noname/character/shenhua/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//庞统写法修改
lianhuan: {
audio: 2,
hiddenCard(player, name) {
return name == "tiesuo" && player.hasCard(card => get.suit(card) == "club", "sh");
},
enable: "chooseToUse",
filter(event, player) {
if (!player.hasCard(card => get.suit(card) == "club", "sh")) return false;
return event.type == "phase" || event.filterCard(get.autoViewAs({ name: "tiesuo" }, "unsure"), player, event);
},
position: "hs",
filterCard(card, player, event) {
if (!event) event = _status.event;
if (get.suit(card) != "club") return false;
if (event.type == "phase" && get.position(card) != "s" && player.canRecast(card)) {
return true;
} else {
if (game.checkMod(card, player, "unchanged", "cardEnabled2", player) === false) return false;
const cardx = get.autoViewAs({ name: "tiesuo" }, [card]);
return event._backup.filterCard(cardx, player, event);
}
},
filterTarget(fuck, player, target) {
const card = ui.selected.cards[0],
event = _status.event,
backup = event._backup;
if (!card || game.checkMod(card, player, "unchanged", "cardEnabled2", player) === false) return false;
const cardx = get.autoViewAs({ name: "tiesuo" }, [card]);
return backup.filterCard(cardx, player, event) && backup.filterTarget(cardx, player, target);
},
selectTarget() {
const card = ui.selected.cards[0],
event = _status.event,
player = event.player,
backup = event._backup;
let recast = false,
use = false;
const cardx = get.autoViewAs({ name: "tiesuo" }, [card]);
if (event.type == "phase" && player.canRecast(card)) recast = true;
if (game.checkMod(card, player, "unchanged", "cardEnabled2", player) !== false) {
if (backup.filterCard(cardx, player, event)) use = true;
}
if (!use) return [0, 0];
else {
const select = backup.selectTarget(cardx, player);
if (recast && select[0] > 0) select[0] = 0;
return select;
}
},
filterOk() {
const card = ui.selected.cards[0],
event = _status.event,
player = event.player,
backup = event._backup;
const selected = ui.selected.targets.length;
let recast = false,
use = false;
const cardx = get.autoViewAs({ name: "tiesuo" }, [card]);
if (event.type == "phase" && player.canRecast(card)) recast = true;
if (game.checkMod(card, player, "unchanged", "cardEnabled2", player) !== false) {
if (backup.filterCard(cardx, player, event)) use = true;
}
if (recast && selected == 0) {
return true;
} else if (use) {
const select = backup.selectTarget(cardx, player);
if (select[0] <= -1) return true;
return selected >= select[0] && selected <= select[1];
}
},
discard: false,
lose: false,
delay: false,
async precontent(event, trigger, player) {
var result = event.result;
if (result.targets.length > 0) result.card = get.autoViewAs({ name: "tiesuo" }, result.cards);
},
async content(event, trigger, player) {
player.recast(event.cards);
},
},
//新杀小加强 陈到
dcwanglie: {
audio: "drlt_wanglie",
locked: false,
mod: {
targetInRange(card, player, target) {
if (player.hasSkill("dcwanglie_effect", null, null, false)) return true;
},
},
trigger: {
player: "useCard",
},
filter(event, player) {
return player.isPhaseUsing() && (event.card.name == "sha" || get.type(event.card) == "trick");
},
preHidden: true,
check(event, player) {
if (player.hasSkill("dcwanglie2", null, null, false)) return true;
if (["wuzhong", "kaihua", "dongzhuxianji"].includes(event.card.name)) return false;
player._wanglie_temp = true;
var eff = 0;
for (var i of event.targets) {
eff += get.effect(i, event.card, player, player);
}
delete player._wanglie_temp;
if (eff < 0) return true;
if (
!player.countCards("h", function (card) {
return player.hasValueTarget(card, null, true);
})
)
return true;
if (
get.tag(event.card, "damage") &&
!player.needsToDiscard() &&
!player.countCards("h", function (card) {
return get.tag(card, "damage") && player.hasValueTarget(card, null, true);
})
)
return true;
return false;
},
prompt2(event) {
return "令" + get.translation(event.card) + "不能被响应,然后本阶段你使用牌只能指定自己为目标";
},
group: "dcwanglie_startup",
async content(event, trigger, player) {
trigger.nowuxie = true;
trigger.directHit.addArray(game.players);
player.addTempSkill("dcwanglie2", "phaseUseAfter");
},
subSkill: {
startup: {
trigger: { player: "phaseUseBegin" },
forced: true,
popup: false,
async content(event, trigger, player) {
player.addTempSkill("dcwanglie_effect", "phaseUseAfter");
},
},
effect: {
forced: true,
charlotte: true,
firstDo: true,
popup: false,
trigger: { player: "useCard1" },
filter(event, player) {
return event.targets.some(target => target != player);
},
async content(event, trigger, player) {
player.addMark("dcwanglie_effect", 1, false);
if (player.countMark("dcwanglie_effect") >= 2) player.removeSkill("dcwanglie_effect");
},
onremove: true,
},
},
ai: {
//pretao:true,
directHit_ai: true,
skillTagFilter(player, tag, arg) {
//if(tag=='pretao') return true;
if (player._wanglie_temp) return false;
player._wanglie_temp = true;
var bool = (function () {
if (["wuzhong", "kaihua", "dongzhuxianji"].includes(arg.card.name)) return false;
if (get.attitude(player, arg.target) > 0 || !player.isPhaseUsing()) return false;
var cards = player.getCards("h", function (card) {
return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card));
});
var sha = player.getCardUsable("sha");
if (arg.card.name == "sha") sha--;
cards = cards.filter(function (card) {
if (card.name == "sha" && sha <= 0) return false;
return player.hasValueTarget(card, null, true);
});
if (!cards.length) return true;
if (!get.tag(arg.card, "damage")) return false;
if (
!player.needsToDiscard() &&
!cards.filter(function (card) {
return get.tag(card, "damage");
}).length
)
return true;
return false;
})();
delete player._wanglie_temp;
return bool;
},
},
},
dcwanglie2: {
charlotte: true,
mod: {
playerEnabled(card, player, target) {
if (player != target) return false;
},
},
},
//周妃
olliangyin: {
audio: "liangyin",
trigger: {
global: ["loseAfter", "addToExpansionAfter", "cardsGotoSpecialAfter", "loseAsyncAfter"],
},
filter(event, player, name) {
if (event.name == "lose" || event.name == "loseAsync") return event.getlx !== false && event.toStorage == true;
if (event.name == "cardsGotoSpecial") return !event.notrigger;
return true;
},
direct: true,
usable: 1,
async content(event, trigger, player) {
const {
result: { bool, targets },
} = await player.chooseTarget(get.prompt("olliangyin"), "选择一名其他角色,你与其各摸一张牌", lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player,
num = player.getExpansions("olkongsheng").length - 1;
var att = get.attitude(player, target);
if (att <= 0) return 0;
if (target.countCards("h") == num && target.isDamaged() && get.recoverEffect(target, player, player) > 0) return 3 * att;
return att;
});
if (bool) {
const target = targets[0];
event.target = target;
player.logSkill("olliangyin", target);
await game.asyncDraw([player, target].sortBySeat());
} else return;
await game.asyncDelayx();
let num = player.getExpansions("olkongsheng").length;
let check = player => {
if (!player.isIn() || player.isHealthy()) return false;
return player.countCards("h") == num;
};
const { target } = event;
if (check(player) || check(target)) {
const choiceList = ["令自己回复1点体力", "令" + get.translation(target) + "回复1点体力"];
const choices = [];
if (check(player)) choices.push("选项一");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
if (check(target)) choices.push("选项二");
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
choices.push("cancel2");
const {
result: { control },
} = await player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("prompt", "良姻:是否令一名角色回复体力?")
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().target;
var list = _status.event.controls.slice(0),
eff1 = 0,
eff2 = 0;
if (list.includes("选项一")) eff1 = get.recoverEffect(player, player, player);
if (list.includes("选项二")) eff2 = get.recoverEffect(target, player, player);
if (eff1 > Math.max(0, eff2)) return "选项一";
if (eff2 > 0) return "选项二";
return "cancel2";
});
if (control == "选项一") await player.recover();
else if (control == "选项二") await target.recover();
}
},
group: "olliangyin_gain",
subSkill: {
gain: {
audio: "liangyin",
trigger: {
global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
direct: true,
filter(event, player) {
return game.hasPlayer(function (current) {
var evt = event.getl(current);
return evt && (evt.xs.length > 0 || evt.ss.length > 0);
});
},
usable: 1,
async content(event, trigger, player) {
if (!player.countCards("he") || !game.hasPlayer(current => current != player && current.countCards("he") > 0)) return;
const {
result: { bool, targets, cards },
} = await player.chooseCardTarget({
prompt: get.prompt("olliangyin"),
prompt2: "弃置一张牌,并令一名其他角色也弃置一张牌",
position: "he",
filterCard: lib.filter.cardDiscardable,
filterTarget(card, player, target) {
return target != player && target.countCards("he") > 0;
},
ai1(card) {
let player = _status.event.player;
if (_status.event.me) {
if (get.position(card) === _status.event.me) return 12 - player.hp - get.value(card);
return 0;
}
return 5 - get.value(card);
},
ai2(target) {
let player = _status.event.player,
att = get.attitude(player, target);
if (att > 0 && (_status.event.me || target.isHealthy())) return -att;
if (
att > 0 &&
(target.countCards("he") > target.hp ||
target.hasCard(function (card) {
return get.value(card, target) <= 0;
}, "e"))
)
return att;
return -att;
},
me: (() => {
if (player.isHealthy() || get.recoverEffect(player, player, _status.event.player) <= 0) return false;
let ph = player.countCards("h"),
num = player.getExpansions("olkongsheng").length;
if (ph === num) {
if (player.hasSkillTag("noh")) return "h";
return "e";
}
if (ph - 1 === num) return "h";
return false;
})(),
});
if (bool) {
const target = targets[0];
event.target = target;
player.logSkill("olliangyin_gain", target);
await player.discard(cards);
await target.chooseToDiscard("he", true);
} else return;
await game.asyncDelayx();
let num = player.getExpansions("olkongsheng").length;
let check = player => {
if (!player.isIn() || player.isHealthy()) return false;
return player.countCards("h") == num;
};
const { target } = event;
if (check(player) || check(target)) {
const choiceList = ["令自己回复1点体力", "令" + get.translation(target) + "回复1点体力"];
const choices = [];
if (check(player)) choices.push("选项一");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
if (check(target)) choices.push("选项二");
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
choices.push("cancel2");
const {
result: { control },
} = await player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("prompt", "良姻:是否令一名角色回复体力?")
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().target;
var list = _status.event.controls.slice(0),
eff1 = 0,
eff2 = 0;
if (list.includes("选项一")) eff1 = get.recoverEffect(player, player, player);
if (list.includes("选项二")) eff2 = get.recoverEffect(target, player, player);
if (eff1 > Math.max(0, eff2)) return "选项一";
if (eff2 > 0) return "选项二";
return "cancel2";
});
if (control == "选项一") await player.recover();
else if (control == "选项二") await target.recover();
}
},
},
},
},
olkongsheng: {
audio: "kongsheng",
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter(event, player) {
return player.countCards("he") > 0;
},
content() {
"step 0";
player.chooseCard("he", [1, player.countCards("he")], get.prompt("olkongsheng"), "将任意张牌作为“箜”置于武将牌上").set("ai", function (card) {
var player = _status.event.player,
num = player.getExpansions("olkongsheng") + ui.selected.cards.length;
if (
ui.selected.cards.length > 0 &&
game.hasPlayer(function (current) {
if (current.isHealthy() || get.recoverEffect(current, player, player) <= 0) return false;
var num2 =
current.countCards("h", function (card) {
if (current != player) return true;
return !ui.selected.cards.includes(card);
}) + 1;
return num == num2;
})
)
return 0;
if (get.type(card, null, false) == "equip") {
for (var i of ui.selected.cards) {
if (get.type(i, null, false) == "equip") return 0;
}
return 5 - get.value(card);
}
if (!player.hasValueTarget(card)) return 1;
return 0;
});
"step 1";
if (result.bool) {
player.logSkill("olkongsheng");
player.addToExpansion(result.cards, player, "give").gaintag.add("olkongsheng");
}
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
content: "expansion",
markcount: "expansion",
},
group: "olkongsheng_kessoku",
subSkill: {
kessoku: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
locked: false,
filter(event, player) {
return (
player.getExpansions("olkongsheng").filter(function (card) {
return get.type(card, false) != "equip";
}).length > 0
);
},
content() {
"step 0";
var cards = player.getExpansions("olkongsheng").filter(function (card) {
return get.type(card, false) != "equip";
});
if (cards.length) player.gain(cards, "gain2");
"step 1";
var cards = player.getExpansions("olkongsheng");
if (cards.length > 0) {
player.chooseTarget(true, "令一名角色使用以下装备牌", get.translation(cards)).set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "losehp" }, player, player);
});
} else event.finish();
"step 2";
var target = result.targets[0];
event.target = target;
player.line(target, "green");
"step 3";
var cards = player.getExpansions("olkongsheng").filter(function (i) {
return target.hasUseTarget(i);
});
if (cards.length == 1) {
event._result = { bool: true, links: cards };
} else if (cards.length)
target.chooseButton(true, ["选择要使用的装备牌", cards]).set("ai", function (button) {
return get.order(button.link);
});
else event.goto(5);
"step 4";
if (result.bool) {
target.chooseUseTarget(result.links[0], true);
event.goto(3);
}
"step 5";
target.loseHp();
},
},
},
},
//新毌丘俭
zhengrong: {
trigger: { player: "useCardToPlayered" },
direct: true,
audio: "drlt_zhenrong",
filter(event, player) {
if (!event.isFirstTarget) return false;
if (!["basic", "trick"].includes(get.type(event.card))) return false;
if (get.tag(event.card, "damage"))
return game.hasPlayer(function (current) {
return event.targets.includes(current) && current.countCards("h") >= player.countCards("h") && current.countCards("he") > 0;
});
return false;
},
content() {
"step 0";
player
.chooseTarget(get.prompt("zhengrong"), "将一名手牌数不小于你的目标角色的一张牌置于你的武将牌上,成为「荣」", function (card, player, target) {
return _status.event.targets.includes(target) && target.countCards("h") >= player.countCards("h") && target.countCards("he") > 0;
})
.set("ai", function (target) {
return (1 - get.attitude(_status.event.player, target)) / target.countCards("he");
})
.set("targets", trigger.targets);
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = result.targets[0];
player.logSkill("zhengrong", target);
player.choosePlayerCard(target, "he", true).ai = get.buttonValue;
} else event.finish();
"step 2";
if (result.bool) {
var card = result.links[0];
player.addToExpansion(card, "give", "log", target).gaintag.add("zhengrong");
}
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
marktext: "荣",
intro: {
content: "expansion",
markcount: "expansion",
},
},
hongju: {
trigger: { player: "phaseZhunbeiBegin" },
audio: "drlt_hongju",
forced: true,
unique: true,
juexingji: true,
skillAnimation: true,
animationColor: "thunder",
derivation: "qingce",
filter(event, player) {
return player.getExpansions("zhengrong").length >= 3;
},
content() {
"step 0";
player.awakenSkill("hongju");
var cards = player.getExpansions("zhengrong");
if (!cards.length || !player.countCards("h")) {
event.goto(2);
return;
}
var next = player.chooseToMove("征荣:是否交换“荣”和手牌?");
next.set("list", [
[get.translation(player) + "(你)的“荣”", cards],
["手牌区", player.getCards("h")],
]);
next.set("filterMove", function (from, to) {
return typeof to != "number";
});
next.set("processAI", function (list) {
var player = _status.event.player,
cards = list[0][1].concat(list[1][1]).sort(function (a, b) {
return get.value(a) - get.value(b);
}),
cards2 = cards.splice(0, player.getExpansions("zhengrong").length);
return [cards2, cards];
});
"step 1";
if (result.bool) {
var pushs = result.moved[0],
gains = result.moved[1];
pushs.removeArray(player.getExpansions("zhengrong"));
gains.removeArray(player.getCards("h"));
if (!pushs.length || pushs.length != gains.length) return;
player.addToExpansion(pushs).gaintag.add("zhengrong");
player.gain(gains, "gain2", "log");
}
"step 2";
player.addSkills("qingce");
game.log(player, "获得了技能", "#g【清侧】");
player.loseMaxHp();
},
ai: {
combo: "zhengrong",
},
},
qingce: {
enable: "phaseUse",
audio: "drlt_qingce",
filter(event, player) {
return player.getExpansions("zhengrong").length > 0 && player.countCards("h") > 0;
},
chooseButton: {
dialog(event, player) {
return ui.create.dialog("请选择要获得的「荣」", player.getExpansions("zhengrong"), "hidden");
},
backup(links, player) {
return {
card: links[0],
filterCard: true,
position: "h",
filterTarget(card, player, target) {
return target.countDiscardableCards(player, "ej") > 0;
},
delay: false,
audio: "drlt_qingce",
content: lib.skill.qingce.contentx,
ai: {
result: {
target(player, target) {
var att = get.attitude(player, target);
if (
att > 0 &&
(target.countCards("j") > 0 ||
target.countCards("e", function (card) {
return get.value(card, target) < 0;
}))
)
return 2;
if (att < 0 && target.countCards("e") > 0 && !target.hasSkillTag("noe")) return -1;
return 0;
},
},
},
};
},
prompt(links, player) {
return "选择弃置一张手牌,获得" + get.translation(links[0]) + "并弃置一名角色装备区或判定区内的一张牌";
},
},
contentx() {
"step 0";
var card = lib.skill.qingce_backup.card;
player.gain(card, "gain2", "log");
"step 1";
if (target.countDiscardableCards(player, "ej") > 0) {
player.discardPlayerCard("ej", true, target);
}
},
ai: {
combo: "zhengrong",
order: 8,
result: {
player(player) {
if (
game.hasPlayer(function (current) {
var att = get.attitude(player, current);
if ((att > 0 && current.countCards("j") > 0) || (att < 0 && current.countCards("e") > 0)) return true;
return false;
})
)
return 1;
return 0;
},
},
},
},
//阴雷
drlt_zhenrong: {
marktext: "荣",
intro: {
content: "expansion",
markcount: "expansion",
},
audio: 2,
trigger: {
source: "damageSource",
},
filter(event, player) {
return event.player != player && event.player.countCards("h") > player.countCards("h");
},
direct: true,
content() {
"step 0";
player.choosePlayerCard("hej", get.prompt("drlt_zhenrong"), trigger.player).set("ai", function (button) {
return -get.attitude(player, trigger.player) + 1;
});
"step 1";
if (result && result.links && result.links.length) {
player.line(player, trigger.player);
player.logSkill("drlt_zhenrong");
player.addToExpansion(result.links, trigger.player, "give", "log").gaintag.add("drlt_zhenrong");
}
},
},
drlt_hongju: {
skillAnimation: true,
animationColor: "thunder",
audio: 2,
trigger: {
player: "phaseZhunbeiBegin",
},
forced: true,
unique: true,
juexingji: true,
derivation: ["drlt_qingce"],
filter(event, player) {
return player.getExpansions("drlt_zhenrong").length >= 3 && game.dead.length > 0;
},
content() {
"step 0";
player.awakenSkill("drlt_hongju");
var cards = player.getExpansions("drlt_zhenrong");
if (!cards.length || !player.countCards("h")) {
event.goto(2);
return;
}
var next = player.chooseToMove("征荣:是否交换“荣”和手牌?");
next.set("list", [
[get.translation(player) + "(你)的“荣”", cards],
["手牌区", player.getCards("h")],
]);
next.set("filterMove", function (from, to) {
return typeof to != "number";
});
next.set("processAI", function (list) {
var player = _status.event.player,
cards = list[0][1].concat(list[1][1]).sort(function (a, b) {
return get.value(a) - get.value(b);
}),
cards2 = cards.splice(0, player.getExpansions("drlt_zhenrong").length);
return [cards2, cards];
});
"step 1";
if (result.bool) {
var pushs = result.moved[0],
gains = result.moved[1];
pushs.removeArray(player.getExpansions("drlt_zhenrong"));
gains.removeArray(player.getCards("h"));
if (!pushs.length || pushs.length != gains.length) return;
player.addToExpansion(pushs).gaintag.add("drlt_zhenrong");
player.gain(gains, "gain2", "log");
}
"step 2";
player.addSkills("drlt_qingce");
player.loseMaxHp();
},
ai: {
combo: "drlt_zhenrong",
},
},
drlt_qingce: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
return player.getExpansions("drlt_zhenrong").length > 0;
},
filterTarget(card, player, target) {
return target.countDiscardableCards(player, "ej") > 0;
},
content() {
"step 0";
player.chooseCardButton(player.getExpansions("drlt_zhenrong"), 1, "请选择需要弃置的“荣”", true).ai = function (button) {
return 6 - get.value(button.link);
};
"step 1";
if (result.bool) {
var cards = result.links;
player.loseToDiscardpile(cards);
player.discardPlayerCard(target, "ej", 1, true);
}
},
ai: {
combo: "drlt_zhenrong",
order: 13,
result: {
target(player, target) {
if (get.attitude(player, target) > 0 && target.countCards("j") > 0) return 1;
return -1;
},
},
},
},
drlt_zhenggu: {
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
direct: true,
content() {
"step 0";
player
.chooseTarget(get.prompt2("drlt_zhenggu"), function (card, player, target) {
//if(target.storage.drlt_zhenggu_mark&&target.storage.drlt_zhenggu_mark.includes(player)) return false;
return target != player;
})
.set("ai", function (target) {
var player = _status.event.player;
//if(target.storage.drlt_zhenggu_mark&&target.storage.drlt_zhenggu_mark.includes(player)) return 0;
var num = Math.min(5, player.countCards("h")) - target.countCards("h");
var att = get.attitude(player, target);
return num * att;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("drlt_zhenggu", target);
player.addSkill("drlt_zhenggu2");
target.addSkill("drlt_zhenggu_mark");
target.storage.drlt_zhenggu_mark.push(player);
target.markSkill("drlt_zhenggu_mark");
lib.skill.drlt_zhenggu.sync(player, target);
}
},
sync(player, target) {
var num = player.countCards("h");
var num2 = target.countCards("h");
if (num < num2) {
target.chooseToDiscard(num2 - num, true, "h");
} else target.drawTo(Math.min(5, num));
},
},
drlt_zhenggu2: {
audio: "drlt_zhenggu",
trigger: {
global: "phaseEnd",
},
forced: true,
charlotte: true,
logTarget: "player",
filter(event, player) {
return event.player.storage.drlt_zhenggu_mark && event.player.storage.drlt_zhenggu_mark.includes(player);
},
content() {
while (trigger.player.storage.drlt_zhenggu_mark.includes(player)) {
trigger.player.storage.drlt_zhenggu_mark.remove(player);
}
if (trigger.player.storage.drlt_zhenggu_mark.length == 0) trigger.player.unmarkSkill("drlt_zhenggu_mark");
lib.skill.drlt_zhenggu.sync(player, trigger.player);
},
},
drlt_zhenggu_mark: {
init(player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
marktext: "镇",
intro: {
name: "镇骨",
content: "已成为$〖镇骨〗的目标",
},
},
xinfu_zuilun: {
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
check(event, player) {
var num = 0;
if (
player.hasHistory("lose", function (evt) {
return evt.type == "discard";
})
)
num++;
if (!player.isMinHandcard()) num++;
if (!player.getStat("damage")) num++;
if (num == 3) return player.hp >= 2;
return true;
},
prompt(event, player) {
var num = 3;
if (
player.hasHistory("lose", function (evt) {
return evt.type == "discard";
})
)
num--;
if (!player.isMinHandcard()) num--;
if (!player.getStat("damage")) num--;
return get.prompt("xinfu_zuilun") + "(可获得" + get.cnNumber(num) + "张牌)";
},
content() {
"step 0";
event.num = 0;
event.cards = get.cards(3);
game.cardsGotoOrdering(cards);
if (
player.hasHistory("lose", function (evt) {
return evt.type == "discard";
})
)
event.num++;
if (!player.isMinHandcard()) event.num++;
if (!player.getStat("damage")) event.num++;
"step 1";
if (event.num == 0) {
player.gain(event.cards, "draw");
event.finish();
} else {
var prompt = "罪论:将" + get.cnNumber(num) + "张牌置于牌堆顶";
if (num < 3) prompt += "并获得其余的牌";
var next = player.chooseToMove(prompt, true);
if (num < 3) {
next.set("list", [["牌堆顶", cards], ["获得"]]);
next.set("filterMove", function (from, to, moved) {
if (to == 1 && moved[0].length <= _status.event.num) return false;
return true;
});
next.set("filterOk", function (moved) {
return moved[0].length == _status.event.num;
});
} else {
next.set("list", [["牌堆顶", cards]]);
}
next.set("num", num);
next.set("processAI", function (list) {
var check = function (card) {
var player = _status.event.player;
var next = player.next;
var att = get.attitude(player, next);
var judge = next.getCards("j")[tops.length];
if (judge) {
return get.judge(judge)(card) * att;
}
return next.getUseValue(card) * att;
};
var cards = list[0][1].slice(0),
tops = [];
while (tops.length < _status.event.num) {
list.sort(function (a, b) {
return check(b) - check(a);
});
tops.push(cards.shift());
}
return [tops, cards];
});
}
"step 2";
if (result.bool) {
var list = result.moved[0];
var num = list.length - 1;
for (var i = 0; i < list.length; i++) {
event.cards.remove(list[num - i]);
ui.cardPile.insertBefore(list[num - i], ui.cardPile.firstChild);
}
}
"step 3";
game.updateRoundNumber();
if (event.cards.length) {
player.gain(event.cards, "draw");
event.finish();
} else {
player.chooseTarget("请选择一名角色与其一同失去1点体力", true, function (card, player, target) {
return target != player;
}).ai = function (target) {
return -get.attitude(_status.event.player, target);
};
}
"step 4";
player.line(result.targets[0], "fire");
player.loseHp();
result.targets[0].loseHp();
},
},
xinfu_fuyin: {
trigger: {
target: "useCardToTargeted",
},
forced: true,
audio: 2,
filter(event, player) {
if (event.player.countCards("h") < player.countCards("h")) return false;
if (event.card.name != "sha" && event.card.name != "juedou") return false;
return !game.hasPlayer2(function (current) {
return (
current.getHistory("useCard", function (evt) {
return evt != event.getParent() && evt.card && ["sha", "juedou"].includes(evt.card.name) && evt.targets.includes(player);
}).length > 0
);
});
},
content() {
trigger.getParent().excluded.add(player);
},
ai: {
effect: {
target(card, player, target) {
let hs = player.getCards("h", i => i !== card && (!card.cards || !card.cards.includes(i))),
num = player.getCardUsable("sha");
if ((card.name !== "sha" && card.name !== "juedou") || hs.length < target.countCards("h")) return 1;
if (
game.hasPlayer2(function (current) {
return (
current.getHistory("useCard", function (evt) {
return evt.card && ["sha", "juedou"].includes(evt.card.name) && evt.targets.includes(player);
}).length > 0
);
})
)
return 1;
if (card.name === "sha") num--;
hs = hs.filter(i => {
if (!player.canUse(i, target)) return false;
if (i.name === "juedou") return true;
if (num && i.name === "sha") {
num--;
return true;
}
return false;
});
if (!hs.length) return "zeroplayertarget";
num = 1 - 2 / 3 / hs.length;
return [num, 0, num, 0];
},
},
},
},
drlt_qianjie: {
group: ["drlt_qianjie_1", "drlt_qianjie_2", "drlt_qianjie_3"],
locked: true,
ai: {
effect: {
target(card) {
if (card.name == "tiesuo") return "zeroplayertarget";
},
},
},
subSkill: {
1: {
audio: "drlt_qianjie",
trigger: {
player: "linkBegin",
},
forced: true,
filter(event, player) {
return !player.isLinked();
},
content() {
trigger.cancel();
},
},
2: {
mod: {
targetEnabled(card, player, target) {
if (get.type(card) == "delay") return false;
},
},
},
3: {
ai: { noCompareTarget: true },
},
},
},
drlt_jueyan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.hasEnabledSlot(1) || player.hasEnabledSlot(2) || player.hasEnabledSlot(5) || player.hasEnabledSlot("horse");
},
content() {
"step 0";
player.chooseToDisable(true).set("ai", function (event, player, list) {
if (list.includes("equip2")) return "equip2";
if (
list.includes("equip1") &&
player.countCards("h", function (card) {
return get.name(card, player) == "sha" && player.hasUseTarget(card);
}) -
player.getCardUsable("sha") >
1
)
return "equip1";
if (
list.includes("equip5") &&
player.countCards("h", function (card) {
return get.type2(card, player) == "trick" && player.hasUseTarget(card);
}) > 1
)
return "equip5";
});
"step 1";
switch (result.control) {
case "equip1":
player.addTempSkill("drlt_jueyan1");
break;
case "equip2":
player.draw(3);
player.addTempSkill("drlt_jueyan3");
break;
case "equip3_4":
player.addTempSkill("drlt_jueyan2");
break;
case "equip5":
player.addTempSkills("rejizhi");
break;
}
},
ai: {
order: 13,
result: {
player(player) {
if (player.hasEnabledSlot("equip2")) return 1;
if (
player.hasEnabledSlot("equip1") &&
player.countCards("h", function (card) {
return get.name(card, player) == "sha" && player.hasValueTarget(card);
}) -
player.getCardUsable("sha") >
1
)
return 1;
if (
player.hasEnabledSlot("equip5") &&
player.countCards("h", function (card) {
return get.type2(card, player) == "trick" && player.hasUseTarget(card);
}) > 1
)
return 1;
return -1;
},
},
},
derivation: "rejizhi",
},
drlt_jueyan1: {
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return num + 3;
},
},
mark: true,
marktext: "决",
intro: { name: "决堰 - 武器", content: "本回合内可以多使用三张【杀】" },
},
drlt_jueyan2: {
mod: {
targetInRange(card, player, target, now) {
return true;
},
},
mark: true,
marktext: "决",
intro: { name: "决堰 - 坐骑", content: "本回合内使用牌没有距离限制" },
},
drlt_jueyan3: {
mod: {
maxHandcard(player, num) {
return num + 3;
},
},
mark: true,
marktext: "决",
intro: { name: "决堰 - 防具", content: "本回合内手牌上限+3" },
},
drlt_poshi: {
audio: 2,
skillAnimation: true,
animationColor: "wood",
trigger: {
player: "phaseZhunbeiBegin",
},
forced: true,
unique: true,
juexingji: true,
derivation: ["drlt_huairou"],
filter(event, player) {
return !player.hasEnabledSlot() || player.hp == 1;
},
content() {
"step 0";
player.awakenSkill("drlt_poshi");
player.loseMaxHp();
"step 1";
var num = player.maxHp - player.countCards("h");
if (num > 0) player.draw(num);
player.changeSkills(["drlt_huairou"], ["drlt_jueyan"]);
},
},
drlt_huairou: {
audio: 2,
enable: "phaseUse",
position: "he",
filter: (event, player) => player.hasCard(card => lib.skill.drlt_huairou.filterCard(card, player), lib.skill.drlt_huairou.position),
filterCard: (card, player) => get.type(card) == "equip" && player.canRecast(card),
check(card) {
if (!_status.event.player.canEquip(card)) return 5;
return 3 - get.value(card);
},
content() {
player.recast(cards);
},
discard: false,
lose: false,
delay: false,
prompt: "将一张装备牌置入弃牌堆并摸一张牌",
ai: {
order: 10,
result: {
player: 1,
},
},
},
drlt_yongsi: {
audio: 2,
group: ["drlt_yongsi_1", "drlt_yongsi_2"],
locked: true,
subSkill: {
1: {
audio: "drlt_yongsi",
trigger: {
player: "phaseDrawBegin2",
},
forced: true,
filter(event, player) {
return !event.numFixed;
},
content() {
trigger.num = game.countGroup();
},
},
2: {
audio: "drlt_yongsi",
trigger: {
player: "phaseUseEnd",
},
forced: true,
filter(event, player) {
var num = 0;
player.getHistory("sourceDamage", function (evt) {
if (evt.getParent("phaseUse") == event) num += evt.num;
});
return !num || num > 1;
},
content() {
var numx = 0;
player.getHistory("sourceDamage", function (evt) {
if (evt.getParent("phaseUse") == trigger) numx += evt.num;
});
if (!numx) {
var num = player.hp - player.countCards("h");
if (num > 0) player.draw(num);
} else {
player.addTempSkill("drlt_yongsi1", { player: "phaseDiscardAfter" });
}
},
},
},
},
drlt_yongsi1: {
mod: {
maxHandcard(player, num) {
return num + player.maxHp - 2 * Math.max(0, player.hp);
},
},
},
drlt_weidi: {
audio: 2,
forceaudio: true,
unique: true,
zhuSkill: true,
trigger: {
player: "phaseDiscardBegin",
},
direct: true,
filter(event, player) {
if (!player.hasZhuSkill("drlt_weidi")) return false;
return (
player.needsToDiscard() > 0 &&
game.countPlayer(function (current) {
return current != player && current.group == "qun";
}) > 0
);
},
content() {
"step 0";
var num = Math.min(
player.needsToDiscard(),
game.countPlayer(function (target) {
return target != player && target.group == "qun";
})
);
if (num) {
player.chooseCardTarget({
prompt: get.prompt("drlt_weidi"),
prompt2: "你可以将" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "张手牌交给等量的其他群势力角色。先按顺序选中所有要给出的手牌,然后再按顺序选择等量的目标角色",
selectCard: [1, num],
selectTarget() {
return ui.selected.cards.length;
},
filterTarget(card, player, target) {
return target != player && target.group == "qun";
},
complexSelect: true,
filterOk() {
return ui.selected.cards.length == ui.selected.targets.length;
},
ai1(card) {
var player = _status.event.player;
var value = get.value(card, player, "raw");
if (
game.hasPlayer(function (target) {
return target != player && target.group == "qun" && !ui.selected.targets.includes(target) && get.sgn(value) == get.sgn(get.attitude(player, target));
})
)
return 1 / Math.max(1, get.useful(card));
return -1;
},
ai2(target) {
var player = _status.event.player;
var card = ui.selected.cards[ui.selected.targets.length];
if (card && get.value(card, player, "raw") < 0) return -get.attitude(player, target);
return get.attitude(player, target);
},
});
} else event.finish();
"step 1";
if (result.bool && result.cards.length > 0) {
var list = [];
for (var i = 0; i < result.targets.length; i++) {
var target = result.targets[i];
var card = result.cards[i];
list.push([target, card]);
}
player.logSkill("drlt_weidi", result.targets);
game.loseAsync({
gain_list: list,
player: player,
cards: result.cards,
giver: player,
animate: "giveAuto",
}).setContent("gaincardMultiple");
} else event.finish();
},
},
drlt_xiongluan: {
audio: 2,
unique: true,
enable: "phaseUse",
mark: true,
skillAnimation: true,
animationColor: "gray",
limited: true,
filter(event, player) {
return !player.isDisabledJudge() || player.hasEnabledSlot();
},
filterTarget(card, player, target) {
return target != player;
},
content() {
player.awakenSkill("drlt_xiongluan");
var disables = [];
for (var i = 1; i <= 5; i++) {
for (var j = 0; j < player.countEnabledSlot(i); j++) {
disables.push(i);
}
}
if (disables.length > 0) player.disableEquip(disables);
player.disableJudge();
player.addTempSkill("drlt_xiongluan1");
player.storage.drlt_xiongluan1 = target;
target.addSkill("drlt_xiongluan2");
target.markSkillCharacter("drlt_xiongluan1", player, "雄乱", "无法使用或打出任何手牌");
},
ai: {
order: 13,
result: {
target: (player, target) => {
let hs = player.countCards("h", card => {
if (!get.tag(card, "damage") || get.effect(target, card, player, player) <= 0) return 0;
if (get.name(card, player) === "sha") {
if (target.getEquip("bagua")) return 0.5;
if (target.getEquip("rewrite_bagua")) return 0.25;
}
return 1;
}),
ts =
target.hp +
target.hujia +
game.countPlayer(current => {
if (get.attitude(current, target) > 0) return current.countCards("hs") / 8;
return 0;
});
if (hs >= ts) return -hs;
return 0;
},
},
},
intro: {
content: "limited",
},
},
drlt_xiongluan1: {
onremove(player) {
player.storage.drlt_xiongluan1.removeSkill("drlt_xiongluan2");
player.storage.drlt_xiongluan1.unmarkSkill("drlt_xiongluan1");
delete player.storage.drlt_xiongluan1;
},
mod: {
targetInRange(card, player, target) {
if (target.hasSkill("drlt_xiongluan2")) {
return true;
}
},
cardUsableTarget(card, player, target) {
if (target.hasSkill("drlt_xiongluan2")) return true;
},
},
charlotte: true,
},
drlt_xiongluan2: {
mod: {
cardEnabled2(card, player) {
if (get.position(card) == "h") return false;
},
},
ai: {
effect: {
target(card, player, target) {
if (get.tag(card, "damage")) return [0, -999999];
},
},
},
charlotte: true,
},
drlt_congjian: {
audio: 2,
audioname2: { tongyuan: "ocongjian_tongyuan" },
trigger: {
target: "useCardToTargeted",
},
direct: true,
filter(event, player) {
return get.type(event.card) == "trick" && event.targets.length > 1 && player.countCards("he") > 0;
},
content() {
"step 0";
player.chooseCardTarget({
filterCard: true,
selectCard: 1,
position: "he",
filterTarget(card, player, target) {
return player != target && _status.event.targets.includes(target);
},
ai1(card) {
if (card.name == "du") return 20;
if (_status.event.player.storage.drlt_xiongluan && get.type(card) == "equip") return 15;
return 6 - get.value(card);
},
ai2(target) {
var att = get.attitude(_status.event.player, target);
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
if (target.hasSkillTag("nodu")) return 0.1;
return 1 - att;
}
return att - 3;
},
prompt: get.prompt2("drlt_congjian"),
targets: trigger.targets,
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("drlt_congjian", target);
player.give(result.cards, target, "give");
var num = 1;
if (get.type(result.cards[0]) == "equip") num = 2;
player.draw(num);
}
},
},
drlt_wanglie: {
locked: false,
mod: {
targetInRange(card, player, target, now) {
if (game.online) {
if (!player.countUsed()) return true;
} else {
var evt = _status.event.getParent("phaseUse");
if (
evt &&
evt.name == "phaseUse" &&
player.getHistory("useCard", function (evt2) {
return evt2.getParent("phaseUse") == evt;
}).length == 0
)
return true;
}
},
},
audio: 2,
trigger: {
player: "useCard",
},
filter(event, player) {
return player.isPhaseUsing() && (event.card.name == "sha" || get.type(event.card) == "trick");
},
preHidden: true,
check(event, player) {
if (["wuzhong", "kaihua", "dongzhuxianji"].includes(event.card.name)) return false;
player._wanglie_temp = true;
var eff = 0;
for (var i of event.targets) {
eff += get.effect(i, event.card, player, player);
}
delete player._wanglie_temp;
if (eff < 0) return true;
if (
!player.countCards("h", function (card) {
return player.hasValueTarget(card, null, true);
})
)
return true;
if (
get.tag(event.card, "damage") &&
!player.needsToDiscard() &&
!player.countCards("h", function (card) {
return get.tag(card, "damage") && player.hasValueTarget(card, null, true);
})
)
return true;
return false;
},
prompt2(event) {
return "令" + get.translation(event.card) + "不能被响应,然后本阶段不能再使用牌";
},
content() {
trigger.nowuxie = true;
trigger.directHit.addArray(game.players);
player.addTempSkill("drlt_wanglie2", "phaseUseAfter");
},
ai: {
pretao: true,
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (tag == "pretao") return true;
if (player._wanglie_temp) return false;
player._wanglie_temp = true;
var bool = (function () {
if (["wuzhong", "kaihua", "dongzhuxianji"].includes(arg.card.name)) return false;
if (get.attitude(player, arg.target) > 0 || !player.isPhaseUsing()) return false;
var cards = player.getCards("h", function (card) {
return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card));
});
var sha = player.getCardUsable("sha");
if (arg.card.name == "sha") sha--;
cards = cards.filter(function (card) {
if (card.name == "sha" && sha <= 0) return false;
return player.hasValueTarget(card, null, true);
});
if (!cards.length) return true;
if (!get.tag(arg.card, "damage")) return false;
if (
!player.needsToDiscard() &&
!cards.filter(function (card) {
return get.tag(card, "damage");
}).length
)
return true;
return false;
})();
delete player._wanglie_temp;
return bool;
},
},
},
drlt_wanglie2: {
mod: {
cardEnabled(card, player) {
return false;
},
},
},
liangyin: {
audio: 2,
group: ["liangyin_1", "liangyin_2"],
subSkill: {
1: {
trigger: {
global: ["loseAfter", "addToExpansionAfter", "cardsGotoSpecialAfter", "loseAsyncAfter"],
},
filter(event, player, name) {
if (event.name == "lose" || event.name == "loseAsync") return event.getlx !== false && event.toStorage == true;
if (event.name == "cardsGotoSpecial") return !event.notrigger;
return true;
},
direct: true,
content() {
"step 0";
player.chooseTarget("是否发动【良姻】令手牌数大于你的一名角色摸一张牌?", function (card, player, target) {
return target != player && target.countCards("h") > player.countCards("h");
}).ai = function (target) {
return get.attitude(player, target);
};
"step 1";
if (result.bool) {
player.logSkill("liangyin", result.targets);
result.targets[0].draw();
}
},
sub: true,
},
2: {
trigger: {
global: "gainAfter",
},
filter(event, player) {
return (
event.fromStorage == true ||
game.hasPlayer2(function (current) {
var evt = event.getl(current);
return evt && evt.xs && evt.xs.length > 0;
})
);
},
direct: true,
content() {
"step 0";
player.chooseTarget("是否发动【良姻】令手牌数小于你的一名角色弃置一张牌?", function (card, player, target) {
return target != player && target.countCards("h") < player.countCards("h") && target.countCards("he") > 0;
}).ai = function (target) {
return -get.attitude(player, target);
};
"step 1";
if (result.bool) {
player.logSkill("liangyin", result.targets);
result.targets[0].chooseToDiscard("he", 1, true);
}
},
sub: true,
},
},
},
kongsheng: {
audio: 2,
trigger: {
player: "phaseZhunbeiBegin",
},
direct: true,
filter(event, player) {
return player.countCards("he") > 0;
},
content() {
"step 0";
player.chooseCard(get.prompt("kongsheng"), "将任意张牌置于武将牌上", "he", [1, player.countCards("he")]).set("ai", function (card) {
if (get.position(card) == "e") return 1 - get.value(card);
if (card.name == "shan" || card.name == "du" || !player.hasValueTarget(card)) return 1;
return 4 - get.value(card);
});
"step 1";
if (result.bool) {
player.logSkill("kongsheng");
player.addSkill("kongsheng2");
player.addToExpansion(result.cards, "log", "give", player).gaintag.add("kongsheng2");
}
},
},
kongsheng_ai: { ai: { reverseOrder: true } },
kongsheng2: {
audio: "kongsheng",
marktext: "箜",
intro: {
content: "expansion",
markcount: "expansion",
},
trigger: {
player: "phaseJieshuBegin",
},
filter(event, player) {
return player.getExpansions("kongsheng2").length > 0;
},
forced: true,
charlotte: true,
content() {
"step 0";
player.addTempSkill("kongsheng_ai", "kongsheng2After");
"step 1";
var cards = player.getExpansions("kongsheng2").filter(function (i) {
return get.type(i, false) == "equip" && player.hasUseTarget(i);
});
if (cards.length == 1) {
event._result = { bool: true, links: cards };
} else if (cards.length)
player.chooseButton(true, ["选择要使用的装备牌", cards]).set("ai", function (button) {
return get.order(button.link);
});
else event.goto(3);
"step 2";
if (result.bool) {
player.chooseUseTarget(result.links[0], true);
event.goto(1);
}
"step 3";
var cards = player.getExpansions("kongsheng2");
if (cards.length) player.gain(cards, "gain2");
},
},
nzry_juzhan: {
audio: "nzry_juzhan_1",
mark: true,
locked: false,
zhuanhuanji: true,
marktext: "☯",
intro: {
content(storage, player, skill) {
if (player.storage.nzry_juzhan == true) return "当你使用【杀】指定一名角色为目标后,你可以获得其一张牌,然后你本回合内不能再对其使用牌";
return "当你成为其他角色【杀】的目标后,你可以与其各摸一张牌,然后其本回合内不能再对你使用牌";
},
},
group: ["nzry_juzhan_1", "nzry_juzhan_2"],
subSkill: {
1: {
audio: 2,
trigger: {
target: "useCardToTargeted",
},
prompt2: "当你成为其他角色【杀】的目标后,你可以与其各摸一张牌,然后其本回合内不能再对你使用牌。",
filter(event, player) {
return event.card.name == "sha" && !player.storage.nzry_juzhan;
},
logTarget: "player",
content() {
"step 0";
game.asyncDraw([player, trigger.player]);
trigger.player.addTempSkill("nzry_juzhany");
player.changeZhuanhuanji("nzry_juzhan");
player.addTempSkill("nzry_juzhanx");
"step 1";
game.delayx();
},
},
2: {
audio: "nzry_juzhan_1",
trigger: {
player: "useCardToPlayered",
},
prompt2: "当你使用【杀】指定一名角色为目标后,你可以获得其一张牌,然后你本回合内不能再对其使用牌",
filter(event, player) {
return event.card.name == "sha" && player.storage.nzry_juzhan == true && event.target.countGainableCards(player, "he") > 0;
},
check(event, player) {
return event.player.countCards("he") > 0 && event.targets && event.targets.length == 1;
},
logTarget: "target",
content() {
player.gainPlayerCard(trigger.targets[0], "he", true);
player.changeZhuanhuanji("nzry_juzhan");
trigger.target.addTempSkill("nzry_juzhanx");
player.addTempSkill("nzry_juzhany");
},
},
},
},
nzry_juzhanx: {
mod: {
targetEnabled(card, player, target) {
if (player.hasSkill("nzry_juzhany")) return false;
},
},
},
nzry_juzhany: {},
nzry_feijun: {
init: player => {
if (!Array.isArray(player.storage.nzry_feijun)) player.storage.nzry_feijun = [];
},
intro: {
content(storage) {
if (!storage || !storage.length) return "尚未发动";
var str = get.translation(storage);
return "已对" + str + "发动过〖飞军〗";
},
},
mark: true,
enable: "phaseUse",
usable: 1,
position: "he",
audio: 2,
filter(event, player) {
return (
game.hasPlayer(function (current) {
return current.countCards("h") >= player.countCards("h");
}) ||
game.hasPlayer(function (current) {
return current.countCards("e") >= player.countCards("e");
}) > 0
);
},
filterCard: true,
check(card) {
return 5 - get.value(card);
},
content() {
"step 0";
var list = [];
if (
game.hasPlayer(function (current) {
return current.countCards("h") > player.countCards("h");
})
)
list.push("令一名手牌数大于你的角色交给你一张牌");
if (
game.hasPlayer(function (current) {
return current.countCards("e") > player.countCards("e");
}) > 0
)
list.push("令一名装备区内牌数大于你的角色弃置一张装备牌");
if (list.length == 0) event.finish();
else if (list.length < 2) {
if (
game.hasPlayer(function (current) {
return current.countCards("h") > player.countCards("h");
})
)
event._result = { index: 0 };
else event._result = { index: 1 };
} else {
player
.chooseControl()
.set("ai", function () {
if (
game.hasPlayer(function (current) {
return current.countCards("h") > player.countCards("h") && get.attitude(player, current) < 0;
})
)
return 0;
return 1;
})
.set("choiceList", list);
}
"step 1";
event.index = result.index;
if (result.index == 0) {
player
.chooseTarget(function (card, player, target) {
return target != player && target.countCards("h") > player.countCards("h");
}, "选择一名手牌数大于你的角色")
.set("ai", function (target) {
return -get.attitude(player, target);
});
} else {
player.chooseTarget(function (card, player, target) {
return target.countCards("e") > player.countCards("e") && target != player;
}, "选择一名装备区里牌数大于你的角色").ai = function (target) {
return -get.attitude(player, target);
};
}
"step 2";
if (result.bool) {
event.target = result.targets[0];
var list = player.getStorage("nzry_feijun");
if (!list.includes(event.target)) {
event._nzry_binglve = true;
player.markAuto("nzry_feijun", [event.target]);
}
player.line(event.target, "green");
if (event.index == 0) {
event.target.chooseCard("he", true, "选择一张牌交给" + get.translation(player)).set("ai", function (card) {
return 6 - get.value(card);
});
} else {
event.target.chooseToDiscard("he", true, { type: "equip" }, "请弃置一张装备牌");
event.finish();
}
} else {
event.finish();
}
"step 3";
if (result.bool) {
target.give(result.cards, player);
}
},
ai: {
order: 11,
result: {
player(player) {
if (
game.hasPlayer(function (current) {
return (current.countCards("h") > player.countCards("h") || current.countCards("e") > player.countCards("e")) && get.attitude(player, current) < 0 && player.getStorage("nzry_feijun").includes(current);
}) ||
game.hasPlayer(function (current) {
return current.countCards("h") > player.countCards("h") && get.attitude(player, current) < 0;
}) ||
(player.countCards("h") >= 2 &&
game.hasPlayer(function (current) {
return current.countCards("e") > player.countCards("e") && get.attitude(player, current) < 0;
}))
)
return 1;
},
},
},
},
nzry_binglve: {
audio: 2,
trigger: { player: "nzry_feijunAfter" },
forced: true,
filter(event, player) {
return event._nzry_binglve == true;
},
content() {
player.draw(2);
},
ai: { combo: "nzry_feijun" },
},
nzry_huaiju_ai: {
charlotte: true,
ai: {
filterDamage: true,
skillTagFilter(player, tag, arg) {
if (!player.hasMark("nzry_huaiju")) return false;
if (
!game.hasPlayer(function (current) {
return current.hasSkill("tachibana_effect");
})
)
return false;
if (arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
}
},
},
},
nzry_huaiju: {
marktext: "橘",
intro: {
name: "怀橘",
name2: "橘",
content: "当前有#个“橘”",
},
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
player.addMark("nzry_huaiju", 3);
player.addSkill("nzry_huaiju_ai");
},
group: ["tachibana_effect"],
},
//没错 这是个橘
tachibana_effect: {
audio: "nzry_huaiju",
trigger: {
global: ["damageBegin4", "phaseDrawBegin2"],
},
forced: true,
filter(event, player) {
return event.player.hasMark("nzry_huaiju") && (event.name == "damage" || !event.numFixed);
},
content() {
player.line(trigger.player, "green");
if (trigger.name == "damage") {
trigger.cancel();
trigger.player.removeMark("nzry_huaiju", 1);
} else trigger.num++;
},
},
nzry_yili: {
audio: 2,
trigger: {
player: "phaseUseBegin",
},
direct: true,
content() {
"step 0";
player.chooseTarget(get.prompt("nzry_yili"), "移去一个【橘】或失去1点体力然后令一名其他角色获得一个【橘】", function (card, player, target) {
return target != player;
}).ai = function (target) {
var player = _status.event.player;
if (player.storage.nzry_huaiju > 2 || player.hp > 2) return get.attitude(player, target);
return -1;
};
"step 1";
if (result.bool) {
event.target = result.targets[0];
if (player.hasMark("nzry_huaiju")) {
player
.chooseControl()
.set("choiceList", ["失去1点体力", "移去一个“橘”"])
.set("ai", function () {
if (player.hp > 2) return 0;
return 1;
});
} else event._result = { index: 0 };
} else {
event.finish();
}
"step 2";
player.logSkill("nzry_yili", target);
if (result.index == 1) {
player.removeMark("nzry_huaiju", 1);
} else {
player.loseHp();
}
target.addMark("nzry_huaiju", 1);
target.addSkill("nzry_huaiju_ai");
},
ai: {
combo: "nzry_huaiju",
},
},
nzry_zhenglun: {
audio: 2,
trigger: {
player: "phaseDrawBefore",
},
filter(event, player) {
return !player.hasMark("nzry_huaiju");
},
check(event, player) {
return player.countCards("h") >= 2 || player.skipList.includes("phaseUse");
},
content() {
trigger.cancel();
player.addMark("nzry_huaiju", 1);
},
ai: {
combo: "nzry_huaiju",
},
},
nzry_kuizhu: {
audio: 2,
trigger: {
player: "phaseDiscardAfter",
},
direct: true,
filter(event, player) {
var cards = [];
player.getHistory("lose", function (evt) {
if (evt.type == "discard" && evt.getParent("phaseDiscard") == event) cards.addArray(evt.cards2);
});
return cards.length > 0;
},
content() {
"step 0";
var cards = [];
player.getHistory("lose", function (evt) {
if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger) cards.addArray(evt.cards2);
});
event.num = cards.length;
event.str1 = "令至多" + event.num + "名角色摸一张牌";
event.str2 = "对任意名体力值之和为" + event.num + "的角色造成1点伤害";
player
.chooseControl("cancel2")
.set("ai", function () {
if (
game.countPlayer(function (current) {
return get.attitude(player, current) < 0 && current.hp == event.num;
}) > 0 &&
event.num <= 3
)
return 1;
return 0;
})
.set("choiceList", [event.str1, event.str2])
.set("prompt", "是否发动【溃诛】?");
"step 1";
if (result.control == "cancel2") event.finish();
event.control = [event.str1, event.str2][result.index];
"step 2";
var str = "请选择〖溃诛〗的目标";
if (event.bool == false) str = "<br>所选目标体力之和不足" + event.num + ",请重选";
if (event.control == event.str2) {
player
.chooseTarget(str, function (card, player, target) {
var targets = ui.selected.targets;
var num = 0;
for (var i = 0; i < targets.length; i++) {
num += targets[i].hp;
}
return num + target.hp <= _status.event.num;
})
.set("ai", function (target) {
if (ui.selected.targets[0] != undefined) return -1;
return get.attitude(player, target) < 0;
})
.set("promptbar", "none")
.set("num", event.num)
.set("selectTarget", function () {
var targets = ui.selected.targets;
var num = 0;
for (var i = 0; i < targets.length; i++) {
num += targets[i].hp;
}
if (num == _status.event.num) return ui.selected.targets.length;
return ui.selected.targets.length + 1;
});
} else {
player.chooseTarget("请选择〖溃诛〗的目标", [1, event.num]).ai = function (target) {
return get.attitude(player, target);
};
}
"step 3";
if (result.bool) {
var targets = result.targets.sortBySeat();
if (event.control == event.str1) {
//player.line(targets);
player.logSkill("nzry_kuizhu", targets);
game.asyncDraw(targets);
} else {
var num = 0;
for (var i = 0; i < targets.length; i++) {
num += targets[i].hp;
}
if (num < event.num) {
event.bool = false;
event.goto(2);
} else {
//player.line(targets);
player.logSkill("nzry_kuizhu", targets);
for (var i = 0; i < targets.length; i++) {
targets[i].damage();
}
//if(targets.length>=2) player.loseHp();
}
}
}
},
},
rechezheng: {
audio: "nzry_zhizheng",
trigger: { source: "damageBegin2" },
filter(event, player) {
return player.isPhaseUsing() && !player.inRangeOf(event.player);
},
forced: true,
logTarget: "player",
content() {
trigger.cancel();
},
ai: {
effect: {
player(card, player, target) {
if (get.tag(card, "damage") && !player.inRangeOf(target)) return "zerotarget";
},
},
},
},
nzry_zhizheng: {
audio: 2,
//mod:{
// playerEnabled:function(card,player,target){
// var info=get.info(card);
// if(target!=player&&(!info||!info.singleCard||!ui.selected.targets.length)&&player.isPhaseUsing()&&!target.inRange(player)) return false;
// },
//},
trigger: {
player: "phaseUseEnd",
},
forced: true,
filter(event, player) {
return (
player.getHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == event;
}).length <
game.countPlayer(function (current) {
return current != player && !current.inRange(player);
}) &&
game.hasPlayer(function (target) {
return target != player && !target.inRange(player) && target.countDiscardableCards(player, "he");
})
);
},
content() {
"step 0";
player.chooseTarget("请选择〖掣政〗的目标", "弃置一名攻击范围内不包含你的角色的一张牌", true, function (card, player, target) {
return target != player && !target.inRange(player) && target.countDiscardableCards(player, "he");
}).ai = function (target) {
return -get.attitude(player, target);
};
"step 1";
if (result.bool) {
player.line(result.targets);
player.discardPlayerCard(result.targets[0], "he", 1, true);
}
},
group: "rechezheng",
},
nzry_lijun: {
unique: true,
global: "nzry_lijun1",
audio: "nzry_lijun1",
zhuSkill: true,
},
nzry_lijun2: {
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return num + player.countMark("nzry_lijun2");
},
},
onremove: true,
},
nzry_lijun1: {
audio: 2,
//forceaudio:true,
trigger: {
player: "useCardAfter",
},
filter(event, player) {
if (event.card.name != "sha" || player.group != "wu") return false;
if (player.hasSkill("nzry_lijun2")) return false;
if (!player.isPhaseUsing()) return false;
if (
!game.hasPlayer(function (target) {
return player != target && target.hasZhuSkill("nzry_lijun", player);
})
)
return false;
for (var i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) == "o") {
return true;
}
}
return false;
},
direct: true,
content() {
"step 0";
var list = game.filterPlayer(function (target) {
return player != target && target.hasZhuSkill("nzry_lijun", player);
});
player.chooseTarget(get.prompt("nzry_lijun"), "将" + get.translation(trigger.cards) + "交给" + get.translation(list) + (list.length > 1 ? "中的一人" : ""), function (card, player, target) {
return player != target && target.hasZhuSkill("nzry_lijun", player);
}).ai = function (target) {
return get.attitude(_status.event.player, target);
};
"step 1";
if (!result.bool) event.finish();
else {
player.addTempSkill("nzry_lijun2", "phaseUseEnd");
var zhu = result.targets[0];
player.line(zhu, "green");
zhu.logSkill("nzry_lijun");
var list = [];
for (var i = 0; i < trigger.cards.length; i++) {
if (get.position(trigger.cards[i], true) == "o") {
list.push(trigger.cards[i]);
}
}
zhu.gain(list, "gain2").giver = player;
zhu.chooseBool()
.set("ai", function () {
if (get.attitude(zhu, player) > 0) return true;
return false;
})
.set("prompt", "是否令" + get.translation(player) + "摸一张牌?");
}
"step 2";
if (result.bool) {
player.draw();
player.addMark("nzry_lijun2", 1, false);
}
},
},
nzry_chenglve: {
mark: true,
locked: false,
zhuanhuanji: true,
marktext: "☯",
intro: {
content(storage, player, skill) {
var str = player.storage.nzry_chenglve ? "出牌阶段限一次,你可以摸两张牌,然后弃置一张手牌。若如此做,直到本回合结束,你使用与弃置牌花色相同的牌无距离和次数限制" : "出牌阶段限一次,你可以摸一张牌,然后弃置两张手牌。若如此做,直到本回合结束,你使用与弃置牌花色相同的牌无距离和次数限制";
if (player.storage.nzry_chenglve1) {
str += "<br><li>当前花色:";
str += get.translation(player.storage.nzry_chenglve1);
}
return str;
},
},
enable: "phaseUse",
usable: 1,
audio: 2,
content() {
"step 0";
if (player.storage.nzry_chenglve == true) {
player.draw(2);
player.chooseToDiscard("h", true);
} else {
player.draw();
player.chooseToDiscard("h", 2, true);
}
player.changeZhuanhuanji("nzry_chenglve");
"step 1";
if (result.bool) {
player.storage.nzry_chenglve1 = [];
for (var i = 0; i < result.cards.length; i++) {
player.storage.nzry_chenglve1.add(get.suit(result.cards[i], player));
}
player.markSkill("nzry_chenglve");
player.addTempSkill("nzry_chenglve1");
}
},
ai: {
order: 2.7,
result: {
player(player) {
if (!player.storage.nzry_chenglve && player.countCards("h") < 3) return 0;
return 1;
},
},
},
},
nzry_chenglve1: {
mod: {
cardUsable(card, player) {
const suit = get.suit(card);
if (suit == "unsure" || player.getStorage("nzry_chenglve1").includes(suit)) return Infinity;
},
targetInRange(card, player) {
const suit = get.suit(card);
if (suit == "unsure" || player.getStorage("nzry_chenglve1").includes(suit)) return true;
},
},
onremove: true,
},
nzry_shicai: {
audio: "nzry_shicai_2",
trigger: { player: ["useCardAfter", "useCardToTargeted"] },
prompt2(event, player) {
const cards = event.cards.filterInD("oe");
return "你可以将" + get.translation(cards) + (cards.length > 1 ? "以任意顺序" : "") + "置于牌堆顶,然后摸一张牌";
},
filter(event, player) {
if (!event.cards.someInD()) return false;
let evt = event,
type = get.type2(evt.card, false);
if (event.name == "useCardToTargeted") {
if (type != "equip" || player != event.target) return false;
evt = evt.getParent();
} else {
if (type == "equip") return false;
}
return !player.hasHistory(
"useCard",
evtx => {
return evtx != evt && get.type2(evtx.card, false) == type;
},
evt
);
},
check(event, player) {
if (get.type(event.card) == "equip") {
if (get.subtype(event.card) == "equip6") return true;
if (get.equipResult(player, player, event.card.name) <= 0) return true;
var eff1 = player.getUseValue(event.card);
var subtype = get.subtype(event.card);
return (
player.countCards("h", function (card) {
return get.subtype(card) == subtype && player.getUseValue(card) >= eff1;
}) > 0
);
}
return true;
},
content() {
"step 0";
var cards = trigger.cards.filterInD();
if (cards.length == 1) {
event._result = { bool: true, moved: [cards] };
} else {
var next = player.chooseToMove("恃才:将牌按顺序置于牌堆顶", true);
next.set("list", [["牌堆顶", cards]]);
next.set("reverse", _status.currentPhase && _status.currentPhase.next ? get.attitude(player, _status.currentPhase.next) > 0 : false);
next.set("processAI", function (list) {
var cards = list[0][1].slice(0);
cards.sort(function (a, b) {
return (_status.event.reverse ? 1 : -1) * (get.value(b) - get.value(a));
});
return [cards];
});
}
"step 1";
if (result.bool) {
var cards = result.moved[0];
cards.reverse();
game.cardsGotoPile(cards, "insert");
game.log(player, "将", cards, "置于了牌堆顶");
}
player.draw();
},
subSkill: { 2: { audio: 2 } },
ai: {
reverseOrder: true,
skillTagFilter(player) {
if (
player.getHistory("useCard", function (evt) {
return get.type(evt.card) == "equip";
}).length > 0
)
return false;
},
effect: {
target(card, player, target) {
if (
player == target &&
get.type(card) == "equip" &&
!player.getHistory("useCard", function (evt) {
return get.type(evt.card) == "equip";
}).length
)
return [1, 3];
},
},
},
},
nzry_cunmu: {
audio: 2,
audioname: ["ol_pengyang"],
trigger: {
player: "drawBegin",
},
forced: true,
content() {
trigger.bottom = true;
},
},
nzry_mingren: {
audio: "nzry_mingren_1",
audioname: ["sb_yl_luzhi"],
marktext: "任",
intro: {
content: "expansion",
markcount: "expansion",
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: ["nzry_mingren_1", "nzry_mingren_2"],
2024-05-06 14:15:59 +00:00
ai:{
combo: "nzry_zhenliang",
},
subSkill: {
1: {
audio: 2,
audioname: ["sb_yl_luzhi"],
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
filter(event, player) {
return (event.name != "phase" || game.phaseNumber == 0) && !player.getExpansions("nzry_mingren").length;
},
content() {
"step 0";
player.draw(2);
"step 1";
if (!player.countCards("h")) event.finish();
else
player.chooseCard("h", "将一张手牌置于武将牌上,称为“任”", true).set("ai", function (card) {
return 6 - get.value(card);
});
"step 2";
if (result.bool) {
player.addToExpansion(result.cards[0], player, "give", "log").gaintag.add("nzry_mingren");
}
},
},
2: {
trigger: {
player: "phaseJieshuBegin",
},
filter(event, player) {
return player.countCards("h") > 0 && player.getExpansions("nzry_mingren").length > 0;
},
direct: true,
content() {
"step 0";
player.chooseCard("h", get.prompt("nzry_mingren"), "选择一张手牌替换“任”(" + get.translation(player.getExpansions("nzry_mingren")[0]) + "").set("ai", function (card) {
var player = _status.event.player;
var color = get.color(card);
if (color == get.color(player.getExpansions("nzry_mingren")[0])) return false;
var num = 0;
var list = [];
player.countCards("h", function (cardx) {
if (cardx != card || get.color(cardx) != color) return false;
if (list.includes(cardx.name)) return false;
list.push(cardx.name);
switch (cardx.name) {
case "wuxie":
num += game.countPlayer() / 2.2;
break;
case "caochuan":
num += 1.1;
break;
case "shan":
num += 1;
break;
}
});
return num * (30 - get.value(card));
});
"step 1";
if (result.bool) {
player.logSkill("nzry_mingren");
player.addToExpansion(result.cards[0], "log", "give", player).gaintag.add("nzry_mingren");
var card = player.getExpansions("nzry_mingren")[0];
if (card) player.gain(card, "gain2");
}
},
},
},
},
nzry_zhenliang: {
audio: "nzry_zhenliang_1",
mark: true,
locked: false,
zhuanhuanji: true,
marktext: "☯",
intro: {
content(storage, player, skill) {
if (player.storage.nzry_zhenliang == true) return "当你于回合外使用或打出的牌结算完成后,若此牌与“任”颜色相同,则你可以令一名角色摸一张牌。";
return "出牌阶段限一次你可以弃置一张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害。";
},
},
group: ["nzry_zhenliang_1", "nzry_zhenliang_2"],
subSkill: {
1: {
prompt: "弃置一张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害。",
audio: 2,
enable: "phaseUse",
filter(event, player) {
if (player.storage.nzry_zhenliang) return false;
var storage = player.getExpansions("nzry_mingren");
if (!storage.length) return false;
var color = get.color(storage[0]);
if (
player.countCards("he", function (card) {
return get.color(card) == color;
}) == 0
)
return false;
return game.hasPlayer(function (current) {
return player.inRange(current);
});
},
position: "he",
filterCard(card, player) {
return get.color(card) == get.color(player.getExpansions("nzry_mingren")[0]);
},
filterTarget(card, player, target) {
return player.inRange(target);
},
check(card) {
return 6.5 - get.value(card);
},
content() {
player.changeZhuanhuanji("nzry_zhenliang");
target.damage("nocard");
},
ai: {
order: 5,
result: {
player(player, target) {
return get.damageEffect(target, player, player);
},
},
},
},
2: {
trigger: {
player: ["useCardAfter", "respondAfter"],
},
filter(event, player) {
if (_status.currentPhase == player || !player.storage.nzry_zhenliang) return false;
var card = player.getExpansions("nzry_mingren")[0];
return card && get.color(event.card) == get.color(card);
},
direct: true,
content() {
"step 0";
player.chooseTarget(get.prompt("nzry_zhenliang"), "令一名角色摸一张牌").ai = function (target) {
if (target.hasSkillTag("nogain")) return 0.1;
var att = get.attitude(player, target);
return att * (Math.max(5 - target.countCards("h"), 2) + 3);
};
"step 1";
if (result.bool) {
player.changeZhuanhuanji("nzry_zhenliang");
player.logSkill("nzry_zhenliang", result.targets);
result.targets[0].draw();
}
},
},
},
ai: {
combo: "nzry_mingren",
},
},
nzry_jianxiang: {
audio: 2,
trigger: {
target: "useCardToTargeted",
},
filter(event, player) {
return event.player != player;
},
direct: true,
content() {
"step 0";
player.chooseTarget(get.prompt("nzry_jianxiang"), "令场上手牌数最少的一名角色摸一张牌", function (card, player, target) {
return target.isMinHandcard();
}).ai = function (target) {
return get.attitude(player, target);
};
"step 1";
if (result.bool) {
player.logSkill("nzry_jianxiang", result.targets);
result.targets[0].draw();
}
},
},
nzry_shenshi: {
mark: true,
audio: "nzry_shenshi_1",
locked: false,
zhuanhuanji: true,
marktext: "☯",
intro: {
content(storage, player, skill) {
if (player.storage.nzry_shenshi == true) return "其他角色对你造成伤害后,你可以观看该角色的手牌,然后交给其一张牌,当前角色回合结束时,若此牌仍在该角色的区域内,你将手牌摸至四张";
return "出牌阶段限一次你可以将一张牌交给一名手牌数最多的角色然后对其造成1点伤害若该角色因此死亡则你可以令一名角色将手牌摸至四张";
},
},
group: ["nzry_shenshi_1", "nzry_shenshi_2"],
subSkill: {
1: {
audio: 2,
prompt: "出牌阶段限一次你可以将一张牌交给一名手牌数最多的角色然后对其造成1点伤害若该角色因此死亡则你可以令一名角色将手牌摸至四张",
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.countCards("he") > 0 && player.storage.nzry_shenshi != true;
},
discard: false,
line: true,
lose: false,
delay: false,
position: "he",
filterCard: true,
filterTarget(card, player, target) {
return (
target != player &&
!game.hasPlayer(function (current) {
return current != player && current.countCards("h") > target.countCards("h");
})
);
},
check(card) {
return 5 - get.value(card);
},
content() {
"step 0";
player.changeZhuanhuanji("nzry_shenshi");
player.give(cards, target);
target.damage("nocard");
"step 1";
if (!target.isIn()) {
player
.chooseTarget("令一名角色将手牌摸至四张", function (card, player, target) {
return target.countCards("h") < 4;
})
.set("ai", function (target) {
return get.attitude(player, target);
});
} else {
event.finish();
}
"step 2";
if (result.bool) {
player.line(result.targets);
result.targets[0].draw(4 - result.targets[0].countCards("h"));
}
},
ai: {
order: 1,
result: {
target(player, target) {
return -1;
},
},
},
},
2: {
audio: "nzry_shenshi_1",
trigger: {
player: "damageEnd",
},
filter(event, player) {
return player.countCards("he") > 0 && event.source && event.source != player && player.storage.nzry_shenshi == true;
},
check(event, player) {
return event.source && event.source.countCards("h") <= 2 && player.countCards("h") < 4;
},
logTarget: "source",
prompt2: "其他角色对你造成伤害后,你可以观看该角色的手牌,然后交给其一张牌,当前角色回合结束时,若此牌仍在该角色的区域内,你将手牌摸至四张",
content() {
"step 0";
player.changeZhuanhuanji("nzry_shenshi");
player.viewHandcards(trigger.source);
player.chooseCard("he", true, "交给" + get.translation(trigger.source) + "一张牌").set("ai", function (card) {
return 5 - get.value(card);
});
"step 1";
if (result.bool) {
player.give(result.cards, trigger.source);
trigger.source.storage.nzry_shenshi1 = result.cards[0];
trigger.source.storage.nzry_shenshi2 = player;
trigger.source.addSkill("nzry_shenshi1");
}
},
},
},
},
nzry_shenshi1: {
audio: 2,
trigger: {
global: "phaseJieshuBegin",
},
forced: true,
popup: false,
charlotte: true,
filter(event, player) {
return player.storage.nzry_shenshi1 != undefined && player.storage.nzry_shenshi2 != undefined;
},
content() {
var pl = player.storage.nzry_shenshi2;
var card = player.storage.nzry_shenshi1;
if (player.getCards("he").includes(card) && 4 - pl.countCards("h") > 0) {
pl.draw(4 - pl.countCards("h"));
pl.logSkill("nzry_shenshi");
}
player.removeSkill("nzry_shenshi1");
delete player.storage.nzry_shenshi1;
delete player.storage.nzry_shenshi2;
},
},
xinjushou: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
content() {
"step 0";
player.draw(4);
player.turnOver();
"step 1";
player
.chooseCard("h", true, "弃置一张手牌,若以此法弃置的是装备牌,则你改为使用之")
.set("ai", function (card) {
if (get.type(card) == "equip") {
return 5 - get.value(card);
}
return -get.value(card);
})
.set("filterCard", lib.filter.cardDiscardable);
"step 2";
if (result.bool && result.cards.length) {
var card = result.cards[0];
if (get.type(card) == "equip" && player.hasUseTarget(card)) {
player.chooseUseTarget(card, true, "nopopup");
} else {
player.discard(card);
}
}
},
ai: {
effect: {
target(card, player, target) {
if (card.name == "guiyoujie") return [0, 1];
},
},
},
},
xinjiewei: {
audio: 2,
enable: "chooseToUse",
filterCard: true,
position: "e",
viewAs: { name: "wuxie" },
filter(event, player) {
return player.countCards("e") > 0;
},
viewAsFilter(player) {
return player.countCards("e") > 0;
},
prompt: "将一张装备区内的牌当无懈可击使用",
check(card) {
return 8 - get.equipValue(card);
},
threaten: 1.2,
group: "xinjiewei_move",
subSkill: {
move: {
trigger: { player: "turnOverEnd" },
direct: true,
audio: "jiewei",
filter(event, player) {
return !player.isTurnedOver() && player.canMoveCard();
},
content() {
"step 0";
player
.chooseToDiscard("he", get.prompt("xinjiewei"), "弃置一张牌并移动场上的一张牌", lib.filter.cardDiscardable)
.set("ai", function (card) {
if (!_status.event.check) return 0;
return 7 - get.value(card);
})
.set("check", player.canMoveCard(true))
.set("logSkill", "xinjiewei");
"step 1";
if (result.bool) {
player.moveCard(true);
} else {
event.finish();
}
},
},
},
},
jianchu: {
shaRelated: true,
audio: 2,
audioname: ["re_pangde"],
trigger: { player: "useCardToPlayered" },
filter(event, player) {
return event.card.name == "sha" && event.target.countDiscardableCards(player, "he") > 0;
},
preHidden: true,
check(event, player) {
return get.attitude(player, event.target) <= 0;
},
logTarget: "target",
content() {
"step 0";
player
.discardPlayerCard(trigger.target, get.prompt("jianchu", trigger.target), true)
.set("ai", function (button) {
if (!_status.event.att) return 0;
if (get.position(button.link) == "e") {
if (get.subtype(button.link) == "equip2") return 2 * get.value(button.link);
return get.value(button.link);
}
return 1;
})
.set("att", get.attitude(player, trigger.target) <= 0);
"step 1";
if (result.bool && result.links && result.links.length) {
if (get.type(result.links[0], null, result.links[0].original == "h" ? player : false) == "equip") {
trigger.getParent().directHit.add(trigger.target);
} else if (trigger.cards) {
var list = [];
for (var i = 0; i < trigger.cards.length; i++) {
if (get.position(trigger.cards[i], true) == "o") list.push(trigger.cards[i]);
}
if (list.length) trigger.target.gain(list, "gain2", "log");
}
}
},
ai: {
unequip_ai: true,
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (tag == "directHit_ai")
return (
arg.card.name == "sha" &&
arg.target.countCards("e", function (card) {
return get.value(card) > 1;
}) > 0
);
if (arg && arg.name == "sha" && arg.target.getEquip(2)) return true;
return false;
},
},
},
redimeng: {
audio: "dimeng",
enable: "phaseUse",
usable: 1,
position: "he",
filterCard() {
if (ui.selected.targets.length == 2) return false;
return true;
},
selectCard: [0, Infinity],
selectTarget: 2,
complexCard: true,
complexSelect: true,
filterTarget(card, player, target) {
if (player == target) return false;
if (ui.selected.targets.length == 0) return true;
return Math.abs(ui.selected.targets[0].countCards("h") - target.countCards("h")) == ui.selected.cards.length;
},
multitarget: true,
multiline: true,
content() {
"step 0";
var cards = targets[0].getCards("h").concat(targets[1].getCards("h"));
var dialog = ui.create.dialog("缔盟", true);
if (player.isUnderControl(true) || targets[0].isUnderControl(true) || targets[1].isUnderControl(true)) {
dialog.add(cards);
dialog.seeing = true;
} else {
dialog.add([cards, "blank"]);
}
_status.dieClose.push(dialog);
dialog.videoId = lib.status.videoId++;
game.addVideo("cardDialog", null, ["缔盟", get.cardsInfo(cards), dialog.videoId]);
game.broadcast(
function (cards, id, player, targets) {
var dialog = ui.create.dialog("缔盟", true);
if (player.isUnderControl(true) || targets[0].isUnderControl(true) || targets[1].isUnderControl(true)) {
dialog.add(cards);
dialog.seeing = true;
} else {
dialog.add([cards, "blank"]);
}
_status.dieClose.push(dialog);
dialog.videoId = id;
},
cards,
dialog.videoId,
player,
targets
);
event.current = targets[0];
event.dialog = dialog;
event.num1 = 0;
event.num2 = 0;
game.delay();
"step 1";
if (event.dialog.buttons.length > 1) {
var next = event.current.chooseButton(true, function (button) {
return get.value(button.link, _status.event.player);
});
next.set("dialog", event.dialog.videoId);
next.set("closeDialog", false);
next.set("dialogdisplay", true);
} else {
event.directButton = event.dialog.buttons[0];
}
"step 2";
var dialog = event.dialog;
var card;
if (event.directButton) {
card = event.directButton.link;
} else {
card = result.links[0];
}
for (var i = 0; i < dialog.buttons.length; i++) {
if (dialog.buttons[i].link == card) {
var button = dialog.buttons[i];
if (dialog.seeing) {
button.querySelector(".info").innerHTML = get.translation(event.current.name);
if (!_status.connectMode) {
game.log(event.current, "选择了", button.link);
}
}
dialog.buttons.remove(button);
break;
}
}
if (card) {
event.current.gain(card);
if (dialog.seeing) {
event.current.$draw(card, "nobroadcast");
} else {
event.current.$draw(1, "nobroadcast");
}
game.broadcast(
function (card, id, target) {
var dialog = get.idDialog(id);
if (dialog && dialog.seeing) {
for (var i = 0; i < dialog.buttons.length; i++) {
if (dialog.buttons[i].link == card) {
dialog.buttons[i].querySelector(".info").innerHTML = get.translation(target.name);
dialog.buttons.splice(i--, 1);
break;
}
}
target.$draw(card, "nobroadcast");
} else {
target.$draw(1, "nobroadcast");
}
},
card,
dialog.videoId,
event.current
);
}
game.delay(2);
if (event.current == targets[0]) {
event.num1++;
event.current = targets[1];
} else {
event.num2++;
event.current = targets[0];
}
if (dialog.buttons.length) {
event.goto(1);
}
"step 3";
if (!_status.connectMode) {
game.log(targets[0], "获得了" + get.cnNumber(event.num1) + "张牌");
game.log(targets[1], "获得了" + get.cnNumber(event.num2) + "张牌");
}
var dialog = event.dialog;
dialog.close();
_status.dieClose.remove(dialog);
game.broadcast(function (id) {
var dialog = get.idDialog(id);
if (dialog) {
dialog.close();
_status.dieClose.remove(dialog);
}
}, dialog.videoId);
game.addVideo("cardDialog", null, dialog.videoId);
},
targetprompt: ["先拿牌", "后拿牌"],
find(type) {
var list = game.filterPlayer(function (current) {
return current != player && get.attitude(player, current) > 3;
});
var player = _status.event.player;
var num = player.countCards("he", function (card) {
return get.value(card) < 7;
});
var count = null;
var from, nh;
if (list.length == 0) return null;
list.sort(function (a, b) {
return a.countCards("h") - b.countCards("h");
});
if (type == 1) return list[0];
from = list[0];
nh = from.countCards("h");
list = game.filterPlayer(function (current) {
return current != player && get.attitude(player, current) < 1;
});
if (list.length == 0) return null;
list.sort(function (a, b) {
return b.countCards("h") - a.countCards("h");
});
for (var i = 0; i < list.length; i++) {
var nh2 = list[i].countCards("h");
if (nh2 - nh <= num) {
count = nh2 - nh;
break;
}
}
if (count == null || count < 0) return null;
if (type == 3) return count;
return list[i];
},
check(card) {
var count = lib.skill.redimeng.find(3);
if (count == null) return -1;
if (ui.selected.cards.length < count) return 7 - get.value(card);
return -1;
},
ai: {
order: 8,
threaten: 1.6,
expose: 0.5,
result: {
player(player, target) {
if (ui.selected.targets.length == 0) {
if (target == lib.skill.redimeng.find(1)) return 1;
return 0;
} else {
if (target == lib.skill.redimeng.find(2)) return 1;
return 0;
}
},
},
},
},
reluanji: {
audio: 2,
enable: "phaseUse",
viewAs: { name: "wanjian" },
filterCard(card, player) {
if (!player.storage.reluanji) return true;
return !player.storage.reluanji.includes(get.suit(card));
},
position: "hs",
selectCard: 2,
check(card) {
var player = _status.event.player;
var targets = game.filterPlayer(function (current) {
return player.canUse("wanjian", current);
});
var num = 0;
for (var i = 0; i < targets.length; i++) {
var eff = get.sgn(get.effect(targets[i], { name: "wanjian" }, player, player));
if (targets[i].hp == 1) {
eff *= 1.5;
}
num += eff;
}
if (!player.needsToDiscard(-1)) {
if (targets.length >= 7) {
if (num < 2) return 0;
} else if (targets.length >= 5) {
if (num < 1.5) return 0;
}
}
return 6 - get.value(card);
},
ai: {
basic: {
order: 8.9,
},
},
group: ["reluanji_count", "reluanji_reset", "reluanji_respond", "reluanji_damage", "reluanji_draw"],
subSkill: {
reset: {
trigger: { player: "phaseAfter" },
silent: true,
content() {
delete player.storage.reluanji;
delete player.storage.reluanji2;
},
},
count: {
trigger: { player: "useCard" },
silent: true,
filter(event) {
return event.skill == "reluanji";
},
content() {
player.storage.reluanji2 = trigger.card;
if (!player.storage.reluanji) {
player.storage.reluanji = [];
}
for (var i = 0; i < trigger.cards.length; i++) {
player.storage.reluanji.add(get.suit(trigger.cards[i]));
}
},
},
respond: {
trigger: { global: "respond" },
silent: true,
filter(event) {
return event.getParent(2).skill == "reluanji";
},
content() {
trigger.player.draw();
},
},
damage: {
trigger: { source: "damage" },
forced: true,
silent: true,
popup: false,
filter(event, player) {
return player.storage.reluanji2 && event.card == player.storage.reluanji2;
},
content() {
delete player.storage.reluanji2;
},
},
draw: {
trigger: { player: "useCardAfter" },
forced: true,
silent: true,
popup: false,
filter(event, player) {
return player.storage.reluanji2 && event.card == player.storage.reluanji2;
},
content() {
player.draw(trigger.targets.length);
delete player.storage.reluanji2;
},
},
},
},
qimou: {
unique: true,
limited: true,
audio: 2,
enable: "phaseUse",
filter(event, player) {
return !player.storage.qimou;
},
init(player) {
player.storage.qimou = false;
},
mark: true,
intro: {
content: "limited",
},
skillAnimation: true,
animationColor: "orange",
content() {
"step 0";
var shas = player.getCards("h", "sha");
var num;
if (player.hp >= 4 && shas.length >= 3) {
num = 3;
} else if (player.hp >= 3 && shas.length >= 2) {
num = 2;
} else {
num = 1;
}
var map = {};
var list = [];
for (var i = 1; i <= player.hp; i++) {
var cn = get.cnNumber(i, true);
map[cn] = i;
list.push(cn);
}
event.map = map;
player.awakenSkill("qimou");
player.storage.qimou = true;
player
.chooseControl(list, function () {
return get.cnNumber(_status.event.goon, true);
})
.set("prompt", "失去任意点体力")
.set("goon", num);
"step 1";
var num = event.map[result.control] || 1;
player.storage.qimou2 = num;
player.loseHp(num);
player.addTempSkill("qimou2");
},
ai: {
order: 2,
result: {
player(player) {
if (player.hp == 1) return 0;
var shas = player.getCards("h", "sha");
if (!shas.length) return 0;
var card = shas[0];
if (!lib.filter.cardEnabled(card, player)) return 0;
if (lib.filter.cardUsable(card, player)) return 0;
var mindist;
if (player.hp >= 4 && shas.length >= 3) {
mindist = 4;
} else if (player.hp >= 3 && shas.length >= 2) {
mindist = 3;
} else {
mindist = 2;
}
if (
game.hasPlayer(function (current) {
return current.hp <= mindist - 1 && get.distance(player, current, "attack") <= mindist && player.canUse(card, current, false) && get.effect(current, card, player, player) > 0;
})
) {
return 1;
}
return 0;
},
},
},
},
qimou2: {
onremove: true,
mod: {
cardUsable(card, player, num) {
if (typeof player.storage.qimou2 == "number" && card.name == "sha") {
return num + player.storage.qimou2;
}
},
globalFrom(from, to, distance) {
if (typeof from.storage.qimou2 == "number") {
return distance - from.storage.qimou2;
}
},
},
},
xinkuanggu: {
audio: "kuanggu",
audioname: ["re_weiyan", "ol_weiyan"],
trigger: { source: "damageSource" },
filter(event, player) {
return event.kuangguCheck && event.num > 0;
},
direct: true,
preHidden: true,
content() {
"step 0";
event.num = trigger.num;
"step 1";
var choice;
if (
player.isDamaged() &&
get.recoverEffect(player) > 0 &&
player.countCards("hs", function (card) {
return card.name == "sha" && player.hasValueTarget(card);
}) >= player.getCardUsable("sha")
) {
choice = "recover_hp";
} else {
choice = "draw_card";
}
var next = player.chooseDrawRecover("###" + get.prompt(event.name) + "###摸一张牌或回复1点体力").set("logSkill", event.name);
next.set("choice", choice);
next.set("ai", function () {
return _status.event.getParent().choice;
});
next.setHiddenSkill("xinkuanggu");
"step 2";
if (result.control != "cancel2") {
event.num--;
if (event.num > 0 && player.hasSkill("xinkuanggu")) {
event.goto(1);
}
}
},
group: "kuanggu_check",
},
xinliegong: {
shaRelated: true,
mod: {
aiOrder(player, card, num) {
if (num > 0 && (card.name === "sha" || get.tag(card, "draw"))) return num + 6;
},
targetInRange(card, player, target) {
if (card.name == "sha" && typeof get.number(card) == "number") {
if (get.distance(player, target) <= get.number(card)) return true;
}
},
},
audio: "liegong",
audioname: ["re_huangzhong", "ol_huangzhong"],
trigger: { player: "useCardToTargeted" },
logTarget: "target",
locked: false,
check(event, player) {
return get.attitude(player, event.target) <= 0;
},
filter(event, player) {
if (event.card.name != "sha") return false;
if (event.target.countCards("h") <= player.countCards("h")) return true;
if (event.target.hp >= player.hp) return true;
return false;
},
content() {
if (trigger.target.countCards("h") <= player.countCards("h")) trigger.getParent().directHit.push(trigger.target);
if (trigger.target.hp >= player.hp) {
var id = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].extraDamage != "number") {
map[id].extraDamage = 0;
}
map[id].extraDamage++;
}
},
ai: {
threaten: 0.5,
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (
get.attitude(player, arg.target) <= 0 &&
arg.card.name == "sha" &&
player.countCards("h", function (card) {
return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card));
}) >= arg.target.countCards("h")
)
return true;
return false;
},
},
},
tiaoxin: {
audio: 2,
audioname: ["sp_jiangwei", "xiahouba", "re_jiangwei", "gz_jiangwei", "ol_jiangwei"],
audioname2: {
dc_xiahouba: "tiaoxin_xiahouba",
},
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return target != player && target.inRange(player) && target.countCards("he") > 0;
},
content() {
"step 0";
target
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"挑衅:对" + get.translation(player) + "使用一张杀,或令其弃置你的一张牌"
)
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.filterTarget.apply(this, arguments);
})
.set("sourcex", player);
"step 1";
if (result.bool == false && target.countCards("he") > 0) {
player.discardPlayerCard(target, "he", true);
} else {
event.finish();
}
},
ai: {
order: 4,
expose: 0.2,
result: {
target: -1,
player(player, target) {
if (target.countCards("h") == 0) return 0;
if (target.countCards("h") == 1) return -0.1;
if (player.hp <= 2) return -2;
if (player.countCards("h", "shan") == 0) return -1;
return -0.5;
},
},
threaten: 1.1,
},
},
tiaoxin_xiahouba: { audio: 2 },
zhiji: {
skillAnimation: true,
animationColor: "fire",
audio: 2,
audioname: ["re_jiangwei"],
unique: true,
juexingji: true,
//priority:-10,
derivation: "reguanxing",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter(event, player) {
if (player.storage.zhiji) return false;
return player.countCards("h") == 0;
},
content() {
"step 0";
player.awakenSkill("zhiji");
player.chooseDrawRecover(2, true);
"step 1";
player.loseMaxHp();
player.addSkills("reguanxing");
},
},
xiangle: {
audio: 2,
audioname: ["re_liushan", "ol_liushan"],
trigger: { target: "useCardToTargeted" },
forced: true,
preHidden: true,
filter(event, player) {
return event.card.name == "sha";
},
content() {
"step 0";
var eff = get.effect(player, trigger.card, trigger.player, trigger.player);
trigger.player
.chooseToDiscard("享乐:弃置一张基本牌,否则杀对" + get.translation(player) + "无效", function (card) {
return get.type(card) == "basic";
})
.set("ai", function (card) {
if (_status.event.eff > 0) {
return 10 - get.value(card);
}
return 0;
})
.set("eff", eff);
"step 1";
if (result.bool == false) {
trigger.getParent().excluded.add(player);
}
},
ai: {
effect: {
target_use(card, player, target, current) {
if (card.name == "sha" && get.attitude(player, target) < 0) {
if (_status.event.name == "xiangle") return;
if (get.attitude(player, target) > 0 && current < 0) return "zerotarget";
var bs = player.getCards("h", { type: "basic" });
bs.remove(card);
if (card.cards) bs.removeArray(card.cards);
else bs.removeArray(ui.selected.cards);
if (!bs.length) return "zerotarget";
if (player.hasSkill("jiu") || player.hasSkill("tianxianjiu")) return;
if (bs.length <= 2) {
for (var i = 0; i < bs.length; i++) {
if (get.value(bs[i]) < 7) {
return [1, 0, 1, -0.5];
}
}
return [1, 0, 0.3, 0];
}
return [1, 0, 1, -0.5];
}
},
},
},
},
fangquan: {
audio: 2,
trigger: { player: "phaseUseBefore" },
filter(event, player) {
return player.countCards("h") > 0 && !player.hasSkill("fangquan3");
},
direct: true,
preHidden: true,
content() {
"step 0";
var fang = player.countMark("fangquan2") == 0 && player.hp >= 2 && player.countCards("h") <= player.hp + 1;
player
.chooseBool(get.prompt2("fangquan"))
.set("ai", function () {
if (!_status.event.fang) return false;
return game.hasPlayer(function (target) {
if (target.hasJudge("lebu") || target == player) return false;
if (get.attitude(player, target) > 4) {
return get.threaten(target) / Math.sqrt(target.hp + 1) / Math.sqrt(target.countCards("h") + 1) > 0;
}
return false;
});
})
.set("fang", fang)
.setHiddenSkill(event.name);
"step 1";
if (result.bool) {
player.logSkill("fangquan");
trigger.cancel();
player.addTempSkill("fangquan2");
player.addMark("fangquan2", 1, false);
//player.storage.fangquan=result.targets[0];
}
},
},
fangquan2: {
trigger: { player: "phaseEnd" },
forced: true,
popup: false,
audio: false,
//priority:-50,
onremove: true,
content() {
"step 0";
event.count = player.countMark(event.name);
player.removeMark(event.name, event.count);
"step 1";
event.count--;
player.chooseToDiscard("是否弃置一张牌并令一名其他角色进行一个额外回合?").set("logSkill", player.name == "re_liushan" ? "refangquan" : "fangquan").ai = function (card) {
return 20 - get.value(card);
};
"step 2";
if (result.bool) {
player.chooseTarget(true, "请选择进行额外回合的目标角色", lib.filter.notMe).ai = function (target) {
if (target.hasJudge("lebu") || get.attitude(player, target) <= 0) return -1;
if (target.isTurnedOver()) return 0.18;
return get.threaten(target) / Math.sqrt(target.hp + 1) / Math.sqrt(target.countCards("h") + 1);
};
} else event.finish();
"step 3";
var target = result.targets[0];
player.line(target, "fire");
target.markSkillCharacter("fangquan", player, "放权", "进行一个额外回合");
target.insertPhase();
target.addSkill("fangquan3");
if (event.count > 0) event.goto(1);
},
},
fangquan3: {
trigger: { player: ["phaseAfter", "phaseCancelled"] },
forced: true,
popup: false,
audio: false,
content() {
player.unmarkSkill("fangquan");
player.removeSkill("fangquan3");
},
},
ruoyu: {
skillAnimation: true,
animationColor: "fire",
audio: 2,
audioname: ["re_liushan"],
unique: true,
juexingji: true,
zhuSkill: true,
keepSkill: true,
derivation: "rejijiang",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter(event, player) {
return player.isMinHp();
},
content() {
"step 0";
player.awakenSkill("ruoyu");
player.gainMaxHp();
player.recover();
"step 1";
player.addSkills("rejijiang");
},
},
qiaobian: {
audio: 2,
trigger: {
player: ["phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore"],
},
filter(event, player) {
return player.countCards("h") > 0;
},
direct: true,
preHidden: true,
content() {
"step 0";
var check,
str = "弃置一张手牌并跳过";
str += ["判定", "摸牌", "出牌", "弃牌"][lib.skill.qiaobian.trigger.player.indexOf(event.triggername)];
str += "阶段";
if (trigger.name == "phaseDraw") str += ",然后可以获得至多两名角色各一张手牌";
if (trigger.name == "phaseUse") str += ",然后可以移动场上的一张牌";
switch (trigger.name) {
case "phaseJudge":
check = player.countCards("j");
break;
case "phaseDraw":
var i,
num = 0,
num2 = 0,
players = game.filterPlayer();
for (i = 0; i < players.length; i++) {
if (player != players[i] && players[i].countCards("h")) {
var att = get.attitude(player, players[i]);
if (att <= 0) {
num++;
}
if (att < 0) {
num2++;
}
}
}
check = num >= 2 && num2 > 0;
break;
case "phaseUse":
if (!player.canMoveCard(true)) {
check = false;
} else {
check = game.hasPlayer(function (current) {
return get.attitude(player, current) > 0 && current.countCards("j");
});
if (!check) {
if (player.countCards("h") > player.hp + 1) {
check = false;
} else if (player.countCards("h", { name: "wuzhong" })) {
check = false;
} else {
check = true;
}
}
}
break;
case "phaseDiscard":
check = player.needsToDiscard();
break;
}
player
.chooseToDiscard(get.prompt("qiaobian"), str, lib.filter.cardDiscardable)
.set("ai", card => {
if (!_status.event.check) return -1;
return 7 - get.value(card);
})
.set("check", check)
.set("logSkill", "qiaobian")
.setHiddenSkill("qiaobian");
"step 1";
if (result.bool) {
trigger.cancel();
game.log(player, "跳过了", "#y" + ["判定", "摸牌", "出牌", "弃牌"][lib.skill.qiaobian.trigger.player.indexOf(event.triggername)] + "阶段");
if (trigger.name == "phaseUse") {
if (player.canMoveCard()) player.moveCard();
event.finish();
} else if (trigger.name == "phaseDraw") {
player
.chooseTarget([1, 2], "获得至多两名角色各一张手牌", function (card, player, target) {
return target != player && target.countCards("h");
})
.set("ai", function (target) {
return 1 - get.attitude(_status.event.player, target);
});
} else event.finish();
} else event.finish();
"step 2";
if (result.bool) {
result.targets.sortBySeat();
player.line(result.targets, "green");
event.targets = result.targets;
if (!event.targets.length) event.finish();
} else event.finish();
"step 3";
player.gainMultiple(event.targets);
"step 4";
game.delay();
},
ai: { threaten: 3 },
},
tuntian: {
audio: 2,
audioname: ["gz_dengai"],
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
frequent: true,
preHidden: true,
filter(event, player) {
if (player == _status.currentPhase) return false;
if (event.name == "gain" && event.player == player) return false;
var evt = event.getl(player);
return evt && evt.cards2 && evt.cards2.length > 0;
},
content() {
"step 0";
var next = player.judge(function (card) {
if (get.suit(card) == "heart") return -1;
return 1;
});
next.judge2 = function (result) {
return result.bool;
};
if (get.mode() != "guozhan") {
next.callback = lib.skill.tuntian.callback;
event.finish();
}
"step 1";
if (!result.bool || get.position(result.card) != "d") {
//game.cardsDiscard(card);
event.finish();
return;
}
event.card = result.card;
player.chooseBool("是否将" + get.translation(event.card) + "作为“田”置于武将牌上?").ai = function () {
return true;
};
"step 2";
if (!result.bool && !event.directbool) {
return;
}
player.addToExpansion(event.card, "gain2").gaintag.add("tuntian");
},
callback() {
if (!event.judgeResult.bool) {
event.finish();
return;
}
player.addToExpansion(event.judgeResult.card, "gain2").gaintag.add("tuntian");
},
marktext: "田",
intro: {
content: "expansion",
markcount: "expansion",
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: "tuntian_dist",
locked: false,
subSkill: {
dist: {
locked: false,
mod: {
globalFrom(from, to, distance) {
var num = distance - from.getExpansions("tuntian").length;
if (_status.event.skill == "jixi_backup" || _status.event.skill == "gzjixi_backup") num++;
return num;
},
},
},
},
ai: {
effect: {
target(card, player, target, current) {
if (
typeof card === "object" &&
get.name(card) === "sha" &&
target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
)
)
return [0.6, 0.75];
if (!target.hasFriend() && !player.hasUnknown()) return;
if (_status.currentPhase == target || get.type(card) === "delay") return;
if (card.name != "shuiyanqijunx" && get.tag(card, "loseCard") && target.countCards("he")) {
if (target.hasSkill("ziliang")) return 0.7;
return [0.5, Math.max(2, target.countCards("h"))];
}
if (target.isUnderControl(true, player)) {
if ((get.tag(card, "respondSha") && target.countCards("h", "sha")) || (get.tag(card, "respondShan") && target.countCards("h", "shan"))) {
if (target.hasSkill("ziliang")) return 0.7;
return [0.5, 1];
}
} else if (get.tag(card, "respondSha") || get.tag(card, "respondShan")) {
if (get.attitude(player, target) > 0 && card.name == "juedou") return;
if (get.tag(card, "damage") && target.hasSkillTag("maixie")) return;
if (target.countCards("h") == 0) return 2;
if (target.hasSkill("ziliang")) return 0.7;
if (get.mode() == "guozhan") return 0.5;
return [0.5, Math.max(target.countCards("h") / 4, target.countCards("h", "sha") + target.countCards("h", "shan"))];
}
},
},
threaten(player, target) {
if (target.countCards("h") == 0) return 2;
return 0.5;
},
nodiscard: true,
nolose: true,
},
},
zaoxian: {
skillAnimation: true,
animationColor: "thunder",
audio: 2,
audioname: ["re_dengai"],
unique: true,
juexingji: true,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter(event, player) {
return player.getExpansions("tuntian").length >= 3;
},
derivation: "jixi",
content() {
player.awakenSkill("zaoxian");
player.loseMaxHp();
player.addSkills("jixi");
},
ai: {
combo: "tuntian",
},
},
jixi: {
audio: 2,
audioname: ["re_dengai", "gz_dengai", "ol_dengai"],
enable: "phaseUse",
filter(event, player) {
return player.getExpansions("tuntian").length > 0 && event.filterCard({ name: "shunshou" }, player, event);
},
chooseButton: {
dialog(event, player) {
return ui.create.dialog("急袭", player.getExpansions("tuntian"), "hidden");
},
filter(button, player) {
var card = button.link;
if (!game.checkMod(card, player, "unchanged", "cardEnabled2", player)) return false;
var evt = _status.event.getParent();
return evt.filterCard(get.autoViewAs({ name: "shunshou" }, [card]), player, evt);
},
backup(links, player) {
var skill = _status.event.buttoned;
return {
audio: "jixi",
audioname: ["re_dengai", "gz_dengai", "ol_dengai"],
selectCard: -1,
position: "x",
filterCard: skill == "jixi" ? card => card == lib.skill.jixi_backup.card : card => card == lib.skill.gzjixi_backup.card,
viewAs: { name: "shunshou" },
card: links[0],
};
},
prompt(links, player) {
return "选择 顺手牵羊(" + get.translation(links[0]) + ")的目标";
},
},
ai: {
order: 10,
result: {
player(player) {
return player.getExpansions("tuntian").length - 1;
},
},
combo: "tuntian",
},
},
jiang: {
shaRelated: true,
audio: 2,
preHidden: true,
audioname: ["sp_lvmeng", "re_sunben", "re_sunce"],
mod: {
aiOrder(player, card, num) {
if (get.color(card) === "red" && get.name(card) === "sha") return get.order({ name: "sha" }) + 0.15;
},
},
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
filter(event, player) {
if (!(event.card.name == "juedou" || (event.card.name == "sha" && get.color(event.card) == "red"))) return false;
return player == event.target || event.getParent().triggeredTargets3.length == 1;
},
locked: false,
frequent: true,
content() {
player.draw();
},
ai: {
effect: {
target(card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 0.6];
},
player(card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 1];
},
},
},
},
hunzi: {
//audioname:['re_sunben'],
skillAnimation: true,
animationColor: "wood",
audio: 2,
juexingji: true,
derivation: ["reyingzi", "gzyinghun"],
unique: true,
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
return player.hp <= 1 && !player.storage.hunzi;
},
forced: true,
//priority:3,
content() {
player.awakenSkill(event.name);
player.loseMaxHp();
player.addSkills(["reyingzi", "gzyinghun"]);
},
ai: {
threaten(player, target) {
if (target.hp == 1) return 2;
return 0.5;
},
maixie: true,
effect: {
target(card, player, target) {
if (!target.hasFriend()) return;
if (target.hp === 2 && get.tag(card, "damage") == 1 && !target.isTurnedOver() && _status.currentPhase !== target && get.distance(_status.currentPhase, target, "absolute") <= 3) return [0.5, 1];
if (target.hp === 1 && get.tag(card, "recover") && !target.isTurnedOver() && _status.currentPhase !== target && get.distance(_status.currentPhase, target, "absolute") <= 3) return [1, -3];
},
},
},
},
zhiba: {
unique: true,
global: "zhiba2",
audioname: ["re_sunben"],
audio: "zhiba2",
zhuSkill: true,
},
zhiba2: {
audio: 2,
audioname: ["re_sunben"],
//forceaudio:true,
enable: "phaseUse",
prompt() {
var player = _status.event.player;
var list = game.filterPlayer(function (target) {
return target.hasZhuSkill("zhiba", player) && player.canCompare(target);
});
var str = "和" + get.translation(list);
if (list.length > 1) str += "中的一人";
str += "进行拼点。若你没赢,其可以获得两张拼点牌。";
return str;
},
filter(event, player) {
if (player.group != "wu" || player.countCards("h") == 0) return false;
return game.hasPlayer(function (target) {
return target.hasZhuSkill("zhiba", player) && player.canCompare(target);
});
},
filterTarget(card, player, target) {
return target.hasZhuSkill("zhiba", player) && player.canCompare(target);
},
log: false,
prepare(cards, player, targets) {
targets[0].logSkill("zhiba");
},
usable: 1,
content() {
"step 0";
if (target.storage.hunzi || target.storage.rehunzi) {
target
.chooseControl("拒绝", "不拒绝")
.set("prompt", "是否拒绝制霸拼点?")
.set("choice", get.attitude(target, player) <= 0);
} else {
event.forced = true;
}
"step 1";
if (!event.forced && result.control == "拒绝") {
game.log(target, "拒绝了拼点");
target.chat("拒绝");
event.finish();
return;
}
player
.chooseToCompare(target, function (card) {
if (card.name == "du") return 20;
var player = get.owner(card);
var target = _status.event.getParent().target;
if (player != target && get.attitude(player, target) > 0) {
return -get.number(card);
}
return get.number(card);
})
.set("preserve", "lose");
"step 2";
if (result.bool == false) {
var list = [];
if (get.position(result.player) == "d") list.push(result.player);
if (get.position(result.target) == "d") list.push(result.target);
if (!list.length) event.finish();
else {
event.list = list;
target.chooseBool("是否获得" + get.translation(list) + "").ai = function () {
return get.value(list) > 0;
};
}
} else event.finish();
"step 3";
if (result.bool) target.gain(event.list, "gain2");
},
ai: {
basic: {
order: 1,
},
expose: 0.2,
result: {
target(player, target) {
if (player.countCards("h", "du") && get.attitude(player, target) < 0) return -1;
if (player.countCards("h") <= player.hp) return 0;
var maxnum = 0;
var cards2 = target.getCards("h");
for (var i = 0; i < cards2.length; i++) {
if (get.number(cards2[i]) > maxnum) {
maxnum = get.number(cards2[i]);
}
}
if (maxnum > 10) maxnum = 10;
if (maxnum < 5 && cards2.length > 1) maxnum = 5;
var cards = player.getCards("h");
for (var i = 0; i < cards.length; i++) {
if (get.number(cards[i]) < maxnum) return 1;
}
return 0;
},
},
},
},
zhijian: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
return player.countCards("h", { type: "equip" }) > 0;
},
filterCard(card) {
return get.type(card) == "equip";
},
check(card) {
var player = _status.currentPhase;
if (player.countCards("he", { subtype: get.subtype(card) }) > 1) {
return 11 - get.equipValue(card);
}
return 6 - get.value(card);
},
filterTarget(card, player, target) {
if (target.isMin()) return false;
return player != target && target.canEquip(card);
},
async content(event, trigger, player) {
event.target.equip(event.cards[0]);
player.draw();
},
discard: false,
lose: false,
prepare(cards, player, targets) {
player.$give(cards, targets[0], false);
},
ai: {
basic: {
order: 10,
},
result: {
target(player, target) {
var card = ui.selected.cards[0];
if (card) return get.effect(target, card, target, target);
return 0;
},
},
threaten: 1.3,
},
},
guzheng: {
audio: 2,
audioname: ["re_zhangzhang"],
trigger: { global: "phaseDiscardAfter" },
filter(event, player) {
if (event.player != player && event.player.isIn()) {
return (
event.player.getHistory("lose", function (evt) {
return evt.type == "discard" && evt.getParent("phaseDiscard") == event && evt.hs.someInD("d");
}).length > 0
);
}
return false;
},
checkx(event, player, cards, cards2) {
if (cards.length > 2 || get.attitude(player, event.player) > 0) return true;
for (var i = 0; i < cards2.length; i++) {
if (get.value(cards2[i], event.player, "raw") < 0) return true;
}
return false;
},
direct: true,
preHidden: true,
content() {
"step 0";
var cards = [],
cards2 = [];
var target = trigger.player;
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name == "cardsDiscard") {
if (evt.getParent("phaseDiscard") == trigger) {
var moves = evt.cards.filterInD("d");
cards.addArray(moves);
cards2.removeArray(moves);
}
}
if (evt.name == "lose") {
if (evt.type != "discard" || evt.position != ui.discardPile || evt.getParent("phaseDiscard") != trigger) return;
var moves = evt.cards.filterInD("d");
cards.addArray(moves);
if (evt.player == target) cards2.addArray(moves);
else cards2.removeArray(moves);
}
});
if (!cards2.length) event.finish();
else if (cards.length == 1) {
event.card = cards[0];
player
.chooseBool()
.set("createDialog", [get.prompt("guzheng", target), '<span class="text center">点击“确认”以令其收回此牌</span>', cards])
.set("choice", lib.skill.guzheng.checkx(trigger, player, cards, cards2))
.set("ai", function () {
return _status.event.choice;
})
.setHiddenSkill("guzheng");
} else {
player
.chooseButton(2, [get.prompt("guzheng", target), '<span class="text center">被选择的牌将成为对方收回的牌</span>', cards, [["获得剩余的牌", "放弃剩余的牌"], "tdnodes"]])
.set("filterButton", function (button) {
var type = typeof button.link;
if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link) return false;
return type == "string" || _status.event.allowed.includes(button.link);
})
.set("allowed", cards2)
.set("check", lib.skill.guzheng.checkx(trigger, player, cards, cards2))
.set("ai", function (button) {
if (typeof button.link == "string") {
return button.link == "获得剩余的牌" ? 1 : 0;
}
if (_status.event.check) {
return 20 - get.value(button.link, _status.event.getTrigger().player);
}
return 0;
})
.setHiddenSkill("guzheng");
}
"step 1";
if (result.bool) {
var target = trigger.player;
player.logSkill("guzheng", target);
if (!result.links || !result.links.length) {
target.gain(card, "gain2").giver = player;
} else {
if (typeof result.links[0] != "string") result.links.reverse();
var card = result.links[1];
target.gain(card, "gain2").giver = player;
if (result.links[0] != "获得剩余的牌") event.finish();
}
} else event.finish();
"step 2";
//避免插入结算改变弃牌堆 重新判断一次
var cards = [];
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name == "cardsDiscard") {
if (evt.getParent("phaseDiscard") == trigger) {
var moves = evt.cards.filterInD("d");
cards.addArray(moves);
}
}
if (evt.name == "lose") {
if (evt.type != "discard" || evt.position != ui.discardPile || evt.getParent("phaseDiscard") != trigger) return;
var moves = evt.cards.filterInD("d");
cards.addArray(moves);
}
});
if (cards.length > 0) player.gain(cards, "gain2");
},
ai: {
threaten: 1.3,
expose: 0.2,
},
},
beige: {
audio: 2,
audioname: ["re_caiwenji", "ol_caiwenji"],
trigger: { global: "damageEnd" },
filter(event, player) {
return event.card && event.card.name == "sha" && event.source && event.player.isIn() && player.countCards("he");
},
direct: true,
checkx(event, player) {
var att1 = get.attitude(player, event.player);
var att2 = get.attitude(player, event.source);
return att1 > 0 && att2 <= 0;
},
preHidden: true,
content() {
"step 0";
var next = player.chooseToDiscard("he", get.prompt2("beige", trigger.player));
var check = lib.skill.beige.checkx(trigger, player);
next.set("ai", function (card) {
if (_status.event.goon) return 8 - get.value(card);
return 0;
});
next.set("logSkill", "beige");
next.set("goon", check);
next.setHiddenSkill("beige");
"step 1";
if (result.bool) {
trigger.player.judge();
} else {
event.finish();
}
"step 2";
switch (result.suit) {
case "heart":
trigger.player.recover();
break;
case "diamond":
trigger.player.draw(2);
break;
case "club":
trigger.source.chooseToDiscard("he", 2, true);
break;
case "spade":
trigger.source.turnOver();
break;
}
},
ai: {
expose: 0.3,
},
},
duanchang: {
audio: 2,
audioname: ["re_caiwenji", "ol_caiwenji"],
forbid: ["boss"],
trigger: { player: "die" },
forced: true,
forceDie: true,
skillAnimation: true,
animationColor: "gray",
filter(event) {
return event.source && event.source.isIn();
},
content() {
trigger.source.clearSkills();
},
logTarget: "source",
ai: {
maixie_defend: true,
threaten(player, target) {
if (target.hp == 1) return 0.2;
return 1.5;
},
effect: {
target(card, player, target, current) {
if (!target.hasFriend()) return;
if (target.hp <= 1 && get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return 3;
return [1, 0, 0, -3 * get.threaten(player)];
}
},
},
},
},
huashen: {
audio: "huashen2",
unique: true,
init(player) {
if (!player.storage.huashen) {
player.storage.huashen = {
owned: {},
};
}
player.when("dieBegin").then(() => {
const name = player.name ? player.name : player.name1;
if (name) {
const sex = get.character(name, 0);
const group = get.character(name, 1);
if (player.sex != sex) {
game.broadcastAll(
(player, sex) => {
player.sex = sex;
},
player,
sex
);
game.log(player, "将性别变为了", "#y" + get.translation(sex) + "性");
}
if (player.group != group) player.changeGroup(group);
}
});
},
intro: {
content(storage, player) {
var str = "";
var list = Object.keys(storage.owned);
if (list.length) {
str += get.translation(list[0]);
for (var i = 1; i < list.length; i++) {
str += "、" + get.translation(list[i]);
}
}
var skill = player.storage.huashen.current2;
if (skill) {
str += "<p>当前技能:" + get.translation(skill);
}
return str;
},
onunmark(storage, player) {
_status.characterlist.addArray(Object.keys(storage.owned));
storage.owned = [];
},
mark(dialog, content, player) {
var list = Object.keys(content.owned);
if (list.length) {
var skill = player.storage.huashen.current2;
var character = player.storage.huashen.current;
if (skill && character) {
dialog.addSmall([[character], (item, type, position, noclick, node) => lib.skill.rehuashen.$createButton(item, type, position, noclick, node)]);
dialog.add('<div><div class="skill">【' + get.translation(lib.translate[skill + "_ab"] || get.translation(skill).slice(0, 2)) + "】</div>" + "<div>" + get.skillInfoTranslation(skill, player) + "</div></div>");
}
if (player.isUnderControl(true)) {
dialog.addSmall([list, (item, type, position, noclick, node) => lib.skill.rehuashen.$createButton(item, type, position, noclick, node)]);
} else {
dialog.addText("共有" + get.cnNumber(list.length) + "张“化身”");
}
} else {
return "没有化身";
}
},
},
addHuashen(player) {
if (!player.storage.huashen) return;
if (!_status.characterlist) {
lib.skill.pingjian.initList();
}
_status.characterlist.randomSort();
for (var i = 0; i < _status.characterlist.length; i++) {
let name = _status.characterlist[i];
if (name.indexOf("zuoci") != -1 || name.indexOf("key_") == 0 || name.indexOf("sp_key_") == 0 || lib.skill.rehuashen.banned.includes(name) || player.storage.huashen.owned[name]) continue;
let skills = lib.character[name][3].filter(skill => {
const categories = get.skillCategoriesOf(skill);
return !categories.some(type => lib.skill.rehuashen.bannedType.includes(type));
});
if (skills.length) {
player.storage.huashen.owned[name] = skills;
_status.characterlist.remove(name);
return name;
}
}
},
addHuashens(player, num) {
var list = [];
for (var i = 0; i < num; i++) {
var name = lib.skill.huashen.addHuashen(player);
if (name) list.push(name);
}
if (list.length) {
player.syncStorage("huashen");
player.markSkill("huashen");
game.log(player, "获得了", get.cnNumber(list.length) + "张", "#g化身");
lib.skill.rehuashen.drawCharacter(player, list);
}
},
trigger: {
global: "phaseBefore",
player: ["enterGame", "phaseBegin", "phaseEnd"],
},
filter(event, player, name) {
if (event.name != "phase") return true;
if (name == "phaseBefore") return game.phaseNumber == 0;
return !get.is.empty(player.storage.huashen.owned);
},
direct: true,
content() {
"step 0";
var name = event.triggername;
if (trigger.name != "phase" || (name == "phaseBefore" && game.phaseNumber == 0)) {
player.logSkill("huashen");
lib.skill.huashen.addHuashens(player, 2);
event.logged = true;
}
var cards = [];
var skills = [];
for (var i in player.storage.huashen.owned) {
cards.push(i);
skills.addArray(player.storage.huashen.owned[i]);
}
var cond = event.triggername == "phaseBegin" ? "in" : "out";
skills.randomSort();
skills.sort(function (a, b) {
return get.skillRank(b, cond) - get.skillRank(a, cond);
});
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
_status.imchoosing = false;
var skill = skills[0],
character;
for (var i in player.storage.huashen.owned) {
if (player.storage.huashen.owned[i].includes(skill)) {
character = i;
break;
}
}
event._result = {
bool: true,
skill: skill,
character: character,
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
};
var chooseButton = function (player, list, forced) {
var event = _status.event;
player = player || event.player;
if (!event._result) event._result = {};
var prompt = forced ? "化身:选择获得一项技能" : get.prompt("huashen");
var dialog = ui.create.dialog(prompt, [list, (item, type, position, noclick, node) => lib.skill.rehuashen.$createButton(item, type, position, noclick, node)]);
event.dialog = dialog;
event.forceMine = true;
event.button = null;
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("pointerdiv");
event.dialog.buttons[i].classList.add("selectable");
}
event.dialog.open();
event.custom.replace.button = function (button) {
if (!event.dialog.contains(button.parentNode)) return;
if (event.control) event.control.style.opacity = 1;
if (button.classList.contains("selectedx")) {
event.button = null;
button.classList.remove("selectedx");
if (event.control) {
event.control.replacex(["cancel2"]);
}
} else {
if (event.button) {
event.button.classList.remove("selectedx");
}
button.classList.add("selectedx");
event.button = button;
if (event.control && button.link) {
event.control.replacex(player.storage.huashen.owned[button.link]);
}
}
game.check();
};
event.custom.replace.window = function () {
if (event.button) {
event.button.classList.remove("selectedx");
event.button = null;
}
event.control.replacex(["cancel2"]);
};
event.switchToAuto = function () {
var cards = [];
var skills = [];
for (var i in player.storage.huashen.owned) {
cards.push(i);
skills.addArray(player.storage.huashen.owned[i]);
}
var cond = event.triggername == "phaseBegin" ? "in" : "out";
skills.randomSort();
skills.sort(function (a, b) {
return get.skillRank(b, cond) - get.skillRank(a, cond);
});
_status.imchoosing = false;
var skill = skills[0],
character;
for (var i in player.storage.huashen.owned) {
if (player.storage.huashen.owned[i].includes(skill)) {
character = i;
break;
}
}
event._result = {
bool: true,
skill: skill,
character: character,
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
};
var controls = [];
event.control = ui.create.control();
event.control.replacex = function () {
var args = Array.from(arguments)[0];
if (args.includes("cancel2") && forced) {
args.remove("cancel2");
this.style.opacity = "";
}
args.push(function (link) {
var result = event._result;
if (link == "cancel2") result.bool = false;
else {
if (!event.button) return;
result.bool = true;
result.skill = link;
result.character = event.button.link;
}
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
});
return this.replace.apply(this, args);
};
if (!forced) {
controls.push("cancel2");
event.control.style.opacity = 1;
}
event.control.replacex(controls);
game.pause();
game.countChoose();
};
if (event.isMine()) {
chooseButton(player, cards, event.logged);
} else if (event.isOnline()) {
event.player.send(chooseButton, event.player, cards, event.logged);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
var map = event.result || result;
if (map.bool) {
if (!event.logged) player.logSkill("huashen");
var skill = map.skill,
character = map.character;
if (character != player.storage.huashen.current) {
const old = player.storage.huashen.current;
player.storage.huashen.current = character;
player.markSkill("huashen");
game.broadcastAll(
function (player, character, old) {
player.tempname.remove(old);
player.tempname.add(character);
player.sex = lib.character[character][0];
//player.group=lib.character[character][1];
//player.node.name.dataset.nature=get.groupnature(player.group);
var mark = player.marks.huashen;
if (mark) {
mark.style.transition = "all 0.3s";
setTimeout(function () {
mark.style.transition = "all 0s";
ui.refresh(mark);
mark.setBackground(character, "character");
if (mark.firstChild) {
mark.firstChild.remove();
}
setTimeout(function () {
mark.style.transition = "";
mark.show();
}, 50);
}, 200);
}
},
player,
character,
old
);
game.log(player, "将性别变为了", "#y" + get.translation(lib.character[character][0]) + "性");
player.changeGroup(lib.character[character][1]);
}
player.storage.huashen.current2 = skill;
if (!player.additionalSkills.huashen || !player.additionalSkills.huashen.includes(skill)) {
player.addAdditionalSkills("huashen", skill);
player.flashAvatar("huashen", character);
player.syncStorage("huashen");
player.updateMarks("huashen");
// lib.skill.rehuashen.createAudio(character,skill,'zuoci');
}
}
},
},
huashen2: { audio: 2 },
xinsheng: {
audio: 2,
unique: true,
trigger: { player: "damageEnd" },
frequent: true,
content() {
"step 0";
event.num = trigger.num;
"step 1";
lib.skill.huashen.addHuashens(player, 1);
"step 2";
if (--event.num > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
player.chooseBool(get.prompt2("xinsheng")).set("frequentSkill", event.name);
} else event.finish();
"step 3";
if (result.bool && player.hasSkill("xinsheng")) {
player.logSkill("xinsheng");
event.goto(1);
}
},
ai: {
combo: "huashen",
},
},
huoshou: {
audio: "huoshou1",
audioname: ["re_menghuo"],
locked: true,
group: ["huoshou1", "huoshou2"],
preHidden: ["huoshou1", "huoshou2"],
ai: {
effect: {
target(card, player, target) {
if (card.name == "nanman") return 0;
},
},
},
},
huoshou1: {
audio: 2,
audioname: ["re_menghuo"],
trigger: { target: "useCardToBefore" },
forced: true,
priority: 15,
filter(event, player) {
return event.card.name == "nanman";
},
content() {
trigger.cancel();
},
},
huoshou2: {
audio: "huoshou1",
audioname: ["re_menghuo"],
trigger: { global: "useCard" },
forced: true,
filter(event, player) {
return event.card && event.card.name == "nanman" && event.player != player;
},
content() {
trigger.customArgs.default.customSource = player;
},
},
zaiqixx: {
audio: "zaiqi",
inherit: "zaiqi",
},
zaiqi: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter(event, player) {
return !event.numFixed && player.hp < player.maxHp;
},
check(event, player) {
if (player.getDamagedHp() < 2) {
return false;
} else if (player.getDamagedHp() == 2) {
return player.countCards("h") >= 2;
}
return true;
},
content() {
"step 0";
trigger.changeToZero();
event.cards = get.cards(player.getDamagedHp() + (event.name == "zaiqi" ? 0 : 1));
game.cardsGotoOrdering(event.cards);
player.showCards(event.cards);
"step 1";
var num = 0;
for (var i = 0; i < event.cards.length; i++) {
if (get.suit(event.cards[i]) == "heart") {
num++;
event.cards.splice(i--, 1);
}
}
if (num) {
player.recover(num);
}
"step 2";
if (event.cards.length) {
player.gain(event.cards, "gain2");
}
},
ai: {
threaten(player, target) {
if (target.hp == 1) return 2;
if (target.hp == 2) return 1.5;
return 1;
},
},
},
juxiang: {
//unique:true,
locked: true,
audio: "juxiang1",
audioname: ["re_zhurong", "ol_zhurong"],
group: ["juxiang1", "juxiang2"],
preHidden: ["juxiang1", "juxiang2"],
ai: {
effect: {
target(card) {
if (card.name == "nanman") return [0, 1];
},
},
},
},
juxiang1: {
audio: 2,
audioname: ["re_zhurong", "ol_zhurong"],
trigger: { target: "useCardToBefore" },
forced: true,
priority: 15,
filter(event, player) {
return event.card.name == "nanman";
},
content() {
trigger.cancel();
},
},
juxiang2: {
audio: "juxiang1",
audioname: ["re_zhurong", "ol_zhurong"],
trigger: { global: "useCardAfter" },
forced: true,
filter(event, player) {
return event.card.name == "nanman" && event.player != player && event.cards.someInD();
},
content() {
player.gain(trigger.cards.filterInD(), "gain2");
},
},
lieren: {
shaRelated: true,
audio: 2,
audioname: ["boss_lvbu3", "ol_zhurong"],
trigger: { source: "damageSource" },
filter(event, player) {
if (event._notrigger.includes(event.player)) return false;
return event.card && event.card.name == "sha" && event.getParent().name == "sha" && event.player.isIn() && player.canCompare(event.player);
},
check(event, player) {
return get.attitude(player, event.player) < 0 && player.countCards("h") > 1;
},
//priority:5,
content() {
"step 0";
player.chooseToCompare(trigger.player);
"step 1";
if (result.bool && trigger.player.countGainableCards(player, "he")) {
player.gainPlayerCard(trigger.player, true, "he");
}
},
},
xingshang: {
audio: 2,
trigger: { global: "die" },
preHidden: true,
filter(event) {
return event.player.countCards("he") > 0;
},
content() {
"step 0";
event.togain = trigger.player.getCards("he");
player.gain(event.togain, trigger.player, "giveAuto", "bySelf");
},
},
fangzhu: {
audio: 2,
trigger: { player: "damageEnd" },
direct: true,
preHidden: true,
content() {
"step 0";
var draw = player.getDamagedHp();
player
.chooseTarget(get.prompt("fangzhu"), "令一名其他角色翻面" + (draw > 0 ? "并摸" + get.cnNumber(draw) + "张牌" : ""), function (card, player, target) {
return player != target;
})
.setHiddenSkill("fangzhu")
.set("ai", target => {
if (target.hasSkillTag("noturn")) return 0;
var player = _status.event.player;
var current = _status.currentPhase;
var dis = current ? get.distance(current, target, "absolute") : 1;
var draw = player.getDamagedHp();
var att = get.attitude(player, target);
if (att == 0) return target.hasJudge("lebu") ? Math.random() / 3 : Math.sqrt(get.threaten(target)) / 5 + Math.random() / 2;
if (att > 0) {
if (target.isTurnedOver()) return att + draw;
if (draw < 4) return -1;
if (current && target.getSeatNum() > current.getSeatNum()) return att + draw / 3;
return (10 * Math.sqrt(Math.max(0.01, get.threaten(target)))) / (3.5 - draw) + dis / (2 * game.countPlayer());
} else {
if (target.isTurnedOver()) return att - draw;
if (draw >= 5) return -1;
if (current && target.getSeatNum() <= current.getSeatNum()) return -att + draw / 3;
return (4.25 - draw) * 10 * Math.sqrt(Math.max(0.01, get.threaten(target))) + (2 * game.countPlayer()) / dis;
}
});
"step 1";
if (result.bool) {
player.logSkill("fangzhu", result.targets);
var draw = player.getDamagedHp();
if (draw > 0) result.targets[0].draw(draw);
result.targets[0].turnOver();
}
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target(card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (target.hp <= 1) return;
if (!target.hasFriend()) return;
var hastarget = false;
var turnfriend = false;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (get.attitude(target, players[i]) < 0 && !players[i].isTurnedOver()) {
hastarget = true;
}
if (get.attitude(target, players[i]) > 0 && players[i].isTurnedOver()) {
hastarget = true;
turnfriend = true;
}
}
if (get.attitude(player, target) > 0 && !hastarget) return;
if (turnfriend || target.hp == target.maxHp) return [0.5, 1];
if (target.hp > 1) return [1, 0.5];
}
},
},
},
},
songwei: {
unique: true,
group: "songwei2",
audioname: ["re_caopi"],
audio: "songwei2",
zhuSkill: true,
},
songwei2: {
audio: 2,
audioname: ["re_caopi"],
forceaudio: true,
trigger: { global: "judgeEnd" },
filter(event, player) {
if (event.player == player || event.player.group != "wei") return false;
if (event.result.color != "black") return false;
return player.hasZhuSkill("songwei", event.player);
},
direct: true,
content() {
"step 0";
trigger.player.chooseBool("是否发动【颂威】,令" + get.translation(player) + "摸一张牌?").set("choice", get.attitude(trigger.player, player) > 0);
"step 1";
if (result.bool) {
player.logSkill("songwei2");
trigger.player.line(player, "green");
player.draw();
}
},
},
jiezi: {
trigger: { global: ["phaseDrawSkipped", "phaseDrawCancelled"] },
audio: 2,
forced: true,
filter(event, player) {
return event.player != player;
},
content() {
player.draw();
},
},
gzduanliang: {
audio: "duanliang1",
audioname: ["re_xuhuang"],
group: ["duanliang1", "duanliang2"],
ai: {
threaten: 1.2,
},
},
duanliang: {
audio: "duanliang1",
audioname: ["re_xuhuang"],
group: ["duanliang1", "duanliang3"],
ai: {
threaten: 1.2,
},
},
duanliang1: {
audio: 2,
audioname: ["re_xuhuang"],
enable: "chooseToUse",
filterCard(card) {
if (get.type(card) != "basic" && get.type(card) != "equip") return false;
return get.color(card) == "black";
},
filter(event, player) {
return player.countCards("hes", { type: ["basic", "equip"], color: "black" });
},
position: "hes",
viewAs: { name: "bingliang" },
prompt: "将一黑色的基本牌或装备牌当兵粮寸断使用",
check(card) {
return 6 - get.value(card);
},
ai: {
order: 9,
},
},
duanliang2: {
mod: {
targetInRange(card, player, target) {
if (card.name == "bingliang") {
if (get.distance(player, target) <= 2) return true;
}
},
},
},
duanliang3: {
mod: {
targetInRange(card, player, target) {
if (card.name == "bingliang") {
if (target.countCards("h") >= player.countCards("h")) return true;
}
},
},
},
haoshi: {
audio: 2,
trigger: { player: "phaseDrawBegin2" },
filter(event, player) {
return !event.numFixed;
},
preHidden: true,
check(event, player) {
return (
player.countCards("h") + 2 + event.num <= 5 ||
game.hasPlayer(function (target) {
return (
player !== target &&
!game.hasPlayer(function (current) {
return current !== player && current !== target && current.countCards("h") < target.countCards("h");
}) &&
get.attitude(player, target) > 0
);
})
);
},
content() {
trigger.num += 2;
player.addSkill("haoshi2");
},
ai: {
threaten: 2,
noh: true,
skillTagFilter(player, tag) {
if (tag == "noh") {
if (player.countCards("h") != 2) return false;
}
},
},
},
haoshi2: {
trigger: { player: "phaseDrawEnd" },
forced: true,
popup: false,
audio: false,
content() {
"step 0";
player.removeSkill("haoshi2");
if (player.countCards("h") <= 5) {
event.finish();
return;
}
player.chooseCardTarget({
selectCard: Math.floor(player.countCards("h") / 2),
filterTarget(card, player, target) {
return target.isMinHandcard();
},
prompt: "将一半的手牌交给场上手牌数最少的一名角色",
forced: true,
ai2(target) {
return get.attitude(_status.event.player, target);
},
});
"step 1";
if (result.targets && result.targets[0]) {
player.give(result.cards, result.targets[0]);
}
},
},
dimeng: {
audio: 2,
enable: "phaseUse",
usable: 1,
position: "he",
filterCard() {
var targets = ui.selected.targets;
if (targets.length == 2) {
if (Math.abs(targets[0].countCards("h") - targets[1].countCards("h")) <= ui.selected.cards.length) return false;
}
return true;
},
selectCard: [0, Infinity],
selectTarget: 2,
complexCard: true,
filterTarget(card, player, target) {
if (player == target) return false;
return true;
},
filterOk() {
var targets = ui.selected.targets;
if (targets.length != 2) return false;
return Math.abs(targets[0].countCards("h") - targets[1].countCards("h")) == ui.selected.cards.length;
},
multitarget: true,
multiline: true,
content() {
targets[0].swapHandcards(targets[1]);
},
check(card) {
var list = [],
player = _status.event.player;
var num = player.countCards("he");
var count;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (players[i] != player && get.attitude(player, players[i]) > 3) list.push(players[i]);
}
list.sort(function (a, b) {
return a.countCards("h") - b.countCards("h");
});
if (list.length == 0) return -1;
var from = list[0];
list.length = 0;
for (var i = 0; i < players.length; i++) {
if (players[i] != player && get.attitude(player, players[i]) < 1) list.push(players[i]);
}
if (list.length == 0) return -1;
list.sort(function (a, b) {
return b.countCards("h") - a.countCards("h");
});
if (from.countCards("h") >= list[0].countCards("h")) return -1;
for (var i = 0; i < list.length && from.countCards("h") < list[i].countCards("h"); i++) {
if (list[i].countCards("h") - from.countCards("h") <= num) {
count = list[i].countCards("h") - from.countCards("h");
break;
}
}
if (count < 2 && from.countCards("h") >= 2) return -1;
if (ui.selected.cards.length < count) return 11 - get.value(card);
return -1;
},
ai: {
order: 6,
threaten: 3,
expose: 0.9,
result: {
target(player, target) {
var list = [];
var num = player.countCards("he");
var players = game.filterPlayer();
if (ui.selected.targets.length == 0) {
for (var i = 0; i < players.length; i++) {
if (players[i] != player && get.attitude(player, players[i]) > 3) list.push(players[i]);
}
list.sort(function (a, b) {
return a.countCards("h") - b.countCards("h");
});
if (target == list[0]) return get.attitude(player, target);
return -get.attitude(player, target);
} else {
var from = ui.selected.targets[0];
for (var i = 0; i < players.length; i++) {
if (players[i] != player && get.attitude(player, players[i]) < 1) list.push(players[i]);
}
list.sort(function (a, b) {
return b.countCards("h") - a.countCards("h");
});
if (from.countCards("h") >= list[0].countCards("h")) return -get.attitude(player, target);
for (var i = 0; i < list.length && from.countCards("h") < list[i].countCards("h"); i++) {
if (list[i].countCards("h") - from.countCards("h") <= num) {
var count = list[i].countCards("h") - from.countCards("h");
if (count < 2 && from.countCards("h") >= 2) return -get.attitude(player, target);
if (target == list[i]) return get.attitude(player, target);
return -get.attitude(player, target);
}
}
}
},
},
},
},
yinghun: {
audio: 2,
audioname: ["re_sunjian", "sunce", "re_sunben", "re_sunce", "ol_sunjian"],
audioname2: {
re_sunyi: "gzyinghun_re_sunyi",
tw_ol_sunjian: "yinghun_ol_sunjian",
},
mod: {
aiOrder(player, card, num) {
if (num > 0 && _status.event && _status.event.type == "phase" && get.tag(card, "recover")) {
if (player.needsToDiscard()) return num / 3;
return 0;
}
},
},
locked: false,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
preHidden: true,
content() {
"step 0";
player
.chooseTarget(get.prompt2("yinghun"), function (card, player, target) {
return player != target;
})
.set("ai", function (target) {
var player = _status.event.player;
if (player.getDamagedHp() == 1 && target.countCards("he") == 0) {
return 0;
}
if (get.attitude(_status.event.player, target) > 0) {
return 10 + get.attitude(_status.event.player, target);
}
if (player.getDamagedHp() == 1) {
return -1;
}
return 1;
})
.setHiddenSkill(event.name);
"step 1";
if (result.bool) {
event.num = player.getDamagedHp();
player.logSkill(event.name, result.targets);
event.target = result.targets[0];
if (event.num == 1) {
event.directcontrol = true;
} else {
var str1 = "摸" + get.cnNumber(event.num, true) + "弃一";
var str2 = "摸一弃" + get.cnNumber(event.num, true);
player
.chooseControl(str1, str2, function (event, player) {
if (player.isHealthy()) return 1 - _status.event.choice;
return _status.event.choice;
})
.set("choice", get.attitude(player, event.target) > 0 ? 0 : 1);
event.str = str1;
}
} else {
event.finish();
}
"step 2";
if (event.directcontrol || result.control == event.str) {
if (event.num > 0) event.target.draw(event.num);
event.target.chooseToDiscard(true, "he");
} else {
event.target.draw();
if (event.num > 0) event.target.chooseToDiscard(event.num, true, "he");
}
},
ai: {
effect: {
target(card, player, target) {
if (
get.tag(card, "damage") &&
get.itemtype(player) === "player" &&
target.hp >
(player.hasSkillTag("damageBonus", true, {
target: target,
card: card,
})
? 2
: 1)
)
return [1, 1];
},
},
threaten(player, target) {
return Math.max(0.5, target.getDamagedHp() / 2);
},
maixie: true,
},
},
gzyinghun: {
audio: "yinghun",
audioname: ["re_sunjian", "sunce", "re_sunben", "re_sunce", "ol_sunjian", "sb_sunce"],
audioname2: {
re_sunyi: "gzyinghun_re_sunyi",
tw_ol_sunjian: "yinghun_ol_sunjian",
},
mod: {
aiOrder(player, card, num) {
if (num > 0 && _status.event && _status.event.type == "phase" && get.tag(card, "recover")) {
if (player.needsToDiscard()) return num / 3;
return 0;
}
},
},
locked: false,
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
return player.getDamagedHp() > 0;
},
direct: true,
preHidden: true,
content() {
"step 0";
player
.chooseTarget(get.prompt2("gzyinghun"), function (card, player, target) {
return player != target;
})
.set("ai", function (target) {
var player = _status.event.player;
if (player.getDamagedHp() == 1 && target.countCards("he") == 0) {
return 0;
}
if (get.attitude(_status.event.player, target) > 0) {
return 10 + get.attitude(_status.event.player, target);
}
if (player.getDamagedHp() == 1) {
return -1;
}
return 1;
})
.setHiddenSkill(event.name);
"step 1";
if (result.bool) {
event.num = player.getDamagedHp();
player.logSkill(event.name, result.targets);
event.target = result.targets[0];
if (event.num == 1) {
event.directcontrol = true;
} else {
var str1 = "摸" + get.cnNumber(event.num, true) + "弃一";
var str2 = "摸一弃" + get.cnNumber(event.num, true);
player
.chooseControl(str1, str2, function (event, player) {
return _status.event.choice;
})
.set("choice", get.attitude(player, event.target) > 0 ? str1 : str2);
event.str = str1;
}
} else {
event.finish();
}
"step 2";
if (event.directcontrol || result.control == event.str) {
event.target.draw(event.num);
event.target.chooseToDiscard(true, "he");
} else {
event.target.draw();
event.target.chooseToDiscard(event.num, true, "he");
}
},
ai: {
effect: {
target(card, player, target) {
if (
get.tag(card, "damage") &&
get.itemtype(player) === "player" &&
target.hp >
(player.hasSkillTag("damageBonus", true, {
target: target,
card: card,
})
? 2
: 1)
)
return [1, 1];
},
},
threaten(player, target) {
return Math.max(0.5, target.getDamagedHp() / 2);
},
maixie: true,
},
},
yinghun_ol_sunjian: { audio: 2 },
jiuchi: {
audio: 2,
audioname: ["re_dongzhuo"],
enable: "chooseToUse",
filterCard(card) {
return get.suit(card) == "spade";
},
viewAs: { name: "jiu" },
viewAsFilter(player) {
if (!player.countCards("hs", { suit: "spade" })) return false;
return true;
},
prompt: "将一张黑桃手牌当酒使用",
check(card) {
if (_status.event.type == "dying") return 1 / Math.max(0.1, get.value(card));
return 4 - get.value(card);
},
ai: {
threaten: 1.5,
},
},
roulin: {
audio: 2,
audioname: ["re_dongzhuo", "ol_dongzhuo"],
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
forced: true,
filter(event, player) {
if (event.card.name != "sha") return false;
if (player == event.player) {
return event.target.hasSex("female");
}
return event.player.hasSex("female");
},
check(event, player) {
return player == event.player;
},
content() {
var id = (player == trigger.player ? trigger.target : player).playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired++;
} else {
map[id].shanRequired = 2;
}
},
ai: {
halfneg: true,
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (tag === "directHit_ai") return;
if (arg.card.name != "sha" || !arg.target.hasSex("female") || arg.target.countCards("h", "shan") > 1) return false;
},
},
},
benghuai: {
audio: 2,
audioname: ["zhugedan", "re_dongzhuo", "ol_dongzhuo", "re_zhugedan"],
trigger: { player: "phaseJieshuBegin" },
forced: true,
check() {
return false;
},
filter(event, player) {
return !player.isMinHp() && !player.hasSkill("rejiuchi_air") && !player.hasSkill("oljiuchi_air");
},
content() {
"step 0";
player
.chooseControl("baonue_hp", "baonue_maxHp", function (event, player) {
if (player.hp == player.maxHp) return "baonue_hp";
if (player.hp < player.maxHp - 1 || player.hp <= 2) return "baonue_maxHp";
return "baonue_hp";
})
.set("prompt", "崩坏失去1点体力或减1点体力上限");
"step 1";
if (result.control == "baonue_hp") {
player.loseHp();
} else {
player.loseMaxHp(true);
}
},
ai: {
threaten: 0.5,
neg: true,
},
},
baonue: {
unique: true,
group: "baonue2",
audioname: ["re_dongzhuo"],
audio: "baonue2",
zhuSkill: true,
},
baonue2: {
audio: 2,
audioname: ["re_dongzhuo"],
//forceaudio:true,
trigger: { global: "damageSource" },
filter(event, player) {
if (player == event.source || !event.source || event.source.group != "qun") return false;
return player.hasZhuSkill("baonue", event.source);
},
direct: true,
content() {
"step 0";
trigger.source.chooseBool("是否对" + get.translation(player) + "发动【暴虐】?").set("choice", get.attitude(trigger.source, player) > 0);
"step 1";
if (result.bool) {
player.logSkill("baonue");
trigger.source.line(player, "green");
trigger.source.judge(function (card) {
if (get.suit(card) == "spade") return 4;
return 0;
}).judge2 = function (result) {
return result.bool ? true : false;
};
} else {
event.finish();
}
"step 2";
if (result.suit == "spade") {
player.recover();
}
},
},
luanwu: {
audio: 2,
audioname: ["re_jiaxu"],
unique: true,
enable: "phaseUse",
limited: true,
skillAnimation: "epic",
animationColor: "thunder",
filterTarget(card, player, target) {
return target != player;
},
selectTarget: -1,
multitarget: true,
multiline: true,
content() {
"step 0";
player.awakenSkill("luanwu");
event.current = player.next;
event.currented = [];
"step 1";
event.currented.push(event.current);
event.current.addTempClass("target");
event.current
.chooseToUse(
"乱武使用一张杀或失去1点体力",
function (card) {
if (get.name(card) != "sha") return false;
return lib.filter.cardEnabled.apply(this, arguments);
},
function (card, player, target) {
if (player == target) return false;
var dist = get.distance(player, target);
if (dist > 1) {
if (
game.hasPlayer(function (current) {
return current != player && get.distance(player, current) < dist;
})
) {
return false;
}
}
return lib.filter.filterTarget.apply(this, arguments);
}
)
.set("ai2", function () {
return get.effect_use.apply(this, arguments) + 0.01;
})
.set("addCount", false);
"step 2";
if (result.bool == false) event.current.loseHp();
event.current = event.current.next;
if (event.current != player && !event.currented.includes(event.current)) {
game.delay(0.5);
event.goto(1);
}
},
ai: {
order: 1,
result: {
player(player) {
if (lib.config.mode == "identity" && game.zhu.isZhu && player.identity == "fan") {
if (game.zhu.hp == 1 && game.zhu.countCards("h") <= 2) return 1;
}
var num = 0;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
var att = get.attitude(player, players[i]);
if (att > 0) att = 1;
if (att < 0) att = -1;
if (players[i] != player && players[i].hp <= 3) {
if (players[i].countCards("h") == 0) num += att / players[i].hp;
else if (players[i].countCards("h") == 1) num += att / 2 / players[i].hp;
else if (players[i].countCards("h") == 2) num += att / 4 / players[i].hp;
}
if (players[i].hp == 1) num += att * 1.5;
}
if (player.hp == 1) {
return -num;
}
if (player.hp == 2) {
return -game.players.length / 4 - num;
}
return -game.players.length / 3 - num;
},
},
},
},
wansha: {
locked: true,
audio: 2,
audioname: ["boss_lvbu3", "shen_simayi"],
global: "wansha2",
trigger: { global: "dying" },
priority: 15,
forced: true,
preHidden: true,
filter(event, player, name) {
return _status.currentPhase == player && event.player != player;
},
content() {},
},
wansha2: {
mod: {
cardSavable(card, player) {
if (card.name == "tao" && _status.currentPhase && _status.currentPhase.isIn() && _status.currentPhase.hasSkill("wansha") && _status.currentPhase != player) {
if (!player.isDying()) return false;
}
},
cardEnabled(card, player) {
if (card.name == "tao" && _status.currentPhase && _status.currentPhase.isIn() && _status.currentPhase.hasSkill("wansha") && _status.currentPhase != player) {
if (!player.isDying()) return false;
}
},
},
},
weimu: {
trigger: { global: "useCard1" },
audio: 2,
forced: true,
firstDo: true,
filter(event, player, card) {
if (get.color(event.card) != "black") return false;
return (event.card.name == "nanman" && player != event.player) || (event.card.name == "wanjian" && player != event.player) || (event.card.name == "taoyuan" && player.hp < player.maxHp) || event.card.name == "wugu";
},
content() {},
mod: {
targetEnabled(card) {
if ((get.type(card) == "trick" || get.type(card) == "delay") && get.color(card) == "black") return false;
},
},
},
huoji: {
audio: 2,
enable: "chooseToUse",
filterCard(card) {
return get.color(card) == "red";
},
viewAs: { name: "huogong" },
viewAsFilter(player) {
if (!player.countCards("hs", { color: "red" })) return false;
},
position: "hs",
prompt: "将一张红色牌当火攻使用",
check(card) {
var player = get.player();
if (player.countCards("h") > player.hp) {
return 6 - get.value(card);
}
return 3 - get.value(card);
},
ai: {
fireAttack: true,
},
},
bazhen: {
audio: 2,
audioname: ["re_sp_zhugeliang", "ol_sp_zhugeliang", "ol_pangtong"],
group: "bazhen_bagua",
locked: true,
},
bazhen_bagua: {
audio: "bazhen",
audioname: ["re_sp_zhugeliang", "ol_sp_zhugeliang", "ol_pangtong"],
equipSkill: true,
noHidden: true,
inherit: "bagua_skill",
filter(event, player) {
if (!lib.skill.bagua_skill.filter(event, player)) return false;
if (!player.hasEmptySlot(2)) return false;
return true;
},
ai: {
respondShan: true,
freeShan: true,
skillTagFilter(player, tag, arg) {
if (tag !== "respondShan" && tag !== "freeShan") return;
if (!player.hasEmptySlot(2) || player.hasSkillTag("unequip2")) return false;
if (!arg || !arg.player) return true;
if (
arg.player.hasSkillTag("unequip", false, {
target: player,
})
)
return false;
return true;
},
effect: {
target(card, player, target) {
if (player == target && get.subtype(card) == "equip2") {
if (get.equipValue(card) <= 7.5) return 0;
}
if (!target.hasEmptySlot(2)) return;
return lib.skill.bagua_skill.ai.effect.target.apply(this, arguments);
},
},
},
},
kanpo: {
mod: {
aiValue(player, card, num) {
if (get.name(card) != "wuxie" && get.color(card) != "black") return;
var cards = player.getCards("hs", function (card) {
return get.name(card) == "wuxie" || get.color(card) == "black";
});
cards.sort(function (a, b) {
return (get.name(b) == "wuxie" ? 1 : 2) - (get.name(a) == "wuxie" ? 1 : 2);
});
var geti = function () {
if (cards.includes(card)) {
return cards.indexOf(card);
}
return cards.length;
};
if (get.name(card) == "wuxie") return Math.min(num, [6, 4, 3][Math.min(geti(), 2)]) * 0.6;
return Math.max(num, [6, 4, 3][Math.min(geti(), 2)]);
},
aiUseful() {
return lib.skill.kanpo.mod.aiValue.apply(this, arguments);
},
},
locked: false,
audio: 2,
enable: "chooseToUse",
filterCard(card) {
return get.color(card) == "black";
},
viewAsFilter(player) {
return player.countCards("hs", { color: "black" }) > 0;
},
viewAs: { name: "wuxie" },
position: "hs",
prompt: "将一张黑色手牌当无懈可击使用",
check(card) {
var tri = _status.event.getTrigger();
if (tri && tri.card && tri.card.name == "chiling") return -1;
return 8 - get.value(card);
},
threaten: 1.2,
},
niepan: {
audio: 2,
audioname: ["re_pangtong"],
unique: true,
enable: "chooseToUse",
mark: true,
limited: true,
skillAnimation: true,
animationColor: "fire",
init(player) {
player.storage.niepan = false;
},
filter(event, player) {
if (player.storage.niepan) return false;
if (event.type == "dying") {
if (player != event.dying) return false;
return true;
} else if (event.parent.name == "phaseUse") {
return true;
}
return false;
},
content() {
"step 0";
player.awakenSkill("niepan");
player.storage.niepan = true;
player.discard(player.getCards("hej"));
"step 1";
player.link(false);
"step 2";
player.turnOver(false);
"step 3";
player.draw(3);
"step 4";
if (player.hp < 3) {
player.recover(3 - player.hp);
}
},
ai: {
order: 0.5,
skillTagFilter(player, tag, target) {
if (player != target || player.storage.niepan) return false;
},
save: true,
result: {
player(player) {
if (player.hp <= 0) return 10;
if (player.hp <= 1 && player.countCards("he") <= 1) return 10;
return 0;
},
},
threaten(player, target) {
if (!target.storage.niepan) return 0.6;
},
},
intro: {
content: "limited",
},
},
oldniepan: {
audio: "niepan",
unique: true,
enable: "chooseToUse",
mark: true,
skillAnimation: true,
limited: true,
animationColor: "orange",
init(player) {
player.storage.oldniepan = false;
},
filter(event, player) {
if (player.storage.oldniepan) return false;
if (event.type == "dying") {
if (player != event.dying) return false;
return true;
}
return false;
},
content() {
"step 0";
player.awakenSkill("oldniepan");
player.storage.oldniepan = true;
player.discard(player.getCards("hej"));
"step 1";
player.link(false);
"step 2";
player.turnOver(false);
"step 3";
player.draw(3);
"step 4";
if (player.hp < 3) {
player.recover(3 - player.hp);
}
},
ai: {
order: 1,
skillTagFilter(player, arg, target) {
if (player != target || player.storage.oldniepan) return false;
},
save: true,
result: {
player(player) {
if (player.hp <= 0) return 10;
if (player.hp <= 2 && player.countCards("he") <= 1) return 10;
return 0;
},
},
threaten(player, target) {
if (!target.storage.oldniepan) return 0.6;
},
},
intro: {
content: "limited",
},
},
quhu: {
audio: 2,
audioname: ["re_xunyu", "ol_xunyu"],
enable: "phaseUse",
usable: 1,
filter(event, player) {
if (player.countCards("h") == 0) return false;
return game.hasPlayer(function (current) {
return current.hp > player.hp && player.canCompare(current);
});
},
filterTarget(card, player, target) {
return target.hp > player.hp && player.canCompare(target);
},
content() {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
if (
game.hasPlayer(function (player) {
return player != target && target.inRange(player);
})
) {
player
.chooseTarget(function (card, player, target) {
var source = _status.event.source;
return target != source && source.inRange(target);
}, true)
.set("ai", function (target) {
return get.damageEffect(target, _status.event.source, player);
})
.set("source", target);
} else {
event.finish();
}
} else {
player.damage(target);
event.finish();
}
"step 2";
if (result.bool && result.targets && result.targets.length) {
target.line(result.targets[0], "green");
result.targets[0].damage(target);
}
},
ai: {
order: 0.5,
result: {
target(player, target) {
var att = get.attitude(player, target);
var oc = target.countCards("h") == 1;
if (att > 0 && oc) return 0;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (players[i] != target && players[i] != player && target.inRange(players[i])) {
if (get.damageEffect(players[i], target, player) > 0) {
return att > 0 ? att / 2 : att - (oc ? 5 : 0);
}
}
}
return 0;
},
player(player, target) {
if (target.hasSkillTag("jueqing", false, target)) return -10;
var mn = 1;
var hs = player.getCards("h");
for (var i = 0; i < hs.length; i++) {
mn = Math.max(mn, get.number(hs[i]));
}
if (mn <= 11 && player.hp < 2) return -20;
var max = player.maxHp - hs.length;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (get.attitude(player, players[i]) > 2) {
max = Math.max(Math.min(5, players[i].hp) - players[i].countCards("h"), max);
}
}
switch (max) {
case 0:
return mn == 13 ? 0 : -20;
case 1:
return mn >= 12 ? 0 : -15;
case 2:
return 0;
case 3:
return 1;
default:
return max;
}
},
},
expose: 0.2,
},
},
jieming: {
audio: 2,
trigger: { player: "damageEnd" },
direct: true,
content() {
"step 0";
event.count = trigger.num;
"step 1";
event.count--;
player
.chooseTarget(get.prompt2("jieming"), function (card, player, target) {
return true; //target.countCards('h')<Math.min(target.maxHp,5);
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (target.hasSkillTag("nogain")) att /= 6;
if (att > 2) {
return Math.max(0, Math.min(5, target.maxHp) - target.countCards("h"));
}
return att / 3;
});
"step 2";
if (result.bool) {
player.logSkill("jieming", result.targets);
for (var i = 0; i < result.targets.length; i++) {
result.targets[i].drawTo(Math.min(5, result.targets[i].maxHp));
}
if (event.count && player.hasSkill("jieming")) event.goto(1);
}
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target(card, player, target, current) {
if (get.tag(card, "damage") && target.hp > 1) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
var max = 0;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (get.attitude(target, players[i]) > 0) {
max = Math.max(Math.min(5, players[i].hp) - players[i].countCards("h"), max);
}
}
switch (max) {
case 0:
return 2;
case 1:
return 1.5;
case 2:
return [1, 2];
default:
return [0, max];
}
}
if ((card.name == "tao" || card.name == "caoyao") && target.hp > 1 && target.countCards("h") <= target.hp) return [0, 0];
},
},
},
},
qiangxix: {
inherit: "reqiangxi",
audioname: ["boss_lvbu3"],
audio: "qiangxi",
usable: 2,
filterTarget(card, player, target) {
if (player == target) return false;
if (target.hasSkill("reqiangxi_off")) return false;
return true;
},
},
qiangxi: {
audio: 2,
enable: "phaseUse",
usable: 1,
audioname: ["boss_lvbu3"],
filterCard(card) {
return get.subtype(card) == "equip1";
},
selectCard: [0, 1],
filterTarget(card, player, target) {
if (player == target) return false;
return player.inRange(target);
},
content() {
"step 0";
if (cards.length == 0) {
player.loseHp();
}
"step 1";
target.damage("nocard");
},
check(card) {
return 10 - get.value(card);
},
position: "he",
ai: {
damage: true,
order: 8,
result: {
player(player, target) {
if (ui.selected.cards.length) return 0;
if (player.hp >= target.hp) return -0.9;
if (player.hp <= 2) return -10;
return -2;
},
target(player, target) {
if (!ui.selected.cards.length) {
if (player.hp < 2) return 0;
if (player.hp == 2 && target.hp >= 2) return 0;
if (target.hp > player.hp) return 0;
}
return get.damageEffect(target, player);
},
},
threaten: 1.3,
},
},
xinqiangxi: {
audio: "qiangxi",
enable: "phaseUse",
filter(event, player) {
if (player.hasSkill("xinqiangxi2")) {
return !player.hasSkill("xinqiangxi3");
} else if (player.hasSkill("xinqiangxi3")) {
return !player.hasSkill("xinqiangxi2") && player.countCards("he", { type: "equip" }) > 0;
} else {
return true;
}
},
filterCard(card) {
var player = _status.event.player;
if (player.hasSkill("xinqiangxi2")) return false;
return get.type(card) == "equip";
},
selectCard() {
var player = _status.event.player;
if (player.hasSkill("xinqiangxi2")) return -1;
if (player.hasSkill("xinqiangxi3")) return [1, 1];
return [0, 1];
},
filterTarget(card, player, target) {
if (player == target) return false;
return player.inRange(target);
},
content() {
"step 0";
if (cards.length == 0) {
player.loseHp();
player.addTempSkill("xinqiangxi3");
} else {
player.addTempSkill("xinqiangxi2");
}
"step 1";
target.damage("nocard");
},
check(card) {
return 10 - get.value(card);
},
position: "he",
ai: {
order: 8.5,
result: {
target(player, target) {
if (!ui.selected.cards.length) {
if (player.hp < 2) return 0;
if (target.hp >= player.hp) return 0;
}
return get.damageEffect(target, player);
},
},
},
threaten: 1.5,
},
xinqiangxi2: {},
xinqiangxi3: {},
tianyi: {
audio: 2,
audioname: ["re_taishici"],
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return player.canCompare(target);
},
filter(event, player) {
return player.countCards("h") > 0;
},
content() {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
player.addTempSkill("tianyi2");
} else {
player.addTempSkill("tianyi3");
}
},
ai: {
order(name, player) {
var cards = player.getCards("h");
if (player.countCards("h", "sha") == 0) {
return 1;
}
for (var i = 0; i < cards.length; i++) {
if (cards[i].name != "sha" && get.number(cards[i]) > 11 && get.value(cards[i]) < 7) {
return 9;
}
}
return get.order({ name: "sha" }) - 1;
},
result: {
player(player) {
if (player.countCards("h", "sha") > 0) return 0.6;
var num = player.countCards("h");
if (num > player.hp) return 0;
if (num == 1) return -2;
if (num == 2) return -1;
return -0.7;
},
target(player, target) {
var num = target.countCards("h");
if (num == 1) return -1;
if (num == 2) return -0.7;
return -0.5;
},
},
threaten: 1.3,
},
},
tianyi2: {
mod: {
targetInRange(card, player, target, now) {
if (card.name == "sha") return true;
},
selectTarget(card, player, range) {
if (card.name == "sha" && range[1] != -1) range[1]++;
},
cardUsable(card, player, num) {
if (card.name == "sha") return num + 1;
},
},
charlotte: true,
},
tianyi3: {
mod: {
cardEnabled(card) {
if (card.name == "sha") return false;
},
},
charlotte: true,
},
shuangxiong: {
audio: 2,
audioname: ["re_yanwen"],
group: "shuangxiong1",
subSkill: {
re_yanwen1: { audio: true },
re_yanwen2: { audio: true },
},
},
shuangxiong1: {
audio: true,
trigger: { player: "phaseDrawBegin1" },
check(event, player) {
if (player.countCards("h") > player.hp) return true;
if (player.countCards("h") > 3) return true;
return false;
},
filter(event, player) {
return !event.numFixed;
},
preHidden: true,
prompt2: () => "进行一次判定,本回合可以将一张与此牌颜色不同的手牌当作【决斗】使用",
content() {
player.judge().set("callback", lib.skill.shuangxiong1.callback);
trigger.changeToZero();
},
callback() {
player.gain(card, "gain2");
player.addTempSkill("shuangxiong2");
player.markAuto("shuangxiong2", [event.judgeResult.color]);
},
},
shuangxiong2: {
charlotte: true,
onremove: true,
audio: true,
audioname2: {
re_yanwen: "shuangxiong_re_yanwen2",
},
enable: "chooseToUse",
viewAs: { name: "juedou" },
position: "hs",
viewAsFilter(player) {
return player.hasCard(card => lib.skill.shuangxiong2.filterCard(card, player), "hs");
},
filterCard(card, player) {
var color = get.color(card),
colors = player.getStorage("shuangxiong2");
for (var i of colors) {
if (color != i) return true;
}
return false;
},
prompt() {
var colors = _status.event.player.getStorage("shuangxiong2");
var str = "将一张颜色";
for (var i = 0; i < colors.length; i++) {
if (i > 0) str += "或";
str += "不为";
str += get.translation(colors[i]);
}
str += "的牌当做【决斗】使用";
return str;
},
check(card) {
var player = _status.event.player;
var raw = player.getUseValue(card, null, true);
var eff = player.getUseValue(get.autoViewAs({ name: "juedou" }, [card]));
return eff - raw;
},
ai: { order: 7 },
},
luanji: {
audio: 2,
enable: "phaseUse",
position: "hs",
viewAs: { name: "wanjian" },
filterCard(card, player) {
if (ui.selected.cards.length) {
return get.suit(card) == get.suit(ui.selected.cards[0]);
}
var cards = player.getCards("hs");
for (var i = 0; i < cards.length; i++) {
if (card != cards[i]) {
if (get.suit(card) == get.suit(cards[i])) return true;
}
}
return false;
},
selectCard: 2,
complexCard: true,
check(card) {
var player = _status.event.player;
var targets = game.filterPlayer(function (current) {
return player.canUse("wanjian", current);
});
var num = 0;
for (var i = 0; i < targets.length; i++) {
var eff = get.sgn(get.effect(targets[i], { name: "wanjian" }, player, player));
if (targets[i].hp == 1) {
eff *= 1.5;
}
num += eff;
}
if (!player.needsToDiscard(-1)) {
if (targets.length >= 7) {
if (num < 2) return 0;
} else if (targets.length >= 5) {
if (num < 1.5) return 0;
}
}
return 6 - get.value(card);
},
ai: {
basic: {
order: 8.5,
},
},
},
xueyi: {
trigger: { player: "phaseDiscardBefore" },
audio: 2,
audioname: ["re_yuanshao"],
forced: true,
firstDo: true,
filter(event, player) {
return (
player.hasZhuSkill("xueyi") &&
game.hasPlayer(function (current) {
return current != player && current.group == "qun";
}) &&
player.countCards("h") > player.hp
);
},
content() {},
mod: {
maxHandcard(player, num) {
if (player.hasZhuSkill("xueyi")) {
return (
num +
game.countPlayer(function (current) {
if (player != current && current.group == "qun") return 2;
})
);
}
return num;
},
},
zhuSkill: true,
},
mengjin: {
shaRelated: true,
audio: 2,
trigger: { player: "shaMiss" },
//priority:-1,
filter(event) {
return event.target.countCards("he") > 0;
},
check(event, player) {
return get.attitude(player, event.target) < 0;
},
logTarget: "target",
content() {
player.discardPlayerCard("he", trigger.target, true);
},
},
jiewei: {
trigger: { player: "turnOverEnd" },
//direct:true,
frequent: true,
audio: "xinjiewei",
content() {
"step 0";
player.draw();
player.chooseToUse(function (card) {
if (!lib.filter.cardEnabled(card, _status.event.player, _status.event)) {
return false;
}
var type = get.type(card, "trick");
return type == "trick" || type == "equip";
}, "是否使用一张锦囊牌或装备牌?");
"step 1";
if (result.bool) {
var type = get.type(result.card || result.cards[0]);
if (
game.hasPlayer(function (current) {
if (type == "equip") {
return current.countCards("e");
} else {
return current.countCards("j");
}
})
) {
var next = player.chooseTarget("是否弃置场上的一张" + get.translation(type) + "牌?", function (card, player, target) {
if (_status.event.type == "equip") {
return target.countCards("e") > 0;
} else {
return target.countCards("j") > 0;
}
});
next.set("ai", function (target) {
if (type == "equip") {
return -get.attitude(player, target);
} else {
return get.attitude(player, target);
}
});
next.set("type", type);
event.type = type;
} else {
event.finish();
}
} else {
event.finish();
}
"step 2";
if (event.type && result.bool && result.targets && result.targets.length) {
player.line(result.targets, "green");
if (event.type == "equip") {
player.discardPlayerCard(result.targets[0], "e", true);
} else {
player.discardPlayerCard(result.targets[0], "j", true);
}
}
},
},
releiji: {
audio: 2,
audioname: ["boss_qinglong"],
trigger: { player: ["useCard", "respond"] },
filter(event, player) {
return event.card.name == "shan";
},
direct: true,
content() {
"step 0";
player.chooseTarget(get.prompt2("releiji"), function (card, player, target) {
return target != player;
}).ai = function (target) {
if (target.hasSkill("hongyan")) return 0;
return get.damageEffect(target, _status.event.player, _status.event.player, "thunder");
};
"step 1";
if (result.bool) {
player.logSkill("releiji", result.targets, "thunder");
event.target = result.targets[0];
event.target.judge(function (card) {
var suit = get.suit(card);
if (suit == "spade") return -4;
if (suit == "club") return -2;
return 0;
}).judge2 = function (result) {
return result.bool == false ? true : false;
};
} else {
event.finish();
}
"step 2";
if (result.suit == "club") {
player.recover();
event.target.damage("thunder");
} else if (result.suit == "spade") {
event.target.damage(2, "thunder");
}
},
ai: {
useShan: true,
effect: {
target(card, player, target, current) {
if (
get.tag(card, "respondShan") &&
!player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card,
},
true
)
) {
let club = 0,
spade = 0;
if (
game.hasPlayer(function (current) {
return get.attitude(target, current) < 0 && get.damageEffect(current, target, target, "thunder") > 0;
})
) {
club = 2;
spade = 4;
}
if (!target.isHealthy()) club += 2;
if (!club && !spade) return 1;
if (card.name === "sha") {
if (
!target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
)
)
return;
} else if (!target.mayHaveShan(player)) return 1 - 0.1 * Math.min(5, target.countCards("hs"));
if (!target.hasSkillTag("rejudge")) return [1, (club + spade) / 4];
let pos = player.hasSkillTag("viewHandcard", null, target, true) ? "hes" : "e",
better = club > spade ? "club" : "spade",
max = 0;
target.hasCard(function (cardx) {
if (get.suit(cardx) === better) {
max = 2;
return true;
}
if (spade && get.color(cardx) === "black") max = 1;
}, pos);
if (max === 2) return [1, Math.max(club, spade)];
if (max === 1) return [1, Math.min(club, spade)];
if (pos === "e") return [1, Math.min((Math.max(1, target.countCards("hs")) * (club + spade)) / 4, Math.max(club, spade))];
return [1, (club + spade) / 4];
}
},
},
},
},
shensu: {
audio: "shensu1",
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
group: ["shensu1", "shensu2"],
preHidden: ["shensu1", "shensu2"],
},
xinshensu: {
audio: "shensu1",
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
audioname2: {
dc_xiahouba: "shensu1_xiahouba",
},
group: ["shensu1", "shensu2", "shensu4"],
},
shensu1_xiahouba: { audio: 2 },
shensu1: {
audio: 2,
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
audioname2: {
dc_xiahouba: "shensu1_xiahouba",
},
trigger: { player: "phaseJudgeBefore" },
direct: true,
content() {
"step 0";
player
.chooseTarget(get.prompt("shensu"), "跳过判定阶段和摸牌阶段,视为对一名其他角色使用一张【杀】", function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
})
.set("check", player.countCards("h") > 2)
.set("ai", function (target) {
if (!_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
})
.setHiddenSkill("shensu1");
"step 1";
if (result.bool) {
player.logSkill("shensu1", result.targets);
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
trigger.cancel();
player.skip("phaseDraw");
}
},
},
shensu2: {
audio: "shensu1",
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
audioname2: {
dc_xiahouba: "shensu1_xiahouba",
},
trigger: { player: "phaseUseBefore" },
direct: true,
filter(event, player) {
return (
player.countCards("he", function (card) {
if (_status.connectMode) return true;
return get.type(card) == "equip";
}) > 0
);
},
content() {
"step 0";
player
.chooseCardTarget({
prompt: get.prompt("shensu"),
prompt2: "弃置一张装备牌并跳过出牌阶段,视为对一名其他角色使用一张【杀】",
filterCard(card, player) {
return get.type(card) == "equip" && lib.filter.cardDiscardable(card, player);
},
position: "he",
filterTarget(card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
},
ai1(card) {
if (_status.event.check) return 0;
return 6 - get.value(card);
},
ai2(target) {
if (_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
},
check:
player.countCards("hs", i => {
return player.hasValueTarget(i, null, true);
}) >
player.hp - 1,
})
.setHiddenSkill("shensu2");
"step 1";
if (result.bool) {
player.logSkill("shensu2", result.targets);
player.discard(result.cards[0]);
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
trigger.cancel();
}
},
},
shensu4: {
audio: "shensu1",
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
audioname2: {
dc_xiahouba: "shensu1_xiahouba",
},
trigger: { player: "phaseDiscardBefore" },
direct: true,
content() {
"step 0";
var check = player.needsToDiscard() || player.isTurnedOver() || (player.hasSkill("shebian") && player.canMoveCard(true, true));
player
.chooseTarget(get.prompt("shensu"), "跳过弃牌阶段并将武将牌翻面,视为对一名其他角色使用一张【杀】", function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
})
.set("check", check)
.set("ai", function (target) {
if (!_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player, _status.event.player);
});
"step 1";
if (result.bool) {
player.logSkill("shensu4", result.targets);
player.turnOver();
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
trigger.cancel();
}
},
},
jushou: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
check(event, player) {
return event.player.hp + player.countCards("h") < 4;
},
content() {
player.draw(3);
player.turnOver();
},
ai: {
effect: {
target(card, player, target) {
if (card.name == "guiyoujie") return [0, 1];
},
},
},
},
moon_jushou: {
audio: "xinjushou",
trigger: { player: "phaseJieshuBegin" },
check(event, player) {
return event.player.hp + player.countCards("h") < 4;
},
content() {
player.draw();
player.turnOver();
},
ai: {
effect: {
target(card, player, target) {
if (card.name == "guiyoujie") return [0, 1];
},
},
},
},
liegong: {
shaRelated: true,
audio: 2,
audioname: ["re_huangzhong"],
trigger: { player: "useCardToPlayered" },
check(event, player) {
return get.attitude(player, event.target) <= 0;
},
logTarget: "target",
filter(event, player) {
if (event.card.name != "sha") return false;
var length = event.target.countCards("h");
return length >= player.hp || length <= player.getAttackRange();
},
preHidden: true,
content() {
trigger.getParent().directHit.push(trigger.target);
},
locked: false,
mod: {
attackRange(player, distance) {
if (get.zhu(player, "shouyue")) return distance + 1;
},
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (get.attitude(player, arg.target) > 0 || arg.card.name != "sha") return false;
var length = arg.target.countCards("h");
return length >= player.hp || length <= player.getAttackRange();
},
},
},
kuanggu: {
audio: 2,
audioname: ["re_weiyan", "ol_weiyan"],
trigger: { source: "damageSource" },
forced: true,
filter(event, player) {
return event.kuangguCheck && player.isDamaged();
},
content() {
player.recover(trigger.num);
},
group: "kuanggu_check",
subSkill: {
check: {
charlotte: true,
trigger: { source: "damage" },
filter(event, player) {
return get.distance(player, event.player) <= 1;
},
firstDo: true,
silent: true,
content() {
trigger.kuangguCheck = true;
},
},
},
},
tianxiang: {
audio: 2,
audioname: ["daxiaoqiao", "re_xiaoqiao", "ol_xiaoqiao"],
trigger: { player: "damageBegin3" },
direct: true,
filter(event, player) {
return player.countCards("h", { suit: "heart" }) > 0 && event.num > 0;
},
content() {
"step 0";
player.chooseCardTarget({
filterCard(card, player) {
return get.suit(card) == "heart" && lib.filter.cardDiscardable(card, player);
},
filterTarget(card, player, target) {
return player != target;
},
ai1(card) {
return 10 - get.value(card);
},
ai2(target) {
var att = get.attitude(_status.event.player, target);
var trigger = _status.event.getTrigger();
var da = 0;
if (_status.event.player.hp == 1) {
da = 10;
}
if (trigger.num > 1) {
if (target.maxHp > 5 && target.hp > 1) return -att / 10 + da;
return -att + da;
}
var eff = get.damageEffect(target, trigger.source, target, trigger.nature);
if (att == 0) return 0.1 + da;
if (eff >= 0 && trigger.num == 1) {
return att + da;
}
if (target.hp == target.maxHp) return -att + da;
if (target.hp == 1) {
if (target.maxHp <= 4 && !target.hasSkillTag("maixie")) {
if (target.maxHp <= 3) {
return -att + da;
}
return -att / 2 + da;
}
return da;
}
if (target.hp == target.maxHp - 1) {
if (target.hp > 2 || target.hasSkillTag("maixie")) return att / 5 + da;
if (att > 0) return 0.02 + da;
return 0.05 + da;
}
return att / 2 + da;
},
prompt: get.prompt2("tianxiang"),
});
"step 1";
if (result.bool) {
player.logSkill(event.name, result.targets);
trigger.player = result.targets[0];
trigger.player.addSkill("tianxiang2");
player.discard(result.cards[0]);
}
},
ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
if (get.tag(card, "damage") && target.countCards("h") > 1) return 0.7;
},
},
threaten(player, target) {
if (target.countCards("h") == 0) return 2;
},
},
},
tianxiang2: {
trigger: { player: ["damageAfter", "damageCancelled", "damageZero"] },
forced: true,
popup: false,
audio: false,
vanish: true,
charlotte: true,
content() {
if (player.getDamagedHp()) player.draw(player.getDamagedHp());
player.removeSkill("tianxiang2");
player.popup("tianxiang");
},
},
retianxiang: {
audio: "tianxiang",
audioname: ["daxiaoqiao", "re_xiaoqiao", "ol_xiaoqiao"],
trigger: { player: "damageBegin4" },
direct: true,
preHidden: true,
filter(event, player) {
return (
player.countCards("h", function (card) {
return _status.connectMode || get.suit(card, player) == "heart";
}) > 0 && event.num > 0
);
},
content() {
"step 0";
player
.chooseCardTarget({
filterCard(card, player) {
return get.suit(card) == "heart" && lib.filter.cardDiscardable(card, player);
},
filterTarget(card, player, target) {
return player != target;
},
ai1(card) {
return 10 - get.value(card);
},
ai2(target) {
var att = get.attitude(_status.event.player, target);
var trigger = _status.event.getTrigger();
var da = 0;
if (_status.event.player.hp == 1) {
da = 10;
}
var eff = get.damageEffect(target, trigger.source, target);
if (att == 0) return 0.1 + da;
if (eff >= 0 && att > 0) {
return att + da;
}
if (att > 0 && target.hp > 1) {
if (target.maxHp - target.hp >= 3) return att * 1.1 + da;
if (target.maxHp - target.hp >= 2) return att * 0.9 + da;
}
return -att + da;
},
prompt: get.prompt("retianxiang"),
prompt2: lib.translate.retianxiang_info,
})
.setHiddenSkill(event.name);
"step 1";
if (result.bool) {
player.discard(result.cards);
var target = result.targets[0];
player
.chooseControlList(
true,
function (event, player) {
var target = _status.event.target;
var att = get.attitude(player, target);
if (target.hasSkillTag("maihp")) att = -att;
if (att > 0) {
return 0;
} else {
return 1;
}
},
["令" + get.translation(target) + "受到伤害来源对其造成的1点伤害然后摸X张牌X为其已损失体力值且至多为5", "令" + get.translation(target) + "失去1点体力然后获得" + get.translation(result.cards)]
)
.set("target", target);
player.logSkill(event.name, target);
trigger.cancel();
event.target = target;
event.card = result.cards[0];
} else {
event.finish();
}
"step 2";
if (typeof result.index == "number") {
event.index = result.index;
if (result.index) {
event.related = event.target.loseHp();
} else {
event.related = event.target.damage(trigger.source || "nosource", "nocard");
}
} else event.finish();
"step 3";
//if(event.related.cancelled||target.isDead()) return;
if (event.index && card.isInPile()) target.gain(card, "gain2");
else if (target.getDamagedHp()) target.draw(Math.min(5, target.getDamagedHp()));
},
ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
if (get.tag(card, "damage") && target.countCards("he") > 1) return 0.7;
},
},
},
},
retianxiang3: {
trigger: { player: "loseHpAfter" },
forced: true,
popup: false,
filter(event) {
return event.type == "retianxiang";
},
vanish: true,
content() {
"step 0";
player.gain(player.storage.retianxiang3, "gain2");
"step 1";
player.removeSkill("retianxiang3");
},
onremove(player) {
var card = player.storage.retianxiang3;
if (get.position(card) == "s") {
game.cardsDiscard(card);
}
delete player.storage.retianxiang3;
},
},
retianxiang2: {
trigger: { player: "damageAfter" },
forced: true,
popup: false,
filter(event) {
return event.type == "retianxiang";
},
vanish: true,
content() {
if (player.isDamaged()) {
player.draw(player.getDamagedHp());
}
player.removeSkill("retianxiang2");
},
},
xintianxiang: {
audio: "tianxiang",
trigger: { player: "damageBefore" },
direct: true,
filter(event, player) {
return player.countCards("he", { suit: "heart" }) > 0 && event.num > 0 && !player.hasSkill("xintianxiang3");
},
content() {
"step 0";
player.chooseCardTarget({
filterCard(card, player) {
return get.suit(card) == "heart" && lib.filter.cardDiscardable(card, player);
},
filterTarget(card, player, target) {
return player != target;
},
position: "he",
ai1(card) {
return 10 - get.value(card);
},
ai2(target) {
var att = get.attitude(_status.event.player, target);
var trigger = _status.event.getTrigger();
var da = 0;
if (_status.event.player.hp == 1) {
da = 10;
}
if (trigger.num > 1) {
if (target.maxHp > 5 && target.hp > 1) return -att / 10 + da;
return -att + da;
}
var eff = get.damageEffect(target, trigger.source, target, trigger.nature);
if (att == 0) return 0.1 + da;
if (eff >= 0 && trigger.num == 1) {
return att + da;
}
if (target.hp == target.maxHp) return -att + da;
if (target.hp == 1) {
if (target.maxHp <= 4 && !target.hasSkillTag("maixie")) {
if (target.maxHp <= 3) {
return -att + da;
}
return -att / 2 + da;
}
return da;
}
if (target.hp == target.maxHp - 1) {
if (target.hp > 2 || target.hasSkillTag("maixie")) return att / 5 + da;
if (att > 0) return 0.02 + da;
return 0.05 + da;
}
return att / 2 + da;
},
prompt: get.prompt2("xintianxiang"),
});
"step 1";
if (result.bool) {
player.logSkill(event.name, result.targets);
trigger.player = result.targets[0];
trigger.player.addSkill("xintianxiang2");
trigger.player.storage.xintianxiang = player;
player.discard(result.cards[0]);
} else {
event.finish();
}
},
ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
if (get.tag(card, "damage") && target.countCards("he") > 1) return 0.7;
},
},
},
},
xintianxiang2: {
trigger: { player: ["damageAfter", "damageCancelled", "damageZero"] },
forced: true,
popup: false,
audio: false,
vanish: true,
content() {
"step 0";
var source = player.storage.xintianxiang;
if (source.isDead()) {
event.finish();
return;
}
var num = player.maxHp - player.hp || 0;
var str1 = "令" + get.translation(player) + "摸" + get.cnNumber(num) + "张牌";
var str2 = "令" + get.translation(player) + "防止造成和受到的所有伤害且天香失效直到你下一回合开始";
var att = get.attitude(source, player);
var choice = "选项一";
if (att < 0) {
if (num >= 2) {
choice = "选项二";
}
} else if (att > 0) {
if (num < 2 && !player.hasSkillTag("maixie")) {
choice = "选项二";
}
}
source
.chooseControl(function () {
return _status.event.choice;
})
.set("choiceList", [str1, str2])
.set("choice", choice);
"step 1";
if (result.control == "选项一") {
if (player.isDamaged()) {
player.draw(player.maxHp - player.hp);
}
} else {
player.storage.xintianxiang.addSkill("xintianxiang3");
player.storage.xintianxiang.storage.xintianxiang3 = player;
player.addSkill("xintianxiang4");
}
player.removeSkill("xintianxiang2");
delete player.storage.xintianxiang;
},
},
xintianxiang3: {
trigger: { player: ["phaseZhunbeiBegin", "dieBegin"] },
silent: true,
content() {
if (player.storage.xintianxiang3) {
player.storage.xintianxiang3.removeSkill("xintianxiang4");
delete player.storage.xintianxiang3;
}
player.removeSkill("xintianxiang3");
},
},
xintianxiang4: {
trigger: { source: "damageBefore", player: "damageBefore" },
forced: true,
mark: true,
intro: {
content: "防止造成和受到的一切伤害",
},
priority: 15,
content() {
trigger.cancel();
},
ai: {
nofire: true,
nothunder: true,
nodamage: true,
notrick: true,
notricksource: true,
effect: {
target(card, player, target, current) {
if (get.tag(card, "damage")) {
return "zeroplayertarget";
}
},
player(card, player, target, current) {
if (get.tag(card, "damage")) {
return "zeroplayertarget";
}
},
},
},
},
hongyan: {
mod: {
suit(card, suit) {
if (suit == "spade") return "heart";
},
},
},
xinhongyan: {
audio: 2,
audioname: ["sb_xiaoqiao"],
mod: {
suit(card, suit) {
if (suit == "spade") return "heart";
},
},
trigger: { global: "judge" },
direct: true,
filter(event, player) {
if (event.fixedResult && event.fixedResult.suit) return event.fixedResult.suit == "heart";
return get.suit(event.player.judging[0], event.player) == "heart";
},
content() {
"step 0";
var str = "红颜:" + get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + ",请将其改为一种花色";
player
.chooseControl("spade", "heart", "diamond", "club")
.set("prompt", str)
.set("ai", function () {
var judging = _status.event.judging;
var trigger = _status.event.getTrigger();
var res1 = trigger.judge(judging);
var list = lib.suit.slice(0);
var attitude = get.attitude(player, trigger.player);
if (attitude == 0) return 0;
var getj = function (suit) {
return trigger.judge({
name: get.name(judging),
nature: get.nature(judging),
suit: suit,
number: get.number(judging),
});
};
list.sort(function (a, b) {
return (getj(b) - getj(a)) * get.sgn(attitude);
});
return list[0];
})
.set("judging", trigger.player.judging[0]);
"step 1";
if (result.control != "cancel2") {
player.addExpose(0.25);
player.popup(result.control);
game.log(player, "将判定结果改为了", "#y" + get.translation(result.control + 2));
if (!trigger.fixedResult) trigger.fixedResult = {};
trigger.fixedResult.suit = result.control;
trigger.fixedResult.color = get.color({ suit: result.control });
}
},
ai: {
rejudge: true,
tag: {
rejudge: 0.4,
},
expose: 0.5,
},
},
gzbuqu: {
audio: 2,
trigger: { player: "changeHp" },
filter(event, player) {
return player.hp <= 0 && event.num < 0;
},
marktext: "创",
intro: {
markcount: "expansion",
content: "expansion",
},
group: "gzbuqu_recover",
frequent: true,
ondisable: true,
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) {
//delete player.nodying;
player.loseToDiscardpile(cards);
if (player.hp <= 0) player.dying({});
}
},
process(player) {
//delete player.nodying;
var nums = [];
var cards = player.getExpansions("gzbuqu");
for (var i = 0; i < cards.length; i++) {
if (nums.includes(get.number(cards[i]))) {
return false;
} else {
nums.push(get.number(cards[i]));
}
}
return true;
//player.nodying=true;
},
subSkill: {
recover: {
trigger: { player: "recoverAfter" },
filter(event, player) {
return player.getExpansions("gzbuqu").length > 0 && event.num > 0;
},
forced: true,
popup: false,
content() {
"step 0";
event.count = trigger.num;
"step 1";
event.count--;
var cards = player.getExpansions("gzbuqu"),
count = cards.length;
if (count > 0 && player.hp + count > 1) {
if (count == 1) event._result = { links: cards };
else
player.chooseCardButton("不屈:移去一张“创”", true, cards).set("ai", function (button) {
var buttons = get.selectableButtons();
for (var i = 0; i < buttons.length; i++) {
if (buttons[i] != button && get.number(buttons[i].link) == get.number(button.link) && !ui.selected.buttons.includes(buttons[i])) {
return 1;
}
}
return 0;
});
} else event.finish();
"step 2";
var cards = result.links;
player.loseToDiscardpile(cards);
if (event.count) event.goto(1);
"step 3";
if (lib.skill.gzbuqu.process(player)) {
if (player.isDying()) {
var evt = event,
histories = [evt];
while (true) {
evt = event.getParent("dying");
if (!evt || evt.name != "dying" || histories.includes(evt)) break;
histories.push(evt);
if (evt.player == player) evt.nodying = true;
}
}
}
},
},
},
content() {
"step 0";
var num = -trigger.num - Math.max(player.hp - trigger.num, 1) + 1;
player.addToExpansion(get.cards(num), "gain2").gaintag.add("gzbuqu");
"step 1";
player.showCards(get.translation(player) + "的不屈牌", player.getExpansions("gzbuqu"));
"step 2";
if (lib.skill.gzbuqu.process(player)) {
var evt = trigger.getParent();
if (evt.name == "damage" || evt.name == "loseHp") evt.nodying = true;
}
},
ai: {
mingzhi: true,
},
},
buqu: {
audio: 2,
audioname: ["key_yuri"],
trigger: { player: "chooseToUseBefore" },
forced: true,
preHidden: true,
filter(event, player) {
return event.type == "dying" && player.isDying() && event.dying == player && !event.getParent()._buqu;
},
content() {
"step 0";
trigger.getParent()._buqu = true;
var card = get.cards()[0];
event.card = card;
player.addToExpansion(card, "gain2").gaintag.add("buqu");
"step 1";
var cards = player.getExpansions("buqu"),
num = get.number(card);
player.showCards(cards, "不屈");
for (var i = 0; i < cards.length; i++) {
if (cards[i] != card && get.number(cards[i]) == num) {
player.loseToDiscardpile(card);
return;
}
}
trigger.cancel();
trigger.result = { bool: true };
if (player.hp <= 0) {
player.recover(1 - player.hp);
}
},
mod: {
maxHandcardBase(player, num) {
if (get.mode() != "guozhan" && player.getExpansions("buqu").length) return player.getExpansions("buqu").length;
},
},
ai: {
save: true,
mingzhi: true,
skillTagFilter(player, tag, target) {
if (player != target) return false;
},
},
intro: {
content: "expansion",
markcount: "expansion",
},
},
fenji: {
audio: 2,
trigger: {
global: ["gainAfter", "loseAfter", "loseAsyncAfter"],
},
direct: true,
filter(event, player) {
if (event.name == "lose") {
if (event.type != "discard" || !event.player.isIn()) return false;
if ((event.discarder || event.getParent(2).player) == event.player) return false;
if (!event.getl(event.player).hs.length) return false;
return true;
} else if (event.name == "gain") {
if (event.giver || event.getParent().name == "gift") return false;
var cards = event.getg(event.player);
if (!cards.length) return false;
return game.hasPlayer(function (current) {
if (current == event.player) return false;
var hs = event.getl(current).hs;
for (var i of hs) {
if (cards.includes(i)) return true;
}
return false;
});
} else if (event.type == "gain") {
if (event.giver || !event.player || !event.player.isIn()) return false;
var hs = event.getl(event.player);
return game.hasPlayer(function (current) {
if (current == event.player) return false;
var cards = event.getg(current);
for (var i of cards) {
if (hs.includes(i)) return true;
}
});
} else if (event.type == "discard") {
if (!event.discarder) return false;
return game.hasPlayer(function (current) {
return current != event.discarder && event.getl(current).hs.length > 0;
});
}
return false;
},
content() {
"step 0";
var targets = [];
if (trigger.name == "gain") {
var cards = trigger.getg(trigger.player);
targets.addArray(
game.filterPlayer(function (current) {
if (current == trigger.player) return false;
var hs = trigger.getl(current).hs;
for (var i of hs) {
if (cards.includes(i)) return true;
}
return false;
})
);
} else if (trigger.name == "loseAsync" && trigger.type == "discard") {
targets.addArray(
game.filterPlayer(function (current) {
return current != trigger.discarder && trigger.getl(current).hs.length > 0;
})
);
} else targets.push(trigger.player);
event.targets = targets.sortBySeat();
if (!event.targets.length) event.finish();
"step 1";
var target = targets.shift();
event.target = target;
if (target.isIn())
player.chooseBool(get.prompt("fenji", target), "失去1点体力令该角色摸两张牌").set("ai", function () {
var evt = _status.event.getParent();
return get.attitude(evt.player, evt.target) > 4;
});
else {
if (targets.length > 0) event.goto(1);
else event.finish();
}
"step 2";
if (result.bool) {
player.logSkill("fenji", target);
player.loseHp();
} else {
if (targets.length > 0) event.goto(1);
else event.finish();
}
"step 3";
target.draw(2);
if (targets.length > 0) event.goto(1);
},
},
new_fenji: {
audio: "fenji",
trigger: {
global: "phaseJieshuBegin",
},
filter(event, player) {
if (event.player.countCards("h") == 0 && event.player.isIn()) return true;
return false;
},
preHidden: true,
check(event, player) {
return get.attitude(player, event.player) > 2;
},
content() {
player.line(trigger.player, "green");
trigger.player.draw(2);
player.loseHp();
},
},
leiji: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
filter(event, player) {
return event.card.name == "shan";
},
direct: true,
preHidden: true,
content() {
"step 0";
player.chooseTarget(get.prompt2("leiji")).setHiddenSkill(event.name).ai = function (target) {
if (target.hasSkill("hongyan")) return 0;
return get.damageEffect(target, _status.event.player, _status.event.player, "thunder");
};
"step 1";
if (result.bool) {
player.logSkill("leiji", result.targets, "thunder");
event.target = result.targets[0];
event.target.judge(function (card) {
if (get.suit(card) == "spade") return -4;
return 0;
}).judge2 = function (result) {
return result.bool == false ? true : false;
};
} else {
event.finish();
}
"step 2";
if (result.bool == false) {
event.target.damage(2, "thunder");
}
},
ai: {
mingzhi: false,
useShan: true,
effect: {
target(card, player, target, current) {
if (
get.tag(card, "respondShan") &&
!player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card,
},
true
) &&
game.hasPlayer(function (current) {
return get.attitude(target, current) < 0 && get.damageEffect(current, target, target, "thunder") > 0;
})
) {
if (card.name === "sha") {
if (
!target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
)
)
return;
} else if (!target.mayHaveShan(player)) return 1 - 0.1 * Math.min(5, target.countCards("hs"));
if (!target.hasSkillTag("rejudge")) return [1, 1];
let pos = player.hasSkillTag("viewHandcard", null, target, true) ? "hes" : "e";
if (
target.hasCard(function (cardx) {
return get.suit(cardx) === "spade";
}, pos)
)
return [1, 4];
if (pos === "e") return [1, Math.min(4, 1 + 0.75 * Math.max(1, target.countCards("hs")))];
return [1, 1];
}
},
},
},
},
guidao: {
audio: 2,
audioname: ["sp_zhangjiao"],
trigger: { global: "judge" },
filter(event, player) {
return player.countCards("hes", { color: "black" }) > 0;
},
direct: true,
content() {
"step 0";
player
.chooseCard(get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "" + get.prompt("guidao"), "hes", function (card) {
if (get.color(card) != "black") return false;
var player = _status.event.player;
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
})
.set("ai", function (card) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
var judging = _status.event.judging;
var result = trigger.judge(card) - trigger.judge(judging);
var attitude = get.attitude(player, trigger.player);
if (attitude == 0 || result == 0) return 0;
if (attitude > 0) {
return result;
} else {
return -result;
}
})
.set("judging", trigger.player.judging[0]);
"step 1";
if (result.bool) {
player.respond(result.cards, "highlight", "guidao", "noOrdering");
} else {
event.finish();
}
"step 2";
if (result.bool) {
player.$gain2(trigger.player.judging[0]);
player.gain(trigger.player.judging[0]);
trigger.player.judging[0] = result.cards[0];
trigger.orderingCards.addArray(result.cards);
game.log(trigger.player, "的判定牌改为", result.cards[0]);
}
"step 3";
game.delay(2);
},
ai: {
rejudge: true,
tag: {
rejudge: 1,
},
},
},
// 蛊惑guhuo技能错误请勿引用
/*
guhuo:{
enable:'phaseUse',
usable:1,
audio:2,
filter:function(event,player){
return player.countCards('hs')>0
},
chooseButton:{
dialog:function(){
var list=['sha','tao','jiu','taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman'];
for(var i=0;i<list.length;i++){
if(i<3){
list[i]=['基本','',list[i]];
}
else{
list[i]=['锦囊','',list[i]];
}
}
return ui.create.dialog([list,'vcard']);
},
filter:function(button,player){
return lib.filter.filterCard({name:button.link[2]},player,_status.event.getParent());
},
check:function(button){
var player=_status.event.player;
if(player.countCards('h','wuzhong')){
if(player.hp==1&&player.countCards('h','tao')){
return button.link=='tao'?1:0;
}
return button.link=='wuzhong'?1:0;
}
if(player.hp<player.maxHp){
if(player.countCards('h','tao')){
return button.link=='tao'?1:0;
}
}
},
backup:function(links,player){
return {
filterCard:true,
selectCard:-1,
audio:2,
popname:true,
viewAs:{name:links[0][2]},
}
},
prompt:function(links,player){
return '将全部手牌当'+get.translation(links[0][2])+'使用';
}
},
ai:{
order:1,
result:{
player:function(player){
var num=0;
var cards=player.getCards('h');
if(cards.length>=3&&player.hp>=3) return 0;
for(var i=0;i<cards.length;i++){
num+=Math.max(0,get.value(cards[i],player,'raw'));
}
num/=cards.length;
num*=Math.min(cards.length,player.hp);
return 12-num;
}
},
threaten:1.6,
}
},
*/
huangtian: {
unique: true,
audio: "huangtian2",
audioname: ["zhangjiao", "re_zhangjiao"],
global: "huangtian2",
zhuSkill: true,
},
huangtian2: {
audio: 2,
enable: "phaseUse",
discard: false,
lose: false,
delay: false,
line: true,
prepare(cards, player, targets) {
targets[0].logSkill("huangtian");
},
prompt() {
var player = _status.event.player;
var list = game.filterPlayer(function (target) {
return target != player && target.hasZhuSkill("huangtian", player);
});
var str = "将一张【闪】或【闪电】交给" + get.translation(list);
if (list.length > 1) str += "中的一人";
return str;
},
filter(event, player) {
if (player.group != "qun") return false;
if (player.countCards("h", "shan") + player.countCards("h", "shandian") == 0) return 0;
return game.hasPlayer(function (target) {
return target != player && target.hasZhuSkill("huangtian", player) && !target.hasSkill("huangtian3");
});
},
filterCard(card) {
return card.name == "shan" || card.name == "shandian";
},
log: false,
visible: true,
filterTarget(card, player, target) {
return target != player && target.hasZhuSkill("huangtian", player) && !target.hasSkill("huangtian3");
},
//usable:1,
//forceaudio:true,
content() {
player.give(cards, target);
target.addTempSkill("huangtian3", "phaseUseEnd");
},
ai: {
expose: 0.3,
order: 10,
result: {
target: 5,
},
},
},
huangtian3: {},
xinfu_guhuo: {
audio: "guhuo_guess",
derivation: ["chanyuan"],
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard(player, name) {
return lib.inpile.includes(name) && player.countCards("hs") > 0 && !player.hasSkill("guhuo_phase");
},
filter(event, player) {
if (player.hasSkill("guhuo_phase")) return false;
if (!player.countCards("hs")) return false;
for (var i of lib.inpile) {
var type = get.type(i);
if ((type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
if (i == "sha") {
for (var j of lib.inpile_nature) {
if (event.filterCard(get.autoViewAs({ name: i, nature: j }, "unsure"), player, event)) return true;
}
}
}
return false;
},
chooseButton: {
dialog(event, player) {
var list = [];
for (var i of lib.inpile) {
if (event.type != "phase") if (!event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) continue;
var type = get.type(i);
if (type == "basic" || type == "trick") list.push([type, "", i]);
if (i == "sha") {
if (event.type != "phase") if (!event.filterCard(get.autoViewAs({ name: i, nature: j }, "unsure"), player, event)) continue;
for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]);
}
}
return ui.create.dialog("蛊惑", [list, "vcard"]);
},
filter(button, player) {
var evt = _status.event.getParent();
return evt.filterCard({ name: button.link[2], nature: button.link[3] }, player, evt);
},
check(button) {
var player = _status.event.player;
var enemyNum = game.countPlayer(function (current) {
return current != player && !current.hasSkill("chanyuan") && (get.realAttitude || get.attitude)(current, player) < 0;
});
var card = { name: button.link[2], nature: button.link[3] };
var val = _status.event.getParent().type == "phase" ? player.getUseValue(card) : 1;
if (val <= 0) return 0;
if (enemyNum) {
if (
!player.hasCard(function (cardx) {
if (card.name == cardx.name) {
if (card.name != "sha") return true;
return get.is.sameNature(card, cardx);
}
return false;
}, "hs")
) {
if (get.value(card, player, "raw") < 6) return Math.sqrt(val) * (0.25 + Math.random() / 1.5);
if (enemyNum <= 2) return Math.sqrt(val) / 1.5;
return 0;
}
return 3 * val;
}
return val;
},
backup(links, player) {
return {
filterCard(card, player, target) {
var result = true;
var suit = card.suit,
number = card.number;
card.suit = "none";
card.number = null;
var mod = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod != "unchanged") result = mod;
card.suit = suit;
card.number = number;
return result;
},
selectCard: 1,
position: "hs",
ignoreMod: true,
aiUse: Math.random(),
viewAs: {
name: links[0][2],
nature: links[0][3],
suit: "none",
number: null,
},
ai1(card) {
var player = _status.event.player;
var enemyNum = game.countPlayer(function (current) {
return current != player && !current.hasSkill("chanyuan") && (get.realAttitude || get.attitude)(current, player) < 0;
});
var cardx = lib.skill.xinfu_guhuo_backup.viewAs;
if (enemyNum) {
if (card.name == cardx.name && (card.name != "sha" || get.is.sameNature(card, cardx))) return 2 + Math.random() * 3;
else if (lib.skill.xinfu_guhuo_backup.aiUse < 0.5 && !player.isDying()) return 0;
}
return 6 - get.value(card);
},
precontent() {
player.logSkill("xinfu_guhuo");
player.addTempSkill("guhuo_guess");
var card = event.result.cards[0];
event.result.card.suit = get.suit(card);
event.result.card.number = get.number(card);
},
};
},
prompt(links, player) {
return "将一张手牌当做" + get.translation(links[0][2]) + (_status.event.name == "chooseToRespond" ? "打出" : "使用");
},
},
ai: {
save: true,
respondSha: true,
respondShan: true,
fireAttack: true,
skillTagFilter(player) {
if (!player.countCards("hs") || player.hasSkill("guhuo_phase")) return false;
},
threaten: 1.2,
order: 8.1,
result: { player: 1 },
},
},
guhuo_guess: {
audio: 2,
trigger: {
player: ["useCardBefore", "respondBefore"],
},
forced: true,
silent: true,
popup: false,
firstDo: true,
charlotte: true,
filter(event, player) {
return event.skill && (event.skill.indexOf("guhuo_") == 0 || event.skill.indexOf("xinfu_guhuo_") == 0);
},
content() {
"step 0";
player.addTempSkill("guhuo_phase");
event.fake = false;
event.betrayer = null;
var card = trigger.cards[0];
if (card.name != trigger.card.name || (card.name == "sha" && !get.is.sameNature(trigger.card, card))) event.fake = true;
player.popup(trigger.card.name, "metal");
player.lose(card, ui.ordering).relatedEvent = trigger;
// player.line(trigger.targets,trigger.card.nature);
trigger.throw = false;
trigger.skill = "xinfu_guhuo_backup";
game.log(player, "声明", trigger.targets && trigger.targets.length ? "对" : "", trigger.targets || "", trigger.name == "useCard" ? "使用" : "打出", trigger.card);
event.prompt = get.translation(player) + "声明" + (trigger.targets && trigger.targets.length ? "对" + get.translation(trigger.targets) : "") + (trigger.name == "useCard" ? "使用" : "打出") + (get.translation(trigger.card.nature) || "") + get.translation(trigger.card.name) + ",是否质疑?";
event.targets = game
.filterPlayer(function (current) {
return current != player && !current.hasSkill("chanyuan");
})
.sortBySeat(_status.currentPhase);
game.broadcastAll(
function (card, player) {
_status.guhuoNode = card.copy("thrown");
if (lib.config.cardback_style != "default") {
_status.guhuoNode.style.transitionProperty = "none";
ui.refresh(_status.guhuoNode);
_status.guhuoNode.classList.add("infohidden");
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transitionProperty = "";
} else {
_status.guhuoNode.classList.add("infohidden");
}
_status.guhuoNode.style.transform = "perspective(600px) rotateY(180deg) translateX(0)";
player.$throwordered2(_status.guhuoNode);
},
trigger.cards[0],
player
);
event.onEnd01 = function () {
_status.guhuoNode.removeEventListener("webkitTransitionEnd", _status.event.onEnd01);
setTimeout(function () {
_status.guhuoNode.style.transition = "all ease-in 0.3s";
_status.guhuoNode.style.transform = "perspective(600px) rotateY(270deg)";
var onEnd = function () {
_status.guhuoNode.classList.remove("infohidden");
_status.guhuoNode.style.transition = "all 0s";
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transform = "perspective(600px) rotateY(-90deg)";
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transition = "";
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transform = "";
_status.guhuoNode.removeEventListener("webkitTransitionEnd", onEnd);
};
_status.guhuoNode.listenTransition(onEnd);
}, 300);
};
if (!event.targets.length) event.goto(3);
"step 1";
event.target = event.targets.shift();
event.target.chooseButton([event.prompt, [["reguhuo_ally", "reguhuo_betray"], "vcard"]], true).set("ai", function (button) {
var player = _status.event.player;
var evt = _status.event.getParent("guhuo_guess"),
evtx = evt.getTrigger();
if (!evt) return Math.random();
var card = { name: evtx.card.name, nature: evtx.card.nature, isCard: true };
var ally = button.link[2] == "reguhuo_ally";
if (ally && (player.hp <= 1 || get.attitude(player, evt.player) >= 0)) return 1.1;
if (!ally && get.attitude(player, evt.player) < 0 && evtx.name == "useCard") {
var eff = 0;
var targetsx = evtx.targets || [];
for (var target of targetsx) {
var isMe = target == evt.player;
eff += get.effect(target, card, evt.player, player) / (isMe ? 1.5 : 1);
}
eff /= 1.5 * targetsx.length || 1;
if (eff > 0) return 0;
if (eff < -7) return Math.random() + Math.pow(-(eff + 7) / 8, 2);
return Math.pow((get.value(card, evt.player, "raw") - 4) / (eff == 0 ? 5 : 10), 2);
}
return Math.random();
});
"step 2";
if (result.links[0][2] == "reguhuo_betray") {
target.addExpose(0.2);
game.log(target, "#y质疑");
target.popup("质疑!", "fire");
event.betrayer = target;
} else {
game.log(target, "#g不质疑");
target.popup("不质疑", "wood");
if (targets.length) event.goto(1);
}
"step 3";
game.delayx();
game.broadcastAll(function (onEnd) {
_status.event.onEnd01 = onEnd;
if (_status.guhuoNode) _status.guhuoNode.listenTransition(onEnd, 300);
}, event.onEnd01);
"step 4";
game.delay(2);
"step 5";
if (!event.betrayer) event.finish();
"step 6";
if (event.fake) {
event.betrayer.popup("质疑正确", "wood");
game.log(player, "声明的", trigger.card, "作废了");
trigger.cancel();
trigger.getParent().goto(0);
trigger.line = false;
} else {
event.betrayer.popup("质疑错误", "fire");
event.betrayer.addSkills("chanyuan");
}
"step 7";
game.delay(2);
"step 8";
if (event.fake) game.broadcastAll(ui.clear);
},
},
chanyuan: {
init(player, skill) {
if (player.hp == 1) player.logSkill(skill);
player.addSkillBlocker(skill);
},
onremove(player, skill) {
player.removeSkillBlocker(skill);
},
skillBlocker(skill, player) {
return skill != "chanyuan" && skill != "rechanyuan" && !lib.skill[skill].charlotte && player.hp == 1;
},
mark: true,
intro: {
content(storage, player, skill) {
var str = "<li>锁定技。你不能于〖蛊惑〗的结算流程中进行质疑。当你的体力值为1时你的其他技能失效。";
var list = player.getSkills(null, false, false).filter(function (i) {
return lib.skill.rechanyuan.skillBlocker(i, player);
});
if (list.length) str += "<br><li>失效技能:" + get.translation(list);
return str;
},
},
audio: 2,
trigger: { player: "changeHp" },
filter(event, player) {
return player.hp == 1;
},
forced: true,
content() {},
},
guhuo_phase: {},
};
export default skills;