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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. has_sub_filter: "📁",
  19. title_blank: "Input Formation Title",
  20. detail_blank: "Input Detail",
  21. force_reload_data: `Force refresh data`,
  22. request_input: tp`Please Input ${'info'}`,
  23. status_message: {
  24. loading_check_version: "Checking the data version, please wait...",
  25. loading_mon_info: "Loading monster data, please wait...",
  26. loading_skill_info: "Loading skill data, please wait...",
  27. prepare_capture: "Preparing a screenshot, please wait...",
  28. },
  29. active_skill_title: "Skill",
  30. evolved_skill_title: "Evoveld Skill",
  31. leader_skill_title: "Leader Skill",
  32. link_read_message: {
  33. success: tp`Find the ${'type'} format.`,
  34. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  35. user_script_link: `Link to the helper script`,
  36. type: {
  37. "PADDF": "PADDF",
  38. "PDC": "PDC",
  39. "PADDB": "PADDB",
  40. "DADDB": "DADDB",
  41. },
  42. error: {
  43. 0: "Unknown Error",
  44. 1: "Unsupported format",
  45. 2: "No formation data",
  46. 3: "The illegal JSON format",
  47. 4: "The illegal URL format",
  48. },
  49. paddb_success: `Sucess`,
  50. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  51. },
  52. sort_name:{
  53. sort_none: "Nope",
  54. sort_id: "Cards Id",
  55. sort_attrs : "Attribute",
  56. sort_evoRootId: "Cards Evolution Root",
  57. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  58. sort_rarity: "Rarity",
  59. sort_cost: "Cost",
  60. sort_skillLv1: "Maximum Skill Turn",
  61. sort_skillLvMax: "Minimum Skill Turn",
  62. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  63. sort_hpMax120: "Max HP",
  64. sort_atkMax120: "Max ATK",
  65. sort_rcvMax120: "Max RCV",
  66. sort_hpMax120_awoken: "Max HP (+Awoken)",
  67. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  68. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  69. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  70. },
  71. skill_parse: {
  72. skill: {
  73. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  74. unknown: tp`Unkonwn skill type: ${'type'}`,
  75. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  76. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  77. random_skills: tp`Random Activates these skills:${'skills'}`,
  78. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  79. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  80. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  81. damage_enemy_times: tp`${'times'} `,
  82. damage_enemy_count: tp` (${'damage'} in total)`,
  83. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  84. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  85. delay: tp`${'icon'}Delays enemies' next move`,
  86. mass_attack: tp`${'icon'}Mass attacks`,
  87. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  88. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  89. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  90. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  91. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  92. unbind_normal: tp`${'icon'}Bind`,
  93. unbind_awakenings: tp`${'icon'}Awoken bind`,
  94. unbind_matches: tp`${'icon'}Unmatchable orb`,
  95. bind_skill: tp`${'icon'}Unable to use skills`,
  96. bind_card: tp`${'icon'}Bind the card itself`,
  97. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  98. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  99. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  100. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  101. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  102. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  103. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  104. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  105. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  106. gravity: tp`Reduce ${'target'} ${'icon'}${'value'}`,
  107. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  108. board_change: tp`Change all orbs to ${'orbs'}`,
  109. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  110. skill_boost_range: tp`~${'turns'}`,
  111. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  112. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  113. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  114. drop_refresh: tp`${'icon'}Replaces all orbs`,
  115. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  116. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  117. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  118. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  119. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  120. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  121. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  122. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  123. orb_thorn: tp`, reduces ${'value'} per encounter`,
  124. attr_absorb: tp`${'icon'}Attribute absorption`,
  125. combo_absorb: tp`${'icon'}Combo absorption`,
  126. damage_absorb: tp`${'icon'}Damage absorption`,
  127. damage_void: tp`${'icon'}Damage void`,
  128. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  129. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  130. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  131. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  132. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  133. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  134. set_orb_state_combo_drop: tp`Add ${'value'} ${'icon'}combo drop on ${'orbs'}`,
  135. set_orb_state_nail: tp`Add ${'value'} ${'icon'}nail on ${'orbs'}`,
  136. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  137. rate_multiply_drop: tp`${'icon'}Drop rate`,
  138. rate_multiply_coin: tp`${'icon'}Coins`,
  139. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  140. rate_multiply_plus_point: tp`${'icon'}Plus Point`,
  141. rate_multiply_part_break: tp`${'icon'}Part Break Drop rate`,
  142. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  143. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  144. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  145. henshin: tp`Changes to ${'cards'}`,
  146. random_henshin: tp`Random changes to ${'cards'}`,
  147. void_poison: tp`Voids ${'poison'} damage`,
  148. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  149. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  150. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  151. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  152. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  153. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  154. slot_power_up: tp`The slot of [${'targets'}]'s ${'icon'}${'value'}`,
  155. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is change to ${'cap'}`,
  156. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  157. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  158. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  159. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  160. play_voice: tp`Play voice of the phase ${'stage'} of active skill ${'icon'}`,
  161. times_limit: tp`[Number of times skill can be used: ${'turns'}]`,
  162. fixed_starting_position: tp`${'icon'}Fixed starting position`,
  163. },
  164. power: {
  165. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  166. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  167. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  168. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  169. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  170. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  171. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  172. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  173. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  174. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  175. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  176. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  177. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  178. },
  179. cond: {
  180. unknown: tp`[ Unknown condition ]`,
  181. hp_equal: tp`When ${'hp'} == ${'min'} `,
  182. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  183. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  184. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  185. use_skill: tp`When skills used ${'times'}`,
  186. use_skill_times: tp`${'times'} times `,
  187. multi_player: tp`When in Multiplayer Mode `,
  188. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  189. exact_combo: tp`When exactly ${'value'} combos `,
  190. exact_length: tp`exactly of ${'value'} `,
  191. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  192. exact_match_enhanced: tp` orbs including enhanced`,
  193. compo_type_card: tp`When ${'ids'} are all on team, `,
  194. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  195. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  196. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  197. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  198. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  199. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  200. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  201. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  202. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  203. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  204. awakening_activated: tp`When [${'awakenings'}] activated `,
  205. },
  206. position: {
  207. top: tp`${'pos'} of top rows`,
  208. bottom: tp`${'pos'} of bottom rows`,
  209. left: tp`${'pos'} of left columns`,
  210. right: tp`${'pos'} of right columns`,
  211. random: tp`random location`,
  212. shape: tp`specified location`,
  213. },
  214. value: {
  215. unknown: tp`[ Unknown value: ${'type'}]`, //type
  216. const: tp`${'value'} ${'unit'}`,
  217. const_to: tp`to ${'value'}`,
  218. mul_percent: tp`${'value'}%`,
  219. mul_times: tp`×${'value'}`,
  220. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  221. mul_of_times: tp`${'stats'} ×${'value'}`,
  222. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  223. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  224. prob: tp`${'value'} chance for `,
  225. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  226. size: tp`${'width'}×${'height'}`,
  227. pos: tp`${'x'}×${'y'}`,
  228. },
  229. target: {
  230. unknown: tp`Unkown Target`,
  231. self: tp`card self`,
  232. team: tp`team`,
  233. team_last: tp`the lastest member`,
  234. team_leader: tp`leader`,
  235. sub_members: tp`sub-members`,
  236. leader_self: tp`left leader`,
  237. leader_helper: tp`right leader`,
  238. left_neighbor: tp`left neighbor`,
  239. right_neighbor: tp`left neighbor`,
  240. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  241. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  242. enemy: tp`Enemy`,
  243. enemy_all: tp`all enemys`,
  244. enemy_one: tp`1 enemy`,
  245. enemy_attr: tp`${'attr'} enemy`,
  246. the_attr: tp`attr of the matched Orbs`,
  247. },
  248. stats: {
  249. unknown: tp`[ Unknown: ${'type'}]`, //type
  250. maxhp: tp`${'icon'}Max HP`,
  251. hp: tp`HP`,
  252. chp: tp`current HP`,
  253. shield: tp`shield`,
  254. atk: tp`ATK`,
  255. rcv: tp`RCV`,
  256. teamhp: tp`Team HP`,
  257. teamatk: tp`Team ${'attrs'} ATK`,
  258. teamrcv: tp`Team RCV`,
  259. cstage: tp`current Stage of Dungeon`,
  260. broken_parts: tp`number of Broken Parts`,
  261. state_is: tp`${'icon'}${'state'}: ${'num'}`,
  262. },
  263. unit: {
  264. orbs: tp``,
  265. times: tp`times`,
  266. seconds: tp`seconds`,
  267. point: tp`point`,
  268. turns: tp`turns`,
  269. },
  270. word: {
  271. comment: tp`(${'content'}) `,
  272. comma: tp`, `,
  273. semicolon: tp`; `,
  274. slight_pause: tp`, `,
  275. range_hyphen: tp`~`,
  276. in_once: tp`in once `,
  277. evo_type_pixel: tp`Pixel Evo`,
  278. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  279. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  280. affix_attr: tp`${'cotent'} attr.`,
  281. affix_orb: tp`${'cotent'} orbs`,
  282. affix_type: tp`${'cotent'} types`,
  283. affix_awakening: tp`${'cotent'} awakenings`,
  284. affix_exclude: tp`, exclude ${'cotent'}`,
  285. each_time: tp`each time `,
  286. different: tp`different`,
  287. same: tp`the same`,
  288. },
  289. attrs: {
  290. [0]: tp`${'icon'}Fire`,
  291. [1]: tp`${'icon'}Water`,
  292. [2]: tp`${'icon'}Wood`,
  293. [3]: tp`${'icon'}Light`,
  294. [4]: tp`${'icon'}Dark`,
  295. [5]: tp`${'icon'}Recover`,
  296. [6]: tp`${'icon'}Null`,
  297. all: tp`All`,
  298. self: tp`${'icon'}Self's Attr`,
  299. fixed: tp`${'icon'}Fixed`,
  300. },
  301. orbs: {
  302. [0]: tp`${'icon'}Fire`,
  303. [1]: tp`${'icon'}Water`,
  304. [2]: tp`${'icon'}Wood`,
  305. [3]: tp`${'icon'}Light`,
  306. [4]: tp`${'icon'}Dark`,
  307. [5]: tp`${'icon'}Heal`,
  308. [6]: tp`${'icon'}Jammer`,
  309. [7]: tp`${'icon'}Poison`,
  310. [8]: tp`${'icon'}Lethal Poison`,
  311. [9]: tp`${'icon'}Bomb`,
  312. enhanced: tp`${'icon'}Enhanced`,
  313. locked: tp`${'icon'}Locked`,
  314. nail: tp`${'icon'}Nail`,
  315. thorn: tp`${'icon'}Thorn`,
  316. _5color: tp`${'icon'}5 Att.`,
  317. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  318. all: tp`All`,
  319. any: tp`Any ${'cotent'}`,
  320. },
  321. board: {
  322. clouds: tp`${'icon'}Clouds`,
  323. immobility: tp`${'icon'}Immobility`,
  324. roulette: tp`${'icon'}Roulette`,
  325. deep_dark: tp`${'icon'}Deep Dark`,
  326. roulette_time: tp`transforms every ${'duration'}`,
  327. roulette_attrs: tp`only ${'orbs'} will appear`,
  328. },
  329. types: {
  330. [0]: tp`${'icon'}Evo Material`,
  331. [1]: tp`${'icon'}Balanced`,
  332. [2]: tp`${'icon'}Physical`,
  333. [3]: tp`${'icon'}Healer`,
  334. [4]: tp`${'icon'}Dragon`,
  335. [5]: tp`${'icon'}God`,
  336. [6]: tp`${'icon'}Attacker`,
  337. [7]: tp`${'icon'}Devil`,
  338. [8]: tp`${'icon'}Machine`,
  339. [9]: tp`${'icon'}Special Protection`,
  340. [12]: tp`${'icon'}Awaken`,
  341. [14]: tp`${'icon'}Enhance Material`,
  342. [15]: tp`${'icon'}Redeemable`,
  343. },
  344. awokens: {
  345. [0]: tp`${'icon'}Unknown awoken`,
  346. [1]: tp`${'icon'}Enhanced HP`,
  347. [2]: tp`${'icon'}Enhanced Attack`,
  348. [3]: tp`${'icon'}Enhanced Recovery`,
  349. [4]: tp`${'icon'}Reduce Fire Damage`,
  350. [5]: tp`${'icon'}Reduce Water Damage`,
  351. [6]: tp`${'icon'}Reduce Wood Damage`,
  352. [7]: tp`${'icon'}Reduce Light Damage`,
  353. [8]: tp`${'icon'}Reduce Dark Damage`,
  354. [9]: tp`${'icon'}Auto-Recover`,
  355. [10]: tp`${'icon'}Resistance-Bind`,
  356. [11]: tp`${'icon'}Resistance-Blind`,
  357. [12]: tp`${'icon'}Resistance-Jammers`,
  358. [13]: tp`${'icon'}Resistance-Poison`,
  359. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  360. [15]: tp`${'icon'}Enhanced Water Orbs`,
  361. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  362. [17]: tp`${'icon'}Enhanced Water Orbs`,
  363. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  364. [19]: tp`${'icon'}Extend Time`,
  365. [20]: tp`${'icon'}Recover Bind`,
  366. [21]: tp`${'icon'}Skill Boost`,
  367. [22]: tp`${'icon'}Enhanced Fire Rows`,
  368. [23]: tp`${'icon'}Enhanced Water Rows`,
  369. [24]: tp`${'icon'}Enhanced Wood Rows`,
  370. [25]: tp`${'icon'}Enhanced Water Rows`,
  371. [26]: tp`${'icon'}Enhanced Dark Rows`,
  372. [27]: tp`${'icon'}Two-Pronged Attack`,
  373. [28]: tp`${'icon'}Resistance-Skill Bind`,
  374. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  375. [30]: tp`${'icon'}Multi Boost`,
  376. [31]: tp`${'icon'}Dragon Killer`,
  377. [32]: tp`${'icon'}God Killer`,
  378. [33]: tp`${'icon'}Devil Killer`,
  379. [34]: tp`${'icon'}Machine Killer`,
  380. [35]: tp`${'icon'}Balanced Killer`,
  381. [36]: tp`${'icon'}Attacker Killer`,
  382. [37]: tp`${'icon'}Physical Killer`,
  383. [38]: tp`${'icon'}Healer Killer`,
  384. [39]: tp`${'icon'}Evo Killer`,
  385. [40]: tp`${'icon'}Awaken Killer`,
  386. [41]: tp`${'icon'}Enhance Killer`,
  387. [42]: tp`${'icon'}Redeemable Killer`,
  388. [43]: tp`${'icon'}Enhanced Combos`,
  389. [44]: tp`${'icon'}Guard Break`,
  390. [45]: tp`${'icon'}Bonus Attack`,
  391. [46]: tp`${'icon'}Enhanced Team HP`,
  392. [47]: tp`${'icon'}Enhanced Team Recovery`,
  393. [48]: tp`${'icon'}Damage Void Piercer`,
  394. [49]: tp`${'icon'}Awoken Assist`,
  395. [50]: tp`${'icon'}Super Bonus Attack`,
  396. [51]: tp`${'icon'}Skill Charge`,
  397. [52]: tp`${'icon'}Resistance-Bind+`,
  398. [53]: tp`${'icon'}Extend Time+`,
  399. [54]: tp`${'icon'}Resistance-Clouds`,
  400. [55]: tp`${'icon'}Resistance-Immobility`,
  401. [56]: tp`${'icon'}Skill Boost+`,
  402. [57]: tp`${'icon'}50% or more HP Enhanced`,
  403. [58]: tp`${'icon'}50% or less HP Enhanced`,
  404. [59]: tp`${'icon'}[L] Heal Matching`,
  405. [60]: tp`${'icon'}[L] Increased Attack`,
  406. [61]: tp`${'icon'}Super Enhanced Combos`,
  407. [62]: tp`${'icon'}Combo Orbs`,
  408. [63]: tp`${'icon'}Skill Voice`,
  409. [64]: tp`${'icon'}Dungeon Bonus`,
  410. [65]: tp`${'icon'}Reduced HP`,
  411. [66]: tp`${'icon'}Reduced Attack`,
  412. [67]: tp`${'icon'}Reduced RCV`,
  413. [68]: tp`${'icon'}Resistance-Blind+`,
  414. [69]: tp`${'icon'}Resistance-Jammers+`,
  415. [70]: tp`${'icon'}Resistance-Poison+`,
  416. [71]: tp`${'icon'}Blessing of Jammers`,
  417. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  418. [73]: tp`${'icon'}Enhanced Fire Combos`,
  419. [74]: tp`${'icon'}Enhanced Water Combos`,
  420. [75]: tp`${'icon'}Enhanced Wood Combos`,
  421. [76]: tp`${'icon'}Enhanced Light Combos`,
  422. [77]: tp`${'icon'}Enhanced Dark Combos`,
  423. [78]: tp`${'icon'}Cross Attack`,
  424. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  425. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  426. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  427. [82]: tp`${'icon'}Super Enhanced Matching`,
  428. [83]: tp`${'icon'}Add Dragon Type`,
  429. [84]: tp`${'icon'}Add God Type`,
  430. [85]: tp`${'icon'}Add Devil Type`,
  431. [86]: tp`${'icon'}Add Machine Type`,
  432. [87]: tp`${'icon'}Add Balanced Type`,
  433. [88]: tp`${'icon'}Add Attacker Type`,
  434. [89]: tp`${'icon'}Add Physical Type`,
  435. [90]: tp`${'icon'}Add Healer Type`,
  436. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  437. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  438. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  439. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  440. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  441. [96]: tp`${'icon'}Two-Pronged Attack+`,
  442. [97]: tp`${'icon'}Skill Charge+`,
  443. [98]: tp`${'icon'}Auto-Recover+`,
  444. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  445. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  446. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  447. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  448. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  449. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  450. [105]: tp`${'icon'}Anti-Skill Boost`,
  451. [106]: tp`${'icon'}Levitation`,
  452. [107]: tp`${'icon'}Enhanced Combos+`,
  453. [108]: tp`${'icon'}[L] Increased Attack+`,
  454. [109]: tp`${'icon'}Damage Void Piercer+`,
  455. [110]: tp`${'icon'}Cross Attack+`,
  456. [111]: tp`${'icon'}Super Enhanced Combos+`,
  457. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  458. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  459. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  460. [115]: tp`${'icon'}Recover Bind+`,
  461. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  462. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  463. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  464. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  465. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  466. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  467. [122]: tp`${'icon'}Enhanced Water Combos+`,
  468. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  469. [124]: tp`${'icon'}Enhanced Light Combos+`,
  470. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  471. [126]: tp`${'icon'}[T] Increased Attack`,
  472. [127]: tp`${'icon'}Enhanced Stats`,
  473. [128]: tp`${'icon'}Yang Protection`,
  474. [129]: tp`${'icon'}Yin Protection`,
  475. [130]: tp`${'icon'}Aging`,
  476. [131]: tp`${'icon'}Part Break`,
  477. }
  478. },
  479. };
  480. //类型和觉醒杀和潜觉杀的对应编号,还有类型可以打什么类型的潜觉杀
  481. const typekiller_for_type = [
  482. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  483. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  484. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  485. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  486. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  487. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  488. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  489. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  490. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  491. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  492. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  493. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  494. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  495. ];
  496. //类型允许的潜觉杀
  497. typekiller_for_type.forEach(t=>
  498. {
  499. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  500. .map(tn=>
  501. typekiller_for_type.find(_t=>_t.type == tn).latent
  502. );
  503. }
  504. );
  505. const allowable_latent = {
  506. common: [ //一般能打的潜觉
  507. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  508. 28,29,30,31,32,33,34,35,36,37,38
  509. ],
  510. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  511. v120: [42,43,44,45,49], //120才能打的潜觉,3倍上限潜觉需要特殊处理
  512. needAwoken: [ //需要觉醒才能打的潜觉
  513. {latent:39,awoken:62}, //C珠破吸
  514. {latent:40,awoken:20}, //心横解转转
  515. {latent:41,awoken:27}, //U解禁消
  516. {latent:46,awoken:45}, //心追解云封
  517. {latent:47,awoken:59}, //心L大SB
  518. {latent:48,awoken:60}, //L解禁武器
  519. {latent:50,awoken:78}, //十字追部位
  520. ],
  521. }
  522. //等效觉醒列表
  523. const equivalent_awoken = [
  524. {small:10,big:52,times:2}, //防封
  525. {small:11,big:68,times:5}, //防暗
  526. {small:12,big:69,times:5}, //防废
  527. {small:13,big:70,times:5}, //防毒
  528. {small:19,big:53,times:2}, //手指
  529. {small:21,big:56,times:2}, //SB
  530. {small:27,big:96,times:2}, //U
  531. {small:51,big:97,times:2}, //5色溜
  532. {small:9,big:98,times:2}, //自回
  533. {small:14,big:99,times:2}, //火+
  534. {small:15,big:100,times:2},//水+
  535. {small:16,big:101,times:2},//木+
  536. {small:17,big:102,times:2},//光+
  537. {small:18,big:103,times:2},//暗+
  538. {small:29,big:104,times:2},//心+
  539. {small:43,big:107,times:2},//7c
  540. {small:60,big:108,times:2},//L
  541. {small:48,big:109,times:2},//破无效
  542. {small:78,big:110,times:2},//十字
  543. {small:61,big:111,times:2},//10c
  544. {small:79,big:112,times:2},//3色
  545. {small:80,big:113,times:2},//4色
  546. {small:81,big:114,times:2},//5色
  547. {small:20,big:115,times:2},//心解
  548. {small:22,big:116,times:3},//火横
  549. {small:23,big:117,times:3},//水横
  550. {small:24,big:118,times:3},//木横
  551. {small:25,big:119,times:3},//光横
  552. {small:26,big:120,times:3},//暗横
  553. {small:73,big:121,times:2},//火串
  554. {small:74,big:122,times:2},//水串
  555. {small:75,big:123,times:2},//木串
  556. {small:76,big:124,times:2},//光串
  557. {small:77,big:125,times:2},//暗串
  558. ];
  559. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  560. //官方的徽章排列顺序
  561. const official_badge_sorting = [ //20是没有启用的全属性徽章,现在也不在游戏内显示了
  562. 1, PAD_PASS_BADGE, 22, 23, 2, 3, 4, 5, 6,
  563. 7, 8, 9, 11, 17, 18, 19, 21,
  564. 10, 12, 13, 14, 41, 42, 43, 44,
  565. 45, 46, 47, 48, 24, 25, 26, 53, 27,
  566. 28, 29, 30, 65, 31, 15, 16, 70, 32, 33,
  567. 34, 35, 36, 37, 38, 62, 39, 40, 49,
  568. 50, 51, 52, 54, 55, 56, 57, 58, 59,
  569. 60, 61, 63, 64, 66, 67, 68, 69,
  570. 70, 71
  571. ]
  572. //官方的觉醒排列顺序
  573. const official_awoken_sorting = [
  574. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  575. 56,107,111, 52, 55, 68, 69, 70, 28,
  576. 19, 48, 27, 78, 60,126, 59, 45, 50,
  577. 53,109, 96,110,108, 79, 80, 81, 51,
  578. 106, 57, 58, 82, 62,112,113,114, 97,
  579. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  580. 99,100,101,102,103,104, 98,115, 71,
  581. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  582. 116,117,118,119,120, 1, 2, 3,127,
  583. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  584. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  585. 121,122,123,124,125, 39, 40, 41, 42,
  586. 91, 92, 93, 94, 95, 65, 66, 67,105,
  587. 84, 83, 85, 86, 87, 88, 89, 90, 63,
  588. 128,129,130,132, 64,131,
  589. ];
  590. //排序程序列表
  591. const sort_function_list = [
  592. {tag:"sort_none",name:"无",function:()=>0},
  593. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  594. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  595. let num = a.attrs[0] - b.attrs[0];
  596. if (num === 0) num = a.attrs[1] - b.attrs[1];
  597. return num;
  598. }
  599. },
  600. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  601. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  602. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  603. let num = card_a.attrs[0] - card_b.attrs[0];
  604. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  605. return num;
  606. }
  607. },
  608. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  609. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  610. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  611. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  612. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  613. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  614. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  615. }
  616. },
  617. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  618. function getEvoSkill(skill) {
  619. //232为进化后不循环技能,233为循环技能
  620. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  621. else return skill;
  622. }
  623. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  624. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  625. }
  626. },
  627. {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)},
  628. {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)},
  629. {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)},
  630. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+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.atk : 0,
  635. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  636. return abA - abB;
  637. }
  638. },
  639. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+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 : 0,
  644. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  645. return abA - abB;
  646. }
  647. },
  648. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  649. {
  650. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  651. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  652. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  653. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  654. return abA - abB;
  655. }
  656. },
  657. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  658. {
  659. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  660. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  661. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  662. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  663. return abA - abB;
  664. }
  665. },
  666. ];
  667. //增加特殊搜索模式
  668. const specialSearchFunctions = (function() {
  669. 'use strict';
  670. //返回卡片的队长技能
  671. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  672. {
  673. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  674. }
  675. //返回卡片的技能
  676. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  677. {
  678. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  679. }
  680. //获取血倍率
  681. function getHPScale(ls)
  682. {
  683. const sk = ls.params;
  684. let scale = 1;
  685. switch (ls.type)
  686. {
  687. case 23: case 30: case 62: case 77: case 63: case 65:
  688. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  689. scale = sk[sk.length-1]/100;
  690. break;
  691. case 73: case 76:
  692. case 121: case 129: case 163: case 177: case 186:
  693. case 155:
  694. scale = sk[2]/100;
  695. break;
  696. case 106: case 107: case 108:
  697. scale = sk[0]/100;
  698. break;
  699. case 125:
  700. scale = sk[5]/100;
  701. break;
  702. case 136:
  703. case 137:
  704. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  705. break;
  706. case 158:
  707. scale = sk[4]/100;
  708. break;
  709. case 175:
  710. case 178: case 185:
  711. scale = sk[3]/100;
  712. break;
  713. case 203: case 217:
  714. scale = sk[1]/100;
  715. break;
  716. case 245:
  717. scale = sk[3]/100;
  718. break;
  719. case 138: //调用其他队长技
  720. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  721. break;
  722. default:
  723. }
  724. return scale || 1;
  725. }
  726. //获取盾减伤比例
  727. function getReduceScale(ls, allAttr = false, noHPneed = false)
  728. {
  729. const sk = ls.params;
  730. let scale = 0;
  731. switch (ls.type)
  732. {
  733. case 16: //无条件盾
  734. scale = sk[0]/100;
  735. break;
  736. case 17: //单属性盾
  737. scale = allAttr ? 0 : sk[1]/100;
  738. break;
  739. case 36: //2个属性盾
  740. scale = allAttr ? 0 : sk[2]/100;
  741. break;
  742. case 38: //血线下 + 几率
  743. case 43: //血线上 + 几率
  744. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  745. break;
  746. case 129: //无条件盾,属性个数不固定
  747. case 163: //无条件盾,属性个数不固定
  748. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  749. break;
  750. case 178: //无条件盾,属性个数不固定
  751. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  752. break;
  753. case 130: //血线下 + 属性个数不固定
  754. case 131: //血线上 + 属性个数不固定
  755. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  756. break;
  757. case 151: //十字心触发
  758. case 169: //C触发
  759. case 198: //回血触发
  760. case 271: //激活觉醒触发
  761. scale = sk[2]/100;
  762. break;
  763. case 170: //多色触发
  764. case 182: //长串触发
  765. case 193: //L触发
  766. scale = sk[3]/100;
  767. break;
  768. case 171: //多串触发
  769. scale = sk[6]/100;
  770. break;
  771. case 183: //又是个有两段血线的队长技
  772. scale = noHPneed ? 0 : sk[4]/100;
  773. break;
  774. case 210: //十字触发
  775. scale = sk[1]/100;
  776. break;
  777. case 235: { //可多次触发
  778. scale = (sk[4] || 0) / 100;
  779. break;
  780. }
  781. case 138: //调用其他队长技
  782. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  783. break;
  784. default:
  785. }
  786. return scale || 0;
  787. }
  788. //获取无条件盾减伤比例
  789. function getReduceScale_unconditional(ls)
  790. {
  791. const sk = ls.params;
  792. let scale = 0;
  793. switch (ls.type)
  794. {
  795. case 16: //无条件盾
  796. {
  797. scale = sk[0]/100;
  798. break;
  799. }
  800. case 129: //无条件盾,属性个数不固定
  801. case 163: //无条件盾,属性个数不固定
  802. {
  803. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  804. break;
  805. }
  806. case 178: //无条件盾,属性个数不固定
  807. {
  808. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  809. break;
  810. }
  811. case 138: //调用其他队长技
  812. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  813. break;
  814. default:
  815. }
  816. return scale || 0;
  817. }
  818. function getCannonAttr(skill)
  819. {
  820. const sk = skill.params;
  821. switch(skill.type)
  822. {
  823. case 0:
  824. case 1:
  825. case 37:
  826. case 58:
  827. case 59:
  828. case 84:
  829. case 85:
  830. case 86:
  831. case 87:
  832. case 115:
  833. return sk[0];
  834. case 110:
  835. case 143:
  836. return sk[1];
  837. case 42:
  838. return sk[1];
  839. case 144:
  840. return sk[3] ?? 0;
  841. default:
  842. return -1;
  843. }
  844. }
  845. function sortByParams(a,b,searchTypeArray,...pidxs)
  846. {
  847. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  848. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  849. if (pidxs.length==0) pidxs.push(0);
  850. let newPos = 0;
  851. //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
  852. for (let pidx of pidxs) {
  853. newPos = a_s.params[pidx] - b_s.params[pidx];
  854. if (newPos !== 0) break;
  855. }
  856. return newPos;
  857. }
  858. function sortByHPScal(a,b)
  859. {
  860. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  861. return getHPScale(a_s) - getHPScale(b_s);
  862. }
  863. function HPScal_Addition(card)
  864. {
  865. const skill = Skills[card.leaderSkillId];
  866. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  867. }
  868. function sortByReduceScale(a,b)
  869. {
  870. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  871. return getReduceScale(a_s) - getReduceScale(b_s);
  872. }
  873. function ReduceScale_Addition(card)
  874. {
  875. const skill = Skills[card.leaderSkillId];
  876. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  877. }
  878. function directParseSkills(skillDataArr) {
  879. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  880. }
  881. function voidsAbsorption_Turns(card) {
  882. const outObj = {
  883. "attr-absorb": 0,
  884. "combo-absorb": 0,
  885. "damage-absorb": 0,
  886. "damage-void": 0,
  887. };
  888. const searchTypeArray = [
  889. 173,
  890. 191
  891. ];
  892. const skills = getCardActiveSkills(card, searchTypeArray);
  893. skills.reduce((pre,skill)=>{
  894. if (skill.type === 173) {
  895. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  896. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  897. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  898. } else if (skill.type === 191) {
  899. pre["damage-void"] ||= skill.params[0];
  900. }
  901. return pre
  902. }, outObj);
  903. return outObj;
  904. }
  905. function voidsAbsorption_Addition(card)
  906. {
  907. const turnsObj = voidsAbsorption_Turns(card);
  908. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  909. const turns = namesArr.map(name=>turnsObj[name]);
  910. const turnsSet = new Set(turns.filter(Boolean));
  911. const turnsCount = turnsSet.size;
  912. const fragment = document.createDocumentFragment();
  913. for (let i = 0; i < namesArr.length; i++) {
  914. if (turns[i] > 0) {
  915. fragment.append(createSkillIcon(namesArr[i]));
  916. if (turnsCount > 1)
  917. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  918. }
  919. }
  920. if (turnsCount === 1) {
  921. const turn = Array.from(turnsSet)[0];
  922. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  923. }
  924. return fragment;
  925. }
  926. function unbind_Turns(card)
  927. {
  928. const outObj = {
  929. normal: 0,
  930. awakenings: 0,
  931. matches: 0
  932. };
  933. const searchTypeArray = [
  934. 117, 179,
  935. 196
  936. ];
  937. const skills = getCardActiveSkills(card, searchTypeArray);
  938. const parsedSkills = directParseSkills(skills);
  939. parsedSkills.reduce((pre,cur)=>{
  940. pre.normal ||= cur.normal;
  941. pre.awakenings ||= cur.awakenings;
  942. pre.matches ||= cur.matches;
  943. return pre
  944. }, outObj);
  945. return outObj;
  946. }
  947. function unbind_Addition(card)
  948. {
  949. const turnsObj = unbind_Turns(card);
  950. const namesArr = ["normal", "awakenings", "matches"];
  951. const turns = namesArr.map(name=>turnsObj[name]);
  952. const turnsSet = new Set(turns.filter(Boolean));
  953. const turnsCount = turnsSet.size;
  954. const fragment = document.createDocumentFragment();
  955. for (let i = 0; i < namesArr.length; i++) {
  956. if (turns[i] > 0) {
  957. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  958. if (turnsCount > 1)
  959. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  960. }
  961. }
  962. if (turnsCount === 1) {
  963. const turn = Array.from(turnsSet)[0];
  964. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  965. }
  966. return fragment;
  967. }
  968. function boardChange_ColorTypes(skill)
  969. {
  970. if (!skill) return [];
  971. const sk = skill.params;
  972. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  973. return colors;
  974. }
  975. function boardChange_Addition(card)
  976. {
  977. const searchTypeArray = [71];
  978. const skill = getCardActiveSkill(card, searchTypeArray);
  979. const colors = boardChange_ColorTypes(skill);
  980. return createOrbsList(colors);
  981. }
  982. function orbsChangeParse(skill)
  983. {
  984. function changes(from, to)
  985. {
  986. return {from:from,to:to};
  987. }
  988. let outArr = [];
  989. if (!skill) return outArr;
  990. const sk = skill.params;
  991. switch (skill.type)
  992. {
  993. case 9:{
  994. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  995. break;
  996. }
  997. case 20:{
  998. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  999. {
  1000. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1001. }
  1002. else
  1003. {
  1004. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1005. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1006. }
  1007. break;
  1008. }
  1009. case 154:{
  1010. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  1011. break;
  1012. }
  1013. }
  1014. return outArr;
  1015. }
  1016. function changeOrbs_Addition(card)
  1017. {
  1018. const searchTypeArray = [9,20,154];
  1019. const skills = getCardActiveSkills(card, searchTypeArray);
  1020. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1021. const fragment = document.createDocumentFragment();
  1022. parsedSkills.forEach(p=>{
  1023. fragment.appendChild(createOrbsList(p.from));
  1024. fragment.appendChild(document.createTextNode(`→`));
  1025. fragment.appendChild(createOrbsList(p.to));
  1026. });
  1027. return fragment;
  1028. }
  1029. function generateOrbsParse(card)
  1030. {
  1031. const outArr = [];
  1032. const searchTypeArray = [141, 208];
  1033. const skills = getCardActiveSkills(card, searchTypeArray);
  1034. if (!skills.length) return outArr;
  1035. for (const skill of skills)
  1036. {
  1037. const sk = skill.params;
  1038. if (skill.type == 141)
  1039. {
  1040. outArr.push({
  1041. count: sk[0],
  1042. to: sk[1] || 1,
  1043. exclude: sk[2],
  1044. });
  1045. }else
  1046. {
  1047. outArr.push({
  1048. count: sk[0],
  1049. to: sk[1] || 1,
  1050. exclude: sk[2],
  1051. });
  1052. outArr.push({
  1053. count: sk[3],
  1054. to: sk[4] || 1,
  1055. exclude: sk[5],
  1056. });
  1057. }
  1058. }
  1059. return outArr;
  1060. }
  1061. function generateOrbs_Addition(card)
  1062. {
  1063. const gens = generateOrbsParse(card);
  1064. if (!gens.length) return;
  1065. const fragment = document.createDocumentFragment();
  1066. for (const gen of gens)
  1067. {
  1068. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1069. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1070. }
  1071. return fragment;
  1072. }
  1073. function lock_Addition(card)
  1074. {
  1075. const searchTypeArray = [152, 190, 262];
  1076. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1077. if (!skills.length) return;
  1078. return skills.map(skill=>{
  1079. const sk = skill.params;
  1080. const fragment = document.createDocumentFragment();
  1081. switch (skill.type) {
  1082. case 152:{
  1083. fragment.append(
  1084. createSkillIcon('orb-locked')
  1085. );
  1086. if (sk[1] < 42) fragment.append(`×${sk[1]}`);
  1087. fragment.append(
  1088. createOrbsList(Bin.unflags(sk[0] || 1))
  1089. );
  1090. break;
  1091. }
  1092. case 190:{
  1093. fragment.append(
  1094. createSkillIcon('orb-combo-drop')
  1095. );
  1096. if (sk[1] < 42) fragment.append(`×${sk[1]}`);
  1097. fragment.append(
  1098. createOrbsList(Bin.unflags(sk[0] || 1))
  1099. );
  1100. break;
  1101. }
  1102. case 262:{
  1103. fragment.append(
  1104. createSkillIcon('orb-nail')
  1105. );
  1106. if (sk[0] < 42) fragment.append(`×${sk[0]}`);
  1107. fragment.append(
  1108. createOrbsList(Attributes.orbs())
  1109. );
  1110. break;
  1111. }
  1112. }
  1113. return fragment;
  1114. }).nodeJoin('');
  1115. }
  1116. function dropLock_Addition(card)
  1117. {
  1118. const searchTypeArray = [205];
  1119. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1120. if (!skill) return;
  1121. const sk = skill.params;
  1122. const fragment = document.createDocumentFragment();
  1123. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1124. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1125. return fragment;
  1126. }
  1127. function dropOrb_Addition(card)
  1128. {
  1129. const searchTypeArray = [126];
  1130. const skill = getCardActiveSkill(card, searchTypeArray);
  1131. if (!skill) return;
  1132. const sk = skill.params;
  1133. const colors = Bin.unflags(sk[0]);
  1134. const fragment = document.createDocumentFragment();
  1135. fragment.appendChild(createOrbsList(colors, 'drop'));
  1136. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1137. return fragment;
  1138. }
  1139. function generateColumnOrbs_Addition(card)
  1140. {
  1141. const searchTypeArray = [127];
  1142. const skill = getCardActiveSkill(card, searchTypeArray);
  1143. if (!skill) return;
  1144. const sk = skill.params;
  1145. const colors = [];
  1146. for (let ai=0;ai<sk.length;ai+=2)
  1147. {
  1148. colors.push(Bin.unflags(sk[ai+1]));
  1149. }
  1150. const fragment = document.createDocumentFragment();
  1151. fragment.appendChild(document.createTextNode(`竖`));
  1152. fragment.appendChild(createOrbsList(colors.flat()));
  1153. return fragment;
  1154. }
  1155. function generateRowOrbs_Addition(card)
  1156. {
  1157. const searchTypeArray = [128];
  1158. const skill = getCardActiveSkill(card, searchTypeArray);
  1159. if (!skill) return;
  1160. const sk = skill.params;
  1161. const colors = [];
  1162. for (let ai=0;ai<sk.length;ai+=2)
  1163. {
  1164. colors.push(Bin.unflags(sk[ai+1]));
  1165. }
  1166. const fragment = document.createDocumentFragment();
  1167. fragment.appendChild(document.createTextNode(`横`));
  1168. fragment.appendChild(createOrbsList(colors.flat()));
  1169. return fragment;
  1170. }
  1171. function numericalATK_Addition(card)
  1172. {
  1173. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1174. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1175. const skill = getCardActiveSkill(card, searchTypeArray);
  1176. if (!skill) return;
  1177. //const sk = skill.params;
  1178. const colors = [getCannonAttr(skill)];
  1179. const fragment = document.createDocumentFragment();
  1180. fragment.append(`射`);
  1181. fragment.append(createOrbsList(colors));
  1182. if (typeArray_Rate.includes(skill.type)) {
  1183. function getNumber(skill){
  1184. const sk = skill.params;
  1185. switch(skill.type)
  1186. {
  1187. case 0:
  1188. case 37:
  1189. case 58:
  1190. case 59:
  1191. case 84:
  1192. case 85:
  1193. case 115:
  1194. return sk[1];
  1195. case 2:
  1196. case 35:
  1197. return sk[0];
  1198. default:
  1199. return 0;
  1200. }
  1201. }
  1202. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1203. }
  1204. return fragment;
  1205. }
  1206. function memberATK_Addition(card)
  1207. {
  1208. const searchTypeArray = [230, 269];
  1209. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1210. return skills.map(skill=>{
  1211. const sk = skill.params;
  1212. const fragment = document.createDocumentFragment();
  1213. fragment.appendChild(createTeamFlags(sk[1], skill.type == 269 ? 2 : 1));
  1214. fragment.append(`${sk[2] / 100}倍×${sk[0]}T`);
  1215. return fragment;
  1216. }).nodeJoin(document.createElement("br"));
  1217. }
  1218. function getIncreaseDamageCap(skill)
  1219. {
  1220. let cap = 0;
  1221. switch (skill.type) {
  1222. case 241:case 258:case 263:case 266:
  1223. cap = skill.params[1];
  1224. break;
  1225. case 246:
  1226. cap = skill.params[2];
  1227. break;
  1228. case 247:
  1229. cap = skill.params[3];
  1230. break;
  1231. }
  1232. return cap;
  1233. }
  1234. function memberCap_Addition(card)
  1235. {
  1236. const searchTypeArray = [241, 246, 247, 258, 263, 266];
  1237. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1238. return skills.map(skill=>{
  1239. const sk = skill.params;
  1240. let cap = getIncreaseDamageCap(skill);
  1241. const fragment = document.createDocumentFragment();
  1242. switch (skill.type) {
  1243. case 258:
  1244. case 266: {
  1245. fragment.appendChild(createTeamFlags(sk[2], skill.type == 266 ? 2 : 1));
  1246. break;
  1247. }
  1248. case 241:
  1249. case 246:
  1250. case 247: {
  1251. fragment.appendChild(createTeamFlags(1));
  1252. break;
  1253. }
  1254. case 263: {
  1255. const attrs = Bin.unflags(sk[2]);
  1256. if (attrs?.length)
  1257. {
  1258. fragment.appendChild(createOrbsList(attrs));
  1259. }
  1260. const types = Bin.unflags(sk[3]);
  1261. if (types?.length)
  1262. {
  1263. fragment.appendChild(createTypesList(types));
  1264. }
  1265. break;
  1266. }
  1267. }
  1268. //fragment.append(createSkillIcon(SkillKinds.IncreaseDamageCapacity, cap > 21 ? "cap-incr" : "cap-decr"));
  1269. switch (skill.type) {
  1270. case 258:
  1271. case 241:
  1272. case 263:
  1273. case 266: {
  1274. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1275. break;
  1276. }
  1277. case 246: {
  1278. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1279. break;
  1280. }
  1281. case 247: {
  1282. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1283. break;
  1284. }
  1285. }
  1286. return fragment;
  1287. }).nodeJoin(document.createElement("br"));
  1288. }
  1289. function dixedDamage_Addition(card)
  1290. {
  1291. const searchTypeArray = [55, 188, 56];
  1292. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1293. if (!skills.length) return;
  1294. const skill = skills[0];
  1295. const sk = skill.params;
  1296. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1297. }
  1298. function gravity_Addition(card)
  1299. {
  1300. const searchTypeArray = [6, 161, 261];
  1301. const skill = getCardActiveSkill(card, searchTypeArray);
  1302. if (!skill) return;
  1303. const sk = skill.params;
  1304. const denominator = skill.type === 161 ?
  1305. localTranslating.skill_parse.stats.maxhp() :
  1306. localTranslating.skill_parse.stats.chp();
  1307. const percent = `${sk[0]}%`;
  1308. const target = skill.type === 261 ?
  1309. localTranslating.skill_parse.target.enemy_one() :
  1310. localTranslating.skill_parse.target.enemy_all();
  1311. const fragment = document.createDocumentFragment();
  1312. //fragment.append(target, denominator, percent);
  1313. return [target, denominator, percent].nodeJoin(" ");
  1314. }
  1315. function healImmediately_Rate(card)
  1316. {
  1317. const searchTypeArray = [7, //自身回复力
  1318. 8, //固定点数
  1319. 35,115, //吸血
  1320. 117
  1321. ];
  1322. const skills = getCardActiveSkills(card, searchTypeArray);
  1323. const outObj = {
  1324. vampire: 0,
  1325. selfRcv: 0,
  1326. const: 0,
  1327. scale: 0,
  1328. };
  1329. if (!skills.length) return outObj;
  1330. skills.forEach(skill=>{
  1331. const sk = skill.params;
  1332. if (skill.type == 7)
  1333. {
  1334. outObj.selfRcv += sk[0];
  1335. }
  1336. else if(skill.type == 8)
  1337. {
  1338. outObj.const += sk[0];
  1339. }
  1340. else if(skill.type == 35)
  1341. {
  1342. outObj.vampire += sk[1];
  1343. }
  1344. else if(skill.type == 115)
  1345. {
  1346. outObj.vampire += sk[2];
  1347. }
  1348. else if(skill.type == 117)
  1349. {
  1350. outObj.selfRcv += sk[1] || 0;
  1351. outObj.const += sk[2] || 0;
  1352. outObj.scale += sk[3] || 0;
  1353. }
  1354. });
  1355. return outObj;
  1356. }
  1357. function atkBuff_Rate(card)
  1358. {
  1359. const searchTypeArray = [
  1360. 88,92, //类型的
  1361. 50,90, //属性的,要排除回复力
  1362. 156,168,231, //宝石姬
  1363. 228, //属性、类型数量
  1364. ];
  1365. const skills = getCardActiveSkills(card, searchTypeArray);
  1366. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1367. function atkBuffParse(skill) {
  1368. const outObj = {
  1369. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1370. types: [],
  1371. attrs: [],
  1372. awoken: [],
  1373. rate: 0,
  1374. turns: 0,
  1375. };
  1376. if (!skill) return outObj;
  1377. const sk = skill.params;
  1378. if (skill.type == 88 || skill.type == 92)
  1379. {
  1380. outObj.skilltype = 2;
  1381. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1382. outObj.turns = sk[0];
  1383. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1384. }
  1385. else if(skill.type == 50 || skill.type == 90)
  1386. {
  1387. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1388. if (!outObj.attrs.length) //去除回复力
  1389. return outObj;
  1390. outObj.skilltype = 2;
  1391. outObj.turns = sk[0];
  1392. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1393. }
  1394. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1395. || skill.type == 168)
  1396. {
  1397. outObj.skilltype = 1;
  1398. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1399. outObj.turns = sk[0];
  1400. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1401. }
  1402. else if(skill.type == 228 && sk[3] > 0)
  1403. {
  1404. outObj.skilltype = 1;
  1405. outObj.attrs = Bin.unflags(sk[1]);
  1406. outObj.types = Bin.unflags(sk[2]);
  1407. outObj.turns = sk[0];
  1408. outObj.rate = sk[3];
  1409. }
  1410. else if(skill.type == 231 && sk[6] > 0)
  1411. {
  1412. outObj.skilltype = 1;
  1413. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1414. outObj.turns = sk[0];
  1415. outObj.rate = sk[6];
  1416. }
  1417. return outObj;
  1418. }
  1419. }
  1420. function rcvBuff_Rate(card)
  1421. {
  1422. const searchTypeArray = [
  1423. 50,90,
  1424. 228, 231, //宝石姬
  1425. ];
  1426. const skills = getCardActiveSkills(card, searchTypeArray);
  1427. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1428. function rcvBuffParse(skill) {
  1429. const outObj = {
  1430. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1431. types: [],
  1432. attrs: [],
  1433. awoken: [],
  1434. rate: 0,
  1435. turns: 0,
  1436. };
  1437. if (!skill) return outObj;
  1438. const sk = skill.params;
  1439. if (skill.type == 228 && sk[4] > 0) {
  1440. outObj.skilltype = 1;
  1441. outObj.attrs = Bin.unflags(sk[1]);
  1442. outObj.types = Bin.unflags(sk[2]);
  1443. outObj.turns = sk[0];
  1444. outObj.rate = sk[4];
  1445. } else if (skill.type == 231 && sk[7] > 0) {
  1446. outObj.skilltype = 1;
  1447. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1448. outObj.turns = sk[0];
  1449. outObj.rate = sk[7];
  1450. } else if (skill.type == 50 || skill.type == 90) {
  1451. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1452. outObj.turns = sk[0];
  1453. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1454. }
  1455. return outObj;
  1456. }
  1457. }
  1458. function damageSelf_Rate(card)
  1459. {
  1460. const searchTypeArray = [84,85,86,87,195];
  1461. const skill = getCardActiveSkill(card, searchTypeArray);
  1462. if (!skill) return 0;
  1463. const sk = skill.params;
  1464. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1465. }
  1466. function changeEnemiesAttr_Attr(card)
  1467. {
  1468. const outObj = {
  1469. attr: null,
  1470. turns: 0
  1471. }
  1472. const searchTypeArray = [153, 224];
  1473. const skill = getCardActiveSkill(card, searchTypeArray);
  1474. if (!skill) return outObj;
  1475. const sk = skill.params;
  1476. if (skill.type == 153)
  1477. {
  1478. outObj.attr = sk[0];
  1479. }
  1480. else if (skill.type == 224)
  1481. {
  1482. outObj.attr = sk[1] || 0;
  1483. outObj.turns = sk[0];
  1484. }
  1485. return outObj;
  1486. }
  1487. function shapeThisRowOk(line, lineNumber) {
  1488. if (lineNumber <= 0) return true;
  1489. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1490. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1491. }
  1492. function shapeUpsideDownRowOk(line, lineNumber) {
  1493. if (lineNumber <= 0) return true;
  1494. return line > 0 ? (line & lineNumber) === 0 : true;
  1495. }
  1496. function shapeIsCross(sk) { //产珠是十字
  1497. const baseLineNum = 0b111;
  1498. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1499. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1500. lineNumArr.push(_lineNum);
  1501. }
  1502. for (let ri=1; ri<4; ri++)
  1503. {
  1504. //搜索所有可能的行存在
  1505. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1506. if (maybeLineNum.length < 1) continue;
  1507. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1508. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1509. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1510. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1511. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1512. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1513. });
  1514. if (maybeLineNum.length > 0) return true;
  1515. }
  1516. return false;
  1517. }
  1518. function shapeIsLShape(sk) { //产珠是L字
  1519. const baseLineNum = 0b111;
  1520. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1521. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1522. lineNumArr.push(_lineNum);
  1523. }
  1524. for (let ri=0; ri<5; ri++)
  1525. {
  1526. //搜索所有可能的行存在
  1527. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1528. if (maybeLineNum.length < 1) continue;
  1529. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1530. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1531. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1532. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1533. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1534. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1535. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1536. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1537. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1538. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1539. ||
  1540. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1541. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1542. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1543. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1544. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1545. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1546. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1547. });
  1548. if (maybeLineNum.length > 0) return true;
  1549. }
  1550. return false;
  1551. }
  1552. //创建1个觉醒图标
  1553. function createAwokenIcon(awokenId)
  1554. {
  1555. const icon = document.createElement("icon");
  1556. icon.className ="awoken-icon";
  1557. icon.setAttribute("data-awoken-icon", awokenId);
  1558. return icon;
  1559. }
  1560. //产生一个觉醒列表
  1561. function creatAwokenList(awokens) {
  1562. const ul = document.createElement("ul");
  1563. ul.className = "awoken-ul";
  1564. awokens.forEach(ak=>{
  1565. const li = ul.appendChild(document.createElement("li"));
  1566. const icon = li.appendChild(createAwokenIcon(ak));
  1567. });
  1568. return ul;
  1569. }
  1570. //产生宝珠列表
  1571. function createOrbsList(orbs, className)
  1572. {
  1573. if (orbs == undefined) orbs = [0];
  1574. else if (!Array.isArray(orbs)) orbs = [orbs];
  1575. const ul = document.createElement("ul");
  1576. ul.className = "board";
  1577. orbs.forEach(orbType => {
  1578. const li = ul.appendChild(document.createElement("li"));
  1579. li.className = className ? `orb ${className}` :`orb`;
  1580. li.setAttribute("data-orb-icon", orbType);
  1581. });
  1582. return ul;
  1583. }
  1584. //产生类型列表
  1585. function createTypesList(types)
  1586. {
  1587. if (types == undefined) types = [0];
  1588. else if (!Array.isArray(types)) types = [types];
  1589. const ul = document.createElement("ul");
  1590. ul.className = "types-ul";
  1591. types.forEach(type => {
  1592. const li = ul.appendChild(document.createElement("li"));
  1593. li.className = `type-icon`;
  1594. li.setAttribute("data-type-icon", type);
  1595. });
  1596. return ul;
  1597. }
  1598. const functions = [
  1599. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1600. {group:true,name:"Active Skill",otLangName:{chs:"主动技",cht:"主動技"}, functions: [
  1601. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1602. function:cards=>cards.filter(card=>{
  1603. function isLoopBuff(parsedSkill, cd) {
  1604. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1605. && skill.turns >= cd);
  1606. }
  1607. //跳过0号技能的、会变身成别人的和无技能数据的
  1608. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1609. const skill = Skills[card.activeSkillId];
  1610. if (!skill) return false;
  1611. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1612. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1613. let parsedActiveSkill = skillParser(card.activeSkillId);
  1614. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1615. //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
  1616. let parsedGroupSkill = parsedActiveSkill?.[0];
  1617. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1618. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1619. }
  1620. //进化类技能,排除循环进化,并只计算最后一级
  1621. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills) {
  1622. const subSkills = parsedGroupSkill.params.map(id=>Skills[id]);
  1623. if (parsedGroupSkill.loop) { //循环的
  1624. let subCd = subSkills.reduce((p,subSkill)=>{
  1625. p += subSkill.initialCooldown - (subSkill.maxLevel - 1);
  1626. return p;
  1627. }, 0);
  1628. return parsedGroupSkill.skills.some(skill=>isLoopBuff(skill, subCd));
  1629. } else { //不循环的
  1630. let subSkill = subSkills.at(-1);
  1631. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1632. return isLoopBuff(parsedGroupSkill.skills.at(-1), subCd);
  1633. }
  1634. }
  1635. return false;
  1636. })
  1637. },
  1638. {group:true,name:"Voids Absorption",otLangName:{chs:"破吸类",cht:"破吸類"}, functions: [
  1639. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1640. function:cards=>{
  1641. const attrName = "attr-absorb";
  1642. return cards.filter(card=>{
  1643. const turns = voidsAbsorption_Turns(card);
  1644. return turns[attrName] > 0;
  1645. }).sort((a,b)=>{
  1646. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1647. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1648. return a_pC - b_pC;
  1649. });
  1650. },
  1651. addition:voidsAbsorption_Addition
  1652. },
  1653. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1654. function:cards=>{
  1655. const attrName = "combo-absorb";
  1656. return cards.filter(card=>{
  1657. const turns = voidsAbsorption_Turns(card);
  1658. return turns[attrName] > 0;
  1659. }).sort((a,b)=>{
  1660. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1661. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1662. return a_pC - b_pC;
  1663. });
  1664. },
  1665. addition:voidsAbsorption_Addition
  1666. },
  1667. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1668. function:cards=>{
  1669. const attrName = "damage-absorb";
  1670. return cards.filter(card=>{
  1671. const turns = voidsAbsorption_Turns(card);
  1672. return turns[attrName] > 0;
  1673. }).sort((a,b)=>{
  1674. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1675. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1676. return a_pC - b_pC;
  1677. });
  1678. },
  1679. addition:voidsAbsorption_Addition
  1680. },
  1681. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1682. function:cards=>{
  1683. const attrName = "damage-void";
  1684. return cards.filter(card=>{
  1685. const turns = voidsAbsorption_Turns(card);
  1686. return turns[attrName] > 0;
  1687. }).sort((a,b)=>{
  1688. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1689. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1690. return a_pC - b_pC;
  1691. });
  1692. },
  1693. addition:voidsAbsorption_Addition
  1694. },
  1695. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1696. {name:"2 Voids (attr. & damage)",otLangName:{chs:"双破(属+伤)",cht:"双破(属+伤)"},
  1697. function:cards=>{
  1698. return cards.filter(card=>{
  1699. const turns = voidsAbsorption_Turns(card);
  1700. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0;
  1701. }).sort((a,b)=>{
  1702. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1703. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1704. return a_pC - b_pC;
  1705. });
  1706. },
  1707. addition:voidsAbsorption_Addition
  1708. },
  1709. {name:"3 Voids (attr. & damage & void)",otLangName:{chs:"三破(属+伤+无)",cht:"三破(属+伤+无)"},
  1710. function:cards=>{
  1711. return cards.filter(card=>{
  1712. const turns = voidsAbsorption_Turns(card);
  1713. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1714. }).sort((a,b)=>{
  1715. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1716. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1717. return a_pC - b_pC;
  1718. });
  1719. },
  1720. addition:voidsAbsorption_Addition
  1721. },
  1722. ]},
  1723. ]},
  1724. {group:true,name:"Recovers Bind Status",otLangName:{chs:"解封类",cht:"解封類"}, functions: [
  1725. {
  1726. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1727. function:cards=>{
  1728. return cards.filter(card=>{
  1729. const turns = unbind_Turns(card);
  1730. return turns.normal > 0;
  1731. }).sort((a,b)=>{
  1732. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1733. let a_pC = a_s.normal, b_pC = b_s.normal;
  1734. return a_pC - b_pC;
  1735. });
  1736. },
  1737. addition:unbind_Addition
  1738. },
  1739. {
  1740. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1741. function:cards=>{
  1742. return cards.filter(card=>{
  1743. const turns = unbind_Turns(card);
  1744. return turns.awakenings > 0;
  1745. }).sort((a,b)=>{
  1746. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1747. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1748. return a_pC - b_pC;
  1749. });
  1750. },
  1751. addition:unbind_Addition
  1752. },
  1753. {
  1754. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1755. function:cards=>{
  1756. return cards.filter(card=>{
  1757. const turns = unbind_Turns(card);
  1758. return turns.matches > 0;
  1759. }).sort((a,b)=>{
  1760. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1761. let a_pC = a_s.matches, b_pC = b_s.matches;
  1762. return a_pC - b_pC;
  1763. });
  1764. },
  1765. addition:unbind_Addition
  1766. },
  1767. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1768. {
  1769. name:"3 Unbinds",otLangName:{chs:"三解",cht:"三解"},
  1770. function:cards=>{
  1771. return cards.filter(card=>{
  1772. const turns = unbind_Turns(card);
  1773. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1774. }).sort((a,b)=>{
  1775. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1776. let a_pC = a_s.normal, b_pC = b_s.normal;
  1777. return a_pC - b_pC;
  1778. });
  1779. },
  1780. addition:unbind_Addition
  1781. },
  1782. ]},
  1783. ]},
  1784. {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: [
  1785. {name:"↑Increase skills charge",otLangName:{chs:"【溜】减少CD",cht:"【溜】減少CD"},
  1786. function:cards=>{
  1787. const searchTypeArray = [146];
  1788. return cards.filter(card=>{
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. return skill;
  1791. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1792. },
  1793. addition:card=>{
  1794. const searchTypeArray = [146];
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. if (!skill) return;
  1797. const sk = skill.params;
  1798. const fragment = document.createDocumentFragment();
  1799. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1800. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1801. return fragment;
  1802. }
  1803. },
  1804. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1805. function:cards=>{
  1806. const searchTypeArray = [93, 227];
  1807. return cards.filter(card=>{
  1808. const skill = getCardActiveSkill(card, searchTypeArray);
  1809. return skill;
  1810. }).sort((a,b)=>{
  1811. const a_s = getCardActiveSkill(a, searchTypeArray),
  1812. b_s = getCardActiveSkill(b, searchTypeArray);
  1813. return a_s.type - b_s.type;
  1814. });
  1815. },
  1816. addition:card=>{
  1817. const searchTypeArray = [93, 227];
  1818. const skill = getCardActiveSkill(card, searchTypeArray);
  1819. if (!skill) return;
  1820. const fragment = document.createDocumentFragment();
  1821. fragment.append(createSkillIcon('leader-change'));
  1822. skill.type === 227 && fragment.append('换👉');
  1823. return fragment;
  1824. }
  1825. },
  1826. {group:true,name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限",cht:"增加傷害上限"}, functions: [
  1827. {name:"Increase Damage Cap - Any",otLangName:{chs:"增加伤害上限 - 任意",cht:"增加傷害上限 - 任意"},
  1828. function:cards=>{
  1829. const searchTypeArray = [241, 246, 247, 258, 263, 266];
  1830. return cards.filter(card=>{
  1831. const skill = getCardActiveSkill(card, searchTypeArray);
  1832. return skill;
  1833. }).sort((a,b)=>{
  1834. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1835. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1836. return a_pC - b_pC;
  1837. });
  1838. },
  1839. addition:memberCap_Addition
  1840. },
  1841. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 - 自身",cht:"增加傷害上限 - 自身"},
  1842. function:cards=>{
  1843. const searchTypeArray = [241, 246, 247, 258, 266];
  1844. return cards.filter(card=>{
  1845. const skill = getCardActiveSkill(card, searchTypeArray);
  1846. switch (skill?.type) {
  1847. case 258: {
  1848. return Boolean(skill.params[2] & 0b1);
  1849. }
  1850. case 266: {
  1851. return Boolean(skill.params[2] & 0b100);
  1852. }
  1853. default: {
  1854. return skill;
  1855. }
  1856. }
  1857. }).sort((a,b)=>{
  1858. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1859. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1860. return a_pC - b_pC;
  1861. });
  1862. },
  1863. addition:memberCap_Addition
  1864. },
  1865. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 - 队长",cht:"增加傷害上限 - 隊長"},
  1866. function:cards=>{
  1867. const searchTypeArray = [258];
  1868. return cards.filter(card=>{
  1869. const skill = getCardActiveSkill(card, searchTypeArray);
  1870. return skill && Boolean(skill.params[2] & 0b110);
  1871. }).sort((a,b)=>{
  1872. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1873. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1874. return a_pC - b_pC;
  1875. });
  1876. },
  1877. addition:memberCap_Addition
  1878. },
  1879. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 - 队员",cht:"增加傷害上限 - 隊員"},
  1880. function:cards=>{
  1881. const searchTypeArray = [258];
  1882. return cards.filter(card=>{
  1883. const skill = getCardActiveSkill(card, searchTypeArray);
  1884. return skill && Boolean(skill.params[2] & 0b1000);
  1885. }).sort((a,b)=>{
  1886. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1887. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1888. return a_pC - b_pC;
  1889. });
  1890. },
  1891. addition:memberCap_Addition
  1892. },
  1893. {name:"Increase Damage Cap - Neighbor",otLangName:{chs:"增加伤害上限 - 相邻",cht:"增加傷害上限 - 相鄰"},
  1894. function:cards=>{
  1895. const searchTypeArray = [266];
  1896. return cards.filter(card=>{
  1897. const skill = getCardActiveSkill(card, searchTypeArray);
  1898. return skill && Boolean(skill.params[2] & 0b11);
  1899. }).sort((a,b)=>{
  1900. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1901. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1902. return a_pC - b_pC;
  1903. });
  1904. },
  1905. addition:memberCap_Addition
  1906. },
  1907. {name:"Increase Damage Cap - Attr./Types",otLangName:{chs:"增加伤害上限 - 属性/类型",cht:"增加傷害上限 - 屬性/類型"},
  1908. function:cards=>{
  1909. const searchTypeArray = [263];
  1910. return cards.filter(card=>{
  1911. const skill = getCardActiveSkill(card, searchTypeArray);
  1912. return skill;
  1913. }).sort((a,b)=>{
  1914. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1915. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1916. return a_pC - b_pC;
  1917. });
  1918. },
  1919. addition:memberCap_Addition
  1920. },
  1921. ]},
  1922. {group:true,name:"Card slot ATK rate change",otLangName:{chs:"卡片位置攻击力",cht:"卡片位置攻擊力"}, functions: [
  1923. {name:"Card slot ATK rate change - Any",otLangName:{chs:"卡片位置攻击力 - 任意",cht:"卡片位置攻擊力 - 任意"},
  1924. function:cards=>{
  1925. const searchTypeArray = [230, 269];
  1926. return cards.filter(card=>{
  1927. const skill = getCardActiveSkill(card, searchTypeArray);
  1928. return skill;
  1929. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1930. },
  1931. addition:memberATK_Addition
  1932. },
  1933. {name:"Card slot ATK rate change - Self",otLangName:{chs:"卡片位置攻击力 - 自身",cht:"卡片位置攻擊力 - 自身"},
  1934. function:cards=>{
  1935. const searchTypeArray = [230, 269];
  1936. return cards.filter(card=>{
  1937. const skill = getCardActiveSkill(card, searchTypeArray);
  1938. switch (skill?.type) {
  1939. case 230: {
  1940. return Boolean(skill.params[1] & 0b1);
  1941. }
  1942. case 269: {
  1943. return Boolean(skill.params[1] & 0b100);
  1944. }
  1945. default: {
  1946. return skill;
  1947. }
  1948. }
  1949. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1950. },
  1951. addition:memberATK_Addition
  1952. },
  1953. {name:"Card slot ATK rate change - Leader",otLangName:{chs:"卡片位置攻击力 - 队长",cht:"卡片位置攻擊力 - 隊長"},
  1954. function:cards=>{
  1955. const searchTypeArray = [230];
  1956. return cards.filter(card=>{
  1957. const skill = getCardActiveSkill(card, searchTypeArray);
  1958. return skill && Boolean(skill.params[1] & 0b110);
  1959. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1960. },
  1961. addition:memberATK_Addition
  1962. },
  1963. {name:"Card slot ATK rate change - Sub",otLangName:{chs:"卡片位置攻击力 - 队员",cht:"卡片位置攻擊力 - 隊員"},
  1964. function:cards=>{
  1965. const searchTypeArray = [230];
  1966. return cards.filter(card=>{
  1967. const skill = getCardActiveSkill(card, searchTypeArray);
  1968. return skill && Boolean(skill.params[1] & 0b1000);
  1969. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1970. },
  1971. addition:memberATK_Addition
  1972. },
  1973. {name:"Card slot ATK rate change - Neighbor",otLangName:{chs:"卡片位置攻击力 - 相邻",cht:"卡片位置攻擊力 - 相鄰"},
  1974. function:cards=>{
  1975. const searchTypeArray = [269];
  1976. return cards.filter(card=>{
  1977. const skill = getCardActiveSkill(card, searchTypeArray);
  1978. return skill && Boolean(skill.params[1] & 0b11);
  1979. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1980. },
  1981. addition:memberATK_Addition
  1982. },
  1983. ]},
  1984. {name:"Change card self's Attr",otLangName:{chs:"转换自身属性",cht:"轉換自身屬性"},
  1985. function:cards=>{
  1986. const searchTypeArray = [142];
  1987. return cards.filter(card=>{
  1988. const skill = getCardActiveSkill(card, searchTypeArray);
  1989. return skill;
  1990. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1991. },
  1992. addition:card=>{
  1993. const searchTypeArray = [142];
  1994. const skill = getCardActiveSkill(card, searchTypeArray);
  1995. if (!skill) return;
  1996. const sk = skill.params;
  1997. const fragment = document.createDocumentFragment();
  1998. fragment.appendChild(document.createTextNode(`自→`));
  1999. fragment.appendChild(createOrbsList(sk[1]));
  2000. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2001. return fragment;
  2002. }
  2003. },
  2004. {name:"↓Reduce skills charge",otLangName:{chs:"【坐】增加CD",cht:"【坐】增加CD"},
  2005. function:cards=>{
  2006. const searchTypeArray = [218];
  2007. return cards.filter(card=>{
  2008. const skill = getCardActiveSkill(card, searchTypeArray);
  2009. return skill;
  2010. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2011. },
  2012. addition:card=>{
  2013. const searchTypeArray = [218];
  2014. const skill = getCardActiveSkill(card, searchTypeArray);
  2015. if (!skill) return;
  2016. const sk = skill.params;
  2017. const fragment = document.createDocumentFragment();
  2018. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  2019. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  2020. return fragment;
  2021. }
  2022. },
  2023. {name:"Bind team active skill",otLangName:{chs:"自封队伍技能 debuff",cht:"自封队伍技能 debuff"},
  2024. function:cards=>cards.filter(card=>{
  2025. const searchTypeArray = [214];
  2026. const skill = getCardActiveSkill(card, searchTypeArray);
  2027. return skill;
  2028. }),
  2029. addition:card=>{
  2030. const searchTypeArray = [214];
  2031. const skill = getCardActiveSkill(card, searchTypeArray);
  2032. if (!skill) return;
  2033. const sk = skill.params;
  2034. return document.createTextNode(`自封技${sk[0]}T`);
  2035. }
  2036. },
  2037. {name:"Bind card self",otLangName:{chs:"角色自身被绑定",cht:"角色自身被綁定"},
  2038. function:cards=>cards.filter(card=>{
  2039. const searchTypeArray = [267];
  2040. const skill = getCardActiveSkill(card, searchTypeArray);
  2041. return skill;
  2042. }),
  2043. addition:card=>{
  2044. const searchTypeArray = [267];
  2045. const skill = getCardActiveSkill(card, searchTypeArray);
  2046. if (!skill) return;
  2047. const sk = skill.params;
  2048. return document.createTextNode(`自绑定${sk[0]}T`);
  2049. }
  2050. },
  2051. {name:"Remove card self's assist",otLangName:{chs:"移除卡片武器",cht:"移除卡片武器"},
  2052. function:cards=>cards.filter(card=>{
  2053. const searchTypeArray = [250];
  2054. const skill = getCardActiveSkill(card, searchTypeArray);
  2055. return skill;
  2056. }),
  2057. addition:card=>{
  2058. const searchTypeArray = [250];
  2059. const skill = getCardActiveSkill(card, searchTypeArray);
  2060. if (!skill) return;
  2061. const sk = skill.params;
  2062. return renderAwakenings(sk);
  2063. }
  2064. },
  2065. ]},
  2066. {group:true,name:"Player's HP change",otLangName:{chs:"玩家HP操纵类",cht:"玩家HP操縱類"}, functions: [
  2067. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2068. function:cards=>{
  2069. const searchTypeArray = [179];
  2070. return cards.filter(card=>{
  2071. const skill = getCardActiveSkill(card, searchTypeArray);
  2072. return skill;
  2073. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2074. },
  2075. addition:card=>{
  2076. const searchTypeArray = [179];
  2077. const skill = getCardActiveSkill(card, searchTypeArray);
  2078. if (!skill) return;
  2079. const sk = skill.params;
  2080. const fragment = document.createDocumentFragment();
  2081. fragment.append(createSkillIcon('auto-heal'));
  2082. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  2083. return fragment;
  2084. }
  2085. },
  2086. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2087. function:cards=>{
  2088. return cards.filter(card=>{
  2089. const heal = healImmediately_Rate(card);
  2090. return Object.values(heal).some(v=>v);
  2091. })
  2092. .sort((a,b)=>{
  2093. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2094. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2095. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2096. let sortNum = a_i - b_i;
  2097. if (!sortNum)
  2098. {
  2099. sortNum = a_vs[a_i] - b_vs[b_i];
  2100. }
  2101. return sortNum;
  2102. });
  2103. },
  2104. addition:card=>{
  2105. const heal = healImmediately_Rate(card);
  2106. const fragment = document.createDocumentFragment();
  2107. fragment.append(createSkillIcon('heal', 'hp-incr'));
  2108. if (heal.scale)
  2109. fragment.append(`${heal.scale}%`);
  2110. if (heal.const)
  2111. fragment.append(`${heal.const.bigNumberToString()}点`);
  2112. if (heal.selfRcv)
  2113. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  2114. if (heal.vampire)
  2115. fragment.append(`${heal.vampire}%伤害`);
  2116. return fragment;
  2117. }
  2118. },
  2119. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2120. function:cards=>{
  2121. const searchTypeArray = [237];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. return skill;
  2125. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2126. },
  2127. addition:card=>{
  2128. const searchTypeArray = [237];
  2129. const skill = getCardActiveSkill(card, searchTypeArray);
  2130. if (!skill) return;
  2131. const sk = skill.params;
  2132. const fragment = document.createDocumentFragment();
  2133. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  2134. return fragment;
  2135. }
  2136. },
  2137. {name:"Damage self",otLangName:{chs:"玩家自残",cht:"玩家自殘"},
  2138. function:cards=>{
  2139. return cards.filter(card=>damageSelf_Rate(card)>0)
  2140. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2141. },
  2142. addition:card=>{
  2143. let rate = damageSelf_Rate(card);
  2144. const fragment = document.createDocumentFragment();
  2145. fragment.append(createSkillIcon('heal', 'hp-decr'));
  2146. if (rate < 100)
  2147. fragment.append(`减少${rate}%`);
  2148. else
  2149. fragment.append(`减少到1`);
  2150. return fragment;
  2151. }
  2152. },
  2153. ]},
  2154. {group:true,name:"Buff",otLangName:{chs:"buff 类",cht:"buff 類"}, functions: [
  2155. {name:"RCV rate change",otLangName:{chs:"回复力 buff",cht:"回覆力 buff"},
  2156. function:cards=>{
  2157. return cards.filter(card=>{
  2158. const atkbuff = rcvBuff_Rate(card);
  2159. return atkbuff.skilltype > 0;
  2160. }).sort((a,b)=>{
  2161. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2162. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2163. if (sortNum == 0)
  2164. sortNum = a_pC.rate - b_pC.rate;
  2165. if (sortNum == 0)
  2166. sortNum = a_pC.turns - b_pC.turns;
  2167. return sortNum;
  2168. });
  2169. },
  2170. addition:card=>{
  2171. const atkbuff = rcvBuff_Rate(card);
  2172. const fragment = document.createDocumentFragment();
  2173. fragment.appendChild(createOrbsList([5]));
  2174. if (atkbuff.skilltype == 0) return fragment;
  2175. if (atkbuff.skilltype == 1)
  2176. {
  2177. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2178. if (atkbuff.awoken.length)
  2179. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2180. if (atkbuff.attrs.length)
  2181. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2182. if (atkbuff.types.length)
  2183. fragment.appendChild(createTypesList(atkbuff.types));
  2184. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2185. }else if (atkbuff.skilltype == 2)
  2186. {
  2187. if (atkbuff.attrs.length)
  2188. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2189. if (atkbuff.types.length)
  2190. fragment.appendChild(createTypesList(atkbuff.types));
  2191. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2192. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2193. }
  2194. return fragment;
  2195. }
  2196. },
  2197. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2198. function:cards=>{
  2199. return cards.filter(card=>{
  2200. const atkbuff = atkBuff_Rate(card);
  2201. return atkbuff.skilltype > 0;
  2202. }).sort((a,b)=>{
  2203. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2204. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2205. if (sortNum == 0)
  2206. sortNum = a_pC.rate - b_pC.rate;
  2207. if (sortNum == 0)
  2208. sortNum = a_pC.turns - b_pC.turns;
  2209. return sortNum;
  2210. });
  2211. },
  2212. addition:card=>{
  2213. const atkbuff = atkBuff_Rate(card);
  2214. const fragment = document.createDocumentFragment();
  2215. if (atkbuff.skilltype == 0) return fragment;
  2216. if (atkbuff.skilltype == 1)
  2217. {
  2218. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2219. if (atkbuff.awoken.length)
  2220. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2221. if (atkbuff.attrs.length)
  2222. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2223. if (atkbuff.types.length)
  2224. fragment.appendChild(createTypesList(atkbuff.types));
  2225. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2226. }else if (atkbuff.skilltype == 2)
  2227. {
  2228. if (atkbuff.attrs.length)
  2229. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2230. if (atkbuff.types.length)
  2231. fragment.appendChild(createTypesList(atkbuff.types));
  2232. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2233. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2234. }
  2235. return fragment;
  2236. }
  2237. },
  2238. {name:"Move time change",otLangName:{chs:"操作时间 buff",cht:"操作時間 buff"},
  2239. function:cards=>{
  2240. const searchTypeArray = [132];
  2241. return cards.filter(card=>{
  2242. const skill = getCardActiveSkill(card, searchTypeArray);
  2243. return skill;
  2244. }).sort((a,b)=>{
  2245. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2246. //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
  2247. 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;
  2248. 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]);
  2249. });
  2250. },
  2251. addition:card=>{
  2252. const searchTypeArray = [132];
  2253. const skill = getCardActiveSkill(card, searchTypeArray);
  2254. if (!skill) return;
  2255. const sk = skill.params;
  2256. let str = "👆";
  2257. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2258. if (sk[2]) str += `x${sk[2]/100}`;
  2259. str += `x${sk[0]}T`;
  2260. return str;
  2261. }
  2262. },
  2263. {name:"Adds combo",otLangName:{chs:"加C buff",cht:"加C buff"},
  2264. function:cards=>{
  2265. const searchTypeArray = [160];
  2266. return cards.filter(card=>{
  2267. const skill = getCardActiveSkill(card, searchTypeArray);
  2268. return skill;
  2269. }).sort((a,b)=>{
  2270. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2271. return a_s.params[1] - b_s.params[1];
  2272. });
  2273. },
  2274. addition:card=>{
  2275. const searchTypeArray = [160];
  2276. const skill = getCardActiveSkill(card, searchTypeArray);
  2277. if (!skill) return;
  2278. const sk = skill.params;
  2279. return `+${sk[1]}C×${sk[0]}T`;
  2280. }
  2281. },
  2282. {name:"Reduce Damage for all Attr",otLangName:{chs:"全属减伤 buff",cht:"全屬減傷 buff"},
  2283. function:cards=>{
  2284. const searchTypeArray = [3,156];
  2285. return cards.filter(card=>{
  2286. const skill = getCardActiveSkill(card, searchTypeArray);
  2287. if (!skill) return false;
  2288. if (skill.type == 156)
  2289. return skill.params[4]==3;
  2290. else
  2291. return true;
  2292. }).sort((a,b)=>{
  2293. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2294. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2295. if (!sortNum)
  2296. {
  2297. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2298. sortNum = a_pC - b_pC;
  2299. }
  2300. return sortNum;
  2301. });
  2302. },
  2303. addition:card=>{
  2304. const searchTypeArray = [3,156];
  2305. const skill = getCardActiveSkill(card, searchTypeArray);
  2306. if (!skill) return;
  2307. const sk = skill.params;
  2308. const fragment = document.createDocumentFragment();
  2309. if (skill.type == 156)
  2310. {
  2311. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2312. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2313. fragment.appendChild(creatAwokenList(awokenArr));
  2314. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2315. }else
  2316. {
  2317. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2318. }
  2319. return fragment;
  2320. }
  2321. },
  2322. {name:"Reduce 100% Damage",otLangName:{chs:"全属减伤 100%",cht:"全屬減傷 100%"},
  2323. function:cards=>{
  2324. const searchTypeArray = [3];
  2325. return cards.filter(card=>{
  2326. const skill = getCardActiveSkill(card, searchTypeArray);
  2327. return skill && skill.params[1]>=100;
  2328. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2329. },
  2330. addition:card=>{
  2331. const searchTypeArray = [3];
  2332. const skill = getCardActiveSkill(card, searchTypeArray);
  2333. if (!skill) return;
  2334. const sk = skill.params;
  2335. return `无敌×${sk[0]}T`;
  2336. }
  2337. },
  2338. {name:"Reduce all Damage for designated Attr",otLangName:{chs:"限属减伤 buff",cht:"限屬減傷 buff"},
  2339. function:cards=>{
  2340. const searchTypeArray = [21];
  2341. return cards.filter(card=>{
  2342. const skill = getCardActiveSkill(card, searchTypeArray);
  2343. return skill;
  2344. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2345. },
  2346. addition:card=>{
  2347. const searchTypeArray = [21];
  2348. const skill = getCardActiveSkill(card, searchTypeArray);
  2349. if (!skill) return;
  2350. const sk = skill.params;
  2351. const colors = [sk[1]];
  2352. const fragment = document.createDocumentFragment();
  2353. fragment.appendChild(document.createTextNode(`-`));
  2354. fragment.appendChild(createOrbsList(colors));
  2355. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2356. return fragment;
  2357. }
  2358. },
  2359. {name:"Mass Attacks",otLangName:{chs:"变为全体攻击",cht:"變爲全體攻擊"},
  2360. function:cards=>{
  2361. const searchTypeArray = [51];
  2362. return cards.filter(card=>{
  2363. const skill = getCardActiveSkill(card, searchTypeArray);
  2364. return skill;
  2365. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2366. },
  2367. addition:card=>{
  2368. const searchTypeArray = [51];
  2369. const skill = getCardActiveSkill(card, searchTypeArray);
  2370. if (!skill) return;
  2371. const sk = skill.params;
  2372. return `全体×${sk[0]}T`;
  2373. }
  2374. },
  2375. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2376. function:cards=>cards.filter(card=>{
  2377. const searchTypeArray = [156,168,228,231];
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. return skill;
  2380. })
  2381. },
  2382. ]},
  2383. {group:true,name:"For Enemy",otLangName:{chs:"对敌 buff 类",cht:"對敵 buff 類"}, functions: [
  2384. {name:"Menace",otLangName:{chs:"威吓",cht:"威嚇"},
  2385. function:cards=>{
  2386. const searchTypeArray = [18];
  2387. return cards.filter(card=>{
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. return skill;
  2390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2391. },
  2392. addition:card=>{
  2393. const searchTypeArray = [18];
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. if (!skill) return;
  2396. const sk = skill.params;
  2397. const fragment = document.createDocumentFragment();
  2398. fragment.appendChild(createSkillIcon('delay'));
  2399. fragment.append(`×${sk[0]}T`);
  2400. return fragment;
  2401. }
  2402. },
  2403. {name:"Reduces enemies' DEF",otLangName:{chs:"破防",cht:"破防"},
  2404. function:cards=>{
  2405. const searchTypeArray = [19];
  2406. return cards.filter(card=>{
  2407. const skill = getCardActiveSkill(card, searchTypeArray);
  2408. return skill;
  2409. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2410. },
  2411. addition:card=>{
  2412. const searchTypeArray = [19];
  2413. const skill = getCardActiveSkill(card, searchTypeArray);
  2414. if (!skill) return;
  2415. const sk = skill.params;
  2416. const fragment = document.createDocumentFragment();
  2417. fragment.appendChild(createSkillIcon('def-break'));
  2418. fragment.append(`${sk[1]}%×${sk[0]}T`);
  2419. return fragment;
  2420. }
  2421. },
  2422. {name:"Poisons enemies",otLangName:{chs:"中毒",cht:"中毒"},
  2423. function:cards=>{
  2424. const searchTypeArray = [4];
  2425. return cards.filter(card=>{
  2426. const skill = getCardActiveSkill(card, searchTypeArray);
  2427. return skill;
  2428. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2429. },
  2430. addition:card=>{
  2431. const searchTypeArray = [4];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. if (!skill) return;
  2434. const sk = skill.params;
  2435. const fragment = document.createDocumentFragment();
  2436. fragment.appendChild(createSkillIcon('poison'));
  2437. fragment.append(`ATK×${sk[0]/100}`);
  2438. return fragment;
  2439. }
  2440. },
  2441. {name:"Change enemies's Attr",otLangName:{chs:"改变敌人属性",cht:"改變敵人屬性"},
  2442. function:cards=>{
  2443. return cards.filter(card=>{
  2444. return changeEnemiesAttr_Attr(card).attr != null;
  2445. }).sort((a,b)=>{
  2446. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2447. return a_pC.attr - b_pC.attr;
  2448. })
  2449. },
  2450. addition:card=>{
  2451. let change = changeEnemiesAttr_Attr(card);
  2452. const fragment = document.createDocumentFragment();
  2453. fragment.appendChild(document.createTextNode(`敌→`));
  2454. fragment.appendChild(createOrbsList(change.attr));
  2455. if (change.turns > 0)
  2456. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2457. return fragment;
  2458. }
  2459. },
  2460. {name:"Counterattack buff",otLangName:{chs:"受伤反击 buff",cht:"受傷反擊 buff"},
  2461. function:cards=>{
  2462. const searchTypeArray = [60];
  2463. return cards.filter(card=>{
  2464. const skill = getCardActiveSkill(card, searchTypeArray);
  2465. return skill;
  2466. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2467. },
  2468. addition:card=>{
  2469. const searchTypeArray = [60];
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. if (!skill) return;
  2472. const sk = skill.params;
  2473. const fragment = document.createDocumentFragment();
  2474. fragment.appendChild(createSkillIcon('counter-attack'));
  2475. fragment.appendChild(createOrbsList(sk[2]));
  2476. fragment.appendChild(document.createTextNode(`×${sk[1]/100}倍`));
  2477. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2478. return fragment;
  2479. }
  2480. },
  2481. ]},
  2482. {group:true,name:"Orbs States Change",otLangName:{chs:"改变宝珠状态类",cht:"改變寶珠狀態類"}, functions: [
  2483. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2484. function:cards=>cards.filter(card=>{
  2485. const searchTypeArray = [172];
  2486. const skill = getCardActiveSkill(card, searchTypeArray);
  2487. return skill;
  2488. })
  2489. },
  2490. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2491. function:cards=>cards.filter(card=>{
  2492. const searchTypeArray = [152];
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return skill;
  2495. }),
  2496. addition:lock_Addition
  2497. },
  2498. {name:"Lock(≥6 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2499. function:cards=>cards.filter(card=>{
  2500. const searchTypeArray = [152];
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2503. }),
  2504. addition:lock_Addition
  2505. },
  2506. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2507. function:cards=>{
  2508. const searchTypeArray = [52,91,140];
  2509. return cards.filter(card=>{
  2510. const skill = getCardActiveSkill(card, searchTypeArray);
  2511. return skill;
  2512. });
  2513. },
  2514. addition:card=>{
  2515. const searchTypeArray = [52,91,140];
  2516. const skill = getCardActiveSkill(card, searchTypeArray);
  2517. if (!skill) return;
  2518. const sk = skill.params;
  2519. let attrs = [];
  2520. switch (skill.type)
  2521. {
  2522. case 52:{
  2523. attrs.push(sk[0]); break;
  2524. }
  2525. case 91:{
  2526. attrs = sk.slice(0,-1); break;
  2527. }
  2528. case 140:{
  2529. attrs = Bin.unflags(sk[0]); break;
  2530. }
  2531. }
  2532. const fragment = document.createDocumentFragment();
  2533. fragment.appendChild(createSkillIcon('orb-enhanced'));
  2534. fragment.appendChild(createOrbsList(attrs));
  2535. return fragment;
  2536. }
  2537. },
  2538. {name:"Add Combo Drop",otLangName:{chs:"加豆荚",cht:"加豆莢"},
  2539. function:cards=>cards.filter(card=>{
  2540. const searchTypeArray = [190];
  2541. const skill = getCardActiveSkill(card, searchTypeArray);
  2542. return skill;
  2543. }),
  2544. addition:lock_Addition
  2545. },
  2546. {name:"Add Nail",otLangName:{chs:"加钉子",cht:"加釘子"},
  2547. function:cards=>cards.filter(card=>{
  2548. const searchTypeArray = [262];
  2549. const skill = getCardActiveSkill(card, searchTypeArray);
  2550. return skill;
  2551. }),
  2552. addition:lock_Addition
  2553. },
  2554. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2555. function:cards=>cards.filter(card=>{
  2556. const searchTypeArray = [215];
  2557. const skill = getCardActiveSkill(card, searchTypeArray);
  2558. return skill;
  2559. }),
  2560. addition:card=>{
  2561. const searchTypeArray = [215];
  2562. const skill = getCardActiveSkill(card, searchTypeArray);
  2563. if (!skill) return;
  2564. const sk = skill.params;
  2565. const fragment = document.createDocumentFragment();
  2566. fragment.appendChild(document.createTextNode(`自封`));
  2567. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2568. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2569. return fragment;
  2570. }
  2571. },
  2572. ]},
  2573. {group:true,name:"Board States Change",otLangName:{chs:"改变板面状态类",cht:"改變板面狀態類"}, functions: [
  2574. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2575. function:cards=>cards.filter(card=>{
  2576. const searchTypeArray = [10];
  2577. const skill = getCardActiveSkill(card, searchTypeArray);
  2578. return skill;
  2579. })
  2580. },
  2581. {name:"No Skyfall",otLangName:{chs:"无天降 buff",cht:"無天降 buff"},
  2582. function:cards=>{
  2583. const searchTypeArray = [184];
  2584. return cards.filter(card=>{
  2585. const skill = getCardActiveSkill(card, searchTypeArray);
  2586. return skill;
  2587. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2588. },
  2589. addition:card=>{
  2590. const searchTypeArray = [184];
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. if (!skill) return;
  2593. const sk = skill.params;
  2594. return `无↓×${sk[0]}T`;
  2595. }
  2596. },
  2597. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff",cht:"生成輪盤位 buff"},
  2598. function:cards=>{
  2599. const searchTypeArray = [207, 249];
  2600. return cards.filter(card=>{
  2601. const skill = getCardActiveSkill(card, searchTypeArray);
  2602. return skill;
  2603. }).sort((a,b)=>{
  2604. const a_s = getCardActiveSkill(a, searchTypeArray),
  2605. b_s = getCardActiveSkill(b, searchTypeArray);
  2606. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2607. });
  2608. },
  2609. addition:card=>{
  2610. const searchTypeArray = [207, 249];
  2611. const skill = getCardActiveSkill(card, searchTypeArray);
  2612. if (!skill) return;
  2613. const sk = skill.params;
  2614. const fragment = document.createDocumentFragment();
  2615. fragment.append(createSkillIcon('board-roulette'));
  2616. if (skill.type == 249) {
  2617. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2618. }
  2619. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2620. return fragment;
  2621. }
  2622. },
  2623. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2624. function:cards=>{
  2625. const searchTypeArray = [238];
  2626. return cards.filter(card=>{
  2627. const skill = getCardActiveSkill(card, searchTypeArray);
  2628. return skill;
  2629. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2630. },
  2631. addition:card=>{
  2632. const searchTypeArray = [238];
  2633. const skill = getCardActiveSkill(card, searchTypeArray);
  2634. if (!skill) return;
  2635. const sk = skill.params;
  2636. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2637. }
  2638. },
  2639. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2640. function:cards=>{
  2641. const searchTypeArray = [239];
  2642. return cards.filter(card=>{
  2643. const skill = getCardActiveSkill(card, searchTypeArray);
  2644. return skill;
  2645. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2646. },
  2647. addition:card=>{
  2648. const searchTypeArray = [239];
  2649. const skill = getCardActiveSkill(card, searchTypeArray);
  2650. if (!skill) return;
  2651. const sk = skill.params;
  2652. const colums = Bin.unflags(sk[0]), rows = Bin.unflags(sk[2]);
  2653. const fragment = document.createDocumentFragment();
  2654. if (colums.length)
  2655. fragment.append(`${colums.length}竖`);
  2656. if (rows.length)
  2657. fragment.append(`${rows.length}横`);
  2658. fragment.append(`×${sk[1]}T`);
  2659. return fragment;
  2660. }
  2661. },
  2662. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2663. function:cards=>{
  2664. const searchTypeArray = [251];
  2665. return cards.filter(card=>{
  2666. const skill = getCardActiveSkill(card, searchTypeArray);
  2667. return skill;
  2668. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2669. },
  2670. addition:card=>{
  2671. const searchTypeArray = [251];
  2672. const skill = getCardActiveSkill(card, searchTypeArray);
  2673. if (!skill) return;
  2674. const sk = skill.params;
  2675. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2676. }
  2677. },
  2678. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2679. function:cards=>{
  2680. const searchTypeArray = [244];
  2681. return cards.filter(card=>{
  2682. const skill = getCardActiveSkill(card, searchTypeArray);
  2683. return skill;
  2684. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2685. },
  2686. addition:card=>{
  2687. const searchTypeArray = [244];
  2688. const skill = getCardActiveSkill(card, searchTypeArray);
  2689. if (!skill) return;
  2690. const sk = skill.params;
  2691. let width, height;
  2692. switch (sk[1]) {
  2693. case 1: {
  2694. width = 7;
  2695. height = 6;
  2696. break;
  2697. }
  2698. case 2: {
  2699. width = 5;
  2700. height = 3;
  2701. break;
  2702. }
  2703. case 3: {
  2704. width = 6;
  2705. height = 5;
  2706. break;
  2707. }
  2708. default: {
  2709. width = 6;
  2710. height = 5;
  2711. }
  2712. }
  2713. return `[${width}×${height}]×${sk[0]}T`;
  2714. }
  2715. },
  2716. {name:"Fixed starting position",otLangName:{chs:"固定起手位置",cht:"固定起手位置"},
  2717. function:cards=>cards.filter(card=>{
  2718. const searchTypeArray = [273];
  2719. const skill = getCardActiveSkill(card, searchTypeArray);
  2720. return skill;
  2721. })
  2722. },
  2723. ]},
  2724. {group:true,name:"Orbs Drop",otLangName:{chs:"珠子掉落 类",cht:"珠子掉落 類"}, functions: [
  2725. {name:"Drop Enhanced Orbs",otLangName:{chs:"掉落强化宝珠 buff",cht:"掉落強化寶珠 buff"},
  2726. function:cards=>{
  2727. const searchTypeArray = [180];
  2728. return cards.filter(card=>{
  2729. const skill = getCardActiveSkill(card, searchTypeArray);
  2730. return skill;
  2731. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2732. },
  2733. addition:card=>{
  2734. const searchTypeArray = [180];
  2735. const skill = getCardActiveSkill(card, searchTypeArray);
  2736. if (!skill) return;
  2737. const sk = skill.params;
  2738. return `${sk[1]}%×${sk[0]}T`;
  2739. }
  2740. },
  2741. {name:"Drop locked orbs(any color)",otLangName:{chs:"掉锁(不限色)",cht:"掉鎖(不限色)"},
  2742. function:cards=>{
  2743. const searchTypeArray = [205];
  2744. return cards.filter(card=>{
  2745. const skill = getCardActiveSkill(card, searchTypeArray);
  2746. return skill;
  2747. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2748. },
  2749. addition:dropLock_Addition
  2750. },
  2751. {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"},
  2752. function:cards=>{
  2753. const searchTypeArray = [205];
  2754. return cards.filter(card=>{
  2755. const skill = getCardActiveSkill(card, searchTypeArray);
  2756. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2757. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2758. },
  2759. addition:dropLock_Addition
  2760. },
  2761. {group:true,name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"}, functions: [
  2762. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2763. function:cards=>cards.filter(card=>{
  2764. const searchTypeArray = [126];
  2765. const skill = getCardActiveSkill(card, searchTypeArray);
  2766. return skill;
  2767. }),
  2768. addition:dropOrb_Addition
  2769. },
  2770. {name:"Drop rate - Attr. - Fire",otLangName:{chs:"掉落率提升-属性-火",cht:"掉落率提升-屬性-火"},
  2771. function:cards=>cards.filter(card=>{
  2772. const searchTypeArray = [126];
  2773. const skill = getCardActiveSkill(card, searchTypeArray);
  2774. return skill && (skill.params[0] & 0b1);
  2775. }),
  2776. addition:dropOrb_Addition
  2777. },
  2778. {name:"Drop rate - Attr. - Water",otLangName:{chs:"掉落率提升-属性-水",cht:"掉落率提升-屬性-水"},
  2779. function:cards=>cards.filter(card=>{
  2780. const searchTypeArray = [126];
  2781. const skill = getCardActiveSkill(card, searchTypeArray);
  2782. return skill && (skill.params[0] & 0b10);
  2783. }),
  2784. addition:dropOrb_Addition
  2785. },
  2786. {name:"Drop rate - Attr. - Wood",otLangName:{chs:"掉落率提升-属性-木",cht:"掉落率提升-屬性-木"},
  2787. function:cards=>cards.filter(card=>{
  2788. const searchTypeArray = [126];
  2789. const skill = getCardActiveSkill(card, searchTypeArray);
  2790. return skill && (skill.params[0] & 0b100);
  2791. }),
  2792. addition:dropOrb_Addition
  2793. },
  2794. {name:"Drop rate - Attr. - Light",otLangName:{chs:"掉落率提升-属性-光",cht:"掉落率提升-屬性-光"},
  2795. function:cards=>cards.filter(card=>{
  2796. const searchTypeArray = [126];
  2797. const skill = getCardActiveSkill(card, searchTypeArray);
  2798. return skill && (skill.params[0] & 0b1000);
  2799. }),
  2800. addition:dropOrb_Addition
  2801. },
  2802. {name:"Drop rate - Attr. - Dark",otLangName:{chs:"掉落率提升-属性-暗",cht:"掉落率提升-屬性-暗"},
  2803. function:cards=>cards.filter(card=>{
  2804. const searchTypeArray = [126];
  2805. const skill = getCardActiveSkill(card, searchTypeArray);
  2806. return skill && (skill.params[0] & 0b1_0000);
  2807. }),
  2808. addition:dropOrb_Addition
  2809. },
  2810. {name:"Drop rate - Attr. - Heart",otLangName:{chs:"掉落率提升-属性-心",cht:"掉落率提升-屬性-心"},
  2811. function:cards=>cards.filter(card=>{
  2812. const searchTypeArray = [126];
  2813. const skill = getCardActiveSkill(card, searchTypeArray);
  2814. return skill && (skill.params[0] & 0b10_0000);
  2815. }),
  2816. addition:dropOrb_Addition
  2817. },
  2818. {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"},
  2819. function:cards=>cards.filter(card=>{
  2820. const searchTypeArray = [126];
  2821. const skill = getCardActiveSkill(card, searchTypeArray);
  2822. return skill && (skill.params[0] & 0b11_1100_0000);
  2823. }),
  2824. addition:dropOrb_Addition
  2825. },
  2826. {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"},
  2827. function:cards=>cards.filter(card=>{
  2828. const searchTypeArray = [126];
  2829. const skill = getCardActiveSkill(card, searchTypeArray);
  2830. return skill && skill.params[1] >= 99;
  2831. }),
  2832. addition:dropOrb_Addition
  2833. },
  2834. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2835. function:cards=>cards.filter(card=>{
  2836. const searchTypeArray = [126];
  2837. const skill = getCardActiveSkill(card, searchTypeArray);
  2838. return skill && skill.params[3] == 100;
  2839. }),
  2840. addition:dropOrb_Addition
  2841. },
  2842. ]},
  2843. {name:"Drop Nail Orbs",otLangName:{chs:"掉落钉珠 buff",cht:"掉落釘珠 buff"},
  2844. function:cards=>{
  2845. const searchTypeArray = [226];
  2846. return cards.filter(card=>{
  2847. const skill = getCardActiveSkill(card, searchTypeArray);
  2848. return skill;
  2849. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2850. },
  2851. addition:card=>{
  2852. const searchTypeArray = [226];
  2853. const skill = getCardActiveSkill(card, searchTypeArray);
  2854. if (!skill) return;
  2855. const sk = skill.params;
  2856. const fragment = document.createDocumentFragment();
  2857. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2858. return fragment;
  2859. }
  2860. },
  2861. {name:"Drop Thorn Orbs",otLangName:{chs:"掉落荆棘 debuff",cht:"掉落荊棘 debuff"},
  2862. function:cards=>{
  2863. const searchTypeArray = [243];
  2864. return cards.filter(card=>{
  2865. const skill = getCardActiveSkill(card, searchTypeArray);
  2866. return skill;
  2867. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2868. },
  2869. addition:card=>{
  2870. const searchTypeArray = [243];
  2871. const skill = getCardActiveSkill(card, searchTypeArray);
  2872. if (!skill) return;
  2873. const sk = skill.params;
  2874. const fragment = document.createDocumentFragment();
  2875. fragment.append(createSkillIcon('orb-thorn'));
  2876. if ((sk[1] & 0b1111111111) != 1023) {
  2877. let attrs = Bin.unflags(sk[1]);
  2878. fragment.append(createOrbsList(attrs));
  2879. }
  2880. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2881. return fragment;
  2882. }
  2883. },
  2884. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2885. function:cards=>{
  2886. const searchTypeArray = [253];
  2887. return cards.filter(card=>{
  2888. const skill = getCardActiveSkill(card, searchTypeArray);
  2889. return skill;
  2890. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2891. },
  2892. addition:card=>{
  2893. const searchTypeArray = [253];
  2894. const skill = getCardActiveSkill(card, searchTypeArray);
  2895. if (!skill) return;
  2896. const sk = skill.params;
  2897. const fragment = document.createDocumentFragment();
  2898. fragment.append(createSkillIcon('prediction-falling'));
  2899. fragment.append(`×${sk[0]}T`);
  2900. return fragment;
  2901. }
  2902. },
  2903. ]},
  2904. {group:true,name:"Change all Orbs on Board",otLangName:{chs:"洗板类",cht:"洗板類"}, functions: [
  2905. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意",cht:"洗版-任意"},
  2906. function:cards=>cards.filter(card=>{
  2907. const searchTypeArray = [71];
  2908. const skill = getCardActiveSkill(card, searchTypeArray);
  2909. return skill;
  2910. }),
  2911. addition:boardChange_Addition
  2912. },
  2913. {group:true,name:"Colors Count",otLangName:{chs:"颜色数量",cht:"颜色数量"}, functions: [
  2914. {name:"To 1 color(Farm)",otLangName:{chs:"1色(花火)",cht:"1色(花火)"},
  2915. function:cards=>cards.filter(card=>{
  2916. const searchTypeArray = [71];
  2917. const skill = getCardActiveSkill(card, searchTypeArray);
  2918. return boardChange_ColorTypes(skill).length == 1;
  2919. }),
  2920. addition:boardChange_Addition
  2921. },
  2922. {name:"To 2 color",otLangName:{chs:"2色",cht:"2色"},
  2923. function:cards=>cards.filter(card=>{
  2924. const searchTypeArray = [71];
  2925. const skill = getCardActiveSkill(card, searchTypeArray);
  2926. return boardChange_ColorTypes(skill).length == 2;
  2927. }),
  2928. addition:boardChange_Addition
  2929. },
  2930. {name:"To 3 color",otLangName:{chs:"3色",cht:"3色"},
  2931. function:cards=>cards.filter(card=>{
  2932. const searchTypeArray = [71];
  2933. const skill = getCardActiveSkill(card, searchTypeArray);
  2934. return boardChange_ColorTypes(skill).length == 3;
  2935. }),
  2936. addition:boardChange_Addition
  2937. },
  2938. {name:"To 4 color",otLangName:{chs:"4色",cht:"4色"},
  2939. function:cards=>cards.filter(card=>{
  2940. const searchTypeArray = [71];
  2941. const skill = getCardActiveSkill(card, searchTypeArray);
  2942. return boardChange_ColorTypes(skill).length == 4;
  2943. }),
  2944. addition:boardChange_Addition
  2945. },
  2946. {name:"To 5 color",otLangName:{chs:"5色",cht:"5色"},
  2947. function:cards=>cards.filter(card=>{
  2948. const searchTypeArray = [71];
  2949. const skill = getCardActiveSkill(card, searchTypeArray);
  2950. return boardChange_ColorTypes(skill).length == 5;
  2951. }),
  2952. addition:boardChange_Addition
  2953. },
  2954. {name:"To ≥6 color",otLangName:{chs:"6色以上",cht:"6色以上"},
  2955. function:cards=>cards.filter(card=>{
  2956. const searchTypeArray = [71];
  2957. const skill = getCardActiveSkill(card, searchTypeArray);
  2958. return boardChange_ColorTypes(skill).length >= 6;
  2959. }),
  2960. addition:boardChange_Addition
  2961. },
  2962. ]},
  2963. {group:true,name:"Include Color",otLangName:{chs:"包含颜色",cht:"包含颜色"}, functions: [
  2964. {name:"Include Fire",otLangName:{chs:"含火",cht:"含火"},
  2965. function:cards=>cards.filter(card=>{
  2966. const searchTypeArray = [71];
  2967. const skill = getCardActiveSkill(card, searchTypeArray);
  2968. return boardChange_ColorTypes(skill).includes(0);
  2969. }),
  2970. addition:boardChange_Addition
  2971. },
  2972. {name:"Include Water",otLangName:{chs:"含水",cht:"含水"},
  2973. function:cards=>cards.filter(card=>{
  2974. const searchTypeArray = [71];
  2975. const skill = getCardActiveSkill(card, searchTypeArray);
  2976. return boardChange_ColorTypes(skill).includes(1);
  2977. }),
  2978. addition:boardChange_Addition
  2979. },
  2980. {name:"Include Wood",otLangName:{chs:"含木",cht:"含木"},
  2981. function:cards=>cards.filter(card=>{
  2982. const searchTypeArray = [71];
  2983. const skill = getCardActiveSkill(card, searchTypeArray);
  2984. return boardChange_ColorTypes(skill).includes(2);
  2985. }),
  2986. addition:boardChange_Addition
  2987. },
  2988. {name:"Include Light",otLangName:{chs:"含光",cht:"含光"},
  2989. function:cards=>cards.filter(card=>{
  2990. const searchTypeArray = [71];
  2991. const skill = getCardActiveSkill(card, searchTypeArray);
  2992. return boardChange_ColorTypes(skill).includes(3);
  2993. }),
  2994. addition:boardChange_Addition
  2995. },
  2996. {name:"Include Dark",otLangName:{chs:"含暗",cht:"含暗"},
  2997. function:cards=>cards.filter(card=>{
  2998. const searchTypeArray = [71];
  2999. const skill = getCardActiveSkill(card, searchTypeArray);
  3000. return boardChange_ColorTypes(skill).includes(4);
  3001. }),
  3002. addition:boardChange_Addition
  3003. },
  3004. {name:"Include Heart",otLangName:{chs:"含心",cht:"含心"},
  3005. function:cards=>cards.filter(card=>{
  3006. const searchTypeArray = [71];
  3007. const skill = getCardActiveSkill(card, searchTypeArray);
  3008. return boardChange_ColorTypes(skill).includes(5);
  3009. }),
  3010. addition:boardChange_Addition
  3011. },
  3012. {name:"Include Jammers/Poison",otLangName:{chs:"含毒废",cht:"含毒廢"},
  3013. function:cards=>cards.filter(card=>{
  3014. const searchTypeArray = [71];
  3015. const skill = getCardActiveSkill(card, searchTypeArray);
  3016. const colors = boardChange_ColorTypes(skill);
  3017. return colors.includes(6)
  3018. || colors.includes(7)
  3019. || colors.includes(8)
  3020. || colors.includes(9);
  3021. }),
  3022. addition:boardChange_Addition
  3023. },
  3024. ]},
  3025. ]},
  3026. {group:true,name:"Orbs Color Change",otLangName:{chs:"指定色转珠类",cht:"指定色轉珠類"}, functions: [
  3027. {group:true,name:"To Color",otLangName:{chs:"转为颜色",cht:"转为颜色"}, functions: [
  3028. {name:"To Fire",otLangName:{chs:"变为-火",cht:"變爲-火"},
  3029. function:cards=>cards.filter(card=>{
  3030. const searchTypeArray = [9,20,154];
  3031. const skills = getCardActiveSkills(card, searchTypeArray);
  3032. if (!skills.length) return false;
  3033. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3034. return parsedSkills.some(p=>p.to.includes(0));
  3035. }),
  3036. addition:changeOrbs_Addition
  3037. },
  3038. {name:"To Water",otLangName:{chs:"变为-水",cht:"變爲-水"},
  3039. function:cards=>cards.filter(card=>{
  3040. const searchTypeArray = [9,20,154];
  3041. const skills = getCardActiveSkills(card, searchTypeArray);
  3042. if (!skills.length) return false;
  3043. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3044. return parsedSkills.some(p=>p.to.includes(1));
  3045. }),
  3046. addition:changeOrbs_Addition
  3047. },
  3048. {name:"To Wood",otLangName:{chs:"变为-木",cht:"變爲-木"},
  3049. function:cards=>cards.filter(card=>{
  3050. const searchTypeArray = [9,20,154];
  3051. const skills = getCardActiveSkills(card, searchTypeArray);
  3052. if (!skills.length) return false;
  3053. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3054. return parsedSkills.some(p=>p.to.includes(2));
  3055. }),
  3056. addition:changeOrbs_Addition
  3057. },
  3058. {name:"To Light",otLangName:{chs:"变为-光",cht:"變爲-光"},
  3059. function:cards=>cards.filter(card=>{
  3060. const searchTypeArray = [9,20,154];
  3061. const skills = getCardActiveSkills(card, searchTypeArray);
  3062. if (!skills.length) return false;
  3063. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3064. return parsedSkills.some(p=>p.to.includes(3));
  3065. }),
  3066. addition:changeOrbs_Addition
  3067. },
  3068. {name:"To Dark",otLangName:{chs:"变为-暗",cht:"變爲-暗"},
  3069. function:cards=>cards.filter(card=>{
  3070. const searchTypeArray = [9,20,154];
  3071. const skills = getCardActiveSkills(card, searchTypeArray);
  3072. if (!skills.length) return false;
  3073. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3074. return parsedSkills.some(p=>p.to.includes(4));
  3075. }),
  3076. addition:changeOrbs_Addition
  3077. },
  3078. {name:"To Heal",otLangName:{chs:"变为-心",cht:"變爲-心"},
  3079. function:cards=>cards.filter(card=>{
  3080. const searchTypeArray = [9,20,154];
  3081. const skills = getCardActiveSkills(card, searchTypeArray);
  3082. if (!skills.length) return false;
  3083. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3084. return parsedSkills.some(p=>p.to.includes(5));
  3085. }),
  3086. addition:changeOrbs_Addition
  3087. },
  3088. {name:"To Jammers/Poison",otLangName:{chs:"变为-毒废",cht:"變爲-毒廢"},
  3089. function:cards=>cards.filter(card=>{
  3090. const searchTypeArray = [9,20,154];
  3091. const skills = getCardActiveSkills(card, searchTypeArray);
  3092. if (!skills.length) return false;
  3093. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3094. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  3095. }),
  3096. addition:changeOrbs_Addition
  3097. },
  3098. ]},
  3099. {group:true,name:"From Color",otLangName:{chs:"转走颜色",cht:"转走颜色"}, functions: [
  3100. {name:"From Fire",otLangName:{chs:"转走-火",cht:"轉走-火"},
  3101. function:cards=>cards.filter(card=>{
  3102. const searchTypeArray = [9,20,154];
  3103. const skills = getCardActiveSkills(card, searchTypeArray);
  3104. if (!skills.length) return false;
  3105. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3106. return parsedSkills.some(p=>p.from.includes(0));
  3107. }),
  3108. addition:changeOrbs_Addition
  3109. },
  3110. {name:"From Water",otLangName:{chs:"转走-水",cht:"轉走-水"},
  3111. function:cards=>cards.filter(card=>{
  3112. const searchTypeArray = [9,20,154];
  3113. const skills = getCardActiveSkills(card, searchTypeArray);
  3114. if (!skills.length) return false;
  3115. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3116. return parsedSkills.some(p=>p.from.includes(1));
  3117. }),
  3118. addition:changeOrbs_Addition
  3119. },
  3120. {name:"From Wood",otLangName:{chs:"转走-木",cht:"轉走-木"},
  3121. function:cards=>cards.filter(card=>{
  3122. const searchTypeArray = [9,20,154];
  3123. const skills = getCardActiveSkills(card, searchTypeArray);
  3124. if (!skills.length) return false;
  3125. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3126. return parsedSkills.some(p=>p.from.includes(2));
  3127. }),
  3128. addition:changeOrbs_Addition
  3129. },
  3130. {name:"From Light",otLangName:{chs:"转走-光",cht:"轉走-光"},
  3131. function:cards=>cards.filter(card=>{
  3132. const searchTypeArray = [9,20,154];
  3133. const skills = getCardActiveSkills(card, searchTypeArray);
  3134. if (!skills.length) return false;
  3135. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3136. return parsedSkills.some(p=>p.from.includes(3));
  3137. }),
  3138. addition:changeOrbs_Addition
  3139. },
  3140. {name:"From Dark",otLangName:{chs:"转走-暗",cht:"轉走-暗"},
  3141. function:cards=>cards.filter(card=>{
  3142. const searchTypeArray = [9,20,154];
  3143. const skills = getCardActiveSkills(card, searchTypeArray);
  3144. if (!skills.length) return false;
  3145. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3146. return parsedSkills.some(p=>p.from.includes(4));
  3147. }),
  3148. addition:changeOrbs_Addition
  3149. },
  3150. {name:"From Heart",otLangName:{chs:"转走-心",cht:"轉走-心"},
  3151. function:cards=>cards.filter(card=>{
  3152. const searchTypeArray = [9,20,154];
  3153. const skills = getCardActiveSkills(card, searchTypeArray);
  3154. if (!skills.length) return false;
  3155. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3156. return parsedSkills.some(p=>p.from.includes(5));
  3157. }),
  3158. addition:changeOrbs_Addition
  3159. },
  3160. {name:"From Jammers/Poison",otLangName:{chs:"转走-毒废",cht:"轉走-毒廢"},
  3161. function:cards=>cards.filter(card=>{
  3162. const searchTypeArray = [9,20,154];
  3163. const skills = getCardActiveSkills(card, searchTypeArray);
  3164. if (!skills.length) return false;
  3165. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3166. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  3167. }),
  3168. addition:changeOrbs_Addition
  3169. },
  3170. ]},
  3171. ]},
  3172. {group:true,name:"Random Create Orbs",otLangName:{chs:"随机产珠类",cht:"隨機產珠類"}, functions: [
  3173. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  3174. function:cards=>cards.filter(card=>{
  3175. function is1515(sk)
  3176. {
  3177. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  3178. }
  3179. const searchTypeArray = [141];
  3180. const skill = getCardActiveSkill(card, searchTypeArray);
  3181. return skill && is1515(skill.params);
  3182. }),
  3183. addition:generateOrbs_Addition
  3184. },
  3185. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  3186. function:cards=>cards.filter(card=>{
  3187. function is30(sk)
  3188. {
  3189. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  3190. }
  3191. const searchTypeArray = [141];
  3192. const skill = getCardActiveSkill(card, searchTypeArray);
  3193. return skill && is30(skill.params);
  3194. }),
  3195. addition:generateOrbs_Addition
  3196. },
  3197. {group:true,name:"Orb Color",otLangName:{chs:"生成颜色",cht:"生成颜色"}, functions: [
  3198. {name:"6 color Orbs",otLangName:{chs:"6色",cht:"6色"},
  3199. function:cards=>cards.filter(card=>{
  3200. const gens = generateOrbsParse(card);
  3201. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  3202. }),
  3203. addition:generateOrbs_Addition
  3204. },
  3205. {name:"Fire Orbs",otLangName:{chs:"火",cht:"火"},
  3206. function:cards=>cards.filter(card=>{
  3207. const gens = generateOrbsParse(card);
  3208. return gens.some(gen=>gen.to & 0b000001);
  3209. }),
  3210. addition:generateOrbs_Addition
  3211. },
  3212. {name:"Water Orbs",otLangName:{chs:"水",cht:"水"},
  3213. function:cards=>cards.filter(card=>{
  3214. const gens = generateOrbsParse(card);
  3215. return gens.some(gen=>gen.to & 0b000010);
  3216. }),
  3217. addition:generateOrbs_Addition
  3218. },
  3219. {name:"Wood Orbs",otLangName:{chs:"木",cht:"木"},
  3220. function:cards=>cards.filter(card=>{
  3221. const gens = generateOrbsParse(card);
  3222. return gens.some(gen=>gen.to & 0b000100);
  3223. }),
  3224. addition:generateOrbs_Addition
  3225. },
  3226. {name:"Light Orbs",otLangName:{chs:"光",cht:"光"},
  3227. function:cards=>cards.filter(card=>{
  3228. const gens = generateOrbsParse(card);
  3229. return gens.some(gen=>gen.to & 0b001000);
  3230. }),
  3231. addition:generateOrbs_Addition
  3232. },
  3233. {name:"Dark Orbs",otLangName:{chs:"暗",cht:"暗"},
  3234. function:cards=>cards.filter(card=>{
  3235. const gens = generateOrbsParse(card);
  3236. return gens.some(gen=>gen.to & 0b010000);
  3237. }),
  3238. addition:generateOrbs_Addition
  3239. },
  3240. {name:"Heart Orbs",otLangName:{chs:"心",cht:"心"},
  3241. function:cards=>cards.filter(card=>{
  3242. const gens = generateOrbsParse(card);
  3243. return gens.some(gen=>gen.to & 0b100000);
  3244. }),
  3245. addition:generateOrbs_Addition
  3246. },
  3247. {name:"Jammers/Poison Orbs",otLangName:{chs:"毒废",cht:"毒廢"},
  3248. function:cards=>cards.filter(card=>{
  3249. const gens = generateOrbsParse(card);
  3250. return gens.some(gen=>gen.to & 0b1111000000);
  3251. }),
  3252. addition:generateOrbs_Addition
  3253. },
  3254. ]},
  3255. ]},
  3256. {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: [
  3257. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3258. function:cards=>cards.filter(card=>{
  3259. const searchTypeArray = [176];
  3260. const skill = getCardActiveSkill(card, searchTypeArray);
  3261. return skill;
  3262. }),
  3263. addition:card=>{
  3264. const searchTypeArray = [176];
  3265. const skills = getCardActiveSkills(card, searchTypeArray);
  3266. if (!skills.length) return;
  3267. const fragment = document.createDocumentFragment();
  3268. fragment.appendChild(document.createTextNode(`形状`));
  3269. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3270. return fragment;
  3271. }
  3272. },
  3273. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3274. function:cards=>cards.filter(card=>{
  3275. function isOuterEdges(sk)
  3276. {
  3277. const baseLineNum1 = 0b111111;
  3278. const baseLineNum2 = 0b100001;
  3279. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3280. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3281. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3282. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3283. shapeThisRowOk(sk[4], baseLineNum1);
  3284. }
  3285. const searchTypeArray = [176];
  3286. const skill = getCardActiveSkill(card, searchTypeArray);
  3287. return skill && isOuterEdges(skill.params);
  3288. }),
  3289. addition:card=>{
  3290. const searchTypeArray = [176];
  3291. const skill = getCardActiveSkill(card, searchTypeArray);
  3292. if (!skill) return;
  3293. const sk = skill.params;
  3294. const fragment = document.createDocumentFragment();
  3295. fragment.appendChild(document.createTextNode(`外圈`));
  3296. fragment.appendChild(createOrbsList(sk[5]));
  3297. return fragment;
  3298. }
  3299. },
  3300. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3301. function:cards=>cards.filter(card=>{
  3302. function is3x3(sk)
  3303. {
  3304. const baseLineNum = 0b111;
  3305. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3306. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3307. {
  3308. lineNumArr.push(_lineNum);
  3309. }
  3310. for (let ri=0; ri<3; ri++)
  3311. {
  3312. //搜索所有可能的行存在
  3313. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3314. if (maybeLineNum.length < 1) continue;
  3315. maybeLineNum = maybeLineNum.filter(lineNum=>
  3316. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3317. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3318. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3319. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3320. );
  3321. if (maybeLineNum.length > 0) return true;
  3322. }
  3323. return false;
  3324. }
  3325. const searchTypeArray = [176];
  3326. const skill = getCardActiveSkill(card, searchTypeArray);
  3327. return skill && is3x3(skill.params.slice(0,5));
  3328. }),
  3329. addition:card=>{
  3330. const searchTypeArray = [176];
  3331. const skill = getCardActiveSkill(card, searchTypeArray);
  3332. if (!skill) return;
  3333. const sk = skill.params;
  3334. const fragment = document.createDocumentFragment();
  3335. fragment.appendChild(document.createTextNode(`3×3`));
  3336. fragment.appendChild(createOrbsList(sk[5]));
  3337. return fragment;
  3338. }
  3339. },
  3340. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3341. function:cards=>cards.filter(card=>{
  3342. const searchTypeArray = [176];
  3343. const skills = getCardActiveSkills(card, searchTypeArray);
  3344. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3345. }),
  3346. addition:function(card){
  3347. const searchTypeArray = [176];
  3348. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3349. if (!skills.length) return;
  3350. const fragment = document.createDocumentFragment();
  3351. fragment.appendChild(document.createTextNode(`十字`));
  3352. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3353. return fragment;
  3354. },
  3355. },
  3356. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3357. function:cards=>cards.filter(card=>{
  3358. const searchTypeArray = [176];
  3359. const skills = getCardActiveSkills(card, searchTypeArray);
  3360. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3361. }),
  3362. addition:function(card){
  3363. const searchTypeArray = [176];
  3364. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3365. if (!skills.length) return;
  3366. const fragment = document.createDocumentFragment();
  3367. fragment.appendChild(document.createTextNode(`L字`));
  3368. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3369. return fragment;
  3370. },
  3371. },
  3372. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3373. function:cards=>cards.filter(card=>{
  3374. const searchTypeArray = [127];
  3375. const skill = getCardActiveSkill(card, searchTypeArray);
  3376. return skill;
  3377. }),
  3378. addition:generateColumnOrbs_Addition
  3379. },
  3380. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3381. function:cards=>cards.filter(card=>{
  3382. function isHeart(sk)
  3383. {
  3384. for (let i=1;i<sk.length;i+=2)
  3385. {
  3386. if (sk[i] & 32)
  3387. {
  3388. return true;
  3389. }
  3390. }
  3391. }
  3392. const searchTypeArray = [127];
  3393. const skill = getCardActiveSkill(card, searchTypeArray);
  3394. return skill && isHeart(skill.params);
  3395. }),
  3396. addition:generateColumnOrbs_Addition
  3397. },
  3398. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3399. function:cards=>cards.filter(card=>{
  3400. const searchTypeArray = [128];
  3401. const skill = getCardActiveSkill(card, searchTypeArray);
  3402. return skill;
  3403. }),
  3404. addition:generateRowOrbs_Addition
  3405. },
  3406. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3407. function:cards=>cards.filter(card=>{
  3408. const searchTypeArray = [128];
  3409. const skill = getCardActiveSkill(card, searchTypeArray);
  3410. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3411. }),
  3412. addition:generateRowOrbs_Addition
  3413. },
  3414. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3415. function:cards=>cards.filter(card=>{
  3416. const searchTypeArray = [128];
  3417. const skill = getCardActiveSkill(card, searchTypeArray);
  3418. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3419. }),
  3420. addition:generateRowOrbs_Addition
  3421. },
  3422. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3423. function:cards=>cards.filter(card=>{
  3424. const searchTypeArray = [128];
  3425. const skill = getCardActiveSkill(card, searchTypeArray);
  3426. return skill && ((skill.params[0] | skill.params[2]) & 0b1110);
  3427. }),
  3428. addition:generateRowOrbs_Addition
  3429. },
  3430. {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)"},
  3431. function:cards=>cards.filter(card=>{
  3432. const searchTypeArray = [128,71,176];
  3433. function isRow(skill)
  3434. {
  3435. const sk = skill.params;
  3436. if (skill.type === 128) {//普通横
  3437. return true;
  3438. }
  3439. else if (skill.type === 71) {//花火
  3440. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3441. }
  3442. else if (skill.type === 176) {//特殊形状
  3443. return sk.some(n=>(n & 0b111111) === 0b111111)
  3444. }
  3445. return false;
  3446. }
  3447. const skill = getCardActiveSkill(card, searchTypeArray);
  3448. return skill && isRow(skill);
  3449. })
  3450. },
  3451. ]},
  3452. {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: [
  3453. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3454. function:cards=>{
  3455. const searchTypeArray = [6, 161, 261];
  3456. return cards.filter(card=>{
  3457. const skill = getCardActiveSkill(card, searchTypeArray);
  3458. return skill;
  3459. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3460. },
  3461. addition: gravity_Addition
  3462. },
  3463. {name:"Current HP",otLangName:{chs:"敌人当前血量",cht:"敵人當前血量"},
  3464. function:cards=>{
  3465. const searchTypeArray = [6, 261];
  3466. return cards.filter(card=>{
  3467. const skill = getCardActiveSkill(card, searchTypeArray);
  3468. return skill;
  3469. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3470. },
  3471. addition: gravity_Addition
  3472. },
  3473. {name:"Max HP",otLangName:{chs:"敌人最大血量",cht:"敵人最大血量"},
  3474. function:cards=>{
  3475. const searchTypeArray = [161];
  3476. return cards.filter(card=>{
  3477. const skill = getCardActiveSkill(card, searchTypeArray);
  3478. return skill;
  3479. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3480. },
  3481. addition: gravity_Addition
  3482. },
  3483. {name:"Breaking Shield",otLangName:{chs:"破白盾",cht:"破白盾"},
  3484. function:cards=>{
  3485. const searchTypeArray = [259];
  3486. return cards.filter(card=>{
  3487. const skill = getCardActiveSkill(card, searchTypeArray);
  3488. return skill;
  3489. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3490. },
  3491. addition:card=>{
  3492. const searchTypeArray = [259];
  3493. const skill = getCardActiveSkill(card, searchTypeArray);
  3494. if (!skill) return;
  3495. const sk = skill.params;
  3496. const fragment = document.createDocumentFragment();
  3497. fragment.appendChild(createSkillIcon('breaking-shield'));
  3498. fragment.append(`-${sk[0]}%`);
  3499. return fragment;
  3500. }
  3501. },
  3502. ]},
  3503. {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: [
  3504. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3505. function:cards=>{
  3506. const searchTypeArray = [55,188,56];
  3507. return cards.filter(card=>{
  3508. const skill = getCardActiveSkill(card, searchTypeArray);
  3509. return skill;
  3510. }).sort((a,b)=>{
  3511. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3512. 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);
  3513. return a_pC - b_pC;
  3514. });
  3515. },
  3516. addition:dixedDamage_Addition
  3517. },
  3518. {name:"Single",otLangName:{chs:"单体",cht:"單體"},
  3519. function:cards=>{
  3520. const searchTypeArray = [55,188];
  3521. return cards.filter(card=>{
  3522. const skill = getCardActiveSkill(card, searchTypeArray);
  3523. return skill;
  3524. }).sort((a,b)=>{
  3525. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3526. 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);
  3527. return a_pC - b_pC;
  3528. });
  3529. },
  3530. addition:dixedDamage_Addition
  3531. },
  3532. {name:"Mass",otLangName:{chs:"全体",cht:"全體"},
  3533. function:cards=>{
  3534. const searchTypeArray = [56];
  3535. return cards.filter(card=>{
  3536. const skill = getCardActiveSkill(card, searchTypeArray);
  3537. return skill;
  3538. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3539. },
  3540. addition:dixedDamage_Addition
  3541. },
  3542. ]},
  3543. {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: [
  3544. {group:true,name:"Target",otLangName:{chs:"对象",cht:"對象"}, functions: [
  3545. {name:"Target - Single",otLangName:{chs:"对象-敌方单体",cht:"對象-敵方單體"},
  3546. function:cards=>cards.filter(card=>{
  3547. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3548. function isSingle(skill)
  3549. {
  3550. if (skill.type == 110)
  3551. return Boolean(skill.params[0]);
  3552. else if (skill.type == 144)
  3553. return Boolean(skill.params[2]);
  3554. else
  3555. return true;
  3556. }
  3557. const skill = getCardActiveSkill(card, searchTypeArray);
  3558. return skill && isSingle(skill);
  3559. }),
  3560. addition: numericalATK_Addition
  3561. },
  3562. {name:"Target - Mass",otLangName:{chs:"对象-敌方全体",cht:"對象-敵方全體"},
  3563. function:cards=>cards.filter(card=>{
  3564. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3565. function isAll(skill)
  3566. {
  3567. if (skill.type == 110)
  3568. return !Boolean(skill.params[0]);
  3569. else if (skill.type == 144)
  3570. return !Boolean(skill.params[2]);
  3571. else
  3572. return true;
  3573. }
  3574. const skill = getCardActiveSkill(card, searchTypeArray);
  3575. return skill && skill.id!=0 && isAll(skill);
  3576. }),
  3577. addition: numericalATK_Addition
  3578. },
  3579. {name:"Target - Designate Attr",otLangName:{chs:"对象-指定属性敌人",cht:"對象-指定屬性敵人"},
  3580. function:cards=>cards.filter(card=>{
  3581. const searchTypeArray = [42];
  3582. const skill = getCardActiveSkill(card, searchTypeArray);
  3583. return skill;
  3584. })
  3585. },
  3586. ]},
  3587. {group:true,name:"Attribute",otLangName:{chs:"属性",cht:"屬性"}, functions: [
  3588. {name:"Actors self attr.",otLangName:{chs:"释放者自身属性",cht:"釋放者自身屬性"},
  3589. function:cards=>cards.filter(card=>{
  3590. const searchTypeArray = [2,35];
  3591. const skill = getCardActiveSkill(card, searchTypeArray);
  3592. return skill;
  3593. })
  3594. },
  3595. ]},
  3596. {group:true,name:"Damage",otLangName:{chs:"伤害",cht:"傷害"}, functions: [
  3597. {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"},
  3598. function:cards=>cards.filter(card=>{
  3599. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3600. const skill = getCardActiveSkill(card, searchTypeArray);
  3601. return skill && skill.id!=0;
  3602. }).sort((a,b)=>{
  3603. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3604. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3605. function getNumber(skill)
  3606. {
  3607. const sk = skill.params;
  3608. switch(skill.type)
  3609. {
  3610. case 0:
  3611. case 37:
  3612. case 58:
  3613. case 59:
  3614. case 84:
  3615. case 85:
  3616. case 115:
  3617. return sk[1];
  3618. case 2:
  3619. case 35:
  3620. return sk[0];
  3621. default:
  3622. return 0;
  3623. }
  3624. }
  3625. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3626. return a_pC - b_pC;
  3627. }),
  3628. addition: numericalATK_Addition
  3629. },
  3630. {name:"Damage - Fixed Attr Number",otLangName:{chs:"伤害-指定属性数值",cht:"傷害-指定屬性數值"},
  3631. function:cards=>cards.filter(card=>{
  3632. const searchTypeArray = [1,42,86,87];
  3633. const skill = getCardActiveSkill(card, searchTypeArray);
  3634. return skill;
  3635. }).sort((a,b)=>{
  3636. const searchTypeArray = [1,42,86,87];
  3637. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3638. function getNumber(skill)
  3639. {
  3640. const sk = skill.params;
  3641. switch(skill.type)
  3642. {
  3643. case 1:
  3644. case 86:
  3645. case 87:
  3646. return sk[1];
  3647. case 42:
  3648. return sk[2];
  3649. default:
  3650. return 0;
  3651. }
  3652. }
  3653. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3654. return a_pC - b_pC;
  3655. }),
  3656. addition: numericalATK_Addition
  3657. },
  3658. {name:"Damage - By remaining HP",otLangName:{chs:"伤害-根据剩余血量",cht:"傷害-根據剩餘血量"},
  3659. function:cards=>{
  3660. const searchTypeArray = [110];
  3661. return cards.filter(card=>{
  3662. const skill = getCardActiveSkill(card, searchTypeArray);
  3663. return skill;
  3664. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3665. },
  3666. addition: numericalATK_Addition
  3667. },
  3668. {name:"Damage - Team total HP",otLangName:{chs:"伤害-队伍总 HP",cht:"傷害-隊伍總 HP"},
  3669. function:cards=>{
  3670. const searchTypeArray = [143];
  3671. return cards.filter(card=>{
  3672. const skill = getCardActiveSkill(card, searchTypeArray);
  3673. return skill;
  3674. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3675. },
  3676. addition: numericalATK_Addition
  3677. },
  3678. {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"},
  3679. function:cards=>{
  3680. const searchTypeArray = [144];
  3681. return cards.filter(card=>{
  3682. const skill = getCardActiveSkill(card, searchTypeArray);
  3683. return skill;
  3684. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3685. },
  3686. addition: numericalATK_Addition
  3687. },
  3688. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3689. function:cards=>cards.filter(card=>{
  3690. const searchTypeArray = [35,115];
  3691. const skill = getCardActiveSkill(card, searchTypeArray);
  3692. return skill;
  3693. })
  3694. },
  3695. ]},
  3696. ]},
  3697. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3698. function:cards=>cards.filter(card=>{
  3699. if (card.activeSkillId == 0) return false;
  3700. let skill = Skills[card.activeSkillId];
  3701. //单向进化技能,采用最后一个子技能
  3702. if (skill.type == 232) skill = Skills[skill.params.at(-1)];
  3703. return getSkillMinCD(skill) <= 1;
  3704. })
  3705. },
  3706. {name:"Skill Loop less than 4 card",otLangName:{chs:"4 个队员能循环开",cht:"4 個隊員能循環開"},
  3707. function:cards=>cards.filter(card=>{
  3708. if (card.activeSkillId == 0) return false;
  3709. let skill = Skills[card.activeSkillId];
  3710. //单向进化技能,采用最后一个子技能
  3711. if (skill.type === 232) skill = Skills[skill.params.at(-1)];
  3712. /*
  3713. * 202,变身,只能用一次
  3714. * 214,自封技能
  3715. * 218,坐CD,永远都无法循环
  3716. * 250,移除武器,作为基底时直接无法使用
  3717. * 268,使用次数限制
  3718. */
  3719. const cantLoopSkill = getActuallySkills(skill, [202, 214, 218, 250, 268]);
  3720. if (cantLoopSkill.length) return false;
  3721. const minCD = getSkillMinCD(skill); //主动技最小的CD
  3722. let realCD = minCD;
  3723. const skillBoost = getActuallySkills(skill, [146], false); //溜
  3724. if (skillBoost.length) {
  3725. realCD = skillBoost.reduce((cd,subSkill)=>{
  3726. return cd - subSkill.params[0] * 3; //第一个参数是溜几回合,3个角色就是×3
  3727. }, realCD);
  3728. }
  3729. return minCD > 1 && realCD <= 4;
  3730. })
  3731. },
  3732. {name:"Time pause",otLangName:{chs:"时间暂停",cht:"時間暫停"},
  3733. function:cards=>{
  3734. const searchTypeArray = [5, 246, 247];
  3735. return cards.filter(card=>{
  3736. const skill = getCardActiveSkill(card, searchTypeArray);
  3737. return skill;
  3738. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3739. },
  3740. addition:card=>{
  3741. const searchTypeArray = [5, 246, 247];
  3742. const skill = getCardActiveSkill(card, searchTypeArray);
  3743. if (!skill) return;
  3744. const value = skill.params[0];
  3745. return `时停${value}s`;
  3746. }
  3747. },
  3748. {name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3749. function:cards=>cards.filter(card=>{
  3750. const searchTypeArray = [118];
  3751. const skill = getCardActiveSkill(card, searchTypeArray);
  3752. return skill;
  3753. })
  3754. },
  3755. {name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3756. function:cards=>cards.filter(card=>{
  3757. const searchTypeArray = [232, 233];
  3758. const skill = getCardActiveSkill(card, searchTypeArray);
  3759. return skill;
  3760. }),
  3761. addition:card=>{
  3762. const searchTypeArray = [232, 233];
  3763. const skill = getCardActiveSkill(card, searchTypeArray);
  3764. if (!skill) return;
  3765. const value = skill.params[0];
  3766. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3767. }
  3768. },
  3769. {name:"Not Evolved active",otLangName:{chs:"非进化类技能",cht:"非進化類技能"},
  3770. function:cards=>cards.filter(card=>{
  3771. const searchTypeArray = [232, 233];
  3772. const skill = getCardActiveSkill(card, searchTypeArray);
  3773. return !skill;
  3774. })
  3775. },
  3776. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3777. function:cards=>cards.filter(card=>{
  3778. const searchTypeArray = [225];
  3779. const skill = getCardActiveSkill(card, searchTypeArray);
  3780. return skill;
  3781. }),
  3782. addition:card=>{
  3783. const searchTypeArray = [225];
  3784. const skill = getCardActiveSkill(card, searchTypeArray);
  3785. if (!skill) return;
  3786. const sk = skill.params;
  3787. let strArr = [];
  3788. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3789. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3790. return `HP ${strArr.join(" ")}`;
  3791. }
  3792. },
  3793. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3794. function:cards=>cards.filter(card=>{
  3795. const searchTypeArray = [234];
  3796. const skill = getCardActiveSkill(card, searchTypeArray);
  3797. return skill;
  3798. }),
  3799. addition:card=>{
  3800. const searchTypeArray = [234];
  3801. const skill = getCardActiveSkill(card, searchTypeArray);
  3802. if (!skill) return;
  3803. const sk = skill.params;
  3804. let strArr = [];
  3805. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3806. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3807. return `层 ${strArr.join(" ")}`;
  3808. }
  3809. },
  3810. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3811. function:cards=>{
  3812. const searchTypeArray = [248];
  3813. return cards.filter(card=>{
  3814. const skill = getCardActiveSkill(card, searchTypeArray);
  3815. return skill;
  3816. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3817. },
  3818. addition:card=>{
  3819. const searchTypeArray = [248];
  3820. const skill = getCardActiveSkill(card, searchTypeArray);
  3821. if (!skill) return;
  3822. const sk = skill.params;
  3823. return `延迟${sk[0]}T`;
  3824. }
  3825. },
  3826. {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"},
  3827. function:cards=>cards.filter(card=>{
  3828. const searchTypeArray = [255];
  3829. const skill = getCardActiveSkill(card, searchTypeArray);
  3830. return skill;
  3831. }),
  3832. addition:card=>{
  3833. const searchTypeArray = [255];
  3834. const skill = getCardActiveSkill(card, searchTypeArray);
  3835. if (!skill) return;
  3836. const sk = skill.params;
  3837. const fragment = document.createDocumentFragment();
  3838. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3839. return fragment;
  3840. }
  3841. },
  3842. {name:"Has limit of times a skill can be used",otLangName:{chs:"技能使用有次数限制",cht:"技能使用有次數限制"},
  3843. function:cards=>cards.filter(card=>{
  3844. const searchTypeArray = [268];
  3845. const skill = getCardActiveSkill(card, searchTypeArray);
  3846. return skill;
  3847. }),
  3848. addition:card=>{
  3849. const searchTypeArray = [268];
  3850. const skill = getCardActiveSkill(card, searchTypeArray);
  3851. if (!skill) return;
  3852. const sk = skill.params;
  3853. return `限${sk[0]}次`;
  3854. }
  3855. },
  3856. ]},
  3857. {group:true,name:"Leader Skills",otLangName:{chs:"队长技",cht:"隊長技"}, functions: [
  3858. {group:true,name:"Matching Style",otLangName:{chs:"匹配模式",cht:"匹配模式"}, functions: [
  3859. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3860. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3861. },
  3862. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3863. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3864. },
  3865. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3866. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3867. },
  3868. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3869. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3870. },
  3871. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3872. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3873. },
  3874. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3875. function:cards=>cards.filter(card=>{
  3876. const searchTypeArray = [150];
  3877. const skill = getCardLeaderSkill(card, searchTypeArray);
  3878. return skill;
  3879. })
  3880. },
  3881. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3882. function:cards=>cards.filter(card=>{
  3883. const searchTypeArray = [151,209];
  3884. const skill = getCardLeaderSkill(card, searchTypeArray);
  3885. return skill;
  3886. })
  3887. },
  3888. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3889. function:cards=>cards.filter(card=>{
  3890. const searchTypeArray = [157];
  3891. const skill = getCardLeaderSkill(card, searchTypeArray);
  3892. return skill;
  3893. })
  3894. },
  3895. {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"},
  3896. function:cards=>{
  3897. const searchTypeArray = [235];
  3898. return cards.filter(card=>{
  3899. const skill = getCardLeaderSkill(card, searchTypeArray);
  3900. if (!skill) return false;
  3901. const sk = skill.params;
  3902. if (!sk[3] || sk[3] === 100) return false;
  3903. return skill;
  3904. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3905. },
  3906. addition:card=>{
  3907. const searchTypeArray = [235];
  3908. const skill = getCardLeaderSkill(card, searchTypeArray);
  3909. if (!skill) return;
  3910. const sk = skill.params;
  3911. if (!sk[3] || sk[3] === 100) return;
  3912. const fragment = document.createDocumentFragment();
  3913. const sup = document.createElement("sup");
  3914. sup.textContent = "N";
  3915. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3916. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3917. if (sk[1]) {
  3918. fragment.append(`×≥${sk[1]}`);
  3919. } else {
  3920. fragment.append(`×${sk[2]}`);
  3921. }
  3922. return fragment;
  3923. }
  3924. },
  3925. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3926. function:cards=>cards.filter(card=>{
  3927. const searchTypeArray = [177];
  3928. const skill = getCardLeaderSkill(card, searchTypeArray);
  3929. return skill?.params[5];
  3930. })
  3931. },
  3932. {name:"Awakening active",otLangName:{chs:"激活觉醒",cht:"激活覺醒"},
  3933. function:cards=>cards.filter(card=>{
  3934. const searchTypeArray = [271];
  3935. const skill = getCardLeaderSkill(card, searchTypeArray);
  3936. return skill;
  3937. }),
  3938. addition:card=>{
  3939. const searchTypeArray = [271];
  3940. const skill = getCardLeaderSkill(card, searchTypeArray);
  3941. if (!skill) return;
  3942. const parsedSkills = skillParser(skill.id);
  3943. const parsedSkill = parsedSkills.find(subSkil=>
  3944. subSkil
  3945. ?.condition
  3946. ?.awakeningActivated
  3947. ?.awakenings?.length);
  3948. const fragment = document.createDocumentFragment();
  3949. fragment.append("要",creatAwokenList(parsedSkill.condition.awakeningActivated.awakenings));
  3950. return fragment;
  3951. }
  3952. },
  3953. ]},
  3954. {group:true,name:"Restriction/Bind",otLangName:{chs:"限制",cht:"限制"}, functions: [
  3955. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3956. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3957. },
  3958. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3959. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3960. },
  3961. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3962. function:cards=>cards.filter(card=>{
  3963. const searchTypeArray = [162,186];
  3964. const skill = getCardLeaderSkill(card, searchTypeArray);
  3965. return skill;
  3966. })
  3967. },
  3968. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3969. function:cards=>cards.filter(card=>{
  3970. const searchTypeArray = [163,177];
  3971. const skill = getCardLeaderSkill(card, searchTypeArray);
  3972. return skill;
  3973. })
  3974. },
  3975. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3976. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3977. },
  3978. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3979. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3980. },
  3981. {name:"Unable to less match",otLangName:{chs:"要求长串消除",cht:"要求長串消除"},
  3982. function:cards=>{
  3983. const searchTypeArray = [158];
  3984. return cards.filter(card=>{
  3985. const skill = getCardLeaderSkill(card, searchTypeArray);
  3986. return skill;
  3987. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3988. },
  3989. addition:card=>{
  3990. const searchTypeArray = [158];
  3991. const skill = getCardLeaderSkill(card, searchTypeArray);
  3992. const value = skill.params[0];
  3993. return `≥${value}珠`;
  3994. }
  3995. },
  3996. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3997. function:cards=>cards.filter(card=>{
  3998. const searchTypeArray = [125];
  3999. const skill = getCardLeaderSkill(card, searchTypeArray);
  4000. return skill;
  4001. }),
  4002. addition:card=>{
  4003. const searchTypeArray = [125];
  4004. const skill = getCardLeaderSkill(card, searchTypeArray);
  4005. if (!skill) return;
  4006. const sk = skill.params;
  4007. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  4008. }
  4009. },
  4010. {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"},
  4011. function:cards=>cards.filter(card=>{
  4012. const searchTypeArray = [175];
  4013. const skill = getCardLeaderSkill(card, searchTypeArray);
  4014. return skill;
  4015. }),
  4016. addition:card=>{
  4017. const searchTypeArray = [175];
  4018. const skill = getCardLeaderSkill(card, searchTypeArray);
  4019. if (!skill) return;
  4020. const sk = skill.params;
  4021. return `合作:${sk[0]}`;
  4022. }
  4023. },
  4024. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  4025. function:cards=>cards.filter(card=>{
  4026. const searchTypeArray = [203];
  4027. const skill = getCardLeaderSkill(card, searchTypeArray);
  4028. return skill;
  4029. })
  4030. },
  4031. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  4032. function:cards=>cards.filter(card=>{
  4033. const searchTypeArray = [229];
  4034. const skill = getCardLeaderSkill(card, searchTypeArray);
  4035. return skill;
  4036. }),
  4037. addition:card=>{
  4038. const searchTypeArray = [229];
  4039. const skill = getCardLeaderSkill(card, searchTypeArray);
  4040. if (!skill) return;
  4041. const sk = skill.params;
  4042. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  4043. const fragment = document.createDocumentFragment();
  4044. if (attrs.length)
  4045. fragment.appendChild(createOrbsList(attrs));
  4046. if (types.length)
  4047. fragment.appendChild(createTypesList(types));
  4048. return fragment;
  4049. }
  4050. },
  4051. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  4052. function:cards=>cards.filter(card=>{
  4053. const searchTypeArray = [217];
  4054. const skill = getCardLeaderSkill(card, searchTypeArray);
  4055. return skill;
  4056. }),
  4057. addition:card=>{
  4058. const searchTypeArray = [217];
  4059. const skill = getCardLeaderSkill(card, searchTypeArray);
  4060. if (!skill) return;
  4061. const sk = skill.params;
  4062. return `★≤${sk[0]}`;
  4063. }
  4064. },
  4065. {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"},
  4066. function:cards=>cards.filter(card=>{
  4067. const searchTypeArray = [245];
  4068. const skill = getCardLeaderSkill(card, searchTypeArray);
  4069. return skill;
  4070. }),
  4071. addition:card=>{
  4072. const searchTypeArray = [245];
  4073. const skill = getCardLeaderSkill(card, searchTypeArray);
  4074. if (!skill) return;
  4075. const sk = skill.params;
  4076. switch (sk[0]) {
  4077. case -1:
  4078. return `★各不相同`;
  4079. case -2:
  4080. return `★全部相同`;
  4081. default:
  4082. return `★全为${sk[0]}`;
  4083. }
  4084. }
  4085. },
  4086. ]},
  4087. {group:true,name:"Extra Effects",otLangName:{chs:"附加效果",cht:"附加效果"}, functions: [
  4088. {name:"Fixed damage inflicts",otLangName:{chs:"队长技固伤追击",cht:"隊長技固傷追擊"},
  4089. function:cards=>{
  4090. return cards.filter(card=>{
  4091. return getSkillFixedDamage(card) > 0;
  4092. }).sort((a,b)=>{
  4093. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  4094. return a_pC - b_pC;
  4095. });
  4096. },
  4097. addition:card=>{
  4098. const value = getSkillFixedDamage(card);
  4099. if (value <= 0 ) return;
  4100. const fragment = document.createDocumentFragment();
  4101. const icon = document.createElement("icon");
  4102. icon.className = "attr-icon";
  4103. icon.setAttribute("data-attr-icon", "fixed");
  4104. fragment.append(icon, value.bigNumberToString());
  4105. let skill = getCardLeaderSkill(card, [235]);
  4106. if (skill) {
  4107. fragment.append("/",
  4108. createOrbsList(Bin.unflags(skill.params[0])),
  4109. `×${skill.params[2]}`);
  4110. }
  4111. return fragment;
  4112. }
  4113. },
  4114. {name:"Adds combo",otLangName:{chs:"队长技+C",cht:"隊長技+C"},
  4115. function:cards=>{
  4116. return cards.filter(card=>{
  4117. return getSkillAddCombo(card) > 0;
  4118. }).sort((a,b)=>{
  4119. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  4120. return a_pC - b_pC;
  4121. });
  4122. },
  4123. addition:card=>{
  4124. const value = getSkillAddCombo(card);
  4125. if (value <= 0 ) return;
  4126. const fragment = document.createDocumentFragment();
  4127. fragment.append(createSkillIcon('add-combo'), value.bigNumberToString());
  4128. let skill;
  4129. if (skill = getCardLeaderSkill(card, [210])) {
  4130. fragment.append("/十字");
  4131. } else if (skill = getCardLeaderSkill(card, [235])) {
  4132. if (skill?.params?.[5]) {
  4133. fragment.append("/",
  4134. createOrbsList(Bin.unflags(skill.params[0])),
  4135. `×${skill.params[2]}`);
  4136. }
  4137. }
  4138. return fragment;
  4139. }
  4140. },
  4141. {name:"Move time changes",otLangName:{chs:"队长技加/减秒",cht:"隊長技加/減秒"},
  4142. function:cards=>{
  4143. const searchTypeArray = [15,185];
  4144. return cards.filter(card=>{
  4145. const skill = getCardLeaderSkill(card, searchTypeArray);
  4146. return skill;
  4147. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4148. },
  4149. addition:card=>{
  4150. const searchTypeArray = [15,185];
  4151. const skill = getCardLeaderSkill(card, searchTypeArray);
  4152. if (!skill) return;
  4153. const value = skill.params[0];
  4154. const fragment = document.createDocumentFragment();
  4155. fragment.append(createSkillIcon("status-time", value < 0 ? "time-decr" : "time-incr"),
  4156. value > 0 ? "+" : "-",
  4157. Math.abs(value/100),
  4158. "s");
  4159. return fragment;
  4160. }
  4161. },
  4162. {name:"Fixed move time",otLangName:{chs:"固定操作时间",cht:"固定操作時間"},
  4163. function:cards=>{
  4164. const searchTypeArray = [178];
  4165. return cards.filter(card=>{
  4166. const skill = getCardLeaderSkill(card, searchTypeArray);
  4167. return skill;
  4168. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4169. },
  4170. addition:card=>{
  4171. const searchTypeArray = [178];
  4172. const skill = getCardLeaderSkill(card, searchTypeArray);
  4173. if (!skill) return;
  4174. const value = skill.params[0];
  4175. const fragment = document.createDocumentFragment();
  4176. fragment.append(createSkillIcon("fixed-time"),
  4177. Math.abs(value),
  4178. "s");
  4179. return fragment;
  4180. }
  4181. },
  4182. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  4183. function:cards=>cards.filter(card=>{
  4184. const searchTypeArray = [213];
  4185. const skill = getCardLeaderSkill(card, searchTypeArray);
  4186. return skill;
  4187. }),
  4188. addition:card=>{
  4189. const searchTypeArray = [213];
  4190. const skill = getCardLeaderSkill(card, searchTypeArray);
  4191. if (!skill) return;
  4192. const sk = skill.params;
  4193. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  4194. const fragment = document.createDocumentFragment();
  4195. if (attrs.length)
  4196. fragment.appendChild(createOrbsList(attrs));
  4197. if (types.length)
  4198. fragment.appendChild(createTypesList(types));
  4199. fragment.appendChild(document.createTextNode(`:+`));
  4200. if (awakenings.length)
  4201. fragment.appendChild(creatAwokenList(awakenings));
  4202. return fragment;
  4203. }
  4204. },
  4205. {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"},
  4206. function:cards=>{
  4207. const searchTypeArray = [12];
  4208. return cards.filter(card=>{
  4209. const skill = getCardLeaderSkill(card, searchTypeArray);
  4210. return skill;
  4211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4212. },
  4213. addition:card=>{
  4214. const searchTypeArray = [12];
  4215. const skill = getCardLeaderSkill(card, searchTypeArray);
  4216. if (!skill) return;
  4217. const value = skill.params[0];
  4218. return `攻击×${(value/100).bigNumberToString()}倍`;
  4219. }
  4220. },
  4221. {name:"Recovers HP when matching Orbs",otLangName:{chs:"消除宝珠时回血",cht:"消除寶珠時回血"},
  4222. function:cards=>{
  4223. const searchTypeArray = [13];
  4224. return cards.filter(card=>{
  4225. const skill = getCardLeaderSkill(card, searchTypeArray);
  4226. return skill;
  4227. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4228. },
  4229. addition:card=>{
  4230. const searchTypeArray = [13];
  4231. const skill = getCardLeaderSkill(card, searchTypeArray);
  4232. if (!skill) return;
  4233. const value = skill.params[0];
  4234. return `回复×${(value/100).bigNumberToString()}倍`;
  4235. }
  4236. },
  4237. {name:"Reduce damage when rcv",otLangName:{chs:"回血加盾",cht:"回血加盾"},
  4238. function:cards=>{
  4239. const searchTypeArray = [198];
  4240. return cards.filter(card=>{
  4241. const skill = getCardLeaderSkill(card, searchTypeArray);
  4242. return skill && skill.params[2];
  4243. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  4244. },
  4245. addition:card=>{
  4246. const searchTypeArray = [198];
  4247. const skill = getCardLeaderSkill(card, searchTypeArray);
  4248. if (!skill) return;
  4249. const sk = skill.params;
  4250. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  4251. }
  4252. },
  4253. {name:"Recover Awkn Skill bind when rcv",otLangName:{chs:"回血解觉",cht:"回血解覺"},
  4254. function:cards=>{
  4255. const searchTypeArray = [198];
  4256. return cards.filter(card=>{
  4257. const skill = getCardLeaderSkill(card, searchTypeArray);
  4258. return skill && skill.params[3];
  4259. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  4260. },
  4261. addition:card=>{
  4262. const searchTypeArray = [198];
  4263. const skill = getCardLeaderSkill(card, searchTypeArray);
  4264. if (!skill) return;
  4265. const sk = skill.params;
  4266. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  4267. }
  4268. },
  4269. {name:"Counterattack",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  4270. function:cards=>{
  4271. const searchTypeArray = [41];
  4272. return cards.filter(card=>{
  4273. const skill = getCardLeaderSkill(card, searchTypeArray);
  4274. return skill;
  4275. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  4276. },
  4277. addition:card=>{
  4278. const searchTypeArray = [41];
  4279. const skill = getCardLeaderSkill(card, searchTypeArray);
  4280. if (!skill) return;
  4281. const sk = skill.params;
  4282. const fragment = document.createDocumentFragment();
  4283. fragment.appendChild(createOrbsList(sk[2] || 0));
  4284. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  4285. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  4286. return fragment;
  4287. }
  4288. },
  4289. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  4290. function:cards=>cards.filter(card=>{
  4291. const searchTypeArray = [197];
  4292. const skill = getCardLeaderSkill(card, searchTypeArray);
  4293. return skill;
  4294. })
  4295. },
  4296. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  4297. function:cards=>{
  4298. const searchTypeArray = [14];
  4299. return cards.filter(card=>{
  4300. const skill = getCardLeaderSkill(card, searchTypeArray);
  4301. return skill;
  4302. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4303. },
  4304. addition:card=>{
  4305. const searchTypeArray = [14];
  4306. const skill = getCardLeaderSkill(card, searchTypeArray);
  4307. if (!skill) return;
  4308. const value = skill.params[0];
  4309. return `HP≥${value}%`;
  4310. }
  4311. },
  4312. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  4313. function:cards=>{
  4314. const searchTypeArray = [254];
  4315. return cards.filter(card=>{
  4316. const skill = getCardLeaderSkill(card, searchTypeArray);
  4317. return skill;
  4318. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4319. }
  4320. },
  4321. {group:true,name:"Increased drop rewards",otLangName:{chs:"增加掉落奖励",cht:"增加掉落獎勵"}, functions: [
  4322. {name:"Increase Item Drop rate",otLangName:{chs:"增加道具掉落率",cht:"增加道具掉落率"},
  4323. function:cards=>{
  4324. const searchTypeArray = [53];
  4325. return cards.filter(card=>{
  4326. const skill = getCardLeaderSkill(card, searchTypeArray);
  4327. return skill;
  4328. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4329. },
  4330. addition:card=>{
  4331. const searchTypeArray = [53];
  4332. const skill = getCardLeaderSkill(card, searchTypeArray);
  4333. if (!skill) return;
  4334. const sk = skill.params;
  4335. const fragment = document.createDocumentFragment();
  4336. fragment.appendChild(createSkillIcon('rate-mul-drop'));
  4337. fragment.append(`x${sk[0]/100}`);
  4338. return fragment;
  4339. }
  4340. },
  4341. {name:"Increase Coin rate",otLangName:{chs:"增加金币掉落倍数",cht:"增加金幣掉落倍數"},
  4342. function:cards=>{
  4343. const searchTypeArray = [54];
  4344. return cards.filter(card=>{
  4345. const skill = getCardLeaderSkill(card, searchTypeArray);
  4346. return skill;
  4347. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4348. },
  4349. addition:card=>{
  4350. const searchTypeArray = [54];
  4351. const skill = getCardLeaderSkill(card, searchTypeArray);
  4352. if (!skill) return;
  4353. const sk = skill.params;
  4354. const fragment = document.createDocumentFragment();
  4355. fragment.appendChild(createSkillIcon('rate-mul-coin'));
  4356. fragment.append(`x${sk[0]/100}`);
  4357. return fragment;
  4358. }
  4359. },
  4360. {name:"Increase Exp rate",otLangName:{chs:"增加经验获取倍数",cht:"增加經驗獲取倍數"},
  4361. function:cards=>{
  4362. const searchTypeArray = [148];
  4363. return cards.filter(card=>{
  4364. const skill = getCardLeaderSkill(card, searchTypeArray);
  4365. return skill;
  4366. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4367. },
  4368. addition:card=>{
  4369. const searchTypeArray = [148];
  4370. const skill = getCardLeaderSkill(card, searchTypeArray);
  4371. if (!skill) return;
  4372. const sk = skill.params;
  4373. const fragment = document.createDocumentFragment();
  4374. fragment.appendChild(createSkillIcon('rate-mul-exp'));
  4375. fragment.append(`x${sk[0]/100}`);
  4376. return fragment;
  4377. }
  4378. },
  4379. {name:"Increase Plus Point rate",otLangName:{chs:"增加加蛋值掉落倍数",cht:"增加加蛋值掉落倍數"},
  4380. function:cards=>{
  4381. const searchTypeArray = [264];
  4382. return cards.filter(card=>{
  4383. const skill = getCardLeaderSkill(card, searchTypeArray);
  4384. return skill;
  4385. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4386. },
  4387. addition:card=>{
  4388. const searchTypeArray = [264];
  4389. const skill = getCardLeaderSkill(card, searchTypeArray);
  4390. if (!skill) return;
  4391. const sk = skill.params;
  4392. const fragment = document.createDocumentFragment();
  4393. fragment.appendChild(createSkillIcon('rate-mul-plus_point'));
  4394. fragment.append(`x${sk[0]/100}`);
  4395. return fragment;
  4396. }
  4397. },
  4398. {name:"Increase Part Break drop rate",otLangName:{chs:"增加部位破坏素材掉率",cht:"增加部位破壞素材掉率"},
  4399. function:cards=>{
  4400. const searchTypeArray = [265];
  4401. return cards.filter(card=>{
  4402. const skill = getCardLeaderSkill(card, searchTypeArray);
  4403. return skill;
  4404. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4405. },
  4406. addition:card=>{
  4407. const searchTypeArray = [265];
  4408. const skill = getCardLeaderSkill(card, searchTypeArray);
  4409. if (!skill) return;
  4410. const sk = skill.params;
  4411. const fragment = document.createDocumentFragment();
  4412. fragment.appendChild(createSkillIcon('rate-mul-part_break'));
  4413. fragment.append(`x${sk[0]/100}`);
  4414. return fragment;
  4415. }
  4416. },
  4417. ]},
  4418. ]},
  4419. {group:true,name:"HP Scale",otLangName:{chs:"血倍率",cht:"血倍率"}, functions: [
  4420. {name:"HP Scale [3, ∞)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4421. function:cards=>cards.filter(card=>{
  4422. const skill = Skills[card.leaderSkillId];
  4423. const HPscale = getHPScale(skill);
  4424. return HPscale >= 3;
  4425. }).sort(sortByHPScal),
  4426. addition: HPScal_Addition
  4427. },
  4428. {name:"HP Scale [2, 3)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4429. function:cards=>cards.filter(card=>{
  4430. const skill = Skills[card.leaderSkillId];
  4431. const HPscale = getHPScale(skill);
  4432. return HPscale >= 2 && HPscale < 3;
  4433. }).sort(sortByHPScal),
  4434. addition: HPScal_Addition
  4435. },
  4436. {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)"},
  4437. function:cards=>cards.filter(card=>{
  4438. const skill = Skills[card.leaderSkillId];
  4439. const HPscale = getHPScale(skill);
  4440. return HPscale >= 1.5 && HPscale < 2;
  4441. }).sort(sortByHPScal),
  4442. addition: HPScal_Addition
  4443. },
  4444. {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)"},
  4445. function:cards=>cards.filter(card=>{
  4446. const skill = Skills[card.leaderSkillId];
  4447. const HPscale = getHPScale(skill);
  4448. return HPscale > 1 && HPscale < 1.5;
  4449. }).sort(sortByHPScal),
  4450. addition: HPScal_Addition
  4451. },
  4452. {name:"HP Scale == 1",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4453. function:cards=>cards.filter(card=>{
  4454. const skill = Skills[card.leaderSkillId];
  4455. const HPscale = getHPScale(skill);
  4456. return HPscale === 1;
  4457. }),
  4458. addition: HPScal_Addition
  4459. },
  4460. {name:"HP Scale [0, 1)",otLangName:{chs:"队长血倍率[0, 1)",cht:"隊長血倍率[0, 1)"},
  4461. function:cards=>cards.filter(card=>{
  4462. const skill = Skills[card.leaderSkillId];
  4463. const HPscale = getHPScale(skill);
  4464. return HPscale < 1;
  4465. }).sort(sortByHPScal),
  4466. addition: HPScal_Addition
  4467. },
  4468. ]},
  4469. {group:true,name:"Reduce Shield",otLangName:{chs:"减伤盾",cht:"減傷盾"}, functions: [
  4470. {name:"Reduce Damage [75%, 100%]",otLangName:{chs:"队长盾减伤[75%, 100%]",cht:"隊長盾減傷[75%, 100%]"},
  4471. function:cards=>cards.filter(card=>{
  4472. const skill = Skills[card.leaderSkillId];
  4473. const reduceScale = getReduceScale(skill);
  4474. return reduceScale >= 0.75;
  4475. }).sort(sortByReduceScale),
  4476. addition: ReduceScale_Addition
  4477. },
  4478. {name:"Reduce Damage [50%, 75%)",otLangName:{chs:"队长盾减伤[50%, 75%)",cht:"隊長盾減傷[50%, 75%)"},
  4479. function:cards=>cards.filter(card=>{
  4480. const skill = Skills[card.leaderSkillId];
  4481. const reduceScale = getReduceScale(skill);
  4482. return reduceScale >= 0.5 && reduceScale < 0.75;
  4483. }).sort(sortByReduceScale),
  4484. addition: ReduceScale_Addition
  4485. },
  4486. {name:"Reduce Damage [25%, 50%)",otLangName:{chs:"队长盾减伤[25%, 50%)",cht:"隊長盾減傷[25%, 50%)"},
  4487. function:cards=>cards.filter(card=>{
  4488. const skill = Skills[card.leaderSkillId];
  4489. const reduceScale = getReduceScale(skill);
  4490. return reduceScale >= 0.25 && reduceScale < 0.5;
  4491. }).sort(sortByReduceScale),
  4492. addition: ReduceScale_Addition
  4493. },
  4494. {name:"Reduce Damage (0%, 25%)",otLangName:{chs:"队长盾减伤(0%, 25%)",cht:"隊長盾減傷(0%, 25%)"},
  4495. function:cards=>cards.filter(card=>{
  4496. const skill = Skills[card.leaderSkillId];
  4497. const reduceScale = getReduceScale(skill);
  4498. return reduceScale > 0 && reduceScale < 0.25;
  4499. }).sort(sortByReduceScale),
  4500. addition: ReduceScale_Addition
  4501. },
  4502. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4503. function:cards=>cards.filter(card=>{
  4504. const skill = Skills[card.leaderSkillId];
  4505. const reduceScale = getReduceScale(skill);
  4506. return reduceScale === 0;
  4507. })
  4508. },
  4509. {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"},
  4510. function:cards=>cards.filter(card=>{
  4511. const skill = Skills[card.leaderSkillId];
  4512. return getReduceScale(skill, true) > 0;
  4513. })
  4514. },
  4515. {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"},
  4516. function:cards=>cards.filter(card=>{
  4517. const skill = Skills[card.leaderSkillId];
  4518. return getReduceScale(skill, undefined, true) > 0;
  4519. })
  4520. },
  4521. {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"},
  4522. function:cards=>cards.filter(card=>{
  4523. const skill = Skills[card.leaderSkillId];
  4524. return getReduceScale(skill, undefined, undefined, true) > 0;
  4525. })
  4526. },
  4527. /*{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%)"},
  4528. function:cards=>cards.filter(card=>{
  4529. const skill = Skills[card.leaderSkillId];
  4530. const reduceScale = getReduceScale(skill);
  4531. return reduceScale>=0.29;
  4532. }).sort(sortByReduceScale)
  4533. },*/
  4534. {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"},
  4535. function:cards=>{
  4536. return cards.filter(card=>{
  4537. const skill = Skills[card.leaderSkillId];
  4538. return getReduceScale_unconditional(skill) > 0;
  4539. }).sort((a,b)=>{
  4540. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4541. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4542. });
  4543. },
  4544. addition:card=>{
  4545. const skill = Skills[card.leaderSkillId];
  4546. const scale = getReduceScale_unconditional(skill)
  4547. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4548. }
  4549. },
  4550. ]},
  4551. ]},
  4552. {group:true,name:"Evo type",otLangName:{chs:"进化类型",cht:"進化類型"}, functions: [
  4553. {group:true,name:"Transform",otLangName:{chs:"变身相关",cht:"變身相關"}, functions: [
  4554. {name:"No Transform",otLangName:{chs:"非变身",cht:"非變身"},
  4555. function:cards=>cards.filter(card=>
  4556. !Array.isArray(card.henshinFrom) &&
  4557. !Array.isArray(card.henshinTo))
  4558. },
  4559. {name:"After Transform",otLangName:{chs:"变身后",cht:"變身後"},
  4560. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4561. },
  4562. {name:"Before Transform",otLangName:{chs:"变身前",cht:"變身前"},
  4563. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4564. },
  4565. {name:"Not Before Transform",otLangName:{chs:"除了变身前",cht:"除了變身前"},
  4566. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4567. },
  4568. {name:"Random Transform",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4569. function:cards=>cards.filter(card=>{
  4570. const searchTypeArray = [236];
  4571. const skill = getCardActiveSkill(card, searchTypeArray);
  4572. return skill;
  4573. })
  4574. },
  4575. ]},
  4576. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4577. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4578. },
  4579. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4580. {name:"Reincarnation/Super Rein..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4581. function:cards=>cards.filter(isReincarnated)
  4582. }, //evoBaseId可能为0
  4583. //{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)},
  4584. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4585. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4586. },
  4587. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4588. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4589. },
  4590. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4591. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4592. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4593. },
  4594. ]},
  4595. {group:true,name:"Awakenings",otLangName:{chs:"觉醒类",cht:"覺醒類"}, functions: [
  4596. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4597. function:cards=>cards.filter(card=>card.syncAwakening),
  4598. addition:card=>{if (card.syncAwakeningConditions) {
  4599. return card.syncAwakeningConditions.map(c=>cardN(c.id)).nodeJoin();
  4600. }}
  4601. },
  4602. {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)"},
  4603. function:cards=>cards.filter(card=>card.awakenings.length >= ( card.awakenings.includes(49) ? 8 : 9))
  4604. },
  4605. {name:"Has, but not full Awakening",otLangName:{chs:"有,但觉醒未满",cht:"有,覺醒未滿"},
  4606. function:cards=>cards.filter(card=>card.awakenings.length > 0 && card.awakenings.length < ( card.awakenings.includes(49) ? 8 : 9))
  4607. },
  4608. {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"},
  4609. function:cards=>cards.filter(card=>{
  4610. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4611. if (hasAwokenKiller)
  4612. { //大于2个杀的进行判断
  4613. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4614. { //大于3个杀的直接过
  4615. return true;
  4616. }else
  4617. { //2个杀的
  4618. const isAllowLatent = card.types.filter(i=>
  4619. i>=0 //去掉-1的type
  4620. ).map(type=>
  4621. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4622. ).some(ls=>
  4623. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4624. );
  4625. return isAllowLatent
  4626. }
  4627. }else
  4628. {
  4629. return false;
  4630. }
  4631. })
  4632. },
  4633. {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: [
  4634. {name:"Any Reduce Attr. Damage Awakening",otLangName:{chs:"任意颜色盾觉醒",cht:"任意顏色盾覺醒"},
  4635. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=4 && ak<=8))
  4636. },
  4637. {name:"Any Killer Awakening",otLangName:{chs:"任意杀手觉醒",cht:"任意殺手覺醒"},
  4638. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=31 && ak<=42))
  4639. },
  4640. {name:"Any Enhanced Orbs Awakening",otLangName:{chs:"任意+珠觉醒",cht:"任意+珠覺醒"},
  4641. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=14 && ak<=18 || ak === 29 || ak>=99 && ak<=104))
  4642. },
  4643. {name:"Any Enhanced Rows Awakening",otLangName:{chs:"任意横行强化觉醒",cht:"任意横行強化覺醒"},
  4644. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=22 && ak<=26 || ak>=116 && ak<=120))
  4645. },
  4646. {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"},
  4647. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=73 && ak<=77 || ak>=121 && ak<=125))
  4648. },
  4649. {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"},
  4650. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak === 44 || ak === 51 || ak>=79 && ak<=81 || ak === 97 || ak>=112 && ak<=114))
  4651. },
  4652. {name:"Any Add Type Awakening",otLangName:{chs:"任意附加类型觉醒",cht:"任意附加類型覺醒"},
  4653. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=83 && ak<=90))
  4654. },
  4655. {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"},
  4656. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=91 && ak<=95))
  4657. },
  4658. ]},
  4659. ]},
  4660. {group:true,name:"Others Search",otLangName:{chs:"其他搜索",cht:"其他搜索"}, functions: [
  4661. {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)"},
  4662. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4663. },
  4664. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4665. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4666. },
  4667. {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"},
  4668. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4669. },
  4670. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  4671. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4672. addition:card=>`成长${card.limitBreakIncr}%`
  4673. },
  4674. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4675. function:cards=>cards.filter(card=>card.maxLevel==1)
  4676. },
  4677. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4678. function:cards=>cards.filter(card=>card.sellMP<100)
  4679. },
  4680. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4681. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4682. },
  4683. {name:"Have 3 Attrs",otLangName:{chs:"有3个属性",cht:"有3個屬性"},
  4684. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6).length >= 3)
  4685. },
  4686. {name:"3 attrs are different",otLangName:{chs:"3属性不一致",cht:"3屬性不一致"},
  4687. function:cards=>cards.filter(({attrs})=>(new Set(attrs.filter(a=>a>=0 && a<6))).size >= 3)
  4688. },
  4689. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4690. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4691. },
  4692. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4693. function:cards=>cards.filter(card=>card.stackable),
  4694. },
  4695. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4696. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4697. },
  4698. {group:true,name:"Sold in stores",otLangName:{chs:"直接售卖",cht:"直接售賣"}, functions: [
  4699. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4700. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4701. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4702. },
  4703. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4704. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4705. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4706. },
  4707. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4708. function:cards=>cards.filter(({badgeId})=>badgeId),
  4709. addition:({badgeId})=>{
  4710. if (!badgeId) return;
  4711. const fragment = document.createDocumentFragment();
  4712. fragment.append(`ID.${badgeId}`);
  4713. const icon = document.createElement("icon");
  4714. icon.className = "badge";
  4715. icon.setAttribute("data-badge-icon", badgeId);
  4716. fragment.append(icon);
  4717. return fragment;
  4718. }
  4719. },
  4720. ]},
  4721. {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"},
  4722. function:cards=>cards.filter(card=>card.skillBanner)
  4723. },
  4724. {group:true,name:"Only Additional display",otLangName:{chs:"附加显示",cht:"附加显示"}, functions: [
  4725. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4726. function:cards=>cards,
  4727. addition:card=>card.name
  4728. },
  4729. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4730. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4731. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4732. },
  4733. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4734. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4735. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4736. },
  4737. {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)"},
  4738. function:cards=>cards,
  4739. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4740. },
  4741. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4742. function:cards=>cards,
  4743. addition:card=>createTypesList(card.types)
  4744. },
  4745. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4746. function:cards=>cards,
  4747. addition:card=>`COST ${card.cost}`
  4748. },
  4749. {name:"Show Card Group ID",otLangName:{chs:"显示角色分组ID",cht:"顯示角色分組ID"},
  4750. function:cards=>cards,
  4751. addition:card=>{
  4752. const ul = document.createElement("ul");
  4753. ul.className = "monsterinfo-groupId";
  4754. const mSeriesId = ul.appendChild(document.createElement("li"));
  4755. mSeriesId.className = "monster-seriesId";
  4756. mSeriesId.textContent = card.seriesId;
  4757. mSeriesId.setAttribute(dataAttrName, card.seriesId);
  4758. mSeriesId.classList.toggle(className_displayNone, !card.seriesId);
  4759. const mCollabId = ul.appendChild(document.createElement("li"));
  4760. mCollabId.className = "monster-collabId";
  4761. mCollabId.textContent = card.collabId;
  4762. mCollabId.setAttribute(dataAttrName, card.collabId);
  4763. mCollabId.classList.toggle(className_displayNone, !card.collabId);
  4764. const mGachaId = ul.appendChild(document.createElement("li"));
  4765. mGachaId.className = "monster-gachaId";
  4766. mGachaId.textContent = card.gachaIds.join();
  4767. mGachaId.setAttribute(dataAttrName, card.gachaIds.join());
  4768. mGachaId.classList.toggle(className_displayNone, !card.gachaIds.length);
  4769. return ul;
  4770. }
  4771. },
  4772. ]},
  4773. ]},
  4774. ];
  4775. return {
  4776. name:"All Functions",
  4777. functions: functions
  4778. };
  4779. })();