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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. has_sub_filter: "📁",
  19. title_blank: "Input Formation Title",
  20. detail_blank: "Input Detail",
  21. force_reload_data: `Force refresh data`,
  22. request_input: tp`Please Input ${'info'}`,
  23. status_message: {
  24. loading_check_version: "Checking the data version, please wait...",
  25. loading_mon_info: "Loading monster data, please wait...",
  26. loading_skill_info: "Loading skill data, please wait...",
  27. prepare_capture: "Preparing a screenshot, please wait...",
  28. },
  29. active_skill_title: "Skill",
  30. evolved_skill_title: "Evoveld Skill",
  31. leader_skill_title: "Leader Skill",
  32. link_read_message: {
  33. success: tp`Find the ${'type'} format.`,
  34. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  35. user_script_link: `Link to the helper script`,
  36. type: {
  37. "PADDF": "PADDF",
  38. "PDC": "PDC",
  39. "PADDB": "PADDB",
  40. "DADDB": "DADDB",
  41. },
  42. error: {
  43. 0: "Unknown Error",
  44. 1: "Unsupported format",
  45. 2: "No formation data",
  46. 3: "The illegal JSON format",
  47. 4: "The illegal URL format",
  48. },
  49. paddb_success: `Sucess`,
  50. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  51. },
  52. sort_name:{
  53. sort_none: "Nope",
  54. sort_id: "Cards Id",
  55. sort_attrs : "Attribute",
  56. sort_evoRootId: "Cards Evolution Root",
  57. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  58. sort_rarity: "Rarity",
  59. sort_cost: "Cost",
  60. sort_skillLv1: "Maximum Skill Turn",
  61. sort_skillLvMax: "Minimum Skill Turn",
  62. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  63. sort_hpMax120: "Max HP",
  64. sort_atkMax120: "Max ATK",
  65. sort_rcvMax120: "Max RCV",
  66. sort_hpMax120_awoken: "Max HP (+Awoken)",
  67. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  68. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  69. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  70. },
  71. skill_parse: {
  72. skill: {
  73. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  74. unknown: tp`Unkonwn skill type: ${'type'}`,
  75. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  76. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  77. random_skills: tp`Random Activates these skills:${'skills'}`,
  78. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  79. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  80. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  81. damage_enemy_times: tp`${'times'} `,
  82. damage_enemy_count: tp` (${'damage'} in total)`,
  83. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  84. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  85. delay: tp`${'icon'}Delays enemies' next move`,
  86. mass_attack: tp`${'icon'}Mass attacks`,
  87. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  88. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  89. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  90. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  91. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  92. unbind_normal: tp`${'icon'}Bind`,
  93. unbind_awakenings: tp`${'icon'}Awoken bind`,
  94. unbind_matches: tp`${'icon'}Unmatchable orb`,
  95. bind_skill: tp`${'icon'}Unable to use skills`,
  96. bind_card: tp`${'icon'}Bind the card itself`,
  97. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  98. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  99. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  100. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  101. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  102. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  103. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  104. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  105. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  106. gravity: tp`Reduce ${'part'}${'target'} ${'icon'}${'value'}`,
  107. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  108. board_change: tp`Change all orbs to ${'orbs'}`,
  109. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  110. skill_boost_range: tp`~${'turns'}`,
  111. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  112. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  113. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  114. drop_refresh: tp`${'icon'}Replaces all orbs`,
  115. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  116. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  117. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  118. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  119. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  120. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  121. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  122. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  123. orb_thorn: tp`, reduces ${'value'} per encounter`,
  124. attr_absorb: tp`${'icon'}Attribute absorption`,
  125. combo_absorb: tp`${'icon'}Combo absorption`,
  126. damage_absorb: tp`${'icon'}Damage absorption`,
  127. damage_void: tp`${'icon'}Damage void`,
  128. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  129. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  130. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  131. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  132. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  133. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  134. set_orb_state_combo_drop: tp`Add ${'value'} ${'icon'}combo drop on ${'orbs'}`,
  135. set_orb_state_nail: tp`Add ${'value'} ${'icon'}nail on ${'orbs'}`,
  136. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  137. rate_multiply_drop: tp`${'icon'}Drop rate`,
  138. rate_multiply_coin: tp`${'icon'}Coins`,
  139. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  140. rate_multiply_plus_point: tp`${'icon'}Plus Point`,
  141. rate_multiply_part_break: tp`${'icon'}Part Break Drop rate`,
  142. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  143. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  144. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  145. henshin: tp`Changes to ${'cards'}`,
  146. random_henshin: tp`Random changes to ${'cards'}`,
  147. void_poison: tp`Voids ${'poison'} damage`,
  148. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  149. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  150. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  151. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  152. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  153. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  154. slot_power_up: tp`The slot of [${'targets'}]'s ${'icon'}${'value'}`,
  155. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is change to ${'cap'}`,
  156. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  157. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  158. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  159. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  160. play_voice: tp`Play voice of the phase ${'stage'} of active skill ${'icon'}`,
  161. times_limit: tp`[Number of times skill can be used: ${'turns'}]`,
  162. fixed_starting_position: tp`${'icon'}Fixed starting position`,
  163. },
  164. power: {
  165. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  166. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  167. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  168. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  169. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  170. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  171. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  172. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  173. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  174. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  175. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  176. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  177. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  178. },
  179. cond: {
  180. unknown: tp`[ Unknown condition ]`,
  181. hp_equal: tp`When ${'hp'} == ${'min'} `,
  182. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  183. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  184. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  185. use_skill: tp`When skills used ${'times'}`,
  186. use_skill_times: tp`${'times'} times `,
  187. multi_player: tp`When in Multiplayer Mode `,
  188. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  189. exact_combo: tp`When exactly ${'value'} combos `,
  190. exact_length: tp`exactly of ${'value'} `,
  191. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  192. exact_match_enhanced: tp` orbs including enhanced`,
  193. compo_type_card: tp`When ${'ids'} are all on team, `,
  194. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  195. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  196. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  197. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  198. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  199. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  200. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  201. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  202. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  203. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  204. awakening_activated: tp`When [${'awakenings'}] activated `,
  205. state_is_active: tp`When[${'state'}] effect is active`,
  206. },
  207. position: {
  208. top: tp`${'pos'} of top rows`,
  209. bottom: tp`${'pos'} of bottom rows`,
  210. left: tp`${'pos'} of left columns`,
  211. right: tp`${'pos'} of right columns`,
  212. random: tp`random location`,
  213. shape: tp`specified location`,
  214. },
  215. value: {
  216. unknown: tp`[ Unknown value: ${'type'}]`, //type
  217. const: tp`${'value'} ${'unit'}`,
  218. const_to: tp`to ${'value'}`,
  219. mul_percent: tp`${'value'}%`,
  220. mul_times: tp`×${'value'}`,
  221. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  222. mul_of_times: tp`${'stats'} ×${'value'}`,
  223. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  224. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  225. prob: tp`${'value'} chance for `,
  226. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  227. size: tp`${'width'}×${'height'}`,
  228. pos: tp`${'x'}×${'y'}`,
  229. },
  230. target: {
  231. unknown: tp`Unkown Target`,
  232. self: tp`card self`,
  233. team: tp`team`,
  234. team_last: tp`the lastest member`,
  235. team_leader: tp`leader`,
  236. sub_members: tp`sub-members`,
  237. leader_self: tp`left leader`,
  238. leader_helper: tp`right leader`,
  239. left_neighbor: tp`left neighbor`,
  240. right_neighbor: tp`left neighbor`,
  241. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  242. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  243. enemy: tp`Enemy`,
  244. enemy_all: tp`all enemys`,
  245. enemy_one: tp`1 enemy`,
  246. enemy_attr: tp`${'attr'} enemy`,
  247. enemy_part: tp`the Part of `,
  248. the_attr: tp`attr of the matched Orbs`,
  249. },
  250. stats: {
  251. unknown: tp`[ Unknown: ${'type'}]`, //type
  252. maxhp: tp`${'icon'}Max HP`,
  253. hp: tp`HP`,
  254. chp: tp`current HP`,
  255. shield: tp`shield`,
  256. atk: tp`ATK`,
  257. rcv: tp`RCV`,
  258. teamhp: tp`Team HP`,
  259. teamatk: tp`Team ${'attrs'} ATK`,
  260. teamrcv: tp`Team RCV`,
  261. cstage: tp`current Stage of Dungeon`,
  262. broken_parts: tp`number of Broken Parts`,
  263. state_is: tp`${'icon'}${'state'}: ${'num'}`,
  264. },
  265. buffs: {
  266. orb_drop_increase: tp`${'orbs'} more likely to appear`,
  267. },
  268. unit: {
  269. orbs: tp``,
  270. times: tp`times`,
  271. seconds: tp`seconds`,
  272. point: tp`point`,
  273. turns: tp`turns`,
  274. },
  275. word: {
  276. comment: tp`(${'content'}) `,
  277. comma: tp`, `,
  278. semicolon: tp`; `,
  279. slight_pause: tp`, `,
  280. range_hyphen: tp`~`,
  281. in_once: tp`in once `,
  282. evo_type_pixel: tp`Pixel Evo`,
  283. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  284. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  285. affix_attr: tp`${'cotent'} attr.`,
  286. affix_orb: tp`${'cotent'} orbs`,
  287. affix_type: tp`${'cotent'} types`,
  288. affix_awakening: tp`${'cotent'} awakenings`,
  289. affix_exclude: tp`, exclude ${'cotent'}`,
  290. each_time: tp`each time `,
  291. different: tp`different`,
  292. same: tp`the same`,
  293. },
  294. attrs: {
  295. [0]: tp`${'icon'}Fire`,
  296. [1]: tp`${'icon'}Water`,
  297. [2]: tp`${'icon'}Wood`,
  298. [3]: tp`${'icon'}Light`,
  299. [4]: tp`${'icon'}Dark`,
  300. [5]: tp`${'icon'}Recover`,
  301. [6]: tp`${'icon'}Null`,
  302. all: tp`All`,
  303. self: tp`${'icon'}Self's Attr`,
  304. fixed: tp`${'icon'}Fixed`,
  305. },
  306. orbs: {
  307. [0]: tp`${'icon'}Fire`,
  308. [1]: tp`${'icon'}Water`,
  309. [2]: tp`${'icon'}Wood`,
  310. [3]: tp`${'icon'}Light`,
  311. [4]: tp`${'icon'}Dark`,
  312. [5]: tp`${'icon'}Heal`,
  313. [6]: tp`${'icon'}Jammer`,
  314. [7]: tp`${'icon'}Poison`,
  315. [8]: tp`${'icon'}Lethal Poison`,
  316. [9]: tp`${'icon'}Bomb`,
  317. enhanced: tp`${'icon'}Enhanced`,
  318. locked: tp`${'icon'}Locked`,
  319. nail: tp`${'icon'}Nail`,
  320. thorn: tp`${'icon'}Thorn`,
  321. _5color: tp`${'icon'}5 Att.`,
  322. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  323. all: tp`All`,
  324. any: tp`Any ${'cotent'}`,
  325. },
  326. board: {
  327. clouds: tp`${'icon'}Clouds`,
  328. immobility: tp`${'icon'}Immobility`,
  329. roulette: tp`${'icon'}Roulette`,
  330. deep_dark: tp`${'icon'}Deep Dark`,
  331. roulette_time: tp`transforms every ${'duration'}`,
  332. roulette_attrs: tp`only ${'orbs'} will appear`,
  333. },
  334. types: {
  335. [0]: tp`${'icon'}Evo Material`,
  336. [1]: tp`${'icon'}Balanced`,
  337. [2]: tp`${'icon'}Physical`,
  338. [3]: tp`${'icon'}Healer`,
  339. [4]: tp`${'icon'}Dragon`,
  340. [5]: tp`${'icon'}God`,
  341. [6]: tp`${'icon'}Attacker`,
  342. [7]: tp`${'icon'}Devil`,
  343. [8]: tp`${'icon'}Machine`,
  344. [9]: tp`${'icon'}Special Protection`,
  345. [12]: tp`${'icon'}Awaken`,
  346. [14]: tp`${'icon'}Enhance Material`,
  347. [15]: tp`${'icon'}Redeemable`,
  348. },
  349. awokens: {
  350. [0]: tp`${'icon'}Unknown awoken`,
  351. [1]: tp`${'icon'}Enhanced HP`,
  352. [2]: tp`${'icon'}Enhanced Attack`,
  353. [3]: tp`${'icon'}Enhanced Recovery`,
  354. [4]: tp`${'icon'}Reduce Fire Damage`,
  355. [5]: tp`${'icon'}Reduce Water Damage`,
  356. [6]: tp`${'icon'}Reduce Wood Damage`,
  357. [7]: tp`${'icon'}Reduce Light Damage`,
  358. [8]: tp`${'icon'}Reduce Dark Damage`,
  359. [9]: tp`${'icon'}Auto-Recover`,
  360. [10]: tp`${'icon'}Resistance-Bind`,
  361. [11]: tp`${'icon'}Resistance-Blind`,
  362. [12]: tp`${'icon'}Resistance-Jammers`,
  363. [13]: tp`${'icon'}Resistance-Poison`,
  364. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  365. [15]: tp`${'icon'}Enhanced Water Orbs`,
  366. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  367. [17]: tp`${'icon'}Enhanced Water Orbs`,
  368. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  369. [19]: tp`${'icon'}Extend Time`,
  370. [20]: tp`${'icon'}Recover Bind`,
  371. [21]: tp`${'icon'}Skill Boost`,
  372. [22]: tp`${'icon'}Enhanced Fire Rows`,
  373. [23]: tp`${'icon'}Enhanced Water Rows`,
  374. [24]: tp`${'icon'}Enhanced Wood Rows`,
  375. [25]: tp`${'icon'}Enhanced Water Rows`,
  376. [26]: tp`${'icon'}Enhanced Dark Rows`,
  377. [27]: tp`${'icon'}Two-Pronged Attack`,
  378. [28]: tp`${'icon'}Resistance-Skill Bind`,
  379. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  380. [30]: tp`${'icon'}Multi Boost`,
  381. [31]: tp`${'icon'}Dragon Killer`,
  382. [32]: tp`${'icon'}God Killer`,
  383. [33]: tp`${'icon'}Devil Killer`,
  384. [34]: tp`${'icon'}Machine Killer`,
  385. [35]: tp`${'icon'}Balanced Killer`,
  386. [36]: tp`${'icon'}Attacker Killer`,
  387. [37]: tp`${'icon'}Physical Killer`,
  388. [38]: tp`${'icon'}Healer Killer`,
  389. [39]: tp`${'icon'}Evo Killer`,
  390. [40]: tp`${'icon'}Awaken Killer`,
  391. [41]: tp`${'icon'}Enhance Killer`,
  392. [42]: tp`${'icon'}Redeemable Killer`,
  393. [43]: tp`${'icon'}Enhanced Combos`,
  394. [44]: tp`${'icon'}Guard Break`,
  395. [45]: tp`${'icon'}Bonus Attack`,
  396. [46]: tp`${'icon'}Enhanced Team HP`,
  397. [47]: tp`${'icon'}Enhanced Team Recovery`,
  398. [48]: tp`${'icon'}Damage Void Piercer`,
  399. [49]: tp`${'icon'}Awoken Assist`,
  400. [50]: tp`${'icon'}Super Bonus Attack`,
  401. [51]: tp`${'icon'}Skill Charge`,
  402. [52]: tp`${'icon'}Resistance-Bind+`,
  403. [53]: tp`${'icon'}Extend Time+`,
  404. [54]: tp`${'icon'}Resistance-Clouds`,
  405. [55]: tp`${'icon'}Resistance-Immobility`,
  406. [56]: tp`${'icon'}Skill Boost+`,
  407. [57]: tp`${'icon'}50% or more HP Enhanced`,
  408. [58]: tp`${'icon'}50% or less HP Enhanced`,
  409. [59]: tp`${'icon'}[L] Heal Matching`,
  410. [60]: tp`${'icon'}[L] Increased Attack`,
  411. [61]: tp`${'icon'}Super Enhanced Combos`,
  412. [62]: tp`${'icon'}Combo Orbs`,
  413. [63]: tp`${'icon'}Skill Voice`,
  414. [64]: tp`${'icon'}Dungeon Bonus`,
  415. [65]: tp`${'icon'}Reduced HP`,
  416. [66]: tp`${'icon'}Reduced Attack`,
  417. [67]: tp`${'icon'}Reduced RCV`,
  418. [68]: tp`${'icon'}Resistance-Blind+`,
  419. [69]: tp`${'icon'}Resistance-Jammers+`,
  420. [70]: tp`${'icon'}Resistance-Poison+`,
  421. [71]: tp`${'icon'}Blessing of Jammers`,
  422. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  423. [73]: tp`${'icon'}Enhanced Fire Combos`,
  424. [74]: tp`${'icon'}Enhanced Water Combos`,
  425. [75]: tp`${'icon'}Enhanced Wood Combos`,
  426. [76]: tp`${'icon'}Enhanced Light Combos`,
  427. [77]: tp`${'icon'}Enhanced Dark Combos`,
  428. [78]: tp`${'icon'}Cross Attack`,
  429. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  430. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  431. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  432. [82]: tp`${'icon'}Super Enhanced Matching`,
  433. [83]: tp`${'icon'}Add Dragon Type`,
  434. [84]: tp`${'icon'}Add God Type`,
  435. [85]: tp`${'icon'}Add Devil Type`,
  436. [86]: tp`${'icon'}Add Machine Type`,
  437. [87]: tp`${'icon'}Add Balanced Type`,
  438. [88]: tp`${'icon'}Add Attacker Type`,
  439. [89]: tp`${'icon'}Add Physical Type`,
  440. [90]: tp`${'icon'}Add Healer Type`,
  441. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  442. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  443. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  444. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  445. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  446. [96]: tp`${'icon'}Two-Pronged Attack+`,
  447. [97]: tp`${'icon'}Skill Charge+`,
  448. [98]: tp`${'icon'}Auto-Recover+`,
  449. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  450. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  451. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  452. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  453. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  454. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  455. [105]: tp`${'icon'}Anti-Skill Boost`,
  456. [106]: tp`${'icon'}Levitation`,
  457. [107]: tp`${'icon'}Enhanced Combos+`,
  458. [108]: tp`${'icon'}[L] Increased Attack+`,
  459. [109]: tp`${'icon'}Damage Void Piercer+`,
  460. [110]: tp`${'icon'}Cross Attack+`,
  461. [111]: tp`${'icon'}Super Enhanced Combos+`,
  462. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  463. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  464. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  465. [115]: tp`${'icon'}Recover Bind+`,
  466. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  467. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  468. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  469. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  470. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  471. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  472. [122]: tp`${'icon'}Enhanced Water Combos+`,
  473. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  474. [124]: tp`${'icon'}Enhanced Light Combos+`,
  475. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  476. [126]: tp`${'icon'}[T] Increased Attack`,
  477. [127]: tp`${'icon'}Enhanced Stats`,
  478. [128]: tp`${'icon'}Yang Protection`,
  479. [129]: tp`${'icon'}Yin Protection`,
  480. [130]: tp`${'icon'}Aging`,
  481. [131]: tp`${'icon'}Part Break`,
  482. [132]: tp`${'icon'}Afternoon Tea`,
  483. }
  484. },
  485. };
  486. //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
  487. const typekiller_for_type = [
  488. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  489. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  490. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  491. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  492. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  493. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  494. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  495. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  496. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  497. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  498. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  499. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  500. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  501. ];
  502. //类型允许的潜觉杀
  503. typekiller_for_type.forEach(t=>
  504. {
  505. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  506. .map(tn=>
  507. typekiller_for_type.find(_t=>_t.type == tn).latent
  508. );
  509. }
  510. );
  511. const allowable_latent = {
  512. common: [ //一般能打的潜觉
  513. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  514. 28,29,30,31,32,33,34,35,36,37,38
  515. ],
  516. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  517. 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
  518. needAwoken: [ //需要觉醒才能打的潜觉
  519. {latent:39,awoken:62}, //C珠破吸
  520. {latent:40,awoken:20}, //心横解转转
  521. {latent:41,awoken:27}, //U解禁消
  522. {latent:46,awoken:45}, //心追解云封
  523. {latent:47,awoken:59}, //心L大SB
  524. {latent:48,awoken:60}, //L解禁武器
  525. {latent:50,awoken:78}, //十字追部位
  526. ],
  527. }
  528. //等效觉醒列表
  529. const equivalent_awoken = [
  530. {small:10,big:52,times:2}, //防封
  531. {small:11,big:68,times:5}, //防暗
  532. {small:12,big:69,times:5}, //防废
  533. {small:13,big:70,times:5}, //防毒
  534. {small:19,big:53,times:2}, //手指
  535. {small:21,big:56,times:2}, //SB
  536. {small:27,big:96,times:2}, //U
  537. {small:51,big:97,times:2}, //5色溜
  538. {small:9,big:98,times:2}, //自回
  539. {small:14,big:99,times:2}, //火+
  540. {small:15,big:100,times:2},//水+
  541. {small:16,big:101,times:2},//木+
  542. {small:17,big:102,times:2},//光+
  543. {small:18,big:103,times:2},//暗+
  544. {small:29,big:104,times:2},//心+
  545. {small:43,big:107,times:2},//7c
  546. {small:60,big:108,times:2},//L
  547. {small:48,big:109,times:2},//破无效
  548. {small:78,big:110,times:2},//十字
  549. {small:61,big:111,times:2},//10c
  550. {small:79,big:112,times:2},//3色
  551. {small:80,big:113,times:2},//4色
  552. {small:81,big:114,times:2},//5色
  553. {small:20,big:115,times:2},//心解
  554. {small:22,big:116,times:3},//火横
  555. {small:23,big:117,times:3},//水横
  556. {small:24,big:118,times:3},//木横
  557. {small:25,big:119,times:3},//光横
  558. {small:26,big:120,times:3},//暗横
  559. {small:73,big:121,times:2},//火串
  560. {small:74,big:122,times:2},//水串
  561. {small:75,big:123,times:2},//木串
  562. {small:76,big:124,times:2},//光串
  563. {small:77,big:125,times:2},//暗串
  564. ];
  565. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  566. //官方的徽章排列顺序
  567. const official_badge_sorting = [ //20是没有启用的全属性徽章,现在也不在游戏内显示了
  568. 1, PAD_PASS_BADGE, 22, 23, 2, 3, 4, 5, 6,
  569. 7, 8, 9, 11, 17, 18, 19, 21,
  570. 10, 12, 13, 14, 41, 42, 43, 44,
  571. 45, 46, 47, 48, 24, 25, 26, 53, 27,
  572. 28, 29, 30, 65, 31, 15, 16, 70, 32, 33,
  573. 34, 35, 36, 37, 38, 62, 39, 40, 49,
  574. 50, 51, 52, 54, 55, 56, 57, 58, 59,
  575. 60, 61, 63, 64, 66, 67, 68, 69,
  576. 71, 72
  577. ]
  578. //官方的觉醒排列顺序
  579. const official_awoken_sorting = [
  580. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  581. 56,107,111, 52, 55, 68, 69, 70, 28,
  582. 19, 48, 27, 78, 60,126, 59, 45, 50,
  583. 53,109, 96,110,108, 79, 80, 81, 51,
  584. 106, 57, 58, 82, 62,112,113,114, 97,
  585. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  586. 99,100,101,102,103,104, 98,115, 71,
  587. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  588. 116,117,118,119,120, 1, 2, 3,127,
  589. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  590. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  591. 121,122,123,124,125, 39, 40, 41, 42,
  592. 91, 92, 93, 94, 95, 65, 66, 67,105,
  593. 84, 83, 85, 86, 87, 88, 89, 90, 63,
  594. 128,129,130,132, 64,131,
  595. ];
  596. //排序程序列表
  597. const sort_function_list = [
  598. {tag:"sort_none",name:"无",function:()=>0},
  599. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  600. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  601. let num = a.attrs[0] - b.attrs[0];
  602. if (num === 0) num = a.attrs[1] - b.attrs[1];
  603. return num;
  604. }
  605. },
  606. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  607. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  608. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  609. let num = card_a.attrs[0] - card_b.attrs[0];
  610. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  611. return num;
  612. }
  613. },
  614. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  615. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  616. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  617. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  618. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  619. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  620. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  621. }
  622. },
  623. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  624. function getEvoSkill(skill) {
  625. //232为进化后不循环技能,233为循环技能
  626. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  627. else return skill;
  628. }
  629. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  630. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  631. }
  632. },
  633. {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)},
  634. {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)},
  635. {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)},
  636. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  637. {
  638. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  639. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  640. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  641. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  642. return abA - abB;
  643. }
  644. },
  645. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  646. {
  647. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  648. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  649. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  650. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  651. return abA - abB;
  652. }
  653. },
  654. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  655. {
  656. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  657. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  658. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  659. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  660. return abA - abB;
  661. }
  662. },
  663. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  664. {
  665. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  666. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  667. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  668. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  669. return abA - abB;
  670. }
  671. },
  672. ];
  673. //增加特殊搜索模式
  674. const specialSearchFunctions = (function() {
  675. 'use strict';
  676. //返回卡片的队长技能
  677. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  678. {
  679. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  680. }
  681. //返回卡片的技能
  682. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  683. {
  684. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  685. }
  686. //获取血倍率
  687. function getHPScale(ls)
  688. {
  689. const sk = ls.params;
  690. let scale = 1;
  691. switch (ls.type)
  692. {
  693. case 23: case 30: case 62: case 77: case 63: case 65:
  694. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  695. scale = sk[sk.length-1]/100;
  696. break;
  697. case 73: case 76:
  698. case 121: case 129: case 163: case 177: case 186:
  699. case 155:
  700. scale = sk[2]/100;
  701. break;
  702. case 106: case 107: case 108:
  703. scale = sk[0]/100;
  704. break;
  705. case 125:
  706. scale = sk[5]/100;
  707. break;
  708. case 136:
  709. case 137:
  710. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  711. break;
  712. case 158:
  713. scale = sk[4]/100;
  714. break;
  715. case 175:
  716. case 178: case 185:
  717. scale = sk[3]/100;
  718. break;
  719. case 203: case 217:
  720. scale = sk[1]/100;
  721. break;
  722. case 245:
  723. scale = sk[3]/100;
  724. break;
  725. case 138: //调用其他队长技
  726. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  727. break;
  728. default:
  729. }
  730. return scale || 1;
  731. }
  732. //获取盾减伤比例
  733. function getReduceScale(ls, allAttr = false, noHPneed = false)
  734. {
  735. const sk = ls.params;
  736. let scale = 0;
  737. switch (ls.type)
  738. {
  739. case 16: //无条件盾
  740. scale = sk[0]/100;
  741. break;
  742. case 17: //单属性盾
  743. scale = allAttr ? 0 : sk[1]/100;
  744. break;
  745. case 36: //2个属性盾
  746. scale = allAttr ? 0 : sk[2]/100;
  747. break;
  748. case 38: //血线下 + 几率
  749. case 43: //血线上 + 几率
  750. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  751. break;
  752. case 129: //无条件盾,属性个数不固定
  753. case 163: //无条件盾,属性个数不固定
  754. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  755. break;
  756. case 178: //无条件盾,属性个数不固定
  757. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  758. break;
  759. case 130: //血线下 + 属性个数不固定
  760. case 131: //血线上 + 属性个数不固定
  761. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  762. break;
  763. case 151: //十字心触发
  764. case 169: //C触发
  765. case 198: //回血触发
  766. case 271: //激活觉醒触发
  767. scale = sk[2]/100;
  768. break;
  769. case 170: //多色触发
  770. case 182: //长串触发
  771. case 193: //L触发
  772. scale = sk[3]/100;
  773. break;
  774. case 171: //多串触发
  775. scale = sk[6]/100;
  776. break;
  777. case 183: //又是个有两段血线的队长技
  778. scale = noHPneed ? 0 : sk[4]/100;
  779. break;
  780. case 210: //十字触发
  781. scale = sk[1]/100;
  782. break;
  783. case 235: { //可多次触发
  784. scale = (sk[4] || 0) / 100;
  785. break;
  786. }
  787. case 138: //调用其他队长技
  788. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  789. break;
  790. default:
  791. }
  792. return scale || 0;
  793. }
  794. //获取无条件盾减伤比例
  795. function getReduceScale_unconditional(ls)
  796. {
  797. const sk = ls.params;
  798. let scale = 0;
  799. switch (ls.type)
  800. {
  801. case 16: //无条件盾
  802. {
  803. scale = sk[0]/100;
  804. break;
  805. }
  806. case 129: //无条件盾,属性个数不固定
  807. case 163: //无条件盾,属性个数不固定
  808. {
  809. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  810. break;
  811. }
  812. case 178: //无条件盾,属性个数不固定
  813. {
  814. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  815. break;
  816. }
  817. case 138: //调用其他队长技
  818. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  819. break;
  820. default:
  821. }
  822. return scale || 0;
  823. }
  824. function getCannonAttr(skill)
  825. {
  826. const sk = skill.params;
  827. switch(skill.type)
  828. {
  829. case 0:
  830. case 1:
  831. case 37:
  832. case 58:
  833. case 59:
  834. case 84:
  835. case 85:
  836. case 86:
  837. case 87:
  838. case 115:
  839. return sk[0];
  840. case 110:
  841. case 143:
  842. return sk[1];
  843. case 42:
  844. return sk[1];
  845. case 144:
  846. return sk[3] ?? 0;
  847. default:
  848. return -1;
  849. }
  850. }
  851. function sortByParams(a,b,searchTypeArray,...pidxs)
  852. {
  853. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  854. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  855. if (pidxs.length==0) pidxs.push(0);
  856. let newPos = 0;
  857. //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
  858. for (let pidx of pidxs) {
  859. newPos = a_s.params[pidx] - b_s.params[pidx];
  860. if (newPos !== 0) break;
  861. }
  862. return newPos;
  863. }
  864. function sortByHPScal(a,b)
  865. {
  866. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  867. return getHPScale(a_s) - getHPScale(b_s);
  868. }
  869. function HPScal_Addition(card)
  870. {
  871. const skill = Skills[card.leaderSkillId];
  872. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  873. }
  874. function sortByReduceScale(a,b)
  875. {
  876. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  877. return getReduceScale(a_s) - getReduceScale(b_s);
  878. }
  879. function ReduceScale_Addition(card)
  880. {
  881. const skill = Skills[card.leaderSkillId];
  882. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  883. }
  884. function directParseSkills(skillDataArr) {
  885. return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
  886. }
  887. function voidsAbsorption_Turns(card) {
  888. const outObj = {
  889. "attr-absorb": 0,
  890. "combo-absorb": 0,
  891. "damage-absorb": 0,
  892. "damage-void": 0,
  893. };
  894. const searchTypeArray = [
  895. 173,
  896. 191
  897. ];
  898. const skills = getCardActiveSkills(card, searchTypeArray);
  899. skills.reduce((pre,skill)=>{
  900. if (skill.type === 173) {
  901. if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
  902. if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
  903. if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
  904. } else if (skill.type === 191) {
  905. pre["damage-void"] ||= skill.params[0];
  906. }
  907. return pre
  908. }, outObj);
  909. return outObj;
  910. }
  911. function voidsAbsorption_Addition(card)
  912. {
  913. const turnsObj = voidsAbsorption_Turns(card);
  914. const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
  915. const turns = namesArr.map(name=>turnsObj[name]);
  916. const turnsSet = new Set(turns.filter(Boolean));
  917. const turnsCount = turnsSet.size;
  918. const fragment = document.createDocumentFragment();
  919. for (let i = 0; i < namesArr.length; i++) {
  920. if (turns[i] > 0) {
  921. fragment.append(createSkillIcon(namesArr[i]));
  922. if (turnsCount > 1)
  923. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  924. }
  925. }
  926. if (turnsCount === 1) {
  927. const turn = Array.from(turnsSet)[0];
  928. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  929. }
  930. return fragment;
  931. }
  932. function unbind_Turns(card)
  933. {
  934. const outObj = {
  935. normal: 0,
  936. awakenings: 0,
  937. matches: 0
  938. };
  939. const searchTypeArray = [
  940. 117, 179,
  941. 196
  942. ];
  943. const skills = getCardActiveSkills(card, searchTypeArray);
  944. const parsedSkills = directParseSkills(skills);
  945. parsedSkills.reduce((pre,cur)=>{
  946. pre.normal ||= cur.normal;
  947. pre.awakenings ||= cur.awakenings;
  948. pre.matches ||= cur.matches;
  949. return pre
  950. }, outObj);
  951. return outObj;
  952. }
  953. function unbind_Addition(card)
  954. {
  955. const turnsObj = unbind_Turns(card);
  956. const namesArr = ["normal", "awakenings", "matches"];
  957. const turns = namesArr.map(name=>turnsObj[name]);
  958. const turnsSet = new Set(turns.filter(Boolean));
  959. const turnsCount = turnsSet.size;
  960. const fragment = document.createDocumentFragment();
  961. for (let i = 0; i < namesArr.length; i++) {
  962. if (turns[i] > 0) {
  963. fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
  964. if (turnsCount > 1)
  965. fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
  966. }
  967. }
  968. if (turnsCount === 1) {
  969. const turn = Array.from(turnsSet)[0];
  970. fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
  971. }
  972. return fragment;
  973. }
  974. function boardChange_ColorTypes(skill)
  975. {
  976. if (!skill) return [];
  977. const sk = skill.params;
  978. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  979. return colors;
  980. }
  981. function boardChange_Addition(card)
  982. {
  983. const searchTypeArray = [71];
  984. const skill = getCardActiveSkill(card, searchTypeArray);
  985. const colors = boardChange_ColorTypes(skill);
  986. return createOrbsList(colors);
  987. }
  988. function orbsChangeParse(skill)
  989. {
  990. function changes(from, to)
  991. {
  992. return {from:from,to:to};
  993. }
  994. let outArr = [];
  995. if (!skill) return outArr;
  996. const sk = skill.params;
  997. switch (skill.type)
  998. {
  999. case 9:{
  1000. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1001. break;
  1002. }
  1003. case 20:{
  1004. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1005. {
  1006. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1007. }
  1008. else
  1009. {
  1010. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1011. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1012. }
  1013. break;
  1014. }
  1015. case 154:{
  1016. outArr.push(changes(Bin.unflags(sk[0] || 1), Bin.unflags(sk[1] || 1)));
  1017. break;
  1018. }
  1019. }
  1020. return outArr;
  1021. }
  1022. function changeOrbs_Addition(card)
  1023. {
  1024. const searchTypeArray = [9,20,154];
  1025. const skills = getCardActiveSkills(card, searchTypeArray);
  1026. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1027. const fragment = document.createDocumentFragment();
  1028. parsedSkills.forEach(p=>{
  1029. fragment.appendChild(createOrbsList(p.from));
  1030. fragment.appendChild(document.createTextNode(`→`));
  1031. fragment.appendChild(createOrbsList(p.to));
  1032. });
  1033. return fragment;
  1034. }
  1035. function generateOrbsParse(card)
  1036. {
  1037. const outArr = [];
  1038. const searchTypeArray = [141, 208];
  1039. const skills = getCardActiveSkills(card, searchTypeArray);
  1040. if (!skills.length) return outArr;
  1041. for (const skill of skills)
  1042. {
  1043. const sk = skill.params;
  1044. if (skill.type == 141)
  1045. {
  1046. outArr.push({
  1047. count: sk[0],
  1048. to: sk[1] || 1,
  1049. exclude: sk[2],
  1050. });
  1051. }else
  1052. {
  1053. outArr.push({
  1054. count: sk[0],
  1055. to: sk[1] || 1,
  1056. exclude: sk[2],
  1057. });
  1058. outArr.push({
  1059. count: sk[3],
  1060. to: sk[4] || 1,
  1061. exclude: sk[5],
  1062. });
  1063. }
  1064. }
  1065. return outArr;
  1066. }
  1067. function generateOrbs_Addition(card)
  1068. {
  1069. const gens = generateOrbsParse(card);
  1070. if (!gens.length) return;
  1071. const fragment = document.createDocumentFragment();
  1072. for (const gen of gens)
  1073. {
  1074. fragment.appendChild(createOrbsList(Bin.unflags(gen.to)));
  1075. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1076. }
  1077. return fragment;
  1078. }
  1079. function lock_Addition(card)
  1080. {
  1081. const searchTypeArray = [152, 190, 262];
  1082. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1083. if (!skills.length) return;
  1084. return skills.map(skill=>{
  1085. const sk = skill.params;
  1086. const fragment = document.createDocumentFragment();
  1087. switch (skill.type) {
  1088. case 152:{
  1089. fragment.append(
  1090. createSkillIcon('orb-locked')
  1091. );
  1092. if (sk[1] < 42) fragment.append(`×${sk[1]}`);
  1093. fragment.append(
  1094. createOrbsList(Bin.unflags(sk[0] || 1))
  1095. );
  1096. break;
  1097. }
  1098. case 190:{
  1099. fragment.append(
  1100. createSkillIcon('orb-combo-drop')
  1101. );
  1102. if (sk[1] < 42) fragment.append(`×${sk[1]}`);
  1103. fragment.append(
  1104. createOrbsList(Bin.unflags(sk[0] || 1))
  1105. );
  1106. break;
  1107. }
  1108. case 262:{
  1109. fragment.append(
  1110. createSkillIcon('orb-nail')
  1111. );
  1112. if (sk[0] < 42) fragment.append(`×${sk[0]}`);
  1113. fragment.append(
  1114. createOrbsList(Attributes.orbs())
  1115. );
  1116. break;
  1117. }
  1118. }
  1119. return fragment;
  1120. }).nodeJoin('');
  1121. }
  1122. function dropLock_Addition(card)
  1123. {
  1124. const searchTypeArray = [205];
  1125. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1126. if (!skill) return;
  1127. const sk = skill.params;
  1128. const fragment = document.createDocumentFragment();
  1129. fragment.appendChild(createOrbsList(Bin.unflags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1130. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1131. return fragment;
  1132. }
  1133. function dropOrb_Addition(card)
  1134. {
  1135. const searchTypeArray = [126];
  1136. const skill = getCardActiveSkill(card, searchTypeArray);
  1137. if (!skill) return;
  1138. const sk = skill.params;
  1139. const colors = Bin.unflags(sk[0]);
  1140. const fragment = document.createDocumentFragment();
  1141. fragment.appendChild(createOrbsList(colors, 'drop'));
  1142. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1143. return fragment;
  1144. }
  1145. function generateColumnOrbs_Addition(card)
  1146. {
  1147. const searchTypeArray = [127];
  1148. const skill = getCardActiveSkill(card, searchTypeArray);
  1149. if (!skill) return;
  1150. const sk = skill.params;
  1151. const colors = [];
  1152. for (let ai=0;ai<sk.length;ai+=2)
  1153. {
  1154. colors.push(Bin.unflags(sk[ai+1]));
  1155. }
  1156. const fragment = document.createDocumentFragment();
  1157. fragment.appendChild(document.createTextNode(`竖`));
  1158. fragment.appendChild(createOrbsList(colors.flat()));
  1159. return fragment;
  1160. }
  1161. function generateRowOrbs_Addition(card)
  1162. {
  1163. const searchTypeArray = [128];
  1164. const skill = getCardActiveSkill(card, searchTypeArray);
  1165. if (!skill) return;
  1166. const sk = skill.params;
  1167. const colors = [];
  1168. for (let ai=0;ai<sk.length;ai+=2)
  1169. {
  1170. colors.push(Bin.unflags(sk[ai+1]));
  1171. }
  1172. const fragment = document.createDocumentFragment();
  1173. fragment.appendChild(document.createTextNode(`横`));
  1174. fragment.appendChild(createOrbsList(colors.flat()));
  1175. return fragment;
  1176. }
  1177. function numericalATK_Addition(card)
  1178. {
  1179. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1180. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1181. const skill = getCardActiveSkill(card, searchTypeArray);
  1182. if (!skill) return;
  1183. //const sk = skill.params;
  1184. const colors = [getCannonAttr(skill)];
  1185. const fragment = document.createDocumentFragment();
  1186. fragment.append(`射`);
  1187. fragment.append(createOrbsList(colors));
  1188. if (typeArray_Rate.includes(skill.type)) {
  1189. function getNumber(skill){
  1190. const sk = skill.params;
  1191. switch(skill.type)
  1192. {
  1193. case 0:
  1194. case 37:
  1195. case 58:
  1196. case 59:
  1197. case 84:
  1198. case 85:
  1199. case 115:
  1200. return sk[1];
  1201. case 2:
  1202. case 35:
  1203. return sk[0];
  1204. default:
  1205. return 0;
  1206. }
  1207. }
  1208. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1209. }
  1210. return fragment;
  1211. }
  1212. function memberATK_Addition(card)
  1213. {
  1214. const searchTypeArray = [230, 269];
  1215. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1216. return skills.map(skill=>{
  1217. const sk = skill.params;
  1218. const fragment = document.createDocumentFragment();
  1219. fragment.appendChild(createTeamFlags(sk[1], skill.type == 269 ? 2 : 1));
  1220. fragment.append(`${sk[2] / 100}倍×${sk[0]}T`);
  1221. return fragment;
  1222. }).nodeJoin(document.createElement("br"));
  1223. }
  1224. function getIncreaseDamageCap(skill)
  1225. {
  1226. let cap = 0;
  1227. switch (skill.type) {
  1228. case 241:case 258:case 263:case 266:
  1229. cap = skill.params[1];
  1230. break;
  1231. case 246:
  1232. cap = skill.params[2];
  1233. break;
  1234. case 247:
  1235. cap = skill.params[3];
  1236. break;
  1237. }
  1238. return cap;
  1239. }
  1240. function memberCap_Addition(card)
  1241. {
  1242. const searchTypeArray = [241, 246, 247, 258, 263, 266];
  1243. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1244. return skills.map(skill=>{
  1245. const sk = skill.params;
  1246. let cap = getIncreaseDamageCap(skill);
  1247. const fragment = document.createDocumentFragment();
  1248. switch (skill.type) {
  1249. case 258:
  1250. case 266: {
  1251. fragment.appendChild(createTeamFlags(sk[2], skill.type == 266 ? 2 : 1));
  1252. break;
  1253. }
  1254. case 241:
  1255. case 246:
  1256. case 247: {
  1257. fragment.appendChild(createTeamFlags(1));
  1258. break;
  1259. }
  1260. case 263: {
  1261. const attrs = Bin.unflags(sk[2]);
  1262. if (attrs?.length)
  1263. {
  1264. fragment.appendChild(createOrbsList(attrs));
  1265. }
  1266. const types = Bin.unflags(sk[3]);
  1267. if (types?.length)
  1268. {
  1269. fragment.appendChild(createTypesList(types));
  1270. }
  1271. break;
  1272. }
  1273. }
  1274. //fragment.append(createSkillIcon(SkillKinds.IncreaseDamageCapacity, cap > 21 ? "cap-incr" : "cap-decr"));
  1275. switch (skill.type) {
  1276. case 258:
  1277. case 241:
  1278. case 263:
  1279. case 266: {
  1280. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1281. break;
  1282. }
  1283. case 246: {
  1284. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1285. break;
  1286. }
  1287. case 247: {
  1288. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(Bin.unflags(sk[1])), ` in ${sk[0]}S`);
  1289. break;
  1290. }
  1291. }
  1292. return fragment;
  1293. }).nodeJoin(document.createElement("br"));
  1294. }
  1295. function dixedDamage_Addition(card)
  1296. {
  1297. const searchTypeArray = [55, 188, 56];
  1298. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1299. if (!skills.length) return;
  1300. const skill = skills[0];
  1301. const sk = skill.params;
  1302. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1303. }
  1304. function gravity_Addition(card)
  1305. {
  1306. const searchTypeArray = [6, 161, 261];
  1307. const skill = getCardActiveSkill(card, searchTypeArray);
  1308. if (!skill) return;
  1309. const sk = skill.params;
  1310. const denominator = skill.type === 161 ?
  1311. localTranslating.skill_parse.stats.maxhp() :
  1312. localTranslating.skill_parse.stats.chp();
  1313. const percent = `${sk[0]}%`;
  1314. const target = skill.type === 261 ?
  1315. localTranslating.skill_parse.target.enemy_one() :
  1316. localTranslating.skill_parse.target.enemy_all();
  1317. const fragment = document.createDocumentFragment();
  1318. //fragment.append(target, denominator, percent);
  1319. return [target, denominator, percent].nodeJoin(" ");
  1320. }
  1321. function healImmediately_Rate(card)
  1322. {
  1323. const searchTypeArray = [7, //自身回复力
  1324. 8, //固定点数
  1325. 35,115, //吸血
  1326. 117
  1327. ];
  1328. const skills = getCardActiveSkills(card, searchTypeArray);
  1329. const outObj = {
  1330. vampire: 0,
  1331. selfRcv: 0,
  1332. const: 0,
  1333. scale: 0,
  1334. };
  1335. if (!skills.length) return outObj;
  1336. skills.forEach(skill=>{
  1337. const sk = skill.params;
  1338. if (skill.type == 7)
  1339. {
  1340. outObj.selfRcv += sk[0];
  1341. }
  1342. else if(skill.type == 8)
  1343. {
  1344. outObj.const += sk[0];
  1345. }
  1346. else if(skill.type == 35)
  1347. {
  1348. outObj.vampire += sk[1];
  1349. }
  1350. else if(skill.type == 115)
  1351. {
  1352. outObj.vampire += sk[2];
  1353. }
  1354. else if(skill.type == 117)
  1355. {
  1356. outObj.selfRcv += sk[1] || 0;
  1357. outObj.const += sk[2] || 0;
  1358. outObj.scale += sk[3] || 0;
  1359. }
  1360. });
  1361. return outObj;
  1362. }
  1363. function atkBuff_Rate(card)
  1364. {
  1365. const searchTypeArray = [
  1366. 88,92, //类型的
  1367. 50,90, //属性的,要排除回复力
  1368. 156,168,231, //宝石姬
  1369. 228, //属性、类型数量
  1370. ];
  1371. const skills = getCardActiveSkills(card, searchTypeArray);
  1372. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1373. function atkBuffParse(skill) {
  1374. const outObj = {
  1375. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1376. types: [],
  1377. attrs: [],
  1378. awoken: [],
  1379. rate: 0,
  1380. turns: 0,
  1381. };
  1382. if (!skill) return outObj;
  1383. const sk = skill.params;
  1384. if (skill.type == 88 || skill.type == 92)
  1385. {
  1386. outObj.skilltype = 2;
  1387. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1388. outObj.turns = sk[0];
  1389. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1390. }
  1391. else if(skill.type == 50 || skill.type == 90)
  1392. {
  1393. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1394. if (!outObj.attrs.length) //去除回复力
  1395. return outObj;
  1396. outObj.skilltype = 2;
  1397. outObj.turns = sk[0];
  1398. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1399. }
  1400. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1401. || skill.type == 168)
  1402. {
  1403. outObj.skilltype = 1;
  1404. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1405. outObj.turns = sk[0];
  1406. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1407. }
  1408. else if(skill.type == 228 && sk[3] > 0)
  1409. {
  1410. outObj.skilltype = 1;
  1411. outObj.attrs = Bin.unflags(sk[1]);
  1412. outObj.types = Bin.unflags(sk[2]);
  1413. outObj.turns = sk[0];
  1414. outObj.rate = sk[3];
  1415. }
  1416. else if(skill.type == 231 && sk[6] > 0)
  1417. {
  1418. outObj.skilltype = 1;
  1419. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1420. outObj.turns = sk[0];
  1421. outObj.rate = sk[6];
  1422. }
  1423. return outObj;
  1424. }
  1425. }
  1426. function rcvBuff_Rate(card)
  1427. {
  1428. const searchTypeArray = [
  1429. 50,90,
  1430. 228, 231, //宝石姬
  1431. ];
  1432. const skills = getCardActiveSkills(card, searchTypeArray);
  1433. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1434. function rcvBuffParse(skill) {
  1435. const outObj = {
  1436. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1437. types: [],
  1438. attrs: [],
  1439. awoken: [],
  1440. rate: 0,
  1441. turns: 0,
  1442. };
  1443. if (!skill) return outObj;
  1444. const sk = skill.params;
  1445. if (skill.type == 228 && sk[4] > 0) {
  1446. outObj.skilltype = 1;
  1447. outObj.attrs = Bin.unflags(sk[1]);
  1448. outObj.types = Bin.unflags(sk[2]);
  1449. outObj.turns = sk[0];
  1450. outObj.rate = sk[4];
  1451. } else if (skill.type == 231 && sk[7] > 0) {
  1452. outObj.skilltype = 1;
  1453. outObj.awoken = sk.slice(1, 5).filter(Boolean);
  1454. outObj.turns = sk[0];
  1455. outObj.rate = sk[7];
  1456. } else if (skill.type == 50 || skill.type == 90) {
  1457. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1458. outObj.turns = sk[0];
  1459. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1460. }
  1461. return outObj;
  1462. }
  1463. }
  1464. function damageSelf_Rate(card)
  1465. {
  1466. const searchTypeArray = [84,85,86,87,195];
  1467. const skill = getCardActiveSkill(card, searchTypeArray);
  1468. if (!skill) return 0;
  1469. const sk = skill.params;
  1470. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1471. }
  1472. function changeEnemiesAttr_Attr(card)
  1473. {
  1474. const outObj = {
  1475. attr: null,
  1476. turns: 0
  1477. }
  1478. const searchTypeArray = [153, 224];
  1479. const skill = getCardActiveSkill(card, searchTypeArray);
  1480. if (!skill) return outObj;
  1481. const sk = skill.params;
  1482. if (skill.type == 153)
  1483. {
  1484. outObj.attr = sk[0];
  1485. }
  1486. else if (skill.type == 224)
  1487. {
  1488. outObj.attr = sk[1] || 0;
  1489. outObj.turns = sk[0];
  1490. }
  1491. return outObj;
  1492. }
  1493. function shapeThisRowOk(line, lineNumber) {
  1494. if (lineNumber <= 0) return true;
  1495. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1496. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1497. }
  1498. function shapeUpsideDownRowOk(line, lineNumber) {
  1499. if (lineNumber <= 0) return true;
  1500. return line > 0 ? (line & lineNumber) === 0 : true;
  1501. }
  1502. function shapeIsCross(sk) { //产珠是十字
  1503. const baseLineNum = 0b111;
  1504. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1505. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1506. lineNumArr.push(_lineNum);
  1507. }
  1508. for (let ri=1; ri<4; ri++)
  1509. {
  1510. //搜索所有可能的行存在
  1511. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1512. if (maybeLineNum.length < 1) continue;
  1513. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1514. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1515. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1516. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1517. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1518. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1519. });
  1520. if (maybeLineNum.length > 0) return true;
  1521. }
  1522. return false;
  1523. }
  1524. function shapeIsLShape(sk) { //产珠是L字
  1525. const baseLineNum = 0b111;
  1526. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1527. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1528. lineNumArr.push(_lineNum);
  1529. }
  1530. for (let ri=0; ri<5; ri++)
  1531. {
  1532. //搜索所有可能的行存在
  1533. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1534. if (maybeLineNum.length < 1) continue;
  1535. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1536. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1537. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1538. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1539. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1540. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1541. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1542. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1543. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1544. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1545. ||
  1546. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1547. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1548. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1549. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1550. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1551. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1552. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1553. });
  1554. if (maybeLineNum.length > 0) return true;
  1555. }
  1556. return false;
  1557. }
  1558. //创建1个觉醒图标
  1559. function createAwokenIcon(awokenId)
  1560. {
  1561. const icon = document.createElement("icon");
  1562. icon.className ="awoken-icon";
  1563. icon.setAttribute("data-awoken-icon", awokenId);
  1564. return icon;
  1565. }
  1566. //产生一个觉醒列表
  1567. function creatAwokenList(awokens) {
  1568. const ul = document.createElement("ul");
  1569. ul.className = "awoken-ul";
  1570. awokens.forEach(ak=>{
  1571. const li = ul.appendChild(document.createElement("li"));
  1572. const icon = li.appendChild(createAwokenIcon(ak));
  1573. });
  1574. return ul;
  1575. }
  1576. //产生宝珠列表
  1577. function createOrbsList(orbs, className)
  1578. {
  1579. if (orbs == undefined) orbs = [0];
  1580. else if (!Array.isArray(orbs)) orbs = [orbs];
  1581. const ul = document.createElement("ul");
  1582. ul.className = "board";
  1583. orbs.forEach(orbType => {
  1584. const li = ul.appendChild(document.createElement("li"));
  1585. li.className = className ? `orb ${className}` :`orb`;
  1586. li.setAttribute("data-orb-icon", orbType);
  1587. });
  1588. return ul;
  1589. }
  1590. //产生类型列表
  1591. function createTypesList(types)
  1592. {
  1593. if (types == undefined) types = [0];
  1594. else if (!Array.isArray(types)) types = [types];
  1595. const ul = document.createElement("ul");
  1596. ul.className = "types-ul";
  1597. types.forEach(type => {
  1598. const li = ul.appendChild(document.createElement("li"));
  1599. li.className = `type-icon`;
  1600. li.setAttribute("data-type-icon", type);
  1601. });
  1602. return ul;
  1603. }
  1604. const functions = [
  1605. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1606. {group:true,name:"Active Skill",otLangName:{chs:"主动技",cht:"主動技"}, functions: [
  1607. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1608. function:cards=>cards.filter(card=>{
  1609. function isLoopBuff(parsedSkill, cd) {
  1610. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1611. && skill.turns >= cd);
  1612. }
  1613. //跳过0号技能的、会变身成别人的和无技能数据的
  1614. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1615. const skill = Skills[card.activeSkillId];
  1616. if (!skill) return false;
  1617. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1618. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1619. let parsedActiveSkill = skillParser(card.activeSkillId);
  1620. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1621. //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
  1622. let parsedGroupSkill = parsedActiveSkill?.[0];
  1623. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1624. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1625. }
  1626. //进化类技能,排除循环进化,并只计算最后一级
  1627. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills) {
  1628. const subSkills = parsedGroupSkill.params.map(id=>Skills[id]);
  1629. if (parsedGroupSkill.loop) { //循环的
  1630. let subCd = subSkills.reduce((p,subSkill)=>{
  1631. p += subSkill.initialCooldown - (subSkill.maxLevel - 1);
  1632. return p;
  1633. }, 0);
  1634. return parsedGroupSkill.skills.some(skill=>isLoopBuff(skill, subCd));
  1635. } else { //不循环的
  1636. let subSkill = subSkills.at(-1);
  1637. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1638. return isLoopBuff(parsedGroupSkill.skills.at(-1), subCd);
  1639. }
  1640. }
  1641. return false;
  1642. })
  1643. },
  1644. {group:true,name:"Voids Absorption",otLangName:{chs:"破吸类",cht:"破吸類"}, functions: [
  1645. {name:"Voids attribute absorption",otLangName:{chs:"破属吸 buff",cht:"破屬吸 buff"},
  1646. function:cards=>{
  1647. const attrName = "attr-absorb";
  1648. return cards.filter(card=>{
  1649. const turns = voidsAbsorption_Turns(card);
  1650. return turns[attrName] > 0;
  1651. }).sort((a,b)=>{
  1652. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1653. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1654. return a_pC - b_pC;
  1655. });
  1656. },
  1657. addition:voidsAbsorption_Addition
  1658. },
  1659. {name:"Voids combo absorption",otLangName:{chs:"破C吸 buff",cht:"破C吸 buff"},
  1660. function:cards=>{
  1661. const attrName = "combo-absorb";
  1662. return cards.filter(card=>{
  1663. const turns = voidsAbsorption_Turns(card);
  1664. return turns[attrName] > 0;
  1665. }).sort((a,b)=>{
  1666. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1667. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1668. return a_pC - b_pC;
  1669. });
  1670. },
  1671. addition:voidsAbsorption_Addition
  1672. },
  1673. {name:"Voids damage absorption",otLangName:{chs:"破伤吸 buff",cht:"破傷吸 buff"},
  1674. function:cards=>{
  1675. const attrName = "damage-absorb";
  1676. return cards.filter(card=>{
  1677. const turns = voidsAbsorption_Turns(card);
  1678. return turns[attrName] > 0;
  1679. }).sort((a,b)=>{
  1680. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1681. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1682. return a_pC - b_pC;
  1683. });
  1684. },
  1685. addition:voidsAbsorption_Addition
  1686. },
  1687. {name:"Pierce through damage void",otLangName:{chs:"贯穿无效盾 buff",cht:"貫穿無效盾 buff"},
  1688. function:cards=>{
  1689. const attrName = "damage-void";
  1690. return cards.filter(card=>{
  1691. const turns = voidsAbsorption_Turns(card);
  1692. return turns[attrName] > 0;
  1693. }).sort((a,b)=>{
  1694. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1695. let a_pC = a_s[attrName], b_pC = b_s[attrName];
  1696. return a_pC - b_pC;
  1697. });
  1698. },
  1699. addition:voidsAbsorption_Addition
  1700. },
  1701. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1702. {name:"2 Voids (attr. & damage)",otLangName:{chs:"双破(属+伤)",cht:"双破(属+伤)"},
  1703. function:cards=>{
  1704. return cards.filter(card=>{
  1705. const turns = voidsAbsorption_Turns(card);
  1706. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0;
  1707. }).sort((a,b)=>{
  1708. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1709. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1710. return a_pC - b_pC;
  1711. });
  1712. },
  1713. addition:voidsAbsorption_Addition
  1714. },
  1715. {name:"3 Voids (attr. & damage & void)",otLangName:{chs:"三破(属+伤+无)",cht:"三破(属+伤+无)"},
  1716. function:cards=>{
  1717. return cards.filter(card=>{
  1718. const turns = voidsAbsorption_Turns(card);
  1719. return turns["attr-absorb"] > 0 && turns["damage-absorb"] > 0 && turns["damage-void"] > 0;
  1720. }).sort((a,b)=>{
  1721. const a_s = voidsAbsorption_Turns(a), b_s = voidsAbsorption_Turns(b);
  1722. let a_pC = a_s["attr-absorb"], b_pC = b_s["attr-absorb"];
  1723. return a_pC - b_pC;
  1724. });
  1725. },
  1726. addition:voidsAbsorption_Addition
  1727. },
  1728. ]},
  1729. ]},
  1730. {group:true,name:"Recovers Bind Status",otLangName:{chs:"解封类",cht:"解封類"}, functions: [
  1731. {
  1732. name:"Unbind menber bind",otLangName:{chs:"解封角色",cht:"解封角色"},
  1733. function:cards=>{
  1734. return cards.filter(card=>{
  1735. const turns = unbind_Turns(card);
  1736. return turns.normal > 0;
  1737. }).sort((a,b)=>{
  1738. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1739. let a_pC = a_s.normal, b_pC = b_s.normal;
  1740. return a_pC - b_pC;
  1741. });
  1742. },
  1743. addition:unbind_Addition
  1744. },
  1745. {
  1746. name:"Unbind awakenings bind",otLangName:{chs:"解觉醒",cht:"解覺醒"},
  1747. function:cards=>{
  1748. return cards.filter(card=>{
  1749. const turns = unbind_Turns(card);
  1750. return turns.awakenings > 0;
  1751. }).sort((a,b)=>{
  1752. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1753. let a_pC = a_s.awakenings, b_pC = b_s.awakenings;
  1754. return a_pC - b_pC;
  1755. });
  1756. },
  1757. addition:unbind_Addition
  1758. },
  1759. {
  1760. name:"Unbind unmatchable",otLangName:{chs:"解禁消珠",cht:"解禁消珠"},
  1761. function:cards=>{
  1762. return cards.filter(card=>{
  1763. const turns = unbind_Turns(card);
  1764. return turns.matches > 0;
  1765. }).sort((a,b)=>{
  1766. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1767. let a_pC = a_s.matches, b_pC = b_s.matches;
  1768. return a_pC - b_pC;
  1769. });
  1770. },
  1771. addition:unbind_Addition
  1772. },
  1773. {group:true,name:"Combination",otLangName:{chs:"常用组合",cht:"常用組合"}, functions: [
  1774. {
  1775. name:"3 Unbinds",otLangName:{chs:"三解",cht:"三解"},
  1776. function:cards=>{
  1777. return cards.filter(card=>{
  1778. const turns = unbind_Turns(card);
  1779. return turns.normal > 0 && turns.awakenings > 0 && turns.matches > 0;
  1780. }).sort((a,b)=>{
  1781. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1782. let a_pC = a_s.normal, b_pC = b_s.normal;
  1783. return a_pC - b_pC;
  1784. });
  1785. },
  1786. addition:unbind_Addition
  1787. },
  1788. ]},
  1789. ]},
  1790. {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: [
  1791. {name:"↑Increase skills charge",otLangName:{chs:"【溜】减少CD",cht:"【溜】減少CD"},
  1792. function:cards=>{
  1793. const searchTypeArray = [146];
  1794. return cards.filter(card=>{
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. return skill;
  1797. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1798. },
  1799. addition:card=>{
  1800. const searchTypeArray = [146];
  1801. const skill = getCardActiveSkill(card, searchTypeArray);
  1802. if (!skill) return;
  1803. const sk = skill.params;
  1804. const fragment = document.createDocumentFragment();
  1805. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1806. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1807. return fragment;
  1808. }
  1809. },
  1810. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1811. function:cards=>{
  1812. const searchTypeArray = [93, 227];
  1813. return cards.filter(card=>{
  1814. const skill = getCardActiveSkill(card, searchTypeArray);
  1815. return skill;
  1816. }).sort((a,b)=>{
  1817. const a_s = getCardActiveSkill(a, searchTypeArray),
  1818. b_s = getCardActiveSkill(b, searchTypeArray);
  1819. return a_s.type - b_s.type;
  1820. });
  1821. },
  1822. addition:card=>{
  1823. const searchTypeArray = [93, 227];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. if (!skill) return;
  1826. const fragment = document.createDocumentFragment();
  1827. fragment.append(createSkillIcon('leader-change'));
  1828. skill.type === 227 && fragment.append('换👉');
  1829. return fragment;
  1830. }
  1831. },
  1832. {group:true,name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限",cht:"增加傷害上限"}, functions: [
  1833. {name:"Increase Damage Cap - Any",otLangName:{chs:"增加伤害上限 - 任意",cht:"增加傷害上限 - 任意"},
  1834. function:cards=>{
  1835. const searchTypeArray = [241, 246, 247, 258, 263, 266];
  1836. return cards.filter(card=>{
  1837. const skill = getCardActiveSkill(card, searchTypeArray);
  1838. return skill;
  1839. }).sort((a,b)=>{
  1840. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1841. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1842. return a_pC - b_pC;
  1843. });
  1844. },
  1845. addition:memberCap_Addition
  1846. },
  1847. {name:"Increase Damage Cap - Self",otLangName:{chs:"增加伤害上限 - 自身",cht:"增加傷害上限 - 自身"},
  1848. function:cards=>{
  1849. const searchTypeArray = [241, 246, 247, 258, 266];
  1850. return cards.filter(card=>{
  1851. const skill = getCardActiveSkill(card, searchTypeArray);
  1852. switch (skill?.type) {
  1853. case 258: {
  1854. return Boolean(skill.params[2] & 0b1);
  1855. }
  1856. case 266: {
  1857. return Boolean(skill.params[2] & 0b100);
  1858. }
  1859. default: {
  1860. return skill;
  1861. }
  1862. }
  1863. }).sort((a,b)=>{
  1864. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1865. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1866. return a_pC - b_pC;
  1867. });
  1868. },
  1869. addition:memberCap_Addition
  1870. },
  1871. {name:"Increase Damage Cap - Leader",otLangName:{chs:"增加伤害上限 - 队长",cht:"增加傷害上限 - 隊長"},
  1872. function:cards=>{
  1873. const searchTypeArray = [258];
  1874. return cards.filter(card=>{
  1875. const skill = getCardActiveSkill(card, searchTypeArray);
  1876. return skill && Boolean(skill.params[2] & 0b110);
  1877. }).sort((a,b)=>{
  1878. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1879. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1880. return a_pC - b_pC;
  1881. });
  1882. },
  1883. addition:memberCap_Addition
  1884. },
  1885. {name:"Increase Damage Cap - Sub",otLangName:{chs:"增加伤害上限 - 队员",cht:"增加傷害上限 - 隊員"},
  1886. function:cards=>{
  1887. const searchTypeArray = [258];
  1888. return cards.filter(card=>{
  1889. const skill = getCardActiveSkill(card, searchTypeArray);
  1890. return skill && Boolean(skill.params[2] & 0b1000);
  1891. }).sort((a,b)=>{
  1892. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1893. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1894. return a_pC - b_pC;
  1895. });
  1896. },
  1897. addition:memberCap_Addition
  1898. },
  1899. {name:"Increase Damage Cap - Neighbor",otLangName:{chs:"增加伤害上限 - 相邻",cht:"增加傷害上限 - 相鄰"},
  1900. function:cards=>{
  1901. const searchTypeArray = [266];
  1902. return cards.filter(card=>{
  1903. const skill = getCardActiveSkill(card, searchTypeArray);
  1904. return skill && Boolean(skill.params[2] & 0b11);
  1905. }).sort((a,b)=>{
  1906. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1907. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1908. return a_pC - b_pC;
  1909. });
  1910. },
  1911. addition:memberCap_Addition
  1912. },
  1913. {name:"Increase Damage Cap - Attr./Types",otLangName:{chs:"增加伤害上限 - 属性/类型",cht:"增加傷害上限 - 屬性/類型"},
  1914. function:cards=>{
  1915. const searchTypeArray = [263];
  1916. return cards.filter(card=>{
  1917. const skill = getCardActiveSkill(card, searchTypeArray);
  1918. return skill;
  1919. }).sort((a,b)=>{
  1920. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1921. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1922. return a_pC - b_pC;
  1923. });
  1924. },
  1925. addition:memberCap_Addition
  1926. },
  1927. ]},
  1928. {group:true,name:"Card slot ATK rate change",otLangName:{chs:"卡片位置攻击力",cht:"卡片位置攻擊力"}, functions: [
  1929. {name:"Card slot ATK rate change - Any",otLangName:{chs:"卡片位置攻击力 - 任意",cht:"卡片位置攻擊力 - 任意"},
  1930. function:cards=>{
  1931. const searchTypeArray = [230, 269];
  1932. return cards.filter(card=>{
  1933. const skill = getCardActiveSkill(card, searchTypeArray);
  1934. return skill;
  1935. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1936. },
  1937. addition:memberATK_Addition
  1938. },
  1939. {name:"Card slot ATK rate change - Self",otLangName:{chs:"卡片位置攻击力 - 自身",cht:"卡片位置攻擊力 - 自身"},
  1940. function:cards=>{
  1941. const searchTypeArray = [230, 269];
  1942. return cards.filter(card=>{
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. switch (skill?.type) {
  1945. case 230: {
  1946. return Boolean(skill.params[1] & 0b1);
  1947. }
  1948. case 269: {
  1949. return Boolean(skill.params[1] & 0b100);
  1950. }
  1951. default: {
  1952. return skill;
  1953. }
  1954. }
  1955. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1956. },
  1957. addition:memberATK_Addition
  1958. },
  1959. {name:"Card slot ATK rate change - Leader",otLangName:{chs:"卡片位置攻击力 - 队长",cht:"卡片位置攻擊力 - 隊長"},
  1960. function:cards=>{
  1961. const searchTypeArray = [230];
  1962. return cards.filter(card=>{
  1963. const skill = getCardActiveSkill(card, searchTypeArray);
  1964. return skill && Boolean(skill.params[1] & 0b110);
  1965. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1966. },
  1967. addition:memberATK_Addition
  1968. },
  1969. {name:"Card slot ATK rate change - Sub",otLangName:{chs:"卡片位置攻击力 - 队员",cht:"卡片位置攻擊力 - 隊員"},
  1970. function:cards=>{
  1971. const searchTypeArray = [230];
  1972. return cards.filter(card=>{
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. return skill && Boolean(skill.params[1] & 0b1000);
  1975. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1976. },
  1977. addition:memberATK_Addition
  1978. },
  1979. {name:"Card slot ATK rate change - Neighbor",otLangName:{chs:"卡片位置攻击力 - 相邻",cht:"卡片位置攻擊力 - 相鄰"},
  1980. function:cards=>{
  1981. const searchTypeArray = [269];
  1982. return cards.filter(card=>{
  1983. const skill = getCardActiveSkill(card, searchTypeArray);
  1984. return skill && Boolean(skill.params[1] & 0b11);
  1985. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1986. },
  1987. addition:memberATK_Addition
  1988. },
  1989. ]},
  1990. {name:"Change card self's Attr",otLangName:{chs:"转换自身属性",cht:"轉換自身屬性"},
  1991. function:cards=>{
  1992. const searchTypeArray = [142];
  1993. return cards.filter(card=>{
  1994. const skill = getCardActiveSkill(card, searchTypeArray);
  1995. return skill;
  1996. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1997. },
  1998. addition:card=>{
  1999. const searchTypeArray = [142];
  2000. const skill = getCardActiveSkill(card, searchTypeArray);
  2001. if (!skill) return;
  2002. const sk = skill.params;
  2003. const fragment = document.createDocumentFragment();
  2004. fragment.appendChild(document.createTextNode(`自→`));
  2005. fragment.appendChild(createOrbsList(sk[1]));
  2006. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2007. return fragment;
  2008. }
  2009. },
  2010. {name:"↓Reduce skills charge",otLangName:{chs:"【坐】增加CD",cht:"【坐】增加CD"},
  2011. function:cards=>{
  2012. const searchTypeArray = [218];
  2013. return cards.filter(card=>{
  2014. const skill = getCardActiveSkill(card, searchTypeArray);
  2015. return skill;
  2016. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2017. },
  2018. addition:card=>{
  2019. const searchTypeArray = [218];
  2020. const skill = getCardActiveSkill(card, searchTypeArray);
  2021. if (!skill) return;
  2022. const sk = skill.params;
  2023. const fragment = document.createDocumentFragment();
  2024. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  2025. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  2026. return fragment;
  2027. }
  2028. },
  2029. {name:"Bind team active skill",otLangName:{chs:"自封队伍技能 debuff",cht:"自封队伍技能 debuff"},
  2030. function:cards=>cards.filter(card=>{
  2031. const searchTypeArray = [214];
  2032. const skill = getCardActiveSkill(card, searchTypeArray);
  2033. return skill;
  2034. }),
  2035. addition:card=>{
  2036. const searchTypeArray = [214];
  2037. const skill = getCardActiveSkill(card, searchTypeArray);
  2038. if (!skill) return;
  2039. const sk = skill.params;
  2040. return document.createTextNode(`自封技${sk[0]}T`);
  2041. }
  2042. },
  2043. {name:"Bind card self",otLangName:{chs:"角色自身被绑定",cht:"角色自身被綁定"},
  2044. function:cards=>cards.filter(card=>{
  2045. const searchTypeArray = [267];
  2046. const skill = getCardActiveSkill(card, searchTypeArray);
  2047. return skill;
  2048. }),
  2049. addition:card=>{
  2050. const searchTypeArray = [267];
  2051. const skill = getCardActiveSkill(card, searchTypeArray);
  2052. if (!skill) return;
  2053. const sk = skill.params;
  2054. return document.createTextNode(`自绑定${sk[0]}T`);
  2055. }
  2056. },
  2057. {name:"Remove card self's assist",otLangName:{chs:"移除卡片武器",cht:"移除卡片武器"},
  2058. function:cards=>cards.filter(card=>{
  2059. const searchTypeArray = [250];
  2060. const skill = getCardActiveSkill(card, searchTypeArray);
  2061. return skill;
  2062. }),
  2063. addition:card=>{
  2064. const searchTypeArray = [250];
  2065. const skill = getCardActiveSkill(card, searchTypeArray);
  2066. if (!skill) return;
  2067. const sk = skill.params;
  2068. return renderAwakenings(sk);
  2069. }
  2070. },
  2071. ]},
  2072. {group:true,name:"Player's HP change",otLangName:{chs:"玩家HP操纵类",cht:"玩家HP操縱類"}, functions: [
  2073. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2074. function:cards=>{
  2075. const searchTypeArray = [179];
  2076. return cards.filter(card=>{
  2077. const skill = getCardActiveSkill(card, searchTypeArray);
  2078. return skill;
  2079. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2080. },
  2081. addition:card=>{
  2082. const searchTypeArray = [179];
  2083. const skill = getCardActiveSkill(card, searchTypeArray);
  2084. if (!skill) return;
  2085. const sk = skill.params;
  2086. const fragment = document.createDocumentFragment();
  2087. fragment.append(createSkillIcon('auto-heal'));
  2088. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  2089. return fragment;
  2090. }
  2091. },
  2092. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2093. function:cards=>{
  2094. return cards.filter(card=>{
  2095. const heal = healImmediately_Rate(card);
  2096. return Object.values(heal).some(v=>v);
  2097. })
  2098. .sort((a,b)=>{
  2099. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2100. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2101. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2102. let sortNum = a_i - b_i;
  2103. if (!sortNum)
  2104. {
  2105. sortNum = a_vs[a_i] - b_vs[b_i];
  2106. }
  2107. return sortNum;
  2108. });
  2109. },
  2110. addition:card=>{
  2111. const heal = healImmediately_Rate(card);
  2112. const fragment = document.createDocumentFragment();
  2113. fragment.append(createSkillIcon('heal', 'hp-incr'));
  2114. if (heal.scale)
  2115. fragment.append(`${heal.scale}%`);
  2116. if (heal.const)
  2117. fragment.append(`${heal.const.bigNumberToString()}点`);
  2118. if (heal.selfRcv)
  2119. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  2120. if (heal.vampire)
  2121. fragment.append(`${heal.vampire}%伤害`);
  2122. return fragment;
  2123. }
  2124. },
  2125. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2126. function:cards=>{
  2127. const searchTypeArray = [237];
  2128. return cards.filter(card=>{
  2129. const skill = getCardActiveSkill(card, searchTypeArray);
  2130. return skill;
  2131. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2132. },
  2133. addition:card=>{
  2134. const searchTypeArray = [237];
  2135. const skill = getCardActiveSkill(card, searchTypeArray);
  2136. if (!skill) return;
  2137. const sk = skill.params;
  2138. const fragment = document.createDocumentFragment();
  2139. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  2140. return fragment;
  2141. }
  2142. },
  2143. {name:"Damage self",otLangName:{chs:"玩家自残",cht:"玩家自殘"},
  2144. function:cards=>{
  2145. return cards.filter(card=>damageSelf_Rate(card)>0)
  2146. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2147. },
  2148. addition:card=>{
  2149. let rate = damageSelf_Rate(card);
  2150. const fragment = document.createDocumentFragment();
  2151. fragment.append(createSkillIcon('heal', 'hp-decr'));
  2152. if (rate < 100)
  2153. fragment.append(`减少${rate}%`);
  2154. else
  2155. fragment.append(`减少到1`);
  2156. return fragment;
  2157. }
  2158. },
  2159. ]},
  2160. {group:true,name:"Buff",otLangName:{chs:"buff 类",cht:"buff 類"}, functions: [
  2161. {name:"RCV rate change",otLangName:{chs:"回复力 buff",cht:"回覆力 buff"},
  2162. function:cards=>{
  2163. return cards.filter(card=>{
  2164. const atkbuff = rcvBuff_Rate(card);
  2165. return atkbuff.skilltype > 0;
  2166. }).sort((a,b)=>{
  2167. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2168. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2169. if (sortNum == 0)
  2170. sortNum = a_pC.rate - b_pC.rate;
  2171. if (sortNum == 0)
  2172. sortNum = a_pC.turns - b_pC.turns;
  2173. return sortNum;
  2174. });
  2175. },
  2176. addition:card=>{
  2177. const atkbuff = rcvBuff_Rate(card);
  2178. const fragment = document.createDocumentFragment();
  2179. fragment.appendChild(createOrbsList([5]));
  2180. if (atkbuff.skilltype == 0) return fragment;
  2181. if (atkbuff.skilltype == 1)
  2182. {
  2183. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2184. if (atkbuff.awoken.length)
  2185. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2186. if (atkbuff.attrs.length)
  2187. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2188. if (atkbuff.types.length)
  2189. fragment.appendChild(createTypesList(atkbuff.types));
  2190. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2191. }else if (atkbuff.skilltype == 2)
  2192. {
  2193. if (atkbuff.attrs.length)
  2194. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2195. if (atkbuff.types.length)
  2196. fragment.appendChild(createTypesList(atkbuff.types));
  2197. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2198. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2199. }
  2200. return fragment;
  2201. }
  2202. },
  2203. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2204. function:cards=>{
  2205. return cards.filter(card=>{
  2206. const atkbuff = atkBuff_Rate(card);
  2207. return atkbuff.skilltype > 0;
  2208. }).sort((a,b)=>{
  2209. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2210. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2211. if (sortNum == 0)
  2212. sortNum = a_pC.rate - b_pC.rate;
  2213. if (sortNum == 0)
  2214. sortNum = a_pC.turns - b_pC.turns;
  2215. return sortNum;
  2216. });
  2217. },
  2218. addition:card=>{
  2219. const atkbuff = atkBuff_Rate(card);
  2220. const fragment = document.createDocumentFragment();
  2221. if (atkbuff.skilltype == 0) return fragment;
  2222. if (atkbuff.skilltype == 1)
  2223. {
  2224. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2225. if (atkbuff.awoken.length)
  2226. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2227. if (atkbuff.attrs.length)
  2228. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2229. if (atkbuff.types.length)
  2230. fragment.appendChild(createTypesList(atkbuff.types));
  2231. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2232. }else if (atkbuff.skilltype == 2)
  2233. {
  2234. if (atkbuff.attrs.length)
  2235. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2236. if (atkbuff.types.length)
  2237. fragment.appendChild(createTypesList(atkbuff.types));
  2238. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2239. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2240. }
  2241. return fragment;
  2242. }
  2243. },
  2244. {name:"Move time change",otLangName:{chs:"操作时间 buff",cht:"操作時間 buff"},
  2245. function:cards=>{
  2246. const searchTypeArray = [132];
  2247. return cards.filter(card=>{
  2248. const skill = getCardActiveSkill(card, searchTypeArray);
  2249. return skill;
  2250. }).sort((a,b)=>{
  2251. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2252. //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
  2253. 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;
  2254. 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]);
  2255. });
  2256. },
  2257. addition:card=>{
  2258. const searchTypeArray = [132];
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. if (!skill) return;
  2261. const sk = skill.params;
  2262. let str = "👆";
  2263. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2264. if (sk[2]) str += `x${sk[2]/100}`;
  2265. str += `x${sk[0]}T`;
  2266. return str;
  2267. }
  2268. },
  2269. {name:"Adds combo",otLangName:{chs:"加C buff",cht:"加C buff"},
  2270. function:cards=>{
  2271. const searchTypeArray = [160];
  2272. return cards.filter(card=>{
  2273. const skill = getCardActiveSkill(card, searchTypeArray);
  2274. return skill;
  2275. }).sort((a,b)=>{
  2276. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2277. return a_s.params[1] - b_s.params[1];
  2278. });
  2279. },
  2280. addition:card=>{
  2281. const searchTypeArray = [160];
  2282. const skill = getCardActiveSkill(card, searchTypeArray);
  2283. if (!skill) return;
  2284. const sk = skill.params;
  2285. return `+${sk[1]}C×${sk[0]}T`;
  2286. }
  2287. },
  2288. {name:"Reduce Damage for all Attr",otLangName:{chs:"全属减伤 buff",cht:"全屬減傷 buff"},
  2289. function:cards=>{
  2290. const searchTypeArray = [3,156];
  2291. return cards.filter(card=>{
  2292. const skill = getCardActiveSkill(card, searchTypeArray);
  2293. if (!skill) return false;
  2294. if (skill.type == 156)
  2295. return skill.params[4]==3;
  2296. else
  2297. return true;
  2298. }).sort((a,b)=>{
  2299. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2300. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2301. if (!sortNum)
  2302. {
  2303. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2304. sortNum = a_pC - b_pC;
  2305. }
  2306. return sortNum;
  2307. });
  2308. },
  2309. addition:card=>{
  2310. const searchTypeArray = [3,156];
  2311. const skill = getCardActiveSkill(card, searchTypeArray);
  2312. if (!skill) return;
  2313. const sk = skill.params;
  2314. const fragment = document.createDocumentFragment();
  2315. if (skill.type == 156)
  2316. {
  2317. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2318. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2319. fragment.appendChild(creatAwokenList(awokenArr));
  2320. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2321. }else
  2322. {
  2323. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2324. }
  2325. return fragment;
  2326. }
  2327. },
  2328. {name:"Reduce 100% Damage",otLangName:{chs:"全属减伤 100%",cht:"全屬減傷 100%"},
  2329. function:cards=>{
  2330. const searchTypeArray = [3];
  2331. return cards.filter(card=>{
  2332. const skill = getCardActiveSkill(card, searchTypeArray);
  2333. return skill && skill.params[1]>=100;
  2334. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2335. },
  2336. addition:card=>{
  2337. const searchTypeArray = [3];
  2338. const skill = getCardActiveSkill(card, searchTypeArray);
  2339. if (!skill) return;
  2340. const sk = skill.params;
  2341. return `无敌×${sk[0]}T`;
  2342. }
  2343. },
  2344. {name:"Reduce all Damage for designated Attr",otLangName:{chs:"限属减伤 buff",cht:"限屬減傷 buff"},
  2345. function:cards=>{
  2346. const searchTypeArray = [21];
  2347. return cards.filter(card=>{
  2348. const skill = getCardActiveSkill(card, searchTypeArray);
  2349. return skill;
  2350. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2351. },
  2352. addition:card=>{
  2353. const searchTypeArray = [21];
  2354. const skill = getCardActiveSkill(card, searchTypeArray);
  2355. if (!skill) return;
  2356. const sk = skill.params;
  2357. const colors = [sk[1]];
  2358. const fragment = document.createDocumentFragment();
  2359. fragment.appendChild(document.createTextNode(`-`));
  2360. fragment.appendChild(createOrbsList(colors));
  2361. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2362. return fragment;
  2363. }
  2364. },
  2365. {name:"Mass Attacks",otLangName:{chs:"变为全体攻击",cht:"變爲全體攻擊"},
  2366. function:cards=>{
  2367. const searchTypeArray = [51];
  2368. return cards.filter(card=>{
  2369. const skill = getCardActiveSkill(card, searchTypeArray);
  2370. return skill;
  2371. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2372. },
  2373. addition:card=>{
  2374. const searchTypeArray = [51];
  2375. const skill = getCardActiveSkill(card, searchTypeArray);
  2376. if (!skill) return;
  2377. const sk = skill.params;
  2378. return `全体×${sk[0]}T`;
  2379. }
  2380. },
  2381. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2382. function:cards=>cards.filter(card=>{
  2383. const searchTypeArray = [156,168,228,231];
  2384. const skill = getCardActiveSkill(card, searchTypeArray);
  2385. return skill;
  2386. })
  2387. },
  2388. ]},
  2389. {group:true,name:"For Enemy",otLangName:{chs:"对敌 buff 类",cht:"對敵 buff 類"}, functions: [
  2390. {name:"Menace",otLangName:{chs:"威吓",cht:"威嚇"},
  2391. function:cards=>{
  2392. const searchTypeArray = [18];
  2393. return cards.filter(card=>{
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. return skill;
  2396. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2397. },
  2398. addition:card=>{
  2399. const searchTypeArray = [18];
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. if (!skill) return;
  2402. const sk = skill.params;
  2403. const fragment = document.createDocumentFragment();
  2404. fragment.appendChild(createSkillIcon('delay'));
  2405. fragment.append(`×${sk[0]}T`);
  2406. return fragment;
  2407. }
  2408. },
  2409. {name:"Reduces enemies' DEF",otLangName:{chs:"破防",cht:"破防"},
  2410. function:cards=>{
  2411. const searchTypeArray = [19];
  2412. return cards.filter(card=>{
  2413. const skill = getCardActiveSkill(card, searchTypeArray);
  2414. return skill;
  2415. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2416. },
  2417. addition:card=>{
  2418. const searchTypeArray = [19];
  2419. const skill = getCardActiveSkill(card, searchTypeArray);
  2420. if (!skill) return;
  2421. const sk = skill.params;
  2422. const fragment = document.createDocumentFragment();
  2423. fragment.appendChild(createSkillIcon('def-break'));
  2424. fragment.append(`${sk[1]}%×${sk[0]}T`);
  2425. return fragment;
  2426. }
  2427. },
  2428. {name:"Poisons enemies",otLangName:{chs:"中毒",cht:"中毒"},
  2429. function:cards=>{
  2430. const searchTypeArray = [4];
  2431. return cards.filter(card=>{
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return skill;
  2434. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2435. },
  2436. addition:card=>{
  2437. const searchTypeArray = [4];
  2438. const skill = getCardActiveSkill(card, searchTypeArray);
  2439. if (!skill) return;
  2440. const sk = skill.params;
  2441. const fragment = document.createDocumentFragment();
  2442. fragment.appendChild(createSkillIcon('poison'));
  2443. fragment.append(`ATK×${sk[0]/100}`);
  2444. return fragment;
  2445. }
  2446. },
  2447. {name:"Change enemies's Attr",otLangName:{chs:"改变敌人属性",cht:"改變敵人屬性"},
  2448. function:cards=>{
  2449. return cards.filter(card=>{
  2450. return changeEnemiesAttr_Attr(card).attr != null;
  2451. }).sort((a,b)=>{
  2452. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2453. return a_pC.attr - b_pC.attr;
  2454. })
  2455. },
  2456. addition:card=>{
  2457. let change = changeEnemiesAttr_Attr(card);
  2458. const fragment = document.createDocumentFragment();
  2459. fragment.appendChild(document.createTextNode(`敌→`));
  2460. fragment.appendChild(createOrbsList(change.attr));
  2461. if (change.turns > 0)
  2462. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2463. return fragment;
  2464. }
  2465. },
  2466. {name:"Counterattack buff",otLangName:{chs:"受伤反击 buff",cht:"受傷反擊 buff"},
  2467. function:cards=>{
  2468. const searchTypeArray = [60];
  2469. return cards.filter(card=>{
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. return skill;
  2472. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2473. },
  2474. addition:card=>{
  2475. const searchTypeArray = [60];
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. if (!skill) return;
  2478. const sk = skill.params;
  2479. const fragment = document.createDocumentFragment();
  2480. fragment.appendChild(createSkillIcon('counter-attack'));
  2481. fragment.appendChild(createOrbsList(sk[2]));
  2482. fragment.appendChild(document.createTextNode(`×${sk[1]/100}倍`));
  2483. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2484. return fragment;
  2485. }
  2486. },
  2487. ]},
  2488. {group:true,name:"Orbs States Change",otLangName:{chs:"改变宝珠状态类",cht:"改變寶珠狀態類"}, functions: [
  2489. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2490. function:cards=>cards.filter(card=>{
  2491. const searchTypeArray = [172];
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. return skill;
  2494. })
  2495. },
  2496. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2497. function:cards=>cards.filter(card=>{
  2498. const searchTypeArray = [152];
  2499. const skill = getCardActiveSkill(card, searchTypeArray);
  2500. return skill;
  2501. }),
  2502. addition:lock_Addition
  2503. },
  2504. {name:"Lock(≥6 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2505. function:cards=>cards.filter(card=>{
  2506. const searchTypeArray = [152];
  2507. const skill = getCardActiveSkill(card, searchTypeArray);
  2508. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2509. }),
  2510. addition:lock_Addition
  2511. },
  2512. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2513. function:cards=>{
  2514. const searchTypeArray = [52,91,140];
  2515. return cards.filter(card=>{
  2516. const skill = getCardActiveSkill(card, searchTypeArray);
  2517. return skill;
  2518. });
  2519. },
  2520. addition:card=>{
  2521. const searchTypeArray = [52,91,140];
  2522. const skill = getCardActiveSkill(card, searchTypeArray);
  2523. if (!skill) return;
  2524. const sk = skill.params;
  2525. let attrs = [];
  2526. switch (skill.type)
  2527. {
  2528. case 52:{
  2529. attrs.push(sk[0]); break;
  2530. }
  2531. case 91:{
  2532. attrs = sk.slice(0,-1); break;
  2533. }
  2534. case 140:{
  2535. attrs = Bin.unflags(sk[0]); break;
  2536. }
  2537. }
  2538. const fragment = document.createDocumentFragment();
  2539. fragment.appendChild(createSkillIcon('orb-enhanced'));
  2540. fragment.appendChild(createOrbsList(attrs));
  2541. return fragment;
  2542. }
  2543. },
  2544. {name:"Add Combo Drop",otLangName:{chs:"加豆荚",cht:"加豆莢"},
  2545. function:cards=>cards.filter(card=>{
  2546. const searchTypeArray = [190];
  2547. const skill = getCardActiveSkill(card, searchTypeArray);
  2548. return skill;
  2549. }),
  2550. addition:lock_Addition
  2551. },
  2552. {name:"Add Nail",otLangName:{chs:"加钉子",cht:"加釘子"},
  2553. function:cards=>cards.filter(card=>{
  2554. const searchTypeArray = [262];
  2555. const skill = getCardActiveSkill(card, searchTypeArray);
  2556. return skill;
  2557. }),
  2558. addition:lock_Addition
  2559. },
  2560. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  2561. function:cards=>cards.filter(card=>{
  2562. const searchTypeArray = [215];
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return skill;
  2565. }),
  2566. addition:card=>{
  2567. const searchTypeArray = [215];
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. if (!skill) return;
  2570. const sk = skill.params;
  2571. const fragment = document.createDocumentFragment();
  2572. fragment.appendChild(document.createTextNode(`自封`));
  2573. fragment.appendChild(createOrbsList(Bin.unflags(sk[1] || 1)));
  2574. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2575. return fragment;
  2576. }
  2577. },
  2578. ]},
  2579. {group:true,name:"Board States Change",otLangName:{chs:"改变板面状态类",cht:"改變板面狀態類"}, functions: [
  2580. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2581. function:cards=>cards.filter(card=>{
  2582. const searchTypeArray = [10];
  2583. const skill = getCardActiveSkill(card, searchTypeArray);
  2584. return skill;
  2585. })
  2586. },
  2587. {name:"No Skyfall",otLangName:{chs:"无天降 buff",cht:"無天降 buff"},
  2588. function:cards=>{
  2589. const searchTypeArray = [184];
  2590. return cards.filter(card=>{
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. return skill;
  2593. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2594. },
  2595. addition:card=>{
  2596. const searchTypeArray = [184];
  2597. const skill = getCardActiveSkill(card, searchTypeArray);
  2598. if (!skill) return;
  2599. const sk = skill.params;
  2600. return `无↓×${sk[0]}T`;
  2601. }
  2602. },
  2603. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff",cht:"生成輪盤位 buff"},
  2604. function:cards=>{
  2605. const searchTypeArray = [207, 249];
  2606. return cards.filter(card=>{
  2607. const skill = getCardActiveSkill(card, searchTypeArray);
  2608. return skill;
  2609. }).sort((a,b)=>{
  2610. const a_s = getCardActiveSkill(a, searchTypeArray),
  2611. b_s = getCardActiveSkill(b, searchTypeArray);
  2612. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2613. });
  2614. },
  2615. addition:card=>{
  2616. const searchTypeArray = [207, 249];
  2617. const skill = getCardActiveSkill(card, searchTypeArray);
  2618. if (!skill) return;
  2619. const sk = skill.params;
  2620. const fragment = document.createDocumentFragment();
  2621. fragment.append(createSkillIcon('board-roulette'));
  2622. if (skill.type == 249) {
  2623. fragment.append(createOrbsList(Bin.unflags(sk[1])));
  2624. }
  2625. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(Bin.unflags).length }`,`×${sk[0]}T`);
  2626. return fragment;
  2627. }
  2628. },
  2629. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2630. function:cards=>{
  2631. const searchTypeArray = [238];
  2632. return cards.filter(card=>{
  2633. const skill = getCardActiveSkill(card, searchTypeArray);
  2634. return skill;
  2635. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2636. },
  2637. addition:card=>{
  2638. const searchTypeArray = [238];
  2639. const skill = getCardActiveSkill(card, searchTypeArray);
  2640. if (!skill) return;
  2641. const sk = skill.params;
  2642. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2643. }
  2644. },
  2645. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2646. function:cards=>{
  2647. const searchTypeArray = [239];
  2648. return cards.filter(card=>{
  2649. const skill = getCardActiveSkill(card, searchTypeArray);
  2650. return skill;
  2651. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2652. },
  2653. addition:card=>{
  2654. const searchTypeArray = [239];
  2655. const skill = getCardActiveSkill(card, searchTypeArray);
  2656. if (!skill) return;
  2657. const sk = skill.params;
  2658. const colums = Bin.unflags(sk[0]), rows = Bin.unflags(sk[2]);
  2659. const fragment = document.createDocumentFragment();
  2660. if (colums.length)
  2661. fragment.append(`${colums.length}竖`);
  2662. if (rows.length)
  2663. fragment.append(`${rows.length}横`);
  2664. fragment.append(`×${sk[1]}T`);
  2665. return fragment;
  2666. }
  2667. },
  2668. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2669. function:cards=>{
  2670. const searchTypeArray = [251];
  2671. return cards.filter(card=>{
  2672. const skill = getCardActiveSkill(card, searchTypeArray);
  2673. return skill;
  2674. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2675. },
  2676. addition:card=>{
  2677. const searchTypeArray = [251];
  2678. const skill = getCardActiveSkill(card, searchTypeArray);
  2679. if (!skill) return;
  2680. const sk = skill.params;
  2681. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2682. }
  2683. },
  2684. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2685. function:cards=>{
  2686. const searchTypeArray = [244];
  2687. return cards.filter(card=>{
  2688. const skill = getCardActiveSkill(card, searchTypeArray);
  2689. return skill;
  2690. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2691. },
  2692. addition:card=>{
  2693. const searchTypeArray = [244];
  2694. const skill = getCardActiveSkill(card, searchTypeArray);
  2695. if (!skill) return;
  2696. const sk = skill.params;
  2697. let width, height;
  2698. switch (sk[1]) {
  2699. case 1: {
  2700. width = 7;
  2701. height = 6;
  2702. break;
  2703. }
  2704. case 2: {
  2705. width = 5;
  2706. height = 3;
  2707. break;
  2708. }
  2709. case 3: {
  2710. width = 6;
  2711. height = 5;
  2712. break;
  2713. }
  2714. default: {
  2715. width = 6;
  2716. height = 5;
  2717. }
  2718. }
  2719. return `[${width}×${height}]×${sk[0]}T`;
  2720. }
  2721. },
  2722. {name:"Fixed starting position",otLangName:{chs:"固定起手位置",cht:"固定起手位置"},
  2723. function:cards=>cards.filter(card=>{
  2724. const searchTypeArray = [273];
  2725. const skill = getCardActiveSkill(card, searchTypeArray);
  2726. return skill;
  2727. })
  2728. },
  2729. ]},
  2730. {group:true,name:"Orbs Drop",otLangName:{chs:"珠子掉落 类",cht:"珠子掉落 類"}, functions: [
  2731. {name:"Drop Enhanced Orbs",otLangName:{chs:"掉落强化宝珠 buff",cht:"掉落強化寶珠 buff"},
  2732. function:cards=>{
  2733. const searchTypeArray = [180];
  2734. return cards.filter(card=>{
  2735. const skill = getCardActiveSkill(card, searchTypeArray);
  2736. return skill;
  2737. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2738. },
  2739. addition:card=>{
  2740. const searchTypeArray = [180];
  2741. const skill = getCardActiveSkill(card, searchTypeArray);
  2742. if (!skill) return;
  2743. const sk = skill.params;
  2744. return `${sk[1]}%×${sk[0]}T`;
  2745. }
  2746. },
  2747. {name:"Drop locked orbs(any color)",otLangName:{chs:"掉锁(不限色)",cht:"掉鎖(不限色)"},
  2748. function:cards=>{
  2749. const searchTypeArray = [205];
  2750. return cards.filter(card=>{
  2751. const skill = getCardActiveSkill(card, searchTypeArray);
  2752. return skill;
  2753. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2754. },
  2755. addition:dropLock_Addition
  2756. },
  2757. {name:"Drop locked orbs(≥6 color)",otLangName:{chs:"掉锁5色+心或全部",cht:"掉鎖5色+心或全部"},
  2758. function:cards=>{
  2759. const searchTypeArray = [205];
  2760. return cards.filter(card=>{
  2761. const skill = getCardActiveSkill(card, searchTypeArray);
  2762. return skill && (skill.params[0] & 0b11_1111) === 0b11_1111;
  2763. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2764. },
  2765. addition:dropLock_Addition
  2766. },
  2767. {group:true,name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"}, functions: [
  2768. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2769. function:cards=>cards.filter(card=>{
  2770. const searchTypeArray = [126];
  2771. const skill = getCardActiveSkill(card, searchTypeArray);
  2772. return skill;
  2773. }),
  2774. addition:dropOrb_Addition
  2775. },
  2776. {name:"Drop rate - Attr. - Fire",otLangName:{chs:"掉落率提升-属性-火",cht:"掉落率提升-屬性-火"},
  2777. function:cards=>cards.filter(card=>{
  2778. const searchTypeArray = [126];
  2779. const skill = getCardActiveSkill(card, searchTypeArray);
  2780. return skill && (skill.params[0] & 0b1);
  2781. }),
  2782. addition:dropOrb_Addition
  2783. },
  2784. {name:"Drop rate - Attr. - Water",otLangName:{chs:"掉落率提升-属性-水",cht:"掉落率提升-屬性-水"},
  2785. function:cards=>cards.filter(card=>{
  2786. const searchTypeArray = [126];
  2787. const skill = getCardActiveSkill(card, searchTypeArray);
  2788. return skill && (skill.params[0] & 0b10);
  2789. }),
  2790. addition:dropOrb_Addition
  2791. },
  2792. {name:"Drop rate - Attr. - Wood",otLangName:{chs:"掉落率提升-属性-木",cht:"掉落率提升-屬性-木"},
  2793. function:cards=>cards.filter(card=>{
  2794. const searchTypeArray = [126];
  2795. const skill = getCardActiveSkill(card, searchTypeArray);
  2796. return skill && (skill.params[0] & 0b100);
  2797. }),
  2798. addition:dropOrb_Addition
  2799. },
  2800. {name:"Drop rate - Attr. - Light",otLangName:{chs:"掉落率提升-属性-光",cht:"掉落率提升-屬性-光"},
  2801. function:cards=>cards.filter(card=>{
  2802. const searchTypeArray = [126];
  2803. const skill = getCardActiveSkill(card, searchTypeArray);
  2804. return skill && (skill.params[0] & 0b1000);
  2805. }),
  2806. addition:dropOrb_Addition
  2807. },
  2808. {name:"Drop rate - Attr. - Dark",otLangName:{chs:"掉落率提升-属性-暗",cht:"掉落率提升-屬性-暗"},
  2809. function:cards=>cards.filter(card=>{
  2810. const searchTypeArray = [126];
  2811. const skill = getCardActiveSkill(card, searchTypeArray);
  2812. return skill && (skill.params[0] & 0b1_0000);
  2813. }),
  2814. addition:dropOrb_Addition
  2815. },
  2816. {name:"Drop rate - Attr. - Heart",otLangName:{chs:"掉落率提升-属性-心",cht:"掉落率提升-屬性-心"},
  2817. function:cards=>cards.filter(card=>{
  2818. const searchTypeArray = [126];
  2819. const skill = getCardActiveSkill(card, searchTypeArray);
  2820. return skill && (skill.params[0] & 0b10_0000);
  2821. }),
  2822. addition:dropOrb_Addition
  2823. },
  2824. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废",cht:"掉落率提升-屬性-毒、廢"},
  2825. function:cards=>cards.filter(card=>{
  2826. const searchTypeArray = [126];
  2827. const skill = getCardActiveSkill(card, searchTypeArray);
  2828. return skill && (skill.params[0] & 0b11_1100_0000);
  2829. }),
  2830. addition:dropOrb_Addition
  2831. },
  2832. {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"},
  2833. function:cards=>cards.filter(card=>{
  2834. const searchTypeArray = [126];
  2835. const skill = getCardActiveSkill(card, searchTypeArray);
  2836. return skill && skill.params[1] >= 99;
  2837. }),
  2838. addition:dropOrb_Addition
  2839. },
  2840. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2841. function:cards=>cards.filter(card=>{
  2842. const searchTypeArray = [126];
  2843. const skill = getCardActiveSkill(card, searchTypeArray);
  2844. return skill && skill.params[3] == 100;
  2845. }),
  2846. addition:dropOrb_Addition
  2847. },
  2848. ]},
  2849. {name:"Drop Nail Orbs",otLangName:{chs:"掉落钉珠 buff",cht:"掉落釘珠 buff"},
  2850. function:cards=>{
  2851. const searchTypeArray = [226];
  2852. return cards.filter(card=>{
  2853. const skill = getCardActiveSkill(card, searchTypeArray);
  2854. return skill;
  2855. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2856. },
  2857. addition:card=>{
  2858. const searchTypeArray = [226];
  2859. const skill = getCardActiveSkill(card, searchTypeArray);
  2860. if (!skill) return;
  2861. const sk = skill.params;
  2862. const fragment = document.createDocumentFragment();
  2863. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2864. return fragment;
  2865. }
  2866. },
  2867. {name:"Drop Thorn Orbs",otLangName:{chs:"掉落荆棘 debuff",cht:"掉落荊棘 debuff"},
  2868. function:cards=>{
  2869. const searchTypeArray = [243];
  2870. return cards.filter(card=>{
  2871. const skill = getCardActiveSkill(card, searchTypeArray);
  2872. return skill;
  2873. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2874. },
  2875. addition:card=>{
  2876. const searchTypeArray = [243];
  2877. const skill = getCardActiveSkill(card, searchTypeArray);
  2878. if (!skill) return;
  2879. const sk = skill.params;
  2880. const fragment = document.createDocumentFragment();
  2881. fragment.append(createSkillIcon('orb-thorn'));
  2882. if ((sk[1] & 0b1111111111) != 1023) {
  2883. let attrs = Bin.unflags(sk[1]);
  2884. fragment.append(createOrbsList(attrs));
  2885. }
  2886. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2887. return fragment;
  2888. }
  2889. },
  2890. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2891. function:cards=>{
  2892. const searchTypeArray = [253];
  2893. return cards.filter(card=>{
  2894. const skill = getCardActiveSkill(card, searchTypeArray);
  2895. return skill;
  2896. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2897. },
  2898. addition:card=>{
  2899. const searchTypeArray = [253];
  2900. const skill = getCardActiveSkill(card, searchTypeArray);
  2901. if (!skill) return;
  2902. const sk = skill.params;
  2903. const fragment = document.createDocumentFragment();
  2904. fragment.append(createSkillIcon('prediction-falling'));
  2905. fragment.append(`×${sk[0]}T`);
  2906. return fragment;
  2907. }
  2908. },
  2909. ]},
  2910. {group:true,name:"Change all Orbs on Board",otLangName:{chs:"洗板类",cht:"洗板類"}, functions: [
  2911. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意",cht:"洗版-任意"},
  2912. function:cards=>cards.filter(card=>{
  2913. const searchTypeArray = [71];
  2914. const skill = getCardActiveSkill(card, searchTypeArray);
  2915. return skill;
  2916. }),
  2917. addition:boardChange_Addition
  2918. },
  2919. {group:true,name:"Colors Count",otLangName:{chs:"颜色数量",cht:"颜色数量"}, functions: [
  2920. {name:"To 1 color(Farm)",otLangName:{chs:"1色(花火)",cht:"1色(花火)"},
  2921. function:cards=>cards.filter(card=>{
  2922. const searchTypeArray = [71];
  2923. const skill = getCardActiveSkill(card, searchTypeArray);
  2924. return boardChange_ColorTypes(skill).length == 1;
  2925. }),
  2926. addition:boardChange_Addition
  2927. },
  2928. {name:"To 2 color",otLangName:{chs:"2色",cht:"2色"},
  2929. function:cards=>cards.filter(card=>{
  2930. const searchTypeArray = [71];
  2931. const skill = getCardActiveSkill(card, searchTypeArray);
  2932. return boardChange_ColorTypes(skill).length == 2;
  2933. }),
  2934. addition:boardChange_Addition
  2935. },
  2936. {name:"To 3 color",otLangName:{chs:"3色",cht:"3色"},
  2937. function:cards=>cards.filter(card=>{
  2938. const searchTypeArray = [71];
  2939. const skill = getCardActiveSkill(card, searchTypeArray);
  2940. return boardChange_ColorTypes(skill).length == 3;
  2941. }),
  2942. addition:boardChange_Addition
  2943. },
  2944. {name:"To 4 color",otLangName:{chs:"4色",cht:"4色"},
  2945. function:cards=>cards.filter(card=>{
  2946. const searchTypeArray = [71];
  2947. const skill = getCardActiveSkill(card, searchTypeArray);
  2948. return boardChange_ColorTypes(skill).length == 4;
  2949. }),
  2950. addition:boardChange_Addition
  2951. },
  2952. {name:"To 5 color",otLangName:{chs:"5色",cht:"5色"},
  2953. function:cards=>cards.filter(card=>{
  2954. const searchTypeArray = [71];
  2955. const skill = getCardActiveSkill(card, searchTypeArray);
  2956. return boardChange_ColorTypes(skill).length == 5;
  2957. }),
  2958. addition:boardChange_Addition
  2959. },
  2960. {name:"To ≥6 color",otLangName:{chs:"6色以上",cht:"6色以上"},
  2961. function:cards=>cards.filter(card=>{
  2962. const searchTypeArray = [71];
  2963. const skill = getCardActiveSkill(card, searchTypeArray);
  2964. return boardChange_ColorTypes(skill).length >= 6;
  2965. }),
  2966. addition:boardChange_Addition
  2967. },
  2968. ]},
  2969. {group:true,name:"Include Color",otLangName:{chs:"包含颜色",cht:"包含颜色"}, functions: [
  2970. {name:"Include Fire",otLangName:{chs:"含火",cht:"含火"},
  2971. function:cards=>cards.filter(card=>{
  2972. const searchTypeArray = [71];
  2973. const skill = getCardActiveSkill(card, searchTypeArray);
  2974. return boardChange_ColorTypes(skill).includes(0);
  2975. }),
  2976. addition:boardChange_Addition
  2977. },
  2978. {name:"Include Water",otLangName:{chs:"含水",cht:"含水"},
  2979. function:cards=>cards.filter(card=>{
  2980. const searchTypeArray = [71];
  2981. const skill = getCardActiveSkill(card, searchTypeArray);
  2982. return boardChange_ColorTypes(skill).includes(1);
  2983. }),
  2984. addition:boardChange_Addition
  2985. },
  2986. {name:"Include Wood",otLangName:{chs:"含木",cht:"含木"},
  2987. function:cards=>cards.filter(card=>{
  2988. const searchTypeArray = [71];
  2989. const skill = getCardActiveSkill(card, searchTypeArray);
  2990. return boardChange_ColorTypes(skill).includes(2);
  2991. }),
  2992. addition:boardChange_Addition
  2993. },
  2994. {name:"Include Light",otLangName:{chs:"含光",cht:"含光"},
  2995. function:cards=>cards.filter(card=>{
  2996. const searchTypeArray = [71];
  2997. const skill = getCardActiveSkill(card, searchTypeArray);
  2998. return boardChange_ColorTypes(skill).includes(3);
  2999. }),
  3000. addition:boardChange_Addition
  3001. },
  3002. {name:"Include Dark",otLangName:{chs:"含暗",cht:"含暗"},
  3003. function:cards=>cards.filter(card=>{
  3004. const searchTypeArray = [71];
  3005. const skill = getCardActiveSkill(card, searchTypeArray);
  3006. return boardChange_ColorTypes(skill).includes(4);
  3007. }),
  3008. addition:boardChange_Addition
  3009. },
  3010. {name:"Include Heart",otLangName:{chs:"含心",cht:"含心"},
  3011. function:cards=>cards.filter(card=>{
  3012. const searchTypeArray = [71];
  3013. const skill = getCardActiveSkill(card, searchTypeArray);
  3014. return boardChange_ColorTypes(skill).includes(5);
  3015. }),
  3016. addition:boardChange_Addition
  3017. },
  3018. {name:"Include Jammers/Poison",otLangName:{chs:"含毒废",cht:"含毒廢"},
  3019. function:cards=>cards.filter(card=>{
  3020. const searchTypeArray = [71];
  3021. const skill = getCardActiveSkill(card, searchTypeArray);
  3022. const colors = boardChange_ColorTypes(skill);
  3023. return colors.includes(6)
  3024. || colors.includes(7)
  3025. || colors.includes(8)
  3026. || colors.includes(9);
  3027. }),
  3028. addition:boardChange_Addition
  3029. },
  3030. ]},
  3031. ]},
  3032. {group:true,name:"Orbs Color Change",otLangName:{chs:"指定色转珠类",cht:"指定色轉珠類"}, functions: [
  3033. {group:true,name:"To Color",otLangName:{chs:"转为颜色",cht:"转为颜色"}, functions: [
  3034. {name:"To Fire",otLangName:{chs:"变为-火",cht:"變爲-火"},
  3035. function:cards=>cards.filter(card=>{
  3036. const searchTypeArray = [9,20,154];
  3037. const skills = getCardActiveSkills(card, searchTypeArray);
  3038. if (!skills.length) return false;
  3039. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3040. return parsedSkills.some(p=>p.to.includes(0));
  3041. }),
  3042. addition:changeOrbs_Addition
  3043. },
  3044. {name:"To Water",otLangName:{chs:"变为-水",cht:"變爲-水"},
  3045. function:cards=>cards.filter(card=>{
  3046. const searchTypeArray = [9,20,154];
  3047. const skills = getCardActiveSkills(card, searchTypeArray);
  3048. if (!skills.length) return false;
  3049. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3050. return parsedSkills.some(p=>p.to.includes(1));
  3051. }),
  3052. addition:changeOrbs_Addition
  3053. },
  3054. {name:"To Wood",otLangName:{chs:"变为-木",cht:"變爲-木"},
  3055. function:cards=>cards.filter(card=>{
  3056. const searchTypeArray = [9,20,154];
  3057. const skills = getCardActiveSkills(card, searchTypeArray);
  3058. if (!skills.length) return false;
  3059. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3060. return parsedSkills.some(p=>p.to.includes(2));
  3061. }),
  3062. addition:changeOrbs_Addition
  3063. },
  3064. {name:"To Light",otLangName:{chs:"变为-光",cht:"變爲-光"},
  3065. function:cards=>cards.filter(card=>{
  3066. const searchTypeArray = [9,20,154];
  3067. const skills = getCardActiveSkills(card, searchTypeArray);
  3068. if (!skills.length) return false;
  3069. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3070. return parsedSkills.some(p=>p.to.includes(3));
  3071. }),
  3072. addition:changeOrbs_Addition
  3073. },
  3074. {name:"To Dark",otLangName:{chs:"变为-暗",cht:"變爲-暗"},
  3075. function:cards=>cards.filter(card=>{
  3076. const searchTypeArray = [9,20,154];
  3077. const skills = getCardActiveSkills(card, searchTypeArray);
  3078. if (!skills.length) return false;
  3079. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3080. return parsedSkills.some(p=>p.to.includes(4));
  3081. }),
  3082. addition:changeOrbs_Addition
  3083. },
  3084. {name:"To Heal",otLangName:{chs:"变为-心",cht:"變爲-心"},
  3085. function:cards=>cards.filter(card=>{
  3086. const searchTypeArray = [9,20,154];
  3087. const skills = getCardActiveSkills(card, searchTypeArray);
  3088. if (!skills.length) return false;
  3089. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3090. return parsedSkills.some(p=>p.to.includes(5));
  3091. }),
  3092. addition:changeOrbs_Addition
  3093. },
  3094. {name:"To Jammers/Poison",otLangName:{chs:"变为-毒废",cht:"變爲-毒廢"},
  3095. function:cards=>cards.filter(card=>{
  3096. const searchTypeArray = [9,20,154];
  3097. const skills = getCardActiveSkills(card, searchTypeArray);
  3098. if (!skills.length) return false;
  3099. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3100. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  3101. }),
  3102. addition:changeOrbs_Addition
  3103. },
  3104. ]},
  3105. {group:true,name:"From Color",otLangName:{chs:"转走颜色",cht:"转走颜色"}, functions: [
  3106. {name:"From Fire",otLangName:{chs:"转走-火",cht:"轉走-火"},
  3107. function:cards=>cards.filter(card=>{
  3108. const searchTypeArray = [9,20,154];
  3109. const skills = getCardActiveSkills(card, searchTypeArray);
  3110. if (!skills.length) return false;
  3111. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3112. return parsedSkills.some(p=>p.from.includes(0));
  3113. }),
  3114. addition:changeOrbs_Addition
  3115. },
  3116. {name:"From Water",otLangName:{chs:"转走-水",cht:"轉走-水"},
  3117. function:cards=>cards.filter(card=>{
  3118. const searchTypeArray = [9,20,154];
  3119. const skills = getCardActiveSkills(card, searchTypeArray);
  3120. if (!skills.length) return false;
  3121. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3122. return parsedSkills.some(p=>p.from.includes(1));
  3123. }),
  3124. addition:changeOrbs_Addition
  3125. },
  3126. {name:"From Wood",otLangName:{chs:"转走-木",cht:"轉走-木"},
  3127. function:cards=>cards.filter(card=>{
  3128. const searchTypeArray = [9,20,154];
  3129. const skills = getCardActiveSkills(card, searchTypeArray);
  3130. if (!skills.length) return false;
  3131. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3132. return parsedSkills.some(p=>p.from.includes(2));
  3133. }),
  3134. addition:changeOrbs_Addition
  3135. },
  3136. {name:"From Light",otLangName:{chs:"转走-光",cht:"轉走-光"},
  3137. function:cards=>cards.filter(card=>{
  3138. const searchTypeArray = [9,20,154];
  3139. const skills = getCardActiveSkills(card, searchTypeArray);
  3140. if (!skills.length) return false;
  3141. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3142. return parsedSkills.some(p=>p.from.includes(3));
  3143. }),
  3144. addition:changeOrbs_Addition
  3145. },
  3146. {name:"From Dark",otLangName:{chs:"转走-暗",cht:"轉走-暗"},
  3147. function:cards=>cards.filter(card=>{
  3148. const searchTypeArray = [9,20,154];
  3149. const skills = getCardActiveSkills(card, searchTypeArray);
  3150. if (!skills.length) return false;
  3151. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3152. return parsedSkills.some(p=>p.from.includes(4));
  3153. }),
  3154. addition:changeOrbs_Addition
  3155. },
  3156. {name:"From Heart",otLangName:{chs:"转走-心",cht:"轉走-心"},
  3157. function:cards=>cards.filter(card=>{
  3158. const searchTypeArray = [9,20,154];
  3159. const skills = getCardActiveSkills(card, searchTypeArray);
  3160. if (!skills.length) return false;
  3161. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3162. return parsedSkills.some(p=>p.from.includes(5));
  3163. }),
  3164. addition:changeOrbs_Addition
  3165. },
  3166. {name:"From Jammers/Poison",otLangName:{chs:"转走-毒废",cht:"轉走-毒廢"},
  3167. function:cards=>cards.filter(card=>{
  3168. const searchTypeArray = [9,20,154];
  3169. const skills = getCardActiveSkills(card, searchTypeArray);
  3170. if (!skills.length) return false;
  3171. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  3172. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  3173. }),
  3174. addition:changeOrbs_Addition
  3175. },
  3176. ]},
  3177. ]},
  3178. {group:true,name:"Random Create Orbs",otLangName:{chs:"随机产珠类",cht:"隨機產珠類"}, functions: [
  3179. {name:"Create 15×2 color Orbs",otLangName:{chs:"产珠15个×2色",cht:"產珠15個×2色"},
  3180. function:cards=>cards.filter(card=>{
  3181. function is1515(sk)
  3182. {
  3183. return Boolean(Bin.unflags(sk[1]).length == 2 && sk[0] == 15);
  3184. }
  3185. const searchTypeArray = [141];
  3186. const skill = getCardActiveSkill(card, searchTypeArray);
  3187. return skill && is1515(skill.params);
  3188. }),
  3189. addition:generateOrbs_Addition
  3190. },
  3191. {name:"Create 30 Orbs",otLangName:{chs:"产珠30个",cht:"產珠30個"},
  3192. function:cards=>cards.filter(card=>{
  3193. function is30(sk)
  3194. {
  3195. return Boolean(Bin.unflags(sk[1]).length * sk[0] == 30);
  3196. }
  3197. const searchTypeArray = [141];
  3198. const skill = getCardActiveSkill(card, searchTypeArray);
  3199. return skill && is30(skill.params);
  3200. }),
  3201. addition:generateOrbs_Addition
  3202. },
  3203. {group:true,name:"Orb Color",otLangName:{chs:"生成颜色",cht:"生成颜色"}, functions: [
  3204. {name:"6 color Orbs",otLangName:{chs:"6色",cht:"6色"},
  3205. function:cards=>cards.filter(card=>{
  3206. const gens = generateOrbsParse(card);
  3207. return gens.some(gen=>(gen.to & 0b111111) === 0b111111);
  3208. }),
  3209. addition:generateOrbs_Addition
  3210. },
  3211. {name:"Fire Orbs",otLangName:{chs:"火",cht:"火"},
  3212. function:cards=>cards.filter(card=>{
  3213. const gens = generateOrbsParse(card);
  3214. return gens.some(gen=>gen.to & 0b000001);
  3215. }),
  3216. addition:generateOrbs_Addition
  3217. },
  3218. {name:"Water Orbs",otLangName:{chs:"水",cht:"水"},
  3219. function:cards=>cards.filter(card=>{
  3220. const gens = generateOrbsParse(card);
  3221. return gens.some(gen=>gen.to & 0b000010);
  3222. }),
  3223. addition:generateOrbs_Addition
  3224. },
  3225. {name:"Wood Orbs",otLangName:{chs:"木",cht:"木"},
  3226. function:cards=>cards.filter(card=>{
  3227. const gens = generateOrbsParse(card);
  3228. return gens.some(gen=>gen.to & 0b000100);
  3229. }),
  3230. addition:generateOrbs_Addition
  3231. },
  3232. {name:"Light Orbs",otLangName:{chs:"光",cht:"光"},
  3233. function:cards=>cards.filter(card=>{
  3234. const gens = generateOrbsParse(card);
  3235. return gens.some(gen=>gen.to & 0b001000);
  3236. }),
  3237. addition:generateOrbs_Addition
  3238. },
  3239. {name:"Dark Orbs",otLangName:{chs:"暗",cht:"暗"},
  3240. function:cards=>cards.filter(card=>{
  3241. const gens = generateOrbsParse(card);
  3242. return gens.some(gen=>gen.to & 0b010000);
  3243. }),
  3244. addition:generateOrbs_Addition
  3245. },
  3246. {name:"Heart Orbs",otLangName:{chs:"心",cht:"心"},
  3247. function:cards=>cards.filter(card=>{
  3248. const gens = generateOrbsParse(card);
  3249. return gens.some(gen=>gen.to & 0b100000);
  3250. }),
  3251. addition:generateOrbs_Addition
  3252. },
  3253. {name:"Jammers/Poison Orbs",otLangName:{chs:"毒废",cht:"毒廢"},
  3254. function:cards=>cards.filter(card=>{
  3255. const gens = generateOrbsParse(card);
  3256. return gens.some(gen=>gen.to & 0b1111000000);
  3257. }),
  3258. addition:generateOrbs_Addition
  3259. },
  3260. ]},
  3261. ]},
  3262. {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: [
  3263. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3264. function:cards=>cards.filter(card=>{
  3265. const searchTypeArray = [176];
  3266. const skill = getCardActiveSkill(card, searchTypeArray);
  3267. return skill;
  3268. }),
  3269. addition:card=>{
  3270. const searchTypeArray = [176];
  3271. const skills = getCardActiveSkills(card, searchTypeArray);
  3272. if (!skills.length) return;
  3273. const fragment = document.createDocumentFragment();
  3274. fragment.appendChild(document.createTextNode(`形状`));
  3275. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3276. return fragment;
  3277. }
  3278. },
  3279. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  3280. function:cards=>cards.filter(card=>{
  3281. function isOuterEdges(sk)
  3282. {
  3283. const baseLineNum1 = 0b111111;
  3284. const baseLineNum2 = 0b100001;
  3285. return shapeThisRowOk(sk[0], baseLineNum1) &&
  3286. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  3287. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  3288. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  3289. shapeThisRowOk(sk[4], baseLineNum1);
  3290. }
  3291. const searchTypeArray = [176];
  3292. const skill = getCardActiveSkill(card, searchTypeArray);
  3293. return skill && isOuterEdges(skill.params);
  3294. }),
  3295. addition:card=>{
  3296. const searchTypeArray = [176];
  3297. const skill = getCardActiveSkill(card, searchTypeArray);
  3298. if (!skill) return;
  3299. const sk = skill.params;
  3300. const fragment = document.createDocumentFragment();
  3301. fragment.appendChild(document.createTextNode(`外圈`));
  3302. fragment.appendChild(createOrbsList(sk[5]));
  3303. return fragment;
  3304. }
  3305. },
  3306. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3307. function:cards=>cards.filter(card=>{
  3308. function is3x3(sk)
  3309. {
  3310. const baseLineNum = 0b111;
  3311. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  3312. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  3313. {
  3314. lineNumArr.push(_lineNum);
  3315. }
  3316. for (let ri=0; ri<3; ri++)
  3317. {
  3318. //搜索所有可能的行存在
  3319. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  3320. if (maybeLineNum.length < 1) continue;
  3321. maybeLineNum = maybeLineNum.filter(lineNum=>
  3322. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  3323. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  3324. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  3325. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  3326. );
  3327. if (maybeLineNum.length > 0) return true;
  3328. }
  3329. return false;
  3330. }
  3331. const searchTypeArray = [176];
  3332. const skill = getCardActiveSkill(card, searchTypeArray);
  3333. return skill && is3x3(skill.params.slice(0,5));
  3334. }),
  3335. addition:card=>{
  3336. const searchTypeArray = [176];
  3337. const skill = getCardActiveSkill(card, searchTypeArray);
  3338. if (!skill) return;
  3339. const sk = skill.params;
  3340. const fragment = document.createDocumentFragment();
  3341. fragment.appendChild(document.createTextNode(`3×3`));
  3342. fragment.appendChild(createOrbsList(sk[5]));
  3343. return fragment;
  3344. }
  3345. },
  3346. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  3347. function:cards=>cards.filter(card=>{
  3348. const searchTypeArray = [176];
  3349. const skills = getCardActiveSkills(card, searchTypeArray);
  3350. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  3351. }),
  3352. addition:function(card){
  3353. const searchTypeArray = [176];
  3354. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  3355. if (!skills.length) return;
  3356. const fragment = document.createDocumentFragment();
  3357. fragment.appendChild(document.createTextNode(`十字`));
  3358. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3359. return fragment;
  3360. },
  3361. },
  3362. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  3363. function:cards=>cards.filter(card=>{
  3364. const searchTypeArray = [176];
  3365. const skills = getCardActiveSkills(card, searchTypeArray);
  3366. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  3367. }),
  3368. addition:function(card){
  3369. const searchTypeArray = [176];
  3370. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  3371. if (!skills.length) return;
  3372. const fragment = document.createDocumentFragment();
  3373. fragment.appendChild(document.createTextNode(`L字`));
  3374. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  3375. return fragment;
  3376. },
  3377. },
  3378. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3379. function:cards=>cards.filter(card=>{
  3380. const searchTypeArray = [127];
  3381. const skill = getCardActiveSkill(card, searchTypeArray);
  3382. return skill;
  3383. }),
  3384. addition:generateColumnOrbs_Addition
  3385. },
  3386. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3387. function:cards=>cards.filter(card=>{
  3388. function isHeart(sk)
  3389. {
  3390. for (let i=1;i<sk.length;i+=2)
  3391. {
  3392. if (sk[i] & 32)
  3393. {
  3394. return true;
  3395. }
  3396. }
  3397. }
  3398. const searchTypeArray = [127];
  3399. const skill = getCardActiveSkill(card, searchTypeArray);
  3400. return skill && isHeart(skill.params);
  3401. }),
  3402. addition:generateColumnOrbs_Addition
  3403. },
  3404. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3405. function:cards=>cards.filter(card=>{
  3406. const searchTypeArray = [128];
  3407. const skill = getCardActiveSkill(card, searchTypeArray);
  3408. return skill;
  3409. }),
  3410. addition:generateRowOrbs_Addition
  3411. },
  3412. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3413. function:cards=>cards.filter(card=>{
  3414. const searchTypeArray = [128];
  3415. const skill = getCardActiveSkill(card, searchTypeArray);
  3416. return skill && (skill.params.length>=3 || Bin.unflags(skill.params[0]).length>=2);
  3417. }),
  3418. addition:generateRowOrbs_Addition
  3419. },
  3420. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3421. function:cards=>cards.filter(card=>{
  3422. const searchTypeArray = [128];
  3423. const skill = getCardActiveSkill(card, searchTypeArray);
  3424. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3425. }),
  3426. addition:generateRowOrbs_Addition
  3427. },
  3428. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3429. function:cards=>cards.filter(card=>{
  3430. const searchTypeArray = [128];
  3431. const skill = getCardActiveSkill(card, searchTypeArray);
  3432. return skill && ((skill.params[0] | skill.params[2]) & 0b1110);
  3433. }),
  3434. addition:generateRowOrbs_Addition
  3435. },
  3436. {name:"Extensive horizontal(Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3437. function:cards=>cards.filter(card=>{
  3438. const searchTypeArray = [128,71,176];
  3439. function isRow(skill)
  3440. {
  3441. const sk = skill.params;
  3442. if (skill.type === 128) {//普通横
  3443. return true;
  3444. }
  3445. else if (skill.type === 71) {//花火
  3446. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3447. }
  3448. else if (skill.type === 176) {//特殊形状
  3449. return sk.some(n=>(n & 0b111111) === 0b111111)
  3450. }
  3451. return false;
  3452. }
  3453. const skill = getCardActiveSkill(card, searchTypeArray);
  3454. return skill && isRow(skill);
  3455. })
  3456. },
  3457. ]},
  3458. {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: [
  3459. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3460. function:cards=>{
  3461. const searchTypeArray = [6, 161, 261];
  3462. return cards.filter(card=>{
  3463. const skill = getCardActiveSkill(card, searchTypeArray);
  3464. return skill;
  3465. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3466. },
  3467. addition: gravity_Addition
  3468. },
  3469. {name:"Current HP",otLangName:{chs:"敌人当前血量",cht:"敵人當前血量"},
  3470. function:cards=>{
  3471. const searchTypeArray = [6, 261];
  3472. return cards.filter(card=>{
  3473. const skill = getCardActiveSkill(card, searchTypeArray);
  3474. return skill;
  3475. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3476. },
  3477. addition: gravity_Addition
  3478. },
  3479. {name:"Max HP",otLangName:{chs:"敌人最大血量",cht:"敵人最大血量"},
  3480. function:cards=>{
  3481. const searchTypeArray = [161];
  3482. return cards.filter(card=>{
  3483. const skill = getCardActiveSkill(card, searchTypeArray);
  3484. return skill;
  3485. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3486. },
  3487. addition: gravity_Addition
  3488. },
  3489. {name:"Breaking Shield",otLangName:{chs:"破白盾",cht:"破白盾"},
  3490. function:cards=>{
  3491. const searchTypeArray = [259];
  3492. return cards.filter(card=>{
  3493. const skill = getCardActiveSkill(card, searchTypeArray);
  3494. return skill;
  3495. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3496. },
  3497. addition:card=>{
  3498. const searchTypeArray = [259];
  3499. const skill = getCardActiveSkill(card, searchTypeArray);
  3500. if (!skill) return;
  3501. const sk = skill.params;
  3502. const fragment = document.createDocumentFragment();
  3503. fragment.appendChild(createSkillIcon('breaking-shield'));
  3504. fragment.append(`-${sk[0]}%`);
  3505. return fragment;
  3506. }
  3507. },
  3508. ]},
  3509. {group:true,name:"Damage Enemy - Fixed damage",otLangName:{chs:"对敌直接伤害类-固伤",cht:"對敵直接傷害類-固傷"}, functions: [
  3510. {name:"Any",otLangName:{chs:"任意",cht:"任意"},
  3511. function:cards=>{
  3512. const searchTypeArray = [55,188,56];
  3513. return cards.filter(card=>{
  3514. const skill = getCardActiveSkill(card, searchTypeArray);
  3515. return skill;
  3516. }).sort((a,b)=>{
  3517. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3518. 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);
  3519. return a_pC - b_pC;
  3520. });
  3521. },
  3522. addition:dixedDamage_Addition
  3523. },
  3524. {name:"Single",otLangName:{chs:"单体",cht:"單體"},
  3525. function:cards=>{
  3526. const searchTypeArray = [55,188];
  3527. return cards.filter(card=>{
  3528. const skill = getCardActiveSkill(card, searchTypeArray);
  3529. return skill;
  3530. }).sort((a,b)=>{
  3531. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3532. 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);
  3533. return a_pC - b_pC;
  3534. });
  3535. },
  3536. addition:dixedDamage_Addition
  3537. },
  3538. {name:"Mass",otLangName:{chs:"全体",cht:"全體"},
  3539. function:cards=>{
  3540. const searchTypeArray = [56];
  3541. return cards.filter(card=>{
  3542. const skill = getCardActiveSkill(card, searchTypeArray);
  3543. return skill;
  3544. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3545. },
  3546. addition:dixedDamage_Addition
  3547. },
  3548. ]},
  3549. {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: [
  3550. {group:true,name:"Target",otLangName:{chs:"对象",cht:"對象"}, functions: [
  3551. {name:"Target - Single",otLangName:{chs:"对象-敌方单体",cht:"對象-敵方單體"},
  3552. function:cards=>cards.filter(card=>{
  3553. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3554. function isSingle(skill)
  3555. {
  3556. if (skill.type == 110)
  3557. return Boolean(skill.params[0]);
  3558. else if (skill.type == 144)
  3559. return Boolean(skill.params[2]);
  3560. else
  3561. return true;
  3562. }
  3563. const skill = getCardActiveSkill(card, searchTypeArray);
  3564. return skill && isSingle(skill);
  3565. }),
  3566. addition: numericalATK_Addition
  3567. },
  3568. {name:"Target - Mass",otLangName:{chs:"对象-敌方全体",cht:"對象-敵方全體"},
  3569. function:cards=>cards.filter(card=>{
  3570. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3571. function isAll(skill)
  3572. {
  3573. if (skill.type == 110)
  3574. return !Boolean(skill.params[0]);
  3575. else if (skill.type == 144)
  3576. return !Boolean(skill.params[2]);
  3577. else
  3578. return true;
  3579. }
  3580. const skill = getCardActiveSkill(card, searchTypeArray);
  3581. return skill && skill.id!=0 && isAll(skill);
  3582. }),
  3583. addition: numericalATK_Addition
  3584. },
  3585. {name:"Target - Designate Attr",otLangName:{chs:"对象-指定属性敌人",cht:"對象-指定屬性敵人"},
  3586. function:cards=>cards.filter(card=>{
  3587. const searchTypeArray = [42];
  3588. const skill = getCardActiveSkill(card, searchTypeArray);
  3589. return skill;
  3590. })
  3591. },
  3592. ]},
  3593. {group:true,name:"Attribute",otLangName:{chs:"属性",cht:"屬性"}, functions: [
  3594. {name:"Actors self attr.",otLangName:{chs:"释放者自身属性",cht:"釋放者自身屬性"},
  3595. function:cards=>cards.filter(card=>{
  3596. const searchTypeArray = [2,35];
  3597. const skill = getCardActiveSkill(card, searchTypeArray);
  3598. return skill;
  3599. })
  3600. },
  3601. ]},
  3602. {group:true,name:"Damage",otLangName:{chs:"伤害",cht:"傷害"}, functions: [
  3603. {name:"Damage - Rate by Actors self ATK",otLangName:{chs:"伤害-自身攻击倍率",cht:"傷害-自身攻擊倍率"},
  3604. function:cards=>cards.filter(card=>{
  3605. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3606. const skill = getCardActiveSkill(card, searchTypeArray);
  3607. return skill && skill.id!=0;
  3608. }).sort((a,b)=>{
  3609. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3610. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3611. function getNumber(skill)
  3612. {
  3613. const sk = skill.params;
  3614. switch(skill.type)
  3615. {
  3616. case 0:
  3617. case 37:
  3618. case 58:
  3619. case 59:
  3620. case 84:
  3621. case 85:
  3622. case 115:
  3623. return sk[1];
  3624. case 2:
  3625. case 35:
  3626. return sk[0];
  3627. default:
  3628. return 0;
  3629. }
  3630. }
  3631. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3632. return a_pC - b_pC;
  3633. }),
  3634. addition: numericalATK_Addition
  3635. },
  3636. {name:"Damage - Fixed Attr Number",otLangName:{chs:"伤害-指定属性数值",cht:"傷害-指定屬性數值"},
  3637. function:cards=>cards.filter(card=>{
  3638. const searchTypeArray = [1,42,86,87];
  3639. const skill = getCardActiveSkill(card, searchTypeArray);
  3640. return skill;
  3641. }).sort((a,b)=>{
  3642. const searchTypeArray = [1,42,86,87];
  3643. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3644. function getNumber(skill)
  3645. {
  3646. const sk = skill.params;
  3647. switch(skill.type)
  3648. {
  3649. case 1:
  3650. case 86:
  3651. case 87:
  3652. return sk[1];
  3653. case 42:
  3654. return sk[2];
  3655. default:
  3656. return 0;
  3657. }
  3658. }
  3659. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3660. return a_pC - b_pC;
  3661. }),
  3662. addition: numericalATK_Addition
  3663. },
  3664. {name:"Damage - By remaining HP",otLangName:{chs:"伤害-根据剩余血量",cht:"傷害-根據剩餘血量"},
  3665. function:cards=>{
  3666. const searchTypeArray = [110];
  3667. return cards.filter(card=>{
  3668. const skill = getCardActiveSkill(card, searchTypeArray);
  3669. return skill;
  3670. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3671. },
  3672. addition: numericalATK_Addition
  3673. },
  3674. {name:"Damage - Team total HP",otLangName:{chs:"伤害-队伍总 HP",cht:"傷害-隊伍總 HP"},
  3675. function:cards=>{
  3676. const searchTypeArray = [143];
  3677. return cards.filter(card=>{
  3678. const skill = getCardActiveSkill(card, searchTypeArray);
  3679. return skill;
  3680. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3681. },
  3682. addition: numericalATK_Addition
  3683. },
  3684. {name:"Damage - Team attrs ATK",otLangName:{chs:"伤害-队伍某属性总攻击",cht:"傷害-隊伍某屬性總攻擊"},
  3685. function:cards=>{
  3686. const searchTypeArray = [144];
  3687. return cards.filter(card=>{
  3688. const skill = getCardActiveSkill(card, searchTypeArray);
  3689. return skill;
  3690. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3691. },
  3692. addition: numericalATK_Addition
  3693. },
  3694. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3695. function:cards=>cards.filter(card=>{
  3696. const searchTypeArray = [35,115];
  3697. const skill = getCardActiveSkill(card, searchTypeArray);
  3698. return skill;
  3699. })
  3700. },
  3701. ]},
  3702. ]},
  3703. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3704. function:cards=>cards.filter(card=>{
  3705. if (card.activeSkillId == 0) return false;
  3706. let skill = Skills[card.activeSkillId];
  3707. //单向进化技能,采用最后一个子技能
  3708. if (skill.type == 232) skill = Skills[skill.params.at(-1)];
  3709. return getSkillMinCD(skill) <= 1;
  3710. })
  3711. },
  3712. {name:"Skill Loop less than 4 card",otLangName:{chs:"4 个队员能循环开",cht:"4 個隊員能循環開"},
  3713. function:cards=>cards.filter(card=>{
  3714. if (card.activeSkillId == 0) return false;
  3715. let skill = Skills[card.activeSkillId];
  3716. //单向进化技能,采用最后一个子技能
  3717. if (skill.type === 232) skill = Skills[skill.params.at(-1)];
  3718. /*
  3719. * 202,变身,只能用一次
  3720. * 214,自封技能
  3721. * 218,坐CD,永远都无法循环
  3722. * 250,移除武器,作为基底时直接无法使用
  3723. * 268,使用次数限制
  3724. */
  3725. const cantLoopSkill = getActuallySkills(skill, [202, 214, 218, 250, 268]);
  3726. if (cantLoopSkill.length) return false;
  3727. const minCD = getSkillMinCD(skill); //主动技最小的CD
  3728. let realCD = minCD;
  3729. const skillBoost = getActuallySkills(skill, [146], false); //溜
  3730. if (skillBoost.length) {
  3731. realCD = skillBoost.reduce((cd,subSkill)=>{
  3732. return cd - subSkill.params[0] * 3; //第一个参数是溜几回合,3个角色就是×3
  3733. }, realCD);
  3734. }
  3735. return minCD > 1 && realCD <= 4;
  3736. })
  3737. },
  3738. {name:"Time pause",otLangName:{chs:"时间暂停",cht:"時間暫停"},
  3739. function:cards=>{
  3740. const searchTypeArray = [5, 246, 247];
  3741. return cards.filter(card=>{
  3742. const skill = getCardActiveSkill(card, searchTypeArray);
  3743. return skill;
  3744. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3745. },
  3746. addition:card=>{
  3747. const searchTypeArray = [5, 246, 247];
  3748. const skill = getCardActiveSkill(card, searchTypeArray);
  3749. if (!skill) return;
  3750. const value = skill.params[0];
  3751. return `时停${value}s`;
  3752. }
  3753. },
  3754. {name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3755. function:cards=>cards.filter(card=>{
  3756. const searchTypeArray = [118];
  3757. const skill = getCardActiveSkill(card, searchTypeArray);
  3758. return skill;
  3759. })
  3760. },
  3761. {name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3762. function:cards=>cards.filter(card=>{
  3763. const searchTypeArray = [232, 233];
  3764. const skill = getCardActiveSkill(card, searchTypeArray);
  3765. return skill;
  3766. }),
  3767. addition:card=>{
  3768. const searchTypeArray = [232, 233];
  3769. const skill = getCardActiveSkill(card, searchTypeArray);
  3770. if (!skill) return;
  3771. const value = skill.params[0];
  3772. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3773. }
  3774. },
  3775. {name:"Not Evolved active",otLangName:{chs:"非进化类技能",cht:"非進化類技能"},
  3776. function:cards=>cards.filter(card=>{
  3777. const searchTypeArray = [232, 233];
  3778. const skill = getCardActiveSkill(card, searchTypeArray);
  3779. return !skill;
  3780. })
  3781. },
  3782. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3783. function:cards=>cards.filter(card=>{
  3784. const searchTypeArray = [225];
  3785. const skill = getCardActiveSkill(card, searchTypeArray);
  3786. return skill;
  3787. }),
  3788. addition:card=>{
  3789. const searchTypeArray = [225];
  3790. const skill = getCardActiveSkill(card, searchTypeArray);
  3791. if (!skill) return;
  3792. const sk = skill.params;
  3793. let strArr = [];
  3794. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3795. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3796. return `HP ${strArr.join(" ")}`;
  3797. }
  3798. },
  3799. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3800. function:cards=>cards.filter(card=>{
  3801. const searchTypeArray = [234];
  3802. const skill = getCardActiveSkill(card, searchTypeArray);
  3803. return skill;
  3804. }),
  3805. addition:card=>{
  3806. const searchTypeArray = [234];
  3807. const skill = getCardActiveSkill(card, searchTypeArray);
  3808. if (!skill) return;
  3809. const sk = skill.params;
  3810. let strArr = [];
  3811. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3812. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3813. return `层 ${strArr.join(" ")}`;
  3814. }
  3815. },
  3816. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3817. function:cards=>{
  3818. const searchTypeArray = [248];
  3819. return cards.filter(card=>{
  3820. const skill = getCardActiveSkill(card, searchTypeArray);
  3821. return skill;
  3822. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3823. },
  3824. addition:card=>{
  3825. const searchTypeArray = [248];
  3826. const skill = getCardActiveSkill(card, searchTypeArray);
  3827. if (!skill) return;
  3828. const sk = skill.params;
  3829. return `延迟${sk[0]}T`;
  3830. }
  3831. },
  3832. {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"},
  3833. function:cards=>cards.filter(card=>{
  3834. const searchTypeArray = [255];
  3835. const skill = getCardActiveSkill(card, searchTypeArray);
  3836. return skill;
  3837. }),
  3838. addition:card=>{
  3839. const searchTypeArray = [255];
  3840. const skill = getCardActiveSkill(card, searchTypeArray);
  3841. if (!skill) return;
  3842. const sk = skill.params;
  3843. const fragment = document.createDocumentFragment();
  3844. fragment.append(createOrbsList(Bin.unflags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3845. return fragment;
  3846. }
  3847. },
  3848. {name:"Has limit of times a skill can be used",otLangName:{chs:"技能使用有次数限制",cht:"技能使用有次數限制"},
  3849. function:cards=>cards.filter(card=>{
  3850. const searchTypeArray = [268];
  3851. const skill = getCardActiveSkill(card, searchTypeArray);
  3852. return skill;
  3853. }),
  3854. addition:card=>{
  3855. const searchTypeArray = [268];
  3856. const skill = getCardActiveSkill(card, searchTypeArray);
  3857. if (!skill) return;
  3858. const sk = skill.params;
  3859. return `限${sk[0]}次`;
  3860. }
  3861. },
  3862. ]},
  3863. {group:true,name:"Leader Skills",otLangName:{chs:"队长技",cht:"隊長技"}, functions: [
  3864. {group:true,name:"Matching Style",otLangName:{chs:"匹配模式",cht:"匹配模式"}, functions: [
  3865. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3866. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3867. },
  3868. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3869. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3870. },
  3871. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3872. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3873. },
  3874. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3875. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3876. },
  3877. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3878. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3879. },
  3880. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3881. function:cards=>cards.filter(card=>{
  3882. const searchTypeArray = [150];
  3883. const skill = getCardLeaderSkill(card, searchTypeArray);
  3884. return skill;
  3885. })
  3886. },
  3887. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3888. function:cards=>cards.filter(card=>{
  3889. const searchTypeArray = [151,209];
  3890. const skill = getCardLeaderSkill(card, searchTypeArray);
  3891. return skill;
  3892. })
  3893. },
  3894. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3895. function:cards=>cards.filter(card=>{
  3896. const searchTypeArray = [157];
  3897. const skill = getCardLeaderSkill(card, searchTypeArray);
  3898. return skill;
  3899. })
  3900. },
  3901. {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"},
  3902. function:cards=>{
  3903. const searchTypeArray = [235];
  3904. return cards.filter(card=>{
  3905. const skill = getCardLeaderSkill(card, searchTypeArray);
  3906. if (!skill) return false;
  3907. const sk = skill.params;
  3908. if (!sk[3] || sk[3] === 100) return false;
  3909. return skill;
  3910. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3911. },
  3912. addition:card=>{
  3913. const searchTypeArray = [235];
  3914. const skill = getCardLeaderSkill(card, searchTypeArray);
  3915. if (!skill) return;
  3916. const sk = skill.params;
  3917. if (!sk[3] || sk[3] === 100) return;
  3918. const fragment = document.createDocumentFragment();
  3919. const sup = document.createElement("sup");
  3920. sup.textContent = "N";
  3921. const orbs = createOrbsList(Bin.unflags(sk[0]));
  3922. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3923. if (sk[1]) {
  3924. fragment.append(`×≥${sk[1]}`);
  3925. } else {
  3926. fragment.append(`×${sk[2]}`);
  3927. }
  3928. return fragment;
  3929. }
  3930. },
  3931. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3932. function:cards=>cards.filter(card=>{
  3933. const searchTypeArray = [177];
  3934. const skill = getCardLeaderSkill(card, searchTypeArray);
  3935. return skill?.params[5];
  3936. })
  3937. },
  3938. {name:"Awakening active",otLangName:{chs:"激活觉醒",cht:"激活覺醒"},
  3939. function:cards=>cards.filter(card=>{
  3940. const searchTypeArray = [271];
  3941. const skill = getCardLeaderSkill(card, searchTypeArray);
  3942. return skill;
  3943. }),
  3944. addition:card=>{
  3945. const searchTypeArray = [271];
  3946. const skill = getCardLeaderSkill(card, searchTypeArray);
  3947. if (!skill) return;
  3948. const parsedSkills = skillParser(skill.id);
  3949. const parsedSkill = parsedSkills.find(subSkil=>
  3950. subSkil
  3951. ?.condition
  3952. ?.awakeningActivated
  3953. ?.awakenings?.length);
  3954. const fragment = document.createDocumentFragment();
  3955. fragment.append("要",creatAwokenList(parsedSkill.condition.awakeningActivated.awakenings));
  3956. return fragment;
  3957. }
  3958. },
  3959. ]},
  3960. {group:true,name:"Restriction/Bind",otLangName:{chs:"限制",cht:"限制"}, functions: [
  3961. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3962. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3963. },
  3964. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3965. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3966. },
  3967. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3968. function:cards=>cards.filter(card=>{
  3969. const searchTypeArray = [162,186];
  3970. const skill = getCardLeaderSkill(card, searchTypeArray);
  3971. return skill;
  3972. })
  3973. },
  3974. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3975. function:cards=>cards.filter(card=>{
  3976. const searchTypeArray = [163,177];
  3977. const skill = getCardLeaderSkill(card, searchTypeArray);
  3978. return skill;
  3979. })
  3980. },
  3981. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3982. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3983. },
  3984. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3985. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3986. },
  3987. {name:"Unable to less match",otLangName:{chs:"要求长串消除",cht:"要求長串消除"},
  3988. function:cards=>{
  3989. const searchTypeArray = [158];
  3990. return cards.filter(card=>{
  3991. const skill = getCardLeaderSkill(card, searchTypeArray);
  3992. return skill;
  3993. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3994. },
  3995. addition:card=>{
  3996. const searchTypeArray = [158];
  3997. const skill = getCardLeaderSkill(card, searchTypeArray);
  3998. const value = skill.params[0];
  3999. return `≥${value}珠`;
  4000. }
  4001. },
  4002. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  4003. function:cards=>cards.filter(card=>{
  4004. const searchTypeArray = [125];
  4005. const skill = getCardLeaderSkill(card, searchTypeArray);
  4006. return skill;
  4007. }),
  4008. addition:card=>{
  4009. const searchTypeArray = [125];
  4010. const skill = getCardLeaderSkill(card, searchTypeArray);
  4011. if (!skill) return;
  4012. const sk = skill.params;
  4013. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  4014. }
  4015. },
  4016. {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"},
  4017. function:cards=>cards.filter(card=>{
  4018. const searchTypeArray = [175];
  4019. const skill = getCardLeaderSkill(card, searchTypeArray);
  4020. return skill;
  4021. }),
  4022. addition:card=>{
  4023. const searchTypeArray = [175];
  4024. const skill = getCardLeaderSkill(card, searchTypeArray);
  4025. if (!skill) return;
  4026. const sk = skill.params;
  4027. return `合作:${sk[0]}`;
  4028. }
  4029. },
  4030. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  4031. function:cards=>cards.filter(card=>{
  4032. const searchTypeArray = [203];
  4033. const skill = getCardLeaderSkill(card, searchTypeArray);
  4034. return skill;
  4035. })
  4036. },
  4037. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  4038. function:cards=>cards.filter(card=>{
  4039. const searchTypeArray = [229];
  4040. const skill = getCardLeaderSkill(card, searchTypeArray);
  4041. return skill;
  4042. }),
  4043. addition:card=>{
  4044. const searchTypeArray = [229];
  4045. const skill = getCardLeaderSkill(card, searchTypeArray);
  4046. if (!skill) return;
  4047. const sk = skill.params;
  4048. const attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]);
  4049. const fragment = document.createDocumentFragment();
  4050. if (attrs.length)
  4051. fragment.appendChild(createOrbsList(attrs));
  4052. if (types.length)
  4053. fragment.appendChild(createTypesList(types));
  4054. return fragment;
  4055. }
  4056. },
  4057. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  4058. function:cards=>cards.filter(card=>{
  4059. const searchTypeArray = [217];
  4060. const skill = getCardLeaderSkill(card, searchTypeArray);
  4061. return skill;
  4062. }),
  4063. addition:card=>{
  4064. const searchTypeArray = [217];
  4065. const skill = getCardLeaderSkill(card, searchTypeArray);
  4066. if (!skill) return;
  4067. const sk = skill.params;
  4068. return `★≤${sk[0]}`;
  4069. }
  4070. },
  4071. {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"},
  4072. function:cards=>cards.filter(card=>{
  4073. const searchTypeArray = [245];
  4074. const skill = getCardLeaderSkill(card, searchTypeArray);
  4075. return skill;
  4076. }),
  4077. addition:card=>{
  4078. const searchTypeArray = [245];
  4079. const skill = getCardLeaderSkill(card, searchTypeArray);
  4080. if (!skill) return;
  4081. const sk = skill.params;
  4082. switch (sk[0]) {
  4083. case -1:
  4084. return `★各不相同`;
  4085. case -2:
  4086. return `★全部相同`;
  4087. default:
  4088. return `★全为${sk[0]}`;
  4089. }
  4090. }
  4091. },
  4092. ]},
  4093. {group:true,name:"Extra Effects",otLangName:{chs:"附加效果",cht:"附加效果"}, functions: [
  4094. {name:"Fixed damage inflicts",otLangName:{chs:"队长技固伤追击",cht:"隊長技固傷追擊"},
  4095. function:cards=>{
  4096. return cards.filter(card=>{
  4097. return getSkillFixedDamage(card) > 0;
  4098. }).sort((a,b)=>{
  4099. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  4100. return a_pC - b_pC;
  4101. });
  4102. },
  4103. addition:card=>{
  4104. const value = getSkillFixedDamage(card);
  4105. if (value <= 0 ) return;
  4106. const fragment = document.createDocumentFragment();
  4107. const icon = document.createElement("icon");
  4108. icon.className = "attr-icon";
  4109. icon.setAttribute("data-attr-icon", "fixed");
  4110. fragment.append(icon, value.bigNumberToString());
  4111. let skill = getCardLeaderSkill(card, [235]);
  4112. if (skill) {
  4113. fragment.append("/",
  4114. createOrbsList(Bin.unflags(skill.params[0])),
  4115. `×${skill.params[2]}`);
  4116. }
  4117. return fragment;
  4118. }
  4119. },
  4120. {name:"Adds combo",otLangName:{chs:"队长技+C",cht:"隊長技+C"},
  4121. function:cards=>{
  4122. return cards.filter(card=>{
  4123. return getSkillAddCombo(card) > 0;
  4124. }).sort((a,b)=>{
  4125. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  4126. return a_pC - b_pC;
  4127. });
  4128. },
  4129. addition:card=>{
  4130. const value = getSkillAddCombo(card);
  4131. if (value <= 0 ) return;
  4132. const fragment = document.createDocumentFragment();
  4133. fragment.append(createSkillIcon('add-combo'), value.bigNumberToString());
  4134. let skill;
  4135. if (skill = getCardLeaderSkill(card, [210])) {
  4136. fragment.append("/十字");
  4137. } else if (skill = getCardLeaderSkill(card, [235])) {
  4138. if (skill?.params?.[5]) {
  4139. fragment.append("/",
  4140. createOrbsList(Bin.unflags(skill.params[0])),
  4141. `×${skill.params[2]}`);
  4142. }
  4143. }
  4144. return fragment;
  4145. }
  4146. },
  4147. {name:"Move time changes",otLangName:{chs:"队长技加/减秒",cht:"隊長技加/減秒"},
  4148. function:cards=>{
  4149. const searchTypeArray = [15,185];
  4150. return cards.filter(card=>{
  4151. const skill = getCardLeaderSkill(card, searchTypeArray);
  4152. return skill;
  4153. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4154. },
  4155. addition:card=>{
  4156. const searchTypeArray = [15,185];
  4157. const skill = getCardLeaderSkill(card, searchTypeArray);
  4158. if (!skill) return;
  4159. const value = skill.params[0];
  4160. const fragment = document.createDocumentFragment();
  4161. fragment.append(createSkillIcon("status-time", value < 0 ? "time-decr" : "time-incr"),
  4162. value > 0 ? "+" : "-",
  4163. Math.abs(value/100),
  4164. "s");
  4165. return fragment;
  4166. }
  4167. },
  4168. {name:"Fixed move time",otLangName:{chs:"固定操作时间",cht:"固定操作時間"},
  4169. function:cards=>{
  4170. const searchTypeArray = [178];
  4171. return cards.filter(card=>{
  4172. const skill = getCardLeaderSkill(card, searchTypeArray);
  4173. return skill;
  4174. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4175. },
  4176. addition:card=>{
  4177. const searchTypeArray = [178];
  4178. const skill = getCardLeaderSkill(card, searchTypeArray);
  4179. if (!skill) return;
  4180. const value = skill.params[0];
  4181. const fragment = document.createDocumentFragment();
  4182. fragment.append(createSkillIcon("fixed-time"),
  4183. Math.abs(value),
  4184. "s");
  4185. return fragment;
  4186. }
  4187. },
  4188. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  4189. function:cards=>cards.filter(card=>{
  4190. const searchTypeArray = [213];
  4191. const skill = getCardLeaderSkill(card, searchTypeArray);
  4192. return skill;
  4193. }),
  4194. addition:card=>{
  4195. const searchTypeArray = [213];
  4196. const skill = getCardLeaderSkill(card, searchTypeArray);
  4197. if (!skill) return;
  4198. const sk = skill.params;
  4199. let attrs = Bin.unflags(sk[0]), types = Bin.unflags(sk[1]), awakenings = sk.slice(2);
  4200. const fragment = document.createDocumentFragment();
  4201. if (attrs.length)
  4202. fragment.appendChild(createOrbsList(attrs));
  4203. if (types.length)
  4204. fragment.appendChild(createTypesList(types));
  4205. fragment.appendChild(document.createTextNode(`:+`));
  4206. if (awakenings.length)
  4207. fragment.appendChild(creatAwokenList(awakenings));
  4208. return fragment;
  4209. }
  4210. },
  4211. {name:"Bonus attack when matching Orbs",otLangName:{chs:"消除宝珠时计算防御的追打",cht:"消除寶珠時計算防禦的追打"},
  4212. function:cards=>{
  4213. const searchTypeArray = [12];
  4214. return cards.filter(card=>{
  4215. const skill = getCardLeaderSkill(card, searchTypeArray);
  4216. return skill;
  4217. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4218. },
  4219. addition:card=>{
  4220. const searchTypeArray = [12];
  4221. const skill = getCardLeaderSkill(card, searchTypeArray);
  4222. if (!skill) return;
  4223. const value = skill.params[0];
  4224. return `攻击×${(value/100).bigNumberToString()}倍`;
  4225. }
  4226. },
  4227. {name:"Recovers HP when matching Orbs",otLangName:{chs:"消除宝珠时回血",cht:"消除寶珠時回血"},
  4228. function:cards=>{
  4229. const searchTypeArray = [13];
  4230. return cards.filter(card=>{
  4231. const skill = getCardLeaderSkill(card, searchTypeArray);
  4232. return skill;
  4233. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4234. },
  4235. addition:card=>{
  4236. const searchTypeArray = [13];
  4237. const skill = getCardLeaderSkill(card, searchTypeArray);
  4238. if (!skill) return;
  4239. const value = skill.params[0];
  4240. return `回复×${(value/100).bigNumberToString()}倍`;
  4241. }
  4242. },
  4243. {name:"Reduce damage when rcv",otLangName:{chs:"回血加盾",cht:"回血加盾"},
  4244. function:cards=>{
  4245. const searchTypeArray = [198];
  4246. return cards.filter(card=>{
  4247. const skill = getCardLeaderSkill(card, searchTypeArray);
  4248. return skill && skill.params[2];
  4249. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  4250. },
  4251. addition:card=>{
  4252. const searchTypeArray = [198];
  4253. const skill = getCardLeaderSkill(card, searchTypeArray);
  4254. if (!skill) return;
  4255. const sk = skill.params;
  4256. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  4257. }
  4258. },
  4259. {name:"Recover Awkn Skill bind when rcv",otLangName:{chs:"回血解觉",cht:"回血解覺"},
  4260. function:cards=>{
  4261. const searchTypeArray = [198];
  4262. return cards.filter(card=>{
  4263. const skill = getCardLeaderSkill(card, searchTypeArray);
  4264. return skill && skill.params[3];
  4265. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  4266. },
  4267. addition:card=>{
  4268. const searchTypeArray = [198];
  4269. const skill = getCardLeaderSkill(card, searchTypeArray);
  4270. if (!skill) return;
  4271. const sk = skill.params;
  4272. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  4273. }
  4274. },
  4275. {name:"Counterattack",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  4276. function:cards=>{
  4277. const searchTypeArray = [41];
  4278. return cards.filter(card=>{
  4279. const skill = getCardLeaderSkill(card, searchTypeArray);
  4280. return skill;
  4281. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  4282. },
  4283. addition:card=>{
  4284. const searchTypeArray = [41];
  4285. const skill = getCardLeaderSkill(card, searchTypeArray);
  4286. if (!skill) return;
  4287. const sk = skill.params;
  4288. const fragment = document.createDocumentFragment();
  4289. fragment.appendChild(createOrbsList(sk[2] || 0));
  4290. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  4291. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  4292. return fragment;
  4293. }
  4294. },
  4295. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  4296. function:cards=>cards.filter(card=>{
  4297. const searchTypeArray = [197];
  4298. const skill = getCardLeaderSkill(card, searchTypeArray);
  4299. return skill;
  4300. })
  4301. },
  4302. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  4303. function:cards=>{
  4304. const searchTypeArray = [14];
  4305. return cards.filter(card=>{
  4306. const skill = getCardLeaderSkill(card, searchTypeArray);
  4307. return skill;
  4308. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4309. },
  4310. addition:card=>{
  4311. const searchTypeArray = [14];
  4312. const skill = getCardLeaderSkill(card, searchTypeArray);
  4313. if (!skill) return;
  4314. const value = skill.params[0];
  4315. return `HP≥${value}%`;
  4316. }
  4317. },
  4318. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  4319. function:cards=>{
  4320. const searchTypeArray = [254];
  4321. return cards.filter(card=>{
  4322. const skill = getCardLeaderSkill(card, searchTypeArray);
  4323. return skill;
  4324. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4325. }
  4326. },
  4327. {group:true,name:"Increased drop rewards",otLangName:{chs:"增加掉落奖励",cht:"增加掉落獎勵"}, functions: [
  4328. {name:"Increase Item Drop rate",otLangName:{chs:"增加道具掉落率",cht:"增加道具掉落率"},
  4329. function:cards=>{
  4330. const searchTypeArray = [53];
  4331. return cards.filter(card=>{
  4332. const skill = getCardLeaderSkill(card, searchTypeArray);
  4333. return skill;
  4334. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4335. },
  4336. addition:card=>{
  4337. const searchTypeArray = [53];
  4338. const skill = getCardLeaderSkill(card, searchTypeArray);
  4339. if (!skill) return;
  4340. const sk = skill.params;
  4341. const fragment = document.createDocumentFragment();
  4342. fragment.appendChild(createSkillIcon('rate-mul-drop'));
  4343. fragment.append(`x${sk[0]/100}`);
  4344. return fragment;
  4345. }
  4346. },
  4347. {name:"Increase Coin rate",otLangName:{chs:"增加金币掉落倍数",cht:"增加金幣掉落倍數"},
  4348. function:cards=>{
  4349. const searchTypeArray = [54];
  4350. return cards.filter(card=>{
  4351. const skill = getCardLeaderSkill(card, searchTypeArray);
  4352. return skill;
  4353. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4354. },
  4355. addition:card=>{
  4356. const searchTypeArray = [54];
  4357. const skill = getCardLeaderSkill(card, searchTypeArray);
  4358. if (!skill) return;
  4359. const sk = skill.params;
  4360. const fragment = document.createDocumentFragment();
  4361. fragment.appendChild(createSkillIcon('rate-mul-coin'));
  4362. fragment.append(`x${sk[0]/100}`);
  4363. return fragment;
  4364. }
  4365. },
  4366. {name:"Increase Exp rate",otLangName:{chs:"增加经验获取倍数",cht:"增加經驗獲取倍數"},
  4367. function:cards=>{
  4368. const searchTypeArray = [148];
  4369. return cards.filter(card=>{
  4370. const skill = getCardLeaderSkill(card, searchTypeArray);
  4371. return skill;
  4372. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4373. },
  4374. addition:card=>{
  4375. const searchTypeArray = [148];
  4376. const skill = getCardLeaderSkill(card, searchTypeArray);
  4377. if (!skill) return;
  4378. const sk = skill.params;
  4379. const fragment = document.createDocumentFragment();
  4380. fragment.appendChild(createSkillIcon('rate-mul-exp'));
  4381. fragment.append(`x${sk[0]/100}`);
  4382. return fragment;
  4383. }
  4384. },
  4385. {name:"Increase Plus Point rate",otLangName:{chs:"增加加蛋值掉落倍数",cht:"增加加蛋值掉落倍數"},
  4386. function:cards=>{
  4387. const searchTypeArray = [264];
  4388. return cards.filter(card=>{
  4389. const skill = getCardLeaderSkill(card, searchTypeArray);
  4390. return skill;
  4391. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4392. },
  4393. addition:card=>{
  4394. const searchTypeArray = [264];
  4395. const skill = getCardLeaderSkill(card, searchTypeArray);
  4396. if (!skill) return;
  4397. const sk = skill.params;
  4398. const fragment = document.createDocumentFragment();
  4399. fragment.appendChild(createSkillIcon('rate-mul-plus_point'));
  4400. fragment.append(`x${sk[0]/100}`);
  4401. return fragment;
  4402. }
  4403. },
  4404. {name:"Increase Part Break drop rate",otLangName:{chs:"增加部位破坏素材掉率",cht:"增加部位破壞素材掉率"},
  4405. function:cards=>{
  4406. const searchTypeArray = [265];
  4407. return cards.filter(card=>{
  4408. const skill = getCardLeaderSkill(card, searchTypeArray);
  4409. return skill;
  4410. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  4411. },
  4412. addition:card=>{
  4413. const searchTypeArray = [265];
  4414. const skill = getCardLeaderSkill(card, searchTypeArray);
  4415. if (!skill) return;
  4416. const sk = skill.params;
  4417. const fragment = document.createDocumentFragment();
  4418. fragment.appendChild(createSkillIcon('rate-mul-part_break'));
  4419. fragment.append(`x${sk[0]/100}`);
  4420. return fragment;
  4421. }
  4422. },
  4423. ]},
  4424. ]},
  4425. {group:true,name:"HP Scale",otLangName:{chs:"血倍率",cht:"血倍率"}, functions: [
  4426. {name:"HP Scale [3, ∞)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4427. function:cards=>cards.filter(card=>{
  4428. const skill = Skills[card.leaderSkillId];
  4429. const HPscale = getHPScale(skill);
  4430. return HPscale >= 3;
  4431. }).sort(sortByHPScal),
  4432. addition: HPScal_Addition
  4433. },
  4434. {name:"HP Scale [2, 3)",otLangName:{chs:"队长血倍率[2, ∞)",cht:"隊長血倍率[2, ∞)"},
  4435. function:cards=>cards.filter(card=>{
  4436. const skill = Skills[card.leaderSkillId];
  4437. const HPscale = getHPScale(skill);
  4438. return HPscale >= 2 && HPscale < 3;
  4439. }).sort(sortByHPScal),
  4440. addition: HPScal_Addition
  4441. },
  4442. {name:"HP Scale [1.5, 2)",otLangName:{chs:"队长血倍率[1.5, 2)",cht:"隊長血倍率[1.5, 2)"},
  4443. function:cards=>cards.filter(card=>{
  4444. const skill = Skills[card.leaderSkillId];
  4445. const HPscale = getHPScale(skill);
  4446. return HPscale >= 1.5 && HPscale < 2;
  4447. }).sort(sortByHPScal),
  4448. addition: HPScal_Addition
  4449. },
  4450. {name:"HP Scale (1, 1.5)",otLangName:{chs:"队长血倍率(1, 1.5)",cht:"隊長血倍率(1, 1.5)"},
  4451. function:cards=>cards.filter(card=>{
  4452. const skill = Skills[card.leaderSkillId];
  4453. const HPscale = getHPScale(skill);
  4454. return HPscale > 1 && HPscale < 1.5;
  4455. }).sort(sortByHPScal),
  4456. addition: HPScal_Addition
  4457. },
  4458. {name:"HP Scale == 1",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  4459. function:cards=>cards.filter(card=>{
  4460. const skill = Skills[card.leaderSkillId];
  4461. const HPscale = getHPScale(skill);
  4462. return HPscale === 1;
  4463. }),
  4464. addition: HPScal_Addition
  4465. },
  4466. {name:"HP Scale [0, 1)",otLangName:{chs:"队长血倍率[0, 1)",cht:"隊長血倍率[0, 1)"},
  4467. function:cards=>cards.filter(card=>{
  4468. const skill = Skills[card.leaderSkillId];
  4469. const HPscale = getHPScale(skill);
  4470. return HPscale < 1;
  4471. }).sort(sortByHPScal),
  4472. addition: HPScal_Addition
  4473. },
  4474. ]},
  4475. {group:true,name:"Reduce Shield",otLangName:{chs:"减伤盾",cht:"減傷盾"}, functions: [
  4476. {name:"Reduce Damage [75%, 100%]",otLangName:{chs:"队长盾减伤[75%, 100%]",cht:"隊長盾減傷[75%, 100%]"},
  4477. function:cards=>cards.filter(card=>{
  4478. const skill = Skills[card.leaderSkillId];
  4479. const reduceScale = getReduceScale(skill);
  4480. return reduceScale >= 0.75;
  4481. }).sort(sortByReduceScale),
  4482. addition: ReduceScale_Addition
  4483. },
  4484. {name:"Reduce Damage [50%, 75%)",otLangName:{chs:"队长盾减伤[50%, 75%)",cht:"隊長盾減傷[50%, 75%)"},
  4485. function:cards=>cards.filter(card=>{
  4486. const skill = Skills[card.leaderSkillId];
  4487. const reduceScale = getReduceScale(skill);
  4488. return reduceScale >= 0.5 && reduceScale < 0.75;
  4489. }).sort(sortByReduceScale),
  4490. addition: ReduceScale_Addition
  4491. },
  4492. {name:"Reduce Damage [25%, 50%)",otLangName:{chs:"队长盾减伤[25%, 50%)",cht:"隊長盾減傷[25%, 50%)"},
  4493. function:cards=>cards.filter(card=>{
  4494. const skill = Skills[card.leaderSkillId];
  4495. const reduceScale = getReduceScale(skill);
  4496. return reduceScale >= 0.25 && reduceScale < 0.5;
  4497. }).sort(sortByReduceScale),
  4498. addition: ReduceScale_Addition
  4499. },
  4500. {name:"Reduce Damage (0%, 25%)",otLangName:{chs:"队长盾减伤(0%, 25%)",cht:"隊長盾減傷(0%, 25%)"},
  4501. function:cards=>cards.filter(card=>{
  4502. const skill = Skills[card.leaderSkillId];
  4503. const reduceScale = getReduceScale(skill);
  4504. return reduceScale > 0 && reduceScale < 0.25;
  4505. }).sort(sortByReduceScale),
  4506. addition: ReduceScale_Addition
  4507. },
  4508. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  4509. function:cards=>cards.filter(card=>{
  4510. const skill = Skills[card.leaderSkillId];
  4511. const reduceScale = getReduceScale(skill);
  4512. return reduceScale === 0;
  4513. })
  4514. },
  4515. {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"},
  4516. function:cards=>cards.filter(card=>{
  4517. const skill = Skills[card.leaderSkillId];
  4518. return getReduceScale(skill, true) > 0;
  4519. })
  4520. },
  4521. {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"},
  4522. function:cards=>cards.filter(card=>{
  4523. const skill = Skills[card.leaderSkillId];
  4524. return getReduceScale(skill, undefined, true) > 0;
  4525. })
  4526. },
  4527. {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"},
  4528. function:cards=>cards.filter(card=>{
  4529. const skill = Skills[card.leaderSkillId];
  4530. return getReduceScale(skill, undefined, undefined, true) > 0;
  4531. })
  4532. },
  4533. /*{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%)"},
  4534. function:cards=>cards.filter(card=>{
  4535. const skill = Skills[card.leaderSkillId];
  4536. const reduceScale = getReduceScale(skill);
  4537. return reduceScale>=0.29;
  4538. }).sort(sortByReduceScale)
  4539. },*/
  4540. {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"},
  4541. function:cards=>{
  4542. return cards.filter(card=>{
  4543. const skill = Skills[card.leaderSkillId];
  4544. return getReduceScale_unconditional(skill) > 0;
  4545. }).sort((a,b)=>{
  4546. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4547. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4548. });
  4549. },
  4550. addition:card=>{
  4551. const skill = Skills[card.leaderSkillId];
  4552. const scale = getReduceScale_unconditional(skill)
  4553. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4554. }
  4555. },
  4556. ]},
  4557. ]},
  4558. {group:true,name:"Evo type",otLangName:{chs:"进化类型",cht:"進化類型"}, functions: [
  4559. {group:true,name:"Transform",otLangName:{chs:"变身相关",cht:"變身相關"}, functions: [
  4560. {name:"No Transform",otLangName:{chs:"非变身",cht:"非變身"},
  4561. function:cards=>cards.filter(card=>
  4562. !Array.isArray(card.henshinFrom) &&
  4563. !Array.isArray(card.henshinTo))
  4564. },
  4565. {name:"After Transform",otLangName:{chs:"变身后",cht:"變身後"},
  4566. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4567. },
  4568. {name:"Before Transform",otLangName:{chs:"变身前",cht:"變身前"},
  4569. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4570. },
  4571. {name:"Not Before Transform",otLangName:{chs:"除了变身前",cht:"除了變身前"},
  4572. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4573. },
  4574. {name:"Random Transform",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4575. function:cards=>cards.filter(card=>{
  4576. const searchTypeArray = [236];
  4577. const skill = getCardActiveSkill(card, searchTypeArray);
  4578. return skill;
  4579. })
  4580. },
  4581. ]},
  4582. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4583. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4584. },
  4585. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4586. {name:"Reincarnation/Super Rein..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4587. function:cards=>cards.filter(isReincarnated)
  4588. }, //evoBaseId可能为0
  4589. //{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)},
  4590. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4591. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4592. },
  4593. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4594. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4595. },
  4596. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4597. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4598. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4599. },
  4600. ]},
  4601. {group:true,name:"Awakenings",otLangName:{chs:"觉醒类",cht:"覺醒類"}, functions: [
  4602. {name:"Have Sync Awoken",otLangName:{chs:"有同步觉醒",cht:"有同步覺醒"},
  4603. function:cards=>cards.filter(card=>card.syncAwakening),
  4604. addition:card=>{if (card.syncAwakeningConditions) {
  4605. return card.syncAwakeningConditions.map(c=>cardN(c.id)).nodeJoin();
  4606. }}
  4607. },
  4608. {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)"},
  4609. function:cards=>cards.filter(card=>card.awakenings.length >= ( card.awakenings.includes(49) ? 8 : 9))
  4610. },
  4611. {name:"Has, but not full Awakening",otLangName:{chs:"有,但觉醒未满",cht:"有,覺醒未滿"},
  4612. function:cards=>cards.filter(card=>card.awakenings.length > 0 && card.awakenings.length < ( card.awakenings.includes(49) ? 8 : 9))
  4613. },
  4614. {name:"3 same Killer, or 2 with latent",otLangName:{chs:"3个相同杀觉醒,或2+潜觉",cht:"3個相同殺覺醒,或2+潛覺"},
  4615. function:cards=>cards.filter(card=>{
  4616. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4617. if (hasAwokenKiller)
  4618. { //大于2个杀的进行判断
  4619. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4620. { //大于3个杀的直接过
  4621. return true;
  4622. }else
  4623. { //2个杀的
  4624. const isAllowLatent = card.types.filter(i=>
  4625. i>=0 //去掉-1的type
  4626. ).map(type=>
  4627. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4628. ).some(ls=>
  4629. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4630. );
  4631. return isAllowLatent
  4632. }
  4633. }else
  4634. {
  4635. return false;
  4636. }
  4637. })
  4638. },
  4639. {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: [
  4640. {name:"Any Reduce Attr. Damage Awakening",otLangName:{chs:"任意颜色盾觉醒",cht:"任意顏色盾覺醒"},
  4641. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=4 && ak<=8))
  4642. },
  4643. {name:"Any Killer Awakening",otLangName:{chs:"任意杀手觉醒",cht:"任意殺手覺醒"},
  4644. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=31 && ak<=42))
  4645. },
  4646. {name:"Any Enhanced Orbs Awakening",otLangName:{chs:"任意+珠觉醒",cht:"任意+珠覺醒"},
  4647. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=14 && ak<=18 || ak === 29 || ak>=99 && ak<=104))
  4648. },
  4649. {name:"Any Enhanced Rows Awakening",otLangName:{chs:"任意横行强化觉醒",cht:"任意横行強化覺醒"},
  4650. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=22 && ak<=26 || ak>=116 && ak<=120))
  4651. },
  4652. {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"},
  4653. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=73 && ak<=77 || ak>=121 && ak<=125))
  4654. },
  4655. {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"},
  4656. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak === 44 || ak === 51 || ak>=79 && ak<=81 || ak === 97 || ak>=112 && ak<=114))
  4657. },
  4658. {name:"Any Add Type Awakening",otLangName:{chs:"任意附加类型觉醒",cht:"任意附加類型覺醒"},
  4659. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=83 && ak<=90))
  4660. },
  4661. {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"},
  4662. function:cards=>cards.filter(card=>card.awakenings.some(ak=>ak>=91 && ak<=95))
  4663. },
  4664. ]},
  4665. ]},
  4666. {group:true,name:"Others Search",otLangName:{chs:"其他搜索",cht:"其他搜索"}, functions: [
  4667. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎)",cht:"攻擊型或水屬性(炭治郎)"},
  4668. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4669. },
  4670. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4671. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4672. },
  4673. {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"},
  4674. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4675. },
  4676. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  4677. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4678. addition:card=>`成长${card.limitBreakIncr}%`
  4679. },
  4680. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4681. function:cards=>cards.filter(card=>card.maxLevel==1)
  4682. },
  4683. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4684. function:cards=>cards.filter(card=>card.sellMP<100)
  4685. },
  4686. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4687. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4688. },
  4689. {name:"Have 3 Attrs",otLangName:{chs:"有3个属性",cht:"有3個屬性"},
  4690. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6).length >= 3)
  4691. },
  4692. {name:"3 attrs are different",otLangName:{chs:"3属性不一致",cht:"3屬性不一致"},
  4693. function:cards=>cards.filter(({attrs})=>(new Set(attrs.filter(a=>a>=0 && a<6))).size >= 3)
  4694. },
  4695. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4696. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4697. },
  4698. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4699. function:cards=>cards.filter(card=>card.stackable),
  4700. },
  4701. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4702. function:cards=>cards.filter(card=>!card.stackable && card.types.some(t=>[0,12,14,15].includes(t))),
  4703. },
  4704. {group:true,name:"Sold in stores",otLangName:{chs:"直接售卖",cht:"直接售賣"}, functions: [
  4705. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4706. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4707. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4708. },
  4709. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4710. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4711. addition:({orbSkinOrBgmId})=>Boolean(orbSkinOrBgmId) && `ID.${orbSkinOrBgmId}`
  4712. },
  4713. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4714. function:cards=>cards.filter(({badgeId})=>badgeId),
  4715. addition:({badgeId})=>{
  4716. if (!badgeId) return;
  4717. const fragment = document.createDocumentFragment();
  4718. fragment.append(`ID.${badgeId}`);
  4719. const icon = document.createElement("icon");
  4720. icon.className = "badge";
  4721. icon.setAttribute("data-badge-icon", badgeId);
  4722. fragment.append(icon);
  4723. return fragment;
  4724. }
  4725. },
  4726. ]},
  4727. {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"},
  4728. function:cards=>cards.filter(card=>card.skillBanner)
  4729. },
  4730. {group:true,name:"Only Additional display",otLangName:{chs:"附加显示",cht:"附加显示"}, functions: [
  4731. {name:"Show Original Name",otLangName:{chs:"显示怪物原始名称",cht:"显示怪物原始名稱"},
  4732. function:cards=>cards,
  4733. addition:card=>card.name
  4734. },
  4735. {name:"Show Feed EXP",otLangName:{chs:"显示合成经验值",cht:"显示合成經驗值"},
  4736. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4737. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4738. },
  4739. {name:"Show Sell Price",otLangName:{chs:"显示售卖金钱",cht:"显示售賣金錢"},
  4740. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4741. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4742. },
  4743. {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)"},
  4744. function:cards=>cards,
  4745. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4746. },
  4747. {name:"Show Card Types",otLangName:{chs:"显示角色类型",cht:"显示角色類型"},
  4748. function:cards=>cards,
  4749. addition:card=>createTypesList(card.types)
  4750. },
  4751. {name:"Show Card Cost",otLangName:{chs:"显示角色消耗",cht:"显示角色消耗"},
  4752. function:cards=>cards,
  4753. addition:card=>`COST ${card.cost}`
  4754. },
  4755. {name:"Show Card Group ID",otLangName:{chs:"显示角色分组ID",cht:"顯示角色分組ID"},
  4756. function:cards=>cards,
  4757. addition:card=>{
  4758. const ul = document.createElement("ul");
  4759. ul.className = "monsterinfo-groupId";
  4760. const mSeriesId = ul.appendChild(document.createElement("li"));
  4761. mSeriesId.className = "monster-seriesId";
  4762. mSeriesId.textContent = card.seriesId;
  4763. mSeriesId.setAttribute(dataAttrName, card.seriesId);
  4764. mSeriesId.classList.toggle(className_displayNone, !card.seriesId);
  4765. const mCollabId = ul.appendChild(document.createElement("li"));
  4766. mCollabId.className = "monster-collabId";
  4767. mCollabId.textContent = card.collabId;
  4768. mCollabId.setAttribute(dataAttrName, card.collabId);
  4769. mCollabId.classList.toggle(className_displayNone, !card.collabId);
  4770. const mGachaId = ul.appendChild(document.createElement("li"));
  4771. mGachaId.className = "monster-gachaId";
  4772. mGachaId.textContent = card.gachaIds.join();
  4773. mGachaId.setAttribute(dataAttrName, card.gachaIds.join());
  4774. mGachaId.classList.toggle(className_displayNone, !card.gachaIds.length);
  4775. return ul;
  4776. }
  4777. },
  4778. ]},
  4779. ]},
  4780. ];
  4781. return {
  4782. name:"All Functions",
  4783. functions: functions
  4784. };
  4785. })();