2024-05-03 18:19:41 +00:00
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import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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//庞统写法修改
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lianhuan: {
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audio: 2,
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hiddenCard(player, name) {
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return name == "tiesuo" && player.hasCard(card => get.suit(card) == "club", "sh");
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},
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enable: "chooseToUse",
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filter(event, player) {
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if (!player.hasCard(card => get.suit(card) == "club", "sh")) return false;
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return event.type == "phase" || event.filterCard(get.autoViewAs({ name: "tiesuo" }, "unsure"), player, event);
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},
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position: "hs",
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filterCard(card, player, event) {
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if (!event) event = _status.event;
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if (get.suit(card) != "club") return false;
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if (event.type == "phase" && get.position(card) != "s" && player.canRecast(card)) {
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return true;
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} else {
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if (game.checkMod(card, player, "unchanged", "cardEnabled2", player) === false) return false;
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const cardx = get.autoViewAs({ name: "tiesuo" }, [card]);
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return event._backup.filterCard(cardx, player, event);
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}
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},
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filterTarget(fuck, player, target) {
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const card = ui.selected.cards[0],
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event = _status.event,
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backup = event._backup;
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if (!card || game.checkMod(card, player, "unchanged", "cardEnabled2", player) === false) return false;
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const cardx = get.autoViewAs({ name: "tiesuo" }, [card]);
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return backup.filterCard(cardx, player, event) && backup.filterTarget(cardx, player, target);
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},
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selectTarget() {
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const card = ui.selected.cards[0],
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event = _status.event,
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player = event.player,
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backup = event._backup;
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let recast = false,
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use = false;
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const cardx = get.autoViewAs({ name: "tiesuo" }, [card]);
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if (event.type == "phase" && player.canRecast(card)) recast = true;
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if (game.checkMod(card, player, "unchanged", "cardEnabled2", player) !== false) {
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if (backup.filterCard(cardx, player, event)) use = true;
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}
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if (!use) return [0, 0];
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else {
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const select = backup.selectTarget(cardx, player);
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if (recast && select[0] > 0) select[0] = 0;
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return select;
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}
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},
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filterOk() {
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const card = ui.selected.cards[0],
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event = _status.event,
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player = event.player,
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backup = event._backup;
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const selected = ui.selected.targets.length;
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let recast = false,
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use = false;
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const cardx = get.autoViewAs({ name: "tiesuo" }, [card]);
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if (event.type == "phase" && player.canRecast(card)) recast = true;
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if (game.checkMod(card, player, "unchanged", "cardEnabled2", player) !== false) {
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if (backup.filterCard(cardx, player, event)) use = true;
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}
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if (recast && selected == 0) {
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return true;
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} else if (use) {
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const select = backup.selectTarget(cardx, player);
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if (select[0] <= -1) return true;
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return selected >= select[0] && selected <= select[1];
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}
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},
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discard: false,
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lose: false,
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delay: false,
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async precontent(event, trigger, player) {
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var result = event.result;
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if (result.targets.length > 0) result.card = get.autoViewAs({ name: "tiesuo" }, result.cards);
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},
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async content(event, trigger, player) {
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player.recast(event.cards);
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},
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},
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//新杀小加强 陈到
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dcwanglie: {
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audio: "drlt_wanglie",
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locked: false,
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mod: {
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targetInRange(card, player, target) {
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if (player.hasSkill("dcwanglie_effect", null, null, false)) return true;
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},
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},
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trigger: {
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player: "useCard",
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},
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filter(event, player) {
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return player.isPhaseUsing() && (event.card.name == "sha" || get.type(event.card) == "trick");
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},
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preHidden: true,
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check(event, player) {
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if (player.hasSkill("dcwanglie2", null, null, false)) return true;
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if (["wuzhong", "kaihua", "dongzhuxianji"].includes(event.card.name)) return false;
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player._wanglie_temp = true;
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var eff = 0;
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for (var i of event.targets) {
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eff += get.effect(i, event.card, player, player);
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}
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delete player._wanglie_temp;
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if (eff < 0) return true;
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if (
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!player.countCards("h", function (card) {
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return player.hasValueTarget(card, null, true);
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})
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)
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return true;
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if (
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get.tag(event.card, "damage") &&
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!player.needsToDiscard() &&
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!player.countCards("h", function (card) {
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return get.tag(card, "damage") && player.hasValueTarget(card, null, true);
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})
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)
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return true;
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return false;
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},
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prompt2(event) {
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return "令" + get.translation(event.card) + "不能被响应,然后本阶段你使用牌只能指定自己为目标";
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},
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group: "dcwanglie_startup",
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async content(event, trigger, player) {
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trigger.nowuxie = true;
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trigger.directHit.addArray(game.players);
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player.addTempSkill("dcwanglie2", "phaseUseAfter");
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},
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subSkill: {
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startup: {
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trigger: { player: "phaseUseBegin" },
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forced: true,
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popup: false,
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async content(event, trigger, player) {
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player.addTempSkill("dcwanglie_effect", "phaseUseAfter");
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},
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},
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effect: {
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forced: true,
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charlotte: true,
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firstDo: true,
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popup: false,
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trigger: { player: "useCard1" },
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filter(event, player) {
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return event.targets.some(target => target != player);
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},
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async content(event, trigger, player) {
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player.addMark("dcwanglie_effect", 1, false);
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if (player.countMark("dcwanglie_effect") >= 2) player.removeSkill("dcwanglie_effect");
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},
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onremove: true,
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},
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},
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ai: {
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//pretao:true,
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directHit_ai: true,
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skillTagFilter(player, tag, arg) {
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//if(tag=='pretao') return true;
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if (player._wanglie_temp) return false;
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player._wanglie_temp = true;
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var bool = (function () {
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if (["wuzhong", "kaihua", "dongzhuxianji"].includes(arg.card.name)) return false;
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if (get.attitude(player, arg.target) > 0 || !player.isPhaseUsing()) return false;
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var cards = player.getCards("h", function (card) {
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return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card));
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});
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var sha = player.getCardUsable("sha");
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if (arg.card.name == "sha") sha--;
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cards = cards.filter(function (card) {
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if (card.name == "sha" && sha <= 0) return false;
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return player.hasValueTarget(card, null, true);
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});
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if (!cards.length) return true;
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if (!get.tag(arg.card, "damage")) return false;
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if (
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!player.needsToDiscard() &&
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!cards.filter(function (card) {
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return get.tag(card, "damage");
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}).length
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)
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return true;
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return false;
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})();
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delete player._wanglie_temp;
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return bool;
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},
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},
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},
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dcwanglie2: {
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charlotte: true,
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mod: {
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playerEnabled(card, player, target) {
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if (player != target) return false;
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},
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},
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},
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//周妃
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olliangyin: {
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audio: "liangyin",
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trigger: {
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global: ["loseAfter", "addToExpansionAfter", "cardsGotoSpecialAfter", "loseAsyncAfter"],
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},
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filter(event, player, name) {
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if (event.name == "lose" || event.name == "loseAsync") return event.getlx !== false && event.toStorage == true;
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if (event.name == "cardsGotoSpecial") return !event.notrigger;
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return true;
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},
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direct: true,
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usable: 1,
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async content(event, trigger, player) {
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const {
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result: { bool, targets },
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} = await player.chooseTarget(get.prompt("olliangyin"), "选择一名其他角色,你与其各摸一张牌", lib.filter.notMe).set("ai", function (target) {
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var player = _status.event.player,
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num = player.getExpansions("olkongsheng").length - 1;
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var att = get.attitude(player, target);
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if (att <= 0) return 0;
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if (target.countCards("h") == num && target.isDamaged() && get.recoverEffect(target, player, player) > 0) return 3 * att;
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return att;
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});
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if (bool) {
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const target = targets[0];
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event.target = target;
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player.logSkill("olliangyin", target);
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await game.asyncDraw([player, target].sortBySeat());
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} else return;
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await game.asyncDelayx();
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let num = player.getExpansions("olkongsheng").length;
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let check = player => {
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if (!player.isIn() || player.isHealthy()) return false;
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return player.countCards("h") == num;
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};
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const { target } = event;
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if (check(player) || check(target)) {
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const choiceList = ["令自己回复1点体力", "令" + get.translation(target) + "回复1点体力"];
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const choices = [];
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if (check(player)) choices.push("选项一");
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else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
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if (check(target)) choices.push("选项二");
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else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
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choices.push("cancel2");
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const {
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result: { control },
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} = await player
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.chooseControl(choices)
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.set("choiceList", choiceList)
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.set("prompt", "良姻:是否令一名角色回复体力?")
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.set("ai", function () {
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var player = _status.event.player,
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target = _status.event.getParent().target;
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var list = _status.event.controls.slice(0),
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eff1 = 0,
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eff2 = 0;
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if (list.includes("选项一")) eff1 = get.recoverEffect(player, player, player);
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if (list.includes("选项二")) eff2 = get.recoverEffect(target, player, player);
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if (eff1 > Math.max(0, eff2)) return "选项一";
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if (eff2 > 0) return "选项二";
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return "cancel2";
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});
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if (control == "选项一") await player.recover();
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else if (control == "选项二") await target.recover();
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}
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},
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group: "olliangyin_gain",
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subSkill: {
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gain: {
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audio: "liangyin",
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trigger: {
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global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
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},
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direct: true,
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filter(event, player) {
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return game.hasPlayer(function (current) {
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var evt = event.getl(current);
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return evt && (evt.xs.length > 0 || evt.ss.length > 0);
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});
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},
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usable: 1,
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async content(event, trigger, player) {
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if (!player.countCards("he") || !game.hasPlayer(current => current != player && current.countCards("he") > 0)) return;
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const {
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result: { bool, targets, cards },
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} = await player.chooseCardTarget({
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prompt: get.prompt("olliangyin"),
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prompt2: "弃置一张牌,并令一名其他角色也弃置一张牌",
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position: "he",
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filterCard: lib.filter.cardDiscardable,
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filterTarget(card, player, target) {
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return target != player && target.countCards("he") > 0;
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},
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ai1(card) {
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let player = _status.event.player;
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if (_status.event.me) {
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if (get.position(card) === _status.event.me) return 12 - player.hp - get.value(card);
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|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
let player = _status.event.player,
|
|
|
|
|
att = get.attitude(player, target);
|
|
|
|
|
if (att > 0 && (_status.event.me || target.isHealthy())) return -att;
|
|
|
|
|
if (
|
|
|
|
|
att > 0 &&
|
|
|
|
|
(target.countCards("he") > target.hp ||
|
|
|
|
|
target.hasCard(function (card) {
|
|
|
|
|
return get.value(card, target) <= 0;
|
|
|
|
|
}, "e"))
|
|
|
|
|
)
|
|
|
|
|
return att;
|
|
|
|
|
return -att;
|
|
|
|
|
},
|
|
|
|
|
me: (() => {
|
|
|
|
|
if (player.isHealthy() || get.recoverEffect(player, player, _status.event.player) <= 0) return false;
|
|
|
|
|
let ph = player.countCards("h"),
|
|
|
|
|
num = player.getExpansions("olkongsheng").length;
|
|
|
|
|
if (ph === num) {
|
|
|
|
|
if (player.hasSkillTag("noh")) return "h";
|
|
|
|
|
return "e";
|
|
|
|
|
}
|
|
|
|
|
if (ph - 1 === num) return "h";
|
|
|
|
|
return false;
|
|
|
|
|
})(),
|
|
|
|
|
});
|
|
|
|
|
if (bool) {
|
|
|
|
|
const target = targets[0];
|
|
|
|
|
event.target = target;
|
|
|
|
|
player.logSkill("olliangyin_gain", target);
|
|
|
|
|
await player.discard(cards);
|
|
|
|
|
await target.chooseToDiscard("he", true);
|
|
|
|
|
} else return;
|
|
|
|
|
await game.asyncDelayx();
|
|
|
|
|
let num = player.getExpansions("olkongsheng").length;
|
|
|
|
|
let check = player => {
|
|
|
|
|
if (!player.isIn() || player.isHealthy()) return false;
|
|
|
|
|
return player.countCards("h") == num;
|
|
|
|
|
};
|
|
|
|
|
const { target } = event;
|
|
|
|
|
if (check(player) || check(target)) {
|
|
|
|
|
const choiceList = ["令自己回复1点体力", "令" + get.translation(target) + "回复1点体力"];
|
|
|
|
|
const choices = [];
|
|
|
|
|
if (check(player)) choices.push("选项一");
|
|
|
|
|
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
|
|
|
|
|
if (check(target)) choices.push("选项二");
|
|
|
|
|
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
|
|
|
|
|
choices.push("cancel2");
|
|
|
|
|
const {
|
|
|
|
|
result: { control },
|
|
|
|
|
} = await player
|
|
|
|
|
.chooseControl(choices)
|
|
|
|
|
.set("choiceList", choiceList)
|
|
|
|
|
.set("prompt", "良姻:是否令一名角色回复体力?")
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
var player = _status.event.player,
|
|
|
|
|
target = _status.event.getParent().target;
|
|
|
|
|
var list = _status.event.controls.slice(0),
|
|
|
|
|
eff1 = 0,
|
|
|
|
|
eff2 = 0;
|
|
|
|
|
if (list.includes("选项一")) eff1 = get.recoverEffect(player, player, player);
|
|
|
|
|
if (list.includes("选项二")) eff2 = get.recoverEffect(target, player, player);
|
|
|
|
|
if (eff1 > Math.max(0, eff2)) return "选项一";
|
|
|
|
|
if (eff2 > 0) return "选项二";
|
|
|
|
|
return "cancel2";
|
|
|
|
|
});
|
|
|
|
|
if (control == "选项一") await player.recover();
|
|
|
|
|
else if (control == "选项二") await target.recover();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
olkongsheng: {
|
|
|
|
|
audio: "kongsheng",
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCard("he", [1, player.countCards("he")], get.prompt("olkongsheng"), "将任意张牌作为“箜”置于武将牌上").set("ai", function (card) {
|
|
|
|
|
var player = _status.event.player,
|
|
|
|
|
num = player.getExpansions("olkongsheng") + ui.selected.cards.length;
|
|
|
|
|
if (
|
|
|
|
|
ui.selected.cards.length > 0 &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
if (current.isHealthy() || get.recoverEffect(current, player, player) <= 0) return false;
|
|
|
|
|
var num2 =
|
|
|
|
|
current.countCards("h", function (card) {
|
|
|
|
|
if (current != player) return true;
|
|
|
|
|
return !ui.selected.cards.includes(card);
|
|
|
|
|
}) + 1;
|
|
|
|
|
return num == num2;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 0;
|
|
|
|
|
if (get.type(card, null, false) == "equip") {
|
|
|
|
|
for (var i of ui.selected.cards) {
|
|
|
|
|
if (get.type(i, null, false) == "equip") return 0;
|
|
|
|
|
}
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
if (!player.hasValueTarget(card)) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("olkongsheng");
|
|
|
|
|
player.addToExpansion(result.cards, player, "give").gaintag.add("olkongsheng");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
onremove(player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
group: "olkongsheng_kessoku",
|
|
|
|
|
subSkill: {
|
|
|
|
|
kessoku: {
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.getExpansions("olkongsheng").filter(function (card) {
|
|
|
|
|
return get.type(card, false) != "equip";
|
|
|
|
|
}).length > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = player.getExpansions("olkongsheng").filter(function (card) {
|
|
|
|
|
return get.type(card, false) != "equip";
|
|
|
|
|
});
|
|
|
|
|
if (cards.length) player.gain(cards, "gain2");
|
|
|
|
|
"step 1";
|
|
|
|
|
var cards = player.getExpansions("olkongsheng");
|
|
|
|
|
if (cards.length > 0) {
|
|
|
|
|
player.chooseTarget(true, "令一名角色使用以下装备牌", get.translation(cards)).set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.effect(target, { name: "losehp" }, player, player);
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
event.target = target;
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
"step 3";
|
|
|
|
|
var cards = player.getExpansions("olkongsheng").filter(function (i) {
|
|
|
|
|
return target.hasUseTarget(i);
|
|
|
|
|
});
|
|
|
|
|
if (cards.length == 1) {
|
|
|
|
|
event._result = { bool: true, links: cards };
|
|
|
|
|
} else if (cards.length)
|
|
|
|
|
target.chooseButton(true, ["选择要使用的装备牌", cards]).set("ai", function (button) {
|
|
|
|
|
return get.order(button.link);
|
|
|
|
|
});
|
|
|
|
|
else event.goto(5);
|
|
|
|
|
"step 4";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
target.chooseUseTarget(result.links[0], true);
|
|
|
|
|
event.goto(3);
|
|
|
|
|
}
|
|
|
|
|
"step 5";
|
|
|
|
|
target.loseHp();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//新毌丘俭
|
|
|
|
|
zhengrong: {
|
|
|
|
|
trigger: { player: "useCardToPlayered" },
|
|
|
|
|
direct: true,
|
|
|
|
|
audio: "drlt_zhenrong",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (!event.isFirstTarget) return false;
|
|
|
|
|
if (!["basic", "trick"].includes(get.type(event.card))) return false;
|
|
|
|
|
if (get.tag(event.card, "damage"))
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return event.targets.includes(current) && current.countCards("h") >= player.countCards("h") && current.countCards("he") > 0;
|
|
|
|
|
});
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("zhengrong"), "将一名手牌数不小于你的目标角色的一张牌置于你的武将牌上,成为「荣」", function (card, player, target) {
|
|
|
|
|
return _status.event.targets.includes(target) && target.countCards("h") >= player.countCards("h") && target.countCards("he") > 0;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return (1 - get.attitude(_status.event.player, target)) / target.countCards("he");
|
|
|
|
|
})
|
|
|
|
|
.set("targets", trigger.targets);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
event.target = result.targets[0];
|
|
|
|
|
player.logSkill("zhengrong", target);
|
|
|
|
|
player.choosePlayerCard(target, "he", true).ai = get.buttonValue;
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var card = result.links[0];
|
|
|
|
|
player.addToExpansion(card, "give", "log", target).gaintag.add("zhengrong");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
onremove(player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
marktext: "荣",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
hongju: {
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
audio: "drlt_hongju",
|
|
|
|
|
forced: true,
|
|
|
|
|
unique: true,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "thunder",
|
|
|
|
|
derivation: "qingce",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getExpansions("zhengrong").length >= 3;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("hongju");
|
|
|
|
|
var cards = player.getExpansions("zhengrong");
|
|
|
|
|
if (!cards.length || !player.countCards("h")) {
|
|
|
|
|
event.goto(2);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var next = player.chooseToMove("征荣:是否交换“荣”和手牌?");
|
|
|
|
|
next.set("list", [
|
|
|
|
|
[get.translation(player) + "(你)的“荣”", cards],
|
|
|
|
|
["手牌区", player.getCards("h")],
|
|
|
|
|
]);
|
|
|
|
|
next.set("filterMove", function (from, to) {
|
|
|
|
|
return typeof to != "number";
|
|
|
|
|
});
|
|
|
|
|
next.set("processAI", function (list) {
|
|
|
|
|
var player = _status.event.player,
|
|
|
|
|
cards = list[0][1].concat(list[1][1]).sort(function (a, b) {
|
|
|
|
|
return get.value(a) - get.value(b);
|
|
|
|
|
}),
|
|
|
|
|
cards2 = cards.splice(0, player.getExpansions("zhengrong").length);
|
|
|
|
|
return [cards2, cards];
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var pushs = result.moved[0],
|
|
|
|
|
gains = result.moved[1];
|
|
|
|
|
pushs.removeArray(player.getExpansions("zhengrong"));
|
|
|
|
|
gains.removeArray(player.getCards("h"));
|
|
|
|
|
if (!pushs.length || pushs.length != gains.length) return;
|
|
|
|
|
player.addToExpansion(pushs).gaintag.add("zhengrong");
|
|
|
|
|
player.gain(gains, "gain2", "log");
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
player.addSkills("qingce");
|
|
|
|
|
game.log(player, "获得了技能", "#g【清侧】");
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "zhengrong",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qingce: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
audio: "drlt_qingce",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getExpansions("zhengrong").length > 0 && player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog(event, player) {
|
|
|
|
|
return ui.create.dialog("请选择要获得的「荣」", player.getExpansions("zhengrong"), "hidden");
|
|
|
|
|
},
|
|
|
|
|
backup(links, player) {
|
|
|
|
|
return {
|
|
|
|
|
card: links[0],
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "h",
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target.countDiscardableCards(player, "ej") > 0;
|
|
|
|
|
},
|
|
|
|
|
delay: false,
|
|
|
|
|
audio: "drlt_qingce",
|
|
|
|
|
content: lib.skill.qingce.contentx,
|
|
|
|
|
ai: {
|
|
|
|
|
result: {
|
|
|
|
|
target(player, target) {
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
if (
|
|
|
|
|
att > 0 &&
|
|
|
|
|
(target.countCards("j") > 0 ||
|
|
|
|
|
target.countCards("e", function (card) {
|
|
|
|
|
return get.value(card, target) < 0;
|
|
|
|
|
}))
|
|
|
|
|
)
|
|
|
|
|
return 2;
|
|
|
|
|
if (att < 0 && target.countCards("e") > 0 && !target.hasSkillTag("noe")) return -1;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt(links, player) {
|
|
|
|
|
return "选择弃置一张手牌,获得" + get.translation(links[0]) + "并弃置一名角色装备区或判定区内的一张牌";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
contentx() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var card = lib.skill.qingce_backup.card;
|
|
|
|
|
player.gain(card, "gain2", "log");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (target.countDiscardableCards(player, "ej") > 0) {
|
|
|
|
|
player.discardPlayerCard("ej", true, target);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "zhengrong",
|
|
|
|
|
order: 8,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
var att = get.attitude(player, current);
|
|
|
|
|
if ((att > 0 && current.countCards("j") > 0) || (att < 0 && current.countCards("e") > 0)) return true;
|
|
|
|
|
return false;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//阴雷
|
|
|
|
|
drlt_zhenrong: {
|
|
|
|
|
marktext: "荣",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
source: "damageSource",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.player != player && event.player.countCards("h") > player.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.choosePlayerCard("hej", get.prompt("drlt_zhenrong"), trigger.player).set("ai", function (button) {
|
|
|
|
|
return -get.attitude(player, trigger.player) + 1;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result && result.links && result.links.length) {
|
|
|
|
|
player.line(player, trigger.player);
|
|
|
|
|
player.logSkill("drlt_zhenrong");
|
|
|
|
|
player.addToExpansion(result.links, trigger.player, "give", "log").gaintag.add("drlt_zhenrong");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_hongju: {
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "thunder",
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseZhunbeiBegin",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
unique: true,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
derivation: ["drlt_qingce"],
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getExpansions("drlt_zhenrong").length >= 3 && game.dead.length > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("drlt_hongju");
|
|
|
|
|
var cards = player.getExpansions("drlt_zhenrong");
|
|
|
|
|
if (!cards.length || !player.countCards("h")) {
|
|
|
|
|
event.goto(2);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var next = player.chooseToMove("征荣:是否交换“荣”和手牌?");
|
|
|
|
|
next.set("list", [
|
|
|
|
|
[get.translation(player) + "(你)的“荣”", cards],
|
|
|
|
|
["手牌区", player.getCards("h")],
|
|
|
|
|
]);
|
|
|
|
|
next.set("filterMove", function (from, to) {
|
|
|
|
|
return typeof to != "number";
|
|
|
|
|
});
|
|
|
|
|
next.set("processAI", function (list) {
|
|
|
|
|
var player = _status.event.player,
|
|
|
|
|
cards = list[0][1].concat(list[1][1]).sort(function (a, b) {
|
|
|
|
|
return get.value(a) - get.value(b);
|
|
|
|
|
}),
|
|
|
|
|
cards2 = cards.splice(0, player.getExpansions("drlt_zhenrong").length);
|
|
|
|
|
return [cards2, cards];
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var pushs = result.moved[0],
|
|
|
|
|
gains = result.moved[1];
|
|
|
|
|
pushs.removeArray(player.getExpansions("drlt_zhenrong"));
|
|
|
|
|
gains.removeArray(player.getCards("h"));
|
|
|
|
|
if (!pushs.length || pushs.length != gains.length) return;
|
|
|
|
|
player.addToExpansion(pushs).gaintag.add("drlt_zhenrong");
|
|
|
|
|
player.gain(gains, "gain2", "log");
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
player.addSkills("drlt_qingce");
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "drlt_zhenrong",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_qingce: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getExpansions("drlt_zhenrong").length > 0;
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target.countDiscardableCards(player, "ej") > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCardButton(player.getExpansions("drlt_zhenrong"), 1, "请选择需要弃置的“荣”", true).ai = function (button) {
|
|
|
|
|
return 6 - get.value(button.link);
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var cards = result.links;
|
|
|
|
|
player.loseToDiscardpile(cards);
|
|
|
|
|
player.discardPlayerCard(target, "ej", 1, true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "drlt_zhenrong",
|
|
|
|
|
order: 13,
|
|
|
|
|
result: {
|
|
|
|
|
target(player, target) {
|
|
|
|
|
if (get.attitude(player, target) > 0 && target.countCards("j") > 0) return 1;
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_zhenggu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseJieshuBegin",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("drlt_zhenggu"), function (card, player, target) {
|
|
|
|
|
//if(target.storage.drlt_zhenggu_mark&&target.storage.drlt_zhenggu_mark.includes(player)) return false;
|
|
|
|
|
return target != player;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
//if(target.storage.drlt_zhenggu_mark&&target.storage.drlt_zhenggu_mark.includes(player)) return 0;
|
|
|
|
|
var num = Math.min(5, player.countCards("h")) - target.countCards("h");
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
return num * att;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.logSkill("drlt_zhenggu", target);
|
|
|
|
|
player.addSkill("drlt_zhenggu2");
|
|
|
|
|
target.addSkill("drlt_zhenggu_mark");
|
|
|
|
|
target.storage.drlt_zhenggu_mark.push(player);
|
|
|
|
|
target.markSkill("drlt_zhenggu_mark");
|
|
|
|
|
lib.skill.drlt_zhenggu.sync(player, target);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
sync(player, target) {
|
|
|
|
|
var num = player.countCards("h");
|
|
|
|
|
var num2 = target.countCards("h");
|
|
|
|
|
if (num < num2) {
|
|
|
|
|
target.chooseToDiscard(num2 - num, true, "h");
|
|
|
|
|
} else target.drawTo(Math.min(5, num));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_zhenggu2: {
|
|
|
|
|
audio: "drlt_zhenggu",
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseEnd",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.player.storage.drlt_zhenggu_mark && event.player.storage.drlt_zhenggu_mark.includes(player);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
while (trigger.player.storage.drlt_zhenggu_mark.includes(player)) {
|
|
|
|
|
trigger.player.storage.drlt_zhenggu_mark.remove(player);
|
|
|
|
|
}
|
|
|
|
|
if (trigger.player.storage.drlt_zhenggu_mark.length == 0) trigger.player.unmarkSkill("drlt_zhenggu_mark");
|
|
|
|
|
lib.skill.drlt_zhenggu.sync(player, trigger.player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_zhenggu_mark: {
|
|
|
|
|
init(player, skill) {
|
|
|
|
|
if (!player.storage[skill]) player.storage[skill] = [];
|
|
|
|
|
},
|
|
|
|
|
marktext: "镇",
|
|
|
|
|
intro: {
|
|
|
|
|
name: "镇骨",
|
|
|
|
|
content: "已成为$〖镇骨〗的目标",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinfu_zuilun: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseJieshuBegin",
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
var num = 0;
|
|
|
|
|
if (
|
|
|
|
|
player.hasHistory("lose", function (evt) {
|
|
|
|
|
return evt.type == "discard";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
num++;
|
|
|
|
|
if (!player.isMinHandcard()) num++;
|
|
|
|
|
if (!player.getStat("damage")) num++;
|
|
|
|
|
if (num == 3) return player.hp >= 2;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
prompt(event, player) {
|
|
|
|
|
var num = 3;
|
|
|
|
|
if (
|
|
|
|
|
player.hasHistory("lose", function (evt) {
|
|
|
|
|
return evt.type == "discard";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
num--;
|
|
|
|
|
if (!player.isMinHandcard()) num--;
|
|
|
|
|
if (!player.getStat("damage")) num--;
|
|
|
|
|
return get.prompt("xinfu_zuilun") + "(可获得" + get.cnNumber(num) + "张牌)";
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.num = 0;
|
|
|
|
|
event.cards = get.cards(3);
|
|
|
|
|
game.cardsGotoOrdering(cards);
|
|
|
|
|
if (
|
|
|
|
|
player.hasHistory("lose", function (evt) {
|
|
|
|
|
return evt.type == "discard";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
event.num++;
|
|
|
|
|
if (!player.isMinHandcard()) event.num++;
|
|
|
|
|
if (!player.getStat("damage")) event.num++;
|
|
|
|
|
"step 1";
|
|
|
|
|
if (event.num == 0) {
|
|
|
|
|
player.gain(event.cards, "draw");
|
|
|
|
|
event.finish();
|
|
|
|
|
} else {
|
|
|
|
|
var prompt = "罪论:将" + get.cnNumber(num) + "张牌置于牌堆顶";
|
|
|
|
|
if (num < 3) prompt += "并获得其余的牌";
|
|
|
|
|
var next = player.chooseToMove(prompt, true);
|
|
|
|
|
if (num < 3) {
|
|
|
|
|
next.set("list", [["牌堆顶", cards], ["获得"]]);
|
|
|
|
|
next.set("filterMove", function (from, to, moved) {
|
|
|
|
|
if (to == 1 && moved[0].length <= _status.event.num) return false;
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
next.set("filterOk", function (moved) {
|
|
|
|
|
return moved[0].length == _status.event.num;
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
next.set("list", [["牌堆顶", cards]]);
|
|
|
|
|
}
|
|
|
|
|
next.set("num", num);
|
|
|
|
|
next.set("processAI", function (list) {
|
|
|
|
|
var check = function (card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var next = player.next;
|
|
|
|
|
var att = get.attitude(player, next);
|
|
|
|
|
var judge = next.getCards("j")[tops.length];
|
|
|
|
|
if (judge) {
|
|
|
|
|
return get.judge(judge)(card) * att;
|
|
|
|
|
}
|
|
|
|
|
return next.getUseValue(card) * att;
|
|
|
|
|
};
|
|
|
|
|
var cards = list[0][1].slice(0),
|
|
|
|
|
tops = [];
|
|
|
|
|
while (tops.length < _status.event.num) {
|
|
|
|
|
list.sort(function (a, b) {
|
|
|
|
|
return check(b) - check(a);
|
|
|
|
|
});
|
|
|
|
|
tops.push(cards.shift());
|
|
|
|
|
}
|
|
|
|
|
return [tops, cards];
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var list = result.moved[0];
|
|
|
|
|
var num = list.length - 1;
|
|
|
|
|
for (var i = 0; i < list.length; i++) {
|
|
|
|
|
event.cards.remove(list[num - i]);
|
|
|
|
|
ui.cardPile.insertBefore(list[num - i], ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
if (event.cards.length) {
|
|
|
|
|
player.gain(event.cards, "draw");
|
|
|
|
|
event.finish();
|
|
|
|
|
} else {
|
|
|
|
|
player.chooseTarget("请选择一名角色,与其一同失去1点体力", true, function (card, player, target) {
|
|
|
|
|
return target != player;
|
|
|
|
|
}).ai = function (target) {
|
|
|
|
|
return -get.attitude(_status.event.player, target);
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
"step 4";
|
|
|
|
|
player.line(result.targets[0], "fire");
|
|
|
|
|
player.loseHp();
|
|
|
|
|
result.targets[0].loseHp();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinfu_fuyin: {
|
|
|
|
|
trigger: {
|
|
|
|
|
target: "useCardToTargeted",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.player.countCards("h") < player.countCards("h")) return false;
|
|
|
|
|
if (event.card.name != "sha" && event.card.name != "juedou") return false;
|
|
|
|
|
return !game.hasPlayer2(function (current) {
|
|
|
|
|
return (
|
|
|
|
|
current.getHistory("useCard", function (evt) {
|
|
|
|
|
return evt != event.getParent() && evt.card && ["sha", "juedou"].includes(evt.card.name) && evt.targets.includes(player);
|
|
|
|
|
}).length > 0
|
|
|
|
|
);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.getParent().excluded.add(player);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
let hs = player.getCards("h", i => i !== card && (!card.cards || !card.cards.includes(i))),
|
|
|
|
|
num = player.getCardUsable("sha");
|
|
|
|
|
if ((card.name !== "sha" && card.name !== "juedou") || hs.length < target.countCards("h")) return 1;
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer2(function (current) {
|
|
|
|
|
return (
|
|
|
|
|
current.getHistory("useCard", function (evt) {
|
|
|
|
|
return evt.card && ["sha", "juedou"].includes(evt.card.name) && evt.targets.includes(player);
|
|
|
|
|
}).length > 0
|
|
|
|
|
);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
if (card.name === "sha") num--;
|
|
|
|
|
hs = hs.filter(i => {
|
|
|
|
|
if (!player.canUse(i, target)) return false;
|
|
|
|
|
if (i.name === "juedou") return true;
|
|
|
|
|
if (num && i.name === "sha") {
|
|
|
|
|
num--;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
});
|
|
|
|
|
if (!hs.length) return "zeroplayertarget";
|
|
|
|
|
num = 1 - 2 / 3 / hs.length;
|
|
|
|
|
return [num, 0, num, 0];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_qianjie: {
|
|
|
|
|
group: ["drlt_qianjie_1", "drlt_qianjie_2", "drlt_qianjie_3"],
|
|
|
|
|
locked: true,
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card) {
|
|
|
|
|
if (card.name == "tiesuo") return "zeroplayertarget";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
1: {
|
|
|
|
|
audio: "drlt_qianjie",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "linkBegin",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !player.isLinked();
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
2: {
|
|
|
|
|
mod: {
|
|
|
|
|
targetEnabled(card, player, target) {
|
|
|
|
|
if (get.type(card) == "delay") return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
3: {
|
|
|
|
|
ai: { noCompareTarget: true },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_jueyan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.hasEnabledSlot(1) || player.hasEnabledSlot(2) || player.hasEnabledSlot(5) || player.hasEnabledSlot("horse");
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToDisable(true).set("ai", function (event, player, list) {
|
|
|
|
|
if (list.includes("equip2")) return "equip2";
|
|
|
|
|
if (
|
|
|
|
|
list.includes("equip1") &&
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
return get.name(card, player) == "sha" && player.hasUseTarget(card);
|
|
|
|
|
}) -
|
|
|
|
|
player.getCardUsable("sha") >
|
|
|
|
|
1
|
|
|
|
|
)
|
|
|
|
|
return "equip1";
|
|
|
|
|
if (
|
|
|
|
|
list.includes("equip5") &&
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
return get.type2(card, player) == "trick" && player.hasUseTarget(card);
|
|
|
|
|
}) > 1
|
|
|
|
|
)
|
|
|
|
|
return "equip5";
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
switch (result.control) {
|
|
|
|
|
case "equip1":
|
|
|
|
|
player.addTempSkill("drlt_jueyan1");
|
|
|
|
|
break;
|
|
|
|
|
case "equip2":
|
|
|
|
|
player.draw(3);
|
|
|
|
|
player.addTempSkill("drlt_jueyan3");
|
|
|
|
|
break;
|
|
|
|
|
case "equip3_4":
|
|
|
|
|
player.addTempSkill("drlt_jueyan2");
|
|
|
|
|
break;
|
|
|
|
|
case "equip5":
|
|
|
|
|
player.addTempSkills("rejizhi");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 13,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (player.hasEnabledSlot("equip2")) return 1;
|
|
|
|
|
if (
|
|
|
|
|
player.hasEnabledSlot("equip1") &&
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
return get.name(card, player) == "sha" && player.hasValueTarget(card);
|
|
|
|
|
}) -
|
|
|
|
|
player.getCardUsable("sha") >
|
|
|
|
|
1
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
if (
|
|
|
|
|
player.hasEnabledSlot("equip5") &&
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
return get.type2(card, player) == "trick" && player.hasUseTarget(card);
|
|
|
|
|
}) > 1
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
derivation: "rejizhi",
|
|
|
|
|
},
|
|
|
|
|
drlt_jueyan1: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardUsable(card, player, num) {
|
|
|
|
|
if (card.name == "sha") return num + 3;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
marktext: "决",
|
|
|
|
|
intro: { name: "决堰 - 武器", content: "本回合内可以多使用三张【杀】" },
|
|
|
|
|
},
|
|
|
|
|
drlt_jueyan2: {
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange(card, player, target, now) {
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
marktext: "决",
|
|
|
|
|
intro: { name: "决堰 - 坐骑", content: "本回合内使用牌没有距离限制" },
|
|
|
|
|
},
|
|
|
|
|
drlt_jueyan3: {
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard(player, num) {
|
|
|
|
|
return num + 3;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
marktext: "决",
|
|
|
|
|
intro: { name: "决堰 - 防具", content: "本回合内手牌上限+3" },
|
|
|
|
|
},
|
|
|
|
|
drlt_poshi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "wood",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseZhunbeiBegin",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
unique: true,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
derivation: ["drlt_huairou"],
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !player.hasEnabledSlot() || player.hp == 1;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("drlt_poshi");
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
"step 1";
|
|
|
|
|
var num = player.maxHp - player.countCards("h");
|
|
|
|
|
if (num > 0) player.draw(num);
|
|
|
|
|
player.changeSkills(["drlt_huairou"], ["drlt_jueyan"]);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_huairou: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
position: "he",
|
|
|
|
|
filter: (event, player) => player.hasCard(card => lib.skill.drlt_huairou.filterCard(card, player), lib.skill.drlt_huairou.position),
|
|
|
|
|
filterCard: (card, player) => get.type(card) == "equip" && player.canRecast(card),
|
|
|
|
|
check(card) {
|
|
|
|
|
if (!_status.event.player.canEquip(card)) return 5;
|
|
|
|
|
return 3 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.recast(cards);
|
|
|
|
|
},
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
delay: false,
|
|
|
|
|
prompt: "将一张装备牌置入弃牌堆并摸一张牌",
|
|
|
|
|
ai: {
|
|
|
|
|
order: 10,
|
|
|
|
|
result: {
|
|
|
|
|
player: 1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_yongsi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
group: ["drlt_yongsi_1", "drlt_yongsi_2"],
|
|
|
|
|
locked: true,
|
|
|
|
|
subSkill: {
|
|
|
|
|
1: {
|
|
|
|
|
audio: "drlt_yongsi",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseDrawBegin2",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.num = game.countGroup();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
2: {
|
|
|
|
|
audio: "drlt_yongsi",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseUseEnd",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
var num = 0;
|
|
|
|
|
player.getHistory("sourceDamage", function (evt) {
|
|
|
|
|
if (evt.getParent("phaseUse") == event) num += evt.num;
|
|
|
|
|
});
|
|
|
|
|
return !num || num > 1;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
var numx = 0;
|
|
|
|
|
player.getHistory("sourceDamage", function (evt) {
|
|
|
|
|
if (evt.getParent("phaseUse") == trigger) numx += evt.num;
|
|
|
|
|
});
|
|
|
|
|
if (!numx) {
|
|
|
|
|
var num = player.hp - player.countCards("h");
|
|
|
|
|
if (num > 0) player.draw(num);
|
|
|
|
|
} else {
|
|
|
|
|
player.addTempSkill("drlt_yongsi1", { player: "phaseDiscardAfter" });
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_yongsi1: {
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard(player, num) {
|
|
|
|
|
return num + player.maxHp - 2 * Math.max(0, player.hp);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_weidi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
forceaudio: true,
|
|
|
|
|
unique: true,
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseDiscardBegin",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (!player.hasZhuSkill("drlt_weidi")) return false;
|
|
|
|
|
return (
|
|
|
|
|
player.needsToDiscard() > 0 &&
|
|
|
|
|
game.countPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "qun";
|
|
|
|
|
}) > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var num = Math.min(
|
|
|
|
|
player.needsToDiscard(),
|
|
|
|
|
game.countPlayer(function (target) {
|
|
|
|
|
return target != player && target.group == "qun";
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
if (num) {
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
prompt: get.prompt("drlt_weidi"),
|
|
|
|
|
prompt2: "你可以将" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "张手牌交给等量的其他群势力角色。先按顺序选中所有要给出的手牌,然后再按顺序选择等量的目标角色",
|
|
|
|
|
selectCard: [1, num],
|
|
|
|
|
selectTarget() {
|
|
|
|
|
return ui.selected.cards.length;
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target != player && target.group == "qun";
|
|
|
|
|
},
|
|
|
|
|
complexSelect: true,
|
|
|
|
|
filterOk() {
|
|
|
|
|
return ui.selected.cards.length == ui.selected.targets.length;
|
|
|
|
|
},
|
|
|
|
|
ai1(card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var value = get.value(card, player, "raw");
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (target) {
|
|
|
|
|
return target != player && target.group == "qun" && !ui.selected.targets.includes(target) && get.sgn(value) == get.sgn(get.attitude(player, target));
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 1 / Math.max(1, get.useful(card));
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var card = ui.selected.cards[ui.selected.targets.length];
|
|
|
|
|
if (card && get.value(card, player, "raw") < 0) return -get.attitude(player, target);
|
|
|
|
|
return get.attitude(player, target);
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && result.cards.length > 0) {
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i = 0; i < result.targets.length; i++) {
|
|
|
|
|
var target = result.targets[i];
|
|
|
|
|
var card = result.cards[i];
|
|
|
|
|
list.push([target, card]);
|
|
|
|
|
}
|
|
|
|
|
player.logSkill("drlt_weidi", result.targets);
|
|
|
|
|
game.loseAsync({
|
|
|
|
|
gain_list: list,
|
|
|
|
|
player: player,
|
|
|
|
|
cards: result.cards,
|
|
|
|
|
giver: player,
|
|
|
|
|
animate: "giveAuto",
|
|
|
|
|
}).setContent("gaincardMultiple");
|
|
|
|
|
} else event.finish();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_xiongluan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
unique: true,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
mark: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "gray",
|
|
|
|
|
limited: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !player.isDisabledJudge() || player.hasEnabledSlot();
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target != player;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.awakenSkill("drlt_xiongluan");
|
|
|
|
|
var disables = [];
|
|
|
|
|
for (var i = 1; i <= 5; i++) {
|
|
|
|
|
for (var j = 0; j < player.countEnabledSlot(i); j++) {
|
|
|
|
|
disables.push(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (disables.length > 0) player.disableEquip(disables);
|
|
|
|
|
player.disableJudge();
|
|
|
|
|
player.addTempSkill("drlt_xiongluan1");
|
|
|
|
|
player.storage.drlt_xiongluan1 = target;
|
|
|
|
|
target.addSkill("drlt_xiongluan2");
|
|
|
|
|
target.markSkillCharacter("drlt_xiongluan1", player, "雄乱", "无法使用或打出任何手牌");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 13,
|
|
|
|
|
result: {
|
|
|
|
|
target: (player, target) => {
|
|
|
|
|
let hs = player.countCards("h", card => {
|
|
|
|
|
if (!get.tag(card, "damage") || get.effect(target, card, player, player) <= 0) return 0;
|
|
|
|
|
if (get.name(card, player) === "sha") {
|
|
|
|
|
if (target.getEquip("bagua")) return 0.5;
|
|
|
|
|
if (target.getEquip("rewrite_bagua")) return 0.25;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
}),
|
|
|
|
|
ts =
|
|
|
|
|
target.hp +
|
|
|
|
|
target.hujia +
|
|
|
|
|
game.countPlayer(current => {
|
|
|
|
|
if (get.attitude(current, target) > 0) return current.countCards("hs") / 8;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
if (hs >= ts) return -hs;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "limited",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_xiongluan1: {
|
|
|
|
|
onremove(player) {
|
|
|
|
|
player.storage.drlt_xiongluan1.removeSkill("drlt_xiongluan2");
|
|
|
|
|
player.storage.drlt_xiongluan1.unmarkSkill("drlt_xiongluan1");
|
|
|
|
|
delete player.storage.drlt_xiongluan1;
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange(card, player, target) {
|
|
|
|
|
if (target.hasSkill("drlt_xiongluan2")) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardUsableTarget(card, player, target) {
|
|
|
|
|
if (target.hasSkill("drlt_xiongluan2")) return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
charlotte: true,
|
|
|
|
|
},
|
|
|
|
|
drlt_xiongluan2: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled2(card, player) {
|
|
|
|
|
if (get.position(card) == "h") return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (get.tag(card, "damage")) return [0, -999999];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
charlotte: true,
|
|
|
|
|
},
|
|
|
|
|
drlt_congjian: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname2: { tongyuan: "ocongjian_tongyuan" },
|
|
|
|
|
trigger: {
|
|
|
|
|
target: "useCardToTargeted",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return get.type(event.card) == "trick" && event.targets.length > 1 && player.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
filterCard: true,
|
|
|
|
|
selectCard: 1,
|
|
|
|
|
position: "he",
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return player != target && _status.event.targets.includes(target);
|
|
|
|
|
},
|
|
|
|
|
ai1(card) {
|
|
|
|
|
if (card.name == "du") return 20;
|
|
|
|
|
if (_status.event.player.storage.drlt_xiongluan && get.type(card) == "equip") return 15;
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
|
|
|
|
|
if (target.hasSkillTag("nodu")) return 0.1;
|
|
|
|
|
return 1 - att;
|
|
|
|
|
}
|
|
|
|
|
return att - 3;
|
|
|
|
|
},
|
|
|
|
|
prompt: get.prompt2("drlt_congjian"),
|
|
|
|
|
targets: trigger.targets,
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.logSkill("drlt_congjian", target);
|
|
|
|
|
player.give(result.cards, target, "give");
|
|
|
|
|
var num = 1;
|
|
|
|
|
if (get.type(result.cards[0]) == "equip") num = 2;
|
|
|
|
|
player.draw(num);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_wanglie: {
|
|
|
|
|
locked: false,
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange(card, player, target, now) {
|
|
|
|
|
if (game.online) {
|
|
|
|
|
if (!player.countUsed()) return true;
|
|
|
|
|
} else {
|
|
|
|
|
var evt = _status.event.getParent("phaseUse");
|
|
|
|
|
if (
|
|
|
|
|
evt &&
|
|
|
|
|
evt.name == "phaseUse" &&
|
|
|
|
|
player.getHistory("useCard", function (evt2) {
|
|
|
|
|
return evt2.getParent("phaseUse") == evt;
|
|
|
|
|
}).length == 0
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "useCard",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.isPhaseUsing() && (event.card.name == "sha" || get.type(event.card) == "trick");
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
check(event, player) {
|
|
|
|
|
if (["wuzhong", "kaihua", "dongzhuxianji"].includes(event.card.name)) return false;
|
|
|
|
|
player._wanglie_temp = true;
|
|
|
|
|
var eff = 0;
|
|
|
|
|
for (var i of event.targets) {
|
|
|
|
|
eff += get.effect(i, event.card, player, player);
|
|
|
|
|
}
|
|
|
|
|
delete player._wanglie_temp;
|
|
|
|
|
if (eff < 0) return true;
|
|
|
|
|
if (
|
|
|
|
|
!player.countCards("h", function (card) {
|
|
|
|
|
return player.hasValueTarget(card, null, true);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
if (
|
|
|
|
|
get.tag(event.card, "damage") &&
|
|
|
|
|
!player.needsToDiscard() &&
|
|
|
|
|
!player.countCards("h", function (card) {
|
|
|
|
|
return get.tag(card, "damage") && player.hasValueTarget(card, null, true);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
prompt2(event) {
|
|
|
|
|
return "令" + get.translation(event.card) + "不能被响应,然后本阶段不能再使用牌";
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.nowuxie = true;
|
|
|
|
|
trigger.directHit.addArray(game.players);
|
|
|
|
|
player.addTempSkill("drlt_wanglie2", "phaseUseAfter");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
pretao: true,
|
|
|
|
|
directHit_ai: true,
|
|
|
|
|
skillTagFilter(player, tag, arg) {
|
|
|
|
|
if (tag == "pretao") return true;
|
|
|
|
|
if (player._wanglie_temp) return false;
|
|
|
|
|
player._wanglie_temp = true;
|
|
|
|
|
var bool = (function () {
|
|
|
|
|
if (["wuzhong", "kaihua", "dongzhuxianji"].includes(arg.card.name)) return false;
|
|
|
|
|
if (get.attitude(player, arg.target) > 0 || !player.isPhaseUsing()) return false;
|
|
|
|
|
var cards = player.getCards("h", function (card) {
|
|
|
|
|
return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card));
|
|
|
|
|
});
|
|
|
|
|
var sha = player.getCardUsable("sha");
|
|
|
|
|
if (arg.card.name == "sha") sha--;
|
|
|
|
|
cards = cards.filter(function (card) {
|
|
|
|
|
if (card.name == "sha" && sha <= 0) return false;
|
|
|
|
|
return player.hasValueTarget(card, null, true);
|
|
|
|
|
});
|
|
|
|
|
if (!cards.length) return true;
|
|
|
|
|
if (!get.tag(arg.card, "damage")) return false;
|
|
|
|
|
if (
|
|
|
|
|
!player.needsToDiscard() &&
|
|
|
|
|
!cards.filter(function (card) {
|
|
|
|
|
return get.tag(card, "damage");
|
|
|
|
|
}).length
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
return false;
|
|
|
|
|
})();
|
|
|
|
|
delete player._wanglie_temp;
|
|
|
|
|
return bool;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_wanglie2: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled(card, player) {
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
liangyin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
group: ["liangyin_1", "liangyin_2"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
1: {
|
|
|
|
|
trigger: {
|
|
|
|
|
global: ["loseAfter", "addToExpansionAfter", "cardsGotoSpecialAfter", "loseAsyncAfter"],
|
|
|
|
|
},
|
|
|
|
|
filter(event, player, name) {
|
|
|
|
|
if (event.name == "lose" || event.name == "loseAsync") return event.getlx !== false && event.toStorage == true;
|
|
|
|
|
if (event.name == "cardsGotoSpecial") return !event.notrigger;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget("是否发动【良姻】令手牌数大于你的一名角色摸一张牌?", function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("h") > player.countCards("h");
|
|
|
|
|
}).ai = function (target) {
|
|
|
|
|
return get.attitude(player, target);
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("liangyin", result.targets);
|
|
|
|
|
result.targets[0].draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
sub: true,
|
|
|
|
|
},
|
|
|
|
|
2: {
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "gainAfter",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return (
|
|
|
|
|
event.fromStorage == true ||
|
|
|
|
|
game.hasPlayer2(function (current) {
|
|
|
|
|
var evt = event.getl(current);
|
|
|
|
|
return evt && evt.xs && evt.xs.length > 0;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget("是否发动【良姻】令手牌数小于你的一名角色弃置一张牌?", function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("h") < player.countCards("h") && target.countCards("he") > 0;
|
|
|
|
|
}).ai = function (target) {
|
|
|
|
|
return -get.attitude(player, target);
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("liangyin", result.targets);
|
|
|
|
|
result.targets[0].chooseToDiscard("he", 1, true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
sub: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
kongsheng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseZhunbeiBegin",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCard(get.prompt("kongsheng"), "将任意张牌置于武将牌上", "he", [1, player.countCards("he")]).set("ai", function (card) {
|
|
|
|
|
if (get.position(card) == "e") return 1 - get.value(card);
|
|
|
|
|
if (card.name == "shan" || card.name == "du" || !player.hasValueTarget(card)) return 1;
|
|
|
|
|
return 4 - get.value(card);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("kongsheng");
|
|
|
|
|
player.addSkill("kongsheng2");
|
|
|
|
|
player.addToExpansion(result.cards, "log", "give", player).gaintag.add("kongsheng2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
kongsheng_ai: { ai: { reverseOrder: true } },
|
|
|
|
|
kongsheng2: {
|
|
|
|
|
audio: "kongsheng",
|
|
|
|
|
marktext: "箜",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseJieshuBegin",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getExpansions("kongsheng2").length > 0;
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.addTempSkill("kongsheng_ai", "kongsheng2After");
|
|
|
|
|
"step 1";
|
|
|
|
|
var cards = player.getExpansions("kongsheng2").filter(function (i) {
|
|
|
|
|
return get.type(i, false) == "equip" && player.hasUseTarget(i);
|
|
|
|
|
});
|
|
|
|
|
if (cards.length == 1) {
|
|
|
|
|
event._result = { bool: true, links: cards };
|
|
|
|
|
} else if (cards.length)
|
|
|
|
|
player.chooseButton(true, ["选择要使用的装备牌", cards]).set("ai", function (button) {
|
|
|
|
|
return get.order(button.link);
|
|
|
|
|
});
|
|
|
|
|
else event.goto(3);
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.chooseUseTarget(result.links[0], true);
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
var cards = player.getExpansions("kongsheng2");
|
|
|
|
|
if (cards.length) player.gain(cards, "gain2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_juzhan: {
|
|
|
|
|
audio: "nzry_juzhan_1",
|
|
|
|
|
mark: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
zhuanhuanji: true,
|
|
|
|
|
marktext: "☯",
|
|
|
|
|
intro: {
|
|
|
|
|
content(storage, player, skill) {
|
|
|
|
|
if (player.storage.nzry_juzhan == true) return "当你使用【杀】指定一名角色为目标后,你可以获得其一张牌,然后你本回合内不能再对其使用牌";
|
|
|
|
|
return "当你成为其他角色【杀】的目标后,你可以与其各摸一张牌,然后其本回合内不能再对你使用牌";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group: ["nzry_juzhan_1", "nzry_juzhan_2"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
target: "useCardToTargeted",
|
|
|
|
|
},
|
|
|
|
|
prompt2: "当你成为其他角色【杀】的目标后,你可以与其各摸一张牌,然后其本回合内不能再对你使用牌。",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "sha" && !player.storage.nzry_juzhan;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
game.asyncDraw([player, trigger.player]);
|
|
|
|
|
trigger.player.addTempSkill("nzry_juzhany");
|
|
|
|
|
player.changeZhuanhuanji("nzry_juzhan");
|
|
|
|
|
player.addTempSkill("nzry_juzhanx");
|
|
|
|
|
"step 1";
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
2: {
|
|
|
|
|
audio: "nzry_juzhan_1",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "useCardToPlayered",
|
|
|
|
|
},
|
|
|
|
|
prompt2: "当你使用【杀】指定一名角色为目标后,你可以获得其一张牌,然后你本回合内不能再对其使用牌",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "sha" && player.storage.nzry_juzhan == true && event.target.countGainableCards(player, "he") > 0;
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return event.player.countCards("he") > 0 && event.targets && event.targets.length == 1;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
content() {
|
|
|
|
|
player.gainPlayerCard(trigger.targets[0], "he", true);
|
|
|
|
|
player.changeZhuanhuanji("nzry_juzhan");
|
|
|
|
|
trigger.target.addTempSkill("nzry_juzhanx");
|
|
|
|
|
player.addTempSkill("nzry_juzhany");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_juzhanx: {
|
|
|
|
|
mod: {
|
|
|
|
|
targetEnabled(card, player, target) {
|
|
|
|
|
if (player.hasSkill("nzry_juzhany")) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_juzhany: {},
|
|
|
|
|
nzry_feijun: {
|
|
|
|
|
init: player => {
|
|
|
|
|
if (!Array.isArray(player.storage.nzry_feijun)) player.storage.nzry_feijun = [];
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content(storage) {
|
|
|
|
|
if (!storage || !storage.length) return "尚未发动";
|
|
|
|
|
var str = get.translation(storage);
|
|
|
|
|
return "已对" + str + "发动过〖飞军〗";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
position: "he",
|
|
|
|
|
audio: 2,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("h") >= player.countCards("h");
|
|
|
|
|
}) ||
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("e") >= player.countCards("e");
|
|
|
|
|
}) > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
filterCard: true,
|
|
|
|
|
check(card) {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var list = [];
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("h") > player.countCards("h");
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
list.push("令一名手牌数大于你的角色交给你一张牌");
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("e") > player.countCards("e");
|
|
|
|
|
}) > 0
|
|
|
|
|
)
|
|
|
|
|
list.push("令一名装备区内牌数大于你的角色弃置一张装备牌");
|
|
|
|
|
if (list.length == 0) event.finish();
|
|
|
|
|
else if (list.length < 2) {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("h") > player.countCards("h");
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
event._result = { index: 0 };
|
|
|
|
|
else event._result = { index: 1 };
|
|
|
|
|
} else {
|
|
|
|
|
player
|
|
|
|
|
.chooseControl()
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("h") > player.countCards("h") && get.attitude(player, current) < 0;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
})
|
|
|
|
|
.set("choiceList", list);
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
event.index = result.index;
|
|
|
|
|
if (result.index == 0) {
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("h") > player.countCards("h");
|
|
|
|
|
}, "选择一名手牌数大于你的角色")
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return -get.attitude(player, target);
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
player.chooseTarget(function (card, player, target) {
|
|
|
|
|
return target.countCards("e") > player.countCards("e") && target != player;
|
|
|
|
|
}, "选择一名装备区里牌数大于你的角色").ai = function (target) {
|
|
|
|
|
return -get.attitude(player, target);
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
event.target = result.targets[0];
|
|
|
|
|
var list = player.getStorage("nzry_feijun");
|
|
|
|
|
if (!list.includes(event.target)) {
|
|
|
|
|
event._nzry_binglve = true;
|
|
|
|
|
player.markAuto("nzry_feijun", [event.target]);
|
|
|
|
|
}
|
|
|
|
|
player.line(event.target, "green");
|
|
|
|
|
if (event.index == 0) {
|
|
|
|
|
event.target.chooseCard("he", true, "选择一张牌交给" + get.translation(player)).set("ai", function (card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
event.target.chooseToDiscard("he", true, { type: "equip" }, "请弃置一张装备牌");
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
target.give(result.cards, player);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 11,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return (current.countCards("h") > player.countCards("h") || current.countCards("e") > player.countCards("e")) && get.attitude(player, current) < 0 && player.getStorage("nzry_feijun").includes(current);
|
|
|
|
|
}) ||
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("h") > player.countCards("h") && get.attitude(player, current) < 0;
|
|
|
|
|
}) ||
|
|
|
|
|
(player.countCards("h") >= 2 &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("e") > player.countCards("e") && get.attitude(player, current) < 0;
|
|
|
|
|
}))
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_binglve: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "nzry_feijunAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event._nzry_binglve == true;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.draw(2);
|
|
|
|
|
},
|
|
|
|
|
ai: { combo: "nzry_feijun" },
|
|
|
|
|
},
|
|
|
|
|
nzry_huaiju_ai: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
ai: {
|
|
|
|
|
filterDamage: true,
|
|
|
|
|
skillTagFilter(player, tag, arg) {
|
|
|
|
|
if (!player.hasMark("nzry_huaiju")) return false;
|
|
|
|
|
if (
|
|
|
|
|
!game.hasPlayer(function (current) {
|
|
|
|
|
return current.hasSkill("tachibana_effect");
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return false;
|
|
|
|
|
if (arg && arg.player) {
|
|
|
|
|
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_huaiju: {
|
|
|
|
|
marktext: "橘",
|
|
|
|
|
intro: {
|
|
|
|
|
name: "怀橘",
|
|
|
|
|
name2: "橘",
|
|
|
|
|
content: "当前有#个“橘”",
|
|
|
|
|
},
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBefore",
|
|
|
|
|
player: "enterGame",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.name != "phase" || game.phaseNumber == 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.addMark("nzry_huaiju", 3);
|
|
|
|
|
player.addSkill("nzry_huaiju_ai");
|
|
|
|
|
},
|
|
|
|
|
group: ["tachibana_effect"],
|
|
|
|
|
},
|
|
|
|
|
//没错 这是个橘
|
|
|
|
|
tachibana_effect: {
|
|
|
|
|
audio: "nzry_huaiju",
|
|
|
|
|
trigger: {
|
|
|
|
|
global: ["damageBegin4", "phaseDrawBegin2"],
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.player.hasMark("nzry_huaiju") && (event.name == "damage" || !event.numFixed);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.line(trigger.player, "green");
|
|
|
|
|
if (trigger.name == "damage") {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
trigger.player.removeMark("nzry_huaiju", 1);
|
|
|
|
|
} else trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_yili: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseUseBegin",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(get.prompt("nzry_yili"), "移去一个【橘】或失去1点体力,然后令一名其他角色获得一个【橘】", function (card, player, target) {
|
|
|
|
|
return target != player;
|
|
|
|
|
}).ai = function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (player.storage.nzry_huaiju > 2 || player.hp > 2) return get.attitude(player, target);
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
event.target = result.targets[0];
|
|
|
|
|
if (player.hasMark("nzry_huaiju")) {
|
|
|
|
|
player
|
|
|
|
|
.chooseControl()
|
|
|
|
|
.set("choiceList", ["失去1点体力", "移去一个“橘”"])
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
if (player.hp > 2) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
} else event._result = { index: 0 };
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
player.logSkill("nzry_yili", target);
|
|
|
|
|
if (result.index == 1) {
|
|
|
|
|
player.removeMark("nzry_huaiju", 1);
|
|
|
|
|
} else {
|
|
|
|
|
player.loseHp();
|
|
|
|
|
}
|
|
|
|
|
target.addMark("nzry_huaiju", 1);
|
|
|
|
|
target.addSkill("nzry_huaiju_ai");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "nzry_huaiju",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_zhenglun: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseDrawBefore",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !player.hasMark("nzry_huaiju");
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return player.countCards("h") >= 2 || player.skipList.includes("phaseUse");
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
player.addMark("nzry_huaiju", 1);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "nzry_huaiju",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_kuizhu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseDiscardAfter",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
var cards = [];
|
|
|
|
|
player.getHistory("lose", function (evt) {
|
|
|
|
|
if (evt.type == "discard" && evt.getParent("phaseDiscard") == event) cards.addArray(evt.cards2);
|
|
|
|
|
});
|
|
|
|
|
return cards.length > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = [];
|
|
|
|
|
player.getHistory("lose", function (evt) {
|
|
|
|
|
if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger) cards.addArray(evt.cards2);
|
|
|
|
|
});
|
|
|
|
|
event.num = cards.length;
|
|
|
|
|
event.str1 = "令至多" + event.num + "名角色摸一张牌";
|
|
|
|
|
event.str2 = "对任意名体力值之和为" + event.num + "的角色造成1点伤害";
|
|
|
|
|
player
|
|
|
|
|
.chooseControl("cancel2")
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
if (
|
|
|
|
|
game.countPlayer(function (current) {
|
|
|
|
|
return get.attitude(player, current) < 0 && current.hp == event.num;
|
|
|
|
|
}) > 0 &&
|
|
|
|
|
event.num <= 3
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set("choiceList", [event.str1, event.str2])
|
|
|
|
|
.set("prompt", "是否发动【溃诛】?");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.control == "cancel2") event.finish();
|
|
|
|
|
event.control = [event.str1, event.str2][result.index];
|
|
|
|
|
"step 2";
|
|
|
|
|
var str = "请选择〖溃诛〗的目标";
|
|
|
|
|
if (event.bool == false) str = "<br>所选目标体力之和不足" + event.num + ",请重选";
|
|
|
|
|
if (event.control == event.str2) {
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(str, function (card, player, target) {
|
|
|
|
|
var targets = ui.selected.targets;
|
|
|
|
|
var num = 0;
|
|
|
|
|
for (var i = 0; i < targets.length; i++) {
|
|
|
|
|
num += targets[i].hp;
|
|
|
|
|
}
|
|
|
|
|
return num + target.hp <= _status.event.num;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
if (ui.selected.targets[0] != undefined) return -1;
|
|
|
|
|
return get.attitude(player, target) < 0;
|
|
|
|
|
})
|
|
|
|
|
.set("promptbar", "none")
|
|
|
|
|
.set("num", event.num)
|
|
|
|
|
.set("selectTarget", function () {
|
|
|
|
|
var targets = ui.selected.targets;
|
|
|
|
|
var num = 0;
|
|
|
|
|
for (var i = 0; i < targets.length; i++) {
|
|
|
|
|
num += targets[i].hp;
|
|
|
|
|
}
|
|
|
|
|
if (num == _status.event.num) return ui.selected.targets.length;
|
|
|
|
|
return ui.selected.targets.length + 1;
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
player.chooseTarget("请选择〖溃诛〗的目标", [1, event.num]).ai = function (target) {
|
|
|
|
|
return get.attitude(player, target);
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var targets = result.targets.sortBySeat();
|
|
|
|
|
if (event.control == event.str1) {
|
|
|
|
|
//player.line(targets);
|
|
|
|
|
player.logSkill("nzry_kuizhu", targets);
|
|
|
|
|
game.asyncDraw(targets);
|
|
|
|
|
} else {
|
|
|
|
|
var num = 0;
|
|
|
|
|
for (var i = 0; i < targets.length; i++) {
|
|
|
|
|
num += targets[i].hp;
|
|
|
|
|
}
|
|
|
|
|
if (num < event.num) {
|
|
|
|
|
event.bool = false;
|
|
|
|
|
event.goto(2);
|
|
|
|
|
} else {
|
|
|
|
|
//player.line(targets);
|
|
|
|
|
player.logSkill("nzry_kuizhu", targets);
|
|
|
|
|
for (var i = 0; i < targets.length; i++) {
|
|
|
|
|
targets[i].damage();
|
|
|
|
|
}
|
|
|
|
|
//if(targets.length>=2) player.loseHp();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
rechezheng: {
|
|
|
|
|
audio: "nzry_zhizheng",
|
|
|
|
|
trigger: { source: "damageBegin2" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.isPhaseUsing() && !player.inRangeOf(event.player);
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content() {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
player(card, player, target) {
|
|
|
|
|
if (get.tag(card, "damage") && !player.inRangeOf(target)) return "zerotarget";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_zhizheng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
//mod:{
|
|
|
|
|
// playerEnabled:function(card,player,target){
|
|
|
|
|
// var info=get.info(card);
|
|
|
|
|
// if(target!=player&&(!info||!info.singleCard||!ui.selected.targets.length)&&player.isPhaseUsing()&&!target.inRange(player)) return false;
|
|
|
|
|
// },
|
|
|
|
|
//},
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseUseEnd",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.getHistory("useCard", function (evt) {
|
|
|
|
|
return evt.getParent("phaseUse") == event;
|
|
|
|
|
}).length <
|
|
|
|
|
game.countPlayer(function (current) {
|
|
|
|
|
return current != player && !current.inRange(player);
|
|
|
|
|
}) &&
|
|
|
|
|
game.hasPlayer(function (target) {
|
|
|
|
|
return target != player && !target.inRange(player) && target.countDiscardableCards(player, "he");
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget("请选择〖掣政〗的目标", "弃置一名攻击范围内不包含你的角色的一张牌", true, function (card, player, target) {
|
|
|
|
|
return target != player && !target.inRange(player) && target.countDiscardableCards(player, "he");
|
|
|
|
|
}).ai = function (target) {
|
|
|
|
|
return -get.attitude(player, target);
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.line(result.targets);
|
|
|
|
|
player.discardPlayerCard(result.targets[0], "he", 1, true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group: "rechezheng",
|
|
|
|
|
},
|
|
|
|
|
nzry_lijun: {
|
|
|
|
|
unique: true,
|
|
|
|
|
global: "nzry_lijun1",
|
|
|
|
|
audio: "nzry_lijun1",
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
},
|
|
|
|
|
nzry_lijun2: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardUsable(card, player, num) {
|
|
|
|
|
if (card.name == "sha") return num + player.countMark("nzry_lijun2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
onremove: true,
|
|
|
|
|
},
|
|
|
|
|
nzry_lijun1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
//forceaudio:true,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "useCardAfter",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.card.name != "sha" || player.group != "wu") return false;
|
|
|
|
|
if (player.hasSkill("nzry_lijun2")) return false;
|
|
|
|
|
if (!player.isPhaseUsing()) return false;
|
|
|
|
|
if (
|
|
|
|
|
!game.hasPlayer(function (target) {
|
|
|
|
|
return player != target && target.hasZhuSkill("nzry_lijun", player);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return false;
|
|
|
|
|
for (var i = 0; i < event.cards.length; i++) {
|
|
|
|
|
if (get.position(event.cards[i], true) == "o") {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var list = game.filterPlayer(function (target) {
|
|
|
|
|
return player != target && target.hasZhuSkill("nzry_lijun", player);
|
|
|
|
|
});
|
|
|
|
|
player.chooseTarget(get.prompt("nzry_lijun"), "将" + get.translation(trigger.cards) + "交给" + get.translation(list) + (list.length > 1 ? "中的一人" : ""), function (card, player, target) {
|
|
|
|
|
return player != target && target.hasZhuSkill("nzry_lijun", player);
|
|
|
|
|
}).ai = function (target) {
|
|
|
|
|
return get.attitude(_status.event.player, target);
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!result.bool) event.finish();
|
|
|
|
|
else {
|
|
|
|
|
player.addTempSkill("nzry_lijun2", "phaseUseEnd");
|
|
|
|
|
var zhu = result.targets[0];
|
|
|
|
|
player.line(zhu, "green");
|
|
|
|
|
zhu.logSkill("nzry_lijun");
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i = 0; i < trigger.cards.length; i++) {
|
|
|
|
|
if (get.position(trigger.cards[i], true) == "o") {
|
|
|
|
|
list.push(trigger.cards[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
zhu.gain(list, "gain2").giver = player;
|
|
|
|
|
zhu.chooseBool()
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
if (get.attitude(zhu, player) > 0) return true;
|
|
|
|
|
return false;
|
|
|
|
|
})
|
|
|
|
|
.set("prompt", "是否令" + get.translation(player) + "摸一张牌?");
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.draw();
|
|
|
|
|
player.addMark("nzry_lijun2", 1, false);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_chenglve: {
|
|
|
|
|
mark: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
zhuanhuanji: true,
|
|
|
|
|
marktext: "☯",
|
|
|
|
|
intro: {
|
|
|
|
|
content(storage, player, skill) {
|
|
|
|
|
var str = player.storage.nzry_chenglve ? "出牌阶段限一次,你可以摸两张牌,然后弃置一张手牌。若如此做,直到本回合结束,你使用与弃置牌花色相同的牌无距离和次数限制" : "出牌阶段限一次,你可以摸一张牌,然后弃置两张手牌。若如此做,直到本回合结束,你使用与弃置牌花色相同的牌无距离和次数限制";
|
|
|
|
|
if (player.storage.nzry_chenglve1) {
|
|
|
|
|
str += "<br><li>当前花色:";
|
|
|
|
|
str += get.translation(player.storage.nzry_chenglve1);
|
|
|
|
|
}
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
audio: 2,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (player.storage.nzry_chenglve == true) {
|
|
|
|
|
player.draw(2);
|
|
|
|
|
player.chooseToDiscard("h", true);
|
|
|
|
|
} else {
|
|
|
|
|
player.draw();
|
|
|
|
|
player.chooseToDiscard("h", 2, true);
|
|
|
|
|
}
|
|
|
|
|
player.changeZhuanhuanji("nzry_chenglve");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.storage.nzry_chenglve1 = [];
|
|
|
|
|
for (var i = 0; i < result.cards.length; i++) {
|
|
|
|
|
player.storage.nzry_chenglve1.add(get.suit(result.cards[i], player));
|
|
|
|
|
}
|
|
|
|
|
player.markSkill("nzry_chenglve");
|
|
|
|
|
player.addTempSkill("nzry_chenglve1");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 2.7,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (!player.storage.nzry_chenglve && player.countCards("h") < 3) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_chenglve1: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardUsable(card, player) {
|
|
|
|
|
const suit = get.suit(card);
|
|
|
|
|
if (suit == "unsure" || player.getStorage("nzry_chenglve1").includes(suit)) return Infinity;
|
|
|
|
|
},
|
|
|
|
|
targetInRange(card, player) {
|
|
|
|
|
const suit = get.suit(card);
|
|
|
|
|
if (suit == "unsure" || player.getStorage("nzry_chenglve1").includes(suit)) return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
onremove: true,
|
|
|
|
|
},
|
|
|
|
|
nzry_shicai: {
|
|
|
|
|
audio: "nzry_shicai_2",
|
|
|
|
|
trigger: { player: ["useCardAfter", "useCardToTargeted"] },
|
|
|
|
|
prompt2(event, player) {
|
|
|
|
|
const cards = event.cards.filterInD("oe");
|
|
|
|
|
return "你可以将" + get.translation(cards) + (cards.length > 1 ? "以任意顺序" : "") + "置于牌堆顶,然后摸一张牌";
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (!event.cards.someInD()) return false;
|
|
|
|
|
let evt = event,
|
|
|
|
|
type = get.type2(evt.card, false);
|
|
|
|
|
if (event.name == "useCardToTargeted") {
|
|
|
|
|
if (type != "equip" || player != event.target) return false;
|
|
|
|
|
evt = evt.getParent();
|
|
|
|
|
} else {
|
|
|
|
|
if (type == "equip") return false;
|
|
|
|
|
}
|
|
|
|
|
return !player.hasHistory(
|
|
|
|
|
"useCard",
|
|
|
|
|
evtx => {
|
|
|
|
|
return evtx != evt && get.type2(evtx.card, false) == type;
|
|
|
|
|
},
|
|
|
|
|
evt
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
if (get.type(event.card) == "equip") {
|
|
|
|
|
if (get.subtype(event.card) == "equip6") return true;
|
|
|
|
|
if (get.equipResult(player, player, event.card.name) <= 0) return true;
|
|
|
|
|
var eff1 = player.getUseValue(event.card);
|
|
|
|
|
var subtype = get.subtype(event.card);
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
return get.subtype(card) == subtype && player.getUseValue(card) >= eff1;
|
|
|
|
|
}) > 0
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = trigger.cards.filterInD();
|
|
|
|
|
if (cards.length == 1) {
|
|
|
|
|
event._result = { bool: true, moved: [cards] };
|
|
|
|
|
} else {
|
|
|
|
|
var next = player.chooseToMove("恃才:将牌按顺序置于牌堆顶", true);
|
|
|
|
|
next.set("list", [["牌堆顶", cards]]);
|
|
|
|
|
next.set("reverse", _status.currentPhase && _status.currentPhase.next ? get.attitude(player, _status.currentPhase.next) > 0 : false);
|
|
|
|
|
next.set("processAI", function (list) {
|
|
|
|
|
var cards = list[0][1].slice(0);
|
|
|
|
|
cards.sort(function (a, b) {
|
|
|
|
|
return (_status.event.reverse ? 1 : -1) * (get.value(b) - get.value(a));
|
|
|
|
|
});
|
|
|
|
|
return [cards];
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var cards = result.moved[0];
|
|
|
|
|
cards.reverse();
|
|
|
|
|
game.cardsGotoPile(cards, "insert");
|
|
|
|
|
game.log(player, "将", cards, "置于了牌堆顶");
|
|
|
|
|
}
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
subSkill: { 2: { audio: 2 } },
|
|
|
|
|
ai: {
|
|
|
|
|
reverseOrder: true,
|
|
|
|
|
skillTagFilter(player) {
|
|
|
|
|
if (
|
|
|
|
|
player.getHistory("useCard", function (evt) {
|
|
|
|
|
return get.type(evt.card) == "equip";
|
|
|
|
|
}).length > 0
|
|
|
|
|
)
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (
|
|
|
|
|
player == target &&
|
|
|
|
|
get.type(card) == "equip" &&
|
|
|
|
|
!player.getHistory("useCard", function (evt) {
|
|
|
|
|
return get.type(evt.card) == "equip";
|
|
|
|
|
}).length
|
|
|
|
|
)
|
|
|
|
|
return [1, 3];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_cunmu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["ol_pengyang"],
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "drawBegin",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
content() {
|
|
|
|
|
trigger.bottom = true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_mingren: {
|
|
|
|
|
audio: "nzry_mingren_1",
|
|
|
|
|
audioname: ["sb_yl_luzhi"],
|
|
|
|
|
marktext: "任",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
onremove(player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
group: ["nzry_mingren_1", "nzry_mingren_2"],
|
2024-05-06 14:15:59 +00:00
|
|
|
|
ai:{
|
|
|
|
|
combo: "nzry_zhenliang",
|
|
|
|
|
},
|
2024-05-03 18:19:41 +00:00
|
|
|
|
subSkill: {
|
|
|
|
|
1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["sb_yl_luzhi"],
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBefore",
|
|
|
|
|
player: "enterGame",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return (event.name != "phase" || game.phaseNumber == 0) && !player.getExpansions("nzry_mingren").length;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.draw(2);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!player.countCards("h")) event.finish();
|
|
|
|
|
else
|
|
|
|
|
player.chooseCard("h", "将一张手牌置于武将牌上,称为“任”", true).set("ai", function (card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.addToExpansion(result.cards[0], player, "give", "log").gaintag.add("nzry_mingren");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
2: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseJieshuBegin",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("h") > 0 && player.getExpansions("nzry_mingren").length > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCard("h", get.prompt("nzry_mingren"), "选择一张手牌替换“任”(" + get.translation(player.getExpansions("nzry_mingren")[0]) + ")").set("ai", function (card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var color = get.color(card);
|
|
|
|
|
if (color == get.color(player.getExpansions("nzry_mingren")[0])) return false;
|
|
|
|
|
var num = 0;
|
|
|
|
|
var list = [];
|
|
|
|
|
player.countCards("h", function (cardx) {
|
|
|
|
|
if (cardx != card || get.color(cardx) != color) return false;
|
|
|
|
|
if (list.includes(cardx.name)) return false;
|
|
|
|
|
list.push(cardx.name);
|
|
|
|
|
switch (cardx.name) {
|
|
|
|
|
case "wuxie":
|
|
|
|
|
num += game.countPlayer() / 2.2;
|
|
|
|
|
break;
|
|
|
|
|
case "caochuan":
|
|
|
|
|
num += 1.1;
|
|
|
|
|
break;
|
|
|
|
|
case "shan":
|
|
|
|
|
num += 1;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
return num * (30 - get.value(card));
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("nzry_mingren");
|
|
|
|
|
player.addToExpansion(result.cards[0], "log", "give", player).gaintag.add("nzry_mingren");
|
|
|
|
|
var card = player.getExpansions("nzry_mingren")[0];
|
|
|
|
|
if (card) player.gain(card, "gain2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_zhenliang: {
|
|
|
|
|
audio: "nzry_zhenliang_1",
|
|
|
|
|
mark: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
zhuanhuanji: true,
|
|
|
|
|
marktext: "☯",
|
|
|
|
|
intro: {
|
|
|
|
|
content(storage, player, skill) {
|
|
|
|
|
if (player.storage.nzry_zhenliang == true) return "当你于回合外使用或打出的牌结算完成后,若此牌与“任”颜色相同,则你可以令一名角色摸一张牌。";
|
|
|
|
|
return "出牌阶段限一次,你可以弃置一张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害。";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group: ["nzry_zhenliang_1", "nzry_zhenliang_2"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
1: {
|
|
|
|
|
prompt: "弃置一张与“任”颜色相同的牌,并对攻击范围内的一名角色造成1点伤害。",
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.storage.nzry_zhenliang) return false;
|
|
|
|
|
var storage = player.getExpansions("nzry_mingren");
|
|
|
|
|
if (!storage.length) return false;
|
|
|
|
|
var color = get.color(storage[0]);
|
|
|
|
|
if (
|
|
|
|
|
player.countCards("he", function (card) {
|
|
|
|
|
return get.color(card) == color;
|
|
|
|
|
}) == 0
|
|
|
|
|
)
|
|
|
|
|
return false;
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return player.inRange(current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
position: "he",
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
return get.color(card) == get.color(player.getExpansions("nzry_mingren")[0]);
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return player.inRange(target);
|
|
|
|
|
},
|
|
|
|
|
check(card) {
|
|
|
|
|
return 6.5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.changeZhuanhuanji("nzry_zhenliang");
|
|
|
|
|
target.damage("nocard");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 5,
|
|
|
|
|
result: {
|
|
|
|
|
player(player, target) {
|
|
|
|
|
return get.damageEffect(target, player, player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
2: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: ["useCardAfter", "respondAfter"],
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (_status.currentPhase == player || !player.storage.nzry_zhenliang) return false;
|
|
|
|
|
var card = player.getExpansions("nzry_mingren")[0];
|
|
|
|
|
return card && get.color(event.card) == get.color(card);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(get.prompt("nzry_zhenliang"), "令一名角色摸一张牌").ai = function (target) {
|
|
|
|
|
if (target.hasSkillTag("nogain")) return 0.1;
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
return att * (Math.max(5 - target.countCards("h"), 2) + 3);
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.changeZhuanhuanji("nzry_zhenliang");
|
|
|
|
|
player.logSkill("nzry_zhenliang", result.targets);
|
|
|
|
|
result.targets[0].draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "nzry_mingren",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_jianxiang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
target: "useCardToTargeted",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.player != player;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(get.prompt("nzry_jianxiang"), "令场上手牌数最少的一名角色摸一张牌", function (card, player, target) {
|
|
|
|
|
return target.isMinHandcard();
|
|
|
|
|
}).ai = function (target) {
|
|
|
|
|
return get.attitude(player, target);
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("nzry_jianxiang", result.targets);
|
|
|
|
|
result.targets[0].draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_shenshi: {
|
|
|
|
|
mark: true,
|
|
|
|
|
audio: "nzry_shenshi_1",
|
|
|
|
|
locked: false,
|
|
|
|
|
zhuanhuanji: true,
|
|
|
|
|
marktext: "☯",
|
|
|
|
|
intro: {
|
|
|
|
|
content(storage, player, skill) {
|
|
|
|
|
if (player.storage.nzry_shenshi == true) return "其他角色对你造成伤害后,你可以观看该角色的手牌,然后交给其一张牌,当前角色回合结束时,若此牌仍在该角色的区域内,你将手牌摸至四张";
|
|
|
|
|
return "出牌阶段限一次,你可以将一张牌交给一名手牌数最多的角色,然后对其造成1点伤害,若该角色因此死亡,则你可以令一名角色将手牌摸至四张";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group: ["nzry_shenshi_1", "nzry_shenshi_2"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
prompt: "出牌阶段限一次,你可以将一张牌交给一名手牌数最多的角色,然后对其造成1点伤害,若该角色因此死亡,则你可以令一名角色将手牌摸至四张",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("he") > 0 && player.storage.nzry_shenshi != true;
|
|
|
|
|
},
|
|
|
|
|
discard: false,
|
|
|
|
|
line: true,
|
|
|
|
|
lose: false,
|
|
|
|
|
delay: false,
|
|
|
|
|
position: "he",
|
|
|
|
|
filterCard: true,
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return (
|
|
|
|
|
target != player &&
|
|
|
|
|
!game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.countCards("h") > target.countCards("h");
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
check(card) {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.changeZhuanhuanji("nzry_shenshi");
|
|
|
|
|
player.give(cards, target);
|
|
|
|
|
target.damage("nocard");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!target.isIn()) {
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget("令一名角色将手牌摸至四张", function (card, player, target) {
|
|
|
|
|
return target.countCards("h") < 4;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return get.attitude(player, target);
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.line(result.targets);
|
|
|
|
|
result.targets[0].draw(4 - result.targets[0].countCards("h"));
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
target(player, target) {
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
2: {
|
|
|
|
|
audio: "nzry_shenshi_1",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "damageEnd",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("he") > 0 && event.source && event.source != player && player.storage.nzry_shenshi == true;
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return event.source && event.source.countCards("h") <= 2 && player.countCards("h") < 4;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "source",
|
|
|
|
|
prompt2: "其他角色对你造成伤害后,你可以观看该角色的手牌,然后交给其一张牌,当前角色回合结束时,若此牌仍在该角色的区域内,你将手牌摸至四张",
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.changeZhuanhuanji("nzry_shenshi");
|
|
|
|
|
player.viewHandcards(trigger.source);
|
|
|
|
|
player.chooseCard("he", true, "交给" + get.translation(trigger.source) + "一张牌").set("ai", function (card) {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.give(result.cards, trigger.source);
|
|
|
|
|
trigger.source.storage.nzry_shenshi1 = result.cards[0];
|
|
|
|
|
trigger.source.storage.nzry_shenshi2 = player;
|
|
|
|
|
trigger.source.addSkill("nzry_shenshi1");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nzry_shenshi1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseJieshuBegin",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.storage.nzry_shenshi1 != undefined && player.storage.nzry_shenshi2 != undefined;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
var pl = player.storage.nzry_shenshi2;
|
|
|
|
|
var card = player.storage.nzry_shenshi1;
|
|
|
|
|
if (player.getCards("he").includes(card) && 4 - pl.countCards("h") > 0) {
|
|
|
|
|
pl.draw(4 - pl.countCards("h"));
|
|
|
|
|
pl.logSkill("nzry_shenshi");
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill("nzry_shenshi1");
|
|
|
|
|
delete player.storage.nzry_shenshi1;
|
|
|
|
|
delete player.storage.nzry_shenshi2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinjushou: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.draw(4);
|
|
|
|
|
player.turnOver();
|
|
|
|
|
"step 1";
|
|
|
|
|
player
|
|
|
|
|
.chooseCard("h", true, "弃置一张手牌,若以此法弃置的是装备牌,则你改为使用之")
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (get.type(card) == "equip") {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return -get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("filterCard", lib.filter.cardDiscardable);
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool && result.cards.length) {
|
|
|
|
|
var card = result.cards[0];
|
|
|
|
|
if (get.type(card) == "equip" && player.hasUseTarget(card)) {
|
|
|
|
|
player.chooseUseTarget(card, true, "nopopup");
|
|
|
|
|
} else {
|
|
|
|
|
player.discard(card);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (card.name == "guiyoujie") return [0, 1];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinjiewei: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "e",
|
|
|
|
|
viewAs: { name: "wuxie" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("e") > 0;
|
|
|
|
|
},
|
|
|
|
|
viewAsFilter(player) {
|
|
|
|
|
return player.countCards("e") > 0;
|
|
|
|
|
},
|
|
|
|
|
prompt: "将一张装备区内的牌当无懈可击使用",
|
|
|
|
|
check(card) {
|
|
|
|
|
return 8 - get.equipValue(card);
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.2,
|
|
|
|
|
group: "xinjiewei_move",
|
|
|
|
|
subSkill: {
|
|
|
|
|
move: {
|
|
|
|
|
trigger: { player: "turnOverEnd" },
|
|
|
|
|
direct: true,
|
|
|
|
|
audio: "jiewei",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !player.isTurnedOver() && player.canMoveCard();
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard("he", get.prompt("xinjiewei"), "弃置一张牌并移动场上的一张牌", lib.filter.cardDiscardable)
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (!_status.event.check) return 0;
|
|
|
|
|
return 7 - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("check", player.canMoveCard(true))
|
|
|
|
|
.set("logSkill", "xinjiewei");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.moveCard(true);
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jianchu: {
|
|
|
|
|
shaRelated: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_pangde"],
|
|
|
|
|
trigger: { player: "useCardToPlayered" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "sha" && event.target.countDiscardableCards(player, "he") > 0;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return get.attitude(player, event.target) <= 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.discardPlayerCard(trigger.target, get.prompt("jianchu", trigger.target), true)
|
|
|
|
|
.set("ai", function (button) {
|
|
|
|
|
if (!_status.event.att) return 0;
|
|
|
|
|
if (get.position(button.link) == "e") {
|
|
|
|
|
if (get.subtype(button.link) == "equip2") return 2 * get.value(button.link);
|
|
|
|
|
return get.value(button.link);
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
})
|
|
|
|
|
.set("att", get.attitude(player, trigger.target) <= 0);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && result.links && result.links.length) {
|
|
|
|
|
if (get.type(result.links[0], null, result.links[0].original == "h" ? player : false) == "equip") {
|
|
|
|
|
trigger.getParent().directHit.add(trigger.target);
|
|
|
|
|
} else if (trigger.cards) {
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i = 0; i < trigger.cards.length; i++) {
|
|
|
|
|
if (get.position(trigger.cards[i], true) == "o") list.push(trigger.cards[i]);
|
|
|
|
|
}
|
|
|
|
|
if (list.length) trigger.target.gain(list, "gain2", "log");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
unequip_ai: true,
|
|
|
|
|
directHit_ai: true,
|
|
|
|
|
skillTagFilter(player, tag, arg) {
|
|
|
|
|
if (tag == "directHit_ai")
|
|
|
|
|
return (
|
|
|
|
|
arg.card.name == "sha" &&
|
|
|
|
|
arg.target.countCards("e", function (card) {
|
|
|
|
|
return get.value(card) > 1;
|
|
|
|
|
}) > 0
|
|
|
|
|
);
|
|
|
|
|
if (arg && arg.name == "sha" && arg.target.getEquip(2)) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
redimeng: {
|
|
|
|
|
audio: "dimeng",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
position: "he",
|
|
|
|
|
filterCard() {
|
|
|
|
|
if (ui.selected.targets.length == 2) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
selectCard: [0, Infinity],
|
|
|
|
|
selectTarget: 2,
|
|
|
|
|
complexCard: true,
|
|
|
|
|
complexSelect: true,
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
if (ui.selected.targets.length == 0) return true;
|
|
|
|
|
return Math.abs(ui.selected.targets[0].countCards("h") - target.countCards("h")) == ui.selected.cards.length;
|
|
|
|
|
},
|
|
|
|
|
multitarget: true,
|
|
|
|
|
multiline: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = targets[0].getCards("h").concat(targets[1].getCards("h"));
|
|
|
|
|
var dialog = ui.create.dialog("缔盟", true);
|
|
|
|
|
if (player.isUnderControl(true) || targets[0].isUnderControl(true) || targets[1].isUnderControl(true)) {
|
|
|
|
|
dialog.add(cards);
|
|
|
|
|
dialog.seeing = true;
|
|
|
|
|
} else {
|
|
|
|
|
dialog.add([cards, "blank"]);
|
|
|
|
|
}
|
|
|
|
|
_status.dieClose.push(dialog);
|
|
|
|
|
dialog.videoId = lib.status.videoId++;
|
|
|
|
|
game.addVideo("cardDialog", null, ["缔盟", get.cardsInfo(cards), dialog.videoId]);
|
|
|
|
|
game.broadcast(
|
|
|
|
|
function (cards, id, player, targets) {
|
|
|
|
|
var dialog = ui.create.dialog("缔盟", true);
|
|
|
|
|
if (player.isUnderControl(true) || targets[0].isUnderControl(true) || targets[1].isUnderControl(true)) {
|
|
|
|
|
dialog.add(cards);
|
|
|
|
|
dialog.seeing = true;
|
|
|
|
|
} else {
|
|
|
|
|
dialog.add([cards, "blank"]);
|
|
|
|
|
}
|
|
|
|
|
_status.dieClose.push(dialog);
|
|
|
|
|
dialog.videoId = id;
|
|
|
|
|
},
|
|
|
|
|
cards,
|
|
|
|
|
dialog.videoId,
|
|
|
|
|
player,
|
|
|
|
|
targets
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
event.current = targets[0];
|
|
|
|
|
event.dialog = dialog;
|
|
|
|
|
event.num1 = 0;
|
|
|
|
|
event.num2 = 0;
|
|
|
|
|
game.delay();
|
|
|
|
|
"step 1";
|
|
|
|
|
if (event.dialog.buttons.length > 1) {
|
|
|
|
|
var next = event.current.chooseButton(true, function (button) {
|
|
|
|
|
return get.value(button.link, _status.event.player);
|
|
|
|
|
});
|
|
|
|
|
next.set("dialog", event.dialog.videoId);
|
|
|
|
|
next.set("closeDialog", false);
|
|
|
|
|
next.set("dialogdisplay", true);
|
|
|
|
|
} else {
|
|
|
|
|
event.directButton = event.dialog.buttons[0];
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
var dialog = event.dialog;
|
|
|
|
|
var card;
|
|
|
|
|
if (event.directButton) {
|
|
|
|
|
card = event.directButton.link;
|
|
|
|
|
} else {
|
|
|
|
|
card = result.links[0];
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < dialog.buttons.length; i++) {
|
|
|
|
|
if (dialog.buttons[i].link == card) {
|
|
|
|
|
var button = dialog.buttons[i];
|
|
|
|
|
if (dialog.seeing) {
|
|
|
|
|
button.querySelector(".info").innerHTML = get.translation(event.current.name);
|
|
|
|
|
if (!_status.connectMode) {
|
|
|
|
|
game.log(event.current, "选择了", button.link);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
dialog.buttons.remove(button);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (card) {
|
|
|
|
|
event.current.gain(card);
|
|
|
|
|
if (dialog.seeing) {
|
|
|
|
|
event.current.$draw(card, "nobroadcast");
|
|
|
|
|
} else {
|
|
|
|
|
event.current.$draw(1, "nobroadcast");
|
|
|
|
|
}
|
|
|
|
|
game.broadcast(
|
|
|
|
|
function (card, id, target) {
|
|
|
|
|
var dialog = get.idDialog(id);
|
|
|
|
|
if (dialog && dialog.seeing) {
|
|
|
|
|
for (var i = 0; i < dialog.buttons.length; i++) {
|
|
|
|
|
if (dialog.buttons[i].link == card) {
|
|
|
|
|
dialog.buttons[i].querySelector(".info").innerHTML = get.translation(target.name);
|
|
|
|
|
dialog.buttons.splice(i--, 1);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
target.$draw(card, "nobroadcast");
|
|
|
|
|
} else {
|
|
|
|
|
target.$draw(1, "nobroadcast");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
card,
|
|
|
|
|
dialog.videoId,
|
|
|
|
|
event.current
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
game.delay(2);
|
|
|
|
|
if (event.current == targets[0]) {
|
|
|
|
|
event.num1++;
|
|
|
|
|
event.current = targets[1];
|
|
|
|
|
} else {
|
|
|
|
|
event.num2++;
|
|
|
|
|
event.current = targets[0];
|
|
|
|
|
}
|
|
|
|
|
if (dialog.buttons.length) {
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (!_status.connectMode) {
|
|
|
|
|
game.log(targets[0], "获得了" + get.cnNumber(event.num1) + "张牌");
|
|
|
|
|
game.log(targets[1], "获得了" + get.cnNumber(event.num2) + "张牌");
|
|
|
|
|
}
|
|
|
|
|
var dialog = event.dialog;
|
|
|
|
|
dialog.close();
|
|
|
|
|
_status.dieClose.remove(dialog);
|
|
|
|
|
game.broadcast(function (id) {
|
|
|
|
|
var dialog = get.idDialog(id);
|
|
|
|
|
if (dialog) {
|
|
|
|
|
dialog.close();
|
|
|
|
|
_status.dieClose.remove(dialog);
|
|
|
|
|
}
|
|
|
|
|
}, dialog.videoId);
|
|
|
|
|
game.addVideo("cardDialog", null, dialog.videoId);
|
|
|
|
|
},
|
|
|
|
|
targetprompt: ["先拿牌", "后拿牌"],
|
|
|
|
|
find(type) {
|
|
|
|
|
var list = game.filterPlayer(function (current) {
|
|
|
|
|
return current != player && get.attitude(player, current) > 3;
|
|
|
|
|
});
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var num = player.countCards("he", function (card) {
|
|
|
|
|
return get.value(card) < 7;
|
|
|
|
|
});
|
|
|
|
|
var count = null;
|
|
|
|
|
var from, nh;
|
|
|
|
|
if (list.length == 0) return null;
|
|
|
|
|
list.sort(function (a, b) {
|
|
|
|
|
return a.countCards("h") - b.countCards("h");
|
|
|
|
|
});
|
|
|
|
|
if (type == 1) return list[0];
|
|
|
|
|
from = list[0];
|
|
|
|
|
nh = from.countCards("h");
|
|
|
|
|
|
|
|
|
|
list = game.filterPlayer(function (current) {
|
|
|
|
|
return current != player && get.attitude(player, current) < 1;
|
|
|
|
|
});
|
|
|
|
|
if (list.length == 0) return null;
|
|
|
|
|
list.sort(function (a, b) {
|
|
|
|
|
return b.countCards("h") - a.countCards("h");
|
|
|
|
|
});
|
|
|
|
|
for (var i = 0; i < list.length; i++) {
|
|
|
|
|
var nh2 = list[i].countCards("h");
|
|
|
|
|
if (nh2 - nh <= num) {
|
|
|
|
|
count = nh2 - nh;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (count == null || count < 0) return null;
|
|
|
|
|
if (type == 3) return count;
|
|
|
|
|
return list[i];
|
|
|
|
|
},
|
|
|
|
|
check(card) {
|
|
|
|
|
var count = lib.skill.redimeng.find(3);
|
|
|
|
|
if (count == null) return -1;
|
|
|
|
|
if (ui.selected.cards.length < count) return 7 - get.value(card);
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 8,
|
|
|
|
|
threaten: 1.6,
|
|
|
|
|
expose: 0.5,
|
|
|
|
|
result: {
|
|
|
|
|
player(player, target) {
|
|
|
|
|
if (ui.selected.targets.length == 0) {
|
|
|
|
|
if (target == lib.skill.redimeng.find(1)) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
} else {
|
|
|
|
|
if (target == lib.skill.redimeng.find(2)) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
reluanji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
viewAs: { name: "wanjian" },
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
if (!player.storage.reluanji) return true;
|
|
|
|
|
return !player.storage.reluanji.includes(get.suit(card));
|
|
|
|
|
},
|
|
|
|
|
position: "hs",
|
|
|
|
|
selectCard: 2,
|
|
|
|
|
check(card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var targets = game.filterPlayer(function (current) {
|
|
|
|
|
return player.canUse("wanjian", current);
|
|
|
|
|
});
|
|
|
|
|
var num = 0;
|
|
|
|
|
for (var i = 0; i < targets.length; i++) {
|
|
|
|
|
var eff = get.sgn(get.effect(targets[i], { name: "wanjian" }, player, player));
|
|
|
|
|
if (targets[i].hp == 1) {
|
|
|
|
|
eff *= 1.5;
|
|
|
|
|
}
|
|
|
|
|
num += eff;
|
|
|
|
|
}
|
|
|
|
|
if (!player.needsToDiscard(-1)) {
|
|
|
|
|
if (targets.length >= 7) {
|
|
|
|
|
if (num < 2) return 0;
|
|
|
|
|
} else if (targets.length >= 5) {
|
|
|
|
|
if (num < 1.5) return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
basic: {
|
|
|
|
|
order: 8.9,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group: ["reluanji_count", "reluanji_reset", "reluanji_respond", "reluanji_damage", "reluanji_draw"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
reset: {
|
|
|
|
|
trigger: { player: "phaseAfter" },
|
|
|
|
|
silent: true,
|
|
|
|
|
content() {
|
|
|
|
|
delete player.storage.reluanji;
|
|
|
|
|
delete player.storage.reluanji2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
count: {
|
|
|
|
|
trigger: { player: "useCard" },
|
|
|
|
|
silent: true,
|
|
|
|
|
filter(event) {
|
|
|
|
|
return event.skill == "reluanji";
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.storage.reluanji2 = trigger.card;
|
|
|
|
|
if (!player.storage.reluanji) {
|
|
|
|
|
player.storage.reluanji = [];
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < trigger.cards.length; i++) {
|
|
|
|
|
player.storage.reluanji.add(get.suit(trigger.cards[i]));
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
respond: {
|
|
|
|
|
trigger: { global: "respond" },
|
|
|
|
|
silent: true,
|
|
|
|
|
filter(event) {
|
|
|
|
|
return event.getParent(2).skill == "reluanji";
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
damage: {
|
|
|
|
|
trigger: { source: "damage" },
|
|
|
|
|
forced: true,
|
|
|
|
|
silent: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.storage.reluanji2 && event.card == player.storage.reluanji2;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
delete player.storage.reluanji2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
draw: {
|
|
|
|
|
trigger: { player: "useCardAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
silent: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.storage.reluanji2 && event.card == player.storage.reluanji2;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.draw(trigger.targets.length);
|
|
|
|
|
delete player.storage.reluanji2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qimou: {
|
|
|
|
|
unique: true,
|
|
|
|
|
limited: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !player.storage.qimou;
|
|
|
|
|
},
|
|
|
|
|
init(player) {
|
|
|
|
|
player.storage.qimou = false;
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "limited",
|
|
|
|
|
},
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "orange",
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var shas = player.getCards("h", "sha");
|
|
|
|
|
var num;
|
|
|
|
|
if (player.hp >= 4 && shas.length >= 3) {
|
|
|
|
|
num = 3;
|
|
|
|
|
} else if (player.hp >= 3 && shas.length >= 2) {
|
|
|
|
|
num = 2;
|
|
|
|
|
} else {
|
|
|
|
|
num = 1;
|
|
|
|
|
}
|
|
|
|
|
var map = {};
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i = 1; i <= player.hp; i++) {
|
|
|
|
|
var cn = get.cnNumber(i, true);
|
|
|
|
|
map[cn] = i;
|
|
|
|
|
list.push(cn);
|
|
|
|
|
}
|
|
|
|
|
event.map = map;
|
|
|
|
|
player.awakenSkill("qimou");
|
|
|
|
|
player.storage.qimou = true;
|
|
|
|
|
player
|
|
|
|
|
.chooseControl(list, function () {
|
|
|
|
|
return get.cnNumber(_status.event.goon, true);
|
|
|
|
|
})
|
|
|
|
|
.set("prompt", "失去任意点体力")
|
|
|
|
|
.set("goon", num);
|
|
|
|
|
"step 1";
|
|
|
|
|
var num = event.map[result.control] || 1;
|
|
|
|
|
player.storage.qimou2 = num;
|
|
|
|
|
player.loseHp(num);
|
|
|
|
|
player.addTempSkill("qimou2");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 2,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (player.hp == 1) return 0;
|
|
|
|
|
var shas = player.getCards("h", "sha");
|
|
|
|
|
if (!shas.length) return 0;
|
|
|
|
|
var card = shas[0];
|
|
|
|
|
if (!lib.filter.cardEnabled(card, player)) return 0;
|
|
|
|
|
if (lib.filter.cardUsable(card, player)) return 0;
|
|
|
|
|
var mindist;
|
|
|
|
|
if (player.hp >= 4 && shas.length >= 3) {
|
|
|
|
|
mindist = 4;
|
|
|
|
|
} else if (player.hp >= 3 && shas.length >= 2) {
|
|
|
|
|
mindist = 3;
|
|
|
|
|
} else {
|
|
|
|
|
mindist = 2;
|
|
|
|
|
}
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.hp <= mindist - 1 && get.distance(player, current, "attack") <= mindist && player.canUse(card, current, false) && get.effect(current, card, player, player) > 0;
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qimou2: {
|
|
|
|
|
onremove: true,
|
|
|
|
|
mod: {
|
|
|
|
|
cardUsable(card, player, num) {
|
|
|
|
|
if (typeof player.storage.qimou2 == "number" && card.name == "sha") {
|
|
|
|
|
return num + player.storage.qimou2;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
globalFrom(from, to, distance) {
|
|
|
|
|
if (typeof from.storage.qimou2 == "number") {
|
|
|
|
|
return distance - from.storage.qimou2;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinkuanggu: {
|
|
|
|
|
audio: "kuanggu",
|
|
|
|
|
audioname: ["re_weiyan", "ol_weiyan"],
|
|
|
|
|
trigger: { source: "damageSource" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.kuangguCheck && event.num > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.num = trigger.num;
|
|
|
|
|
"step 1";
|
|
|
|
|
var choice;
|
|
|
|
|
if (
|
|
|
|
|
player.isDamaged() &&
|
|
|
|
|
get.recoverEffect(player) > 0 &&
|
|
|
|
|
player.countCards("hs", function (card) {
|
|
|
|
|
return card.name == "sha" && player.hasValueTarget(card);
|
|
|
|
|
}) >= player.getCardUsable("sha")
|
|
|
|
|
) {
|
|
|
|
|
choice = "recover_hp";
|
|
|
|
|
} else {
|
|
|
|
|
choice = "draw_card";
|
|
|
|
|
}
|
|
|
|
|
var next = player.chooseDrawRecover("###" + get.prompt(event.name) + "###摸一张牌或回复1点体力").set("logSkill", event.name);
|
|
|
|
|
next.set("choice", choice);
|
|
|
|
|
next.set("ai", function () {
|
|
|
|
|
return _status.event.getParent().choice;
|
|
|
|
|
});
|
|
|
|
|
next.setHiddenSkill("xinkuanggu");
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.control != "cancel2") {
|
|
|
|
|
event.num--;
|
|
|
|
|
if (event.num > 0 && player.hasSkill("xinkuanggu")) {
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group: "kuanggu_check",
|
|
|
|
|
},
|
|
|
|
|
xinliegong: {
|
|
|
|
|
shaRelated: true,
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder(player, card, num) {
|
|
|
|
|
if (num > 0 && (card.name === "sha" || get.tag(card, "draw"))) return num + 6;
|
|
|
|
|
},
|
|
|
|
|
targetInRange(card, player, target) {
|
|
|
|
|
if (card.name == "sha" && typeof get.number(card) == "number") {
|
|
|
|
|
if (get.distance(player, target) <= get.number(card)) return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
audio: "liegong",
|
|
|
|
|
audioname: ["re_huangzhong", "ol_huangzhong"],
|
|
|
|
|
trigger: { player: "useCardToTargeted" },
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
locked: false,
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return get.attitude(player, event.target) <= 0;
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.card.name != "sha") return false;
|
|
|
|
|
if (event.target.countCards("h") <= player.countCards("h")) return true;
|
|
|
|
|
if (event.target.hp >= player.hp) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
if (trigger.target.countCards("h") <= player.countCards("h")) trigger.getParent().directHit.push(trigger.target);
|
|
|
|
|
if (trigger.target.hp >= player.hp) {
|
|
|
|
|
var id = trigger.target.playerid;
|
|
|
|
|
var map = trigger.getParent().customArgs;
|
|
|
|
|
if (!map[id]) map[id] = {};
|
|
|
|
|
if (typeof map[id].extraDamage != "number") {
|
|
|
|
|
map[id].extraDamage = 0;
|
|
|
|
|
}
|
|
|
|
|
map[id].extraDamage++;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 0.5,
|
|
|
|
|
directHit_ai: true,
|
|
|
|
|
skillTagFilter(player, tag, arg) {
|
|
|
|
|
if (
|
|
|
|
|
get.attitude(player, arg.target) <= 0 &&
|
|
|
|
|
arg.card.name == "sha" &&
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card));
|
|
|
|
|
}) >= arg.target.countCards("h")
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tiaoxin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["sp_jiangwei", "xiahouba", "re_jiangwei", "gz_jiangwei", "ol_jiangwei"],
|
|
|
|
|
audioname2: {
|
|
|
|
|
dc_xiahouba: "tiaoxin_xiahouba",
|
|
|
|
|
},
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target != player && target.inRange(player) && target.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
target
|
|
|
|
|
.chooseToUse(
|
|
|
|
|
function (card, player, event) {
|
|
|
|
|
if (get.name(card) != "sha") return false;
|
|
|
|
|
return lib.filter.filterCard.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
"挑衅:对" + get.translation(player) + "使用一张杀,或令其弃置你的一张牌"
|
|
|
|
|
)
|
|
|
|
|
.set("targetRequired", true)
|
|
|
|
|
.set("complexSelect", true)
|
|
|
|
|
.set("filterTarget", function (card, player, target) {
|
|
|
|
|
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
|
|
|
|
|
return lib.filter.filterTarget.apply(this, arguments);
|
|
|
|
|
})
|
|
|
|
|
.set("sourcex", player);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool == false && target.countCards("he") > 0) {
|
|
|
|
|
player.discardPlayerCard(target, "he", true);
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 4,
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
result: {
|
|
|
|
|
target: -1,
|
|
|
|
|
player(player, target) {
|
|
|
|
|
if (target.countCards("h") == 0) return 0;
|
|
|
|
|
if (target.countCards("h") == 1) return -0.1;
|
|
|
|
|
if (player.hp <= 2) return -2;
|
|
|
|
|
if (player.countCards("h", "shan") == 0) return -1;
|
|
|
|
|
return -0.5;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tiaoxin_xiahouba: { audio: 2 },
|
|
|
|
|
zhiji: {
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "fire",
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_jiangwei"],
|
|
|
|
|
unique: true,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
//priority:-10,
|
|
|
|
|
derivation: "reguanxing",
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.storage.zhiji) return false;
|
|
|
|
|
return player.countCards("h") == 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("zhiji");
|
|
|
|
|
player.chooseDrawRecover(2, true);
|
|
|
|
|
"step 1";
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.addSkills("reguanxing");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xiangle: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_liushan", "ol_liushan"],
|
|
|
|
|
trigger: { target: "useCardToTargeted" },
|
|
|
|
|
forced: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "sha";
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var eff = get.effect(player, trigger.card, trigger.player, trigger.player);
|
|
|
|
|
trigger.player
|
|
|
|
|
.chooseToDiscard("享乐:弃置一张基本牌,否则杀对" + get.translation(player) + "无效", function (card) {
|
|
|
|
|
return get.type(card) == "basic";
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (_status.event.eff > 0) {
|
|
|
|
|
return 10 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set("eff", eff);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool == false) {
|
|
|
|
|
trigger.getParent().excluded.add(player);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target_use(card, player, target, current) {
|
|
|
|
|
if (card.name == "sha" && get.attitude(player, target) < 0) {
|
|
|
|
|
if (_status.event.name == "xiangle") return;
|
|
|
|
|
if (get.attitude(player, target) > 0 && current < 0) return "zerotarget";
|
|
|
|
|
var bs = player.getCards("h", { type: "basic" });
|
|
|
|
|
bs.remove(card);
|
|
|
|
|
if (card.cards) bs.removeArray(card.cards);
|
|
|
|
|
else bs.removeArray(ui.selected.cards);
|
|
|
|
|
if (!bs.length) return "zerotarget";
|
|
|
|
|
if (player.hasSkill("jiu") || player.hasSkill("tianxianjiu")) return;
|
|
|
|
|
if (bs.length <= 2) {
|
|
|
|
|
for (var i = 0; i < bs.length; i++) {
|
|
|
|
|
if (get.value(bs[i]) < 7) {
|
|
|
|
|
return [1, 0, 1, -0.5];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return [1, 0, 0.3, 0];
|
|
|
|
|
}
|
|
|
|
|
return [1, 0, 1, -0.5];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fangquan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseUseBefore" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("h") > 0 && !player.hasSkill("fangquan3");
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var fang = player.countMark("fangquan2") == 0 && player.hp >= 2 && player.countCards("h") <= player.hp + 1;
|
|
|
|
|
player
|
|
|
|
|
.chooseBool(get.prompt2("fangquan"))
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
if (!_status.event.fang) return false;
|
|
|
|
|
return game.hasPlayer(function (target) {
|
|
|
|
|
if (target.hasJudge("lebu") || target == player) return false;
|
|
|
|
|
if (get.attitude(player, target) > 4) {
|
|
|
|
|
return get.threaten(target) / Math.sqrt(target.hp + 1) / Math.sqrt(target.countCards("h") + 1) > 0;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
});
|
|
|
|
|
})
|
|
|
|
|
.set("fang", fang)
|
|
|
|
|
.setHiddenSkill(event.name);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("fangquan");
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
player.addTempSkill("fangquan2");
|
|
|
|
|
player.addMark("fangquan2", 1, false);
|
|
|
|
|
//player.storage.fangquan=result.targets[0];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fangquan2: {
|
|
|
|
|
trigger: { player: "phaseEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
audio: false,
|
|
|
|
|
//priority:-50,
|
|
|
|
|
onremove: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.count = player.countMark(event.name);
|
|
|
|
|
player.removeMark(event.name, event.count);
|
|
|
|
|
"step 1";
|
|
|
|
|
event.count--;
|
|
|
|
|
player.chooseToDiscard("是否弃置一张牌并令一名其他角色进行一个额外回合?").set("logSkill", player.name == "re_liushan" ? "refangquan" : "fangquan").ai = function (card) {
|
|
|
|
|
return 20 - get.value(card);
|
|
|
|
|
};
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.chooseTarget(true, "请选择进行额外回合的目标角色", lib.filter.notMe).ai = function (target) {
|
|
|
|
|
if (target.hasJudge("lebu") || get.attitude(player, target) <= 0) return -1;
|
|
|
|
|
if (target.isTurnedOver()) return 0.18;
|
|
|
|
|
return get.threaten(target) / Math.sqrt(target.hp + 1) / Math.sqrt(target.countCards("h") + 1);
|
|
|
|
|
};
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "fire");
|
|
|
|
|
target.markSkillCharacter("fangquan", player, "放权", "进行一个额外回合");
|
|
|
|
|
target.insertPhase();
|
|
|
|
|
target.addSkill("fangquan3");
|
|
|
|
|
if (event.count > 0) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fangquan3: {
|
|
|
|
|
trigger: { player: ["phaseAfter", "phaseCancelled"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
audio: false,
|
|
|
|
|
content() {
|
|
|
|
|
player.unmarkSkill("fangquan");
|
|
|
|
|
player.removeSkill("fangquan3");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ruoyu: {
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "fire",
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_liushan"],
|
|
|
|
|
unique: true,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
keepSkill: true,
|
|
|
|
|
derivation: "rejijiang",
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.isMinHp();
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("ruoyu");
|
|
|
|
|
player.gainMaxHp();
|
|
|
|
|
player.recover();
|
|
|
|
|
"step 1";
|
|
|
|
|
player.addSkills("rejijiang");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qiaobian: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: ["phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore"],
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var check,
|
|
|
|
|
str = "弃置一张手牌并跳过";
|
|
|
|
|
str += ["判定", "摸牌", "出牌", "弃牌"][lib.skill.qiaobian.trigger.player.indexOf(event.triggername)];
|
|
|
|
|
str += "阶段";
|
|
|
|
|
if (trigger.name == "phaseDraw") str += ",然后可以获得至多两名角色各一张手牌";
|
|
|
|
|
if (trigger.name == "phaseUse") str += ",然后可以移动场上的一张牌";
|
|
|
|
|
switch (trigger.name) {
|
|
|
|
|
case "phaseJudge":
|
|
|
|
|
check = player.countCards("j");
|
|
|
|
|
break;
|
|
|
|
|
case "phaseDraw":
|
|
|
|
|
var i,
|
|
|
|
|
num = 0,
|
|
|
|
|
num2 = 0,
|
|
|
|
|
players = game.filterPlayer();
|
|
|
|
|
for (i = 0; i < players.length; i++) {
|
|
|
|
|
if (player != players[i] && players[i].countCards("h")) {
|
|
|
|
|
var att = get.attitude(player, players[i]);
|
|
|
|
|
if (att <= 0) {
|
|
|
|
|
num++;
|
|
|
|
|
}
|
|
|
|
|
if (att < 0) {
|
|
|
|
|
num2++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
check = num >= 2 && num2 > 0;
|
|
|
|
|
break;
|
|
|
|
|
case "phaseUse":
|
|
|
|
|
if (!player.canMoveCard(true)) {
|
|
|
|
|
check = false;
|
|
|
|
|
} else {
|
|
|
|
|
check = game.hasPlayer(function (current) {
|
|
|
|
|
return get.attitude(player, current) > 0 && current.countCards("j");
|
|
|
|
|
});
|
|
|
|
|
if (!check) {
|
|
|
|
|
if (player.countCards("h") > player.hp + 1) {
|
|
|
|
|
check = false;
|
|
|
|
|
} else if (player.countCards("h", { name: "wuzhong" })) {
|
|
|
|
|
check = false;
|
|
|
|
|
} else {
|
|
|
|
|
check = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case "phaseDiscard":
|
|
|
|
|
check = player.needsToDiscard();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard(get.prompt("qiaobian"), str, lib.filter.cardDiscardable)
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (!_status.event.check) return -1;
|
|
|
|
|
return 7 - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("check", check)
|
|
|
|
|
.set("logSkill", "qiaobian")
|
|
|
|
|
.setHiddenSkill("qiaobian");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
game.log(player, "跳过了", "#y" + ["判定", "摸牌", "出牌", "弃牌"][lib.skill.qiaobian.trigger.player.indexOf(event.triggername)] + "阶段");
|
|
|
|
|
if (trigger.name == "phaseUse") {
|
|
|
|
|
if (player.canMoveCard()) player.moveCard();
|
|
|
|
|
event.finish();
|
|
|
|
|
} else if (trigger.name == "phaseDraw") {
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget([1, 2], "获得至多两名角色各一张手牌", function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("h");
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return 1 - get.attitude(_status.event.player, target);
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
result.targets.sortBySeat();
|
|
|
|
|
player.line(result.targets, "green");
|
|
|
|
|
event.targets = result.targets;
|
|
|
|
|
if (!event.targets.length) event.finish();
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
player.gainMultiple(event.targets);
|
|
|
|
|
"step 4";
|
|
|
|
|
game.delay();
|
|
|
|
|
},
|
|
|
|
|
ai: { threaten: 3 },
|
|
|
|
|
},
|
|
|
|
|
tuntian: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["gz_dengai"],
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseAfter",
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
frequent: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player == _status.currentPhase) return false;
|
|
|
|
|
if (event.name == "gain" && event.player == player) return false;
|
|
|
|
|
var evt = event.getl(player);
|
|
|
|
|
return evt && evt.cards2 && evt.cards2.length > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var next = player.judge(function (card) {
|
|
|
|
|
if (get.suit(card) == "heart") return -1;
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
next.judge2 = function (result) {
|
|
|
|
|
return result.bool;
|
|
|
|
|
};
|
|
|
|
|
if (get.mode() != "guozhan") {
|
|
|
|
|
next.callback = lib.skill.tuntian.callback;
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!result.bool || get.position(result.card) != "d") {
|
|
|
|
|
//game.cardsDiscard(card);
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
event.card = result.card;
|
|
|
|
|
player.chooseBool("是否将" + get.translation(event.card) + "作为“田”置于武将牌上?").ai = function () {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
"step 2";
|
|
|
|
|
if (!result.bool && !event.directbool) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player.addToExpansion(event.card, "gain2").gaintag.add("tuntian");
|
|
|
|
|
},
|
|
|
|
|
callback() {
|
|
|
|
|
if (!event.judgeResult.bool) {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player.addToExpansion(event.judgeResult.card, "gain2").gaintag.add("tuntian");
|
|
|
|
|
},
|
|
|
|
|
marktext: "田",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
onremove(player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
group: "tuntian_dist",
|
|
|
|
|
locked: false,
|
|
|
|
|
subSkill: {
|
|
|
|
|
dist: {
|
|
|
|
|
locked: false,
|
|
|
|
|
mod: {
|
|
|
|
|
globalFrom(from, to, distance) {
|
|
|
|
|
var num = distance - from.getExpansions("tuntian").length;
|
|
|
|
|
if (_status.event.skill == "jixi_backup" || _status.event.skill == "gzjixi_backup") num++;
|
|
|
|
|
return num;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target, current) {
|
|
|
|
|
if (
|
|
|
|
|
typeof card === "object" &&
|
|
|
|
|
get.name(card) === "sha" &&
|
|
|
|
|
target.mayHaveShan(
|
|
|
|
|
player,
|
|
|
|
|
"use",
|
|
|
|
|
target.getCards("h", i => {
|
|
|
|
|
return i.hasGaintag("sha_notshan");
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
return [0.6, 0.75];
|
|
|
|
|
if (!target.hasFriend() && !player.hasUnknown()) return;
|
|
|
|
|
if (_status.currentPhase == target || get.type(card) === "delay") return;
|
|
|
|
|
if (card.name != "shuiyanqijunx" && get.tag(card, "loseCard") && target.countCards("he")) {
|
|
|
|
|
if (target.hasSkill("ziliang")) return 0.7;
|
|
|
|
|
return [0.5, Math.max(2, target.countCards("h"))];
|
|
|
|
|
}
|
|
|
|
|
if (target.isUnderControl(true, player)) {
|
|
|
|
|
if ((get.tag(card, "respondSha") && target.countCards("h", "sha")) || (get.tag(card, "respondShan") && target.countCards("h", "shan"))) {
|
|
|
|
|
if (target.hasSkill("ziliang")) return 0.7;
|
|
|
|
|
return [0.5, 1];
|
|
|
|
|
}
|
|
|
|
|
} else if (get.tag(card, "respondSha") || get.tag(card, "respondShan")) {
|
|
|
|
|
if (get.attitude(player, target) > 0 && card.name == "juedou") return;
|
|
|
|
|
if (get.tag(card, "damage") && target.hasSkillTag("maixie")) return;
|
|
|
|
|
if (target.countCards("h") == 0) return 2;
|
|
|
|
|
if (target.hasSkill("ziliang")) return 0.7;
|
|
|
|
|
if (get.mode() == "guozhan") return 0.5;
|
|
|
|
|
return [0.5, Math.max(target.countCards("h") / 4, target.countCards("h", "sha") + target.countCards("h", "shan"))];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
if (target.countCards("h") == 0) return 2;
|
|
|
|
|
return 0.5;
|
|
|
|
|
},
|
|
|
|
|
nodiscard: true,
|
|
|
|
|
nolose: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zaoxian: {
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "thunder",
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_dengai"],
|
|
|
|
|
unique: true,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getExpansions("tuntian").length >= 3;
|
|
|
|
|
},
|
|
|
|
|
derivation: "jixi",
|
|
|
|
|
content() {
|
|
|
|
|
player.awakenSkill("zaoxian");
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.addSkills("jixi");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "tuntian",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jixi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_dengai", "gz_dengai", "ol_dengai"],
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getExpansions("tuntian").length > 0 && event.filterCard({ name: "shunshou" }, player, event);
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog(event, player) {
|
|
|
|
|
return ui.create.dialog("急袭", player.getExpansions("tuntian"), "hidden");
|
|
|
|
|
},
|
|
|
|
|
filter(button, player) {
|
|
|
|
|
var card = button.link;
|
|
|
|
|
if (!game.checkMod(card, player, "unchanged", "cardEnabled2", player)) return false;
|
|
|
|
|
var evt = _status.event.getParent();
|
|
|
|
|
return evt.filterCard(get.autoViewAs({ name: "shunshou" }, [card]), player, evt);
|
|
|
|
|
},
|
|
|
|
|
backup(links, player) {
|
|
|
|
|
var skill = _status.event.buttoned;
|
|
|
|
|
return {
|
|
|
|
|
audio: "jixi",
|
|
|
|
|
audioname: ["re_dengai", "gz_dengai", "ol_dengai"],
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
position: "x",
|
|
|
|
|
filterCard: skill == "jixi" ? card => card == lib.skill.jixi_backup.card : card => card == lib.skill.gzjixi_backup.card,
|
|
|
|
|
viewAs: { name: "shunshou" },
|
|
|
|
|
card: links[0],
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt(links, player) {
|
|
|
|
|
return "选择 顺手牵羊(" + get.translation(links[0]) + ")的目标";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 10,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
return player.getExpansions("tuntian").length - 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
combo: "tuntian",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jiang: {
|
|
|
|
|
shaRelated: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
audioname: ["sp_lvmeng", "re_sunben", "re_sunce"],
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder(player, card, num) {
|
|
|
|
|
if (get.color(card) === "red" && get.name(card) === "sha") return get.order({ name: "sha" }) + 0.15;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "useCardToPlayered",
|
|
|
|
|
target: "useCardToTargeted",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (!(event.card.name == "juedou" || (event.card.name == "sha" && get.color(event.card) == "red"))) return false;
|
|
|
|
|
return player == event.target || event.getParent().triggeredTargets3.length == 1;
|
|
|
|
|
},
|
|
|
|
|
locked: false,
|
|
|
|
|
frequent: true,
|
|
|
|
|
content() {
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (card.name == "sha" && get.color(card) == "red") return [1, 0.6];
|
|
|
|
|
},
|
|
|
|
|
player(card, player, target) {
|
|
|
|
|
if (card.name == "sha" && get.color(card) == "red") return [1, 1];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
hunzi: {
|
|
|
|
|
//audioname:['re_sunben'],
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "wood",
|
|
|
|
|
audio: 2,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
derivation: ["reyingzi", "gzyinghun"],
|
|
|
|
|
unique: true,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.hp <= 1 && !player.storage.hunzi;
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
//priority:3,
|
|
|
|
|
content() {
|
|
|
|
|
player.awakenSkill(event.name);
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.addSkills(["reyingzi", "gzyinghun"]);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
if (target.hp == 1) return 2;
|
|
|
|
|
return 0.5;
|
|
|
|
|
},
|
|
|
|
|
maixie: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (!target.hasFriend()) return;
|
|
|
|
|
if (target.hp === 2 && get.tag(card, "damage") == 1 && !target.isTurnedOver() && _status.currentPhase !== target && get.distance(_status.currentPhase, target, "absolute") <= 3) return [0.5, 1];
|
|
|
|
|
if (target.hp === 1 && get.tag(card, "recover") && !target.isTurnedOver() && _status.currentPhase !== target && get.distance(_status.currentPhase, target, "absolute") <= 3) return [1, -3];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhiba: {
|
|
|
|
|
unique: true,
|
|
|
|
|
global: "zhiba2",
|
|
|
|
|
audioname: ["re_sunben"],
|
|
|
|
|
audio: "zhiba2",
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
},
|
|
|
|
|
zhiba2: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_sunben"],
|
|
|
|
|
//forceaudio:true,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
prompt() {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var list = game.filterPlayer(function (target) {
|
|
|
|
|
return target.hasZhuSkill("zhiba", player) && player.canCompare(target);
|
|
|
|
|
});
|
|
|
|
|
var str = "和" + get.translation(list);
|
|
|
|
|
if (list.length > 1) str += "中的一人";
|
|
|
|
|
str += "进行拼点。若你没赢,其可以获得两张拼点牌。";
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.group != "wu" || player.countCards("h") == 0) return false;
|
|
|
|
|
return game.hasPlayer(function (target) {
|
|
|
|
|
return target.hasZhuSkill("zhiba", player) && player.canCompare(target);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target.hasZhuSkill("zhiba", player) && player.canCompare(target);
|
|
|
|
|
},
|
|
|
|
|
log: false,
|
|
|
|
|
prepare(cards, player, targets) {
|
|
|
|
|
targets[0].logSkill("zhiba");
|
|
|
|
|
},
|
|
|
|
|
usable: 1,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (target.storage.hunzi || target.storage.rehunzi) {
|
|
|
|
|
target
|
|
|
|
|
.chooseControl("拒绝", "不拒绝")
|
|
|
|
|
.set("prompt", "是否拒绝制霸拼点?")
|
|
|
|
|
.set("choice", get.attitude(target, player) <= 0);
|
|
|
|
|
} else {
|
|
|
|
|
event.forced = true;
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!event.forced && result.control == "拒绝") {
|
|
|
|
|
game.log(target, "拒绝了拼点");
|
|
|
|
|
target.chat("拒绝");
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player
|
|
|
|
|
.chooseToCompare(target, function (card) {
|
|
|
|
|
if (card.name == "du") return 20;
|
|
|
|
|
var player = get.owner(card);
|
|
|
|
|
var target = _status.event.getParent().target;
|
|
|
|
|
if (player != target && get.attitude(player, target) > 0) {
|
|
|
|
|
return -get.number(card);
|
|
|
|
|
}
|
|
|
|
|
return get.number(card);
|
|
|
|
|
})
|
|
|
|
|
.set("preserve", "lose");
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool == false) {
|
|
|
|
|
var list = [];
|
|
|
|
|
if (get.position(result.player) == "d") list.push(result.player);
|
|
|
|
|
if (get.position(result.target) == "d") list.push(result.target);
|
|
|
|
|
if (!list.length) event.finish();
|
|
|
|
|
else {
|
|
|
|
|
event.list = list;
|
|
|
|
|
target.chooseBool("是否获得" + get.translation(list) + "?").ai = function () {
|
|
|
|
|
return get.value(list) > 0;
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) target.gain(event.list, "gain2");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
basic: {
|
|
|
|
|
order: 1,
|
|
|
|
|
},
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
result: {
|
|
|
|
|
target(player, target) {
|
|
|
|
|
if (player.countCards("h", "du") && get.attitude(player, target) < 0) return -1;
|
|
|
|
|
if (player.countCards("h") <= player.hp) return 0;
|
|
|
|
|
var maxnum = 0;
|
|
|
|
|
var cards2 = target.getCards("h");
|
|
|
|
|
for (var i = 0; i < cards2.length; i++) {
|
|
|
|
|
if (get.number(cards2[i]) > maxnum) {
|
|
|
|
|
maxnum = get.number(cards2[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (maxnum > 10) maxnum = 10;
|
|
|
|
|
if (maxnum < 5 && cards2.length > 1) maxnum = 5;
|
|
|
|
|
var cards = player.getCards("h");
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
if (get.number(cards[i]) < maxnum) return 1;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhijian: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("h", { type: "equip" }) > 0;
|
|
|
|
|
},
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
return get.type(card) == "equip";
|
|
|
|
|
},
|
|
|
|
|
check(card) {
|
|
|
|
|
var player = _status.currentPhase;
|
|
|
|
|
if (player.countCards("he", { subtype: get.subtype(card) }) > 1) {
|
|
|
|
|
return 11 - get.equipValue(card);
|
|
|
|
|
}
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
if (target.isMin()) return false;
|
|
|
|
|
return player != target && target.canEquip(card);
|
|
|
|
|
},
|
|
|
|
|
async content(event, trigger, player) {
|
|
|
|
|
event.target.equip(event.cards[0]);
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
prepare(cards, player, targets) {
|
|
|
|
|
player.$give(cards, targets[0], false);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
basic: {
|
|
|
|
|
order: 10,
|
|
|
|
|
},
|
|
|
|
|
result: {
|
|
|
|
|
target(player, target) {
|
|
|
|
|
var card = ui.selected.cards[0];
|
|
|
|
|
if (card) return get.effect(target, card, target, target);
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.3,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
guzheng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_zhangzhang"],
|
|
|
|
|
trigger: { global: "phaseDiscardAfter" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.player != player && event.player.isIn()) {
|
|
|
|
|
return (
|
|
|
|
|
event.player.getHistory("lose", function (evt) {
|
|
|
|
|
return evt.type == "discard" && evt.getParent("phaseDiscard") == event && evt.hs.someInD("d");
|
|
|
|
|
}).length > 0
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
checkx(event, player, cards, cards2) {
|
|
|
|
|
if (cards.length > 2 || get.attitude(player, event.player) > 0) return true;
|
|
|
|
|
for (var i = 0; i < cards2.length; i++) {
|
|
|
|
|
if (get.value(cards2[i], event.player, "raw") < 0) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = [],
|
|
|
|
|
cards2 = [];
|
|
|
|
|
var target = trigger.player;
|
|
|
|
|
game.getGlobalHistory("cardMove", function (evt) {
|
|
|
|
|
if (evt.name == "cardsDiscard") {
|
|
|
|
|
if (evt.getParent("phaseDiscard") == trigger) {
|
|
|
|
|
var moves = evt.cards.filterInD("d");
|
|
|
|
|
cards.addArray(moves);
|
|
|
|
|
cards2.removeArray(moves);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (evt.name == "lose") {
|
|
|
|
|
if (evt.type != "discard" || evt.position != ui.discardPile || evt.getParent("phaseDiscard") != trigger) return;
|
|
|
|
|
var moves = evt.cards.filterInD("d");
|
|
|
|
|
cards.addArray(moves);
|
|
|
|
|
if (evt.player == target) cards2.addArray(moves);
|
|
|
|
|
else cards2.removeArray(moves);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
if (!cards2.length) event.finish();
|
|
|
|
|
else if (cards.length == 1) {
|
|
|
|
|
event.card = cards[0];
|
|
|
|
|
player
|
|
|
|
|
.chooseBool()
|
|
|
|
|
.set("createDialog", [get.prompt("guzheng", target), '<span class="text center">点击“确认”以令其收回此牌</span>', cards])
|
|
|
|
|
.set("choice", lib.skill.guzheng.checkx(trigger, player, cards, cards2))
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
return _status.event.choice;
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill("guzheng");
|
|
|
|
|
} else {
|
|
|
|
|
player
|
|
|
|
|
.chooseButton(2, [get.prompt("guzheng", target), '<span class="text center">被选择的牌将成为对方收回的牌</span>', cards, [["获得剩余的牌", "放弃剩余的牌"], "tdnodes"]])
|
|
|
|
|
.set("filterButton", function (button) {
|
|
|
|
|
var type = typeof button.link;
|
|
|
|
|
if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link) return false;
|
|
|
|
|
return type == "string" || _status.event.allowed.includes(button.link);
|
|
|
|
|
})
|
|
|
|
|
.set("allowed", cards2)
|
|
|
|
|
.set("check", lib.skill.guzheng.checkx(trigger, player, cards, cards2))
|
|
|
|
|
.set("ai", function (button) {
|
|
|
|
|
if (typeof button.link == "string") {
|
|
|
|
|
return button.link == "获得剩余的牌" ? 1 : 0;
|
|
|
|
|
}
|
|
|
|
|
if (_status.event.check) {
|
|
|
|
|
return 20 - get.value(button.link, _status.event.getTrigger().player);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill("guzheng");
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = trigger.player;
|
|
|
|
|
player.logSkill("guzheng", target);
|
|
|
|
|
if (!result.links || !result.links.length) {
|
|
|
|
|
target.gain(card, "gain2").giver = player;
|
|
|
|
|
} else {
|
|
|
|
|
if (typeof result.links[0] != "string") result.links.reverse();
|
|
|
|
|
var card = result.links[1];
|
|
|
|
|
target.gain(card, "gain2").giver = player;
|
|
|
|
|
if (result.links[0] != "获得剩余的牌") event.finish();
|
|
|
|
|
}
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
//避免插入结算改变弃牌堆 重新判断一次
|
|
|
|
|
var cards = [];
|
|
|
|
|
game.getGlobalHistory("cardMove", function (evt) {
|
|
|
|
|
if (evt.name == "cardsDiscard") {
|
|
|
|
|
if (evt.getParent("phaseDiscard") == trigger) {
|
|
|
|
|
var moves = evt.cards.filterInD("d");
|
|
|
|
|
cards.addArray(moves);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (evt.name == "lose") {
|
|
|
|
|
if (evt.type != "discard" || evt.position != ui.discardPile || evt.getParent("phaseDiscard") != trigger) return;
|
|
|
|
|
var moves = evt.cards.filterInD("d");
|
|
|
|
|
cards.addArray(moves);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
if (cards.length > 0) player.gain(cards, "gain2");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 1.3,
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
beige: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_caiwenji", "ol_caiwenji"],
|
|
|
|
|
trigger: { global: "damageEnd" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card && event.card.name == "sha" && event.source && event.player.isIn() && player.countCards("he");
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
checkx(event, player) {
|
|
|
|
|
var att1 = get.attitude(player, event.player);
|
|
|
|
|
var att2 = get.attitude(player, event.source);
|
|
|
|
|
return att1 > 0 && att2 <= 0;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var next = player.chooseToDiscard("he", get.prompt2("beige", trigger.player));
|
|
|
|
|
var check = lib.skill.beige.checkx(trigger, player);
|
|
|
|
|
next.set("ai", function (card) {
|
|
|
|
|
if (_status.event.goon) return 8 - get.value(card);
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
next.set("logSkill", "beige");
|
|
|
|
|
next.set("goon", check);
|
|
|
|
|
next.setHiddenSkill("beige");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
trigger.player.judge();
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
switch (result.suit) {
|
|
|
|
|
case "heart":
|
|
|
|
|
trigger.player.recover();
|
|
|
|
|
break;
|
|
|
|
|
case "diamond":
|
|
|
|
|
trigger.player.draw(2);
|
|
|
|
|
break;
|
|
|
|
|
case "club":
|
|
|
|
|
trigger.source.chooseToDiscard("he", 2, true);
|
|
|
|
|
break;
|
|
|
|
|
case "spade":
|
|
|
|
|
trigger.source.turnOver();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.3,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
duanchang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_caiwenji", "ol_caiwenji"],
|
|
|
|
|
forbid: ["boss"],
|
|
|
|
|
trigger: { player: "die" },
|
|
|
|
|
forced: true,
|
|
|
|
|
forceDie: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "gray",
|
|
|
|
|
filter(event) {
|
|
|
|
|
return event.source && event.source.isIn();
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.source.clearSkills();
|
|
|
|
|
},
|
|
|
|
|
logTarget: "source",
|
|
|
|
|
ai: {
|
|
|
|
|
maixie_defend: true,
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
if (target.hp == 1) return 0.2;
|
|
|
|
|
return 1.5;
|
|
|
|
|
},
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target, current) {
|
|
|
|
|
if (!target.hasFriend()) return;
|
|
|
|
|
if (target.hp <= 1 && get.tag(card, "damage")) {
|
|
|
|
|
if (player.hasSkillTag("jueqing", false, target)) return 3;
|
|
|
|
|
return [1, 0, 0, -3 * get.threaten(player)];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huashen: {
|
|
|
|
|
audio: "huashen2",
|
|
|
|
|
unique: true,
|
|
|
|
|
init(player) {
|
|
|
|
|
if (!player.storage.huashen) {
|
|
|
|
|
player.storage.huashen = {
|
|
|
|
|
owned: {},
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
player.when("dieBegin").then(() => {
|
|
|
|
|
const name = player.name ? player.name : player.name1;
|
|
|
|
|
if (name) {
|
|
|
|
|
const sex = get.character(name, 0);
|
|
|
|
|
const group = get.character(name, 1);
|
|
|
|
|
if (player.sex != sex) {
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
(player, sex) => {
|
|
|
|
|
player.sex = sex;
|
|
|
|
|
},
|
|
|
|
|
player,
|
|
|
|
|
sex
|
|
|
|
|
);
|
|
|
|
|
game.log(player, "将性别变为了", "#y" + get.translation(sex) + "性");
|
|
|
|
|
}
|
|
|
|
|
if (player.group != group) player.changeGroup(group);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content(storage, player) {
|
|
|
|
|
var str = "";
|
|
|
|
|
var list = Object.keys(storage.owned);
|
|
|
|
|
if (list.length) {
|
|
|
|
|
str += get.translation(list[0]);
|
|
|
|
|
for (var i = 1; i < list.length; i++) {
|
|
|
|
|
str += "、" + get.translation(list[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var skill = player.storage.huashen.current2;
|
|
|
|
|
if (skill) {
|
|
|
|
|
str += "<p>当前技能:" + get.translation(skill);
|
|
|
|
|
}
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
onunmark(storage, player) {
|
|
|
|
|
_status.characterlist.addArray(Object.keys(storage.owned));
|
|
|
|
|
storage.owned = [];
|
|
|
|
|
},
|
|
|
|
|
mark(dialog, content, player) {
|
|
|
|
|
var list = Object.keys(content.owned);
|
|
|
|
|
if (list.length) {
|
|
|
|
|
var skill = player.storage.huashen.current2;
|
|
|
|
|
var character = player.storage.huashen.current;
|
|
|
|
|
if (skill && character) {
|
|
|
|
|
dialog.addSmall([[character], (item, type, position, noclick, node) => lib.skill.rehuashen.$createButton(item, type, position, noclick, node)]);
|
|
|
|
|
dialog.add('<div><div class="skill">【' + get.translation(lib.translate[skill + "_ab"] || get.translation(skill).slice(0, 2)) + "】</div>" + "<div>" + get.skillInfoTranslation(skill, player) + "</div></div>");
|
|
|
|
|
}
|
|
|
|
|
if (player.isUnderControl(true)) {
|
|
|
|
|
dialog.addSmall([list, (item, type, position, noclick, node) => lib.skill.rehuashen.$createButton(item, type, position, noclick, node)]);
|
|
|
|
|
} else {
|
|
|
|
|
dialog.addText("共有" + get.cnNumber(list.length) + "张“化身”");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
return "没有化身";
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
addHuashen(player) {
|
|
|
|
|
if (!player.storage.huashen) return;
|
|
|
|
|
if (!_status.characterlist) {
|
|
|
|
|
lib.skill.pingjian.initList();
|
|
|
|
|
}
|
|
|
|
|
_status.characterlist.randomSort();
|
|
|
|
|
for (var i = 0; i < _status.characterlist.length; i++) {
|
|
|
|
|
let name = _status.characterlist[i];
|
|
|
|
|
if (name.indexOf("zuoci") != -1 || name.indexOf("key_") == 0 || name.indexOf("sp_key_") == 0 || lib.skill.rehuashen.banned.includes(name) || player.storage.huashen.owned[name]) continue;
|
|
|
|
|
let skills = lib.character[name][3].filter(skill => {
|
|
|
|
|
const categories = get.skillCategoriesOf(skill);
|
|
|
|
|
return !categories.some(type => lib.skill.rehuashen.bannedType.includes(type));
|
|
|
|
|
});
|
|
|
|
|
if (skills.length) {
|
|
|
|
|
player.storage.huashen.owned[name] = skills;
|
|
|
|
|
_status.characterlist.remove(name);
|
|
|
|
|
return name;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
addHuashens(player, num) {
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i = 0; i < num; i++) {
|
|
|
|
|
var name = lib.skill.huashen.addHuashen(player);
|
|
|
|
|
if (name) list.push(name);
|
|
|
|
|
}
|
|
|
|
|
if (list.length) {
|
|
|
|
|
player.syncStorage("huashen");
|
|
|
|
|
player.markSkill("huashen");
|
|
|
|
|
game.log(player, "获得了", get.cnNumber(list.length) + "张", "#g化身");
|
|
|
|
|
lib.skill.rehuashen.drawCharacter(player, list);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBefore",
|
|
|
|
|
player: ["enterGame", "phaseBegin", "phaseEnd"],
|
|
|
|
|
},
|
|
|
|
|
filter(event, player, name) {
|
|
|
|
|
if (event.name != "phase") return true;
|
|
|
|
|
if (name == "phaseBefore") return game.phaseNumber == 0;
|
|
|
|
|
return !get.is.empty(player.storage.huashen.owned);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var name = event.triggername;
|
|
|
|
|
if (trigger.name != "phase" || (name == "phaseBefore" && game.phaseNumber == 0)) {
|
|
|
|
|
player.logSkill("huashen");
|
|
|
|
|
lib.skill.huashen.addHuashens(player, 2);
|
|
|
|
|
event.logged = true;
|
|
|
|
|
}
|
|
|
|
|
var cards = [];
|
|
|
|
|
var skills = [];
|
|
|
|
|
for (var i in player.storage.huashen.owned) {
|
|
|
|
|
cards.push(i);
|
|
|
|
|
skills.addArray(player.storage.huashen.owned[i]);
|
|
|
|
|
}
|
|
|
|
|
var cond = event.triggername == "phaseBegin" ? "in" : "out";
|
|
|
|
|
skills.randomSort();
|
|
|
|
|
skills.sort(function (a, b) {
|
|
|
|
|
return get.skillRank(b, cond) - get.skillRank(a, cond);
|
|
|
|
|
});
|
|
|
|
|
if (player.isUnderControl()) {
|
|
|
|
|
game.swapPlayerAuto(player);
|
|
|
|
|
}
|
|
|
|
|
var switchToAuto = function () {
|
|
|
|
|
_status.imchoosing = false;
|
|
|
|
|
var skill = skills[0],
|
|
|
|
|
character;
|
|
|
|
|
for (var i in player.storage.huashen.owned) {
|
|
|
|
|
if (player.storage.huashen.owned[i].includes(skill)) {
|
|
|
|
|
character = i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
event._result = {
|
|
|
|
|
bool: true,
|
|
|
|
|
skill: skill,
|
|
|
|
|
character: character,
|
|
|
|
|
};
|
|
|
|
|
if (event.dialog) event.dialog.close();
|
|
|
|
|
if (event.control) event.control.close();
|
|
|
|
|
};
|
|
|
|
|
var chooseButton = function (player, list, forced) {
|
|
|
|
|
var event = _status.event;
|
|
|
|
|
player = player || event.player;
|
|
|
|
|
if (!event._result) event._result = {};
|
|
|
|
|
var prompt = forced ? "化身:选择获得一项技能" : get.prompt("huashen");
|
|
|
|
|
var dialog = ui.create.dialog(prompt, [list, (item, type, position, noclick, node) => lib.skill.rehuashen.$createButton(item, type, position, noclick, node)]);
|
|
|
|
|
event.dialog = dialog;
|
|
|
|
|
event.forceMine = true;
|
|
|
|
|
event.button = null;
|
|
|
|
|
for (var i = 0; i < event.dialog.buttons.length; i++) {
|
|
|
|
|
event.dialog.buttons[i].classList.add("pointerdiv");
|
|
|
|
|
event.dialog.buttons[i].classList.add("selectable");
|
|
|
|
|
}
|
|
|
|
|
event.dialog.open();
|
|
|
|
|
event.custom.replace.button = function (button) {
|
|
|
|
|
if (!event.dialog.contains(button.parentNode)) return;
|
|
|
|
|
if (event.control) event.control.style.opacity = 1;
|
|
|
|
|
if (button.classList.contains("selectedx")) {
|
|
|
|
|
event.button = null;
|
|
|
|
|
button.classList.remove("selectedx");
|
|
|
|
|
if (event.control) {
|
|
|
|
|
event.control.replacex(["cancel2"]);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (event.button) {
|
|
|
|
|
event.button.classList.remove("selectedx");
|
|
|
|
|
}
|
|
|
|
|
button.classList.add("selectedx");
|
|
|
|
|
event.button = button;
|
|
|
|
|
if (event.control && button.link) {
|
|
|
|
|
event.control.replacex(player.storage.huashen.owned[button.link]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
game.check();
|
|
|
|
|
};
|
|
|
|
|
event.custom.replace.window = function () {
|
|
|
|
|
if (event.button) {
|
|
|
|
|
event.button.classList.remove("selectedx");
|
|
|
|
|
event.button = null;
|
|
|
|
|
}
|
|
|
|
|
event.control.replacex(["cancel2"]);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
event.switchToAuto = function () {
|
|
|
|
|
var cards = [];
|
|
|
|
|
var skills = [];
|
|
|
|
|
for (var i in player.storage.huashen.owned) {
|
|
|
|
|
cards.push(i);
|
|
|
|
|
skills.addArray(player.storage.huashen.owned[i]);
|
|
|
|
|
}
|
|
|
|
|
var cond = event.triggername == "phaseBegin" ? "in" : "out";
|
|
|
|
|
skills.randomSort();
|
|
|
|
|
skills.sort(function (a, b) {
|
|
|
|
|
return get.skillRank(b, cond) - get.skillRank(a, cond);
|
|
|
|
|
});
|
|
|
|
|
_status.imchoosing = false;
|
|
|
|
|
var skill = skills[0],
|
|
|
|
|
character;
|
|
|
|
|
for (var i in player.storage.huashen.owned) {
|
|
|
|
|
if (player.storage.huashen.owned[i].includes(skill)) {
|
|
|
|
|
character = i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
event._result = {
|
|
|
|
|
bool: true,
|
|
|
|
|
skill: skill,
|
|
|
|
|
character: character,
|
|
|
|
|
};
|
|
|
|
|
if (event.dialog) event.dialog.close();
|
|
|
|
|
if (event.control) event.control.close();
|
|
|
|
|
};
|
|
|
|
|
var controls = [];
|
|
|
|
|
event.control = ui.create.control();
|
|
|
|
|
event.control.replacex = function () {
|
|
|
|
|
var args = Array.from(arguments)[0];
|
|
|
|
|
if (args.includes("cancel2") && forced) {
|
|
|
|
|
args.remove("cancel2");
|
|
|
|
|
this.style.opacity = "";
|
|
|
|
|
}
|
|
|
|
|
args.push(function (link) {
|
|
|
|
|
var result = event._result;
|
|
|
|
|
if (link == "cancel2") result.bool = false;
|
|
|
|
|
else {
|
|
|
|
|
if (!event.button) return;
|
|
|
|
|
result.bool = true;
|
|
|
|
|
result.skill = link;
|
|
|
|
|
result.character = event.button.link;
|
|
|
|
|
}
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
event.control.close();
|
|
|
|
|
game.resume();
|
|
|
|
|
_status.imchoosing = false;
|
|
|
|
|
});
|
|
|
|
|
return this.replace.apply(this, args);
|
|
|
|
|
};
|
|
|
|
|
if (!forced) {
|
|
|
|
|
controls.push("cancel2");
|
|
|
|
|
event.control.style.opacity = 1;
|
|
|
|
|
}
|
|
|
|
|
event.control.replacex(controls);
|
|
|
|
|
game.pause();
|
|
|
|
|
game.countChoose();
|
|
|
|
|
};
|
|
|
|
|
if (event.isMine()) {
|
|
|
|
|
chooseButton(player, cards, event.logged);
|
|
|
|
|
} else if (event.isOnline()) {
|
|
|
|
|
event.player.send(chooseButton, event.player, cards, event.logged);
|
|
|
|
|
event.player.wait();
|
|
|
|
|
game.pause();
|
|
|
|
|
} else {
|
|
|
|
|
switchToAuto();
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
var map = event.result || result;
|
|
|
|
|
if (map.bool) {
|
|
|
|
|
if (!event.logged) player.logSkill("huashen");
|
|
|
|
|
var skill = map.skill,
|
|
|
|
|
character = map.character;
|
|
|
|
|
if (character != player.storage.huashen.current) {
|
|
|
|
|
const old = player.storage.huashen.current;
|
|
|
|
|
player.storage.huashen.current = character;
|
|
|
|
|
player.markSkill("huashen");
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (player, character, old) {
|
|
|
|
|
player.tempname.remove(old);
|
|
|
|
|
player.tempname.add(character);
|
|
|
|
|
player.sex = lib.character[character][0];
|
|
|
|
|
//player.group=lib.character[character][1];
|
|
|
|
|
//player.node.name.dataset.nature=get.groupnature(player.group);
|
|
|
|
|
var mark = player.marks.huashen;
|
|
|
|
|
if (mark) {
|
|
|
|
|
mark.style.transition = "all 0.3s";
|
|
|
|
|
setTimeout(function () {
|
|
|
|
|
mark.style.transition = "all 0s";
|
|
|
|
|
ui.refresh(mark);
|
|
|
|
|
mark.setBackground(character, "character");
|
|
|
|
|
if (mark.firstChild) {
|
|
|
|
|
mark.firstChild.remove();
|
|
|
|
|
}
|
|
|
|
|
setTimeout(function () {
|
|
|
|
|
mark.style.transition = "";
|
|
|
|
|
mark.show();
|
|
|
|
|
}, 50);
|
|
|
|
|
}, 200);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
player,
|
|
|
|
|
character,
|
|
|
|
|
old
|
|
|
|
|
);
|
|
|
|
|
game.log(player, "将性别变为了", "#y" + get.translation(lib.character[character][0]) + "性");
|
|
|
|
|
player.changeGroup(lib.character[character][1]);
|
|
|
|
|
}
|
|
|
|
|
player.storage.huashen.current2 = skill;
|
|
|
|
|
if (!player.additionalSkills.huashen || !player.additionalSkills.huashen.includes(skill)) {
|
|
|
|
|
player.addAdditionalSkills("huashen", skill);
|
|
|
|
|
player.flashAvatar("huashen", character);
|
|
|
|
|
player.syncStorage("huashen");
|
|
|
|
|
player.updateMarks("huashen");
|
|
|
|
|
// lib.skill.rehuashen.createAudio(character,skill,'zuoci');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huashen2: { audio: 2 },
|
|
|
|
|
xinsheng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
unique: true,
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
frequent: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.num = trigger.num;
|
|
|
|
|
"step 1";
|
|
|
|
|
lib.skill.huashen.addHuashens(player, 1);
|
|
|
|
|
"step 2";
|
|
|
|
|
if (--event.num > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
|
|
|
|
|
player.chooseBool(get.prompt2("xinsheng")).set("frequentSkill", event.name);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool && player.hasSkill("xinsheng")) {
|
|
|
|
|
player.logSkill("xinsheng");
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "huashen",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huoshou: {
|
|
|
|
|
audio: "huoshou1",
|
|
|
|
|
audioname: ["re_menghuo"],
|
|
|
|
|
locked: true,
|
|
|
|
|
group: ["huoshou1", "huoshou2"],
|
|
|
|
|
preHidden: ["huoshou1", "huoshou2"],
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (card.name == "nanman") return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huoshou1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_menghuo"],
|
|
|
|
|
trigger: { target: "useCardToBefore" },
|
|
|
|
|
forced: true,
|
|
|
|
|
priority: 15,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "nanman";
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huoshou2: {
|
|
|
|
|
audio: "huoshou1",
|
|
|
|
|
audioname: ["re_menghuo"],
|
|
|
|
|
trigger: { global: "useCard" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card && event.card.name == "nanman" && event.player != player;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.customArgs.default.customSource = player;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zaiqixx: {
|
|
|
|
|
audio: "zaiqi",
|
|
|
|
|
inherit: "zaiqi",
|
|
|
|
|
},
|
|
|
|
|
zaiqi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseDrawBegin1" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !event.numFixed && player.hp < player.maxHp;
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
if (player.getDamagedHp() < 2) {
|
|
|
|
|
return false;
|
|
|
|
|
} else if (player.getDamagedHp() == 2) {
|
|
|
|
|
return player.countCards("h") >= 2;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.changeToZero();
|
|
|
|
|
event.cards = get.cards(player.getDamagedHp() + (event.name == "zaiqi" ? 0 : 1));
|
|
|
|
|
game.cardsGotoOrdering(event.cards);
|
|
|
|
|
player.showCards(event.cards);
|
|
|
|
|
"step 1";
|
|
|
|
|
var num = 0;
|
|
|
|
|
for (var i = 0; i < event.cards.length; i++) {
|
|
|
|
|
if (get.suit(event.cards[i]) == "heart") {
|
|
|
|
|
num++;
|
|
|
|
|
event.cards.splice(i--, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (num) {
|
|
|
|
|
player.recover(num);
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (event.cards.length) {
|
|
|
|
|
player.gain(event.cards, "gain2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
if (target.hp == 1) return 2;
|
|
|
|
|
if (target.hp == 2) return 1.5;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
juxiang: {
|
|
|
|
|
//unique:true,
|
|
|
|
|
locked: true,
|
|
|
|
|
audio: "juxiang1",
|
|
|
|
|
audioname: ["re_zhurong", "ol_zhurong"],
|
|
|
|
|
group: ["juxiang1", "juxiang2"],
|
|
|
|
|
preHidden: ["juxiang1", "juxiang2"],
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card) {
|
|
|
|
|
if (card.name == "nanman") return [0, 1];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
juxiang1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_zhurong", "ol_zhurong"],
|
|
|
|
|
trigger: { target: "useCardToBefore" },
|
|
|
|
|
forced: true,
|
|
|
|
|
priority: 15,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "nanman";
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
juxiang2: {
|
|
|
|
|
audio: "juxiang1",
|
|
|
|
|
audioname: ["re_zhurong", "ol_zhurong"],
|
|
|
|
|
trigger: { global: "useCardAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "nanman" && event.player != player && event.cards.someInD();
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.gain(trigger.cards.filterInD(), "gain2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
lieren: {
|
|
|
|
|
shaRelated: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["boss_lvbu3", "ol_zhurong"],
|
|
|
|
|
trigger: { source: "damageSource" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event._notrigger.includes(event.player)) return false;
|
|
|
|
|
return event.card && event.card.name == "sha" && event.getParent().name == "sha" && event.player.isIn() && player.canCompare(event.player);
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return get.attitude(player, event.player) < 0 && player.countCards("h") > 1;
|
|
|
|
|
},
|
|
|
|
|
//priority:5,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToCompare(trigger.player);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && trigger.player.countGainableCards(player, "he")) {
|
|
|
|
|
player.gainPlayerCard(trigger.player, true, "he");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xingshang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "die" },
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter(event) {
|
|
|
|
|
return event.player.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.togain = trigger.player.getCards("he");
|
|
|
|
|
player.gain(event.togain, trigger.player, "giveAuto", "bySelf");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fangzhu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var draw = player.getDamagedHp();
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("fangzhu"), "令一名其他角色翻面" + (draw > 0 ? "并摸" + get.cnNumber(draw) + "张牌" : ""), function (card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill("fangzhu")
|
|
|
|
|
.set("ai", target => {
|
|
|
|
|
if (target.hasSkillTag("noturn")) return 0;
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var current = _status.currentPhase;
|
|
|
|
|
var dis = current ? get.distance(current, target, "absolute") : 1;
|
|
|
|
|
var draw = player.getDamagedHp();
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
if (att == 0) return target.hasJudge("lebu") ? Math.random() / 3 : Math.sqrt(get.threaten(target)) / 5 + Math.random() / 2;
|
|
|
|
|
if (att > 0) {
|
|
|
|
|
if (target.isTurnedOver()) return att + draw;
|
|
|
|
|
if (draw < 4) return -1;
|
|
|
|
|
if (current && target.getSeatNum() > current.getSeatNum()) return att + draw / 3;
|
|
|
|
|
return (10 * Math.sqrt(Math.max(0.01, get.threaten(target)))) / (3.5 - draw) + dis / (2 * game.countPlayer());
|
|
|
|
|
} else {
|
|
|
|
|
if (target.isTurnedOver()) return att - draw;
|
|
|
|
|
if (draw >= 5) return -1;
|
|
|
|
|
if (current && target.getSeatNum() <= current.getSeatNum()) return -att + draw / 3;
|
|
|
|
|
return (4.25 - draw) * 10 * Math.sqrt(Math.max(0.01, get.threaten(target))) + (2 * game.countPlayer()) / dis;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("fangzhu", result.targets);
|
|
|
|
|
var draw = player.getDamagedHp();
|
|
|
|
|
if (draw > 0) result.targets[0].draw(draw);
|
|
|
|
|
result.targets[0].turnOver();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
maixie: true,
|
|
|
|
|
maixie_hp: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (get.tag(card, "damage")) {
|
|
|
|
|
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
|
|
|
|
if (target.hp <= 1) return;
|
|
|
|
|
if (!target.hasFriend()) return;
|
|
|
|
|
var hastarget = false;
|
|
|
|
|
var turnfriend = false;
|
|
|
|
|
var players = game.filterPlayer();
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (get.attitude(target, players[i]) < 0 && !players[i].isTurnedOver()) {
|
|
|
|
|
hastarget = true;
|
|
|
|
|
}
|
|
|
|
|
if (get.attitude(target, players[i]) > 0 && players[i].isTurnedOver()) {
|
|
|
|
|
hastarget = true;
|
|
|
|
|
turnfriend = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (get.attitude(player, target) > 0 && !hastarget) return;
|
|
|
|
|
if (turnfriend || target.hp == target.maxHp) return [0.5, 1];
|
|
|
|
|
if (target.hp > 1) return [1, 0.5];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
songwei: {
|
|
|
|
|
unique: true,
|
|
|
|
|
group: "songwei2",
|
|
|
|
|
audioname: ["re_caopi"],
|
|
|
|
|
audio: "songwei2",
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
},
|
|
|
|
|
songwei2: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_caopi"],
|
|
|
|
|
forceaudio: true,
|
|
|
|
|
trigger: { global: "judgeEnd" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.player == player || event.player.group != "wei") return false;
|
|
|
|
|
if (event.result.color != "black") return false;
|
|
|
|
|
return player.hasZhuSkill("songwei", event.player);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.player.chooseBool("是否发动【颂威】,令" + get.translation(player) + "摸一张牌?").set("choice", get.attitude(trigger.player, player) > 0);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("songwei2");
|
|
|
|
|
trigger.player.line(player, "green");
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jiezi: {
|
|
|
|
|
trigger: { global: ["phaseDrawSkipped", "phaseDrawCancelled"] },
|
|
|
|
|
audio: 2,
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.player != player;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
gzduanliang: {
|
|
|
|
|
audio: "duanliang1",
|
|
|
|
|
audioname: ["re_xuhuang"],
|
|
|
|
|
group: ["duanliang1", "duanliang2"],
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 1.2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
duanliang: {
|
|
|
|
|
audio: "duanliang1",
|
|
|
|
|
audioname: ["re_xuhuang"],
|
|
|
|
|
group: ["duanliang1", "duanliang3"],
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 1.2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
duanliang1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_xuhuang"],
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
if (get.type(card) != "basic" && get.type(card) != "equip") return false;
|
|
|
|
|
return get.color(card) == "black";
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("hes", { type: ["basic", "equip"], color: "black" });
|
|
|
|
|
},
|
|
|
|
|
position: "hes",
|
|
|
|
|
viewAs: { name: "bingliang" },
|
|
|
|
|
prompt: "将一黑色的基本牌或装备牌当兵粮寸断使用",
|
|
|
|
|
check(card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 9,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
duanliang2: {
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange(card, player, target) {
|
|
|
|
|
if (card.name == "bingliang") {
|
|
|
|
|
if (get.distance(player, target) <= 2) return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
duanliang3: {
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange(card, player, target) {
|
|
|
|
|
if (card.name == "bingliang") {
|
|
|
|
|
if (target.countCards("h") >= player.countCards("h")) return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
haoshi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseDrawBegin2" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("h") + 2 + event.num <= 5 ||
|
|
|
|
|
game.hasPlayer(function (target) {
|
|
|
|
|
return (
|
|
|
|
|
player !== target &&
|
|
|
|
|
!game.hasPlayer(function (current) {
|
|
|
|
|
return current !== player && current !== target && current.countCards("h") < target.countCards("h");
|
|
|
|
|
}) &&
|
|
|
|
|
get.attitude(player, target) > 0
|
|
|
|
|
);
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.num += 2;
|
|
|
|
|
player.addSkill("haoshi2");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 2,
|
|
|
|
|
noh: true,
|
|
|
|
|
skillTagFilter(player, tag) {
|
|
|
|
|
if (tag == "noh") {
|
|
|
|
|
if (player.countCards("h") != 2) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
haoshi2: {
|
|
|
|
|
trigger: { player: "phaseDrawEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
audio: false,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.removeSkill("haoshi2");
|
|
|
|
|
if (player.countCards("h") <= 5) {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
selectCard: Math.floor(player.countCards("h") / 2),
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target.isMinHandcard();
|
|
|
|
|
},
|
|
|
|
|
prompt: "将一半的手牌交给场上手牌数最少的一名角色",
|
|
|
|
|
forced: true,
|
|
|
|
|
ai2(target) {
|
|
|
|
|
return get.attitude(_status.event.player, target);
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.targets && result.targets[0]) {
|
|
|
|
|
player.give(result.cards, result.targets[0]);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dimeng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
position: "he",
|
|
|
|
|
filterCard() {
|
|
|
|
|
var targets = ui.selected.targets;
|
|
|
|
|
if (targets.length == 2) {
|
|
|
|
|
if (Math.abs(targets[0].countCards("h") - targets[1].countCards("h")) <= ui.selected.cards.length) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
selectCard: [0, Infinity],
|
|
|
|
|
selectTarget: 2,
|
|
|
|
|
complexCard: true,
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
filterOk() {
|
|
|
|
|
var targets = ui.selected.targets;
|
|
|
|
|
if (targets.length != 2) return false;
|
|
|
|
|
return Math.abs(targets[0].countCards("h") - targets[1].countCards("h")) == ui.selected.cards.length;
|
|
|
|
|
},
|
|
|
|
|
multitarget: true,
|
|
|
|
|
multiline: true,
|
|
|
|
|
content() {
|
|
|
|
|
targets[0].swapHandcards(targets[1]);
|
|
|
|
|
},
|
|
|
|
|
check(card) {
|
|
|
|
|
var list = [],
|
|
|
|
|
player = _status.event.player;
|
|
|
|
|
var num = player.countCards("he");
|
|
|
|
|
var count;
|
|
|
|
|
var players = game.filterPlayer();
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (players[i] != player && get.attitude(player, players[i]) > 3) list.push(players[i]);
|
|
|
|
|
}
|
|
|
|
|
list.sort(function (a, b) {
|
|
|
|
|
return a.countCards("h") - b.countCards("h");
|
|
|
|
|
});
|
|
|
|
|
if (list.length == 0) return -1;
|
|
|
|
|
var from = list[0];
|
|
|
|
|
list.length = 0;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (players[i] != player && get.attitude(player, players[i]) < 1) list.push(players[i]);
|
|
|
|
|
}
|
|
|
|
|
if (list.length == 0) return -1;
|
|
|
|
|
list.sort(function (a, b) {
|
|
|
|
|
return b.countCards("h") - a.countCards("h");
|
|
|
|
|
});
|
|
|
|
|
if (from.countCards("h") >= list[0].countCards("h")) return -1;
|
|
|
|
|
for (var i = 0; i < list.length && from.countCards("h") < list[i].countCards("h"); i++) {
|
|
|
|
|
if (list[i].countCards("h") - from.countCards("h") <= num) {
|
|
|
|
|
count = list[i].countCards("h") - from.countCards("h");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (count < 2 && from.countCards("h") >= 2) return -1;
|
|
|
|
|
if (ui.selected.cards.length < count) return 11 - get.value(card);
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 6,
|
|
|
|
|
threaten: 3,
|
|
|
|
|
expose: 0.9,
|
|
|
|
|
result: {
|
|
|
|
|
target(player, target) {
|
|
|
|
|
var list = [];
|
|
|
|
|
var num = player.countCards("he");
|
|
|
|
|
var players = game.filterPlayer();
|
|
|
|
|
if (ui.selected.targets.length == 0) {
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (players[i] != player && get.attitude(player, players[i]) > 3) list.push(players[i]);
|
|
|
|
|
}
|
|
|
|
|
list.sort(function (a, b) {
|
|
|
|
|
return a.countCards("h") - b.countCards("h");
|
|
|
|
|
});
|
|
|
|
|
if (target == list[0]) return get.attitude(player, target);
|
|
|
|
|
return -get.attitude(player, target);
|
|
|
|
|
} else {
|
|
|
|
|
var from = ui.selected.targets[0];
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (players[i] != player && get.attitude(player, players[i]) < 1) list.push(players[i]);
|
|
|
|
|
}
|
|
|
|
|
list.sort(function (a, b) {
|
|
|
|
|
return b.countCards("h") - a.countCards("h");
|
|
|
|
|
});
|
|
|
|
|
if (from.countCards("h") >= list[0].countCards("h")) return -get.attitude(player, target);
|
|
|
|
|
for (var i = 0; i < list.length && from.countCards("h") < list[i].countCards("h"); i++) {
|
|
|
|
|
if (list[i].countCards("h") - from.countCards("h") <= num) {
|
|
|
|
|
var count = list[i].countCards("h") - from.countCards("h");
|
|
|
|
|
if (count < 2 && from.countCards("h") >= 2) return -get.attitude(player, target);
|
|
|
|
|
if (target == list[i]) return get.attitude(player, target);
|
|
|
|
|
return -get.attitude(player, target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yinghun: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_sunjian", "sunce", "re_sunben", "re_sunce", "ol_sunjian"],
|
|
|
|
|
audioname2: {
|
|
|
|
|
re_sunyi: "gzyinghun_re_sunyi",
|
|
|
|
|
tw_ol_sunjian: "yinghun_ol_sunjian",
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder(player, card, num) {
|
|
|
|
|
if (num > 0 && _status.event && _status.event.type == "phase" && get.tag(card, "recover")) {
|
|
|
|
|
if (player.needsToDiscard()) return num / 3;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
locked: false,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("yinghun"), function (card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (player.getDamagedHp() == 1 && target.countCards("he") == 0) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
if (get.attitude(_status.event.player, target) > 0) {
|
|
|
|
|
return 10 + get.attitude(_status.event.player, target);
|
|
|
|
|
}
|
|
|
|
|
if (player.getDamagedHp() == 1) {
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill(event.name);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
event.num = player.getDamagedHp();
|
|
|
|
|
player.logSkill(event.name, result.targets);
|
|
|
|
|
event.target = result.targets[0];
|
|
|
|
|
if (event.num == 1) {
|
|
|
|
|
event.directcontrol = true;
|
|
|
|
|
} else {
|
|
|
|
|
var str1 = "摸" + get.cnNumber(event.num, true) + "弃一";
|
|
|
|
|
var str2 = "摸一弃" + get.cnNumber(event.num, true);
|
|
|
|
|
player
|
|
|
|
|
.chooseControl(str1, str2, function (event, player) {
|
|
|
|
|
if (player.isHealthy()) return 1 - _status.event.choice;
|
|
|
|
|
return _status.event.choice;
|
|
|
|
|
})
|
|
|
|
|
.set("choice", get.attitude(player, event.target) > 0 ? 0 : 1);
|
|
|
|
|
event.str = str1;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (event.directcontrol || result.control == event.str) {
|
|
|
|
|
if (event.num > 0) event.target.draw(event.num);
|
|
|
|
|
event.target.chooseToDiscard(true, "he");
|
|
|
|
|
} else {
|
|
|
|
|
event.target.draw();
|
|
|
|
|
if (event.num > 0) event.target.chooseToDiscard(event.num, true, "he");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (
|
|
|
|
|
get.tag(card, "damage") &&
|
|
|
|
|
get.itemtype(player) === "player" &&
|
|
|
|
|
target.hp >
|
|
|
|
|
(player.hasSkillTag("damageBonus", true, {
|
|
|
|
|
target: target,
|
|
|
|
|
card: card,
|
|
|
|
|
})
|
|
|
|
|
? 2
|
|
|
|
|
: 1)
|
|
|
|
|
)
|
|
|
|
|
return [1, 1];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
return Math.max(0.5, target.getDamagedHp() / 2);
|
|
|
|
|
},
|
|
|
|
|
maixie: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
gzyinghun: {
|
|
|
|
|
audio: "yinghun",
|
|
|
|
|
audioname: ["re_sunjian", "sunce", "re_sunben", "re_sunce", "ol_sunjian", "sb_sunce"],
|
|
|
|
|
audioname2: {
|
|
|
|
|
re_sunyi: "gzyinghun_re_sunyi",
|
|
|
|
|
tw_ol_sunjian: "yinghun_ol_sunjian",
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder(player, card, num) {
|
|
|
|
|
if (num > 0 && _status.event && _status.event.type == "phase" && get.tag(card, "recover")) {
|
|
|
|
|
if (player.needsToDiscard()) return num / 3;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
locked: false,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getDamagedHp() > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("gzyinghun"), function (card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (player.getDamagedHp() == 1 && target.countCards("he") == 0) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
if (get.attitude(_status.event.player, target) > 0) {
|
|
|
|
|
return 10 + get.attitude(_status.event.player, target);
|
|
|
|
|
}
|
|
|
|
|
if (player.getDamagedHp() == 1) {
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill(event.name);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
event.num = player.getDamagedHp();
|
|
|
|
|
player.logSkill(event.name, result.targets);
|
|
|
|
|
event.target = result.targets[0];
|
|
|
|
|
if (event.num == 1) {
|
|
|
|
|
event.directcontrol = true;
|
|
|
|
|
} else {
|
|
|
|
|
var str1 = "摸" + get.cnNumber(event.num, true) + "弃一";
|
|
|
|
|
var str2 = "摸一弃" + get.cnNumber(event.num, true);
|
|
|
|
|
player
|
|
|
|
|
.chooseControl(str1, str2, function (event, player) {
|
|
|
|
|
return _status.event.choice;
|
|
|
|
|
})
|
|
|
|
|
.set("choice", get.attitude(player, event.target) > 0 ? str1 : str2);
|
|
|
|
|
event.str = str1;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (event.directcontrol || result.control == event.str) {
|
|
|
|
|
event.target.draw(event.num);
|
|
|
|
|
event.target.chooseToDiscard(true, "he");
|
|
|
|
|
} else {
|
|
|
|
|
event.target.draw();
|
|
|
|
|
event.target.chooseToDiscard(event.num, true, "he");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (
|
|
|
|
|
get.tag(card, "damage") &&
|
|
|
|
|
get.itemtype(player) === "player" &&
|
|
|
|
|
target.hp >
|
|
|
|
|
(player.hasSkillTag("damageBonus", true, {
|
|
|
|
|
target: target,
|
|
|
|
|
card: card,
|
|
|
|
|
})
|
|
|
|
|
? 2
|
|
|
|
|
: 1)
|
|
|
|
|
)
|
|
|
|
|
return [1, 1];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
return Math.max(0.5, target.getDamagedHp() / 2);
|
|
|
|
|
},
|
|
|
|
|
maixie: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yinghun_ol_sunjian: { audio: 2 },
|
|
|
|
|
jiuchi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_dongzhuo"],
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
return get.suit(card) == "spade";
|
|
|
|
|
},
|
|
|
|
|
viewAs: { name: "jiu" },
|
|
|
|
|
viewAsFilter(player) {
|
|
|
|
|
if (!player.countCards("hs", { suit: "spade" })) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
prompt: "将一张黑桃手牌当酒使用",
|
|
|
|
|
check(card) {
|
|
|
|
|
if (_status.event.type == "dying") return 1 / Math.max(0.1, get.value(card));
|
|
|
|
|
return 4 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 1.5,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
roulin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_dongzhuo", "ol_dongzhuo"],
|
|
|
|
|
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.card.name != "sha") return false;
|
|
|
|
|
if (player == event.player) {
|
|
|
|
|
return event.target.hasSex("female");
|
|
|
|
|
}
|
|
|
|
|
return event.player.hasSex("female");
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return player == event.player;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
var id = (player == trigger.player ? trigger.target : player).playerid;
|
|
|
|
|
var map = trigger.getParent().customArgs;
|
|
|
|
|
if (!map[id]) map[id] = {};
|
|
|
|
|
if (typeof map[id].shanRequired == "number") {
|
|
|
|
|
map[id].shanRequired++;
|
|
|
|
|
} else {
|
|
|
|
|
map[id].shanRequired = 2;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
halfneg: true,
|
|
|
|
|
directHit_ai: true,
|
|
|
|
|
skillTagFilter(player, tag, arg) {
|
|
|
|
|
if (tag === "directHit_ai") return;
|
|
|
|
|
if (arg.card.name != "sha" || !arg.target.hasSex("female") || arg.target.countCards("h", "shan") > 1) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
benghuai: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["zhugedan", "re_dongzhuo", "ol_dongzhuo", "re_zhugedan"],
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
check() {
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !player.isMinHp() && !player.hasSkill("rejiuchi_air") && !player.hasSkill("oljiuchi_air");
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseControl("baonue_hp", "baonue_maxHp", function (event, player) {
|
|
|
|
|
if (player.hp == player.maxHp) return "baonue_hp";
|
|
|
|
|
if (player.hp < player.maxHp - 1 || player.hp <= 2) return "baonue_maxHp";
|
|
|
|
|
return "baonue_hp";
|
|
|
|
|
})
|
|
|
|
|
.set("prompt", "崩坏:失去1点体力或减1点体力上限");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.control == "baonue_hp") {
|
|
|
|
|
player.loseHp();
|
|
|
|
|
} else {
|
|
|
|
|
player.loseMaxHp(true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 0.5,
|
|
|
|
|
neg: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
baonue: {
|
|
|
|
|
unique: true,
|
|
|
|
|
group: "baonue2",
|
|
|
|
|
audioname: ["re_dongzhuo"],
|
|
|
|
|
audio: "baonue2",
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
},
|
|
|
|
|
baonue2: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_dongzhuo"],
|
|
|
|
|
//forceaudio:true,
|
|
|
|
|
trigger: { global: "damageSource" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player == event.source || !event.source || event.source.group != "qun") return false;
|
|
|
|
|
return player.hasZhuSkill("baonue", event.source);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.source.chooseBool("是否对" + get.translation(player) + "发动【暴虐】?").set("choice", get.attitude(trigger.source, player) > 0);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("baonue");
|
|
|
|
|
trigger.source.line(player, "green");
|
|
|
|
|
trigger.source.judge(function (card) {
|
|
|
|
|
if (get.suit(card) == "spade") return 4;
|
|
|
|
|
return 0;
|
|
|
|
|
}).judge2 = function (result) {
|
|
|
|
|
return result.bool ? true : false;
|
|
|
|
|
};
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.suit == "spade") {
|
|
|
|
|
player.recover();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
luanwu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_jiaxu"],
|
|
|
|
|
unique: true,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
limited: true,
|
|
|
|
|
skillAnimation: "epic",
|
|
|
|
|
animationColor: "thunder",
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target != player;
|
|
|
|
|
},
|
|
|
|
|
selectTarget: -1,
|
|
|
|
|
multitarget: true,
|
|
|
|
|
multiline: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("luanwu");
|
|
|
|
|
event.current = player.next;
|
|
|
|
|
event.currented = [];
|
|
|
|
|
"step 1";
|
|
|
|
|
event.currented.push(event.current);
|
|
|
|
|
event.current.addTempClass("target");
|
|
|
|
|
event.current
|
|
|
|
|
.chooseToUse(
|
|
|
|
|
"乱武:使用一张杀或失去1点体力",
|
|
|
|
|
function (card) {
|
|
|
|
|
if (get.name(card) != "sha") return false;
|
|
|
|
|
return lib.filter.cardEnabled.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
function (card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
var dist = get.distance(player, target);
|
|
|
|
|
if (dist > 1) {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && get.distance(player, current) < dist;
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return lib.filter.filterTarget.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
.set("ai2", function () {
|
|
|
|
|
return get.effect_use.apply(this, arguments) + 0.01;
|
|
|
|
|
})
|
|
|
|
|
.set("addCount", false);
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool == false) event.current.loseHp();
|
|
|
|
|
event.current = event.current.next;
|
|
|
|
|
if (event.current != player && !event.currented.includes(event.current)) {
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (lib.config.mode == "identity" && game.zhu.isZhu && player.identity == "fan") {
|
|
|
|
|
if (game.zhu.hp == 1 && game.zhu.countCards("h") <= 2) return 1;
|
|
|
|
|
}
|
|
|
|
|
var num = 0;
|
|
|
|
|
var players = game.filterPlayer();
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
var att = get.attitude(player, players[i]);
|
|
|
|
|
if (att > 0) att = 1;
|
|
|
|
|
if (att < 0) att = -1;
|
|
|
|
|
if (players[i] != player && players[i].hp <= 3) {
|
|
|
|
|
if (players[i].countCards("h") == 0) num += att / players[i].hp;
|
|
|
|
|
else if (players[i].countCards("h") == 1) num += att / 2 / players[i].hp;
|
|
|
|
|
else if (players[i].countCards("h") == 2) num += att / 4 / players[i].hp;
|
|
|
|
|
}
|
|
|
|
|
if (players[i].hp == 1) num += att * 1.5;
|
|
|
|
|
}
|
|
|
|
|
if (player.hp == 1) {
|
|
|
|
|
return -num;
|
|
|
|
|
}
|
|
|
|
|
if (player.hp == 2) {
|
|
|
|
|
return -game.players.length / 4 - num;
|
|
|
|
|
}
|
|
|
|
|
return -game.players.length / 3 - num;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
wansha: {
|
|
|
|
|
locked: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["boss_lvbu3", "shen_simayi"],
|
|
|
|
|
global: "wansha2",
|
|
|
|
|
trigger: { global: "dying" },
|
|
|
|
|
priority: 15,
|
|
|
|
|
forced: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter(event, player, name) {
|
|
|
|
|
return _status.currentPhase == player && event.player != player;
|
|
|
|
|
},
|
|
|
|
|
content() {},
|
|
|
|
|
},
|
|
|
|
|
wansha2: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardSavable(card, player) {
|
|
|
|
|
if (card.name == "tao" && _status.currentPhase && _status.currentPhase.isIn() && _status.currentPhase.hasSkill("wansha") && _status.currentPhase != player) {
|
|
|
|
|
if (!player.isDying()) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardEnabled(card, player) {
|
|
|
|
|
if (card.name == "tao" && _status.currentPhase && _status.currentPhase.isIn() && _status.currentPhase.hasSkill("wansha") && _status.currentPhase != player) {
|
|
|
|
|
if (!player.isDying()) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
weimu: {
|
|
|
|
|
trigger: { global: "useCard1" },
|
|
|
|
|
audio: 2,
|
|
|
|
|
forced: true,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
filter(event, player, card) {
|
|
|
|
|
if (get.color(event.card) != "black") return false;
|
|
|
|
|
return (event.card.name == "nanman" && player != event.player) || (event.card.name == "wanjian" && player != event.player) || (event.card.name == "taoyuan" && player.hp < player.maxHp) || event.card.name == "wugu";
|
|
|
|
|
},
|
|
|
|
|
content() {},
|
|
|
|
|
mod: {
|
|
|
|
|
targetEnabled(card) {
|
|
|
|
|
if ((get.type(card) == "trick" || get.type(card) == "delay") && get.color(card) == "black") return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huoji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
return get.color(card) == "red";
|
|
|
|
|
},
|
|
|
|
|
viewAs: { name: "huogong" },
|
|
|
|
|
viewAsFilter(player) {
|
|
|
|
|
if (!player.countCards("hs", { color: "red" })) return false;
|
|
|
|
|
},
|
|
|
|
|
position: "hs",
|
|
|
|
|
prompt: "将一张红色牌当火攻使用",
|
|
|
|
|
check(card) {
|
|
|
|
|
var player = get.player();
|
|
|
|
|
if (player.countCards("h") > player.hp) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 3 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
fireAttack: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
bazhen: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_sp_zhugeliang", "ol_sp_zhugeliang", "ol_pangtong"],
|
|
|
|
|
group: "bazhen_bagua",
|
|
|
|
|
locked: true,
|
|
|
|
|
},
|
|
|
|
|
bazhen_bagua: {
|
|
|
|
|
audio: "bazhen",
|
|
|
|
|
audioname: ["re_sp_zhugeliang", "ol_sp_zhugeliang", "ol_pangtong"],
|
|
|
|
|
equipSkill: true,
|
|
|
|
|
noHidden: true,
|
|
|
|
|
inherit: "bagua_skill",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (!lib.skill.bagua_skill.filter(event, player)) return false;
|
|
|
|
|
if (!player.hasEmptySlot(2)) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
respondShan: true,
|
|
|
|
|
freeShan: true,
|
|
|
|
|
skillTagFilter(player, tag, arg) {
|
|
|
|
|
if (tag !== "respondShan" && tag !== "freeShan") return;
|
|
|
|
|
if (!player.hasEmptySlot(2) || player.hasSkillTag("unequip2")) return false;
|
|
|
|
|
if (!arg || !arg.player) return true;
|
|
|
|
|
if (
|
|
|
|
|
arg.player.hasSkillTag("unequip", false, {
|
|
|
|
|
target: player,
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (player == target && get.subtype(card) == "equip2") {
|
|
|
|
|
if (get.equipValue(card) <= 7.5) return 0;
|
|
|
|
|
}
|
|
|
|
|
if (!target.hasEmptySlot(2)) return;
|
|
|
|
|
return lib.skill.bagua_skill.ai.effect.target.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
kanpo: {
|
|
|
|
|
mod: {
|
|
|
|
|
aiValue(player, card, num) {
|
|
|
|
|
if (get.name(card) != "wuxie" && get.color(card) != "black") return;
|
|
|
|
|
var cards = player.getCards("hs", function (card) {
|
|
|
|
|
return get.name(card) == "wuxie" || get.color(card) == "black";
|
|
|
|
|
});
|
|
|
|
|
cards.sort(function (a, b) {
|
|
|
|
|
return (get.name(b) == "wuxie" ? 1 : 2) - (get.name(a) == "wuxie" ? 1 : 2);
|
|
|
|
|
});
|
|
|
|
|
var geti = function () {
|
|
|
|
|
if (cards.includes(card)) {
|
|
|
|
|
return cards.indexOf(card);
|
|
|
|
|
}
|
|
|
|
|
return cards.length;
|
|
|
|
|
};
|
|
|
|
|
if (get.name(card) == "wuxie") return Math.min(num, [6, 4, 3][Math.min(geti(), 2)]) * 0.6;
|
|
|
|
|
return Math.max(num, [6, 4, 3][Math.min(geti(), 2)]);
|
|
|
|
|
},
|
|
|
|
|
aiUseful() {
|
|
|
|
|
return lib.skill.kanpo.mod.aiValue.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
locked: false,
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
return get.color(card) == "black";
|
|
|
|
|
},
|
|
|
|
|
viewAsFilter(player) {
|
|
|
|
|
return player.countCards("hs", { color: "black" }) > 0;
|
|
|
|
|
},
|
|
|
|
|
viewAs: { name: "wuxie" },
|
|
|
|
|
position: "hs",
|
|
|
|
|
prompt: "将一张黑色手牌当无懈可击使用",
|
|
|
|
|
check(card) {
|
|
|
|
|
var tri = _status.event.getTrigger();
|
|
|
|
|
if (tri && tri.card && tri.card.name == "chiling") return -1;
|
|
|
|
|
return 8 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.2,
|
|
|
|
|
},
|
|
|
|
|
niepan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_pangtong"],
|
|
|
|
|
unique: true,
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
mark: true,
|
|
|
|
|
limited: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "fire",
|
|
|
|
|
init(player) {
|
|
|
|
|
player.storage.niepan = false;
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.storage.niepan) return false;
|
|
|
|
|
if (event.type == "dying") {
|
|
|
|
|
if (player != event.dying) return false;
|
|
|
|
|
return true;
|
|
|
|
|
} else if (event.parent.name == "phaseUse") {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("niepan");
|
|
|
|
|
player.storage.niepan = true;
|
|
|
|
|
player.discard(player.getCards("hej"));
|
|
|
|
|
"step 1";
|
|
|
|
|
player.link(false);
|
|
|
|
|
"step 2";
|
|
|
|
|
player.turnOver(false);
|
|
|
|
|
"step 3";
|
|
|
|
|
player.draw(3);
|
|
|
|
|
"step 4";
|
|
|
|
|
if (player.hp < 3) {
|
|
|
|
|
player.recover(3 - player.hp);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 0.5,
|
|
|
|
|
skillTagFilter(player, tag, target) {
|
|
|
|
|
if (player != target || player.storage.niepan) return false;
|
|
|
|
|
},
|
|
|
|
|
save: true,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (player.hp <= 0) return 10;
|
|
|
|
|
if (player.hp <= 1 && player.countCards("he") <= 1) return 10;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
if (!target.storage.niepan) return 0.6;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "limited",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
oldniepan: {
|
|
|
|
|
audio: "niepan",
|
|
|
|
|
unique: true,
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
mark: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
limited: true,
|
|
|
|
|
animationColor: "orange",
|
|
|
|
|
init(player) {
|
|
|
|
|
player.storage.oldniepan = false;
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.storage.oldniepan) return false;
|
|
|
|
|
if (event.type == "dying") {
|
|
|
|
|
if (player != event.dying) return false;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("oldniepan");
|
|
|
|
|
player.storage.oldniepan = true;
|
|
|
|
|
player.discard(player.getCards("hej"));
|
|
|
|
|
"step 1";
|
|
|
|
|
player.link(false);
|
|
|
|
|
"step 2";
|
|
|
|
|
player.turnOver(false);
|
|
|
|
|
"step 3";
|
|
|
|
|
player.draw(3);
|
|
|
|
|
"step 4";
|
|
|
|
|
if (player.hp < 3) {
|
|
|
|
|
player.recover(3 - player.hp);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
skillTagFilter(player, arg, target) {
|
|
|
|
|
if (player != target || player.storage.oldniepan) return false;
|
|
|
|
|
},
|
|
|
|
|
save: true,
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (player.hp <= 0) return 10;
|
|
|
|
|
if (player.hp <= 2 && player.countCards("he") <= 1) return 10;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
if (!target.storage.oldniepan) return 0.6;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "limited",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
quhu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_xunyu", "ol_xunyu"],
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.countCards("h") == 0) return false;
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return current.hp > player.hp && player.canCompare(current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target.hp > player.hp && player.canCompare(target);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToCompare(target);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (player) {
|
|
|
|
|
return player != target && target.inRange(player);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(function (card, player, target) {
|
|
|
|
|
var source = _status.event.source;
|
|
|
|
|
return target != source && source.inRange(target);
|
|
|
|
|
}, true)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return get.damageEffect(target, _status.event.source, player);
|
|
|
|
|
})
|
|
|
|
|
.set("source", target);
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
player.damage(target);
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool && result.targets && result.targets.length) {
|
|
|
|
|
target.line(result.targets[0], "green");
|
|
|
|
|
result.targets[0].damage(target);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 0.5,
|
|
|
|
|
result: {
|
|
|
|
|
target(player, target) {
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
var oc = target.countCards("h") == 1;
|
|
|
|
|
if (att > 0 && oc) return 0;
|
|
|
|
|
var players = game.filterPlayer();
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (players[i] != target && players[i] != player && target.inRange(players[i])) {
|
|
|
|
|
if (get.damageEffect(players[i], target, player) > 0) {
|
|
|
|
|
return att > 0 ? att / 2 : att - (oc ? 5 : 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
player(player, target) {
|
|
|
|
|
if (target.hasSkillTag("jueqing", false, target)) return -10;
|
|
|
|
|
var mn = 1;
|
|
|
|
|
var hs = player.getCards("h");
|
|
|
|
|
for (var i = 0; i < hs.length; i++) {
|
|
|
|
|
mn = Math.max(mn, get.number(hs[i]));
|
|
|
|
|
}
|
|
|
|
|
if (mn <= 11 && player.hp < 2) return -20;
|
|
|
|
|
var max = player.maxHp - hs.length;
|
|
|
|
|
var players = game.filterPlayer();
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (get.attitude(player, players[i]) > 2) {
|
|
|
|
|
max = Math.max(Math.min(5, players[i].hp) - players[i].countCards("h"), max);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
switch (max) {
|
|
|
|
|
case 0:
|
|
|
|
|
return mn == 13 ? 0 : -20;
|
|
|
|
|
case 1:
|
|
|
|
|
return mn >= 12 ? 0 : -15;
|
|
|
|
|
case 2:
|
|
|
|
|
return 0;
|
|
|
|
|
case 3:
|
|
|
|
|
return 1;
|
|
|
|
|
default:
|
|
|
|
|
return max;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jieming: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.count = trigger.num;
|
|
|
|
|
"step 1";
|
|
|
|
|
event.count--;
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("jieming"), function (card, player, target) {
|
|
|
|
|
return true; //target.countCards('h')<Math.min(target.maxHp,5);
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
if (target.hasSkillTag("nogain")) att /= 6;
|
|
|
|
|
if (att > 2) {
|
|
|
|
|
return Math.max(0, Math.min(5, target.maxHp) - target.countCards("h"));
|
|
|
|
|
}
|
|
|
|
|
return att / 3;
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("jieming", result.targets);
|
|
|
|
|
for (var i = 0; i < result.targets.length; i++) {
|
|
|
|
|
result.targets[i].drawTo(Math.min(5, result.targets[i].maxHp));
|
|
|
|
|
}
|
|
|
|
|
if (event.count && player.hasSkill("jieming")) event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
maixie: true,
|
|
|
|
|
maixie_hp: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target, current) {
|
|
|
|
|
if (get.tag(card, "damage") && target.hp > 1) {
|
|
|
|
|
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
|
|
|
|
var max = 0;
|
|
|
|
|
var players = game.filterPlayer();
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (get.attitude(target, players[i]) > 0) {
|
|
|
|
|
max = Math.max(Math.min(5, players[i].hp) - players[i].countCards("h"), max);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
switch (max) {
|
|
|
|
|
case 0:
|
|
|
|
|
return 2;
|
|
|
|
|
case 1:
|
|
|
|
|
return 1.5;
|
|
|
|
|
case 2:
|
|
|
|
|
return [1, 2];
|
|
|
|
|
default:
|
|
|
|
|
return [0, max];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if ((card.name == "tao" || card.name == "caoyao") && target.hp > 1 && target.countCards("h") <= target.hp) return [0, 0];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qiangxix: {
|
|
|
|
|
inherit: "reqiangxi",
|
|
|
|
|
audioname: ["boss_lvbu3"],
|
|
|
|
|
audio: "qiangxi",
|
|
|
|
|
usable: 2,
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
if (target.hasSkill("reqiangxi_off")) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qiangxi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
audioname: ["boss_lvbu3"],
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
return get.subtype(card) == "equip1";
|
|
|
|
|
},
|
|
|
|
|
selectCard: [0, 1],
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
return player.inRange(target);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (cards.length == 0) {
|
|
|
|
|
player.loseHp();
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
target.damage("nocard");
|
|
|
|
|
},
|
|
|
|
|
check(card) {
|
|
|
|
|
return 10 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
position: "he",
|
|
|
|
|
ai: {
|
|
|
|
|
damage: true,
|
|
|
|
|
order: 8,
|
|
|
|
|
result: {
|
|
|
|
|
player(player, target) {
|
|
|
|
|
if (ui.selected.cards.length) return 0;
|
|
|
|
|
if (player.hp >= target.hp) return -0.9;
|
|
|
|
|
if (player.hp <= 2) return -10;
|
|
|
|
|
return -2;
|
|
|
|
|
},
|
|
|
|
|
target(player, target) {
|
|
|
|
|
if (!ui.selected.cards.length) {
|
|
|
|
|
if (player.hp < 2) return 0;
|
|
|
|
|
if (player.hp == 2 && target.hp >= 2) return 0;
|
|
|
|
|
if (target.hp > player.hp) return 0;
|
|
|
|
|
}
|
|
|
|
|
return get.damageEffect(target, player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.3,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinqiangxi: {
|
|
|
|
|
audio: "qiangxi",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.hasSkill("xinqiangxi2")) {
|
|
|
|
|
return !player.hasSkill("xinqiangxi3");
|
|
|
|
|
} else if (player.hasSkill("xinqiangxi3")) {
|
|
|
|
|
return !player.hasSkill("xinqiangxi2") && player.countCards("he", { type: "equip" }) > 0;
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (player.hasSkill("xinqiangxi2")) return false;
|
|
|
|
|
return get.type(card) == "equip";
|
|
|
|
|
},
|
|
|
|
|
selectCard() {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (player.hasSkill("xinqiangxi2")) return -1;
|
|
|
|
|
if (player.hasSkill("xinqiangxi3")) return [1, 1];
|
|
|
|
|
return [0, 1];
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
return player.inRange(target);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (cards.length == 0) {
|
|
|
|
|
player.loseHp();
|
|
|
|
|
player.addTempSkill("xinqiangxi3");
|
|
|
|
|
} else {
|
|
|
|
|
player.addTempSkill("xinqiangxi2");
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
target.damage("nocard");
|
|
|
|
|
},
|
|
|
|
|
check(card) {
|
|
|
|
|
return 10 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
position: "he",
|
|
|
|
|
ai: {
|
|
|
|
|
order: 8.5,
|
|
|
|
|
result: {
|
|
|
|
|
target(player, target) {
|
|
|
|
|
if (!ui.selected.cards.length) {
|
|
|
|
|
if (player.hp < 2) return 0;
|
|
|
|
|
if (target.hp >= player.hp) return 0;
|
|
|
|
|
}
|
|
|
|
|
return get.damageEffect(target, player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.5,
|
|
|
|
|
},
|
|
|
|
|
xinqiangxi2: {},
|
|
|
|
|
xinqiangxi3: {},
|
|
|
|
|
tianyi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_taishici"],
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return player.canCompare(target);
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToCompare(target);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.addTempSkill("tianyi2");
|
|
|
|
|
} else {
|
|
|
|
|
player.addTempSkill("tianyi3");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order(name, player) {
|
|
|
|
|
var cards = player.getCards("h");
|
|
|
|
|
if (player.countCards("h", "sha") == 0) {
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
if (cards[i].name != "sha" && get.number(cards[i]) > 11 && get.value(cards[i]) < 7) {
|
|
|
|
|
return 9;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return get.order({ name: "sha" }) - 1;
|
|
|
|
|
},
|
|
|
|
|
result: {
|
|
|
|
|
player(player) {
|
|
|
|
|
if (player.countCards("h", "sha") > 0) return 0.6;
|
|
|
|
|
var num = player.countCards("h");
|
|
|
|
|
if (num > player.hp) return 0;
|
|
|
|
|
if (num == 1) return -2;
|
|
|
|
|
if (num == 2) return -1;
|
|
|
|
|
return -0.7;
|
|
|
|
|
},
|
|
|
|
|
target(player, target) {
|
|
|
|
|
var num = target.countCards("h");
|
|
|
|
|
if (num == 1) return -1;
|
|
|
|
|
if (num == 2) return -0.7;
|
|
|
|
|
return -0.5;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.3,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tianyi2: {
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange(card, player, target, now) {
|
|
|
|
|
if (card.name == "sha") return true;
|
|
|
|
|
},
|
|
|
|
|
selectTarget(card, player, range) {
|
|
|
|
|
if (card.name == "sha" && range[1] != -1) range[1]++;
|
|
|
|
|
},
|
|
|
|
|
cardUsable(card, player, num) {
|
|
|
|
|
if (card.name == "sha") return num + 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
charlotte: true,
|
|
|
|
|
},
|
|
|
|
|
tianyi3: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled(card) {
|
|
|
|
|
if (card.name == "sha") return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
charlotte: true,
|
|
|
|
|
},
|
|
|
|
|
shuangxiong: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_yanwen"],
|
|
|
|
|
group: "shuangxiong1",
|
|
|
|
|
subSkill: {
|
|
|
|
|
re_yanwen1: { audio: true },
|
|
|
|
|
re_yanwen2: { audio: true },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shuangxiong1: {
|
|
|
|
|
audio: true,
|
|
|
|
|
trigger: { player: "phaseDrawBegin1" },
|
|
|
|
|
check(event, player) {
|
|
|
|
|
if (player.countCards("h") > player.hp) return true;
|
|
|
|
|
if (player.countCards("h") > 3) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
prompt2: () => "进行一次判定,本回合可以将一张与此牌颜色不同的手牌当作【决斗】使用",
|
|
|
|
|
content() {
|
|
|
|
|
player.judge().set("callback", lib.skill.shuangxiong1.callback);
|
|
|
|
|
trigger.changeToZero();
|
|
|
|
|
},
|
|
|
|
|
callback() {
|
|
|
|
|
player.gain(card, "gain2");
|
|
|
|
|
player.addTempSkill("shuangxiong2");
|
|
|
|
|
player.markAuto("shuangxiong2", [event.judgeResult.color]);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shuangxiong2: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
audio: true,
|
|
|
|
|
audioname2: {
|
|
|
|
|
re_yanwen: "shuangxiong_re_yanwen2",
|
|
|
|
|
},
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
viewAs: { name: "juedou" },
|
|
|
|
|
position: "hs",
|
|
|
|
|
viewAsFilter(player) {
|
|
|
|
|
return player.hasCard(card => lib.skill.shuangxiong2.filterCard(card, player), "hs");
|
|
|
|
|
},
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
var color = get.color(card),
|
|
|
|
|
colors = player.getStorage("shuangxiong2");
|
|
|
|
|
for (var i of colors) {
|
|
|
|
|
if (color != i) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
prompt() {
|
|
|
|
|
var colors = _status.event.player.getStorage("shuangxiong2");
|
|
|
|
|
var str = "将一张颜色";
|
|
|
|
|
for (var i = 0; i < colors.length; i++) {
|
|
|
|
|
if (i > 0) str += "或";
|
|
|
|
|
str += "不为";
|
|
|
|
|
str += get.translation(colors[i]);
|
|
|
|
|
}
|
|
|
|
|
str += "的牌当做【决斗】使用";
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
check(card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var raw = player.getUseValue(card, null, true);
|
|
|
|
|
var eff = player.getUseValue(get.autoViewAs({ name: "juedou" }, [card]));
|
|
|
|
|
return eff - raw;
|
|
|
|
|
},
|
|
|
|
|
ai: { order: 7 },
|
|
|
|
|
},
|
|
|
|
|
luanji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
position: "hs",
|
|
|
|
|
viewAs: { name: "wanjian" },
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
if (ui.selected.cards.length) {
|
|
|
|
|
return get.suit(card) == get.suit(ui.selected.cards[0]);
|
|
|
|
|
}
|
|
|
|
|
var cards = player.getCards("hs");
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
if (card != cards[i]) {
|
|
|
|
|
if (get.suit(card) == get.suit(cards[i])) return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
selectCard: 2,
|
|
|
|
|
complexCard: true,
|
|
|
|
|
check(card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var targets = game.filterPlayer(function (current) {
|
|
|
|
|
return player.canUse("wanjian", current);
|
|
|
|
|
});
|
|
|
|
|
var num = 0;
|
|
|
|
|
for (var i = 0; i < targets.length; i++) {
|
|
|
|
|
var eff = get.sgn(get.effect(targets[i], { name: "wanjian" }, player, player));
|
|
|
|
|
if (targets[i].hp == 1) {
|
|
|
|
|
eff *= 1.5;
|
|
|
|
|
}
|
|
|
|
|
num += eff;
|
|
|
|
|
}
|
|
|
|
|
if (!player.needsToDiscard(-1)) {
|
|
|
|
|
if (targets.length >= 7) {
|
|
|
|
|
if (num < 2) return 0;
|
|
|
|
|
} else if (targets.length >= 5) {
|
|
|
|
|
if (num < 1.5) return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
basic: {
|
|
|
|
|
order: 8.5,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xueyi: {
|
|
|
|
|
trigger: { player: "phaseDiscardBefore" },
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_yuanshao"],
|
|
|
|
|
forced: true,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.hasZhuSkill("xueyi") &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "qun";
|
|
|
|
|
}) &&
|
|
|
|
|
player.countCards("h") > player.hp
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content() {},
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard(player, num) {
|
|
|
|
|
if (player.hasZhuSkill("xueyi")) {
|
|
|
|
|
return (
|
|
|
|
|
num +
|
|
|
|
|
game.countPlayer(function (current) {
|
|
|
|
|
if (player != current && current.group == "qun") return 2;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
return num;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
},
|
|
|
|
|
mengjin: {
|
|
|
|
|
shaRelated: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "shaMiss" },
|
|
|
|
|
//priority:-1,
|
|
|
|
|
filter(event) {
|
|
|
|
|
return event.target.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return get.attitude(player, event.target) < 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
content() {
|
|
|
|
|
player.discardPlayerCard("he", trigger.target, true);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jiewei: {
|
|
|
|
|
trigger: { player: "turnOverEnd" },
|
|
|
|
|
//direct:true,
|
|
|
|
|
frequent: true,
|
|
|
|
|
audio: "xinjiewei",
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.draw();
|
|
|
|
|
player.chooseToUse(function (card) {
|
|
|
|
|
if (!lib.filter.cardEnabled(card, _status.event.player, _status.event)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
var type = get.type(card, "trick");
|
|
|
|
|
return type == "trick" || type == "equip";
|
|
|
|
|
}, "是否使用一张锦囊牌或装备牌?");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var type = get.type(result.card || result.cards[0]);
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
if (type == "equip") {
|
|
|
|
|
return current.countCards("e");
|
|
|
|
|
} else {
|
|
|
|
|
return current.countCards("j");
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
var next = player.chooseTarget("是否弃置场上的一张" + get.translation(type) + "牌?", function (card, player, target) {
|
|
|
|
|
if (_status.event.type == "equip") {
|
|
|
|
|
return target.countCards("e") > 0;
|
|
|
|
|
} else {
|
|
|
|
|
return target.countCards("j") > 0;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
next.set("ai", function (target) {
|
|
|
|
|
if (type == "equip") {
|
|
|
|
|
return -get.attitude(player, target);
|
|
|
|
|
} else {
|
|
|
|
|
return get.attitude(player, target);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
next.set("type", type);
|
|
|
|
|
event.type = type;
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (event.type && result.bool && result.targets && result.targets.length) {
|
|
|
|
|
player.line(result.targets, "green");
|
|
|
|
|
if (event.type == "equip") {
|
|
|
|
|
player.discardPlayerCard(result.targets[0], "e", true);
|
|
|
|
|
} else {
|
|
|
|
|
player.discardPlayerCard(result.targets[0], "j", true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
releiji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["boss_qinglong"],
|
|
|
|
|
trigger: { player: ["useCard", "respond"] },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "shan";
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(get.prompt2("releiji"), function (card, player, target) {
|
|
|
|
|
return target != player;
|
|
|
|
|
}).ai = function (target) {
|
|
|
|
|
if (target.hasSkill("hongyan")) return 0;
|
|
|
|
|
return get.damageEffect(target, _status.event.player, _status.event.player, "thunder");
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("releiji", result.targets, "thunder");
|
|
|
|
|
event.target = result.targets[0];
|
|
|
|
|
event.target.judge(function (card) {
|
|
|
|
|
var suit = get.suit(card);
|
|
|
|
|
if (suit == "spade") return -4;
|
|
|
|
|
if (suit == "club") return -2;
|
|
|
|
|
return 0;
|
|
|
|
|
}).judge2 = function (result) {
|
|
|
|
|
return result.bool == false ? true : false;
|
|
|
|
|
};
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.suit == "club") {
|
|
|
|
|
player.recover();
|
|
|
|
|
event.target.damage("thunder");
|
|
|
|
|
} else if (result.suit == "spade") {
|
|
|
|
|
event.target.damage(2, "thunder");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
useShan: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target, current) {
|
|
|
|
|
if (
|
|
|
|
|
get.tag(card, "respondShan") &&
|
|
|
|
|
!player.hasSkillTag(
|
|
|
|
|
"directHit_ai",
|
|
|
|
|
true,
|
|
|
|
|
{
|
|
|
|
|
target: target,
|
|
|
|
|
card: card,
|
|
|
|
|
},
|
|
|
|
|
true
|
|
|
|
|
)
|
|
|
|
|
) {
|
|
|
|
|
let club = 0,
|
|
|
|
|
spade = 0;
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return get.attitude(target, current) < 0 && get.damageEffect(current, target, target, "thunder") > 0;
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
club = 2;
|
|
|
|
|
spade = 4;
|
|
|
|
|
}
|
|
|
|
|
if (!target.isHealthy()) club += 2;
|
|
|
|
|
if (!club && !spade) return 1;
|
|
|
|
|
if (card.name === "sha") {
|
|
|
|
|
if (
|
|
|
|
|
!target.mayHaveShan(
|
|
|
|
|
player,
|
|
|
|
|
"use",
|
|
|
|
|
target.getCards("h", i => {
|
|
|
|
|
return i.hasGaintag("sha_notshan");
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
return;
|
|
|
|
|
} else if (!target.mayHaveShan(player)) return 1 - 0.1 * Math.min(5, target.countCards("hs"));
|
|
|
|
|
if (!target.hasSkillTag("rejudge")) return [1, (club + spade) / 4];
|
|
|
|
|
let pos = player.hasSkillTag("viewHandcard", null, target, true) ? "hes" : "e",
|
|
|
|
|
better = club > spade ? "club" : "spade",
|
|
|
|
|
max = 0;
|
|
|
|
|
target.hasCard(function (cardx) {
|
|
|
|
|
if (get.suit(cardx) === better) {
|
|
|
|
|
max = 2;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (spade && get.color(cardx) === "black") max = 1;
|
|
|
|
|
}, pos);
|
|
|
|
|
if (max === 2) return [1, Math.max(club, spade)];
|
|
|
|
|
if (max === 1) return [1, Math.min(club, spade)];
|
|
|
|
|
if (pos === "e") return [1, Math.min((Math.max(1, target.countCards("hs")) * (club + spade)) / 4, Math.max(club, spade))];
|
|
|
|
|
return [1, (club + spade) / 4];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shensu: {
|
|
|
|
|
audio: "shensu1",
|
|
|
|
|
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
|
|
|
|
|
group: ["shensu1", "shensu2"],
|
|
|
|
|
preHidden: ["shensu1", "shensu2"],
|
|
|
|
|
},
|
|
|
|
|
xinshensu: {
|
|
|
|
|
audio: "shensu1",
|
|
|
|
|
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
|
|
|
|
|
audioname2: {
|
|
|
|
|
dc_xiahouba: "shensu1_xiahouba",
|
|
|
|
|
},
|
|
|
|
|
group: ["shensu1", "shensu2", "shensu4"],
|
|
|
|
|
},
|
|
|
|
|
shensu1_xiahouba: { audio: 2 },
|
|
|
|
|
shensu1: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
|
|
|
|
|
audioname2: {
|
|
|
|
|
dc_xiahouba: "shensu1_xiahouba",
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "phaseJudgeBefore" },
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("shensu"), "跳过判定阶段和摸牌阶段,视为对一名其他角色使用一张【杀】", function (card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
return player.canUse({ name: "sha" }, target, false);
|
|
|
|
|
})
|
|
|
|
|
.set("check", player.countCards("h") > 2)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
if (!_status.event.check) return 0;
|
|
|
|
|
return get.effect(target, { name: "sha" }, _status.event.player);
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill("shensu1");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("shensu1", result.targets);
|
|
|
|
|
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
player.skip("phaseDraw");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shensu2: {
|
|
|
|
|
audio: "shensu1",
|
|
|
|
|
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
|
|
|
|
|
audioname2: {
|
|
|
|
|
dc_xiahouba: "shensu1_xiahouba",
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "phaseUseBefore" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("he", function (card) {
|
|
|
|
|
if (_status.connectMode) return true;
|
|
|
|
|
return get.type(card) == "equip";
|
|
|
|
|
}) > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseCardTarget({
|
|
|
|
|
prompt: get.prompt("shensu"),
|
|
|
|
|
prompt2: "弃置一张装备牌并跳过出牌阶段,视为对一名其他角色使用一张【杀】",
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
return get.type(card) == "equip" && lib.filter.cardDiscardable(card, player);
|
|
|
|
|
},
|
|
|
|
|
position: "he",
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
return player.canUse({ name: "sha" }, target, false);
|
|
|
|
|
},
|
|
|
|
|
ai1(card) {
|
|
|
|
|
if (_status.event.check) return 0;
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
if (_status.event.check) return 0;
|
|
|
|
|
return get.effect(target, { name: "sha" }, _status.event.player);
|
|
|
|
|
},
|
|
|
|
|
check:
|
|
|
|
|
player.countCards("hs", i => {
|
|
|
|
|
return player.hasValueTarget(i, null, true);
|
|
|
|
|
}) >
|
|
|
|
|
player.hp - 1,
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill("shensu2");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("shensu2", result.targets);
|
|
|
|
|
player.discard(result.cards[0]);
|
|
|
|
|
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shensu4: {
|
|
|
|
|
audio: "shensu1",
|
|
|
|
|
audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"],
|
|
|
|
|
audioname2: {
|
|
|
|
|
dc_xiahouba: "shensu1_xiahouba",
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "phaseDiscardBefore" },
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var check = player.needsToDiscard() || player.isTurnedOver() || (player.hasSkill("shebian") && player.canMoveCard(true, true));
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("shensu"), "跳过弃牌阶段并将武将牌翻面,视为对一名其他角色使用一张【杀】", function (card, player, target) {
|
|
|
|
|
if (player == target) return false;
|
|
|
|
|
return player.canUse({ name: "sha" }, target, false);
|
|
|
|
|
})
|
|
|
|
|
.set("check", check)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
if (!_status.event.check) return 0;
|
|
|
|
|
return get.effect(target, { name: "sha" }, _status.event.player, _status.event.player);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("shensu4", result.targets);
|
|
|
|
|
player.turnOver();
|
|
|
|
|
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jushou: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return event.player.hp + player.countCards("h") < 4;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.draw(3);
|
|
|
|
|
player.turnOver();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (card.name == "guiyoujie") return [0, 1];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
moon_jushou: {
|
|
|
|
|
audio: "xinjushou",
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return event.player.hp + player.countCards("h") < 4;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.draw();
|
|
|
|
|
player.turnOver();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (card.name == "guiyoujie") return [0, 1];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
liegong: {
|
|
|
|
|
shaRelated: true,
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_huangzhong"],
|
|
|
|
|
trigger: { player: "useCardToPlayered" },
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return get.attitude(player, event.target) <= 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.card.name != "sha") return false;
|
|
|
|
|
var length = event.target.countCards("h");
|
|
|
|
|
return length >= player.hp || length <= player.getAttackRange();
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
trigger.getParent().directHit.push(trigger.target);
|
|
|
|
|
},
|
|
|
|
|
locked: false,
|
|
|
|
|
mod: {
|
|
|
|
|
attackRange(player, distance) {
|
|
|
|
|
if (get.zhu(player, "shouyue")) return distance + 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
directHit_ai: true,
|
|
|
|
|
skillTagFilter(player, tag, arg) {
|
|
|
|
|
if (get.attitude(player, arg.target) > 0 || arg.card.name != "sha") return false;
|
|
|
|
|
var length = arg.target.countCards("h");
|
|
|
|
|
return length >= player.hp || length <= player.getAttackRange();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
kuanggu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["re_weiyan", "ol_weiyan"],
|
|
|
|
|
trigger: { source: "damageSource" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.kuangguCheck && player.isDamaged();
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.recover(trigger.num);
|
|
|
|
|
},
|
|
|
|
|
group: "kuanggu_check",
|
|
|
|
|
subSkill: {
|
|
|
|
|
check: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
trigger: { source: "damage" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return get.distance(player, event.player) <= 1;
|
|
|
|
|
},
|
|
|
|
|
firstDo: true,
|
|
|
|
|
silent: true,
|
|
|
|
|
content() {
|
|
|
|
|
trigger.kuangguCheck = true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tianxiang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["daxiaoqiao", "re_xiaoqiao", "ol_xiaoqiao"],
|
|
|
|
|
trigger: { player: "damageBegin3" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("h", { suit: "heart" }) > 0 && event.num > 0;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
return get.suit(card) == "heart" && lib.filter.cardDiscardable(card, player);
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
},
|
|
|
|
|
ai1(card) {
|
|
|
|
|
return 10 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
var da = 0;
|
|
|
|
|
if (_status.event.player.hp == 1) {
|
|
|
|
|
da = 10;
|
|
|
|
|
}
|
|
|
|
|
if (trigger.num > 1) {
|
|
|
|
|
if (target.maxHp > 5 && target.hp > 1) return -att / 10 + da;
|
|
|
|
|
return -att + da;
|
|
|
|
|
}
|
|
|
|
|
var eff = get.damageEffect(target, trigger.source, target, trigger.nature);
|
|
|
|
|
if (att == 0) return 0.1 + da;
|
|
|
|
|
if (eff >= 0 && trigger.num == 1) {
|
|
|
|
|
return att + da;
|
|
|
|
|
}
|
|
|
|
|
if (target.hp == target.maxHp) return -att + da;
|
|
|
|
|
if (target.hp == 1) {
|
|
|
|
|
if (target.maxHp <= 4 && !target.hasSkillTag("maixie")) {
|
|
|
|
|
if (target.maxHp <= 3) {
|
|
|
|
|
return -att + da;
|
|
|
|
|
}
|
|
|
|
|
return -att / 2 + da;
|
|
|
|
|
}
|
|
|
|
|
return da;
|
|
|
|
|
}
|
|
|
|
|
if (target.hp == target.maxHp - 1) {
|
|
|
|
|
if (target.hp > 2 || target.hasSkillTag("maixie")) return att / 5 + da;
|
|
|
|
|
if (att > 0) return 0.02 + da;
|
|
|
|
|
return 0.05 + da;
|
|
|
|
|
}
|
|
|
|
|
return att / 2 + da;
|
|
|
|
|
},
|
|
|
|
|
prompt: get.prompt2("tianxiang"),
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill(event.name, result.targets);
|
|
|
|
|
trigger.player = result.targets[0];
|
|
|
|
|
trigger.player.addSkill("tianxiang2");
|
|
|
|
|
player.discard(result.cards[0]);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
maixie_defend: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (player.hasSkillTag("jueqing", false, target)) return;
|
|
|
|
|
if (get.tag(card, "damage") && target.countCards("h") > 1) return 0.7;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten(player, target) {
|
|
|
|
|
if (target.countCards("h") == 0) return 2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tianxiang2: {
|
|
|
|
|
trigger: { player: ["damageAfter", "damageCancelled", "damageZero"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
audio: false,
|
|
|
|
|
vanish: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
content() {
|
|
|
|
|
if (player.getDamagedHp()) player.draw(player.getDamagedHp());
|
|
|
|
|
player.removeSkill("tianxiang2");
|
|
|
|
|
player.popup("tianxiang");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
retianxiang: {
|
|
|
|
|
audio: "tianxiang",
|
|
|
|
|
audioname: ["daxiaoqiao", "re_xiaoqiao", "ol_xiaoqiao"],
|
|
|
|
|
trigger: { player: "damageBegin4" },
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("h", function (card) {
|
|
|
|
|
return _status.connectMode || get.suit(card, player) == "heart";
|
|
|
|
|
}) > 0 && event.num > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseCardTarget({
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
return get.suit(card) == "heart" && lib.filter.cardDiscardable(card, player);
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
},
|
|
|
|
|
ai1(card) {
|
|
|
|
|
return 10 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
var da = 0;
|
|
|
|
|
if (_status.event.player.hp == 1) {
|
|
|
|
|
da = 10;
|
|
|
|
|
}
|
|
|
|
|
var eff = get.damageEffect(target, trigger.source, target);
|
|
|
|
|
if (att == 0) return 0.1 + da;
|
|
|
|
|
if (eff >= 0 && att > 0) {
|
|
|
|
|
return att + da;
|
|
|
|
|
}
|
|
|
|
|
if (att > 0 && target.hp > 1) {
|
|
|
|
|
if (target.maxHp - target.hp >= 3) return att * 1.1 + da;
|
|
|
|
|
if (target.maxHp - target.hp >= 2) return att * 0.9 + da;
|
|
|
|
|
}
|
|
|
|
|
return -att + da;
|
|
|
|
|
},
|
|
|
|
|
prompt: get.prompt("retianxiang"),
|
|
|
|
|
prompt2: lib.translate.retianxiang_info,
|
|
|
|
|
})
|
|
|
|
|
.setHiddenSkill(event.name);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.discard(result.cards);
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player
|
|
|
|
|
.chooseControlList(
|
|
|
|
|
true,
|
|
|
|
|
function (event, player) {
|
|
|
|
|
var target = _status.event.target;
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
if (target.hasSkillTag("maihp")) att = -att;
|
|
|
|
|
if (att > 0) {
|
|
|
|
|
return 0;
|
|
|
|
|
} else {
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
["令" + get.translation(target) + "受到伤害来源对其造成的1点伤害,然后摸X张牌(X为其已损失体力值且至多为5)", "令" + get.translation(target) + "失去1点体力,然后获得" + get.translation(result.cards)]
|
|
|
|
|
)
|
|
|
|
|
.set("target", target);
|
|
|
|
|
player.logSkill(event.name, target);
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
event.target = target;
|
|
|
|
|
event.card = result.cards[0];
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (typeof result.index == "number") {
|
|
|
|
|
event.index = result.index;
|
|
|
|
|
if (result.index) {
|
|
|
|
|
event.related = event.target.loseHp();
|
|
|
|
|
} else {
|
|
|
|
|
event.related = event.target.damage(trigger.source || "nosource", "nocard");
|
|
|
|
|
}
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
//if(event.related.cancelled||target.isDead()) return;
|
|
|
|
|
if (event.index && card.isInPile()) target.gain(card, "gain2");
|
|
|
|
|
else if (target.getDamagedHp()) target.draw(Math.min(5, target.getDamagedHp()));
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
maixie_defend: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (player.hasSkillTag("jueqing", false, target)) return;
|
|
|
|
|
if (get.tag(card, "damage") && target.countCards("he") > 1) return 0.7;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
retianxiang3: {
|
|
|
|
|
trigger: { player: "loseHpAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter(event) {
|
|
|
|
|
return event.type == "retianxiang";
|
|
|
|
|
},
|
|
|
|
|
vanish: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.gain(player.storage.retianxiang3, "gain2");
|
|
|
|
|
"step 1";
|
|
|
|
|
player.removeSkill("retianxiang3");
|
|
|
|
|
},
|
|
|
|
|
onremove(player) {
|
|
|
|
|
var card = player.storage.retianxiang3;
|
|
|
|
|
if (get.position(card) == "s") {
|
|
|
|
|
game.cardsDiscard(card);
|
|
|
|
|
}
|
|
|
|
|
delete player.storage.retianxiang3;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
retianxiang2: {
|
|
|
|
|
trigger: { player: "damageAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter(event) {
|
|
|
|
|
return event.type == "retianxiang";
|
|
|
|
|
},
|
|
|
|
|
vanish: true,
|
|
|
|
|
content() {
|
|
|
|
|
if (player.isDamaged()) {
|
|
|
|
|
player.draw(player.getDamagedHp());
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill("retianxiang2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xintianxiang: {
|
|
|
|
|
audio: "tianxiang",
|
|
|
|
|
trigger: { player: "damageBefore" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("he", { suit: "heart" }) > 0 && event.num > 0 && !player.hasSkill("xintianxiang3");
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
return get.suit(card) == "heart" && lib.filter.cardDiscardable(card, player);
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
},
|
|
|
|
|
position: "he",
|
|
|
|
|
ai1(card) {
|
|
|
|
|
return 10 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
var da = 0;
|
|
|
|
|
if (_status.event.player.hp == 1) {
|
|
|
|
|
da = 10;
|
|
|
|
|
}
|
|
|
|
|
if (trigger.num > 1) {
|
|
|
|
|
if (target.maxHp > 5 && target.hp > 1) return -att / 10 + da;
|
|
|
|
|
return -att + da;
|
|
|
|
|
}
|
|
|
|
|
var eff = get.damageEffect(target, trigger.source, target, trigger.nature);
|
|
|
|
|
if (att == 0) return 0.1 + da;
|
|
|
|
|
if (eff >= 0 && trigger.num == 1) {
|
|
|
|
|
return att + da;
|
|
|
|
|
}
|
|
|
|
|
if (target.hp == target.maxHp) return -att + da;
|
|
|
|
|
if (target.hp == 1) {
|
|
|
|
|
if (target.maxHp <= 4 && !target.hasSkillTag("maixie")) {
|
|
|
|
|
if (target.maxHp <= 3) {
|
|
|
|
|
return -att + da;
|
|
|
|
|
}
|
|
|
|
|
return -att / 2 + da;
|
|
|
|
|
}
|
|
|
|
|
return da;
|
|
|
|
|
}
|
|
|
|
|
if (target.hp == target.maxHp - 1) {
|
|
|
|
|
if (target.hp > 2 || target.hasSkillTag("maixie")) return att / 5 + da;
|
|
|
|
|
if (att > 0) return 0.02 + da;
|
|
|
|
|
return 0.05 + da;
|
|
|
|
|
}
|
|
|
|
|
return att / 2 + da;
|
|
|
|
|
},
|
|
|
|
|
prompt: get.prompt2("xintianxiang"),
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill(event.name, result.targets);
|
|
|
|
|
trigger.player = result.targets[0];
|
|
|
|
|
trigger.player.addSkill("xintianxiang2");
|
|
|
|
|
trigger.player.storage.xintianxiang = player;
|
|
|
|
|
player.discard(result.cards[0]);
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
maixie_defend: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target) {
|
|
|
|
|
if (player.hasSkillTag("jueqing", false, target)) return;
|
|
|
|
|
if (get.tag(card, "damage") && target.countCards("he") > 1) return 0.7;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xintianxiang2: {
|
|
|
|
|
trigger: { player: ["damageAfter", "damageCancelled", "damageZero"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
audio: false,
|
|
|
|
|
vanish: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var source = player.storage.xintianxiang;
|
|
|
|
|
if (source.isDead()) {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var num = player.maxHp - player.hp || 0;
|
|
|
|
|
var str1 = "令" + get.translation(player) + "摸" + get.cnNumber(num) + "张牌";
|
|
|
|
|
var str2 = "令" + get.translation(player) + "防止造成和受到的所有伤害且天香失效直到你下一回合开始";
|
|
|
|
|
var att = get.attitude(source, player);
|
|
|
|
|
var choice = "选项一";
|
|
|
|
|
if (att < 0) {
|
|
|
|
|
if (num >= 2) {
|
|
|
|
|
choice = "选项二";
|
|
|
|
|
}
|
|
|
|
|
} else if (att > 0) {
|
|
|
|
|
if (num < 2 && !player.hasSkillTag("maixie")) {
|
|
|
|
|
choice = "选项二";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
source
|
|
|
|
|
.chooseControl(function () {
|
|
|
|
|
return _status.event.choice;
|
|
|
|
|
})
|
|
|
|
|
.set("choiceList", [str1, str2])
|
|
|
|
|
.set("choice", choice);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.control == "选项一") {
|
|
|
|
|
if (player.isDamaged()) {
|
|
|
|
|
player.draw(player.maxHp - player.hp);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
player.storage.xintianxiang.addSkill("xintianxiang3");
|
|
|
|
|
player.storage.xintianxiang.storage.xintianxiang3 = player;
|
|
|
|
|
player.addSkill("xintianxiang4");
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill("xintianxiang2");
|
|
|
|
|
delete player.storage.xintianxiang;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xintianxiang3: {
|
|
|
|
|
trigger: { player: ["phaseZhunbeiBegin", "dieBegin"] },
|
|
|
|
|
silent: true,
|
|
|
|
|
content() {
|
|
|
|
|
if (player.storage.xintianxiang3) {
|
|
|
|
|
player.storage.xintianxiang3.removeSkill("xintianxiang4");
|
|
|
|
|
delete player.storage.xintianxiang3;
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill("xintianxiang3");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xintianxiang4: {
|
|
|
|
|
trigger: { source: "damageBefore", player: "damageBefore" },
|
|
|
|
|
forced: true,
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "防止造成和受到的一切伤害",
|
|
|
|
|
},
|
|
|
|
|
priority: 15,
|
|
|
|
|
content() {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
nofire: true,
|
|
|
|
|
nothunder: true,
|
|
|
|
|
nodamage: true,
|
|
|
|
|
notrick: true,
|
|
|
|
|
notricksource: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target, current) {
|
|
|
|
|
if (get.tag(card, "damage")) {
|
|
|
|
|
return "zeroplayertarget";
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
player(card, player, target, current) {
|
|
|
|
|
if (get.tag(card, "damage")) {
|
|
|
|
|
return "zeroplayertarget";
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
hongyan: {
|
|
|
|
|
mod: {
|
|
|
|
|
suit(card, suit) {
|
|
|
|
|
if (suit == "spade") return "heart";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinhongyan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["sb_xiaoqiao"],
|
|
|
|
|
mod: {
|
|
|
|
|
suit(card, suit) {
|
|
|
|
|
if (suit == "spade") return "heart";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: { global: "judge" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.fixedResult && event.fixedResult.suit) return event.fixedResult.suit == "heart";
|
|
|
|
|
return get.suit(event.player.judging[0], event.player) == "heart";
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var str = "红颜:" + get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + ",请将其改为一种花色";
|
|
|
|
|
player
|
|
|
|
|
.chooseControl("spade", "heart", "diamond", "club")
|
|
|
|
|
.set("prompt", str)
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
var judging = _status.event.judging;
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
var res1 = trigger.judge(judging);
|
|
|
|
|
var list = lib.suit.slice(0);
|
|
|
|
|
var attitude = get.attitude(player, trigger.player);
|
|
|
|
|
if (attitude == 0) return 0;
|
|
|
|
|
var getj = function (suit) {
|
|
|
|
|
return trigger.judge({
|
|
|
|
|
name: get.name(judging),
|
|
|
|
|
nature: get.nature(judging),
|
|
|
|
|
suit: suit,
|
|
|
|
|
number: get.number(judging),
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
list.sort(function (a, b) {
|
|
|
|
|
return (getj(b) - getj(a)) * get.sgn(attitude);
|
|
|
|
|
});
|
|
|
|
|
return list[0];
|
|
|
|
|
})
|
|
|
|
|
.set("judging", trigger.player.judging[0]);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.control != "cancel2") {
|
|
|
|
|
player.addExpose(0.25);
|
|
|
|
|
player.popup(result.control);
|
|
|
|
|
game.log(player, "将判定结果改为了", "#y" + get.translation(result.control + 2));
|
|
|
|
|
if (!trigger.fixedResult) trigger.fixedResult = {};
|
|
|
|
|
trigger.fixedResult.suit = result.control;
|
|
|
|
|
trigger.fixedResult.color = get.color({ suit: result.control });
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
rejudge: true,
|
|
|
|
|
tag: {
|
|
|
|
|
rejudge: 0.4,
|
|
|
|
|
},
|
|
|
|
|
expose: 0.5,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
gzbuqu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "changeHp" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.hp <= 0 && event.num < 0;
|
|
|
|
|
},
|
|
|
|
|
marktext: "创",
|
|
|
|
|
intro: {
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
content: "expansion",
|
|
|
|
|
},
|
|
|
|
|
group: "gzbuqu_recover",
|
|
|
|
|
frequent: true,
|
|
|
|
|
ondisable: true,
|
|
|
|
|
onremove(player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) {
|
|
|
|
|
//delete player.nodying;
|
|
|
|
|
player.loseToDiscardpile(cards);
|
|
|
|
|
if (player.hp <= 0) player.dying({});
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
process(player) {
|
|
|
|
|
//delete player.nodying;
|
|
|
|
|
var nums = [];
|
|
|
|
|
var cards = player.getExpansions("gzbuqu");
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
if (nums.includes(get.number(cards[i]))) {
|
|
|
|
|
return false;
|
|
|
|
|
} else {
|
|
|
|
|
nums.push(get.number(cards[i]));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
//player.nodying=true;
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
recover: {
|
|
|
|
|
trigger: { player: "recoverAfter" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.getExpansions("gzbuqu").length > 0 && event.num > 0;
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.count = trigger.num;
|
|
|
|
|
"step 1";
|
|
|
|
|
event.count--;
|
|
|
|
|
var cards = player.getExpansions("gzbuqu"),
|
|
|
|
|
count = cards.length;
|
|
|
|
|
if (count > 0 && player.hp + count > 1) {
|
|
|
|
|
if (count == 1) event._result = { links: cards };
|
|
|
|
|
else
|
|
|
|
|
player.chooseCardButton("不屈:移去一张“创”", true, cards).set("ai", function (button) {
|
|
|
|
|
var buttons = get.selectableButtons();
|
|
|
|
|
for (var i = 0; i < buttons.length; i++) {
|
|
|
|
|
if (buttons[i] != button && get.number(buttons[i].link) == get.number(button.link) && !ui.selected.buttons.includes(buttons[i])) {
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
var cards = result.links;
|
|
|
|
|
player.loseToDiscardpile(cards);
|
|
|
|
|
if (event.count) event.goto(1);
|
|
|
|
|
"step 3";
|
|
|
|
|
if (lib.skill.gzbuqu.process(player)) {
|
|
|
|
|
if (player.isDying()) {
|
|
|
|
|
var evt = event,
|
|
|
|
|
histories = [evt];
|
|
|
|
|
while (true) {
|
|
|
|
|
evt = event.getParent("dying");
|
|
|
|
|
if (!evt || evt.name != "dying" || histories.includes(evt)) break;
|
|
|
|
|
histories.push(evt);
|
|
|
|
|
if (evt.player == player) evt.nodying = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var num = -trigger.num - Math.max(player.hp - trigger.num, 1) + 1;
|
|
|
|
|
player.addToExpansion(get.cards(num), "gain2").gaintag.add("gzbuqu");
|
|
|
|
|
"step 1";
|
|
|
|
|
player.showCards(get.translation(player) + "的不屈牌", player.getExpansions("gzbuqu"));
|
|
|
|
|
"step 2";
|
|
|
|
|
if (lib.skill.gzbuqu.process(player)) {
|
|
|
|
|
var evt = trigger.getParent();
|
|
|
|
|
if (evt.name == "damage" || evt.name == "loseHp") evt.nodying = true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
mingzhi: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
buqu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["key_yuri"],
|
|
|
|
|
trigger: { player: "chooseToUseBefore" },
|
|
|
|
|
forced: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.type == "dying" && player.isDying() && event.dying == player && !event.getParent()._buqu;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.getParent()._buqu = true;
|
|
|
|
|
var card = get.cards()[0];
|
|
|
|
|
event.card = card;
|
|
|
|
|
player.addToExpansion(card, "gain2").gaintag.add("buqu");
|
|
|
|
|
"step 1";
|
|
|
|
|
var cards = player.getExpansions("buqu"),
|
|
|
|
|
num = get.number(card);
|
|
|
|
|
player.showCards(cards, "不屈");
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
if (cards[i] != card && get.number(cards[i]) == num) {
|
|
|
|
|
player.loseToDiscardpile(card);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
trigger.result = { bool: true };
|
|
|
|
|
if (player.hp <= 0) {
|
|
|
|
|
player.recover(1 - player.hp);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcardBase(player, num) {
|
|
|
|
|
if (get.mode() != "guozhan" && player.getExpansions("buqu").length) return player.getExpansions("buqu").length;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
save: true,
|
|
|
|
|
mingzhi: true,
|
|
|
|
|
skillTagFilter(player, tag, target) {
|
|
|
|
|
if (player != target) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fenji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: ["gainAfter", "loseAfter", "loseAsyncAfter"],
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.name == "lose") {
|
|
|
|
|
if (event.type != "discard" || !event.player.isIn()) return false;
|
|
|
|
|
if ((event.discarder || event.getParent(2).player) == event.player) return false;
|
|
|
|
|
if (!event.getl(event.player).hs.length) return false;
|
|
|
|
|
return true;
|
|
|
|
|
} else if (event.name == "gain") {
|
|
|
|
|
if (event.giver || event.getParent().name == "gift") return false;
|
|
|
|
|
var cards = event.getg(event.player);
|
|
|
|
|
if (!cards.length) return false;
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
if (current == event.player) return false;
|
|
|
|
|
var hs = event.getl(current).hs;
|
|
|
|
|
for (var i of hs) {
|
|
|
|
|
if (cards.includes(i)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
});
|
|
|
|
|
} else if (event.type == "gain") {
|
|
|
|
|
if (event.giver || !event.player || !event.player.isIn()) return false;
|
|
|
|
|
var hs = event.getl(event.player);
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
if (current == event.player) return false;
|
|
|
|
|
var cards = event.getg(current);
|
|
|
|
|
for (var i of cards) {
|
|
|
|
|
if (hs.includes(i)) return true;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
} else if (event.type == "discard") {
|
|
|
|
|
if (!event.discarder) return false;
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return current != event.discarder && event.getl(current).hs.length > 0;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
var targets = [];
|
|
|
|
|
if (trigger.name == "gain") {
|
|
|
|
|
var cards = trigger.getg(trigger.player);
|
|
|
|
|
targets.addArray(
|
|
|
|
|
game.filterPlayer(function (current) {
|
|
|
|
|
if (current == trigger.player) return false;
|
|
|
|
|
var hs = trigger.getl(current).hs;
|
|
|
|
|
for (var i of hs) {
|
|
|
|
|
if (cards.includes(i)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
} else if (trigger.name == "loseAsync" && trigger.type == "discard") {
|
|
|
|
|
targets.addArray(
|
|
|
|
|
game.filterPlayer(function (current) {
|
|
|
|
|
return current != trigger.discarder && trigger.getl(current).hs.length > 0;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
} else targets.push(trigger.player);
|
|
|
|
|
event.targets = targets.sortBySeat();
|
|
|
|
|
if (!event.targets.length) event.finish();
|
|
|
|
|
"step 1";
|
|
|
|
|
var target = targets.shift();
|
|
|
|
|
event.target = target;
|
|
|
|
|
if (target.isIn())
|
|
|
|
|
player.chooseBool(get.prompt("fenji", target), "失去1点体力,令该角色摸两张牌").set("ai", function () {
|
|
|
|
|
var evt = _status.event.getParent();
|
|
|
|
|
return get.attitude(evt.player, evt.target) > 4;
|
|
|
|
|
});
|
|
|
|
|
else {
|
|
|
|
|
if (targets.length > 0) event.goto(1);
|
|
|
|
|
else event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("fenji", target);
|
|
|
|
|
player.loseHp();
|
|
|
|
|
} else {
|
|
|
|
|
if (targets.length > 0) event.goto(1);
|
|
|
|
|
else event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
target.draw(2);
|
|
|
|
|
if (targets.length > 0) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
new_fenji: {
|
|
|
|
|
audio: "fenji",
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseJieshuBegin",
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.player.countCards("h") == 0 && event.player.isIn()) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
check(event, player) {
|
|
|
|
|
return get.attitude(player, event.player) > 2;
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
player.line(trigger.player, "green");
|
|
|
|
|
trigger.player.draw(2);
|
|
|
|
|
player.loseHp();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
leiji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: ["useCard", "respond"] },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.card.name == "shan";
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(get.prompt2("leiji")).setHiddenSkill(event.name).ai = function (target) {
|
|
|
|
|
if (target.hasSkill("hongyan")) return 0;
|
|
|
|
|
return get.damageEffect(target, _status.event.player, _status.event.player, "thunder");
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("leiji", result.targets, "thunder");
|
|
|
|
|
event.target = result.targets[0];
|
|
|
|
|
event.target.judge(function (card) {
|
|
|
|
|
if (get.suit(card) == "spade") return -4;
|
|
|
|
|
return 0;
|
|
|
|
|
}).judge2 = function (result) {
|
|
|
|
|
return result.bool == false ? true : false;
|
|
|
|
|
};
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool == false) {
|
|
|
|
|
event.target.damage(2, "thunder");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
mingzhi: false,
|
|
|
|
|
useShan: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target(card, player, target, current) {
|
|
|
|
|
if (
|
|
|
|
|
get.tag(card, "respondShan") &&
|
|
|
|
|
!player.hasSkillTag(
|
|
|
|
|
"directHit_ai",
|
|
|
|
|
true,
|
|
|
|
|
{
|
|
|
|
|
target: target,
|
|
|
|
|
card: card,
|
|
|
|
|
},
|
|
|
|
|
true
|
|
|
|
|
) &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return get.attitude(target, current) < 0 && get.damageEffect(current, target, target, "thunder") > 0;
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
if (card.name === "sha") {
|
|
|
|
|
if (
|
|
|
|
|
!target.mayHaveShan(
|
|
|
|
|
player,
|
|
|
|
|
"use",
|
|
|
|
|
target.getCards("h", i => {
|
|
|
|
|
return i.hasGaintag("sha_notshan");
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
return;
|
|
|
|
|
} else if (!target.mayHaveShan(player)) return 1 - 0.1 * Math.min(5, target.countCards("hs"));
|
|
|
|
|
if (!target.hasSkillTag("rejudge")) return [1, 1];
|
|
|
|
|
let pos = player.hasSkillTag("viewHandcard", null, target, true) ? "hes" : "e";
|
|
|
|
|
if (
|
|
|
|
|
target.hasCard(function (cardx) {
|
|
|
|
|
return get.suit(cardx) === "spade";
|
|
|
|
|
}, pos)
|
|
|
|
|
)
|
|
|
|
|
return [1, 4];
|
|
|
|
|
if (pos === "e") return [1, Math.min(4, 1 + 0.75 * Math.max(1, target.countCards("hs")))];
|
|
|
|
|
return [1, 1];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
guidao: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
audioname: ["sp_zhangjiao"],
|
|
|
|
|
trigger: { global: "judge" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("hes", { color: "black" }) > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseCard(get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("guidao"), "hes", function (card) {
|
|
|
|
|
if (get.color(card) != "black") return false;
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
|
|
|
|
|
if (mod2 != "unchanged") return mod2;
|
|
|
|
|
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
|
|
|
|
|
if (mod != "unchanged") return mod;
|
|
|
|
|
return true;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var judging = _status.event.judging;
|
|
|
|
|
var result = trigger.judge(card) - trigger.judge(judging);
|
|
|
|
|
var attitude = get.attitude(player, trigger.player);
|
|
|
|
|
if (attitude == 0 || result == 0) return 0;
|
|
|
|
|
if (attitude > 0) {
|
|
|
|
|
return result;
|
|
|
|
|
} else {
|
|
|
|
|
return -result;
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
.set("judging", trigger.player.judging[0]);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.respond(result.cards, "highlight", "guidao", "noOrdering");
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.$gain2(trigger.player.judging[0]);
|
|
|
|
|
player.gain(trigger.player.judging[0]);
|
|
|
|
|
trigger.player.judging[0] = result.cards[0];
|
|
|
|
|
trigger.orderingCards.addArray(result.cards);
|
|
|
|
|
game.log(trigger.player, "的判定牌改为", result.cards[0]);
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
game.delay(2);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
rejudge: true,
|
|
|
|
|
tag: {
|
|
|
|
|
rejudge: 1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
// 蛊惑(guhuo)技能错误,请勿引用
|
|
|
|
|
/*
|
|
|
|
|
guhuo:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
audio:2,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('hs')>0
|
|
|
|
|
},
|
|
|
|
|
chooseButton:{
|
|
|
|
|
dialog:function(){
|
|
|
|
|
var list=['sha','tao','jiu','taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman'];
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
if(i<3){
|
|
|
|
|
list[i]=['基本','',list[i]];
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
list[i]=['锦囊','',list[i]];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return ui.create.dialog([list,'vcard']);
|
|
|
|
|
},
|
|
|
|
|
filter:function(button,player){
|
|
|
|
|
return lib.filter.filterCard({name:button.link[2]},player,_status.event.getParent());
|
|
|
|
|
},
|
|
|
|
|
check:function(button){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(player.countCards('h','wuzhong')){
|
|
|
|
|
if(player.hp==1&&player.countCards('h','tao')){
|
|
|
|
|
return button.link=='tao'?1:0;
|
|
|
|
|
}
|
|
|
|
|
return button.link=='wuzhong'?1:0;
|
|
|
|
|
}
|
|
|
|
|
if(player.hp<player.maxHp){
|
|
|
|
|
if(player.countCards('h','tao')){
|
|
|
|
|
return button.link=='tao'?1:0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
backup:function(links,player){
|
|
|
|
|
return {
|
|
|
|
|
filterCard:true,
|
|
|
|
|
selectCard:-1,
|
|
|
|
|
audio:2,
|
|
|
|
|
popname:true,
|
|
|
|
|
viewAs:{name:links[0][2]},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
prompt:function(links,player){
|
|
|
|
|
return '将全部手牌当'+get.translation(links[0][2])+'使用';
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
var num=0;
|
|
|
|
|
var cards=player.getCards('h');
|
|
|
|
|
if(cards.length>=3&&player.hp>=3) return 0;
|
|
|
|
|
for(var i=0;i<cards.length;i++){
|
|
|
|
|
num+=Math.max(0,get.value(cards[i],player,'raw'));
|
|
|
|
|
}
|
|
|
|
|
num/=cards.length;
|
|
|
|
|
num*=Math.min(cards.length,player.hp);
|
|
|
|
|
return 12-num;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
threaten:1.6,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
*/
|
|
|
|
|
huangtian: {
|
|
|
|
|
unique: true,
|
|
|
|
|
audio: "huangtian2",
|
|
|
|
|
audioname: ["zhangjiao", "re_zhangjiao"],
|
|
|
|
|
global: "huangtian2",
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
},
|
|
|
|
|
huangtian2: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
delay: false,
|
|
|
|
|
line: true,
|
|
|
|
|
prepare(cards, player, targets) {
|
|
|
|
|
targets[0].logSkill("huangtian");
|
|
|
|
|
},
|
|
|
|
|
prompt() {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var list = game.filterPlayer(function (target) {
|
|
|
|
|
return target != player && target.hasZhuSkill("huangtian", player);
|
|
|
|
|
});
|
|
|
|
|
var str = "将一张【闪】或【闪电】交给" + get.translation(list);
|
|
|
|
|
if (list.length > 1) str += "中的一人";
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.group != "qun") return false;
|
|
|
|
|
if (player.countCards("h", "shan") + player.countCards("h", "shandian") == 0) return 0;
|
|
|
|
|
return game.hasPlayer(function (target) {
|
|
|
|
|
return target != player && target.hasZhuSkill("huangtian", player) && !target.hasSkill("huangtian3");
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
return card.name == "shan" || card.name == "shandian";
|
|
|
|
|
},
|
|
|
|
|
log: false,
|
|
|
|
|
visible: true,
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target != player && target.hasZhuSkill("huangtian", player) && !target.hasSkill("huangtian3");
|
|
|
|
|
},
|
|
|
|
|
//usable:1,
|
|
|
|
|
//forceaudio:true,
|
|
|
|
|
content() {
|
|
|
|
|
player.give(cards, target);
|
|
|
|
|
target.addTempSkill("huangtian3", "phaseUseEnd");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.3,
|
|
|
|
|
order: 10,
|
|
|
|
|
result: {
|
|
|
|
|
target: 5,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huangtian3: {},
|
|
|
|
|
xinfu_guhuo: {
|
|
|
|
|
audio: "guhuo_guess",
|
|
|
|
|
derivation: ["chanyuan"],
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
hiddenCard(player, name) {
|
|
|
|
|
return lib.inpile.includes(name) && player.countCards("hs") > 0 && !player.hasSkill("guhuo_phase");
|
|
|
|
|
},
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (player.hasSkill("guhuo_phase")) return false;
|
|
|
|
|
if (!player.countCards("hs")) return false;
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
var type = get.type(i);
|
|
|
|
|
if ((type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
|
|
|
|
|
if (i == "sha") {
|
|
|
|
|
for (var j of lib.inpile_nature) {
|
|
|
|
|
if (event.filterCard(get.autoViewAs({ name: i, nature: j }, "unsure"), player, event)) return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog(event, player) {
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
if (event.type != "phase") if (!event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) continue;
|
|
|
|
|
var type = get.type(i);
|
|
|
|
|
if (type == "basic" || type == "trick") list.push([type, "", i]);
|
|
|
|
|
if (i == "sha") {
|
|
|
|
|
if (event.type != "phase") if (!event.filterCard(get.autoViewAs({ name: i, nature: j }, "unsure"), player, event)) continue;
|
|
|
|
|
for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return ui.create.dialog("蛊惑", [list, "vcard"]);
|
|
|
|
|
},
|
|
|
|
|
filter(button, player) {
|
|
|
|
|
var evt = _status.event.getParent();
|
|
|
|
|
return evt.filterCard({ name: button.link[2], nature: button.link[3] }, player, evt);
|
|
|
|
|
},
|
|
|
|
|
check(button) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var enemyNum = game.countPlayer(function (current) {
|
|
|
|
|
return current != player && !current.hasSkill("chanyuan") && (get.realAttitude || get.attitude)(current, player) < 0;
|
|
|
|
|
});
|
|
|
|
|
var card = { name: button.link[2], nature: button.link[3] };
|
|
|
|
|
var val = _status.event.getParent().type == "phase" ? player.getUseValue(card) : 1;
|
|
|
|
|
if (val <= 0) return 0;
|
|
|
|
|
if (enemyNum) {
|
|
|
|
|
if (
|
|
|
|
|
!player.hasCard(function (cardx) {
|
|
|
|
|
if (card.name == cardx.name) {
|
|
|
|
|
if (card.name != "sha") return true;
|
|
|
|
|
return get.is.sameNature(card, cardx);
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}, "hs")
|
|
|
|
|
) {
|
|
|
|
|
if (get.value(card, player, "raw") < 6) return Math.sqrt(val) * (0.25 + Math.random() / 1.5);
|
|
|
|
|
if (enemyNum <= 2) return Math.sqrt(val) / 1.5;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return 3 * val;
|
|
|
|
|
}
|
|
|
|
|
return val;
|
|
|
|
|
},
|
|
|
|
|
backup(links, player) {
|
|
|
|
|
return {
|
|
|
|
|
filterCard(card, player, target) {
|
|
|
|
|
var result = true;
|
|
|
|
|
var suit = card.suit,
|
|
|
|
|
number = card.number;
|
|
|
|
|
card.suit = "none";
|
|
|
|
|
card.number = null;
|
|
|
|
|
var mod = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
|
|
|
|
|
if (mod != "unchanged") result = mod;
|
|
|
|
|
card.suit = suit;
|
|
|
|
|
card.number = number;
|
|
|
|
|
return result;
|
|
|
|
|
},
|
|
|
|
|
selectCard: 1,
|
|
|
|
|
position: "hs",
|
|
|
|
|
ignoreMod: true,
|
|
|
|
|
aiUse: Math.random(),
|
|
|
|
|
viewAs: {
|
|
|
|
|
name: links[0][2],
|
|
|
|
|
nature: links[0][3],
|
|
|
|
|
suit: "none",
|
|
|
|
|
number: null,
|
|
|
|
|
},
|
|
|
|
|
ai1(card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var enemyNum = game.countPlayer(function (current) {
|
|
|
|
|
return current != player && !current.hasSkill("chanyuan") && (get.realAttitude || get.attitude)(current, player) < 0;
|
|
|
|
|
});
|
|
|
|
|
var cardx = lib.skill.xinfu_guhuo_backup.viewAs;
|
|
|
|
|
if (enemyNum) {
|
|
|
|
|
if (card.name == cardx.name && (card.name != "sha" || get.is.sameNature(card, cardx))) return 2 + Math.random() * 3;
|
|
|
|
|
else if (lib.skill.xinfu_guhuo_backup.aiUse < 0.5 && !player.isDying()) return 0;
|
|
|
|
|
}
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
precontent() {
|
|
|
|
|
player.logSkill("xinfu_guhuo");
|
|
|
|
|
player.addTempSkill("guhuo_guess");
|
|
|
|
|
var card = event.result.cards[0];
|
|
|
|
|
event.result.card.suit = get.suit(card);
|
|
|
|
|
event.result.card.number = get.number(card);
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt(links, player) {
|
|
|
|
|
return "将一张手牌当做" + get.translation(links[0][2]) + (_status.event.name == "chooseToRespond" ? "打出" : "使用");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
save: true,
|
|
|
|
|
respondSha: true,
|
|
|
|
|
respondShan: true,
|
|
|
|
|
fireAttack: true,
|
|
|
|
|
skillTagFilter(player) {
|
|
|
|
|
if (!player.countCards("hs") || player.hasSkill("guhuo_phase")) return false;
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.2,
|
|
|
|
|
order: 8.1,
|
|
|
|
|
result: { player: 1 },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
guhuo_guess: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: ["useCardBefore", "respondBefore"],
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
silent: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return event.skill && (event.skill.indexOf("guhuo_") == 0 || event.skill.indexOf("xinfu_guhuo_") == 0);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.addTempSkill("guhuo_phase");
|
|
|
|
|
event.fake = false;
|
|
|
|
|
event.betrayer = null;
|
|
|
|
|
var card = trigger.cards[0];
|
|
|
|
|
if (card.name != trigger.card.name || (card.name == "sha" && !get.is.sameNature(trigger.card, card))) event.fake = true;
|
|
|
|
|
player.popup(trigger.card.name, "metal");
|
|
|
|
|
player.lose(card, ui.ordering).relatedEvent = trigger;
|
|
|
|
|
// player.line(trigger.targets,trigger.card.nature);
|
|
|
|
|
trigger.throw = false;
|
|
|
|
|
trigger.skill = "xinfu_guhuo_backup";
|
|
|
|
|
game.log(player, "声明", trigger.targets && trigger.targets.length ? "对" : "", trigger.targets || "", trigger.name == "useCard" ? "使用" : "打出", trigger.card);
|
|
|
|
|
event.prompt = get.translation(player) + "声明" + (trigger.targets && trigger.targets.length ? "对" + get.translation(trigger.targets) : "") + (trigger.name == "useCard" ? "使用" : "打出") + (get.translation(trigger.card.nature) || "") + get.translation(trigger.card.name) + ",是否质疑?";
|
|
|
|
|
event.targets = game
|
|
|
|
|
.filterPlayer(function (current) {
|
|
|
|
|
return current != player && !current.hasSkill("chanyuan");
|
|
|
|
|
})
|
|
|
|
|
.sortBySeat(_status.currentPhase);
|
|
|
|
|
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (card, player) {
|
|
|
|
|
_status.guhuoNode = card.copy("thrown");
|
|
|
|
|
if (lib.config.cardback_style != "default") {
|
|
|
|
|
_status.guhuoNode.style.transitionProperty = "none";
|
|
|
|
|
ui.refresh(_status.guhuoNode);
|
|
|
|
|
_status.guhuoNode.classList.add("infohidden");
|
|
|
|
|
ui.refresh(_status.guhuoNode);
|
|
|
|
|
_status.guhuoNode.style.transitionProperty = "";
|
|
|
|
|
} else {
|
|
|
|
|
_status.guhuoNode.classList.add("infohidden");
|
|
|
|
|
}
|
|
|
|
|
_status.guhuoNode.style.transform = "perspective(600px) rotateY(180deg) translateX(0)";
|
|
|
|
|
player.$throwordered2(_status.guhuoNode);
|
|
|
|
|
},
|
|
|
|
|
trigger.cards[0],
|
|
|
|
|
player
|
|
|
|
|
);
|
|
|
|
|
event.onEnd01 = function () {
|
|
|
|
|
_status.guhuoNode.removeEventListener("webkitTransitionEnd", _status.event.onEnd01);
|
|
|
|
|
setTimeout(function () {
|
|
|
|
|
_status.guhuoNode.style.transition = "all ease-in 0.3s";
|
|
|
|
|
_status.guhuoNode.style.transform = "perspective(600px) rotateY(270deg)";
|
|
|
|
|
var onEnd = function () {
|
|
|
|
|
_status.guhuoNode.classList.remove("infohidden");
|
|
|
|
|
_status.guhuoNode.style.transition = "all 0s";
|
|
|
|
|
ui.refresh(_status.guhuoNode);
|
|
|
|
|
_status.guhuoNode.style.transform = "perspective(600px) rotateY(-90deg)";
|
|
|
|
|
ui.refresh(_status.guhuoNode);
|
|
|
|
|
_status.guhuoNode.style.transition = "";
|
|
|
|
|
ui.refresh(_status.guhuoNode);
|
|
|
|
|
_status.guhuoNode.style.transform = "";
|
|
|
|
|
_status.guhuoNode.removeEventListener("webkitTransitionEnd", onEnd);
|
|
|
|
|
};
|
|
|
|
|
_status.guhuoNode.listenTransition(onEnd);
|
|
|
|
|
}, 300);
|
|
|
|
|
};
|
|
|
|
|
if (!event.targets.length) event.goto(3);
|
|
|
|
|
"step 1";
|
|
|
|
|
event.target = event.targets.shift();
|
|
|
|
|
event.target.chooseButton([event.prompt, [["reguhuo_ally", "reguhuo_betray"], "vcard"]], true).set("ai", function (button) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var evt = _status.event.getParent("guhuo_guess"),
|
|
|
|
|
evtx = evt.getTrigger();
|
|
|
|
|
if (!evt) return Math.random();
|
|
|
|
|
var card = { name: evtx.card.name, nature: evtx.card.nature, isCard: true };
|
|
|
|
|
var ally = button.link[2] == "reguhuo_ally";
|
|
|
|
|
if (ally && (player.hp <= 1 || get.attitude(player, evt.player) >= 0)) return 1.1;
|
|
|
|
|
if (!ally && get.attitude(player, evt.player) < 0 && evtx.name == "useCard") {
|
|
|
|
|
var eff = 0;
|
|
|
|
|
var targetsx = evtx.targets || [];
|
|
|
|
|
for (var target of targetsx) {
|
|
|
|
|
var isMe = target == evt.player;
|
|
|
|
|
eff += get.effect(target, card, evt.player, player) / (isMe ? 1.5 : 1);
|
|
|
|
|
}
|
|
|
|
|
eff /= 1.5 * targetsx.length || 1;
|
|
|
|
|
if (eff > 0) return 0;
|
|
|
|
|
if (eff < -7) return Math.random() + Math.pow(-(eff + 7) / 8, 2);
|
|
|
|
|
return Math.pow((get.value(card, evt.player, "raw") - 4) / (eff == 0 ? 5 : 10), 2);
|
|
|
|
|
}
|
|
|
|
|
return Math.random();
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.links[0][2] == "reguhuo_betray") {
|
|
|
|
|
target.addExpose(0.2);
|
|
|
|
|
game.log(target, "#y质疑");
|
|
|
|
|
target.popup("质疑!", "fire");
|
|
|
|
|
event.betrayer = target;
|
|
|
|
|
} else {
|
|
|
|
|
game.log(target, "#g不质疑");
|
|
|
|
|
target.popup("不质疑", "wood");
|
|
|
|
|
if (targets.length) event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
game.delayx();
|
|
|
|
|
game.broadcastAll(function (onEnd) {
|
|
|
|
|
_status.event.onEnd01 = onEnd;
|
|
|
|
|
if (_status.guhuoNode) _status.guhuoNode.listenTransition(onEnd, 300);
|
|
|
|
|
}, event.onEnd01);
|
|
|
|
|
"step 4";
|
|
|
|
|
game.delay(2);
|
|
|
|
|
"step 5";
|
|
|
|
|
if (!event.betrayer) event.finish();
|
|
|
|
|
"step 6";
|
|
|
|
|
if (event.fake) {
|
|
|
|
|
event.betrayer.popup("质疑正确", "wood");
|
|
|
|
|
game.log(player, "声明的", trigger.card, "作废了");
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
trigger.getParent().goto(0);
|
|
|
|
|
trigger.line = false;
|
|
|
|
|
} else {
|
|
|
|
|
event.betrayer.popup("质疑错误", "fire");
|
|
|
|
|
event.betrayer.addSkills("chanyuan");
|
|
|
|
|
}
|
|
|
|
|
"step 7";
|
|
|
|
|
game.delay(2);
|
|
|
|
|
"step 8";
|
|
|
|
|
if (event.fake) game.broadcastAll(ui.clear);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chanyuan: {
|
|
|
|
|
init(player, skill) {
|
|
|
|
|
if (player.hp == 1) player.logSkill(skill);
|
|
|
|
|
player.addSkillBlocker(skill);
|
|
|
|
|
},
|
|
|
|
|
onremove(player, skill) {
|
|
|
|
|
player.removeSkillBlocker(skill);
|
|
|
|
|
},
|
|
|
|
|
skillBlocker(skill, player) {
|
|
|
|
|
return skill != "chanyuan" && skill != "rechanyuan" && !lib.skill[skill].charlotte && player.hp == 1;
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content(storage, player, skill) {
|
|
|
|
|
var str = "<li>锁定技。你不能于〖蛊惑〗的结算流程中进行质疑。当你的体力值为1时,你的其他技能失效。";
|
|
|
|
|
var list = player.getSkills(null, false, false).filter(function (i) {
|
|
|
|
|
return lib.skill.rechanyuan.skillBlocker(i, player);
|
|
|
|
|
});
|
|
|
|
|
if (list.length) str += "<br><li>失效技能:" + get.translation(list);
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "changeHp" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.hp == 1;
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
content() {},
|
|
|
|
|
},
|
|
|
|
|
guhuo_phase: {},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
export default skills;
|