2024-05-03 18:19:41 +00:00
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import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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//二成
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oltousui: {
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audio: 2,
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enable: "chooseToUse",
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viewAsFilter: function (player) {
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return player.countCards("he");
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},
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viewAs: {
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name: "sha",
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suit: "none",
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number: null,
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isCard: true,
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},
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filterCard: true,
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selectCard: [1, Infinity],
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position: "he",
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check: function (card) {
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const player = get.player();
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return 4.5 + (player.hasSkill("olchuming") ? 1 : 0) - 1.5 * ui.selected.cards.length - get.value(card);
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},
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popname: true,
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ignoreMod: true,
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precontent: function* (event, map) {
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var player = map.player;
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var evt = event.getParent();
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if (evt.dialog && typeof evt.dialog == "object") evt.dialog.close();
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player.logSkill("oltousui");
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delete event.result.skill;
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var cards = event.result.cards;
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player.loseToDiscardpile(cards, ui.cardPile, false, "blank").log = false;
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var shownCards = cards.filter(i => get.position(i) == "e"),
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handcardsLength = cards.length - shownCards.length;
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if (shownCards.length) {
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player.$throw(shownCards, null);
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game.log(player, "将", shownCards, "置于了牌堆底");
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}
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if (handcardsLength > 0) {
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player.$throw(handcardsLength, null);
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game.log(player, "将", get.cnNumber(handcardsLength), "张牌置于了牌堆底");
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}
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game.delayex();
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var viewAs = new lib.element.VCard({ name: event.result.card.name, isCard: true });
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event.result.card = viewAs;
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event.result.cards = [];
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event.result._apply_args = {
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shanReq: cards.length,
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oncard: () => {
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var evt = get.event();
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for (var target of game.filterPlayer(null, null, true)) {
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var id = target.playerid;
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var map = evt.customArgs;
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if (!map[id]) map[id] = {};
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map[id].shanRequired = evt.shanReq;
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}
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},
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};
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},
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ai: {
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order: function (item, player) {
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return get.order({ name: "sha" }) + 0.1;
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},
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result: { player: 1 },
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keepdu: true,
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respondSha: true,
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skillTagFilter: (player, tag, arg) => {
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if (tag == "respondSha" && arg != "use") return false;
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},
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},
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},
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olchuming: {
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audio: 2,
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trigger: {
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source: "damageBegin1",
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player: "damageBegin3",
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},
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filter: function (event, player) {
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if (event.source === event.player) return false;
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if (!event.card || !event.cards || !event.cards.length) return true;
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let target = event[player === event.source ? "player" : "source"];
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return target && target.isIn();
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},
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forced: true,
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content: function* (event, map) {
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var player = map.player,
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trigger = map.trigger;
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if (!trigger.card || !trigger.cards || !trigger.cards.length) {
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trigger.num++;
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event.finish();
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return;
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} else {
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var target = trigger[trigger.source == player ? "player" : "source"];
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trigger._olchuming = true;
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target.addTempSkill("olchuming_effect");
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}
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},
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ai: {
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effect: {
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player: function (card, player, target) {
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if (!get.tag(card, "damage")) return;
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if (!lib.card[card.name] || !card.cards || !card.cards.length) return [1, 0, 1, -1];
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return [1, -1];
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},
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},
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},
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subSkill: {
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effect: {
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charlotte: true,
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trigger: { global: "phaseEnd" },
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forced: true,
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popup: false,
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content: function* (event, map) {
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var player = map.player;
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var mapx = {};
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var history = player.getHistory("damage").concat(player.getHistory("sourceDamage"));
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history.forEach(evt => {
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if (!evt._olchuming) return;
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var target = evt[evt.source == player ? "player" : "source"];
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if (!target.isIn()) return;
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var cards = evt.cards.filterInD("d");
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if (!cards.length) return;
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if (!mapx[target.playerid]) mapx[target.playerid] = [];
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mapx[target.playerid].addArray(cards);
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});
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var entries = Object.entries(mapx).map(entry => {
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return [(_status.connectMode ? lib.playerOL : game.playerMap)[entry[0]], entry[1]];
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});
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if (!entries.length) {
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event.finish();
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return;
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}
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player.logSkill(
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"olchuming_effect",
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entries.map(i => i[0])
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);
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entries.sort((a, b) => lib.sort.seat(a[0], b[0]));
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for (var entry of entries) {
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var current = entry[0],
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cards = entry[1];
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var list = ["jiedao", "guohe"].filter(i => player.canUse(new lib.element.VCard({ name: i, cards: cards }), current, false));
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if (!list.length) return;
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var result = {};
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if (list.length == 1) result = { bool: true, links: [["", "", list[0]]] };
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else
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result = yield player
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.chooseButton([`畜鸣:请选择要对${get.translation(current)}使用的牌`, [list, "vcard"]], true)
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.set("ai", button => {
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var player = get.player();
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return get.effect(get.event("currentTarget"), { name: button.link[2] }, player, player);
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})
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.set("currentTarget", current);
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if (result.bool) {
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var card = get.autoViewAs({ name: result.links[0][2] }, cards);
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if (player.canUse(card, current, false)) player.useCard(card, cards, current, false);
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}
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}
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},
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},
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},
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},
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bingxin: {
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audio: 2,
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enable: "chooseToUse",
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hiddenCard: function (player, name) {
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if (get.type(name) == "basic" && lib.inpile.includes(name) && !player.getStorage("bingxin_count").includes(name)) return true;
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},
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filter: function (event, player) {
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if (event.type == "wuxie") return false;
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var hs = player.getCards("h");
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if (hs.length != Math.max(0, player.hp)) return false;
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if (hs.length > 1) {
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var color = get.color(hs[0], player);
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for (var i = 1; i < hs.length; i++) {
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if (get.color(hs[i], player) != color) return false;
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}
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}
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var storage = player.storage.bingxin_count;
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for (var i of lib.inpile) {
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if (get.type(i) != "basic") continue;
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if (storage && storage.includes(i)) continue;
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var card = { name: i, isCard: true };
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if (event.filterCard(card, player, event)) return true;
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if (i == "sha") {
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for (var j of lib.inpile_nature) {
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card.nature = j;
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if (event.filterCard(card, player, event)) return true;
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}
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}
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}
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return false;
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},
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chooseButton: {
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dialog: function (event, player) {
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var list = [];
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var storage = player.storage.bingxin_count;
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for (var i of lib.inpile) {
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if (get.type(i) != "basic") continue;
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if (storage && storage.includes(i)) continue;
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var card = { name: i, isCard: true };
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if (event.filterCard(card, player, event)) list.push(["基本", "", i]);
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if (i == "sha") {
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for (var j of lib.inpile_nature) {
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card.nature = j;
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if (event.filterCard(card, player, event)) list.push(["基本", "", i, j]);
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}
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}
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}
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return ui.create.dialog("冰心", [list, "vcard"], "hidden");
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},
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check: function (button) {
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if (button.link[2] == "shan") return 3;
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var player = _status.event.player;
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if (button.link[2] == "jiu") {
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if (player.getUseValue({ name: "jiu" }) <= 0) return 0;
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if (player.countCards("h", "sha")) return player.getUseValue({ name: "jiu" });
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return 0;
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}
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return player.getUseValue({ name: button.link[2], nature: button.link[3] }) / 4;
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},
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backup: function (links, player) {
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return {
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selectCard: -1,
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filterCard: () => false,
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viewAs: {
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name: links[0][2],
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nature: links[0][3],
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isCard: true,
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},
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precontent: function () {
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player.logSkill("bingxin");
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player.draw();
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delete event.result.skill;
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var name = event.result.card.name;
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player.addTempSkill("bingxin_count");
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player.markAuto("bingxin_count", [name]);
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},
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};
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},
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prompt: function (links, player) {
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var name = links[0][2];
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var nature = links[0][3];
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return "摸一张并视为使用" + (get.translation(nature) || "") + get.translation(name);
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},
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},
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ai: {
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order: 10,
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respondShan: true,
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respondSha: true,
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skillTagFilter: function (player, tag, arg) {
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if (arg == "respond") return false;
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var hs = player.getCards("h");
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if (hs.length != Math.max(0, hs.length)) return false;
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if (hs.length > 1) {
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var color = get.color(hs[0], player);
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for (var i = 1; i < hs.length; i++) {
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if (get.color(hs[i], player) != color) return false;
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}
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}
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var storage = player.storage.bingxin_count;
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if (storage && storage.includes("s" + tag.slice(8))) return false;
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},
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result: {
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player: function (player) {
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if (_status.event.dying) return get.attitude(player, _status.event.dying);
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return 1;
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},
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},
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},
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subSkill: { count: { charlotte: true, onremove: true } },
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},
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zhefu: {
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audio: 2,
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trigger: { player: ["useCard", "respond"] },
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direct: true,
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filter: function (event, player) {
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return (
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player != _status.currentPhase &&
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game.hasPlayer(function (current) {
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return current != player && current.countCards("h") > 0;
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})
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);
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},
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content: function () {
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"step 0";
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player
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.chooseTarget(get.prompt("zhefu"), "令一名有手牌的其他角色弃置一张【" + get.translation(trigger.card.name) + "】,否则受到你造成的1点伤害。", function (card, player, target) {
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return target != player && target.countCards("h") > 0;
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})
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.set("ai", function (target) {
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var player = _status.event.player;
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return get.damageEffect(target, player, player) / Math.sqrt(target.countCards("h"));
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});
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"step 1";
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if (result.bool) {
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var target = result.targets[0];
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event.target = target;
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player.logSkill("zhefu", target);
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var name = trigger.card.name;
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target
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.chooseToDiscard("he", { name: name }, "弃置一张【" + get.translation(name) + "】或受到1点伤害")
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.set("ai", function (card) {
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var player = _status.event.player;
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if (_status.event.take || (get.name(card) == "tao" && !player.hasJudge("lebu"))) return 0;
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return 8 - get.value(card);
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})
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.set("take", get.damageEffect(target, player, target) >= 0);
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} else event.finish();
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|
"step 2";
|
|
|
|
|
if (!result.bool) target.damage();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yidu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "useCardAfter" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
(event.card.name == "sha" || (get.type(event.card, null, false) == "trick" && get.tag(event.card, "damage") > 0)) &&
|
|
|
|
|
event.targets.some(target => {
|
|
|
|
|
return (
|
|
|
|
|
target.countCards("h") > 0 &&
|
|
|
|
|
!target.hasHistory("damage", function (evt) {
|
|
|
|
|
return evt.card == event.card;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("yidu"), (card, player, target) => {
|
|
|
|
|
return _status.event.targets.includes(target);
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"targets",
|
|
|
|
|
trigger.targets.filter(target => {
|
|
|
|
|
return (
|
|
|
|
|
target.countCards("h") > 0 &&
|
|
|
|
|
!target.hasHistory("damage", function (evt) {
|
|
|
|
|
return evt.card == trigger.card;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
.set("ai", target => {
|
|
|
|
|
if (target.hasSkillTag("noh")) return 0;
|
|
|
|
|
return -get.attitude(player, target);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
event.target = target;
|
|
|
|
|
player.logSkill("yidu", target);
|
|
|
|
|
player
|
|
|
|
|
.choosePlayerCard(target, "遗毒:展示" + get.translation(target) + "的至多三张手牌", true, "h", [1, Math.min(3, target.countCards("h"))])
|
|
|
|
|
.set("forceAuto", true)
|
|
|
|
|
.set("ai", function (button) {
|
|
|
|
|
if (ui.selected.buttons.length) return 0;
|
|
|
|
|
return 1 + Math.random();
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
var cards = result.cards;
|
|
|
|
|
player.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【遗毒】");
|
|
|
|
|
var color = get.color(cards[0], target);
|
|
|
|
|
var bool = true;
|
|
|
|
|
for (var i = 1; i < cards.length; i++) {
|
|
|
|
|
if (get.color(cards[i], target) != color) {
|
|
|
|
|
bool = false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (bool) target.discard(cards, "notBySelf").discarder = player;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinwanyi: {
|
|
|
|
|
audio: "wanyi",
|
|
|
|
|
trigger: { player: "useCardToTargeted" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player != event.target && event.targets.length == 1 && (event.card.name == "sha" || get.type(event.card, false) == "trick") && event.target.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
locked: false,
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.effect(event.target, { name: "guohe_copy2" }, player, player) > 0;
|
|
|
|
|
},
|
|
|
|
|
prompt2: "将该角色的一张牌置于武将牌上作为“嫕”",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.target = trigger.target;
|
|
|
|
|
player.choosePlayerCard(event.target, true, "he");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var cards = result.cards;
|
|
|
|
|
player.addToExpansion(cards, target, "give").gaintag.add("xinwanyi");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled: function (card, player) {
|
|
|
|
|
var cards = player.getExpansions("xinwanyi");
|
|
|
|
|
if (cards.length) {
|
|
|
|
|
var suit = get.suit(card);
|
|
|
|
|
if (suit == "none") return;
|
|
|
|
|
for (var i of cards) {
|
|
|
|
|
if (get.suit(i, player) == suit) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardRespondable: function (card, player) {
|
|
|
|
|
var cards = player.getExpansions("xinwanyi");
|
|
|
|
|
if (cards.length) {
|
|
|
|
|
var suit = get.suit(card);
|
|
|
|
|
if (suit == "none") return;
|
|
|
|
|
for (var i of cards) {
|
|
|
|
|
if (get.suit(i, player) == suit) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardSavable: function (card, player) {
|
|
|
|
|
var cards = player.getExpansions("xinwanyi");
|
|
|
|
|
if (cards.length) {
|
|
|
|
|
var suit = get.suit(card);
|
|
|
|
|
if (suit == "none") return;
|
|
|
|
|
for (var i of cards) {
|
|
|
|
|
if (get.suit(i, player) == suit) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardDiscardable: function (card, player) {
|
|
|
|
|
var cards = player.getExpansions("xinwanyi");
|
|
|
|
|
if (cards.length) {
|
|
|
|
|
var suit = get.suit(card);
|
|
|
|
|
if (suit == "none") return;
|
|
|
|
|
for (var i of cards) {
|
|
|
|
|
if (get.suit(i, player) == suit) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
marktext: "嫕",
|
|
|
|
|
intro: {
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
content: "expansion",
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
group: "xinwanyi_give",
|
|
|
|
|
subSkill: {
|
|
|
|
|
give: {
|
|
|
|
|
audio: "wanyi",
|
|
|
|
|
trigger: { player: ["phaseJieshuBegin", "damageEnd"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("xinwanyi").length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(true, "婉嫕:令一名角色获得一张“嫕”").set("ai", function (target) {
|
|
|
|
|
return get.attitude(_status.event.player, target);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
event.target = target;
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
var cards = player.getExpansions("xinwanyi");
|
|
|
|
|
if (cards.length == 1) event._result = { bool: true, links: cards };
|
|
|
|
|
else player.chooseButton(["令" + get.translation(target) + "获得一张“嫕”", cards], true);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
target.gain(result.links, player, "give");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinxuanbei: {
|
|
|
|
|
audio: "xuanbei",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return game.hasPlayer(current => lib.skill.xinxuanbei.filterTarget(null, player, current));
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("hej") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.choosePlayerCard(target, "hej", true);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var card = result.cards[0];
|
|
|
|
|
var cardx = get.autoViewAs({ name: "sha" }, [card]);
|
|
|
|
|
if ((get.position(card) != "j" && !game.checkMod(card, target, "unchanged", "cardEnabled2", target)) || !target.canUse(cardx, player, false)) event.finish();
|
|
|
|
|
else {
|
|
|
|
|
var next = target.useCard(cardx, [card], player, false);
|
|
|
|
|
event.card = next.card;
|
|
|
|
|
}
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
var num = 1;
|
|
|
|
|
if (
|
|
|
|
|
player.hasHistory("damage", function (evt) {
|
|
|
|
|
return evt.card == event.card;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
num++;
|
|
|
|
|
player.draw(num);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 7,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player, target) {
|
|
|
|
|
return get.effect(target, { name: "guohe_copy" }, player, player) + get.effect(player, { name: "sha" }, target, player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xiongshu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "phaseUseBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player != event.player && event.player.countCards("h") > 0 && player.countCards("he") >= player.countMark("xiongshu_count");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.target = trigger.player;
|
|
|
|
|
var num = player.countMark("xiongshu_count");
|
|
|
|
|
if (num > 0)
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard("he", num, get.prompt("xiongshu", trigger.player), "弃置" + get.cnNumber(num) + "张牌并展示其一张手牌")
|
|
|
|
|
.set("goon", get.attitude(player, event.target) < 0)
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (!_status.event.goon) return 0;
|
|
|
|
|
return 6 - _status.event.player.countMark("xiongshu_count") - get.value(card);
|
|
|
|
|
}).logSkill = ["xiongshu", trigger.player];
|
|
|
|
|
else
|
|
|
|
|
player
|
|
|
|
|
.chooseBool(get.prompt("xiongshu", trigger.player), "展示其一张牌")
|
|
|
|
|
.set("goon", get.attitude(player, event.target) < 0)
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
return _status.event.goon;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (!result.cards || !result.cards.length) player.logSkill("xiongshu", target);
|
|
|
|
|
player.addTempSkill("xiongshu_count", "roundStart");
|
|
|
|
|
player.addMark("xiongshu_count", 1, false);
|
|
|
|
|
}
|
|
|
|
|
if (result.bool && target.countCards("h") > 0) {
|
|
|
|
|
player.choosePlayerCard(target, true, "h");
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
var card = result.cards[0],
|
|
|
|
|
name = get.name(card),
|
|
|
|
|
str = get.translation(target);
|
|
|
|
|
player.showCards(card, get.translation(player) + "对" + str + "发动了【凶竖】");
|
|
|
|
|
player.addTempSkill("xiongshu_effect", "phaseUseAfter");
|
|
|
|
|
player.storage.xiongshu_effect = [card, name];
|
|
|
|
|
if (Math.random() < 0.5) {
|
|
|
|
|
target.storage.xiongshu_ai = name;
|
|
|
|
|
target.addTempSkill("xiongshu_ai", "phaseUseAfter");
|
|
|
|
|
}
|
|
|
|
|
player
|
|
|
|
|
.chooseControl("会使用", "不会使用")
|
|
|
|
|
.set("prompt", "预测:" + str + "是否会使用" + get.translation(name) + "?")
|
|
|
|
|
.set(
|
|
|
|
|
"choice",
|
|
|
|
|
(function () {
|
|
|
|
|
if (!target.hasValueTarget(card)) return 1;
|
|
|
|
|
return Math.random() < 0.5 ? 0 : 1;
|
|
|
|
|
})()
|
|
|
|
|
)
|
|
|
|
|
.set("ai", () => _status.event.choice);
|
|
|
|
|
"step 3";
|
|
|
|
|
player.storage.xiongshu_effect[2] = result.index == 0;
|
|
|
|
|
},
|
|
|
|
|
ai: { expose: 0.35 },
|
|
|
|
|
subSkill: {
|
|
|
|
|
ai: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
player: function (card, player, target) {
|
|
|
|
|
if (card.name == player.storage.xiongshu_ai) return "zeroplayertarget";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
count: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
},
|
|
|
|
|
effect: {
|
|
|
|
|
trigger: { global: "phaseUseEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var info = player.storage.xiongshu_effect;
|
|
|
|
|
return Array.isArray(info) && event.player.isIn();
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
var target = trigger.player;
|
|
|
|
|
var info = player.storage.xiongshu_effect;
|
|
|
|
|
var card = info[0];
|
|
|
|
|
if (
|
|
|
|
|
target.hasHistory("useCard", function (evt) {
|
|
|
|
|
return evt.card.name == info[1] && evt.getParent("phaseUse") == trigger;
|
|
|
|
|
}) == info[2]
|
|
|
|
|
)
|
|
|
|
|
target.damage();
|
|
|
|
|
else {
|
|
|
|
|
if (target.getCards("hej").includes(card)) player.gain(card, target, "give");
|
|
|
|
|
else if (get.position(card, true) == "d") player.gain(card, "gain2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jianhui: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
getLastPlayer: function (evt, player) {
|
|
|
|
|
var history = player.getAllHistory("damage");
|
|
|
|
|
if (!history.length) return null;
|
|
|
|
|
var i = history.indexOf(evt);
|
|
|
|
|
if (i == -1) i = history.length - 1;
|
|
|
|
|
else i--;
|
|
|
|
|
for (i; i >= 0; i--) {
|
|
|
|
|
if (history[i].source) return history[i].source;
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.source && event.source.isIn() && event.source == lib.skill.jianhui.getLastPlayer(event, player) && event.source.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.source.chooseToDiscard("he", true);
|
|
|
|
|
},
|
|
|
|
|
group: "jianhui_draw",
|
|
|
|
|
subSkill: {
|
|
|
|
|
draw: {
|
|
|
|
|
trigger: { source: "damageSource" },
|
|
|
|
|
forced: true,
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player == lib.skill.jianhui.getLastPlayer(event, player);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huaiyuan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseAfter",
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var evt = event.getl(player);
|
|
|
|
|
if (!evt || !evt.hs || !evt.hs.length) return false;
|
|
|
|
|
if (event.name == "lose") {
|
|
|
|
|
for (var i in event.gaintag_map) {
|
|
|
|
|
if (event.gaintag_map[i].includes("huaiyuanx")) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return player.hasHistory("lose", function (evt) {
|
|
|
|
|
if (event != evt.getParent()) return false;
|
|
|
|
|
for (var i in evt.gaintag_map) {
|
|
|
|
|
if (evt.gaintag_map[i].includes("huaiyuanx")) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var num = 0;
|
|
|
|
|
if (trigger.name == "lose") {
|
|
|
|
|
for (var i in trigger.gaintag_map) {
|
|
|
|
|
if (trigger.gaintag_map[i].includes("huaiyuanx")) num++;
|
|
|
|
|
}
|
|
|
|
|
} else
|
|
|
|
|
player.getHistory("lose", function (evt) {
|
|
|
|
|
if (trigger != evt.getParent()) return false;
|
|
|
|
|
for (var i in evt.gaintag_map) {
|
|
|
|
|
if (evt.gaintag_map[i].includes("huaiyuanx")) num++;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
});
|
|
|
|
|
event.count = num;
|
|
|
|
|
"step 1";
|
|
|
|
|
event.count--;
|
|
|
|
|
player.chooseTarget(true, "请选择【怀远】的目标", "令一名角色执行一项:⒈其的手牌上限+1。⒉其的攻击范围+1。⒊其摸一张牌。").set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player,
|
|
|
|
|
att = get.attitude(player, target);
|
|
|
|
|
if (att <= 0) return 0;
|
|
|
|
|
if (target.hasValueTarget({ name: "sha" }, false) && !target.hasValueTarget({ name: "sha" })) att *= 2.2;
|
|
|
|
|
if (target.needsToDiscard()) att *= 1.3;
|
|
|
|
|
return att * Math.sqrt(Math.max(1, 4 - target.countCards("h")));
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
event.target = target;
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
var str = get.translation(target);
|
|
|
|
|
player
|
|
|
|
|
.chooseControl()
|
|
|
|
|
.set("choiceList", ["令" + str + "的手牌上限+1", "令" + str + "的攻击范围+1", "令" + str + "摸一张牌"])
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
var player = _status.event.player,
|
|
|
|
|
target = _status.event.getParent().target;
|
|
|
|
|
if (target.hasValueTarget({ name: "sha" }, false) && !target.hasValueTarget({ name: "sha" })) return 1;
|
|
|
|
|
if (target.needsToDiscard()) return 0;
|
|
|
|
|
return 2;
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.index == 2) target.draw();
|
|
|
|
|
else {
|
|
|
|
|
target.addSkill("huaiyuan_effect" + result.index);
|
|
|
|
|
target.addMark("huaiyuan_effect" + result.index, 1, false);
|
|
|
|
|
game.log(target, "的", "#g" + ["手牌上限", "攻击范围"][result.index], "+1");
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
if (event.count > 0) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
group: ["huaiyuan_init", "huaiyuan_die"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
init: {
|
|
|
|
|
audio: "huaiyuan",
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBefore",
|
|
|
|
|
player: "enterGame",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (event.name != "phase" || game.phaseNumber == 0) && player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var hs = player.getCards("h");
|
|
|
|
|
if (hs.length) player.addGaintag(hs, "huaiyuanx");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
die: {
|
|
|
|
|
trigger: { player: "die" },
|
|
|
|
|
direct: true,
|
|
|
|
|
forceDie: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "water",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.hasMark("huaiyuan_effect0") || player.hasMark("huaiyuan_effect1");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var str = "令一名其他角色",
|
|
|
|
|
num1 = player.countMark("huaiyuan_effect0"),
|
|
|
|
|
num2 = player.countMark("huaiyuan_effect1");
|
|
|
|
|
if (num1 > 0) {
|
|
|
|
|
str += "手牌上限+";
|
|
|
|
|
str += num1;
|
|
|
|
|
if (num2 > 0) str += "且";
|
|
|
|
|
}
|
|
|
|
|
if (num2 > 0) {
|
|
|
|
|
str += "攻击范围+";
|
|
|
|
|
str += num2;
|
|
|
|
|
}
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(lib.filter.notMe, get.prompt("huaiyuan"), str)
|
|
|
|
|
.set("forceDie", true)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return get.attitude(_status.event.player, target) + 114514;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.logSkill("huaiyuan_die", target);
|
|
|
|
|
var num1 = player.countMark("huaiyuan_effect0"),
|
|
|
|
|
num2 = player.countMark("huaiyuan_effect1");
|
|
|
|
|
if (num1 > 0) {
|
|
|
|
|
target.addSkill("huaiyuan_effect0");
|
|
|
|
|
target.addMark("huaiyuan_effect0", num1, false);
|
|
|
|
|
}
|
|
|
|
|
if (num2 > 0) {
|
|
|
|
|
target.addSkill("huaiyuan_effect1");
|
|
|
|
|
target.addMark("huaiyuan_effect1", num2, false);
|
|
|
|
|
}
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
effect0: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard: function (player, num) {
|
|
|
|
|
return num + player.countMark("huaiyuan_effect0");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
marktext: "怀",
|
|
|
|
|
intro: { content: "手牌上限+#" },
|
|
|
|
|
},
|
|
|
|
|
effect1: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
mod: {
|
|
|
|
|
attackRange: function (player, num) {
|
|
|
|
|
return num + player.countMark("huaiyuan_effect1");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
marktext: "远",
|
|
|
|
|
intro: { content: "攻击范围+#" },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chongxin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("he") > 0 &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.countCards("h") > 0;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
filterCard: true,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
delay: false,
|
|
|
|
|
position: "he",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.recast(cards);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (target.countCards("he") > 0) {
|
|
|
|
|
target.chooseCard("he", true, "请重铸一张牌", lib.filter.cardRecastable);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
target.recast(result.cards);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 6,
|
|
|
|
|
result: {
|
|
|
|
|
player: 1,
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
return 0.5 * Math.sqrt(Math.min(3, target.countCards("h")));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dezhang: {
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
derivation: "weishu",
|
|
|
|
|
juexingji: true,
|
|
|
|
|
forced: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "thunder",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !player.hasCard(function (card) {
|
|
|
|
|
return card.hasGaintag("huaiyuanx");
|
|
|
|
|
}, "h");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.awakenSkill("dezhang");
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.addSkills("weishu");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
weishu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "gainAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.getParent().name == "draw" && event.getParent(2).name != "weishu" && event.getParent("phaseDraw").player != player;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(true, "请选择【卫戍】的目标", "令一名角色摸一张牌").set("ai", function (target) {
|
|
|
|
|
return get.attitude(_status.event.player, target) * Math.sqrt(Math.max(1, 4 - target.countCards("h")));
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
target.draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group: "weishu_discard",
|
|
|
|
|
subSkill: {
|
|
|
|
|
discard: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseAfter",
|
|
|
|
|
global: "loseAsyncAfter",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.type == "discard" && event.getParent(3).name != "weishu_discard" && event.getParent("phaseDiscard").player != player && event.getl(player).cards2.length > 0 && game.hasPlayer(target => target != player && target.countDiscardableCards(player, "he") > 0);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(true, "请选择【卫戍】的目标", "弃置一名其他角色的一张牌", function (card, player, target) {
|
|
|
|
|
return target != player && target.countDiscardableCards(player, "he") > 0;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.effect(target, { name: "guohe_copy2" }, player, player);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
player.discardPlayerCard(target, "he", true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
gaoling: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "showCharacterAfter" },
|
|
|
|
|
hiddenSkill: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
2024-05-05 10:28:36 +00:00
|
|
|
|
event.toShow.some(name => {
|
|
|
|
|
return get.character(name, 3).includes("gaoling");
|
|
|
|
|
}) &&
|
2024-05-03 18:19:41 +00:00
|
|
|
|
player != _status.currentPhase &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.isDamaged();
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("gaoling"), "令一名角色回复1点体力", function (card, player, target) {
|
|
|
|
|
return target.isDamaged();
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.recoverEffect(target, player, player);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.logSkill("gaoling", target);
|
|
|
|
|
target.recover();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qimei: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("qimei"), "选择一名其他角色并获得“齐眉”效果", lib.filter.notMe)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.attitude(player, target) / (Math.abs(player.countCards("h") + 2 - target.countCards("h")) + 1);
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill("qimei");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.logSkill("qimei", target);
|
|
|
|
|
player.storage.qimei_draw = target;
|
|
|
|
|
player.addTempSkill("qimei_draw", { player: "phaseBegin" });
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
draw: {
|
|
|
|
|
audio: "qimei",
|
|
|
|
|
charlotte: true,
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "loseAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = player.storage.qimei_draw;
|
|
|
|
|
if (!target || !target.isIn()) return false;
|
|
|
|
|
if (player.countCards("h") != target.countCards("h")) return false;
|
|
|
|
|
var hasChange = function (event, player) {
|
|
|
|
|
var gain = 0,
|
|
|
|
|
lose = 0;
|
|
|
|
|
if (event.getg) gain = event.getg(player).length;
|
|
|
|
|
if (event.getl) lose = event.getl(player).hs.length;
|
|
|
|
|
return gain != lose;
|
|
|
|
|
};
|
|
|
|
|
return hasChange(event, player) || hasChange(event, target);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (trigger.delay === false) game.delayx();
|
|
|
|
|
"step 1";
|
|
|
|
|
var target = player.storage.qimei_draw;
|
|
|
|
|
player.logSkill("qimei_draw", target);
|
|
|
|
|
var drawer = [];
|
|
|
|
|
var hasChange = function (event, player) {
|
|
|
|
|
var gain = 0,
|
|
|
|
|
lose = 0;
|
|
|
|
|
if (event.getg) gain = event.getg(player).length;
|
|
|
|
|
if (event.getl) lose = event.getl(player).hs.length;
|
|
|
|
|
return gain != lose;
|
|
|
|
|
};
|
|
|
|
|
if (hasChange(trigger, player)) drawer.push(target);
|
|
|
|
|
if (hasChange(trigger, target)) drawer.push(player);
|
|
|
|
|
if (drawer.length == 1) drawer[0].draw();
|
|
|
|
|
else {
|
|
|
|
|
game.asyncDraw(drawer.sortBySeat());
|
|
|
|
|
game.delayex();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group: "qimei_hp",
|
|
|
|
|
onremove: true,
|
|
|
|
|
mark: "character",
|
|
|
|
|
intro: { content: "已和$组成齐眉组合" },
|
|
|
|
|
},
|
|
|
|
|
hp: {
|
|
|
|
|
audio: "qimei",
|
|
|
|
|
trigger: { global: "changeHp" },
|
|
|
|
|
charlotte: true,
|
|
|
|
|
forced: true,
|
|
|
|
|
logTarget: function (event, player) {
|
|
|
|
|
return player.storage.qimei_draw;
|
|
|
|
|
},
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = player.storage.qimei_draw;
|
|
|
|
|
if (!target || !target.isIn()) return false;
|
|
|
|
|
if (player != event.player && target != event.player) return false;
|
|
|
|
|
return player.hp == target.hp;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
game.delayx();
|
|
|
|
|
(player == trigger.player ? player.storage.qimei_draw : player).draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ybzhuiji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var list = ["摸两张牌,并于出牌阶段结束时失去1点体力"];
|
|
|
|
|
if (player.isDamaged()) list.push("回复1点体力,并于出牌阶段结束时弃置两张牌");
|
|
|
|
|
player
|
|
|
|
|
.chooseControl("cancel2")
|
|
|
|
|
.set("choiceList", list)
|
|
|
|
|
.set("prompt", get.prompt("ybzhuiji"))
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (player.isDamaged() && player.countCards("h", "tao") < player.getDamagedHp()) return 1;
|
|
|
|
|
return "cancel2";
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill("ybzhuiji");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.control != "cancel2") {
|
|
|
|
|
player.logSkill("ybzhuiji");
|
|
|
|
|
if (result.index == 0) player.draw(2);
|
|
|
|
|
else player.recover();
|
|
|
|
|
player.addTempSkill("ybzhuiji_" + result.index, "phaseUseAfter");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
0: {
|
|
|
|
|
trigger: { player: "phaseUseEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
player.loseHp();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
1: {
|
|
|
|
|
trigger: { player: "phaseUseEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
player.chooseToDiscard("he", 2, true);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
canmou: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "useCardToPlayer" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!event.player.isMaxHandcard(true) || !event.isFirstTarget || get.type(event.card, null, false) != "trick") return false;
|
|
|
|
|
var info = get.info(event.card);
|
|
|
|
|
if (info.allowMultiple == false) return false;
|
|
|
|
|
if (event.targets && !info.multitarget) {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, event.player, current); //&&lib.filter.targetInRange(event.card,event.player,current);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("canmou"), function (card, player, target) {
|
|
|
|
|
var player = _status.event.source;
|
|
|
|
|
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target); //&&lib.filter.targetInRange(_status.event.card,player,target);
|
|
|
|
|
})
|
|
|
|
|
.set("prompt2", prompt2)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
var player = _status.event.source;
|
|
|
|
|
return get.effect(target, trigger.card, player, _status.event.player);
|
|
|
|
|
})
|
|
|
|
|
.set("targets", trigger.targets)
|
|
|
|
|
.set("card", trigger.card)
|
|
|
|
|
.set("source", trigger.player)
|
|
|
|
|
.setHiddenSkill(event.name);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (!event.isMine() && !event.isOnline()) game.delayx();
|
|
|
|
|
event.targets = result.targets;
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (event.targets) {
|
|
|
|
|
player.logSkill(event.name, event.targets);
|
|
|
|
|
trigger.targets.addArray(event.targets);
|
|
|
|
|
game.log(event.targets, "也成为了", trigger.card, "的目标");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
congjian: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "useCardToTarget" },
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.target != player && event.targets.length == 1 && get.type(event.card, null, false) == "trick" && event.target.isMaxHp(true) && lib.filter.targetEnabled2(event.card, event.player, player);
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.effect(player, event.card, event.player, player) > 0;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.targets.push(player);
|
|
|
|
|
game.log(player, "也成为了", trigger.card, "的目标");
|
|
|
|
|
var next = game.createEvent("congjian_draw", false);
|
|
|
|
|
next.player = player;
|
|
|
|
|
event.next.remove(next);
|
|
|
|
|
trigger.getParent().after.push(next);
|
|
|
|
|
next.setContent(function () {
|
|
|
|
|
if (
|
|
|
|
|
player.hasHistory("damage", function (evt) {
|
|
|
|
|
return evt.card == event.parent.card;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
player.draw(2);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
wanyi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.getStorage("wanyi2").length < 4 &&
|
|
|
|
|
player.hasCard(function (i) {
|
|
|
|
|
return get.is.yingbian(i);
|
|
|
|
|
}, "hs")
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog: function (event, player) {
|
|
|
|
|
var list = ["zhujinqiyuan", "chuqibuyi", "shuiyanqijunx", "dongzhuxianji"];
|
|
|
|
|
list.removeArray(player.getStorage("wanyi2"));
|
|
|
|
|
return ui.create.dialog("婉嫕", [list, "vcard"], "hidden");
|
|
|
|
|
},
|
|
|
|
|
filter: function (button, player) {
|
|
|
|
|
return lib.filter.filterCard({ name: button.link[2] }, player, _status.event.getParent());
|
|
|
|
|
},
|
|
|
|
|
check: function (button) {
|
|
|
|
|
return _status.event.player.getUseValue({ name: button.link[2] });
|
|
|
|
|
},
|
|
|
|
|
backup: function (links) {
|
|
|
|
|
return {
|
|
|
|
|
audio: "wanyi",
|
|
|
|
|
popname: true,
|
|
|
|
|
viewAs: {
|
|
|
|
|
name: links[0][2],
|
|
|
|
|
},
|
|
|
|
|
filterCard: function (card) {
|
|
|
|
|
return get.is.yingbian(card);
|
|
|
|
|
},
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 1 / Math.max(1, get.value(card));
|
|
|
|
|
},
|
|
|
|
|
position: "hs",
|
|
|
|
|
onuse: function (links, player) {
|
|
|
|
|
if (!player.storage.wanyi2) player.storage.wanyi2 = [];
|
|
|
|
|
player.storage.wanyi2.add(links.card.name);
|
|
|
|
|
player.addTempSkill("wanyi2");
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt: function (links) {
|
|
|
|
|
return "将一张应变牌当做" + get.translation(links[0][2]) + "使用";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill: { backup: {} },
|
|
|
|
|
ai: { order: 8, result: { player: 1 } },
|
|
|
|
|
},
|
|
|
|
|
wanyi2: { onremove: true },
|
|
|
|
|
maihuo: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { target: "useCardToTargeted" },
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card.name == "sha" && event.card.isCard && event.getParent(2).name != "maihuo_effect" && event.cards.filterInD().length > 0 && event.targets.length == 1 && event.player.isIn() && !event.player.getExpansions("maihuo_effect").length;
|
|
|
|
|
},
|
|
|
|
|
prompt2: function (event) {
|
|
|
|
|
return "令" + get.translation(event.card) + "暂时对你无效";
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.effect(player, event.card, event.player, player) < 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.excluded.add(player);
|
|
|
|
|
var target = trigger.player,
|
|
|
|
|
cards = trigger.cards.filterInD();
|
|
|
|
|
target.addToExpansion("gain2", cards).gaintag.add("maihuo_effect");
|
|
|
|
|
target.storage.maihuo_target = player;
|
|
|
|
|
target.addSkill("maihuo_effect");
|
|
|
|
|
},
|
|
|
|
|
group: "maihuo_damage",
|
|
|
|
|
subSkill: {
|
|
|
|
|
effect: {
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("maihuo_effect").length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = player.getExpansions("maihuo_effect"),
|
|
|
|
|
card = cards[0];
|
|
|
|
|
if (card.name != "sha")
|
|
|
|
|
card = get.autoViewAs(
|
|
|
|
|
{
|
|
|
|
|
name: "sha",
|
|
|
|
|
isCard: true,
|
|
|
|
|
},
|
|
|
|
|
cards
|
|
|
|
|
);
|
|
|
|
|
var target = player.storage.maihuo_target;
|
|
|
|
|
if (target.isIn() && player.canUse(card, target, null, true)) {
|
|
|
|
|
player.useCard(card, target, cards);
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
player.removeSkill("maihuo_effect");
|
|
|
|
|
},
|
|
|
|
|
marktext: "祸",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
ai: { threaten: 1.05 },
|
|
|
|
|
},
|
|
|
|
|
damage: {
|
|
|
|
|
trigger: { source: "damageSource" },
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player.hasSkill("maihuo_effect") && event.player.getExpansions("maihuo_effect").length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.player.removeSkill("maihuo_effect");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xuanbei: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBefore",
|
|
|
|
|
player: "enterGame",
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.name != "phase" || game.phaseNumber == 0;
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
var cards = [];
|
|
|
|
|
while (cards.length < 2) {
|
|
|
|
|
var card = get.cardPile2(function (i) {
|
|
|
|
|
return get.is.yingbian(i) && !cards.includes(i);
|
|
|
|
|
});
|
|
|
|
|
if (!card) break;
|
|
|
|
|
else cards.push(card);
|
|
|
|
|
}
|
|
|
|
|
if (cards.length) player.gain(cards, "gain2");
|
|
|
|
|
},
|
|
|
|
|
group: "xuanbei_give",
|
|
|
|
|
subSkill: {
|
|
|
|
|
give: {
|
|
|
|
|
trigger: { player: "useCardAfter" },
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (event.card.yingbian || get.is.yingbian(event.card)) && event.cards.filterInD().length > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.cards = trigger.cards.filterInD();
|
|
|
|
|
player.chooseTarget(get.prompt("xuanbei"), "令一名其他角色获得" + get.translation(event.cards), lib.filter.notMe).set("ai", function (target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
if (att < 3) return 0;
|
|
|
|
|
if (target.hasJudge("lebu")) att /= 2;
|
|
|
|
|
if (target.hasSkillTag("nogain")) att /= 10;
|
|
|
|
|
return att / (1 + get.distance(player, target, "absolute"));
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.logSkill("xuanbei_give", target);
|
|
|
|
|
target.gain(cards, "gain2").giver = player;
|
|
|
|
|
} else player.storage.counttrigger.xuanbei_give--;
|
|
|
|
|
},
|
|
|
|
|
ai: { expose: 0.1 },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xianwan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
event.filterCard &&
|
|
|
|
|
event.filterCard(
|
|
|
|
|
{
|
|
|
|
|
name: "sha" + (player.isLinked() ? "" : "n"),
|
|
|
|
|
isCard: true,
|
|
|
|
|
},
|
|
|
|
|
player,
|
|
|
|
|
event
|
|
|
|
|
)
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
viewAs: function (cards, player) {
|
|
|
|
|
return {
|
|
|
|
|
name: "sha" + (player.isLinked() ? "" : "n"),
|
|
|
|
|
isCard: true,
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
filterCard: () => false,
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
prompt: "将武将牌重置并视为使用【杀】",
|
|
|
|
|
log: false,
|
|
|
|
|
check: () => 1,
|
|
|
|
|
precontent: function () {
|
|
|
|
|
player.logSkill("xianwan");
|
|
|
|
|
player.link();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 3.4,
|
|
|
|
|
respondSha: true,
|
|
|
|
|
respondShan: true,
|
|
|
|
|
skillTagFilter: function (player, tag) {
|
|
|
|
|
return tag == "respondSha" + (player.isLinked() ? "" : "n");
|
|
|
|
|
},
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target, current) {
|
|
|
|
|
if (get.tag(card, "respondShan") && current < 0 && !player.isLinked()) return 0.4;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
recaiwang: {
|
|
|
|
|
audio: "caiwang",
|
|
|
|
|
inherit: "caiwang",
|
|
|
|
|
group: ["recaiwang_hand", "recaiwang_equip", "recaiwang_judge"],
|
|
|
|
|
},
|
|
|
|
|
recaiwang_hand: {
|
|
|
|
|
audio: "caiwang",
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
viewAsFilter: function (player) {
|
|
|
|
|
var js = player.getCards("h");
|
|
|
|
|
return js.length == 1 && game.checkMod(js[0], player, "unchanged", "cardEnabled2", player);
|
|
|
|
|
},
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "h",
|
|
|
|
|
prompt: "将全部手牌当做【闪】使用",
|
|
|
|
|
viewAs: { name: "shan" },
|
|
|
|
|
check: card => 10 - get.value(card),
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
respondShan: true,
|
|
|
|
|
skillTagFilter: function (player) {
|
|
|
|
|
return player.countCards("h") == 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
recaiwang_equip: {
|
|
|
|
|
audio: "caiwang",
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
viewAsFilter: function (player) {
|
|
|
|
|
var js = player.getCards("e");
|
|
|
|
|
return js.length == 1 && game.checkMod(js[0], player, "unchanged", "cardEnabled2", player);
|
|
|
|
|
},
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
filterCard: true,
|
|
|
|
|
check: card => 9 - get.value(card),
|
|
|
|
|
position: "e",
|
|
|
|
|
prompt: "将装备区的牌当做【无懈可击】使用",
|
|
|
|
|
viewAs: { name: "wuxie" },
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
recaiwang_judge: {
|
|
|
|
|
audio: "caiwang",
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
viewAsFilter: function (player) {
|
|
|
|
|
var js = player.getCards("j");
|
|
|
|
|
return js.length == 1 && game.checkMod(js[0], player, "unchanged", "cardEnabled2", player);
|
|
|
|
|
},
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "j",
|
|
|
|
|
prompt: "将判定区的牌当做【杀】使用",
|
|
|
|
|
viewAs: { name: "sha" },
|
|
|
|
|
check: card => 1,
|
|
|
|
|
locked: false,
|
|
|
|
|
ai: {
|
|
|
|
|
order: 10,
|
|
|
|
|
respondSha: true,
|
|
|
|
|
skillTagFilter: function (player) {
|
|
|
|
|
return player.countCards("j") == 1;
|
|
|
|
|
},
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target, current) {
|
|
|
|
|
if (card && (card.name == "shandian" || card.name == "fulei") && player == target && !target.countCards("j") && target.isPhaseUsing() && target.hasValueTarget({ name: "sha" }, null, true)) return [1, 2];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder: function (player, card, num) {
|
|
|
|
|
if (card.name == "shandian" || card.name == "fulei") return num + 3;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
caozhao: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (
|
|
|
|
|
player.countCards("h") == 0 ||
|
|
|
|
|
!game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.hp <= player.hp;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return false;
|
|
|
|
|
var list = player.getStorage("caozhao");
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
if (!list.includes(i) && ["basic", "trick"].includes(get.type(i))) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog: function (event, player) {
|
|
|
|
|
var list = player.getStorage("caozhao"),
|
|
|
|
|
vcards = [];
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
if (!list.includes(i)) {
|
|
|
|
|
var type = get.type(i);
|
|
|
|
|
if (type == "basic" || type == "trick") vcards.push([type, "", i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return ui.create.dialog("草诏", [vcards, "vcard"]);
|
|
|
|
|
},
|
|
|
|
|
check: function (button) {
|
|
|
|
|
return _status.event.player.getUseValue({ name: button.link[2], isCard: true }, null, true);
|
|
|
|
|
},
|
|
|
|
|
backup: function (links, player) {
|
|
|
|
|
return {
|
|
|
|
|
audio: "caozhao",
|
|
|
|
|
cardname: links[0][2],
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "h",
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return player.getUseValue({ name: lib.skill.caozhao_backup.cardname }) - (player.getUseValue(card, null, true) + 0.1) / (get.value(card) / 6);
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.hp <= player.hp;
|
|
|
|
|
},
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.showCards(cards, get.translation(player) + "发动【草诏】,声明" + get.translation(lib.skill.caozhao_backup.cardname));
|
|
|
|
|
if (!player.storage.caozhao) player.storage.caozhao = [];
|
|
|
|
|
player.storage.caozhao.push(lib.skill.caozhao_backup.cardname);
|
|
|
|
|
"step 1";
|
|
|
|
|
target
|
|
|
|
|
.chooseControl()
|
|
|
|
|
.set("choiceList", ["令" + get.translation(player) + "将" + get.translation(cards[0]) + "的牌名改为" + get.translation(lib.skill.caozhao_backup.cardname), "失去1点体力"])
|
|
|
|
|
.set("ai", function (event, player) {
|
|
|
|
|
var target = _status.event.getParent().player;
|
|
|
|
|
if (get.attitude(player, target) > 0) return 0;
|
|
|
|
|
if (player.hp > 3 || (player.hp > 1 && player.hasSkill("zhaxiang"))) return 1;
|
|
|
|
|
if (player.hp > 2) return Math.random() > 0.5 ? 0 : 1;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.index == 1) {
|
|
|
|
|
target.addExpose(0.2);
|
|
|
|
|
target.loseHp();
|
|
|
|
|
event.finish();
|
|
|
|
|
} else {
|
|
|
|
|
player.chooseTarget("是否将" + get.translation(lib.skill.caozhao_backup.cardname) + "(" + get.translation(cards[0]) + ")交给一名其他角色?", lib.filter.notMe).set("ai", () => -1);
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
if (!target.storage.caozhao_info) target.storage.caozhao_info = {};
|
|
|
|
|
target.storage.caozhao_info[cards[0].cardid] = lib.skill.caozhao_backup.cardname;
|
|
|
|
|
target.addSkill("caozhao_info");
|
|
|
|
|
player.give(cards, target, "give").gaintag.add("caozhao");
|
|
|
|
|
} else {
|
|
|
|
|
if (!player.storage.caozhao_info) player.storage.caozhao_info = {};
|
|
|
|
|
player.storage.caozhao_info[cards[0].cardid] = lib.skill.caozhao_backup.cardname;
|
|
|
|
|
player.addGaintag(cards, "caozhao");
|
|
|
|
|
player.addSkill("caozhao_info");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
result: {
|
|
|
|
|
player: 2,
|
|
|
|
|
target: 0.1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt: function (links, player) {
|
|
|
|
|
return "将一张手牌声明为" + get.translation(links[0][2]);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
player: 1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
caozhao_info: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
mod: {
|
|
|
|
|
cardname: function (card, player) {
|
|
|
|
|
var map = player.storage.caozhao_info;
|
|
|
|
|
if (map && map[card.cardid] && get.itemtype(card) == "card" && card.hasGaintag("caozhao")) return map[card.cardid];
|
|
|
|
|
},
|
|
|
|
|
cardnature: function (card, player) {
|
|
|
|
|
var map = player.storage.caozhao_info;
|
|
|
|
|
if (map && map[card.cardid] && get.itemtype(card) == "card" && card.hasGaintag("caozhao")) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
olxibing: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player && event.source && event.player != event.source && event.player.isAlive() && event.source.isAlive() && (event.player.countCards("he") > 0 || event.source.countCards("he") > 0);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var target = trigger.source;
|
|
|
|
|
event.target = target;
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("olxibing"), "弃置自己或" + get.translation(target) + "的两张牌,然后手牌数较少的角色摸两张牌且不能对你使用牌直到回合结束", function (card, player, target) {
|
|
|
|
|
if (target != player && target != _status.event.target) return false;
|
|
|
|
|
return target.countCards("he") > 0;
|
|
|
|
|
})
|
|
|
|
|
.set("target", target)
|
|
|
|
|
.set("ai", function (targetx) {
|
|
|
|
|
var player = _status.event.player,
|
|
|
|
|
target = _status.event.target;
|
|
|
|
|
if (target == targetx) {
|
|
|
|
|
if (get.attitude(player, target) > 0) return 0;
|
|
|
|
|
var cards = target
|
|
|
|
|
.getCards("he", function (card) {
|
|
|
|
|
return lib.filter.canBeDiscarded(card, player, target);
|
|
|
|
|
})
|
|
|
|
|
.sort(function (a, b) {
|
|
|
|
|
return get.buttonValue(b) - get.buttonValue(a);
|
|
|
|
|
});
|
|
|
|
|
if (
|
|
|
|
|
target.countCards("h") - player.countCards("h") >=
|
|
|
|
|
Math.max(
|
|
|
|
|
0,
|
|
|
|
|
Math.min(2, cards.length) -
|
|
|
|
|
target.countCards("e", function (card) {
|
|
|
|
|
var index = cards.indexOf(card);
|
|
|
|
|
return index != -1 && index < 2;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
var cards = player
|
|
|
|
|
.getCards("he", function (card) {
|
|
|
|
|
return lib.filter.cardDiscardable(card, player, "olxibing");
|
|
|
|
|
})
|
|
|
|
|
.sort(function (a, b) {
|
|
|
|
|
return get.useful(a) - get.useful(b);
|
|
|
|
|
});
|
|
|
|
|
if (
|
|
|
|
|
player.countCards("h") - target.countCards("h") <
|
|
|
|
|
Math.max(
|
|
|
|
|
0,
|
|
|
|
|
Math.min(cards.length, 2) -
|
|
|
|
|
player.countCards("e", function (card) {
|
|
|
|
|
var index = cards.indexOf(card);
|
|
|
|
|
return index != -1 && index < 2;
|
|
|
|
|
})
|
|
|
|
|
) &&
|
|
|
|
|
(cards.length < 2 || get.value(cards[1]) < 5.5)
|
|
|
|
|
)
|
|
|
|
|
return 0.8;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("olxibing", target);
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
if (target == player) player.chooseToDiscard("he", 2, true);
|
|
|
|
|
else player.discardPlayerCard(target, "he", true, 2);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (player.isIn() && target.isIn()) {
|
|
|
|
|
var hs = player.countCards("h"),
|
|
|
|
|
ts = target.countCards("h");
|
|
|
|
|
if (hs != ts) {
|
|
|
|
|
var drawer = hs > ts ? target : player;
|
|
|
|
|
drawer.draw(2);
|
|
|
|
|
player.addTempSkill("olxibing2");
|
|
|
|
|
player.markAuto("olxibing2", [drawer]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
olxibing2: {
|
|
|
|
|
mod: {
|
|
|
|
|
targetEnabled: function (card, player, target) {
|
|
|
|
|
if (target.getStorage("olxibing2").includes(player)) return false;
|
|
|
|
|
},
|
|
|
|
|
cardSavable: function (card, player, target) {
|
|
|
|
|
if (target.getStorage("olxibing2").includes(player)) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
onremove: true,
|
|
|
|
|
},
|
|
|
|
|
bolan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
banned: ["kotomi_chuanxiang"],
|
|
|
|
|
global: "bolan_g",
|
|
|
|
|
initList: function (player) {
|
|
|
|
|
var list,
|
|
|
|
|
skills = [];
|
|
|
|
|
if (get.mode() == "guozhan") {
|
|
|
|
|
list = [];
|
|
|
|
|
for (var i in lib.characterPack.mode_guozhan) {
|
|
|
|
|
if (lib.character[i]) list.push(i);
|
|
|
|
|
}
|
|
|
|
|
} else if (_status.connectMode) list = get.charactersOL();
|
|
|
|
|
else {
|
|
|
|
|
list = [];
|
|
|
|
|
for (var i in lib.character) {
|
|
|
|
|
if (lib.filter.characterDisabled2(i) || lib.filter.characterDisabled(i)) continue;
|
|
|
|
|
list.push(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (var i of list) {
|
|
|
|
|
if (i.indexOf("gz_jun") == 0) continue;
|
|
|
|
|
for (var j of lib.character[i][3]) {
|
|
|
|
|
if (j == "bolan") continue;
|
|
|
|
|
var skill = lib.skill[j];
|
|
|
|
|
if (!skill || skill.juexingji || skill.hiddenSkill || skill.zhuSkill || skill.dutySkill || skill.chargeSkill || lib.skill.bolan.banned.includes(j)) continue;
|
|
|
|
|
if (skill.init || (skill.ai && (skill.ai.combo || skill.ai.notemp || skill.ai.neg))) continue;
|
|
|
|
|
var info = lib.translate[j + "_info"];
|
|
|
|
|
if (info && info.indexOf("出牌阶段限一次") != -1) skills.add(j);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.storage.bolan = skills;
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
frequent: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (player.isIn()) {
|
|
|
|
|
if (!player.storage.bolan) lib.skill.bolan.initList(player);
|
|
|
|
|
var list = player.storage.bolan.randomGets(3);
|
|
|
|
|
if (!list.length) {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player
|
|
|
|
|
.chooseControl(list)
|
|
|
|
|
.set(
|
|
|
|
|
"choiceList",
|
|
|
|
|
list.map(function (i) {
|
|
|
|
|
return '<div class="skill">【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】</div><div>" + get.skillInfoTranslation(i, player) + "</div>";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
.set("displayIndex", false)
|
|
|
|
|
.set("prompt", "博览:请选择你要获得的技能")
|
|
|
|
|
.set("ai", () => {
|
|
|
|
|
var list = _status.event.controls.slice();
|
|
|
|
|
return list.sort((a, b) => {
|
|
|
|
|
return get.skillRank(b, "in") - get.skillRank(a, "in");
|
|
|
|
|
})[0];
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 1";
|
|
|
|
|
player.addTempSkills(result.control, "phaseUseEnd");
|
|
|
|
|
player.popup(result.control);
|
|
|
|
|
// game.log(player,'获得了','#g【'+get.translation(result.control)+'】');
|
|
|
|
|
},
|
|
|
|
|
ai: { threaten: 0.9 },
|
|
|
|
|
subSkill: {
|
|
|
|
|
g: {
|
|
|
|
|
audio: "bolan",
|
|
|
|
|
forceaudio: true,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
prompt: "出牌阶段限一次。你可以令一名有〖博览〗的角色从三个描述中包含“出牌阶段限一次”的技能中选择一个,你获得此技能直到此阶段结束。",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.hasSkill("bolan");
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player != target && target.hasSkill("bolan");
|
|
|
|
|
},
|
|
|
|
|
selectTarget: function () {
|
|
|
|
|
if (
|
|
|
|
|
game.countPlayer(current => {
|
|
|
|
|
return lib.skill.bolan_g.filterTarget(null, _status.event.player, current);
|
|
|
|
|
}) == 1
|
|
|
|
|
)
|
|
|
|
|
return -1;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.loseHp();
|
|
|
|
|
"step 1";
|
|
|
|
|
if (target.isIn() && player.isIn()) {
|
|
|
|
|
if (!target.storage.bolan) lib.skill.bolan.initList(target);
|
|
|
|
|
var list = target.storage.bolan.randomGets(3);
|
|
|
|
|
if (!list.length) {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
target
|
|
|
|
|
.chooseControl(list)
|
|
|
|
|
.set(
|
|
|
|
|
"choiceList",
|
|
|
|
|
list.map(function (i) {
|
|
|
|
|
return '<div class="skill">【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】</div><div>" + get.skillInfoTranslation(i, player) + "</div>";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
.set("displayIndex", false)
|
|
|
|
|
.set("prompt", "博览:请选择令" + get.translation(player) + "获得的技能")
|
|
|
|
|
.set("ai", () => {
|
|
|
|
|
var list = _status.event.controls.slice();
|
|
|
|
|
return list.sort((a, b) => {
|
|
|
|
|
return (get.skillRank(b, "in") - get.skillRank(a, "in")) * get.attitude(_status.event.player, _status.event.getParent().player);
|
|
|
|
|
})[0];
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
target.line(player);
|
|
|
|
|
player.addTempSkills(result.control, "phaseUseEnd");
|
|
|
|
|
player.popup(result.control);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: function (item, player) {
|
|
|
|
|
if (player.hp >= 5 || player.countCards("h") >= 10) return 10;
|
|
|
|
|
var list = game.filterPlayer(current => lib.skill.bolan_g.filterTarget(null, player, current));
|
|
|
|
|
for (var target of list) {
|
|
|
|
|
if (get.attitude(target, player) > 0) return 10;
|
|
|
|
|
}
|
|
|
|
|
return 4;
|
|
|
|
|
},
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player, target) {
|
|
|
|
|
if (player.hasUnknown()) return player.hp + player.countCards("h") / 4 - 5 > 0 ? 1 : 0;
|
|
|
|
|
var tao = player.countCards("h", "tao");
|
|
|
|
|
if (player.hp + tao > 4) return 4 + get.attitude(player, target);
|
|
|
|
|
if (player.hp + tao > 3) return get.attitude(player, target) - 2;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yifa: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { target: "useCardToTargeted" },
|
|
|
|
|
forced: true,
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player != event.player && (event.card.name == "sha" || (get.color(event.card) == "black" && get.type(event.card) == "trick"));
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var target = trigger.player;
|
|
|
|
|
target.addTempSkill("yifa2", { player: "phaseEnd" });
|
|
|
|
|
target.addMark("yifa2", 1, false);
|
|
|
|
|
},
|
|
|
|
|
ai: { threaten: 0.8 },
|
|
|
|
|
},
|
|
|
|
|
yifa2: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
intro: { content: "手牌上限-#" },
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard: function (player, num) {
|
|
|
|
|
return num - player.countMark("yifa2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
buchen: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "showCharacterAfter" },
|
|
|
|
|
hiddenSkill: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = _status.currentPhase;
|
|
|
|
|
return event.toShow.includes("jin_simayi") && target && target != player && target.countGainableCards(player, "he") > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
var target = _status.currentPhase;
|
|
|
|
|
player.gainPlayerCard(target, "he", get.prompt("buchen", target)).set("logSkill", ["buchen", target]);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
smyyingshi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
locked: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return Array.isArray(event.smyyingshi);
|
|
|
|
|
},
|
|
|
|
|
onChooseToUse: function (event) {
|
|
|
|
|
if (game.online || !event.player.hasSkill("smyyingshi")) return;
|
|
|
|
|
var cards = [];
|
|
|
|
|
for (var i = 0; i < event.player.maxHp; i++) {
|
|
|
|
|
var card = ui.cardPile.childNodes[i];
|
|
|
|
|
if (card) cards.push(card);
|
|
|
|
|
else break;
|
|
|
|
|
}
|
|
|
|
|
event.set("smyyingshi", cards);
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog: function (event) {
|
|
|
|
|
var dialog = ui.create.dialog("鹰视", "hidden");
|
|
|
|
|
if (event.smyyingshi && event.smyyingshi.length) dialog.add(event.smyyingshi);
|
|
|
|
|
else dialog.addText("牌堆无牌");
|
|
|
|
|
for (var i of dialog.buttons) {
|
|
|
|
|
i.classList.add("noclick");
|
|
|
|
|
}
|
|
|
|
|
dialog.buttons.length = 0;
|
|
|
|
|
return dialog;
|
|
|
|
|
},
|
|
|
|
|
filter: function () {
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xiongzhi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
limited: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "thunder",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("xiongzhi");
|
|
|
|
|
"step 1";
|
|
|
|
|
var card = get.cards()[0];
|
|
|
|
|
event.card = card;
|
|
|
|
|
player.showCards(card);
|
|
|
|
|
if (!player.hasUseTarget(card)) {
|
|
|
|
|
card.fix();
|
|
|
|
|
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
var next = player.chooseUseTarget(card, true);
|
|
|
|
|
if (get.info(card).updateUsable == "phaseUse") next.addCount = false;
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) event.goto(1);
|
|
|
|
|
else {
|
|
|
|
|
card.fix();
|
|
|
|
|
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player) {
|
|
|
|
|
if (!player.hasSkill("smyyingshi")) return 1;
|
|
|
|
|
var cards = [];
|
|
|
|
|
for (var i = 0; i < Math.min(2, player.maxHp); i++) {
|
|
|
|
|
var card = ui.cardPile.childNodes[i];
|
|
|
|
|
if (card) {
|
|
|
|
|
if (!player.hasValueTarget(card)) return 0;
|
|
|
|
|
} else break;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
quanbian: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: ["useCard", "respond"] },
|
|
|
|
|
hasHand: function (event) {
|
|
|
|
|
var evts = event.player.getHistory("lose", function (evt) {
|
|
|
|
|
return evt.getParent() == event;
|
|
|
|
|
});
|
|
|
|
|
return evts && evts.length == 1 && evts[0].hs.length > 0;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var phase = event.getParent("phaseUse");
|
|
|
|
|
if (!phase || phase.player != player) return false;
|
|
|
|
|
var suit = get.suit(event.card);
|
|
|
|
|
if (!lib.suit.includes(suit) || !lib.skill.quanbian.hasHand(event)) return false;
|
|
|
|
|
return (
|
|
|
|
|
player.getHistory("useCard", function (evt) {
|
|
|
|
|
return evt != event && get.suit(evt.card) == suit && lib.skill.quanbian.hasHand(evt) && evt.getParent("phaseUse") == phase;
|
|
|
|
|
}).length +
|
|
|
|
|
player.getHistory("respond", function (evt) {
|
|
|
|
|
return evt != event && get.suit(evt.card) == suit && lib.skill.quanbian.hasHand(evt) && evt.getParent("phaseUse") == phase;
|
|
|
|
|
}).length ==
|
|
|
|
|
0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseControl("cancel2")
|
|
|
|
|
.set("prompt", get.prompt("quanbian"))
|
|
|
|
|
.set("choiceList", ["摸一张牌", "观看牌堆顶的" + get.cnNumber(player.maxHp) + "张牌并将其中一张置于牌堆底"])
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var suit = get.suit(_status.event.getTrigger().card);
|
|
|
|
|
if (
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
return get.suit(card) == suit && player.hasValueTarget(card, null, true);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return "cancel2";
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.control == "cancel2") {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player.addTempSkill("quanbian2");
|
|
|
|
|
player.storage.quanbian2.add(get.suit(trigger.card));
|
|
|
|
|
player.markSkill("quanbian2");
|
|
|
|
|
if (result.index == 0) {
|
|
|
|
|
player.draw();
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
event.cards = get.cards(player.maxHp);
|
|
|
|
|
player.chooseButton(["将一张牌置于牌堆底", event.cards], true);
|
|
|
|
|
"step 2";
|
|
|
|
|
while (cards.length) {
|
|
|
|
|
var card = cards.pop();
|
|
|
|
|
card.fix();
|
|
|
|
|
if (card == result.links[0]) ui.cardPile.appendChild(card);
|
|
|
|
|
else ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
quanbian2: {
|
|
|
|
|
init: function (player, skill) {
|
|
|
|
|
if (!player.storage[skill]) player.storage[skill] = [];
|
|
|
|
|
},
|
|
|
|
|
onremove: true,
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled2: function (card, player) {
|
|
|
|
|
if (get.position(card) == "h" && player.storage.quanbian2.includes(get.suit(card))) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "本回合内不能使用$花色的手牌",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//卫瓘
|
|
|
|
|
zhongyun: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: ["damageEnd", "recoverEnd"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.hp == player.countCards("h") &&
|
|
|
|
|
(player.isDamaged() ||
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return player.inRange(current);
|
|
|
|
|
}))
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
usable: 1,
|
|
|
|
|
preHidden: ["zhongyun2"],
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var filterTarget = function (card, player, target) {
|
|
|
|
|
return player.inRange(target);
|
|
|
|
|
};
|
|
|
|
|
if (game.hasPlayer(current => filterTarget("L∞pers", player, current))) {
|
|
|
|
|
var bool = player.isHealthy();
|
|
|
|
|
player.chooseTarget("忠允:对攻击范围内的一名角色造成1点伤害" + (bool ? "" : ",或点取消回复1点体力"), filterTarget, bool).set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.damageEffect(target, player, player);
|
|
|
|
|
});
|
|
|
|
|
} else event._result = { bool: false };
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
target.damage();
|
|
|
|
|
} else player.recover();
|
|
|
|
|
},
|
|
|
|
|
group: "zhongyun2",
|
|
|
|
|
},
|
|
|
|
|
zhongyun2: {
|
|
|
|
|
audio: "zhongyun",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: ["loseAfter"],
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var cards1 = event.getl(player).hs,
|
|
|
|
|
cards2 = [];
|
|
|
|
|
if (event.getg) cards2 = event.getg(player);
|
|
|
|
|
return (cards1.length > 0 || cards2.length > 0) && player.countCards("h") == player.hp;
|
|
|
|
|
},
|
|
|
|
|
usable: 1,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (trigger.delay === false) game.delayx();
|
|
|
|
|
var filterTarget = function (card, player, target) {
|
|
|
|
|
return target != player && target.countDiscardableCards(player, "he") > 0;
|
|
|
|
|
};
|
|
|
|
|
if (!game.hasPlayer(current => filterTarget("L∞pers", player, current))) event._result = { bool: false };
|
|
|
|
|
else
|
|
|
|
|
player.chooseTarget(filterTarget, "忠允:弃置一名其他角色的一张牌,或点取消摸一张牌").set("ai", function (target) {
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
if (att >= 0) return 0;
|
|
|
|
|
if (
|
|
|
|
|
target.countCards("he", function (card) {
|
|
|
|
|
return get.value(card) > 5;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return -att;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!result.bool) player.draw();
|
|
|
|
|
else {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
player.discardPlayerCard(target, true, "he");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shenpin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "judge" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var color = get.color(event.player.judging[0], event.player);
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("hes", function (card) {
|
|
|
|
|
if (_status.connectMode && get.position(card) != "e") return true;
|
|
|
|
|
return get.color(card) != color;
|
|
|
|
|
}) > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var color = get.color(trigger.player.judging[0], trigger.player);
|
|
|
|
|
player
|
|
|
|
|
.chooseCard(get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("shenpin"), "hes", function (card) {
|
|
|
|
|
if (get.color(card) == _status.event.color) 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])
|
|
|
|
|
.set("color", color)
|
|
|
|
|
.setHiddenSkill(event.name);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.respond(result.cards, "highlight", "shenpin", "noOrdering");
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (trigger.player.judging[0].clone) {
|
|
|
|
|
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
|
|
|
|
|
game.broadcast(function (card) {
|
|
|
|
|
if (card.clone) {
|
|
|
|
|
card.clone.classList.remove("thrownhighlight");
|
|
|
|
|
}
|
|
|
|
|
}, trigger.player.judging[0]);
|
|
|
|
|
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
|
|
|
|
|
}
|
|
|
|
|
game.cardsDiscard(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]);
|
|
|
|
|
game.delay(2);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
rejudge: true,
|
|
|
|
|
tag: {
|
|
|
|
|
rejudge: 1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//彻里吉
|
|
|
|
|
chexuan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
derivation: ["cheliji_sichengliangyu", "cheliji_tiejixuanyu", "cheliji_feilunzhanyu"],
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !player.getEquips(5).length && player.countCards("he", { color: "black" }) > 0;
|
|
|
|
|
},
|
|
|
|
|
filterCard: { color: "black" },
|
|
|
|
|
position: "he",
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseButton(
|
|
|
|
|
[
|
|
|
|
|
"请选择要装备的宝物",
|
|
|
|
|
[
|
|
|
|
|
lib.skill.chexuan.derivation.map(function (i) {
|
|
|
|
|
return ["宝物", "", i];
|
|
|
|
|
}),
|
|
|
|
|
"vcard",
|
|
|
|
|
],
|
|
|
|
|
],
|
|
|
|
|
true
|
|
|
|
|
)
|
|
|
|
|
.set("ai", function (button) {
|
|
|
|
|
if (button.link[2] == "cheliji_sichengliangyu" && player.countCards("h") < player.hp) return 1;
|
|
|
|
|
return Math.random();
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
var name = result.links[0][2],
|
|
|
|
|
card = game.createCard(name, lib.card[name].cardcolor, 5);
|
|
|
|
|
player.$gain2(card);
|
|
|
|
|
player.equip(card);
|
|
|
|
|
game.delay();
|
|
|
|
|
},
|
|
|
|
|
group: "chexuan_lose",
|
|
|
|
|
subfrequent: ["lose"],
|
|
|
|
|
ai: {
|
|
|
|
|
order: 6,
|
|
|
|
|
result: {
|
|
|
|
|
player: 1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
lose: {
|
|
|
|
|
audio: "chexuan",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseAfter",
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
frequent: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var evt = event.getl(player);
|
|
|
|
|
if (!evt || !evt.es || !evt.es.length) return false;
|
|
|
|
|
if (event.name == "equip" && event.player == player) return false;
|
|
|
|
|
for (var i of evt.es) {
|
|
|
|
|
if (get.subtype(i, false) == "equip5") return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.judge(function (card) {
|
|
|
|
|
if (get.color(card) == "black") return 3;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var card = game.createCard(lib.skill.chexuan.derivation.randomGet());
|
|
|
|
|
player.$gain2(card);
|
|
|
|
|
player.equip(card);
|
|
|
|
|
game.delay();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qiangshou: {
|
|
|
|
|
mod: {
|
|
|
|
|
globalFrom: function (player, target, distance) {
|
|
|
|
|
if (player.getEquips(5).length) return distance - 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
cheliji_sichengliangyu: {
|
|
|
|
|
trigger: { global: "phaseJieshuBegin" },
|
|
|
|
|
equipSkill: true,
|
|
|
|
|
cardcolor: "heart",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h") < player.hp && player.getEquip("cheliji_sichengliangyu");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.draw(2);
|
|
|
|
|
"step 1";
|
|
|
|
|
var card = player.getEquip("cheliji_sichengliangyu");
|
|
|
|
|
if (card) player.discard(card);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
cheliji_tiejixuanyu: {
|
|
|
|
|
trigger: { global: "phaseJieshuBegin" },
|
|
|
|
|
equipSkill: true,
|
|
|
|
|
cardcolor: "club",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player != event.player && !event.player.getHistory("sourceDamage").length && event.player.countCards("he") > 0 && player.getEquip("cheliji_tiejixuanyu");
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, event.player) < 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.player.chooseToDiscard("he", 2, true);
|
|
|
|
|
"step 1";
|
|
|
|
|
var card = player.getEquip("cheliji_tiejixuanyu");
|
|
|
|
|
if (card) player.discard(card);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
cheliji_feilunzhanyu: {
|
|
|
|
|
trigger: { global: "phaseJieshuBegin" },
|
|
|
|
|
equipSkill: true,
|
|
|
|
|
cardcolor: "spade",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player != event.player &&
|
|
|
|
|
event.player.getHistory("useCard", function (card) {
|
|
|
|
|
return get.type(card.card) != "basic";
|
|
|
|
|
}).length > 0 &&
|
|
|
|
|
event.player.countCards("he") > 0 &&
|
|
|
|
|
player.getEquip("cheliji_feilunzhanyu")
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, event.player) <= 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.player.chooseCard("he", true, "将一张牌交给" + get.translation(player));
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) trigger.player.give(result.cards, player);
|
|
|
|
|
"step 2";
|
|
|
|
|
var card = player.getEquip("cheliji_feilunzhanyu");
|
|
|
|
|
if (card) player.discard(card);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//司马伷和黄祖
|
|
|
|
|
caiwang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: ["useCard", "respond"] },
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!Array.isArray(event.respondTo) || event.respondTo[0] == event.player || ![event.respondTo[0], event.player].includes(player)) return false;
|
|
|
|
|
var color = get.color(event.card);
|
|
|
|
|
if (color == "none" || get.color(event.respondTo[1]) != color) return false;
|
|
|
|
|
var target = lib.skill.caiwang.logTarget(event, player);
|
|
|
|
|
return target[player.getStorage("naxiang2").includes(target) ? "countGainableCards" : "countDiscardableCards"](player, "he") > 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: function (event, player) {
|
|
|
|
|
return player == event.respondTo[0] ? event.player : event.respondTo[0];
|
|
|
|
|
},
|
|
|
|
|
prompt2: function (event, player) {
|
|
|
|
|
var target = lib.skill.caiwang.logTarget(event, player);
|
|
|
|
|
return (player.getStorage("naxiang2").includes(target) ? "获得" : "弃置") + "该角色的一张牌";
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, lib.skill.caiwang.logTarget(event, player)) <= 0;
|
|
|
|
|
},
|
|
|
|
|
popup: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (player != game.me && !player.isOnline()) game.delayx();
|
|
|
|
|
"step 1";
|
|
|
|
|
var target = lib.skill.caiwang.logTarget(trigger, player);
|
|
|
|
|
player.logSkill(event.name, target);
|
|
|
|
|
player[player.getStorage("naxiang2").includes(target) ? "gainPlayerCard" : "discardPlayerCard"](target, "he", true);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
naxiang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "damageEnd",
|
|
|
|
|
source: "damageSource",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = lib.skill.naxiang.logTarget(event, player);
|
|
|
|
|
return target && target != player && target.isAlive();
|
|
|
|
|
},
|
|
|
|
|
logTarget: function (event, player) {
|
|
|
|
|
return player == event.player ? event.source : event.player;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("naxiang2", { player: "phaseBegin" });
|
|
|
|
|
if (!player.storage.naxiang2) player.storage.naxiang2 = [];
|
|
|
|
|
player.storage.naxiang2.add(lib.skill.naxiang.logTarget(trigger, player));
|
|
|
|
|
player.markSkill("naxiang2");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "caiwang",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
naxiang2: {
|
|
|
|
|
onremove: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "已接受$的投降;对这些角色发动【才望】时将“弃置”改为“获得”",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//李肃
|
|
|
|
|
qiaoyan: {
|
|
|
|
|
trigger: { player: "damageBegin2" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player != _status.currentPhase && event.source && event.source != player;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "source",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = player.getExpansions("qiaoyan");
|
|
|
|
|
if (cards.length) {
|
|
|
|
|
var source = trigger.source;
|
|
|
|
|
source.gain(cards, player, "give", "bySelf");
|
|
|
|
|
event.finish();
|
|
|
|
|
} else {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
var hs = player.getCards("he");
|
|
|
|
|
if (!hs.length) event.finish();
|
|
|
|
|
else if (hs.length == 1) event._result = { bool: true, cards: hs };
|
|
|
|
|
else player.chooseCard("he", true, "将一张牌作为“珠”置于武将牌上");
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool && result.cards && result.cards.length) {
|
|
|
|
|
var cards = result.cards;
|
|
|
|
|
player.addToExpansion(cards, player, "give").gaintag.add("qiaoyan");
|
|
|
|
|
}
|
|
|
|
|
event.finish();
|
|
|
|
|
},
|
|
|
|
|
marktext: "珠",
|
|
|
|
|
intro: { content: "expansion", markcount: "expansion" },
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
filterDamage: true,
|
|
|
|
|
skillTagFilter: function (player, tag, arg) {
|
|
|
|
|
if (!player.getExpansions("qiaoyan").length) return false;
|
|
|
|
|
if (arg && arg.player) {
|
|
|
|
|
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xianzhu: {
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
locked: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("qiaoyan").length > 0;
|
|
|
|
|
},
|
|
|
|
|
async cost(event, trigger, player) {
|
|
|
|
|
event.cards = player.getExpansions("qiaoyan");
|
|
|
|
|
event.result = await player
|
|
|
|
|
.chooseTarget(true, "请选择【献珠】的目标", "将" + get.translation(event.cards) + "交给一名角色。若该角色不为你自己,则你令其视为对其攻击范围内的另一名角色使用【杀】")
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var eff = get.sgn(get.attitude(player, target)) * get.value(_status.event.getParent().cards[0], target);
|
|
|
|
|
if (player != target)
|
|
|
|
|
eff += Math.max.apply(
|
|
|
|
|
null,
|
|
|
|
|
game
|
|
|
|
|
.filterPlayer(function (current) {
|
|
|
|
|
if (current != target && player.inRange(current) && target.canUse("sha", current, false)) return true;
|
|
|
|
|
})
|
|
|
|
|
.map(function (current) {
|
|
|
|
|
return get.effect(current, { name: "sha" }, target, player);
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
return eff;
|
|
|
|
|
})
|
|
|
|
|
.forResult();
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.cards = player.getExpansions("qiaoyan");
|
|
|
|
|
event.target = targets[0];
|
|
|
|
|
"step 1";
|
|
|
|
|
player.give(cards, target, "give");
|
|
|
|
|
"step 2";
|
|
|
|
|
if (
|
|
|
|
|
player != target &&
|
|
|
|
|
target.isIn() &&
|
|
|
|
|
player.isIn() &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != target && player.inRange(current) && target.canUse("sha", current, false);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
var str = get.translation(target);
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(true, "选择攻击范围内的一名角色,视为" + str + "对其使用【杀】", function (card, player, target) {
|
|
|
|
|
var source = _status.event.target;
|
|
|
|
|
return player.inRange(target) && source.canUse("sha", target, false);
|
|
|
|
|
})
|
|
|
|
|
.set("target", target)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var evt = _status.event;
|
|
|
|
|
return get.effect(target, { name: "sha" }, evt.target, evt.player);
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) target.useCard({ name: "sha", isCard: true }, result.targets[0], false);
|
|
|
|
|
},
|
|
|
|
|
ai: { combo: "qiaoyan" },
|
|
|
|
|
},
|
|
|
|
|
huirong: {
|
|
|
|
|
trigger: { player: "showCharacterAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
event.toShow &&
|
|
|
|
|
event.toShow.includes("jin_yanghuiyu") &&
|
|
|
|
|
game.hasPlayer(function (target) {
|
|
|
|
|
var num = target.countCards("h");
|
|
|
|
|
return num > target.hp || num < Math.min(5, target.hp);
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
hiddenSkill: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget("请选择【慧容】的目标", "令一名角色将手牌数摸至/弃置至与其体力值相同(至多摸至五张)", true, function (card, player, target) {
|
|
|
|
|
var num = target.countCards("h");
|
|
|
|
|
return num > target.hp || num < Math.min(5, target.hp);
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
var num = target.countCards("h");
|
|
|
|
|
if (num > target.hp) return -att * (num - target.hp);
|
|
|
|
|
return att * Math.max(0, Math.min(5, target.hp) - target.countCards("h"));
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
if (target.countCards("h") < target.hp) target.drawTo(Math.min(5, target.hp));
|
|
|
|
|
else target.chooseToDiscard("h", true, target.countCards("h") - target.hp);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ciwei: {
|
|
|
|
|
init: () => {
|
|
|
|
|
game.addGlobalSkill("ciwei_ai");
|
|
|
|
|
},
|
|
|
|
|
onremove: () => {
|
|
|
|
|
if (!game.hasPlayer(i => i.hasSkill("ciwei"), true)) game.removeGlobalSkill("ciwei_ai");
|
|
|
|
|
},
|
|
|
|
|
trigger: { global: "useCard" },
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.all_excluded || event.player == player || event.player != _status.currentPhase || !player.countCards("he")) return false;
|
|
|
|
|
return event.player.getHistory("useCard").indexOf(event) == 1 && ["basic", "trick"].includes(get.type(event.card));
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (player != game.me && !player.isOnline()) game.delayx();
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard(get.prompt("ciwei", trigger.player), "弃置一张牌,取消" + get.translation(trigger.card) + "的所有目标", "he")
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
return _status.event.goon / 1.4 - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"goon",
|
|
|
|
|
(function () {
|
|
|
|
|
if (!trigger.targets.length) return -get.attitude(player, trigger.player);
|
|
|
|
|
var num = 0;
|
|
|
|
|
for (var i of trigger.targets) {
|
|
|
|
|
num -= get.effect(i, trigger.card, trigger.player, player);
|
|
|
|
|
}
|
|
|
|
|
return num;
|
|
|
|
|
})()
|
|
|
|
|
)
|
|
|
|
|
.setHiddenSkill(event.name).logSkill = ["ciwei", trigger.player];
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
trigger.targets.length = 0;
|
|
|
|
|
trigger.all_excluded = true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ciwei_ai: {
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder: function (player, card, num) {
|
|
|
|
|
if (
|
|
|
|
|
player != _status.currentPhase ||
|
|
|
|
|
player.getHistory("useCard").length > 1 ||
|
|
|
|
|
!game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && (get.realAttitude || get.attitude)(current, player) < 0 && current.hasSkill("ciwei") && current.countCards("he") > 0;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return;
|
|
|
|
|
if (player.getHistory("useCard").length == 0) {
|
|
|
|
|
if (["basic", "trick"].includes(get.type(card))) return num + 10;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (!["basic", "trick"].includes(get.type(card))) return num + 10;
|
|
|
|
|
if (!player._ciwei_temp) {
|
|
|
|
|
player._ciwei_temp = true;
|
|
|
|
|
num /= Math.max(1, player.getUseValue(card));
|
|
|
|
|
}
|
|
|
|
|
delete player._ciwei_temp;
|
|
|
|
|
return num;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "dieAfter" },
|
|
|
|
|
filter: () => {
|
|
|
|
|
return !game.hasPlayer(i => i.hasSkill("ciwei"), true);
|
|
|
|
|
},
|
|
|
|
|
silent: true,
|
|
|
|
|
forceDie: true,
|
|
|
|
|
content: () => {
|
|
|
|
|
game.removeGlobalSkill("ciwei_ai");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
caiyuan: {
|
|
|
|
|
trigger: { player: "phaseEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (player.phaseNumber <= 1) return false;
|
|
|
|
|
const history1 = _status.globalHistory,
|
|
|
|
|
history2 = player.actionHistory;
|
|
|
|
|
for (let i = 0; i < Math.min(history1.length, history2.length); i++) {
|
|
|
|
|
let i1 = history1.length - 1 - i,
|
|
|
|
|
i2 = history2.length - 1 - i;
|
|
|
|
|
if (i > 0 && history2[i2].isMe) break;
|
|
|
|
|
if (history1[i1].changeHp.some(evt => evt.player == player && evt.num < 0)) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.draw(2);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhuosheng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
locked: false,
|
|
|
|
|
init: function (player) {
|
|
|
|
|
player.addSkill("zhuosheng_count");
|
|
|
|
|
if (game.phaseNumber > 0) {
|
|
|
|
|
var hs = player.getCards("h"),
|
|
|
|
|
all = player.getAllHistory(),
|
|
|
|
|
cards = [];
|
|
|
|
|
for (var i = all.length - 1; i >= 0; i--) {
|
|
|
|
|
for (var j of all[i].gain) {
|
|
|
|
|
cards.addArray(j.cards);
|
|
|
|
|
}
|
|
|
|
|
if (all[i].isRound) break;
|
|
|
|
|
}
|
|
|
|
|
cards = cards.filter(function (i) {
|
|
|
|
|
return hs.includes(i);
|
|
|
|
|
});
|
|
|
|
|
if (cards.length) player.addGaintag(cards, "zhuosheng");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player) {
|
|
|
|
|
player.removeSkill("zhuosheng_count");
|
|
|
|
|
player.removeGaintag("zhuosheng");
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange: function (card, player, target) {
|
|
|
|
|
if (!card.cards || get.type(card) != "basic") return;
|
|
|
|
|
for (var i of card.cards) {
|
|
|
|
|
if (i.hasGaintag("zhuosheng")) return game.online ? player == _status.currentPhase : player.isPhaseUsing();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardUsable: function (card, player, target) {
|
|
|
|
|
if (!card.cards || get.mode() == "guozhan" || get.type(card) != "basic" || !(game.online ? player == _status.currentPhase : player.isPhaseUsing())) return;
|
|
|
|
|
for (var i of card.cards) {
|
|
|
|
|
if (i.hasGaintag("zhuosheng")) return Infinity;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
aiOrder: function (player, card, num) {
|
|
|
|
|
if (get.itemtype(card) == "card" && card.hasGaintag("zhuosheng") && get.type(card) == "basic") return num - 0.1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "useCard2" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filterx: function (event, player) {
|
|
|
|
|
if (!player.isPhaseUsing()) return false;
|
|
|
|
|
return (
|
|
|
|
|
player.getHistory("lose", function (evt) {
|
|
|
|
|
if (evt.getParent() != event) return false;
|
|
|
|
|
for (var i in evt.gaintag_map) {
|
|
|
|
|
if (evt.gaintag_map[i].includes("zhuosheng")) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}).length > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!lib.skill.zhuosheng.filterx(event, player)) return false;
|
|
|
|
|
if (get.type(event.card) != "trick") return false;
|
|
|
|
|
if (event.targets && event.targets.length > 0) return true;
|
|
|
|
|
var info = get.info(event.card);
|
|
|
|
|
if (info.allowMultiple == false) return false;
|
|
|
|
|
if (event.targets && !info.multitarget) {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var prompt2 = "为" + get.translation(trigger.card) + "增加或减少一个目标";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("zhuosheng"), function (card, player, target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (_status.event.targets.includes(target)) return true;
|
|
|
|
|
return lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target);
|
|
|
|
|
})
|
|
|
|
|
.set("prompt2", prompt2)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.effect(target, trigger.card, player, player) * (_status.event.targets.includes(target) ? -1 : 1);
|
|
|
|
|
})
|
|
|
|
|
.set("targets", trigger.targets)
|
|
|
|
|
.set("card", trigger.card);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (!event.isMine() && !event.isOnline()) game.delayx();
|
|
|
|
|
event.targets = result.targets;
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (event.targets) {
|
|
|
|
|
player.logSkill("zhuosheng", event.targets);
|
|
|
|
|
if (trigger.targets.includes(event.targets[0])) trigger.targets.removeArray(event.targets);
|
|
|
|
|
else trigger.targets.addArray(event.targets);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group: ["zhuosheng_equip", "zhuosheng_silent"],
|
|
|
|
|
subfrequent: ["equip"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
equip: {
|
|
|
|
|
audio: "zhuosheng",
|
|
|
|
|
trigger: { player: "useCard" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return get.type(event.card) == "equip" && lib.skill.zhuosheng.filterx(event, player);
|
|
|
|
|
},
|
|
|
|
|
frequent: true,
|
|
|
|
|
prompt: "是否发动【擢升】摸一张牌?",
|
|
|
|
|
content: function () {
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
silent: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "useCard1",
|
|
|
|
|
},
|
|
|
|
|
silent: true,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return get.mode() != "guozhan" && get.type(event.card) == "basic" && lib.skill.zhuosheng.filterx(event, player) && event.addCount !== false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.addCount = false;
|
|
|
|
|
var stat = player.getStat();
|
|
|
|
|
if (stat && stat.card && stat.card[trigger.card.name]) stat.card[trigger.card.name]--;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhuosheng_count: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "gainBegin",
|
|
|
|
|
global: "roundStart",
|
|
|
|
|
},
|
|
|
|
|
silent: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.name == "gain") return event.getParent(2).name != "zhuosheng_equip";
|
|
|
|
|
return game.roundNumber > 1;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
if (trigger.name == "gain") trigger.gaintag.add("zhuosheng");
|
|
|
|
|
else player.removeGaintag("zhuosheng");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinquanbian: {
|
|
|
|
|
audio: "quanbian",
|
|
|
|
|
preHidden: true,
|
|
|
|
|
trigger: { player: ["useCard", "respond"] },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var phase = event.getParent("phaseUse");
|
|
|
|
|
if (!phase || phase.player != player) return false;
|
|
|
|
|
var suit = get.suit(event.card);
|
|
|
|
|
if (!lib.suit.includes(suit) || !lib.skill.quanbian.hasHand(event)) return false;
|
|
|
|
|
return (
|
|
|
|
|
player.getHistory("useCard", function (evt) {
|
|
|
|
|
return evt != event && get.suit(evt.card) == suit && lib.skill.quanbian.hasHand(evt) && evt.getParent("phaseUse") == phase;
|
|
|
|
|
}).length +
|
|
|
|
|
player.getHistory("respond", function (evt) {
|
|
|
|
|
return evt != event && get.suit(evt.card) == suit && lib.skill.quanbian.hasHand(evt) && evt.getParent("phaseUse") == phase;
|
|
|
|
|
}).length ==
|
|
|
|
|
0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = get.cards(Math.min(5, player.maxHp));
|
|
|
|
|
game.cardsGotoOrdering(cards);
|
|
|
|
|
var suit = get.suit(trigger.card);
|
|
|
|
|
var next = player.chooseToMove("权变:获得一张不为" + get.translation(suit) + "花色的牌并排列其他牌");
|
|
|
|
|
next.set("suit", suit);
|
|
|
|
|
next.set("list", [["牌堆顶", cards], ["获得"]]);
|
|
|
|
|
next.set("filterMove", function (from, to, moved) {
|
|
|
|
|
var suit = _status.event.suit;
|
|
|
|
|
if (moved[0].includes(from.link)) {
|
|
|
|
|
if (typeof to == "number") {
|
|
|
|
|
if (to == 1) {
|
|
|
|
|
if (moved[1].length) return false;
|
|
|
|
|
return get.suit(from.link, false) != suit;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (moved[1].includes(to.link)) return get.suit(from.link, false) != suit;
|
|
|
|
|
return true;
|
|
|
|
|
} else {
|
|
|
|
|
if (typeof to == "number") return true;
|
|
|
|
|
return get.suit(to.link, false) != suit;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
next.set("processAI", function (list) {
|
|
|
|
|
var cards = list[0][1].slice(0).sort(function (a, b) {
|
|
|
|
|
return get.value(b) - get.value(a);
|
|
|
|
|
}),
|
|
|
|
|
gains = [];
|
|
|
|
|
for (var i of cards) {
|
|
|
|
|
if (get.suit(i, false) != _status.event.suit) {
|
|
|
|
|
cards.remove(i);
|
|
|
|
|
gains.push(i);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return [cards, gains];
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var list = result.moved;
|
|
|
|
|
if (list[1].length) player.gain(list[1], "gain2");
|
|
|
|
|
while (list[0].length) {
|
|
|
|
|
ui.cardPile.insertBefore(list[0].pop(), ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
//group:'xinquanbian_count',
|
|
|
|
|
init: (player, skill) => player.addSkill("xinquanbian_count"),
|
|
|
|
|
onremove: (player, skill) => player.removeSkill("xinquanbian_count"),
|
|
|
|
|
},
|
|
|
|
|
xinquanbian_count: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: ["useCard0", "phaseUseBefore", "phaseUseAfter"],
|
|
|
|
|
},
|
|
|
|
|
silent: true,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.name === "phaseUse") return true;
|
|
|
|
|
return player.isPhaseUsing() && lib.skill.quanbian.hasHand(event) && get.type(event.card) != "equip";
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var stat = player.getStat("skill");
|
|
|
|
|
if (this.trigger.name === "phaseUse") {
|
|
|
|
|
delete stat.xinquanbian;
|
|
|
|
|
} else {
|
|
|
|
|
if (!stat.xinquanbian) stat.xinquanbian = 0;
|
|
|
|
|
stat.xinquanbian++;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled2: function (card, player) {
|
|
|
|
|
var stat = player.getStat("skill");
|
|
|
|
|
if (stat.xinquanbian && stat.xinquanbian >= player.maxHp && get.position(card) == "h" && get.type(card, player) != "equip") return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
taoyin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "showCharacterAfter" },
|
|
|
|
|
hiddenSkill: true,
|
|
|
|
|
logTarget: function () {
|
|
|
|
|
return _status.currentPhase;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = _status.currentPhase;
|
|
|
|
|
return target && target != player && target.isAlive();
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, _status.currentPhase) < 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
_status.currentPhase.addTempSkill("taoyin2");
|
|
|
|
|
_status.currentPhase.addMark("taoyin2", 2, false);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
taoyin2: {
|
|
|
|
|
onremove: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "手牌上限-#",
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard: function (player, num) {
|
|
|
|
|
return num - player.countMark("taoyin2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yimie: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
usable: 1,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
trigger: { source: "damageBegin1" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player != event.player && event.num < event.player.hp;
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
if (event.player.hasSkillTag("nodamage")) return false;
|
|
|
|
|
let tj = player.countCards("hs", function (card) {
|
|
|
|
|
return get.name(card) === "tao" || get.name(card) === "jiu";
|
|
|
|
|
}),
|
|
|
|
|
att = get.attitude(_status.event.player, event.player),
|
|
|
|
|
eff = get.damageEffect(event.player, player, _status.event.player, get.natureList(event)),
|
|
|
|
|
fd = event.player.hasSkillTag("filterDamage", null, {
|
|
|
|
|
player: player,
|
|
|
|
|
card: event.card,
|
|
|
|
|
}),
|
|
|
|
|
hp = player.hp + tj;
|
|
|
|
|
if (player.storage.tairan2) hp -= player.storage.tairan2;
|
|
|
|
|
if (eff <= 0 || fd || att >= -2 || Math.abs(hp) <= 1) return false;
|
|
|
|
|
if (hp > 2 || (eff > 0 && event.player.isLinked() && event.hasNature())) return true;
|
|
|
|
|
return !event.player.countCards("hs") || (event.player.hp > 2 * event.num && !event.player.hasSkillTag("maixie"));
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
player.loseHp();
|
|
|
|
|
trigger.player.addTempSkill("yimie2");
|
|
|
|
|
trigger.yimie_num = trigger.player.hp - trigger.num;
|
|
|
|
|
trigger.num = trigger.player.hp;
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
damageBonus: true,
|
|
|
|
|
skillTagFilter: function (player, tag, arg) {
|
|
|
|
|
return arg && arg.target && arg.target.hp > 1 && player.hp > 1 && get.attitude(player, arg.target) < -2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yimie2: {
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return typeof event.yimie_num == "number";
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.recover(trigger.yimie_num);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ruilve: {
|
|
|
|
|
unique: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
global: "ruilve2",
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
},
|
|
|
|
|
ruilve2: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
delay: false,
|
|
|
|
|
line: true,
|
|
|
|
|
log: false,
|
|
|
|
|
prepare: function (cards, player, targets) {
|
|
|
|
|
targets[0].logSkill("ruilve");
|
|
|
|
|
},
|
|
|
|
|
prompt: function () {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var list = game.filterPlayer(function (target) {
|
|
|
|
|
return target != player && target.hasZhuSkill("ruilve", player);
|
|
|
|
|
});
|
|
|
|
|
var str = "将一张具有伤害标签的基本牌或锦囊牌交给" + get.translation(list);
|
|
|
|
|
if (list.length > 1) str += "中的一人";
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (player.group != "jin") return false;
|
|
|
|
|
if (player.countCards("h", lib.skill.ruilve2.filterCard) == 0) return false;
|
|
|
|
|
return game.hasPlayer(function (target) {
|
|
|
|
|
return target != player && target.hasZhuSkill("ruilve", player) && !target.hasSkill("ruilve3");
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterCard: function (card) {
|
|
|
|
|
if (!get.tag(card, "damage")) return false;
|
|
|
|
|
var type = get.type(card);
|
|
|
|
|
return type == "basic" || type == "trick";
|
|
|
|
|
},
|
|
|
|
|
visible: true,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.hasZhuSkill("ruilve", player) && !target.hasSkill("ruilve3");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.give(cards, target);
|
|
|
|
|
target.addTempSkill("ruilve3", "phaseUseEnd");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.3,
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
target: 5,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ruilve3: {},
|
|
|
|
|
tairan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.hp < player.maxHp || player.countCards("h") < player.maxHp;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.addSkill("tairan2");
|
|
|
|
|
if (!player.storage.tairan2) player.storage.tairan2 = 0;
|
|
|
|
|
var num = player.maxHp - player.hp;
|
|
|
|
|
if (num > 0) {
|
|
|
|
|
player.storage.tairan2 = num;
|
|
|
|
|
player.recover(num);
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (player.countCards("h") < player.maxHp) player.drawTo(Math.min(player.maxHp, 5 + player.countCards("h"))).gaintag = ["tairan"];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tairan2: {
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder: function (player, card, num) {
|
|
|
|
|
if (card.hasGaintag && card.hasGaintag("tairan")) return 10 * num;
|
|
|
|
|
},
|
|
|
|
|
aiValue: function (player, card, num) {
|
|
|
|
|
if (card.hasGaintag && card.hasGaintag("tairan")) {
|
|
|
|
|
if (card.name !== "wuxie" && (get.type(card) === "basic" || get.type(card, "trick") === "trick")) return num / 64;
|
|
|
|
|
return num / 8;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
aiUseful: function (player, card, num) {
|
|
|
|
|
return lib.skill.tairan2.mod.aiValue.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
audio: "tairan",
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
charlotte: true,
|
|
|
|
|
forced: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
var map = player.storage.tairan2;
|
|
|
|
|
if (map > 0) player.loseHp(map);
|
|
|
|
|
var hs = player.getCards("h", function (card) {
|
|
|
|
|
return card.hasGaintag("tairan");
|
|
|
|
|
});
|
|
|
|
|
if (hs.length) player.discard(hs);
|
|
|
|
|
player.removeSkill("tairan2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
baoqie: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "showCharacterAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
hiddenSkill: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.toShow && event.toShow.includes("jin_xiahouhui");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var card = get.cardPile(function (card) {
|
|
|
|
|
return get.subtype(card, false) == "equip5" && !get.cardtag(card, "gifts");
|
|
|
|
|
});
|
|
|
|
|
if (!card) {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
event.card = card;
|
|
|
|
|
player.gain(card, "gain2");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (player.getCards("h").includes(card) && get.subtype(card) == "equip5") player.chooseUseTarget(card).nopopup = true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jyishi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: ["loseAfter", "loseAsyncAfter"],
|
|
|
|
|
},
|
|
|
|
|
usable: 1,
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = _status.currentPhase;
|
|
|
|
|
if (!target || !target.isIn() || event.type != "discard" || !target.isPhaseUsing()) return false;
|
|
|
|
|
if (target == player) return false;
|
|
|
|
|
var evt = event.getl(target);
|
|
|
|
|
for (var i of evt.hs) {
|
|
|
|
|
if (get.position(i, true) == "d") return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.target = _status.currentPhase;
|
|
|
|
|
event.cards = trigger.getl(event.target).hs.filterInD("d");
|
|
|
|
|
var str = "是否发动【宜室】令" + get.translation(event.target) + "获得一张牌";
|
|
|
|
|
if (event.cards.length > 1) str += ",然后获得其余的牌";
|
|
|
|
|
str += "?";
|
|
|
|
|
player
|
|
|
|
|
.chooseButton([str, event.cards])
|
|
|
|
|
.set("ai", function (button) {
|
|
|
|
|
var card = button.link;
|
|
|
|
|
var source = _status.event.source;
|
|
|
|
|
if (get.attitude(player, source) > 0) return Math.max(1, source.getUseValue(card, null, true));
|
|
|
|
|
var cards = _status.event.getParent().cards.slice(0);
|
|
|
|
|
if (cards.length == 1) return -get.value(card);
|
|
|
|
|
cards.remove(card);
|
|
|
|
|
return get.value(cards) - get.value(card) - 2;
|
|
|
|
|
})
|
|
|
|
|
.set("source", event.target)
|
|
|
|
|
.setHiddenSkill(event.name);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("jyishi", target);
|
|
|
|
|
if (cards.length > 1) {
|
|
|
|
|
target.$gain2(result.links[0]);
|
|
|
|
|
target.gain(result.links[0], "log");
|
|
|
|
|
} else trigger.player.gain(result.links[0], "gain2");
|
|
|
|
|
cards.remove(result.links[0]);
|
|
|
|
|
if (cards.length) player.gain(cards, "gain2");
|
|
|
|
|
} else player.storage.counttrigger.jyishi--;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jyishi2: { charlotte: true },
|
|
|
|
|
shiduo: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return game.hasPlayer(function (target) {
|
|
|
|
|
return player != target && player.canCompare(target);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player != target && player.canCompare(target);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToCompare(target);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && target.isAlive()) {
|
|
|
|
|
var num = target.countCards("h");
|
|
|
|
|
if (num > 0) player.gainPlayerCard(target, true, "h", num);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
var num = Math.floor(player.countCards("h") / 2);
|
|
|
|
|
if (num && target.isAlive()) player.chooseCard("h", num, true, "交给" + get.translation(target) + get.cnNumber(num) + "张牌");
|
|
|
|
|
else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool && result.cards && result.cards.length) player.give(result.cards, target);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
var delta = target.countCards("h") - player.countCards("h");
|
|
|
|
|
if (delta < 0) return 0;
|
|
|
|
|
return -1 - delta;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tuishi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "showCharacterAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
hiddenSkill: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = _status.currentPhase;
|
|
|
|
|
return player != target && target && target.isAlive() && event.toShow && event.toShow.includes("jin_simazhao");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("tuishi2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tuishi2: {
|
|
|
|
|
trigger: { global: "phaseEnd" },
|
|
|
|
|
direct: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = _status.currentPhase;
|
|
|
|
|
return (
|
|
|
|
|
target != player &&
|
|
|
|
|
target &&
|
|
|
|
|
target.isAlive() &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != target && target.inRange(current);
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var target = _status.currentPhase;
|
|
|
|
|
event.target = target;
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("tuishi", event.target), function (card, player, target) {
|
|
|
|
|
var source = _status.event.source;
|
|
|
|
|
return source != target && source.inRange(target);
|
|
|
|
|
})
|
|
|
|
|
.set("source", target)
|
|
|
|
|
.set("goon", get.damageEffect(target, player, player) > 0)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
if (!_status.event.goon) return 0;
|
|
|
|
|
var evt = _status.event;
|
|
|
|
|
return get.effect(target, { name: "sha" }, evt.source, evt.player);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
event.target2 = result.targets[0];
|
|
|
|
|
player.logSkill("tuishi");
|
|
|
|
|
player.line2([target, event.target2]);
|
|
|
|
|
game.delayx();
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
target.chooseToUse({
|
|
|
|
|
preTarget: event.target2,
|
|
|
|
|
prompt: "请对" + get.translation(event.target2) + "使用一张【杀】,或受到来自" + get.translation(player) + "的1点伤害",
|
|
|
|
|
filterCard: function (card, player) {
|
|
|
|
|
return get.name(card) == "sha" && lib.filter.filterCard.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target == _status.event.preTarget && lib.filter.filterTarget.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
addCount: false,
|
|
|
|
|
});
|
|
|
|
|
"step 3";
|
|
|
|
|
if (!result.bool) target.damage();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinchoufa: {
|
|
|
|
|
audio: "choufa",
|
|
|
|
|
inherit: "choufa",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.choosePlayerCard(target, "h", true);
|
|
|
|
|
"step 1";
|
|
|
|
|
player.showCards(result.cards, get.translation(player) + "对" + get.translation(target) + "发动了【筹伐】");
|
|
|
|
|
var type = get.type2(result.cards[0], target),
|
|
|
|
|
hs = target.getCards("h", function (card) {
|
|
|
|
|
return card != result.cards[0] && get.type2(card, target) != type;
|
|
|
|
|
});
|
|
|
|
|
if (hs.length) {
|
|
|
|
|
target.addGaintag(hs, "xinchoufa");
|
|
|
|
|
target.addTempSkill("xinchoufa2", { player: "phaseAfter" });
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinchoufa2: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: function (player) {
|
|
|
|
|
player.removeGaintag("xinchoufa");
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
cardname: function (card) {
|
|
|
|
|
if (get.itemtype(card) == "card" && card.hasGaintag("xinchoufa")) return "sha";
|
|
|
|
|
},
|
|
|
|
|
cardnature: function (card) {
|
|
|
|
|
if (get.itemtype(card) == "card" && card.hasGaintag("xinchoufa")) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
choufa: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
audio: 2,
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return lib.skill.choufa.filterTarget(null, player, current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && !target.hasSkill("choufa2") && target.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.choosePlayerCard(target, "h", true);
|
|
|
|
|
"step 1";
|
|
|
|
|
player.showCards(result.cards);
|
|
|
|
|
var type = get.type2(result.cards[0], target);
|
|
|
|
|
target.storage.choufa2 = type;
|
|
|
|
|
target.addTempSkill("choufa2", { player: "phaseAfter" });
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 9,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
return -target.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
choufa2: {
|
|
|
|
|
onremove: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: { content: "手牌中的非$牌均视为杀" },
|
|
|
|
|
mod: {
|
|
|
|
|
cardname: function (card, player) {
|
|
|
|
|
if (get.type2(card, false) != player.storage.choufa2) return "sha";
|
|
|
|
|
},
|
|
|
|
|
cardnature: function (card, player) {
|
|
|
|
|
if (get.type2(card, false) != player.storage.choufa2) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhaoran: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("zhaoran2", "phaseUseAfter");
|
|
|
|
|
var cards = player.getCards("h");
|
|
|
|
|
if (cards.length > 0) player.addShownCards(cards, "visible_zhaoran");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhaoran2: {
|
|
|
|
|
audio: "zhaoran",
|
|
|
|
|
group: "zhaoran3",
|
|
|
|
|
init: (player, skill) => {
|
|
|
|
|
if (!player.storage[skill]) player.storage[skill] = [];
|
|
|
|
|
},
|
|
|
|
|
onremove: true,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseAfter",
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter: function (event, player, name) {
|
|
|
|
|
if (name == "gainBegin") return true;
|
|
|
|
|
var evt = event.getl(player);
|
|
|
|
|
if (!evt || !evt.hs || !evt.hs.length) return false;
|
|
|
|
|
var list = player.getStorage("zhaoran2");
|
|
|
|
|
for (var i of evt.hs) {
|
|
|
|
|
var suit = get.suit(i, player);
|
|
|
|
|
if (!list.includes(suit) && !player.countCards("h", { suit: suit })) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (trigger.delay === false) game.delayx();
|
|
|
|
|
"step 1";
|
|
|
|
|
var list = [];
|
|
|
|
|
var suits = get.copy(player.storage.zhaoran2);
|
|
|
|
|
suits.addArray(
|
|
|
|
|
player.getCards("h").map(function (card) {
|
|
|
|
|
return get.suit(card);
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
var evt = trigger.getl(player);
|
|
|
|
|
for (var i of evt.hs) {
|
|
|
|
|
var suit = get.suit(i, player);
|
|
|
|
|
if (!suits.includes(suit)) list.add(suit);
|
|
|
|
|
}
|
|
|
|
|
event.count = list.length;
|
|
|
|
|
player.markAuto("zhaoran2", list);
|
|
|
|
|
"step 1";
|
|
|
|
|
event.count--;
|
|
|
|
|
var filterTarget = function (card, player, target) {
|
|
|
|
|
return target != player && target.countDiscardableCards(player, "he") > 0;
|
|
|
|
|
};
|
|
|
|
|
if (
|
|
|
|
|
!game.hasPlayer(function (current) {
|
|
|
|
|
return filterTarget(null, player, current);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
event._result = { bool: false };
|
|
|
|
|
else
|
|
|
|
|
player.chooseTarget(filterTarget, "弃置一名其他角色的一张牌或摸一张牌").set("ai", function (target) {
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
if (att >= 0) return 0;
|
|
|
|
|
if (
|
|
|
|
|
target.countCards("he", function (card) {
|
|
|
|
|
return get.value(card) > 5;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return -att;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (!result.bool) {
|
|
|
|
|
player.logSkill("zhaoran2");
|
|
|
|
|
player.draw();
|
|
|
|
|
} else {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.logSkill("zhaoran2", target);
|
|
|
|
|
player.discardPlayerCard(target, true, "he");
|
|
|
|
|
}
|
|
|
|
|
if (event.count > 0) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "已因$牌触发过效果",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhaoran3: {
|
|
|
|
|
trigger: { player: ["phaseUseEnd", "gainBegin"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
silent: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
if (event.triggername == "gainBegin") {
|
|
|
|
|
trigger.gaintag.add("visible_zhaoran");
|
|
|
|
|
} else {
|
|
|
|
|
player.hideShownCards(player.getCards("h"), "visible_zhaoran");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chengwu: {
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
mod: {
|
|
|
|
|
inRange: function (from, to) {
|
|
|
|
|
if (!from.hasZhuSkill("chengwu") || from._chengwu) return;
|
|
|
|
|
from._chengwu = true;
|
|
|
|
|
var bool = game.hasPlayer(function (current) {
|
|
|
|
|
return current != from && current != to && current.group == "jin" && from.hasZhuSkill("chengwu", current) && current.inRange(to);
|
|
|
|
|
});
|
|
|
|
|
delete from._chengwu;
|
|
|
|
|
if (bool) return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shiren: {
|
|
|
|
|
trigger: { player: "showCharacterAfter" },
|
|
|
|
|
hiddenSkill: true,
|
|
|
|
|
logTarget: function () {
|
|
|
|
|
return _status.currentPhase;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!event.toShow || !event.toShow.includes("jin_wangyuanji")) return false;
|
|
|
|
|
var target = _status.currentPhase;
|
|
|
|
|
return target && target != player && target.isAlive() && target.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var next = game.createEvent("yanxi", false);
|
|
|
|
|
next.player = player;
|
|
|
|
|
next.target = _status.currentPhase;
|
|
|
|
|
next.setContent(lib.skill.yanxi.content);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yanxi: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.countCards("h") > 0;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.card = target.getCards("h").randomGet();
|
|
|
|
|
var cards;
|
|
|
|
|
cards = get.cards(2);
|
|
|
|
|
event.cards = cards.concat([event.card]);
|
|
|
|
|
while (cards.length) {
|
|
|
|
|
ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
if (get.mode() == "guozhan") {
|
|
|
|
|
var num = ui.cardPile.childElementCount;
|
|
|
|
|
var num1 = get.rand(1, num - 1),
|
|
|
|
|
num2 = get.rand(1, num - 1);
|
|
|
|
|
if (num1 == num2) {
|
|
|
|
|
if (num1 == 0) num2++;
|
|
|
|
|
else num1--;
|
|
|
|
|
}
|
|
|
|
|
event.cards = [event.card, ui.cardPile.childNodes[num1], ui.cardPile.childNodes[num2]];
|
|
|
|
|
}
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
event.cards.randomSort();
|
|
|
|
|
game.log(player, "展示了", event.cards);
|
|
|
|
|
event.videoId = lib.status.videoId++;
|
|
|
|
|
var str = get.translation(player) + "对" + get.translation(target) + "发动了【宴戏】";
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (str, id, cards) {
|
|
|
|
|
var dialog = ui.create.dialog(str, cards);
|
|
|
|
|
dialog.videoId = id;
|
|
|
|
|
},
|
|
|
|
|
str,
|
|
|
|
|
event.videoId,
|
|
|
|
|
event.cards
|
|
|
|
|
);
|
|
|
|
|
game.addVideo("showCards", player, [str, get.cardsInfo(event.cards)]);
|
|
|
|
|
game.delay(2);
|
|
|
|
|
"step 1";
|
|
|
|
|
var func = function (id, target) {
|
|
|
|
|
var dialog = get.idDialog(id);
|
|
|
|
|
if (dialog) dialog.content.firstChild.innerHTML = "猜猜哪张是" + get.translation(target) + "的手牌?";
|
|
|
|
|
};
|
|
|
|
|
if (player == game.me) func(event.videoId, target);
|
|
|
|
|
else if (player.isOnline()) player.send(func, event.videoId, target);
|
|
|
|
|
"step 2";
|
|
|
|
|
var next = player.chooseButton(true);
|
|
|
|
|
next.set("dialog", event.videoId);
|
|
|
|
|
next.set("ai", function (button) {
|
|
|
|
|
if (_status.event.answer) return button.link == _status.event.answer ? 1 : 0;
|
|
|
|
|
return get.value(button.link, _status.event.player);
|
|
|
|
|
});
|
|
|
|
|
if (player.hasSkillTag("viewHandcard", null, target, true)) next.set("answer", card);
|
|
|
|
|
"step 3";
|
|
|
|
|
game.broadcastAll("closeDialog", event.videoId);
|
|
|
|
|
player.addTempSkill("yanxi2");
|
|
|
|
|
var card2 = result.links[0];
|
|
|
|
|
if (card2 == card) {
|
|
|
|
|
player.popup("洗具");
|
|
|
|
|
cards.remove(card2);
|
|
|
|
|
player.$gain2(cards);
|
|
|
|
|
player.gain(cards, "log").gaintag.add("yanxi");
|
|
|
|
|
player.gain(card, target, "bySelf", "give").gaintag.add("yanxi");
|
|
|
|
|
} else {
|
|
|
|
|
player.popup("杯具");
|
|
|
|
|
player.gain(card2, "gain2").gaintag.add("yanxi");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 6,
|
|
|
|
|
result: {
|
|
|
|
|
player: 1,
|
|
|
|
|
target: -0.6,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yanxi2: {
|
|
|
|
|
mod: {
|
|
|
|
|
ignoredHandcard: function (card, player) {
|
|
|
|
|
if (card.hasGaintag("yanxi")) return true;
|
|
|
|
|
},
|
|
|
|
|
cardDiscardable: function (card, player, name) {
|
|
|
|
|
if (name == "phaseDiscard" && card.hasGaintag("yanxi")) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player) {
|
|
|
|
|
player.removeGaintag("yanxi");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
sanchen: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var stat = player.getStat("sanchen");
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return !stat || !stat.includes(current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
var stat = player.getStat("sanchen");
|
|
|
|
|
return !stat || !stat.includes(target);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var stat = player.getStat();
|
|
|
|
|
if (!stat.sanchen) stat.sanchen = [];
|
|
|
|
|
stat.sanchen.push(target);
|
|
|
|
|
if (get.mode() != "guozhan") player.addMark("sanchen", 1, false);
|
|
|
|
|
target.draw(3);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!target.countCards("he")) event._result = { bool: false };
|
|
|
|
|
else
|
|
|
|
|
target.chooseToDiscard("he", true, 3).set("ai", function (card) {
|
|
|
|
|
var list = ui.selected.cards.map(function (i) {
|
|
|
|
|
return get.type2(i);
|
|
|
|
|
});
|
|
|
|
|
if (!list.includes(get.type2(card))) return 7 - get.value(card);
|
|
|
|
|
return -get.value(card);
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool && result.cards && result.cards.length) {
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i of result.cards) list.add(get.type2(i));
|
|
|
|
|
if (list.length == result.cards.length) {
|
|
|
|
|
target.draw();
|
|
|
|
|
player.getStat("skill").sanchen--;
|
|
|
|
|
if (get.mode() == "guozhan") player.addTempSkills("pozhu");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
target.draw();
|
|
|
|
|
player.getStat("skill").sanchen--;
|
|
|
|
|
if (get.mode() == "guozhan") player.addTempSkills("pozhu");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 9,
|
|
|
|
|
threaten: 1.7,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (target.hasSkillTag("nogain")) return 0.1;
|
|
|
|
|
return Math.sqrt(target.countCards("he"));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "已发动过#次技能",
|
|
|
|
|
},
|
|
|
|
|
marktext: "陈",
|
|
|
|
|
},
|
|
|
|
|
zhaotao: {
|
|
|
|
|
forbid: ["guozhan"],
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "thunder",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countMark("sanchen") > 2;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.awakenSkill("zhaotao");
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.addSkills("pozhu");
|
|
|
|
|
},
|
|
|
|
|
derivation: "pozhu",
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "sanchen",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
pozhu: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
viewAsFilter: function (player) {
|
|
|
|
|
return !player.hasSkill("pozhu3", null, null, false) && player.countCards("hs") > 0;
|
|
|
|
|
},
|
|
|
|
|
viewAs: { name: "chuqibuyi" },
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "hs",
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 7 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
group: "pozhu2",
|
|
|
|
|
},
|
|
|
|
|
pozhu2: {
|
|
|
|
|
trigger: { player: "useCardAfter" },
|
|
|
|
|
silent: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
event.skill == "pozhu" &&
|
|
|
|
|
(get.mode() == "guozhan" ||
|
|
|
|
|
!player.getHistory("sourceDamage", function (evt) {
|
|
|
|
|
return evt.card == event.card;
|
|
|
|
|
}).length)
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("pozhu3");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
pozhu3: { charlotte: true },
|
|
|
|
|
xijue: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBefore",
|
|
|
|
|
player: ["enterGame", "showCharacterAfter"],
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (player._xijue) return false;
|
|
|
|
|
if (get.mode() == "guozhan") return event.name == "showCharacter" && event.toShow && event.toShow.includes("gz_zhanghuyuechen");
|
|
|
|
|
return event.name != "showCharacter" && (event.name != "phase" || game.phaseNumber == 0);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addMark("xijue", 4);
|
|
|
|
|
player._xijue = true;
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
name2: "爵",
|
|
|
|
|
content: "mark",
|
|
|
|
|
},
|
|
|
|
|
derivation: ["xijue_tuxi", "xijue_xiaoguo"],
|
|
|
|
|
group: ["xijue_gain", "xijue_tuxi", "xijue_xiaoguo"],
|
|
|
|
|
},
|
|
|
|
|
xijue_gain: {
|
|
|
|
|
audio: "xijue",
|
|
|
|
|
trigger: { player: "phaseEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var stat = player.getStat();
|
|
|
|
|
return stat.damage && stat.damage > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addMark("xijue", player.getStat().damage);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xijue_tuxi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseDrawBegin2",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
event.num > 0 &&
|
|
|
|
|
!event.numFixed &&
|
|
|
|
|
player.hasMark("xijue") &&
|
|
|
|
|
game.hasPlayer(function (target) {
|
|
|
|
|
return player != target && target.countCards("h") > 0;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var num = trigger.num;
|
|
|
|
|
if (get.mode() == "guozhan" && num > 2) num = 2;
|
|
|
|
|
player.chooseTarget(
|
|
|
|
|
"是否弃置一枚“爵”发动【突袭】?",
|
|
|
|
|
"获得至多" + get.translation(num) + "名角色的各一张手牌,然后少摸等量的牌",
|
|
|
|
|
[1, num],
|
|
|
|
|
function (card, player, target) {
|
|
|
|
|
return target.countCards("h") > 0 && player != target;
|
|
|
|
|
},
|
|
|
|
|
function (target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
if (target.hasSkill("tuntian")) return att / 10;
|
|
|
|
|
return 1 - att;
|
|
|
|
|
}
|
|
|
|
|
);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
result.targets.sortBySeat();
|
|
|
|
|
player.logSkill("xijue_tuxi", result.targets);
|
|
|
|
|
player.removeMark("xijue", 1);
|
|
|
|
|
player.gainMultiple(result.targets);
|
|
|
|
|
trigger.num -= result.targets.length;
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (trigger.num <= 0) game.delay();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xijue_xiaoguo: {
|
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|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "phaseJieshuBegin" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.hasMark("xijue") &&
|
|
|
|
|
event.player.isAlive() &&
|
|
|
|
|
event.player != player &&
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
if (_status.connectMode || get.mode() != "guozhan") return true;
|
|
|
|
|
return get.type(card) == "basic";
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var nono =
|
|
|
|
|
Math.abs(get.attitude(player, trigger.player)) < 3 ||
|
|
|
|
|
trigger.player.hp > player.countMark("xijue") * 1.5 ||
|
|
|
|
|
trigger.player.countCards("e", function (card) {
|
|
|
|
|
return get.value(card, trigger.player) <= 0;
|
|
|
|
|
});
|
|
|
|
|
if (get.damageEffect(trigger.player, player, player) <= 0) {
|
|
|
|
|
nono = true;
|
|
|
|
|
}
|
|
|
|
|
var next = player.chooseToDiscard(`是否弃置一枚“爵”和一张${get.mode() == "guozhan" ? "基本" : "手"}牌,对${get.translation(trigger.player)}发动【骁果】?`, "h", function (card, player) {
|
|
|
|
|
if (get.mode() != "guozhan") return true;
|
|
|
|
|
return get.type(card, player) == "basic";
|
|
|
|
|
});
|
|
|
|
|
next.set("ai", function (card) {
|
|
|
|
|
if (_status.event.nono) return 0;
|
|
|
|
|
return 8 - get.useful(card);
|
|
|
|
|
});
|
|
|
|
|
next.set("logSkill", ["xijue_xiaoguo", trigger.player]);
|
|
|
|
|
next.set("nono", nono);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.removeMark("xijue", 1);
|
|
|
|
|
var nono = get.damageEffect(trigger.player, player, trigger.player) >= 0;
|
|
|
|
|
trigger.player
|
|
|
|
|
.chooseToDiscard("he", "弃置一张装备牌并令" + get.translation(player) + "摸一张牌,或受到1点伤害", { type: "equip" })
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (_status.event.nono) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
if (_status.event.player.hp == 1) return 10 - get.value(card);
|
|
|
|
|
return 9 - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("nono", nono);
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (get.mode() != "guozhan") player.draw();
|
|
|
|
|
} else {
|
|
|
|
|
trigger.player.damage();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.3,
|
|
|
|
|
threaten: 1.3,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huishi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseDrawBegin1" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return ui.cardPile.childElementCount % 10 > 0 && !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
prompt: function () {
|
|
|
|
|
return get.prompt("huishi") + "(当前牌堆尾数:" + (ui.cardPile.childElementCount % 10) + ")";
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return ui.cardPile.childElementCount % 10 > 3;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.changeToZero();
|
|
|
|
|
var cards = game.cardsGotoOrdering(get.cards(ui.cardPile.childElementCount % 10)).cards;
|
|
|
|
|
var num = Math.ceil(cards.length / 2);
|
|
|
|
|
var next = player.chooseToMove("慧识:将" + get.cnNumber(num) + "张牌置于牌堆底并获得其余的牌", true);
|
|
|
|
|
next.set("list", [["牌堆顶的展示牌", cards], ["牌堆底"]]);
|
|
|
|
|
next.set("filterMove", function (from, to, moved) {
|
|
|
|
|
if (moved[0].includes(from) && to == 1) return moved[1].length < _status.event.num;
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
next.set("filterOk", function (moved) {
|
|
|
|
|
return moved[1].length == _status.event.num;
|
|
|
|
|
});
|
|
|
|
|
next.set("num", num);
|
|
|
|
|
next.set("processAI", function (list) {
|
|
|
|
|
var cards = list[0][1].slice(0).sort(function (a, b) {
|
|
|
|
|
return get.value(b) - get.useful(a);
|
|
|
|
|
});
|
|
|
|
|
return [cards, cards.splice(cards.length - _status.event.num)];
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var list = result.moved;
|
|
|
|
|
if (list[0].length) player.gain(list[0], "gain2");
|
|
|
|
|
while (list[1].length) ui.cardPile.appendChild(list[1].shift().fix());
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qingleng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "phaseEnd" },
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var target = event.player;
|
|
|
|
|
return target != player && target.isIn() && !target.storage.nohp && target.hp + target.countCards("h") >= ui.cardPile.childElementCount % 10 && player.countCards("he") > 0 && player.canUse({ name: "sha", nature: "ice" }, target, false);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseCard("he", get.prompt("qingleng", trigger.player), "将一张牌当做冰【杀】对其使用", function (card, player) {
|
|
|
|
|
return player.canUse(get.autoViewAs({ name: "sha", nature: "ice" }, [card]), _status.event.target, false);
|
|
|
|
|
})
|
|
|
|
|
.set("target", trigger.player)
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (get.effect(_status.event.target, get.autoViewAs({ name: "sha", nature: "ice" }, [card]), player) <= 0) return false;
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill(event.name);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.useCard(get.autoViewAs({ name: "sha", nature: "ice" }, result.cards), result.cards, false, trigger.player, "qingleng");
|
|
|
|
|
if (!player.storage.qingleng || !player.storage.qingleng.includes(trigger.player)) {
|
|
|
|
|
player.draw();
|
|
|
|
|
player.markAuto("qingleng", [trigger.player]);
|
|
|
|
|
player.storage.qingleng.sortBySeat();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "已对$发动过此技能",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xuanmu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "showCharacterAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
hiddenSkill: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.toShow.includes("jin_zhangchunhua") && player != _status.currentPhase;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("xuanmu2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xuanmu2: {
|
|
|
|
|
trigger: { player: "damageBegin4" },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target) {
|
|
|
|
|
if (get.tag(card, "damage") && !player.hasSkillTag("jueqing", false, target)) return "zerotarget";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
g_hidden_ai: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: function (player, target) {
|
|
|
|
|
if (get.mode() != "guozhan" && target.isUnseen(2)) return 0.0001;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
export default skills;
|