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script-json_data.js 174 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. "DADDB": "DADDB",
  37. "SANBON": "sanbon.me",
  38. },
  39. error: {
  40. 0: "Unknown Error",
  41. 1: "Unsupported format",
  42. 2: "No formation data",
  43. 3: "The illegal JSON format",
  44. 4: "The illegal URL format",
  45. },
  46. paddb_success: `Sucess`,
  47. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  48. },
  49. sort_name:{
  50. sort_none: "Nope",
  51. sort_id: "Cards Id",
  52. sort_attrs : "Attribute",
  53. sort_evoRootId: "Cards Evolution Root",
  54. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  55. sort_rarity: "Rarity",
  56. sort_cost: "Cost",
  57. sort_skillLv1: "Maximum Skill Turn",
  58. sort_skillLvMax: "Minimum Skill Turn",
  59. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  60. sort_hpMax120: "Max HP",
  61. sort_atkMax120: "Max ATK",
  62. sort_rcvMax120: "Max RCV",
  63. sort_hpMax120_awoken: "Max HP (+Awoken)",
  64. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  65. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  66. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  67. },
  68. skill_parse: {
  69. skill: {
  70. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  71. unknown: tp`Unkonwn skill type: ${'type'}`,
  72. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  73. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  74. random_skills: tp`Random Activates these skills:${'skills'}`,
  75. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  76. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  77. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  78. damage_enemy_times: tp`${'times'} `,
  79. damage_enemy_count: tp` (${'damage'} in total)`,
  80. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  81. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  82. delay: tp`${'icon'}Delays enemies' next move`,
  83. mass_attack: tp`${'icon'}Mass attacks`,
  84. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  85. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  86. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  87. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  88. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  89. unbind_normal: tp`${'icon'}Bind`,
  90. unbind_awakenings: tp`${'icon'}Awoken bind`,
  91. unbind_matches: tp`${'icon'}Unmatchable orb`,
  92. bind_skill: tp`${'icon'}Unable to use skills`,
  93. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  94. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  95. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  96. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  97. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  98. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  99. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  100. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  101. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  102. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  103. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  104. board_change: tp`Change all orbs to ${'orbs'}`,
  105. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  106. skill_boost_range: tp`~${'turns'}`,
  107. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  108. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  109. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  110. drop_refresh: tp`${'icon'}Replaces all orbs`,
  111. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  112. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  113. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  114. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  115. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  116. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  117. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  118. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  119. orb_thorn: tp`, reduces ${'value'} per encounter`,
  120. attr_absorb: tp`${'icon'}Attribute absorption`,
  121. combo_absorb: tp`${'icon'}Combo absorption`,
  122. damage_absorb: tp`${'icon'}Damage absorption`,
  123. damage_void: tp`${'icon'}Damage void`,
  124. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  125. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  126. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  127. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  128. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  129. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  130. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  131. rate_multiply_drop: tp`${'icon'}Drop rate`,
  132. rate_multiply_coin: tp`${'icon'}Coins`,
  133. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  134. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  135. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  136. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  137. henshin: tp`Changes to ${'cards'}`,
  138. random_henshin: tp`Random changes to ${'cards'}`,
  139. void_poison: tp`Voids ${'poison'} damage`,
  140. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  141. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  142. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  143. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  144. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  145. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  146. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  147. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  148. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  149. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  150. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  151. },
  152. power: {
  153. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  154. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  155. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  156. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  157. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  158. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  159. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  160. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  161. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  162. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  163. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  164. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  165. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  166. },
  167. cond: {
  168. unknown: tp`[ Unknown condition ]`,
  169. hp_equal: tp`When ${'hp'} == ${'min'} `,
  170. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  171. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  172. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  173. use_skill: tp`When skills used `,
  174. multi_player: tp`When in Multiplayer Mode `,
  175. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  176. exact_combo: tp`When exactly ${'value'} combos `,
  177. exact_length: tp`exactly of ${'value'} `,
  178. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  179. exact_match_enhanced: tp` orbs including enhanced`,
  180. compo_type_card: tp`When ${'ids'} are all on team, `,
  181. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  182. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  183. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  184. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  185. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  186. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  187. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  188. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  189. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  190. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  191. },
  192. position: {
  193. top: tp`${'pos'} of top rows`,
  194. bottom: tp`${'pos'} of bottom rows`,
  195. left: tp`${'pos'} of left columns`,
  196. right: tp`${'pos'} of right columns`,
  197. random: tp`random location`,
  198. shape: tp`specified location`,
  199. },
  200. value: {
  201. unknown: tp`[ Unknown value: ${'type'}]`, //type
  202. const: tp`${'value'} ${'unit'}`,
  203. const_to: tp`to ${'value'}`,
  204. mul_percent: tp`${'value'}%`,
  205. mul_times: tp`×${'value'}`,
  206. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  207. mul_of_times: tp`${'stats'} ×${'value'}`,
  208. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  209. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  210. prob: tp`${'value'} chance for `,
  211. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  212. size: tp`${'width'}×${'height'}`,
  213. pos: tp`${'x'}×${'y'}`,
  214. },
  215. target: {
  216. unknown: tp`Unkown Target`,
  217. self: tp`card's`,
  218. team: tp`team`,
  219. team_last: tp`the lastest member`,
  220. team_leader: tp`leader`,
  221. sub_members: tp`sub-members`,
  222. leader_self: tp`left leader`,
  223. leader_helper: tp`right leader`,
  224. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  225. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  226. enemy: tp`Enemy`,
  227. enemy_all: tp`all enemys`,
  228. enemy_one: tp`1 enemy`,
  229. enemy_attr: tp`${'attr'} enemy`,
  230. the_attr: tp`attr of the matched Orbs`,
  231. },
  232. stats: {
  233. unknown: tp`[ Unknown: ${'type'}]`, //type
  234. maxhp: tp`${'icon'}Max HP`,
  235. hp: tp`HP`,
  236. chp: tp`current HP`,
  237. shield: tp`shield`,
  238. atk: tp`ATK`,
  239. rcv: tp`RCV`,
  240. teamhp: tp`Team HP`,
  241. teamatk: tp`Team ${'attrs'} ATK`,
  242. teamrcv: tp`Team RCV`,
  243. cstage: tp`current Stage of Dungeon`,
  244. state_is: tp`${'state'}: ${'num'}`,
  245. },
  246. unit: {
  247. orbs: tp``,
  248. times: tp`times`,
  249. seconds: tp`seconds`,
  250. point: tp`point`,
  251. turns: tp`turns`,
  252. },
  253. word: {
  254. comment: tp`(${'content'}) `,
  255. comma: tp`, `,
  256. semicolon: tp`; `,
  257. slight_pause: tp`, `,
  258. range_hyphen: tp`~`,
  259. in_once: tp`in once `,
  260. evo_type_pixel: tp`Pixel Evo`,
  261. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  262. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  263. affix_attr: tp`${'cotent'} attr.`,
  264. affix_orb: tp`${'cotent'} orbs`,
  265. affix_type: tp`${'cotent'} types`,
  266. affix_awakening: tp`${'cotent'} awoken`,
  267. affix_exclude: tp`, exclude ${'cotent'}`,
  268. each_time: tp`each time `,
  269. different: tp`different`,
  270. same: tp`the same`,
  271. },
  272. attrs: {
  273. [0]: tp`${'icon'}Fire`,
  274. [1]: tp`${'icon'}Water`,
  275. [2]: tp`${'icon'}Wood`,
  276. [3]: tp`${'icon'}Light`,
  277. [4]: tp`${'icon'}Dark`,
  278. [5]: tp`${'icon'}Recover`,
  279. [6]: tp`${'icon'}Null`,
  280. all: tp`All`,
  281. self: tp`${'icon'}Self's Attr`,
  282. fixed: tp`${'icon'}Fixed`,
  283. },
  284. orbs: {
  285. [0]: tp`${'icon'}Fire`,
  286. [1]: tp`${'icon'}Water`,
  287. [2]: tp`${'icon'}Wood`,
  288. [3]: tp`${'icon'}Light`,
  289. [4]: tp`${'icon'}Dark`,
  290. [5]: tp`${'icon'}Heal`,
  291. [6]: tp`${'icon'}Jammer`,
  292. [7]: tp`${'icon'}Poison`,
  293. [8]: tp`${'icon'}Lethal Poison`,
  294. [9]: tp`${'icon'}Bomb`,
  295. enhanced: tp`${'icon'}Enhanced`,
  296. locked: tp`${'icon'}Locked`,
  297. nail: tp`${'icon'}Nail`,
  298. thorn: tp`${'icon'}Thorn`,
  299. _5color: tp`${'icon'}5 Att.`,
  300. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  301. all: tp`All`,
  302. any: tp`Any ${'cotent'}`,
  303. },
  304. board: {
  305. clouds: tp`${'icon'}Clouds`,
  306. immobility: tp`${'icon'}Immobility`,
  307. roulette: tp`${'icon'}Roulette`,
  308. deep_dark: tp`${'icon'}Deep Dark`,
  309. roulette_time: tp`transforms every ${'duration'}`,
  310. roulette_attrs: tp`only ${'orbs'} will appear`,
  311. },
  312. types: {
  313. [0]: tp`${'icon'}Evo Material`,
  314. [1]: tp`${'icon'}Balanced`,
  315. [2]: tp`${'icon'}Physical`,
  316. [3]: tp`${'icon'}Healer`,
  317. [4]: tp`${'icon'}Dragon`,
  318. [5]: tp`${'icon'}God`,
  319. [6]: tp`${'icon'}Attacker`,
  320. [7]: tp`${'icon'}Devil`,
  321. [8]: tp`${'icon'}Machine`,
  322. [9]: tp`${'icon'}Special Protection`,
  323. [12]: tp`${'icon'}Awaken`,
  324. [14]: tp`${'icon'}Enhance Material`,
  325. [15]: tp`${'icon'}Redeemable`,
  326. },
  327. awokens: {
  328. [0]: tp`${'icon'}Unknown awoken`,
  329. [1]: tp`${'icon'}Enhanced HP`,
  330. [2]: tp`${'icon'}Enhanced Attack`,
  331. [3]: tp`${'icon'}Enhanced Recovery`,
  332. [4]: tp`${'icon'}Reduce Fire Damage`,
  333. [5]: tp`${'icon'}Reduce Water Damage`,
  334. [6]: tp`${'icon'}Reduce Wood Damage`,
  335. [7]: tp`${'icon'}Reduce Light Damage`,
  336. [8]: tp`${'icon'}Reduce Dark Damage`,
  337. [9]: tp`${'icon'}Auto-Recover`,
  338. [10]: tp`${'icon'}Resistance-Bind`,
  339. [11]: tp`${'icon'}Resistance-Blind`,
  340. [12]: tp`${'icon'}Resistance-Jammers`,
  341. [13]: tp`${'icon'}Resistance-Poison`,
  342. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  343. [15]: tp`${'icon'}Enhanced Water Orbs`,
  344. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  345. [17]: tp`${'icon'}Enhanced Water Orbs`,
  346. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  347. [19]: tp`${'icon'}Extend Time`,
  348. [20]: tp`${'icon'}Recover Bind`,
  349. [21]: tp`${'icon'}Skill Boost`,
  350. [22]: tp`${'icon'}Enhanced Fire Rows`,
  351. [23]: tp`${'icon'}Enhanced Water Rows`,
  352. [24]: tp`${'icon'}Enhanced Wood Rows`,
  353. [25]: tp`${'icon'}Enhanced Water Rows`,
  354. [26]: tp`${'icon'}Enhanced Dark Rows`,
  355. [27]: tp`${'icon'}Two-Pronged Attack`,
  356. [28]: tp`${'icon'}Resistance-Skill Bind`,
  357. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  358. [30]: tp`${'icon'}Multi Boost`,
  359. [31]: tp`${'icon'}Dragon Killer`,
  360. [32]: tp`${'icon'}God Killer`,
  361. [33]: tp`${'icon'}Devil Killer`,
  362. [34]: tp`${'icon'}Machine Killer`,
  363. [35]: tp`${'icon'}Balanced Killer`,
  364. [36]: tp`${'icon'}Attacker Killer`,
  365. [37]: tp`${'icon'}Physical Killer`,
  366. [38]: tp`${'icon'}Healer Killer`,
  367. [39]: tp`${'icon'}Evo Killer`,
  368. [40]: tp`${'icon'}Awaken Killer`,
  369. [41]: tp`${'icon'}Enhance Killer`,
  370. [42]: tp`${'icon'}Redeemable Killer`,
  371. [43]: tp`${'icon'}Enhanced Combos`,
  372. [44]: tp`${'icon'}Guard Break`,
  373. [45]: tp`${'icon'}Bonus Attack`,
  374. [46]: tp`${'icon'}Enhanced Team HP`,
  375. [47]: tp`${'icon'}Enhanced Team Recovery`,
  376. [48]: tp`${'icon'}Damage Void Piercer`,
  377. [49]: tp`${'icon'}Awoken Assist`,
  378. [50]: tp`${'icon'}Super Bonus Attack`,
  379. [51]: tp`${'icon'}Skill Charge`,
  380. [52]: tp`${'icon'}Resistance-Bind+`,
  381. [53]: tp`${'icon'}Extend Time+`,
  382. [54]: tp`${'icon'}Resistance-Clouds`,
  383. [55]: tp`${'icon'}Resistance-Immobility`,
  384. [56]: tp`${'icon'}Skill Boost+`,
  385. [57]: tp`${'icon'}50% or more HP Enhanced`,
  386. [58]: tp`${'icon'}50% or less HP Enhanced`,
  387. [59]: tp`${'icon'}[L] Heal Matching`,
  388. [60]: tp`${'icon'}[L] Increased Attack`,
  389. [61]: tp`${'icon'}Super Enhanced Combos`,
  390. [62]: tp`${'icon'}Combo Orbs`,
  391. [63]: tp`${'icon'}Skill Voice`,
  392. [64]: tp`${'icon'}Dungeon Bonus`,
  393. [65]: tp`${'icon'}Reduced HP`,
  394. [66]: tp`${'icon'}Reduced Attack`,
  395. [67]: tp`${'icon'}Reduced RCV`,
  396. [68]: tp`${'icon'}Resistance-Blind+`,
  397. [69]: tp`${'icon'}Resistance-Jammers+`,
  398. [70]: tp`${'icon'}Resistance-Poison+`,
  399. [71]: tp`${'icon'}Blessing of Jammers`,
  400. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  401. [73]: tp`${'icon'}Enhanced Fire Combos`,
  402. [74]: tp`${'icon'}Enhanced Water Combos`,
  403. [75]: tp`${'icon'}Enhanced Wood Combos`,
  404. [76]: tp`${'icon'}Enhanced Light Combos`,
  405. [77]: tp`${'icon'}Enhanced Dark Combos`,
  406. [78]: tp`${'icon'}Cross Attack`,
  407. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  408. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  409. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  410. [82]: tp`${'icon'}Super Enhanced Matching`,
  411. [83]: tp`${'icon'}Add Dragon Type`,
  412. [84]: tp`${'icon'}Add God Type`,
  413. [85]: tp`${'icon'}Add Devil Type`,
  414. [86]: tp`${'icon'}Add Machine Type`,
  415. [87]: tp`${'icon'}Add Balanced Type`,
  416. [88]: tp`${'icon'}Add Attacker Type`,
  417. [89]: tp`${'icon'}Add Physical Type`,
  418. [90]: tp`${'icon'}Add Healer Type`,
  419. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  420. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  421. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  422. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  423. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  424. [96]: tp`${'icon'}Two-Pronged Attack+`,
  425. [97]: tp`${'icon'}Skill Charge+`,
  426. [98]: tp`${'icon'}Auto-Recover+`,
  427. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  428. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  429. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  430. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  431. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  432. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  433. [105]: tp`${'icon'}Anti-Skill Boost`,
  434. [106]: tp`${'icon'}Levitation`,
  435. [107]: tp`${'icon'}Enhanced Combos+`,
  436. [108]: tp`${'icon'}[L] Increased Attack+`,
  437. [109]: tp`${'icon'}Damage Void Piercer+`,
  438. [110]: tp`${'icon'}Cross Attack+`,
  439. [111]: tp`${'icon'}Super Enhanced Combos+`,
  440. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  441. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  442. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  443. [115]: tp`${'icon'}Recover Bind+`,
  444. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  445. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  446. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  447. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  448. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  449. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  450. [122]: tp`${'icon'}Enhanced Water Combos+`,
  451. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  452. [124]: tp`${'icon'}Enhanced Light Combos+`,
  453. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  454. [126]: tp`${'icon'}[T] Increased Attack`,
  455. [127]: tp`${'icon'}Enhanced Stats`,
  456. [128]: tp`${'icon'}Yang Protection`,
  457. [129]: tp`${'icon'}Yin Protection`,
  458. [130]: tp`${'icon'}After-Ripening`,
  459. }
  460. },
  461. };
  462. //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
  463. const typekiller_for_type = [
  464. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  465. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  466. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  467. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  468. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  469. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  470. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  471. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  472. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  473. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  474. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  475. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  476. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  477. ];
  478. //类型允许的潜觉杀
  479. typekiller_for_type.forEach(t=>
  480. {
  481. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  482. .map(tn=>
  483. typekiller_for_type.find(_t=>_t.type == tn).latent
  484. );
  485. }
  486. );
  487. const allowable_latent = {
  488. common: [ //一般能打的潜觉
  489. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  490. 28,29,30,31,32,33,34,35,36,37,38
  491. ],
  492. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  493. 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
  494. needAwoken: [ //需要觉醒才能打的潜觉
  495. {latent:39,awoken:62}, //C珠破吸
  496. {latent:40,awoken:20}, //心横解转转
  497. {latent:41,awoken:27}, //U解禁消
  498. {latent:46,awoken:45}, //心追解云封
  499. {latent:47,awoken:59}, //心L大SB
  500. {latent:48,awoken:60}, //L解禁武器
  501. ],
  502. }
  503. //等效觉醒列表
  504. const equivalent_awoken = [
  505. {small:10,big:52,times:2}, //防封
  506. {small:11,big:68,times:5}, //防暗
  507. {small:12,big:69,times:5}, //防废
  508. {small:13,big:70,times:5}, //防毒
  509. {small:19,big:53,times:2}, //手指
  510. {small:21,big:56,times:2}, //SB
  511. {small:27,big:96,times:2}, //U
  512. {small:51,big:97,times:2}, //5色溜
  513. {small:9,big:98,times:2}, //自回
  514. {small:14,big:99,times:2}, //火+
  515. {small:15,big:100,times:2},//水+
  516. {small:16,big:101,times:2},//木+
  517. {small:17,big:102,times:2},//光+
  518. {small:18,big:103,times:2},//暗+
  519. {small:29,big:104,times:2},//心+
  520. {small:43,big:107,times:2},//7c
  521. {small:60,big:108,times:2},//L
  522. {small:48,big:109,times:2},//破无效
  523. {small:78,big:110,times:2},//十字
  524. {small:61,big:111,times:2},//10c
  525. {small:79,big:112,times:2},//3色
  526. {small:80,big:113,times:2},//4色
  527. {small:81,big:114,times:2},//5色
  528. {small:20,big:115,times:2},//心解
  529. {small:22,big:116,times:3},//火横
  530. {small:23,big:117,times:3},//水横
  531. {small:24,big:118,times:3},//木横
  532. {small:25,big:119,times:3},//光横
  533. {small:26,big:120,times:3},//暗横
  534. {small:73,big:121,times:2},//火串
  535. {small:74,big:122,times:2},//水串
  536. {small:75,big:123,times:2},//木串
  537. {small:76,big:124,times:2},//光串
  538. {small:77,big:125,times:2},//暗串
  539. ];
  540. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  541. //官方的徽章排列顺序
  542. const official_badge_sorting = [
  543. 1, 22, 23, 2, 3, 4, 5, 6,
  544. 7, 8, 9, 11, 17, 18, 19, 20,
  545. 21, 10, 12, 13, 14, 24, 25, 26,
  546. 27,
  547. PAD_PASS_BADGE,
  548. ]
  549. //官方的觉醒排列顺序
  550. const official_awoken_sorting = [
  551. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  552. 56,107,111, 52, 55, 68, 69, 70, 28,
  553. 19, 48, 27, 78, 60,126, 59, 45, 50,
  554. 53,109, 96,110,108, 79, 80, 81, 51,
  555. 106, 57, 58, 82, 62,112,113,114, 97,
  556. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  557. 99,100,101,102,103,104, 98,115, 71,
  558. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  559. 116,117,118,119,120, 1, 2, 3,127,
  560. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  561. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  562. 121,122,123,124,125, 39, 40, 41, 42,
  563. 91, 92, 93, 94, 95, 65, 66, 67,105,
  564. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  565. 63,128,129,130
  566. ];
  567. //排序程序列表
  568. const sort_function_list = [
  569. {tag:"sort_none",name:"无",function:()=>0},
  570. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  571. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  572. let num = a.attrs[0] - b.attrs[0];
  573. if (num === 0) num = a.attrs[1] - b.attrs[1];
  574. return num;
  575. }
  576. },
  577. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  578. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  579. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  580. let num = card_a.attrs[0] - card_b.attrs[0];
  581. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  582. return num;
  583. }
  584. },
  585. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  586. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  587. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  588. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  589. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  590. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  591. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  592. }
  593. },
  594. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  595. function getEvoSkill(skill) {
  596. //232为进化后不循环技能,233为循环技能
  597. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  598. else return skill;
  599. }
  600. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  601. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  602. }
  603. },
  604. {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)},
  605. {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)},
  606. {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)},
  607. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  608. {
  609. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  610. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  611. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  612. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  613. return abA - abB;
  614. }
  615. },
  616. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  617. {
  618. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  619. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  620. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  621. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  622. return abA - abB;
  623. }
  624. },
  625. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  626. {
  627. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  628. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  629. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  630. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  631. return abA - abB;
  632. }
  633. },
  634. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  635. {
  636. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  637. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  638. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  639. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  640. return abA - abB;
  641. }
  642. },
  643. ];
  644. //增加特殊搜索模式
  645. const specialSearchFunctions = (function() {
  646. 'use strict';
  647. //返回卡片的队长技能
  648. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  649. {
  650. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  651. }
  652. //返回卡片的技能
  653. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  654. {
  655. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  656. }
  657. //获取血倍率
  658. function getHPScale(ls)
  659. {
  660. const sk = ls.params;
  661. let scale = 1;
  662. switch (ls.type)
  663. {
  664. case 23: case 30: case 62: case 77: case 63: case 65:
  665. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  666. scale = sk[sk.length-1]/100;
  667. break;
  668. case 73: case 76:
  669. case 121: case 129: case 163: case 177: case 186:
  670. case 155:
  671. scale = sk[2]/100;
  672. break;
  673. case 106: case 107: case 108:
  674. scale = sk[0]/100;
  675. break;
  676. case 125:
  677. scale = sk[5]/100;
  678. break;
  679. case 136:
  680. case 137:
  681. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  682. break;
  683. case 158:
  684. scale = sk[4]/100;
  685. break;
  686. case 175:
  687. case 178: case 185:
  688. scale = sk[3]/100;
  689. break;
  690. case 203: case 217:
  691. scale = sk[1]/100;
  692. break;
  693. case 245:
  694. scale = sk[3]/100;
  695. break;
  696. case 138: //调用其他队长技
  697. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  698. break;
  699. default:
  700. }
  701. return scale || 1;
  702. }
  703. //获取盾减伤比例
  704. function getReduceScale(ls, allAttr = false, noHPneed = false)
  705. {
  706. const sk = ls.params;
  707. let scale = 0;
  708. switch (ls.type)
  709. {
  710. case 16: //无条件盾
  711. scale = sk[0]/100;
  712. break;
  713. case 17: //单属性盾
  714. scale = allAttr ? 0 : sk[1]/100;
  715. break;
  716. case 36: //2个属性盾
  717. scale = allAttr ? 0 : sk[2]/100;
  718. break;
  719. case 38: //血线下 + 几率
  720. case 43: //血线上 + 几率
  721. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  722. break;
  723. case 129: //无条件盾,属性个数不固定
  724. case 163: //无条件盾,属性个数不固定
  725. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  726. break;
  727. case 178: //无条件盾,属性个数不固定
  728. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  729. break;
  730. case 130: //血线下 + 属性个数不固定
  731. case 131: //血线上 + 属性个数不固定
  732. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  733. break;
  734. case 151: //十字心触发
  735. case 169: //C触发
  736. case 198: //回血触发
  737. scale = sk[2]/100;
  738. break;
  739. case 170: //多色触发
  740. case 182: //长串触发
  741. case 193: //L触发
  742. scale = sk[3]/100;
  743. break;
  744. case 171: //多串触发
  745. scale = sk[6]/100;
  746. break;
  747. case 183: //又是个有两段血线的队长技
  748. scale = noHPneed ? 0 : sk[4]/100;
  749. break;
  750. case 210: //十字触发
  751. scale = sk[1]/100;
  752. break;
  753. case 235: { //可多次触发
  754. scale = (sk[4] || 0) / 100;
  755. break;
  756. }
  757. case 138: //调用其他队长技
  758. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  759. break;
  760. default:
  761. }
  762. return scale || 0;
  763. }
  764. //获取无条件盾减伤比例
  765. function getReduceScale_unconditional(ls)
  766. {
  767. const sk = ls.params;
  768. let scale = 0;
  769. switch (ls.type)
  770. {
  771. case 16: //无条件盾
  772. {
  773. scale = sk[0]/100;
  774. break;
  775. }
  776. case 129: //无条件盾,属性个数不固定
  777. case 163: //无条件盾,属性个数不固定
  778. {
  779. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  780. break;
  781. }
  782. case 178: //无条件盾,属性个数不固定
  783. {
  784. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  785. break;
  786. }
  787. case 138: //调用其他队长技
  788. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  789. break;
  790. default:
  791. }
  792. return scale || 0;
  793. }
  794. function getCannonAttr(skill)
  795. {
  796. const sk = skill.params;
  797. switch(skill.type)
  798. {
  799. case 0:
  800. case 1:
  801. case 37:
  802. case 58:
  803. case 59:
  804. case 84:
  805. case 85:
  806. case 86:
  807. case 87:
  808. case 115:
  809. return sk[0];
  810. case 110:
  811. case 143:
  812. return sk[1];
  813. case 42:
  814. return sk[1];
  815. case 144:
  816. return sk[3] ?? 0;
  817. default:
  818. return -1;
  819. }
  820. }
  821. function sortByParams(a,b,searchTypeArray,...pidxs)
  822. {
  823. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  824. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  825. if (pidxs.length==0) pidxs.push(0);
  826. let newPos = 0;
  827. //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
  828. for (let pidx of pidxs) {
  829. newPos = a_s.params[pidx] - b_s.params[pidx];
  830. if (newPos !== 0) break;
  831. }
  832. return newPos;
  833. }
  834. function sortByHPScal(a,b)
  835. {
  836. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  837. return getHPScale(a_s) - getHPScale(b_s);
  838. }
  839. function HPScal_Addition(card)
  840. {
  841. const skill = Skills[card.leaderSkillId];
  842. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  843. }
  844. function sortByReduceScale(a,b)
  845. {
  846. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  847. return getReduceScale(a_s) - getReduceScale(b_s);
  848. }
  849. function ReduceScale_Addition(card)
  850. {
  851. const skill = Skills[card.leaderSkillId];
  852. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  853. }
  854. function directParseSkills(skillDataArr) {
  855. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  856. }
  857. function voidsAbsorption_Turns(card) {
  858. const outObj = {
  859. "attr-absorb": 0,
  860. "combo-absorb": 0,
  861. "damage-absorb": 0,
  862. "damage-void": 0,
  863. };
  864. const searchTypeArray = [
  865. 173,
  866. 191
  867. ];
  868. const skills = getCardActiveSkills(card, searchTypeArray);
  869. skills.reduce((pre,skill)=>{
  870. if (skill.type === 173) {
  871. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  872. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  873. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  874. } else if (skill.type === 191) {
  875. pre["damage-void"] ||= skill.params[0];
  876. }
  877. return pre
  878. }, outObj);
  879. return outObj;
  880. }
  881. function voidsAbsorption_Addition(card)
  882. {
  883. const turnsObj = voidsAbsorption_Turns(card);
  884. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  885. const turns = namesArr.map(name=>turnsObj[name]);
  886. const turnsSet = new Set(turns.filter(Boolean));
  887. const turnsCount = turnsSet.size;
  888. const fragment = document.createDocumentFragment();
  889. for (let i = 0; i < namesArr.length; i++) {
  890. if (turns[i] > 0) {
  891. fragment.append(createSkillIcon(namesArr[i]));
  892. if (turnsCount > 1)
  893. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  894. }
  895. }
  896. if (turnsCount === 1) {
  897. const turn = Array.from(turnsSet)[0];
  898. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  899. }
  900. return fragment;
  901. }
  902. function unbind_Turns(card)
  903. {
  904. const outObj = {
  905. normal: 0,
  906. awakenings: 0,
  907. matches: 0
  908. };
  909. const searchTypeArray = [
  910. 117, 179,
  911. 196
  912. ];
  913. const skills = getCardActiveSkills(card, searchTypeArray);
  914. const parsedSkills = directParseSkills(skills);
  915. parsedSkills.reduce((pre,cur)=>{
  916. pre.normal ||= cur.normal;
  917. pre.awakenings ||= cur.awakenings;
  918. pre.matches ||= cur.matches;
  919. return pre
  920. }, outObj);
  921. return outObj;
  922. }
  923. function unbind_Addition(card)
  924. {
  925. const turnsObj = unbind_Turns(card);
  926. const namesArr = ["normal", "awakenings", "matches"];
  927. const turns = namesArr.map(name=>turnsObj[name]);
  928. const turnsSet = new Set(turns.filter(Boolean));
  929. const turnsCount = turnsSet.size;
  930. const fragment = document.createDocumentFragment();
  931. for (let i = 0; i < namesArr.length; i++) {
  932. if (turns[i] > 0) {
  933. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  934. if (turnsCount > 1)
  935. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  936. }
  937. }
  938. if (turnsCount === 1) {
  939. const turn = Array.from(turnsSet)[0];
  940. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  941. }
  942. return fragment;
  943. }
  944. function boardChange_ColorTypes(skill)
  945. {
  946. if (!skill) return [];
  947. const sk = skill.params;
  948. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  949. return colors;
  950. }
  951. function boardChange_Addition(card)
  952. {
  953. const searchTypeArray = [71];
  954. const skill = getCardActiveSkill(card, searchTypeArray);
  955. const colors = boardChange_ColorTypes(skill);
  956. return createOrbsList(colors);
  957. }
  958. function orbsChangeParse(skill)
  959. {
  960. function changes(from, to)
  961. {
  962. return {from:from,to:to};
  963. }
  964. let outArr = [];
  965. if (!skill) return outArr;
  966. const sk = skill.params;
  967. switch (skill.type)
  968. {
  969. case 9:{
  970. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  971. break;
  972. }
  973. case 20:{
  974. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  975. {
  976. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  977. }
  978. else
  979. {
  980. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  981. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  982. }
  983. break;
  984. }
  985. case 154:{
  986. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  987. break;
  988. }
  989. }
  990. return outArr;
  991. }
  992. function changeOrbs_Addition(card)
  993. {
  994. const searchTypeArray = [9,20,154];
  995. const skills = getCardActiveSkills(card, searchTypeArray);
  996. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  997. const fragment = document.createDocumentFragment();
  998. parsedSkills.forEach(p=>{
  999. fragment.appendChild(createOrbsList(p.from));
  1000. fragment.appendChild(document.createTextNode(`→`));
  1001. fragment.appendChild(createOrbsList(p.to));
  1002. });
  1003. return fragment;
  1004. }
  1005. function generateOrbsParse(card)
  1006. {
  1007. const outArr = [];
  1008. const searchTypeArray = [141, 208];
  1009. const skills = getCardActiveSkills(card, searchTypeArray);
  1010. if (!skills.length) return outArr;
  1011. for (const skill of skills)
  1012. {
  1013. const sk = skill.params;
  1014. if (skill.type == 141)
  1015. {
  1016. outArr.push({
  1017. count: sk[0],
  1018. to: sk[1] || 1,
  1019. exclude: sk[2],
  1020. });
  1021. }else
  1022. {
  1023. outArr.push({
  1024. count: sk[0],
  1025. to: sk[1] || 1,
  1026. exclude: sk[2],
  1027. });
  1028. outArr.push({
  1029. count: sk[3],
  1030. to: sk[4] || 1,
  1031. exclude: sk[5],
  1032. });
  1033. }
  1034. }
  1035. return outArr;
  1036. }
  1037. function generateOrbs_Addition(card)
  1038. {
  1039. const gens = generateOrbsParse(card);
  1040. if (!gens.length) return;
  1041. const fragment = document.createDocumentFragment();
  1042. for (const gen of gens)
  1043. {
  1044. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1045. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1046. }
  1047. return fragment;
  1048. }
  1049. function lock_Addition(card)
  1050. {
  1051. const searchTypeArray = [152];
  1052. const skill = getCardActiveSkill(card, searchTypeArray);
  1053. if (!skill) return;
  1054. const sk = skill.params;
  1055. const fragment = document.createDocumentFragment();
  1056. fragment.appendChild(createSkillIcon('orb-locked'));
  1057. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] || 1)));
  1058. return fragment;
  1059. }
  1060. function dropLock_Addition(card)
  1061. {
  1062. const searchTypeArray = [205];
  1063. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1064. if (!skill) return;
  1065. const sk = skill.params;
  1066. const fragment = document.createDocumentFragment();
  1067. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1068. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1069. return fragment;
  1070. }
  1071. function dropOrb_Addition(card)
  1072. {
  1073. const searchTypeArray = [126];
  1074. const skill = getCardActiveSkill(card, searchTypeArray);
  1075. if (!skill) return;
  1076. const sk = skill.params;
  1077. const colors = Bin.unflags(sk[0]);
  1078. const fragment = document.createDocumentFragment();
  1079. fragment.appendChild(createOrbsList(colors, 'drop'));
  1080. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1081. return fragment;
  1082. }
  1083. function generateColumnOrbs_Addition(card)
  1084. {
  1085. const searchTypeArray = [127];
  1086. const skill = getCardActiveSkill(card, searchTypeArray);
  1087. if (!skill) return;
  1088. const sk = skill.params;
  1089. const colors = [];
  1090. for (let ai=0;ai<sk.length;ai+=2)
  1091. {
  1092. colors.push(Bin.unflags(sk[ai+1]));
  1093. }
  1094. const fragment = document.createDocumentFragment();
  1095. fragment.appendChild(document.createTextNode(`竖`));
  1096. fragment.appendChild(createOrbsList(colors.flat()));
  1097. return fragment;
  1098. }
  1099. function generateRowOrbs_Addition(card)
  1100. {
  1101. const searchTypeArray = [128];
  1102. const skill = getCardActiveSkill(card, searchTypeArray);
  1103. if (!skill) return;
  1104. const sk = skill.params;
  1105. const colors = [];
  1106. for (let ai=0;ai<sk.length;ai+=2)
  1107. {
  1108. colors.push(Bin.unflags(sk[ai+1]));
  1109. }
  1110. const fragment = document.createDocumentFragment();
  1111. fragment.appendChild(document.createTextNode(`横`));
  1112. fragment.appendChild(createOrbsList(colors.flat()));
  1113. return fragment;
  1114. }
  1115. function numericalATK_Addition(card)
  1116. {
  1117. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1118. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1119. const skill = getCardActiveSkill(card, searchTypeArray);
  1120. if (!skill) return;
  1121. //const sk = skill.params;
  1122. const colors = [getCannonAttr(skill)];
  1123. const fragment = document.createDocumentFragment();
  1124. fragment.append(`射`);
  1125. fragment.append(createOrbsList(colors));
  1126. if (typeArray_Rate.includes(skill.type)) {
  1127. function getNumber(skill){
  1128. const sk = skill.params;
  1129. switch(skill.type)
  1130. {
  1131. case 0:
  1132. case 37:
  1133. case 58:
  1134. case 59:
  1135. case 84:
  1136. case 85:
  1137. case 115:
  1138. return sk[1];
  1139. case 2:
  1140. case 35:
  1141. return sk[0];
  1142. default:
  1143. return 0;
  1144. }
  1145. }
  1146. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1147. }
  1148. return fragment;
  1149. }
  1150. function memberATK_Addition(card)
  1151. {
  1152. const searchTypeArray = [230];
  1153. const skill = getCardActiveSkill(card, searchTypeArray);
  1154. if (!skill) return;
  1155. const sk = skill.params;
  1156. const fragment = document.createDocumentFragment();
  1157. fragment.appendChild(createTeamFlags(sk[1]));
  1158. let str = '';
  1159. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1160. fragment.appendChild(document.createTextNode(str));
  1161. return fragment;
  1162. }
  1163. function getIncreaseDamageCap(skill)
  1164. {
  1165. let cap = 0;
  1166. switch (skill.type) {
  1167. case 241:case 258:
  1168. cap = skill.params[1];
  1169. break;
  1170. case 246:
  1171. cap = skill.params[2];
  1172. break;
  1173. case 247:
  1174. cap = skill.params[3];
  1175. break;
  1176. }
  1177. return cap;
  1178. }
  1179. function memberCap_Addition(card)
  1180. {
  1181. const searchTypeArray = [241, 246, 247, 258];
  1182. const skill = getCardActiveSkill(card, searchTypeArray);
  1183. if (!skill) return;
  1184. const sk = skill.params;
  1185. let cap = getIncreaseDamageCap(skill);
  1186. const fragment = document.createDocumentFragment();
  1187. switch (skill.type) {
  1188. case 258: {
  1189. fragment.appendChild(createTeamFlags(sk[2]));
  1190. break;
  1191. }
  1192. case 241:
  1193. case 246:
  1194. case 247: {
  1195. fragment.appendChild(createTeamFlags(1));
  1196. break;
  1197. }
  1198. }
  1199. switch (skill.type) {
  1200. case 258:
  1201. case 241: {
  1202. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1203. break;
  1204. }
  1205. case 246: {
  1206. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1207. break;
  1208. }
  1209. case 247: {
  1210. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1211. break;
  1212. }
  1213. }
  1214. return fragment;
  1215. }
  1216. function dixedDamage_Addition(card)
  1217. {
  1218. const searchTypeArray = [55, 188, 56];
  1219. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1220. if (!skills.length) return;
  1221. const skill = skills[0];
  1222. const sk = skill.params;
  1223. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1224. }
  1225. function gravity_Addition(card)
  1226. {
  1227. const searchTypeArray = [6, 161];
  1228. const skill = getCardActiveSkill(card, searchTypeArray);
  1229. if (!skill) return;
  1230. const sk = skill.params;
  1231. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1232. }
  1233. function healImmediately_Rate(card)
  1234. {
  1235. const searchTypeArray = [7, //自身回复力
  1236. 8, //固定点数
  1237. 35,115, //吸血
  1238. 117
  1239. ];
  1240. const skills = getCardActiveSkills(card, searchTypeArray);
  1241. const outObj = {
  1242. vampire: 0,
  1243. selfRcv: 0,
  1244. const: 0,
  1245. scale: 0,
  1246. };
  1247. if (!skills.length) return outObj;
  1248. skills.forEach(skill=>{
  1249. const sk = skill.params;
  1250. if (skill.type == 7)
  1251. {
  1252. outObj.selfRcv += sk[0];
  1253. }
  1254. else if(skill.type == 8)
  1255. {
  1256. outObj.const += sk[0];
  1257. }
  1258. else if(skill.type == 35)
  1259. {
  1260. outObj.vampire += sk[1];
  1261. }
  1262. else if(skill.type == 115)
  1263. {
  1264. outObj.vampire += sk[2];
  1265. }
  1266. else if(skill.type == 117)
  1267. {
  1268. outObj.selfRcv += sk[1] || 0;
  1269. outObj.const += sk[2] || 0;
  1270. outObj.scale += sk[3] || 0;
  1271. }
  1272. });
  1273. return outObj;
  1274. }
  1275. function atkBuff_Rate(card)
  1276. {
  1277. const searchTypeArray = [
  1278. 88,92, //类型的
  1279. 50,90, //属性的,要排除回复力
  1280. 156,168,231, //宝石姬
  1281. 228, //属性、类型数量
  1282. ];
  1283. const skills = getCardActiveSkills(card, searchTypeArray);
  1284. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1285. function atkBuffParse(skill) {
  1286. const outObj = {
  1287. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1288. types: [],
  1289. attrs: [],
  1290. awoken: [],
  1291. rate: 0,
  1292. turns: 0,
  1293. };
  1294. if (!skill) return outObj;
  1295. const sk = skill.params;
  1296. if (skill.type == 88 || skill.type == 92)
  1297. {
  1298. outObj.skilltype = 2;
  1299. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1300. outObj.turns = sk[0];
  1301. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1302. }
  1303. else if(skill.type == 50 || skill.type == 90)
  1304. {
  1305. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1306. if (!outObj.attrs.length) //去除回复力
  1307. return outObj;
  1308. outObj.skilltype = 2;
  1309. outObj.turns = sk[0];
  1310. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1311. }
  1312. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1313. || skill.type == 168)
  1314. {
  1315. outObj.skilltype = 1;
  1316. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1317. outObj.turns = sk[0];
  1318. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1319. }
  1320. else if(skill.type == 228 && sk[3] > 0)
  1321. {
  1322. outObj.skilltype = 1;
  1323. outObj.attrs = Bin.unflags(sk[1]);
  1324. outObj.types = Bin.unflags(sk[2]);
  1325. outObj.turns = sk[0];
  1326. outObj.rate = sk[3];
  1327. }
  1328. else if(skill.type == 231 && sk[6] > 0)
  1329. {
  1330. outObj.skilltype = 1;
  1331. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1332. outObj.turns = sk[0];
  1333. outObj.rate = sk[6];
  1334. }
  1335. return outObj;
  1336. }
  1337. }
  1338. function rcvBuff_Rate(card)
  1339. {
  1340. const searchTypeArray = [
  1341. 50,90,
  1342. 228, 231, //宝石姬
  1343. ];
  1344. const skills = getCardActiveSkills(card, searchTypeArray);
  1345. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1346. function rcvBuffParse(skill) {
  1347. const outObj = {
  1348. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1349. types: [],
  1350. attrs: [],
  1351. awoken: [],
  1352. rate: 0,
  1353. turns: 0,
  1354. };
  1355. if (!skill) return outObj;
  1356. const sk = skill.params;
  1357. if (skill.type == 228 && sk[4] > 0) {
  1358. outObj.skilltype = 1;
  1359. outObj.attrs = Bin.unflags(sk[1]);
  1360. outObj.types = Bin.unflags(sk[2]);
  1361. outObj.turns = sk[0];
  1362. outObj.rate = sk[4];
  1363. } else if (skill.type == 231 && sk[7] > 0) {
  1364. outObj.skilltype = 1;
  1365. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1366. outObj.turns = sk[0];
  1367. outObj.rate = sk[7];
  1368. } else if (skill.type == 50 || skill.type == 90) {
  1369. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1370. outObj.turns = sk[0];
  1371. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1372. }
  1373. return outObj;
  1374. }
  1375. }
  1376. function damageSelf_Rate(card)
  1377. {
  1378. const searchTypeArray = [84,85,86,87,195];
  1379. const skill = getCardActiveSkill(card, searchTypeArray);
  1380. if (!skill) return 0;
  1381. const sk = skill.params;
  1382. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1383. }
  1384. function changeEnemiesAttr_Attr(card)
  1385. {
  1386. const outObj = {
  1387. attr: null,
  1388. turns: 0
  1389. }
  1390. const searchTypeArray = [153, 224];
  1391. const skill = getCardActiveSkill(card, searchTypeArray);
  1392. if (!skill) return outObj;
  1393. const sk = skill.params;
  1394. if (skill.type == 153)
  1395. {
  1396. outObj.attr = sk[0];
  1397. }
  1398. else if (skill.type == 224)
  1399. {
  1400. outObj.attr = sk[1] || 0;
  1401. outObj.turns = sk[0];
  1402. }
  1403. return outObj;
  1404. }
  1405. function shapeThisRowOk(line, lineNumber) {
  1406. if (lineNumber <= 0) return true;
  1407. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1408. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1409. }
  1410. function shapeUpsideDownRowOk(line, lineNumber) {
  1411. if (lineNumber <= 0) return true;
  1412. return line > 0 ? (line & lineNumber) === 0 : true;
  1413. }
  1414. function shapeIsCross(sk) { //产珠是十字
  1415. const baseLineNum = 0b111;
  1416. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1417. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1418. lineNumArr.push(_lineNum);
  1419. }
  1420. for (let ri=1; ri<4; ri++)
  1421. {
  1422. //搜索所有可能的行存在
  1423. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1424. if (maybeLineNum.length < 1) continue;
  1425. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1426. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1427. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1428. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1429. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1430. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1431. });
  1432. if (maybeLineNum.length > 0) return true;
  1433. }
  1434. return false;
  1435. }
  1436. function shapeIsLShape(sk) { //产珠是L字
  1437. const baseLineNum = 0b111;
  1438. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1439. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1440. lineNumArr.push(_lineNum);
  1441. }
  1442. for (let ri=0; ri<5; ri++)
  1443. {
  1444. //搜索所有可能的行存在
  1445. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1446. if (maybeLineNum.length < 1) continue;
  1447. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1448. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1449. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1450. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1451. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1452. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1453. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1454. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1455. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1456. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1457. ||
  1458. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1459. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1460. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1461. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1462. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1463. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1464. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1465. });
  1466. if (maybeLineNum.length > 0) return true;
  1467. }
  1468. return false;
  1469. }
  1470. //创建1个觉醒图标
  1471. function createAwokenIcon(awokenId)
  1472. {
  1473. const icon = document.createElement("icon");
  1474. icon.className ="awoken-icon";
  1475. icon.setAttribute("data-awoken-icon", awokenId);
  1476. return icon;
  1477. }
  1478. //产生一个觉醒列表
  1479. function creatAwokenList(awokens) {
  1480. const ul = document.createElement("ul");
  1481. ul.className = "awoken-ul";
  1482. awokens.forEach(ak=>{
  1483. const li = ul.appendChild(document.createElement("li"));
  1484. const icon = li.appendChild(createAwokenIcon(ak));
  1485. });
  1486. return ul;
  1487. }
  1488. //产生宝珠列表
  1489. function createOrbsList(orbs, className)
  1490. {
  1491. if (orbs == undefined) orbs = [0];
  1492. else if (!Array.isArray(orbs)) orbs = [orbs];
  1493. const ul = document.createElement("ul");
  1494. ul.className = "board";
  1495. orbs.forEach(orbType => {
  1496. const li = ul.appendChild(document.createElement("li"));
  1497. li.className = className ? `orb ${className}` :`orb`;
  1498. li.setAttribute("data-orb-icon", orbType);
  1499. });
  1500. return ul;
  1501. }
  1502. //产生类型列表
  1503. function createTypesList(types)
  1504. {
  1505. if (types == undefined) types = [0];
  1506. else if (!Array.isArray(types)) types = [types];
  1507. const ul = document.createElement("ul");
  1508. ul.className = "types-ul";
  1509. types.forEach(type => {
  1510. const li = ul.appendChild(document.createElement("li"));
  1511. li.className = `type-icon`;
  1512. li.setAttribute("data-type-icon", type);
  1513. });
  1514. return ul;
  1515. }
  1516. const functions = [
  1517. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1518. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1519. ]},
  1520. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1521. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1522. function:cards=>{
  1523. const attrName = "attr-absorb";
  1524. return cards.filter(card=>{
  1525. const turns = voidsAbsorption_Turns(card);
  1526. return turns[attrName] > 0;
  1527. }).sort((a,b)=>{
  1528. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1529. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1530. return a_pC - b_pC;
  1531. });
  1532. },
  1533. addition:voidsAbsorption_Addition
  1534. },
  1535. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1536. function:cards=>{
  1537. const attrName = "damage-absorb";
  1538. return cards.filter(card=>{
  1539. const turns = voidsAbsorption_Turns(card);
  1540. return turns[attrName] > 0;
  1541. }).sort((a,b)=>{
  1542. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1543. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1544. return a_pC - b_pC;
  1545. });
  1546. },
  1547. addition:voidsAbsorption_Addition
  1548. },
  1549. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1550. function:cards=>{
  1551. const attrName = "damage-void";
  1552. return cards.filter(card=>{
  1553. const turns = voidsAbsorption_Turns(card);
  1554. return turns[attrName] > 0;
  1555. }).sort((a,b)=>{
  1556. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1557. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1558. return a_pC - b_pC;
  1559. });
  1560. },
  1561. addition:voidsAbsorption_Addition
  1562. },
  1563. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1564. function:cards=>{
  1565. const attrName = "combo-absorb";
  1566. return cards.filter(card=>{
  1567. const turns = voidsAbsorption_Turns(card);
  1568. return turns[attrName] > 0;
  1569. }).sort((a,b)=>{
  1570. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1571. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1572. return a_pC - b_pC;
  1573. });
  1574. },
  1575. addition:voidsAbsorption_Addition
  1576. },
  1577. {name:"Voids Triple(except combo)",otLangName:{chs:"三破(不含破C)",cht:"三破(不含破C)"},
  1578. function:cards=>{
  1579. return cards.filter(card=>{
  1580. const turns = voidsAbsorption_Turns(card);
  1581. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1582. }).sort((a,b)=>{
  1583. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1584. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1585. return a_pC - b_pC;
  1586. });
  1587. },
  1588. addition:voidsAbsorption_Addition
  1589. },
  1590. ]},
  1591. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1592. {
  1593. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1594. function:cards=>{
  1595. return cards.filter(card=>{
  1596. const turns = unbind_Turns(card);
  1597. return turns.normal > 0;
  1598. }).sort((a,b)=>{
  1599. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1600. let a_pC = a_s.normal, b_pC = b_s.normal;
  1601. return a_pC - b_pC;
  1602. });
  1603. },
  1604. addition:unbind_Addition
  1605. },
  1606. {
  1607. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1608. function:cards=>{
  1609. return cards.filter(card=>{
  1610. const turns = unbind_Turns(card);
  1611. return turns.awakenings > 0;
  1612. }).sort((a,b)=>{
  1613. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1614. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1615. return a_pC - b_pC;
  1616. });
  1617. },
  1618. addition:unbind_Addition
  1619. },
  1620. {
  1621. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1622. function:cards=>{
  1623. return cards.filter(card=>{
  1624. const turns = unbind_Turns(card);
  1625. return turns.matches > 0;
  1626. }).sort((a,b)=>{
  1627. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1628. let a_pC = a_s.matches, b_pC = b_s.matches;
  1629. return a_pC - b_pC;
  1630. });
  1631. },
  1632. addition:unbind_Addition
  1633. },
  1634. {
  1635. name:"Unbind Triple",otLangName:{chs:"三解",cht:"三解"},
  1636. function:cards=>{
  1637. return cards.filter(card=>{
  1638. const turns = unbind_Turns(card);
  1639. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1640. }).sort((a,b)=>{
  1641. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1642. let a_pC = a_s.normal, b_pC = b_s.normal;
  1643. return a_pC - b_pC;
  1644. });
  1645. },
  1646. addition:unbind_Addition
  1647. },
  1648. ]},
  1649. {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: [
  1650. {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)"},
  1651. function:cards=>{
  1652. const searchTypeArray = [146];
  1653. return cards.filter(card=>{
  1654. const skill = getCardActiveSkill(card, searchTypeArray);
  1655. return skill;
  1656. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1657. },
  1658. addition:card=>{
  1659. const searchTypeArray = [146];
  1660. const skill = getCardActiveSkill(card, searchTypeArray);
  1661. if (!skill) return;
  1662. const sk = skill.params;
  1663. const fragment = document.createDocumentFragment();
  1664. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1665. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1666. return fragment;
  1667. }
  1668. },
  1669. {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)"},
  1670. function:cards=>{
  1671. const searchTypeArray = [218];
  1672. return cards.filter(card=>{
  1673. const skill = getCardActiveSkill(card, searchTypeArray);
  1674. return skill;
  1675. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1676. },
  1677. addition:card=>{
  1678. const searchTypeArray = [218];
  1679. const skill = getCardActiveSkill(card, searchTypeArray);
  1680. if (!skill) return;
  1681. const sk = skill.params;
  1682. const fragment = document.createDocumentFragment();
  1683. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1684. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1685. return fragment;
  1686. }
  1687. },
  1688. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1689. function:cards=>{
  1690. const searchTypeArray = [93, 227];
  1691. return cards.filter(card=>{
  1692. const skill = getCardActiveSkill(card, searchTypeArray);
  1693. return skill;
  1694. }).sort((a,b)=>{
  1695. const a_s = getCardActiveSkill(a, searchTypeArray),
  1696. b_s = getCardActiveSkill(b, searchTypeArray);
  1697. return a_s.type - b_s.type;
  1698. });
  1699. },
  1700. addition:card=>{
  1701. const searchTypeArray = [93, 227];
  1702. const skill = getCardActiveSkill(card, searchTypeArray);
  1703. if (!skill) return;
  1704. const fragment = document.createDocumentFragment();
  1705. fragment.append(createSkillIcon('leader-change'));
  1706. skill.type === 227 && fragment.append('换👉');
  1707. return fragment;
  1708. }
  1709. },
  1710. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1711. function:cards=>{
  1712. const searchTypeArray = [241, 246, 247, 258];
  1713. return cards.filter(card=>{
  1714. const skill = getCardActiveSkill(card, searchTypeArray);
  1715. return skill;
  1716. }).sort((a,b)=>{
  1717. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1718. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1719. return a_pC - b_pC;
  1720. });
  1721. },
  1722. addition:memberCap_Addition
  1723. },
  1724. {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"},
  1725. function:cards=>{
  1726. const searchTypeArray = [241, 246, 247, 258];
  1727. return cards.filter(card=>{
  1728. const skill = getCardActiveSkill(card, searchTypeArray);
  1729. if (skill?.type === 258) return Boolean(skill.params[2] & 0b1);
  1730. else return skill;
  1731. }).sort((a,b)=>{
  1732. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1733. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1734. return a_pC - b_pC;
  1735. });
  1736. },
  1737. addition:memberCap_Addition
  1738. },
  1739. {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"},
  1740. function:cards=>{
  1741. const searchTypeArray = [258];
  1742. return cards.filter(card=>{
  1743. const skill = getCardActiveSkill(card, searchTypeArray);
  1744. return skill && Boolean(skill.params[2] & (0b10 | 0b100));
  1745. }).sort((a,b)=>{
  1746. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1747. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1748. return a_pC - b_pC;
  1749. });
  1750. },
  1751. addition:memberCap_Addition
  1752. },
  1753. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 buff - 队员",cht:"增加傷害上限 buff - 隊員"},
  1754. function:cards=>{
  1755. const searchTypeArray = [258];
  1756. return cards.filter(card=>{
  1757. const skill = getCardActiveSkill(card, searchTypeArray);
  1758. return skill && Boolean(skill.params[2] & 0b1000);
  1759. }).sort((a,b)=>{
  1760. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1761. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1762. return a_pC - b_pC;
  1763. });
  1764. },
  1765. addition:memberCap_Addition
  1766. },
  1767. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1768. function:cards=>{
  1769. const searchTypeArray = [230];
  1770. return cards.filter(card=>{
  1771. const skill = getCardActiveSkill(card, searchTypeArray);
  1772. return skill;
  1773. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1774. },
  1775. addition:memberATK_Addition
  1776. },
  1777. {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"},
  1778. function:cards=>{
  1779. const searchTypeArray = [230];
  1780. return cards.filter(card=>{
  1781. const skill = getCardActiveSkill(card, searchTypeArray);
  1782. return skill && Boolean(skill.params[1] & 0b1);
  1783. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1784. },
  1785. addition:memberATK_Addition
  1786. },
  1787. {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"},
  1788. function:cards=>{
  1789. const searchTypeArray = [230];
  1790. return cards.filter(card=>{
  1791. const skill = getCardActiveSkill(card, searchTypeArray);
  1792. return skill && Boolean(skill.params[1] & (0b10 | 0b100));
  1793. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1794. },
  1795. addition:memberATK_Addition
  1796. },
  1797. {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"},
  1798. function:cards=>{
  1799. const searchTypeArray = [230];
  1800. return cards.filter(card=>{
  1801. const skill = getCardActiveSkill(card, searchTypeArray);
  1802. return skill && Boolean(skill.params[1] & 0b1000);
  1803. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1804. },
  1805. addition:memberATK_Addition
  1806. },
  1807. {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)"},
  1808. function:cards=>{
  1809. const searchTypeArray = [142];
  1810. return cards.filter(card=>{
  1811. const skill = getCardActiveSkill(card, searchTypeArray);
  1812. return skill;
  1813. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1814. },
  1815. addition:card=>{
  1816. const searchTypeArray = [142];
  1817. const skill = getCardActiveSkill(card, searchTypeArray);
  1818. if (!skill) return;
  1819. const sk = skill.params;
  1820. const fragment = document.createDocumentFragment();
  1821. fragment.appendChild(document.createTextNode(`自→`));
  1822. fragment.appendChild(createOrbsList(sk[1]));
  1823. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1824. return fragment;
  1825. }
  1826. },
  1827. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1828. function:cards=>cards.filter(card=>{
  1829. const searchTypeArray = [214];
  1830. const skill = getCardActiveSkill(card, searchTypeArray);
  1831. return skill;
  1832. }),
  1833. addition:card=>{
  1834. const searchTypeArray = [214];
  1835. const skill = getCardActiveSkill(card, searchTypeArray);
  1836. if (!skill) return;
  1837. const sk = skill.params;
  1838. return document.createTextNode(`自封技${sk[0]}T`);
  1839. }
  1840. },
  1841. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1842. function:cards=>cards.filter(card=>{
  1843. const searchTypeArray = [250];
  1844. const skill = getCardActiveSkill(card, searchTypeArray);
  1845. return skill;
  1846. })
  1847. },
  1848. ]},
  1849. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1850. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1851. function:cards=>{
  1852. const searchTypeArray = [179];
  1853. return cards.filter(card=>{
  1854. const skill = getCardActiveSkill(card, searchTypeArray);
  1855. return skill;
  1856. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1857. },
  1858. addition:card=>{
  1859. const searchTypeArray = [179];
  1860. const skill = getCardActiveSkill(card, searchTypeArray);
  1861. if (!skill) return;
  1862. const sk = skill.params;
  1863. const fragment = document.createDocumentFragment();
  1864. fragment.append(createSkillIcon('auto-heal'));
  1865. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1866. return fragment;
  1867. }
  1868. },
  1869. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1870. function:cards=>{
  1871. return cards.filter(card=>{
  1872. const heal = healImmediately_Rate(card);
  1873. return Object.values(heal).some(v=>v);
  1874. })
  1875. .sort((a,b)=>{
  1876. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1877. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1878. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1879. let sortNum = a_i - b_i;
  1880. if (!sortNum)
  1881. {
  1882. sortNum = a_vs[a_i] - b_vs[b_i];
  1883. }
  1884. return sortNum;
  1885. });
  1886. },
  1887. addition:card=>{
  1888. const heal = healImmediately_Rate(card);
  1889. const fragment = document.createDocumentFragment();
  1890. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1891. if (heal.scale)
  1892. fragment.append(`${heal.scale}%`);
  1893. if (heal.const)
  1894. fragment.append(`${heal.const.bigNumberToString()}点`);
  1895. if (heal.selfRcv)
  1896. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1897. if (heal.vampire)
  1898. fragment.append(`${heal.vampire}%伤害`);
  1899. return fragment;
  1900. }
  1901. },
  1902. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1903. function:cards=>{
  1904. const searchTypeArray = [237];
  1905. return cards.filter(card=>{
  1906. const skill = getCardActiveSkill(card, searchTypeArray);
  1907. return skill;
  1908. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1909. },
  1910. addition:card=>{
  1911. const searchTypeArray = [237];
  1912. const skill = getCardActiveSkill(card, searchTypeArray);
  1913. if (!skill) return;
  1914. const sk = skill.params;
  1915. const fragment = document.createDocumentFragment();
  1916. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1917. return fragment;
  1918. }
  1919. },
  1920. {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)"},
  1921. function:cards=>{
  1922. return cards.filter(card=>damageSelf_Rate(card)>0)
  1923. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1924. },
  1925. addition:card=>{
  1926. let rate = damageSelf_Rate(card);
  1927. if (rate < 100)
  1928. return `减少${rate}%`;
  1929. else
  1930. return `减少到1`;
  1931. }
  1932. },
  1933. ]},
  1934. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1935. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1936. function:cards=>cards.filter(card=>{
  1937. const searchTypeArray = [172];
  1938. const skill = getCardActiveSkill(card, searchTypeArray);
  1939. return skill;
  1940. })
  1941. },
  1942. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1943. function:cards=>cards.filter(card=>{
  1944. const searchTypeArray = [152];
  1945. const skill = getCardActiveSkill(card, searchTypeArray);
  1946. return skill;
  1947. }),
  1948. addition:lock_Addition
  1949. },
  1950. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1951. function:cards=>cards.filter(card=>{
  1952. const searchTypeArray = [152];
  1953. const skill = getCardActiveSkill(card, searchTypeArray);
  1954. return skill && (skill.params[0] & 63) === 63;
  1955. }),
  1956. addition:lock_Addition
  1957. },
  1958. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1959. function:cards=>{
  1960. const searchTypeArray = [52,91,140];
  1961. return cards.filter(card=>{
  1962. const skill = getCardActiveSkill(card, searchTypeArray);
  1963. return skill;
  1964. });
  1965. },
  1966. addition:card=>{
  1967. const searchTypeArray = [52,91,140];
  1968. const skill = getCardActiveSkill(card, searchTypeArray);
  1969. if (!skill) return;
  1970. const sk = skill.params;
  1971. let attrs = [];
  1972. switch (skill.type)
  1973. {
  1974. case 52:{
  1975. attrs.push(sk[0]); break;
  1976. }
  1977. case 91:{
  1978. attrs = sk.slice(0,-1); break;
  1979. }
  1980. case 140:{
  1981. attrs = Bin.unflags(sk[0]); break;
  1982. }
  1983. }
  1984. const fragment = document.createDocumentFragment();
  1985. fragment.appendChild(document.createTextNode(`强化`));
  1986. fragment.appendChild(createOrbsList(attrs));
  1987. return fragment;
  1988. }
  1989. },
  1990. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1991. function:cards=>cards.filter(card=>{
  1992. const searchTypeArray = [215];
  1993. const skill = getCardActiveSkill(card, searchTypeArray);
  1994. return skill;
  1995. }),
  1996. addition:card=>{
  1997. const searchTypeArray = [215];
  1998. const skill = getCardActiveSkill(card, searchTypeArray);
  1999. if (!skill) return;
  2000. const sk = skill.params;
  2001. const fragment = document.createDocumentFragment();
  2002. fragment.appendChild(document.createTextNode(`自封`));
  2003. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2004. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2005. return fragment;
  2006. }
  2007. },
  2008. ]},
  2009. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  2010. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  2011. function:cards=>cards.filter(card=>{
  2012. function isLoopBuff(parsedSkill, cd) {
  2013. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  2014. && skill.turns >= cd);
  2015. }
  2016. //跳过0号技能的、会变身成别人的和无技能数据的
  2017. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2018. const skill = Skills[card.activeSkillId];
  2019. if (!skill) return false;
  2020. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2021. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2022. let parsedActiveSkill = skillParser(card.activeSkillId);
  2023. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2024. //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
  2025. let parsedGroupSkill = parsedActiveSkill?.[0];
  2026. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2027. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2028. }
  2029. //进化类技能,排除循环进化,并只计算最后一级
  2030. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2031. let lastIdx = parsedGroupSkill.params.length - 1;
  2032. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2033. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2034. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2035. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2036. }
  2037. return false;
  2038. })
  2039. },
  2040. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2041. function:cards=>{
  2042. return cards.filter(card=>{
  2043. const atkbuff = rcvBuff_Rate(card);
  2044. return atkbuff.skilltype > 0;
  2045. }).sort((a,b)=>{
  2046. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2047. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2048. if (sortNum == 0)
  2049. sortNum = a_pC.rate - b_pC.rate;
  2050. if (sortNum == 0)
  2051. sortNum = a_pC.turns - b_pC.turns;
  2052. return sortNum;
  2053. });
  2054. },
  2055. addition:card=>{
  2056. const atkbuff = rcvBuff_Rate(card);
  2057. const fragment = document.createDocumentFragment();
  2058. fragment.appendChild(createOrbsList([5]));
  2059. if (atkbuff.skilltype == 0) return fragment;
  2060. if (atkbuff.skilltype == 1)
  2061. {
  2062. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2063. if (atkbuff.awoken.length)
  2064. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2065. if (atkbuff.attrs.length)
  2066. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2067. if (atkbuff.types.length)
  2068. fragment.appendChild(createTypesList(atkbuff.types));
  2069. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2070. }else if (atkbuff.skilltype == 2)
  2071. {
  2072. if (atkbuff.attrs.length)
  2073. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2074. if (atkbuff.types.length)
  2075. fragment.appendChild(createTypesList(atkbuff.types));
  2076. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2077. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2078. }
  2079. return fragment;
  2080. }
  2081. },
  2082. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2083. function:cards=>{
  2084. return cards.filter(card=>{
  2085. const atkbuff = atkBuff_Rate(card);
  2086. return atkbuff.skilltype > 0;
  2087. }).sort((a,b)=>{
  2088. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2089. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2090. if (sortNum == 0)
  2091. sortNum = a_pC.rate - b_pC.rate;
  2092. if (sortNum == 0)
  2093. sortNum = a_pC.turns - b_pC.turns;
  2094. return sortNum;
  2095. });
  2096. },
  2097. addition:card=>{
  2098. const atkbuff = atkBuff_Rate(card);
  2099. const fragment = document.createDocumentFragment();
  2100. if (atkbuff.skilltype == 0) return fragment;
  2101. if (atkbuff.skilltype == 1)
  2102. {
  2103. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2104. if (atkbuff.awoken.length)
  2105. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2106. if (atkbuff.attrs.length)
  2107. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2108. if (atkbuff.types.length)
  2109. fragment.appendChild(createTypesList(atkbuff.types));
  2110. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2111. }else if (atkbuff.skilltype == 2)
  2112. {
  2113. if (atkbuff.attrs.length)
  2114. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2115. if (atkbuff.types.length)
  2116. fragment.appendChild(createTypesList(atkbuff.types));
  2117. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2118. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2119. }
  2120. return fragment;
  2121. }
  2122. },
  2123. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2124. function:cards=>{
  2125. const searchTypeArray = [132];
  2126. return cards.filter(card=>{
  2127. const skill = getCardActiveSkill(card, searchTypeArray);
  2128. return skill;
  2129. }).sort((a,b)=>{
  2130. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2131. //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
  2132. 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;
  2133. 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]);
  2134. });
  2135. },
  2136. addition:card=>{
  2137. const searchTypeArray = [132];
  2138. const skill = getCardActiveSkill(card, searchTypeArray);
  2139. if (!skill) return;
  2140. const sk = skill.params;
  2141. let str = "👆";
  2142. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2143. if (sk[2]) str += `x${sk[2]/100}`;
  2144. str += `x${sk[0]}T`;
  2145. return str;
  2146. }
  2147. },
  2148. {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)"},
  2149. function:cards=>{
  2150. const searchTypeArray = [160];
  2151. return cards.filter(card=>{
  2152. const skill = getCardActiveSkill(card, searchTypeArray);
  2153. return skill;
  2154. }).sort((a,b)=>{
  2155. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2156. return a_s.params[1] - b_s.params[1];
  2157. });
  2158. },
  2159. addition:card=>{
  2160. const searchTypeArray = [160];
  2161. const skill = getCardActiveSkill(card, searchTypeArray);
  2162. if (!skill) return;
  2163. const sk = skill.params;
  2164. return `+${sk[1]}C×${sk[0]}T`;
  2165. }
  2166. },
  2167. {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)"},
  2168. function:cards=>{
  2169. const searchTypeArray = [3,156];
  2170. return cards.filter(card=>{
  2171. const skill = getCardActiveSkill(card, searchTypeArray);
  2172. if (!skill) return false;
  2173. if (skill.type == 156)
  2174. return skill.params[4]==3;
  2175. else
  2176. return true;
  2177. }).sort((a,b)=>{
  2178. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2179. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2180. if (!sortNum)
  2181. {
  2182. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2183. sortNum = a_pC - b_pC;
  2184. }
  2185. return sortNum;
  2186. });
  2187. },
  2188. addition:card=>{
  2189. const searchTypeArray = [3,156];
  2190. const skill = getCardActiveSkill(card, searchTypeArray);
  2191. if (!skill) return;
  2192. const sk = skill.params;
  2193. const fragment = document.createDocumentFragment();
  2194. if (skill.type == 156)
  2195. {
  2196. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2197. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2198. fragment.appendChild(creatAwokenList(awokenArr));
  2199. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2200. }else
  2201. {
  2202. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2203. }
  2204. return fragment;
  2205. }
  2206. },
  2207. {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)"},
  2208. function:cards=>{
  2209. const searchTypeArray = [3];
  2210. return cards.filter(card=>{
  2211. const skill = getCardActiveSkill(card, searchTypeArray);
  2212. return skill && skill.params[1]>=100;
  2213. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2214. },
  2215. addition:card=>{
  2216. const searchTypeArray = [3];
  2217. const skill = getCardActiveSkill(card, searchTypeArray);
  2218. if (!skill) return;
  2219. const sk = skill.params;
  2220. return `无敌×${sk[0]}T`;
  2221. }
  2222. },
  2223. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2224. function:cards=>{
  2225. const searchTypeArray = [21];
  2226. return cards.filter(card=>{
  2227. const skill = getCardActiveSkill(card, searchTypeArray);
  2228. return skill;
  2229. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2230. },
  2231. addition:card=>{
  2232. const searchTypeArray = [21];
  2233. const skill = getCardActiveSkill(card, searchTypeArray);
  2234. if (!skill) return;
  2235. const sk = skill.params;
  2236. const colors = [sk[1]];
  2237. const fragment = document.createDocumentFragment();
  2238. fragment.appendChild(document.createTextNode(`-`));
  2239. fragment.appendChild(createOrbsList(colors));
  2240. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2241. return fragment;
  2242. }
  2243. },
  2244. {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)"},
  2245. function:cards=>{
  2246. const searchTypeArray = [51];
  2247. return cards.filter(card=>{
  2248. const skill = getCardActiveSkill(card, searchTypeArray);
  2249. return skill;
  2250. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2251. },
  2252. addition:card=>{
  2253. const searchTypeArray = [51];
  2254. const skill = getCardActiveSkill(card, searchTypeArray);
  2255. if (!skill) return;
  2256. const sk = skill.params;
  2257. return `全体×${sk[0]}T`;
  2258. }
  2259. },
  2260. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2261. function:cards=>cards.filter(card=>{
  2262. const searchTypeArray = [156,168,228,231];
  2263. const skill = getCardActiveSkill(card, searchTypeArray);
  2264. return skill;
  2265. })
  2266. },
  2267. ]},
  2268. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2269. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2270. function:cards=>{
  2271. const searchTypeArray = [18];
  2272. return cards.filter(card=>{
  2273. const skill = getCardActiveSkill(card, searchTypeArray);
  2274. return skill;
  2275. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2276. },
  2277. addition:card=>{
  2278. const searchTypeArray = [18];
  2279. const skill = getCardActiveSkill(card, searchTypeArray);
  2280. if (!skill) return;
  2281. const sk = skill.params;
  2282. const fragment = document.createDocumentFragment();
  2283. fragment.appendChild(createSkillIcon('delay'));
  2284. fragment.append(`×${sk[0]}T`);
  2285. return fragment;
  2286. }
  2287. },
  2288. {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)"},
  2289. function:cards=>{
  2290. const searchTypeArray = [19];
  2291. return cards.filter(card=>{
  2292. const skill = getCardActiveSkill(card, searchTypeArray);
  2293. return skill;
  2294. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2295. },
  2296. addition:card=>{
  2297. const searchTypeArray = [19];
  2298. const skill = getCardActiveSkill(card, searchTypeArray);
  2299. if (!skill) return;
  2300. const sk = skill.params;
  2301. const fragment = document.createDocumentFragment();
  2302. fragment.appendChild(createSkillIcon('def-break'));
  2303. fragment.append(`${sk[1]}%×${sk[0]}T`);
  2304. return fragment;
  2305. }
  2306. },
  2307. {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)"},
  2308. function:cards=>{
  2309. const searchTypeArray = [4];
  2310. return cards.filter(card=>{
  2311. const skill = getCardActiveSkill(card, searchTypeArray);
  2312. return skill;
  2313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2314. },
  2315. addition:card=>{
  2316. const searchTypeArray = [4];
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. if (!skill) return;
  2319. const sk = skill.params;
  2320. const fragment = document.createDocumentFragment();
  2321. fragment.appendChild(createSkillIcon('poison'));
  2322. fragment.append(`ATK×${sk[0]/100}`);
  2323. return fragment;
  2324. }
  2325. },
  2326. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2327. function:cards=>{
  2328. return cards.filter(card=>{
  2329. return changeEnemiesAttr_Attr(card).attr != null;
  2330. }).sort((a,b)=>{
  2331. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2332. return a_pC.attr - b_pC.attr;
  2333. })
  2334. },
  2335. addition:card=>{
  2336. let change = changeEnemiesAttr_Attr(card);
  2337. const fragment = document.createDocumentFragment();
  2338. fragment.appendChild(document.createTextNode(`敌→`));
  2339. fragment.appendChild(createOrbsList(change.attr));
  2340. if (change.turns > 0)
  2341. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2342. return fragment;
  2343. }
  2344. },
  2345. {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)"},
  2346. function:cards=>{
  2347. const searchTypeArray = [60];
  2348. return cards.filter(card=>{
  2349. const skill = getCardActiveSkill(card, searchTypeArray);
  2350. return skill;
  2351. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2352. },
  2353. addition:card=>{
  2354. const searchTypeArray = [60];
  2355. const skill = getCardActiveSkill(card, searchTypeArray);
  2356. if (!skill) return;
  2357. const sk = skill.params;
  2358. const fragment = document.createDocumentFragment();
  2359. fragment.appendChild(createSkillIcon('counter-attack'));
  2360. fragment.appendChild(createOrbsList(sk[2]));
  2361. fragment.appendChild(document.createTextNode(`×${sk[1]/100}倍`));
  2362. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2363. return fragment;
  2364. }
  2365. },
  2366. ]},
  2367. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2368. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2369. function:cards=>cards.filter(card=>{
  2370. const searchTypeArray = [10];
  2371. const skill = getCardActiveSkill(card, searchTypeArray);
  2372. return skill;
  2373. })
  2374. },
  2375. {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)"},
  2376. function:cards=>{
  2377. const searchTypeArray = [184];
  2378. return cards.filter(card=>{
  2379. const skill = getCardActiveSkill(card, searchTypeArray);
  2380. return skill;
  2381. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2382. },
  2383. addition:card=>{
  2384. const searchTypeArray = [184];
  2385. const skill = getCardActiveSkill(card, searchTypeArray);
  2386. if (!skill) return;
  2387. const sk = skill.params;
  2388. return `无↓×${sk[0]}T`;
  2389. }
  2390. },
  2391. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2392. function:cards=>{
  2393. const searchTypeArray = [207, 249];
  2394. return cards.filter(card=>{
  2395. const skill = getCardActiveSkill(card, searchTypeArray);
  2396. return skill;
  2397. }).sort((a,b)=>{
  2398. const a_s = getCardActiveSkill(a, searchTypeArray),
  2399. b_s = getCardActiveSkill(b, searchTypeArray);
  2400. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2401. });
  2402. },
  2403. addition:card=>{
  2404. const searchTypeArray = [207, 249];
  2405. const skill = getCardActiveSkill(card, searchTypeArray);
  2406. if (!skill) return;
  2407. const sk = skill.params;
  2408. const fragment = document.createDocumentFragment();
  2409. fragment.append(createSkillIcon('board-roulette'));
  2410. if (skill.type == 249) {
  2411. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2412. }
  2413. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2414. return fragment;
  2415. }
  2416. },
  2417. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2418. function:cards=>{
  2419. const searchTypeArray = [238];
  2420. return cards.filter(card=>{
  2421. const skill = getCardActiveSkill(card, searchTypeArray);
  2422. return skill;
  2423. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2424. },
  2425. addition:card=>{
  2426. const searchTypeArray = [238];
  2427. const skill = getCardActiveSkill(card, searchTypeArray);
  2428. if (!skill) return;
  2429. const sk = skill.params;
  2430. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2431. }
  2432. },
  2433. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2434. function:cards=>{
  2435. const searchTypeArray = [239];
  2436. return cards.filter(card=>{
  2437. const skill = getCardActiveSkill(card, searchTypeArray);
  2438. return skill;
  2439. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2440. },
  2441. addition:card=>{
  2442. const searchTypeArray = [239];
  2443. const skill = getCardActiveSkill(card, searchTypeArray);
  2444. if (!skill) return;
  2445. const sk = skill.params;
  2446. const colums = Bin.unflags(sk[1]), rows = Bin.unflags(sk[2]);
  2447. const fragment = document.createDocumentFragment();
  2448. if (colums.length)
  2449. fragment.append(`${colums.length}竖`);
  2450. if (rows.length)
  2451. fragment.append(`${rows.length}横`);
  2452. fragment.append(`×${sk[0]}T`);
  2453. return fragment;
  2454. }
  2455. },
  2456. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2457. function:cards=>{
  2458. const searchTypeArray = [251];
  2459. return cards.filter(card=>{
  2460. const skill = getCardActiveSkill(card, searchTypeArray);
  2461. return skill;
  2462. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2463. },
  2464. addition:card=>{
  2465. const searchTypeArray = [251];
  2466. const skill = getCardActiveSkill(card, searchTypeArray);
  2467. if (!skill) return;
  2468. const sk = skill.params;
  2469. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2470. }
  2471. },
  2472. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2473. function:cards=>{
  2474. const searchTypeArray = [244];
  2475. return cards.filter(card=>{
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. return skill;
  2478. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2479. },
  2480. addition:card=>{
  2481. const searchTypeArray = [244];
  2482. const skill = getCardActiveSkill(card, searchTypeArray);
  2483. if (!skill) return;
  2484. const sk = skill.params;
  2485. let width, height;
  2486. switch (sk[1]) {
  2487. case 1: {
  2488. width = 7;
  2489. height = 6;
  2490. break;
  2491. }
  2492. case 2: {
  2493. width = 5;
  2494. height = 3;
  2495. break;
  2496. }
  2497. case 3: {
  2498. width = 6;
  2499. height = 5;
  2500. break;
  2501. }
  2502. default: {
  2503. width = 6;
  2504. height = 5;
  2505. }
  2506. }
  2507. return `[${width}×${height}]×${sk[0]}T`;
  2508. }
  2509. },
  2510. ]},
  2511. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2512. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2513. function:cards=>{
  2514. const searchTypeArray = [180];
  2515. return cards.filter(card=>{
  2516. const skill = getCardActiveSkill(card, searchTypeArray);
  2517. return skill;
  2518. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2519. },
  2520. addition:card=>{
  2521. const searchTypeArray = [180];
  2522. const skill = getCardActiveSkill(card, searchTypeArray);
  2523. if (!skill) return;
  2524. const sk = skill.params;
  2525. return `${sk[1]}%×${sk[0]}T`;
  2526. }
  2527. },
  2528. {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)"},
  2529. function:cards=>{
  2530. const searchTypeArray = [205];
  2531. return cards.filter(card=>{
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. return skill;
  2534. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2535. },
  2536. addition:dropLock_Addition
  2537. },
  2538. {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)"},
  2539. function:cards=>{
  2540. const searchTypeArray = [205];
  2541. return cards.filter(card=>{
  2542. const skill = getCardActiveSkill(card, searchTypeArray);
  2543. return skill && (skill.params[0] & 63) === 63;
  2544. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2545. },
  2546. addition:dropLock_Addition
  2547. },
  2548. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2549. function:cards=>cards.filter(card=>{
  2550. const searchTypeArray = [126];
  2551. const skill = getCardActiveSkill(card, searchTypeArray);
  2552. return skill;
  2553. }),
  2554. addition:dropOrb_Addition
  2555. },
  2556. {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)"},
  2557. function:cards=>cards.filter(card=>{
  2558. const searchTypeArray = [126];
  2559. const skill = getCardActiveSkill(card, searchTypeArray);
  2560. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2561. }),
  2562. addition:dropOrb_Addition
  2563. },
  2564. {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"},
  2565. function:cards=>cards.filter(card=>{
  2566. const searchTypeArray = [126];
  2567. const skill = getCardActiveSkill(card, searchTypeArray);
  2568. return skill && skill.params[1] >= 99;
  2569. }),
  2570. addition:dropOrb_Addition
  2571. },
  2572. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2573. function:cards=>cards.filter(card=>{
  2574. const searchTypeArray = [126];
  2575. const skill = getCardActiveSkill(card, searchTypeArray);
  2576. return skill && skill.params[3] == 100;
  2577. }),
  2578. addition:dropOrb_Addition
  2579. },
  2580. {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"},
  2581. function:cards=>{
  2582. const searchTypeArray = [226];
  2583. return cards.filter(card=>{
  2584. const skill = getCardActiveSkill(card, searchTypeArray);
  2585. return skill;
  2586. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2587. },
  2588. addition:card=>{
  2589. const searchTypeArray = [226];
  2590. const skill = getCardActiveSkill(card, searchTypeArray);
  2591. if (!skill) return;
  2592. const sk = skill.params;
  2593. const fragment = document.createDocumentFragment();
  2594. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2595. return fragment;
  2596. }
  2597. },
  2598. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2599. function:cards=>{
  2600. const searchTypeArray = [243];
  2601. return cards.filter(card=>{
  2602. const skill = getCardActiveSkill(card, searchTypeArray);
  2603. return skill;
  2604. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2605. },
  2606. addition:card=>{
  2607. const searchTypeArray = [243];
  2608. const skill = getCardActiveSkill(card, searchTypeArray);
  2609. if (!skill) return;
  2610. const sk = skill.params;
  2611. const fragment = document.createDocumentFragment();
  2612. fragment.append(createSkillIcon('orb-thorn'));
  2613. if ((sk[1] & 0b1111111111) != 1023) {
  2614. let attrs = Bin.unflags(sk[1]);
  2615. fragment.append(createOrbsList(attrs));
  2616. }
  2617. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2618. return fragment;
  2619. }
  2620. },
  2621. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2622. function:cards=>{
  2623. const searchTypeArray = [253];
  2624. return cards.filter(card=>{
  2625. const skill = getCardActiveSkill(card, searchTypeArray);
  2626. return skill;
  2627. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2628. },
  2629. addition:card=>{
  2630. const searchTypeArray = [253];
  2631. const skill = getCardActiveSkill(card, searchTypeArray);
  2632. if (!skill) return;
  2633. const sk = skill.params;
  2634. const fragment = document.createDocumentFragment();
  2635. fragment.append(createSkillIcon('prediction-falling'));
  2636. fragment.append(`×${sk[0]}T`);
  2637. return fragment;
  2638. }
  2639. },
  2640. ]},
  2641. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2642. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2643. function:cards=>cards.filter(card=>{
  2644. const searchTypeArray = [71];
  2645. const skill = getCardActiveSkill(card, searchTypeArray);
  2646. return skill;
  2647. }),
  2648. addition:boardChange_Addition
  2649. },
  2650. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2651. function:cards=>cards.filter(card=>{
  2652. const searchTypeArray = [71];
  2653. const skill = getCardActiveSkill(card, searchTypeArray);
  2654. return boardChange_ColorTypes(skill).length == 1;
  2655. }),
  2656. addition:boardChange_Addition
  2657. },
  2658. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2659. function:cards=>cards.filter(card=>{
  2660. const searchTypeArray = [71];
  2661. const skill = getCardActiveSkill(card, searchTypeArray);
  2662. return boardChange_ColorTypes(skill).length == 2;
  2663. }),
  2664. addition:boardChange_Addition
  2665. },
  2666. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2667. function:cards=>cards.filter(card=>{
  2668. const searchTypeArray = [71];
  2669. const skill = getCardActiveSkill(card, searchTypeArray);
  2670. return boardChange_ColorTypes(skill).length == 3;
  2671. }),
  2672. addition:boardChange_Addition
  2673. },
  2674. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2675. function:cards=>cards.filter(card=>{
  2676. const searchTypeArray = [71];
  2677. const skill = getCardActiveSkill(card, searchTypeArray);
  2678. return boardChange_ColorTypes(skill).length == 4;
  2679. }),
  2680. addition:boardChange_Addition
  2681. },
  2682. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2683. function:cards=>cards.filter(card=>{
  2684. const searchTypeArray = [71];
  2685. const skill = getCardActiveSkill(card, searchTypeArray);
  2686. return boardChange_ColorTypes(skill).length == 5;
  2687. }),
  2688. addition:boardChange_Addition
  2689. },
  2690. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2691. function:cards=>cards.filter(card=>{
  2692. const searchTypeArray = [71];
  2693. const skill = getCardActiveSkill(card, searchTypeArray);
  2694. return boardChange_ColorTypes(skill).length >= 6;
  2695. }),
  2696. addition:boardChange_Addition
  2697. },
  2698. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2699. function:cards=>cards.filter(card=>{
  2700. const searchTypeArray = [71];
  2701. const skill = getCardActiveSkill(card, searchTypeArray);
  2702. return boardChange_ColorTypes(skill).includes(0);
  2703. }),
  2704. addition:boardChange_Addition
  2705. },
  2706. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2707. function:cards=>cards.filter(card=>{
  2708. const searchTypeArray = [71];
  2709. const skill = getCardActiveSkill(card, searchTypeArray);
  2710. return boardChange_ColorTypes(skill).includes(1);
  2711. }),
  2712. addition:boardChange_Addition
  2713. },
  2714. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2715. function:cards=>cards.filter(card=>{
  2716. const searchTypeArray = [71];
  2717. const skill = getCardActiveSkill(card, searchTypeArray);
  2718. return boardChange_ColorTypes(skill).includes(2);
  2719. }),
  2720. addition:boardChange_Addition
  2721. },
  2722. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2723. function:cards=>cards.filter(card=>{
  2724. const searchTypeArray = [71];
  2725. const skill = getCardActiveSkill(card, searchTypeArray);
  2726. return boardChange_ColorTypes(skill).includes(3);
  2727. }),
  2728. addition:boardChange_Addition
  2729. },
  2730. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2731. function:cards=>cards.filter(card=>{
  2732. const searchTypeArray = [71];
  2733. const skill = getCardActiveSkill(card, searchTypeArray);
  2734. return boardChange_ColorTypes(skill).includes(4);
  2735. }),
  2736. addition:boardChange_Addition
  2737. },
  2738. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2739. function:cards=>cards.filter(card=>{
  2740. const searchTypeArray = [71];
  2741. const skill = getCardActiveSkill(card, searchTypeArray);
  2742. return boardChange_ColorTypes(skill).includes(5);
  2743. }),
  2744. addition:boardChange_Addition
  2745. },
  2746. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2747. function:cards=>cards.filter(card=>{
  2748. const searchTypeArray = [71];
  2749. const skill = getCardActiveSkill(card, searchTypeArray);
  2750. const colors = boardChange_ColorTypes(skill);
  2751. return colors.includes(6)
  2752. || colors.includes(7)
  2753. || colors.includes(8)
  2754. || colors.includes(9);
  2755. }),
  2756. addition:boardChange_Addition
  2757. },
  2758. ]},
  2759. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2760. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2761. function:cards=>cards.filter(card=>{
  2762. const searchTypeArray = [9,20,154];
  2763. const skills = getCardActiveSkills(card, searchTypeArray);
  2764. if (!skills.length) return false;
  2765. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2766. return parsedSkills.some(p=>p.to.includes(0));
  2767. }),
  2768. addition:changeOrbs_Addition
  2769. },
  2770. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2771. function:cards=>cards.filter(card=>{
  2772. const searchTypeArray = [9,20,154];
  2773. const skills = getCardActiveSkills(card, searchTypeArray);
  2774. if (!skills.length) return false;
  2775. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2776. return parsedSkills.some(p=>p.to.includes(1));
  2777. }),
  2778. addition:changeOrbs_Addition
  2779. },
  2780. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2781. function:cards=>cards.filter(card=>{
  2782. const searchTypeArray = [9,20,154];
  2783. const skills = getCardActiveSkills(card, searchTypeArray);
  2784. if (!skills.length) return false;
  2785. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2786. return parsedSkills.some(p=>p.to.includes(2));
  2787. }),
  2788. addition:changeOrbs_Addition
  2789. },
  2790. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2791. function:cards=>cards.filter(card=>{
  2792. const searchTypeArray = [9,20,154];
  2793. const skills = getCardActiveSkills(card, searchTypeArray);
  2794. if (!skills.length) return false;
  2795. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2796. return parsedSkills.some(p=>p.to.includes(3));
  2797. }),
  2798. addition:changeOrbs_Addition
  2799. },
  2800. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2801. function:cards=>cards.filter(card=>{
  2802. const searchTypeArray = [9,20,154];
  2803. const skills = getCardActiveSkills(card, searchTypeArray);
  2804. if (!skills.length) return false;
  2805. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2806. return parsedSkills.some(p=>p.to.includes(4));
  2807. }),
  2808. addition:changeOrbs_Addition
  2809. },
  2810. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2811. function:cards=>cards.filter(card=>{
  2812. const searchTypeArray = [9,20,154];
  2813. const skills = getCardActiveSkills(card, searchTypeArray);
  2814. if (!skills.length) return false;
  2815. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2816. return parsedSkills.some(p=>p.to.includes(5));
  2817. }),
  2818. addition:changeOrbs_Addition
  2819. },
  2820. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2821. function:cards=>cards.filter(card=>{
  2822. const searchTypeArray = [9,20,154];
  2823. const skills = getCardActiveSkills(card, searchTypeArray);
  2824. if (!skills.length) return false;
  2825. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2826. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2827. }),
  2828. addition:changeOrbs_Addition
  2829. },
  2830. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2831. function:cards=>cards.filter(card=>{
  2832. const searchTypeArray = [9,20,154];
  2833. const skills = getCardActiveSkills(card, searchTypeArray);
  2834. if (!skills.length) return false;
  2835. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2836. return parsedSkills.some(p=>p.from.includes(0));
  2837. }),
  2838. addition:changeOrbs_Addition
  2839. },
  2840. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2841. function:cards=>cards.filter(card=>{
  2842. const searchTypeArray = [9,20,154];
  2843. const skills = getCardActiveSkills(card, searchTypeArray);
  2844. if (!skills.length) return false;
  2845. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2846. return parsedSkills.some(p=>p.from.includes(1));
  2847. }),
  2848. addition:changeOrbs_Addition
  2849. },
  2850. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2851. function:cards=>cards.filter(card=>{
  2852. const searchTypeArray = [9,20,154];
  2853. const skills = getCardActiveSkills(card, searchTypeArray);
  2854. if (!skills.length) return false;
  2855. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2856. return parsedSkills.some(p=>p.from.includes(2));
  2857. }),
  2858. addition:changeOrbs_Addition
  2859. },
  2860. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2861. function:cards=>cards.filter(card=>{
  2862. const searchTypeArray = [9,20,154];
  2863. const skills = getCardActiveSkills(card, searchTypeArray);
  2864. if (!skills.length) return false;
  2865. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2866. return parsedSkills.some(p=>p.from.includes(3));
  2867. }),
  2868. addition:changeOrbs_Addition
  2869. },
  2870. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2871. function:cards=>cards.filter(card=>{
  2872. const searchTypeArray = [9,20,154];
  2873. const skills = getCardActiveSkills(card, searchTypeArray);
  2874. if (!skills.length) return false;
  2875. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2876. return parsedSkills.some(p=>p.from.includes(4));
  2877. }),
  2878. addition:changeOrbs_Addition
  2879. },
  2880. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2881. function:cards=>cards.filter(card=>{
  2882. const searchTypeArray = [9,20,154];
  2883. const skills = getCardActiveSkills(card, searchTypeArray);
  2884. if (!skills.length) return false;
  2885. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2886. return parsedSkills.some(p=>p.from.includes(5));
  2887. }),
  2888. addition:changeOrbs_Addition
  2889. },
  2890. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2891. function:cards=>cards.filter(card=>{
  2892. const searchTypeArray = [9,20,154];
  2893. const skills = getCardActiveSkills(card, searchTypeArray);
  2894. if (!skills.length) return false;
  2895. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2896. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2897. }),
  2898. addition:changeOrbs_Addition
  2899. },
  2900. ]},
  2901. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2902. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  2903. function:cards=>cards.filter(card=>{
  2904. function is1515(sk)
  2905. {
  2906. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  2907. }
  2908. const searchTypeArray = [141];
  2909. const skill = getCardActiveSkill(card, searchTypeArray);
  2910. return skill && is1515(skill.params);
  2911. }),
  2912. addition:generateOrbs_Addition
  2913. },
  2914. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  2915. function:cards=>cards.filter(card=>{
  2916. function is30(sk)
  2917. {
  2918. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  2919. }
  2920. const searchTypeArray = [141];
  2921. const skill = getCardActiveSkill(card, searchTypeArray);
  2922. return skill && is30(skill.params);
  2923. }),
  2924. addition:generateOrbs_Addition
  2925. },
  2926. {name:"Create 6 color Orbs",otLangName:{chs:"产珠-生成-6色",cht:"產珠-生成-6色"},
  2927. function:cards=>cards.filter(card=>{
  2928. const gens = generateOrbsParse(card);
  2929. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  2930. }),
  2931. addition:generateOrbs_Addition
  2932. },
  2933. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2934. function:cards=>cards.filter(card=>{
  2935. const gens = generateOrbsParse(card);
  2936. return gens.some(gen=>gen.to & 0b000001);
  2937. }),
  2938. addition:generateOrbs_Addition
  2939. },
  2940. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2941. function:cards=>cards.filter(card=>{
  2942. const gens = generateOrbsParse(card);
  2943. return gens.some(gen=>gen.to & 0b000010);
  2944. }),
  2945. addition:generateOrbs_Addition
  2946. },
  2947. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2948. function:cards=>cards.filter(card=>{
  2949. const gens = generateOrbsParse(card);
  2950. return gens.some(gen=>gen.to & 0b000100);
  2951. }),
  2952. addition:generateOrbs_Addition
  2953. },
  2954. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2955. function:cards=>cards.filter(card=>{
  2956. const gens = generateOrbsParse(card);
  2957. return gens.some(gen=>gen.to & 0b001000);
  2958. }),
  2959. addition:generateOrbs_Addition
  2960. },
  2961. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2962. function:cards=>cards.filter(card=>{
  2963. const gens = generateOrbsParse(card);
  2964. return gens.some(gen=>gen.to & 0b010000);
  2965. }),
  2966. addition:generateOrbs_Addition
  2967. },
  2968. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2969. function:cards=>cards.filter(card=>{
  2970. const gens = generateOrbsParse(card);
  2971. return gens.some(gen=>gen.to & 0b100000);
  2972. }),
  2973. addition:generateOrbs_Addition
  2974. },
  2975. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2976. function:cards=>cards.filter(card=>{
  2977. const gens = generateOrbsParse(card);
  2978. return gens.some(gen=>gen.to & 0b1111000000);
  2979. }),
  2980. addition:generateOrbs_Addition
  2981. },
  2982. ]},
  2983. {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: [
  2984. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2985. function:cards=>cards.filter(card=>{
  2986. const searchTypeArray = [176];
  2987. const skill = getCardActiveSkill(card, searchTypeArray);
  2988. return skill;
  2989. }),
  2990. addition:card=>{
  2991. const searchTypeArray = [176];
  2992. const skills = getCardActiveSkills(card, searchTypeArray);
  2993. if (!skills.length) return;
  2994. const fragment = document.createDocumentFragment();
  2995. fragment.appendChild(document.createTextNode(`形状`));
  2996. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2997. return fragment;
  2998. }
  2999. },
  3000. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3001. function:cards=>cards.filter(card=>{
  3002. function isOuterEdges(sk)
  3003. {
  3004. const baseLineNum1 = 0b111111;
  3005. const baseLineNum2 = 0b100001;
  3006. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3007. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3008. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3009. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3010. shapeThisRowOk(sk[4], baseLineNum1);
  3011. }
  3012. const searchTypeArray = [176];
  3013. const skill = getCardActiveSkill(card, searchTypeArray);
  3014. return skill && isOuterEdges(skill.params);
  3015. }),
  3016. addition:card=>{
  3017. const searchTypeArray = [176];
  3018. const skill = getCardActiveSkill(card, searchTypeArray);
  3019. if (!skill) return;
  3020. const sk = skill.params;
  3021. const fragment = document.createDocumentFragment();
  3022. fragment.appendChild(document.createTextNode(`外圈`));
  3023. fragment.appendChild(createOrbsList(sk[5]));
  3024. return fragment;
  3025. }
  3026. },
  3027. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3028. function:cards=>cards.filter(card=>{
  3029. function is3x3(sk)
  3030. {
  3031. const baseLineNum = 0b111;
  3032. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3033. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3034. {
  3035. lineNumArr.push(_lineNum);
  3036. }
  3037. for (let ri=0; ri<3; ri++)
  3038. {
  3039. //搜索所有可能的行存在
  3040. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3041. if (maybeLineNum.length < 1) continue;
  3042. maybeLineNum = maybeLineNum.filter(lineNum=>
  3043. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3044. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3045. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3046. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3047. );
  3048. if (maybeLineNum.length > 0) return true;
  3049. }
  3050. return false;
  3051. }
  3052. const searchTypeArray = [176];
  3053. const skill = getCardActiveSkill(card, searchTypeArray);
  3054. return skill && is3x3(skill.params.slice(0,5));
  3055. }),
  3056. addition:card=>{
  3057. const searchTypeArray = [176];
  3058. const skill = getCardActiveSkill(card, searchTypeArray);
  3059. if (!skill) return;
  3060. const sk = skill.params;
  3061. const fragment = document.createDocumentFragment();
  3062. fragment.appendChild(document.createTextNode(`3×3`));
  3063. fragment.appendChild(createOrbsList(sk[5]));
  3064. return fragment;
  3065. }
  3066. },
  3067. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3068. function:cards=>cards.filter(card=>{
  3069. const searchTypeArray = [176];
  3070. const skills = getCardActiveSkills(card, searchTypeArray);
  3071. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3072. }),
  3073. addition:function(card){
  3074. const searchTypeArray = [176];
  3075. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3076. if (!skills.length) return;
  3077. const fragment = document.createDocumentFragment();
  3078. fragment.appendChild(document.createTextNode(`十字`));
  3079. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3080. return fragment;
  3081. },
  3082. },
  3083. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3084. function:cards=>cards.filter(card=>{
  3085. const searchTypeArray = [176];
  3086. const skills = getCardActiveSkills(card, searchTypeArray);
  3087. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3088. }),
  3089. addition:function(card){
  3090. const searchTypeArray = [176];
  3091. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3092. if (!skills.length) return;
  3093. const fragment = document.createDocumentFragment();
  3094. fragment.appendChild(document.createTextNode(`L字`));
  3095. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3096. return fragment;
  3097. },
  3098. },
  3099. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3100. function:cards=>cards.filter(card=>{
  3101. const searchTypeArray = [127];
  3102. const skill = getCardActiveSkill(card, searchTypeArray);
  3103. return skill;
  3104. }),
  3105. addition:generateColumnOrbs_Addition
  3106. },
  3107. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3108. function:cards=>cards.filter(card=>{
  3109. function isHeart(sk)
  3110. {
  3111. for (let i=1;i<sk.length;i+=2)
  3112. {
  3113. if (sk[i] & 32)
  3114. {
  3115. return true;
  3116. }
  3117. }
  3118. }
  3119. const searchTypeArray = [127];
  3120. const skill = getCardActiveSkill(card, searchTypeArray);
  3121. return skill && isHeart(skill.params);
  3122. }),
  3123. addition:generateColumnOrbs_Addition
  3124. },
  3125. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3126. function:cards=>cards.filter(card=>{
  3127. const searchTypeArray = [128];
  3128. const skill = getCardActiveSkill(card, searchTypeArray);
  3129. return skill;
  3130. }),
  3131. addition:generateRowOrbs_Addition
  3132. },
  3133. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3134. function:cards=>cards.filter(card=>{
  3135. const searchTypeArray = [128];
  3136. const skill = getCardActiveSkill(card, searchTypeArray);
  3137. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3138. }),
  3139. addition:generateRowOrbs_Addition
  3140. },
  3141. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3142. function:cards=>cards.filter(card=>{
  3143. const searchTypeArray = [128];
  3144. const skill = getCardActiveSkill(card, searchTypeArray);
  3145. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3146. }),
  3147. addition:generateRowOrbs_Addition
  3148. },
  3149. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3150. function:cards=>cards.filter(card=>{
  3151. const searchTypeArray = [128];
  3152. const skill = getCardActiveSkill(card, searchTypeArray);
  3153. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3154. }),
  3155. addition:generateRowOrbs_Addition
  3156. },
  3157. {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)"},
  3158. function:cards=>cards.filter(card=>{
  3159. const searchTypeArray = [128,71,176];
  3160. function isRow(skill)
  3161. {
  3162. const sk = skill.params;
  3163. if (skill.type === 128) {//普通横
  3164. return true;
  3165. }
  3166. else if (skill.type === 71) {//花火
  3167. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3168. }
  3169. else if (skill.type === 176) {//特殊形状
  3170. return sk.some(n=>(n & 0b111111) === 0b111111)
  3171. }
  3172. return false;
  3173. }
  3174. const skill = getCardActiveSkill(card, searchTypeArray);
  3175. return skill && isRow(skill);
  3176. })
  3177. },
  3178. ]},
  3179. {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: [
  3180. {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)"},
  3181. function:cards=>{
  3182. const searchTypeArray = [6, 161];
  3183. return cards.filter(card=>{
  3184. const skill = getCardActiveSkill(card, searchTypeArray);
  3185. return skill;
  3186. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3187. },
  3188. addition: gravity_Addition
  3189. },
  3190. {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)"},
  3191. function:cards=>{
  3192. const searchTypeArray = [6];
  3193. return cards.filter(card=>{
  3194. const skill = getCardActiveSkill(card, searchTypeArray);
  3195. return skill;
  3196. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3197. },
  3198. addition: gravity_Addition
  3199. },
  3200. {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)"},
  3201. function:cards=>{
  3202. const searchTypeArray = [161];
  3203. return cards.filter(card=>{
  3204. const skill = getCardActiveSkill(card, searchTypeArray);
  3205. return skill;
  3206. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3207. },
  3208. addition: gravity_Addition
  3209. },
  3210. {name:"Breaking Shield",otLangName:{chs:"破白盾",cht:"破白盾"},
  3211. function:cards=>{
  3212. const searchTypeArray = [259];
  3213. return cards.filter(card=>{
  3214. const skill = getCardActiveSkill(card, searchTypeArray);
  3215. return skill;
  3216. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3217. },
  3218. addition:card=>{
  3219. const searchTypeArray = [259];
  3220. const skill = getCardActiveSkill(card, searchTypeArray);
  3221. if (!skill) return;
  3222. const sk = skill.params;
  3223. const fragment = document.createDocumentFragment();
  3224. fragment.appendChild(createSkillIcon('breaking-shield'));
  3225. fragment.append(`-${sk[0]}%`);
  3226. return fragment;
  3227. }
  3228. },
  3229. ]},
  3230. {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: [
  3231. {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)"},
  3232. function:cards=>{
  3233. const searchTypeArray = [55,188,56];
  3234. return cards.filter(card=>{
  3235. const skill = getCardActiveSkill(card, searchTypeArray);
  3236. return skill;
  3237. }).sort((a,b)=>{
  3238. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3239. 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);
  3240. return a_pC - b_pC;
  3241. });
  3242. },
  3243. addition:dixedDamage_Addition
  3244. },
  3245. {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)"},
  3246. function:cards=>{
  3247. const searchTypeArray = [55,188];
  3248. return cards.filter(card=>{
  3249. const skill = getCardActiveSkill(card, searchTypeArray);
  3250. return skill;
  3251. }).sort((a,b)=>{
  3252. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3253. 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);
  3254. return a_pC - b_pC;
  3255. });
  3256. },
  3257. addition:dixedDamage_Addition
  3258. },
  3259. {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)"},
  3260. function:cards=>{
  3261. const searchTypeArray = [56];
  3262. return cards.filter(card=>{
  3263. const skill = getCardActiveSkill(card, searchTypeArray);
  3264. return skill;
  3265. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3266. },
  3267. addition:dixedDamage_Addition
  3268. },
  3269. ]},
  3270. {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: [
  3271. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3272. function:cards=>cards.filter(card=>{
  3273. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3274. function isSingle(skill)
  3275. {
  3276. if (skill.type == 110)
  3277. return Boolean(skill.params[0]);
  3278. else if (skill.type == 144)
  3279. return Boolean(skill.params[2]);
  3280. else
  3281. return true;
  3282. }
  3283. const skill = getCardActiveSkill(card, searchTypeArray);
  3284. return skill && isSingle(skill);
  3285. }),
  3286. addition: numericalATK_Addition
  3287. },
  3288. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3289. function:cards=>cards.filter(card=>{
  3290. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3291. function isAll(skill)
  3292. {
  3293. if (skill.type == 110)
  3294. return !Boolean(skill.params[0]);
  3295. else if (skill.type == 144)
  3296. return !Boolean(skill.params[2]);
  3297. else
  3298. return true;
  3299. }
  3300. const skill = getCardActiveSkill(card, searchTypeArray);
  3301. return skill && skill.id!=0 && isAll(skill);
  3302. }),
  3303. addition: numericalATK_Addition
  3304. },
  3305. {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"},
  3306. function:cards=>cards.filter(card=>{
  3307. const searchTypeArray = [42];
  3308. const skill = getCardActiveSkill(card, searchTypeArray);
  3309. return skill;
  3310. })
  3311. },
  3312. {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"},
  3313. function:cards=>cards.filter(card=>{
  3314. const searchTypeArray = [2,35];
  3315. const skill = getCardActiveSkill(card, searchTypeArray);
  3316. return skill;
  3317. })
  3318. },
  3319. {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)"},
  3320. function:cards=>cards.filter(card=>{
  3321. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3322. const skill = getCardActiveSkill(card, searchTypeArray);
  3323. return skill && skill.id!=0;
  3324. }).sort((a,b)=>{
  3325. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3326. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3327. function getNumber(skill)
  3328. {
  3329. const sk = skill.params;
  3330. switch(skill.type)
  3331. {
  3332. case 0:
  3333. case 37:
  3334. case 58:
  3335. case 59:
  3336. case 84:
  3337. case 85:
  3338. case 115:
  3339. return sk[1];
  3340. case 2:
  3341. case 35:
  3342. return sk[0];
  3343. default:
  3344. return 0;
  3345. }
  3346. }
  3347. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3348. return a_pC - b_pC;
  3349. }),
  3350. addition: numericalATK_Addition
  3351. },
  3352. {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)"},
  3353. function:cards=>cards.filter(card=>{
  3354. const searchTypeArray = [1,42,86,87];
  3355. const skill = getCardActiveSkill(card, searchTypeArray);
  3356. return skill;
  3357. }).sort((a,b)=>{
  3358. const searchTypeArray = [1,42,86,87];
  3359. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3360. function getNumber(skill)
  3361. {
  3362. const sk = skill.params;
  3363. switch(skill.type)
  3364. {
  3365. case 1:
  3366. case 86:
  3367. case 87:
  3368. return sk[1];
  3369. case 42:
  3370. return sk[2];
  3371. default:
  3372. return 0;
  3373. }
  3374. }
  3375. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3376. return a_pC - b_pC;
  3377. }),
  3378. addition: numericalATK_Addition
  3379. },
  3380. {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)"},
  3381. function:cards=>{
  3382. const searchTypeArray = [110];
  3383. return cards.filter(card=>{
  3384. const skill = getCardActiveSkill(card, searchTypeArray);
  3385. return skill;
  3386. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3387. },
  3388. addition: numericalATK_Addition
  3389. },
  3390. {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)"},
  3391. function:cards=>{
  3392. const searchTypeArray = [143];
  3393. return cards.filter(card=>{
  3394. const skill = getCardActiveSkill(card, searchTypeArray);
  3395. return skill;
  3396. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3397. },
  3398. addition: numericalATK_Addition
  3399. },
  3400. {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)"},
  3401. function:cards=>{
  3402. const searchTypeArray = [144];
  3403. return cards.filter(card=>{
  3404. const skill = getCardActiveSkill(card, searchTypeArray);
  3405. return skill;
  3406. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3407. },
  3408. addition: numericalATK_Addition
  3409. },
  3410. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3411. function:cards=>cards.filter(card=>{
  3412. const searchTypeArray = [35,115];
  3413. const skill = getCardActiveSkill(card, searchTypeArray);
  3414. return skill;
  3415. })
  3416. },
  3417. ]},
  3418. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3419. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3420. function:cards=>cards.filter(card=>{
  3421. if (card.activeSkillId == 0) return false;
  3422. const skill = Skills[card.activeSkillId];
  3423. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3424. })
  3425. },
  3426. {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)"},
  3427. function:cards=>cards.filter(card=>{
  3428. if (card.activeSkillId == 0) return false;
  3429. const skill = Skills[card.activeSkillId];
  3430. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3431. let realCD = minCD;
  3432. const searchTypeArray = [14];
  3433. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3434. if (subSkill)
  3435. {
  3436. realCD -= subSkill.params[0] * 3;
  3437. }
  3438. return minCD > 1 && realCD <= 4;
  3439. })
  3440. },
  3441. {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)"},
  3442. function:cards=>{
  3443. const searchTypeArray = [5, 246, 247];
  3444. return cards.filter(card=>{
  3445. const skill = getCardActiveSkill(card, searchTypeArray);
  3446. return skill;
  3447. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3448. },
  3449. addition:card=>{
  3450. const searchTypeArray = [5, 246, 247];
  3451. const skill = getCardActiveSkill(card, searchTypeArray);
  3452. if (!skill) return;
  3453. const value = skill.params[0];
  3454. return `时停${value}s`;
  3455. }
  3456. },
  3457. {
  3458. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3459. function:cards=>cards.filter(card=>{
  3460. const searchTypeArray = [118];
  3461. const skill = getCardActiveSkill(card, searchTypeArray);
  3462. return skill;
  3463. })
  3464. },
  3465. {
  3466. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3467. function:cards=>cards.filter(card=>{
  3468. const searchTypeArray = [232, 233];
  3469. const skill = getCardActiveSkill(card, searchTypeArray);
  3470. return skill;
  3471. }),
  3472. addition:card=>{
  3473. const searchTypeArray = [232, 233];
  3474. const skill = getCardActiveSkill(card, searchTypeArray);
  3475. if (!skill) return;
  3476. const value = skill.params[0];
  3477. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3478. }
  3479. },
  3480. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3481. function:cards=>cards.filter(card=>{
  3482. const searchTypeArray = [225];
  3483. const skill = getCardActiveSkill(card, searchTypeArray);
  3484. return skill;
  3485. }),
  3486. addition:card=>{
  3487. const searchTypeArray = [225];
  3488. const skill = getCardActiveSkill(card, searchTypeArray);
  3489. if (!skill) return;
  3490. const sk = skill.params;
  3491. let strArr = [];
  3492. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3493. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3494. return `HP ${strArr.join(" ")}`;
  3495. }
  3496. },
  3497. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3498. function:cards=>cards.filter(card=>{
  3499. const searchTypeArray = [234];
  3500. const skill = getCardActiveSkill(card, searchTypeArray);
  3501. return skill;
  3502. }),
  3503. addition:card=>{
  3504. const searchTypeArray = [234];
  3505. const skill = getCardActiveSkill(card, searchTypeArray);
  3506. if (!skill) return;
  3507. const sk = skill.params;
  3508. let strArr = [];
  3509. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3510. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3511. return `层 ${strArr.join(" ")}`;
  3512. }
  3513. },
  3514. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3515. function:cards=>{
  3516. const searchTypeArray = [248];
  3517. return cards.filter(card=>{
  3518. const skill = getCardActiveSkill(card, searchTypeArray);
  3519. return skill;
  3520. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3521. },
  3522. addition:card=>{
  3523. const searchTypeArray = [248];
  3524. const skill = getCardActiveSkill(card, searchTypeArray);
  3525. if (!skill) return;
  3526. const sk = skill.params;
  3527. return `延迟${sk[0]}T`;
  3528. }
  3529. },
  3530. {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"},
  3531. function:cards=>cards.filter(card=>{
  3532. const searchTypeArray = [255];
  3533. const skill = getCardActiveSkill(card, searchTypeArray);
  3534. return skill;
  3535. }),
  3536. addition:card=>{
  3537. const searchTypeArray = [255];
  3538. const skill = getCardActiveSkill(card, searchTypeArray);
  3539. if (!skill) return;
  3540. const sk = skill.params;
  3541. const fragment = document.createDocumentFragment();
  3542. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3543. return fragment;
  3544. }
  3545. },
  3546. ]},
  3547. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3548. ]},
  3549. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3550. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3551. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3552. },
  3553. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3554. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3555. },
  3556. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3557. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3558. },
  3559. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3560. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3561. },
  3562. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3563. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3564. },
  3565. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3566. function:cards=>cards.filter(card=>{
  3567. const searchTypeArray = [150];
  3568. const skill = getCardLeaderSkill(card, searchTypeArray);
  3569. return skill;
  3570. })
  3571. },
  3572. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3573. function:cards=>cards.filter(card=>{
  3574. const searchTypeArray = [151,209];
  3575. const skill = getCardLeaderSkill(card, searchTypeArray);
  3576. return skill;
  3577. })
  3578. },
  3579. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3580. function:cards=>cards.filter(card=>{
  3581. const searchTypeArray = [157];
  3582. const skill = getCardLeaderSkill(card, searchTypeArray);
  3583. return skill;
  3584. })
  3585. },
  3586. {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"},
  3587. function:cards=>{
  3588. const searchTypeArray = [235];
  3589. return cards.filter(card=>{
  3590. const skill = getCardLeaderSkill(card, searchTypeArray);
  3591. if (!skill) return false;
  3592. const sk = skill.params;
  3593. if (!sk[3] || sk[3] === 100) return false;
  3594. return skill;
  3595. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3596. },
  3597. addition:card=>{
  3598. const searchTypeArray = [235];
  3599. const skill = getCardLeaderSkill(card, searchTypeArray);
  3600. if (!skill) return;
  3601. const sk = skill.params;
  3602. if (!sk[3] || sk[3] === 100) return;
  3603. const fragment = document.createDocumentFragment();
  3604. const sup = document.createElement("sup");
  3605. sup.textContent = "N";
  3606. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3607. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3608. if (sk[1]) {
  3609. fragment.append(`×≥${sk[1]}`);
  3610. } else {
  3611. fragment.append(`×${sk[2]}`);
  3612. }
  3613. return fragment;
  3614. }
  3615. },
  3616. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3617. function:cards=>cards.filter(card=>{
  3618. const searchTypeArray = [177];
  3619. const skill = getCardLeaderSkill(card, searchTypeArray);
  3620. return skill?.params[5];
  3621. })
  3622. },
  3623. ]},
  3624. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3625. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3626. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3627. },
  3628. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3629. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3630. },
  3631. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3632. function:cards=>cards.filter(card=>{
  3633. const searchTypeArray = [162,186];
  3634. const skill = getCardLeaderSkill(card, searchTypeArray);
  3635. return skill;
  3636. })
  3637. },
  3638. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3639. function:cards=>cards.filter(card=>{
  3640. const searchTypeArray = [163,177];
  3641. const skill = getCardLeaderSkill(card, searchTypeArray);
  3642. return skill;
  3643. })
  3644. },
  3645. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3646. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3647. },
  3648. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3649. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3650. },
  3651. {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)"},
  3652. function:cards=>{
  3653. const searchTypeArray = [158];
  3654. return cards.filter(card=>{
  3655. const skill = getCardLeaderSkill(card, searchTypeArray);
  3656. return skill;
  3657. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3658. },
  3659. addition:card=>{
  3660. const searchTypeArray = [158];
  3661. const skill = getCardLeaderSkill(card, searchTypeArray);
  3662. const value = skill.params[0];
  3663. return `≥${value}珠`;
  3664. }
  3665. },
  3666. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3667. function:cards=>cards.filter(card=>{
  3668. const searchTypeArray = [125];
  3669. const skill = getCardLeaderSkill(card, searchTypeArray);
  3670. return skill;
  3671. }),
  3672. addition:card=>{
  3673. const searchTypeArray = [125];
  3674. const skill = getCardLeaderSkill(card, searchTypeArray);
  3675. if (!skill) return;
  3676. const sk = skill.params;
  3677. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3678. }
  3679. },
  3680. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3681. function:cards=>cards.filter(card=>{
  3682. const searchTypeArray = [175];
  3683. const skill = getCardLeaderSkill(card, searchTypeArray);
  3684. return skill;
  3685. }),
  3686. addition:card=>{
  3687. const searchTypeArray = [175];
  3688. const skill = getCardLeaderSkill(card, searchTypeArray);
  3689. if (!skill) return;
  3690. const sk = skill.params;
  3691. return `合作:${sk[0]}`;
  3692. }
  3693. },
  3694. {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"},
  3695. function:cards=>cards.filter(card=>{
  3696. const searchTypeArray = [203];
  3697. const skill = getCardLeaderSkill(card, searchTypeArray);
  3698. return skill;
  3699. })
  3700. },
  3701. {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"},
  3702. function:cards=>cards.filter(card=>{
  3703. const searchTypeArray = [229];
  3704. const skill = getCardLeaderSkill(card, searchTypeArray);
  3705. return skill;
  3706. }),
  3707. addition:card=>{
  3708. const searchTypeArray = [229];
  3709. const skill = getCardLeaderSkill(card, searchTypeArray);
  3710. if (!skill) return;
  3711. const sk = skill.params;
  3712. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  3713. const fragment = document.createDocumentFragment();
  3714. if (attrs.length)
  3715. fragment.appendChild(createOrbsList(attrs));
  3716. if (types.length)
  3717. fragment.appendChild(createTypesList(types));
  3718. return fragment;
  3719. }
  3720. },
  3721. {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"},
  3722. function:cards=>cards.filter(card=>{
  3723. const searchTypeArray = [217];
  3724. const skill = getCardLeaderSkill(card, searchTypeArray);
  3725. return skill;
  3726. }),
  3727. addition:card=>{
  3728. const searchTypeArray = [217];
  3729. const skill = getCardLeaderSkill(card, searchTypeArray);
  3730. if (!skill) return;
  3731. const sk = skill.params;
  3732. return `★≤${sk[0]}`;
  3733. }
  3734. },
  3735. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3736. function:cards=>cards.filter(card=>{
  3737. const searchTypeArray = [245];
  3738. const skill = getCardLeaderSkill(card, searchTypeArray);
  3739. return skill;
  3740. }),
  3741. addition:card=>{
  3742. const searchTypeArray = [245];
  3743. const skill = getCardLeaderSkill(card, searchTypeArray);
  3744. if (!skill) return;
  3745. const sk = skill.params;
  3746. switch (sk[0]) {
  3747. case -1:
  3748. return `★各不相同`;
  3749. case -2:
  3750. return `★全部相同`;
  3751. default:
  3752. return `★全为${sk[0]}`;
  3753. }
  3754. }
  3755. },
  3756. ]},
  3757. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3758. {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)"},
  3759. function:cards=>{
  3760. return cards.filter(card=>{
  3761. return getSkillFixedDamage(card) > 0;
  3762. }).sort((a,b)=>{
  3763. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3764. return a_pC - b_pC;
  3765. });
  3766. },
  3767. addition:card=>{
  3768. const value = getSkillFixedDamage(card);
  3769. if (value <= 0 ) return;
  3770. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3771. let skill;
  3772. if (skill = getCardLeaderSkill(card, [235])) {
  3773. nodeArr.push("/");
  3774. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3775. nodeArr.push(`×${skill.params[2]}`);
  3776. }
  3777. return nodeArr.nodeJoin();
  3778. }
  3779. },
  3780. {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)"},
  3781. function:cards=>{
  3782. return cards.filter(card=>{
  3783. return getSkillAddCombo(card) > 0;
  3784. }).sort((a,b)=>{
  3785. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3786. return a_pC - b_pC;
  3787. });
  3788. },
  3789. addition:card=>{
  3790. const value = getSkillAddCombo(card);
  3791. if (value <= 0 ) return;
  3792. let nodeArr = [`+${value.bigNumberToString()}C`];
  3793. let skill;
  3794. if (skill = getCardLeaderSkill(card, [210])) {
  3795. nodeArr.push("/十字");
  3796. } else if (skill = getCardLeaderSkill(card, [235])) {
  3797. nodeArr.push("/");
  3798. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3799. nodeArr.push(`×${skill.params[2]}`);
  3800. }
  3801. return nodeArr.nodeJoin();
  3802. }
  3803. },
  3804. {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)"},
  3805. function:cards=>{
  3806. const searchTypeArray = [15,185];
  3807. return cards.filter(card=>{
  3808. const skill = getCardLeaderSkill(card, searchTypeArray);
  3809. return skill;
  3810. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3811. },
  3812. addition:card=>{
  3813. const searchTypeArray = [15,185];
  3814. const skill = getCardLeaderSkill(card, searchTypeArray);
  3815. if (!skill) return;
  3816. const value = skill.params[0];
  3817. return `${value > 0 ? "+" : ""}${value/100}s`;
  3818. }
  3819. },
  3820. {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)"},
  3821. function:cards=>{
  3822. const searchTypeArray = [178];
  3823. return cards.filter(card=>{
  3824. const skill = getCardLeaderSkill(card, searchTypeArray);
  3825. return skill;
  3826. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3827. },
  3828. addition:card=>{
  3829. const searchTypeArray = [178];
  3830. const skill = getCardLeaderSkill(card, searchTypeArray);
  3831. if (!skill) return;
  3832. const value = skill.params[0];
  3833. return `固定${value}s`;
  3834. }
  3835. },
  3836. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3837. function:cards=>cards.filter(card=>{
  3838. const searchTypeArray = [213];
  3839. const skill = getCardLeaderSkill(card, searchTypeArray);
  3840. return skill;
  3841. }),
  3842. addition:card=>{
  3843. const searchTypeArray = [213];
  3844. const skill = getCardLeaderSkill(card, searchTypeArray);
  3845. if (!skill) return;
  3846. const sk = skill.params;
  3847. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  3848. const fragment = document.createDocumentFragment();
  3849. if (attrs.length)
  3850. fragment.appendChild(createOrbsList(attrs));
  3851. if (types.length)
  3852. fragment.appendChild(createTypesList(types));
  3853. fragment.appendChild(document.createTextNode(`:+`));
  3854. if (awakenings.length)
  3855. fragment.appendChild(creatAwokenList(awakenings));
  3856. return fragment;
  3857. }
  3858. },
  3859. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3860. function:cards=>{
  3861. const searchTypeArray = [12];
  3862. return cards.filter(card=>{
  3863. const skill = getCardLeaderSkill(card, searchTypeArray);
  3864. return skill;
  3865. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3866. },
  3867. addition:card=>{
  3868. const searchTypeArray = [12];
  3869. const skill = getCardLeaderSkill(card, searchTypeArray);
  3870. if (!skill) return;
  3871. const value = skill.params[0];
  3872. return `攻击×${(value/100).bigNumberToString()}倍`;
  3873. }
  3874. },
  3875. {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)"},
  3876. function:cards=>{
  3877. const searchTypeArray = [13];
  3878. return cards.filter(card=>{
  3879. const skill = getCardLeaderSkill(card, searchTypeArray);
  3880. return skill;
  3881. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3882. },
  3883. addition:card=>{
  3884. const searchTypeArray = [13];
  3885. const skill = getCardLeaderSkill(card, searchTypeArray);
  3886. if (!skill) return;
  3887. const value = skill.params[0];
  3888. return `回复×${(value/100).bigNumberToString()}倍`;
  3889. }
  3890. },
  3891. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3892. function:cards=>{
  3893. const searchTypeArray = [198];
  3894. return cards.filter(card=>{
  3895. const skill = getCardLeaderSkill(card, searchTypeArray);
  3896. return skill && skill.params[2];
  3897. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3898. },
  3899. addition:card=>{
  3900. const searchTypeArray = [198];
  3901. const skill = getCardLeaderSkill(card, searchTypeArray);
  3902. if (!skill) return;
  3903. const sk = skill.params;
  3904. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3905. }
  3906. },
  3907. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3908. function:cards=>{
  3909. const searchTypeArray = [198];
  3910. return cards.filter(card=>{
  3911. const skill = getCardLeaderSkill(card, searchTypeArray);
  3912. return skill && skill.params[3];
  3913. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3914. },
  3915. addition:card=>{
  3916. const searchTypeArray = [198];
  3917. const skill = getCardLeaderSkill(card, searchTypeArray);
  3918. if (!skill) return;
  3919. const sk = skill.params;
  3920. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3921. }
  3922. },
  3923. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3924. function:cards=>{
  3925. const searchTypeArray = [41];
  3926. return cards.filter(card=>{
  3927. const skill = getCardLeaderSkill(card, searchTypeArray);
  3928. return skill;
  3929. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3930. },
  3931. addition:card=>{
  3932. const searchTypeArray = [41];
  3933. const skill = getCardLeaderSkill(card, searchTypeArray);
  3934. if (!skill) return;
  3935. const sk = skill.params;
  3936. const fragment = document.createDocumentFragment();
  3937. fragment.appendChild(createOrbsList(sk[2] || 0));
  3938. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3939. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3940. return fragment;
  3941. }
  3942. },
  3943. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3944. function:cards=>cards.filter(card=>{
  3945. const searchTypeArray = [197];
  3946. const skill = getCardLeaderSkill(card, searchTypeArray);
  3947. return skill;
  3948. })
  3949. },
  3950. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3951. function:cards=>{
  3952. const searchTypeArray = [14];
  3953. return cards.filter(card=>{
  3954. const skill = getCardLeaderSkill(card, searchTypeArray);
  3955. return skill;
  3956. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3957. },
  3958. addition:card=>{
  3959. const searchTypeArray = [14];
  3960. const skill = getCardLeaderSkill(card, searchTypeArray);
  3961. if (!skill) return;
  3962. const value = skill.params[0];
  3963. return `HP≥${value}%`;
  3964. }
  3965. },
  3966. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3967. function:cards=>{
  3968. const searchTypeArray = [254];
  3969. return cards.filter(card=>{
  3970. const skill = getCardLeaderSkill(card, searchTypeArray);
  3971. return skill;
  3972. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3973. }
  3974. },
  3975. {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)"},
  3976. function:cards=>{
  3977. const searchTypeArray = [53];
  3978. return cards.filter(card=>{
  3979. const skill = getCardLeaderSkill(card, searchTypeArray);
  3980. return skill;
  3981. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3982. },
  3983. addition:card=>{
  3984. const searchTypeArray = [53];
  3985. const skill = getCardLeaderSkill(card, searchTypeArray);
  3986. if (!skill) return;
  3987. const sk = skill.params;
  3988. return `掉率x${sk[0]/100}`;
  3989. }
  3990. },
  3991. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3992. function:cards=>{
  3993. const searchTypeArray = [54];
  3994. return cards.filter(card=>{
  3995. const skill = getCardLeaderSkill(card, searchTypeArray);
  3996. return skill;
  3997. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3998. },
  3999. addition:card=>{
  4000. const searchTypeArray = [54];
  4001. const skill = getCardLeaderSkill(card, searchTypeArray);
  4002. if (!skill) return;
  4003. const sk = skill.params;
  4004. return `金币x${sk[0]/100}`;
  4005. }
  4006. },
  4007. {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)"},
  4008. function:cards=>{
  4009. const searchTypeArray = [148];
  4010. return cards.filter(card=>{
  4011. const skill = getCardLeaderSkill(card, searchTypeArray);
  4012. return skill;
  4013. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4014. },
  4015. addition:card=>{
  4016. const searchTypeArray = [148];
  4017. const skill = getCardLeaderSkill(card, searchTypeArray);
  4018. if (!skill) return;
  4019. const sk = skill.params;
  4020. return `经验x${sk[0]/100}`;
  4021. }
  4022. },
  4023. ]},
  4024. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  4025. {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)"},
  4026. function:cards=>cards.filter(card=>{
  4027. const skill = Skills[card.leaderSkillId];
  4028. const HPscale = getHPScale(skill);
  4029. return HPscale >= 3;
  4030. }).sort(sortByHPScal),
  4031. addition: HPScal_Addition
  4032. },
  4033. {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)"},
  4034. function:cards=>cards.filter(card=>{
  4035. const skill = Skills[card.leaderSkillId];
  4036. const HPscale = getHPScale(skill);
  4037. return HPscale >= 2 && HPscale < 3;
  4038. }).sort(sortByHPScal),
  4039. addition: HPScal_Addition
  4040. },
  4041. {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)"},
  4042. function:cards=>cards.filter(card=>{
  4043. const skill = Skills[card.leaderSkillId];
  4044. const HPscale = getHPScale(skill);
  4045. return HPscale >= 1.5 && HPscale < 2;
  4046. }).sort(sortByHPScal),
  4047. addition: HPScal_Addition
  4048. },
  4049. {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)"},
  4050. function:cards=>cards.filter(card=>{
  4051. const skill = Skills[card.leaderSkillId];
  4052. const HPscale = getHPScale(skill);
  4053. return HPscale > 1 && HPscale < 1.5;
  4054. }).sort(sortByHPScal),
  4055. addition: HPScal_Addition
  4056. },
  4057. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4058. function:cards=>cards.filter(card=>{
  4059. const skill = Skills[card.leaderSkillId];
  4060. const HPscale = getHPScale(skill);
  4061. return HPscale === 1;
  4062. }),
  4063. addition: HPScal_Addition
  4064. },
  4065. {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)"},
  4066. function:cards=>cards.filter(card=>{
  4067. const skill = Skills[card.leaderSkillId];
  4068. const HPscale = getHPScale(skill);
  4069. return HPscale < 1;
  4070. }).sort(sortByHPScal),
  4071. addition: HPScal_Addition
  4072. },
  4073. ]},
  4074. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  4075. {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)"},
  4076. function:cards=>cards.filter(card=>{
  4077. const skill = Skills[card.leaderSkillId];
  4078. const reduceScale = getReduceScale(skill);
  4079. return reduceScale >= 0.75;
  4080. }).sort(sortByReduceScale),
  4081. addition: ReduceScale_Addition
  4082. },
  4083. {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)"},
  4084. function:cards=>cards.filter(card=>{
  4085. const skill = Skills[card.leaderSkillId];
  4086. const reduceScale = getReduceScale(skill);
  4087. return reduceScale >= 0.5 && reduceScale < 0.75;
  4088. }).sort(sortByReduceScale),
  4089. addition: ReduceScale_Addition
  4090. },
  4091. {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)"},
  4092. function:cards=>cards.filter(card=>{
  4093. const skill = Skills[card.leaderSkillId];
  4094. const reduceScale = getReduceScale(skill);
  4095. return reduceScale >= 0.25 && reduceScale < 0.5;
  4096. }).sort(sortByReduceScale),
  4097. addition: ReduceScale_Addition
  4098. },
  4099. {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)"},
  4100. function:cards=>cards.filter(card=>{
  4101. const skill = Skills[card.leaderSkillId];
  4102. const reduceScale = getReduceScale(skill);
  4103. return reduceScale > 0 && reduceScale < 0.25;
  4104. }).sort(sortByReduceScale),
  4105. addition: ReduceScale_Addition
  4106. },
  4107. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4108. function:cards=>cards.filter(card=>{
  4109. const skill = Skills[card.leaderSkillId];
  4110. const reduceScale = getReduceScale(skill);
  4111. return reduceScale === 0;
  4112. })
  4113. },
  4114. {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"},
  4115. function:cards=>cards.filter(card=>{
  4116. const skill = Skills[card.leaderSkillId];
  4117. return getReduceScale(skill, true) > 0;
  4118. })
  4119. },
  4120. {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"},
  4121. function:cards=>cards.filter(card=>{
  4122. const skill = Skills[card.leaderSkillId];
  4123. return getReduceScale(skill, undefined, true) > 0;
  4124. })
  4125. },
  4126. {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"},
  4127. function:cards=>cards.filter(card=>{
  4128. const skill = Skills[card.leaderSkillId];
  4129. return getReduceScale(skill, undefined, undefined, true) > 0;
  4130. })
  4131. },
  4132. /*{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%)"},
  4133. function:cards=>cards.filter(card=>{
  4134. const skill = Skills[card.leaderSkillId];
  4135. const reduceScale = getReduceScale(skill);
  4136. return reduceScale>=0.29;
  4137. }).sort(sortByReduceScale)
  4138. },*/
  4139. {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"},
  4140. function:cards=>{
  4141. return cards.filter(card=>{
  4142. const skill = Skills[card.leaderSkillId];
  4143. return getReduceScale_unconditional(skill) > 0;
  4144. }).sort((a,b)=>{
  4145. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4146. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4147. });
  4148. },
  4149. addition:card=>{
  4150. const skill = Skills[card.leaderSkillId];
  4151. const scale = getReduceScale_unconditional(skill)
  4152. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4153. }
  4154. },
  4155. ]},
  4156. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4157. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4158. function:cards=>cards.filter(card=>
  4159. !Array.isArray(card.henshinFrom) &&
  4160. !Array.isArray(card.henshinTo))
  4161. },
  4162. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4163. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4164. },
  4165. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4166. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4167. },
  4168. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4169. function:cards=>cards.filter(card=>{
  4170. const searchTypeArray = [236];
  4171. const skill = getCardActiveSkill(card, searchTypeArray);
  4172. return skill;
  4173. })
  4174. },
  4175. {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)"},
  4176. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4177. },
  4178. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4179. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4180. },
  4181. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4182. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4183. function:cards=>cards.filter(isReincarnated)
  4184. }, //evoBaseId可能为0
  4185. //{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)},
  4186. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4187. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4188. },
  4189. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4190. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4191. },
  4192. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4193. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4194. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4195. },
  4196. ]},
  4197. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4198. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4199. function:cards=>cards.filter(card=>card.syncAwakening)
  4200. },
  4201. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4202. function:cards=>cards.filter(card=>card.is8Latent)
  4203. },
  4204. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4205. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4206. },
  4207. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4208. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4209. },
  4210. {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"},
  4211. function:cards=>cards.filter(card=>{
  4212. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4213. if (hasAwokenKiller)
  4214. { //大于2个杀的进行判断
  4215. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4216. { //大于3个杀的直接过
  4217. return true;
  4218. }else
  4219. { //2个杀的
  4220. const isAllowLatent = card.types.filter(i=>
  4221. i>=0 //去掉-1的type
  4222. ).map(type=>
  4223. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4224. ).some(ls=>
  4225. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4226. );
  4227. return isAllowLatent
  4228. }
  4229. }else
  4230. {
  4231. return false;
  4232. }
  4233. })
  4234. },
  4235. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4236. // function:cards=>cards.filter(card=>{
  4237. // const searchTypeArray = [1000];
  4238. // const skill = getCardActiveSkill(card, searchTypeArray);
  4239. // return skill;
  4240. // })
  4241. // },
  4242. ]},
  4243. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4244. {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)"},
  4245. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4246. },
  4247. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4248. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4249. },
  4250. {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"},
  4251. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4252. },
  4253. {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)"},
  4254. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4255. addition:card=>`成长${card.limitBreakIncr}%`
  4256. },
  4257. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4258. function:cards=>cards.filter(card=>card.maxLevel==1)
  4259. },
  4260. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4261. function:cards=>cards.filter(card=>card.sellMP<100)
  4262. },
  4263. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4264. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4265. },
  4266. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4267. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4268. },
  4269. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4270. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4271. },
  4272. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4273. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4274. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4275. },
  4276. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4277. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4278. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4279. },
  4280. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4281. function:cards=>cards.filter(({badgeId})=>badgeId),
  4282. addition:({badgeId})=>{
  4283. const fragment = document.createDocumentFragment();
  4284. fragment.append(`ID.${badgeId}`);
  4285. const icon = document.createElement("icon");
  4286. icon.className = "badge";
  4287. icon.setAttribute("data-badge-icon", badgeId);
  4288. fragment.append(icon);
  4289. return fragment;
  4290. }
  4291. },
  4292. {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"},
  4293. function:cards=>cards.filter(card=>card.skillBanner)
  4294. },
  4295. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4296. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4297. },
  4298. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4299. function:cards=>cards.filter(card=>card.stackable),
  4300. },
  4301. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4302. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4303. },
  4304. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4305. function:cards=>cards,
  4306. addition:card=>card.name
  4307. },
  4308. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4309. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4310. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4311. },
  4312. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4313. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4314. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4315. },
  4316. {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)"},
  4317. function:cards=>cards,
  4318. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4319. },
  4320. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4321. function:cards=>cards,
  4322. addition:card=>createTypesList(card.types)
  4323. },
  4324. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4325. function:cards=>cards,
  4326. addition:card=>`COST ${card.cost}`
  4327. },
  4328. ]},
  4329. ];
  4330. return functions;
  4331. })();

智龙迷城队伍图制作工具