noname/character/shiji.js

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import { lib, game, ui, get, ai, _status } from "../noname.js";
game.import("character", function () {
return {
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name: "shiji",
connect: true,
characterSort: {
shiji: {
mobile_shijizhi: [
"sp_wangcan",
"sp_chenzhen",
"sp_sunshao",
"sp_xunchen",
"luotong",
"sp_duyu",
"sp_bianfuren",
"feiyi",
],
mobile_shijixin: [
"wujing",
"sp_mifuren",
"sp_xinpi",
"wangling",
"wangfuzhaolei",
"zhouchu",
"sp_kongrong",
"sp_yanghu",
],
mobile_shijiren: [
"caizhenji",
"xiangchong",
"sp_huaxin",
"sp_xujing",
"zhangzhongjing",
"sp_zhangwen",
"liuzhang",
"qiaogong",
],
mobile_shijiyong: [
"db_wenyang",
"sp_chendong",
"yuanhuan",
"sp_zongyu",
"sp_wangshuang",
"sunyi",
"sp_gaolan",
"sp_huaman",
],
mobile_shijiyan: [
"sp_cuiyan",
"sp_zhangchangpu",
"sp_jiangwan",
"sp_jiangqing",
"sp_lvfan",
"sp_huangfusong",
"sp_zhujun",
"liuba",
],
},
},
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character: {
liuba: ["male", "shu", 3, ["duanbi", "tongduo"]],
sp_zhujun: ["male", "qun", 4, ["xinyangjie", "xinjuxiang", "houfeng"]],
sp_huangfusong: ["male", "qun", 4, ["spzhengjun", "spshiji", "sptaoluan"]],
sp_lvfan: ["male", "wu", 3, ["mbdiaodu", "mbdiancai", "spyanji"]],
sp_jiangqing: ["male", "wu", 4, ["spjianyi", "spshangyi"]],
sp_jiangwan: ["male", "shu", 3, ["spzhenting", "spjincui"]],
sp_zhangchangpu: ["female", "wei", 3, ["spdifei", "spyanjiao"]],
sp_cuiyan: ["male", "wei", 3, ["spyajun", "spzundi"]],
sp_huaman: ["female", "shu", 4, ["spxiangzhen", "spfangzong", "spxizhan"]],
sp_gaolan: ["male", "qun", 4, ["spjungong", "spdengli"]],
sunyi: ["male", "wu", 4, ["zaoli"]],
sp_wangshuang: ["male", "wei", 4, ["yiyong", "shanxie"]],
sp_zongyu: ["male", "shu", 3, ["zhibian", "yuyan"]],
yuanhuan: ["male", "wei", 3, ["qingjue", "fengjie"]],
sp_chendong: ["male", "wu", 4, ["spyilie", "spfenming"]],
db_wenyang: [
"male",
"wei",
4,
["dbquedi", "dbzhuifeng", "dbchongjian", "dbchoujue"],
["doublegroup:wei:wu"],
],
sp_yanghu: ["male", "qun", 3, ["mingfa", "rongbei"]],
qiaogong: ["male", "wu", 3, ["yizhu", "luanchou"]],
liuzhang: ["male", "qun", 3, ["jutu", "yaohu", "rehuaibi"], ["zhu"]],
sp_zhangwen: ["male", "wu", 3, ["gebo", "spsongshu"]],
zhangzhongjing: ["male", "qun", 3, ["jishi", "xinliaoyi", "binglun"]],
sp_xujing: ["male", "shu", 3, ["boming", "ejian"]],
sp_huaxin: ["male", "wei", 3, ["yuanqing", "shuchen"]],
xiangchong: ["male", "shu", 4, ["guying", "muzhen"]],
caizhenji: ["female", "wei", 3, ["sheyi", "tianyin"]],
sp_kongrong: ["male", "qun", 3, ["xinlirang", "xinmingshi"]],
zhouchu: ["male", "wu", 4, ["xianghai", "rechuhai"]],
wangfuzhaolei: ["male", "shu", 4, ["xunyi"]],
wangling: ["male", "wei", 4, ["xingqi", "xinzifu", "mibei"], ["clan:太原王氏"]],
wujing: ["male", "wu", 4, ["heji", "liubing"]],
sp_mifuren: ["female", "shu", 3, ["xinguixiu", "qingyu"]],
sp_xinpi: ["male", "wei", 3, ["spyinju", "spchijie"]],
feiyi: ["male", "shu", 3, ["mjshengxi", "fyjianyu"]],
sp_bianfuren: ["female", "wei", 3, ["spwanwei", "spyuejian"]],
sp_duyu: ["male", "qun", 4, ["spwuku", "spsanchen"]],
luotong: ["male", "wu", 4, ["qinzheng"]],
sp_wangcan: ["male", "wei", 3, ["spqiai", "spshanxi"]],
sp_chenzhen: ["male", "shu", 3, ["shameng"]],
sp_sunshao: ["male", "wu", 3, ["mjdingyi", "mjzuici", "mjfubi"]],
sp_xunchen: ["male", "qun", 3, ["mjweipo", "mjchenshi", "mjmouzhi"], ["clan:颍川荀氏"]],
},
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skill: {
//刘巴
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duanbi: {
unique: true,
mark: true,
limited: true,
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
var num1 = 0,
num2 = 0;
var count = game.countPlayer(function (current) {
num1 += current.countCards("h");
num2++;
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return current != player;
});
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return count > 0 && num1 > num2 * 2;
},
filterTarget: true,
selectTarget: -1,
multitarget: true,
multiline: true,
skillAnimation: true,
animationColor: "orange",
content: function () {
"step 0";
player.awakenSkill("duanbi");
event.num = 0;
event.cards = [];
event.targets.sortBySeat();
event.targets.remove(player);
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"step 1";
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var target = targets[num];
var num = Math.min(3, Math.floor(target.countCards("h") / 2));
if (num > 0) target.chooseToDiscard("h", true, num);
else event._result = { bool: false };
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"step 2";
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if (result.bool && Array.isArray(result.cards)) event.cards.addArray(result.cards);
event.num++;
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if (event.num < targets.length) event.goto(1);
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"step 3";
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event.cards = cards.filter(function (i) {
return get.position(i, true) == "d";
});
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if (!event.cards.length) event.finish();
else
player
.chooseTarget(
"是否令一名角色" +
(event.cards.length > 3
? "随机获得三"
: "获得" + get.cnNumber(event.cards.length)) +
"张被弃置的牌?"
)
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) att /= 10;
if (target.hasJudge("lebu")) att /= 4;
return att * Math.sqrt(Math.max(1, 5 - target.countCards("h")));
});
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"step 4";
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if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
target.gain(cards.randomGets(3), "gain2");
}
},
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ai: {
order: 10,
result: {
target: function (player, target) {
if (player == target) return 3;
return -Math.min(3, Math.floor(target.countCards("h") / 2));
},
},
},
},
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tongduo: {
audio: 2,
trigger: { target: "useCardToTargeted" },
direct: true,
usable: 1,
filter: function (event, player) {
return (
player != event.player &&
event.targets.length == 1 &&
game.hasPlayer(function (current) {
return current.countCards("he") > 0;
})
);
},
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content: function () {
"step 0";
player
.chooseTarget(
get.prompt("tongduo"),
"令一名角色重铸一张牌",
function (card, player, target) {
return target.hasCard(lib.filter.cardRecastable, "he");
}
)
.set("ai", function (target) {
return (
get.attitude(_status.event.player, target) *
Math.min(3, Math.floor(target.countCards("h", lib.filter.cardRecastable) / 2))
);
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("tongduo", target);
} else event.finish();
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"step 2";
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if (!target.hasCard(lib.filter.cardRecastable, "he")) event.finish();
else target.chooseCard("he", true, "请重铸一张牌", lib.filter.cardRecastable);
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"step 3";
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target.recast(result.cards);
},
},
//朱儁
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yangjie: {
audio: 2,
group: ["yangjie_add"],
enable: "phaseUse",
prompt: "摸一张牌并与一名其他角色进行拼点",
usable: 1,
filter: function (event, player) {
return !player.hasSkillTag("noCompareSource");
},
filterTarget: function (card, player, target) {
return (
target != player &&
target.countCards("h") > 0 &&
!target.hasSkillTag("noCompareTarget")
);
},
content: function () {
"step 0";
player.draw();
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"step 1";
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if (player.canCompare(target)) player.chooseToCompare(target).set("small", true);
else event.finish();
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"step 2";
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if (!result.bool) {
var cards = [result.player, result.target].filterInD("d");
if (
!cards.length ||
!game.hasPlayer((current) => current != player && current != target)
)
event.finish();
else {
event.cards = cards;
player
.chooseTarget(
"请选择一名角色",
"令其获得" +
get.translation(cards) +
",且视为对" +
get.translation(target) +
"使用一张火【杀】",
function (card, player, target) {
return target != player && target != _status.event.getParent().target;
}
)
.set("ai", function (target) {
var player = _status.event.player,
cards = _status.event.getParent().cards,
target2 = _status.event.getParent().target;
var val = get.value(cards, target) * get.attitude(player, target);
if (val <= 0) return 0;
return val +
target.canUse(
{ name: "sha", nature: "fire", isCard: true },
target2,
false
)
? get.effect(
target2,
{ name: "sha", nature: "fire", isCard: true },
target,
player
)
: 0;
});
}
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} else event.finish();
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"step 3";
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if (result.bool) {
var source = result.targets[0];
event.source = source;
player.line(source);
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source.gain(cards, "gain2");
} else event.finish();
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"step 4";
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var card = { name: "sha", nature: "fire", isCard: true };
if (target.isIn() && source.isIn() && source.canUse(card, target, false))
source.useCard(card, target, false);
},
subSkill: {
add: {
trigger: { player: "compare" },
forced: true,
popup: false,
filter: function (event, player) {
return (
event.getParent().name == "yangjie" && event.num1 > 1 && player.isDamaged()
);
},
content: function () {
var num = player.getDamagedHp();
game.log(player, "的拼点牌点数-", num);
trigger.num1 = Math.max(1, trigger.num1 - num);
},
},
},
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ai: {
order: 3,
result: { target: -1.5 },
},
},
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zjjuxiang: {
audio: 2,
trigger: { global: "dyingAfter" },
logTarget: "player",
limited: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return event.player != player && event.player.isIn();
},
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check: function (event, player) {
return get.damageEffect(event.player, player, player) > 0;
},
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content: function () {
"step 0";
player.awakenSkill("zjjuxiang");
trigger.player.damage();
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"step 1";
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if (trigger.player.maxHp > 0) player.draw(trigger.player.maxHp);
},
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ai: { expose: 10 },
},
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xinyangjie: {
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audio: "yangjie",
enable: "phaseUse",
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filter: function (event, player) {
return game.hasPlayer(function (target) {
return player.canCompare(target);
});
},
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
usable: 1,
content: function () {
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"step 0";
player.chooseToCompare(target).set("small", true);
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"step 1";
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if (
!result.bool &&
game.hasPlayer(function (current) {
return (
current != player &&
current != target &&
current.canUse({ name: "sha", nature: "fire", isCard: true }, target, false)
);
})
) {
player
.chooseTarget(
"佯解:是否选择另一名其他角色?",
"令其视为对" + get.translation(target) + "使用一张火【杀】",
function (card, player, target) {
return target != player && target != _status.event.getParent().target;
}
)
.set("ai", function (target) {
var player = _status.event.player,
target2 = _status.event.getParent().target;
return get.effect(
target2,
{ name: "sha", nature: "fire", isCard: true },
target,
player
);
});
} else event.finish();
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"step 2";
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if (result.bool) {
var source = result.targets[0];
player.line(source);
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game.log(player, "选择了", source);
var card = { name: "sha", nature: "fire", isCard: true };
if (target.isIn() && source.isIn() && source.canUse(card, target, false))
source.useCard(card, target, false, "noai");
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}
},
ai: {
order: 3,
result: {
target: function (player, target) {
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var hs = player.getCards("h").sort(function (a, b) {
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return a.number - b.number;
});
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var ts = target.getCards("h").sort(function (a, b) {
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return a.number - b.number;
});
if (!hs.length || !ts.length) return 0;
if (hs[0].number <= ts[0].number) return -3;
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if (player.countCards("h") >= target.countCards("h")) return -10;
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return -1;
},
},
},
},
xinjuxiang: {
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audio: "zjjuxiang",
inherit: "zjjuxiang",
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content: function () {
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player.awakenSkill("xinjuxiang");
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trigger.player.damage();
},
},
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houfeng: {
audio: 3,
group: "houfeng_zhengsu",
subSkill: {
zhengsu: {
audio: "houfeng1",
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
if (
!["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(
(i) => !event.player.hasSkill(i)
)
)
return false;
return player.inRange(event.player);
},
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check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
prompt2: () => lib.translate.houfeng_info,
round: 1,
logTarget: "player",
content: function () {
"step 0";
player
.chooseButton(
[
"选择" + get.translation(trigger.player) + "要进行的整肃类型",
[
["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(
(i) => !trigger.player.hasSkill(i)
),
"vcard",
],
],
true
)
.set("ai", () => Math.random());
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"step 1";
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if (result.bool) {
var name = result.links[0][2],
target = trigger.player;
target.addTempSkill("houfeng_share", {
player: ["phaseDiscardAfter", "phaseAfter"],
});
target.markAuto("houfeng_share", [player]);
target.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] });
target.popup(name, "thunder");
game.delayx();
}
},
},
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share: {
charlotte: true,
onremove: true,
trigger: { player: "phaseDiscardEnd" },
forced: true,
popup: false,
content: function () {
"step 0";
if (!lib.skill.zhengsu.filter(trigger, player)) {
game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("skill", "houfeng3");
});
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player.popup("整肃失败", "fire");
game.log(player, "整肃失败");
event.finish();
return;
}
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game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("skill", "houfeng2");
});
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player.popup("整肃成功", "wood");
game.log(player, "整肃成功");
var list = player.getStorage("houfeng_share").filter((i) => i.isIn());
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list.unshift(player);
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event.list = list;
var num1 = 0,
num2 = 0,
num3 = 0;
for (var target of list) {
num1 += 2 * get.effect(target, { name: "draw" }, player, player);
num2 += get.recoverEffect(target, player, player);
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}
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trigger.player
.chooseControl("摸两张牌", "回复体力", "cancel2")
.set("prompt", "整肃奖励:请选择" + get.translation(list) + "的整肃奖励")
.set("ai", function () {
return [
"摸两张牌",
"回复体力",
"cancel2",
][_status.event.goon.indexOf(Math.max.apply(Math, _status.event.goon))];
})
.set("goon", [num1, num2, num3]);
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"step 1";
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if (result.control != "cancel2") {
if (result.control == "摸两张牌") game.asyncDraw(event.list, 2);
else {
for (var i of event.list) i.recover();
}
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} else event.finish();
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"step 2";
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game.delayx();
},
},
},
},
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houfeng1: { audio: true },
//手杀皇甫嵩
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spzhengjun: {
audio: 3,
group: "spzhengjun_zhengsu",
subSkill: {
zhengsu: {
audio: "spzhengjun1",
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return ["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(
(i) => !player.hasSkill(i)
);
},
direct: true,
content: function () {
"step 0";
player
.chooseButton([
get.prompt("spzhengjun"),
[
["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(
(i) => !player.hasSkill(i)
),
"vcard",
],
])
.set("ai", () => Math.random());
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"step 1";
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if (result.bool) {
player.logSkill("spzhengjun_zhengsu", player);
var name = result.links[0][2];
player.addTempSkill("spzhengjun_share", {
player: ["phaseDiscardAfter", "phaseAfter"],
});
player.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] });
player.popup(name, "thunder");
game.delayx();
}
},
},
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share: {
charlotte: true,
trigger: { player: "phaseDiscardEnd" },
forced: true,
popup: false,
content: function () {
"step 0";
if (!lib.skill.zhengsu.filter(trigger, player)) {
game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("skill", "spzhengjun3");
});
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player.popup("整肃失败", "fire");
game.log(player, "整肃失败");
event.finish();
return;
}
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game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("skill", "spzhengjun2");
});
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player.popup("整肃成功", "wood");
game.log(player, "整肃成功");
player.chooseDrawRecover(2, "整肃奖励摸两张牌或回复1点体力");
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"step 1";
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if (result.control == "cancel2") {
event.finish();
return;
}
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player
.chooseTarget(
"整军是否令一名其他角色也回复1点体力或摸两张牌",
lib.filter.notMe
)
.set("ai", function (target) {
var player = _status.event.player;
return Math.max(
2 * get.effect(target, { name: "draw" }, target, player),
get.recoverEffect(target, target, player)
);
});
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"step 2";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
var num1 = 2 * get.effect(target, { name: "draw" }, target, player);
var num2 = get.recoverEffect(target, target, player);
player.line(target);
if (target.isHealthy()) result.index = 0;
else
player
.chooseControl("摸牌", "回血")
.set(
"prompt",
"整肃奖励:令" + get.translation(target) + "摸两张牌或回复1点体力"
)
.set("ai", function () {
return _status.event.goon ? 0 : 1;
})
.set("goon", num1 >= num2);
} else event.finish();
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"step 3";
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if (result.index == 0) target.draw(2);
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else target.recover();
},
},
},
},
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spzhengjun1: { audio: true },
spshiji: {
audio: 2,
trigger: { source: "damageBegin2" },
logTarget: "player",
filter: function (event, player) {
return (
player != event.player &&
event.hasNature("linked") &&
event.player.countCards("h") > 0 &&
!player.isMaxHandcard(true)
);
},
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check: function (event, player) {
return get.attitude(player, event.player) <= 0;
},
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content: function () {
var target = trigger.player;
player.viewHandcards(target);
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var hs = target.getCards("h", { color: "red" });
if (hs.length) {
target.discard(hs);
player.draw(hs.length);
}
},
},
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sptaoluan: {
audio: 2,
trigger: { global: "judgeFixing" },
usable: 1,
filter: function (event, player) {
return event.result && event.result.suit == "spade";
},
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check: function (event, player) {
return event.result.judge * get.attitude(player, event.player) <= 0;
},
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content: function () {
"step 0";
var evt = trigger.getParent();
if (evt.name == "phaseJudge") evt.excluded = true;
else {
evt.finish();
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evt._triggered = null;
if (evt.name.startsWith("pre_")) {
var evtx = evt.getParent();
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evtx.finish();
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evtx._triggered = null;
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}
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var nexts = trigger.next.slice();
for (var next of nexts) {
if (next.name == "judgeCallback") trigger.next.remove(next);
}
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var evts = game.getGlobalHistory("cardMove", function (evt) {
return evt.getParent(2) == trigger.getParent();
});
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var cards = [];
for (var i = evts.length - 1; i >= 0; i--) {
var evt = evts[i];
for (var card of evt.cards) {
if (get.position(card, true) == "o") cards.push(card);
}
}
trigger.orderingCards.addArray(cards);
}
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var list = [];
if (get.position(trigger.result.card) == "d") list.push(0);
if (
trigger.player.isIn() &&
player.canUse({ name: "sha", nature: "fire", isCard: true }, trigger.player, false)
)
list.push(1);
if (list.length == 2)
player
.chooseControl()
.set("choiceList", [
"获得" + get.translation(trigger.result.card),
"视为对" + get.translation(trigger.player) + "使用一张火【杀】",
])
.set(
"choice",
get.effect(trigger.player, { name: "sha" }, player, player) > 0 ? 1 : 0
);
else if (list.length == 1) event._result = { index: list[0] };
else event.finish();
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"step 1";
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if (result.index == 0) player.gain(trigger.result.card, "gain2");
else player.useCard({ name: "sha", nature: "fire", isCard: true }, trigger.player, false);
},
},
//吕范
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spdiaodu: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player
.chooseTarget(
get.prompt("spdiaodu"),
"令一名角色摸一张牌,然后移动其装备区内的一张牌"
)
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att > 0) {
if (
target.hasCard(function (card) {
if (
get.value(card, target) <= 0 &&
game.hasPlayer(function (current) {
return (
current != target &&
current.canEquip(card, false) &&
get.effect(current, card, player, player) > 0
);
})
)
return true;
return false;
}, "e")
)
return 2 * att;
if (
!target.hasCard(function (card) {
return game.hasPlayer(function (current) {
return current != target && current.canEquip(card);
});
}, "e")
)
return 1;
} else if (att < 0) {
if (
target.hasCard(function (card) {
if (
get.value(card, target) >= 4.5 &&
game.hasPlayer(function (current) {
return (
current != target &&
current.canEquip(card) &&
get.effect(current, card, player, player) > 0
);
})
)
return true;
return false;
}, "e")
)
return -att;
}
return 0;
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("spdiaodu", target);
target.draw();
} else event.finish();
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"step 2";
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var es = target.getCards("e", function (card) {
return game.hasPlayer(function (current) {
return current != target && current.canEquip(card);
});
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});
if (es.length) {
if (es.length == 1) event._result = { bool: true, links: es };
else
player
.chooseButton(["移动" + get.translation(target) + "的一张装备牌", es], true)
.set("ai", function (button) {
var player = _status.event.player,
target = _status.event.getParent().target,
card = button.link;
if (
game.hasPlayer(function (current) {
return (
current != target &&
current.canEquip(card) &&
get.effect(current, card, player, player) > 0
);
})
)
return -get.value(card, target) * get.attitude(player, target);
return 0;
});
} else event.finish();
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"step 3";
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if (result.bool) {
event.card = result.links[0];
player
.chooseTarget(
true,
"选择" + get.translation(event.card) + "的移动目标",
function (card, player, target) {
return target.canEquip(_status.event.card);
}
)
.set("card", event.card)
.set("ai", function (target) {
var evt = _status.event;
return get.effect(target, evt.getParent().card, evt.player, evt.player);
});
} else event.finish();
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"step 4";
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if (result.bool) {
var target2 = result.targets[0];
target.line(target2);
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target.$give(card, target2);
game.delay(0.5);
target2.equip(card);
}
},
},
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spdiancai: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return (
player != event.player &&
player.hasHistory("lose", function (evt) {
return evt.hs && evt.hs.length > 0;
})
);
},
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content: function () {
"step 0";
var num = 0;
player.getHistory("lose", function (evt) {
if (evt.hs) num += evt.hs.length;
});
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num = Math.min(num, game.countPlayer());
player
.chooseTarget(
get.prompt("spdiancai"),
[1, num],
"令至多" + get.cnNumber(num) + "名角色各摸一张牌"
)
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
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"step 1";
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if (result.bool) {
var targets = result.targets.sortBySeat(trigger.player);
player.logSkill("spdiancai", targets);
if (targets.length == 1) {
targets[0].draw();
event.finish();
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} else game.asyncDraw(targets);
} else event.finish();
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"step 2";
game.delayx();
},
},
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mbdiaodu: {
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audio: "spdiaodu",
trigger: { player: "phaseZhunbeiBegin" },
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filter: function (event, player) {
return game.hasPlayer(function (target) {
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return target.countCards("e", function (card) {
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return game.hasPlayer(function (current) {
return current != player && current != target && current.canEquip(card);
});
});
});
},
direct: true,
content: function () {
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"step 0";
player
.chooseTarget(get.prompt2("mbdiaodu"), function (card, player, target) {
return target.countCards("e", function (card) {
return game.hasPlayer(function (current) {
return current != player && current != target && current.canEquip(card);
});
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});
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})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att > 0) {
if (
target.hasCard(function (card) {
if (
get.value(card, target) <= 0 &&
game.hasPlayer(function (current) {
return (
current != player &&
current != target &&
current.canEquip(card, false) &&
get.effect(current, card, player, player) > 0
);
})
)
return true;
return false;
}, "e")
)
return 2 * att;
} else if (att < 0) {
if (
target.hasCard(function (card) {
if (
get.value(card, target) >= 4.5 &&
game.hasPlayer(function (current) {
return (
current != player &&
current != target &&
current.canEquip(card) &&
get.effect(current, card, player, player) > 0
);
})
)
return true;
return false;
}, "e")
)
return -att;
}
return 0;
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});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
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player.logSkill("mbdiaodu", target);
} else event.finish();
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"step 2";
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var es = target.getCards("e", function (card) {
2023-11-16 04:29:16 +00:00
return game.hasPlayer(function (current) {
return current != target && current.canEquip(card);
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});
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});
if (es.length == 1) event._result = { bool: true, links: es };
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else
player
.chooseButton(["移动" + get.translation(target) + "的一张装备牌", es], true)
.set("ai", function (button) {
var player = _status.event.player,
target = _status.event.getParent().target,
card = button.link;
if (
game.hasPlayer(function (current) {
return (
current != player &&
current != target &&
current.canEquip(card) &&
get.effect(current, card, player, player) > 0
);
})
)
return -get.value(card, target) * get.attitude(player, target);
return 0;
});
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"step 3";
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if (result.bool) {
event.card = result.links[0];
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player
.chooseTarget(
"请选择" + get.translation(event.card) + "的移动目标",
true,
function (card, player, target) {
return target != player && target.canEquip(_status.event.card);
}
)
.set("card", event.card)
.set("ai", function (target) {
var evt = _status.event;
return get.effect(target, evt.getParent().card, evt.player, evt.player);
});
} else event.finish();
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"step 4";
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if (result.bool) {
var target2 = result.targets[0];
target.line(target2);
target.$give(card, target2);
game.delay(0.5);
target2.equip(card);
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} else event.finish();
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"step 5";
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target.draw();
},
},
mbdiancai: {
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audio: "spdiancai",
trigger: { global: "phaseUseEnd" },
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filter: function (event, player) {
if (_status.currentPhase == player) return false;
var num = 0;
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player.getHistory("lose", function (evt) {
if (evt.cards2 && evt.getParent("phaseUse") == event) num += evt.cards2.length;
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});
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return num >= player.hp && player.countCards("h") < player.maxHp;
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},
frequent: true,
content: function () {
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var num = player.maxHp - player.countCards("h");
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if (num > 0) player.draw(num);
},
},
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spyanji: {
audio: 3,
group: "spyanji_zhengsu",
subSkill: {
zhengsu: {
audio: "spyanji",
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return ["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(
(i) => !player.hasSkill(i)
);
},
direct: true,
content: function () {
"step 0";
player
.chooseButton([
get.prompt("spyanji"),
[
["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(
(i) => !player.hasSkill(i)
),
"vcard",
],
])
.set("ai", () => Math.random());
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"step 1";
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if (result.bool) {
player.logSkill("spyanji_zhengsu", player);
var name = result.links[0][2];
player.addTempSkill("spyanji_share", {
player: ["phaseDiscardAfter", "phaseAfter"],
});
player.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] });
player.popup(name, "thunder");
game.delayx();
}
},
},
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share: {
charlotte: true,
trigger: { player: "phaseDiscardEnd" },
forced: true,
popup: false,
content: function () {
if (!lib.skill.zhengsu.filter(trigger, player)) {
game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("skill", "spyanji3");
});
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player.popup("整肃失败", "fire");
game.log(player, "整肃失败");
event.finish();
return;
}
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game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("skill", "spyanji2");
});
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player.popup("整肃成功", "wood");
game.log(player, "整肃成功");
player.chooseDrawRecover(2, "整肃奖励摸两张牌或回复1点体力");
},
},
},
},
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spyanji1: { audio: true },
//蒋钦
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spjianyi: {
audio: 2,
trigger: { global: "phaseEnd" },
forced: true,
filter: function (event, player) {
return (
player != event.player &&
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "lose" || evt.type != "discard") return false;
for (var i of evt.cards) {
if (get.subtype(i, false) == "equip2" && get.position(i, true) == "d")
return true;
}
return false;
}).length > 0
);
},
content: function () {
"step 0";
var cards = [];
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "lose" || evt.type != "discard") return false;
for (var i of evt.cards) {
if (get.subtype(i, false) == "equip2" && get.position(i, true) == "d")
cards.push(i);
}
});
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player.chooseButton(["俭衣:获得一张防具牌", cards], true).set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
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"step 1";
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if (result.bool) player.gain(result.links, "gain2");
},
},
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spshangyi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
player.countCards("he") > 0 &&
game.hasPlayer((current) => lib.skill.spshangyi.filterTarget(null, player, current))
);
},
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filterCard: true,
position: "he",
check: function (card) {
return 6 - get.value(card);
},
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filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
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content: function () {
target.viewHandcards(player);
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player.gainPlayerCard(target, "h", true, "visible");
},
ai: {
order: 6,
result: {
player: 0.5,
target: function (player, target) {
if (target.hasSkillTag("noh")) return 0;
return -1;
},
},
},
},
//蒋琬
2024-04-15 18:10:02 +00:00
spzhenting: {
audio: 2,
trigger: { global: "useCardToTarget" },
usable: 1,
filter: function (event, player) {
return (
(event.card.name == "sha" || get.type(event.card, false) == "delay") &&
event.player != player &&
!event.targets.includes(player) &&
player.inRange(event.target)
);
},
logTarget: "target",
check: function (event, player) {
var target = event.target,
source = event.player;
var eff1 = get.effect(target, event.card, source, player);
if (eff1 >= 0) return false;
var eff2 = get.effect(player, event.card, source, player);
if (eff2 >= 0) return true;
if (eff1)
if (event.card.name == "sha") {
if (player.hasShan()) return true;
if (eff1 > eff2) return false;
if (player.hp > 2) return true;
if (player.hp == 2) return eff2 > eff1 / 3;
return false;
}
if (event.card.name == "shandian" || event.card.name == "bingliang") return true;
if (event.card.name == "lebu") return !player.needsToDiscard() && target.needsToDiscard();
return false;
},
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content: function () {
"step 0";
var target = trigger.target,
evt = trigger.getParent();
evt.triggeredTargets2.remove(target);
evt.targets.remove(target);
evt.triggeredTargets2.add(player);
evt.targets.add(player);
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game.log(trigger.card, "的目标被改为了", player);
trigger.untrigger();
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"step 1";
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if (!trigger.player.countDiscardableCards(player, "h")) event._result = { index: 0 };
else
player
.chooseControl()
.set("choiceList", [
"摸一张牌",
"弃置" + get.translation(trigger.player) + "的一张手牌",
]);
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"step 2";
2024-04-15 18:10:02 +00:00
if (result.index == 0) player.draw();
else {
player.line(trigger.player, "fire");
player.discardPlayerCard(trigger.player, true, "h");
}
},
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ai: {
threaten: 1.4,
},
},
spjincui: {
audio: 2,
enable: "phaseUse",
usable: 1,
limited: true,
skillAnimation: true,
animationColor: "orange",
filterTarget: lib.filter.notMe,
content: function () {
"step 0";
player.awakenSkill("spjincui");
game.broadcastAll(
function (target1, target2) {
game.swapSeat(target1, target2);
},
player,
target
);
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"step 1";
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if (player.hp > 0) player.loseHp(player.hp);
},
ai: {
order: 5,
result: {
player: function (player, target) {
if (player.hasUnknown()) return 0;
if (!player.countCards("h", { name: ["tao", "jiu"] })) return 0;
var num = 0,
current = player.next;
while (true) {
num -= get.sgn(get.attitude(player, current));
if (current == target) break;
current = current.next;
}
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while (true) {
if (current == player) break;
num += get.sgn(get.attitude(player, current)) * 1.1;
current = current.next;
}
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if (num < player.hp) return 0;
return num + 1 - player.hp;
},
},
},
},
//张昌蒲
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spdifei: {
audio: 2,
trigger: { player: "damageEnd" },
forced: true,
usable: 1,
content: function () {
"step 0";
var next = player.chooseToDiscard("h", "抵诽:弃置一张手牌或摸一张牌");
if (trigger.card) {
var suit = get.suit(trigger.card, false);
if (lib.suit.includes(suit)) {
next.set("suit", suit);
next.set("prompt2", "然后若没有" + get.translation(suit) + "手牌则回复1点体力");
next.set("ai", function (card) {
var player = _status.event.player,
suit = _status.event.suit;
if (
player.hasCard(function (cardx) {
return cardx != card && get.suit(cardx) == suit;
}, "h")
)
return 0;
if (
get.name(card) != "tao" &&
((get.position(card) == "h" && get.suit(card) == suit) || player.hp == 1)
)
return 8 - get.value(card);
return 5 - get.value(card);
});
} else
next.set("ai", function (card) {
return -get.value(card);
});
}
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"step 1";
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if (!result.bool) player.draw();
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"step 2";
player.showHandcards();
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if (trigger.card) {
var suit = get.suit(trigger.card, false);
if (!lib.suit.includes(suit) || !player.countCards("h", { suit: suit }))
player.recover();
}
},
},
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spyanjiao: {
audio: 2,
enable: "phaseUse",
usable: 1,
chooseButton: {
dialog: function () {
return ui.create.dialog("###严教###" + get.translation("spyanjiao_info"));
},
chooseControl: function (event, player) {
var map = {},
hs = player.getCards("h");
for (var i of hs) map[get.suit(i, player)] = true;
var list = lib.suit.filter((i) => map[i]);
list.push("cancel2");
return list;
},
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check: function (event, player) {
var map = {},
hs = player.getCards("h"),
min = Infinity,
min_suit = null;
for (var i of hs) {
var suit = get.suit(i, player);
if (!map[suit]) map[suit] = 0;
map[suit] += get.value(i);
}
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for (var i in map) {
if (map[i] < min) {
min = map[i];
min_suit = i;
}
}
return min_suit;
},
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backup: function (result, player) {
return {
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audio: "spyanjiao",
filterCard: { suit: result.control },
selectCard: -1,
position: "h",
filterTarget: lib.filter.notMe,
discard: false,
lose: false,
delay: false,
content: function () {
player.addSkill("spyanjiao_draw");
player.addMark("spyanjiao_draw", cards.length, false);
player.give(cards, target);
target.damage("nocard");
},
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ai: {
result: {
target: function (player, target) {
if (!ui.selected.cards.length) return 0;
var val = get.value(ui.selected.cards, target);
if (val < 0) return val + get.damageEffect(target, player, target);
if (val > 5 || get.value(ui.selected.cards, player) > 5) return 0;
return get.damageEffect(target, player, target);
},
},
},
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};
},
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prompt: () => "请选择【严教】的目标",
},
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subSkill: {
draw: {
onremove: true,
trigger: { player: "phaseBegin" },
forced: true,
charlotte: true,
content: function () {
player.draw(player.countMark("spyanjiao_draw"));
player.removeSkill("spyanjiao_draw");
},
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mark: true,
intro: { content: "下回合开始时摸#张牌" },
},
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backup: { audio: "spyanjiao" },
},
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ai: {
order: 1,
result: { player: 1 },
},
},
//崔琰
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spyajun: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
var hs = player.getCards("h");
return (
hs.length > 0 &&
!player.hasSkillTag("noCompareSource") &&
player.hasHistory("gain", function (evt) {
for (var i of evt.cards) {
if (hs.includes(i)) return true;
}
return false;
}) &&
game.hasPlayer(function (current) {
return current != player && player.canCompare(current);
})
);
},
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content: function () {
"step 0";
var cards = [],
hs = player.getCards("h");
player.getHistory("gain", function (evt) {
cards.addArray(evt.cards);
});
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cards = cards.filter(function (i) {
return hs.includes(i);
});
player.chooseCardTarget({
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prompt: get.prompt("spyajun"),
prompt2: "操作提示:选择一张本回合新得到的牌作为拼点牌,然后选择一名拼点目标",
cards: cards,
filterCard: function (card) {
return _status.event.cards.includes(card);
},
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filterTarget: function (card, player, target) {
return player.canCompare(target);
},
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ai1: function (card) {
return get.number(card) - get.value(card);
},
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ai2: function (target) {
return (
-get.attitude(_status.event.player, target) *
Math.sqrt(5 - Math.min(4, target.countCards("h"))) *
(target.hasSkillTag("noh") ? 0.5 : 1)
);
},
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("spyajun", target);
var next = player.chooseToCompare(target);
if (!next.fixedResult) next.fixedResult = {};
next.fixedResult[player.playerid] = result.cards[0];
} else event.finish();
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"step 2";
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if (result.bool) {
var cards = [result.player, result.target].filterInD("d");
if (cards.length) {
player
.chooseButton(["是否将一张牌置于牌堆顶?", cards])
.set("ai", function (button) {
if (get.color(button.link) == "black") return 1;
return 0;
});
} else event.finish();
} else {
player.addMark("spyajun_less", 1, false);
player.addTempSkill("spyajun_less");
event.finish();
}
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"step 3";
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if (result.bool) {
var card = result.links[0];
card.fix();
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ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
game.updateRoundNumber();
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game.log(player, "将", card, "置于牌堆顶");
}
},
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group: "spyajun_draw",
subSkill: {
draw: {
audio: "spyajun",
trigger: { player: "phaseDrawBegin2" },
forced: true,
locked: false,
filter: function (event, player) {
return !event.numFixed;
},
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content: function () {
trigger.num++;
},
},
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less: {
onremove: true,
charlotte: true,
intro: { content: "手牌上限-#" },
mod: {
maxHandcard: function (player, num) {
return num - player.countMark("spyajun_less");
},
},
},
},
},
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spzundi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
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filterCard: true,
filterTarget: true,
check: function (card) {
return 7 - get.value(card);
},
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content: function () {
"step 0";
player.judge();
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"step 1";
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if (result.color == "black") target.draw(3);
else target.moveCard();
},
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ai: {
order: 8,
result: {
target: function (player, target) {
if (target.canMoveCard(true)) return 3;
return 1;
},
},
},
},
//花蔓
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spxiangzhen: {
trigger: { target: "useCardToBefore" },
forced: true,
audio: 2,
filter: function (event, player) {
return event.card.name == "nanman";
},
content: function () {
trigger.cancel();
},
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group: "spxiangzhen_draw",
subSkill: {
draw: {
audio: "spxiangzhen",
trigger: { global: "useCardAfter" },
forced: true,
filter: function (event, player) {
return (
event.card.name == "nanman" &&
game.hasPlayer2(function (current) {
return current.hasHistory("damage", function (evt) {
return evt.card == event.card;
});
})
);
},
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content: function () {
"step 0";
if (player != trigger.player && trigger.player.isIn())
game.asyncDraw([player, trigger.player].sortBySeat());
else {
player.draw();
event.finish();
}
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"step 1";
game.delayx();
},
},
},
},
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spfangzong: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return (
!player.hasSkill("spxizhan_spfangzong") &&
player.countCards("h") < Math.min(8, game.countPlayer())
);
},
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content: function () {
player.drawTo(Math.min(8, game.countPlayer()));
},
mod: {
playerEnabled: function (card, player, target) {
if (
player == _status.currentPhase &&
get.tag(card, "damage") > 0 &&
!player.hasSkill("spxizhan_spfangzong") &&
player.inRange(target)
)
return false;
},
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targetEnabled: function (card, player, target) {
if (
get.tag(card, "damage") > 0 &&
!target.hasSkill("spxizhan_spfangzong") &&
player.inRange(target)
)
return false;
},
},
},
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spxizhan: {
audio: 4,
group: "spxizhan_effect",
locked: false,
subSkill: {
spfangzong: { charlotte: true },
effect: {
trigger: { global: "phaseBegin" },
filter: function (event, player) {
return player != event.player;
},
forced: true,
logTarget: "player",
content: function () {
"step 0";
player
.chooseToDiscard(
"he",
"嬉战弃置一张牌或失去1点体力",
"根据弃置的牌对" +
get.translation(trigger.player) +
"视为使用如下牌:<br>♠,其使用【酒】;♥,你使用【无中生有】<br>♣,对其使用【铁索连环】;♦:对其使用火【杀】"
)
.set("ai", function (card) {
var player = _status.event.player,
target = _status.event.getTrigger().player;
var suit = get.suit(card, player),
list;
switch (suit) {
case "spade":
list = [{ name: "jiu" }, target, target];
break;
case "heart":
list = [{ name: "wuzhong" }, player, player];
break;
case "club":
list = [{ name: "tiesuo" }, player, target];
break;
case "diamond":
list = [{ name: "sha", nature: "fire" }, player, target];
break;
}
list[0].isCard = true;
var eff = 0;
if (list[1].canUse(list[0], list[2], false))
eff = get.effect(list[2], list[0], list[1], player);
if (eff >= 0 || suit == "club") eff = Math.max(eff, 5);
return eff * 1.5 - get.value(card);
});
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"step 1";
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if (result.bool) {
player.addTempSkill("spxizhan_spfangzong");
var target = trigger.player,
card = result.cards[0],
suit = get.suit(card, player);
if (
!lib.suit.includes(suit) ||
((!target || !target.isIn()) && suit != "heart")
)
return;
game.broadcastAll(function (suit) {
if (lib.config.background_speak)
game.playAudio("skill", "spxizhan" + (4 - lib.suit.indexOf(suit)));
}, suit);
switch (suit) {
case "spade":
target.chooseUseTarget("jiu", true);
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break;
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case "heart":
player.chooseUseTarget("wuzhong", true);
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break;
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case "club":
if (player.canUse("tiesuo", target))
player.useCard(
{
name: "tiesuo",
isCard: true,
},
target
);
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break;
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case "diamond":
if (
player.canUse(
{
name: "sha",
isCard: true,
nature: "fire",
},
target,
false
)
)
player.useCard(
{
name: "sha",
isCard: true,
nature: "fire",
},
target,
false
);
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break;
}
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} else player.loseHp();
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},
},
},
},
//高览
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spjungong: {
enable: "phaseUse",
filter: function (event, player) {
var num = player.getStat("skill").spjungong || 0;
return (
(num < player.hp || num <= player.countCards("he")) &&
!player.hasSkill("spjungong_block")
);
},
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filterTarget: function (card, player, target) {
return target != player && player.canUse("sha", target, false);
},
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filterCard: true,
position: "he",
selectCard: function () {
var player = _status.event.player,
num = (player.getStat("skill").spjungong || 0) + 1;
if (ui.selected.cards.length || num > player.hp) return num;
return [0, num];
},
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check: function (card) {
return 6 - get.value(card);
},
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prompt: function () {
var player = _status.event.player,
num = get.cnNumber((player.getStat("skill").spjungong || 0) + 1);
return "弃置" + num + "张牌或失去" + num + "点体力,视为使用杀";
},
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content: function () {
"step 0";
if (!cards.length) player.loseHp(player.getStat("skill").spjungong || 1);
player.useCard({ name: "sha", isCard: true }, target, false);
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"step 1";
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if (
player.hasHistory("sourceDamage", function (evt) {
var card = evt.card;
if (!card || card.name != "sha") return false;
var evtx = evt.getParent("useCard");
return evtx.card == card && evtx.getParent() == event;
})
)
player.addTempSkill("spjungong_block");
},
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ai: {
order: function (item, player) {
return get.order({ name: "sha" }, player) + 1;
},
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result: {
target: function (player, target) {
if (!ui.selected.cards.length) return 0;
return get.effect(target, { name: "sha" }, player, target);
},
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},
},
subSkill: { block: { charlotte: true } },
},
spdengli: {
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
frequent: true,
filter: function (event, player) {
return event.card.name == "sha" && event.player.hp == event.target.hp;
},
content: function () {
player.draw();
},
ai: {
effect: {
player: function (card, player, target) {
var hp = player.hp,
evt = _status.event;
if (
evt.name == "chooseToUse" &&
evt.player == player &&
evt.skill == "spjungong" &&
!ui.selected.cards.length
)
hp -= (player.getStat("skill").spjungong || 0) + 1;
if (card && card.name == "sha" && hp == target.hp) return [1, 0.3];
},
target: function (card, player, target) {
if (card && card.name == "sha" && player.hp == target.hp) return [1, 0.3];
},
},
},
},
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//孙翊
zaoli: {
trigger: { player: "phaseBegin" },
audio: 2,
forced: true,
filter: function (event, player) {
return player.countMark("zaoli") > 0;
},
content: function () {
"step 0";
event.num = player.storage.zaoli;
player.removeMark("zaoli", event.num);
if (player.countCards("he") > 0) {
player
.chooseToDiscard(true, "he", [1, Infinity], "躁厉:弃置至少一张牌")
.set("ai", function (card) {
if (card.hasGaintag("zaoli")) return 1;
return 5 - get.value(card);
});
}
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"step 1";
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if (result.bool) num += result.cards.length;
if (event.num > 2) player.loseHp();
player.draw(num);
},
mod: {
cardEnabled2: function (card, player) {
if (
player == _status.currentPhase &&
get.itemtype(card) == "card" &&
card.hasGaintag("zaoli")
)
return false;
},
},
group: ["zaoli_add", "zaoli_count"],
init: function (player) {
if (player == _status.currentPhase) {
var hs = player.getCards("h");
player.getHistory("gain", function (evt) {
hs.removeArray(evt.cards);
});
if (hs.length) player.addGaintag(hs, "zaoli");
}
},
onremove: function (player) {
player.removeGaintag("zaoli");
delete player.storage.zaoli;
},
intro: { content: "mark" },
subSkill: {
add: {
audio: "zaoli",
trigger: { player: ["useCard", "respond"] },
forced: true,
filter: function (event, player) {
return (
player.countMark("zaoli") < 4 &&
player.hasHistory("lose", function (evt) {
return evt.hs && evt.hs.length > 0 && evt.getParent() == event;
})
);
},
content: function () {
player.addMark("zaoli", 1);
},
},
count: {
trigger: { global: "phaseBeginStart" },
forced: true,
firstDo: true,
silent: true,
filter: function (event, player) {
if (player == event.player) return player.countCards("h") > 0;
return player.hasCard(function (card) {
return card.hasGaintag("zaoli");
}, "h");
},
content: function () {
if (player == trigger.player) {
player.addGaintag(player.getCards("h"), "zaoli");
} else player.removeGaintag("zaoli");
},
},
},
},
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//王双
yiyong: {
audio: 2,
trigger: { player: "damageEnd" },
filter: function (event, player) {
return (
event.card &&
event.card.name == "sha" &&
event.source &&
event.source.isIn() &&
player != event.source &&
event.cards.filterInD().length > 0 &&
player.getEquips(1).length > 0
);
},
check: function (event, player) {
var card = {
name: "sha",
cards: event.cards.filterInD(),
},
target = event.source;
return (
!player.canUse(card, target, false) || get.effect(target, card, player, player) > 0
);
},
content: function () {
"step 0";
event.cards = trigger.cards.filterInD();
player.gain(event.cards, "gain2");
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"step 1";
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var target = trigger.source,
hs = player.getCards("h");
if (
target &&
target.isIn() &&
hs.length >= cards.length &&
cards.filter(function (i) {
return hs.includes(i);
}).length == cards.length &&
player.canUse({ name: "sha", cards: cards }, target, false)
) {
var next = player.useCard({ name: "sha" }, cards, target, false);
if (!target.getEquips(1).length) next.baseDamage = 2;
}
},
},
shanxie: {
audio: 2,
enable: "phaseUse",
usable: 1,
//filterTarget:function(card,player,target){
// return target!=player&&target.getEquip(1);
//},
//selectTarget:[0,1],
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content: function () {
var card = get.cardPile2(function (card) {
return get.subtype(card) == "equip1";
});
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if (card) player.gain(card, "gain2");
else {
var targets = game.filterPlayer(function (current) {
return current.getEquips(1).length > 0;
});
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if (targets.length) {
var target = targets.randomGet();
player.gain(target.getEquips(1), target, "give", "bySelf");
}
}
},
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content_old: function () {
"step 0";
if (!target) {
var card = get.cardPile2(function (card) {
return get.subtype(card) == "equip1";
});
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if (card) player.gain(card, "gain2");
event.finish();
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} else {
var card = target.getEquip(1);
if (card) {
event.card = card;
player.gain(card, target, "give");
} else event.finish();
}
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"step 1";
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if (
player.getCards("h").includes(card) &&
get.type(card, player) == "equip" &&
player.hasUseTarget(card)
)
player.chooseUseTarget(card, true, "nopopup");
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"step 2";
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var hs = target.getCards("h", function (card) {
return target.canUse(get.autoViewAs({ name: "sha" }, [card]), player, false);
});
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if (hs.length) {
if (hs.length == 1) event._result = { bool: true, cards: hs };
else
target
.chooseCard(
"h",
true,
"将一张牌当做【杀】对" + get.translation(player) + "使用",
function (card) {
return _status.event.cards.includes(card);
}
)
.set("cards", hs)
.set("ai", function (card) {
return get.effect(
_status.event.getParent().player,
get.autoViewAs({ name: "sha" }, [card]),
_status.event.player
);
});
} else event.finish();
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"step 3";
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if (result.bool) target.useCard({ name: "sha" }, result.cards, player, false);
},
ai: {
order: 9,
result: { player: 1 },
},
group: ["shanxie_exclude", "shanxie_shan"],
subSkill: {
exclude: {
trigger: { global: "useCard" },
forced: true,
locked: false,
filter: function (event, player) {
if (event.card.name != "shan" || event.getParent(2).player != player)
return false;
var num = get.number(event.card);
return !num || num <= player.getAttackRange() * 2;
},
logTarget: "player",
content: function () {
trigger.all_excluded = true;
},
sub: true,
},
shan: {
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.target.isAlive() && event.card.name == "sha";
},
silent: true,
content: function () {
trigger.target.addTempSkill("shanxie_banned");
trigger.target.storage.shanxie_banned = {
card: trigger.card,
num: player.getAttackRange() * 2,
};
},
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sub: true,
},
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banned: {
init: function (player) {
player.storage.shanxie_banned = {};
},
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onremove: function (player) {
delete player.storage.shanxie_banned;
},
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trigger: { global: "useCardEnd" },
filter: function (event, player) {
return event.card == player.storage.shanxie_banned.card;
},
silent: true,
content: function () {
player.removeSkill("shanxie_banned");
},
ai: {
effect: {
player: function (card, player, target) {
if (get.name(card) == "shan") {
let num = get.number(card);
if (!num || num <= player.storage.shanxie_banned.num)
return "zeroplayertarget";
}
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},
},
},
},
},
},
//吴景流兵
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liubing: {
trigger: { player: "useCard1" },
forced: true,
filter: function (event, player) {
if (event.card.name != "sha" || !event.cards || !event.cards.length) return false;
var evt = event.getParent("phaseUse");
return (
evt &&
evt.player == player &&
player
.getHistory("useCard", function (evt2) {
return (
evt2.card.name == "sha" &&
evt2.cards &&
evt2.cards.length &&
evt2.getParent("phaseUse") == evt
);
})
.indexOf(event) == 0
);
},
content: function () {
game.log(player, "将", trigger.card, "的花色改为", "#y♦");
trigger.card.suit = "diamond";
trigger.card.color = "red";
},
group: "liubing_gain",
subSkill: {
gain: {
trigger: { global: "useCardAfter" },
forced: true,
audio: "liubing",
filter: function (event, player) {
return (
event.player != player &&
event.card.isCard &&
event.card.name == "sha" &&
get.color(event.card) == "black" &&
event.cards.filterInD().length > 0 &&
event.player.isPhaseUsing() &&
!event.player.hasHistory("sourceDamage", function (evt) {
return evt.card == event.card;
})
);
},
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logTarget: "player",
content: function () {
player.gain(trigger.cards.filterInD(), "gain2");
},
},
},
},
//新刘璋
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jutu: {
audio: "xiusheng",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return (
player.storage.yaohu &&
game.hasPlayer(function (current) {
return current.group == player.storage.yaohu;
})
);
},
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content: function () {
"step 0";
var cards = player.getExpansions("jutu");
if (cards.length > 0) {
player.gain(cards, "gain2");
}
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"step 1";
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event.num = game.countPlayer(function (current) {
return current.group == player.storage.yaohu;
});
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player.draw(event.num + 1);
if (!event.num) event.finish();
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"step 2";
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var he = player.getCards("he");
if (!he.length) event.finish();
else if (he.length < num) event._result = { bool: true, cards: he };
else player.chooseCard("he", true, num, "选择" + get.cnNumber(num) + "张牌作为生");
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"step 3";
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if (result.bool) {
var cards = result.cards;
player.addToExpansion(player, "give", cards).gaintag.add("jutu");
}
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"step 4";
game.delayx();
},
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intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
ai: { combo: "yaohu" },
},
yaohu: {
audio: "yinlang",
trigger: { player: "phaseBegin" },
direct: true,
forced: true,
locked: false,
filter: function (event, player) {
return (
!player.hasSkill("yaohu_round") &&
game.hasPlayer(function (current) {
return current.group && current.group != "unknown";
})
);
},
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content: function () {
"step 0";
var list = [];
game.countPlayer(function (current) {
if (current.group && current.group != "unknown") list.add(current.group);
});
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list.sort(function (a, b) {
return lib.group.indexOf(a) - lib.group.indexOf(b);
});
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if (!player.hasSkill("yaohu")) list.push("cancel2");
player
.chooseControl(list)
.set("prompt", "邀虎:请选择一个势力")
.set("ai", function () {
return _status.event.choice;
})
.set(
"choice",
(function () {
var getn = function (group) {
return game.countPlayer(function (current) {
if (current.group != group) return false;
if (player == current) return 2;
if (get.attitude(current, player) > 0) return 1;
return 1.3;
});
};
list.sort(function (a, b) {
return getn(b) - getn(a);
});
return list[0];
})()
);
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"step 1";
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if (result.control != "cancel2") {
player.logSkill(
"yaohu",
game.filterPlayer(function (current) {
return current.group == result.control;
})
);
game.log(player, "选择了", "#y" + get.translation(result.control + 2));
player.storage.yaohu = result.control;
player.markSkill("yaohu");
}
},
ai: { combo: "jutu" },
intro: { content: "已选择了$势力" },
group: "yaohu_gain",
subSkill: {
round: {},
gain: {
audio: "yinlang",
trigger: { global: "phaseUseBegin" },
forced: true,
locked: false,
filter: function (event, player) {
return (
event.player != player &&
event.player.group == player.storage.yaohu &&
event.player.isIn() &&
player.getExpansions("jutu").length > 0
);
},
logTarget: "player",
content: function () {
"step 0";
var target = trigger.player;
event.target = target;
target
.chooseButton(["选择获得一张“生”", player.getExpansions("jutu")], true)
.set("ai", function (button) {
return get.value(button.link, player);
});
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"step 1";
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if (result.bool) {
target.gain(result.links, "give", player, "bySelf");
}
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"step 2";
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if (
game.hasPlayer(function (current) {
return current != player && current != target;
})
) {
player
.chooseTarget(
true,
"选择" + get.translation(target) + "使用【杀】的目标",
function (card, player, target) {
return target != player && target != _status.event.source;
}
)
.set("source", target)
.set("ai", function (target) {
var evt = _status.event;
return get.effect(target, { name: "sha" }, evt.source, evt.player);
});
} else {
event._result = { bool: false };
event.goto(4);
}
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"step 3";
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var target2 = result.targets[0];
player.line(target2, "green");
target
.chooseToUse(function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
}, "对" + get.translation(target2) + "使用一张杀,否则交给其两张牌")
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (
target != _status.event.sourcex &&
!ui.selected.targets.includes(_status.event.sourcex)
)
return false;
return lib.filter.targetEnabled.apply(this, arguments);
})
.set("sourcex", target2)
.set("addCount", false);
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"step 4";
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if (!result.bool) {
var hs = target.getCards("he");
if (!hs.length) event.finish();
else if (hs.length <= 2) event._result = { bool: true, cards: hs };
else
target.chooseCard(
2,
true,
"交给" + get.translation(player) + "两张牌",
"he"
);
} else event.finish();
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"step 5";
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if (result.bool) target.give(result.cards, player);
},
},
},
},
rehuaibi: {
audio: "huaibi",
zhuSkill: true,
mod: {
maxHandcard: function (player, num) {
if (player.storage.yaohu && player.hasZhuSkill("rehuaibi"))
return (
num +
game.countPlayer(function (current) {
return current.group == player.storage.yaohu;
})
);
},
},
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ai: { combo: "yaohu" },
},
//宗预
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zhibian: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer((current) => current != player && player.canCompare(current));
},
content: function () {
"step 0";
player
.chooseTarget(
get.prompt("zhibian"),
"与一名其他角色进行拼点",
function (card, player, target) {
return target != player && player.canCompare(target);
}
)
.set("ai", function (target) {
if (!_status.event.goon) return false;
var att = get.attitude(player, target);
if (
att < 0 &&
target.countCards("e", function (card) {
return (
player.canEquip(card) && get.effect(player, card, target, player) > 0
);
})
)
return -att / Math.sqrt(target.countCards("h"));
if (!player.isDamaged()) return false;
if (att <= 0) return (1 - att) / Math.sqrt(target.countCards("h"));
return Math.sqrt((2 / att) * Math.sqrt(target.countCards("h")));
})
.set(
"goon",
(function () {
if (
!player.hasCard(function (card) {
return card.number >= 14 - player.hp && get.value(card) <= 5;
})
)
return false;
return true;
})()
);
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"step 1";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("zhibian", target);
player.chooseToCompare(target);
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} else event.finish();
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"step 2";
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if (result.bool) {
var list = [],
list2 = [
"将" + get.translation(target) + "装备区/判定区中的一张牌移动到你的区域内",
"回复1点体力",
"背水!跳过摸牌阶段,并依次执行上述所有选项",
];
if (
target.hasCard(function (card) {
return player.canEquip(card);
}, "e") ||
target.hasCard(function (card) {
return player.canAddJudge(card);
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}, "j")
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) {
list.push("选项一");
}
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if (player.isDamaged()) {
list.push("选项二");
}
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if (list.includes("选项一")) list.push("背水!");
list.push("cancel2");
player
.chooseControl(list)
.set("choiceList", list2)
.set("ai", function (target) {
if (
player.isDamaged() &&
(player.hp <= 2 ||
!target.countCards("e", function (card) {
return (
player.canEquip(card) &&
get.value(card, target) >= 4 + player.getDamagedHp()
);
}))
)
return 1;
return 0;
});
} else {
player.loseHp();
event.finish();
}
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"step 3";
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if (result.control != "cancel2") {
event.control = result.control;
if (result.control == "选项一" || result.control == "背水!") {
player.choosePlayerCard(target, "ej", true).set("ai", get.buttonValue);
} else event.goto(5);
} else event.finish();
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"step 4";
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if (result.bool) {
var card = result.cards[0];
target.$give(card, player, false);
game.delayx();
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if (get.position(card) == "e") player.equip(card);
else player.addJudge(card);
}
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"step 5";
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if (event.control == "选项二" || event.control == "背水!") {
player.recover();
}
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if (event.control == "背水!") player.skip("phaseDraw");
},
},
yuyan: {
audio: 2,
trigger: { target: "useCardToTarget" },
forced: true,
logTarget: "player",
filter: function (event, player) {
return (
event.card.name == "sha" &&
event.card.isCard &&
typeof get.number(event.card) == "number" &&
player.hp < event.player.hp
);
},
content: function () {
"step 0";
var num = get.number(trigger.card);
if (
num >= 13 ||
!trigger.player.hasCard(function (card) {
if (_status.connectMode && get.position(card) == "h") return true;
return get.number(card) > num;
}, "he")
)
event._result = { bool: false };
else
trigger.player
.chooseCard(
"he",
function (card) {
return get.number(card) > _status.event.number;
},
"交给" +
get.translation(player) +
"一张点数大于" +
get.cnNumber(num) +
"的牌,或令" +
get.translation(trigger.card) +
"对其无效"
)
.set("number", num)
.set("", function (card) {
if (card.name == "shan" || card.name == "tao" || card.name == "jiu")
return false;
return 6 - get.value(card);
});
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"step 1";
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if (result.bool) {
trigger.player.give(result.cards, player);
} else {
trigger.targets.remove(player);
trigger.getParent().triggeredTargets2.remove(player);
trigger.untrigger();
}
},
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ai: {
effect: {
target: function (card, player, target, current) {
if (
card.name == "sha" &&
player.hp > target.hp &&
get.attitude(player, target) < 0
) {
var num = get.number(card);
if (typeof num != "number") return false;
var bs = player.getCards("h", function (cardx) {
return get.number(cardx) > num && !["", "", ""].includes(cardx.name);
});
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if (bs.length < 2) return 0;
if (player.hasSkill("jiu") || player.hasSkill("tianxianjiu")) return;
if (bs.length <= 2) {
for (var i = 0; i < bs.length; i++) {
if (get.value(bs[i]) < 6) {
return [1, 0, 1, -0.5];
}
}
return 0;
}
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return [1, 0, 1, -0.5];
}
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},
},
},
},
//袁涣
2024-04-15 18:10:02 +00:00
qingjue: {
audio: 2,
trigger: { global: "useCardToPlayer" },
logTarget: "player",
round: 1,
filter: function (event, player) {
return (
event.player != player &&
event.target != player &&
event.player != event.target &&
event.player.hp > event.target.hp &&
event.targets.length == 1 &&
event.player.countCards("h") > 0 &&
!event.target.isDying() &&
!event.player.hasSkillTag("noCompareTarget") &&
!player.hasSkillTag("noCompareSource")
);
},
check: function (event, player) {
var target = event.target,
source = event.player;
var eff1 = get.effect(target, event.card, source, player);
if (eff1 >= 0) return false;
var eff2 = get.effect(player, event.card, source, player);
if (eff2 >= 0) return true;
if (eff2 > eff1 / 3)
return player.hasCard(function (card) {
return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3;
});
if (eff2 > eff1 / 2)
return player.hasCard(function (card) {
return card.number > 10 && get.value(card) <= 5;
});
return player.hasCard(function (card) {
return card.number > 11 && get.value(card) <= 5;
});
},
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content: function () {
"step 0";
player.draw();
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"step 1";
2024-04-15 18:10:02 +00:00
if (player.canCompare(trigger.player)) player.chooseToCompare(trigger.player);
else event.finish();
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"step 2";
trigger.targets.remove(trigger.target);
trigger.getParent().triggeredTargets1.remove(trigger.target);
trigger.untrigger();
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if (!result.bool) trigger.targets.push(player);
},
},
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fengjie: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return game.hasPlayer((current) => current != player);
},
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content: function () {
"step 0";
player
.chooseTarget(
"请选择【奉节】的目标",
"选择一名其他角色并获得如下效果直到你下回合开始:一名角色的结束阶段开始时,你将手牌摸至(至多摸至四张)或弃置至与其体力值相等。",
lib.filter.notMe,
true
)
.set("ai", function (target) {
return (target.hp - player.countCards("h")) / get.threaten(target);
});
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"step 1";
2024-04-15 18:10:02 +00:00
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
game.log(player, "选择了", target);
player.storage.fengjie2 = target;
player.addTempSkill("fengjie2", { player: "phaseBegin" });
game.delayx();
}
},
},
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fengjie2: {
audio: "fengjie",
trigger: { global: "phaseJieshuBegin" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
if (!player.storage.fengjie2 || !player.storage.fengjie2.isIn()) return false;
var num1 = player.countCards("h"),
num2 = player.storage.fengjie2.hp;
return num1 != num2;
},
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logTarget: (event, player) => player.storage.fengjie2,
content: function () {
var num1 = player.countCards("h"),
num2 = player.storage.fengjie2.hp;
if (num1 > num2) player.chooseToDiscard("h", true, num1 - num2);
else player.drawTo(Math.min(num1 + 4, num2));
},
},
//陈武董袭
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spyilie: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
content: function () {
"step 0";
player
.chooseControl("选项一", "选项二", "背水!", "cancel2")
.set("choiceList", [
"本阶段内使用【杀】的次数上限+1",
"本回合内使用【杀】被【闪】抵消时摸一张牌",
"背水失去1点体力并依次执行上述所有选项",
])
.set("ai", function () {
if (
player.countCards("hs", function (card) {
return get.name(card) == "sha" && player.hasValueTarget(card);
}) > player.getCardUsable({ name: "sha" })
)
return 0;
return 1;
});
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"step 1";
2024-04-15 18:10:02 +00:00
if (result.control != "cancel2") {
player.logSkill("spyilie");
game.log(player, "选择了", "#g【毅烈】", "的", "#y" + result.control);
if (result.index % 2 == 0) player.addTempSkill("spyilie_add", "phaseUseEnd");
if (result.index > 0) player.addTempSkill("spyilie_miss");
if (result.index == 2) player.loseHp();
}
},
subSkill: {
add: {
charlotte: true,
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1;
},
},
},
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miss: {
charlotte: true,
audio: "spyilie",
trigger: { player: "shaMiss" },
forced: true,
content: function () {
player.draw();
},
},
},
},
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spfenming: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: (event, player) =>
game.hasPlayer((current) => lib.skill.spfenming.filterTarget(null, player, current)),
filterTarget: function (card, player, target) {
if (target.hp > player.hp) return false;
return (
!target.isLinked() ||
target.hasCard(
function (card) {
return lib.filter.canBeGained(card, player, target);
},
target == player ? "e" : "he"
)
);
},
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content: function () {
if (!target.isLinked()) target.link();
else player.gainPlayerCard(target, target == player ? "e" : "he", true);
},
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ai: {
order: 7,
result: {
player: function (player, target) {
if (!target.isLinked())
return get.effect(target, { name: "tiesuo" }, player, player);
return get.effect(target, { name: "shunshou_copy2" }, player, player);
},
},
},
},
//周处
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rechuhai: {
audio: "chuhai",
dutySkill: true,
locked: false,
group: ["rechuhai_add", "rechuhai_achieve", "rechuhai_fail", "rechuhai_chuhai"],
derivation: "zhangming",
subSkill: {
chuhai: {
audio: ["chuhai", 2],
inherit: "chuhai",
prompt: "与一名其他角色进行拼点",
},
add: {
trigger: { player: "compare" },
forced: true,
popup: false,
filter: function (event, player) {
return (
event.getParent().name == "rechuhai_chuhai" &&
event.num1 < 13 &&
player.countCards("e") < 4
);
},
content: function () {
var num = 4 - player.countCards("e");
game.log(player, "的拼点牌点数+", num);
trigger.num1 = Math.min(13, trigger.num1 + num);
},
},
achieve: {
audio: ["chuhai", 2],
trigger: { player: "equipAfter" },
forced: true,
skillAnimation: true,
animationColor: "wood",
filter: function (event, player) {
return player.countCards("e") > 2;
},
content: function () {
player.awakenSkill("rechuhai");
game.log(player, "成功完成使命");
if (player.isDamaged()) player.recover(player.maxHp - player.hp);
player.changeSkills(["zhangming"], ["xianghai"]);
},
},
fail: {
audio: "chuhai3",
trigger: { player: "chooseToCompareAfter" },
forced: true,
filter: function (event, player) {
return (
event.getParent().name == "rechuhai_chuhai" &&
event.num1 < 7 &&
!event.result.bool
);
},
content: function () {
player.awakenSkill("rechuhai");
game.log(player, "使命失败");
},
},
},
},
chuhai3: { audio: true },
zhangming: {
audio: 2,
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
return get.suit(event.card) == "club";
},
content: function () {
trigger.directHit.addArray(
game.filterPlayer(function (current) {
return current != player;
})
);
},
group: "zhangming_damage",
subSkill: {
damage: {
audio: "zhangming",
trigger: { source: "damageEnd" },
forced: true,
usable: 1,
filter: function (event, player) {
return player != event.player;
},
logTarget: "player",
content: function () {
var list = [],
cards = [],
target = trigger.player,
hs = target.getCards("h");
if (hs.length > 0) {
var card = hs.randomGet();
list.push(get.type2(card, target));
player.showCards(
card,
get.translation(player) +
"对" +
get.translation(target) +
"发动了【彰名】"
);
}
target.discard(card);
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for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var type = get.type2(ui.cardPile.childNodes[i], false);
if (!list.includes(type)) {
list.push(type);
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cards.push(ui.cardPile.childNodes[i]);
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}
}
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player.gain(cards, "gain2").gaintag.add("zhangming");
player.addTempSkill("zhangming_keep");
},
},
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keep: {
charlotte: true,
onremove: function (player) {
player.removeGaintag("zhangming");
},
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mod: {
ignoredHandcard: function (card, player) {
if (card.hasGaintag("zhangming")) {
return true;
}
},
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cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("zhangming")) {
return false;
}
},
},
},
},
},
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xianghai: {
audio: 2,
global: "xianghai_g",
mod: {
cardname: function (card) {
if (get.type(card, null, false) == "equip") return "jiu";
},
},
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ai: {
threaten: 2,
},
},
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xianghai_g: {
mod: {
maxHandcard: function (player, num) {
return (
num -
game.countPlayer(function (current) {
return current != player && current.hasSkill("xianghai");
})
);
},
},
},
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chuhai: {
audio: 3,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer((target) => player.canCompare(target, true));
},
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filterTarget: function (card, player, target) {
return player.canCompare(target, true);
},
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content: function () {
"step 0";
player.draw();
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"step 1";
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if (player.canCompare(target)) player.chooseToCompare(target);
else event.finish();
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"step 2";
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if (result.bool) {
player.storage.chuhai2 = target;
player.addTempSkill("chuhai2", "phaseUseEnd");
if (target.countCards("h") > 0) {
player.viewHandcards(target);
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var types = [],
cards = [],
hs = target.getCards("h");
for (var i of hs) {
types.add(get.type2(i, target));
}
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for (var i of types) {
var card = get.cardPile(function (card) {
return get.type2(card, false) == i;
});
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if (card) cards.push(card);
}
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if (cards.length) player.gain(cards, "gain2", "log");
}
}
},
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ai: {
order: 9,
result: {
target: function (player, target) {
if (
player.countCards("hs", function (card) {
return (
get.tag(card, "damage") > 0 &&
player.canUse(card, target, null, true) &&
get.effect(target, card, player, player) > 0 &&
player.hasValueTarget(card, null, true)
);
}) > 0
)
return -3;
return -1;
},
},
},
},
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chuhai2: {
trigger: { source: "damageSource" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
if (event.player != player.storage.chuhai2) return false;
for (var i = 1; i < 6; i++) {
if (player.hasEmptySlot(i)) return true;
}
return false;
},
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content: function () {
for (var i = 1; i < 7; i++) {
if (player.hasEmptySlot(i)) {
var sub = "equip" + i,
card = get.cardPile(function (card) {
return (
get.subtype(card, false) == sub &&
!get.cardtag(card, "gifts") &&
player.canEquip(card)
);
});
if (card) {
player.$gain2(card);
game.delayx();
player.equip(card);
break;
}
}
}
},
},
//文鸯
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dbquedi: {
audio: 2,
trigger: { player: "useCardToPlayered" },
direct: true,
usable: 1,
filter: function (event, player) {
return (
(event.card.name == "sha" || event.card.name == "juedou") &&
event.targets.length == 1 &&
(event.target.countGainableCards(player, "h") > 0 ||
player.hasCard(function (i) {
return (
_status.connectMode ||
(get.type(i, player) == "basic" &&
lib.filter.cardDiscardable(i, player, "dbquedi"))
);
}, "h"))
);
},
content: function () {
"step 0";
var target = trigger.target;
event.target = target;
var list = [];
if (target.countGainableCards(player, "h") > 0) list.push("选项一");
if (
player.hasCard(function (i) {
return (
get.type(i, player) == "basic" &&
lib.filter.cardDiscardable(i, player, "dbquedi")
);
}, "h")
)
list.push("选项二");
list.push("背水!");
list.push("cancel2");
player
.chooseControl(list)
.set("choiceList", [
"获得" + get.translation(target) + "的一张手牌",
"弃置一张基本牌并令" + get.translation(trigger.card) + "伤害+1",
"背水减1点体力上限并执行所有选项",
])
.set("prompt", get.prompt("dbquedi", target))
.set("ai", function () {
var evt = _status.event.getTrigger(),
player = evt.player,
target = evt.target,
card = evt.card;
if (get.attitude(player, target) > 0) return "cancel2";
var bool1 = target.countGainableCards(player, "h") > 0;
var bool2 =
player.hasCard(function (i) {
return (
get.type(i, player) == "basic" &&
lib.filter.cardDiscardable(i, player, "dbquedi") &&
get.value(card, player) < 5
);
}, "h") &&
!target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
});
if (
bool1 &&
bool2 &&
(target.hp <= 2 || (player.isDamaged() && player.maxHp > 3))
)
return "背水!";
if (bool1) return "选项一";
if (bool2) return "选项二";
return "cancel2";
});
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"step 1";
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if (result.control != "cancel2") {
player.logSkill("dbquedi", target);
event.control = result.control;
if (event.control == "背水!") player.loseMaxHp();
} else {
player.storage.counttrigger.dbquedi--;
event.finish();
}
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"step 2";
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if (
(event.control == "选项一" || event.control == "背水!") &&
target.countGainableCards(player, "h") > 0
)
player.gainPlayerCard(target, true, "h");
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"step 3";
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if (
(event.control == "选项二" || event.control == "背水!") &&
player.hasCard(function (i) {
return (
get.type(i, player) == "basic" &&
lib.filter.cardDiscardable(i, player, "dbquedi")
);
}, "h")
) {
player.chooseToDiscard("h", "弃置一张基本牌", { type: "basic" }, true);
} else event.finish();
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"step 4";
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if (result.bool) trigger.getParent().baseDamage++;
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
if (
tag !== "directHit_ai" ||
!arg ||
!arg.card ||
!arg.target ||
(arg.card.name != "sha" && arg.card.name != "juedou")
)
return false;
if (
player.storage.counttrigger &&
player.storage.counttrigger.dbquedi &&
player.storage.counttrigger.dbquedi > 0
)
return false;
if (
arg.target.countCards("h") == 1 &&
(arg.card.name != "sha" ||
!arg.target.hasSkillTag("freeShan", false, {
player: player,
card: arg.card,
}) ||
player.hasSkillTag("unequip", false, {
name: arg.card ? arg.card.name : null,
target: arg.target,
card: arg.card,
}) ||
player.hasSkillTag("unequip_ai", false, {
name: arg.card ? arg.card.name : null,
target: arg.target,
card: arg.card,
}))
)
return true;
return false;
},
},
},
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dbzhuifeng: {
audio: 2,
groupSkill: true,
enable: "chooseToUse",
usable: 2,
viewAsFilter: function (player) {
return player.group == "wei" && player.hp > 0;
},
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viewAs: { name: "juedou", isCard: true },
filterCard: () => false,
selectCard: -1,
log: false,
precontent: function () {
"step 0";
player.logSkill("dbzhuifeng");
player.loseHp();
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event.forceDie = true;
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"step 1";
2023-09-29 17:25:15 +00:00
//特殊处理
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if (player.isDead()) {
player.useResult(event.result, event.getParent()).forceDie = true;
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}
},
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ai: {
order: function () {
return get.order({ name: "juedou" }) - 0.5;
},
},
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group: "dbzhuifeng_self",
subSkill: {
self: {
trigger: { player: "damageBegin2" },
forced: true,
filter: function (event, player) {
var evt = event.getParent();
return evt.skill == "dbzhuifeng" && evt.player == player;
},
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content: function () {
trigger.cancel();
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player.getStat().skill.dbzhuifeng = 2;
},
},
},
},
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dbchongjian: {
audio: 2,
groupSkill: true,
hiddenCard: function (player, name) {
if (
player.group == "wu" &&
(name == "sha" || name == "jiu") &&
player.hasCard(function (card) {
return get.type(card) == "equip";
}, "hes")
)
return true;
return false;
},
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enable: "chooseToUse",
filter: function (event, player) {
return (
player.group == "wu" &&
player.hasCard(function (card) {
return get.type(card) == "equip";
}, "hes") &&
(event.filterCard({ name: "sha" }, player, event) ||
event.filterCard({ name: "jiu" }, player, event))
);
},
locked: false,
mod: {
targetInRange: function (card) {
if (card.storage && card.storage.dbchongjian) return true;
},
},
chooseButton: {
dialog: function () {
var list = [];
list.push(["基本", "", "sha"]);
for (var i of lib.inpile_nature) list.push(["基本", "", "sha", i]);
list.push(["基本", "", "jiu"]);
return ui.create.dialog("冲坚", [list, "vcard"]);
},
filter: function (button, player) {
var evt = _status.event.getParent();
return evt.filterCard(
{ name: button.link[2], nature: button.link[3], isCard: true },
player,
evt
);
},
check: function (button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player;
if (
button.link[2] == "jiu" &&
(player.hasCard(function (card) {
return get.name(card) == "sha";
}, "hs") ||
player.countCards("hes", function (card) {
if (get.type(card) != "equip") return false;
if (get.position(card) == "e") {
if (player.hasSkillTag("noe")) return 10 - get.value(card) > 0;
var sub = get.subtype(card);
if (
player.hasCard(function (card) {
return (
get.subtype(card) == sub &&
player.canUse(card, player) &&
get.effect(player, card, player, player) > 0
);
}, "hs")
)
return 10 - get.value(card) > 0;
}
return 5 - get.value(card) > 0;
}) > 1)
)
return player.getUseValue({ name: "jiu" }) * 4;
return player.getUseValue({ name: button.link[2], nature: button.link[3] }, false);
},
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backup: function (links, player) {
return {
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audio: "dbchongjian",
viewAs: {
name: links[0][2],
nature: links[0][3],
//isCard:true,
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storage: { dbchongjian: true },
},
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filterCard: { type: "equip" },
position: "hes",
popname: true,
precontent: function () {
player.addTempSkill("dbchongjian_effect");
},
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check: function (card) {
var player = _status.event.player;
if (get.position(card) == "e") {
if (player.hasSkillTag("noe")) return 10 - get.value(card);
var sub = get.subtype(card);
if (
player.hasCard(function (card) {
return (
get.subtype(card) == sub &&
player.canUse(card, player) &&
get.effect(player, card, player, player) > 0
);
}, "hs")
)
return 10 - get.value(card);
}
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return 5 - get.value(card);
},
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};
},
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prompt: function (links) {
return (
"将一张装备牌当做" +
(links[0][3] ? get.translation(links[0][3]) : "") +
"【" +
get.translation(links[0][2]) +
"】使用"
);
},
},
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ai: {
unequip: true,
respondSha: true,
skillTagFilter: function (player, tag, arg) {
if (tag == "unequip") {
if (
player.group != "wu" ||
!arg ||
!arg.card ||
!arg.card.storage ||
!arg.card.storage.dbchongjian
)
return false;
return true;
}
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return (
player.group == "wu" &&
arg == "use" &&
player.hasCard(function (card) {
return get.type(card) == "equip";
}, "hes")
);
},
order: function (item, player) {
if (_status.event.type != "phase") return 1;
var player = _status.event.player;
if (
player.hasCard(function (card) {
if (get.value(card, player) < 0) return true;
var sub = get.subtype(card);
return (
player.hasCard(function (card) {
return (
get.subtype(card) == sub &&
player.canUse(card, player) &&
get.effect(player, card, player, player) > 0
);
}, "hs") > 0
);
}, "e")
)
return 10;
if (
player.countCards("hs", "sha") ||
player.countCards("he", function (card) {
return get.type(card) == "equip" && get.value(card, player) < 5;
}) > 1
)
return get.order({ name: "jiu" }) - 0.1;
return get.order({ name: "sha" }) - 0.1;
},
result: { player: 1 },
},
subSkill: {
effect: {
charlotte: true,
mod: {
targetInRange: function (card) {
if (card.storage && card.storage.dbchongjian) return true;
},
},
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trigger: { source: "damageSource" },
forced: true,
logTarget: "player",
filter: function (event, player) {
return (
event.parent.skill == "dbchongjian_backup" &&
event.card.name == "sha" &&
event.getParent().name == "sha" &&
event.player.countGainableCards(player, "e") > 0
);
},
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content: function () {
player.gainPlayerCard(trigger.player, "e", true, trigger.num);
},
},
},
},
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dbchoujue: {
audio: 2,
trigger: { source: "dieAfter" },
forced: true,
content: function () {
player.gainMaxHp();
player.draw(2);
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player.addSkill("counttrigger");
if (!player.storage.counttrigger) player.storage.counttrigger = {};
if (!player.storage.counttrigger.dbquedi) player.storage.counttrigger.dbquedi = 0;
player.storage.counttrigger.dbquedi--;
},
},
//王淩
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xingqi: {
audio: 2,
trigger: { player: "useCard" },
forced: true,
locked: false,
filter: function (event, player) {
return (
get.type(event.card, false) != "delay" &&
!player.getStorage("xingqi").includes(event.card.name)
);
},
content: function () {
player.markAuto("xingqi", [trigger.card.name]);
game.log(player, "获得了一个", "#g【备(" + get.translation(trigger.card.name) + ")】");
},
marktext: "备",
intro: {
content: "$",
onunmark: function (storage, player) {
delete player.storage.xingqi;
},
},
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group: "xingqi_gain",
subSkill: {
gain: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.getStorage("xingqi").length > 0;
},
content: function () {
"step 0";
player.removeSkill("mibei_mark");
player
.chooseButton([
"星启:是否获得一张牌?",
[player.getStorage("xingqi"), "vcard"],
])
.set("ai", function (button) {
var card = { name: button.link[2] },
player = _status.event.player;
if (
!get.cardPile2(function (cardx) {
return cardx.name == card.name;
})
)
return 0;
return get.value(card, player) * player.getUseValue(card);
});
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"step 1";
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if (result.bool) {
player.logSkill("xingqi");
var name = result.links[0][2];
game.log(player, "移去了一个", "#g【备(" + get.translation(name) + ")】");
player.unmarkAuto("xingqi", [name]);
var card = get.cardPile2(function (card) {
return card.name == name;
});
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if (card) player.gain(card, "gain2");
}
},
},
},
},
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xinzifu: {
audio: "zifu",
trigger: { player: "phaseUseEnd" },
forced: true,
filter: function (event, player) {
return (
player.getStorage("xingqi").length > 0 &&
!player.hasHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == event;
})
);
},
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content: function () {
game.log(player, "移去了所有", "#g【备】");
player.unmarkSkill("xingqi");
player.addTempSkill("xinzifu_limit");
player.addMark("xinzifu_limit", 1, false);
},
ai: {
neg: true,
combo: "xingqi",
},
subSkill: {
limit: {
charlotte: true,
markimage: "image/card/handcard.png",
intro: {
content: function (storage, player) {
var num = -player.countMark("xinzifu_limit");
return "手牌上限" + num;
},
},
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mod: {
maxHandcard: function (player, num) {
return num - player.countMark("xinzifu_limit");
},
},
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},
},
},
mibei: {
audio: 2,
trigger: { player: "useCardAfter" },
dutySkill: true,
forced: true,
locked: false,
direct: true,
filter: function (event, player) {
if (!player.storage.xingqi || !player.storage.xingqi.length) return false;
var map = { basic: 0, trick: 0, equip: 0 };
for (var i of player.storage.xingqi) {
var type = get.type(i);
if (typeof map[type] == "number") map[type]++;
}
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for (var i in map) {
if (map[i] < 2) return false;
}
return true;
},
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content: function () {
"step 0";
player.logSkill("twmibei_achieve");
game.log(player, "成功完成使命");
player.awakenSkill("mibei");
var list = ["basic", "equip", "trick"],
cards = [];
for (var i of list) {
var card = get.cardPile2(function (card) {
return get.type(card) == i;
});
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if (card) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2");
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"step 1";
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player.addSkills("xinmouli");
},
group: ["mibei_fail", "mibei_silent"],
derivation: "xinmouli",
subSkill: {
silent: {
charlotte: true,
trigger: { player: "phaseZhunbeiBegin" },
silent: true,
lastDo: true,
filter: function (event, player) {
return !player.getStorage("xingqi").length;
},
content: function () {
player.addTempSkill("mibei_mark");
},
},
mark: { charlotte: true },
fail: {
audio: "mibei2",
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return !player.getStorage("xingqi").length && player.hasSkill("mibei_mark");
},
forced: true,
content: function () {
game.log(player, "使命失败");
player.awakenSkill("mibei");
player.loseMaxHp();
},
},
},
},
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mibei1: { audio: true },
mibei2: { audio: true },
xinmouli: {
audio: "mouli",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.getStorage("xingqi").length > 0;
},
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filterTarget: lib.filter.notMe,
content: function () {
"step 0";
target
.chooseButton(
["谋立:是否获得一张牌?", [player.getStorage("xingqi"), "vcard"]],
true
)
.set("ai", function (button) {
var card = { name: button.link[2] },
player = _status.event.player;
return get.value(card, player);
});
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"step 1";
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if (result.bool) {
var name = result.links[0][2];
game.log(player, "移去了一个", "#g【备(" + get.translation(name) + ")】");
player.unmarkAuto("xingqi", [name]);
var card = get.cardPile2(function (card) {
return card.name == name;
});
if (card) target.gain(card, "gain2");
}
},
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ai: {
combo: "xingqi",
order: 1,
result: {
target: function (player, target) {
if (target.hasSkillTag("nogain")) return 0;
return 1;
},
},
},
},
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mouli: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
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filterCard: true,
position: "h",
filterTarget: lib.filter.notMe,
discard: false,
lose: false,
delay: false,
check: function (card) {
return 8 - get.value(card);
},
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content: function () {
player.give(cards, target);
if (!target.storage.mouli2) target.storage.mouli2 = [];
if (!target.storage.mouli3) target.storage.mouli3 = [];
target.storage.mouli2.add(player);
target.storage.mouli3.push(player);
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target.addSkill("mouli_effect");
},
ai: {
threaten: 1.2,
order: 4,
result: {
target: 1,
},
},
subSkill: {
effect: {
trigger: { player: "useCard" },
forced: true,
charlotte: true,
filter: function (event, player) {
if (event.card.name != "sha" && event.card.name != "shan") return false;
for (var i of player.storage.mouli3) {
if (i.isIn()) return true;
}
return false;
},
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logTarget: function (event, player) {
return player.storage.mouli3;
},
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content: function () {
"step 0";
game.delayx();
player.storage.mouli3.sortBySeat();
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if (player.storage.mouli3.length == 1) {
player.storage.mouli3[0].draw(3);
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player.storage.mouli3.length = 0;
event.finish();
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} else game.asyncDraw(player.storage.mouli3, 3);
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"step 1";
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player.storage.mouli3.length = 0;
game.delayx();
},
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group: ["mouli_sha", "mouli_shan", "mouli_clear"],
mark: true,
intro: {
content: "已因$获得“谋立”效果",
},
},
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sha: {
enable: "chooseToUse",
viewAs: { name: "sha" },
filterCard: { color: "black" },
position: "he",
prompt: "将一张黑色牌当做杀使用",
check: function (card) {
return 6 - get.value(card);
},
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viewAsFilter: function (player) {
return player.countCards("he", { color: "black" }) > 0;
},
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ai: {
respondSha: true,
skillTagFilter: function (player) {
return player.countCards("he", { color: "black" }) > 0;
},
},
},
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shan: {
enable: "chooseToUse",
viewAs: { name: "shan" },
filterCard: { color: "red" },
position: "he",
prompt: "将一张红色牌当做闪使用",
check: function (card) {
return 7 - get.value(card);
},
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viewAsFilter: function (player) {
return player.countCards("he", { color: "red" }) > 0;
},
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ai: {
respondShan: true,
skillTagFilter: function (player) {
return player.countCards("he", { color: "red" }) > 0;
},
},
},
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clear: {
trigger: { global: ["phaseBegin", "dieAfter"] },
forced: true,
silent: true,
popup: false,
lastDo: true,
forceDie: true,
filter: function (event, player) {
if (event.name == "die" && player == event.player) return true;
return player.storage.mouli2.includes(event.player);
},
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content: function () {
if (trigger.name == "die" && player == trigger.player) {
player.removeSkill("mouli_effect");
delete player.storage.mouli2;
delete player.storage.mouli3;
return;
}
player.storage.mouli2.remove(trigger.player);
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while (player.storage.mouli3.includes(trigger.player))
player.storage.mouli3.remove(trigger.player);
if (!player.storage.mouli2.length) player.removeSkill("mouli_effect");
},
},
},
},
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zifu: {
audio: 2,
trigger: { global: "dieAfter" },
forced: true,
filter: function (event, player) {
return event.player.storage.mouli2 && event.player.storage.mouli2.includes(player);
},
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content: function () {
player.loseMaxHp(2);
},
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ai: {
combo: "mouli",
neg: true,
},
},
//孔融
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xinlirang: {
audio: "splirang",
trigger: { global: "phaseDrawBegin2" },
logTarget: "player",
filter: function (event, player) {
return !event.numFixed && event.player != player && player.countMark("xinlirang") == 0;
},
prompt2: "获得一枚“谦”并令其多摸两张牌",
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
content: function () {
trigger.num += 2;
player.addMark("xinlirang", 1);
player.addTempSkill("xinlirang_gain");
},
marktext: "谦",
intro: {
name: "谦",
content: "mark",
},
group: "xinlirang_skip",
subSkill: {
gain: {
audio: "splirang",
trigger: { global: "phaseDiscardEnd" },
direct: true,
filter: function (event, player) {
return event.player.hasHistory("lose", function (evt) {
return (
evt.type == "discard" &&
evt.cards2.filterInD("d").length > 0 &&
evt.getParent("phaseDiscard") == event
);
});
},
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content: function () {
"step 0";
var cards = [];
trigger.player.getHistory("lose", function (evt) {
if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger)
cards.addArray(evt.cards2.filterInD("d"));
});
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player.chooseButton(["礼让:是否获得其中至多两张牌?", cards], [1, 2]);
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"step 1";
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if (result.bool) {
player.logSkill("xinlirang_gain", trigger.player);
player.gain(result.links, "gain2");
}
},
},
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skip: {
audio: "splirang",
trigger: { player: "phaseDrawBefore" },
forced: true,
filter: function (event, player) {
return player.hasMark("xinlirang");
},
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content: function () {
trigger.cancel();
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player.removeMark("xinlirang", player.countMark("xinlirang"));
},
},
},
},
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xinmingshi: {
audio: "spmingshi",
trigger: { player: "damageEnd" },
forced: true,
logTarget: "source",
filter: function (event, player) {
return (
event.source &&
event.source.isIn() &&
player.hasMark("xinlirang") &&
event.source.countCards("he") > 0
);
},
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content: function () {
"step 0";
trigger.source
.chooseToDiscard("he", true)
.set("color", get.attitude(trigger.source, player) > 0 ? "red" : "black")
.set("ai", function (card) {
return (get.color(card) == _status.event.color ? 4 : 0) - get.value(card);
});
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"step 1";
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if (result.bool && result.cards && result.cards.length) {
var card = result.cards[0];
if (get.color(card, trigger.source) == "red") player.recover();
else if (get.position(card, true) == "d") player.gain(card, "gain2");
}
},
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ai: {
combo: "xinlirang",
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage") && target.hasMark("xinlirang")) {
var cards = [card];
if (card.cards && card.cards.length) cards.addArray(card.cards);
if (ui.selected.cards.length) cards.addArray(ui.selected.cards);
if (
!player.countCards("he", function (card) {
return !cards.includes(card);
})
)
return;
if (
!player.countCards("h", function (card) {
return (
!cards.includes(card) &&
get.color(card) == "black" &&
get.value(card, player) < 6
);
})
)
return "zerotarget";
return 0.5;
}
},
},
},
},
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spmingshi: {
audio: 2,
trigger: { player: "damageEnd" },
forced: true,
logTarget: "source",
filter: function (event, player) {
return event.source && player != event.source && event.source.countCards("he") > 0;
},
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content: function () {
"step 0";
event.count = trigger.num;
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"step 1";
event.count--;
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trigger.source.chooseToDiscard("he", true);
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"step 2";
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if (
event.count > 0 &&
result.bool &&
lib.skill.spmingshi.filter(trigger, player) &&
player.hasSkill("spmingshi")
)
event.goto(1);
},
ai: {
threaten: 0.8,
maixie: true,
maixie_defend: true,
},
},
splirang: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
var hs = player.getCards("h");
if (!hs.length) return false;
for (var i of hs) {
if (!lib.filter.cardDiscardable(i, player, "splirang")) return false;
}
return true;
},
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filterCard: true,
selectCard: -1,
content: function () {
"step 0";
cards = cards.filterInD("d");
if (!cards.length || player.hp < 1) event.goto(3);
else
player
.chooseButton(
["将任意张牌交给一名其他角色", cards],
[1, Math.min(cards.length, player.hp)]
)
.set("ai", function (button) {
return get.value(button.link);
});
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"step 1";
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if (result.bool) {
event.cards = result.links;
player
.chooseTarget(
true,
"令一名角色获得" + get.translation(event.cards),
lib.filter.notMe
)
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) att /= 10;
if (target.hasJudge("lebu")) att /= 5;
return att;
});
} else event.goto(3);
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"step 2";
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if (result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target, "green");
target.gain(cards, "gain2");
}
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"step 3";
player.draw();
},
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ai: {
order: 0.1,
result: {
player: function (player) {
var hs = player.getCards("h");
if (
hs.length <= player.hp &&
game.hasPlayer(function (current) {
return (
current != player &&
get.attitude(player, current) > 0 &&
!current.hasJudge("lebu") &&
!current.hasSkillTag("nogain")
);
})
)
return 1;
if (get.value(hs, player) < 6) return 1;
return 0;
},
},
},
},
//糜夫人
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xinguixiu: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return player.hp % 2 == 1 || player.isDamaged();
},
content: function () {
if (player.hp % 2 == 1) player.draw();
else player.recover();
},
},
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qingyu: {
audio: 3,
dutySkill: true,
locked: false,
group: ["qingyu_achieve", "qingyu_fail", "qingyu_defend"],
subSkill: {
defend: {
audio: "qingyu1",
trigger: { player: "damageBegin2" },
filter: function (event, player) {
return (
player.countCards("he", function (card) {
return lib.filter.cardDiscardable(card, player, "qingyu_defend");
}) > 1
);
},
forced: true,
content: function () {
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trigger.cancel();
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player.chooseToDiscard(2, "he", true);
},
},
achieve: {
audio: "qingyu3",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
skillAnimation: true,
animationColor: "fire",
filter: function (event, player) {
return player.isHealthy() && player.countCards("h") == 0;
},
content: function () {
game.log(player, "成功完成使命");
player.awakenSkill("qingyu");
player.addSkills("xuancun");
},
},
fail: {
audio: "qingyu2",
trigger: { player: "dying" },
forced: true,
content: function () {
game.log(player, "使命失败");
player.awakenSkill("qingyu");
player.loseMaxHp();
},
},
},
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derivation: "xuancun",
},
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qingyu1: { audio: true },
qingyu2: { audio: true },
qingyu3: { audio: true },
xuancun: {
audio: 2,
trigger: { global: "phaseEnd" },
filter: function (event, player) {
return player != event.player && player.countCards("h") < player.hp;
},
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logTarget: "player",
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
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prompt2: function (event, player) {
return "令其摸" + get.cnNumber(Math.min(2, player.hp - player.countCards("h"))) + "张牌";
},
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content: function () {
trigger.player.draw(Math.min(2, player.hp - player.countCards("h")));
},
},
//羊祜
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mingfa: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return (
player.storage.mingfa &&
player.countCards("h") > 0 &&
player.getCards("he").includes(player.storage.mingfa) &&
!player.hasSkillTag("noCompareSource") &&
game.hasPlayer(function (current) {
return current != player && player.canCompare(current);
})
);
},
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content: function () {
"step 0";
event.card = player.storage.mingfa;
delete player.storage.mingfa;
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player
.chooseTarget(
get.prompt("mingfa"),
"用" + get.translation(event.card) + "和一名其他角色拼点",
function (card, player, target) {
return player.canCompare(target);
}
)
.set("ai", function (target) {
var player = _status.event.player,
card = _status.event.getParent().card;
if (
card.number > 9 ||
!target.countCards("h", function (cardx) {
return cardx.number >= card.number + 2;
})
)
return -get.attitude(player, target) / Math.sqrt(target.countCards("h"));
return 0;
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("mingfa", target);
var next = player.chooseToCompare(target);
if (!next.fixedResult) next.fixedResult = {};
next.fixedResult[player.playerid] = event.card;
} else {
player.removeGaintag("mingfa");
event.finish();
}
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"step 2";
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if (result.bool) {
player.gainPlayerCard(target, true, "he");
if (event.card.number == 1) event.finish();
} else {
player.addTempSkill("mingfa_block");
event.finish();
}
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"step 3";
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var card = get.cardPile2(function (card) {
return card.number == event.card.number - 1;
});
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if (card) player.gain(card, "gain2");
},
group: ["mingfa_choose", "mingfa_add", "mingfa_mark"],
subSkill: {
block: {
mod: {
playerEnabled: function (card, player, target) {
if (player != target) return false;
},
},
},
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choose: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
player
.chooseCard("he", get.prompt("mingfa"), "选择展示自己的一张牌")
.set("ai", function (card) {
return (
Math.min(13, get.number(card) + 2) /
Math.pow(Math.min(2, get.value(card)), 0.25)
);
});
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"step 1";
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if (result.bool) {
var card = result.cards[0];
player.logSkill("mingfa");
player.removeGaintag("mingfa");
player.addGaintag(card, "mingfa");
player.storage.mingfa = card;
player.showCards(card, get.translation(player) + "发动了【明伐】");
}
},
},
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add: {
trigger: { player: "compare", target: "compare" },
filter: function (event, player) {
if (event.player == player) return !event.iwhile;
return true;
},
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forced: true,
locked: false,
content: function () {
if (player == trigger.player) {
trigger.num1 += 2;
if (trigger.num1 > 13) trigger.num1 = 13;
} else {
trigger.num2 += 2;
if (trigger.num2 > 13) trigger.num2 = 13;
}
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game.log(player, "的拼点牌点数+2");
},
},
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mark: {
trigger: { player: "gainEnd" },
silent: true,
firstDo: true,
filter: function (event, player) {
return (
player.storage.mingfa &&
event.cards.includes(player.storage.mingfa) &&
player.getCards("h").includes(player.storage.mingfa)
);
},
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content: function () {
player.addGaintag(player.storage.mingfa, "mingfa");
},
},
},
},
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rongbei: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return game.hasPlayer((current) => lib.skill.rongbei.filterTarget(null, player, current));
},
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filterTarget: function (card, player, target) {
for (var i = 1; i < 6; i++) {
if (target.hasEmptySlot(i)) return true;
}
return false;
},
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content: function () {
"step 0";
event.num = 1;
player.awakenSkill("rongbei");
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"step 1";
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while (!target.hasEmptySlot(event.num)) {
event.num++;
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if (event.num > 5) {
event.finish();
return;
}
}
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var card = get.cardPile2(function (card) {
return get.subtype(card) == "equip" + event.num && target.canUse(card, target);
});
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if (card) {
target.chooseUseTarget(card, true, "nopopup");
}
event.num++;
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if (event.num <= 5) event.redo();
},
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ai: {
order: 5,
result: {
target: function (player, target) {
return (
(target.hasSkillTag("noe") ? 2 : 1) *
(5 - target.countCards("e") - target.countDisabled())
);
},
},
},
},
//桥公
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yizhu: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
locked: false,
content: function () {
"step 0";
player.draw(2);
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"step 1";
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var hs = player.getCards("he");
if (!hs.length) event.finish();
else if (hs.length <= 2) event._result = { bool: true, cards: hs };
else player.chooseCard("he", true, 2, "选择两张牌洗入牌堆");
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"step 2";
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if (result.bool) {
player.$throw(result.cards.length, 1000);
player.lose(result.cards, ui.cardPile).insert_index = function () {
return ui.cardPile.childNodes[get.rand(0, game.players.length * 2 - 2)];
};
player.markAuto("yizhu", result.cards);
} else event.finish();
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"step 3";
game.updateRoundNumber();
game.delayx();
},
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intro: {
mark: function (dialog, content, player) {
if (player == game.me || player.isUnderControl()) dialog.addAuto(content);
else {
var names = [];
for (var i of content) names.add(i.name);
return get.translation(names);
}
},
},
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group: "yizhu_use",
subSkill: {
use: {
audio: "yizhu",
trigger: { global: "useCardToPlayer" },
filter: function (event, player) {
return (
player.storage.yizhu &&
player.storage.yizhu.length &&
event.player != player &&
event.targets.length == 1 &&
event.cards.filter(function (i) {
return player.storage.yizhu.includes(i);
}).length > 0
);
},
logTarget: "player",
check: function (event, player) {
return get.effect(event.targets[0], event.card, event.player, player) < 0;
},
prompt2: function (event, player) {
return "令" + get.translation(event.card) + "无效";
},
content: function () {
trigger.cancel();
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trigger.targets.length = 0;
trigger.getParent().triggeredTargets1.length = 0;
var list = trigger.cards.filter(function (i) {
return player.storage.yizhu.includes(i);
});
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player.unmarkAuto("yizhu", list);
game.delayx();
},
},
},
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},
luanchou: {
audio: 2,
enable: "phaseUse",
usable: 1,
selectTarget: 2,
filterTarget: true,
multitarget: true,
multiline: true,
content: function () {
game.countPlayer(function (current) {
var num = current.countMark("luanchou");
if (num) current.removeMark("luanchou", num);
});
targets.sortBySeat();
for (var i of targets) i.addMark("luanchou", 1);
},
global: ["gonghuan", "gonghuan_clear"],
derivation: "gonghuan",
marktext: "姻",
intro: {
name: "共患",
content: () => lib.translate.gonghuan_info,
onunmark: true,
},
ai: {
order: 10,
expose: 0.2,
result: {
target: function (player, target) {
if (!ui.selected.targets.length) return -Math.pow(target.hp, 3);
if (target.hp >= ui.selected.targets[0].hp) return 0;
return Math.pow(ui.selected.targets[0].hp - target.hp, 3);
},
},
},
},
gonghuan: {
audio: 2,
forceaudio: true,
trigger: { global: "damageBegin4" },
usable: 1,
forced: true,
logTarget: "player",
filter: function (event, player) {
return (
event.player.hp < player.hp &&
player.hasMark("luanchou") &&
event.player.hasMark("luanchou") &&
game.hasPlayer(function (current) {
return current.hasSkill("luanchou");
})
);
},
content: function () {
trigger._gonghuan_player = trigger.player;
trigger.player = player;
},
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ai: {
effect: {
target: function (card, player, target) {
if (_status.luanchou_judging) return;
if (get.tag(card, "damage") && target.hasMark("luanchou")) {
var other = game.findPlayer(function (current) {
return (
current != target &&
current.hasMark("luanchou") &&
current.hp > target.hp &&
(!current.storage.counttrigger ||
!current.storage.counttrigger.gonghuan)
);
});
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if (!other) return;
_status.luanchou_judging = true;
var eff = [
0,
0,
0,
get.damageEffect(other, player, player, get.nature(card)) /
get.attitude(player, player),
];
delete _status.luanchou_judging;
return eff;
}
},
},
},
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subSkill: {
clear: {
trigger: { player: "damageEnd" },
forced: true,
popup: false,
filter: function (event, player) {
return event._gonghuan_player;
},
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content: function () {
player.removeMark("luanchou", player.countMark("luanchou"));
trigger._gonghuan_player.removeMark(
"luanchou",
trigger._gonghuan_player.countMark("luanchou")
);
},
},
},
},
//刘璋
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xiusheng: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return (
player.storage.yinlang &&
game.hasPlayer(function (current) {
return current.group == player.storage.yinlang;
})
);
},
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content: function () {
"step 0";
if (player.storage.xiusheng && player.storage.xiusheng.length > 0)
player.unmarkSkill("xiusheng");
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"step 1";
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event.num = game.countPlayer(function (current) {
return current.group == player.storage.yinlang;
});
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if (event.num > 0) player.draw(event.num);
else event.finish();
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"step 2";
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var he = player.getCards("he");
if (!he.length) event.finish();
else if (he.length < num) event._result = { bool: true, cards: he };
else player.chooseCard("he", true, num, "选择" + get.cnNumber(num) + "张牌作为生");
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"step 3";
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if (result.bool) {
var cards = result.cards;
player.markAuto("xiusheng", cards);
game.log(player, "将", cards, "放在了武将牌上");
player.lose(cards, ui.special, "toStorage");
}
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"step 4";
game.delayx();
},
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intro: {
content: "cards",
onunmark: "throw",
},
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ai: { combo: "yinlang" },
},
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yinlang: {
audio: 2,
trigger: { player: "phaseBegin" },
direct: true,
filter: function (event, player) {
return (
!player.hasSkill("yinlang_round") &&
game.hasPlayer(function (current) {
return current.group && current.group != "unknown";
})
);
},
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content: function () {
"step 0";
var list = [];
game.countPlayer(function (current) {
if (current.group && current.group != "unknown") list.add(current.group);
});
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list.sort(function (a, b) {
return lib.group.indexOf(a) - lib.group.indexOf(b);
});
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if (!player.hasSkill("yinlang")) list.push("cancel2");
player
.chooseControl(list)
.set("prompt", "引狼:请选择一个势力")
.set("ai", function () {
return _status.event.choice;
})
.set(
"choice",
(function () {
var getn = function (group) {
return game.countPlayer(function (current) {
if (current.group != group) return false;
if (get.attitude(current, player) > 0) return 1.5;
if (!current.inRange(player)) return 1;
return 0.6;
});
};
list.sort(function (a, b) {
return getn(b) - getn(a);
});
return list[0];
})()
);
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"step 1";
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if (result.control != "cancel2") {
player.logSkill(
"yinlang",
game.filterPlayer(function (current) {
return current.group == result.control;
})
);
game.log(player, "选择了", "#y" + get.translation(result.control + 2));
player.storage.yinlang = result.control;
player.markSkill("yinlang");
}
},
ai: { combo: "xiusheng" },
intro: { content: "已选择了$势力" },
group: "yinlang_gain",
subSkill: {
round: {},
gain: {
audio: "yinlang",
trigger: { global: "phaseUseBegin" },
forced: true,
locked: false,
filter: function (event, player) {
return (
event.player.group == player.storage.yinlang &&
event.player.isIn() &&
player.getStorage("xiusheng").length > 0
);
},
logTarget: "player",
content: function () {
"step 0";
var str = get.translation(player);
event.target = trigger.player;
event.target
.chooseControl()
.set("choiceList", [
"获得" + str + "的一张“生”,然后本阶段使用牌时只能指定其为目标",
"令" + str + "获得一张“生”",
])
.set("ai", function () {
var evt = _status.event.getParent(),
player = evt.target,
target = evt.player;
if (get.attitude(player, target) > 0) return 1;
if (
!player.countCards("hs", function (card) {
return (
player.hasValueTarget(card, null, true) &&
(!player.canUse(card, target, null, true) ||
get.effect(target, card, player, player) < 0)
);
})
)
return 0;
return 1;
});
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"step 1";
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event.gainner = result.index == 0 ? target : player;
if (result.index == 0) event.block = true;
event.gainner.chooseButton(["选择获得一张“生”", player.storage.xiusheng], true);
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"step 2";
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player.unmarkAuto("xiusheng", result.links);
event.gainner.gain(result.links, "gain2");
if (event.block) {
target.markAuto("yinlang_block", [player]);
target.addTempSkill("yinlang_block", "phaseUseAfter");
}
},
},
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block: {
mod: {
playerEnabled: function (card, player, target) {
var info = get.info(card);
if (info && info.singleCard && ui.selected.cards.length) return;
if (!player.getStorage("yinlang_block").includes(target)) return false;
},
},
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onremove: true,
},
},
},
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huaibi: {
audio: 2,
zhuSkill: true,
mod: {
maxHandcard: function (player, num) {
if (player.storage.yinlang && player.hasZhuSkill("huaibi"))
return (
num +
game.countPlayer(function (current) {
return current.group == player.storage.yinlang;
})
);
},
},
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ai: { combo: "yinlang" },
},
//张温
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gebo: {
audio: 2,
trigger: { global: "recoverAfter" },
forced: true,
content: function () {
game.cardsGotoSpecial(get.cards(), "toRenku");
},
},
spsongshu: {
audio: 2,
trigger: { global: "phaseDrawBegin1" },
logTarget: "player",
filter: function (event, player) {
return (
event.player.hp > player.hp &&
player.hp > 0 &&
!event.numFixed &&
_status.renku.length > 0
);
},
check: function (event, player) {
var num = Math.min(5, player.hp, _status.renku.length);
if (num <= event.num) return get.attitude(player, event.player) < 0;
return false;
},
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content: function () {
"step 0";
trigger.changeToZero();
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var num = Math.min(5, player.hp, _status.renku.length);
trigger.player.chooseButton(
["选择获得" + get.cnNumber(num) + "张牌", _status.renku],
true,
num
);
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"step 1";
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if (result.bool) {
var cards = result.links;
_status.renku.removeArray(cards);
game.updateRenku();
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trigger.player.gain(cards, "gain2", "fromRenku");
trigger.player.addTempSkill("spsongshu_block");
}
},
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init: function (player) {
player.storage.renku = true;
},
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subSkill: {
block: {
mod: {
playerEnabled: function (card, player, target) {
if (player != target) return false;
},
},
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mark: true,
intro: { content: "不能对其他角色使用牌" },
},
},
},
//张机
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jishi: {
audio: 2,
trigger: { player: "useCardAfter" },
forced: true,
filter: function (event, player) {
return (
event.cards.filterInD().length > 0 &&
!player.getHistory("sourceDamage", function (evt) {
return evt.card == event.card;
}).length
);
},
content: function () {
var cards = trigger.cards.filterInD();
game.log(player, "将", cards, "置于了仁库");
game.cardsGotoSpecial(cards, "toRenku");
},
init: function (player) {
player.storage.renku = true;
},
group: "jishi_draw",
subSkill: {
draw: {
trigger: {
global: ["gainAfter", "cardsDiscardAfter"],
},
forced: true,
filter: function (event, player) {
return event.fromRenku == true && !event.outRange;
},
content: function () {
player.draw();
},
},
},
},
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xinliaoyi: {
audio: "liaoyi",
trigger: { global: "phaseBegin" },
filter: function (event, player) {
if (player == event.player) return false;
if (_status.renku.length) return true;
return event.player.countCards("h") > event.player.hp;
},
direct: true,
content: function () {
"step 0";
var target = trigger.player;
event.target = target;
var num = Math.max(0, target.countCards("h") - target.hp);
var choiceList = [
"令其从仁库中获得一张牌",
"令其将" + get.cnNumber(num) + "张手牌置入仁库",
];
var choices = [];
if (_status.renku.length) choices.push("选项一");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
if (target.countCards("h") > target.hp) {
event.num = num;
choices.push("选项二");
} else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
if (!choices.length) event.finish();
else
player
.chooseControl(choices, "cancel2")
.set("prompt", get.prompt("xinliaoyi", target))
.set("choiceList", choiceList)
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getTrigger().player;
var att = get.attitude(player, target);
if (att > 0) {
if (_status.renku.length > 0) return "选项一";
return 0;
}
if (target.countCards("h") > target.hp) return "选项二";
return "cancel2";
});
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"step 1";
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if (result.control != "cancel2") {
player.logSkill("xinliaoyi", target);
if (result.control == "选项一") {
target
.chooseButton(true, ["选择获得一张牌", _status.renku])
.set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
event.goto(4);
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} else {
var hs = target.getCards("h");
if (hs.length <= num) event._result = { bool: true, cards: hs };
else
target.chooseCard(
"h",
true,
"将" + get.cnNumber(num) + "张手牌置于仁库中",
num
);
}
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} else event.finish();
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"step 2";
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if (result.bool) {
target.$throw(result.cards, 1000);
game.log(target, "将", result.cards, "置入了仁库");
target.lose(result.cards, ui.special, "toRenku");
} else event.finish();
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"step 3";
game.delayx();
event.finish();
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"step 4";
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var cards = result.links;
_status.renku.removeArray(cards);
game.updateRenku();
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target.gain(cards, "gain2", "fromRenku");
},
init: function (player) {
player.storage.renku = true;
},
ai: { threaten: 3.4 },
},
liaoyi: {
audio: 2,
trigger: { global: "phaseBegin" },
filter: function (event, player) {
if (player == event.player) return false;
var num = event.player.hp - event.player.countCards("h");
if (num < 0) return true;
return num > 0 && _status.renku.length >= Math.min(4, num);
},
logTarget: "player",
prompt2: function (event, player) {
var target = event.player,
num = target.hp - target.countCards("h");
if (num < 0)
return (
"令" +
get.translation(target) +
"将" +
get.cnNumber(Math.min(4, -num)) +
"张牌置入仁库"
);
return (
"令" +
get.translation(target) +
"从仁库中获得" +
get.cnNumber(Math.min(4, num)) +
"张牌"
);
},
check: function (event, player) {
var target = event.player,
num = target.hp - target.countCards("h"),
att = get.attitude(player, target);
if (num < 0) {
if (
target.countCards("e", function (card) {
return get.value(card, target) <= 0;
}) >=
-num / 2
)
return att > 0;
return att <= 0;
}
return att > 0;
},
content: function () {
"step 0";
var target = trigger.player,
num = target.hp - target.countCards("h");
event.target = target;
if (num < 0) {
num = Math.min(4, -num);
target.chooseCard("he", true, "将" + get.cnNumber(num) + "张牌置于仁库中", num);
} else {
num = Math.min(4, num);
target
.chooseButton(["选择获得" + get.cnNumber(num) + "张牌", _status.renku], num, true)
.set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
event.goto(3);
}
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"step 1";
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if (result.bool) {
target.$throw(result.cards, 1000);
game.log(target, "将", result.cards, "置入了仁库");
target.lose(result.cards, ui.special, "toRenku");
} else event.finish();
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"step 2";
game.delayx();
event.finish();
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"step 3";
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var cards = result.links;
_status.renku.removeArray(cards);
game.updateRenku();
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target.gain(cards, "gain2", "fromRenku");
},
},
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binglun: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return _status.renku.length > 0;
},
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chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("病论", _status.renku);
},
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backup: function (links, player) {
var obj = lib.skill.binglun_backup;
obj.card = links[0];
return obj;
},
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prompt: () => "请选择【病论】的目标",
},
subSkill: {
backup: {
audio: "binglun",
filterCard: () => false,
selectCard: -1,
filterTarget: true,
delay: false,
content: function () {
"step 0";
var card = lib.skill.binglun_backup.card;
game.log(card, "从仁库进入了弃牌堆");
player.$throw(card, 1000);
game.delayx();
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game.cardsDiscard(card).fromRenku = true;
_status.renku.remove(card);
game.updateRenku();
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"step 1";
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target
.chooseControl()
.set("choiceList", ["摸一张牌", "于自己的下回合结束后回复1点体力"])
.set("ai", function () {
if (_status.event.player.isHealthy()) return 0;
return 1;
});
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"step 2";
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if (result.index == 0) target.draw();
else {
target.addSkill("binglun_recover");
target.addMark("binglun_recover", 1, false);
}
},
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ai: {
result: {
target: function (player, target) {
if (target.isDamaged()) return 1.5;
return 1;
},
},
},
},
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recover: {
trigger: { player: "phaseEnd" },
forced: true,
popup: false,
onremove: true,
charlotte: true,
content: function () {
if (player.isDamaged()) {
player.logSkill("binglun_recover");
player.recover(player.countMark("binglun_recover"));
}
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player.removeSkill("binglun_recover");
},
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intro: {
content: "下回合结束时回复#点体力",
},
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ai: { threaten: 1.7 },
},
},
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ai: {
order: 2,
result: {
player: 1,
},
},
},
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mjweipo: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return !current.hasSkill("mjweipo_effect");
});
},
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filterTarget: function (card, player, target) {
return !target.hasSkill("mjweipo_effect");
},
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content: function () {
"step 0";
var list = ["binglinchengxiax"];
list.addArray(get.zhinangs());
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player
.chooseButton(["危迫:选择一个智囊", [list, "vcard"]], true)
.set("ai", function (button) {
return _status.event.getParent().target.getUseValue({ name: button.link[2] });
});
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"step 1";
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if (result.bool) {
var name = result.links[0][2];
game.log(player, "选择了", "#y" + get.translation(name));
target.storage.mjweipo_effect = name;
target.storage.mjweipo_source = player;
target.addSkill("mjweipo_effect");
game.delayx();
}
},
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ai: {
order: 7.1,
result: {
target: function (player, target) {
if (target == player) return player.countCards("hs", "sha") > 0 ? 10 : 0.01;
return (target.countCards("hs", "sha") + 0.5) * Math.sqrt(Math.max(1, target.hp));
},
},
},
},
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mjweipo_effect: {
audio: "mjweipo",
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("h", "sha") > 0;
},
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prompt: function () {
return (
"弃置一张【杀】并获得一张" +
get.translation(_status.event.player.storage.mjweipo_effect)
);
},
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filterCard: { name: "sha" },
check: function (card) {
return 6 - get.value(card);
},
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position: "h",
popname: true,
content: function () {
var name = player.storage.mjweipo_effect,
card = false;
if (name == "binglinchengxiax") {
if (!_status.binglinchengxiax) {
_status.binglinchengxiax = [
["spade", 7],
["club", 7],
["club", 13],
];
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game.broadcastAll(function () {
lib.inpile.add("binglinchengxiax");
});
}
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if (_status.binglinchengxiax.length) {
var info = _status.binglinchengxiax.randomRemove();
card = game.createCard2("binglinchengxiax", info[0], info[1]);
}
}
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if (!card) card = get.cardPile2(name);
if (card) player.gain(card, "gain2");
player.removeSkill("mjweipo_effect");
},
ai: {
order: 7,
result: { player: 1 },
},
mark: true,
marktext: "迫",
intro: { content: "可弃置一张【杀】并获得【$】" },
group: "mjweipo_remove",
},
mjweipo_remove: {
trigger: { global: ["phaseBegin", "die"] },
forced: true,
firstDo: true,
popup: false,
filter: function (event, player) {
return event.player == player.storage.mjweipo_source;
},
content: function () {
player.removeSkill("mjweipo_effect");
},
},
mjchenshi: {
audio: 2,
global: ["mjchenshi_player", "mjchenshi_target"],
ai: { combo: "mjweipo" },
},
mjchenshi_player: {
trigger: { player: "useCardToPlayered" },
direct: true,
filter: function (event, player) {
if (!event.card || event.card.name != "binglinchengxiax" || !event.isFirstTarget)
return false;
return (
player.countCards("he") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.hasSkill("mjchenshi");
})
);
},
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content: function () {
"step 0";
var list = game.filterPlayer(function (current) {
return current != player && current.hasSkill("mjchenshi");
});
player.chooseCardTarget({
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prompt:
"是否交给" +
get.translation(list) +
"一张牌,将牌堆顶三张牌中不为【杀】的牌置于弃牌堆?",
filterCard: true,
position: "he",
filterTarget: function (card, player, target) {
return _status.event.list.includes(target);
},
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list: list,
selectTarget: list.length > 1 ? 1 : -1,
goon: (function () {
for (var i of list) {
if (get.attitude(player, i) > 0) return 1;
return -1;
}
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})(),
ai1: function (card) {
if (_status.event.goon > 0) return 7 - get.value(card);
return 0.01 - get.value(card);
},
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ai2: function (target) {
var card = ui.selected.cards[0];
return get.value(card, target) * get.attitude(_status.event.player, target);
},
});
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"step 1";
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if (result.bool && result.cards.length && result.targets.length) {
var target = result.targets[0];
target.logSkill("mjchenshi");
player.line(target, "green");
player.give(result.cards, target);
trigger.getParent().mjchenshi_ai = true;
} else event.finish();
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"step 2";
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var cards = get.cards(3);
for (var i = cards.length - 1; i >= 0; i--) {
if (cards[i].name == "sha") {
cards[i].fix();
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ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
cards.splice(i, 1);
}
}
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if (cards.length) {
player.$throw(cards, 1000);
game.delayx();
game.cardsDiscard(cards);
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game.log(cards, "进入了弃牌堆");
}
},
},
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mjchenshi_target: {
trigger: { target: "useCardToTargeted" },
direct: true,
filter: function (event, player) {
if (!event.card || event.card.name != "binglinchengxiax") return false;
return (
player.countCards("he") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.hasSkill("mjchenshi");
})
);
},
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content: function () {
"step 0";
var list = game.filterPlayer(function (current) {
return current != player && current.hasSkill("mjchenshi");
});
player.chooseCardTarget({
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prompt:
"是否交给" +
get.translation(list) +
"一张牌,将牌堆顶三张牌中的【杀】置于弃牌堆?",
filterCard: true,
position: "he",
filterTarget: function (card, player, target) {
return _status.event.list.includes(target);
},
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list: list,
selectTarget: list.length > 1 ? 1 : -1,
goon: (function () {
if (trigger.getParent().chenshi_ai) return 1;
for (var i of list) {
if (get.attitude(player, i) > 0) return 1;
return -1;
}
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})(),
ai1: function (card) {
if (_status.event.goon > 0) return 7 - get.value(card);
return 3 - get.value(card);
},
ai2: function (target) {
var card = ui.selected.cards[0];
return Math.max(
0.1,
get.value(card, target) * get.attitude(_status.event.player, target)
);
},
});
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"step 1";
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if (result.bool && result.cards.length && result.targets.length) {
var target = result.targets[0];
target.logSkill("mjchenshi");
player.line(target, "green");
player.give(result.cards, target);
} else event.finish();
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"step 2";
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var cards = get.cards(3);
for (var i = cards.length - 1; i >= 0; i--) {
if (cards[i].name != "sha") {
cards[i].fix();
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ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
cards.splice(i, 1);
}
}
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if (cards.length) {
player.$throw(cards, 1000);
game.delayx();
game.cardsDiscard(cards);
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game.log(cards, "进入了弃牌堆");
}
},
},
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mjmouzhi: {
audio: 2,
trigger: { player: "damageBegin2" },
forced: true,
filter: function (event, player) {
if (!event.card || get.suit(event.card) == "none") return false;
var all = player.getAllHistory("damage");
if (!all.length) return false;
return (
all[all.length - 1].card && get.suit(all[all.length - 1].card) == get.suit(event.card)
);
},
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content: function () {
trigger.cancel();
},
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group: "mjmouzhi_mark",
intro: { content: "上次受到伤害的花色:$" },
ai: {
effect: {
target: (card, player, target) => {
if (typeof card === "object" && get.tag(card, "damage")) {
let suit = get.suit(card);
if (suit === "none") return;
let all = target.getAllHistory("damage");
if (!all.length || !all[all.length - 1].card) return;
if (get.suit(all[all.length - 1].card) === suit) return "zeroplayertarget";
}
},
},
},
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subSkill: {
mark: {
trigger: { player: "damage" },
silent: true,
firstDo: true,
content: function () {
if (!trigger.card || get.suit(trigger.card) == "none")
player.unmarkSkill("mjmouzhi");
else {
player.markSkill("mjmouzhi");
game.broadcastAll(
function (player, suit) {
if (player.marks.mjmouzhi)
player.marks.mjmouzhi.firstChild.innerHTML =
get.translation(suit);
player.storage.mjmouzhi = suit;
},
player,
get.suit(trigger.card)
);
}
},
},
},
},
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mjshengxi: {
audio: "shengxi",
audioname: ["feiyi"],
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return (
player.getHistory("useCard").length > 0 &&
player.getHistory("sourceDamage").length == 0
);
},
content: function () {
"step 0";
var list = get.zhinangs();
player
.chooseButton(
[
"###" + get.prompt("mjshengxi") + "###获得一张智囊或摸一张牌",
[list, "vcard"],
[["摸一张牌", "取消"], "tdnodes"],
],
true
)
.set("ai", function (card) {
if (card.link[2]) {
if (
!get.cardPile2(function (cardx) {
return cardx.name == card.link[2];
})
)
return 0;
return (
(Math.random() + 1.5) *
get.value({ name: card.link[2] }, _status.event.player)
);
}
if (card.link == "摸一张牌") return 1;
return 0;
});
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"step 1";
2024-04-15 18:10:02 +00:00
if (result.bool && result.links[0] != "取消") {
player.logSkill("mjshengxi");
if (result.links[0] == "摸一张牌") player.draw();
else {
var card = get.cardPile2(function (card) {
return card.name == result.links[0][2];
});
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if (card) player.gain(card, "gain2");
}
}
},
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group: "mjshengxi_zhunbei",
subfrequent: ["zhunbei"],
subSkill: {
zhunbei: {
audio: "shengxi",
audioname: ["feiyi"],
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
prompt2: "从游戏外或牌堆中获得一张【调剂盐梅】",
content: function () {
if (!_status.tiaojiyanmei_suits || _status.tiaojiyanmei_suits.length > 0) {
if (!lib.inpile.includes("tiaojiyanmei")) lib.inpile.add("tiaojiyanmei");
if (!_status.tiaojiyanmei_suits)
_status.tiaojiyanmei_suits = lib.suit.slice(0);
player.gain(
game.createCard2(
"tiaojiyanmei",
_status.tiaojiyanmei_suits.randomRemove(),
6
),
"gain2"
);
} else {
var card = get.cardPile2(function (card) {
return card.name == "tiaojiyanmei";
});
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if (card) player.gain(card, "gain2");
}
},
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},
},
},
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mjkuanji: {
audio: "fyjianyu",
usable: 1,
trigger: {
player: "loseAfter",
global: "loseAsyncAfter",
},
direct: true,
filter: function (event, player) {
if (event.type != "discard") return false;
var evt = event.getl(player);
return evt.cards2.filterInD("d").length > 0;
},
content: function () {
"step 0";
var cards = trigger.getl(player).cards2;
player
.chooseButton(["宽济:是否将一张牌交给一名其他角色?", cards.filterInD("d")])
.set("ai", function (button) {
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0;
})
)
return Math.abs(get.value(button.link, "raw")) + 1;
return -get.value(button.link, "raw");
});
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"step 1";
2024-04-15 18:10:02 +00:00
if (result.bool) {
var card = result.links[0];
event.card = card;
player
.chooseTarget(
"将" + get.translation(card) + "交给一名其他角色并摸一张牌",
lib.filter.notMe,
true
)
.set("ai", function (target) {
var evt = _status.event.getParent();
return (
get.attitude(evt.player, target) *
get.value(evt.card, target) *
(target.hasSkillTag("nogain") ? 0.1 : 1)
);
});
} else {
player.storage.counttrigger.mjkuanji--;
event.finish();
}
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"step 2";
2024-04-15 18:10:02 +00:00
if (result.bool) {
var target = result.targets[0];
player.logSkill("mjkuanji", target);
target.gain(card, "gain2");
player.draw();
}
},
},
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mjdingyi: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
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forced: true,
locked: false,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
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logTarget: function () {
return game.players;
},
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content: function () {
"step 0";
var list = [];
for (var i = 0; i < 4; i++) list.push(lib.skill["mjdingyi_" + i].title);
player
.chooseControl()
.set("choiceList", list)
.set("prompt", "定仪:请选择一个全局效果")
.set("ai", function (target) {
var list1 = player.getEnemies().length;
var list2 = game.players.length - list1;
if (list2 - list1 > 1) return 0;
if (game.players.length < 6) return 2;
return 3;
});
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"step 1";
2024-04-15 18:10:02 +00:00
if (typeof result.index == "number") {
var skill = "mjdingyi_" + result.index;
game.log(player, "选择了", "#g" + lib.skill[skill].title);
for (var i of game.players) i.addSkill(skill);
game.delayx();
}
},
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subSkill: {
0: {
title: "摸牌阶段的额定摸牌数+1",
charlotte: true,
mark: true,
marktext: "仪",
trigger: { player: "phaseDrawBegin" },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
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content: function () {
trigger.num += (player.storage.mjdingyi_plus || 0) + 1;
},
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intro: {
content: function (storage, player) {
return (
"摸牌阶段的额定摸牌数+" + 1 * ((player.storage.mjdingyi_plus || 0) + 1)
);
},
},
},
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1: {
title: "手牌上限+2",
charlotte: true,
mark: true,
marktext: "仪",
mod: {
maxHandcard: function (player, num) {
return num + 2 * ((player.storage.mjdingyi_plus || 0) + 1);
},
},
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intro: {
content: function (storage, player) {
return "手牌上限+" + 2 * ((player.storage.mjdingyi_plus || 0) + 1);
},
},
},
2024-04-15 18:10:02 +00:00
2: {
title: "攻击范围+1",
charlotte: true,
mark: true,
marktext: "仪",
mod: {
attackRange: function (player, num) {
return num + ((player.storage.mjdingyi_plus || 0) + 1);
},
},
2024-04-15 18:10:02 +00:00
intro: {
content: function (storage, player) {
return "攻击范围+" + ((player.storage.mjdingyi_plus || 0) + 1);
},
},
},
2024-04-15 18:10:02 +00:00
3: {
title: "脱离濒死状态后回复1点体力",
charlotte: true,
mark: true,
marktext: "仪",
trigger: { player: "dyingAfter" },
forced: true,
filter: function (event, player) {
return player.isDamaged();
},
2024-04-15 18:10:02 +00:00
content: function () {
player.recover((player.storage.mjdingyi_plus || 0) + 1);
},
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intro: {
content: function (storage, player) {
return (
"脱离濒死状态后回复" +
((player.storage.mjdingyi_plus || 0) + 1) +
"点体力"
);
},
},
},
},
},
2024-04-15 18:10:02 +00:00
mjzuici: {
audio: "zuici",
trigger: { player: "damageEnd" },
filter: function (event, player) {
if (!event.source || !event.source.isIn()) return false;
for (var i = 0; i < 4; i++) {
if (event.source.hasSkill("mjdingyi_" + i)) return true;
}
return false;
},
2024-04-15 18:10:02 +00:00
logTarget: "source",
check: () => false,
content: function () {
"step 0";
var target = trigger.source;
event.target = target;
for (var i = 0; i < 4; i++) {
if (target.hasSkill("mjdingyi_" + i)) target.removeSkill("mjdingyi_" + i);
}
2024-04-15 18:31:36 +00:00
"step 1";
2024-04-15 18:10:02 +00:00
var list = get.zhinangs();
if (list.length) {
player.chooseButton(
["选择要令" + get.translation(target) + "获得的智囊", [list, "vcard"]],
true
);
} else event.finish();
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"step 2";
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if (result.bool) {
var card = get.cardPile2(function (card) {
return card.name == result.links[0][2];
});
if (card) target.gain(card, "gain2");
}
},
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ai: {
combo: "mjdingyi",
},
},
mjfubi: {
audio: "fubi",
enable: "phaseUse",
filter: function (event, player) {
if (player.hasSkill("mjfubi_round")) return false;
return game.hasPlayer(function (current) {
for (var i = 0; i < 4; i++) {
if (current.hasSkill("mjdingyi_" + i)) return true;
}
});
},
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filterCard: true,
selectCard: [0, 1],
filterTarget: function (card, player, target) {
if (ui.selected.cards.length) {
for (var i = 0; i < 4; i++) {
if (target.hasSkill("mjdingyi_" + i)) return true;
}
}
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var num = 0;
for (var i = 0; i < 4; i++) {
if (target.hasSkill("mjdingyi_" + i)) return true;
}
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return num > 1 && num < 4;
},
check: () => false,
position: "he",
content: function () {
"step 0";
player.addTempSkill("mjfubi_round", "roundStart");
if (cards.length) {
player.addSkill("mjfubi_clear");
player.markAuto("mjfubi_clear", [target]);
target.addMark("mjdingyi_plus", 1, false);
game.log(target, "的", "#g【定仪】", "效果增加一倍");
event.finish();
return;
}
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var list = [],
nums = [];
for (var i = 0; i < 4; i++) {
if (!target.hasSkill("mjdingyi_" + i)) {
list.push(lib.skill["mjdingyi_" + i].title);
nums.push(i);
}
}
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if (list.length) {
event.nums = nums;
player
.chooseControl()
.set("choiceList", list)
.set("prompt", "辅弼:请选择为" + get.translation(target) + "更换的〖定仪〗效果")
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().target;
if (get.attitude(player, target) > 0 && !target.hasSkill("mjdingyi_0"))
return 0;
return _status.event.getParent().nums.length - 1;
});
} else event.finish();
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"step 1";
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for (var i = 0; i < 4; i++) {
if (target.hasSkill("mjdingyi_" + i)) target.removeSkill("mjdingyi_" + i);
}
target.addSkill("mjdingyi_" + event.nums[result.index]);
game.log(
target,
"的效果被改为",
"#g" + lib.skill["mjdingyi_" + event.nums[result.index]].title
);
},
ai: {
order: 10,
expose: 0,
result: {
target: function (player, target) {
if (target.hasSkill("mjdingyi_0")) return -1;
return 2;
},
},
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combo: "mjdingyi",
},
subSkill: {
round: {},
clear: {
trigger: { player: ["phaseBegin", "dieBegin"] },
forced: true,
popup: false,
charlotte: true,
content: function () {
while (player.storage.mjfubi_clear && player.storage.mjfubi_clear.length) {
var target = player.storage.mjfubi_clear.shift();
if (target.hasMark("mjdingyi_plus"))
target.removeMark("mjdingyi_plus", 1, false);
}
delete player.storage.mjfubi_clear;
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player.removeSkill("mjfubi_clear");
},
},
},
},
boming: {
audio: 2,
enable: "phaseUse",
usable: 2,
filter: function (event, player) {
return player.countCards("he") > 0;
},
filterCard: true,
position: "he",
filterTarget: lib.filter.notMe,
discard: false,
lose: false,
delay: false,
content: function () {
player.give(cards, target);
},
check: function (card) {
return 5 - get.value(card);
},
ai: {
order: 10,
result: {
target: function (player, target) {
if (!ui.selected.cards.length) return 0;
var card = ui.selected.cards[0];
if (player.hasSkill("ejian") && !player.getStorage("ejian").includes(target)) {
var dam = get.damageEffect(target, player, target);
if (dam > 0) return dam;
var type = get.type(card, target),
ts = target.getCards("he", function (card) {
return get.type(card) == type;
});
if (ts.length) {
var val = get.value(ts, target);
if (val > get.value(card)) return -Math.max(1, val);
return 0;
}
}
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return get.value(card, target) / 1.5;
},
},
},
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group: "boming_draw",
subSkill: {
draw: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
locked: false,
filter: function (event, player) {
return (
player.getHistory("lose", function (evt) {
return evt.getParent(2).name == "boming";
}).length > 1
);
},
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content: function () {
player.draw();
},
},
},
},
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ejian: {
audio: 2,
trigger: { global: "gainAfter" },
forced: true,
filter: function (event, player) {
var evt = event.getParent(),
target = event.player;
if (
evt.name != "boming" ||
evt.player != player ||
player.getStorage("ejian").includes(target) ||
!target.isIn()
)
return false;
var he = target.getCards("he"),
card = event.cards[0];
if (!he.includes(card)) return false;
var type = get.type2(card);
for (var i of he) {
if (i != card && get.type2(i) == type) return true;
}
return false;
},
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logTarget: "player",
content: function () {
"step 0";
event.cardType = get.type2(trigger.cards[0]);
event.target = trigger.player;
player.markAuto("ejian", [event.target]);
event.target
.chooseControl()
.set("choiceList", [
"受到1点伤害",
"展示手牌并弃置所有" + get.translation(event.cardType) + "牌",
])
.set("ai", function (event, player) {
if (get.damageEffect(player, _status.event.getParent().player, player) >= 0)
return 0;
var type = _status.event.cardType,
cards = player.getCards("he", function (card) {
return get.type2(card) == type;
});
if (cards.length == 1) return 1;
if (cards.length >= 2) {
for (var i = 0; i < cards.length; i++) {
if (get.tag(cards[i], "save")) return 0;
}
}
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if (player.hp == 1) return 1;
for (var i = 0; i < cards.length; i++) {
if (get.value(cards[i]) >= 8) return 0;
}
if (cards.length > 2 && player.hp > 2) return 0;
if (cards.length > 3) return 0;
return 1;
})
.set("cardType", event.cardType);
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"step 1";
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if (result.index == 1) {
if (target.countCards("h") > 0) target.showHandcards();
} else {
target.damage();
event.finish();
}
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"step 2";
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target.discard(
target.getCards("he", function (card) {
return get.type2(card) == event.cardType;
})
);
},
ai: { combo: "boming", halfneg: true },
onremove: true,
intro: { content: "已对$发动过此技能" },
},
hxrenshi: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return (
player.countCards("h") > 0 &&
(!player.storage.hxrenshi2 ||
game.hasPlayer(function (current) {
return !player.storage.hxrenshi2.includes(current);
}))
);
},
filterCard: true,
filterTarget: function (card, player, target) {
return !player.storage.hxrenshi2 || !player.storage.hxrenshi2.includes(target);
},
position: "h",
discard: false,
lose: false,
delay: false,
check: function (cardx) {
var player = _status.event.player;
if (
player.getStorage("debao").length == 1 &&
(!game.hasPlayer(function (current) {
return (
get.attitude(player, current) > 0 &&
current.hp * 1.5 + current.countCards("h") < 4
);
}) ||
game.hasPlayer(function (current) {
return (
get.attitude(player, current) <= 0 &&
current.hp * 1.5 + current.countCards("h") < 4
);
}))
)
return 0;
return 5 - get.value(cardx);
},
content: function () {
player.addTempSkill("hxrenshi2", "phaseUseEnd");
player.markAuto("hxrenshi2", targets);
player.give(cards, target);
},
ai: {
order: 1,
result: {
target: function (player, target) {
if (ui.selected.cards.length)
return get.value(ui.selected.cards[0], target) + 0.1;
return 0;
},
},
},
},
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hxrenshi2: {
onremove: true,
},
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debao: {
audio: 2,
trigger: { global: "gainAfter" },
forced: true,
filter: function (event, player) {
if (player == event.player || player.getStorage("debao").length >= player.maxHp)
return false;
var evt = event.getl(player);
return evt && evt.cards2 && evt.cards2.length > 0;
},
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content: function () {
var cards = get.cards();
player.markAuto("debao", cards);
player.$gain2(cards[0], false);
game.cardsGotoSpecial(cards);
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game.log(player, "将", cards[0], "放在了武将牌上");
game.delayx();
},
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marktext: "仁",
intro: { content: "cards", onunmark: "throw" },
group: "debao_gain",
subSkill: {
gain: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.getStorage("debao").length > 0;
},
content: function () {
var cards = player.storage.debao;
player.gain(cards, "gain2", "fromStorage");
cards.length = 0;
player.unmarkSkill("debao");
},
},
},
},
buqi: {
audio: 2,
trigger: { global: "dying" },
forced: true,
filter: function (event, player) {
return player.getStorage("debao").length > 1;
},
logTarget: "player",
content: function () {
"step 0";
var cards = player.getStorage("debao");
if (cards.length == 2) event._result = { bool: true, links: cards.slice(0) };
else player.chooseButton(["不弃:请选择移去两张“仁”", cards], 2, true);
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"step 1";
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if (result.bool) {
var cards = result.links;
player.unmarkAuto("debao", cards);
player.$throw(cards, 1000);
game.log(player, "将", cards, "置入了弃牌堆");
game.delayx();
game.cardsDiscard(cards);
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} else event.finish();
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"step 2";
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if (trigger.player.isIn() && trigger.player.isDamaged()) trigger.player.recover();
},
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group: "buqi_die",
subSkill: {
die: {
trigger: { global: "dieAfter" },
forced: true,
filter: function (event, player) {
return player.getStorage("debao").length > 0;
},
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content: function () {
player.unmarkSkill("debao");
},
},
},
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ai: {
neg: true,
combo: "debao",
},
},
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guying: {
audio: 2,
trigger: {
player: "loseAfter",
global: "loseAsyncAfter",
},
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forced: true,
usable: 1,
filter: function (event, player) {
if (event.type != "discard") {
var evt = event.getParent();
if (evt.name != "useCard" && evt.name != "respond") return false;
}
var target = _status.currentPhase,
evt = event.getl(player);
if (
!evt.cards2 ||
evt.cards2.length != 1 ||
!target ||
target == player ||
!target.isIn()
)
return false;
return get.position(evt.cards2[0]) == "d" || target.countCards("he") < 0;
},
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logTarget: function () {
return _status.currentPhase;
},
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content: function () {
"step 0";
if (trigger.delay === false) game.delayx();
event.target = _status.currentPhase;
event.card = trigger.getl(player).cards2[0];
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"step 1";
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player.addMark("guying", 1, false);
event.addIndex = 0;
var choiceList = [],
str = get.translation(player);
if (target.countCards("he") > 0) choiceList.push("随机交给" + str + "一张牌");
else event.addIndex++;
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if (get.position(card) == "d")
choiceList.push("令" + str + "收回" + get.translation(card));
if (choiceList.length == 1) event._result = { index: 0 };
target
.chooseControl()
.set("choiceList", choiceList)
.set("ai", function () {
var player = _status.event.player,
evt = _status.event.getParent();
if (get.value(evt.card, evt.player) * get.attitude(player, evt.player) > 0)
return 0;
return Math.random() > get.value(evt.card, evt.player) / 6 ? 1 : 0;
//return 1;
});
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"step 2";
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if (result.index + event.addIndex == 0) {
target.give(target.getCards("he").randomGet(), player);
event.finish();
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} else player.gain(card, "gain2");
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"step 3";
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if (
player.isIn() &&
player.getCards("h").includes(card) &&
get.type(card, player) == "equip"
)
player.chooseUseTarget(card, true, "nopopup");
},
onremove: true,
intro: { content: "已发动过#次" },
group: "guying_discard",
subSkill: {
discard: {
audio: "guying",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.countMark("guying") > 0;
},
content: function () {
var num = player.countMark("guying");
player.removeMark("guying", num, false);
player.chooseToDiscard("he", num, true);
},
},
},
},
muzhen: {
audio: 2,
enable: "phaseUse",
usable: 2,
filter: function (event, player) {
if (
!player.hasSkill("muzhen1") &&
player.countCards("e") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
)
return true;
if (
!player.hasSkill("muzhen2") &&
player.countCards("he") > 1 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("e") > 0;
})
)
return true;
return false;
},
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chooseButton: {
dialog: function (event, player) {
var list = [
"将一张装备牌置于其他角色的装备区内并获得其一张手牌",
"将两张牌交给一名其他角色并获得其装备区内的一张牌",
];
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var choiceList = ui.create.dialog("睦阵:请选择一项", "hidden");
choiceList.add([
list.map((item, i) => {
return [i, item];
}),
"textbutton",
]);
return choiceList;
},
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filter: function (button, player) {
if (button.link == 0)
return (
!player.hasSkill("muzhen1") &&
player.countCards("e") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
return (
!player.hasSkill("muzhen2") &&
player.countCards("he") > 1 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("e") > 0;
})
);
},
backup: function (links) {
return {
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audio: "muzhen",
filterTarget: [
function (card, player, target) {
return (
target.countCards("h") > 0 && target.canEquip(ui.selected.cards[0])
);
},
function (card, player, target) {
return target.countCards("e") > 0;
},
][links[0]],
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filterCard: [
function (card, player) {
if (ui.selected.targets.length)
return ui.selected.targets[0].canEquip(card);
return game.hasPlayer(function (current) {
return current.countCards("h") > 0 && current.canEquip(card);
});
},
true,
],
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selectCard: 1 + links[0],
position: "eh"[links[0]],
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
player.addTempSkill("muzhen" + cards.length, "phaseUseEnd");
if (cards.length == 1) {
player.$giveAuto(cards[0], target);
game.delayx();
target.equip(cards[0]);
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} else {
player.give(cards, target);
}
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player.gainPlayerCard(target, cards.length == 2 ? "e" : "h", true);
},
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};
},
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prompt: function () {
return "请选择【睦阵】的牌和目标";
},
},
},
muzhen1: {},
muzhen2: {},
sheyi2: { charlotte: true },
sheyi: {
audio: 2,
trigger: { global: "damageBegin4" },
direct: true,
filter: function (event, player) {
return (
!player.hasSkill("sheyi2") &&
player != event.player &&
event.player.hp < player.hp &&
player.countCards("he") >= Math.max(1, player.hp)
);
},
content: function () {
"step 0";
var num = Math.max(1, player.hp),
target = trigger.player;
player
.chooseCard(
"he",
get.prompt("sheyi", target),
"交给其至少" +
get.cnNumber(num) +
"张牌,防止即将受到的伤害(" +
trigger.num +
"点)",
[num, player.countCards("he")]
)
.set(
"goon",
(function () {
if (get.attitude(player, target) < 0) return false;
if (
trigger.num < target.hp &&
get.damageEffect(target, trigger.source, player, trigger.nature) >= 0
)
return false;
if (trigger.num < 2 && target.hp > trigger.num) return 6 / Math.sqrt(num);
if (target == get.zhu(player)) return 9;
return 8 / Math.sqrt(num);
})()
)
.set("ai", function (card) {
if (ui.selected.cards.length >= Math.max(1, _status.event.player.hp)) return 0;
if (typeof _status.event.goon == "number")
return _status.event.goon - get.value(card);
return 0;
});
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"step 1";
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if (result.bool) {
var target = trigger.player;
player.logSkill("sheyi", target);
player.addTempSkill("sheyi2", "roundStart");
player.give(result.cards, target);
trigger.cancel();
}
},
},
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tianyin: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
var list = [];
player.getHistory("useCard", function (evt) {
list.add(get.type2(evt.card, false));
});
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for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
if (!list.includes(get.type2(ui.cardPile.childNodes[i], false))) return true;
}
return false;
},
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content: function () {
var list = [],
cards = [];
player.getHistory("useCard", function (evt) {
list.add(get.type2(evt.card, false));
});
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for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var type = get.type2(ui.cardPile.childNodes[i], false);
if (!list.includes(type)) {
list.push(type);
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cards.push(ui.cardPile.childNodes[i]);
2023-11-06 18:07:27 +00:00
}
}
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player.gain(cards, "gain2");
},
},
//王甫赵累
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xunyi: {
audio: 2,
trigger: {
global: ["phaseBefore", "dieAfter"],
player: "enterGame",
},
direct: true,
filter: function (event, player) {
if (event.name == "die") return event.player == player.storage.xunyi2;
return !player.storage.xunyi2 && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
"step 0";
player.removeSkill("xunyi2");
player.chooseTarget(lib.filter.notMe, get.prompt2("xunyi")).set("ai", function (target) {
var player = _status.event.player;
return Math.max(
1 + get.attitude(player, target) * get.threaten(target),
Math.random()
);
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("xunyi", target);
player.storage.xunyi2 = target;
player.addSkill("xunyi2");
}
},
},
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xunyi2: {
audio: "xunyi",
trigger: { global: "damageSource" },
forced: true,
charlotte: true,
filter: function (event, player) {
var list = [player, player.storage.xunyi2];
return list.includes(event.source) && !list.includes(event.player);
},
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logTarget: function (event, player) {
return player.storage.xunyi2;
},
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content: function () {
(player == trigger.source ? player.storage.xunyi2 : player).draw();
},
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group: "xunyi3",
mark: true,
intro: { content: "效果目标:$" },
},
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xunyi3: {
audio: "xunyi",
trigger: { global: "damageEnd" },
forced: true,
charlotte: true,
filter: function (event, player) {
var list = [player, player.storage.xunyi2];
return (
list.includes(event.player) &&
!list.includes(event.source) &&
(player == event.player ? player.storage.xunyi2 : player).countCards("he") > 0
);
},
logTarget: function (event, player) {
return player.storage.xunyi2;
},
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content: function () {
(player == trigger.player ? player.storage.xunyi2 : player).chooseToDiscard("he", true);
},
},
//狗剩
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reduoji: {
audio: "duoji",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("he") > 0;
},
filterCard: true,
position: "he",
filterTarget: lib.filter.notMe,
discard: false,
toStorage: true,
delay: false,
check: function (card) {
return 3 - get.value(card);
},
content: function () {
"step 0";
player.$give(cards[0], target, false);
target.markAuto("reduoji", cards);
game.log(player, "将", cards[0], "放在了", target, "的武将牌上");
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"step 1";
game.delay();
},
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group: ["reduoji_equip", "reduoji_gain"],
intro: {
content: "cards",
onunmark: "throw",
},
ai: {
order: 1,
result: { target: -1 },
},
subSkill: {
equip: {
audio: "duoji",
trigger: { global: "equipAfter" },
forced: true,
filter: function (event, player) {
if (
player == event.player ||
!event.player.getStorage("reduoji").length ||
!event.player.getCards("e").includes(event.card)
)
return false;
var evt = event.getParent(2);
return evt.name == "useCard" && evt.player == event.player;
},
logTarget: "player",
content: function () {
"step 0";
player.gain(trigger.card, trigger.player, "give", "bySelf");
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"step 1";
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var target = trigger.player,
storage = target.getStorage("reduoji");
if (storage.length) {
var card = storage[0];
target.$throw(card, 1000);
target.unmarkAuto("reduoji", [card]);
game.log(target, "移去了", card);
game.cardsDiscard(card);
target.draw();
}
},
},
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gain: {
audio: "duoji",
trigger: { global: "phaseEnd" },
forced: true,
filter: function (event, player) {
return event.player.getStorage("reduoji").length > 0;
},
logTarget: "player",
content: function () {
var target = trigger.player,
cards = target.storage.reduoji;
target.$give(cards, player);
player.gain(cards, "fromStorage");
cards.length = 0;
target.unmarkSkill("reduoji");
game.delay();
},
},
},
},
//SP辛毗
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spyinju: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: lib.filter.notMe,
content: function () {
"step 0";
target
.chooseToUse(function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
}, "引裾:对" +
get.translation(player) +
"使用一张杀,或跳过下回合的出牌阶段和弃牌阶段")
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (
target != _status.event.sourcex &&
!ui.selected.targets.includes(_status.event.sourcex)
)
return false;
return lib.filter.targetEnabled.apply(this, arguments);
})
.set("sourcex", player);
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"step 1";
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if (!result.bool) target.addSkill("spyinju2");
},
ai: {
order: 1,
expose: 0.2,
result: {
target: -1.5,
player: function (player, target) {
if (!target.canUse("sha", player)) return 0;
if (target.countCards("h") == 0) return 0;
if (target.countCards("h") == 1) return -0.1;
if (player.countCards("h", "shan") == 0) return -1;
if (player.hp < 2) return -2;
return -0.5;
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},
},
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threaten: 1.1,
},
},
spyinju2: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
charlotte: true,
content: function () {
player.skip("phaseUse");
player.skip("phaseDiscard");
player.removeSkill("spyinju2");
game.log(player, "跳过了出牌阶段");
game.log(player, "跳过了弃牌阶段");
},
mark: true,
intro: { content: "衣襟被拽住了,下个准备阶段开始时跳过出牌阶段和弃牌阶段" },
},
spchijie: {
audio: 2,
trigger: { target: "useCardToTarget" },
usable: 1,
filter: function (event, player) {
return event.player != player && event.targets.length == 1;
},
check: function (event, player) {
return get.effect(player, event.card, event.player, player) < 0;
},
content: function () {
"step 0";
player.judge(function (card) {
if (get.number(card) > 6) return 2;
return 0;
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}).judge2 = function (result) {
return result.bool ? true : false;
};
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"step 1";
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if (result.bool) {
trigger.targets.length = 0;
trigger.getParent().triggeredTargets2.length = 0;
trigger.cancel();
}
},
},
//糜夫人
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spcunsi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return !player.isTurnedOver();
},
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filterTarget: lib.filter.notMe,
content: function () {
"step 0";
player.turnOver();
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"step 1";
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var card = get.cardPile(function (card) {
return card.name == "sha";
});
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if (card) target.gain(card, "gain2");
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"step 2";
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target.addSkill("spcunsi2");
target.addMark("spcunsi2", 1, false);
},
ai: {
order: 1,
result: {
target: function (player, target) {
var card = { name: "sha", isCard: true };
if (
!target.hasSkillTag("nogain") &&
game.hasPlayer(function (current) {
return (
get.attitude(target, current) < 0 &&
!current.hasShan() &&
target.canUse(card, current) &&
!current.hasSkillTag("filterDamage", null, {
player: target,
card: card,
jiu: true,
}) &&
get.effect(current, card, target) > 0
);
})
) {
return 4;
}
return 0;
},
},
},
},
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spcunsi2: {
charlotte: true,
trigger: { player: "useCard1" },
firstDo: true,
forced: true,
popup: false,
onremove: true,
filter: function (event, player) {
return event.card.name == "sha";
},
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content: function () {
trigger.baseDamage += player.countMark("spcunsi2");
player.removeSkill("spcunsi2");
},
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marktext: "嗣",
intro: {
content: "下一张【杀】的伤害+#",
},
},
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spguixiu: {
trigger: { player: "damageEnd" },
forced: true,
filter: function (event, player) {
if (typeof event.spguixiu == "boolean" && !event.spguixiu) return false;
return player.isTurnedOver();
},
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content: function () {
player.turnOver();
},
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group: ["spguixiu_draw", "spguixiu_count"],
subSkill: {
count: {
trigger: { player: "damageBegin2" },
lastDo: true,
silent: true,
content: function () {
event.spguixiu = player.isTurnedOver();
},
},
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draw: {
trigger: { player: "turnOverAfter" },
forced: true,
filter: function (event, player) {
return !player.isTurnedOver();
},
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content: function () {
player.draw();
},
},
},
},
//那个男人的舅舅
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heji: {
audio: 2,
trigger: { global: "useCardAfter" },
direct: true,
locked: false,
filter: function (event, player) {
if (event.targets.length != 1 || event.targets[0] == player || event.targets[0].isDead())
return false;
if (
event.card.name != "juedou" &&
(event.card.name != "sha" || get.color(event.card) != "red")
)
return false;
if (_status.connectMode && player.countCards("h") > 0) return true;
return player.hasSha() || player.hasUsableCard("juedou");
},
content: function () {
player
.chooseToUse(function (card, player, event) {
var name = get.name(card);
if (name != "sha" && name != "juedou") return false;
return lib.filter.cardEnabled.apply(this, arguments);
}, "合击:是否对" +
get.translation(trigger.targets[0]) +
"使用一张【杀】或【决斗】?")
.set("logSkill", "heji")
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (
target != _status.event.sourcex &&
!ui.selected.targets.includes(_status.event.sourcex)
)
return false;
return lib.filter.targetEnabled.apply(this, arguments);
})
.set("sourcex", trigger.targets[0])
.set("addCount", false);
},
group: "heji_gain",
subSkill: {
gain: {
trigger: { player: "useCard" },
forced: true,
popup: false,
filter: function (event, player) {
return event.card.isCard && event.getParent(2).name == "heji";
},
content: function () {
var card = get.cardPile2(function (card) {
return get.color(card, false) == "red";
});
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if (card) player.gain(card, "gain2");
},
},
},
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mod: {
aiOrder: function (player, card, num) {
if (get.name(card, player) == "sha" && get.color(card, player) == "red")
return (
num +
0.6 *
(_status.event.name == "chooseToUse" &&
player.hasHistory("useCard", function (evt) {
return evt.card.name == "sha" && evt.cards.length == 1;
})
? 1
: -1)
);
},
},
},
//始计篇·智
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refubi: {
audio: "fubi",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
direct: true,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
"step 0";
player.chooseTarget(get.prompt2("refubi"), lib.filter.notMe).set("ai", function (target) {
return 1 + get.attitude(_status.event.player, target);
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("refubi", target);
target.addMark("refubi", 1);
}
},
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intro: {
content: function (info, player) {
var str = "已获得“辅弼”标记";
if (player.storage.refubi_effect0) {
str += ";本回合使用【杀】的次数上限+";
str += player.storage.refubi_effect0;
}
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if (player.storage.refubi_effect1) {
str += ";本回合的手牌上限+";
str += player.storage.refubi_effect1 * 3;
}
return str;
},
},
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marktext: "弼",
group: "refubi_buff",
subSkill: {
buff: {
trigger: { global: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return event.player != player && event.player.hasMark("refubi");
},
content: function () {
"step 0";
var str = get.translation(trigger.player);
player
.chooseControl("cancel2")
.set("choiceList", [
"令" + str + "本回合使用【杀】的次数上限+1",
"令" + str + "本回合的手牌上限+3",
])
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getTrigger().player;
if (get.attitude(player, target) <= 0) return "cancel2";
if (
!target.hasJudge("lebu") &&
target.countCards("h", function (card) {
return (
get.name(card, target) == "sha" && target.hasValueTarget(card)
);
}) > target.getCardUsable("sha")
)
return 0;
return 1;
});
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"step 1";
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if (result.control != "cancel2") {
var target = trigger.player;
player.logSkill("refubi", target);
var str = "refubi_effect" + result.index;
target.addTempSkill(str);
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target.addMark(str, 1, false);
game.log(
target,
["本回合使用【杀】的次数上限+1", "本回合的手牌上限+3"][result.index]
);
}
},
},
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effect0: {
onremove: true,
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("refubi_effect0");
},
},
},
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effect1: {
onremove: true,
mod: {
maxHandcard: function (player, num) {
return num + 3 * player.countMark("refubi_effect1");
},
},
},
},
},
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rezuici: {
audio: "zuici",
enable: "chooseToUse",
filter: function (event, player) {
if (event.type == "phase" || (event.type == "dying" && player == event.dying))
return player.isDamaged() && player.countCards("e") > 0;
return false;
},
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chooseButton: {
dialog: function (event, player) {
return ui.create.dialog(
"###罪辞###选择废除一个有牌的装备栏然后回复2点体力并可移动“辅弼”标记。"
);
},
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chooseControl: function (event, player) {
var list = [];
for (var i = 1; i < 6; i++) {
if (player.getEquips(i).length > 0) list.push("equip" + i);
}
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list.push("cancel2");
return list;
},
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check: function (event, player) {
if (player.hp > 1 && player.getDamagedHp() < 2) return "cancel2";
var cards = player.getCards("e").sort(function (a, b) {
return get.value(a) - get.value(b);
});
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var sub = get.subtype(cards[0], false);
if (player.hp < 1) return sub;
var val = get.value(cards[0]);
if (val < 0) return sub;
return val < 4 ? sub : "cancel2";
},
backup: function (result) {
var next = get.copy(lib.skill.rezuicix);
next.position = result.control;
return next;
},
},
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ai: {
order: 2.7,
result: {
player: 1,
},
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save: true,
skillTagFilter: function (player, tag, arg) {
return player == arg;
},
},
},
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rezuicix: {
audio: "zuici",
content: function () {
"step 0";
player.disableEquip(lib.skill.rezuici_backup.position);
player.recover(2);
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"step 1";
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var b1 = false,
b2 = false;
for (var i of game.players) {
if (i.hasMark("refubi")) b1 = true;
else if (i != player) b2 = true;
if (b1 && b2) break;
}
if (b1 && b2) {
player
.chooseTarget("是否转移“辅弼”标记?", function (card, player, target) {
return target != player && !target.hasMark("refubi");
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
return Math.min(att, att - _status.event.preatt);
})
.set(
"preatt",
get.attitude(
player,
game.findPlayer(function (current) {
return current.hasMark("refubi");
})
)
);
} else event.finish();
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"step 2";
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if (result.bool) {
var target = result.targets[0];
player.line(target, "group");
game.countPlayer(function (current) {
var num = current.countMark("refubi");
if (num) current.removeMark("refubi", 1, false);
});
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target.addMark("refubi", 1);
}
},
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ai: {
result: {
player: 1,
},
},
},
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reshengxi: {
audio: "shengxi",
audioname: ["feiyi"],
trigger: { player: "phaseJieshuBegin" },
frequent: true,
preHidden: true,
filter: function (event, player) {
return !player.getHistory("sourceDamage").length;
},
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content: function () {
player.draw(2);
},
},
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fyjianyu: {
initSkill: function (skill) {
if (!lib.skill[skill]) {
lib.skill[skill] = {
marktext: "喻",
intro: {
markcount: () => 1,
content: "指定另一名有“喻”的角色为目标时,其摸一张牌",
},
};
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lib.translate[skill] = "谏喻";
lib.translate[skill + "_bg"] = "喻";
}
},
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audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return (
game.countPlayer(function (current) {
return !current.hasMark("fyjianyu_" + player.playerid);
}) > 1
);
},
round: 1,
filterTarget: function (card, player, target) {
return !target.hasMark("fyjianyu_" + player.playerid);
},
selectTarget: 2,
content: function () {
var skill = "fyjianyu_" + player.playerid;
game.broadcastAll(lib.skill.fyjianyu.initSkill, skill);
player.addTempSkill("fyjianyu_draw", { player: "phaseBegin" });
target.addMark(skill, 1);
},
ai: {
order: 0.1,
result: {
target: function (player, target) {
if (!ui.selected.targets.length) return target == player ? 1 : 0;
if (get.attitude(player, target) < 0)
return (
-1.6 *
(1 +
target.countCards("h", function (card) {
return (
target.hasValueTarget(card) &&
get.effect(player, card, target, target) > 0
);
}) *
Math.sqrt(target.countCards("h")))
);
return (
0.3 *
(1 +
target.countCards("h", function (card) {
return (
target.hasValueTarget(card) &&
get.effect(player, card, target, target) > 0
);
}) *
Math.sqrt(target.countCards("h")))
);
},
},
},
subSkill: {
draw: {
charlotte: true,
trigger: { global: "useCardToPlayer" },
filter: function (event, player) {
return (
event.player != event.target &&
event.player.hasMark("fyjianyu_" + player.playerid) &&
event.target.hasMark("fyjianyu_" + player.playerid) &&
event.target.isIn()
);
},
forced: true,
logTarget: "target",
content: function () {
trigger.target.draw();
},
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onremove: function (player) {
game.countPlayer(function (current) {
var num = current.countMark("fyjianyu_" + player.playerid);
if (num) current.removeMark("fyjianyu_" + player.playerid);
});
},
},
},
},
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spwanwei: {
audio: 2,
enable: "chooseToUse",
filter: function (event, player) {
if (player.hasSkill("spwanwei2") || player.hp < 1) return false;
if (event.type == "dying") return event.dying != player;
if (event.type != "phase") return false;
return game.hasPlayer(function (current) {
return current != player && current.isDamaged();
});
},
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filterTarget: function (card, player, target) {
if (_status.event.type == "dying") return target == _status.event.dying;
return player != target && target.isDamaged();
},
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selectTarget: function () {
if (_status.event.type == "dying") return -1;
return 1;
},
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content: function () {
player.addTempSkill("spwanwei2", "roundStart");
var num = player.hp;
target.recover(Math.max(num + 1, 1 - target.hp));
player.loseHp(num);
},
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ai: {
save: true,
skillTagFilter: function (player, tag, target) {
return player != target;
},
expose: 0.5,
order: 6,
result: {
target: function (player, target) {
if (_status.event.type != "dying") return 0;
if (get.attitude(player, target) < 4) return 0;
if (player.countCards("he") < 2 && target != get.zhu(player)) return 0;
return 1;
},
},
},
},
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spwanwei2: {},
spyuejian: {
mod: {
maxHandcardBase: function (player) {
return player.maxHp;
},
},
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audio: 2,
enable: "chooseToUse",
filter: function (event, player) {
return event.type == "dying" && player == event.dying && player.countCards("he") > 1;
},
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selectCard: 2,
filterCard: true,
position: "he",
check: function (card) {
return 1 / Math.max(0.1, get.value(card));
},
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content: function () {
player.recover();
},
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ai: {
save: true,
skillTagFilter: function (player, tag, target) {
return player == target;
},
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order: 1.4,
result: {
player: 1,
},
},
},
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spwuku: {
audio: 2,
trigger: { global: "useCard" },
forced: true,
preHidden: true,
filter: function (event, player) {
if (get.type(event.card) != "equip") return false;
var gz = get.mode() == "guozhan";
if (gz && event.player.isFriendOf(player)) return false;
return player.countMark("spwuku") < (gz ? 2 : 3);
},
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content: function () {
player.addMark("spwuku", 1);
},
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marktext: "库",
intro: {
content: "mark",
},
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ai: {
combo: "spsanchen",
threaten: 3.6,
},
},
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spsanchen: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return player.countMark("spwuku") > 2;
},
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content: function () {
player.awakenSkill("spsanchen");
player.gainMaxHp();
player.recover();
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player.addSkills("spmiewu");
},
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ai: {
combo: "wuku",
},
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derivation: "spmiewu",
},
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spmiewu: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
filter: function (event, player) {
if (
!player.countMark("spwuku") ||
!player.countCards("hse") ||
player.hasSkill("spmiewu2")
)
return false;
for (var i of lib.inpile) {
var type = get.type2(i);
if (
(type == "basic" || type == "trick") &&
event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)
)
return true;
}
return false;
},
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chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "sha") {
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event))
list.push(["基本", "", "sha"]);
for (var nature of lib.inpile_nature) {
if (
event.filterCard(
get.autoViewAs({ name, nature }, "unsure"),
player,
event
)
)
list.push(["基本", "", "sha", nature]);
}
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} else if (
get.type2(name) == "trick" &&
event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)
)
list.push(["锦囊", "", name]);
else if (
get.type(name) == "basic" &&
event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)
)
list.push(["基本", "", name]);
}
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return ui.create.dialog("灭吴", [list, "vcard"]);
},
check: function (button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player;
if (
[
"wugu",
"zhulu_card",
"yiyi",
"lulitongxin",
"lianjunshengyan",
"diaohulishan",
].includes(button.link[2])
)
return 0;
return player.getUseValue({
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name: button.link[2],
nature: button.link[3],
});
},
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backup: function (links, player) {
return {
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filterCard: true,
audio: "spmiewu",
popname: true,
check: function (card) {
return 8 - get.value(card);
},
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position: "hse",
viewAs: { name: links[0][2], nature: links[0][3] },
precontent: function () {
player.addTempSkill("spmiewu2");
player.removeMark("spwuku", 1);
},
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};
},
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prompt: function (links, player) {
return (
"将一张牌当做" +
(get.translation(links[0][3]) || "") +
get.translation(links[0][2]) +
"使用"
);
},
},
hiddenCard: function (player, name) {
if (!lib.inpile.includes(name)) return false;
var type = get.type2(name);
return (
(type == "basic" || type == "trick") &&
player.countMark("spwuku") > 0 &&
player.countCards("she") > 0 &&
!player.hasSkill("spmiewu2")
);
},
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ai: {
combo: "spwuku",
fireAttack: true,
respondSha: true,
respondShan: true,
skillTagFilter: function (player) {
if (
!player.countMark("spwuku") ||
!player.countCards("hse") ||
player.hasSkill("spmiewu2")
)
return false;
},
order: 1,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
},
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spmiewu2: {
trigger: { player: ["useCardAfter", "respondAfter"] },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
return event.skill == "spmiewu_backup";
},
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content: function () {
player.draw();
},
},
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spmiewu_backup: { audio: "spmiewu" },
qinzheng: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
forced: true,
filter: function (event, player) {
var num = player.getAllHistory("useCard").length + player.getAllHistory("respond").length;
return num % 3 == 0 || num % 5 == 0 || num % 8 == 0;
},
content: function () {
var num = player.getAllHistory("useCard").length + player.getAllHistory("respond").length;
var cards = [];
if (num % 3 == 0) {
var card = get.cardPile2(function (card) {
return card.name == "sha" || card.name == "shan";
});
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if (card) cards.push(card);
}
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if (num % 5 == 0) {
var card = get.cardPile2(function (card) {
return ["tao", "jiu", "zong", "xionghuangjiu"].includes(card.name);
});
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if (card) cards.push(card);
}
if (num % 8 == 0) {
var card = get.cardPile2(function (card) {
return [
"juedou",
"wuzhong",
"zengbin",
"sadouchengbing",
"dongzhuxianji",
"tongzhougongji",
].includes(card.name);
});
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if (card) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2");
},
group: "qinzheng_count",
intro: {
content: function (num) {
var str = "<li>总次数:";
str += num;
str += "<br><li>杀/闪:";
str += num % 3;
str += "/3<br><li>桃/酒:";
str += num % 5;
str += "/5<br><li>决斗/无中生有:";
str += num % 8;
str += "/8";
return str;
},
},
},
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qinzheng_count: {
trigger: { player: ["useCard1", "respond"] },
silent: true,
firstDo: true,
noHidden: true,
content: function () {
player.storage.qinzheng =
player.getAllHistory("useCard").length + player.getAllHistory("respond").length;
player.markSkill("qinzheng");
},
},
spqiai: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
player.countCards("he", function (card) {
return get.type(card) != "basic";
}) > 0
);
},
filterCard: function (card) {
return get.type(card) != "basic";
},
position: "he",
filterTarget: lib.filter.notMe,
delay: false,
discard: false,
lose: false,
check: function (card) {
var player = _status.event.player;
if (get.position(card) == "e" && card.name == "jinhe") return 10;
if (player.isHealthy()) return 7 - get.value(card);
return 9 - get.value(card);
},
content: function () {
"step 0";
player.give(cards, target, true);
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"step 1";
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if (!target.isIn()) {
event.finish();
return;
}
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if (player.isHealthy()) event._result = { index: 1 };
else {
var str = get.translation(player);
target
.chooseControl()
.set("choiceList", ["令" + str + "回复1点体力", "令" + str + "摸两张牌"]);
}
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"step 2";
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if (result.index == 0) player.recover();
else player.draw(2);
},
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ai: {
order: 8,
result: {
player: 1,
target: function (player, target) {
if (ui.selected.cards.length) {
var card = ui.selected.cards[0];
var val = get.value(card, target);
if (val < 0) return -1;
if (target.hasSkillTag("nogain")) return 0;
var useval = target.getUseValue(card);
if (val < 1 || useval <= 0) return 0.1;
return Math.sqrt(useval);
}
return 0;
},
},
},
},
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spshanxi: {
audio: 2,
init: function (player) {
game.addGlobalSkill("spshanxi_bj");
},
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onremove: function (player) {
if (!game.hasPlayer((current) => current.hasSkill("spshanxi"), true))
game.removeGlobalSkill("spshanxi_bj");
},
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trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && !current.hasMark("spshanxi");
});
},
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content: function () {
"step 0";
var eff = 0;
var target = game.findPlayer(function (current) {
return current != player && current.hasMark("spshanxi");
});
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if (target) eff = -get.attitude(player, target) / Math.sqrt(Math.max(1, target.hp));
player
.chooseTarget(
get.prompt("spshanxi"),
"令一名其他角色获得“檄”",
function (card, player, target) {
return target != player && !target.hasMark("spshanxi");
}
)
.set("ai", function (target) {
return (
-get.attitude(_status.event.player, target) /
Math.sqrt(Math.max(1, target.hp)) -
_status.event.eff
);
})
.set("eff", eff);
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("spshanxi", target);
game.countPlayer(function (current) {
if (current == target) current.addMark("spshanxi", 1);
else {
var num = current.countMark("spshanxi");
if (num > 0) current.removeMark("spshanxi", num);
}
});
}
},
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marktext: "檄",
intro: {
name2: "檄",
content: "已被设下索命檄文",
},
group: "spshanxi_suoming",
ai: { threaten: 3.3 },
},
spshanxi_suoming: {
audio: "spshanxi",
trigger: { global: "recoverAfter" },
forced: true,
filter: function (event, player) {
return event.player.hasMark("spshanxi") && event.player.hp > 0;
},
logTarget: "player",
content: function () {
"step 0";
if (trigger.player.countCards("he") < 2) event._result = { bool: false };
else
trigger.player
.chooseCard("he", 2, "交给" + get.translation(player) + "两张牌或失去1点体力")
.set("ai", function (card) {
return 9 - get.value(card);
});
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"step 1";
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if (!result.bool) trigger.player.loseHp();
else trigger.player.give(result.cards, player);
},
},
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spshanxi_bj: {
trigger: { player: "dieAfter" },
filter: function (event, player) {
for (let i of game.players) {
if (i.hasSkill("spshanxi_suoming")) return false;
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}
return true;
},
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silent: true,
forceDie: true,
charlotte: true,
content: function () {
game.removeGlobalSkill("spshanxi_bj");
},
ai: {
effect: {
target: function (card, player, target) {
let suoming = game.findPlayer((current) => current.hasSkill("spshanxi_suoming"));
if (
suoming &&
_status.event &&
target === _status.event.dying &&
target.hasMark("spshanxi")
) {
if (target.countCards("he") < 2) return "zerotarget";
return [1, get.attitude(target, suoming) > 0 ? 0 : -1.2];
}
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},
},
},
},
shameng: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
var hs = player.getCards("h");
if (hs.length < 2) return false;
var red = 0,
black = 0;
for (var i of hs) {
if (get.color(i, player) == "red") red++;
else black++;
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if (red > 1 || black > 1) return true;
}
return false;
},
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complexCard: true,
selectCard: 2,
filterCard: function (card, player) {
if (ui.selected.cards.length)
return get.color(card, player) == get.color(ui.selected.cards[0], player);
var color = get.color(card, player);
return (
player.countCards("h", function (cardx) {
return cardx != card && color == get.color(cardx, player);
}) > 0
);
},
filterTarget: lib.filter.notMe,
check: function (card) {
return 7 - get.value(card);
},
position: "h",
content: function () {
target.draw(2);
player.draw(3);
},
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ai: {
order: 6,
result: { target: 2 },
},
},
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fubi: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
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direct: true,
skillAnimation: true,
animationColor: "wood",
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
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content: function () {
"step 0";
player.chooseTarget(get.prompt2("fubi"), lib.filter.notMe).set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.logSkill("fubi", target);
target.addSkill("fubi2");
target.storage.fubi2.push(player);
}
},
},
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fubi2: {
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
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mod: {
maxHandcard: function (player, num) {
var list = player.getStorage("fubi2");
for (var i of list) {
if (i.isIn()) num += 3;
}
return num;
},
},
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mark: true,
intro: { content: "若$存活,则手牌上限+3" },
},
zuici: {
trigger: { player: "dying" },
direct: true,
filter: function (event, player) {
return player.countCards("e") > 0;
},
content: function () {
"step 0";
var list = [];
var cards = player.getCards("e");
for (var i of cards) list.push(get.subtype(i));
list.push("cancel2");
player.chooseControl(list).set("prompt", get.prompt2("zuici"));
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"step 1";
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if (result.control != "cancel2") {
player.disableEquip(result.control);
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} else event.finish();
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"step 2";
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if (player.hp < 1) player.recover(1 - player.hp);
},
},
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jianzhan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return lib.skill.jianzhan.filterTarget(null, player, current);
});
},
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filterTarget: function (card, player, target) {
if (target == player) return false;
if (ui.selected.targets.length) {
var targetx = ui.selected.targets[0];
return (
targetx != target &&
targetx.countCards("h") > target.countCards("h") &&
targetx.inRange(target)
);
}
var num = target.countCards("h");
return game.hasPlayer(function (current) {
return (
current != target &&
current != player &&
current.countCards("h") < num &&
target.inRange(current)
);
});
},
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selectTarget: 2,
complexTarget: true,
targetprompt: ["出杀", "被出杀"],
multitarget: true,
content: function () {
"step 0";
if (!targets[0].canUse("sha", targets[1])) event._result = { index: 1 };
else
targets[0]
.chooseControl()
.set("choiceList", [
"视为对" + get.translation(targets[1]) + "使用一张【杀】",
"令" + get.translation(player) + "摸一张牌",
])
.set("ai", function () {
var evt = _status.event.getParent();
var eff = get.effect(
evt.targets[1],
{ name: "sha", isCard: true },
evt.targets[0],
evt.targets[0]
);
if (eff > 0) return 0;
if (eff < 0 || get.attitude(evt.targets[0], evt.player) > 1) return 1;
return 0;
});
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"step 1";
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if (result.index == 0)
targets[0].useCard({ name: "sha", isCard: true }, targets[1], false);
else player.draw();
},
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ai: {
result: {
target: function (player, target) {
if (ui.selected.targets.length) {
var from = ui.selected.targets[0];
return get.effect(target, { name: "sha" }, from, target);
}
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var effs = [0, 0];
game.countPlayer(function (current) {
if (current != target && target.canUse("sha", current)) {
var eff = get.effect(current, { name: "sha" }, target, target);
if (eff > effs[0]) effs[0] = eff;
if (eff < effs[1]) effs[1] = eff;
}
});
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return effs[get.attitude(player, target) > 0 ? 0 : 1];
},
},
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order: 8.5,
expose: 0.2,
},
},
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duoji: {
audio: 2,
enable: "phaseUse",
limited: true,
filter: function (event, player) {
return (
player.countCards("h") > 1 &&
game.hasPlayer(function (current) {
return current != player && current.countGainableCards(player, "e") > 0;
})
);
},
filterCard: true,
selectCard: 2,
filterTarget: function (card, player, target) {
return target != player && target.countGainableCards(player, "e") > 0;
},
check: function (card) {
return 8 - get.value(card);
},
position: "h",
skillAnimation: true,
animationColor: "metal",
content: function () {
player.awakenSkill("duoji");
var cards = target.getGainableCards(player, "e");
player.gain(cards, target, "give", "bySelf");
},
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ai: {
order: 1,
result: {
target: function (player, target) {
var num = 0,
es = target.getCards("e"),
val = 0;
for (var i of es) {
num += get.value(i, target);
}
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for (var i of ui.selected.cards) {
val += get.value(i, player);
}
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if (Math.abs(num) > val) return -num;
return 0;
},
},
},
},
},
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characterIntro: {
yuanhuan:
"袁涣字曜卿陈郡扶乐今河南省周口市太康县人。东汉末年官员出身陈郡袁氏为东汉司徒袁滂之子。袁涣早年曾任郡功曹后被公府征辟相继被举为高第、秀才。汉末战乱时袁涣流寓江淮一带初为袁术所用后投吕布。建安三年198年曹操率兵剿灭了吕布袁涣又转投曹操拜沛南部都尉后又任谏议大夫、郎中令等职在任上尽心尽责以敢谏直言称名。袁涣恕思而后行外表温柔而内心能断处危难则勇气极大。汉末三国时期唯有程昱、曹仁、袁涣三人被评价为勇冠贲育。",
qiaogong:
"桥公,亦作“乔公”,名字不详,是中国汉末三国时期的长者,江东二乔的父亲,三国时期庐江郡皖县(今安徽潜山)人,中国长篇古典名著《三国演义》中称之为“乔国老”。",
liuzhang:
"刘璋(生卒年不详),字季玉,江夏竟陵(今湖北省天门市)人。东汉末年宗室、军阀,益州牧刘焉幼子,在父亲刘焉死后继任益州牧。刘璋为人懦弱多疑。汉中张鲁骄纵,不听刘璋号令,于是刘璋杀张鲁母弟,双方成为仇敌,刘璋派庞羲攻击张鲁,战败。后益州内乱,平定后,又有曹操将前来袭击的消息。在内外交逼之下,刘璋听信手下张松、法正之言,迎接刘备入益州,想借刘备之力,抵抗曹操。不料此举乃引狼入室,刘备反手攻击刘璋,又有法正为内应,进至成都。成都吏民都想抵抗刘备,但刘璋为百姓计而开城出降,群下莫不流涕。刘备占据成都后,刘璋以振威将军的身份被迁往荆州居住,关羽失荆州后,刘璋归属东吴,被孙权任命为益州牧,不久后去世,卒年不详。",
zhangzhongjing:
"张仲景约公元150154年—约公元215219年名机字仲景南阳涅阳县今河南省邓州市穰东镇张寨村人。东汉末年著名医学家被后人尊称为“医圣”。张仲景广泛收集医方写出了传世巨著《伤寒杂病论》。它确立的“辨证论治”原则是中医临床的基本原则是中医的灵魂所在。在方剂学方面《伤寒杂病论》也做出了巨大贡献创造了很多剂型记载了大量有效的方剂。其所确立的六经辨证的治疗原则受到历代医学家的推崇。这是中国第一部从理论到实践、确立辨证论治法则的医学专著是中国医学史上影响最大的著作之一是后学者研习中医必备的经典著作广泛受到医学生和临床大夫的重视。",
xiangchong:
"向宠240年左将军向朗之侄蜀汉重要将领。具有谦和公允的性格品行对军事通晓畅达被汉昭烈帝刘备称赞。刘备时历任牙门将类似于主将帐下的偏将诸葛亮北伐时以向宠为中领军封都亭侯。诸葛亮北行汉中前特意在《出师表》中向刘禅推荐向宠。延熙三年公元240年南征汉嘉今四川省雅安市蛮夷时遇害尸体被其部下夺回送回成都安葬。",
caizhenji:
"蔡贞姬,生卒年不详,汉末大儒蔡邕之女。其父蔡邕精于天文数理,妙解音律,是曹操的挚友和老师。生在书香门第的家庭的蔡贞姬,自小耳濡目染,精通书法与音律。后来,其父为避宦竖迫害,便随父亲来泰山依付羊衜一族,在羊衜的元配孔氏死后,便在父亲的做主下与之成亲。夫妻二人婚后生有两子一女:羊承、羊徽瑜、羊祜。在与羊衜成亲之前,羊衜和孔氏生有一子羊发。后来羊发、羊承同时生病,蔡贞姬知道不能两全,就专心照顾羊发,最后羊发痊愈,羊承病死。",
zhouchu:
"周处236—297年字子隐吴郡阳羡今江苏宜兴人。西晋大臣、将领东吴鄱阳太守周鲂之子。少时纵情肆欲为祸乡里。后来改过自新拜访名人陆机和陆云浪子回头发奋读书留下“周处除三害”的传说拜东观左丞迁无难都督功业胜过父亲。吴国灭亡后出仕西晋拜新平太守转广汉太守治境有方。入为散骑常侍迁御史中丞刚正不阿。得罪梁孝王司马肜。元康七年出任建威将军前往关中讨伐氐羌齐万年叛乱遇害于沙场。追赠平西将军谥号为孝。",
wangfuzhaolei:
"王甫—222年字国山广汉郪今四川三台县三国时期蜀汉重臣。刘璋时为益州书佐之后归降刘备先后担任绵竹令、荆州议曹从事并在夷陵之战中阵亡。其子王祐官至尚书右选郎。赵累蜀汉大将关羽部下都督。后来吴将吕蒙袭取荆州赵累被吴将潘璋等在临沮擒获。",
wangling:
"王淩172年251年6月15日字彦云太原郡祁县今山西省祁县三国时期曹魏将领东汉司徒王允之侄。王淩出身太原王氏祁县房。举孝廉出身授发干县令迁中山太守。颇有政绩迁司空曹操掾属。魏文帝曹丕即位拜散骑常侍、兖州刺史。参加洞口之战跟从张辽击败吴将吕范加号建武将军封宜城亭侯。太和二年228年王淩参与石亭之战跟从曹休征伐东吴力挽狂澜历任扬豫二州刺史治境有方。齐王曹芳继位拜征东将军联合孙礼击败吴将全琮进封南乡侯授车骑将军、仪同三司正始九年248年代高柔为司空。嘉平元年249年代蒋济为太尉。嘉平三年251年不满太傅司马懿专擅朝政联合兖州刺史令狐愚谋立楚王曹彪为帝事泄自尽时年八十岁夷灭三族。",
wujing: "吴景本吴郡吴县今江苏苏州后迁居吴郡钱塘今浙江杭州孙坚妻子吴夫人武烈皇后之弟孙策和孙权的舅舅东汉末年将领。吴景因追随孙坚征伐有功被任命为骑都尉。袁术上表举荐吴景兼任丹杨太守讨伐前任太守周昕占据丹杨。后遭扬州刺史刘繇逼迫再度依附袁术袁术任用他为督军中郎将与孙贲共同进击樊能等人。又在秣陵攻打笮融、薛礼。袁术与刘备争夺徐州时任吴景为广陵太守。建安二年197年吴景放弃广陵东归孙策孙策任他为丹杨太守。朝廷使者吴景为扬武将军郡守之职照旧。建安八年203年吴景死于任上。",
feiyi: "费祎253年2月字文伟江夏鄳县今河南省罗山县三国时期蜀汉名臣与诸葛亮、蒋琬、董允并称为蜀汉四相。深得诸葛亮器重屡次出使东吴孙权、诸葛恪、羊茞等人以辞锋刁难而费祎据理以答辞义兼备始终不为所屈。孙权非常惊异于他的才能加以礼遇。北伐时为中护军又转为司马。当时魏延与杨仪不和经常争论费祎常为二人谏喻两相匡护以尽其用。诸葛亮死后初为后军师再为尚书令官至大将军封成乡侯。费祎主政时与姜维北伐的主张相左执行休养生息的政策为蜀汉的发展尽心竭力。费祎性格谦恭真诚颇为廉洁家无余财。后为魏降将郭循一作郭脩行刺身死。葬于今广元市昭化古城城西。",
luotong:
"骆统193年228年字公绪。会稽郡乌伤县今浙江义乌人。东汉末年至三国时期吴国将领、学者陈国相骆俊之子。骆统二十岁时已任乌程国相任内有政绩使得国中民户过万。又迁为功曹行骑都尉。曾劝孙权尊贤纳士省役息民。后出任为建忠中郎将。将军凌统逝世后统领其部曲。因战功迁偏将军封新阳亭侯任濡须督。黄武七年228年骆统去世年仅三十六岁。有集十卷今已佚。",
},
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characterTitle: {},
card: {
binglinchengxiax: {
enable: true,
type: "trick",
derivation: "sp_xunchen",
fullskin: true,
filterTarget: lib.filter.notMe,
content: function () {
"step 0";
if (!player.isIn() || !target.isIn()) {
event.finish();
return;
}
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event.showCards = get.cards(4);
game.cardsGotoOrdering(event.showCards);
player.showCards(event.showCards);
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"step 1";
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if (player.isIn() && target.isIn() && event.showCards.length) {
for (var i of event.showCards) {
if (i.name == "sha" && player.canUse(i, target, false)) {
player.useCard(i, target, false);
event.showCards.remove(i);
event.redo();
break;
}
}
}
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"step 2";
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if (event.showCards.length) {
while (event.showCards.length)
ui.cardPile.insertBefore(event.showCards.pop().fix(), ui.cardPile.firstChild);
game.updateRoundNumber();
}
},
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ai: {
basic: {
useful: 4,
value: 3,
},
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order: 4,
result: {
target: function (player, target, card, isLink) {
if (get.effect(target, { name: "sha" }, player, target) == 0) return 0;
return -2.5;
},
},
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tag: {
respond: 1,
respondShan: 1,
damage: 1,
},
},
},
tiaojiyanmei: {
enable: true,
type: "trick",
derivation: "feiyi",
fullskin: true,
filterTarget: function (card, player, target) {
var targets = [];
if (ui.selected.targets.length) targets.addArray(ui.selected.targets);
var evt = _status.event.getParent("useCard");
if (evt && evt.card == card) targets.addArray(evt.targets);
if (targets.length) {
var hs = target.countCards("h");
for (var i of targets) {
if (i.countCards("h") != hs) return true;
}
return false;
}
return true;
},
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recastable: true,
selectTarget: 2,
postAi: () => true,
contentBefore: function () {
if (!targets.length) return;
var map = {};
event.getParent().customArgs.default.tiaojiyanmei_map = map;
var average = 0;
for (var target of targets) {
var hs = target.countCards("h");
map[target.playerid] = hs;
average += hs;
}
map.average = average / targets.length;
},
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content: function () {
var map = event.tiaojiyanmei_map,
num1 = map.average,
num2 = map[target.playerid];
if (typeof num2 != "number") num2 = target.countCards("h");
if (num2 > num1) target.chooseToDiscard("he", true);
else if (num2 < num1) target.draw();
},
contentAfter: function () {
"step 0";
if (!player.isIn() || targets.length < 2) {
event.finish();
return;
}
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var num = targets[0].countCards("h");
for (var i = 1; i < targets.length; i++) {
if (targets[i].countCards("h") != num) {
event.finish();
return;
}
}
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var cards = [];
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name == "lose" && evt.type == "discard" && evt.getParent(3).card == card)
cards.addArray(evt.cards);
});
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cards = cards.filterInD("d");
if (cards.length) {
event.tiaojiyanmei_cards = cards;
player
.chooseTarget("是否令一名角色获得" + get.translation(cards) + "")
.set("ai", function (target) {
var evt = _status.event.getParent();
return (
get.attitude(evt.player, target) *
get.value(evt.tiaojiyanmei_cards, target) *
(target.hasSkillTag("nogain") ? 0.1 : 1)
);
});
} else event.finish();
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"step 1";
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if (result.bool) {
var target = result.targets[0];
player.line(target, "thunder");
target.gain(event.tiaojiyanmei_cards, "gain2");
}
},
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ai: {
order: 6.1,
basic: {
useful: 4,
value: 3,
},
result: {
target: function (player, target, card, isLink) {
var targets = [];
if (ui.selected.targets.length) targets.addArray(ui.selected.targets);
var evt = _status.event.getParent("useCard");
if (evt && evt.card == card) targets.addArray(evt.targets);
if (
evt &&
evt.card == card &&
evt.customArgs &&
evt.customArgs.tiaojiyanmei_map
) {
var map = evt.customArgs.tiaojiyanmei_map,
num1 = map.average,
num2 = map[target.playerid];
if (typeof num2 != "number") num2 = target.countCards("h");
if (num2 > num1) {
if (
target.countCards("e", function (card) {
return get.value(card) <= 0;
})
)
return 1;
return -1;
}
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if (num2 < num1) return 1;
return 0;
}
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var cards = [card];
if (card.cards) cards.addArray(card.cards);
var fh = function (card) {
return !cards.includes(card);
};
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if (!targets.length) {
if (get.attitude(player, target) < 0) {
if (
target.countCards("e", function (card) {
return get.value(card, target) <= 0;
})
)
return 1;
if (
game.hasPlayer(function (current) {
return (
current.countCards("h", fh) == target.countCards("h", fh) - 2
);
})
)
return -2;
if (
game.hasPlayer(function (current) {
return current.countCards("h", fh) < target.countCards("h", fh);
})
)
return -1;
}
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if (
target.countCards("e", function (card) {
return get.value(card, target) <= 0;
}) &&
game.hasPlayer(function (current) {
return current.countCards("h", fh) < target.countCards("h", fh);
})
)
return 1;
return 0;
}
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var average = 0;
for (var i of targets) average += i.countCards("h", fh);
if (!targets.includes(target)) {
var th = target.countCards("h", fh);
average += th;
average /= targets.length + 1;
if (th == average) return 0;
if (th < average) return th == average - 1 ? 2 : 1;
if (th > average) {
if (
target.countCards("e", function (card) {
return get.value(card) <= 0;
})
)
return 1;
return -0.5;
}
return 0;
}
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average /= targets.length;
if (th < average) return 1;
if (th > average) {
if (
target.countCards("e", function (card) {
return get.value(card) <= 0;
})
)
return 1;
return -1;
}
return 0;
},
},
},
},
},
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characterFilter: {},
dynamicTranslate: {},
perfectPair: {
wujing: ["sunce", "sunben", "wuguotai"],
},
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characterReplace: {
wangcan: ["wangcan", "sp_wangcan", "tw_wangcan"],
sunshao: ["sunshao", "sp_sunshao"],
xunchen: ["xunchen", "re_xunchen", "sp_xunchen", "tw_xunchen", "clan_xunchen"],
xinpi: ["xinpi", "sp_xinpi"],
duyu: ["duyu", "dc_duyu", "sp_duyu", "pk_sp_duyu"],
zhangwen: ["zhangwen", "sp_zhangwen"],
ol_bianfuren: ["ol_bianfuren", "sp_bianfuren", "tw_bianfuren"],
wangshuang: ["wangshuang", "sp_wangshuang"],
huaman: ["huaman", "sp_huaman"],
gaolan: ["gaolan", "dc_gaolan", "sp_gaolan"],
cuiyan: ["cuiyan", "sp_cuiyan"],
wujing: ["wujing", "tw_wujing"],
zhouchu: ["jin_zhouchu", "zhouchu", "tw_zhouchu"],
liuzhang: ["liuzhang", "tw_liuzhang"],
chenzhen: ["sp_chenzhen", "tw_chenzhen"],
feiyi: ["ol_feiyi", "feiyi", "tw_feiyi"],
wangling: ["dc_wangling", "wangling", "tw_wangling", "clan_wangling"],
qiaogong: ["qiaogong", "tw_qiaogong"],
sp_chendong: ["sp_chendong", "tw_chendong", "chendong"],
sp_jiangqing: ["sp_jiangqing", "tw_jiangqing", "jiangqing"],
kongrong: ["dc_kongrong", "sp_kongrong", "jsrg_kongrong", "kongrong"],
dc_mifuren: ["dc_mifuren", "sp_mifuren"],
},
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translate: {
liuba_prefix: "手杀",
sp_zhujun_prefix: "手杀",
sp_huangfusong_prefix: "手杀",
sp_zhangchangpu_prefix: "手杀",
sp_cuiyan_prefix: "手杀",
sp_huaman_prefix: "手杀",
sp_gaolan_prefix: "手杀",
sunyi_prefix: "手杀",
sp_wangshuang_prefix: "手杀",
sp_zongyu_prefix: "手杀",
db_wenyang_prefix: "手杀",
sp_yanghu_prefix: "手杀",
sp_zhangwen_prefix: "手杀",
sp_xujing_prefix: "手杀",
sp_huaxin_prefix: "手杀",
zhouchu_prefix: "手杀",
sp_mifuren_prefix: "手杀",
sp_xinpi_prefix: "手杀",
sp_bianfuren_prefix: "手杀",
sp_duyu_prefix: "手杀",
luotong_prefix: "手杀",
sp_wangcan_prefix: "手杀",
sp_sunshao_prefix: "手杀",
sp_xunchen_prefix: "手杀",
sp_kongrong_prefix: "手杀",
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sp_wangcan: "手杀王粲",
spqiai: "七哀",
spqiai_info:
"出牌阶段限一次你可以将一张非基本牌交给一名其他角色。然后其选择一项①你回复1点体力。②你摸两张牌。",
spshanxi: "善檄",
spshanxi_suoming: "善檄",
spshanxi_info:
"出牌阶段开始时你可令一名其他角色获得“檄”标记并清除场上已有的其他“檄”标记若有。有“檄”标记的角色回复体力时若其体力值大于0则其需选择一项①交给你两张牌。②失去1点体力。",
sp_chenzhen: "陈震",
shameng: "歃盟",
shameng_info:
"出牌阶段限一次,你可弃置两张颜色相同的手牌并选择一名其他角色。其摸两张牌,然后你摸三张牌。",
sp_sunshao: "手杀孙邵",
fubi: "辅弼",
fubi2: "辅弼",
fubi_info: "游戏开始时,你可选择一名其他角色。该角色的手牌上限于你死亡前+3。",
zuici: "罪辞",
zuici_info: "当你进入濒死状态时你可废除你的一个不为空的装备栏然后将体力值回复至1点。",
sp_xunchen: "手杀荀谌",
jianzhan: "谏战",
jianzhan_info:
"出牌阶段限一次你可选择一名其他角色A和其攻击范围内的另一名手牌数小于其的角色B。A选择一项①视为对B使用一张【杀】。②令你摸一张牌。",
duoji: "夺冀",
duoji_info:
"限定技,出牌阶段,你可弃置两张手牌并选择一名装备区有牌的其他角色。你获得其装备区里的所有牌。",
binglinchengxiax: "兵临城下",
binglinchengxiax_info:
"出牌阶段,对一名其他角色使用。你亮出牌堆顶的四张牌,依次对其使用其中所有的【杀】,然后将剩余的牌置于牌堆顶。",
mjweipo: "危迫",
mjweipo_effect: "危迫",
mjweipo_remove: "危迫",
mjweipo_info:
"出牌阶段限一次。你可以选择一个智囊或【兵临城下】,令一名没有〖危迫〗效果的角色获得如下一次性效果直到你下回合开始:其可于出牌阶段弃置一张【杀】,并获得一张你选择的牌。",
mjchenshi: "陈势",
mjchenshi_player: "陈势",
mjchenshi_target: "陈势",
mjchenshi_info:
"当有角色使用【兵临城下】指定第一个目标后,其可交给你一张牌,并将牌堆的顶三张牌中所有不为【杀】的牌置入弃牌堆;当有角色成为【兵临城下】的目标后,其可交给你一张牌,然后将牌堆顶三张牌中所有的【杀】置入弃牌堆。",
mjmouzhi: "谋识",
mjmouzhi_info:
"锁定技,当你受到伤害时,若伤害渠道对应的牌和你上次受到的伤害花色相同,则你防止此伤害。",
luotong: "手杀骆统",
qinzheng: "勤政",
qinzheng_info:
"锁定技当你使用或打出牌时若你本局游戏内使用或打出过的牌数和为3的倍数你从牌堆中获得一张【杀】或【闪】为5的倍数你从牌堆中获得一张【桃】或【酒】为8的倍数你从牌堆中获得一张【决斗】或【无中生有】可获得对应的衍生替换牌。",
sp_duyu: "手杀杜预",
spwuku: "武库",
spwuku_info: "锁定技当有角色使用装备牌时若你的“武库”数小于3则你获得一个“武库”。",
spwuku_info_guozhan:
"锁定技当有其他势力的角色使用装备牌时若你的“武库”数小于2则你获得一个“武库”。",
spsanchen: "三陈",
spsanchen_info:
"觉醒技结束阶段若你的“武库”数大于2则你加1点体力上限并回复1点体力然后获得〖灭吴〗。",
spmiewu: "灭吴",
spmiewu2: "灭吴",
spmiewu_backup: "灭吴",
spmiewu_info:
"每回合限一次。你可弃置一枚“武库”并将一张牌当做任意基本牌或锦囊牌使用,然后摸一张牌。",
sp_bianfuren: "手杀卞夫人",
spwanwei: "挽危",
spwanwei_info:
"每轮累计限一次。①出牌阶段你可选择一名其他角色。②当有其他角色处于濒死状态时。你可令该角色回复X+1点体力至少回复至1然后你失去X点体力。X为你的体力值",
spyuejian: "约俭",
spyuejian_info:
"锁定技你的手牌上限基数等于你的体力上限。当你处于濒死状态时你可弃置两张牌然后回复1点体力。",
feiyi: "手杀费祎",
feiyi_prefix: "手杀",
reshengxi: "生息",
reshengxi_info: "结束阶段,若你于本回合内未造成过伤害,则你可摸两张牌。",
fyjianyu: "谏喻",
fyjianyu_info:
"每轮限一次。出牌阶段你可选择两名角色令这些角色获得“喻”直到你的下回合开始。当一名有“喻”的角色A使用牌指定另一名有“喻”的角色B为目标时你令B摸一张牌。",
mjshengxi: "生息",
mjshengxi_info:
"准备阶段,你可以获得一张【调剂盐梅】;结束阶段,若你本回合使用过牌且未造成伤害,则你可以获得一张智囊或摸一张牌。",
mjkuanji: "宽济",
mjkuanji_info:
"每回合限一次。当你因弃置而失去牌后,你可令一名其他角色获得其中的一张牌,然后你摸一张牌。",
tiaojiyanmei: "调剂盐梅",
tiaojiyanmei_info:
"出牌阶段,对两名手牌数不均相同的其他角色使用。若目标角色于此牌使用准备工作结束时的手牌数大于此时所有目标的平均手牌数,其弃置一张牌。若小于则其摸一张牌。此牌使用结束后,若所有目标角色的手牌数均相等,则你可令一名角色获得所有因执行此牌效果而弃置的牌。",
refubi: "辅弼",
refubi_info:
"游戏开始时,你可令一名其他角色获得“辅弼”标记。有“辅弼”标记的角色的准备阶段开始时,你可选择一项:①令其本回合使用【杀】的次数上限+1。②令其本回合的手牌上限+3。",
rezuici: "罪辞",
rezuici_backup: "罪辞",
rezuici_info:
"出牌阶段或当你处于濒死状态时你可以废除一个有牌的装备栏并回复2点体力然后可以移动“辅弼”标记。",
mjdingyi: "定仪",
mjdingyi_info:
"游戏开始时,你选择一个效果(相同效果不可叠加)并令全场角色获得之:①摸牌阶段额定摸牌数+1。②手牌上限+2。③攻击范围+1。④脱离濒死状态时回复1点体力。",
mjzuici: "罪辞",
mjzuici_info:
"当你受到伤害后,你可令伤害来源失去〖定仪〗效果,然后令其从牌堆中获得一张由你选择的智囊。",
mjfubi: "辅弼",
mjfubi_info:
"每轮限一次。出牌阶段,你可选择一项:①更换一名角色的〖定仪〗效果。②弃置一张牌并令一名角色的〖定仪〗效果翻倍直到你的下回合开始。",
wujing: "吴景",
heji: "合击",
heji_info:
"当有角色使用的【决斗】或红色【杀】结算完成后若此牌对应的目标数为1则你可以对相同的目标使用一张【杀】或【决斗】无距离和次数限制。若你以此法使用的牌不为转化牌则你从牌堆中随机获得一张红色牌。",
liubing: "流兵",
liubing_info:
"锁定技。①你于出牌阶段使用的第一张非虚拟【杀】的花色视为♦。②其他角色于其出牌阶段内使用的非转化黑色杀结算结束后,若此【杀】未造成伤害,则你获得之。",
sp_mifuren: "手杀糜夫人",
spcunsi: "存嗣",
spcunsi2: "存嗣",
spcunsi_info:
"出牌阶段限一次,你可将武将牌翻至背面并选择一名其他角色。其从牌堆或弃牌堆中获得一张【杀】,且下一张杀的伤害值基数+1。",
spguixiu: "闺秀",
spguixiu_info:
"锁定技,当你受到伤害后,若你的武将牌背面朝上,则你将武将牌翻至正面。当你的武将牌从背面翻至正面时,你摸一张牌。",
qingyu: "清玉",
qingyu_info:
"使命技。①当你受到伤害时你弃置两张牌然后防止此伤害。②使命准备阶段若你的体力值等于体力上限且你没有手牌则你获得〖悬存〗。③失败当你进入濒死状态时你减1点体力上限。",
xuancun: "悬存",
xuancun_info:
"其他角色的回合结束时若你的手牌数小于体力值则你可以令其摸X张牌X为你的体力值与手牌数之差且至多为2。",
xinlirang: "礼让",
xinlirang_info:
"①其他角色的摸牌阶段开始时,若你没有“谦”标记,则你可以获得一枚“谦”标记。若如此做,其额定摸牌数+2且本回合的弃牌阶段开始时你可以获得其弃置的至多两张牌。②摸牌阶段开始时若你有“谦”标记则你跳过此摸牌阶段并移除“谦”标记。",
xinmingshi: "名仕",
xinmingshi_info:
"锁定技当你受到伤害后若你有“谦”标记则伤害来源弃置一张牌。若此牌为黑色你获得之。红色你回复1点体力。",
sp_xinpi: "手杀辛毗",
spyinju: "引裾",
spyinju2: "引裾",
spyinju_info:
"出牌阶段限一次,你可令一名其他角色选择一项:①对你使用一张【杀】(无距离限制)。②其下个回合的准备阶段开始时,跳过出牌阶段和弃牌阶段。",
spchijie: "持节",
spchijie_info:
"每回合限一次。当你成为其他角色使用牌的唯一目标时你可判定。若结果大于6则你取消此牌的所有目标。",
reduoji: "夺冀",
reduoji_info:
"出牌阶段限一次,你可将一张牌置于其他角色的武将牌上,称为“冀”。当有装备牌因使用而进入一名角色的装备区后,若该角色有“冀”且其为使用者,则你获得此装备牌,其移去一个“冀”并摸一张牌。一名其他角色的回合结束后,若其有“冀”,则你获得其的所有“冀”。",
wangling: "手杀王淩",
wangling_prefix: "手杀",
mouli: "谋立",
mouli_info:
"出牌阶段限一次,你可以将一张手牌交给一名其他角色,其获得如下效果直到你的下回合开始:其可以将黑色牌当做【杀】,红色牌当做【闪】使用。其第一次触发“使用【杀】/【闪】结算完成后”的时机时,你摸三张牌。",
zifu: "自缚",
zifu_info: "锁定技当有角色死亡时若其因你获得的“谋立”效果未过期则你减2点体力上限。",
xingqi: "星启",
xingqi_info:
"①当你使用牌时,若此牌不为延时锦囊牌且你没有同名的“备”,则你获得一枚与此牌名称相同的“备”。②结束阶段,你可移去一枚“备”,然后从牌堆中获得一张与此“备”名称相同的牌。",
xinzifu: "自缚",
xinzifu_info:
"锁定技。出牌阶段结束时,若你本阶段内未使用牌,则你移去所有“备”且本回合的手牌上限-1。",
mibei: "秘备",
mibei_info:
"使命技。①使命当你使用的牌结算完成后若你的“备”中包含的基本牌锦囊牌装备牌数量均大于1则你从牌堆中获得这三种类型的牌各一张并获得技能“谋立”。②失败结束阶段开始时若你没有“备”且你于本回合的准备阶段开始时也没有“备”则你减1点体力上限。",
xinmouli: "谋立",
xinmouli_info:
"出牌阶段限一次,你可以指定一名其他角色。其移去你的一个“备”,然后从牌堆中获得一张与此“备”名称相同的牌。",
wangfuzhaolei: "王甫赵累",
xunyi: "殉义",
xunyi2: "殉义",
xunyi3: "殉义",
xunyi_info:
"游戏开始时,或当上一个拥有“殉义”效果的角色死亡后,你可以选择一名角色获得如下效果:当其/你对二者之外的角色造成伤害后,你/其摸一张牌;当其/你受到二者之外的角色造成的伤害后,你/其弃置一张牌。",
zhouchu: "手杀周处",
xianghai: "乡害",
xianghai_info: "锁定技,其他角色的手牌上限-1。你手牌区的装备牌均视为【酒】。",
chuhai: "除害",
chuhai_info:
"出牌阶段限一次,你可以摸一张牌,然后和一名其他角色拼点。若你赢,则你观看其手牌,并从牌堆/弃牌堆中获得其手牌中包含的类型的牌各一张,且当你于此阶段内对其造成伤害后,你将牌堆/弃牌堆中的一张装备牌置于你的一个空置装备栏内。",
rechuhai: "除害",
rechuhai_info:
"使命技。①出牌阶段限一次,你可以摸一张牌,然后和一名其他角色拼点。若你赢,则你观看其手牌,并从牌堆/弃牌堆中获得其手牌中包含的类型的牌各一张,且当你于此阶段内对其造成伤害后,你将牌堆/弃牌堆中的一张装备牌置于你的一个空置装备栏内。②当你因发动〖除害①〗而展示拼点牌时,你令此牌的点数+XX=(4-你装备区的牌数)。③使命当有装备牌进入你的装备区后若你的装备区内有至少三张牌则你将体力值回复至上限失去〖乡害〗并获得〖彰名〗。④失败当你因发动〖除害①〗发起的拼点没赢时若你的最终点数不大于6则你触发使命失败分支。",
zhangming: "彰名",
zhangming_info:
"锁定技。①你使用的♣牌不能被其他角色响应。②每回合限一次,当你对其他角色造成伤害后,你随机弃置其一张手牌,然后你从牌堆或弃牌堆中获得与其展示牌类型不同类型的牌各一张(若其没有手牌,则你改为从牌堆或弃牌堆中获得所有类型牌各一张),且以此法得到的牌不计入本回合的手牌上限。",
sp_kongrong: "手杀孔融",
spmingshi: "名士",
spmingshi_info: "锁定技当你受到1点伤害后伤害来源弃置一张牌。",
splirang: "礼让",
splirang_info:
"出牌阶段限一次你可以弃置所有手牌然后将其中的至多X张牌交给一名其他角色X为你的体力值之后摸一张牌。",
caizhenji: "蔡贞姬",
sheyi: "舍裔",
sheyi_info:
"每轮限一次。当有体力值小于你的其他角色受到伤害时你可以交给其至少X张牌并防止此伤害X为你的体力值。",
tianyin: "天音",
tianyin_info: "锁定技,结束阶段开始时,你从牌堆中获得每种本回合未使用过的类型的牌各一张。",
xiangchong: "向宠",
guying: "固营",
guying_info:
"锁定技。每回合限一次,当你于回合外因使用/打出/弃置而失去牌后若牌数为1则你获得一枚“固”并令当前回合角色选择一项①随机交给你一张牌。②令你获得本次失去的牌若为装备牌则你使用之。准备阶段开始时你移去所有“固”并弃置等量的牌。",
muzhen: "睦阵",
muzhen_backup: "睦阵",
muzhen_info:
"出牌阶段各限一次。①你可以将两张牌交给一名装备区内有牌的其他角色,然后获得其装备区内的一张牌。②你可以将装备区内的一张牌置于其他角色的装备区内,然后获得其一张手牌。",
sp_huaxin: "手杀华歆",
hxrenshi: "仁仕",
hxrenshi_info: "出牌阶段每名角色限一次。你可以将一张手牌交给一名其他角色。",
debao: "德保",
debao_info:
"锁定技,当其他角色获得你的牌后,若你的“仁”数小于你的体力上限,则你将牌堆顶的一张牌置于你的武将牌上,称为“仁”。准备阶段,你获得所有“仁”。",
buqi: "不弃",
buqi_info:
"锁定技当有角色进入濒死状态时若你的“仁”数大于1则你移去两张“仁”并令其回复1点体力。一名角色死亡后你将所有“仁”置入弃牌堆。",
yuanqing: "渊清",
yuanqing_info:
"锁定技,出牌阶段结束时,你随机将弃牌堆中你本阶段使用过的牌类型的各一张牌置于仁库中。",
shuchen: "疏陈",
shuchen_info:
"锁定技当有角色进入濒死状态时若仁库中的牌数大于三则你获得仁库中的所有牌然后其回复1点体力。",
sp_xujing: "手杀许靖",
boming: "博名",
boming_info:
"出牌阶段限两次,你可以将一张牌交给一名其他角色。结束阶段,若你本回合以此法失去了两张以上的牌,则你摸一张牌。",
ejian: "恶荐",
ejian_info:
"锁定技每名角色限一次。当有其他角色因〖博名〗而得到了你的牌后若其拥有与此牌类型相同的其他牌则你令其选择一项①受到1点伤害。②展示所有手牌并弃置所有与此牌类别相同的牌。",
zhangzhongjing: "张机",
jishi: "济世",
jishi_info:
"锁定技。①当你使用的牌结算完成后,若你未因此牌造成过伤害,则你将此牌对应的所有实体牌置于仁库中。②当有牌不因溢出而离开仁库时,你摸一张牌。",
liaoyi: "疗疫",
liaoyi_info:
"其他角色的回合开始时若其①手牌数小于体力值且仁库内牌数大于等于X则你可令其从仁库中获得X张牌②手牌数大于体力值则你可以令其将X张牌置于仁库中X为其手牌数与体力值之差且至多为4。",
xinliaoyi: "疗疫",
xinliaoyi_info:
"其他角色的回合开始时你可选择一项①令其从仁库中获得一张牌。②若其手牌数大于体力值则令其将X张手牌置入仁库X为其手牌数与体力值之差。",
binglun: "病论",
binglun_info:
"出牌阶段限一次你可以将仁库中的一张牌置于弃牌堆并选择一名角色。该角色选择一项①摸一张牌。②于其下回合结束时回复1点体力。",
sp_zhangwen: "手杀张温",
gebo: "戈帛",
gebo_info: "锁定技,当有角色回复体力后,你将牌堆顶的一张牌置入仁库。",
spsongshu: "颂蜀",
spsongshu_info:
"其他角色的摸牌阶段开始时若其体力值大于你且仁库内有牌则你可以令其放弃摸牌。其改为获得X张仁X为你的体力值且至多为5且本回合内不能使用牌指定其他角色为目标。",
liuzhang: "刘璋",
xiusheng: "休生",
xiusheng_info:
"锁定技。准备阶段你将所有“生”置入弃牌堆然后摸X张牌并将等量的牌置于武将牌上称为“生”X为你因〖引狼〗而选择的势力的存活角色数。",
yinlang: "引狼",
yinlang_info:
"①每轮限一次。回合开始时你选择场上的一个势力。②一名角色的出牌阶段开始时若其势力与你选择的势力相同则其选择一项1.获得你的一张“生”然后其本回合使用牌时不能指定你以外的角色为目标。2.你获得一张“生”。",
huaibi: "怀璧",
huaibi_info: "主公技,锁定技。你的手牌上限+XX为你因〖引狼〗而选择的势力的存活角色数。",
jutu: "据土",
jutu_info:
"锁定技准备阶段你获得所有你武将牌上的“生”然后摸X+1张牌然后将X张牌置于你的武将牌上称为“生”X为你因〖邀虎〗选择势力的角色数量)。",
yaohu: "邀虎",
yaohu_info:
"每轮限一次,你的回合开始时,你须选择场上一个势力。该势力其他角色的出牌阶段开始时,其获得你的一张“生”,然后其须选择一项:①对你指定的另一名的其他角色使用一张【杀】(无距离和次数限制);②交给你两张牌。",
rehuaibi: "怀璧",
rehuaibi_info: "主公技,锁定技,你的手牌上限+XX为你因〖邀虎〗选择势力的角色数量)。",
qiaogong: "桥公",
yizhu: "遗珠",
yizhu_info:
"①结束阶段你摸两张牌然后将两张牌随机插入牌堆前2X张牌的位置中X为角色数选择牌的牌名对其他角色可见。②其他角色使用“遗珠”牌指定唯一目标时你可以取消此目标然后你清除对应的“遗珠”标记。",
luanchou: "鸾俦",
luanchou_info:
"出牌阶段限一次,你可令两名角色获得“姻”标记并清除原有标记。拥有“姻”标记的角色视为拥有技能〖共患〗。",
gonghuan: "共患",
gonghuan_info:
"锁定技。每回合限一次,一名其他角色受到伤害时,若其拥有“姻”标记且其体力值小于你,则你将伤害转移给自己。此伤害结算结束后,你与其移去“姻”标记。",
sp_yanghu: "手杀羊祜",
mingfa: "明伐",
mingfa_info:
"①结束阶段,你可展示一张牌并记录为“明伐”。②出牌阶段开始时,若“明伐”牌在你的手牌区或装备区,则你可以使用“明伐”牌与一名其他角色拼点。若你赢:你获得对方一张牌并从牌堆中获得一张点数等于“明伐”牌牌面点数-1的牌。若你没赢你本回合不能使用牌指定其他角色为目标。③你的拼点牌亮出后你令此牌的点数+2。",
rongbei: "戎备",
rongbei_info:
"限定技。出牌阶段,你可选择一名有空装备栏的角色。系统为该角色的每个空装备栏选择一张装备牌,然后该角色使用之。",
db_wenyang: "手杀文鸯",
dbquedi: "却敌",
dbquedi_info:
"每回合限一次。当你使用【杀】或【决斗】指定唯一目标后,你可选择:①获得目标角色的一张手牌。②弃置一张基本牌,并令此牌的伤害值基数+1。③背水减1点体力上限然后依次执行上述所有选项。",
dbzhuifeng: "椎锋",
dbzhuifeng_info:
"魏势力技。每回合限两次你可以失去1点体力并视为使用一张【决斗】你死亡后仍然结算。当你因此【决斗】而受到伤害时你防止此伤害并令此技能失效直到出牌阶段结束。",
dbchongjian: "冲坚",
dbchongjian_backup: "冲坚",
dbchongjian_info:
"吴势力技。你可以将一张装备牌当做一种【杀】无距离限制且无视防具或【酒】使用。当你以此法使用【杀】造成伤害后你获得目标角色装备区内的X张牌X为伤害值。",
dbchoujue: "仇决",
dbchoujue_info:
"锁定技。当你杀死其他角色后你加1点体力上限并摸两张牌然后本回合发动【却敌】的次数上限+1。",
sp_chendong: "手杀陈武董袭",
sp_chendong_prefix: "手杀",
spyilie: "毅烈",
spyilie_info:
"出牌阶段开始时,你可选择:①本阶段内使用【杀】的次数上限+1。②本回合内使用【杀】被【闪】抵消时摸一张牌。③背水失去1点体力然后依次执行上述所有选项。",
spfenming: "奋命",
spfenming_info:
"出牌阶段限一次,你可以选择一名体力值不大于你的角色。若其:未横置,其横置;已横置,你获得其一张牌。",
yuanhuan: "袁涣",
qingjue: "请决",
qingjue_info:
"每轮限一次。当有其他角色A使用牌指定另一名体力值小于A且不处于濒死状态的其他角色B为目标时你可以摸一张牌然后与A拼点。若你赢你取消此目标。若你没赢你将此牌的目标改为自己。",
fengjie: "奉节",
fengjie2: "奉节",
fengjie_info:
"锁定技,准备阶段开始时,你选择一名其他角色并获得如下效果直到你下回合开始:一名角色的结束阶段开始时,你将手牌摸至(至多摸四张)或弃置至与其体力值相等。",
sp_zongyu: "手杀宗预",
zhibian: "直辩",
zhibian_info:
"准备阶段,你可以和一名其他角色拼点。若你赢,你可选择:①将其装备区/判定区内的一张牌移动到你的对应区域。②回复1点体力。③背水跳过下个摸牌阶段然后依次执行上述所有选项若你没赢你失去1点体力。",
yuyan: "御严",
yuyan_info:
"锁定技。当你成为非转换的【杀】的目标时,若使用者的体力值大于你且此【杀】有点数,则你令使用者选择一项:①交给你一张点数大于此【杀】的牌。②取消此目标。",
sp_wangshuang: "手杀王双",
yiyong: "异勇",
yiyong_info:
"当你受到其他角色造成的渠道为【杀】的伤害后,若你的装备区内有武器牌,则你可以获得此【杀】对应的所有实体牌,然后将这些牌当做【杀】对伤害来源使用(无距离限制)。若其装备区内没有武器牌,则此伤害+1。",
shanxie: "擅械",
shanxie_info:
"①出牌阶段限一次,你可从牌堆中获得一张武器牌。若牌堆中没有武器牌,则你改为随机获得一名角色装备区内的一张武器牌。②当其他角色使用【闪】响应你使用的【杀】时,若此【闪】没有点数或点数不大于你攻击范围的二倍,则你令此【闪】无效。",
shanxie_info_old:
"①出牌阶段限一次,你可选择一项:⒈从牌堆中获得一张武器牌。⒉获得一名其他角色装备区内的一张武器牌并使用,然后其将一张手牌当做【杀】对你使用。②当其他角色使用【闪】响应你使用的【杀】时,若此【闪】没有点数或点数不大于你攻击范围的二倍,则你令此【闪】无效。",
sunyi: "手杀孙翊",
zaoli: "躁厉",
zaoli_info:
2024-04-16 05:55:09 +00:00
"锁定技。①你不能于回合内使用或打出你手牌中不为本回合得到的牌。②当你使用或打出手牌时你获得一个“厉”至多4个。③回合开始时若你有“厉”则你移去所有“厉”并弃置任意张牌然后摸X+Y张牌。若X大于2你失去1点体力X为你移去的标记数Y为你弃置的牌数。",
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sp_gaolan: "手杀高览",
spjungong: "峻攻",
spjungong_info:
"出牌阶段你可失去X+1点体力或弃置X+1张牌视为对一名其他角色使用【杀】不计入次数和距离限制X为你本回合内发动过〖峻攻〗的次数。若你因此【杀】造成了伤害则你令此技能失效直到回合结束。",
spdengli: "等力",
spdengli_info:
"当你使用【杀】指定目标后,或成为【杀】的目标后,若使用者和目标的体力值相等,则你摸一张牌。",
sp_huaman: "手杀花鬘",
spxiangzhen: "象阵",
spxiangzhen_info:
"锁定技。①【南蛮入侵】对你无效。②当有角色使用的【南蛮入侵】结算结束后,若有角色因此牌受到过伤害,则你和使用者各摸一张牌。",
spfangzong: "芳踪",
spfangzong_info:
"锁定技。①你不能于回合内使用具有伤害标签的牌指定攻击范围内的角色为目标。②攻击范围内包含你的角色不能使用具有伤害标签的牌指定你为目标。③结束阶段你将手牌摸至X张X为场上存活人数且至多为8。",
spxizhan: "嬉战",
spxizhan_info:
"其他角色的回合开始时你须选择一项①失去1点体力。②弃置一张牌并令〖芳踪〗于本回合失效然后若此牌的花色为其视为使用一张【酒】你视为使用一张【无中生有】你视为对其使用【铁索连环】你视为对其使用火【杀】无距离限制。",
sp_cuiyan: "手杀崔琰",
spyajun: "雅俊",
spyajun_info:
"①摸牌阶段,你令额定摸牌数+1。②出牌阶段开始时你可以用一张本回合得到的牌与其他角色拼点。若你赢则你可将其中一张拼点牌置于牌堆顶。若你没赢你本回合的手牌上限-1。",
spzundi: "尊嫡",
spzundi_info:
"出牌阶段限一次,你可以弃置一张手牌并选择一名角色,然后你进行判定。若结果为:黑色,其摸三张牌;红色,其可以移动场上的一张牌。",
sp_zhangchangpu: "手杀张昌蒲",
spdifei: "抵诽",
spdifei_info:
"锁定技。每回合限一次当你受到伤害后你摸一张牌或弃置一张手牌然后展示所有手牌。若此伤害的渠道为没有花色的牌或你的手牌中没有与此牌花色相同的牌则你回复1点体力。",
spyanjiao: "严教",
spyanjiao_info:
"出牌阶段限一次。你可以将手牌中一种花色的所有牌交给一名其他角色对其造成1点伤害。然后你于自己的下回合开始时摸等量的牌。",
sp_jiangwan: "蒋琬",
spzhenting: "镇庭",
spzhenting_info:
"每回合限一次。当你攻击范围内的角色成为【杀】或延时锦囊的目标时,若你不是此牌的使用者且不是此牌的目标,则你可以将此目标改为自己。然后你选择一项:①弃置使用者的一张手牌。②摸一张牌。",
spjincui: "尽瘁",
spjincui_info:
"限定技。出牌阶段你可以和一名其他角色交换位置然后失去X点体力X为你的体力值。",
sp_jiangqing: "蒋钦",
spjianyi: "俭衣",
spjianyi_info:
"锁定技。其他角色的回合结束时,若弃牌堆中有于本回合内因弃置而进入弃牌堆的防具牌,则你获得其中一张。",
spshangyi: "尚义",
spshangyi_info:
"出牌阶段限一次。你可以弃置一张牌并选择一名其他角色。其观看你的手牌,然后你观看其手牌并获得其中的一张。",
sp_lvfan: "手杀吕范",
sp_lvfan_prefix: "手杀",
spdiaodu: "调度",
spdiaodu_info: "准备阶段,你可令一名角色摸一张牌,然后移动其装备区内的一张牌。",
spdiancai: "典财",
spdiancai_info:
"其他角色的结束阶段开始时你可以令至多X名角色各摸一张牌X为你本回合失去的手牌数。",
mbdiaodu: "调度",
mbdiaodu_info: "准备阶段,你可以移动一名角色装备区内的一张牌(不能移动给自己),然后其摸一张牌。",
mbdiancai: "典财",
mbdiancai_info:
"其他角色的出牌阶段阶段结束后,若你本阶段失去的牌数不小于你的体力值,则你可将手牌数补至体力上限。",
spyanji: "严纪",
spyanji_info: "出牌阶段开始时,你可以进行“整肃”。",
sp_huangfusong: "手杀皇甫嵩",
spzhengjun: "整军",
spzhengjun_info:
"①出牌阶段开始时你可进行“整肃”。②当你因整肃而摸牌或回复体力后你可令一名其他角色摸两张牌或回复1点体力。",
spshiji: "势击",
spshiji_info:
"当你对其他角色造成属性伤害时,若你的手牌数不为全场唯一最多,则你可以观看其手牌。你令其弃置其中的所有红色牌,然后摸等量的牌。",
sptaoluan: "讨乱",
sptaoluan_info:
"每回合限一次。一名角色的判定结果确定时,若结果的花色为♠,则你可以终止导致此判定发生的上级事件。然后选择一项:①获得判定牌对应的实体牌。②视为对判定角色使用一张火【杀】(无距离和次数限制)。",
sp_zhujun: "手杀朱儁",
yangjie: "佯解",
yangjie_info:
"出牌阶段限一次你可以摸一张牌并和一名其他角色A拼点。当你以此法展示你的拼点牌时你令此牌点数-XX为你已损失的体力值。若你没赢则你可以令另一名其他角色B获得两张拼点牌然后其视为对A使用一张火【杀】。",
zjjuxiang: "拒降",
zjjuxiang_info:
"限定技。一名其他角色脱离濒死状态时你可以对其造成1点伤害然后摸X张牌X为其体力上限且至多为5。",
xinyangjie: "佯解",
xinyangjie_info:
"出牌阶段限一次你可以与一名其他角色A拼点。若你没赢则你可以令另一名其他角色B视为对A使用一张火【杀】。",
xinjuxiang: "拒降",
xinjuxiang_info: "限定技一名其他角色脱离濒死状态时你可以对其造成1点伤害。",
houfeng: "厚俸",
houfeng_info:
"每轮限一次。一名其他角色的出牌阶段开始时,若其在你的攻击范围内,则你可以令其进行“整肃”。然后当其于本回合内因整肃而摸牌或回复体力后,你获得相同的整肃奖励。",
liuba: "手杀刘巴",
duanbi: "锻币",
duanbi_info:
"限定技。出牌阶段若场上所有角色的手牌数之和大于角色数之和的二倍则你可以令所有其他角色各弃置X张手牌X为该角色手牌数的一半且向下取整且至多为3。然后你可选择一名角色令其随机获得三张以此法被弃置的牌。",
tongduo: "统度",
tongduo_info: "每回合限一次。当你成为其他角色使用牌的唯一目标后,你可令一名角色重铸一张牌。",
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mobile_shijiren: "始计篇·仁",
mobile_shijizhi: "始计篇·智",
mobile_shijixin: "始计篇·信",
mobile_shijiyong: "始计篇·勇",
mobile_shijiyan: "始计篇·严",
},
};
});