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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. has_sub_filter: "📁",
  19. title_blank: "Input Formation Title",
  20. detail_blank: "Input Detail",
  21. force_reload_data: `Force refresh data`,
  22. request_input: tp`Please Input ${'info'}`,
  23. status_message: {
  24. loading_check_version: "Checking the data version, please wait...",
  25. loading_mon_info: "Loading monster data, please wait...",
  26. loading_skill_info: "Loading skill data, please wait...",
  27. prepare_capture: "Preparing a screenshot, please wait...",
  28. },
  29. active_skill_title: "Skill",
  30. evolved_skill_title: "Evoveld Skill",
  31. leader_skill_title: "Leader Skill",
  32. link_read_message: {
  33. success: tp`Find the ${'type'} format.`,
  34. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  35. user_script_link: `Link to the helper script`,
  36. type: {
  37. "PADDF": "PADDF",
  38. "PDC": "PDC",
  39. "PADDB": "PADDB",
  40. "DADDB": "DADDB",
  41. },
  42. error: {
  43. 0: "Unknown Error",
  44. 1: "Unsupported format",
  45. 2: "No formation data",
  46. 3: "The illegal JSON format",
  47. 4: "The illegal URL format",
  48. },
  49. paddb_success: `Sucess`,
  50. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  51. },
  52. sort_name:{
  53. sort_none: "Nope",
  54. sort_id: "Cards Id",
  55. sort_attrs : "Attribute",
  56. sort_evoRootId: "Cards Evolution Root",
  57. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  58. sort_rarity: "Rarity",
  59. sort_cost: "Cost",
  60. sort_skillLv1: "Maximum Skill Turn",
  61. sort_skillLvMax: "Minimum Skill Turn",
  62. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  63. sort_hpMax120: "Max HP",
  64. sort_atkMax120: "Max ATK",
  65. sort_rcvMax120: "Max RCV",
  66. sort_hpMax120_awoken: "Max HP (+Awoken)",
  67. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  68. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  69. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  70. },
  71. skill_parse: {
  72. skill: {
  73. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  74. unknown: tp`Unkonwn skill type: ${'type'}`,
  75. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  76. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  77. random_skills: tp`Random Activates these skills:${'skills'}`,
  78. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  79. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  80. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  81. damage_enemy_times: tp`${'times'} `,
  82. damage_enemy_count: tp` (${'damage'} in total)`,
  83. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  84. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  85. delay: tp`${'icon'}Delays enemies' next move`,
  86. mass_attack: tp`${'icon'}Mass attacks`,
  87. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  88. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  89. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  90. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  91. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  92. unbind_normal: tp`${'icon'}Bind`,
  93. unbind_awakenings: tp`${'icon'}Awoken bind`,
  94. unbind_matches: tp`${'icon'}Unmatchable orb`,
  95. bind_skill: tp`${'icon'}Unable to use skills`,
  96. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  97. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  98. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  99. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  100. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  101. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  102. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  103. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  104. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  105. gravity: tp`Reduce ${'target'} ${'icon'}${'value'}`,
  106. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  107. board_change: tp`Change all orbs to ${'orbs'}`,
  108. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  109. skill_boost_range: tp`~${'turns'}`,
  110. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  111. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  112. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  113. drop_refresh: tp`${'icon'}Replaces all orbs`,
  114. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  115. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  116. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  117. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  118. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  119. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  120. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  121. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  122. orb_thorn: tp`, reduces ${'value'} per encounter`,
  123. attr_absorb: tp`${'icon'}Attribute absorption`,
  124. combo_absorb: tp`${'icon'}Combo absorption`,
  125. damage_absorb: tp`${'icon'}Damage absorption`,
  126. damage_void: tp`${'icon'}Damage void`,
  127. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  128. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  129. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  130. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  131. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  132. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  133. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  134. rate_multiply_drop: tp`${'icon'}Drop rate`,
  135. rate_multiply_coin: tp`${'icon'}Coins`,
  136. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  137. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  138. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  139. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  140. henshin: tp`Changes to ${'cards'}`,
  141. random_henshin: tp`Random changes to ${'cards'}`,
  142. void_poison: tp`Voids ${'poison'} damage`,
  143. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  144. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  145. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  146. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  147. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  148. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  149. slot_power_up: tp`The slot of ${'targets'} ${'icon'}${'value'}`,
  150. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is change to ${'cap'}`,
  151. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  152. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  153. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  154. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  155. play_voice: tp`Play another voice while using the skill ${'icon'}`,
  156. },
  157. power: {
  158. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  159. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  160. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  161. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  162. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  163. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  164. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  165. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  166. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  167. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  168. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  169. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  170. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  171. },
  172. cond: {
  173. unknown: tp`[ Unknown condition ]`,
  174. hp_equal: tp`When ${'hp'} == ${'min'} `,
  175. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  176. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  177. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  178. use_skill: tp`When skills used `,
  179. multi_player: tp`When in Multiplayer Mode `,
  180. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  181. exact_combo: tp`When exactly ${'value'} combos `,
  182. exact_length: tp`exactly of ${'value'} `,
  183. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  184. exact_match_enhanced: tp` orbs including enhanced`,
  185. compo_type_card: tp`When ${'ids'} are all on team, `,
  186. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  187. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  188. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  189. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  190. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  191. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  192. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  193. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  194. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  195. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  196. },
  197. position: {
  198. top: tp`${'pos'} of top rows`,
  199. bottom: tp`${'pos'} of bottom rows`,
  200. left: tp`${'pos'} of left columns`,
  201. right: tp`${'pos'} of right columns`,
  202. random: tp`random location`,
  203. shape: tp`specified location`,
  204. },
  205. value: {
  206. unknown: tp`[ Unknown value: ${'type'}]`, //type
  207. const: tp`${'value'} ${'unit'}`,
  208. const_to: tp`to ${'value'}`,
  209. mul_percent: tp`${'value'}%`,
  210. mul_times: tp`×${'value'}`,
  211. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  212. mul_of_times: tp`${'stats'} ×${'value'}`,
  213. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  214. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  215. prob: tp`${'value'} chance for `,
  216. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  217. size: tp`${'width'}×${'height'}`,
  218. pos: tp`${'x'}×${'y'}`,
  219. },
  220. target: {
  221. unknown: tp`Unkown Target`,
  222. self: tp`card self`,
  223. team: tp`team`,
  224. team_last: tp`the lastest member`,
  225. team_leader: tp`leader`,
  226. sub_members: tp`sub-members`,
  227. leader_self: tp`left leader`,
  228. leader_helper: tp`right leader`,
  229. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  230. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  231. enemy: tp`Enemy`,
  232. enemy_all: tp`all enemys`,
  233. enemy_one: tp`1 enemy`,
  234. enemy_attr: tp`${'attr'} enemy`,
  235. the_attr: tp`attr of the matched Orbs`,
  236. },
  237. stats: {
  238. unknown: tp`[ Unknown: ${'type'}]`, //type
  239. maxhp: tp`${'icon'}Max HP`,
  240. hp: tp`HP`,
  241. chp: tp`current HP`,
  242. shield: tp`shield`,
  243. atk: tp`ATK`,
  244. rcv: tp`RCV`,
  245. teamhp: tp`Team HP`,
  246. teamatk: tp`Team ${'attrs'} ATK`,
  247. teamrcv: tp`Team RCV`,
  248. cstage: tp`current Stage of Dungeon`,
  249. state_is: tp`${'state'}: ${'num'}`,
  250. },
  251. unit: {
  252. orbs: tp``,
  253. times: tp`times`,
  254. seconds: tp`seconds`,
  255. point: tp`point`,
  256. turns: tp`turns`,
  257. },
  258. word: {
  259. comment: tp`(${'content'}) `,
  260. comma: tp`, `,
  261. semicolon: tp`; `,
  262. slight_pause: tp`, `,
  263. range_hyphen: tp`~`,
  264. in_once: tp`in once `,
  265. evo_type_pixel: tp`Pixel Evo`,
  266. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  267. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  268. affix_attr: tp`${'cotent'} attr.`,
  269. affix_orb: tp`${'cotent'} orbs`,
  270. affix_type: tp`${'cotent'} types`,
  271. affix_awakening: tp`${'cotent'} awoken`,
  272. affix_exclude: tp`, exclude ${'cotent'}`,
  273. each_time: tp`each time `,
  274. different: tp`different`,
  275. same: tp`the same`,
  276. },
  277. attrs: {
  278. [0]: tp`${'icon'}Fire`,
  279. [1]: tp`${'icon'}Water`,
  280. [2]: tp`${'icon'}Wood`,
  281. [3]: tp`${'icon'}Light`,
  282. [4]: tp`${'icon'}Dark`,
  283. [5]: tp`${'icon'}Recover`,
  284. [6]: tp`${'icon'}Null`,
  285. all: tp`All`,
  286. self: tp`${'icon'}Self's Attr`,
  287. fixed: tp`${'icon'}Fixed`,
  288. },
  289. orbs: {
  290. [0]: tp`${'icon'}Fire`,
  291. [1]: tp`${'icon'}Water`,
  292. [2]: tp`${'icon'}Wood`,
  293. [3]: tp`${'icon'}Light`,
  294. [4]: tp`${'icon'}Dark`,
  295. [5]: tp`${'icon'}Heal`,
  296. [6]: tp`${'icon'}Jammer`,
  297. [7]: tp`${'icon'}Poison`,
  298. [8]: tp`${'icon'}Lethal Poison`,
  299. [9]: tp`${'icon'}Bomb`,
  300. enhanced: tp`${'icon'}Enhanced`,
  301. locked: tp`${'icon'}Locked`,
  302. nail: tp`${'icon'}Nail`,
  303. thorn: tp`${'icon'}Thorn`,
  304. _5color: tp`${'icon'}5 Att.`,
  305. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  306. all: tp`All`,
  307. any: tp`Any ${'cotent'}`,
  308. },
  309. board: {
  310. clouds: tp`${'icon'}Clouds`,
  311. immobility: tp`${'icon'}Immobility`,
  312. roulette: tp`${'icon'}Roulette`,
  313. deep_dark: tp`${'icon'}Deep Dark`,
  314. roulette_time: tp`transforms every ${'duration'}`,
  315. roulette_attrs: tp`only ${'orbs'} will appear`,
  316. },
  317. types: {
  318. [0]: tp`${'icon'}Evo Material`,
  319. [1]: tp`${'icon'}Balanced`,
  320. [2]: tp`${'icon'}Physical`,
  321. [3]: tp`${'icon'}Healer`,
  322. [4]: tp`${'icon'}Dragon`,
  323. [5]: tp`${'icon'}God`,
  324. [6]: tp`${'icon'}Attacker`,
  325. [7]: tp`${'icon'}Devil`,
  326. [8]: tp`${'icon'}Machine`,
  327. [9]: tp`${'icon'}Special Protection`,
  328. [12]: tp`${'icon'}Awaken`,
  329. [14]: tp`${'icon'}Enhance Material`,
  330. [15]: tp`${'icon'}Redeemable`,
  331. },
  332. awokens: {
  333. [0]: tp`${'icon'}Unknown awoken`,
  334. [1]: tp`${'icon'}Enhanced HP`,
  335. [2]: tp`${'icon'}Enhanced Attack`,
  336. [3]: tp`${'icon'}Enhanced Recovery`,
  337. [4]: tp`${'icon'}Reduce Fire Damage`,
  338. [5]: tp`${'icon'}Reduce Water Damage`,
  339. [6]: tp`${'icon'}Reduce Wood Damage`,
  340. [7]: tp`${'icon'}Reduce Light Damage`,
  341. [8]: tp`${'icon'}Reduce Dark Damage`,
  342. [9]: tp`${'icon'}Auto-Recover`,
  343. [10]: tp`${'icon'}Resistance-Bind`,
  344. [11]: tp`${'icon'}Resistance-Blind`,
  345. [12]: tp`${'icon'}Resistance-Jammers`,
  346. [13]: tp`${'icon'}Resistance-Poison`,
  347. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  348. [15]: tp`${'icon'}Enhanced Water Orbs`,
  349. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  350. [17]: tp`${'icon'}Enhanced Water Orbs`,
  351. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  352. [19]: tp`${'icon'}Extend Time`,
  353. [20]: tp`${'icon'}Recover Bind`,
  354. [21]: tp`${'icon'}Skill Boost`,
  355. [22]: tp`${'icon'}Enhanced Fire Rows`,
  356. [23]: tp`${'icon'}Enhanced Water Rows`,
  357. [24]: tp`${'icon'}Enhanced Wood Rows`,
  358. [25]: tp`${'icon'}Enhanced Water Rows`,
  359. [26]: tp`${'icon'}Enhanced Dark Rows`,
  360. [27]: tp`${'icon'}Two-Pronged Attack`,
  361. [28]: tp`${'icon'}Resistance-Skill Bind`,
  362. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  363. [30]: tp`${'icon'}Multi Boost`,
  364. [31]: tp`${'icon'}Dragon Killer`,
  365. [32]: tp`${'icon'}God Killer`,
  366. [33]: tp`${'icon'}Devil Killer`,
  367. [34]: tp`${'icon'}Machine Killer`,
  368. [35]: tp`${'icon'}Balanced Killer`,
  369. [36]: tp`${'icon'}Attacker Killer`,
  370. [37]: tp`${'icon'}Physical Killer`,
  371. [38]: tp`${'icon'}Healer Killer`,
  372. [39]: tp`${'icon'}Evo Killer`,
  373. [40]: tp`${'icon'}Awaken Killer`,
  374. [41]: tp`${'icon'}Enhance Killer`,
  375. [42]: tp`${'icon'}Redeemable Killer`,
  376. [43]: tp`${'icon'}Enhanced Combos`,
  377. [44]: tp`${'icon'}Guard Break`,
  378. [45]: tp`${'icon'}Bonus Attack`,
  379. [46]: tp`${'icon'}Enhanced Team HP`,
  380. [47]: tp`${'icon'}Enhanced Team Recovery`,
  381. [48]: tp`${'icon'}Damage Void Piercer`,
  382. [49]: tp`${'icon'}Awoken Assist`,
  383. [50]: tp`${'icon'}Super Bonus Attack`,
  384. [51]: tp`${'icon'}Skill Charge`,
  385. [52]: tp`${'icon'}Resistance-Bind+`,
  386. [53]: tp`${'icon'}Extend Time+`,
  387. [54]: tp`${'icon'}Resistance-Clouds`,
  388. [55]: tp`${'icon'}Resistance-Immobility`,
  389. [56]: tp`${'icon'}Skill Boost+`,
  390. [57]: tp`${'icon'}50% or more HP Enhanced`,
  391. [58]: tp`${'icon'}50% or less HP Enhanced`,
  392. [59]: tp`${'icon'}[L] Heal Matching`,
  393. [60]: tp`${'icon'}[L] Increased Attack`,
  394. [61]: tp`${'icon'}Super Enhanced Combos`,
  395. [62]: tp`${'icon'}Combo Orbs`,
  396. [63]: tp`${'icon'}Skill Voice`,
  397. [64]: tp`${'icon'}Dungeon Bonus`,
  398. [65]: tp`${'icon'}Reduced HP`,
  399. [66]: tp`${'icon'}Reduced Attack`,
  400. [67]: tp`${'icon'}Reduced RCV`,
  401. [68]: tp`${'icon'}Resistance-Blind+`,
  402. [69]: tp`${'icon'}Resistance-Jammers+`,
  403. [70]: tp`${'icon'}Resistance-Poison+`,
  404. [71]: tp`${'icon'}Blessing of Jammers`,
  405. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  406. [73]: tp`${'icon'}Enhanced Fire Combos`,
  407. [74]: tp`${'icon'}Enhanced Water Combos`,
  408. [75]: tp`${'icon'}Enhanced Wood Combos`,
  409. [76]: tp`${'icon'}Enhanced Light Combos`,
  410. [77]: tp`${'icon'}Enhanced Dark Combos`,
  411. [78]: tp`${'icon'}Cross Attack`,
  412. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  413. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  414. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  415. [82]: tp`${'icon'}Super Enhanced Matching`,
  416. [83]: tp`${'icon'}Add Dragon Type`,
  417. [84]: tp`${'icon'}Add God Type`,
  418. [85]: tp`${'icon'}Add Devil Type`,
  419. [86]: tp`${'icon'}Add Machine Type`,
  420. [87]: tp`${'icon'}Add Balanced Type`,
  421. [88]: tp`${'icon'}Add Attacker Type`,
  422. [89]: tp`${'icon'}Add Physical Type`,
  423. [90]: tp`${'icon'}Add Healer Type`,
  424. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  425. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  426. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  427. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  428. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  429. [96]: tp`${'icon'}Two-Pronged Attack+`,
  430. [97]: tp`${'icon'}Skill Charge+`,
  431. [98]: tp`${'icon'}Auto-Recover+`,
  432. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  433. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  434. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  435. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  436. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  437. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  438. [105]: tp`${'icon'}Anti-Skill Boost`,
  439. [106]: tp`${'icon'}Levitation`,
  440. [107]: tp`${'icon'}Enhanced Combos+`,
  441. [108]: tp`${'icon'}[L] Increased Attack+`,
  442. [109]: tp`${'icon'}Damage Void Piercer+`,
  443. [110]: tp`${'icon'}Cross Attack+`,
  444. [111]: tp`${'icon'}Super Enhanced Combos+`,
  445. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  446. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  447. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  448. [115]: tp`${'icon'}Recover Bind+`,
  449. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  450. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  451. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  452. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  453. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  454. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  455. [122]: tp`${'icon'}Enhanced Water Combos+`,
  456. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  457. [124]: tp`${'icon'}Enhanced Light Combos+`,
  458. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  459. [126]: tp`${'icon'}[T] Increased Attack`,
  460. [127]: tp`${'icon'}Enhanced Stats`,
  461. [128]: tp`${'icon'}Yang Protection`,
  462. [129]: tp`${'icon'}Yin Protection`,
  463. [130]: tp`${'icon'}Aging`,
  464. }
  465. },
  466. };
  467. //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
  468. const typekiller_for_type = [
  469. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  470. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  471. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  472. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  473. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  474. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  475. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  476. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  477. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  478. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  479. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  480. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  481. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  482. ];
  483. //类型允许的潜觉杀
  484. typekiller_for_type.forEach(t=>
  485. {
  486. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  487. .map(tn=>
  488. typekiller_for_type.find(_t=>_t.type == tn).latent
  489. );
  490. }
  491. );
  492. const allowable_latent = {
  493. common: [ //一般能打的潜觉
  494. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  495. 28,29,30,31,32,33,34,35,36,37,38
  496. ],
  497. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  498. 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
  499. needAwoken: [ //需要觉醒才能打的潜觉
  500. {latent:39,awoken:62}, //C珠破吸
  501. {latent:40,awoken:20}, //心横解转转
  502. {latent:41,awoken:27}, //U解禁消
  503. {latent:46,awoken:45}, //心追解云封
  504. {latent:47,awoken:59}, //心L大SB
  505. {latent:48,awoken:60}, //L解禁武器
  506. ],
  507. }
  508. //等效觉醒列表
  509. const equivalent_awoken = [
  510. {small:10,big:52,times:2}, //防封
  511. {small:11,big:68,times:5}, //防暗
  512. {small:12,big:69,times:5}, //防废
  513. {small:13,big:70,times:5}, //防毒
  514. {small:19,big:53,times:2}, //手指
  515. {small:21,big:56,times:2}, //SB
  516. {small:27,big:96,times:2}, //U
  517. {small:51,big:97,times:2}, //5色溜
  518. {small:9,big:98,times:2}, //自回
  519. {small:14,big:99,times:2}, //火+
  520. {small:15,big:100,times:2},//水+
  521. {small:16,big:101,times:2},//木+
  522. {small:17,big:102,times:2},//光+
  523. {small:18,big:103,times:2},//暗+
  524. {small:29,big:104,times:2},//心+
  525. {small:43,big:107,times:2},//7c
  526. {small:60,big:108,times:2},//L
  527. {small:48,big:109,times:2},//破无效
  528. {small:78,big:110,times:2},//十字
  529. {small:61,big:111,times:2},//10c
  530. {small:79,big:112,times:2},//3色
  531. {small:80,big:113,times:2},//4色
  532. {small:81,big:114,times:2},//5色
  533. {small:20,big:115,times:2},//心解
  534. {small:22,big:116,times:3},//火横
  535. {small:23,big:117,times:3},//水横
  536. {small:24,big:118,times:3},//木横
  537. {small:25,big:119,times:3},//光横
  538. {small:26,big:120,times:3},//暗横
  539. {small:73,big:121,times:2},//火串
  540. {small:74,big:122,times:2},//水串
  541. {small:75,big:123,times:2},//木串
  542. {small:76,big:124,times:2},//光串
  543. {small:77,big:125,times:2},//暗串
  544. ];
  545. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  546. //官方的徽章排列顺序
  547. const official_badge_sorting = [
  548. 1, 22, 23, 2, 3, 4, 5, 6,
  549. 7, 8, 9, 11, 17, 18, 19, 20,
  550. 21, 10, 12, 13, 14, 24, 25, 26,
  551. 27, 28, 29, 30, 31, 15, 16, 32,
  552. PAD_PASS_BADGE,
  553. ]
  554. //官方的觉醒排列顺序
  555. const official_awoken_sorting = [
  556. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  557. 56,107,111, 52, 55, 68, 69, 70, 28,
  558. 19, 48, 27, 78, 60,126, 59, 45, 50,
  559. 53,109, 96,110,108, 79, 80, 81, 51,
  560. 106, 57, 58, 82, 62,112,113,114, 97,
  561. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  562. 99,100,101,102,103,104, 98,115, 71,
  563. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  564. 116,117,118,119,120, 1, 2, 3,127,
  565. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  566. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  567. 121,122,123,124,125, 39, 40, 41, 42,
  568. 91, 92, 93, 94, 95, 65, 66, 67,105,
  569. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  570. 63,128,129,130,131,
  571. ];
  572. //排序程序列表
  573. const sort_function_list = [
  574. {tag:"sort_none",name:"无",function:()=>0},
  575. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  576. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  577. let num = a.attrs[0] - b.attrs[0];
  578. if (num === 0) num = a.attrs[1] - b.attrs[1];
  579. return num;
  580. }
  581. },
  582. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  583. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  584. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  585. let num = card_a.attrs[0] - card_b.attrs[0];
  586. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  587. return num;
  588. }
  589. },
  590. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  591. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  592. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  593. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  594. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  595. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  596. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  597. }
  598. },
  599. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  600. function getEvoSkill(skill) {
  601. //232为进化后不循环技能,233为循环技能
  602. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  603. else return skill;
  604. }
  605. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  606. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  607. }
  608. },
  609. {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)},
  610. {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)},
  611. {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)},
  612. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  613. {
  614. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  615. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  616. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  617. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  618. return abA - abB;
  619. }
  620. },
  621. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  622. {
  623. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  624. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  625. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  626. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  627. return abA - abB;
  628. }
  629. },
  630. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  631. {
  632. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  633. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  634. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  635. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  636. return abA - abB;
  637. }
  638. },
  639. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  640. {
  641. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  642. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  643. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  644. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  645. return abA - abB;
  646. }
  647. },
  648. ];
  649. //增加特殊搜索模式
  650. const specialSearchFunctions = (function() {
  651. 'use strict';
  652. //返回卡片的队长技能
  653. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  654. {
  655. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  656. }
  657. //返回卡片的技能
  658. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  659. {
  660. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  661. }
  662. //获取血倍率
  663. function getHPScale(ls)
  664. {
  665. const sk = ls.params;
  666. let scale = 1;
  667. switch (ls.type)
  668. {
  669. case 23: case 30: case 62: case 77: case 63: case 65:
  670. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  671. scale = sk[sk.length-1]/100;
  672. break;
  673. case 73: case 76:
  674. case 121: case 129: case 163: case 177: case 186:
  675. case 155:
  676. scale = sk[2]/100;
  677. break;
  678. case 106: case 107: case 108:
  679. scale = sk[0]/100;
  680. break;
  681. case 125:
  682. scale = sk[5]/100;
  683. break;
  684. case 136:
  685. case 137:
  686. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  687. break;
  688. case 158:
  689. scale = sk[4]/100;
  690. break;
  691. case 175:
  692. case 178: case 185:
  693. scale = sk[3]/100;
  694. break;
  695. case 203: case 217:
  696. scale = sk[1]/100;
  697. break;
  698. case 245:
  699. scale = sk[3]/100;
  700. break;
  701. case 138: //调用其他队长技
  702. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  703. break;
  704. default:
  705. }
  706. return scale || 1;
  707. }
  708. //获取盾减伤比例
  709. function getReduceScale(ls, allAttr = false, noHPneed = false)
  710. {
  711. const sk = ls.params;
  712. let scale = 0;
  713. switch (ls.type)
  714. {
  715. case 16: //无条件盾
  716. scale = sk[0]/100;
  717. break;
  718. case 17: //单属性盾
  719. scale = allAttr ? 0 : sk[1]/100;
  720. break;
  721. case 36: //2个属性盾
  722. scale = allAttr ? 0 : sk[2]/100;
  723. break;
  724. case 38: //血线下 + 几率
  725. case 43: //血线上 + 几率
  726. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  727. break;
  728. case 129: //无条件盾,属性个数不固定
  729. case 163: //无条件盾,属性个数不固定
  730. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  731. break;
  732. case 178: //无条件盾,属性个数不固定
  733. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  734. break;
  735. case 130: //血线下 + 属性个数不固定
  736. case 131: //血线上 + 属性个数不固定
  737. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  738. break;
  739. case 151: //十字心触发
  740. case 169: //C触发
  741. case 198: //回血触发
  742. scale = sk[2]/100;
  743. break;
  744. case 170: //多色触发
  745. case 182: //长串触发
  746. case 193: //L触发
  747. scale = sk[3]/100;
  748. break;
  749. case 171: //多串触发
  750. scale = sk[6]/100;
  751. break;
  752. case 183: //又是个有两段血线的队长技
  753. scale = noHPneed ? 0 : sk[4]/100;
  754. break;
  755. case 210: //十字触发
  756. scale = sk[1]/100;
  757. break;
  758. case 235: { //可多次触发
  759. scale = (sk[4] || 0) / 100;
  760. break;
  761. }
  762. case 138: //调用其他队长技
  763. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  764. break;
  765. default:
  766. }
  767. return scale || 0;
  768. }
  769. //获取无条件盾减伤比例
  770. function getReduceScale_unconditional(ls)
  771. {
  772. const sk = ls.params;
  773. let scale = 0;
  774. switch (ls.type)
  775. {
  776. case 16: //无条件盾
  777. {
  778. scale = sk[0]/100;
  779. break;
  780. }
  781. case 129: //无条件盾,属性个数不固定
  782. case 163: //无条件盾,属性个数不固定
  783. {
  784. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  785. break;
  786. }
  787. case 178: //无条件盾,属性个数不固定
  788. {
  789. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  790. break;
  791. }
  792. case 138: //调用其他队长技
  793. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  794. break;
  795. default:
  796. }
  797. return scale || 0;
  798. }
  799. function getCannonAttr(skill)
  800. {
  801. const sk = skill.params;
  802. switch(skill.type)
  803. {
  804. case 0:
  805. case 1:
  806. case 37:
  807. case 58:
  808. case 59:
  809. case 84:
  810. case 85:
  811. case 86:
  812. case 87:
  813. case 115:
  814. return sk[0];
  815. case 110:
  816. case 143:
  817. return sk[1];
  818. case 42:
  819. return sk[1];
  820. case 144:
  821. return sk[3] ?? 0;
  822. default:
  823. return -1;
  824. }
  825. }
  826. function sortByParams(a,b,searchTypeArray,...pidxs)
  827. {
  828. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  829. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  830. if (pidxs.length==0) pidxs.push(0);
  831. let newPos = 0;
  832. //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
  833. for (let pidx of pidxs) {
  834. newPos = a_s.params[pidx] - b_s.params[pidx];
  835. if (newPos !== 0) break;
  836. }
  837. return newPos;
  838. }
  839. function sortByHPScal(a,b)
  840. {
  841. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  842. return getHPScale(a_s) - getHPScale(b_s);
  843. }
  844. function HPScal_Addition(card)
  845. {
  846. const skill = Skills[card.leaderSkillId];
  847. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  848. }
  849. function sortByReduceScale(a,b)
  850. {
  851. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  852. return getReduceScale(a_s) - getReduceScale(b_s);
  853. }
  854. function ReduceScale_Addition(card)
  855. {
  856. const skill = Skills[card.leaderSkillId];
  857. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  858. }
  859. function directParseSkills(skillDataArr) {
  860. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  861. }
  862. function voidsAbsorption_Turns(card) {
  863. const outObj = {
  864. "attr-absorb": 0,
  865. "combo-absorb": 0,
  866. "damage-absorb": 0,
  867. "damage-void": 0,
  868. };
  869. const searchTypeArray = [
  870. 173,
  871. 191
  872. ];
  873. const skills = getCardActiveSkills(card, searchTypeArray);
  874. skills.reduce((pre,skill)=>{
  875. if (skill.type === 173) {
  876. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  877. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  878. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  879. } else if (skill.type === 191) {
  880. pre["damage-void"] ||= skill.params[0];
  881. }
  882. return pre
  883. }, outObj);
  884. return outObj;
  885. }
  886. function voidsAbsorption_Addition(card)
  887. {
  888. const turnsObj = voidsAbsorption_Turns(card);
  889. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  890. const turns = namesArr.map(name=>turnsObj[name]);
  891. const turnsSet = new Set(turns.filter(Boolean));
  892. const turnsCount = turnsSet.size;
  893. const fragment = document.createDocumentFragment();
  894. for (let i = 0; i < namesArr.length; i++) {
  895. if (turns[i] > 0) {
  896. fragment.append(createSkillIcon(namesArr[i]));
  897. if (turnsCount > 1)
  898. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  899. }
  900. }
  901. if (turnsCount === 1) {
  902. const turn = Array.from(turnsSet)[0];
  903. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  904. }
  905. return fragment;
  906. }
  907. function unbind_Turns(card)
  908. {
  909. const outObj = {
  910. normal: 0,
  911. awakenings: 0,
  912. matches: 0
  913. };
  914. const searchTypeArray = [
  915. 117, 179,
  916. 196
  917. ];
  918. const skills = getCardActiveSkills(card, searchTypeArray);
  919. const parsedSkills = directParseSkills(skills);
  920. parsedSkills.reduce((pre,cur)=>{
  921. pre.normal ||= cur.normal;
  922. pre.awakenings ||= cur.awakenings;
  923. pre.matches ||= cur.matches;
  924. return pre
  925. }, outObj);
  926. return outObj;
  927. }
  928. function unbind_Addition(card)
  929. {
  930. const turnsObj = unbind_Turns(card);
  931. const namesArr = ["normal", "awakenings", "matches"];
  932. const turns = namesArr.map(name=>turnsObj[name]);
  933. const turnsSet = new Set(turns.filter(Boolean));
  934. const turnsCount = turnsSet.size;
  935. const fragment = document.createDocumentFragment();
  936. for (let i = 0; i < namesArr.length; i++) {
  937. if (turns[i] > 0) {
  938. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  939. if (turnsCount > 1)
  940. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  941. }
  942. }
  943. if (turnsCount === 1) {
  944. const turn = Array.from(turnsSet)[0];
  945. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  946. }
  947. return fragment;
  948. }
  949. function boardChange_ColorTypes(skill)
  950. {
  951. if (!skill) return [];
  952. const sk = skill.params;
  953. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  954. return colors;
  955. }
  956. function boardChange_Addition(card)
  957. {
  958. const searchTypeArray = [71];
  959. const skill = getCardActiveSkill(card, searchTypeArray);
  960. const colors = boardChange_ColorTypes(skill);
  961. return createOrbsList(colors);
  962. }
  963. function orbsChangeParse(skill)
  964. {
  965. function changes(from, to)
  966. {
  967. return {from:from,to:to};
  968. }
  969. let outArr = [];
  970. if (!skill) return outArr;
  971. const sk = skill.params;
  972. switch (skill.type)
  973. {
  974. case 9:{
  975. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  976. break;
  977. }
  978. case 20:{
  979. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  980. {
  981. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  982. }
  983. else
  984. {
  985. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  986. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  987. }
  988. break;
  989. }
  990. case 154:{
  991. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  992. break;
  993. }
  994. }
  995. return outArr;
  996. }
  997. function changeOrbs_Addition(card)
  998. {
  999. const searchTypeArray = [9,20,154];
  1000. const skills = getCardActiveSkills(card, searchTypeArray);
  1001. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1002. const fragment = document.createDocumentFragment();
  1003. parsedSkills.forEach(p=>{
  1004. fragment.appendChild(createOrbsList(p.from));
  1005. fragment.appendChild(document.createTextNode(`→`));
  1006. fragment.appendChild(createOrbsList(p.to));
  1007. });
  1008. return fragment;
  1009. }
  1010. function generateOrbsParse(card)
  1011. {
  1012. const outArr = [];
  1013. const searchTypeArray = [141, 208];
  1014. const skills = getCardActiveSkills(card, searchTypeArray);
  1015. if (!skills.length) return outArr;
  1016. for (const skill of skills)
  1017. {
  1018. const sk = skill.params;
  1019. if (skill.type == 141)
  1020. {
  1021. outArr.push({
  1022. count: sk[0],
  1023. to: sk[1] || 1,
  1024. exclude: sk[2],
  1025. });
  1026. }else
  1027. {
  1028. outArr.push({
  1029. count: sk[0],
  1030. to: sk[1] || 1,
  1031. exclude: sk[2],
  1032. });
  1033. outArr.push({
  1034. count: sk[3],
  1035. to: sk[4] || 1,
  1036. exclude: sk[5],
  1037. });
  1038. }
  1039. }
  1040. return outArr;
  1041. }
  1042. function generateOrbs_Addition(card)
  1043. {
  1044. const gens = generateOrbsParse(card);
  1045. if (!gens.length) return;
  1046. const fragment = document.createDocumentFragment();
  1047. for (const gen of gens)
  1048. {
  1049. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1050. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1051. }
  1052. return fragment;
  1053. }
  1054. function lock_Addition(card)
  1055. {
  1056. const searchTypeArray = [152];
  1057. const skill = getCardActiveSkill(card, searchTypeArray);
  1058. if (!skill) return;
  1059. const sk = skill.params;
  1060. const fragment = document.createDocumentFragment();
  1061. fragment.appendChild(createSkillIcon('orb-locked'));
  1062. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] || 1)));
  1063. return fragment;
  1064. }
  1065. function dropLock_Addition(card)
  1066. {
  1067. const searchTypeArray = [205];
  1068. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1069. if (!skill) return;
  1070. const sk = skill.params;
  1071. const fragment = document.createDocumentFragment();
  1072. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1073. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1074. return fragment;
  1075. }
  1076. function dropOrb_Addition(card)
  1077. {
  1078. const searchTypeArray = [126];
  1079. const skill = getCardActiveSkill(card, searchTypeArray);
  1080. if (!skill) return;
  1081. const sk = skill.params;
  1082. const colors = Bin.unflags(sk[0]);
  1083. const fragment = document.createDocumentFragment();
  1084. fragment.appendChild(createOrbsList(colors, 'drop'));
  1085. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1086. return fragment;
  1087. }
  1088. function generateColumnOrbs_Addition(card)
  1089. {
  1090. const searchTypeArray = [127];
  1091. const skill = getCardActiveSkill(card, searchTypeArray);
  1092. if (!skill) return;
  1093. const sk = skill.params;
  1094. const colors = [];
  1095. for (let ai=0;ai<sk.length;ai+=2)
  1096. {
  1097. colors.push(Bin.unflags(sk[ai+1]));
  1098. }
  1099. const fragment = document.createDocumentFragment();
  1100. fragment.appendChild(document.createTextNode(`竖`));
  1101. fragment.appendChild(createOrbsList(colors.flat()));
  1102. return fragment;
  1103. }
  1104. function generateRowOrbs_Addition(card)
  1105. {
  1106. const searchTypeArray = [128];
  1107. const skill = getCardActiveSkill(card, searchTypeArray);
  1108. if (!skill) return;
  1109. const sk = skill.params;
  1110. const colors = [];
  1111. for (let ai=0;ai<sk.length;ai+=2)
  1112. {
  1113. colors.push(Bin.unflags(sk[ai+1]));
  1114. }
  1115. const fragment = document.createDocumentFragment();
  1116. fragment.appendChild(document.createTextNode(`横`));
  1117. fragment.appendChild(createOrbsList(colors.flat()));
  1118. return fragment;
  1119. }
  1120. function numericalATK_Addition(card)
  1121. {
  1122. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1123. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1124. const skill = getCardActiveSkill(card, searchTypeArray);
  1125. if (!skill) return;
  1126. //const sk = skill.params;
  1127. const colors = [getCannonAttr(skill)];
  1128. const fragment = document.createDocumentFragment();
  1129. fragment.append(`射`);
  1130. fragment.append(createOrbsList(colors));
  1131. if (typeArray_Rate.includes(skill.type)) {
  1132. function getNumber(skill){
  1133. const sk = skill.params;
  1134. switch(skill.type)
  1135. {
  1136. case 0:
  1137. case 37:
  1138. case 58:
  1139. case 59:
  1140. case 84:
  1141. case 85:
  1142. case 115:
  1143. return sk[1];
  1144. case 2:
  1145. case 35:
  1146. return sk[0];
  1147. default:
  1148. return 0;
  1149. }
  1150. }
  1151. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1152. }
  1153. return fragment;
  1154. }
  1155. function memberATK_Addition(card)
  1156. {
  1157. const searchTypeArray = [230];
  1158. const skill = getCardActiveSkill(card, searchTypeArray);
  1159. if (!skill) return;
  1160. const sk = skill.params;
  1161. const fragment = document.createDocumentFragment();
  1162. fragment.appendChild(createTeamFlags(sk[1]));
  1163. let str = '';
  1164. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1165. fragment.appendChild(document.createTextNode(str));
  1166. return fragment;
  1167. }
  1168. function getIncreaseDamageCap(skill)
  1169. {
  1170. let cap = 0;
  1171. switch (skill.type) {
  1172. case 241:case 258:
  1173. cap = skill.params[1];
  1174. break;
  1175. case 246:
  1176. cap = skill.params[2];
  1177. break;
  1178. case 247:
  1179. cap = skill.params[3];
  1180. break;
  1181. }
  1182. return cap;
  1183. }
  1184. function memberCap_Addition(card)
  1185. {
  1186. const searchTypeArray = [241, 246, 247, 258];
  1187. const skill = getCardActiveSkill(card, searchTypeArray);
  1188. if (!skill) return;
  1189. const sk = skill.params;
  1190. let cap = getIncreaseDamageCap(skill);
  1191. const fragment = document.createDocumentFragment();
  1192. switch (skill.type) {
  1193. case 258: {
  1194. fragment.appendChild(createTeamFlags(sk[2]));
  1195. break;
  1196. }
  1197. case 241:
  1198. case 246:
  1199. case 247: {
  1200. fragment.appendChild(createTeamFlags(1));
  1201. break;
  1202. }
  1203. }
  1204. switch (skill.type) {
  1205. case 258:
  1206. case 241: {
  1207. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1208. break;
  1209. }
  1210. case 246: {
  1211. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1212. break;
  1213. }
  1214. case 247: {
  1215. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1216. break;
  1217. }
  1218. }
  1219. return fragment;
  1220. }
  1221. function dixedDamage_Addition(card)
  1222. {
  1223. const searchTypeArray = [55, 188, 56];
  1224. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1225. if (!skills.length) return;
  1226. const skill = skills[0];
  1227. const sk = skill.params;
  1228. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1229. }
  1230. function gravity_Addition(card)
  1231. {
  1232. const searchTypeArray = [6, 161, 261];
  1233. const skill = getCardActiveSkill(card, searchTypeArray);
  1234. if (!skill) return;
  1235. const sk = skill.params;
  1236. const denominator = skill.type === 161 ?
  1237. localTranslating.skill_parse.stats.maxhp() :
  1238. localTranslating.skill_parse.stats.chp();
  1239. const percent = `${sk[0]}%`;
  1240. const target = skill.type === 261 ?
  1241. localTranslating.skill_parse.target.enemy_one() :
  1242. localTranslating.skill_parse.target.enemy_all();
  1243. const fragment = document.createDocumentFragment();
  1244. //fragment.append(target, denominator, percent);
  1245. return [target, denominator, percent].nodeJoin(" ");
  1246. }
  1247. function healImmediately_Rate(card)
  1248. {
  1249. const searchTypeArray = [7, //自身回复力
  1250. 8, //固定点数
  1251. 35,115, //吸血
  1252. 117
  1253. ];
  1254. const skills = getCardActiveSkills(card, searchTypeArray);
  1255. const outObj = {
  1256. vampire: 0,
  1257. selfRcv: 0,
  1258. const: 0,
  1259. scale: 0,
  1260. };
  1261. if (!skills.length) return outObj;
  1262. skills.forEach(skill=>{
  1263. const sk = skill.params;
  1264. if (skill.type == 7)
  1265. {
  1266. outObj.selfRcv += sk[0];
  1267. }
  1268. else if(skill.type == 8)
  1269. {
  1270. outObj.const += sk[0];
  1271. }
  1272. else if(skill.type == 35)
  1273. {
  1274. outObj.vampire += sk[1];
  1275. }
  1276. else if(skill.type == 115)
  1277. {
  1278. outObj.vampire += sk[2];
  1279. }
  1280. else if(skill.type == 117)
  1281. {
  1282. outObj.selfRcv += sk[1] || 0;
  1283. outObj.const += sk[2] || 0;
  1284. outObj.scale += sk[3] || 0;
  1285. }
  1286. });
  1287. return outObj;
  1288. }
  1289. function atkBuff_Rate(card)
  1290. {
  1291. const searchTypeArray = [
  1292. 88,92, //类型的
  1293. 50,90, //属性的,要排除回复力
  1294. 156,168,231, //宝石姬
  1295. 228, //属性、类型数量
  1296. ];
  1297. const skills = getCardActiveSkills(card, searchTypeArray);
  1298. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1299. function atkBuffParse(skill) {
  1300. const outObj = {
  1301. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1302. types: [],
  1303. attrs: [],
  1304. awoken: [],
  1305. rate: 0,
  1306. turns: 0,
  1307. };
  1308. if (!skill) return outObj;
  1309. const sk = skill.params;
  1310. if (skill.type == 88 || skill.type == 92)
  1311. {
  1312. outObj.skilltype = 2;
  1313. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1314. outObj.turns = sk[0];
  1315. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1316. }
  1317. else if(skill.type == 50 || skill.type == 90)
  1318. {
  1319. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1320. if (!outObj.attrs.length) //去除回复力
  1321. return outObj;
  1322. outObj.skilltype = 2;
  1323. outObj.turns = sk[0];
  1324. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1325. }
  1326. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1327. || skill.type == 168)
  1328. {
  1329. outObj.skilltype = 1;
  1330. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1331. outObj.turns = sk[0];
  1332. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1333. }
  1334. else if(skill.type == 228 && sk[3] > 0)
  1335. {
  1336. outObj.skilltype = 1;
  1337. outObj.attrs = Bin.unflags(sk[1]);
  1338. outObj.types = Bin.unflags(sk[2]);
  1339. outObj.turns = sk[0];
  1340. outObj.rate = sk[3];
  1341. }
  1342. else if(skill.type == 231 && sk[6] > 0)
  1343. {
  1344. outObj.skilltype = 1;
  1345. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1346. outObj.turns = sk[0];
  1347. outObj.rate = sk[6];
  1348. }
  1349. return outObj;
  1350. }
  1351. }
  1352. function rcvBuff_Rate(card)
  1353. {
  1354. const searchTypeArray = [
  1355. 50,90,
  1356. 228, 231, //宝石姬
  1357. ];
  1358. const skills = getCardActiveSkills(card, searchTypeArray);
  1359. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1360. function rcvBuffParse(skill) {
  1361. const outObj = {
  1362. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1363. types: [],
  1364. attrs: [],
  1365. awoken: [],
  1366. rate: 0,
  1367. turns: 0,
  1368. };
  1369. if (!skill) return outObj;
  1370. const sk = skill.params;
  1371. if (skill.type == 228 && sk[4] > 0) {
  1372. outObj.skilltype = 1;
  1373. outObj.attrs = Bin.unflags(sk[1]);
  1374. outObj.types = Bin.unflags(sk[2]);
  1375. outObj.turns = sk[0];
  1376. outObj.rate = sk[4];
  1377. } else if (skill.type == 231 && sk[7] > 0) {
  1378. outObj.skilltype = 1;
  1379. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1380. outObj.turns = sk[0];
  1381. outObj.rate = sk[7];
  1382. } else if (skill.type == 50 || skill.type == 90) {
  1383. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1384. outObj.turns = sk[0];
  1385. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1386. }
  1387. return outObj;
  1388. }
  1389. }
  1390. function damageSelf_Rate(card)
  1391. {
  1392. const searchTypeArray = [84,85,86,87,195];
  1393. const skill = getCardActiveSkill(card, searchTypeArray);
  1394. if (!skill) return 0;
  1395. const sk = skill.params;
  1396. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1397. }
  1398. function changeEnemiesAttr_Attr(card)
  1399. {
  1400. const outObj = {
  1401. attr: null,
  1402. turns: 0
  1403. }
  1404. const searchTypeArray = [153, 224];
  1405. const skill = getCardActiveSkill(card, searchTypeArray);
  1406. if (!skill) return outObj;
  1407. const sk = skill.params;
  1408. if (skill.type == 153)
  1409. {
  1410. outObj.attr = sk[0];
  1411. }
  1412. else if (skill.type == 224)
  1413. {
  1414. outObj.attr = sk[1] || 0;
  1415. outObj.turns = sk[0];
  1416. }
  1417. return outObj;
  1418. }
  1419. function shapeThisRowOk(line, lineNumber) {
  1420. if (lineNumber <= 0) return true;
  1421. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1422. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1423. }
  1424. function shapeUpsideDownRowOk(line, lineNumber) {
  1425. if (lineNumber <= 0) return true;
  1426. return line > 0 ? (line & lineNumber) === 0 : true;
  1427. }
  1428. function shapeIsCross(sk) { //产珠是十字
  1429. const baseLineNum = 0b111;
  1430. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1431. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1432. lineNumArr.push(_lineNum);
  1433. }
  1434. for (let ri=1; ri<4; ri++)
  1435. {
  1436. //搜索所有可能的行存在
  1437. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1438. if (maybeLineNum.length < 1) continue;
  1439. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1440. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1441. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1442. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1443. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1444. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1445. });
  1446. if (maybeLineNum.length > 0) return true;
  1447. }
  1448. return false;
  1449. }
  1450. function shapeIsLShape(sk) { //产珠是L字
  1451. const baseLineNum = 0b111;
  1452. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1453. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1454. lineNumArr.push(_lineNum);
  1455. }
  1456. for (let ri=0; ri<5; ri++)
  1457. {
  1458. //搜索所有可能的行存在
  1459. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1460. if (maybeLineNum.length < 1) continue;
  1461. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1462. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1463. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1464. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1465. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1466. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1467. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1468. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1469. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1470. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1471. ||
  1472. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1473. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1474. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1475. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1476. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1477. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1478. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1479. });
  1480. if (maybeLineNum.length > 0) return true;
  1481. }
  1482. return false;
  1483. }
  1484. //创建1个觉醒图标
  1485. function createAwokenIcon(awokenId)
  1486. {
  1487. const icon = document.createElement("icon");
  1488. icon.className ="awoken-icon";
  1489. icon.setAttribute("data-awoken-icon", awokenId);
  1490. return icon;
  1491. }
  1492. //产生一个觉醒列表
  1493. function creatAwokenList(awokens) {
  1494. const ul = document.createElement("ul");
  1495. ul.className = "awoken-ul";
  1496. awokens.forEach(ak=>{
  1497. const li = ul.appendChild(document.createElement("li"));
  1498. const icon = li.appendChild(createAwokenIcon(ak));
  1499. });
  1500. return ul;
  1501. }
  1502. //产生宝珠列表
  1503. function createOrbsList(orbs, className)
  1504. {
  1505. if (orbs == undefined) orbs = [0];
  1506. else if (!Array.isArray(orbs)) orbs = [orbs];
  1507. const ul = document.createElement("ul");
  1508. ul.className = "board";
  1509. orbs.forEach(orbType => {
  1510. const li = ul.appendChild(document.createElement("li"));
  1511. li.className = className ? `orb ${className}` :`orb`;
  1512. li.setAttribute("data-orb-icon", orbType);
  1513. });
  1514. return ul;
  1515. }
  1516. //产生类型列表
  1517. function createTypesList(types)
  1518. {
  1519. if (types == undefined) types = [0];
  1520. else if (!Array.isArray(types)) types = [types];
  1521. const ul = document.createElement("ul");
  1522. ul.className = "types-ul";
  1523. types.forEach(type => {
  1524. const li = ul.appendChild(document.createElement("li"));
  1525. li.className = `type-icon`;
  1526. li.setAttribute("data-type-icon", type);
  1527. });
  1528. return ul;
  1529. }
  1530. const functions = [
  1531. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1532. {group:true,name:"Active Skill",otLangName:{chs:"主动技",cht:"主動技"}, functions: [
  1533. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1534. function:cards=>cards.filter(card=>{
  1535. function isLoopBuff(parsedSkill, cd) {
  1536. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1537. && skill.turns >= cd);
  1538. }
  1539. //跳过0号技能的、会变身成别人的和无技能数据的
  1540. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1541. const skill = Skills[card.activeSkillId];
  1542. if (!skill) return false;
  1543. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1544. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1545. let parsedActiveSkill = skillParser(card.activeSkillId);
  1546. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1547. //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
  1548. let parsedGroupSkill = parsedActiveSkill?.[0];
  1549. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1550. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1551. }
  1552. //进化类技能,排除循环进化,并只计算最后一级
  1553. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  1554. let lastIdx = parsedGroupSkill.params.length - 1;
  1555. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  1556. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1557. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  1558. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  1559. }
  1560. return false;
  1561. })
  1562. },
  1563. {group:true,name:"Voids Absorption",otLangName:{chs:"破吸类",cht:"破吸類"}, functions: [
  1564. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1565. function:cards=>{
  1566. const attrName = "attr-absorb";
  1567. return cards.filter(card=>{
  1568. const turns = voidsAbsorption_Turns(card);
  1569. return turns[attrName] > 0;
  1570. }).sort((a,b)=>{
  1571. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1572. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1573. return a_pC - b_pC;
  1574. });
  1575. },
  1576. addition:voidsAbsorption_Addition
  1577. },
  1578. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1579. function:cards=>{
  1580. const attrName = "combo-absorb";
  1581. return cards.filter(card=>{
  1582. const turns = voidsAbsorption_Turns(card);
  1583. return turns[attrName] > 0;
  1584. }).sort((a,b)=>{
  1585. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1586. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1587. return a_pC - b_pC;
  1588. });
  1589. },
  1590. addition:voidsAbsorption_Addition
  1591. },
  1592. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1593. function:cards=>{
  1594. const attrName = "damage-absorb";
  1595. return cards.filter(card=>{
  1596. const turns = voidsAbsorption_Turns(card);
  1597. return turns[attrName] > 0;
  1598. }).sort((a,b)=>{
  1599. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1600. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1601. return a_pC - b_pC;
  1602. });
  1603. },
  1604. addition:voidsAbsorption_Addition
  1605. },
  1606. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1607. function:cards=>{
  1608. const attrName = "damage-void";
  1609. return cards.filter(card=>{
  1610. const turns = voidsAbsorption_Turns(card);
  1611. return turns[attrName] > 0;
  1612. }).sort((a,b)=>{
  1613. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1614. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1615. return a_pC - b_pC;
  1616. });
  1617. },
  1618. addition:voidsAbsorption_Addition
  1619. },
  1620. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1621. {name:"2 Voids (attr. & damage)",otLangName:{chs:"双破(属+伤)",cht:"双破(属+伤)"},
  1622. function:cards=>{
  1623. return cards.filter(card=>{
  1624. const turns = voidsAbsorption_Turns(card);
  1625. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0;
  1626. }).sort((a,b)=>{
  1627. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1628. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1629. return a_pC - b_pC;
  1630. });
  1631. },
  1632. addition:voidsAbsorption_Addition
  1633. },
  1634. {name:"3 Voids (attr. & damage & void)",otLangName:{chs:"三破(属+伤+无)",cht:"三破(属+伤+无)"},
  1635. function:cards=>{
  1636. return cards.filter(card=>{
  1637. const turns = voidsAbsorption_Turns(card);
  1638. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1639. }).sort((a,b)=>{
  1640. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1641. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1642. return a_pC - b_pC;
  1643. });
  1644. },
  1645. addition:voidsAbsorption_Addition
  1646. },
  1647. ]},
  1648. ]},
  1649. {group:true,name:"Recovers Bind Status",otLangName:{chs:"解封类",cht:"解封類"}, functions: [
  1650. {
  1651. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1652. function:cards=>{
  1653. return cards.filter(card=>{
  1654. const turns = unbind_Turns(card);
  1655. return turns.normal > 0;
  1656. }).sort((a,b)=>{
  1657. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1658. let a_pC = a_s.normal, b_pC = b_s.normal;
  1659. return a_pC - b_pC;
  1660. });
  1661. },
  1662. addition:unbind_Addition
  1663. },
  1664. {
  1665. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1666. function:cards=>{
  1667. return cards.filter(card=>{
  1668. const turns = unbind_Turns(card);
  1669. return turns.awakenings > 0;
  1670. }).sort((a,b)=>{
  1671. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1672. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1673. return a_pC - b_pC;
  1674. });
  1675. },
  1676. addition:unbind_Addition
  1677. },
  1678. {
  1679. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1680. function:cards=>{
  1681. return cards.filter(card=>{
  1682. const turns = unbind_Turns(card);
  1683. return turns.matches > 0;
  1684. }).sort((a,b)=>{
  1685. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1686. let a_pC = a_s.matches, b_pC = b_s.matches;
  1687. return a_pC - b_pC;
  1688. });
  1689. },
  1690. addition:unbind_Addition
  1691. },
  1692. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1693. {
  1694. name:"3 Unbinds",otLangName:{chs:"三解",cht:"三解"},
  1695. function:cards=>{
  1696. return cards.filter(card=>{
  1697. const turns = unbind_Turns(card);
  1698. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1699. }).sort((a,b)=>{
  1700. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1701. let a_pC = a_s.normal, b_pC = b_s.normal;
  1702. return a_pC - b_pC;
  1703. });
  1704. },
  1705. addition:unbind_Addition
  1706. },
  1707. ]},
  1708. ]},
  1709. {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: [
  1710. {name:"↑Increase skills charge",otLangName:{chs:"【溜】减少CD",cht:"【溜】減少CD"},
  1711. function:cards=>{
  1712. const searchTypeArray = [146];
  1713. return cards.filter(card=>{
  1714. const skill = getCardActiveSkill(card, searchTypeArray);
  1715. return skill;
  1716. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1717. },
  1718. addition:card=>{
  1719. const searchTypeArray = [146];
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. if (!skill) return;
  1722. const sk = skill.params;
  1723. const fragment = document.createDocumentFragment();
  1724. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1725. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1726. return fragment;
  1727. }
  1728. },
  1729. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1730. function:cards=>{
  1731. const searchTypeArray = [93, 227];
  1732. return cards.filter(card=>{
  1733. const skill = getCardActiveSkill(card, searchTypeArray);
  1734. return skill;
  1735. }).sort((a,b)=>{
  1736. const a_s = getCardActiveSkill(a, searchTypeArray),
  1737. b_s = getCardActiveSkill(b, searchTypeArray);
  1738. return a_s.type - b_s.type;
  1739. });
  1740. },
  1741. addition:card=>{
  1742. const searchTypeArray = [93, 227];
  1743. const skill = getCardActiveSkill(card, searchTypeArray);
  1744. if (!skill) return;
  1745. const fragment = document.createDocumentFragment();
  1746. fragment.append(createSkillIcon('leader-change'));
  1747. skill.type === 227 && fragment.append('换👉');
  1748. return fragment;
  1749. }
  1750. },
  1751. {group:true,name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限",cht:"增加傷害上限"}, functions: [
  1752. {name:"Increase Damage Cap - Any",otLangName:{chs:"增加伤害上限 - 任意",cht:"增加傷害上限 - 任意"},
  1753. function:cards=>{
  1754. const searchTypeArray = [241, 246, 247, 258];
  1755. return cards.filter(card=>{
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. return skill;
  1758. }).sort((a,b)=>{
  1759. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1760. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1761. return a_pC - b_pC;
  1762. });
  1763. },
  1764. addition:memberCap_Addition
  1765. },
  1766. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 - 自身",cht:"增加傷害上限 - 自身"},
  1767. function:cards=>{
  1768. const searchTypeArray = [241, 246, 247, 258];
  1769. return cards.filter(card=>{
  1770. const skill = getCardActiveSkill(card, searchTypeArray);
  1771. if (skill?.type === 258) return Boolean(skill.params[2] & 0b1);
  1772. else return skill;
  1773. }).sort((a,b)=>{
  1774. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1775. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1776. return a_pC - b_pC;
  1777. });
  1778. },
  1779. addition:memberCap_Addition
  1780. },
  1781. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 - 队长",cht:"增加傷害上限 - 隊長"},
  1782. function:cards=>{
  1783. const searchTypeArray = [258];
  1784. return cards.filter(card=>{
  1785. const skill = getCardActiveSkill(card, searchTypeArray);
  1786. return skill && Boolean(skill.params[2] & (0b10 | 0b100));
  1787. }).sort((a,b)=>{
  1788. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1789. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1790. return a_pC - b_pC;
  1791. });
  1792. },
  1793. addition:memberCap_Addition
  1794. },
  1795. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 - 队员",cht:"增加傷害上限 - 隊員"},
  1796. function:cards=>{
  1797. const searchTypeArray = [258];
  1798. return cards.filter(card=>{
  1799. const skill = getCardActiveSkill(card, searchTypeArray);
  1800. return skill && Boolean(skill.params[2] & 0b1000);
  1801. }).sort((a,b)=>{
  1802. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1803. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1804. return a_pC - b_pC;
  1805. });
  1806. },
  1807. addition:memberCap_Addition
  1808. },
  1809. ]},
  1810. {group:true,name:"Member ATK rate change",otLangName:{chs:"队员攻击力",cht:"隊員攻擊力"}, functions: [
  1811. {name:"Member ATK rate change - Any",otLangName:{chs:"队员攻击力 - 任意",cht:"隊員攻擊力 - 任意"},
  1812. function:cards=>{
  1813. const searchTypeArray = [230];
  1814. return cards.filter(card=>{
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. return skill;
  1817. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1818. },
  1819. addition:memberATK_Addition
  1820. },
  1821. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 - 自身",cht:"隊員攻擊力 - 自身"},
  1822. function:cards=>{
  1823. const searchTypeArray = [230];
  1824. return cards.filter(card=>{
  1825. const skill = getCardActiveSkill(card, searchTypeArray);
  1826. return skill && Boolean(skill.params[1] & 0b1);
  1827. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1828. },
  1829. addition:memberATK_Addition
  1830. },
  1831. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 - 队长",cht:"隊員攻擊力 - 隊長"},
  1832. function:cards=>{
  1833. const searchTypeArray = [230];
  1834. return cards.filter(card=>{
  1835. const skill = getCardActiveSkill(card, searchTypeArray);
  1836. return skill && Boolean(skill.params[1] & (0b10 | 0b100));
  1837. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1838. },
  1839. addition:memberATK_Addition
  1840. },
  1841. {name:"Member ATK rate change - Sub",otLangName:{chs:"队员攻击力 - 队员",cht:"隊員攻擊力 - 隊員"},
  1842. function:cards=>{
  1843. const searchTypeArray = [230];
  1844. return cards.filter(card=>{
  1845. const skill = getCardActiveSkill(card, searchTypeArray);
  1846. return skill && Boolean(skill.params[1] & 0b1000);
  1847. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1848. },
  1849. addition:memberATK_Addition
  1850. },
  1851. ]},
  1852. {name:"Change self's Attr",otLangName:{chs:"转换自身属性",cht:"轉換自身屬性"},
  1853. function:cards=>{
  1854. const searchTypeArray = [142];
  1855. return cards.filter(card=>{
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. return skill;
  1858. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1859. },
  1860. addition:card=>{
  1861. const searchTypeArray = [142];
  1862. const skill = getCardActiveSkill(card, searchTypeArray);
  1863. if (!skill) return;
  1864. const sk = skill.params;
  1865. const fragment = document.createDocumentFragment();
  1866. fragment.appendChild(document.createTextNode(`自→`));
  1867. fragment.appendChild(createOrbsList(sk[1]));
  1868. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1869. return fragment;
  1870. }
  1871. },
  1872. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1873. function:cards=>cards.filter(card=>{
  1874. const searchTypeArray = [214];
  1875. const skill = getCardActiveSkill(card, searchTypeArray);
  1876. return skill;
  1877. }),
  1878. addition:card=>{
  1879. const searchTypeArray = [214];
  1880. const skill = getCardActiveSkill(card, searchTypeArray);
  1881. if (!skill) return;
  1882. const sk = skill.params;
  1883. return document.createTextNode(`自封技${sk[0]}T`);
  1884. }
  1885. },
  1886. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1887. function:cards=>cards.filter(card=>{
  1888. const searchTypeArray = [250];
  1889. const skill = getCardActiveSkill(card, searchTypeArray);
  1890. return skill;
  1891. })
  1892. },
  1893. {name:"↓Reduce skills charge",otLangName:{chs:"【坐】增加CD",cht:"【坐】增加CD"},
  1894. function:cards=>{
  1895. const searchTypeArray = [218];
  1896. return cards.filter(card=>{
  1897. const skill = getCardActiveSkill(card, searchTypeArray);
  1898. return skill;
  1899. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1900. },
  1901. addition:card=>{
  1902. const searchTypeArray = [218];
  1903. const skill = getCardActiveSkill(card, searchTypeArray);
  1904. if (!skill) return;
  1905. const sk = skill.params;
  1906. const fragment = document.createDocumentFragment();
  1907. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1908. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1909. return fragment;
  1910. }
  1911. },
  1912. ]},
  1913. {group:true,name:"Player's HP change",otLangName:{chs:"玩家HP操纵类",cht:"玩家HP操縱類"}, functions: [
  1914. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1915. function:cards=>{
  1916. const searchTypeArray = [179];
  1917. return cards.filter(card=>{
  1918. const skill = getCardActiveSkill(card, searchTypeArray);
  1919. return skill;
  1920. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1921. },
  1922. addition:card=>{
  1923. const searchTypeArray = [179];
  1924. const skill = getCardActiveSkill(card, searchTypeArray);
  1925. if (!skill) return;
  1926. const sk = skill.params;
  1927. const fragment = document.createDocumentFragment();
  1928. fragment.append(createSkillIcon('auto-heal'));
  1929. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1930. return fragment;
  1931. }
  1932. },
  1933. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1934. function:cards=>{
  1935. return cards.filter(card=>{
  1936. const heal = healImmediately_Rate(card);
  1937. return Object.values(heal).some(v=>v);
  1938. })
  1939. .sort((a,b)=>{
  1940. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1941. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1942. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1943. let sortNum = a_i - b_i;
  1944. if (!sortNum)
  1945. {
  1946. sortNum = a_vs[a_i] - b_vs[b_i];
  1947. }
  1948. return sortNum;
  1949. });
  1950. },
  1951. addition:card=>{
  1952. const heal = healImmediately_Rate(card);
  1953. const fragment = document.createDocumentFragment();
  1954. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1955. if (heal.scale)
  1956. fragment.append(`${heal.scale}%`);
  1957. if (heal.const)
  1958. fragment.append(`${heal.const.bigNumberToString()}点`);
  1959. if (heal.selfRcv)
  1960. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1961. if (heal.vampire)
  1962. fragment.append(`${heal.vampire}%伤害`);
  1963. return fragment;
  1964. }
  1965. },
  1966. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1967. function:cards=>{
  1968. const searchTypeArray = [237];
  1969. return cards.filter(card=>{
  1970. const skill = getCardActiveSkill(card, searchTypeArray);
  1971. return skill;
  1972. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1973. },
  1974. addition:card=>{
  1975. const searchTypeArray = [237];
  1976. const skill = getCardActiveSkill(card, searchTypeArray);
  1977. if (!skill) return;
  1978. const sk = skill.params;
  1979. const fragment = document.createDocumentFragment();
  1980. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1981. return fragment;
  1982. }
  1983. },
  1984. {name:"Damage self",otLangName:{chs:"玩家自残",cht:"玩家自殘"},
  1985. function:cards=>{
  1986. return cards.filter(card=>damageSelf_Rate(card)>0)
  1987. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1988. },
  1989. addition:card=>{
  1990. let rate = damageSelf_Rate(card);
  1991. const fragment = document.createDocumentFragment();
  1992. fragment.append(createSkillIcon('heal', 'hp-decr'));
  1993. if (rate < 100)
  1994. fragment.append(`减少${rate}%`);
  1995. else
  1996. fragment.append(`减少到1`);
  1997. return fragment;
  1998. }
  1999. },
  2000. ]},
  2001. {group:true,name:"Buff",otLangName:{chs:"buff 类",cht:"buff 類"}, functions: [
  2002. {name:"RCV rate change",otLangName:{chs:"回复力 buff",cht:"回覆力 buff"},
  2003. function:cards=>{
  2004. return cards.filter(card=>{
  2005. const atkbuff = rcvBuff_Rate(card);
  2006. return atkbuff.skilltype > 0;
  2007. }).sort((a,b)=>{
  2008. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2009. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2010. if (sortNum == 0)
  2011. sortNum = a_pC.rate - b_pC.rate;
  2012. if (sortNum == 0)
  2013. sortNum = a_pC.turns - b_pC.turns;
  2014. return sortNum;
  2015. });
  2016. },
  2017. addition:card=>{
  2018. const atkbuff = rcvBuff_Rate(card);
  2019. const fragment = document.createDocumentFragment();
  2020. fragment.appendChild(createOrbsList([5]));
  2021. if (atkbuff.skilltype == 0) return fragment;
  2022. if (atkbuff.skilltype == 1)
  2023. {
  2024. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2025. if (atkbuff.awoken.length)
  2026. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2027. if (atkbuff.attrs.length)
  2028. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2029. if (atkbuff.types.length)
  2030. fragment.appendChild(createTypesList(atkbuff.types));
  2031. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2032. }else if (atkbuff.skilltype == 2)
  2033. {
  2034. if (atkbuff.attrs.length)
  2035. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2036. if (atkbuff.types.length)
  2037. fragment.appendChild(createTypesList(atkbuff.types));
  2038. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2039. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2040. }
  2041. return fragment;
  2042. }
  2043. },
  2044. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2045. function:cards=>{
  2046. return cards.filter(card=>{
  2047. const atkbuff = atkBuff_Rate(card);
  2048. return atkbuff.skilltype > 0;
  2049. }).sort((a,b)=>{
  2050. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2051. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2052. if (sortNum == 0)
  2053. sortNum = a_pC.rate - b_pC.rate;
  2054. if (sortNum == 0)
  2055. sortNum = a_pC.turns - b_pC.turns;
  2056. return sortNum;
  2057. });
  2058. },
  2059. addition:card=>{
  2060. const atkbuff = atkBuff_Rate(card);
  2061. const fragment = document.createDocumentFragment();
  2062. if (atkbuff.skilltype == 0) return fragment;
  2063. if (atkbuff.skilltype == 1)
  2064. {
  2065. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2066. if (atkbuff.awoken.length)
  2067. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2068. if (atkbuff.attrs.length)
  2069. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2070. if (atkbuff.types.length)
  2071. fragment.appendChild(createTypesList(atkbuff.types));
  2072. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2073. }else if (atkbuff.skilltype == 2)
  2074. {
  2075. if (atkbuff.attrs.length)
  2076. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2077. if (atkbuff.types.length)
  2078. fragment.appendChild(createTypesList(atkbuff.types));
  2079. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2080. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2081. }
  2082. return fragment;
  2083. }
  2084. },
  2085. {name:"Move time change",otLangName:{chs:"操作时间 buff",cht:"操作時間 buff"},
  2086. function:cards=>{
  2087. const searchTypeArray = [132];
  2088. return cards.filter(card=>{
  2089. const skill = getCardActiveSkill(card, searchTypeArray);
  2090. return skill;
  2091. }).sort((a,b)=>{
  2092. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2093. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2094. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2095. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2096. });
  2097. },
  2098. addition:card=>{
  2099. const searchTypeArray = [132];
  2100. const skill = getCardActiveSkill(card, searchTypeArray);
  2101. if (!skill) return;
  2102. const sk = skill.params;
  2103. let str = "👆";
  2104. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2105. if (sk[2]) str += `x${sk[2]/100}`;
  2106. str += `x${sk[0]}T`;
  2107. return str;
  2108. }
  2109. },
  2110. {name:"Adds combo",otLangName:{chs:"加C buff",cht:"加C buff"},
  2111. function:cards=>{
  2112. const searchTypeArray = [160];
  2113. return cards.filter(card=>{
  2114. const skill = getCardActiveSkill(card, searchTypeArray);
  2115. return skill;
  2116. }).sort((a,b)=>{
  2117. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2118. return a_s.params[1] - b_s.params[1];
  2119. });
  2120. },
  2121. addition:card=>{
  2122. const searchTypeArray = [160];
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. if (!skill) return;
  2125. const sk = skill.params;
  2126. return `+${sk[1]}C×${sk[0]}T`;
  2127. }
  2128. },
  2129. {name:"Reduce Damage for all Attr",otLangName:{chs:"全属减伤 buff",cht:"全屬減傷 buff"},
  2130. function:cards=>{
  2131. const searchTypeArray = [3,156];
  2132. return cards.filter(card=>{
  2133. const skill = getCardActiveSkill(card, searchTypeArray);
  2134. if (!skill) return false;
  2135. if (skill.type == 156)
  2136. return skill.params[4]==3;
  2137. else
  2138. return true;
  2139. }).sort((a,b)=>{
  2140. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2141. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2142. if (!sortNum)
  2143. {
  2144. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2145. sortNum = a_pC - b_pC;
  2146. }
  2147. return sortNum;
  2148. });
  2149. },
  2150. addition:card=>{
  2151. const searchTypeArray = [3,156];
  2152. const skill = getCardActiveSkill(card, searchTypeArray);
  2153. if (!skill) return;
  2154. const sk = skill.params;
  2155. const fragment = document.createDocumentFragment();
  2156. if (skill.type == 156)
  2157. {
  2158. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2159. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2160. fragment.appendChild(creatAwokenList(awokenArr));
  2161. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2162. }else
  2163. {
  2164. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2165. }
  2166. return fragment;
  2167. }
  2168. },
  2169. {name:"Reduce 100% Damage",otLangName:{chs:"全属减伤 100%",cht:"全屬減傷 100%"},
  2170. function:cards=>{
  2171. const searchTypeArray = [3];
  2172. return cards.filter(card=>{
  2173. const skill = getCardActiveSkill(card, searchTypeArray);
  2174. return skill && skill.params[1]>=100;
  2175. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2176. },
  2177. addition:card=>{
  2178. const searchTypeArray = [3];
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. if (!skill) return;
  2181. const sk = skill.params;
  2182. return `无敌×${sk[0]}T`;
  2183. }
  2184. },
  2185. {name:"Reduce all Damage for designated Attr",otLangName:{chs:"限属减伤 buff",cht:"限屬減傷 buff"},
  2186. function:cards=>{
  2187. const searchTypeArray = [21];
  2188. return cards.filter(card=>{
  2189. const skill = getCardActiveSkill(card, searchTypeArray);
  2190. return skill;
  2191. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2192. },
  2193. addition:card=>{
  2194. const searchTypeArray = [21];
  2195. const skill = getCardActiveSkill(card, searchTypeArray);
  2196. if (!skill) return;
  2197. const sk = skill.params;
  2198. const colors = [sk[1]];
  2199. const fragment = document.createDocumentFragment();
  2200. fragment.appendChild(document.createTextNode(`-`));
  2201. fragment.appendChild(createOrbsList(colors));
  2202. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2203. return fragment;
  2204. }
  2205. },
  2206. {name:"Mass Attacks",otLangName:{chs:"变为全体攻击",cht:"變爲全體攻擊"},
  2207. function:cards=>{
  2208. const searchTypeArray = [51];
  2209. return cards.filter(card=>{
  2210. const skill = getCardActiveSkill(card, searchTypeArray);
  2211. return skill;
  2212. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2213. },
  2214. addition:card=>{
  2215. const searchTypeArray = [51];
  2216. const skill = getCardActiveSkill(card, searchTypeArray);
  2217. if (!skill) return;
  2218. const sk = skill.params;
  2219. return `全体×${sk[0]}T`;
  2220. }
  2221. },
  2222. {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)"},
  2223. function:cards=>cards.filter(card=>{
  2224. const searchTypeArray = [156,168,228,231];
  2225. const skill = getCardActiveSkill(card, searchTypeArray);
  2226. return skill;
  2227. })
  2228. },
  2229. ]},
  2230. {group:true,name:"For Enemy",otLangName:{chs:"对敌 buff 类",cht:"對敵 buff 類"}, functions: [
  2231. {name:"Menace",otLangName:{chs:"威吓",cht:"威嚇"},
  2232. function:cards=>{
  2233. const searchTypeArray = [18];
  2234. return cards.filter(card=>{
  2235. const skill = getCardActiveSkill(card, searchTypeArray);
  2236. return skill;
  2237. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2238. },
  2239. addition:card=>{
  2240. const searchTypeArray = [18];
  2241. const skill = getCardActiveSkill(card, searchTypeArray);
  2242. if (!skill) return;
  2243. const sk = skill.params;
  2244. const fragment = document.createDocumentFragment();
  2245. fragment.appendChild(createSkillIcon('delay'));
  2246. fragment.append(`×${sk[0]}T`);
  2247. return fragment;
  2248. }
  2249. },
  2250. {name:"Reduces enemies' DEF",otLangName:{chs:"破防",cht:"破防"},
  2251. function:cards=>{
  2252. const searchTypeArray = [19];
  2253. return cards.filter(card=>{
  2254. const skill = getCardActiveSkill(card, searchTypeArray);
  2255. return skill;
  2256. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2257. },
  2258. addition:card=>{
  2259. const searchTypeArray = [19];
  2260. const skill = getCardActiveSkill(card, searchTypeArray);
  2261. if (!skill) return;
  2262. const sk = skill.params;
  2263. const fragment = document.createDocumentFragment();
  2264. fragment.appendChild(createSkillIcon('def-break'));
  2265. fragment.append(`${sk[1]}%×${sk[0]}T`);
  2266. return fragment;
  2267. }
  2268. },
  2269. {name:"Poisons enemies",otLangName:{chs:"中毒",cht:"中毒"},
  2270. function:cards=>{
  2271. const searchTypeArray = [4];
  2272. return cards.filter(card=>{
  2273. const skill = getCardActiveSkill(card, searchTypeArray);
  2274. return skill;
  2275. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2276. },
  2277. addition:card=>{
  2278. const searchTypeArray = [4];
  2279. const skill = getCardActiveSkill(card, searchTypeArray);
  2280. if (!skill) return;
  2281. const sk = skill.params;
  2282. const fragment = document.createDocumentFragment();
  2283. fragment.appendChild(createSkillIcon('poison'));
  2284. fragment.append(`ATK×${sk[0]/100}`);
  2285. return fragment;
  2286. }
  2287. },
  2288. {name:"Change enemies's Attr",otLangName:{chs:"改变敌人属性",cht:"改變敵人屬性"},
  2289. function:cards=>{
  2290. return cards.filter(card=>{
  2291. return changeEnemiesAttr_Attr(card).attr != null;
  2292. }).sort((a,b)=>{
  2293. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2294. return a_pC.attr - b_pC.attr;
  2295. })
  2296. },
  2297. addition:card=>{
  2298. let change = changeEnemiesAttr_Attr(card);
  2299. const fragment = document.createDocumentFragment();
  2300. fragment.appendChild(document.createTextNode(`敌→`));
  2301. fragment.appendChild(createOrbsList(change.attr));
  2302. if (change.turns > 0)
  2303. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2304. return fragment;
  2305. }
  2306. },
  2307. {name:"Counterattack buff",otLangName:{chs:"受伤反击 buff",cht:"受傷反擊 buff"},
  2308. function:cards=>{
  2309. const searchTypeArray = [60];
  2310. return cards.filter(card=>{
  2311. const skill = getCardActiveSkill(card, searchTypeArray);
  2312. return skill;
  2313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2314. },
  2315. addition:card=>{
  2316. const searchTypeArray = [60];
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. if (!skill) return;
  2319. const sk = skill.params;
  2320. const fragment = document.createDocumentFragment();
  2321. fragment.appendChild(createSkillIcon('counter-attack'));
  2322. fragment.appendChild(createOrbsList(sk[2]));
  2323. fragment.appendChild(document.createTextNode(`×${sk[1]/100}倍`));
  2324. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2325. return fragment;
  2326. }
  2327. },
  2328. ]},
  2329. {group:true,name:"Orbs States Change",otLangName:{chs:"改变宝珠状态类",cht:"改變寶珠狀態類"}, functions: [
  2330. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2331. function:cards=>cards.filter(card=>{
  2332. const searchTypeArray = [172];
  2333. const skill = getCardActiveSkill(card, searchTypeArray);
  2334. return skill;
  2335. })
  2336. },
  2337. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2338. function:cards=>cards.filter(card=>{
  2339. const searchTypeArray = [152];
  2340. const skill = getCardActiveSkill(card, searchTypeArray);
  2341. return skill;
  2342. }),
  2343. addition:lock_Addition
  2344. },
  2345. {name:"Lock(≥6 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2346. function:cards=>cards.filter(card=>{
  2347. const searchTypeArray = [152];
  2348. const skill = getCardActiveSkill(card, searchTypeArray);
  2349. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2350. }),
  2351. addition:lock_Addition
  2352. },
  2353. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2354. function:cards=>{
  2355. const searchTypeArray = [52,91,140];
  2356. return cards.filter(card=>{
  2357. const skill = getCardActiveSkill(card, searchTypeArray);
  2358. return skill;
  2359. });
  2360. },
  2361. addition:card=>{
  2362. const searchTypeArray = [52,91,140];
  2363. const skill = getCardActiveSkill(card, searchTypeArray);
  2364. if (!skill) return;
  2365. const sk = skill.params;
  2366. let attrs = [];
  2367. switch (skill.type)
  2368. {
  2369. case 52:{
  2370. attrs.push(sk[0]); break;
  2371. }
  2372. case 91:{
  2373. attrs = sk.slice(0,-1); break;
  2374. }
  2375. case 140:{
  2376. attrs = Bin.unflags(sk[0]); break;
  2377. }
  2378. }
  2379. const fragment = document.createDocumentFragment();
  2380. fragment.appendChild(document.createTextNode(`强化`));
  2381. fragment.appendChild(createOrbsList(attrs));
  2382. return fragment;
  2383. }
  2384. },
  2385. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2386. function:cards=>cards.filter(card=>{
  2387. const searchTypeArray = [215];
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. return skill;
  2390. }),
  2391. addition:card=>{
  2392. const searchTypeArray = [215];
  2393. const skill = getCardActiveSkill(card, searchTypeArray);
  2394. if (!skill) return;
  2395. const sk = skill.params;
  2396. const fragment = document.createDocumentFragment();
  2397. fragment.appendChild(document.createTextNode(`自封`));
  2398. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2399. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2400. return fragment;
  2401. }
  2402. },
  2403. ]},
  2404. {group:true,name:"Board States Change",otLangName:{chs:"改变板面状态类",cht:"改變板面狀態類"}, functions: [
  2405. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2406. function:cards=>cards.filter(card=>{
  2407. const searchTypeArray = [10];
  2408. const skill = getCardActiveSkill(card, searchTypeArray);
  2409. return skill;
  2410. })
  2411. },
  2412. {name:"No Skyfall",otLangName:{chs:"无天降 buff",cht:"無天降 buff"},
  2413. function:cards=>{
  2414. const searchTypeArray = [184];
  2415. return cards.filter(card=>{
  2416. const skill = getCardActiveSkill(card, searchTypeArray);
  2417. return skill;
  2418. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2419. },
  2420. addition:card=>{
  2421. const searchTypeArray = [184];
  2422. const skill = getCardActiveSkill(card, searchTypeArray);
  2423. if (!skill) return;
  2424. const sk = skill.params;
  2425. return `无↓×${sk[0]}T`;
  2426. }
  2427. },
  2428. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff",cht:"生成輪盤位 buff"},
  2429. function:cards=>{
  2430. const searchTypeArray = [207, 249];
  2431. return cards.filter(card=>{
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return skill;
  2434. }).sort((a,b)=>{
  2435. const a_s = getCardActiveSkill(a, searchTypeArray),
  2436. b_s = getCardActiveSkill(b, searchTypeArray);
  2437. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2438. });
  2439. },
  2440. addition:card=>{
  2441. const searchTypeArray = [207, 249];
  2442. const skill = getCardActiveSkill(card, searchTypeArray);
  2443. if (!skill) return;
  2444. const sk = skill.params;
  2445. const fragment = document.createDocumentFragment();
  2446. fragment.append(createSkillIcon('board-roulette'));
  2447. if (skill.type == 249) {
  2448. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2449. }
  2450. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2451. return fragment;
  2452. }
  2453. },
  2454. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2455. function:cards=>{
  2456. const searchTypeArray = [238];
  2457. return cards.filter(card=>{
  2458. const skill = getCardActiveSkill(card, searchTypeArray);
  2459. return skill;
  2460. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2461. },
  2462. addition:card=>{
  2463. const searchTypeArray = [238];
  2464. const skill = getCardActiveSkill(card, searchTypeArray);
  2465. if (!skill) return;
  2466. const sk = skill.params;
  2467. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2468. }
  2469. },
  2470. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2471. function:cards=>{
  2472. const searchTypeArray = [239];
  2473. return cards.filter(card=>{
  2474. const skill = getCardActiveSkill(card, searchTypeArray);
  2475. return skill;
  2476. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2477. },
  2478. addition:card=>{
  2479. const searchTypeArray = [239];
  2480. const skill = getCardActiveSkill(card, searchTypeArray);
  2481. if (!skill) return;
  2482. const sk = skill.params;
  2483. const colums = Bin.unflags(sk[1]), rows = Bin.unflags(sk[2]);
  2484. const fragment = document.createDocumentFragment();
  2485. if (colums.length)
  2486. fragment.append(`${colums.length}竖`);
  2487. if (rows.length)
  2488. fragment.append(`${rows.length}横`);
  2489. fragment.append(`×${sk[0]}T`);
  2490. return fragment;
  2491. }
  2492. },
  2493. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2494. function:cards=>{
  2495. const searchTypeArray = [251];
  2496. return cards.filter(card=>{
  2497. const skill = getCardActiveSkill(card, searchTypeArray);
  2498. return skill;
  2499. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2500. },
  2501. addition:card=>{
  2502. const searchTypeArray = [251];
  2503. const skill = getCardActiveSkill(card, searchTypeArray);
  2504. if (!skill) return;
  2505. const sk = skill.params;
  2506. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2507. }
  2508. },
  2509. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2510. function:cards=>{
  2511. const searchTypeArray = [244];
  2512. return cards.filter(card=>{
  2513. const skill = getCardActiveSkill(card, searchTypeArray);
  2514. return skill;
  2515. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2516. },
  2517. addition:card=>{
  2518. const searchTypeArray = [244];
  2519. const skill = getCardActiveSkill(card, searchTypeArray);
  2520. if (!skill) return;
  2521. const sk = skill.params;
  2522. let width, height;
  2523. switch (sk[1]) {
  2524. case 1: {
  2525. width = 7;
  2526. height = 6;
  2527. break;
  2528. }
  2529. case 2: {
  2530. width = 5;
  2531. height = 3;
  2532. break;
  2533. }
  2534. case 3: {
  2535. width = 6;
  2536. height = 5;
  2537. break;
  2538. }
  2539. default: {
  2540. width = 6;
  2541. height = 5;
  2542. }
  2543. }
  2544. return `[${width}×${height}]×${sk[0]}T`;
  2545. }
  2546. },
  2547. ]},
  2548. {group:true,name:"Orbs Drop",otLangName:{chs:"珠子掉落 类",cht:"珠子掉落 類"}, functions: [
  2549. {name:"Drop Enhanced Orbs",otLangName:{chs:"掉落强化宝珠 buff",cht:"掉落強化寶珠 buff"},
  2550. function:cards=>{
  2551. const searchTypeArray = [180];
  2552. return cards.filter(card=>{
  2553. const skill = getCardActiveSkill(card, searchTypeArray);
  2554. return skill;
  2555. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2556. },
  2557. addition:card=>{
  2558. const searchTypeArray = [180];
  2559. const skill = getCardActiveSkill(card, searchTypeArray);
  2560. if (!skill) return;
  2561. const sk = skill.params;
  2562. return `${sk[1]}%×${sk[0]}T`;
  2563. }
  2564. },
  2565. {name:"Drop locked orbs(any color)",otLangName:{chs:"掉锁(不限色)",cht:"掉鎖(不限色)"},
  2566. function:cards=>{
  2567. const searchTypeArray = [205];
  2568. return cards.filter(card=>{
  2569. const skill = getCardActiveSkill(card, searchTypeArray);
  2570. return skill;
  2571. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2572. },
  2573. addition:dropLock_Addition
  2574. },
  2575. {name:"Drop locked orbs(≥6 color)",otLangName:{chs:"掉锁5色+心或全部",cht:"掉鎖5色+心或全部"},
  2576. function:cards=>{
  2577. const searchTypeArray = [205];
  2578. return cards.filter(card=>{
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2581. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2582. },
  2583. addition:dropLock_Addition
  2584. },
  2585. {group:true,name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"}, functions: [
  2586. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2587. function:cards=>cards.filter(card=>{
  2588. const searchTypeArray = [126];
  2589. const skill = getCardActiveSkill(card, searchTypeArray);
  2590. return skill;
  2591. }),
  2592. addition:dropOrb_Addition
  2593. },
  2594. {name:"Drop rate - Attr. - Fire",otLangName:{chs:"掉落率提升-属性-火",cht:"掉落率提升-屬性-火"},
  2595. function:cards=>cards.filter(card=>{
  2596. const searchTypeArray = [126];
  2597. const skill = getCardActiveSkill(card, searchTypeArray);
  2598. return skill && (skill.params[0] & 0b1);
  2599. }),
  2600. addition:dropOrb_Addition
  2601. },
  2602. {name:"Drop rate - Attr. - Water",otLangName:{chs:"掉落率提升-属性-水",cht:"掉落率提升-屬性-水"},
  2603. function:cards=>cards.filter(card=>{
  2604. const searchTypeArray = [126];
  2605. const skill = getCardActiveSkill(card, searchTypeArray);
  2606. return skill && (skill.params[0] & 0b10);
  2607. }),
  2608. addition:dropOrb_Addition
  2609. },
  2610. {name:"Drop rate - Attr. - Wood",otLangName:{chs:"掉落率提升-属性-木",cht:"掉落率提升-屬性-木"},
  2611. function:cards=>cards.filter(card=>{
  2612. const searchTypeArray = [126];
  2613. const skill = getCardActiveSkill(card, searchTypeArray);
  2614. return skill && (skill.params[0] & 0b100);
  2615. }),
  2616. addition:dropOrb_Addition
  2617. },
  2618. {name:"Drop rate - Attr. - Light",otLangName:{chs:"掉落率提升-属性-光",cht:"掉落率提升-屬性-光"},
  2619. function:cards=>cards.filter(card=>{
  2620. const searchTypeArray = [126];
  2621. const skill = getCardActiveSkill(card, searchTypeArray);
  2622. return skill && (skill.params[0] & 0b1000);
  2623. }),
  2624. addition:dropOrb_Addition
  2625. },
  2626. {name:"Drop rate - Attr. - Dark",otLangName:{chs:"掉落率提升-属性-暗",cht:"掉落率提升-屬性-暗"},
  2627. function:cards=>cards.filter(card=>{
  2628. const searchTypeArray = [126];
  2629. const skill = getCardActiveSkill(card, searchTypeArray);
  2630. return skill && (skill.params[0] & 0b1_0000);
  2631. }),
  2632. addition:dropOrb_Addition
  2633. },
  2634. {name:"Drop rate - Attr. - Heart",otLangName:{chs:"掉落率提升-属性-心",cht:"掉落率提升-屬性-心"},
  2635. function:cards=>cards.filter(card=>{
  2636. const searchTypeArray = [126];
  2637. const skill = getCardActiveSkill(card, searchTypeArray);
  2638. return skill && (skill.params[0] & 0b10_0000);
  2639. }),
  2640. addition:dropOrb_Addition
  2641. },
  2642. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废",cht:"掉落率提升-屬性-毒、廢"},
  2643. function:cards=>cards.filter(card=>{
  2644. const searchTypeArray = [126];
  2645. const skill = getCardActiveSkill(card, searchTypeArray);
  2646. return skill && (skill.params[0] & 0b11_1100_0000);
  2647. }),
  2648. addition:dropOrb_Addition
  2649. },
  2650. {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"},
  2651. function:cards=>cards.filter(card=>{
  2652. const searchTypeArray = [126];
  2653. const skill = getCardActiveSkill(card, searchTypeArray);
  2654. return skill && skill.params[1] >= 99;
  2655. }),
  2656. addition:dropOrb_Addition
  2657. },
  2658. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2659. function:cards=>cards.filter(card=>{
  2660. const searchTypeArray = [126];
  2661. const skill = getCardActiveSkill(card, searchTypeArray);
  2662. return skill && skill.params[3] == 100;
  2663. }),
  2664. addition:dropOrb_Addition
  2665. },
  2666. ]},
  2667. {name:"Drop Nail Orbs",otLangName:{chs:"掉落钉珠 buff",cht:"掉落釘珠 buff"},
  2668. function:cards=>{
  2669. const searchTypeArray = [226];
  2670. return cards.filter(card=>{
  2671. const skill = getCardActiveSkill(card, searchTypeArray);
  2672. return skill;
  2673. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2674. },
  2675. addition:card=>{
  2676. const searchTypeArray = [226];
  2677. const skill = getCardActiveSkill(card, searchTypeArray);
  2678. if (!skill) return;
  2679. const sk = skill.params;
  2680. const fragment = document.createDocumentFragment();
  2681. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2682. return fragment;
  2683. }
  2684. },
  2685. {name:"Drop Thorn Orbs",otLangName:{chs:"掉落荆棘 debuff",cht:"掉落荊棘 debuff"},
  2686. function:cards=>{
  2687. const searchTypeArray = [243];
  2688. return cards.filter(card=>{
  2689. const skill = getCardActiveSkill(card, searchTypeArray);
  2690. return skill;
  2691. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2692. },
  2693. addition:card=>{
  2694. const searchTypeArray = [243];
  2695. const skill = getCardActiveSkill(card, searchTypeArray);
  2696. if (!skill) return;
  2697. const sk = skill.params;
  2698. const fragment = document.createDocumentFragment();
  2699. fragment.append(createSkillIcon('orb-thorn'));
  2700. if ((sk[1] & 0b1111111111) != 1023) {
  2701. let attrs = Bin.unflags(sk[1]);
  2702. fragment.append(createOrbsList(attrs));
  2703. }
  2704. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2705. return fragment;
  2706. }
  2707. },
  2708. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2709. function:cards=>{
  2710. const searchTypeArray = [253];
  2711. return cards.filter(card=>{
  2712. const skill = getCardActiveSkill(card, searchTypeArray);
  2713. return skill;
  2714. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2715. },
  2716. addition:card=>{
  2717. const searchTypeArray = [253];
  2718. const skill = getCardActiveSkill(card, searchTypeArray);
  2719. if (!skill) return;
  2720. const sk = skill.params;
  2721. const fragment = document.createDocumentFragment();
  2722. fragment.append(createSkillIcon('prediction-falling'));
  2723. fragment.append(`×${sk[0]}T`);
  2724. return fragment;
  2725. }
  2726. },
  2727. ]},
  2728. {group:true,name:"Change all Orbs on Board",otLangName:{chs:"洗板类",cht:"洗板類"}, functions: [
  2729. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意",cht:"洗版-任意"},
  2730. function:cards=>cards.filter(card=>{
  2731. const searchTypeArray = [71];
  2732. const skill = getCardActiveSkill(card, searchTypeArray);
  2733. return skill;
  2734. }),
  2735. addition:boardChange_Addition
  2736. },
  2737. {group:true,name:"Colors Count",otLangName:{chs:"颜色数量",cht:"颜色数量"}, functions: [
  2738. {name:"To 1 color(Farm)",otLangName:{chs:"1色(花火)",cht:"1色(花火)"},
  2739. function:cards=>cards.filter(card=>{
  2740. const searchTypeArray = [71];
  2741. const skill = getCardActiveSkill(card, searchTypeArray);
  2742. return boardChange_ColorTypes(skill).length == 1;
  2743. }),
  2744. addition:boardChange_Addition
  2745. },
  2746. {name:"To 2 color",otLangName:{chs:"2色",cht:"2色"},
  2747. function:cards=>cards.filter(card=>{
  2748. const searchTypeArray = [71];
  2749. const skill = getCardActiveSkill(card, searchTypeArray);
  2750. return boardChange_ColorTypes(skill).length == 2;
  2751. }),
  2752. addition:boardChange_Addition
  2753. },
  2754. {name:"To 3 color",otLangName:{chs:"3色",cht:"3色"},
  2755. function:cards=>cards.filter(card=>{
  2756. const searchTypeArray = [71];
  2757. const skill = getCardActiveSkill(card, searchTypeArray);
  2758. return boardChange_ColorTypes(skill).length == 3;
  2759. }),
  2760. addition:boardChange_Addition
  2761. },
  2762. {name:"To 4 color",otLangName:{chs:"4色",cht:"4色"},
  2763. function:cards=>cards.filter(card=>{
  2764. const searchTypeArray = [71];
  2765. const skill = getCardActiveSkill(card, searchTypeArray);
  2766. return boardChange_ColorTypes(skill).length == 4;
  2767. }),
  2768. addition:boardChange_Addition
  2769. },
  2770. {name:"To 5 color",otLangName:{chs:"5色",cht:"5色"},
  2771. function:cards=>cards.filter(card=>{
  2772. const searchTypeArray = [71];
  2773. const skill = getCardActiveSkill(card, searchTypeArray);
  2774. return boardChange_ColorTypes(skill).length == 5;
  2775. }),
  2776. addition:boardChange_Addition
  2777. },
  2778. {name:"To ≥6 color",otLangName:{chs:"6色以上",cht:"6色以上"},
  2779. function:cards=>cards.filter(card=>{
  2780. const searchTypeArray = [71];
  2781. const skill = getCardActiveSkill(card, searchTypeArray);
  2782. return boardChange_ColorTypes(skill).length >= 6;
  2783. }),
  2784. addition:boardChange_Addition
  2785. },
  2786. ]},
  2787. {group:true,name:"Include Color",otLangName:{chs:"包含颜色",cht:"包含颜色"}, functions: [
  2788. {name:"Include Fire",otLangName:{chs:"含火",cht:"含火"},
  2789. function:cards=>cards.filter(card=>{
  2790. const searchTypeArray = [71];
  2791. const skill = getCardActiveSkill(card, searchTypeArray);
  2792. return boardChange_ColorTypes(skill).includes(0);
  2793. }),
  2794. addition:boardChange_Addition
  2795. },
  2796. {name:"Include Water",otLangName:{chs:"含水",cht:"含水"},
  2797. function:cards=>cards.filter(card=>{
  2798. const searchTypeArray = [71];
  2799. const skill = getCardActiveSkill(card, searchTypeArray);
  2800. return boardChange_ColorTypes(skill).includes(1);
  2801. }),
  2802. addition:boardChange_Addition
  2803. },
  2804. {name:"Include Wood",otLangName:{chs:"含木",cht:"含木"},
  2805. function:cards=>cards.filter(card=>{
  2806. const searchTypeArray = [71];
  2807. const skill = getCardActiveSkill(card, searchTypeArray);
  2808. return boardChange_ColorTypes(skill).includes(2);
  2809. }),
  2810. addition:boardChange_Addition
  2811. },
  2812. {name:"Include Light",otLangName:{chs:"含光",cht:"含光"},
  2813. function:cards=>cards.filter(card=>{
  2814. const searchTypeArray = [71];
  2815. const skill = getCardActiveSkill(card, searchTypeArray);
  2816. return boardChange_ColorTypes(skill).includes(3);
  2817. }),
  2818. addition:boardChange_Addition
  2819. },
  2820. {name:"Include Dark",otLangName:{chs:"含暗",cht:"含暗"},
  2821. function:cards=>cards.filter(card=>{
  2822. const searchTypeArray = [71];
  2823. const skill = getCardActiveSkill(card, searchTypeArray);
  2824. return boardChange_ColorTypes(skill).includes(4);
  2825. }),
  2826. addition:boardChange_Addition
  2827. },
  2828. {name:"Include Heart",otLangName:{chs:"含心",cht:"含心"},
  2829. function:cards=>cards.filter(card=>{
  2830. const searchTypeArray = [71];
  2831. const skill = getCardActiveSkill(card, searchTypeArray);
  2832. return boardChange_ColorTypes(skill).includes(5);
  2833. }),
  2834. addition:boardChange_Addition
  2835. },
  2836. {name:"Include Jammers/Poison",otLangName:{chs:"含毒废",cht:"含毒廢"},
  2837. function:cards=>cards.filter(card=>{
  2838. const searchTypeArray = [71];
  2839. const skill = getCardActiveSkill(card, searchTypeArray);
  2840. const colors = boardChange_ColorTypes(skill);
  2841. return colors.includes(6)
  2842. || colors.includes(7)
  2843. || colors.includes(8)
  2844. || colors.includes(9);
  2845. }),
  2846. addition:boardChange_Addition
  2847. },
  2848. ]},
  2849. ]},
  2850. {group:true,name:"Orbs Color Change",otLangName:{chs:"指定色转珠类",cht:"指定色轉珠類"}, functions: [
  2851. {group:true,name:"To Color",otLangName:{chs:"转为颜色",cht:"转为颜色"}, functions: [
  2852. {name:"To Fire",otLangName:{chs:"变为-火",cht:"變爲-火"},
  2853. function:cards=>cards.filter(card=>{
  2854. const searchTypeArray = [9,20,154];
  2855. const skills = getCardActiveSkills(card, searchTypeArray);
  2856. if (!skills.length) return false;
  2857. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2858. return parsedSkills.some(p=>p.to.includes(0));
  2859. }),
  2860. addition:changeOrbs_Addition
  2861. },
  2862. {name:"To Water",otLangName:{chs:"变为-水",cht:"變爲-水"},
  2863. function:cards=>cards.filter(card=>{
  2864. const searchTypeArray = [9,20,154];
  2865. const skills = getCardActiveSkills(card, searchTypeArray);
  2866. if (!skills.length) return false;
  2867. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2868. return parsedSkills.some(p=>p.to.includes(1));
  2869. }),
  2870. addition:changeOrbs_Addition
  2871. },
  2872. {name:"To Wood",otLangName:{chs:"变为-木",cht:"變爲-木"},
  2873. function:cards=>cards.filter(card=>{
  2874. const searchTypeArray = [9,20,154];
  2875. const skills = getCardActiveSkills(card, searchTypeArray);
  2876. if (!skills.length) return false;
  2877. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2878. return parsedSkills.some(p=>p.to.includes(2));
  2879. }),
  2880. addition:changeOrbs_Addition
  2881. },
  2882. {name:"To Light",otLangName:{chs:"变为-光",cht:"變爲-光"},
  2883. function:cards=>cards.filter(card=>{
  2884. const searchTypeArray = [9,20,154];
  2885. const skills = getCardActiveSkills(card, searchTypeArray);
  2886. if (!skills.length) return false;
  2887. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2888. return parsedSkills.some(p=>p.to.includes(3));
  2889. }),
  2890. addition:changeOrbs_Addition
  2891. },
  2892. {name:"To Dark",otLangName:{chs:"变为-暗",cht:"變爲-暗"},
  2893. function:cards=>cards.filter(card=>{
  2894. const searchTypeArray = [9,20,154];
  2895. const skills = getCardActiveSkills(card, searchTypeArray);
  2896. if (!skills.length) return false;
  2897. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2898. return parsedSkills.some(p=>p.to.includes(4));
  2899. }),
  2900. addition:changeOrbs_Addition
  2901. },
  2902. {name:"To Heal",otLangName:{chs:"变为-心",cht:"變爲-心"},
  2903. function:cards=>cards.filter(card=>{
  2904. const searchTypeArray = [9,20,154];
  2905. const skills = getCardActiveSkills(card, searchTypeArray);
  2906. if (!skills.length) return false;
  2907. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2908. return parsedSkills.some(p=>p.to.includes(5));
  2909. }),
  2910. addition:changeOrbs_Addition
  2911. },
  2912. {name:"To Jammers/Poison",otLangName:{chs:"变为-毒废",cht:"變爲-毒廢"},
  2913. function:cards=>cards.filter(card=>{
  2914. const searchTypeArray = [9,20,154];
  2915. const skills = getCardActiveSkills(card, searchTypeArray);
  2916. if (!skills.length) return false;
  2917. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2918. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2919. }),
  2920. addition:changeOrbs_Addition
  2921. },
  2922. ]},
  2923. {group:true,name:"From Color",otLangName:{chs:"转走颜色",cht:"转走颜色"}, functions: [
  2924. {name:"From Fire",otLangName:{chs:"转走-火",cht:"轉走-火"},
  2925. function:cards=>cards.filter(card=>{
  2926. const searchTypeArray = [9,20,154];
  2927. const skills = getCardActiveSkills(card, searchTypeArray);
  2928. if (!skills.length) return false;
  2929. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2930. return parsedSkills.some(p=>p.from.includes(0));
  2931. }),
  2932. addition:changeOrbs_Addition
  2933. },
  2934. {name:"From Water",otLangName:{chs:"转走-水",cht:"轉走-水"},
  2935. function:cards=>cards.filter(card=>{
  2936. const searchTypeArray = [9,20,154];
  2937. const skills = getCardActiveSkills(card, searchTypeArray);
  2938. if (!skills.length) return false;
  2939. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2940. return parsedSkills.some(p=>p.from.includes(1));
  2941. }),
  2942. addition:changeOrbs_Addition
  2943. },
  2944. {name:"From Wood",otLangName:{chs:"转走-木",cht:"轉走-木"},
  2945. function:cards=>cards.filter(card=>{
  2946. const searchTypeArray = [9,20,154];
  2947. const skills = getCardActiveSkills(card, searchTypeArray);
  2948. if (!skills.length) return false;
  2949. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2950. return parsedSkills.some(p=>p.from.includes(2));
  2951. }),
  2952. addition:changeOrbs_Addition
  2953. },
  2954. {name:"From Light",otLangName:{chs:"转走-光",cht:"轉走-光"},
  2955. function:cards=>cards.filter(card=>{
  2956. const searchTypeArray = [9,20,154];
  2957. const skills = getCardActiveSkills(card, searchTypeArray);
  2958. if (!skills.length) return false;
  2959. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2960. return parsedSkills.some(p=>p.from.includes(3));
  2961. }),
  2962. addition:changeOrbs_Addition
  2963. },
  2964. {name:"From Dark",otLangName:{chs:"转走-暗",cht:"轉走-暗"},
  2965. function:cards=>cards.filter(card=>{
  2966. const searchTypeArray = [9,20,154];
  2967. const skills = getCardActiveSkills(card, searchTypeArray);
  2968. if (!skills.length) return false;
  2969. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2970. return parsedSkills.some(p=>p.from.includes(4));
  2971. }),
  2972. addition:changeOrbs_Addition
  2973. },
  2974. {name:"From Heart",otLangName:{chs:"转走-心",cht:"轉走-心"},
  2975. function:cards=>cards.filter(card=>{
  2976. const searchTypeArray = [9,20,154];
  2977. const skills = getCardActiveSkills(card, searchTypeArray);
  2978. if (!skills.length) return false;
  2979. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2980. return parsedSkills.some(p=>p.from.includes(5));
  2981. }),
  2982. addition:changeOrbs_Addition
  2983. },
  2984. {name:"From Jammers/Poison",otLangName:{chs:"转走-毒废",cht:"轉走-毒廢"},
  2985. function:cards=>cards.filter(card=>{
  2986. const searchTypeArray = [9,20,154];
  2987. const skills = getCardActiveSkills(card, searchTypeArray);
  2988. if (!skills.length) return false;
  2989. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2990. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2991. }),
  2992. addition:changeOrbs_Addition
  2993. },
  2994. ]},
  2995. ]},
  2996. {group:true,name:"Random Create Orbs",otLangName:{chs:"随机产珠类",cht:"隨機產珠類"}, functions: [
  2997. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  2998. function:cards=>cards.filter(card=>{
  2999. function is1515(sk)
  3000. {
  3001. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  3002. }
  3003. const searchTypeArray = [141];
  3004. const skill = getCardActiveSkill(card, searchTypeArray);
  3005. return skill && is1515(skill.params);
  3006. }),
  3007. addition:generateOrbs_Addition
  3008. },
  3009. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  3010. function:cards=>cards.filter(card=>{
  3011. function is30(sk)
  3012. {
  3013. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  3014. }
  3015. const searchTypeArray = [141];
  3016. const skill = getCardActiveSkill(card, searchTypeArray);
  3017. return skill && is30(skill.params);
  3018. }),
  3019. addition:generateOrbs_Addition
  3020. },
  3021. {group:true,name:"Orb Color",otLangName:{chs:"生成颜色",cht:"生成颜色"}, functions: [
  3022. {name:"6 color Orbs",otLangName:{chs:"6色",cht:"6色"},
  3023. function:cards=>cards.filter(card=>{
  3024. const gens = generateOrbsParse(card);
  3025. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  3026. }),
  3027. addition:generateOrbs_Addition
  3028. },
  3029. {name:"Fire Orbs",otLangName:{chs:"火",cht:"火"},
  3030. function:cards=>cards.filter(card=>{
  3031. const gens = generateOrbsParse(card);
  3032. return gens.some(gen=>gen.to & 0b000001);
  3033. }),
  3034. addition:generateOrbs_Addition
  3035. },
  3036. {name:"Water Orbs",otLangName:{chs:"水",cht:"水"},
  3037. function:cards=>cards.filter(card=>{
  3038. const gens = generateOrbsParse(card);
  3039. return gens.some(gen=>gen.to & 0b000010);
  3040. }),
  3041. addition:generateOrbs_Addition
  3042. },
  3043. {name:"Wood Orbs",otLangName:{chs:"木",cht:"木"},
  3044. function:cards=>cards.filter(card=>{
  3045. const gens = generateOrbsParse(card);
  3046. return gens.some(gen=>gen.to & 0b000100);
  3047. }),
  3048. addition:generateOrbs_Addition
  3049. },
  3050. {name:"Light Orbs",otLangName:{chs:"光",cht:"光"},
  3051. function:cards=>cards.filter(card=>{
  3052. const gens = generateOrbsParse(card);
  3053. return gens.some(gen=>gen.to & 0b001000);
  3054. }),
  3055. addition:generateOrbs_Addition
  3056. },
  3057. {name:"Dark Orbs",otLangName:{chs:"暗",cht:"暗"},
  3058. function:cards=>cards.filter(card=>{
  3059. const gens = generateOrbsParse(card);
  3060. return gens.some(gen=>gen.to & 0b010000);
  3061. }),
  3062. addition:generateOrbs_Addition
  3063. },
  3064. {name:"Heart Orbs",otLangName:{chs:"心",cht:"心"},
  3065. function:cards=>cards.filter(card=>{
  3066. const gens = generateOrbsParse(card);
  3067. return gens.some(gen=>gen.to & 0b100000);
  3068. }),
  3069. addition:generateOrbs_Addition
  3070. },
  3071. {name:"Jammers/Poison Orbs",otLangName:{chs:"毒废",cht:"毒廢"},
  3072. function:cards=>cards.filter(card=>{
  3073. const gens = generateOrbsParse(card);
  3074. return gens.some(gen=>gen.to & 0b1111000000);
  3075. }),
  3076. addition:generateOrbs_Addition
  3077. },
  3078. ]},
  3079. ]},
  3080. {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: [
  3081. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3082. function:cards=>cards.filter(card=>{
  3083. const searchTypeArray = [176];
  3084. const skill = getCardActiveSkill(card, searchTypeArray);
  3085. return skill;
  3086. }),
  3087. addition:card=>{
  3088. const searchTypeArray = [176];
  3089. const skills = getCardActiveSkills(card, searchTypeArray);
  3090. if (!skills.length) return;
  3091. const fragment = document.createDocumentFragment();
  3092. fragment.appendChild(document.createTextNode(`形状`));
  3093. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3094. return fragment;
  3095. }
  3096. },
  3097. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3098. function:cards=>cards.filter(card=>{
  3099. function isOuterEdges(sk)
  3100. {
  3101. const baseLineNum1 = 0b111111;
  3102. const baseLineNum2 = 0b100001;
  3103. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3104. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3105. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3106. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3107. shapeThisRowOk(sk[4], baseLineNum1);
  3108. }
  3109. const searchTypeArray = [176];
  3110. const skill = getCardActiveSkill(card, searchTypeArray);
  3111. return skill && isOuterEdges(skill.params);
  3112. }),
  3113. addition:card=>{
  3114. const searchTypeArray = [176];
  3115. const skill = getCardActiveSkill(card, searchTypeArray);
  3116. if (!skill) return;
  3117. const sk = skill.params;
  3118. const fragment = document.createDocumentFragment();
  3119. fragment.appendChild(document.createTextNode(`外圈`));
  3120. fragment.appendChild(createOrbsList(sk[5]));
  3121. return fragment;
  3122. }
  3123. },
  3124. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3125. function:cards=>cards.filter(card=>{
  3126. function is3x3(sk)
  3127. {
  3128. const baseLineNum = 0b111;
  3129. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3130. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3131. {
  3132. lineNumArr.push(_lineNum);
  3133. }
  3134. for (let ri=0; ri<3; ri++)
  3135. {
  3136. //搜索所有可能的行存在
  3137. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3138. if (maybeLineNum.length < 1) continue;
  3139. maybeLineNum = maybeLineNum.filter(lineNum=>
  3140. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3141. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3142. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3143. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3144. );
  3145. if (maybeLineNum.length > 0) return true;
  3146. }
  3147. return false;
  3148. }
  3149. const searchTypeArray = [176];
  3150. const skill = getCardActiveSkill(card, searchTypeArray);
  3151. return skill && is3x3(skill.params.slice(0,5));
  3152. }),
  3153. addition:card=>{
  3154. const searchTypeArray = [176];
  3155. const skill = getCardActiveSkill(card, searchTypeArray);
  3156. if (!skill) return;
  3157. const sk = skill.params;
  3158. const fragment = document.createDocumentFragment();
  3159. fragment.appendChild(document.createTextNode(`3×3`));
  3160. fragment.appendChild(createOrbsList(sk[5]));
  3161. return fragment;
  3162. }
  3163. },
  3164. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3165. function:cards=>cards.filter(card=>{
  3166. const searchTypeArray = [176];
  3167. const skills = getCardActiveSkills(card, searchTypeArray);
  3168. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3169. }),
  3170. addition:function(card){
  3171. const searchTypeArray = [176];
  3172. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3173. if (!skills.length) return;
  3174. const fragment = document.createDocumentFragment();
  3175. fragment.appendChild(document.createTextNode(`十字`));
  3176. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3177. return fragment;
  3178. },
  3179. },
  3180. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3181. function:cards=>cards.filter(card=>{
  3182. const searchTypeArray = [176];
  3183. const skills = getCardActiveSkills(card, searchTypeArray);
  3184. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3185. }),
  3186. addition:function(card){
  3187. const searchTypeArray = [176];
  3188. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3189. if (!skills.length) return;
  3190. const fragment = document.createDocumentFragment();
  3191. fragment.appendChild(document.createTextNode(`L字`));
  3192. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3193. return fragment;
  3194. },
  3195. },
  3196. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3197. function:cards=>cards.filter(card=>{
  3198. const searchTypeArray = [127];
  3199. const skill = getCardActiveSkill(card, searchTypeArray);
  3200. return skill;
  3201. }),
  3202. addition:generateColumnOrbs_Addition
  3203. },
  3204. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3205. function:cards=>cards.filter(card=>{
  3206. function isHeart(sk)
  3207. {
  3208. for (let i=1;i<sk.length;i+=2)
  3209. {
  3210. if (sk[i] & 32)
  3211. {
  3212. return true;
  3213. }
  3214. }
  3215. }
  3216. const searchTypeArray = [127];
  3217. const skill = getCardActiveSkill(card, searchTypeArray);
  3218. return skill && isHeart(skill.params);
  3219. }),
  3220. addition:generateColumnOrbs_Addition
  3221. },
  3222. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3223. function:cards=>cards.filter(card=>{
  3224. const searchTypeArray = [128];
  3225. const skill = getCardActiveSkill(card, searchTypeArray);
  3226. return skill;
  3227. }),
  3228. addition:generateRowOrbs_Addition
  3229. },
  3230. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3231. function:cards=>cards.filter(card=>{
  3232. const searchTypeArray = [128];
  3233. const skill = getCardActiveSkill(card, searchTypeArray);
  3234. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3235. }),
  3236. addition:generateRowOrbs_Addition
  3237. },
  3238. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3239. function:cards=>cards.filter(card=>{
  3240. const searchTypeArray = [128];
  3241. const skill = getCardActiveSkill(card, searchTypeArray);
  3242. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3243. }),
  3244. addition:generateRowOrbs_Addition
  3245. },
  3246. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3247. function:cards=>cards.filter(card=>{
  3248. const searchTypeArray = [128];
  3249. const skill = getCardActiveSkill(card, searchTypeArray);
  3250. return skill && ((skill.params[0] | skill.params[2]) & 0b1110);
  3251. }),
  3252. addition:generateRowOrbs_Addition
  3253. },
  3254. {name:"Extensive horizontal(Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3255. function:cards=>cards.filter(card=>{
  3256. const searchTypeArray = [128,71,176];
  3257. function isRow(skill)
  3258. {
  3259. const sk = skill.params;
  3260. if (skill.type === 128) {//普通横
  3261. return true;
  3262. }
  3263. else if (skill.type === 71) {//花火
  3264. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3265. }
  3266. else if (skill.type === 176) {//特殊形状
  3267. return sk.some(n=>(n & 0b111111) === 0b111111)
  3268. }
  3269. return false;
  3270. }
  3271. const skill = getCardActiveSkill(card, searchTypeArray);
  3272. return skill && isRow(skill);
  3273. })
  3274. },
  3275. ]},
  3276. {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: [
  3277. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3278. function:cards=>{
  3279. const searchTypeArray = [6, 161, 261];
  3280. return cards.filter(card=>{
  3281. const skill = getCardActiveSkill(card, searchTypeArray);
  3282. return skill;
  3283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3284. },
  3285. addition: gravity_Addition
  3286. },
  3287. {name:"Current HP",otLangName:{chs:"敌人当前血量",cht:"敵人當前血量"},
  3288. function:cards=>{
  3289. const searchTypeArray = [6, 261];
  3290. return cards.filter(card=>{
  3291. const skill = getCardActiveSkill(card, searchTypeArray);
  3292. return skill;
  3293. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3294. },
  3295. addition: gravity_Addition
  3296. },
  3297. {name:"Max HP",otLangName:{chs:"敌人最大血量",cht:"敵人最大血量"},
  3298. function:cards=>{
  3299. const searchTypeArray = [161];
  3300. return cards.filter(card=>{
  3301. const skill = getCardActiveSkill(card, searchTypeArray);
  3302. return skill;
  3303. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3304. },
  3305. addition: gravity_Addition
  3306. },
  3307. {name:"Breaking Shield",otLangName:{chs:"破白盾",cht:"破白盾"},
  3308. function:cards=>{
  3309. const searchTypeArray = [259];
  3310. return cards.filter(card=>{
  3311. const skill = getCardActiveSkill(card, searchTypeArray);
  3312. return skill;
  3313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3314. },
  3315. addition:card=>{
  3316. const searchTypeArray = [259];
  3317. const skill = getCardActiveSkill(card, searchTypeArray);
  3318. if (!skill) return;
  3319. const sk = skill.params;
  3320. const fragment = document.createDocumentFragment();
  3321. fragment.appendChild(createSkillIcon('breaking-shield'));
  3322. fragment.append(`-${sk[0]}%`);
  3323. return fragment;
  3324. }
  3325. },
  3326. ]},
  3327. {group:true,name:"Damage Enemy - Fixed damage",otLangName:{chs:"对敌直接伤害类-固伤",cht:"對敵直接傷害類-固傷"}, functions: [
  3328. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3329. function:cards=>{
  3330. const searchTypeArray = [55,188,56];
  3331. return cards.filter(card=>{
  3332. const skill = getCardActiveSkill(card, searchTypeArray);
  3333. return skill;
  3334. }).sort((a,b)=>{
  3335. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3336. 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);
  3337. return a_pC - b_pC;
  3338. });
  3339. },
  3340. addition:dixedDamage_Addition
  3341. },
  3342. {name:"Single",otLangName:{chs:"单体",cht:"單體"},
  3343. function:cards=>{
  3344. const searchTypeArray = [55,188];
  3345. return cards.filter(card=>{
  3346. const skill = getCardActiveSkill(card, searchTypeArray);
  3347. return skill;
  3348. }).sort((a,b)=>{
  3349. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3350. 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);
  3351. return a_pC - b_pC;
  3352. });
  3353. },
  3354. addition:dixedDamage_Addition
  3355. },
  3356. {name:"Mass",otLangName:{chs:"全体",cht:"全體"},
  3357. function:cards=>{
  3358. const searchTypeArray = [56];
  3359. return cards.filter(card=>{
  3360. const skill = getCardActiveSkill(card, searchTypeArray);
  3361. return skill;
  3362. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3363. },
  3364. addition:dixedDamage_Addition
  3365. },
  3366. ]},
  3367. {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: [
  3368. {group:true,name:"Target",otLangName:{chs:"对象",cht:"對象"}, functions: [
  3369. {name:"Target - Single",otLangName:{chs:"对象-敌方单体",cht:"對象-敵方單體"},
  3370. function:cards=>cards.filter(card=>{
  3371. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3372. function isSingle(skill)
  3373. {
  3374. if (skill.type == 110)
  3375. return Boolean(skill.params[0]);
  3376. else if (skill.type == 144)
  3377. return Boolean(skill.params[2]);
  3378. else
  3379. return true;
  3380. }
  3381. const skill = getCardActiveSkill(card, searchTypeArray);
  3382. return skill && isSingle(skill);
  3383. }),
  3384. addition: numericalATK_Addition
  3385. },
  3386. {name:"Target - Mass",otLangName:{chs:"对象-敌方全体",cht:"對象-敵方全體"},
  3387. function:cards=>cards.filter(card=>{
  3388. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3389. function isAll(skill)
  3390. {
  3391. if (skill.type == 110)
  3392. return !Boolean(skill.params[0]);
  3393. else if (skill.type == 144)
  3394. return !Boolean(skill.params[2]);
  3395. else
  3396. return true;
  3397. }
  3398. const skill = getCardActiveSkill(card, searchTypeArray);
  3399. return skill && skill.id!=0 && isAll(skill);
  3400. }),
  3401. addition: numericalATK_Addition
  3402. },
  3403. {name:"Target - Designate Attr",otLangName:{chs:"对象-指定属性敌人",cht:"對象-指定屬性敵人"},
  3404. function:cards=>cards.filter(card=>{
  3405. const searchTypeArray = [42];
  3406. const skill = getCardActiveSkill(card, searchTypeArray);
  3407. return skill;
  3408. })
  3409. },
  3410. ]},
  3411. {group:true,name:"Attribute",otLangName:{chs:"属性",cht:"屬性"}, functions: [
  3412. {name:"Actors self attr.",otLangName:{chs:"释放者自身属性",cht:"釋放者自身屬性"},
  3413. function:cards=>cards.filter(card=>{
  3414. const searchTypeArray = [2,35];
  3415. const skill = getCardActiveSkill(card, searchTypeArray);
  3416. return skill;
  3417. })
  3418. },
  3419. ]},
  3420. {group:true,name:"Damage",otLangName:{chs:"伤害",cht:"傷害"}, functions: [
  3421. {name:"Damage - Rate by Actors self ATK",otLangName:{chs:"伤害-自身攻击倍率",cht:"傷害-自身攻擊倍率"},
  3422. function:cards=>cards.filter(card=>{
  3423. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3424. const skill = getCardActiveSkill(card, searchTypeArray);
  3425. return skill && skill.id!=0;
  3426. }).sort((a,b)=>{
  3427. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3428. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3429. function getNumber(skill)
  3430. {
  3431. const sk = skill.params;
  3432. switch(skill.type)
  3433. {
  3434. case 0:
  3435. case 37:
  3436. case 58:
  3437. case 59:
  3438. case 84:
  3439. case 85:
  3440. case 115:
  3441. return sk[1];
  3442. case 2:
  3443. case 35:
  3444. return sk[0];
  3445. default:
  3446. return 0;
  3447. }
  3448. }
  3449. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3450. return a_pC - b_pC;
  3451. }),
  3452. addition: numericalATK_Addition
  3453. },
  3454. {name:"Damage - Fixed Attr Number",otLangName:{chs:"伤害-指定属性数值",cht:"傷害-指定屬性數值"},
  3455. function:cards=>cards.filter(card=>{
  3456. const searchTypeArray = [1,42,86,87];
  3457. const skill = getCardActiveSkill(card, searchTypeArray);
  3458. return skill;
  3459. }).sort((a,b)=>{
  3460. const searchTypeArray = [1,42,86,87];
  3461. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3462. function getNumber(skill)
  3463. {
  3464. const sk = skill.params;
  3465. switch(skill.type)
  3466. {
  3467. case 1:
  3468. case 86:
  3469. case 87:
  3470. return sk[1];
  3471. case 42:
  3472. return sk[2];
  3473. default:
  3474. return 0;
  3475. }
  3476. }
  3477. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3478. return a_pC - b_pC;
  3479. }),
  3480. addition: numericalATK_Addition
  3481. },
  3482. {name:"Damage - By remaining HP",otLangName:{chs:"伤害-根据剩余血量",cht:"傷害-根據剩餘血量"},
  3483. function:cards=>{
  3484. const searchTypeArray = [110];
  3485. return cards.filter(card=>{
  3486. const skill = getCardActiveSkill(card, searchTypeArray);
  3487. return skill;
  3488. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3489. },
  3490. addition: numericalATK_Addition
  3491. },
  3492. {name:"Damage - Team total HP",otLangName:{chs:"伤害-队伍总 HP",cht:"傷害-隊伍總 HP"},
  3493. function:cards=>{
  3494. const searchTypeArray = [143];
  3495. return cards.filter(card=>{
  3496. const skill = getCardActiveSkill(card, searchTypeArray);
  3497. return skill;
  3498. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3499. },
  3500. addition: numericalATK_Addition
  3501. },
  3502. {name:"Damage - Team attrs ATK",otLangName:{chs:"伤害-队伍某属性总攻击",cht:"傷害-隊伍某屬性總攻擊"},
  3503. function:cards=>{
  3504. const searchTypeArray = [144];
  3505. return cards.filter(card=>{
  3506. const skill = getCardActiveSkill(card, searchTypeArray);
  3507. return skill;
  3508. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3509. },
  3510. addition: numericalATK_Addition
  3511. },
  3512. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3513. function:cards=>cards.filter(card=>{
  3514. const searchTypeArray = [35,115];
  3515. const skill = getCardActiveSkill(card, searchTypeArray);
  3516. return skill;
  3517. })
  3518. },
  3519. ]},
  3520. ]},
  3521. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3522. function:cards=>cards.filter(card=>{
  3523. if (card.activeSkillId == 0) return false;
  3524. let skill = Skills[card.activeSkillId];
  3525. //如果是单向进化类技能,也获取最后一次技能
  3526. if (skill.type == 232) skill = Skills[skill.params[skill.params.length-1]];
  3527. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3528. })
  3529. },
  3530. {name:"Time pause",otLangName:{chs:"时间暂停",cht:"時間暫停"},
  3531. function:cards=>{
  3532. const searchTypeArray = [5, 246, 247];
  3533. return cards.filter(card=>{
  3534. const skill = getCardActiveSkill(card, searchTypeArray);
  3535. return skill;
  3536. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3537. },
  3538. addition:card=>{
  3539. const searchTypeArray = [5, 246, 247];
  3540. const skill = getCardActiveSkill(card, searchTypeArray);
  3541. if (!skill) return;
  3542. const value = skill.params[0];
  3543. return `时停${value}s`;
  3544. }
  3545. },
  3546. {name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3547. function:cards=>cards.filter(card=>{
  3548. const searchTypeArray = [118];
  3549. const skill = getCardActiveSkill(card, searchTypeArray);
  3550. return skill;
  3551. })
  3552. },
  3553. {name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3554. function:cards=>cards.filter(card=>{
  3555. const searchTypeArray = [232, 233];
  3556. const skill = getCardActiveSkill(card, searchTypeArray);
  3557. return skill;
  3558. }),
  3559. addition:card=>{
  3560. const searchTypeArray = [232, 233];
  3561. const skill = getCardActiveSkill(card, searchTypeArray);
  3562. if (!skill) return;
  3563. const value = skill.params[0];
  3564. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3565. }
  3566. },
  3567. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3568. function:cards=>cards.filter(card=>{
  3569. const searchTypeArray = [225];
  3570. const skill = getCardActiveSkill(card, searchTypeArray);
  3571. return skill;
  3572. }),
  3573. addition:card=>{
  3574. const searchTypeArray = [225];
  3575. const skill = getCardActiveSkill(card, searchTypeArray);
  3576. if (!skill) return;
  3577. const sk = skill.params;
  3578. let strArr = [];
  3579. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3580. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3581. return `HP ${strArr.join(" ")}`;
  3582. }
  3583. },
  3584. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3585. function:cards=>cards.filter(card=>{
  3586. const searchTypeArray = [234];
  3587. const skill = getCardActiveSkill(card, searchTypeArray);
  3588. return skill;
  3589. }),
  3590. addition:card=>{
  3591. const searchTypeArray = [234];
  3592. const skill = getCardActiveSkill(card, searchTypeArray);
  3593. if (!skill) return;
  3594. const sk = skill.params;
  3595. let strArr = [];
  3596. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3597. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3598. return `层 ${strArr.join(" ")}`;
  3599. }
  3600. },
  3601. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3602. function:cards=>{
  3603. const searchTypeArray = [248];
  3604. return cards.filter(card=>{
  3605. const skill = getCardActiveSkill(card, searchTypeArray);
  3606. return skill;
  3607. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3608. },
  3609. addition:card=>{
  3610. const searchTypeArray = [248];
  3611. const skill = getCardActiveSkill(card, searchTypeArray);
  3612. if (!skill) return;
  3613. const sk = skill.params;
  3614. return `延迟${sk[0]}T`;
  3615. }
  3616. },
  3617. {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"},
  3618. function:cards=>cards.filter(card=>{
  3619. const searchTypeArray = [255];
  3620. const skill = getCardActiveSkill(card, searchTypeArray);
  3621. return skill;
  3622. }),
  3623. addition:card=>{
  3624. const searchTypeArray = [255];
  3625. const skill = getCardActiveSkill(card, searchTypeArray);
  3626. if (!skill) return;
  3627. const sk = skill.params;
  3628. const fragment = document.createDocumentFragment();
  3629. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3630. return fragment;
  3631. }
  3632. },
  3633. ]},
  3634. {group:true,name:"Leader Skills",otLangName:{chs:"队长技",cht:"隊長技"}, functions: [
  3635. {group:true,name:"Matching Style",otLangName:{chs:"匹配模式",cht:"匹配模式"}, functions: [
  3636. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3637. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3638. },
  3639. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3640. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3641. },
  3642. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3643. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3644. },
  3645. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3646. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3647. },
  3648. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3649. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3650. },
  3651. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3652. function:cards=>cards.filter(card=>{
  3653. const searchTypeArray = [150];
  3654. const skill = getCardLeaderSkill(card, searchTypeArray);
  3655. return skill;
  3656. })
  3657. },
  3658. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3659. function:cards=>cards.filter(card=>{
  3660. const searchTypeArray = [151,209];
  3661. const skill = getCardLeaderSkill(card, searchTypeArray);
  3662. return skill;
  3663. })
  3664. },
  3665. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3666. function:cards=>cards.filter(card=>{
  3667. const searchTypeArray = [157];
  3668. const skill = getCardLeaderSkill(card, searchTypeArray);
  3669. return skill;
  3670. })
  3671. },
  3672. {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"},
  3673. function:cards=>{
  3674. const searchTypeArray = [235];
  3675. return cards.filter(card=>{
  3676. const skill = getCardLeaderSkill(card, searchTypeArray);
  3677. if (!skill) return false;
  3678. const sk = skill.params;
  3679. if (!sk[3] || sk[3] === 100) return false;
  3680. return skill;
  3681. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3682. },
  3683. addition:card=>{
  3684. const searchTypeArray = [235];
  3685. const skill = getCardLeaderSkill(card, searchTypeArray);
  3686. if (!skill) return;
  3687. const sk = skill.params;
  3688. if (!sk[3] || sk[3] === 100) return;
  3689. const fragment = document.createDocumentFragment();
  3690. const sup = document.createElement("sup");
  3691. sup.textContent = "N";
  3692. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3693. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3694. if (sk[1]) {
  3695. fragment.append(`×≥${sk[1]}`);
  3696. } else {
  3697. fragment.append(`×${sk[2]}`);
  3698. }
  3699. return fragment;
  3700. }
  3701. },
  3702. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3703. function:cards=>cards.filter(card=>{
  3704. const searchTypeArray = [177];
  3705. const skill = getCardLeaderSkill(card, searchTypeArray);
  3706. return skill?.params[5];
  3707. })
  3708. },
  3709. ]},
  3710. {group:true,name:"Restriction/Bind",otLangName:{chs:"限制",cht:"限制"}, functions: [
  3711. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3712. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3713. },
  3714. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3715. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3716. },
  3717. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3718. function:cards=>cards.filter(card=>{
  3719. const searchTypeArray = [162,186];
  3720. const skill = getCardLeaderSkill(card, searchTypeArray);
  3721. return skill;
  3722. })
  3723. },
  3724. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3725. function:cards=>cards.filter(card=>{
  3726. const searchTypeArray = [163,177];
  3727. const skill = getCardLeaderSkill(card, searchTypeArray);
  3728. return skill;
  3729. })
  3730. },
  3731. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3732. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3733. },
  3734. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3735. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3736. },
  3737. {name:"Unable to less match",otLangName:{chs:"要求长串消除",cht:"要求長串消除"},
  3738. function:cards=>{
  3739. const searchTypeArray = [158];
  3740. return cards.filter(card=>{
  3741. const skill = getCardLeaderSkill(card, searchTypeArray);
  3742. return skill;
  3743. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3744. },
  3745. addition:card=>{
  3746. const searchTypeArray = [158];
  3747. const skill = getCardLeaderSkill(card, searchTypeArray);
  3748. const value = skill.params[0];
  3749. return `≥${value}珠`;
  3750. }
  3751. },
  3752. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3753. function:cards=>cards.filter(card=>{
  3754. const searchTypeArray = [125];
  3755. const skill = getCardLeaderSkill(card, searchTypeArray);
  3756. return skill;
  3757. }),
  3758. addition:card=>{
  3759. const searchTypeArray = [125];
  3760. const skill = getCardLeaderSkill(card, searchTypeArray);
  3761. if (!skill) return;
  3762. const sk = skill.params;
  3763. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3764. }
  3765. },
  3766. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3767. function:cards=>cards.filter(card=>{
  3768. const searchTypeArray = [175];
  3769. const skill = getCardLeaderSkill(card, searchTypeArray);
  3770. return skill;
  3771. }),
  3772. addition:card=>{
  3773. const searchTypeArray = [175];
  3774. const skill = getCardLeaderSkill(card, searchTypeArray);
  3775. if (!skill) return;
  3776. const sk = skill.params;
  3777. return `合作:${sk[0]}`;
  3778. }
  3779. },
  3780. {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"},
  3781. function:cards=>cards.filter(card=>{
  3782. const searchTypeArray = [203];
  3783. const skill = getCardLeaderSkill(card, searchTypeArray);
  3784. return skill;
  3785. })
  3786. },
  3787. {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"},
  3788. function:cards=>cards.filter(card=>{
  3789. const searchTypeArray = [229];
  3790. const skill = getCardLeaderSkill(card, searchTypeArray);
  3791. return skill;
  3792. }),
  3793. addition:card=>{
  3794. const searchTypeArray = [229];
  3795. const skill = getCardLeaderSkill(card, searchTypeArray);
  3796. if (!skill) return;
  3797. const sk = skill.params;
  3798. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  3799. const fragment = document.createDocumentFragment();
  3800. if (attrs.length)
  3801. fragment.appendChild(createOrbsList(attrs));
  3802. if (types.length)
  3803. fragment.appendChild(createTypesList(types));
  3804. return fragment;
  3805. }
  3806. },
  3807. {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"},
  3808. function:cards=>cards.filter(card=>{
  3809. const searchTypeArray = [217];
  3810. const skill = getCardLeaderSkill(card, searchTypeArray);
  3811. return skill;
  3812. }),
  3813. addition:card=>{
  3814. const searchTypeArray = [217];
  3815. const skill = getCardLeaderSkill(card, searchTypeArray);
  3816. if (!skill) return;
  3817. const sk = skill.params;
  3818. return `★≤${sk[0]}`;
  3819. }
  3820. },
  3821. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3822. function:cards=>cards.filter(card=>{
  3823. const searchTypeArray = [245];
  3824. const skill = getCardLeaderSkill(card, searchTypeArray);
  3825. return skill;
  3826. }),
  3827. addition:card=>{
  3828. const searchTypeArray = [245];
  3829. const skill = getCardLeaderSkill(card, searchTypeArray);
  3830. if (!skill) return;
  3831. const sk = skill.params;
  3832. switch (sk[0]) {
  3833. case -1:
  3834. return `★各不相同`;
  3835. case -2:
  3836. return `★全部相同`;
  3837. default:
  3838. return `★全为${sk[0]}`;
  3839. }
  3840. }
  3841. },
  3842. ]},
  3843. {group:true,name:"Extra Effects",otLangName:{chs:"附加效果",cht:"附加效果"}, functions: [
  3844. {name:"Fixed damage inflicts",otLangName:{chs:"队长技固伤追击",cht:"隊長技固傷追擊"},
  3845. function:cards=>{
  3846. return cards.filter(card=>{
  3847. return getSkillFixedDamage(card) > 0;
  3848. }).sort((a,b)=>{
  3849. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3850. return a_pC - b_pC;
  3851. });
  3852. },
  3853. addition:card=>{
  3854. const value = getSkillFixedDamage(card);
  3855. if (value <= 0 ) return;
  3856. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3857. let skill;
  3858. if (skill = getCardLeaderSkill(card, [235])) {
  3859. nodeArr.push("/");
  3860. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3861. nodeArr.push(`×${skill.params[2]}`);
  3862. }
  3863. return nodeArr.nodeJoin();
  3864. }
  3865. },
  3866. {name:"Adds combo",otLangName:{chs:"队长技+C",cht:"隊長技+C"},
  3867. function:cards=>{
  3868. return cards.filter(card=>{
  3869. return getSkillAddCombo(card) > 0;
  3870. }).sort((a,b)=>{
  3871. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3872. return a_pC - b_pC;
  3873. });
  3874. },
  3875. addition:card=>{
  3876. const value = getSkillAddCombo(card);
  3877. if (value <= 0 ) return;
  3878. let nodeArr = [`+${value.bigNumberToString()}C`];
  3879. let skill;
  3880. if (skill = getCardLeaderSkill(card, [210])) {
  3881. nodeArr.push("/十字");
  3882. } else if (skill = getCardLeaderSkill(card, [235])) {
  3883. nodeArr.push("/");
  3884. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3885. nodeArr.push(`×${skill.params[2]}`);
  3886. }
  3887. return nodeArr.nodeJoin();
  3888. }
  3889. },
  3890. {name:"Move time changes",otLangName:{chs:"队长技加/减秒",cht:"隊長技加/減秒"},
  3891. function:cards=>{
  3892. const searchTypeArray = [15,185];
  3893. return cards.filter(card=>{
  3894. const skill = getCardLeaderSkill(card, searchTypeArray);
  3895. return skill;
  3896. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3897. },
  3898. addition:card=>{
  3899. const searchTypeArray = [15,185];
  3900. const skill = getCardLeaderSkill(card, searchTypeArray);
  3901. if (!skill) return;
  3902. const value = skill.params[0];
  3903. return `${value > 0 ? "+" : ""}${value/100}s`;
  3904. }
  3905. },
  3906. {name:"Fixed move time",otLangName:{chs:"固定操作时间",cht:"固定操作時間"},
  3907. function:cards=>{
  3908. const searchTypeArray = [178];
  3909. return cards.filter(card=>{
  3910. const skill = getCardLeaderSkill(card, searchTypeArray);
  3911. return skill;
  3912. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3913. },
  3914. addition:card=>{
  3915. const searchTypeArray = [178];
  3916. const skill = getCardLeaderSkill(card, searchTypeArray);
  3917. if (!skill) return;
  3918. const value = skill.params[0];
  3919. return `固定${value}s`;
  3920. }
  3921. },
  3922. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3923. function:cards=>cards.filter(card=>{
  3924. const searchTypeArray = [213];
  3925. const skill = getCardLeaderSkill(card, searchTypeArray);
  3926. return skill;
  3927. }),
  3928. addition:card=>{
  3929. const searchTypeArray = [213];
  3930. const skill = getCardLeaderSkill(card, searchTypeArray);
  3931. if (!skill) return;
  3932. const sk = skill.params;
  3933. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  3934. const fragment = document.createDocumentFragment();
  3935. if (attrs.length)
  3936. fragment.appendChild(createOrbsList(attrs));
  3937. if (types.length)
  3938. fragment.appendChild(createTypesList(types));
  3939. fragment.appendChild(document.createTextNode(`:+`));
  3940. if (awakenings.length)
  3941. fragment.appendChild(creatAwokenList(awakenings));
  3942. return fragment;
  3943. }
  3944. },
  3945. {name:"Bonus attack when matching Orbs",otLangName:{chs:"消除宝珠时计算防御的追打",cht:"消除寶珠時計算防禦的追打"},
  3946. function:cards=>{
  3947. const searchTypeArray = [12];
  3948. return cards.filter(card=>{
  3949. const skill = getCardLeaderSkill(card, searchTypeArray);
  3950. return skill;
  3951. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3952. },
  3953. addition:card=>{
  3954. const searchTypeArray = [12];
  3955. const skill = getCardLeaderSkill(card, searchTypeArray);
  3956. if (!skill) return;
  3957. const value = skill.params[0];
  3958. return `攻击×${(value/100).bigNumberToString()}倍`;
  3959. }
  3960. },
  3961. {name:"Recovers HP when matching Orbs",otLangName:{chs:"消除宝珠时回血",cht:"消除寶珠時回血"},
  3962. function:cards=>{
  3963. const searchTypeArray = [13];
  3964. return cards.filter(card=>{
  3965. const skill = getCardLeaderSkill(card, searchTypeArray);
  3966. return skill;
  3967. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3968. },
  3969. addition:card=>{
  3970. const searchTypeArray = [13];
  3971. const skill = getCardLeaderSkill(card, searchTypeArray);
  3972. if (!skill) return;
  3973. const value = skill.params[0];
  3974. return `回复×${(value/100).bigNumberToString()}倍`;
  3975. }
  3976. },
  3977. {name:"Reduce damage when rcv",otLangName:{chs:"回血加盾",cht:"回血加盾"},
  3978. function:cards=>{
  3979. const searchTypeArray = [198];
  3980. return cards.filter(card=>{
  3981. const skill = getCardLeaderSkill(card, searchTypeArray);
  3982. return skill && skill.params[2];
  3983. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3984. },
  3985. addition:card=>{
  3986. const searchTypeArray = [198];
  3987. const skill = getCardLeaderSkill(card, searchTypeArray);
  3988. if (!skill) return;
  3989. const sk = skill.params;
  3990. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3991. }
  3992. },
  3993. {name:"Recover Awkn Skill bind when rcv",otLangName:{chs:"回血解觉",cht:"回血解覺"},
  3994. function:cards=>{
  3995. const searchTypeArray = [198];
  3996. return cards.filter(card=>{
  3997. const skill = getCardLeaderSkill(card, searchTypeArray);
  3998. return skill && skill.params[3];
  3999. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  4000. },
  4001. addition:card=>{
  4002. const searchTypeArray = [198];
  4003. const skill = getCardLeaderSkill(card, searchTypeArray);
  4004. if (!skill) return;
  4005. const sk = skill.params;
  4006. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  4007. }
  4008. },
  4009. {name:"Counterattack",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  4010. function:cards=>{
  4011. const searchTypeArray = [41];
  4012. return cards.filter(card=>{
  4013. const skill = getCardLeaderSkill(card, searchTypeArray);
  4014. return skill;
  4015. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  4016. },
  4017. addition:card=>{
  4018. const searchTypeArray = [41];
  4019. const skill = getCardLeaderSkill(card, searchTypeArray);
  4020. if (!skill) return;
  4021. const sk = skill.params;
  4022. const fragment = document.createDocumentFragment();
  4023. fragment.appendChild(createOrbsList(sk[2] || 0));
  4024. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  4025. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  4026. return fragment;
  4027. }
  4028. },
  4029. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  4030. function:cards=>cards.filter(card=>{
  4031. const searchTypeArray = [197];
  4032. const skill = getCardLeaderSkill(card, searchTypeArray);
  4033. return skill;
  4034. })
  4035. },
  4036. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  4037. function:cards=>{
  4038. const searchTypeArray = [14];
  4039. return cards.filter(card=>{
  4040. const skill = getCardLeaderSkill(card, searchTypeArray);
  4041. return skill;
  4042. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4043. },
  4044. addition:card=>{
  4045. const searchTypeArray = [14];
  4046. const skill = getCardLeaderSkill(card, searchTypeArray);
  4047. if (!skill) return;
  4048. const value = skill.params[0];
  4049. return `HP≥${value}%`;
  4050. }
  4051. },
  4052. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  4053. function:cards=>{
  4054. const searchTypeArray = [254];
  4055. return cards.filter(card=>{
  4056. const skill = getCardLeaderSkill(card, searchTypeArray);
  4057. return skill;
  4058. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4059. }
  4060. },
  4061. {name:"Increase item drop rate",otLangName:{chs:"增加道具掉落率",cht:"增加道具掉落率"},
  4062. function:cards=>{
  4063. const searchTypeArray = [53];
  4064. return cards.filter(card=>{
  4065. const skill = getCardLeaderSkill(card, searchTypeArray);
  4066. return skill;
  4067. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4068. },
  4069. addition:card=>{
  4070. const searchTypeArray = [53];
  4071. const skill = getCardLeaderSkill(card, searchTypeArray);
  4072. if (!skill) return;
  4073. const sk = skill.params;
  4074. return `掉率x${sk[0]/100}`;
  4075. }
  4076. },
  4077. {name:"Increase coin rate",otLangName:{chs:"增加金币掉落倍数",cht:"增加金幣掉落倍數"},
  4078. function:cards=>{
  4079. const searchTypeArray = [54];
  4080. return cards.filter(card=>{
  4081. const skill = getCardLeaderSkill(card, searchTypeArray);
  4082. return skill;
  4083. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4084. },
  4085. addition:card=>{
  4086. const searchTypeArray = [54];
  4087. const skill = getCardLeaderSkill(card, searchTypeArray);
  4088. if (!skill) return;
  4089. const sk = skill.params;
  4090. return `金币x${sk[0]/100}`;
  4091. }
  4092. },
  4093. {name:"Increase Exp rate",otLangName:{chs:"增加经验获取倍数",cht:"增加經驗獲取倍數"},
  4094. function:cards=>{
  4095. const searchTypeArray = [148];
  4096. return cards.filter(card=>{
  4097. const skill = getCardLeaderSkill(card, searchTypeArray);
  4098. return skill;
  4099. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4100. },
  4101. addition:card=>{
  4102. const searchTypeArray = [148];
  4103. const skill = getCardLeaderSkill(card, searchTypeArray);
  4104. if (!skill) return;
  4105. const sk = skill.params;
  4106. return `经验x${sk[0]/100}`;
  4107. }
  4108. },
  4109. ]},
  4110. {group:true,name:"HP Scale",otLangName:{chs:"血倍率",cht:"血倍率"}, functions: [
  4111. {name:"HP Scale [3, ∞)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4112. function:cards=>cards.filter(card=>{
  4113. const skill = Skills[card.leaderSkillId];
  4114. const HPscale = getHPScale(skill);
  4115. return HPscale >= 3;
  4116. }).sort(sortByHPScal),
  4117. addition: HPScal_Addition
  4118. },
  4119. {name:"HP Scale [2, 3)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4120. function:cards=>cards.filter(card=>{
  4121. const skill = Skills[card.leaderSkillId];
  4122. const HPscale = getHPScale(skill);
  4123. return HPscale >= 2 && HPscale < 3;
  4124. }).sort(sortByHPScal),
  4125. addition: HPScal_Addition
  4126. },
  4127. {name:"HP Scale [1.5, 2)",otLangName:{chs:"队长血倍率[1.5, 2)",cht:"隊長血倍率[1.5, 2)"},
  4128. function:cards=>cards.filter(card=>{
  4129. const skill = Skills[card.leaderSkillId];
  4130. const HPscale = getHPScale(skill);
  4131. return HPscale >= 1.5 && HPscale < 2;
  4132. }).sort(sortByHPScal),
  4133. addition: HPScal_Addition
  4134. },
  4135. {name:"HP Scale (1, 1.5)",otLangName:{chs:"队长血倍率(1, 1.5)",cht:"隊長血倍率(1, 1.5)"},
  4136. function:cards=>cards.filter(card=>{
  4137. const skill = Skills[card.leaderSkillId];
  4138. const HPscale = getHPScale(skill);
  4139. return HPscale > 1 && HPscale < 1.5;
  4140. }).sort(sortByHPScal),
  4141. addition: HPScal_Addition
  4142. },
  4143. {name:"HP Scale == 1",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4144. function:cards=>cards.filter(card=>{
  4145. const skill = Skills[card.leaderSkillId];
  4146. const HPscale = getHPScale(skill);
  4147. return HPscale === 1;
  4148. }),
  4149. addition: HPScal_Addition
  4150. },
  4151. {name:"HP Scale [0, 1)",otLangName:{chs:"队长血倍率[0, 1)",cht:"隊長血倍率[0, 1)"},
  4152. function:cards=>cards.filter(card=>{
  4153. const skill = Skills[card.leaderSkillId];
  4154. const HPscale = getHPScale(skill);
  4155. return HPscale < 1;
  4156. }).sort(sortByHPScal),
  4157. addition: HPScal_Addition
  4158. },
  4159. ]},
  4160. {group:true,name:"Reduce Shield",otLangName:{chs:"减伤盾",cht:"減傷盾"}, functions: [
  4161. {name:"Reduce Damage [75%, 100%]",otLangName:{chs:"队长盾减伤[75%, 100%]",cht:"隊長盾減傷[75%, 100%]"},
  4162. function:cards=>cards.filter(card=>{
  4163. const skill = Skills[card.leaderSkillId];
  4164. const reduceScale = getReduceScale(skill);
  4165. return reduceScale >= 0.75;
  4166. }).sort(sortByReduceScale),
  4167. addition: ReduceScale_Addition
  4168. },
  4169. {name:"Reduce Damage [50%, 75%)",otLangName:{chs:"队长盾减伤[50%, 75%)",cht:"隊長盾減傷[50%, 75%)"},
  4170. function:cards=>cards.filter(card=>{
  4171. const skill = Skills[card.leaderSkillId];
  4172. const reduceScale = getReduceScale(skill);
  4173. return reduceScale >= 0.5 && reduceScale < 0.75;
  4174. }).sort(sortByReduceScale),
  4175. addition: ReduceScale_Addition
  4176. },
  4177. {name:"Reduce Damage [25%, 50%)",otLangName:{chs:"队长盾减伤[25%, 50%)",cht:"隊長盾減傷[25%, 50%)"},
  4178. function:cards=>cards.filter(card=>{
  4179. const skill = Skills[card.leaderSkillId];
  4180. const reduceScale = getReduceScale(skill);
  4181. return reduceScale >= 0.25 && reduceScale < 0.5;
  4182. }).sort(sortByReduceScale),
  4183. addition: ReduceScale_Addition
  4184. },
  4185. {name:"Reduce Damage (0%, 25%)",otLangName:{chs:"队长盾减伤(0%, 25%)",cht:"隊長盾減傷(0%, 25%)"},
  4186. function:cards=>cards.filter(card=>{
  4187. const skill = Skills[card.leaderSkillId];
  4188. const reduceScale = getReduceScale(skill);
  4189. return reduceScale > 0 && reduceScale < 0.25;
  4190. }).sort(sortByReduceScale),
  4191. addition: ReduceScale_Addition
  4192. },
  4193. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4194. function:cards=>cards.filter(card=>{
  4195. const skill = Skills[card.leaderSkillId];
  4196. const reduceScale = getReduceScale(skill);
  4197. return reduceScale === 0;
  4198. })
  4199. },
  4200. {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"},
  4201. function:cards=>cards.filter(card=>{
  4202. const skill = Skills[card.leaderSkillId];
  4203. return getReduceScale(skill, true) > 0;
  4204. })
  4205. },
  4206. {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"},
  4207. function:cards=>cards.filter(card=>{
  4208. const skill = Skills[card.leaderSkillId];
  4209. return getReduceScale(skill, undefined, true) > 0;
  4210. })
  4211. },
  4212. {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"},
  4213. function:cards=>cards.filter(card=>{
  4214. const skill = Skills[card.leaderSkillId];
  4215. return getReduceScale(skill, undefined, undefined, true) > 0;
  4216. })
  4217. },
  4218. /*{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%)"},
  4219. function:cards=>cards.filter(card=>{
  4220. const skill = Skills[card.leaderSkillId];
  4221. const reduceScale = getReduceScale(skill);
  4222. return reduceScale>=0.29;
  4223. }).sort(sortByReduceScale)
  4224. },*/
  4225. {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"},
  4226. function:cards=>{
  4227. return cards.filter(card=>{
  4228. const skill = Skills[card.leaderSkillId];
  4229. return getReduceScale_unconditional(skill) > 0;
  4230. }).sort((a,b)=>{
  4231. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4232. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4233. });
  4234. },
  4235. addition:card=>{
  4236. const skill = Skills[card.leaderSkillId];
  4237. const scale = getReduceScale_unconditional(skill)
  4238. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4239. }
  4240. },
  4241. ]},
  4242. ]},
  4243. {group:true,name:"Evo type",otLangName:{chs:"进化类型",cht:"進化類型"}, functions: [
  4244. {group:true,name:"Transform",otLangName:{chs:"变身相关",cht:"變身相關"}, functions: [
  4245. {name:"No Transform",otLangName:{chs:"非变身",cht:"非變身"},
  4246. function:cards=>cards.filter(card=>
  4247. !Array.isArray(card.henshinFrom) &&
  4248. !Array.isArray(card.henshinTo))
  4249. },
  4250. {name:"After Transform",otLangName:{chs:"变身后",cht:"變身後"},
  4251. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4252. },
  4253. {name:"Before Transform",otLangName:{chs:"变身前",cht:"變身前"},
  4254. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4255. },
  4256. {name:"Not Before Transform",otLangName:{chs:"除了变身前",cht:"除了變身前"},
  4257. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4258. },
  4259. {name:"Random Transform",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4260. function:cards=>cards.filter(card=>{
  4261. const searchTypeArray = [236];
  4262. const skill = getCardActiveSkill(card, searchTypeArray);
  4263. return skill;
  4264. })
  4265. },
  4266. ]},
  4267. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4268. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4269. },
  4270. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4271. {name:"Reincarnation/Super Rein..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4272. function:cards=>cards.filter(isReincarnated)
  4273. }, //evoBaseId可能为0
  4274. //{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)},
  4275. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4276. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4277. },
  4278. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4279. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4280. },
  4281. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4282. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4283. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4284. },
  4285. ]},
  4286. {group:true,name:"Awakenings",otLangName:{chs:"觉醒类",cht:"覺醒類"}, functions: [
  4287. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4288. function:cards=>cards.filter(card=>card.syncAwakening),
  4289. addition:card=>{if (card.syncAwakeningConditions) {
  4290. return card.syncAwakeningConditions.map(c=>cardN(c.id)).nodeJoin();
  4291. }}
  4292. },
  4293. {name:"Full Awakening (9 / 8 for weapon)",otLangName:{chs:"满觉醒(9个/武器8个)",cht:"滿覺醒(9個/武器8個)"},
  4294. function:cards=>cards.filter(card=>card.awakenings.length >= ( card.awakenings.includes(49) ? 8 : 9))
  4295. },
  4296. {name:"Has, but not full Awakening",otLangName:{chs:"有,但觉醒未满",cht:"有,覺醒未滿"},
  4297. function:cards=>cards.filter(card=>card.awakenings.length > 0 && card.awakenings.length < ( card.awakenings.includes(49) ? 8 : 9))
  4298. },
  4299. {name:"3 same Killer, or 2 with latent",otLangName:{chs:"3个相同杀觉醒,或2+潜觉",cht:"3個相同殺覺醒,或2+潛覺"},
  4300. function:cards=>cards.filter(card=>{
  4301. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4302. if (hasAwokenKiller)
  4303. { //大于2个杀的进行判断
  4304. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4305. { //大于3个杀的直接过
  4306. return true;
  4307. }else
  4308. { //2个杀的
  4309. const isAllowLatent = card.types.filter(i=>
  4310. i>=0 //去掉-1的type
  4311. ).map(type=>
  4312. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4313. ).some(ls=>
  4314. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4315. );
  4316. return isAllowLatent
  4317. }
  4318. }else
  4319. {
  4320. return false;
  4321. }
  4322. })
  4323. },
  4324. {group:true,name:"Kind of Awakening (No Super Awoken)",otLangName:{chs:"某类觉醒(无超觉)",cht:"某類覺醒(无超觉)"}, functions: [
  4325. {name:"Any Reduce Attr. Damage Awakening",otLangName:{chs:"任意颜色盾觉醒",cht:"任意顏色盾覺醒"},
  4326. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=4 && ak<=8))
  4327. },
  4328. {name:"Any Killer Awakening",otLangName:{chs:"任意杀手觉醒",cht:"任意殺手覺醒"},
  4329. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=31 && ak<=42))
  4330. },
  4331. {name:"Any Enhanced Orbs Awakening",otLangName:{chs:"任意+珠觉醒",cht:"任意+珠覺醒"},
  4332. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=14 && ak<=18 || ak === 29 || ak>=99 && ak<=104))
  4333. },
  4334. {name:"Any Enhanced Rows Awakening",otLangName:{chs:"任意横行强化觉醒",cht:"任意横行強化覺醒"},
  4335. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=22 && ak<=26 || ak>=116 && ak<=120))
  4336. },
  4337. {name:"Any Enhanced Combos Awakening",otLangName:{chs:"任意连击强化(章鱼烧)觉醒",cht:"任意連擊強化(章魚燒)覺醒"},
  4338. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=73 && ak<=77 || ak>=121 && ak<=125))
  4339. },
  4340. {name:"Any Multi Attr. Enhanced Awakening",otLangName:{chs:"任意杂色强化觉醒",cht:"任意雜色強化覺醒"},
  4341. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak === 44 || ak === 51 || ak>=79 && ak<=81 || ak === 97 || ak>=112 && ak<=114))
  4342. },
  4343. {name:"Any Add Type Awakening",otLangName:{chs:"任意附加类型觉醒",cht:"任意附加類型覺醒"},
  4344. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=83 && ak<=90))
  4345. },
  4346. {name:"Any Change Sub Attr. Awakening",otLangName:{chs:"任意更改副属性觉醒",cht:"任意更改副屬性覺醒"},
  4347. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=91 && ak<=95))
  4348. },
  4349. ]},
  4350. ]},
  4351. {group:true,name:"Others Search",otLangName:{chs:"其他搜索",cht:"其他搜索"}, functions: [
  4352. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎)",cht:"攻擊型或水屬性(炭治郎)"},
  4353. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4354. },
  4355. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4356. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4357. },
  4358. {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"},
  4359. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4360. },
  4361. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  4362. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4363. addition:card=>`成长${card.limitBreakIncr}%`
  4364. },
  4365. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4366. function:cards=>cards.filter(card=>card.maxLevel==1)
  4367. },
  4368. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4369. function:cards=>cards.filter(card=>card.sellMP<100)
  4370. },
  4371. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4372. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4373. },
  4374. {name:"Have 3 Attrs",otLangName:{chs:"有3个属性",cht:"有3個屬性"},
  4375. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6).length >= 3)
  4376. },
  4377. {name:"3 attrs are different",otLangName:{chs:"3属性不一致",cht:"3屬性不一致"},
  4378. function:cards=>cards.filter(({attrs})=>(new Set(attrs.filter(a=>a>=0 && a<6))).size >= 3)
  4379. },
  4380. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4381. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4382. },
  4383. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4384. function:cards=>cards.filter(card=>card.stackable),
  4385. },
  4386. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4387. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4388. },
  4389. {group:true,name:"Sold in stores",otLangName:{chs:"直接售卖",cht:"直接售賣"}, functions: [
  4390. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4391. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4392. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4393. },
  4394. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4395. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4396. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4397. },
  4398. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4399. function:cards=>cards.filter(({badgeId})=>badgeId),
  4400. addition:({badgeId})=>{
  4401. if (!badgeId) return;
  4402. const fragment = document.createDocumentFragment();
  4403. fragment.append(`ID.${badgeId}`);
  4404. const icon = document.createElement("icon");
  4405. icon.className = "badge";
  4406. icon.setAttribute("data-badge-icon", badgeId);
  4407. fragment.append(icon);
  4408. return fragment;
  4409. }
  4410. },
  4411. ]},
  4412. {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"},
  4413. function:cards=>cards.filter(card=>card.skillBanner)
  4414. },
  4415. {group:true,name:"Only Additional display",otLangName:{chs:"附加显示",cht:"附加显示"}, functions: [
  4416. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4417. function:cards=>cards,
  4418. addition:card=>card.name
  4419. },
  4420. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4421. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4422. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4423. },
  4424. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4425. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4426. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4427. },
  4428. {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)"},
  4429. function:cards=>cards,
  4430. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4431. },
  4432. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4433. function:cards=>cards,
  4434. addition:card=>createTypesList(card.types)
  4435. },
  4436. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4437. function:cards=>cards,
  4438. addition:card=>`COST ${card.cost}`
  4439. },
  4440. {name:"Show Card Group ID",otLangName:{chs:"显示角色分组ID",cht:"顯示角色分組ID"},
  4441. function:cards=>cards,
  4442. addition:card=>{
  4443. const ul = document.createElement("ul");
  4444. ul.className = "monsterinfo-groupId";
  4445. const mSeriesId = ul.appendChild(document.createElement("li"));
  4446. mSeriesId.className = "monster-seriesId";
  4447. mSeriesId.textContent = card.seriesId;
  4448. mSeriesId.setAttribute(dataAttrName, card.seriesId);
  4449. mSeriesId.classList.toggle(className_displayNone, !card.seriesId);
  4450. const mCollabId = ul.appendChild(document.createElement("li"));
  4451. mCollabId.className = "monster-collabId";
  4452. mCollabId.textContent = card.collabId;
  4453. mCollabId.setAttribute(dataAttrName, card.collabId);
  4454. mCollabId.classList.toggle(className_displayNone, !card.collabId);
  4455. const mGachaId = ul.appendChild(document.createElement("li"));
  4456. mGachaId.className = "monster-gachaId";
  4457. mGachaId.textContent = card.gachaIds.join();
  4458. mGachaId.setAttribute(dataAttrName, card.gachaIds.join());
  4459. mGachaId.classList.toggle(className_displayNone, !card.gachaIds.length);
  4460. return ul;
  4461. }
  4462. },
  4463. ]},
  4464. ]},
  4465. ];
  4466. return {
  4467. name:"All Functions",
  4468. functions: functions
  4469. };
  4470. })();