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script-json_data.js
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script-json_data.js
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const dataSourceList = [ //几个不同的游戏服务区
{
code:"ja",
source:"パズル&ドラゴンズ"
},
{
code:"en",
source:"Puzzle & Dragons"
},
{
code:"ko",
source:"퍼즐앤드래곤"
},
];
let localTranslating = {
webpage_title: `P&D ${teamsCount}P Formation Maker`,
addition_display: "💬",
has_sub_filter: "📁",
title_blank: "Input Formation Title",
detail_blank: "Input Detail",
force_reload_data: `Force refresh data`,
request_input: tp`Please Input ${'info'}`,
status_message: {
loading_check_version: "Checking the data version, please wait...",
loading_mon_info: "Loading monster data, please wait...",
loading_skill_info: "Loading skill data, please wait...",
prepare_capture: "Preparing a screenshot, please wait...",
},
active_skill_title: "Skill",
evolved_skill_title: "Evoveld Skill",
leader_skill_title: "Leader Skill",
link_read_message: {
success: tp`Find the ${'type'} format.`,
need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
user_script_link: `Link to the helper script`,
type: {
"PADDF": "PADDF",
"PDC": "PDC",
"PADDB": "PADDB",
"DADDB": "DADDB",
},
error: {
0: "Unknown Error",
1: "Unsupported format",
2: "No formation data",
3: "The illegal JSON format",
4: "The illegal URL format",
},
paddb_success: `Sucess`,
paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
},
sort_name:{
sort_none: "Nope",
sort_id: "Cards Id",
sort_attrs : "Attribute",
sort_evoRootId: "Cards Evolution Root",
sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
sort_rarity: "Rarity",
sort_cost: "Cost",
sort_skillLv1: "Maximum Skill Turn",
sort_skillLvMax: "Minimum Skill Turn",
sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
sort_hpMax120: "Max HP",
sort_atkMax120: "Max ATK",
sort_rcvMax120: "Max RCV",
sort_hpMax120_awoken: "Max HP (+Awoken)",
sort_atkMax120_awoken: "Max ATK (+Awoken)",
sort_rcvMax120_awoken: "Max RCV (+Awoken)",
sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
},
skill_parse: {
skill: {
error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
unknown: tp`Unkonwn skill type: ${'type'}`,
active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
random_skills: tp`Random Activates these skills:${'skills'}`,
evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
damage_enemy_times: tp`${'times'} `,
damage_enemy_count: tp` (${'damage'} in total)`,
//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.
vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
delay: tp`${'icon'}Delays enemies' next move`,
mass_attack: tp`${'icon'}Mass attacks`,
leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
no_skyfall: tp`${'icon'}No Skyfall Combos`,
self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
unbind_normal: tp`${'icon'}Bind`,
unbind_awakenings: tp`${'icon'}Awoken bind`,
unbind_matches: tp`${'icon'}Unmatchable orb`,
bind_skill: tp`${'icon'}Unable to use skills`,
defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
time_extend: tp`${'icon'}Orb move time ${'value'}`,
follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
gravity: tp`Reduce ${'target'} ${'icon'}${'value'}`,
resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
board_change: tp`Change all orbs to ${'orbs'}`,
skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
skill_boost_range: tp`~${'turns'}`,
add_combo: tp`Adds ${'value'} combos${'icon'}`,
fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
drop_refresh: tp`${'icon'}Replaces all orbs`,
drum: tp`Plus a drumming sound is made when Orbs are moved`,
auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
orb_thorn: tp`, reduces ${'value'} per encounter`,
attr_absorb: tp`${'icon'}Attribute absorption`,
combo_absorb: tp`${'icon'}Combo absorption`,
damage_absorb: tp`${'icon'}Damage absorption`,
damage_void: tp`${'icon'}Damage void`,
void_enemy_buff: tp`Voids enemies' ${'buff'}`,
change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
set_orb_state_bound: tp`${'orbs'} are unmatchable`,
set_orb_state_combo_drop: tp`Add ${'value'} ${'icon'}combo drop on ${'orbs'}`,
set_orb_state_nail: tp`Add ${'value'} ${'icon'}nail on ${'orbs'}`,
rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
rate_multiply_drop: tp`${'icon'}Drop rate`,
rate_multiply_coin: tp`${'icon'}Coins`,
rate_multiply_exp: tp`${'icon'}Rank EXP`,
reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
henshin: tp`Changes to ${'cards'}`,
random_henshin: tp`Random changes to ${'cards'}`,
void_poison: tp`Voids ${'poison'} damage`,
skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
slot_power_up: tp`The slot of ${'targets'} ${'icon'}${'value'}`,
increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is change to ${'cap'}`,
board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
prediction_falling: tp`${'icon'}Prediction of falling on board`,
play_voice: tp`Play voice of the phase ${'stage'} of active skill ${'icon'}`,
},
power: {
unknown: tp`[ Unkonwn power up: ${'type'} ]`,
scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
},
cond: {
unknown: tp`[ Unknown condition ]`,
hp_equal: tp`When ${'hp'} == ${'min'} `,
hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
use_skill: tp`When skills used `,
multi_player: tp`When in Multiplayer Mode `,
remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
exact_combo: tp`When exactly ${'value'} combos `,
exact_length: tp`exactly of ${'value'} `,
exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
exact_match_enhanced: tp` orbs including enhanced`,
compo_type_card: tp`When ${'ids'} are all on team, `,
compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
},
position: {
top: tp`${'pos'} of top rows`,
bottom: tp`${'pos'} of bottom rows`,
left: tp`${'pos'} of left columns`,
right: tp`${'pos'} of right columns`,
random: tp`random location`,
shape: tp`specified location`,
},
value: {
unknown: tp`[ Unknown value: ${'type'}]`, //type
const: tp`${'value'} ${'unit'}`,
const_to: tp`to ${'value'}`,
mul_percent: tp`${'value'}%`,
mul_times: tp`×${'value'}`,
mul_of_percent: tp`${'stats'}'s ${'value'}%`,
mul_of_times: tp`${'stats'} ×${'value'}`,
hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
random_atk: tp`${'atk'} ×${'min'}${'max'}`,
prob: tp`${'value'} chance for `,
x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
size: tp`${'width'}×${'height'}`,
pos: tp`${'x'}×${'y'}`,
},
target: {
unknown: tp`Unkown Target`,
self: tp`card self`,
team: tp`team`,
team_last: tp`the lastest member`,
team_leader: tp`leader`,
sub_members: tp`sub-members`,
leader_self: tp`left leader`,
leader_helper: tp`right leader`,
collab_id: tp`Cards with Collaboration ID of ${'id'} `,
gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
enemy: tp`Enemy`,
enemy_all: tp`all enemys`,
enemy_one: tp`1 enemy`,
enemy_attr: tp`${'attr'} enemy`,
the_attr: tp`attr of the matched Orbs`,
},
stats: {
unknown: tp`[ Unknown: ${'type'}]`, //type
maxhp: tp`${'icon'}Max HP`,
hp: tp`HP`,
chp: tp`current HP`,
shield: tp`shield`,
atk: tp`ATK`,
rcv: tp`RCV`,
teamhp: tp`Team HP`,
teamatk: tp`Team ${'attrs'} ATK`,
teamrcv: tp`Team RCV`,
cstage: tp`current Stage of Dungeon`,
state_is: tp`${'state'}: ${'num'}`,
},
unit: {
orbs: tp``,
times: tp`times`,
seconds: tp`seconds`,
point: tp`point`,
turns: tp`turns`,
},
word: {
comment: tp`(${'content'}) `,
comma: tp`, `,
semicolon: tp`; `,
slight_pause: tp`, `,
range_hyphen: tp`~`,
in_once: tp`in once `,
evo_type_pixel: tp`Pixel Evo`,
evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
evo_type_unknow: tp`Unknown Evo: ${'type'}`,
affix_attr: tp`${'cotent'} attr.`,
affix_orb: tp`${'cotent'} orbs`,
affix_type: tp`${'cotent'} types`,
affix_awakening: tp`${'cotent'} awoken`,
affix_exclude: tp`, exclude ${'cotent'}`,
each_time: tp`each time `,
different: tp`different`,
same: tp`the same`,
},
attrs: {
[0]: tp`${'icon'}Fire`,
[1]: tp`${'icon'}Water`,
[2]: tp`${'icon'}Wood`,
[3]: tp`${'icon'}Light`,
[4]: tp`${'icon'}Dark`,
[5]: tp`${'icon'}Recover`,
[6]: tp`${'icon'}Null`,
all: tp`All`,
self: tp`${'icon'}Self's Attr`,
fixed: tp`${'icon'}Fixed`,
},
orbs: {
[0]: tp`${'icon'}Fire`,
[1]: tp`${'icon'}Water`,
[2]: tp`${'icon'}Wood`,
[3]: tp`${'icon'}Light`,
[4]: tp`${'icon'}Dark`,
[5]: tp`${'icon'}Heal`,
[6]: tp`${'icon'}Jammer`,
[7]: tp`${'icon'}Poison`,
[8]: tp`${'icon'}Lethal Poison`,
[9]: tp`${'icon'}Bomb`,
enhanced: tp`${'icon'}Enhanced`,
locked: tp`${'icon'}Locked`,
nail: tp`${'icon'}Nail`,
thorn: tp`${'icon'}Thorn`,
_5color: tp`${'icon'}5 Att.`,
_6color: tp`${'_5color'}+${'orb_rcv'}`,
all: tp`All`,
any: tp`Any ${'cotent'}`,
},
board: {
clouds: tp`${'icon'}Clouds`,
immobility: tp`${'icon'}Immobility`,
roulette: tp`${'icon'}Roulette`,
deep_dark: tp`${'icon'}Deep Dark`,
roulette_time: tp`transforms every ${'duration'}`,
roulette_attrs: tp`only ${'orbs'} will appear`,
},
types: {
[0]: tp`${'icon'}Evo Material`,
[1]: tp`${'icon'}Balanced`,
[2]: tp`${'icon'}Physical`,
[3]: tp`${'icon'}Healer`,
[4]: tp`${'icon'}Dragon`,
[5]: tp`${'icon'}God`,
[6]: tp`${'icon'}Attacker`,
[7]: tp`${'icon'}Devil`,
[8]: tp`${'icon'}Machine`,
[9]: tp`${'icon'}Special Protection`,
[12]: tp`${'icon'}Awaken`,
[14]: tp`${'icon'}Enhance Material`,
[15]: tp`${'icon'}Redeemable`,
},
awokens: {
[0]: tp`${'icon'}Unknown awoken`,
[1]: tp`${'icon'}Enhanced HP`,
[2]: tp`${'icon'}Enhanced Attack`,
[3]: tp`${'icon'}Enhanced Recovery`,
[4]: tp`${'icon'}Reduce Fire Damage`,
[5]: tp`${'icon'}Reduce Water Damage`,
[6]: tp`${'icon'}Reduce Wood Damage`,
[7]: tp`${'icon'}Reduce Light Damage`,
[8]: tp`${'icon'}Reduce Dark Damage`,
[9]: tp`${'icon'}Auto-Recover`,
[10]: tp`${'icon'}Resistance-Bind`,
[11]: tp`${'icon'}Resistance-Blind`,
[12]: tp`${'icon'}Resistance-Jammers`,
[13]: tp`${'icon'}Resistance-Poison`,
[14]: tp`${'icon'}Enhanced Fire Orbs`,
[15]: tp`${'icon'}Enhanced Water Orbs`,
[16]: tp`${'icon'}Enhanced Wood Orbs`,
[17]: tp`${'icon'}Enhanced Water Orbs`,
[18]: tp`${'icon'}Enhanced Dark Orbs`,
[19]: tp`${'icon'}Extend Time`,
[20]: tp`${'icon'}Recover Bind`,
[21]: tp`${'icon'}Skill Boost`,
[22]: tp`${'icon'}Enhanced Fire Rows`,
[23]: tp`${'icon'}Enhanced Water Rows`,
[24]: tp`${'icon'}Enhanced Wood Rows`,
[25]: tp`${'icon'}Enhanced Water Rows`,
[26]: tp`${'icon'}Enhanced Dark Rows`,
[27]: tp`${'icon'}Two-Pronged Attack`,
[28]: tp`${'icon'}Resistance-Skill Bind`,
[29]: tp`${'icon'}Enhanced Heal Orbs`,
[30]: tp`${'icon'}Multi Boost`,
[31]: tp`${'icon'}Dragon Killer`,
[32]: tp`${'icon'}God Killer`,
[33]: tp`${'icon'}Devil Killer`,
[34]: tp`${'icon'}Machine Killer`,
[35]: tp`${'icon'}Balanced Killer`,
[36]: tp`${'icon'}Attacker Killer`,
[37]: tp`${'icon'}Physical Killer`,
[38]: tp`${'icon'}Healer Killer`,
[39]: tp`${'icon'}Evo Killer`,
[40]: tp`${'icon'}Awaken Killer`,
[41]: tp`${'icon'}Enhance Killer`,
[42]: tp`${'icon'}Redeemable Killer`,
[43]: tp`${'icon'}Enhanced Combos`,
[44]: tp`${'icon'}Guard Break`,
[45]: tp`${'icon'}Bonus Attack`,
[46]: tp`${'icon'}Enhanced Team HP`,
[47]: tp`${'icon'}Enhanced Team Recovery`,
[48]: tp`${'icon'}Damage Void Piercer`,
[49]: tp`${'icon'}Awoken Assist`,
[50]: tp`${'icon'}Super Bonus Attack`,
[51]: tp`${'icon'}Skill Charge`,
[52]: tp`${'icon'}Resistance-Bind+`,
[53]: tp`${'icon'}Extend Time+`,
[54]: tp`${'icon'}Resistance-Clouds`,
[55]: tp`${'icon'}Resistance-Immobility`,
[56]: tp`${'icon'}Skill Boost+`,
[57]: tp`${'icon'}50% or more HP Enhanced`,
[58]: tp`${'icon'}50% or less HP Enhanced`,
[59]: tp`${'icon'}[L] Heal Matching`,
[60]: tp`${'icon'}[L] Increased Attack`,
[61]: tp`${'icon'}Super Enhanced Combos`,
[62]: tp`${'icon'}Combo Orbs`,
[63]: tp`${'icon'}Skill Voice`,
[64]: tp`${'icon'}Dungeon Bonus`,
[65]: tp`${'icon'}Reduced HP`,
[66]: tp`${'icon'}Reduced Attack`,
[67]: tp`${'icon'}Reduced RCV`,
[68]: tp`${'icon'}Resistance-Blind+`,
[69]: tp`${'icon'}Resistance-Jammers+`,
[70]: tp`${'icon'}Resistance-Poison+`,
[71]: tp`${'icon'}Blessing of Jammers`,
[72]: tp`${'icon'}Blessing of Poison Orbs`,
[73]: tp`${'icon'}Enhanced Fire Combos`,
[74]: tp`${'icon'}Enhanced Water Combos`,
[75]: tp`${'icon'}Enhanced Wood Combos`,
[76]: tp`${'icon'}Enhanced Light Combos`,
[77]: tp`${'icon'}Enhanced Dark Combos`,
[78]: tp`${'icon'}Cross Attack`,
[79]: tp`${'icon'}3 Att. Enhanced Attack`,
[80]: tp`${'icon'}4 Att. Enhanced Attack`,
[81]: tp`${'icon'}5 Att. Enhanced Attack`,
[82]: tp`${'icon'}Super Enhanced Matching`,
[83]: tp`${'icon'}Add Dragon Type`,
[84]: tp`${'icon'}Add God Type`,
[85]: tp`${'icon'}Add Devil Type`,
[86]: tp`${'icon'}Add Machine Type`,
[87]: tp`${'icon'}Add Balanced Type`,
[88]: tp`${'icon'}Add Attacker Type`,
[89]: tp`${'icon'}Add Physical Type`,
[90]: tp`${'icon'}Add Healer Type`,
[91]: tp`${'icon'}Change Sub Attribute: Fire`,
[92]: tp`${'icon'}Change Sub Attribute: Water`,
[93]: tp`${'icon'}Change Sub Attribute: Wood`,
[94]: tp`${'icon'}Change Sub Attribute: Water`,
[95]: tp`${'icon'}Change Sub Attribute: Dark`,
[96]: tp`${'icon'}Two-Pronged Attack+`,
[97]: tp`${'icon'}Skill Charge+`,
[98]: tp`${'icon'}Auto-Recover+`,
[99]: tp`${'icon'}Enhanced Fire Orbs+`,
[100]: tp`${'icon'}Enhanced Water Orbs+`,
[101]: tp`${'icon'}Enhanced Wood Orbs+`,
[102]: tp`${'icon'}Enhanced Water Orbs+`,
[103]: tp`${'icon'}Enhanced Dark Orbs+`,
[104]: tp`${'icon'}Enhanced Heal Orbs+`,
[105]: tp`${'icon'}Anti-Skill Boost`,
[106]: tp`${'icon'}Levitation`,
[107]: tp`${'icon'}Enhanced Combos+`,
[108]: tp`${'icon'}[L] Increased Attack+`,
[109]: tp`${'icon'}Damage Void Piercer+`,
[110]: tp`${'icon'}Cross Attack+`,
[111]: tp`${'icon'}Super Enhanced Combos+`,
[112]: tp`${'icon'}3 Att. Enhanced Attack+`,
[113]: tp`${'icon'}4 Att. Enhanced Attack+`,
[114]: tp`${'icon'}5 Att. Enhanced Attack+`,
[115]: tp`${'icon'}Recover Bind+`,
[116]: tp`${'icon'}Triple Enhanced Fire Rows`,
[117]: tp`${'icon'}Triple Enhanced Water Rows`,
[118]: tp`${'icon'}Triple Enhanced Wood Rows`,
[119]: tp`${'icon'}Triple Enhanced Water Rows`,
[120]: tp`${'icon'}Triple Enhanced Dark Rows`,
[121]: tp`${'icon'}Enhanced Fire Combos+`,
[122]: tp`${'icon'}Enhanced Water Combos+`,
[123]: tp`${'icon'}Enhanced Wood Combos+`,
[124]: tp`${'icon'}Enhanced Light Combos+`,
[125]: tp`${'icon'}Enhanced Dark Combos+`,
[126]: tp`${'icon'}[T] Increased Attack`,
[127]: tp`${'icon'}Enhanced Stats`,
[128]: tp`${'icon'}Yang Protection`,
[129]: tp`${'icon'}Yin Protection`,
[130]: tp`${'icon'}Aging`,
[131]: tp`${'icon'}Part Break`,
}
},
};
//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
const typekiller_for_type = [
{type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
{type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
{type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
{type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
{type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
{type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
{type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
{type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
{type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
{type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
{type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
{type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
{type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
];
//类型允许的潜觉杀
typekiller_for_type.forEach(t=>
{
t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
.map(tn=>
typekiller_for_type.find(_t=>_t.type == tn).latent
);
}
);
const allowable_latent = {
common: [ //一般能打的潜觉
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
28,29,30,31,32,33,34,35,36,37,38
],
killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
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
needAwoken: [ //需要觉醒才能打的潜觉
{latent:39,awoken:62}, //C珠破吸
{latent:40,awoken:20}, //心横解转转
{latent:41,awoken:27}, //U解禁消
{latent:46,awoken:45}, //心追解云封
{latent:47,awoken:59}, //心L大SB
{latent:48,awoken:60}, //L解禁武器
],
}
//等效觉醒列表
const equivalent_awoken = [
{small:10,big:52,times:2}, //防封
{small:11,big:68,times:5}, //防暗
{small:12,big:69,times:5}, //防废
{small:13,big:70,times:5}, //防毒
{small:19,big:53,times:2}, //手指
{small:21,big:56,times:2}, //SB
{small:27,big:96,times:2}, //U
{small:51,big:97,times:2}, //5色溜
{small:9,big:98,times:2}, //自回
{small:14,big:99,times:2}, //火+
{small:15,big:100,times:2},//水+
{small:16,big:101,times:2},//木+
{small:17,big:102,times:2},//光+
{small:18,big:103,times:2},//暗+
{small:29,big:104,times:2},//心+
{small:43,big:107,times:2},//7c
{small:60,big:108,times:2},//L
{small:48,big:109,times:2},//破无效
{small:78,big:110,times:2},//十字
{small:61,big:111,times:2},//10c
{small:79,big:112,times:2},//3色
{small:80,big:113,times:2},//4色
{small:81,big:114,times:2},//5色
{small:20,big:115,times:2},//心解
{small:22,big:116,times:3},//火横
{small:23,big:117,times:3},//水横
{small:24,big:118,times:3},//木横
{small:25,big:119,times:3},//光横
{small:26,big:120,times:3},//暗横
{small:73,big:121,times:2},//火串
{small:74,big:122,times:2},//水串
{small:75,big:123,times:2},//木串
{small:76,big:124,times:2},//光串
{small:77,big:125,times:2},//暗串
];
const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
//官方的徽章排列顺序
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
1, 22, 23, 2, 3, 4, 5, 6,
7, 8, 9, 11, 17, 18, 19, 21,
10, 12, 13, 14, 24, 25, 26, 27,
28, 29, 30, 31, 15, 16, 32, 33,
34, 35, 36, 37, 38,
PAD_PASS_BADGE,
]
//官方的觉醒排列顺序
const official_awoken_sorting = [
21, 43, 61, 10, 54, 11, 12, 13, 49,
56,107,111, 52, 55, 68, 69, 70, 28,
19, 48, 27, 78, 60,126, 59, 45, 50,
53,109, 96,110,108, 79, 80, 81, 51,
106, 57, 58, 82, 62,112,113,114, 97,
14, 15, 16, 17, 18, 29, 9, 20, 44,
99,100,101,102,103,104, 98,115, 71,
22, 23, 24, 25, 26, 46, 47, 30, 72,
116,117,118,119,120, 1, 2, 3,127,
4, 5, 6, 7, 8, 32, 31, 33, 34,
73, 74, 75, 76, 77, 35, 36, 37, 38,
121,122,123,124,125, 39, 40, 41, 42,
91, 92, 93, 94, 95, 65, 66, 67,105,
84, 83, 85, 86, 87, 88, 89, 90, 63,
128,129,130, 64,131,
];
//排序程序列表
const sort_function_list = [
{tag:"sort_none",name:"无",function:()=>0},
{tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
{tag:"sort_attrs",name:"属性",function:(a,b)=>{
let num = a.attrs[0] - b.attrs[0];
if (num === 0) num = a.attrs[1] - b.attrs[1];
return num;
}
},
{tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
{tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
let num = card_a.attrs[0] - card_b.attrs[0];
if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
return num;
}
},
{tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
{tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
{tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
{tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
{tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
}
},
{tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
function getEvoSkill(skill) {
//232为进化后不循环技能,233为循环技能
if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
else return skill;
}
const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
}
},
{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)},
{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)},
{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)},
{tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
{
const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
return abA - abB;
}
},
{tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
{
const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
return abA - abB;
}
},
{tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
{
const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
return abA - abB;
}
},
{tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
{
const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
return abA - abB;
}
},
];
//增加特殊搜索模式
const specialSearchFunctions = (function() {
'use strict';
//返回卡片的队长技能
function getCardLeaderSkill(card, skillTypes, searchRandom = true)
{
return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
}
//返回卡片的技能
function getCardActiveSkill(card, skillTypes, searchRandom = true)
{
return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
}
//获取血倍率
function getHPScale(ls)
{
const sk = ls.params;
let scale = 1;
switch (ls.type)
{
case 23: case 30: case 62: case 77: case 63: case 65:
case 29: case 114: case 45: case 111: case 46: case 48: case 67:
scale = sk[sk.length-1]/100;
break;
case 73: case 76:
case 121: case 129: case 163: case 177: case 186:
case 155:
scale = sk[2]/100;
break;
case 106: case 107: case 108:
scale = sk[0]/100;
break;
case 125:
scale = sk[5]/100;
break;
case 136:
case 137:
scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
break;
case 158:
scale = sk[4]/100;
break;
case 175:
case 178: case 185:
scale = sk[3]/100;
break;
case 203: case 217:
scale = sk[1]/100;
break;
case 245:
scale = sk[3]/100;
break;
case 138: //调用其他队长技
scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
break;
default:
}
return scale || 1;
}
//获取盾减伤比例
function getReduceScale(ls, allAttr = false, noHPneed = false)
{
const sk = ls.params;
let scale = 0;
switch (ls.type)
{
case 16: //无条件盾
scale = sk[0]/100;
break;
case 17: //单属性盾
scale = allAttr ? 0 : sk[1]/100;
break;
case 36: //2个属性盾
scale = allAttr ? 0 : sk[2]/100;
break;
case 38: //血线下 + 几率
case 43: //血线上 + 几率
scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
break;
case 129: //无条件盾,属性个数不固定
case 163: //无条件盾,属性个数不固定
scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
break;
case 178: //无条件盾,属性个数不固定
scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
break;
case 130: //血线下 + 属性个数不固定
case 131: //血线上 + 属性个数不固定
scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
break;
case 151: //十字心触发
case 169: //C触发
case 198: //回血触发
scale = sk[2]/100;
break;
case 170: //多色触发
case 182: //长串触发
case 193: //L触发
scale = sk[3]/100;
break;
case 171: //多串触发
scale = sk[6]/100;
break;
case 183: //又是个有两段血线的队长技
scale = noHPneed ? 0 : sk[4]/100;
break;
case 210: //十字触发
scale = sk[1]/100;
break;
case 235: { //可多次触发
scale = (sk[4] || 0) / 100;
break;
}
case 138: //调用其他队长技
scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
break;
default:
}
return scale || 0;
}
//获取无条件盾减伤比例
function getReduceScale_unconditional(ls)
{
const sk = ls.params;
let scale = 0;
switch (ls.type)
{
case 16: //无条件盾
{
scale = sk[0]/100;
break;
}
case 129: //无条件盾,属性个数不固定
case 163: //无条件盾,属性个数不固定
{
scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
break;
}
case 178: //无条件盾,属性个数不固定
{
scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
break;
}
case 138: //调用其他队长技
scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
break;
default:
}
return scale || 0;
}
function getCannonAttr(skill)
{
const sk = skill.params;
switch(skill.type)
{
case 0:
case 1:
case 37:
case 58:
case 59:
case 84:
case 85:
case 86:
case 87:
case 115:
return sk[0];
case 110:
case 143:
return sk[1];
case 42:
return sk[1];
case 144:
return sk[3] ?? 0;
default:
return -1;
}
}
function sortByParams(a,b,searchTypeArray,...pidxs)
{
const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
if (pidxs.length==0) pidxs.push(0);
let newPos = 0;
//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
for (let pidx of pidxs) {
newPos = a_s.params[pidx] - b_s.params[pidx];
if (newPos !== 0) break;
}
return newPos;
}
function sortByHPScal(a,b)
{
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getHPScale(a_s) - getHPScale(b_s);
}
function HPScal_Addition(card)
{
const skill = Skills[card.leaderSkillId];
return `💟${Math.round(getHPScale(skill) * 100)}%`;
}
function sortByReduceScale(a,b)
{
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getReduceScale(a_s) - getReduceScale(b_s);
}
function ReduceScale_Addition(card)
{
const skill = Skills[card.leaderSkillId];
return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
}
function directParseSkills(skillDataArr) {
return skillDataArr.flatMap(skill=>skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params))
}
function voidsAbsorption_Turns(card) {
const outObj = {
"attr-absorb": 0,
"combo-absorb": 0,
"damage-absorb": 0,
"damage-void": 0,
};
const searchTypeArray = [
173,
191
];
const skills = getCardActiveSkills(card, searchTypeArray);
skills.reduce((pre,skill)=>{
if (skill.type === 173) {
if(skill.params[1]) pre["attr-absorb"] ||= skill.params[0];
if(skill.params[2]) pre["combo-absorb"] ||= skill.params[0];
if(skill.params[3]) pre["damage-absorb"] ||= skill.params[0];
} else if (skill.type === 191) {
pre["damage-void"] ||= skill.params[0];
}
return pre
}, outObj);
return outObj;
}
function voidsAbsorption_Addition(card)
{
const turnsObj = voidsAbsorption_Turns(card);
const namesArr = ["attr-absorb", "combo-absorb", "damage-absorb", "damage-void"];
const turns = namesArr.map(name=>turnsObj[name]);
const turnsSet = new Set(turns.filter(Boolean));
const turnsCount = turnsSet.size;
const fragment = document.createDocumentFragment();
for (let i = 0; i < namesArr.length; i++) {
if (turns[i] > 0) {
fragment.append(createSkillIcon(namesArr[i]));
if (turnsCount > 1)
fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
}
}
if (turnsCount === 1) {
const turn = Array.from(turnsSet)[0];
fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
}
return fragment;
}
function unbind_Turns(card)
{
const outObj = {
normal: 0,
awakenings: 0,
matches: 0
};
const searchTypeArray = [
117, 179,
196
];
const skills = getCardActiveSkills(card, searchTypeArray);
const parsedSkills = directParseSkills(skills);
parsedSkills.reduce((pre,cur)=>{
pre.normal ||= cur.normal;
pre.awakenings ||= cur.awakenings;
pre.matches ||= cur.matches;
return pre
}, outObj);
return outObj;
}
function unbind_Addition(card)
{
const turnsObj = unbind_Turns(card);
const namesArr = ["normal", "awakenings", "matches"];
const turns = namesArr.map(name=>turnsObj[name]);
const turnsSet = new Set(turns.filter(Boolean));
const turnsCount = turnsSet.size;
const fragment = document.createDocumentFragment();
for (let i = 0; i < namesArr.length; i++) {
if (turns[i] > 0) {
fragment.append(createSkillIcon(`unbind-${namesArr[i]}`));
if (turnsCount > 1)
fragment.append(`-${turns[i]>=9999 ? '全' : `${turns[i]}T` }`);
}
}
if (turnsCount === 1) {
const turn = Array.from(turnsSet)[0];
fragment.append(`-${turn>=9999 ? '全' : `${turn}T` }`);
}
return fragment;
}
function boardChange_ColorTypes(skill)
{
if (!skill) return [];
const sk = skill.params;
const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
return colors;
}
function boardChange_Addition(card)
{
const searchTypeArray = [71];
const skill = getCardActiveSkill(card, searchTypeArray);
const colors = boardChange_ColorTypes(skill);
return createOrbsList(colors);
}
function orbsChangeParse(skill)
{
function changes(from, to)
{
return {from:from,to:to};
}
let outArr = [];
if (!skill) return outArr;
const sk = skill.params;
switch (skill.type)
{
case 9:{
outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
break;
}
case 20:{
if (sk.length >= 3 && sk[1] == (sk[3] || 0))
{