noname/character/standard.js

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import { game } from '../noname.js';
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game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'standard',
connect:true,
characterSort:{
standard:{
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standard_2008:["caocao","simayi","xiahoudun","zhangliao","xuzhu","guojia","zhenji","liubei","guanyu","zhangfei","zhugeliang","zhaoyun","machao","huangyueying","sunquan","ganning","lvmeng","huanggai","zhouyu","daqiao","luxun","sunshangxiang","huatuo","lvbu","diaochan"],
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standard_2013:['old_re_lidian',"huaxiong","re_yuanshu"],
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standard_2019:["gongsunzan","xf_yiji"],
standard_2023:["std_panfeng",'ganfuren'],
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},
},
character:{
old_re_lidian:['male','wei',3,['xunxun','wangxi'],['die_audio:lidian']],
ganfuren:['female','shu',3,['stdshushen','shenzhi']],
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std_panfeng:['male','qun',4,['stdkuangfu']],
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caocao:['male','wei',4,['jianxiong','hujia'],['zhu']],
simayi:['male','wei',3,['fankui','guicai']],
xiahoudun:['male','wei',4,['ganglie']],
zhangliao:['male','wei',4,['tuxi']],
xuzhu:['male','wei',4,['luoyi']],
guojia:['male','wei',3,['tiandu','yiji']],
zhenji:['female','wei',3,['luoshen','qingguo']],
liubei:['male','shu',4,['rende','jijiang'],['zhu']],
guanyu:['male','shu',4,['wusheng']],
zhangfei:['male','shu',4,['paoxiao']],
zhugeliang:['male','shu',3,['guanxing','kongcheng']],
zhaoyun:['male','shu',4,['longdan']],
machao:['male','shu',4,['mashu','tieji']],
huangyueying:['female','shu',3,['jizhi','qicai']],
sunquan:['male','wu',4,['zhiheng','jiuyuan'],['zhu']],
ganning:['male','wu',4,['qixi']],
lvmeng:['male','wu',4,['keji']],
huanggai:['male','wu',4,['kurou']],
zhouyu:['male','wu',3,['yingzi','fanjian']],
daqiao:['female','wu',3,['guose','liuli']],
luxun:['male','wu',3,['qianxun','lianying']],
sunshangxiang:['female','wu',3,['xiaoji','jieyin']],
huatuo:['male','qun',3,['qingnang','jijiu']],
lvbu:['male','qun',4,['wushuang']],
diaochan:['female','qun',3,['lijian','biyue']],
huaxiong:['male','qun',6,['yaowu']],
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gongsunzan:['male','qun',4,['reyicong']],
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xf_yiji:["male","shu",3,["xinfu_jijie","xinfu_jiyuan"],[]],
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re_yuanshu:['male','qun',4,['rewangzun','retongji']],
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},
characterIntro:{
liubei:'先主姓刘,讳备,字玄德,涿郡涿县人,汉景帝子中山靖王胜之后也。以仁德治天下。',
guanyu:'字云长,本字长生,并州河东解州人。五虎上将之首,爵至汉寿亭侯,谥曰“壮缪侯”。被奉为“关圣帝君”,崇为“武圣”。',
zhangfei:'字翼德,涿郡人,燕颔虎须,豹头环眼。有诗云:“长坂坡头杀气生,横枪立马眼圆睁。一声好似轰雷震,独退曹家百万兵”。',
zhugeliang:'字孔明,号卧龙,琅琊阳都人,蜀汉丞相。在世时被封为武乡侯,谥曰忠武侯。著有《出师表》、《诫子书》等。怀不世之才,以空城戏司马,能观星象而通鬼神。',
zhaoyun:'字子龙,常山真定人。身长八尺,姿颜雄伟。长坂坡单骑救阿斗,先主云:“子龙一身都是胆也。”',
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。',
huangyueying:'荆州沔南白水人,沔阳名士黄承彦之女,诸葛亮之妻,诸葛瞻之母。容貌甚丑,而有奇才:上通天文,下察地理,韬略近于诸书无所不晓,诸葛亮在南阳闻其贤而迎娶。',
sunquan:'吴大帝,字仲谋,吴郡富春县人。统领吴与蜀魏三足鼎立,制衡天下。',
ganning:'字兴霸,巴郡临江人,祖籍荆州南阳郡。为人勇猛刚强,忠心耿耿,勇往无前。曾带兵百人于二更奇袭曹营,大挫其锐气。',
lvmeng:'字子明,汝南富陂人。陈寿评曰:“吕蒙勇而有谋断,识军计,谲郝普,擒关羽,最其妙者。初虽轻果妄杀,终于克己,有国士之量,岂徒武将而已乎!”',
huanggai:'字公覆,零陵郡泉陵县人。官至偏将军、武陵太守。以苦肉计骗曹孟德,亲往诈降,火烧战船,重创敌军。',
zhouyu:'字公瑾,庐江舒县人,任东吴三军大都督,雄姿英发,人称“美周郎”。赤壁之战前,巧用反间计杀了精通水战的叛将蔡瑁、张允。',
daqiao:'庐江皖县人,为乔公长女,孙策之妻,小乔之姊。与小乔并称为“江东二乔”,容貌国色流离。',
luxun:'本名陆议,字伯言,吴郡吴县人。历任东吴大都督、丞相。吴大帝孙权兄孙策之婿,世代为江东大族。以谦逊之书麻痹关羽,夺取荆州,又有火烧连营大破蜀军。',
sunshangxiang:'孙夫人,乃孙权之妹。刘备定荆州,孙权进妹与其结姻,重固盟好。孙夫人才捷刚猛,有诸兄之风。后人为其立庙,号曰“枭姬庙”。',
caocao:'魏武帝曹操,字孟德,小名阿瞒、吉利,沛国谯人。精兵法,善诗歌,乃治世之能臣,乱世之奸雄也。',
simayi:'晋宣帝,字仲达,河内温人。曾任职过曹魏的大都督,太尉,太傅。少有奇节,聪明多大略,博学洽闻,伏膺儒教,世之鬼才也。',
xiahoudun:'字元让,沛国谯人。有拔矢啖睛之勇,性格勇猛刚烈。',
zhangliao:'字文远魏雁门马邑人。官至前将军、征东将军、晋阳侯。武功高强又谋略过人多次建立奇功以800人突袭孙权十万大军皆望风披靡。',
xuzhu:'字仲康,谯国谯县人。和典韦一同统率着曹操的亲卫队“虎卫军”。因为他十分勇猛,所以有“虎痴”的绰号。曾有裸衣斗马超之举。',
guojia:'字奉孝,颍川阳翟人,官至军师祭酒。惜天妒英才,英年早逝。有诗云:“良计环环不遗策,每临制变满座惊”。',
zhenji:'中山无极人,别称甄洛或甄宓,庙号文昭甄皇后。魏文帝曹丕的正室。懂诗文,有倾国倾城之貌,《洛神赋》即是曹植为她所作。',
huatuo:'字元化,一名旉,沛国谯人,“建安三神医”之一。集平生之所得著《青囊经》,现已失传。',
lvbu:'字奉先,五原郡九原县人。三国第一猛将,曾独力战刘关张三人,其武力世之无双。时人语曰:“人中有吕布,马中有赤兔。”',
diaochan:'中国古代四大美女之一,有闭月羞花之貌。司徒王允之义女,由王允授意施行连环计,离间董卓、吕布,借布手除卓。后貂蝉成为吕布的妾。',
huaxiong:'董卓旗下名将,自荐抵抗山东地区反对董卓的诸侯联军于汜水关前,他先后斩杀济北相鲍信之弟鲍忠和孙坚部将祖茂、以及袁术部将俞涉和韩馥手下潘凤等人,最后关东联军派出关羽与之一对一决斗而被杀。',
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xf_yiji:"伊籍字机伯生卒年不详兖州山阳郡今山东金乡县三国时期蜀汉官员。年少时依附于同乡刘表。刘备落难到荆州时伊籍时常拜访托请刘备照顾。建安十三年208年刘表病死伊籍便转投刘备一起渡江南下。建安十六年211年刘备入蜀帮助刘璋伊籍亦有跟随。随后刘备和刘璋双方决裂。建安十九年214年刘备平定益州任命伊籍为左将军从事中郎其待遇次于简雍、孙乾等。后升任昭文将军并与诸葛亮、法正、刘巴、李严共同编制《蜀科》。",
},
perfectPair:{
xiahoudun:['xiahouyuan'],
zhenji:['caopi'],
caocao:['xuzhu','dianwei','bianfuren'],
huangzhong:['weiyan'],
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zhugeliang:['jiangwei','jiangfei','huangyueying'],
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liubei:['guanyu','zhangfei','ganfuren'],
zhaoyun:['liushan'],
daqiao:['xiaoqiao'],
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zhouyu:['huanggai','xiaoqiao','zhouyi'],
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sunquan:['zhoutai'],
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lvbu:['diaochan','lvlingqi'],
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machao:['madai','mayunlu','yangwan'],
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zhangliao:['zangba'],
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ganning:['lingtong','xf_sufei'],
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guanyu:['zhangfei','liaohua'],
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},
skill:{
//标准版甘夫人
stdshushen:{
audio:'shushen',
trigger:{player:'recoverEnd'},
direct:true,
async content(event,trigger,player){
event.num=trigger.num||1;
do {
const {result:{bool,targets}}=await player.chooseTarget(get.prompt2('stdshushen'),lib.filter.notMe)
.set('ai',target=>get.attitude(_status.event.player,target));
if(!bool) return;
const target=targets[0];
player.logSkill('stdshushen',target);
target.draw(target.countCards('h')?1:2);
}while(--event.num>0&&player.hasSkill('stdshushen'));
},
ai:{threaten:0.8,expose:0.1},
},
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stdkuangfu:{
audio:'xinkuangfu',
trigger:{source:'damageSource'},
forced:true,
usable:1,
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filter(event,player){
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return player.isPhaseUsing()&&event.card&&event.card.name=='sha'&&event.player!=player&&event.player.isIn();
},
async content(event,trigger,player){
if(trigger.player.hp<player.hp) player.draw(2);
else player.loseHp();
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},
ai:{
halfneg:true,
}
},
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rewangzun:{
trigger:{global:'phaseZhunbeiBegin'},
forced:true,
audio:'wangzun',
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filter(event,player){
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return event.player.hp>player.hp;
},
logTarget:'player',
async content(event,trigger,player){
player.draw();
let zhu=false;
const target=trigger.player;
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switch(get.mode()){
case 'identity':{
zhu=target.isZhu;
break;
}
case 'guozhan':{
zhu=get.is.jun(target);
break;
}
case 'versus':{
zhu=target.identity=='zhu';
break;
}
case 'doudizhu':{
zhu=target==game.zhu;
break;
}
}
if(zhu){
player.draw();
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target.addTempSkill('rewangzun2');
target.addMark('rewangzun2',1,false);
}
},
},
rewangzun2:{
onremove:true,
mod:{
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maxHandcard(player,num){
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return num-player.countMark('rewangzun2');
},
},
intro:{content:'手牌上限-#'},
},
retongji:{
trigger:{global:'useCardToTarget'},
logTarget:'target',
audio:'tongji',
direct:true,
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filter(event,player){
return event.card.name=='sha'&&event.player!=player&&!event.targets.includes(player)&&
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event.target.inRange(player)&&event.target.countCards('he')>0;
},
async content(event,trigger,player){
const {result:{bool,cards}}=await trigger.target.chooseCard('he','是否对'+get.translation(player)+'发动【同疾】?','弃置一张牌,将'+get.translation(trigger.card)+'转移给'+get.translation(player))
.set('ai',card=>{
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if(!_status.event.check) return -1;
return get.unuseful(card)+9;
})
.set('check',(()=>{
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if(trigger.target.countCards('h','shan')){
return -get.attitude(trigger.target,player);
}
if(get.attitude(trigger.target,player)<5){
return 6-get.attitude(trigger.target,player);
}
if(trigger.target.hp==1&&player.countCards('h','shan')==0){
return 10-get.attitude(trigger.target,player);
}
if(trigger.target.hp==2&&player.countCards('h','shan')==0){
return 8-get.attitude(trigger.target,player);
}
return -1;
})()>0);
if(bool){
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player.logSkill('retongji',trigger.target);
trigger.target.discard(cards);
const evt=trigger.getParent();
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evt.triggeredTargets2.remove(trigger.target);
evt.targets.remove(trigger.target);
evt.targets.push(player);
}
},
},
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hujia:{
audio:2,
audioname:['re_caocao'],
unique:true,
zhuSkill:true,
trigger:{player:['chooseToRespondBefore','chooseToUseBefore']},
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filter(event,player){
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if(event.responded) return false;
if(player.storage.hujiaing) return false;
if(!player.hasZhuSkill('hujia')) return false;
if(!event.filterCard({name:'shan'},player,event)) return false;
return game.hasPlayer(current=>current!=player&&current.group=='wei');
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},
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check(event,player){
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if(get.damageEffect(player,event.player,player)>=0) return false;
return true;
},
async content(event,trigger,player){
while(true){
let bool;
if(!event.current) event.current=player.next;
if(event.current==player) return;
else if(event.current.group=='wei'){
if((event.current==game.me&&!_status.auto)||(
get.attitude(event.current,player)>2)||
event.current.isOnline()){
player.storage.hujiaing=true;
const next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张闪?',{name:'shan'});
next.set('ai',()=>{
const event=_status.event;
return (get.attitude(event.player,event.source)-2);
});
next.set('skillwarn','替'+get.translation(player)+'打出一张闪');
next.autochoose=lib.filter.autoRespondShan;
next.set('source',player);
bool=(await next).result.bool;
}
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}
player.storage.hujiaing=false;
if(bool){
trigger.result={bool:true,card:{name:'shan',isCard:true}};
trigger.responded=true;
trigger.animate=false;
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
return;
}
else{
event.current=event.current.next;
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}
}
},
ai:{
respondShan:true,
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skillTagFilter(player){
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if(player.storage.hujiaing) return false;
if(!player.hasZhuSkill('hujia')) return false;
return game.hasPlayer(current=>current!=player&&current.group=='wei');
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},
},
},
jianxiong:{
audio:2,
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preHidden:true,
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trigger:{player:'damageEnd'},
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filter(event,player){
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return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0],true)=='o';
},
async content(event,trigger,player){
player.gain(trigger.cards,'gain2');
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},
ai:{
maixie:true,
maixie_hp:true,
effect:{
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target(card,player,target){
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if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
if(get.tag(card,'damage')) return [1,0.55];
}
}
}
},
fankui:{
audio:2,
trigger:{player:'damageEnd'},
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logTarget:'source',
preHidden:true,
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filter(event,player){
return event.source&&event.source.countGainableCards(player,event.source!=player?'he':'e')>0&&event.num>0;
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},
async content(event,trigger,player){
player.gainPlayerCard(true,trigger.source,trigger.source!=player?'he':'e');
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},
ai:{
maixie_defend:true,
effect:{
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target(card,player,target){
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if(player.countCards('he')>1&&get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1.5];
if(get.attitude(target,player)<0) return [1,1];
}
}
}
}
},
guicai:{
audio:2,
trigger:{global:'judge'},
direct:true,
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preHidden:true,
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filter(event,player){
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return player.countCards(get.mode()=='guozhan'?'hes':'hs')>0;
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},
async content(event,trigger,player){
const {result:{bool:chooseCardResultBool,cards:chooseCardResultCards}}=await player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+''+get.prompt('guicai'),get.mode()=='guozhan'?'hes':'hs',card=>{
const player=_status.event.player;
const mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
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if(mod2!='unchanged') return mod2;
const mod=game.checkMod(card,player,'unchanged','cardRespondable',player);
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if(mod!='unchanged') return mod;
return true;
}).set('ai',card=>{
const trigger=_status.event.getTrigger();
const player=_status.event.player;
const judging=_status.event.judging;
const result=trigger.judge(card)-trigger.judge(judging);
const attitude=get.attitude(player,trigger.player);
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if(attitude==0||result==0) return 0;
if(attitude>0){
return result-get.value(card)/2;
}
else{
return -result-get.value(card)/2;
}
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}).set('judging',trigger.player.judging[0]).setHiddenSkill('guicai');
if(!chooseCardResultBool) return;
player.respond(chooseCardResultCards,'guicai','highlight','noOrdering');
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]));
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}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0]=chooseCardResultCards[0];
trigger.orderingCards.addArray(chooseCardResultCards);
game.log(trigger.player,'的判定牌改为',chooseCardResultCards[0]);
game.asyncDelay(2);
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},
ai:{
rejudge:true,
tag:{
rejudge:1,
}
}
},
ganglie:{
audio:2,
trigger:{player:'damageEnd'},
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filter(event,player){
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return (event.source!=undefined);
},
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check(event,player){
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return (get.attitude(player,event.source)<=0);
},
logTarget:'source',
async content(event,trigger,player){
const judgeEvent=player.judge(card=>{
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if(get.suit(card)=='heart') return -2;
return 2;
});
judgeEvent.judge2=result=>result.bool;
const {result:{judge}}=await judgeEvent;
if(judge<2) return;
const {result:{bool}}=await trigger.source.chooseToDiscard(2)
.set('ai',card=>{
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if(card.name=='tao') return -10;
if(card.name=='jiu'&&_status.event.player.hp==1) return -10;
return get.unuseful(card)+2.5*(5-get.owner(card).hp);
});
if(bool==false){
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trigger.source.damage();
}
},
ai:{
maixie_defend:true,
effect:{
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target(card,player,target){
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if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
return 0.8;
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
}
}
}
},
ganglie_three:{
audio:'ganglie',
trigger:{player:'damageEnd'},
direct:true,
async content(event,trigger,player){
const {result:{bool:chooseTargetResultBool,targets:chooseTargetResultTargets}}=await player.chooseTarget(get.prompt2('ganglie_three'),(card,player,target)=>{
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return target.isEnemyOf(player);
}).set('ai',target=>{
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return -get.attitude(_status.event.player,target)/(1+target.countCards('h'));
});
if(!chooseTargetResultBool) return;
event.target=chooseTargetResultTargets[0];
player.logSkill('ganglie_three',event.target);
const judgeEvent=player.judge(card=>{
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if(get.suit(card)=='heart') return -2;
return 2;
});
judgeEvent.judge2=result=>result.bool;
const {result:{judge}}=await judgeEvent;
if(judge<2) return;
const {result:{bool:chooseToDiscardResultBool}}=await player.chooseToDiscard(2).set('ai',card=>{
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if(card.name=='tao') return -10;
if(card.name=='jiu'&&_status.event.player.hp==1) return -10;
return get.unuseful(card)+2.5*(5-get.owner(card).hp);
});
if(chooseToDiscardResultBool==false){
event.target.damage();
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}
},
ai:{
maixie_defend:true,
effect:{
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target(card,player,target){
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if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
return 0.8;
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
}
}
}
},
tuxi:{
audio:2,
trigger:{player:'phaseDrawBegin1'},
direct:true,
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filter(event,player){
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return !event.numFixed;
},
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async content(event,trigger,player){
let num=game.countPlayer(current=>current!=player&&current.countCards('h')&&get.attitude(player,current)<=0);
let check=num>=2;
const {result:{bool,targets}}=await player.chooseTarget(get.prompt('tuxi'),'获得其他一至两名角色的各一张手牌',[1,2],(card,player,target)=>{
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return target.countCards('h')>0&&player!=target;
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},target=>{
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if(!_status.event.aicheck) return 0;
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const att=get.attitude(_status.event.player,target);
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if(target.hasSkill('tuntian')) return att/10;
return 1-att;
}).set('aicheck',check);
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if(!bool) return;
player.logSkill('tuxi',targets);
player.gainMultiple(targets);
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trigger.changeToZero();
game.asyncDelay();
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},
ai:{
threaten:2,
expose:0.3
}
},
luoyi:{
audio:2,
trigger:{player:'phaseDrawBegin2'},
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check(event,player){
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if(player.skipList.includes('phaseUse')||player.countCards('h')<3) return false;
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if(!player.hasSha()) return false;
return game.hasPlayer(current=>get.attitude(player,current)<0&&player.canUse('sha',current));
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},
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preHidden:true,
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filter(event,player){
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return !event.numFixed&&event.num>0;
},
async content(event,trigger,player){
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player.addTempSkill('luoyi2','phaseJieshuBegin');
trigger.num--;
}
},
luoyi2:{
trigger:{source:'damageBegin1'},
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filter(event){
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return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&event.notLink();
},
forced:true,
async content(event,trigger,player){
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trigger.num++;
},
ai:{
damageBonus:true
}
},
tiandu:{
audio:2,
audioname:['re_guojia','xizhicai','gz_nagisa'],
trigger:{player:'judgeEnd'},
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preHidden:true,
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frequent(event){
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//if(get.mode()=='guozhan') return false;
return event.result.card.name!=='du';
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},
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check(event){
return event.result.card.name!=='du';
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},
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filter(event,player){
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return get.position(event.result.card,true)=='o';
},
async content(event,trigger,player){
player.gain(trigger.result.card,'gain2');
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}
},
yiji:{
audio:2,
trigger:{player:'damageEnd'},
frequent:true,
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filter(event){
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return event.num>0;
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},
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async content(event,trigger,player){
event.count=trigger.num;
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// event.goto -> while
while(true){
event.count--;
const {cards}=await game.cardsGotoOrdering(get.cards(2));
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if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
if(!cards.length) return;
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// event.goto -> do while
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do{
const {result:{bool,links}} =
cards.length==1?
{result:{links:cards.slice(0),bool: true}}:
await player.chooseCardButton('遗计:请选择要分配的牌',true,cards,[1,cards.length])
.set('ai',()=>{
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if(ui.selected.buttons.length==0) return 1;
return 0;
});
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if(!bool) return;
cards.removeArray(links);
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event.togive=links.slice(0);
const {result:{targets}}=await player.chooseTarget('选择一名角色获得'+get.translation(links),true)
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.set('ai',target=>{
const att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
}
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else if(att>0){
return att/(1+target.countCards('h'));
}
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else{
return att/100;
}
})
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.set('enemy',get.value(event.togive[0],player,'raw')<0);
if(targets.length){
const id=targets[0].playerid,
map=event.given_map;
if(!map[id]) map[id]=[];
map[id].addArray(event.togive);
}
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}while(cards.length>0);
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
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const list=[];
for(const i in event.given_map){
const source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
if(player!==source&&(get.mode()!=='identity'||player.identity!=='nei')) player.addExpose(0.2);
list.push([source, event.given_map[i]]);
}
game.loseAsync({
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gain_list:list,
giver:player,
animate:'draw',
}).setContent('gaincardMultiple');
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if(event.count>0&&player.hasSkill(event.name)&&!get.is.blocked(event.name, player)){
const {result:{bool:chooseBoolResultBool}}=await player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
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if(chooseBoolResultBool) player.logSkill(event.name);
else return;
}
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else return;
}
},
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ai:{
maixie:true,
maixie_hp:true,
effect:{
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target(card,player,target){
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if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.hasFriend()) return;
let num=1;
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if(get.attitude(player,target)>0){
if(player.needsToDiscard()) num=0.7;
else num=0.5;
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}
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];
}
}
}
}
},
luoshen:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
frequent:true,
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preHidden:true,
async content(event,trigger,player){
while(true){
if(event.cards==undefined) event.cards=[];
const judgeEvent=player.judge(card=>{
if(get.color(card)=='black') return 1.5;
return -1.5;
});
judgeEvent.judge2=result=>result.bool;
if(get.mode()!='guozhan'&&!player.hasSkillTag('rejudge')) judgeEvent.set('callback',async event=>{
if(event.judgeResult.color=='black'&&get.position(event.card,true)=='o') await player.gain(event.card,'gain2');
});
else judgeEvent.set('callback',async event=>{
if(event.judgeResult.color=='black') event.getParent().orderingCards.remove(event.card);
});
const {result:{judge,card}}=await judgeEvent;
let bool;
if(judge>0){
event.cards.push(card);
bool=(await player.chooseBool('是否再次发动【洛神】?').set('frequentSkill','luoshen')).result.bool;
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}
else{
for(let 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');
}
return;
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}
if(!bool){
if(event.cards.length){
player.gain(event.cards,'gain2');
}
return;
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}
}
}
},
xinluoshen:{
audio:'luoshen',
// alter:true,
trigger:{player:'phaseZhunbeiBegin'},
frequent:true,
async content(event,trigger,player){
while(true){
if(event.cards==undefined) event.cards=[];
const judgeEvent=player.judge(card=>{
if(get.color(card)=='black') return 1.5;
return -1.5;
},ui.special);
judgeEvent.judge2=result=>result.bool;
const {result:{judge,card}}=await judgeEvent;
let bool;
if(judge>0){
event.cards.push(card);
bool=lib.config.autoskilllist.includes('luoshen')?(await player.chooseBool('是否再次发动【洛神】?')).result.bool:true;
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}
else{
for(let i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])!='s'){
event.cards.splice(i,1);
i--;
}
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}
player.gain(event.cards,'gain2');
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player.storage.xinluoshen=event.cards.slice(0);
return;
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}
if(!bool){
if(event.cards.length){
player.gain(event.cards,'gain2');
player.storage.xinluoshen=event.cards.slice(0);
return;
}
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}
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}
},
mod:{
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ignoredHandcard(card,player){
if(get.is.altered('xinluoshen')&&player.storage.xinluoshen&&player.storage.xinluoshen.includes(card)){
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return true;
}
}
},
group:'xinluoshen_clear',
subSkill:{
clear:{
trigger:{player:'phaseAfter'},
silent:true,
async content(event,trigger,player){
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delete player.storage.xinluoshen;
}
}
}
},
qingguo:{
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mod:{
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aiValue(player,card,num){
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if(get.name(card)!='shan'&&get.color(card)!='black') return;
const cards=player.getCards('hs',card=>get.name(card)=='shan'||get.color(card)=='black');
cards.sort((a,b)=>{
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return (get.name(b)=='shan'?1:2)-(get.name(a)=='shan'?1:2);
});
const geti=()=>{
if(cards.includes(card)) cards.indexOf(card);
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return cards.length;
};
if(get.name(card)=='shan') return Math.min(num,[6,4,3][Math.min(geti(),2)])*0.6;
return Math.max(num,[6.5,4,3][Math.min(geti(),2)]);
},
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aiUseful(){
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return lib.skill.qingguo.mod.aiValue.apply(this,arguments);
},
},
locked:false,
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audio:2,
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audioname:['sb_zhenji'],
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enable:['chooseToRespond','chooseToUse'],
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filterCard(card){
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return get.color(card)=='black';
},
viewAs:{name:'shan'},
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viewAsFilter(player){
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if(!player.countCards('hs',{color:'black'})) return false;
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},
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position:'hs',
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prompt:'将一张黑色手牌当闪使用或打出',
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check(){return 1},
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ai:{
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order:3,
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respondShan:true,
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skillTagFilter(player){
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if(!player.countCards('hs',{color:'black'})) return false;
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},
effect:{
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target(card,player,target,current){
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if(get.tag(card,'respondShan')&&current<0) return 0.6
}
}
}
},
rende:{
audio:2,
enable:'phaseUse',
filterCard:true,
selectCard:[1,Infinity],
discard:false,
lose:false,
delay:0,
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filterTarget(card,player,target){
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return player!=target;
},
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check(card){
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if(ui.selected.cards.length>1) return 0;
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
if(!ui.selected.cards.length&&card.name=='du') return 20;
const player=get.owner(card);
let num=0;
const evt2=_status.event.getParent();
player.getHistory('lose',evt=>{
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if(evt.getParent().skill=='rende'&&evt.getParent(3)==evt2) num+=evt.cards.length;
});
if(player.hp==player.maxHp||num>1||player.countCards('h')<=1){
if(ui.selected.cards.length){
return -1;
}
const players=game.filterPlayer();
for(let i=0;i<players.length;i++){
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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);
},
async content(event,trigger,player){
const evt2=event.getParent(3);
let num=0;
player.getHistory('lose',evt=>{
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if(evt.getParent(2).name=='rende'&&evt.getParent(5)==evt2) num+=evt.cards.length;
});
player.give(event.cards,event.target);
if(num<2&&num+event.cards.length>1) player.recover();
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},
ai:{
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order(skill,player){
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if(player.hp<player.maxHp&&player.storage.rende<2&&player.countCards('h')>1){
return 10;
}
return 1;
},
result:{
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target(player,target){
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if(target.hasSkillTag('nogain')) return 0;
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
return target.hasSkillTag('nodu')?0:-10;
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}
if(target.hasJudge('lebu')) return 0;
const nh=target.countCards('h');
const np=player.countCards('h');
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if(player.hp==player.maxHp||player.storage.rende<0||player.countCards('h')<=1){
if(nh>=np-1&&np<=player.hp&&!target.hasSkill('haoshi')) return 0;
}
return Math.max(1,5-nh);
}
},
effect:{
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target(card,player,target){
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if(player==target&&get.type(card)=='equip'){
if(player.countCards('e',{subtype:get.subtype(card)})){
const players=game.filterPlayer();
for(let i=0;i<players.length;i++){
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if(players[i]!=player&&get.attitude(player,players[i])>0){
return 0;
}
}
}
}
}
},
threaten:0.8
}
},
rende1:{
trigger:{player:'phaseUseBegin'},
silent:true,
async content(event,trigger,player){
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player.storage.rende=0;
}
},
jijiang:{
audio:'jijiang1',
audioname:['liushan','re_liubei','re_liushan','ol_liushan'],
unique:true,
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group:['jijiang1'],
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zhuSkill:true,
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filter(event,player){
if(!player.hasZhuSkill('jijiang')||!game.hasPlayer(current=>current!=player&&current.group=='shu')) return false;
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return !event.jijiang&&(event.type!='phase'||!player.hasSkill('jijiang3'));
},
enable:['chooseToUse','chooseToRespond'],
viewAs:{name:'sha'},
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filterCard(){return false},
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selectCard:-1,
ai:{
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order(){
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return get.order({name:'sha'})+0.3;
},
respondSha:true,
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skillTagFilter(player){
if(!player.hasZhuSkill('jijiang')||!game.hasPlayer(current=>current!=player&&current.group=='shu')) return false;
2020-11-20 06:06:26 +00:00
},
},
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},
jijiang1:{
audio:2,
audioname:['liushan','re_liubei','re_liushan','ol_liushan'],
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trigger:{player:['useCardBegin','respondBegin']},
logTarget:'targets',
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filter(event,player){
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return event.skill=='jijiang';
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},
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forced:true,
async content(event,trigger,player){
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delete trigger.skill;
trigger.getParent().set('jijiang',true);
while(true){
if(event.current==undefined) event.current=player.next;
if(event.current==player){
player.addTempSkill('jijiang3');
trigger.cancel();
trigger.getParent().goto(0);
return;
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}
else if(event.current.group=='shu'){
const chooseToRespondEvent=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'});
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chooseToRespondEvent.set('ai',()=>{
const event=_status.event;
return (get.attitude(event.player,event.source)-2);
});
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chooseToRespondEvent.set('source',player);
chooseToRespondEvent.set('jijiang',true);
chooseToRespondEvent.set('skillwarn','替'+get.translation(player)+'打出一张杀');
chooseToRespondEvent.noOrdering=true;
chooseToRespondEvent.autochoose=lib.filter.autoRespondSha;
const {bool,card,cards}=(await chooseToRespondEvent).result;
if(bool){
trigger.card=card;
trigger.cards=cards;
trigger.throw=false;
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
return;
}
else event.current=event.current.next;
}
else event.current=event.current.next;
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}
}
},
jijiang3:{
trigger:{global:['useCardAfter','useSkillAfter','phaseAfter']},
silent:true,
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charlotte:true,
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filter(event){
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return event.skill!='jijiang'&&event.skill!='qinwang';
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},
async content(event,trigger,player){
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player.removeSkill('jijiang3');
}
},
wusheng:{
audio:2,
audioname2:{
old_guanzhang:'old_fuhun',
old_guanyu:'wusheng_re_guanyu',
},
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
audioname:['re_guanyu','guanzhang','jsp_guanyu','guansuo','re_guanzhang','dc_jsp_guanyu'],
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enable:['chooseToRespond','chooseToUse'],
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filterCard(card,player){
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if(get.zhu(player,'shouyue')) return true;
return get.color(card)=='red';
},
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position:'hes',
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viewAs:{name:'sha'},
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viewAsFilter(player){
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if(get.zhu(player,'shouyue')){
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if(!player.countCards('hes')) return false;
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}
else{
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if(!player.countCards('hes',{color:'red'})) return false;
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}
},
prompt:'将一张红色牌当杀使用或打出',
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check(card){
const val=get.value(card);
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if(_status.event.name=='chooseToRespond') return 1/Math.max(0.1,val);
return 5-val;
},
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ai:{
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skillTagFilter(player){
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if(get.zhu(player,'shouyue')){
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if(!player.countCards('hes')) return false;
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}
else{
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if(!player.countCards('hes',{color:'red'})) return false;
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}
},
respondSha:true,
}
},
wusheng_re_guanyu:{audio:2},
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zhongyi:{
audio:2,
enable:'phaseUse',
limited:true,
skillAnimation:true,
animationColor:'orange',
filterCard:true,
position:'he',
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filter(event,player){
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return player.countCards('he')>0;
},
discard:false,
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lose:false,
async content(event,trigger,player){
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player.awakenSkill('zhongyi');
player.addTempSkill('zhongyi2','roundStart');
player.addToExpansion(player,'give',event.cards).gaintag.add('zhongyi2');
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},
},
zhongyi2:{
trigger:{global:'damageBegin1'},
forced:true,
popup:false,
logTarget:'source',
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filter(event,player){
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return event.getParent().name=='sha'&&event.source&&event.source.isFriendOf(player);
},
async content(event,trigger,player){trigger.num++},
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intro:{content:'expansion',markcount:'expansion'},
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onremove(player,skill){
const cards=player.getExpansions(skill);
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if(cards.length) player.loseToDiscardpile(cards);
},
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},
paoxiao:{
audio:2,
firstDo:true,
audioname:['re_zhangfei','guanzhang','xiahouba'],
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audioname2: {
old_guanzhang:'old_fuhun',
dc_xiahouba:'paoxiao_xiahouba',
},
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trigger:{player:'useCard1'},
forced:true,
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filter(event,player){
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return !event.audioed&&event.card.name=='sha'&&player.countUsed('sha',true)>1&&event.getParent().type=='phase';
},
async content(event,trigger,player){
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trigger.audioed=true;
},
mod:{
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cardUsable(card,player,num){
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if(card.name=='sha') return Infinity;
}
},
ai:{
unequip:true,
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skillTagFilter(player,tag,arg){
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if(!get.zhu(player,'shouyue')) return false;
if(arg&&arg.name=='sha') return true;
return false;
}
}
},
paoxiao_xiahouba:{audio:2},
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guanxing_fail:{},
guanxing:{
audio:2,
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audioname:['jiangwei','re_jiangwei','re_zhugeliang','ol_jiangwei'],
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trigger:{player:'phaseZhunbeiBegin'},
frequent:true,
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preHidden:true,
async content(event,trigger,player){
const num=player.hasSkill('yizhi')&&player.hasSkill('guanxing')?5:Math.min(5,game.countPlayer());
const cards=get.cards(num);
game.cardsGotoOrdering(cards);
const next=player.chooseToMove();
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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=list=>{
const cards=list[0][1],player=_status.event.player;
const top=[];
const judges=player.getCards('j');
let stopped=false;
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if(!player.hasWuxie()){
for(let i=0;i<judges.length;i++){
const judge=get.judge(judges[i]);
cards.sort((a,b)=>judge(b)-judge(a));
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if(judge(cards[0])<0){
stopped=true;break;
}
else{
top.unshift(cards.shift());
}
}
}
let bottom;
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if(!stopped){
cards.sort((a,b)=>get.value(b,player)-get.value(a,player));
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while(cards.length){
if(get.value(cards[0],player)<=5) break;
top.unshift(cards.shift());
}
}
bottom=cards;
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return [top,bottom];
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}
const {result:{moved}}=await next;
const top=moved[0];
const bottom=moved[1];
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top.reverse();
game.cardsGotoPile(
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top.concat(bottom),
['top_cards',top],
(event,card)=>{
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if(event.top_cards.includes(card)) return ui.cardPile.firstChild;
return null;
}
);
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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.asyncDelayx();
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},
ai:{
threaten:1.2
}
},
kongcheng:{
mod:{
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targetEnabled(card,player,target,now){
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if(target.countCards('h')==0){
if(card.name=='sha'||card.name=='juedou') return false;
}
}
},
group:'kongcheng1',
audio:'kongcheng1',
audioname:['re_zhugeliang'],
ai:{
noh:true,
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skillTagFilter(player,tag){
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if(tag=='noh'){
if(player.countCards('h')!=1) return false;
}
}
}
},
kongcheng1:{
audio:2,
trigger:{player:'loseEnd'},
forced:true,
firstDo:true,
audioname:['re_zhugeliang'],
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filter(event,player){
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if(player.countCards('h')) return false;
for(let i=0;i<event.cards.length;i++){
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if(event.cards[i].original=='h') return true;
}
return false;
},
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async content(){}
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},
longdan:{
audio:'longdan_sha',
audioname:['re_zhaoyun'],
group:['longdan_sha','longdan_shan','longdan_draw'],
subSkill:{
draw:{
trigger:{player:['useCard','respond']},
forced:true,
popup:false,
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filter(event,player){
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if(!get.zhu(player,'shouyue')) return false;
return event.skill=='longdan_sha'||event.skill=='longdan_shan';
},
async content(event,trigger,player){
player.draw();
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player.storage.fanghun2++;
}
},
sha:{
audio:2,
audioname:['re_zhaoyun'],
enable:['chooseToUse','chooseToRespond'],
filterCard:{name:'shan'},
viewAs:{name:'sha'},
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viewAsFilter(player){
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if(!player.countCards('hs','shan')) return false;
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},
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position:'hs',
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prompt:'将一张闪当杀使用或打出',
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check(){return 1},
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ai:{
effect:{
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target(card,player,target,current){
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if(get.tag(card,'respondSha')&&current<0) return 0.6
}
},
respondSha:true,
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skillTagFilter(player){
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if(!player.countCards('hs','shan')) return false;
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},
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order(){
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return get.order({name:'sha'})+0.1;
},
useful:-1,
value:-1
}
},
shan:{
audio:'longdan_sha',
audioname:['re_zhaoyun'],
enable:['chooseToRespond','chooseToUse'],
filterCard:{name:'sha'},
viewAs:{name:'shan'},
prompt:'将一张杀当闪使用或打出',
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check(){return 1},
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position:'hs',
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viewAsFilter(player){
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if(!player.countCards('hs','sha')) return false;
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},
ai:{
respondShan:true,
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skillTagFilter(player){
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if(!player.countCards('hs','sha')) return false;
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},
effect:{
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target(card,player,target,current){
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if(get.tag(card,'respondShan')&&current<0) return 0.6
}
},
order:4,
useful:-1,
value:-1
}
}
}
},
mashu:{
mod:{
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globalFrom(from,to,distance){
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return distance-1;
}
}
},
mashu2:{
mod:{
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globalFrom(from,to,distance){
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return distance-1;
}
}
},
feiying:{
mod:{
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globalTo(from,to,distance){
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return distance+1;
}
}
},
tieji:{
audio:2,
shaRelated:true,
trigger:{player:'useCardToPlayered'},
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check(event,player){
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return get.attitude(player,event.target)<=0;
},
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filter(event,player){
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return event.card.name=='sha';
},
logTarget:'target',
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preHidden:true,
async content(event,trigger,player){
const judgeEvent=player.judge(card=>{
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if(get.zhu(_status.event.player,'shouyue')){
if(get.suit(card)!='spade') return 2;
}
else{
if(get.color(card)=='red') return 2;
}
return -0.5;
});
judgeEvent.judge2=result=>result.bool;
const {result:{bool}}=await judgeEvent;
if(bool){
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trigger.getParent().directHit.add(trigger.target);
}
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},
ai:{
directHit_ai:true,
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skillTagFilter(player,tag,arg){
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if(get.attitude(player,arg.target)>0||arg.card.name!='sha'||!ui.cardPile.firstChild||get.color(ui.cardPile.firstChild,player)!='red') return false;
},
},
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},
jizhi:{
audio:2,
audioname:['jianyong'],
trigger:{player:'useCard'},
frequent:true,
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preHidden:true,
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filter(event){
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return (get.type(event.card)=='trick'&&event.card.isCard);
},
async content(event,trigger,player){
player.draw();
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},
ai:{
threaten:1.4,
noautowuxie:true,
}
},
xinjizhi:{
audio:'jizhi',
trigger:{player:'useCard'},
frequent:true,
// alter:true,
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filter(event){
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if(get.type(event.card)=='delay') return false;
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return (get.type(event.card,'trick')=='trick'&&event.cards[0]&&event.cards[0]==event.card);
},
async content(event, trigger, player){
player.draw();
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},
ai:{
threaten:1.4,
noautowuxie:true,
},
},
qicai:{
mod:{
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targetInRange(card,player,target,now){
if(['trick','delay'].includes(get.type(card))) return true;
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}
},
},
xinqicai:{
// alter:true,
mod:{
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targetInRange(card,player,target,now){
if(['trick','delay'].includes(get.type(card))) return true;
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}
},
},
xinzhiheng:{
audio:'zhiheng',
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mod:{
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aiOrder(player,card,num){
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if(num<=0||get.itemtype(card)!=='card'||get.type(card)!=='equip') return num;
let eq=player.getEquip(get.subtype(card));
if(eq&&get.equipValue(card)-get.equipValue(eq)<Math.max(1.2,6-player.hp)) return 0;
}
},
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locked:false,
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enable:'phaseUse',
// alter:true,
usable:1,
position:'he',
filterCard:true,
selectCard:[1,Infinity],
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check(card){
const player=_status.event.player;
if(get.is.altered('xinzhiheng')&&get.position(card)=='h'&&!player.countCards('h',card=>get.value(card)>=8)){
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return 8-get.value(card);
}
return 6-get.value(card)
},
delay:0,
async content(event,trigger,player){
if(!player.hasSkill('xinzhiheng_delay')) game.asyncDelayx();
player.draw(event.cards.length);
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},
group:'xinzhiheng_draw',
subSkill:{
draw:{
trigger:{player:'loseEnd'},
silent:true,
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filter(event,player){
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if(event.getParent(2).skill!='xinzhiheng') return false;
if(!get.is.altered('xinzhiheng')) return false;
if(player.countCards('h')) return false;
for(let i=0;i<event.cards.length;i++){
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if(event.cards[i].original=='h') return true;
}
return false;
},
async content(event,trigger,player){
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player.draw();
player.addTempSkill('xinzhiheng_delay','xinzhihengAfter');
}
},
delay:{}
},
ai:{
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order(item,player){
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if(player.hasCard((i)=>get.value(i)>Math.max(6,9-player.hp),'he')) return 1;
return 10;
},
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result:{
player:1
},
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nokeep:true,
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skillTagFilter(player,tag,arg){
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if(tag==='nokeep') return (!arg||arg&&arg.card&&get.name(arg.card)==='tao')&&player.isPhaseUsing()&&!player.getStat().skill.xinzhiheng&&player.hasCard((card)=>get.name(card)!=='tao','h');
},
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threaten:1.55
},
},
zhiheng:{
audio:2,
audioname:['gz_jun_sunquan'],
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mod:{
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aiOrder(player,card,num){
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if(num<=0||get.itemtype(card)!=='card'||get.type(card)!=='equip') return num;
let eq=player.getEquip(get.subtype(card));
if(eq&&get.equipValue(card)-get.equipValue(eq)<Math.max(1.2,6-player.hp)) return 0;
}
},
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locked:false,
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enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
selectCard:[1,Infinity],
prompt:'弃置任意张牌并摸等量的牌',
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check(card){
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return 6-get.value(card)
},
async content(event,trigger,player){
player.draw(event.cards.length);
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},
ai:{
order:1,
result:{
player:1
},
threaten:1.5
},
},
jiuyuan:{
audio:2,
unique:true,
trigger:{target:'taoBegin'},
zhuSkill:true,
forced:true,
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filter(event,player){
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if(event.player==player) return false;
if(!player.hasZhuSkill('jiuyuan')) return false;
if(event.player.group!='wu') return false;
return true;
},
async content(event,trigger,player){
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trigger.baseDamage++;
}
},
xinjiuyuan:{
audio:'jiuyuan',
unique:true,
// alter:true,
trigger:{target:'taoBegin'},
zhuSkill:true,
forced:true,
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filter(event,player){
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if(get.is.altered('xinjiuyuan')) return false;
if(event.player==player) return false;
if(!player.hasZhuSkill('jiuyuan')) return false;
if(player.hp>0) return false;
if(event.player.group!='wu') return false;
return true;
},
async content(event,trigger,player){
player.recover();
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},
global:'xinjiuyuan2',
},
xinjiuyuan2:{
audio:'jiuyuan',
forceaudio:true,
trigger:{player:'taoBegin'},
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filter(event,player){
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if(!get.is.altered('xinjiuyuan')) return false;
if(player.group!='wu') return false;
return game.hasPlayer(target=>{
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return player!=target&&target.isDamaged()&&target.hp<player.hp&&target.hasZhuSkill('xinjiuyuan',player);
});
},
direct:true,
async content(event,trigger,player){
event.list=game.filterPlayer(target=>player!=target&&target.isDamaged()&&target.hp<player.hp&&target.hasZhuSkill('xinjiuyuan',player)).sortBySeat();
while(event.list.length>0){
const current=event.list.shift();
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event.current=current;
const {result:{bool}}=await player.chooseBool(get.prompt('xinjiuyuan',current)).set('choice',get.attitude(player,current)>0);
if(bool){
player.logSkill('xinjiuyuan',event.current);
event.current.recover();
player.draw();
}
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}
}
},
qixi:{
audio:2,
audioname:['re_ganning','re_heqi'],
enable:'chooseToUse',
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filterCard(card){
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return get.color(card)=='black';
},
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position:'hes',
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viewAs:{name:'guohe'},
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viewAsFilter(player){
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if(!player.countCards('hes',{color:'black'})) return false;
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},
prompt:'将一张黑色牌当过河拆桥使用',
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check(card){return 4-get.value(card)}
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},
keji:{
audio:2,
audioname:['re_lvmeng','sp_lvmeng'],
trigger:{player:'phaseDiscardBefore'},
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frequent(event,player){
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return player.needsToDiscard();
},
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filter(event,player){
if(player.getHistory('skipped').includes('phaseUse')) return true;
const history=player.getHistory('useCard').concat(player.getHistory('respond'));
for(let i=0;i<history.length;i++){
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if(history[i].card.name=='sha'&&history[i].isPhaseUsing()) return false;
}
return true;
},
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async content(event,trigger,player){
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trigger.cancel();
}
},
kurou:{
audio:2,
enable:'phaseUse',
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prompt:'失去1点体力并摸两张牌',
async content(event,trigger,player){
player.loseHp(1);
player.draw(2);
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},
ai:{
basic:{
order:1
},
result:{
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player(player){
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if(player.countCards('h')>=player.hp-1) return -1;
if(player.hp<3) return -1;
return 1;
}
}
}
},
yingzi:{
audio:2,
audioname:['sp_lvmeng'],
trigger:{player:'phaseDrawBegin2'},
frequent:true,
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filter(event,player){
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return !event.numFixed;
},
async content(event,trigger,player){
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trigger.num++;
},
ai:{
threaten:1.3
}
},
fanjian:{
audio:2,
enable:'phaseUse',
usable:1,
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filter(event,player){
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return player.countCards('h')>0;
},
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filterTarget(card,player,target){
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return player!=target;
},
async content(event,trigger,player){
const target=event.target;
const control=await target.chooseControl('heart2','diamond2','club2','spade2').set('ai',event=>{
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switch(Math.floor(Math.random()*6)){
case 0:return 'heart2';
case 1:case 4:case 5:return 'diamond2';
case 2:return 'club2';
case 3:return 'spade2';
}
})
.forResultControl();
game.log(target,'选择了'+get.translation(control));
event.choice=control;
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target.chat('我选'+get.translation(event.choice));
const {result:{bool,cards}}=await target.gainPlayerCard(player,true,'h');
if(bool&&get.suit(cards[0],player)+'2'!=event.choice) target.damage('nocard');
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},
ai:{
order:1,
result:{
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target(player,target){
const eff=get.damageEffect(target,player);
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if(eff>=0) return 1+eff;
let value=0,i;
const cards=player.getCards('h');
for(i=0;i<cards.length;i++) value+=get.value(cards[i]);
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value/=player.countCards('h');
if(target.hp==1) return Math.min(0,value-7);
return Math.min(0,value-5);
}
}
}
},
guose:{
audio:2,
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filter(event,player){
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return player.countCards('hes',{suit:'diamond'})>0;
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},
enable:'chooseToUse',
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filterCard(card){
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return get.suit(card)=='diamond';
},
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position:'hes',
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viewAs:{name:'lebu'},
prompt:'将一张方片牌当乐不思蜀使用',
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check(card){return 6-get.value(card)},
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ai:{
threaten:1.5
}
},
liuli:{
audio:2,
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
audioname:['re_daqiao','daxiaoqiao'],
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trigger:{target:'useCardToTarget'},
direct:true,
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preHidden:true,
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filter(event,player){
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if(event.card.name!='sha') return false;
if(player.countCards('he')==0) return false;
return game.hasPlayer(current=>{
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return player.inRange(current)&&current!=event.player&&
current!=player&&lib.filter.targetEnabled(event.card,event.player,current);
});
},
async content(event,trigger,player){
const [bool,targets,cards]=await player.chooseCardTarget({
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position:'he',
filterCard:lib.filter.cardDiscardable,
filterTarget:(card,player,target)=>{
const trigger=_status.event;
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if(player.inRange(target)&&target!=trigger.source){
if(lib.filter.targetEnabled(trigger.card,trigger.source,target)) return true;
}
return false;
},
ai1:card=>get.unuseful(card)+9,
ai2:target=>{
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if(_status.event.player.countCards('h','shan')){
return -get.attitude(_status.event.player,target);
}
if(get.attitude(_status.event.player,target)<5){
return 6-get.attitude(_status.event.player,target);
}
if(_status.event.player.hp==1&&player.countCards('h','shan')==0){
return 10-get.attitude(_status.event.player,target);
}
if(_status.event.player.hp==2&&player.countCards('h','shan')==0){
return 8-get.attitude(_status.event.player,target);
}
return -1;
},
prompt:get.prompt('liuli'),
prompt2:'弃置一张牌,将此【杀】转移给攻击范围内的一名其他角色',
source:trigger.player,
card:trigger.card,
})
.setHiddenSkill(event.name)
.forResult('bool','targets','cards');
if(bool){
const target=targets[0];
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player.logSkill(event.name,target);
player.discard(cards);
const evt=trigger.getParent();
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evt.triggeredTargets2.remove(player);
evt.targets.remove(player);
evt.targets.push(target);
}
},
ai:{
effect:{
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target(card,player,target){
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if(target.countCards('he')==0) return;
if(card.name!='sha') return;
let min=1;
const friend=get.attitude(player,target)>0;
const vcard={name:'shacopy',nature:card.nature,suit:card.suit};
const players=game.filterPlayer();
for(let i=0;i<players.length;i++){
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if(player!=players[i]&&
get.attitude(target,players[i])<0&&
target.canUse(card,players[i])){
if(!friend) return 0;
if(get.effect(players[i],vcard,player,player)>0){
if(!player.canUse(card,players[0])){
return [0,0.1];
}
min=0;
}
}
}
return min;
}
}
}
},
qianxun:{
mod:{
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targetEnabled(card,player,target,now){
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if(card.name=='shunshou'||card.name=='lebu') return false;
}
},
audio:2,
},
lianying:{
audio:2,
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trigger:{
player:'loseAfter',
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global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
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},
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frequent:true,
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filter(event,player){
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if(player.countCards('h')) return false;
const evt=event.getl(player);
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return evt&&evt.player==player&&evt.hs&&evt.hs.length>0;
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},
async content(event,trigger,player){
player.draw();
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},
ai:{
threaten:0.8,
effect:{
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target(card){
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if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
}
},
noh:true,
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skillTagFilter(player,tag){
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if(tag=='noh'){
if(player.countCards('h')!=1) return false;
}
}
}
},
xiaoji:{
audio:2,
audioname:['sp_sunshangxiang','re_sunshangxiang'],
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trigger:{
player:'loseAfter',
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global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
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},
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frequent:true,
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filter(event,player){
const evt=event.getl(player);
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return evt&&evt.player==player&&evt.es&&evt.es.length>0;
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},
async content(event,trigger,player){
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event.count=trigger.getl(player).es.length;
while(event.count-->0){
player.draw(2);
if(!event.count||!player.hasSkill(event.name)) break;
if(!get.is.blocked(event.name,player)){
const chooseBoolEvent=player.chooseBool(get.prompt2('xiaoji')).set('frequentSkill','xiaoji');
chooseBoolEvent.ai=lib.filter.all;
const {result:{bool}}=await chooseBoolEvent;
if(bool) player.logSkill('xiaoji');
else break;
}
}
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},
ai:{
noe:true,
reverseEquip:true,
effect:{
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target(card,player,target,current){
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if(get.type(card)=='equip'&&!get.cardtag(card,'gifts')) return [1,3];
}
}
}
},
jieyin:{
audio:2,
enable:'phaseUse',
filterCard:true,
usable:1,
selectCard:2,
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check(card){
const player=get.owner(card);
if(player.countCards('h')>player.hp) return 8-get.value(card);
if(player.hp<player.maxHp) return 6-get.value(card);
return 4-get.value(card);
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},
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filterTarget(card,player,target){
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if(!target.hasSex('male')) return false;
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if(target.hp>=target.maxHp) return false;
if(target==player) return false;
return true;
},
async content(event,trigger,player){
player.recover();
event.target.recover();
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},
ai:{
order:5.5,
result:{
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player(player){
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if(player.hp<player.maxHp) return 4;
if(player.countCards('h')>player.hp) return 0
return -1;
},
target:4
},
threaten:2,
}
},
xinjieyin:{
group:['xinjieyin_old','xinjieyin_new'],
// alter:true,
subSkill:{
new:{
audio:'jieyin',
enable:'phaseUse',
filterCard:true,
usable:1,
position:'he',
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filter(event,player){
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if(!get.is.altered('xinjieyin')) return false;
return player.countCards('he')>0;
},
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check(card){
const player=_status.event.player;
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if(get.position(card)=='e'){
const subtype=get.subtype(card);
if(!game.hasPlayer(current=>{
return current!=player&&current.hp!=player.hp&&get.attitude(player,current)>0&&!current.countCards('e',{subtype});
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})){
return 0;
}
// 你还想我兼容{subtype:subtype}?不可能!
if(player.countCards('h',{subtype})) return 20-get.value(card);
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return 10-get.value(card);
}
else{
if(player.countCards('e')) return 0;
if(player.countCards('h',{type:'equip'})) return 0;
return 8-get.value(card);
}
},
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filterTarget(card,player,target){
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if(!target.hasSex('male')) return false;
card=ui.selected.cards[0];
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if(!card) return false;
if(get.position(card)=='e'&&target.countCards('e',{subtype:get.subtype(card)})) return false;
return true;
},
discard:false,
delay:0,
lose:false,
async content(event,trigger,player){
const {cards,target}=event;
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if(get.position(cards[0])=='e'){
player.$give(cards,target);
target.equip(cards[0]);
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}
else{
player.discard(cards);
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}
if(player.hp>target.hp){
player.draw();
if(target.isDamaged()) target.recover();
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}
else if(player.hp<target.hp){
target.draw();
if (player.isDamaged()) player.recover();
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}
},
ai:{
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order(){
const player=_status.event.player;
const es=player.getCards('e');
for(let i=0;i<es.length;i++){
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if(player.countCards('h',{subtype:get.subtype(es[i])})) return 10;
}
return 2;
},
result:{
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target(player,target){
const goon=()=>{
const es=player.getCards('e');
for(let i=0;i<es.length;i++){
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if(player.countCards('h',{subtype:get.subtype(es[i])})) return true;
}
return false;
}
if(player.hp<target.hp){
if(player.isHealthy()){
if(!player.needsToDiscard(1)||goon()) return 0.1;
return 0;
}
return 1.5;
}
if(player.hp>target.hp){
if(target.isHealthy()){
if(!player.needsToDiscard(1)||goon()) return 0.1;
return 0;
}
return 1;
}
return 0;
}
}
}
},
old:{
audio:'jieyin',
enable:'phaseUse',
filterCard:true,
usable:1,
selectCard:2,
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filter(event,player){
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if(get.is.altered('xinjieyin')) return false;
return player.countCards('h')>=2;
},
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check(card){
const player=get.owner(card);
if(player.countCards('h')>player.hp) return 8-get.value(card);
if(player.hp<player.maxHp) return 6-get.value(card);
return 4-get.value(card);
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},
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filterTarget(card,player,target){
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if(!target.hasSex('male')) return false;
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if(target.hp>=target.maxHp) return false;
if(target==player) return false;
return true;
},
async content(event,trigger,player){
player.recover();
event.target.recover();
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},
ai:{
order:5.5,
result:{
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player(player){
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if(player.hp<player.maxHp) return 4;
if(player.countCards('h')>player.hp) return 0
return -1;
},
target:4
}
}
}
},
ai:{
threaten:2.3
}
},
qingnang:{
audio:2,
enable:'phaseUse',
filterCard:true,
usable:1,
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check(card){
return 9-get.value(card);
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},
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filterTarget(card,player,target){
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if(target.hp>=target.maxHp) return false;
return true;
},
async content(event,trigger,player){
event.target.recover();
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},
ai:{
order:9,
result:{
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target(player,target){
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if(target.hp==1) return 5;
if(player==target&&player.countCards('h')>player.hp) return 5;
return 2;
}
},
threaten:2
}
},
jijiu:{
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mod:{
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aiValue(player,card,num){
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if(get.name(card)!='tao'&&get.color(card)!='red') return;
const cards=player.getCards('hs',card=>get.name(card)=='tao'||get.color(card)=='red');
cards.sort((a,b)=>(get.name(a)=='tao'?1:2)-(get.name(b)=='tao'?1:2));
var geti=()=>{
if(cards.includes(card)) cards.indexOf(card);
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return cards.length;
};
return Math.max(num,[6.5,4,3,2][Math.min(geti(),2)]);
},
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aiUseful(){
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return lib.skill.kanpo.mod.aiValue.apply(this,arguments);
},
},
locked:false,
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audio:2,
audioname:['re_huatuo'],
enable:'chooseToUse',
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viewAsFilter(player){
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return player!=_status.currentPhase&&player.countCards('hes',{color:'red'})>0;
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},
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filterCard(card){
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return get.color(card)=='red';
},
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position:'hes',
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viewAs:{name:'tao'},
prompt:'将一张红色牌当桃使用',
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check(card){return 15-get.value(card)},
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ai:{
threaten:1.5,
}
},
wushuang:{
shaRelated:true,
audio:2,
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audioname:['re_lvbu','shen_lvbu','lvlingqi'],
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forced:true,
locked:true,
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group:['wushuang1','wushuang2'],
preHidden:['wushuang1','wushuang2'],
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},
wushuang1:{
audio:'wushuang',
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audioname:['re_lvbu','shen_lvbu','lvlingqi'],
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trigger:{player:'useCardToPlayered'},
forced:true,
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filter(event,player){
return event.card.name=='sha'&&!event.getParent().directHit.includes(event.target);
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},
//priority:-1,
logTarget:'target',
async content(event,trigger,player){
const id=trigger.target.playerid;
const map=trigger.getParent().customArgs;
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if(!map[id]) map[id]={};
if(typeof map[id].shanRequired=='number'){
map[id].shanRequired++;
}
else{
map[id].shanRequired=2;
}
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},
ai:{
directHit_ai:true,
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skillTagFilter(player,tag,arg){
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if(arg.card.name!='sha'||arg.target.countCards('h','shan')>1) return false;
},
},
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},
wushuang2:{
audio:'wushuang',
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audioname:['re_lvbu','shen_lvbu','lvlingqi'],
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trigger:{player:'useCardToPlayered',target:'useCardToTargeted'},
forced:true,
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logTarget(trigger,player){
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return player==trigger.player?trigger.target:trigger.player
},
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filter(event,player){
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return event.card.name=='juedou';
},
//priority:-1,
async content(event,trigger,player){
const id=(player==trigger.player?trigger.target:trigger.player)['playerid'];
const idt=trigger.target.playerid;
const map=trigger.getParent().customArgs;
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if(!map[idt]) map[idt]={};
if(!map[idt].shaReq) map[idt].shaReq={};
if(!map[idt].shaReq[id]) map[idt].shaReq[id]=1;
map[idt].shaReq[id]++;
},
ai:{
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directHit_ai:true,
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skillTagFilter(player,tag,arg){
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if(arg.card.name!='juedou'||Math.floor(arg.target.countCards('h','sha')/2)>player.countCards('h','sha')) return false;
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}
}
},
zhanshen:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
skillAnimation:true,
animationColor:'gray',
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filter(event,player){
return player.isDamaged()&&game.dead.filter(target=>target.isFriendOf(player)).length>0
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},
async content(event,trigger,player){
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player.awakenSkill('zhanshen');
const cards=player.getEquips(1);
if(cards.length) player.discard(cards);
player.loseMaxHp();
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player.addSkill('mashu');
player.addSkill('shenji');
},
derivation:['mashu','shenji'],
},
shenji:{
mod:{
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selectTarget(card,player,range){
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if(range[1]==-1) return;
if(card.name=='sha') range[1]+=2;
},
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cardUsable(card,player,num){
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if(card.name=='sha') return num+1;
}
},
},
lijian:{
audio:2,
audioname:['re_diaochan'],
enable:'phaseUse',
usable:1,
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filter(event,player){
return game.countPlayer(current=>current!=player&&current.hasSex('male'))>1;
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},
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check(card){return 10-get.value(card)},
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filterCard:true,
position:'he',
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filterTarget(card,player,target){
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if(player==target) return false;
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if(!target.hasSex('male')) return false;
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if(ui.selected.targets.length==1){
return target.canUse({name:'juedou'},ui.selected.targets[0]);
}
return true;
},
targetprompt:['先出杀','后出杀'],
selectTarget:2,
multitarget:true,
async content(event,trigger,player){
const useCardEvent=event.targets[1].useCard({name:'juedou',isCard:true},'nowuxie',event.targets[0],'noai');
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useCardEvent.animate=false;
game.asyncDelay(0.5);
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},
ai:{
order:8,
result:{
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target(player,target){
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if(ui.selected.targets.length==0){
return -3;
}
else{
return get.effect(target,{name:'juedou'},ui.selected.targets[0],target);
}
}
},
expose:0.4,
threaten:3,
}
},
biyue:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
frequent:true,
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preHidden:true,
async content(event,trigger,player){
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player.draw();
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},
},
xinbiyue:{
audio:'biyue',
trigger:{player:'phaseJieshuBegin'},
frequent:true,
// alter:true,
async content(event,trigger,player){
player.draw();
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},
},
yaowu:{
trigger:{player:'damageBegin3'},
//priority:1,
audio:2,
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filter(event){
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if(event.card&&(event.card.name=='sha')){
if(get.color(event.card)=='red') return true;
}
return false;
},
forced:true,
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check(){return false;},
async content(event,trigger,player){
trigger.source.chooseDrawRecover(true);
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},
ai:{
effect:{
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target(card,player,target,current){
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if(card.name=='sha'&&(get.color(card)=='red')){
return [1,-2];
}
}
}
}
},
"new_jiangchi":{
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audio:2,
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trigger:{
player:"phaseDrawEnd",
},
direct:true,
async content(event,trigger,player){
const list=['弃牌','摸牌','取消'];
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if(!player.countCards('he')) list.remove('弃牌');
const control=await player.chooseControl(list,()=>{
const player=_status.event.player;
if(list.includes('弃牌')){
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if(player.countCards('h')>3&&player.countCards('h','sha')>1){
return '弃牌';
}
if(player.countCards('h','sha')>2){
return '弃牌';
}
}
if(!player.countCards('h','sha')){
return '摸牌';
}
return 'cancel2';
})
.set('prompt',get.prompt2('new_jiangchi'))
.forResultControl();
if(control=='弃牌'){
player.chooseToDiscard(true,'he');
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player.addTempSkill('jiangchi2','phaseUseEnd');
player.logSkill('new_jiangchi');
}
else if(control=='摸牌'){
player.draw();
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player.addTempSkill('new_jiangchi3','phaseEnd');
player.logSkill('new_jiangchi');
}
},
},
new_jiangchi3:{
mod:{
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cardEnabled(card){
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if(card.name=='sha') return false;
},
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cardRespondable(card){
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if(card.name=='sha') return false;
},
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ignoredHandcard(card,player){
if(get.name(card)=='sha') return true;
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},
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cardDiscardable(card,player,name){
if(name=='phaseDiscard'&&get.name(card)=='sha') return false;
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},
},
},
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xinfu_jijie:{
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enable:"phaseUse",
usable:1,
audio:2,
async content(event,trigger,player){
const card=get.bottomCards()[0];
game.cardsGotoOrdering(card);
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event.card=card;
const {result:{bool,targets}}=await player.chooseTarget(true).set('ai',target=>{
let att=get.attitude(_status.event.player,target);
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if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0.5;
return -att;
}
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if(att>0){
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if(_status.event.player!=target) att+=2;
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du').set('createDialog',[
'机捷:选择一名角色获得此牌',
[card]
]);
if(bool){
const target=targets[0];
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player.line(target,'green');
const gainEvent=target.gain(card,'draw');
gainEvent.giver=player;
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}
},
ai:{
order:7.2,
result:{
player:1,
},
},
},
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xinfu_jiyuan:{
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trigger:{
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global:['dying','gainAfter','loseAsyncAfter'],
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},
audio:2,
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filter(event,player){
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if(event.name=='dying') return true;
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if(event.giver!=player) return false;
if(event.name=='gain'){
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return event.player!=player&&event.getg(event.player).length>0;
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}
return game.hasPlayer(current=>current!=player&&event.getg(current).length>0);
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},
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direct:true,
async content(event,trigger,player){
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if(trigger.name!='loseAsync') event.targets=[trigger.player];
else event.targets=game.filterPlayer(current=>current!=player&&trigger.getg(current).length>0);
do{
const target=event.targets.shift();
event.target=target;
const {result:{bool}}=await player.chooseBool(get.prompt2('xinfu_jiyuan',target)).set('ai',()=>{
const evt=_status.event;
return get.attitude(player,evt.getParent().target)>0;
});
if(bool){
player.logSkill('xinfu_jiyuan',target);
target.draw();
}
}while(event.targets.length>0);
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},
},
},
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characterReplace:{
caocao:['caocao','re_caocao','sb_caocao','dc_caocao'],
guojia:['guojia','re_guojia','ps1059_guojia','ps2070_guojia'],
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simayi:['simayi','re_simayi','jsrg_simayi','ps_simayi','ps2068_simayi'],
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jin_simayi:['jin_simayi','junk_simayi','ps_jin_simayi'],
zhenji:['zhenji','re_zhenji','sb_zhenji','yj_zhenji'],
xuzhu:['xuzhu','re_xuzhu'],
zhangliao:['zhangliao','re_zhangliao'],
sp_zhangliao:['sp_zhangliao','yj_zhangliao','jsrg_zhangliao'],
xiahoudun:['xiahoudun','re_xiahoudun','xin_xiahoudun'],
liubei:['liubei','re_liubei','sb_liubei','dc_liubei','junk_liubei'],
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guanyu:['guanyu','re_guanyu','ol_sb_guanyu','sb_guanyu','ps_guanyu','old_guanyu'],
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zhangfei:['zhangfei','re_zhangfei','old_zhangfei','xin_zhangfei','sb_zhangfei','tw_zhangfei','jsrg_zhangfei','yj_zhangfei'],
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zhaoyun:['zhaoyun','re_zhaoyun','old_zhaoyun','sb_zhaoyun','jsrg_zhaoyun','ps2063_zhaoyun','ps2067_zhaoyun'],
sp_zhaoyun:['sp_zhaoyun','jsp_zhaoyun'],
machao:['machao','re_machao','sb_machao','ps_machao'],
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sp_machao:['sp_machao','dc_sp_machao','jsrg_machao','old_machao'],
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zhugeliang:['zhugeliang','re_zhugeliang','sb_zhugeliang','ps2066_zhugeliang','ps_zhugeliang'],
huangyueying:['huangyueying','re_huangyueying','junk_huangyueying','sb_huangyueying'],
sunquan:['sunquan','re_sunquan','sb_sunquan','dc_sunquan'],
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zhouyu:['zhouyu','re_zhouyu','dc_sb_zhouyu','sb_zhouyu','ps1062_zhouyu','ps2080_zhouyu'],
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luxun:['luxun','re_luxun','jsrg_luxun'],
lvmeng:['lvmeng','re_lvmeng','sb_lvmeng'],
huanggai:['huanggai','re_huanggai','sb_huanggai'],
daqiao:['daqiao','re_daqiao','sb_daqiao'],
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sunshangxiang:['sunshangxiang','re_sunshangxiang','sb_sunshangxiang','jsrg_sunshangxiang'],
ganning:['ganning','re_ganning','sb_ganning','yongjian_ganning'],
yj_ganning:['yj_ganning','sp_ganning'],
lvbu:['lvbu','re_lvbu','jsrg_lvbu','ps_lvbu'],
diaochan:['diaochan','re_diaochan','sb_diaochan'],
huatuo:['huatuo','re_huatuo','old_huatuo'],
huaxiong:['huaxiong','re_huaxiong','old_huaxiong','sb_huaxiong','ol_huaxiong'],
yuanshu:['yuanshu','re_yuanshu','yl_yuanshu','old_yuanshu','ol_yuanshu'],
gongsunzan:['gongsunzan','re_gongsunzan','dc_gongsunzan','xin_gongsunzan'],
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re_lidian:['re_lidian','old_re_lidian','junk_lidian'],
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},
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translate:{
caocao:'曹操',
hujia:'护驾',
hujia_info:'主公技,当你需要使用或打出一张【闪】时,你可以令其他魏势力角色选择是否打出一张【闪】。若有角色响应,则你视为使用或打出了一张【闪】。',
jianxiong:'奸雄',
jianxiong_info:'当你受到伤害后,你可以获得对你造成伤害的牌。',
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simayi:'司马懿',
fankui:'反馈',
fankui_info:'当你受到伤害后,你可以获得伤害来源的一张牌。',
guicai:'鬼才',
guicai_info:'一名角色的判定牌生效前,你可以打出一张手牌代替之。',
guicai_info_guozhan:'一名角色的判定牌生效前,你可以打出一张牌代替之。',
2020-09-06 06:26:37 +00:00
xiahoudun:'夏侯惇',
zhangliao:'张辽',
xuzhu:'许褚',
guojia:'郭嘉',
2022-09-02 14:37:30 +00:00
zhenji:'甄宓',
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liubei:'刘备',
guanyu:'关羽',
zhangfei:'张飞',
zhugeliang:'诸葛亮',
zhaoyun:'赵云',
machao:'马超',
huangyueying:'黄月英',
sunquan:'孙权',
ganning:'甘宁',
lvmeng:'吕蒙',
huanggai:'黄盖',
zhouyu:'周瑜',
daqiao:'大乔',
luxun:'陆逊',
sunshangxiang:'孙尚香',
huatuo:'华佗',
lvbu:'吕布',
diaochan:'貂蝉',
huaxiong:'华雄',
"xf_yiji":"伊籍",
re_yuanshu:'袁术',
caozhang:'曹彰',
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ganglie:'刚烈',
tuxi:'突袭',
luoyi:'裸衣',
luoyi2:'裸衣',
tiandu:'天妒',
yiji:'遗计',
luoshen:'洛神',
xinluoshen:'洛神',
qingguo:'倾国',
rende:'仁德',
jijiang:'激将',
jijiang1:'激将',
jijiang2:'激将',
wusheng:'武圣',
paoxiao:'咆哮',
guanxing:'观星',
kongcheng:'空城',
kongcheng1:'空城',
longdan:'龙胆',
longdan1:'龙胆',
longdan2:'龙胆',
mashu:'马术',
mashu2:'马术',
feiying:'飞影',
tieji:'铁骑',
jizhi:'集智',
qicai:'奇才',
zhiheng:'制衡',
jiuyuan:'救援',
qixi:'奇袭',
keji:'克己',
kurou:'苦肉',
yingzi:'英姿',
fanjian:'反间',
guose:'国色',
liuli:'流离',
qianxun:'谦逊',
lianying:'连营',
xiaoji:'枭姬',
jieyin:'结姻',
xinjieyin:'结姻',
qingnang:'青囊',
jijiu:'急救',
wushuang:'无双',
wushuang1:'无双',
wushuang2:'无双',
lijian:'离间',
biyue:'闭月',
xinbiyue:'闭月',
pileTop:'牌堆顶',
pileBottom:'牌堆底',
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ganglie_info:'当你受到伤害后你可以判定。若结果不为红桃则伤害来源须弃置两张手牌否则受到来自你的1点伤害。',
2020-09-06 06:26:37 +00:00
tuxi_info:'摸牌阶段,你可以改为获得至多两名其他角色的各一张手牌。',
luoyi_info:'摸牌阶段,你可以少摸一张牌。若如此做,当你本回合内使用【杀】或【决斗】造成伤害时,此伤害+1。',
tiandu_info:'当你的判定牌生效后,你可以获得之。',
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yiji_info:'当你受到1点伤害后你可以观看牌堆顶的两张牌然后将其分配给任意角色。',
2020-10-05 05:33:08 +00:00
luoshen_info:'准备阶段,你可以判定。若结果为黑色,你获得判定牌。你可重复此流程,直到出现红色的判定结果。',
luoshen_info_guozhan:'准备阶段,你可以判定。若结果为黑色,则可以继续判定,直到出现红色的判定牌。然后你获得所有黑色的判定牌。(判定结果为黑色的牌在此过程中不会进入弃牌堆)',
2023-10-15 09:08:57 +00:00
xinluoshen_info:'准备阶段,你可以判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌。',
xinluoshen_info_alter:'准备阶段,你可以判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌。你通过洛神获得的牌,不计入当前回合的手牌上限。',
2020-09-06 06:26:37 +00:00
qingguo_info:'你可以将一张黑色手牌当做【闪】使用或打出。',
rende_info:'出牌阶段你可以将任意张手牌交给其他角色。当你以此法于一回合内给出第二张牌时你回复1点体力。',
jijiang_info:'主公技,当你需要使用或打出【杀】时,你可以令其他蜀势力角色依次选择是否打出一张【杀】。若有角色响应,则你视为使用或打出了此【杀】。',
wusheng_info:'你可以将一张红色牌当做【杀】使用或打出。',
paoxiao_info:'锁定技,出牌阶段,你使用【杀】没有数量限制。',
guanxing_info:'准备阶段你可以观看牌堆顶的X张牌并将其以任意顺序置于牌堆项或牌堆底。X为存活角色数且至多为5',
kongcheng_info:'锁定技,当你没有手牌时,你不能成为【杀】或【决斗】的目标。',
longdan_info:'你可以将【杀】当做【闪】,或将【闪】当做【杀】使用或打出。',
mashu_info:'锁定技,你计算与其他角色的距离时-1。',
mashu2_info:'锁定技,你计算与其他角色的距离时-1。',
feiying_info:'锁定技,其他角色计算与你的距离时+1。',
tieji_info:'当你使用【杀】指定目标后,你可以进行判定。若结果为红色,则此【杀】不可被闪避。',
jizhi_info:'当你使用非转化的普通锦囊牌时,你可以摸一张牌。',
xinjizhi:'集智',
xinjizhi_info:'当你使用非转化的普通锦囊牌时,你可以摸一张牌。',
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xinjizhi_info_alter:'每当你使用一张非转化的锦囊牌,可以摸一张牌,如果摸到的是基本牌,你可以弃置这张牌,然后本回合手牌上限+1。',
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xinqicai:'奇才',
xinqicai_info:'锁定技,你使用锦囊牌无距离限制。',
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xinqicai_info_alter:'锁定技,你使用的锦囊牌无距离限制,你装备区内的牌不能被弃置。',
2020-09-06 06:26:37 +00:00
qicai_info:'锁定技,你使用锦囊牌无距离限制。',
zhiheng_info:'出牌阶段一次,你可以弃置任意张牌,然后摸等量的牌。',
xinzhiheng:'制衡',
2023-10-15 09:08:57 +00:00
xinzhiheng_info:'出牌阶段限1次你可以弃置任意张牌并摸等量的牌。',
xinzhiheng_info_alter:'出牌阶段限1次你可以弃置任意张牌并摸等量的牌如果在发动制衡时弃置了所有手牌你额外摸一张牌。',
2020-09-06 06:26:37 +00:00
jiuyuan_info:'主公技,锁定技,其他吴势力角色对你使用的【桃】的回复值+1。',
xinjiuyuan:'救援',
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xinjiuyuan_info:'主公技,锁定技,濒死阶段,吴势力角色对你使用的[桃]额外回复1点体力。',
xinjiuyuan_info_alter:'主公技其他吴势力角色对自己使用【桃】时若其体力值大于你其可以令你回复1点体力然后其摸一张牌。',
2020-09-06 06:26:37 +00:00
qixi_info:'你可以将一张黑色牌当做【过河拆桥】使用。',
keji_info:'弃牌阶段开始时,若你于本回合的出牌阶段内没有过使用或打出过【杀】,则你可以跳过此阶段。',
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kurou_info:'出牌阶段你可以失去1点体力然后摸两张牌。',
2020-09-06 06:26:37 +00:00
yingzi_info:'摸牌阶段,你可以多摸一张牌。',
fanjian_info:'出牌阶段限一次。你可以令一名角色选择一种花色然后其获得你的一张手牌。若其以此法选择的花色与其得到的牌花色不同则你对其造成1点伤害。',
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guose_info:'你可以将一张方片牌当做【乐不思蜀】使用。',
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liuli_info:'当你成为【杀】的目标时,你可以弃置一张牌并将此【杀】转移给攻击范围内的一名其他角色(不能是此【杀】的使用者)。',
qianxun_info:'锁定技,你不能成为【顺手牵羊】和【乐不思蜀】的目标。',
lianying_info:'当你失去最后的手牌时,你可以摸一张牌。',
xiaoji_info:'当你失去一张装备区内的牌后,你可以摸两张牌。',
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jieyin_info:'出牌阶段限一次你可以弃置两张手牌并选择一名已经受伤的男性角色。你与其各回复1点体力。',
xinjieyin_info:'出牌阶段你可以弃置两张牌并选择1名已经受伤的男性角色你与其各回复1点体力每阶段限一次。',
xinjieyin_old_info:'出牌阶段你可以弃置两张牌并选择1名已经受伤的男性角色你与其各回复1点体力每阶段限一次。',
2023-10-15 09:08:57 +00:00
xinjieyin_new_info:'出牌阶段限1次你可以选择一名男性角色弃置一张手牌或将一张装备牌置于其装备区你与其体力较高的角色摸一张牌体力值较低的角色回复1点体力。',
xinjieyin_info_alter:'出牌阶段限1次你可以选择一名男性角色弃置一张手牌或将一张装备牌置于其装备区你与其体力较高的角色摸一张牌体力值较低的角色回复1点体力。',
2023-10-26 10:44:24 +00:00
qingnang_info:'出牌阶段限一次你可以弃置一张手牌并令一名角色回复1点体力。',
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jijiu_info:'你的回合外,你可以将一张红色牌当做【桃】使用。',
wushuang_info:'锁定技,当你使用【杀】或【决斗】指定目标后,你令此牌需要依次使用或打出两张【闪】或【杀】响应。',
lijian_info:'出牌阶段限一次,你可以弃置一张牌,视为一名男性角色对另一名男性角色使用一张【决斗】(不可被【无懈可击】响应)。',
biyue_info:'结束阶段,你可以摸一张牌。',
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xinbiyue_info:'结束阶段,你可以摸一张牌。',
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xinbiyue_info_alter:'结束阶段,你可以摸一张牌,如果你没有手牌,改为摸两张牌。',
2020-09-06 06:26:37 +00:00
yaowu:'耀武',
yaowu_info:'锁定技一名角色使用红色【杀】对你造成伤害时该角色回复1点体力或摸一张牌。',
"new_jiangchi":"将驰",
"new_jiangchi_info":"摸牌阶段结束时你可以选择一项1、摸一张牌若如此做你本回合内不能使用或打出【杀】且【杀】不计入手牌上限。 2、弃置一张牌若如此做出牌阶段你使用【杀】无距离限制且你可以额外使用一张【杀】直到回合结束。",
2023-01-24 13:26:41 +00:00
xinfu_jijie:"机捷",
xinfu_jijie_info:"出牌阶段限一次。你可以观看牌堆底的一张牌,然后将其交给一名角色。",
xinfu_jiyuan:"急援",
xinfu_jiyuan_info:"当有角色进入濒死状态时,或你将牌交给一名其他角色后,你可以令该角色摸一张牌。",
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ganglie_three:'刚烈',
ganglie_three_info:'当你受到伤害后你可令一名敌方角色判定。若结果不为♥其弃置两张牌或受到来自你的1点伤害。',
zhongyi:'忠义',
zhongyi2:'忠义',
zhongyi_info:'限定技,出牌阶段,你可以将一张牌置于武将牌上。你的武将牌上有〖忠义〗牌时,己方角色使用【杀】造成的伤害+1。下轮游戏开始时你将〖忠义〗牌置入弃牌堆。',
zhanshen:'战神',
2020-10-05 05:33:08 +00:00
zhanshen_info:'觉醒技准备阶段若场上有已死亡的其他己方角色且你已受伤则你弃置装备区的武器牌减1点体力上限获得技能〖马术〗和〖神戟〗。',
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shenji:'神戟',
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shenji_info:'锁定技,你使用【杀】指定的目标数上限+2次数上限+1。',
2020-10-27 10:59:52 +00:00
rewangzun:'妄尊',
rewangzun2:'妄尊',
2020-10-27 11:01:43 +00:00
rewangzun_info:'锁定技,一名其他角色的准备阶段开始时,若其体力值大于你,你摸一张牌。然后若其身份为主公/主帅/君主/地主且明置,则你摸一张牌,且其本回合的手牌上限-1。',
2020-10-27 10:59:52 +00:00
retongji:'同疾',
retongji_info:'攻击范围内包含你的角色成为【杀】的目标时,若你不是此【杀】的使用者或目标,其可弃置一张牌,然后将此【杀】转移给你。',
2023-05-29 05:22:12 +00:00
std_panfeng:'潘凤',
stdkuangfu:'狂斧',
stdkuangfu_info:'锁定技。出牌阶段限一次。当你使用【杀】对其他角色造成伤害后若其体力值小于你你摸两张牌不小于你你失去1点体力。',
ganfuren:'甘夫人',
stdshushen:'淑慎',
stdshushen_info:'当你回复1点体力时你可以令一名其他角色摸一张牌若其没有手牌则改为摸两张牌。',
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old_re_lidian:'李典',
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standard_2008:"2008版标准包",
standard_2013:"2013版标准包",
standard_2019:"2019版标准包",
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standard_2023:"2023版标准包",
2020-09-06 06:26:37 +00:00
},
};
});