noname/character/yingbian/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//二成
oltousui: {
audio: 2,
enable: "chooseToUse",
viewAsFilter: function (player) {
return player.countCards("he");
},
viewAs: {
name: "sha",
suit: "none",
number: null,
isCard: true,
},
filterCard: true,
selectCard: [1, Infinity],
position: "he",
check: function (card) {
const player = get.player();
return 4.5 + (player.hasSkill("olchuming") ? 1 : 0) - 1.5 * ui.selected.cards.length - get.value(card);
},
popname: true,
ignoreMod: true,
precontent: function* (event, map) {
var player = map.player;
var evt = event.getParent();
if (evt.dialog && typeof evt.dialog == "object") evt.dialog.close();
player.logSkill("oltousui");
delete event.result.skill;
var cards = event.result.cards;
player.loseToDiscardpile(cards, ui.cardPile, false, "blank").log = false;
var shownCards = cards.filter(i => get.position(i) == "e"),
handcardsLength = cards.length - shownCards.length;
if (shownCards.length) {
player.$throw(shownCards, null);
game.log(player, "将", shownCards, "置于了牌堆底");
}
if (handcardsLength > 0) {
player.$throw(handcardsLength, null);
game.log(player, "将", get.cnNumber(handcardsLength), "张牌置于了牌堆底");
}
game.delayex();
var viewAs = new lib.element.VCard({ name: event.result.card.name, isCard: true });
event.result.card = viewAs;
event.result.cards = [];
event.result._apply_args = {
shanReq: cards.length,
oncard: () => {
var evt = get.event();
for (var target of game.filterPlayer(null, null, true)) {
var id = target.playerid;
var map = evt.customArgs;
if (!map[id]) map[id] = {};
map[id].shanRequired = evt.shanReq;
}
},
};
},
ai: {
order: function (item, player) {
return get.order({ name: "sha" }) + 0.1;
},
result: { player: 1 },
keepdu: true,
respondSha: true,
skillTagFilter: (player, tag, arg) => {
if (tag == "respondSha" && arg != "use") return false;
},
},
},
olchuming: {
audio: 2,
trigger: {
source: "damageBegin1",
player: "damageBegin3",
},
filter: function (event, player) {
if (event.source === event.player) return false;
if (!event.card || !event.cards || !event.cards.length) return true;
let target = event[player === event.source ? "player" : "source"];
return target && target.isIn();
},
forced: true,
content: function* (event, map) {
var player = map.player,
trigger = map.trigger;
if (!trigger.card || !trigger.cards || !trigger.cards.length) {
trigger.num++;
event.finish();
return;
} else {
var target = trigger[trigger.source == player ? "player" : "source"];
trigger._olchuming = true;
target.addTempSkill("olchuming_effect");
}
},
ai: {
effect: {
player: function (card, player, target) {
if (!get.tag(card, "damage")) return;
if (!lib.card[card.name] || !card.cards || !card.cards.length) return [1, 0, 1, -1];
return [1, -1];
},
},
},
subSkill: {
effect: {
charlotte: true,
trigger: { global: "phaseEnd" },
forced: true,
popup: false,
content: function* (event, map) {
var player = map.player;
var mapx = {};
var history = player.getHistory("damage").concat(player.getHistory("sourceDamage"));
history.forEach(evt => {
if (!evt._olchuming) return;
var target = evt[evt.source == player ? "player" : "source"];
if (!target.isIn()) return;
var cards = evt.cards.filterInD("d");
if (!cards.length) return;
if (!mapx[target.playerid]) mapx[target.playerid] = [];
mapx[target.playerid].addArray(cards);
});
var entries = Object.entries(mapx).map(entry => {
return [(_status.connectMode ? lib.playerOL : game.playerMap)[entry[0]], entry[1]];
});
if (!entries.length) {
event.finish();
return;
}
player.logSkill(
"olchuming_effect",
entries.map(i => i[0])
);
entries.sort((a, b) => lib.sort.seat(a[0], b[0]));
for (var entry of entries) {
var current = entry[0],
cards = entry[1];
var list = ["jiedao", "guohe"].filter(i => player.canUse(new lib.element.VCard({ name: i, cards: cards }), current, false));
if (!list.length) return;
var result = {};
if (list.length == 1) result = { bool: true, links: [["", "", list[0]]] };
else
result = yield player
.chooseButton([`畜鸣:请选择要对${get.translation(current)}使用的牌`, [list, "vcard"]], true)
.set("ai", button => {
var player = get.player();
return get.effect(get.event("currentTarget"), { name: button.link[2] }, player, player);
})
.set("currentTarget", current);
if (result.bool) {
var card = get.autoViewAs({ name: result.links[0][2] }, cards);
if (player.canUse(card, current, false)) player.useCard(card, cards, current, false);
}
}
},
},
},
},
bingxin: {
audio: 2,
enable: "chooseToUse",
hiddenCard: function (player, name) {
if (get.type(name) == "basic" && lib.inpile.includes(name) && !player.getStorage("bingxin_count").includes(name)) return true;
},
filter: function (event, player) {
if (event.type == "wuxie") return false;
var hs = player.getCards("h");
if (hs.length != Math.max(0, player.hp)) return false;
if (hs.length > 1) {
var color = get.color(hs[0], player);
for (var i = 1; i < hs.length; i++) {
if (get.color(hs[i], player) != color) return false;
}
}
var storage = player.storage.bingxin_count;
for (var i of lib.inpile) {
if (get.type(i) != "basic") continue;
if (storage && storage.includes(i)) continue;
var card = { name: i, isCard: true };
if (event.filterCard(card, player, event)) return true;
if (i == "sha") {
for (var j of lib.inpile_nature) {
card.nature = j;
if (event.filterCard(card, player, event)) return true;
}
}
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
var storage = player.storage.bingxin_count;
for (var i of lib.inpile) {
if (get.type(i) != "basic") continue;
if (storage && storage.includes(i)) continue;
var card = { name: i, isCard: true };
if (event.filterCard(card, player, event)) list.push(["基本", "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) {
card.nature = j;
if (event.filterCard(card, player, event)) list.push(["基本", "", i, j]);
}
}
}
return ui.create.dialog("冰心", [list, "vcard"], "hidden");
},
check: function (button) {
if (button.link[2] == "shan") return 3;
var player = _status.event.player;
if (button.link[2] == "jiu") {
if (player.getUseValue({ name: "jiu" }) <= 0) return 0;
if (player.countCards("h", "sha")) return player.getUseValue({ name: "jiu" });
return 0;
}
return player.getUseValue({ name: button.link[2], nature: button.link[3] }) / 4;
},
backup: function (links, player) {
return {
selectCard: -1,
filterCard: () => false,
viewAs: {
name: links[0][2],
nature: links[0][3],
isCard: true,
},
precontent: function () {
player.logSkill("bingxin");
player.draw();
delete event.result.skill;
var name = event.result.card.name;
player.addTempSkill("bingxin_count");
player.markAuto("bingxin_count", [name]);
},
};
},
prompt: function (links, player) {
var name = links[0][2];
var nature = links[0][3];
return "摸一张并视为使用" + (get.translation(nature) || "") + get.translation(name);
},
},
ai: {
order: 10,
respondShan: true,
respondSha: true,
skillTagFilter: function (player, tag, arg) {
if (arg == "respond") return false;
var hs = player.getCards("h");
if (hs.length != Math.max(0, hs.length)) return false;
if (hs.length > 1) {
var color = get.color(hs[0], player);
for (var i = 1; i < hs.length; i++) {
if (get.color(hs[i], player) != color) return false;
}
}
var storage = player.storage.bingxin_count;
if (storage && storage.includes("s" + tag.slice(8))) return false;
},
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: { count: { charlotte: true, onremove: true } },
},
zhefu: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
direct: true,
filter: function (event, player) {
return (
player != _status.currentPhase &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
},
content: function () {
"step 0";
player
.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) {
return target != player && target.countCards("h") > 0;
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player) / Math.sqrt(target.countCards("h"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("zhefu", target);
var name = trigger.card.name;
target
.chooseToDiscard("he", { name: name }, "弃置一张【" + get.translation(name) + "】或受到1点伤害")
.set("ai", function (card) {
var player = _status.event.player;
if (_status.event.take || (get.name(card) == "tao" && !player.hasJudge("lebu"))) return 0;
return 8 - get.value(card);
})
.set("take", get.damageEffect(target, player, target) >= 0);
} else event.finish();
"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 (
event.toShow.includes("xuangongzhu") &&
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: {
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;