2024-05-03 18:19:41 +00:00
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import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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2024-05-24 16:06:08 +00:00
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//线下E系列
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//鄂焕
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psdiwan: {
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trigger: { player: "useCardToPlayered" },
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filter(event, player) {
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return event.card.name == "sha" && event.isFirstTarget;
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},
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frequent: true,
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usable: 1,
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content() {
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player.draw(trigger.targets.length);
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},
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},
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pssuiluan: {
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trigger: { player: "useCard2" },
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filter(event, player) {
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if (player.group != "qun" || event.card.name != "sha") return false;
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return (
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game.countPlayer(target => {
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return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target);
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}) > 1
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);
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},
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groupSkill: true,
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async cost(event, trigger, player) {
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event.result = await player
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.chooseTarget(
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get.prompt2("pssuiluan"),
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(card, player, target) => {
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const event = get.event().getTrigger();
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return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target);
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},
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2
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)
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.set("ai", target => {
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const player = get.event("player"),
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event = get.event().getTrigger();
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return get.effect(target, event.card, player);
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})
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.forResult();
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},
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async content(event, trigger, player) {
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trigger.targets.addArray(event.targets);
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player.addTempSkill("pssuiluan_effect");
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trigger.card.pssuiluan = true;
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},
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subSkill: {
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effect: {
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charlotte: true,
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trigger: { player: ["useCardAfter", "damageEnd"] },
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filter(event, player) {
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if (event.name == "damage") {
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return player.group != "shu" && event.getParent(4).name == "pssuiluan_effect";
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}
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return event.card.pssuiluan && (event.targets || []).some(i => i.isIn());
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},
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forced: true,
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popup: false,
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forceDie: true,
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async content(event, trigger, player) {
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if (trigger.name == "damage") {
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await player.changeGroup("shu");
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return;
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}
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const targets = trigger.targets.filter(i => i.isIn()).sortBySeat();
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for (const target of targets) {
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await target
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.chooseToUse(function (card, player, event) {
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if (get.name(card) != "sha") return false;
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return lib.filter.filterCard.apply(this, arguments);
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}, "随乱:是否对" + get.translation(player) + "使用一张【杀】?")
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.set("filterTarget", function (card, player, target) {
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if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
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return lib.filter.filterTarget.apply(this, arguments);
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})
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.set("targetRequired", true)
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.set("complexSelect", true)
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.set("sourcex", player);
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}
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},
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},
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},
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},
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psconghan: {
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trigger: { global: "damageSource" },
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filter(event, player) {
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if (player.group != "shu" || !event.source || !event.player.isIn()) return false;
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return event.source.getSeatNum() == 1 && (player.hasSha() || (_status.connectMode && player.countCards("hs")));
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},
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direct: true,
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groupSkill: true,
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content() {
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player
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.chooseToUse(function (card, player, event) {
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if (get.name(card) != "sha") return false;
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return lib.filter.filterCard.apply(this, arguments);
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}, get.prompt2("psconghan", trigger.player))
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.set("filterTarget", function (card, player, target) {
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if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
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return lib.filter.filterTarget.apply(this, arguments);
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})
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.set("targetRequired", true)
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.set("complexSelect", true)
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.set("logSkill", ["psconghan", trigger.player])
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.set("sourcex", trigger.player);
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},
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},
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//肘击
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2024-05-22 12:03:58 +00:00
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psyanmou: {
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getCards(event, player) {
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let cards = [];
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if (event.name == "cardsDiscard") {
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const evt = event.getParent().relatedEvent;
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2024-05-26 13:59:48 +00:00
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if (evt && evt.name == "judge" && evt.player != player) {
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2024-05-22 12:03:58 +00:00
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cards.addArray(event.cards.filter(i => get.position(i, true) == "d"));
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}
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} else {
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if (event.type == "discard" && event.getlx !== false) {
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for (const target of game.filterPlayer2()) {
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if (target == player) continue;
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const evt = event.getl(target);
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if (evt && (evt.cards2 || []).length) {
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cards.addArray((evt.cards2 || []).filter(i => i.original != "j" && get.position(i, true) == "d"));
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}
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}
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}
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}
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return cards.filter(card => {
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return card.name == "huogong" || (card.name == "sha" && game.hasNature(card, "fire"));
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});
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},
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trigger: { global: ["cardsDiscardAfter", "loseAfter", "loseAsyncAfter"] },
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filter(event, player) {
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return lib.skill.psyanmou.getCards(event, player).length;
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},
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prompt2(event, player) {
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return "获得" + get.translation(lib.skill.psyanmou.getCards(event, player));
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},
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frequent: true,
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content() {
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player.gain(lib.skill.psyanmou.getCards(trigger, player), "gain2");
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},
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group: "psyanmou_chooseToUse",
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subSkill: {
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chooseToUse: {
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trigger: {
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player: "gainAfter",
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global: "loseAsyncAfter",
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},
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filter(event, player) {
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return event.getg && event.getg(player).length;
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},
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forced: true,
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locked: false,
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async content(event, trigger, player) {
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let cards = trigger.getg(player);
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await player.showCards(cards, get.translation(player) + "发动了【炎谋】");
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cards = cards.filter(card => {
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if (!player.hasUseTarget(card)) return false;
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return get.name(card) == "huogong" || (get.name(card) == "sha" && game.hasNature(card, "fire"));
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});
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if (cards.length) {
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await player
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.chooseToUse(function (card, player, event) {
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if (!get.event("cards").includes(card)) return false;
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return lib.filter.filterCard.apply(this, arguments);
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}, "炎谋:选择使用其中的一张【火攻】或火【杀】")
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.set("cards", cards)
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.set("filterTarget", function (card, player, target) {
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return lib.filter.filterTarget.apply(this, arguments);
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})
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.set("targetRequired", true)
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.set("complexSelect", true)
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.set("forced", true)
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.set("addCount", false);
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}
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},
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},
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},
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},
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pszhanyan: {
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enable: "phaseUse",
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filter(event, player) {
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return game.hasPlayer(target => player.inRange(target));
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},
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usable: 1,
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delay: 0,
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async content(event, trigger, player) {
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const targets = game
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.filterPlayer(target => {
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return player.inRange(target);
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})
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.sortBySeat();
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let damages = 0,
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puts = 0;
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player.line(targets);
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await game.asyncDelay();
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for (const target of targets) {
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let dialog = ["绽焰:将手牌中或弃牌堆中的一张【火攻】或火【杀】置于牌堆顶,或受到1点火焰伤害"];
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const Tcards = target.getCards("h", card => {
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return get.name(card) == "huogong" || (get.name(card) == "sha" && game.hasNature(card, "fire"));
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});
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const Pcards = Array.from(ui.discardPile.childNodes).filter(card => {
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return card.name == "huogong" || (card.name == "sha" && game.hasNature(card, "fire"));
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});
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if (Tcards.length) {
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dialog.push('<div class="text center">手牌区</div>');
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dialog.push(Tcards);
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}
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if (Pcards.length) {
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dialog.push('<div class="text center">弃牌堆</div>');
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dialog.push(Pcards);
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}
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let result;
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if (Tcards.length + Pcards.length == 0) {
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result = { bool: false };
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} else {
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result = await target
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.chooseButton(dialog)
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.set("ai", button => {
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const player = get.event("player"),
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source = get.event().getParent().player;
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if (get.damageEffect(source, player, player) <= 0 && get.attitude(player, source) <= 0) return 0;
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if (!get.owner(button.link)) return 114514;
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return 20 - get.value(button.link);
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})
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.forResult();
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}
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if (result.bool) {
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puts++;
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const card = result.links[0];
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target.$throw([card], 1000);
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if (get.owner(card)) await get.owner(card).lose([card], ui.special);
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else ui.discardPile.removeChild(card);
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ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
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game.updateRoundNumber();
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} else {
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damages++;
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await target.damage(1, "fire");
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}
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await game.asyncDelay(0.5);
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}
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const num = Math.min(damages, puts);
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if (num) await player.draw(num);
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},
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ai: {
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order: 9,
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result: { player: 1 },
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},
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},
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psyuhuo: {
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trigger: { player: "damageBegin4" },
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filter(event) {
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return event.hasNature("fire");
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},
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forced: true,
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content() {
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trigger.cancel();
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},
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ai: {
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nofire: true,
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effect: {
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target(card, player, target, current) {
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if (get.tag(card, "fireDamage")) return "zerotarget";
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},
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},
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},
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mod: {
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cardDiscardable(card, player, name) {
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if (name == "phaseDiscard" && (get.name(card) == "huogong" || (get.name(card) == "sha" && game.hasNature(card, "fire")))) return false;
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},
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ignoredHandcard(card, player) {
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if (get.name(card) == "huogong" || (get.name(card) == "sha" && game.hasNature(card, "fire"))) return true;
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},
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},
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},
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2024-05-03 18:19:41 +00:00
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//龙起襄樊
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//关羽
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//界界关羽
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dragchaojue: {
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trigger: { player: "phaseZhunbeiBegin" },
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filter(event, player) {
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if (!game.hasPlayer(target => target != player)) return false;
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return player.countCards("h", card => _status.connectMode || lib.filter.cardDiscardable(card, player));
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},
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async cost(event, trigger, player) {
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event.result = await player
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.chooseToDiscard(get.prompt2("dragchaojue"), "h")
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.set("ai", card => {
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const player = get.event("player");
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if (!game.hasPlayer(target => get.attitude(player, target) < 0)) return 0;
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return 7.5 - get.value(card);
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})
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.set("logSkill", "dragchaojue")
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.forResult();
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},
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popup: false,
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async content(event, trigger, player) {
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const targets = game.filterPlayer(target => target != player).sortBySeat();
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if (targets.length) {
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const suits = event.cards
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.reduce((list, card) => list.add(get.suit(card, player)), [])
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.sort((a, b) => {
|
|
|
|
|
return lib.suit.indexOf(a) - lib.suit.indexOf(b);
|
|
|
|
|
});
|
|
|
|
|
player.line(targets);
|
|
|
|
|
for (const i of targets) {
|
|
|
|
|
i.addTempSkill("dragchaojue_buff");
|
|
|
|
|
i.markAuto("dragchaojue_buff", suits);
|
|
|
|
|
}
|
|
|
|
|
for (const target of targets) {
|
|
|
|
|
const {
|
|
|
|
|
result: { bool },
|
|
|
|
|
} = await target
|
|
|
|
|
.chooseToGive(
|
|
|
|
|
player,
|
|
|
|
|
(card, player) => {
|
|
|
|
|
return get.event("suits").includes(get.suit(card));
|
|
|
|
|
},
|
|
|
|
|
"h",
|
|
|
|
|
"give"
|
|
|
|
|
)
|
|
|
|
|
.set("suits", suits)
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
const player = get.event("player"),
|
|
|
|
|
target = get.event().getParent().player;
|
|
|
|
|
const att = get.attitude(player, target);
|
|
|
|
|
if (att > 0) return 7.5 - get.value(card);
|
|
|
|
|
if (att == 0 && get.attitude(target, player) == 0) return 0;
|
|
|
|
|
if (
|
|
|
|
|
att < 0 &&
|
|
|
|
|
get.attitude(target, player) < 0 &&
|
|
|
|
|
player.getSkills(null, false, false).some(skill => {
|
|
|
|
|
if (get.is.locked(skill, player)) return false;
|
|
|
|
|
const info = get.info(skill);
|
|
|
|
|
return info && info.ai && (info.ai.maixie || info.ai.maixie_hp || info.ai.maixie_defend);
|
|
|
|
|
}) &&
|
|
|
|
|
player.getHp() > 2
|
|
|
|
|
)
|
|
|
|
|
return 0;
|
|
|
|
|
return 7.5 - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("prompt", "超绝:交给" + get.translation(player) + "一张" + get.translation(suits) + "手牌,或本回合非锁定技失效");
|
|
|
|
|
if (!bool) target.addTempSkill("fengyin");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
buff: {
|
|
|
|
|
onremove: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled2(card, player) {
|
|
|
|
|
if (player.getStorage("jsrgguanjue_ban").includes(get.suit(card))) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
marktext: "绝",
|
|
|
|
|
intro: { content: "本回合内不能使用或打出$牌" },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dragjunshen: {
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange(card, player) {
|
|
|
|
|
if (get.suit(card) == "diamond" && card.name == "sha") return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
locked: false,
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
return get.color(card) == "red";
|
|
|
|
|
},
|
|
|
|
|
viewAsFilter(player) {
|
|
|
|
|
return player.countCards("hes", { color: "red" });
|
|
|
|
|
},
|
|
|
|
|
position: "hes",
|
|
|
|
|
viewAs: { name: "sha" },
|
|
|
|
|
prompt: "将一张红色牌当作【杀】使用或打出",
|
|
|
|
|
check(card) {
|
|
|
|
|
const val = get.value(card);
|
|
|
|
|
if (_status.event.name == "chooseToRespond") return 1 / Math.max(0.1, val);
|
|
|
|
|
return 5 - val;
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order(item, player) {
|
|
|
|
|
if (!player || !_status.event.type || _status.event.type != "phase") {
|
|
|
|
|
return 0.1;
|
|
|
|
|
}
|
|
|
|
|
return get.order({ name: "sha" }, player) + 0.3;
|
|
|
|
|
},
|
|
|
|
|
respondSha: true,
|
|
|
|
|
skillTagFilter(player) {
|
|
|
|
|
if (!player.countCards("hes", { color: "red" })) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group: ["dragjunshen_add", "dragjunshen_damage"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
add: {
|
|
|
|
|
trigger: { player: "useCard2" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (event.card.name != "sha" || get.suit(event.card) != "heart") return false;
|
|
|
|
|
return game.hasPlayer(target => {
|
|
|
|
|
return target != player && !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
async cost(event, trigger, player) {
|
|
|
|
|
event.result = await player
|
|
|
|
|
.chooseTarget(get.prompt("dragjunshen_add"), "为" + get.translation(trigger.card) + "额外指定一个目标", (card, player, target) => {
|
|
|
|
|
const evt = get.event().getTrigger();
|
|
|
|
|
return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target);
|
|
|
|
|
})
|
|
|
|
|
.set("ai", target => get.effect(target, _status.event.getTrigger().card, _status.event.player))
|
|
|
|
|
.forResult();
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.targets.addArray(event.targets);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
damage: {
|
|
|
|
|
trigger: { source: "damageBegin1" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
const evt = event.getParent(2);
|
|
|
|
|
return evt.name == "useCard" && evt.skill == "dragjunshen";
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
prompt2(event, player) {
|
|
|
|
|
return "令" + get.translation(event.player) + "选择弃置装备区所有牌或令此伤害+1";
|
|
|
|
|
},
|
|
|
|
|
async content(event, trigger, player) {
|
|
|
|
|
const target = trigger.player;
|
|
|
|
|
let result;
|
|
|
|
|
if (!target.countDiscardableCards(target, "e")) result = { index: 1 };
|
|
|
|
|
else
|
|
|
|
|
result = await target
|
|
|
|
|
.chooseControl()
|
|
|
|
|
.set("choiceList", ["弃置装备区所有牌", "令此伤害+1"])
|
|
|
|
|
.set("ai", () => {
|
|
|
|
|
const player = get.event("player"),
|
|
|
|
|
trigger = get.event().getTrigger();
|
|
|
|
|
if (
|
|
|
|
|
player.getHp() <= 2 ||
|
|
|
|
|
player.getDiscardableCards(player, "e").reduce((sum, card) => {
|
|
|
|
|
return sum + get.value(card, player);
|
|
|
|
|
}, 0) < 7
|
|
|
|
|
)
|
|
|
|
|
return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
})
|
|
|
|
|
.forResult();
|
|
|
|
|
if (result.index == 0) {
|
|
|
|
|
await target.discard(target.getDiscardableCards(target, "e"));
|
|
|
|
|
} else trigger.increase("num");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//龙曹仁
|
|
|
|
|
draglizhong: {
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
async cost(event, trigger, player) {
|
|
|
|
|
let choiceList = ["将任意张装备牌至于任意名角色的装备区", "令你或任意名装备区里有牌的角色摸一张牌"],
|
|
|
|
|
choices = ["置入装备", "团体摸牌", "cancel2"];
|
|
|
|
|
if (
|
|
|
|
|
!player.countCards("he", card => {
|
|
|
|
|
if (get.type(card) != "equip") return false;
|
|
|
|
|
return game.hasPlayer(target => {
|
|
|
|
|
return target.canEquip(card);
|
|
|
|
|
});
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
choices.shift();
|
|
|
|
|
choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
|
|
|
|
|
}
|
|
|
|
|
const {
|
|
|
|
|
result: { control },
|
|
|
|
|
} = await player
|
|
|
|
|
.chooseControl(choices)
|
|
|
|
|
.set("prompt", "###" + get.prompt("draglizhong") + "###选择首先执行的一项")
|
|
|
|
|
.set("choiceList", choiceList)
|
|
|
|
|
.set("ai", () => {
|
|
|
|
|
return get.event("controls")[0];
|
|
|
|
|
});
|
|
|
|
|
event.result = { bool: control != "cancel2", cost_data: control };
|
|
|
|
|
},
|
|
|
|
|
async content(event, trigger, player) {
|
|
|
|
|
let choices = ["置入装备", "团体摸牌"],
|
|
|
|
|
used = false;
|
|
|
|
|
if (event.cost_data == "团体摸牌") choices.reverse();
|
|
|
|
|
choices.push(event.cost_data);
|
|
|
|
|
for (let i = 1; i <= 3; i++) {
|
|
|
|
|
if (i == 3 && used) break;
|
|
|
|
|
switch (choices[i - 1]) {
|
|
|
|
|
case "置入装备": {
|
|
|
|
|
while (
|
|
|
|
|
player.hasCard(card => {
|
|
|
|
|
if (get.type(card) != "equip") return false;
|
|
|
|
|
return game.hasPlayer(target => {
|
|
|
|
|
return target.canEquip(card);
|
|
|
|
|
});
|
|
|
|
|
}, "he")
|
|
|
|
|
) {
|
|
|
|
|
const {
|
|
|
|
|
result: { bool, cards, targets },
|
|
|
|
|
} = await player.chooseCardTarget({
|
|
|
|
|
prompt: "厉战:将一张装备牌置于一名角色的装备区",
|
|
|
|
|
filterCard(card) {
|
|
|
|
|
return get.type(card) == "equip";
|
|
|
|
|
},
|
|
|
|
|
position: "he",
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target.canEquip(card);
|
|
|
|
|
},
|
|
|
|
|
ai1(card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
const player = get.event("player");
|
|
|
|
|
const att = get.attitude(player, target);
|
|
|
|
|
if (att <= 0 || target.countCards("e")) return 0;
|
|
|
|
|
return att * (target == player ? 1 : 3);
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
if (bool) {
|
|
|
|
|
if (i == 1 && !used) used = true;
|
|
|
|
|
const card = cards[0],
|
|
|
|
|
target = targets[0];
|
|
|
|
|
player.line(target);
|
|
|
|
|
if (target != player) {
|
|
|
|
|
player.$give(card, target, false);
|
|
|
|
|
}
|
|
|
|
|
await game.asyncDelay(0.5);
|
|
|
|
|
await target.equip(card);
|
|
|
|
|
} else break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case "团体摸牌": {
|
|
|
|
|
const { result } = await player
|
|
|
|
|
.chooseTarget(
|
|
|
|
|
"厉战:令你或任意名装备区有牌的角色摸一张牌",
|
|
|
|
|
(card, player, target) => {
|
|
|
|
|
if (target != player && !target.countCards("e")) return false;
|
|
|
|
|
if (ui.selected.targets.length) {
|
|
|
|
|
const choose = ui.selected.targets[0];
|
|
|
|
|
if (choose == player && !player.countCards("e")) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
[1, Infinity]
|
|
|
|
|
)
|
|
|
|
|
.set("multitarget", true)
|
|
|
|
|
.set("complexTarget", true)
|
|
|
|
|
.set("ai", target => {
|
|
|
|
|
const player = get.event("player");
|
|
|
|
|
if (!player.countCards("e")) {
|
|
|
|
|
if (
|
|
|
|
|
game.countPlayer(choose => {
|
|
|
|
|
return choose.countCards("e") && get.attitude(player, choose) > 0;
|
|
|
|
|
}) > 1 &&
|
|
|
|
|
target == player
|
|
|
|
|
)
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return get.attitude(player, target);
|
|
|
|
|
});
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (i == 1 && !used) used = true;
|
|
|
|
|
const targets = result.targets.sortBySeat();
|
|
|
|
|
player.line(targets);
|
|
|
|
|
choices.addArray(targets);
|
|
|
|
|
for (let j = 0; j < targets.length; j++) {
|
|
|
|
|
await targets[j].draw("nodelay");
|
|
|
|
|
}
|
|
|
|
|
await game.asyncDelayx();
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
choices = choices.slice(3);
|
|
|
|
|
if (choices.length) {
|
|
|
|
|
choices.sortBySeat();
|
|
|
|
|
player.line(choices);
|
|
|
|
|
for (const target of choices) {
|
|
|
|
|
target.addTempSkill("draglizhong_effect", "roundStart");
|
|
|
|
|
}
|
|
|
|
|
await game.asyncDelayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
effect: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard(player, num) {
|
|
|
|
|
return num + 2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "e",
|
|
|
|
|
viewAs: { name: "wuxie" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return player.countCards("e") > 0;
|
|
|
|
|
},
|
|
|
|
|
viewAsFilter(player) {
|
|
|
|
|
return player.countCards("e") > 0;
|
|
|
|
|
},
|
|
|
|
|
prompt: "将一张装备区的牌当作【无懈可击】使用",
|
|
|
|
|
check(card) {
|
|
|
|
|
return 8 - get.equipValue(card);
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
marktext: "守",
|
|
|
|
|
intro: { content: "手牌上限+2,可将装备区的牌当作【无懈可击】使用" },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//撅碎(难视
|
|
|
|
|
dragjuesui: {
|
|
|
|
|
trigger: { global: "dying" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !player.getStorage("dragjuesui").includes(event.player) && event.player.hasEnabledSlot();
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
const target = event.player;
|
|
|
|
|
if (get.attitude(player, target) <= 0) return false;
|
|
|
|
|
return player.countCards("hs", card => player.canSaveCard(card, target)) + target.countCards("hs", card => target.canSaveCard(card, target)) < 1 - target.hp;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
async content(event, trigger, player) {
|
|
|
|
|
const target = trigger.player;
|
|
|
|
|
player.markAuto("dragjuesui", [target]);
|
|
|
|
|
const {
|
|
|
|
|
result: { bool },
|
|
|
|
|
} = await target.chooseBool("是否将体力值回复至1点并废除装备栏?");
|
|
|
|
|
if (bool) {
|
|
|
|
|
await target.recoverTo(1);
|
|
|
|
|
let disables = [];
|
|
|
|
|
for (let i = 1; i <= 5; i++) {
|
|
|
|
|
for (let j = 0; j < target.countEnabledSlot(i); j++) {
|
|
|
|
|
disables.push(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (disables.length) await target.disableEquip(disables);
|
|
|
|
|
target.addSkill("dragjuesui_wusheng");
|
|
|
|
|
} else {
|
|
|
|
|
target.chat("拒绝!");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
init(player) {
|
|
|
|
|
if (player.getStorage("dragjuesui").length) {
|
|
|
|
|
player.markSkill("dragjuesui");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
intro: { content: "已对$发动过此技能" },
|
|
|
|
|
subSkill: {
|
|
|
|
|
wusheng: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
mark: true,
|
|
|
|
|
marktext: "碎",
|
|
|
|
|
intro: { content: "殊死一搏!可将黑色非基本牌当作无次数限制的【杀】使用" },
|
|
|
|
|
mod: {
|
|
|
|
|
cardUsable(card, player, num) {
|
|
|
|
|
if (card.storage && card.storage.dragjuesui) return Infinity;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
return get.color(card) == "black" && get.type(card) != "basic";
|
|
|
|
|
},
|
|
|
|
|
position: "hse",
|
|
|
|
|
viewAs: { name: "sha", storage: { dragjuesui: true } },
|
|
|
|
|
viewAsFilter(player) {
|
|
|
|
|
if (
|
|
|
|
|
!player.countCards("hes", card => {
|
|
|
|
|
return get.color(card) == "black" && get.type(card) != "basic";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
prompt: "将一张黑色非基本牌当作无次数限制的【杀】使用或打出",
|
|
|
|
|
check(card) {
|
|
|
|
|
return 7 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order(item, player) {
|
|
|
|
|
if (!player || !_status.event.type || _status.event.type != "phase") {
|
|
|
|
|
return 0.1;
|
|
|
|
|
}
|
|
|
|
|
return get.order({ name: "sha" }, player) * 0.99;
|
|
|
|
|
},
|
|
|
|
|
respondSha: true,
|
|
|
|
|
skillTagFilter(player) {
|
|
|
|
|
if (
|
|
|
|
|
!player.countCards("hes", card => {
|
|
|
|
|
return get.color(card) == "black" && get.type(card) != "basic";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//吕常×SP淳于琼√
|
|
|
|
|
dragjuwu: {
|
|
|
|
|
trigger: { target: "shaBefore" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return !game.hasNature(event.card) && game.countPlayer(target => event.player.inRange(target)) >= 3;
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
content() {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
2024-05-11 08:40:41 +00:00
|
|
|
|
target_use(card, player, target) {
|
2024-05-03 18:19:41 +00:00
|
|
|
|
if (card.name == "sha" && !game.hasNature(card) && game.countPlayer(targetx => player.inRange(targetx)) >= 3) return "zerotarget";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dragshouxiang: {
|
|
|
|
|
trigger: { player: "phaseDrawBegin2" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
if (!game.hasPlayer(target => target.inRange(player))) return false;
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
check(event, player) {
|
|
|
|
|
if (player.skipList.includes("phaseUse")) return true;
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("h") +
|
|
|
|
|
event.num +
|
|
|
|
|
Math.min(
|
|
|
|
|
5,
|
|
|
|
|
game.countPlayer(target => {
|
|
|
|
|
return target.inRange(player);
|
|
|
|
|
})
|
|
|
|
|
) -
|
|
|
|
|
game.countPlayer(target => {
|
|
|
|
|
return target != player && get.attitude(player, target) > 0;
|
|
|
|
|
}) <=
|
|
|
|
|
player.getHandcardLimit()
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content() {
|
|
|
|
|
trigger.num += Math.min(
|
|
|
|
|
5,
|
|
|
|
|
game.countPlayer(target => target.inRange(player))
|
|
|
|
|
);
|
|
|
|
|
player.skip("phaseUse");
|
|
|
|
|
player.addTempSkill("dragshouxiang_effect");
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
effect: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
trigger: { player: "phaseDiscardBegin" },
|
|
|
|
|
filter(event, player) {
|
|
|
|
|
return game.hasPlayer(target => target.inRange(player));
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
async content(event, trigger, player) {
|
|
|
|
|
const num = Math.min(
|
|
|
|
|
5,
|
|
|
|
|
game.countPlayer(target => target.inRange(player))
|
|
|
|
|
);
|
|
|
|
|
if (num) {
|
|
|
|
|
if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true));
|
|
|
|
|
let list = [];
|
|
|
|
|
while (
|
|
|
|
|
num - list.length > 0 &&
|
|
|
|
|
player.hasCard(card => {
|
|
|
|
|
return !list.some(list => list[1] == card);
|
|
|
|
|
}, "h") &&
|
|
|
|
|
game.hasPlayer(target => {
|
|
|
|
|
return target != player && !list.some(list => list[0] == target);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
const {
|
|
|
|
|
result: { bool, targets, cards },
|
|
|
|
|
} = await player
|
|
|
|
|
.chooseCardTarget({
|
|
|
|
|
prompt: "守襄:你可以交给任意名角色各一张手牌",
|
|
|
|
|
prompt2: "(还可分配" + (num - list.length) + "张)",
|
|
|
|
|
position: "h",
|
|
|
|
|
animate: false,
|
|
|
|
|
filterCard(card, player) {
|
|
|
|
|
return !get.event("list").some(list => list[1] == card);
|
|
|
|
|
},
|
|
|
|
|
filterTarget(card, player, target) {
|
|
|
|
|
return target != player && !get.event("list").some(list => list[0] == target);
|
|
|
|
|
},
|
|
|
|
|
ai1(card) {
|
|
|
|
|
if (card.name == "shan") return 1;
|
|
|
|
|
return Math.random();
|
|
|
|
|
},
|
|
|
|
|
ai2(target) {
|
|
|
|
|
return get.attitude(get.event("player"), target);
|
|
|
|
|
},
|
|
|
|
|
})
|
|
|
|
|
.set("list", list);
|
|
|
|
|
if (bool) {
|
|
|
|
|
list.push([targets[0], cards[0]]);
|
|
|
|
|
player.addGaintag(cards, "olsujian_given");
|
|
|
|
|
} else break;
|
|
|
|
|
}
|
|
|
|
|
if (_status.connectMode) {
|
|
|
|
|
game.broadcastAll(() => {
|
|
|
|
|
delete _status.noclearcountdown;
|
|
|
|
|
game.stopCountChoose();
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
if (list.length) {
|
|
|
|
|
await game
|
|
|
|
|
.loseAsync({
|
|
|
|
|
gain_list: list,
|
|
|
|
|
player: player,
|
|
|
|
|
cards: list.slice().map(list => list[1]),
|
|
|
|
|
giver: player,
|
|
|
|
|
animate: "giveAuto",
|
|
|
|
|
})
|
|
|
|
|
.setContent("gaincardMultiple");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//天书乱斗虚拟偶像线下化
|
|
|
|
|
//小杀
|
|
|
|
|
vtbguisha: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: { global: "useCard" },
|
|
|
|
|
direct: true,
|
|
|
|
|
shaRelated: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player != player && event.card.name == "sha" && player.countCards("he") > 0 && event.player.isPhaseUsing();
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var go = false,
|
|
|
|
|
d1 = false;
|
|
|
|
|
if (get.attitude(player, trigger.player) > 0) {
|
|
|
|
|
for (var target of trigger.targets) {
|
|
|
|
|
if (
|
|
|
|
|
!target.mayHaveShan(
|
|
|
|
|
player,
|
|
|
|
|
"use",
|
|
|
|
|
target.getCards("h", i => {
|
|
|
|
|
return i.hasGaintag("sha_notshan");
|
|
|
|
|
})
|
|
|
|
|
) ||
|
|
|
|
|
trigger.player.hasSkillTag(
|
|
|
|
|
"directHit_ai",
|
|
|
|
|
true,
|
|
|
|
|
{
|
|
|
|
|
target: target,
|
|
|
|
|
card: trigger.card,
|
|
|
|
|
},
|
|
|
|
|
true
|
|
|
|
|
)
|
|
|
|
|
) {
|
|
|
|
|
if (
|
2024-06-01 05:29:32 +00:00
|
|
|
|
get.attitude(player, target) < 0 &&
|
|
|
|
|
!trigger.player.hasSkillTag("jueqing", false, target) &&
|
|
|
|
|
!target.hasSkillTag("filterDamage", null, {
|
2024-05-03 18:19:41 +00:00
|
|
|
|
player: trigger.player,
|
|
|
|
|
card: trigger.card,
|
2024-06-01 05:29:32 +00:00
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
d1 = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
2024-05-03 18:19:41 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (trigger.addCount === false || !trigger.player.isPhaseUsing()) go = false;
|
|
|
|
|
else if (!trigger.player.hasSkill("paoxiao") && !trigger.player.hasSkill("tanlin3") && !trigger.player.hasSkill("zhaxiang2") && !trigger.player.hasSkill("fengnu") && !trigger.player.getEquip("zhuge")) {
|
|
|
|
|
var nh = trigger.player.countCards("h");
|
|
|
|
|
if (player == trigger.player) {
|
|
|
|
|
go = player.countCards("h", "sha") > 0;
|
|
|
|
|
} else if (nh >= 4) {
|
|
|
|
|
go = true;
|
|
|
|
|
} else if (player.countCards("h", "sha")) {
|
|
|
|
|
if (nh == 3) {
|
|
|
|
|
go = Math.random() < 0.8;
|
|
|
|
|
} else if (nh == 2) {
|
|
|
|
|
go = Math.random() < 0.5;
|
|
|
|
|
}
|
|
|
|
|
} else if (nh >= 3) {
|
|
|
|
|
if (nh == 3) {
|
|
|
|
|
go = Math.random() < 0.5;
|
|
|
|
|
} else if (nh == 2) {
|
|
|
|
|
go = Math.random() < 0.2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
go = go * Math.random() + d1 * Math.random() > 0.4;
|
|
|
|
|
//AI停顿
|
|
|
|
|
if (
|
|
|
|
|
go &&
|
|
|
|
|
!event.isMine() &&
|
|
|
|
|
!event.isOnline() &&
|
|
|
|
|
player.hasCard(function (card) {
|
|
|
|
|
return get.value(card) < 6 && lib.filter.cardDiscardable(card, player, event.name);
|
|
|
|
|
}, "he")
|
|
|
|
|
) {
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
var next = player.chooseToDiscard(get.prompt("vtbguisha"), "弃置一张牌,令" + get.translation(trigger.player) + "本次使用的【杀】不计入使用次数,且对" + get.translation(trigger.targets) + "造成的伤害+1", "he");
|
|
|
|
|
next.logSkill = ["vtbguisha", trigger.player];
|
|
|
|
|
next.set("ai", function (card) {
|
|
|
|
|
if (_status.event.go) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
next.set("go", go);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (trigger.addCount !== false) {
|
|
|
|
|
trigger.addCount = false;
|
|
|
|
|
trigger.player.getStat().card.sha--;
|
|
|
|
|
}
|
|
|
|
|
trigger.player.addTempSkill("vtbguisha_bonus");
|
|
|
|
|
if (!trigger.card.storage) trigger.card.storage = {};
|
|
|
|
|
trigger.card.storage.vtbguisha_targets = trigger.targets;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
bonus: {
|
|
|
|
|
trigger: {
|
|
|
|
|
source: "damageBegin1",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card && event.card.name == "sha" && event.card.storage && event.card.storage.vtbguisha_targets && event.card.storage.vtbguisha_targets.includes(event.player);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
vtbshuli: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "damageSource",
|
|
|
|
|
},
|
|
|
|
|
usable: 2,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.source && event.source != player && event.card && event.card.name == "sha" && event.source.isIn();
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, event.source) >= 0 || (get.attitude(player, event.source) >= -4 && get.distance(_status.currentPhase, player, "absolute") > get.distance(_status.currentPhase, event.source, "absolute"));
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var drawers = [trigger.source, player].sortBySeat(_status.currentPhase);
|
|
|
|
|
game.asyncDraw(drawers);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//小闪
|
|
|
|
|
vtbshanwu: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "useCardToTarget",
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
event.card.name == "sha" &&
|
|
|
|
|
event.target != player &&
|
|
|
|
|
event.isFirstTarget &&
|
|
|
|
|
player.hasCard(card => {
|
|
|
|
|
return get.name(card) == "shan" || _status.connectMode;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard(get.prompt("vtbshanwu"), "弃置一张【闪】,取消此【杀】对" + get.translation(trigger.targets) + "的目标", { name: "shan" })
|
|
|
|
|
.set("logSkill", "vtbshanwu")
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (_status.event.goon) return 6 - get.value(card);
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"goon",
|
|
|
|
|
(function () {
|
|
|
|
|
var effect = 0;
|
|
|
|
|
for (var target of trigger.targets) {
|
|
|
|
|
var eff = get.effect(target, trigger.card, trigger.player, player);
|
|
|
|
|
if (
|
|
|
|
|
!target.mayHaveShan(
|
|
|
|
|
player,
|
|
|
|
|
"use",
|
|
|
|
|
target.getCards("h", i => {
|
|
|
|
|
return i.hasGaintag("sha_notshan");
|
|
|
|
|
})
|
|
|
|
|
) ||
|
|
|
|
|
trigger.player.hasSkillTag(
|
|
|
|
|
"directHit_ai",
|
|
|
|
|
true,
|
|
|
|
|
{
|
|
|
|
|
target: target,
|
|
|
|
|
card: trigger.card,
|
|
|
|
|
},
|
|
|
|
|
true
|
|
|
|
|
)
|
|
|
|
|
) {
|
|
|
|
|
eff *= 1.25;
|
|
|
|
|
}
|
|
|
|
|
if (target.hp <= 2) eff *= 1.1;
|
|
|
|
|
effect += eff;
|
|
|
|
|
}
|
|
|
|
|
return effect < 0;
|
|
|
|
|
})()
|
|
|
|
|
);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
game.log(player, "取消了", trigger.card, "的所有目标");
|
|
|
|
|
trigger.targets.length = 0;
|
|
|
|
|
trigger.getParent().triggeredTargets2.length = 0;
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
vtbxianli: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseAfter",
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
usable: 2,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!_status.currentPhase || !_status.currentPhase.isIn() || !_status.currentPhase.countGainableCards(player, "he")) return false;
|
|
|
|
|
var evt = event.getl(player);
|
|
|
|
|
return (
|
|
|
|
|
evt &&
|
|
|
|
|
evt.cards2 &&
|
|
|
|
|
evt.cards2.some(card => {
|
|
|
|
|
return get.name(card, false) == "shan";
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.effect(_status.currentPhase, { name: "shunshou_copy2" }, player, player) > 0;
|
|
|
|
|
},
|
|
|
|
|
prompt2: function (event, player) {
|
|
|
|
|
return "获得" + get.translation(_status.currentPhase) + "的一张牌";
|
|
|
|
|
},
|
|
|
|
|
logTarget: () => _status.currentPhase,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.gainPlayerCard(_status.currentPhase, "he", true);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.15,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//小桃
|
|
|
|
|
vtbtaoyan: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseBegin",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (!_status.vtbtaoyan_count) {
|
|
|
|
|
_status.vtbtaoyan_count = 5;
|
|
|
|
|
}
|
|
|
|
|
player.chooseTarget(get.prompt("vtbtaoyan"), "令一或两名其他角色摸一张牌并从游戏外获得一张【桃】(♥6)", lib.filter.notMe, [1, 2]).set("ai", target => {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.recoverEffect(target, player, player) / 2 + get.attitude(player, target);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var targets = result.targets.slice();
|
|
|
|
|
targets.sortBySeat();
|
|
|
|
|
player.logSkill("vtbtaoyan", targets);
|
|
|
|
|
game.broadcastAll(function () {
|
|
|
|
|
if (!lib.inpile.includes("tao")) {
|
|
|
|
|
lib.inpile.add("tao");
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
player.addSkill("vtbtaoyan_remove");
|
|
|
|
|
for (var target of targets) {
|
|
|
|
|
target.draw();
|
|
|
|
|
if (!_status.vtbtaoyan_count) continue;
|
|
|
|
|
if (!_status.vtbtaoyan_cards) _status.vtbtaoyan_cards = [];
|
|
|
|
|
_status.vtbtaoyan_count--;
|
|
|
|
|
var card = game.createCard("tao", "heart", 6);
|
|
|
|
|
_status.vtbtaoyan_cards.push(card.cardid);
|
|
|
|
|
target.gain(card, "gain2");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.3,
|
|
|
|
|
threaten: 3.2,
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
remove: {
|
|
|
|
|
trigger: {
|
|
|
|
|
global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"],
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
forceDie: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (typeof _status.vtbtaoyan_count != "number") return false;
|
|
|
|
|
var cards = event.getd();
|
|
|
|
|
return cards.some(card => {
|
|
|
|
|
return _status.vtbtaoyan_cards.includes(card.cardid);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var cards = trigger.getd(),
|
|
|
|
|
remove = [];
|
|
|
|
|
for (var card of cards) {
|
|
|
|
|
if (_status.vtbtaoyan_cards.includes(card.cardid)) {
|
|
|
|
|
_status.vtbtaoyan_cards.remove(card.cardid);
|
|
|
|
|
remove.push(card);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (remove.length) {
|
|
|
|
|
remove.forEach(i => {
|
|
|
|
|
i.remove();
|
|
|
|
|
_status.vtbtaoyan_count++;
|
|
|
|
|
});
|
|
|
|
|
game.log(remove, "被移出了游戏");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
vtbyanli: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "dying",
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (player.hasSkill("vtbyanli_used")) return false;
|
|
|
|
|
if (_status.currentPhase == player) return false;
|
|
|
|
|
return event.player.hp <= 0;
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.recoverEffect(event.player, player, player) > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.addTempSkill("vtbyanli_used", "roundStart");
|
|
|
|
|
trigger.player.recover(1 - trigger.player.hp);
|
|
|
|
|
trigger.player.draw();
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
used: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//小乐
|
|
|
|
|
vtbleyu: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBegin",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("he") >= 3;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard(get.prompt2("vtbleyu", trigger.player), 3, "he")
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (ui.selected.cards.length == 2) return 10 - get.value(card);
|
|
|
|
|
if (_status.event.effect > 0) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set("effect", trigger.player.hasJudge("lebu") ? 0 : get.effect(trigger.player, { name: "lebu" }, player, player))
|
|
|
|
|
.set("logSkill", ["vtbleyu", trigger.player]);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
trigger.player.judge(lib.card.lebu.judge).judge2 = lib.card.lebu.judge2;
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (!result.bool) {
|
|
|
|
|
trigger.player.skip("phaseUse");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.3,
|
|
|
|
|
threaten: 2.9,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
vtbyuanli: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: { global: ["phaseUseSkipped", "phaseUseCancelled"] },
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(get.prompt2("vtbyuanli"), lib.filter.notMe).set("ai", target => get.attitude(_status.event.player, target) + 1);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("vtbyuanli", result.targets[0]);
|
|
|
|
|
game.asyncDraw([player, result.targets[0]].sortBySeat(_status.currentPhase));
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
vtbmeiniang: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: { global: "phaseUseBegin" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player != player;
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, event.player) > 0 && event.player.getUseValue("jiu") >= 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.player.chooseUseTarget("jiu", true, false);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
vtbyaoli: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: { global: "useCardAfter" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card.name == "jiu" && event.player != player && event.player.isPhaseUsing();
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, event.player) > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.player.addTempSkill("vtbyaoli_effect");
|
|
|
|
|
trigger.player.addMark("vtbyaoli_effect", 1, false);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.15,
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
effect: {
|
|
|
|
|
audio: "vtbyaoli",
|
|
|
|
|
charlotte: true,
|
|
|
|
|
trigger: { player: "useCard2" },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
onremove: true,
|
|
|
|
|
nopop: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card.name == "sha" && player.countMark("vtbyaoli_effect") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.directHit.addArray(game.filterPlayer());
|
|
|
|
|
var num = player.countMark("vtbyaoli_effect");
|
|
|
|
|
if (
|
|
|
|
|
!game.hasPlayer(current => {
|
|
|
|
|
return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, player, current);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
event.finish();
|
|
|
|
|
else
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget("媱丽:是否为" + get.translation(trigger.card) + "额外指定" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "个目标?", num == 1 ? 1 : [1, num], (card, player, target) => {
|
|
|
|
|
return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target);
|
|
|
|
|
})
|
|
|
|
|
.set("sourcex", trigger.targets)
|
|
|
|
|
.set("ai", target => {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.effect(target, _status.event.card, player, player);
|
|
|
|
|
})
|
|
|
|
|
.set("card", trigger.card);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (!event.isMine() && !event.isOnline()) game.delayx();
|
|
|
|
|
event.targets = result.targets;
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
player.logSkill("vtbyaoli_effect", event.targets);
|
|
|
|
|
trigger.targets.addArray(event.targets);
|
|
|
|
|
player.removeSkill("vtbyaoli_effect");
|
|
|
|
|
},
|
|
|
|
|
marktext: "媱",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "下一张【杀】不可被响应且可以额外指定&个目标",
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
directHit_ai: true,
|
|
|
|
|
skillTagFilter: function (player, tag, arg) {
|
|
|
|
|
return arg.card.name == "sha";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S特015神马超
|
|
|
|
|
psshouli: {
|
|
|
|
|
audio: "shouli",
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
hiddenCard: function (player, name) {
|
|
|
|
|
if (player != _status.currentPhase && (name == "sha" || name == "shan")) return true;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.responded || event.psshouli || event.type == "wuxie") return false;
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.getEquips(4).length > 0;
|
|
|
|
|
}) &&
|
|
|
|
|
event.filterCard(
|
|
|
|
|
get.autoViewAs(
|
|
|
|
|
{
|
|
|
|
|
name: "sha",
|
|
|
|
|
storage: { psshouli: true },
|
|
|
|
|
},
|
|
|
|
|
"unsure"
|
|
|
|
|
),
|
|
|
|
|
player,
|
|
|
|
|
event
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current.getEquips(3).length > 0;
|
|
|
|
|
}) &&
|
|
|
|
|
event.filterCard(
|
|
|
|
|
get.autoViewAs(
|
|
|
|
|
{
|
|
|
|
|
name: "shan",
|
|
|
|
|
storage: { psshouli: true },
|
|
|
|
|
},
|
|
|
|
|
"unsure"
|
|
|
|
|
),
|
|
|
|
|
player,
|
|
|
|
|
event
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
delay: false,
|
|
|
|
|
locked: true,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
var event = _status.event,
|
|
|
|
|
evt = event;
|
|
|
|
|
if (event._backup) evt = event._backup;
|
|
|
|
|
var equip3 = target.getCards("e", card => get.is.defendingMount(card, false));
|
|
|
|
|
var equip4 = target.getCards("e", card => get.is.attackingMount(card, false));
|
|
|
|
|
if (
|
|
|
|
|
equip3.length &&
|
|
|
|
|
equip3.some(card =>
|
|
|
|
|
evt.filterCard(
|
|
|
|
|
get.autoViewAs(
|
|
|
|
|
{
|
|
|
|
|
name: "shan",
|
|
|
|
|
storage: { psshouli: true },
|
|
|
|
|
},
|
|
|
|
|
[card]
|
|
|
|
|
),
|
|
|
|
|
player,
|
|
|
|
|
event
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
return equip4.some(card => {
|
|
|
|
|
var sha = get.autoViewAs(
|
|
|
|
|
{
|
|
|
|
|
name: "sha",
|
|
|
|
|
storage: { psshouli: true },
|
|
|
|
|
},
|
|
|
|
|
[card]
|
|
|
|
|
);
|
|
|
|
|
if (evt.filterCard(sha, player, event)) {
|
|
|
|
|
if (!evt.filterTarget) return true;
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return evt.filterTarget(sha, player, current);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
prompt: "将场上的一张坐骑牌当做【杀】或【闪】使用或打出",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var evt = event.getParent(2);
|
|
|
|
|
evt.set("psshouli", true);
|
|
|
|
|
var list = [];
|
|
|
|
|
var equip3 = target.getCards("e", card => get.is.defendingMount(card, false));
|
|
|
|
|
var equip4 = target.getCards("e", card => get.is.attackingMount(card, false));
|
|
|
|
|
var backupx = _status.event;
|
|
|
|
|
_status.event = evt;
|
|
|
|
|
try {
|
|
|
|
|
if (
|
|
|
|
|
equip3.length &&
|
|
|
|
|
equip3.some(card => {
|
|
|
|
|
var shan = get.autoViewAs(
|
|
|
|
|
{
|
|
|
|
|
name: "shan",
|
|
|
|
|
storage: { psshouli: true },
|
|
|
|
|
},
|
|
|
|
|
[card]
|
|
|
|
|
);
|
|
|
|
|
if (evt.filterCard(shan, player, event)) return true;
|
|
|
|
|
return false;
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
list.push("shan");
|
|
|
|
|
}
|
|
|
|
|
if (
|
|
|
|
|
equip4.length &&
|
|
|
|
|
equip4.some(card => {
|
|
|
|
|
var sha = get.autoViewAs(
|
|
|
|
|
{
|
|
|
|
|
name: "sha",
|
|
|
|
|
storage: { psshouli: true },
|
|
|
|
|
},
|
|
|
|
|
[card]
|
|
|
|
|
);
|
|
|
|
|
if (
|
|
|
|
|
evt.filterCard(sha, player, evt) &&
|
|
|
|
|
(!evt.filterTarget ||
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return evt.filterTarget(sha, player, current);
|
|
|
|
|
}))
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
return false;
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
list.push("sha");
|
|
|
|
|
}
|
|
|
|
|
} catch (e) {
|
|
|
|
|
game.print(e);
|
|
|
|
|
}
|
|
|
|
|
_status.event = backupx;
|
|
|
|
|
if (list.length == 1) {
|
|
|
|
|
event.cardName = list[0];
|
|
|
|
|
var cards = list[0] == "shan" ? equip3 : equip4;
|
|
|
|
|
if (cards.length == 1)
|
|
|
|
|
event._result = {
|
|
|
|
|
bool: true,
|
|
|
|
|
links: [cards[0]],
|
|
|
|
|
};
|
|
|
|
|
else
|
|
|
|
|
player
|
|
|
|
|
.choosePlayerCard(true, target, "e")
|
|
|
|
|
.set("filterButton", function (button) {
|
|
|
|
|
return _status.event.cards.includes(button.link);
|
|
|
|
|
})
|
|
|
|
|
.set("cards", cards);
|
|
|
|
|
} else
|
|
|
|
|
player.choosePlayerCard(true, target, "e").set("filterButton", function (button) {
|
|
|
|
|
var card = button.link;
|
|
|
|
|
return get.is.attackingMount(card) || get.is.defendingMount(card);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
var evt = event.getParent(2);
|
|
|
|
|
if (result.bool && result.links && result.links.length) {
|
|
|
|
|
var name = event.cardName || (get.is.attackingMount(result.links[0]) ? "sha" : "shan");
|
|
|
|
|
if (evt.name == "chooseToUse") {
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (result, name) {
|
|
|
|
|
lib.skill.psshouli_backup.viewAs = {
|
|
|
|
|
name: name,
|
|
|
|
|
cards: [result],
|
|
|
|
|
storage: { psshouli: true },
|
|
|
|
|
};
|
|
|
|
|
lib.skill.psshouli_backup.prompt = "选择" + get.translation(name) + "(" + get.translation(result) + ")的目标";
|
|
|
|
|
},
|
|
|
|
|
result.links[0],
|
|
|
|
|
name
|
|
|
|
|
);
|
|
|
|
|
evt.set("_backupevent", "psshouli_backup");
|
|
|
|
|
evt.backup("psshouli_backup");
|
|
|
|
|
evt.set("openskilldialog", "选择" + get.translation(name) + "(" + get.translation(result.links[0]) + ")的目标");
|
|
|
|
|
evt.set("norestore", true);
|
|
|
|
|
evt.set("custom", {
|
|
|
|
|
add: {},
|
|
|
|
|
replace: { window: function () {} },
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
delete evt.result.skill;
|
|
|
|
|
delete evt.result.used;
|
|
|
|
|
evt.result.card = get.autoViewAs(
|
|
|
|
|
{
|
|
|
|
|
name: name,
|
|
|
|
|
cards: [result.links[0]],
|
|
|
|
|
storage: { psshouli: true },
|
|
|
|
|
},
|
|
|
|
|
result.links
|
|
|
|
|
);
|
|
|
|
|
evt.result.cards = [result.links[0]];
|
|
|
|
|
target.$give(result.links[0], player, false);
|
|
|
|
|
if (player != target) target.addTempSkill("fengyin");
|
|
|
|
|
target.addTempSkill("psshouli_thunder");
|
|
|
|
|
player.addTempSkill("psshouli_thunder");
|
|
|
|
|
evt.redo();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
evt.goto(0);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
respondSha: true,
|
|
|
|
|
respondShan: true,
|
|
|
|
|
skillTagFilter: function (player, tag) {
|
|
|
|
|
var func = get.is[tag == "respondSha" ? "attackingMount" : "defendingMount"];
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return current.hasCard(card => func(card, false), "e");
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
order: 2,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player, target) {
|
|
|
|
|
var att = Math.max(8, get.attitude(player, target));
|
|
|
|
|
if (_status.event.type != "phase") return 9 - att;
|
|
|
|
|
if (!player.hasValueTarget({ name: "sha" })) return 0;
|
|
|
|
|
return 9 - att;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group: "psshouli_init",
|
|
|
|
|
subSkill: {
|
|
|
|
|
thunder: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
trigger: { player: "damageBegin1" },
|
|
|
|
|
forced: true,
|
|
|
|
|
mark: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.num++;
|
|
|
|
|
game.setNature(trigger, "thunder");
|
|
|
|
|
},
|
|
|
|
|
marktext: "⚡",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "受到的伤害+1且改为雷属性",
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target: (card, player, target) => {
|
|
|
|
|
if (!get.tag(card, "damage")) return;
|
|
|
|
|
if (target.hasSkillTag("nodamage") || target.hasSkillTag("nothunder")) return "zeroplayertarget";
|
|
|
|
|
if (
|
|
|
|
|
target.hasSkillTag("filterDamage", null, {
|
|
|
|
|
player: player,
|
|
|
|
|
card: new lib.element.VCard(
|
|
|
|
|
{
|
|
|
|
|
name: card.name,
|
|
|
|
|
nature: "thunder",
|
|
|
|
|
},
|
|
|
|
|
[card]
|
|
|
|
|
),
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return;
|
|
|
|
|
return 2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
init: {
|
|
|
|
|
audio: "psshouli",
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBefore",
|
|
|
|
|
player: "enterGame",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.name != "phase" || game.phaseNumber == 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: () => game.filterPlayer(),
|
|
|
|
|
equips: [
|
|
|
|
|
["heart", 5, "chitu"],
|
|
|
|
|
["diamond", 13, "zixin"],
|
|
|
|
|
["spade", 5, "jueying"],
|
|
|
|
|
["diamond", 13, "hualiu"],
|
|
|
|
|
["club", 5, "dilu"],
|
|
|
|
|
["spade", 13, "dawan"],
|
|
|
|
|
["heart", 13, "zhuahuang"],
|
|
|
|
|
["heart", 3, "jingfanma"],
|
|
|
|
|
],
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.targets = game.filterPlayer().sortBySeat(_status.firstAct2 || game.zhong || game.zhu || _status.firstAct || player);
|
|
|
|
|
event.target = event.targets.shift();
|
|
|
|
|
game.delayx();
|
|
|
|
|
"step 1";
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
target
|
|
|
|
|
.chooseToUse("狩骊:使用一张坐骑牌并摸一张牌,或使用一张坐骑牌指示物", function (card, player, event) {
|
|
|
|
|
if (get.subtype(card) != "equip3" && get.subtype(card) != "equip4" && get.subtype(card) != "equip6") return false;
|
|
|
|
|
return lib.filter.filterCard.apply(this, arguments);
|
|
|
|
|
})
|
|
|
|
|
.set("ai", () => 1);
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) target.draw();
|
|
|
|
|
else {
|
|
|
|
|
var cardx = lib.skill.psshouli_init.equips.randomRemove();
|
|
|
|
|
if (!cardx) return;
|
|
|
|
|
cardx = {
|
|
|
|
|
suit: cardx[0],
|
|
|
|
|
number: cardx[1],
|
|
|
|
|
name: cardx[2],
|
|
|
|
|
};
|
|
|
|
|
var card = game.createCard(cardx);
|
|
|
|
|
if (!_status.psshouli_equips) _status.psshouli_equips = [];
|
|
|
|
|
_status.psshouli_equips.push(card.cardid);
|
|
|
|
|
if (card) {
|
|
|
|
|
target.chooseUseTarget(card, true, "nopopup", "noanimate");
|
|
|
|
|
player.addSkill("psshouli_remove");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
event.target = event.targets.shift();
|
|
|
|
|
if (event.target) {
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
remove: {
|
|
|
|
|
trigger: {
|
|
|
|
|
global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"],
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
forceDie: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!_status.psshouli_equips || !_status.psshouli_equips.length) return false;
|
|
|
|
|
var cards = event.getd();
|
|
|
|
|
return cards.filter(i => _status.psshouli_equips.includes(i.cardid)).length;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var cards = trigger.getd(),
|
|
|
|
|
remove = [];
|
|
|
|
|
for (var card of cards) {
|
|
|
|
|
if (_status.psshouli_equips.includes(card.cardid)) {
|
|
|
|
|
_status.psshouli_equips.remove(card.cardid);
|
|
|
|
|
remove.push(card);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (remove.length) {
|
|
|
|
|
game.cardsGotoSpecial(remove);
|
|
|
|
|
lib.skill.psshouli_init.equips.addArray(remove.map(i => [i.suit, i.number, i.name]));
|
|
|
|
|
game.log("坐骑指示物", remove, "被移出了游戏");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
psshouli_backup: {
|
|
|
|
|
sourceSkill: "psshouli",
|
|
|
|
|
precontent: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
delete event.result.skill;
|
|
|
|
|
event.result._apply_args = { throw: false };
|
|
|
|
|
var cards = event.result.card.cards;
|
|
|
|
|
event.result.cards = cards;
|
|
|
|
|
var owner = get.owner(cards[0]);
|
|
|
|
|
event.target = owner;
|
|
|
|
|
owner.$throw(cards[0]);
|
|
|
|
|
player.popup(event.result.card.name, "metal");
|
|
|
|
|
game.delayx();
|
|
|
|
|
event.getParent().addCount = false;
|
|
|
|
|
"step 1";
|
|
|
|
|
if (player != target) target.addTempSkill("fengyin");
|
|
|
|
|
target.addTempSkill("psshouli_thunder");
|
|
|
|
|
player.addTempSkill("psshouli_thunder");
|
|
|
|
|
},
|
|
|
|
|
filterCard: function () {
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
prompt: "请选择【杀】的目标",
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
},
|
|
|
|
|
pshengwu: {
|
|
|
|
|
audio: "hengwu",
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder: (player, card, num) => {
|
|
|
|
|
if (num > 0 && get.tag(card, "draw") && ui.cardPile.childNodes.length + ui.discardPile.childNodes.length < 20) return 0;
|
|
|
|
|
},
|
|
|
|
|
aiValue: (player, card, num) => {
|
|
|
|
|
if (num > 0 && card.name === "zhuge") return 20;
|
|
|
|
|
},
|
|
|
|
|
aiUseful: (player, card, num) => {
|
|
|
|
|
if (num > 0 && card.name === "zhuge") return 10;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: ["useCard", "respond"] },
|
|
|
|
|
direct: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return game.hasPlayer(i => i.countCards("ej", cardx => get.type(cardx) == "equip" && get.suit(event.card) == get.suit(cardx)));
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var suit = get.suit(trigger.card),
|
|
|
|
|
extra = game
|
|
|
|
|
.filterPlayer()
|
|
|
|
|
.map(i =>
|
|
|
|
|
i.countCards("ej", cardx => {
|
|
|
|
|
return get.type(cardx) == "equip" && get.suit(trigger.card) == get.suit(cardx);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
.reduce((p, c) => p + c);
|
|
|
|
|
var prompt2 = "弃置任意张" + get.translation(suit) + "手牌,然后摸X张牌(X为你弃置的牌数+" + extra + ")";
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard("h", [1, player.countCards("h", { suit: suit })], { suit: suit })
|
|
|
|
|
.set("prompt", get.prompt("pshengwu"))
|
|
|
|
|
.set("prompt2", prompt2)
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (_status.event.tie) return 0;
|
|
|
|
|
let player = _status.event.player;
|
|
|
|
|
if (_status.event.goon) return 12 - get.value(card);
|
|
|
|
|
if (player == _status.currentPhase) {
|
|
|
|
|
if (["shan", "caochuan", "tao", "wuxie"].includes(card.name)) return 8 - get.value(card);
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 5.5 - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("goon", player.countCards("h", { suit: suit }) == 1)
|
|
|
|
|
.set("tie", extra > ui.cardPile.childNodes.length + ui.discardPile.childNodes.length)
|
|
|
|
|
.set("logSkill", "pshengwu");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var num = result.cards.length;
|
|
|
|
|
player.draw(
|
|
|
|
|
num +
|
|
|
|
|
game
|
|
|
|
|
.filterPlayer()
|
|
|
|
|
.map(i => i.countCards("ej", cardx => get.type(cardx) == "equip" && get.suit(trigger.card) == get.suit(cardx)))
|
|
|
|
|
.reduce((p, c) => p + c)
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 100,
|
|
|
|
|
reverseEquip: true,
|
|
|
|
|
effect: {
|
2024-05-11 08:40:41 +00:00
|
|
|
|
player_use(card, player, target) {
|
2024-05-03 18:19:41 +00:00
|
|
|
|
if (typeof card !== "object") return;
|
|
|
|
|
let suit = get.suit(card);
|
|
|
|
|
if (
|
|
|
|
|
!lib.suit.includes(suit) ||
|
|
|
|
|
player.hasCard(function (i) {
|
|
|
|
|
return get.suit(i, player) == suit;
|
|
|
|
|
}, "h")
|
|
|
|
|
)
|
|
|
|
|
return;
|
|
|
|
|
return [
|
|
|
|
|
1,
|
|
|
|
|
game.countPlayer(current => {
|
|
|
|
|
return current.countCards("e", card => {
|
|
|
|
|
return get.suit(card, current) == suit;
|
|
|
|
|
});
|
|
|
|
|
}),
|
|
|
|
|
];
|
|
|
|
|
},
|
2024-05-11 08:40:41 +00:00
|
|
|
|
target(card, player, target) {
|
2024-05-03 18:19:41 +00:00
|
|
|
|
if (
|
|
|
|
|
card.name === "sha" &&
|
|
|
|
|
!player.hasSkillTag(
|
|
|
|
|
"directHit_ai",
|
|
|
|
|
true,
|
|
|
|
|
{
|
|
|
|
|
target: target,
|
|
|
|
|
card: card,
|
|
|
|
|
},
|
|
|
|
|
true
|
|
|
|
|
) &&
|
|
|
|
|
game.hasPlayer(current => {
|
|
|
|
|
return current.hasCard(cardx => {
|
|
|
|
|
return get.subtype(cardx) === "equip3";
|
|
|
|
|
}, "e");
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return [0, -0.5];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//战役篇田丰
|
|
|
|
|
gzsuishi: {
|
|
|
|
|
audio: "suishi",
|
|
|
|
|
preHidden: ["gzsuishi2"],
|
|
|
|
|
trigger: { global: "dying" },
|
|
|
|
|
forced: true,
|
|
|
|
|
//priority:6.5,
|
|
|
|
|
check: function () {
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player != player && event.parent.name == "damage" && event.parent.source && event.parent.source.isFriendOf(player);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
halfneg: true,
|
|
|
|
|
},
|
|
|
|
|
group: "gzsuishi2",
|
|
|
|
|
},
|
|
|
|
|
gzsuishi2: {
|
|
|
|
|
audio: "suishi",
|
|
|
|
|
trigger: { global: "dieAfter" },
|
|
|
|
|
forced: true,
|
|
|
|
|
check: function () {
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player.isFriendOf(player);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.loseHp();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//战役篇孔融
|
|
|
|
|
zymingshi: {
|
|
|
|
|
audio: "mingshi",
|
|
|
|
|
forced: true,
|
|
|
|
|
trigger: { target: "useCardToBefore" },
|
|
|
|
|
priority: 15,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!player.hasEmptySlot(2)) return false;
|
|
|
|
|
if (event.card.name != "sha") return false;
|
|
|
|
|
return game.hasNature(event.card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
2024-05-11 08:40:41 +00:00
|
|
|
|
target_use(card, player, target) {
|
2024-05-03 18:19:41 +00:00
|
|
|
|
if (card.name === "sha" && game.hasNature(card) && target.hasEmptySlot(2)) return "zeroplayertarget";
|
|
|
|
|
if (get.subtype(card) == "equip2" && target.isEmpty(2)) return [0.6, -0.8];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//战役篇蒋钦
|
|
|
|
|
zyshangyi: {
|
|
|
|
|
audio: "shangyi",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
target.viewHandcards(player);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!target.countCards("h")) event.finish();
|
|
|
|
|
else player.chooseCardButton(target, target.getCards("h"));
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
target.discard(result.links[0]);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 11,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
return -target.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten: 1.1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗K系列杜预
|
|
|
|
|
pkwuku: {
|
|
|
|
|
audio: "spwuku",
|
|
|
|
|
trigger: { global: "useCard" },
|
|
|
|
|
forced: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (get.type(event.card) != "equip") return false;
|
|
|
|
|
return player.countMark("pkwuku") < 3;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addMark("pkwuku", 1);
|
|
|
|
|
},
|
|
|
|
|
marktext: "库",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "mark",
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "pksanchen",
|
|
|
|
|
threaten: 3.6,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
pksanchen: {
|
|
|
|
|
audio: "spsanchen",
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
juexingji: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "gray",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countMark("pkwuku") > 2;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.awakenSkill("pksanchen");
|
|
|
|
|
player.gainMaxHp();
|
|
|
|
|
player.recover();
|
|
|
|
|
player.addSkills("pkmiewu");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "pkwuku",
|
|
|
|
|
},
|
|
|
|
|
derivation: "pkmiewu",
|
|
|
|
|
},
|
|
|
|
|
pkmiewu: {
|
|
|
|
|
audio: "spmiewu",
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!player.countMark("pkwuku") || player.hasSkill("pkmiewu2")) return false;
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
var type = get.type(i);
|
|
|
|
|
if ((type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog: function (event, player) {
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i = 0; i < lib.inpile.length; i++) {
|
|
|
|
|
var name = lib.inpile[i];
|
|
|
|
|
if (name == "sha") {
|
|
|
|
|
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", "sha"]);
|
|
|
|
|
for (var nature of lib.inpile_nature) {
|
|
|
|
|
if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) list.push(["基本", "", "sha", nature]);
|
|
|
|
|
}
|
|
|
|
|
} else if (get.type(name) == "trick" && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["锦囊", "", name]);
|
|
|
|
|
else if (get.type(name) == "basic" && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", name]);
|
|
|
|
|
}
|
|
|
|
|
return ui.create.dialog("灭吴", [list, "vcard"]);
|
|
|
|
|
},
|
|
|
|
|
//これ 要らない(そよりん声线)
|
|
|
|
|
//filter:function(button,player){
|
|
|
|
|
// return _status.event.getParent().filterCard({name:button.link[2]},player,_status.event.getParent());
|
|
|
|
|
//},
|
|
|
|
|
check: function (button) {
|
|
|
|
|
if (_status.event.getParent().type != "phase") return 1;
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0;
|
|
|
|
|
return player.getUseValue({
|
|
|
|
|
name: button.link[2],
|
|
|
|
|
nature: button.link[3],
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
backup: function (links, player) {
|
|
|
|
|
return {
|
|
|
|
|
audio: "spmiewu",
|
|
|
|
|
filterCard: () => false,
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
popname: true,
|
|
|
|
|
viewAs: { name: links[0][2], nature: links[0][3] },
|
|
|
|
|
precontent: function () {
|
|
|
|
|
player.addTempSkill("pkmiewu2");
|
|
|
|
|
player.removeMark("pkwuku", 1);
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt: function (links, player) {
|
|
|
|
|
return "视为使用" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "并摸一张牌";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
hiddenCard: function (player, name) {
|
|
|
|
|
if (!lib.inpile.includes(name)) return false;
|
|
|
|
|
var type = get.type(name);
|
|
|
|
|
return (type == "basic" || type == "trick") && player.countMark("pkwuku") > 0 && !player.hasSkill("pkmiewu2");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "pkwuku",
|
|
|
|
|
fireAttack: true,
|
|
|
|
|
respondSha: true,
|
|
|
|
|
respondShan: true,
|
|
|
|
|
skillTagFilter: function (player) {
|
|
|
|
|
if (!player.countMark("pkwuku") || player.hasSkill("pkmiewu2")) return false;
|
|
|
|
|
},
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player) {
|
|
|
|
|
if (_status.event.dying) return get.attitude(player, _status.event.dying);
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
pkmiewu2: {
|
|
|
|
|
trigger: { player: ["useCardAfter", "respondAfter"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.skill == "pkmiewu_backup";
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
pkmiewu_backup: { audio: "pkmiewu" },
|
|
|
|
|
//官盗S系列关羽
|
|
|
|
|
pszhonghun: {
|
|
|
|
|
audio: "zhongyi",
|
|
|
|
|
trigger: { player: ["useCard", "respond"] },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return get.color(event.card) == "red";
|
|
|
|
|
},
|
|
|
|
|
frequent: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var card = game.cardsGotoOrdering(get.cards()).cards[0];
|
|
|
|
|
event.card = card;
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
player.showCards(card, get.translation(player) + "发动了【忠魂】");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (get.color(card) == "red") player.gain(card, "gain2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S系列郭嘉·一版
|
|
|
|
|
psqizuo: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: ["damageBegin1", "damageBegin3"] },
|
|
|
|
|
filter: function (event, player, name) {
|
|
|
|
|
return (name == "damageBegin1" && event.source && event.source.isIn() && player.inRange(event.source)) || (name == "damageBegin3" && event.player && event.player.isIn() && player.inRange(event.player));
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var name = event.triggername;
|
|
|
|
|
var source = get.translation(trigger.source),
|
|
|
|
|
target = get.translation(trigger.player),
|
|
|
|
|
num = trigger.num;
|
|
|
|
|
var targetx = trigger[name == "damageBegin1" ? "source" : "player"];
|
|
|
|
|
var str = name == "damageBegin1" ? source + "即将对" + target + "造成" + num + "点伤害" : target + "即将受到" + source + "造成的" + num + "点伤害";
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard(get.prompt("psqizuo", targetx), str + ",是否弃置一张牌并判定,若结果颜色与此牌相同,你可以令此伤害+1或-1?", "he")
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (_status.event.goon) return 5.25 - get.value(card) + (get.color(card) == get.color(_status.pileTop) ? 0.75 : 0);
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"goon",
|
|
|
|
|
(function () {
|
|
|
|
|
var eff = get.damageEffect(trigger.player, trigger.source, player);
|
|
|
|
|
if (
|
|
|
|
|
eff > 5 &&
|
|
|
|
|
!trigger.player.hasSkillTag("filterDamage", null, {
|
|
|
|
|
player: player,
|
|
|
|
|
card: trigger.card,
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return true;
|
|
|
|
|
if (eff < -5) return true;
|
|
|
|
|
return false;
|
|
|
|
|
})()
|
|
|
|
|
)
|
|
|
|
|
.set("logSkill", ["psqizuo", targetx]);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
event.color = get.color(result.cards[0], player);
|
|
|
|
|
player.judge(function (card) {
|
|
|
|
|
if (get.color(card) == _status.event.getParent("psqizuo").color) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player
|
|
|
|
|
.chooseControl("+1", "-1", "cancel2")
|
|
|
|
|
.set("prompt", "是否令此伤害+1或-1?")
|
|
|
|
|
.set("ai", () => {
|
|
|
|
|
if (_status.event.eff < 0) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set("eff", get.damageEffect(trigger.player, trigger.source, player));
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.index == 0) {
|
|
|
|
|
trigger.num++;
|
|
|
|
|
player.popup(" +1 ", "fire");
|
|
|
|
|
game.log(player, "令此伤害+1");
|
|
|
|
|
}
|
|
|
|
|
if (result.index == 1) {
|
|
|
|
|
trigger.num--;
|
|
|
|
|
player.popup(" -1 ", "water");
|
|
|
|
|
game.log(player, "令此伤害-1");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 0.8,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S系列郭嘉·二版
|
|
|
|
|
psquanmou: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "useCardAfter",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return get.type2(event.card) == "trick" && event.player != player && event.targets && event.targets.includes(player) && event.cards.filterInD("odj").length && player.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard(get.prompt("psquanmou"), "弃置一张" + get.translation(get.color(trigger.card)) + "手牌,获得" + get.translation(trigger.cards), "h", (card, player) => {
|
|
|
|
|
return get.color(card) == _status.event.color;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
return _status.event.value - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("logSkill", "psquanmou")
|
|
|
|
|
.set("value", get.value(trigger.cards, player))
|
|
|
|
|
.set("color", get.color(trigger.card));
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var cards = trigger.cards.filterInD("odj");
|
|
|
|
|
if (cards.filterInD("od").length) player.gain(cards.filterInD("od"), "gain2");
|
|
|
|
|
if (cards.filterInD("j").length) player.gain(cards.filterInD("j"), get.owner(cards.filterInD("j")[0]), "give");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S赵云·一版
|
|
|
|
|
pshuiqiang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: ["shaMiss", "eventNeutralized"] },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!event.card || event.card.name != "sha") return false;
|
|
|
|
|
return event.target.isIn() && player.canUse("sha", event.target, false) && (player.hasSha() || (_status.connectMode && player.countCards("h")));
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseToUse(
|
|
|
|
|
get.prompt2("pshuiqiang", trigger.target),
|
|
|
|
|
function (card, player, event) {
|
|
|
|
|
if (get.name(card) != "sha") return false;
|
|
|
|
|
return lib.filter.filterCard.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
trigger.target,
|
|
|
|
|
-1
|
|
|
|
|
)
|
|
|
|
|
.set("addCount", false).logSkill = "pshuiqiang";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
pshuntu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { source: "damageSource" },
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card && event.card.name == "sha" && event.getParent(2).player == player && event.notLink() && player.isPhaseUsing();
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseToUse(
|
|
|
|
|
get.prompt2("pshuntu", trigger.player),
|
|
|
|
|
function (card, player, event) {
|
|
|
|
|
if (get.name(card) != "sha") return false;
|
|
|
|
|
return lib.filter.filterCard.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
trigger.player,
|
|
|
|
|
-1
|
|
|
|
|
)
|
|
|
|
|
.set("addCount", false).logSkill = "pshuntu";
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!result.bool) player.storage.counttrigger.pshuntu--;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S赵云·二版
|
|
|
|
|
psqijin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseDrawBegin1" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.changeToZero();
|
|
|
|
|
event.cards = get.cards(7);
|
|
|
|
|
game.cardsGotoOrdering(event.cards);
|
|
|
|
|
event.videoId = lib.status.videoId++;
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (player, id, cards) {
|
|
|
|
|
var str = "七进";
|
|
|
|
|
if (player == game.me && !_status.auto) str += ":获得一种颜色的所有牌";
|
|
|
|
|
var dialog = ui.create.dialog(str, cards);
|
|
|
|
|
dialog.videoId = id;
|
|
|
|
|
},
|
|
|
|
|
player,
|
|
|
|
|
event.videoId,
|
|
|
|
|
event.cards
|
|
|
|
|
);
|
|
|
|
|
event.time = get.utc();
|
|
|
|
|
game.addVideo("showCards", player, ["七进", get.cardsInfo(event.cards)]);
|
|
|
|
|
game.addVideo("delay", null, 2);
|
|
|
|
|
"step 1";
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i of cards) list.add(get.color(i, false));
|
|
|
|
|
list.sort();
|
|
|
|
|
var next = player.chooseControl(list);
|
|
|
|
|
next.set("ai", function () {
|
|
|
|
|
return _status.event.choice;
|
|
|
|
|
}).set(
|
|
|
|
|
"choice",
|
|
|
|
|
(function () {
|
|
|
|
|
if (list.length == 0) return list[0];
|
|
|
|
|
var color = list[0];
|
|
|
|
|
var cards1 = cards.filter(i => get.color(i) == color),
|
|
|
|
|
cards2 = cards.filter(i => get.color(i) == list[1]);
|
|
|
|
|
if (get.value(cards1) * cards1.length > get.value(cards2) * cards2.length) return list[0];
|
|
|
|
|
return list[1];
|
|
|
|
|
})()
|
|
|
|
|
);
|
|
|
|
|
"step 2";
|
|
|
|
|
event.color = result.control;
|
|
|
|
|
var time = 1000 - (get.utc() - event.time);
|
|
|
|
|
if (time > 0) game.delay(0, time);
|
|
|
|
|
"step 3";
|
|
|
|
|
game.broadcastAll("closeDialog", event.videoId);
|
|
|
|
|
player.gain(
|
|
|
|
|
cards.filter(i => get.color(i, false) == event.color),
|
|
|
|
|
"gain2"
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 1.5,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
psqichu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
hiddenCard: function (player, name) {
|
|
|
|
|
if (player != _status.currentPhase && !player.hasSkill("psqichu_used") && get.type(name) == "basic" && lib.inpile.includes(name)) return true;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.responded || player == _status.currentPhase || player.hasSkill("psqichu_used")) return false;
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
if (get.type(i) == "basic" && event.filterCard({ name: i }, player, event)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
delay: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.addTempSkill("psqichu_used");
|
|
|
|
|
var evt = event.getParent(2);
|
|
|
|
|
var cards = get.cards(2);
|
|
|
|
|
for (var i = cards.length - 1; i >= 0; i--) {
|
|
|
|
|
ui.cardPile.insertBefore(cards[i].fix(), ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
var aozhan = player.hasSkill("aozhan");
|
|
|
|
|
player
|
|
|
|
|
.chooseButton(["七出:选择要" + (evt.name == "chooseToUse" ? "使用" : "打出") + "的牌", cards])
|
|
|
|
|
.set("filterButton", function (button) {
|
|
|
|
|
return _status.event.cards.includes(button.link);
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"cards",
|
|
|
|
|
cards.filter(function (card) {
|
|
|
|
|
if (get.type(card) != "basic") return false;
|
|
|
|
|
if (aozhan && card.name == "tao") {
|
|
|
|
|
return (
|
|
|
|
|
evt.filterCard(
|
|
|
|
|
{
|
|
|
|
|
name: "sha",
|
|
|
|
|
isCard: true,
|
|
|
|
|
cards: [card],
|
|
|
|
|
},
|
|
|
|
|
evt.player,
|
|
|
|
|
evt
|
|
|
|
|
) ||
|
|
|
|
|
evt.filterCard(
|
|
|
|
|
{
|
|
|
|
|
name: "shan",
|
|
|
|
|
isCard: true,
|
|
|
|
|
cards: [card],
|
|
|
|
|
},
|
|
|
|
|
evt.player,
|
|
|
|
|
evt
|
|
|
|
|
)
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
return evt.filterCard(card, evt.player, evt);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
.set("ai", function (button) {
|
|
|
|
|
var evt = _status.event.getParent(3);
|
|
|
|
|
if (evt && evt.ai) {
|
|
|
|
|
var tmp = _status.event;
|
|
|
|
|
_status.event = evt;
|
|
|
|
|
var result = (evt.ai || event.ai1)(button.link, _status.event.player, evt);
|
|
|
|
|
_status.event = tmp;
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
var evt = event.getParent(2);
|
|
|
|
|
if (result.bool && result.links && result.links.length) {
|
|
|
|
|
var name = result.links[0].name,
|
|
|
|
|
aozhan = player.hasSkill("aozhan") && name == "tao";
|
|
|
|
|
if (aozhan) {
|
|
|
|
|
name = evt.filterCard(
|
|
|
|
|
{
|
|
|
|
|
name: "sha",
|
|
|
|
|
isCard: true,
|
|
|
|
|
cards: [card],
|
|
|
|
|
},
|
|
|
|
|
evt.player,
|
|
|
|
|
evt
|
|
|
|
|
)
|
|
|
|
|
? "sha"
|
|
|
|
|
: "shan";
|
|
|
|
|
}
|
|
|
|
|
if (evt.name == "chooseToUse") {
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (result, name) {
|
|
|
|
|
lib.skill.psqichu_backup.viewAs = {
|
|
|
|
|
name: name,
|
|
|
|
|
cards: [result],
|
|
|
|
|
isCard: true,
|
|
|
|
|
};
|
|
|
|
|
lib.skill.psqichu_backup.prompt = "选择" + get.translation(result) + "的目标";
|
|
|
|
|
},
|
|
|
|
|
result.links[0],
|
|
|
|
|
name
|
|
|
|
|
);
|
|
|
|
|
evt.set("_backupevent", "psqichu_backup");
|
|
|
|
|
evt.backup("psqichu_backup");
|
|
|
|
|
} else {
|
|
|
|
|
delete evt.result.skill;
|
|
|
|
|
delete evt.result.used;
|
|
|
|
|
evt.result.card = get.autoViewAs(result.links[0]);
|
|
|
|
|
if (aozhan) evt.result.card.name = name;
|
|
|
|
|
evt.result.cards = [result.links[0]];
|
|
|
|
|
evt.redo();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
evt.goto(0);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target, effect) {
|
|
|
|
|
if (target.hasSkill("psqichu_used")) return;
|
|
|
|
|
if (get.tag(card, "respondShan")) return 0.7;
|
|
|
|
|
if (get.tag(card, "respondSha")) return 0.7;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
order: 11,
|
|
|
|
|
respondShan: true,
|
|
|
|
|
respondSha: true,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player) {
|
|
|
|
|
if (_status.event.dying) return get.attitude(player, _status.event.dying);
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
backup: {
|
|
|
|
|
precontent: function () {
|
|
|
|
|
delete event.result.skill;
|
|
|
|
|
var name = event.result.card.name;
|
|
|
|
|
event.result.cards = event.result.card.cards;
|
|
|
|
|
event.result.card = get.autoViewAs(event.result.cards[0]);
|
|
|
|
|
event.result.card.name = name;
|
|
|
|
|
},
|
|
|
|
|
filterCard: function () {
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
},
|
|
|
|
|
used: { charlotte: true },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
pslongxin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseJudgeBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("j") && player.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard(get.prompt2("pslongxin"), { type: "equip" }, "he")
|
|
|
|
|
.set("logSkill", "pslongxin")
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (_status.event.goon) return 15 - get.value(card);
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"goon",
|
|
|
|
|
player.hasCard(card => {
|
|
|
|
|
var cardj = card.viewAs ? { name: card.viewAs } : card;
|
|
|
|
|
return get.effect(player, cardj, player, player) < 0;
|
|
|
|
|
}, "j")
|
|
|
|
|
);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.discardPlayerCard(player, "j", true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S周瑜·一版
|
|
|
|
|
psoldshiyin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "gainAfter",
|
|
|
|
|
global: "loseAsyncAfter",
|
|
|
|
|
},
|
|
|
|
|
frequent: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (player != _status.currentPhase) return false;
|
|
|
|
|
return event.getg(player).filter(i => get.owner(i) == player).length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.showCards(
|
|
|
|
|
trigger.getg(player).filter(i => get.owner(i) == player),
|
|
|
|
|
get.translation(player) + "发动了【识音】"
|
|
|
|
|
);
|
|
|
|
|
"step 1";
|
|
|
|
|
var suits = [],
|
|
|
|
|
cards = trigger.getg(player).filter(i => get.owner(i) == player);
|
|
|
|
|
for (var card of cards) suits.add(get.suit(card, player));
|
|
|
|
|
player.addTempSkill("psoldshiyin_effect");
|
|
|
|
|
if (!player.storage.psoldshiyin_effect) player.storage.psoldshiyin_effect = 0;
|
|
|
|
|
player.storage.psoldshiyin_effect = Math.max(player.storage.psoldshiyin_effect, suits.length);
|
|
|
|
|
if (suits.length >= 2) player.addMark("psoldshiyin_damage", 1, false);
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
effect: {
|
|
|
|
|
trigger: { player: "useCard" },
|
|
|
|
|
charlotte: true,
|
|
|
|
|
forced: true,
|
|
|
|
|
onremove: ["psoldshiyin_effect", "psoldshiyin_damage"],
|
|
|
|
|
content: function () {
|
|
|
|
|
var num = player.countMark("psoldshiyin_effect");
|
|
|
|
|
if (num >= 1) trigger.directHit.addArray(game.players);
|
|
|
|
|
if (num >= 2 && get.tag(trigger.card, "damage")) trigger.baseDamage += player.countMark("psoldshiyin_damage");
|
|
|
|
|
if (num >= 3) player.draw();
|
|
|
|
|
player.removeSkill("psoldshiyin_effect");
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder: function (player, card, num) {
|
|
|
|
|
var numx = player.countMark("psoldshiyin_effect");
|
|
|
|
|
if (numx >= 2 && get.tag(card, "damage")) return num + 10;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S周瑜·二版
|
|
|
|
|
psshiyin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseBefore",
|
|
|
|
|
player: "enterGame",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
direct: true,
|
|
|
|
|
group: "psshiyin_change",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.name != "phase" || game.phaseNumber == 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCard(get.prompt("psshiyin"), "将一张手牌置于武将牌上,称为“杂音”牌").set("ai", card => 20 - get.value(card));
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("psshiyin");
|
|
|
|
|
player.addToExpansion(result.cards, player, "give").gaintag.add("psshiyin");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
marktext: "音",
|
|
|
|
|
intro: {
|
|
|
|
|
name: "杂音",
|
|
|
|
|
name2: "杂音",
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
change: {
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("psshiyin").length && player.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var card = player.getExpansions("psshiyin")[0];
|
|
|
|
|
player
|
|
|
|
|
.chooseCard(get.prompt("psshiyin"), "用一张手牌替换“杂音”牌(" + get.translation(card) + ")")
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (_status.event.suit && get.suit(card) == _status.event.suit) return 8 - get.value(card);
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"suit",
|
|
|
|
|
(function () {
|
|
|
|
|
var suits = lib.suit
|
|
|
|
|
.slice()
|
|
|
|
|
.map(i => [i, (get.suit(card) == i ? 1 : 0) + player.countCards("h", { suit: i })])
|
|
|
|
|
.filter(i => i[1] > 0);
|
|
|
|
|
suits.sort((a, b) => a[1] - b[1]);
|
|
|
|
|
if (suits.length > 0) return suits[0][0];
|
|
|
|
|
return null;
|
|
|
|
|
})()
|
|
|
|
|
);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("psshiyin");
|
|
|
|
|
player.addToExpansion(result.cards[0], "give", player).gaintag.add("psshiyin");
|
|
|
|
|
var card = player.getExpansions("psshiyin")[0];
|
|
|
|
|
if (card) player.gain(card, "gain2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
psquwu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
forced: true,
|
|
|
|
|
trigger: { target: "useCardToBefore" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("psshiyin").length && get.suit(player.getExpansions("psshiyin")[0]) == get.suit(event.card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 1.1,
|
|
|
|
|
combo: "psshiyin",
|
|
|
|
|
effect: {
|
2024-05-11 08:40:41 +00:00
|
|
|
|
target_use(card, player, target, current) {
|
2024-05-03 18:19:41 +00:00
|
|
|
|
var list = target.getExpansions("psshiyin");
|
|
|
|
|
for (var cardx of list) {
|
|
|
|
|
if (get.suit(cardx) == get.suit(card)) return "zeroplayertarget";
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled2: function (card, player) {
|
|
|
|
|
var list = player.getExpansions("psshiyin");
|
|
|
|
|
for (var cardx of list) {
|
|
|
|
|
if (get.suit(cardx) == get.suit(card)) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardRespondable: function (card, player) {
|
|
|
|
|
var list = player.getExpansions("psshiyin");
|
|
|
|
|
for (var cardx of list) {
|
|
|
|
|
if (get.suit(cardx) == get.suit(card)) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardSavable: function (card, player) {
|
|
|
|
|
var list = player.getExpansions("psshiyin");
|
|
|
|
|
for (var cardx of list) {
|
|
|
|
|
if (get.suit(cardx) == get.suit(card)) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
psliaozou: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !player.hasSkill("psliaozou_blocker", null, null, false) && player.getExpansions("psshiyin").length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.showHandcards(get.translation(player) + "发动了【聊奏】");
|
|
|
|
|
"step 1";
|
|
|
|
|
var cards = player.getExpansions("psshiyin"),
|
|
|
|
|
bool = true;
|
|
|
|
|
for (var card of cards) {
|
|
|
|
|
var suit = get.suit(card);
|
|
|
|
|
if (player.hasCard(cardx => get.suit(cardx) == suit)) {
|
|
|
|
|
bool = false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (bool) player.draw();
|
|
|
|
|
else
|
|
|
|
|
player.addTempSkill("psliaozou_blocker", {
|
|
|
|
|
player: ["useCard1", "useSkillBegin", "phaseUseEnd"],
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
blocker: { charlotte: true },
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
aiValue: function (player, card, num) {
|
|
|
|
|
var suit = get.suit(card);
|
|
|
|
|
if (player.isPhaseUsing() && player.getExpansions("psshiyin").some(i => get.suit(i) == suit)) return num / 5;
|
|
|
|
|
},
|
|
|
|
|
aiUseful: function () {
|
|
|
|
|
return lib.skill.psliaozou.mod.aiValue.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "psshiyin",
|
|
|
|
|
order: 9.9,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player) {
|
|
|
|
|
var cards = player.getExpansions("psshiyin"),
|
|
|
|
|
bool = true;
|
|
|
|
|
for (var card of cards) {
|
|
|
|
|
var suit = get.suit(card);
|
|
|
|
|
if (player.hasCard(cardx => get.suit(cardx) == suit)) return 0;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S武将传晋司马
|
|
|
|
|
psquanyi: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player.canCompare(target);
|
|
|
|
|
},
|
|
|
|
|
group: "psquanyi_tianbian",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToCompare(target, function (card) {
|
|
|
|
|
if (typeof card == "string" && lib.skill[card]) {
|
|
|
|
|
var ais =
|
|
|
|
|
lib.skill[card].check ||
|
|
|
|
|
function () {
|
|
|
|
|
return 0;
|
|
|
|
|
};
|
|
|
|
|
return ais();
|
|
|
|
|
}
|
|
|
|
|
var player = get.owner(card);
|
|
|
|
|
var getn = function (card) {
|
|
|
|
|
if (player.hasSkill("tianbian") && get.suit(card) == "heart") return 13;
|
|
|
|
|
return get.number(card);
|
|
|
|
|
};
|
|
|
|
|
var event = _status.event.getParent();
|
|
|
|
|
var to = player == event.player ? event.target : event.player;
|
|
|
|
|
var addi = get.value(card) >= 8 && get.type(card) != "equip" ? -6 : 0;
|
|
|
|
|
if (card.name == "du") addi -= 5;
|
|
|
|
|
if (get.color(card) == "black") addi -= 6;
|
|
|
|
|
if (player == event.player) {
|
|
|
|
|
if (event.small) {
|
|
|
|
|
return -getn(card) - get.value(card) / 2 + addi;
|
|
|
|
|
}
|
|
|
|
|
return getn(card) - get.value(card) / 2 + addi;
|
|
|
|
|
} else {
|
|
|
|
|
if (get.attitude(player, to) <= 0 == Boolean(event.small)) {
|
|
|
|
|
return -getn(card) - get.value(card) / 2 + addi;
|
|
|
|
|
}
|
|
|
|
|
return getn(card) - get.value(card) / 2 + addi;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.tie) event.finish();
|
|
|
|
|
else {
|
|
|
|
|
var targets = [player, target];
|
|
|
|
|
if (!result.bool) targets.reverse();
|
|
|
|
|
var suits = [result.player, result.target].map(i => get.suit(i, false));
|
|
|
|
|
event.targets = targets;
|
|
|
|
|
event.suits = suits;
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (event.suits.includes("heart")) {
|
|
|
|
|
if (targets[1].countGainableCards("hej", targets[0]) > 0) {
|
|
|
|
|
targets[0].gainPlayerCard(targets[1], "hej", true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (event.suits.includes("diamond")) {
|
|
|
|
|
targets[1].damage(targets[0]);
|
|
|
|
|
}
|
|
|
|
|
"step 4";
|
|
|
|
|
if (event.suits.includes("spade")) {
|
|
|
|
|
targets[0].loseHp();
|
|
|
|
|
}
|
|
|
|
|
"step 5";
|
|
|
|
|
if (event.suits.includes("club")) {
|
|
|
|
|
if (targets[0].countDiscardableCards(targets[0], "he")) {
|
|
|
|
|
targets[0].chooseToDiscard(2, true, "he");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 6,
|
|
|
|
|
result: {
|
|
|
|
|
target: -1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
tianbian: {
|
|
|
|
|
audio: "psquanyi",
|
|
|
|
|
enable: "chooseCard",
|
|
|
|
|
check: function (event) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (player.hasSkill("smyyingshi")) {
|
|
|
|
|
var card = ui.cardPile.childNodes[0];
|
|
|
|
|
if ((get.color(card) == "black" && get.number(card) <= 4) || (get.color(card) == "red" && get.number(card) >= 11)) return 20;
|
|
|
|
|
}
|
|
|
|
|
return !player.hasCard(function (card) {
|
|
|
|
|
var val = get.value(card);
|
|
|
|
|
return val < 0 || (get.color(card) == "black" && val <= 4) || (get.color(card) == "red" && get.number(card) >= 11);
|
|
|
|
|
}, "h")
|
|
|
|
|
? 20
|
|
|
|
|
: 0;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event) {
|
|
|
|
|
return event.type == "compare" && !event.directresult;
|
|
|
|
|
},
|
|
|
|
|
onCompare: function (player) {
|
|
|
|
|
return game.cardsGotoOrdering(get.cards()).cards;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S曹植
|
|
|
|
|
psliushang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseDrawBegin1" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
group: "psliushang_give",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.changeToZero();
|
|
|
|
|
player.draw(1 + Math.max(3, game.countPlayer()));
|
|
|
|
|
event.targets = game.filterPlayer(i => i != player);
|
|
|
|
|
"step 1";
|
|
|
|
|
var current = targets.shift();
|
|
|
|
|
if (!player.countCards("h")) event.finish();
|
|
|
|
|
else
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
prompt: "流殇:将一张牌置于" + get.translation(current) + "武将牌上",
|
|
|
|
|
current: current,
|
|
|
|
|
filterCard: true,
|
|
|
|
|
forced: true,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target == _status.event.current;
|
|
|
|
|
},
|
|
|
|
|
selectTarget: -1,
|
|
|
|
|
ai1: function (card) {
|
|
|
|
|
var current = _status.event.current;
|
|
|
|
|
return get.value(card, current) * get.attitude(_status.event.player, current);
|
|
|
|
|
},
|
|
|
|
|
ai2: () => 1,
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
result.targets[0].addToExpansion(result.cards, player, "give").gaintag.add("psliushang");
|
|
|
|
|
}
|
|
|
|
|
if (targets.length) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
marktext: "殇",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
give: {
|
|
|
|
|
trigger: { global: "phaseZhunbeiBegin" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player != player && event.player.getExpansions("psliushang").length;
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = trigger.player.getExpansions("psliushang"),
|
|
|
|
|
name = get.translation(cards);
|
|
|
|
|
event.cards = cards;
|
|
|
|
|
trigger.player
|
|
|
|
|
.chooseControl()
|
|
|
|
|
.set("choiceList", ["获得" + name + ",且于本回合防止对" + get.translation(player) + "的伤害", "将" + name + "置入弃牌堆"])
|
|
|
|
|
.set("ai", () => {
|
|
|
|
|
return _status.event.choice;
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"choice",
|
|
|
|
|
(function () {
|
|
|
|
|
if (get.damageEffect(player, trigger.player, trigger.player) <= 0) return 0;
|
|
|
|
|
if (get.value(cards, trigger.player) < 0) return 1;
|
|
|
|
|
if (
|
|
|
|
|
trigger.player.hasCard(card => {
|
|
|
|
|
return get.tag(card, "damage") && trigger.player.canUse(card, player) && get.effect(player, card, trigger.player, trigger.player) > 0;
|
|
|
|
|
}, "hs")
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
})()
|
|
|
|
|
);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.index == 0) {
|
|
|
|
|
trigger.player.gain(cards, "gain2");
|
|
|
|
|
trigger.player.addTempSkill("psliushang_prevent");
|
|
|
|
|
trigger.player.markAuto("psliushang_prevent", [player]);
|
|
|
|
|
} else {
|
|
|
|
|
trigger.player.loseToDiscardpile(cards);
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
prevent: {
|
|
|
|
|
trigger: { source: "damageBegin2" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getStorage("psliushang_prevent").includes(event.player);
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target, current) {
|
|
|
|
|
if (player.getStorage("psliushang_prevent").includes(target) && get.tag(card, "damage")) {
|
|
|
|
|
return "zeroplayertarget";
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
psqibu: {
|
|
|
|
|
trigger: { player: "dying" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.hp <= 0;
|
|
|
|
|
},
|
|
|
|
|
limited: true,
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "water",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("psqibu");
|
|
|
|
|
var cards = game.cardsGotoOrdering(get.cards(7)).cards;
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
event.cards = cards;
|
|
|
|
|
player.showCards(cards, get.translation(player) + "发动了【流殇】");
|
|
|
|
|
"step 1";
|
|
|
|
|
var num = cards.filter(i => get.suit(i) == "heart").length;
|
|
|
|
|
var gains = cards.filter(i => get.suit(i) == "club");
|
|
|
|
|
if (num > 0) player.recover(num);
|
|
|
|
|
if (gains.length) player.gain(gains, "gain2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S曹丕
|
|
|
|
|
psjianwei: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseBegin" },
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "water",
|
|
|
|
|
limited: true,
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.hp >= 1;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseTarget(get.prompt2("psjianwei"), lib.filter.notMe).set("ai", target => {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (player.hp == 1 && !player.canSave(player)) return 0;
|
|
|
|
|
var sgn = get.sgnAttitude(player, target);
|
|
|
|
|
var valMine = [0, 0],
|
|
|
|
|
valHis = [0, 0];
|
|
|
|
|
player.getCards("hej", card => {
|
|
|
|
|
if (get.position(card) == "j") {
|
|
|
|
|
valMine[0] += get.effect(player, card, player);
|
|
|
|
|
valMine[1] += get.effect(target, card, player);
|
|
|
|
|
} else {
|
|
|
|
|
valMine[0] += get.value(card, player);
|
|
|
|
|
valMine[1] += get.value(card, target) * sgn;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
target.getCards("hej", card => {
|
|
|
|
|
if (get.position(card) == "j") {
|
|
|
|
|
valHis[0] += get.effect(player, card, player);
|
|
|
|
|
valHis[1] += get.effect(target, card, player);
|
|
|
|
|
} else {
|
|
|
|
|
valHis[0] += get.value(card, player);
|
|
|
|
|
valHis[1] += get.value(card, target) * sgn;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
return valMine[1] - valMine[0] + valHis[0] - valHis[1] >= 60;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
event.target = target;
|
|
|
|
|
player.logSkill("psjianwei", target);
|
|
|
|
|
player.awakenSkill("psjianwei");
|
|
|
|
|
player.loseHp();
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (player.isIn() && target.isIn()) {
|
|
|
|
|
var next = game.createEvent("psjianwei_swap");
|
|
|
|
|
next.player = player;
|
|
|
|
|
next.target = target;
|
|
|
|
|
next.set("cards1", player.getCards("hej"));
|
|
|
|
|
next.set("cards2", target.getCards("hej"));
|
|
|
|
|
next.setContent(lib.skill.psjianwei.swapRegioncards);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
swapRegioncards: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.$giveAuto(event.cards1, target);
|
|
|
|
|
target.$giveAuto(event.cards2, player);
|
|
|
|
|
"step 1";
|
|
|
|
|
event.h1 = event.cards1.filter(i => get.position(i) == "h");
|
|
|
|
|
event.e1 = event.cards1.filter(i => get.position(i) == "e");
|
|
|
|
|
event.j1 = event.cards1.filter(i => get.position(i) == "j");
|
|
|
|
|
event.h2 = event.cards2.filter(i => get.position(i) == "h");
|
|
|
|
|
event.e2 = event.cards2.filter(i => get.position(i) == "e");
|
|
|
|
|
event.j2 = event.cards2.filter(i => get.position(i) == "j");
|
|
|
|
|
game.loseAsync({
|
|
|
|
|
lose_list: [
|
|
|
|
|
[player, event.cards1],
|
|
|
|
|
[target, event.cards2],
|
|
|
|
|
],
|
|
|
|
|
}).setContent("chooseToCompareLose");
|
|
|
|
|
"step 2";
|
|
|
|
|
var todis = [];
|
|
|
|
|
for (var i = 0; i < event.j1.length; i++) {
|
|
|
|
|
if (target.isDisabledJudge() || target.hasJudge(event.j1[i].viewAs || event.j1[i].name)) todis.push(event.j1[i]);
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < event.j2.length; i++) {
|
|
|
|
|
if (player.isDisabledJudge() || player.hasJudge(event.j2[i].viewAs || event.j2[i].name)) todis.push(event.j2[i]);
|
|
|
|
|
}
|
|
|
|
|
if (todis.length) game.cardsDiscard(todis);
|
|
|
|
|
"step 3";
|
|
|
|
|
game.loseAsync({
|
|
|
|
|
gain_list: [
|
|
|
|
|
[player, event.h2.filter(i => get.position(i, true) == "o")],
|
|
|
|
|
[target, event.h1.filter(i => get.position(i, true) == "o")],
|
|
|
|
|
],
|
|
|
|
|
}).setContent("gaincardMultiple");
|
|
|
|
|
for (var i = 0; i < event.e2.length; i++) {
|
|
|
|
|
if (get.position(event.e2[i], true) == "o") player.equip(event.e2[i]);
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < event.e1.length; i++) {
|
|
|
|
|
if (get.position(event.e1[i], true) == "o") target.equip(event.e1[i]);
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < event.j2.length; i++) {
|
|
|
|
|
if (get.position(event.j2[i], true) == "o") player.addJudge(event.j2[i]);
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < event.j1.length; i++) {
|
|
|
|
|
if (get.position(event.j1[i], true) == "o") target.addJudge(event.j1[i]);
|
|
|
|
|
}
|
|
|
|
|
"step 4";
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S司马懿
|
|
|
|
|
pszhonghu: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "dieAfter" },
|
|
|
|
|
global: "pszhonghu_skip",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player != _status.currentPhase;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
_status._pszhonghu = player;
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
skip: {
|
|
|
|
|
trigger: { player: "phaseBeforeStart" },
|
|
|
|
|
forced: true,
|
|
|
|
|
priority: Infinity,
|
|
|
|
|
popup: false,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if ((_status._pszhonghu && !_status._pszhonghu.isIn()) || event.player == _status._pszhonghu) delete _status._pszhonghu;
|
|
|
|
|
return _status._pszhonghu && event.player != _status._pszhonghu;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.cancel(null, null, "notrigger");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S虎啸龙吟司马懿&诸葛亮
|
|
|
|
|
pshuxiao: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseBegin" },
|
|
|
|
|
frequent: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.judge(function (card) {
|
|
|
|
|
if (get.type(card) == "basic" || get.type(card) == "trick") return 3;
|
|
|
|
|
return -1;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.addTempSkill("pshuxiao_use");
|
|
|
|
|
player.storage.pshuxiao_use = {
|
|
|
|
|
card: { name: result.name, nature: result.card.nature },
|
|
|
|
|
number: result.number,
|
|
|
|
|
suit: result.suit,
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
use: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
enable: "chooseToUse",
|
|
|
|
|
popname: true,
|
|
|
|
|
position: "hs",
|
|
|
|
|
hiddenCard: function (player, name) {
|
|
|
|
|
return player.storage.pshuxiao_use.card.name == name;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!player.storage.pshuxiao_use) return false;
|
|
|
|
|
if (!player.countCards("h")) return false;
|
|
|
|
|
return event.filterCard(player.storage.pshuxiao_use.card, player, event);
|
|
|
|
|
},
|
|
|
|
|
viewAs: function (cards, player) {
|
|
|
|
|
return player.storage.pshuxiao_use.card;
|
|
|
|
|
},
|
|
|
|
|
filterCard: function (card, player) {
|
|
|
|
|
return get.number(card) == player.storage.pshuxiao_use.number || get.suit(card) == player.storage.pshuxiao_use.suit;
|
|
|
|
|
},
|
|
|
|
|
prompt: function (event) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return "将一张" + get.translation(player.storage.pshuxiao_use.suit) + "牌或点数为" + get.strNumber(player.storage.pshuxiao_use.number) + "的牌当作" + get.translation(player.storage.pshuxiao_use.card) + "使用";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
psguanxing: {
|
|
|
|
|
audio: "guanxing",
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
frequent: true,
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var num = 5;
|
|
|
|
|
var cards = get.cards(num);
|
|
|
|
|
game.cardsGotoOrdering(cards);
|
|
|
|
|
var next = player.chooseToMove();
|
|
|
|
|
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
|
|
|
|
|
next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底");
|
|
|
|
|
next.processAI = function (list) {
|
|
|
|
|
var cards = list[0][1],
|
|
|
|
|
player = _status.event.player;
|
|
|
|
|
var top = [];
|
|
|
|
|
var judges = player.getCards("j");
|
|
|
|
|
var stopped = false;
|
|
|
|
|
if (!player.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);
|
|
|
|
|
});
|
|
|
|
|
if (judge(cards[0]) < 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);
|
|
|
|
|
});
|
|
|
|
|
while (cards.length) {
|
|
|
|
|
if (get.value(cards[0], player) <= 5) break;
|
|
|
|
|
top.unshift(cards.shift());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
bottom = cards;
|
|
|
|
|
return [top, bottom];
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
var top = result.moved[0];
|
|
|
|
|
var bottom = result.moved[1];
|
|
|
|
|
top.reverse();
|
|
|
|
|
for (var i = 0; i < top.length; i++) {
|
|
|
|
|
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
for (i = 0; i < bottom.length; i++) {
|
|
|
|
|
ui.cardPile.appendChild(bottom[i]);
|
|
|
|
|
}
|
|
|
|
|
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
|
|
|
|
|
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 1.2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
pslongyin: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!player.countCards("hse") || player.hasSkill("pslongyin_used")) return false;
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
var type = get.type(i);
|
|
|
|
|
if ((type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog: function (event, player) {
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i = 0; i < lib.inpile.length; i++) {
|
|
|
|
|
var name = lib.inpile[i];
|
|
|
|
|
if (name == "sha") {
|
|
|
|
|
if (event.filterCard({ name: name }, player, event)) list.push(["基本", "", "sha"]);
|
|
|
|
|
for (var j of lib.inpile_nature) {
|
|
|
|
|
if (event.filterCard({ name: name, nature: j }, player, event)) list.push(["基本", "", "sha", j]);
|
|
|
|
|
}
|
|
|
|
|
} else if (get.type(name) == "trick" && event.filterCard({ name: name }, player, event)) list.push(["锦囊", "", name]);
|
|
|
|
|
else if (get.type(name) == "basic" && event.filterCard({ name: name }, player, event)) list.push(["基本", "", name]);
|
|
|
|
|
}
|
|
|
|
|
return ui.create.dialog("虎啸", [list, "vcard"]);
|
|
|
|
|
},
|
|
|
|
|
filter: function (button, player) {
|
|
|
|
|
return _status.event.getParent().filterCard({ name: button.link[2], nature: button.link[3] }, player, _status.event.getParent());
|
|
|
|
|
},
|
|
|
|
|
check: function (button) {
|
|
|
|
|
if (_status.event.getParent().type != "phase") return 1;
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0;
|
|
|
|
|
return player.getUseValue({
|
|
|
|
|
name: button.link[2],
|
|
|
|
|
nature: button.link[3],
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
backup: function (links, player) {
|
|
|
|
|
return {
|
|
|
|
|
filterCard: function (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: function () {
|
|
|
|
|
var num = 0;
|
|
|
|
|
for (var i = 0; i < ui.selected.cards.length; i++) {
|
|
|
|
|
num += get.number(ui.selected.cards[i]);
|
|
|
|
|
}
|
|
|
|
|
return num == 13;
|
|
|
|
|
},
|
|
|
|
|
audio: "pslongyin",
|
|
|
|
|
popname: true,
|
|
|
|
|
complexCard: true,
|
|
|
|
|
check: function (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: "hes",
|
|
|
|
|
viewAs: { name: links[0][2], nature: links[0][3] },
|
|
|
|
|
precontent: function () {
|
|
|
|
|
player.addTempSkill("pslongyin_used");
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt: function (links, player) {
|
|
|
|
|
return "将任意张点数和为13牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
hiddenCard: function (player, name) {
|
|
|
|
|
if (!lib.inpile.includes(name)) return false;
|
|
|
|
|
var type = get.type(name);
|
|
|
|
|
return (type == "basic" || type == "trick") && player.countCards("she") > 0 && !player.hasSkill("pslongyin_used");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
fireAttack: true,
|
|
|
|
|
respondSha: true,
|
|
|
|
|
respondShan: true,
|
|
|
|
|
skillTagFilter: function (player) {
|
|
|
|
|
if (!player.countCards("hse") || player.hasSkill("pslongyin_used")) return false;
|
|
|
|
|
},
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player) {
|
|
|
|
|
if (_status.event.dying) return get.attitude(player, _status.event.dying);
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
used: { charlotte: true },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S武将传诸葛亮
|
|
|
|
|
pszhiji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
if (!ui.selected.targets.length) return true;
|
|
|
|
|
return target.group != ui.selected.targets[0].group;
|
|
|
|
|
},
|
|
|
|
|
selectTarget: 2,
|
|
|
|
|
complexTarget: true,
|
|
|
|
|
multitarget: true,
|
|
|
|
|
multiline: true,
|
|
|
|
|
filterCard: true,
|
|
|
|
|
selectCard: 2,
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
targets.sortBySeat();
|
|
|
|
|
if (targets[0].canUse("sha", targets[1], false)) targets[0].useCard({ name: "sha", isCard: true }, targets[1], false, "noai");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (targets[1].canUse("sha", targets[0], false)) targets[1].useCard({ name: "sha", isCard: true }, targets[0], false, "noai");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 2.5,
|
|
|
|
|
result: {
|
|
|
|
|
player: 1,
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (ui.selected.targets.length) {
|
|
|
|
|
var targetx = ui.selected.targets[0];
|
|
|
|
|
if (get.effect(targetx, { name: "sha" }, target, player) + get.effect(target, { name: "sha" }, targetx, player) < 0) return 0;
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
psjiefeng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filterCard: true,
|
|
|
|
|
selectCard: 2,
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = game.cardsGotoOrdering(get.cards(5)).cards;
|
|
|
|
|
event.cards = cards;
|
|
|
|
|
player.showCards(cards, get.translation(player) + "发动了【借风】");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (cards.filter(i => get.color(i) == "red").length >= 2) {
|
|
|
|
|
player.chooseUseTarget("wanjian", true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 9,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player) {
|
|
|
|
|
if (player.getUseValue({ name: "wanjian" }) < 0) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S马超
|
|
|
|
|
psweihou: {
|
|
|
|
|
trigger: { player: "judgeBegin" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !event.directresult;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = get.cards(2);
|
|
|
|
|
for (var i = cards.length - 1; i >= 0; i--) {
|
|
|
|
|
ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
event.cards = cards;
|
|
|
|
|
event.videoId = lib.status.videoId++;
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (player, id, cards) {
|
|
|
|
|
var str;
|
|
|
|
|
if (player == game.me && !_status.auto) str = "威侯:选择一张作为本次判定结果";
|
|
|
|
|
else str = get.translation(player) + "发动了【威侯】";
|
|
|
|
|
var dialog = ui.create.dialog(str, cards);
|
|
|
|
|
dialog.videoId = id;
|
|
|
|
|
},
|
|
|
|
|
player,
|
|
|
|
|
event.videoId,
|
|
|
|
|
event.cards
|
|
|
|
|
);
|
|
|
|
|
game.addVideo("showCards", player, ["威侯", get.cardsInfo(event.cards)]);
|
|
|
|
|
if (!event.isMine() && !event.isOnline()) game.delayx();
|
|
|
|
|
"step 1";
|
|
|
|
|
player
|
|
|
|
|
.chooseButton(["威侯:选择一张作为本次判定结果", cards], true)
|
|
|
|
|
.set("ai", button => {
|
|
|
|
|
return _status.event.getTrigger().judge(button.link);
|
|
|
|
|
})
|
|
|
|
|
.set("dialog", event.videoId);
|
|
|
|
|
"step 2";
|
|
|
|
|
game.broadcastAll("closeDialog", event.videoId);
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
trigger.directresult = result.links[0];
|
|
|
|
|
game.cardsDiscard(cards.removeArray(result.links).filter(i => get.position(i) == "c"));
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S1066★贾诩
|
|
|
|
|
psqupo: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "phaseBegin" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("he");
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = player.getCards("he");
|
|
|
|
|
var current = trigger.player;
|
|
|
|
|
var ai1 = function (card) {
|
|
|
|
|
var player = _status.event.player,
|
|
|
|
|
current = _status.event.current;
|
|
|
|
|
var card = get.color(card);
|
|
|
|
|
if (color == "black") {
|
|
|
|
|
if (!current.hasSha() || !current.hasUseTarget({ name: "sha" })) return 0;
|
|
|
|
|
if (targets.length) return 5.5 - get.value(card);
|
|
|
|
|
} else if (color == "red") {
|
|
|
|
|
if (get.attitude(player, current) <= 0) return 0;
|
|
|
|
|
if (
|
|
|
|
|
current.hasCard(card => {
|
|
|
|
|
if (!get.tag(card, "damage")) return false;
|
|
|
|
|
var targetsx = game.filterPlayer(currentx => {
|
|
|
|
|
if (currentx == current || current == player) return false;
|
|
|
|
|
return current.canUse(card, currentx) && get.effect(currentx, card, current, player) > 0;
|
|
|
|
|
});
|
|
|
|
|
targets2.addArray(targetsx);
|
|
|
|
|
return targetsx.length;
|
|
|
|
|
}, "hs")
|
|
|
|
|
)
|
|
|
|
|
return 5.5 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
};
|
|
|
|
|
var targets = game.filterPlayer(currentx => {
|
|
|
|
|
if (currentx == current || current == player) return false;
|
|
|
|
|
return !current.canUse("sha", currentx) || (get.effect(currentx, { name: "sha" }, current, player) > 0 && get.attitude(player, currentx) > -3);
|
|
|
|
|
});
|
|
|
|
|
targets.sort((a, b) => get.attitude(player, b) - get.attitude(player, a));
|
|
|
|
|
var targets2 = [];
|
|
|
|
|
var cardx = cards.sort((a, b) => ai1(b) - ai1(a))[0];
|
|
|
|
|
targets2.sort((a, b) => get.threaten(b, current) - get.threaten(a, current));
|
|
|
|
|
var next = player.chooseCardTarget({
|
|
|
|
|
filterCard: true,
|
|
|
|
|
prompt: get.prompt2("psqupo"),
|
|
|
|
|
current: trigger.player,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player != target && target != _status.event.current;
|
|
|
|
|
},
|
|
|
|
|
ai1: function (card) {
|
|
|
|
|
return card == _status.event.cardx ? 1 : 0;
|
|
|
|
|
},
|
|
|
|
|
ai2: function (target) {
|
|
|
|
|
return target == _status.event.targetx ? 1 : 0;
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
if (ai1(cardx) > 0) {
|
|
|
|
|
next.cardx = cardx;
|
|
|
|
|
if (get.color(cardx) == "black") {
|
|
|
|
|
if (targets.length) next.targetx = targets[0];
|
|
|
|
|
} else {
|
|
|
|
|
if (targets2.length) next.targetx = targets2[0];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0],
|
|
|
|
|
cards = result.cards;
|
|
|
|
|
player.logSkill("psqupo", target);
|
|
|
|
|
player.give(cards, target);
|
|
|
|
|
var color = get.color(cards[0]);
|
|
|
|
|
if (color == "black") {
|
|
|
|
|
_status.currentPhase.addTempSkill("psqupo_black");
|
|
|
|
|
_status.currentPhase.markAuto("psqupo_black", [target]);
|
|
|
|
|
} else if (color == "red") {
|
|
|
|
|
target.addTempSkill("psqupo_red");
|
|
|
|
|
target.addMark("psqupo_red", 1, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
black: {
|
|
|
|
|
trigger: { player: "useCardToTarget" },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.card.name != "sha") return false;
|
|
|
|
|
var targets = player.getStorage("psqupo_black").slice();
|
|
|
|
|
targets.remove(event.target);
|
|
|
|
|
return targets.length;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var targets = player.getStorage("psqupo_black").slice();
|
|
|
|
|
targets.remove(trigger.target);
|
|
|
|
|
player.loseHp(targets.length);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
red: {
|
|
|
|
|
trigger: { player: "damageBegin3" },
|
|
|
|
|
charlotte: true,
|
|
|
|
|
forced: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
player.loseHp(player.countMark("psqupo_red"));
|
|
|
|
|
player.removeSkill("psqupo_red");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
psbaoquan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "damageBegin4" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h", { type: ["trick", "delay"] }) || _status.connectMode;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseToDiscard(get.prompt2("psbaoquan"), { type: ["trick", "delay"] })
|
|
|
|
|
.set("logSkill", "psbaoquan")
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (_status.event.goon) return 7 - get.value(card);
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set("goon", get.damageEffect(player, trigger.source, player) < -5);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//官盗S吕布
|
|
|
|
|
pssheji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filterCard: true,
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
position: "h",
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (player.hasSkill("pssheji_used")) return false;
|
|
|
|
|
var hs = player.getCards("h");
|
|
|
|
|
if (!hs.length) return false;
|
|
|
|
|
for (var card of hs) {
|
|
|
|
|
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
|
|
|
|
|
if (mod2 === false) return false;
|
|
|
|
|
}
|
|
|
|
|
return event.filterCard(get.autoViewAs({ name: "sha" }, hs));
|
|
|
|
|
},
|
|
|
|
|
viewAs: {
|
|
|
|
|
name: "sha",
|
|
|
|
|
storage: { pssheji: true },
|
|
|
|
|
},
|
|
|
|
|
onuse: function (links, player) {
|
|
|
|
|
player.addTempSkill("pssheji_used", "phaseUseAfter");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
threaten: 1.1,
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
targetInRange: function (card, player, target) {
|
|
|
|
|
if (card.storage && card.storage.pssheji) return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
used: {
|
|
|
|
|
audio: "pssheji",
|
|
|
|
|
trigger: { source: "damageSource" },
|
|
|
|
|
charlotte: true,
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
event.card.storage &&
|
|
|
|
|
event.card.storage.pssheji &&
|
|
|
|
|
event.player.hasCard(card => {
|
|
|
|
|
if (!lib.filter.canBeGained(card, player, event.player)) return false;
|
|
|
|
|
return ["equip1", "equip3", "equip4", "equip6"].includes(get.subtype(card));
|
|
|
|
|
}, "e")
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var cards = trigger.player.getCards("e", card => {
|
|
|
|
|
if (!lib.filter.canBeGained(card, player, trigger.player)) return false;
|
|
|
|
|
return ["equip1", "equip3", "equip4", "equip6"].includes(get.subtype(card));
|
|
|
|
|
});
|
|
|
|
|
if (cards.length) player.gain(cards, "giveAuto", trigger.player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//战役篇国战将转身份
|
|
|
|
|
//钟会
|
|
|
|
|
zyquanji: {
|
|
|
|
|
audio: "gzquanji",
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "damageEnd",
|
|
|
|
|
source: "damageSource",
|
|
|
|
|
},
|
|
|
|
|
frequent: true,
|
|
|
|
|
filter: function (event, player, name) {
|
|
|
|
|
if (name == "damageEnd") return true;
|
|
|
|
|
var evt = event.getParent();
|
|
|
|
|
if (evt.player != player) return false;
|
|
|
|
|
return evt.card && evt.type == "card" && evt.targets.length == 1;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.draw();
|
|
|
|
|
"step 1";
|
|
|
|
|
var hs = player.getCards("he");
|
|
|
|
|
if (hs.length > 0) {
|
|
|
|
|
if (hs.length == 1) event._result = { bool: true, cards: hs };
|
|
|
|
|
else player.chooseCard("he", true, "选择一张牌作为“权”");
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var cs = result.cards;
|
|
|
|
|
player.addToExpansion(cs, player, "give").gaintag.add("zyquanji");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
locked: false,
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard: function (player, num) {
|
|
|
|
|
return num + player.getExpansions("zyquanji").length;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zypaiyi: {
|
|
|
|
|
audio: "gzpaiyi",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("zyquanji").length > 0;
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog: function (event, player) {
|
|
|
|
|
return ui.create.dialog("排异", player.getExpansions("zyquanji"), "hidden");
|
|
|
|
|
},
|
|
|
|
|
backup: function (links, player) {
|
|
|
|
|
return {
|
|
|
|
|
audio: "gzpaiyi",
|
|
|
|
|
filterTarget: true,
|
|
|
|
|
filterCard: function () {
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
card: links[0],
|
|
|
|
|
delay: false,
|
|
|
|
|
content: lib.skill.zypaiyi.contentx,
|
|
|
|
|
ai: {
|
|
|
|
|
order: 10,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (target != player) return 0;
|
|
|
|
|
if (player.getExpansions("zyquanji").length <= 1 || (player.needsToDiscard() && !player.getEquip("zhuge") && !player.hasSkill("new_paoxiao"))) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt: function () {
|
|
|
|
|
return "请选择【排异】的目标";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
contentx: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var card = lib.skill.zypaiyi_backup.card;
|
|
|
|
|
player.loseToDiscardpile(card);
|
|
|
|
|
"step 1";
|
|
|
|
|
var num = player.getExpansions("zyquanji").length;
|
|
|
|
|
if (num > 0) target.draw(Math.min(7, num));
|
|
|
|
|
"step 2";
|
|
|
|
|
if (target.countCards("h") > player.countCards("h")) {
|
|
|
|
|
target.damage();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: function (item, player) {
|
|
|
|
|
var num = player.getExpansions("zyquanji").length;
|
|
|
|
|
if (num == 1) return 8;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
result: {
|
|
|
|
|
player: 1,
|
|
|
|
|
},
|
|
|
|
|
combo: "zyquanji",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//孙綝
|
|
|
|
|
zyshilu: {
|
|
|
|
|
audio: "gzshilu",
|
|
|
|
|
preHidden: true,
|
|
|
|
|
trigger: { global: "dieAfter" },
|
|
|
|
|
prompt2: function (event, player) {
|
|
|
|
|
return "将其的所有武将牌" + (player == event.source ? "及武将牌库里的一张随机武将牌" : "") + "置于武将牌上作为“戮”";
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
var list = [],
|
|
|
|
|
target = trigger.player;
|
|
|
|
|
if (target.name1 && !target.isUnseen(0) && target.name1.indexOf("gz_shibing") != 0 && _status.characterlist.includes(target.name1)) list.push(target.name1);
|
|
|
|
|
if (target.name2 && !target.isUnseen(1) && target.name2.indexOf("gz_shibing") != 0 && _status.characterlist.includes(target.name1)) list.push(target.name2);
|
|
|
|
|
_status.characterlist.removeArray(list);
|
|
|
|
|
if (player == trigger.source) list.addArray(_status.characterlist.randomRemove(1));
|
|
|
|
|
if (list.length) {
|
|
|
|
|
player.markAuto("zyshilu", list);
|
|
|
|
|
game.log(player, "将", "#g" + get.translation(list), "置于武将牌上作为", "#y“戮”");
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (player, list) {
|
|
|
|
|
var cards = [];
|
|
|
|
|
for (var i = 0; i < list.length; i++) {
|
|
|
|
|
var cardname = "huashen_card_" + list[i];
|
|
|
|
|
lib.card[cardname] = {
|
|
|
|
|
fullimage: true,
|
|
|
|
|
image: "character:" + list[i],
|
|
|
|
|
};
|
|
|
|
|
lib.translate[cardname] = get.rawName2(list[i]);
|
|
|
|
|
cards.push(game.createCard(cardname, "", ""));
|
|
|
|
|
}
|
|
|
|
|
player.$draw(cards, "nobroadcast");
|
|
|
|
|
},
|
|
|
|
|
player,
|
|
|
|
|
list
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
marktext: "戮",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "character",
|
|
|
|
|
onunmark: function (storage, player) {
|
|
|
|
|
if (storage && storage.length) {
|
|
|
|
|
_status.characterlist.addArray(storage);
|
|
|
|
|
storage.length = 0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mark: function (dialog, storage, player) {
|
|
|
|
|
if (storage && storage.length) {
|
|
|
|
|
dialog.addSmall([storage, "character"]);
|
|
|
|
|
} else {
|
|
|
|
|
return "没有“戮”";
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
// content:function(storage,player){
|
|
|
|
|
// return '共有'+get.cnNumber(storage.length)+'张“戮”';
|
|
|
|
|
// },
|
|
|
|
|
},
|
|
|
|
|
group: "zyshilu_zhiheng",
|
|
|
|
|
subSkill: {
|
|
|
|
|
zhiheng: {
|
|
|
|
|
audio: "zyshilu",
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getStorage("zyshilu").length > 0 && player.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var num = Math.min(player.getStorage("zyshilu").length, player.countCards("he"));
|
|
|
|
|
player.chooseToDiscard("he", get.prompt("zyshilu"), "弃置至多" + get.cnNumber(num) + "张牌并摸等量的牌", [1, num]).logSkill = "zyshilu_zhiheng";
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && result.cards && result.cards.length) player.draw(result.cards.length);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zyxiongnve: {
|
|
|
|
|
audio: "gzxiongnve",
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getStorage("zyshilu").length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseButton([get.prompt("zyxiongnve"), [player.storage.zyshilu, "character"]])
|
|
|
|
|
.set("ai", function (button) {
|
|
|
|
|
if (!_status.event.goon) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
})
|
|
|
|
|
.set(
|
|
|
|
|
"goon",
|
|
|
|
|
player.countCards("hs", function (card) {
|
|
|
|
|
return get.tag(card, "damage") && player.hasValueTarget(card);
|
|
|
|
|
}) > 1
|
|
|
|
|
);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("zyxiongnve");
|
|
|
|
|
lib.skill.zyxiongnve.throwCharacter(player, result.links);
|
|
|
|
|
game.delayx();
|
|
|
|
|
player
|
|
|
|
|
.chooseControl()
|
|
|
|
|
.set("prompt", "选择获得一项效果")
|
|
|
|
|
.set("choiceList", ["本回合造成的伤害+1", "本回合造成伤害时,获得其一张牌", "本回合使用牌没有次数限制"])
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (
|
|
|
|
|
player.countCards("hs", function (card) {
|
|
|
|
|
return get.name(card) == "sha" && player.hasValueTarget(card);
|
|
|
|
|
}) > player.getCardUsable("sha")
|
|
|
|
|
)
|
|
|
|
|
return 0;
|
|
|
|
|
return get.rand(1, 2);
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
var skill = "zyxiongnve_effect" + result.index;
|
|
|
|
|
player.addTempSkill(skill);
|
|
|
|
|
game.log(player, "本回合", "#g" + lib.skill[skill].promptx);
|
|
|
|
|
},
|
|
|
|
|
group: "zyxiongnve_end",
|
|
|
|
|
throwCharacter: function (player, list) {
|
|
|
|
|
player.unmarkAuto("zyshilu", list);
|
|
|
|
|
_status.characterlist.addArray(list);
|
|
|
|
|
game.log(player, "从", "#y“戮”", "中移去了", "#g" + get.translation(list));
|
|
|
|
|
game.broadcastAll(
|
|
|
|
|
function (player, list) {
|
|
|
|
|
var cards = [];
|
|
|
|
|
for (var i = 0; i < list.length; i++) {
|
|
|
|
|
var cardname = "huashen_card_" + list[i];
|
|
|
|
|
lib.card[cardname] = {
|
|
|
|
|
fullimage: true,
|
|
|
|
|
image: "character:" + list[i],
|
|
|
|
|
};
|
|
|
|
|
lib.translate[cardname] = get.rawName2(list[i]);
|
|
|
|
|
cards.push(game.createCard(cardname, "", ""));
|
|
|
|
|
}
|
|
|
|
|
player.$throw(cards, 1000, "nobroadcast");
|
|
|
|
|
},
|
|
|
|
|
player,
|
|
|
|
|
list
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
effect0: {
|
|
|
|
|
promptx: "造成的伤害+1",
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
audio: "zyxiongnve",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "当你造成伤害时,此伤害+1",
|
|
|
|
|
},
|
|
|
|
|
trigger: { source: "damageBegin1" },
|
|
|
|
|
forced: true,
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
effect1: {
|
|
|
|
|
promptx: "造成伤害后,获得其一张牌",
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
audio: "zyxiongnve",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "对其他角色造成伤害时,获得其一张牌",
|
|
|
|
|
},
|
|
|
|
|
trigger: { source: "damageBegin1" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player != event.player && event.player.countGainableCards(player, "he") > 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
player.gainPlayerCard(trigger.player, true, "he");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
effect2: {
|
|
|
|
|
promptx: "使用牌没有次数限制",
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "使用牌没有次数限制",
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
cardUsable: () => Infinity,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
effect3: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
audio: "zyxiongnve",
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "受到的伤害-1",
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "damageBegin4" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.source != player && event.source && event.source.isIn();
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.num--;
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target) {
|
|
|
|
|
if (player.hasSkillTag("jueqing", false, target)) return;
|
|
|
|
|
var num = get.tag(card, "damage");
|
|
|
|
|
if (num) {
|
|
|
|
|
if (num > 1) return 0.5;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
end: {
|
|
|
|
|
trigger: { player: "phaseUseEnd" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getStorage("zyshilu").length > 1;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseButton(["凶虐:是否移去两张“戮”获得减伤?", [player.storage.zyshilu, "character"]], 2).set("ai", function (button) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (game.countPlayer() * 1.5 + player.storage.zyshilu.length / 2 > 8) return 1;
|
|
|
|
|
if (player.hp <= 2) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("zyxiongnve");
|
|
|
|
|
lib.skill.zyxiongnve.throwCharacter(player, result.links);
|
|
|
|
|
player.addTempSkill("zyxiongnve_effect3", { player: "phaseBegin" });
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "zyshilu",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//孟达
|
|
|
|
|
qiuan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "damageBegin4" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.cards && event.cards.filterInD().length > 0 && !player.getExpansions("qiuan").length;
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
if (get.damageEffect(player, event.source || player, player, event.nature) >= 0) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
preHidden: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
var cards = trigger.cards.filterInD();
|
|
|
|
|
player.addToExpansion("gain2", cards).gaintag.add("qiuan");
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "liangfan",
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
marktext: "函",
|
|
|
|
|
},
|
|
|
|
|
liangfan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("qiuan").length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = player.getExpansions("qiuan");
|
|
|
|
|
player.gain(cards, "gain2").gaintag.add("liangfan");
|
|
|
|
|
player.addTempSkill("liangfan2");
|
|
|
|
|
"step 1";
|
|
|
|
|
player.loseHp();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "qiuan",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
liangfan2: {
|
|
|
|
|
audio: "liangfan",
|
|
|
|
|
mark: true,
|
|
|
|
|
mod: {
|
|
|
|
|
aiOrder: function (player, card, num) {
|
|
|
|
|
if (get.itemtype(card) == "card" && card.hasGaintag("liangfan")) return num + 0.1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro: { content: "使用“量反”牌造成伤害后,可获得目标角色的一张牌" },
|
|
|
|
|
trigger: { source: "damageEnd" },
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: function (player) {
|
|
|
|
|
player.removeGaintag("liangfan");
|
|
|
|
|
},
|
|
|
|
|
prompt: event => "量反:是否获得" + get.translation(event.player) + "的一张牌?",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var evt = event.getParent(2);
|
|
|
|
|
if (evt.name != "useCard" || evt.card != event.card) return false;
|
|
|
|
|
if (!event.player.countGainableCards(player, "he")) return false;
|
|
|
|
|
return (
|
|
|
|
|
player.getHistory("lose", function (evt2) {
|
|
|
|
|
if (evt2.getParent() != evt) return false;
|
|
|
|
|
for (var i in evt2.gaintag_map) {
|
|
|
|
|
if (evt2.gaintag_map[i].includes("liangfan")) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}).length > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
marktext: "反",
|
|
|
|
|
content: function () {
|
|
|
|
|
player.gainPlayerCard(trigger.player, true, "he");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//文钦
|
|
|
|
|
gzjinfa: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("he") > 0 &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.countCards("he") > 0;
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "he",
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
target
|
|
|
|
|
.chooseCard("he", "交给" + get.translation(player) + "一张装备牌,或令其获得你的一张牌", { type: "equip" })
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (_status.event.goon && get.suit(card) == "spade") return 8 - get.value(card);
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("goon", target.canUse("sha", player, false) && get.effect(player, { name: "sha" }, target, target) > 0);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!result.bool) {
|
|
|
|
|
player.gainPlayerCard(target, "he", true);
|
|
|
|
|
event.finish();
|
|
|
|
|
} else target.give(result.cards, player);
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool && result.cards && result.cards.length && target.isIn() && player.isIn() && get.suit(result.cards[0], target) == "spade" && target.canUse("sha", player, false)) target.useCard({ name: "sha", isCard: true }, false, player);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 6,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player, target) {
|
|
|
|
|
if (
|
|
|
|
|
target.countCards("e", function (card) {
|
|
|
|
|
return get.suit(card) == "spade" && get.value(card) < 8;
|
|
|
|
|
}) &&
|
|
|
|
|
target.canUse("sha", player, false)
|
|
|
|
|
)
|
|
|
|
|
return get.effect(player, { name: "sha" }, target, player);
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
var es = target.getCards("e").sort(function (a, b) {
|
|
|
|
|
return get.value(b, target) - get.value(a, target);
|
|
|
|
|
});
|
|
|
|
|
if (es.length) return -Math.min(2, get.value(es[0]));
|
|
|
|
|
return -2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//一战成名·群雄逐鹿·长安之战专属神贾诩
|
|
|
|
|
zybishi: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { target: "useCardToTargeted" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card.name == "sha" && event.player != player;
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
var effect = 0;
|
|
|
|
|
if (event.targets && event.targets.length) {
|
|
|
|
|
for (var i = 0; i < event.targets.length; i++) {
|
|
|
|
|
effect += get.effect(event.targets[i], event.card, event.player, player);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (effect < 0) {
|
|
|
|
|
var target = event.targets[0];
|
|
|
|
|
if (target == player) {
|
|
|
|
|
return !player.countCards("h", "shan");
|
|
|
|
|
} else {
|
|
|
|
|
return target.hp == 1 || (target.countCards("h") <= 2 && target.hp <= 2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.line(trigger.player, "green");
|
|
|
|
|
trigger.player.draw();
|
|
|
|
|
var evt = trigger.getParent();
|
|
|
|
|
evt.targets.length = 0;
|
|
|
|
|
evt.all_excluded = true;
|
|
|
|
|
game.log(evt.card, "被无效了");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zyjianbing: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "damageBegin3" },
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player != player && event.player.isIn() && event.card && event.card.name == "sha" && event.player.countGainableCards(player, "he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.gainPlayerCard(trigger.player, true, "he");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && result.cards && result.cards.length) {
|
|
|
|
|
var card = result.cards[0];
|
|
|
|
|
if (get.suit(card, trigger.player) == "heart") {
|
|
|
|
|
trigger.player.recover();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//战役篇改王允
|
|
|
|
|
zylianji: {
|
|
|
|
|
audio: "wylianji",
|
|
|
|
|
trigger: { player: "phaseUseEnd" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.hasHistory("useCard", evt => evt.getParent("phaseUse") == event);
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var types = [];
|
|
|
|
|
player.getHistory("useCard", evt => {
|
|
|
|
|
if (evt.getParent("phaseUse") != trigger) return false;
|
|
|
|
|
types.add(get.type2(evt.card));
|
|
|
|
|
});
|
|
|
|
|
event.num = types.length;
|
|
|
|
|
event.logged = false;
|
|
|
|
|
player.chooseTarget(get.prompt("zylianji"), "令一名角色摸一张牌").set("ai", target => {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (target == player && player.needsToDiscard(1)) return 1;
|
|
|
|
|
return get.effect(target, { name: "draw" }, player, player);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
if (!event.logged) {
|
|
|
|
|
event.logged = true;
|
|
|
|
|
player.logSkill("zylianji", target);
|
|
|
|
|
}
|
|
|
|
|
target.draw();
|
|
|
|
|
}
|
|
|
|
|
if (event.num <= 1) event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (player.isHealthy()) event._result = { bool: false };
|
|
|
|
|
else player.chooseBool(get.prompt("zylianji"), "回复1点体力").set("ai", () => true);
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (!event.logged) {
|
|
|
|
|
event.logged = true;
|
|
|
|
|
player.logSkill("zylianji");
|
|
|
|
|
}
|
|
|
|
|
player.recover();
|
|
|
|
|
}
|
|
|
|
|
if (event.num <= 2) event.finish();
|
|
|
|
|
"step 4";
|
|
|
|
|
player.chooseTarget(get.prompt("zylianji"), "跳过本回合的剩余阶段,然后令一名其他角色执行这些阶段", lib.filter.notMe).set("ai", target => {
|
|
|
|
|
var att = get.attitude(_status.event.player, target),
|
|
|
|
|
num = target.needsToDiscard(),
|
|
|
|
|
numx = player.needsToDiscard();
|
|
|
|
|
if (att < 0 && num > 0) return (-att * Math.sqrt(num)) / 3 + numx;
|
|
|
|
|
var skills = target.getSkills();
|
|
|
|
|
var val = 0;
|
|
|
|
|
for (var skill of skills) {
|
|
|
|
|
var info = get.info(skill);
|
|
|
|
|
if (info.trigger && info.trigger.player && (info.trigger.player.indexOf("phaseJieshu") == 0 || (Array.isArray(info.trigger.player) && info.trigger.player.some(i => i.indexOf("phaseJieshu") == 0)))) {
|
|
|
|
|
var threaten = info.ai && info.ai.threaten ? info.ai.threaten : 1;
|
|
|
|
|
if (info.ai && info.ai.neg) val -= 3 * threaten;
|
|
|
|
|
else if (info.ai && info.ai.halfneg) val -= 1.5 * threaten;
|
|
|
|
|
else val += threaten;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return (att * val) / 2 + numx;
|
|
|
|
|
});
|
|
|
|
|
"step 5";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
if (!event.logged) {
|
|
|
|
|
event.logged = true;
|
|
|
|
|
player.logSkill("zylianji", target);
|
|
|
|
|
} else player.line(target);
|
|
|
|
|
player.addTempSkill("zylianji_skip");
|
|
|
|
|
player.storage.zylianji_insert = target;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
skip: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: ["phaseZhunbeiBefore", "phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore", "phaseJieshuBefore"],
|
|
|
|
|
},
|
|
|
|
|
init: function (player) {
|
|
|
|
|
if (!player.storage.zylianji_skip) player.storage.zylianji_skip = [];
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
group: "zylianji_insert",
|
|
|
|
|
onremove: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
player.storage.zylianji_skip.push(trigger.name);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
insert: {
|
|
|
|
|
trigger: { player: "phaseEnd" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.storage.zylianji_skip && player.storage.zylianji_skip.length && player.storage.zylianji_insert && player.storage.zylianji_insert.isIn();
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
getStr: function (str) {
|
|
|
|
|
switch (str) {
|
|
|
|
|
case "phaseDraw":
|
|
|
|
|
return "player.phaseDraw();if(!player.noPhaseDelay){if(player==game.me){game.delay()}else{game.delayx()}}";
|
|
|
|
|
case "phaseDiscard":
|
|
|
|
|
return "game.broadcastAll(function(){if(ui.tempnowuxie){ui.tempnowuxie.close();delete ui.tempnowuxie;}});player.phaseDiscard();if(!player.noPhaseDelay){game.delayx()};delete player._noSkill;";
|
|
|
|
|
default:
|
|
|
|
|
return "player." + str + "();";
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var func = "";
|
|
|
|
|
for (var i = 0; i < player.storage.zylianji_skip.length; i++) {
|
|
|
|
|
var phase = player.storage.zylianji_skip[i];
|
|
|
|
|
func += "\n'step" + " " + i + "'\n";
|
|
|
|
|
func += lib.skill.zylianji_insert.getStr(phase);
|
|
|
|
|
}
|
|
|
|
|
player.line(player.storage.zylianji_insert);
|
|
|
|
|
player.storage.zylianji_insert.insertPhase().setContent(new Function(func))._noTurnOver = true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zymoucheng: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
viewAs: { name: "jiedao" },
|
|
|
|
|
filterCard: { color: "black" },
|
|
|
|
|
position: "he",
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 4.5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间篇豪华版盒子甄姬
|
|
|
|
|
yjluoshen: {
|
|
|
|
|
audio: "luoshen",
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
frequent: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.cards = [];
|
|
|
|
|
"step 1";
|
|
|
|
|
var next = player.judge(function (card) {
|
|
|
|
|
var color = get.color(card);
|
|
|
|
|
var evt = _status.event.getParent("yjluoshen");
|
|
|
|
|
if (evt) {
|
|
|
|
|
if (!evt.color) evt.color = color;
|
|
|
|
|
else if (evt.color != color) return -1;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
next.judge2 = function (result) {
|
|
|
|
|
return result.bool;
|
|
|
|
|
};
|
|
|
|
|
if (get.mode() != "guozhan" && !player.hasSkillTag("rejudge"))
|
|
|
|
|
next.set("callback", function () {
|
|
|
|
|
if (get.position(card, true) == "o") player.gain(card, "gain2");
|
|
|
|
|
});
|
|
|
|
|
else
|
|
|
|
|
next.set("callback", function () {
|
|
|
|
|
event.getParent().orderingCards.remove(card);
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.judge > 0) {
|
|
|
|
|
event.cards.push(result.card);
|
|
|
|
|
player.chooseBool("是否再次发动【洛神】?").set("frequentSkill", "yjluoshen");
|
|
|
|
|
} else {
|
|
|
|
|
for (var i = 0; i < event.cards.length; i++) {
|
|
|
|
|
if (get.position(event.cards[i], true) != "o") {
|
|
|
|
|
event.cards.splice(i, 1);
|
|
|
|
|
i--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (event.cards.length) {
|
|
|
|
|
player.gain(event.cards, "gain2");
|
|
|
|
|
}
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
event.goto(1);
|
|
|
|
|
} else {
|
|
|
|
|
if (event.cards.length) {
|
|
|
|
|
player.gain(event.cards, "gain2");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间篇豪华版盒子贾诩
|
|
|
|
|
yjzhenlve: {
|
|
|
|
|
audio: "zhenlue",
|
|
|
|
|
inherit: "zhenlue",
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.directHit.addArray(game.players);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yjjianshu: {
|
|
|
|
|
audio: "jianshu",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
if (target == player) return false;
|
|
|
|
|
if (ui.selected.targets.length) {
|
|
|
|
|
return ui.selected.targets[0] != target && !ui.selected.targets[0].hasSkillTag("noCompareSource") && target.countCards("h") && !target.hasSkillTag("noCompareTarget");
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
filterCard: true,
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
delay: false,
|
|
|
|
|
check: function (card) {
|
|
|
|
|
if (_status.event.player.hp == 1) return 8 - get.value(card);
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
selectTarget: 2,
|
|
|
|
|
targetprompt: ["发起者", "拼点对象"],
|
|
|
|
|
multitarget: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.give(cards, targets[0], "give");
|
|
|
|
|
"step 1";
|
2024-05-07 10:17:21 +00:00
|
|
|
|
if (targets[0].canCompare(targets[1])) targets[0].chooseToCompare(targets[1]);
|
|
|
|
|
else event.finish();
|
2024-05-03 18:19:41 +00:00
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
targets[1].loseHp();
|
|
|
|
|
} else if (result.tie) {
|
|
|
|
|
targets[0].loseHp();
|
|
|
|
|
targets[1].loseHp();
|
|
|
|
|
} else {
|
|
|
|
|
targets[0].loseHp();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.4,
|
|
|
|
|
order: 4,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (ui.selected.targets.length) return -1;
|
|
|
|
|
return -0.5;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yjyongdi: {
|
|
|
|
|
audio: "yongdi",
|
|
|
|
|
unique: true,
|
|
|
|
|
limited: true,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
animationColor: "thunder",
|
|
|
|
|
skillAnimation: "legend",
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "limited",
|
|
|
|
|
},
|
2024-06-01 07:41:28 +00:00
|
|
|
|
async cost(event, trigger, player) {
|
|
|
|
|
event.result = await player
|
|
|
|
|
.chooseTarget(
|
|
|
|
|
get.prompt2("yjyongdi"),
|
|
|
|
|
(card, player, target) => {
|
|
|
|
|
return target.hasSex("male") || target.name == "key_yuri";
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
.set("ai", target => {
|
2024-05-03 18:19:41 +00:00
|
|
|
|
if (!_status.event.goon) return 0;
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var att = get.attitude(player, target);
|
|
|
|
|
if (att <= 1) return 0;
|
|
|
|
|
var mode = get.mode();
|
|
|
|
|
if (mode == "identity" || (mode == "versus" && _status.mode == "four")) {
|
2024-06-01 07:41:28 +00:00
|
|
|
|
if (target.getStockSkills(true, true).some(i => {
|
|
|
|
|
if (target.hasSkill(i)) return false;
|
|
|
|
|
let info = get.info(i);
|
|
|
|
|
return info && info.zhuSkill;
|
|
|
|
|
})) return att * 2;
|
2024-05-03 18:19:41 +00:00
|
|
|
|
}
|
|
|
|
|
return att;
|
|
|
|
|
})
|
2024-06-01 07:41:28 +00:00
|
|
|
|
.set("goon", !player.hasUnknown())
|
|
|
|
|
.forResult();
|
2024-05-03 18:19:41 +00:00
|
|
|
|
},
|
2024-06-01 07:41:28 +00:00
|
|
|
|
async content(event, trigger, player) {
|
|
|
|
|
player.awakenSkill("yjyongdi");
|
|
|
|
|
let target = event.targets[0], mode = get.mode();
|
|
|
|
|
if (player !== target && (mode !== "identity" || player.identity !== "nei")) player.addExpose(0.3);
|
|
|
|
|
target.gainMaxHp(true);
|
|
|
|
|
target.recover();
|
|
|
|
|
if (mode == "identity" || (mode == "versus" && _status.mode == "four") || mode == "doudizhu") {
|
|
|
|
|
let skills = target.getStockSkills(true, true).filter(i => {
|
|
|
|
|
if (target.hasSkill(i)) return false;
|
|
|
|
|
let info = get.info(i);
|
|
|
|
|
return info && info.zhuSkill;
|
|
|
|
|
});
|
|
|
|
|
if (skills.length) target.addSkills(skills);
|
|
|
|
|
}
|
2024-05-03 18:19:41 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间篇豪华版盒子许攸
|
|
|
|
|
yjshicai: {
|
|
|
|
|
audio: "spshicai",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterCard: true,
|
|
|
|
|
position: "he",
|
|
|
|
|
prompt: function () {
|
|
|
|
|
var str = "弃置一张牌,然后获得";
|
|
|
|
|
if (get.itemtype(_status.pileTop) == "card") str += get.translation(_status.pileTop);
|
|
|
|
|
else str += "牌堆顶的一张牌";
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
check: function (card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var cardx = _status.pileTop;
|
|
|
|
|
if (get.itemtype(cardx) != "card") return 0;
|
|
|
|
|
var val = player.getUseValue(cardx, null, true);
|
|
|
|
|
if (!val) return 0;
|
|
|
|
|
var val2 = player.getUseValue(card, null, true);
|
|
|
|
|
return (val - val2) / Math.max(0.1, get.value(card));
|
|
|
|
|
},
|
|
|
|
|
group: ["yjshicai_mark"],
|
|
|
|
|
content: function () {
|
|
|
|
|
var card = get.cards()[0];
|
|
|
|
|
player.gain(card, "gain2").gaintag.add("yjshicai_clear");
|
|
|
|
|
player.addTempSkill("yjshicai_clear", "phaseUseAfter");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 3,
|
|
|
|
|
result: { player: 1 },
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
mark: {
|
|
|
|
|
trigger: { player: "phaseBegin" },
|
|
|
|
|
silent: true,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("spshicai2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
clear: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseAfter",
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
player.removeGaintag(skill);
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.name == "lose") {
|
|
|
|
|
for (var i in event.gaintag_map) {
|
|
|
|
|
if (event.gaintag_map[i].includes("yjshicai_clear")) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return player.hasHistory("lose", function (evt) {
|
|
|
|
|
if (evt.getParent() != event) return false;
|
|
|
|
|
for (var i in evt.gaintag_map) {
|
|
|
|
|
if (evt.gaintag_map[i].includes("yjshicai_clear")) return true;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
delete player.getStat("skill").yjshicai;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yjchenggong: {
|
|
|
|
|
audio: "chenggong",
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "useCardToPlayered",
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.isFirstTarget && event.targets.length > 1 && event.player.isIn();
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, event.player) > 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai: { expose: 0.2 },
|
|
|
|
|
},
|
|
|
|
|
yjzezhu: {
|
|
|
|
|
audio: "zezhu",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var zhu = get.mode() == "identity" ? get.zhu(player) : game.filterPlayer(i => i.getSeatNum() == 1)[0];
|
|
|
|
|
if (!zhu) return false;
|
|
|
|
|
return zhu.countGainableCards(player, zhu == player ? "ej" : "hej");
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
var zhu = get.mode() == "identity" ? get.zhu(player) : game.filterPlayer(i => i.getSeatNum() == 1)[0];
|
|
|
|
|
return target == zhu;
|
|
|
|
|
},
|
|
|
|
|
selectTarget: 1,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.gainPlayerCard(target, player == target ? "ej" : "hej", true);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!player.countCards("he") || player == target) event.finish();
|
|
|
|
|
else player.chooseCard("择主:交给" + get.translation(target) + "一张牌", "he", true);
|
|
|
|
|
"step 2";
|
|
|
|
|
player.give(result.cards, target);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 2.9,
|
|
|
|
|
result: { player: 1 },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间beta董卓
|
|
|
|
|
yjtuicheng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
viewAs: { name: "tuixinzhifu", isCard: true },
|
|
|
|
|
filterCard: () => false,
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
log: false,
|
|
|
|
|
precontent: function () {
|
|
|
|
|
player.logSkill("yjtuicheng");
|
|
|
|
|
player.loseHp();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
player: function (card, player) {
|
|
|
|
|
if (get.name(card) != "tuixinzhifu" || _status.event.skill != "yjtuicheng") return;
|
|
|
|
|
if (player.hp < 3) return "zeroplayertarget";
|
|
|
|
|
if (player.hasSkill("yjshicha") && !player.hasHistory("useSkill", evt => evt.skill == "yjtuicheng")) return [1, 2];
|
|
|
|
|
return "zeroplayertarget";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yjyaoling: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseUseEnd",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("yjyaoling"), "减1点体力上限,选择一名其他角色A和一名角色B,令A选择对B使用杀或被你弃牌", 2, (card, player, target) => {
|
|
|
|
|
if (!ui.selected.targets.length) return target != player;
|
|
|
|
|
return ui.selected.targets[0].canUse("sha", target, false);
|
|
|
|
|
})
|
|
|
|
|
.set("targetprompt", ["打人", "被打"])
|
|
|
|
|
.set("complexSelect", true)
|
|
|
|
|
.set("ai", target => {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (!ui.selected.targets.length) return get.effect(target, { name: "guohe_copy2" }, player, player);
|
|
|
|
|
var targetx = ui.selected.targets[0];
|
|
|
|
|
return get.effect(target, { name: "sha" }, targetx, player) + 5;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var targets = result.targets;
|
|
|
|
|
event.targets = targets;
|
|
|
|
|
player.logSkill("yjyaoling", targets, false);
|
|
|
|
|
player.line2(targets);
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
targets[0]
|
|
|
|
|
.chooseToUse(
|
|
|
|
|
function (card, player, event) {
|
|
|
|
|
if (get.name(card) != "sha") return false;
|
|
|
|
|
return lib.filter.filterCard.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
"耀令:对" + get.translation(targets[1]) + "使用一张杀,或令" + get.translation(player) + "弃置你的一张牌"
|
|
|
|
|
)
|
|
|
|
|
.set("targetRequired", true)
|
|
|
|
|
.set("filterTarget", function (card, player, target) {
|
|
|
|
|
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
|
|
|
|
|
return lib.filter.filterTarget.apply(this, arguments);
|
|
|
|
|
})
|
|
|
|
|
.set("sourcex", targets[1]);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (!result.bool && targets[0].countDiscardableCards(player, "he")) {
|
|
|
|
|
player.discardPlayerCard(targets[0], "he", true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yjshicha: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseDiscardBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var tuicheng = false,
|
|
|
|
|
yaoling = false;
|
|
|
|
|
player.getHistory("useSkill", evt => {
|
|
|
|
|
if (evt.skill == "yjtuicheng") tuicheng = true;
|
|
|
|
|
if (evt.skill == "yjyaoling") yaoling = true;
|
|
|
|
|
});
|
|
|
|
|
return !(tuicheng && yaoling);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("yjshicha_limit");
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
limit: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: { content: "本回合手牌上限为1" },
|
|
|
|
|
mod: {
|
|
|
|
|
maxHandcard: () => 1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
neg: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yjyongquan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.hasZhuSkill("yjyongquan") &&
|
|
|
|
|
game.hasPlayer(current => {
|
|
|
|
|
return current != player && player.hasZhuSkill(current) && current.group == "qun";
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
logTarget: function (event, player) {
|
|
|
|
|
return game.filterPlayer(current => {
|
|
|
|
|
return current != player && player.hasZhuSkill(current) && current.group == "qun";
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var targets = lib.skill.yjyongquan.logTarget(trigger, player);
|
|
|
|
|
event.targets = targets;
|
|
|
|
|
"step 1";
|
|
|
|
|
var target = targets.shift();
|
|
|
|
|
event.target = target;
|
|
|
|
|
target
|
|
|
|
|
.chooseCard("拥权:是否交给" + get.translation(player) + "一张牌?", "he")
|
|
|
|
|
.set("ai", card => {
|
|
|
|
|
if (_status.event.goon) return 4.5 - get.value(card);
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
.set("goon", get.attitude(target, player) > 3);
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
target.line(player);
|
|
|
|
|
target.give(result.cards, player);
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (targets.length) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间beta甘宁的新版
|
|
|
|
|
yjjielve: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !player.hasSkill("yjjielve_ban");
|
|
|
|
|
},
|
|
|
|
|
viewAs: { name: "chenghuodajie" },
|
|
|
|
|
filterCard: function (card, player) {
|
|
|
|
|
if (ui.selected.cards.length) return get.color(card) == get.color(ui.selected.cards[0]);
|
|
|
|
|
var cards = player.getCards("hes");
|
|
|
|
|
for (var cardx of cards) {
|
|
|
|
|
if (card != cardx && get.color(card) == get.color(cardx)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
position: "hes",
|
|
|
|
|
selectCard: 2,
|
|
|
|
|
complexCard: true,
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
onuse: function (links, player) {
|
|
|
|
|
player.addTempSkill("yjjielve_check");
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
check: {
|
|
|
|
|
trigger: { source: "damageSource" },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card && event.card.name == "chenghuodajie" && event.getParent().skill == "yjjielve";
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("yjjielve_ban");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ban: { charlotte: true },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间beta张飞
|
|
|
|
|
yjmangji: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
forced: true,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: ["loseAfter", "damageEnd", "loseHpEnd", "recoverEnd"],
|
|
|
|
|
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (player.hp < 1 || !player.countDiscardableCards(player, "h")) return false;
|
|
|
|
|
if (["damage", "loseHp", "recover"].includes(event.name)) return true;
|
|
|
|
|
var evt = event.getl(player);
|
|
|
|
|
if (event.name == "equip" && event.player == player) return !evt || evt.cards.length != 1;
|
|
|
|
|
if (!evt || !evt.es.length) return false;
|
|
|
|
|
return game.hasPlayer(current => player.canUse("sha", current, false));
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
prompt: "莽击:弃置一张手牌,视为对一名其他角色使用一张【杀】",
|
|
|
|
|
forced: true,
|
|
|
|
|
filterCard: lib.filter.cardDiscardable,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player.canUse("sha", target, false);
|
|
|
|
|
},
|
|
|
|
|
ai2: function (target) {
|
|
|
|
|
return get.effect(target, { name: "sha" }, _status.event.player);
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0],
|
|
|
|
|
cards = result.cards;
|
|
|
|
|
player.logSkill("yjmangji", target);
|
|
|
|
|
player.discard(cards);
|
|
|
|
|
if (player.canUse("sha", target, false)) player.useCard({ name: "sha", isCard: true }, target, false);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间beta曹洪
|
|
|
|
|
yjlifeng: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
for (var card of ui.discardPile.childNodes) {
|
|
|
|
|
if (get.type(card) == "equip") return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = Array.from(ui.discardPile.childNodes).filter(i => get.type(i) == "equip");
|
|
|
|
|
player.chooseButton(["厉锋:获得一张装备牌", cards], cards.length > 0).set("ai", get.buttonValue);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var card = result.links[0];
|
|
|
|
|
player.gain(card, "gain2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 10,
|
|
|
|
|
result: { player: 1 },
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target) {
|
|
|
|
|
if (card && get.type(card) == "equip" && _status.event.skill == "_gifting") return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
cardGiftable: function (card, player) {
|
|
|
|
|
return get.type(card) == "equip";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间篇李儒
|
|
|
|
|
yjdumou: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
forced: true,
|
|
|
|
|
mod: {
|
|
|
|
|
cardname: function (card, player, name) {
|
|
|
|
|
if (player == _status.currentPhase && card.name == "du") return "guohe";
|
|
|
|
|
},
|
|
|
|
|
aiValue: function (player, card, num) {
|
|
|
|
|
if (card.name == "du") return get.value({ name: "guohe" });
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
init: () => {
|
|
|
|
|
game.addGlobalSkill("yjdumou_du");
|
|
|
|
|
},
|
|
|
|
|
onremove: () => {
|
|
|
|
|
if (!game.hasPlayer(i => i.hasSkill("yjdumou"), true)) game.removeGlobalSkill("yjdumou_du");
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
du: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardname: function (card, player, name) {
|
|
|
|
|
if (_status.currentPhase && player != _status.currentPhase && _status.currentPhase.hasSkill("yjdumou") && get.color(card) == "black") return "du";
|
|
|
|
|
},
|
|
|
|
|
aiValue: function (player, card, num) {
|
|
|
|
|
if (get.name(card) == "du" && card.name != "du") return get.value({ name: card.name });
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "dieAfter" },
|
|
|
|
|
filter: () => {
|
|
|
|
|
return !game.hasPlayer(i => i.hasSkill("yjdumou"), true);
|
|
|
|
|
},
|
|
|
|
|
silent: true,
|
|
|
|
|
forceDie: true,
|
|
|
|
|
content: () => {
|
|
|
|
|
game.removeGlobalSkill("yjdumou_du");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai: { threaten: 2.1 },
|
|
|
|
|
},
|
|
|
|
|
yjweiquan: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "soil",
|
|
|
|
|
filterTarget: true,
|
|
|
|
|
limited: true,
|
|
|
|
|
selectTarget: () => [1, game.roundNumber],
|
|
|
|
|
contentBefore: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("yjweiquan");
|
|
|
|
|
player.chooseTarget("威权:选择获得牌的角色", true).set("ai", target => {
|
|
|
|
|
var att = get.attitude(_status.event.player, target),
|
|
|
|
|
num = target.needsToDiscard(targets.filter(i => i != target && i.countCards("h")).length);
|
|
|
|
|
if (att > 0 && num <= 2) return 0;
|
|
|
|
|
if (att < 0 && target.needsToDiscard(-5)) return -att - Math.sqrt(num);
|
|
|
|
|
return att - Math.sqrt(num);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
event.getParent()._yjweiquan = result.targets[0];
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var targetx = event.getParent()._yjweiquan;
|
|
|
|
|
if (target == targetx || !target.countCards("h")) event.finish();
|
|
|
|
|
else target.chooseCard("威权:将一张手牌交给" + get.translation(targetx), true);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var targetx = event.getParent()._yjweiquan;
|
|
|
|
|
target.give(result.cards, targetx);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
contentAfter: function () {
|
|
|
|
|
var targetx = event.getParent()._yjweiquan;
|
|
|
|
|
if (targetx.countCards("h") > targetx.hp) {
|
|
|
|
|
var next = targetx.phase();
|
|
|
|
|
event.next.remove(next);
|
|
|
|
|
event.getParent().after.push(next);
|
|
|
|
|
next.player = targetx;
|
|
|
|
|
next._noTurnOver = true;
|
|
|
|
|
next._triggered = null;
|
|
|
|
|
next.setContent(function () {
|
|
|
|
|
game.broadcastAll(function () {
|
|
|
|
|
if (ui.tempnowuxie) {
|
|
|
|
|
ui.tempnowuxie.close();
|
|
|
|
|
delete ui.tempnowuxie;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
player.phaseDiscard();
|
|
|
|
|
if (!player.noPhaseDelay) game.delayx();
|
|
|
|
|
delete player._noSkill;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 6,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player) {
|
|
|
|
|
var num = game.countPlayer(current => get.attitude(player, current) < 0 && current.countCards("h"));
|
|
|
|
|
if (
|
|
|
|
|
(game.roundNumber < num && player.hp > 2) ||
|
|
|
|
|
!game.hasPlayer(current => {
|
|
|
|
|
return (get.attitude(player, current) > 0 && current.needsToDiscard(num) < 2) || (get.attitude(player, current) < 0 && current.needsToDiscard(-5));
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return -10;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
target: -1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yjrenwang: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
for (var card of ui.discardPile.childNodes) {
|
|
|
|
|
if (get.color(card) == "black" && get.type(card) == "basic") return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = Array.from(ui.discardPile.childNodes).filter(i => get.color(i) == "black" && get.type(i) == "basic");
|
|
|
|
|
player.chooseButton(["人望:选择一张黑色基本牌", cards], cards.length > 0).set("ai", get.buttonValue);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var card = result.links[0];
|
|
|
|
|
event.card = card;
|
|
|
|
|
player.chooseTarget("选择一名角色获得" + get.translation(card), true).set("ai", target => get.attitude(_status.event.player, target));
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target);
|
|
|
|
|
target.gain(card, "gain2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 10,
|
|
|
|
|
result: { player: 1 },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//群曹操
|
|
|
|
|
yjxiandao: {
|
|
|
|
|
trigger: { player: "giftAccepted" },
|
|
|
|
|
usable: 1,
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: (event, player) => event.target != player && event.target.isIn(),
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.target = trigger.target;
|
|
|
|
|
event.card = trigger.card;
|
|
|
|
|
event.target.markAuto("yjxiandao_block", [get.suit(event.card, false)]);
|
|
|
|
|
event.target.addTempSkill("yjxiandao_block");
|
|
|
|
|
"step 1";
|
|
|
|
|
var type = get.type(card, false);
|
|
|
|
|
if (type == "trick") player.draw(2);
|
|
|
|
|
if (type == "equip") {
|
|
|
|
|
if (
|
|
|
|
|
target.countGainableCards(player, "he", function (cardx) {
|
|
|
|
|
return cardx != card;
|
|
|
|
|
}) > 0
|
|
|
|
|
)
|
|
|
|
|
player
|
|
|
|
|
.gainPlayerCard(target, "he", true)
|
|
|
|
|
.set("card", card)
|
|
|
|
|
.set("filterButton", function (button) {
|
|
|
|
|
return button.link != _status.event.card;
|
|
|
|
|
});
|
|
|
|
|
if (get.subtype(card, false) == "equip1") target.damage();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill: {
|
|
|
|
|
block: {
|
|
|
|
|
charlotte: true,
|
|
|
|
|
onremove: true,
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled: function (card, player) {
|
|
|
|
|
if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false;
|
|
|
|
|
},
|
|
|
|
|
cardRespondable: function (card, player) {
|
|
|
|
|
if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false;
|
|
|
|
|
},
|
|
|
|
|
cardSavable: function (card, player) {
|
|
|
|
|
if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: { content: "不能使用或打出$牌" },
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yjsancai: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.showHandcards();
|
|
|
|
|
var hs = player.getCards("h");
|
|
|
|
|
if (hs.length > 1) {
|
|
|
|
|
var type = get.type2(hs[0], player);
|
|
|
|
|
for (var i = 1; i < hs.length; i++) {
|
|
|
|
|
if (get.type(hs[i]) != type) {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
prompt: "是否赠予一张手牌?",
|
|
|
|
|
filterCard: true,
|
|
|
|
|
filterTarget: lib.filter.notMe,
|
|
|
|
|
});
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
player.gift(result.cards, target);
|
|
|
|
|
}
|
|
|
|
|
},
|
2024-06-01 05:53:01 +00:00
|
|
|
|
ai: {
|
|
|
|
|
combo: "yixiandao"
|
|
|
|
|
},
|
2024-05-03 18:19:41 +00:00
|
|
|
|
},
|
|
|
|
|
yjyibing: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "gainAfter",
|
|
|
|
|
global: "loseAsyncAfter",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.getParent().name == "gift") return false;
|
|
|
|
|
if (event.getParent("yjyibing").player == player) return false;
|
|
|
|
|
var evt = event.getParent("phaseDraw"),
|
|
|
|
|
hs = player.getCards("h"),
|
|
|
|
|
cards = event.getg(player);
|
|
|
|
|
return (
|
|
|
|
|
cards.length > 0 &&
|
|
|
|
|
(!evt || evt.player != player) &&
|
|
|
|
|
cards.filter(function (card) {
|
|
|
|
|
return hs.includes(card) && game.checkMod(card, player, "unchanged", "cardEnabled2", player) !== false;
|
|
|
|
|
}).length == cards.length &&
|
|
|
|
|
player.hasUseTarget(
|
|
|
|
|
{
|
|
|
|
|
name: "sha",
|
|
|
|
|
cards: event.cards,
|
|
|
|
|
},
|
|
|
|
|
false
|
|
|
|
|
)
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var cards = trigger.getg(player);
|
|
|
|
|
player.chooseUseTarget(get.prompt("yjyibing"), "将" + get.translation(cards) + "当做【杀】使用", "sha", cards, false, "nodistance").logSkill = "yjyibing";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//龙羽飞
|
|
|
|
|
longyi: {
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.type == "wuxie") return false;
|
|
|
|
|
var hs = player.getCards("h");
|
|
|
|
|
if (!hs.length) return false;
|
|
|
|
|
for (var i of hs) {
|
|
|
|
|
if (game.checkMod(i, player, "unchanged", "cardEnabled2", player) === false) return false;
|
|
|
|
|
}
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
if (i != "du" && get.type(i) == "basic" && event.filterCard({ name: i, cards: hs }, player, event)) return true;
|
|
|
|
|
if (i == "sha") {
|
|
|
|
|
var list = ["fire", "thunder", "ice"];
|
|
|
|
|
for (var j of list) {
|
|
|
|
|
if (event.filterCard({ name: i, nature: j, cards: hs }, player, event)) return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
chooseButton: {
|
|
|
|
|
dialog: function (event, player) {
|
|
|
|
|
var vcards = [],
|
|
|
|
|
hs = player.getCards("h");
|
|
|
|
|
for (var i of lib.inpile) {
|
|
|
|
|
if (i != "du" && get.type(i) == "basic" && event.filterCard({ name: i, cards: hs }, player, event)) vcards.push(["基本", "", i]);
|
|
|
|
|
if (i == "sha") {
|
|
|
|
|
for (var j of lib.inpile_nature) {
|
|
|
|
|
if (event.filterCard({ name: i, nature: j, cards: hs }, player, event)) vcards.push(["基本", "", i, j]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return ui.create.dialog("龙裔", [vcards, "vcard"]);
|
|
|
|
|
},
|
|
|
|
|
check: function (button, player) {
|
|
|
|
|
if (_status.event.getParent().type != "phase") return 1;
|
|
|
|
|
return _status.event.player.getUseValue({
|
|
|
|
|
name: button.link[2],
|
|
|
|
|
nature: button.link[3],
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
backup: function (links, player) {
|
|
|
|
|
return {
|
|
|
|
|
audio: "longyi",
|
|
|
|
|
popname: true,
|
|
|
|
|
viewAs: { name: links[0][2], nature: links[0][3] },
|
|
|
|
|
filterCard: true,
|
|
|
|
|
selectCard: -1,
|
|
|
|
|
position: "h",
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
prompt: function (links, player) {
|
|
|
|
|
return "将所有手牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用或打出";
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
hiddenCard: function (player, name) {
|
|
|
|
|
return name != "du" && get.type(name) == "basic" && player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
respondSha: true,
|
|
|
|
|
respondShan: true,
|
|
|
|
|
skillTagFilter: function (player) {
|
|
|
|
|
return player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
order: 0.5,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player) {
|
|
|
|
|
if (_status.event.dying) {
|
|
|
|
|
return get.attitude(player, _status.event.dying);
|
|
|
|
|
}
|
|
|
|
|
if (_status.event.type == "respondShan") return 1;
|
|
|
|
|
var val = 0,
|
|
|
|
|
hs = player.getCards("h"),
|
|
|
|
|
max = 0;
|
|
|
|
|
for (var i of hs) {
|
|
|
|
|
val += get.value(i, player);
|
|
|
|
|
if (get.type(i, player) == "trick") max += 5;
|
|
|
|
|
}
|
|
|
|
|
if (player.hasSkill("zhenjue")) max += 7;
|
|
|
|
|
return val <= max ? 1 : 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group: "longyi_effect",
|
|
|
|
|
subSkill: {
|
|
|
|
|
effect: {
|
|
|
|
|
trigger: { player: ["useCard", "respond"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.skill != "longyi_backup") return false;
|
|
|
|
|
for (var i of event.cards) {
|
|
|
|
|
var type = get.type2(i, player);
|
|
|
|
|
if (type == "equip" || type == "trick") return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var map = {};
|
|
|
|
|
for (var i of trigger.cards) {
|
|
|
|
|
map[get.type2(i, player)] = true;
|
|
|
|
|
}
|
|
|
|
|
if (map.trick) player.draw();
|
|
|
|
|
if (map.equip && trigger.directHit) trigger.directHit.addArray(game.players);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
backup: {},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhenjue: {
|
|
|
|
|
trigger: { global: "phaseJieshuBegin" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h") == 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "player",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.player
|
|
|
|
|
.chooseToDiscard("he", "弃置一张牌,或令" + get.translation(player) + "摸一张牌")
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (_status.event.goon) return 7 - get.value(card);
|
|
|
|
|
return -get.value(card);
|
|
|
|
|
})
|
|
|
|
|
.set("goon", get.attitude(trigger.player, player) < 0);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (!result.bool) player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//群刘备
|
|
|
|
|
jsprende: {
|
|
|
|
|
audio: "rerende",
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filterCard: true,
|
|
|
|
|
selectCard: [1, Infinity],
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
delay: false,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
},
|
|
|
|
|
onremove: true,
|
|
|
|
|
check: function (card) {
|
|
|
|
|
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
|
|
|
|
|
if (!ui.selected.cards.length && card.name == "du") return 20;
|
|
|
|
|
var player = get.owner(card);
|
|
|
|
|
if (ui.selected.cards.length >= Math.max(2, player.countCards("h") - player.hp)) return 0;
|
|
|
|
|
if (player.hp == player.maxHp || player.storage.jsprende < 0 || player.countCards("h") <= 1) {
|
|
|
|
|
var players = game.filterPlayer();
|
|
|
|
|
for (var i = 0; i < players.length; i++) {
|
|
|
|
|
if (players[i].hasSkill("haoshi") && !players[i].isTurnedOver() && !players[i].hasJudge("lebu") && get.attitude(player, players[i]) >= 3 && get.attitude(players[i], player) >= 3) {
|
|
|
|
|
return 11 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (player.countCards("h") > player.hp) return 10 - get.value(card);
|
|
|
|
|
if (player.countCards("h") > 2) return 6 - get.value(card);
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
return 10 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var evt = _status.event.getParent("phaseUse");
|
|
|
|
|
if (evt && evt.name == "phaseUse" && !evt.jsprende) {
|
|
|
|
|
var next = game.createEvent("jsprende_clear");
|
|
|
|
|
_status.event.next.remove(next);
|
|
|
|
|
evt.after.push(next);
|
|
|
|
|
evt.jsprende = true;
|
|
|
|
|
next.player = player;
|
|
|
|
|
next.setContent(function () {
|
|
|
|
|
delete player.storage.jsprende;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
player.give(cards, target);
|
|
|
|
|
if (typeof player.storage.jsprende != "number") {
|
|
|
|
|
player.storage.jsprende = 0;
|
|
|
|
|
}
|
|
|
|
|
if (player.storage.jsprende >= 0) {
|
|
|
|
|
player.storage.jsprende += cards.length;
|
|
|
|
|
if (player.storage.jsprende >= 2) {
|
|
|
|
|
var list = [];
|
|
|
|
|
if (
|
|
|
|
|
lib.filter.cardUsable({ name: "sha", isCard: true }, player, event.getParent("chooseToUse")) &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return player.canUse("sha", current);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
list.push(["基本", "", "sha"]);
|
|
|
|
|
}
|
|
|
|
|
for (var i of lib.inpile_nature) {
|
|
|
|
|
if (
|
|
|
|
|
lib.filter.cardUsable({ name: "sha", nature: i, isCard: true }, player, event.getParent("chooseToUse")) &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return player.canUse({ name: "sha", nature: i, isCard: true }, current);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
list.push(["基本", "", "sha", i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (
|
|
|
|
|
lib.filter.cardUsable({ name: "tao", isCard: true }, player, event.getParent("chooseToUse")) &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return player.canUse("tao", current);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
list.push(["基本", "", "tao"]);
|
|
|
|
|
}
|
|
|
|
|
if (
|
|
|
|
|
lib.filter.cardUsable({ name: "jiu", isCard: true }, player, event.getParent("chooseToUse")) &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return player.canUse("jiu", current);
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
list.push(["基本", "", "jiu"]);
|
|
|
|
|
}
|
|
|
|
|
if (list.length) {
|
|
|
|
|
player.chooseButton(["是否视为使用一张基本牌?", [list, "vcard"]]).set("ai", function (button) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var card = {
|
|
|
|
|
name: button.link[2],
|
|
|
|
|
nature: button.link[3],
|
|
|
|
|
isCard: true,
|
|
|
|
|
};
|
|
|
|
|
if (card.name == "tao") {
|
|
|
|
|
if (player.hp == 1 || (player.hp == 2 && !player.hasShan()) || player.needsToDiscard()) {
|
|
|
|
|
return 5;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
if (card.name == "sha") {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return player.canUse(card, current) && get.effect(current, card, player, player) > 0;
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
if (card.nature == "fire") return 2.95;
|
|
|
|
|
if (card.nature == "thunder" || card.nature == "ice") return 2.92;
|
|
|
|
|
return 2.9;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
if (card.name == "jiu") {
|
|
|
|
|
return 0.5;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
player.storage.jsprende = -1;
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result && result.bool && result.links[0]) {
|
|
|
|
|
var card = { name: result.links[0][2], nature: result.links[0][3], isCard: true };
|
|
|
|
|
player.chooseUseTarget(card, true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
fireAttack: true,
|
|
|
|
|
order: function (skill, player) {
|
|
|
|
|
if (player.hp < player.maxHp && player.storage.jsprende < 2 && player.countCards("h") > 1) {
|
|
|
|
|
return 10;
|
|
|
|
|
}
|
|
|
|
|
return 4;
|
|
|
|
|
},
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (target.hasSkillTag("nogain")) return 0;
|
|
|
|
|
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
|
|
|
|
|
if (target.hasSkillTag("nodu")) return 0;
|
|
|
|
|
return -10;
|
|
|
|
|
}
|
|
|
|
|
if (target.hasJudge("lebu")) return 0;
|
|
|
|
|
var nh = target.countCards("h");
|
|
|
|
|
var np = player.countCards("h");
|
|
|
|
|
if (player.hp == player.maxHp || player.storage.jsprende < 0 || player.countCards("h") <= 1) {
|
|
|
|
|
if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0;
|
|
|
|
|
}
|
|
|
|
|
return Math.max(1, 5 - nh);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target) {
|
|
|
|
|
if (player == target && get.type(card) == "equip") {
|
|
|
|
|
if (player.countCards("e", { subtype: get.subtype(card) })) {
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && get.attitude(player, current) > 0;
|
|
|
|
|
})
|
|
|
|
|
) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten: 0.8,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//曹安民
|
|
|
|
|
nskuishe: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.choosePlayerCard(target, "he", true).set("ai", get.buttonValue);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var card = result.cards[0];
|
|
|
|
|
event.card = card;
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget("将" + get.translation(target) + "的" + (get.position(card) == "h" && !player.hasSkillTag("viewHandcard", null, target, true) ? "手牌" : get.translation(card)) + "交给一名角色", true, function (target) {
|
|
|
|
|
return target != _status.event.getParent().target;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
if (_status.event.du) {
|
|
|
|
|
if (target.hasSkillTag("nodu")) return 0;
|
|
|
|
|
return -att;
|
|
|
|
|
}
|
|
|
|
|
if (target.hasSkillTag("nogain")) return 0.1;
|
|
|
|
|
if (att > 0) {
|
|
|
|
|
return att + Math.max(0, 5 - target.countCards("h"));
|
|
|
|
|
}
|
|
|
|
|
return att;
|
|
|
|
|
})
|
|
|
|
|
.set("du", event.card.name == "du");
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target2 = result.targets[0];
|
|
|
|
|
target.line(target2, "green");
|
|
|
|
|
target2.gain(target, card, "giveAuto").giver = player;
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
target
|
|
|
|
|
.chooseToUse(
|
|
|
|
|
function (card, player, event) {
|
|
|
|
|
if (get.name(card) != "sha") return false;
|
|
|
|
|
return lib.filter.filterCard.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
"是否对" + get.translation(player) + "使用一张杀?"
|
|
|
|
|
)
|
|
|
|
|
.set("targetRequired", true)
|
|
|
|
|
.set("complexSelect", true)
|
|
|
|
|
.set("filterTarget", function (card, player, target) {
|
|
|
|
|
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
|
|
|
|
|
return lib.filter.filterTarget.apply(this, arguments);
|
|
|
|
|
})
|
|
|
|
|
.set("sourcex", player);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 6,
|
|
|
|
|
expose: 0.2,
|
|
|
|
|
result: {
|
|
|
|
|
target: -1.5,
|
|
|
|
|
player: function (player, target) {
|
|
|
|
|
if (!target.canUse("sha", player)) return 0;
|
|
|
|
|
if (target.countCards("h") == 1) return 0.1;
|
|
|
|
|
if (player.hasShan()) return -0.5;
|
|
|
|
|
if (player.hp <= 1) return -2;
|
|
|
|
|
if (player.hp <= 2) return -1;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//文和乱武
|
|
|
|
|
nsyangwu: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterCard: { suit: "heart" },
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("h") > player.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var info = lib.skill.nsyangwu;
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("h", info.filterCard) &&
|
|
|
|
|
game.hasPlayer(function (target) {
|
|
|
|
|
return info.filterTarget(null, player, target);
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
check: function (card) {
|
|
|
|
|
var num = 0;
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
game.countPlayer(function (current) {
|
|
|
|
|
if (current != player && get.attitude(player, current) < 0) num = Math.max(num, current.countCards("h") - player.countCards("h"));
|
|
|
|
|
});
|
|
|
|
|
return Math.ceil((num + 1) / 2) * 2 + 4 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var num = Math.ceil((target.countCards("h") - player.countCards("h")) / 2);
|
|
|
|
|
if (num) player.gainPlayerCard(target, true, "h", num, "visible");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 4,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
return player.countCards("h") - target.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nslulve: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return current.countCards("e") > 0 && current.countCards("e") <= player.countCards("he");
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterCard: function () {
|
|
|
|
|
if (ui.selected.targets.length) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
position: "he",
|
|
|
|
|
selectCard: [1, Infinity],
|
|
|
|
|
complexSelect: true,
|
|
|
|
|
complexCard: true,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target != player && target.countCards("e") > 0 && ui.selected.cards.length == target.countCards("e");
|
|
|
|
|
},
|
|
|
|
|
check: function (card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.countCards("e") > 0 && ui.selected.cards.length == current.countCards("e") && get.damageEffect(current, player, player) > 0;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 0;
|
|
|
|
|
switch (ui.selected.cards.length) {
|
|
|
|
|
case 0:
|
|
|
|
|
return 8 - get.value(card);
|
|
|
|
|
case 1:
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
case 2:
|
|
|
|
|
return 3 - get.value(card);
|
|
|
|
|
default:
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
target.damage("nocard");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
damage: true,
|
|
|
|
|
order: 2,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
return get.damageEffect(target, player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
expose: 0.3,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nsfeixiong: {
|
|
|
|
|
trigger: { player: "phaseUseBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return (
|
|
|
|
|
player.countCards("h") > 0 &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && player.canCompare(current);
|
|
|
|
|
})
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("nsfeixiong"), function (card, player, target) {
|
|
|
|
|
return player != target && player.canCompare(target);
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var hs = player.getCards("h").sort(function (a, b) {
|
|
|
|
|
return b.number - a.number;
|
|
|
|
|
});
|
|
|
|
|
var ts = target.getCards("h").sort(function (a, b) {
|
|
|
|
|
return b.number - a.number;
|
|
|
|
|
});
|
|
|
|
|
if (!hs.length || !ts.length) return 0;
|
|
|
|
|
if (hs[0].number > ts[0].number) return get.damageEffect(target, player, player);
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
event.target = target;
|
|
|
|
|
player.logSkill("nsfeixiong", target);
|
|
|
|
|
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.2);
|
|
|
|
|
player.chooseToCompare(target);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (!result.tie) {
|
|
|
|
|
var targets = [player, target];
|
|
|
|
|
if (result.bool) targets.reverse();
|
|
|
|
|
targets[0].damage(targets[1]);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nscesuan: {
|
|
|
|
|
trigger: { player: "damageBegin3" },
|
|
|
|
|
forced: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
event.lose = player.loseMaxHp();
|
|
|
|
|
"step 1";
|
|
|
|
|
if (event.lose && event.lose.loseHp) player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
2024-05-27 16:43:01 +00:00
|
|
|
|
neg: true,
|
2024-05-03 18:19:41 +00:00
|
|
|
|
filterDamage: true,
|
|
|
|
|
skillTagFilter: function (player, tag, arg) {
|
|
|
|
|
if (tag === "filterDamage" && arg && arg.player) {
|
|
|
|
|
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//S贾诩
|
|
|
|
|
nsyice: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseAfter",
|
|
|
|
|
global: ["cardsDiscardAfter", "loseAsyncAfter"],
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.name != "cardsDiscard") {
|
|
|
|
|
if (event.type != "discard") return false;
|
|
|
|
|
var evt = event.getl(player);
|
|
|
|
|
return evt.cards2 && evt.cards2.filterInD("d").length > 0;
|
|
|
|
|
} else {
|
|
|
|
|
var evt = event.getParent();
|
|
|
|
|
if (evt.name != "orderingDiscard" || !evt.relatedEvent || evt.relatedEvent.player != player || !["useCard", "respond"].includes(evt.relatedEvent.name)) return false;
|
|
|
|
|
return event.cards.filterInD("d").length > 0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var evt = trigger.getParent().relatedEvent;
|
|
|
|
|
if ((trigger.name == "discard" && !trigger.delay) || (evt && evt.name == "respond")) game.delayx();
|
|
|
|
|
"step 1";
|
|
|
|
|
var cards;
|
|
|
|
|
if (trigger.getl) cards = trigger.getl(player).cards2.filterInD("d");
|
|
|
|
|
else cards = trigger.cards.filterInD("d");
|
|
|
|
|
if (cards.length == 1) event._result = { bool: true, links: cards };
|
|
|
|
|
else {
|
|
|
|
|
var dialog = ["遗策:选择要放置的卡牌", '<div class="text center">(从左到右为从旧到新,后选择的后置入)</div>', cards];
|
|
|
|
|
var cards2 = player.getExpansions("nsyice");
|
|
|
|
|
cards2.reverse();
|
|
|
|
|
if (cards2.length) {
|
|
|
|
|
dialog.push('<div class="text center">原有“策”</div>');
|
|
|
|
|
dialog.push(cards2);
|
|
|
|
|
}
|
|
|
|
|
player
|
|
|
|
|
.chooseButton(dialog, true, cards.length)
|
|
|
|
|
.set("filterButton", function (button) {
|
|
|
|
|
return _status.event.cards.includes(button.link);
|
|
|
|
|
})
|
|
|
|
|
.set("cards", cards);
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
player.addToExpansion(result.links, "gain2").gaintag.add("nsyice");
|
|
|
|
|
"step 3";
|
|
|
|
|
var storage = player.getExpansions("nsyice");
|
|
|
|
|
var bool = false;
|
|
|
|
|
for (var i = 0; i < storage.length; i++) {
|
|
|
|
|
for (var j = storage.length - 1; j > i; j--) {
|
|
|
|
|
if (get.number(storage[i]) == get.number(storage[j])) {
|
|
|
|
|
bool = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (bool) break;
|
|
|
|
|
}
|
|
|
|
|
if (bool) {
|
|
|
|
|
event.cards = storage.splice(i, j - i + 1);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 4";
|
|
|
|
|
var cardsx = [];
|
|
|
|
|
cardsx.push(cards.shift());
|
|
|
|
|
cardsx.push(cards.pop());
|
|
|
|
|
if (cards.length) player.gain(cards, "gain2");
|
|
|
|
|
event.cards = cardsx;
|
|
|
|
|
"step 5";
|
|
|
|
|
player.chooseButton(["将一张牌置于牌堆顶,将另一张牌置于牌堆底", cards], true);
|
|
|
|
|
"step 6";
|
|
|
|
|
player.lose(event.cards, ui.cardPile).set("topper", result.links[0]).insert_index = function (event, card) {
|
|
|
|
|
if (card == event.topper) return ui.cardPile.firstChild;
|
|
|
|
|
return null;
|
|
|
|
|
};
|
|
|
|
|
if (_status.dying.length) event.finish();
|
|
|
|
|
"step 7";
|
|
|
|
|
player.chooseTarget("对一名角色造成1点伤害", true).set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
return get.damageEffect(target, player, player);
|
|
|
|
|
});
|
|
|
|
|
"step 8";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target);
|
|
|
|
|
target.damage("nocard");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
marktext: "策",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//用间篇
|
|
|
|
|
yjxuepin: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (event, player, target) {
|
|
|
|
|
return player.inRange(target) && target.countDiscardableCards(player, "he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.loseHp();
|
|
|
|
|
"step 1";
|
|
|
|
|
if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, 2, "he", true);
|
|
|
|
|
else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool && result.cards.length == 2 && get.type2(result.cards[0], result.cards[0].original == "h" ? target : false) == get.type2(result.cards[1], result.cards[1].original == "h" ? target : false)) player.recover();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 4,
|
|
|
|
|
result: {
|
|
|
|
|
player: function (player, target) {
|
|
|
|
|
if (player.hp == 1) return -8;
|
|
|
|
|
if (target.countCards("e") > 1) return 0;
|
|
|
|
|
if (player.hp > 2 || target.countCards("h") > 1) return -0.5;
|
|
|
|
|
return -2;
|
|
|
|
|
},
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (target.countDiscardableCards(player, "he") < 2) return 0;
|
|
|
|
|
return -2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
nsjianglie: {
|
|
|
|
|
trigger: { player: "useCardToPlayered" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card.name == "sha" && event.target.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, event.target) < 0;
|
|
|
|
|
},
|
|
|
|
|
logTarget: "target",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
trigger.target.showHandcards();
|
|
|
|
|
"step 1";
|
|
|
|
|
var cards = trigger.target.getCards("h");
|
|
|
|
|
var list = [];
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
list.add(get.color(cards[i]));
|
|
|
|
|
}
|
|
|
|
|
if (list.length == 1) event._result = { control: list[0] };
|
|
|
|
|
else {
|
|
|
|
|
list.sort();
|
|
|
|
|
trigger.target
|
|
|
|
|
.chooseControl(list)
|
|
|
|
|
.set("prompt", "选择弃置一种颜色的所有手牌")
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (get.value(player.getCards("h", { color: "red" })) >= get.value(player.getCards("h", { color: "black" }))) return "black";
|
|
|
|
|
return "red";
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
trigger.target.discard(trigger.target.getCards("h", { color: result.control }));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//桌游志贴纸
|
|
|
|
|
spyinzhi: {
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
frequent: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.count = trigger.num;
|
|
|
|
|
"step 1";
|
|
|
|
|
event.count--;
|
|
|
|
|
var cards = game.cardsGotoOrdering(get.cards(2)).cards;
|
|
|
|
|
player.showCards(cards);
|
|
|
|
|
event.count2 = 0;
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
if (get.suit(cards[i]) == "spade") {
|
|
|
|
|
event.count2++;
|
|
|
|
|
cards.splice(i--, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
event.cards = cards;
|
|
|
|
|
if (!event.count2 || !trigger.source) event.goto(4);
|
|
|
|
|
"step 2";
|
|
|
|
|
event.count2--;
|
|
|
|
|
if (trigger.source.countCards("h") > 0) {
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget("令一名角色获得" + get.translation(trigger.source) + "的一张手牌", function (card, player, target) {
|
|
|
|
|
var source = _status.event.source;
|
|
|
|
|
return target != source && source.countGainableCards(target, "h") > 0;
|
|
|
|
|
})
|
|
|
|
|
.set("source", trigger.source);
|
|
|
|
|
} else event.goto(4);
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line([trigger.source, target], "green");
|
|
|
|
|
target.gainPlayerCard(trigger.source, "h", true);
|
|
|
|
|
if (event.count2) event.goto(2);
|
|
|
|
|
}
|
|
|
|
|
"step 4";
|
|
|
|
|
if (cards.length) player.gain(cards, "gain2", "log");
|
|
|
|
|
"step 5";
|
|
|
|
|
if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
|
|
|
|
|
player.chooseBool(get.prompt2("spyinzhi")).set("frequentSkill", event.name);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 6";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("spyinzhi");
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spmingjian: {
|
|
|
|
|
trigger: { global: "phaseBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var next = player.chooseCard(get.prompt2("spmingjian", trigger.player), "he");
|
|
|
|
|
next.set("ai", function (card) {
|
|
|
|
|
var target = _status.event.getTrigger().player;
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (get.attitude(player, target) > 0 && target.countCards("j") > 0) return 5 - get.value(card);
|
|
|
|
|
return -1;
|
|
|
|
|
});
|
|
|
|
|
next.set("filterCard", function (card, player) {
|
|
|
|
|
if (get.position(card) == "e") return lib.filter.cardDiscardable.apply(this, arguments);
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
//next.set('logSkill',['spmingjian',trigger.player]);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("spmingjian", trigger.player);
|
|
|
|
|
var card = result.cards[0];
|
|
|
|
|
event.card = card;
|
|
|
|
|
if (get.position(card) == "e") event._result = { index: 0 };
|
|
|
|
|
else if (!lib.filter.cardDiscardable(card, player, event)) event._result = { index: 1 };
|
|
|
|
|
else {
|
|
|
|
|
var name = get.translation(trigger.player);
|
|
|
|
|
player
|
|
|
|
|
.chooseControl()
|
|
|
|
|
.set("choiceList", ["令" + name + "跳过本回合的判定阶段", "令" + name + "于本回合的判定中不触发「判定结果生效前」的时机"])
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.index == 0) {
|
|
|
|
|
player.discard(card);
|
|
|
|
|
trigger.player.skip("phaseJudge");
|
|
|
|
|
} else {
|
|
|
|
|
trigger.player.addToExpansion(card, player, "giveAuto").gaintag.add("spmingjian_charlotte");
|
|
|
|
|
trigger.player.addSkill("spmingjian_charlotte");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
expose: 0.25,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spmingjian_charlotte: {
|
|
|
|
|
trigger: { player: ["judgeBefore", "phaseAfter"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
silent: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
if (trigger.name == "phase") player.removeSkill(event.name);
|
|
|
|
|
else trigger.noJudgeTrigger = true;
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
marktext: "鉴",
|
|
|
|
|
intro: {
|
|
|
|
|
name: "明鉴",
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spshude: {
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
frequent: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h") < player.maxHp;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.drawTo(player.maxHp);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spfuluan: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player.inRange(target);
|
|
|
|
|
},
|
|
|
|
|
selectCard: 3,
|
|
|
|
|
position: "he",
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
complexCard: true,
|
|
|
|
|
filterCard: function (card, player) {
|
|
|
|
|
if (!ui.selected.cards.length) return player.countCards("he", { suit: get.suit(card) }) > 2;
|
|
|
|
|
return get.suit(card) == get.suit(ui.selected.cards[0]);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
target.turnOver();
|
|
|
|
|
player.addTempSkill("spfuluan2");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 1,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (target.isTurnedOver()) return 2;
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spfuluan2: {
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled: function (card) {
|
|
|
|
|
if (card.name == "sha") return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spzhaoxin: {
|
|
|
|
|
trigger: { player: "phaseDrawEnd" },
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return player.getUseValue({ name: "sha", isCard: true }) > 0;
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.showHandcards();
|
|
|
|
|
"step 1";
|
|
|
|
|
player.chooseUseTarget("sha", false);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
splanggu: {
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return get.itemtype(event.source) == "player";
|
|
|
|
|
},
|
|
|
|
|
logTarget: "source",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.judge();
|
|
|
|
|
"step 1";
|
|
|
|
|
if (trigger.source.countCards("h") > 0) {
|
|
|
|
|
var next = player.discardPlayerCard(trigger.source, "h", [1, Infinity]);
|
|
|
|
|
next.set("suit", result.suit);
|
|
|
|
|
next.set("filterButton", function (button) {
|
|
|
|
|
return get.suit(button.link) == _status.event.suit;
|
|
|
|
|
});
|
|
|
|
|
next.set("visible", true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group: "splanggu_rewrite",
|
|
|
|
|
},
|
|
|
|
|
splanggu_rewrite: {
|
|
|
|
|
trigger: { player: "judge" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("hs") > 0 && event.getParent().name == "splanggu";
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseCard("狼顾的判定结果为" + get.translation(trigger.player.judging[0]) + ",是否打出一张手牌进行代替?", "hs", function (card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
|
|
|
|
|
if (mod2 != "unchanged") return mod2;
|
|
|
|
|
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
|
|
|
|
|
if (mod != "unchanged") return mod;
|
|
|
|
|
return true;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
return -1;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.respond(result.cards, "highlight", "splanggu", "noOrdering");
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (trigger.player.judging[0].clone) {
|
|
|
|
|
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
|
|
|
|
|
game.broadcast(function (card) {
|
|
|
|
|
if (card.clone) {
|
|
|
|
|
card.clone.classList.remove("thrownhighlight");
|
|
|
|
|
}
|
|
|
|
|
}, trigger.player.judging[0]);
|
|
|
|
|
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
|
|
|
|
|
}
|
|
|
|
|
game.cardsDiscard(trigger.player.judging[0]);
|
|
|
|
|
trigger.player.judging[0] = result.cards[0];
|
|
|
|
|
trigger.orderingCards.addArray(result.cards);
|
|
|
|
|
game.log(trigger.player, "的判定牌改为", result.cards[0]);
|
|
|
|
|
game.delay(2);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
sphantong: {
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "loseEnd",
|
|
|
|
|
},
|
|
|
|
|
frequent: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.type == "discard" && event.getParent(3).name == "phaseDiscard" && event.cards.filterInD("d").length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
if (!player.storage.sphantong) player.storage.sphantong = [];
|
|
|
|
|
var cards = trigger.cards.filterInD("d");
|
|
|
|
|
player.storage.sphantong.addArray(cards);
|
|
|
|
|
player.$gain2(cards);
|
|
|
|
|
game.log(player, "将", cards, "置于武将牌上");
|
|
|
|
|
player.markSkill("sphantong");
|
|
|
|
|
},
|
|
|
|
|
group: ["sphantong_gain"],
|
|
|
|
|
derivation: ["hujia", "jijiang", "jiuyuan", "xueyi"],
|
|
|
|
|
marktext: "诏",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "cards",
|
|
|
|
|
onunmark: "throw",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
sphantong_gain: {
|
|
|
|
|
trigger: { global: "phaseBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.storage.sphantong && player.storage.sphantong.length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseButton([get.prompt("sphantong"), player.storage.sphantong], function (button) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (_status.currentPhase == player) {
|
|
|
|
|
//血裔
|
|
|
|
|
if (
|
|
|
|
|
(player.hasJudge("lebu") || player.skipList.includes("phaseUse")) &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "qun";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
//激将
|
|
|
|
|
if (
|
|
|
|
|
!player.hasJudge("lebu") &&
|
|
|
|
|
!player.skipList.includes("phaseUse") &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "shu" && current.hasSha() && get.attitude(player, current) > 0 && get.attitude(current, player) > 0;
|
|
|
|
|
}) &&
|
|
|
|
|
game.hasPlayer(function (target) {
|
|
|
|
|
return player.canUse({ name: "sha" }, target) && get.effect(target, { name: "sha" }, player, player) > 0;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
//护驾
|
|
|
|
|
else if (
|
|
|
|
|
!player.hasShan() &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "wei" && current.mayHaveShan(player, "respond") && get.attitude(player, current) > 0 && get.attitude(current, player) > 0;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
return -1;
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("sphantong");
|
|
|
|
|
var card = result.links[0];
|
|
|
|
|
player.$throw(card);
|
|
|
|
|
game.log(player, "将", card, "置入了弃牌堆");
|
|
|
|
|
player.storage.sphantong.remove(card);
|
|
|
|
|
player[player.storage.sphantong.length > 0 ? "markSkill" : "unmarkSkill"]("sphantong");
|
|
|
|
|
game.cardsDiscard(card);
|
|
|
|
|
var list = ["hujia", "jijiang", "jiuyuan", "xueyi"];
|
|
|
|
|
for (var i = 0; i < list.length; i++) {
|
|
|
|
|
if (player.hasSkill(list[i])) list.splice(i--, 1);
|
|
|
|
|
}
|
|
|
|
|
if (list.length) {
|
|
|
|
|
player
|
|
|
|
|
.chooseControl(list)
|
|
|
|
|
.set("prompt", "选择获得以下技能中的一个")
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (_status.currentPhase == player) {
|
|
|
|
|
//血裔
|
|
|
|
|
if (
|
|
|
|
|
(player.hasJudge("lebu") || player.skipList.includes("phaseUse")) &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "qun";
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return "xueyi";
|
|
|
|
|
//激将
|
|
|
|
|
if (
|
|
|
|
|
!player.hasJudge("lebu") &&
|
|
|
|
|
!player.skipList.includes("phaseUse") &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "shu" && current.hasSha() && get.attitude(player, current) > 0 && get.attitude(current, player) > 0;
|
|
|
|
|
}) &&
|
|
|
|
|
game.hasPlayer(function (target) {
|
|
|
|
|
return player.canUse({ name: "sha" }, target) && get.effect(target, { name: "sha" }, player, player) > 0;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return "jijiang";
|
|
|
|
|
}
|
|
|
|
|
//护驾
|
|
|
|
|
else if (
|
|
|
|
|
!player.hasShan() &&
|
|
|
|
|
game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "wei" && current.mayHaveShan(player, "respond") && get.attitude(player, current) > 0 && get.attitude(current, player) > 0;
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return "hujia";
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 2";
|
|
|
|
|
var skill = result.control;
|
|
|
|
|
player.addTempSkills(skill);
|
|
|
|
|
// player.popup(skill,'wood');
|
|
|
|
|
// game.log(player,'获得了技能','#g【'+get.translation(skill)+'】');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
sphuangen: {
|
|
|
|
|
trigger: { global: "useCardToPlayered" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!event.isFirstTarget) return false;
|
|
|
|
|
if (get.type(event.card) != "trick") return false;
|
|
|
|
|
if (get.info(event.card).multitarget) return false;
|
|
|
|
|
if (event.targets.length < 2) return false;
|
|
|
|
|
return player.hp > 0;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt("sphuangen"), [1, Math.min(player.hp, trigger.targets.length)], function (card, player, target) {
|
|
|
|
|
return _status.event.targets.includes(target);
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return -get.effect(target, trigger.card, trigger.player, _status.event.player);
|
|
|
|
|
})
|
|
|
|
|
.set("targets", trigger.targets);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("sphuangen", result.targets);
|
|
|
|
|
trigger.excluded.addArray(result.targets);
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spyicong: {
|
|
|
|
|
trigger: { player: "phaseDiscardEnd" },
|
|
|
|
|
direct: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseCard("he", [1, player.countCards("he")], get.prompt2("spyicong")).set("ai", function (card) {
|
|
|
|
|
if (card.name == "du") return 10;
|
|
|
|
|
if (ui.selected.cards.length) return -1;
|
|
|
|
|
return 4 - get.value(card);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("spyicong");
|
|
|
|
|
player.addToExpansion(result.cards, player, "give").gaintag.add("spyicong");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
globalTo: function (from, to, num) {
|
|
|
|
|
return num + to.getExpansions("spyicong").length;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
marktext: "扈",
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
name: "义从",
|
|
|
|
|
content: function (storage, player) {
|
|
|
|
|
return "共有" + get.cnNumber(player.getExpansions("spyicong").length) + "张“扈”";
|
|
|
|
|
},
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
sptuji: {
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("spyicong").length > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
var cards = player.getExpansions("spyicong");
|
|
|
|
|
var num = cards.length;
|
|
|
|
|
player.addMark("sptuji2", num, false);
|
|
|
|
|
player.addTempSkill("sptuji2");
|
|
|
|
|
player.loseToDiscardpile(cards);
|
|
|
|
|
if (num <= 1) player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "spyicong",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
sptuji2: {
|
|
|
|
|
onremove: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
mod: {
|
|
|
|
|
globalFrom: function (from, to, num) {
|
|
|
|
|
return num - from.countMark("sptuji2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
marktext: "突",
|
|
|
|
|
intro: {
|
|
|
|
|
name: "突骑",
|
|
|
|
|
content: "至其他角色的距离-#",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinfu_yanyu: {
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "phaseUseBegin",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("he") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var next = player.chooseToDiscard(get.prompt("xinfu_yanyu"), get.translation("xinfu_yanyu_info"), "he").set("logSkill", "xinfu_yanyu");
|
|
|
|
|
if (player == trigger.player) {
|
|
|
|
|
next.set(
|
|
|
|
|
"goon",
|
|
|
|
|
(function () {
|
|
|
|
|
var map = {
|
|
|
|
|
basic: 0,
|
|
|
|
|
trick: 0.1,
|
|
|
|
|
};
|
|
|
|
|
var hs = trigger.player.getCards("h");
|
|
|
|
|
var sha = false;
|
|
|
|
|
var jiu = false;
|
|
|
|
|
for (var i = 0; i < hs.length; i++) {
|
|
|
|
|
if (trigger.player.hasValueTarget(hs[i])) {
|
|
|
|
|
if (hs[i].name == "sha" && !sha) {
|
|
|
|
|
sha = true;
|
|
|
|
|
map.basic += 2;
|
|
|
|
|
}
|
|
|
|
|
if (hs[i].name == "tao") map.basic += 6;
|
|
|
|
|
if (hs[i].name == "jiu") {
|
|
|
|
|
jiu = true;
|
|
|
|
|
map.basic += 2.5;
|
|
|
|
|
}
|
|
|
|
|
if (get.type(hs[i]) == "trick") map.trick += get.value(hs[i], player, "raw");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return map;
|
|
|
|
|
})()
|
|
|
|
|
);
|
|
|
|
|
next.set("ai", function (card) {
|
|
|
|
|
var map = _status.event.goon;
|
|
|
|
|
var type = get.type(card, "trick");
|
|
|
|
|
if (!map[type]) return -1;
|
|
|
|
|
return map[type] - get.value(card);
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
next.set("ai", function (cardx) {
|
|
|
|
|
var map = {
|
|
|
|
|
basic: 0,
|
|
|
|
|
trick: 0,
|
|
|
|
|
};
|
|
|
|
|
var hs = trigger.player.getCards("h");
|
|
|
|
|
var sha = false;
|
|
|
|
|
var jiu = false;
|
|
|
|
|
for (var i = 0; i < hs.length; i++) {
|
|
|
|
|
if (hs[i] != cardx && trigger.player.hasValueTarget(hs[i])) {
|
|
|
|
|
if (hs[i].name == "sha" && !sha) {
|
|
|
|
|
sha = true;
|
|
|
|
|
map.basic += 2;
|
|
|
|
|
}
|
|
|
|
|
if (hs[i].name == "tao") map.basic += 6;
|
|
|
|
|
if (hs[i].name == "jiu") {
|
|
|
|
|
jiu = true;
|
|
|
|
|
map.basic += 3;
|
|
|
|
|
}
|
|
|
|
|
if (get.type(hs[i]) == "trick") map.trick += player.getUseValue(hs[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var type = get.type(cardx, "trick");
|
|
|
|
|
if (!map[type]) return -get.value(cardx);
|
|
|
|
|
return map[type] - get.value(cardx);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.storage.xinfu_yanyu = get.type(result.cards[0], "trick");
|
|
|
|
|
player.addTempSkill("xinfu_yanyu2", "phaseUseAfter");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinfu_yanyu2: {
|
|
|
|
|
init: function (player, skill) {
|
|
|
|
|
player.storage[skill] = 0;
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
delete player.storage.xinfu_yanyu;
|
|
|
|
|
delete player.storage.xinfu_yanyu2;
|
|
|
|
|
},
|
|
|
|
|
trigger: {
|
|
|
|
|
global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (player.storage.xinfu_yanyu2 >= 3) return false;
|
|
|
|
|
var type = player.storage.xinfu_yanyu,
|
|
|
|
|
cards = event.getd();
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
if (get.type(cards[i], "trick") == type && get.position(cards[i], true) == "d") return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.logged = false;
|
|
|
|
|
event.cards = [];
|
|
|
|
|
var type = player.storage.xinfu_yanyu;
|
|
|
|
|
var cards = trigger.getd();
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
if (get.type(cards[i], "trick") == type && get.position(cards[i], true) == "d") event.cards.push(cards[i]);
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (player.storage.xinfu_yanyu2 >= 3) event.finish();
|
|
|
|
|
else
|
|
|
|
|
player.chooseCardButton(event.cards, "【燕语】:是否将其中的一张牌交给一名角色?").ai = function (card) {
|
|
|
|
|
if (card.name == "du") return 10;
|
|
|
|
|
return get.value(card);
|
|
|
|
|
};
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.storage.xinfu_yanyu2++;
|
|
|
|
|
if (!event.logged) {
|
|
|
|
|
player.logSkill("xinfu_yanyu");
|
|
|
|
|
player.addExpose(0.25);
|
|
|
|
|
event.logged = true;
|
|
|
|
|
}
|
|
|
|
|
event.togain = result.links[0];
|
|
|
|
|
event.cards.remove(event.togain);
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(true, "请选择要获得" + get.translation(event.togain) + "的角色")
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
var card = _status.event.card;
|
|
|
|
|
var val = get.value(card);
|
|
|
|
|
if (player.storage.xinfu_yanyu2 < 3 && target == _status.currentPhase && target.hasValueTarget(card, null, true)) att = att * 5;
|
|
|
|
|
else if (target == player && !player.hasJudge("lebu") && get.type(card) == "trick") att = att * 3;
|
|
|
|
|
if (target.hasSkillTag("nogain")) att /= 10;
|
|
|
|
|
return att * val;
|
|
|
|
|
})
|
|
|
|
|
.set("card", event.togain);
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 3";
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(target, "green");
|
|
|
|
|
target.gain(event.togain, "gain2");
|
|
|
|
|
if (event.cards.length) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinfu_xiaode: {
|
|
|
|
|
subSkill: {
|
|
|
|
|
remove: {
|
|
|
|
|
unique: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseAfter",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
player.removeAdditionalSkill("xinfu_xiaode");
|
|
|
|
|
player.removeSkill("xinfu_xiaode_remove");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: {
|
|
|
|
|
global: "dieAfter",
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (skill, event) {
|
|
|
|
|
return !event.hasSkill("xinfu_xiaode_remove");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var list = [];
|
|
|
|
|
var listm = [];
|
|
|
|
|
var listv = [];
|
|
|
|
|
if (trigger.player.name1 != undefined) listm = lib.character[trigger.player.name1][3];
|
|
|
|
|
else listm = lib.character[trigger.player.name][3];
|
|
|
|
|
if (trigger.player.name2 != undefined) listv = lib.character[trigger.player.name2][3];
|
|
|
|
|
listm = listm.concat(listv);
|
|
|
|
|
var func = function (skill) {
|
|
|
|
|
var info = get.info(skill);
|
|
|
|
|
if (info.charlotte || info.zhuSkill || (info.unique && !info.limited) || info.juexingji || info.dutySkill || info.hiddenSkill) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
for (var i = 0; i < listm.length; i++) {
|
|
|
|
|
if (func(listm[i])) list.add(listm[i]);
|
|
|
|
|
}
|
|
|
|
|
if (list.length) {
|
|
|
|
|
player
|
|
|
|
|
.chooseControl(list, "cancel2")
|
|
|
|
|
.set("prompt", get.prompt("xinfu_xiaode"))
|
|
|
|
|
.set("prompt2", get.translation("xinfu_xiaode_info"))
|
|
|
|
|
.set("ai", function () {
|
|
|
|
|
return list.randomGet();
|
|
|
|
|
});
|
|
|
|
|
} else event.finish();
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.control && result.control != "cancel2") {
|
|
|
|
|
player.logSkill("xinfu_xiaode");
|
|
|
|
|
player.popup(result.control, "thunder");
|
|
|
|
|
game.log(player, "获得了技能", "#g【" + get.translation(result.control) + "】");
|
|
|
|
|
player.addAdditionalSkill("xinfu_xiaode", [result.control]);
|
|
|
|
|
player.addSkill("xinfu_xiaode_remove");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chixin: {
|
|
|
|
|
group: ["chixin1", "chixin2"],
|
|
|
|
|
mod: {
|
|
|
|
|
cardUsableTarget: function (card, player, target) {
|
|
|
|
|
if (card.name == "sha" && !target.hasSkill("chixin3") && player.inRange(target)) return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "useCardToPlayered" },
|
|
|
|
|
silent: true,
|
|
|
|
|
firstDo: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.target.addTempSkill("chixin3");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chixin1: {
|
|
|
|
|
enable: ["chooseToRespond", "chooseToUse"],
|
|
|
|
|
filterCard: { suit: "diamond" },
|
|
|
|
|
position: "hes",
|
|
|
|
|
viewAs: { name: "sha" },
|
|
|
|
|
prompt: "将一张♦牌当杀使用或打出",
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
respondSha: true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chixin2: {
|
|
|
|
|
enable: ["chooseToUse", "chooseToRespond"],
|
|
|
|
|
filterCard: { suit: "diamond" },
|
|
|
|
|
viewAs: { name: "shan" },
|
|
|
|
|
position: "hes",
|
|
|
|
|
prompt: "将一张♦牌当闪使用或打出",
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 5 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
respondShan: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target, current) {
|
|
|
|
|
if (get.tag(card, "respondShan") && current < 0) return 0.8;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chixin3: { charlotte: true },
|
|
|
|
|
suiren: {
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "gray",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !player.storage.suiren;
|
|
|
|
|
},
|
|
|
|
|
intro: {
|
|
|
|
|
content: "limited",
|
|
|
|
|
},
|
|
|
|
|
mark: true,
|
|
|
|
|
direct: true,
|
|
|
|
|
unique: true,
|
|
|
|
|
limited: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var check = player.hp == 1 || (player.hp == 2 && player.countCards("h") <= 1);
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("suiren"))
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
if (!_status.event.check) return 0;
|
|
|
|
|
return get.attitude(_status.event.player, target);
|
|
|
|
|
})
|
|
|
|
|
.set("check", check);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.storage.suiren = true;
|
|
|
|
|
player.awakenSkill("suiren");
|
|
|
|
|
player.logSkill("suiren", result.targets);
|
|
|
|
|
player.removeSkills("reyicong");
|
|
|
|
|
player.gainMaxHp();
|
|
|
|
|
player.recover();
|
|
|
|
|
result.targets[0].draw(3);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinmanjuan: {
|
|
|
|
|
audio: "manjuan",
|
|
|
|
|
forced: true,
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "gainAfter",
|
|
|
|
|
global: "loseAsyncAfter",
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
var hs = player.getCards("h");
|
|
|
|
|
return (
|
|
|
|
|
event.type != "xinmanjuan" &&
|
|
|
|
|
event.getg(player).filter(function (card) {
|
|
|
|
|
return hs.includes(card);
|
|
|
|
|
}).length > 0
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var hs = player.getCards("h"),
|
|
|
|
|
cards = trigger.getg(player).filter(function (card) {
|
|
|
|
|
return hs.includes(card);
|
|
|
|
|
});
|
|
|
|
|
event.cards = cards;
|
|
|
|
|
event.rawCards = cards.slice(0);
|
|
|
|
|
player.loseToDiscardpile(cards);
|
|
|
|
|
if (_status.currentPhase != player) event.finish();
|
|
|
|
|
"step 1";
|
|
|
|
|
event.card = event.cards.shift();
|
|
|
|
|
event.togain = [];
|
|
|
|
|
var number = get.number(event.card);
|
|
|
|
|
for (var i = 0; i < ui.discardPile.childNodes.length; i++) {
|
|
|
|
|
var current = ui.discardPile.childNodes[i];
|
|
|
|
|
if (!event.rawCards.includes(current) && get.number(current) == number) event.togain.push(current);
|
|
|
|
|
}
|
|
|
|
|
if (!event.togain.length) event.goto(4);
|
|
|
|
|
"step 2";
|
|
|
|
|
player.chooseButton(["是否获得其中的一张牌?", event.togain]).ai = function (button) {
|
|
|
|
|
return get.value(button.link);
|
|
|
|
|
};
|
|
|
|
|
"step 3";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.gain(result.links[0], "gain2").type = "xinmanjuan";
|
|
|
|
|
}
|
|
|
|
|
"step 4";
|
|
|
|
|
if (event.cards.length) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 4.2,
|
|
|
|
|
nogain: 1,
|
|
|
|
|
skillTagFilter: function (player) {
|
|
|
|
|
return player != _status.currentPhase;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
manjuan: {
|
|
|
|
|
audio: true,
|
|
|
|
|
trigger: { global: "loseAfter" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.type != "discard") return false;
|
|
|
|
|
if (event.player == player) return false;
|
|
|
|
|
if (!player.countCards("he")) return false;
|
|
|
|
|
for (var i = 0; i < event.cards2.length; i++) {
|
|
|
|
|
if (get.position(event.cards2[i], true) == "d") {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
unique: true,
|
|
|
|
|
gainable: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (trigger.delay == false) game.delay();
|
|
|
|
|
"step 1";
|
|
|
|
|
var cards = [];
|
|
|
|
|
var suits = ["club", "spade", "heart", "diamond"];
|
|
|
|
|
for (var i = 0; i < trigger.cards2.length; i++) {
|
|
|
|
|
if (get.position(trigger.cards2[i], true) == "d") {
|
|
|
|
|
cards.push(trigger.cards2[i]);
|
|
|
|
|
suits.remove(get.suit(trigger.cards2[i]));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (cards.length) {
|
|
|
|
|
var maxval = 0;
|
|
|
|
|
for (var i = 0; i < cards.length; i++) {
|
|
|
|
|
var tempval = get.value(cards[i]);
|
|
|
|
|
if (tempval > maxval) {
|
|
|
|
|
maxval = tempval;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
maxval += cards.length - 1;
|
|
|
|
|
var next = player.chooseToDiscard("he", { suit: suits });
|
|
|
|
|
next.set("ai", function (card) {
|
|
|
|
|
return _status.event.maxval - get.value(card);
|
|
|
|
|
});
|
|
|
|
|
next.set("maxval", maxval);
|
|
|
|
|
next.set("dialog", [get.prompt(event.name), "hidden", cards]);
|
|
|
|
|
next.logSkill = event.name;
|
|
|
|
|
event.cards = cards;
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.gain(event.cards, "gain2", "log");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
threaten: 1.3,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zuixiang: {
|
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "gray",
|
|
|
|
|
audio: true,
|
|
|
|
|
unique: true,
|
|
|
|
|
limited: true,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.awakenSkill("zuixiang");
|
|
|
|
|
event.cards = player.showCards(get.cards(3)).cards;
|
|
|
|
|
player.addToExpansion(event.cards, "gain2").gaintag.add("zuixiang2");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (lib.skill.zuixiang.filterSame(cards)) {
|
|
|
|
|
player.gain(cards, "gain2").type = "xinmanjuan";
|
|
|
|
|
} else {
|
|
|
|
|
trigger._zuixiang = true;
|
|
|
|
|
player.addSkill("zuixiang2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
filterSame: function (c) {
|
|
|
|
|
for (var i = 0; i < c.length; i++) {
|
|
|
|
|
for (var j = i + 1; j < c.length; j++) {
|
|
|
|
|
if (get.number(c[i]) == get.number(c[j])) return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zuixiang2: {
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
cardEnabled: function (card, player) {
|
|
|
|
|
var type = get.type2(card);
|
|
|
|
|
var list = player.getExpansions("zuixiang2");
|
|
|
|
|
for (var i of list) {
|
|
|
|
|
if (get.type2(i, false) == type) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardRespondable: function () {
|
|
|
|
|
return lib.skill.zuixiang2.mod.cardEnabled.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
cardSavable: function () {
|
|
|
|
|
return lib.skill.zuixiang2.mod.cardEnabled.apply(this, arguments);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger: {
|
|
|
|
|
player: "phaseZhunbeiBegin",
|
|
|
|
|
target: "useCardToBefore",
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.name == "phaseZhunbei") return !event._zuixiang;
|
|
|
|
|
var type = get.type2(event.card);
|
|
|
|
|
var list = player.getExpansions("zuixiang2");
|
|
|
|
|
for (var i of list) {
|
|
|
|
|
if (get.type2(i) == type) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (event.triggername == "useCardToBefore") {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var cards = get.cards(3);
|
|
|
|
|
player.addToExpansion("gain2", cards).gaintag.add("zuixiang2");
|
|
|
|
|
"step 1";
|
|
|
|
|
var cards = player.getExpansions("zuixiang2");
|
|
|
|
|
player.showCards(cards);
|
|
|
|
|
if (lib.skill.zuixiang.filterSame(cards)) {
|
|
|
|
|
player.gain(cards, "gain2", "log").type = "xinmanjuan";
|
|
|
|
|
player.removeSkill("zuixiang2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
2024-05-11 08:40:41 +00:00
|
|
|
|
target_use(card, player, target) {
|
2024-05-03 18:19:41 +00:00
|
|
|
|
var type = get.type2(card);
|
|
|
|
|
var list = target.getExpansions("zuixiang2");
|
|
|
|
|
for (var i of list) {
|
|
|
|
|
if (get.type2(i) == type) return "zeroplayertarget";
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yanxiao: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filterCard: { suit: "diamond" },
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target.canAddJudge({ name: "yanxiao_card" });
|
|
|
|
|
},
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 7 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
position: "he",
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("he", { suit: "diamond" }) > 0;
|
|
|
|
|
},
|
|
|
|
|
discard: false,
|
|
|
|
|
lose: false,
|
|
|
|
|
delay: false,
|
|
|
|
|
prepare: "give",
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
game.addGlobalSkill("yanxiao_global");
|
|
|
|
|
target.addJudge({ name: "yanxiao_card" }, cards);
|
|
|
|
|
"step 1";
|
|
|
|
|
game.delay();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 8,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (
|
|
|
|
|
target.countCards("j", function (card) {
|
|
|
|
|
return (
|
|
|
|
|
get.effect(
|
|
|
|
|
target,
|
|
|
|
|
{
|
|
|
|
|
name: card.viewAs || card.name,
|
|
|
|
|
cards: [card],
|
|
|
|
|
},
|
|
|
|
|
target,
|
|
|
|
|
target
|
|
|
|
|
) < 0
|
|
|
|
|
);
|
|
|
|
|
})
|
|
|
|
|
)
|
|
|
|
|
return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yanxiao_global: {
|
|
|
|
|
trigger: { player: "phaseJudgeBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("j") > 0 && player.hasJudge("yanxiao_card");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
player.gain(player.getCards("j"), "gain2");
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target) {
|
|
|
|
|
if (get.type(card) == "delay" && target.hasJudge("yanxiao_card")) return [0, 0, 0, 0.1];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
anxian: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
group: ["anxian_source", "anxian_target"],
|
|
|
|
|
subSkill: {
|
|
|
|
|
source: {
|
|
|
|
|
audio: "anxian",
|
|
|
|
|
trigger: { source: "damageBegin2" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card && event.card.name == "sha";
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
if (get.damageEffect(event.player, player, player) <= 0) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
if (trigger.player.countCards("h")) {
|
|
|
|
|
trigger.player.chooseToDiscard(true);
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
player.draw();
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
target: {
|
|
|
|
|
audio: "anxian",
|
|
|
|
|
trigger: { target: "useCardToTargeted" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.card.name == "sha" && player.countCards("h");
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var next = player.chooseToDiscard(get.prompt2("anxian"));
|
|
|
|
|
next.set("ai", function (card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
if (get.attitude(player, trigger.player) > 0) {
|
|
|
|
|
return 9 - get.value(card);
|
|
|
|
|
}
|
|
|
|
|
if (player.countCards("h", { name: "shan" })) return -1;
|
|
|
|
|
return 7 - get.value(card);
|
|
|
|
|
});
|
|
|
|
|
next.logSkill = "anxian";
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
trigger.player.draw();
|
|
|
|
|
trigger.getParent().excluded.push(player);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
junwei: {
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.getExpansions("yinling").length >= 3;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = player.getExpansions("yinling");
|
|
|
|
|
if (cards.length > 3) {
|
|
|
|
|
player.chooseButton(3, [get.prompt("junwei"), "hidden", cards]).set("ai", function (button) {
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
player
|
|
|
|
|
.chooseBool()
|
|
|
|
|
.set("createDialog", [get.prompt("junwei"), "hidden", cards])
|
|
|
|
|
.set("dialogselectx", true)
|
|
|
|
|
.set("choice", true);
|
|
|
|
|
event.cards = cards.slice(0);
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.logSkill("junwei");
|
|
|
|
|
var cards = event.cards || result.links;
|
|
|
|
|
player.loseToDiscardpile(cards);
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(true, function (card, player, target) {
|
|
|
|
|
return player != target;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return -get.attitude(_status.event.player, target) / Math.sqrt(1 + target.hp);
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (result.bool && result.targets && result.targets.length) {
|
|
|
|
|
var target = result.targets[0];
|
|
|
|
|
player.line(result.targets);
|
|
|
|
|
event.target = target;
|
|
|
|
|
var nshan = target.countCards("h", function (card) {
|
|
|
|
|
if (_status.connectMode) return true;
|
|
|
|
|
return card.name == "shan";
|
|
|
|
|
});
|
|
|
|
|
if (nshan == 0) {
|
|
|
|
|
event.directfalse = true;
|
|
|
|
|
} else {
|
|
|
|
|
target
|
|
|
|
|
.chooseCard("交给" + get.translation(player) + "一张【闪】,或失去1点体力", function (card) {
|
|
|
|
|
return card.name == "shan";
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
if (_status.event.nshan > 1) return 1;
|
|
|
|
|
if (_status.event.player.hp >= 3) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
})
|
|
|
|
|
.set("nshan", nshan);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (!event.directfalse && result.bool) game.delay();
|
|
|
|
|
ui.clear();
|
|
|
|
|
"step 4";
|
|
|
|
|
if (!event.directfalse && result.bool) {
|
|
|
|
|
event.cards = result.cards;
|
|
|
|
|
event.target.$throw(result.cards);
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget("将" + get.translation(event.cards) + "交给一名角色", true, function (card, player, target) {
|
|
|
|
|
return target != _status.event.getParent().target;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return get.attitude(_status.event.player, target) / (target.countCards("h", "shan") + 1);
|
|
|
|
|
});
|
|
|
|
|
} else {
|
|
|
|
|
event.target.loseHp();
|
|
|
|
|
delete event.cards;
|
|
|
|
|
}
|
|
|
|
|
"step 5";
|
|
|
|
|
if (event.cards) {
|
|
|
|
|
player.line(result.targets, "green");
|
|
|
|
|
result.targets[0].gain(event.cards, "gain2").giver = player;
|
|
|
|
|
game.log(player, "将", event.cards, "交给", result.targets[0]);
|
|
|
|
|
event.finish();
|
|
|
|
|
} else {
|
|
|
|
|
if (event.target.countCards("e")) {
|
|
|
|
|
player.choosePlayerCard("e", "将" + get.translation(event.target) + "的一张装备牌移出游戏", true, event.target);
|
|
|
|
|
} else {
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
"step 6";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
var card = result.links[0];
|
|
|
|
|
target.addToExpansion(card, target, "give").gaintag.add("junwei2");
|
|
|
|
|
target.addSkill("junwei2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "yinling",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
junwei2: {
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "phaseJieshuBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
charlotte: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
var cards = player.getExpansions("junwei2").filter(function (card) {
|
|
|
|
|
return player.canEquip(card, true);
|
|
|
|
|
});
|
|
|
|
|
if (cards.length) {
|
|
|
|
|
player.$give(cards[0], player, false);
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
player.equip(cards[0]);
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 1";
|
|
|
|
|
player.removeSkill("junwei2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yinling: {
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
filterCard: { color: "black" },
|
|
|
|
|
position: "he",
|
|
|
|
|
marktext: "锦",
|
|
|
|
|
intro: {
|
|
|
|
|
content: "expansion",
|
|
|
|
|
markcount: "expansion",
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player, skill) {
|
|
|
|
|
var cards = player.getExpansions(skill);
|
|
|
|
|
if (cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("he", { color: "black" }) > 0 && player.getExpansions("yinling").length < 4;
|
|
|
|
|
},
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return target.countCards("he") > 0 && target != player;
|
|
|
|
|
},
|
|
|
|
|
check: function (card) {
|
|
|
|
|
return 6 - get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.choosePlayerCard("hej", target, true);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && result.links && result.links.length) {
|
|
|
|
|
player.addToExpansion(result.links, target, "give").gaintag.add("yinling");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
order: 10.1,
|
|
|
|
|
expose: 0.1,
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
if (target.hasSkill("tuntian")) return 0;
|
|
|
|
|
var es = target.getCards("e");
|
|
|
|
|
var nh = target.countCards("h");
|
|
|
|
|
var noe = es.length == 0 || target.hasSkillTag("noe");
|
|
|
|
|
var noe2 = es.length == 1 && es[0].name == "baiyin" && target.hp < target.maxHp;
|
|
|
|
|
var noh = nh == 0 || target.hasSkillTag("noh");
|
|
|
|
|
if (noh && noe) return 0;
|
|
|
|
|
if (noh && noe2) return 0.01;
|
|
|
|
|
if (get.attitude(player, target) <= 0) return target.countCards("he") ? -1.5 : 1.5;
|
|
|
|
|
var js = target.getCards("j");
|
|
|
|
|
if (js.length) {
|
|
|
|
|
var jj = js[0].viewAs ? { name: js[0].viewAs } : js[0];
|
|
|
|
|
if (jj.name == "guohe") return 3;
|
|
|
|
|
if (js.length == 1 && get.effect(target, jj, target, player) >= 0) {
|
|
|
|
|
return -1.5;
|
|
|
|
|
}
|
|
|
|
|
return 2;
|
|
|
|
|
}
|
|
|
|
|
return -1.5;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fenyong: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { player: "damageEnd" },
|
|
|
|
|
content: function () {
|
|
|
|
|
player.addTempSkill("fenyong2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fenyong2: {
|
|
|
|
|
audio: "fenyong",
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "防止你受到的所有伤害",
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "damageBegin3" },
|
|
|
|
|
forced: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
maixie: true,
|
|
|
|
|
maixie_hp: true,
|
|
|
|
|
nofire: true,
|
|
|
|
|
nothunder: true,
|
|
|
|
|
nodamage: true,
|
|
|
|
|
effect: {
|
|
|
|
|
target: function (card, player, target, current) {
|
|
|
|
|
if (get.tag(card, "damage")) return [0, 0];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xuehen: {
|
|
|
|
|
audio: 2,
|
|
|
|
|
trigger: { global: "phaseJieshuBegin" },
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.hasSkill("fenyong2") && event.player.isIn();
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.removeSkill("fenyong2");
|
|
|
|
|
player
|
|
|
|
|
.chooseControl("弃牌", "出杀", function () {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
var trigger = _status.event.getTrigger();
|
|
|
|
|
if (get.attitude(player, trigger.player) < 0) {
|
|
|
|
|
var he = trigger.player.countCards("he");
|
|
|
|
|
if (he < 2) return "出杀";
|
|
|
|
|
if (player.maxHp - player.hp >= 2 && he <= 3) {
|
|
|
|
|
return "弃牌";
|
|
|
|
|
}
|
|
|
|
|
if (player.maxHp - player.hp >= 3 && he <= 5) {
|
|
|
|
|
return "弃牌";
|
|
|
|
|
}
|
|
|
|
|
if (player.maxHp - player.hp > 3) {
|
|
|
|
|
return "弃牌";
|
|
|
|
|
}
|
|
|
|
|
return "出杀";
|
|
|
|
|
}
|
|
|
|
|
return "出杀";
|
|
|
|
|
})
|
|
|
|
|
.set("prompt", "弃置" + get.translation(trigger.player) + get.cnNumber(player.maxHp - player.hp) + "张牌,或对任意一名角色使用一张杀");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.control == "弃牌") {
|
|
|
|
|
player.line(trigger.player, "green");
|
|
|
|
|
if (player.hp < player.maxHp && trigger.player.countCards("he")) {
|
|
|
|
|
player.discardPlayerCard(trigger.player, true, "he", player.maxHp - player.hp);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
player.chooseUseTarget({ name: "sha" }, true, false, "nodistance");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
combo: "fenyong",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mouduan: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
init2: function (player) {
|
|
|
|
|
game.broadcastAll(function (player) {
|
|
|
|
|
player._mouduan_mark = player.mark("武", {
|
|
|
|
|
content: "拥有技能【激昂】、【谦逊】",
|
|
|
|
|
});
|
|
|
|
|
}, player);
|
|
|
|
|
player.addAdditionalSkill("mouduan", ["jiang", "qianxun"]);
|
|
|
|
|
},
|
|
|
|
|
onremove: function (player) {
|
|
|
|
|
game.broadcastAll(function (player) {
|
|
|
|
|
if (player._mouduan_mark) {
|
|
|
|
|
player._mouduan_mark.delete();
|
|
|
|
|
delete player._mouduan_mark;
|
|
|
|
|
}
|
|
|
|
|
}, player);
|
|
|
|
|
player.removeAdditionalSkills("mouduan");
|
|
|
|
|
},
|
|
|
|
|
trigger: { player: "loseEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
locked: false,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player._mouduan_mark && player._mouduan_mark.name == "武" && player.countCards("h") <= 2;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
game.broadcastAll(function (player) {
|
|
|
|
|
if (!player._mouduan_mark) return;
|
|
|
|
|
player._mouduan_mark.name = "文";
|
|
|
|
|
player._mouduan_mark.skill = "文";
|
|
|
|
|
player._mouduan_mark.firstChild.innerHTML = "文";
|
|
|
|
|
player._mouduan_mark.info.content = "拥有技能【英姿】、【克己】";
|
|
|
|
|
}, player);
|
|
|
|
|
player.addAdditionalSkills("mouduan", ["yingzi", "keji"]);
|
|
|
|
|
},
|
|
|
|
|
group: "mouduan2",
|
|
|
|
|
},
|
|
|
|
|
mouduan2: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: { global: "phaseZhunbeiBegin" },
|
|
|
|
|
//priority:5,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player._mouduan_mark && player._mouduan_mark.name == "文" && player.countCards("h") > 2;
|
|
|
|
|
},
|
|
|
|
|
direct: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToDiscard("he", "谋断:是否弃置一张牌将标记变为“武”?").ai = function () {
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && player.countCards("h") > 2) {
|
|
|
|
|
game.broadcastAll(function (player) {
|
|
|
|
|
if (!player._mouduan_mark) return;
|
|
|
|
|
player._mouduan_mark.name = "武";
|
|
|
|
|
player._mouduan_mark.skill = "武";
|
|
|
|
|
player._mouduan_mark.firstChild.innerHTML = "武";
|
|
|
|
|
player._mouduan_mark.info.content = "拥有技能【激昂】、【谦逊】";
|
|
|
|
|
}, player);
|
|
|
|
|
player.addAdditionalSkills("mouduan", ["jiang", "qianxun"]);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tanhu: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player.canCompare(target);
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToCompare(target);
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
target.addTempSkill("tanhu2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
var hs = player.getCards("h");
|
|
|
|
|
if (hs.length < 3) return 0;
|
|
|
|
|
var bool = false;
|
|
|
|
|
for (var i = 0; i < hs.length; i++) {
|
|
|
|
|
if (hs[i].number >= 9 && get.value(hs[i]) < 7) {
|
|
|
|
|
bool = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!bool) return 0;
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
order: 9,
|
|
|
|
|
},
|
|
|
|
|
group: "tanhu3",
|
|
|
|
|
},
|
|
|
|
|
tanhu2: {
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "已成为探虎目标",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tanhu3: {
|
|
|
|
|
mod: {
|
|
|
|
|
globalFrom: function (from, to) {
|
|
|
|
|
if (to.hasSkill("tanhu2")) return -Infinity;
|
|
|
|
|
},
|
|
|
|
|
wuxieRespondable: function (card, player, target) {
|
|
|
|
|
if (target && target.hasSkill("tanhu2")) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jie: {
|
|
|
|
|
audio: 1,
|
|
|
|
|
trigger: { source: "damageBegin1" },
|
|
|
|
|
filter: function (event) {
|
|
|
|
|
return event.card && event.card.name == "sha" && get.color(event.card) == "red" && event.notLink();
|
|
|
|
|
},
|
|
|
|
|
forced: true,
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dahe: {
|
|
|
|
|
audio: true,
|
|
|
|
|
enable: "phaseUse",
|
|
|
|
|
usable: 1,
|
|
|
|
|
filterTarget: function (card, player, target) {
|
|
|
|
|
return player.canCompare(target);
|
|
|
|
|
},
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return player.countCards("h") > 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player.chooseToCompare(target).set("preserve", "win");
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool && result.target) {
|
|
|
|
|
event.type = true;
|
|
|
|
|
event.card = result.target;
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget("将" + get.translation(result.target) + "交给一名角色", function (card, player, target) {
|
|
|
|
|
return target.hp <= player.hp;
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var att = get.attitude(_status.event.player, target);
|
|
|
|
|
if (_status.event.du) return -att;
|
|
|
|
|
return att;
|
|
|
|
|
})
|
|
|
|
|
.set("du", event.card.name == "du");
|
|
|
|
|
target.addTempSkill("dahe2");
|
|
|
|
|
} else {
|
|
|
|
|
event.type = false;
|
|
|
|
|
if (player.countCards("h")) {
|
|
|
|
|
player.showHandcards();
|
|
|
|
|
player.chooseToDiscard("h", true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
if (event.type) {
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
player.line(result.targets, "green");
|
|
|
|
|
result.targets[0].gain(event.card, "gain2");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai: {
|
|
|
|
|
result: {
|
|
|
|
|
target: function (player, target) {
|
|
|
|
|
var hs = player.getCards("h");
|
|
|
|
|
if (hs.length < 3) return 0;
|
|
|
|
|
var bool = false;
|
|
|
|
|
for (var i = 0; i < hs.length; i++) {
|
|
|
|
|
if (hs[i].number >= 9 && get.value(hs[i]) < 7) {
|
|
|
|
|
bool = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!bool) return 0;
|
|
|
|
|
if (player.canUse("sha", target) && player.countCards("h", "sha")) {
|
|
|
|
|
return -2;
|
|
|
|
|
}
|
|
|
|
|
return -0.5;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
order: 9,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dahe2: {
|
|
|
|
|
mark: true,
|
|
|
|
|
intro: {
|
|
|
|
|
content: "非红桃闪无效",
|
|
|
|
|
},
|
|
|
|
|
mod: {
|
|
|
|
|
cardRespondable: function (card, player) {
|
|
|
|
|
if (card.name == "shan") {
|
|
|
|
|
const suit = get.suit(card);
|
|
|
|
|
if (suit != "heart" && suit != "unsure") return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardEnabled: function (card, player) {
|
|
|
|
|
if (card.name == "shan") {
|
|
|
|
|
const suit = get.suit(card);
|
|
|
|
|
if (suit != "heart" && suit != "unsure") return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shichou: {
|
2024-05-07 10:37:46 +00:00
|
|
|
|
audio: true,
|
2024-05-03 18:19:41 +00:00
|
|
|
|
skillAnimation: true,
|
|
|
|
|
animationColor: "orange",
|
|
|
|
|
unique: true,
|
|
|
|
|
limited: true,
|
|
|
|
|
mark: false,
|
|
|
|
|
trigger: { player: "phaseZhunbeiBegin" },
|
|
|
|
|
zhuSkill: true,
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (!player.hasZhuSkill("shichou")) return false;
|
|
|
|
|
if (player.countCards("he") < 2) return false;
|
|
|
|
|
return game.hasPlayer(function (current) {
|
|
|
|
|
return current != player && current.group == "shu";
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
init: function (player) {
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if (player.hasZhuSkill("shichou")) {
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player.markSkill("shichou");
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player.storage.shichou = false;
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}
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},
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|
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|
|
content: function () {
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|
"step 0";
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|
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|
|
player.chooseCardTarget({
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prompt: get.prompt2("shichou"),
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|
selectCard: 2,
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|
filterTarget: function (card, player, target) {
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|
return target.group == "shu" && target != player;
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},
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filterCard: true,
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position: "he",
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ai1: function (card) {
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return 7 - get.value(card);
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},
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ai2: function (target) {
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var player = _status.event.player;
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if (player.hasUnknown()) return 0;
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|
var att = get.attitude(player, target);
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if (att <= 0) {
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if (target.hp == 1) return (10 - att) / 2;
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return 10 - att;
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} else {
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if (target.hp == 1) return 0;
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return (10 - att) / 4;
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}
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},
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});
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|
"step 1";
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if (!result.bool) return;
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var target = result.targets[0];
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var cards = result.cards;
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player.storage.shichou = true;
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player.logSkill("shichou", target);
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player.awakenSkill("shichou");
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player.give(cards, target);
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player.storage.shichou_target = target;
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player.addSkill("shichou2");
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target.markSkillCharacter("shichou", player, "誓仇", "代替" + get.translation(player) + "承受伤害直到首次进入濒死状态");
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},
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intro: {
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content: "limited",
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},
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},
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shichou2: {
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group: "shichou3",
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trigger: { player: "damageBegin3" },
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forced: true,
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popup: false,
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|
|
content: function () {
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|
trigger.player = player.storage.shichou_target;
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|
|
trigger.shichou4 = true;
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|
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trigger.player.addSkill("shichou4");
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|
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player.logSkill("shichou2", player.storage.shichou_target);
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|
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game.delay(0.5);
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},
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|
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ai: {
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|
effect: {
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|
|
target: function (card, player, target, current) {
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|
if (get.tag(card, "damage")) {
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|
|
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
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|
|
if (get.attitude(player, target) > 0) return [0, 0];
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|
|
var eff = get.damageEffect(target.storage.shichou_target, player, target);
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|
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|
|
if (eff > 0) {
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|
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|
|
return [0, 1];
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|
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|
|
} else if (eff < 0) {
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|
|
return [0, -2];
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|
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|
|
} else {
|
|
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|
|
return [0, 0];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shichou3: {
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|
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|
|
trigger: { global: ["dying", "dieBegin"] },
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|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
//priority:10,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return event.player == player.storage.shichou_target;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.player.unmarkSkill("shichou");
|
|
|
|
|
delete player.storage.shichou_target;
|
|
|
|
|
player.removeSkill("shichou2");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shichou4: {
|
|
|
|
|
trigger: { player: ["damageAfter", "damageCancelled"] },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
audio: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
if (!trigger.shichou4) return;
|
|
|
|
|
if (event.triggername == "damageAfter" && trigger.num) {
|
|
|
|
|
player.draw(trigger.num);
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill("shichou4");
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhaolie: {
|
|
|
|
|
trigger: { player: "phaseDrawBegin2" },
|
|
|
|
|
direct: true,
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
player
|
|
|
|
|
.chooseTarget(get.prompt2("zhaolie"), function (card, player, target) {
|
|
|
|
|
return target != player && player.inRange(target);
|
|
|
|
|
})
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
if (get.attitude(player, target) > 0) return 0;
|
|
|
|
|
return get.damageEffect(target, player, player);
|
|
|
|
|
});
|
|
|
|
|
"step 1";
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
trigger.num--;
|
|
|
|
|
player.storage.zhaolie = result.targets[0];
|
|
|
|
|
player.logSkill("zhaolie", result.targets);
|
|
|
|
|
player.addTempSkill("zhaolie2", "phaseDrawAfter");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhaolie2: {
|
|
|
|
|
trigger: { player: "phaseDrawEnd" },
|
|
|
|
|
forced: true,
|
|
|
|
|
popup: false,
|
|
|
|
|
content: function () {
|
|
|
|
|
"step 0";
|
|
|
|
|
event.cards = get.cards(3);
|
|
|
|
|
player.showCards(event.cards);
|
|
|
|
|
"step 1";
|
|
|
|
|
event.basic = [];
|
|
|
|
|
event.nonbasic = [];
|
|
|
|
|
event.todis = [];
|
|
|
|
|
for (var i = 0; i < event.cards.length; i++) {
|
|
|
|
|
if (get.type(event.cards[i]) == "basic") {
|
|
|
|
|
if (event.cards[i].name == "tao") {
|
|
|
|
|
event.todis.push(event.cards[i]);
|
|
|
|
|
} else {
|
|
|
|
|
event.basic.push(event.cards[i]);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
event.todis.push(event.cards[i]);
|
|
|
|
|
event.nonbasic.push(event.cards[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
game.cardsDiscard(event.todis);
|
|
|
|
|
var num = event.nonbasic.length;
|
|
|
|
|
if (num == 0) {
|
|
|
|
|
if (event.basic.length == 0) {
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player.storage.zhaolie
|
|
|
|
|
.chooseTarget(
|
|
|
|
|
function (card, player, target) {
|
|
|
|
|
var source = _status.event.source;
|
|
|
|
|
return target == source || target == source.storage.zhaolie;
|
|
|
|
|
},
|
|
|
|
|
true,
|
|
|
|
|
"选择一个目标获得" + get.translation(event.basic)
|
|
|
|
|
)
|
|
|
|
|
.set("ai", function (target) {
|
|
|
|
|
return get.attitude(_status.event.player, target);
|
|
|
|
|
})
|
|
|
|
|
.set("source", player);
|
|
|
|
|
} else {
|
|
|
|
|
player.storage.zhaolie
|
|
|
|
|
.chooseToDiscard(num, "he", "弃置" + get.cnNumber(num) + "张牌并令" + get.translation(player) + "拿牌,或受到" + get.cnNumber(num) + "点伤害并拿牌")
|
|
|
|
|
.set("ai", function (card) {
|
|
|
|
|
var player = _status.event.player;
|
|
|
|
|
switch (_status.event.num) {
|
|
|
|
|
case 1:
|
|
|
|
|
return player.hp > 1 ? 0 : 7 - get.value(card);
|
|
|
|
|
case 2:
|
|
|
|
|
return 8 - get.value(card);
|
|
|
|
|
case 3:
|
|
|
|
|
return 10 - get.value(card);
|
|
|
|
|
default:
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
.set("num", num);
|
|
|
|
|
}
|
|
|
|
|
"step 2";
|
|
|
|
|
var num = event.nonbasic.length;
|
|
|
|
|
var undone = false;
|
|
|
|
|
if (num == 0) {
|
|
|
|
|
if (event.basic.length) {
|
|
|
|
|
result.targets[0].gain(event.basic, "gain2", "log");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (result.bool) {
|
|
|
|
|
if (event.basic.length) {
|
|
|
|
|
player.gain(event.basic, "gain2", "log");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
player.storage.zhaolie.damage(num);
|
|
|
|
|
if (event.basic.length) {
|
|
|
|
|
undone = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!undone) {
|
|
|
|
|
delete player.storage.zhaolie;
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 3";
|
|
|
|
|
if (player.storage.zhaolie.isIn()) {
|
|
|
|
|
player.storage.zhaolie.gain(event.basic, "gain2", "log");
|
|
|
|
|
} else {
|
|
|
|
|
game.cardsDiscard(event.basic);
|
|
|
|
|
}
|
|
|
|
|
delete player.storage.zhaolie;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fulu: {
|
|
|
|
|
trigger: { player: "useCard1" },
|
|
|
|
|
filter: function (event, player) {
|
|
|
|
|
if (event.card.name == "sha" && !game.hasNature(event.card)) return true;
|
|
|
|
|
},
|
|
|
|
|
audio: true,
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
var eff = 0;
|
|
|
|
|
for (var i = 0; i < event.targets.length; i++) {
|
|
|
|
|
var target = event.targets[i];
|
|
|
|
|
var eff1 = get.damageEffect(target, player, player);
|
|
|
|
|
var eff2 = get.damageEffect(target, player, player, "thunder");
|
|
|
|
|
eff += eff2;
|
|
|
|
|
eff -= eff1;
|
|
|
|
|
}
|
|
|
|
|
return eff >= 0;
|
|
|
|
|
},
|
|
|
|
|
content: function () {
|
|
|
|
|
game.setNature(trigger.card, "thunder");
|
|
|
|
|
if (get.itemtype(trigger.card) == "card") {
|
|
|
|
|
var next = game.createEvent("fulu_clear");
|
|
|
|
|
next.card = trigger.card;
|
|
|
|
|
event.next.remove(next);
|
|
|
|
|
trigger.after.push(next);
|
|
|
|
|
next.setContent(function () {
|
|
|
|
|
game.setNature(card, []);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fuji: {
|
|
|
|
|
trigger: { global: "damageBegin1" },
|
|
|
|
|
filter: function (event) {
|
|
|
|
|
return event.source && event.source.isIn() && event.hasNature("thunder");
|
|
|
|
|
},
|
|
|
|
|
check: function (event, player) {
|
|
|
|
|
return get.attitude(player, event.source) > 0 && get.attitude(player, event.player) < 0;
|
|
|
|
|
},
|
|
|
|
|
prompt: function (event) {
|
|
|
|
|
return get.translation(event.source) + "即将对" + get.translation(event.player) + "造成伤害," + get.prompt("fuji");
|
|
|
|
|
},
|
|
|
|
|
logTarget: "source",
|
|
|
|
|
content: function () {
|
|
|
|
|
trigger.source.judge().callback = lib.skill.fuji.callback;
|
|
|
|
|
},
|
|
|
|
|
callback: function () {
|
|
|
|
|
var evt = event.getParent(2);
|
|
|
|
|
if (event.judgeResult.color == "black") {
|
|
|
|
|
//game.cardsDiscard(card);
|
|
|
|
|
evt._trigger.num++;
|
|
|
|
|
} else {
|
|
|
|
|
evt._trigger.source.gain(card, "gain2");
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
export default skills;
|