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script-json_data.js 176 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. "DADDB": "DADDB",
  37. "SANBON": "sanbon.me",
  38. },
  39. error: {
  40. 0: "Unknown Error",
  41. 1: "Unsupported format",
  42. 2: "No formation data",
  43. 3: "The illegal JSON format",
  44. 4: "The illegal URL format",
  45. },
  46. paddb_success: `Sucess`,
  47. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  48. },
  49. sort_name:{
  50. sort_none: "Nope",
  51. sort_id: "Cards Id",
  52. sort_attrs : "Attribute",
  53. sort_evoRootId: "Cards Evolution Root",
  54. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  55. sort_rarity: "Rarity",
  56. sort_cost: "Cost",
  57. sort_skillLv1: "Maximum Skill Turn",
  58. sort_skillLvMax: "Minimum Skill Turn",
  59. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  60. sort_hpMax120: "Max HP",
  61. sort_atkMax120: "Max ATK",
  62. sort_rcvMax120: "Max RCV",
  63. sort_hpMax120_awoken: "Max HP (+Awoken)",
  64. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  65. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  66. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  67. },
  68. skill_parse: {
  69. skill: {
  70. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  71. unknown: tp`Unkonwn skill type: ${'type'}`,
  72. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  73. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  74. random_skills: tp`Random Activates these skills:${'skills'}`,
  75. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  76. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  77. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  78. damage_enemy_times: tp`${'times'} `,
  79. damage_enemy_count: tp` (${'damage'} in total)`,
  80. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  81. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  82. delay: tp`${'icon'}Delays enemies' next move`,
  83. mass_attack: tp`${'icon'}Mass attacks`,
  84. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  85. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  86. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  87. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  88. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  89. unbind_normal: tp`${'icon'}Bind`,
  90. unbind_awakenings: tp`${'icon'}Awoken bind`,
  91. unbind_matches: tp`${'icon'}Unmatchable orb`,
  92. bind_skill: tp`${'icon'}Unable to use skills`,
  93. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  94. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  95. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  96. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  97. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  98. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  99. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  100. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  101. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  102. gravity: tp`Reduce ${'target'} ${'icon'}${'value'}`,
  103. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  104. board_change: tp`Change all orbs to ${'orbs'}`,
  105. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  106. skill_boost_range: tp`~${'turns'}`,
  107. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  108. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  109. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  110. drop_refresh: tp`${'icon'}Replaces all orbs`,
  111. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  112. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  113. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  114. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  115. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  116. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  117. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  118. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  119. orb_thorn: tp`, reduces ${'value'} per encounter`,
  120. attr_absorb: tp`${'icon'}Attribute absorption`,
  121. combo_absorb: tp`${'icon'}Combo absorption`,
  122. damage_absorb: tp`${'icon'}Damage absorption`,
  123. damage_void: tp`${'icon'}Damage void`,
  124. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  125. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  126. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  127. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  128. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  129. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  130. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  131. rate_multiply_drop: tp`${'icon'}Drop rate`,
  132. rate_multiply_coin: tp`${'icon'}Coins`,
  133. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  134. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  135. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  136. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  137. henshin: tp`Changes to ${'cards'}`,
  138. random_henshin: tp`Random changes to ${'cards'}`,
  139. void_poison: tp`Voids ${'poison'} damage`,
  140. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  141. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  142. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  143. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  144. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  145. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  146. slot_power_up: tp`The slot of ${'targets'} ${'icon'}${'value'}`,
  147. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is change to ${'cap'}`,
  148. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  149. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  150. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  151. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  152. },
  153. power: {
  154. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  155. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  156. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  157. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  158. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  159. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  160. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  161. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  162. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  163. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  164. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  165. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  166. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  167. },
  168. cond: {
  169. unknown: tp`[ Unknown condition ]`,
  170. hp_equal: tp`When ${'hp'} == ${'min'} `,
  171. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  172. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  173. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  174. use_skill: tp`When skills used `,
  175. multi_player: tp`When in Multiplayer Mode `,
  176. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  177. exact_combo: tp`When exactly ${'value'} combos `,
  178. exact_length: tp`exactly of ${'value'} `,
  179. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  180. exact_match_enhanced: tp` orbs including enhanced`,
  181. compo_type_card: tp`When ${'ids'} are all on team, `,
  182. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  183. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  184. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  185. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  186. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  187. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  188. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  189. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  190. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  191. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  192. },
  193. position: {
  194. top: tp`${'pos'} of top rows`,
  195. bottom: tp`${'pos'} of bottom rows`,
  196. left: tp`${'pos'} of left columns`,
  197. right: tp`${'pos'} of right columns`,
  198. random: tp`random location`,
  199. shape: tp`specified location`,
  200. },
  201. value: {
  202. unknown: tp`[ Unknown value: ${'type'}]`, //type
  203. const: tp`${'value'} ${'unit'}`,
  204. const_to: tp`to ${'value'}`,
  205. mul_percent: tp`${'value'}%`,
  206. mul_times: tp`×${'value'}`,
  207. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  208. mul_of_times: tp`${'stats'} ×${'value'}`,
  209. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  210. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  211. prob: tp`${'value'} chance for `,
  212. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  213. size: tp`${'width'}×${'height'}`,
  214. pos: tp`${'x'}×${'y'}`,
  215. },
  216. target: {
  217. unknown: tp`Unkown Target`,
  218. self: tp`card self`,
  219. team: tp`team`,
  220. team_last: tp`the lastest member`,
  221. team_leader: tp`leader`,
  222. sub_members: tp`sub-members`,
  223. leader_self: tp`left leader`,
  224. leader_helper: tp`right leader`,
  225. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  226. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  227. enemy: tp`Enemy`,
  228. enemy_all: tp`all enemys`,
  229. enemy_one: tp`1 enemy`,
  230. enemy_attr: tp`${'attr'} enemy`,
  231. the_attr: tp`attr of the matched Orbs`,
  232. },
  233. stats: {
  234. unknown: tp`[ Unknown: ${'type'}]`, //type
  235. maxhp: tp`${'icon'}Max HP`,
  236. hp: tp`HP`,
  237. chp: tp`current HP`,
  238. shield: tp`shield`,
  239. atk: tp`ATK`,
  240. rcv: tp`RCV`,
  241. teamhp: tp`Team HP`,
  242. teamatk: tp`Team ${'attrs'} ATK`,
  243. teamrcv: tp`Team RCV`,
  244. cstage: tp`current Stage of Dungeon`,
  245. state_is: tp`${'state'}: ${'num'}`,
  246. },
  247. unit: {
  248. orbs: tp``,
  249. times: tp`times`,
  250. seconds: tp`seconds`,
  251. point: tp`point`,
  252. turns: tp`turns`,
  253. },
  254. word: {
  255. comment: tp`(${'content'}) `,
  256. comma: tp`, `,
  257. semicolon: tp`; `,
  258. slight_pause: tp`, `,
  259. range_hyphen: tp`~`,
  260. in_once: tp`in once `,
  261. evo_type_pixel: tp`Pixel Evo`,
  262. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  263. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  264. affix_attr: tp`${'cotent'} attr.`,
  265. affix_orb: tp`${'cotent'} orbs`,
  266. affix_type: tp`${'cotent'} types`,
  267. affix_awakening: tp`${'cotent'} awoken`,
  268. affix_exclude: tp`, exclude ${'cotent'}`,
  269. each_time: tp`each time `,
  270. different: tp`different`,
  271. same: tp`the same`,
  272. },
  273. attrs: {
  274. [0]: tp`${'icon'}Fire`,
  275. [1]: tp`${'icon'}Water`,
  276. [2]: tp`${'icon'}Wood`,
  277. [3]: tp`${'icon'}Light`,
  278. [4]: tp`${'icon'}Dark`,
  279. [5]: tp`${'icon'}Recover`,
  280. [6]: tp`${'icon'}Null`,
  281. all: tp`All`,
  282. self: tp`${'icon'}Self's Attr`,
  283. fixed: tp`${'icon'}Fixed`,
  284. },
  285. orbs: {
  286. [0]: tp`${'icon'}Fire`,
  287. [1]: tp`${'icon'}Water`,
  288. [2]: tp`${'icon'}Wood`,
  289. [3]: tp`${'icon'}Light`,
  290. [4]: tp`${'icon'}Dark`,
  291. [5]: tp`${'icon'}Heal`,
  292. [6]: tp`${'icon'}Jammer`,
  293. [7]: tp`${'icon'}Poison`,
  294. [8]: tp`${'icon'}Lethal Poison`,
  295. [9]: tp`${'icon'}Bomb`,
  296. enhanced: tp`${'icon'}Enhanced`,
  297. locked: tp`${'icon'}Locked`,
  298. nail: tp`${'icon'}Nail`,
  299. thorn: tp`${'icon'}Thorn`,
  300. _5color: tp`${'icon'}5 Att.`,
  301. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  302. all: tp`All`,
  303. any: tp`Any ${'cotent'}`,
  304. },
  305. board: {
  306. clouds: tp`${'icon'}Clouds`,
  307. immobility: tp`${'icon'}Immobility`,
  308. roulette: tp`${'icon'}Roulette`,
  309. deep_dark: tp`${'icon'}Deep Dark`,
  310. roulette_time: tp`transforms every ${'duration'}`,
  311. roulette_attrs: tp`only ${'orbs'} will appear`,
  312. },
  313. types: {
  314. [0]: tp`${'icon'}Evo Material`,
  315. [1]: tp`${'icon'}Balanced`,
  316. [2]: tp`${'icon'}Physical`,
  317. [3]: tp`${'icon'}Healer`,
  318. [4]: tp`${'icon'}Dragon`,
  319. [5]: tp`${'icon'}God`,
  320. [6]: tp`${'icon'}Attacker`,
  321. [7]: tp`${'icon'}Devil`,
  322. [8]: tp`${'icon'}Machine`,
  323. [9]: tp`${'icon'}Special Protection`,
  324. [12]: tp`${'icon'}Awaken`,
  325. [14]: tp`${'icon'}Enhance Material`,
  326. [15]: tp`${'icon'}Redeemable`,
  327. },
  328. awokens: {
  329. [0]: tp`${'icon'}Unknown awoken`,
  330. [1]: tp`${'icon'}Enhanced HP`,
  331. [2]: tp`${'icon'}Enhanced Attack`,
  332. [3]: tp`${'icon'}Enhanced Recovery`,
  333. [4]: tp`${'icon'}Reduce Fire Damage`,
  334. [5]: tp`${'icon'}Reduce Water Damage`,
  335. [6]: tp`${'icon'}Reduce Wood Damage`,
  336. [7]: tp`${'icon'}Reduce Light Damage`,
  337. [8]: tp`${'icon'}Reduce Dark Damage`,
  338. [9]: tp`${'icon'}Auto-Recover`,
  339. [10]: tp`${'icon'}Resistance-Bind`,
  340. [11]: tp`${'icon'}Resistance-Blind`,
  341. [12]: tp`${'icon'}Resistance-Jammers`,
  342. [13]: tp`${'icon'}Resistance-Poison`,
  343. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  344. [15]: tp`${'icon'}Enhanced Water Orbs`,
  345. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  346. [17]: tp`${'icon'}Enhanced Water Orbs`,
  347. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  348. [19]: tp`${'icon'}Extend Time`,
  349. [20]: tp`${'icon'}Recover Bind`,
  350. [21]: tp`${'icon'}Skill Boost`,
  351. [22]: tp`${'icon'}Enhanced Fire Rows`,
  352. [23]: tp`${'icon'}Enhanced Water Rows`,
  353. [24]: tp`${'icon'}Enhanced Wood Rows`,
  354. [25]: tp`${'icon'}Enhanced Water Rows`,
  355. [26]: tp`${'icon'}Enhanced Dark Rows`,
  356. [27]: tp`${'icon'}Two-Pronged Attack`,
  357. [28]: tp`${'icon'}Resistance-Skill Bind`,
  358. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  359. [30]: tp`${'icon'}Multi Boost`,
  360. [31]: tp`${'icon'}Dragon Killer`,
  361. [32]: tp`${'icon'}God Killer`,
  362. [33]: tp`${'icon'}Devil Killer`,
  363. [34]: tp`${'icon'}Machine Killer`,
  364. [35]: tp`${'icon'}Balanced Killer`,
  365. [36]: tp`${'icon'}Attacker Killer`,
  366. [37]: tp`${'icon'}Physical Killer`,
  367. [38]: tp`${'icon'}Healer Killer`,
  368. [39]: tp`${'icon'}Evo Killer`,
  369. [40]: tp`${'icon'}Awaken Killer`,
  370. [41]: tp`${'icon'}Enhance Killer`,
  371. [42]: tp`${'icon'}Redeemable Killer`,
  372. [43]: tp`${'icon'}Enhanced Combos`,
  373. [44]: tp`${'icon'}Guard Break`,
  374. [45]: tp`${'icon'}Bonus Attack`,
  375. [46]: tp`${'icon'}Enhanced Team HP`,
  376. [47]: tp`${'icon'}Enhanced Team Recovery`,
  377. [48]: tp`${'icon'}Damage Void Piercer`,
  378. [49]: tp`${'icon'}Awoken Assist`,
  379. [50]: tp`${'icon'}Super Bonus Attack`,
  380. [51]: tp`${'icon'}Skill Charge`,
  381. [52]: tp`${'icon'}Resistance-Bind+`,
  382. [53]: tp`${'icon'}Extend Time+`,
  383. [54]: tp`${'icon'}Resistance-Clouds`,
  384. [55]: tp`${'icon'}Resistance-Immobility`,
  385. [56]: tp`${'icon'}Skill Boost+`,
  386. [57]: tp`${'icon'}50% or more HP Enhanced`,
  387. [58]: tp`${'icon'}50% or less HP Enhanced`,
  388. [59]: tp`${'icon'}[L] Heal Matching`,
  389. [60]: tp`${'icon'}[L] Increased Attack`,
  390. [61]: tp`${'icon'}Super Enhanced Combos`,
  391. [62]: tp`${'icon'}Combo Orbs`,
  392. [63]: tp`${'icon'}Skill Voice`,
  393. [64]: tp`${'icon'}Dungeon Bonus`,
  394. [65]: tp`${'icon'}Reduced HP`,
  395. [66]: tp`${'icon'}Reduced Attack`,
  396. [67]: tp`${'icon'}Reduced RCV`,
  397. [68]: tp`${'icon'}Resistance-Blind+`,
  398. [69]: tp`${'icon'}Resistance-Jammers+`,
  399. [70]: tp`${'icon'}Resistance-Poison+`,
  400. [71]: tp`${'icon'}Blessing of Jammers`,
  401. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  402. [73]: tp`${'icon'}Enhanced Fire Combos`,
  403. [74]: tp`${'icon'}Enhanced Water Combos`,
  404. [75]: tp`${'icon'}Enhanced Wood Combos`,
  405. [76]: tp`${'icon'}Enhanced Light Combos`,
  406. [77]: tp`${'icon'}Enhanced Dark Combos`,
  407. [78]: tp`${'icon'}Cross Attack`,
  408. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  409. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  410. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  411. [82]: tp`${'icon'}Super Enhanced Matching`,
  412. [83]: tp`${'icon'}Add Dragon Type`,
  413. [84]: tp`${'icon'}Add God Type`,
  414. [85]: tp`${'icon'}Add Devil Type`,
  415. [86]: tp`${'icon'}Add Machine Type`,
  416. [87]: tp`${'icon'}Add Balanced Type`,
  417. [88]: tp`${'icon'}Add Attacker Type`,
  418. [89]: tp`${'icon'}Add Physical Type`,
  419. [90]: tp`${'icon'}Add Healer Type`,
  420. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  421. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  422. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  423. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  424. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  425. [96]: tp`${'icon'}Two-Pronged Attack+`,
  426. [97]: tp`${'icon'}Skill Charge+`,
  427. [98]: tp`${'icon'}Auto-Recover+`,
  428. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  429. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  430. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  431. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  432. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  433. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  434. [105]: tp`${'icon'}Anti-Skill Boost`,
  435. [106]: tp`${'icon'}Levitation`,
  436. [107]: tp`${'icon'}Enhanced Combos+`,
  437. [108]: tp`${'icon'}[L] Increased Attack+`,
  438. [109]: tp`${'icon'}Damage Void Piercer+`,
  439. [110]: tp`${'icon'}Cross Attack+`,
  440. [111]: tp`${'icon'}Super Enhanced Combos+`,
  441. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  442. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  443. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  444. [115]: tp`${'icon'}Recover Bind+`,
  445. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  446. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  447. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  448. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  449. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  450. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  451. [122]: tp`${'icon'}Enhanced Water Combos+`,
  452. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  453. [124]: tp`${'icon'}Enhanced Light Combos+`,
  454. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  455. [126]: tp`${'icon'}[T] Increased Attack`,
  456. [127]: tp`${'icon'}Enhanced Stats`,
  457. [128]: tp`${'icon'}Yang Protection`,
  458. [129]: tp`${'icon'}Yin Protection`,
  459. [130]: tp`${'icon'}Aging`,
  460. }
  461. },
  462. };
  463. //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
  464. const typekiller_for_type = [
  465. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  466. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  467. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  468. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  469. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  470. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  471. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  472. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  473. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  474. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  475. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  476. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  477. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  478. ];
  479. //类型允许的潜觉杀
  480. typekiller_for_type.forEach(t=>
  481. {
  482. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  483. .map(tn=>
  484. typekiller_for_type.find(_t=>_t.type == tn).latent
  485. );
  486. }
  487. );
  488. const allowable_latent = {
  489. common: [ //一般能打的潜觉
  490. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  491. 28,29,30,31,32,33,34,35,36,37,38
  492. ],
  493. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  494. 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
  495. needAwoken: [ //需要觉醒才能打的潜觉
  496. {latent:39,awoken:62}, //C珠破吸
  497. {latent:40,awoken:20}, //心横解转转
  498. {latent:41,awoken:27}, //U解禁消
  499. {latent:46,awoken:45}, //心追解云封
  500. {latent:47,awoken:59}, //心L大SB
  501. {latent:48,awoken:60}, //L解禁武器
  502. ],
  503. }
  504. //等效觉醒列表
  505. const equivalent_awoken = [
  506. {small:10,big:52,times:2}, //防封
  507. {small:11,big:68,times:5}, //防暗
  508. {small:12,big:69,times:5}, //防废
  509. {small:13,big:70,times:5}, //防毒
  510. {small:19,big:53,times:2}, //手指
  511. {small:21,big:56,times:2}, //SB
  512. {small:27,big:96,times:2}, //U
  513. {small:51,big:97,times:2}, //5色溜
  514. {small:9,big:98,times:2}, //自回
  515. {small:14,big:99,times:2}, //火+
  516. {small:15,big:100,times:2},//水+
  517. {small:16,big:101,times:2},//木+
  518. {small:17,big:102,times:2},//光+
  519. {small:18,big:103,times:2},//暗+
  520. {small:29,big:104,times:2},//心+
  521. {small:43,big:107,times:2},//7c
  522. {small:60,big:108,times:2},//L
  523. {small:48,big:109,times:2},//破无效
  524. {small:78,big:110,times:2},//十字
  525. {small:61,big:111,times:2},//10c
  526. {small:79,big:112,times:2},//3色
  527. {small:80,big:113,times:2},//4色
  528. {small:81,big:114,times:2},//5色
  529. {small:20,big:115,times:2},//心解
  530. {small:22,big:116,times:3},//火横
  531. {small:23,big:117,times:3},//水横
  532. {small:24,big:118,times:3},//木横
  533. {small:25,big:119,times:3},//光横
  534. {small:26,big:120,times:3},//暗横
  535. {small:73,big:121,times:2},//火串
  536. {small:74,big:122,times:2},//水串
  537. {small:75,big:123,times:2},//木串
  538. {small:76,big:124,times:2},//光串
  539. {small:77,big:125,times:2},//暗串
  540. ];
  541. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  542. //官方的徽章排列顺序
  543. const official_badge_sorting = [
  544. 1, 22, 23, 2, 3, 4, 5, 6,
  545. 7, 8, 9, 11, 17, 18, 19, 20,
  546. 21, 10, 12, 13, 14, 24, 25, 26,
  547. 27, 28, 29, 30, 31,
  548. PAD_PASS_BADGE,
  549. ]
  550. //官方的觉醒排列顺序
  551. const official_awoken_sorting = [
  552. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  553. 56,107,111, 52, 55, 68, 69, 70, 28,
  554. 19, 48, 27, 78, 60,126, 59, 45, 50,
  555. 53,109, 96,110,108, 79, 80, 81, 51,
  556. 106, 57, 58, 82, 62,112,113,114, 97,
  557. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  558. 99,100,101,102,103,104, 98,115, 71,
  559. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  560. 116,117,118,119,120, 1, 2, 3,127,
  561. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  562. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  563. 121,122,123,124,125, 39, 40, 41, 42,
  564. 91, 92, 93, 94, 95, 65, 66, 67,105,
  565. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  566. 63,128,129,130
  567. ];
  568. //排序程序列表
  569. const sort_function_list = [
  570. {tag:"sort_none",name:"无",function:()=>0},
  571. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  572. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  573. let num = a.attrs[0] - b.attrs[0];
  574. if (num === 0) num = a.attrs[1] - b.attrs[1];
  575. return num;
  576. }
  577. },
  578. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  579. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  580. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  581. let num = card_a.attrs[0] - card_b.attrs[0];
  582. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  583. return num;
  584. }
  585. },
  586. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  587. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  588. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  589. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  590. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  591. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  592. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  593. }
  594. },
  595. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  596. function getEvoSkill(skill) {
  597. //232为进化后不循环技能,233为循环技能
  598. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  599. else return skill;
  600. }
  601. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  602. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  603. }
  604. },
  605. {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)},
  606. {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)},
  607. {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)},
  608. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  609. {
  610. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  611. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  612. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  613. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  614. return abA - abB;
  615. }
  616. },
  617. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  618. {
  619. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  620. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  621. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  622. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  623. return abA - abB;
  624. }
  625. },
  626. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  627. {
  628. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  629. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  630. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  631. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  632. return abA - abB;
  633. }
  634. },
  635. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  636. {
  637. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  638. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  639. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  640. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  641. return abA - abB;
  642. }
  643. },
  644. ];
  645. //增加特殊搜索模式
  646. const specialSearchFunctions = (function() {
  647. 'use strict';
  648. //返回卡片的队长技能
  649. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  650. {
  651. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  652. }
  653. //返回卡片的技能
  654. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  655. {
  656. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  657. }
  658. //获取血倍率
  659. function getHPScale(ls)
  660. {
  661. const sk = ls.params;
  662. let scale = 1;
  663. switch (ls.type)
  664. {
  665. case 23: case 30: case 62: case 77: case 63: case 65:
  666. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  667. scale = sk[sk.length-1]/100;
  668. break;
  669. case 73: case 76:
  670. case 121: case 129: case 163: case 177: case 186:
  671. case 155:
  672. scale = sk[2]/100;
  673. break;
  674. case 106: case 107: case 108:
  675. scale = sk[0]/100;
  676. break;
  677. case 125:
  678. scale = sk[5]/100;
  679. break;
  680. case 136:
  681. case 137:
  682. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  683. break;
  684. case 158:
  685. scale = sk[4]/100;
  686. break;
  687. case 175:
  688. case 178: case 185:
  689. scale = sk[3]/100;
  690. break;
  691. case 203: case 217:
  692. scale = sk[1]/100;
  693. break;
  694. case 245:
  695. scale = sk[3]/100;
  696. break;
  697. case 138: //调用其他队长技
  698. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  699. break;
  700. default:
  701. }
  702. return scale || 1;
  703. }
  704. //获取盾减伤比例
  705. function getReduceScale(ls, allAttr = false, noHPneed = false)
  706. {
  707. const sk = ls.params;
  708. let scale = 0;
  709. switch (ls.type)
  710. {
  711. case 16: //无条件盾
  712. scale = sk[0]/100;
  713. break;
  714. case 17: //单属性盾
  715. scale = allAttr ? 0 : sk[1]/100;
  716. break;
  717. case 36: //2个属性盾
  718. scale = allAttr ? 0 : sk[2]/100;
  719. break;
  720. case 38: //血线下 + 几率
  721. case 43: //血线上 + 几率
  722. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  723. break;
  724. case 129: //无条件盾,属性个数不固定
  725. case 163: //无条件盾,属性个数不固定
  726. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  727. break;
  728. case 178: //无条件盾,属性个数不固定
  729. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  730. break;
  731. case 130: //血线下 + 属性个数不固定
  732. case 131: //血线上 + 属性个数不固定
  733. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  734. break;
  735. case 151: //十字心触发
  736. case 169: //C触发
  737. case 198: //回血触发
  738. scale = sk[2]/100;
  739. break;
  740. case 170: //多色触发
  741. case 182: //长串触发
  742. case 193: //L触发
  743. scale = sk[3]/100;
  744. break;
  745. case 171: //多串触发
  746. scale = sk[6]/100;
  747. break;
  748. case 183: //又是个有两段血线的队长技
  749. scale = noHPneed ? 0 : sk[4]/100;
  750. break;
  751. case 210: //十字触发
  752. scale = sk[1]/100;
  753. break;
  754. case 235: { //可多次触发
  755. scale = (sk[4] || 0) / 100;
  756. break;
  757. }
  758. case 138: //调用其他队长技
  759. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  760. break;
  761. default:
  762. }
  763. return scale || 0;
  764. }
  765. //获取无条件盾减伤比例
  766. function getReduceScale_unconditional(ls)
  767. {
  768. const sk = ls.params;
  769. let scale = 0;
  770. switch (ls.type)
  771. {
  772. case 16: //无条件盾
  773. {
  774. scale = sk[0]/100;
  775. break;
  776. }
  777. case 129: //无条件盾,属性个数不固定
  778. case 163: //无条件盾,属性个数不固定
  779. {
  780. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  781. break;
  782. }
  783. case 178: //无条件盾,属性个数不固定
  784. {
  785. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  786. break;
  787. }
  788. case 138: //调用其他队长技
  789. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  790. break;
  791. default:
  792. }
  793. return scale || 0;
  794. }
  795. function getCannonAttr(skill)
  796. {
  797. const sk = skill.params;
  798. switch(skill.type)
  799. {
  800. case 0:
  801. case 1:
  802. case 37:
  803. case 58:
  804. case 59:
  805. case 84:
  806. case 85:
  807. case 86:
  808. case 87:
  809. case 115:
  810. return sk[0];
  811. case 110:
  812. case 143:
  813. return sk[1];
  814. case 42:
  815. return sk[1];
  816. case 144:
  817. return sk[3] ?? 0;
  818. default:
  819. return -1;
  820. }
  821. }
  822. function sortByParams(a,b,searchTypeArray,...pidxs)
  823. {
  824. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  825. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  826. if (pidxs.length==0) pidxs.push(0);
  827. let newPos = 0;
  828. //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
  829. for (let pidx of pidxs) {
  830. newPos = a_s.params[pidx] - b_s.params[pidx];
  831. if (newPos !== 0) break;
  832. }
  833. return newPos;
  834. }
  835. function sortByHPScal(a,b)
  836. {
  837. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  838. return getHPScale(a_s) - getHPScale(b_s);
  839. }
  840. function HPScal_Addition(card)
  841. {
  842. const skill = Skills[card.leaderSkillId];
  843. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  844. }
  845. function sortByReduceScale(a,b)
  846. {
  847. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  848. return getReduceScale(a_s) - getReduceScale(b_s);
  849. }
  850. function ReduceScale_Addition(card)
  851. {
  852. const skill = Skills[card.leaderSkillId];
  853. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  854. }
  855. function directParseSkills(skillDataArr) {
  856. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  857. }
  858. function voidsAbsorption_Turns(card) {
  859. const outObj = {
  860. "attr-absorb": 0,
  861. "combo-absorb": 0,
  862. "damage-absorb": 0,
  863. "damage-void": 0,
  864. };
  865. const searchTypeArray = [
  866. 173,
  867. 191
  868. ];
  869. const skills = getCardActiveSkills(card, searchTypeArray);
  870. skills.reduce((pre,skill)=>{
  871. if (skill.type === 173) {
  872. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  873. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  874. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  875. } else if (skill.type === 191) {
  876. pre["damage-void"] ||= skill.params[0];
  877. }
  878. return pre
  879. }, outObj);
  880. return outObj;
  881. }
  882. function voidsAbsorption_Addition(card)
  883. {
  884. const turnsObj = voidsAbsorption_Turns(card);
  885. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  886. const turns = namesArr.map(name=>turnsObj[name]);
  887. const turnsSet = new Set(turns.filter(Boolean));
  888. const turnsCount = turnsSet.size;
  889. const fragment = document.createDocumentFragment();
  890. for (let i = 0; i < namesArr.length; i++) {
  891. if (turns[i] > 0) {
  892. fragment.append(createSkillIcon(namesArr[i]));
  893. if (turnsCount > 1)
  894. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  895. }
  896. }
  897. if (turnsCount === 1) {
  898. const turn = Array.from(turnsSet)[0];
  899. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  900. }
  901. return fragment;
  902. }
  903. function unbind_Turns(card)
  904. {
  905. const outObj = {
  906. normal: 0,
  907. awakenings: 0,
  908. matches: 0
  909. };
  910. const searchTypeArray = [
  911. 117, 179,
  912. 196
  913. ];
  914. const skills = getCardActiveSkills(card, searchTypeArray);
  915. const parsedSkills = directParseSkills(skills);
  916. parsedSkills.reduce((pre,cur)=>{
  917. pre.normal ||= cur.normal;
  918. pre.awakenings ||= cur.awakenings;
  919. pre.matches ||= cur.matches;
  920. return pre
  921. }, outObj);
  922. return outObj;
  923. }
  924. function unbind_Addition(card)
  925. {
  926. const turnsObj = unbind_Turns(card);
  927. const namesArr = ["normal", "awakenings", "matches"];
  928. const turns = namesArr.map(name=>turnsObj[name]);
  929. const turnsSet = new Set(turns.filter(Boolean));
  930. const turnsCount = turnsSet.size;
  931. const fragment = document.createDocumentFragment();
  932. for (let i = 0; i < namesArr.length; i++) {
  933. if (turns[i] > 0) {
  934. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  935. if (turnsCount > 1)
  936. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  937. }
  938. }
  939. if (turnsCount === 1) {
  940. const turn = Array.from(turnsSet)[0];
  941. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  942. }
  943. return fragment;
  944. }
  945. function boardChange_ColorTypes(skill)
  946. {
  947. if (!skill) return [];
  948. const sk = skill.params;
  949. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  950. return colors;
  951. }
  952. function boardChange_Addition(card)
  953. {
  954. const searchTypeArray = [71];
  955. const skill = getCardActiveSkill(card, searchTypeArray);
  956. const colors = boardChange_ColorTypes(skill);
  957. return createOrbsList(colors);
  958. }
  959. function orbsChangeParse(skill)
  960. {
  961. function changes(from, to)
  962. {
  963. return {from:from,to:to};
  964. }
  965. let outArr = [];
  966. if (!skill) return outArr;
  967. const sk = skill.params;
  968. switch (skill.type)
  969. {
  970. case 9:{
  971. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  972. break;
  973. }
  974. case 20:{
  975. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  976. {
  977. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  978. }
  979. else
  980. {
  981. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  982. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  983. }
  984. break;
  985. }
  986. case 154:{
  987. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  988. break;
  989. }
  990. }
  991. return outArr;
  992. }
  993. function changeOrbs_Addition(card)
  994. {
  995. const searchTypeArray = [9,20,154];
  996. const skills = getCardActiveSkills(card, searchTypeArray);
  997. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  998. const fragment = document.createDocumentFragment();
  999. parsedSkills.forEach(p=>{
  1000. fragment.appendChild(createOrbsList(p.from));
  1001. fragment.appendChild(document.createTextNode(`→`));
  1002. fragment.appendChild(createOrbsList(p.to));
  1003. });
  1004. return fragment;
  1005. }
  1006. function generateOrbsParse(card)
  1007. {
  1008. const outArr = [];
  1009. const searchTypeArray = [141, 208];
  1010. const skills = getCardActiveSkills(card, searchTypeArray);
  1011. if (!skills.length) return outArr;
  1012. for (const skill of skills)
  1013. {
  1014. const sk = skill.params;
  1015. if (skill.type == 141)
  1016. {
  1017. outArr.push({
  1018. count: sk[0],
  1019. to: sk[1] || 1,
  1020. exclude: sk[2],
  1021. });
  1022. }else
  1023. {
  1024. outArr.push({
  1025. count: sk[0],
  1026. to: sk[1] || 1,
  1027. exclude: sk[2],
  1028. });
  1029. outArr.push({
  1030. count: sk[3],
  1031. to: sk[4] || 1,
  1032. exclude: sk[5],
  1033. });
  1034. }
  1035. }
  1036. return outArr;
  1037. }
  1038. function generateOrbs_Addition(card)
  1039. {
  1040. const gens = generateOrbsParse(card);
  1041. if (!gens.length) return;
  1042. const fragment = document.createDocumentFragment();
  1043. for (const gen of gens)
  1044. {
  1045. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1046. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1047. }
  1048. return fragment;
  1049. }
  1050. function lock_Addition(card)
  1051. {
  1052. const searchTypeArray = [152];
  1053. const skill = getCardActiveSkill(card, searchTypeArray);
  1054. if (!skill) return;
  1055. const sk = skill.params;
  1056. const fragment = document.createDocumentFragment();
  1057. fragment.appendChild(createSkillIcon('orb-locked'));
  1058. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] || 1)));
  1059. return fragment;
  1060. }
  1061. function dropLock_Addition(card)
  1062. {
  1063. const searchTypeArray = [205];
  1064. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1065. if (!skill) return;
  1066. const sk = skill.params;
  1067. const fragment = document.createDocumentFragment();
  1068. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1069. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1070. return fragment;
  1071. }
  1072. function dropOrb_Addition(card)
  1073. {
  1074. const searchTypeArray = [126];
  1075. const skill = getCardActiveSkill(card, searchTypeArray);
  1076. if (!skill) return;
  1077. const sk = skill.params;
  1078. const colors = Bin.unflags(sk[0]);
  1079. const fragment = document.createDocumentFragment();
  1080. fragment.appendChild(createOrbsList(colors, 'drop'));
  1081. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1082. return fragment;
  1083. }
  1084. function generateColumnOrbs_Addition(card)
  1085. {
  1086. const searchTypeArray = [127];
  1087. const skill = getCardActiveSkill(card, searchTypeArray);
  1088. if (!skill) return;
  1089. const sk = skill.params;
  1090. const colors = [];
  1091. for (let ai=0;ai<sk.length;ai+=2)
  1092. {
  1093. colors.push(Bin.unflags(sk[ai+1]));
  1094. }
  1095. const fragment = document.createDocumentFragment();
  1096. fragment.appendChild(document.createTextNode(`竖`));
  1097. fragment.appendChild(createOrbsList(colors.flat()));
  1098. return fragment;
  1099. }
  1100. function generateRowOrbs_Addition(card)
  1101. {
  1102. const searchTypeArray = [128];
  1103. const skill = getCardActiveSkill(card, searchTypeArray);
  1104. if (!skill) return;
  1105. const sk = skill.params;
  1106. const colors = [];
  1107. for (let ai=0;ai<sk.length;ai+=2)
  1108. {
  1109. colors.push(Bin.unflags(sk[ai+1]));
  1110. }
  1111. const fragment = document.createDocumentFragment();
  1112. fragment.appendChild(document.createTextNode(`横`));
  1113. fragment.appendChild(createOrbsList(colors.flat()));
  1114. return fragment;
  1115. }
  1116. function numericalATK_Addition(card)
  1117. {
  1118. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1119. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1120. const skill = getCardActiveSkill(card, searchTypeArray);
  1121. if (!skill) return;
  1122. //const sk = skill.params;
  1123. const colors = [getCannonAttr(skill)];
  1124. const fragment = document.createDocumentFragment();
  1125. fragment.append(`射`);
  1126. fragment.append(createOrbsList(colors));
  1127. if (typeArray_Rate.includes(skill.type)) {
  1128. function getNumber(skill){
  1129. const sk = skill.params;
  1130. switch(skill.type)
  1131. {
  1132. case 0:
  1133. case 37:
  1134. case 58:
  1135. case 59:
  1136. case 84:
  1137. case 85:
  1138. case 115:
  1139. return sk[1];
  1140. case 2:
  1141. case 35:
  1142. return sk[0];
  1143. default:
  1144. return 0;
  1145. }
  1146. }
  1147. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1148. }
  1149. return fragment;
  1150. }
  1151. function memberATK_Addition(card)
  1152. {
  1153. const searchTypeArray = [230];
  1154. const skill = getCardActiveSkill(card, searchTypeArray);
  1155. if (!skill) return;
  1156. const sk = skill.params;
  1157. const fragment = document.createDocumentFragment();
  1158. fragment.appendChild(createTeamFlags(sk[1]));
  1159. let str = '';
  1160. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1161. fragment.appendChild(document.createTextNode(str));
  1162. return fragment;
  1163. }
  1164. function getIncreaseDamageCap(skill)
  1165. {
  1166. let cap = 0;
  1167. switch (skill.type) {
  1168. case 241:case 258:
  1169. cap = skill.params[1];
  1170. break;
  1171. case 246:
  1172. cap = skill.params[2];
  1173. break;
  1174. case 247:
  1175. cap = skill.params[3];
  1176. break;
  1177. }
  1178. return cap;
  1179. }
  1180. function memberCap_Addition(card)
  1181. {
  1182. const searchTypeArray = [241, 246, 247, 258];
  1183. const skill = getCardActiveSkill(card, searchTypeArray);
  1184. if (!skill) return;
  1185. const sk = skill.params;
  1186. let cap = getIncreaseDamageCap(skill);
  1187. const fragment = document.createDocumentFragment();
  1188. switch (skill.type) {
  1189. case 258: {
  1190. fragment.appendChild(createTeamFlags(sk[2]));
  1191. break;
  1192. }
  1193. case 241:
  1194. case 246:
  1195. case 247: {
  1196. fragment.appendChild(createTeamFlags(1));
  1197. break;
  1198. }
  1199. }
  1200. switch (skill.type) {
  1201. case 258:
  1202. case 241: {
  1203. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1204. break;
  1205. }
  1206. case 246: {
  1207. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1208. break;
  1209. }
  1210. case 247: {
  1211. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1212. break;
  1213. }
  1214. }
  1215. return fragment;
  1216. }
  1217. function dixedDamage_Addition(card)
  1218. {
  1219. const searchTypeArray = [55, 188, 56];
  1220. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1221. if (!skills.length) return;
  1222. const skill = skills[0];
  1223. const sk = skill.params;
  1224. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1225. }
  1226. function gravity_Addition(card)
  1227. {
  1228. const searchTypeArray = [6, 161];
  1229. const skill = getCardActiveSkill(card, searchTypeArray);
  1230. if (!skill) return;
  1231. const sk = skill.params;
  1232. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1233. }
  1234. function healImmediately_Rate(card)
  1235. {
  1236. const searchTypeArray = [7, //自身回复力
  1237. 8, //固定点数
  1238. 35,115, //吸血
  1239. 117
  1240. ];
  1241. const skills = getCardActiveSkills(card, searchTypeArray);
  1242. const outObj = {
  1243. vampire: 0,
  1244. selfRcv: 0,
  1245. const: 0,
  1246. scale: 0,
  1247. };
  1248. if (!skills.length) return outObj;
  1249. skills.forEach(skill=>{
  1250. const sk = skill.params;
  1251. if (skill.type == 7)
  1252. {
  1253. outObj.selfRcv += sk[0];
  1254. }
  1255. else if(skill.type == 8)
  1256. {
  1257. outObj.const += sk[0];
  1258. }
  1259. else if(skill.type == 35)
  1260. {
  1261. outObj.vampire += sk[1];
  1262. }
  1263. else if(skill.type == 115)
  1264. {
  1265. outObj.vampire += sk[2];
  1266. }
  1267. else if(skill.type == 117)
  1268. {
  1269. outObj.selfRcv += sk[1] || 0;
  1270. outObj.const += sk[2] || 0;
  1271. outObj.scale += sk[3] || 0;
  1272. }
  1273. });
  1274. return outObj;
  1275. }
  1276. function atkBuff_Rate(card)
  1277. {
  1278. const searchTypeArray = [
  1279. 88,92, //类型的
  1280. 50,90, //属性的,要排除回复力
  1281. 156,168,231, //宝石姬
  1282. 228, //属性、类型数量
  1283. ];
  1284. const skills = getCardActiveSkills(card, searchTypeArray);
  1285. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1286. function atkBuffParse(skill) {
  1287. const outObj = {
  1288. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1289. types: [],
  1290. attrs: [],
  1291. awoken: [],
  1292. rate: 0,
  1293. turns: 0,
  1294. };
  1295. if (!skill) return outObj;
  1296. const sk = skill.params;
  1297. if (skill.type == 88 || skill.type == 92)
  1298. {
  1299. outObj.skilltype = 2;
  1300. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1301. outObj.turns = sk[0];
  1302. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1303. }
  1304. else if(skill.type == 50 || skill.type == 90)
  1305. {
  1306. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1307. if (!outObj.attrs.length) //去除回复力
  1308. return outObj;
  1309. outObj.skilltype = 2;
  1310. outObj.turns = sk[0];
  1311. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1312. }
  1313. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1314. || skill.type == 168)
  1315. {
  1316. outObj.skilltype = 1;
  1317. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1318. outObj.turns = sk[0];
  1319. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1320. }
  1321. else if(skill.type == 228 && sk[3] > 0)
  1322. {
  1323. outObj.skilltype = 1;
  1324. outObj.attrs = Bin.unflags(sk[1]);
  1325. outObj.types = Bin.unflags(sk[2]);
  1326. outObj.turns = sk[0];
  1327. outObj.rate = sk[3];
  1328. }
  1329. else if(skill.type == 231 && sk[6] > 0)
  1330. {
  1331. outObj.skilltype = 1;
  1332. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1333. outObj.turns = sk[0];
  1334. outObj.rate = sk[6];
  1335. }
  1336. return outObj;
  1337. }
  1338. }
  1339. function rcvBuff_Rate(card)
  1340. {
  1341. const searchTypeArray = [
  1342. 50,90,
  1343. 228, 231, //宝石姬
  1344. ];
  1345. const skills = getCardActiveSkills(card, searchTypeArray);
  1346. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1347. function rcvBuffParse(skill) {
  1348. const outObj = {
  1349. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1350. types: [],
  1351. attrs: [],
  1352. awoken: [],
  1353. rate: 0,
  1354. turns: 0,
  1355. };
  1356. if (!skill) return outObj;
  1357. const sk = skill.params;
  1358. if (skill.type == 228 && sk[4] > 0) {
  1359. outObj.skilltype = 1;
  1360. outObj.attrs = Bin.unflags(sk[1]);
  1361. outObj.types = Bin.unflags(sk[2]);
  1362. outObj.turns = sk[0];
  1363. outObj.rate = sk[4];
  1364. } else if (skill.type == 231 && sk[7] > 0) {
  1365. outObj.skilltype = 1;
  1366. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1367. outObj.turns = sk[0];
  1368. outObj.rate = sk[7];
  1369. } else if (skill.type == 50 || skill.type == 90) {
  1370. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1371. outObj.turns = sk[0];
  1372. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1373. }
  1374. return outObj;
  1375. }
  1376. }
  1377. function damageSelf_Rate(card)
  1378. {
  1379. const searchTypeArray = [84,85,86,87,195];
  1380. const skill = getCardActiveSkill(card, searchTypeArray);
  1381. if (!skill) return 0;
  1382. const sk = skill.params;
  1383. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1384. }
  1385. function changeEnemiesAttr_Attr(card)
  1386. {
  1387. const outObj = {
  1388. attr: null,
  1389. turns: 0
  1390. }
  1391. const searchTypeArray = [153, 224];
  1392. const skill = getCardActiveSkill(card, searchTypeArray);
  1393. if (!skill) return outObj;
  1394. const sk = skill.params;
  1395. if (skill.type == 153)
  1396. {
  1397. outObj.attr = sk[0];
  1398. }
  1399. else if (skill.type == 224)
  1400. {
  1401. outObj.attr = sk[1] || 0;
  1402. outObj.turns = sk[0];
  1403. }
  1404. return outObj;
  1405. }
  1406. function shapeThisRowOk(line, lineNumber) {
  1407. if (lineNumber <= 0) return true;
  1408. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1409. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1410. }
  1411. function shapeUpsideDownRowOk(line, lineNumber) {
  1412. if (lineNumber <= 0) return true;
  1413. return line > 0 ? (line & lineNumber) === 0 : true;
  1414. }
  1415. function shapeIsCross(sk) { //产珠是十字
  1416. const baseLineNum = 0b111;
  1417. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1418. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1419. lineNumArr.push(_lineNum);
  1420. }
  1421. for (let ri=1; ri<4; ri++)
  1422. {
  1423. //搜索所有可能的行存在
  1424. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1425. if (maybeLineNum.length < 1) continue;
  1426. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1427. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1428. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1429. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1430. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1431. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1432. });
  1433. if (maybeLineNum.length > 0) return true;
  1434. }
  1435. return false;
  1436. }
  1437. function shapeIsLShape(sk) { //产珠是L字
  1438. const baseLineNum = 0b111;
  1439. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1440. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1441. lineNumArr.push(_lineNum);
  1442. }
  1443. for (let ri=0; ri<5; ri++)
  1444. {
  1445. //搜索所有可能的行存在
  1446. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1447. if (maybeLineNum.length < 1) continue;
  1448. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1449. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1450. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1451. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1452. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1453. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1454. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1455. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1456. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1457. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1458. ||
  1459. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1460. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1461. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1462. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1463. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1464. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1465. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1466. });
  1467. if (maybeLineNum.length > 0) return true;
  1468. }
  1469. return false;
  1470. }
  1471. //创建1个觉醒图标
  1472. function createAwokenIcon(awokenId)
  1473. {
  1474. const icon = document.createElement("icon");
  1475. icon.className ="awoken-icon";
  1476. icon.setAttribute("data-awoken-icon", awokenId);
  1477. return icon;
  1478. }
  1479. //产生一个觉醒列表
  1480. function creatAwokenList(awokens) {
  1481. const ul = document.createElement("ul");
  1482. ul.className = "awoken-ul";
  1483. awokens.forEach(ak=>{
  1484. const li = ul.appendChild(document.createElement("li"));
  1485. const icon = li.appendChild(createAwokenIcon(ak));
  1486. });
  1487. return ul;
  1488. }
  1489. //产生宝珠列表
  1490. function createOrbsList(orbs, className)
  1491. {
  1492. if (orbs == undefined) orbs = [0];
  1493. else if (!Array.isArray(orbs)) orbs = [orbs];
  1494. const ul = document.createElement("ul");
  1495. ul.className = "board";
  1496. orbs.forEach(orbType => {
  1497. const li = ul.appendChild(document.createElement("li"));
  1498. li.className = className ? `orb ${className}` :`orb`;
  1499. li.setAttribute("data-orb-icon", orbType);
  1500. });
  1501. return ul;
  1502. }
  1503. //产生类型列表
  1504. function createTypesList(types)
  1505. {
  1506. if (types == undefined) types = [0];
  1507. else if (!Array.isArray(types)) types = [types];
  1508. const ul = document.createElement("ul");
  1509. ul.className = "types-ul";
  1510. types.forEach(type => {
  1511. const li = ul.appendChild(document.createElement("li"));
  1512. li.className = `type-icon`;
  1513. li.setAttribute("data-type-icon", type);
  1514. });
  1515. return ul;
  1516. }
  1517. const functions = [
  1518. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1519. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1520. ]},
  1521. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1522. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1523. function:cards=>{
  1524. const attrName = "attr-absorb";
  1525. return cards.filter(card=>{
  1526. const turns = voidsAbsorption_Turns(card);
  1527. return turns[attrName] > 0;
  1528. }).sort((a,b)=>{
  1529. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1530. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1531. return a_pC - b_pC;
  1532. });
  1533. },
  1534. addition:voidsAbsorption_Addition
  1535. },
  1536. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1537. function:cards=>{
  1538. const attrName = "damage-absorb";
  1539. return cards.filter(card=>{
  1540. const turns = voidsAbsorption_Turns(card);
  1541. return turns[attrName] > 0;
  1542. }).sort((a,b)=>{
  1543. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1544. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1545. return a_pC - b_pC;
  1546. });
  1547. },
  1548. addition:voidsAbsorption_Addition
  1549. },
  1550. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1551. function:cards=>{
  1552. const attrName = "damage-void";
  1553. return cards.filter(card=>{
  1554. const turns = voidsAbsorption_Turns(card);
  1555. return turns[attrName] > 0;
  1556. }).sort((a,b)=>{
  1557. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1558. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1559. return a_pC - b_pC;
  1560. });
  1561. },
  1562. addition:voidsAbsorption_Addition
  1563. },
  1564. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1565. function:cards=>{
  1566. const attrName = "combo-absorb";
  1567. return cards.filter(card=>{
  1568. const turns = voidsAbsorption_Turns(card);
  1569. return turns[attrName] > 0;
  1570. }).sort((a,b)=>{
  1571. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1572. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1573. return a_pC - b_pC;
  1574. });
  1575. },
  1576. addition:voidsAbsorption_Addition
  1577. },
  1578. {name:"Voids Triple(except combo)",otLangName:{chs:"三破(不含破C)",cht:"三破(不含破C)"},
  1579. function:cards=>{
  1580. return cards.filter(card=>{
  1581. const turns = voidsAbsorption_Turns(card);
  1582. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1583. }).sort((a,b)=>{
  1584. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1585. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1586. return a_pC - b_pC;
  1587. });
  1588. },
  1589. addition:voidsAbsorption_Addition
  1590. },
  1591. ]},
  1592. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1593. {
  1594. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1595. function:cards=>{
  1596. return cards.filter(card=>{
  1597. const turns = unbind_Turns(card);
  1598. return turns.normal > 0;
  1599. }).sort((a,b)=>{
  1600. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1601. let a_pC = a_s.normal, b_pC = b_s.normal;
  1602. return a_pC - b_pC;
  1603. });
  1604. },
  1605. addition:unbind_Addition
  1606. },
  1607. {
  1608. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1609. function:cards=>{
  1610. return cards.filter(card=>{
  1611. const turns = unbind_Turns(card);
  1612. return turns.awakenings > 0;
  1613. }).sort((a,b)=>{
  1614. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1615. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1616. return a_pC - b_pC;
  1617. });
  1618. },
  1619. addition:unbind_Addition
  1620. },
  1621. {
  1622. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1623. function:cards=>{
  1624. return cards.filter(card=>{
  1625. const turns = unbind_Turns(card);
  1626. return turns.matches > 0;
  1627. }).sort((a,b)=>{
  1628. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1629. let a_pC = a_s.matches, b_pC = b_s.matches;
  1630. return a_pC - b_pC;
  1631. });
  1632. },
  1633. addition:unbind_Addition
  1634. },
  1635. {
  1636. name:"Unbind Triple",otLangName:{chs:"三解",cht:"三解"},
  1637. function:cards=>{
  1638. return cards.filter(card=>{
  1639. const turns = unbind_Turns(card);
  1640. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1641. }).sort((a,b)=>{
  1642. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1643. let a_pC = a_s.normal, b_pC = b_s.normal;
  1644. return a_pC - b_pC;
  1645. });
  1646. },
  1647. addition:unbind_Addition
  1648. },
  1649. ]},
  1650. {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: [
  1651. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1652. function:cards=>{
  1653. const searchTypeArray = [146];
  1654. return cards.filter(card=>{
  1655. const skill = getCardActiveSkill(card, searchTypeArray);
  1656. return skill;
  1657. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1658. },
  1659. addition:card=>{
  1660. const searchTypeArray = [146];
  1661. const skill = getCardActiveSkill(card, searchTypeArray);
  1662. if (!skill) return;
  1663. const sk = skill.params;
  1664. const fragment = document.createDocumentFragment();
  1665. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1666. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1667. return fragment;
  1668. }
  1669. },
  1670. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1671. function:cards=>{
  1672. const searchTypeArray = [218];
  1673. return cards.filter(card=>{
  1674. const skill = getCardActiveSkill(card, searchTypeArray);
  1675. return skill;
  1676. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1677. },
  1678. addition:card=>{
  1679. const searchTypeArray = [218];
  1680. const skill = getCardActiveSkill(card, searchTypeArray);
  1681. if (!skill) return;
  1682. const sk = skill.params;
  1683. const fragment = document.createDocumentFragment();
  1684. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1685. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1686. return fragment;
  1687. }
  1688. },
  1689. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1690. function:cards=>{
  1691. const searchTypeArray = [93, 227];
  1692. return cards.filter(card=>{
  1693. const skill = getCardActiveSkill(card, searchTypeArray);
  1694. return skill;
  1695. }).sort((a,b)=>{
  1696. const a_s = getCardActiveSkill(a, searchTypeArray),
  1697. b_s = getCardActiveSkill(b, searchTypeArray);
  1698. return a_s.type - b_s.type;
  1699. });
  1700. },
  1701. addition:card=>{
  1702. const searchTypeArray = [93, 227];
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. if (!skill) return;
  1705. const fragment = document.createDocumentFragment();
  1706. fragment.append(createSkillIcon('leader-change'));
  1707. skill.type === 227 && fragment.append('换👉');
  1708. return fragment;
  1709. }
  1710. },
  1711. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1712. function:cards=>{
  1713. const searchTypeArray = [241, 246, 247, 258];
  1714. return cards.filter(card=>{
  1715. const skill = getCardActiveSkill(card, searchTypeArray);
  1716. return skill;
  1717. }).sort((a,b)=>{
  1718. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1719. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1720. return a_pC - b_pC;
  1721. });
  1722. },
  1723. addition:memberCap_Addition
  1724. },
  1725. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 buff - 自身",cht:"增加傷害上限 buff - 自身"},
  1726. function:cards=>{
  1727. const searchTypeArray = [241, 246, 247, 258];
  1728. return cards.filter(card=>{
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. if (skill?.type === 258) return Boolean(skill.params[2] & 0b1);
  1731. else return skill;
  1732. }).sort((a,b)=>{
  1733. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1734. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1735. return a_pC - b_pC;
  1736. });
  1737. },
  1738. addition:memberCap_Addition
  1739. },
  1740. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 buff - 队长",cht:"增加傷害上限 buff - 隊長"},
  1741. function:cards=>{
  1742. const searchTypeArray = [258];
  1743. return cards.filter(card=>{
  1744. const skill = getCardActiveSkill(card, searchTypeArray);
  1745. return skill && Boolean(skill.params[2] & (0b10 | 0b100));
  1746. }).sort((a,b)=>{
  1747. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1748. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1749. return a_pC - b_pC;
  1750. });
  1751. },
  1752. addition:memberCap_Addition
  1753. },
  1754. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 buff - 队员",cht:"增加傷害上限 buff - 隊員"},
  1755. function:cards=>{
  1756. const searchTypeArray = [258];
  1757. return cards.filter(card=>{
  1758. const skill = getCardActiveSkill(card, searchTypeArray);
  1759. return skill && Boolean(skill.params[2] & 0b1000);
  1760. }).sort((a,b)=>{
  1761. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1762. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1763. return a_pC - b_pC;
  1764. });
  1765. },
  1766. addition:memberCap_Addition
  1767. },
  1768. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1769. function:cards=>{
  1770. const searchTypeArray = [230];
  1771. return cards.filter(card=>{
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. return skill;
  1774. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1775. },
  1776. addition:memberATK_Addition
  1777. },
  1778. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1779. function:cards=>{
  1780. const searchTypeArray = [230];
  1781. return cards.filter(card=>{
  1782. const skill = getCardActiveSkill(card, searchTypeArray);
  1783. return skill && Boolean(skill.params[1] & 0b1);
  1784. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1785. },
  1786. addition:memberATK_Addition
  1787. },
  1788. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1789. function:cards=>{
  1790. const searchTypeArray = [230];
  1791. return cards.filter(card=>{
  1792. const skill = getCardActiveSkill(card, searchTypeArray);
  1793. return skill && Boolean(skill.params[1] & (0b10 | 0b100));
  1794. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1795. },
  1796. addition:memberATK_Addition
  1797. },
  1798. {name:"Member ATK rate change - Sub",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1799. function:cards=>{
  1800. const searchTypeArray = [230];
  1801. return cards.filter(card=>{
  1802. const skill = getCardActiveSkill(card, searchTypeArray);
  1803. return skill && Boolean(skill.params[1] & 0b1000);
  1804. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1805. },
  1806. addition:memberATK_Addition
  1807. },
  1808. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1809. function:cards=>{
  1810. const searchTypeArray = [142];
  1811. return cards.filter(card=>{
  1812. const skill = getCardActiveSkill(card, searchTypeArray);
  1813. return skill;
  1814. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1815. },
  1816. addition:card=>{
  1817. const searchTypeArray = [142];
  1818. const skill = getCardActiveSkill(card, searchTypeArray);
  1819. if (!skill) return;
  1820. const sk = skill.params;
  1821. const fragment = document.createDocumentFragment();
  1822. fragment.appendChild(document.createTextNode(`自→`));
  1823. fragment.appendChild(createOrbsList(sk[1]));
  1824. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1825. return fragment;
  1826. }
  1827. },
  1828. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1829. function:cards=>cards.filter(card=>{
  1830. const searchTypeArray = [214];
  1831. const skill = getCardActiveSkill(card, searchTypeArray);
  1832. return skill;
  1833. }),
  1834. addition:card=>{
  1835. const searchTypeArray = [214];
  1836. const skill = getCardActiveSkill(card, searchTypeArray);
  1837. if (!skill) return;
  1838. const sk = skill.params;
  1839. return document.createTextNode(`自封技${sk[0]}T`);
  1840. }
  1841. },
  1842. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1843. function:cards=>cards.filter(card=>{
  1844. const searchTypeArray = [250];
  1845. const skill = getCardActiveSkill(card, searchTypeArray);
  1846. return skill;
  1847. })
  1848. },
  1849. ]},
  1850. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1851. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1852. function:cards=>{
  1853. const searchTypeArray = [179];
  1854. return cards.filter(card=>{
  1855. const skill = getCardActiveSkill(card, searchTypeArray);
  1856. return skill;
  1857. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1858. },
  1859. addition:card=>{
  1860. const searchTypeArray = [179];
  1861. const skill = getCardActiveSkill(card, searchTypeArray);
  1862. if (!skill) return;
  1863. const sk = skill.params;
  1864. const fragment = document.createDocumentFragment();
  1865. fragment.append(createSkillIcon('auto-heal'));
  1866. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1867. return fragment;
  1868. }
  1869. },
  1870. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1871. function:cards=>{
  1872. return cards.filter(card=>{
  1873. const heal = healImmediately_Rate(card);
  1874. return Object.values(heal).some(v=>v);
  1875. })
  1876. .sort((a,b)=>{
  1877. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1878. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1879. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1880. let sortNum = a_i - b_i;
  1881. if (!sortNum)
  1882. {
  1883. sortNum = a_vs[a_i] - b_vs[b_i];
  1884. }
  1885. return sortNum;
  1886. });
  1887. },
  1888. addition:card=>{
  1889. const heal = healImmediately_Rate(card);
  1890. const fragment = document.createDocumentFragment();
  1891. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1892. if (heal.scale)
  1893. fragment.append(`${heal.scale}%`);
  1894. if (heal.const)
  1895. fragment.append(`${heal.const.bigNumberToString()}点`);
  1896. if (heal.selfRcv)
  1897. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1898. if (heal.vampire)
  1899. fragment.append(`${heal.vampire}%伤害`);
  1900. return fragment;
  1901. }
  1902. },
  1903. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1904. function:cards=>{
  1905. const searchTypeArray = [237];
  1906. return cards.filter(card=>{
  1907. const skill = getCardActiveSkill(card, searchTypeArray);
  1908. return skill;
  1909. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1910. },
  1911. addition:card=>{
  1912. const searchTypeArray = [237];
  1913. const skill = getCardActiveSkill(card, searchTypeArray);
  1914. if (!skill) return;
  1915. const sk = skill.params;
  1916. const fragment = document.createDocumentFragment();
  1917. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1918. return fragment;
  1919. }
  1920. },
  1921. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1922. function:cards=>{
  1923. return cards.filter(card=>damageSelf_Rate(card)>0)
  1924. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1925. },
  1926. addition:card=>{
  1927. let rate = damageSelf_Rate(card);
  1928. const fragment = document.createDocumentFragment();
  1929. fragment.append(createSkillIcon('heal', 'hp-decr'));
  1930. if (rate < 100)
  1931. fragment.append(`减少${rate}%`);
  1932. else
  1933. fragment.append(`减少到1`);
  1934. return fragment;
  1935. }
  1936. },
  1937. ]},
  1938. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1939. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1940. function:cards=>cards.filter(card=>{
  1941. const searchTypeArray = [172];
  1942. const skill = getCardActiveSkill(card, searchTypeArray);
  1943. return skill;
  1944. })
  1945. },
  1946. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1947. function:cards=>cards.filter(card=>{
  1948. const searchTypeArray = [152];
  1949. const skill = getCardActiveSkill(card, searchTypeArray);
  1950. return skill;
  1951. }),
  1952. addition:lock_Addition
  1953. },
  1954. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1955. function:cards=>cards.filter(card=>{
  1956. const searchTypeArray = [152];
  1957. const skill = getCardActiveSkill(card, searchTypeArray);
  1958. return skill && (skill.params[0] & 63) === 63;
  1959. }),
  1960. addition:lock_Addition
  1961. },
  1962. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1963. function:cards=>{
  1964. const searchTypeArray = [52,91,140];
  1965. return cards.filter(card=>{
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. return skill;
  1968. });
  1969. },
  1970. addition:card=>{
  1971. const searchTypeArray = [52,91,140];
  1972. const skill = getCardActiveSkill(card, searchTypeArray);
  1973. if (!skill) return;
  1974. const sk = skill.params;
  1975. let attrs = [];
  1976. switch (skill.type)
  1977. {
  1978. case 52:{
  1979. attrs.push(sk[0]); break;
  1980. }
  1981. case 91:{
  1982. attrs = sk.slice(0,-1); break;
  1983. }
  1984. case 140:{
  1985. attrs = Bin.unflags(sk[0]); break;
  1986. }
  1987. }
  1988. const fragment = document.createDocumentFragment();
  1989. fragment.appendChild(document.createTextNode(`强化`));
  1990. fragment.appendChild(createOrbsList(attrs));
  1991. return fragment;
  1992. }
  1993. },
  1994. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1995. function:cards=>cards.filter(card=>{
  1996. const searchTypeArray = [215];
  1997. const skill = getCardActiveSkill(card, searchTypeArray);
  1998. return skill;
  1999. }),
  2000. addition:card=>{
  2001. const searchTypeArray = [215];
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. if (!skill) return;
  2004. const sk = skill.params;
  2005. const fragment = document.createDocumentFragment();
  2006. fragment.appendChild(document.createTextNode(`自封`));
  2007. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2008. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2009. return fragment;
  2010. }
  2011. },
  2012. ]},
  2013. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  2014. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  2015. function:cards=>cards.filter(card=>{
  2016. function isLoopBuff(parsedSkill, cd) {
  2017. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  2018. && skill.turns >= cd);
  2019. }
  2020. //跳过0号技能的、会变身成别人的和无技能数据的
  2021. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2022. const skill = Skills[card.activeSkillId];
  2023. if (!skill) return false;
  2024. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2025. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2026. let parsedActiveSkill = skillParser(card.activeSkillId);
  2027. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2028. //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
  2029. let parsedGroupSkill = parsedActiveSkill?.[0];
  2030. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2031. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2032. }
  2033. //进化类技能,排除循环进化,并只计算最后一级
  2034. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2035. let lastIdx = parsedGroupSkill.params.length - 1;
  2036. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2037. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2038. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2039. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2040. }
  2041. return false;
  2042. })
  2043. },
  2044. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2045. function:cards=>{
  2046. return cards.filter(card=>{
  2047. const atkbuff = rcvBuff_Rate(card);
  2048. return atkbuff.skilltype > 0;
  2049. }).sort((a,b)=>{
  2050. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2051. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2052. if (sortNum == 0)
  2053. sortNum = a_pC.rate - b_pC.rate;
  2054. if (sortNum == 0)
  2055. sortNum = a_pC.turns - b_pC.turns;
  2056. return sortNum;
  2057. });
  2058. },
  2059. addition:card=>{
  2060. const atkbuff = rcvBuff_Rate(card);
  2061. const fragment = document.createDocumentFragment();
  2062. fragment.appendChild(createOrbsList([5]));
  2063. if (atkbuff.skilltype == 0) return fragment;
  2064. if (atkbuff.skilltype == 1)
  2065. {
  2066. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2067. if (atkbuff.awoken.length)
  2068. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2069. if (atkbuff.attrs.length)
  2070. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2071. if (atkbuff.types.length)
  2072. fragment.appendChild(createTypesList(atkbuff.types));
  2073. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2074. }else if (atkbuff.skilltype == 2)
  2075. {
  2076. if (atkbuff.attrs.length)
  2077. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2078. if (atkbuff.types.length)
  2079. fragment.appendChild(createTypesList(atkbuff.types));
  2080. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2081. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2082. }
  2083. return fragment;
  2084. }
  2085. },
  2086. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2087. function:cards=>{
  2088. return cards.filter(card=>{
  2089. const atkbuff = atkBuff_Rate(card);
  2090. return atkbuff.skilltype > 0;
  2091. }).sort((a,b)=>{
  2092. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2093. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2094. if (sortNum == 0)
  2095. sortNum = a_pC.rate - b_pC.rate;
  2096. if (sortNum == 0)
  2097. sortNum = a_pC.turns - b_pC.turns;
  2098. return sortNum;
  2099. });
  2100. },
  2101. addition:card=>{
  2102. const atkbuff = atkBuff_Rate(card);
  2103. const fragment = document.createDocumentFragment();
  2104. if (atkbuff.skilltype == 0) return fragment;
  2105. if (atkbuff.skilltype == 1)
  2106. {
  2107. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2108. if (atkbuff.awoken.length)
  2109. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2110. if (atkbuff.attrs.length)
  2111. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2112. if (atkbuff.types.length)
  2113. fragment.appendChild(createTypesList(atkbuff.types));
  2114. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2115. }else if (atkbuff.skilltype == 2)
  2116. {
  2117. if (atkbuff.attrs.length)
  2118. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2119. if (atkbuff.types.length)
  2120. fragment.appendChild(createTypesList(atkbuff.types));
  2121. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2122. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2123. }
  2124. return fragment;
  2125. }
  2126. },
  2127. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2128. function:cards=>{
  2129. const searchTypeArray = [132];
  2130. return cards.filter(card=>{
  2131. const skill = getCardActiveSkill(card, searchTypeArray);
  2132. return skill;
  2133. }).sort((a,b)=>{
  2134. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2135. //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
  2136. 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;
  2137. 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]);
  2138. });
  2139. },
  2140. addition:card=>{
  2141. const searchTypeArray = [132];
  2142. const skill = getCardActiveSkill(card, searchTypeArray);
  2143. if (!skill) return;
  2144. const sk = skill.params;
  2145. let str = "👆";
  2146. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2147. if (sk[2]) str += `x${sk[2]/100}`;
  2148. str += `x${sk[0]}T`;
  2149. return str;
  2150. }
  2151. },
  2152. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2153. function:cards=>{
  2154. const searchTypeArray = [160];
  2155. return cards.filter(card=>{
  2156. const skill = getCardActiveSkill(card, searchTypeArray);
  2157. return skill;
  2158. }).sort((a,b)=>{
  2159. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2160. return a_s.params[1] - b_s.params[1];
  2161. });
  2162. },
  2163. addition:card=>{
  2164. const searchTypeArray = [160];
  2165. const skill = getCardActiveSkill(card, searchTypeArray);
  2166. if (!skill) return;
  2167. const sk = skill.params;
  2168. return `+${sk[1]}C×${sk[0]}T`;
  2169. }
  2170. },
  2171. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2172. function:cards=>{
  2173. const searchTypeArray = [3,156];
  2174. return cards.filter(card=>{
  2175. const skill = getCardActiveSkill(card, searchTypeArray);
  2176. if (!skill) return false;
  2177. if (skill.type == 156)
  2178. return skill.params[4]==3;
  2179. else
  2180. return true;
  2181. }).sort((a,b)=>{
  2182. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2183. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2184. if (!sortNum)
  2185. {
  2186. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2187. sortNum = a_pC - b_pC;
  2188. }
  2189. return sortNum;
  2190. });
  2191. },
  2192. addition:card=>{
  2193. const searchTypeArray = [3,156];
  2194. const skill = getCardActiveSkill(card, searchTypeArray);
  2195. if (!skill) return;
  2196. const sk = skill.params;
  2197. const fragment = document.createDocumentFragment();
  2198. if (skill.type == 156)
  2199. {
  2200. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2201. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2202. fragment.appendChild(creatAwokenList(awokenArr));
  2203. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2204. }else
  2205. {
  2206. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2207. }
  2208. return fragment;
  2209. }
  2210. },
  2211. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2212. function:cards=>{
  2213. const searchTypeArray = [3];
  2214. return cards.filter(card=>{
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. return skill && skill.params[1]>=100;
  2217. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2218. },
  2219. addition:card=>{
  2220. const searchTypeArray = [3];
  2221. const skill = getCardActiveSkill(card, searchTypeArray);
  2222. if (!skill) return;
  2223. const sk = skill.params;
  2224. return `无敌×${sk[0]}T`;
  2225. }
  2226. },
  2227. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2228. function:cards=>{
  2229. const searchTypeArray = [21];
  2230. return cards.filter(card=>{
  2231. const skill = getCardActiveSkill(card, searchTypeArray);
  2232. return skill;
  2233. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2234. },
  2235. addition:card=>{
  2236. const searchTypeArray = [21];
  2237. const skill = getCardActiveSkill(card, searchTypeArray);
  2238. if (!skill) return;
  2239. const sk = skill.params;
  2240. const colors = [sk[1]];
  2241. const fragment = document.createDocumentFragment();
  2242. fragment.appendChild(document.createTextNode(`-`));
  2243. fragment.appendChild(createOrbsList(colors));
  2244. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2245. return fragment;
  2246. }
  2247. },
  2248. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2249. function:cards=>{
  2250. const searchTypeArray = [51];
  2251. return cards.filter(card=>{
  2252. const skill = getCardActiveSkill(card, searchTypeArray);
  2253. return skill;
  2254. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2255. },
  2256. addition:card=>{
  2257. const searchTypeArray = [51];
  2258. const skill = getCardActiveSkill(card, searchTypeArray);
  2259. if (!skill) return;
  2260. const sk = skill.params;
  2261. return `全体×${sk[0]}T`;
  2262. }
  2263. },
  2264. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2265. function:cards=>cards.filter(card=>{
  2266. const searchTypeArray = [156,168,228,231];
  2267. const skill = getCardActiveSkill(card, searchTypeArray);
  2268. return skill;
  2269. })
  2270. },
  2271. ]},
  2272. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2273. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2274. function:cards=>{
  2275. const searchTypeArray = [18];
  2276. return cards.filter(card=>{
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. return skill;
  2279. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2280. },
  2281. addition:card=>{
  2282. const searchTypeArray = [18];
  2283. const skill = getCardActiveSkill(card, searchTypeArray);
  2284. if (!skill) return;
  2285. const sk = skill.params;
  2286. const fragment = document.createDocumentFragment();
  2287. fragment.appendChild(createSkillIcon('delay'));
  2288. fragment.append(`×${sk[0]}T`);
  2289. return fragment;
  2290. }
  2291. },
  2292. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2293. function:cards=>{
  2294. const searchTypeArray = [19];
  2295. return cards.filter(card=>{
  2296. const skill = getCardActiveSkill(card, searchTypeArray);
  2297. return skill;
  2298. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2299. },
  2300. addition:card=>{
  2301. const searchTypeArray = [19];
  2302. const skill = getCardActiveSkill(card, searchTypeArray);
  2303. if (!skill) return;
  2304. const sk = skill.params;
  2305. const fragment = document.createDocumentFragment();
  2306. fragment.appendChild(createSkillIcon('def-break'));
  2307. fragment.append(`${sk[1]}%×${sk[0]}T`);
  2308. return fragment;
  2309. }
  2310. },
  2311. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2312. function:cards=>{
  2313. const searchTypeArray = [4];
  2314. return cards.filter(card=>{
  2315. const skill = getCardActiveSkill(card, searchTypeArray);
  2316. return skill;
  2317. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2318. },
  2319. addition:card=>{
  2320. const searchTypeArray = [4];
  2321. const skill = getCardActiveSkill(card, searchTypeArray);
  2322. if (!skill) return;
  2323. const sk = skill.params;
  2324. const fragment = document.createDocumentFragment();
  2325. fragment.appendChild(createSkillIcon('poison'));
  2326. fragment.append(`ATK×${sk[0]/100}`);
  2327. return fragment;
  2328. }
  2329. },
  2330. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2331. function:cards=>{
  2332. return cards.filter(card=>{
  2333. return changeEnemiesAttr_Attr(card).attr != null;
  2334. }).sort((a,b)=>{
  2335. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2336. return a_pC.attr - b_pC.attr;
  2337. })
  2338. },
  2339. addition:card=>{
  2340. let change = changeEnemiesAttr_Attr(card);
  2341. const fragment = document.createDocumentFragment();
  2342. fragment.appendChild(document.createTextNode(`敌→`));
  2343. fragment.appendChild(createOrbsList(change.attr));
  2344. if (change.turns > 0)
  2345. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2346. return fragment;
  2347. }
  2348. },
  2349. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2350. function:cards=>{
  2351. const searchTypeArray = [60];
  2352. return cards.filter(card=>{
  2353. const skill = getCardActiveSkill(card, searchTypeArray);
  2354. return skill;
  2355. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2356. },
  2357. addition:card=>{
  2358. const searchTypeArray = [60];
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. if (!skill) return;
  2361. const sk = skill.params;
  2362. const fragment = document.createDocumentFragment();
  2363. fragment.appendChild(createSkillIcon('counter-attack'));
  2364. fragment.appendChild(createOrbsList(sk[2]));
  2365. fragment.appendChild(document.createTextNode(`×${sk[1]/100}倍`));
  2366. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2367. return fragment;
  2368. }
  2369. },
  2370. ]},
  2371. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2372. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2373. function:cards=>cards.filter(card=>{
  2374. const searchTypeArray = [10];
  2375. const skill = getCardActiveSkill(card, searchTypeArray);
  2376. return skill;
  2377. })
  2378. },
  2379. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  2380. function:cards=>{
  2381. const searchTypeArray = [184];
  2382. return cards.filter(card=>{
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. return skill;
  2385. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2386. },
  2387. addition:card=>{
  2388. const searchTypeArray = [184];
  2389. const skill = getCardActiveSkill(card, searchTypeArray);
  2390. if (!skill) return;
  2391. const sk = skill.params;
  2392. return `无↓×${sk[0]}T`;
  2393. }
  2394. },
  2395. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2396. function:cards=>{
  2397. const searchTypeArray = [207, 249];
  2398. return cards.filter(card=>{
  2399. const skill = getCardActiveSkill(card, searchTypeArray);
  2400. return skill;
  2401. }).sort((a,b)=>{
  2402. const a_s = getCardActiveSkill(a, searchTypeArray),
  2403. b_s = getCardActiveSkill(b, searchTypeArray);
  2404. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2405. });
  2406. },
  2407. addition:card=>{
  2408. const searchTypeArray = [207, 249];
  2409. const skill = getCardActiveSkill(card, searchTypeArray);
  2410. if (!skill) return;
  2411. const sk = skill.params;
  2412. const fragment = document.createDocumentFragment();
  2413. fragment.append(createSkillIcon('board-roulette'));
  2414. if (skill.type == 249) {
  2415. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2416. }
  2417. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2418. return fragment;
  2419. }
  2420. },
  2421. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2422. function:cards=>{
  2423. const searchTypeArray = [238];
  2424. return cards.filter(card=>{
  2425. const skill = getCardActiveSkill(card, searchTypeArray);
  2426. return skill;
  2427. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2428. },
  2429. addition:card=>{
  2430. const searchTypeArray = [238];
  2431. const skill = getCardActiveSkill(card, searchTypeArray);
  2432. if (!skill) return;
  2433. const sk = skill.params;
  2434. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2435. }
  2436. },
  2437. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2438. function:cards=>{
  2439. const searchTypeArray = [239];
  2440. return cards.filter(card=>{
  2441. const skill = getCardActiveSkill(card, searchTypeArray);
  2442. return skill;
  2443. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2444. },
  2445. addition:card=>{
  2446. const searchTypeArray = [239];
  2447. const skill = getCardActiveSkill(card, searchTypeArray);
  2448. if (!skill) return;
  2449. const sk = skill.params;
  2450. const colums = Bin.unflags(sk[1]), rows = Bin.unflags(sk[2]);
  2451. const fragment = document.createDocumentFragment();
  2452. if (colums.length)
  2453. fragment.append(`${colums.length}竖`);
  2454. if (rows.length)
  2455. fragment.append(`${rows.length}横`);
  2456. fragment.append(`×${sk[0]}T`);
  2457. return fragment;
  2458. }
  2459. },
  2460. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2461. function:cards=>{
  2462. const searchTypeArray = [251];
  2463. return cards.filter(card=>{
  2464. const skill = getCardActiveSkill(card, searchTypeArray);
  2465. return skill;
  2466. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2467. },
  2468. addition:card=>{
  2469. const searchTypeArray = [251];
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. if (!skill) return;
  2472. const sk = skill.params;
  2473. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2474. }
  2475. },
  2476. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2477. function:cards=>{
  2478. const searchTypeArray = [244];
  2479. return cards.filter(card=>{
  2480. const skill = getCardActiveSkill(card, searchTypeArray);
  2481. return skill;
  2482. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2483. },
  2484. addition:card=>{
  2485. const searchTypeArray = [244];
  2486. const skill = getCardActiveSkill(card, searchTypeArray);
  2487. if (!skill) return;
  2488. const sk = skill.params;
  2489. let width, height;
  2490. switch (sk[1]) {
  2491. case 1: {
  2492. width = 7;
  2493. height = 6;
  2494. break;
  2495. }
  2496. case 2: {
  2497. width = 5;
  2498. height = 3;
  2499. break;
  2500. }
  2501. case 3: {
  2502. width = 6;
  2503. height = 5;
  2504. break;
  2505. }
  2506. default: {
  2507. width = 6;
  2508. height = 5;
  2509. }
  2510. }
  2511. return `[${width}×${height}]×${sk[0]}T`;
  2512. }
  2513. },
  2514. ]},
  2515. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2516. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2517. function:cards=>{
  2518. const searchTypeArray = [180];
  2519. return cards.filter(card=>{
  2520. const skill = getCardActiveSkill(card, searchTypeArray);
  2521. return skill;
  2522. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2523. },
  2524. addition:card=>{
  2525. const searchTypeArray = [180];
  2526. const skill = getCardActiveSkill(card, searchTypeArray);
  2527. if (!skill) return;
  2528. const sk = skill.params;
  2529. return `${sk[1]}%×${sk[0]}T`;
  2530. }
  2531. },
  2532. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2533. function:cards=>{
  2534. const searchTypeArray = [205];
  2535. return cards.filter(card=>{
  2536. const skill = getCardActiveSkill(card, searchTypeArray);
  2537. return skill;
  2538. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2539. },
  2540. addition:dropLock_Addition
  2541. },
  2542. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2543. function:cards=>{
  2544. const searchTypeArray = [205];
  2545. return cards.filter(card=>{
  2546. const skill = getCardActiveSkill(card, searchTypeArray);
  2547. return skill && (skill.params[0] & 63) === 63;
  2548. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2549. },
  2550. addition:dropLock_Addition
  2551. },
  2552. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2553. function:cards=>cards.filter(card=>{
  2554. const searchTypeArray = [126];
  2555. const skill = getCardActiveSkill(card, searchTypeArray);
  2556. return skill;
  2557. }),
  2558. addition:dropOrb_Addition
  2559. },
  2560. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2561. function:cards=>cards.filter(card=>{
  2562. const searchTypeArray = [126];
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2565. }),
  2566. addition:dropOrb_Addition
  2567. },
  2568. {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"},
  2569. function:cards=>cards.filter(card=>{
  2570. const searchTypeArray = [126];
  2571. const skill = getCardActiveSkill(card, searchTypeArray);
  2572. return skill && skill.params[1] >= 99;
  2573. }),
  2574. addition:dropOrb_Addition
  2575. },
  2576. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2577. function:cards=>cards.filter(card=>{
  2578. const searchTypeArray = [126];
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. return skill && skill.params[3] == 100;
  2581. }),
  2582. addition:dropOrb_Addition
  2583. },
  2584. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2585. function:cards=>{
  2586. const searchTypeArray = [226];
  2587. return cards.filter(card=>{
  2588. const skill = getCardActiveSkill(card, searchTypeArray);
  2589. return skill;
  2590. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2591. },
  2592. addition:card=>{
  2593. const searchTypeArray = [226];
  2594. const skill = getCardActiveSkill(card, searchTypeArray);
  2595. if (!skill) return;
  2596. const sk = skill.params;
  2597. const fragment = document.createDocumentFragment();
  2598. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2599. return fragment;
  2600. }
  2601. },
  2602. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2603. function:cards=>{
  2604. const searchTypeArray = [243];
  2605. return cards.filter(card=>{
  2606. const skill = getCardActiveSkill(card, searchTypeArray);
  2607. return skill;
  2608. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2609. },
  2610. addition:card=>{
  2611. const searchTypeArray = [243];
  2612. const skill = getCardActiveSkill(card, searchTypeArray);
  2613. if (!skill) return;
  2614. const sk = skill.params;
  2615. const fragment = document.createDocumentFragment();
  2616. fragment.append(createSkillIcon('orb-thorn'));
  2617. if ((sk[1] & 0b1111111111) != 1023) {
  2618. let attrs = Bin.unflags(sk[1]);
  2619. fragment.append(createOrbsList(attrs));
  2620. }
  2621. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2622. return fragment;
  2623. }
  2624. },
  2625. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2626. function:cards=>{
  2627. const searchTypeArray = [253];
  2628. return cards.filter(card=>{
  2629. const skill = getCardActiveSkill(card, searchTypeArray);
  2630. return skill;
  2631. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2632. },
  2633. addition:card=>{
  2634. const searchTypeArray = [253];
  2635. const skill = getCardActiveSkill(card, searchTypeArray);
  2636. if (!skill) return;
  2637. const sk = skill.params;
  2638. const fragment = document.createDocumentFragment();
  2639. fragment.append(createSkillIcon('prediction-falling'));
  2640. fragment.append(`×${sk[0]}T`);
  2641. return fragment;
  2642. }
  2643. },
  2644. ]},
  2645. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2646. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2647. function:cards=>cards.filter(card=>{
  2648. const searchTypeArray = [71];
  2649. const skill = getCardActiveSkill(card, searchTypeArray);
  2650. return skill;
  2651. }),
  2652. addition:boardChange_Addition
  2653. },
  2654. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2655. function:cards=>cards.filter(card=>{
  2656. const searchTypeArray = [71];
  2657. const skill = getCardActiveSkill(card, searchTypeArray);
  2658. return boardChange_ColorTypes(skill).length == 1;
  2659. }),
  2660. addition:boardChange_Addition
  2661. },
  2662. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2663. function:cards=>cards.filter(card=>{
  2664. const searchTypeArray = [71];
  2665. const skill = getCardActiveSkill(card, searchTypeArray);
  2666. return boardChange_ColorTypes(skill).length == 2;
  2667. }),
  2668. addition:boardChange_Addition
  2669. },
  2670. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2671. function:cards=>cards.filter(card=>{
  2672. const searchTypeArray = [71];
  2673. const skill = getCardActiveSkill(card, searchTypeArray);
  2674. return boardChange_ColorTypes(skill).length == 3;
  2675. }),
  2676. addition:boardChange_Addition
  2677. },
  2678. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2679. function:cards=>cards.filter(card=>{
  2680. const searchTypeArray = [71];
  2681. const skill = getCardActiveSkill(card, searchTypeArray);
  2682. return boardChange_ColorTypes(skill).length == 4;
  2683. }),
  2684. addition:boardChange_Addition
  2685. },
  2686. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2687. function:cards=>cards.filter(card=>{
  2688. const searchTypeArray = [71];
  2689. const skill = getCardActiveSkill(card, searchTypeArray);
  2690. return boardChange_ColorTypes(skill).length == 5;
  2691. }),
  2692. addition:boardChange_Addition
  2693. },
  2694. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2695. function:cards=>cards.filter(card=>{
  2696. const searchTypeArray = [71];
  2697. const skill = getCardActiveSkill(card, searchTypeArray);
  2698. return boardChange_ColorTypes(skill).length >= 6;
  2699. }),
  2700. addition:boardChange_Addition
  2701. },
  2702. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2703. function:cards=>cards.filter(card=>{
  2704. const searchTypeArray = [71];
  2705. const skill = getCardActiveSkill(card, searchTypeArray);
  2706. return boardChange_ColorTypes(skill).includes(0);
  2707. }),
  2708. addition:boardChange_Addition
  2709. },
  2710. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2711. function:cards=>cards.filter(card=>{
  2712. const searchTypeArray = [71];
  2713. const skill = getCardActiveSkill(card, searchTypeArray);
  2714. return boardChange_ColorTypes(skill).includes(1);
  2715. }),
  2716. addition:boardChange_Addition
  2717. },
  2718. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2719. function:cards=>cards.filter(card=>{
  2720. const searchTypeArray = [71];
  2721. const skill = getCardActiveSkill(card, searchTypeArray);
  2722. return boardChange_ColorTypes(skill).includes(2);
  2723. }),
  2724. addition:boardChange_Addition
  2725. },
  2726. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2727. function:cards=>cards.filter(card=>{
  2728. const searchTypeArray = [71];
  2729. const skill = getCardActiveSkill(card, searchTypeArray);
  2730. return boardChange_ColorTypes(skill).includes(3);
  2731. }),
  2732. addition:boardChange_Addition
  2733. },
  2734. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2735. function:cards=>cards.filter(card=>{
  2736. const searchTypeArray = [71];
  2737. const skill = getCardActiveSkill(card, searchTypeArray);
  2738. return boardChange_ColorTypes(skill).includes(4);
  2739. }),
  2740. addition:boardChange_Addition
  2741. },
  2742. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2743. function:cards=>cards.filter(card=>{
  2744. const searchTypeArray = [71];
  2745. const skill = getCardActiveSkill(card, searchTypeArray);
  2746. return boardChange_ColorTypes(skill).includes(5);
  2747. }),
  2748. addition:boardChange_Addition
  2749. },
  2750. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2751. function:cards=>cards.filter(card=>{
  2752. const searchTypeArray = [71];
  2753. const skill = getCardActiveSkill(card, searchTypeArray);
  2754. const colors = boardChange_ColorTypes(skill);
  2755. return colors.includes(6)
  2756. || colors.includes(7)
  2757. || colors.includes(8)
  2758. || colors.includes(9);
  2759. }),
  2760. addition:boardChange_Addition
  2761. },
  2762. ]},
  2763. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2764. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2765. function:cards=>cards.filter(card=>{
  2766. const searchTypeArray = [9,20,154];
  2767. const skills = getCardActiveSkills(card, searchTypeArray);
  2768. if (!skills.length) return false;
  2769. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2770. return parsedSkills.some(p=>p.to.includes(0));
  2771. }),
  2772. addition:changeOrbs_Addition
  2773. },
  2774. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2775. function:cards=>cards.filter(card=>{
  2776. const searchTypeArray = [9,20,154];
  2777. const skills = getCardActiveSkills(card, searchTypeArray);
  2778. if (!skills.length) return false;
  2779. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2780. return parsedSkills.some(p=>p.to.includes(1));
  2781. }),
  2782. addition:changeOrbs_Addition
  2783. },
  2784. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2785. function:cards=>cards.filter(card=>{
  2786. const searchTypeArray = [9,20,154];
  2787. const skills = getCardActiveSkills(card, searchTypeArray);
  2788. if (!skills.length) return false;
  2789. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2790. return parsedSkills.some(p=>p.to.includes(2));
  2791. }),
  2792. addition:changeOrbs_Addition
  2793. },
  2794. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2795. function:cards=>cards.filter(card=>{
  2796. const searchTypeArray = [9,20,154];
  2797. const skills = getCardActiveSkills(card, searchTypeArray);
  2798. if (!skills.length) return false;
  2799. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2800. return parsedSkills.some(p=>p.to.includes(3));
  2801. }),
  2802. addition:changeOrbs_Addition
  2803. },
  2804. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2805. function:cards=>cards.filter(card=>{
  2806. const searchTypeArray = [9,20,154];
  2807. const skills = getCardActiveSkills(card, searchTypeArray);
  2808. if (!skills.length) return false;
  2809. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2810. return parsedSkills.some(p=>p.to.includes(4));
  2811. }),
  2812. addition:changeOrbs_Addition
  2813. },
  2814. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2815. function:cards=>cards.filter(card=>{
  2816. const searchTypeArray = [9,20,154];
  2817. const skills = getCardActiveSkills(card, searchTypeArray);
  2818. if (!skills.length) return false;
  2819. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2820. return parsedSkills.some(p=>p.to.includes(5));
  2821. }),
  2822. addition:changeOrbs_Addition
  2823. },
  2824. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2825. function:cards=>cards.filter(card=>{
  2826. const searchTypeArray = [9,20,154];
  2827. const skills = getCardActiveSkills(card, searchTypeArray);
  2828. if (!skills.length) return false;
  2829. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2830. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2831. }),
  2832. addition:changeOrbs_Addition
  2833. },
  2834. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2835. function:cards=>cards.filter(card=>{
  2836. const searchTypeArray = [9,20,154];
  2837. const skills = getCardActiveSkills(card, searchTypeArray);
  2838. if (!skills.length) return false;
  2839. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2840. return parsedSkills.some(p=>p.from.includes(0));
  2841. }),
  2842. addition:changeOrbs_Addition
  2843. },
  2844. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2845. function:cards=>cards.filter(card=>{
  2846. const searchTypeArray = [9,20,154];
  2847. const skills = getCardActiveSkills(card, searchTypeArray);
  2848. if (!skills.length) return false;
  2849. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2850. return parsedSkills.some(p=>p.from.includes(1));
  2851. }),
  2852. addition:changeOrbs_Addition
  2853. },
  2854. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2855. function:cards=>cards.filter(card=>{
  2856. const searchTypeArray = [9,20,154];
  2857. const skills = getCardActiveSkills(card, searchTypeArray);
  2858. if (!skills.length) return false;
  2859. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2860. return parsedSkills.some(p=>p.from.includes(2));
  2861. }),
  2862. addition:changeOrbs_Addition
  2863. },
  2864. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2865. function:cards=>cards.filter(card=>{
  2866. const searchTypeArray = [9,20,154];
  2867. const skills = getCardActiveSkills(card, searchTypeArray);
  2868. if (!skills.length) return false;
  2869. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2870. return parsedSkills.some(p=>p.from.includes(3));
  2871. }),
  2872. addition:changeOrbs_Addition
  2873. },
  2874. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2875. function:cards=>cards.filter(card=>{
  2876. const searchTypeArray = [9,20,154];
  2877. const skills = getCardActiveSkills(card, searchTypeArray);
  2878. if (!skills.length) return false;
  2879. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2880. return parsedSkills.some(p=>p.from.includes(4));
  2881. }),
  2882. addition:changeOrbs_Addition
  2883. },
  2884. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2885. function:cards=>cards.filter(card=>{
  2886. const searchTypeArray = [9,20,154];
  2887. const skills = getCardActiveSkills(card, searchTypeArray);
  2888. if (!skills.length) return false;
  2889. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2890. return parsedSkills.some(p=>p.from.includes(5));
  2891. }),
  2892. addition:changeOrbs_Addition
  2893. },
  2894. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2895. function:cards=>cards.filter(card=>{
  2896. const searchTypeArray = [9,20,154];
  2897. const skills = getCardActiveSkills(card, searchTypeArray);
  2898. if (!skills.length) return false;
  2899. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2900. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2901. }),
  2902. addition:changeOrbs_Addition
  2903. },
  2904. ]},
  2905. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2906. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  2907. function:cards=>cards.filter(card=>{
  2908. function is1515(sk)
  2909. {
  2910. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  2911. }
  2912. const searchTypeArray = [141];
  2913. const skill = getCardActiveSkill(card, searchTypeArray);
  2914. return skill && is1515(skill.params);
  2915. }),
  2916. addition:generateOrbs_Addition
  2917. },
  2918. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  2919. function:cards=>cards.filter(card=>{
  2920. function is30(sk)
  2921. {
  2922. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  2923. }
  2924. const searchTypeArray = [141];
  2925. const skill = getCardActiveSkill(card, searchTypeArray);
  2926. return skill && is30(skill.params);
  2927. }),
  2928. addition:generateOrbs_Addition
  2929. },
  2930. {name:"Create 6 color Orbs",otLangName:{chs:"产珠-生成-6色",cht:"產珠-生成-6色"},
  2931. function:cards=>cards.filter(card=>{
  2932. const gens = generateOrbsParse(card);
  2933. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  2934. }),
  2935. addition:generateOrbs_Addition
  2936. },
  2937. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2938. function:cards=>cards.filter(card=>{
  2939. const gens = generateOrbsParse(card);
  2940. return gens.some(gen=>gen.to & 0b000001);
  2941. }),
  2942. addition:generateOrbs_Addition
  2943. },
  2944. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2945. function:cards=>cards.filter(card=>{
  2946. const gens = generateOrbsParse(card);
  2947. return gens.some(gen=>gen.to & 0b000010);
  2948. }),
  2949. addition:generateOrbs_Addition
  2950. },
  2951. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2952. function:cards=>cards.filter(card=>{
  2953. const gens = generateOrbsParse(card);
  2954. return gens.some(gen=>gen.to & 0b000100);
  2955. }),
  2956. addition:generateOrbs_Addition
  2957. },
  2958. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2959. function:cards=>cards.filter(card=>{
  2960. const gens = generateOrbsParse(card);
  2961. return gens.some(gen=>gen.to & 0b001000);
  2962. }),
  2963. addition:generateOrbs_Addition
  2964. },
  2965. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2966. function:cards=>cards.filter(card=>{
  2967. const gens = generateOrbsParse(card);
  2968. return gens.some(gen=>gen.to & 0b010000);
  2969. }),
  2970. addition:generateOrbs_Addition
  2971. },
  2972. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2973. function:cards=>cards.filter(card=>{
  2974. const gens = generateOrbsParse(card);
  2975. return gens.some(gen=>gen.to & 0b100000);
  2976. }),
  2977. addition:generateOrbs_Addition
  2978. },
  2979. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2980. function:cards=>cards.filter(card=>{
  2981. const gens = generateOrbsParse(card);
  2982. return gens.some(gen=>gen.to & 0b1111000000);
  2983. }),
  2984. addition:generateOrbs_Addition
  2985. },
  2986. ]},
  2987. {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: [
  2988. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2989. function:cards=>cards.filter(card=>{
  2990. const searchTypeArray = [176];
  2991. const skill = getCardActiveSkill(card, searchTypeArray);
  2992. return skill;
  2993. }),
  2994. addition:card=>{
  2995. const searchTypeArray = [176];
  2996. const skills = getCardActiveSkills(card, searchTypeArray);
  2997. if (!skills.length) return;
  2998. const fragment = document.createDocumentFragment();
  2999. fragment.appendChild(document.createTextNode(`形状`));
  3000. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3001. return fragment;
  3002. }
  3003. },
  3004. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3005. function:cards=>cards.filter(card=>{
  3006. function isOuterEdges(sk)
  3007. {
  3008. const baseLineNum1 = 0b111111;
  3009. const baseLineNum2 = 0b100001;
  3010. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3011. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3012. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3013. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3014. shapeThisRowOk(sk[4], baseLineNum1);
  3015. }
  3016. const searchTypeArray = [176];
  3017. const skill = getCardActiveSkill(card, searchTypeArray);
  3018. return skill && isOuterEdges(skill.params);
  3019. }),
  3020. addition:card=>{
  3021. const searchTypeArray = [176];
  3022. const skill = getCardActiveSkill(card, searchTypeArray);
  3023. if (!skill) return;
  3024. const sk = skill.params;
  3025. const fragment = document.createDocumentFragment();
  3026. fragment.appendChild(document.createTextNode(`外圈`));
  3027. fragment.appendChild(createOrbsList(sk[5]));
  3028. return fragment;
  3029. }
  3030. },
  3031. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3032. function:cards=>cards.filter(card=>{
  3033. function is3x3(sk)
  3034. {
  3035. const baseLineNum = 0b111;
  3036. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3037. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3038. {
  3039. lineNumArr.push(_lineNum);
  3040. }
  3041. for (let ri=0; ri<3; ri++)
  3042. {
  3043. //搜索所有可能的行存在
  3044. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3045. if (maybeLineNum.length < 1) continue;
  3046. maybeLineNum = maybeLineNum.filter(lineNum=>
  3047. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3048. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3049. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3050. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3051. );
  3052. if (maybeLineNum.length > 0) return true;
  3053. }
  3054. return false;
  3055. }
  3056. const searchTypeArray = [176];
  3057. const skill = getCardActiveSkill(card, searchTypeArray);
  3058. return skill && is3x3(skill.params.slice(0,5));
  3059. }),
  3060. addition:card=>{
  3061. const searchTypeArray = [176];
  3062. const skill = getCardActiveSkill(card, searchTypeArray);
  3063. if (!skill) return;
  3064. const sk = skill.params;
  3065. const fragment = document.createDocumentFragment();
  3066. fragment.appendChild(document.createTextNode(`3×3`));
  3067. fragment.appendChild(createOrbsList(sk[5]));
  3068. return fragment;
  3069. }
  3070. },
  3071. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3072. function:cards=>cards.filter(card=>{
  3073. const searchTypeArray = [176];
  3074. const skills = getCardActiveSkills(card, searchTypeArray);
  3075. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3076. }),
  3077. addition:function(card){
  3078. const searchTypeArray = [176];
  3079. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3080. if (!skills.length) return;
  3081. const fragment = document.createDocumentFragment();
  3082. fragment.appendChild(document.createTextNode(`十字`));
  3083. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3084. return fragment;
  3085. },
  3086. },
  3087. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3088. function:cards=>cards.filter(card=>{
  3089. const searchTypeArray = [176];
  3090. const skills = getCardActiveSkills(card, searchTypeArray);
  3091. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3092. }),
  3093. addition:function(card){
  3094. const searchTypeArray = [176];
  3095. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3096. if (!skills.length) return;
  3097. const fragment = document.createDocumentFragment();
  3098. fragment.appendChild(document.createTextNode(`L字`));
  3099. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3100. return fragment;
  3101. },
  3102. },
  3103. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3104. function:cards=>cards.filter(card=>{
  3105. const searchTypeArray = [127];
  3106. const skill = getCardActiveSkill(card, searchTypeArray);
  3107. return skill;
  3108. }),
  3109. addition:generateColumnOrbs_Addition
  3110. },
  3111. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3112. function:cards=>cards.filter(card=>{
  3113. function isHeart(sk)
  3114. {
  3115. for (let i=1;i<sk.length;i+=2)
  3116. {
  3117. if (sk[i] & 32)
  3118. {
  3119. return true;
  3120. }
  3121. }
  3122. }
  3123. const searchTypeArray = [127];
  3124. const skill = getCardActiveSkill(card, searchTypeArray);
  3125. return skill && isHeart(skill.params);
  3126. }),
  3127. addition:generateColumnOrbs_Addition
  3128. },
  3129. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3130. function:cards=>cards.filter(card=>{
  3131. const searchTypeArray = [128];
  3132. const skill = getCardActiveSkill(card, searchTypeArray);
  3133. return skill;
  3134. }),
  3135. addition:generateRowOrbs_Addition
  3136. },
  3137. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3138. function:cards=>cards.filter(card=>{
  3139. const searchTypeArray = [128];
  3140. const skill = getCardActiveSkill(card, searchTypeArray);
  3141. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3142. }),
  3143. addition:generateRowOrbs_Addition
  3144. },
  3145. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3146. function:cards=>cards.filter(card=>{
  3147. const searchTypeArray = [128];
  3148. const skill = getCardActiveSkill(card, searchTypeArray);
  3149. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3150. }),
  3151. addition:generateRowOrbs_Addition
  3152. },
  3153. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3154. function:cards=>cards.filter(card=>{
  3155. const searchTypeArray = [128];
  3156. const skill = getCardActiveSkill(card, searchTypeArray);
  3157. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3158. }),
  3159. addition:generateRowOrbs_Addition
  3160. },
  3161. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3162. function:cards=>cards.filter(card=>{
  3163. const searchTypeArray = [128,71,176];
  3164. function isRow(skill)
  3165. {
  3166. const sk = skill.params;
  3167. if (skill.type === 128) {//普通横
  3168. return true;
  3169. }
  3170. else if (skill.type === 71) {//花火
  3171. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3172. }
  3173. else if (skill.type === 176) {//特殊形状
  3174. return sk.some(n=>(n & 0b111111) === 0b111111)
  3175. }
  3176. return false;
  3177. }
  3178. const skill = getCardActiveSkill(card, searchTypeArray);
  3179. return skill && isRow(skill);
  3180. })
  3181. },
  3182. ]},
  3183. {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: [
  3184. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3185. function:cards=>{
  3186. const searchTypeArray = [6, 161];
  3187. return cards.filter(card=>{
  3188. const skill = getCardActiveSkill(card, searchTypeArray);
  3189. return skill;
  3190. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3191. },
  3192. addition: gravity_Addition
  3193. },
  3194. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  3195. function:cards=>{
  3196. const searchTypeArray = [6];
  3197. return cards.filter(card=>{
  3198. const skill = getCardActiveSkill(card, searchTypeArray);
  3199. return skill;
  3200. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3201. },
  3202. addition: gravity_Addition
  3203. },
  3204. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  3205. function:cards=>{
  3206. const searchTypeArray = [161];
  3207. return cards.filter(card=>{
  3208. const skill = getCardActiveSkill(card, searchTypeArray);
  3209. return skill;
  3210. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3211. },
  3212. addition: gravity_Addition
  3213. },
  3214. {name:"Breaking Shield",otLangName:{chs:"破白盾",cht:"破白盾"},
  3215. function:cards=>{
  3216. const searchTypeArray = [259];
  3217. return cards.filter(card=>{
  3218. const skill = getCardActiveSkill(card, searchTypeArray);
  3219. return skill;
  3220. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3221. },
  3222. addition:card=>{
  3223. const searchTypeArray = [259];
  3224. const skill = getCardActiveSkill(card, searchTypeArray);
  3225. if (!skill) return;
  3226. const sk = skill.params;
  3227. const fragment = document.createDocumentFragment();
  3228. fragment.appendChild(createSkillIcon('breaking-shield'));
  3229. fragment.append(`-${sk[0]}%`);
  3230. return fragment;
  3231. }
  3232. },
  3233. ]},
  3234. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  3235. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3236. function:cards=>{
  3237. const searchTypeArray = [55,188,56];
  3238. return cards.filter(card=>{
  3239. const skill = getCardActiveSkill(card, searchTypeArray);
  3240. return skill;
  3241. }).sort((a,b)=>{
  3242. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3243. 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);
  3244. return a_pC - b_pC;
  3245. });
  3246. },
  3247. addition:dixedDamage_Addition
  3248. },
  3249. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  3250. function:cards=>{
  3251. const searchTypeArray = [55,188];
  3252. return cards.filter(card=>{
  3253. const skill = getCardActiveSkill(card, searchTypeArray);
  3254. return skill;
  3255. }).sort((a,b)=>{
  3256. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3257. 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);
  3258. return a_pC - b_pC;
  3259. });
  3260. },
  3261. addition:dixedDamage_Addition
  3262. },
  3263. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  3264. function:cards=>{
  3265. const searchTypeArray = [56];
  3266. return cards.filter(card=>{
  3267. const skill = getCardActiveSkill(card, searchTypeArray);
  3268. return skill;
  3269. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3270. },
  3271. addition:dixedDamage_Addition
  3272. },
  3273. ]},
  3274. {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: [
  3275. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3276. function:cards=>cards.filter(card=>{
  3277. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3278. function isSingle(skill)
  3279. {
  3280. if (skill.type == 110)
  3281. return Boolean(skill.params[0]);
  3282. else if (skill.type == 144)
  3283. return Boolean(skill.params[2]);
  3284. else
  3285. return true;
  3286. }
  3287. const skill = getCardActiveSkill(card, searchTypeArray);
  3288. return skill && isSingle(skill);
  3289. }),
  3290. addition: numericalATK_Addition
  3291. },
  3292. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3293. function:cards=>cards.filter(card=>{
  3294. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3295. function isAll(skill)
  3296. {
  3297. if (skill.type == 110)
  3298. return !Boolean(skill.params[0]);
  3299. else if (skill.type == 144)
  3300. return !Boolean(skill.params[2]);
  3301. else
  3302. return true;
  3303. }
  3304. const skill = getCardActiveSkill(card, searchTypeArray);
  3305. return skill && skill.id!=0 && isAll(skill);
  3306. }),
  3307. addition: numericalATK_Addition
  3308. },
  3309. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  3310. function:cards=>cards.filter(card=>{
  3311. const searchTypeArray = [42];
  3312. const skill = getCardActiveSkill(card, searchTypeArray);
  3313. return skill;
  3314. })
  3315. },
  3316. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  3317. function:cards=>cards.filter(card=>{
  3318. const searchTypeArray = [2,35];
  3319. const skill = getCardActiveSkill(card, searchTypeArray);
  3320. return skill;
  3321. })
  3322. },
  3323. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  3324. function:cards=>cards.filter(card=>{
  3325. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3326. const skill = getCardActiveSkill(card, searchTypeArray);
  3327. return skill && skill.id!=0;
  3328. }).sort((a,b)=>{
  3329. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3330. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3331. function getNumber(skill)
  3332. {
  3333. const sk = skill.params;
  3334. switch(skill.type)
  3335. {
  3336. case 0:
  3337. case 37:
  3338. case 58:
  3339. case 59:
  3340. case 84:
  3341. case 85:
  3342. case 115:
  3343. return sk[1];
  3344. case 2:
  3345. case 35:
  3346. return sk[0];
  3347. default:
  3348. return 0;
  3349. }
  3350. }
  3351. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3352. return a_pC - b_pC;
  3353. }),
  3354. addition: numericalATK_Addition
  3355. },
  3356. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  3357. function:cards=>cards.filter(card=>{
  3358. const searchTypeArray = [1,42,86,87];
  3359. const skill = getCardActiveSkill(card, searchTypeArray);
  3360. return skill;
  3361. }).sort((a,b)=>{
  3362. const searchTypeArray = [1,42,86,87];
  3363. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3364. function getNumber(skill)
  3365. {
  3366. const sk = skill.params;
  3367. switch(skill.type)
  3368. {
  3369. case 1:
  3370. case 86:
  3371. case 87:
  3372. return sk[1];
  3373. case 42:
  3374. return sk[2];
  3375. default:
  3376. return 0;
  3377. }
  3378. }
  3379. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3380. return a_pC - b_pC;
  3381. }),
  3382. addition: numericalATK_Addition
  3383. },
  3384. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  3385. function:cards=>{
  3386. const searchTypeArray = [110];
  3387. return cards.filter(card=>{
  3388. const skill = getCardActiveSkill(card, searchTypeArray);
  3389. return skill;
  3390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3391. },
  3392. addition: numericalATK_Addition
  3393. },
  3394. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  3395. function:cards=>{
  3396. const searchTypeArray = [143];
  3397. return cards.filter(card=>{
  3398. const skill = getCardActiveSkill(card, searchTypeArray);
  3399. return skill;
  3400. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3401. },
  3402. addition: numericalATK_Addition
  3403. },
  3404. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  3405. function:cards=>{
  3406. const searchTypeArray = [144];
  3407. return cards.filter(card=>{
  3408. const skill = getCardActiveSkill(card, searchTypeArray);
  3409. return skill;
  3410. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3411. },
  3412. addition: numericalATK_Addition
  3413. },
  3414. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3415. function:cards=>cards.filter(card=>{
  3416. const searchTypeArray = [35,115];
  3417. const skill = getCardActiveSkill(card, searchTypeArray);
  3418. return skill;
  3419. })
  3420. },
  3421. ]},
  3422. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3423. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3424. function:cards=>cards.filter(card=>{
  3425. if (card.activeSkillId == 0) return false;
  3426. const skill = Skills[card.activeSkillId];
  3427. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3428. })
  3429. },
  3430. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3431. function:cards=>cards.filter(card=>{
  3432. if (card.activeSkillId == 0) return false;
  3433. const skill = Skills[card.activeSkillId];
  3434. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3435. let realCD = minCD;
  3436. const searchTypeArray = [14];
  3437. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3438. if (subSkill)
  3439. {
  3440. realCD -= subSkill.params[0] * 3;
  3441. }
  3442. return minCD > 1 && realCD <= 4;
  3443. })
  3444. },
  3445. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  3446. function:cards=>{
  3447. const searchTypeArray = [5, 246, 247];
  3448. return cards.filter(card=>{
  3449. const skill = getCardActiveSkill(card, searchTypeArray);
  3450. return skill;
  3451. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3452. },
  3453. addition:card=>{
  3454. const searchTypeArray = [5, 246, 247];
  3455. const skill = getCardActiveSkill(card, searchTypeArray);
  3456. if (!skill) return;
  3457. const value = skill.params[0];
  3458. return `时停${value}s`;
  3459. }
  3460. },
  3461. {
  3462. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3463. function:cards=>cards.filter(card=>{
  3464. const searchTypeArray = [118];
  3465. const skill = getCardActiveSkill(card, searchTypeArray);
  3466. return skill;
  3467. })
  3468. },
  3469. {
  3470. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3471. function:cards=>cards.filter(card=>{
  3472. const searchTypeArray = [232, 233];
  3473. const skill = getCardActiveSkill(card, searchTypeArray);
  3474. return skill;
  3475. }),
  3476. addition:card=>{
  3477. const searchTypeArray = [232, 233];
  3478. const skill = getCardActiveSkill(card, searchTypeArray);
  3479. if (!skill) return;
  3480. const value = skill.params[0];
  3481. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3482. }
  3483. },
  3484. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3485. function:cards=>cards.filter(card=>{
  3486. const searchTypeArray = [225];
  3487. const skill = getCardActiveSkill(card, searchTypeArray);
  3488. return skill;
  3489. }),
  3490. addition:card=>{
  3491. const searchTypeArray = [225];
  3492. const skill = getCardActiveSkill(card, searchTypeArray);
  3493. if (!skill) return;
  3494. const sk = skill.params;
  3495. let strArr = [];
  3496. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3497. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3498. return `HP ${strArr.join(" ")}`;
  3499. }
  3500. },
  3501. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3502. function:cards=>cards.filter(card=>{
  3503. const searchTypeArray = [234];
  3504. const skill = getCardActiveSkill(card, searchTypeArray);
  3505. return skill;
  3506. }),
  3507. addition:card=>{
  3508. const searchTypeArray = [234];
  3509. const skill = getCardActiveSkill(card, searchTypeArray);
  3510. if (!skill) return;
  3511. const sk = skill.params;
  3512. let strArr = [];
  3513. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3514. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3515. return `层 ${strArr.join(" ")}`;
  3516. }
  3517. },
  3518. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3519. function:cards=>{
  3520. const searchTypeArray = [248];
  3521. return cards.filter(card=>{
  3522. const skill = getCardActiveSkill(card, searchTypeArray);
  3523. return skill;
  3524. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3525. },
  3526. addition:card=>{
  3527. const searchTypeArray = [248];
  3528. const skill = getCardActiveSkill(card, searchTypeArray);
  3529. if (!skill) return;
  3530. const sk = skill.params;
  3531. return `延迟${sk[0]}T`;
  3532. }
  3533. },
  3534. {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"},
  3535. function:cards=>cards.filter(card=>{
  3536. const searchTypeArray = [255];
  3537. const skill = getCardActiveSkill(card, searchTypeArray);
  3538. return skill;
  3539. }),
  3540. addition:card=>{
  3541. const searchTypeArray = [255];
  3542. const skill = getCardActiveSkill(card, searchTypeArray);
  3543. if (!skill) return;
  3544. const sk = skill.params;
  3545. const fragment = document.createDocumentFragment();
  3546. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3547. return fragment;
  3548. }
  3549. },
  3550. ]},
  3551. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3552. ]},
  3553. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3554. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3555. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3556. },
  3557. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3558. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3559. },
  3560. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3561. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3562. },
  3563. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3564. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3565. },
  3566. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3567. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3568. },
  3569. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3570. function:cards=>cards.filter(card=>{
  3571. const searchTypeArray = [150];
  3572. const skill = getCardLeaderSkill(card, searchTypeArray);
  3573. return skill;
  3574. })
  3575. },
  3576. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3577. function:cards=>cards.filter(card=>{
  3578. const searchTypeArray = [151,209];
  3579. const skill = getCardLeaderSkill(card, searchTypeArray);
  3580. return skill;
  3581. })
  3582. },
  3583. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3584. function:cards=>cards.filter(card=>{
  3585. const searchTypeArray = [157];
  3586. const skill = getCardLeaderSkill(card, searchTypeArray);
  3587. return skill;
  3588. })
  3589. },
  3590. {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"},
  3591. function:cards=>{
  3592. const searchTypeArray = [235];
  3593. return cards.filter(card=>{
  3594. const skill = getCardLeaderSkill(card, searchTypeArray);
  3595. if (!skill) return false;
  3596. const sk = skill.params;
  3597. if (!sk[3] || sk[3] === 100) return false;
  3598. return skill;
  3599. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3600. },
  3601. addition:card=>{
  3602. const searchTypeArray = [235];
  3603. const skill = getCardLeaderSkill(card, searchTypeArray);
  3604. if (!skill) return;
  3605. const sk = skill.params;
  3606. if (!sk[3] || sk[3] === 100) return;
  3607. const fragment = document.createDocumentFragment();
  3608. const sup = document.createElement("sup");
  3609. sup.textContent = "N";
  3610. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3611. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3612. if (sk[1]) {
  3613. fragment.append(`×≥${sk[1]}`);
  3614. } else {
  3615. fragment.append(`×${sk[2]}`);
  3616. }
  3617. return fragment;
  3618. }
  3619. },
  3620. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3621. function:cards=>cards.filter(card=>{
  3622. const searchTypeArray = [177];
  3623. const skill = getCardLeaderSkill(card, searchTypeArray);
  3624. return skill?.params[5];
  3625. })
  3626. },
  3627. ]},
  3628. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3629. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3630. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3631. },
  3632. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3633. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3634. },
  3635. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3636. function:cards=>cards.filter(card=>{
  3637. const searchTypeArray = [162,186];
  3638. const skill = getCardLeaderSkill(card, searchTypeArray);
  3639. return skill;
  3640. })
  3641. },
  3642. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3643. function:cards=>cards.filter(card=>{
  3644. const searchTypeArray = [163,177];
  3645. const skill = getCardLeaderSkill(card, searchTypeArray);
  3646. return skill;
  3647. })
  3648. },
  3649. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3650. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3651. },
  3652. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3653. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3654. },
  3655. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3656. function:cards=>{
  3657. const searchTypeArray = [158];
  3658. return cards.filter(card=>{
  3659. const skill = getCardLeaderSkill(card, searchTypeArray);
  3660. return skill;
  3661. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3662. },
  3663. addition:card=>{
  3664. const searchTypeArray = [158];
  3665. const skill = getCardLeaderSkill(card, searchTypeArray);
  3666. const value = skill.params[0];
  3667. return `≥${value}珠`;
  3668. }
  3669. },
  3670. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3671. function:cards=>cards.filter(card=>{
  3672. const searchTypeArray = [125];
  3673. const skill = getCardLeaderSkill(card, searchTypeArray);
  3674. return skill;
  3675. }),
  3676. addition:card=>{
  3677. const searchTypeArray = [125];
  3678. const skill = getCardLeaderSkill(card, searchTypeArray);
  3679. if (!skill) return;
  3680. const sk = skill.params;
  3681. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3682. }
  3683. },
  3684. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3685. function:cards=>cards.filter(card=>{
  3686. const searchTypeArray = [175];
  3687. const skill = getCardLeaderSkill(card, searchTypeArray);
  3688. return skill;
  3689. }),
  3690. addition:card=>{
  3691. const searchTypeArray = [175];
  3692. const skill = getCardLeaderSkill(card, searchTypeArray);
  3693. if (!skill) return;
  3694. const sk = skill.params;
  3695. return `合作:${sk[0]}`;
  3696. }
  3697. },
  3698. {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"},
  3699. function:cards=>cards.filter(card=>{
  3700. const searchTypeArray = [203];
  3701. const skill = getCardLeaderSkill(card, searchTypeArray);
  3702. return skill;
  3703. })
  3704. },
  3705. {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"},
  3706. function:cards=>cards.filter(card=>{
  3707. const searchTypeArray = [229];
  3708. const skill = getCardLeaderSkill(card, searchTypeArray);
  3709. return skill;
  3710. }),
  3711. addition:card=>{
  3712. const searchTypeArray = [229];
  3713. const skill = getCardLeaderSkill(card, searchTypeArray);
  3714. if (!skill) return;
  3715. const sk = skill.params;
  3716. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  3717. const fragment = document.createDocumentFragment();
  3718. if (attrs.length)
  3719. fragment.appendChild(createOrbsList(attrs));
  3720. if (types.length)
  3721. fragment.appendChild(createTypesList(types));
  3722. return fragment;
  3723. }
  3724. },
  3725. {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"},
  3726. function:cards=>cards.filter(card=>{
  3727. const searchTypeArray = [217];
  3728. const skill = getCardLeaderSkill(card, searchTypeArray);
  3729. return skill;
  3730. }),
  3731. addition:card=>{
  3732. const searchTypeArray = [217];
  3733. const skill = getCardLeaderSkill(card, searchTypeArray);
  3734. if (!skill) return;
  3735. const sk = skill.params;
  3736. return `★≤${sk[0]}`;
  3737. }
  3738. },
  3739. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3740. function:cards=>cards.filter(card=>{
  3741. const searchTypeArray = [245];
  3742. const skill = getCardLeaderSkill(card, searchTypeArray);
  3743. return skill;
  3744. }),
  3745. addition:card=>{
  3746. const searchTypeArray = [245];
  3747. const skill = getCardLeaderSkill(card, searchTypeArray);
  3748. if (!skill) return;
  3749. const sk = skill.params;
  3750. switch (sk[0]) {
  3751. case -1:
  3752. return `★各不相同`;
  3753. case -2:
  3754. return `★全部相同`;
  3755. default:
  3756. return `★全为${sk[0]}`;
  3757. }
  3758. }
  3759. },
  3760. ]},
  3761. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3762. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3763. function:cards=>{
  3764. return cards.filter(card=>{
  3765. return getSkillFixedDamage(card) > 0;
  3766. }).sort((a,b)=>{
  3767. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3768. return a_pC - b_pC;
  3769. });
  3770. },
  3771. addition:card=>{
  3772. const value = getSkillFixedDamage(card);
  3773. if (value <= 0 ) return;
  3774. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3775. let skill;
  3776. if (skill = getCardLeaderSkill(card, [235])) {
  3777. nodeArr.push("/");
  3778. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3779. nodeArr.push(`×${skill.params[2]}`);
  3780. }
  3781. return nodeArr.nodeJoin();
  3782. }
  3783. },
  3784. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3785. function:cards=>{
  3786. return cards.filter(card=>{
  3787. return getSkillAddCombo(card) > 0;
  3788. }).sort((a,b)=>{
  3789. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3790. return a_pC - b_pC;
  3791. });
  3792. },
  3793. addition:card=>{
  3794. const value = getSkillAddCombo(card);
  3795. if (value <= 0 ) return;
  3796. let nodeArr = [`+${value.bigNumberToString()}C`];
  3797. let skill;
  3798. if (skill = getCardLeaderSkill(card, [210])) {
  3799. nodeArr.push("/十字");
  3800. } else if (skill = getCardLeaderSkill(card, [235])) {
  3801. nodeArr.push("/");
  3802. nodeArr.push(createOrbsList(Bin.unflags(skill.params[0])));
  3803. nodeArr.push(`×${skill.params[2]}`);
  3804. }
  3805. return nodeArr.nodeJoin();
  3806. }
  3807. },
  3808. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3809. function:cards=>{
  3810. const searchTypeArray = [15,185];
  3811. return cards.filter(card=>{
  3812. const skill = getCardLeaderSkill(card, searchTypeArray);
  3813. return skill;
  3814. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3815. },
  3816. addition:card=>{
  3817. const searchTypeArray = [15,185];
  3818. const skill = getCardLeaderSkill(card, searchTypeArray);
  3819. if (!skill) return;
  3820. const value = skill.params[0];
  3821. return `${value > 0 ? "+" : ""}${value/100}s`;
  3822. }
  3823. },
  3824. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3825. function:cards=>{
  3826. const searchTypeArray = [178];
  3827. return cards.filter(card=>{
  3828. const skill = getCardLeaderSkill(card, searchTypeArray);
  3829. return skill;
  3830. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3831. },
  3832. addition:card=>{
  3833. const searchTypeArray = [178];
  3834. const skill = getCardLeaderSkill(card, searchTypeArray);
  3835. if (!skill) return;
  3836. const value = skill.params[0];
  3837. return `固定${value}s`;
  3838. }
  3839. },
  3840. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3841. function:cards=>cards.filter(card=>{
  3842. const searchTypeArray = [213];
  3843. const skill = getCardLeaderSkill(card, searchTypeArray);
  3844. return skill;
  3845. }),
  3846. addition:card=>{
  3847. const searchTypeArray = [213];
  3848. const skill = getCardLeaderSkill(card, searchTypeArray);
  3849. if (!skill) return;
  3850. const sk = skill.params;
  3851. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  3852. const fragment = document.createDocumentFragment();
  3853. if (attrs.length)
  3854. fragment.appendChild(createOrbsList(attrs));
  3855. if (types.length)
  3856. fragment.appendChild(createTypesList(types));
  3857. fragment.appendChild(document.createTextNode(`:+`));
  3858. if (awakenings.length)
  3859. fragment.appendChild(creatAwokenList(awakenings));
  3860. return fragment;
  3861. }
  3862. },
  3863. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3864. function:cards=>{
  3865. const searchTypeArray = [12];
  3866. return cards.filter(card=>{
  3867. const skill = getCardLeaderSkill(card, searchTypeArray);
  3868. return skill;
  3869. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3870. },
  3871. addition:card=>{
  3872. const searchTypeArray = [12];
  3873. const skill = getCardLeaderSkill(card, searchTypeArray);
  3874. if (!skill) return;
  3875. const value = skill.params[0];
  3876. return `攻击×${(value/100).bigNumberToString()}倍`;
  3877. }
  3878. },
  3879. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3880. function:cards=>{
  3881. const searchTypeArray = [13];
  3882. return cards.filter(card=>{
  3883. const skill = getCardLeaderSkill(card, searchTypeArray);
  3884. return skill;
  3885. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3886. },
  3887. addition:card=>{
  3888. const searchTypeArray = [13];
  3889. const skill = getCardLeaderSkill(card, searchTypeArray);
  3890. if (!skill) return;
  3891. const value = skill.params[0];
  3892. return `回复×${(value/100).bigNumberToString()}倍`;
  3893. }
  3894. },
  3895. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3896. function:cards=>{
  3897. const searchTypeArray = [198];
  3898. return cards.filter(card=>{
  3899. const skill = getCardLeaderSkill(card, searchTypeArray);
  3900. return skill && skill.params[2];
  3901. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3902. },
  3903. addition:card=>{
  3904. const searchTypeArray = [198];
  3905. const skill = getCardLeaderSkill(card, searchTypeArray);
  3906. if (!skill) return;
  3907. const sk = skill.params;
  3908. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3909. }
  3910. },
  3911. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3912. function:cards=>{
  3913. const searchTypeArray = [198];
  3914. return cards.filter(card=>{
  3915. const skill = getCardLeaderSkill(card, searchTypeArray);
  3916. return skill && skill.params[3];
  3917. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3918. },
  3919. addition:card=>{
  3920. const searchTypeArray = [198];
  3921. const skill = getCardLeaderSkill(card, searchTypeArray);
  3922. if (!skill) return;
  3923. const sk = skill.params;
  3924. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3925. }
  3926. },
  3927. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3928. function:cards=>{
  3929. const searchTypeArray = [41];
  3930. return cards.filter(card=>{
  3931. const skill = getCardLeaderSkill(card, searchTypeArray);
  3932. return skill;
  3933. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3934. },
  3935. addition:card=>{
  3936. const searchTypeArray = [41];
  3937. const skill = getCardLeaderSkill(card, searchTypeArray);
  3938. if (!skill) return;
  3939. const sk = skill.params;
  3940. const fragment = document.createDocumentFragment();
  3941. fragment.appendChild(createOrbsList(sk[2] || 0));
  3942. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3943. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3944. return fragment;
  3945. }
  3946. },
  3947. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3948. function:cards=>cards.filter(card=>{
  3949. const searchTypeArray = [197];
  3950. const skill = getCardLeaderSkill(card, searchTypeArray);
  3951. return skill;
  3952. })
  3953. },
  3954. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3955. function:cards=>{
  3956. const searchTypeArray = [14];
  3957. return cards.filter(card=>{
  3958. const skill = getCardLeaderSkill(card, searchTypeArray);
  3959. return skill;
  3960. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3961. },
  3962. addition:card=>{
  3963. const searchTypeArray = [14];
  3964. const skill = getCardLeaderSkill(card, searchTypeArray);
  3965. if (!skill) return;
  3966. const value = skill.params[0];
  3967. return `HP≥${value}%`;
  3968. }
  3969. },
  3970. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3971. function:cards=>{
  3972. const searchTypeArray = [254];
  3973. return cards.filter(card=>{
  3974. const skill = getCardLeaderSkill(card, searchTypeArray);
  3975. return skill;
  3976. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3977. }
  3978. },
  3979. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3980. function:cards=>{
  3981. const searchTypeArray = [53];
  3982. return cards.filter(card=>{
  3983. const skill = getCardLeaderSkill(card, searchTypeArray);
  3984. return skill;
  3985. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3986. },
  3987. addition:card=>{
  3988. const searchTypeArray = [53];
  3989. const skill = getCardLeaderSkill(card, searchTypeArray);
  3990. if (!skill) return;
  3991. const sk = skill.params;
  3992. return `掉率x${sk[0]/100}`;
  3993. }
  3994. },
  3995. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3996. function:cards=>{
  3997. const searchTypeArray = [54];
  3998. return cards.filter(card=>{
  3999. const skill = getCardLeaderSkill(card, searchTypeArray);
  4000. return skill;
  4001. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4002. },
  4003. addition:card=>{
  4004. const searchTypeArray = [54];
  4005. const skill = getCardLeaderSkill(card, searchTypeArray);
  4006. if (!skill) return;
  4007. const sk = skill.params;
  4008. return `金币x${sk[0]/100}`;
  4009. }
  4010. },
  4011. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  4012. function:cards=>{
  4013. const searchTypeArray = [148];
  4014. return cards.filter(card=>{
  4015. const skill = getCardLeaderSkill(card, searchTypeArray);
  4016. return skill;
  4017. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4018. },
  4019. addition:card=>{
  4020. const searchTypeArray = [148];
  4021. const skill = getCardLeaderSkill(card, searchTypeArray);
  4022. if (!skill) return;
  4023. const sk = skill.params;
  4024. return `经验x${sk[0]/100}`;
  4025. }
  4026. },
  4027. ]},
  4028. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  4029. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4030. function:cards=>cards.filter(card=>{
  4031. const skill = Skills[card.leaderSkillId];
  4032. const HPscale = getHPScale(skill);
  4033. return HPscale >= 3;
  4034. }).sort(sortByHPScal),
  4035. addition: HPScal_Addition
  4036. },
  4037. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  4038. function:cards=>cards.filter(card=>{
  4039. const skill = Skills[card.leaderSkillId];
  4040. const HPscale = getHPScale(skill);
  4041. return HPscale >= 2 && HPscale < 3;
  4042. }).sort(sortByHPScal),
  4043. addition: HPScal_Addition
  4044. },
  4045. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  4046. function:cards=>cards.filter(card=>{
  4047. const skill = Skills[card.leaderSkillId];
  4048. const HPscale = getHPScale(skill);
  4049. return HPscale >= 1.5 && HPscale < 2;
  4050. }).sort(sortByHPScal),
  4051. addition: HPScal_Addition
  4052. },
  4053. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  4054. function:cards=>cards.filter(card=>{
  4055. const skill = Skills[card.leaderSkillId];
  4056. const HPscale = getHPScale(skill);
  4057. return HPscale > 1 && HPscale < 1.5;
  4058. }).sort(sortByHPScal),
  4059. addition: HPScal_Addition
  4060. },
  4061. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4062. function:cards=>cards.filter(card=>{
  4063. const skill = Skills[card.leaderSkillId];
  4064. const HPscale = getHPScale(skill);
  4065. return HPscale === 1;
  4066. }),
  4067. addition: HPScal_Addition
  4068. },
  4069. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  4070. function:cards=>cards.filter(card=>{
  4071. const skill = Skills[card.leaderSkillId];
  4072. const HPscale = getHPScale(skill);
  4073. return HPscale < 1;
  4074. }).sort(sortByHPScal),
  4075. addition: HPScal_Addition
  4076. },
  4077. ]},
  4078. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  4079. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  4080. function:cards=>cards.filter(card=>{
  4081. const skill = Skills[card.leaderSkillId];
  4082. const reduceScale = getReduceScale(skill);
  4083. return reduceScale >= 0.75;
  4084. }).sort(sortByReduceScale),
  4085. addition: ReduceScale_Addition
  4086. },
  4087. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  4088. function:cards=>cards.filter(card=>{
  4089. const skill = Skills[card.leaderSkillId];
  4090. const reduceScale = getReduceScale(skill);
  4091. return reduceScale >= 0.5 && reduceScale < 0.75;
  4092. }).sort(sortByReduceScale),
  4093. addition: ReduceScale_Addition
  4094. },
  4095. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  4096. function:cards=>cards.filter(card=>{
  4097. const skill = Skills[card.leaderSkillId];
  4098. const reduceScale = getReduceScale(skill);
  4099. return reduceScale >= 0.25 && reduceScale < 0.5;
  4100. }).sort(sortByReduceScale),
  4101. addition: ReduceScale_Addition
  4102. },
  4103. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  4104. function:cards=>cards.filter(card=>{
  4105. const skill = Skills[card.leaderSkillId];
  4106. const reduceScale = getReduceScale(skill);
  4107. return reduceScale > 0 && reduceScale < 0.25;
  4108. }).sort(sortByReduceScale),
  4109. addition: ReduceScale_Addition
  4110. },
  4111. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4112. function:cards=>cards.filter(card=>{
  4113. const skill = Skills[card.leaderSkillId];
  4114. const reduceScale = getReduceScale(skill);
  4115. return reduceScale === 0;
  4116. })
  4117. },
  4118. {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"},
  4119. function:cards=>cards.filter(card=>{
  4120. const skill = Skills[card.leaderSkillId];
  4121. return getReduceScale(skill, true) > 0;
  4122. })
  4123. },
  4124. {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"},
  4125. function:cards=>cards.filter(card=>{
  4126. const skill = Skills[card.leaderSkillId];
  4127. return getReduceScale(skill, undefined, true) > 0;
  4128. })
  4129. },
  4130. {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"},
  4131. function:cards=>cards.filter(card=>{
  4132. const skill = Skills[card.leaderSkillId];
  4133. return getReduceScale(skill, undefined, undefined, true) > 0;
  4134. })
  4135. },
  4136. /*{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%)"},
  4137. function:cards=>cards.filter(card=>{
  4138. const skill = Skills[card.leaderSkillId];
  4139. const reduceScale = getReduceScale(skill);
  4140. return reduceScale>=0.29;
  4141. }).sort(sortByReduceScale)
  4142. },*/
  4143. {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"},
  4144. function:cards=>{
  4145. return cards.filter(card=>{
  4146. const skill = Skills[card.leaderSkillId];
  4147. return getReduceScale_unconditional(skill) > 0;
  4148. }).sort((a,b)=>{
  4149. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4150. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4151. });
  4152. },
  4153. addition:card=>{
  4154. const skill = Skills[card.leaderSkillId];
  4155. const scale = getReduceScale_unconditional(skill)
  4156. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4157. }
  4158. },
  4159. ]},
  4160. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4161. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4162. function:cards=>cards.filter(card=>
  4163. !Array.isArray(card.henshinFrom) &&
  4164. !Array.isArray(card.henshinTo))
  4165. },
  4166. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4167. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4168. },
  4169. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4170. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4171. },
  4172. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4173. function:cards=>cards.filter(card=>{
  4174. const searchTypeArray = [236];
  4175. const skill = getCardActiveSkill(card, searchTypeArray);
  4176. return skill;
  4177. })
  4178. },
  4179. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  4180. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4181. },
  4182. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4183. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4184. },
  4185. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4186. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4187. function:cards=>cards.filter(isReincarnated)
  4188. }, //evoBaseId可能为0
  4189. //{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)},
  4190. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4191. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4192. },
  4193. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4194. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4195. },
  4196. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4197. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4198. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4199. },
  4200. ]},
  4201. {group:true,name:"====== Awakenings ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4202. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4203. function:cards=>cards.filter(card=>card.syncAwakening),
  4204. addition:card=>{if (card.syncAwakeningConditions) {
  4205. return card.syncAwakeningConditions.map(c=>cardN(c.id)).nodeJoin();
  4206. }}
  4207. },
  4208. {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)"},
  4209. function:cards=>cards.filter(card=>card.awakenings.length >= ( card.awakenings.includes(49) ? 8 : 9))
  4210. },
  4211. {name:"Has, but not full Awakening",otLangName:{chs:"有,但觉醒未满",cht:"有,覺醒未滿"},
  4212. function:cards=>cards.filter(card=>card.awakenings.length > 0 && card.awakenings.length < ( card.awakenings.includes(49) ? 8 : 9))
  4213. },
  4214. {name:"3 same Killer (include super Awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  4215. function:cards=>cards.filter(card=>{
  4216. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4217. if (hasAwokenKiller)
  4218. { //大于2个杀的进行判断
  4219. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4220. { //大于3个杀的直接过
  4221. return true;
  4222. }else
  4223. { //2个杀的
  4224. const isAllowLatent = card.types.filter(i=>
  4225. i>=0 //去掉-1的type
  4226. ).map(type=>
  4227. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4228. ).some(ls=>
  4229. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4230. );
  4231. return isAllowLatent
  4232. }
  4233. }else
  4234. {
  4235. return false;
  4236. }
  4237. })
  4238. },
  4239. ]},
  4240. {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: [
  4241. {name:"Any Reduce Attr. Damage Awakening",otLangName:{chs:"任意颜色盾觉醒",cht:"任意顏色盾覺醒"},
  4242. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=4 && ak<=8))
  4243. },
  4244. {name:"Any Killer Awakening",otLangName:{chs:"任意杀手觉醒",cht:"任意殺手覺醒"},
  4245. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=31 && ak<=42))
  4246. },
  4247. {name:"Any Enhanced Orbs Awakening",otLangName:{chs:"任意+珠觉醒",cht:"任意+珠覺醒"},
  4248. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=14 && ak<=18 || ak === 29 || ak>=99 && ak<=104))
  4249. },
  4250. {name:"Any Enhanced Rows Awakening",otLangName:{chs:"任意横行强化觉醒",cht:"任意横行強化覺醒"},
  4251. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=22 && ak<=26 || ak>=116 && ak<=120))
  4252. },
  4253. {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"},
  4254. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=73 && ak<=77 || ak>=121 && ak<=125))
  4255. },
  4256. {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"},
  4257. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak === 44 || ak === 51 || ak>=79 && ak<=81 || ak === 97 || ak>=112 && ak<=114))
  4258. },
  4259. {name:"Any Add Type Awakening",otLangName:{chs:"任意附加类型觉醒",cht:"任意附加類型覺醒"},
  4260. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=83 && ak<=90))
  4261. },
  4262. {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"},
  4263. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=91 && ak<=95))
  4264. },
  4265. ]},
  4266. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4267. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  4268. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4269. },
  4270. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4271. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4272. },
  4273. {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"},
  4274. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4275. },
  4276. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  4277. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4278. addition:card=>`成长${card.limitBreakIncr}%`
  4279. },
  4280. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4281. function:cards=>cards.filter(card=>card.maxLevel==1)
  4282. },
  4283. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4284. function:cards=>cards.filter(card=>card.sellMP<100)
  4285. },
  4286. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4287. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4288. },
  4289. {name:"Have 3 Attrs",otLangName:{chs:"有3个属性",cht:"有3個屬性"},
  4290. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6).length >= 3)
  4291. },
  4292. {name:"3 attrs are different",otLangName:{chs:"3属性不一致",cht:"3屬性不一致"},
  4293. function:cards=>cards.filter(({attrs})=>(new Set(attrs.filter(a=>a>=0 && a<6))).size >= 3)
  4294. },
  4295. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4296. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4297. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4298. },
  4299. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4300. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4301. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4302. },
  4303. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4304. function:cards=>cards.filter(({badgeId})=>badgeId),
  4305. addition:({badgeId})=>{
  4306. const fragment = document.createDocumentFragment();
  4307. fragment.append(`ID.${badgeId}`);
  4308. const icon = document.createElement("icon");
  4309. icon.className = "badge";
  4310. icon.setAttribute("data-badge-icon", badgeId);
  4311. fragment.append(icon);
  4312. return fragment;
  4313. }
  4314. },
  4315. {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"},
  4316. function:cards=>cards.filter(card=>card.skillBanner)
  4317. },
  4318. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4319. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4320. },
  4321. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4322. function:cards=>cards.filter(card=>card.stackable),
  4323. },
  4324. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4325. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4326. },
  4327. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4328. function:cards=>cards,
  4329. addition:card=>card.name
  4330. },
  4331. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4332. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4333. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4334. },
  4335. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4336. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4337. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4338. },
  4339. {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)"},
  4340. function:cards=>cards,
  4341. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4342. },
  4343. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4344. function:cards=>cards,
  4345. addition:card=>createTypesList(card.types)
  4346. },
  4347. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4348. function:cards=>cards,
  4349. addition:card=>`COST ${card.cost}`
  4350. },
  4351. ]},
  4352. ];
  4353. return functions;
  4354. })();