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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. "DADDB": "DADDB",
  37. "SANBON": "sanbon.me",
  38. },
  39. error: {
  40. 0: "Unknown Error",
  41. 1: "Unsupported format",
  42. 2: "No formation data",
  43. 3: "The illegal JSON format",
  44. 4: "The illegal URL format",
  45. },
  46. paddb_success: `Sucess`,
  47. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  48. },
  49. sort_name:{
  50. sort_none: "Nope",
  51. sort_id: "Cards Id",
  52. sort_attrs : "Attribute",
  53. sort_evoRootId: "Cards Evolution Root",
  54. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  55. sort_rarity: "Rarity",
  56. sort_cost: "Cost",
  57. sort_skillLv1: "Maximum Skill Turn",
  58. sort_skillLvMax: "Minimum Skill Turn",
  59. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  60. sort_hpMax120: "Max HP",
  61. sort_atkMax120: "Max ATK",
  62. sort_rcvMax120: "Max RCV",
  63. sort_hpMax120_awoken: "Max HP (+Awoken)",
  64. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  65. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  66. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  67. },
  68. skill_parse: {
  69. skill: {
  70. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  71. unknown: tp`Unkonwn skill type: ${'type'}`,
  72. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  73. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  74. random_skills: tp`Random Activates these skills:${'skills'}`,
  75. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  76. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  77. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  78. damage_enemy_times: tp`${'times'} `,
  79. damage_enemy_count: tp` (${'damage'} in total)`,
  80. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  81. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  82. delay: tp`${'icon'}Delays enemies' next move`,
  83. mass_attack: tp`${'icon'}Mass attacks`,
  84. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  85. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  86. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  87. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  88. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  89. unbind_normal: tp`${'icon'}Bind`,
  90. unbind_awakenings: tp`${'icon'}Awoken bind`,
  91. unbind_matches: tp`${'icon'}Unmatchable orb`,
  92. bind_skill: tp`${'icon'}Unable to use skills`,
  93. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  94. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  95. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  96. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  97. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  98. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  99. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  100. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  101. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  102. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  103. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  104. board_change: tp`Change all orbs to ${'orbs'}`,
  105. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  106. skill_boost_range: tp`~${'turns'}`,
  107. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  108. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  109. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  110. drop_refresh: tp`${'icon'}Replaces all orbs`,
  111. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  112. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  113. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  114. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  115. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  116. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  117. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  118. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  119. orb_thorn: tp`, reduces ${'value'} per encounter`,
  120. attr_absorb: tp`${'icon'}Attribute absorption`,
  121. combo_absorb: tp`${'icon'}Combo absorption`,
  122. damage_absorb: tp`${'icon'}Damage absorption`,
  123. damage_void: tp`${'icon'}Damage void`,
  124. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  125. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  126. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  127. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  128. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  129. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  130. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  131. rate_multiply_drop: tp`${'icon'}Drop rate`,
  132. rate_multiply_coin: tp`${'icon'}Coins`,
  133. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  134. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  135. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  136. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  137. henshin: tp`Changes to ${'cards'}`,
  138. random_henshin: tp`Random changes to ${'cards'}`,
  139. void_poison: tp`Voids ${'poison'} damage`,
  140. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  141. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  142. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  143. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  144. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  145. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  146. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  147. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  148. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  149. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  150. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  151. },
  152. power: {
  153. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  154. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  155. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  156. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  157. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  158. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  159. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  160. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  161. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  162. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  163. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  164. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  165. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  166. },
  167. cond: {
  168. unknown: tp`[ Unknown condition ]`,
  169. hp_equal: tp`When ${'hp'} == ${'min'} `,
  170. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  171. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  172. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  173. use_skill: tp`When skills used `,
  174. multi_player: tp`When in Multiplayer Mode `,
  175. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  176. exact_combo: tp`When exactly ${'value'} combos `,
  177. exact_length: tp`exactly of ${'value'} `,
  178. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  179. exact_match_enhanced: tp` orbs including enhanced`,
  180. compo_type_card: tp`When ${'ids'} are all on team, `,
  181. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  182. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  183. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  184. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  185. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  186. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  187. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  188. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  189. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  190. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  191. },
  192. position: {
  193. top: tp`${'pos'} of top rows`,
  194. bottom: tp`${'pos'} of bottom rows`,
  195. left: tp`${'pos'} of left columns`,
  196. right: tp`${'pos'} of right columns`,
  197. random: tp`random location`,
  198. shape: tp`specified location`,
  199. },
  200. value: {
  201. unknown: tp`[ Unknown value: ${'type'}]`, //type
  202. const: tp`${'value'} ${'unit'}`,
  203. const_to: tp`to ${'value'}`,
  204. mul_percent: tp`${'value'}%`,
  205. mul_times: tp`×${'value'}`,
  206. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  207. mul_of_times: tp`${'stats'} ×${'value'}`,
  208. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  209. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  210. prob: tp`${'value'} chance for `,
  211. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  212. size: tp`${'width'}×${'height'}`,
  213. pos: tp`${'x'}×${'y'}`,
  214. },
  215. target: {
  216. unknown: tp`Unkown Target`,
  217. self: tp`card's`,
  218. team: tp`team`,
  219. team_last: tp`the lastest member`,
  220. team_leader: tp`leader`,
  221. sub_members: tp`sub-members`,
  222. leader_self: tp`left leader`,
  223. leader_helper: tp`right leader`,
  224. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  225. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  226. enemy: tp`Enemy`,
  227. enemy_all: tp`all enemys`,
  228. enemy_one: tp`1 enemy`,
  229. enemy_attr: tp`${'attr'} enemy`,
  230. the_attr: tp`attr of the matched Orbs`,
  231. },
  232. stats: {
  233. unknown: tp`[ Unknown: ${'type'}]`, //type
  234. maxhp: tp`${'icon'}Max HP`,
  235. hp: tp`HP`,
  236. chp: tp`current HP`,
  237. atk: tp`ATK`,
  238. rcv: tp`RCV`,
  239. teamhp: tp`Team HP`,
  240. teamatk: tp`Team ${'attrs'} ATK`,
  241. teamrcv: tp`Team RCV`,
  242. cstage: tp`current Stage of Dungeon`,
  243. state_is: tp`${'state'}: ${'num'}`,
  244. },
  245. unit: {
  246. orbs: tp``,
  247. times: tp`times`,
  248. seconds: tp`seconds`,
  249. point: tp`point`,
  250. turns: tp`turns`,
  251. },
  252. word: {
  253. comment: tp`(${'content'}) `,
  254. comma: tp`, `,
  255. semicolon: tp`; `,
  256. slight_pause: tp`, `,
  257. range_hyphen: tp`~`,
  258. in_once: tp`in once `,
  259. evo_type_pixel: tp`Pixel Evo`,
  260. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  261. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  262. affix_attr: tp`${'cotent'} attr.`,
  263. affix_orb: tp`${'cotent'} orbs`,
  264. affix_type: tp`${'cotent'} types`,
  265. affix_awakening: tp`${'cotent'} awoken`,
  266. affix_exclude: tp`, exclude ${'cotent'}`,
  267. each_time: tp`each time `,
  268. different: tp`different`,
  269. same: tp`the same`,
  270. },
  271. attrs: {
  272. [0]: tp`${'icon'}Fire`,
  273. [1]: tp`${'icon'}Water`,
  274. [2]: tp`${'icon'}Wood`,
  275. [3]: tp`${'icon'}Light`,
  276. [4]: tp`${'icon'}Dark`,
  277. [5]: tp`${'icon'}Recover`,
  278. [6]: tp`${'icon'}Null`,
  279. all: tp`All`,
  280. self: tp`${'icon'}Self's Attr`,
  281. fixed: tp`${'icon'}Fixed`,
  282. },
  283. orbs: {
  284. [0]: tp`${'icon'}Fire`,
  285. [1]: tp`${'icon'}Water`,
  286. [2]: tp`${'icon'}Wood`,
  287. [3]: tp`${'icon'}Light`,
  288. [4]: tp`${'icon'}Dark`,
  289. [5]: tp`${'icon'}Heal`,
  290. [6]: tp`${'icon'}Jammer`,
  291. [7]: tp`${'icon'}Poison`,
  292. [8]: tp`${'icon'}Lethal Poison`,
  293. [9]: tp`${'icon'}Bomb`,
  294. enhanced: tp`${'icon'}Enhanced`,
  295. locked: tp`${'icon'}Locked`,
  296. nail: tp`${'icon'}Nail`,
  297. thorn: tp`${'icon'}Thorn`,
  298. _5color: tp`${'icon'}5 Att.`,
  299. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  300. all: tp`All`,
  301. any: tp`Any ${'cotent'}`,
  302. },
  303. board: {
  304. clouds: tp`${'icon'}Clouds`,
  305. immobility: tp`${'icon'}Immobility`,
  306. roulette: tp`${'icon'}Roulette`,
  307. deep_dark: tp`${'icon'}Deep Dark`,
  308. roulette_time: tp`transforms every ${'duration'}`,
  309. roulette_attrs: tp`only ${'orbs'} will appear`,
  310. },
  311. types: {
  312. [0]: tp`${'icon'}Evo Material`,
  313. [1]: tp`${'icon'}Balanced`,
  314. [2]: tp`${'icon'}Physical`,
  315. [3]: tp`${'icon'}Healer`,
  316. [4]: tp`${'icon'}Dragon`,
  317. [5]: tp`${'icon'}God`,
  318. [6]: tp`${'icon'}Attacker`,
  319. [7]: tp`${'icon'}Devil`,
  320. [8]: tp`${'icon'}Machine`,
  321. [9]: tp`${'icon'}Special Protection`,
  322. [12]: tp`${'icon'}Awaken`,
  323. [14]: tp`${'icon'}Enhance Material`,
  324. [15]: tp`${'icon'}Redeemable`,
  325. },
  326. awokens: {
  327. [0]: tp`${'icon'}Unknown awoken`,
  328. [1]: tp`${'icon'}Enhanced HP`,
  329. [2]: tp`${'icon'}Enhanced Attack`,
  330. [3]: tp`${'icon'}Enhanced Recovery`,
  331. [4]: tp`${'icon'}Reduce Fire Damage`,
  332. [5]: tp`${'icon'}Reduce Water Damage`,
  333. [6]: tp`${'icon'}Reduce Wood Damage`,
  334. [7]: tp`${'icon'}Reduce Light Damage`,
  335. [8]: tp`${'icon'}Reduce Dark Damage`,
  336. [9]: tp`${'icon'}Auto-Recover`,
  337. [10]: tp`${'icon'}Resistance-Bind`,
  338. [11]: tp`${'icon'}Resistance-Blind`,
  339. [12]: tp`${'icon'}Resistance-Jammers`,
  340. [13]: tp`${'icon'}Resistance-Poison`,
  341. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  342. [15]: tp`${'icon'}Enhanced Water Orbs`,
  343. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  344. [17]: tp`${'icon'}Enhanced Water Orbs`,
  345. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  346. [19]: tp`${'icon'}Extend Time`,
  347. [20]: tp`${'icon'}Recover Bind`,
  348. [21]: tp`${'icon'}Skill Boost`,
  349. [22]: tp`${'icon'}Enhanced Fire Rows`,
  350. [23]: tp`${'icon'}Enhanced Water Rows`,
  351. [24]: tp`${'icon'}Enhanced Wood Rows`,
  352. [25]: tp`${'icon'}Enhanced Water Rows`,
  353. [26]: tp`${'icon'}Enhanced Dark Rows`,
  354. [27]: tp`${'icon'}Two-Pronged Attack`,
  355. [28]: tp`${'icon'}Resistance-Skill Bind`,
  356. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  357. [30]: tp`${'icon'}Multi Boost`,
  358. [31]: tp`${'icon'}Dragon Killer`,
  359. [32]: tp`${'icon'}God Killer`,
  360. [33]: tp`${'icon'}Devil Killer`,
  361. [34]: tp`${'icon'}Machine Killer`,
  362. [35]: tp`${'icon'}Balanced Killer`,
  363. [36]: tp`${'icon'}Attacker Killer`,
  364. [37]: tp`${'icon'}Physical Killer`,
  365. [38]: tp`${'icon'}Healer Killer`,
  366. [39]: tp`${'icon'}Evo Killer`,
  367. [40]: tp`${'icon'}Awaken Killer`,
  368. [41]: tp`${'icon'}Enhance Killer`,
  369. [42]: tp`${'icon'}Redeemable Killer`,
  370. [43]: tp`${'icon'}Enhanced Combos`,
  371. [44]: tp`${'icon'}Guard Break`,
  372. [45]: tp`${'icon'}Bonus Attack`,
  373. [46]: tp`${'icon'}Enhanced Team HP`,
  374. [47]: tp`${'icon'}Enhanced Team Recovery`,
  375. [48]: tp`${'icon'}Damage Void Piercer`,
  376. [49]: tp`${'icon'}Awoken Assist`,
  377. [50]: tp`${'icon'}Super Bonus Attack`,
  378. [51]: tp`${'icon'}Skill Charge`,
  379. [52]: tp`${'icon'}Resistance-Bind+`,
  380. [53]: tp`${'icon'}Extend Time+`,
  381. [54]: tp`${'icon'}Resistance-Clouds`,
  382. [55]: tp`${'icon'}Resistance-Immobility`,
  383. [56]: tp`${'icon'}Skill Boost+`,
  384. [57]: tp`${'icon'}50% or more HP Enhanced`,
  385. [58]: tp`${'icon'}50% or less HP Enhanced`,
  386. [59]: tp`${'icon'}[L] Heal Matching`,
  387. [60]: tp`${'icon'}[L] Increased Attack`,
  388. [61]: tp`${'icon'}Super Enhanced Combos`,
  389. [62]: tp`${'icon'}Combo Orbs`,
  390. [63]: tp`${'icon'}Skill Voice`,
  391. [64]: tp`${'icon'}Dungeon Bonus`,
  392. [65]: tp`${'icon'}Reduced HP`,
  393. [66]: tp`${'icon'}Reduced Attack`,
  394. [67]: tp`${'icon'}Reduced RCV`,
  395. [68]: tp`${'icon'}Resistance-Blind+`,
  396. [69]: tp`${'icon'}Resistance-Jammers+`,
  397. [70]: tp`${'icon'}Resistance-Poison+`,
  398. [71]: tp`${'icon'}Blessing of Jammers`,
  399. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  400. [73]: tp`${'icon'}Enhanced Fire Combos`,
  401. [74]: tp`${'icon'}Enhanced Water Combos`,
  402. [75]: tp`${'icon'}Enhanced Wood Combos`,
  403. [76]: tp`${'icon'}Enhanced Light Combos`,
  404. [77]: tp`${'icon'}Enhanced Dark Combos`,
  405. [78]: tp`${'icon'}Cross Attack`,
  406. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  407. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  408. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  409. [82]: tp`${'icon'}Super Enhanced Matching`,
  410. [83]: tp`${'icon'}Add Dragon Type`,
  411. [84]: tp`${'icon'}Add God Type`,
  412. [85]: tp`${'icon'}Add Devil Type`,
  413. [86]: tp`${'icon'}Add Machine Type`,
  414. [87]: tp`${'icon'}Add Balanced Type`,
  415. [88]: tp`${'icon'}Add Attacker Type`,
  416. [89]: tp`${'icon'}Add Physical Type`,
  417. [90]: tp`${'icon'}Add Healer Type`,
  418. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  419. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  420. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  421. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  422. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  423. [96]: tp`${'icon'}Two-Pronged Attack+`,
  424. [97]: tp`${'icon'}Skill Charge+`,
  425. [98]: tp`${'icon'}Auto-Recover+`,
  426. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  427. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  428. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  429. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  430. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  431. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  432. [105]: tp`${'icon'}Anti-Skill Boost`,
  433. [106]: tp`${'icon'}Levitation`,
  434. [107]: tp`${'icon'}Enhanced Combos+`,
  435. [108]: tp`${'icon'}[L] Increased Attack+`,
  436. [109]: tp`${'icon'}Damage Void Piercer+`,
  437. [110]: tp`${'icon'}Cross Attack+`,
  438. [111]: tp`${'icon'}Super Enhanced Combos+`,
  439. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  440. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  441. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  442. [115]: tp`${'icon'}Recover Bind+`,
  443. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  444. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  445. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  446. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  447. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  448. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  449. [122]: tp`${'icon'}Enhanced Water Combos+`,
  450. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  451. [124]: tp`${'icon'}Enhanced Light Combos+`,
  452. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  453. [126]: tp`${'icon'}[T] Increased Attack`,
  454. [127]: tp`${'icon'}Enhanced Stats`,
  455. [128]: tp`${'icon'}Yang Protection`,
  456. [129]: tp`${'icon'}Yin Protection`,
  457. [130]: tp`${'icon'}After-Ripening`,
  458. }
  459. },
  460. };
  461. //类型和觉醒杀和潜觉杀的对应编号,还有类型可以打什么类型的潜觉杀
  462. const typekiller_for_type = [
  463. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  464. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  465. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  466. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  467. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  468. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  469. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  470. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  471. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  472. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  473. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  474. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  475. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  476. ];
  477. //类型允许的潜觉杀
  478. typekiller_for_type.forEach(t=>
  479. {
  480. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  481. .map(tn=>
  482. typekiller_for_type.find(_t=>_t.type == tn).latent
  483. );
  484. }
  485. );
  486. const allowable_latent = {
  487. common: [ //一般能打的潜觉
  488. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  489. 28,29,30,31,32,33,34,35,36,37,38
  490. ],
  491. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  492. v120: [42,43,44,45,49], //120才能打的潜觉,3倍上限潜觉需要特殊处理
  493. needAwoken: [ //需要觉醒才能打的潜觉
  494. {latent:39,awoken:62}, //C珠破吸
  495. {latent:40,awoken:20}, //心横解转转
  496. {latent:41,awoken:27}, //U解禁消
  497. {latent:46,awoken:45}, //心追解云封
  498. {latent:47,awoken:59}, //心L大SB
  499. {latent:48,awoken:60}, //L解禁武器
  500. ],
  501. }
  502. //等效觉醒列表
  503. const equivalent_awoken = [
  504. {small:10,big:52,times:2}, //防封
  505. {small:11,big:68,times:5}, //防暗
  506. {small:12,big:69,times:5}, //防废
  507. {small:13,big:70,times:5}, //防毒
  508. {small:19,big:53,times:2}, //手指
  509. {small:21,big:56,times:2}, //SB
  510. {small:27,big:96,times:2}, //U
  511. {small:51,big:97,times:2}, //5色溜
  512. {small:9,big:98,times:2}, //自回
  513. {small:14,big:99,times:2}, //火+
  514. {small:15,big:100,times:2},//水+
  515. {small:16,big:101,times:2},//木+
  516. {small:17,big:102,times:2},//光+
  517. {small:18,big:103,times:2},//暗+
  518. {small:29,big:104,times:2},//心+
  519. {small:43,big:107,times:2},//7c
  520. {small:60,big:108,times:2},//L
  521. {small:48,big:109,times:2},//破无效
  522. {small:78,big:110,times:2},//十字
  523. {small:61,big:111,times:2},//10c
  524. {small:79,big:112,times:2},//3色
  525. {small:80,big:113,times:2},//4色
  526. {small:81,big:114,times:2},//5色
  527. {small:20,big:115,times:2},//心解
  528. {small:22,big:116,times:3},//火横
  529. {small:23,big:117,times:3},//水横
  530. {small:24,big:118,times:3},//木横
  531. {small:25,big:119,times:3},//光横
  532. {small:26,big:120,times:3},//暗横
  533. {small:73,big:121,times:2},//火串
  534. {small:74,big:122,times:2},//水串
  535. {small:75,big:123,times:2},//木串
  536. {small:76,big:124,times:2},//光串
  537. {small:77,big:125,times:2},//暗串
  538. ];
  539. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  540. //官方的徽章排列顺序
  541. const official_badge_sorting = [
  542. 1, 22, 23, 2, 3, 4, 5, 6,
  543. 7, 8, 9, 11, 17, 18, 19, 20,
  544. 21, 10, 12, 13, 14, 24, 25, 26,
  545. 27,
  546. PAD_PASS_BADGE,
  547. ]
  548. //官方的觉醒排列顺序
  549. const official_awoken_sorting = [
  550. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  551. 56,107,111, 52, 55, 68, 69, 70, 28,
  552. 19, 48, 27, 78, 60,126, 59, 45, 50,
  553. 53,109, 96,110,108, 79, 80, 81, 51,
  554. 106, 57, 58, 82, 62,112,113,114, 97,
  555. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  556. 99,100,101,102,103,104, 98,115, 71,
  557. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  558. 116,117,118,119,120, 1, 2, 3,127,
  559. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  560. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  561. 121,122,123,124,125, 39, 40, 41, 42,
  562. 91, 92, 93, 94, 95, 65, 66, 67,105,
  563. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  564. 63,128,129,130
  565. ];
  566. //排序程序列表
  567. const sort_function_list = [
  568. {tag:"sort_none",name:"无",function:()=>0},
  569. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  570. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  571. let num = a.attrs[0] - b.attrs[0];
  572. if (num === 0) num = a.attrs[1] - b.attrs[1];
  573. return num;
  574. }
  575. },
  576. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  577. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  578. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  579. let num = card_a.attrs[0] - card_b.attrs[0];
  580. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  581. return num;
  582. }
  583. },
  584. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  585. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  586. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  587. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  588. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  589. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  590. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  591. }
  592. },
  593. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  594. function getEvoSkill(skill) {
  595. //232为进化后不循环技能,233为循环技能
  596. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  597. else return skill;
  598. }
  599. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  600. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  601. }
  602. },
  603. {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)},
  604. {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)},
  605. {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)},
  606. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  607. {
  608. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  609. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  610. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  611. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  612. return abA - abB;
  613. }
  614. },
  615. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  616. {
  617. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  618. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  619. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  620. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  621. return abA - abB;
  622. }
  623. },
  624. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  625. {
  626. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  627. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  628. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  629. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  630. return abA - abB;
  631. }
  632. },
  633. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  634. {
  635. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  636. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  637. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  638. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  639. return abA - abB;
  640. }
  641. },
  642. ];
  643. //增加特殊搜索模式
  644. const specialSearchFunctions = (function() {
  645. 'use strict';
  646. //返回卡片的队长技能
  647. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  648. {
  649. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  650. }
  651. //返回卡片的技能
  652. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  653. {
  654. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  655. }
  656. //获取血倍率
  657. function getHPScale(ls)
  658. {
  659. const sk = ls.params;
  660. let scale = 1;
  661. switch (ls.type)
  662. {
  663. case 23: case 30: case 62: case 77: case 63: case 65:
  664. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  665. scale = sk[sk.length-1]/100;
  666. break;
  667. case 73: case 76:
  668. case 121: case 129: case 163: case 177: case 186:
  669. case 155:
  670. scale = sk[2]/100;
  671. break;
  672. case 106: case 107: case 108:
  673. scale = sk[0]/100;
  674. break;
  675. case 125:
  676. scale = sk[5]/100;
  677. break;
  678. case 136:
  679. case 137:
  680. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  681. break;
  682. case 158:
  683. scale = sk[4]/100;
  684. break;
  685. case 175:
  686. case 178: case 185:
  687. scale = sk[3]/100;
  688. break;
  689. case 203: case 217:
  690. scale = sk[1]/100;
  691. break;
  692. case 245:
  693. scale = sk[3]/100;
  694. break;
  695. case 138: //调用其他队长技
  696. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  697. break;
  698. default:
  699. }
  700. return scale || 1;
  701. }
  702. //获取盾减伤比例
  703. function getReduceScale(ls, allAttr = false, noHPneed = false)
  704. {
  705. const sk = ls.params;
  706. let scale = 0;
  707. switch (ls.type)
  708. {
  709. case 16: //无条件盾
  710. scale = sk[0]/100;
  711. break;
  712. case 17: //单属性盾
  713. scale = allAttr ? 0 : sk[1]/100;
  714. break;
  715. case 36: //2个属性盾
  716. scale = allAttr ? 0 : sk[2]/100;
  717. break;
  718. case 38: //血线下 + 几率
  719. case 43: //血线上 + 几率
  720. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  721. break;
  722. case 129: //无条件盾,属性个数不固定
  723. case 163: //无条件盾,属性个数不固定
  724. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  725. break;
  726. case 178: //无条件盾,属性个数不固定
  727. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  728. break;
  729. case 130: //血线下 + 属性个数不固定
  730. case 131: //血线上 + 属性个数不固定
  731. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  732. break;
  733. case 151: //十字心触发
  734. case 169: //C触发
  735. case 198: //回血触发
  736. scale = sk[2]/100;
  737. break;
  738. case 170: //多色触发
  739. case 182: //长串触发
  740. case 193: //L触发
  741. scale = sk[3]/100;
  742. break;
  743. case 171: //多串触发
  744. scale = sk[6]/100;
  745. break;
  746. case 183: //又是个有两段血线的队长技
  747. scale = noHPneed ? 0 : sk[4]/100;
  748. break;
  749. case 210: //十字触发
  750. scale = sk[1]/100;
  751. break;
  752. case 235: { //可多次触发
  753. scale = (sk[4] || 0) / 100;
  754. break;
  755. }
  756. case 138: //调用其他队长技
  757. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  758. break;
  759. default:
  760. }
  761. return scale || 0;
  762. }
  763. //获取无条件盾减伤比例
  764. function getReduceScale_unconditional(ls)
  765. {
  766. const sk = ls.params;
  767. let scale = 0;
  768. switch (ls.type)
  769. {
  770. case 16: //无条件盾
  771. {
  772. scale = sk[0]/100;
  773. break;
  774. }
  775. case 129: //无条件盾,属性个数不固定
  776. case 163: //无条件盾,属性个数不固定
  777. {
  778. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  779. break;
  780. }
  781. case 178: //无条件盾,属性个数不固定
  782. {
  783. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  784. break;
  785. }
  786. case 138: //调用其他队长技
  787. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  788. break;
  789. default:
  790. }
  791. return scale || 0;
  792. }
  793. function getCannonAttr(skill)
  794. {
  795. const sk = skill.params;
  796. switch(skill.type)
  797. {
  798. case 0:
  799. case 1:
  800. case 37:
  801. case 58:
  802. case 59:
  803. case 84:
  804. case 85:
  805. case 86:
  806. case 87:
  807. case 115:
  808. return sk[0];
  809. case 110:
  810. case 143:
  811. return sk[1];
  812. case 42:
  813. return sk[1];
  814. case 144:
  815. return sk[3] ?? 0;
  816. default:
  817. return -1;
  818. }
  819. }
  820. function sortByParams(a,b,searchTypeArray,...pidxs)
  821. {
  822. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  823. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  824. if (pidxs.length==0) pidxs.push(0);
  825. let newPos = 0;
  826. //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
  827. for (let pidx of pidxs) {
  828. newPos = a_s.params[pidx] - b_s.params[pidx];
  829. if (newPos !== 0) break;
  830. }
  831. return newPos;
  832. }
  833. function sortByHPScal(a,b)
  834. {
  835. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  836. return getHPScale(a_s) - getHPScale(b_s);
  837. }
  838. function HPScal_Addition(card)
  839. {
  840. const skill = Skills[card.leaderSkillId];
  841. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  842. }
  843. function sortByReduceScale(a,b)
  844. {
  845. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  846. return getReduceScale(a_s) - getReduceScale(b_s);
  847. }
  848. function ReduceScale_Addition(card)
  849. {
  850. const skill = Skills[card.leaderSkillId];
  851. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  852. }
  853. function directParseSkills(skillDataArr) {
  854. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  855. }
  856. function voidsAbsorption_Turns(card) {
  857. const outObj = {
  858. "attr-absorb": 0,
  859. "combo-absorb": 0,
  860. "damage-absorb": 0,
  861. "damage-void": 0,
  862. };
  863. const searchTypeArray = [
  864. 173,
  865. 191
  866. ];
  867. const skills = getCardActiveSkills(card, searchTypeArray);
  868. skills.reduce((pre,skill)=>{
  869. if (skill.type === 173) {
  870. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  871. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  872. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  873. } else if (skill.type === 191) {
  874. pre["damage-void"] ||= skill.params[0];
  875. }
  876. return pre
  877. }, outObj);
  878. return outObj;
  879. }
  880. function voidsAbsorption_Addition(card)
  881. {
  882. const turnsObj = voidsAbsorption_Turns(card);
  883. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  884. const turns = namesArr.map(name=>turnsObj[name]);
  885. const turnsSet = new Set(turns.filter(Boolean));
  886. const turnsCount = turnsSet.size;
  887. const fragment = document.createDocumentFragment();
  888. for (let i = 0; i < namesArr.length; i++) {
  889. if (turns[i] > 0) {
  890. fragment.append(createSkillIcon(namesArr[i]));
  891. if (turnsCount > 1)
  892. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  893. }
  894. }
  895. if (turnsCount === 1) {
  896. const turn = Array.from(turnsSet)[0];
  897. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  898. }
  899. return fragment;
  900. }
  901. function unbind_Turns(card)
  902. {
  903. const outObj = {
  904. normal: 0,
  905. awakenings: 0,
  906. matches: 0
  907. };
  908. const searchTypeArray = [
  909. 117, 179,
  910. 196
  911. ];
  912. const skills = getCardActiveSkills(card, searchTypeArray);
  913. const parsedSkills = directParseSkills(skills);
  914. parsedSkills.reduce((pre,cur)=>{
  915. pre.normal ||= cur.normal;
  916. pre.awakenings ||= cur.awakenings;
  917. pre.matches ||= cur.matches;
  918. return pre
  919. }, outObj);
  920. return outObj;
  921. }
  922. function unbind_Addition(card)
  923. {
  924. const turnsObj = unbind_Turns(card);
  925. const namesArr = ["normal", "awakenings", "matches"];
  926. const turns = namesArr.map(name=>turnsObj[name]);
  927. const turnsSet = new Set(turns.filter(Boolean));
  928. const turnsCount = turnsSet.size;
  929. const fragment = document.createDocumentFragment();
  930. for (let i = 0; i < namesArr.length; i++) {
  931. if (turns[i] > 0) {
  932. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  933. if (turnsCount > 1)
  934. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  935. }
  936. }
  937. if (turnsCount === 1) {
  938. const turn = Array.from(turnsSet)[0];
  939. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  940. }
  941. return fragment;
  942. }
  943. function boardChange_ColorTypes(skill)
  944. {
  945. if (!skill) return [];
  946. const sk = skill.params;
  947. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  948. return colors;
  949. }
  950. function boardChange_Addition(card)
  951. {
  952. const searchTypeArray = [71];
  953. const skill = getCardActiveSkill(card, searchTypeArray);
  954. const colors = boardChange_ColorTypes(skill);
  955. return createOrbsList(colors);
  956. }
  957. function orbsChangeParse(skill)
  958. {
  959. function changes(from, to)
  960. {
  961. return {from:from,to:to};
  962. }
  963. let outArr = [];
  964. if (!skill) return outArr;
  965. const sk = skill.params;
  966. switch (skill.type)
  967. {
  968. case 9:{
  969. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  970. break;
  971. }
  972. case 20:{
  973. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  974. {
  975. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  976. }
  977. else
  978. {
  979. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  980. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  981. }
  982. break;
  983. }
  984. case 154:{
  985. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  986. break;
  987. }
  988. }
  989. return outArr;
  990. }
  991. function changeOrbs_Addition(card)
  992. {
  993. const searchTypeArray = [9,20,154];
  994. const skills = getCardActiveSkills(card, searchTypeArray);
  995. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  996. const fragment = document.createDocumentFragment();
  997. parsedSkills.forEach(p=>{
  998. fragment.appendChild(createOrbsList(p.from));
  999. fragment.appendChild(document.createTextNode(`→`));
  1000. fragment.appendChild(createOrbsList(p.to));
  1001. });
  1002. return fragment;
  1003. }
  1004. function generateOrbsParse(card)
  1005. {
  1006. const outArr = [];
  1007. const searchTypeArray = [141, 208];
  1008. const skills = getCardActiveSkills(card, searchTypeArray);
  1009. if (!skills.length) return outArr;
  1010. for (const skill of skills)
  1011. {
  1012. const sk = skill.params;
  1013. if (skill.type == 141)
  1014. {
  1015. outArr.push({
  1016. count: sk[0],
  1017. to: sk[1] || 1,
  1018. exclude: sk[2],
  1019. });
  1020. }else
  1021. {
  1022. outArr.push({
  1023. count: sk[0],
  1024. to: sk[1] || 1,
  1025. exclude: sk[2],
  1026. });
  1027. outArr.push({
  1028. count: sk[3],
  1029. to: sk[4] || 1,
  1030. exclude: sk[5],
  1031. });
  1032. }
  1033. }
  1034. return outArr;
  1035. }
  1036. function generateOrbs_Addition(card)
  1037. {
  1038. const gens = generateOrbsParse(card);
  1039. if (!gens.length) return;
  1040. const fragment = document.createDocumentFragment();
  1041. for (const gen of gens)
  1042. {
  1043. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1044. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1045. }
  1046. return fragment;
  1047. }
  1048. function lock_Addition(card)
  1049. {
  1050. const searchTypeArray = [152];
  1051. const skill = getCardActiveSkill(card, searchTypeArray);
  1052. if (!skill) return;
  1053. const sk = skill.params;
  1054. const fragment = document.createDocumentFragment();
  1055. fragment.appendChild(createSkillIcon('orb-locked'));
  1056. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] || 1)));
  1057. return fragment;
  1058. }
  1059. function dropLock_Addition(card)
  1060. {
  1061. const searchTypeArray = [205];
  1062. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1063. if (!skill) return;
  1064. const sk = skill.params;
  1065. const fragment = document.createDocumentFragment();
  1066. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1067. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1068. return fragment;
  1069. }
  1070. function dropOrb_Addition(card)
  1071. {
  1072. const searchTypeArray = [126];
  1073. const skill = getCardActiveSkill(card, searchTypeArray);
  1074. if (!skill) return;
  1075. const sk = skill.params;
  1076. const colors = Bin.unflags(sk[0]);
  1077. const fragment = document.createDocumentFragment();
  1078. fragment.appendChild(createOrbsList(colors, 'drop'));
  1079. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1080. return fragment;
  1081. }
  1082. function generateColumnOrbs_Addition(card)
  1083. {
  1084. const searchTypeArray = [127];
  1085. const skill = getCardActiveSkill(card, searchTypeArray);
  1086. if (!skill) return;
  1087. const sk = skill.params;
  1088. const colors = [];
  1089. for (let ai=0;ai<sk.length;ai+=2)
  1090. {
  1091. colors.push(Bin.unflags(sk[ai+1]));
  1092. }
  1093. const fragment = document.createDocumentFragment();
  1094. fragment.appendChild(document.createTextNode(`竖`));
  1095. fragment.appendChild(createOrbsList(colors.flat()));
  1096. return fragment;
  1097. }
  1098. function generateRowOrbs_Addition(card)
  1099. {
  1100. const searchTypeArray = [128];
  1101. const skill = getCardActiveSkill(card, searchTypeArray);
  1102. if (!skill) return;
  1103. const sk = skill.params;
  1104. const colors = [];
  1105. for (let ai=0;ai<sk.length;ai+=2)
  1106. {
  1107. colors.push(Bin.unflags(sk[ai+1]));
  1108. }
  1109. const fragment = document.createDocumentFragment();
  1110. fragment.appendChild(document.createTextNode(`横`));
  1111. fragment.appendChild(createOrbsList(colors.flat()));
  1112. return fragment;
  1113. }
  1114. function numericalATK_Addition(card)
  1115. {
  1116. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1117. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1118. const skill = getCardActiveSkill(card, searchTypeArray);
  1119. if (!skill) return;
  1120. //const sk = skill.params;
  1121. const colors = [getCannonAttr(skill)];
  1122. const fragment = document.createDocumentFragment();
  1123. fragment.append(`射`);
  1124. fragment.append(createOrbsList(colors));
  1125. if (typeArray_Rate.includes(skill.type)) {
  1126. function getNumber(skill){
  1127. const sk = skill.params;
  1128. switch(skill.type)
  1129. {
  1130. case 0:
  1131. case 37:
  1132. case 58:
  1133. case 59:
  1134. case 84:
  1135. case 85:
  1136. case 115:
  1137. return sk[1];
  1138. case 2:
  1139. case 35:
  1140. return sk[0];
  1141. default:
  1142. return 0;
  1143. }
  1144. }
  1145. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1146. }
  1147. return fragment;
  1148. }
  1149. function memberATK_Addition(card)
  1150. {
  1151. const searchTypeArray = [230];
  1152. const skill = getCardActiveSkill(card, searchTypeArray);
  1153. if (!skill) return;
  1154. const sk = skill.params;
  1155. const fragment = document.createDocumentFragment();
  1156. fragment.appendChild(createTeamFlags(sk[1]));
  1157. let str = '';
  1158. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1159. fragment.appendChild(document.createTextNode(str));
  1160. return fragment;
  1161. }
  1162. function getIncreaseDamageCap(skill)
  1163. {
  1164. let cap = 0;
  1165. switch (skill.type) {
  1166. case 241:case 258:
  1167. cap = skill.params[1];
  1168. break;
  1169. case 246:
  1170. cap = skill.params[2];
  1171. break;
  1172. case 247:
  1173. cap = skill.params[3];
  1174. break;
  1175. }
  1176. return cap;
  1177. }
  1178. function memberCap_Addition(card)
  1179. {
  1180. const searchTypeArray = [241, 246, 247, 258];
  1181. const skill = getCardActiveSkill(card, searchTypeArray);
  1182. if (!skill) return;
  1183. const sk = skill.params;
  1184. let cap = getIncreaseDamageCap(skill);
  1185. const fragment = document.createDocumentFragment();
  1186. switch (skill.type) {
  1187. case 258: {
  1188. fragment.appendChild(createTeamFlags(sk[2]));
  1189. break;
  1190. }
  1191. case 241:
  1192. case 246:
  1193. case 247: {
  1194. fragment.appendChild(createTeamFlags(1));
  1195. break;
  1196. }
  1197. }
  1198. switch (skill.type) {
  1199. case 258:
  1200. case 241: {
  1201. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1202. break;
  1203. }
  1204. case 246: {
  1205. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1206. break;
  1207. }
  1208. case 247: {
  1209. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1210. break;
  1211. }
  1212. }
  1213. return fragment;
  1214. }
  1215. function dixedDamage_Addition(card)
  1216. {
  1217. const searchTypeArray = [55, 188, 56];
  1218. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1219. if (!skills.length) return;
  1220. const skill = skills[0];
  1221. const sk = skill.params;
  1222. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1223. }
  1224. function gravity_Addition(card)
  1225. {
  1226. const searchTypeArray = [6, 161];
  1227. const skill = getCardActiveSkill(card, searchTypeArray);
  1228. if (!skill) return;
  1229. const sk = skill.params;
  1230. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1231. }
  1232. function healImmediately_Rate(card)
  1233. {
  1234. const searchTypeArray = [7, //自身回复力
  1235. 8, //固定点数
  1236. 35,115, //吸血
  1237. 117
  1238. ];
  1239. const skills = getCardActiveSkills(card, searchTypeArray);
  1240. const outObj = {
  1241. vampire: 0,
  1242. selfRcv: 0,
  1243. const: 0,
  1244. scale: 0,
  1245. };
  1246. if (!skills.length) return outObj;
  1247. skills.forEach(skill=>{
  1248. const sk = skill.params;
  1249. if (skill.type == 7)
  1250. {
  1251. outObj.selfRcv += sk[0];
  1252. }
  1253. else if(skill.type == 8)
  1254. {
  1255. outObj.const += sk[0];
  1256. }
  1257. else if(skill.type == 35)
  1258. {
  1259. outObj.vampire += sk[1];
  1260. }
  1261. else if(skill.type == 115)
  1262. {
  1263. outObj.vampire += sk[2];
  1264. }
  1265. else if(skill.type == 117)
  1266. {
  1267. outObj.selfRcv += sk[1] || 0;
  1268. outObj.const += sk[2] || 0;
  1269. outObj.scale += sk[3] || 0;
  1270. }
  1271. });
  1272. return outObj;
  1273. }
  1274. function atkBuff_Rate(card)
  1275. {
  1276. const searchTypeArray = [
  1277. 88,92, //类型的
  1278. 50,90, //属性的,要排除回复力
  1279. 156,168,231, //宝石姬
  1280. 228, //属性、类型数量
  1281. ];
  1282. const skills = getCardActiveSkills(card, searchTypeArray);
  1283. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1284. function atkBuffParse(skill) {
  1285. const outObj = {
  1286. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1287. types: [],
  1288. attrs: [],
  1289. awoken: [],
  1290. rate: 0,
  1291. turns: 0,
  1292. };
  1293. if (!skill) return outObj;
  1294. const sk = skill.params;
  1295. if (skill.type == 88 || skill.type == 92)
  1296. {
  1297. outObj.skilltype = 2;
  1298. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1299. outObj.turns = sk[0];
  1300. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1301. }
  1302. else if(skill.type == 50 || skill.type == 90)
  1303. {
  1304. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1305. if (!outObj.attrs.length) //去除回复力
  1306. return outObj;
  1307. outObj.skilltype = 2;
  1308. outObj.turns = sk[0];
  1309. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1310. }
  1311. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1312. || skill.type == 168)
  1313. {
  1314. outObj.skilltype = 1;
  1315. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1316. outObj.turns = sk[0];
  1317. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1318. }
  1319. else if(skill.type == 228 && sk[3] > 0)
  1320. {
  1321. outObj.skilltype = 1;
  1322. outObj.attrs = Bin.unflags(sk[1]);
  1323. outObj.types = Bin.unflags(sk[2]);
  1324. outObj.turns = sk[0];
  1325. outObj.rate = sk[3];
  1326. }
  1327. else if(skill.type == 231 && sk[6] > 0)
  1328. {
  1329. outObj.skilltype = 1;
  1330. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1331. outObj.turns = sk[0];
  1332. outObj.rate = sk[6];
  1333. }
  1334. return outObj;
  1335. }
  1336. }
  1337. function rcvBuff_Rate(card)
  1338. {
  1339. const searchTypeArray = [
  1340. 50,90,
  1341. 228, 231, //宝石姬
  1342. ];
  1343. const skills = getCardActiveSkills(card, searchTypeArray);
  1344. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1345. function rcvBuffParse(skill) {
  1346. const outObj = {
  1347. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1348. types: [],
  1349. attrs: [],
  1350. awoken: [],
  1351. rate: 0,
  1352. turns: 0,
  1353. };
  1354. if (!skill) return outObj;
  1355. const sk = skill.params;
  1356. if (skill.type == 228 && sk[4] > 0) {
  1357. outObj.skilltype = 1;
  1358. outObj.attrs = Bin.unflags(sk[1]);
  1359. outObj.types = Bin.unflags(sk[2]);
  1360. outObj.turns = sk[0];
  1361. outObj.rate = sk[4];
  1362. } else if (skill.type == 231 && sk[7] > 0) {
  1363. outObj.skilltype = 1;
  1364. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1365. outObj.turns = sk[0];
  1366. outObj.rate = sk[7];
  1367. } else if (skill.type == 50 || skill.type == 90) {
  1368. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1369. outObj.turns = sk[0];
  1370. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1371. }
  1372. return outObj;
  1373. }
  1374. }
  1375. function damageSelf_Rate(card)
  1376. {
  1377. const searchTypeArray = [84,85,86,87,195];
  1378. const skill = getCardActiveSkill(card, searchTypeArray);
  1379. if (!skill) return 0;
  1380. const sk = skill.params;
  1381. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1382. }
  1383. function changeEnemiesAttr_Attr(card)
  1384. {
  1385. const outObj = {
  1386. attr: null,
  1387. turns: 0
  1388. }
  1389. const searchTypeArray = [153, 224];
  1390. const skill = getCardActiveSkill(card, searchTypeArray);
  1391. if (!skill) return outObj;
  1392. const sk = skill.params;
  1393. if (skill.type == 153)
  1394. {
  1395. outObj.attr = sk[0];
  1396. }
  1397. else if (skill.type == 224)
  1398. {
  1399. outObj.attr = sk[1] || 0;
  1400. outObj.turns = sk[0];
  1401. }
  1402. return outObj;
  1403. }
  1404. function shapeThisRowOk(line, lineNumber) {
  1405. if (lineNumber <= 0) return true;
  1406. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1407. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1408. }
  1409. function shapeUpsideDownRowOk(line, lineNumber) {
  1410. if (lineNumber <= 0) return true;
  1411. return line > 0 ? (line & lineNumber) === 0 : true;
  1412. }
  1413. function shapeIsCross(sk) { //产珠是十字
  1414. const baseLineNum = 0b111;
  1415. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1416. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1417. lineNumArr.push(_lineNum);
  1418. }
  1419. for (let ri=1; ri<4; ri++)
  1420. {
  1421. //搜索所有可能的行存在
  1422. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1423. if (maybeLineNum.length < 1) continue;
  1424. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1425. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1426. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1427. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1428. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1429. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1430. });
  1431. if (maybeLineNum.length > 0) return true;
  1432. }
  1433. return false;
  1434. }
  1435. function shapeIsLShape(sk) { //产珠是L字
  1436. const baseLineNum = 0b111;
  1437. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1438. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1439. lineNumArr.push(_lineNum);
  1440. }
  1441. for (let ri=0; ri<5; ri++)
  1442. {
  1443. //搜索所有可能的行存在
  1444. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1445. if (maybeLineNum.length < 1) continue;
  1446. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1447. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1448. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1449. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1450. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1451. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1452. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1453. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1454. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1455. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1456. ||
  1457. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1458. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1459. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1460. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1461. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1462. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1463. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1464. });
  1465. if (maybeLineNum.length > 0) return true;
  1466. }
  1467. return false;
  1468. }
  1469. //创建1个觉醒图标
  1470. function createAwokenIcon(awokenId)
  1471. {
  1472. const icon = document.createElement("icon");
  1473. icon.className ="awoken-icon";
  1474. icon.setAttribute("data-awoken-icon", awokenId);
  1475. return icon;
  1476. }
  1477. //产生一个觉醒列表
  1478. function creatAwokenList(awokens) {
  1479. const ul = document.createElement("ul");
  1480. ul.className = "awoken-ul";
  1481. awokens.forEach(ak=>{
  1482. const li = ul.appendChild(document.createElement("li"));
  1483. const icon = li.appendChild(createAwokenIcon(ak));
  1484. });
  1485. return ul;
  1486. }
  1487. //产生宝珠列表
  1488. function createOrbsList(orbs, className)
  1489. {
  1490. if (orbs == undefined) orbs = [0];
  1491. else if (!Array.isArray(orbs)) orbs = [orbs];
  1492. const ul = document.createElement("ul");
  1493. ul.className = "board";
  1494. orbs.forEach(orbType => {
  1495. const li = ul.appendChild(document.createElement("li"));
  1496. li.className = className ? `orb ${className}` :`orb`;
  1497. li.setAttribute("data-orb-icon", orbType);
  1498. });
  1499. return ul;
  1500. }
  1501. //产生类型列表
  1502. function createTypesList(types)
  1503. {
  1504. if (types == undefined) types = [0];
  1505. else if (!Array.isArray(types)) types = [types];
  1506. const ul = document.createElement("ul");
  1507. ul.className = "types-ul";
  1508. types.forEach(type => {
  1509. const li = ul.appendChild(document.createElement("li"));
  1510. li.className = `type-icon`;
  1511. li.setAttribute("data-type-icon", type);
  1512. });
  1513. return ul;
  1514. }
  1515. const functions = [
  1516. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1517. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1518. ]},
  1519. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1520. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1521. function:cards=>{
  1522. const attrName = "attr-absorb";
  1523. return cards.filter(card=>{
  1524. const turns = voidsAbsorption_Turns(card);
  1525. return turns[attrName] > 0;
  1526. }).sort((a,b)=>{
  1527. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1528. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1529. return a_pC - b_pC;
  1530. });
  1531. },
  1532. addition:voidsAbsorption_Addition
  1533. },
  1534. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1535. function:cards=>{
  1536. const attrName = "damage-absorb";
  1537. return cards.filter(card=>{
  1538. const turns = voidsAbsorption_Turns(card);
  1539. return turns[attrName] > 0;
  1540. }).sort((a,b)=>{
  1541. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1542. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1543. return a_pC - b_pC;
  1544. });
  1545. },
  1546. addition:voidsAbsorption_Addition
  1547. },
  1548. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1549. function:cards=>{
  1550. const attrName = "damage-void";
  1551. return cards.filter(card=>{
  1552. const turns = voidsAbsorption_Turns(card);
  1553. return turns[attrName] > 0;
  1554. }).sort((a,b)=>{
  1555. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1556. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1557. return a_pC - b_pC;
  1558. });
  1559. },
  1560. addition:voidsAbsorption_Addition
  1561. },
  1562. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1563. function:cards=>{
  1564. const attrName = "combo-absorb";
  1565. return cards.filter(card=>{
  1566. const turns = voidsAbsorption_Turns(card);
  1567. return turns[attrName] > 0;
  1568. }).sort((a,b)=>{
  1569. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1570. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1571. return a_pC - b_pC;
  1572. });
  1573. },
  1574. addition:voidsAbsorption_Addition
  1575. },
  1576. {name:"Voids Triple(except combo)",otLangName:{chs:"三破(不含破C)",cht:"三破(不含破C)"},
  1577. function:cards=>{
  1578. return cards.filter(card=>{
  1579. const turns = voidsAbsorption_Turns(card);
  1580. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1581. }).sort((a,b)=>{
  1582. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1583. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1584. return a_pC - b_pC;
  1585. });
  1586. },
  1587. addition:voidsAbsorption_Addition
  1588. },
  1589. ]},
  1590. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1591. {
  1592. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1593. function:cards=>{
  1594. return cards.filter(card=>{
  1595. const turns = unbind_Turns(card);
  1596. return turns.normal > 0;
  1597. }).sort((a,b)=>{
  1598. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1599. let a_pC = a_s.normal, b_pC = b_s.normal;
  1600. return a_pC - b_pC;
  1601. });
  1602. },
  1603. addition:unbind_Addition
  1604. },
  1605. {
  1606. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1607. function:cards=>{
  1608. return cards.filter(card=>{
  1609. const turns = unbind_Turns(card);
  1610. return turns.awakenings > 0;
  1611. }).sort((a,b)=>{
  1612. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1613. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1614. return a_pC - b_pC;
  1615. });
  1616. },
  1617. addition:unbind_Addition
  1618. },
  1619. {
  1620. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1621. function:cards=>{
  1622. return cards.filter(card=>{
  1623. const turns = unbind_Turns(card);
  1624. return turns.matches > 0;
  1625. }).sort((a,b)=>{
  1626. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1627. let a_pC = a_s.matches, b_pC = b_s.matches;
  1628. return a_pC - b_pC;
  1629. });
  1630. },
  1631. addition:unbind_Addition
  1632. },
  1633. {
  1634. name:"Unbind Triple",otLangName:{chs:"三解",cht:"三解"},
  1635. function:cards=>{
  1636. return cards.filter(card=>{
  1637. const turns = unbind_Turns(card);
  1638. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1639. }).sort((a,b)=>{
  1640. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1641. let a_pC = a_s.normal, b_pC = b_s.normal;
  1642. return a_pC - b_pC;
  1643. });
  1644. },
  1645. addition:unbind_Addition
  1646. },
  1647. ]},
  1648. {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: [
  1649. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1650. function:cards=>{
  1651. const searchTypeArray = [146];
  1652. return cards.filter(card=>{
  1653. const skill = getCardActiveSkill(card, searchTypeArray);
  1654. return skill;
  1655. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1656. },
  1657. addition:card=>{
  1658. const searchTypeArray = [146];
  1659. const skill = getCardActiveSkill(card, searchTypeArray);
  1660. if (!skill) return;
  1661. const sk = skill.params;
  1662. const fragment = document.createDocumentFragment();
  1663. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1664. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1665. return fragment;
  1666. }
  1667. },
  1668. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1669. function:cards=>{
  1670. const searchTypeArray = [218];
  1671. return cards.filter(card=>{
  1672. const skill = getCardActiveSkill(card, searchTypeArray);
  1673. return skill;
  1674. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1675. },
  1676. addition:card=>{
  1677. const searchTypeArray = [218];
  1678. const skill = getCardActiveSkill(card, searchTypeArray);
  1679. if (!skill) return;
  1680. const sk = skill.params;
  1681. const fragment = document.createDocumentFragment();
  1682. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1683. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1684. return fragment;
  1685. }
  1686. },
  1687. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1688. function:cards=>{
  1689. const searchTypeArray = [93, 227];
  1690. return cards.filter(card=>{
  1691. const skill = getCardActiveSkill(card, searchTypeArray);
  1692. return skill;
  1693. }).sort((a,b)=>{
  1694. const a_s = getCardActiveSkill(a, searchTypeArray),
  1695. b_s = getCardActiveSkill(b, searchTypeArray);
  1696. return a_s.type - b_s.type;
  1697. });
  1698. },
  1699. addition:card=>{
  1700. const searchTypeArray = [93, 227];
  1701. const skill = getCardActiveSkill(card, searchTypeArray);
  1702. if (!skill) return;
  1703. const fragment = document.createDocumentFragment();
  1704. fragment.append(createSkillIcon('leader-change'));
  1705. skill.type === 227 && fragment.append('换👉');
  1706. return fragment;
  1707. }
  1708. },
  1709. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1710. function:cards=>{
  1711. const searchTypeArray = [241, 246, 247, 258];
  1712. return cards.filter(card=>{
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. return skill;
  1715. }).sort((a,b)=>{
  1716. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1717. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1718. return a_pC - b_pC;
  1719. });
  1720. },
  1721. addition:memberCap_Addition
  1722. },
  1723. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 buff - 自身",cht:"增加傷害上限 buff - 自身"},
  1724. function:cards=>{
  1725. const searchTypeArray = [241, 246, 247, 258];
  1726. return cards.filter(card=>{
  1727. const skill = getCardActiveSkill(card, searchTypeArray);
  1728. if (skill?.type === 258) return Boolean(skill.params[2] & 0b1);
  1729. else return skill;
  1730. }).sort((a,b)=>{
  1731. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1732. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1733. return a_pC - b_pC;
  1734. });
  1735. },
  1736. addition:memberCap_Addition
  1737. },
  1738. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 buff - 队长",cht:"增加傷害上限 buff - 隊長"},
  1739. function:cards=>{
  1740. const searchTypeArray = [258];
  1741. return cards.filter(card=>{
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. return skill && Boolean(skill.params[2] & (0b10 | 0b100));
  1744. }).sort((a,b)=>{
  1745. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1746. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1747. return a_pC - b_pC;
  1748. });
  1749. },
  1750. addition:memberCap_Addition
  1751. },
  1752. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 buff - 队员",cht:"增加傷害上限 buff - 隊員"},
  1753. function:cards=>{
  1754. const searchTypeArray = [258];
  1755. return cards.filter(card=>{
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. return skill && Boolean(skill.params[2] & 0b1000);
  1758. }).sort((a,b)=>{
  1759. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1760. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1761. return a_pC - b_pC;
  1762. });
  1763. },
  1764. addition:memberCap_Addition
  1765. },
  1766. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1767. function:cards=>{
  1768. const searchTypeArray = [230];
  1769. return cards.filter(card=>{
  1770. const skill = getCardActiveSkill(card, searchTypeArray);
  1771. return skill;
  1772. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1773. },
  1774. addition:memberATK_Addition
  1775. },
  1776. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1777. function:cards=>{
  1778. const searchTypeArray = [230];
  1779. return cards.filter(card=>{
  1780. const skill = getCardActiveSkill(card, searchTypeArray);
  1781. return skill && Boolean(skill.params[1] & 0b1);
  1782. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1783. },
  1784. addition:memberATK_Addition
  1785. },
  1786. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1787. function:cards=>{
  1788. const searchTypeArray = [230];
  1789. return cards.filter(card=>{
  1790. const skill = getCardActiveSkill(card, searchTypeArray);
  1791. return skill && Boolean(skill.params[1] & (0b10 | 0b100));
  1792. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1793. },
  1794. addition:memberATK_Addition
  1795. },
  1796. {name:"Member ATK rate change - Sub",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1797. function:cards=>{
  1798. const searchTypeArray = [230];
  1799. return cards.filter(card=>{
  1800. const skill = getCardActiveSkill(card, searchTypeArray);
  1801. return skill && Boolean(skill.params[1] & 0b1000);
  1802. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1803. },
  1804. addition:memberATK_Addition
  1805. },
  1806. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1807. function:cards=>{
  1808. const searchTypeArray = [142];
  1809. return cards.filter(card=>{
  1810. const skill = getCardActiveSkill(card, searchTypeArray);
  1811. return skill;
  1812. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1813. },
  1814. addition:card=>{
  1815. const searchTypeArray = [142];
  1816. const skill = getCardActiveSkill(card, searchTypeArray);
  1817. if (!skill) return;
  1818. const sk = skill.params;
  1819. const fragment = document.createDocumentFragment();
  1820. fragment.appendChild(document.createTextNode(`自→`));
  1821. fragment.appendChild(createOrbsList(sk[1]));
  1822. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1823. return fragment;
  1824. }
  1825. },
  1826. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1827. function:cards=>cards.filter(card=>{
  1828. const searchTypeArray = [214];
  1829. const skill = getCardActiveSkill(card, searchTypeArray);
  1830. return skill;
  1831. }),
  1832. addition:card=>{
  1833. const searchTypeArray = [214];
  1834. const skill = getCardActiveSkill(card, searchTypeArray);
  1835. if (!skill) return;
  1836. const sk = skill.params;
  1837. return document.createTextNode(`自封技${sk[0]}T`);
  1838. }
  1839. },
  1840. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1841. function:cards=>cards.filter(card=>{
  1842. const searchTypeArray = [250];
  1843. const skill = getCardActiveSkill(card, searchTypeArray);
  1844. return skill;
  1845. })
  1846. },
  1847. ]},
  1848. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1849. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1850. function:cards=>{
  1851. const searchTypeArray = [179];
  1852. return cards.filter(card=>{
  1853. const skill = getCardActiveSkill(card, searchTypeArray);
  1854. return skill;
  1855. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1856. },
  1857. addition:card=>{
  1858. const searchTypeArray = [179];
  1859. const skill = getCardActiveSkill(card, searchTypeArray);
  1860. if (!skill) return;
  1861. const sk = skill.params;
  1862. const fragment = document.createDocumentFragment();
  1863. fragment.append(createSkillIcon('auto-heal'));
  1864. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1865. return fragment;
  1866. }
  1867. },
  1868. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1869. function:cards=>{
  1870. return cards.filter(card=>{
  1871. const heal = healImmediately_Rate(card);
  1872. return Object.values(heal).some(v=>v);
  1873. })
  1874. .sort((a,b)=>{
  1875. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1876. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1877. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1878. let sortNum = a_i - b_i;
  1879. if (!sortNum)
  1880. {
  1881. sortNum = a_vs[a_i] - b_vs[b_i];
  1882. }
  1883. return sortNum;
  1884. });
  1885. },
  1886. addition:card=>{
  1887. const heal = healImmediately_Rate(card);
  1888. const fragment = document.createDocumentFragment();
  1889. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1890. if (heal.scale)
  1891. fragment.append(`${heal.scale}%`);
  1892. if (heal.const)
  1893. fragment.append(`${heal.const.bigNumberToString()}点`);
  1894. if (heal.selfRcv)
  1895. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1896. if (heal.vampire)
  1897. fragment.append(`${heal.vampire}%伤害`);
  1898. return fragment;
  1899. }
  1900. },
  1901. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1902. function:cards=>{
  1903. const searchTypeArray = [237];
  1904. return cards.filter(card=>{
  1905. const skill = getCardActiveSkill(card, searchTypeArray);
  1906. return skill;
  1907. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1908. },
  1909. addition:card=>{
  1910. const searchTypeArray = [237];
  1911. const skill = getCardActiveSkill(card, searchTypeArray);
  1912. if (!skill) return;
  1913. const sk = skill.params;
  1914. const fragment = document.createDocumentFragment();
  1915. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1916. return fragment;
  1917. }
  1918. },
  1919. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1920. function:cards=>{
  1921. return cards.filter(card=>damageSelf_Rate(card)>0)
  1922. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1923. },
  1924. addition:card=>{
  1925. let rate = damageSelf_Rate(card);
  1926. if (rate < 100)
  1927. return `减少${rate}%`;
  1928. else
  1929. return `减少到1`;
  1930. }
  1931. },
  1932. ]},
  1933. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1934. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1935. function:cards=>cards.filter(card=>{
  1936. const searchTypeArray = [172];
  1937. const skill = getCardActiveSkill(card, searchTypeArray);
  1938. return skill;
  1939. })
  1940. },
  1941. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1942. function:cards=>cards.filter(card=>{
  1943. const searchTypeArray = [152];
  1944. const skill = getCardActiveSkill(card, searchTypeArray);
  1945. return skill;
  1946. }),
  1947. addition:lock_Addition
  1948. },
  1949. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1950. function:cards=>cards.filter(card=>{
  1951. const searchTypeArray = [152];
  1952. const skill = getCardActiveSkill(card, searchTypeArray);
  1953. return skill && (skill.params[0] & 63) === 63;
  1954. }),
  1955. addition:lock_Addition
  1956. },
  1957. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1958. function:cards=>{
  1959. const searchTypeArray = [52,91,140];
  1960. return cards.filter(card=>{
  1961. const skill = getCardActiveSkill(card, searchTypeArray);
  1962. return skill;
  1963. });
  1964. },
  1965. addition:card=>{
  1966. const searchTypeArray = [52,91,140];
  1967. const skill = getCardActiveSkill(card, searchTypeArray);
  1968. if (!skill) return;
  1969. const sk = skill.params;
  1970. let attrs = [];
  1971. switch (skill.type)
  1972. {
  1973. case 52:{
  1974. attrs.push(sk[0]); break;
  1975. }
  1976. case 91:{
  1977. attrs = sk.slice(0,-1); break;
  1978. }
  1979. case 140:{
  1980. attrs = Bin.unflags(sk[0]); break;
  1981. }
  1982. }
  1983. const fragment = document.createDocumentFragment();
  1984. fragment.appendChild(document.createTextNode(`强化`));
  1985. fragment.appendChild(createOrbsList(attrs));
  1986. return fragment;
  1987. }
  1988. },
  1989. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1990. function:cards=>cards.filter(card=>{
  1991. const searchTypeArray = [215];
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. return skill;
  1994. }),
  1995. addition:card=>{
  1996. const searchTypeArray = [215];
  1997. const skill = getCardActiveSkill(card, searchTypeArray);
  1998. if (!skill) return;
  1999. const sk = skill.params;
  2000. const fragment = document.createDocumentFragment();
  2001. fragment.appendChild(document.createTextNode(`自封`));
  2002. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2003. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2004. return fragment;
  2005. }
  2006. },
  2007. ]},
  2008. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  2009. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  2010. function:cards=>cards.filter(card=>{
  2011. function isLoopBuff(parsedSkill, cd) {
  2012. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  2013. && skill.turns >= cd);
  2014. }
  2015. //跳过0号技能的、会变身成别人的和无技能数据的
  2016. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2017. const skill = Skills[card.activeSkillId];
  2018. if (!skill) return false;
  2019. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2020. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2021. let parsedActiveSkill = skillParser(card.activeSkillId);
  2022. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2023. //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
  2024. let parsedGroupSkill = parsedActiveSkill?.[0];
  2025. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2026. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2027. }
  2028. //进化类技能,排除循环进化,并只计算最后一级
  2029. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2030. let lastIdx = parsedGroupSkill.params.length - 1;
  2031. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2032. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2033. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2034. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2035. }
  2036. return false;
  2037. })
  2038. },
  2039. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2040. function:cards=>{
  2041. return cards.filter(card=>{
  2042. const atkbuff = rcvBuff_Rate(card);
  2043. return atkbuff.skilltype > 0;
  2044. }).sort((a,b)=>{
  2045. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2046. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2047. if (sortNum == 0)
  2048. sortNum = a_pC.rate - b_pC.rate;
  2049. if (sortNum == 0)
  2050. sortNum = a_pC.turns - b_pC.turns;
  2051. return sortNum;
  2052. });
  2053. },
  2054. addition:card=>{
  2055. const atkbuff = rcvBuff_Rate(card);
  2056. const fragment = document.createDocumentFragment();
  2057. fragment.appendChild(createOrbsList([5]));
  2058. if (atkbuff.skilltype == 0) return fragment;
  2059. if (atkbuff.skilltype == 1)
  2060. {
  2061. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2062. if (atkbuff.awoken.length)
  2063. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2064. if (atkbuff.attrs.length)
  2065. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2066. if (atkbuff.types.length)
  2067. fragment.appendChild(createTypesList(atkbuff.types));
  2068. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2069. }else if (atkbuff.skilltype == 2)
  2070. {
  2071. if (atkbuff.attrs.length)
  2072. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2073. if (atkbuff.types.length)
  2074. fragment.appendChild(createTypesList(atkbuff.types));
  2075. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2076. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2077. }
  2078. return fragment;
  2079. }
  2080. },
  2081. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2082. function:cards=>{
  2083. return cards.filter(card=>{
  2084. const atkbuff = atkBuff_Rate(card);
  2085. return atkbuff.skilltype > 0;
  2086. }).sort((a,b)=>{
  2087. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2088. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2089. if (sortNum == 0)
  2090. sortNum = a_pC.rate - b_pC.rate;
  2091. if (sortNum == 0)
  2092. sortNum = a_pC.turns - b_pC.turns;
  2093. return sortNum;
  2094. });
  2095. },
  2096. addition:card=>{
  2097. const atkbuff = atkBuff_Rate(card);
  2098. const fragment = document.createDocumentFragment();
  2099. if (atkbuff.skilltype == 0) return fragment;
  2100. if (atkbuff.skilltype == 1)
  2101. {
  2102. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2103. if (atkbuff.awoken.length)
  2104. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2105. if (atkbuff.attrs.length)
  2106. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2107. if (atkbuff.types.length)
  2108. fragment.appendChild(createTypesList(atkbuff.types));
  2109. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2110. }else if (atkbuff.skilltype == 2)
  2111. {
  2112. if (atkbuff.attrs.length)
  2113. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2114. if (atkbuff.types.length)
  2115. fragment.appendChild(createTypesList(atkbuff.types));
  2116. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2117. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2118. }
  2119. return fragment;
  2120. }
  2121. },
  2122. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2123. function:cards=>{
  2124. const searchTypeArray = [132];
  2125. return cards.filter(card=>{
  2126. const skill = getCardActiveSkill(card, searchTypeArray);
  2127. return skill;
  2128. }).sort((a,b)=>{
  2129. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2130. //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
  2131. 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;
  2132. 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]);
  2133. });
  2134. },
  2135. addition:card=>{
  2136. const searchTypeArray = [132];
  2137. const skill = getCardActiveSkill(card, searchTypeArray);
  2138. if (!skill) return;
  2139. const sk = skill.params;
  2140. let str = "👆";
  2141. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2142. if (sk[2]) str += `x${sk[2]/100}`;
  2143. str += `x${sk[0]}T`;
  2144. return str;
  2145. }
  2146. },
  2147. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2148. function:cards=>{
  2149. const searchTypeArray = [160];
  2150. return cards.filter(card=>{
  2151. const skill = getCardActiveSkill(card, searchTypeArray);
  2152. return skill;
  2153. }).sort((a,b)=>{
  2154. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2155. return a_s.params[1] - b_s.params[1];
  2156. });
  2157. },
  2158. addition:card=>{
  2159. const searchTypeArray = [160];
  2160. const skill = getCardActiveSkill(card, searchTypeArray);
  2161. if (!skill) return;
  2162. const sk = skill.params;
  2163. return `+${sk[1]}C×${sk[0]}T`;
  2164. }
  2165. },
  2166. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2167. function:cards=>{
  2168. const searchTypeArray = [3,156];
  2169. return cards.filter(card=>{
  2170. const skill = getCardActiveSkill(card, searchTypeArray);
  2171. if (!skill) return false;
  2172. if (skill.type == 156)
  2173. return skill.params[4]==3;
  2174. else
  2175. return true;
  2176. }).sort((a,b)=>{
  2177. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2178. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2179. if (!sortNum)
  2180. {
  2181. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2182. sortNum = a_pC - b_pC;
  2183. }
  2184. return sortNum;
  2185. });
  2186. },
  2187. addition:card=>{
  2188. const searchTypeArray = [3,156];
  2189. const skill = getCardActiveSkill(card, searchTypeArray);
  2190. if (!skill) return;
  2191. const sk = skill.params;
  2192. const fragment = document.createDocumentFragment();
  2193. if (skill.type == 156)
  2194. {
  2195. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2196. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2197. fragment.appendChild(creatAwokenList(awokenArr));
  2198. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2199. }else
  2200. {
  2201. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2202. }
  2203. return fragment;
  2204. }
  2205. },
  2206. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2207. function:cards=>{
  2208. const searchTypeArray = [3];
  2209. return cards.filter(card=>{
  2210. const skill = getCardActiveSkill(card, searchTypeArray);
  2211. return skill && skill.params[1]>=100;
  2212. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2213. },
  2214. addition:card=>{
  2215. const searchTypeArray = [3];
  2216. const skill = getCardActiveSkill(card, searchTypeArray);
  2217. if (!skill) return;
  2218. const sk = skill.params;
  2219. return `无敌×${sk[0]}T`;
  2220. }
  2221. },
  2222. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2223. function:cards=>{
  2224. const searchTypeArray = [21];
  2225. return cards.filter(card=>{
  2226. const skill = getCardActiveSkill(card, searchTypeArray);
  2227. return skill;
  2228. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2229. },
  2230. addition:card=>{
  2231. const searchTypeArray = [21];
  2232. const skill = getCardActiveSkill(card, searchTypeArray);
  2233. if (!skill) return;
  2234. const sk = skill.params;
  2235. const colors = [sk[1]];
  2236. const fragment = document.createDocumentFragment();
  2237. fragment.appendChild(document.createTextNode(`-`));
  2238. fragment.appendChild(createOrbsList(colors));
  2239. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2240. return fragment;
  2241. }
  2242. },
  2243. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2244. function:cards=>{
  2245. const searchTypeArray = [51];
  2246. return cards.filter(card=>{
  2247. const skill = getCardActiveSkill(card, searchTypeArray);
  2248. return skill;
  2249. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2250. },
  2251. addition:card=>{
  2252. const searchTypeArray = [51];
  2253. const skill = getCardActiveSkill(card, searchTypeArray);
  2254. if (!skill) return;
  2255. const sk = skill.params;
  2256. return `全体×${sk[0]}T`;
  2257. }
  2258. },
  2259. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2260. function:cards=>cards.filter(card=>{
  2261. const searchTypeArray = [156,168,228,231];
  2262. const skill = getCardActiveSkill(card, searchTypeArray);
  2263. return skill;
  2264. })
  2265. },
  2266. ]},
  2267. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2268. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2269. function:cards=>{
  2270. const searchTypeArray = [18];
  2271. return cards.filter(card=>{
  2272. const skill = getCardActiveSkill(card, searchTypeArray);
  2273. return skill;
  2274. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2275. },
  2276. addition:card=>{
  2277. const searchTypeArray = [18];
  2278. const skill = getCardActiveSkill(card, searchTypeArray);
  2279. if (!skill) return;
  2280. const sk = skill.params;
  2281. return document.createTextNode(`威吓×${sk[0]}T`);
  2282. }
  2283. },
  2284. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2285. function:cards=>{
  2286. const searchTypeArray = [19];
  2287. return cards.filter(card=>{
  2288. const skill = getCardActiveSkill(card, searchTypeArray);
  2289. return skill;
  2290. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2291. },
  2292. addition:card=>{
  2293. const searchTypeArray = [19];
  2294. const skill = getCardActiveSkill(card, searchTypeArray);
  2295. if (!skill) return;
  2296. const sk = skill.params;
  2297. return `破防${sk[1]}%×${sk[0]}T`;
  2298. }
  2299. },
  2300. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2301. function:cards=>{
  2302. const searchTypeArray = [4];
  2303. return cards.filter(card=>{
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. return skill;
  2306. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2307. },
  2308. addition:card=>{
  2309. const searchTypeArray = [4];
  2310. const skill = getCardActiveSkill(card, searchTypeArray);
  2311. if (!skill) return;
  2312. const sk = skill.params;
  2313. return `攻击力×${sk[0]/100}倍`;
  2314. }
  2315. },
  2316. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2317. function:cards=>{
  2318. return cards.filter(card=>{
  2319. return changeEnemiesAttr_Attr(card).attr != null;
  2320. }).sort((a,b)=>{
  2321. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2322. return a_pC.attr - b_pC.attr;
  2323. })
  2324. },
  2325. addition:card=>{
  2326. let change = changeEnemiesAttr_Attr(card);
  2327. const fragment = document.createDocumentFragment();
  2328. fragment.appendChild(document.createTextNode(`敌→`));
  2329. fragment.appendChild(createOrbsList(change.attr));
  2330. if (change.turns > 0)
  2331. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2332. return fragment;
  2333. }
  2334. },
  2335. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2336. function:cards=>{
  2337. const searchTypeArray = [60];
  2338. return cards.filter(card=>{
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. return skill;
  2341. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2342. },
  2343. addition:card=>{
  2344. const searchTypeArray = [60];
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. if (!skill) return;
  2347. const sk = skill.params;
  2348. const fragment = document.createDocumentFragment();
  2349. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2350. fragment.appendChild(createOrbsList(sk[2]));
  2351. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2352. return fragment;
  2353. }
  2354. },
  2355. ]},
  2356. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2357. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2358. function:cards=>cards.filter(card=>{
  2359. const searchTypeArray = [10];
  2360. const skill = getCardActiveSkill(card, searchTypeArray);
  2361. return skill;
  2362. })
  2363. },
  2364. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  2365. function:cards=>{
  2366. const searchTypeArray = [184];
  2367. return cards.filter(card=>{
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. return skill;
  2370. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2371. },
  2372. addition:card=>{
  2373. const searchTypeArray = [184];
  2374. const skill = getCardActiveSkill(card, searchTypeArray);
  2375. if (!skill) return;
  2376. const sk = skill.params;
  2377. return `无↓×${sk[0]}T`;
  2378. }
  2379. },
  2380. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2381. function:cards=>{
  2382. const searchTypeArray = [207, 249];
  2383. return cards.filter(card=>{
  2384. const skill = getCardActiveSkill(card, searchTypeArray);
  2385. return skill;
  2386. }).sort((a,b)=>{
  2387. const a_s = getCardActiveSkill(a, searchTypeArray),
  2388. b_s = getCardActiveSkill(b, searchTypeArray);
  2389. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2390. });
  2391. },
  2392. addition:card=>{
  2393. const searchTypeArray = [207, 249];
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. if (!skill) return;
  2396. const sk = skill.params;
  2397. const fragment = document.createDocumentFragment();
  2398. fragment.append(createSkillIcon('board-roulette'));
  2399. if (skill.type == 249) {
  2400. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2401. }
  2402. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2403. return fragment;
  2404. }
  2405. },
  2406. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2407. function:cards=>{
  2408. const searchTypeArray = [238];
  2409. return cards.filter(card=>{
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return skill;
  2412. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2413. },
  2414. addition:card=>{
  2415. const searchTypeArray = [238];
  2416. const skill = getCardActiveSkill(card, searchTypeArray);
  2417. if (!skill) return;
  2418. const sk = skill.params;
  2419. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2420. }
  2421. },
  2422. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2423. function:cards=>{
  2424. const searchTypeArray = [239];
  2425. return cards.filter(card=>{
  2426. const skill = getCardActiveSkill(card, searchTypeArray);
  2427. return skill;
  2428. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2429. },
  2430. addition:card=>{
  2431. const searchTypeArray = [239];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. if (!skill) return;
  2434. const sk = skill.params;
  2435. const colums = Bin.unflags(sk[1]), rows = Bin.unflags(sk[2]);
  2436. const fragment = document.createDocumentFragment();
  2437. if (colums.length)
  2438. fragment.append(`${colums.length}竖`);
  2439. if (rows.length)
  2440. fragment.append(`${rows.length}横`);
  2441. fragment.append(`×${sk[0]}T`);
  2442. return fragment;
  2443. }
  2444. },
  2445. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2446. function:cards=>{
  2447. const searchTypeArray = [251];
  2448. return cards.filter(card=>{
  2449. const skill = getCardActiveSkill(card, searchTypeArray);
  2450. return skill;
  2451. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2452. },
  2453. addition:card=>{
  2454. const searchTypeArray = [251];
  2455. const skill = getCardActiveSkill(card, searchTypeArray);
  2456. if (!skill) return;
  2457. const sk = skill.params;
  2458. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2459. }
  2460. },
  2461. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2462. function:cards=>{
  2463. const searchTypeArray = [244];
  2464. return cards.filter(card=>{
  2465. const skill = getCardActiveSkill(card, searchTypeArray);
  2466. return skill;
  2467. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2468. },
  2469. addition:card=>{
  2470. const searchTypeArray = [244];
  2471. const skill = getCardActiveSkill(card, searchTypeArray);
  2472. if (!skill) return;
  2473. const sk = skill.params;
  2474. let width, height;
  2475. switch (sk[1]) {
  2476. case 1: {
  2477. width = 7;
  2478. height = 6;
  2479. break;
  2480. }
  2481. case 2: {
  2482. width = 5;
  2483. height = 3;
  2484. break;
  2485. }
  2486. case 3: {
  2487. width = 6;
  2488. height = 5;
  2489. break;
  2490. }
  2491. default: {
  2492. width = 6;
  2493. height = 5;
  2494. }
  2495. }
  2496. return `[${width}×${height}]×${sk[0]}T`;
  2497. }
  2498. },
  2499. ]},
  2500. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2501. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2502. function:cards=>{
  2503. const searchTypeArray = [180];
  2504. return cards.filter(card=>{
  2505. const skill = getCardActiveSkill(card, searchTypeArray);
  2506. return skill;
  2507. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2508. },
  2509. addition:card=>{
  2510. const searchTypeArray = [180];
  2511. const skill = getCardActiveSkill(card, searchTypeArray);
  2512. if (!skill) return;
  2513. const sk = skill.params;
  2514. return `${sk[1]}%×${sk[0]}T`;
  2515. }
  2516. },
  2517. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2518. function:cards=>{
  2519. const searchTypeArray = [205];
  2520. return cards.filter(card=>{
  2521. const skill = getCardActiveSkill(card, searchTypeArray);
  2522. return skill;
  2523. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2524. },
  2525. addition:dropLock_Addition
  2526. },
  2527. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2528. function:cards=>{
  2529. const searchTypeArray = [205];
  2530. return cards.filter(card=>{
  2531. const skill = getCardActiveSkill(card, searchTypeArray);
  2532. return skill && (skill.params[0] & 63) === 63;
  2533. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2534. },
  2535. addition:dropLock_Addition
  2536. },
  2537. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2538. function:cards=>cards.filter(card=>{
  2539. const searchTypeArray = [126];
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. return skill;
  2542. }),
  2543. addition:dropOrb_Addition
  2544. },
  2545. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2546. function:cards=>cards.filter(card=>{
  2547. const searchTypeArray = [126];
  2548. const skill = getCardActiveSkill(card, searchTypeArray);
  2549. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2550. }),
  2551. addition:dropOrb_Addition
  2552. },
  2553. {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"},
  2554. function:cards=>cards.filter(card=>{
  2555. const searchTypeArray = [126];
  2556. const skill = getCardActiveSkill(card, searchTypeArray);
  2557. return skill && skill.params[1] >= 99;
  2558. }),
  2559. addition:dropOrb_Addition
  2560. },
  2561. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2562. function:cards=>cards.filter(card=>{
  2563. const searchTypeArray = [126];
  2564. const skill = getCardActiveSkill(card, searchTypeArray);
  2565. return skill && skill.params[3] == 100;
  2566. }),
  2567. addition:dropOrb_Addition
  2568. },
  2569. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2570. function:cards=>{
  2571. const searchTypeArray = [226];
  2572. return cards.filter(card=>{
  2573. const skill = getCardActiveSkill(card, searchTypeArray);
  2574. return skill;
  2575. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2576. },
  2577. addition:card=>{
  2578. const searchTypeArray = [226];
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. if (!skill) return;
  2581. const sk = skill.params;
  2582. const fragment = document.createDocumentFragment();
  2583. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2584. return fragment;
  2585. }
  2586. },
  2587. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2588. function:cards=>{
  2589. const searchTypeArray = [243];
  2590. return cards.filter(card=>{
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. return skill;
  2593. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2594. },
  2595. addition:card=>{
  2596. const searchTypeArray = [243];
  2597. const skill = getCardActiveSkill(card, searchTypeArray);
  2598. if (!skill) return;
  2599. const sk = skill.params;
  2600. const fragment = document.createDocumentFragment();
  2601. fragment.append(createSkillIcon('orb-thorn'));
  2602. if ((sk[1] & 0b1111111111) != 1023) {
  2603. let attrs = Bin.unflags(sk[1]);
  2604. fragment.append(createOrbsList(attrs));
  2605. }
  2606. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2607. return fragment;
  2608. }
  2609. },
  2610. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2611. function:cards=>{
  2612. const searchTypeArray = [253];
  2613. return cards.filter(card=>{
  2614. const skill = getCardActiveSkill(card, searchTypeArray);
  2615. return skill;
  2616. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2617. },
  2618. addition:card=>{
  2619. const searchTypeArray = [253];
  2620. const skill = getCardActiveSkill(card, searchTypeArray);
  2621. if (!skill) return;
  2622. const sk = skill.params;
  2623. const fragment = document.createDocumentFragment();
  2624. fragment.append(createSkillIcon('prediction-falling'));
  2625. fragment.append(`×${sk[0]}T`);
  2626. return fragment;
  2627. }
  2628. },
  2629. ]},
  2630. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2631. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2632. function:cards=>cards.filter(card=>{
  2633. const searchTypeArray = [71];
  2634. const skill = getCardActiveSkill(card, searchTypeArray);
  2635. return skill;
  2636. }),
  2637. addition:boardChange_Addition
  2638. },
  2639. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2640. function:cards=>cards.filter(card=>{
  2641. const searchTypeArray = [71];
  2642. const skill = getCardActiveSkill(card, searchTypeArray);
  2643. return boardChange_ColorTypes(skill).length == 1;
  2644. }),
  2645. addition:boardChange_Addition
  2646. },
  2647. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [71];
  2650. const skill = getCardActiveSkill(card, searchTypeArray);
  2651. return boardChange_ColorTypes(skill).length == 2;
  2652. }),
  2653. addition:boardChange_Addition
  2654. },
  2655. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2656. function:cards=>cards.filter(card=>{
  2657. const searchTypeArray = [71];
  2658. const skill = getCardActiveSkill(card, searchTypeArray);
  2659. return boardChange_ColorTypes(skill).length == 3;
  2660. }),
  2661. addition:boardChange_Addition
  2662. },
  2663. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2664. function:cards=>cards.filter(card=>{
  2665. const searchTypeArray = [71];
  2666. const skill = getCardActiveSkill(card, searchTypeArray);
  2667. return boardChange_ColorTypes(skill).length == 4;
  2668. }),
  2669. addition:boardChange_Addition
  2670. },
  2671. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2672. function:cards=>cards.filter(card=>{
  2673. const searchTypeArray = [71];
  2674. const skill = getCardActiveSkill(card, searchTypeArray);
  2675. return boardChange_ColorTypes(skill).length == 5;
  2676. }),
  2677. addition:boardChange_Addition
  2678. },
  2679. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2680. function:cards=>cards.filter(card=>{
  2681. const searchTypeArray = [71];
  2682. const skill = getCardActiveSkill(card, searchTypeArray);
  2683. return boardChange_ColorTypes(skill).length >= 6;
  2684. }),
  2685. addition:boardChange_Addition
  2686. },
  2687. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2688. function:cards=>cards.filter(card=>{
  2689. const searchTypeArray = [71];
  2690. const skill = getCardActiveSkill(card, searchTypeArray);
  2691. return boardChange_ColorTypes(skill).includes(0);
  2692. }),
  2693. addition:boardChange_Addition
  2694. },
  2695. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2696. function:cards=>cards.filter(card=>{
  2697. const searchTypeArray = [71];
  2698. const skill = getCardActiveSkill(card, searchTypeArray);
  2699. return boardChange_ColorTypes(skill).includes(1);
  2700. }),
  2701. addition:boardChange_Addition
  2702. },
  2703. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2704. function:cards=>cards.filter(card=>{
  2705. const searchTypeArray = [71];
  2706. const skill = getCardActiveSkill(card, searchTypeArray);
  2707. return boardChange_ColorTypes(skill).includes(2);
  2708. }),
  2709. addition:boardChange_Addition
  2710. },
  2711. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2712. function:cards=>cards.filter(card=>{
  2713. const searchTypeArray = [71];
  2714. const skill = getCardActiveSkill(card, searchTypeArray);
  2715. return boardChange_ColorTypes(skill).includes(3);
  2716. }),
  2717. addition:boardChange_Addition
  2718. },
  2719. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2720. function:cards=>cards.filter(card=>{
  2721. const searchTypeArray = [71];
  2722. const skill = getCardActiveSkill(card, searchTypeArray);
  2723. return boardChange_ColorTypes(skill).includes(4);
  2724. }),
  2725. addition:boardChange_Addition
  2726. },
  2727. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2728. function:cards=>cards.filter(card=>{
  2729. const searchTypeArray = [71];
  2730. const skill = getCardActiveSkill(card, searchTypeArray);
  2731. return boardChange_ColorTypes(skill).includes(5);
  2732. }),
  2733. addition:boardChange_Addition
  2734. },
  2735. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2736. function:cards=>cards.filter(card=>{
  2737. const searchTypeArray = [71];
  2738. const skill = getCardActiveSkill(card, searchTypeArray);
  2739. const colors = boardChange_ColorTypes(skill);
  2740. return colors.includes(6)
  2741. || colors.includes(7)
  2742. || colors.includes(8)
  2743. || colors.includes(9);
  2744. }),
  2745. addition:boardChange_Addition
  2746. },
  2747. ]},
  2748. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2749. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2750. function:cards=>cards.filter(card=>{
  2751. const searchTypeArray = [9,20,154];
  2752. const skills = getCardActiveSkills(card, searchTypeArray);
  2753. if (!skills.length) return false;
  2754. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2755. return parsedSkills.some(p=>p.to.includes(0));
  2756. }),
  2757. addition:changeOrbs_Addition
  2758. },
  2759. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2760. function:cards=>cards.filter(card=>{
  2761. const searchTypeArray = [9,20,154];
  2762. const skills = getCardActiveSkills(card, searchTypeArray);
  2763. if (!skills.length) return false;
  2764. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2765. return parsedSkills.some(p=>p.to.includes(1));
  2766. }),
  2767. addition:changeOrbs_Addition
  2768. },
  2769. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [9,20,154];
  2772. const skills = getCardActiveSkills(card, searchTypeArray);
  2773. if (!skills.length) return false;
  2774. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2775. return parsedSkills.some(p=>p.to.includes(2));
  2776. }),
  2777. addition:changeOrbs_Addition
  2778. },
  2779. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [9,20,154];
  2782. const skills = getCardActiveSkills(card, searchTypeArray);
  2783. if (!skills.length) return false;
  2784. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2785. return parsedSkills.some(p=>p.to.includes(3));
  2786. }),
  2787. addition:changeOrbs_Addition
  2788. },
  2789. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2790. function:cards=>cards.filter(card=>{
  2791. const searchTypeArray = [9,20,154];
  2792. const skills = getCardActiveSkills(card, searchTypeArray);
  2793. if (!skills.length) return false;
  2794. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2795. return parsedSkills.some(p=>p.to.includes(4));
  2796. }),
  2797. addition:changeOrbs_Addition
  2798. },
  2799. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2800. function:cards=>cards.filter(card=>{
  2801. const searchTypeArray = [9,20,154];
  2802. const skills = getCardActiveSkills(card, searchTypeArray);
  2803. if (!skills.length) return false;
  2804. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2805. return parsedSkills.some(p=>p.to.includes(5));
  2806. }),
  2807. addition:changeOrbs_Addition
  2808. },
  2809. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2810. function:cards=>cards.filter(card=>{
  2811. const searchTypeArray = [9,20,154];
  2812. const skills = getCardActiveSkills(card, searchTypeArray);
  2813. if (!skills.length) return false;
  2814. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2815. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2816. }),
  2817. addition:changeOrbs_Addition
  2818. },
  2819. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2820. function:cards=>cards.filter(card=>{
  2821. const searchTypeArray = [9,20,154];
  2822. const skills = getCardActiveSkills(card, searchTypeArray);
  2823. if (!skills.length) return false;
  2824. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2825. return parsedSkills.some(p=>p.from.includes(0));
  2826. }),
  2827. addition:changeOrbs_Addition
  2828. },
  2829. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2830. function:cards=>cards.filter(card=>{
  2831. const searchTypeArray = [9,20,154];
  2832. const skills = getCardActiveSkills(card, searchTypeArray);
  2833. if (!skills.length) return false;
  2834. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2835. return parsedSkills.some(p=>p.from.includes(1));
  2836. }),
  2837. addition:changeOrbs_Addition
  2838. },
  2839. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2840. function:cards=>cards.filter(card=>{
  2841. const searchTypeArray = [9,20,154];
  2842. const skills = getCardActiveSkills(card, searchTypeArray);
  2843. if (!skills.length) return false;
  2844. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2845. return parsedSkills.some(p=>p.from.includes(2));
  2846. }),
  2847. addition:changeOrbs_Addition
  2848. },
  2849. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2850. function:cards=>cards.filter(card=>{
  2851. const searchTypeArray = [9,20,154];
  2852. const skills = getCardActiveSkills(card, searchTypeArray);
  2853. if (!skills.length) return false;
  2854. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2855. return parsedSkills.some(p=>p.from.includes(3));
  2856. }),
  2857. addition:changeOrbs_Addition
  2858. },
  2859. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2860. function:cards=>cards.filter(card=>{
  2861. const searchTypeArray = [9,20,154];
  2862. const skills = getCardActiveSkills(card, searchTypeArray);
  2863. if (!skills.length) return false;
  2864. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2865. return parsedSkills.some(p=>p.from.includes(4));
  2866. }),
  2867. addition:changeOrbs_Addition
  2868. },
  2869. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2870. function:cards=>cards.filter(card=>{
  2871. const searchTypeArray = [9,20,154];
  2872. const skills = getCardActiveSkills(card, searchTypeArray);
  2873. if (!skills.length) return false;
  2874. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2875. return parsedSkills.some(p=>p.from.includes(5));
  2876. }),
  2877. addition:changeOrbs_Addition
  2878. },
  2879. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2880. function:cards=>cards.filter(card=>{
  2881. const searchTypeArray = [9,20,154];
  2882. const skills = getCardActiveSkills(card, searchTypeArray);
  2883. if (!skills.length) return false;
  2884. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2885. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2886. }),
  2887. addition:changeOrbs_Addition
  2888. },
  2889. ]},
  2890. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2891. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  2892. function:cards=>cards.filter(card=>{
  2893. function is1515(sk)
  2894. {
  2895. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  2896. }
  2897. const searchTypeArray = [141];
  2898. const skill = getCardActiveSkill(card, searchTypeArray);
  2899. return skill && is1515(skill.params);
  2900. }),
  2901. addition:generateOrbs_Addition
  2902. },
  2903. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  2904. function:cards=>cards.filter(card=>{
  2905. function is30(sk)
  2906. {
  2907. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  2908. }
  2909. const searchTypeArray = [141];
  2910. const skill = getCardActiveSkill(card, searchTypeArray);
  2911. return skill && is30(skill.params);
  2912. }),
  2913. addition:generateOrbs_Addition
  2914. },
  2915. {name:"Create 6 color Orbs",otLangName:{chs:"产珠-生成-6色",cht:"產珠-生成-6色"},
  2916. function:cards=>cards.filter(card=>{
  2917. const gens = generateOrbsParse(card);
  2918. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  2919. }),
  2920. addition:generateOrbs_Addition
  2921. },
  2922. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2923. function:cards=>cards.filter(card=>{
  2924. const gens = generateOrbsParse(card);
  2925. return gens.some(gen=>gen.to & 0b000001);
  2926. }),
  2927. addition:generateOrbs_Addition
  2928. },
  2929. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2930. function:cards=>cards.filter(card=>{
  2931. const gens = generateOrbsParse(card);
  2932. return gens.some(gen=>gen.to & 0b000010);
  2933. }),
  2934. addition:generateOrbs_Addition
  2935. },
  2936. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2937. function:cards=>cards.filter(card=>{
  2938. const gens = generateOrbsParse(card);
  2939. return gens.some(gen=>gen.to & 0b000100);
  2940. }),
  2941. addition:generateOrbs_Addition
  2942. },
  2943. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2944. function:cards=>cards.filter(card=>{
  2945. const gens = generateOrbsParse(card);
  2946. return gens.some(gen=>gen.to & 0b001000);
  2947. }),
  2948. addition:generateOrbs_Addition
  2949. },
  2950. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2951. function:cards=>cards.filter(card=>{
  2952. const gens = generateOrbsParse(card);
  2953. return gens.some(gen=>gen.to & 0b010000);
  2954. }),
  2955. addition:generateOrbs_Addition
  2956. },
  2957. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2958. function:cards=>cards.filter(card=>{
  2959. const gens = generateOrbsParse(card);
  2960. return gens.some(gen=>gen.to & 0b100000);
  2961. }),
  2962. addition:generateOrbs_Addition
  2963. },
  2964. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2965. function:cards=>cards.filter(card=>{
  2966. const gens = generateOrbsParse(card);
  2967. return gens.some(gen=>gen.to & 0b1111000000);
  2968. }),
  2969. addition:generateOrbs_Addition
  2970. },
  2971. ]},
  2972. {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: [
  2973. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2974. function:cards=>cards.filter(card=>{
  2975. const searchTypeArray = [176];
  2976. const skill = getCardActiveSkill(card, searchTypeArray);
  2977. return skill;
  2978. }),
  2979. addition:card=>{
  2980. const searchTypeArray = [176];
  2981. const skills = getCardActiveSkills(card, searchTypeArray);
  2982. if (!skills.length) return;
  2983. const fragment = document.createDocumentFragment();
  2984. fragment.appendChild(document.createTextNode(`形状`));
  2985. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2986. return fragment;
  2987. }
  2988. },
  2989. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  2990. function:cards=>cards.filter(card=>{
  2991. function isOuterEdges(sk)
  2992. {
  2993. const baseLineNum1 = 0b111111;
  2994. const baseLineNum2 = 0b100001;
  2995. return shapeThisRowOk(sk[0], baseLineNum1) &&
  2996. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  2997. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  2998. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  2999. shapeThisRowOk(sk[4], baseLineNum1);
  3000. }
  3001. const searchTypeArray = [176];
  3002. const skill = getCardActiveSkill(card, searchTypeArray);
  3003. return skill && isOuterEdges(skill.params);
  3004. }),
  3005. addition:card=>{
  3006. const searchTypeArray = [176];
  3007. const skill = getCardActiveSkill(card, searchTypeArray);
  3008. if (!skill) return;
  3009. const sk = skill.params;
  3010. const fragment = document.createDocumentFragment();
  3011. fragment.appendChild(document.createTextNode(`外圈`));
  3012. fragment.appendChild(createOrbsList(sk[5]));
  3013. return fragment;
  3014. }
  3015. },
  3016. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3017. function:cards=>cards.filter(card=>{
  3018. function is3x3(sk)
  3019. {
  3020. const baseLineNum = 0b111;
  3021. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3022. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3023. {
  3024. lineNumArr.push(_lineNum);
  3025. }
  3026. for (let ri=0; ri<3; ri++)
  3027. {
  3028. //搜索所有可能的行存在
  3029. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3030. if (maybeLineNum.length < 1) continue;
  3031. maybeLineNum = maybeLineNum.filter(lineNum=>
  3032. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3033. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3034. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3035. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3036. );
  3037. if (maybeLineNum.length > 0) return true;
  3038. }
  3039. return false;
  3040. }
  3041. const searchTypeArray = [176];
  3042. const skill = getCardActiveSkill(card, searchTypeArray);
  3043. return skill && is3x3(skill.params.slice(0,5));
  3044. }),
  3045. addition:card=>{
  3046. const searchTypeArray = [176];
  3047. const skill = getCardActiveSkill(card, searchTypeArray);
  3048. if (!skill) return;
  3049. const sk = skill.params;
  3050. const fragment = document.createDocumentFragment();
  3051. fragment.appendChild(document.createTextNode(`3×3`));
  3052. fragment.appendChild(createOrbsList(sk[5]));
  3053. return fragment;
  3054. }
  3055. },
  3056. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3057. function:cards=>cards.filter(card=>{
  3058. const searchTypeArray = [176];
  3059. const skills = getCardActiveSkills(card, searchTypeArray);
  3060. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3061. }),
  3062. addition:function(card){
  3063. const searchTypeArray = [176];
  3064. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3065. if (!skills.length) return;
  3066. const fragment = document.createDocumentFragment();
  3067. fragment.appendChild(document.createTextNode(`十字`));
  3068. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3069. return fragment;
  3070. },
  3071. },
  3072. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3073. function:cards=>cards.filter(card=>{
  3074. const searchTypeArray = [176];
  3075. const skills = getCardActiveSkills(card, searchTypeArray);
  3076. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3077. }),
  3078. addition:function(card){
  3079. const searchTypeArray = [176];
  3080. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3081. if (!skills.length) return;
  3082. const fragment = document.createDocumentFragment();
  3083. fragment.appendChild(document.createTextNode(`L字`));
  3084. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3085. return fragment;
  3086. },
  3087. },
  3088. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3089. function:cards=>cards.filter(card=>{
  3090. const searchTypeArray = [127];
  3091. const skill = getCardActiveSkill(card, searchTypeArray);
  3092. return skill;
  3093. }),
  3094. addition:generateColumnOrbs_Addition
  3095. },
  3096. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3097. function:cards=>cards.filter(card=>{
  3098. function isHeart(sk)
  3099. {
  3100. for (let i=1;i<sk.length;i+=2)
  3101. {
  3102. if (sk[i] & 32)
  3103. {
  3104. return true;
  3105. }
  3106. }
  3107. }
  3108. const searchTypeArray = [127];
  3109. const skill = getCardActiveSkill(card, searchTypeArray);
  3110. return skill && isHeart(skill.params);
  3111. }),
  3112. addition:generateColumnOrbs_Addition
  3113. },
  3114. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3115. function:cards=>cards.filter(card=>{
  3116. const searchTypeArray = [128];
  3117. const skill = getCardActiveSkill(card, searchTypeArray);
  3118. return skill;
  3119. }),
  3120. addition:generateRowOrbs_Addition
  3121. },
  3122. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3123. function:cards=>cards.filter(card=>{
  3124. const searchTypeArray = [128];
  3125. const skill = getCardActiveSkill(card, searchTypeArray);
  3126. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3127. }),
  3128. addition:generateRowOrbs_Addition
  3129. },
  3130. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3131. function:cards=>cards.filter(card=>{
  3132. const searchTypeArray = [128];
  3133. const skill = getCardActiveSkill(card, searchTypeArray);
  3134. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3135. }),
  3136. addition:generateRowOrbs_Addition
  3137. },
  3138. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3139. function:cards=>cards.filter(card=>{
  3140. const searchTypeArray = [128];
  3141. const skill = getCardActiveSkill(card, searchTypeArray);
  3142. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3143. }),
  3144. addition:generateRowOrbs_Addition
  3145. },
  3146. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3147. function:cards=>cards.filter(card=>{
  3148. const searchTypeArray = [128,71,176];
  3149. function isRow(skill)
  3150. {
  3151. const sk = skill.params;
  3152. if (skill.type === 128) {//普通横
  3153. return true;
  3154. }
  3155. else if (skill.type === 71) {//花火
  3156. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3157. }
  3158. else if (skill.type === 176) {//特殊形状
  3159. return sk.some(n=>(n & 0b111111) === 0b111111)
  3160. }
  3161. return false;
  3162. }
  3163. const skill = getCardActiveSkill(card, searchTypeArray);
  3164. return skill && isRow(skill);
  3165. })
  3166. },
  3167. ]},
  3168. {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: [
  3169. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3170. function:cards=>{
  3171. const searchTypeArray = [6, 161];
  3172. return cards.filter(card=>{
  3173. const skill = getCardActiveSkill(card, searchTypeArray);
  3174. return skill;
  3175. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3176. },
  3177. addition: gravity_Addition
  3178. },
  3179. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  3180. function:cards=>{
  3181. const searchTypeArray = [6];
  3182. return cards.filter(card=>{
  3183. const skill = getCardActiveSkill(card, searchTypeArray);
  3184. return skill;
  3185. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3186. },
  3187. addition: gravity_Addition
  3188. },
  3189. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  3190. function:cards=>{
  3191. const searchTypeArray = [161];
  3192. return cards.filter(card=>{
  3193. const skill = getCardActiveSkill(card, searchTypeArray);
  3194. return skill;
  3195. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3196. },
  3197. addition: gravity_Addition
  3198. },
  3199. ]},
  3200. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  3201. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3202. function:cards=>{
  3203. const searchTypeArray = [55,188,56];
  3204. return cards.filter(card=>{
  3205. const skill = getCardActiveSkill(card, searchTypeArray);
  3206. return skill;
  3207. }).sort((a,b)=>{
  3208. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3209. 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);
  3210. return a_pC - b_pC;
  3211. });
  3212. },
  3213. addition:dixedDamage_Addition
  3214. },
  3215. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  3216. function:cards=>{
  3217. const searchTypeArray = [55,188];
  3218. return cards.filter(card=>{
  3219. const skill = getCardActiveSkill(card, searchTypeArray);
  3220. return skill;
  3221. }).sort((a,b)=>{
  3222. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3223. 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);
  3224. return a_pC - b_pC;
  3225. });
  3226. },
  3227. addition:dixedDamage_Addition
  3228. },
  3229. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  3230. function:cards=>{
  3231. const searchTypeArray = [56];
  3232. return cards.filter(card=>{
  3233. const skill = getCardActiveSkill(card, searchTypeArray);
  3234. return skill;
  3235. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3236. },
  3237. addition:dixedDamage_Addition
  3238. },
  3239. ]},
  3240. {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: [
  3241. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3242. function:cards=>cards.filter(card=>{
  3243. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3244. function isSingle(skill)
  3245. {
  3246. if (skill.type == 110)
  3247. return Boolean(skill.params[0]);
  3248. else if (skill.type == 144)
  3249. return Boolean(skill.params[2]);
  3250. else
  3251. return true;
  3252. }
  3253. const skill = getCardActiveSkill(card, searchTypeArray);
  3254. return skill && isSingle(skill);
  3255. }),
  3256. addition: numericalATK_Addition
  3257. },
  3258. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3259. function:cards=>cards.filter(card=>{
  3260. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3261. function isAll(skill)
  3262. {
  3263. if (skill.type == 110)
  3264. return !Boolean(skill.params[0]);
  3265. else if (skill.type == 144)
  3266. return !Boolean(skill.params[2]);
  3267. else
  3268. return true;
  3269. }
  3270. const skill = getCardActiveSkill(card, searchTypeArray);
  3271. return skill && skill.id!=0 && isAll(skill);
  3272. }),
  3273. addition: numericalATK_Addition
  3274. },
  3275. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  3276. function:cards=>cards.filter(card=>{
  3277. const searchTypeArray = [42];
  3278. const skill = getCardActiveSkill(card, searchTypeArray);
  3279. return skill;
  3280. })
  3281. },
  3282. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  3283. function:cards=>cards.filter(card=>{
  3284. const searchTypeArray = [2,35];
  3285. const skill = getCardActiveSkill(card, searchTypeArray);
  3286. return skill;
  3287. })
  3288. },
  3289. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  3290. function:cards=>cards.filter(card=>{
  3291. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3292. const skill = getCardActiveSkill(card, searchTypeArray);
  3293. return skill && skill.id!=0;
  3294. }).sort((a,b)=>{
  3295. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3296. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3297. function getNumber(skill)
  3298. {
  3299. const sk = skill.params;
  3300. switch(skill.type)
  3301. {
  3302. case 0:
  3303. case 37:
  3304. case 58:
  3305. case 59:
  3306. case 84:
  3307. case 85:
  3308. case 115:
  3309. return sk[1];
  3310. case 2:
  3311. case 35:
  3312. return sk[0];
  3313. default:
  3314. return 0;
  3315. }
  3316. }
  3317. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3318. return a_pC - b_pC;
  3319. }),
  3320. addition: numericalATK_Addition
  3321. },
  3322. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  3323. function:cards=>cards.filter(card=>{
  3324. const searchTypeArray = [1,42,86,87];
  3325. const skill = getCardActiveSkill(card, searchTypeArray);
  3326. return skill;
  3327. }).sort((a,b)=>{
  3328. const searchTypeArray = [1,42,86,87];
  3329. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3330. function getNumber(skill)
  3331. {
  3332. const sk = skill.params;
  3333. switch(skill.type)
  3334. {
  3335. case 1:
  3336. case 86:
  3337. case 87:
  3338. return sk[1];
  3339. case 42:
  3340. return sk[2];
  3341. default:
  3342. return 0;
  3343. }
  3344. }
  3345. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3346. return a_pC - b_pC;
  3347. }),
  3348. addition: numericalATK_Addition
  3349. },
  3350. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  3351. function:cards=>{
  3352. const searchTypeArray = [110];
  3353. return cards.filter(card=>{
  3354. const skill = getCardActiveSkill(card, searchTypeArray);
  3355. return skill;
  3356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3357. },
  3358. addition: numericalATK_Addition
  3359. },
  3360. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  3361. function:cards=>{
  3362. const searchTypeArray = [143];
  3363. return cards.filter(card=>{
  3364. const skill = getCardActiveSkill(card, searchTypeArray);
  3365. return skill;
  3366. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3367. },
  3368. addition: numericalATK_Addition
  3369. },
  3370. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  3371. function:cards=>{
  3372. const searchTypeArray = [144];
  3373. return cards.filter(card=>{
  3374. const skill = getCardActiveSkill(card, searchTypeArray);
  3375. return skill;
  3376. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3377. },
  3378. addition: numericalATK_Addition
  3379. },
  3380. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3381. function:cards=>cards.filter(card=>{
  3382. const searchTypeArray = [35,115];
  3383. const skill = getCardActiveSkill(card, searchTypeArray);
  3384. return skill;
  3385. })
  3386. },
  3387. ]},
  3388. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3389. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3390. function:cards=>cards.filter(card=>{
  3391. if (card.activeSkillId == 0) return false;
  3392. const skill = Skills[card.activeSkillId];
  3393. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3394. })
  3395. },
  3396. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3397. function:cards=>cards.filter(card=>{
  3398. if (card.activeSkillId == 0) return false;
  3399. const skill = Skills[card.activeSkillId];
  3400. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3401. let realCD = minCD;
  3402. const searchTypeArray = [14];
  3403. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3404. if (subSkill)
  3405. {
  3406. realCD -= subSkill.params[0] * 3;
  3407. }
  3408. return minCD > 1 && realCD <= 4;
  3409. })
  3410. },
  3411. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  3412. function:cards=>{
  3413. const searchTypeArray = [5, 246, 247];
  3414. return cards.filter(card=>{
  3415. const skill = getCardActiveSkill(card, searchTypeArray);
  3416. return skill;
  3417. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3418. },
  3419. addition:card=>{
  3420. const searchTypeArray = [5, 246, 247];
  3421. const skill = getCardActiveSkill(card, searchTypeArray);
  3422. if (!skill) return;
  3423. const value = skill.params[0];
  3424. return `时停${value}s`;
  3425. }
  3426. },
  3427. {
  3428. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3429. function:cards=>cards.filter(card=>{
  3430. const searchTypeArray = [118];
  3431. const skill = getCardActiveSkill(card, searchTypeArray);
  3432. return skill;
  3433. })
  3434. },
  3435. {
  3436. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3437. function:cards=>cards.filter(card=>{
  3438. const searchTypeArray = [232, 233];
  3439. const skill = getCardActiveSkill(card, searchTypeArray);
  3440. return skill;
  3441. }),
  3442. addition:card=>{
  3443. const searchTypeArray = [232, 233];
  3444. const skill = getCardActiveSkill(card, searchTypeArray);
  3445. if (!skill) return;
  3446. const value = skill.params[0];
  3447. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3448. }
  3449. },
  3450. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3451. function:cards=>cards.filter(card=>{
  3452. const searchTypeArray = [225];
  3453. const skill = getCardActiveSkill(card, searchTypeArray);
  3454. return skill;
  3455. }),
  3456. addition:card=>{
  3457. const searchTypeArray = [225];
  3458. const skill = getCardActiveSkill(card, searchTypeArray);
  3459. if (!skill) return;
  3460. const sk = skill.params;
  3461. let strArr = [];
  3462. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3463. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3464. return `HP ${strArr.join(" ")}`;
  3465. }
  3466. },
  3467. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3468. function:cards=>cards.filter(card=>{
  3469. const searchTypeArray = [234];
  3470. const skill = getCardActiveSkill(card, searchTypeArray);
  3471. return skill;
  3472. }),
  3473. addition:card=>{
  3474. const searchTypeArray = [234];
  3475. const skill = getCardActiveSkill(card, searchTypeArray);
  3476. if (!skill) return;
  3477. const sk = skill.params;
  3478. let strArr = [];
  3479. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3480. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3481. return `层 ${strArr.join(" ")}`;
  3482. }
  3483. },
  3484. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3485. function:cards=>{
  3486. const searchTypeArray = [248];
  3487. return cards.filter(card=>{
  3488. const skill = getCardActiveSkill(card, searchTypeArray);
  3489. return skill;
  3490. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3491. },
  3492. addition:card=>{
  3493. const searchTypeArray = [248];
  3494. const skill = getCardActiveSkill(card, searchTypeArray);
  3495. if (!skill) return;
  3496. const sk = skill.params;
  3497. return `延迟${sk[0]}T`;
  3498. }
  3499. },
  3500. {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"},
  3501. function:cards=>cards.filter(card=>{
  3502. const searchTypeArray = [255];
  3503. const skill = getCardActiveSkill(card, searchTypeArray);
  3504. return skill;
  3505. }),
  3506. addition:card=>{
  3507. const searchTypeArray = [255];
  3508. const skill = getCardActiveSkill(card, searchTypeArray);
  3509. if (!skill) return;
  3510. const sk = skill.params;
  3511. const fragment = document.createDocumentFragment();
  3512. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3513. return fragment;
  3514. }
  3515. },
  3516. ]},
  3517. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3518. ]},
  3519. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3520. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3521. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3522. },
  3523. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3524. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3525. },
  3526. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3527. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3528. },
  3529. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3530. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3531. },
  3532. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3533. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3534. },
  3535. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3536. function:cards=>cards.filter(card=>{
  3537. const searchTypeArray = [150];
  3538. const skill = getCardLeaderSkill(card, searchTypeArray);
  3539. return skill;
  3540. })
  3541. },
  3542. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3543. function:cards=>cards.filter(card=>{
  3544. const searchTypeArray = [151,209];
  3545. const skill = getCardLeaderSkill(card, searchTypeArray);
  3546. return skill;
  3547. })
  3548. },
  3549. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3550. function:cards=>cards.filter(card=>{
  3551. const searchTypeArray = [157];
  3552. const skill = getCardLeaderSkill(card, searchTypeArray);
  3553. return skill;
  3554. })
  3555. },
  3556. {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"},
  3557. function:cards=>{
  3558. const searchTypeArray = [235];
  3559. return cards.filter(card=>{
  3560. const skill = getCardLeaderSkill(card, searchTypeArray);
  3561. if (!skill) return false;
  3562. const sk = skill.params;
  3563. if (!sk[3] || sk[3] === 100) return false;
  3564. return skill;
  3565. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3566. },
  3567. addition:card=>{
  3568. const searchTypeArray = [235];
  3569. const skill = getCardLeaderSkill(card, searchTypeArray);
  3570. if (!skill) return;
  3571. const sk = skill.params;
  3572. if (!sk[3] || sk[3] === 100) return;
  3573. const fragment = document.createDocumentFragment();
  3574. const sup = document.createElement("sup");
  3575. sup.textContent = "N";
  3576. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3577. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3578. if (sk[1]) {
  3579. fragment.append(`×≥${sk[1]}`);
  3580. } else {
  3581. fragment.append(`×${sk[2]}`);
  3582. }
  3583. return fragment;
  3584. }
  3585. },
  3586. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3587. function:cards=>cards.filter(card=>{
  3588. const searchTypeArray = [177];
  3589. const skill = getCardLeaderSkill(card, searchTypeArray);
  3590. return skill?.params[5];
  3591. })
  3592. },
  3593. ]},
  3594. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3595. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3596. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3597. },
  3598. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3599. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3600. },
  3601. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3602. function:cards=>cards.filter(card=>{
  3603. const searchTypeArray = [162,186];
  3604. const skill = getCardLeaderSkill(card, searchTypeArray);
  3605. return skill;
  3606. })
  3607. },
  3608. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3609. function:cards=>cards.filter(card=>{
  3610. const searchTypeArray = [163,177];
  3611. const skill = getCardLeaderSkill(card, searchTypeArray);
  3612. return skill;
  3613. })
  3614. },
  3615. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3616. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3617. },
  3618. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3619. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3620. },
  3621. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3622. function:cards=>{
  3623. const searchTypeArray = [158];
  3624. return cards.filter(card=>{
  3625. const skill = getCardLeaderSkill(card, searchTypeArray);
  3626. return skill;
  3627. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3628. },
  3629. addition:card=>{
  3630. const searchTypeArray = [158];
  3631. const skill = getCardLeaderSkill(card, searchTypeArray);
  3632. const value = skill.params[0];
  3633. return `≥${value}珠`;
  3634. }
  3635. },
  3636. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3637. function:cards=>cards.filter(card=>{
  3638. const searchTypeArray = [125];
  3639. const skill = getCardLeaderSkill(card, searchTypeArray);
  3640. return skill;
  3641. }),
  3642. addition:card=>{
  3643. const searchTypeArray = [125];
  3644. const skill = getCardLeaderSkill(card, searchTypeArray);
  3645. if (!skill) return;
  3646. const sk = skill.params;
  3647. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3648. }
  3649. },
  3650. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3651. function:cards=>cards.filter(card=>{
  3652. const searchTypeArray = [175];
  3653. const skill = getCardLeaderSkill(card, searchTypeArray);
  3654. return skill;
  3655. }),
  3656. addition:card=>{
  3657. const searchTypeArray = [175];
  3658. const skill = getCardLeaderSkill(card, searchTypeArray);
  3659. if (!skill) return;
  3660. const sk = skill.params;
  3661. return `合作:${sk[0]}`;
  3662. }
  3663. },
  3664. {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"},
  3665. function:cards=>cards.filter(card=>{
  3666. const searchTypeArray = [203];
  3667. const skill = getCardLeaderSkill(card, searchTypeArray);
  3668. return skill;
  3669. })
  3670. },
  3671. {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"},
  3672. function:cards=>cards.filter(card=>{
  3673. const searchTypeArray = [229];
  3674. const skill = getCardLeaderSkill(card, searchTypeArray);
  3675. return skill;
  3676. }),
  3677. addition:card=>{
  3678. const searchTypeArray = [229];
  3679. const skill = getCardLeaderSkill(card, searchTypeArray);
  3680. if (!skill) return;
  3681. const sk = skill.params;
  3682. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  3683. const fragment = document.createDocumentFragment();
  3684. if (attrs.length)
  3685. fragment.appendChild(createOrbsList(attrs));
  3686. if (types.length)
  3687. fragment.appendChild(createTypesList(types));
  3688. return fragment;
  3689. }
  3690. },
  3691. {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"},
  3692. function:cards=>cards.filter(card=>{
  3693. const searchTypeArray = [217];
  3694. const skill = getCardLeaderSkill(card, searchTypeArray);
  3695. return skill;
  3696. }),
  3697. addition:card=>{
  3698. const searchTypeArray = [217];
  3699. const skill = getCardLeaderSkill(card, searchTypeArray);
  3700. if (!skill) return;
  3701. const sk = skill.params;
  3702. return `★≤${sk[0]}`;
  3703. }
  3704. },
  3705. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3706. function:cards=>cards.filter(card=>{
  3707. const searchTypeArray = [245];
  3708. const skill = getCardLeaderSkill(card, searchTypeArray);
  3709. return skill;
  3710. }),
  3711. addition:card=>{
  3712. const searchTypeArray = [245];
  3713. const skill = getCardLeaderSkill(card, searchTypeArray);
  3714. if (!skill) return;
  3715. const sk = skill.params;
  3716. switch (sk[0]) {
  3717. case -1:
  3718. return `★各不相同`;
  3719. case -2:
  3720. return `★全部相同`;
  3721. default:
  3722. return `★全为${sk[0]}`;
  3723. }
  3724. }
  3725. },
  3726. ]},
  3727. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3728. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3729. function:cards=>{
  3730. return cards.filter(card=>{
  3731. return getSkillFixedDamage(card) > 0;
  3732. }).sort((a,b)=>{
  3733. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3734. return a_pC - b_pC;
  3735. });
  3736. },
  3737. addition:card=>{
  3738. const value = getSkillFixedDamage(card);
  3739. if (value <= 0 ) return;
  3740. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3741. let skill;
  3742. if (skill = getCardLeaderSkill(card, [235])) {
  3743. nodeArr.push("/");
  3744. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3745. nodeArr.push(`×${skill.params[2]}`);
  3746. }
  3747. return nodeArr.nodeJoin();
  3748. }
  3749. },
  3750. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3751. function:cards=>{
  3752. return cards.filter(card=>{
  3753. return getSkillAddCombo(card) > 0;
  3754. }).sort((a,b)=>{
  3755. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3756. return a_pC - b_pC;
  3757. });
  3758. },
  3759. addition:card=>{
  3760. const value = getSkillAddCombo(card);
  3761. if (value <= 0 ) return;
  3762. let nodeArr = [`+${value.bigNumberToString()}C`];
  3763. let skill;
  3764. if (skill = getCardLeaderSkill(card, [210])) {
  3765. nodeArr.push("/十字");
  3766. } else if (skill = getCardLeaderSkill(card, [235])) {
  3767. nodeArr.push("/");
  3768. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3769. nodeArr.push(`×${skill.params[2]}`);
  3770. }
  3771. return nodeArr.nodeJoin();
  3772. }
  3773. },
  3774. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3775. function:cards=>{
  3776. const searchTypeArray = [15,185];
  3777. return cards.filter(card=>{
  3778. const skill = getCardLeaderSkill(card, searchTypeArray);
  3779. return skill;
  3780. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3781. },
  3782. addition:card=>{
  3783. const searchTypeArray = [15,185];
  3784. const skill = getCardLeaderSkill(card, searchTypeArray);
  3785. if (!skill) return;
  3786. const value = skill.params[0];
  3787. return `${value > 0 ? "+" : ""}${value/100}s`;
  3788. }
  3789. },
  3790. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3791. function:cards=>{
  3792. const searchTypeArray = [178];
  3793. return cards.filter(card=>{
  3794. const skill = getCardLeaderSkill(card, searchTypeArray);
  3795. return skill;
  3796. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3797. },
  3798. addition:card=>{
  3799. const searchTypeArray = [178];
  3800. const skill = getCardLeaderSkill(card, searchTypeArray);
  3801. if (!skill) return;
  3802. const value = skill.params[0];
  3803. return `固定${value}s`;
  3804. }
  3805. },
  3806. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3807. function:cards=>cards.filter(card=>{
  3808. const searchTypeArray = [213];
  3809. const skill = getCardLeaderSkill(card, searchTypeArray);
  3810. return skill;
  3811. }),
  3812. addition:card=>{
  3813. const searchTypeArray = [213];
  3814. const skill = getCardLeaderSkill(card, searchTypeArray);
  3815. if (!skill) return;
  3816. const sk = skill.params;
  3817. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  3818. const fragment = document.createDocumentFragment();
  3819. if (attrs.length)
  3820. fragment.appendChild(createOrbsList(attrs));
  3821. if (types.length)
  3822. fragment.appendChild(createTypesList(types));
  3823. fragment.appendChild(document.createTextNode(`:+`));
  3824. if (awakenings.length)
  3825. fragment.appendChild(creatAwokenList(awakenings));
  3826. return fragment;
  3827. }
  3828. },
  3829. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3830. function:cards=>{
  3831. const searchTypeArray = [12];
  3832. return cards.filter(card=>{
  3833. const skill = getCardLeaderSkill(card, searchTypeArray);
  3834. return skill;
  3835. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3836. },
  3837. addition:card=>{
  3838. const searchTypeArray = [12];
  3839. const skill = getCardLeaderSkill(card, searchTypeArray);
  3840. if (!skill) return;
  3841. const value = skill.params[0];
  3842. return `攻击×${(value/100).bigNumberToString()}倍`;
  3843. }
  3844. },
  3845. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3846. function:cards=>{
  3847. const searchTypeArray = [13];
  3848. return cards.filter(card=>{
  3849. const skill = getCardLeaderSkill(card, searchTypeArray);
  3850. return skill;
  3851. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3852. },
  3853. addition:card=>{
  3854. const searchTypeArray = [13];
  3855. const skill = getCardLeaderSkill(card, searchTypeArray);
  3856. if (!skill) return;
  3857. const value = skill.params[0];
  3858. return `回复×${(value/100).bigNumberToString()}倍`;
  3859. }
  3860. },
  3861. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3862. function:cards=>{
  3863. const searchTypeArray = [198];
  3864. return cards.filter(card=>{
  3865. const skill = getCardLeaderSkill(card, searchTypeArray);
  3866. return skill && skill.params[2];
  3867. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3868. },
  3869. addition:card=>{
  3870. const searchTypeArray = [198];
  3871. const skill = getCardLeaderSkill(card, searchTypeArray);
  3872. if (!skill) return;
  3873. const sk = skill.params;
  3874. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3875. }
  3876. },
  3877. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3878. function:cards=>{
  3879. const searchTypeArray = [198];
  3880. return cards.filter(card=>{
  3881. const skill = getCardLeaderSkill(card, searchTypeArray);
  3882. return skill && skill.params[3];
  3883. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3884. },
  3885. addition:card=>{
  3886. const searchTypeArray = [198];
  3887. const skill = getCardLeaderSkill(card, searchTypeArray);
  3888. if (!skill) return;
  3889. const sk = skill.params;
  3890. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3891. }
  3892. },
  3893. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3894. function:cards=>{
  3895. const searchTypeArray = [41];
  3896. return cards.filter(card=>{
  3897. const skill = getCardLeaderSkill(card, searchTypeArray);
  3898. return skill;
  3899. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3900. },
  3901. addition:card=>{
  3902. const searchTypeArray = [41];
  3903. const skill = getCardLeaderSkill(card, searchTypeArray);
  3904. if (!skill) return;
  3905. const sk = skill.params;
  3906. const fragment = document.createDocumentFragment();
  3907. fragment.appendChild(createOrbsList(sk[2] || 0));
  3908. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3909. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3910. return fragment;
  3911. }
  3912. },
  3913. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3914. function:cards=>cards.filter(card=>{
  3915. const searchTypeArray = [197];
  3916. const skill = getCardLeaderSkill(card, searchTypeArray);
  3917. return skill;
  3918. })
  3919. },
  3920. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3921. function:cards=>{
  3922. const searchTypeArray = [14];
  3923. return cards.filter(card=>{
  3924. const skill = getCardLeaderSkill(card, searchTypeArray);
  3925. return skill;
  3926. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3927. },
  3928. addition:card=>{
  3929. const searchTypeArray = [14];
  3930. const skill = getCardLeaderSkill(card, searchTypeArray);
  3931. if (!skill) return;
  3932. const value = skill.params[0];
  3933. return `HP≥${value}%`;
  3934. }
  3935. },
  3936. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3937. function:cards=>{
  3938. const searchTypeArray = [254];
  3939. return cards.filter(card=>{
  3940. const skill = getCardLeaderSkill(card, searchTypeArray);
  3941. return skill;
  3942. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3943. }
  3944. },
  3945. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3946. function:cards=>{
  3947. const searchTypeArray = [53];
  3948. return cards.filter(card=>{
  3949. const skill = getCardLeaderSkill(card, searchTypeArray);
  3950. return skill;
  3951. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3952. },
  3953. addition:card=>{
  3954. const searchTypeArray = [53];
  3955. const skill = getCardLeaderSkill(card, searchTypeArray);
  3956. if (!skill) return;
  3957. const sk = skill.params;
  3958. return `掉率x${sk[0]/100}`;
  3959. }
  3960. },
  3961. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3962. function:cards=>{
  3963. const searchTypeArray = [54];
  3964. return cards.filter(card=>{
  3965. const skill = getCardLeaderSkill(card, searchTypeArray);
  3966. return skill;
  3967. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3968. },
  3969. addition:card=>{
  3970. const searchTypeArray = [54];
  3971. const skill = getCardLeaderSkill(card, searchTypeArray);
  3972. if (!skill) return;
  3973. const sk = skill.params;
  3974. return `金币x${sk[0]/100}`;
  3975. }
  3976. },
  3977. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3978. function:cards=>{
  3979. const searchTypeArray = [148];
  3980. return cards.filter(card=>{
  3981. const skill = getCardLeaderSkill(card, searchTypeArray);
  3982. return skill;
  3983. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3984. },
  3985. addition:card=>{
  3986. const searchTypeArray = [148];
  3987. const skill = getCardLeaderSkill(card, searchTypeArray);
  3988. if (!skill) return;
  3989. const sk = skill.params;
  3990. return `经验x${sk[0]/100}`;
  3991. }
  3992. },
  3993. ]},
  3994. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3995. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3996. function:cards=>cards.filter(card=>{
  3997. const skill = Skills[card.leaderSkillId];
  3998. const HPscale = getHPScale(skill);
  3999. return HPscale >= 3;
  4000. }).sort(sortByHPScal),
  4001. addition: HPScal_Addition
  4002. },
  4003. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4004. function:cards=>cards.filter(card=>{
  4005. const skill = Skills[card.leaderSkillId];
  4006. const HPscale = getHPScale(skill);
  4007. return HPscale >= 2 && HPscale < 3;
  4008. }).sort(sortByHPScal),
  4009. addition: HPScal_Addition
  4010. },
  4011. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  4012. function:cards=>cards.filter(card=>{
  4013. const skill = Skills[card.leaderSkillId];
  4014. const HPscale = getHPScale(skill);
  4015. return HPscale >= 1.5 && HPscale < 2;
  4016. }).sort(sortByHPScal),
  4017. addition: HPScal_Addition
  4018. },
  4019. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  4020. function:cards=>cards.filter(card=>{
  4021. const skill = Skills[card.leaderSkillId];
  4022. const HPscale = getHPScale(skill);
  4023. return HPscale > 1 && HPscale < 1.5;
  4024. }).sort(sortByHPScal),
  4025. addition: HPScal_Addition
  4026. },
  4027. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4028. function:cards=>cards.filter(card=>{
  4029. const skill = Skills[card.leaderSkillId];
  4030. const HPscale = getHPScale(skill);
  4031. return HPscale === 1;
  4032. }),
  4033. addition: HPScal_Addition
  4034. },
  4035. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  4036. function:cards=>cards.filter(card=>{
  4037. const skill = Skills[card.leaderSkillId];
  4038. const HPscale = getHPScale(skill);
  4039. return HPscale < 1;
  4040. }).sort(sortByHPScal),
  4041. addition: HPScal_Addition
  4042. },
  4043. ]},
  4044. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  4045. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  4046. function:cards=>cards.filter(card=>{
  4047. const skill = Skills[card.leaderSkillId];
  4048. const reduceScale = getReduceScale(skill);
  4049. return reduceScale >= 0.75;
  4050. }).sort(sortByReduceScale),
  4051. addition: ReduceScale_Addition
  4052. },
  4053. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  4054. function:cards=>cards.filter(card=>{
  4055. const skill = Skills[card.leaderSkillId];
  4056. const reduceScale = getReduceScale(skill);
  4057. return reduceScale >= 0.5 && reduceScale < 0.75;
  4058. }).sort(sortByReduceScale),
  4059. addition: ReduceScale_Addition
  4060. },
  4061. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  4062. function:cards=>cards.filter(card=>{
  4063. const skill = Skills[card.leaderSkillId];
  4064. const reduceScale = getReduceScale(skill);
  4065. return reduceScale >= 0.25 && reduceScale < 0.5;
  4066. }).sort(sortByReduceScale),
  4067. addition: ReduceScale_Addition
  4068. },
  4069. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  4070. function:cards=>cards.filter(card=>{
  4071. const skill = Skills[card.leaderSkillId];
  4072. const reduceScale = getReduceScale(skill);
  4073. return reduceScale > 0 && reduceScale < 0.25;
  4074. }).sort(sortByReduceScale),
  4075. addition: ReduceScale_Addition
  4076. },
  4077. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4078. function:cards=>cards.filter(card=>{
  4079. const skill = Skills[card.leaderSkillId];
  4080. const reduceScale = getReduceScale(skill);
  4081. return reduceScale === 0;
  4082. })
  4083. },
  4084. {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"},
  4085. function:cards=>cards.filter(card=>{
  4086. const skill = Skills[card.leaderSkillId];
  4087. return getReduceScale(skill, true) > 0;
  4088. })
  4089. },
  4090. {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"},
  4091. function:cards=>cards.filter(card=>{
  4092. const skill = Skills[card.leaderSkillId];
  4093. return getReduceScale(skill, undefined, true) > 0;
  4094. })
  4095. },
  4096. {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"},
  4097. function:cards=>cards.filter(card=>{
  4098. const skill = Skills[card.leaderSkillId];
  4099. return getReduceScale(skill, undefined, undefined, true) > 0;
  4100. })
  4101. },
  4102. /*{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%)"},
  4103. function:cards=>cards.filter(card=>{
  4104. const skill = Skills[card.leaderSkillId];
  4105. const reduceScale = getReduceScale(skill);
  4106. return reduceScale>=0.29;
  4107. }).sort(sortByReduceScale)
  4108. },*/
  4109. {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"},
  4110. function:cards=>{
  4111. return cards.filter(card=>{
  4112. const skill = Skills[card.leaderSkillId];
  4113. return getReduceScale_unconditional(skill) > 0;
  4114. }).sort((a,b)=>{
  4115. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4116. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4117. });
  4118. },
  4119. addition:card=>{
  4120. const skill = Skills[card.leaderSkillId];
  4121. const scale = getReduceScale_unconditional(skill)
  4122. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4123. }
  4124. },
  4125. ]},
  4126. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4127. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4128. function:cards=>cards.filter(card=>
  4129. !Array.isArray(card.henshinFrom) &&
  4130. !Array.isArray(card.henshinTo))
  4131. },
  4132. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4133. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4134. },
  4135. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4136. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4137. },
  4138. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4139. function:cards=>cards.filter(card=>{
  4140. const searchTypeArray = [236];
  4141. const skill = getCardActiveSkill(card, searchTypeArray);
  4142. return skill;
  4143. })
  4144. },
  4145. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  4146. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4147. },
  4148. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4149. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4150. },
  4151. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4152. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4153. function:cards=>cards.filter(isReincarnated)
  4154. }, //evoBaseId可能为0
  4155. //{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)},
  4156. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4157. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4158. },
  4159. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4160. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4161. },
  4162. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4163. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4164. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4165. },
  4166. ]},
  4167. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4168. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4169. function:cards=>cards.filter(card=>card.syncAwakening)
  4170. },
  4171. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4172. function:cards=>cards.filter(card=>card.is8Latent)
  4173. },
  4174. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4175. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4176. },
  4177. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4178. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4179. },
  4180. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  4181. function:cards=>cards.filter(card=>{
  4182. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4183. if (hasAwokenKiller)
  4184. { //大于2个杀的进行判断
  4185. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4186. { //大于3个杀的直接过
  4187. return true;
  4188. }else
  4189. { //2个杀的
  4190. const isAllowLatent = card.types.filter(i=>
  4191. i>=0 //去掉-1的type
  4192. ).map(type=>
  4193. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4194. ).some(ls=>
  4195. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4196. );
  4197. return isAllowLatent
  4198. }
  4199. }else
  4200. {
  4201. return false;
  4202. }
  4203. })
  4204. },
  4205. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4206. // function:cards=>cards.filter(card=>{
  4207. // const searchTypeArray = [1000];
  4208. // const skill = getCardActiveSkill(card, searchTypeArray);
  4209. // return skill;
  4210. // })
  4211. // },
  4212. ]},
  4213. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4214. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  4215. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4216. },
  4217. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4218. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4219. },
  4220. {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"},
  4221. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4222. },
  4223. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  4224. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4225. addition:card=>`成长${card.limitBreakIncr}%`
  4226. },
  4227. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4228. function:cards=>cards.filter(card=>card.maxLevel==1)
  4229. },
  4230. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4231. function:cards=>cards.filter(card=>card.sellMP<100)
  4232. },
  4233. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4234. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4235. },
  4236. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4237. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4238. },
  4239. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4240. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4241. },
  4242. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4243. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4244. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4245. },
  4246. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4247. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4248. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4249. },
  4250. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4251. function:cards=>cards.filter(({badgeId})=>badgeId),
  4252. addition:({badgeId})=>{
  4253. const fragment = document.createDocumentFragment();
  4254. fragment.append(`ID.${badgeId}`);
  4255. const icon = document.createElement("icon");
  4256. icon.className = "badge";
  4257. icon.setAttribute("data-badge-icon", badgeId);
  4258. fragment.append(icon);
  4259. return fragment;
  4260. }
  4261. },
  4262. {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"},
  4263. function:cards=>cards.filter(card=>card.skillBanner)
  4264. },
  4265. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4266. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4267. },
  4268. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4269. function:cards=>cards.filter(card=>card.stackable),
  4270. },
  4271. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4272. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4273. },
  4274. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4275. function:cards=>cards,
  4276. addition:card=>card.name
  4277. },
  4278. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4279. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4280. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4281. },
  4282. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4283. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4284. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4285. },
  4286. {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)"},
  4287. function:cards=>cards,
  4288. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4289. },
  4290. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4291. function:cards=>cards,
  4292. addition:card=>createTypesList(card.types)
  4293. },
  4294. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4295. function:cards=>cards,
  4296. addition:card=>`COST ${card.cost}`
  4297. },
  4298. ]},
  4299. ];
  4300. return functions;
  4301. })();

智龙迷城队伍图制作工具