noname/character/yingbian.js

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import { lib, game, ui, get, ai, _status } from "../noname.js";
game.import("character", function () {
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return {
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name: "yingbian",
connect: true,
character: {
chengjichengcui: ["male", "jin", 6, ["oltousui", "olchuming"]],
wangxiang: ["male", "jin", 3, ["bingxin"]],
jin_jiachong: ["male", "jin", 3, ["xiongshu", "jianhui"]],
xuangongzhu: ["female", "jin", 3, ["gaoling", "qimei", "ybzhuiji"], ["hiddenSkill"]],
xinchang: ["male", "jin", 3, ["canmou", "congjian"]],
yangzhi: ["female", "jin", 3, ["xinwanyi", "maihuo"]],
yangyan: ["female", "jin", 3, ["xinxuanbei", "xianwan"]],
ol_huaxin: ["male", "wei", 3, ["caozhao", "olxibing"]],
zhongyan: ["female", "jin", 3, ["bolan", "yifa"], ["clan:颍川钟氏"]],
weiguan: ["male", "jin", 3, ["zhongyun", "shenpin"]],
cheliji: ["male", "qun", 4, ["chexuan", "qiangshou"]],
simazhou: ["male", "jin", 4, ["recaiwang", "naxiang"]],
ol_lisu: ["male", "qun", 3, ["qiaoyan", "xianzhu"]],
jin_yanghuiyu: ["female", "jin", 3, ["huirong", "ciwei", "caiyuan"], ["hiddenSkill"]],
shibao: ["male", "jin", 4, ["zhuosheng"]],
jin_zhangchunhua: ["female", "jin", 3, ["huishi", "qingleng", "xuanmu"], ["hiddenSkill"]],
jin_simayi: [
"male",
"jin",
3,
["buchen", "smyyingshi", "xiongzhi", "xinquanbian"],
["hiddenSkill"],
],
jin_wangyuanji: ["female", "jin", 3, ["shiren", "yanxi"], ["hiddenSkill"]],
jin_simazhao: [
"male",
"jin",
3,
["tuishi", "xinchoufa", "zhaoran", "chengwu"],
["zhu", "hiddenSkill"],
],
jin_xiahouhui: ["female", "jin", 3, ["baoqie", "jyishi", "shiduo"], ["hiddenSkill"]],
jin_simashi: [
"male",
"jin",
"3/4",
["taoyin", "yimie", "ruilve", "tairan"],
["hiddenSkill", "zhu"],
],
zhanghuyuechen: ["male", "jin", 4, ["xijue"]],
duyu: ["male", "jin", 4, ["sanchen", "zhaotao"]],
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},
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characterSort: {
yingbian: {
yingbian_pack1: [
"jin_simayi",
"jin_zhangchunhua",
"ol_lisu",
"simazhou",
"cheliji",
"ol_huaxin",
],
yingbian_pack2: [
"jin_simashi",
"jin_xiahouhui",
"zhanghuyuechen",
"shibao",
"jin_yanghuiyu",
"chengjichengcui",
],
yingbian_pack3: ["jin_simazhao", "jin_wangyuanji", "duyu", "weiguan", "xuangongzhu"],
yingbian_pack4: ["zhongyan", "xinchang", "jin_jiachong", "wangxiang"],
yingbian_pack5: ["yangyan", "yangzhi"],
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},
},
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skill: {
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//二成
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oltousui: {
audio: 2,
enable: "chooseToUse",
viewAsFilter: function (player) {
return player.countCards("he");
},
viewAs: {
name: "sha",
suit: "none",
number: null,
isCard: true,
},
filterCard: true,
selectCard: [1, Infinity],
position: "he",
check: function (card) {
const player = get.player();
return (
4.5 +
(player.hasSkill("olchuming") ? 1 : 0) -
1.5 * ui.selected.cards.length -
get.value(card)
);
},
popname: true,
ignoreMod: true,
precontent: function* (event, map) {
var player = map.player;
var evt = event.getParent();
if (evt.dialog && typeof evt.dialog == "object") evt.dialog.close();
player.logSkill("oltousui");
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delete event.result.skill;
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var cards = event.result.cards;
player.loseToDiscardpile(cards, ui.cardPile, false, "blank").log = false;
var shownCards = cards.filter((i) => get.position(i) == "e"),
handcardsLength = cards.length - shownCards.length;
if (shownCards.length) {
player.$throw(shownCards, null);
game.log(player, "将", shownCards, "置于了牌堆底");
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}
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if (handcardsLength > 0) {
player.$throw(handcardsLength, null);
game.log(player, "将", get.cnNumber(handcardsLength), "张牌置于了牌堆底");
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}
game.delayex();
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var viewAs = new lib.element.VCard({ name: event.result.card.name, isCard: true });
event.result.card = viewAs;
event.result.cards = [];
event.result._apply_args = {
shanReq: cards.length,
oncard: () => {
var evt = get.event();
for (var target of game.filterPlayer(null, null, true)) {
var id = target.playerid;
var map = evt.customArgs;
if (!map[id]) map[id] = {};
map[id].shanRequired = evt.shanReq;
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}
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},
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};
},
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ai: {
order: function (item, player) {
return get.order({ name: "sha" }) + 0.1;
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},
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result: { player: 1 },
keepdu: true,
respondSha: true,
skillTagFilter: (player, tag, arg) => {
if (tag == "respondSha" && arg != "use") return false;
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},
},
},
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olchuming: {
audio: 2,
trigger: {
source: "damageBegin1",
player: "damageBegin3",
},
filter: function (event, player) {
if (event.source === event.player) return false;
if (!event.card || !event.cards || !event.cards.length) return true;
let target = event[player === event.source ? "player" : "source"];
return target && target.isIn();
},
forced: true,
content: function* (event, map) {
var player = map.player,
trigger = map.trigger;
if (!trigger.card || !trigger.cards || !trigger.cards.length) {
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trigger.num++;
event.finish();
return;
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} else {
var target = trigger[trigger.source == player ? "player" : "source"];
trigger._olchuming = true;
target.addTempSkill("olchuming_effect");
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}
},
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ai: {
effect: {
player: function (card, player, target) {
if (!get.tag(card, "damage")) return;
if (!lib.card[card.name] || !card.cards || !card.cards.length)
return [1, 0, 1, -1];
return [1, -1];
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},
},
},
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subSkill: {
effect: {
charlotte: true,
trigger: { global: "phaseEnd" },
forced: true,
popup: false,
content: function* (event, map) {
var player = map.player;
var mapx = {};
var history = player
.getHistory("damage")
.concat(player.getHistory("sourceDamage"));
history.forEach((evt) => {
if (!evt._olchuming) return;
var target = evt[evt.source == player ? "player" : "source"];
if (!target.isIn()) return;
var cards = evt.cards.filterInD("d");
if (!cards.length) return;
if (!mapx[target.playerid]) mapx[target.playerid] = [];
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mapx[target.playerid].addArray(cards);
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});
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var entries = Object.entries(mapx).map((entry) => {
return [
(_status.connectMode ? lib.playerOL : game.playerMap)[entry[0]],
entry[1],
];
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});
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if (!entries.length) {
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event.finish();
return;
}
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player.logSkill(
"olchuming_effect",
entries.map((i) => i[0])
);
entries.sort((a, b) => lib.sort.seat(a[0], b[0]));
for (var entry of entries) {
var current = entry[0],
cards = entry[1];
var list = ["jiedao", "guohe"].filter((i) =>
player.canUse(
new lib.element.VCard({ name: i, cards: cards }),
current,
false
)
);
if (!list.length) return;
var result = {};
if (list.length == 1) result = { bool: true, links: [["", "", list[0]]] };
else
result = yield player
.chooseButton(
[
`畜鸣:请选择要对${get.translation(current)}使用的牌`,
[list, "vcard"],
],
true
)
.set("ai", (button) => {
var player = get.player();
return get.effect(
get.event("currentTarget"),
{ name: button.link[2] },
player,
player
);
})
.set("currentTarget", current);
if (result.bool) {
var card = get.autoViewAs({ name: result.links[0][2] }, cards);
if (player.canUse(card, current, false))
player.useCard(card, cards, current, false);
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}
}
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},
},
},
},
bingxin: {
audio: 2,
enable: "chooseToUse",
hiddenCard: function (player, name) {
if (
get.type(name) == "basic" &&
lib.inpile.includes(name) &&
!player.getStorage("bingxin_count").includes(name)
)
return true;
},
filter: function (event, player) {
if (event.type == "wuxie") return false;
var hs = player.getCards("h");
if (hs.length != Math.max(0, player.hp)) return false;
if (hs.length > 1) {
var color = get.color(hs[0], player);
for (var i = 1; i < hs.length; i++) {
if (get.color(hs[i], player) != color) return false;
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}
}
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var storage = player.storage.bingxin_count;
for (var i of lib.inpile) {
if (get.type(i) != "basic") continue;
if (storage && storage.includes(i)) continue;
var card = { name: i, isCard: true };
if (event.filterCard(card, player, event)) return true;
if (i == "sha") {
for (var j of lib.inpile_nature) {
card.nature = j;
if (event.filterCard(card, player, event)) return true;
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}
}
}
return false;
},
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chooseButton: {
dialog: function (event, player) {
var list = [];
var storage = player.storage.bingxin_count;
for (var i of lib.inpile) {
if (get.type(i) != "basic") continue;
if (storage && storage.includes(i)) continue;
var card = { name: i, isCard: true };
if (event.filterCard(card, player, event)) list.push(["基本", "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) {
card.nature = j;
if (event.filterCard(card, player, event)) list.push(["基本", "", i, j]);
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}
}
}
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return ui.create.dialog("冰心", [list, "vcard"], "hidden");
},
check: function (button) {
if (button.link[2] == "shan") return 3;
var player = _status.event.player;
if (button.link[2] == "jiu") {
if (player.getUseValue({ name: "jiu" }) <= 0) return 0;
if (player.countCards("h", "sha")) return player.getUseValue({ name: "jiu" });
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return 0;
}
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return player.getUseValue({ name: button.link[2], nature: button.link[3] }) / 4;
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},
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backup: function (links, player) {
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return {
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selectCard: -1,
filterCard: () => false,
viewAs: {
name: links[0][2],
nature: links[0][3],
isCard: true,
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},
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precontent: function () {
player.logSkill("bingxin");
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player.draw();
delete event.result.skill;
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var name = event.result.card.name;
player.addTempSkill("bingxin_count");
player.markAuto("bingxin_count", [name]);
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},
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};
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},
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prompt: function (links, player) {
var name = links[0][2];
var nature = links[0][3];
return "摸一张并视为使用" + (get.translation(nature) || "") + get.translation(name);
},
},
ai: {
order: 10,
respondShan: true,
respondSha: true,
skillTagFilter: function (player, tag, arg) {
if (arg == "respond") return false;
var hs = player.getCards("h");
if (hs.length != Math.max(0, hs.length)) return false;
if (hs.length > 1) {
var color = get.color(hs[0], player);
for (var i = 1; i < hs.length; i++) {
if (get.color(hs[i], player) != color) return false;
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}
}
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var storage = player.storage.bingxin_count;
if (storage && storage.includes("s" + tag.slice(8))) return false;
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},
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result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
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return 1;
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},
},
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},
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subSkill: { count: { charlotte: true, onremove: true } },
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},
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zhefu: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
direct: true,
filter: function (event, player) {
return (
player != _status.currentPhase &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
},
content: function () {
"step 0";
player
.chooseTarget(
get.prompt("zhefu"),
"令一名有手牌的其他角色弃置一张【" +
get.translation(trigger.card.name) +
"】否则受到你造成的1点伤害。",
function (card, player, target) {
return target != player && target.countCards("h") > 0;
}
)
.set("ai", function (target) {
var player = _status.event.player;
return (
get.damageEffect(target, player, player) / Math.sqrt(target.countCards("h"))
);
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});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("zhefu", target);
var name = trigger.card.name;
target
.chooseToDiscard(
"he",
{ name: name },
"弃置一张【" + get.translation(name) + "】或受到1点伤害"
)
.set("ai", function (card) {
var player = _status.event.player;
if (
_status.event.take ||
(get.name(card) == "tao" && !player.hasJudge("lebu"))
)
return 0;
return 8 - get.value(card);
})
.set("take", get.damageEffect(target, player, target) >= 0);
} else event.finish();
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"step 2";
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if (!result.bool) target.damage();
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},
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},
yidu: {
audio: 2,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
return (
(event.card.name == "sha" ||
(get.type(event.card, null, false) == "trick" &&
get.tag(event.card, "damage") > 0)) &&
event.targets.some((target) => {
return (
target.countCards("h") > 0 &&
!target.hasHistory("damage", function (evt) {
return evt.card == event.card;
})
);
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("yidu"), (card, player, target) => {
return _status.event.targets.includes(target);
})
.set(
"targets",
trigger.targets.filter((target) => {
return (
target.countCards("h") > 0 &&
!target.hasHistory("damage", function (evt) {
return evt.card == trigger.card;
})
);
})
)
.set("ai", (target) => {
if (target.hasSkillTag("noh")) return 0;
return -get.attitude(player, target);
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});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("yidu", target);
player
.choosePlayerCard(
target,
"遗毒:展示" + get.translation(target) + "的至多三张手牌",
true,
"h",
[1, Math.min(3, target.countCards("h"))]
)
.set("forceAuto", true)
.set("ai", function (button) {
if (ui.selected.buttons.length) return 0;
return 1 + Math.random();
});
} else event.finish();
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"step 2";
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var cards = result.cards;
player.showCards(
cards,
get.translation(player) + "对" + get.translation(target) + "发动了【遗毒】"
);
var color = get.color(cards[0], target);
var bool = true;
for (var i = 1; i < cards.length; i++) {
if (get.color(cards[i], target) != color) {
bool = false;
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break;
}
}
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if (bool) target.discard(cards, "notBySelf").discarder = player;
},
},
xinwanyi: {
audio: "wanyi",
trigger: { player: "useCardToTargeted" },
filter: function (event, player) {
return (
player != event.target &&
event.targets.length == 1 &&
(event.card.name == "sha" || get.type(event.card, false) == "trick") &&
event.target.countCards("he") > 0
);
},
locked: false,
logTarget: "target",
check: function (event, player) {
return get.effect(event.target, { name: "guohe_copy2" }, player, player) > 0;
},
prompt2: "将该角色的一张牌置于武将牌上作为“嫕”",
content: function () {
"step 0";
event.target = trigger.target;
player.choosePlayerCard(event.target, true, "he");
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"step 1";
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if (result.bool) {
var cards = result.cards;
player.addToExpansion(cards, target, "give").gaintag.add("xinwanyi");
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}
},
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mod: {
cardEnabled: function (card, player) {
var cards = player.getExpansions("xinwanyi");
if (cards.length) {
var suit = get.suit(card);
if (suit == "none") return;
for (var i of cards) {
if (get.suit(i, player) == suit) return false;
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}
}
},
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cardRespondable: function (card, player) {
var cards = player.getExpansions("xinwanyi");
if (cards.length) {
var suit = get.suit(card);
if (suit == "none") return;
for (var i of cards) {
if (get.suit(i, player) == suit) return false;
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}
}
},
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cardSavable: function (card, player) {
var cards = player.getExpansions("xinwanyi");
if (cards.length) {
var suit = get.suit(card);
if (suit == "none") return;
for (var i of cards) {
if (get.suit(i, player) == suit) return false;
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}
}
},
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cardDiscardable: function (card, player) {
var cards = player.getExpansions("xinwanyi");
if (cards.length) {
var suit = get.suit(card);
if (suit == "none") return;
for (var i of cards) {
if (get.suit(i, player) == suit) return false;
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}
}
},
},
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marktext: "嫕",
intro: {
markcount: "expansion",
content: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: "xinwanyi_give",
subSkill: {
give: {
audio: "wanyi",
trigger: { player: ["phaseJieshuBegin", "damageEnd"] },
forced: true,
locked: false,
filter: function (event, player) {
return player.getExpansions("xinwanyi").length > 0;
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},
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content: function () {
"step 0";
player
.chooseTarget(true, "婉嫕:令一名角色获得一张“嫕”")
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "green");
var cards = player.getExpansions("xinwanyi");
if (cards.length == 1) event._result = { bool: true, links: cards };
else
player.chooseButton(
["令" + get.translation(target) + "获得一张“嫕”", cards],
true
);
} else event.finish();
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"step 2";
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if (result.bool) {
target.gain(result.links, player, "give");
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}
},
},
},
},
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xinxuanbei: {
audio: "xuanbei",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer((current) =>
lib.skill.xinxuanbei.filterTarget(null, player, current)
);
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("hej") > 0;
},
content: function () {
"step 0";
player.choosePlayerCard(target, "hej", true);
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"step 1";
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if (result.bool) {
var card = result.cards[0];
var cardx = get.autoViewAs({ name: "sha" }, [card]);
if (
(get.position(card) != "j" &&
!game.checkMod(card, target, "unchanged", "cardEnabled2", target)) ||
!target.canUse(cardx, player, false)
)
event.finish();
else {
var next = target.useCard(cardx, [card], player, false);
event.card = next.card;
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}
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} else event.finish();
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"step 2";
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var num = 1;
if (
player.hasHistory("damage", function (evt) {
return evt.card == event.card;
})
)
num++;
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player.draw(num);
},
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ai: {
order: 7,
result: {
player: function (player, target) {
return (
get.effect(target, { name: "guohe_copy" }, player, player) +
get.effect(player, { name: "sha" }, target, player)
);
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},
},
},
},
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xiongshu: {
audio: 2,
trigger: { global: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return (
player != event.player &&
event.player.countCards("h") > 0 &&
player.countCards("he") >= player.countMark("xiongshu_count")
);
},
content: function () {
"step 0";
event.target = trigger.player;
var num = player.countMark("xiongshu_count");
if (num > 0)
player
.chooseToDiscard(
"he",
num,
get.prompt("xiongshu", trigger.player),
"弃置" + get.cnNumber(num) + "张牌并展示其一张手牌"
)
.set("goon", get.attitude(player, event.target) < 0)
.set("ai", function (card) {
if (!_status.event.goon) return 0;
return 6 - _status.event.player.countMark("xiongshu_count") - get.value(card);
}).logSkill = ["xiongshu", trigger.player];
else
player
.chooseBool(get.prompt("xiongshu", trigger.player), "展示其一张牌")
.set("goon", get.attitude(player, event.target) < 0)
.set("ai", function (card) {
return _status.event.goon;
});
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"step 1";
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if (result.bool) {
if (!result.cards || !result.cards.length) player.logSkill("xiongshu", target);
player.addTempSkill("xiongshu_count", "roundStart");
player.addMark("xiongshu_count", 1, false);
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}
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if (result.bool && target.countCards("h") > 0) {
player.choosePlayerCard(target, true, "h");
} else event.finish();
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"step 2";
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var card = result.cards[0],
name = get.name(card),
str = get.translation(target);
player.showCards(card, get.translation(player) + "对" + str + "发动了【凶竖】");
player.addTempSkill("xiongshu_effect", "phaseUseAfter");
player.storage.xiongshu_effect = [card, name];
if (Math.random() < 0.5) {
target.storage.xiongshu_ai = name;
target.addTempSkill("xiongshu_ai", "phaseUseAfter");
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}
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player
.chooseControl("会使用", "不会使用")
.set("prompt", "预测:" + str + "是否会使用" + get.translation(name) + "")
.set(
"choice",
(function () {
if (!target.hasValueTarget(card)) return 1;
return Math.random() < 0.5 ? 0 : 1;
})()
)
.set("ai", () => _status.event.choice);
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"step 3";
2024-04-15 18:10:02 +00:00
player.storage.xiongshu_effect[2] = result.index == 0;
},
ai: { expose: 0.35 },
subSkill: {
ai: {
charlotte: true,
onremove: true,
ai: {
effect: {
player: function (card, player, target) {
if (card.name == player.storage.xiongshu_ai) return "zeroplayertarget";
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},
},
},
},
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count: {
charlotte: true,
onremove: true,
},
effect: {
trigger: { global: "phaseUseEnd" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
var info = player.storage.xiongshu_effect;
return Array.isArray(info) && event.player.isIn();
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},
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logTarget: "player",
content: function () {
var target = trigger.player;
var info = player.storage.xiongshu_effect;
var card = info[0];
if (
target.hasHistory("useCard", function (evt) {
return evt.card.name == info[1] && evt.getParent("phaseUse") == trigger;
}) == info[2]
)
target.damage();
else {
if (target.getCards("hej").includes(card)) player.gain(card, target, "give");
else if (get.position(card, true) == "d") player.gain(card, "gain2");
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}
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},
},
},
},
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jianhui: {
audio: 2,
getLastPlayer: function (evt, player) {
var history = player.getAllHistory("damage");
if (!history.length) return null;
var i = history.indexOf(evt);
if (i == -1) i = history.length - 1;
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else i--;
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for (i; i >= 0; i--) {
if (history[i].source) return history[i].source;
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}
return null;
},
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trigger: { player: "damageEnd" },
forced: true,
filter: function (event, player) {
return (
event.source &&
event.source.isIn() &&
event.source == lib.skill.jianhui.getLastPlayer(event, player) &&
event.source.countCards("he") > 0
);
},
content: function () {
trigger.source.chooseToDiscard("he", true);
},
group: "jianhui_draw",
subSkill: {
draw: {
trigger: { source: "damageSource" },
forced: true,
logTarget: "player",
filter: function (event, player) {
return event.player == lib.skill.jianhui.getLastPlayer(event, player);
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},
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content: function () {
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player.draw();
},
},
},
},
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huaiyuan: {
audio: 2,
trigger: {
player: "loseAfter",
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
},
filter: function (event, player) {
var evt = event.getl(player);
if (!evt || !evt.hs || !evt.hs.length) return false;
if (event.name == "lose") {
for (var i in event.gaintag_map) {
if (event.gaintag_map[i].includes("huaiyuanx")) return true;
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}
return false;
}
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return player.hasHistory("lose", function (evt) {
if (event != evt.getParent()) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("huaiyuanx")) return true;
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}
return false;
});
},
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forced: true,
locked: false,
content: function () {
"step 0";
var num = 0;
if (trigger.name == "lose") {
for (var i in trigger.gaintag_map) {
if (trigger.gaintag_map[i].includes("huaiyuanx")) num++;
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}
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} else
player.getHistory("lose", function (evt) {
if (trigger != evt.getParent()) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("huaiyuanx")) num++;
}
return false;
});
event.count = num;
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"step 1";
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event.count--;
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player
.chooseTarget(
true,
"请选择【怀远】的目标",
"令一名角色执行一项:⒈其的手牌上限+1。⒉其的攻击范围+1。⒊其摸一张牌。"
)
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att <= 0) return 0;
if (
target.hasValueTarget({ name: "sha" }, false) &&
!target.hasValueTarget({ name: "sha" })
)
att *= 2.2;
if (target.needsToDiscard()) att *= 1.3;
return att * Math.sqrt(Math.max(1, 4 - target.countCards("h")));
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});
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"step 2";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "green");
var str = get.translation(target);
player
.chooseControl()
.set("choiceList", [
"令" + str + "的手牌上限+1",
"令" + str + "的攻击范围+1",
"令" + str + "摸一张牌",
])
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().target;
if (
target.hasValueTarget({ name: "sha" }, false) &&
!target.hasValueTarget({ name: "sha" })
)
return 1;
if (target.needsToDiscard()) return 0;
return 2;
});
} else event.finish();
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"step 3";
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if (result.index == 2) target.draw();
else {
target.addSkill("huaiyuan_effect" + result.index);
target.addMark("huaiyuan_effect" + result.index, 1, false);
game.log(target, "的", "#g" + ["手牌上限", "攻击范围"][result.index], "+1");
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game.delayx();
}
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if (event.count > 0) event.goto(1);
},
group: ["huaiyuan_init", "huaiyuan_die"],
subSkill: {
init: {
audio: "huaiyuan",
trigger: {
global: "phaseBefore",
player: "enterGame",
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},
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forced: true,
locked: false,
filter: function (event, player) {
return (
(event.name != "phase" || game.phaseNumber == 0) && player.countCards("h") > 0
);
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},
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content: function () {
var hs = player.getCards("h");
if (hs.length) player.addGaintag(hs, "huaiyuanx");
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},
},
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die: {
trigger: { player: "die" },
direct: true,
forceDie: true,
skillAnimation: true,
animationColor: "water",
filter: function (event, player) {
return player.hasMark("huaiyuan_effect0") || player.hasMark("huaiyuan_effect1");
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},
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content: function () {
"step 0";
var str = "令一名其他角色",
num1 = player.countMark("huaiyuan_effect0"),
num2 = player.countMark("huaiyuan_effect1");
if (num1 > 0) {
str += "手牌上限+";
str += num1;
if (num2 > 0) str += "且";
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}
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if (num2 > 0) {
str += "攻击范围+";
str += num2;
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}
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player
.chooseTarget(lib.filter.notMe, get.prompt("huaiyuan"), str)
.set("forceDie", true)
.set("ai", function (target) {
return get.attitude(_status.event.player, target) + 114514;
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("huaiyuan_die", target);
var num1 = player.countMark("huaiyuan_effect0"),
num2 = player.countMark("huaiyuan_effect1");
if (num1 > 0) {
target.addSkill("huaiyuan_effect0");
target.addMark("huaiyuan_effect0", num1, false);
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}
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if (num2 > 0) {
target.addSkill("huaiyuan_effect1");
target.addMark("huaiyuan_effect1", num2, false);
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}
game.delayx();
}
},
},
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effect0: {
charlotte: true,
onremove: true,
mod: {
maxHandcard: function (player, num) {
return num + player.countMark("huaiyuan_effect0");
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},
},
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marktext: "怀",
intro: { content: "手牌上限+#" },
},
effect1: {
charlotte: true,
onremove: true,
mod: {
attackRange: function (player, num) {
return num + player.countMark("huaiyuan_effect1");
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},
},
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marktext: "远",
intro: { content: "攻击范围+#" },
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},
},
},
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chongxin: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
player.countCards("he") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
},
filterCard: true,
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
check: function (card) {
return 6 - get.value(card);
},
discard: false,
lose: false,
delay: false,
position: "he",
content: function () {
"step 0";
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player.recast(cards);
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"step 1";
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if (target.countCards("he") > 0) {
target.chooseCard("he", true, "请重铸一张牌", lib.filter.cardRecastable);
} else event.finish();
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"step 2";
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if (result.bool) {
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target.recast(result.cards);
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}
},
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ai: {
order: 6,
result: {
player: 1,
target: function (player, target) {
return 0.5 * Math.sqrt(Math.min(3, target.countCards("h")));
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},
},
},
},
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dezhang: {
trigger: { player: "phaseZhunbeiBegin" },
derivation: "weishu",
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return !player.hasCard(function (card) {
return card.hasGaintag("huaiyuanx");
}, "h");
},
content: function () {
player.awakenSkill("dezhang");
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player.loseMaxHp();
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player.addSkills("weishu");
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},
},
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weishu: {
audio: 2,
trigger: { player: "gainAfter" },
forced: true,
filter: function (event, player) {
return (
event.getParent().name == "draw" &&
event.getParent(2).name != "weishu" &&
event.getParent("phaseDraw").player != player
);
},
content: function () {
"step 0";
player
.chooseTarget(true, "请选择【卫戍】的目标", "令一名角色摸一张牌")
.set("ai", function (target) {
return (
get.attitude(_status.event.player, target) *
Math.sqrt(Math.max(1, 4 - target.countCards("h")))
);
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
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target.draw();
}
},
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group: "weishu_discard",
subSkill: {
discard: {
trigger: {
player: "loseAfter",
global: "loseAsyncAfter",
2022-12-04 16:16:32 +00:00
},
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forced: true,
filter: function (event, player) {
return (
event.type == "discard" &&
event.getParent(3).name != "weishu_discard" &&
event.getParent("phaseDiscard").player != player &&
event.getl(player).cards2.length > 0 &&
game.hasPlayer(
(target) =>
target != player && target.countDiscardableCards(player, "he") > 0
)
);
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},
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content: function () {
"step 0";
player
.chooseTarget(
true,
"请选择【卫戍】的目标",
"弃置一名其他角色的一张牌",
function (card, player, target) {
return (
target != player && target.countDiscardableCards(player, "he") > 0
);
}
)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player);
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
player.discardPlayerCard(target, "he", true);
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}
},
},
},
},
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gaoling: {
audio: 2,
trigger: { player: "showCharacterAfter" },
hiddenSkill: true,
filter: function (event, player) {
return (
event.toShow.includes("xuangongzhu") &&
player != _status.currentPhase &&
game.hasPlayer(function (current) {
return current.isDamaged();
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(
get.prompt("gaoling"),
"令一名角色回复1点体力",
function (card, player, target) {
return target.isDamaged();
}
)
.set("ai", function (target) {
var player = _status.event.player;
return get.recoverEffect(target, player, player);
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("gaoling", target);
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target.recover();
}
},
},
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qimei: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
preHidden: true,
content: function () {
"step 0";
player
.chooseTarget(
get.prompt("qimei"),
"选择一名其他角色并获得“齐眉”效果",
lib.filter.notMe
)
.set("ai", function (target) {
var player = _status.event.player;
return (
get.attitude(player, target) /
(Math.abs(player.countCards("h") + 2 - target.countCards("h")) + 1)
);
})
.setHiddenSkill("qimei");
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("qimei", target);
player.storage.qimei_draw = target;
player.addTempSkill("qimei_draw", { player: "phaseBegin" });
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game.delayx();
}
},
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subSkill: {
draw: {
audio: "qimei",
charlotte: true,
forced: true,
popup: false,
trigger: {
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"loseAfter",
"addToExpansionAfter",
],
},
usable: 1,
filter: function (event, player) {
var target = player.storage.qimei_draw;
if (!target || !target.isIn()) return false;
if (player.countCards("h") != target.countCards("h")) return false;
var hasChange = function (event, player) {
var gain = 0,
lose = 0;
if (event.getg) gain = event.getg(player).length;
if (event.getl) lose = event.getl(player).hs.length;
return gain != lose;
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};
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return hasChange(event, player) || hasChange(event, target);
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},
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content: function () {
"step 0";
if (trigger.delay === false) game.delayx();
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"step 1";
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var target = player.storage.qimei_draw;
player.logSkill("qimei_draw", target);
var drawer = [];
var hasChange = function (event, player) {
var gain = 0,
lose = 0;
if (event.getg) gain = event.getg(player).length;
if (event.getl) lose = event.getl(player).hs.length;
return gain != lose;
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};
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if (hasChange(trigger, player)) drawer.push(target);
if (hasChange(trigger, target)) drawer.push(player);
if (drawer.length == 1) drawer[0].draw();
else {
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game.asyncDraw(drawer.sortBySeat());
game.delayex();
}
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},
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group: "qimei_hp",
onremove: true,
mark: "character",
intro: { content: "已和$组成齐眉组合" },
},
hp: {
audio: "qimei",
trigger: { global: "changeHp" },
charlotte: true,
forced: true,
logTarget: function (event, player) {
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return player.storage.qimei_draw;
},
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usable: 1,
filter: function (event, player) {
var target = player.storage.qimei_draw;
if (!target || !target.isIn()) return false;
if (player != event.player && target != event.player) return false;
return player.hp == target.hp;
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},
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content: function () {
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game.delayx();
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(player == trigger.player ? player.storage.qimei_draw : player).draw();
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},
},
},
},
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ybzhuiji: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
preHidden: true,
content: function () {
"step 0";
var list = ["摸两张牌并于出牌阶段结束时失去1点体力"];
if (player.isDamaged()) list.push("回复1点体力并于出牌阶段结束时弃置两张牌");
player
.chooseControl("cancel2")
.set("choiceList", list)
.set("prompt", get.prompt("ybzhuiji"))
.set("ai", function () {
var player = _status.event.player;
if (player.isDamaged() && player.countCards("h", "tao") < player.getDamagedHp())
return 1;
return "cancel2";
})
.setHiddenSkill("ybzhuiji");
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"step 1";
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if (result.control != "cancel2") {
player.logSkill("ybzhuiji");
if (result.index == 0) player.draw(2);
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else player.recover();
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player.addTempSkill("ybzhuiji_" + result.index, "phaseUseAfter");
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}
},
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subSkill: {
0: {
trigger: { player: "phaseUseEnd" },
forced: true,
charlotte: true,
content: function () {
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player.loseHp();
},
},
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1: {
trigger: { player: "phaseUseEnd" },
forced: true,
charlotte: true,
content: function () {
player.chooseToDiscard("he", 2, true);
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},
},
},
},
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canmou: {
audio: 2,
trigger: { global: "useCardToPlayer" },
direct: true,
filter: function (event, player) {
if (
!event.player.isMaxHandcard(true) ||
!event.isFirstTarget ||
get.type(event.card, null, false) != "trick"
)
return false;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return (
!event.targets.includes(current) &&
lib.filter.targetEnabled2(event.card, event.player, current)
); //&&lib.filter.targetInRange(event.card,event.player,current);
})
) {
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return true;
}
}
return false;
},
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preHidden: true,
content: function () {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
player
.chooseTarget(get.prompt("canmou"), function (card, player, target) {
var player = _status.event.source;
return (
!_status.event.targets.includes(target) &&
lib.filter.targetEnabled2(_status.event.card, player, target)
); //&&lib.filter.targetInRange(_status.event.card,player,target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.source;
return get.effect(target, trigger.card, player, _status.event.player);
})
.set("targets", trigger.targets)
.set("card", trigger.card)
.set("source", trigger.player)
.setHiddenSkill(event.name);
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"step 1";
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if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
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event.finish();
}
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"step 2";
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if (event.targets) {
player.logSkill(event.name, event.targets);
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trigger.targets.addArray(event.targets);
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game.log(event.targets, "也成为了", trigger.card, "的目标");
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}
},
},
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congjian: {
audio: 2,
trigger: { global: "useCardToTarget" },
logTarget: "target",
filter: function (event, player) {
return (
event.target != player &&
event.targets.length == 1 &&
get.type(event.card, null, false) == "trick" &&
event.target.isMaxHp(true) &&
lib.filter.targetEnabled2(event.card, event.player, player)
);
},
check: function (event, player) {
return get.effect(player, event.card, event.player, player) > 0;
},
preHidden: true,
content: function () {
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trigger.targets.push(player);
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game.log(player, "也成为了", trigger.card, "的目标");
var next = game.createEvent("congjian_draw", false);
next.player = player;
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event.next.remove(next);
trigger.getParent().after.push(next);
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next.setContent(function () {
if (
player.hasHistory("damage", function (evt) {
return evt.card == event.parent.card;
})
)
player.draw(2);
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});
},
},
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wanyi: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return (
player.getStorage("wanyi2").length < 4 &&
player.hasCard(function (i) {
return get.is.yingbian(i);
}, "hs")
);
},
chooseButton: {
dialog: function (event, player) {
var list = ["zhujinqiyuan", "chuqibuyi", "shuiyanqijunx", "dongzhuxianji"];
list.removeArray(player.getStorage("wanyi2"));
return ui.create.dialog("婉嫕", [list, "vcard"], "hidden");
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},
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filter: function (button, player) {
return lib.filter.filterCard(
{ name: button.link[2] },
player,
_status.event.getParent()
);
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},
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check: function (button) {
return _status.event.player.getUseValue({ name: button.link[2] });
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},
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backup: function (links) {
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return {
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audio: "wanyi",
popname: true,
viewAs: {
name: links[0][2],
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},
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filterCard: function (card) {
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return get.is.yingbian(card);
},
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check: function (card) {
return 1 / Math.max(1, get.value(card));
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},
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position: "hs",
onuse: function (links, player) {
if (!player.storage.wanyi2) player.storage.wanyi2 = [];
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player.storage.wanyi2.add(links.card.name);
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player.addTempSkill("wanyi2");
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},
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};
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},
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prompt: function (links) {
return "将一张应变牌当做" + get.translation(links[0][2]) + "使用";
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},
},
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subSkill: { backup: {} },
ai: { order: 8, result: { player: 1 } },
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},
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wanyi2: { onremove: true },
maihuo: {
audio: 2,
trigger: { target: "useCardToTargeted" },
logTarget: "player",
filter: function (event, player) {
return (
event.card.name == "sha" &&
event.card.isCard &&
event.getParent(2).name != "maihuo_effect" &&
event.cards.filterInD().length > 0 &&
event.targets.length == 1 &&
event.player.isIn() &&
!event.player.getExpansions("maihuo_effect").length
);
},
prompt2: function (event) {
return "令" + get.translation(event.card) + "暂时对你无效";
},
check: function (event, player) {
return get.effect(player, event.card, event.player, player) < 0;
},
content: function () {
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trigger.excluded.add(player);
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var target = trigger.player,
cards = trigger.cards.filterInD();
target.addToExpansion("gain2", cards).gaintag.add("maihuo_effect");
target.storage.maihuo_target = player;
target.addSkill("maihuo_effect");
},
group: "maihuo_damage",
subSkill: {
effect: {
trigger: { player: "phaseUseBegin" },
forced: true,
charlotte: true,
filter: function (event, player) {
return player.getExpansions("maihuo_effect").length > 0;
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},
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content: function () {
"step 0";
var cards = player.getExpansions("maihuo_effect"),
card = cards[0];
if (card.name != "sha")
card = get.autoViewAs(
{
name: "sha",
isCard: true,
},
cards
);
var target = player.storage.maihuo_target;
if (target.isIn() && player.canUse(card, target, null, true)) {
player.useCard(card, target, cards);
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}
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"step 1";
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player.removeSkill("maihuo_effect");
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},
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marktext: "祸",
intro: {
content: "expansion",
markcount: "expansion",
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},
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onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
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},
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ai: { threaten: 1.05 },
},
damage: {
trigger: { source: "damageSource" },
forced: true,
locked: false,
filter: function (event, player) {
return (
event.player.hasSkill("maihuo_effect") &&
event.player.getExpansions("maihuo_effect").length > 0
);
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},
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content: function () {
trigger.player.removeSkill("maihuo_effect");
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},
},
},
},
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xuanbei: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
locked: false,
content: function () {
var cards = [];
while (cards.length < 2) {
var card = get.cardPile2(function (i) {
return get.is.yingbian(i) && !cards.includes(i);
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});
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if (!card) break;
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else cards.push(card);
}
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if (cards.length) player.gain(cards, "gain2");
},
group: "xuanbei_give",
subSkill: {
give: {
trigger: { player: "useCardAfter" },
usable: 1,
filter: function (event, player) {
return (
(event.card.yingbian || get.is.yingbian(event.card)) &&
event.cards.filterInD().length > 0
);
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},
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direct: true,
content: function () {
"step 0";
event.cards = trigger.cards.filterInD();
player
.chooseTarget(
get.prompt("xuanbei"),
"令一名其他角色获得" + get.translation(event.cards),
lib.filter.notMe
)
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att < 3) return 0;
if (target.hasJudge("lebu")) att /= 2;
if (target.hasSkillTag("nogain")) att /= 10;
return att / (1 + get.distance(player, target, "absolute"));
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("xuanbei_give", target);
target.gain(cards, "gain2").giver = player;
} else player.storage.counttrigger.xuanbei_give--;
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},
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ai: { expose: 0.1 },
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},
},
},
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xianwan: {
audio: 2,
enable: "chooseToUse",
filter: function (event, player) {
return (
event.filterCard &&
event.filterCard(
{
name: "sha" + (player.isLinked() ? "" : "n"),
isCard: true,
},
player,
event
)
);
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},
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viewAs: function (cards, player) {
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return {
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name: "sha" + (player.isLinked() ? "" : "n"),
isCard: true,
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};
},
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filterCard: () => false,
selectCard: -1,
prompt: "将武将牌重置并视为使用【杀】",
log: false,
check: () => 1,
precontent: function () {
player.logSkill("xianwan");
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player.link();
},
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ai: {
order: 3.4,
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag) {
return tag == "respondSha" + (player.isLinked() ? "" : "n");
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},
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effect: {
target: function (card, player, target, current) {
if (get.tag(card, "respondShan") && current < 0 && !player.isLinked()) return 0.4;
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},
},
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},
},
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recaiwang: {
audio: "caiwang",
inherit: "caiwang",
group: ["recaiwang_hand", "recaiwang_equip", "recaiwang_judge"],
},
recaiwang_hand: {
audio: "caiwang",
enable: ["chooseToUse", "chooseToRespond"],
viewAsFilter: function (player) {
var js = player.getCards("h");
return (
js.length == 1 && game.checkMod(js[0], player, "unchanged", "cardEnabled2", player)
);
},
selectCard: -1,
filterCard: true,
position: "h",
prompt: "将全部手牌当做【闪】使用",
viewAs: { name: "shan" },
check: (card) => 10 - get.value(card),
ai: {
order: 1,
respondShan: true,
skillTagFilter: function (player) {
return player.countCards("h") == 1;
},
},
},
recaiwang_equip: {
audio: "caiwang",
enable: ["chooseToUse", "chooseToRespond"],
viewAsFilter: function (player) {
var js = player.getCards("e");
return (
js.length == 1 && game.checkMod(js[0], player, "unchanged", "cardEnabled2", player)
);
},
selectCard: -1,
filterCard: true,
check: (card) => 9 - get.value(card),
position: "e",
prompt: "将装备区的牌当做【无懈可击】使用",
viewAs: { name: "wuxie" },
ai: {
order: 1,
},
},
recaiwang_judge: {
audio: "caiwang",
enable: ["chooseToUse", "chooseToRespond"],
viewAsFilter: function (player) {
var js = player.getCards("j");
return (
js.length == 1 && game.checkMod(js[0], player, "unchanged", "cardEnabled2", player)
);
},
selectCard: -1,
filterCard: true,
position: "j",
prompt: "将判定区的牌当做【杀】使用",
viewAs: { name: "sha" },
check: (card) => 1,
locked: false,
ai: {
order: 10,
respondSha: true,
skillTagFilter: function (player) {
return player.countCards("j") == 1;
},
effect: {
target: function (card, player, target, current) {
if (
card &&
(card.name == "shandian" || card.name == "fulei") &&
player == target &&
!target.countCards("j") &&
target.isPhaseUsing() &&
target.hasValueTarget({ name: "sha" }, null, true)
)
return [1, 2];
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},
},
},
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mod: {
aiOrder: function (player, card, num) {
if (card.name == "shandian" || card.name == "fulei") return num + 3;
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},
},
},
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caozhao: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
if (
player.countCards("h") == 0 ||
!game.hasPlayer(function (current) {
return current != player && current.hp <= player.hp;
})
)
return false;
var list = player.getStorage("caozhao");
for (var i of lib.inpile) {
if (!list.includes(i) && ["basic", "trick"].includes(get.type(i))) return true;
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}
return false;
},
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chooseButton: {
dialog: function (event, player) {
var list = player.getStorage("caozhao"),
vcards = [];
for (var i of lib.inpile) {
if (!list.includes(i)) {
var type = get.type(i);
if (type == "basic" || type == "trick") vcards.push([type, "", i]);
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}
}
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return ui.create.dialog("草诏", [vcards, "vcard"]);
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},
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check: function (button) {
return _status.event.player.getUseValue(
{ name: button.link[2], isCard: true },
null,
true
);
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},
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backup: function (links, player) {
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return {
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audio: "caozhao",
cardname: links[0][2],
filterCard: true,
position: "h",
check: function (card) {
return (
player.getUseValue({ name: lib.skill.caozhao_backup.cardname }) -
(player.getUseValue(card, null, true) + 0.1) / (get.value(card) / 6)
);
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},
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filterTarget: function (card, player, target) {
return target != player && target.hp <= player.hp;
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},
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discard: false,
lose: false,
content: function () {
"step 0";
player.showCards(
cards,
get.translation(player) +
"发动【草诏】,声明" +
get.translation(lib.skill.caozhao_backup.cardname)
);
if (!player.storage.caozhao) player.storage.caozhao = [];
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player.storage.caozhao.push(lib.skill.caozhao_backup.cardname);
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"step 1";
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target
.chooseControl()
.set("choiceList", [
"令" +
get.translation(player) +
"将" +
get.translation(cards[0]) +
"的牌名改为" +
get.translation(lib.skill.caozhao_backup.cardname),
"失去1点体力",
])
.set("ai", function (event, player) {
var target = _status.event.getParent().player;
if (get.attitude(player, target) > 0) return 0;
if (player.hp > 3 || (player.hp > 1 && player.hasSkill("zhaxiang")))
return 1;
if (player.hp > 2) return Math.random() > 0.5 ? 0 : 1;
return 0;
});
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"step 2";
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if (result.index == 1) {
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target.addExpose(0.2);
target.loseHp();
event.finish();
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} else {
player
.chooseTarget(
"是否将" +
get.translation(lib.skill.caozhao_backup.cardname) +
"" +
get.translation(cards[0]) +
")交给一名其他角色?",
lib.filter.notMe
)
.set("ai", () => -1);
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}
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"step 3";
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if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
if (!target.storage.caozhao_info) target.storage.caozhao_info = {};
target.storage.caozhao_info[cards[0].cardid] =
lib.skill.caozhao_backup.cardname;
target.addSkill("caozhao_info");
player.give(cards, target, "give").gaintag.add("caozhao");
} else {
if (!player.storage.caozhao_info) player.storage.caozhao_info = {};
player.storage.caozhao_info[cards[0].cardid] =
lib.skill.caozhao_backup.cardname;
player.addGaintag(cards, "caozhao");
player.addSkill("caozhao_info");
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}
},
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ai: {
result: {
player: 2,
target: 0.1,
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},
},
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};
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},
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prompt: function (links, player) {
return "将一张手牌声明为" + get.translation(links[0][2]);
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},
},
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ai: {
order: 1,
result: {
player: 1,
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},
},
},
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caozhao_info: {
charlotte: true,
mod: {
cardname: function (card, player) {
var map = player.storage.caozhao_info;
if (
map &&
map[card.cardid] &&
get.itemtype(card) == "card" &&
card.hasGaintag("caozhao")
)
return map[card.cardid];
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},
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cardnature: function (card, player) {
var map = player.storage.caozhao_info;
if (
map &&
map[card.cardid] &&
get.itemtype(card) == "card" &&
card.hasGaintag("caozhao")
)
return false;
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},
},
},
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olxibing: {
audio: 2,
trigger: { player: "damageEnd" },
filter: function (event, player) {
return (
event.player &&
event.source &&
event.player != event.source &&
event.player.isAlive() &&
event.source.isAlive() &&
(event.player.countCards("he") > 0 || event.source.countCards("he") > 0)
);
},
direct: true,
content: function () {
"step 0";
var target = trigger.source;
event.target = target;
player
.chooseTarget(
get.prompt("olxibing"),
"弃置自己或" +
get.translation(target) +
"的两张牌,然后手牌数较少的角色摸两张牌且不能对你使用牌直到回合结束",
function (card, player, target) {
if (target != player && target != _status.event.target) return false;
return target.countCards("he") > 0;
}
)
.set("target", target)
.set("ai", function (targetx) {
var player = _status.event.player,
target = _status.event.target;
if (target == targetx) {
if (get.attitude(player, target) > 0) return 0;
var cards = target
.getCards("he", function (card) {
return lib.filter.canBeDiscarded(card, player, target);
})
.sort(function (a, b) {
return get.buttonValue(b) - get.buttonValue(a);
});
if (
target.countCards("h") - player.countCards("h") >=
Math.max(
0,
Math.min(2, cards.length) -
target.countCards("e", function (card) {
var index = cards.indexOf(card);
return index != -1 && index < 2;
})
)
)
return 1;
return 0;
}
var cards = player
.getCards("he", function (card) {
return lib.filter.cardDiscardable(card, player, "olxibing");
})
.sort(function (a, b) {
return get.useful(a) - get.useful(b);
});
if (
player.countCards("h") - target.countCards("h") <
Math.max(
0,
Math.min(cards.length, 2) -
player.countCards("e", function (card) {
var index = cards.indexOf(card);
return index != -1 && index < 2;
})
) &&
(cards.length < 2 || get.value(cards[1]) < 5.5)
)
return 0.8;
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return 0;
});
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"step 1";
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if (result.bool) {
player.logSkill("olxibing", target);
var target = result.targets[0];
if (target == player) player.chooseToDiscard("he", 2, true);
else player.discardPlayerCard(target, "he", true, 2);
} else event.finish();
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"step 2";
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if (player.isIn() && target.isIn()) {
var hs = player.countCards("h"),
ts = target.countCards("h");
if (hs != ts) {
var drawer = hs > ts ? target : player;
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drawer.draw(2);
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player.addTempSkill("olxibing2");
player.markAuto("olxibing2", [drawer]);
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}
}
},
},
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olxibing2: {
mod: {
targetEnabled: function (card, player, target) {
if (target.getStorage("olxibing2").includes(player)) return false;
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},
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cardSavable: function (card, player, target) {
if (target.getStorage("olxibing2").includes(player)) return false;
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},
},
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onremove: true,
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},
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bolan: {
audio: 2,
banned: ["kotomi_chuanxiang"],
global: "bolan_g",
initList: function (player) {
var list,
skills = [];
if (get.mode() == "guozhan") {
list = [];
for (var i in lib.characterPack.mode_guozhan) {
if (lib.character[i]) list.push(i);
}
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} else if (_status.connectMode) list = get.charactersOL();
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else {
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list = [];
for (var i in lib.character) {
if (lib.filter.characterDisabled2(i) || lib.filter.characterDisabled(i)) continue;
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list.push(i);
}
}
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for (var i of list) {
if (i.indexOf("gz_jun") == 0) continue;
for (var j of lib.character[i][3]) {
if (j == "bolan") continue;
var skill = lib.skill[j];
if (
!skill ||
skill.juexingji ||
skill.hiddenSkill ||
skill.zhuSkill ||
skill.dutySkill ||
skill.chargeSkill ||
lib.skill.bolan.banned.includes(j)
)
continue;
if (
skill.init ||
(skill.ai && (skill.ai.combo || skill.ai.notemp || skill.ai.neg))
)
continue;
var info = lib.translate[j + "_info"];
if (info && info.indexOf("出牌阶段限一次") != -1) skills.add(j);
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}
}
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player.storage.bolan = skills;
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},
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check: function (event, player) {
2023-05-05 16:00:01 +00:00
return true;
},
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trigger: { player: "phaseUseBegin" },
frequent: true,
preHidden: true,
content: function () {
"step 0";
if (player.isIn()) {
if (!player.storage.bolan) lib.skill.bolan.initList(player);
var list = player.storage.bolan.randomGets(3);
if (!list.length) {
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event.finish();
return;
}
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player
.chooseControl(list)
.set(
"choiceList",
list.map(function (i) {
return (
'<div class="skill">【' +
get.translation(
lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)
) +
"】</div><div>" +
get.skillInfoTranslation(i, player) +
"</div>"
);
})
)
.set("displayIndex", false)
.set("prompt", "博览:请选择你要获得的技能")
.set("ai", () => {
var list = _status.event.controls.slice();
return list.sort((a, b) => {
return get.skillRank(b, "in") - get.skillRank(a, "in");
})[0];
});
} else event.finish();
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"step 1";
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player.addTempSkills(result.control, "phaseUseEnd");
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player.popup(result.control);
2024-02-18 09:27:11 +00:00
// game.log(player,'获得了','#g【'+get.translation(result.control)+'】');
2023-05-05 16:00:01 +00:00
},
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ai: { threaten: 0.9 },
subSkill: {
g: {
audio: "bolan",
forceaudio: true,
enable: "phaseUse",
usable: 1,
prompt: "出牌阶段限一次。你可以令一名有〖博览〗的角色从三个描述中包含“出牌阶段限一次”的技能中选择一个,你获得此技能直到此阶段结束。",
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && current.hasSkill("bolan");
2023-05-05 16:00:01 +00:00
});
},
2024-04-15 18:10:02 +00:00
filterTarget: function (card, player, target) {
return player != target && target.hasSkill("bolan");
2023-05-05 16:00:01 +00:00
},
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selectTarget: function () {
if (
game.countPlayer((current) => {
return lib.skill.bolan_g.filterTarget(
null,
_status.event.player,
current
);
}) == 1
)
return -1;
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return 1;
},
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content: function () {
"step 0";
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player.loseHp();
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"step 1";
2024-04-15 18:10:02 +00:00
if (target.isIn() && player.isIn()) {
if (!target.storage.bolan) lib.skill.bolan.initList(target);
var list = target.storage.bolan.randomGets(3);
if (!list.length) {
2023-05-05 16:00:01 +00:00
event.finish();
return;
}
2024-04-15 18:10:02 +00:00
target
.chooseControl(list)
.set(
"choiceList",
list.map(function (i) {
return (
'<div class="skill">【' +
get.translation(
lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)
) +
"】</div><div>" +
get.skillInfoTranslation(i, player) +
"</div>"
);
})
)
.set("displayIndex", false)
.set("prompt", "博览:请选择令" + get.translation(player) + "获得的技能")
.set("ai", () => {
var list = _status.event.controls.slice();
return list.sort((a, b) => {
return (
(get.skillRank(b, "in") - get.skillRank(a, "in")) *
get.attitude(
_status.event.player,
_status.event.getParent().player
)
);
})[0];
});
} else event.finish();
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"step 2";
2023-05-05 16:00:01 +00:00
target.line(player);
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player.addTempSkills(result.control, "phaseUseEnd");
2023-05-05 16:00:01 +00:00
player.popup(result.control);
},
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ai: {
order: function (item, player) {
if (player.hp >= 5 || player.countCards("h") >= 10) return 10;
var list = game.filterPlayer((current) =>
lib.skill.bolan_g.filterTarget(null, player, current)
);
for (var target of list) {
if (get.attitude(target, player) > 0) return 10;
2023-05-05 16:00:01 +00:00
}
return 4;
},
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result: {
player: function (player, target) {
if (player.hasUnknown())
return player.hp + player.countCards("h") / 4 - 5 > 0 ? 1 : 0;
var tao = player.countCards("h", "tao");
if (player.hp + tao > 4) return 4 + get.attitude(player, target);
if (player.hp + tao > 3) return get.attitude(player, target) - 2;
2023-05-05 16:00:01 +00:00
return 0;
},
},
},
2024-04-15 18:10:02 +00:00
},
},
},
yifa: {
audio: 2,
trigger: { target: "useCardToTargeted" },
forced: true,
logTarget: "player",
filter: function (event, player) {
return (
player != event.player &&
(event.card.name == "sha" ||
(get.color(event.card) == "black" && get.type(event.card) == "trick"))
);
},
content: function () {
var target = trigger.player;
target.addTempSkill("yifa2", { player: "phaseEnd" });
target.addMark("yifa2", 1, false);
},
ai: { threaten: 0.8 },
},
yifa2: {
charlotte: true,
onremove: true,
intro: { content: "手牌上限-#" },
mod: {
maxHandcard: function (player, num) {
return num - player.countMark("yifa2");
},
},
},
buchen: {
audio: 2,
trigger: { player: "showCharacterAfter" },
hiddenSkill: true,
filter: function (event, player) {
var target = _status.currentPhase;
return (
event.toShow.includes("jin_simayi") &&
target &&
target != player &&
target.countGainableCards(player, "he") > 0
);
},
direct: true,
content: function () {
var target = _status.currentPhase;
player
.gainPlayerCard(target, "he", get.prompt("buchen", target))
.set("logSkill", ["buchen", target]);
},
},
smyyingshi: {
audio: 2,
enable: "phaseUse",
locked: true,
filter: function (event, player) {
2021-06-10 15:27:23 +00:00
return Array.isArray(event.smyyingshi);
},
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onChooseToUse: function (event) {
if (game.online || !event.player.hasSkill("smyyingshi")) return;
var cards = [];
for (var i = 0; i < event.player.maxHp; i++) {
var card = ui.cardPile.childNodes[i];
if (card) cards.push(card);
2021-06-10 15:27:23 +00:00
else break;
}
2024-04-15 18:10:02 +00:00
event.set("smyyingshi", cards);
},
chooseButton: {
dialog: function (event) {
var dialog = ui.create.dialog("鹰视", "hidden");
if (event.smyyingshi && event.smyyingshi.length) dialog.add(event.smyyingshi);
else dialog.addText("牌堆无牌");
for (var i of dialog.buttons) {
i.classList.add("noclick");
2021-06-10 15:27:23 +00:00
}
2024-04-15 18:10:02 +00:00
dialog.buttons.length = 0;
2021-06-10 15:27:23 +00:00
return dialog;
},
2024-04-15 18:10:02 +00:00
filter: function () {
2021-06-10 15:27:23 +00:00
return false;
},
},
},
2024-04-15 18:10:02 +00:00
xiongzhi: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "thunder",
content: function () {
"step 0";
player.awakenSkill("xiongzhi");
2024-04-15 18:31:36 +00:00
"step 1";
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var card = get.cards()[0];
event.card = card;
2021-06-10 15:27:23 +00:00
player.showCards(card);
2024-04-15 18:10:02 +00:00
if (!player.hasUseTarget(card)) {
2021-06-10 15:27:23 +00:00
card.fix();
2024-04-15 18:10:02 +00:00
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
2021-06-10 15:27:23 +00:00
game.updateRoundNumber();
event.finish();
}
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"step 2";
2024-04-15 18:10:02 +00:00
var next = player.chooseUseTarget(card, true);
if (get.info(card).updateUsable == "phaseUse") next.addCount = false;
2024-04-15 18:31:36 +00:00
"step 3";
2024-04-15 18:10:02 +00:00
if (result.bool) event.goto(1);
else {
2021-06-10 15:27:23 +00:00
card.fix();
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ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
2021-06-10 15:27:23 +00:00
game.updateRoundNumber();
}
},
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ai: {
order: 1,
result: {
player: function (player) {
if (!player.hasSkill("smyyingshi")) return 1;
var cards = [];
for (var i = 0; i < Math.min(2, player.maxHp); i++) {
var card = ui.cardPile.childNodes[i];
if (card) {
if (!player.hasValueTarget(card)) return 0;
} else break;
2021-06-10 15:27:23 +00:00
}
return 1;
},
},
},
},
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quanbian: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
hasHand: function (event) {
var evts = event.player.getHistory("lose", function (evt) {
return evt.getParent() == event;
2021-06-10 15:27:23 +00:00
});
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return evts && evts.length == 1 && evts[0].hs.length > 0;
},
filter: function (event, player) {
var phase = event.getParent("phaseUse");
if (!phase || phase.player != player) return false;
var suit = get.suit(event.card);
if (!lib.suit.includes(suit) || !lib.skill.quanbian.hasHand(event)) return false;
return (
player.getHistory("useCard", function (evt) {
return (
evt != event &&
get.suit(evt.card) == suit &&
lib.skill.quanbian.hasHand(evt) &&
evt.getParent("phaseUse") == phase
);
}).length +
player.getHistory("respond", function (evt) {
return (
evt != event &&
get.suit(evt.card) == suit &&
lib.skill.quanbian.hasHand(evt) &&
evt.getParent("phaseUse") == phase
);
}).length ==
0
);
},
direct: true,
content: function () {
"step 0";
player
.chooseControl("cancel2")
.set("prompt", get.prompt("quanbian"))
.set("choiceList", [
"摸一张牌",
"观看牌堆顶的" + get.cnNumber(player.maxHp) + "张牌并将其中一张置于牌堆底",
])
.set("ai", function () {
var player = _status.event.player;
var suit = get.suit(_status.event.getTrigger().card);
if (
player.countCards("h", function (card) {
return get.suit(card) == suit && player.hasValueTarget(card, null, true);
})
)
return "cancel2";
return 0;
});
2024-04-15 18:31:36 +00:00
"step 1";
2024-04-15 18:10:02 +00:00
if (result.control == "cancel2") {
2021-06-10 15:27:23 +00:00
event.finish();
return;
}
2024-04-15 18:10:02 +00:00
player.addTempSkill("quanbian2");
2021-06-10 15:27:23 +00:00
player.storage.quanbian2.add(get.suit(trigger.card));
2024-04-15 18:10:02 +00:00
player.markSkill("quanbian2");
if (result.index == 0) {
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player.draw();
event.finish();
return;
}
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event.cards = get.cards(player.maxHp);
player.chooseButton(["将一张牌置于牌堆底", event.cards], true);
2024-04-15 18:31:36 +00:00
"step 2";
2024-04-15 18:10:02 +00:00
while (cards.length) {
var card = cards.pop();
2021-06-10 15:27:23 +00:00
card.fix();
2024-04-15 18:10:02 +00:00
if (card == result.links[0]) ui.cardPile.appendChild(card);
else ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
2021-06-10 15:27:23 +00:00
}
game.updateRoundNumber();
},
},
2024-04-15 18:10:02 +00:00
quanbian2: {
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
onremove: true,
mod: {
cardEnabled2: function (card, player) {
if (get.position(card) == "h" && player.storage.quanbian2.includes(get.suit(card)))
return false;
2021-06-10 15:27:23 +00:00
},
},
2024-04-15 18:10:02 +00:00
intro: {
content: "本回合内不能使用$花色的手牌",
2021-06-10 15:27:23 +00:00
},
},
//卫瓘
2024-04-15 18:10:02 +00:00
zhongyun: {
audio: 2,
trigger: { player: ["damageEnd", "recoverEnd"] },
forced: true,
filter: function (event, player) {
return (
player.hp == player.countCards("h") &&
(player.isDamaged() ||
game.hasPlayer(function (current) {
return player.inRange(current);
}))
);
},
usable: 1,
preHidden: ["zhongyun2"],
content: function () {
"step 0";
var filterTarget = function (card, player, target) {
2021-06-10 15:27:23 +00:00
return player.inRange(target);
};
2024-04-15 18:10:02 +00:00
if (game.hasPlayer((current) => filterTarget("L∞pers", player, current))) {
var bool = player.isHealthy();
player
.chooseTarget(
"忠允对攻击范围内的一名角色造成1点伤害" +
(bool ? "" : "或点取消回复1点体力"),
filterTarget,
bool
)
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
} else event._result = { bool: false };
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
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target.damage();
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} else player.recover();
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},
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group: "zhongyun2",
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},
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zhongyun2: {
audio: "zhongyun",
trigger: {
player: ["loseAfter"],
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
},
forced: true,
filter: function (event, player) {
var cards1 = event.getl(player).hs,
cards2 = [];
if (event.getg) cards2 = event.getg(player);
return (cards1.length > 0 || cards2.length > 0) && player.countCards("h") == player.hp;
},
usable: 1,
content: function () {
"step 0";
if (trigger.delay === false) game.delayx();
var filterTarget = function (card, player, target) {
return target != player && target.countDiscardableCards(player, "he") > 0;
};
if (!game.hasPlayer((current) => filterTarget("L∞pers", player, current)))
event._result = { bool: false };
else
player
.chooseTarget(filterTarget, "忠允:弃置一名其他角色的一张牌,或点取消摸一张牌")
.set("ai", function (target) {
var att = get.attitude(player, target);
if (att >= 0) return 0;
if (
target.countCards("he", function (card) {
return get.value(card) > 5;
})
)
return -att;
return 0;
});
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"step 1";
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if (!result.bool) player.draw();
else {
var target = result.targets[0];
player.line(target, "green");
player.discardPlayerCard(target, true, "he");
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}
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},
},
shenpin: {
audio: 2,
trigger: { global: "judge" },
filter: function (event, player) {
var color = get.color(event.player.judging[0], event.player);
return (
player.countCards("hes", function (card) {
if (_status.connectMode && get.position(card) != "e") return true;
return get.color(card) != color;
}) > 0
);
},
direct: true,
preHidden: true,
content: function () {
"step 0";
var color = get.color(trigger.player.judging[0], trigger.player);
player
.chooseCard(
get.translation(trigger.player) +
"的" +
(trigger.judgestr || "") +
"判定为" +
get.translation(trigger.player.judging[0]) +
"" +
get.prompt("shenpin"),
"hes",
function (card) {
if (get.color(card) == _status.event.color) return false;
var player = _status.event.player;
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
}
)
.set("ai", function (card) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
var judging = _status.event.judging;
var result = trigger.judge(card) - trigger.judge(judging);
var attitude = get.attitude(player, trigger.player);
if (attitude == 0 || result == 0) return 0;
if (attitude > 0) {
return result;
} else {
return -result;
}
})
.set("judging", trigger.player.judging[0])
.set("color", color)
.setHiddenSkill(event.name);
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"step 1";
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if (result.bool) {
player.respond(result.cards, "highlight", "shenpin", "noOrdering");
} else {
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event.finish();
}
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"step 2";
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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");
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}
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}, trigger.player.judging[0]);
game.addVideo(
"deletenode",
player,
get.cardsInfo([trigger.player.judging[0].clone])
);
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}
game.cardsDiscard(trigger.player.judging[0]);
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trigger.player.judging[0] = result.cards[0];
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trigger.orderingCards.addArray(result.cards);
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game.log(trigger.player, "的判定牌改为", result.cards[0]);
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game.delay(2);
}
},
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ai: {
rejudge: true,
tag: {
rejudge: 1,
},
},
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},
//彻里吉
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chexuan: {
audio: 2,
enable: "phaseUse",
derivation: ["cheliji_sichengliangyu", "cheliji_tiejixuanyu", "cheliji_feilunzhanyu"],
filter: function (event, player) {
return !player.getEquips(5).length && player.countCards("he", { color: "black" }) > 0;
},
filterCard: { color: "black" },
position: "he",
check: function (card) {
return 5 - get.value(card);
},
content: function () {
"step 0";
player
.chooseButton(
[
"请选择要装备的宝物",
[
lib.skill.chexuan.derivation.map(function (i) {
return ["宝物", "", i];
}),
"vcard",
],
],
true
)
.set("ai", function (button) {
if (
button.link[2] == "cheliji_sichengliangyu" &&
player.countCards("h") < player.hp
)
return 1;
return Math.random();
});
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"step 1";
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var name = result.links[0][2],
card = game.createCard(name, lib.card[name].cardcolor, 5);
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player.$gain2(card);
player.equip(card);
game.delay();
},
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group: "chexuan_lose",
subfrequent: ["lose"],
ai: {
order: 6,
result: {
player: 1,
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},
},
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subSkill: {
lose: {
audio: "chexuan",
trigger: {
player: "loseAfter",
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
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},
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frequent: true,
filter: function (event, player) {
var evt = event.getl(player);
if (!evt || !evt.es || !evt.es.length) return false;
if (event.name == "equip" && event.player == player) return false;
for (var i of evt.es) {
if (get.subtype(i, false) == "equip5") return true;
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}
return false;
},
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content: function () {
"step 0";
player.judge(function (card) {
if (get.color(card) == "black") return 3;
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return 0;
});
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"step 1";
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if (result.bool) {
var card = game.createCard(lib.skill.chexuan.derivation.randomGet());
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player.$gain2(card);
player.equip(card);
game.delay();
}
},
},
},
},
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qiangshou: {
mod: {
globalFrom: function (player, target, distance) {
if (player.getEquips(5).length) return distance - 1;
},
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},
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},
cheliji_sichengliangyu: {
trigger: { global: "phaseJieshuBegin" },
equipSkill: true,
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cardcolor: "heart",
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filter: function (event, player) {
return player.countCards("h") < player.hp && player.getEquip("cheliji_sichengliangyu");
},
content: function () {
"step 0";
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player.draw(2);
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"step 1";
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var card = player.getEquip("cheliji_sichengliangyu");
if (card) player.discard(card);
},
},
cheliji_tiejixuanyu: {
trigger: { global: "phaseJieshuBegin" },
equipSkill: true,
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cardcolor: "club",
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filter: function (event, player) {
return (
player != event.player &&
!event.player.getHistory("sourceDamage").length &&
event.player.countCards("he") > 0 &&
player.getEquip("cheliji_tiejixuanyu")
);
},
logTarget: "player",
check: function (event, player) {
return get.attitude(player, event.player) < 0;
},
content: function () {
"step 0";
trigger.player.chooseToDiscard("he", 2, true);
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"step 1";
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var card = player.getEquip("cheliji_tiejixuanyu");
if (card) player.discard(card);
},
},
cheliji_feilunzhanyu: {
trigger: { global: "phaseJieshuBegin" },
equipSkill: true,
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cardcolor: "spade",
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filter: function (event, player) {
return (
player != event.player &&
event.player.getHistory("useCard", function (card) {
return get.type(card.card) != "basic";
}).length > 0 &&
event.player.countCards("he") > 0 &&
player.getEquip("cheliji_feilunzhanyu")
);
},
logTarget: "player",
check: function (event, player) {
return get.attitude(player, event.player) <= 0;
},
content: function () {
"step 0";
trigger.player.chooseCard("he", true, "将一张牌交给" + get.translation(player));
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"step 1";
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if (result.bool) trigger.player.give(result.cards, player);
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"step 2";
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var card = player.getEquip("cheliji_feilunzhanyu");
if (card) player.discard(card);
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},
},
//司马伷和黄祖
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caiwang: {
audio: 2,
trigger: { global: ["useCard", "respond"] },
preHidden: true,
filter: function (event, player) {
if (
!Array.isArray(event.respondTo) ||
event.respondTo[0] == event.player ||
![event.respondTo[0], event.player].includes(player)
)
return false;
var color = get.color(event.card);
if (color == "none" || get.color(event.respondTo[1]) != color) return false;
var target = lib.skill.caiwang.logTarget(event, player);
return (
target[
player.getStorage("naxiang2").includes(target)
? "countGainableCards"
: "countDiscardableCards"
](player, "he") > 0
);
},
logTarget: function (event, player) {
return player == event.respondTo[0] ? event.player : event.respondTo[0];
},
prompt2: function (event, player) {
var target = lib.skill.caiwang.logTarget(event, player);
return (
(player.getStorage("naxiang2").includes(target) ? "获得" : "弃置") + "该角色的一张牌"
);
},
check: function (event, player) {
return get.attitude(player, lib.skill.caiwang.logTarget(event, player)) <= 0;
},
popup: false,
content: function () {
"step 0";
if (player != game.me && !player.isOnline()) game.delayx();
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"step 1";
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var target = lib.skill.caiwang.logTarget(trigger, player);
player.logSkill(event.name, target);
player[
player.getStorage("naxiang2").includes(target)
? "gainPlayerCard"
: "discardPlayerCard"
](target, "he", true);
},
},
naxiang: {
audio: 2,
trigger: {
player: "damageEnd",
source: "damageSource",
},
forced: true,
preHidden: true,
filter: function (event, player) {
var target = lib.skill.naxiang.logTarget(event, player);
return target && target != player && target.isAlive();
},
logTarget: function (event, player) {
return player == event.player ? event.source : event.player;
},
content: function () {
player.addTempSkill("naxiang2", { player: "phaseBegin" });
if (!player.storage.naxiang2) player.storage.naxiang2 = [];
player.storage.naxiang2.add(lib.skill.naxiang.logTarget(trigger, player));
player.markSkill("naxiang2");
},
ai: {
combo: "caiwang",
},
},
naxiang2: {
onremove: true,
intro: {
content: "已接受$的投降;对这些角色发动【才望】时将“弃置”改为“获得”",
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},
},
//李肃
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qiaoyan: {
trigger: { player: "damageBegin2" },
forced: true,
filter: function (event, player) {
return player != _status.currentPhase && event.source && event.source != player;
},
logTarget: "source",
content: function () {
"step 0";
var cards = player.getExpansions("qiaoyan");
if (cards.length) {
var source = trigger.source;
source.gain(cards, player, "give", "bySelf");
2022-04-10 16:34:02 +00:00
event.finish();
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} else {
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trigger.cancel();
player.draw();
}
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"step 1";
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var hs = player.getCards("he");
if (!hs.length) event.finish();
else if (hs.length == 1) event._result = { bool: true, cards: hs };
else player.chooseCard("he", true, "将一张牌作为“珠”置于武将牌上");
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"step 2";
2024-04-15 18:10:02 +00:00
if (result.bool && result.cards && result.cards.length) {
var cards = result.cards;
player.addToExpansion(cards, player, "give").gaintag.add("qiaoyan");
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}
event.finish();
},
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marktext: "珠",
intro: { content: "expansion", markcount: "expansion" },
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
ai: {
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (!player.getExpansions("qiaoyan").length) return false;
if (arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
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}
},
},
},
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xianzhu: {
trigger: { player: "phaseUseBegin" },
locked: true,
filter: function (event, player) {
return player.getExpansions("qiaoyan").length > 0;
},
async cost(event, trigger, player) {
event.cards = player.getExpansions("qiaoyan");
event.result = await player
.chooseTarget(
true,
"请选择【献珠】的目标",
"将" +
get.translation(event.cards) +
"交给一名角色。若该角色不为你自己,则你令其视为对其攻击范围内的另一名角色使用【杀】"
)
.set("ai", function (target) {
var player = _status.event.player;
var eff =
get.sgn(get.attitude(player, target)) *
get.value(_status.event.getParent().cards[0], target);
if (player != target)
eff += Math.max.apply(
null,
game
.filterPlayer(function (current) {
if (
current != target &&
player.inRange(current) &&
target.canUse("sha", current, false)
)
return true;
})
.map(function (current) {
return get.effect(current, { name: "sha" }, target, player);
})
);
return eff;
})
.forResult();
},
content: function () {
"step 0";
event.cards = player.getExpansions("qiaoyan");
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event.target = targets[0];
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"step 1";
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player.give(cards, target, "give");
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"step 2";
2024-04-15 18:10:02 +00:00
if (
player != target &&
target.isIn() &&
player.isIn() &&
game.hasPlayer(function (current) {
return (
current != target &&
player.inRange(current) &&
target.canUse("sha", current, false)
);
})
) {
var str = get.translation(target);
player
.chooseTarget(
true,
"选择攻击范围内的一名角色,视为" + str + "对其使用【杀】",
function (card, player, target) {
var source = _status.event.target;
return player.inRange(target) && source.canUse("sha", target, false);
}
)
.set("target", target)
.set("ai", function (target) {
var evt = _status.event;
return get.effect(target, { name: "sha" }, evt.target, evt.player);
});
} else event.finish();
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"step 3";
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if (result.bool) target.useCard({ name: "sha", isCard: true }, result.targets[0], false);
},
ai: { combo: "qiaoyan" },
},
huirong: {
trigger: { player: "showCharacterAfter" },
forced: true,
filter: function (event, player) {
return (
event.toShow &&
event.toShow.includes("jin_yanghuiyu") &&
game.hasPlayer(function (target) {
var num = target.countCards("h");
return num > target.hp || num < Math.min(5, target.hp);
})
);
},
hiddenSkill: true,
content: function () {
"step 0";
player
.chooseTarget(
"请选择【慧容】的目标",
"令一名角色将手牌数摸至/弃置至与其体力值相同(至多摸至五张)",
true,
function (card, player, target) {
var num = target.countCards("h");
return num > target.hp || num < Math.min(5, target.hp);
}
)
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
var num = target.countCards("h");
if (num > target.hp) return -att * (num - target.hp);
return att * Math.max(0, Math.min(5, target.hp) - target.countCards("h"));
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});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
if (target.countCards("h") < target.hp) target.drawTo(Math.min(5, target.hp));
else target.chooseToDiscard("h", true, target.countCards("h") - target.hp);
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}
},
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},
ciwei: {
init: () => {
game.addGlobalSkill("ciwei_ai");
},
onremove: () => {
if (!game.hasPlayer((i) => i.hasSkill("ciwei"), true)) game.removeGlobalSkill("ciwei_ai");
},
trigger: { global: "useCard" },
direct: true,
preHidden: true,
filter: function (event, player) {
if (
event.all_excluded ||
event.player == player ||
event.player != _status.currentPhase ||
!player.countCards("he")
)
return false;
return (
event.player.getHistory("useCard").indexOf(event) == 1 &&
["basic", "trick"].includes(get.type(event.card))
);
},
content: function () {
"step 0";
if (player != game.me && !player.isOnline()) game.delayx();
player
.chooseToDiscard(
get.prompt("ciwei", trigger.player),
"弃置一张牌,取消" + get.translation(trigger.card) + "的所有目标",
"he"
)
.set("ai", function (card) {
return _status.event.goon / 1.4 - get.value(card);
})
.set(
"goon",
(function () {
if (!trigger.targets.length) return -get.attitude(player, trigger.player);
var num = 0;
for (var i of trigger.targets) {
num -= get.effect(i, trigger.card, trigger.player, player);
}
return num;
})()
)
.setHiddenSkill(event.name).logSkill = ["ciwei", trigger.player];
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"step 1";
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if (result.bool) {
trigger.targets.length = 0;
trigger.all_excluded = true;
2021-06-10 15:27:23 +00:00
}
},
},
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ciwei_ai: {
mod: {
aiOrder: function (player, card, num) {
if (
player != _status.currentPhase ||
player.getHistory("useCard").length > 1 ||
!game.hasPlayer(function (current) {
return (
current != player &&
(get.realAttitude || get.attitude)(current, player) < 0 &&
current.hasSkill("ciwei") &&
current.countCards("he") > 0
);
})
)
return;
if (player.getHistory("useCard").length == 0) {
if (["basic", "trick"].includes(get.type(card))) return num + 10;
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return;
}
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if (!["basic", "trick"].includes(get.type(card))) return num + 10;
if (!player._ciwei_temp) {
player._ciwei_temp = true;
num /= Math.max(1, player.getUseValue(card));
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}
delete player._ciwei_temp;
return num;
},
},
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trigger: { player: "dieAfter" },
filter: () => {
return !game.hasPlayer((i) => i.hasSkill("ciwei"), true);
},
silent: true,
forceDie: true,
content: () => {
game.removeGlobalSkill("ciwei_ai");
},
},
caiyuan: {
trigger: { player: "phaseEnd" },
forced: true,
preHidden: true,
filter: function (event, player) {
if (player.phaseNumber <= 1) return false;
const history1 = _status.globalHistory,
history2 = player.actionHistory;
for (let i = 0; i < Math.min(history1.length, history2.length); i++) {
let i1 = history1.length - 1 - i,
i2 = history2.length - 1 - i;
if (i > 0 && history2[i2].isMe) break;
if (history1[i1].changeHp.some((evt) => evt.player == player && evt.num < 0))
return false;
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}
return true;
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},
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content: function () {
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player.draw(2);
},
},
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zhuosheng: {
audio: 2,
locked: false,
init: function (player) {
player.addSkill("zhuosheng_count");
if (game.phaseNumber > 0) {
var hs = player.getCards("h"),
all = player.getAllHistory(),
cards = [];
for (var i = all.length - 1; i >= 0; i--) {
for (var j of all[i].gain) {
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cards.addArray(j.cards);
}
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if (all[i].isRound) break;
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}
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cards = cards.filter(function (i) {
return hs.includes(i);
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});
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if (cards.length) player.addGaintag(cards, "zhuosheng");
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}
},
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onremove: function (player) {
player.removeSkill("zhuosheng_count");
player.removeGaintag("zhuosheng");
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},
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mod: {
targetInRange: function (card, player, target) {
if (!card.cards || get.type(card) != "basic") return;
for (var i of card.cards) {
if (i.hasGaintag("zhuosheng"))
return game.online ? player == _status.currentPhase : player.isPhaseUsing();
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}
},
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cardUsable: function (card, player, target) {
if (
!card.cards ||
get.mode() == "guozhan" ||
get.type(card) != "basic" ||
!(game.online ? player == _status.currentPhase : player.isPhaseUsing())
)
return;
for (var i of card.cards) {
if (i.hasGaintag("zhuosheng")) return Infinity;
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}
},
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aiOrder: function (player, card, num) {
if (
get.itemtype(card) == "card" &&
card.hasGaintag("zhuosheng") &&
get.type(card) == "basic"
)
return num - 0.1;
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},
},
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trigger: { player: "useCard2" },
direct: true,
filterx: function (event, player) {
if (!player.isPhaseUsing()) return false;
return (
player.getHistory("lose", function (evt) {
if (evt.getParent() != event) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("zhuosheng")) return true;
}
return false;
}).length > 0
);
},
filter: function (event, player) {
if (!lib.skill.zhuosheng.filterx(event, player)) return false;
if (get.type(event.card) != "trick") return false;
if (event.targets && event.targets.length > 0) return true;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return (
!event.targets.includes(current) &&
lib.filter.targetEnabled2(event.card, player, current) &&
lib.filter.targetInRange(event.card, player, current)
);
})
) {
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return true;
}
}
return false;
},
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content: function () {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "增加或减少一个目标";
player
.chooseTarget(get.prompt("zhuosheng"), function (card, player, target) {
var player = _status.event.player;
if (_status.event.targets.includes(target)) return true;
return (
lib.filter.targetEnabled2(_status.event.card, player, target) &&
lib.filter.targetInRange(_status.event.card, player, target)
);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return (
get.effect(target, trigger.card, player, player) *
(_status.event.targets.includes(target) ? -1 : 1)
);
})
.set("targets", trigger.targets)
.set("card", trigger.card);
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"step 1";
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if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
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event.finish();
}
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"step 2";
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if (event.targets) {
player.logSkill("zhuosheng", event.targets);
if (trigger.targets.includes(event.targets[0]))
trigger.targets.removeArray(event.targets);
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else trigger.targets.addArray(event.targets);
}
},
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group: ["zhuosheng_equip", "zhuosheng_silent"],
subfrequent: ["equip"],
subSkill: {
equip: {
audio: "zhuosheng",
trigger: { player: "useCard" },
filter: function (event, player) {
return (
get.type(event.card) == "equip" && lib.skill.zhuosheng.filterx(event, player)
);
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},
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frequent: true,
prompt: "是否发动【擢升】摸一张牌?",
content: function () {
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player.draw();
},
},
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silent: {
trigger: {
player: "useCard1",
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},
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silent: true,
firstDo: true,
filter: function (event, player) {
return (
get.mode() != "guozhan" &&
get.type(event.card) == "basic" &&
lib.skill.zhuosheng.filterx(event, player) &&
event.addCount !== false
);
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},
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content: function () {
trigger.addCount = false;
var stat = player.getStat();
if (stat && stat.card && stat.card[trigger.card.name])
stat.card[trigger.card.name]--;
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},
},
},
},
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zhuosheng_count: {
trigger: {
player: "gainBegin",
global: "roundStart",
},
silent: true,
filter: function (event, player) {
if (event.name == "gain") return event.getParent(2).name != "zhuosheng_equip";
return game.roundNumber > 1;
},
content: function () {
if (trigger.name == "gain") trigger.gaintag.add("zhuosheng");
else player.removeGaintag("zhuosheng");
},
},
xinquanbian: {
audio: "quanbian",
preHidden: true,
trigger: { player: ["useCard", "respond"] },
filter: function (event, player) {
var phase = event.getParent("phaseUse");
if (!phase || phase.player != player) return false;
var suit = get.suit(event.card);
if (!lib.suit.includes(suit) || !lib.skill.quanbian.hasHand(event)) return false;
return (
player.getHistory("useCard", function (evt) {
return (
evt != event &&
get.suit(evt.card) == suit &&
lib.skill.quanbian.hasHand(evt) &&
evt.getParent("phaseUse") == phase
);
}).length +
player.getHistory("respond", function (evt) {
return (
evt != event &&
get.suit(evt.card) == suit &&
lib.skill.quanbian.hasHand(evt) &&
evt.getParent("phaseUse") == phase
);
}).length ==
0
);
},
content: function () {
"step 0";
var cards = get.cards(Math.min(5, player.maxHp));
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game.cardsGotoOrdering(cards);
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var suit = get.suit(trigger.card);
var next = player.chooseToMove(
"权变:获得一张不为" + get.translation(suit) + "花色的牌并排列其他牌"
);
next.set("suit", suit);
next.set("list", [["牌堆顶", cards], ["获得"]]);
next.set("filterMove", function (from, to, moved) {
var suit = _status.event.suit;
if (moved[0].includes(from.link)) {
if (typeof to == "number") {
if (to == 1) {
if (moved[1].length) return false;
return get.suit(from.link, false) != suit;
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}
return true;
}
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if (moved[1].includes(to.link)) return get.suit(from.link, false) != suit;
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return true;
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} else {
if (typeof to == "number") return true;
return get.suit(to.link, false) != suit;
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}
});
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next.set("processAI", function (list) {
var cards = list[0][1].slice(0).sort(function (a, b) {
return get.value(b) - get.value(a);
}),
gains = [];
for (var i of cards) {
if (get.suit(i, false) != _status.event.suit) {
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cards.remove(i);
gains.push(i);
break;
}
}
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return [cards, gains];
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});
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"step 1";
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if (result.bool) {
var list = result.moved;
if (list[1].length) player.gain(list[1], "gain2");
while (list[0].length) {
ui.cardPile.insertBefore(list[0].pop(), ui.cardPile.firstChild);
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}
game.updateRoundNumber();
}
},
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//group:'xinquanbian_count',
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init: (player, skill) => player.addSkill("xinquanbian_count"),
onremove: (player, skill) => player.removeSkill("xinquanbian_count"),
},
xinquanbian_count: {
trigger: {
player: ["useCard0", "phaseUseBefore", "phaseUseAfter"],
},
silent: true,
firstDo: true,
charlotte: true,
filter: function (event, player) {
if (event.name === "phaseUse") return true;
return (
player.isPhaseUsing() &&
lib.skill.quanbian.hasHand(event) &&
get.type(event.card) != "equip"
);
},
content: function () {
var stat = player.getStat("skill");
if (this.trigger.name === "phaseUse") {
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delete stat.xinquanbian;
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} else {
if (!stat.xinquanbian) stat.xinquanbian = 0;
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stat.xinquanbian++;
}
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},
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mod: {
cardEnabled2: function (card, player) {
var stat = player.getStat("skill");
if (
stat.xinquanbian &&
stat.xinquanbian >= player.maxHp &&
get.position(card) == "h" &&
get.type(card, player) != "equip"
)
return false;
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},
},
},
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taoyin: {
audio: 2,
trigger: { player: "showCharacterAfter" },
hiddenSkill: true,
logTarget: function () {
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return _status.currentPhase;
},
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filter: function (event, player) {
var target = _status.currentPhase;
return target && target != player && target.isAlive();
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},
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check: function (event, player) {
return get.attitude(player, _status.currentPhase) < 0;
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},
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content: function () {
_status.currentPhase.addTempSkill("taoyin2");
_status.currentPhase.addMark("taoyin2", 2, false);
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},
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ai: {
expose: 0.2,
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},
},
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taoyin2: {
onremove: true,
charlotte: true,
intro: {
content: "手牌上限-#",
},
mod: {
maxHandcard: function (player, num) {
return num - player.countMark("taoyin2");
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},
},
},
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yimie: {
audio: 2,
usable: 1,
preHidden: true,
trigger: { source: "damageBegin1" },
filter: function (event, player) {
return player != event.player && event.num < event.player.hp;
},
check: function (event, player) {
if (event.player.hasSkillTag("nodamage")) return false;
let tj = player.countCards("hs", function (card) {
return get.name(card) === "tao" || get.name(card) === "jiu";
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}),
att = get.attitude(_status.event.player, event.player),
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eff = get.damageEffect(
event.player,
player,
_status.event.player,
get.natureList(event)
),
fd = event.player.hasSkillTag("filterDamage", null, {
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player: player,
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card: event.card,
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}),
hp = player.hp + tj;
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if (player.storage.tairan2) hp -= player.storage.tairan2;
if (eff <= 0 || fd || att >= -2 || Math.abs(hp) <= 1) return false;
if (hp > 2 || (eff > 0 && event.player.isLinked() && event.hasNature())) return true;
return (
!event.player.countCards("hs") ||
(event.player.hp > 2 * event.num && !event.player.hasSkillTag("maixie"))
);
},
logTarget: "player",
content: function () {
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player.loseHp();
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trigger.player.addTempSkill("yimie2");
trigger.yimie_num = trigger.player.hp - trigger.num;
trigger.num = trigger.player.hp;
},
ai: {
damageBonus: true,
skillTagFilter: function (player, tag, arg) {
return (
arg &&
arg.target &&
arg.target.hp > 1 &&
player.hp > 1 &&
get.attitude(player, arg.target) < -2
);
},
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},
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},
yimie2: {
trigger: { player: "damageEnd" },
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return typeof event.yimie_num == "number";
},
content: function () {
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player.recover(trigger.yimie_num);
},
},
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ruilve: {
unique: true,
audio: 2,
global: "ruilve2",
zhuSkill: true,
},
ruilve2: {
enable: "phaseUse",
discard: false,
lose: false,
delay: false,
line: true,
log: false,
prepare: function (cards, player, targets) {
targets[0].logSkill("ruilve");
},
prompt: function () {
var player = _status.event.player;
var list = game.filterPlayer(function (target) {
return target != player && target.hasZhuSkill("ruilve", player);
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});
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var str = "将一张具有伤害标签的基本牌或锦囊牌交给" + get.translation(list);
if (list.length > 1) str += "中的一人";
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return str;
},
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filter: function (event, player) {
if (player.group != "jin") return false;
if (player.countCards("h", lib.skill.ruilve2.filterCard) == 0) return false;
return game.hasPlayer(function (target) {
return (
target != player &&
target.hasZhuSkill("ruilve", player) &&
!target.hasSkill("ruilve3")
);
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});
},
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filterCard: function (card) {
if (!get.tag(card, "damage")) return false;
var type = get.type(card);
return type == "basic" || type == "trick";
},
visible: true,
filterTarget: function (card, player, target) {
return (
target != player &&
target.hasZhuSkill("ruilve", player) &&
!target.hasSkill("ruilve3")
);
},
content: function () {
player.give(cards, target);
target.addTempSkill("ruilve3", "phaseUseEnd");
},
ai: {
expose: 0.3,
order: 1,
result: {
target: 5,
},
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},
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},
ruilve3: {},
tairan: {
audio: 2,
trigger: { player: "phaseEnd" },
forced: true,
preHidden: true,
filter: function (event, player) {
return player.hp < player.maxHp || player.countCards("h") < player.maxHp;
},
content: function () {
"step 0";
player.addSkill("tairan2");
if (!player.storage.tairan2) player.storage.tairan2 = 0;
var num = player.maxHp - player.hp;
if (num > 0) {
player.storage.tairan2 = num;
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player.recover(num);
}
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"step 1";
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if (player.countCards("h") < player.maxHp)
player.drawTo(Math.min(player.maxHp, 5 + player.countCards("h"))).gaintag = [
"tairan",
];
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},
},
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tairan2: {
mod: {
aiOrder: function (player, card, num) {
if (card.hasGaintag && card.hasGaintag("tairan")) return 10 * num;
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},
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aiValue: function (player, card, num) {
if (card.hasGaintag && card.hasGaintag("tairan")) {
if (
card.name !== "wuxie" &&
(get.type(card) === "basic" || get.type(card, "trick") === "trick")
)
return num / 64;
return num / 8;
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}
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},
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aiUseful: function (player, card, num) {
return lib.skill.tairan2.mod.aiValue.apply(this, arguments);
},
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},
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audio: "tairan",
trigger: { player: "phaseUseBegin" },
charlotte: true,
forced: true,
onremove: true,
content: function () {
var map = player.storage.tairan2;
if (map > 0) player.loseHp(map);
var hs = player.getCards("h", function (card) {
return card.hasGaintag("tairan");
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});
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if (hs.length) player.discard(hs);
player.removeSkill("tairan2");
},
},
baoqie: {
audio: 2,
trigger: { player: "showCharacterAfter" },
forced: true,
hiddenSkill: true,
filter: function (event, player) {
return event.toShow && event.toShow.includes("jin_xiahouhui");
},
content: function () {
"step 0";
var card = get.cardPile(function (card) {
return get.subtype(card, false) == "equip5" && !get.cardtag(card, "gifts");
2021-06-10 15:27:23 +00:00
});
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if (!card) {
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event.finish();
return;
}
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event.card = card;
player.gain(card, "gain2");
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"step 1";
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if (player.getCards("h").includes(card) && get.subtype(card) == "equip5")
player.chooseUseTarget(card).nopopup = true;
},
},
jyishi: {
audio: 2,
trigger: {
global: ["loseAfter", "loseAsyncAfter"],
},
usable: 1,
direct: true,
preHidden: true,
filter: function (event, player) {
var target = _status.currentPhase;
if (!target || !target.isIn() || event.type != "discard" || !target.isPhaseUsing())
return false;
if (target == player) return false;
var evt = event.getl(target);
for (var i of evt.hs) {
if (get.position(i, true) == "d") return true;
2022-12-04 16:16:32 +00:00
}
return false;
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},
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content: function () {
"step 0";
event.target = _status.currentPhase;
event.cards = trigger.getl(event.target).hs.filterInD("d");
var str = "是否发动【宜室】令" + get.translation(event.target) + "获得一张牌";
if (event.cards.length > 1) str += ",然后获得其余的牌";
str += "";
player
.chooseButton([str, event.cards])
.set("ai", function (button) {
var card = button.link;
var source = _status.event.source;
if (get.attitude(player, source) > 0)
return Math.max(1, source.getUseValue(card, null, true));
var cards = _status.event.getParent().cards.slice(0);
if (cards.length == 1) return -get.value(card);
cards.remove(card);
return get.value(cards) - get.value(card) - 2;
})
.set("source", event.target)
.setHiddenSkill(event.name);
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"step 1";
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if (result.bool) {
player.logSkill("jyishi", target);
if (cards.length > 1) {
2022-12-04 16:16:32 +00:00
target.$gain2(result.links[0]);
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target.gain(result.links[0], "log");
} else trigger.player.gain(result.links[0], "gain2");
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cards.remove(result.links[0]);
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if (cards.length) player.gain(cards, "gain2");
} else player.storage.counttrigger.jyishi--;
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},
},
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jyishi2: { charlotte: true },
shiduo: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (target) {
return player != target && player.canCompare(target);
});
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},
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filterTarget: function (card, player, target) {
return player != target && player.canCompare(target);
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},
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content: function () {
"step 0";
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player.chooseToCompare(target);
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"step 1";
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if (result.bool && target.isAlive()) {
var num = target.countCards("h");
if (num > 0) player.gainPlayerCard(target, true, "h", num);
} else event.finish();
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"step 2";
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var num = Math.floor(player.countCards("h") / 2);
if (num && target.isAlive())
player.chooseCard(
"h",
num,
true,
"交给" + get.translation(target) + get.cnNumber(num) + "张牌"
);
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else event.finish();
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"step 3";
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if (result.bool && result.cards && result.cards.length) player.give(result.cards, target);
},
ai: {
order: 1,
result: {
target: function (player, target) {
var delta = target.countCards("h") - player.countCards("h");
if (delta < 0) return 0;
return -1 - delta;
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},
},
},
},
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tuishi: {
audio: 2,
trigger: { player: "showCharacterAfter" },
forced: true,
locked: false,
hiddenSkill: true,
filter: function (event, player) {
var target = _status.currentPhase;
return (
player != target &&
target &&
target.isAlive() &&
event.toShow &&
event.toShow.includes("jin_simazhao")
);
},
content: function () {
player.addTempSkill("tuishi2");
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},
},
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tuishi2: {
trigger: { global: "phaseEnd" },
direct: true,
charlotte: true,
filter: function (event, player) {
var target = _status.currentPhase;
return (
target != player &&
target &&
target.isAlive() &&
game.hasPlayer(function (current) {
return current != target && target.inRange(current);
})
);
},
content: function () {
"step 0";
var target = _status.currentPhase;
event.target = target;
player
.chooseTarget(get.prompt2("tuishi", event.target), function (card, player, target) {
var source = _status.event.source;
return source != target && source.inRange(target);
})
.set("source", target)
.set("goon", get.damageEffect(target, player, player) > 0)
.set("ai", function (target) {
if (!_status.event.goon) return 0;
var evt = _status.event;
return get.effect(target, { name: "sha" }, evt.source, evt.player);
});
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"step 1";
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if (result.bool) {
event.target2 = result.targets[0];
player.logSkill("tuishi");
player.line2([target, event.target2]);
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game.delayx();
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} else event.finish();
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"step 2";
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target.chooseToUse({
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preTarget: event.target2,
prompt:
"请对" +
get.translation(event.target2) +
"使用一张【杀】,或受到来自" +
get.translation(player) +
"的1点伤害",
filterCard: function (card, player) {
return get.name(card) == "sha" && lib.filter.filterCard.apply(this, arguments);
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},
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filterTarget: function (card, player, target) {
return (
target == _status.event.preTarget &&
lib.filter.filterTarget.apply(this, arguments)
);
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},
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addCount: false,
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});
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"step 3";
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if (!result.bool) target.damage();
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},
},
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xinchoufa: {
audio: "choufa",
inherit: "choufa",
content: function () {
"step 0";
player.choosePlayerCard(target, "h", true);
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"step 1";
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player.showCards(
result.cards,
get.translation(player) + "对" + get.translation(target) + "发动了【筹伐】"
);
var type = get.type2(result.cards[0], target),
hs = target.getCards("h", function (card) {
return card != result.cards[0] && get.type2(card, target) != type;
});
if (hs.length) {
target.addGaintag(hs, "xinchoufa");
target.addTempSkill("xinchoufa2", { player: "phaseAfter" });
}
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},
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},
xinchoufa2: {
charlotte: true,
onremove: function (player) {
player.removeGaintag("xinchoufa");
},
mod: {
cardname: function (card) {
if (get.itemtype(card) == "card" && card.hasGaintag("xinchoufa")) return "sha";
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},
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cardnature: function (card) {
if (get.itemtype(card) == "card" && card.hasGaintag("xinchoufa")) return false;
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},
},
},
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choufa: {
enable: "phaseUse",
audio: 2,
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return lib.skill.choufa.filterTarget(null, player, current);
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});
},
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filterTarget: function (card, player, target) {
return target != player && !target.hasSkill("choufa2") && target.countCards("h") > 0;
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},
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content: function () {
"step 0";
player.choosePlayerCard(target, "h", true);
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"step 1";
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player.showCards(result.cards);
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var type = get.type2(result.cards[0], target);
target.storage.choufa2 = type;
target.addTempSkill("choufa2", { player: "phaseAfter" });
},
ai: {
order: 9,
result: {
target: function (player, target) {
return -target.countCards("h");
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},
},
},
},
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choufa2: {
onremove: true,
charlotte: true,
mark: true,
intro: { content: "手牌中的非$牌均视为杀" },
mod: {
cardname: function (card, player) {
if (get.type2(card, false) != player.storage.choufa2) return "sha";
},
cardnature: function (card, player) {
if (get.type2(card, false) != player.storage.choufa2) return false;
},
},
},
zhaoran: {
audio: 2,
trigger: { player: "phaseUseBegin" },
preHidden: true,
content: function () {
player.addTempSkill("zhaoran2", "phaseUseAfter");
var cards = player.getCards("h");
if (cards.length > 0) player.addShownCards(cards, "visible_zhaoran");
},
},
zhaoran2: {
audio: "zhaoran",
group: "zhaoran3",
init: (player, skill) => {
if (!player.storage[skill]) player.storage[skill] = [];
},
onremove: true,
trigger: {
player: "loseAfter",
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
},
forced: true,
charlotte: true,
popup: false,
filter: function (event, player, name) {
if (name == "gainBegin") return true;
var evt = event.getl(player);
if (!evt || !evt.hs || !evt.hs.length) return false;
var list = player.getStorage("zhaoran2");
for (var i of evt.hs) {
var suit = get.suit(i, player);
if (!list.includes(suit) && !player.countCards("h", { suit: suit })) return true;
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}
return false;
},
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content: function () {
"step 0";
if (trigger.delay === false) game.delayx();
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"step 1";
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var list = [];
var suits = get.copy(player.storage.zhaoran2);
suits.addArray(
player.getCards("h").map(function (card) {
return get.suit(card);
})
);
var evt = trigger.getl(player);
for (var i of evt.hs) {
var suit = get.suit(i, player);
if (!suits.includes(suit)) list.add(suit);
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}
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event.count = list.length;
player.markAuto("zhaoran2", list);
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"step 1";
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event.count--;
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var filterTarget = function (card, player, target) {
return target != player && target.countDiscardableCards(player, "he") > 0;
};
if (
!game.hasPlayer(function (current) {
return filterTarget(null, player, current);
})
)
event._result = { bool: false };
else
player
.chooseTarget(filterTarget, "弃置一名其他角色的一张牌或摸一张牌")
.set("ai", function (target) {
var att = get.attitude(player, target);
if (att >= 0) return 0;
if (
target.countCards("he", function (card) {
return get.value(card) > 5;
})
)
return -att;
return 0;
});
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"step 2";
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if (!result.bool) {
player.logSkill("zhaoran2");
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player.draw();
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} else {
var target = result.targets[0];
player.logSkill("zhaoran2", target);
player.discardPlayerCard(target, true, "he");
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}
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if (event.count > 0) event.goto(1);
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},
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intro: {
content: "已因$牌触发过效果",
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},
},
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zhaoran3: {
trigger: { player: ["phaseUseEnd", "gainBegin"] },
forced: true,
charlotte: true,
firstDo: true,
silent: true,
content: function () {
if (event.triggername == "gainBegin") {
trigger.gaintag.add("visible_zhaoran");
} else {
player.hideShownCards(player.getCards("h"), "visible_zhaoran");
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}
},
},
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chengwu: {
zhuSkill: true,
mod: {
inRange: function (from, to) {
if (!from.hasZhuSkill("chengwu") || from._chengwu) return;
from._chengwu = true;
var bool = game.hasPlayer(function (current) {
return (
current != from &&
current != to &&
current.group == "jin" &&
from.hasZhuSkill("chengwu", current) &&
current.inRange(to)
);
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});
delete from._chengwu;
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if (bool) return true;
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},
},
},
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shiren: {
trigger: { player: "showCharacterAfter" },
hiddenSkill: true,
logTarget: function () {
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return _status.currentPhase;
},
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filter: function (event, player) {
if (!event.toShow || !event.toShow.includes("jin_wangyuanji")) return false;
var target = _status.currentPhase;
return target && target != player && target.isAlive() && target.countCards("h") > 0;
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},
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content: function () {
var next = game.createEvent("yanxi", false);
next.player = player;
next.target = _status.currentPhase;
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next.setContent(lib.skill.yanxi.content);
},
},
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yanxi: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
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});
},
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content: function () {
"step 0";
event.card = target.getCards("h").randomGet();
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var cards;
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cards = get.cards(2);
event.cards = cards.concat([event.card]);
while (cards.length) {
ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild);
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}
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if (get.mode() == "guozhan") {
var num = ui.cardPile.childElementCount;
var num1 = get.rand(1, num - 1),
num2 = get.rand(1, num - 1);
if (num1 == num2) {
if (num1 == 0) num2++;
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else num1--;
}
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event.cards = [
event.card,
ui.cardPile.childNodes[num1],
ui.cardPile.childNodes[num2],
];
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}
game.updateRoundNumber();
event.cards.randomSort();
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game.log(player, "展示了", event.cards);
event.videoId = lib.status.videoId++;
var str = get.translation(player) + "对" + get.translation(target) + "发动了【宴戏】";
game.broadcastAll(
function (str, id, cards) {
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
str,
event.videoId,
event.cards
);
game.addVideo("showCards", player, [str, get.cardsInfo(event.cards)]);
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game.delay(2);
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"step 1";
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var func = function (id, target) {
var dialog = get.idDialog(id);
if (dialog)
dialog.content.firstChild.innerHTML =
"猜猜哪张是" + get.translation(target) + "的手牌?";
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};
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if (player == game.me) func(event.videoId, target);
else if (player.isOnline()) player.send(func, event.videoId, target);
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"step 2";
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var next = player.chooseButton(true);
next.set("dialog", event.videoId);
next.set("ai", function (button) {
if (_status.event.answer) return button.link == _status.event.answer ? 1 : 0;
return get.value(button.link, _status.event.player);
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});
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if (player.hasSkillTag("viewHandcard", null, target, true)) next.set("answer", card);
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"step 3";
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game.broadcastAll("closeDialog", event.videoId);
player.addTempSkill("yanxi2");
var card2 = result.links[0];
if (card2 == card) {
player.popup("洗具");
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cards.remove(card2);
player.$gain2(cards);
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player.gain(cards, "log").gaintag.add("yanxi");
player.gain(card, target, "bySelf", "give").gaintag.add("yanxi");
} else {
player.popup("杯具");
player.gain(card2, "gain2").gaintag.add("yanxi");
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}
},
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ai: {
order: 6,
result: {
player: 1,
target: -0.6,
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},
},
},
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yanxi2: {
mod: {
ignoredHandcard: function (card, player) {
if (card.hasGaintag("yanxi")) return true;
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},
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cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("yanxi")) return false;
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},
},
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onremove: function (player) {
player.removeGaintag("yanxi");
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},
},
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sanchen: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
var stat = player.getStat("sanchen");
return game.hasPlayer(function (current) {
return !stat || !stat.includes(current);
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});
},
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filterTarget: function (card, player, target) {
var stat = player.getStat("sanchen");
return !stat || !stat.includes(target);
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},
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content: function () {
"step 0";
var stat = player.getStat();
if (!stat.sanchen) stat.sanchen = [];
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stat.sanchen.push(target);
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if (get.mode() != "guozhan") player.addMark("sanchen", 1, false);
2021-06-10 15:27:23 +00:00
target.draw(3);
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"step 1";
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if (!target.countCards("he")) event._result = { bool: false };
else
target.chooseToDiscard("he", true, 3).set("ai", function (card) {
var list = ui.selected.cards.map(function (i) {
return get.type2(i);
});
if (!list.includes(get.type2(card))) return 7 - get.value(card);
return -get.value(card);
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});
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"step 2";
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if (result.bool && result.cards && result.cards.length) {
var list = [];
for (var i of result.cards) list.add(get.type2(i));
if (list.length == result.cards.length) {
2021-06-10 15:27:23 +00:00
target.draw();
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player.getStat("skill").sanchen--;
if (get.mode() == "guozhan") player.addTempSkills("pozhu");
2021-06-10 15:27:23 +00:00
}
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} else {
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target.draw();
2024-04-15 18:10:02 +00:00
player.getStat("skill").sanchen--;
if (get.mode() == "guozhan") player.addTempSkills("pozhu");
2021-06-10 15:27:23 +00:00
}
},
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ai: {
order: 9,
threaten: 1.7,
result: {
target: function (player, target) {
if (target.hasSkillTag("nogain")) return 0.1;
return Math.sqrt(target.countCards("he"));
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},
},
},
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intro: {
content: "已发动过#次技能",
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},
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marktext: "陈",
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},
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zhaotao: {
forbid: ["guozhan"],
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return player.countMark("sanchen") > 2;
},
content: function () {
player.awakenSkill("zhaotao");
2021-06-10 15:27:23 +00:00
player.loseMaxHp();
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player.addSkills("pozhu");
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},
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derivation: "pozhu",
ai: {
combo: "sanchen",
},
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},
pozhu: {
enable: "phaseUse",
viewAsFilter: function (player) {
return !player.hasSkill("pozhu3", null, null, false) && player.countCards("hs") > 0;
},
viewAs: { name: "chuqibuyi" },
filterCard: true,
position: "hs",
check: function (card) {
return 7 - get.value(card);
},
group: "pozhu2",
},
pozhu2: {
trigger: { player: "useCardAfter" },
silent: true,
filter: function (event, player) {
return (
event.skill == "pozhu" &&
(get.mode() == "guozhan" ||
!player.getHistory("sourceDamage", function (evt) {
return evt.card == event.card;
}).length)
);
},
content: function () {
player.addTempSkill("pozhu3");
},
},
pozhu3: { charlotte: true },
xijue: {
audio: 2,
trigger: {
global: "phaseBefore",
player: ["enterGame", "showCharacterAfter"],
},
forced: true,
filter: function (event, player) {
if (player._xijue) return false;
if (get.mode() == "guozhan")
return (
event.name == "showCharacter" &&
event.toShow &&
event.toShow.includes("gz_zhanghuyuechen")
);
return event.name != "showCharacter" && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
player.addMark("xijue", 4);
player._xijue = true;
},
intro: {
name2: "爵",
content: "mark",
},
derivation: ["xijue_tuxi", "xijue_xiaoguo"],
group: ["xijue_gain", "xijue_tuxi", "xijue_xiaoguo"],
},
xijue_gain: {
audio: "xijue",
trigger: { player: "phaseEnd" },
forced: true,
filter: function (event, player) {
var stat = player.getStat();
return stat.damage && stat.damage > 0;
},
content: function () {
player.addMark("xijue", player.getStat().damage);
},
},
xijue_tuxi: {
audio: 2,
trigger: {
player: "phaseDrawBegin2",
},
direct: true,
filter: function (event, player) {
return (
event.num > 0 &&
!event.numFixed &&
player.hasMark("xijue") &&
game.hasPlayer(function (target) {
return player != target && target.countCards("h") > 0;
})
);
},
content: function () {
"step 0";
var num = trigger.num;
if (get.mode() == "guozhan" && num > 2) num = 2;
player.chooseTarget(
"是否弃置一枚“爵”发动【突袭】?",
"获得至多" + get.translation(num) + "名角色的各一张手牌,然后少摸等量的牌",
[1, num],
function (card, player, target) {
return target.countCards("h") > 0 && player != target;
},
function (target) {
var att = get.attitude(_status.event.player, target);
if (target.hasSkill("tuntian")) return att / 10;
return 1 - att;
}
);
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"step 1";
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if (result.bool) {
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result.targets.sortBySeat();
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player.logSkill("xijue_tuxi", result.targets);
player.removeMark("xijue", 1);
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player.gainMultiple(result.targets);
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trigger.num -= result.targets.length;
} else {
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event.finish();
}
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"step 2";
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if (trigger.num <= 0) game.delay();
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},
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ai: {
expose: 0.2,
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},
},
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xijue_xiaoguo: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return (
player.hasMark("xijue") &&
event.player.isAlive() &&
event.player != player &&
player.countCards("h", function (card) {
if (_status.connectMode || get.mode() != "guozhan") return true;
return get.type(card) == "basic";
})
);
},
direct: true,
content: function () {
"step 0";
var nono =
Math.abs(get.attitude(player, trigger.player)) < 3 ||
trigger.player.hp > player.countMark("xijue") * 1.5 ||
trigger.player.countCards("e", function (card) {
return get.value(card, trigger.player) <= 0;
});
if (get.damageEffect(trigger.player, player, player) <= 0) {
nono = true;
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}
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var next = player.chooseToDiscard(
`是否弃置一枚“爵”和一张${
get.mode() == "guozhan" ? "基本" : "手"
}对${get.translation(trigger.player)}发动骁果`,
"h",
function (card, player) {
if (get.mode() != "guozhan") return true;
return get.type(card, player) == "basic";
}
);
next.set("ai", function (card) {
if (_status.event.nono) return 0;
return 8 - get.useful(card);
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});
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next.set("logSkill", ["xijue_xiaoguo", trigger.player]);
next.set("nono", nono);
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"step 1";
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if (result.bool) {
player.removeMark("xijue", 1);
var nono = get.damageEffect(trigger.player, player, trigger.player) >= 0;
trigger.player
.chooseToDiscard(
"he",
"弃置一张装备牌并令" + get.translation(player) + "摸一张牌或受到1点伤害",
{ type: "equip" }
)
.set("ai", function (card) {
if (_status.event.nono) {
return 0;
}
if (_status.event.player.hp == 1) return 10 - get.value(card);
return 9 - get.value(card);
})
.set("nono", nono);
} else {
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event.finish();
}
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"step 2";
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if (result.bool) {
if (get.mode() != "guozhan") player.draw();
} else {
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trigger.player.damage();
}
},
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ai: {
expose: 0.3,
threaten: 1.3,
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},
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},
huishi: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter: function (event, player) {
return ui.cardPile.childElementCount % 10 > 0 && !event.numFixed;
},
preHidden: true,
prompt: function () {
return (
get.prompt("huishi") +
"(当前牌堆尾数:" +
(ui.cardPile.childElementCount % 10) +
""
);
},
check: function (event, player) {
return ui.cardPile.childElementCount % 10 > 3;
},
content: function () {
"step 0";
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trigger.changeToZero();
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var cards = game.cardsGotoOrdering(get.cards(ui.cardPile.childElementCount % 10)).cards;
var num = Math.ceil(cards.length / 2);
var next = player.chooseToMove(
"慧识:将" + get.cnNumber(num) + "张牌置于牌堆底并获得其余的牌",
true
);
next.set("list", [["牌堆顶的展示牌", cards], ["牌堆底"]]);
next.set("filterMove", function (from, to, moved) {
if (moved[0].includes(from) && to == 1) return moved[1].length < _status.event.num;
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return true;
});
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next.set("filterOk", function (moved) {
return moved[1].length == _status.event.num;
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});
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next.set("num", num);
next.set("processAI", function (list) {
var cards = list[0][1].slice(0).sort(function (a, b) {
return get.value(b) - get.useful(a);
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});
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return [cards, cards.splice(cards.length - _status.event.num)];
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});
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"step 1";
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if (result.bool) {
var list = result.moved;
if (list[0].length) player.gain(list[0], "gain2");
while (list[1].length) ui.cardPile.appendChild(list[1].shift().fix());
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}
},
},
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qingleng: {
audio: 2,
trigger: { global: "phaseEnd" },
direct: true,
preHidden: true,
filter: function (event, player) {
var target = event.player;
return (
target != player &&
target.isIn() &&
!target.storage.nohp &&
target.hp + target.countCards("h") >= ui.cardPile.childElementCount % 10 &&
player.countCards("he") > 0 &&
player.canUse({ name: "sha", nature: "ice" }, target, false)
);
},
content: function () {
"step 0";
player
.chooseCard(
"he",
get.prompt("qingleng", trigger.player),
"将一张牌当做冰【杀】对其使用",
function (card, player) {
return player.canUse(
get.autoViewAs({ name: "sha", nature: "ice" }, [card]),
_status.event.target,
false
);
}
)
.set("target", trigger.player)
.set("ai", function (card) {
if (
get.effect(
_status.event.target,
get.autoViewAs({ name: "sha", nature: "ice" }, [card]),
player
) <= 0
)
return false;
return 6 - get.value(card);
})
.setHiddenSkill(event.name);
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"step 1";
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if (result.bool) {
player.useCard(
get.autoViewAs({ name: "sha", nature: "ice" }, result.cards),
result.cards,
false,
trigger.player,
"qingleng"
);
if (!player.storage.qingleng || !player.storage.qingleng.includes(trigger.player)) {
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player.draw();
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player.markAuto("qingleng", [trigger.player]);
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player.storage.qingleng.sortBySeat();
}
}
},
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intro: {
content: "已对$发动过此技能",
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},
},
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xuanmu: {
audio: 2,
trigger: { player: "showCharacterAfter" },
forced: true,
hiddenSkill: true,
filter: function (event, player) {
return event.toShow.includes("jin_zhangchunhua") && player != _status.currentPhase;
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},
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content: function () {
player.addTempSkill("xuanmu2");
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},
},
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xuanmu2: {
trigger: { player: "damageBegin4" },
forced: true,
popup: false,
content: function () {
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trigger.cancel();
},
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ai: {
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage") && !player.hasSkillTag("jueqing", false, target))
return "zerotarget";
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},
},
},
},
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g_hidden_ai: {
charlotte: true,
ai: {
threaten: function (player, target) {
if (get.mode() != "guozhan" && target.isUnseen(2)) return 0.0001;
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return 1;
},
},
},
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},
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card: {
cheliji_sichengliangyu: {
fullskin: true,
vanish: true,
derivation: "cheliji",
destroy: "chexuan",
type: "equip",
subtype: "equip5",
skills: ["cheliji_sichengliangyu"],
},
cheliji_tiejixuanyu: {
fullskin: true,
vanish: true,
derivation: "cheliji",
destroy: "chexuan",
type: "equip",
subtype: "equip5",
skills: ["cheliji_tiejixuanyu"],
},
cheliji_feilunzhanyu: {
fullskin: true,
vanish: true,
derivation: "cheliji",
destroy: "chexuan",
type: "equip",
subtype: "equip5",
skills: ["cheliji_feilunzhanyu"],
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},
},
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characterIntro: {
zhanghuyuechen:
"张虎生卒年不详雁门马邑今山西朔城区大夫庄人。三国时期曹魏将领。名将张辽之子。官至偏将军袭封晋阳侯有一子张统。乐綝195~257年字号不详阳平郡卫国县今河南省清丰县人。三国时期曹魏将领右将军乐进的儿子。果毅坚毅袭封广昌亭侯累迁扬州刺史。甘露二年为叛乱的征东大将军诸葛诞所杀追赠卫尉。",
duyu: "杜预222年285年字元凯京兆郡杜陵县今陕西西安中国魏晋时期军事家、经学家、律学家曹魏散骑常侍杜恕之子。杜预初仕曹魏任尚书郎后成为权臣司马昭的幕僚封丰乐亭侯。西晋建立后历任河南尹、安西军司、秦州刺史、度支尚书等职。咸宁四年278年接替羊祜出任镇南大将军镇守荆州。他积极备战支持晋武帝司马炎对孙吴作战并在咸宁五年279年成为晋灭吴之战的统帅之一。战后因功进封当阳县侯仍镇荆州。太康五年285年杜预被征入朝拜司隶校尉途中于邓县逝世终年六十三岁。获赠征南大将军、开府仪同三司谥号为成。杜预耽思经籍博学多通多有建树时誉为“杜武库”。著有《春秋左氏传集解》及《春秋释例》等。为明朝之前唯一一个同时进入文庙和武庙之人。",
xiahouhui:
"夏侯徽211年234年字媛容沛国谯县今安徽亳州司马师第一任妻子。征南大将军夏侯尚之女母德阳乡主为大司马曹真之妹。夏侯徽与司马师之间生有五个女儿。夏侯徽很有见识器度每当司马师有什么想法时都由她从旁策划协助。当时司马师之父司马懿位居上将重位而他的儿子们都有雄才大略。夏侯徽深知司马师绝非曹魏忠臣而司马师对出身曹魏家族的夏侯徽也非常顾忌。青龙二年234年正逢“大疫”、“大病”之年夏侯徽被司马师毒杀时年二十四岁死后葬于峻平陵。西晋建国后追谥夏侯徽为景怀皇后。",
shibao: "石苞273年字仲容渤海南皮今河北省南皮县人。三国时曹魏至西晋重要将领西晋开国功臣。西晋建立后历任大司马、侍中、司徒等职封乐陵郡公卒后谥号为“武”。",
simazhou:
"司马伷227年283年6月12日字子将河内郡温县今河南省温县人。西晋宗室、将领晋宣帝司马懿第三子伏太妃所生。晋景帝司马师、文帝司马昭的同父异母弟晋武帝司马炎的叔父。司马伷少有才气在曹魏历任宁朔将军、散骑常侍、征虏将军等职先后受封南安亭侯、东武乡侯五等爵制建立后改封南皮伯。西晋建立后获封东莞郡王入朝任尚书右仆射、抚军将军出外拜镇东大将军。后改封琅邪王加开府仪同三司。西晋伐吴时率军出涂中孙皓向他投降并奉上玉玺。战后因功拜大将军增邑三千户。太康四年283年司马伷去世享年五十七岁。谥号为武世称“琅邪武王”。著有《周官宁朔新书》八卷今已亡佚。",
huangzu:
"黄祖208年东汉末年将领。刘表任荆州牧时黄祖出任江夏太守。初平二年191年黄祖在与长沙太守孙坚交战时其部下将孙坚射死因此与孙家结下仇怨。之后黄祖多次率部与东吴军队交战射杀凌操、徐琨等人。建安十三年208年在与孙权的交战中兵败被杀。",
cheliji:
"彻里吉是历史小说《三国演义》中的虚构人物,西羌国王。蜀相诸葛亮伐魏,魏都督曹真驰书赴羌,国王彻里吉即命雅丹丞相与越吉元帅起羌兵一十五万、并战车直扣西平关。后军大败,越吉亡,雅丹被俘,亮将所获羌兵及车马器械,尽给还雅丹,俱放回国。彻里吉感蜀恩义,与之结盟。正史中没有关于彻里吉的记载。",
weiguan:
"卫瓘220年291年字伯玉。河东郡安邑县今山西省夏县人。三国曹魏后期至西晋初年重臣、书法家曹魏尚书卫觊之子。卫瓘出身官宦世家年轻时仕官于曹魏历任尚书郎、散骑常侍、侍中、廷尉等职。后以镇西军司、监军身份参与伐蜀战争。蜀汉亡后与钟会一道逮捕邓艾钟会谋反时又成功平息叛乱命田续杀邓艾父子。回师后转任督徐州诸军事、镇东将军封菑阳侯。西晋建立后历任青州、幽州刺史、征东大将军等职成功化解北方边境威胁因功进爵菑阳公。后入朝为尚书令、侍中又升任司空领太子少傅。后逊位拜太保。晋惠帝即位后与贾皇后对立终在政变中满门遇害享年七十二岁。卫瓘善隶书及章草。不仅兼工各体还能学古人之长是颇有创意的书法家。唐朝张怀瓘《书断》中评其章草为“神品”。",
zhongyan:
" 钟琰 (?—?年)颍川人,王浑之妻。生卒年不详,约魏末晋初间前后在世。王浑的妻子钟琰,是颍川人,为魏太傅钟繇的曾孙女,父亲钟徽,为黄门郎。她平时广泛阅读各种书籍,因此几岁的时候就能撰写文章。她聪慧弘雅,善于啸咏,她的礼仪法度,为中表所推崇,她写有文集五卷。",
yangyan:
"杨艳238年274年8月25日字琼芝弘农郡华阴县今陕西省华阴市晋武帝司马炎第一任皇后曹魏通事郎杨炳之女。自幼父母双亡为舅舅赵俊所养跟随继母段氏生活。聪明贤慧善于书法天生丽质娴熟女红嫁给了世子司马炎。泰始元年265年晋武帝即位建立西晋。泰始二年266年杨艳受册为皇后深得晋武帝宠幸生下三子三女包括晋惠帝司马衷。泰始十年274年去世时年三十七陪葬于峻阳陵谥号武元皇后。",
yangzhi:
"杨芷259年292年3月6日字季兰小字男胤弘农郡华阴县今陕西省华阴市晋武帝司马炎第二任皇后东汉太尉杨震幼子杨奉后裔东汉末年东莱太守、蓩亭侯杨众曾孙女西晋太傅杨骏与嫡妻庞氏之女武元皇后杨艳堂妹。咸宁二年276年立为皇后史称“婉嫕有妇德 美映椒房”得宠于晋武帝。生渤海殇王早薨之后再无生育。其父杨骏擅权引起皇后贾南风忌恨贾南风联络汝南王司马亮、楚王司马玮发动政变杀死杨骏并唆使大臣上书状告杨芷谋反让晋惠帝司马衷将其贬为庶人押到金墉城居住。元康二年292年杨芷冻饿而死谥号武悼皇后。",
xinchang: "辛敞(生卒年不详),字泰雍,陇西人氏,是曹魏时代官员。卫尉辛毗之子,辛宪英之弟。",
xuangongzhu:
"高陵宣公主司马氏晋宣帝司马懿第二女。司马氏下嫁杜预。其侄司马炎登基时司马氏已经去世。泰始年间265年—274年追赠高陵公主。",
jin_guohuai:
"郭槐237年-296年字媛韶太原阳曲今山西太原魏晋权臣贾充的妻子。父亲是曹魏城阳郡太守郭配伯父是曹魏名将郭淮。出身太原郭氏。二十一岁时嫁贾充作继室生二女二子长女贾南风次女贾午一子贾黎民。贾南风是西晋惠帝司马衷皇后干预国政专权误国直接导致“八王之乱”和西晋亡国。",
wangxiang:
"王祥184年一作180年268年4月30日字休徵。琅邪临沂今山东省临沂市西孝友村人。三国曹魏及西晋时大臣。王祥于东汉末隐居二十年在曹魏先后任县令、大司农、司空、太尉等职封爵睢陵侯。西晋建立拜太保进封睢陵公。泰始四年四月戊戌日268年4月30日去世年八十五一作八十九谥号“元”。有《训子孙遗令》一文传世。王祥侍奉后母朱氏极孝为传统文化中二十四孝之一“卧冰求鲤”的主人翁。",
chengjichengcui:
"成倅、成济260年6月21日扬州丹阳今安徽省宣城市人。三国时期曹魏将领。依附于司马氏家族得到司马昭的心腹贾充指使刺死魏帝曹髦。司马昭为平息众怒将成倅、成济兄弟二人杀死。据《魏氏春秋》记载成济兄弟不服罪光着身子跑到屋顶大骂司马昭被军士从下乱箭射杀。",
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},
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characterTitle: {},
characterFilter: {},
dynamicTranslate: {},
perfectPair: {
jin_simayi: ["jin_zhangchunhua", "shibao", "duyu"],
jin_simazhao: ["jin_wangyuanji"],
jin_simashi: ["jin_xiahouhui", "jin_yanghuiyu"],
xuangongzhu: ["duyu"],
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},
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characterReplace: {
yanghu: ["jin_yanghu", "dc_yanghu", "sp_yanghu"],
jiachong: ["dc_jiachong", "jin_jiachong", "jiachong"],
yangyan: ["yangyan", "old_yangyan"],
yangzhi: ["yangzhi", "old_yangzhi"],
zhongyan: ["zhongyan", "clan_zhongyan"],
2022-05-30 10:35:29 +00:00
},
2024-04-15 18:10:02 +00:00
translate: {
jin_zhangchunhua: "晋张春华",
jin_zhangchunhua_prefix: "晋",
huishi: "慧识",
huishi_info:
"摸牌阶段你可以放弃摸牌改为观看牌堆顶的X张牌获得其中的一半向下取整然后将其余牌置入牌堆底。X为牌堆数量的个位数",
qingleng: "清冷",
qingleng_info:
"一名角色的回合结束时若其体力值与手牌数之和不小于X则你可将一张牌当无距离限制的冰属性【杀】对其使用X为牌堆数量的个位数。若这是你本局游戏内首次对其发动此技能则你摸一张牌。",
xuanmu: "宣穆",
xuanmu2: "宣穆",
xuanmu_info: "锁定技,隐匿技。你于其他角色的回合登场时,防止你受到的伤害直到回合结束。",
jin_simayi: "晋司马懿",
jin_simayi_prefix: "晋",
zhanghuyuechen: "张虎乐綝",
xijue: "袭爵",
xijue_gain: "袭爵",
xijue_info:
"锁定技游戏开始时你获得4枚“爵”。回合结束时你获得X枚“爵”X为你本回合内造成的伤害数。你可弃置一枚“爵”并在合适的时机发动〖突袭〗和〖骁果〗。",
xijue_info_guozhan:
"锁定技当你首次明置此武将牌时你获得4枚“爵”。回合结束时你获得X枚“爵”X为你本回合内造成的伤害数。你可弃置一枚“爵”并在合适的时机发动〖突袭〗和〖骁果〗。",
xijue_tuxi: "突袭",
xijue_tuxi_info: "摸牌阶段摸牌时,你可以少摸任意张牌,然后获得等量的角色的各一张手牌。",
xijue_tuxi_info_guozhan: "摸牌阶段摸牌时,你可以少摸至多两张牌,然后获得等量的角色的各一张手牌。",
xijue_xiaoguo: "骁果",
xijue_xiaoguo_info:
"其他角色的结束阶段开始时你可以弃置一张手牌令该角色选择一项1.弃置一张装备牌然后你摸一张牌2.受到你对其造成的1点伤害。",
xijue_xiaoguo_info_guozhan:
"其他角色的结束阶段开始时你可以弃置一张基本牌令该角色选择一项1.弃置一张装备牌2.受到你对其造成的1点伤害。",
gz_duyu: "杜预",
duyu: "晋杜预",
duyu_prefix: "晋",
sanchen: "三陈",
sanchen_info:
"出牌阶段限一次。你可选择一名本回合内未选择过的角色。其摸三张牌,然后弃置三张牌。若其未以此法弃置牌或以此法弃置的牌的类别均不相同,则其摸一张牌且〖三陈〗于此阶段内使用次数上限+1。",
sanchen_info_guozhan:
"出牌阶段,你可选择一名本回合内未选择过的角色。其摸三张牌,然后弃置三张牌。若其未以此法弃置牌或以此法弃置的牌的类别均不相同,则其摸一张牌且你获得技能〖破竹〗直到回合结束。否则你本阶段内不能再发动〖三陈〗。",
zhaotao: "诏讨",
zhaotao_info:
"觉醒技准备阶段若你本局游戏内发动〖三陈〗的次数大于2则你减1点体力上限并获得〖破竹〗。",
pozhu: "破竹",
pozhu_info:
"出牌阶段,你可以将一张手牌当做【出其不意】使用。若你未因此牌造成过伤害,则你不能再发动〖破竹〗直到回合结束。",
pozhu_info_guozhan: "出牌阶段限一次,你可以将一张手牌当做【出其不意】使用。",
jin_wangyuanji: "晋王元姬",
jin_wangyuanji_prefix: "晋",
shiren: "识人",
shiren_info: "隐匿技。你于其他角色的回合内登场时,若其有手牌,则你可对其发动〖宴戏〗。",
yanxi: "宴戏",
yanxi2: "宴戏",
yanxi_info:
"出牌阶段,你可选择一名有手牌的角色。你将该角色的一张随机手牌与牌堆顶的两张牌混合后展示,并选择其中一张。若你以此法选择的是该角色的手牌,则你获得这三张牌。否则你获得选择的牌。你通过〖宴戏〗得到的牌,不计入当前回合的手牌上限。",
yanxi_info_guozhan:
"出牌阶段,你可选择一名有手牌的角色。你将该角色的一张随机手牌与牌堆中的两张随机牌混合后展示,并选择其中一张。若你以此法选择的是该角色的手牌,则你获得这三张牌。否则你获得选择的牌。你通过〖宴戏〗得到的牌,不计入当前回合的手牌上限。",
jin_simazhao: "晋司马昭",
jin_simazhao_prefix: "晋",
tuishi: "推弑",
tuishi_info:
"隐匿技你于其他角色A的回合内登场时可于此回合结束时选择其攻击范围内的一名角色B。A选择一项①对B使用一张【杀】。②你对A造成1点伤害。",
choufa: "筹伐",
choufa2: "筹伐",
choufa_info:
"出牌阶段限一次你可展示一名其他角色的一张手牌并记录其类型A。你令其原类型不为A的手牌的牌名均视为【杀】且均视为无属性直到其回合结束。",
xinchoufa: "筹伐",
xinchoufa_info:
"出牌阶段限一次你可展示一名其他角色的一张手牌A。你令其所有类型与A不同的手牌的牌名均视为【杀】且均视为无属性直到其回合结束。",
zhaoran: "昭然",
zhaoran2: "昭然",
zhaoran_info:
"出牌阶段开始时,你可令你的手牌对其他角色可见直到出牌阶段结束。若如此做,当你于此阶段内失去一张手牌后,若你的手牌里没有与此牌花色相同的牌且你本回合内未因该花色的牌触发过此效果,则你选择一项:①摸一张牌。②弃置一名其他角色的一张牌。",
visible_zhaoran: "invisible",
chengwu: "成务",
chengwu_info: "主公技,锁定技,其他晋势力角色攻击范围内的角色视为在你的攻击范围内。",
jin_xiahouhui: "晋夏侯徽",
jin_xiahouhui_prefix: "晋",
baoqie: "宝箧",
baoqie_info:
"隐匿技,锁定技。你登场后,从牌堆或弃牌堆中获得一张不为赠物的宝物牌。若此牌在你的手牌区内为宝物牌,则你可以使用此牌。",
jyishi: "宜室",
jyishi_info:
"每回合限一次,当有其他角色于其出牌阶段内因弃置而失去手牌后,你可令其获得这些牌中位于弃牌堆的一张,然后你获得其余位于弃牌堆的牌。",
shiduo: "识度",
shiduo_info:
"出牌阶段限一次你可以与一名其他角色拼点。若你赢你获得其所有手牌。然后你交给其X张手牌X为你手牌数的一半向下取整。",
jin_simashi: "晋司马师",
jin_simashi_prefix: "晋",
taoyin: "韬隐",
taoyin2: "韬隐",
taoyin_info: "隐匿技,当你登场后,若当前回合角色存在且不是你,则你可令该角色本回合的手牌上限-2。",
yimie: "夷灭",
yimie2: "夷灭",
yimie_info:
"每回合限一次当你对其他角色造成伤害时若伤害值X小于Y则你可失去1点体力将伤害值改为Y。此伤害结算结束后其回复(Y-X)点体力Y为其体力值。",
ruilve: "睿略",
ruilve2: "睿略",
ruilve_info:
"主公技,其他晋势力角色的出牌阶段限一次,该角色可以将一张带有伤害标签的基本牌或锦囊牌交给你。",
tairan: "泰然",
tairan2: "泰然",
tairan_info:
"锁定技,回合结束时,你将体力回复至体力上限,并将手牌摸至体力上限(称为“泰然”牌,且至多摸五张)。然后你的下一个出牌阶段开始时,你失去上一次以此法回复的体力值的体力,弃置所有“泰然”牌。",
gz_jin_simayi: "司马懿",
gz_jin_zhangchunhua: "张春华",
gz_jin_simazhao: "司马昭",
gz_jin_wangyuanji: "王元姬",
gz_jin_simashi: "司马师",
gz_jin_xiahouhui: "夏侯徽",
xinquanbian: "权变",
xinquanbian_info:
"出牌阶段,每当你首次使用/打出一种花色的手牌时你可以从牌堆顶的X张牌中获得一张与此牌花色不同的牌并将其余牌以任意顺序置于牌堆顶。出牌阶段你至多可使用X张非装备手牌。X为你的体力上限",
shibao: "石苞",
zhuosheng: "擢升",
zhuosheng_info:
"出牌阶段,①你使用本轮内得到的基本牌时无次数和距离限制。②你使用本轮内获得的普通锦囊牌选择目标后,可令此牌的目标数+1或-1。③你使用本轮内得到的装备牌时可以摸一张牌以此法得到的牌不能触发〖擢升〗。",
zhuosheng_info_guozhan:
"出牌阶段,①你使用本轮内得到的基本牌时无距离限制。②你使用本轮内获得的普通锦囊牌选择目标后,可令此牌的目标数+1或-1。③你使用本轮内得到的装备牌时可以摸一张牌以此法得到的牌不能触发〖擢升〗。",
jin_yanghuiyu: "晋羊徽瑜",
jin_yanghuiyu_prefix: "晋",
gz_jin_yanghuiyu: "羊徽瑜",
huirong: "慧容",
huirong_info:
"隐匿技,锁定技。当你登场后,你令一名角色将手牌数摸至/弃至与体力值相同(至多摸至五张)。",
ciwei: "慈威",
ciwei_info:
"一名角色于其回合内使用第二张牌时,若此牌为基本牌或普通锦囊牌,则你可以弃置一张牌,取消此牌的所有目标。",
caiyuan: "才媛",
caiyuan_info: "锁定技。回合结束时,若你于你的上一个回合结束后未扣减过体力,则你摸两张牌。",
simazhou: "司马伷",
caiwang: "才望",
caiwang_info:
"当你使用或打出牌响应其他角色使用的牌,或其他角色使用或打出牌响应你使用的牌后,若这两张牌颜色相同,则你可以弃置对方的一张牌。",
naxiang: "纳降",
naxiang2: "纳降",
naxiang_info:
"锁定技,当你受到其他角色造成的伤害后,或你对其他角色造成伤害后,你对其发动〖才望①〗时的“弃置”改为“获得”直到你的下回合开始。",
cheliji: "彻里吉",
chexuan: "车悬",
chexuan_info:
"出牌阶段,若你的装备区里没有宝物牌,你可弃置一张黑色牌,选择一张【舆】置入你的装备区;当你失去装备区里的宝物牌后,你可进行判定,若结果为黑色,将一张随机的【舆】置入你的装备区。",
qiangshou: "羌首",
qiangshou_info: "锁定技,若你的装备区内有宝物牌,你与其他角色的距离-1。",
cheliji_sichengliangyu: "四乘粮舆",
cheliji_sichengliangyu_bg: "粮",
cheliji_sichengliangyu_info:
"一名角色的回合结束时,若你的手牌数小于体力值,你可以摸两张牌,然后弃置此牌。",
cheliji_tiejixuanyu: "铁蒺玄舆",
cheliji_tiejixuanyu_bg: "蒺",
cheliji_tiejixuanyu_info:
"其他角色的回合结束时,若其本回合未造成过伤害,你可以令其弃置两张牌,然后弃置此牌。",
cheliji_feilunzhanyu: "飞轮战舆",
cheliji_feilunzhanyu_bg: "轮",
cheliji_feilunzhanyu_info:
"其他角色的回合结束时,若其本回合使用过非基本牌,你可以令其交给你一张牌,然后弃置此牌。",
weiguan: "卫瓘",
zhongyun: "忠允",
zhongyun2: "忠允",
zhongyun_info:
"锁定技。每名角色的回合限一次,你受伤/回复体力后若你的体力值与手牌数相等你回复1点体力或对你攻击范围内的一名角色造成1点伤害每名角色的回合限一次你获得手牌或失去手牌后若你的体力值与手牌数相等你摸一张牌或弃置一名其他角色一张牌。",
shenpin: "神品",
shenpin_info: "当一名角色的判定牌生效前,你可以打出一张与判定牌颜色不同的牌代替之。",
zhongyan: "钟琰",
bolan: "博览",
bolan_info:
"①出牌阶段开始时你可从三个描述中带有“出牌阶段限一次”的技能中选择一个令当前回合角色获得直至此阶段结束。②其他角色出牌阶段限一次其可以失去1点体力令你发动一次〖博览①〗。",
yifa: "仪法",
yifa2: "仪法",
yifa_info:
"锁定技,其他角色使用【杀】或黑色普通锦囊牌指定你为目标后,其手牌上限-1直到其回合结束。",
ol_huaxin: "OL华歆",
ol_huaxin_prefix: "OL",
caozhao: "草诏",
caozhao_backup: "草诏",
caozhao_info:
"出牌阶段限一次你可展示一张手牌并声明一种未以此法声明过的基本牌或普通锦囊牌令一名体力不大于你的其他角色选择一项令此牌视为你声明的牌或其失去1点体力。然后若此牌声明成功然后你可将其交给一名其他角色。",
olxibing: "息兵",
olxibing_info:
"当你受到其他角色造成的伤害后,你可弃置你或该角色两张牌,然后你们中手牌少的角色摸两张牌,以此法摸牌的角色不能使用牌指定你为目标直到回合结束。",
recaiwang: "才望",
recaiwang_info:
"①当你使用或打出牌响应其他角色使用的牌或其他角色使用或打出牌响应你使用的牌后若这两张牌颜色相同则你可以弃置对方的一张牌。②若你的手牌数为1则你可以将该手牌当做【闪】使用或打出。③若你的装备区牌数为1则你可以将该装备当做【无懈可击】使用或打出。④若你的判定区牌数为1则你可以将该延时锦囊牌当做【杀】使用或打出。",
recaiwang_hand: "才望",
recaiwang_equip: "才望",
recaiwang_judge: "才望",
yangyan: "杨艳",
xuanbei: "选备",
xuanbei_info:
"①游戏开始时,你从牌堆中获得两张具有应变标签的牌。②每回合限一次。当你使用的具有应变标签的牌结算结束后,你可将此牌对应的所有实体牌交给一名其他角色。",
xianwan: "娴婉",
xianwan_info:
"①当你需要使用【闪】时,若你的武将牌未横置,则你可以横置武将牌并视为使用【闪】。②当你需要使用【杀】时,若你的武将牌横置,则你可以重置武将牌并视为使用【杀】。",
yangzhi: "杨芷",
wanyi: "婉嫕",
wanyi_info:
"每回合每项限一次。出牌阶段,你可以将一张具有应变效果的牌当做【逐近弃远】/【出其不意】/【水淹七军】/【洞烛先机】使用。",
maihuo: "埋祸",
maihuo_info:
"①当你成为其他角色使用【杀】的目标后,若此【杀】不为转化牌且有对应的实体牌且其武将牌上没有“祸”且你是此牌的唯一目标,则你可以令此牌对你无效,并将此【杀】置于其武将牌上,称为“祸”。②一名其他角色的出牌阶段开始时,若其武将牌上有“祸”,则其对你使用此“祸”(有距离限制且计入次数限制,若你不是此牌的合法目标,则改为将此“祸”置入弃牌堆)。③当你对有“祸”的其他角色造成伤害后,你移去其“祸”。",
xinchang: "辛敞",
canmou: "参谋",
canmou_info:
"一名角色使用普通锦囊牌指定第一个目标时,若其手牌数为全场唯一最多,则你可以为此牌增加一个额外目标。",
congjian: "从鉴",
congjian_info:
"一名其他角色成为普通锦囊牌的唯一目标时,若其体力值为全场唯一最多,则你也可以成为此牌的目标。此牌结算结束后,若你受到过渠道为此牌的伤害,则你摸两张牌。",
xuangongzhu: "宣公主",
gaoling: "高陵",
gaoling_info: "隐匿技。当你于回合外明置此武将牌时你可以令一名角色回复1点体力。",
qimei: "齐眉",
qimei_info:
"准备阶段,你可以选择一名其他角色。你获得如下效果直到下回合开始:①每回合限一次,当你或其获得牌/失去手牌后,若你与其手牌数相等,则另一名角色摸一张牌。②每回合限一次,当你或其的体力值变化后,若你与其体力值相等,则另一名角色摸一张牌。",
ybzhuiji: "追姬",
ybzhuiji_info:
"出牌阶段开始时你可选择一项①摸两张牌并于出牌阶段结束时失去1点体力②回复1点体力并于出牌阶段结束时弃置两张牌。",
jin_yanghu: "晋羊祜",
jin_yanghu_prefix: "晋",
huaiyuan: "怀远",
huaiyuanx: "绥",
huaiyuan_info:
"①游戏开始时,你将你的手牌标记为“绥”。②当你失去一张“绥”后,你令一名角色执行一项:⒈其的手牌上限+1。⒉其的攻击范围+1。⒊其摸一张牌。③当你死亡时你可令一名其他角色的手牌上限+X且攻击范围+YX和Y为你自己被执行过〖怀远②〗的选项一和选项二的次数。",
chongxin: "崇信",
chongxin_info: "出牌阶段限一次,你可重铸一张牌,且令一名有手牌的其他角色也重铸一张牌。",
dezhang: "德彰",
dezhang_info: "觉醒技。准备阶段若你没有“绥”则你减1点体力上限并获得〖卫戍〗。",
weishu: "卫戍",
weishu_info:
"锁定技。①当你于摸牌阶段外不因〖卫戍①〗而摸牌后,你令一名角色摸一张牌。②当你于弃牌阶段外不因〖卫戍②〗而弃置牌后,你弃置一名其他角色的一张牌。",
jin_jiachong: "晋贾充",
jin_jiachong_prefix: "晋",
xiongshu: "凶竖",
xiongshu_info:
"其他角色的出牌阶段开始时你可弃置X张牌X为你本轮内此前已发动过此技能的次数为0则不弃并展示其一张手牌然后你预测“其本阶段内是否会使用与展示牌牌名相同的牌”。此阶段结束时若你的预测正确则你对其造成1点伤害否则你获得展示牌。",
jianhui: "奸回",
jianhui_info:
"锁定技。当你造成伤害后若受伤角色为A则你摸一张牌当你受到伤害后若伤害来源为A则A弃置一张牌。A为除本次伤害外最近一次对你造成过伤害的角色",
xinxuanbei: "选备",
xinxuanbei_info:
"出牌阶段限一次。你可选择一名其他角色区域内的一张牌。然后其对你使用对应实体牌为此牌的【杀】。然后若此【杀】,未对你造成过伤害,你摸一张牌;对你造成过伤害,你摸两张牌。",
xinwanyi: "婉嫕",
xinwanyi_info:
"①当你使用【杀】或普通锦囊牌指定其他角色为唯一目标后,你可将其的一张牌置于你的武将牌上作为“嫕”。②你不能使用/打出/弃置与“嫕”花色相同的牌。③结束阶段或当你受到伤害后,你令一名角色获得你的一张“嫕”。",
jin_guohuai: "郭槐",
zhefu: "哲妇",
zhefu_info:
"当你于回合外使用或打出牌后你可令一名有手牌的其他角色选择一项⒈弃置一张名称相同的牌。⒉受到你造成的1点伤害。",
yidu: "遗毒",
yidu_info:
"当你使用的【杀】或伤害性锦囊牌结算结束后,你可以展示一名未受到过渠道为此牌伤害的目标角色的至多三张手牌。若这些牌颜色均相同,则你弃置这些牌。",
wangxiang: "王祥",
bingxin: "冰心",
bingxin_info:
"每种牌名每回合限一次。当你需要使用基本牌时,若你的手牌数等于体力值且这些牌的颜色均相同,则你可以摸一张牌,视为使用一张基本牌。",
ol_lisu: "OL李肃",
ol_lisu_prefix: "OL",
qiaoyan: "巧言",
qiaoyan_info:
"锁定技,当你于回合外受到其他角色造成的伤害时,若你:有“珠”,则你令伤害来源获得“珠”;没有“珠”,则你防止此伤害,然后摸一张牌,并将一张牌正面朝上置于武将牌上,称为“珠”。",
xianzhu: "献珠",
xianzhu_info:
"锁定技出牌阶段开始时你令一名角色A获得“珠”。若A不为你自己则你选择你攻击范围内的一名角色B视为A对B使用一张【杀】。",
chengjichengcui: "成济成倅",
oltousui: "透髓",
oltousui_info: "你可以将任意张牌置于牌堆底,视为使用一张需使用等量张【闪】抵消的【杀】。",
olchuming: "畜鸣",
olchuming_info:
"锁定技。当你对其他角色造成伤害时,或当你受到其他角色造成的伤害时,若此伤害的渠道不为牌或没有对应的实体牌,此伤害+1否则其于本回合结束时将所有以此法造成伤害的牌当【借刀杀人】或【过河拆桥】对你使用。",
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yingbian_pack1: "文德武备·理",
yingbian_pack2: "文德武备·备",
yingbian_pack3: "文德武备·果",
yingbian_pack4: "文德武备·戒",
yingbian_pack5: "文德武备·约",
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},
};
});