "Input Detail",
  21. force_reload_data: `Force refresh data`,
  22. request_input: tp`Please Input ${'info'}`,
  23. status_message: {
  24. loading_check_version: "Checking the data version, please wait...",
  25. loading_mon_info: "Loading monster data, please wait...",
  26. loading_skill_info: "Loading skill data, please wait...",
  27. prepare_capture: "Preparing a screenshot, please wait...",
  28. },
  29. active_skill_title: "Skill",
  30. evolved_skill_title: "Evoveld Skill",
  31. leader_skill_title: "Leader Skill",
  32. link_read_message: {
  33. success: tp`Find the ${'type'} format.`,
  34. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  35. user_script_link: `Link to the helper script`,
  36. type: {
  37. "PADDF": "PADDF",
  38. "PDC": "PDC",
  39. "PADDB": "PADDB",
  40. "DADDB": "DADDB",
  41. },
  42. error: {
  43. 0: "Unknown Error",
  44. 1: "Unsupported format",
  45. 2: "No formation data",
  46. 3: "The illegal JSON format",
  47. 4: "The illegal URL format",
  48. },
  49. paddb_success: `Sucess`,
  50. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  51. },
  52. sort_name:{
  53. sort_none: "Nope",
  54. sort_id: "Cards Id",
  55. sort_attrs : "Attribute",
  56. sort_evoRootId: "Cards Evolution Root",
  57. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  58. sort_rarity: "Rarity",
  59. sort_cost: "Cost",
  60. sort_skillLv1: "Maximum Skill Turn",
  61. sort_skillLvMax: "Minimum Skill Turn",
  62. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  63. sort_hpMax120: "Max HP",
  64. sort_atkMax120: "Max ATK",
  65. sort_rcvMax120: "Max RCV",
  66. sort_hpMax120_awoken: "Max HP (+Awoken)",
  67. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  68. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  69. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  70. },
  71. skill_parse: {
  72. skill: {
  73. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  74. unknown: tp`Unkonwn skill type: ${'type'}`,
  75. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  76. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  77. random_skills: tp`Random Activates these skills:${'skills'}`,
  78. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  79. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  80. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  81. damage_enemy_times: tp`${'times'} `,
  82. damage_enemy_count: tp` (${'damage'} in total)`,
  83. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  84. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  85. delay: tp`${'icon'}Delays enemies' next move`,
  86. mass_attack: tp`${'icon'}Mass attacks`,
  87. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  88. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  89. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  90. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  91. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  92. unbind_normal: tp`${'icon'}Bind`,
  93. unbind_awakenings: tp`${'icon'}Awoken bind`,
  94. unbind_matches: tp`${'icon'}Unmatchable orb`,
  95. bind_skill: tp`${'icon'}Unable to use skills`,
  96. bind_card: tp`${'icon'}Bind the card itself`,
  97. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  98. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  99. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  100. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  101. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  102. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  103. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  104. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  105. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  106. gravity: tp`Reduce ${'target'} ${'icon'}${'value'}`,
  107. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  108. board_change: tp`Change all orbs to ${'orbs'}`,
  109. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  110. skill_boost_range: tp`~${'turns'}`,
  111. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  112. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  113. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  114. drop_refresh: tp`${'icon'}Replaces all orbs`,
  115. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  116. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  117. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  118. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  119. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  120. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  121. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  122. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  123. orb_thorn: tp`, reduces ${'value'} per encounter`,
  124. attr_absorb: tp`${'icon'}Attribute absorption`,
  125. combo_absorb: tp`${'icon'}Combo absorption`,
  126. damage_absorb: tp`${'icon'}Damage absorption`,
  127. damage_void: tp`${'icon'}Damage void`,
  128. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  129. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  130. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  131. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  132. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  133. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  134. set_orb_state_combo_drop: tp`Add ${'value'} ${'icon'}combo drop on ${'orbs'}`,
  135. set_orb_state_nail: tp`Add ${'value'} ${'icon'}nail on ${'orbs'}`,
  136. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  137. rate_multiply_drop: tp`${'icon'}Drop rate`,
  138. rate_multiply_coin: tp`${'icon'}Coins`,
  139. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  140. rate_multiply_plus_point: tp`${'icon'}Plus Point`,
  141. rate_multiply_part_break: tp`${'icon'}Part Break Drop rate`,
  142. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  143. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  144. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  145. henshin: tp`Changes to ${'cards'}`,
  146. random_henshin: tp`Random changes to ${'cards'}`,
  147. void_poison: tp`Voids ${'poison'} damage`,
  148. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  149. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  150. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  151. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  152. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  153. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  154. slot_power_up: tp`The slot of [${'targets'}]'s ${'icon'}${'value'}`,
  155. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is change to ${'cap'}`,
  156. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  157. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  158. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  159. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  160. play_voice: tp`Play voice of the phase ${'stage'} of active skill ${'icon'}`,
  161. times_limit: tp`[Number of times skill can be used: ${'turns'}]`,
  162. fixed_starting_position: tp`${'icon'}Fixed starting position`,
  163. },
  164. power: {
  165. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  166. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  167. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  168. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  169. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  170. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  171. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  172. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  173. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  174. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  175. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  176. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  177. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  178. },
  179. cond: {
  180. unknown: tp`[ Unknown condition ]`,
  181. hp_equal: tp`When ${'hp'} == ${'min'} `,
  182. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  183. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  184. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  185. use_skill: tp`When skills used ${'times'}`,
  186. use_skill_times: tp`${'times'} times `,
  187. multi_player: tp`When in Multiplayer Mode `,
  188. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  189. exact_combo: tp`When exactly ${'value'} combos `,
  190. exact_length: tp`exactly of ${'value'} `,
  191. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  192. exact_match_enhanced: tp` orbs including enhanced`,
  193. compo_type_card: tp`When ${'ids'} are all on team, `,
  194. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  195. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  196. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  197. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  198. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  199. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  200. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  201. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  202. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  203. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  204. awakening_activated: tp`When [${'awakenings'}] activated `,
  205. },
  206. position: {
  207. top: tp`${'pos'} of top rows`,
  208. bottom: tp`${'pos'} of bottom rows`,
  209. left: tp`${'pos'} of left columns`,
  210. right: tp`${'pos'} of right columns`,
  211. random: tp`random location`,
  212. shape: tp`specified location`,
  213. },
  214. value: {
  215. unknown: tp`[ Unknown value: ${'type'}]`, //type
  216. const: tp`${'value'} ${'unit'}`,
  217. const_to: tp`to ${'value'}`,
  218. mul_percent: tp`${'value'}%`,
  219. mul_times: tp`×${'value'}`,
  220. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  221. mul_of_times: tp`${'stats'} ×${'value'}`,
  222. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  223. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  224. prob: tp`${'value'} chance for `,
  225. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  226. size: tp`${'width'}×${'height'}`,
  227. pos: tp`${'x'}×${'y'}`,
  228. },
  229. target: {
  230. unknown: tp`Unkown Target`,
  231. self: tp`card self`,
  232. team: tp`team`,
  233. team_last: tp`the lastest member`,
  234. team_leader: tp`leader`,
  235. sub_members: tp`sub-members`,
  236. leader_self: tp`left leader`,
  237. leader_helper: tp`right leader`,
  238. left_neighbor: tp`left neighbor`,
  239. right_neighbor: tp`left neighbor`,
  240. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  241. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  242. enemy: tp`Enemy`,
  243. enemy_all: tp`all enemys`,
  244. enemy_one: tp`1 enemy`,
  245. enemy_attr: tp`${'attr'} enemy`,
  246. the_attr: tp`attr of the matched Orbs`,
  247. },
  248. stats: {
  249. unknown: tp`[ Unknown: ${'type'}]`, //type
  250. maxhp: tp`${'icon'}Max HP`,
  251. hp: tp`HP`,
  252. chp: tp`current HP`,
  253. shield: tp`shield`,
  254. atk: tp`ATK`,
  255. rcv: tp`RCV`,
  256. teamhp: tp`Team HP`,
  257. teamatk: tp`Team ${'attrs'} ATK`,
  258. teamrcv: tp`Team RCV`,
  259. cstage: tp`current Stage of Dungeon`,
  260. broken_parts: tp`number of Broken Parts`,
  261. state_is: tp`${'icon'}${'state'}: ${'num'}`,
  262. },
  263. unit: {
  264. orbs: tp``,
  265. times: tp`times`,
  266. seconds: tp`seconds`,
  267. point: tp`point`,
  268. turns: tp`turns`,
  269. },
  270. word: {
  271. comment: tp`(${'content'}) `,
  272. comma: tp`, `,
  273. semicolon: tp`; `,
  274. slight_pause: tp`, `,
  275. range_hyphen: tp`~`,
  276. in_once: tp`in once `,
  277. evo_type_pixel: tp`Pixel Evo`,
  278. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  279. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  280. affix_attr: tp`${'cotent'} attr.`,
  281. affix_orb: tp`${'cotent'} orbs`,
  282. affix_type: tp`${'cotent'} types`,
  283. affix_awakening: tp`${'cotent'} awakenings`,
  284. affix_exclude: tp`, exclude ${'cotent'}`,
  285. each_time: tp`each time `,
  286. different: tp`different`,
  287. same: tp`the same`,
  288. },
  289. attrs: {
  290. [0]: tp`${'icon'}Fire`,
  291. [1]: tp`${'icon'}Water`,
  292. [2]: tp`${'icon'}Wood`,
  293. [3]: tp`${'icon'}Light`,
  294. [4]: tp`${'icon'}Dark`,
  295. [5]: tp`${'icon'}Recover`,
  296. [6]: tp`${'icon'}Null`,
  297. all: tp`All`,
  298. self: tp`${'icon'}Self's Attr`,
  299. fixed: tp`${'icon'}Fixed`,
  300. },
  301. orbs: {
  302. [0]: tp`${'icon'}Fire`,
  303. [1]: tp`${'icon'}Water`,
  304. [2]: tp`${'icon'}Wood`,
  305. [3]: tp`${'icon'}Light`,
  306. [4]: tp`${'icon'}Dark`,
  307. [5]: tp`${'icon'}Heal`,
  308. [6]: tp`${'icon'}Jammer`,
  309. [7]: tp`${'icon'}Poison`,
  310. [8]: tp`${'icon'}Lethal Poison`,
  311. [9]: tp`${'icon'}Bomb`,
  312. enhanced: tp`${'icon'}Enhanced`,
  313. locked: tp`${'icon'}Locked`,
  314. nail: tp`${'icon'}Nail`,
  315. thorn: tp`${'icon'}Thorn`,
  316. _5color: tp`${'icon'}5 Att.`,
  317. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  318. all: tp`All`,
  319. any: tp`Any ${'cotent'}`,
  320. },
  321. board: {
  322. clouds: tp`${'icon'}Clouds`,
  323. immobility: tp`${'icon'}Immobility`,
  324. roulette: tp`${'icon'}Roulette`,
  325. deep_dark: tp`${'icon'}Deep Dark`,
  326. roulette_time: tp`transforms every ${'duration'}`,
  327. roulette_attrs: tp`only ${'orbs'} will appear`,
  328. },
  329. types: {
  330. [0]: tp`${'icon'}Evo Material`,
  331. [1]: tp`${'icon'}Balanced`,
  332. [2]: tp`${'icon'}Physical`,
  333. [3]: tp`${'icon'}Healer`,
  334. [4]: tp`${'icon'}Dragon`,
  335. [5]: tp`${'icon'}God`,
  336. [6]: tp`${'icon'}Attacker`,
  337. [7]: tp`${'icon'}Devil`,
  338. [8]: tp`${'icon'}Machine`,
  339. [9]: tp`${'icon'}Special Protection`,
  340. [12]: tp`${'icon'}Awaken`,
  341. [14]: tp`${'icon'}Enhance Material`,
  342. [15]: tp`${'icon'}Redeemable`,
  343. },
  344. awokens: {
  345. [0]: tp`${'icon'}Unknown awoken`,
  346. [1]: tp`${'icon'}Enhanced HP`,
  347. [2]: tp`${'icon'}Enhanced Attack`,
  348. [3]: tp`${'icon'}Enhanced Recovery`,
  349. [4]: tp`${'icon'}Reduce Fire Damage`,
  350. [5]: tp`${'icon'}Reduce Water Damage`,
  351. [6]: tp`${'icon'}Reduce Wood Damage`,
  352. [7]: tp`${'icon'}Reduce Light Damage`,
  353. [8]: tp`${'icon'}Reduce Dark Damage`,
  354. [9]: tp`${'icon'}Auto-Recover`,
  355. [10]: tp`${'icon'}Resistance-Bind`,
  356. [11]: tp`${'icon'}Resistance-Blind`,
  357. [12]: tp`${'icon'}Resistance-Jammers`,
  358. [13]: tp`${'icon'}Resistance-Poison`,
  359. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  360. [15]: tp`${'icon'}Enhanced Water Orbs`,
  361. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  362. [17]: tp`${'icon'}Enhanced Water Orbs`,
  363. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  364. [19]: tp`${'icon'}Extend Time`,
  365. [20]: tp`${'icon'}Recover Bind`,
  366. [21]: tp`${'icon'}Skill Boost`,
  367. [22]: tp`${'icon'}Enhanced Fire Rows`,
  368. [23]: tp`${'icon'}Enhanced Water Rows`,
  369. [24]: tp`${'icon'}Enhanced Wood Rows`,
  370. [25]: tp`${'icon'}Enhanced Water Rows`,
  371. [26]: tp`${'icon'}Enhanced Dark Rows`,
  372. [27]: tp`${'icon'}Two-Pronged Attack`,
  373. [28]: tp`${'icon'}Resistance-Skill Bind`,
  374. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  375. [30]: tp`${'icon'}Multi Boost`,
  376. [31]: tp`${'icon'}Dragon Killer`,
  377. [32]: tp`${'icon'}God Killer`,
  378. [33]: tp`${'icon'}Devil Killer`,
  379. [34]: tp`${'icon'}Machine Killer`,
  380. [35]: tp`${'icon'}Balanced Killer`,
  381. [36]: tp`${'icon'}Attacker Killer`,
  382. [37]: tp`${'icon'}Physical Killer`,
  383. [38]: tp`${'icon'}Healer Killer`,
  384. [39]: tp`${'icon'}Evo Killer`,
  385. [40]: tp`${'icon'}Awaken Killer`,
  386. [41]: tp`${'icon'}Enhance Killer`,
  387. [42]: tp`${'icon'}Redeemable Killer`,
  388. [43]: tp`${'icon'}Enhanced Combos`,
  389. [44]: tp`${'icon'}Guard Break`,
  390. [45]: tp`${'icon'}Bonus Attack`,
  391. [46]: tp`${'icon'}Enhanced Team HP`,
  392. [47]: tp`${'icon'}Enhanced Team Recovery`,
  393. [48]: tp`${'icon'}Damage Void Piercer`,
  394. [49]: tp`${'icon'}Awoken Assist`,
  395. [50]: tp`${'icon'}Super Bonus Attack`,
  396. [51]: tp`${'icon'}Skill Charge`,
  397. [52]: tp`${'icon'}Resistance-Bind+`,
  398. [53]: tp`${'icon'}Extend Time+`,
  399. [54]: tp`${'icon'}Resistance-Clouds`,
  400. [55]: tp`${'icon'}Resistance-Immobility`,
  401. [56]: tp`${'icon'}Skill Boost+`,
  402. [57]: tp`${'icon'}50% or more HP Enhanced`,
  403. [58]: tp`${'icon'}50% or less HP Enhanced`,
  404. [59]: tp`${'icon'}[L] Heal Matching`,
  405. [60]: tp`${'icon'}[L] Increased Attack`,
  406. [61]: tp`${'icon'}Super Enhanced Combos`,
  407. [62]: tp`${'icon'}Combo Orbs`,
  408. [63]: tp`${'icon'}Skill Voice`,
  409. [64]: tp`${'icon'}Dungeon Bonus`,
  410. [65]: tp`${'icon'}Reduced HP`,
  411. [66]: tp`${'icon'}Reduced Attack`,
  412. [67]: tp`${'icon'}Reduced RCV`,
  413. [68]: tp`${'icon'}Resistance-Blind+`,
  414. [69]: tp`${'icon'}Resistance-Jammers+`,
  415. [70]: tp`${'icon'}Resistance-Poison+`,
  416. [71]: tp`${'icon'}Blessing of Jammers`,
  417. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  418. [73]: tp`${'icon'}Enhanced Fire Combos`,
  419. [74]: tp`${'icon'}Enhanced Water Combos`,
  420. [75]: tp`${'icon'}Enhanced Wood Combos`,
  421. [76]: tp`${'icon'}Enhanced Light Combos`,
  422. [77]: tp`${'icon'}Enhanced Dark Combos`,
  423. [78]: tp`${'icon'}Cross Attack`,
  424. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  425. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  426. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  427. [82]: tp`${'icon'}Super Enhanced Matching`,
  428. [83]: tp`${'icon'}Add Dragon Type`,
  429. [84]: tp`${'icon'}Add God Type`,
  430. [85]: tp`${'icon'}Add Devil Type`,
  431. [86]: tp`${'icon'}Add Machine Type`,
  432. [87]: tp`${'icon'}Add Balanced Type`,
  433. [88]: tp`${'icon'}Add Attacker Type`,
  434. [89]: tp`${'icon'}Add Physical Type`,
  435. [90]: tp`${'icon'}Add Healer Type`,
  436. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  437. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  438. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  439. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  440. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  441. [96]: tp`${'icon'}Two-Pronged Attack+`,
  442. [97]: tp`${'icon'}Skill Charge+`,
  443. [98]: tp`${'icon'}Auto-Recover+`,
  444. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  445. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  446. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  447. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  448. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  449. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  450. [105]: tp`${'icon'}Anti-Skill Boost`,
  451. [106]: tp`${'icon'}Levitation`,
  452. [107]: tp`${'icon'}Enhanced Combos+`,
  453. [108]: tp`${'icon'}[L] Increased Attack+`,
  454. [109]: tp`${'icon'}Damage Void Piercer+`,
  455. [110]: tp`${'icon'}Cross Attack+`,
  456. [111]: tp`${'icon'}Super Enhanced Combos+`,
  457. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  458. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  459. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  460. [115]: tp`${'icon'}Recover Bind+`,
  461. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  462. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  463. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  464. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  465. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  466. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  467. [122]: tp`${'icon'}Enhanced Water Combos+`,
  468. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  469. [124]: tp`${'icon'}Enhanced Light Combos+`,
  470. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  471. [126]: tp`${'icon'}[T] Increased Attack`,
  472. [127]: tp`${'icon'}Enhanced Stats`,
  473. [128]: tp`${'icon'}Yang Protection`,
  474. [129]: tp`${'icon'}Yin Protection`,
  475. [130]: tp`${'icon'}Aging`,
  476. [131]: tp`${'icon'}Part Break`,
  477. }
  478. },
  479. };
  480. //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
  481. const typekiller_for_type = [
  482. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  483. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  484. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  485. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  486. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  487. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  488. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  489. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  490. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  491. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  492. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  493. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  494. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  495. ];
  496. //类型允许的潜觉杀
  497. typekiller_for_type.forEach(t=>
  498. {
  499. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  500. .map(tn=>
  501. typekiller_for_type.find(_t=>_t.type == tn).latent
  502. );
  503. }
  504. );
  505. const allowable_latent = {
  506. common: [ //一般能打的潜觉
  507. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  508. 28,29,30,31,32,33,34,35,36,37,38
  509. ],
  510. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  511. 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
  512. needAwoken: [ //需要觉醒才能打的潜觉
  513. {latent:39,awoken:62}, //C珠破吸
  514. {latent:40,awoken:20}, //心横解转转
  515. {latent:41,awoken:27}, //U解禁消
  516. {latent:46,awoken:45}, //心追解云封
  517. {latent:47,awoken:59}, //心L大SB
  518. {latent:48,awoken:60}, //L解禁武器
  519. ],
  520. }
  521. //等效觉醒列表
  522. const equivalent_awoken = [
  523. {small:10,big:52,times:2}, //防封
  524. {small:11,big:68,times:5}, //防暗
  525. {small:12,big:69,times:5}, //防废
  526. {small:13,big:70,times:5}, //防毒
  527. {small:19,big:53,times:2}, //手指
  528. {small:21,big:56,times:2}, //SB
  529. {small:27,big:96,times:2}, //U
  530. {small:51,big:97,times:2}, //5色溜
  531. {small:9,big:98,times:2}, //自回
  532. {small:14,big:99,times:2}, //火+
  533. {small:15,big:100,times:2},//水+
  534. {small:16,big:101,times:2},//木+
  535. {small:17,big:102,times:2},//光+
  536. {small:18,big:103,times:2},//暗+
  537. {small:29,big:104,times:2},//心+
  538. {small:43,big:107,times:2},//7c
  539. {small:60,big:108,times:2},//L
  540. {small:48,big:109,times:2},//破无效
  541. {small:78,big:110,times:2},//十字
  542. {small:61,big:111,times:2},//10c
  543. {small:79,big:112,times:2},//3色
  544. {small:80,big:113,times:2},//4色
  545. {small:81,big:114,times:2},//5色
  546. {small:20,big:115,times:2},//心解
  547. {small:22,big:116,times:3},//火横
  548. {small:23,big:117,times:3},//水横
  549. {small:24,big:118,times:3},//木横
  550. {small:25,big:119,times:3},//光横
  551. {small:26,big:120,times:3},//暗横
  552. {small:73,big:121,times:2},//火串
  553. {small:74,big:122,times:2},//水串
  554. {small:75,big:123,times:2},//木串
  555. {small:76,big:124,times:2},//光串
  556. {small:77,big:125,times:2},//暗串
  557. ];
  558. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  559. //官方的徽章排列顺序
  560. const official_badge_sorting = [ //20是没有启用的全属性徽章,现在也不在游戏内显示了
  561. 1, PAD_PASS_BADGE, 22, 23, 2, 3, 4, 5, 6,
  562. 7, 8, 9, 11, 17, 18, 19, 21,
  563. 10, 12, 13, 14, 41, 42, 43, 44,
  564. 45, 46, 47, 48, 24, 25, 26, 53, 27,
  565. 28, 29, 30, 31, 15, 16, 32, 33,
  566. 34, 35, 36, 37, 38, 62, 39, 40, 49,
  567. 50, 51, 52, 54, 55, 56, 57, 58, 59, 60, 61, 63, 64,
  568. 65
  569. ]
  570. //官方的觉醒排列顺序
  571. const official_awoken_sorting = [
  572. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  573. 56,107,111, 52, 55, 68, 69, 70, 28,
  574. 19, 48, 27, 78, 60,126, 59, 45, 50,
  575. 53,109, 96,110,108, 79, 80, 81, 51,
  576. 106, 57, 58, 82, 62,112,113,114, 97,
  577. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  578. 99,100,101,102,103,104, 98,115, 71,
  579. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  580. 116,117,118,119,120, 1, 2, 3,127,
  581. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  582. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  583. 121,122,123,124,125, 39, 40, 41, 42,
  584. 91, 92, 93, 94, 95, 65, 66, 67,105,
  585. 84, 83, 85, 86, 87, 88, 89, 90, 63,
  586. 128,129,130,132, 64,131,
  587. ];
  588. //排序程序列表
  589. const sort_function_list = [
  590. {tag:"sort_none",name:"无",function:()=>0},
  591. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  592. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  593. let num = a.attrs[0] - b.attrs[0];
  594. if (num === 0) num = a.attrs[1] - b.attrs[1];
  595. return num;
  596. }
  597. },
  598. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  599. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  600. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  601. let num = card_a.attrs[0] - card_b.attrs[0];
  602. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  603. return num;
  604. }
  605. },
  606. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  607. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  608. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  609. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  610. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  611. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  612. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  613. }
  614. },
  615. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  616. function getEvoSkill(skill) {
  617. //232为进化后不循环技能,233为循环技能
  618. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  619. else return skill;
  620. }
  621. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  622. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  623. }
  624. },
  625. {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)},
  626. {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)},
  627. {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)},
  628. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  629. {
  630. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  631. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  632. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  633. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  634. return abA - abB;
  635. }
  636. },
  637. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  638. {
  639. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  640. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  641. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  642. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  643. return abA - abB;
  644. }
  645. },
  646. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  647. {
  648. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  649. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  650. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  651. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  652. return abA - abB;
  653. }
  654. },
  655. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  656. {
  657. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  658. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  659. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  660. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  661. return abA - abB;
  662. }
  663. },
  664. ];
  665. //增加特殊搜索模式
  666. const specialSearchFunctions = (function() {
  667. 'use strict';
  668. //返回卡片的队长技能
  669. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  670. {
  671. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  672. }
  673. //返回卡片的技能
  674. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  675. {
  676. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  677. }
  678. //获取血倍率
  679. function getHPScale(ls)
  680. {
  681. const sk = ls.params;
  682. let scale = 1;
  683. switch (ls.type)
  684. {
  685. case 23: case 30: case 62: case 77: case 63: case 65:
  686. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  687. scale = sk[sk.length-1]/100;
  688. break;
  689. case 73: case 76:
  690. case 121: case 129: case 163: case 177: case 186:
  691. case 155:
  692. scale = sk[2]/100;
  693. break;
  694. case 106: case 107: case 108:
  695. scale = sk[0]/100;
  696. break;
  697. case 125:
  698. scale = sk[5]/100;
  699. break;
  700. case 136:
  701. case 137:
  702. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  703. break;
  704. case 158:
  705. scale = sk[4]/100;
  706. break;
  707. case 175:
  708. case 178: case 185:
  709. scale = sk[3]/100;
  710. break;
  711. case 203: case 217:
  712. scale = sk[1]/100;
  713. break;
  714. case 245:
  715. scale = sk[3]/100;
  716. break;
  717. case 138: //调用其他队长技
  718. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  719. break;
  720. default:
  721. }
  722. return scale || 1;
  723. }
  724. //获取盾减伤比例
  725. function getReduceScale(ls, allAttr = false, noHPneed = false)
  726. {
  727. const sk = ls.params;
  728. let scale = 0;
  729. switch (ls.type)
  730. {
  731. case 16: //无条件盾
  732. scale = sk[0]/100;
  733. break;
  734. case 17: //单属性盾
  735. scale = allAttr ? 0 : sk[1]/100;
  736. break;
  737. case 36: //2个属性盾
  738. scale = allAttr ? 0 : sk[2]/100;
  739. break;
  740. case 38: //血线下 + 几率
  741. case 43: //血线上 + 几率
  742. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  743. break;
  744. case 129: //无条件盾,属性个数不固定
  745. case 163: //无条件盾,属性个数不固定
  746. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  747. break;
  748. case 178: //无条件盾,属性个数不固定
  749. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  750. break;
  751. case 130: //血线下 + 属性个数不固定
  752. case 131: //血线上 + 属性个数不固定
  753. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  754. break;
  755. case 151: //十字心触发
  756. case 169: //C触发
  757. case 198: //回血触发
  758. case 271: //激活觉醒触发
  759. scale = sk[2]/100;
  760. break;
  761. case 170: //多色触发
  762. case 182: //长串触发
  763. case 193: //L触发
  764. scale = sk[3]/100;
  765. break;
  766. case 171: //多串触发
  767. scale = sk[6]/100;
  768. break;
  769. case 183: //又是个有两段血线的队长技
  770. scale = noHPneed ? 0 : sk[4]/100;
  771. break;
  772. case 210: //十字触发
  773. scale = sk[1]/100;
  774. break;
  775. case 235: { //可多次触发
  776. scale = (sk[4] || 0) / 100;
  777. break;
  778. }
  779. case 138: //调用其他队长技
  780. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  781. break;
  782. default:
  783. }
  784. return scale || 0;
  785. }
  786. //获取无条件盾减伤比例
  787. function getReduceScale_unconditional(ls)
  788. {
  789. const sk = ls.params;
  790. let scale = 0;
  791. switch (ls.type)
  792. {
  793. case 16: //无条件盾
  794. {
  795. scale = sk[0]/100;
  796. break;
  797. }
  798. case 129: //无条件盾,属性个数不固定
  799. case 163: //无条件盾,属性个数不固定
  800. {
  801. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  802. break;
  803. }
  804. case 178: //无条件盾,属性个数不固定
  805. {
  806. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  807. break;
  808. }
  809. case 138: //调用其他队长技
  810. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  811. break;
  812. default:
  813. }
  814. return scale || 0;
  815. }
  816. function getCannonAttr(skill)
  817. {
  818. const sk = skill.params;
  819. switch(skill.type)
  820. {
  821. case 0:
  822. case 1:
  823. case 37:
  824. case 58:
  825. case 59:
  826. case 84:
  827. case 85:
  828. case 86:
  829. case 87:
  830. case 115:
  831. return sk[0];
  832. case 110:
  833. case 143:
  834. return sk[1];
  835. case 42:
  836. return sk[1];
  837. case 144:
  838. return sk[3] ?? 0;
  839. default:
  840. return -1;
  841. }
  842. }
  843. function sortByParams(a,b,searchTypeArray,...pidxs)
  844. {
  845. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  846. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  847. if (pidxs.length==0) pidxs.push(0);
  848. let newPos = 0;
  849. //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
  850. for (let pidx of pidxs) {
  851. newPos = a_s.params[pidx] - b_s.params[pidx];
  852. if (newPos !== 0) break;
  853. }
  854. return newPos;
  855. }
  856. function sortByHPScal(a,b)
  857. {
  858. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  859. return getHPScale(a_s) - getHPScale(b_s);
  860. }
  861. function HPScal_Addition(card)
  862. {
  863. const skill = Skills[card.leaderSkillId];
  864. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  865. }
  866. function sortByReduceScale(a,b)
  867. {
  868. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  869. return getReduceScale(a_s) - getReduceScale(b_s);
  870. }
  871. function ReduceScale_Addition(card)
  872. {
  873. const skill = Skills[card.leaderSkillId];
  874. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  875. }
  876. function directParseSkills(skillDataArr) {
  877. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  878. }
  879. function voidsAbsorption_Turns(card) {
  880. const outObj = {
  881. "attr-absorb": 0,
  882. "combo-absorb": 0,
  883. "damage-absorb": 0,
  884. "damage-void": 0,
  885. };
  886. const searchTypeArray = [
  887. 173,
  888. 191
  889. ];
  890. const skills = getCardActiveSkills(card, searchTypeArray);
  891. skills.reduce((pre,skill)=>{
  892. if (skill.type === 173) {
  893. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  894. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  895. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  896. } else if (skill.type === 191) {
  897. pre["damage-void"] ||= skill.params[0];
  898. }
  899. return pre
  900. }, outObj);
  901. return outObj;
  902. }
  903. function voidsAbsorption_Addition(card)
  904. {
  905. const turnsObj = voidsAbsorption_Turns(card);
  906. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  907. const turns = namesArr.map(name=>turnsObj[name]);
  908. const turnsSet = new Set(turns.filter(Boolean));
  909. const turnsCount = turnsSet.size;
  910. const fragment = document.createDocumentFragment();
  911. for (let i = 0; i < namesArr.length; i++) {
  912. if (turns[i] > 0) {
  913. fragment.append(createSkillIcon(namesArr[i]));
  914. if (turnsCount > 1)
  915. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  916. }
  917. }
  918. if (turnsCount === 1) {
  919. const turn = Array.from(turnsSet)[0];
  920. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  921. }
  922. return fragment;
  923. }
  924. function unbind_Turns(card)
  925. {
  926. const outObj = {
  927. normal: 0,
  928. awakenings: 0,
  929. matches: 0
  930. };
  931. const searchTypeArray = [
  932. 117, 179,
  933. 196
  934. ];
  935. const skills = getCardActiveSkills(card, searchTypeArray);
  936. const parsedSkills = directParseSkills(skills);
  937. parsedSkills.reduce((pre,cur)=>{
  938. pre.normal ||= cur.normal;
  939. pre.awakenings ||= cur.awakenings;
  940. pre.matches ||= cur.matches;
  941. return pre
  942. }, outObj);
  943. return outObj;
  944. }
  945. function unbind_Addition(card)
  946. {
  947. const turnsObj = unbind_Turns(card);
  948. const namesArr = ["normal", "awakenings", "matches"];
  949. const turns = namesArr.map(name=>turnsObj[name]);
  950. const turnsSet = new Set(turns.filter(Boolean));
  951. const turnsCount = turnsSet.size;
  952. const fragment = document.createDocumentFragment();
  953. for (let i = 0; i < namesArr.length; i++) {
  954. if (turns[i] > 0) {
  955. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  956. if (turnsCount > 1)
  957. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  958. }
  959. }
  960. if (turnsCount === 1) {
  961. const turn = Array.from(turnsSet)[0];
  962. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  963. }
  964. return fragment;
  965. }
  966. function boardChange_ColorTypes(skill)
  967. {
  968. if (!skill) return [];
  969. const sk = skill.params;
  970. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  971. return colors;
  972. }
  973. function boardChange_Addition(card)
  974. {
  975. const searchTypeArray = [71];
  976. const skill = getCardActiveSkill(card, searchTypeArray);
  977. const colors = boardChange_ColorTypes(skill);
  978. return createOrbsList(colors);
  979. }
  980. function orbsChangeParse(skill)
  981. {
  982. function changes(from, to)
  983. {
  984. return {from:from,to:to};
  985. }
  986. let outArr = [];
  987. if (!skill) return outArr;
  988. const sk = skill.params;
  989. switch (skill.type)
  990. {
  991. case 9:{
  992. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  993. break;
  994. }
  995. case 20:{
  996. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  997. {
  998. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  999. }
  1000. else
  1001. {
  1002. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1003. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1004. }
  1005. break;
  1006. }
  1007. case 154:{
  1008. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  1009. break;
  1010. }
  1011. }
  1012. return outArr;
  1013. }
  1014. function changeOrbs_Addition(card)
  1015. {
  1016. const searchTypeArray = [9,20,154];
  1017. const skills = getCardActiveSkills(card, searchTypeArray);
  1018. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1019. const fragment = document.createDocumentFragment();
  1020. parsedSkills.forEach(p=>{
  1021. fragment.appendChild(createOrbsList(p.from));
  1022. fragment.appendChild(document.createTextNode(`→`));
  1023. fragment.appendChild(createOrbsList(p.to));
  1024. });
  1025. return fragment;
  1026. }
  1027. function generateOrbsParse(card)
  1028. {
  1029. const outArr = [];
  1030. const searchTypeArray = [141, 208];
  1031. const skills = getCardActiveSkills(card, searchTypeArray);
  1032. if (!skills.length) return outArr;
  1033. for (const skill of skills)
  1034. {
  1035. const sk = skill.params;
  1036. if (skill.type == 141)
  1037. {
  1038. outArr.push({
  1039. count: sk[0],
  1040. to: sk[1] || 1,
  1041. exclude: sk[2],
  1042. });
  1043. }else
  1044. {
  1045. outArr.push({
  1046. count: sk[0],
  1047. to: sk[1] || 1,
  1048. exclude: sk[2],
  1049. });
  1050. outArr.push({
  1051. count: sk[3],
  1052. to: sk[4] || 1,
  1053. exclude: sk[5],
  1054. });
  1055. }
  1056. }
  1057. return outArr;
  1058. }
  1059. function generateOrbs_Addition(card)
  1060. {
  1061. const gens = generateOrbsParse(card);
  1062. if (!gens.length) return;
  1063. const fragment = document.createDocumentFragment();
  1064. for (const gen of gens)
  1065. {
  1066. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1067. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1068. }
  1069. return fragment;
  1070. }
  1071. function lock_Addition(card)
  1072. {
  1073. const searchTypeArray = [152, 190, 262];
  1074. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1075. if (!skills.length) return;
  1076. return skills.map(skill=>{
  1077. const sk = skill.params;
  1078. const fragment = document.createDocumentFragment();
  1079. switch (skill.type) {
  1080. case 152:{
  1081. fragment.append(
  1082. createSkillIcon('orb-locked')
  1083. );
  1084. if (sk[1] < 42) fragment.append(`×${sk[1]}`);
  1085. fragment.append(
  1086. createOrbsList(Bin.unflags(sk[0] || 1))
  1087. );
  1088. break;
  1089. }
  1090. case 190:{
  1091. fragment.append(
  1092. createSkillIcon('orb-combo-drop')
  1093. );
  1094. if (sk[1] < 42) fragment.append(`×${sk[1]}`);
  1095. fragment.append(
  1096. createOrbsList(Bin.unflags(sk[0] || 1))
  1097. );
  1098. break;
  1099. }
  1100. case 262:{
  1101. fragment.append(
  1102. createSkillIcon('orb-nail')
  1103. );
  1104. if (sk[0] < 42) fragment.append(`×${sk[0]}`);
  1105. fragment.append(
  1106. createOrbsList(Attributes.orbs())
  1107. );
  1108. break;
  1109. }
  1110. }
  1111. return fragment;
  1112. }).nodeJoin('');
  1113. }
  1114. function dropLock_Addition(card)
  1115. {
  1116. const searchTypeArray = [205];
  1117. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1118. if (!skill) return;
  1119. const sk = skill.params;
  1120. const fragment = document.createDocumentFragment();
  1121. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1122. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1123. return fragment;
  1124. }
  1125. function dropOrb_Addition(card)
  1126. {
  1127. const searchTypeArray = [126];
  1128. const skill = getCardActiveSkill(card, searchTypeArray);
  1129. if (!skill) return;
  1130. const sk = skill.params;
  1131. const colors = Bin.unflags(sk[0]);
  1132. const fragment = document.createDocumentFragment();
  1133. fragment.appendChild(createOrbsList(colors, 'drop'));
  1134. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1135. return fragment;
  1136. }
  1137. function generateColumnOrbs_Addition(card)
  1138. {
  1139. const searchTypeArray = [127];
  1140. const skill = getCardActiveSkill(card, searchTypeArray);
  1141. if (!skill) return;
  1142. const sk = skill.params;
  1143. const colors = [];
  1144. for (let ai=0;ai<sk.length;ai+=2)
  1145. {
  1146. colors.push(Bin.unflags(sk[ai+1]));
  1147. }
  1148. const fragment = document.createDocumentFragment();
  1149. fragment.appendChild(document.createTextNode(`竖`));
  1150. fragment.appendChild(createOrbsList(colors.flat()));
  1151. return fragment;
  1152. }
  1153. function generateRowOrbs_Addition(card)
  1154. {
  1155. const searchTypeArray = [128];
  1156. const skill = getCardActiveSkill(card, searchTypeArray);
  1157. if (!skill) return;
  1158. const sk = skill.params;
  1159. const colors = [];
  1160. for (let ai=0;ai<sk.length;ai+=2)
  1161. {
  1162. colors.push(Bin.unflags(sk[ai+1]));
  1163. }
  1164. const fragment = document.createDocumentFragment();
  1165. fragment.appendChild(document.createTextNode(`横`));
  1166. fragment.appendChild(createOrbsList(colors.flat()));
  1167. return fragment;
  1168. }
  1169. function numericalATK_Addition(card)
  1170. {
  1171. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1172. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1173. const skill = getCardActiveSkill(card, searchTypeArray);
  1174. if (!skill) return;
  1175. //const sk = skill.params;
  1176. const colors = [getCannonAttr(skill)];
  1177. const fragment = document.createDocumentFragment();
  1178. fragment.append(`射`);
  1179. fragment.append(createOrbsList(colors));
  1180. if (typeArray_Rate.includes(skill.type)) {
  1181. function getNumber(skill){
  1182. const sk = skill.params;
  1183. switch(skill.type)
  1184. {
  1185. case 0:
  1186. case 37:
  1187. case 58:
  1188. case 59:
  1189. case 84:
  1190. case 85:
  1191. case 115:
  1192. return sk[1];
  1193. case 2:
  1194. case 35:
  1195. return sk[0];
  1196. default:
  1197. return 0;
  1198. }
  1199. }
  1200. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1201. }
  1202. return fragment;
  1203. }
  1204. function memberATK_Addition(card)
  1205. {
  1206. const searchTypeArray = [230, 269];
  1207. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1208. return skills.map(skill=>{
  1209. const sk = skill.params;
  1210. const fragment = document.createDocumentFragment();
  1211. fragment.appendChild(createTeamFlags(sk[1], skill.type == 269 ? 2 : 1));
  1212. fragment.append(`${sk[2] / 100}倍×${sk[0]}T`);
  1213. return fragment;
  1214. }).nodeJoin(document.createElement("br"));
  1215. }
  1216. function getIncreaseDamageCap(skill)
  1217. {
  1218. let cap = 0;
  1219. switch (skill.type) {
  1220. case 241:case 258:case 263:case 266:
  1221. cap = skill.params[1];
  1222. break;
  1223. case 246:
  1224. cap = skill.params[2];
  1225. break;
  1226. case 247:
  1227. cap = skill.params[3];
  1228. break;
  1229. }
  1230. return cap;
  1231. }
  1232. function memberCap_Addition(card)
  1233. {
  1234. const searchTypeArray = [241, 246, 247, 258, 263, 266];
  1235. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1236. return skills.map(skill=>{
  1237. const sk = skill.params;
  1238. let cap = getIncreaseDamageCap(skill);
  1239. const fragment = document.createDocumentFragment();
  1240. switch (skill.type) {
  1241. case 258:
  1242. case 266: {
  1243. fragment.appendChild(createTeamFlags(sk[2], skill.type == 266 ? 2 : 1));
  1244. break;
  1245. }
  1246. case 241:
  1247. case 246:
  1248. case 247: {
  1249. fragment.appendChild(createTeamFlags(1));
  1250. break;
  1251. }
  1252. case 263: {
  1253. const attrs = Bin.unflags(sk[2]);
  1254. if (attrs?.length)
  1255. {
  1256. fragment.appendChild(createOrbsList(attrs));
  1257. }
  1258. const types = Bin.unflags(sk[3]);
  1259. if (types?.length)
  1260. {
  1261. fragment.appendChild(createTypesList(types));
  1262. }
  1263. break;
  1264. }
  1265. }
  1266. //fragment.append(createSkillIcon(SkillKinds.IncreaseDamageCapacity, cap > 21 ? "cap-incr" : "cap-decr"));
  1267. switch (skill.type) {
  1268. case 258:
  1269. case 241:
  1270. case 263:
  1271. case 266: {
  1272. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1273. break;
  1274. }
  1275. case 246: {
  1276. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1277. break;
  1278. }
  1279. case 247: {
  1280. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1281. break;
  1282. }
  1283. }
  1284. return fragment;
  1285. }).nodeJoin(document.createElement("br"));
  1286. }
  1287. function dixedDamage_Addition(card)
  1288. {
  1289. const searchTypeArray = [55, 188, 56];
  1290. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1291. if (!skills.length) return;
  1292. const skill = skills[0];
  1293. const sk = skill.params;
  1294. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1295. }
  1296. function gravity_Addition(card)
  1297. {
  1298. const searchTypeArray = [6, 161, 261];
  1299. const skill = getCardActiveSkill(card, searchTypeArray);
  1300. if (!skill) return;
  1301. const sk = skill.params;
  1302. const denominator = skill.type === 161 ?
  1303. localTranslating.skill_parse.stats.maxhp() :
  1304. localTranslating.skill_parse.stats.chp();
  1305. const percent = `${sk[0]}%`;
  1306. const target = skill.type === 261 ?
  1307. localTranslating.skill_parse.target.enemy_one() :
  1308. localTranslating.skill_parse.target.enemy_all();
  1309. const fragment = document.createDocumentFragment();
  1310. //fragment.append(target, denominator, percent);
  1311. return [target, denominator, percent].nodeJoin(" ");
  1312. }
  1313. function healImmediately_Rate(card)
  1314. {
  1315. const searchTypeArray = [7, //自身回复力
  1316. 8, //固定点数
  1317. 35,115, //吸血
  1318. 117
  1319. ];
  1320. const skills = getCardActiveSkills(card, searchTypeArray);
  1321. const outObj = {
  1322. vampire: 0,
  1323. selfRcv: 0,
  1324. const: 0,
  1325. scale: 0,
  1326. };
  1327. if (!skills.length) return outObj;
  1328. skills.forEach(skill=>{
  1329. const sk = skill.params;
  1330. if (skill.type == 7)
  1331. {
  1332. outObj.selfRcv += sk[0];
  1333. }
  1334. else if(skill.type == 8)
  1335. {
  1336. outObj.const += sk[0];
  1337. }
  1338. else if(skill.type == 35)
  1339. {
  1340. outObj.vampire += sk[1];
  1341. }
  1342. else if(skill.type == 115)
  1343. {
  1344. outObj.vampire += sk[2];
  1345. }
  1346. else if(skill.type == 117)
  1347. {
  1348. outObj.selfRcv += sk[1] || 0;
  1349. outObj.const += sk[2] || 0;
  1350. outObj.scale += sk[3] || 0;
  1351. }
  1352. });
  1353. return outObj;
  1354. }
  1355. function atkBuff_Rate(card)
  1356. {
  1357. const searchTypeArray = [
  1358. 88,92, //类型的
  1359. 50,90, //属性的,要排除回复力
  1360. 156,168,231, //宝石姬
  1361. 228, //属性、类型数量
  1362. ];
  1363. const skills = getCardActiveSkills(card, searchTypeArray);
  1364. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1365. function atkBuffParse(skill) {
  1366. const outObj = {
  1367. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1368. types: [],
  1369. attrs: [],
  1370. awoken: [],
  1371. rate: 0,
  1372. turns: 0,
  1373. };
  1374. if (!skill) return outObj;
  1375. const sk = skill.params;
  1376. if (skill.type == 88 || skill.type == 92)
  1377. {
  1378. outObj.skilltype = 2;
  1379. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1380. outObj.turns = sk[0];
  1381. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1382. }
  1383. else if(skill.type == 50 || skill.type == 90)
  1384. {
  1385. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1386. if (!outObj.attrs.length) //去除回复力
  1387. return outObj;
  1388. outObj.skilltype = 2;
  1389. outObj.turns = sk[0];
  1390. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1391. }
  1392. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1393. || skill.type == 168)
  1394. {
  1395. outObj.skilltype = 1;
  1396. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1397. outObj.turns = sk[0];
  1398. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1399. }
  1400. else if(skill.type == 228 && sk[3] > 0)
  1401. {
  1402. outObj.skilltype = 1;
  1403. outObj.attrs = Bin.unflags(sk[1]);
  1404. outObj.types = Bin.unflags(sk[2]);
  1405. outObj.turns = sk[0];
  1406. outObj.rate = sk[3];
  1407. }
  1408. else if(skill.type == 231 && sk[6] > 0)
  1409. {
  1410. outObj.skilltype = 1;
  1411. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1412. outObj.turns = sk[0];
  1413. outObj.rate = sk[6];
  1414. }
  1415. return outObj;
  1416. }
  1417. }
  1418. function rcvBuff_Rate(card)
  1419. {
  1420. const searchTypeArray = [
  1421. 50,90,
  1422. 228, 231, //宝石姬
  1423. ];
  1424. const skills = getCardActiveSkills(card, searchTypeArray);
  1425. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1426. function rcvBuffParse(skill) {
  1427. const outObj = {
  1428. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1429. types: [],
  1430. attrs: [],
  1431. awoken: [],
  1432. rate: 0,
  1433. turns: 0,
  1434. };
  1435. if (!skill) return outObj;
  1436. const sk = skill.params;
  1437. if (skill.type == 228 && sk[4] > 0) {
  1438. outObj.skilltype = 1;
  1439. outObj.attrs = Bin.unflags(sk[1]);
  1440. outObj.types = Bin.unflags(sk[2]);
  1441. outObj.turns = sk[0];
  1442. outObj.rate = sk[4];
  1443. } else if (skill.type == 231 && sk[7] > 0) {
  1444. outObj.skilltype = 1;
  1445. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1446. outObj.turns = sk[0];
  1447. outObj.rate = sk[7];
  1448. } else if (skill.type == 50 || skill.type == 90) {
  1449. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1450. outObj.turns = sk[0];
  1451. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1452. }
  1453. return outObj;
  1454. }
  1455. }
  1456. function damageSelf_Rate(card)
  1457. {
  1458. const searchTypeArray = [84,85,86,87,195];
  1459. const skill = getCardActiveSkill(card, searchTypeArray);
  1460. if (!skill) return 0;
  1461. const sk = skill.params;
  1462. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1463. }
  1464. function changeEnemiesAttr_Attr(card)
  1465. {
  1466. const outObj = {
  1467. attr: null,
  1468. turns: 0
  1469. }
  1470. const searchTypeArray = [153, 224];
  1471. const skill = getCardActiveSkill(card, searchTypeArray);
  1472. if (!skill) return outObj;
  1473. const sk = skill.params;
  1474. if (skill.type == 153)
  1475. {
  1476. outObj.attr = sk[0];
  1477. }
  1478. else if (skill.type == 224)
  1479. {
  1480. outObj.attr = sk[1] || 0;
  1481. outObj.turns = sk[0];
  1482. }
  1483. return outObj;
  1484. }
  1485. function shapeThisRowOk(line, lineNumber) {
  1486. if (lineNumber <= 0) return true;
  1487. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1488. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1489. }
  1490. function shapeUpsideDownRowOk(line, lineNumber) {
  1491. if (lineNumber <= 0) return true;
  1492. return line > 0 ? (line & lineNumber) === 0 : true;
  1493. }
  1494. function shapeIsCross(sk) { //产珠是十字
  1495. const baseLineNum = 0b111;
  1496. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1497. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1498. lineNumArr.push(_lineNum);
  1499. }
  1500. for (let ri=1; ri<4; ri++)
  1501. {
  1502. //搜索所有可能的行存在
  1503. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1504. if (maybeLineNum.length < 1) continue;
  1505. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1506. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1507. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1508. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1509. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1510. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1511. });
  1512. if (maybeLineNum.length > 0) return true;
  1513. }
  1514. return false;
  1515. }
  1516. function shapeIsLShape(sk) { //产珠是L字
  1517. const baseLineNum = 0b111;
  1518. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1519. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1520. lineNumArr.push(_lineNum);
  1521. }
  1522. for (let ri=0; ri<5; ri++)
  1523. {
  1524. //搜索所有可能的行存在
  1525. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1526. if (maybeLineNum.length < 1) continue;
  1527. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1528. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1529. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1530. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1531. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1532. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1533. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1534. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1535. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1536. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1537. ||
  1538. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1539. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1540. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1541. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1542. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1543. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1544. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1545. });
  1546. if (maybeLineNum.length > 0) return true;
  1547. }
  1548. return false;
  1549. }
  1550. //创建1个觉醒图标
  1551. function createAwokenIcon(awokenId)
  1552. {
  1553. const icon = document.createElement("icon");
  1554. icon.className ="awoken-icon";
  1555. icon.setAttribute("data-awoken-icon", awokenId);
  1556. return icon;
  1557. }
  1558. //产生一个觉醒列表
  1559. function creatAwokenList(awokens) {
  1560. const ul = document.createElement("ul");
  1561. ul.className = "awoken-ul";
  1562. awokens.forEach(ak=>{
  1563. const li = ul.appendChild(document.createElement("li"));
  1564. const icon = li.appendChild(createAwokenIcon(ak));
  1565. });
  1566. return ul;
  1567. }
  1568. //产生宝珠列表
  1569. function createOrbsList(orbs, className)
  1570. {
  1571. if (orbs == undefined) orbs = [0];
  1572. else if (!Array.isArray(orbs)) orbs = [orbs];
  1573. const ul = document.createElement("ul");
  1574. ul.className = "board";
  1575. orbs.forEach(orbType => {
  1576. const li = ul.appendChild(document.createElement("li"));
  1577. li.className = className ? `orb ${className}` :`orb`;
  1578. li.setAttribute("data-orb-icon", orbType);
  1579. });
  1580. return ul;
  1581. }
  1582. //产生类型列表
  1583. function createTypesList(types)
  1584. {
  1585. if (types == undefined) types = [0];
  1586. else if (!Array.isArray(types)) types = [types];
  1587. const ul = document.createElement("ul");
  1588. ul.className = "types-ul";
  1589. types.forEach(type => {
  1590. const li = ul.appendChild(document.createElement("li"));
  1591. li.className = `type-icon`;
  1592. li.setAttribute("data-type-icon", type);
  1593. });
  1594. return ul;
  1595. }
  1596. const functions = [
  1597. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1598. {group:true,name:"Active Skill",otLangName:{chs:"主动技",cht:"主動技"}, functions: [
  1599. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1600. function:cards=>cards.filter(card=>{
  1601. function isLoopBuff(parsedSkill, cd) {
  1602. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1603. && skill.turns >= cd);
  1604. }
  1605. //跳过0号技能的、会变身成别人的和无技能数据的
  1606. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1607. const skill = Skills[card.activeSkillId];
  1608. if (!skill) return false;
  1609. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1610. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1611. let parsedActiveSkill = skillParser(card.activeSkillId);
  1612. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1613. //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
  1614. let parsedGroupSkill = parsedActiveSkill?.[0];
  1615. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1616. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1617. }
  1618. //进化类技能,排除循环进化,并只计算最后一级
  1619. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills) {
  1620. const subSkills = parsedGroupSkill.params.map(id=>Skills[id]);
  1621. if (parsedGroupSkill.loop) { //循环的
  1622. let subCd = subSkills.reduce((p,subSkill)=>{
  1623. p += subSkill.initialCooldown - (subSkill.maxLevel - 1);
  1624. return p;
  1625. }, 0);
  1626. return parsedGroupSkill.skills.some(skill=>isLoopBuff(skill, subCd));
  1627. } else { //不循环的
  1628. let subSkill = subSkills.at(-1);
  1629. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1630. return isLoopBuff(parsedGroupSkill.skills.at(-1), subCd);
  1631. }
  1632. }
  1633. return false;
  1634. })
  1635. },
  1636. {group:true,name:"Voids Absorption",otLangName:{chs:"破吸类",cht:"破吸類"}, functions: [
  1637. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1638. function:cards=>{
  1639. const attrName = "attr-absorb";
  1640. return cards.filter(card=>{
  1641. const turns = voidsAbsorption_Turns(card);
  1642. return turns[attrName] > 0;
  1643. }).sort((a,b)=>{
  1644. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1645. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1646. return a_pC - b_pC;
  1647. });
  1648. },
  1649. addition:voidsAbsorption_Addition
  1650. },
  1651. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1652. function:cards=>{
  1653. const attrName = "combo-absorb";
  1654. return cards.filter(card=>{
  1655. const turns = voidsAbsorption_Turns(card);
  1656. return turns[attrName] > 0;
  1657. }).sort((a,b)=>{
  1658. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1659. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1660. return a_pC - b_pC;
  1661. });
  1662. },
  1663. addition:voidsAbsorption_Addition
  1664. },
  1665. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1666. function:cards=>{
  1667. const attrName = "damage-absorb";
  1668. return cards.filter(card=>{
  1669. const turns = voidsAbsorption_Turns(card);
  1670. return turns[attrName] > 0;
  1671. }).sort((a,b)=>{
  1672. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1673. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1674. return a_pC - b_pC;
  1675. });
  1676. },
  1677. addition:voidsAbsorption_Addition
  1678. },
  1679. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1680. function:cards=>{
  1681. const attrName = "damage-void";
  1682. return cards.filter(card=>{
  1683. const turns = voidsAbsorption_Turns(card);
  1684. return turns[attrName] > 0;
  1685. }).sort((a,b)=>{
  1686. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1687. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1688. return a_pC - b_pC;
  1689. });
  1690. },
  1691. addition:voidsAbsorption_Addition
  1692. },
  1693. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1694. {name:"2 Voids (attr. & damage)",otLangName:{chs:"双破(属+伤)",cht:"双破(属+伤)"},
  1695. function:cards=>{
  1696. return cards.filter(card=>{
  1697. const turns = voidsAbsorption_Turns(card);
  1698. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0;
  1699. }).sort((a,b)=>{
  1700. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1701. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1702. return a_pC - b_pC;
  1703. });
  1704. },
  1705. addition:voidsAbsorption_Addition
  1706. },
  1707. {name:"3 Voids (attr. & damage & void)",otLangName:{chs:"三破(属+伤+无)",cht:"三破(属+伤+无)"},
  1708. function:cards=>{
  1709. return cards.filter(card=>{
  1710. const turns = voidsAbsorption_Turns(card);
  1711. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1712. }).sort((a,b)=>{
  1713. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1714. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1715. return a_pC - b_pC;
  1716. });
  1717. },
  1718. addition:voidsAbsorption_Addition
  1719. },
  1720. ]},
  1721. ]},
  1722. {group:true,name:"Recovers Bind Status",otLangName:{chs:"解封类",cht:"解封類"}, functions: [
  1723. {
  1724. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1725. function:cards=>{
  1726. return cards.filter(card=>{
  1727. const turns = unbind_Turns(card);
  1728. return turns.normal > 0;
  1729. }).sort((a,b)=>{
  1730. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1731. let a_pC = a_s.normal, b_pC = b_s.normal;
  1732. return a_pC - b_pC;
  1733. });
  1734. },
  1735. addition:unbind_Addition
  1736. },
  1737. {
  1738. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1739. function:cards=>{
  1740. return cards.filter(card=>{
  1741. const turns = unbind_Turns(card);
  1742. return turns.awakenings > 0;
  1743. }).sort((a,b)=>{
  1744. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1745. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1746. return a_pC - b_pC;
  1747. });
  1748. },
  1749. addition:unbind_Addition
  1750. },
  1751. {
  1752. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1753. function:cards=>{
  1754. return cards.filter(card=>{
  1755. const turns = unbind_Turns(card);
  1756. return turns.matches > 0;
  1757. }).sort((a,b)=>{
  1758. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1759. let a_pC = a_s.matches, b_pC = b_s.matches;
  1760. return a_pC - b_pC;
  1761. });
  1762. },
  1763. addition:unbind_Addition
  1764. },
  1765. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1766. {
  1767. name:"3 Unbinds",otLangName:{chs:"三解",cht:"三解"},
  1768. function:cards=>{
  1769. return cards.filter(card=>{
  1770. const turns = unbind_Turns(card);
  1771. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1772. }).sort((a,b)=>{
  1773. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1774. let a_pC = a_s.normal, b_pC = b_s.normal;
  1775. return a_pC - b_pC;
  1776. });
  1777. },
  1778. addition:unbind_Addition
  1779. },
  1780. ]},
  1781. ]},
  1782. {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: [
  1783. {name:"↑Increase skills charge",otLangName:{chs:"【溜】减少CD",cht:"【溜】減少CD"},
  1784. function:cards=>{
  1785. const searchTypeArray = [146];
  1786. return cards.filter(card=>{
  1787. const skill = getCardActiveSkill(card, searchTypeArray);
  1788. return skill;
  1789. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1790. },
  1791. addition:card=>{
  1792. const searchTypeArray = [146];
  1793. const skill = getCardActiveSkill(card, searchTypeArray);
  1794. if (!skill) return;
  1795. const sk = skill.params;
  1796. const fragment = document.createDocumentFragment();
  1797. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1798. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1799. return fragment;
  1800. }
  1801. },
  1802. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1803. function:cards=>{
  1804. const searchTypeArray = [93, 227];
  1805. return cards.filter(card=>{
  1806. const skill = getCardActiveSkill(card, searchTypeArray);
  1807. return skill;
  1808. }).sort((a,b)=>{
  1809. const a_s = getCardActiveSkill(a, searchTypeArray),
  1810. b_s = getCardActiveSkill(b, searchTypeArray);
  1811. return a_s.type - b_s.type;
  1812. });
  1813. },
  1814. addition:card=>{
  1815. const searchTypeArray = [93, 227];
  1816. const skill = getCardActiveSkill(card, searchTypeArray);
  1817. if (!skill) return;
  1818. const fragment = document.createDocumentFragment();
  1819. fragment.append(createSkillIcon('leader-change'));
  1820. skill.type === 227 && fragment.append('换👉');
  1821. return fragment;
  1822. }
  1823. },
  1824. {group:true,name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限",cht:"增加傷害上限"}, functions: [
  1825. {name:"Increase Damage Cap - Any",otLangName:{chs:"增加伤害上限 - 任意",cht:"增加傷害上限 - 任意"},
  1826. function:cards=>{
  1827. const searchTypeArray = [241, 246, 247, 258, 263, 266];
  1828. return cards.filter(card=>{
  1829. const skill = getCardActiveSkill(card, searchTypeArray);
  1830. return skill;
  1831. }).sort((a,b)=>{
  1832. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1833. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1834. return a_pC - b_pC;
  1835. });
  1836. },
  1837. addition:memberCap_Addition
  1838. },
  1839. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 - 自身",cht:"增加傷害上限 - 自身"},
  1840. function:cards=>{
  1841. const searchTypeArray = [241, 246, 247, 258, 266];
  1842. return cards.filter(card=>{
  1843. const skill = getCardActiveSkill(card, searchTypeArray);
  1844. switch (skill?.type) {
  1845. case 258: {
  1846. return Boolean(skill.params[2] & 0b1);
  1847. }
  1848. case 266: {
  1849. return Boolean(skill.params[2] & 0b100);
  1850. }
  1851. default: {
  1852. return skill;
  1853. }
  1854. }
  1855. }).sort((a,b)=>{
  1856. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1857. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1858. return a_pC - b_pC;
  1859. });
  1860. },
  1861. addition:memberCap_Addition
  1862. },
  1863. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 - 队长",cht:"增加傷害上限 - 隊長"},
  1864. function:cards=>{
  1865. const searchTypeArray = [258];
  1866. return cards.filter(card=>{
  1867. const skill = getCardActiveSkill(card, searchTypeArray);
  1868. return skill && Boolean(skill.params[2] & 0b110);
  1869. }).sort((a,b)=>{
  1870. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1871. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1872. return a_pC - b_pC;
  1873. });
  1874. },
  1875. addition:memberCap_Addition
  1876. },
  1877. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 - 队员",cht:"增加傷害上限 - 隊員"},
  1878. function:cards=>{
  1879. const searchTypeArray = [258];
  1880. return cards.filter(card=>{
  1881. const skill = getCardActiveSkill(card, searchTypeArray);
  1882. return skill && Boolean(skill.params[2] & 0b1000);
  1883. }).sort((a,b)=>{
  1884. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1885. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1886. return a_pC - b_pC;
  1887. });
  1888. },
  1889. addition:memberCap_Addition
  1890. },
  1891. {name:"Increase Damage Cap - Neighbor",otLangName:{chs:"增加伤害上限 - 相邻",cht:"增加傷害上限 - 相鄰"},
  1892. function:cards=>{
  1893. const searchTypeArray = [266];
  1894. return cards.filter(card=>{
  1895. const skill = getCardActiveSkill(card, searchTypeArray);
  1896. return skill && Boolean(skill.params[2] & 0b11);
  1897. }).sort((a,b)=>{
  1898. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1899. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1900. return a_pC - b_pC;
  1901. });
  1902. },
  1903. addition:memberCap_Addition
  1904. },
  1905. {name:"Increase Damage Cap - Attr./Types",otLangName:{chs:"增加伤害上限 - 属性/类型",cht:"增加傷害上限 - 屬性/類型"},
  1906. function:cards=>{
  1907. const searchTypeArray = [263];
  1908. return cards.filter(card=>{
  1909. const skill = getCardActiveSkill(card, searchTypeArray);
  1910. return skill;
  1911. }).sort((a,b)=>{
  1912. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1913. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1914. return a_pC - b_pC;
  1915. });
  1916. },
  1917. addition:memberCap_Addition
  1918. },
  1919. ]},
  1920. {group:true,name:"Card slot ATK rate change",otLangName:{chs:"卡片位置攻击力",cht:"卡片位置攻擊力"}, functions: [
  1921. {name:"Card slot ATK rate change - Any",otLangName:{chs:"卡片位置攻击力 - 任意",cht:"卡片位置攻擊力 - 任意"},
  1922. function:cards=>{
  1923. const searchTypeArray = [230, 269];
  1924. return cards.filter(card=>{
  1925. const skill = getCardActiveSkill(card, searchTypeArray);
  1926. return skill;
  1927. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1928. },
  1929. addition:memberATK_Addition
  1930. },
  1931. {name:"Card slot ATK rate change - Self",otLangName:{chs:"卡片位置攻击力 - 自身",cht:"卡片位置攻擊力 - 自身"},
  1932. function:cards=>{
  1933. const searchTypeArray = [230, 269];
  1934. return cards.filter(card=>{
  1935. const skill = getCardActiveSkill(card, searchTypeArray);
  1936. switch (skill?.type) {
  1937. case 230: {
  1938. return Boolean(skill.params[1] & 0b1);
  1939. }
  1940. case 269: {
  1941. return Boolean(skill.params[1] & 0b100);
  1942. }
  1943. default: {
  1944. return skill;
  1945. }
  1946. }
  1947. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1948. },
  1949. addition:memberATK_Addition
  1950. },
  1951. {name:"Card slot ATK rate change - Leader",otLangName:{chs:"卡片位置攻击力 - 队长",cht:"卡片位置攻擊力 - 隊長"},
  1952. function:cards=>{
  1953. const searchTypeArray = [230];
  1954. return cards.filter(card=>{
  1955. const skill = getCardActiveSkill(card, searchTypeArray);
  1956. return skill && Boolean(skill.params[1] & 0b110);
  1957. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1958. },
  1959. addition:memberATK_Addition
  1960. },
  1961. {name:"Card slot ATK rate change - Sub",otLangName:{chs:"卡片位置攻击力 - 队员",cht:"卡片位置攻擊力 - 隊員"},
  1962. function:cards=>{
  1963. const searchTypeArray = [230];
  1964. return cards.filter(card=>{
  1965. const skill = getCardActiveSkill(card, searchTypeArray);
  1966. return skill && Boolean(skill.params[1] & 0b1000);
  1967. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1968. },
  1969. addition:memberATK_Addition
  1970. },
  1971. {name:"Card slot ATK rate change - Neighbor",otLangName:{chs:"卡片位置攻击力 - 相邻",cht:"卡片位置攻擊力 - 相鄰"},
  1972. function:cards=>{
  1973. const searchTypeArray = [269];
  1974. return cards.filter(card=>{
  1975. const skill = getCardActiveSkill(card, searchTypeArray);
  1976. return skill && Boolean(skill.params[1] & 0b11);
  1977. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1978. },
  1979. addition:memberATK_Addition
  1980. },
  1981. ]},
  1982. {name:"Change card self's Attr",otLangName:{chs:"转换自身属性",cht:"轉換自身屬性"},
  1983. function:cards=>{
  1984. const searchTypeArray = [142];
  1985. return cards.filter(card=>{
  1986. const skill = getCardActiveSkill(card, searchTypeArray);
  1987. return skill;
  1988. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1989. },
  1990. addition:card=>{
  1991. const searchTypeArray = [142];
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. if (!skill) return;
  1994. const sk = skill.params;
  1995. const fragment = document.createDocumentFragment();
  1996. fragment.appendChild(document.createTextNode(`自→`));
  1997. fragment.appendChild(createOrbsList(sk[1]));
  1998. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1999. return fragment;
  2000. }
  2001. },
  2002. {name:"↓Reduce skills charge",otLangName:{chs:"【坐】增加CD",cht:"【坐】增加CD"},
  2003. function:cards=>{
  2004. const searchTypeArray = [218];
  2005. return cards.filter(card=>{
  2006. const skill = getCardActiveSkill(card, searchTypeArray);
  2007. return skill;
  2008. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2009. },
  2010. addition:card=>{
  2011. const searchTypeArray = [218];
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. if (!skill) return;
  2014. const sk = skill.params;
  2015. const fragment = document.createDocumentFragment();
  2016. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  2017. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  2018. return fragment;
  2019. }
  2020. },
  2021. {name:"Bind team active skill",otLangName:{chs:"自封队伍技能 debuff",cht:"自封队伍技能 debuff"},
  2022. function:cards=>cards.filter(card=>{
  2023. const searchTypeArray = [214];
  2024. const skill = getCardActiveSkill(card, searchTypeArray);
  2025. return skill;
  2026. }),
  2027. addition:card=>{
  2028. const searchTypeArray = [214];
  2029. const skill = getCardActiveSkill(card, searchTypeArray);
  2030. if (!skill) return;
  2031. const sk = skill.params;
  2032. return document.createTextNode(`自封技${sk[0]}T`);
  2033. }
  2034. },
  2035. {name:"Bind card self",otLangName:{chs:"角色自身被绑定",cht:"角色自身被綁定"},
  2036. function:cards=>cards.filter(card=>{
  2037. const searchTypeArray = [267];
  2038. const skill = getCardActiveSkill(card, searchTypeArray);
  2039. return skill;
  2040. }),
  2041. addition:card=>{
  2042. const searchTypeArray = [267];
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. if (!skill) return;
  2045. const sk = skill.params;
  2046. return document.createTextNode(`自绑定${sk[0]}T`);
  2047. }
  2048. },
  2049. {name:"Remove card self's assist",otLangName:{chs:"移除卡片武器",cht:"移除卡片武器"},
  2050. function:cards=>cards.filter(card=>{
  2051. const searchTypeArray = [250];
  2052. const skill = getCardActiveSkill(card, searchTypeArray);
  2053. return skill;
  2054. })
  2055. },
  2056. ]},
  2057. {group:true,name:"Player's HP change",otLangName:{chs:"玩家HP操纵类",cht:"玩家HP操縱類"}, functions: [
  2058. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2059. function:cards=>{
  2060. const searchTypeArray = [179];
  2061. return cards.filter(card=>{
  2062. const skill = getCardActiveSkill(card, searchTypeArray);
  2063. return skill;
  2064. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2065. },
  2066. addition:card=>{
  2067. const searchTypeArray = [179];
  2068. const skill = getCardActiveSkill(card, searchTypeArray);
  2069. if (!skill) return;
  2070. const sk = skill.params;
  2071. const fragment = document.createDocumentFragment();
  2072. fragment.append(createSkillIcon('auto-heal'));
  2073. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  2074. return fragment;
  2075. }
  2076. },
  2077. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2078. function:cards=>{
  2079. return cards.filter(card=>{
  2080. const heal = healImmediately_Rate(card);
  2081. return Object.values(heal).some(v=>v);
  2082. })
  2083. .sort((a,b)=>{
  2084. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2085. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2086. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2087. let sortNum = a_i - b_i;
  2088. if (!sortNum)
  2089. {
  2090. sortNum = a_vs[a_i] - b_vs[b_i];
  2091. }
  2092. return sortNum;
  2093. });
  2094. },
  2095. addition:card=>{
  2096. const heal = healImmediately_Rate(card);
  2097. const fragment = document.createDocumentFragment();
  2098. fragment.append(createSkillIcon('heal', 'hp-incr'));
  2099. if (heal.scale)
  2100. fragment.append(`${heal.scale}%`);
  2101. if (heal.const)
  2102. fragment.append(`${heal.const.bigNumberToString()}点`);
  2103. if (heal.selfRcv)
  2104. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  2105. if (heal.vampire)
  2106. fragment.append(`${heal.vampire}%伤害`);
  2107. return fragment;
  2108. }
  2109. },
  2110. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2111. function:cards=>{
  2112. const searchTypeArray = [237];
  2113. return cards.filter(card=>{
  2114. const skill = getCardActiveSkill(card, searchTypeArray);
  2115. return skill;
  2116. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2117. },
  2118. addition:card=>{
  2119. const searchTypeArray = [237];
  2120. const skill = getCardActiveSkill(card, searchTypeArray);
  2121. if (!skill) return;
  2122. const sk = skill.params;
  2123. const fragment = document.createDocumentFragment();
  2124. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  2125. return fragment;
  2126. }
  2127. },
  2128. {name:"Damage self",otLangName:{chs:"玩家自残",cht:"玩家自殘"},
  2129. function:cards=>{
  2130. return cards.filter(card=>damageSelf_Rate(card)>0)
  2131. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2132. },
  2133. addition:card=>{
  2134. let rate = damageSelf_Rate(card);
  2135. const fragment = document.createDocumentFragment();
  2136. fragment.append(createSkillIcon('heal', 'hp-decr'));
  2137. if (rate < 100)
  2138. fragment.append(`减少${rate}%`);
  2139. else
  2140. fragment.append(`减少到1`);
  2141. return fragment;
  2142. }
  2143. },
  2144. ]},
  2145. {group:true,name:"Buff",otLangName:{chs:"buff 类",cht:"buff 類"}, functions: [
  2146. {name:"RCV rate change",otLangName:{chs:"回复力 buff",cht:"回覆力 buff"},
  2147. function:cards=>{
  2148. return cards.filter(card=>{
  2149. const atkbuff = rcvBuff_Rate(card);
  2150. return atkbuff.skilltype > 0;
  2151. }).sort((a,b)=>{
  2152. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2153. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2154. if (sortNum == 0)
  2155. sortNum = a_pC.rate - b_pC.rate;
  2156. if (sortNum == 0)
  2157. sortNum = a_pC.turns - b_pC.turns;
  2158. return sortNum;
  2159. });
  2160. },
  2161. addition:card=>{
  2162. const atkbuff = rcvBuff_Rate(card);
  2163. const fragment = document.createDocumentFragment();
  2164. fragment.appendChild(createOrbsList([5]));
  2165. if (atkbuff.skilltype == 0) return fragment;
  2166. if (atkbuff.skilltype == 1)
  2167. {
  2168. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2169. if (atkbuff.awoken.length)
  2170. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2171. if (atkbuff.attrs.length)
  2172. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2173. if (atkbuff.types.length)
  2174. fragment.appendChild(createTypesList(atkbuff.types));
  2175. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2176. }else if (atkbuff.skilltype == 2)
  2177. {
  2178. if (atkbuff.attrs.length)
  2179. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2180. if (atkbuff.types.length)
  2181. fragment.appendChild(createTypesList(atkbuff.types));
  2182. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2183. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2184. }
  2185. return fragment;
  2186. }
  2187. },
  2188. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2189. function:cards=>{
  2190. return cards.filter(card=>{
  2191. const atkbuff = atkBuff_Rate(card);
  2192. return atkbuff.skilltype > 0;
  2193. }).sort((a,b)=>{
  2194. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2195. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2196. if (sortNum == 0)
  2197. sortNum = a_pC.rate - b_pC.rate;
  2198. if (sortNum == 0)
  2199. sortNum = a_pC.turns - b_pC.turns;
  2200. return sortNum;
  2201. });
  2202. },
  2203. addition:card=>{
  2204. const atkbuff = atkBuff_Rate(card);
  2205. const fragment = document.createDocumentFragment();
  2206. if (atkbuff.skilltype == 0) return fragment;
  2207. if (atkbuff.skilltype == 1)
  2208. {
  2209. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2210. if (atkbuff.awoken.length)
  2211. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2212. if (atkbuff.attrs.length)
  2213. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2214. if (atkbuff.types.length)
  2215. fragment.appendChild(createTypesList(atkbuff.types));
  2216. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2217. }else if (atkbuff.skilltype == 2)
  2218. {
  2219. if (atkbuff.attrs.length)
  2220. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2221. if (atkbuff.types.length)
  2222. fragment.appendChild(createTypesList(atkbuff.types));
  2223. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2224. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2225. }
  2226. return fragment;
  2227. }
  2228. },
  2229. {name:"Move time change",otLangName:{chs:"操作时间 buff",cht:"操作時間 buff"},
  2230. function:cards=>{
  2231. const searchTypeArray = [132];
  2232. return cards.filter(card=>{
  2233. const skill = getCardActiveSkill(card, searchTypeArray);
  2234. return skill;
  2235. }).sort((a,b)=>{
  2236. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2237. //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
  2238. 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;
  2239. 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]);
  2240. });
  2241. },
  2242. addition:card=>{
  2243. const searchTypeArray = [132];
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. if (!skill) return;
  2246. const sk = skill.params;
  2247. let str = "👆";
  2248. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2249. if (sk[2]) str += `x${sk[2]/100}`;
  2250. str += `x${sk[0]}T`;
  2251. return str;
  2252. }
  2253. },
  2254. {name:"Adds combo",otLangName:{chs:"加C buff",cht:"加C buff"},
  2255. function:cards=>{
  2256. const searchTypeArray = [160];
  2257. return cards.filter(card=>{
  2258. const skill = getCardActiveSkill(card, searchTypeArray);
  2259. return skill;
  2260. }).sort((a,b)=>{
  2261. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2262. return a_s.params[1] - b_s.params[1];
  2263. });
  2264. },
  2265. addition:card=>{
  2266. const searchTypeArray = [160];
  2267. const skill = getCardActiveSkill(card, searchTypeArray);
  2268. if (!skill) return;
  2269. const sk = skill.params;
  2270. return `+${sk[1]}C×${sk[0]}T`;
  2271. }
  2272. },
  2273. {name:"Reduce Damage for all Attr",otLangName:{chs:"全属减伤 buff",cht:"全屬減傷 buff"},
  2274. function:cards=>{
  2275. const searchTypeArray = [3,156];
  2276. return cards.filter(card=>{
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. if (!skill) return false;
  2279. if (skill.type == 156)
  2280. return skill.params[4]==3;
  2281. else
  2282. return true;
  2283. }).sort((a,b)=>{
  2284. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2285. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2286. if (!sortNum)
  2287. {
  2288. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2289. sortNum = a_pC - b_pC;
  2290. }
  2291. return sortNum;
  2292. });
  2293. },
  2294. addition:card=>{
  2295. const searchTypeArray = [3,156];
  2296. const skill = getCardActiveSkill(card, searchTypeArray);
  2297. if (!skill) return;
  2298. const sk = skill.params;
  2299. const fragment = document.createDocumentFragment();
  2300. if (skill.type == 156)
  2301. {
  2302. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2303. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2304. fragment.appendChild(creatAwokenList(awokenArr));
  2305. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2306. }else
  2307. {
  2308. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2309. }
  2310. return fragment;
  2311. }
  2312. },
  2313. {name:"Reduce 100% Damage",otLangName:{chs:"全属减伤 100%",cht:"全屬減傷 100%"},
  2314. function:cards=>{
  2315. const searchTypeArray = [3];
  2316. return cards.filter(card=>{
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. return skill && skill.params[1]>=100;
  2319. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2320. },
  2321. addition:card=>{
  2322. const searchTypeArray = [3];
  2323. const skill = getCardActiveSkill(card, searchTypeArray);
  2324. if (!skill) return;
  2325. const sk = skill.params;
  2326. return `无敌×${sk[0]}T`;
  2327. }
  2328. },
  2329. {name:"Reduce all Damage for designated Attr",otLangName:{chs:"限属减伤 buff",cht:"限屬減傷 buff"},
  2330. function:cards=>{
  2331. const searchTypeArray = [21];
  2332. return cards.filter(card=>{
  2333. const skill = getCardActiveSkill(card, searchTypeArray);
  2334. return skill;
  2335. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2336. },
  2337. addition:card=>{
  2338. const searchTypeArray = [21];
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. if (!skill) return;
  2341. const sk = skill.params;
  2342. const colors = [sk[1]];
  2343. const fragment = document.createDocumentFragment();
  2344. fragment.appendChild(document.createTextNode(`-`));
  2345. fragment.appendChild(createOrbsList(colors));
  2346. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2347. return fragment;
  2348. }
  2349. },
  2350. {name:"Mass Attacks",otLangName:{chs:"变为全体攻击",cht:"變爲全體攻擊"},
  2351. function:cards=>{
  2352. const searchTypeArray = [51];
  2353. return cards.filter(card=>{
  2354. const skill = getCardActiveSkill(card, searchTypeArray);
  2355. return skill;
  2356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2357. },
  2358. addition:card=>{
  2359. const searchTypeArray = [51];
  2360. const skill = getCardActiveSkill(card, searchTypeArray);
  2361. if (!skill) return;
  2362. const sk = skill.params;
  2363. return `全体×${sk[0]}T`;
  2364. }
  2365. },
  2366. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2367. function:cards=>cards.filter(card=>{
  2368. const searchTypeArray = [156,168,228,231];
  2369. const skill = getCardActiveSkill(card, searchTypeArray);
  2370. return skill;
  2371. })
  2372. },
  2373. ]},
  2374. {group:true,name:"For Enemy",otLangName:{chs:"对敌 buff 类",cht:"對敵 buff 類"}, functions: [
  2375. {name:"Menace",otLangName:{chs:"威吓",cht:"威嚇"},
  2376. function:cards=>{
  2377. const searchTypeArray = [18];
  2378. return cards.filter(card=>{
  2379. const skill = getCardActiveSkill(card, searchTypeArray);
  2380. return skill;
  2381. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2382. },
  2383. addition:card=>{
  2384. const searchTypeArray = [18];
  2385. const skill = getCardActiveSkill(card, searchTypeArray);
  2386. if (!skill) return;
  2387. const sk = skill.params;
  2388. const fragment = document.createDocumentFragment();
  2389. fragment.appendChild(createSkillIcon('delay'));
  2390. fragment.append(`×${sk[0]}T`);
  2391. return fragment;
  2392. }
  2393. },
  2394. {name:"Reduces enemies' DEF",otLangName:{chs:"破防",cht:"破防"},
  2395. function:cards=>{
  2396. const searchTypeArray = [19];
  2397. return cards.filter(card=>{
  2398. const skill = getCardActiveSkill(card, searchTypeArray);
  2399. return skill;
  2400. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2401. },
  2402. addition:card=>{
  2403. const searchTypeArray = [19];
  2404. const skill = getCardActiveSkill(card, searchTypeArray);
  2405. if (!skill) return;
  2406. const sk = skill.params;
  2407. const fragment = document.createDocumentFragment();
  2408. fragment.appendChild(createSkillIcon('def-break'));
  2409. fragment.append(`${sk[1]}%×${sk[0]}T`);
  2410. return fragment;
  2411. }
  2412. },
  2413. {name:"Poisons enemies",otLangName:{chs:"中毒",cht:"中毒"},
  2414. function:cards=>{
  2415. const searchTypeArray = [4];
  2416. return cards.filter(card=>{
  2417. const skill = getCardActiveSkill(card, searchTypeArray);
  2418. return skill;
  2419. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2420. },
  2421. addition:card=>{
  2422. const searchTypeArray = [4];
  2423. const skill = getCardActiveSkill(card, searchTypeArray);
  2424. if (!skill) return;
  2425. const sk = skill.params;
  2426. const fragment = document.createDocumentFragment();
  2427. fragment.appendChild(createSkillIcon('poison'));
  2428. fragment.append(`ATK×${sk[0]/100}`);
  2429. return fragment;
  2430. }
  2431. },
  2432. {name:"Change enemies's Attr",otLangName:{chs:"改变敌人属性",cht:"改變敵人屬性"},
  2433. function:cards=>{
  2434. return cards.filter(card=>{
  2435. return changeEnemiesAttr_Attr(card).attr != null;
  2436. }).sort((a,b)=>{
  2437. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2438. return a_pC.attr - b_pC.attr;
  2439. })
  2440. },
  2441. addition:card=>{
  2442. let change = changeEnemiesAttr_Attr(card);
  2443. const fragment = document.createDocumentFragment();
  2444. fragment.appendChild(document.createTextNode(`敌→`));
  2445. fragment.appendChild(createOrbsList(change.attr));
  2446. if (change.turns > 0)
  2447. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2448. return fragment;
  2449. }
  2450. },
  2451. {name:"Counterattack buff",otLangName:{chs:"受伤反击 buff",cht:"受傷反擊 buff"},
  2452. function:cards=>{
  2453. const searchTypeArray = [60];
  2454. return cards.filter(card=>{
  2455. const skill = getCardActiveSkill(card, searchTypeArray);
  2456. return skill;
  2457. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2458. },
  2459. addition:card=>{
  2460. const searchTypeArray = [60];
  2461. const skill = getCardActiveSkill(card, searchTypeArray);
  2462. if (!skill) return;
  2463. const sk = skill.params;
  2464. const fragment = document.createDocumentFragment();
  2465. fragment.appendChild(createSkillIcon('counter-attack'));
  2466. fragment.appendChild(createOrbsList(sk[2]));
  2467. fragment.appendChild(document.createTextNode(`×${sk[1]/100}倍`));
  2468. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2469. return fragment;
  2470. }
  2471. },
  2472. ]},
  2473. {group:true,name:"Orbs States Change",otLangName:{chs:"改变宝珠状态类",cht:"改變寶珠狀態類"}, functions: [
  2474. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2475. function:cards=>cards.filter(card=>{
  2476. const searchTypeArray = [172];
  2477. const skill = getCardActiveSkill(card, searchTypeArray);
  2478. return skill;
  2479. })
  2480. },
  2481. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2482. function:cards=>cards.filter(card=>{
  2483. const searchTypeArray = [152];
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. return skill;
  2486. }),
  2487. addition:lock_Addition
  2488. },
  2489. {name:"Lock(≥6 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2490. function:cards=>cards.filter(card=>{
  2491. const searchTypeArray = [152];
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2494. }),
  2495. addition:lock_Addition
  2496. },
  2497. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2498. function:cards=>{
  2499. const searchTypeArray = [52,91,140];
  2500. return cards.filter(card=>{
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. return skill;
  2503. });
  2504. },
  2505. addition:card=>{
  2506. const searchTypeArray = [52,91,140];
  2507. const skill = getCardActiveSkill(card, searchTypeArray);
  2508. if (!skill) return;
  2509. const sk = skill.params;
  2510. let attrs = [];
  2511. switch (skill.type)
  2512. {
  2513. case 52:{
  2514. attrs.push(sk[0]); break;
  2515. }
  2516. case 91:{
  2517. attrs = sk.slice(0,-1); break;
  2518. }
  2519. case 140:{
  2520. attrs = Bin.unflags(sk[0]); break;
  2521. }
  2522. }
  2523. const fragment = document.createDocumentFragment();
  2524. fragment.appendChild(createSkillIcon('orb-enhanced'));
  2525. fragment.appendChild(createOrbsList(attrs));
  2526. return fragment;
  2527. }
  2528. },
  2529. {name:"Add Combo Drop",otLangName:{chs:"加豆荚",cht:"加豆莢"},
  2530. function:cards=>cards.filter(card=>{
  2531. const searchTypeArray = [190];
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. return skill;
  2534. }),
  2535. addition:lock_Addition
  2536. },
  2537. {name:"Add Nail",otLangName:{chs:"加钉子",cht:"加釘子"},
  2538. function:cards=>cards.filter(card=>{
  2539. const searchTypeArray = [262];
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. return skill;
  2542. }),
  2543. addition:lock_Addition
  2544. },
  2545. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2546. function:cards=>cards.filter(card=>{
  2547. const searchTypeArray = [215];
  2548. const skill = getCardActiveSkill(card, searchTypeArray);
  2549. return skill;
  2550. }),
  2551. addition:card=>{
  2552. const searchTypeArray = [215];
  2553. const skill = getCardActiveSkill(card, searchTypeArray);
  2554. if (!skill) return;
  2555. const sk = skill.params;
  2556. const fragment = document.createDocumentFragment();
  2557. fragment.appendChild(document.createTextNode(`自封`));
  2558. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2559. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2560. return fragment;
  2561. }
  2562. },
  2563. ]},
  2564. {group:true,name:"Board States Change",otLangName:{chs:"改变板面状态类",cht:"改變板面狀態類"}, functions: [
  2565. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2566. function:cards=>cards.filter(card=>{
  2567. const searchTypeArray = [10];
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return skill;
  2570. })
  2571. },
  2572. {name:"No Skyfall",otLangName:{chs:"无天降 buff",cht:"無天降 buff"},
  2573. function:cards=>{
  2574. const searchTypeArray = [184];
  2575. return cards.filter(card=>{
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. return skill;
  2578. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2579. },
  2580. addition:card=>{
  2581. const searchTypeArray = [184];
  2582. const skill = getCardActiveSkill(card, searchTypeArray);
  2583. if (!skill) return;
  2584. const sk = skill.params;
  2585. return `无↓×${sk[0]}T`;
  2586. }
  2587. },
  2588. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff",cht:"生成輪盤位 buff"},
  2589. function:cards=>{
  2590. const searchTypeArray = [207, 249];
  2591. return cards.filter(card=>{
  2592. const skill = getCardActiveSkill(card, searchTypeArray);
  2593. return skill;
  2594. }).sort((a,b)=>{
  2595. const a_s = getCardActiveSkill(a, searchTypeArray),
  2596. b_s = getCardActiveSkill(b, searchTypeArray);
  2597. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2598. });
  2599. },
  2600. addition:card=>{
  2601. const searchTypeArray = [207, 249];
  2602. const skill = getCardActiveSkill(card, searchTypeArray);
  2603. if (!skill) return;
  2604. const sk = skill.params;
  2605. const fragment = document.createDocumentFragment();
  2606. fragment.append(createSkillIcon('board-roulette'));
  2607. if (skill.type == 249) {
  2608. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2609. }
  2610. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2611. return fragment;
  2612. }
  2613. },
  2614. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2615. function:cards=>{
  2616. const searchTypeArray = [238];
  2617. return cards.filter(card=>{
  2618. const skill = getCardActiveSkill(card, searchTypeArray);
  2619. return skill;
  2620. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2621. },
  2622. addition:card=>{
  2623. const searchTypeArray = [238];
  2624. const skill = getCardActiveSkill(card, searchTypeArray);
  2625. if (!skill) return;
  2626. const sk = skill.params;
  2627. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2628. }
  2629. },
  2630. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2631. function:cards=>{
  2632. const searchTypeArray = [239];
  2633. return cards.filter(card=>{
  2634. const skill = getCardActiveSkill(card, searchTypeArray);
  2635. return skill;
  2636. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2637. },
  2638. addition:card=>{
  2639. const searchTypeArray = [239];
  2640. const skill = getCardActiveSkill(card, searchTypeArray);
  2641. if (!skill) return;
  2642. const sk = skill.params;
  2643. const colums = Bin.unflags(sk[0]), rows = Bin.unflags(sk[2]);
  2644. const fragment = document.createDocumentFragment();
  2645. if (colums.length)
  2646. fragment.append(`${colums.length}竖`);
  2647. if (rows.length)
  2648. fragment.append(`${rows.length}横`);
  2649. fragment.append(`×${sk[1]}T`);
  2650. return fragment;
  2651. }
  2652. },
  2653. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2654. function:cards=>{
  2655. const searchTypeArray = [251];
  2656. return cards.filter(card=>{
  2657. const skill = getCardActiveSkill(card, searchTypeArray);
  2658. return skill;
  2659. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2660. },
  2661. addition:card=>{
  2662. const searchTypeArray = [251];
  2663. const skill = getCardActiveSkill(card, searchTypeArray);
  2664. if (!skill) return;
  2665. const sk = skill.params;
  2666. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2667. }
  2668. },
  2669. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2670. function:cards=>{
  2671. const searchTypeArray = [244];
  2672. return cards.filter(card=>{
  2673. const skill = getCardActiveSkill(card, searchTypeArray);
  2674. return skill;
  2675. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2676. },
  2677. addition:card=>{
  2678. const searchTypeArray = [244];
  2679. const skill = getCardActiveSkill(card, searchTypeArray);
  2680. if (!skill) return;
  2681. const sk = skill.params;
  2682. let width, height;
  2683. switch (sk[1]) {
  2684. case 1: {
  2685. width = 7;
  2686. height = 6;
  2687. break;
  2688. }
  2689. case 2: {
  2690. width = 5;
  2691. height = 3;
  2692. break;
  2693. }
  2694. case 3: {
  2695. width = 6;
  2696. height = 5;
  2697. break;
  2698. }
  2699. default: {
  2700. width = 6;
  2701. height = 5;
  2702. }
  2703. }
  2704. return `[${width}×${height}]×${sk[0]}T`;
  2705. }
  2706. },
  2707. {name:"Fixed starting position",otLangName:{chs:"固定起手位置",cht:"固定起手位置"},
  2708. function:cards=>cards.filter(card=>{
  2709. const searchTypeArray = [273];
  2710. const skill = getCardActiveSkill(card, searchTypeArray);
  2711. return skill;
  2712. })
  2713. },
  2714. ]},
  2715. {group:true,name:"Orbs Drop",otLangName:{chs:"珠子掉落 类",cht:"珠子掉落 類"}, functions: [
  2716. {name:"Drop Enhanced Orbs",otLangName:{chs:"掉落强化宝珠 buff",cht:"掉落強化寶珠 buff"},
  2717. function:cards=>{
  2718. const searchTypeArray = [180];
  2719. return cards.filter(card=>{
  2720. const skill = getCardActiveSkill(card, searchTypeArray);
  2721. return skill;
  2722. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2723. },
  2724. addition:card=>{
  2725. const searchTypeArray = [180];
  2726. const skill = getCardActiveSkill(card, searchTypeArray);
  2727. if (!skill) return;
  2728. const sk = skill.params;
  2729. return `${sk[1]}%×${sk[0]}T`;
  2730. }
  2731. },
  2732. {name:"Drop locked orbs(any color)",otLangName:{chs:"掉锁(不限色)",cht:"掉鎖(不限色)"},
  2733. function:cards=>{
  2734. const searchTypeArray = [205];
  2735. return cards.filter(card=>{
  2736. const skill = getCardActiveSkill(card, searchTypeArray);
  2737. return skill;
  2738. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2739. },
  2740. addition:dropLock_Addition
  2741. },
  2742. {name:"Drop locked orbs(≥6 color)",otLangName:{chs:"掉锁5色+心或全部",cht:"掉鎖5色+心或全部"},
  2743. function:cards=>{
  2744. const searchTypeArray = [205];
  2745. return cards.filter(card=>{
  2746. const skill = getCardActiveSkill(card, searchTypeArray);
  2747. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2748. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2749. },
  2750. addition:dropLock_Addition
  2751. },
  2752. {group:true,name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"}, functions: [
  2753. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2754. function:cards=>cards.filter(card=>{
  2755. const searchTypeArray = [126];
  2756. const skill = getCardActiveSkill(card, searchTypeArray);
  2757. return skill;
  2758. }),
  2759. addition:dropOrb_Addition
  2760. },
  2761. {name:"Drop rate - Attr. - Fire",otLangName:{chs:"掉落率提升-属性-火",cht:"掉落率提升-屬性-火"},
  2762. function:cards=>cards.filter(card=>{
  2763. const searchTypeArray = [126];
  2764. const skill = getCardActiveSkill(card, searchTypeArray);
  2765. return skill && (skill.params[0] & 0b1);
  2766. }),
  2767. addition:dropOrb_Addition
  2768. },
  2769. {name:"Drop rate - Attr. - Water",otLangName:{chs:"掉落率提升-属性-水",cht:"掉落率提升-屬性-水"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [126];
  2772. const skill = getCardActiveSkill(card, searchTypeArray);
  2773. return skill && (skill.params[0] & 0b10);
  2774. }),
  2775. addition:dropOrb_Addition
  2776. },
  2777. {name:"Drop rate - Attr. - Wood",otLangName:{chs:"掉落率提升-属性-木",cht:"掉落率提升-屬性-木"},
  2778. function:cards=>cards.filter(card=>{
  2779. const searchTypeArray = [126];
  2780. const skill = getCardActiveSkill(card, searchTypeArray);
  2781. return skill && (skill.params[0] & 0b100);
  2782. }),
  2783. addition:dropOrb_Addition
  2784. },
  2785. {name:"Drop rate - Attr. - Light",otLangName:{chs:"掉落率提升-属性-光",cht:"掉落率提升-屬性-光"},
  2786. function:cards=>cards.filter(card=>{
  2787. const searchTypeArray = [126];
  2788. const skill = getCardActiveSkill(card, searchTypeArray);
  2789. return skill && (skill.params[0] & 0b1000);
  2790. }),
  2791. addition:dropOrb_Addition
  2792. },
  2793. {name:"Drop rate - Attr. - Dark",otLangName:{chs:"掉落率提升-属性-暗",cht:"掉落率提升-屬性-暗"},
  2794. function:cards=>cards.filter(card=>{
  2795. const searchTypeArray = [126];
  2796. const skill = getCardActiveSkill(card, searchTypeArray);
  2797. return skill && (skill.params[0] & 0b1_0000);
  2798. }),
  2799. addition:dropOrb_Addition
  2800. },
  2801. {name:"Drop rate - Attr. - Heart",otLangName:{chs:"掉落率提升-属性-心",cht:"掉落率提升-屬性-心"},
  2802. function:cards=>cards.filter(card=>{
  2803. const searchTypeArray = [126];
  2804. const skill = getCardActiveSkill(card, searchTypeArray);
  2805. return skill && (skill.params[0] & 0b10_0000);
  2806. }),
  2807. addition:dropOrb_Addition
  2808. },
  2809. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废",cht:"掉落率提升-屬性-毒、廢"},
  2810. function:cards=>cards.filter(card=>{
  2811. const searchTypeArray = [126];
  2812. const skill = getCardActiveSkill(card, searchTypeArray);
  2813. return skill && (skill.params[0] & 0b11_1100_0000);
  2814. }),
  2815. addition:dropOrb_Addition
  2816. },
  2817. {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"},
  2818. function:cards=>cards.filter(card=>{
  2819. const searchTypeArray = [126];
  2820. const skill = getCardActiveSkill(card, searchTypeArray);
  2821. return skill && skill.params[1] >= 99;
  2822. }),
  2823. addition:dropOrb_Addition
  2824. },
  2825. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2826. function:cards=>cards.filter(card=>{
  2827. const searchTypeArray = [126];
  2828. const skill = getCardActiveSkill(card, searchTypeArray);
  2829. return skill && skill.params[3] == 100;
  2830. }),
  2831. addition:dropOrb_Addition
  2832. },
  2833. ]},
  2834. {name:"Drop Nail Orbs",otLangName:{chs:"掉落钉珠 buff",cht:"掉落釘珠 buff"},
  2835. function:cards=>{
  2836. const searchTypeArray = [226];
  2837. return cards.filter(card=>{
  2838. const skill = getCardActiveSkill(card, searchTypeArray);
  2839. return skill;
  2840. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2841. },
  2842. addition:card=>{
  2843. const searchTypeArray = [226];
  2844. const skill = getCardActiveSkill(card, searchTypeArray);
  2845. if (!skill) return;
  2846. const sk = skill.params;
  2847. const fragment = document.createDocumentFragment();
  2848. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2849. return fragment;
  2850. }
  2851. },
  2852. {name:"Drop Thorn Orbs",otLangName:{chs:"掉落荆棘 debuff",cht:"掉落荊棘 debuff"},
  2853. function:cards=>{
  2854. const searchTypeArray = [243];
  2855. return cards.filter(card=>{
  2856. const skill = getCardActiveSkill(card, searchTypeArray);
  2857. return skill;
  2858. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2859. },
  2860. addition:card=>{
  2861. const searchTypeArray = [243];
  2862. const skill = getCardActiveSkill(card, searchTypeArray);
  2863. if (!skill) return;
  2864. const sk = skill.params;
  2865. const fragment = document.createDocumentFragment();
  2866. fragment.append(createSkillIcon('orb-thorn'));
  2867. if ((sk[1] & 0b1111111111) != 1023) {
  2868. let attrs = Bin.unflags(sk[1]);
  2869. fragment.append(createOrbsList(attrs));
  2870. }
  2871. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2872. return fragment;
  2873. }
  2874. },
  2875. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2876. function:cards=>{
  2877. const searchTypeArray = [253];
  2878. return cards.filter(card=>{
  2879. const skill = getCardActiveSkill(card, searchTypeArray);
  2880. return skill;
  2881. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2882. },
  2883. addition:card=>{
  2884. const searchTypeArray = [253];
  2885. const skill = getCardActiveSkill(card, searchTypeArray);
  2886. if (!skill) return;
  2887. const sk = skill.params;
  2888. const fragment = document.createDocumentFragment();
  2889. fragment.append(createSkillIcon('prediction-falling'));
  2890. fragment.append(`×${sk[0]}T`);
  2891. return fragment;
  2892. }
  2893. },
  2894. ]},
  2895. {group:true,name:"Change all Orbs on Board",otLangName:{chs:"洗板类",cht:"洗板類"}, functions: [
  2896. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意",cht:"洗版-任意"},
  2897. function:cards=>cards.filter(card=>{
  2898. const searchTypeArray = [71];
  2899. const skill = getCardActiveSkill(card, searchTypeArray);
  2900. return skill;
  2901. }),
  2902. addition:boardChange_Addition
  2903. },
  2904. {group:true,name:"Colors Count",otLangName:{chs:"颜色数量",cht:"颜色数量"}, functions: [
  2905. {name:"To 1 color(Farm)",otLangName:{chs:"1色(花火)",cht:"1色(花火)"},
  2906. function:cards=>cards.filter(card=>{
  2907. const searchTypeArray = [71];
  2908. const skill = getCardActiveSkill(card, searchTypeArray);
  2909. return boardChange_ColorTypes(skill).length == 1;
  2910. }),
  2911. addition:boardChange_Addition
  2912. },
  2913. {name:"To 2 color",otLangName:{chs:"2色",cht:"2色"},
  2914. function:cards=>cards.filter(card=>{
  2915. const searchTypeArray = [71];
  2916. const skill = getCardActiveSkill(card, searchTypeArray);
  2917. return boardChange_ColorTypes(skill).length == 2;
  2918. }),
  2919. addition:boardChange_Addition
  2920. },
  2921. {name:"To 3 color",otLangName:{chs:"3色",cht:"3色"},
  2922. function:cards=>cards.filter(card=>{
  2923. const searchTypeArray = [71];
  2924. const skill = getCardActiveSkill(card, searchTypeArray);
  2925. return boardChange_ColorTypes(skill).length == 3;
  2926. }),
  2927. addition:boardChange_Addition
  2928. },
  2929. {name:"To 4 color",otLangName:{chs:"4色",cht:"4色"},
  2930. function:cards=>cards.filter(card=>{
  2931. const searchTypeArray = [71];
  2932. const skill = getCardActiveSkill(card, searchTypeArray);
  2933. return boardChange_ColorTypes(skill).length == 4;
  2934. }),
  2935. addition:boardChange_Addition
  2936. },
  2937. {name:"To 5 color",otLangName:{chs:"5色",cht:"5色"},
  2938. function:cards=>cards.filter(card=>{
  2939. const searchTypeArray = [71];
  2940. const skill = getCardActiveSkill(card, searchTypeArray);
  2941. return boardChange_ColorTypes(skill).length == 5;
  2942. }),
  2943. addition:boardChange_Addition
  2944. },
  2945. {name:"To ≥6 color",otLangName:{chs:"6色以上",cht:"6色以上"},
  2946. function:cards=>cards.filter(card=>{
  2947. const searchTypeArray = [71];
  2948. const skill = getCardActiveSkill(card, searchTypeArray);
  2949. return boardChange_ColorTypes(skill).length >= 6;
  2950. }),
  2951. addition:boardChange_Addition
  2952. },
  2953. ]},
  2954. {group:true,name:"Include Color",otLangName:{chs:"包含颜色",cht:"包含颜色"}, functions: [
  2955. {name:"Include Fire",otLangName:{chs:"含火",cht:"含火"},
  2956. function:cards=>cards.filter(card=>{
  2957. const searchTypeArray = [71];
  2958. const skill = getCardActiveSkill(card, searchTypeArray);
  2959. return boardChange_ColorTypes(skill).includes(0);
  2960. }),
  2961. addition:boardChange_Addition
  2962. },
  2963. {name:"Include Water",otLangName:{chs:"含水",cht:"含水"},
  2964. function:cards=>cards.filter(card=>{
  2965. const searchTypeArray = [71];
  2966. const skill = getCardActiveSkill(card, searchTypeArray);
  2967. return boardChange_ColorTypes(skill).includes(1);
  2968. }),
  2969. addition:boardChange_Addition
  2970. },
  2971. {name:"Include Wood",otLangName:{chs:"含木",cht:"含木"},
  2972. function:cards=>cards.filter(card=>{
  2973. const searchTypeArray = [71];
  2974. const skill = getCardActiveSkill(card, searchTypeArray);
  2975. return boardChange_ColorTypes(skill).includes(2);
  2976. }),
  2977. addition:boardChange_Addition
  2978. },
  2979. {name:"Include Light",otLangName:{chs:"含光",cht:"含光"},
  2980. function:cards=>cards.filter(card=>{
  2981. const searchTypeArray = [71];
  2982. const skill = getCardActiveSkill(card, searchTypeArray);
  2983. return boardChange_ColorTypes(skill).includes(3);
  2984. }),
  2985. addition:boardChange_Addition
  2986. },
  2987. {name:"Include Dark",otLangName:{chs:"含暗",cht:"含暗"},
  2988. function:cards=>cards.filter(card=>{
  2989. const searchTypeArray = [71];
  2990. const skill = getCardActiveSkill(card, searchTypeArray);
  2991. return boardChange_ColorTypes(skill).includes(4);
  2992. }),
  2993. addition:boardChange_Addition
  2994. },
  2995. {name:"Include Heart",otLangName:{chs:"含心",cht:"含心"},
  2996. function:cards=>cards.filter(card=>{
  2997. const searchTypeArray = [71];
  2998. const skill = getCardActiveSkill(card, searchTypeArray);
  2999. return boardChange_ColorTypes(skill).includes(5);
  3000. }),
  3001. addition:boardChange_Addition
  3002. },
  3003. {name:"Include Jammers/Poison",otLangName:{chs:"含毒废",cht:"含毒廢"},
  3004. function:cards=>cards.filter(card=>{
  3005. const searchTypeArray = [71];
  3006. const skill = getCardActiveSkill(card, searchTypeArray);
  3007. const colors = boardChange_ColorTypes(skill);
  3008. return colors.includes(6)
  3009. || colors.includes(7)
  3010. || colors.includes(8)
  3011. || colors.includes(9);
  3012. }),
  3013. addition:boardChange_Addition
  3014. },
  3015. ]},
  3016. ]},
  3017. {group:true,name:"Orbs Color Change",otLangName:{chs:"指定色转珠类",cht:"指定色轉珠類"}, functions: [
  3018. {group:true,name:"To Color",otLangName:{chs:"转为颜色",cht:"转为颜色"}, functions: [
  3019. {name:"To Fire",otLangName:{chs:"变为-火",cht:"變爲-火"},
  3020. function:cards=>cards.filter(card=>{
  3021. const searchTypeArray = [9,20,154];
  3022. const skills = getCardActiveSkills(card, searchTypeArray);
  3023. if (!skills.length) return false;
  3024. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3025. return parsedSkills.some(p=>p.to.includes(0));
  3026. }),
  3027. addition:changeOrbs_Addition
  3028. },
  3029. {name:"To Water",otLangName:{chs:"变为-水",cht:"變爲-水"},
  3030. function:cards=>cards.filter(card=>{
  3031. const searchTypeArray = [9,20,154];
  3032. const skills = getCardActiveSkills(card, searchTypeArray);
  3033. if (!skills.length) return false;
  3034. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3035. return parsedSkills.some(p=>p.to.includes(1));
  3036. }),
  3037. addition:changeOrbs_Addition
  3038. },
  3039. {name:"To Wood",otLangName:{chs:"变为-木",cht:"變爲-木"},
  3040. function:cards=>cards.filter(card=>{
  3041. const searchTypeArray = [9,20,154];
  3042. const skills = getCardActiveSkills(card, searchTypeArray);
  3043. if (!skills.length) return false;
  3044. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3045. return parsedSkills.some(p=>p.to.includes(2));
  3046. }),
  3047. addition:changeOrbs_Addition
  3048. },
  3049. {name:"To Light",otLangName:{chs:"变为-光",cht:"變爲-光"},
  3050. function:cards=>cards.filter(card=>{
  3051. const searchTypeArray = [9,20,154];
  3052. const skills = getCardActiveSkills(card, searchTypeArray);
  3053. if (!skills.length) return false;
  3054. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3055. return parsedSkills.some(p=>p.to.includes(3));
  3056. }),
  3057. addition:changeOrbs_Addition
  3058. },
  3059. {name:"To Dark",otLangName:{chs:"变为-暗",cht:"變爲-暗"},
  3060. function:cards=>cards.filter(card=>{
  3061. const searchTypeArray = [9,20,154];
  3062. const skills = getCardActiveSkills(card, searchTypeArray);
  3063. if (!skills.length) return false;
  3064. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3065. return parsedSkills.some(p=>p.to.includes(4));
  3066. }),
  3067. addition:changeOrbs_Addition
  3068. },
  3069. {name:"To Heal",otLangName:{chs:"变为-心",cht:"變爲-心"},
  3070. function:cards=>cards.filter(card=>{
  3071. const searchTypeArray = [9,20,154];
  3072. const skills = getCardActiveSkills(card, searchTypeArray);
  3073. if (!skills.length) return false;
  3074. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3075. return parsedSkills.some(p=>p.to.includes(5));
  3076. }),
  3077. addition:changeOrbs_Addition
  3078. },
  3079. {name:"To Jammers/Poison",otLangName:{chs:"变为-毒废",cht:"變爲-毒廢"},
  3080. function:cards=>cards.filter(card=>{
  3081. const searchTypeArray = [9,20,154];
  3082. const skills = getCardActiveSkills(card, searchTypeArray);
  3083. if (!skills.length) return false;
  3084. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3085. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  3086. }),
  3087. addition:changeOrbs_Addition
  3088. },
  3089. ]},
  3090. {group:true,name:"From Color",otLangName:{chs:"转走颜色",cht:"转走颜色"}, functions: [
  3091. {name:"From Fire",otLangName:{chs:"转走-火",cht:"轉走-火"},
  3092. function:cards=>cards.filter(card=>{
  3093. const searchTypeArray = [9,20,154];
  3094. const skills = getCardActiveSkills(card, searchTypeArray);
  3095. if (!skills.length) return false;
  3096. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3097. return parsedSkills.some(p=>p.from.includes(0));
  3098. }),
  3099. addition:changeOrbs_Addition
  3100. },
  3101. {name:"From Water",otLangName:{chs:"转走-水",cht:"轉走-水"},
  3102. function:cards=>cards.filter(card=>{
  3103. const searchTypeArray = [9,20,154];
  3104. const skills = getCardActiveSkills(card, searchTypeArray);
  3105. if (!skills.length) return false;
  3106. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3107. return parsedSkills.some(p=>p.from.includes(1));
  3108. }),
  3109. addition:changeOrbs_Addition
  3110. },
  3111. {name:"From Wood",otLangName:{chs:"转走-木",cht:"轉走-木"},
  3112. function:cards=>cards.filter(card=>{
  3113. const searchTypeArray = [9,20,154];
  3114. const skills = getCardActiveSkills(card, searchTypeArray);
  3115. if (!skills.length) return false;
  3116. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3117. return parsedSkills.some(p=>p.from.includes(2));
  3118. }),
  3119. addition:changeOrbs_Addition
  3120. },
  3121. {name:"From Light",otLangName:{chs:"转走-光",cht:"轉走-光"},
  3122. function:cards=>cards.filter(card=>{
  3123. const searchTypeArray = [9,20,154];
  3124. const skills = getCardActiveSkills(card, searchTypeArray);
  3125. if (!skills.length) return false;
  3126. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3127. return parsedSkills.some(p=>p.from.includes(3));
  3128. }),
  3129. addition:changeOrbs_Addition
  3130. },
  3131. {name:"From Dark",otLangName:{chs:"转走-暗",cht:"轉走-暗"},
  3132. function:cards=>cards.filter(card=>{
  3133. const searchTypeArray = [9,20,154];
  3134. const skills = getCardActiveSkills(card, searchTypeArray);
  3135. if (!skills.length) return false;
  3136. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3137. return parsedSkills.some(p=>p.from.includes(4));
  3138. }),
  3139. addition:changeOrbs_Addition
  3140. },
  3141. {name:"From Heart",otLangName:{chs:"转走-心",cht:"轉走-心"},
  3142. function:cards=>cards.filter(card=>{
  3143. const searchTypeArray = [9,20,154];
  3144. const skills = getCardActiveSkills(card, searchTypeArray);
  3145. if (!skills.length) return false;
  3146. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3147. return parsedSkills.some(p=>p.from.includes(5));
  3148. }),
  3149. addition:changeOrbs_Addition
  3150. },
  3151. {name:"From Jammers/Poison",otLangName:{chs:"转走-毒废",cht:"轉走-毒廢"},
  3152. function:cards=>cards.filter(card=>{
  3153. const searchTypeArray = [9,20,154];
  3154. const skills = getCardActiveSkills(card, searchTypeArray);
  3155. if (!skills.length) return false;
  3156. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3157. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  3158. }),
  3159. addition:changeOrbs_Addition
  3160. },
  3161. ]},
  3162. ]},
  3163. {group:true,name:"Random Create Orbs",otLangName:{chs:"随机产珠类",cht:"隨機產珠類"}, functions: [
  3164. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  3165. function:cards=>cards.filter(card=>{
  3166. function is1515(sk)
  3167. {
  3168. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  3169. }
  3170. const searchTypeArray = [141];
  3171. const skill = getCardActiveSkill(card, searchTypeArray);
  3172. return skill && is1515(skill.params);
  3173. }),
  3174. addition:generateOrbs_Addition
  3175. },
  3176. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  3177. function:cards=>cards.filter(card=>{
  3178. function is30(sk)
  3179. {
  3180. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  3181. }
  3182. const searchTypeArray = [141];
  3183. const skill = getCardActiveSkill(card, searchTypeArray);
  3184. return skill && is30(skill.params);
  3185. }),
  3186. addition:generateOrbs_Addition
  3187. },
  3188. {group:true,name:"Orb Color",otLangName:{chs:"生成颜色",cht:"生成颜色"}, functions: [
  3189. {name:"6 color Orbs",otLangName:{chs:"6色",cht:"6色"},
  3190. function:cards=>cards.filter(card=>{
  3191. const gens = generateOrbsParse(card);
  3192. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  3193. }),
  3194. addition:generateOrbs_Addition
  3195. },
  3196. {name:"Fire Orbs",otLangName:{chs:"火",cht:"火"},
  3197. function:cards=>cards.filter(card=>{
  3198. const gens = generateOrbsParse(card);
  3199. return gens.some(gen=>gen.to & 0b000001);
  3200. }),
  3201. addition:generateOrbs_Addition
  3202. },
  3203. {name:"Water Orbs",otLangName:{chs:"水",cht:"水"},
  3204. function:cards=>cards.filter(card=>{
  3205. const gens = generateOrbsParse(card);
  3206. return gens.some(gen=>gen.to & 0b000010);
  3207. }),
  3208. addition:generateOrbs_Addition
  3209. },
  3210. {name:"Wood Orbs",otLangName:{chs:"木",cht:"木"},
  3211. function:cards=>cards.filter(card=>{
  3212. const gens = generateOrbsParse(card);
  3213. return gens.some(gen=>gen.to & 0b000100);
  3214. }),
  3215. addition:generateOrbs_Addition
  3216. },
  3217. {name:"Light Orbs",otLangName:{chs:"光",cht:"光"},
  3218. function:cards=>cards.filter(card=>{
  3219. const gens = generateOrbsParse(card);
  3220. return gens.some(gen=>gen.to & 0b001000);
  3221. }),
  3222. addition:generateOrbs_Addition
  3223. },
  3224. {name:"Dark Orbs",otLangName:{chs:"暗",cht:"暗"},
  3225. function:cards=>cards.filter(card=>{
  3226. const gens = generateOrbsParse(card);
  3227. return gens.some(gen=>gen.to & 0b010000);
  3228. }),
  3229. addition:generateOrbs_Addition
  3230. },
  3231. {name:"Heart Orbs",otLangName:{chs:"心",cht:"心"},
  3232. function:cards=>cards.filter(card=>{
  3233. const gens = generateOrbsParse(card);
  3234. return gens.some(gen=>gen.to & 0b100000);
  3235. }),
  3236. addition:generateOrbs_Addition
  3237. },
  3238. {name:"Jammers/Poison Orbs",otLangName:{chs:"毒废",cht:"毒廢"},
  3239. function:cards=>cards.filter(card=>{
  3240. const gens = generateOrbsParse(card);
  3241. return gens.some(gen=>gen.to & 0b1111000000);
  3242. }),
  3243. addition:generateOrbs_Addition
  3244. },
  3245. ]},
  3246. ]},
  3247. {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: [
  3248. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3249. function:cards=>cards.filter(card=>{
  3250. const searchTypeArray = [176];
  3251. const skill = getCardActiveSkill(card, searchTypeArray);
  3252. return skill;
  3253. }),
  3254. addition:card=>{
  3255. const searchTypeArray = [176];
  3256. const skills = getCardActiveSkills(card, searchTypeArray);
  3257. if (!skills.length) return;
  3258. const fragment = document.createDocumentFragment();
  3259. fragment.appendChild(document.createTextNode(`形状`));
  3260. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3261. return fragment;
  3262. }
  3263. },
  3264. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3265. function:cards=>cards.filter(card=>{
  3266. function isOuterEdges(sk)
  3267. {
  3268. const baseLineNum1 = 0b111111;
  3269. const baseLineNum2 = 0b100001;
  3270. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3271. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3272. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3273. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3274. shapeThisRowOk(sk[4], baseLineNum1);
  3275. }
  3276. const searchTypeArray = [176];
  3277. const skill = getCardActiveSkill(card, searchTypeArray);
  3278. return skill && isOuterEdges(skill.params);
  3279. }),
  3280. addition:card=>{
  3281. const searchTypeArray = [176];
  3282. const skill = getCardActiveSkill(card, searchTypeArray);
  3283. if (!skill) return;
  3284. const sk = skill.params;
  3285. const fragment = document.createDocumentFragment();
  3286. fragment.appendChild(document.createTextNode(`外圈`));
  3287. fragment.appendChild(createOrbsList(sk[5]));
  3288. return fragment;
  3289. }
  3290. },
  3291. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3292. function:cards=>cards.filter(card=>{
  3293. function is3x3(sk)
  3294. {
  3295. const baseLineNum = 0b111;
  3296. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3297. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3298. {
  3299. lineNumArr.push(_lineNum);
  3300. }
  3301. for (let ri=0; ri<3; ri++)
  3302. {
  3303. //搜索所有可能的行存在
  3304. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3305. if (maybeLineNum.length < 1) continue;
  3306. maybeLineNum = maybeLineNum.filter(lineNum=>
  3307. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3308. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3309. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3310. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3311. );
  3312. if (maybeLineNum.length > 0) return true;
  3313. }
  3314. return false;
  3315. }
  3316. const searchTypeArray = [176];
  3317. const skill = getCardActiveSkill(card, searchTypeArray);
  3318. return skill && is3x3(skill.params.slice(0,5));
  3319. }),
  3320. addition:card=>{
  3321. const searchTypeArray = [176];
  3322. const skill = getCardActiveSkill(card, searchTypeArray);
  3323. if (!skill) return;
  3324. const sk = skill.params;
  3325. const fragment = document.createDocumentFragment();
  3326. fragment.appendChild(document.createTextNode(`3×3`));
  3327. fragment.appendChild(createOrbsList(sk[5]));
  3328. return fragment;
  3329. }
  3330. },
  3331. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3332. function:cards=>cards.filter(card=>{
  3333. const searchTypeArray = [176];
  3334. const skills = getCardActiveSkills(card, searchTypeArray);
  3335. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3336. }),
  3337. addition:function(card){
  3338. const searchTypeArray = [176];
  3339. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3340. if (!skills.length) return;
  3341. const fragment = document.createDocumentFragment();
  3342. fragment.appendChild(document.createTextNode(`十字`));
  3343. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3344. return fragment;
  3345. },
  3346. },
  3347. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3348. function:cards=>cards.filter(card=>{
  3349. const searchTypeArray = [176];
  3350. const skills = getCardActiveSkills(card, searchTypeArray);
  3351. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3352. }),
  3353. addition:function(card){
  3354. const searchTypeArray = [176];
  3355. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3356. if (!skills.length) return;
  3357. const fragment = document.createDocumentFragment();
  3358. fragment.appendChild(document.createTextNode(`L字`));
  3359. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3360. return fragment;
  3361. },
  3362. },
  3363. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3364. function:cards=>cards.filter(card=>{
  3365. const searchTypeArray = [127];
  3366. const skill = getCardActiveSkill(card, searchTypeArray);
  3367. return skill;
  3368. }),
  3369. addition:generateColumnOrbs_Addition
  3370. },
  3371. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3372. function:cards=>cards.filter(card=>{
  3373. function isHeart(sk)
  3374. {
  3375. for (let i=1;i<sk.length;i+=2)
  3376. {
  3377. if (sk[i] & 32)
  3378. {
  3379. return true;
  3380. }
  3381. }
  3382. }
  3383. const searchTypeArray = [127];
  3384. const skill = getCardActiveSkill(card, searchTypeArray);
  3385. return skill && isHeart(skill.params);
  3386. }),
  3387. addition:generateColumnOrbs_Addition
  3388. },
  3389. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3390. function:cards=>cards.filter(card=>{
  3391. const searchTypeArray = [128];
  3392. const skill = getCardActiveSkill(card, searchTypeArray);
  3393. return skill;
  3394. }),
  3395. addition:generateRowOrbs_Addition
  3396. },
  3397. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3398. function:cards=>cards.filter(card=>{
  3399. const searchTypeArray = [128];
  3400. const skill = getCardActiveSkill(card, searchTypeArray);
  3401. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3402. }),
  3403. addition:generateRowOrbs_Addition
  3404. },
  3405. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3406. function:cards=>cards.filter(card=>{
  3407. const searchTypeArray = [128];
  3408. const skill = getCardActiveSkill(card, searchTypeArray);
  3409. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3410. }),
  3411. addition:generateRowOrbs_Addition
  3412. },
  3413. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3414. function:cards=>cards.filter(card=>{
  3415. const searchTypeArray = [128];
  3416. const skill = getCardActiveSkill(card, searchTypeArray);
  3417. return skill && ((skill.params[0] | skill.params[2]) & 0b1110);
  3418. }),
  3419. addition:generateRowOrbs_Addition
  3420. },
  3421. {name:"Extensive horizontal(Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3422. function:cards=>cards.filter(card=>{
  3423. const searchTypeArray = [128,71,176];
  3424. function isRow(skill)
  3425. {
  3426. const sk = skill.params;
  3427. if (skill.type === 128) {//普通横
  3428. return true;
  3429. }
  3430. else if (skill.type === 71) {//花火
  3431. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3432. }
  3433. else if (skill.type === 176) {//特殊形状
  3434. return sk.some(n=>(n & 0b111111) === 0b111111)
  3435. }
  3436. return false;
  3437. }
  3438. const skill = getCardActiveSkill(card, searchTypeArray);
  3439. return skill && isRow(skill);
  3440. })
  3441. },
  3442. ]},
  3443. {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: [
  3444. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3445. function:cards=>{
  3446. const searchTypeArray = [6, 161, 261];
  3447. return cards.filter(card=>{
  3448. const skill = getCardActiveSkill(card, searchTypeArray);
  3449. return skill;
  3450. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3451. },
  3452. addition: gravity_Addition
  3453. },
  3454. {name:"Current HP",otLangName:{chs:"敌人当前血量",cht:"敵人當前血量"},
  3455. function:cards=>{
  3456. const searchTypeArray = [6, 261];
  3457. return cards.filter(card=>{
  3458. const skill = getCardActiveSkill(card, searchTypeArray);
  3459. return skill;
  3460. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3461. },
  3462. addition: gravity_Addition
  3463. },
  3464. {name:"Max HP",otLangName:{chs:"敌人最大血量",cht:"敵人最大血量"},
  3465. function:cards=>{
  3466. const searchTypeArray = [161];
  3467. return cards.filter(card=>{
  3468. const skill = getCardActiveSkill(card, searchTypeArray);
  3469. return skill;
  3470. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3471. },
  3472. addition: gravity_Addition
  3473. },
  3474. {name:"Breaking Shield",otLangName:{chs:"破白盾",cht:"破白盾"},
  3475. function:cards=>{
  3476. const searchTypeArray = [259];
  3477. return cards.filter(card=>{
  3478. const skill = getCardActiveSkill(card, searchTypeArray);
  3479. return skill;
  3480. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3481. },
  3482. addition:card=>{
  3483. const searchTypeArray = [259];
  3484. const skill = getCardActiveSkill(card, searchTypeArray);
  3485. if (!skill) return;
  3486. const sk = skill.params;
  3487. const fragment = document.createDocumentFragment();
  3488. fragment.appendChild(createSkillIcon('breaking-shield'));
  3489. fragment.append(`-${sk[0]}%`);
  3490. return fragment;
  3491. }
  3492. },
  3493. ]},
  3494. {group:true,name:"Damage Enemy - Fixed damage",otLangName:{chs:"对敌直接伤害类-固伤",cht:"對敵直接傷害類-固傷"}, functions: [
  3495. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3496. function:cards=>{
  3497. const searchTypeArray = [55,188,56];
  3498. return cards.filter(card=>{
  3499. const skill = getCardActiveSkill(card, searchTypeArray);
  3500. return skill;
  3501. }).sort((a,b)=>{
  3502. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3503. 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);
  3504. return a_pC - b_pC;
  3505. });
  3506. },
  3507. addition:dixedDamage_Addition
  3508. },
  3509. {name:"Single",otLangName:{chs:"单体",cht:"單體"},
  3510. function:cards=>{
  3511. const searchTypeArray = [55,188];
  3512. return cards.filter(card=>{
  3513. const skill = getCardActiveSkill(card, searchTypeArray);
  3514. return skill;
  3515. }).sort((a,b)=>{
  3516. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3517. 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);
  3518. return a_pC - b_pC;
  3519. });
  3520. },
  3521. addition:dixedDamage_Addition
  3522. },
  3523. {name:"Mass",otLangName:{chs:"全体",cht:"全體"},
  3524. function:cards=>{
  3525. const searchTypeArray = [56];
  3526. return cards.filter(card=>{
  3527. const skill = getCardActiveSkill(card, searchTypeArray);
  3528. return skill;
  3529. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3530. },
  3531. addition:dixedDamage_Addition
  3532. },
  3533. ]},
  3534. {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: [
  3535. {group:true,name:"Target",otLangName:{chs:"对象",cht:"對象"}, functions: [
  3536. {name:"Target - Single",otLangName:{chs:"对象-敌方单体",cht:"對象-敵方單體"},
  3537. function:cards=>cards.filter(card=>{
  3538. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3539. function isSingle(skill)
  3540. {
  3541. if (skill.type == 110)
  3542. return Boolean(skill.params[0]);
  3543. else if (skill.type == 144)
  3544. return Boolean(skill.params[2]);
  3545. else
  3546. return true;
  3547. }
  3548. const skill = getCardActiveSkill(card, searchTypeArray);
  3549. return skill && isSingle(skill);
  3550. }),
  3551. addition: numericalATK_Addition
  3552. },
  3553. {name:"Target - Mass",otLangName:{chs:"对象-敌方全体",cht:"對象-敵方全體"},
  3554. function:cards=>cards.filter(card=>{
  3555. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3556. function isAll(skill)
  3557. {
  3558. if (skill.type == 110)
  3559. return !Boolean(skill.params[0]);
  3560. else if (skill.type == 144)
  3561. return !Boolean(skill.params[2]);
  3562. else
  3563. return true;
  3564. }
  3565. const skill = getCardActiveSkill(card, searchTypeArray);
  3566. return skill && skill.id!=0 && isAll(skill);
  3567. }),
  3568. addition: numericalATK_Addition
  3569. },
  3570. {name:"Target - Designate Attr",otLangName:{chs:"对象-指定属性敌人",cht:"對象-指定屬性敵人"},
  3571. function:cards=>cards.filter(card=>{
  3572. const searchTypeArray = [42];
  3573. const skill = getCardActiveSkill(card, searchTypeArray);
  3574. return skill;
  3575. })
  3576. },
  3577. ]},
  3578. {group:true,name:"Attribute",otLangName:{chs:"属性",cht:"屬性"}, functions: [
  3579. {name:"Actors self attr.",otLangName:{chs:"释放者自身属性",cht:"釋放者自身屬性"},
  3580. function:cards=>cards.filter(card=>{
  3581. const searchTypeArray = [2,35];
  3582. const skill = getCardActiveSkill(card, searchTypeArray);
  3583. return skill;
  3584. })
  3585. },
  3586. ]},
  3587. {group:true,name:"Damage",otLangName:{chs:"伤害",cht:"傷害"}, functions: [
  3588. {name:"Damage - Rate by Actors self ATK",otLangName:{chs:"伤害-自身攻击倍率",cht:"傷害-自身攻擊倍率"},
  3589. function:cards=>cards.filter(card=>{
  3590. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3591. const skill = getCardActiveSkill(card, searchTypeArray);
  3592. return skill && skill.id!=0;
  3593. }).sort((a,b)=>{
  3594. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3595. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3596. function getNumber(skill)
  3597. {
  3598. const sk = skill.params;
  3599. switch(skill.type)
  3600. {
  3601. case 0:
  3602. case 37:
  3603. case 58:
  3604. case 59:
  3605. case 84:
  3606. case 85:
  3607. case 115:
  3608. return sk[1];
  3609. case 2:
  3610. case 35:
  3611. return sk[0];
  3612. default:
  3613. return 0;
  3614. }
  3615. }
  3616. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3617. return a_pC - b_pC;
  3618. }),
  3619. addition: numericalATK_Addition
  3620. },
  3621. {name:"Damage - Fixed Attr Number",otLangName:{chs:"伤害-指定属性数值",cht:"傷害-指定屬性數值"},
  3622. function:cards=>cards.filter(card=>{
  3623. const searchTypeArray = [1,42,86,87];
  3624. const skill = getCardActiveSkill(card, searchTypeArray);
  3625. return skill;
  3626. }).sort((a,b)=>{
  3627. const searchTypeArray = [1,42,86,87];
  3628. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3629. function getNumber(skill)
  3630. {
  3631. const sk = skill.params;
  3632. switch(skill.type)
  3633. {
  3634. case 1:
  3635. case 86:
  3636. case 87:
  3637. return sk[1];
  3638. case 42:
  3639. return sk[2];
  3640. default:
  3641. return 0;
  3642. }
  3643. }
  3644. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3645. return a_pC - b_pC;
  3646. }),
  3647. addition: numericalATK_Addition
  3648. },
  3649. {name:"Damage - By remaining HP",otLangName:{chs:"伤害-根据剩余血量",cht:"傷害-根據剩餘血量"},
  3650. function:cards=>{
  3651. const searchTypeArray = [110];
  3652. return cards.filter(card=>{
  3653. const skill = getCardActiveSkill(card, searchTypeArray);
  3654. return skill;
  3655. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3656. },
  3657. addition: numericalATK_Addition
  3658. },
  3659. {name:"Damage - Team total HP",otLangName:{chs:"伤害-队伍总 HP",cht:"傷害-隊伍總 HP"},
  3660. function:cards=>{
  3661. const searchTypeArray = [143];
  3662. return cards.filter(card=>{
  3663. const skill = getCardActiveSkill(card, searchTypeArray);
  3664. return skill;
  3665. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3666. },
  3667. addition: numericalATK_Addition
  3668. },
  3669. {name:"Damage - Team attrs ATK",otLangName:{chs:"伤害-队伍某属性总攻击",cht:"傷害-隊伍某屬性總攻擊"},
  3670. function:cards=>{
  3671. const searchTypeArray = [144];
  3672. return cards.filter(card=>{
  3673. const skill = getCardActiveSkill(card, searchTypeArray);
  3674. return skill;
  3675. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3676. },
  3677. addition: numericalATK_Addition
  3678. },
  3679. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3680. function:cards=>cards.filter(card=>{
  3681. const searchTypeArray = [35,115];
  3682. const skill = getCardActiveSkill(card, searchTypeArray);
  3683. return skill;
  3684. })
  3685. },
  3686. ]},
  3687. ]},
  3688. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3689. function:cards=>cards.filter(card=>{
  3690. if (card.activeSkillId == 0) return false;
  3691. let skill = Skills[card.activeSkillId];
  3692. //单向进化技能,采用最后一个子技能
  3693. if (skill.type == 232) skill = Skills[skill.params.at(-1)];
  3694. return getSkillMinCD(skill) <= 1;
  3695. })
  3696. },
  3697. {name:"Skill Loop less than 4 card",otLangName:{chs:"4 个队员能循环开",cht:"4 個隊員能循環開"},
  3698. function:cards=>cards.filter(card=>{
  3699. if (card.activeSkillId == 0) return false;
  3700. let skill = Skills[card.activeSkillId];
  3701. //单向进化技能,采用最后一个子技能
  3702. if (skill.type === 232) skill = Skills[skill.params.at(-1)];
  3703. /*
  3704. * 202,变身,只能用一次
  3705. * 214,自封技能
  3706. * 218,坐CD,永远都无法循环
  3707. * 250,移除武器,作为基底时直接无法使用
  3708. * 268,使用次数限制
  3709. */
  3710. const cantLoopSkill = getActuallySkills(skill, [202, 214, 218, 250, 268]);
  3711. if (cantLoopSkill.length) return false;
  3712. const minCD = getSkillMinCD(skill); //主动技最小的CD
  3713. let realCD = minCD;
  3714. const skillBoost = getActuallySkills(skill, [146], false); //溜
  3715. if (skillBoost.length) {
  3716. realCD = skillBoost.reduce((cd,subSkill)=>{
  3717. return cd - subSkill.params[0] * 3; //第一个参数是溜几回合,3个角色就是×3
  3718. }, realCD);
  3719. }
  3720. return minCD > 1 && realCD <= 4;
  3721. })
  3722. },
  3723. {name:"Time pause",otLangName:{chs:"时间暂停",cht:"時間暫停"},
  3724. function:cards=>{
  3725. const searchTypeArray = [5, 246, 247];
  3726. return cards.filter(card=>{
  3727. const skill = getCardActiveSkill(card, searchTypeArray);
  3728. return skill;
  3729. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3730. },
  3731. addition:card=>{
  3732. const searchTypeArray = [5, 246, 247];
  3733. const skill = getCardActiveSkill(card, searchTypeArray);
  3734. if (!skill) return;
  3735. const value = skill.params[0];
  3736. return `时停${value}s`;
  3737. }
  3738. },
  3739. {name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3740. function:cards=>cards.filter(card=>{
  3741. const searchTypeArray = [118];
  3742. const skill = getCardActiveSkill(card, searchTypeArray);
  3743. return skill;
  3744. })
  3745. },
  3746. {name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3747. function:cards=>cards.filter(card=>{
  3748. const searchTypeArray = [232, 233];
  3749. const skill = getCardActiveSkill(card, searchTypeArray);
  3750. return skill;
  3751. }),
  3752. addition:card=>{
  3753. const searchTypeArray = [232, 233];
  3754. const skill = getCardActiveSkill(card, searchTypeArray);
  3755. if (!skill) return;
  3756. const value = skill.params[0];
  3757. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3758. }
  3759. },
  3760. {name:"Not Evolved active",otLangName:{chs:"非进化类技能",cht:"非進化類技能"},
  3761. function:cards=>cards.filter(card=>{
  3762. const searchTypeArray = [232, 233];
  3763. const skill = getCardActiveSkill(card, searchTypeArray);
  3764. return !skill;
  3765. })
  3766. },
  3767. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3768. function:cards=>cards.filter(card=>{
  3769. const searchTypeArray = [225];
  3770. const skill = getCardActiveSkill(card, searchTypeArray);
  3771. return skill;
  3772. }),
  3773. addition:card=>{
  3774. const searchTypeArray = [225];
  3775. const skill = getCardActiveSkill(card, searchTypeArray);
  3776. if (!skill) return;
  3777. const sk = skill.params;
  3778. let strArr = [];
  3779. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3780. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3781. return `HP ${strArr.join(" ")}`;
  3782. }
  3783. },
  3784. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3785. function:cards=>cards.filter(card=>{
  3786. const searchTypeArray = [234];
  3787. const skill = getCardActiveSkill(card, searchTypeArray);
  3788. return skill;
  3789. }),
  3790. addition:card=>{
  3791. const searchTypeArray = [234];
  3792. const skill = getCardActiveSkill(card, searchTypeArray);
  3793. if (!skill) return;
  3794. const sk = skill.params;
  3795. let strArr = [];
  3796. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3797. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3798. return `层 ${strArr.join(" ")}`;
  3799. }
  3800. },
  3801. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3802. function:cards=>{
  3803. const searchTypeArray = [248];
  3804. return cards.filter(card=>{
  3805. const skill = getCardActiveSkill(card, searchTypeArray);
  3806. return skill;
  3807. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3808. },
  3809. addition:card=>{
  3810. const searchTypeArray = [248];
  3811. const skill = getCardActiveSkill(card, searchTypeArray);
  3812. if (!skill) return;
  3813. const sk = skill.params;
  3814. return `延迟${sk[0]}T`;
  3815. }
  3816. },
  3817. {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"},
  3818. function:cards=>cards.filter(card=>{
  3819. const searchTypeArray = [255];
  3820. const skill = getCardActiveSkill(card, searchTypeArray);
  3821. return skill;
  3822. }),
  3823. addition:card=>{
  3824. const searchTypeArray = [255];
  3825. const skill = getCardActiveSkill(card, searchTypeArray);
  3826. if (!skill) return;
  3827. const sk = skill.params;
  3828. const fragment = document.createDocumentFragment();
  3829. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3830. return fragment;
  3831. }
  3832. },
  3833. {name:"Has limit of times a skill can be used",otLangName:{chs:"技能使用有次数限制",cht:"技能使用有次數限制"},
  3834. function:cards=>cards.filter(card=>{
  3835. const searchTypeArray = [268];
  3836. const skill = getCardActiveSkill(card, searchTypeArray);
  3837. return skill;
  3838. }),
  3839. addition:card=>{
  3840. const searchTypeArray = [268];
  3841. const skill = getCardActiveSkill(card, searchTypeArray);
  3842. if (!skill) return;
  3843. const sk = skill.params;
  3844. return `限${sk[0]}次`;
  3845. }
  3846. },
  3847. ]},
  3848. {group:true,name:"Leader Skills",otLangName:{chs:"队长技",cht:"隊長技"}, functions: [
  3849. {group:true,name:"Matching Style",otLangName:{chs:"匹配模式",cht:"匹配模式"}, functions: [
  3850. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3851. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3852. },
  3853. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3854. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3855. },
  3856. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3857. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3858. },
  3859. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3860. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3861. },
  3862. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3863. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3864. },
  3865. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3866. function:cards=>cards.filter(card=>{
  3867. const searchTypeArray = [150];
  3868. const skill = getCardLeaderSkill(card, searchTypeArray);
  3869. return skill;
  3870. })
  3871. },
  3872. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3873. function:cards=>cards.filter(card=>{
  3874. const searchTypeArray = [151,209];
  3875. const skill = getCardLeaderSkill(card, searchTypeArray);
  3876. return skill;
  3877. })
  3878. },
  3879. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3880. function:cards=>cards.filter(card=>{
  3881. const searchTypeArray = [157];
  3882. const skill = getCardLeaderSkill(card, searchTypeArray);
  3883. return skill;
  3884. })
  3885. },
  3886. {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"},
  3887. function:cards=>{
  3888. const searchTypeArray = [235];
  3889. return cards.filter(card=>{
  3890. const skill = getCardLeaderSkill(card, searchTypeArray);
  3891. if (!skill) return false;
  3892. const sk = skill.params;
  3893. if (!sk[3] || sk[3] === 100) return false;
  3894. return skill;
  3895. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3896. },
  3897. addition:card=>{
  3898. const searchTypeArray = [235];
  3899. const skill = getCardLeaderSkill(card, searchTypeArray);
  3900. if (!skill) return;
  3901. const sk = skill.params;
  3902. if (!sk[3] || sk[3] === 100) return;
  3903. const fragment = document.createDocumentFragment();
  3904. const sup = document.createElement("sup");
  3905. sup.textContent = "N";
  3906. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3907. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3908. if (sk[1]) {
  3909. fragment.append(`×≥${sk[1]}`);
  3910. } else {
  3911. fragment.append(`×${sk[2]}`);
  3912. }
  3913. return fragment;
  3914. }
  3915. },
  3916. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3917. function:cards=>cards.filter(card=>{
  3918. const searchTypeArray = [177];
  3919. const skill = getCardLeaderSkill(card, searchTypeArray);
  3920. return skill?.params[5];
  3921. })
  3922. },
  3923. {name:"Awakening active",otLangName:{chs:"激活觉醒",cht:"激活覺醒"},
  3924. function:cards=>cards.filter(card=>{
  3925. const searchTypeArray = [271];
  3926. const skill = getCardLeaderSkill(card, searchTypeArray);
  3927. return skill;
  3928. }),
  3929. addition:card=>{
  3930. const searchTypeArray = [271];
  3931. const skill = getCardLeaderSkill(card, searchTypeArray);
  3932. if (!skill) return;
  3933. const parsedSkills = skillParser(skill.id);
  3934. const parsedSkill = parsedSkills.find(subSkil=>
  3935. subSkil
  3936. ?.condition
  3937. ?.awakeningActivated
  3938. ?.awakenings?.length);
  3939. const fragment = document.createDocumentFragment();
  3940. fragment.append("要",creatAwokenList(parsedSkill.condition.awakeningActivated.awakenings));
  3941. return fragment;
  3942. }
  3943. },
  3944. ]},
  3945. {group:true,name:"Restriction/Bind",otLangName:{chs:"限制",cht:"限制"}, functions: [
  3946. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3947. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3948. },
  3949. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3950. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3951. },
  3952. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3953. function:cards=>cards.filter(card=>{
  3954. const searchTypeArray = [162,186];
  3955. const skill = getCardLeaderSkill(card, searchTypeArray);
  3956. return skill;
  3957. })
  3958. },
  3959. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3960. function:cards=>cards.filter(card=>{
  3961. const searchTypeArray = [163,177];
  3962. const skill = getCardLeaderSkill(card, searchTypeArray);
  3963. return skill;
  3964. })
  3965. },
  3966. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3967. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3968. },
  3969. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3970. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3971. },
  3972. {name:"Unable to less match",otLangName:{chs:"要求长串消除",cht:"要求長串消除"},
  3973. function:cards=>{
  3974. const searchTypeArray = [158];
  3975. return cards.filter(card=>{
  3976. const skill = getCardLeaderSkill(card, searchTypeArray);
  3977. return skill;
  3978. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3979. },
  3980. addition:card=>{
  3981. const searchTypeArray = [158];
  3982. const skill = getCardLeaderSkill(card, searchTypeArray);
  3983. const value = skill.params[0];
  3984. return `≥${value}珠`;
  3985. }
  3986. },
  3987. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3988. function:cards=>cards.filter(card=>{
  3989. const searchTypeArray = [125];
  3990. const skill = getCardLeaderSkill(card, searchTypeArray);
  3991. return skill;
  3992. }),
  3993. addition:card=>{
  3994. const searchTypeArray = [125];
  3995. const skill = getCardLeaderSkill(card, searchTypeArray);
  3996. if (!skill) return;
  3997. const sk = skill.params;
  3998. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3999. }
  4000. },
  4001. {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"},
  4002. function:cards=>cards.filter(card=>{
  4003. const searchTypeArray = [175];
  4004. const skill = getCardLeaderSkill(card, searchTypeArray);
  4005. return skill;
  4006. }),
  4007. addition:card=>{
  4008. const searchTypeArray = [175];
  4009. const skill = getCardLeaderSkill(card, searchTypeArray);
  4010. if (!skill) return;
  4011. const sk = skill.params;
  4012. return `合作:${sk[0]}`;
  4013. }
  4014. },
  4015. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  4016. function:cards=>cards.filter(card=>{
  4017. const searchTypeArray = [203];
  4018. const skill = getCardLeaderSkill(card, searchTypeArray);
  4019. return skill;
  4020. })
  4021. },
  4022. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  4023. function:cards=>cards.filter(card=>{
  4024. const searchTypeArray = [229];
  4025. const skill = getCardLeaderSkill(card, searchTypeArray);
  4026. return skill;
  4027. }),
  4028. addition:card=>{
  4029. const searchTypeArray = [229];
  4030. const skill = getCardLeaderSkill(card, searchTypeArray);
  4031. if (!skill) return;
  4032. const sk = skill.params;
  4033. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  4034. const fragment = document.createDocumentFragment();
  4035. if (attrs.length)
  4036. fragment.appendChild(createOrbsList(attrs));
  4037. if (types.length)
  4038. fragment.appendChild(createTypesList(types));
  4039. return fragment;
  4040. }
  4041. },
  4042. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  4043. function:cards=>cards.filter(card=>{
  4044. const searchTypeArray = [217];
  4045. const skill = getCardLeaderSkill(card, searchTypeArray);
  4046. return skill;
  4047. }),
  4048. addition:card=>{
  4049. const searchTypeArray = [217];
  4050. const skill = getCardLeaderSkill(card, searchTypeArray);
  4051. if (!skill) return;
  4052. const sk = skill.params;
  4053. return `★≤${sk[0]}`;
  4054. }
  4055. },
  4056. {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"},
  4057. function:cards=>cards.filter(card=>{
  4058. const searchTypeArray = [245];
  4059. const skill = getCardLeaderSkill(card, searchTypeArray);
  4060. return skill;
  4061. }),
  4062. addition:card=>{
  4063. const searchTypeArray = [245];
  4064. const skill = getCardLeaderSkill(card, searchTypeArray);
  4065. if (!skill) return;
  4066. const sk = skill.params;
  4067. switch (sk[0]) {
  4068. case -1:
  4069. return `★各不相同`;
  4070. case -2:
  4071. return `★全部相同`;
  4072. default:
  4073. return `★全为${sk[0]}`;
  4074. }
  4075. }
  4076. },
  4077. ]},
  4078. {group:true,name:"Extra Effects",otLangName:{chs:"附加效果",cht:"附加效果"}, functions: [
  4079. {name:"Fixed damage inflicts",otLangName:{chs:"队长技固伤追击",cht:"隊長技固傷追擊"},
  4080. function:cards=>{
  4081. return cards.filter(card=>{
  4082. return getSkillFixedDamage(card) > 0;
  4083. }).sort((a,b)=>{
  4084. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  4085. return a_pC - b_pC;
  4086. });
  4087. },
  4088. addition:card=>{
  4089. const value = getSkillFixedDamage(card);
  4090. if (value <= 0 ) return;
  4091. const fragment = document.createDocumentFragment();
  4092. const icon = document.createElement("icon");
  4093. icon.className = "attr";
  4094. icon.setAttribute("data-attr-icon", "fixed");
  4095. fragment.append(icon, value.bigNumberToString());
  4096. let skill = getCardLeaderSkill(card, [235]);
  4097. if (skill) {
  4098. fragment.append("/",
  4099. createOrbsList(Bin.unflags(skill.params[0])),
  4100. `×${skill.params[2]}`);
  4101. }
  4102. return fragment;
  4103. }
  4104. },
  4105. {name:"Adds combo",otLangName:{chs:"队长技+C",cht:"隊長技+C"},
  4106. function:cards=>{
  4107. return cards.filter(card=>{
  4108. return getSkillAddCombo(card) > 0;
  4109. }).sort((a,b)=>{
  4110. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  4111. return a_pC - b_pC;
  4112. });
  4113. },
  4114. addition:card=>{
  4115. const value = getSkillAddCombo(card);
  4116. if (value <= 0 ) return;
  4117. const fragment = document.createDocumentFragment();
  4118. fragment.append(createSkillIcon('add-combo'), value.bigNumberToString());
  4119. let skill;
  4120. if (skill = getCardLeaderSkill(card, [210])) {
  4121. fragment.append("/十字");
  4122. } else if (skill = getCardLeaderSkill(card, [235])) {
  4123. if (skill?.params?.[5]) {
  4124. fragment.append("/",
  4125. createOrbsList(Bin.unflags(skill.params[0])),
  4126. `×${skill.params[2]}`);
  4127. }
  4128. }
  4129. return fragment;
  4130. }
  4131. },
  4132. {name:"Move time changes",otLangName:{chs:"队长技加/减秒",cht:"隊長技加/減秒"},
  4133. function:cards=>{
  4134. const searchTypeArray = [15,185];
  4135. return cards.filter(card=>{
  4136. const skill = getCardLeaderSkill(card, searchTypeArray);
  4137. return skill;
  4138. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4139. },
  4140. addition:card=>{
  4141. const searchTypeArray = [15,185];
  4142. const skill = getCardLeaderSkill(card, searchTypeArray);
  4143. if (!skill) return;
  4144. const value = skill.params[0];
  4145. const fragment = document.createDocumentFragment();
  4146. fragment.append(createSkillIcon("status-time", value < 0 ? "time-decr" : "time-incr"),
  4147. value > 0 ? "+" : "-",
  4148. Math.abs(value/100),
  4149. "s");
  4150. return fragment;
  4151. }
  4152. },
  4153. {name:"Fixed move time",otLangName:{chs:"固定操作时间",cht:"固定操作時間"},
  4154. function:cards=>{
  4155. const searchTypeArray = [178];
  4156. return cards.filter(card=>{
  4157. const skill = getCardLeaderSkill(card, searchTypeArray);
  4158. return skill;
  4159. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4160. },
  4161. addition:card=>{
  4162. const searchTypeArray = [178];
  4163. const skill = getCardLeaderSkill(card, searchTypeArray);
  4164. if (!skill) return;
  4165. const value = skill.params[0];
  4166. const fragment = document.createDocumentFragment();
  4167. fragment.append(createSkillIcon("fixed-time"),
  4168. Math.abs(value),
  4169. "s");
  4170. return fragment;
  4171. }
  4172. },
  4173. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  4174. function:cards=>cards.filter(card=>{
  4175. const searchTypeArray = [213];
  4176. const skill = getCardLeaderSkill(card, searchTypeArray);
  4177. return skill;
  4178. }),
  4179. addition:card=>{
  4180. const searchTypeArray = [213];
  4181. const skill = getCardLeaderSkill(card, searchTypeArray);
  4182. if (!skill) return;
  4183. const sk = skill.params;
  4184. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  4185. const fragment = document.createDocumentFragment();
  4186. if (attrs.length)
  4187. fragment.appendChild(createOrbsList(attrs));
  4188. if (types.length)
  4189. fragment.appendChild(createTypesList(types));
  4190. fragment.appendChild(document.createTextNode(`:+`));
  4191. if (awakenings.length)
  4192. fragment.appendChild(creatAwokenList(awakenings));
  4193. return fragment;
  4194. }
  4195. },
  4196. {name:"Bonus attack when matching Orbs",otLangName:{chs:"消除宝珠时计算防御的追打",cht:"消除寶珠時計算防禦的追打"},
  4197. function:cards=>{
  4198. const searchTypeArray = [12];
  4199. return cards.filter(card=>{
  4200. const skill = getCardLeaderSkill(card, searchTypeArray);
  4201. return skill;
  4202. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4203. },
  4204. addition:card=>{
  4205. const searchTypeArray = [12];
  4206. const skill = getCardLeaderSkill(card, searchTypeArray);
  4207. if (!skill) return;
  4208. const value = skill.params[0];
  4209. return `攻击×${(value/100).bigNumberToString()}倍`;
  4210. }
  4211. },
  4212. {name:"Recovers HP when matching Orbs",otLangName:{chs:"消除宝珠时回血",cht:"消除寶珠時回血"},
  4213. function:cards=>{
  4214. const searchTypeArray = [13];
  4215. return cards.filter(card=>{
  4216. const skill = getCardLeaderSkill(card, searchTypeArray);
  4217. return skill;
  4218. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4219. },
  4220. addition:card=>{
  4221. const searchTypeArray = [13];
  4222. const skill = getCardLeaderSkill(card, searchTypeArray);
  4223. if (!skill) return;
  4224. const value = skill.params[0];
  4225. return `回复×${(value/100).bigNumberToString()}倍`;
  4226. }
  4227. },
  4228. {name:"Reduce damage when rcv",otLangName:{chs:"回血加盾",cht:"回血加盾"},
  4229. function:cards=>{
  4230. const searchTypeArray = [198];
  4231. return cards.filter(card=>{
  4232. const skill = getCardLeaderSkill(card, searchTypeArray);
  4233. return skill && skill.params[2];
  4234. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  4235. },
  4236. addition:card=>{
  4237. const searchTypeArray = [198];
  4238. const skill = getCardLeaderSkill(card, searchTypeArray);
  4239. if (!skill) return;
  4240. const sk = skill.params;
  4241. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  4242. }
  4243. },
  4244. {name:"Recover Awkn Skill bind when rcv",otLangName:{chs:"回血解觉",cht:"回血解覺"},
  4245. function:cards=>{
  4246. const searchTypeArray = [198];
  4247. return cards.filter(card=>{
  4248. const skill = getCardLeaderSkill(card, searchTypeArray);
  4249. return skill && skill.params[3];
  4250. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  4251. },
  4252. addition:card=>{
  4253. const searchTypeArray = [198];
  4254. const skill = getCardLeaderSkill(card, searchTypeArray);
  4255. if (!skill) return;
  4256. const sk = skill.params;
  4257. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  4258. }
  4259. },
  4260. {name:"Counterattack",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  4261. function:cards=>{
  4262. const searchTypeArray = [41];
  4263. return cards.filter(card=>{
  4264. const skill = getCardLeaderSkill(card, searchTypeArray);
  4265. return skill;
  4266. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  4267. },
  4268. addition:card=>{
  4269. const searchTypeArray = [41];
  4270. const skill = getCardLeaderSkill(card, searchTypeArray);
  4271. if (!skill) return;
  4272. const sk = skill.params;
  4273. const fragment = document.createDocumentFragment();
  4274. fragment.appendChild(createOrbsList(sk[2] || 0));
  4275. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  4276. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  4277. return fragment;
  4278. }
  4279. },
  4280. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  4281. function:cards=>cards.filter(card=>{
  4282. const searchTypeArray = [197];
  4283. const skill = getCardLeaderSkill(card, searchTypeArray);
  4284. return skill;
  4285. })
  4286. },
  4287. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  4288. function:cards=>{
  4289. const searchTypeArray = [14];
  4290. return cards.filter(card=>{
  4291. const skill = getCardLeaderSkill(card, searchTypeArray);
  4292. return skill;
  4293. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4294. },
  4295. addition:card=>{
  4296. const searchTypeArray = [14];
  4297. const skill = getCardLeaderSkill(card, searchTypeArray);
  4298. if (!skill) return;
  4299. const value = skill.params[0];
  4300. return `HP≥${value}%`;
  4301. }
  4302. },
  4303. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  4304. function:cards=>{
  4305. const searchTypeArray = [254];
  4306. return cards.filter(card=>{
  4307. const skill = getCardLeaderSkill(card, searchTypeArray);
  4308. return skill;
  4309. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4310. }
  4311. },
  4312. {group:true,name:"Increased drop rewards",otLangName:{chs:"增加掉落奖励",cht:"增加掉落獎勵"}, functions: [
  4313. {name:"Increase Item Drop rate",otLangName:{chs:"增加道具掉落率",cht:"增加道具掉落率"},
  4314. function:cards=>{
  4315. const searchTypeArray = [53];
  4316. return cards.filter(card=>{
  4317. const skill = getCardLeaderSkill(card, searchTypeArray);
  4318. return skill;
  4319. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4320. },
  4321. addition:card=>{
  4322. const searchTypeArray = [53];
  4323. const skill = getCardLeaderSkill(card, searchTypeArray);
  4324. if (!skill) return;
  4325. const sk = skill.params;
  4326. const fragment = document.createDocumentFragment();
  4327. fragment.appendChild(createSkillIcon('rate-mul-drop'));
  4328. fragment.append(`x${sk[0]/100}`);
  4329. return fragment;
  4330. }
  4331. },
  4332. {name:"Increase Coin rate",otLangName:{chs:"增加金币掉落倍数",cht:"增加金幣掉落倍數"},
  4333. function:cards=>{
  4334. const searchTypeArray = [54];
  4335. return cards.filter(card=>{
  4336. const skill = getCardLeaderSkill(card, searchTypeArray);
  4337. return skill;
  4338. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4339. },
  4340. addition:card=>{
  4341. const searchTypeArray = [54];
  4342. const skill = getCardLeaderSkill(card, searchTypeArray);
  4343. if (!skill) return;
  4344. const sk = skill.params;
  4345. const fragment = document.createDocumentFragment();
  4346. fragment.appendChild(createSkillIcon('rate-mul-coin'));
  4347. fragment.append(`x${sk[0]/100}`);
  4348. return fragment;
  4349. }
  4350. },
  4351. {name:"Increase Exp rate",otLangName:{chs:"增加经验获取倍数",cht:"增加經驗獲取倍數"},
  4352. function:cards=>{
  4353. const searchTypeArray = [148];
  4354. return cards.filter(card=>{
  4355. const skill = getCardLeaderSkill(card, searchTypeArray);
  4356. return skill;
  4357. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4358. },
  4359. addition:card=>{
  4360. const searchTypeArray = [148];
  4361. const skill = getCardLeaderSkill(card, searchTypeArray);
  4362. if (!skill) return;
  4363. const sk = skill.params;
  4364. const fragment = document.createDocumentFragment();
  4365. fragment.appendChild(createSkillIcon('rate-mul-exp'));
  4366. fragment.append(`x${sk[0]/100}`);
  4367. return fragment;
  4368. }
  4369. },
  4370. {name:"Increase Plus Point rate",otLangName:{chs:"增加加蛋值掉落倍数",cht:"增加加蛋值掉落倍數"},
  4371. function:cards=>{
  4372. const searchTypeArray = [264];
  4373. return cards.filter(card=>{
  4374. const skill = getCardLeaderSkill(card, searchTypeArray);
  4375. return skill;
  4376. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4377. },
  4378. addition:card=>{
  4379. const searchTypeArray = [264];
  4380. const skill = getCardLeaderSkill(card, searchTypeArray);
  4381. if (!skill) return;
  4382. const sk = skill.params;
  4383. const fragment = document.createDocumentFragment();
  4384. fragment.appendChild(createSkillIcon('rate-mul-plus_point'));
  4385. fragment.append(`x${sk[0]/100}`);
  4386. return fragment;
  4387. }
  4388. },
  4389. {name:"Increase Part Break drop rate",otLangName:{chs:"增加部位破坏素材掉率",cht:"增加部位破壞素材掉率"},
  4390. function:cards=>{
  4391. const searchTypeArray = [265];
  4392. return cards.filter(card=>{
  4393. const skill = getCardLeaderSkill(card, searchTypeArray);
  4394. return skill;
  4395. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4396. },
  4397. addition:card=>{
  4398. const searchTypeArray = [265];
  4399. const skill = getCardLeaderSkill(card, searchTypeArray);
  4400. if (!skill) return;
  4401. const sk = skill.params;
  4402. const fragment = document.createDocumentFragment();
  4403. fragment.appendChild(createSkillIcon('rate-mul-part_break'));
  4404. fragment.append(`x${sk[0]/100}`);
  4405. return fragment;
  4406. }
  4407. },
  4408. ]},
  4409. ]},
  4410. {group:true,name:"HP Scale",otLangName:{chs:"血倍率",cht:"血倍率"}, functions: [
  4411. {name:"HP Scale [3, ∞)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4412. function:cards=>cards.filter(card=>{
  4413. const skill = Skills[card.leaderSkillId];
  4414. const HPscale = getHPScale(skill);
  4415. return HPscale >= 3;
  4416. }).sort(sortByHPScal),
  4417. addition: HPScal_Addition
  4418. },
  4419. {name:"HP Scale [2, 3)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4420. function:cards=>cards.filter(card=>{
  4421. const skill = Skills[card.leaderSkillId];
  4422. const HPscale = getHPScale(skill);
  4423. return HPscale >= 2 && HPscale < 3;
  4424. }).sort(sortByHPScal),
  4425. addition: HPScal_Addition
  4426. },
  4427. {name:"HP Scale [1.5, 2)",otLangName:{chs:"队长血倍率[1.5, 2)",cht:"隊長血倍率[1.5, 2)"},
  4428. function:cards=>cards.filter(card=>{
  4429. const skill = Skills[card.leaderSkillId];
  4430. const HPscale = getHPScale(skill);
  4431. return HPscale >= 1.5 && HPscale < 2;
  4432. }).sort(sortByHPScal),
  4433. addition: HPScal_Addition
  4434. },
  4435. {name:"HP Scale (1, 1.5)",otLangName:{chs:"队长血倍率(1, 1.5)",cht:"隊長血倍率(1, 1.5)"},
  4436. function:cards=>cards.filter(card=>{
  4437. const skill = Skills[card.leaderSkillId];
  4438. const HPscale = getHPScale(skill);
  4439. return HPscale > 1 && HPscale < 1.5;
  4440. }).sort(sortByHPScal),
  4441. addition: HPScal_Addition
  4442. },
  4443. {name:"HP Scale == 1",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4444. function:cards=>cards.filter(card=>{
  4445. const skill = Skills[card.leaderSkillId];
  4446. const HPscale = getHPScale(skill);
  4447. return HPscale === 1;
  4448. }),
  4449. addition: HPScal_Addition
  4450. },
  4451. {name:"HP Scale [0, 1)",otLangName:{chs:"队长血倍率[0, 1)",cht:"隊長血倍率[0, 1)"},
  4452. function:cards=>cards.filter(card=>{
  4453. const skill = Skills[card.leaderSkillId];
  4454. const HPscale = getHPScale(skill);
  4455. return HPscale < 1;
  4456. }).sort(sortByHPScal),
  4457. addition: HPScal_Addition
  4458. },
  4459. ]},
  4460. {group:true,name:"Reduce Shield",otLangName:{chs:"减伤盾",cht:"減傷盾"}, functions: [
  4461. {name:"Reduce Damage [75%, 100%]",otLangName:{chs:"队长盾减伤[75%, 100%]",cht:"隊長盾減傷[75%, 100%]"},
  4462. function:cards=>cards.filter(card=>{
  4463. const skill = Skills[card.leaderSkillId];
  4464. const reduceScale = getReduceScale(skill);
  4465. return reduceScale >= 0.75;
  4466. }).sort(sortByReduceScale),
  4467. addition: ReduceScale_Addition
  4468. },
  4469. {name:"Reduce Damage [50%, 75%)",otLangName:{chs:"队长盾减伤[50%, 75%)",cht:"隊長盾減傷[50%, 75%)"},
  4470. function:cards=>cards.filter(card=>{
  4471. const skill = Skills[card.leaderSkillId];
  4472. const reduceScale = getReduceScale(skill);
  4473. return reduceScale >= 0.5 && reduceScale < 0.75;
  4474. }).sort(sortByReduceScale),
  4475. addition: ReduceScale_Addition
  4476. },
  4477. {name:"Reduce Damage [25%, 50%)",otLangName:{chs:"队长盾减伤[25%, 50%)",cht:"隊長盾減傷[25%, 50%)"},
  4478. function:cards=>cards.filter(card=>{
  4479. const skill = Skills[card.leaderSkillId];
  4480. const reduceScale = getReduceScale(skill);
  4481. return reduceScale >= 0.25 && reduceScale < 0.5;
  4482. }).sort(sortByReduceScale),
  4483. addition: ReduceScale_Addition
  4484. },
  4485. {name:"Reduce Damage (0%, 25%)",otLangName:{chs:"队长盾减伤(0%, 25%)",cht:"隊長盾減傷(0%, 25%)"},
  4486. function:cards=>cards.filter(card=>{
  4487. const skill = Skills[card.leaderSkillId];
  4488. const reduceScale = getReduceScale(skill);
  4489. return reduceScale > 0 && reduceScale < 0.25;
  4490. }).sort(sortByReduceScale),
  4491. addition: ReduceScale_Addition
  4492. },
  4493. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4494. function:cards=>cards.filter(card=>{
  4495. const skill = Skills[card.leaderSkillId];
  4496. const reduceScale = getReduceScale(skill);
  4497. return reduceScale === 0;
  4498. })
  4499. },
  4500. {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"},
  4501. function:cards=>cards.filter(card=>{
  4502. const skill = Skills[card.leaderSkillId];
  4503. return getReduceScale(skill, true) > 0;
  4504. })
  4505. },
  4506. {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"},
  4507. function:cards=>cards.filter(card=>{
  4508. const skill = Skills[card.leaderSkillId];
  4509. return getReduceScale(skill, undefined, true) > 0;
  4510. })
  4511. },
  4512. {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"},
  4513. function:cards=>cards.filter(card=>{
  4514. const skill = Skills[card.leaderSkillId];
  4515. return getReduceScale(skill, undefined, undefined, true) > 0;
  4516. })
  4517. },
  4518. /*{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%)"},
  4519. function:cards=>cards.filter(card=>{
  4520. const skill = Skills[card.leaderSkillId];
  4521. const reduceScale = getReduceScale(skill);
  4522. return reduceScale>=0.29;
  4523. }).sort(sortByReduceScale)
  4524. },*/
  4525. {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"},
  4526. function:cards=>{
  4527. return cards.filter(card=>{
  4528. const skill = Skills[card.leaderSkillId];
  4529. return getReduceScale_unconditional(skill) > 0;
  4530. }).sort((a,b)=>{
  4531. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4532. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4533. });
  4534. },
  4535. addition:card=>{
  4536. const skill = Skills[card.leaderSkillId];
  4537. const scale = getReduceScale_unconditional(skill)
  4538. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4539. }
  4540. },
  4541. ]},
  4542. ]},
  4543. {group:true,name:"Evo type",otLangName:{chs:"进化类型",cht:"進化類型"}, functions: [
  4544. {group:true,name:"Transform",otLangName:{chs:"变身相关",cht:"變身相關"}, functions: [
  4545. {name:"No Transform",otLangName:{chs:"非变身",cht:"非變身"},
  4546. function:cards=>cards.filter(card=>
  4547. !Array.isArray(card.henshinFrom) &&
  4548. !Array.isArray(card.henshinTo))
  4549. },
  4550. {name:"After Transform",otLangName:{chs:"变身后",cht:"變身後"},
  4551. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4552. },
  4553. {name:"Before Transform",otLangName:{chs:"变身前",cht:"變身前"},
  4554. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4555. },
  4556. {name:"Not Before Transform",otLangName:{chs:"除了变身前",cht:"除了變身前"},
  4557. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4558. },
  4559. {name:"Random Transform",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4560. function:cards=>cards.filter(card=>{
  4561. const searchTypeArray = [236];
  4562. const skill = getCardActiveSkill(card, searchTypeArray);
  4563. return skill;
  4564. })
  4565. },
  4566. ]},
  4567. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4568. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4569. },
  4570. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4571. {name:"Reincarnation/Super Rein..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4572. function:cards=>cards.filter(isReincarnated)
  4573. }, //evoBaseId可能为0
  4574. //{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)},
  4575. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4576. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4577. },
  4578. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4579. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4580. },
  4581. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4582. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4583. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4584. },
  4585. ]},
  4586. {group:true,name:"Awakenings",otLangName:{chs:"觉醒类",cht:"覺醒類"}, functions: [
  4587. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4588. function:cards=>cards.filter(card=>card.syncAwakening),
  4589. addition:card=>{if (card.syncAwakeningConditions) {
  4590. return card.syncAwakeningConditions.map(c=>cardN(c.id)).nodeJoin();
  4591. }}
  4592. },
  4593. {name:"Full Awakening (9 / 8 for weapon)",otLangName:{chs:"满觉醒(9个/武器8个)",cht:"滿覺醒(9個/武器8個)"},
  4594. function:cards=>cards.filter(card=>card.awakenings.length >= ( card.awakenings.includes(49) ? 8 : 9))
  4595. },
  4596. {name:"Has, but not full Awakening",otLangName:{chs:"有,但觉醒未满",cht:"有,覺醒未滿"},
  4597. function:cards=>cards.filter(card=>card.awakenings.length > 0 && card.awakenings.length < ( card.awakenings.includes(49) ? 8 : 9))
  4598. },
  4599. {name:"3 same Killer, or 2 with latent",otLangName:{chs:"3个相同杀觉醒,或2+潜觉",cht:"3個相同殺覺醒,或2+潛覺"},
  4600. function:cards=>cards.filter(card=>{
  4601. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4602. if (hasAwokenKiller)
  4603. { //大于2个杀的进行判断
  4604. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4605. { //大于3个杀的直接过
  4606. return true;
  4607. }else
  4608. { //2个杀的
  4609. const isAllowLatent = card.types.filter(i=>
  4610. i>=0 //去掉-1的type
  4611. ).map(type=>
  4612. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4613. ).some(ls=>
  4614. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4615. );
  4616. return isAllowLatent
  4617. }
  4618. }else
  4619. {
  4620. return false;
  4621. }
  4622. })
  4623. },
  4624. {group:true,name:"Kind of Awakening (No Super Awoken)",otLangName:{chs:"某类觉醒(无超觉)",cht:"某類覺醒(无超觉)"}, functions: [
  4625. {name:"Any Reduce Attr. Damage Awakening",otLangName:{chs:"任意颜色盾觉醒",cht:"任意顏色盾覺醒"},
  4626. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=4 && ak<=8))
  4627. },
  4628. {name:"Any Killer Awakening",otLangName:{chs:"任意杀手觉醒",cht:"任意殺手覺醒"},
  4629. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=31 && ak<=42))
  4630. },
  4631. {name:"Any Enhanced Orbs Awakening",otLangName:{chs:"任意+珠觉醒",cht:"任意+珠覺醒"},
  4632. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=14 && ak<=18 || ak === 29 || ak>=99 && ak<=104))
  4633. },
  4634. {name:"Any Enhanced Rows Awakening",otLangName:{chs:"任意横行强化觉醒",cht:"任意横行強化覺醒"},
  4635. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=22 && ak<=26 || ak>=116 && ak<=120))
  4636. },
  4637. {name:"Any Enhanced Combos Awakening",otLangName:{chs:"任意连击强化(章鱼烧)觉醒",cht:"任意連擊強化(章魚燒)覺醒"},
  4638. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=73 && ak<=77 || ak>=121 && ak<=125))
  4639. },
  4640. {name:"Any Multi Attr. Enhanced Awakening",otLangName:{chs:"任意杂色强化觉醒",cht:"任意雜色強化覺醒"},
  4641. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak === 44 || ak === 51 || ak>=79 && ak<=81 || ak === 97 || ak>=112 && ak<=114))
  4642. },
  4643. {name:"Any Add Type Awakening",otLangName:{chs:"任意附加类型觉醒",cht:"任意附加類型覺醒"},
  4644. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=83 && ak<=90))
  4645. },
  4646. {name:"Any Change Sub Attr. Awakening",otLangName:{chs:"任意更改副属性觉醒",cht:"任意更改副屬性覺醒"},
  4647. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=91 && ak<=95))
  4648. },
  4649. ]},
  4650. ]},
  4651. {group:true,name:"Others Search",otLangName:{chs:"其他搜索",cht:"其他搜索"}, functions: [
  4652. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎)",cht:"攻擊型或水屬性(炭治郎)"},
  4653. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4654. },
  4655. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4656. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4657. },
  4658. {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"},
  4659. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4660. },
  4661. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  4662. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4663. addition:card=>`成长${card.limitBreakIncr}%`
  4664. },
  4665. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4666. function:cards=>cards.filter(card=>card.maxLevel==1)
  4667. },
  4668. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4669. function:cards=>cards.filter(card=>card.sellMP<100)
  4670. },
  4671. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4672. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4673. },
  4674. {name:"Have 3 Attrs",otLangName:{chs:"有3个属性",cht:"有3個屬性"},
  4675. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6).length >= 3)
  4676. },
  4677. {name:"3 attrs are different",otLangName:{chs:"3属性不一致",cht:"3屬性不一致"},
  4678. function:cards=>cards.filter(({attrs})=>(new Set(attrs.filter(a=>a>=0 && a<6))).size >= 3)
  4679. },
  4680. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4681. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4682. },
  4683. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4684. function:cards=>cards.filter(card=>card.stackable),
  4685. },
  4686. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4687. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4688. },
  4689. {group:true,name:"Sold in stores",otLangName:{chs:"直接售卖",cht:"直接售賣"}, functions: [
  4690. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4691. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4692. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4693. },
  4694. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4695. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4696. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4697. },
  4698. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4699. function:cards=>cards.filter(({badgeId})=>badgeId),
  4700. addition:({badgeId})=>{
  4701. if (!badgeId) return;
  4702. const fragment = document.createDocumentFragment();
  4703. fragment.append(`ID.${badgeId}`);
  4704. const icon = document.createElement("icon");
  4705. icon.className = "badge";
  4706. icon.setAttribute("data-badge-icon", badgeId);
  4707. fragment.append(icon);
  4708. return fragment;
  4709. }
  4710. },
  4711. ]},
  4712. {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"},
  4713. function:cards=>cards.filter(card=>card.skillBanner)
  4714. },
  4715. {group:true,name:"Only Additional display",otLangName:{chs:"附加显示",cht:"附加显示"}, functions: [
  4716. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4717. function:cards=>cards,
  4718. addition:card=>card.name
  4719. },
  4720. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4721. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4722. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4723. },
  4724. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4725. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4726. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4727. },
  4728. {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)"},
  4729. function:cards=>cards,
  4730. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4731. },
  4732. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4733. function:cards=>cards,
  4734. addition:card=>createTypesList(card.types)
  4735. },
  4736. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4737. function:cards=>cards,
  4738. addition:card=>`COST ${card.cost}`
  4739. },
  4740. {name:"Show Card Group ID",otLangName:{chs:"显示角色分组ID",cht:"顯示角色分組ID"},
  4741. function:cards=>cards,
  4742. addition:card=>{
  4743. const ul = document.createElement("ul");
  4744. ul.className = "monsterinfo-groupId";
  4745. const mSeriesId = ul.appendChild(document.createElement("li"));
  4746. mSeriesId.className = "monster-seriesId";
  4747. mSeriesId.textContent = card.seriesId;
  4748. mSeriesId.setAttribute(dataAttrName, card.seriesId);
  4749. mSeriesId.classList.toggle(className_displayNone, !card.seriesId);
  4750. const mCollabId = ul.appendChild(document.createElement("li"));
  4751. mCollabId.className = "monster-collabId";
  4752. mCollabId.textContent = card.collabId;
  4753. mCollabId.setAttribute(dataAttrName, card.collabId);
  4754. mCollabId.classList.toggle(className_displayNone, !card.collabId);
  4755. const mGachaId = ul.appendChild(document.createElement("li"));
  4756. mGachaId.className = "monster-gachaId";
  4757. mGachaId.textContent = card.gachaIds.join();
  4758. mGachaId.setAttribute(dataAttrName, card.gachaIds.join());
  4759. mGachaId.classList.toggle(className_displayNone, !card.gachaIds.length);
  4760. return ul;
  4761. }
  4762. },
  4763. ]},
  4764. ]},
  4765. ];
  4766. return {
  4767. name:"All Functions",
  4768. functions: functions
  4769. };
  4770. })();