noname/character/offline.js

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2021-08-29 13:38:50 +00:00
'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'offline',
connect:true,
characterSort:{
offline:{
offline_star:["sp_xiahoushi","jsp_zhaoyun","huangjinleishi","sp_pangtong","sp_daqiao","sp_ganning","sp_xiahoudun","sp_lvmeng","sp_zhangfei","sp_liubei"],
offline_sticker:['sp_gongsunzan','sp_simazhao','sp_wangyuanji','sp_xinxianying','sp_liuxie'],
offline_luanwu:["ns_lijue","ns_zhangji","ns_fanchou"],
2023-05-02 11:26:19 +00:00
offline_yongjian:["ns_chendao","yj_caoang","yj_caocao",'yj_liru','yj_caohong','yj_zhangfei','yongjian_ganning','yj_dongzhuo','yj_xuyou','yj_jiaxu','yj_zhenji'],
2023-05-29 05:22:12 +00:00
offline_jiangshanruguqi:['jsrg_liuhong','jsrg_hejin','jsrg_sunjian','jsrg_huangfusong','jsrg_xushao','jsrg_dongbai','jsrg_qiaoxuan','jsrg_yangbiao','jsrg_kongrong','jsrg_zhujun','jsrg_liubei','jsrg_wangyun','jsrg_liuyan','jsrg_caocao','jsrg_nanhualaoxian'],
2023-05-02 11:26:19 +00:00
offline_piracyE:['shen_jiaxu','pe_wangyun','pe_zhonghui','pe_sunchen','pe_mengda','pe_wenqin','ns_caoanmin','jiangfei','chendong','jiangqing','kongrong','jiling','tianfeng','mateng'],
offline_piracyS:['ns_jiaxu','longyufei','ps_guanyu','ps1059_guojia','ps2070_guojia','ps2063_zhaoyun','ps2067_zhaoyun','ps1062_zhouyu','ps2080_zhouyu','ps_caozhi','ps_jin_simayi','ps_caopi','ps_simayi','ps2068_simayi','ps_machao','ps_zhugeliang','ps2066_zhugeliang','ps_jiaxu','ps_lvbu','ps_shen_machao','jsp_liubei'],
offline_piracyK:['pk_sp_duyu'],
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
2023-07-14 15:04:55 +00:00
offline_vtuber:['vtb_xiaosha','vtb_xiaoshan','vtb_xiaotao','vtb_xiaole','vtb_xiaojiu'],
2023-05-02 11:26:19 +00:00
//offline_others:[""],
2021-08-29 13:38:50 +00:00
},
},
character:{
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
2023-07-14 15:04:55 +00:00
vtb_xiaosha:['female','qun',4,['vtbguisha','vtbshuli']],
vtb_xiaoshan:['female','qun',4,['vtbshanwu','vtbxianli']],
vtb_xiaotao:['female','qun',4,['vtbtaoyan','vtbyanli']],
vtb_xiaole:['female','qun',4,['vtbleyu','vtbyuanli']],
vtb_xiaojiu:['female','qun',4,['vtbmeiniang','vtbyaoli']],
2023-05-29 05:22:12 +00:00
jsrg_liuhong:['male','qun',4,['jsrgchaozheng','jsrgshenchong','jsrgjulian'],['zhu']],
jsrg_hejin:['male','qun',4,['jsrgzhaobing','jsrgzhuhuan','jsrgyanhuo']],
jsrg_sunjian:['male','qun',4,['jsrgpingtao','jsrgjuelie']],
jsrg_huangfusong:['male','qun',4,['jsrgguanhuo','jsrgjuxia']],
2023-06-04 16:08:29 +00:00
jsrg_xushao:['male','qun',3,['sbyingmen','sbpingjian']],
2023-05-29 05:22:12 +00:00
jsrg_dongbai:['female','qun',3,['jsrgshichong','jsrglianzhu']],
jsrg_qiaoxuan:['male','qun',3,['jsrgjuezhi','jsrgjizhao']],
jsrg_yangbiao:['male','qun','3/4',['jsrgzhaohan','jsrgrangjie','jsrgyizheng']],
jsrg_kongrong:['male','qun',3,['jsrglirang','jsrgzhengyi']],
jsrg_zhujun:['male','qun',4,['jsrgfendi','jsrgjuxiang']],
jsrg_liubei:['male','qun',4,['jsrgjishan','jsrgzhenqiao']],
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
jsrg_wangyun:['male','qun',3,['jsrgshelun','jsrgfayi'],['clan:太原王氏']],
2023-05-29 05:22:12 +00:00
jsrg_liuyan:['male','qun',3,['xinfu_limu','jsrgtushe','jsrgtongjue'],['zhu']],
jsrg_caocao:['male','qun',4,['jsrgzhenglve','jsrghuilie']],
jsrg_nanhualaoxian:['male','qun',3,['jsrgshoushu','jsrgxundao','jsrglinghua']],
2023-05-02 11:26:19 +00:00
ps_shen_machao:['male','shen',4,['psshouli','pshengwu'],['qun']],
mateng:['male','qun',4,['mashu','xiongyi']],
tianfeng:['male','qun',3,['sijian','gzsuishi']],
jiling:['male','qun',4,['shuangren']],
kongrong:['male','qun',3,['zymingshi','lirang']],
chendong:['male','wu',4,['duanxie','fenming']],
jiangqing:['male','wu',4,['zyshangyi']],
jiangfei:['male','shu',3,['reshengxi','shoucheng']],
pk_sp_duyu:['male','qun',4,['pkwuku','pksanchen']],
ps_lvbu:['male','qun',4,['wushuang','pssheji']],
ps_jiaxu:['male','qun',4,['wansha','psqupo','psbaoquan']],
ps_machao:['male','shu',4,['mashu','tieji','psweihou']],
ps2066_zhugeliang:['male','shu',3,['pszhiji','psjiefeng','kongcheng']],
ps_zhugeliang:['male','shu',3,['psguanxing','pslongyin']],
ps_simayi:['male','wei',3,['reguicai','pshuxiao']],
ps2068_simayi:['male','wei',3,['refankui','reguicai','pszhonghu']],
ps_caopi:['male','wei',3,['psjianwei','fangzhu','songwei'],['zhu']],
ps_jin_simayi:['male','jin',3,['smyyingshi','psquanyi']],
ps_caozhi:['male','wei',3,['psliushang','psqibu']],
ps1062_zhouyu:['male','wu',3,['yingzi','psoldshiyin']],
ps2080_zhouyu:['male','wu',3,['psshiyin','psquwu','psliaozou']],
ps2063_zhaoyun:['male','shu',4,['psqijin','psqichu','pslongxin']],
ps2067_zhaoyun:['male','shu',4,['longdan','pshuiqiang','pshuntu']],
ps1059_guojia:['male','wei',3,['tiandu','psqizuo']],
ps2070_guojia:['male','wei',3,['yiji','psquanmou']],
ps_guanyu:['male','shu',4,['wusheng','pszhonghun','nuzhan']],
pe_wenqin:['male','wei',4,['gzjinfa']],
pe_sunchen:['male','wu',4,['zyshilu','zyxiongnve']],
pe_mengda:['male','wei',4,['qiuan','liangfan']],
pe_zhonghui:['male','wei',4,['zyquanji','zypaiyi']],
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
pe_wangyun:['male','qun',3,['zylianji','zymoucheng'],['clan:太原王氏']],
2023-05-02 11:26:19 +00:00
shen_jiaxu:['male','shen',3,['weimu','zybishi','zyjianbing'],['qun']],
yj_zhenji:['female','wei',3,['yjluoshen','qingguo']],
yj_jiaxu:['male','wei',3,['yjzhenlve','yjjianshu','yjyongdi']],
yj_xuyou:['male','qun',3,['yjshicai','yjchenggong','yjzezhu']],
yj_dongzhuo:['male','qun',7,['yjtuicheng','yjyaoling','yjshicha','yjyongquan'],['zhu']],
yongjian_ganning:['male','wu',4,['yjjielve']],
yj_zhangfei:['male','shu',4,['yjmangji']],
yj_caohong:['male','wei',4,['yjlifeng']],
yj_liru:['male','qun',3,['yjdumou','yjweiquan','yjrenwang']],
2022-01-15 06:12:01 +00:00
yj_caocao:['male','qun',4,['yjxiandao','yjsancai','yjyibing']],
2021-09-07 05:05:57 +00:00
longyufei:['female','shu',3,['longyi','zhenjue']],
2021-08-29 13:38:50 +00:00
sp_liubei:['male','shu',4,['zhaolie','shichou'],['zhu']],
sp_zhangfei:['male','shu',4,['jie','dahe']],
sp_lvmeng:['male','wu',3,['tanhu','mouduan']],
sp_xiahoudun:['male','wei',4,['fenyong','xuehen'],['die_audio']],
sp_ganning:['male','qun',4,['yinling','junwei']],
sp_daqiao:['female','wu',3,['yanxiao','anxian']],
sp_pangtong:['male','qun',3,['xinmanjuan','zuixiang']],
huangjinleishi:['female','qun',3,['fulu','fuji']],
jsp_zhaoyun:['male','qun',3,['chixin','reyicong','suiren']],
sp_xiahoushi:["female","shu",3,["xinfu_yanyu","xinfu_xiaode"]],
sp_gongsunzan:['male','qun',4,['spyicong','sptuji']],
sp_simazhao:['male','wei',3,['spzhaoxin','splanggu']],
sp_wangyuanji:['female','wei',3,['spfuluan','spshude']],
sp_xinxianying:['female','wei',3,['spmingjian','spyinzhi']],
sp_liuxie:['male','qun',3,['sphuangen','sphantong']],
ns_lijue:['male','qun','4/6',['nsfeixiong','nscesuan']],
ns_zhangji:['male','qun',4,['nslulve']],
ns_fanchou:['male','qun',4,['nsyangwu']],
ns_jiaxu:['male','qun',3,['nsyice','luanwu']],
ns_chendao:['male','shu',4,['nsjianglie']],
yj_caoang:['male','wei',4,['yjxuepin']],
ns_caoanmin:['male','wei',4,['nskuishe']],
jsp_liubei:['male','qun',4,['jsprende']],
},
characterIntro:{
huangjinleishi:"黄巾军中负责施法的女祭司二人组。",
2021-09-07 05:05:57 +00:00
longyufei:'《三国杀·阵面对决》中的虚构角色,设定是由刘备之女夏侯岚、关羽之女关银屏、张飞之女张星彩三人在与吕布之魔魂战斗时,释放雅典娜的惊叹而召唤出来的精元化神。',
2023-05-02 11:26:19 +00:00
pk_sp_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。',
ps_shen_machao:'字孟起,扶风茂陵人。面如冠玉,目如流星,虎体猿臂,彪腹狼腰,声雄力猛。因衣着讲究,举止非凡,故人称“锦马超”。麾铁骑,捻金枪。',
2023-05-29 05:22:12 +00:00
qiaoxuan:'桥玄110年184年6月6日一作乔玄字公祖。梁国睢阳县今河南省商丘市睢阳区人。东汉时期名臣。桥玄年轻时曾任睢阳县功曹因坚持追究陈国相羊昌的恶行而闻名。后被举为孝廉历任洛阳左尉、齐相及上谷、汉阳太守、司徒长史、将作大匠。汉桓帝末年出任度辽将军击败鲜卑、南匈奴、高句丽侵扰保境安民。汉灵帝初年迁任河南尹、少府、大鸿胪。建宁三年170年迁司空。次年拜司徒。光和元年178年升任太尉。桥玄有感于国势日衰于是称病请辞改任太中大夫。光和七年184年桥玄去世年七十五。桥玄性格刚强不阿权贵待人谦俭尽管屡历高官但不因为自己处在高位而有所私请。他为官清廉去世后连下葬的钱都没有被时人称为名臣。',
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
2023-07-14 15:04:55 +00:00
xiaosha:'2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一该企划原定培养12位虚拟偶像然而企划由于各方面原因暴死现虚拟偶像仅存在于各武将的皮肤中。<br>设定上为三国杀新手菜鸡,误打误撞参加了三国杀组织的《三国之星》选秀大赛,没想到一路靠着颜值和风风火火的爽快性格过关斩将吸粉无数,获得了冠军,成为官方签约的形象代言人。<br>小杀现于B站还存在<style type="text/css">#slash_bilibili:link, #slash_bilibili:visited {color:white;}</style><a id="slash_bilibili" href="https://space.bilibili.com/686179867" target="_blank">对应账号</a>,但早已荒废。',
xiaoshan:'2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一该企划原定培养12位虚拟偶像然而企划由于各方面原因暴死现虚拟偶像仅存在于各武将的皮肤中。<br>设定上为小杀同系不同班的同学,由于本身性格比较安静,所以和风风火火的小杀有些不对盘。知道小杀也玩三国杀后,外表高冷、内心傲娇的她偷偷也去玩了游戏,立志要在游戏里碾压她。<br>小闪对应B站账号已销号。',
xiaotao:'2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一该企划原定培养12位虚拟偶像然而企划由于各方面原因暴死现虚拟偶像仅存在于各武将的皮肤中。<br>设定上为小杀的亲妹妹,陪姐姐去拍摄代言宣传照的时候,被导演看中,觉得三国美貌姐妹花是非常好的噱头,于是一并签下。正所谓“三国姐妹花,永远不分家!”。<br>小桃对应B站账号已销号。',
xiaole:'2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一该企划原定培养12位虚拟偶像然而企划由于各方面原因暴死现虚拟偶像仅存在于各武将的皮肤中。<br>设定上小乐家与小桃小杀家是世交,三人从小就认识。和小闪是同班同学,小乐很喜欢安静的小闪。和小酒是小杀介绍认识的,大家都是打三国杀的网友,在打游戏时候比较依赖小酒——躺赢人躺赢魂,躺赢都是人上人。<br>小乐对应B站账号已销号。',
xiaojiu:'2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一该企划原定培养12位虚拟偶像然而企划由于各方面原因暴死现虚拟偶像仅存在于各武将的皮肤中。<br>设定上为非人类,是一只年龄成迷的神兽,真身是白泽。是小杀网上玩游戏认识的网友,爱好是喝酒,和小杀也有好酒友的关系。<br>小酒对应B站账号已销号。',
2023-05-02 11:26:19 +00:00
},
characterTitle:{
jsp_liubei:'S1019',
ns_caoanmin:'S1023',
longyufei:'S1044',
ps1059_guojia:'S1059',
ps_lvbu:'S1061',
ps1062_zhouyu:'S1062',
ps_jiaxu:'S1066',
ps_jin_simayi:'S1067',
ps_guanyu:'S2065',
ps2063_zhaoyun:'S2063',
ps2066_zhugeliang:'S2066',
ps2067_zhaoyun:'S2067',
ps2068_simayi:'S2068',
ps_machao:'S2069',
ps2070_guojia:'S2070',
ps_simayi:'S2073',
ps_zhugeliang:'S2073',
ps_caopi:'S2075',
ns_jiaxu:'S2079',
ps2080_zhouyu:'S2080',
ps_caozhi:'S2081',
ps_shen_machao:'SX015',
2021-08-29 13:38:50 +00:00
},
perfectPair:{},
card:{
yanxiao_card:{
type:'delay',
judge:function(card){
return 0;
},
effect:function(){},
ai:{
basic:{
order:1,
useful:1,
value:8,
},
result:{
target:1
},
}
},
},
2023-06-04 16:08:29 +00:00
characterFilter:{
jsrg_xushao:function(mode){
return mode!='guozhan';
},
},
2021-08-29 13:38:50 +00:00
skill:{
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
2023-07-14 15:04:55 +00:00
//天书乱斗虚拟偶像线下化
//小杀
vtbguisha:{
audio:1,
trigger:{global:'useCard'},
direct:true,
shaRelated:true,
filter:function(event,player){
return event.player!=player&&event.card.name=='sha'&&player.countCards('he')>0&&event.player.isPhaseUsing();
},
content:function(){
'step 0'
var go=false,d1=true;
if(get.attitude(player,trigger.player)>0){
if(trigger.player.hasSkill('jueqing')||trigger.player.hasSkill('gangzhi')) d1=false
for(var target of trigger.targets){
if(!target.mayHaveShan()||trigger.player.hasSkillTag('directHit_ai',true,{
target:target,
card:trigger.card,
},true)){
if(!target.hasSkill('gangzhi')) d1=false;
if(target.hasSkillTag('filterDamage',null,{
player:trigger.player,
card:trigger.card,
})||get.attitude(player,target)>=0) d1=false;
}
}
if(trigger.addCount===false||!trigger.player.isPhaseUsing()) go=false;
else if(!trigger.player.hasSkill('paoxiao')&&
!trigger.player.hasSkill('tanlin3')&&
!trigger.player.hasSkill('zhaxiang2')&&
!trigger.player.hasSkill('fengnu')&&
!trigger.player.getEquip('zhuge')){
var nh=trigger.player.countCards('h');
if(player==trigger.player){
go=(player.countCards('h','sha')>0);
}
else if(nh>=4){
go=true;
}
else if(player.countCards('h','sha')){
if(nh==3){
go=Math.random()<0.8;
}
else if(nh==2){
go=Math.random()<0.5;
}
}
else if(nh>=3){
if(nh==3){
go=Math.random()<0.5;
}
else if(nh==2){
go=Math.random()<0.2;
}
}
}
}
go=go*Math.random()+d1*Math.random()>0.4;
//AI停顿
if(go&&!event.isMine()&&!event.isOnline()&&player.hasCard(function(card){
return get.value(card)<6&&lib.filter.cardDiscardable(card,player,event.name);
},'he')){
game.delayx();
}
var next=player.chooseToDiscard(get.prompt('vtbguisha'),'弃置一张牌,令'+get.translation(trigger.player)+'本次使用的【杀】不计入使用次数,且对'+get.translation(trigger.targets)+'造成的伤害+1','he');
next.logSkill=['vtbguisha',trigger.player];
next.set('ai',function(card){
if(_status.event.go){
return 6-get.value(card);
}
return 0;
});
next.set('go',go);
'step 1'
if(result.bool){
if(trigger.addCount!==false){
trigger.addCount=false;
trigger.player.getStat().card.sha--;
}
trigger.player.addTempSkill('vtbguisha_bonus');
if(!trigger.card.storage) trigger.card.storage={};
trigger.card.storage.vtbguisha_targets=trigger.targets;
}
},
ai:{
expose:0.2
},
subSkill:{
bonus:{
trigger:{
source:'damageBegin1',
},
forced:true,
charlotte:true,
onremove:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.card.storage&&event.card.storage.vtbguisha_targets&&event.card.storage.vtbguisha_targets.contains(event.player);
},
content:function(){
trigger.num++;
}
}
}
},
vtbshuli:{
audio:1,
trigger:{
global:'damageSource',
},
usable:2,
filter:function(event,player){
return event.source!=player&&event.card&&event.card.name=='sha'&&event.source.isIn();
},
check:function(event,player){
return get.attitude(player,event.source)>=0||
get.attitude(player,event.source)>=-4&&get.distance(_status.currentPhase,player,'absolute')>get.distance(_status.currentPhase,trigger.source,'absolute')
},
content:function(){
'step 0'
var drawers=[trigger.source,player].sortBySeat(_status.currentPhase);
game.asyncDraw(drawers);
},
},
//小闪
vtbshanwu:{
audio:1,
trigger:{
global:'useCardToTarget',
},
filter:function(event,player){
return event.card.name=='sha'&&event.target!=player&&event.isFirstTarget&&player.hasCard(card=>{
return get.name(card)=='shan'||_status.connectMode;
});
},
direct:true,
content:function(){
'step 0'
player.chooseToDiscard(get.prompt('vtbshanwu'),'弃置一张【闪】,取消此【杀】对'+get.translation(trigger.targets)+'的目标',{name:'shan'}).set('logSkill','vtbshanwu').set('ai',card=>{
if(_status.event.goon) return 6-get.value(card);
return 0;
}).set('goon',function(){
var effect=0;
for(var target of trigger.targets){
var eff=get.effect(target,trigger.card,trigger.player,player);
if(!target.mayHaveShan()||trigger.player.hasSkillTag('directHit_ai',true,{
target:target,
card:trigger.card,
},true)){
eff*=1.25;
}
if(target.hp<=2) eff*=1.1;
effect+=eff;
}
return effect<0;
}());
'step 1'
if(result.bool){
game.log(player,'取消了',trigger.card,'的所有目标');
trigger.targets.length=0;
trigger.getParent().triggeredTargets2.length=0;
trigger.untrigger();
}
},
ai:{
expose:0.2
}
},
vtbxianli:{
audio:1,
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
usable:2,
filter:function(event,player){
if(!_status.currentPhase||!_status.currentPhase.isIn()||!_status.currentPhase.countGainableCards(player,'he')) return false;
var evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.some(card=>{
return get.name(card,false)=='shan';
});
},
check:function(event,player){
return get.effect(_status.currentPhase,{name:'shunshou_copy2'},player,player)>0;
},
prompt2:function(event,player){
return '获得'+get.translation(_status.currentPhase)+'的一张牌';
},
logTarget:()=>_status.currentPhase,
content:function(){
'step 0'
player.gainPlayerCard(_status.currentPhase,'he',true);
},
ai:{
expose:0.15,
}
},
//小桃
vtbtaoyan:{
audio:1,
trigger:{
player:'phaseBegin',
},
direct:true,
content:function(){
'step 0'
if(!_status.vtbtaoyan_count){
_status.vtbtaoyan_count=5;
}
player.chooseTarget(get.prompt('vtbtaoyan'),'令一或两名其他角色摸一张牌并从游戏外获得一张【桃】♥6',lib.filter.notMe,[1,2]).set('ai',target=>{
var player=_status.event.player;
return get.recoverEffect(target,player,player)/2+get.attitude(player,target);
});
'step 1'
if(result.bool){
var targets=result.targets.slice();
targets.sortBySeat();
player.logSkill('vtbtaoyan',targets);
game.broadcastAll(function(){
if(!lib.inpile.contains('tao')){
lib.inpile.add('tao');
}
});
player.addSkill('vtbtaoyan_remove');
for(var target of targets){
target.draw();
if(!_status.vtbtaoyan_count) continue;
if(!_status.vtbtaoyan_cards) _status.vtbtaoyan_cards=[];
_status.vtbtaoyan_count--;
var card=game.createCard('tao','heart',6);
_status.vtbtaoyan_cards.push(card.cardid);
target.gain(card,'gain2');
}
}
},
ai:{
expose:0.3,
threaten:3.2,
},
subSkill:{
remove:{
trigger:{
global:['loseAfter','loseAsyncAfter','cardsDiscardAfter','equipAfter'],
},
forced:true,
charlotte:true,
popup:false,
firstDo:true,
forceDie:true,
filter:function(event,player){
if(typeof _status.vtbtaoyan_count!='number') return false;
var cards=event.getd();
return cards.some(card=>{
return _status.vtbtaoyan_cards.contains(card.cardid);
});
},
content:function(){
var cards=trigger.getd(),remove=[];
for(var card of cards){
if(_status.vtbtaoyan_cards.contains(card.cardid)){
_status.vtbtaoyan_cards.remove(card.cardid);
remove.push(card);
}
}
if(remove.length){
remove.forEach(i=>{
i.remove();
_status.vtbtaoyan_count++;
});
game.log(remove,'被移出了游戏');
}
},
}
}
},
vtbyanli:{
audio:1,
trigger:{
global:'dying',
},
filter:function(event,player){
if(player.hasSkill('vtbyanli_used')) return false;
if(_status.currentPhase==player) return false;
return event.player.hp<=0;
},
check:function(event,player){
return get.recoverEffect(event.player,player,player)>0;
},
content:function(){
'step 0'
player.addTempSkill('vtbyanli_used','roundStart');
trigger.player.recover(1-trigger.player.hp);
trigger.player.draw();
},
subSkill:{
used:{
charlotte:true,
}
}
},
//小乐
vtbleyu:{
audio:1,
trigger:{
global:'phaseBegin',
},
direct:true,
filter:function(event,player){
return player.countCards('he')>=3;
},
content:function(){
'step 0'
player.chooseToDiscard(get.prompt2('vtbleyu',trigger.player),3,'he').set('ai',card=>{
if(ui.selected.cards.length==2) return 10-get.value(card);
if(_status.event.effect>0){
return 6-get.value(card);
}
return 0;
}).set('effect',trigger.player.hasJudge('lebu')?0:get.effect(trigger.player,{name:'lebu'},player,player)).set('logSkill',['vtbleyu',trigger.player]);
'step 1'
if(result.bool){
trigger.player.judge(lib.card.lebu.judge).judge2=lib.card.lebu.judge2;
} else event.finish();
'step 2'
if(!result.bool){
trigger.player.skip('phaseUse');
}
},
ai:{
expose:0.3,
threaten:2.9,
},
},
vtbyuanli:{
audio:1,
trigger:{global:['phaseUseSkipped','phaseUseCancelled']},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('vtbyuanli'),lib.filter.notMe).set('ai',target=>get.attitude(_status.event.player,target)+1);
'step 1'
if(result.bool){
player.logSkill('vtbyuanli',result.targets[0]);
game.asyncDraw([player,result.targets[0]].sortBySeat(_status.currentPhase));
}
},
ai:{
expose:0.1,
},
},
vtbmeiniang:{
audio:1,
trigger:{global:'phaseUseBegin'},
filter:function(event,player){
return event.player!=player;
},
check:function(event,player){
return get.attitude(player,event.player)>0&&event.player.getUseValue('jiu')>=0;
},
logTarget:'player',
content:function(){
trigger.player.chooseUseTarget('jiu',true,false);
}
},
vtbyaoli:{
audio:1,
trigger:{global:'useCardAfter'},
filter:function(event,player){
return event.card.name=='jiu'&&event.player!=player&&event.player.isPhaseUsing();
},
logTarget:'player',
check:function(event,player){
return get.attitude(player,event.player)>0;
},
content:function(){
trigger.player.addTempSkill('vtbyaoli_effect');
trigger.player.addMark('vtbyaoli_effect',1,false);
},
ai:{
expose:0.15,
},
subSkill:{
effect:{
audio:'vtbyaoli',
charlotte:true,
trigger:{player:'useCard2'},
forced:true,
popup:false,
onremove:true,
nopop:true,
filter:function(event,player){
return event.card.name=='sha'&&player.countMark('vtbyaoli_effect')>0;
},
content:function(){
'step 0'
trigger.directHit.addArray(game.filterPlayer());
var num=player.countMark('vtbyaoli_effect');
if(!game.hasPlayer(current=>{
return !trigger.targets.contains(current)&&lib.filter.targetEnabled2(trigger.card,player,current);
})) event.finish();
else player.chooseTarget('媱丽:是否为'+get.translation(trigger.card)+'额外指定'+(num>1?'至多':'')+get.cnNumber(num)+'个目标?',num==1?1:[1,num],(card,player,target)=>{
return !_status.event.sourcex.contains(target)&&player.canUse(_status.event.card,target);
}).set('sourcex',trigger.targets).set('ai',target=>{
var player=_status.event.player;
return get.effect(target,_status.event.card,player,player);
}).set('card',trigger.card);
'step 1'
if(result.bool){
if(!event.isMine()&&!event.isOnline()) game.delayx();
event.targets=result.targets;
}
else {
event.finish();
}
'step 2'
player.logSkill('vtbyaoli_effect',event.targets);
trigger.targets.addArray(event.targets);
player.removeSkill('vtbyaoli_effect');
},
marktext:'媱',
intro:{
content:'下一张【杀】不可被响应且可以额外指定&个目标',
},
ai:{
directHit_ai:true,
skillTagFilter:function(player,tag,arg){
return arg.card.name=='sha';
},
}
}
}
},
2023-05-29 05:22:12 +00:00
//江山如故·起
2023-06-04 16:08:29 +00:00
sbyingmen:{
forbid:['guozhan'],
trigger:{
global:'phaseBefore',
player:'enterGame',
},
forced:true,
filter:function(event,player){
return event.name!='phase'||game.phaseNumber==0;
},
content:function(){
if(!_status.characterlist) lib.skill.pingjian.initList();
var characters=_status.characterlist.randomRemove(4);
lib.skill.sbyingmen.addVisitors(characters,player);
game.delayx();
},
group:'sbyingmen_reload',
subSkill:{
reload:{
trigger:{player:'phaseBegin'},
forced:true,
locked:false,
filter:function(event,player){
return player.getStorage('sbyingmen').length<4;
},
content:function(){
if(!_status.characterlist) lib.skill.pingjian.initList();
var characters=_status.characterlist.randomRemove(4-player.getStorage('sbyingmen').length);
lib.skill.sbyingmen.addVisitors(characters,player);
game.delayx();
},
},
},
getSkills:function(characters,player){
var skills=[];
for(var name of characters){
if(Array.isArray(lib.character[name])){
for(var skill of lib.character[name][3]){
var list=get.skillCategoriesOf(skill,player);
list.remove('锁定技');
if(list.length>0) continue;
var info=get.info(skill);
if(info&&(!info.unique||info.gainable)) skills.add(skill);
}
}
}
return skills;
},
addVisitors:function(characters,player){
player.addSkillBlocker('sbyingmen');
game.log(player,'将','#y'+get.translation(characters),'加入了','#g“访客”')
lib.skill.rehuashen.drawCharacter(player,characters);
player.markAuto('sbyingmen',characters)
var storage=player.getStorage('sbyingmen');
var skills=lib.skill.sbyingmen.getSkills(storage,player);
player.addInvisibleSkill(skills);
},
removeVisitors:function(characters,player){
var skills=lib.skill.sbyingmen.getSkills(characters,player);
var characters2=player.getStorage('sbyingmen').slice(0);
characters2.removeArray(characters);
skills.removeArray(lib.skill.sbyingmen.getSkills(characters2,player));
player.unmarkAuto('sbyingmen',characters);
_status.characterlist.addArray(characters);
player.removeInvisibleSkill(skills);
},
onremove:function(player,skill){
lib.skill.sbyingmen.removeVisitors(player.getSkills('sbyingmen'),player);
player.removeSkillBlocker('sbyingmen');
},
skillBlocker:function(skill,player){
if(!player.invisibleSkills.contains(skill)||skill=='sbpingjian'||skill=='sbpingjian') return false;
return !player.hasSkill('sbpingjian');
},
marktext:'客',
intro:{
name:'访客',
mark:function(dialog,storage,player){
if(!storage||!storage.length) return '当前没有“访客”';
dialog.addSmall([storage,'character']);
var skills=lib.skill.sbyingmen.getSkills(storage,player);
if(skills.length) dialog.addText('<li>当前可用技能:'+get.translation(skills),false);
},
},
},
sbpingjian:{
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
trigger:{player:['useSkill','logSkillBegin']},
2023-06-04 16:08:29 +00:00
forced:true,
filter:function(event,player){
var skill=event.sourceSkill||event.skill;
return player.invisibleSkills.contains(skill)&&lib.skill.sbyingmen.getSkills(player.getStorage('sbyingmen'),player).contains(skill);
},
content:function(){
'step 0'
var visitors=player.getStorage('sbyingmen').slice(0);
var drawers=visitors.filter(function(name){
return Array.isArray(lib.character[name])&&lib.character[name][3].contains(trigger.sourceSkill);
});
event.drawers=drawers;
if(visitors.length==1) event._result={bool:true,links:visitors};
else{
var dialog=['评鉴:请选择移去一张“访客”'];
if(drawers.length) dialog.push('<div class="text center">如果移去'+get.translation(drawers)+',则你摸一张牌</div>');
dialog.push([visitors,'character']);
player.chooseButton(dialog,true);
}
'step 1'
if(result.bool){
lib.skill.sbyingmen.removeVisitors(result.links,player);
game.log(player,'移去了','#y'+get.translation(result.links[0]));
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
if(event.drawers.contains(result.links[0])){
player.addTempSkill('sbpingjian_draw');
player.storage.sbpingjian_draw.push(trigger.skill);
}
2023-06-04 16:08:29 +00:00
}
},
group:'sbpingjian_trigger',
subSkill:{
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
draw:{
charlotte:true,
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
onremove:true,
trigger:{player:['useSkillAfter','logSkill']},
forced:true,
popup:false,
filter:function(event,player){
return player.getStorage('sbpingjian_draw').contains(event.skill);
},
content:function(){
player.storage.sbpingjian_draw.remove(trigger.skill);
player.draw();
if(!player.storage.sbpingjian_draw.length) player.removeSkill('sbpingjian_draw');
},
},
2023-06-04 16:08:29 +00:00
trigger:{
trigger:{player:'triggerInvisible'},
forced:true,
forceDie:true,
popup:false,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
charlotte:true,
2023-06-04 16:08:29 +00:00
priority:10,
filter:function(event,player){
if(event.revealed) return false;
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
var info=get.info(event.skill);
if(info.charlotte) return false;
2023-06-04 16:08:29 +00:00
var skills=lib.skill.sbyingmen.getSkills(player.getStorage('sbyingmen'),player);
game.expandSkills(skills);
return skills.contains(event.skill);
},
content:function(){
"step 0"
if(get.info(trigger.skill).silent){
event.finish();
}
else{
var info=get.info(trigger.skill);
var event=trigger,trigger=event._trigger;
var str;
var check=info.check;
if(info.prompt) str=info.prompt;
else{
if(typeof info.logTarget=='string'){
str=get.prompt(event.skill,trigger[info.logTarget],player);
}
else if(typeof info.logTarget=='function'){
var logTarget=info.logTarget(trigger,player);
if(get.itemtype(logTarget).indexOf('player')==0) str=get.prompt(event.skill,logTarget,player);
}
else{
str=get.prompt(event.skill,null,player);
}
}
if(typeof str=='function'){str=str(trigger,player)}
var next=player.chooseBool('评鉴:'+str);
next.set('yes',!info.check||info.check(trigger,player));
next.set('hsskill',event.skill);
next.set('forceDie',true);
next.set('ai',function(){
return _status.event.yes;
});
if(typeof info.prompt2=='function'){
next.set('prompt2',info.prompt2(trigger,player));
}
else if(typeof info.prompt2=='string'){
next.set('prompt2',info.prompt2);
}
else if(info.prompt2!=false){
if(lib.dynamicTranslate[event.skill]) next.set('prompt2',lib.dynamicTranslate[event.skill](player,event.skill));
else if(lib.translate[event.skill+'_info']) next.set('prompt2',lib.translate[event.skill+'_info']);
}
if(trigger.skillwarn){
if(next.prompt2){
next.set('prompt2','<span class="thundertext">'+trigger.skillwarn+'。</span>'+next.prompt2);
}
else{
next.set('prompt2',trigger.skillwarn);
}
}
}
"step 1"
if(result.bool){
trigger.revealed=true;
}
else{
trigger.untrigger();
trigger.cancelled=true;
}
}
},
},
},
2023-05-29 05:22:12 +00:00
jsrgchaozheng:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
logTarget:function(event,player){
return game.filterPlayer(i=>i!=player);
},
prompt:'是否发动【朝争】?',
content:function(){
player.chooseToDebate(game.filterPlayer(i=>i!=player)).set('callback',lib.skill.jsrgchaozheng.callback);
},
callback:function(){
var result=event.debateResult;
if(result.bool&&result.opinion){
var opinion=result.opinion,targets=result.red.map(i=>i[0]);
targets.sortBySeat();
targets.forEach(i=>i[opinion=='red'?'recover':'loseHp']());
if(targets.length==0||result.black.length==0) player.draw(result.targets.length);
}
}
},
jsrgshenchong:{
audio:2,
enable:'phaseUse',
limited:true,
filterTarget:lib.filter.notMe,
skillAnimation:true,
animationColor:'soil',
content:function(){
'step 0'
player.awakenSkill('jsrgshenchong');
target.addSkillLog('jsrgfeiyang');
target.addSkillLog('jsrgbahu');
'step 1'
player.addSkill('jsrgshenchong_die');
player.markAuto('jsrgshenchong_die',[target]);
},
ai:{
order:1,
result:{target:1}
},
subSkill:{
die:{
audio:'jsrgshenchong',
trigger:{player:'die'},
charlotte:true,
forced:true,
forceDie:true,
filter:function(event,player){
return player.getStorage('jsrgshenchong_die').length;
},
content:function(){
var targets=player.getStorage('jsrgshenchong_die');
player.line(targets);
targets.sortBySeat().forEach(current=>{
current.clearSkills(true);
current.chooseToDiscard(current.countCards('h'),'h',true);
});
}
}
}
},
jsrgfeiyang:{
trigger:{player:'phaseJudgeBegin'},
direct:true,
filter:function(event,player){
return player.countCards('j')&&player.countCards('h')>1;
},
content:function(){
'step 0'
player.chooseToDiscard('h',2,get.prompt('jsrgfeiyang'),'弃置两张手牌并弃置判定区里的一张牌').set('logSkill','jsrgfeiyang').set('ai',function(card){
return 6-get.value(card);
});
'step 1'
if(result.bool){
player.discardPlayerCard(player,'j',true);
}
},
},
jsrgbahu:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
content:function(){
player.draw();
},
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
},
},
},
jsrgjulian:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
filter:function(event,player){
return player.hasZhuSkill('jsrgjulian')&&lib.skill.jsrgjulian.logTarget(null,player).length;
},
prompt:'是否发动【聚敛】?',
prompt2:'你可以获得其他所有群势力角色的各一张牌',
logTarget:function(event,player){
return game.filterPlayer(current=>{
return current.group=='qun'&&current.countGainableCards(player,'h')>0&&current!=player;
})
},
content:function(){
game.filterPlayer(current=>{
return current.group=='qun'&&current!=player;
}).sortBySeat().forEach(i=>{
player.gainPlayerCard(i,'h',true);
});
},
group:'jsrgjulian_draw',
zhuSkill:true,
subSkill:{
draw:{
audio:'jsrgjulian',
trigger:{global:'gainAfter'},
filter:function(event,player){
var source=event.player;
if(source==player||source.group!='qun') return false;
var evt=event.getParent('phaseDraw');
return (!evt||evt.player!=source)&&event.getParent().name=='draw'&&event.getParent(2).name!='jsrgjulian_draw'&&player.hasZhuSkill('jsrgjulian',event.player);
},
direct:true,
usable:2,
content:function(){
'step 0'
var source=trigger.player;
event.source=source;
source.chooseBool('是否响应'+get.translation(player)+'的【聚敛】摸一张牌?');
'step 1'
if(result.bool){
source.logSkill('jsrgjulian_draw',player);
source.draw();
}
else player.storage.counttrigger.jsrgjulian_draw--;
}
},
give:{
charlotte:true,
onremove:true
}
}
},
//何进
jsrgzhaobing:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
var hs=player.getCards('h');
if(!hs.length) return false;
for(var i of hs){
if(!lib.filter.cardDiscardable(i,player,'jsrgzhaobing')) return false;
}
return true;
},
content:function(){
'step 0'
var cards=player.getCards('h');
var num=cards.length;
var prompt2='弃置所有手牌,令至多'+get.cnNumber(num)+'名其他角色依次选择一项1.正面向上交给你一张【杀】2.失去1点体力';
player.chooseTarget(get.prompt('jsrgzhaobing'),prompt2,[1,num],lib.filter.notMe).set('ai',target=>{
if(!_status.event.goon) return 0;
return 2-get.attitude(_status.event.player,target);
}).set('goon',num/2<game.countPlayer(current=>{
return 2-get.attitude(player,current)>0;
}));
'step 1'
if(result.bool){
player.logSkill('jsrgzhaobing',result.targets);
event.targets=result.targets;
event.targets.sortBySeat();
player.chooseToDiscard(true,'h',player.countCards('h'));
}
else event.finish();
'step 2'
var target=targets.shift();
event.target=target;
target.chooseCard('诏兵:交给'+get.translation(player)+'一张【杀】或失去1点体力',(card)=>{
return get.name(card)=='sha';
}).set('ai',card=>{
if(_status.event.goon) return 0;
return 6-get.value(card);
}).set('goon',get.effect(target,{name:'losehp'},target,target)>=0);
'step 3'
if(result.bool) target.give(result.cards,player,true);
else target.loseHp();
if(targets.length) event.goto(2);
},
ai:{
expose:0.2
}
},
jsrgzhuhuan:{
audio:'mouzhu',
trigger:{player:'phaseZhunbeiBegin'},
filter:function(event,player){
var hs=player.getCards('h','sha');
if(!hs.length) return false;
for(var i of hs){
if(!lib.filter.cardDiscardable(i,player,'jsrgzhuhuan')) return false;
}
return true;
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('jsrgzhuhuan'),lib.filter.notMe).set('ai',target=>{
var player=_status.event.player;
return get.damageEffect(target,player,player);
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('jsrgzhuhuan',target);
var hs=player.getCards('h','sha');
event.num=hs.length;
player.discard(hs);
}
else event.finish();
'step 2'
target.chooseToDiscard(get.translation(player)+'对你发动了【诛宦】','弃置'+get.cnNumber(num)+'张牌并失去1点体力或点击“取消”令其回复1点体力且其摸'+get.cnNumber(num)+'张牌').set('ai',card=>{
if(_status.event.goon) return 0;
return 5.5-get.value(card);
}).set('goon',target.hp<=2||get.attitude(target,player)>=0||player.isHealthy());
'step 3'
if(result.bool){
target.loseHp();
}
else{
player.draw(num);
player.recover();
}
},
ai:{
expose:0.2
}
},
jsrgyanhuo:{
inherit:'spyanhuo',
forced:true,
},
//孙坚
jsrgpingtao:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:lib.filter.notMe,
content:function(){
'step 0'
var att=get.attitude(target,player);
target.chooseCard(get.translation(player)+'对你发动了【平讨】','交给其一张牌并令其此回合使用【杀】的次数上限+1或点击“取消”令其视为对你使用一张【杀】','he').set('ai',card=>{
if(_status.event.give){
if(card.name=='sha'||card.name=='tao'||card.name=='jiu') return 0;
return 8-get.value(card);
}
if(_status.event.att<0&&card.name=='sha') return -1;
return 4-get.value(card);
}).set('give',(att>=0||target.hp==1&&target.countCards('hs','shan')<=1)&&get.effect(target,{name:'sha'},player,target)<0).set('att',att);
'step 1'
if(result.bool){
target.give(result.cards,player);
player.addTempSkill('jsrgpingtao_sha');
player.addMark('jsrgpingtao_sha',1,false);
}
else if(player.canUse('sha',target,false)){
player.useCard({name:'sha',isCard:true},target,false);
}
},
ai:{
expose:0.15,
order:5,
result:{target:-1}
},
subSkill:{
sha:{
charlotte:true,
onremove:true,
marktext:'讨',
intro:{
content:'本回合使用【杀】的次数上限+#',
},
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+player.countMark('jsrgpingtao_sha');
},
}
}
}
},
jsrgjuelie:{
audio:2,
trigger:{source:'damageBegin1'},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.getParent().type=='card'&&(player.isMinHandcard()||player.isMinHp());
},
forced:true,
locked:false,
group:'jsrgjuelie_discard',
content:function(){
trigger.num++;
},
shaRelated:true,
ai:{
unequip_ai:true,
skillTagFilter:function(player,tag,arg){
if(!arg||!arg.name||arg.name!='sha') return false;
if(!arg.target) return false;
var card=arg.target.getEquip(2);
return card&&get.value(card)>0&&player.hasCard(cardx=>{
return lib.filter.cardDiscardable(cardx,player,'jsrgjuelie_discard')&&get.value(cardx)<5;
});
},
},
subSkill:{
discard:{
audio:'jsrgjuelie',
trigger:{player:'useCardToPlayered'},
filter:function(event,player){
return player.countCards('he')&&event.card.name=='sha';
},
direct:true,
content:function(){
'step 0'
player.chooseToDiscard(get.prompt('jsrgjuelie',trigger.target),'当你使用【杀】指定一名角色为目标后,你可以弃置任意张牌,然后弃置其等量的牌',[1,Infinity],'he').set('ai',card=>{
if(ui.selected.cards.length>=_status.event.max) return 0;
if(_status.event.goon) return 4.5-get.value(card);
return 0;
}).set('max',trigger.target.countDiscardableCards(player,'he')).set('goon',get.attitude(player,trigger.target)<0).set('logSkill',['jsrgjuelie_discard',trigger.target]);
'step 1'
if(result.bool){
var num=result.cards.length;
if(trigger.target.countDiscardableCards(player,'he')) player.discardPlayerCard('平讨:弃置'+get.translation(trigger.target)+get.cnNumber(num)+'张牌',num,'he',trigger.target,true);
}
}
}
}
},
//皇甫嵩
jsrgguanhuo:{
audio:2,
trigger:{player:'useCardAfter'},
filter:function(event,player){
return event.card.storage&&event.card.storage.jsrgguanhuo&&!game.hasPlayer2(current=>{
return current.hasHistory('damage',evt=>evt.card==event.card);
});
},
forced:true,
locked:false,
group:'jsrgguanhuo_viewas',
content:function(){
'step 0'
var count=player.getHistory('useSkill',evt=>evt.skill=='jsrgguanhuo_viewas').length;
if(count==1){
player.addTempSkill('jsrgguanhuo_ex','phaseUseAfter');
player.addMark('jsrgguanhuo_ex',1,false);
trigger.targets.forEach(i=>i.removeSkill('huogong2'));
}
else{
player.removeSkill('jsrgguanhuo');
game.log(player,'失去了技能','#g【观火】');
}
},
ai:{
effect:{
player:function(card,player){
if(_status.event.getParent().skill=='jsrgguanhuo_viewas'&&player.getHistory('useSkill',evt=>evt.skill=='jsrgguanhuo_viewas').length==1) return 'zeroplayertarget';
if(_status.event.type=='phase'&&_status.event.skill=='jsrgguanhuo_viewas'&&player.getHistory('useSkill',evt=>evt.skill=='jsrgguanhuo_viewas').length>1&&player.countCards('h')<=3) return [0,0];
}
}
},
subSkill:{
viewas:{
audio:'jsrgguanhuo',
enable:'phaseUse',
viewAs:{
name:'huogong',
isCard:true,
storage:{
jsrgguanhuo:true
}
},
filterCard:()=>false,
selectCard:-1,
prompt:'视为使用一张【火攻】',
ai:{
order:function(item,player){
return get.order({name:'huogong'})+0.01;
},
}
},
ex:{
trigger:{source:'damageBegin1'},
filter:function(event,player){
return event.card&&event.card.name=='huogong'&&event.getParent().type=='card';
},
forced:true,
charlotte:true,
onremove:true,
intro:{content:'当你造成渠道为【火攻】的伤害时,此伤害+#'},
content:function(){
trigger.num+=player.countMark('jsrgguanhuo_ex');
}
}
}
},
jsrgjuxia:{
audio:2,
trigger:{target:'useCardToTargeted'},
usable:1,
countSkill:function(player){
return player.getSkills(null,false,false).filter(function(skill){
var info=get.info(skill);
if(!info||info.charlotte) return false;
if(info.zhuSkill) return player.hasZhuSkill(skill);
return true;
}).length;
},
filter:function(event,player){
return event.player!=player&&lib.skill.jsrgjuxia.countSkill(event.player)>lib.skill.jsrgjuxia.countSkill(player);
},
direct:true,
content:function(){
'step 0'
var goon=get.effect(player,trigger.card,trigger.player,trigger.player)<1;
if(goon&&!event.isMine()&&!event.isOnline()) game.delayx();
trigger.player.chooseBool('是否对'+get.translation(player)+'发动【居下】?','令'+get.translation(trigger.card)+'对其无效,然后其摸两张牌').set('ai',()=>{
return _status.event.goon;
}).set('goon',goon);
'step 1'
if(result.bool){
trigger.player.logSkill('jsrgjuxia',player);
trigger.excluded.add(player);
player.draw(2);
}
else player.storage.counttrigger.jsrgjuxia--;
},
ai:{
effect:{
target:function(card,player,target){
if(lib.skill.jsrgjuxia.countSkill(target)>=lib.skill.jsrgjuxia.countSkill(player)) return;
if(card&&(card.cards||card.isCard)&&get.attitude(target,player)>0&&(!target.storage.counttrigger||!target.storage.counttrigger.jsrgjuxia)) return [0,0.5,0,0.5];
},
},
}
},
//许劭
jsrgyingmen:{
audio:2,
trigger:{
global:'phaseBefore',
player:['enterGame','phaseBegin'],
},
forced:true,
filter:function(event,player,name){
if(player.getStorage('jsrgyingmen').length>=4) return false;
if(name=='phaseBefore') return game.phaseNumber==0;
return event.name!='phase'||event.player==player;
},
update:function(player){
var id=player.playerid;
var characters=player.getStorage('jsrgyingmen');
var skillName='jsrgpingjian_'+id;
var skillsx=[],skillsx2=[];
var map={};
var skillsy=lib.skill[skillName]?lib.skill[skillName].group:[];
for(var name of characters){
var skills=lib.character[name][3].slice();
skills=skills.filter(skill=>{
var list=get.skillCategoriesOf(skill,player);
list.removeArray(['锁定技','Charlotte']);
if(list.length) return false;
var info=get.info(skill);
return info&&(!info.unique||info.gainable);
});
game.expandSkills(skills);
for(var i=0;i<skills.length;i++){
var skill=skills[i];
var info=get.info(skill);
if(info.silent||info.charlotte) continue;
if(!info.forced&&!info.frequent&&(!info.mod||info.charlotte&&info.mod)) continue;
var infox=get.copy(info);
var newname=skill+'_'+id;
map[newname]=infox;
if(info.audio) infox.audio=(typeof info.audio!='number')?info.audio:skill;
// if(infox.group) delete infox.group;
if(infox.frequent) delete infox.frequent;
if(infox.forceDie) delete infox.forceDie;
var popup=infox.popup;
if(infox.forced&&infox.direct){
delete infox.direct;
infox.popup=false;
}
if(infox.forced&&!infox.prompt2){
var skillx=skill;
while(true){
var prompt2=lib.translate[skillx+'_info'];
if(prompt2&&prompt2.length){
infox.prompt2=prompt2;
break;
}
var ind=skillx.lastIndexOf('_');
if(ind==-1) break;
skillx=skillx.slice(0,ind);
};
}
if(popup!=false&&!infox.silent) infox.forced=false;
if(!infox.charlotte&&infox.mod) delete infox.mod;
skillsx2.add(skill);
skills[i]=newname;
}
if(skills.length){
skillsx.addArray(skills);
}
}
var skillsRemoving=skillsy.removeArray(skillsx);
player.removeSkill(skillsRemoving);
game.broadcastAll(function(name,skillsx,skillsx2,id,map){
for(var i in map) lib.skill[i]=map[i];
lib.skill[name]={
unique:true,
group:skillsx
};
lib.translate[name]='评鉴';
for(var i of skillsx2){
lib.translate[i+'_'+id]=lib.translate[i];
lib.translate[i+'_'+id+'_info']=lib.translate[i+'_info'];
}
},skillName,skillsx,skillsx2,id,map);
player.addSkill(skillName);
player.addSkill('jsrgpingjian_blocker');
player.addSkillTrigger(skillName);
},
bannedList:['zishu','weishu','xinfu_zhanji','kyouko_rongzhu'],
content:function(){
'step 0'
if(!_status.characterlist) lib.skill.pingjian.initList();
var num=player.getStorage('jsrgyingmen').length;
var list=[];
_status.characterlist.randomSort();
for(var i=0;i<_status.characterlist.length;i++){
var name=_status.characterlist[i];
var skills=lib.character[name][3].slice();
if(skills.some(skill=>{
return lib.skill.jsrgyingmen.bannedList.contains(skill);
})) continue;
list.push(name);
_status.characterlist.remove(name);
if(list.length>=4-num) break;
}
if(list.length){
player.markAuto('jsrgyingmen',list);
if(player.hasSkill('jsrgpingjian',null,false,false)) lib.skill.jsrgyingmen.update(player);
game.log(player,'将','#g'+get.translation(list),'置为','#y访客');
game.broadcastAll(function(player,list){
var cards=[];
for(var i=0;i<list.length;i++){
var cardname='huashen_card_'+list[i];
lib.card[cardname]={
fullimage:true,
image:'character:'+list[i]
}
lib.translate[cardname]=get.rawName2(list[i]);
cards.push(game.createCard(cardname,'',''));
}
player.$draw(cards,'nobroadcast');
},player,list);
}
},
ai:{
combo:'jsrgpingjian'
},
marktext:'客',
intro:{
name:'访客(盈门/评鉴)',
mark:function(dialog,storage,player){
dialog.addText('剩余“访客”');
if(storage) dialog.addSmall([storage,'character']);
else dialog.addText('无');
},
}
},
jsrgpingjian:{
audio:2,
trigger:{player:['logSkill','useSkillAfter']},
forced:true,
locked:false,
onremove:function(player){
player.removeSkill('jsrgpingjian_'+player.playerid);
},
filter:function(event,player){
var skill=event.skill,name=event.event?event.event.name:'';
var visitors=player.getStorage('jsrgyingmen');
for(var visitor of visitors){
var skills=lib.character[visitor][3].slice();
game.expandSkills(skills);
var info=get.info(skill);
if(info&&(info.charlotte||info.silent)) continue;
if(skills.some(skillx=>{
return skill.indexOf(skillx)==0||name.indexOf(skillx+'_'+player.playerid)==0;
})) return true;
}
return false;
},
content:function(){
'step 0'
var current;
var skill=trigger.skill,name=trigger.event?trigger.event.name:'';
var visitors=player.getStorage('jsrgyingmen');
for(var visitor of visitors){
var skills=lib.character[visitor][3].slice();
game.expandSkills(skills);
var info=get.info(skill);
if(info&&info.charlotte) continue;
if(skills.some(skillx=>{
return skill.indexOf(skillx)==0||name.indexOf(skillx+'_'+player.playerid)==0;
})){
current=visitor;
break;
}
}
event.current=current;
player.chooseButton(['###评鉴:移去一名访客###<div class="text center">若移去的访客为'+get.translation(current)+',则你摸一张牌</div>',[player.getStorage('jsrgyingmen'),'character']],true).set('ai',button=>{
if(button.link==_status.event.toremove) return 1;
return Math.random();
}).set('toremove',function(){
var list=player.getStorage('jsrgyingmen');
var rand=Math.random();
if(rand<0.33) return list[0];
if(rand<0.66) return current;
return list.randomGet();
}());
'step 1'
if(result.bool){
var visitor=result.links[0];
game.log(player,'从','#y访客','中移去了','#g'+get.translation(visitor));
player.popup(visitor);
player.unmarkAuto('jsrgyingmen',[visitor]);
_status.characterlist.add(visitor);
if(visitor==event.current) player.draw();
lib.skill.jsrgyingmen.update(player);
}
},
subSkill:{
blocker:{
init:function(player,skill){
player.addSkillBlocker(skill);
},
onremove:function(player,skill){
player.removeSkillBlocker(skill);
},
charlotte:true,
locked:true,
skillBlocker:function(skill,player){
if(skill!='jsrgpingjian_'+player.playerid) return false;
if(player._jsrgpingjian_blockerChecking) return;
player._jsrgpingjian_blockerChecking=true;
var own=player.hasSkill('jsrgpingjian');
delete player._jsrgpingjian_blockerChecking;
return !own;
}
},
}
},
//董白
jsrgshichong:{
audio:2,
zhuanhuanji:true,
trigger:{player:'useCardToPlayered'},
direct:true,
filter:function(event,player){
return event.target!=player&&event.targets.length==1&&event.target.isIn()&&event.target.countCards('h');
},
mark:true,
marktext:'☯',
intro:{
content:function(storage,player){
var str='转换技。当你使用牌指定其他角色为唯一目标后,';
if(storage) return str+'目标角色可以交给你一张手牌。';
return str+'你可以获得目标角色一张手牌。';
},
},
content:function(){
'step 0'
if(!player.storage.jsrgshichong){
player.chooseBool(get.prompt('jsrgshichong',trigger.target),'你可以获得该角色的一张手牌').set('ai',()=>{
return _status.event.bool;
}).set('bool',get.attitude(player,trigger.target)<=0);
}
else{
trigger.target.chooseCard('是否发动'+get.translation(player)+'的【恃宠】?','你可以选择一张手牌,并交给该角色').set('ai',card=>{
if(_status.event.goon) return 5-get.value(card);
return 0-get.value(card);
}).set('goon',get.attitude(trigger.target,player)>2);
}
'step 1'
if(result.bool){
if(!player.storage.jsrgshichong){
player.logSkill('jsrgshichong',trigger.target);
player.gainPlayerCard(trigger.target,'h',true);
}
else{
trigger.target.logSkill('jsrgshichong',player);
trigger.target.give(result.cards,player);
}
player.changeZhuanhuanji('jsrgshichong');
}
}
},
jsrglianzhu:{
audio:2,
enable:'phaseUse',
usable:1,
filterCard:{color:'black'},
position:'h',
filterTarget:lib.filter.notMe,
lose:false,
discard:false,
delay:false,
content:function(){
'step 0'
player.showCards(cards,get.translation(player)+'发动了【连诛】');
'step 1'
player.give(cards,target);
'step 2'
event.targets=game.filterPlayer(current=>{
return current.group==target.group&&current!=player;
}).sortBySeat();
game.delayx();
'step 3'
var target=targets.shift();
if(player.canUse('guohe',target)){
player.useCard({name:'guohe',isCard:true},target);
}
if(targets.length) event.redo();
},
ai:{
order:4,
result:{
target:function(player,target){
var targets=game.filterPlayer(current=>{
return current.group==target.group&&current!=player;
});
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
2023-07-14 15:04:55 +00:00
var eff=targets.reduce((p,c)=>{
2023-05-29 05:22:12 +00:00
return p+get.effect(c,{name:'guohe'},player,player);
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
2023-07-14 15:04:55 +00:00
})
if(ui.selected.cards.length) eff+=get.value(ui.selected.cards[0],target);
return eff;
2023-05-29 05:22:12 +00:00
}
}
}
},
//桥玄
jsrgjuezhi:{
audio:2,
trigger:{source:'damageBegin1'},
filter:function(event,player){
if(_status.currentPhase!=player||player.hasSkill('jsrgjuezhi_used',null,null,false)) return false;
return event.card&&event.getParent().type=='card'&&lib.skill.jsrgjuezhi.getNum(event.player,player)>0;
},
forced:true,
locked:false,
getNum:function(target,player){
return target.countCards('e',card=>{
var subtype=get.subtype(card);
return player.isDisabled(subtype);
})
},
group:'jsrgjuezhi_disable',
content:function(){
player.addTempSkill('jsrgjuezhi_used',['phaseZhunbeiAfter','phaseJudgeAfter','phaseDrawAfter','phaseUseAfter','phaseDiscardAfter','phaseJieshuAfter']);
trigger.num+=lib.skill.jsrgjuezhi.getNum(trigger.player,player);
},
subSkill:{
disable:{
audio:'jsrgjuezhi',
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
direct:true,
filter:function(event,player){
var evt=event.getl(player);
return evt&&evt.es&&evt.es.length>0;
},
content:function(){
'step 0'
event.cards=trigger.getl(player).es;
'step 1'
var card=cards.shift(),subtype=get.subtype(card);
event.subtype=subtype;
if(!player.isDisabled(subtype)){
player.chooseBool(get.prompt('jsrgjuezhi_disable'),'废除你的'+get.translation(subtype)+'栏').set('ai',()=>1);
}
else event._result={bool:false};
'step 2'
if(result.bool){
player.logSkill('jsrgjuezhi_disable');
var list=[];
if(event.subtype=='equip6') list.addArray(['3','4']);
else list.add(event.subtype);
for(var i of list) player.disableEquip(i);
}
if(cards.length>0) event.goto(1);
},
},
used:{charlotte:true}
}
},
jsrgjizhao:{
audio:2,
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('jsrgjizhao')).set('ai',target=>{
var player=_status.event.player;
if(player.countCards('j')) return player==target?10:0.1;
return 6-get.attitude(player,target);
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('jsrgjizhao',target);
target.chooseToUse({
filterCard:function(card,player,event){
if(get.itemtype(card)!='card'||get.position(card)!='h'&&get.position(card)!='s') return false;
return lib.filter.filterCard.apply(this,arguments);
},
prompt:'急召:使用一张手牌,否则'+get.translation(player)+'可以移动你区域里的一张牌',
addCount:false,
goon:target!=player||!player.countCards('j'),
ai1:function(card){
if(_status.event.goon) return get.order(card);
return 0;
}
});
}
'step 2'
if(result.bool){event.finish();return;}
var targets=game.filterPlayer(current=>{
if(current==target) return false;
var hs=target.getCards('h');
if(hs.length) return true;
var js=target.getCards('j');
for(var i=0;i<js.length;i++){
if(current.canAddJudge(js[i])) return true;
}
if(current.isMin()) return false;
var es=target.getCards('e');
for(var i=0;i<es.length;i++){
if(current.isEmpty(get.subtype(es[i]))) return true;
}
return false;
});
if(targets.length){
var next=player.chooseTarget(function(card,player,target){
return _status.event.targets.contains(target);
});
next.set('from',target);
next.set('targets',targets);
next.set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
var sgnatt=get.sgn(att);
var from=_status.event.from;
var es=from.getCards('e');
var i;
var att2=get.sgn(get.attitude(player,from));
for(i=0;i<es.length;i++){
if(sgnatt!=0&&att2!=0&&sgnatt!=att2&&
get.sgn(get.value(es[i],from))==-att2&&
get.sgn(get.effect(target,es[i],player,target))==sgnatt&&
target.isEmpty(get.subtype(es[i]))){
return Math.abs(att);
}
}
if(i==es.length&&(!from.countCards('j',function(card){
return target.canAddJudge(card);
})||att2<=0)){
if(from.countCards('h')>0) return att;
return 0;
}
return -att*att2;
});
next.set('targetprompt','移动目标');
next.set('prompt','急召:是否移动'+get.translation(target)+'的一张牌?');
}
else event.finish();
'step 3'
if(result.bool){
var target2=result.targets[0];
event.targets=[target,target2];
player.line2(event.targets,'green');
}
else{
event.finish();
}
'step 4'
game.delay();
'step 5'
if(targets.length==2){
player.choosePlayerCard('hej',true,function(button){
var player=_status.event.player;
var targets0=_status.event.targets0;
var targets1=_status.event.targets1;
if(get.attitude(player,targets0)>0&&get.attitude(player,targets1)<0){
if(get.position(button.link)=='j') return 12;
if(get.value(button.link,targets0)<0&&get.effect(targets1,button.link,player,targets1)>0) return 10;
return 0;
}
else{
if(get.position(button.link)=='j') return -10;
if(get.position(button.link)=='h') return 10;
return get.value(button.link)*get.effect(targets1,button.link,player,targets1);
}
},targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
var targets1=_status.event.targets1;
if(get.position(button.link)=='h'){
return true;
}
else if(get.position(button.link)=='j'){
return targets1.canAddJudge(button.link);
}
else{
return targets1.isEmpty(get.subtype(button.link));
}
});
}
else{
event.finish();
}
'step 6'
if(result.bool&&result.links.length){
var link=result.links[0];
if(get.position(link)=='h'){
event.targets[1].gain(link);
}
else if(get.position(link)=='e'){
event.targets[1].equip(link);
}
else if(link.viewAs){
event.targets[1].addJudge({name:link.viewAs},[link]);
}
else{
event.targets[1].addJudge(link);
}
event.targets[0].$give(link,event.targets[1],false);
game.log(event.targets[0],'的',get.position(link)=='h'?'一张手牌':link,'被移动给了',event.targets[1]);
game.delay();
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='delay'&&current<0){
if(target.countCards('j')) return;
return 'zerotarget';
}
},
},
}
},
//杨彪
jsrgzhaohan:{
audio:'zhaohan',
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
locked:false,
filter:function(event,player){
if(game.shuffleNumber==0) return player.isDamaged();
return true;
},
content:function(){
player[game.shuffleNumber>0?'loseHp':'recover']();
}
},
jsrgrangjie:{
audio:'rangjie',
trigger:{player:'damageEnd'},
filter:function(event,player){
return player.canMoveCard();
},
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
check:function(event,player){
return player.canMoveCard(true);
},
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content:function(){
'step 0'
event.num=trigger.num;
'step 1'
event.num--;
if(player.canMoveCard()) player.moveCard(true);
'step 2'
if(result.bool){
var card=result.card;
var suit=get.suit(card,false);
var cards=Array.from(ui.discardPile.childNodes);
var gains=[];
var history=game.getGlobalHistory('cardMove',evt=>{
if(evt.name=='lose') return evt.position==ui.discardPile;
return evt.name=='cardsDiscard';
});
for(var i=history.length-1;i>=0;i--){
var evt=history[i];
var cards2=evt.cards.filter(card=>{
return cards.contains(card)&&get.suit(card,false)==suit;
});
if(cards2.length){
gains.addArray(cards2);
cards.removeArray(cards2);
}
if(!cards.length) break;
}
if(gains.length){
player.chooseButton(['让节:是否获得一张'+get.translation(suit)+'牌?',gains]).set('ai',get.buttonValue);
}
else event._result={bool:false};
}
'step 3'
if(result.bool){
player.gain(result.links,'gain2');
}
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
'step 4'
if(event.num>0){
player.chooseBool(get.prompt2('jsrgrangjie')).set('ai',()=>_status.event.bool).set('bool',lib.skill.jsrgrangjie.check(trigger,player));
}
else event.finish();
'step 5'
if(result.bool){
player.logSkill('jsrgrangjie');
event.goto(1);
}
2023-05-29 05:22:12 +00:00
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
2023-07-16 10:03:51 +00:00
if(target._jsrgrangjie_aiChecking) return;
target._jsrgrangjie_aiChecking=true;
var moveCard=target.canMoveCard(true);
delete target._jsrgrangjie_aiChecking;
if(!moveCard||!target.hasFriend()) return;
2023-05-29 05:22:12 +00:00
var num=1;
if(get.attitude(player,target)>0){
if(player.needsToDiscard()){
num=0.5;
}
else{
num=0.3;
}
}
if(target.hp>=4) return [1,num*2];
if(target.hp==3) return [1,num*1.5];
if(target.hp==2) return [1,num*0.5];
}
},
},
},
},
jsrgyizheng:{
audio:'yizheng',
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.countCards('h')>player.countCards('h')&&player.canCompare(current);
});
},
filterTarget:function(card,player,current){
return current.countCards('h')>player.countCards('h')&&player.canCompare(current);
},
content:function(){
'step 0'
player.chooseToCompare(target);
'step 1'
if(result.bool){
target.skip('phaseDraw');
target.addTempSkill('yizheng2',{player:'phaseDrawSkipped'});
event.finish();
}
else{
target.chooseControl('1','2','cancel').set('prompt','是否对'+get.translation(player)+'造成至多2点伤害').set('ai',()=>{
return _status.event.choice;
}).set('choice',get.damageEffect(player,target,target)>0?(get.attitude(target,player)>0?0:1):'cancel2');
}
'step 2'
if(result.control!='cancel2'){
var num=result.index+1;
target.line(player);
player.damage(target,num);
}
},
ai:{
order:1,
result:{
target:function(player,target){
if(target.skipList.contains('phaseDraw')||target.hasSkill('pingkou')) return 0;
var hs=player.getCards('h').sort(function(a,b){
return b.number-a.number;
});
var ts=target.getCards('h').sort(function(a,b){
return b.number-a.number;
});
if(!hs.length||!ts.length) return 0;
if(hs[0].number>ts[0].number) return -1;
return 0;
},
},
},
},
//孔融
jsrglirang:{
audio:'splirang',
trigger:{global:'phaseDrawBegin'},
direct:true,
filter:function(event,player){
return event.player!=player&&!player.hasSkill('jsrglirang_used')&&player.countCards('he')>1;
},
content:function(){
'step 0'
player.chooseCard(get.prompt('jsrglirang',trigger.player),'你可以选择两张牌,将这些牌交给该角色。若如此做,你获得其本回合弃牌阶段弃置的所有牌。',2,'he').set('ai',card=>{
if(!_status.event.give) return 0;
var player=_status.event.player,target=_status.event.target;
return target.getUseValue(card)-player.getUseValue(card)+0.5;
}).set('give',get.attitude(player,trigger.player)>0).set('target',trigger.player);
'step 1'
if(result.bool){
player.logSkill('jsrglirang',trigger.player);
var cards=result.cards;
player.give(cards,trigger.player);
player.addTempSkill('jsrglirang_used','roundStart');
player.addTempSkill('jsrglirang_given');
player.markAuto('jsrglirang_used',[trigger.player]);
}
},
subSkill:{
used:{
charlotte:true,
onremove:true,
intro:{content:'本轮〖礼让〗目标:$'},
},
given:{
audio:'splirang',
trigger:{global:'phaseDiscardEnd'},
filter:function(event,player){
return event.player.hasHistory('lose',evt=>{
return evt.type=='discard'&&evt.getParent('phaseDiscard')==event&&evt.cards2.filterInD('d').length>0;
});
},
charlotte:true,
prompt2:function(event,player){
var cards=[];
event.player.getHistory('lose',evt=>{
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==event) cards.addArray(evt.cards2.filterInD('d'));
});
return '获得'+get.translation(cards);
},
content:function(){
var cards=[];
trigger.player.getHistory('lose',evt=>{
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==trigger) cards.addArray(evt.cards2.filterInD('d'));
});
player.gain(cards,'gain2');
}
}
}
},
jsrgzhengyi:{
audio:2,
trigger:{player:'damageBegin4'},
filter:function(event,player){
var list=player.getStorage('jsrglirang_used');
if(!list.length) return false;
return !player.getHistory('damage').length&&list[0].isIn();
},
direct:true,
content:function(){
'step 0'
var target=player.getStorage('jsrglirang_used')[0];
event.target=target;
target.chooseBool('是否对'+get.translation(player)+'发动【争义】?','将此'+(trigger.source?'来源为'+get.translation(trigger.source):'无来源')+'的'+trigger.num+'点伤害转移给你').set('ai',()=>{
return _status.event.bool;
}).set('bool',get.damageEffect(player,trigger.source,target)>get.damageEffect(target,trigger.source,target));
'step 1'
if(result.bool){
target.logSkill('jsrgzhengyi',player);
trigger.cancel();
target.damage(trigger.source,trigger.nature,trigger.num).set('card',trigger.card).set('cards',trigger.cards);
}
}
},
//朱儁
jsrgfendi:{
audio:2,
trigger:{player:'useCardToPlayered'},
filter:function(event,player){
return event.targets.length==1&&event.card.name=='sha'&&event.targets[0].countCards('h')>0;
},
usable:1,
logTarget:'target',
content:function(){
'step 0'
var target=trigger.target;
event.target=target;
player.choosePlayerCard(target,'h',true,[1,Infinity],'分敌:展示'+get.translation(target)+'的任意张手牌').set('ai',button=>{
if(_status.event.all) return 1;
if(ui.selected.buttons.length) return 0;
return Math.random();
}).set('all',!target.mayHaveShan()&&Math.random()<0.75).set('forceAuto',true);
'step 1'
if(result.bool){
var cards=result.cards;
target.showCards(cards,get.translation(player)+'对'+get.translation(target)+'发动了【分敌】');
target.addGaintag(cards,'jsrgfendi_tag');
target.addTempSkill('jsrgfendi_blocker');
player.addTempSkill('jsrgfendi_gain');
if(!trigger.card.storage) trigger.card.storage={};
trigger.card.storage.jsrgfendi=true;
player.storage.jsrgfendi_gain=target;
}
else player.storage.counttrigger.jsrgfendi--;
},
subSkill:{
blocker:{
trigger:{
player:['damageBefore','damageCancelled','damageZero'],
target:['shaMiss','useCardToExcluded','useCardToEnd'],
global:['useCardEnd'],
},
forced:true,
popup:false,
charlotte:true,
content:function(){
player.removeSkill('jsrgfendi_blocker');
},
mod:{
cardEnabled:function(card,player){
if(card.cards){
for(var i of card.cards){
if(!i.hasGaintag('jsrgfendi_tag')) return false;
}
}
else if(get.itemtype(card)=='card'){
if(!card.hasGaintag('jsrgfendi_tag')) return false;
}
},
cardRespondable:function(card,player){
return lib.skill.jsrgfendi.cardEnabled.apply(this,arguments);
},
cardSavable:function(card,player){
return lib.skill.jsrgfendi.cardEnabled.apply(this,arguments);
},
},
},
gain:{
trigger:{global:'damageSource'},
charlotte:true,
forced:true,
direct:true,
onremove:true,
filter:function(event,player){
var target=player.storage.jsrgfendi_gain;
return event.card&&event.card.storage&&event.card.storage.jsrgfendi&&target&&target.isIn()&&target.hasCard(card=>{
return card.hasGaintag('jsrgfendi_tag');
},'h');
},
content:function(){
player.logSkill('jsrgfendi_gain',player.storage.jsrgfendi_gain);
player.gain(player.storage.jsrgfendi_gain.getCards('h',card=>{
return card.hasGaintag('jsrgfendi_tag');
}),'give');
}
}
}
},
jsrgjuxiang:{
audio:2,
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
filter:function(event,player){
var evt=event.getParent('phaseDraw');
if(evt&&evt.name=='phaseDraw') return false;
var hs=player.getCards('h');
var cards=event.getg(player).filter(i=>hs.contains(i));
if(!cards.length) return false;
for(var card of cards){
if(!lib.filter.cardDiscardable(card,player,'jsrgjuxiang')) return false;
}
return true;
},
check:function(event,player){
var target=_status.currentPhase;
if(!target||get.attitude(player,target)<=0) return false;
var evt=event.getParent('phaseDiscard'),evt2=event.getParent('phaseJieshu');
if(evt&&evt.name=='phaseDiscard'||evt2&&evt.name=='phaseJieshu') return false;
if(target.getCardUsable({name:'sha'})>=target.countCards('hs','sha')) return false;
if(!target.hasValueTarget({name:'sha'})) return false;
var hs=player.getCards('h');
var cards=event.getg(player).filter(i=>hs.contains(i));
var val=0;
for(var i of cards) val+=get.value(i);
if(val<10) return true;
return false;
},
prompt2:function(event,player){
var hs=player.getCards('h');
var cards=event.getg(player).filter(i=>hs.contains(i));
var target=_status.currentPhase;
var str='弃置'+get.translation(cards);
if(target&&target.isIn()){
var list=[];
for(var card of cards){
list.add(get.suit(card,player));
}
var num=list.length;
str+=',然后令'+get.translation(target)+'于此回合额定的出牌阶段内使用【杀】的次数上限+'+num;
}
return str;
},
content:function(){
'step 0'
var hs=player.getCards('h');
var cards=trigger.getg(player).filter(i=>hs.contains(i));
var list=[];
for(var card of cards){
list.add(get.suit(card,player));
}
event.num=list.length;
player.discard(cards);
'step 1'
var target=_status.currentPhase;
if(target&&target.isIn()){
target.addTempSkill('jsrgjuxiang_sha');
target.addMark('jsrgjuxiang_sha',num,false);
var evt=trigger.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'&&!evt.skill){
evt.player.addTempSkill('jsrgjuxiang_buff','phaseUseAfter');
evt.player.addMark('jsrgjuxiang_buff',num,false);
}
}
},
subSkill:{
sha:{
trigger:{global:'phaseUseBegin'},
filter:function(event,player){
return !event.skill;
},
silent:true,
charlotte:true,
forced:true,
onremove:true,
content:function(){
trigger.player.addTempSkill('jsrgjuxiang_buff','phaseUseAfter');
trigger.player.addMark('jsrgjuxiang_buff',player.countMark('jsrgjuxiang_sha'),false);
}
},
buff:{
charlotte:true,
intro:{content:'使用【杀】的次数上限+#'},
onremove:true,
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+player.countMark('jsrgjuxiang_buff');
},
}
}
}
},
//刘备
jsrgjishan:{
audio:2,
trigger:{global:'damageBegin4'},
usable:1,
filter:function(event,player){
return player.hp>0;
},
logTarget:'player',
onremove:true,
prompt2:'失去1点体力并防止此伤害然后你与其各摸一张牌',
check:function(event,player){
return get.damageEffect(event.player,event.source,player,event.nature)*Math.sqrt(event.num)<=get.effect(player,{name:'losehp'},player,player);
},
group:'jsrgjishan_recover',
content:function(){
'step 0'
trigger.cancel();
player.loseHp();
player.markAuto('jsrgjishan',[trigger.player]);
'step 1'
if(player.isIn()&&trigger.player.isIn()){
var targets=[player,trigger.player];
targets.sortBySeat(_status.currentPhase);
targets[0].draw('nodelay');
targets[1].draw();
}
},
intro:{content:'已帮助$抵挡过伤害'},
ai:{expose:0.2},
subSkill:{
recover:{
audio:'jsrgjishan',
trigger:{source:'damageSource'},
filter:function(event,player){
return game.hasPlayer(current=>{
return current.isMinHp()&&player.getStorage('jsrgjishan').contains(current);
});
},
usable:1,
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('jsrgjishan_recover'),'令一名体力值最小且你对其发动过〖积善①〗的角色回复1点体力',(card,player,target)=>{
return target.isMinHp()&&player.getStorage('jsrgjishan').contains(target);
}).set('ai',target=>{
return get.recoverEffect(target,_status.event.player,_status.event.player);
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('jsrgjishan_recover',target);
target.recover();
}
else player.storage.counttrigger.jsrgjishan_recover--;
}
}
}
},
jsrgzhenqiao:{
audio:2,
trigger:{player:'useCardToTargeted'},
forced:true,
shaRelated:true,
filter:function(event,player){
return event.isFirstTarget&&event.card.name=='sha'&&!player.getEquip(1)&&!player.isDisabled(1);
},
content:function(){
trigger.getParent().targets=trigger.getParent().targets.concat(trigger.targets);
trigger.getParent().triggeredTargets4=trigger.getParent().triggeredTargets4.concat(trigger.targets);
},
ai:{
effect:{
target:function(card,player,target){
if(player._jsrgzhenqiao_aiChecking) return;
if(target==player&&get.subtype(card)=='equip1'&&!player.getEquip(1)){
player._jsrgzhenqiao_aiChecking=true;
var eff=get.effect(target,card,player,player);
delete player._jsrgzhenqiao_aiChecking;
if(eff<3) return 'zerotarget';
}
}
}
},
mod:{
attackRange:function(player,num){
return num+1;
},
}
},
//王允
jsrgshelun:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.hasPlayer(current=>player.inRange(current));
},
filterTarget:function(card,player,target){
return player.inRange(target);
},
content:function(){
var num=player.countCards('h');
var targets=game.filterPlayer(current=>{
return current.countCards('h')<=num&&current!=target;
});
player.chooseToDebate(targets).set('callback',function(){
var result=event.debateResult;
if(result.bool&&result.opinion){
var opinion=result.opinion;
var target=event.getParent(2).target;
if(opinion=='red') player.discardPlayerCard(target,'he',true);
else target.damage();
}
}).set('ai',card=>{
var player=_status.event.player;
var color=(player==_status.event.source||get.damageEffect(_status.event.getParent(2).target,player,player)>0)?'black':'red';
var val=5-get.value(card);
if(get.color(card)==color) val+=10;
return val;
}).set('aiCard',target=>{
var color=(target==_status.event.source||get.damageEffect(_status.event.getParent(2).target,target,target)>0)?'black':'red';
var hs=target.getCards('h',{color:color});
if(!hs.length) hs=target.getCards('h');
return {bool:true,cards:[hs.randomGet()]};
}).set('target',target);
},
ai:{
order:8,
expose:0.2,
result:{target:-1},
}
},
jsrgfayi:{
audio:2,
trigger:{global:'chooseToDebateAfter'},
filter:function(event,player){
if(!event.targets.contains(player)) return false;
if(event.red.map(i=>i[0]).contains(player)) return event.black.length;
if(event.black.map(i=>i[0]).contains(player)) return event.red.length;
return false;
},
direct:true,
content:function(){
'step 0'
var targets=[];
if(trigger.red.map(i=>i[0]).contains(player)) targets=trigger.black;
if(trigger.black.map(i=>i[0]).contains(player)) targets=trigger.red;
player.chooseTarget(get.prompt('jsrgfayi'),'对一名与你意见不同的角色造成1点伤害',(card,player,target)=>{
return _status.event.targets.contains(target);
}).set('targets',targets.map(i=>i[0])).set('ai',target=>{
var player=_status.event.player;
return get.damageEffect(target,player,player);
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('jsrgfayi',target);
target.damage();
}
}
},
jsrgtushe:{
audio:'xinfu_tushe',
trigger:{
player:'useCardToPlayered',
},
filter:function (event,player){
if(get.type(event.card)=='equip') return false;
if(event.getParent().triggeredTargets3.length>1) return false;
return event.targets.length>0;
},
check:function(event,player){
return !player.countCards('h',{type:'basic'});
},
content:function (){
'step 0'
player.showHandcards();
'step 1'
if(player.countCards('h',{type:'basic'})) event.finish();
else player.chooseBool('图射:是否摸'+get.cnNumber(trigger.targets.length)+'张牌?').set('ai',()=>1);
'step 2'
if(result.bool){
player.draw(trigger.targets.length);
}
},
ai:{
presha:true,
pretao:true,
threaten:1.8,
},
},
jsrgtongjue:{
audio:2,
enable:'phaseUse',
usable:1,
zhuSkill:true,
filter:function(event,player){
return player.hasZhuSkill('jsrgtongjue')&&game.hasPlayer(current=>current!=player&&current.group=='qun');
},
filterCard:true,
selectCard:[1,Infinity],
filterTarget:function(card,player,target){
return target!=player&&target.group=='qun';
},
selectTarget:[1,Infinity],
filterOk:function(){
return ui.selected.cards.length==ui.selected.targets.length;
},
check:function(card){
var player=_status.event.player;
if(player.hasCard(card=>{
return player.hasValueTarget(card);
},'hs')){
return 3-player.getUseValue(card);
}
return 3-get.value(card);
},
multiline:true,
multitarget:true,
delay:false,
discard:false,
lose:false,
content:function(){
'step 0'
var list=[];
for(var i=0;i<targets.length;i++){
var target=targets[i];
var card=cards[i];
list.push([target,card]);
}
game.loseAsync({
gain_list:list,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
'step 1'
player.addTempSkill('jsrgtongjue_blocker');
player.markAuto('jsrgtongjue_blocker',targets)
},
ai:{
order:5,
result:{
target:1,
}
},
subSkill:{
blocker:{
charlotte:true,
onremove:true,
mod:{
playerEnabled:function(card,player,target){
if(player.getStorage('jsrgtongjue_blocker').contains(target)) return false;
},
},
mark:true,
intro:{content:'$已经立牧自居,不可接近'},
}
}
},
//404曹操
jsrgzhenglve:{
audio:2,
trigger:{global:'phaseEnd'},
filter:function(event,player){
var zhu=get.zhu(player)||game.findPlayer(current=>current.getSeatNum()==1);
return event.player==zhu;
},
locked:false,
group:'jsrgzhenglve_damage',
prompt2:function(event,player){
var num=Math.min(event.player.getHistory('sourceDamage').length>0?1:2,game.countPlayer(current=>{
return !current.hasMark('jsrgzhenglve_mark');
}));
if(num==0) return '你可以摸一张牌';
return '你可以摸一张牌并令'+get.cnNumber(num)+'名角色获得“猎”标记';
},
content:function(){
'step 0'
player.draw();
'step 1'
var damaged=trigger.player.getHistory('sourceDamage').length>0;
var num=damaged?1:2;
var targets=game.filterPlayer(current=>{
return !current.hasMark('jsrgzhenglve_mark');
});
if(!targets.length) event.finish();
2023-05-29 05:22:12 +00:00
else if(targets.length<=num) event._result={bool:true,targets:targets};
else player.chooseTarget('令'+get.cnNumber(num)+'名角色获得“猎”标记',true,num,(card,player,target)=>{
return !target.hasMark('jsrgzhenglve_mark');
}).set('ai',target=>{
var att=get.attitude(_status.event.player,target);
return 100-att;
});
'step 2'
if(result.bool){
var targets=result.targets;
player.line(targets);
targets.forEach(i=>i.addMark('jsrgzhenglve_mark',1));
}
},
mod:{
cardUsableTarget:function(card,player,target){
if(target.hasMark('jsrgzhenglve_mark')) return true;
},
targetInRange:function(card,player,target){
if(target.hasMark('jsrgzhenglve_mark')) return true;
},
},
subSkill:{
damage:{
audio:'jsrgzhenglve',
trigger:{source:'damageSource'},
usable:1,
filter:function(event,player){
return event.player.hasMark('jsrgzhenglve_mark');
},
prompt2:function(event,player){
var cards=event.cards||[];
return '摸一张牌'+(cards.filterInD().length?'并获得'+get.translation(event.cards.filterInD()):'');
},
content:function(){
'step 0'
player.draw();
var cards=trigger.cards;
if(cards&&cards.filterInD().length){
player.gain(cards.filterInD(),'gain2');
}
}
},
mark:{
marktext:'猎',
intro:{
name:'猎(政略)',
name2:'猎',
markcount:()=>0,
content:'已拥有“猎”标记',
}
}
}
},
jsrghuilie:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
juexingji:true,
forced:true,
skillAnimation:true,
animationColor:'thunder',
derivation:['jsrgpingrong','feiying'],
filter:function(event,player){
return game.countPlayer(current=>current.hasMark('jsrgzhenglve_mark'))>2;
},
content:function(){
'step 0'
player.awakenSkill('jsrghuilie');
player.loseMaxHp();
'step 1'
player.addSkillLog('jsrgpingrong');
player.addSkillLog('feiying');
}
},
jsrgpingrong:{
audio:2,
trigger:{global:'phaseEnd'},
filter:function(event,player){
return !player.hasSkill('jsrgpingrong_used')&&game.hasPlayer(current=>current.hasMark('jsrgzhenglve_mark'));
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('jsrghuilie'),'移去一名角色的“猎”然后你执行一个额外回合。若你在此额外回合内未造成伤害则你失去1点体力。',(card,player,target)=>{
return target.hasMark('jsrgzhenglve_mark');
}).set('ai',target=>{
return get.attitude(_status.event.player,target);
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('jsrgpingrong',target);
player.addTempSkill('jsrgpingrong_used','roundStart');
target.removeMark('jsrgzhenglve_mark',target.countMark('jsrgzhenglve_mark'));
player.insertPhase();
player.addSkill('jsrgpingrong_check');
}
},
subSkill:{
used:{charlotte:true},
check:{
audio:'jsrgpingrong',
trigger:{player:'phaseAfter'},
charlotte:true,
forced:true,
filter:function(event,player){
return event.skill=='jsrgpingrong'&&!player.getHistory('sourceDamage').length;
},
content:function(){
player.loseHp();
}
}
}
},
//南华老仙
jsrgshoushu:{
audio:2,
forced:true,
trigger:{global:'roundStart'},
filter:function(event,player){
return !game.hasPlayer(function(current){
return current.countCards('hejsx','taipingyaoshu');
})&&!Array.from(ui.cardPile.childNodes).concat(Array.from(ui.discardPile.childNodes))
.concat(Array.from(ui.ordering.childNodes)).map(i=>i.name).contains('taipingyaoshu');
},
direct:true,
group:'jsrgshoushu_destroy',
content:function(){
'step 0'
player.chooseTarget(get.prompt('jsrgshoushu'),'将【太平要术】置入一名角色的装备区',(card,player,target)=>{
var card={name:'taipingyaoshu'};
return target.canEquip(card,true);
}).set('ai',target=>{
return target.getUseValue({name:'taipingyaoshu'})*get.attitude(_status.event.player,target);
})
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('jsrgshoushu',target);
if(!lib.inpile.contains('taipingyaoshu')){
lib.inpile.push('taipingyaoshu');
}
event.card=game.createCard2('taipingyaoshu','heart',3);
}
else event.finish();
'step 2'
if(card) target.equip(card);
},
subSkill:{
destroy:{
audio:'jsrgshoushu',
trigger:{
global:['loseEnd','equipEnd','addJudgeEnd','gainEnd','loseAsyncEnd','addToExpansionEnd'],
},
forced:true,
filter:function(event,player){
return game.hasPlayer(current=>{
var evt=event.getl(current);
if(evt&&evt.es) return evt.es.some(i=>i.name=='taipingyaoshu');
return false;
});
},
content:function(){
var cards=[];
game.countPlayer(current=>{
var evt=trigger.getl(current);
if(evt&&evt.es) return cards.addArray(evt.es.filter(i=>i.name=='taipingyaoshu'));
});
game.cardsGotoSpecial(cards);
game.log(cards,'被销毁了');
}
}
}
},
jsrgxundao:{
audio:2,
trigger:{player:'judge'},
filter:function(event,player){
return game.hasPlayer(current=>current.countCards('he'));
},
direct:true,
content:function(){
'step 0'
var prompt2=get.translation(player)+'(你)的'+(trigger.judgestr||'')+'判定为'+
get.translation(player.judging[0])+''+'是否令至多两名角色依次弃置一张牌,然后选择其中一张作为新判定牌?';
player.chooseTarget(get.prompt('jsrgxundao'),prompt2,[1,2],(card,player,target)=>{
return target.countCards('he');
}).set('ai',target=>{
var player=_status.event.player;
if(!_status.event.todiscard) return 0;
if(_status.event.todiscard!='all'){
if(target==_status.event.todiscard) return 100;
}
return get.effect(target,{name:'guohe_copy2'},player,player)/2;
}).set('todiscard',function(){
if(trigger.judgestr=='闪电'&&get.damageEffect(player,null,player,'thunder')>=0) return 'all';
var friends=game.filterPlayer(i=>get.attitude(i,player)>0);
for(var friend of friends){
var cardsx=friend.getCards('he',card=>trigger.judge(card)>0);
cardsx.sort((a,b)=>{
return get.value(a)-get.value(b);
});
if(cardsx.length){
var card=cardsx[0];
if(trigger.judge(player.judging[0])>=0){
if(get.value(card)>4) return false;
}
return get.owner(card);
}
}
return 'all';
}())
'step 1'
if(result.bool){
var targets=result.targets;
targets.sortBySeat(_status.currentPhase);
event.targets=targets;
player.logSkill('jsrgxundao',targets);
event.cards=[];
}
else event.finish();
'step 2'
var target=targets.shift();
target.chooseToDiscard('寻道:请弃置一张牌'+(target==player?'':',可能被作为新判定牌'),'he',true).set('ai',target=>{
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 0.1;
if(attitude>0){
return result+0.01;
}
else{
return 0.01-result;
}
});
'step 3'
if(result.bool){
event.cards.addArray(result.cards);
}
if(targets.length) event.goto(2);
'step 4'
var cards=event.cards.filterInD('d');
if(cards.length){
player.chooseButton(['寻道:选择一张作为新判定牌',cards],true).set('ai',button=>{
return trigger.judge(button.link);
});
}
else event.finish();
'step 5'
if(result.bool){
var card=result.links[0];
event.card=card;
game.cardsGotoOrdering(card).relatedEvent=trigger;
}
else event.finish();
'step 6'
if(player.judging[0].clone){
game.broadcastAll(function(card,card2,player){
if(card.clone){
card.clone.classList.remove('thrownhighlight');
}
var node=player.$throwordered(card2.copy(),true);
node.classList.add('thrownhighlight');
ui.arena.classList.add('thrownhighlight');
},player.judging[0],card,player);
game.addVideo('deletenode',player,get.cardsInfo([player.judging[0].clone]));
}
game.cardsDiscard(player.judging[0]);
player.judging[0]=card;
trigger.orderingCards.add(card);
game.log(player,'的判定牌改为',card);
game.delay(2);
},
ai:{
rejudge:true,
tag:{
rejudge:1,
}
}
},
jsrglinghua:{
audio:2,
trigger:{
player:['phaseZhunbeiBegin','phaseJieshuBegin'],
},
prompt2:function(event,player){
var zhunbei=event.name=='phaseZhunbei';
return '进行目标为你'+(zhunbei?'':'且效果反转')+'的【闪电】判定。若你未因此受到伤害,你可以'+(zhunbei?'令一名角色回复1点体力':'对一名角色造成1点雷电伤害');
},
check:function(event,player){
var e2=player.getEquip(2);
if(e2&&e2.name=='taipingyaoshu') return true;
if(event.name=='phaseZhunbei'&&game.hasPlayer(current=>{
return get.recoverEffect(current,player,player)>=0;
})) return true;
if(event.name=='phaseJieshu'&&game.hasPlayer(current=>{
return get.damageEffect(current,player,player,'thunder')>=0;
})&&player.hasSkillTag('rejudge')&&player.hasCard(card=>{
return lib.card.shandian.judge(card)<0;
},'he')) return true;
return false;
},
content:function(){
'step 0'
var judge=trigger.name=='phaseZhunbei'?lib.card.shandian.judge:function(card){
if(get.suit(card)!='spade'||get.number(card)<=1||get.number(card)>=10) return -5;
return 1;
}
player.judge(judge,get.translation('shandian')).set('judge2',lib.card.shandian.judge2);
game.delayx(1.5);
'step 1'
var name='shandian';
if(event.cancelled&&!event.direct){
if(lib.card[name].cancel){
var next=game.createEvent(name+'Cancel');
next.setContent(lib.card[name].cancel);
next.cards=[];
next.card=get.autoViewAs({name:name});
next.player=player;
}
}
else{
var next=game.createEvent(name);
next.setContent(function(){
if(result.bool==false){
player.damage(3,'thunder','nosource');
}
});
next._result=result;
next.cards=[];
next.card=get.autoViewAs({name:name});
next.player=player;
}
'step 2'
if(!player.hasHistory('damage',evt=>{
return evt.card&&evt.card.name=='shandian'&&evt.getParent(2)==event;
})){
if(trigger.name=='phaseZhunbei'){
player.chooseTarget('灵化是否令一名角色回复1点体力').set('ai',target=>{
var player=_status.event.player;
return get.recoverEffect(target,player,player);
});
}
else{
player.chooseTarget('灵化是否对一名角色造成1点雷电伤害').set('ai',target=>{
var player=_status.event.player;
return get.damageEffect(target,player,player,'thunder');
});
}
}
else event.finish();
'step 3'
if(result.bool){
var target=result.targets[0];
player.line(target);
if(trigger.name=='phaseZhunbei') target.recover();
else target.damage('thunder');
}
},
ai:{
threaten:2.8
}
},
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//官盗S特015神马超
psshouli:{
audio:'shouli',
enable:['chooseToUse','chooseToRespond'],
hiddenCard:function(player,name){
if(player!=_status.currentPhase&&(name=='sha'||name=='shan')) return true;
},
filter:function(event,player){
if(event.responded||event.psshouli||event.type=='wuxie') return false;
if(game.hasPlayer(function(current){
return current.getEquip(4);
})&&event.filterCard({
name:'sha',
storage:{psshouli:true},
},player,event)) return true;
if(game.hasPlayer(function(current){
return current.getEquip(3);
})&&event.filterCard({
name:'shan',
storage:{psshouli:true},
},player,event)) return true;
return false;
},
delay:false,
locked:true,
filterTarget:function(card,player,target){
var event=_status.event,evt=event;
if(event._backup) evt=event._backup;
var equip3=target.getEquip(3);
var equip4=target.getEquip(4);
if(equip3&&evt.filterCard(get.autoViewAs({
name:'shan',
storage:{psshouli:true},
},[equip3]),player,event)) return true;
var sha=get.autoViewAs({
name:'sha',
storage:{psshouli:true},
},[equip4]);
if(equip4&&evt.filterCard(sha,player,event)){
if(!evt.filterTarget) return true;
return game.hasPlayer(function(current){
return evt.filterTarget(sha,player,current);
})
};
return false;
},
prompt:'将场上的一张坐骑牌当做【杀】或【闪】使用或打出',
content:function(){
'step 0'
var evt=event.getParent(2);
evt.set('psshouli',true);
var list=[];
var equip3=target.getEquip(3);
var equip4=target.getEquip(4);
var backupx=_status.event;
_status.event=evt;
try{
if(equip3){
var shan=get.autoViewAs({
name:'shan',
storage:{psshouli:true},
},[equip3]);
if(evt.filterCard(shan,player,event)) list.push('shan');
}
if(equip4){
var sha=get.autoViewAs({
name:'sha',
storage:{psshouli:true},
},[equip4]);
if(evt.filterCard(sha,player,evt)&&(!evt.filterTarget||game.hasPlayer(function(current){
return evt.filterTarget(sha,player,current);
}))) list.push('sha');
};
}catch(e){game.print(e)};
_status.event=backupx;
if(list.length==1) event._result={
bool:true,
links:[list[0]=='shan'?equip3:equip4],
}
else player.choosePlayerCard(true,target,'e').set('filterButton',function(button){
var type=get.subtype(button.link);
return type=='equip3'||type=='equip4';
});
'step 1'
var evt=event.getParent(2);
if(result.bool&&result.links&&result.links.length){
var name=get.subtype(result.links[0])=='equip3'?'shan':'sha';
if(evt.name=='chooseToUse'){
game.broadcastAll(function(result,name){
lib.skill.psshouli_backup.viewAs={
name:name,
cards:[result],
storage:{psshouli:true},
};
lib.skill.psshouli_backup.prompt=('选择'+get.translation(name)+''+get.translation(result)+')的目标');
},result.links[0],name);
evt.set('_backupevent','psshouli_backup');
evt.backup('psshouli_backup');
evt.set('openskilldialog','选择'+get.translation(name)+''+get.translation(result.links[0])+')的目标');
evt.set('norestore',true);
evt.set('custom',{
add:{},
replace:{window:function(){}}
});
}
else{
delete evt.result.skill;
delete evt.result.used;
evt.result.card=get.autoViewAs({
name:name,
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cards:[result.links[0]],
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storage:{psshouli:true},
},result.links);
evt.result.cards=[result.links[0]];
target.$give(result.links[0],player,false);
if(player!=target) target.addTempSkill('fengyin');
target.addTempSkill('psshouli_thunder');
player.addTempSkill('psshouli_thunder');
evt.redo();
return;
}
}
evt.goto(0);
},
ai:{
respondSha:true,
respondShan:true,
skillTagFilter:function(player,tag){
var subtype=(tag=='respondSha'?'equip4':'equip3');
return game.hasPlayer(function(current){
return current.getEquip(subtype);
});
},
order:2,
result:{
player:function(player,target){
var att=Math.max(8,get.attitude(player,target));
if(_status.event.type!='phase') return 9-att;
if(!player.hasValueTarget({name:'sha'})) return 0;
return 9-att;
},
},
},
group:'psshouli_init',
subSkill:{
thunder:{
charlotte:true,
trigger:{player:'damageBegin1'},
forced:true,
mark:true,
content:function(){
trigger.num++;
trigger.nature='thunder';
},
marktext:'⚡',
intro:{
content:'受到的伤害+1且改为雷属性',
},
},
init:{
audio:'shouli',
trigger:{
global:'phaseBefore',
player:'enterGame',
},
forced:true,
filter:function(event,player){
return event.name!='phase'||game.phaseNumber==0;
},
logTarget:()=>game.filterPlayer(),
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equips:[
['heart',5,'chitu'],
['diamond',13,'zixin'],
['spade',5,'jueying'],
['diamond',13,'hualiu'],
['club',5,'dilu'],
['spade',13,'dawan'],
['heart',13,'zhuahuang'],
['heart',3,'jingfanma']
],
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content:function(){
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'step 0'
event.targets=game.filterPlayer().sortBySeat(_status.firstAct2||game.zhong||game.zhu||_status.firstAct||player);
event.target=event.targets.shift();
game.delayx();
'step 1'
player.line(target,'green');
target.chooseToUse('狩骊:使用一张坐骑牌并摸一张牌,或使用一张坐骑牌指示物',function(card,player,event){
if(get.subtype(card)!='equip3'&&get.subtype(card)!='equip4'&&get.subtype(card)!='equip6') return false;
return lib.filter.filterCard.apply(this,arguments);
}).set('ai',()=>1);
'step 2'
if(result.bool) target.draw();
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else{
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var cardx=lib.skill.psshouli_init.equips.randomRemove();
if(!cardx) return;
cardx={
suit:cardx[0],
number:cardx[1],
name:cardx[2],
}
var card=game.createCard(cardx);
if(!_status.psshouli_equips) _status.psshouli_equips=[];
_status.psshouli_equips.push(card.cardid);
if(card){
target.chooseUseTarget(card,true,'nopopup','noanimate');
player.addSkill('psshouli_remove');
}
}
'step 3'
event.target=event.targets.shift();
if(event.target){
event.goto(1);
}
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},
},
remove:{
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trigger:{
global:['loseAfter','loseAsyncAfter','cardsDiscardAfter','equipAfter'],
},
forced:true,
charlotte:true,
popup:false,
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firstDo:true,
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forceDie:true,
filter:function(event,player){
if(!_status.psshouli_equips||!_status.psshouli_equips.length) return false;
var cards=event.getd();
return cards.filter(i=>_status.psshouli_equips.contains(i.cardid)).length;
},
content:function(){
var cards=trigger.getd(),remove=[];
for(var card of cards){
if(_status.psshouli_equips.contains(card.cardid)){
_status.psshouli_equips.remove(card.cardid);
remove.push(card);
}
}
if(remove.length){
game.cardsGotoSpecial(remove);
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lib.skill.psshouli_init.equips.addArray(remove.map(i=>[i.suit,i.number,i.name]));
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game.log('坐骑指示物',remove,'被移出了游戏');
}
},
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}
},
},
psshouli_backup:{
sourceSkill:'psshouli',
precontent:function(){
'step 0'
delete event.result.skill;
event.result._apply_args={'throw':false};
var cards=event.result.card.cards;
event.result.cards=cards;
var owner=get.owner(cards[0]);
event.target=owner;
owner.$throw(cards[0]);
player.popup(event.result.card.name,'metal');
game.delayx();
event.getParent().addCount=false;
'step 1'
if(player!=target) target.addTempSkill('fengyin');
target.addTempSkill('psshouli_thunder');
player.addTempSkill('psshouli_thunder');
},
filterCard:function(){return false},
prompt:'请选择【杀】的目标',
selectCard:-1,
},
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pshengwu:{
audio:'hengwu',
trigger:{player:['useCard','respond']},
direct:true,
filter:function(event,player){
return game.hasPlayer(i=>i.countCards('ej',cardx=>get.type(cardx)=='equip'&&get.suit(event.card)==get.suit(cardx)));
},
content:function(){
'step 0'
var suit=get.suit(trigger.card);
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var prompt2='弃置任意张'+get.translation(suit)+'手牌然后摸X张牌X为你弃置的牌数+'+game.filterPlayer().map(i=>i.countCards('ej',cardx=>get.type(cardx)=='equip'&&get.suit(trigger.card)==get.suit(cardx))).reduce((p,c)=>p+c)+'';
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player.chooseToDiscard('h',[1,player.countCards('h',{suit:suit})],{suit:suit}).set('prompt',get.prompt('pshengwu')).set('prompt2',prompt2).set('ai',card=>{
var player=_status.event.player;
if(_status.event.goon) return 12-get.value(card);
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if(player.countCards('h')>50) return 0;
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if(player==_status.currentPhase){
if(['shan','caochuan','tao','wuxie'].contains(card.name)) return 8-get.value(card);
return 6-get.value(card);
}
return 5.5-get.value(card);
}).set('goon',player.countCards('h',{suit:suit})==1).set('logSkill','pshengwu');
'step 1'
if(result.bool){
var num=result.cards.length;
player.draw(num+game.filterPlayer().map(i=>i.countCards('ej',cardx=>get.type(cardx)=='equip'&&get.suit(trigger.card)==get.suit(cardx))).reduce((p,c)=>p+c));
}
},
ai:{
threaten:100,
reverseEquip:true,
}
},
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//战役篇田丰
gzsuishi:{
audio:'suishi',
preHidden:['gzsuishi2'],
trigger:{global:'dying'},
forced:true,
//priority:6.5,
check:function(){
return false;
},
filter:function(event,player){
return event.player!=player&&event.parent.name=='damage'&&event.parent.source&&event.parent.source.isFriendOf(player);
},
content:function(){
player.draw();
},
group:'gzsuishi2'
},
gzsuishi2:{
audio:'suishi',
trigger:{global:'dieAfter'},
forced:true,
check:function(){return false},
filter:function(event,player){
return event.player.isFriendOf(player);
},
content:function(){
player.loseHp();
}
},
//战役篇孔融
zymingshi:{
audio:'mingshi',
forced:true,
trigger:{target:'useCardToTargeted'},
filter:function(event,player){
if(!player.isEmpty(2)) return false;
if(event.card.name!='sha') return false;
return event.nature;
},
content:function(){
trigger.cancel();
}
},
//战役篇蒋钦
zyshangyi:{
audio:'shangyi',
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
'step 0'
target.viewHandcards(player);
'step 1'
if(!target.countCards('h')) event.finish();
else player.chooseCardButton(target,target.getCards('h'));
'step 2'
if(result.bool){
target.discard(result.links[0]);
}
},
ai:{
order:11,
result:{
target:function(player,target){
return -target.countCards('h');
}
},
threaten:1.1
},
},
//官盗K系列杜预
pkwuku:{
audio:'spwuku',
trigger:{global:'useCard'},
forced:true,
preHidden:true,
filter:function(event,player){
if(get.type(event.card)!='equip') return false;
var gz=get.mode()=='guozhan';
if(gz&&event.player.isFriendOf(player)) return false;
return player.countMark('pkwuku')<(gz?2:3);
},
content:function(){
player.addMark('pkwuku',1);
},
marktext:'库',
intro:{
content:'mark',
},
ai:{
combo:'pksanchen',
threaten:3.6,
},
},
pksanchen:{
audio:'spsanchen',
trigger:{player:'phaseJieshuBegin'},
forced:true,
juexingji:true,
skillAnimation:true,
animationColor:'gray',
filter:function(event,player){
return player.countMark('pkwuku')>2;
},
content:function(){
player.awakenSkill('pksanchen');
player.gainMaxHp();
player.recover();
player.addSkillLog('pkmiewu');
},
ai:{
combo:'wuku',
},
derivation:'pkmiewu',
},
pkmiewu:{
audio:'spmiewu',
enable:['chooseToUse','chooseToRespond'],
filter:function(event,player){
if(!player.countMark('pkwuku')||player.hasSkill('pkmiewu2')) return false;
for(var i of lib.inpile){
var type=get.type(i);
if((type=='basic'||type=='trick')&&event.filterCard({name:i},player,event)) return true;
}
return false;
},
chooseButton:{
dialog:function(event,player){
var list=[];
for(var i=0;i<lib.inpile.length;i++){
var name=lib.inpile[i];
if(name=='sha'){
if(event.filterCard({name:name},player,event)) list.push(['基本','','sha']);
for(var j of lib.inpile_nature){
if(event.filterCard({name:name,nature:j},player,event)) list.push(['基本','','sha',j]);
}
}
else if(get.type(name)=='trick'&&event.filterCard({name:name},player,event)) list.push(['锦囊','',name]);
else if(get.type(name)=='basic'&&event.filterCard({name:name},player,event)) list.push(['基本','',name]);
}
return ui.create.dialog('灭吴',[list,'vcard']);
},
filter:function(button,player){
return _status.event.getParent().filterCard({name:button.link[2]},player,_status.event.getParent());
},
check:function(button){
if(_status.event.getParent().type!='phase') return 1;
var player=_status.event.player;
if(['wugu','zhulu_card','yiyi','lulitongxin','lianjunshengyan','diaohulishan'].contains(button.link[2])) return 0;
return player.getUseValue({
name:button.link[2],
nature:button.link[3],
});
},
backup:function(links,player){
return {
audio:'spmiewu',
filterCard:()=>false,
selectCard:-1,
popname:true,
viewAs:{name:links[0][2],nature:links[0][3]},
precontent:function(){
player.addTempSkill('pkmiewu2');
player.removeMark('pkwuku',1);
},
}
},
prompt:function(links,player){
return '视为使用'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'并摸一张牌';
}
},
hiddenCard:function(player,name){
if(!lib.inpile.contains(name)) return false;
var type=get.type(name);
return (type=='basic'||type=='trick')&&player.countMark('pkwuku')>0&&!player.hasSkill('pkmiewu2');
},
ai:{
combo:'pkwuku',
fireAttack:true,
respondSha:true,
respondShan:true,
skillTagFilter:function(player){
if(!player.countMark('pkwuku')||player.hasSkill('pkmiewu2')) return false;
},
order:1,
result:{
player:function(player){
if(_status.event.dying) return get.attitude(player,_status.event.dying);
return 1;
},
},
},
},
pkmiewu2:{
trigger:{player:['useCardAfter','respondAfter']},
forced:true,
charlotte:true,
popup:false,
filter:function(event,player){
return event.skill=='pkmiewu_backup';
},
content:function(){
player.draw();
},
},
pkmiewu_backup:{audio:'pkmiewu'},
//官盗S系列关羽
pszhonghun:{
audio:'zhongyi',
trigger:{player:['useCard','respond']},
filter:function(event,player){
return get.color(event.card)=='red';
},
frequent:true,
content:function(){
'step 0'
var card=game.cardsGotoOrdering(get.cards()).cards[0];
event.card=card;
game.updateRoundNumber();
player.showCards(card,get.translation(player)+'发动了【忠魂】');
'step 1'
if(get.color(card)=='red') player.gain(card,'gain2');
}
},
//官盗S系列郭嘉·一版
psqizuo:{
audio:2,
trigger:{global:['damageBegin1','damageBegin3']},
filter:function(event,player,name){
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
return name=='damageBegin1'&&event.source&&event.source.isIn()&&player.inRange(event.source)||name=='damageBegin3'&&event.player&&event.player.isIn()&&player.inRange(event.player);
2023-05-02 11:26:19 +00:00
},
direct:true,
content:function(){
'step 0'
var name=event.triggername;
var source=get.translation(trigger.source),target=get.translation(trigger.player),num=trigger.num;
var targetx=trigger[name=='damageBegin1'?'source':'player'];
var str=name=='damageBegin1'?(source+'即将对'+target+'造成'+num+'点伤害'):(target+'即将受到'+source+'造成的'+num+'点伤害');
player.chooseToDiscard(get.prompt('psqizuo',targetx),str+',是否弃置一张牌并判定,若结果颜色与此牌相同,你可以令此伤害+1或-1','he').set('ai',card=>{
if(_status.event.goon) return 5.25-get.value(card)+(get.color(card)==get.color(_status.pileTop)?0.75:0);
return 0;
}).set('goon',function(){
var eff=get.damageEffect(trigger.player,trigger.source,player);
if(eff>5&&!trigger.player.hasSkillTag('filterDamage',null,{
player:player,
card:trigger.card,
})) return true;
if(eff<-5) return true;
return false;
}()).set('logSkill',['psqizuo',targetx]);
'step 1'
if(result.bool){
event.color=get.color(result.cards[0],player);
player.judge(function(card){
if(get.color(card)==_status.event.getParent('psqizuo').color) return 1;
return 0;
});
}
else event.finish();
'step 2'
if(result.bool){
player.chooseControl('+1','-1','cancel2').set('prompt','是否令此伤害+1或-1').set('ai',()=>{
if(_status.event.eff<0) return 1;
return 0;
}).set('eff',get.damageEffect(trigger.player,trigger.source,player));
}
else event.finish();
'step 3'
if(result.index==0){
trigger.num++;
player.popup(' +1 ','fire');
game.log(player,'令此伤害+1');
}
if(result.index==1){
trigger.num--;
player.popup(' -1 ','water');
game.log(player,'令此伤害-1');
}
},
ai:{
threaten:0.8
}
},
//官盗S系列郭嘉·二版
psquanmou:{
audio:2,
trigger:{
global:'useCardAfter',
},
direct:true,
filter:function(event,player){
return get.type2(event.card)=='trick'&&event.player!=player&&event.targets&&event.targets.contains(player)&&event.cards.filterInD('odj').length&&player.countCards('h');
},
content:function(){
'step 0'
player.chooseToDiscard(get.prompt('psquanmou'),'弃置一张'+get.translation(get.color(trigger.card))+'手牌,获得'+get.translation(trigger.cards),'h',(card,player)=>{
return get.color(card)==_status.event.color;
}).set('ai',card=>{
return _status.event.value-get.value(card);
}).set('logSkill','psquanmou').set('value',get.value(trigger.cards,player)).set('color',get.color(trigger.card));
'step 1'
if(result.bool){
var cards=trigger.cards.filterInD('odj');
if(cards.filterInD('od').length) player.gain(cards.filterInD('od'),'gain2');
if(cards.filterInD('j').length) player.gain(cards.filterInD('j'),get.owner(cards.filterInD('j')[0]),'give');
}
}
},
//官盗S赵云·一版
pshuiqiang:{
audio:2,
trigger:{player:['shaMiss','eventNeutralized']},
direct:true,
filter:function(event,player){
if(!event.card||event.card.name!='sha') return false;
return event.target.isIn()&&player.canUse('sha',event.target,false)&&(player.hasSha()||_status.connectMode&&player.countCards('h'));
},
content:function(){
"step 0"
player.chooseToUse(get.prompt2('pshuiqiang',trigger.target),function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},trigger.target,-1).set('addCount',false).logSkill='pshuiqiang';
}
},
pshuntu:{
audio:2,
trigger:{source:'damageSource'},
usable:1,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.getParent(2).player==player&&event.notLink()&&player.isPhaseUsing();
},
direct:true,
content:function(){
'step 0'
player.chooseToUse(get.prompt2('pshuntu',trigger.player),function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},trigger.player,-1).set('addCount',false).logSkill='pshuntu';
'step 1'
if(!result.bool) player.storage.counttrigger.pshuntu--;
}
},
//官盗S赵云·二版
psqijin:{
audio:2,
trigger:{player:'phaseDrawBegin1'},
filter:function(event,player){
return !event.numFixed;
},
content:function(){
'step 0'
trigger.changeToZero();
event.cards=get.cards(7);
game.cardsGotoOrdering(event.cards);
event.videoId=lib.status.videoId++;
game.broadcastAll(function(player,id,cards){
var str='七进';
if(player==game.me&&!_status.auto) str+=':获得一种颜色的所有牌';
var dialog=ui.create.dialog(str,cards);
dialog.videoId=id;
},player,event.videoId,event.cards);
event.time=get.utc();
game.addVideo('showCards',player,['七进',get.cardsInfo(event.cards)]);
game.addVideo('delay',null,2);
'step 1'
var list=[];
for(var i of cards) list.add(get.color(i,false));
list.sort();
var next=player.chooseControl(list);
next.set('ai',function(){
return _status.event.choice;
}).set('choice',function(){
if(list.length==0) return list[0];
var color=list[0];
var cards1=cards.filter(i=>get.color(i)==color),cards2=cards.filter(i=>get.color(i)==list[1]);
if(get.value(cards1)*cards1.length>get.value(cards2)*cards2.length) return list[0];
return list[1];
}());
'step 2'
event.color=result.control;
var time=1000-(get.utc()-event.time);
if(time>0) game.delay(0,time);
'step 3'
game.broadcastAll('closeDialog',event.videoId);
player.gain(cards.filter(i=>get.color(i,false)==event.color),'gain2');
},
ai:{
threaten:1.5
}
},
psqichu:{
audio:2,
enable:['chooseToUse','chooseToRespond'],
hiddenCard:function(player,name){
if(player!=_status.currentPhase&&!player.hasSkill('psqichu_used')&&get.type(name)=='basic'&&lib.inpile.contains(name)) return true;
},
filter:function(event,player){
if(event.responded||player==_status.currentPhase||player.hasSkill('psqichu_used')) return false;
for(var i of lib.inpile){
if(get.type(i)=='basic'&&event.filterCard({name:i},player,event)) return true;
}
return false;
},
delay:false,
content:function(){
'step 0'
player.addTempSkill('psqichu_used');
var evt=event.getParent(2);
var cards=get.cards(2);
for(var i=cards.length-1;i>=0;i--){
ui.cardPile.insertBefore(cards[i].fix(),ui.cardPile.firstChild);
}
var aozhan=player.hasSkill('aozhan');
player.chooseButton(['七出:选择要'+(evt.name=='chooseToUse'?'使用':'打出')+'的牌',cards]).set('filterButton',function(button){
return _status.event.cards.contains(button.link);
}).set('cards',cards.filter(function(card){
if(get.type(card)!='basic') return false;
if(aozhan&&card.name=='tao'){
return evt.filterCard({
name:'sha',isCard:true,cards:[card],
},evt.player,evt)||evt.filterCard({
name:'shan',isCard:true,cards:[card],
},evt.player,evt);
}
return evt.filterCard(card,evt.player,evt);
})).set('ai',function(button){
var evt=_status.event.getParent(3);
if(evt&&evt.ai){
var tmp=_status.event;
_status.event=evt;
var result=(evt.ai||event.ai1)(button.link,_status.event.player,evt);
_status.event=tmp;
return result;
}
return 1;
});
'step 1'
var evt=event.getParent(2);
if(result.bool&&result.links&&result.links.length){
var name=result.links[0].name,aozhan=(player.hasSkill('aozhan')&&name=='tao');
if(aozhan){
name=evt.filterCard({
name:'sha',isCard:true,cards:[card],
},evt.player,evt)?'sha':'shan';
}
if(evt.name=='chooseToUse'){
game.broadcastAll(function(result,name){
lib.skill.psqichu_backup.viewAs={name:name,cards:[result],isCard:true};
lib.skill.psqichu_backup.prompt='选择'+get.translation(result)+'的目标';
},result.links[0],name);
evt.set('_backupevent','psqichu_backup');
evt.backup('psqichu_backup');
}
else{
delete evt.result.skill;
delete evt.result.used;
evt.result.card=get.autoViewAs(result.links[0]);
if(aozhan) evt.result.card.name=name;
evt.result.cards=[result.links[0]];
evt.redo();
return;
}
}
evt.goto(0);
},
ai:{
effect:{
target:function(card,player,target,effect){
if(target.hasSkill('psqichu_used')) return;
if(get.tag(card,'respondShan')) return 0.7;
if(get.tag(card,'respondSha')) return 0.7;
}
},
order:11,
respondShan:true,
respondSha:true,
result:{
player:function(player){
if(_status.event.dying) return get.attitude(player,_status.event.dying);
return 1;
}
}
},
subSkill:{
backup:{
precontent:function(){
delete event.result.skill;
var name=event.result.card.name;
event.result.cards=event.result.card.cards;
event.result.card=get.autoViewAs(event.result.cards[0]);
event.result.card.name=name;
},
filterCard:function(){return false},
selectCard:-1,
},
used:{charlotte:true},
}
},
pslongxin:{
audio:2,
trigger:{player:'phaseJudgeBegin'},
direct:true,
filter:function(event,player){
return player.countCards('j')&&player.countCards('h');
},
content:function(){
'step 0'
player.chooseToDiscard(get.prompt2('pslongxin'),{type:'equip'},'he').set('logSkill','pslongxin').set('ai',card=>{
if(_status.event.goon) return 15-get.value(card);
return 0;
}).set('goon',player.hasCard(card=>{
var cardj=card.viewAs?{name:card.viewAs}:card;
return get.effect(player,cardj,player,player)<0;
},'j'));
'step 1'
if(result.bool){
player.discardPlayerCard(player,'j',true);
}
},
},
//官盗S周瑜·一版
psoldshiyin:{
audio:2,
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
frequent:true,
filter:function(event,player){
if(player!=_status.currentPhase) return false;
return event.getg(player).filter(i=>get.owner(i)==player).length>0;
},
content:function(){
'step 0'
player.showCards(trigger.getg(player).filter(i=>get.owner(i)==player),get.translation(player)+'发动了【识音】');
'step 1'
var suits=[],cards=trigger.getg(player).filter(i=>get.owner(i)==player);
for(var card of cards) suits.add(get.suit(card,player));
player.addTempSkill('psoldshiyin_effect');
if(!player.storage.psoldshiyin_effect) player.storage.psoldshiyin_effect=0;
player.storage.psoldshiyin_effect=Math.max(player.storage.psoldshiyin_effect,suits.length);
if(suits.length>=2) player.addMark('psoldshiyin_damage',1,false);
},
subSkill:{
effect:{
trigger:{player:'useCard'},
charlotte:true,
forced:true,
onremove:['psoldshiyin_effect','psoldshiyin_damage'],
content:function(){
var num=player.countMark('psoldshiyin_effect');
if(num>=1) trigger.directHit.addArray(game.players);
if(num>=2&&get.tag(trigger.card,'damage')) trigger.baseDamage+=player.countMark('psoldshiyin_damage');
if(num>=3) player.draw();
player.removeSkill('psoldshiyin_effect');
},
mod:{
aiOrder:function(player,card,num){
var numx=player.countMark('psoldshiyin_effect');
if(numx>=2&&get.tag(card,'damage')) return num+10;
},
}
}
}
},
//官盗S周瑜·二版
psshiyin:{
audio:2,
trigger:{
global:'phaseBefore',
player:'enterGame',
},
forced:true,
locked:false,
direct:true,
group:'psshiyin_change',
filter:function(event,player){
return (event.name!='phase'||game.phaseNumber==0);
},
content:function(){
'step 0'
player.chooseCard(get.prompt('psshiyin'),'将一张手牌置于武将牌上,称为“杂音”牌').set('ai',card=>20-get.value(card));
'step 1'
if(result.bool){
player.logSkill('psshiyin');
player.addToExpansion(result.cards,player,'give').gaintag.add('psshiyin');
}
},
marktext:'音',
intro:{
name:'杂音',
name2:'杂音',
content:'expansion',
markcount:'expansion',
},
subSkill:{
change:{
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.getExpansions('psshiyin').length&&player.countCards('h');
},
content:function(){
'step 0'
var card=player.getExpansions('psshiyin')[0];
player.chooseCard(get.prompt('psshiyin'),'用一张手牌替换“杂音”牌('+get.translation(card)+'').set('ai',card=>{
if(_status.event.suit&&get.suit(card)==_status.event.suit) return 8-get.value(card);
return 0;
}).set('suit',function(){
var suits=lib.suit.slice().map(i=>[i,(get.suit(card)==i?1:0)+player.countCards('h',{suit:i})]).filter(i=>i[1]>0);
suits.sort((a,b)=>a[1]-b[1]);
if(suits.length>0) return suits[0][0];
return null;
}());
'step 1'
if(result.bool){
player.logSkill('psshiyin');
player.addToExpansion(result.cards[0],'give',player).gaintag.add('psshiyin');
var card=player.getExpansions('psshiyin')[0];
if(card) player.gain(card,'gain2');
};
},
}
}
},
psquwu:{
audio:2,
forced:true,
trigger:{target:'useCardToBefore'},
filter:function(event,player){
return player.getExpansions('psshiyin').length&&get.suit(player.getExpansions('psshiyin')[0])==get.suit(event.card);
},
content:function(){
trigger.cancel();
},
ai:{
threaten:1.1,
combo:'psshiyin',
effect:{
target:function(card,player,target,current){
var list=target.getExpansions('psshiyin');
for(var cardx of list){
if(get.suit(cardx)==get.suit(card)) return 'zeroplayertarget';
}
},
}
},
mod:{
cardEnabled2:function(card,player){
var list=player.getExpansions('psshiyin');
for(var cardx of list){
if(get.suit(cardx)==get.suit(card)) return false;
}
},
cardRespondable:function(card,player){
var list=player.getExpansions('psshiyin');
for(var cardx of list){
if(get.suit(cardx)==get.suit(card)) return false;
}
},
cardSavable:function(card,player){
var list=player.getExpansions('psshiyin');
for(var cardx of list){
if(get.suit(cardx)==get.suit(card)) return false;
}
},
}
},
psliaozou:{
audio:2,
enable:'phaseUse',
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
locked:false,
2023-05-02 11:26:19 +00:00
filter:function(event,player){
return !player.hasSkill('psliaozou_blocker',null,null,false);
},
content:function(){
'step 0'
player.showHandcards(get.translation(player)+'发动了【聊奏】');
'step 1'
var cards=player.getExpansions('psshiyin'),bool=true;
for(var card of cards){
var suit=get.suit(card);
if(player.hasCard(cardx=>get.suit(cardx)==suit)){
bool=false; break;
}
}
if(bool) player.draw();
else player.addTempSkill('psliaozou_blocker',{player:['useCard1','useSkillBegin','phaseUseEnd']});
},
subSkill:{
blocker:{charlotte:true}
},
mod:{
aiValue:function(player,card,num){
var suit=get.suit(card);
if(player.isPhaseUsing()&&player.getExpansions('psshiyin').some(i=>get.suit(i)==suit)) return num/5;
},
aiUseful:function(){
return lib.skill.psliaozou.mod.aiValue.apply(this,arguments);
},
},
ai:{
order:9.9,
result:{
player:function(player){
var cards=player.getExpansions('psshiyin'),bool=true;
for(var card of cards){
var suit=get.suit(card);
if(player.hasCard(cardx=>get.suit(cardx)==suit)) return 0;
}
return 1;
}
}
}
},
//官盗S武将传晋司马
psquanyi:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.canCompare(target);
},
group:'psquanyi_tianbian',
content:function(){
'step 0'
player.chooseToCompare(target,function(card){
if(typeof card=='string'&&lib.skill[card]){
var ais=lib.skill[card].check||function(){return 0};
return ais();
}
var player=get.owner(card);
var getn=function(card){
if(player.hasSkill('tianbian')&&get.suit(card)=='heart') return 13;
return get.number(card);
}
var event=_status.event.getParent();
var to=(player==event.player?event.target:event.player);
var addi=(get.value(card)>=8&&get.type(card)!='equip')?-6:0;
if(card.name=='du') addi-=5;
if(get.color(card)=='black') addi-=6;
if(player==event.player){
if(Boolean(event.small)){
return -getn(card)-get.value(card)/2+addi;
}
return getn(card)-get.value(card)/2+addi;
}
else{
if((get.attitude(player,to)<=0)==Boolean(event.small)){
return -getn(card)-get.value(card)/2+addi;
}
return getn(card)-get.value(card)/2+addi;
}
});
'step 1'
if(result.tie) event.finish();
else{
var targets=[player,target];
if(!result.bool) targets.reverse();
var suits=[result.player,result.target].map(i=>get.suit(i,false));
event.targets=targets;
event.suits=suits;
}
'step 2'
if(event.suits.contains('heart')){
if(targets[1].countGainableCards('hej',targets[0])>0){
targets[0].gainPlayerCard(targets[1],'hej',true);
}
}
'step 3'
if(event.suits.contains('diamond')){
targets[1].damage(targets[0]);
}
'step 4'
if(event.suits.contains('spade')){
targets[0].loseHp();
}
'step 5'
if(event.suits.contains('club')){
if(targets[0].countDiscardableCards(targets[0],'he')){
targets[0].chooseToDiscard(2,true,'he');
}
}
},
ai:{
order:6,
result:{
target:-1
}
},
subSkill:{
tianbian:{
audio:'psquanyi',
enable:'chooseCard',
check:function(event){
var player=_status.event.player;
if(player.hasSkill('smyyingshi')){
var card=ui.cardPile.childNodes[0];
if(get.color(card)=='black'&&get.number(card)<=4||get.color(card)=='red'&&get.number(card)>=11) return 20;
}
return (!player.hasCard(function(card){
var val=get.value(card);
return val<0||(get.color(card)=='black'&&val<=4||get.color(card)=='red'&&get.number(card)>=11);
},'h'))?20:0;
},
filter:function(event){
return event.type=='compare'&&!event.directresult;
},
onCompare:function(player){
return game.cardsGotoOrdering(get.cards()).cards;
},
}
}
},
//官盗S曹植
psliushang:{
audio:2,
trigger:{player:'phaseDrawBegin1'},
forced:true,
filter:function(event,player){
return !event.numFixed;
},
group:'psliushang_give',
content:function(){
'step 0'
trigger.changeToZero();
player.draw(1+Math.max(3,game.countPlayer()));
event.targets=game.filterPlayer(i=>i!=player);
'step 1'
var current=targets.shift();
if(!player.countCards('h')) event.finish();
else player.chooseCardTarget({
prompt:'流殇:将一张牌置于'+get.translation(current)+'武将牌上',
current:current,
filterCard:true,
forced:true,
filterTarget:function(card,player,target){
return target==_status.event.current;
},
selectTarget:-1,
ai1:function(card){
var current=_status.event.current;
return get.value(card,current)*get.attitude(_status.event.player,current);
},
ai2:()=>1
});
'step 2'
if(result.bool){
result.targets[0].addToExpansion(result.cards,player,'give').gaintag.add('psliushang');
}
if(targets.length) event.goto(1);
},
marktext:'殇',
intro:{
content:'expansion',
markcount:'expansion',
},
subSkill:{
give:{
trigger:{global:'phaseZhunbeiBegin'},
filter:function(event,player){
return event.player!=player&&event.player.getExpansions('psliushang').length;
},
forced:true,
logTarget:'player',
content:function(){
'step 0'
var cards=trigger.player.getExpansions('psliushang'),name=get.translation(cards);
event.cards=cards;
trigger.player.chooseControl().set('choiceList',[
'获得'+name+',且于本回合防止对'+get.translation(player)+'的伤害',
'将'+name+'置入弃牌堆'
]).set('ai',()=>{
return _status.event.choice;
}).set('choice',function(){
if(get.damageEffect(player,trigger.player,trigger.player)<=0) return 0;
if(get.value(cards,trigger.player)<0) return 1;
if(trigger.player.hasCard(card=>{
return get.tag(card,'damage')&&trigger.player.canUse(card,player)&&get.effect(player,card,trigger.player,trigger.player)>0;
},'hs')) return 1;
return 0;
}());
'step 1'
if(result.index==0){
trigger.player.gain(cards,'gain2');
trigger.player.addTempSkill('psliushang_prevent');
trigger.player.markAuto('psliushang_prevent',[player]);
}
else{
trigger.player.loseToDiscardpile(cards);
}
'step 2'
game.delayx();
}
},
prevent:{
trigger:{source:'damageBegin2'},
filter:function(event,player){
return player.getStorage('psliushang_prevent').contains(event.player);
},
forced:true,
onremove:true,
charlotte:true,
logTarget:'player',
content:function(){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(player.getStorage('psliushang_prevent').contains(target)&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
},
},
}
}
}
},
psqibu:{
trigger:{player:'dying'},
filter:function(event,player){
return player.hp<=0;
},
limited:true,
skillAnimation:true,
animationColor:'water',
content:function(){
'step 0'
player.awakenSkill('psqibu');
var cards=game.cardsGotoOrdering(get.cards(7)).cards;
game.updateRoundNumber();
event.cards=cards;
player.showCards(cards,get.translation(player)+'发动了【流殇】');
'step 1'
var num=cards.filter(i=>get.suit(i)=='heart').length;
var gains=cards.filter(i=>get.suit(i)=='club');
if(num>0) player.recover(num);
if(gains.length) player.gain(gains,'gain2');
}
},
//官盗S曹丕
psjianwei:{
audio:2,
trigger:{player:'phaseBegin'},
skillAnimation:true,
animationColor:'water',
limited:true,
direct:true,
filter:function(event,player){
return player.hp>=1;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('psjianwei'),lib.filter.notMe).set('ai',target=>{
var player=_status.event.player;
if(player.hp==1&&!player.canSave(player)) return 0;
var sgn=get.sgnAttitude(player,target);
var valMine=[0,0],valHis=[0,0];
player.getCards('hej',card=>{
if(get.position(card)=='j'){
valMine[0]+=get.effect(player,card,player);
valMine[1]+=get.effect(target,card,player);
}
else{
valMine[0]+=get.value(card,player);
valMine[1]+=get.value(card,target)*sgn;
}
});
target.getCards('hej',card=>{
if(get.position(card)=='j'){
valHis[0]+=get.effect(player,card,player);
valHis[1]+=get.effect(target,card,player);
}
else{
valHis[0]+=get.value(card,player);
valHis[1]+=get.value(card,target)*sgn;
}
});
return valMine[1]-valMine[0]+valHis[0]-valHis[1]>=60;
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('psjianwei',target);
player.awakenSkill('psjianwei');
player.loseHp();
}
else event.finish();
'step 2'
if(player.isIn()&&target.isIn()){
var next=game.createEvent('psjianwei_swap');
next.player=player;
next.target=target;
next.set('cards1',player.getCards('hej'));
next.set('cards2',target.getCards('hej'));
next.setContent(lib.skill.psjianwei.swapRegioncards);
}
},
swapRegioncards:function(){
'step 0'
player.$giveAuto(event.cards1,target);
target.$giveAuto(event.cards2,player);
'step 1'
event.h1=event.cards1.filter(i=>get.position(i)=='h');
event.e1=event.cards1.filter(i=>get.position(i)=='e');
event.j1=event.cards1.filter(i=>get.position(i)=='j');
event.h2=event.cards2.filter(i=>get.position(i)=='h');
event.e2=event.cards2.filter(i=>get.position(i)=='e');
event.j2=event.cards2.filter(i=>get.position(i)=='j');
game.loseAsync({
lose_list:[
[player,event.cards1],
[target,event.cards2]
]
}).setContent('chooseToCompareLose');
'step 2'
var todis=[];
for(var i=0;i<event.e1.length;i++){
if(target.isDisabled(get.subtype(event.e1[i]))) todis.push(event.e1[i]);
}
for(var i=0;i<event.j1.length;i++){
if(target.storage._disableJudge||target.hasJudge(event.j1[i].viewAs||event.j1[i].name)) todis.push(event.j1[i]);
}
for(var i=0;i<event.e2.length;i++){
if(player.isDisabled(get.subtype(event.e2[i]))) todis.push(event.e2[i]);
}
for(var i=0;i<event.j2.length;i++){
if(player.storage._disableJudge||player.hasJudge(event.j2[i].viewAs||event.j2[i].name)) todis.push(event.j2[i]);
}
if(todis.length) game.cardsDiscard(todis);
'step 3'
game.loseAsync({
gain_list:[
[player,event.h2.filter(i=>get.position(i,true)=='o')],
[target,event.h1.filter(i=>get.position(i,true)=='o')]
],
}).setContent('gaincardMultiple');
for(var i=0;i<event.e2.length;i++){
if(get.position(event.e2[i],true)=='o') player.equip(event.e2[i]);
}
for(var i=0;i<event.e1.length;i++){
if(get.position(event.e1[i],true)=='o') target.equip(event.e1[i]);
}
for(var i=0;i<event.j2.length;i++){
if(get.position(event.j2[i],true)=='o') player.addJudge(event.j2[i]);
}
for(var i=0;i<event.j1.length;i++){
if(get.position(event.j1[i],true)=='o') target.addJudge(event.j1[i]);
}
'step 4'
game.delayx();
}
},
//官盗S司马懿
pszhonghu:{
audio:2,
trigger:{global:'dieAfter'},
global:'pszhonghu_skip',
filter:function(event,player){
return player!=_status.currentPhase;
},
content:function(){
'step 0'
var evt=trigger.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
var evt=trigger.getParent('phase');
if(evt&&evt.name=='phase'){
game.log(evt.player,'结束了回合');
evt.finish();
evt.untrigger(true);
}
_status._pszhonghu=player;
},
subSkill:{
skip:{
trigger:{player:'phaseBefore'},
forced:true,
priority:Infinity,
popup:false,
firstDo:true,
filter:function(event,player){
if(_status._pszhonghu&&!_status._pszhonghu.isIn()||event.player==_status._pszhonghu) delete _status._pszhonghu;
return _status._pszhonghu&&event.player!=_status._pszhonghu;
},
content:function(){
trigger.cancel(null,null,'notrigger');
}
}
}
},
//官盗S虎啸龙吟司马懿&诸葛亮
pshuxiao:{
audio:2,
trigger:{player:'phaseBegin'},
frequent:true,
content:function(){
'step 0'
player.judge(function(card){
if(get.type(card)=='basic'||get.type(card)=='trick') return 3;
return -1;
});
'step 1'
if(result.bool){
player.addTempSkill('pshuxiao_use');
player.storage.pshuxiao_use={card:{name:result.name,nature:result.card.nature},number:result.number,suit:result.suit};
}
},
subSkill:{
use:{
charlotte:true,
onremove:true,
enable:'chooseToUse',
popname:true,
position:'hs',
hiddenCard:function(player,name){
return player.storage.pshuxiao_use.card.name==name;
},
filter:function(event,player){
if(!player.storage.pshuxiao_use) return false;
if(!player.countCards('h')) return false;
return event.filterCard(player.storage.pshuxiao_use.card,player,event);
},
viewAs:function(cards,player){
return player.storage.pshuxiao_use.card;
},
filterCard:function(card,player){
return get.number(card)==player.storage.pshuxiao_use.number||get.suit(card)==player.storage.pshuxiao_use.suit;
},
prompt:function(event){
var player=_status.event.player;
return '将一张'+get.translation(player.storage.pshuxiao_use.suit)+'牌或点数为'+get.strNumber(player.storage.pshuxiao_use.number)+'的牌当'+(player.storage.pshuxiao_use.card.nature?player.storage.pshuxiao_use.card.nature:'')+'【'+get.translation(player.storage.pshuxiao_use.card.name)+'】使用';
}
}
}
},
psguanxing:{
audio:'guanxing',
trigger:{player:'phaseZhunbeiBegin'},
frequent:true,
preHidden:true,
content:function(){
"step 0"
var num=5;
var cards=get.cards(num);
game.cardsGotoOrdering(cards);
var next=player.chooseToMove();
next.set('list',[
['牌堆顶',cards],
['牌堆底'],
]);
next.set('prompt','观星:点击将牌移动到牌堆顶或牌堆底');
next.processAI=function(list){
var cards=list[0][1],player=_status.event.player;
var top=[];
var judges=player.getCards('j');
var stopped=false;
if(!player.hasWuxie()){
for(var i=0;i<judges.length;i++){
var judge=get.judge(judges[i]);
cards.sort(function(a,b){
return judge(b)-judge(a);
});
if(judge(cards[0])<0){
stopped=true;break;
}
else{
top.unshift(cards.shift());
}
}
}
var bottom;
if(!stopped){
cards.sort(function(a,b){
return get.value(b,player)-get.value(a,player);
});
while(cards.length){
if(get.value(cards[0],player)<=5) break;
top.unshift(cards.shift());
}
}
bottom=cards;
return [top,bottom];
}
"step 1"
var top=result.moved[0];
var bottom=result.moved[1];
top.reverse();
for(var i=0;i<top.length;i++){
ui.cardPile.insertBefore(top[i],ui.cardPile.firstChild);
}
for(i=0;i<bottom.length;i++){
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(bottom.length)+'下');
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
game.updateRoundNumber();
game.delayx();
},
ai:{
threaten:1.2
}
},
pslongyin:{
audio:2,
enable:['chooseToUse','chooseToRespond'],
filter:function(event,player){
if(!player.countCards('hse')||player.hasSkill('pslongyin_used')) return false;
for(var i of lib.inpile){
var type=get.type(i);
if((type=='basic'||type=='trick')&&event.filterCard({name:i},player,event)) return true;
}
return false;
},
chooseButton:{
dialog:function(event,player){
var list=[];
for(var i=0;i<lib.inpile.length;i++){
var name=lib.inpile[i];
if(name=='sha'){
if(event.filterCard({name:name},player,event)) list.push(['基本','','sha']);
for(var j of lib.inpile_nature){
if(event.filterCard({name:name,nature:j},player,event)) list.push(['基本','','sha',j]);
}
}
else if(get.type(name)=='trick'&&event.filterCard({name:name},player,event)) list.push(['锦囊','',name]);
else if(get.type(name)=='basic'&&event.filterCard({name:name},player,event)) list.push(['基本','',name]);
}
return ui.create.dialog('虎啸',[list,'vcard']);
},
filter:function(button,player){
return _status.event.getParent().filterCard({name:button.link[2],nature:button.link[3]},player,_status.event.getParent());
},
check:function(button){
if(_status.event.getParent().type!='phase') return 1;
var player=_status.event.player;
if(['wugu','zhulu_card','yiyi','lulitongxin','lianjunshengyan','diaohulishan'].contains(button.link[2])) return 0;
return player.getUseValue({
name:button.link[2],
nature:button.link[3],
});
},
backup:function(links,player){
return {
filterCard:function(card,player){
var num=0;
for(var i=0;i<ui.selected.cards.length;i++){
num+=get.number(ui.selected.cards[i]);
}
return get.number(card)+num<=13;
},
selectCard:[1,Infinity],
filterOk:function(){
var num=0;
for(var i=0;i<ui.selected.cards.length;i++){
num+=get.number(ui.selected.cards[i]);
}
return num==13;
},
audio:'pslongyin',
popname:true,
complexCard:true,
check:function(card){
var num=0;
for(var i=0;i<ui.selected.cards.length;i++){
num+=get.number(ui.selected.cards[i]);
}
if(num+get.number(card)==13) return 5.5-get.value(card);
if(ui.selected.cards.length==0){
var cards=_status.event.player.getCards('h');
for(var i=0;i<cards.length;i++){
for(var j=i+1;j<cards.length;j++){
if(get.number(cards[i])+get.number(cards[j])==13){
if(cards[i]==card||cards[j]==card) return 6-get.value(card);
}
}
}
}
return 0;
},
position:'hes',
viewAs:{name:links[0][2],nature:links[0][3]},
precontent:function(){
player.addTempSkill('pslongyin_used');
},
}
},
prompt:function(links,player){
return '将任意张点数和为13牌当做'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'使用';
}
},
hiddenCard:function(player,name){
if(!lib.inpile.contains(name)) return false;
var type=get.type(name);
return (type=='basic'||type=='trick')&&player.countCards('she')>0&&!player.hasSkill('pslongyin_used');
},
ai:{
fireAttack:true,
respondSha:true,
respondShan:true,
skillTagFilter:function(player){
if(!player.countCards('hse')||player.hasSkill('pslongyin_used')) return false;
},
order:1,
result:{
player:function(player){
if(_status.event.dying) return get.attitude(player,_status.event.dying);
return 1;
},
},
},
subSkill:{
used:{charlotte:true}
}
},
//官盗S武将传诸葛亮
pszhiji:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
if(!ui.selected.targets.length) return true;
return target.group!=ui.selected.targets[0].group;
},
selectTarget:2,
complexTarget:true,
multitarget:true,
multiline:true,
filterCard:true,
selectCard:2,
check:function(card){
return 6-get.value(card);
},
content:function(){
'step 0'
targets.sortBySeat();
if(targets[0].canUse('sha',targets[1],false)) targets[0].useCard({name:'sha',isCard:true},targets[1],false,'noai');
'step 1'
if(targets[1].canUse('sha',targets[0],false)) targets[1].useCard({name:'sha',isCard:true},targets[0],false,'noai');
},
ai:{
order:2.5,
result:{
player:1,
target:function(player,target){
if(ui.selected.targets.length){
var targetx=ui.selected.targets[0];
if(get.effect(targetx,{name:'sha'},target,player)+get.effect(target,{name:'sha'},targetx,player)<0) return 0;
return -1;
}
return -1;
}
}
}
},
psjiefeng:{
audio:2,
enable:'phaseUse',
filterCard:true,
selectCard:2,
check:function(card){
return 6-get.value(card);
},
content:function(){
'step 0'
var cards=game.cardsGotoOrdering(get.cards(5)).cards;
event.cards=cards;
player.showCards(cards,get.translation(player)+'发动了【借风】');
'step 1'
if(cards.filter(i=>get.color(i)=='red').length>=2){
player.chooseUseTarget('wanjian',true);
}
},
ai:{
order:9,
result:{
player:function(player){
if(player.getUseValue({name:'wanjian'})<0) return 0;
return 1;
}
}
}
},
//官盗S马超
psweihou:{
trigger:{player:'judgeBegin'},
filter:function(event,player){
return !event.directresult;
},
content:function(){
'step 0'
var cards=get.cards(2);
for(var i=cards.length-1;i>=0;i--){
ui.cardPile.insertBefore(cards[i],ui.cardPile.firstChild);
}
game.updateRoundNumber();
event.cards=cards;
event.videoId=lib.status.videoId++;
game.broadcastAll(function(player,id,cards){
var str;
if(player==game.me&&!_status.auto) str='威侯:选择一张作为本次判定结果';
else str=get.translation(player)+'发动了【威侯】';
var dialog=ui.create.dialog(str,cards);
dialog.videoId=id;
},player,event.videoId,event.cards);
game.addVideo('showCards',player,['威侯',get.cardsInfo(event.cards)]);
if(!event.isMine()&&!event.isOnline()) game.delayx();
'step 1'
player.chooseButton(['威侯:选择一张作为本次判定结果',cards],true).set('ai',button=>{
return _status.event.getTrigger().judge(button.link);
}).set('dialog',event.videoId);
'step 2'
game.broadcastAll('closeDialog',event.videoId);
if(result.bool){
trigger.directresult=result.links[0];
game.cardsDiscard(cards.removeArray(result.links).filter(i=>get.position(i)=='c'));
}
'step 3'
game.updateRoundNumber();
}
},
//官盗S1066☆贾诩
psqupo:{
audio:2,
trigger:{global:'phaseBegin'},
filter:function(event,player){
return player.countCards('he');
},
direct:true,
content:function(){
'step 0'
var cards=player.getCards('he');
var current=trigger.player;
var ai1=function(card){
var player=_status.event.player,current=_status.event.current;
var card=get.color(card);
if(color=='black'){
if(!current.hasSha()||!current.hasUseTarget({name:'sha'})) return 0;
if(targets.length) return 5.5-get.value(card);
}
else if(color=='red'){
if(get.attitude(player,current)<=0) return 0;
if(current.hasCard(card=>{
if(!get.tag(card,'damage')) return false;
var targetsx=game.filterPlayer(currentx=>{
if(currentx==current||current==player) return false;
return current.canUse(card,currentx)&&get.effect(currentx,card,current,player)>0;
});
targets2.addArray(targetsx);
return targetsx.length;
},'hs')) return 5.5-get.value(card);
}
return 0;
}
var targets=game.filterPlayer(currentx=>{
if(currentx==current||current==player) return false;
return !current.canUse('sha',currentx)||get.effect(currentx,{name:'sha'},current,player)>0&&get.attitude(player,currentx)>-3;
});
targets.sort((a,b)=>get.attitude(player,b)-get.attitude(player,a));
var targets2=[];
var cardx=cards.sort((a,b)=>ai1(b)-ai1(a))[0];
targets2.sort((a,b)=>get.threaten(b,current)-get.threaten(a,current));
var next=player.chooseCardTarget({
filterCard:true,
prompt:get.prompt2('psqupo'),
current:trigger.player,
filterTarget:function(card,player,target){
return player!=target&&target!=_status.event.current;
},
ai1:function(card){
return card==_status.event.cardx?1:0;
},
ai2:function(target){
return target==_status.event.targetx?1:0;
},
});
if(ai1(cardx)>0){
next.cardx=cardx;
if(get.color(cardx)=='black'){
if(targets.length) next.targetx=targets[0];
}
else{
if(targets2.length) next.targetx=targets2[0];
}
}
'step 1'
if(result.bool){
var target=result.targets[0],cards=result.cards;
player.logSkill('psqupo',target);
player.give(cards,target);
var color=get.color(cards[0]);
if(color=='black'){
_status.currentPhase.addTempSkill('psqupo_black');
_status.currentPhase.markAuto('psqupo_black',[target]);
}
else if(color=='red'){
target.addTempSkill('psqupo_red');
target.addMark('psqupo_red',1,false);
}
}
},
subSkill:{
black:{
trigger:{player:'useCardToTarget'},
forced:true,
charlotte:true,
onremove:true,
filter:function(event,player){
if(event.card.name!='sha') return false;
var targets=player.getStorage('psqupo_black').slice();
targets.remove(event.target);
return targets.length;
},
content:function(){
var targets=player.getStorage('psqupo_black').slice();
targets.remove(trigger.target);
player.loseHp(targets.length);
}
},
red:{
trigger:{player:'damageBegin3'},
charlotte:true,
forced:true,
onremove:true,
content:function(){
player.loseHp(player.countMark('psqupo_red'));
player.removeSkill('psqupo_red');
}
}
}
},
psbaoquan:{
audio:2,
trigger:{player:'damageBegin4'},
filter:function(event,player){
return player.countCards('h',{type:['trick','delay']})||_status.connectMode;
},
direct:true,
content:function(){
'step 0'
player.chooseToDiscard(get.prompt2('psbaoquan'),{type:['trick','delay']}).set('logSkill','psbaoquan').set('ai',card=>{
if(_status.event.goon) return 7-get.value(card);
return 0;
}).set('goon',get.damageEffect(player,trigger.source,player)<-5);
'step 1'
if(result.bool){
trigger.cancel();
}
}
},
//官盗S吕布
pssheji:{
audio:2,
enable:'phaseUse',
filterCard:true,
selectCard:-1,
position:'h',
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
locked:false,
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filter:function(event,player){
if(player.hasSkill('pssheji_used')) return false;
var hs=player.getCards('h');
if(!hs.length) return false;
for(var card of hs){
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod2===false) return false;
}
return event.filterCard(get.autoViewAs({name:'sha'},hs));
},
viewAs:{
name:'sha',
storage:{pssheji:true}
},
onuse:function(links,player){
player.addTempSkill('pssheji_used','phaseUseAfter');
},
ai:{
order:1,
threaten:1.1,
},
mod:{
targetInRange:function(card,player,target){
if(card.storage&&card.storage.pssheji) return true;
}
},
subSkill:{
used:{
audio:'pssheji',
trigger:{source:'damageSource'},
charlotte:true,
forced:true,
popup:false,
logTarget:'player',
filter:function(event,player){
return event.card.storage&&event.card.storage.pssheji&&event.player.hasCard(card=>{
if(!lib.filter.canBeGained(card,player,event.player)) return false;
return ['equip1','equip3','equip4','equip6'].contains(get.subtype(card));
},'e');
},
content:function(){
var cards=trigger.player.getCards('e',card=>{
if(!lib.filter.canBeGained(card,player,trigger.player)) return false;
return ['equip1','equip3','equip4','equip6'].contains(get.subtype(card));
});
if(cards.length) player.gain(cards,'giveAuto',trigger.player);
}
}
},
},
//战役篇国战将转身份
//钟会
zyquanji:{
audio:'gzquanji',
trigger:{
player:'damageEnd',
source:'damageSource',
},
frequent:true,
filter:function(event,player,name){
if(name=='damageEnd') return true;
var evt=event.getParent();
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return evt.card&&evt.type=='card'&&evt.targets.length==1;
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},
content:function(){
'step 0'
player.draw();
'step 1'
var hs=player.getCards('he');
if(hs.length>0){
if(hs.length==1) event._result={bool:true,cards:hs};
else player.chooseCard('he',true,'选择一张牌作为“权”');
}
else event.finish();
'step 2'
if(result.bool){
var cs=result.cards;
player.addToExpansion(cs,player,'give').gaintag.add('zyquanji');
}
},
intro:{
content:'expansion',
markcount:'expansion',
},
onremove:function(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
},
locked:false,
mod:{
maxHandcard:function(player,num){
return num+player.getExpansions('zyquanji').length;
},
},
},
zypaiyi:{
audio:'gzpaiyi',
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.getExpansions('zyquanji').length>0;
},
chooseButton:{
dialog:function(event,player){
return ui.create.dialog('排异',player.getExpansions('zyquanji'),'hidden')
},
backup:function(links,player){
return {
audio:'gzpaiyi',
filterTarget:true,
filterCard:function(){return false},
selectCard:-1,
card:links[0],
delay:false,
content:lib.skill.zypaiyi.contentx,
ai:{
order:10,
result:{
target:function(player,target){
if(target!=player) return 0;
if(player.getExpansions('zyquanji').length<=1||(player.needsToDiscard()&&!player.getEquip('zhuge')&&!player.hasSkill('new_paoxiao'))) return 0;
return 1;
}
},
},
}
},
prompt:function(){return '请选择【排异】的目标'},
},
contentx:function(){
"step 0"
var card=lib.skill.zypaiyi_backup.card;
player.loseToDiscardpile(card);
"step 1"
var num=player.getExpansions('zyquanji').length;
if(num>0) target.draw(Math.min(7,num));
"step 2"
if(target.countCards('h')>player.countCards('h')){
target.damage();
}
},
ai:{
order:function(item,player){
var num=player.getStorage('zyquanji').length;
if(num==1) return 8;
return 1;
},
result:{
player:1,
},
},
},
//孙綝
zyshilu:{
audio:'gzshilu',
preHidden:true,
trigger:{global:'dieAfter'},
prompt2:function(event,player){
return '将其的所有武将牌'+(player==event.source?'及武将牌库里的一张随机武将牌':'')+'置于武将牌上作为“戮”';
},
logTarget:'player',
content:function(){
var list=[],target=trigger.player;
if(target.name1&&!target.isUnseen(0)&&target.name1.indexOf('gz_shibing')!=0&&_status.characterlist.contains(target.name1)) list.push(target.name1);
if(target.name2&&!target.isUnseen(1)&&target.name2.indexOf('gz_shibing')!=0&&_status.characterlist.contains(target.name1)) list.push(target.name2);
_status.characterlist.removeArray(list);
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if(player==trigger.source) list.addArray(_status.characterlist.randomRemove(1));
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if(list.length){
player.markAuto('zyshilu',list);
game.log(player,'将','#g'+get.translation(list),'置于武将牌上作为','#y“戮”');
game.broadcastAll(function(player,list){
var cards=[];
for(var i=0;i<list.length;i++){
var cardname='huashen_card_'+list[i];
lib.card[cardname]={
fullimage:true,
image:'character:'+list[i]
}
lib.translate[cardname]=get.rawName2(list[i]);
cards.push(game.createCard(cardname,'',''));
}
player.$draw(cards,'nobroadcast');
},player,list);
}
},
marktext:'戮',
intro:{
content:'character',
onunmark:function(storage,player){
if(storage&&storage.length){
_status.characterlist.addArray(storage)
storage.length=0;
}
},
mark:function(dialog,storage,player){
if(storage&&storage.length){
dialog.addSmall([storage,'character']);
}
else{
return '没有“戮”';
}
},
content:function(storage,player){
return '共有'+get.cnNumber(storage.length)+'张“戮”';
},
},
group:'zyshilu_zhiheng',
subSkill:{
zhiheng:{
audio:'zyshilu',
trigger:{player:'phaseZhunbeiBegin'},
filter:function(event,player){
return player.getStorage('zyshilu').length>0&&player.countCards('he')>0;
},
direct:true,
content:function(){
'step 0'
var num=Math.min(player.getStorage('zyshilu').length,player.countCards('he'));
player.chooseToDiscard('he',get.prompt('zyshilu'),'弃置至多'+get.cnNumber(num)+'张牌并摸等量的牌',[1,num]).logSkill='zyshilu_zhiheng';
'step 1'
if(result.bool&&result.cards&&result.cards.length) player.draw(result.cards.length);
},
},
},
},
zyxiongnve:{
audio:'gzxiongnve',
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.getStorage('zyshilu').length>0;
},
content:function(){
'step 0'
player.chooseButton([get.prompt('zyxiongnve'),[player.storage.zyshilu,'character']]).set('ai',function(button){
if(!_status.event.goon) return 0;
return 1;
}).set('goon',player.countCards('hs',function(card){
return get.tag(card,'damage')&&player.hasValueTarget(card);
})>1);
'step 1'
if(result.bool){
player.logSkill('zyxiongnve');
lib.skill.zyxiongnve.throwCharacter(player,result.links);
game.delayx();
player.chooseControl().set('prompt','选择获得一项效果').set('choiceList',[
'本回合造成的伤害+1',
'本回合造成伤害时,获得其一张牌',
'本回合使用牌没有次数限制',
]).set('ai',function(){
var player=_status.event.player;
if(player.countCards('hs',function(card){
return get.name(card)=='sha'&&player.hasValueTarget(card);
})>player.getCardUsable('sha')) return 0;
return get.rand(1,2);
});
}
else event.finish();
'step 2'
var skill='zyxiongnve_effect'+result.index;
player.addTempSkill(skill);
game.log(player,'本回合','#g'+lib.skill[skill].promptx)
},
group:'zyxiongnve_end',
throwCharacter:function(player,list){
player.unmarkAuto('zyshilu',list);
_status.characterlist.addArray(list);
game.log(player,'从','#y“戮”','中移去了','#g'+get.translation(list));
game.broadcastAll(function(player,list){
var cards=[];
for(var i=0;i<list.length;i++){
var cardname='huashen_card_'+list[i];
lib.card[cardname]={
fullimage:true,
image:'character:'+list[i]
}
lib.translate[cardname]=get.rawName2(list[i]);
cards.push(game.createCard(cardname,'',''));
}
player.$throw(cards,1000,'nobroadcast');
},player,list);
},
subSkill:{
effect0:{
promptx:'造成的伤害+1',
charlotte:true,
onremove:true,
audio:'zyxiongnve',
intro:{
content:'当你造成伤害时,此伤害+1',
},
trigger:{source:'damageBegin1'},
forced:true,
logTarget:'player',
content:function(){
trigger.num++;
},
},
effect1:{
promptx:'造成伤害后,获得其一张牌',
charlotte:true,
onremove:true,
audio:'zyxiongnve',
intro:{
content:'对其他角色造成伤害时,获得其一张牌',
},
trigger:{source:'damageBegin1'},
forced:true,
filter:function(event,player){
return player!=event.player&&event.player.countGainableCards(player,'he')>0;
},
logTarget:'player',
content:function(){
player.gainPlayerCard(trigger.player,true,'he');
}
},
effect2:{
promptx:'使用牌没有次数限制',
charlotte:true,
onremove:true,
intro:{
content:'使用牌没有次数限制',
},
mod:{
cardUsable:()=>Infinity
},
},
effect3:{
charlotte:true,
audio:'zyxiongnve',
mark:true,
intro:{
content:'受到的伤害-1',
},
trigger:{player:'damageBegin4'},
forced:true,
filter:function(event,player){
return event.source!=player&&event.source&&event.source.isIn();
},
content:function(){
trigger.num--;
},
ai:{
effect:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return;
var num=get.tag(card,'damage');
if(num){
if(num>1) return 0.5;
return 0;
}
}
}
},
},
end:{
trigger:{player:'phaseUseEnd'},
direct:true,
filter:function(event,player){
return player.getStorage('zyshilu').length>1;
},
content:function(){
'step 0'
player.chooseButton(['凶虐:是否移去两张“戮”获得减伤?',[player.storage.zyshilu,'character']],2).set('ai',function(button){
var player=_status.event.player;
if(game.countPlayer()*1.5+player.storage.zyshilu.length/2>8) return 1;
if(player.hp<=2) return 1;
return 0;
});
'step 1'
if(result.bool){
player.logSkill('zyxiongnve');
lib.skill.zyxiongnve.throwCharacter(player,result.links);
player.addTempSkill('zyxiongnve_effect3',{player:'phaseBegin'});
game.delayx();
}
},
},
},
},
//孟达
qiuan:{
audio:2,
trigger:{player:'damageBegin4'},
filter:function(event,player){
return event.cards&&event.cards.filterInD().length>0&&!player.getExpansions('qiuan').length;
},
check:function(event,player){
if(get.damageEffect(player,event.source||player,player,event.nature)>=0) return false;
return true;
},
preHidden:true,
content:function(){
var cards=trigger.cards.filterInD();
player.addToExpansion('gain2',cards).gaintag.add('qiuan');
trigger.cancel();
},
intro:{
content:'expansion',
markcount:'expansion',
},
marktext:'函',
},
liangfan:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
return player.getExpansions('qiuan').length>0;
},
content:function(){
'step 0'
var cards=player.getExpansions('qiuan');
player.gain(cards,'gain2').gaintag.add('liangfan');
player.addTempSkill('liangfan2');
'step 1'
player.loseHp();
},
},
liangfan2:{
audio:'liangfan',
mark:true,
mod:{
aiOrder:function(player,card,num){
if(get.itemtype(card)=='card'&&card.hasGaintag('liangfan')) return num+0.1;
},
},
intro:{content:'使用“量反”牌造成伤害后,可获得目标角色的一张牌'},
trigger:{source:'damageEnd'},
logTarget:'player',
charlotte:true,
onremove:function(player){
player.removeGaintag('liangfan');
},
prompt:(event)=>('量反:是否获得'+get.translation(event.player)+'的一张牌?'),
filter:function(event,player){
var evt=event.getParent(2);
if(evt.name!='useCard'||evt.card!=event.card) return false;
if(!event.player.countGainableCards(player,'he')) return false;
return player.getHistory('lose',function(evt2){
if(evt2.getParent()!=evt) return false;
for(var i in evt2.gaintag_map){
if(evt2.gaintag_map[i].contains('liangfan')) return true;
}
return false;
}).length>0;
},
marktext:'反',
content:function(){
player.gainPlayerCard(trigger.player,true,'he');
},
},
//文钦
gzjinfa:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('he')>0&&game.hasPlayer(function(current){
return current!=player&&current.countCards('he')>0;
})
},
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he')>0;
},
check:function(card){
return 6-get.value(card);
},
content:function(){
'step 0'
target.chooseCard('he','交给'+get.translation(player)+'一张装备牌,或令其获得你的一张牌',{type:'equip'}).set('ai',function(card){
if(_status.event.goon&&get.suit(card)=='spade') return 8-get.value(card);
return 5-get.value(card);
}).set('goon',target.canUse('sha',player,false)&&get.effect(player,{name:'sha'},target,target)>0);
'step 1'
if(!result.bool){
player.gainPlayerCard(target,'he',true);
event.finish();
}
else target.give(result.cards,player);
'step 2'
if(result.bool&&result.cards&&result.cards.length&&
target.isIn()&&player.isIn()&&get.suit(result.cards[0],target)=='spade'&&target.canUse('sha',player,false)) target.useCard({name:'sha',isCard:true},false,player);
},
ai:{
order:6,
result:{
player:function(player,target){
if(target.countCards('e',function(card){
return get.suit(card)=='spade'&&get.value(card)<8;
})&&target.canUse('sha',player,false)) return get.effect(player,{name:'sha'},target,player);
return 0;
},
target:function(player,target){
var es=target.getCards('e').sort(function(a,b){
return get.value(b,target)-get.value(a,target);
});
if(es.length) return -Math.min(2,get.value(es[0]))
return -2;
},
},
},
},
//一战成名·群雄逐鹿·长安之战专属神贾诩
2023-05-13 14:57:29 +00:00
zybishi:{
audio:2,
trigger:{target:'useCardToTargeted'},
filter:function(event,player){
return event.card.name=='sha'&&event.player!=player;
},
check:function(event,player){
var effect=0;
if(event.targets&&event.targets.length){
for(var i=0; i<event.targets.length; i++){
effect+=get.effect(event.targets[i],event.card,event.player,player);
}
}
if(effect<0){
var target=event.targets[0];
if(target==player){
return !player.countCards('h','shan');
}
else {
return target.hp==1||(target.countCards('h')<=2&&target.hp<=2);
}
}
return false;
},
content:function(){
player.line(trigger.player,'green');
trigger.player.draw();
var evt=trigger.getParent();
evt.targets.length=0;
evt.all_excluded=true;
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game.log(evt.card,'被无效了');
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},
},
zyjianbing:{
audio:2,
trigger:{global:'damageBegin3'},
logTarget:'player',
filter:function(event,player){
return event.player!=player&&event.player.isIn()&&event.card&&event.card.name=='sha'&&event.player.countGainableCards(player,'he')>0;
},
content:function(){
'step 0'
player.gainPlayerCard(trigger.player,true,'he');
'step 1'
if(result.bool&&result.cards&&result.cards.length){
var card=result.cards[0];
if(get.suit(card,trigger.player)=='heart'){
trigger.player.recover();
}
}
},
},
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//战役篇改王允
zylianji:{
2023-05-29 05:22:12 +00:00
audio:'wylianji',
2023-05-02 11:26:19 +00:00
trigger:{player:'phaseUseEnd'},
filter:function(event,player){
return player.hasHistory('useCard',evt=>evt.getParent('phaseUse')==event);
},
direct:true,
content:function(){
'step 0'
var types=[];
player.getHistory('useCard',evt=>{
if(evt.getParent('phaseUse')!=trigger) return false;
types.add(get.type2(evt.card));
});
event.num=types.length;
event.logged=false;
player.chooseTarget(get.prompt('zylianji'),'令一名角色摸一张牌').set('ai',target=>{
var player=_status.event.player;
if(target==player&&player.needsToDiscard(1)) return 1;
return get.effect(target,{name:'wuzhong'},player,player);
});
'step 1'
if(result.bool){
var target=result.targets[0];
if(!event.logged){event.logged=true;player.logSkill('zylianji',target);}
target.draw();
}
if(event.num<=1) event.finish();
'step 2'
if(player.isHealthy()) event._result={bool:false};
else player.chooseBool(get.prompt('zylianji'),'回复1点体力').set('ai',()=>true);
'step 3'
if(result.bool){
if(!event.logged){event.logged=true;player.logSkill('zylianji');}
player.recover();
}
if(event.num<=2) event.finish();
'step 4'
player.chooseTarget(get.prompt('zylianji'),'跳过本回合的剩余阶段,然后令一名其他角色执行这些阶段',lib.filter.notMe).set('ai',target=>{
var att=get.attitude(_status.event.player,target),num=target.needsToDiscard(),numx=player.needsToDiscard();
if(att<0&&num>0) return -att*Math.sqrt(num)/3+numx;
var skills=target.getSkills();
var val=0;
for(var skill of skills){
var info=get.info(skill);
if(info.trigger&&info.trigger.player&&(info.trigger.player.indexOf('phaseJieshu')==0||Array.isArray(info.trigger.player)&&info.trigger.player.some(i=>i.indexOf('phaseJieshu')==0))){
var threaten=info.ai&&info.ai.threaten?info.ai.threaten:1;
if(info.ai&&info.ai.neg) val-=3*threaten;
else if(info.ai&&info.ai.halfneg) val-=1.5*threaten;
else val+=threaten;
}
}
return att*val/2+numx;
});
'step 5'
if(result.bool){
var target=result.targets[0];
if(!event.logged){event.logged=true;player.logSkill('zylianji',target);}
else player.line(target);
player.addTempSkill('zylianji_skip');
player.storage.zylianji_insert=target;
}
},
subSkill:{
skip:{
trigger:{
player:['phaseZhunbeiBefore','phaseJudgeBefore','phaseDrawBefore','phaseUseBefore','phaseDiscardBefore','phaseJieshuBefore'],
},
init:function(player){
if(!player.storage.zylianji_skip) player.storage.zylianji_skip=[];
},
forced:true,
charlotte:true,
group:'zylianji_insert',
onremove:true,
content:function(){
trigger.cancel();
player.storage.zylianji_skip.push(trigger.name);
}
},
insert:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.storage.zylianji_skip&&player.storage.zylianji_skip.length&&player.storage.zylianji_insert&&player.storage.zylianji_insert.isIn();
},
forced:true,
charlotte:true,
onremove:true,
getStr:function(str){
switch(str){
case 'phaseDraw':
return 'player.phaseDraw();if(!player.noPhaseDelay){if(player==game.me){game.delay()}else{game.delayx()}}';
case 'phaseDiscard':
return 'game.broadcastAll(function(){if(ui.tempnowuxie){ui.tempnowuxie.close();delete ui.tempnowuxie;}});player.phaseDiscard();if(!player.noPhaseDelay){game.delayx()};delete player._noSkill;';
default:
return 'player.'+str+'();';
}
},
content:function(){
'step 0'
var func='';
for(var i=0;i<player.storage.zylianji_skip.length;i++){
var phase=player.storage.zylianji_skip[i];
func+="\n'step"+" "+i+"'\n";
func+=lib.skill.zylianji_insert.getStr(phase);
}
player.line(player.storage.zylianji_insert);
player.storage.zylianji_insert.insertPhase().setContent(new Function(func))._noTurnOver=true;
},
}
}
},
zymoucheng:{
enable:'phaseUse',
usable:1,
viewAs:{name:'jiedao'},
filterCard:{color:'black'},
position:'he',
check:function(card){
return 4.5-get.value(card);
}
},
//用间篇豪华版盒子甄姬
yjluoshen:{
audio:'luoshen',
trigger:{player:'phaseZhunbeiBegin'},
frequent:true,
content:function(){
'step 0'
event.cards=[];
'step 1'
var next=player.judge(function(card){
var color=get.color(card);
var evt=_status.event.getParent('yjluoshen');
if(evt){
if(!evt.color) evt.color=color;
else if(evt.color!=color) return -1;
}
return 1;
});
next.judge2=function(result){
return result.bool;
};
if(get.mode()!='guozhan'&&!player.hasSkillTag('rejudge')) next.set('callback',function(){
if(get.position(card,true)=='o') player.gain(card,'gain2');
});
else next.set('callback',function(){
event.getParent().orderingCards.remove(card);
});
'step 2'
if(result.judge>0){
event.cards.push(result.card);
player.chooseBool('是否再次发动【洛神】?').set('frequentSkill','yjluoshen');
}
else{
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i],true)!='o'){
event.cards.splice(i,1);i--;
}
}
if(event.cards.length){
player.gain(event.cards,'gain2');
}
event.finish();
}
'step 3'
if(result.bool){
event.goto(1);
}
else{
if(event.cards.length){
player.gain(event.cards,'gain2');
}
}
}
},
//用间篇豪华版盒子贾诩
yjzhenlve:{
audio:'zhenlue',
inherit:'zhenlue',
content:function(){
trigger.directHit.addArray(game.players);
}
},
yjjianshu:{
audio:'jianshu',
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:function(card,player,target){
if(target==player) return false;
if(ui.selected.targets.length){
return ui.selected.targets[0]!=target&&!ui.selected.targets[0].hasSkillTag('noCompareSource')&&target.countCards('h')
&&!target.hasSkillTag('noCompareTarget');
}
return true;
},
filterCard:true,
discard:false,
lose:false,
delay:false,
check:function(card){
if(_status.event.player.hp==1) return 8-get.value(card);
return 6-get.value(card);
},
selectTarget:2,
targetprompt:['发起者','拼点对象'],
multitarget:true,
content:function(){
'step 0'
player.give(cards,targets[0],'give');
'step 1'
targets[0].chooseToCompare(targets[1]);
'step 2'
if(result.bool){
targets[1].loseHp();
}
else if(result.tie){
targets[0].loseHp()
targets[1].loseHp()
}
else{
targets[0].loseHp();
}
},
ai:{
expose:0.4,
order:4,
result:{
target:function(player,target){
if(ui.selected.targets.length) return -1;
return -0.5;
}
}
}
},
yjyongdi:{
audio:'yongdi',
unique:true,
limited:true,
trigger:{player:'phaseZhunbeiBegin'},
animationColor:'thunder',
skillAnimation:'legend',
mark:true,
intro:{
content:'limited'
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('yjyongdi'),function(card,player,target){
return target.hasSex('male')||target.name=='key_yuri';
}).set('ai',function(target){
if(!_status.event.goon) return 0;
var player=_status.event.player;
var att=get.attitude(player,target);
if(att<=1) return 0;
var mode=get.mode();
if(mode=='identity'||(mode=='versus'&&_status.mode=='four')){
if(target.name&&lib.character[target.name]){
for(var i=0;i<lib.character[target.name][3].length;i++){
if(lib.skill[lib.character[target.name][3][i]].zhuSkill){
return att*2;
}
}
}
}
return att;
}).set('goon',!player.hasUnknown());
'step 1'
if(result.bool){
player.awakenSkill('yjyongdi');
player.logSkill('yjyongdi',result.targets);
var target=result.targets[0];
target.gainMaxHp(true);
target.recover();
var mode=get.mode();
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
if(mode=='identity'||(mode=='versus'&&_status.mode=='four')||mode=='doudizhu'){
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if(target.name&&lib.character[target.name]){
var skills=lib.character[target.name][3];
target.storage.zhuSkill_yjyongdi=[];
for(var i=0;i<skills.length;i++){
var info=lib.skill[skills[i]];
if(info.zhuSkill){
target.storage.zhuSkill_yjyongdi.push(skills[i]);
if(info.init){
info.init(target);
}
if(info.init2){
info.init2(target);
}
}
}
}
}
}
},
ai:{
expose:0.2
}
},
//用间篇豪华版盒子许攸
yjshicai:{
audio:'spshicai',
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
prompt:function(){
var str='弃置一张牌,然后获得';
if(get.itemtype(_status.pileTop)=='card') str+=get.translation(_status.pileTop);
else str+='牌堆顶的一张牌';
return str;
},
check:function(card){
var player=_status.event.player;
var cardx=_status.pileTop;
if(get.itemtype(cardx)!='card') return 0;
var val=player.getUseValue(cardx,null,true);
if(!val) return 0;
var val2=player.getUseValue(card,null,true);
return (val-val2)/Math.max(0.1,get.value(card));
},
group:['yjshicai_mark'],
content:function(){
var card=get.cards()[0];
player.gain(card,'gain2').gaintag.add('yjshicai_clear');
player.addTempSkill('yjshicai_clear','phaseUseAfter');
},
ai:{
order:3,
result:{player:1},
},
subSkill:{
mark:{
trigger:{player:'phaseBegin'},
silent:true,
firstDo:true,
content:function(){
player.addTempSkill('spshicai2');
},
},
clear:{
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
onremove:function(player,skill){
player.removeGaintag(skill);
},
forced:true,
charlotte:true,
popup:false,
filter:function(event,player){
if(event.name=='lose'){
for(var i in event.gaintag_map){
if(event.gaintag_map[i].contains('yjshicai_clear')) return true;
}
return false;
}
return player.hasHistory('lose',function(evt){
if(evt.getParent()!=event) return false;
for(var i in evt.gaintag_map){
if(evt.gaintag_map[i].contains('yjshicai_clear')) return true;
}
});
},
content:function(){
delete player.getStat('skill').yjshicai;
}
},
}
},
yjchenggong:{
audio:'chenggong',
trigger:{
global:'useCardToPlayered',
},
filter:function(event,player){
return event.isFirstTarget&&event.targets.length>1&&event.player.isIn();
},
check:function(event,player){
return get.attitude(player,event.player)>0;
},
logTarget:'player',
content:function(){
trigger.player.draw();
},
ai:{expose:0.2}
},
yjzezhu:{
audio:'zezhu',
enable:'phaseUse',
usable:1,
filter:function(event,player){
var zhu=get.mode()=='identity'?get.zhu(player):game.filterPlayer(i=>i.getSeatNum()==1)[0];
return zhu.countGainableCards(player,zhu==player?'ej':'hej');
},
filterTarget:function(card,player,target){
var zhu=get.mode()=='identity'?get.zhu(player):game.filterPlayer(i=>i.getSeatNum()==1)[0];
return target==zhu;
},
selectTarget:1,
content:function(){
'step 0'
player.gainPlayerCard(target,player==target?'ej':'hej',true);
'step 1'
if(!player.countCards('he')||player==target) event.finish();
else player.chooseCard('择主:交给'+get.translation(target)+'一张牌','he',true);
'step 2'
player.give(result.cards,target);
},
ai:{
order:2.9,
result:{player:1}
}
},
//用间beta董卓
yjtuicheng:{
audio:2,
enable:'phaseUse',
viewAs:{name:'tuixinzhifu',isCard:true},
filterCard:()=>false,
selectCard:-1,
log:false,
precontent:function(){
player.logSkill('yjtuicheng');
player.loseHp();
},
ai:{
effect:{
player:function(card,player){
if(get.name(card)!='tuixinzhifu'||_status.event.skill!='yjtuicheng') return;
if(player.hp<3) return 'zeroplayertarget';
if(player.hasSkill('yjshicha')&&!player.hasHistory('useSkill',evt=>evt.skill=='yjtuicheng')) return [1,2];
return 'zeroplayertarget';
}
}
}
},
yjyaoling:{
audio:2,
trigger:{
player:'phaseUseEnd',
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('yjyaoling'),'减1点体力上限选择一名其他角色A和一名角色B令A选择对B使用杀或被你弃牌',2,(card,player,target)=>{
if(!ui.selected.targets.length) return target!=player;
return ui.selected.targets[0].canUse('sha',target,false);
}).set('targetprompt',['打人','被打']).set('complexSelect',true).set('ai',target=>{
var player=_status.event.player;
if(!ui.selected.targets.length) return get.effect(target,{name:'guohe_copy2'},player,player);
var targetx=ui.selected.targets[0];
return get.effect(target,{name:'sha'},targetx,player)+5;
});
'step 1'
if(result.bool){
var targets=result.targets;
event.targets=targets;
player.logSkill('yjyaoling',targets,false);
player.line2(targets);
player.loseMaxHp();
targets[0].chooseToUse(function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},'耀令:对'+get.translation(targets[1])+'使用一张杀,或令'+get.translation(player)+'弃置你的一张牌').set('targetRequired',true).set('filterTarget',function(card,player,target){
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
return lib.filter.filterTarget.apply(this,arguments);
}).set('sourcex',targets[1]);
}
else event.finish();
'step 2'
if(!result.bool&&targets[0].countDiscardableCards(player,'he')){
player.discardPlayerCard(targets[0],'he',true);
}
}
},
yjshicha:{
audio:2,
trigger:{player:'phaseDiscardBegin'},
forced:true,
filter:function(event,player){
var tuicheng=false,yaoling=false;
player.getHistory('useSkill',evt=>{
if(evt.skill=='yjtuicheng') tuicheng=true;
if(evt.skill=='yjyaoling') yaoling=true;
});
return !(tuicheng&&yaoling);
},
content:function(){
player.addTempSkill('yjshicha_limit');
},
subSkill:{
limit:{
charlotte:true,
mark:true,
intro:{content:'本回合手牌上限为1'},
mod:{
maxHandcard:()=>1
}
}
},
},
yjyongquan:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
zhuSkill:true,
filter:function(event,player){
return player.hasZhuSkill('yjyongquan')&&game.hasPlayer(current=>{
return current!=player&&player.hasZhuSkill(current)&&current.group=='qun';
});
},
logTarget:function(event,player){
return game.filterPlayer(current=>{
return current!=player&&player.hasZhuSkill(current)&&current.group=='qun';
});
},
content:function(){
'step 0'
var targets=lib.skill.yjyongquan.logTarget(trigger,player);
event.targets=targets;
'step 1'
var target=targets.shift();
event.target=target;
target.chooseCard('拥权:是否交给'+get.translation(player)+'一张牌?','he').set('ai',card=>{
if(_status.event.goon) return 4.5-get.value(card);
return 0;
}).set('goon',get.attitude(target,player)>3);
'step 2'
if(result.bool){
target.line(player);
target.give(result.cards,player);
}
'step 3'
if(targets.length) event.goto(1);
}
},
//用间beta甘宁的新版
yjjielve:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return !player.hasSkill('yjjielve_ban');
},
viewAs:{name:'chenghuodajie'},
filterCard:function(card,player){
if(ui.selected.cards.length) return get.color(card)==get.color(ui.selected.cards[0]);
var cards=player.getCards('hes');
for(var cardx of cards){
if(card!=cardx&&get.color(card)==get.color(cardx)) return true;
}
return false;
},
position:'hes',
selectCard:2,
complexCard:true,
check:function(card){
return 5-get.value(card);
},
onuse:function(links,player){
player.addTempSkill('yjjielve_check');
},
subSkill:{
check:{
trigger:{source:'damageSource'},
forced:true,
charlotte:true,
popup:false,
filter:function(event,player){
return event.card&&event.card.name=='chenghuodajie'&&event.getParent().skill=='yjjielve';
},
content:function(){
player.addTempSkill('yjjielve_ban');
}
},
ban:{charlotte:true}
}
},
//用间beta张飞
yjmangji:{
audio:2,
forced:true,
trigger:{
player:['loseAfter','damageEnd','loseHpEnd','recoverEnd'],
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
direct:true,
filter:function (event,player){
if(player.hp<1||!player.countDiscardableCards(player,'h')) return false;
if(['damage','loseHp','recover'].contains(event.name)) return true;
var evt=event.getl(player);
if(event.name=='equip'&&event.player==player) return !evt||evt.cards.length!=1;
if(!evt||!evt.es.length) return false;
return game.hasPlayer(current=>player.canUse('sha',current,false));
},
content:function(){
'step 0'
player.chooseCardTarget({
prompt:'莽击:弃置一张手牌,视为对一名其他角色使用一张【杀】',
forced:true,
filterCard:lib.filter.cardDiscardable,
filterTarget:function(card,player,target){
return player.canUse('sha',target,false);
},
ai2:function(target){
return get.effect(target,{name:'sha'},_status.event.player);
},
})
'step 1'
if(result.bool){
var target=result.targets[0],cards=result.cards;
player.logSkill('yjmangji',target);
player.discard(cards);
if(player.canUse('sha',target,false)) player.useCard({name:'sha',isCard:true},target,false);
}
},
},
//用间beta曹洪
yjlifeng:{
audio:2,
enable:'phaseUse',
usable:1,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
locked:false,
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filter:function(event,player){
for(var card of ui.discardPile.childNodes){
if(get.type(card)=='equip') return true;
}
return false;
},
content:function(){
'step 0'
var cards=Array.from(ui.discardPile.childNodes).filter(i=>get.type(i)=='equip');
player.chooseButton(['厉锋:获得一张装备牌',cards],cards.length>0).set('ai',get.buttonValue);
'step 1'
if(result.bool){
var card=result.links[0];
player.gain(card,'gain2');
}
},
ai:{
order:10,
result:{player:1},
effect:{
target:function(card,player,target){
if(card&&get.type(card)=='equip'&&_status.event.skill=='_yongjian_zengyu') return 0;
},
},
},
mod:{
cardZengyuable:function(card,player){
return get.type(card)=='equip';
}
}
},
//用间篇李儒
yjdumou:{
audio:2,
forced:true,
global:'yjdumou_du',
mod:{
cardname:function(card,player,name){
if(player==_status.currentPhase&&card.name=='du') return 'guohe';
},
aiValue:function(player,card,num){
if(card.name=='du') return get.value({name:'guohe'});
},
},
subSkill:{
du:{
mod:{
cardname:function(card,player,name){
if(_status.currentPhase&&player!=_status.currentPhase&&_status.currentPhase.hasSkill('yjdumou')&&get.color(card)=='black') return 'du';
},
aiValue:function(player,card,num){
if(get.name(card)=='du'&&card.name!='du') return get.value({name:card.name});
},
}
}
},
ai:{threaten:2.1}
},
yjweiquan:{
audio:2,
enable:'phaseUse',
skillAnimation:true,
animationColor:'soil',
filterTarget:true,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
limited:true,
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selectTarget:()=>[1,game.roundNumber],
contentBefore:function(){
'step 0'
player.awakenSkill('yjweiquan');
player.chooseTarget('威权:选择获得牌的角色',true).set('ai',target=>{
var att=get.attitude(_status.event.player,target),num=target.needsToDiscard(targets.filter(i=>i!=target&&i.countCards('h')).length);
if(att>0&&num<=2) return 0;
if(att<0&&target.needsToDiscard(-5)) return -att-Math.sqrt(num);
return att-Math.sqrt(num);
});
'step 1'
event.getParent()._yjweiquan=result.targets[0];
},
content:function(){
'step 0'
var targetx=event.getParent()._yjweiquan;
if(target==targetx||!target.countCards('h')) event.finish();
else target.chooseCard('威权:将一张手牌交给'+get.translation(targetx),true);
'step 1'
if(result.bool){
var targetx=event.getParent()._yjweiquan;
target.give(result.cards,targetx);
}
},
contentAfter:function(){
var targetx=event.getParent()._yjweiquan;
if(targetx.countCards('h')>targetx.hp){
var next=targetx.phase();
event.next.remove(next);
event.getParent().after.push(next);
next.player=targetx;
next._noTurnOver=true;
next._triggered=null;
next.setContent(function(){
game.broadcastAll(function(){
if(ui.tempnowuxie){
ui.tempnowuxie.close();
delete ui.tempnowuxie;
}
});
player.phaseDiscard();
if(!player.noPhaseDelay) game.delayx();
delete player._noSkill;
});
}
},
ai:{
order:6,
result:{
player:function(player){
var num=game.countPlayer(current=>get.attitude(player,current)<0&&current.countCards('h'));
if(game.roundNumber<num&&player.hp>2||!game.hasPlayer(current=>{
return get.attitude(player,current)>0&&current.needsToDiscard(num)<2||get.attitude(player,current)<0&&current.needsToDiscard(-5);
})) return -10;
return 1;
},
target:-1,
}
}
},
yjrenwang:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
for(var card of ui.discardPile.childNodes){
if(get.color(card)=='black'&&get.type(card)=='basic') return true;
}
return false;
},
content:function(){
'step 0'
var cards=Array.from(ui.discardPile.childNodes).filter(i=>get.color(i)=='black'&&get.type(i)=='basic');
player.chooseButton(['人望:选择一张黑色基本牌',cards],cards.length>0).set('ai',get.buttonValue);
'step 1'
if(result.bool){
var card=result.links[0];
event.card=card;
player.chooseTarget('选择一名角色获得'+get.translation(card),true).set('ai',target=>get.attitude(_status.event.player,target));
}
else event.finish();
'step 2'
if(result.bool){
var target=result.targets[0];
player.line(target);
target.gain(card,'gain2');
}
},
ai:{
order:10,
result:{player:1}
}
},
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//群曹操
yjxiandao:{
trigger:{player:'_yongjian_zengyuEnd'},
usable:1,
forced:true,
locked:false,
filter:function(event,player){
return !event._zengyu_denied&&event.target.isIn();
},
logTarget:'target',
content:function(){
'step 0'
event.target=trigger.target;
event.card=trigger.cards[0];
event.target.markAuto('yjxiandao',[get.suit(event.card,false)])
event.target.addTempSkill('yjxiandao_block');
'step 1'
var type=get.type(card,false);
if(type=='trick') player.draw(2);
if(type=='equip'){
if(target.countGainableCards(player,'he',function(cardx){
return cardx!=card;
})>0) player.gainPlayerCard(target,'he',true).set('card',card).set('filterButton',function(button){
return button.link!=_status.event.card;
});
if(get.subtype(card,false)=='equip1') target.damage();
}
},
subSkill:{
block:{
charlotte:true,
onremove:true,
mod:{
cardEnabled:function(card,player){
if(player.getStorage('yjxiandao_block').contains(get.suit(card))) return false;
},
cardRespondable:function(card,player){
if(player.getStorage('yjxiandao_block').contains(get.suit(card))) return false;
},
cardSavable:function(card,player){
if(player.getStorage('yjxiandao_block').contains(get.suit(card))) return false;
},
},
mark:true,
intro:{content:'不能使用或打出$牌'},
},
},
},
yjsancai:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
player.showHandcards();
var hs=player.getCards('h');
if(hs.length>1){
var type=get.type2(hs[0],player);
for(var i=1;i<hs.length;i++){
if(get.type(hs[i])!=type){
event.finish();
return;
}
}
}
'step 1'
player.chooseCardTarget({
prompt:'是否赠予一张手牌?',
filterCard:true,
filterTarget:lib.filter.notMe,
});
'step 2'
if(result.bool){
player.line(result.targets[0],'green');
var next=game.createEvent('_yongjian_zengyu');
next.player=player;
next.target=result.targets[0];
next.cards=result.cards;
next.setContent(lib.skill._yongjian_zengyu.content);
}
},
},
yjyibing:{
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trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
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direct:true,
filter:function(event,player){
if(event.getParent().name=='_yongjian_zengyu') return false;
2023-05-13 14:57:29 +00:00
if(event.getParent('yjyibing').player==player) return false;
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var evt=event.getParent('phaseDraw'),hs=player.getCards('h'),cards=event.getg(player);
return cards.length>0&&(!evt||evt.player!=player)&&cards.filter(function(card){
2022-01-15 06:12:01 +00:00
return hs.contains(card)&&game.checkMod(card,player,'unchanged','cardEnabled2',player)!==false;
2023-01-24 13:26:41 +00:00
}).length==cards.length&&player.hasUseTarget({
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name:'sha',
cards:event.cards,
},false);
},
content:function(){
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var cards=trigger.getg(player);
player.chooseUseTarget(get.prompt('yjyibing'),'将'+get.translation(cards)+'当做【杀】使用','sha',cards,false,'nodistance').logSkill='yjyibing';
2022-01-15 06:12:01 +00:00
},
},
2021-09-07 05:05:57 +00:00
//龙羽飞
longyi:{
enable:['chooseToUse','chooseToRespond'],
filter:function(event,player){
if(event.type=='wuxie') return false;
var hs=player.getCards('h');
if(!hs.length) return false;
for(var i of hs){
if(game.checkMod(i,player,'unchanged','cardEnabled2',player)===false) return false;
}
for(var i of lib.inpile){
if(i!='du'&&get.type(i)=='basic'&&event.filterCard({name:i,cards:hs},player,event)) return true;
if(i=='sha'){
var list=['fire','thunder','ice'];
for(var j of list){
if(event.filterCard({name:i,nature:j,cards:hs},player,event)) return true;
}
}
}
return false;
},
chooseButton:{
dialog:function(event,player){
var vcards=[],hs=player.getCards('h');
for(var i of lib.inpile){
if(i!='du'&&get.type(i)=='basic'&&event.filterCard({name:i,cards:hs},player,event)) vcards.push(['基本','',i]);
if(i=='sha'){
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for(var j of lib.inpile_nature){
2021-09-07 05:05:57 +00:00
if(event.filterCard({name:i,nature:j,cards:hs},player,event)) vcards.push(['基本','',i,j]);
}
}
}
return ui.create.dialog('龙裔',[vcards,'vcard']);
},
check:function(button,player){
if(_status.event.getParent().type!='phase') return 1;
return _status.event.player.getUseValue({name:button.link[2],nature:button.link[3]});
},
backup:function(links,player){
return {
audio:'longyi',
popname:true,
viewAs:{name:links[0][2],nature:links[0][3]},
filterCard:true,
selectCard:-1,
position:'h',
}
},
2022-01-15 06:12:01 +00:00
prompt:function(links,player){
return '将所有手牌当做'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'使用或打出';
}
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},
hiddenCard:function(player,name){
return name!='du'&&get.type(name)=='basic'&&player.countCards('h')>0;
},
ai:{
respondSha:true,
respondShan:true,
skillTagFilter:function(player){
return player.countCards('h')>0;
},
order:0.5,
result:{
player:function(player){
if(_status.event.dying){
return get.attitude(player,_status.event.dying);
}
if(_status.event.type=='respondShan') return 1;
var val=0,hs=player.getCards('h'),max=0;
for(var i of hs){
val+=get.value(i,player);
if(get.type(i,player)=='trick') max+=5;
}
if(player.hasSkill('zhenjue')) max+=7;
return val<=max?1:0;
},
},
},
group:'longyi_effect',
subSkill:{
effect:{
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trigger:{player:['useCard','respond']},
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forced:true,
charlotte:true,
popup:false,
filter:function(event,player){
if(event.skill!='longyi_backup') return false;
for(var i of event.cards){
var type=get.type2(i,player);
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if(type=='equip'||type=='trick') return true;
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}
return false;
},
content:function(){
var map={};
for(var i of trigger.cards){
map[get.type2(i,player)]=true;
}
if(map.trick) player.draw();
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if(map.equip&&trigger.directHit) trigger.directHit.addArray(game.players);
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},
},
backup:{},
},
},
zhenjue:{
trigger:{global:'phaseJieshuBegin'},
filter:function(event,player){
return player.countCards('h')==0;
},
logTarget:'player',
content:function(){
'step 0'
trigger.player.chooseToDiscard('he','弃置一张牌,或令'+get.translation(player)+'摸一张牌').set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
return -get.value(card);
}).set('goon',get.attitude(trigger.player,player)<0);
'step 1'
if(!result.bool) player.draw();
},
},
2021-08-29 13:38:50 +00:00
//群刘备
jsprende:{
audio:'rerende',
enable:'phaseUse',
filterCard:true,
selectCard:[1,Infinity],
discard:false,
lose:false,
delay:false,
filterTarget:function(card,player,target){
return player!=target;
},
onremove:true,
check:function(card){
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
if(!ui.selected.cards.length&&card.name=='du') return 20;
var player=get.owner(card);
if(ui.selected.cards.length>=Math.max(2,player.countCards('h')-player.hp)) return 0;
if(player.hp==player.maxHp||player.storage.jsprende<0||player.countCards('h')<=1){
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hasSkill('haoshi')&&
!players[i].isTurnedOver()&&
!players[i].hasJudge('lebu')&&
get.attitude(player,players[i])>=3&&
get.attitude(players[i],player)>=3){
return 11-get.value(card);
}
}
if(player.countCards('h')>player.hp) return 10-get.value(card);
if(player.countCards('h')>2) return 6-get.value(card);
return -1;
}
return 10-get.value(card);
},
content:function(){
'step 0'
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'&&!evt.jsprende){
var next=game.createEvent('jsprende_clear');
_status.event.next.remove(next);
evt.after.push(next);
evt.jsprende=true;
next.player=player;
next.setContent(function(){
delete player.storage.jsprende;
});
}
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player.give(cards,target);
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if(typeof player.storage.jsprende!='number'){
player.storage.jsprende=0;
}
if(player.storage.jsprende>=0){
player.storage.jsprende+=cards.length;
if(player.storage.jsprende>=2){
var list=[];
if(lib.filter.cardUsable({name:'sha'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){
return player.canUse('sha',current);
})){
list.push(['基本','','sha']);
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}
for(var i of lib.inpile_nature){
if(lib.filter.cardUsable({name:'sha',nature:i},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){
return player.canUse({name:'sha',nature:i},current);
})){
list.push(['基本','','sha',i]);
}
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}
if(lib.filter.cardUsable({name:'tao'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){
return player.canUse('tao',current);
})){
list.push(['基本','','tao']);
}
if(lib.filter.cardUsable({name:'jiu'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){
return player.canUse('jiu',current);
})){
list.push(['基本','','jiu']);
}
if(list.length){
player.chooseButton(['是否视为使用一张基本牌?',[list,'vcard']]).set('ai',function(button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(card.name=='tao'){
if(player.hp==1||(player.hp==2&&!player.hasShan())||player.needsToDiscard()){
return 5;
}
return 1;
}
if(card.name=='sha'){
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0
})){
if(card.nature=='fire') return 2.95;
if(card.nature=='thunder'||card.nature=='ice') return 2.92;
return 2.9;
}
return 0;
}
if(card.name=='jiu'){
return 0.5;
}
return 0;
});
}
else{
event.finish();
}
player.storage.jsprende=-1;
}
else{
event.finish();
}
}
else{
event.finish();
}
'step 1'
if(result&&result.bool&&result.links[0]){
var card={name:result.links[0][2],nature:result.links[0][3]};
player.chooseUseTarget(card,true);
}
},
ai:{
fireAttack:true,
order:function(skill,player){
if(player.hp<player.maxHp&&player.storage.jsprende<2&&player.countCards('h')>1){
return 10;
}
return 4;
},
result:{
target:function(player,target){
if(target.hasSkillTag('nogain')) return 0;
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
if(target.hasSkillTag('nodu')) return 0;
return -10;
}
if(target.hasJudge('lebu')) return 0;
var nh=target.countCards('h');
var np=player.countCards('h');
if(player.hp==player.maxHp||player.storage.jsprende<0||player.countCards('h')<=1){
if(nh>=np-1&&np<=player.hp&&!target.hasSkill('haoshi')) return 0;
}
return Math.max(1,5-nh);
}
},
effect:{
target:function(card,player,target){
if(player==target&&get.type(card)=='equip'){
if(player.countCards('e',{subtype:get.subtype(card)})){
if(game.hasPlayer(function(current){
return current!=player&&get.attitude(player,current)>0;
})){
return 0;
}
}
}
}
},
threaten:0.8
}
},
//曹安民
nskuishe:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he')>0;
},
content:function(){
'step 0'
player.choosePlayerCard(target,'he',true).set('ai',get.buttonValue);
'step 1'
if(result.bool){
var card=result.cards[0];
event.card=card;
player.chooseTarget('将'+get.translation(target)+'的'+(get.position(card)=='h'&&!player.hasSkillTag('viewHandcard',null,target,true)?'手牌':get.translation(card))+'交给一名角色',true,function(target){
return target!=_status.event.getParent().target;
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0;
return -att;
}
if(target.hasSkillTag('nogain')) return 0.1;
if(att>0){
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du');
}
else event.finish();
'step 2'
if(result.bool){
var target2=result.targets[0];
target.line(target2,'green');
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target2.gain(target,card,'giveAuto').giver=player;
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}
else event.finish();
'step 3'
target.chooseToUse(function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},'是否对'+get.translation(player)+'使用一张杀?').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
return lib.filter.filterTarget.apply(this,arguments);
}).set('sourcex',player);
},
ai:{
order:6,
expose:0.2,
result:{
target:-1.5,
player:function(player,target){
if(!target.canUse('sha',player)) return 0;
if(target.countCards('h')==1) return 0.1;
if(player.hasShan()) return -0.5;
if(player.hp<=1) return -2;
if(player.hp<=2) return -1;
return 0;
}
},
},
},
//文和乱武
nsyangwu:{
enable:'phaseUse',
usable:1,
filterCard:{suit:'heart'},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>player.countCards('h');
},
filter:function(event,player){
var info=lib.skill.nsyangwu;
return player.countCards('h',info.filterCard)&&game.hasPlayer(function(target){
return info.filterTarget(null,player,target);
});
},
check:function(card){
var num=0;
var player=_status.event.player;
game.countPlayer(function(current){
if(current!=player&&get.attitude(player,current)<0) num=Math.max(num,current.countCards('h')-player.countCards('h'));
});
return Math.ceil((num+1)/2)*2+4-get.value(card);
},
content:function(){
var num=Math.ceil((target.countCards('h')-player.countCards('h'))/2);
if(num) player.gainPlayerCard(target,true,'h',num,'visible');
},
ai:{
order:4,
result:{
target:function(player,target){
return player.countCards('h')-target.countCards('h');
},
},
},
},
nslulve:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.countCards('e')>0&&current.countCards('e')<=player.countCards('he');
});
},
filterCard:function(){
if(ui.selected.targets.length) return false;
return true;
},
position:'he',
selectCard:[1,Infinity],
complexSelect:true,
complexCard:true,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('e')>0&&ui.selected.cards.length==target.countCards('e');
},
check:function(card){
var player=_status.event.player;
if(game.hasPlayer(function(current){
return current!=player&&current.countCards('e')>0&&ui.selected.cards.length==current.countCards('e')&&get.damageEffect(current,player,player)>0;
})) return 0;
switch(ui.selected.cards.length){
case 0:return 8-get.value(card);
case 1:return 6-get.value(card);
case 2:return 3-get.value(card);
default:return 0;
}
},
content:function(){
target.damage('nocard');
},
ai:{
damage:true,
order:2,
result:{
target:function(player,target){
return get.damageEffect(target,player);
}
},
expose:0.3
}
},
nsfeixiong:{
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0&&game.hasPlayer(function(current){
return current!=player&&player.canCompare(current);
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('nsfeixiong'),function(card,player,target){
return player!=target&&player.canCompare(target);
}).set('ai',function(target){
var player=_status.event.player;
var hs=player.getCards('h').sort(function(a,b){
return b.number-a.number;
});
var ts=target.getCards('h').sort(function(a,b){
return b.number-a.number;
});
if(!hs.length||!ts.length) return 0;
if(hs[0].number>ts[0].number) return get.damageEffect(target,player,player);
return 0;
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('nsfeixiong',target);
player.chooseToCompare(target);
}
else event.finish();
'step 2'
if(!result.tie){
var targets=[player,target];
if(result.bool) targets.reverse();
targets[0].damage(targets[1]);
}
},
},
nscesuan:{
trigger:{player:'damageBegin3'},
forced:true,
content:function(){
'step 0'
trigger.cancel();
event.lose=player.loseMaxHp();
'step 1'
if(event.lose&&event.lose.loseHp) player.draw();
},
ai:{
filterDamage:true,
skillTagFilter:function(player,tag,arg){
if(arg&&arg.player){
if(arg.player.hasSkillTag('jueqing',false,player)) return false;
}
},
},
},
//S贾诩
nsyice:{
trigger:{
player:'loseAfter',
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global:['cardsDiscardAfter','loseAsyncAfter'],
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},
filter:function(event,player){
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if(event.name!='cardsDiscard'){
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if(event.type!='discard') return false;
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var evt=event.getl(player);
return evt.cards2&&evt.cards2.filterInD('d').length>0;
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}
else{
var evt=event.getParent();
if(evt.name!='orderingDiscard'||!evt.relatedEvent||evt.relatedEvent.player!=player||!['useCard','respond'].contains(evt.relatedEvent.name)) return false;
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return event.cards.filterInD('d').length>0;
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}
},
forced:true,
content:function(){
'step 0'
var evt=trigger.getParent().relatedEvent;
if((trigger.name=='discard'&&!trigger.delay)||evt&&evt.name=='respond') game.delayx();
'step 1'
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var cards;
if(trigger.getl) cards=trigger.getl(player).cards2.filterInD('d');
else cards=trigger.cards.filterInD('d');
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if(cards.length==1) event._result={bool:true,links:cards};
else{
var dialog=['遗策:选择要放置的卡牌','<div class="text center">(从左到右为从旧到新,后选择的后置入)</div>',cards];
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var cards2=player.getExpansions('nsyice');
cards2.reverse();
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if(cards2.length){
dialog.push('<div class="text center">原有“策”</div>');
dialog.push(cards2);
}
player.chooseButton(dialog,true,cards.length).set('filterButton',function(button){
return _status.event.cards.contains(button.link);
}).set('cards',cards);
}
'step 2'
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player.addToExpansion(result.links,'gain2').gaintag.add('nsyice');
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'step 3'
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var storage=player.getExpansions('nsyice');
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var bool=false;
for(var i=0;i<storage.length;i++){
for(var j=storage.length-1;j>i;j--){
if(get.number(storage[i])==get.number(storage[j])){
bool=true;
break;
}
}
if(bool) break;
}
if(bool){
event.cards=storage.splice(i,j-i+1);
}
else event.finish();
'step 4'
var cardsx=[];
cardsx.push(cards.shift());
cardsx.push(cards.pop());
if(cards.length) player.gain(cards,'gain2');
event.cards=cardsx;
'step 5'
player.chooseButton(['将一张牌置于牌堆顶,将另一张牌置于牌堆底',cards],true);
'step 6'
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player.lose(event.cards,ui.cardPile).set('topper',result.links[0]).insert_index=function(event,card){
if(card==event.topper) return ui.cardPile.firstChild;
return null;
};
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if(_status.dying.length) event.finish();
'step 7'
player.chooseTarget('对一名角色造成1点伤害',true).set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player);
});
'step 8'
if(result.bool){
var target=result.targets[0];
player.line(target);
target.damage('nocard');
}
},
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onremove:function(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
},
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marktext:'策',
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intro:{
content:'expansion',
markcount:'expansion',
},
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},
//用间篇
yjxuepin:{
enable:'phaseUse',
usable:1,
filterTarget:function(event,player,target){
return player.inRange(target)&&target.countDiscardableCards(player,'he')>0;
},
content:function(){
'step 0'
player.loseHp();
'step 1'
if(target.countDiscardableCards(player,'he')>0) player.discardPlayerCard(target,2,'he',true);
else event.finish();
'step 2'
if(result.bool&&result.cards.length==2&&get.type2(result.cards[0],result.cards[0].original=='h'?target:false)==get.type2(result.cards[1],result.cards[1].original=='h'?target:false)) player.recover();
},
ai:{
order:4,
result:{
player:function(player,target){
if(player.hp==1) return -8;
if(target.countCards('e')>1) return 0;
if(player.hp>2||target.countCards('h')>1) return -0.5;
return -2;
},
target:function(player,target){
if(target.countDiscardableCards(player,'he')<2) return 0;
return -2;
},
},
},
},
nsjianglie:{
trigger:{player:'useCardToPlayered'},
filter:function(event,player){
return event.card.name=='sha'&&event.target.countCards('h')>0;
},
check:function(event,player){
return get.attitude(player,event.target)<0;
},
logTarget:'target',
content:function(){
'step 0'
trigger.target.showHandcards();
'step 1'
var cards=trigger.target.getCards('h');
var list=[];
for(var i=0;i<cards.length;i++){
list.add(get.color(cards[i]));
}
if(list.length==1) event._result={control:list[0]};
else{
list.sort();
trigger.target.chooseControl(list).set('prompt','选择弃置一种颜色的所有手牌').set('ai',function(){
var player=_status.event.player;
if(get.value(player.getCards('h',{color:'red'}))>=get.value(player.getCards('h',{color:'black'}))) return 'black';
return 'red';
});
}
'step 2'
trigger.target.discard(trigger.target.getCards('h',{color:result.control}));
},
},
//桌游志贴纸
spyinzhi:{
trigger:{player:'damageEnd'},
frequent:true,
content:function(){
'step 0'
event.count=trigger.num;
'step 1'
event.count--;
var cards=game.cardsGotoOrdering(get.cards(2)).cards;
player.showCards(cards);
event.count2=0;
for(var i=0;i<cards.length;i++){
if(get.suit(cards[i])=='spade'){
event.count2++;
cards.splice(i--,1);
}
}
event.cards=cards;
if(!event.count2||!trigger.source) event.goto(4);
'step 2'
event.count2--;
if(trigger.source.countCards('h')>0){
player.chooseTarget('令一名角色获得'+get.translation(trigger.source)+'的一张手牌',function(card,player,target){
var source=_status.event.source;
return target!=source&&source.countGainableCards(target,'h')>0;
}).set('source',trigger.source);
}
else event.goto(4);
'step 3'
if(result.bool){
var target=result.targets[0];
player.line([trigger.source,target],'green');
target.gainPlayerCard(trigger.source,'h',true);
if(event.count2) event.goto(2)
}
'step 4'
if(cards.length) player.gain(cards,'gain2','log');
'step 5'
if(event.count>0){
player.chooseBool(get.prompt2('spyinzhi')).set('frequentSkill','spyinzhi');
}
else event.finish();
'step 6'
if(result.bool){
player.logSkill('spyinzhi');
event.goto(1);
};
},
},
spmingjian:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
'step 0'
var next=player.chooseCard(get.prompt2('spmingjian',trigger.player),'he');
next.set('ai',function(card){
var target=_status.event.getTrigger().player;
var player=_status.event.player;
if(get.attitude(player,target)>0&&target.countCards('j')>0) return 5-get.value(card);
return -1;
});
next.set('filterCard',function(card,player){
if(get.position(card)=='e') return lib.filter.cardDiscardable.apply(this,arguments);
return true;
});
//next.set('logSkill',['spmingjian',trigger.player]);
'step 1'
if(result.bool){
player.logSkill('spmingjian',trigger.player);
var card=result.cards[0];
event.card=card;
if(get.position(card)=='e') event._result={index:0};
else if(!lib.filter.cardDiscardable(card,player,event)) event._result={index:1};
else{
var name=get.translation(trigger.player);
player.chooseControl().set('choiceList',[
'令'+name+'跳过本回合的判定阶段',
'令'+name+'于本回合的判定中不触发「判定结果生效前」的时机',
]).set('ai',function(){return 0});
}
}
else event.finish();
'step 2'
if(result.index==0){
player.discard(card);
trigger.player.skip('phaseJudge');
}
else{
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trigger.player.addToExpansion(card,player,'giveAuto').gaintag.add('spmingjian_charlotte');
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trigger.player.addSkill('spmingjian_charlotte');
}
},
ai:{
expose:0.25,
},
},
spmingjian_charlotte:{
trigger:{player:['judgeBefore','phaseAfter']},
forced:true,
firstDo:true,
silent:true,
popup:false,
charlotte:true,
content:function(){
if(trigger.name=='phase') player.removeSkill(event.name);
else trigger.noJudgeTrigger=true;
},
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onremove:function(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
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},
marktext:'鉴',
intro:{
name:'明鉴',
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content:'expansion',
markcount:'expansion',
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},
},
spshude:{
trigger:{player:'phaseJieshuBegin'},
frequent:true,
filter:function(event,player){
return player.countCards('h')<player.maxHp;
},
content:function(){
player.drawTo(player.maxHp);
},
},
spfuluan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.inRange(target);
},
selectCard:3,
position:'he',
check:function(card){
return 5-get.value(card);
},
complexCard:true,
filterCard:function(card,player){
if(!ui.selected.cards.length) return player.countCards('he',{suit:get.suit(card)})>2;
return get.suit(card)==get.suit(ui.selected.cards[0]);
},
content:function(){
target.turnOver();
player.addTempSkill('spfuluan2');
},
ai:{
order:1,
result:{
target:function(player,target){
if(target.isTurnedOver()) return 2;
return -1;
},
},
},
},
spfuluan2:{
mod:{
cardEnabled:function(card){
if(card.name=='sha') return false;
},
},
},
spzhaoxin:{
trigger:{player:'phaseDrawEnd'},
check:function(event,player){
return player.getUseValue({name:'sha',isCard:true})>0;
},
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
player.showHandcards();
'step 1'
player.chooseUseTarget('sha',false);
},
},
splanggu:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return get.itemtype(event.source)=='player';
},
logTarget:'source',
content:function(){
'step 0'
player.judge();
'step 1'
if(trigger.source.countCards('h')>0){
var next=player.discardPlayerCard(trigger.source,'h',[1,Infinity]);
next.set('suit',result.suit);
next.set('filterButton',function(button){
return get.suit(button.link)==_status.event.suit;
});
next.set('visible',true);
}
},
group:'splanggu_rewrite',
},
splanggu_rewrite:{
trigger:{player:'judge'},
filter:function (event,player){
return player.countCards('hs')>0&&event.getParent().name=='splanggu';
},
direct:true,
content:function (){
"step 0"
player.chooseCard('狼顾的判定结果为'+
get.translation(trigger.player.judging[0])+',是否打出一张手牌进行代替?','hs',function(card){
var player=_status.event.player;
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod2!='unchanged') return mod2;
var mod=game.checkMod(card,player,'unchanged','cardRespondable',player);
if(mod!='unchanged') return mod;
return true;
}).set('ai',function(card){
return -1;
});
"step 1"
if(result.bool){
player.respond(result.cards,'highlight','splanggu','noOrdering');
}
else{
event.finish();
}
"step 2"
if(result.bool){
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
if(card.clone){
card.clone.classList.remove('thrownhighlight');
}
},trigger.player.judging[0]);
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
trigger.orderingCards.addArray(result.cards);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
game.delay(2);
}
},
},
sphantong:{
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trigger:{
player:'loseEnd',
},
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frequent:true,
filter:function(event,player){
return event.type=='discard'&&event.getParent(3).name=='phaseDiscard'&&event.cards.filterInD('d').length>0;
},
content:function(){
if(!player.storage.sphantong) player.storage.sphantong=[];
var cards=trigger.cards.filterInD('d');
player.storage.sphantong.addArray(cards);
player.$gain2(cards);
game.log(player,'将',cards,'置于武将牌上');
player.markSkill('sphantong');
},
group:['sphantong_gain'],
derivation:['hujia','jijiang','jiuyuan','xueyi'],
marktext:'诏',
intro:{
content:'cards',
onunmark:'throw',
},
},
sphantong_gain:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.storage.sphantong&&player.storage.sphantong.length>0;
},
content:function(){
'step 0'
player.chooseButton([get.prompt('sphantong'),player.storage.sphantong],function(button){return -1});
'step 1'
if(result.bool){
player.logSkill('sphantong');
var card=result.links[0];
player.$throw(card);
game.log(player,'将',card,'置入了弃牌堆');
player.storage.sphantong.remove(card);
player[player.storage.sphantong.length>0?'markSkill':'unmarkSkill']('sphantong');
game.cardsDiscard(card);
var list=['hujia','jijiang','jiuyuan','xueyi'];
for(var i=0;i<list.length;i++){
if(player.hasZhuSkill(list[i])) list.splice(i--,1);
}
if(list.length>0) player.chooseControl(list).set('prompt','选择获得以下技能中的一个');
else event.finish();
}
else event.finish();
'step 2'
var skill=result.control;
player.addTempSkill(skill);
if(!player.storage.zhuSkill_sphantong) player.storage.zhuSkill_sphantong=[];
player.storage.zhuSkill_sphantong.add(skill);
player.popup(skill,'wood');
game.log(player,'获得了技能','#g【'+get.translation(skill)+'】');
var next=game.createEvent('sphantong_clear',false);
event.next.remove(next);
trigger.after.push(next);
next.player=player;
next.skill=skill;
next.setContent(function(){
if(player.storage.zhuSkill_sphantong) player.storage.zhuSkill_sphantong.remove(event.skill);
})
},
},
sphuangen:{
trigger:{global:'useCardToPlayered'},
filter:function(event,player){
if(!event.isFirstTarget) return false;
if(get.type(event.card)!='trick') return false;
if(get.info(event.card).multitarget) return false;
if(event.targets.length<2) return false;
return player.hp>0;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('sphuangen'),
[1,Math.min(player.hp,trigger.targets.length)],function(card,player,target){
return _status.event.targets.contains(target);
}).set('ai',function(target){
return -get.effect(target,trigger.card,trigger.player,_status.event.player);
}).set('targets',trigger.targets);
"step 1"
if(result.bool){
player.logSkill('sphuangen',result.targets);
trigger.excluded.addArray(result.targets);
player.draw();
}
},
},
spyicong:{
trigger:{player:'phaseDiscardEnd'},
direct:true,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
locked:false,
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filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
'step 0'
player.chooseCard('he',[1,player.countCards('he')],get.prompt2('spyicong')).set('ai',function(card){
if(card.name=='du') return 10;
if(ui.selected.cards.length) return -1;
return 4-get.value(card);
});
'step 1'
if(result.bool){
player.logSkill('spyicong');
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player.addToExpansion(result.cards,player,'give').gaintag.add('spyicong');
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}
},
mod:{
globalTo:function(from,to,num){
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return num+to.getExpansions('spyicong').length;
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},
},
marktext:'扈',
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onremove:function(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
},
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intro:{
name:'义从',
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content:function(storage,player){
return '共有'+get.cnNumber(player.getExpansions('spyicong').length)+'张“扈”';
},
markcount:'expansion',
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},
},
sptuji:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
locked:false,
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filter:function(event,player){
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return player.getExpansions('spyicong').length>0;
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},
content:function(){
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var cards=player.getExpansions('spyicong');
var num=cards.length;
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player.addMark('sptuji2',num,false);
player.addTempSkill('sptuji2');
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player.loseToDiscardpile(cards);
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if(num<=1) player.draw();
},
},
sptuji2:{
onremove:true,
charlotte:true,
mod:{
globalFrom:function(from,to,num){
return num-from.countMark('sptuji2');
},
},
marktext:'突',
intro:{
name:'突骑',
content:'至其他角色的距离-#',
},
},
xinfu_yanyu:{
trigger:{
global:"phaseUseBegin",
},
direct:true,
filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
'step 0'
var next=player.chooseToDiscard(get.prompt('xinfu_yanyu'),get.translation('xinfu_yanyu_info'),'he').set('logSkill','xinfu_yanyu');
if(player==trigger.player){
next.set('goon',function(){
var map={
basic:0,
trick:0.1,
};
var hs=trigger.player.getCards('h');
var sha=false;
var jiu=false;
for(var i=0;i<hs.length;i++){
if(trigger.player.hasValueTarget(hs[i])){
if(hs[i].name=='sha'&&!sha){
sha=true;
map.basic+=2;
}
if(hs[i].name=='tao') map.basic+=6;
if(hs[i].name=='jiu'){jiu=true;map.basic+=2.5;}
if(get.type(hs[i])=='trick') map.trick+=get.value(hs[i],player,'raw');
}
}
return map;
}());
next.set('ai',function(card){
var map=_status.event.goon;
var type=get.type(card,'trick');
if(!map[type]) return -1;
return map[type]-get.value(card);
});
}
else{
next.set('ai',function(cardx){
var map={
basic:0,
trick:0,
};
var hs=trigger.player.getCards('h');
var sha=false;
var jiu=false;
for(var i=0;i<hs.length;i++){
if(hs[i]!=cardx&&trigger.player.hasValueTarget(hs[i])){
if(hs[i].name=='sha'&&!sha){
sha=true;
map.basic+=2;
}
if(hs[i].name=='tao') map.basic+=6;
if(hs[i].name=='jiu'){jiu=true;map.basic+=3;}
if(get.type(hs[i])=='trick') map.trick+=player.getUseValue(hs[i]);
}
}
var type=get.type(cardx,'trick');
if(!map[type]) return -get.value(cardx);
return map[type]-get.value(cardx);
});
}
'step 1'
if(result.bool){
player.storage.xinfu_yanyu=get.type(result.cards[0],'trick');
player.addTempSkill('xinfu_yanyu2','phaseUseAfter');
}
},
},
"xinfu_yanyu2":{
init:function (player,skill){
player.storage[skill]=0;
},
onremove:function (player,skill){
delete player.storage.xinfu_yanyu;
delete player.storage.xinfu_yanyu2;
},
trigger:{
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global:["loseAfter","cardsDiscardAfter","loseAsyncAfter","equipAfter"],
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},
direct:true,
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filter:function(event,player){
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if(player.storage.xinfu_yanyu2>=3) return false;
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var type=player.storage.xinfu_yanyu,cards=event.getd();
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for(var i=0;i<cards.length;i++){
if(get.type(cards[i],'trick')==type&&get.position(cards[i],true)=='d') return true;
}
return false;
},
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content:function(){
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'step 0'
event.logged=false;
event.cards=[];
var type=player.storage.xinfu_yanyu;
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var cards=trigger.getd();
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for(var i=0;i<cards.length;i++){
if(get.type(cards[i],'trick')==type&&get.position(cards[i],true)=='d') event.cards.push(cards[i]);
}
'step 1'
if(player.storage.xinfu_yanyu2>=3) event.finish();
else player.chooseCardButton(event.cards,'【燕语】:是否将其中的一张牌交给一名角色?').ai=function(card){
if(card.name=='du') return 10;
return get.value(card);
};
'step 2'
if(result.bool){
player.storage.xinfu_yanyu2++;
if(!event.logged){
player.logSkill('xinfu_yanyu');
player.addExpose(0.25);
event.logged=true;
}
event.togain=result.links[0];
event.cards.remove(event.togain);
player.chooseTarget(true,'请选择要获得'+get.translation(event.togain)+'的角色').set('ai',function(target){
var att=get.attitude(_status.event.player,target);
var card=_status.event.card;
var val=get.value(card);
if(player.storage.xinfu_yanyu2<3&&target==_status.currentPhase&&target.hasValueTarget(card,null,true)) att=att*5;
else if(target==player&&!player.hasJudge('lebu')&&get.type(card)=='trick') att=att*3;
if(target.hasSkillTag('nogain')) att/=10;
return att*val;
}).set('card',event.togain);
}
else event.finish();
'step 3'
var target=result.targets[0];
player.line(target,'green');
target.gain(event.togain,'gain2');
if(event.cards.length) event.goto(1);
},
},
"xinfu_xiaode":{
subSkill:{
remove:{
unique:true,
charlotte:true,
trigger:{
player:"phaseAfter",
},
forced:true,
popup:false,
content:function(){
player.removeAdditionalSkill('xinfu_xiaode');
player.removeSkill('xinfu_xiaode_remove');
},
},
},
trigger:{
global:"dieAfter",
},
direct:true,
filter:function (skill,event){
return !event.hasSkill('xinfu_xiaode_remove');
},
content:function (){
'step 0'
var list=[];
var listm=[];
var listv=[];
if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3];
else listm=lib.character[trigger.player.name][3];
if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3];
listm=listm.concat(listv);
var func=function(skill){
var info=get.info(skill);
if(info.charlotte||info.zhuSkill||(info.unique&&!info.limited)||info.juexingji||info.dutySkill||info.hiddenSkill) return false;
return true;
};
for(var i=0;i<listm.length;i++){
if(func(listm[i])) list.add(listm[i]);
}
if(list.length){
player.chooseControl(list,'cancel2').set('prompt',get.prompt('xinfu_xiaode')).set('prompt2',get.translation('xinfu_xiaode_info')).set('ai',function(){
return list.randomGet();
});
}
else event.finish();
'step 1'
if(result.control&&result.control!='cancel2'){
player.logSkill('xinfu_xiaode');
player.popup(result.control,'thunder');
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】');
player.addAdditionalSkill('xinfu_xiaode',[result.control]);
player.addSkill('xinfu_xiaode_remove');
}
},
},
chixin:{
group:['chixin1','chixin2'],
mod:{
cardUsableTarget:function(card,player,target){
if(card.name=='sha'&&!target.hasSkill('chixin3')&&player.inRange(target)) return true;
},
},
trigger:{player:'useCardToPlayered'},
silent:true,
firstDo:true,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
locked:false,
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content:function(){
trigger.target.addTempSkill('chixin3');
}
},
chixin1:{
enable:['chooseToRespond','chooseToUse'],
filterCard:{suit:'diamond'},
position:'hes',
viewAs:{name:'sha'},
prompt:'将一张♦牌当杀使用或打出',
check:function(card){return 5-get.value(card)},
ai:{
respondSha:true,
}
},
chixin2:{
enable:['chooseToUse','chooseToRespond'],
filterCard:{suit:'diamond'},
viewAs:{name:'shan'},
position:'hes',
prompt:'将一张♦牌当闪使用或打出',
check:function(card){return 5-get.value(card)},
ai:{
respondShan:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.8
}
},
}
},
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
chixin3:{charlotte:true},
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suiren:{
trigger:{player:'phaseZhunbeiBegin'},
skillAnimation:true,
animationColor:'gray',
filter:function(event,player){
return !player.storage.suiren;
},
intro:{
content:'limited',
},
mark:true,
direct:true,
unique:true,
limited:true,
content:function(){
"step 0"
var check=(player.hp==1||(player.hp==2&&player.countCards('h')<=1));
player.chooseTarget(get.prompt2('suiren')).set('ai',function(target){
if(!_status.event.check) return 0;
return get.attitude(_status.event.player,target);
}).set('check',check);
"step 1"
if(result.bool){
player.storage.suiren=true;
player.awakenSkill('suiren');
player.logSkill('suiren',result.targets);
player.removeSkill('reyicong');
player.gainMaxHp();
player.recover();
result.targets[0].draw(3);
}
}
},
xinmanjuan:{
audio:'manjuan',
forced:true,
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trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
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filter:function(event,player){
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var hs=player.getCards('h');
return event.type!='xinmanjuan'&&event.getg(player).filter(function(card){
return hs.contains(card);
}).length>0;
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},
content:function(){
"step 0"
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var hs=player.getCards('h'),cards=trigger.getg(player).filter(function(card){
return hs.contains(card);
});
event.cards=cards;
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event.rawCards=cards.slice(0);
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player.loseToDiscardpile(cards);
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if(_status.currentPhase!=player) event.finish();
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"step 1"
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event.card=event.cards.shift();
event.togain=[];
var number=get.number(event.card);
for(var i=0;i<ui.discardPile.childNodes.length;i++){
var current=ui.discardPile.childNodes[i];
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if((!event.rawCards.contains(current))&&get.number(current)==number) event.togain.push(current);
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}
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if(!event.togain.length) event.goto(4);
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"step 2"
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player.chooseButton(['是否获得其中的一张牌?',event.togain]).ai=function(button){
return get.value(button.link);
};
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"step 3"
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if(result.bool){
player.gain(result.links[0],'gain2').type='xinmanjuan';
}
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"step 4"
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if(event.cards.length) event.goto(1);
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},
ai:{
threaten:4.2,
nogain:1,
skillTagFilter:function(player){
return player!=_status.currentPhase;
},
},
},
manjuan:{
audio:true,
trigger:{global:'loseAfter'},
filter:function(event,player){
if(event.type!='discard') return false;
if(event.player==player) return false;
if(!player.countCards('he')) return false;
for(var i=0;i<event.cards2.length;i++){
if(get.position(event.cards2[i],true)=='d'){
return true;
}
}
return false;
},
direct:true,
unique:true,
gainable:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
var suits=['club','spade','heart','diamond']
for(var i=0;i<trigger.cards2.length;i++){
if(get.position(trigger.cards2[i],true)=='d'){
cards.push(trigger.cards2[i]);
suits.remove(get.suit(trigger.cards2[i]));
}
}
if(cards.length){
var maxval=0;
for(var i=0;i<cards.length;i++){
var tempval=get.value(cards[i]);
if(tempval>maxval){
maxval=tempval;
}
}
maxval+=cards.length-1;
var next=player.chooseToDiscard('he',{suit:suits});
next.set('ai',function(card){
return _status.event.maxval-get.value(card);
});
next.set('maxval',maxval);
next.set('dialog',[get.prompt(event.name),'hidden',cards])
next.logSkill=event.name;
event.cards=cards;
}
"step 2"
if(result.bool){
player.gain(event.cards,'gain2','log');
}
},
ai:{
threaten:1.3
}
},
zuixiang:{
skillAnimation:true,
animationColor:'gray',
audio:true,
unique:true,
limited:true,
trigger:{player:'phaseZhunbeiBegin'},
content:function(){
'step 0'
player.awakenSkill('zuixiang');
event.cards=player.showCards(get.cards(3)).cards;
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player.addToExpansion(event.cards,'gain2').gaintag.add('zuixiang2');
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'step 1'
if(lib.skill.zuixiang.filterSame(cards)){
player.gain(cards,'gain2').type='xinmanjuan';
}
else{
trigger._zuixiang=true;
player.addSkill('zuixiang2');
}
},
filterSame:function(c){
for(var i=0;i<c.length;i++){
for(var j=i+1;j<c.length;j++){
if(get.number(c[i])==get.number(c[j])) return true;
}
}
return false;
},
},
zuixiang2:{
intro:{
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content:'expansion',
markcount:'expansion',
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},
mod:{
cardEnabled:function(card,player){
var type=get.type2(card);
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var list=player.getExpansions('zuixiang2');
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for(var i of list){
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if(get.type2(i,false)==type) return false;
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}
},
cardRespondable:function(){
return lib.skill.zuixiang2.mod.cardEnabled.apply(this,arguments)
},
cardSavable:function(){
return lib.skill.zuixiang2.mod.cardEnabled.apply(this,arguments);
},
},
trigger:{
player:'phaseZhunbeiBegin',
target:'useCardToBefore',
},
forced:true,
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charlotte:true,
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filter:function(event,player){
if(event.name=='phaseZhunbei') return !event._zuixiang;
var type=get.type2(event.card);
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var list=player.getExpansions('zuixiang2');
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for(var i of list){
if(get.type2(i)==type) return true;
}
return false;
},
content:function(){
'step 0'
if(event.triggername=='useCardToBefore'){
trigger.cancel();
event.finish();
return;
}
var cards=get.cards(3);
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player.addToExpansion('gain2',cards).gaintag.add('zuixiang2');
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'step 1'
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var cards=player.getExpansions('zuixiang2');
player.showCards(cards);
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if(lib.skill.zuixiang.filterSame(cards)){
player.gain(cards,'gain2','log').type='xinmanjuan';
player.removeSkill('zuixiang2');
}
},
ai:{
effect:{
target:function(card,player,target){
var type=get.type2(card);
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var list=target.getExpansions('zuixiang2');
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for(var i of list){
if(get.type2(i)==type) return 'zeroplayertarget';
}
},
},
},
},
yanxiao:{
audio:2,
enable:'phaseUse',
filterCard:{suit:'diamond'},
filterTarget:true,
check:function(card){
return 7-get.value(card);
},
position:'he',
filter:function(event,player){
return player.countCards('he',{suit:'diamond'})>0;
},
discard:false,
lose:false,
delay:false,
prepare:'give',
content:function(){
'step 0'
game.addGlobalSkill('yanxiao_global');
target.addJudge({name:'yanxiao_card'},cards);
'step 1'
game.delay();
},
ai:{
order:8,
result:{
target:function(player,target){
if(target.countCards('j',function(card){
return get.effect(target,{
name:card.viewAs||card.name,
cards:[card],
},target,target)<0;
})) return 1;
return 0;
}
}
}
},
yanxiao_global:{
trigger:{player:'phaseJudgeBegin'},
forced:true,
filter:function(event,player){
return player.countCards('j')>0&&player.hasJudge('yanxiao_card');
},
content:function(){
player.gain(player.getCards('j'),'gain2');
},
ai:{
effect:{
target:function(card,player,target){
if(get.type(card)=='delay'&&target.hasJudge('yanxiao_card')) return [0,0,0,0.1];
}
}
}
},
anxian:{
audio:2,
group:['anxian_source','anxian_target'],
subSkill:{
source:{
audio:"anxian",
trigger:{source:'damageBegin2'},
filter:function(event,player){
return event.card&&event.card.name=='sha';
},
check:function(event,player){
if(get.damageEffect(event.player,player,player)<=0) return true;
return false;
},
content:function(){
'step 0'
if(trigger.player.countCards('h')){
trigger.player.chooseToDiscard(true);
}
'step 1'
player.draw();
trigger.cancel();
}
},
target:{
audio:"anxian",
trigger:{target:'useCardToTargeted'},
direct:true,
filter:function(event,player){
return event.card.name=='sha'&&player.countCards('h');
},
content:function(){
"step 0"
var next=player.chooseToDiscard(get.prompt2('anxian'));
next.set('ai',function(card){
var player=_status.event.player;
var trigger=_status.event.getTrigger();
if(get.attitude(player,trigger.player)>0){
return 9-get.value(card);
}
if(player.countCards('h',{name:'shan'})) return -1;
return 7-get.value(card);
});
next.logSkill='anxian';
"step 1"
if(result.bool){
trigger.player.draw();
trigger.getParent().excluded.push(player);
}
},
}
}
},
junwei:{
trigger:{player:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
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return player.getExpansions('yinling').length>=3;
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},
content:function(){
'step 0'
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var cards=player.getExpansions('yinling');
if(cards.length>3){
player.chooseButton(3,[get.prompt('junwei'),'hidden',cards]).set('ai',function(button){
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return 1;
});
}
else{
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player.chooseBool().set('createDialog',[get.prompt('junwei'),'hidden',cards]).set('dialogselectx',true).set('choice',true);
event.cards=cards.slice(0);
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}
'step 1'
if(result.bool){
player.logSkill('junwei');
var cards=event.cards||result.links;
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player.loseToDiscardpile(cards);
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player.chooseTarget(true,function(card,player,target){
return player!=target;
}).set('ai',function(target){
return -get.attitude(_status.event.player,target)/Math.sqrt(1+target.hp);
});
}
else{
event.finish();
}
'step 2'
if(result.bool&&result.targets&&result.targets.length){
var target=result.targets[0];
player.line(result.targets);
event.target=target;
var nshan=target.countCards('h',function(card){
if(_status.connectMode) return true;
return card.name=='shan';
});
if(nshan==0){
event.directfalse=true;
}
else{
target.chooseCard('交给'+get.translation(player)+'一张【闪】,或失去一点体力',function(card){
return card.name=='shan';
}).set('ai',function(card){
if(_status.event.nshan>1) return 1;
if(_status.event.player.hp>=3) return 0;
return 1;
}).set('nshan',nshan);
}
}
else{
event.finish();
}
'step 3'
if(!event.directfalse&&result.bool) game.delay();
ui.clear();
'step 4'
if(!event.directfalse&&result.bool){
event.cards=result.cards;
event.target.$throw(result.cards);
player.chooseTarget('将'+get.translation(event.cards)+'交给一名角色',true,function(card,player,target){
return target!=_status.event.getParent().target;
}).set('ai',function(target){
return get.attitude(_status.event.player,target)/(target.countCards('h','shan')+1);
});
}
else{
event.target.loseHp();
delete event.cards;
}
'step 5'
if(event.cards){
player.line(result.targets,'green');
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result.targets[0].gain(event.cards,'gain2').giver=player;
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game.log(player,'将',event.cards,'交给',result.targets[0]);
event.finish();
}
else{
if(event.target.countCards('e')){
player.choosePlayerCard('e','将'+get.translation(event.target)+'的一张装备牌移出游戏',true,event.target);
}
else{
event.finish();
}
}
'step 6'
if(result.bool){
var card=result.links[0];
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target.addToExpansion(card,target,'give').gaintag.add('junwei2');
target.addSkill('junwei2');
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}
}
},
junwei2:{
mark:true,
intro:{
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content:'expansion',
markcount:'expansion',
},
onremove:function(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
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},
trigger:{player:'phaseJieshuBegin'},
forced:true,
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charlotte:true,
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content:function(){
'step 0'
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var cards=player.getExpansions('junwei2').filter(function(card){
return player.canEquip(card,true);
});
if(cards.length){
2023-02-22 05:47:10 +00:00
player.$give(cards[0],player,false);
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game.delay(0.5);
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player.equip(cards[0]);
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event.redo();
}
'step 1'
player.removeSkill('junwei2');
}
},
yinling:{
enable:'phaseUse',
filterCard:{color:'black'},
position:'he',
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marktext:'锦',
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intro:{
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content:'expansion',
markcount:'expansion'
},
onremove:function(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
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},
filter:function(event,player){
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return player.countCards('he',{color:'black'})>0&&player.getExpansions('yinling').length<4;
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},
filterTarget:function(card,player,target){
return target.countCards('he')>0&&target!=player;
},
check:function(card){
return 6-get.value(card);
},
content:function(){
'step 0'
player.choosePlayerCard('hej',target,true);
'step 1'
if(result.bool&&result.links&&result.links.length){
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player.addToExpansion(result.links,target,'give').gaintag.add('yinling');
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}
},
ai:{
order:10.1,
expose:0.1,
result:{
target:function(player,target){
if(target.hasSkill('tuntian')) return 0;
var es=target.getCards('e');
var nh=target.countCards('h');
var noe=(es.length==0||target.hasSkillTag('noe'));
var noe2=(es.length==1&&es[0].name=='baiyin'&&target.hp<target.maxHp);
var noh=(nh==0||target.hasSkillTag('noh'));
if(noh&&noe) return 0;
if(noh&&noe2) return 0.01;
if(get.attitude(player,target)<=0) return (target.countCards('he'))?-1.5:1.5;
var js=target.getCards('j');
if(js.length){
var jj=js[0].viewAs?{name:js[0].viewAs}:js[0];
if(jj.name=='guohe') return 3;
if(js.length==1&&get.effect(target,jj,target,player)>=0){
return -1.5;
}
return 2;
}
return -1.5;
},
},
}
},
fenyong:{
audio:2,
trigger:{player:'damageEnd'},
content:function(){
player.addTempSkill('fenyong2');
}
},
fenyong2:{
audio:'fenyong',
mark:true,
intro:{
content:'防止你受到的所有伤害'
},
trigger:{player:'damageBegin3'},
forced:true,
content:function(){
trigger.cancel();
},
ai:{
maixie:true,
maixie_hp:true,
nofire:true,
nothunder:true,
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')) return [0,0];
}
},
}
},
xuehen:{
audio:2,
trigger:{global:'phaseJieshuBegin'},
forced:true,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
locked:false,
2021-08-29 13:38:50 +00:00
filter:function(event,player){
return player.hasSkill('fenyong2')&&event.player.isAlive();
},
content:function(){
'step 0'
player.removeSkill('fenyong2');
player.chooseControl('弃牌','出杀',function(){
var player=_status.event.player;
var trigger=_status.event.getTrigger();
if(get.attitude(player,trigger.player)<0){
var he=trigger.player.countCards('he');
if(he<2) return '出杀';
if(player.maxHp-player.hp>=2&&he<=3){
return '弃牌';
}
if(player.maxHp-player.hp>=3&&he<=5){
return '弃牌';
}
if(player.maxHp-player.hp>3){
return '弃牌';
}
return '出杀';
}
return '出杀';
}).set('prompt','弃置'+get.translation(trigger.player)+get.cnNumber(player.maxHp-player.hp)+'张牌,或对任意一名角色使用一张杀');
'step 1'
if(result.control=='弃牌'){
player.line(trigger.player,'green');
if(player.hp<player.maxHp&&trigger.player.countCards('he')){
player.discardPlayerCard(trigger.player,true,'he',player.maxHp-player.hp);
}
}
else{
player.chooseUseTarget({name:'sha'},true,false,'nodistance');
}
}
},
mouduan:{
audio:1,
init2:function(player){
game.broadcastAll(function(player){
player._mouduan_mark=player.mark('武',{
content:'拥有技能【激昂】、【谦逊】'
});
},player);
player.addAdditionalSkill('mouduan',['jiang','qianxun']);
},
onremove:function(player){
game.broadcastAll(function(player){
if(player._mouduan_mark){
player._mouduan_mark.delete();
delete player._mouduan_mark;
}
},player);
player.removeAdditionalSkill('mouduan');
},
trigger:{player:'loseEnd'},
forced:true,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
locked:false,
2021-08-29 13:38:50 +00:00
filter:function(event,player){
return player._mouduan_mark&&player._mouduan_mark.name=='武'&&player.countCards('h')<=2;
},
content:function(){
game.broadcastAll(function(player){
if(!player._mouduan_mark) return;
player._mouduan_mark.name='文';
player._mouduan_mark.skill='文';
player._mouduan_mark.firstChild.innerHTML='文';
player._mouduan_mark.info.content='拥有技能【英姿】、【克己】';
},player);
player.addAdditionalSkill('mouduan',['yingzi','keji']);
},
group:'mouduan2'
},
mouduan2:{
audio:1,
trigger:{global:'phaseZhunbeiBegin'},
//priority:5,
filter:function(event,player){
return player._mouduan_mark&&player._mouduan_mark.name=='文'&&player.countCards('h')>2;
},
direct:true,
content:function(){
'step 0'
player.chooseToDiscard('he','谋断:是否弃置一张牌将标记变为“武”?').ai=function(){
return -1;
}
'step 1'
if(result.bool&&player.countCards('h')>2){
game.broadcastAll(function(player){
if(!player._mouduan_mark) return;
player._mouduan_mark.name='武';
player._mouduan_mark.skill='武';
player._mouduan_mark.firstChild.innerHTML='武';
player._mouduan_mark.info.content='拥有技能【激昂】、【谦逊】';
},player);
player.addAdditionalSkill('mouduan',['jiang','qianxun']);
}
}
},
tanhu:{
audio:1,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.canCompare(target);
},
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
player.chooseToCompare(target);
'step 1'
if(result.bool){
target.addTempSkill('tanhu2');
}
},
ai:{
result:{
target:function(player,target){
var hs=player.getCards('h');
if(hs.length<3) return 0;
var bool=false;
for(var i=0;i<hs.length;i++){
if(hs[i].number>=9&&get.value(hs[i])<7){
bool=true;
break;
}
}
if(!bool) return 0;
return -1;
}
},
order:9,
},
group:'tanhu3'
},
tanhu2:{
mark:true,
intro:{
content:'已成为探虎目标'
}
},
tanhu3:{
mod:{
globalFrom:function(from,to){
if(to.hasSkill('tanhu2')) return -Infinity;
},
wuxieRespondable:function(card,player,target){
if(target&&target.hasSkill('tanhu2')) return false;
}
}
},
jie:{
audio:1,
trigger:{source:'damageBegin1'},
filter:function(event){
return event.card&&event.card.name=='sha'&&get.color(event.card)=='red'&&event.notLink();
},
forced:true,
content:function(){
trigger.num++;
}
},
dahe:{
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
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audio:true,
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.canCompare(target);
},
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
player.chooseToCompare(target).set('preserve','win');
'step 1'
if(result.bool&&result.target){
event.type=true;
event.card=result.target;
player.chooseTarget('将'+get.translation(result.target)+'交给一名角色',function(card,player,target){
return target.hp<=player.hp;
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du) return -att;
return att;
}).set('du',event.card.name=='du');
target.addTempSkill('dahe2');
}
else{
event.type=false;
if(player.countCards('h')){
player.showHandcards();
player.chooseToDiscard('h',true);
}
}
'step 2'
if(event.type){
if(result.bool){
player.line(result.targets,'green');
result.targets[0].gain(event.card,'gain2');
}
}
},
ai:{
result:{
target:function(player,target){
var hs=player.getCards('h');
if(hs.length<3) return 0;
var bool=false;
for(var i=0;i<hs.length;i++){
if(hs[i].number>=9&&get.value(hs[i])<7){
bool=true;
break;
}
}
if(!bool) return 0;
if(player.canUse('sha',target)&&(player.countCards('h','sha'))){
return -2;
}
return -0.5;
}
},
order:9,
}
},
dahe2:{
mark:true,
intro:{
content:'非红桃闪无效'
},
mod:{
cardRespondable:function(card,player){
if(card.name=='shan'&&get.suit(card)!='heart') return false;
},
cardEnabled:function(card,player){
if(card.name=='shan'&&get.suit(card)!='heart') return false;
},
}
},
shichou:{
//audio:1,
skillAnimation:true,
animationColor:'orange',
unique:true,
limited:true,
mark:false,
trigger:{player:'phaseZhunbeiBegin'},
zhuSkill:true,
direct:true,
filter:function(event,player){
if(!player.hasZhuSkill('shichou'))return false;
if(player.countCards('he')<2) return false;
return game.hasPlayer(function(current){
return current!=player&&current.group=='shu';
});
},
init:function(player){
if(player.hasZhuSkill('shichou')){
player.markSkill('shichou');
player.storage.shichou=false;
}
},
content:function(){
"step 0"
player.chooseCardTarget({
prompt:get.prompt2('shichou'),
selectCard:2,
filterTarget:function(card,player,target){
return target.group=='shu'&&target!=player;
},
filterCard:true,
position:'he',
ai1:function(card){
return 7-get.value(card);
},
ai2:function(target){
var player=_status.event.player;
if(player.hasUnknown()) return 0;
var att=get.attitude(player,target);
if(att<=0){
if(target.hp==1) return (10-att)/2;
return 10-att;
}
else{
if(target.hp==1) return 0;
return (10-att)/4;
}
},
});
"step 1"
if(!result.bool) return;
var target=result.targets[0];
var cards=result.cards;
player.storage.shichou=true;
player.logSkill('shichou',target);
player.awakenSkill('shichou');
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player.give(cards,target);
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player.storage.shichou_target=target;
player.addSkill('shichou2');
target.markSkillCharacter('shichou',player,'誓仇','代替'+get.translation(player)+'承受伤害直到首次进入濒死状态');
},
intro:{
content:'limited'
},
},
shichou2:{
group:'shichou3',
trigger:{player:'damageBegin3'},
forced:true,
popup:false,
content:function(){
trigger.player=player.storage.shichou_target;
trigger.shichou4=true;
trigger.player.addSkill('shichou4');
player.logSkill('shichou2',player.storage.shichou_target);
game.delay(0.5);
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(get.attitude(player,target)>0) return [0,0];
var eff=get.damageEffect(target.storage.shichou_target,player,target);
if(eff>0){
return [0,1];
}
else if(eff<0){
return [0,-2];
}
else{
return [0,0];
}
}
}
}
}
},
shichou3:{
trigger:{global:['dying','dieBegin']},
forced:true,
popup:false,
//priority:10,
filter:function(event,player){
return event.player==player.storage.shichou_target;
},
content:function(){
trigger.player.unmarkSkill('shichou');
delete player.storage.shichou_target;
player.removeSkill('shichou2');
}
},
shichou4:{
trigger:{player:['damageAfter','damageCancelled']},
forced:true,
popup:false,
audio:false,
content:function(){
if(!trigger.shichou4) return;
if(event.triggername=='damageAfter'&&trigger.num){
player.draw(trigger.num);
}
player.removeSkill('shichou4');
}
},
zhaolie:{
trigger:{player:'phaseDrawBegin2'},
direct:true,
filter:function(event,player){
return !event.numFixed;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('zhaolie'),function(card,player,target){
return target!=player&&player.inRange(target);
}).set('ai',function(target){
var player=_status.event.player;
if(get.attitude(player,target)>0) return 0;
return get.damageEffect(target,player,player);
});
'step 1'
if(result.bool){
trigger.num--;
player.storage.zhaolie=result.targets[0];
player.logSkill('zhaolie',result.targets);
player.addTempSkill('zhaolie2','phaseDrawAfter');
}
}
},
zhaolie2:{
trigger:{player:'phaseDrawEnd'},
forced:true,
popup:false,
content:function(){
'step 0'
event.cards=get.cards(3);
player.showCards(event.cards);
'step 1'
event.basic=[];
event.nonbasic=[];
event.todis=[];
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])=='basic'){
if(event.cards[i].name=='tao'){
event.todis.push(event.cards[i]);
}
else{
event.basic.push(event.cards[i]);
}
}
else{
event.todis.push(event.cards[i]);
event.nonbasic.push(event.cards[i]);
}
}
game.cardsDiscard(event.todis);
var num=event.nonbasic.length;
if(num==0){
if(event.basic.length==0){
event.finish();
return;
}
player.storage.zhaolie.chooseTarget(function(card,player,target){
var source=_status.event.source;
return target==source||target==source.storage.zhaolie;
},true,'选择一个目标获得'+get.translation(event.basic)).set('ai',function(target){
return get.attitude(_status.event.player,target);
}).set('source',player);
}
else{
player.storage.zhaolie.chooseToDiscard(num,'he','弃置'+get.cnNumber(num)+
'张牌并令'+get.translation(player)+'拿牌,或受到'+get.cnNumber(num)+'点伤害并拿牌').set('ai',function(card){
var player=_status.event.player;
switch(_status.event.num){
case 1:return player.hp>1?0:7-get.value(card);
case 2:return 8-get.value(card);
case 3:return 10-get.value(card);
default:return 0;
}
}).set('num',num);
}
'step 2'
var num=event.nonbasic.length;
var undone=false;
if(num==0){
if(event.basic.length){
result.targets[0].gain(event.basic,'gain2','log');
}
}
else{
if(result.bool){
if(event.basic.length){
player.gain(event.basic,'gain2','log');
}
}
else{
player.storage.zhaolie.damage(num);
if(event.basic.length){
undone=true;
}
}
}
if(!undone){
delete player.storage.zhaolie;
event.finish();
}
'step 3'
if(player.storage.zhaolie.isAlive()){
player.storage.zhaolie.gain(event.basic,'gain2','log');
}
else{
game.cardsDiscard(event.basic);
}
delete player.storage.zhaolie;
}
},
fulu:{
trigger:{player:'useCard1'},
filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
},
audio:true,
check:function(event,player){
var eff=0;
for(var i=0;i<event.targets.length;i++){
var target=event.targets[i];
var eff1=get.damageEffect(target,player,player);
var eff2=get.damageEffect(target,player,player,'thunder');
eff+=eff2;
eff-=eff1;
}
return eff>=0;
},
content:function(){
trigger.card.nature='thunder';
if(get.itemtype(trigger.card)=='card'){
var next=game.createEvent('fulu_clear');
next.card=trigger.card;
event.next.remove(next);
trigger.after.push(next);
next.setContent(function(){
delete card.nature;
});
}
}
},
fuji:{
trigger:{global:'damageBegin1'},
filter:function(event){
return event.source&&event.nature=='thunder';
},
check:function(event,player){
return get.attitude(player,event.source)>0&&get.attitude(player,event.player)<0;
},
prompt:function(event){
return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,'+get.prompt('fuji');
},
logTarget:'source',
content:function(){
trigger.source.judge().callback=lib.skill.fuji.callback;
},
callback:function(){
var evt=event.getParent(2);
if(event.judgeResult.color=='black'){
//game.cardsDiscard(card);
evt._trigger.num++;
}
else{
evt._trigger.source.gain(card,'gain2');
}
},
},
},
characterReplace:{},
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dynamicTranslate:{
jsrgshichong:function(player){
if(player.storage.jsrgshichong) return '转换技。当你使用牌指定其他角色为唯一目标后,阴:你可以获得目标角色一张手牌;<span class="bluetext">阳:目标角色可以交给你一张手牌</span>。';
return '转换技。当你使用牌指定其他角色为唯一目标后,<span class="bluetext">阴:你可以获得目标角色一张手牌</span>;阳:目标角色可以交给你一张手牌。';
},
},
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translate:{
sp_gongsunzan:'SP公孙瓒',
sp_simazhao:'SP司马昭',
sp_wangyuanji:'SP王元姬',
sp_xinxianying:'SP辛宪英',
sp_liuxie:'SP刘协',
spyicong_info:'弃牌阶段结束时,你可以将任意张牌置于你的武将牌上,称为「扈」。每有一张「扈」,其他角色与你计算距离时便+1。',
spyicong:'义从',
sptuji:'突骑',
sptuji_info:'准备开始时,你将所有「扈」置于弃牌堆,然后你本回合内计算与其他角色的距离时-X。若X不大于1你摸一张牌。X为以此法进入弃牌堆的「扈」的数量',
sphuangen:'皇恩',
sphuangen_info:'一名角色使用锦囊牌指定目标时若此牌的目标数大于1则你可以令此牌对其中的至多X个目标无效然后摸一张牌。X为你的体力值',
sphantong:'汉统',
sphantong_gain:'汉统',
sphantong_info:'当你的牌因弃牌阶段的游戏规则要求而进入弃牌堆后,你可以将这些牌置于你的武将牌上,称为「诏」。一名角色的回合开始时,你可以弃置一张「诏」并获得〖护驾〗/〖激将〗/〖救援〗/〖血裔〗中的一个技能直至当前回合结束。',
spzhaoxin:'昭心',
spzhaoxin_info:'摸牌阶段结束时,你可以展示所有手牌,然后视为使用一张【杀】。',
splanggu:'狼顾',
splanggu_rewrite:'狼顾',
splanggu_info:'当你受到有来源的伤害后,你可以进行判定(此判定结果生效前,你可以打出一张手牌替换判定牌)。然后你可以观看伤害来源的手牌并弃置其中的任意张与判定结果花色相同的牌。',
spfuluan:'扶乱',
spfuluan_info:'出牌阶段限一次,你可以弃置三张花色相同的牌并选择攻击范围内的一名角色。若如此做,该角色翻面且你不能使用【杀】直到回合结束',
spshude:'淑德',
spshude_info:'结束阶段开始时,你可以将手牌补至体力上限。',
spmingjian:'明鉴',
spmingjian_info:'一名角色的回合开始时,你可以选择一项:①弃置一张牌,然后其跳过本回合的判定阶段。②将一张手牌置于其武将牌上,然后其本回合内进行判定时不触发「判定结果生效前」的时机,且其回合结束时将此牌置入弃牌堆。',
spyinzhi:'隐智',
spyinzhi_info:'当你受到1点伤害后你可以展示牌堆顶的两张牌。若其中有黑桃牌则你可以进行至多X次「令一名角色获得伤害来源的一张手牌」的步骤。然后获得其余的牌。X为其中黑桃牌的数量',
yj_caoang:'SP曹昂',
yjxuepin:'血拼',
yjxuepin_info:'出牌阶段限一次你可以选择攻击范围内的一名角色并失去1点体力。你弃置其两张牌。若这两张牌类型相同你回复1点体力。',
ns_chendao:'SP陈到',
nsjianglie:'将烈',
nsjianglie_info:'当你使用【杀】指定目标后,你可以令其展示所有手牌,然后弃置其中一种颜色的牌。',
ns_jiaxu:'☆贾诩',
nsyice:'遗策',
nsyice_info:'锁定技,当你使用/打出/弃置的牌进入弃牌堆后你将这些牌以任意顺序置于你的武将牌上称为“策”。若这些“策”中有点数相同的牌则你获得这两张牌中的所有牌将这两张牌置于牌堆两端。若场上没有处于濒死状态的角色则你对一名角色造成1点伤害。',
ns_lijue:'SP李傕',
ns_zhangji:'SP张济',
nsfeixiong:'飞熊',
nsfeixiong_info:'出牌阶段开始时你可以和一名其他角色拼点。赢的角色对没赢的角色造成1点伤害。',
nscesuan:'策算',
nscesuan_info:'锁定技,当你受到伤害时,你防止此伤害并失去一点体力上限。若你因以此法失去体力上限导致体力值减少,则你摸一张牌。',
nslulve:'掳掠',
nslulve_info:'出牌阶段限一次你可以弃置X张牌并选择一名装备区内有牌的其他角色然后对其造成1点伤害X为其装备区内的牌数。',
ns_fanchou:'SP樊稠',
nsyangwu:'扬武',
nsyangwu_info:'出牌阶段限一次你可以弃置一张♥手牌并选择一名手牌数大于你的其他角色。你观看其手牌并获得其中的X张牌X为其与你手牌数之差的一半且向上取整。',
jsp_liubei:'群刘备',
jsp_liubei_ab:'刘备',
jsprende:'仁德',
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jsprende_info:'出牌阶段,你可以将至少一张手牌交给其他角色;若你于此阶段内给出的牌首次达到两张,你可以视为使用一张基本牌。',
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ns_caoanmin:'曹安民',
nskuishe:'窥舍',
nskuishe_info:'出牌阶段限一次你可以选择一名其他角色A的一张牌并将此牌交给不为A的一名角色。然后A可以对你使用一张【杀】。',
sp_xiahoushi:"SP夏侯氏",
xinfu_yanyu:"燕语",
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xinfu_yanyu_info:"一名角色的出牌阶段开始时,你可以弃置一张牌。若如此做,则该出牌阶段内,当有与你弃置的牌类别相同的其他牌进入弃牌堆后,你可令任意一名角色获得此牌。每阶段以此法获得的牌不能超过三张。",
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xinfu_yanyu2:"燕语",
xinfu_xiaode:"孝德",
xinfu_xiaode_info:"其他角色死亡后,你可以声明该角色武将牌上的一个技能(主公技、觉醒技、隐匿技、使命技除外)。若如此做,你获得此技能且不能再发动〖孝德〗直到你的回合结束。",
jsp_zhaoyun:'☆SP赵云',
chixin:'赤心',
chixin1:'赤心',
chixin2:'赤心',
chixin_info:'你可以将♦牌当作【杀】或【闪】使用或打出。出牌阶段,你对在你攻击范围内且本回合内未成为过你使用的【杀】的目标的角色使用的【杀】没有次数限制。',
suiren:'随仁',
suiren_info:'限定技准备阶段开始时你可以失去技能〖义从〗然后加1点体力上限并回复1点体力然后令一名角色摸三张牌。',
huangjinleishi:'黄巾雷使',
fulu:'符箓',
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fulu_info:'当你声明使用普通【杀】后,你可以将此【杀】改为雷【杀】。',
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fuji:'助祭',
fuji_info:'当一名角色造成雷属性伤害时,你可以令其进行判定,若结果为黑色,此伤害+1若结果为红色该角色获得判定牌。',
sp_pangtong:'SP庞统',
manjuan:'漫卷',
manjuan_info:'其他角色的牌因弃置而进入弃牌堆后,你可以弃置一张花色与之不同的牌,然后获得此牌。',
xinmanjuan:'漫卷',
xinmanjuan_info:'锁定技,当你不因【漫卷】或【醉乡】而获得牌时,你将此牌置入弃牌堆。然后若此时处于你的回合内,则你可以从弃牌堆中选择获得一张与此牌点数相同的其他牌。',
zuixiang:'醉乡',
zuixiang2:'醉乡',
zuixiang_info:'限定技准备阶段开始时你可以展示牌堆顶的3张牌并置于你的武将牌上。你不能使用或打出与该些牌同类的牌所有同类牌对你无效。之后的每个准备阶段你须重复展示一次直到这些牌中任意两张点数相同。然后你获得这些牌。',
sp_daqiao:'☆SP大乔',
yanxiao:'言笑',
yanxiao_info:'出牌阶段,你可以将一张♦牌置于一名角色的判定区内。判定区内有〖言笑〗牌的角色下个判定阶段开始时,其获得判定区里的所有牌。',
anxian:'安娴',
anxian_info:'当你使用【杀】对目标角色造成伤害时,你可以防止此伤害,令其弃置一张手牌,然后你摸一张牌;当你成为【杀】的目标后,你可以弃置一张手牌,令此【杀】对你无效,然后此【杀】的使用者摸一张牌。',
sp_ganning:'☆SP甘宁',
yinling:'银铃',
yinling_bg:'锦',
yinling_info:'出牌阶段,若你的“锦”小于四张,你可以弃置一张黑色牌并指定一名其他角色。若如此做,你将其的一张牌置于你的武将牌上,称为“锦”。',
junwei:'军威',
junwei2:'军威',
junwei_info:'结束阶段开始时你可以移去三张“锦”。若如此做你须指定一名角色并令其选择一项1.展示一张【闪】然后你将此【闪】交给一名其他角色。2.该角色失去1点体力然后你将其装备区内的一张牌移出游戏。该角色的回合结束后将以此法移出游戏的装备牌移回原处。',
sp_xiahoudun:'☆SP夏侯惇',
fenyong:'愤勇',
fenyong2:'愤勇',
fenyong2_bg:'勇',
fenyong_info:'每当你受到一次伤害后,你可以获得一枚「愤勇」标记;当你拥有「愤勇」标记时,防止你受到的所有伤害。',
xuehen:'雪恨',
xuehen_info:'每个角色的结束阶段开始时若你有愤勇标记你弃置之然后选择一项1.弃置当前回合角色X张牌X为你已损失的体力值2.视为对一名任意角色使用一张【杀】。',
sp_lvmeng:'☆SP吕蒙',
tanhu:'探虎',
tanhu2:'探虎',
tanhu3:'探虎',
tanhu_info:'出牌阶段限一次你可以与一名其他角色拼点。若你赢你获得以下效果直到回合结束你与该角色的距离为1你对该角色使用的普通锦囊牌不能被【无懈可击】响应。',
mouduan:'谋断',
mouduan_info:'游戏开始时你获得标记“武”并获得技能〖激昂〗和〖谦逊〗。当你失去手牌后若手牌数不大于2你须将你的标记变为“文”将这两项技能改为〖英姿〗和〖克己〗。一名角色的回合开始前你可弃一张牌将标记翻回。',
sp_zhangfei:'☆SP张飞',
jie:'嫉恶',
jie_info:'锁定技,当你使用红色【杀】造成伤害时,此伤害+1。',
dahe:'大喝',
dahe2:'大喝',
dahe2_bg:'喝',
dahe_info:'出牌阶段限一次,你可以与一名其他角色拼点。若你赢,该角色不能使用或打出不为♥花色的【闪】直到回合结束,且你可将该角色拼点的牌交给场上一名体力不多于你的角色。若你没赢,你须展示手牌并弃置其中的一张。',
sp_liubei:'☆SP刘备',
zhaolie:'昭烈',
zhaolie_info:'摸牌阶段摸牌时你可以少摸一张牌并指定攻击范围内的一名角色。你展示牌堆顶的三张牌将其中的非基本牌和【桃】置于弃牌堆然后该角色选择一项1.你对其造成X点伤害然后其获得这些基本牌2.其弃置X张牌然后你获得这些基本牌。X为其中非基本牌的数量',
shichou:'誓仇',
shichou2:'誓仇',
shichou_info:'主公技,限定技,准备阶段,你可指定一名蜀势力角色并交给其两张牌。本局游戏中,当你受到伤害时,改为该角色受到等量的伤害并摸等量的牌,直至该角色第一次进入濒死状态。',
2021-09-07 05:05:57 +00:00
longyufei:'龙羽飞',
longyi:'龙裔',
longyi_info:'你可将所有手牌当做任意基本牌使用或打出。若此牌对应的实体牌中:有锦囊牌,你摸一张牌;有装备牌,此牌不可被响应。',
zhenjue:'阵绝',
zhenjue_info:'一名角色的结束阶段开始时,若你没有手牌,则你可以令其选择一项:①弃置一张牌。②令你摸一张牌。',
2023-05-02 11:26:19 +00:00
//用间
2022-01-15 06:12:01 +00:00
yj_caocao:'SP曹操',
yjxiandao:'献刀',
yjxiandao_info:'每回合限一次。当你对其他角色发动〖赠予〗后你令其不能使用或打出与本次赠予移动的牌A花色相同的牌直到回合结束。然后若牌A为锦囊牌你摸两张牌。为装备牌你获得其一张不为A的牌。为武器牌你对其造成1点伤害。',
yjsancai:'散财',
yjsancai_info:'出牌阶段限一次,你可以展示所有手牌。若这些牌的类别均相同,则你可以发动一次〖赠予〗(可以选择任意手牌)。',
yjyibing:'义兵',
2023-05-13 14:57:29 +00:00
yjyibing_info:'当你不因〖赠予〗且不因〖义兵〗的嵌套结算而于摸牌阶段外获得牌时,你可以将此次获得的所有牌当做【杀】使用(无距离限制且不计入使用次数)。',
2023-05-02 11:26:19 +00:00
yj_caohong:'用间曹洪',
yj_caohong_ab:'曹洪',
yjlifeng:'厉锋',
yjlifeng_info:'①出牌阶段限一次。你可以获得弃牌堆里的一张装备牌。②你发动〖赠予〗可以选择手牌区里的装备牌或装备区里的牌。',
yj_zhangfei:'用间张飞',
yj_zhangfei_ab:'张飞',
yjmangji:'莽击',
yjmangji_info:'锁定技。当你装备区里的牌数或体力值变化后若你的体力值不小于1你弃置一张手牌并视为使用一张【杀】。',
yongjian_ganning:'用间甘宁',
yongjian_ganning_ab:'甘宁',
yjjielve:'劫掠',
yjjielve_info:'你可以将两张颜色相同的牌当【趁火打劫】使用,若你以此法造成伤害,此技能于本回合失效。',
//什么?孙鲁班?谁会做这种离谱的东西
yj_dongzhuo:'用间董卓',
yj_dongzhuo_ab:'董卓',
yjtuicheng:'推诚',
yjtuicheng_info:'你可以失去1点体力并视为使用一张【推心置腹】。',
yjyaoling:'耀令',
yjyaoling_info:'出牌阶段结束时你可以减1点体力上限并选择一名其他角色A和一名角色B你令A选择一项1.对B使用一张【杀】2.你弃置其一张牌。',
yjshicha:'失察',
yjshicha_info:'锁定技。弃牌阶段开始时若你本回合未发动过〖推诚〗或〖耀令〗之一你本回合的手牌上限为1。',
yjyongquan:'拥权',
yjyongquan_info:'主公技。结束阶段,其他群势力角色依次可以交给你一张牌。',
yj_liru:'用间李儒',
yj_liru_ab:'李儒',
yjdumou:'毒谋',
yjdumou_info:'锁定技。你的回合内,其他角色的黑色手牌均视为【毒】,你的【毒】均视为【过河拆桥】。',
yjweiquan:'威权',
yjweiquan_info:'限定技。出牌阶段你可以选择至多X名角色X为游戏轮数然后选择一名角色A这些角色依次将一张手牌交给A。然后若A的手牌数大于体力值其插入执行一个仅有弃牌阶段的回合。',
yjrenwang:'人望',
yjrenwang_info:'出牌阶段限一次。你可以选择弃牌堆中的一张黑色基本牌,令一名角色获得之。',
yj_xuyou:'用间许攸',
yj_xuyou_ab:'许攸',
yjshicai:'恃才',
yjshicai_info:'①回合内,牌堆顶的一张牌对你可见。②出牌阶段限一次。你可以弃置一张牌,展示并获得牌堆顶的一张牌。当此牌离开你的手牌区后,重置〖恃才②〗。',
yjchenggong:'逞功',
yjchenggong_info:'当一名角色使用牌指定第一个目标后若此牌目标数大于1你可以令其摸一张牌。',
yjzezhu:'择主',
yjzezhu_info:'出牌阶段限一次。你可以获得主公区域内的一张牌,然后交给其一张牌。',
yj_jiaxu:'用间贾诩',
yj_jiaxu_ab:'贾诩',
yjzhenlve:'缜略',
yjzhenlve_info:'锁定技。①你使用的普通锦囊牌不能被响应。②你不能成为延时锦囊牌的目标。',
yjjianshu:'间书',
yjjianshu_info:'出牌阶段限一次。你可以将一张手牌交给一名其他角色令其与你选择的另一名其他角色拼点没赢的角色失去1点体力。',
yjyongdi:'拥嫡',
yjyongdi_info:'限定技。准备阶段你可以令一名男性角色加1点体力上限并回复1点体力然后若其武将牌上有主公技且其不为主公其获得此主公技。',
yj_zhugedan:'用间诸葛诞',
yj_zhugedan_ab:'诸葛诞',
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
yj_zhenji:'用间甄宓',
yj_zhenji_ab:'甄宓',
2023-05-02 11:26:19 +00:00
yjluoshen:'洛神',
yjluoshen_info:'准备阶段,你可以判定并获得判定牌,且可重复此流程直到结果的颜色不同。',
//线下E系列 一战成名 战役篇官盗
shen_jiaxu:'神贾诩',
2023-05-13 14:57:29 +00:00
zybishi:'避世',
zybishi_info:'当你成为【杀】的目标后,你可以令使用者摸一张牌,然后令此【杀】无效。',
zyjianbing:'谏兵',
zyjianbing_info:'当一名其他角色受到执行【杀】的效果而受到伤害时你可以获得其一张牌。若此牌花色为♥其回复1点体力。',
2023-05-02 11:26:19 +00:00
pe_wangyun:'战役篇王允',
pe_wangyun_ab:'王允',
zylianji:'连计',
zylianji_info:'出牌阶段结束时若你于此阶段使用牌的类别数达到1你可以令一名角色摸一张牌2你可以回复1点体力3你可以跳过本回合剩余阶段然后令一名其他角色执行一个仅有你于此回合未执行过的阶段的回合。',
zymoucheng:'谋逞',
zymoucheng_info:'每回合限一次。你可以将一张黑色牌当【借刀杀人】使用。',
pe_zhonghui:'战役篇钟会',
pe_zhonghui_ab:'钟会',
zyquanji:'权计',
zyquanji_info:'①当你受到伤害后或使用牌对唯一目标造成伤害后,你可以摸一张牌并将一张牌置于武将上,称为“权”。②你的手牌上限+XX为“权”数。',
zypaiyi:'排异',
2023-05-05 16:00:01 +00:00
zypaiyi_backup:'排异',
2023-05-02 11:26:19 +00:00
zypaiyi_info:'出牌阶段限一次。你可以移去一张“权”并令一名角色摸X张牌X为“权”数且至多为7然后若其手牌数大于你你对其造成1点伤害。',
pe_mengda:'战役篇孟达',
pe_mengda_ab:'孟达',
qiuan:'求安',
qiuan_info:'当你受到伤害后,若此伤害的渠道有对应的实体牌且你的武将牌上没有“函”,则你可以防止此伤害并将这些牌置于你的武将牌上,称为“函”。',
liangfan:'量反',
liangfan2:'量反',
liangfan_info:'锁定技准备阶段开始时若你的武将牌上有“函”则你获得这些牌然后失去1点体力。当你于此回合内因使用实体牌中包含“函”的牌且执行这些牌的效果而造成伤害后你可以获得目标角色的一张牌。',
pe_sunchen:'战役篇孙綝',
pe_sunchen_ab:'孙綝',
zyshilu:'嗜戮',
2023-05-29 05:22:12 +00:00
zyshilu_info:'①一名角色死亡后你可以将其武将牌置于你的武将牌上称为“戮”若杀死其的角色是你你将一张武将牌堆里的牌置为“戮”。②回合开始时你可以弃置至多X张牌然后摸等量的牌X为“戮”数。',
2023-05-02 11:26:19 +00:00
zyxiongnve:'凶虐',
zyxiongnve_info:'①出牌阶段开始时你可以将一张“戮”置入武将牌堆并选择一项直到回合结束1.当你造成伤害时,此伤害+12.当你对其他角色造成伤害时获得其一张牌3.你使用牌无次数限制。②出牌阶段结束时,你可以将两张“戮”置入武将牌堆,然后当你于下回合开始前受到其他角色造成的伤害时,此伤害-1。',
pe_wenqin:'文钦',
gzjinfa:'矜伐',
gzjinfa_info:'出牌阶段限一次。你可以弃置一张牌令一名其他角色选择一项1.令你获得其一张牌2.交给你一张装备牌,若此牌花色为♠,其视为对你使用一张【杀】。',
zyshangyi:'尚义',
zyshangyi_info:'出牌阶段限一次。你可以令一名其他角色观看你的手牌,然后你观看其手牌并可以弃置其中一张牌。',
zymingshi:'名士',
zymingshi_info:'锁定技。若你的防具栏为空且未废除,属性【杀】对你无效。',
gzsuishi:'随势',
gzsuishi2:'随势',
gzsuishi_info:'锁定技其他角色进入濒死状态时若伤害来源与你势力相同你摸一张牌其他角色死亡时若其与你势力相同你失去1点体力。',
//线下S系列
ps_guanyu:'☆关羽',
pszhonghun:'忠魂',
pszhonghun_info:'当你使用或打出红色牌时,你可以亮出牌堆顶的一张牌。若此牌为红色,你获得之。',
ps2070_guojia:'☆郭嘉',
psquanmou:'全谋',
psquanmou_info:'当其他角色使用锦囊牌结算结束后,若你是此牌目标,你可以弃置一张与此牌颜色相同的手牌并获得之。',
ps1059_guojia:'☆郭嘉',
psqizuo:'奇佐',
psqizuo_info:'当你攻击范围内的角色造成或受到伤害时,你可以弃置一张牌并判定,若此牌颜色与结果相同,你可以令此伤害+1或-1。',
ps2063_zhaoyun:'☆赵云',
psqijin:'七进',
psqijin_info:'摸牌阶段,你可以改为亮出牌堆顶的七张牌,并获得其中一种颜色的所有牌。',
psqichu:'七出',
psqichu_info:'每回合限一次。当你于回合外需要使用或打出一张基本牌时,你可以观看牌堆顶的两张牌。若其中有此牌,你可以使用或打出之。',
pslongxin:'龙心',
pslongxin_info:'判定阶段开始时,你可以弃置一张装备牌,然后弃置你判定区里的一张牌。',
ps2080_zhouyu:'☆周瑜',
psshiyin:'识音',
psshiyin_info:'①游戏开始时,你可以将一张手牌置于武将牌上,称为“杂音”牌。②出牌阶段开始时,你可以用一张手牌替换“杂音”牌。',
psquwu:'曲误',
psquwu_info:'锁定技。你不能使用或打出与“杂音”牌花色相同的牌,且这些牌对你无效。',
psliaozou:'聊奏',
psliaozou_info:'出牌阶段,你可以展示所有手牌,若其中没有与“杂音”牌花色相同的牌,你摸一张牌。',
ps1062_zhouyu:'☆周瑜',
psoldshiyin:'识音',
psoldshiyin_info:'当你于回合内获得牌时你可以展示之然后根据你展示的牌包含的花色数令你本回合使用的下一张牌获得对应效果不小于1不能被响应不小于2造成的伤害+1不小于3使用时摸一张牌。',
ps_caozhi:'☆曹植',
psliushang:'流殇',
psliushang_info:'锁定技。①摸牌阶段你改为摸X+1张牌然后依次将一张手牌置于所有其他角色的武将牌上称为“流殇”牌X为场上角色数且至少为3。②其他角色的准备阶段其选择一项1.获得其“流殇”牌且当其于本回合对你造成伤害时防止此伤害2.将其“流殇”牌置入弃牌堆。',
psqibu:'七步',
psqibu_info:'限定技。当你进入濒死状态时,你可以亮出牌堆顶的七张牌,回复等同于其中♥牌数的体力,并获得所有♣牌。',
ps_jin_simayi:'☆司马懿',
psquanyi:'权奕',
psquanyi_info:'①出牌阶段限一次。你可以与一名角色拼点赢的角色根据所有拼点牌的花色执行以下效果其获得没赢的角色区域里的一张牌♦其对没赢的角色造成1点伤害其失去1点体力其弃置两张牌。②当你拼点时你可以选择牌堆顶的牌作为拼点牌。',
ps2067_zhaoyun:'武将传赵云',
ps2067_zhaoyun_ab:'赵云',
pshuiqiang:'回枪',
pshuiqiang_info:'当你使用的【杀】被【闪】抵消后,你可以对其使用一张【杀】。',
pshuntu:'魂突',
pshuntu_info:'出牌阶段限一次。当你使用【杀】对目标角色造成伤害后,你可以对其使用一张【杀】。',
ps_caopi:'☆曹丕',
psjianwei:'僭位',
psjianwei_info:'限定技。回合开始时你可以失去1点体力然后与一名其他角色交换区域里的所有牌。',
ps2068_simayi:'☆司马懿',
pszhonghu:'冢虎',
pszhonghu_info:'当一名角色于你的回合外死亡后,你可以结束此回合,然后令所有角色于其回合开始前跳过此回合直到你的回合开始前。',
ps_simayi:'☆司马懿',
pshuxiao:'虎啸',
pshuxiao_info:'回合开始时,你可以判定。若结果为基本牌或普通锦囊牌,你于本回合内获得如下效果:你可以将与结果点数或花色相同的手牌当与判定牌牌名和属性相同的牌使用。',
ps_zhugeliang:'☆诸葛亮',
psguanxing:'观星',
psguanxing_info:'准备阶段,你可以观看牌堆顶的五张牌,并将其以任意顺序置于牌堆项或牌堆底。',
pslongyin:'龙吟',
pslongyin_info:'每回合限一次。你可以将任意张点数和为13的牌当做任意一张基本牌或普通锦囊牌使用或打出。',
ps2066_zhugeliang:'武将传诸葛亮',
ps2066_zhugeliang_ab:'诸葛亮',
pszhiji:'智激',
pszhiji_info:'出牌阶段限一次。你可以弃置两张手牌并选择两名势力不同的角色,视为这两名角色依次视为对对方使用一张【杀】。',
psjiefeng:'借风',
psjiefeng_info:'出牌阶段,你可以弃置两张手牌,然后亮出牌堆顶五张牌。若其中有至少两张红色牌,你视为使用一张【万箭齐发】。',
ps_machao:'☆马超',
psweihou:'威侯',
psweihou_info:'当你判定前,你可以展示牌堆顶的两张牌,选择其中一张作为你的本次判定结果,然后将另一张置入弃牌堆。',
ps_lvbu:'☆吕布',
pssheji:'射戟',
pssheji_info:'出牌阶段限一次。你可以将所有手牌当一张无距离限制的【杀】使用,然后当此【杀】对目标角色造成伤害后,你获得其装备区里的所有武器牌和坐骑牌。',
ps_jiaxu:'☆贾诩',
psqupo:'驱魄',
psqupo_info:'一名角色A的回合开始时你可以将一张牌交给另一名其他角色B。若此牌为黑色当A使用【杀】指定不为B的角色为目标时A失去1点体力红色当B于本回合下一次受到伤害时B失去1点体力。',
psbaoquan:'保全',
psbaoquan_info:'当你受到伤害时,你可以弃置一张锦囊牌并防止此伤害。',
//S特
ps_shen_machao:'S特神马超',
ps_shen_machao_ab:'神马超',
2023-05-13 14:57:29 +00:00
psshouli:'狩骊',
psshouli_info:'锁定技。①游戏开始时所有角色依次选择一项1.使用一张坐骑牌然后摸一张牌2.随机从游戏外的八张坐骑牌指示物中使用一张。②你可以将场上一张进攻坐骑当【杀】,防御坐骑当【闪】使用或打出,若此坐骑牌的拥有者不为你,则其非锁定技于本回合内失效。且当你或其于本回合内受到伤害时,此伤害+1且改为雷属性。',
pshengwu:'横骛',
pshengwu_info:'当你使用或打出牌时若场上有该花色的装备牌你可以弃置任意张该花色的手牌然后摸X张牌X为你弃置的牌数与场上与此牌花色相同的装备牌数之和。',
2023-05-02 11:26:19 +00:00
//线下K系列木盒
pk_sp_duyu:'K系列杜预',
pk_sp_duyu_ab:'杜预',
pkwuku:'武库',
pkwuku_info:'锁定技。当有角色使用装备牌时若你的“武库”数小于3则你获得1枚“武库”。',
pksanchen:'三陈',
pksanchen_info:'觉醒技。结束阶段若你的“武库”数大于2则你加1点体力上限并回复1点体力然后获得〖灭吴〗。',
pkmiewu:'灭吴',
pkmiewu2:'灭吴',
pkmiewu_info:'每回合限一次。你可移去1枚“武库”视为使用或打出任意一张基本牌或普通锦囊牌然后摸一张牌。',
2023-05-29 05:22:12 +00:00
//江山如故·起
jsrg_liuhong:'起刘宏',
jsrg_liuhong_ab:'刘宏',
jsrgchaozheng:'朝争',
jsrgchaozheng_info:'准备阶段你可以令所有其他角色议事。若结果为红色意见为红色的角色各回复1点体力黑色意见为红色的角色各失去1点体力。然后若所有意见均相同你摸X张牌X为此次议事的角色数。',
jsrgshenchong:'甚宠',
jsrgshenchong_info:'限定技。出牌阶段,你可以令一名其他角色获得〖飞扬〗、〖跋扈〗。若如此做,当你死亡时,其失去所有技能并弃置所有手牌。',
jsrgjulian:'聚敛',
jsrgjulian_info:'主公技。①其他群势力角色每回合限两次。当其不于摸牌阶段且不因〖聚敛〗摸牌后,其可以摸一张牌。②结束阶段,你可以获得所有其他群势力角色各一张牌。',
jsrgfeiyang:'飞扬',
jsrgfeiyang_info:'判定阶段开始时,若你的判定区里有牌,你可以弃置两张手牌并弃置你判定区里的一张牌。',
jsrgbahu:'跋扈',
jsrgbahu_info:'锁定技。①准备阶段,你摸一张牌。②你使用【杀】的次数上限+1。',
jsrg_hejin:'起何进',
jsrg_hejin_ab:'何进',
jsrgzhaobing:'诏兵',
jsrgzhaobing_info:'结束阶段你可以弃置所有手牌然后令至多X名其他角色依次选择一项1.正面向上交给你一张【杀】2.失去1点体力X为你本次弃置的牌数。',
jsrgzhuhuan:'诛宦',
jsrgzhuhuan_info:'准备阶段你可以展示所有手牌并弃置所有【杀】然后令一名其他角色选择一项1.弃置等量的牌然后受到1点伤害2.令你摸等量的牌然后你回复1点体力。',
jsrgyanhuo:'延祸',
jsrgyanhuo_info:'锁定技。当你死亡时,你增加如下全局技能:当有角色使用【杀】时,此【杀】的伤害值基数+1。',
jsrg_sunjian:'起孙坚',
jsrg_sunjian_ab:'孙坚',
jsrgpingtao:'平讨',
jsrgpingtao_info:'出牌阶段限一次。你可以令一名其他角色选择一项1.交给你一张牌,然后你于此回合使用【杀】的次数上限+12.令你视为对其使用一张【杀】。',
jsrgjuelie:'绝烈',
jsrgjuelie_info:'①当你造成渠道为【杀】的伤害时,若你的手牌数或体力值最小,此伤害+1。②当你使用【杀】指定一名角色为目标后你可以弃置任意张牌然后弃置其等量的牌。',
jsrg_huangfusong:'起皇甫嵩',
jsrg_huangfusong_ab:'皇甫嵩',
jsrgguanhuo:'观火',
jsrgguanhuo_info:'①出牌阶段,你可以视为使用一张【火攻】。②当你因〖观火①〗使用的【火攻】结算结束后,若此牌未造成过伤害,且:若{你此阶段发动〖观火①〗的次数为1则你于此阶段造成渠道为【火攻】的伤害时此伤害+1},否则你失去〖观火〗。',
jsrgjuxia:'居下',
jsrgjuxia_info:'每回合限一次。当其他角色使用牌指定你为目标后,若其技能数多于你,其可以令此牌对你无效,然后令你摸两张牌。',
jsrg_xushao:'起许劭',
jsrg_xushao_ab:'许劭',
jsrgyingmen:'盈门',
jsrgyingmen_info:'锁定技。①游戏开始时你将武将牌堆中随机四张武将牌置于你的武将牌上称为“访客”。②回合开始时若你的“访客”数小于4你随机从武将牌堆中将“访客”补至四张。',
jsrgpingjian:'评鉴',
jsrgpingjian_info:'你可以于满足你“访客”上的一个无技能标签或仅有锁定技标签的技能条件的时机发动此技能,然后你选择移去一张“访客”。若移去的是本次发动技能的“访客”,你摸一张牌。',
jsrg_dongbai:'起董白',
jsrg_dongbai_ab:'董白',
jsrgshichong:'恃宠',
jsrgshichong_info:'转换技。当你使用牌指定其他角色为唯一目标后,阴:你可以获得目标角色一张手牌;阳:目标角色可以交给你一张手牌。',
jsrglianzhu:'连诛',
jsrglianzhu_info:'出牌阶段限一次。你可以展示一张黑色手牌并交给一名其他角色,然后视为你对所有与其势力相同的其他角色依次使用一张【过河拆桥】。',
jsrg_qiaoxuan:'起桥玄',
jsrg_qiaoxuan_ab:'桥玄',
jsrgjuezhi:'绝质',
jsrgjuezhi_info:'①当你失去一张装备区里的装备牌后,你可以废除对应的装备栏。②你的回合每阶段限一次。当你使用牌对目标角色造成伤害时,你令此伤害+XX为其装备区里的牌与你已废除的装备栏中相同副类别的数量。',
jsrgjizhao:'急召',
jsrgjizhao_info:'准备阶段或结束阶段你可以令一名角色选择一项1.使用一张手牌2.令你可以移动其区域里的一张牌。',
jsrg_yangbiao:'起杨彪',
jsrg_yangbiao_ab:'杨彪',
jsrgzhaohan:'昭汉',
jsrgzhaohan_info:'准备阶段若本局游戏未洗过牌你回复1点体力洗过牌你失去1点体力。',
jsrgrangjie:'让节',
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
jsrgrangjie_info:'当你受到1点伤害后你可以移动场上的一张牌然后你可以于弃牌堆中选择获得一张本回合进入弃牌堆且与此牌花色相同的牌。',
2023-05-29 05:22:12 +00:00
jsrgyizheng:'义争',
jsrgyizheng_info:'出牌阶段限一次。你可以与一名手牌数大于你的角色拼点。若你其跳过下一个摸牌阶段没赢其可以对你造成至多2点伤害。',
jsrg_kongrong:'起孔融',
jsrg_kongrong_ab:'孔融',
jsrglirang:'礼让',
jsrglirang_info:'每轮限一次。其他角色的摸牌阶段开始时,你可以交给其两张牌。然后此回合的弃牌阶段结束时,你可以获得所有其于此阶段因弃置进入弃牌堆的牌。',
jsrgzhengyi:'争义',
jsrgzhengyi_info:'当你每回合首次受到伤害时,本轮因〖礼让〗获得过牌的其他角色可以将此伤害转移给其。',
jsrg_zhujun:'起朱儁',
jsrg_zhujun_ab:'朱儁',
jsrgfendi:'分敌',
jsrgfendi_tag:'分敌',
jsrgfendi_info:'每回合限一次。当你使用【杀】指定唯一目标后,你可以展示其任意张手牌,令其不能使用或打出对应实体牌不全为这些牌的牌直到此【杀】结算结束。然后当此【杀】对其造成伤害后,你获得这些牌。',
jsrgjuxiang:'拒降',
jsrgjuxiang_info:'当你不于摸牌阶段获得牌后,你可以弃置之,令当前回合角色于此回合额定的出牌阶段内使用【杀】的次数上限+XX为你以此法弃置的牌的花色数。',
jsrg_liubei:'起刘备',
jsrg_liubei_ab:'刘备',
jsrgjishan:'积善',
jsrgjishan_info:'①每回合限一次。当一名角色受到伤害时你可以失去1点体力并防止此伤害然后你与其各摸一张牌。②每回合限一次。当你造成伤害后你可以令一名体力值最小且你对其发动过〖积善①〗的角色回复1点体力。',
jsrgzhenqiao:'振鞘',
jsrgzhenqiao_info:'锁定技。①你的攻击范围+1。②当你使用【杀】指定目标后若你的武器栏为空且未废除你令此【杀】的效果额外结算一次。',
jsrg_wangyun:'起王允',
jsrg_wangyun_ab:'王允',
jsrgshelun:'赦论',
jsrgshelun_info:'出牌阶段限一次。你可以选择一名你攻击范围内的角色然后令除其外所有手牌数不大于你的角色议事。若结果为红色你弃置其一张牌黑色你对其造成1点伤害。',
jsrgfayi:'伐异',
jsrgfayi_info:'当你议事结算结束后你可以对一名意见与你不同的角色造成1点伤害。',
jsrg_liuyan:'起刘焉',
jsrg_liuyan_ab:'刘焉',
jsrgtushe:'图射',
jsrgtushe_info:'当你使用非装备牌指定目标后你可以展示所有手牌。若你没有基本牌你可以摸X张牌X为此牌指定的目标数。',
jsrgtongjue:'通绝',
jsrgtongjue_info:'主公技。出牌阶段限一次。你可以将任意张牌交给等量名其他群势力角色。然后你不能使用牌指定这些角色为目标直到回合结束。',
jsrg_caocao:'起曹操',
jsrg_caocao_ab:'曹操',
jsrgzhenglve:'政略',
jsrgzhenglve_info:'①主公的回合结束时,你可以摸一张牌,然后令一名没有“猎”标记的角色获得“猎”(若主公本回合没有造成过伤害,则改为两名)。②你对有“猎”的角色使用牌无距离和次数限制。③每回合限一次。当你对有“猎”的角色造成伤害后,你可以摸一张牌并获得造成此伤害的牌。',
jsrghuilie:'会猎',
jsrghuilie_info:'觉醒技。准备阶段若有“猎”的角色数大于2你减1点体力上限然后获得〖平戎〗和〖飞影〗。',
jsrgpingrong:'平戎',
jsrgpingrong_info:'每轮限一次。一名角色的回合结束时你可以移去一名角色的“猎”然后你于此回合后执行一个额外回合。该回合结束后若你于此回合未造成过伤害你失去1点体力。',
jsrg_nanhualaoxian:'起南华老仙',
jsrg_nanhualaoxian_ab:'南华老仙',
jsrgshoushu:'授术',
jsrgshoushu_info:'锁定技。①每轮开始时,若游戏内没有【太平要术】,你可以从游戏外将【太平要术】置于一名角色的装备区内。②当【太平要术】离开一名角色的装备区后,你令此牌销毁。',
jsrgxundao:'寻道',
jsrgxundao_info:'当你的判定牌生效前,你可以令至多两名角色依次弃置一张牌,然后你选择一张以此法弃置且位于弃牌堆中的牌代替此判定牌。',
jsrglinghua:'灵化',
jsrglinghua_info:'①准备阶段你可以进行目标角色为你的【闪电】的特殊的使用流程。若你未因此受到伤害你可以令一名角色回复1点体力。②结束阶段你可以进行目标角色为你且判定效果反转的【闪电】的特殊的使用流程。若你未因此受到伤害你可以对一名角色造成1点雷电伤害。',
2023-06-04 16:08:29 +00:00
sbyingmen:'盈门',
sbyingmen_info:'锁定技。①游戏开始时你将武将牌堆中随机四张武将牌置于你的武将牌上称为“访客”。②回合开始时若你的“访客”数小于4你随机从武将牌堆中将“访客”补至四张。',
sbpingjian:'评鉴',
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
sbpingjian_info:'你可以于满足你“访客”上的一个无技能标签或仅有锁定技标签的技能条件的时机发动此技能,然后你选择移去一张“访客”。若移去的是本次发动技能的“访客”,则你于此技能结算结束时摸一张牌。',
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
2023-07-14 15:04:55 +00:00
vtb_xiaosha:'小杀',
vtbguisha:'瑰杀',
vtbguisha_info:'当其他角色使用【杀】时,你可以弃置一张牌令此【杀】不计入次数,且此【杀】对目标角色造成的伤害+1。',
vtbshuli:'淑丽',
vtbshuli_info:'每回合限两次。当其他角色使用【杀】造成伤害后,你可以与其各摸一张牌。',
vtb_xiaoshan:'小闪',
vtbshanwu:'闪舞',
vtbshanwu_info:'当其他角色成为【杀】的第一个目标时,你可以弃置一张【闪】,然后取消此【杀】的所有目标。',
vtbxianli:'娴丽',
vtbxianli_info:'每回合限两次。当你失去牌后,若其中有【闪】,你可以获得当前回合角色的一张牌。',
vtb_xiaotao:'小桃',
vtbtaoyan:'桃宴',
vtbtaoyan_info:'回合开始时你可以令至多两名其他角色摸一张牌并于游戏外获得一张【桃】共五张且均为♥6。',
vtbyanli:'妍丽',
vtbyanli_info:'每轮限一次。一名角色于你的回合外进入濒死状态时你可以令其回复至1点体力然后其摸一张牌。',
vtb_xiaole:'小乐',
vtbleyu:'乐虞',
vtbleyu_info:'一名角色的回合开始时,你可以弃置三张牌令其判定。若结果不为♥,其跳过本回合的出牌阶段。',
vtbyuanli:'媛丽',
vtbyuanli_info:'一名角色跳过出牌阶段后,你可以与一名其他角色各摸一张牌。',
vtb_xiaojiu:'小酒',
vtbmeiniang:'美酿',
vtbmeiniang_info:'其他角色的出牌阶段开始时,你可以令其视为使用一张无次数限制且不计入次数的【酒】。',
vtbyaoli:'媱丽',
vtbyaoli_info:'其他角色于其出牌阶段内使用【酒】后,你可以令其于本回合内使用的下一张【杀】不能被响应且可以额外指定一个目标。',
2023-05-02 11:26:19 +00:00
2021-08-29 13:38:50 +00:00
offline_star:'桌游志·SP',
offline_sticker:'桌游志·贴纸',
offline_luanwu:'文和乱武',
offline_yongjian:'用间篇',
2023-05-29 05:22:12 +00:00
offline_jiangshanruguqi:'江山如故·起',
2023-06-04 11:48:19 +00:00
offline_feihongyingxue:'飞鸿映雪',
2023-05-02 11:26:19 +00:00
offline_piracyE:'官盗E系列·战役篇',
offline_piracyS:'官盗S系列',
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
2023-07-14 15:04:55 +00:00
offline_vtuber:'天书乱斗·虚拟偶像',
2023-05-02 11:26:19 +00:00
offline_piracyK:'官盗K系列',
2021-09-07 05:05:57 +00:00
offline_others:'线下其他系列',
2021-08-29 13:38:50 +00:00
},
};
});