noname/character/standard.js

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import { lib, game, ui, get, ai, _status } from "../noname.js";
game.import("character", function () {
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return {
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name: "standard",
connect: true,
characterSort: {
standard: {
standard_2008: [
"caocao",
"simayi",
"xiahoudun",
"zhangliao",
"xuzhu",
"guojia",
"zhenji",
"liubei",
"guanyu",
"zhangfei",
"zhugeliang",
"zhaoyun",
"machao",
"huangyueying",
"sunquan",
"ganning",
"lvmeng",
"huanggai",
"zhouyu",
"daqiao",
"luxun",
"sunshangxiang",
"huatuo",
"lvbu",
"diaochan",
],
standard_2013: ["old_re_lidian", "huaxiong", "re_yuanshu"],
standard_2019: ["gongsunzan", "xf_yiji"],
standard_2023: ["std_panfeng", "ganfuren"],
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},
},
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character: {
old_re_lidian: ["male", "wei", 3, ["xunxun", "wangxi"], ["die_audio:lidian"]],
ganfuren: ["female", "shu", 3, ["stdshushen", "shenzhi"]],
std_panfeng: ["male", "qun", 4, ["stdkuangfu"]],
caocao: ["male", "wei", 4, ["jianxiong", "hujia"], ["zhu"]],
simayi: ["male", "wei", 3, ["fankui", "guicai"]],
xiahoudun: ["male", "wei", 4, ["ganglie"]],
zhangliao: ["male", "wei", 4, ["tuxi"]],
xuzhu: ["male", "wei", 4, ["luoyi"]],
guojia: ["male", "wei", 3, ["tiandu", "yiji"]],
zhenji: ["female", "wei", 3, ["luoshen", "qingguo"]],
liubei: ["male", "shu", 4, ["rende", "jijiang"], ["zhu"]],
guanyu: ["male", "shu", 4, ["wusheng"]],
zhangfei: ["male", "shu", 4, ["paoxiao"]],
zhugeliang: ["male", "shu", 3, ["guanxing", "kongcheng"]],
zhaoyun: ["male", "shu", 4, ["longdan"]],
machao: ["male", "shu", 4, ["mashu", "tieji"]],
huangyueying: ["female", "shu", 3, ["jizhi", "qicai"]],
sunquan: ["male", "wu", 4, ["zhiheng", "jiuyuan"], ["zhu"]],
ganning: ["male", "wu", 4, ["qixi"]],
lvmeng: ["male", "wu", 4, ["keji"]],
huanggai: ["male", "wu", 4, ["kurou"]],
zhouyu: ["male", "wu", 3, ["yingzi", "fanjian"]],
daqiao: ["female", "wu", 3, ["guose", "liuli"]],
luxun: ["male", "wu", 3, ["qianxun", "lianying"]],
sunshangxiang: ["female", "wu", 3, ["xiaoji", "jieyin"]],
huatuo: ["male", "qun", 3, ["qingnang", "jijiu"]],
lvbu: ["male", "qun", 4, ["wushuang"]],
diaochan: ["female", "qun", 3, ["lijian", "biyue"]],
huaxiong: ["male", "qun", 6, ["yaowu"]],
gongsunzan: ["male", "qun", 4, ["reyicong"]],
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xf_yiji: ["male", "shu", 3, ["xinfu_jijie", "xinfu_jiyuan"], []],
re_yuanshu: ["male", "qun", 4, ["rewangzun", "retongji"]],
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},
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characterIntro: {
liubei: "先主姓刘,讳备,字玄德,涿郡涿县人,汉景帝子中山靖王胜之后也。以仁德治天下。",
guanyu: "字云长,本字长生,并州河东解州人。五虎上将之首,爵至汉寿亭侯,谥曰“壮缪侯”。被奉为“关圣帝君”,崇为“武圣”。",
zhangfei:
"字翼德,涿郡人,燕颔虎须,豹头环眼。有诗云:“长坂坡头杀气生,横枪立马眼圆睁。一声好似轰雷震,独退曹家百万兵”。",
zhugeliang:
"字孔明,号卧龙,琅琊阳都人,蜀汉丞相。在世时被封为武乡侯,谥曰忠武侯。著有《出师表》、《诫子书》等。怀不世之才,以空城戏司马,能观星象而通鬼神。",
zhaoyun: "字子龙,常山真定人。身长八尺,姿颜雄伟。长坂坡单骑救阿斗,先主云:“子龙一身都是胆也。”",
machao: "字孟起,扶风茂陵人。面如冠玉,目如流星,虎体猿臂,彪腹狼腰,声雄力猛。因衣着讲究,举止非凡,故人称“锦马超”。麾铁骑,捻金枪。",
huangyueying:
"荆州沔南白水人,沔阳名士黄承彦之女,诸葛亮之妻,诸葛瞻之母。容貌甚丑,而有奇才:上通天文,下察地理,韬略近于诸书无所不晓,诸葛亮在南阳闻其贤而迎娶。",
sunquan: "吴大帝,字仲谋,吴郡富春县人。统领吴与蜀魏三足鼎立,制衡天下。",
ganning:
"字兴霸,巴郡临江人,祖籍荆州南阳郡。为人勇猛刚强,忠心耿耿,勇往无前。曾带兵百人于二更奇袭曹营,大挫其锐气。",
lvmeng: "字子明,汝南富陂人。陈寿评曰:“吕蒙勇而有谋断,识军计,谲郝普,擒关羽,最其妙者。初虽轻果妄杀,终于克己,有国士之量,岂徒武将而已乎!”",
huanggai:
"字公覆,零陵郡泉陵县人。官至偏将军、武陵太守。以苦肉计骗曹孟德,亲往诈降,火烧战船,重创敌军。",
zhouyu: "字公瑾,庐江舒县人,任东吴三军大都督,雄姿英发,人称“美周郎”。赤壁之战前,巧用反间计杀了精通水战的叛将蔡瑁、张允。",
daqiao: "庐江皖县人,为乔公长女,孙策之妻,小乔之姊。与小乔并称为“江东二乔”,容貌国色流离。",
luxun: "本名陆议,字伯言,吴郡吴县人。历任东吴大都督、丞相。吴大帝孙权兄孙策之婿,世代为江东大族。以谦逊之书麻痹关羽,夺取荆州,又有火烧连营大破蜀军。",
sunshangxiang:
"孙夫人,乃孙权之妹。刘备定荆州,孙权进妹与其结姻,重固盟好。孙夫人才捷刚猛,有诸兄之风。后人为其立庙,号曰“枭姬庙”。",
caocao: "魏武帝曹操,字孟德,小名阿瞒、吉利,沛国谯人。精兵法,善诗歌,乃治世之能臣,乱世之奸雄也。",
simayi: "晋宣帝,字仲达,河内温人。曾任职过曹魏的大都督,太尉,太傅。少有奇节,聪明多大略,博学洽闻,伏膺儒教,世之鬼才也。",
xiahoudun: "字元让,沛国谯人。有拔矢啖睛之勇,性格勇猛刚烈。",
zhangliao:
"字文远魏雁门马邑人。官至前将军、征东将军、晋阳侯。武功高强又谋略过人多次建立奇功以800人突袭孙权十万大军皆望风披靡。",
xuzhu: "字仲康,谯国谯县人。和典韦一同统率着曹操的亲卫队“虎卫军”。因为他十分勇猛,所以有“虎痴”的绰号。曾有裸衣斗马超之举。",
guojia: "字奉孝,颍川阳翟人,官至军师祭酒。惜天妒英才,英年早逝。有诗云:“良计环环不遗策,每临制变满座惊”。",
zhenji: "中山无极人,别称甄洛或甄宓,庙号文昭甄皇后。魏文帝曹丕的正室。懂诗文,有倾国倾城之貌,《洛神赋》即是曹植为她所作。",
huatuo: "字元化,一名旉,沛国谯人,“建安三神医”之一。集平生之所得著《青囊经》,现已失传。",
lvbu: "字奉先,五原郡九原县人。三国第一猛将,曾独力战刘关张三人,其武力世之无双。时人语曰:“人中有吕布,马中有赤兔。”",
diaochan:
"中国古代四大美女之一,有闭月羞花之貌。司徒王允之义女,由王允授意施行连环计,离间董卓、吕布,借布手除卓。后貂蝉成为吕布的妾。",
huaxiong:
"董卓旗下名将,自荐抵抗山东地区反对董卓的诸侯联军于汜水关前,他先后斩杀济北相鲍信之弟鲍忠和孙坚部将祖茂、以及袁术部将俞涉和韩馥手下潘凤等人,最后关东联军派出关羽与之一对一决斗而被杀。",
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xf_yiji:
"伊籍字机伯生卒年不详兖州山阳郡今山东金乡县三国时期蜀汉官员。年少时依附于同乡刘表。刘备落难到荆州时伊籍时常拜访托请刘备照顾。建安十三年208年刘表病死伊籍便转投刘备一起渡江南下。建安十六年211年刘备入蜀帮助刘璋伊籍亦有跟随。随后刘备和刘璋双方决裂。建安十九年214年刘备平定益州任命伊籍为左将军从事中郎其待遇次于简雍、孙乾等。后升任昭文将军并与诸葛亮、法正、刘巴、李严共同编制《蜀科》。",
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},
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perfectPair: {
xiahoudun: ["xiahouyuan"],
zhenji: ["caopi"],
caocao: ["xuzhu", "dianwei", "bianfuren"],
huangzhong: ["weiyan"],
zhugeliang: ["jiangwei", "jiangfei", "huangyueying"],
liubei: ["guanyu", "zhangfei", "ganfuren"],
zhaoyun: ["liushan"],
daqiao: ["xiaoqiao"],
zhouyu: ["huanggai", "xiaoqiao", "zhouyi"],
sunquan: ["zhoutai"],
lvbu: ["diaochan", "lvlingqi"],
machao: ["madai", "mayunlu", "yangwan"],
zhangliao: ["zangba"],
ganning: ["lingtong", "xf_sufei"],
guanyu: ["zhangfei", "liaohua"],
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},
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skill: {
//标准版甘夫人
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stdshushen: {
audio: "shushen",
trigger: { player: "recoverEnd" },
getIndex(event) {
return event.num || 1;
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("stdshushen"), lib.filter.notMe)
.set("ai", (target) => get.attitude(_status.event.player, target))
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
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await target.draw(target.countCards("h") > 0 ? 1 : 2);
},
ai: { threaten: 0.8, expose: 0.1 },
},
stdkuangfu: {
audio: "xinkuangfu",
trigger: { source: "damageSource" },
forced: true,
usable: 1,
filter(event, player) {
return (
player.isPhaseUsing() &&
event.card &&
event.card.name == "sha" &&
event.player != player &&
event.player.isIn()
);
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},
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async content(event, trigger, player) {
if (trigger.player.hp < player.hp) player.draw(2);
else player.loseHp();
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},
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ai: {
halfneg: true,
},
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},
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rewangzun: {
trigger: { global: "phaseZhunbeiBegin" },
forced: true,
audio: "wangzun",
filter(event, player) {
return event.player.hp > player.hp;
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},
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logTarget: "player",
async content(event, trigger, player) {
player.draw();
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let zhu = false;
const target = trigger.player;
switch (get.mode()) {
case "identity": {
zhu = target.isZhu;
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break;
}
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case "guozhan": {
zhu = get.is.jun(target);
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break;
}
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case "versus": {
zhu = target.identity == "zhu";
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break;
}
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case "doudizhu": {
zhu = target == game.zhu;
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break;
}
}
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if (zhu) {
player.draw();
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target.addTempSkill("rewangzun2");
target.addMark("rewangzun2", 1, false);
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}
},
},
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rewangzun2: {
onremove: true,
mod: {
maxHandcard(player, num) {
return num - player.countMark("rewangzun2");
},
},
intro: { content: "手牌上限-#" },
},
retongji: {
trigger: { global: "useCardToTarget" },
logTarget: "target",
audio: "tongji",
filter(event, player) {
return (
event.card.name == "sha" &&
event.player != player &&
!event.targets.includes(player) &&
event.target.inRange(player) &&
event.target.countCards("he") > 0
);
},
async cost(event, trigger, player) {
const { result } = await trigger.target
.chooseCard(
"he",
"是否对" + get.translation(player) + "发动【同疾】?",
"弃置一张牌,将" +
get.translation(trigger.card) +
"转移给" +
get.translation(player),
lib.filter.cardDiscardable
)
.set("ai", (card) => {
if (!_status.event.check) return -1;
return get.unuseful(card) + 9;
})
.set(
"check",
(() => {
if (trigger.target.countCards("h", "shan")) {
return -get.attitude(trigger.target, player);
}
if (get.attitude(trigger.target, player) < 5) {
return 6 - get.attitude(trigger.target, player);
}
if (trigger.target.hp == 1 && player.countCards("h", "shan") == 0) {
return 10 - get.attitude(trigger.target, player);
}
if (trigger.target.hp == 2 && player.countCards("h", "shan") == 0) {
return 8 - get.attitude(trigger.target, player);
}
return -1;
})() > 0
);
if (result.bool) {
event.result = {
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bool: true,
cost_data: {
cards: result.cards,
},
};
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}
},
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async content(event, trigger, player) {
trigger.target.discard(event.cost_data.cards);
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const evt = trigger.getParent();
evt.triggeredTargets2.remove(trigger.target);
evt.targets.remove(trigger.target);
evt.targets.push(player);
},
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ai: {
neg: true
},
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},
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hujia: {
audio: 2,
audioname: ["re_caocao"],
unique: true,
zhuSkill: true,
trigger: { player: ["chooseToRespondBefore", "chooseToUseBefore"] },
filter(event, player) {
if (event.responded) return false;
if (player.storage.hujiaing) return false;
if (!player.hasZhuSkill("hujia")) return false;
if (!event.filterCard({ name: "shan", isCard: true }, player, event)) return false;
return game.hasPlayer((current) => current != player && current.group == "wei");
},
check(event, player) {
if (get.damageEffect(player, event.player, player) >= 0) return false;
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return true;
},
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async content(event, trigger, player) {
while (true) {
let bool;
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if (!event.current) event.current = player.next;
if (event.current == player) return;
else if (event.current.group == "wei") {
if (
(event.current == game.me && !_status.auto) ||
get.attitude(event.current, player) > 2 ||
event.current.isOnline()
) {
player.storage.hujiaing = true;
const next = event.current.chooseToRespond(
"是否替" + get.translation(player) + "打出一张闪?",
{ name: "shan" }
);
next.set("ai", () => {
const event = _status.event;
return get.attitude(event.player, event.source) - 2;
});
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next.set("skillwarn", "替" + get.translation(player) + "打出一张闪");
next.autochoose = lib.filter.autoRespondShan;
next.set("source", player);
bool = (await next).result.bool;
}
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}
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player.storage.hujiaing = false;
if (bool) {
trigger.result = { bool: true, card: { name: "shan", isCard: true } };
trigger.responded = true;
trigger.animate = false;
if (typeof event.current.ai.shown == "number" && event.current.ai.shown < 0.95) {
event.current.ai.shown += 0.3;
if (event.current.ai.shown > 0.95) event.current.ai.shown = 0.95;
}
return;
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} else {
event.current = event.current.next;
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}
}
},
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ai: {
respondShan: true,
skillTagFilter(player) {
if (player.storage.hujiaing) return false;
if (!player.hasZhuSkill("hujia")) return false;
return game.hasPlayer((current) => current != player && current.group == "wei");
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},
},
},
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jianxiong: {
audio: 2,
preHidden: true,
trigger: { player: "damageEnd" },
filter(event, player) {
return get.itemtype(event.cards) == "cards" && get.position(event.cards[0], true) == "o";
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},
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async content(event, trigger, player) {
player.gain(trigger.cards, "gain2");
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},
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ai: {
maixie: true,
maixie_hp: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
if (get.tag(card, "damage")) return [1, 0.55];
},
},
},
},
fankui: {
audio: 2,
trigger: { player: "damageEnd" },
logTarget: "source",
preHidden: true,
filter(event, player) {
return (
event.source &&
event.source.countGainableCards(player, event.source != player ? "he" : "e") > 0 &&
event.num > 0
);
},
async content(event, trigger, player) {
player.gainPlayerCard(true, trigger.source, trigger.source != player ? "he" : "e");
},
ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.countCards("he") > 1 && get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5];
if (get.attitude(target, player) < 0) return [1, 1];
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}
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},
},
},
},
guicai: {
audio: 2,
trigger: { global: "judge" },
preHidden: true,
filter(event, player) {
return player.countCards(get.mode() == "guozhan" ? "hes" : "hs") > 0;
},
async cost(event, trigger, player) {
const {
result: { bool, cards },
} = await player
.chooseCard(
get.translation(trigger.player) +
"的" +
(trigger.judgestr || "") +
"判定为" +
get.translation(trigger.player.judging[0]) +
"" +
get.prompt("guicai"),
get.mode() == "guozhan" ? "hes" : "hs",
(card) => {
const player = _status.event.player;
const mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
const mod = game.checkMod(
card,
player,
"unchanged",
"cardRespondable",
player
);
if (mod != "unchanged") return mod;
return true;
}
)
.set("ai", (card) => {
const trigger = _status.event.getTrigger();
const player = _status.event.player;
const judging = _status.event.judging;
const result = trigger.judge(card) - trigger.judge(judging);
const attitude = get.attitude(player, trigger.player);
if (attitude == 0 || result == 0) return 0;
if (attitude > 0) {
return result - get.value(card) / 2;
} else {
return -result - get.value(card) / 2;
}
})
.set("judging", trigger.player.judging[0])
.setHiddenSkill("guicai");
if (bool) event.result = { bool, cost_data: { cards } };
},
//技能的logSkill跟着打出牌走 不进行logSkill
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popup: false,
async content(event, trigger, player) {
const chooseCardResultCards = event.cost_data.cards;
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player.respond(chooseCardResultCards, "guicai", "highlight", "noOrdering");
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
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}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
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}
game.cardsDiscard(trigger.player.judging[0]);
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trigger.player.judging[0] = chooseCardResultCards[0];
trigger.orderingCards.addArray(chooseCardResultCards);
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game.log(trigger.player, "的判定牌改为", chooseCardResultCards[0]);
game.asyncDelay(2);
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},
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ai: {
rejudge: true,
tag: {
rejudge: 1,
},
},
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},
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ganglie: {
audio: 2,
trigger: { player: "damageEnd" },
filter(event, player) {
return event.source != undefined;
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},
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check(event, player) {
return get.attitude(player, event.source) <= 0;
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},
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logTarget: "source",
async content(event, trigger, player) {
const judgeEvent = player.judge((card) => {
if (get.suit(card) == "heart") return -2;
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return 2;
});
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judgeEvent.judge2 = (result) => result.bool;
const {
result: { judge },
} = await judgeEvent;
if (judge < 2) return;
const {
result: { bool },
} = await trigger.source.chooseToDiscard(2).set("ai", (card) => {
if (card.name == "tao") return -10;
if (card.name == "jiu" && _status.event.player.hp == 1) return -10;
return get.unuseful(card) + 2.5 * (5 - get.owner(card).hp);
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});
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if (bool == false) {
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trigger.source.damage();
}
},
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ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
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return 0.8;
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
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},
},
},
},
ganglie_three: {
audio: "ganglie",
trigger: { player: "damageEnd" },
async cost(event, trigger, player) {
const { result } = await player
.chooseTarget(get.prompt2("ganglie_three"), (card, player, target) => {
return target.isEnemyOf(player);
})
.set("ai", (target) => {
return (
-get.attitude(_status.event.player, target) /
Math.sqrt(1 + target.countCards("h"))
);
});
event.result = result;
},
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async content(event, trigger, player) {
event.target = event.targets[0];
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player.logSkill("ganglie_three", event.target);
const judgeEvent = player.judge((card) => {
if (get.suit(card) == "heart") return -2;
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return 2;
});
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judgeEvent.judge2 = (result) => result.bool;
const {
result: { judge },
} = await judgeEvent;
if (judge < 2) return;
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const {
result: { bool: chooseToDiscardResultBool },
} = await event.target.chooseToDiscard(2).set("ai", (card) => {
if (card.name == "tao") return -10;
if (card.name == "jiu" && _status.event.player.hp == 1) return -10;
return get.unuseful(card) + 2.5 * (5 - get.owner(card).hp);
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});
if (chooseToDiscardResultBool === false) {
event.target.damage();
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}
},
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ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
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return 0.8;
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
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},
},
},
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},
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tuxi: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter(event, player) {
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return !event.numFixed;
},
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async cost(event, trigger, player) {
let num = game.countPlayer(
(current) =>
current != player && current.countCards("h") && get.attitude(player, current) <= 0
);
let check = num >= 2;
const { result } = await player
.chooseTarget(
get.prompt("tuxi"),
"获得其他一至两名角色的各一张手牌",
[1, 2],
(card, player, target) => {
return target.countCards("h") > 0 && player != target;
},
(target) => {
if (!_status.event.aicheck) return 0;
const att = get.attitude(_status.event.player, target);
if (target.hasSkill("tuntian")) return att / 10;
return 1 - att;
}
)
.set("aicheck", check);
event.result = result;
},
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async content(event, trigger, player) {
player.gainMultiple(event.targets);
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trigger.changeToZero();
game.asyncDelay();
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},
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ai: {
threaten: 2,
expose: 0.3,
},
},
luoyi: {
audio: 2,
trigger: { player: "phaseDrawBegin2" },
check(event, player) {
if (player.skipList.includes("phaseUse") || player.countCards("h") < 3) return false;
if (!player.hasSha()) return false;
return game.hasPlayer(
(current) => get.attitude(player, current) < 0 && player.canUse("sha", current)
);
},
preHidden: true,
filter(event, player) {
return !event.numFixed && event.num > 0;
},
async content(event, trigger, player) {
player.addTempSkill("luoyi2", "phaseJieshuBegin");
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trigger.num--;
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},
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},
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luoyi2: {
trigger: { source: "damageBegin1" },
filter(event) {
return (
event.card &&
(event.card.name == "sha" || event.card.name == "juedou") &&
event.notLink()
);
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},
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forced: true,
async content(event, trigger, player) {
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trigger.num++;
},
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ai: {
damageBonus: true,
},
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},
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tiandu: {
audio: 2,
audioname: ["re_guojia", "xizhicai", "gz_nagisa"],
trigger: { player: "judgeEnd" },
preHidden: true,
frequent(event) {
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//if(get.mode()=='guozhan') return false;
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return event.result.card.name !== "du";
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},
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check(event) {
return event.result.card.name !== "du";
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},
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filter(event, player) {
return get.position(event.result.card, true) == "o";
},
async content(event, trigger, player) {
player.gain(trigger.result.card, "gain2");
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},
},
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yiji: {
audio: 2,
trigger: { player: "damageEnd" },
frequent: true,
filter(event) {
return event.num > 0;
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},
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getIndex(event, player, triggername) {
return event.num;
},
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async content(event, trigger, player) {
const { cards } = await game.cardsGotoOrdering(get.cards(2));
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
if (!cards.length) return;
// event.goto -> do while
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do {
const {
result: { bool, links },
} =
cards.length == 1
? { result: { links: cards.slice(0), bool: true } }
: await player
.chooseCardButton("遗计:请选择要分配的牌", true, cards, [
1,
cards.length,
])
.set("ai", () => {
if (ui.selected.buttons.length == 0) return 1;
return 0;
});
if (!bool) return;
cards.removeArray(links);
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event.togive = links.slice(0);
const {
result: { targets },
} = await player
.chooseTarget("选择一名角色获得" + get.translation(links), true)
.set("ai", (target) => {
const att = get.attitude(_status.event.player, target);
if (_status.event.enemy) {
return -att;
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} else if (att > 0) {
return att / (1 + target.countCards("h"));
} else {
return att / 100;
}
})
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.set("enemy", get.value(event.togive[0], player, "raw") < 0);
if (targets.length) {
const id = targets[0].playerid,
map = event.given_map;
if (!map[id]) map[id] = [];
map[id].addArray(event.togive);
}
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} while (cards.length > 0);
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
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const list = [];
for (const i in event.given_map) {
const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
if (player !== source && (get.mode() !== "identity" || player.identity !== "nei"))
player.addExpose(0.2);
list.push([source, event.given_map[i]]);
}
game.loseAsync({
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gain_list: list,
giver: player,
animate: "draw",
}).setContent("gaincardMultiple");
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target(card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
let num = 1;
if (get.attitude(player, target) > 0) {
if (player.needsToDiscard()) num = 0.7;
else num = 0.5;
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}
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if (target.hp >= 4) return [1, num * 2];
if (target.hp == 3) return [1, num * 1.5];
if (target.hp == 2) return [1, num * 0.5];
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}
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},
},
},
},
luoshen: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
preHidden: true,
async content(event, trigger, player) {
while (true) {
if (event.cards == undefined) event.cards = [];
const judgeEvent = player.judge((card) => {
if (get.color(card) == "black") return 1.5;
return -1.5;
});
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judgeEvent.judge2 = (result) => result.bool;
if (get.mode() != "guozhan" && !player.hasSkillTag("rejudge"))
judgeEvent.set("callback", async (event) => {
if (
event.judgeResult.color == "black" &&
get.position(event.card, true) == "o"
)
await player.gain(event.card, "gain2");
});
else
judgeEvent.set("callback", async (event) => {
if (event.judgeResult.color == "black")
event.getParent().orderingCards.remove(event.card);
});
const {
result: { judge, card },
} = await judgeEvent;
let bool;
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if (judge > 0) {
event.cards.push(card);
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bool = (
await player
.chooseBool("是否再次发动【洛神】?")
.set("frequentSkill", "luoshen")
).result.bool;
} else {
for (let i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) != "o") {
event.cards.splice(i, 1);
i--;
}
}
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if (event.cards.length) {
player.gain(event.cards, "gain2");
}
return;
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}
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if (!bool) {
if (event.cards.length) {
player.gain(event.cards, "gain2");
}
return;
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}
}
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},
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},
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xinluoshen: {
audio: "luoshen",
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// alter:true,
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trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
async content(event, trigger, player) {
while (true) {
if (event.cards == undefined) event.cards = [];
const judgeEvent = player.judge((card) => {
if (get.color(card) == "black") return 1.5;
return -1.5;
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}, ui.special);
judgeEvent.judge2 = (result) => result.bool;
const {
result: { judge, card },
} = await judgeEvent;
let bool;
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if (judge > 0) {
event.cards.push(card);
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bool = lib.config.autoskilllist.includes("luoshen")
? (await player.chooseBool("是否再次发动【洛神】?")).result.bool
: true;
} else {
for (let i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i]) != "s") {
event.cards.splice(i, 1);
i--;
}
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}
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player.gain(event.cards, "gain2");
player.storage.xinluoshen = event.cards.slice(0);
return;
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}
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if (!bool) {
if (event.cards.length) {
player.gain(event.cards, "gain2");
player.storage.xinluoshen = event.cards.slice(0);
return;
}
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}
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}
},
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mod: {
ignoredHandcard(card, player) {
if (
get.is.altered("xinluoshen") &&
player.storage.xinluoshen &&
player.storage.xinluoshen.includes(card)
) {
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return true;
}
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},
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},
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group: "xinluoshen_clear",
subSkill: {
clear: {
trigger: { player: "phaseAfter" },
silent: true,
async content(event, trigger, player) {
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delete player.storage.xinluoshen;
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},
},
},
},
qingguo: {
mod: {
aiValue(player, card, num) {
if (get.name(card) != "shan" && get.color(card) != "black") return;
const cards = player.getCards(
"hs",
(card) => get.name(card) == "shan" || get.color(card) == "black"
);
cards.sort((a, b) => {
return (get.name(b) == "shan" ? 1 : 2) - (get.name(a) == "shan" ? 1 : 2);
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});
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const geti = () => {
if (cards.includes(card)) cards.indexOf(card);
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return cards.length;
};
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if (get.name(card) == "shan")
return Math.min(num, [6, 4, 3][Math.min(geti(), 2)]) * 0.6;
return Math.max(num, [6.5, 4, 3][Math.min(geti(), 2)]);
},
aiUseful() {
return lib.skill.qingguo.mod.aiValue.apply(this, arguments);
},
},
locked: false,
audio: 2,
audioname: ["sb_zhenji"],
enable: ["chooseToRespond", "chooseToUse"],
filterCard(card) {
return get.color(card) == "black";
},
viewAs: { name: "shan" },
viewAsFilter(player) {
if (!player.countCards("hs", { color: "black" })) return false;
},
position: "hs",
prompt: "将一张黑色手牌当闪使用或打出",
check() {
return 1;
},
ai: {
order: 3,
respondShan: true,
skillTagFilter(player) {
if (!player.countCards("hs", { color: "black" })) return false;
},
effect: {
target(card, player, target, current) {
if (get.tag(card, "respondShan") && current < 0) return 0.6;
},
},
},
},
rende: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: [1, Infinity],
discard: false,
lose: false,
delay: 0,
filterTarget(card, player, target) {
return player != target;
},
check(card) {
if (ui.selected.cards.length > 1) return 0;
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
if (!ui.selected.cards.length && card.name == "du") return 20;
const player = get.owner(card);
let num = 0;
const evt2 = _status.event.getParent();
player.getHistory("lose", (evt) => {
if (evt.getParent().skill == "rende" && evt.getParent(3) == evt2)
num += evt.cards.length;
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});
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if (player.hp == player.maxHp || num > 1 || player.countCards("h") <= 1) {
if (ui.selected.cards.length) {
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return -1;
}
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const players = game.filterPlayer();
for (let i = 0; i < players.length; i++) {
if (
players[i].hasSkill("haoshi") &&
!players[i].isTurnedOver() &&
!players[i].hasJudge("lebu") &&
get.attitude(player, players[i]) >= 3 &&
get.attitude(players[i], player) >= 3
) {
return 11 - get.value(card);
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}
}
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if (player.countCards("h") > player.hp) return 10 - get.value(card);
if (player.countCards("h") > 2) return 6 - get.value(card);
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return -1;
}
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return 10 - get.value(card);
},
async content(event, trigger, player) {
const evt2 = event.getParent(3);
let num = 0;
player.getHistory("lose", (evt) => {
if (evt.getParent(2).name == "rende" && evt.getParent(5) == evt2)
num += evt.cards.length;
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});
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player.give(event.cards, event.target);
if (num < 2 && num + event.cards.length > 1) player.recover();
},
ai: {
order(skill, player) {
if (
player.hp < player.maxHp &&
player.storage.rende < 2 &&
player.countCards("h") > 1
) {
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return 10;
}
return 1;
},
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result: {
target(player, target) {
if (target.hasSkillTag("nogain")) return 0;
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
return target.hasSkillTag("nodu") ? 0 : -10;
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}
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if (target.hasJudge("lebu")) return 0;
const nh = target.countCards("h");
const np = player.countCards("h");
if (
player.hp == player.maxHp ||
player.storage.rende < 0 ||
player.countCards("h") <= 1
) {
if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0;
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}
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return Math.max(1, 5 - nh);
},
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},
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effect: {
target(card, player, target) {
if (player == target && get.type(card) == "equip") {
if (player.countCards("e", { subtype: get.subtype(card) })) {
const players = game.filterPlayer();
for (let i = 0; i < players.length; i++) {
if (players[i] != player && get.attitude(player, players[i]) > 0) {
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return 0;
}
}
}
}
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},
},
threaten: 0.8,
},
},
rende1: {
trigger: { player: "phaseUseBegin" },
silent: true,
async content(event, trigger, player) {
player.storage.rende = 0;
},
},
jijiang: {
audio: "jijiang1",
audioname: ["liushan", "re_liubei", "re_liushan", "ol_liushan"],
unique: true,
group: ["jijiang1"],
zhuSkill: true,
filter(event, player) {
if (
!player.hasZhuSkill("jijiang") ||
!game.hasPlayer((current) => current != player && current.group == "shu")
)
return false;
return !event.jijiang && (event.type != "phase" || !player.hasSkill("jijiang3"));
},
enable: ["chooseToUse", "chooseToRespond"],
viewAs: { name: "sha" },
filterCard() {
return false;
},
selectCard: -1,
ai: {
order() {
return get.order({ name: "sha" }) + 0.3;
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},
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respondSha: true,
skillTagFilter(player) {
if (
!player.hasZhuSkill("jijiang") ||
!game.hasPlayer((current) => current != player && current.group == "shu")
)
return false;
},
},
},
jijiang1: {
audio: 2,
audioname: ["liushan", "re_liubei", "re_liushan", "ol_liushan"],
trigger: { player: ["useCardBegin", "respondBegin"] },
logTarget: "targets",
filter(event, player) {
return event.skill == "jijiang";
},
forced: true,
async content(event, trigger, player) {
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delete trigger.skill;
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trigger.getParent().set("jijiang", true);
while (true) {
if (event.current == undefined) event.current = player.next;
if (event.current == player) {
player.addTempSkill("jijiang3");
trigger.cancel();
trigger.getParent().goto(0);
return;
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} else if (event.current.group == "shu") {
const chooseToRespondEvent = event.current.chooseToRespond(
"是否替" + get.translation(player) + "打出一张杀?",
{ name: "sha" }
);
chooseToRespondEvent.set("ai", () => {
const event = _status.event;
return get.attitude(event.player, event.source) - 2;
});
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chooseToRespondEvent.set("source", player);
chooseToRespondEvent.set("jijiang", true);
chooseToRespondEvent.set(
"skillwarn",
"替" + get.translation(player) + "打出一张杀"
);
chooseToRespondEvent.noOrdering = true;
chooseToRespondEvent.autochoose = lib.filter.autoRespondSha;
const { bool, card, cards } = (await chooseToRespondEvent).result;
if (bool) {
trigger.card = card;
trigger.cards = cards;
trigger.throw = false;
if (
typeof event.current.ai.shown == "number" &&
event.current.ai.shown < 0.95
) {
event.current.ai.shown += 0.3;
if (event.current.ai.shown > 0.95) event.current.ai.shown = 0.95;
}
return;
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} else event.current = event.current.next;
} else event.current = event.current.next;
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}
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},
},
jijiang3: {
trigger: { global: ["useCardAfter", "useSkillAfter", "phaseAfter"] },
silent: true,
charlotte: true,
filter(event) {
return event.skill != "jijiang" && event.skill != "qinwang";
},
async content(event, trigger, player) {
player.removeSkill("jijiang3");
},
},
wusheng: {
audio: 2,
audioname2: {
old_guanzhang: "old_fuhun",
old_guanyu: "wusheng_re_guanyu",
},
audioname: [
"re_guanyu",
"guanzhang",
"jsp_guanyu",
"guansuo",
"re_guanzhang",
"dc_jsp_guanyu",
],
enable: ["chooseToRespond", "chooseToUse"],
filterCard(card, player) {
if (get.zhu(player, "shouyue")) return true;
return get.color(card) == "red";
},
position: "hes",
viewAs: { name: "sha" },
viewAsFilter(player) {
if (get.zhu(player, "shouyue")) {
if (!player.countCards("hes")) return false;
} else {
if (!player.countCards("hes", { color: "red" })) return false;
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}
},
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prompt: "将一张红色牌当杀使用或打出",
check(card) {
const val = get.value(card);
if (_status.event.name == "chooseToRespond") return 1 / Math.max(0.1, val);
return 5 - val;
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},
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ai: {
skillTagFilter(player) {
if (get.zhu(player, "shouyue")) {
if (!player.countCards("hes")) return false;
} else {
if (!player.countCards("hes", { color: "red" })) return false;
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}
},
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respondSha: true,
},
},
wusheng_re_guanyu: { audio: 2 },
zhongyi: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "orange",
filterCard: true,
position: "he",
filter(event, player) {
return player.countCards("he") > 0;
},
discard: false,
lose: false,
async content(event, trigger, player) {
player.awakenSkill("zhongyi");
player.addTempSkill("zhongyi2", "roundStart");
player.addToExpansion(player, "give", event.cards).gaintag.add("zhongyi2");
},
},
zhongyi2: {
trigger: { global: "damageBegin1" },
forced: true,
popup: false,
logTarget: "source",
filter(event, player) {
return event.getParent().name == "sha" && event.source && event.source.isFriendOf(player);
},
async content(event, trigger, player) {
trigger.num++;
},
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intro: { content: "expansion", markcount: "expansion" },
onremove(player, skill) {
const cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
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},
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},
paoxiao: {
audio: 2,
firstDo: true,
audioname: ["re_zhangfei", "guanzhang", "xiahouba"],
audioname2: {
old_guanzhang: "old_fuhun",
dc_xiahouba: "paoxiao_xiahouba",
},
trigger: { player: "useCard1" },
forced: true,
filter(event, player) {
return (
!event.audioed &&
event.card.name == "sha" &&
player.countUsed("sha", true) > 1 &&
event.getParent().type == "phase"
);
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},
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async content(event, trigger, player) {
trigger.audioed = true;
},
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return Infinity;
},
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},
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ai: {
unequip: true,
skillTagFilter(player, tag, arg) {
if (!get.zhu(player, "shouyue")) return false;
if (arg && arg.name == "sha") return true;
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return false;
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},
},
},
paoxiao_xiahouba: { audio: 2 },
guanxing_fail: {},
guanxing: {
audio: 2,
audioname: ["jiangwei", "re_jiangwei", "re_zhugeliang", "ol_jiangwei"],
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
preHidden: true,
async content(event, trigger, player) {
const num =
player.hasSkill("yizhi") && player.hasSkill("guanxing")
? 5
: Math.min(5, game.countPlayer());
const cards = get.cards(num);
game.cardsGotoOrdering(cards);
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const next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底");
next.processAI = (list) => {
const cards = list[0][1],
player = _status.event.player;
const top = [];
const judges = player.getCards("j");
let stopped = false;
if (!player.hasWuxie()) {
for (let i = 0; i < judges.length; i++) {
const judge = get.judge(judges[i]);
cards.sort((a, b) => judge(b) - judge(a));
if (judge(cards[0]) < 0) {
stopped = true;
break;
} else {
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top.unshift(cards.shift());
}
}
}
let bottom;
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if (!stopped) {
cards.sort((a, b) => get.value(b, player) - get.value(a, player));
while (cards.length) {
if (get.value(cards[0], player) <= 5) break;
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top.unshift(cards.shift());
}
}
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bottom = cards;
return [top, bottom];
};
const {
result: { moved },
} = await next;
const top = moved[0];
const bottom = moved[1];
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top.reverse();
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game.cardsGotoPile(top.concat(bottom), ["top_cards", top], (event, card) => {
if (event.top_cards.includes(card)) return ui.cardPile.firstChild;
return null;
});
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.asyncDelayx();
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},
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ai: {
threaten: 1.2,
},
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},
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kongcheng: {
mod: {
targetEnabled(card, player, target, now) {
if (target.countCards("h") == 0) {
if (card.name == "sha" || card.name == "juedou") return false;
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}
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},
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},
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group: "kongcheng1",
audio: "kongcheng1",
audioname: ["re_zhugeliang"],
ai: {
noh: true,
skillTagFilter(player, tag) {
if (tag == "noh") {
if (player.countCards("h") != 1) return false;
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}
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},
},
},
kongcheng1: {
audio: 2,
trigger: { player: "loseEnd" },
forced: true,
firstDo: true,
audioname: ["re_zhugeliang"],
filter(event, player) {
if (player.countCards("h")) return false;
for (let i = 0; i < event.cards.length; i++) {
if (event.cards[i].original == "h") return true;
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}
return false;
},
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async content() {},
},
longdan: {
audio: "longdan_sha",
audioname: ["re_zhaoyun"],
group: ["longdan_sha", "longdan_shan", "longdan_draw"],
subSkill: {
draw: {
trigger: { player: ["useCard", "respond"] },
forced: true,
popup: false,
filter(event, player) {
if (!get.zhu(player, "shouyue")) return false;
return event.skill == "longdan_sha" || event.skill == "longdan_shan";
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},
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async content(event, trigger, player) {
player.draw();
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player.storage.fanghun2++;
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},
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},
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sha: {
audio: 2,
audioname: ["re_zhaoyun"],
enable: ["chooseToUse", "chooseToRespond"],
filterCard: { name: "shan" },
viewAs: { name: "sha" },
viewAsFilter(player) {
if (!player.countCards("hs", "shan")) return false;
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},
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position: "hs",
prompt: "将一张闪当杀使用或打出",
check() {
return 1;
},
ai: {
effect: {
target(card, player, target, current) {
if (get.tag(card, "respondSha") && current < 0) return 0.6;
},
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},
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respondSha: true,
skillTagFilter(player) {
if (!player.countCards("hs", "shan")) return false;
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},
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order() {
return get.order({ name: "sha" }) + 0.1;
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},
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useful: -1,
value: -1,
},
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},
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shan: {
audio: "longdan_sha",
audioname: ["re_zhaoyun"],
enable: ["chooseToRespond", "chooseToUse"],
filterCard: { name: "sha" },
viewAs: { name: "shan" },
prompt: "将一张杀当闪使用或打出",
check() {
return 1;
},
position: "hs",
viewAsFilter(player) {
if (!player.countCards("hs", "sha")) return false;
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},
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ai: {
respondShan: true,
skillTagFilter(player) {
if (!player.countCards("hs", "sha")) return false;
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},
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effect: {
target(card, player, target, current) {
if (get.tag(card, "respondShan") && current < 0) return 0.6;
},
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},
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order: 4,
useful: -1,
value: -1,
},
},
},
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},
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mashu: {
mod: {
globalFrom(from, to, distance) {
return distance - 1;
},
},
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},
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mashu2: {
mod: {
globalFrom(from, to, distance) {
return distance - 1;
},
},
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},
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feiying: {
mod: {
globalTo(from, to, distance) {
return distance + 1;
},
},
},
tieji: {
audio: 2,
shaRelated: true,
trigger: { player: "useCardToPlayered" },
check(event, player) {
return get.attitude(player, event.target) <= 0;
},
filter(event, player) {
return event.card.name == "sha";
},
logTarget: "target",
preHidden: true,
async content(event, trigger, player) {
const judgeEvent = player.judge((card) => {
if (get.zhu(_status.event.player, "shouyue")) {
if (get.suit(card) != "spade") return 2;
} else {
if (get.color(card) == "red") return 2;
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}
return -0.5;
});
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judgeEvent.judge2 = (result) => result.bool;
const {
result: { bool },
} = await judgeEvent;
if (bool) {
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trigger.getParent().directHit.add(trigger.target);
}
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},
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ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (
get.attitude(player, arg.target) > 0 ||
arg.card.name != "sha" ||
!ui.cardPile.firstChild ||
get.color(ui.cardPile.firstChild, player) != "red"
)
return false;
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},
},
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},
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jizhi: {
audio: 2,
audioname: ["jianyong"],
trigger: { player: "useCard" },
frequent: true,
preHidden: true,
filter(event) {
return get.type(event.card) == "trick" && event.card.isCard;
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},
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async content(event, trigger, player) {
player.draw();
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},
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ai: {
threaten: 1.4,
noautowuxie: true,
},
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},
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xinjizhi: {
audio: "jizhi",
trigger: { player: "useCard" },
frequent: true,
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// alter:true,
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filter(event) {
if (get.type(event.card) == "delay") return false;
return (
get.type(event.card, "trick") == "trick" &&
event.cards[0] &&
event.cards[0] == event.card
);
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},
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async content(event, trigger, player) {
player.draw();
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},
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ai: {
threaten: 1.4,
noautowuxie: true,
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},
},
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qicai: {
mod: {
targetInRange(card, player, target, now) {
if (["trick", "delay"].includes(get.type(card))) return true;
},
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},
},
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xinqicai: {
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// alter:true,
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mod: {
targetInRange(card, player, target, now) {
if (["trick", "delay"].includes(get.type(card))) return true;
},
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},
},
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xinzhiheng: {
audio: "zhiheng",
mod: {
aiOrder(player, card, num) {
if (num <= 0 || get.itemtype(card) !== "card" || get.type(card) !== "equip")
return num;
let eq = player.getEquip(get.subtype(card));
if (eq && get.equipValue(card) - get.equipValue(eq) < Math.max(1.2, 6 - player.hp))
return 0;
},
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},
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locked: false,
enable: "phaseUse",
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// alter:true,
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usable: 1,
position: "he",
filterCard: true,
selectCard: [1, Infinity],
check(card) {
const player = _status.event.player;
if (
get.is.altered("xinzhiheng") &&
get.position(card) == "h" &&
!player.countCards("h", (card) => get.value(card) >= 8)
) {
return 8 - get.value(card);
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}
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return 6 - get.value(card);
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},
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delay: 0,
async content(event, trigger, player) {
if (!player.hasSkill("xinzhiheng_delay")) game.asyncDelayx();
player.draw(event.cards.length);
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},
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group: "xinzhiheng_draw",
subSkill: {
draw: {
trigger: { player: "loseEnd" },
silent: true,
filter(event, player) {
if (event.getParent(2).skill != "xinzhiheng") return false;
if (!get.is.altered("xinzhiheng")) return false;
if (player.countCards("h")) return false;
for (let i = 0; i < event.cards.length; i++) {
if (event.cards[i].original == "h") return true;
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}
return false;
},
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async content(event, trigger, player) {
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player.draw();
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player.addTempSkill("xinzhiheng_delay", "xinzhihengAfter");
},
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},
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delay: {},
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},
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ai: {
order(item, player) {
if (player.hasCard((i) => get.value(i) > Math.max(6, 9 - player.hp), "he")) return 1;
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return 10;
},
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result: {
player: 1,
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},
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nokeep: true,
skillTagFilter(player, tag, arg) {
if (tag === "nokeep")
return (
(!arg || (arg && arg.card && get.name(arg.card) === "tao")) &&
player.isPhaseUsing() &&
!player.getStat().skill.xinzhiheng &&
player.hasCard((card) => get.name(card) !== "tao", "h")
);
},
threaten: 1.55,
},
},
zhiheng: {
audio: 2,
audioname: ["gz_jun_sunquan"],
mod: {
aiOrder(player, card, num) {
if (num <= 0 || get.itemtype(card) !== "card" || get.type(card) !== "equip")
return num;
let eq = player.getEquip(get.subtype(card));
if (eq && get.equipValue(card) - get.equipValue(eq) < Math.max(1.2, 6 - player.hp))
return 0;
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},
},
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locked: false,
enable: "phaseUse",
usable: 1,
position: "he",
filterCard: true,
selectCard: [1, Infinity],
prompt: "弃置任意张牌并摸等量的牌",
check(card) {
return 6 - get.value(card);
},
async content(event, trigger, player) {
player.draw(event.cards.length);
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},
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ai: {
order: 1,
result: {
player: 1,
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},
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threaten: 1.5,
},
},
jiuyuan: {
audio: 2,
unique: true,
trigger: { target: "taoBegin" },
zhuSkill: true,
forced: true,
filter(event, player) {
if (event.player == player) return false;
if (!player.hasZhuSkill("jiuyuan")) return false;
if (event.player.group != "wu") return false;
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return true;
},
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async content(event, trigger, player) {
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trigger.baseDamage++;
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},
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},
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xinjiuyuan: {
audio: "jiuyuan",
unique: true,
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// alter:true,
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trigger: { target: "taoBegin" },
zhuSkill: true,
forced: true,
filter(event, player) {
if (get.is.altered("xinjiuyuan")) return false;
if (event.player == player) return false;
if (!player.hasZhuSkill("jiuyuan")) return false;
if (player.hp > 0) return false;
if (event.player.group != "wu") return false;
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return true;
},
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async content(event, trigger, player) {
player.recover();
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},
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global: "xinjiuyuan2",
},
xinjiuyuan2: {
audio: "jiuyuan",
forceaudio: true,
trigger: { player: "taoBegin" },
filter(event, player) {
if (!get.is.altered("xinjiuyuan")) return false;
if (player.group != "wu") return false;
return game.hasPlayer((target) => {
return (
player != target &&
target.isDamaged() &&
target.hp < player.hp &&
target.hasZhuSkill("xinjiuyuan", player)
);
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});
},
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direct: true,
async content(event, trigger, player) {
event.list = game
.filterPlayer(
(target) =>
player != target &&
target.isDamaged() &&
target.hp < player.hp &&
target.hasZhuSkill("xinjiuyuan", player)
)
.sortBySeat();
while (event.list.length > 0) {
const current = event.list.shift();
event.current = current;
const {
result: { bool },
} = await player
.chooseBool(get.prompt("xinjiuyuan", current))
.set("choice", get.attitude(player, current) > 0);
if (bool) {
player.logSkill("xinjiuyuan", event.current);
event.current.recover();
player.draw();
}
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}
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},
},
qixi: {
audio: 2,
audioname: ["re_ganning", "re_heqi"],
enable: "chooseToUse",
filterCard(card) {
return get.color(card) == "black";
},
position: "hes",
viewAs: { name: "guohe" },
viewAsFilter(player) {
if (!player.countCards("hes", { color: "black" })) return false;
},
prompt: "将一张黑色牌当过河拆桥使用",
check(card) {
return 4 - get.value(card);
},
},
keji: {
audio: 2,
audioname: ["re_lvmeng", "sp_lvmeng"],
trigger: { player: "phaseDiscardBefore" },
frequent(event, player) {
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return player.needsToDiscard();
},
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filter(event, player) {
if (player.getHistory("skipped").includes("phaseUse")) return true;
const history = player.getHistory("useCard").concat(player.getHistory("respond"));
for (let i = 0; i < history.length; i++) {
if (history[i].card.name == "sha" && history[i].isPhaseUsing()) return false;
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}
return true;
},
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async content(event, trigger, player) {
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trigger.cancel();
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},
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},
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kurou: {
audio: 2,
enable: "phaseUse",
prompt: "失去1点体力并摸两张牌",
async content(event, trigger, player) {
player.loseHp(1);
player.draw(2);
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},
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ai: {
basic: {
order: 1,
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},
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result: {
player(player) {
if (player.countCards("h") >= player.hp - 1) return -1;
if (player.hp < 3) return -1;
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return 1;
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},
},
},
},
yingzi: {
audio: 2,
audioname: ["sp_lvmeng"],
trigger: { player: "phaseDrawBegin2" },
frequent: true,
filter(event, player) {
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return !event.numFixed;
},
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async content(event, trigger, player) {
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trigger.num++;
},
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ai: {
threaten: 1.3,
},
},
fanjian: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.countCards("h") > 0;
},
filterTarget(card, player, target) {
return player != target;
},
async content(event, trigger, player) {
const target = event.target;
const control = await target
.chooseControl("heart2", "diamond2", "club2", "spade2")
.set("ai", (event) => {
switch (Math.floor(Math.random() * 6)) {
case 0:
return "heart2";
case 1:
case 4:
case 5:
return "diamond2";
case 2:
return "club2";
case 3:
return "spade2";
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}
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})
.forResultControl();
game.log(target, "选择了" + get.translation(control));
event.choice = control;
target.chat("我选" + get.translation(event.choice));
const {
result: { bool, cards },
} = await target.gainPlayerCard(player, true, "h");
if (bool && get.suit(cards[0], player) + "2" != event.choice) target.damage("nocard");
},
ai: {
order: 1,
result: {
target(player, target) {
const eff = get.damageEffect(target, player);
if (eff >= 0) return 1 + eff;
let value = 0,
i;
const cards = player.getCards("h");
for (i = 0; i < cards.length; i++) value += get.value(cards[i]);
value /= player.countCards("h");
if (target.hp == 1) return Math.min(0, value - 7);
return Math.min(0, value - 5);
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},
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},
},
},
guose: {
audio: 2,
filter(event, player) {
return player.countCards("hes", { suit: "diamond" }) > 0;
},
enable: "chooseToUse",
filterCard(card) {
return get.suit(card) == "diamond";
},
position: "hes",
viewAs: { name: "lebu" },
prompt: "将一张方片牌当乐不思蜀使用",
check(card) {
return 6 - get.value(card);
},
ai: {
threaten: 1.5,
},
},
liuli: {
audio: 2,
audioname: ["re_daqiao", "daxiaoqiao"],
trigger: { target: "useCardToTarget" },
preHidden: true,
filter(event, player) {
if (event.card.name != "sha") return false;
if (player.countCards("he") == 0) return false;
return game.hasPlayer((current) => {
return (
player.inRange(current) &&
current != event.player &&
current != player &&
lib.filter.targetEnabled(event.card, event.player, current)
);
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseCardTarget({
position: "he",
filterCard: lib.filter.cardDiscardable,
filterTarget: (card, player, target) => {
const trigger = _status.event;
if (player.inRange(target) && target != trigger.source) {
if (lib.filter.targetEnabled(trigger.card, trigger.source, target))
return true;
}
return false;
},
ai1: (card) => get.unuseful(card) + 9,
ai2: (target) => {
if (_status.event.player.countCards("h", "shan")) {
return -get.attitude(_status.event.player, target);
}
if (get.attitude(_status.event.player, target) < 5) {
return 6 - get.attitude(_status.event.player, target);
}
if (_status.event.player.hp == 1 && player.countCards("h", "shan") == 0) {
return 10 - get.attitude(_status.event.player, target);
}
if (_status.event.player.hp == 2 && player.countCards("h", "shan") == 0) {
return 8 - get.attitude(_status.event.player, target);
}
return -1;
},
prompt: get.prompt("liuli"),
prompt2: "弃置一张牌,将此【杀】转移给攻击范围内的一名其他角色",
source: trigger.player,
card: trigger.card,
})
.setHiddenSkill(event.name)
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
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player.logSkill(event.name, target);
player.discard(event.cards);
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const evt = trigger.getParent();
evt.triggeredTargets2.remove(player);
evt.targets.remove(player);
evt.targets.push(target);
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},
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ai: {
effect: {
target(card, player, target) {
if (target.countCards("he") == 0) return;
if (card.name != "sha") return;
let min = 1;
const friend = get.attitude(player, target) > 0;
const vcard = { name: "shacopy", nature: card.nature, suit: card.suit };
const players = game.filterPlayer();
for (let i = 0; i < players.length; i++) {
if (
player != players[i] &&
get.attitude(target, players[i]) < 0 &&
target.canUse(card, players[i])
) {
if (!friend) return 0;
if (get.effect(players[i], vcard, player, player) > 0) {
if (!player.canUse(card, players[0])) {
return [0, 0.1];
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}
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min = 0;
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}
}
}
return min;
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},
},
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},
},
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qianxun: {
mod: {
targetEnabled(card, player, target, now) {
if (card.name == "shunshou" || card.name == "lebu") return false;
},
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},
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audio: 2,
},
lianying: {
audio: 2,
trigger: {
player: "loseAfter",
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
},
frequent: true,
filter(event, player) {
if (player.countCards("h")) return false;
const evt = event.getl(player);
return evt && evt.player == player && evt.hs && evt.hs.length > 0;
},
async content(event, trigger, player) {
player.draw();
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},
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ai: {
threaten: 0.8,
effect: {
target(card) {
if (card.name == "guohe" || card.name == "liuxinghuoyu") return 0.5;
},
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},
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noh: true,
skillTagFilter(player, tag) {
if (tag == "noh") {
if (player.countCards("h") != 1) return false;
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}
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},
},
},
xiaoji: {
audio: 2,
audioname: ["sp_sunshangxiang", "re_sunshangxiang"],
trigger: {
player: "loseAfter",
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
},
frequent: true,
getIndex(event, player) {
const evt = event.getl(player);
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if (evt && evt.player === player && evt.es) return evt.es.length;
return false;
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},
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async content(event, trigger, player) {
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player.draw(2);
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},
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ai: {
noe: true,
reverseEquip: true,
effect: {
target(card, player, target, current) {
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
},
},
},
},
jieyin: {
audio: 2,
enable: "phaseUse",
filterCard: true,
usable: 1,
selectCard: 2,
check(card) {
const player = get.owner(card);
if (player.countCards("h") > player.hp) return 8 - get.value(card);
if (player.hp < player.maxHp) return 6 - get.value(card);
return 4 - get.value(card);
},
filterTarget(card, player, target) {
if (!target.hasSex("male")) return false;
if (target.hp >= target.maxHp) return false;
if (target == player) return false;
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return true;
},
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async content(event, trigger, player) {
player.recover();
event.target.recover();
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},
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ai: {
order: 5.5,
result: {
player(player) {
if (player.hp < player.maxHp) return 4;
if (player.countCards("h") > player.hp) return 0;
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return -1;
},
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target: 4,
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},
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threaten: 2,
},
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},
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xinjieyin: {
group: ["xinjieyin_old", "xinjieyin_new"],
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// alter:true,
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subSkill: {
new: {
audio: "jieyin",
enable: "phaseUse",
filterCard: true,
usable: 1,
position: "he",
filter(event, player) {
if (!get.is.altered("xinjieyin")) return false;
return player.countCards("he") > 0;
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},
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check(card) {
const player = _status.event.player;
if (get.position(card) == "e") {
const subtype = get.subtype(card);
if (
!game.hasPlayer((current) => {
return (
current != player &&
current.hp != player.hp &&
get.attitude(player, current) > 0 &&
!current.countCards("e", { subtype })
);
})
) {
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return 0;
}
// 你还想我兼容{subtype:subtype}?不可能!
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if (player.countCards("h", { subtype })) return 20 - get.value(card);
return 10 - get.value(card);
} else {
if (player.countCards("e")) return 0;
if (player.countCards("h", { type: "equip" })) return 0;
return 8 - get.value(card);
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}
},
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filterTarget(card, player, target) {
if (!target.hasSex("male")) return false;
card = ui.selected.cards[0];
if (!card) return false;
if (
get.position(card) == "e" &&
target.countCards("e", { subtype: get.subtype(card) })
)
return false;
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return true;
},
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discard: false,
delay: 0,
lose: false,
async content(event, trigger, player) {
const { cards, target } = event;
if (get.position(cards[0]) == "e") {
player.$give(cards, target);
target.equip(cards[0]);
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} else {
player.discard(cards);
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}
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if (player.hp > target.hp) {
player.draw();
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if (target.isDamaged()) target.recover();
} else if (player.hp < target.hp) {
target.draw();
if (player.isDamaged()) player.recover();
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}
},
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ai: {
order() {
const player = _status.event.player;
const es = player.getCards("e");
for (let i = 0; i < es.length; i++) {
if (player.countCards("h", { subtype: get.subtype(es[i]) })) return 10;
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}
return 2;
},
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result: {
target(player, target) {
const goon = () => {
const es = player.getCards("e");
for (let i = 0; i < es.length; i++) {
if (player.countCards("h", { subtype: get.subtype(es[i]) }))
return true;
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}
return false;
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};
if (player.hp < target.hp) {
if (player.isHealthy()) {
if (!player.needsToDiscard(1) || goon()) return 0.1;
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return 0;
}
return 1.5;
}
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if (player.hp > target.hp) {
if (target.isHealthy()) {
if (!player.needsToDiscard(1) || goon()) return 0.1;
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return 0;
}
return 1;
}
return 0;
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},
},
},
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},
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old: {
audio: "jieyin",
enable: "phaseUse",
filterCard: true,
usable: 1,
selectCard: 2,
filter(event, player) {
if (get.is.altered("xinjieyin")) return false;
return player.countCards("h") >= 2;
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},
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check(card) {
const player = get.owner(card);
if (player.countCards("h") > player.hp) return 8 - get.value(card);
if (player.hp < player.maxHp) return 6 - get.value(card);
return 4 - get.value(card);
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},
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filterTarget(card, player, target) {
if (!target.hasSex("male")) return false;
if (target.hp >= target.maxHp) return false;
if (target == player) return false;
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return true;
},
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async content(event, trigger, player) {
player.recover();
event.target.recover();
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},
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ai: {
order: 5.5,
result: {
player(player) {
if (player.hp < player.maxHp) return 4;
if (player.countCards("h") > player.hp) return 0;
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return -1;
},
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target: 4,
},
},
},
},
ai: {
threaten: 2.3,
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},
},
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qingnang: {
audio: 2,
enable: "phaseUse",
filterCard: true,
usable: 1,
check(card) {
return 9 - get.value(card);
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},
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filterTarget(card, player, target) {
if (target.hp >= target.maxHp) return false;
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return true;
},
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async content(event, trigger, player) {
event.target.recover();
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},
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ai: {
order: 9,
result: {
target(player, target) {
if (target.hp == 1) return 5;
if (player == target && player.countCards("h") > player.hp) return 5;
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return 2;
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},
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},
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threaten: 2,
},
},
jijiu: {
mod: {
aiValue(player, card, num) {
if (get.name(card) != "tao" && get.color(card) != "red") return;
const cards = player.getCards(
"hs",
(card) => get.name(card) == "tao" || get.color(card) == "red"
);
cards.sort((a, b) => (get.name(a) == "tao" ? 1 : 2) - (get.name(b) == "tao" ? 1 : 2));
var geti = () => {
if (cards.includes(card)) cards.indexOf(card);
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return cards.length;
};
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return Math.max(num, [6.5, 4, 3, 2][Math.min(geti(), 2)]);
},
aiUseful() {
return lib.skill.kanpo.mod.aiValue.apply(this, arguments);
},
},
locked: false,
audio: 2,
audioname: ["re_huatuo"],
enable: "chooseToUse",
viewAsFilter(player) {
return player != _status.currentPhase && player.countCards("hes", { color: "red" }) > 0;
},
filterCard(card) {
return get.color(card) == "red";
},
position: "hes",
viewAs: { name: "tao" },
prompt: "将一张红色牌当桃使用",
check(card) {
return 15 - get.value(card);
},
ai: {
threaten: 1.5,
},
},
wushuang: {
shaRelated: true,
audio: 2,
audioname: ["re_lvbu", "shen_lvbu", "lvlingqi"],
forced: true,
locked: true,
group: ["wushuang1", "wushuang2"],
preHidden: ["wushuang1", "wushuang2"],
},
wushuang1: {
audio: "wushuang",
audioname: ["re_lvbu", "shen_lvbu", "lvlingqi"],
trigger: { player: "useCardToPlayered" },
forced: true,
filter(event, player) {
return event.card.name == "sha" && !event.getParent().directHit.includes(event.target);
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},
//priority:-1,
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logTarget: "target",
async content(event, trigger, player) {
const id = trigger.target.playerid;
const map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
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map[id].shanRequired++;
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} else {
map[id].shanRequired = 2;
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}
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},
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ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (arg.card.name != "sha" || arg.target.countCards("h", "shan") > 1) return false;
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},
},
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},
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wushuang2: {
audio: "wushuang",
audioname: ["re_lvbu", "shen_lvbu", "lvlingqi"],
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
forced: true,
logTarget(trigger, player) {
return player == trigger.player ? trigger.target : trigger.player;
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},
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filter(event, player) {
return event.card.name == "juedou";
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},
//priority:-1,
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async content(event, trigger, player) {
const id = (player == trigger.player ? trigger.target : trigger.player)["playerid"];
const idt = trigger.target.playerid;
const map = trigger.getParent().customArgs;
if (!map[idt]) map[idt] = {};
if (!map[idt].shaReq) map[idt].shaReq = {};
if (!map[idt].shaReq[id]) map[idt].shaReq[id] = 1;
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map[idt].shaReq[id]++;
},
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ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (
arg.card.name != "juedou" ||
Math.floor(arg.target.countCards("h", "sha") / 2) > player.countCards("h", "sha")
)
return false;
},
},
},
zhanshen: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
skillAnimation: true,
animationColor: "gray",
filter(event, player) {
return (
player.isDamaged() &&
game.dead.filter((target) => target.isFriendOf(player)).length > 0
);
},
async content(event, trigger, player) {
player.awakenSkill("zhanshen");
const cards = player.getEquips(1);
if (cards.length) player.discard(cards);
player.loseMaxHp();
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player.addSkills(["mashu", "shenji"]);
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},
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derivation: ["mashu", "shenji"],
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},
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shenji: {
mod: {
selectTarget(card, player, range) {
if (range[1] == -1) return;
if (card.name == "sha") range[1] += 2;
},
cardUsable(card, player, num) {
if (card.name == "sha") return num + 1;
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},
},
},
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lijian: {
audio: 2,
audioname: ["re_diaochan"],
enable: "phaseUse",
usable: 1,
filter(event, player) {
return game.countPlayer((current) => current != player && current.hasSex("male")) > 1;
},
check(card) {
return 10 - get.value(card);
},
filterCard: true,
position: "he",
filterTarget(card, player, target) {
if (player == target) return false;
if (!target.hasSex("male")) return false;
if (ui.selected.targets.length == 1) {
return target.canUse({ name: "juedou" }, ui.selected.targets[0]);
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}
return true;
},
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targetprompt: ["先出杀", "后出杀"],
selectTarget: 2,
multitarget: true,
async content(event, trigger, player) {
const useCardEvent = event.targets[1].useCard(
{ name: "juedou", isCard: true },
"nowuxie",
event.targets[0],
"noai"
);
useCardEvent.animate = false;
game.asyncDelay(0.5);
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},
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ai: {
order: 8,
result: {
target(player, target) {
if (ui.selected.targets.length == 0) {
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return -3;
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} else {
return get.effect(target, { name: "juedou" }, ui.selected.targets[0], target);
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}
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},
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},
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expose: 0.4,
threaten: 3,
},
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},
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biyue: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
frequent: true,
preHidden: true,
async content(event, trigger, player) {
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player.draw();
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},
},
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xinbiyue: {
audio: "biyue",
trigger: { player: "phaseJieshuBegin" },
frequent: true,
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// alter:true,
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async content(event, trigger, player) {
player.draw();
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},
},
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yaowu: {
trigger: { player: "damageBegin3" },
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//priority:1,
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audio: 2,
filter(event) {
if (event.card && event.card.name == "sha") {
if (get.color(event.card) == "red") return true;
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}
return false;
},
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forced: true,
check() {
return false;
},
async content(event, trigger, player) {
trigger.source.chooseDrawRecover(true);
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},
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ai: {
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halfneg: true,
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effect: {
target(card, player, target, current) {
if (card.name == "sha" && get.color(card) == "red") {
return [1, -2];
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}
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},
},
},
},
new_jiangchi: {
audio: 2,
trigger: {
player: "phaseDrawEnd",
},
async cost(event, trigger, player) {
const list = ["弃牌", "摸牌", "cancel2"];
if (!player.countCards("he")) list.remove("弃牌");
const control = await player
.chooseControl(list, () => {
const player = _status.event.player;
if (list.includes("弃牌")) {
if (player.countCards("h") > 3 && player.countCards("h", "sha") > 1) {
return "弃牌";
}
if (player.countCards("h", "sha") > 2) {
return "弃牌";
}
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}
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if (!player.countCards("h", "sha")) {
return "摸牌";
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}
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return "cancel2";
})
.set("prompt", get.prompt2("new_jiangchi"))
.forResultControl();
if (control === "cancel2") event.result = { bool: false };
else
event.result = {
bool: true,
cost_data: control,
};
},
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async content(event, trigger, player) {
const control = event.cost_data;
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if (control == "弃牌") {
player.chooseToDiscard(true, "he");
player.addTempSkill("jiangchi2", "phaseUseEnd");
} else if (control == "摸牌") {
player.draw();
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player.addTempSkill("new_jiangchi3", "phaseEnd");
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}
},
},
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new_jiangchi3: {
mod: {
cardEnabled(card) {
if (card.name == "sha") return false;
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},
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cardRespondable(card) {
if (card.name == "sha") return false;
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},
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ignoredHandcard(card, player) {
if (get.name(card) == "sha") return true;
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},
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cardDiscardable(card, player, name) {
if (name == "phaseDiscard" && get.name(card) == "sha") return false;
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},
},
},
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xinfu_jijie: {
enable: "phaseUse",
usable: 1,
audio: 2,
async content(event, trigger, player) {
const card = get.bottomCards()[0];
game.cardsGotoOrdering(card);
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event.card = card;
const {
result: { bool, targets },
} = await player
.chooseTarget(true)
.set("ai", (target) => {
let att = get.attitude(_status.event.player, target);
if (_status.event.du) {
if (target.hasSkillTag("nodu")) return 0.5;
return -att;
}
if (att > 0) {
if (_status.event.player != target) att += 2;
return att + Math.max(0, 5 - target.countCards("h"));
}
return att;
})
.set("du", event.card.name == "du")
.set("createDialog", ["机捷:选择一名角色获得此牌", [card]]);
if (bool) {
const target = targets[0];
player.line(target, "green");
const gainEvent = target.gain(card, "draw");
gainEvent.giver = player;
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}
},
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ai: {
order: 7.2,
result: {
player: 1,
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},
},
},
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xinfu_jiyuan: {
trigger: {
global: ["dying", "gainAfter", "loseAsyncAfter"],
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},
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audio: 2,
getIndex: function (event, player) {
if (event.name !== "loseAsync") return [event.player];
else
return game
.filterPlayer((current) => current != player && event.getg(current).length > 0)
.sortBySeat();
},
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filter(event, player, triggername, target) {
if (!target.isIn()) return false;
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if (event.name === "dying") return true;
if (event.giver !== player) return false;
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if (event.name === "gain") {
return event.player != player && event.getg(target).length > 0;
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}
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return game.hasPlayer((current) => current != player && event.getg(current).length > 0);
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},
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logTarget(event, player, triggername, target) {
return target;
},
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check(event, player, triggername, target) {
return get.attitude(player, target) > 0;
},
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async content(event, trigger, player) {
event.targets[0].draw();
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},
},
},
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characterReplace: {
caocao: ["caocao", "re_caocao", "sb_caocao", "dc_caocao"],
guojia: ["guojia", "re_guojia", "ps1059_guojia", "ps2070_guojia"],
simayi: ["simayi", "re_simayi", "jsrg_simayi", "ps_simayi", "ps2068_simayi"],
jin_simayi: ["jin_simayi", "junk_simayi", "ps_jin_simayi"],
zhenji: ["zhenji", "re_zhenji", "sb_zhenji", "yj_zhenji"],
xuzhu: ["xuzhu", "re_xuzhu"],
zhangliao: ["zhangliao", "re_zhangliao"],
sp_zhangliao: ["sp_zhangliao", "yj_zhangliao", "jsrg_zhangliao"],
xiahoudun: ["xiahoudun", "re_xiahoudun", "xin_xiahoudun", "sb_xiahoudun"],
liubei: ["liubei", "re_liubei", "sb_liubei", "dc_liubei", "junk_liubei"],
guanyu: [
"guanyu",
"re_guanyu",
"ol_sb_guanyu",
"sb_guanyu",
"ps_guanyu",
"old_guanyu",
"junk_guanyu",
],
zhangfei: [
"zhangfei",
"re_zhangfei",
"old_zhangfei",
"xin_zhangfei",
"sb_zhangfei",
"tw_zhangfei",
"jsrg_zhangfei",
"yj_zhangfei",
],
zhaoyun: [
"zhaoyun",
"re_zhaoyun",
"old_zhaoyun",
"sb_zhaoyun",
"jsrg_zhaoyun",
"ps2063_zhaoyun",
"ps2067_zhaoyun",
],
sp_zhaoyun: ["sp_zhaoyun", "jsp_zhaoyun"],
machao: ["machao", "re_machao", "sb_machao", "ps_machao"],
sp_machao: ["sp_machao", "dc_sp_machao", "jsrg_machao", "old_machao"],
zhugeliang: [
"zhugeliang",
"re_zhugeliang",
"sb_zhugeliang",
"ps2066_zhugeliang",
"ps_zhugeliang",
],
huangyueying: ["huangyueying", "re_huangyueying", "junk_huangyueying", "sb_huangyueying"],
sunquan: ["sunquan", "re_sunquan", "sb_sunquan", "dc_sunquan"],
zhouyu: ["zhouyu", "re_zhouyu", "dc_sb_zhouyu", "sb_zhouyu", "ps1062_zhouyu", "ps2080_zhouyu"],
luxun: ["luxun", "re_luxun", "jsrg_luxun"],
lvmeng: ["lvmeng", "re_lvmeng", "sb_lvmeng"],
huanggai: ["huanggai", "re_huanggai", "sb_huanggai"],
daqiao: ["daqiao", "re_daqiao", "sb_daqiao"],
sunshangxiang: ["sunshangxiang", "re_sunshangxiang", "sb_sunshangxiang", "jsrg_sunshangxiang"],
ganning: ["ganning", "re_ganning", "sb_ganning", "yongjian_ganning"],
yj_ganning: ["yj_ganning", "sp_ganning"],
lvbu: ["lvbu", "re_lvbu", "jsrg_lvbu", "ps_lvbu"],
diaochan: ["diaochan", "re_diaochan", "sb_diaochan"],
huatuo: ["huatuo", "re_huatuo", "old_huatuo"],
huaxiong: ["huaxiong", "re_huaxiong", "old_huaxiong", "sb_huaxiong", "ol_huaxiong"],
yuanshu: ["yuanshu", "re_yuanshu", "yl_yuanshu", "old_yuanshu", "ol_yuanshu", "star_yuanshu"],
gongsunzan: ["gongsunzan", "re_gongsunzan", "dc_gongsunzan", "xin_gongsunzan"],
re_lidian: ["re_lidian", "old_re_lidian", "junk_lidian"],
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},
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translate: {
caocao: "曹操",
hujia: "护驾",
hujia_info:
"主公技,当你需要使用或打出一张【闪】时,你可以令其他魏势力角色选择是否打出一张【闪】。若有角色响应,则你视为使用或打出了一张【闪】。",
jianxiong: "奸雄",
jianxiong_info: "当你受到伤害后,你可以获得对你造成伤害的牌。",
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simayi: "司马懿",
fankui: "反馈",
fankui_info: "当你受到伤害后,你可以获得伤害来源的一张牌。",
guicai: "鬼才",
guicai_info: "一名角色的判定牌生效前,你可以打出一张手牌代替之。",
guicai_info_guozhan: "一名角色的判定牌生效前,你可以打出一张牌代替之。",
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xiahoudun: "夏侯惇",
zhangliao: "张辽",
xuzhu: "许褚",
guojia: "郭嘉",
zhenji: "甄宓",
liubei: "刘备",
guanyu: "关羽",
zhangfei: "张飞",
zhugeliang: "诸葛亮",
zhaoyun: "赵云",
machao: "马超",
huangyueying: "黄月英",
sunquan: "孙权",
ganning: "甘宁",
lvmeng: "吕蒙",
huanggai: "黄盖",
zhouyu: "周瑜",
daqiao: "大乔",
luxun: "陆逊",
sunshangxiang: "孙尚香",
huatuo: "华佗",
lvbu: "吕布",
diaochan: "貂蝉",
huaxiong: "华雄",
xf_yiji: "伊籍",
re_yuanshu: "袁术",
caozhang: "曹彰",
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ganglie: "刚烈",
tuxi: "突袭",
luoyi: "裸衣",
luoyi2: "裸衣",
tiandu: "天妒",
yiji: "遗计",
luoshen: "洛神",
xinluoshen: "洛神",
qingguo: "倾国",
rende: "仁德",
jijiang: "激将",
jijiang1: "激将",
jijiang2: "激将",
wusheng: "武圣",
paoxiao: "咆哮",
guanxing: "观星",
kongcheng: "空城",
kongcheng1: "空城",
longdan: "龙胆",
longdan1: "龙胆",
longdan2: "龙胆",
mashu: "马术",
mashu2: "马术",
feiying: "飞影",
tieji: "铁骑",
jizhi: "集智",
qicai: "奇才",
zhiheng: "制衡",
jiuyuan: "救援",
qixi: "奇袭",
keji: "克己",
kurou: "苦肉",
yingzi: "英姿",
fanjian: "反间",
guose: "国色",
liuli: "流离",
qianxun: "谦逊",
lianying: "连营",
xiaoji: "枭姬",
jieyin: "结姻",
xinjieyin: "结姻",
qingnang: "青囊",
jijiu: "急救",
wushuang: "无双",
wushuang1: "无双",
wushuang2: "无双",
lijian: "离间",
biyue: "闭月",
xinbiyue: "闭月",
pileTop: "牌堆顶",
pileBottom: "牌堆底",
ganglie_info:
"当你受到伤害后你可以判定。若结果不为红桃则伤害来源须弃置两张手牌否则受到来自你的1点伤害。",
tuxi_info: "摸牌阶段,你可以改为获得至多两名其他角色的各一张手牌。",
luoyi_info:
"摸牌阶段,你可以少摸一张牌。若如此做,当你本回合内使用【杀】或【决斗】造成伤害时,此伤害+1。",
tiandu_info: "当你的判定牌生效后,你可以获得之。",
yiji_info: "当你受到1点伤害后你可以观看牌堆顶的两张牌然后将其分配给任意角色。",
luoshen_info:
"准备阶段,你可以判定。若结果为黑色,你获得判定牌。你可重复此流程,直到出现红色的判定结果。",
luoshen_info_guozhan:
"准备阶段,你可以判定。若结果为黑色,则可以继续判定,直到出现红色的判定牌。然后你获得所有黑色的判定牌。(判定结果为黑色的牌在此过程中不会进入弃牌堆)",
xinluoshen_info:
"准备阶段,你可以判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌。",
xinluoshen_info_alter:
"准备阶段,你可以判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌。你通过洛神获得的牌,不计入当前回合的手牌上限。",
qingguo_info: "你可以将一张黑色手牌当做【闪】使用或打出。",
rende_info:
"出牌阶段你可以将任意张手牌交给其他角色。当你以此法于一回合内给出第二张牌时你回复1点体力。",
jijiang_info:
"主公技,当你需要使用或打出【杀】时,你可以令其他蜀势力角色依次选择是否打出一张【杀】。若有角色响应,则你视为使用或打出了此【杀】。",
wusheng_info: "你可以将一张红色牌当做【杀】使用或打出。",
paoxiao_info: "锁定技,出牌阶段,你使用【杀】没有数量限制。",
guanxing_info:
"准备阶段你可以观看牌堆顶的X张牌并将其以任意顺序置于牌堆项或牌堆底。X为存活角色数且至多为5",
kongcheng_info: "锁定技,当你没有手牌时,你不能成为【杀】或【决斗】的目标。",
longdan_info: "你可以将【杀】当做【闪】,或将【闪】当做【杀】使用或打出。",
mashu_info: "锁定技,你计算与其他角色的距离时-1。",
mashu2_info: "锁定技,你计算与其他角色的距离时-1。",
feiying_info: "锁定技,其他角色计算与你的距离时+1。",
tieji_info: "当你使用【杀】指定目标后,你可以进行判定。若结果为红色,则此【杀】不可被闪避。",
jizhi_info: "当你使用非转化的普通锦囊牌时,你可以摸一张牌。",
xinjizhi: "集智",
xinjizhi_info: "当你使用非转化的普通锦囊牌时,你可以摸一张牌。",
xinjizhi_info_alter:
"每当你使用一张非转化的锦囊牌,可以摸一张牌,如果摸到的是基本牌,你可以弃置这张牌,然后本回合手牌上限+1。",
xinqicai: "奇才",
xinqicai_info: "锁定技,你使用锦囊牌无距离限制。",
xinqicai_info_alter: "锁定技,你使用的锦囊牌无距离限制,你装备区内的牌不能被弃置。",
qicai_info: "锁定技,你使用锦囊牌无距离限制。",
zhiheng_info: "出牌阶段限一次,你可以弃置任意张牌,然后摸等量的牌。",
xinzhiheng: "制衡",
xinzhiheng_info: "出牌阶段限1次你可以弃置任意张牌并摸等量的牌。",
xinzhiheng_info_alter:
"出牌阶段限1次你可以弃置任意张牌并摸等量的牌如果在发动制衡时弃置了所有手牌你额外摸一张牌。",
jiuyuan_info: "主公技,锁定技,其他吴势力角色对你使用的【桃】的回复值+1。",
xinjiuyuan: "救援",
xinjiuyuan_info: "主公技,锁定技,濒死阶段,吴势力角色对你使用的[桃]额外回复1点体力。",
xinjiuyuan_info_alter:
"主公技其他吴势力角色对自己使用【桃】时若其体力值大于你其可以令你回复1点体力然后其摸一张牌。",
qixi_info: "你可以将一张黑色牌当做【过河拆桥】使用。",
keji_info:
"弃牌阶段开始时,若你于本回合的出牌阶段内没有过使用或打出过【杀】,则你可以跳过此阶段。",
kurou_info: "出牌阶段你可以失去1点体力然后摸两张牌。",
yingzi_info: "摸牌阶段,你可以多摸一张牌。",
fanjian_info:
"出牌阶段限一次。你可以令一名角色选择一种花色然后其获得你的一张手牌。若其以此法选择的花色与其得到的牌花色不同则你对其造成1点伤害。",
guose_info: "你可以将一张方片牌当做【乐不思蜀】使用。",
liuli_info:
"当你成为【杀】的目标时,你可以弃置一张牌并将此【杀】转移给攻击范围内的一名其他角色(不能是此【杀】的使用者)。",
qianxun_info: "锁定技,你不能成为【顺手牵羊】和【乐不思蜀】的目标。",
lianying_info: "当你失去最后的手牌时,你可以摸一张牌。",
xiaoji_info: "当你失去一张装备区内的牌后,你可以摸两张牌。",
jieyin_info:
"出牌阶段限一次你可以弃置两张手牌并选择一名已经受伤的男性角色。你与其各回复1点体力。",
xinjieyin_info:
"出牌阶段你可以弃置两张牌并选择1名已经受伤的男性角色你与其各回复1点体力每阶段限一次。",
xinjieyin_old_info:
"出牌阶段你可以弃置两张牌并选择1名已经受伤的男性角色你与其各回复1点体力每阶段限一次。",
xinjieyin_new_info:
"出牌阶段限1次你可以选择一名男性角色弃置一张手牌或将一张装备牌置于其装备区你与其体力较高的角色摸一张牌体力值较低的角色回复1点体力。",
xinjieyin_info_alter:
"出牌阶段限1次你可以选择一名男性角色弃置一张手牌或将一张装备牌置于其装备区你与其体力较高的角色摸一张牌体力值较低的角色回复1点体力。",
qingnang_info: "出牌阶段限一次你可以弃置一张手牌并令一名角色回复1点体力。",
jijiu_info: "你的回合外,你可以将一张红色牌当做【桃】使用。",
wushuang_info:
"锁定技,当你使用【杀】或【决斗】指定目标后,你令此牌需要依次使用或打出两张【闪】或【杀】响应。",
lijian_info:
"出牌阶段限一次,你可以弃置一张牌,视为一名男性角色对另一名男性角色使用一张【决斗】(不可被【无懈可击】响应)。",
biyue_info: "结束阶段,你可以摸一张牌。",
xinbiyue_info: "结束阶段,你可以摸一张牌。",
xinbiyue_info_alter: "结束阶段,你可以摸一张牌,如果你没有手牌,改为摸两张牌。",
yaowu: "耀武",
yaowu_info: "锁定技一名角色使用红色【杀】对你造成伤害时该角色回复1点体力或摸一张牌。",
new_jiangchi: "将驰",
new_jiangchi_info:
"摸牌阶段结束时你可以选择一项1、摸一张牌若如此做你本回合内不能使用或打出【杀】且【杀】不计入手牌上限。 2、弃置一张牌若如此做出牌阶段你使用【杀】无距离限制且你可以额外使用一张【杀】直到回合结束。",
xinfu_jijie: "机捷",
xinfu_jijie_info: "出牌阶段限一次。你可以观看牌堆底的一张牌,然后将其交给一名角色。",
xinfu_jiyuan: "急援",
xinfu_jiyuan_info: "当有角色进入濒死状态时,或你将牌交给一名其他角色后,你可以令该角色摸一张牌。",
ganglie_three: "刚烈",
ganglie_three_info:
"当你受到伤害后你可令一名敌方角色判定。若结果不为♥其弃置两张牌或受到来自你的1点伤害。",
zhongyi: "忠义",
zhongyi2: "忠义",
zhongyi_info:
"限定技,出牌阶段,你可以将一张牌置于武将牌上。你的武将牌上有〖忠义〗牌时,己方角色使用【杀】造成的伤害+1。下轮游戏开始时你将〖忠义〗牌置入弃牌堆。",
zhanshen: "战神",
zhanshen_info:
"觉醒技准备阶段若场上有已死亡的其他己方角色且你已受伤则你弃置装备区的武器牌减1点体力上限获得技能〖马术〗和〖神戟〗。",
shenji: "神戟",
shenji_info: "锁定技,你使用【杀】指定的目标数上限+2次数上限+1。",
rewangzun: "妄尊",
rewangzun2: "妄尊",
rewangzun_info:
"锁定技,一名其他角色的准备阶段开始时,若其体力值大于你,你摸一张牌。然后若其身份为主公/主帅/君主/地主且明置,则你摸一张牌,且其本回合的手牌上限-1。",
retongji: "同疾",
retongji_info:
"攻击范围内包含你的角色成为【杀】的目标时,若你不是此【杀】的使用者或目标,其可弃置一张牌,然后将此【杀】转移给你。",
std_panfeng: "潘凤",
stdkuangfu: "狂斧",
stdkuangfu_info:
"锁定技。出牌阶段限一次。当你使用【杀】对其他角色造成伤害后若其体力值小于你你摸两张牌不小于你你失去1点体力。",
ganfuren: "甘夫人",
stdshushen: "淑慎",
stdshushen_info:
"当你回复1点体力时你可以令一名其他角色摸一张牌若其没有手牌则改为摸两张牌。",
old_re_lidian: "李典",
2024-04-15 18:10:02 +00:00
standard_2008: "2008版标准包",
standard_2013: "2013版标准包",
standard_2019: "2019版标准包",
standard_2023: "2023版标准包",
2020-09-06 06:26:37 +00:00
},
};
});