noname/character/ddd/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//牵招
dddyuanzhen: {
audio: 2,
trigger: { player: "useCardToPlayered" },
forced: true,
filter(event, player) {
return event.target != player && get.distance(player, event.target) != 1 && event.isFirstTarget && event.targets.length == 1;
},
logTarget: "target",
*content(event, map) {
const player = map.player,
trigger = map.trigger,
target = trigger.target;
let result;
game.delayex();
if (!target.countCards("he")) result = { bool: false };
else
result = yield target
.chooseToDiscard("he", `${get.translation(player)}对你使用了【远振】`, "请弃置一张牌,或点击“取消”令其摸一张牌")
.set("ai", card => {
if (get.event("goon")) return 4.5 - get.value(card);
})
.set("goon", get.attitude(target, player) > 0);
if (!result.bool) {
target.line(player);
player.draw();
}
},
},
dddzhishu: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return player.canMoveCard(null, true);
},
check(event, player) {
return player.canMoveCard(true, true);
},
*content(event, map) {
const player = map.player;
let result = yield player.moveCard();
const targets = result.targets;
const guohe = new lib.element.VCard({
name: "guohe",
isCard: true,
});
if (targets[0].canUse(guohe, targets[1])) targets[0].useCard(guohe, targets[1], "noai");
},
},
//张邈
dddxiaxing: {
audio: 2,
enable: "chooseToUse",
hiddenCard(player, name) {
if (player.hasSkill("dddxiaxing_used")) return false;
return name == "tao";
},
filter(event, player) {
if (event.type != "dying") return false;
if (!player.countCards("he")) return false;
const evt = get.event().getParent("_save");
if (!evt || !evt.dying || !evt.dying.isIn()) return false;
return !player.hasSkill("dddxiaxing_used");
},
check: card => {
return 7 - get.value(card);
},
filterCard: true,
position: "he",
discard: false,
delay: false,
lose: false,
group: ["dddxiaxing_begin", "dddxiaxing_viewas"],
prompt() {
const evt = get.event().getParent("_save");
return `将一张牌置于牌堆顶,视为${get.translation(evt.dying)}使用一张【桃】`;
},
*content(event, map) {
const player = map.player,
cards = event.cards;
player.addTempSkill("dddxiaxing_used", "roundStart");
game.log(player, "将一张牌置于了牌堆顶");
player.$throw(cards.length, 1000);
yield player.lose(cards, ui.cardPile, "insert");
const evt = event.getParent("_save");
yield evt.dying.chooseUseTarget("tao", true);
if (!player.hasMark("dddxiaxing")) player.addMark("dddxiaxing");
},
marktext: "侠",
intro: {
markcount: () => 0,
name: "侠行",
name2: "侠",
content: "已拥有“侠”标记",
},
ai: {
order: 4,
result: {
player(player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: {
begin: {
audio: 2,
trigger: { global: "phaseZhunbeiBegin" },
filter(event, player) {
if (!player.countCards("he")) return false;
return !player.hasSkill("dddxiaxing_used");
},
direct: true,
*content(event, map) {
const player = map.player,
trigger = map.trigger,
target = trigger.player;
let result = yield player
.chooseCard(get.prompt("dddxiaxing"), `将一张牌置于牌堆顶,视为${get.translation(target)}使用一张【酒】`, "he")
.set("ai", card => {
if (get.event("goon")) return 5 - get.value(card);
return 0;
})
.set("goon", get.effect(target, { name: "jiu" }, player, player) > 0);
if (!result.bool) return event.finish();
const cards = result.cards;
player.logSkill("dddxiaxing_begin", target);
player.addTempSkill("dddxiaxing_used", "roundStart");
game.log(player, "将一张牌置于了牌堆顶");
player.$throw(cards.length, 1000);
yield player.lose(cards, ui.cardPile, "insert");
yield target.chooseUseTarget("jiu", true);
if (!player.hasMark("dddxiaxing")) player.addMark("dddxiaxing");
},
},
used: { charlotte: true },
viewas: {
audio: "dddxiaxing",
enable: "chooseToUse",
filter(event, player) {
if (event.type == "wuxie" || !player.hasMark("dddxiaxing")) return false;
for (const name of ["sha", "shan"]) {
if (event.filterCard({ name: name, isCard: true }, player, event)) return true;
}
return false;
},
chooseButton: {
dialog(event, player) {
const vcards = [];
for (const name of ["sha", "shan"]) {
const card = { name: name, isCard: true };
if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]);
}
const dialog = ui.create.dialog("侠行", [vcards, "vcard"], "hidden");
dialog.direct = true;
return dialog;
},
backup(links, player) {
return {
filterCard: () => false,
selectCard: -1,
viewAs: {
name: links[0][2],
isCard: true,
},
popname: true,
precontent() {
player.logSkill("dddxiaxing_viewas");
player.clearMark("dddxiaxing");
},
};
},
prompt(links, player) {
return "侠行:移去“侠”标记,视为使用一张【" + get.translation(links[0][2]) + "】";
},
},
ai: {
order(item, player) {
const event = get.event();
if (event.filterCard({ name: "sha" }, player, event)) {
if (
!player.hasShan() &&
!game.hasPlayer(function (current) {
return player.canUse("sha", current) && current.hp == 1 && get.effect(current, { name: "sha" }, player, player) > 0;
})
) {
return 0;
}
return 2.95;
} else return 3.15;
},
respondSha: true,
respondShan: true,
skillTagFilter(player, tag, arg) {
if (!player.hasMark("dddxiaxing")) return false;
if (arg != "use") return false;
},
result: {
player: 1,
},
},
},
},
},
//张承
dddjuxian: {
enable: "phaseUse",
usable: 2,
filter(event, player) {
return !player.hasSkill("dddjuxian_ban");
},
chooseButton: {
dialog(event, player) {
var dialog = ui.create.dialog("聚贤:请选择一项", "hidden");
dialog.add([
[
["top", "展示一张牌,然后将此牌置于牌堆顶"],
["hand", "展示一张牌,然后将此牌交给一名其他角色"],
],
"textbutton",
]);
return dialog;
},
filter(button, player) {
return !player.hasSkill("dddjuxian_" + button.link, null, null, false);
},
check(button) {
return 1;
},
backup(links) {
return get.copy(lib.skill["dddjuxian_" + links[0]]);
},
prompt(links) {
if (links[0] == "top") return "展示一张牌,然后将此牌置于牌堆顶";
return "展示一张牌,然后将此牌交给一名其他角色";
},
},
ai: {
order: 10,
threaten: 1.7,
result: { player: 1 },
},
subSkill: {
backup: { audio: "dddjuxian" },
ban: { charlotte: true },
top: {
audio: "dddjuxian",
filterCard: true,
selectCard: 1,
position: "he",
discard: false,
delay: false,
lose: false,
*content(event, map) {
const player = map.player,
cards = event.cards;
player.addTempSkill("dddjuxian_top", "phaseUseAfter");
player.showCards(cards);
const color1 = get.color(cards);
player.$throw(cards, 1000);
game.log(player, "将", cards, "置于了牌堆顶");
yield player.lose(cards, ui.cardPile, "insert");
const targets = game.filterPlayer(target => target.countGainableCards(player, "he"));
let result;
if (!targets.length) return event.finish();
else if (targets.length == 1) result = { bool: true, targets: targets };
else
result = yield player
.chooseTarget(
"聚贤:获得一名其他角色的一张牌",
(card, player, target) => {
if (target == player) return false;
return target.countGainableCards(player, "he");
},
true
)
.set("ai", target => {
const player = get.player();
return get.effect(target, { name: "shunshou" }, player, player);
});
if (!result.bool) return event.finish();
const target = result.targets[0];
player.line(target);
result = yield player.gainPlayerCard(target, "he", true);
if (!result.bool) return event.finish();
const cards2 = result.links;
const color2 = get.color(cards2);
if (color1 && color2 && color1 != color2) player.addTempSkill("dddjuxian_ban");
},
ai: {
result: {
player: 1,
},
},
},
hand: {
audio: "dddjuxian",
filterTarget: lib.filter.notMe,
filterCard: true,
selectCard: 1,
position: "he",
discard: false,
delay: false,
lose: false,
*content(event, map) {
const player = map.player,
cards = event.cards,
target = event.targets[0];
player.addTempSkill("dddjuxian_hand", "phaseUseAfter");
player.showCards(cards);
const color1 = get.color(cards);
let result;
yield player.give(cards, target);
result = yield player.draw();
const cards2 = result.filter(i => get.owner(i) == player && get.position(i) == "h");
if (!cards.length) return event.finish();
const color2 = get.color(cards2);
player.showCards(cards2);
if (color1 && color2 && color1 != color2) player.addTempSkill("dddjuxian_ban");
},
ai: {
result: {
player: 1,
target: 1,
},
},
},
},
},
dddjungui: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
*content(event, map) {
const player = map.player;
let result = yield player.chooseTarget(get.prompt2("dddjungui"));
if (!result.bool) return event.finish();
const target = result.targets[0];
player.logSkill("dddjungui", target);
target.draw(2);
yield target.showHandcards();
const targetSuitsCount = target
.getCards("h")
.map(card => {
return get.suit(card);
})
.toUniqued().length;
const usedCount = player
.getHistory("useCard")
.map(evt => {
return get.suit(evt.card);
})
.toUniqued().length;
let decreasedCount = 0;
if (usedCount > 0) {
const numbers = Array.from({ length: usedCount }, (_, i) => get.cnNumber(i + 1, true));
result = yield player
.chooseControl(numbers, "cancel2")
.set("prompt", `是否令${get.translation(target)}少弃置任意张牌?`)
.set("ai", () => {
return get.event("choice");
})
.set("choice", get.attitude(player, target) > 0 ? numbers.lastItem : "cancel2");
if (result.control != "cancel") {
decreasedCount = result.index + 1;
game.log(player, "选择令", target, "少弃置", get.cnNumber(decreasedCount), "张牌");
}
}
const toDiscardNum = targetSuitsCount - decreasedCount;
if (toDiscardNum <= 0) return event.finish();
target
.chooseToDiscard(`隽轨:请弃置${get.cnNumber(toDiscardNum)}张花色不同的手牌`, toDiscardNum, true, (card, player) => {
const suit = get.suit(card);
for (const cardx of ui.selected.cards) {
if (get.suit(cardx) == suit) return false;
}
return true;
})
.set("complexCard", true);
},
},
//刘宠
dddjinggou: {
audio: 2,
trigger: { player: "useCardAfter" },
forced: true,
filter(event, player) {
if (get.type(event.card) != "equip") return false;
if (get.subtype(event.card) != "equip1") return false;
const range = player.getAttackRange();
return !game.hasPlayer(current => {
return current.getAttackRange() > range;
});
},
direct: true,
*content(event, map) {
const player = map.player;
let result = yield player.chooseTarget("精彀对一名其他角色造成1点伤害", true, lib.filter.notMe).set("ai", target => {
var player = get.player();
return get.damageEffect(target, player, player);
});
if (result.bool) {
const target = result.targets[0];
player.logSkill("dddjinggou", target);
target.damage();
}
},
},
dddmoyan: {
audio: 2,
trigger: { global: "roundStart" },
*content(event, map) {
const player = map.player;
const cards = game.cardsGotoOrdering(get.cards(3)).cards;
yield player.showCards(cards, `${get.translation(player)}发动了【末焱】`);
let result = yield player.chooseTarget("末焱:选择一名角色获得其中至少一张牌").set("ai", target => get.attitude(get.player(), target));
if (!result.bool) return event.finish();
const target = result.targets[0];
result = yield target.chooseButton(["末焱:获得至少一张牌", cards], true, [1, cards.length]).set("ai", button => {
return get.value(button.link);
});
if (!result.bool) return event.finish();
const gains = result.links;
target.gain(gains, "gain2");
player.setStorage("dddmoyan_target", [target, gains.length]);
player.addTempSkill("dddmoyan_target", "roundStart");
},
subSkill: {
target: {
onremove: true,
trigger: { player: "damageBegin3" },
filter(event, player) {
const info = player.getStorage("dddmoyan_target");
return info[0] && info[0].isIn() && info[0].countCards("h") <= info[1];
},
forced: true,
charlotte: true,
content() {
trigger.increase("num");
},
},
},
},
//罗宪
dddshilie: {
audio: 2,
enable: "chooseToUse",
hiddenCard(player, name) {
if (!player.countCards("h")) return false;
return name == "sha" || name == "shan";
},
filter(event, player) {
if (event.type == "wuxie" || !_status.currentPhase) return false;
if (!player.countCards("h") || player.hasSkill("dddshilie_used", null, null, false)) return false;
for (var name of ["sha", "shan"]) {
if (event.filterCard({ name: name, isCard: true }, player, event)) return true;
}
return false;
},
chooseButton: {
dialog(event, player) {
var vcards = [];
for (var name of ["sha", "shan"]) {
var card = { name: name, isCard: true };
if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]);
}
const dialog = ui.create.dialog("示烈", [vcards, "vcard"], "hidden");
dialog.direct = true;
return dialog;
},
check(button) {
return 1;
},
backup(links, player) {
return {
filterCard(card) {
return !get.is.shownCard(card);
},
filterOk: () => {
return (
ui.selected.cards
.map(card => {
return get.number(card);
})
.reduce((p, c) => {
return p + c;
}, 0) >=
get.player().getHp() + (_status.currentPhase ? _status.currentPhase.getHp() : 0)
);
},
selectCard: [1, Infinity],
viewAs: {
name: links[0][2],
isCard: true,
},
popname: true,
ignoreMod: true,
ai1(card) {
const need = get.player().getHp() + (_status.currentPhase ? _status.currentPhase.getHp() : 0);
let num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num + get.number(card) == need) return 20 - get.value(card);
if (ui.selected.cards.length == 0) {
var cards = _status.event.player.getCards("h");
for (var i = 0; i < cards.length; i++) {
for (var j = i + 1; j < cards.length; j++) {
if (cards[i].number + cards[j].number >= need) {
if (cards[i] == card || cards[j] == card) return 15 - get.value(card);
}
}
}
}
return 0.1;
},
precontent() {
"step 0";
player.logSkill("dddshilie");
player.addTempSkill("dddshilie_used");
var cards = event.result.cards.slice();
player.addShownCards(cards, "visible_dddshilie");
delete event.result.skill;
player.showCards(cards, get.translation(player) + "发动了【示烈】");
if (
cards
.map(card => {
return get.number(card);
})
.reduce((p, c) => {
return p + c;
}, 0) ==
player.getHp() + (_status.currentPhase ? _status.currentPhase.getHp() : 0)
) {
player.draw(cards.length);
}
event.result.card = new lib.element.VCard({
name: event.result.card.name,
isCard: true,
});
event.result.cards = [];
game.delayx();
},
};
},
prompt(links, player) {
return `###示烈###明置任意张点数之和不小于${player.getHp() + (_status.currentPhase ? _status.currentPhase.getHp() : 0)}的牌,视为使用【${get.translation(links[0][2])}`;
},
},
subSkill: { used: { charlotte: true } },
ai: {
order(item, player) {
const evt = get.event();
for (var name of ["sha", "shan"]) {
if (evt.filterCard({ name: name }, player, evt)) return get.order({ name: name }) + 0.1;
}
return 1;
},
respondSha: true,
respondShan: true,
skillTagFilter(player, tag, arg) {
if (!player.countCards("h")) return false;
},
result: {
player(player) {
return 1;
},
},
},
},
//李娥
dddyeshen: {
trigger: { global: "phaseJieshuBegin" },
logTarget: "player",
prompt2(event, player) {
var num = player.countMark("dddyeshen");
var str = "亮出牌堆底的" + get.cnNumber(3 - num) + "张牌,然后其将其中的一张牌当作【铁索连环】使用或打出。";
if (num >= 2) str += "然后你受到1点火属性伤害并重置此技能。";
return str;
},
check(event, player) {
if (player.countMark("dddyeshen") >= 2 && get.damageEffect(player, player, player, "fire") < 0) return false;
return get.attitude(player, event.player) > 0;
},
content() {
"step 0";
event.target = trigger.player;
var cards = get.bottomCards(3 - player.countMark("dddyeshen"));
event.cards = cards;
game.cardsGotoOrdering(cards);
player.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【冶身】");
if (!cards.some(card => get.color(card) == "black")) event.goto(4);
"step 1";
if (target.isIn()) {
var blacks = cards.filter(card => get.color(card) == "black");
if (blacks.length > 1) target.chooseButton(["选择一张牌当作【铁索连环】使用或重铸", blacks], true).set("ai", button => get.translation(button.link.name).length);
else
event._result = {
bool: true,
links: blacks,
};
} else event.goto(4);
"step 2";
if (result.bool) {
event.links = result.links.slice(0);
var card = get.autoViewAs({ name: "tiesuo" }, result.links);
var maxNum = get.translation(result.links[0].name).length;
if (!game.hasPlayer(current => target.canUse(card, current))) {
event._result = { bool: false };
} else
target
.chooseTarget(
"请选择【铁索连环】的目标,或点“取消”重铸",
function (card, player, target) {
var card = _status.event.card;
return player.canUse(card, target);
},
[1, Math.min(maxNum, game.countPlayer())]
)
.set("card", card)
.set("ai", function (target) {
var player = _status.event.player,
card = _status.event.card;
return get.effect_use(target, card, player, player);
});
}
"step 3";
if (result.bool && result.targets.length > 0) {
var card = get.autoViewAs({ name: "tiesuo" }, event.links);
target.useCard(result.targets, card, event.links);
} else {
target.recast(event.links, (player, cards) => game.cardsDiscard(cards));
}
"step 4";
for (var card of cards) {
if (get.position(card, true) == "o") ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
}
"step 5";
var num = player.countMark("dddyeshen");
if (num < 2) {
player.addMark("dddyeshen", 1, false);
game.log(player, "的", "#g【冶身】", "的亮出牌数-1");
} else {
player.removeMark("dddyeshen", num, false);
game.log(player, "还原了", "#g【冶身】", "的亮出牌数");
player.damage("fire", "nocard");
}
},
},
dddqiaoduan: {
trigger: { global: "linkAfter" },
direct: true,
usable: 1,
filter(event, player) {
var num = game.countPlayer(current => current.isLinked());
if (event.player.isLinked()) {
return player.countCards("he") >= num && game.hasPlayer(current => current.isDamaged());
} else {
return num > 0;
}
},
content() {
"step 0";
if (trigger.player.isLinked()) {
var num = game.countPlayer(current => current.isLinked());
player.chooseCardTarget({
prompt: get.prompt("dddqiaoduan"),
prompt2: "操作提示:选择" + get.cnNumber(num) + "张牌和一名已受伤的角色。将这些牌置于牌堆底先选择的在上然后该角色回复1点体力。",
filterCard: true,
selectCard: num,
filterTarget: (card, player, target) => target.isDamaged(),
ai1: card => 5 - get.value(card),
ai2: target => {
var player = _status.event.player;
return get.recoverEffect(target, player, player);
},
});
} else event.goto(2);
"step 1";
if (result.bool) {
player.logSkill("dddqiaoduan", result.targets[0]);
player.loseToDiscardpile(result.cards, ui.cardPile);
result.targets[0].recover();
} else player.storage.counttrigger.dddqiaoduan--;
event.finish();
"step 2";
var num = game.countPlayer(current => current.isLinked());
player.chooseTarget(get.prompt("dddqiaoduan"), [1, num], "令至多" + get.cnNumber(num) + "名角色各摸一张牌").set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target) / Math.sqrt(1 + target.countCards("h"));
if (target.hasSkillTag("nogain")) att /= 10;
return att;
});
"step 3";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.logSkill("dddqiaoduan", targets);
game.asyncDraw(targets);
game.delayex();
} else player.storage.counttrigger.dddqiaoduan--;
},
},
//孙亮
ddddiedang: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
if (player.storage.ddddiedang) return player.countCards("he") >= 3;
return true;
},
filterCard: true,
position: "he",
selectCard() {
var player = _status.event.player;
return player.storage.ddddiedang ? 3 : 0;
},
prompt() {
var player = _status.event.player;
if (player.storage.ddddiedang) return "弃置三张牌,然后摸一张牌";
return "摸三张牌,然后弃置一张牌";
},
check: card => 5 - get.value(card),
content() {
"step 0";
if (player.storage.ddddiedang) {
player.draw();
} else {
player.draw(3);
player.chooseToDiscard(true, "he");
}
"step 1";
if (player.isMaxHandcard() || player.isMinHandcard()) player.storage.ddddiedang = !player.storage.ddddiedang;
},
ai: {
order: 1,
result: {
player(player) {
if (ui.selected.cards.length) {
var num = 1 + player.countCards("h", card => !ui.selected.cards.includes(card));
if (
!game.hasPlayer(current => {
return current != player && current.countCards("h") > num;
}) ||
!game.hasPlayer(current => {
return current != player && current.countCards("h") < num;
})
)
return 1;
return -1;
}
return 1;
},
},
},
},
dddanliu: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter(event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
},
content() {
"step 0";
player
.chooseTarget(get.prompt2("dddanliu"), function (card, player, target) {
return target != player && target.countCards("h") > 0;
})
.set("ai", function (target) {
return get.attitude(get.player(), target) * Math.sqrt(1 + target.countCards("h"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dddanliu", target);
event.target = target;
} else event.finish();
"step 2";
player
.choosePlayerCard(target, true, "h", "visible", [0, 1])
.set("filterOk", () => ui.selected.buttons.length > 0)
.set("ai", button => {
var player = get.player(),
target = _status.event.target;
var color = get.color(button.link);
if (
player.hasCard(function (card) {
return get.color(card) == color;
}, "h")
) {
if (color == "red") return get.recoverEffect(player, player, player) + 2 / Math.max(2, get.value(button.link));
if (color == "black") return 2 * get.effect(target, { name: "draw" }, target, player) + 2 / Math.max(2, get.value(button.link));
}
return get.value(button.link) / 3;
});
"step 3";
if (result.bool) {
event.card1 = result.cards[0];
target
.choosePlayerCard(player, true, "h", "visible", [0, 1], get.translation(player) + "选择了你的" + get.translation(event.card1) + "。请选择其的一张牌")
.set("ai", function (button) {
var evt = _status.event.getParent();
var player = evt.target,
card = evt.card1,
source = evt.player;
var color = get.color(card);
if (get.attitude(player, target) > 0) {
if (get.color(button.link) == color) return 20 - get.value(card);
return -get.value(card);
} else {
if (get.color(button.link) == "black") return 20 + get.value(card);
return get.value(card);
}
})
.set("filterOk", () => ui.selected.buttons.length > 0);
}
"step 4";
if (result.bool) {
event.card2 = result.cards[0];
var color = get.color(event.card1);
if (color != "none" && get.color(event.card2) == color) {
event.color = color;
var next = player.chooseBool("是否与" + get.translation(target) + "交换展示牌");
var prompt2 = "用" + get.translation(event.card1) + "交换对方的" + get.translation(event.card2);
if (color == "black") {
prompt2 += ",然后对方摸两张牌";
next.set("goon", 2 * get.effect(target, { name: "draw" }, target, player) > 0);
} else if (color == "red" && player.isDamaged()) {
prompt2 += "然后你回复1点体力";
next.set("goon", get.recoverEffect(player, player, player) > 0);
}
next.set("prompt2", prompt2);
next.set("ai", () => Boolean(_status.event.goon));
} else event.finish();
}
"step 5";
if (result.bool) {
player.swapHandcards(target, [event.card2], [event.card1]);
if (event.color == "black") {
target.draw(2);
} else if (event.color == "red") {
player.recover();
}
}
},
},
dddguiying: {
zhuSkill: true,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter(event, player) {
return (
player.hasZhuSkill("dddguiying") &&
game.hasPlayer(function (current) {
return current != player && current.group == "wu" && player.hasZhuSkill("dddguiying", current) && current.countCards("h") > 0;
})
);
},
gainEffect(player) {
var gainers = game.filterPlayer(current => current.countCards("ej"));
if (!gainers.length) return 0;
var min = Math.min.apply(
Math,
gainers.map(current => {
return Math.min.apply(
Math,
current.getCards("ej").map(function (card) {
return get.number(card, current);
})
);
})
);
return Math.max.apply(
Math,
game
.filterPlayer(function (target) {
return target.hasCard(function (card) {
return get.number(card, target) == min && lib.filter.canBeGained(card, player, target);
}, "ej");
})
.map(function (target) {
var cards = target.getCards("ej", function (card) {
return get.number(card, target) == min && lib.filter.canBeGained(card, player, target);
}),
att = get.attitude(player, target);
return Math.max.apply(
Math,
cards.map(card => {
if (target.getCards("j").includes(card)) {
var efff = get.effect(
target,
{
name: card.viewAs || card.name,
cards: [card],
},
player,
player
);
if (efff > 0) return -0.5 * att;
if (efff == 0) return 0;
return 1.5 * att;
}
if (target.getCards("e").includes(card)) {
var evalue = get.value(card, target);
if (target.hasSkillTag("noe")) {
if (evalue >= 7) {
return (-evalue / 6) * att;
}
return (-evalue / 10) * att;
}
return (-evalue / 3) * att;
}
})
);
})
);
},
content() {
"step 0";
event.targets = game
.filterPlayer(function (current) {
return current != player && current.group == "wu" && player.hasZhuSkill("dddguiying", current);
})
.sortBySeat();
if (!event.targets.length) event.finish();
"step 1";
var target = event.targets.shift();
event.target = target;
if (target.isIn() && target.group == "wu" && target.countCards("h") > 0) {
target
.chooseBool("归萤:是否响应" + get.translation(player) + "的主公技?", "你可以展示所有手牌,将点数最大的牌交给该角色;然后你可以获得场上点数最小的一张牌")
.set("ai", function () {
var player = get.player(),
source = _status.event.getParent().player;
if (_status.event.gainEffect <= 0) return 0;
return get.attitude(player, source) > 0;
})
.set("gainEffect", lib.skill.dddguiying.gainEffect(target));
} else event.goto(7);
"step 2";
if (result.bool) {
target.logSkill("dddguiying", player);
target.showHandcards(get.translation(target) + "响应了〖归萤〗");
} else event.goto(7);
"step 3";
if (target.isIn()) {
var cards = target.getCards("he");
if (!cards.length) event.goto(7);
var max = Math.max.apply(
Math,
cards.map(card => get.number(card, target))
);
var gives = cards.filter(card => get.number(card, target) == max);
if (gives.length <= 1) event._result = { bool: true, cards: gives };
else
target
.chooseCard("he", true, "选择给出一张点数最大的牌", function (card) {
return _status.event.cards.includes(card);
})
.set("cards", gives);
} else event.goto(7);
"step 4";
if (result.bool) {
target.give(result.cards, player, "visible");
} else event.goto(7);
"step 5";
var gainers = game.filterPlayer(current => current.countCards("ej"));
if (target.isIn() && gainers.length > 0) {
var min = Math.min.apply(
Math,
gainers.map(current => {
return Math.min.apply(
Math,
current.getCards("ej").map(function (card) {
return get.number(card, current);
})
);
})
);
target
.chooseTarget("是否获得场上点数最小的一张牌?", function (card, player, target) {
var num = _status.event.minNum;
return target.hasCard(function (card) {
return get.number(card, target) == num && lib.filter.canBeGained(card, player, target);
}, "ej");
})
.set("minNum", min)
.set("ai", function (target) {
var player = get.player(),
min = _status.event.minNum;
var cards = target.getCards("ej", function (card) {
return get.number(card, target) == min && lib.filter.canBeGained(card, player, target);
}),
att = get.attitude(player, target);
return Math.max.apply(
Math,
cards.map(card => {
if (target.getCards("j").includes(card)) {
var efff = get.effect(
target,
{
name: card.viewAs || card.name,
cards: [card],
},
player,
player
);
if (efff > 0) return -0.5 * att;
if (efff == 0) return 0;
return 1.5 * att;
}
if (target.getCards("e").includes(card)) {
var evalue = get.value(card, target);
if (target.hasSkillTag("noe")) {
if (evalue >= 7) {
return (-evalue / 6) * att;
}
return (-evalue / 10) * att;
}
return (-evalue / 3) * att;
}
})
);
});
} else event.goto(7);
"step 6";
if (result.bool) {
var target2 = result.targets[0];
target.line(target2, "green");
var min = Math.min.apply(
Math,
target2.getCards("ej").map(function (card) {
return get.number(card, target2);
})
),
cards = target2.getCards("ej", card => get.number(card, target2) == min);
if (cards.length <= 1) target.gain(cards, target2, "give", "bySelf");
else
target
.gainPlayerCard(target2, "ej", true)
.set("filterButton", function (button) {
return _status.event.cards.includes(button.link);
})
.set("cards", cards);
}
"step 7";
if (targets.length > 0) event.goto(1);
},
},
//王伉吕凯
dddbingjian: {
enable: ["chooseToUse", "chooseToRespond"],
filter(event, player) {
if (event.type == "wuxie") return false;
if (player.countMark("dddbingjian_used") >= 2) return false;
if (player.countCards("h") == 2) return false;
return (
event.filterCard(
{
name: "sha",
isCard: true,
},
player,
event
) ||
event.filterCard(
{
name: "shan",
isCard: true,
},
player,
event
)
);
},
chooseButton: {
dialog(event, player) {
return ui.create.dialog(
"并肩",
// [[
// [2,'调整至2张'],
// [4,'调整至4张']
// ],'tdnodes'],
[["sha", "shan"], "vcard"],
"hidden"
);
},
// select:2,
filter(button, player) {
if (ui.selected.buttons.length) {
if (typeof button.link == typeof ui.selected.buttons[0].link) return false;
}
// if(typeof button.link=='number'){
// return button.link!=player.countCards('h');
// }
return _status.event.getParent().filterCard({
name: button.link[2],
isCard: true,
});
},
check(button) {
// if(typeof button.link=='number') return button.link;
return 1;
},
backup(links, player) {
// if(typeof links[0]=='number') links.reverse();
var skill = {
viewAs: {
name: links[0][2],
suit: "none",
number: null,
isCard: true,
},
};
var num = 2 - player.countCards("h");
if (num > 0) {
skill.draw = num;
skill.filterCard = function () {
return false;
};
skill.selectCard = -1;
skill.precontent = lib.skill.dddbingjian.content_draw;
} else {
skill.selectCard = -num;
skill.ignoreMod = true;
skill.filterCard = lib.filter.cardDiscardable;
skill.precontent = lib.skill.dddbingjian.content_discard;
skill.check = function (card) {
return 5 - get.value(card);
};
}
return skill;
},
prompt(links, player) {
// if(typeof links[0]=='number') links.reverse();
var num = 2 - player.countCards("h");
if (num > 0) {
return "摸" + get.cnNumber(num) + "张牌并视为使用" + get.translation(links[0][2]);
} else {
return "弃置" + get.cnNumber(-num) + "张牌并视为使用" + get.translation(links[0][2]);
}
},
},
ai: {
pretao: true,
order(item, player) {
if (player.countCards("h") < 4) return get.order({ name: "sha" }, player) + 0.2;
return 1;
},
result: {
player: 1,
},
},
content_draw() {
"step 0";
delete event.result.skill;
player.logSkill("dddbingjian");
player.draw(lib.skill.dddbingjian_backup.draw);
player.addTempSkill("dddbingjian_used");
player.addMark("dddbingjian_used", 1, false);
"step 1";
player.chooseTarget("是否令一名其他角色摸等量的牌?", lib.filter.notMe).set("ai", target => {
var player = get.player();
return get.effect(target, { name: "draw" }, player, player);
});
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.draw(lib.skill.dddbingjian_backup.draw);
}
},
content_discard() {
"step 0";
delete event.result.skill;
player.logSkill("dddbingjian");
player.discard(event.result.cards);
event.num = event.result.cards.length;
player.addTempSkill("dddbingjian_used");
player.addMark("dddbingjian_used", 1, false);
event.result.card = {
name: event.result.card.name,
isCard: true,
};
event.result.cards = [];
"step 1";
player
.chooseTarget("是否弃置一名其他角色等量的牌?", lib.filter.notMe)
.set("ai", target => {
var player = get.player(),
num = target.countCards("he") - get.event("num");
if (num >= 0) num = 1;
else num = 1 - num / 5;
var eff = get.effect(target, { name: "guohe_copy2" }, player, player);
return eff / num;
})
.set("num", event.num);
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
player.discardPlayerCard(target, "he", true, event.num);
}
},
content_draw_old() {
"step 0";
delete event.result.skill;
player.logSkill("dddbingjian");
player.addTempSkill("dddbingjian_round", "roundStart");
player.draw(lib.skill.dddbingjian_backup.draw);
"step 1";
player.chooseTarget("是否令一名角色本轮内不能使用或打出" + get.translation(event.result.card) + "").set("ai", function (target) {
var player = _status.event.player;
return -get.attitude(player, target) * get.threaten(target, player) * Math.sqrt(1 + target.countCards("h"));
});
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
player.chat("你不许使用" + get.translation(event.result.card));
target.addTempSkill("dddbingjian_blocker", "roundStart");
target.markAuto("dddbingjian_blocker", [event.result.card.name]);
game.delayx();
}
},
content_discard_old() {
"step 0";
delete event.result.skill;
player.logSkill("dddbingjian");
player.discard(event.result.cards);
event.result.card = {
name: event.result.card.name,
isCard: true,
};
event.result.cards = [];
"step 1";
var hs = player.countCards("h");
if (!game.hasPlayer(current => current.countCards("h") != hs)) {
event.finish();
} else {
player
.chooseTarget("是否令一名角色将手牌调整至" + get.cnNumber(player.countCards("h")) + "张?", function (card, player, target) {
return target.countCards("h") != player.countCards("h");
})
.set("ai", function (target) {
var player = _status.event.player,
num = target.countCards("h") - player.countCards("h");
if (num > 0) return get.attitude(player, target) * Math.sqrt(1 + Math.abs(num));
return -get.attitude(player, target) * Math.sqrt(-num);
});
}
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
var num = target.countCards("h") - player.countCards("h");
if (num > 0) target.chooseToDiscard("h", true, num);
else target.draw(Math.min(5, -num));
}
},
subSkill: {
round: { charlotte: true },
blocker: {
charlotte: true,
mod: {
cardEnabled(card, player) {
if (player.getStorage("dddbingjian_blocker").includes(card.name)) return false;
},
cardRespondable(card, player) {
if (player.getStorage("dddbingjian_blocker").includes(card.name)) return false;
},
cardSavable(card, player) {
if (player.getStorage("dddbingjian_blocker").includes(card.name)) return false;
},
},
mark: true,
intro: {
content: "本轮内不能使用或打出$",
},
},
used: {
charlotte: true,
onremove: true,
},
},
},
//梁习
dddtongyu: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.countCards("hs") > 0;
},
viewAs: {
name: "wugu",
},
selectCard: [1, 4],
filterCard(card) {
var suit = get.suit(card);
if (suit == "none") return false;
if (!ui.selected.cards.length) return true;
for (var card of ui.selected.cards) {
if (get.suit(card) == suit) return false;
}
return true;
},
complexCard: true,
position: "hs",
prompt: "将任意张花色不同的牌当做【五谷丰登】使用",
check(card) {
return 5 - get.value(card);
},
precontent() {
if (!event.result.card.storage) event.result.card.storage = {};
event.result.card.storage.chooseDirection = true;
event.result.card.storage.extraCardsNum = event.result.cards.length;
player.addTempSkill("dddtongyu_effect");
},
ai: {
order: 1,
},
subSkill: {
effect: {
trigger: { global: "useCardToTargeted" },
forced: true,
charlotte: true,
popup: false,
filter(event, player) {
return event.skill == "dddtongyu" && event.isFirstTarget;
},
content() {
"step 0";
event.targets = trigger.targets.slice().sortBySeat(_status.currentPhase || player);
"step 1";
var target = targets.shift();
event.target = target;
if (!target.isUnderControl(true) && !target.isOnline()) game.delayx();
target
.chooseControl()
.set("choiceList", ["本回合不能使用或打出手牌", "令" + get.translation(trigger.card) + "对自己无效"])
.set("ai", function () {
var player = _status.event.player;
var source = _status.event.getTrigger().player;
return player == source ? 1 : 0;
});
"step 2";
if (result.index == 0) {
target.chat("接受五谷");
target.addTempSkill("dddtongyu_blocker");
game.log(target, "本回合不能使用或打出手牌");
} else {
target.chat("拒绝五谷");
trigger.excluded.add(target);
var evt = trigger.getParent();
if (!evt.dddtongyu_targets) evt.dddtongyu_targets = [];
evt.dddtongyu_targets.add(target);
game.log(target, "令", trigger.card, "对其无效");
}
if (targets.length) event.goto(1);
},
group: "dddtongyu_give",
},
give: {
trigger: { player: "wuguRemained" },
direct: true,
filter(event, player) {
if (event.skill != "dddtongyu" || event.remained.filterInD().length == 0) return false;
var list = event.getParent().dddtongyu_targets;
return list.some(target => target.isIn());
},
content() {
"step 0";
event.cards = trigger.remained.filterInD();
player
.chooseTarget("仝御:令一名角色获得" + get.translation(event.cards), function (card, player, target) {
return _status.event.targets.includes(target);
})
.set("targets", trigger.getParent().dddtongyu_targets)
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att < 3) return 0;
if (target.hasJudge("lebu")) att /= 2;
if (target.hasSkillTag("nogain")) att /= 10;
return att / (1 + get.distance(player, target, "absolute"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dddtongyu_give", target);
target.gain(cards, "gain2");
}
},
},
blocker: {
mark: true,
intro: { content: "本回合不能使用或打出手牌" },
mod: {
cardEnabled2(card) {
return false;
},
},
},
},
},
dddzhilian: {
trigger: { global: "phaseEnd" },
direct: true,
filter(event, player) {
var targets = game.filterPlayer2(function (current) {
return current.getHistory("useCard").length + current.getHistory("respond").length > 0;
});
if (!targets.includes(player) || !targets.some(target => target != player && target.hasSex("male"))) return false;
return targets.length == 2 && !targets.some(target => !target.isIn());
},
content() {
"step 0";
var targets = game
.filterPlayer(function (current) {
return current.getHistory("useCard").length + current.getHistory("respond").length > 0;
})
.sortBySeat(trigger.player);
event.targets = targets;
var choices = ["摸牌"];
var prompt2 = "令";
for (var i = 0; i < 2; i++) {
if (targets[i] == player) prompt2 += "你";
else prompt2 += get.translation(targets[i]);
if (i == 0) prompt2 += "和";
}
prompt2 += "各摸一张牌";
if (targets.some(target => target.countCards("he") > 0)) {
prompt2 += "或各弃置一张牌";
choices.push("弃牌");
}
player
.chooseControl(choices, "cancel2")
.set("prompt", get.prompt("dddzhilian"))
.set("prompt2", prompt2)
.set("ai", function () {
var player = _status.event.player;
var targets = _status.event.getParent().targets.slice(0);
if (targets.includes(player)) {
targets.remove(player);
if (get.attitude(player, targets[0]) > 0) return 0;
if (targets[0].countCards("he") > 0 && !targets[0].hasCard(card => get.value(card, targets[0]) <= 0, "e") && player.countCards("h", "sha") > 0) return 1;
return "cancel2";
} else {
var att1 = get.attitude(player, targets[0]),
att2 = get.attitude(player, targets[1]);
if (get.sgn(att1) != get.sgn(att2)) return "cancel2";
return att1 > 0 ? 0 : 1;
}
});
"step 1";
if (result.control != "cancel2") {
player.logSkill("dddzhilian", targets);
if (result.control == "摸牌") {
game.asyncDraw(targets);
game.delayex();
} else {
for (var target of targets) target.chooseToDiscard("he", true);
}
if (!targets.includes(player)) event.finish();
} else event.finish();
"step 2";
var cards = [];
game.getGlobalHistory("cardMove", function (evt) {
if ((evt.name == "lose" && evt.position == ui.discardPile) || evt.name == "cardsDiscard") cards.addArray(evt.cards);
});
cards = cards.filter(card => card.name == "sha" && get.position(card, true) == "d");
if (cards.length > 0) player.gain(cards, "gain2");
},
},
dddjijian: {
enable: "phaseUse",
usable: 1,
filterCard: { name: "sha" },
position: "h",
discard: false,
delay: false,
lose: false,
filter: (event, player) => game.hasPlayer(current => lib.skill.dddjijian.filterTarget(null, player, current)),
filterTarget: (card, player, target) => target != player && target.hasSex("male"),
content() {
"step 0";
player.showCards(cards);
player.give(cards, target);
"step 1";
var cards = target.getCards("h");
if (!cards.length) event.finish();
else if (cards.length == 1) event._result = { bool: true, cards: cards };
else
target
.chooseCard("h", true, [1, 2], "请展示一至两张颜色相同的【杀】或普通锦囊牌", (card, player) => {
var color = get.color(card);
for (var cardx of ui.selected.cards) {
if (get.color(cardx) != color) return false;
}
return get.name(card) == "sha" || get.type(card) == "trick";
})
.set("complexCard", true)
.set("ai", function (card) {
var player = _status.event.player,
source = _status.event.getParent().player;
if (get.attitude(source, player) <= 0) return -get.value(card);
var name = get.name(card),
color = get.color(card);
if (
name == "sha" ||
player.getUseValue(card) <= 0 ||
player.hasCard(card2 => {
return card2 != card && !ui.selected.cards.includes(card2) && get.name(card2) == name;
})
) {
if (!ui.selected.cards.length && color == "black") return 1 + Math.random();
return Math.random();
}
if (!ui.selected.cards.length || get.color(ui.selected.cards[0] == "red")) {
if (color == "black") return 0.2 - player.getUseValue(card) / 100 + Math.random();
}
return 0.1 - player.getUseValue(card) / 100;
});
"step 2";
if (result.bool) {
var cards = result.cards;
event.cards = cards;
target.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【赍剑】");
event.usedName = [];
event.targets = [player, target].sortBySeat(_status.currentPhase || player);
} else event.finish();
"step 3";
var current = event.targets.shift();
if (!current.isIn()) {
event.goto(5);
return;
}
event.current = current;
var list = event.cards
.filter(card => {
return (
!event.usedName.includes(get.name(card)) &&
current.hasUseTarget({
name: get.name(card),
nature: get.nature(card),
})
);
})
.map(card => {
return [get.type(card), "", get.name(card), get.nature(card)];
});
if (!list.length) event.finish();
else
current.chooseButton(["赍剑:视为使用一张牌", [list, "vcard"]], true).set("ai", function (button) {
return get.player().getUseValue({
name: button.link[2],
nature: button.link[3],
});
});
"step 4";
if (result.bool) {
var name = result.links[0][2];
event.usedName.add(name);
event.current.chooseUseTarget(
{
name: name,
nature: result.links[0][3],
isCard: true,
},
true,
false
);
}
"step 5";
if (event.targets.length) event.goto(3);
},
ai: {
order: 4,
result: {
player(player, target) {
if (get.attitude(player, target) > 0 && player.hasCard(card => get.name(card) == "sha", "h")) return target.countCards("h");
return 0.1 / target.countCards("h");
},
},
},
},
dddjijian_old: {
enable: "phaseUse",
usable: 1,
filter: (event, player) => game.hasPlayer(current => lib.skill.dddjijian_old.filterTarget(null, player, current)),
filterTarget: (card, player, target) => target != player && target.hasSex("male") && target.countCards("h") > 0,
content() {
"step 0";
target.chooseCard("h", true, [1, 2], "请展示一至两张手牌").set("ai", function (card) {
var player = _status.event.player,
source = _status.event.getParent().player;
if (get.attitude(source, player) <= 0) return -get.value(card);
var name = get.name(card),
color = get.color(card);
if (
name == "sha" ||
player.getUseValue(card) <= 0 ||
player.hasCard(card2 => {
return card2 != card && !ui.selected.cards.includes(card2) && get.name(card2) == name;
})
) {
if (!ui.selected.cards.length && color == "black") return 1 + Math.random();
return Math.random();
}
if (!ui.selected.cards.length || get.color(ui.selected.cards[0] == "red")) {
if (color == "black") return 0.2 - player.getUseValue(card) / 100 + Math.random();
}
return 0.1 - player.getUseValue(card) / 100;
});
"step 1";
if (result.bool) {
var cards = result.cards;
event.cards = cards;
target.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【赍剑】");
if (
!player.hasCard(card => {
if (_status.connectMode) return true;
return get.name(card, player) == "sha";
}, "h")
)
event.finish();
} else event.finish();
"step 2";
var colors = [];
for (var card of cards) colors.add(get.color(card, target));
colors.sort();
var str = "若你给出的【杀】为";
for (var i = 0; i < colors.length; i++) {
str += get.translation(colors[i]);
if (i < colors.length - 1) str += "或";
}
str += ",则其获得后续增益效果";
player
.chooseCard("h", (card, player) => get.name(card, player) == "sha", "是否交给" + get.translation(target) + "一张【杀】?", str)
.set("colors", colors)
.set("ai", function (card) {
var player = _status.event.player,
target = _status.event.getParent().target;
if (get.attitude(player, target) < 0) return false;
if (!_status.event.colors.includes(get.color(card, player))) return 0;
if (game.hasNature(card)) return 1.2;
return 1;
});
"step 3";
if (result.bool) {
player.give(result.cards, target, "giveAuto");
var num = 0,
color = get.color(result.cards[0], player);
for (var card of cards) {
if (get.color(card, target) == color) num++;
}
if (!num) event.finish();
else event.num = num;
} else event.finish();
"step 4";
var cards = target.getCards("h");
cards.removeArray(event.cards);
var names = [];
for (var card of cards) {
var name = get.name(card, target),
type = get.type(card);
if (type != "basic" && type != "trick") continue;
if (name == "sha") {
var natures = get.natureList(card, target);
for (var nature of natures) {
if (nature && lib.nature.has(nature)) name += "|" + nature;
}
}
names.push(name);
}
if (!names.length) event.finish();
else event.names = names;
"step 5";
event.num--;
target
.chooseButton([
"是否视为使用一张牌?",
[
event.names.map(name => {
if (name.indexOf("sha|") == 0) {
return ["基本", "", "sha", name.slice(4).split("|")];
}
return [get.type(name), "", name];
}),
"vcard",
],
])
.set("filterButton", function (button) {
var card = {
name: button.link[2],
nature: button.link[3],
isCard: true,
},
player = _status.event.player;
return player.hasUseTarget(card);
})
.set("ai", function (button) {
var card = {
name: button.link[2],
nature: button.link[3],
isCard: true,
},
player = _status.event.player;
return player.getUseValue(card);
});
"step 6";
if (result.bool) {
var card = {
name: result.links[0][2],
nature: result.links[0][3],
isCard: true,
};
target.chooseUseTarget(card, true, false);
if (event.num > 0) {
var name = card.name;
if (name == "sha") {
var natures = get.natureList(card, target);
for (var nature of natures) {
if (nature && lib.nature.has(nature)) name += "|" + nature;
}
}
event.names.remove(name);
if (event.names.length > 0) event.goto(5);
}
} else event.finish();
},
ai: {
order: 4,
result: {
player(player, target) {
if (get.attitude(player, target) > 0 && player.hasCard(card => get.name(card) == "sha", "h")) return target.countCards("h");
return 0.1 / target.countCards("h");
},
},
},
},
dddzhengjun: {
trigger: {
global: ["damageEnd", "loseHpEnd", "recoverEnd", "loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter(event, player) {
if (!player.isPhaseUsing()) return false;
if (event.name == "damage" || event.name == "loseHp" || event.name == "recover") {
if (player.hasSkill("dddzhengjun_hp")) return false;
return event.player.getHp() == player.getHp();
}
const info = get.info("dddzhengjun");
const hs_check = info.hs_check,
es_check = info.es_check;
return game.hasPlayer(target => {
if (event.getg && event.getg(target) && event.getg(target).length && hs_check(player, target)) return true;
const evt = event.getl(target);
if (evt && evt.hs && evt.hs.length && hs_check(player, target)) return true;
if (event.name == "equip" && event.player == target && (!evt || evt.cards.length != 1) && es_check(player, target)) return true;
return evt && evt.es && evt.es.length && es_check(player, target);
});
},
hs_check(player, target) {
return !player.hasSkill("dddzhengjun_hs") && target.countCards("h") == player.countCards("h");
},
es_check(player, target) {
return !player.hasSkill("dddzhengjun_es") && target.countCards("e") == player.countCards("e");
},
async cost(event, trigger, player) {
if (trigger.name == "damage" || trigger.name == "loseHp" || trigger.name == "recover") {
let list = ["失去体力", "cancel2"];
if (trigger.player.isDamaged()) list.unshift("回复体力");
const {
result: { control },
} = await player
.chooseControl(list)
.set("prompt", get.prompt("dddzhengjun", trigger.player))
.set("prompt2", "令" + get.translation(event.player) + "执行其中一项")
.set("ai", () => {
const player = get.event("player"),
target = get.event().getTrigger().player;
if (get.event("controls").includes("回复体力") && get.recoverEffect(target, player, player) > 0) return "回复体力";
return get.effect(target, { name: "losehp" }, player, player) > 0 ? "失去体力" : "cancel2";
});
event.result = {
bool: control != "cancel2",
targets: [trigger.player],
cost_data: control,
};
} else {
let map = {};
const hs_targets = game.filterPlayer(target => {
if (!get.info("dddzhengjun").hs_check(player, target)) return false;
if (trigger.getg && trigger.getg(target) && trigger.getg(target).length) return true;
const evt = trigger.getl(target);
return evt && evt.hs && evt.hs.length;
});
const es_targets = game.filterPlayer(target => {
if (!get.info("dddzhengjun").es_check(player, target)) return false;
const evt = trigger.getl(target);
if (trigger.name == "equip" && trigger.player == target && (!evt || evt.cards.length != 1)) return true;
return evt && evt.es && evt.es.length;
});
if (hs_targets.length) {
let target;
if (hs_targets.length == 1) target = hs_targets[0];
else {
let targets = await player
.chooseTarget(get.prompt("dddzhengjun"), "令其中一名角色摸一张牌或弃置一张牌", (card, player, target) => {
return get.event("targets").includes(target);
})
.set("ai", target => {
const player = get.event("player");
return Math.max(get.effect(target, { name: "guohe_copy2" }, target, player), get.effect(target, { name: "draw" }, player, player));
})
.set("targets", hs_targets)
.forResultTargets();
if (targets && targets.length) target = targets[0];
}
if (target) {
let list = ["摸牌"];
if (target.countCards("h")) list.push("弃牌");
const {
result: { control },
} = await player
.chooseControl(list, "cancel2")
.set("prompt", get.prompt("dddzhengjun", target))
.set("prompt2", "令" + get.translation(target) + "执行其中一项")
.set("ai", () => {
const player = get.event("player"),
target = get.event().getTrigger().player;
if (get.event("controls").includes("弃牌") && get.effect(target, { name: "guohe_copy2" }, player, player) > 0) return "弃牌";
return get.effect(target, { name: "draw" }, player, player) > 0 ? "摸牌" : "cancel2";
});
if (control != "cancel2") {
map.hs_target = [target, control];
}
}
}
if (es_targets.length) {
let target;
if (hs_targets.length == 1) {
const {
result: { bool },
} = await player
.chooseBool()
.set("prompt", get.prompt("dddzhengjun", hs_targets[0]))
.set("prompt2", "移动" + get.translation(hs_targets[0]) + "的一张装备牌")
.set("choice", () => player.canMoveCard(true, true, hs_targets[0]));
if (bool) target = hs_targets[0];
} else {
let targets = await player
.chooseTarget(get.prompt("dddzhengjun"), "移动其中一名角色的一张装备牌", (card, player, target) => {
return get.event("targets").includes(target);
})
.set("ai", target => {
const player = get.event("player");
return player.canMoveCard(true, true, target) ? 1 + Math.random() : 0;
})
.set("targets", es_targets)
.forResultTargets();
if (targets && targets.length) target = targets[0];
}
if (target) {
map.es_target = target;
}
}
event.result = {
bool: map.hs_target || map.es_target,
targets: [(map.hs_target || [])[0]].concat(map.es_target ? [map.es_target] : []),
cost_data: map,
};
}
},
async content(event, trigger, player) {
const data = event.cost_data;
if (trigger.name == "damage" || trigger.name == "loseHp" || trigger.name == "recover") {
player.addTempSkill("dddzhengjun_hp", "phaseUseAfter");
await trigger.player[data == "回复体力" ? "recover" : "loseHp"]();
} else {
if (data.hs_target) {
player.addTempSkill("dddzhengjun_hs", "phaseUseAfter");
if (data.hs_target[1] == "摸牌") await data.hs_target[0].draw();
else await data.hs_target[0].chooseToDiscard("he", true);
}
if (data.es_target) {
player.addTempSkill("dddzhengjun_es", "phaseUseAfter");
await player.moveCard(true, data.es_target);
}
}
},
subSkill: {
hs: { charlotte: true },
es: { charlotte: true },
hp: { charlotte: true },
},
},
dddxianxi: {
trigger: {
player: "useCard2",
},
direct: true,
filter(event, player) {
if (event.card.name != "sha" || !player.isPhaseUsing()) return false;
return game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current);
});
},
content() {
"step 0";
player
.chooseTarget(
get.prompt("dddxianxi"),
"为" + get.translation(trigger.card) + "增加任意个目标",
function (card, player, target) {
var event = _status.event.getTrigger();
return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target);
},
[1, Infinity]
)
.set("ai", function (target) {
var evt = _status.event.getTrigger();
if (get.damageEffect(target, evt.player, evt.player) < 0) return 0;
return get.effect(target, evt.card, evt.player, evt.player);
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
event.targets = targets;
if (!event.isMine() && !event.isOnline()) game.delayx();
} else event.finish();
"step 2";
player.logSkill("dddxianxi", targets);
trigger.targets.addArray(targets);
if (!trigger._dddxianxi_map) trigger._dddxianxi_map = {};
trigger._dddxianxi_map[player.playerid] = targets.slice(0);
player.addTempSkill("dddxianxi_delay");
},
subSkill: {
delay: {
charlotte: true,
trigger: {
player: "useCardAfter",
},
forced: true,
filter(event, player) {
if (!event._dddxianxi_map || !event._dddxianxi_map[player.playerid]) return false;
for (var target of event._dddxianxi_map[player.playerid]) {
if (
!target.hasHistory("damage", function (evt) {
return evt.card == event.card;
})
)
return true;
}
return false;
},
content() {
"step 0";
var targets = trigger._dddxianxi_map[player.playerid]
.filter(function (target) {
return !target.hasHistory("damage", function (evt) {
return evt.card == trigger.card;
});
})
.sortBySeat();
event.targets = targets;
var num = targets.length;
player.chooseToDiscard("he", num, "险袭:选择弃置" + get.cnNumber(num) + "张牌", "然后对" + get.translation(targets) + "各造成1点伤害。或点击「取消」改为摸" + get.cnNumber(num) + "张牌并失去1点体力").set("ai", function (card) {
return 7 - get.value(card);
});
"step 1";
if (result.bool) {
for (var i of targets) {
player.line(i);
i.damage();
}
} else {
player.draw(targets.length);
player.loseHp();
}
},
sub: true,
},
},
},
dddlingyong: {
trigger: {
global: ["phaseZhunbeiSkipped", "phaseZhunbeiCancelled", "phaseDrawSkipped", "phaseDrawCancelled", "phaseJudgeSkipped", "phaseJudgeCancelled", "phaseUseSkipped", "phaseUseCancelled", "phaseDiscardSkipped", "phaseDiscardCancelled", "phaseJieshuSkipped", "phaseJieshuCancelled"],
},
frequent: true,
content() {
"step 0";
player
.judge(function (card) {
var name = get.name(card, false);
if (name == "sha") return -2;
return 2;
})
.set("callback", function () {
if (event.judgeResult.name != "sha") {
var card = event.judgeResult.card;
if (get.position(card, true) == "o") player.chooseUseTarget(card);
}
}).judge2 = function (result) {
return result.bool;
};
"step 1";
if (result.bool) {
player.chooseBool("是否继续进行【灵涌】判定?").set("frequentSkill", "dddlingyong");
} else event.finish();
"step 2";
if (result.bool) event.goto(0);
},
},
dddxuxiao: {
trigger: {
global: ["loseAfter", "loseAsyncAfter"],
},
direct: true,
filter(event, player) {
if (event.type != "discard") return false;
var cards = event.getd();
for (var i of cards) {
if (get.position(i, true) == "d" && get.color(i, false) == "black" && get.type(i, null, true) == "basic") {
var card = get.autoViewAs({ name: "bingliang" }, [i]);
if (
game.hasPlayer(function (current) {
return current.canAddJudge(card);
})
)
return true;
}
}
return false;
},
content() {
"step 0";
if (!event.cards) event.cards = [];
var cards = trigger.getd().filter(function (i) {
if (!event.cards.includes(i) && get.position(i, true) == "d" && get.color(i, false) == "black" && get.type(i, null, true) == "basic") {
var card = get.autoViewAs({ name: "bingliang" }, [i]);
if (
game.hasPlayer(function (current) {
return current.canAddJudge(card);
})
)
return true;
}
return false;
});
if (cards.length) {
player.chooseButton([get.prompt("dddxuxiao"), cards]);
} else event.finish();
"step 1";
if (result.bool) {
var card = result.links[0];
event.cards.push(card);
event.card = card;
player
.chooseTarget(true, "请选择【兵粮寸断】的目标", "将" + get.translation(card) + "置于一名角色的判定区内,然后其摸两张牌", function (card, player, target) {
var card = get.autoViewAs({ name: "bingliang" }, [_status.event.card]);
return target.canAddJudge(card);
})
.set("card", card)
.set("ai", function (target) {
var card = get.autoViewAs({ name: "bingliang" }, [_status.event.card]),
player = _status.event.player;
return get.attitude(player, target) + Math.max(0, get.effect(target, card, player, player));
});
}
"step 2";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dddxuxiao", target);
target.addJudge({ name: "bingliang" }, [card]);
target.draw(2);
event.goto(0);
}
},
},
dddxuyu: {
trigger: {
player: "useCardAfter",
},
content() {
player.draw();
player
.when({ player: "useCardAfter", global: "phaseAfter" })
.filter(evt => evt != trigger)
.then(() => {
if (trigger.name == "useCard") player.chooseToDiscard("he", true);
});
},
},
dddshijian: {
trigger: {
global: "useCardAfter",
},
filter(event, player) {
if (player == event.player) return false;
const evt = event.getParent("phaseUse");
if (!evt || evt.player != event.player) return false;
return (
event.player.getHistory(
"useCard",
evtx => {
return evtx.getParent("phaseUse") == evt;
},
event
).length == 2
);
},
direct: true,
*content(event, map) {
const player = map.player,
trigger = map.trigger,
target = trigger.player;
let result = yield player
.chooseCard("he", get.prompt("dddshijian", target), `交给${get.translation(target)}一张牌,然后其本回合使用下一张牌指定目标时,你令此牌额外结算一次或摸一张牌。`)
.set("ai", card => {
if (get.event("goon")) return 6 - get.value(card);
return 0;
})
.set("goon", get.attitude(player, target) > 0 && target.hasCard(card => target.hasValueTarget(card)));
if (!result.bool) return event.finish();
player.logSkill("dddshijian", target);
player.give(result.cards, target);
player.addTempSkill("dddshijian_extra");
player.markAuto("dddshijian_extra", target);
},
subSkill: {
extra: {
trigger: { global: "useCardToPlayer" },
filter(event, player) {
if (!event.isFirstTarget) return false;
return player.getStorage("dddshijian_extra").includes(event.player);
},
charlotte: true,
forced: true,
onremove: true,
*content(event, map) {
const player = map.player,
trigger = map.trigger,
target = trigger.player;
if (trigger.targets && trigger.targets.length) {
let result = yield player
.chooseControl(["额外结算", "摸一张牌"])
.set("prompt", "实荐:请选择一项")
.set("prompt2", `${get.translation(trigger.card)}额外结算一次,或摸一张牌`)
.set("ai", () => {
return get.event("choice");
})
.set(
"choice",
(function () {
if (trigger.card.name === "tiesuo" || !["basic", "trick"].includes(get.type(trigger.card))) return 1;
if (
trigger.targets.reduce((p, c) => {
return p + get.effect(c, trigger.card, target, _status.event.player);
}, 0) >= get.effect(player, { name: "draw" }, player, _status.event.player)
)
return 0;
return 1;
})()
);
if (result.index == 0) {
trigger.getParent().effectCount++;
game.log(player, "令", trigger.card, "额外结算一次");
} else player.draw();
} else player.draw();
player.removeSkill("dddshijian_extra");
},
},
},
},
dddxuyu_old: {
trigger: {
player: "useCardAfter",
},
filter(event, player) {
var evt = event.getParent("phaseUse");
if (!evt || evt.player != player) return false;
return (
player.getHistory(
"useCard",
function (evtx) {
return evtx.getParent("phaseUse") == evt;
},
event
).length == 1
);
},
content() {
player.draw(2);
player.addTempSkill("dddxuyu_old_discard", "phaseUseAfter");
},
subSkill: {
discard: {
trigger: {
player: "useCardAfter",
},
filter(event, player) {
if (!player.countCards("he")) return false;
var evt = event.getParent("phaseUse");
if (!evt || evt.player != player) return false;
return (
player.getHistory(
"useCard",
function (evtx) {
return evtx.getParent("phaseUse") == evt;
},
event
).length == 3
);
},
forced: true,
charlotte: true,
content() {
player.chooseToDiscard("he", true);
},
sub: true,
},
},
},
dddshijian_old: {
trigger: {
global: "useCardAfter",
},
filter(event, player) {
if (player == event.player) return false;
var evt = event.getParent("phaseUse");
if (!evt || evt.player != event.player) return false;
return (
event.player.getHistory(
"useCard",
function (evtx) {
return evtx.getParent("phaseUse") == evt;
},
event
).length == 3
);
},
logTarget: "player",
check(event, player) {
return get.attitude(player, event.player) > 0;
},
content() {
trigger.player.draw();
player.addTempSkill("dddshijian_old_draw", "phaseUseAfter");
},
subSkill: {
draw: {
trigger: {
global: "useCardAfter",
},
filter(event, player) {
if (!event.player.countCards("he")) return false;
var evt = event.getParent("phaseUse");
if (!evt || evt.player != event.player) return false;
return (
event.player.getHistory(
"useCard",
function (evtx) {
return evtx.getParent("phaseUse") == evt;
},
event
).length == 4
);
},
forced: true,
charlotte: true,
content() {
player.draw(2);
},
sub: true,
},
},
},
dddtaisi: {
trigger: {
global: "phaseEnd",
},
direct: true,
filter(event, player) {
if (!game.getGlobalHistory("changeHp").some(evt => evt.player == player)) return false;
return game.getGlobalHistory("cardMove").some(function (evt) {
if (evt.name != "cardsDiscard") {
if (evt.name != "lose" || evt.position != ui.discardPile) return false;
}
return evt.cards.some(card => get.position(card, true) == "d");
});
},
content() {
"step 0";
player.chooseTarget(get.prompt("dddtaisi"), "你可以令一名角色获得一张于本回合内进入弃牌堆的牌。若该角色于本回合内对你造成过伤害,则你摸两张牌。").set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (player.hasHistory("damage", evt => evt.source == target)) return 10 + att;
return att;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dddtaisi", target);
event.target = target;
} else event.finish();
"step 2";
var cards = [];
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "cardsDiscard") {
if (evt.name != "lose" || evt.position != ui.discardPile) return false;
}
cards.addArray(evt.cards.filter(card => get.position(card, true) == "d"));
});
if (!cards.length) event.finish();
else if (cards.length == 1) event._result = { bool: true, links: cards };
else
player.chooseButton(["令" + get.translation(target) + "获得一张牌", cards], true).set("ai", function (button) {
var player = _status.event.player,
target = _status.event.getParent().target;
var att = get.attitude(player, target) - 0.1;
return get.sgn(att) * get.value(button.link, target);
});
"step 3";
if (result.bool) {
target.gain(result.links, "gain2");
} else event.finish();
"step 4";
if (player.hasHistory("damage", evt => evt.source == target)) player.draw(2);
},
},
dddquche: {
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "thunder",
filter(event, player) {
return player.hasCard({ color: "red" }, "he");
},
filterCard: {
color: "red",
},
filterTarget(card, player, target) {
return player != target;
},
discard: false,
delay: false,
lose: false,
content() {
"step 0";
event.count = 1;
player.awakenSkill("dddquche");
player.addTempSkill("dddquche_effect");
player.addMark("dddquche_effect", 1, false);
player.give(cards, target);
event.goto(3);
"step 1";
if (
player.hasCard(function (card) {
if (_status.connectMode && get.position(card) == "h") return true;
return get.color(card) == "red";
}, "he")
) {
player.chooseCardTarget({
prompt: "是否将一张红色牌交给一名其他角色?",
filterCard: { color: "red" },
filterTarget: lib.filter.notMe,
position: "he",
});
} else event.finish();
"step 2";
if (result.bool) {
player.addMark("dddquche_effect", 1, false);
player.give(result.cards, result.targets[0]);
} else event.finish();
"step 3";
if (
player.hasCard(function (card) {
if (_status.connectMode && get.position(card) == "h") return true;
return get.color(card) == "black";
}, "hes")
) {
player.chooseCardTarget({
prompt: "是否将一张黑色牌当做【杀】使用?",
position: "he",
filterCard(card, player) {
if (get.color(card) != "black") return false;
var card = get.autoViewAs({ name: "sha" }, [card]);
return lib.filter.cardEnabled(card, player);
},
selectTarget() {
var card = get.autoViewAs({ name: "sha" }, ui.selected.cards);
return lib.filter.selectTarget(card, _status.event.player);
},
filterTarget(card, player, target) {
var card = get.autoViewAs({ name: "sha" }, ui.selected.cards);
return lib.filter.targetEnabled(card, player, target) && lib.filter.targetInRange(card, player, target);
},
});
} else event.finish();
"step 4";
if (result.bool) {
player.addMark("dddquche_effect", 1, false);
player.useCard({ name: "sha" }, result.cards, result.targets, false);
event.goto(1);
} else event.finish();
},
subSkill: {
effect: {
charlotte: true,
onremove: true,
mod: {
globalFrom(from, to, distance) {
return distance - from.countMark("dddquche_effect");
},
},
intro: {
content: "至其他角色的距离-#",
},
sub: true,
},
},
mark: true,
intro: {
content: "limited",
},
init(player, skill) {
player.storage[skill] = false;
},
},
dddqianlong: {
zhuSkill: true,
trigger: {
source: "dieAfter",
},
forced: true,
filter: (event, player) => player.hasZhuSkill("dddqianlong"),
content() {
player.draw(3);
},
group: "dddqianlong_cancel",
subSkill: {
cancel: {
trigger: {
player: ["drawBefore", "discardBefore"],
},
forced: true,
popup: false,
filter(event, player) {
if (!player.hasZhuSkill("dddqianlong")) return false;
var evt = event.getParent();
return evt && evt.name == "die" && evt.source == player;
},
content() {
trigger.cancel();
},
sub: true,
},
},
},
ddddongcha: {
trigger: {
global: "phaseBegin",
},
logTarget: "player",
filter(event, player) {
return player != event.player && player.countCards("h") > 0 && event.player.countCards("h") > 0;
},
check(event, player) {
return get.attitude(player, event.player) <= 0;
},
content() {
"step 0";
event.target = trigger.player;
player.addTempSkill("ddddongcha_effect");
if (player.countCards("h") > 0) player.chooseCard("h", true, "选择一张牌作为“鉴”");
"step 1";
if (result.bool) {
player.addToExpansion(result.cards, player, "give").gaintag.add("ddddongcha_effect");
}
"step 2";
if (target.countCards("h") > 0) target.chooseCard("h", true, "选择一张牌作为“鉴”");
"step 3";
if (result.bool) {
player.addToExpansion(result.cards, target, "give").gaintag.add("ddddongcha_effect");
}
},
subSkill: {
effect: {
charlotte: true,
trigger: {
global: "phaseEnd",
},
forced: true,
filter(event, player) {
return player.getExpansions("ddddongcha_effect").length > 0;
},
content() {
"step 0";
var cards = player.getExpansions("ddddongcha_effect");
if (cards.length > 0) {
if (cards.length == 1)
event._result = {
bool: true,
links: cards,
};
else player.chooseButton(["选择获得一张“鉴”", cards], true);
} else event.finish();
"step 1";
if (result.bool) player.gain(result.links, "gain2");
"step 2";
var cards = player.getExpansions("ddddongcha_effect");
if (cards.length > 0 && trigger.player.isIn()) {
if (cards.length == 1)
event._result = {
bool: true,
links: cards,
};
else
trigger.player.chooseButton(["选择获得一张“鉴”", cards], true).set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
} else event.finish();
"step 3";
if (result.bool) trigger.player.gain(result.links, player, "give");
},
marktext: "鉴",
intro: {
content: "expansion",
markcount: "expansion",
},
sub: true,
},
},
},
dddzhijie: {
enable: "chooseToUse",
filter(event, player) {
if (event.type == "phase") return false;
var cards = player.getExpansions("ddddongcha_effect");
if (cards.length < 2) return false;
var shan = false,
wuxie = false;
for (var i = 0; i < cards.length; i++) {
for (var j = i + 1; j < cards.length; j++) {
if (get.color(cards[i], false) == get.color(cards[j], false)) shan = true;
else wuxie = true;
}
}
if (shan && event.filterCard(get.autoViewAs({ name: "shan" }, "unsure"), player, event)) return true;
if (wuxie && event.filterCard(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event)) return true;
return false;
},
hiddenCard(player, name) {
if (name != "shan" && name != "wuxie") return false;
var cards = player.getExpansions("ddddongcha_effect");
if (cards.length < 2) return false;
var shan = false,
wuxie = false;
for (var i = 0; i < cards.length; i++) {
for (var j = i + 1; j < cards.length; j++) {
if (get.color(cards[i], false) == get.color(cards[j], false)) shan = true;
else wuxie = true;
}
}
if (shan && name == "shan") return true;
if (wuxie && name == "wuxie") return true;
return false;
},
chooseButton: {
dialog(event, player) {
return ui.create.dialog("智解", player.getExpansions("ddddongcha_effect"), "hidden");
},
select: 2,
filter(button, player) {
if (!ui.selected.buttons.length) return true;
var evt = _status.event.getParent(),
buttons = ui.selected.buttons;
return evt.filterCard(
get.autoViewAs(
{
name: get.color(buttons[0].link) == get.color(button.link) ? "shan" : "wuxie",
},
[button.link, buttons[0].link]
)
);
},
check: () => 1,
backup(links, player) {
return {
viewAs: {
name: get.color(links[0]) == get.color(links[1]) ? "shan" : "wuxie",
},
cards: links,
selectCard: -1,
position: "x",
filterCard: card => lib.skill["dddzhijie_backup"].cards.includes(card),
popname: true,
precontent() {
player.addTempSkill("dddzhijie_draw");
},
};
},
},
ai: {
combo: "ddddongcha",
respondShan: true,
skillTagFilter(player) {
return lib.skill["dddzhijie"].hiddenCard(player, "shan");
},
order: 10,
result: { player: 1 },
effect: {
2024-05-11 07:47:03 +00:00
target_use(card, player, target) {
if (card.name === "sha" && target.getExpansions("ddddongcha_effect").length < 2 && lib.skill["dddzhijie"].hiddenCard(target, "shan")) return [1, 1, 1, -get.sgn(get.attitude(player, _status.currentPhase))];
},
},
},
subSkill: {
draw: {
trigger: {
player: "useCardAfter",
},
forced: true,
charlotte: true,
popup: false,
filter(event, player) {
return event.skill == "dddzhijie_backup";
},
content() {
player.draw(2);
},
sub: true,
},
},
},
dddqiahua: {
trigger: {
global: "phaseBegin",
},
direct: true,
filter(event, player) {
return (
player != event.player &&
event.player.hp > 0 &&
player.countCards("h", function (card) {
return !get.is.shownCard(card);
}) >= event.player.hp
);
},
content() {
"step 0";
var target = trigger.player;
player
.chooseCard("h", target.hp, get.prompt("dddqiahua", target), "选择明置" + get.cnNumber(target.hp) + "张手牌,然后" + get.translation(target) + "获得技能〖恂恂〗直到本回合结束。", function (card) {
return !get.is.shownCard(card);
})
.set("goon", get.attitude(player, target) > 0)
.set("ai", function (card) {
if (_status.event.goon) return 1 + Math.random();
return 0;
});
"step 1";
if (result.bool) {
var target = trigger.player,
cards = result.cards;
player.logSkill("dddqiahua", target);
target.addTempSkills("dddxunxun");
player.addShownCards(cards, "visible_dddxianglang");
game.log(player, "选择了", cards, "作为“明”");
player.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【恰化】");
}
},
ai: {
expose: 0.15,
},
derivation: "dddxunxun",
},
dddxunxun: {
inherit: "xunxun",
audio: 2,
},
dddfusi: {
mod: {
ignoredHandcard(card, player) {
if (get.is.shownCard(card)) return true;
},
cardDiscardable(card, player, name) {
if (name == "phaseDiscard" && get.is.shownCard(card)) return false;
},
},
global: "dddfusi_global",
subSkill: {
refused: {
charlotte: true,
sub: true,
},
allowed: {
charlotte: true,
sub: true,
},
},
},
dddfusi_global: {
mod: {
cardEnabled2(card, player) {
var source = _status.currentPhase;
if (
!source ||
source == player ||
!source.hasSkill("dddfusi") ||
source.countCards("h") == 0 ||
source.hasCard(function (card) {
return !get.is.shownCard(card);
}, "h")
)
return;
if (player.getCards("h").includes(card)) return false;
},
},
enable: "chooseToUse",
filter(event, player) {
if (event._dddfusi_refused || player.hasSkill("dddfusi_refused")) return false;
var players = game.filterPlayer(function (current) {
return current != player && current.hasSkill("dddfusi");
});
for (var source of players) {
var cards = source.getShownCards();
for (var i of cards) {
var card = get.autoViewAs(i);
if (event.filterCard(card, player, event)) return true;
}
}
return false;
},
hiddenCard(player, name) {
if (player.hasSkill("dddfusi_refused")) return false;
var players = game.filterPlayer(function (current) {
return current != player && current.hasSkill("dddfusi");
});
for (var source of players) {
var cards = source.getShownCards();
for (var i of cards) {
var card = get.autoViewAs(i);
if (name == card.name) return true;
}
}
return false;
},
chooseButton: {
dialog(event, player) {
var dialog = ui.create.dialog("腹笥", "hidden");
var players = game
.filterPlayer(function (current) {
return current != player && current.hasSkill("dddfusi");
})
.sortBySeat();
for (var source of players) {
var cards = source.getShownCards();
if (cards.length) {
var str = '<div class="text center">';
str += get.translation(source);
var num = source.getSeatNum();
if (num > 0) str += "" + get.cnNumber(num, true) + "号位)";
str += "</div>";
dialog.add(str);
dialog.add(cards);
}
}
return dialog;
},
filter(button, player) {
var card = get.autoViewAs(button.link),
evt = _status.event.getParent();
return evt.filterCard(card, player, evt);
},
check(button) {
if (_status.event.getParent().type != "phase") return 1;
return _status.event.player.getUseValue(get.autoViewAs(button.link), null, true);
},
backup(links, player) {
return {
card: links[0],
viewAs: get.autoViewAs(links[0]),
filterCard: () => false,
selectCard: -1,
precontent() {
"step 0";
var card = lib.skill["dddfusi_global_backup"].card;
event.card = card;
event.result.cards = [card];
event.source = get.owner(card);
if (!event.result.card.storage) event.result.card.storage = {};
event.result.card.storage._dddfusi_owner = event.source;
delete event.result.skill;
player.logSkill("dddfusi_global", event.source);
if (player.hasSkill("dddfusi_allowed")) event.finish();
"step 1";
if (event.result.targets && event.result.targets.length) player.line(event.result.targets, event.result.card.nature);
player.showCards([card], get.translation(player) + "向" + get.translation(source) + "发动【腹笥】");
source
.chooseButton(
[
"是否同意" + get.translation(player) + "使用" + get.translation(card) + "",
'<div class="text center">' +
(function () {
if (event.result.targets && event.result.targets.length) return "(目标角色:" + get.translation(event.result.targets) + "";
return "(无目标角色)";
})() +
"</div>",
[["   同意   ", "  不同意  "], "tdnodes"],
[["   同意且本回合内不再提示   "], "tdnodes"],
[["  不同意且本回合内不再提示  "], "tdnodes"],
"forcebutton",
],
true
)
.set("forceAuto", true);
"step 2";
if (result.links[0].indexOf("不同意") == -1) {
source.chat("同意");
if (result.links[0].indexOf("本回合内不再提示") > 0) player.addTempSkill("dddfusi_allowed");
} else if (result.links[0].indexOf("不同意") != -1) {
source.chat("不同意");
if (result.links[0].indexOf("本回合内不再提示") > 0) player.addTempSkill("dddfusi_refused");
else if (event.result.card.name == "wuxie") player.addTempSkill("dddfusi_refused", "_wuxieAfter");
var evt = event.getParent();
evt.set("_dddfusi_refused", true);
evt.goto(0);
}
},
};
},
prompt(links, player) {
return "请选择" + get.translation(links[0]) + "的目标";
},
},
ai: {
order: 10,
result: {
player(player, target) {
if (
!game.hasPlayer(function (current) {
return current != player && current.hasSkill("dddfusi") && get.attitude(player, current) >= 0;
})
)
return 0;
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
respondSha: true,
respondShan: true,
skillTagFilter(player, tag, arg) {
var name;
switch (tag) {
case "respondSha":
name = "sha";
break;
case "respondShan":
name = "shan";
break;
}
return lib.skill["dddfusi_global"].hiddenCard(player, name);
},
},
},
dddtuoji: {
trigger: { global: "useCardAfter" },
frequent: true,
filter(event, player) {
return (
event.card.storage &&
event.card.storage._dddfusi_owner == player &&
!player.hasCard(function (card) {
return !get.is.shownCard(card);
}, "h")
);
},
content() {
player.draw(3);
},
ai: {
combo: "dddfusi",
},
},
dddchashi: {
trigger: { global: "phaseUseBegin" },
direct: true,
filter(event, player) {
return player != event.player && player.countCards("he") > 0;
},
*content(event, map) {
const player = map.player,
trigger = map.trigger,
target = trigger.player;
const valuableCards = target.getCards("hs", card => target.hasValueTarget(card));
let result = yield player
.chooseToDiscard(get.prompt("dddchashi", target), "弃置一张牌,若其使用的下一张牌的花色或类型与此牌相同,你与其各摸一张牌", "he")
.set("logSkill", ["dddchashi", target])
.set("ai", card => {
if (!get.event("goon")) return 0;
var list = get.event("list");
return list[0].includes(get.suit(card)) || list[1].includes(get.type2(card));
})
.set("list", [valuableCards.map(card => get.suit(card)).toUniqued(), valuableCards.map(card => get.type2(card)).toUniqued()])
.set("goon", get.attitude(player, target) > 0);
if (!result.bool) return event.finish();
player.storage["dddchashi"] = [result.cards[0], target];
player.addTempSkill("dddchashi_effect", "phaseUseAfter");
target.addTempSkill("dddchashi_ai", {
player: ["phaseUseAfter", "useCard1"],
});
},
content_old() {
"step 0";
var target = trigger.player,
history = target.getHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == trigger;
});
event.target = target;
if (history.length > 0) {
var suit = get.suit(history[0].card);
event.suit = suit;
player
.chooseCard("he", get.prompt("dddchashi", target), "你可以展示一张牌。若此牌花色为" + get.translation(suit) + ",则" + get.translation(target) + "获得你展示的牌,然后你摸一张牌。")
.set("goon", get.sgn(get.attitude(player, target)))
.set("ai", function (card) {
if (_status.event.goon <= 0) return _status.event.goon * (get.value(card) + 0.01);
return 2 / Math.max(0.1, get.value(card));
});
} else event.goto(2);
"step 1";
if (result.bool) {
player.logSkill("dddchashi", target);
var card = result.cards[0];
player.showCards(card, get.translation(player) + "对" + get.translation(target) + "发动了【察势】");
if (get.color(card) == event.suit) {
target.gain(card, player, "give");
player.draw();
}
}
event.finish();
"step 2";
player
.chooseCard("he", get.prompt("dddchashi", target), "你可以展示一张牌。若其本阶段内使用的第一张牌与此牌花色相同,则" + get.translation(target) + "获得你展示的牌,然后你摸一张牌。")
.set("goon", get.sgn(get.attitude(player, target)))
.set("ai", function (card) {
if (_status.event.goon <= 0) return _status.event.goon * (get.value(card) + 0.01);
return 2 / Math.max(0.1, get.value(card));
});
"step 3";
if (result.bool) {
player.logSkill("dddchashi", target);
var card = result.cards[0];
player.showCards(card, get.translation(player) + "对" + get.translation(target) + "发动了【察势】");
player.addTempSkill("dddchashi_effect", "phaseUseAfter");
player.addGaintag([card], "dddchashi");
player.storage["dddchashi"] = [card, target];
target.addTempSkill("dddchashi_ai", {
player: ["phaseUseAfter", "useCard1"],
});
}
},
subSkill: {
effect: {
trigger: { global: "useCard" },
forced: true,
charlotte: true,
filter(event, player) {
var storage = player.getStorage("dddchashi");
if (!storage || !storage.length) return false;
if (event.player != storage[1] || !event.player.isIn()) return false;
// if(!player.getCards('he').includes(storage[0])||!storage[0].hasGaintag('dddchashi')) return false;
if (get.suit(event.card) != get.suit(storage[0]) && get.type2(event.card) != get.type2(storage[0])) return false;
// var evt=event.getParent('phaseUse');
// if(evt.player)
// if(event.player.getHistory('useCard',function(evtx){
// return evtx.getParent('phaseUse')==evt;
// }).indexOf(event)!=0) return false;
return true;
},
content() {
var storage = player.getStorage("dddchashi");
// storage[1].gain(storage[0],player,'give');
// player.draw();
game.asyncDraw([player, storage[1]].sortBySeat(_status.currentPhase));
player.removeSkill("dddchashi_effect");
},
onremove(player, storage) {
delete player.storage["dddchashi"];
// player.removeGaintag('dddchashi');
},
},
ai: {
charlotte: true,
},
},
},
dddqice: {
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
return !player.storage["dddqice"];
},
content() {
player.draw(2);
// player.addTempSkill('dddqice_effect');
player.setStorage("dddqice", true);
player
.when("useCard1")
.filter(evt => get.type2(evt.card) == "trick")
.then(() => {
delete player.storage["dddqice"];
});
},
subSkill: {
effect: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
charlotte: true,
content() {
"step 0";
var list = [];
player.getHistory("useCard", function (evt) {
if (get.type(evt.card) == "trick") list.add(evt.card.name);
});
list.sort();
if (list.length > 0) {
player
.chooseButton(["齐策:是否视为使用一张牌?", [list, "vcard"]], function (button) {
return _status.event.player.hasUseTarget({
name: button.link[2],
isCard: true,
});
})
.set("ai", function (button) {
var card = {
name: button.link[2],
nature: button.link[3],
isCard: true,
},
player = _status.event.player;
return player.getUseValue(card);
});
} else {
player.removeSkills("dddqice");
event.finish();
}
"step 1";
if (result.bool) {
player.chooseUseTarget(true, {
name: result.links[0][2],
isCard: true,
});
}
},
},
},
},
//甄姬
dddmiaoxing: {
audio: 2,
trigger: { global: "gameDrawBegin" },
forced: true,
content() {
var me = player;
var numx = trigger.num;
trigger.num =
typeof numx == "function"
? function (player) {
if (player == me) {
return 3 * numx(player);
}
return numx(player);
}
: function (player) {
if (player == me) {
return 3 * numx;
}
return numx;
};
player._dddmiaoxing = true;
},
group: ["dddmiaoxing_out", "dddmiaoxing_balance"],
marktext: "水",
intro: {
name: "水相",
markcount(storage, player) {
return "" + player.getExpansions("dddmiaoxing_1").length + "/" + player.getExpansions("dddmiaoxing_2").length;
},
mark(dialog, content, player) {
var content1 = player.getExpansions("dddmiaoxing_1");
var content2 = player.getExpansions("dddmiaoxing_2");
if ((content1 && content1.length) || (content2 && content2.length)) {
if (player == game.me || player.isUnderControl()) {
dialog.addText("第一组");
dialog.addAuto(content1);
dialog.addText("第二组");
dialog.addAuto(content2);
} else {
return "第一组“水相”有" + get.cnNumber(content1.length) + "张;" + "第二组“水相”有" + get.cnNumber(content2.length) + "张";
}
}
},
},
subSkill: {
out: {
trigger: {
global: "phaseBefore",
},
forced: true,
filter(event, player) {
return game.phaseNumber == 0 && player._dddmiaoxing;
},
content() {
"step 0";
delete player._dddmiaoxing;
var cardsx = player.getCards("h"),
num = Math.ceil(cardsx.length / 3);
var cards = [cardsx.slice(0, num), cardsx.slice(num, 2 * num), cardsx.slice(2 * num)];
event.cards = cards;
player.chooseControl("第一组", "第二组", "第三组").set("dialog", ["淼形:选择一组作为你的手牌", '<span class="text center">第一组</span>', cards[0], '<span class="text center">第二组</span>', cards[1], '<span class="text center">第三组</span>', cards[2]]);
"step 1";
event.cards.splice(result.index, 1);
var cards = event.cards;
player.addToExpansion(cards[0], player, "giveAuto", false).gaintag.add("dddmiaoxing_1");
player.addToExpansion(cards[1], player, "giveAuto").gaintag.add("dddmiaoxing_2");
player.markSkill("dddmiaoxing");
},
},
balance: {
trigger: { player: "phaseDrawAfter" },
forced: true,
content() {
"step 0";
var forced = player.getExpansions("dddmiaoxing_1").length != player.countCards("h") && player.getExpansions("dddmiaoxing_2").length != player.countCards("h");
var next = player.chooseButton([1, 2], ["淼形:将至少一组“水相”调整至与手牌数相等", [["第一组", "第二组"], "tdnodes"], '<span class="text center">第一组</span>', player.getExpansions("dddmiaoxing_1"), '<span class="text center">第二组</span>', player.getExpansions("dddmiaoxing_2")], forced);
next.set("filterButton", button => {
var type = typeof button.link;
return type != "object";
});
next.set("ai", button => {
var player = _status.event.player;
var ind = ["第一组", "第二组"].indexOf(button.link) + 1;
if (ind == -1) return -100;
return player.countCards("h") - player.getExpansions("dddmiaoxing_" + ind).length;
});
"step 1";
if (result.bool) {
var choices = result.links;
event.choices = choices;
// var hs=result.moved[0],sx1=result.moved[1],sx2=result.moved[2];
// hs.removeArray(player.getCards('h'));
// sx1.removeArray(player.getExpansions('dddmiaoxing_1'));
// sx2.removeArray(player.getExpansions('dddmiaoxing_2'));
// if(!hs.length&&!sx1.length&&!sx2.length) return;
// player.gain(hs,'gain2');
// player.addToExpansion(sx1,player,'giveAuto').gaintag.add('dddmiaoxing_1');
// player.addToExpansion(sx2,player,'giveAuto').gaintag.add('dddmiaoxing_2');
} else event.finish();
"step 2";
if (event.choices.includes("第一组")) {
var del = player.countCards("h") - player.getExpansions("dddmiaoxing_1").length;
if (del >= 0) {
if (del != 0) player.addToExpansion(get.cards(del), player, "draw").gaintag.add("dddmiaoxing_1");
event.goto(4);
} else {
player.chooseButton(["淼形:移除" + get.cnNumber(-del) + "张第一组的“水相”", player.getExpansions("dddmiaoxing_1")], -del, true).set("ai", button => {
return -get.buttonValue(button);
});
}
}
"step 3";
if (result.bool) {
player.loseToDiscardpile(result.links);
}
"step 4";
player.markSkill("dddmiaoxing");
if (event.choices.includes("第二组")) {
var del = player.countCards("h") - player.getExpansions("dddmiaoxing_2").length;
if (del >= 0) {
if (del != 0) player.addToExpansion(get.cards(del), player, "draw").gaintag.add("dddmiaoxing_2");
event.goto(6);
} else {
player.chooseButton(["淼形:移除" + get.cnNumber(-del) + "张第二组的“水相”", player.getExpansions("dddmiaoxing_2")], -del, true).set("ai", button => {
return -get.buttonValue(button);
});
}
}
"step 5";
if (result.bool) {
player.loseToDiscardpile(result.links);
}
"step 6";
player.markSkill("dddmiaoxing");
},
},
},
},
dddfushi: {
audio: 2,
trigger: { player: ["useCardAfter", "respondAfter"] },
filter(event, player) {
return get.type(event.card) == "basic" && !player.hasSkill("dddfushi_used");
},
direct: true,
content() {
"step 0";
player
.chooseControl("第一组", "第二组", "cancel2")
.set("dialog", [get.prompt("dddfushi"), '<span class="text center">用所有手牌交换一组“水相”</span>', '<span class="text center">第一组</span>', player.getExpansions("dddmiaoxing_1"), '<span class="text center">第二组</span>', player.getExpansions("dddmiaoxing_2")])
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
var fn = player == _status.currentPhase ? "useful" : "value";
var list = [
[1, player.getExpansions("dddmiaoxing_1").reduce((p, c) => p + get[fn](c), 0)],
[2, player.getExpansions("dddmiaoxing_2").reduce((p, c) => p + get[fn](c), 0)],
[3, player.getCards("h").reduce((p, c) => p + get[fn](c), 0)],
].sort((a, b) => b[1] - a[1]);
return list[0][0] - 1;
})()
);
"step 1";
if (result.control == "cancel2") event.finish();
else {
player.logSkill("dddfushi");
player.addTempSkill("dddfushi_used");
var index = result.index + 1;
player.addToExpansion(player.getCards("h"), player, "giveAuto").gaintag.add("dddmiaoxing_" + index);
player.gain(player.getExpansions("dddmiaoxing_" + index), "draw");
game.log(player, "获得了" + get.cnNumber(player.getExpansions("dddmiaoxing_" + index).length) + "张“水相”");
}
"step 2";
player.markSkill("dddmiaoxing");
player
.chooseTarget("是否令一名男性角色选择是否交换“水相”?", (card, player, target) => {
return target.hasSex("male");
})
.set("ai", target => get.attitude(_status.event.player, target));
"step 3";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target);
target
.chooseControl("第一组", "第二组", "cancel2")
.set("dialog", ["浮世:是否用所有手牌交换一组“水相”?", '<span class="text center">第一组</span>', player.getExpansions("dddmiaoxing_1"), '<span class="text center">第二组</span>', player.getExpansions("dddmiaoxing_2")])
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
var fn = target == _status.currentPhase ? "useful" : "value";
var list = [
[1, player.getExpansions("dddmiaoxing_1").reduce((p, c) => p + get[fn](c), 0)],
[2, player.getExpansions("dddmiaoxing_2").reduce((p, c) => p + get[fn](c), 0)],
[3, target.getCards("h").reduce((p, c) => p + get[fn](c), 0)],
].sort((a, b) => b[1] - a[1]);
return list[0] - 1;
})()
);
} else event.finish();
"step 4";
if (result.control == "cancel2") event.finish();
else {
var index = result.index + 1;
player.addToExpansion(target.getCards("h"), target, "giveAuto").gaintag.add("dddmiaoxing_" + index);
target.gain(player.getExpansions("dddmiaoxing_" + index), player, "giveAuto");
}
"step 5";
player.markSkill("dddmiaoxing");
},
subSkill: {
used: { charlotte: true },
},
},
//赵昂
dddfenji: {
audio: 2,
trigger: { player: ["phaseDrawBegin1", "phaseDiscardBegin"] },
direct: true,
filter(event, player) {
if (event.name == "phaseDraw" && event.numFixed) return false;
return lib.inpile.filter(i => get.type(i) == "trick").removeArray(player.getStorage("dddfenji")).length > 0;
},
content() {
"step 0";
var cards = lib.inpile
.filter(i => {
return get.type(i) == "trick" && !player.getStorage("dddfenji").includes(i);
})
.map(i => ["锦囊", "", i]);
player
.chooseButton([get.prompt("dddfenji"), [cards, "vcard"]])
.set("ai", button => {
var evt = _status.event.getTrigger();
if (evt.name == "phaseDraw") {
if (!get.tag({ name: button.link[2] }, "damage")) return 0;
} else {
if (
lib.skill.xunshi.isXunshi({
name: button.link[2],
})
)
return 0;
}
return _status.event.player.getUseValue({
name: button.link[2],
});
})
.set("filterButton", button => {
return player.hasUseTarget(button.link[2]);
});
"step 1";
if (result.bool) {
player.logSkill("dddfenji");
player.markAuto("dddfenji", [result.links[0][2]]);
player.chooseUseTarget(result.links[0][2], true);
} else event.finish();
"step 2";
if (trigger.name == "phaseDraw") {
trigger.changeToZero();
var num = 0;
game.filterPlayer(current => {
current.getHistory("sourceDamage", evt => {
if (evt.getParent(4) == event) num += evt.num;
});
});
if (num > 0) player.draw(num);
} else {
trigger.cancel();
var num = 0;
player.getHistory("useCard", evt => {
if (evt.getParent(2) == event) num = evt.targets.length;
});
if (num > 0 && player.countCards("he")) player.chooseToDiscard(num, true);
}
},
},
//周处
dddxiaheng: {
audio: 2,
trigger: { player: "phaseUseBegin" },
forced: true,
onremove: ["dddxiaheng", "dddxiaheng_del"],
intro: { content: "已因此技能对$造成过伤害" },
content() {
"step 0";
event.targets = [];
player.chooseTarget("侠横:令一名角色弃置两张牌", true).set("ai", target => {
var player = _status.event.player,
eff = get.effect(target, { name: "guohe_copy2" }, player, player),
eff2 = get.damageEffect(target, player, player);
if (player.storage["dddxiaheng_del"]) return eff;
var toself = false;
if (eff2 > eff * 2) {
toself = !player.isDamaged() && player.countCards("he", card => get.value(card, player) < 5) >= 2;
}
if (toself) return target == player ? 100 : 0;
return eff * (eff2 > eff * 2 ? 0.5 : 1.5);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.targets.add(target);
player.line(target);
target.chooseToDiscard(2, true, "he");
}
"step 2";
player
.chooseTarget("侠横对一名角色造成1点伤害", true)
.set("ai", target => {
var player = _status.event.player,
eff = get.damageEffect(target, player, player),
targetx = _status.event.targetx;
if (player.storage["dddxiaheng_del"]) return eff;
var fix = player.getStorage("dddxiaheng").includes(target) ? 0.75 : 1;
if (target == player && targetx != player && player.isHealthy() && !player.getStorage("dddxiaheng").includes(player) && player.hp > 2) return 100;
return eff * (player.hp == 1 || target == targetx ? 0.1 : 1) * fix;
})
.set("targetx", targets[0]);
"step 3";
if (result.bool) {
var target = result.targets[0];
event.targets.add(target);
player.line(target);
target.damage();
player.markAuto("dddxiaheng", [target]);
}
"step 4";
if (player.storage["dddxiaheng_del"]) event.finish();
else {
if (!targets.includes(player)) player.loseMaxHp();
if (targets.length == 1) {
player.removeSkills("dddxiaheng");
}
}
"step 5";
if (player.getStorage("dddxiaheng").length >= 3) {
player.storage["dddxiaheng_del"] = true;
}
},
},
//刘巴
dddfengzheng: {
audio: 2,
global: "dddfengzheng_global",
trigger: {
global: "roundStart",
},
filter(event, player) {
return game.hasPlayer(current => {
var history = current.actionHistory;
for (var i = history.length - 2; i >= 0; i--) {
var evts = history[i].useSkill;
for (var evt of evts) {
if (evt.skill == "dddfengzheng_global") return true;
}
if (history[i].isRound) break;
}
return false;
});
},
prompt2(event, player) {
var num = game.countPlayer(current => {
var history = current.actionHistory;
for (var i = history.length - 2; i >= 0; i--) {
var evts = history[i].useSkill;
for (var evt of evts) {
if (evt.skill == "dddfengzheng_global") return true;
}
if (history[i].isRound) break;
}
return false;
});
return "观看并分配牌堆顶的" + get.cnNumber(num) + "张牌";
},
content() {
"step 0";
var num = game.countPlayer(current => {
var history = current.actionHistory;
for (var i = history.length - 2; i >= 0; i--) {
var evts = history[i].useSkill;
for (var evt of evts) {
if (evt.skill == "dddfengzheng_global") return true;
}
if (history[i].isRound) break;
}
return false;
});
var cards = game.cardsGotoOrdering(get.cards(num)).cards;
event.cards = cards;
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
"step 1";
if (event.cards.length > 1) {
player.chooseCardButton("丰政:请选择要分配的牌", true, event.cards, [1, event.cards.length]).set("ai", function (button) {
if (ui.selected.buttons.length == 0) return 1;
return 0;
});
} else if (event.cards.length == 1)
event._result = {
links: event.cards.slice(0),
bool: true,
};
else event.finish();
"step 2";
if (result.bool) {
event.cards.removeArray(result.links);
event.togive = result.links.slice(0);
player
.chooseTarget("选择一名角色获得" + get.translation(result.links), true)
.set("ai", function (target) {
var fix = (_status.event.getParent().given_map[target.playerid] || 0) + 1;
var att = get.attitude(_status.event.player, target) / Math.sqrt(fix);
if (_status.event.enemy) return -att;
else if (att > 0) return att / (1 + target.countCards("h"));
else return att / 100;
})
.set("enemy", get.value(event.togive[0], player, "raw") < 0);
}
"step 3";
if (result.targets.length) {
var id = result.targets[0].playerid,
map = event.given_map;
if (!map[id]) map[id] = [];
map[id].addArray(event.togive);
}
if (cards.length > 0) event.goto(1);
"step 4";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
var list = [],
lose = false;
for (var i in event.given_map) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
list.push([source, event.given_map[i]]);
if (event.given_map[i].length > 2) lose = true;
}
game.loseAsync({
gain_list: list,
giver: player,
animate: "draw",
}).setContent("gaincardMultiple");
if (!lose) event.finish();
"step 5";
player.removeSkills("dddfengzheng");
},
subSkill: {
global: {
audio: "dddfengzheng",
enable: "phaseUse",
usable: 1,
filter(event, player) {
return game.hasPlayer(current => current.hasSkill("dddfengzheng"));
},
filterCard(card, player) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= 13;
},
selectCard: [1, Infinity],
filterOk() {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return num == 13;
},
popname: true,
complexCard: true,
prompt: "将任意张点数和为13的手牌当【无中生有】使用",
check(card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num + get.number(card) == 13) return 5.5 - get.value(card);
if (ui.selected.cards.length == 0) {
var cards = _status.event.player.getCards("h");
for (var i = 0; i < cards.length; i++) {
for (var j = i + 1; j < cards.length; j++) {
if (get.number(cards[i]) + get.number(cards[j]) == 13) {
if (cards[i] == card || cards[j] == card) return 6 - get.value(card);
}
}
}
}
return 0;
},
position: "hs",
viewAs: { name: "wuzhong" },
},
},
},
dddyulv: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
group: "dddyulv_enter",
content() {
"step 0";
player.draw();
"step 1";
if (!player.countCards("he")) event.finish();
else player.chooseCard("玉律:将一张牌置于武将牌上", true);
"step 2";
if (result.bool) {
player.addToExpansion(result.cards, player, "give").gaintag.add("dddyulv");
}
},
marktext: "律",
intro: {
markcount: "expansion",
content: "expansion",
},
subSkill: {
enter: {
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
forced: true,
direct: true,
filter(event, player) {
var cards = event.getd();
if (!cards.length) return false;
const card = player.getExpansions("dddyulv")[0];
if (!card) return false;
const number = get.number(card, false);
if (!_status.currentPhase || !_status.currentPhase.isIn()) return false;
return cards.some(i => get.number(i, false) == number);
},
content() {
"step 0";
player
.chooseControl("摸牌", "弃牌")
.set("prompt", "玉律:令" + get.translation(_status.currentPhase) + "摸一张牌或弃置一张牌")
.set("ai", () => {
return get.attitude(_status.event.player, _status.currentPhase) > 0 ? "摸牌" : "弃牌";
});
"step 1";
player.logSkill("dddyulv_enter", _status.currentPhase);
var reset = false;
if (result.index == 0) _status.currentPhase.draw();
else _status.currentPhase.chooseToDiscard(true, "he");
var reset =
player.getHistory("useSkill", evt => {
return evt.skill == "dddyulv_enter";
}).length == 2;
if (!reset) event.finish();
"step 2";
if (!player.countCards("h")) player.draw();
"step 3";
if (!player.countCards("h")) event.finish();
else player.chooseCard("玉律:选择一张手牌交换“玉律”(" + get.translation(player.getExpansions("dddyulv")) + "", true);
"step 4";
if (result.bool) {
player.gain(player.getExpansions("dddyulv"), player, "give");
player.addToExpansion(result.cards, player, "log", "give").gaintag.add("dddyulv");
}
},
},
},
},
dddyulv_old: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
group: "dddyulv_old_enter",
content() {
"step 0";
player
.chooseControl(Array.from({ length: 13 }, (_, i) => get.strNumber(i + 1)))
.set("prompt", "玉律:声明一个点数")
.set("ai", () => _status.event.controls.randomGet());
"step 1";
player.popup(result.control);
var number = result.index + 1;
player.storage["dddyulv_old"] = number;
player.markSkill("dddyulv_old");
},
intro: {
content: "声明的点数为#",
},
subSkill: {
enter: {
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
forced: true,
direct: true,
filter(event, player) {
var cards = event.getd();
if (!cards.length || !player.storage["dddyulv_old"]) return false;
if (!_status.currentPhase || !_status.currentPhase.isIn()) return false;
return cards.some(i => get.number(i, false) == player.storage["dddyulv_old"]);
},
content() {
"step 0";
player
.chooseControl("摸牌", "弃牌")
.set("prompt", "玉律:令" + get.translation(_status.currentPhase) + "摸一张牌或弃置一张牌")
.set("ai", () => {
return get.attitude(_status.event.player, _status.currentPhase) > 0 ? "摸牌" : "弃牌";
});
"step 1";
player.logSkill("dddyulv_old_enter", _status.currentPhase);
var reset = false;
if (result.index == 0) _status.currentPhase.draw();
else _status.currentPhase.chooseToDiscard(true, "he");
if (_status.currentPhase.hasSkill("dddyulv_old_" + result.index)) reset = true;
_status.currentPhase.removeSkill("dddyulv_old_0");
_status.currentPhase.removeSkill("dddyulv_old_1");
_status.currentPhase.addSkill("dddyulv_old_" + result.index);
if (!reset) event.finish();
"step 2";
player
.chooseControl(Array.from({ length: 13 }, (_, i) => get.strNumber(i + 1)))
.set("prompt", "玉律:重新声明一个点数")
.set("ai", () => _status.event.controls.randomGet());
"step 3";
player.popup(result.control);
var number = result.index + 1;
player.storage["dddyulv_old"] = number;
player.markSkill("dddyulv_old");
"step 4";
var evt = trigger.getParent("phaseUse");
if (evt && evt.name == "phaseUse") {
evt.skipped = true;
}
var evt = trigger.getParent("phase");
if (evt && evt.name == "phase") {
game.log(evt.player, "结束了回合");
evt.finish();
evt.untrigger(true);
}
},
},
0: { charlotte: true },
1: { charlotte: true },
},
},
//蹇硕
dddfenye: {
audio: 2,
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]).setContent(lib.skill["dddfenye"].chooseToCompareFenye);
"step 1";
result.winner.forEach(i => i.addExpose(0.05));
result.loser.forEach(i => i.addExpose(0.05));
if (result.winner.length && result.loser.length) {
var players = result.winner;
event.players = players.sortBySeat();
event.targets = result.loser;
} else event.finish();
"step 2";
var current = event.players.shift();
event.current = current;
current
.chooseTarget("是否视为对一名没赢的角色使用一张【杀】?", (card, player, target) => {
return player.canUse("sha", target, false) && _status.event.targets.includes(target);
})
.set("ai", target => {
return get.effect(target, { name: "sha" }, get.player(), get.player());
})
.set("targets", event.targets);
"step 3";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
var target = result.targets[0];
event.current.useCard({ name: "sha", isCard: true }, target, false);
event.targets.remove(target);
}
if (event.targets.length && event.players.length) event.goto(2);
},
chooseToCompareFenye() {
"step 0";
var target = event.targets[0];
event.targets.unshift(player);
event.targetx = target;
if (player.countCards("h") == 0 || target.countCards("h") == 0) {
event.result = { cancelled: true, bool: false };
event.finish();
return;
}
game.log(player, "对", target, "发起拼点");
"step 1";
var send = function (targets) {
var next = game.createEvent("dddfenye_choose", false);
// next.player=game.me;
next.targets = targets;
next.ai = event.ai;
next.fixedResult = event.fixedResult;
next.setContent(lib.skill["dddfenye"].contentx);
game.resume();
};
var sendback = function (result, player) {
if (!Array.isArray(result)) {
result = [null, null];
}
event.results.push([player, result]);
};
event.ai_targets = [];
event.results = [];
var players = game.filterPlayer().sortBySeat();
var time = 10000;
if (lib.configOL && lib.configOL.choose_timeout) time = parseInt(lib.configOL.choose_timeout) * 1000;
for (var i = 0; i < players.length; i++) {
players[i].showTimer(time);
if (players[i].isOnline()) {
event.withol = true;
players[i].send(send, targets);
players[i].wait(sendback);
} else if (players[i] == game.me) {
event.withme = true;
var next = game.createEvent("dddfenye_choose", false);
next.player = game.me;
next.targets = targets;
next.ai = event.ai;
next.fixedResult = event.fixedResult;
next.setContent(lib.skill["dddfenye"].contentx);
if (_status.connectMode) game.me.wait(sendback);
} else {
event.ai_targets.push(players[i]);
}
}
if (event.ai_targets.length) {
for (var i = 0; i < event.ai_targets.length; i++) {
if (targets.includes(event.ai_targets[i])) {
var target = event.ai_targets[i];
var cards = target.getCards("h").sort((a, b) => {
return event.ai(b) - event.ai(a);
});
sendback([target, cards[0]], target);
event.ai_targets.splice(i--, 1);
}
}
if (event.ai_targets.length) {
event.ai_targets.randomSort();
setTimeout(function () {
event.interval = setInterval(
function () {
var target = event.ai_targets.shift();
var cards = target
.getCards("h", card => get.value(card) < 4)
.sort((a, b) => {
return event.ai(b) - event.ai(a);
});
if (!cards.length) {
sendback([null, null], target);
} else {
if (Math.abs(get.number(cards[0]) - 7) <= 2) {
sendback([null, null], target);
} else {
var sgn = get.number(cards[0]) >= 7 ? 1 : -1;
var targetsx = targets.slice().sort((a, b) => {
var attA = get.attitude(target, a),
attB = get.attitude(target, b);
return sgn * (attB - attA);
});
sendback([targetsx[0], cards[0]], target);
}
}
if (!event.ai_targets.length) {
clearInterval(event.interval);
if (event.withai) game.resume();
}
},
_status.connectMode ? 750 : 75
);
}, 500);
}
}
"step 2";
if (event.withme) {
if (_status.connectMode) game.me.unwait(result, game.me);
else {
if (!Array.isArray(result)) {
result = [null, null];
}
event.results.push([game.me, result]);
}
}
"step 3";
if (event.withol && !event.resultOL) {
game.pause();
}
"step 4";
if (event.ai_targets.length > 0) {
event.withai = true;
game.pause();
}
"step 5";
delete event._global_waiting;
for (var i of game.players) i.hideTimer();
var cards = [];
var targets = [];
var lose_list = [];
event.results.sort((a, b) => lib.sort.seat(a[0], b[0]));
for (var res of event.results) {
var target = res[0],
card = res[1][1],
skill = res[1][2];
if (!target || !card) continue;
if (skill && lib.skill[skill] && lib.skill[skill].onCompare) {
target.logSkill(skill);
res[1][1] = lib.skill[skill].onCompare(target);
if (target != player) cards.push(res[1][1]);
} else {
if (target != player) cards.push(card);
lose_list.push([target, [card]]);
}
if (target != player) targets.push(target);
}
if (lose_list.length) {
game.loseAsync({
lose_list: lose_list,
}).setContent("chooseToCompareLose");
}
event.lose_list = lose_list;
event.getNum = function (card) {
for (var i of event.lose_list) {
if (i[1].includes && i[1].includes(card)) return get.number(card, i[0]);
}
return get.number(card, false);
};
event.cardlist = cards;
event.cards = cards;
event.card1 = event.results[0][1][1];
event.num1 = event.getNum(event.card1);
event.iwhile = 0;
event.targets = targets;
event.tempplayer = event.player;
event.players = event.results.filter(i => i[1][0] == player && i[1][1]).map(i => i[0]);
event.targetsx = event.results.filter(i => i[1][0] == event.targetx && i[1][1]).map(i => i[0]);
event.result = {
player: event.card1,
targets: event.cardlist.slice(0),
num1: [event.num1],
num2: [],
winner: [],
loser: [],
};
game.log(player, "的拼点牌为", event.card1);
"step 6";
event.target = null;
event.trigger("compare");
lib.skill["dddfenye"].$compareFenye(
event.players,
event.results.filter(i => i[1][0] == player).map(i => i[1][1]),
event.targetsx,
event.results.filter(i => i[1][0] == event.targetx).map(i => i[1][1])
);
"step 7";
if (event.iwhile < targets.length) {
event.target = targets[event.iwhile];
event.target.addTempClass("target");
event.card2 = event.cardlist[event.iwhile];
event.num2 = event.getNum(event.card2);
game.log(event.target, "的拼点牌为", event.card2);
delete event.player;
event.trigger("compare");
} else {
game.delay(0, 1000);
event.goto(9);
}
"step 8";
var key = event.players.includes(target) ? "num1" : "num2";
event.result[key].push(event.num2);
event.iwhile++;
event.goto(7);
"step 9";
event.player = event.tempplayer;
delete event.tempplayer;
var str;
var num1 = event.result.num1.reduce((p, c) => p + c, 0) / event.result.num1.length,
num2 = event.result.num2.reduce((p, c) => p + c, 0) / event.result.num2.length;
game.log(event.player, "方的点数均值为", "#y" + Math.floor(num1 * 100) / 100);
game.log(event.targetx, "方的点数均值为", "#y" + Math.floor(num2 * 100) / 100);
if (num1 > num2) {
str = get.translation(event.players) + "拼点成功";
event.players.forEach(i => i.popup("胜"));
event.targetsx.forEach(i => i.popup("负"));
event.result.winner = event.players;
event.result.loser = event.targetsx;
} else {
str = get.translation(event.players) + "拼点失败";
if (num1 == num2) {
event.players.forEach(i => i.popup("平"));
event.targetsx.forEach(i => i.popup("平"));
event.result.loser = event.players.addArray(event.targetsx);
} else {
event.players.forEach(i => i.popup("负"));
event.targetsx.forEach(i => i.popup("胜"));
event.result.winner = event.targetsx;
event.result.loser = event.players;
}
}
game.broadcastAll(function (str) {
var dialog = ui.create.dialog(str);
dialog.classList.add("center");
setTimeout(function () {
dialog.close();
}, 1000);
}, str);
game.delay(3);
("step 10");
game.broadcastAll(ui.clear);
("step 11");
event.cards.add(event.card1);
},
contentx() {
"step 0";
var player = game.me;
event.player = player;
event._global_waiting = true;
event.result = [];
if (targets.includes(player)) {
if (event.fixedResult && event.fixedResult[player.playerid]) {
event.result[0] = player;
event.result[1] = event.fixedResult[player.playerid];
event.finish();
} else player.chooseCard("请选择拼点牌", true).set("type", "compare").set("glow_result", true).set("_global_waiting", true).ai = event.ai;
} else {
player.chooseCardTarget({
targets: targets,
filterTarget(card, player, target) {
return _status.event.targets.includes(target);
},
selectCard: 1,
prompt: "是否于此次拼点加入其中一方?",
position: "h",
_global_waiting: true,
ai1: event.ai,
ai2(target) {
var player = _status.event.player,
sgn = -1;
if (player.hasCard(card => get.number(card) > 10 && get.value(card) < 5)) sgn = 1;
return sgn * get.attitude(player, target);
},
});
}
"step 1";
if (targets.includes(player)) {
event.result[0] = player;
event.result[1] = result.cards[0];
event.result[2] = result.skill;
} else {
if (result.bool) {
event.result[0] = result.targets[0];
event.result[1] = result.cards[0];
} else {
event.result = [null, null];
}
}
},
$compareFenye(players, cards1, targets, cards2) {
game.broadcast(
function (players, cards1, targets, cards2) {
lib.skill["dddfenye"].$compareFenye(players, cards1, targets, cards2);
},
players,
cards1,
targets,
cards2
);
var left0 = -players.length * 52 - (players.length - 1) * 8;
for (var i = 0; i < players.length; i++) {
(function (target, card1, i) {
var left = left0 + i * 120;
var node1;
if (left < 0) {
node1 = target.$throwxy2(card1, "calc(50% - " + -left + "px)", "calc(50% + 10px)", "perspective(600px) rotateY(180deg)", true);
} else {
node1 = target.$throwxy2(card1, "calc(50% + " + left + "px)", "calc(50% + 10px)", "perspective(600px) rotateY(180deg)", true);
}
if (lib.config.cardback_style != "default") {
node1.style.transitionProperty = "none";
ui.refresh(node1);
node1.classList.add("infohidden");
ui.refresh(node1);
node1.style.transitionProperty = "";
} else {
node1.classList.add("infohidden");
}
node1.style.transform = "perspective(600px) rotateY(180deg) translateX(0)";
var onEnd02 = function () {
node1.removeEventListener("webkitTransitionEnd", onEnd02);
setTimeout(function () {
node1.style.transition = "all ease-in 0.3s";
node1.style.transform = "perspective(600px) rotateY(270deg) translateX(52px)";
var onEnd = function () {
node1.classList.remove("infohidden");
node1.style.transition = "all 0s";
ui.refresh(node1);
node1.style.transform = "perspective(600px) rotateY(-90deg) translateX(52px)";
ui.refresh(node1);
node1.style.transition = "";
ui.refresh(node1);
node1.style.transform = "";
node1.removeEventListener("webkitTransitionEnd", onEnd);
};
node1.listenTransition(onEnd);
}, 200);
};
node1.listenTransition(onEnd02);
})(players[i], cards1[i], i);
}
setTimeout(function () {
var left0 = -targets.length * 52 - (targets.length - 1) * 8;
for (var i = 0; i < targets.length; i++) {
(function (target, card2, i) {
var left = left0 + i * 120;
var node2;
if (left < 0) {
node2 = target.$throwxy2(card2, "calc(50% - " + -left + "px)", "calc(50% - 114px)", "perspective(600px) rotateY(180deg)", true);
} else {
node2 = target.$throwxy2(card2, "calc(50% + " + left + "px)", "calc(50% - 114px)", "perspective(600px) rotateY(180deg)", true);
}
if (lib.config.cardback_style != "default") {
node2.style.transitionProperty = "none";
ui.refresh(node2);
node2.classList.add("infohidden");
ui.refresh(node2);
node2.style.transitionProperty = "";
} else {
node2.classList.add("infohidden");
}
node2.style.transform = "perspective(600px) rotateY(180deg) translateX(0)";
var onEnd02 = function () {
node2.removeEventListener("webkitTransitionEnd", onEnd02);
setTimeout(function () {
node2.style.transition = "all ease-in 0.3s";
node2.style.transform = "perspective(600px) rotateY(270deg) translateX(52px)";
var onEnd = function () {
node2.classList.remove("infohidden");
node2.style.transition = "all 0s";
ui.refresh(node2);
node2.style.transform = "perspective(600px) rotateY(-90deg) translateX(52px)";
ui.refresh(node2);
node2.style.transition = "";
ui.refresh(node2);
node2.style.transform = "";
node2.removeEventListener("webkitTransitionEnd", onEnd);
};
node2.listenTransition(onEnd);
}, 200);
};
node2.listenTransition(onEnd02);
})(targets[i], cards2[i], i);
}
}, 200);
},
ai: {
order: 1,
result: {
target: -1,
},
threaten: 1.3,
},
},
dddshichao: {
audio: 2,
trigger: {
player: "phaseZhunbeiBegin",
},
filter(event, player) {
return player.countMark("dddshichao") + 1 <= game.countPlayer();
},
onremove: true,
forced: true,
content() {
"step 0";
var N = player.countMark("dddshichao") + 1;
player
.chooseTarget("逝潮:选择一名手牌数第" + get.cnNumber(N) + "大的角色", true, (card, player, target) => {
return _status.event.targets.includes(target);
})
.set("ai", target => {
var zhu = get.zhu(player) || game.filterPlayer(i => i.getSeatNum() == 1)[0];
return Math.min(target.countCards("h") - player.countCards("h"), zhu.maxHp - player.countCards("h"));
})
.set(
"targets",
(function () {
var list = game
.filterPlayer()
.map(i => [i, i.countCards("h")])
.sort((a, b) => b[1] - a[1]);
var targets = [];
var ind = 0,
tmp = Infinity;
for (var i of list) {
if (i[1] < tmp) {
ind++;
tmp = i[1];
}
if (ind == N) {
targets.push(i[0]);
}
if (ind > N) break;
}
if (!targets.length) targets = game.filterPlayer(i => i.countCards("h") == list[list.length - 1][1]);
return targets;
})()
);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dddshichao", target);
var zhu = get.zhu(player) || game.filterPlayer(i => i.getSeatNum() == 1)[0];
var del = Math.min(target.countCards("h") - player.countCards("h"), zhu.maxHp - player.countCards("h"));
if (del > 0) player.draw(del);
if (del < 0) player.chooseToDiscard(-del, true);
target.addSkill("dddshichao_up");
target.markAuto("dddshichao_up", [player]);
player.addTempSkill("dddshichao_clear", {
player: "phaseBegin",
});
player.markAuto("dddshichao_clear", [target]);
}
},
subSkill: {
up: {
trigger: { source: "damageBegin2" },
filter(event, player) {
return player.getStorage("dddshichao_up").includes(event.player);
},
charlotte: true,
check(event, player) {
var eff = get.damageEffect(event.player, player, player);
return (event.player.hasSkill("dddshichao") && eff < 0) || (event.num == 1 && eff < 13);
},
logTarget: "player",
content() {
"step 0";
trigger.cancel();
if (trigger.player.hasSkill("dddshichao")) {
trigger.player.addMark("dddshichao", 1, false);
}
},
},
clear: {
charlotte: true,
onremove(player) {
game.filterPlayer(current => {
current.unmarkAuto("dddshichao_up", [player]);
});
},
},
},
},
//管宁
dddyouxue: {
audio: 2,
trigger: { global: "roundStart" },
forced: true,
content() {
"step 0";
if (!game.hasPlayer(current => current.hasMark("dddyouxue"))) player.addMark("dddyouxue");
if (!game.hasPlayer(current => !current.hasMark("dddyouxue"))) event.finish();
"step 1";
player
.chooseTarget("游学:将“游学”标记交给另一名角色", true, (card, player, target) => {
return !target.hasMark("dddyouxue");
})
.set("ai", target => {
return get.distance(
game.findPlayer(current => current.hasMark("dddyouxue")),
target
);
});
"step 2";
if (result.bool) {
var target = result.targets[0];
var source = game.findPlayer(current => current.hasMark("dddyouxue"));
if (source == player) player.line(target, "green");
else player.line2([source, target], "green");
source.clearMark("dddyouxue");
target.addMark("dddyouxue");
player.draw(get.distance(source, target));
}
},
marktext: "游",
intro: {
name: "游学",
content: () => get.translation(game.filterPlayer(current => current.hasSkill("dddyouxue"))) + "到此一游",
},
},
dddchengjing: {
audio: 2,
trigger: { global: "phaseEnd" },
filter(event, player) {
if (!event.player.hasMark("dddyouxue")) return false;
return event.player.hasHistory("useCard", evt => {
if (!["basic", "trick"].includes(get.type(evt.card))) return false;
if (!evt.card.isCard || evt.cards.length != 1) return false;
return get.position(evt.cards[0], true) == "d";
});
},
forced: true,
locked: false,
group: "dddchengjing_use",
logTarget: "player",
*content(event, map) {
const player = map.player,
trigger = map.trigger,
target = trigger.player;
let history = target.getHistory("useCard").reverse();
let cards = [];
for (var evt of history) {
if (!["basic", "trick"].includes(get.type(evt.card))) continue;
if (!evt.card.isCard || evt.cards.length != 1) continue;
if (get.position(evt.cards[0], true) == "d") {
cards.addArray(evt.cards);
break;
}
}
const jing = player.getExpansions("dddchengjing");
if (jing.length) player.loseToDiscardpile(jing);
player.addToExpansion(cards, "log", "gain2").gaintag.add("dddchengjing");
},
marktext: "经",
intro: {
name: "经(承经)",
name2: "经",
markcount: "expansion",
content: "expansion",
},
subSkill: {
use: {
audio: "dddchengjing",
enable: "phaseUse",
usable: 1,
filterCard: true,
position: "hes",
filter(event, player) {
return player.getExpansions("dddchengjing").length > 0;
},
viewAs(cards, player) {
const card = player.getExpansions("dddchengjing")[0];
return new lib.element.VCard({
name: get.name(card, false),
nature: get.nature(card, false),
storage: { dddchengjing: true },
});
},
popname: true,
prompt() {
const card = get.player().getExpansions("dddchengjing")[0];
return (
"将一张牌当" +
get.translation({
name: get.name(card, false),
nature: get.nature(card, false),
}) +
"使用"
);
},
precontent() {
player
.when("useCardAfter")
.filter(evt => evt.card.storage.dddchengjing)
.then(() => {
var cards = trigger.cards.filterInD("od");
if (!cards.length) {
event.finish();
return;
}
var target = game.findPlayer(current => current.hasMark("dddyouxue"));
if (!target) {
event.finish();
return;
}
target = target.getNext();
event.target = target;
player.chooseBool(`承经:是否将${get.translation(cards)}交给${get.translation(target)}`).set("choice", get.attitude(player, target) > 0);
})
.then(() => {
if (result.bool) {
player.line(event.target);
player.addExpose(0.1);
event.target.gain(trigger.cards.filterInD("od"), "gain2");
}
});
},
},
},
ai: {
combo: "dddyouxue",
},
},
dddyouxue_old: {
audio: 2,
trigger: { global: "roundStart" },
forced: true,
content() {
"step 0";
var vpos = player.hasMark("dddyouxue_old") ? game.filterPlayer2(i => i.getSeatNum() == player.countMark("dddyouxue_old"))[0] : player;
event.vpos = vpos;
player
.chooseTarget("游学:选择你的行动次序", true)
.set("ai", target => {
return get.distance(_status.event.vpos, target);
})
.set("vpos", vpos);
"step 1";
if (result.bool) {
var target = result.targets[0];
if (event.vpos == player) player.line(target, "green");
else player.line2([event.vpos, target], "green");
event.num = get.distance(event.vpos, target);
player.storage["dddyouxue_old"] = target.getSeatNum();
player.addSkill("dddyouxue_old_act");
player.markSkill("dddyouxue_old");
} else event.finish();
"step 2";
var next = player.phaseDraw();
next.set("num", num);
delete next.skill;
"step 3";
player.skip("phaseDraw");
},
marktext: "虚",
intro: {
name: "虚位",
content: "当前虚位为#号",
},
subSkill: {
act: {
trigger: {
global: ["phaseBefore", "phaseAfter", "phaseYouxueed"],
},
forced: true,
firstDo: true,
charlotte: true,
filter(event, player, name) {
if (event.skill) return false;
var vseat = player.countMark("dddyouxue_old");
if (name != "phaseBefore") {
if (player.hasSkill("dddyouxue_old_acted", null, false, false)) return false;
var seat = event.player.getSeatNum();
var next = event.player.next;
if (!game.players.includes(next)) next = game.findNext(next);
var seat2 = next.getSeatNum();
if (seat == seat2) return false;
if (seat < seat2) return vseat > seat && vseat <= seat2;
return seat2 >= vseat;
} else {
return event.player == player;
}
},
content() {
if (event.triggername == "phaseBefore") {
trigger.finish();
trigger.untrigger(true);
trigger._triggered = 5;
trigger.trigger("phaseYouxueed");
} else {
player.insertPhase("dddyouxue_old_act");
player.addTempSkill("dddyouxue_old_acted", "roundStart");
}
},
},
acted: { charlotte: true },
},
},
dddchengjing_old: {
audio: 2,
usable: 1,
enable: "phaseUse",
filter(event, player) {
return player.countCards("hes") > 0 && player.countMark("dddyouxue_old") > 0 && lib.skill["dddchengjing_old"].getList(player).length > 0;
},
getList(player) {
var vpos = player.hasMark("dddyouxue_old") ? game.filterPlayer2(i => i.getSeatNum() == player.countMark("dddyouxue_old"))[0] : player;
if (!vpos || !vpos.isIn()) return [];
var vcard = [];
var history = vpos.getPrevious().actionHistory.filter(evt => !evt.custom.some(i => i["dddyouxue_old"]));
history = history[history.length - 2];
var evts = history.useCard;
for (var evt of evts) {
var card = evt.card;
var type = get.type(card);
if (type != "basic" && type != "trick") continue;
if (card.name == "sha") {
vcard.push(["基本", "", card.name, card.nature]);
} else vcard.push([type, "", card.name]);
}
return vcard;
},
chooseButton: {
dialog(event, player) {
var list = lib.skill["dddchengjing_old"].getList(player);
list.sort((a, b) => {
return 100 * (lib.inpile.indexOf(a[2]) - lib.inpile.indexOf(b[2])) + lib.inpile_nature.indexOf(a[3]) - lib.inpile_nature.indexOf(b[3]);
});
list.filter(vcard => {
return event.filterCard({ name: vcard[2], nature: vcard[3] }, player, event);
});
return ui.create.dialog("承经", [list, "vcard"]);
},
filter(button, player) {
return _status.event.getParent().filterCard({ name: button.link[2] }, player, _status.event.getParent());
},
check(button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player;
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup(links, player) {
return {
filterCard: true,
audio: "dddchengjing_old",
popname: true,
check(card) {
return 8 - get.value(card);
},
position: "hes",
viewAs: {
name: links[0][2],
nature: links[0][3],
storage: { dddchengjing_old: true },
},
precontent() {
player.addTempSkill("dddchengjing_old_effect");
},
};
},
prompt(links, player) {
return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用";
},
},
ai: {
combo: "dddyouxue_old",
order: 1,
result: {
player: 1,
},
},
subSkill: {
effect: {
audio: "dddchengjing_old",
trigger: { global: "useCardAfter" },
charlotte: true,
direct: true,
filter(event, player) {
return event.card && event.card.storage && event.card.storage["dddchengjing_old"];
},
content() {
"step 0";
var damaged = game.hasPlayer2(current => current.hasHistory("damage", evt => evt.card == trigger.card));
event.damaged = damaged;
var vpos = player.hasMark("dddyouxue_old") ? game.filterPlayer2(i => i.getSeatNum() == player.countMark("dddyouxue_old"))[0] : player;
var target = vpos.getNext();
event.target = target;
player
.chooseControl(" +1 ", " -1 ", "cancel2")
.set("prompt", "是否令“虚位”下家(" + get.translation(target) + ")下回合的" + (damaged ? "摸牌数" : "手牌上限") + "+1或-1")
.set("ai", function () {
var sgn = get.sgn(get.attitude(_status.event.player, _status.event.target));
if (sgn == 0) return 2;
if (sgn == 1) return 0;
return 1;
})
.set("target", target);
"step 1";
if (result.index != 2) {
player.logSkill("dddchengjing_old_effect", target);
var name = (event.damaged ? "draw" : "limit") + result.index;
target.addTempSkill("dddchengjing_old_check", {
player: "phaseAfter",
});
target.addMark("dddchengjing_old_" + name, 1, false);
game.log(target, "下回合的" + (event.damaged ? "摸牌数" : "手牌上限"), "#y" + ["+1", "-1"][result.index]);
}
},
},
check: {
trigger: { player: "phaseDrawBegin2" },
charlotte: true,
forced: true,
filter(event, player) {
return player.countMark("dddchengjing_old_draw0") > 0 || player.countMark("dddchengjing_old_draw1") > 0;
},
content() {
trigger.num += player.countMark("dddchengjing_old_draw0") - player.countMark("dddchengjing_old_draw1");
},
mod: {
maxHandcard(player, num) {
return num + player.countMark("dddchengjing_old_limit0") - player.countMark("dddchengjing_old_limit1");
},
},
onremove(player) {
delete player.storage["dddchengjing_old_draw0"];
delete player.storage["dddchengjing_old_draw1"];
delete player.storage["dddchengjing_old_limit0"];
delete player.storage["dddchengjing_old_limit1"];
},
mark: true,
marktext: "承",
intro: {
name: "承经",
content(storage, player) {
var str = "";
if (player.countMark("dddchengjing_old_draw0") || player.countMark("dddchengjing_old_draw1")) {
var num = player.countMark("dddchengjing_old_draw0") - player.countMark("dddchengjing_old_draw1");
str += "<li>摸牌阶段摸牌数" + (num >= 0 ? "+" : "") + num;
}
if (player.countMark("dddchengjing_old_limit0") || player.countMark("dddchengjing_old_limit1")) {
var num = player.countMark("dddchengjing_old_limit0") - player.countMark("dddchengjing_old_limit1");
str += "<li>手牌上限" + (num >= 0 ? "+" : "") + num;
}
return str;
},
},
},
draw0: { charlotte: true },
draw1: { charlotte: true },
limit0: { charlotte: true },
limit1: { charlotte: true },
},
},
dddduanbing: {
enable: "phaseUse",
filter(event, player) {
return player.canAddJudge("bingliang") && player.hasCard(card => lib.skill["dddduanbing"].filterCard(card, player), "he");
},
filterCard(card, player) {
if (get.color(card) != "black" || get.type2(card) == "trick") return false;
return player.canAddJudge(get.autoViewAs({ name: "bingliang" }, [card]));
},
check(card) {
return 8.2 - get.value(card);
},
discard: false,
lose: false,
delay: false,
prepare: "throw",
group: "dddduanbing_effect",
position: "he",
content() {
"step 0";
player.addJudge({ name: "bingliang" }, cards);
"step 1";
game.delayx();
player.draw(2);
"step 2";
player.chooseUseTarget(
{
name: "sha",
isCard: true,
storage: { _dddduanbing: true },
},
false,
"nodistance"
);
},
ai: {
order(item, player) {
return get.order({ name: "sha" }) - 0.1;
},
result: {
player(player) {
return player.getUseValue({ name: "sha" }, false);
},
},
},
subSkill: {
effect: {
trigger: { source: "damageSource" },
charlotte: true,
filter(event, player) {
if (event.getParent().type != "card" || !event.player.isIn()) return false;
return player.hasCard(card => {
return (card.viewAs || card.name) == "bingliang" && event.player.canAddJudge(card);
}, "j");
},
prompt: event => "是否将【兵粮寸断】转移给" + get.translation(event.player) + "",
check(event, player) {
return player.hasCard(card => {
return (
(card.viewAs || card.name) == "bingliang" &&
event.player.canAddJudge(card) &&
get.effect(
event.player,
new lib.element.VCard({
name: "bingliang",
cards: [card],
}),
player,
_status.event.player
) >= 0
);
}, "j");
},
content() {
var cards = player.getCards("j", card => {
return (card.viewAs || card.name) == "bingliang" && trigger.player.canAddJudge(card);
});
var target = trigger.player;
player.line(target);
player.$give(cards, target, false);
cards.forEach(card => {
target.addJudge({ name: "bingliang" }, card);
});
},
},
},
},
//轲比能
dddxiaoxing: {
audio: 2,
trigger: { global: "gameDrawBegin" },
forced: true,
group: "dddxiaoxing_remove",
init(player, skill) {
if (game.online) return;
var bool = get.event().getParent("phaseLoop", true);
if (!bool) return;
if (player.hasSkill(skill)) {
player.logSkill("dddxiaoxing");
player.draw(3);
}
},
content() {
var me = player;
var numx = trigger.num;
trigger.num =
typeof numx == "function"
? function (player) {
if (player == me) {
return 3 + numx(player);
}
return numx(player);
}
: function (player) {
if (player == me) {
return 3 + numx;
}
return numx;
};
},
mod: {
attackRange: (player, num) => num + 3,
maxHandcard: (player, num) => num + 3,
},
subSkill: {
remove: {
trigger: { player: "dying" },
forced: true,
// direct:true,
// filter(event,player){
// return event.source&&event.source.isIn()&&event.source.getEquips(1).length>0;
// },
content() {
player.removeSkills("dddxiaoxing");
},
content_old() {
"step 0";
trigger.source
.chooseBool(get.prompt("dddxiaoxing", player), "废除武器栏,令其失去〖枭行〗")
.set("ai", () => {
if (_status.event.maybe) return Math.random() < 0.5;
return false;
})
.set(
"maybe",
player.countCards("hs", {
name: ["tao", "jiu"],
}) && player.countCards("h") >= 3
);
"step 1";
if (result.bool) {
trigger.source.logSkill("dddxiaoxing", player);
trigger.source.disableEquip(1);
player.removeSkills("dddxiaoxing");
}
},
},
},
},
dddlangzhi: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
logTarget(event, player) {
return game.filterPlayer(current => player.inRange(current) && current.countCards("he"));
},
prompt: "是否发动【狼志】?",
prompt2(event, player) {
return `展示${get.translation(game.filterPlayer(current => player.inRange(current) && current.countCards("he")))}的各一张牌然后选择一项1.用任意张牌替换其中等量张牌2.获得所有展示牌,失去〖狼志〗。`;
},
content() {
"step 0";
event.targets = game.filterPlayer(current => player.inRange(current) && current.countCards("he"));
event.cards = [];
event.num = 0;
"step 1";
var target = targets[num];
event.num++;
event.target = target;
player.choosePlayerCard("狼志:展示" + get.translation(target) + "一张牌", "he", target, true);
"step 2";
if (result.bool) {
var card = result.links[0];
player.showCards(card, get.translation(target) + "被展示");
event.cards.push(card);
}
"step 3";
if (num < targets.length) event.goto(1);
else {
event.videoId = lib.status.videoId++;
if (event.isMine()) {
event.dialog = ui.create.dialog('###是否替换其中的任意张牌?###<div class="text center">或点击“取消”,获得所有展示牌,然后失去〖狼志〗</div>', cards);
event.dialog.videoId = event.videoId;
} else if (player.isOnline2()) {
player.send(
function (cards, id) {
var dialog = ui.create.dialog('###是否替换其中的任意张牌?###<div class="text center">或点击“取消”,获得所有展示牌,然后失去〖狼志〗</div>', cards);
dialog.videoId = id;
},
cards,
event.videoId
);
}
player
.chooseCard([1, cards.length], "he")
.set("ai", card => {
if (ui.selected.cards.length >= _status.event.num) return 0;
return 100 - get.value(card);
})
.set(
"num",
(function () {
if (cards.length < Math.floor(game.countPlayer() / 2 - 0.5)) return 0;
var val = cards.reduce((p, c) => p + get.value(c), 0);
if (val < cards.length * 6) return 0;
var list1 = player.getCards("he").map(card => get.value(card, player)),
list2 = cards.map((card, i) => get.value(card, targets[i]) * get.sgnAttitude(player, targets[i]));
list1.sort((a, b) => a[1] - b[1]);
list2.sort((a, b) => b[1] - a[1]);
list2 = list2.filter(i => i > 0);
var count = 0;
for (var i of list2) {
for (var j = 0; j < list1.length; j++) {
if (i > list1[j]) {
count++;
list1.splice(j, 1);
break;
}
}
}
return count;
})()
)
.set("prompt", false);
}
"step 4";
if (result.bool) {
var cards2 = result.cards;
event.cards2 = cards2;
var func = function (id) {
var dialog = get.idDialog(id);
if (dialog) dialog.content.childNodes[1].innerHTML = '<div class="text center">选择要交换的牌(按选择的顺序一一交换)</div>';
};
if (event.isMine()) func(event.videoId);
else if (player.isOnline2()) player.send(func, event.videoId);
player
.chooseButton(cards2.length, true)
.set("dialog", event.videoId)
.set("ai", button => {
return get.value(button.link);
});
event.goto(6);
} else {
for (var i = 0; i < cards.length; i++) {
targets[i].$give(cards[i], player, false);
}
player.gain(cards, "log");
}
"step 5";
player.removeSkills("dddlangzhi");
event.finish();
"step 6";
game.broadcastAll("closeDialog", event.videoId);
if (result.bool) {
var cards2 = event.cards2,
cards3 = result.links;
if (cards2.length != cards3.length) return;
for (var i = 0; i < cards2.length; i++) {
player.swapHandcards(get.owner(cards3[i]), [cards2[i]], [cards3[i]]);
}
} else event.finish();
"step 7";
game.delayx();
},
},
dddfuyi: {
audio: 2,
zhuSkill: true,
trigger: {
// global:['discardBegin','drawBegin'],
global: "dieAfter",
},
filter(event, player) {
if (!event.source || !event.source.isIn() || event.source.group != "qun") return false;
if (!event.source.countCards("he") < 2) return false;
if (!player.hasZhuSkill("dddfuyi", event.source)) return false;
const skills = player.getStockSkills(true, true).filter(skill => {
return !player.hasSkill(skill, null, false, false);
});
return skills.length > 0;
},
filter_old(event, player) {
var evt = event.getParent();
if (evt.name != "die" || evt.source != event.player || event.player == player) return false;
if (!player.hasZhuSkill("dddfuyi", event.player)) return false;
var skills = player.getSkills("dddxiaoxing", null, false, false);
return !skills.includes("dddxiaoxing") || !skills.includes("dddlangzhi");
},
direct: true,
global: "dddfuyi_sha",
content() {
"step 0";
trigger.source.chooseCard("是否响应" + get.translation(player) + "的【附义】?", "弃置两张牌,令其获得其武将牌上的一个技能", "he", 2, lib.filter.cardDiscardable).set("ai", () => {
let zhu = _status.event.getParent().player;
if (!zhu.getStockSkills(true, true).some(skill => {
return !zhu.hasSkill(skill, null, false, false);
}) || get.attitude(_status.event.player, zhu) <= 2) return 0;
return 6 - get.value(card);
});
"step 1";
if (result.bool) {
player.logSkill("dddfuyi", trigger.source);
trigger.source.discard(result.cards).discarder = trigger.source;
var skills = player.getStockSkills(true, true).filter(skill => {
return !player.hasSkill(skill, null, false, false);
});
if (skills.length == 1) event._result = { control: skills[0] };
else if (!skills.length) event.finish();
else
trigger.source
.chooseControl(skills)
.set(
"choiceList",
skills.map(skill => {
return '<div class="skill">【' + get.translation(lib.translate[skill + "_ab"] || get.translation(skill).slice(0, 2)) + "】</div><div>" + get.skillInfoTranslation(skill, player) + "</div>";
})
)
.set("displayIndex", false)
.set("prompt", `附义:选择令${get.translation(player)}获得一个技能`)
.set("ai", () => {
var controls = get.event("controls");
if (controls.includes("dddxiaoxing")) return "dddxiaoxing";
return controls.sort((a, b) => {
return get.skillrank(b, "inout") - get.skillrank(a, "inout");
})[0];
});
} else event.finish();
"step 2";
var skill = result.control;
player.addSkills(skill);
},
content_old() {
"step 0";
var str = "取消此次奖惩,令其获得";
var skills = player.getSkills("dddxiaoxing", null, false, false);
var bool1 = !skills.includes("dddxiaoxing"),
bool2 = !skills.includes("dddlangzhi");
var choices = [];
if (bool1) {
str += "〖枭行〗";
choices.push("dddxiaoxing");
}
if (bool1 && bool2) str += "/";
if (bool2) {
str += "〖狼志〗";
choices.push("dddlangzhi");
}
if (bool1 && bool2) {
str += "中的一或两个";
choices.push("dddfuyi_both");
}
choices.push("cancel2");
trigger.player
.chooseControl(choices)
.set("prompt", "是否对" + get.translation(player) + "发动【附义】?")
.set("prompt2", str)
.set("ai", () => {
if (get.attitude(_status.event.player, _status.event.getParent().player) <= 2) return "cancel2";
if (_status.event.choices.includes("dddfuyi_both")) return "dddfuyi_both";
if (_status.event.choices.includes("dddlangzhi")) return "dddlangzhi";
return Math.random() < 0.5 ? "dddxiaoxing" : "cancel2";
});
"step 1";
if (result.control != "cancel2") {
trigger.player.logSkill("dddfuyi", player);
trigger.cancel();
var skills = [result.control];
if (result.control == "dddfuyi_both") {
skills = ["dddxiaoxing", "dddlangzhi"];
player.draw(3);
} else event.finish();
player.addSkills(skills);
} else event.finish();
"step 2";
player.removeSkills("dddfuyi");
},
subSkill: {
sha: {
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") {
if (player.group != "qun") return;
return (
num +
game.countPlayer(current => {
return current.hasZhuSkill("dddfuyi", player);
})
);
}
},
},
},
},
},
//曹爽
dddzhuanshe: {
audio: 2,
trigger: { global: "phaseUseBegin" },
filter(event, player) {
return player.countCards("h") > 0 && event.player != player;
},
direct: true,
content() {
"step 0";
player
.chooseCard(get.prompt2("dddzhuanshe", trigger.player))
.set("ai", card => {
var target = _status.event.getTrigger().player;
if (!_status.event.goon) {
if (get.value(card) < 4) return -target.getUseValue(card) + 0.001;
return 0;
}
return target.getUseValue(card);
})
.set("goon", get.attitude(player, trigger.player));
"step 1";
if (result.bool) {
var card = result.cards[0];
player.logSkill("dddzhuanshe", trigger.player);
player.give(card, trigger.player, true);
player.addTempSkill("dddzhuanshe_effect");
player.markAuto("dddzhuanshe_effect", [card.name]);
}
},
subSkill: {
effect: {
audio: "dddzhuanshe",
trigger: { global: "useCard2" },
filter(event, player) {
if (!player.getStorage("dddzhuanshe_effect").includes(event.card.name)) return false;
if (event.player != _status.currentPhase) return false;
var type = get.type(event.card, null, false);
if (type != "basic" && type != "trick") return false;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, event.player, current);
})
) {
return true;
}
}
return false;
},
direct: true,
group: "dddzhuanshe_damage",
charlotte: true,
onremove: true,
content() {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
player
.chooseTarget(get.prompt("dddzhuanshe_effect"), function (card, player, target) {
var player = _status.event.source;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.source;
return get.effect(target, trigger.card, player, _status.event.player);
})
.set("targets", trigger.targets)
.set("card", trigger.card)
.set("source", trigger.player);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (event.targets) {
player.logSkill(event.name, event.targets);
trigger.targets.addArray(event.targets);
game.log(event.targets, "也成为了", trigger.card, "的目标");
}
},
},
damage: {
audio: "dddzhuanshe",
trigger: { global: "phaseEnd" },
filter(event, player) {
var list = player.getStorage("dddzhuanshe_effect").slice();
event.player.getHistory("useCard", evt => {
list.remove(evt.card.name);
});
return list.length;
},
charlotte: true,
logTarget: "player",
prompt2: "对其造成1点伤害",
check(event, player) {
return get.damageEffect(event.player, player, player) >= 0;
},
content() {
trigger.player.damage(player);
},
},
},
},
dddweiqiu: {
audio: 2,
trigger: { global: "recoverBefore" },
filter(event, player) {
return !player.countCards("h");
},
forced: true,
direct: true,
content() {
trigger.player.logSkill("dddweiqiu", player);
trigger.cancel();
player.draw();
},
},
//薛灵芸
dddlianer: {
audio: 2,
trigger: { player: "useCardAfter" },
filter(event, player) {
return event.cards.filterInD("od").length > 0 && get.color(event.card) == "red";
},
content() {
"step 0";
var cards = trigger.cards.filterInD("od");
event.cards = cards;
player.gain(cards, "gain2");
"step 1";
var number = get.number(cards[0]);
if (cards.length == 1 && typeof number == "number") {
player.addTempSkill("dddlianer_ceiling");
player.storage["dddlianer_ceiling"] = number;
}
},
mod: {
aiOrder(player, card, num) {
if (get.itemtype(card) == "card" && get.color(card) == "red") {
if (!player.storage["dddlianer_ceiling"]) return;
var numx = get.number(card);
if (typeof numx == "number") {
return num + 10 / Math.max(1, player.storage["dddlianer_ceiling"] - numx);
}
}
},
},
subSkill: {
ceiling: {
onremove: true,
charlotte: true,
mod: {
cardEnabled(card, player) {
if (!player.storage["dddlianer_ceiling"]) return;
var num = get.number(card);
if (num != "unsure" && (typeof num != "number" || player.storage["dddlianer_ceiling"] <= num)) return false;
},
cardRespondable(card, player) {
if (!player.storage["dddlianer_ceiling"]) return;
var num = get.number(card);
if (num != "unsure" && (typeof num != "number" || player.storage["dddlianer_ceiling"] <= num)) return false;
},
cardSavable(card, player) {
if (!player.storage["dddlianer_ceiling"]) return;
var num = get.number(card);
if (num != "unsure" && (typeof num != "number" || player.storage["dddlianer_ceiling"] <= num)) return false;
},
},
},
},
},
dddanzhi: {
audio: 2,
trigger: { global: "phaseBegin" },
filter(event, player) {
var evts = game.getAllGlobalHistory("everything", evt => ["useCard", "respond"].includes(evt.name));
if (!evts.length) return false;
const color = get.color(evts.lastItem.card, false);
return color == "black";
},
direct: true,
content() {
"step 0";
player.chooseTarget(get.prompt("dddanzhi"), "选择一名角色,此回合其第一次成为黑色牌的目标时,此牌对其无效").set("ai", target => {
return get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dddanzhi", target);
target.addTempSkill("dddanzhi_effect");
}
},
subSkill: {
effect: {
trigger: { target: "useCardToTarget" },
filter(event, player) {
return get.color(event.card) == "black";
},
forced: true,
charlotte: true,
content() {
trigger.targets.remove(player);
trigger.getParent().triggeredTargets2.remove(player);
trigger.untrigger();
game.log(trigger.card, "对", player, "无效了");
game.delayx();
player.removeSkill("dddanzhi_effect");
},
},
},
},
//刘宏
dddshixing: {
audio: 2,
trigger: {
global: ["changeHp", "useCard1", "phaseBefore"],
},
forced: true,
onremove: true,
filter(event, player) {
var num = player.countMark("dddshixing");
if (event.name == "changeHp") {
if (event.player.hasSex("female")) {
var bool = !event.player.isDamaged();
if ((bool && (num & 1) == 0) || (!bool && (num & 1) == 1)) {
return true;
}
}
return false;
}
if (event.name == "useCard") {
var bool = game.getGlobalHistory("useCard", evt => get.type2(evt.card) == "trick").length == 0;
if ((bool && (num & 2) == 0) || (!bool && (num & 2) == 2)) {
return true;
}
return false;
}
return true;
},
content() {
lib.skill["dddshixing"].applyChange(player);
},
applyChange(player) {
player.removeAdditionalSkill("dddshixing");
var bool1 = game.hasPlayer(current => !current.isDamaged() && current.hasSex("female")),
bool2 = game.getGlobalHistory("useCard", evt => get.type2(evt.card) == "trick").length == 0;
player.storage["dddshixing"] = bool1 + 2 * bool2;
var list = [];
if (bool1) list.push("xiangle");
if (bool2) list.push("jiushi");
if (!bool1 && !bool2) list.push("rezhiheng");
player.addAdditionalSkill("dddshixing", list);
},
derivation: ["xiangle", "jiushi", "rezhiheng"],
},
ddddanggu: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return game.countPlayer(current => current.isLinked()) < game.countPlayer(current => current.group == "qun");
},
forced: true,
group: "ddddanggu_negative",
content() {
"step 0";
if (!event.loop) event.loop = 0;
var num = game.countPlayer(current => current.group == "qun") - game.countPlayer(current => current.isLinked());
player
.chooseTarget("党锢:横置至少" + get.cnNumber(num) + "名角色", [num, Infinity], true, (card, player, target) => {
return !target.isLinked();
})
.set("ai", target => {
return get.effect(target, { name: "tiesuo" }, _status.event.player);
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.logSkill("ddddanggu", targets);
targets.forEach(i => i.link());
}
},
discard() {
"step 0";
game.log(player, "进入了弃牌阶段");
event.num = Math.max(0, player.countCards("he", card => !player.canIgnoreHandcard(card)) - player.getHandcardLimit());
if (event.num <= 0) event.finish();
else {
if (lib.config.show_phase_prompt) {
player.popup("弃牌阶段");
}
}
event.trigger("phaseDiscard");
"step 1";
player.chooseToDiscard(num, true, "he");
"step 2";
event.cards = result.cards;
},
subSkill: {
negative: {
trigger: { global: "phaseDiscardBegin" },
filter(event, player) {
return event.player != player && event.player.isLinked();
},
forced: true,
logTarget: "player",
content() {
trigger.setContent(lib.skill["ddddanggu"].discard);
},
},
},
},
dddfuzong: {
audio: 2,
zhuSkill: true,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter(event, player) {
if (!player.hasZhuSkill("dddfuzong")) return false;
return event.name != "phase" || game.phaseNumber == 0;
},
group: "dddfuzong_discard",
content() {
player.draw(
game.countPlayer(current => {
return current.group == "qun";
})
);
},
subSkill: {
discard: {
trigger: { global: "die" },
filter(event, player) {
if (!player.hasZhuSkill("dddfuzong")) return false;
return event.player.group == "qun";
},
zhuSkill: true,
forced: true,
logTarget: "player",
content() {
trigger.player.discardPlayerCard(player, "he", true).set("forceDie", true);
},
},
},
},
//夏侯玄
dddlanghuai: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
zhuanhuanji: true,
direct: true,
content() {
"step 0";
if (player.hasMark("dddxuanlun_del")) event._result = { bool: true };
else
player
.chooseBool(get.prompt("dddlanghuai"), "展示手牌(无牌则不展示),并改为摸其中" + (!player.storage["dddlanghuai"] ? "包含" : "缺少") + "花色数的牌")
.set("ai", () => _status.event.bool)
.set(
"bool",
(function () {
var list = [],
cards = player.getCards("h");
for (var i of cards) {
var suit = get.suit(i, player);
if (!lib.suit.includes(suit)) continue;
list.add(suit);
}
if (player.storage["dddlanghuai"]) {
list = list.removeArray(lib.suit);
}
return (list.length == 2 && !player.storage["dddlanghuai"]) || list.length > 2;
})()
);
"step 1";
if (result.bool) {
player.logSkill("dddlanghuai");
delete player.storage["dddxuanlun_del"];
if (player.countCards("h")) player.showHandcards();
} else event.finish();
"step 2";
var list = [],
cards = player.getCards("h");
for (var i of cards) {
var suit = get.suit(i, player);
if (!lib.suit.includes(suit)) continue;
list.add(suit);
}
if (player.storage["dddlanghuai"]) {
list = lib.suit.slice().removeArray(list);
}
player.changeZhuanhuanji("dddlanghuai");
trigger.changeToZero();
if (list.length) player.draw(list.length);
},
mark: true,
intro: {
content(storage, player) {
return "摸牌阶段,你可展示手牌(无牌则不展示),并改为摸其中" + (!storage ? "包含" : "缺少") + "花色数的牌。";
},
},
marktext: "☯",
},
dddxuanlun: {
audio: 2,
trigger: { player: "damageEnd" },
content() {
player.draw(4);
player.addTempSkill("dddxuanlun_choose");
},
ai: {
maixie: true,
maixie_hp: true,
result: {
effect(card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
var num = 1;
if (get.attitude(player, target) > 0) {
if (player.needsToDiscard()) num = 0.7;
else num = 0.5;
}
if (target.hp >= 4) return [1, num * 2.5];
if (target.hp == 3) return [1, num * 1.5];
if (target.hp == 2) return [1, num * 0.5];
}
},
},
threaten: 0.6,
},
subSkill: {
choose: {
trigger: { global: "phaseEnd" },
forced: true,
charlotte: true,
filter(event, player) {
if (player.hasMark("dddxuanlun_del") && !player.countCards("h")) return false;
return true;
},
content() {
"step 0";
var choices = [];
var choiceList = ["将四张牌以任意顺序置于牌堆顶或底", "删去此项和〖朗怀〗中的“可”,直到你发动〖朗怀〗"];
if (player.countCards("he") >= 4 || player.hasMark("dddxuanlun_del")) choices.push("选项一");
else choiceList[0] = '<span style="opacity:0.5; ">' + choiceList[0] + "</span>";
if (!player.hasMark("dddxuanlun_del")) choices.push("选项二");
else choiceList[1] = '<span style="opacity:0.5; text-decoration:line-through; ">' + choiceList[1] + "</span>";
if (choices.length == 1 && choices[0] == "选项一") event._result = { control: "选项一" };
else
player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("ai", () => {
if (!_status.event.controls.includes("选项一")) return 1;
if (!_status.event.controls.includes("选项二")) return 0;
var player = _status.event.player;
var num = 0;
for (var card of player.getCards("he")) {
if (get.value(card, player) <= 5) num++;
if (num >= 4) break;
}
return num >= 4 ? 0 : 1;
});
"step 1";
game.log(player, "选择了", "#y" + result.control);
if (result.control == "选项一") {
var cards = player.getCards("he");
if (cards.length <= 4)
event._result = {
bool: true,
cards: cards,
};
else player.chooseCard("玄论:将四张牌置于牌堆顶或牌堆底", "he", true, 4);
} else {
player.addMark("dddxuanlun_del", 1, false);
event.finish();
}
"step 2";
if (result.bool) {
var cards = result.cards;
event.cards = cards;
player
.chooseToMove()
.set("list", [["牌堆顶", cards], ["牌堆底"]])
.set("prompt", "玄论:将这些牌置于牌堆顶或牌堆底")
.set("processAI", function (list) {
var cards = list[0][1],
player = _status.event.player;
var target = _status.currentPhase.next;
var att = get.sgn(get.attitude(player, target));
var top = [];
var judges = target.getCards("j");
var stopped = false;
if (player != target || !target.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return (judge(b) - judge(a)) * att;
});
if (judge(cards[0]) * att < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return (get.value(b, player) - get.value(a, player)) * att;
});
while (cards.length) {
if (get.value(cards[0], player) <= 5 == att > 0) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
});
} else event.finish();
"step 3";
if (result.bool) {
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
var cards = top.addArray(bottom);
player.$throw(cards.length, 1000);
player.lose(cards, ui.cardPile).set("top", top).insert_index = function (event, card) {
if (event.top.includes(card)) return ui.cardPile.firstChild;
return null;
};
}
},
},
},
},
//张闿
dddjiexing: {
audio: 2,
trigger: {
global: ["recoverBegin", "useCard"],
},
filter(event, player) {
if (event.player == player) return false;
if (event.name == "recover") return player.isDamaged();
return get.type(event.card, false) == "equip" && event.cards.some(i => get.position(i, true) == "o" && player.canEquip(i, true));
},
limited: true,
skillAnimation: true,
animationColor: "legend",
logTarget: "player",
check(event, player) {
if (get.attitude(player, event.player) >= 0) return false;
if (event.name == "recover") return get.recoverEffect(event.player, player, player) < get.recoverEffect(player, player, player);
return get.effect(event.targets[0], event.card, player, player) < get.effect(player, event.card, player, player);
},
content() {
player.awakenSkill("dddjiexing");
player.addSkill("dddjiexing_reset");
if (trigger.name == "recover") {
trigger.cancel();
player.recover(trigger.num);
} else {
trigger.all_excluded = true;
trigger.targets.length = 0;
var cards = trigger.cards.filterInD();
for (var i of cards) {
if (player.canEquip(i, true)) player.equip(i);
}
}
},
subSkill: {
reset: {
audio: "dddjiexing",
trigger: { player: ["recoverAfter", "useCardAfter"] },
filter(event, player) {
if (event.getParent().name == "dddjiexing") return false;
if (event.name == "useCard") return get.type(event.card, false) == "equip";
return true;
},
forced: true,
charlotte: true,
content() {
player.restoreSkill("dddjiexing");
player.removeSkill("dddjiexing_reset");
},
},
},
},
dddbailei: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
return game.hasPlayer(current => current.isMaxEquip(true) && current.countGainableCards(player, "he")) || game.hasPlayer(current => current.getHp() == 1);
},
direct: true,
content() {
"step 0";
player
.chooseTarget(get.prompt2("dddbailei"), (card, player, target) => {
return (target.isMaxEquip(true) && target.countGainableCards(player, "he")) || target.getHp() == 1;
})
.set("ai", target => {
var att = get.attitude(_status.event.player, target);
if (att >= 3) return false;
if (target.hp == 1) return 100;
return 1;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("dddbailei", target);
if (target.isMaxEquip(true) && target.hp == 1) {
if (target.countGainableCards(player, "he")) {
player.gainPlayerCard("拜泪:获得" + get.translation(target) + "一张牌或点击“取消”对其造成1点伤害", "he", target);
} else event._result = { bool: false };
} else if (target.isMaxEquip(true)) player.gainPlayerCard("拜泪:获得" + get.translation(target) + "一张牌", "he", target, true);
else {
event._result = { bool: false };
}
} else event.finish();
"step 2";
if (!result.bool) {
player.line(target);
// player.trySkillAnimate('dddbailei_animate','dddbailei_animate',player.checkShow('dddbailei'));
target.damage();
game.delayx();
} else event.finish();
"step 3";
if (target.isIn()) {
event.finish();
return;
}
player.removeSkills("dddbailei");
},
subSkill: {
animate: {
skillAnimation: true,
animationColor: "fire",
},
},
},
};
export default skills;